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So, we've seen some parts of the new 1DP detachments and I'm really liking the specialized nature of them that will lead to a lot of mix and matching of various small numbers or types of units here and there into larger forces. I keep thinking of cool and flavourful different mini detachments we could get and wanted to know what you would all design if you had a crack at it. 

 

Here are the rules: 

- Detachment can only affect a small number of units for any given faction. 

- 2 "Enhancements" 1 Traditional and 1 Upgrade. 

- 3 Stratagems.

Here's what I've come up with:

 

Space Marines

 

Foebreakder Strike Force: When an enemy unit within 6" of a Reiver or Infernus unit fails a battle shock test, that unit takes D3 mortal wounds. 

Enhancement: Kingsbane: Reiver Character only. Melee attacks from this character have Anti-Character 2+. 
Upgrade: Promethium Grenades: When an enemy unit suffers a Mortal Wound from a grenade stratagem used by this unit, they must take a Battle Shock test at -1. 

Stratagems: 
(1CP) Sowing Discord: A Reiver or Infernus unit can Fall Back, Shoot and Charge.

(2CP) Here is your Warlord!: Use this stratagem only when the enemy Warlord is slain, and only once per game. All enemy units must take a battle shock test. 
(1CP) Hellfire Protocol: An Infernus units Pyreblaster gains Close Quarters and Hazardous. 

Simple little bits here and there, but I think this would be a lot of fun to play. What are your thoughts? Any subsets of armies you'd like to see get a 1DP Detachments? 


 

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Skyfall Protocol

DETACHMENT RULE

COORDINATED DESCENT

A Chapter's jump pack equipped troops arrive with precision and exactly when their brothers on the ground need them.

  • In your first Movement phase, up to two friendly JUMP PACK units can make an ingress move.
  • When you target an eligible JUMP PACK unit with the Rapid Ingress stratagem, you can apply the effect to a second eligible Jump Pack unit. If you apply the effect to a second eligible Jump Pack unit and either units contain 10 or more models, the CP cost of Rapid Ingress is +1CP.

ENHANCEMENTS

OVERCHARGED GRAV-BOOST

The most daring assault troops will turn off the regulators on their jump packs, lending extra force to the impact of their charge.

ASSAULT INTERCESSOR WITH JUMP PACK model only. When this unit rolls dice for their Hammer of Wrath ability, for each roll of 6 deal one additional mortal wound to the enemy unit.

 

 

DYNAMIC ASSAULT

Jump pack veterans have had decades or centuries to master the added mobility they supply and incorporate it into their fighting style, weaving between blows and attacking from unexpected angles.

CHARACTER JUMP PACK model only. The model has Feel No Pain 5+ and the model's melee weapons gain +1A

 

STRATAGEMS

DEATH FROM ABOVE  1 CP

Trained to target vulnerable points not visible from the ground, jump pack troops make full use of their powerful guns.

WHEN: Your Shooting phase.

TARGET: One JUMP PACK unit from your army which has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons in the target unit have all of the following:

  • Ignore Cover
  • Assault - if a ranged weapon already has Assault, it has +1 A and +1 S 
  • Heavy - If a ranged weapon already has Heavy, it has +1 BS and +1 AP.

 

ANGELS OF VENGEANCE  1 CP

With a sky view of the battlefield, no attack goes unpunished.

WHEN: Your opponent's Shooting phase, just after an enemy unit resolved its attacks.

TARGET: One JUMP PACK unit from your army that was the target of one or more of the opponent's enemy unit's attacks.

EFFECT: The target unit can do one of the following:

  • Make a d6+3" surge move
  • Snap shoot

[+1 CPMake a 9" surge move or shoot as if it were your Shooting phase.

 

Strike For The Heart  1 CP

Punching through the foe's defences, jump pack assault units surge on towards vital rear-line targets.

WHEN: Your Charge phase.

TARGET: One JUMP PACK unit from your army that has not made a Charge roll in this phase.

EFFECT: Until the end of the turn, the target unit:

  • Can make pile-in moves up to a maximum of 6"
  • Can choose units and objectives within 6" when selecting a consolidation mode
  • Can make make consolidation moves up to a maximum of 6"
  • Melee weapons have Lance.
Edited by jaxom
Fixed description for Strike For The Heart.

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