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Made in us
Longtime Dakkanaut







=====Forgehammer: Forging a Better Battle=====
Forgehammer is a complete rewrite of 40k that was based on a mix of personal peeves with the current system, as well as a lot of "Wouldn't it be cool if" elements. The title is a play on the phrase "Forging a Narrative", due to the phrase's implied undertones.

Suggestions, criticisms, and counter-suggestions are always appreciated. I never particularly appreciated the mid-6th edition introduction of Formations, much less Decurion-like army templates or army-specific detachments. Otherwise, I'm open to whatever feedback is there.

====What I am looking For====
General feedback. Any worthy elements, notable breakers, etc.
VASSAL playtesters.
Army and unit suggestions in general; should I create separate threads for these?
Suggestions for "Specialist Loadouts." Generally speaking, I try to make each unit share at least one specialization option with other units in the army. For example, all rank-and file Space Marines have the option to take Purity Seals. All rank-and-file Marine vehicles have the option for an Awakened Machine Spirit. All rank-and-file Tau have the option for Bonding Knives. All Tau vehicles have the option for Point Defense Relays, etc. Generally they should be stuff that makes sense to be "hot swapped" for a single battle.

====Key Points====
Cleanup of randomness, and lots of rules consolidation.
General cleanup of "Rerolls"; rerolling to-hit isn't a thing.
"I Phase-You Phase" system, based on usage of roll-offs to see who chooses who goes first for a given phase.
More "your dudes" customization. Rather than having lots of army-specific decurions/formations/etc, you select whether your army focuses on a primary aspect of warfare or not. Psyker Powers are non-random and at army creation, and mercenaries replace the flat ally system.

====Things I am On The Fence About====
Spoiler:
There are quite a few units which fit the stereotype of: Fast, no individual wargear upgrade options, only threatens infantry (and rear armor 10) in melee. These include:
Dark Eldar Beastmasters, Daemon Beasts, Scarabs, Fenrisian Wolves, etc. (Not to mention the future prospect of stuff like Squigherds, Kroothound Packs, etc). Add the occasional oddball unit of Servitors which never sees play. They feel out-of-place in the rest of the game except as chaff; rather than axing them outright, my initial thought is to give the appropriate armies "Controller"-like Heroes, which may in turn take a limited number of the models as minions. The same way a Shas'o can take Drones or a Wolf Lord can take two wolves, yet join another unit, these minions stay with the model as he joins units. So the Beastmaster would be a hero, as would a Runtherda, etc. Daemonic Heralds could take some Beasts as underlings, etc.

Do we want Stratagems? I personally think they're a "cute toy" or annoyance. Merge into Traits maybe.


====Building an Army====
===Army Composition===
Spoiler:
When building your army, your choices depend both on the point value of the game being played, as well as the Focus that you give your army.
-For games valued at 750 points or less, you must take a Hero as your Warlord, and may take up to 1 additional Hero, 2 Troops, 2 Elites, 2 Fast Attack, and 2 Heavy Support choices, points permitting.
-For every 750 points after 750, you have access to 1 additional Lord, 2 additional Heroes, 1 additional Troop, 1 additional Elite, 1 additional Fast Attack, and 1 additional Heavy Support, points permitting. For games above 750 points, a Lord is mandatory.
-You must select a Focus for your army, for either Troops, Elites, Fast Attack or Heavy Support. This doubles your FoC slots for that type but you MUST take half the available slots for that.
Example: Bob is writing up a 2250 point army, and selects an Elite Focus. This means that he may take up to 8 Elite choices, but must take at least 4 elite choices.

===Specialist Loadouts===
Every unit will have a choice of three Specialist Loadouts to choose from. Specialist Loadouts are are built into the cost of the unit.
If a unit is of the same FOC type as your army's focus, it may select two Specialist Loadouts. Otherwise, it may only select one Specialist Loadout.
Example: A unit of Space Marine Scouts can select whether to be Ambushers (Chameloline Cloaks), Pioneers (Deploy free razorwire/tank traps/sandbags adjacent to them when infiltrating), or Designators (the unit collectively counts as having an Auspex and Teleport Homer). If taken for an army with a Troop Focus, they can select to be Ambusher Pioneers, Ambusher Designators, or any other combination thereof).
When writing your army, take note of which units are your mandatory units. These units may select their Specialist Loadouts *after* army creation but before the game starts.

===Warlord Traits===
[spoiler]Trademark Weapon: Select one non-grenade weapon carried by the Warlord at army creation; that weapon is now Master-Crafted.
Lucky: The Warlord generates one free Fate Token per turn, which may be expended by the Warlord to reroll anything.
Swashbuckler: The Warlord has Hit & Run, and confers this ability to any unit he joins.




===Relics===
Spoiler:
==Relic Weapons==

==Relic Armor==

==Relic Items==



====Dice Rolling====
Spoiler:
Forgehammer still uses D6s. Most rolling is like the core game.

===Critical Effects===
Some dice rolls have special effects on which trigger on a roll of 6. These are known as Critical Effects. Some rules and abilities may alter this range, allowing the critical effects to trigger on 5+, 4+, or even better. No matter the effect, the roll must succeed normally before the Critical can trigger.
Example: The Orks are known for shooting their enemy more for the pleasure of it rather than any intent to actually hit, and are therefore almost uniformly BS 2. A particular veteran unit of Orks with Preferred Enemy (+1 to Critical Ranges), under an Aura of Destiny (+1 to Critical Ranges) decides to fire its Shootas at a nearby enemy unit. Shootas have Sustained Attack, meaning each roll of 6 to-hit counts as two hits. Even with a critical range of 4+, the Orks still need 5+ to actually hit, so discard rolls of 4.

===Rerolls===
Generally speaking, rerolls are less common in order to speed up dice rolling. That said, there are several reroll types.

==Reroll Ranges==
A Reroll Range is usually either "Reroll Failures within a Range" or "Reroll Successes within a Range."
Ranges have a Floor or Ceiling. Ranges either go from 1 to Ceiling or Floor to 6.


====Playing Forgehammer: The Turn Structure====
===Turn Order===
Spoiler:
I-Phase, You-Phase system.
Movement/Shooting/Assault Phases.
Both players roll at the start of a phase and add a Strategy Rating to determine who goes first that Phase.
Different Armies have different Strategy Ratings, sometimes in different phases (for example, Orks are Strategy Rating 1, but Strategy Rating 4 in the Assault Phase).


===Movement===
Spoiler:
==Basic Movement Rules==
=Movement Distances=
Most models move 4" base, and assault 4" + D6" base.
Some models are considered Mobile, and thus move 8" base. This includes all Beasts, Jumpers, Cavalry, and Bikes, and Vehicles.
Flyers *must* make a 12" move, may double-time to move up to 24", and may turn up to 45 degrees afterwards.

=Movement Restrictions=
Models cannot move through models that are not in the same unit.
Difficult Terrain halves movement unless one has Move Through Cover.
Some terrain is considered impassable.

==Additional Movement Rules==
=Double-Time Movement=
A unit may elect to move Double Time. A unit that does Double Time moves twice its base move, but may not shoot, assault, manifest Psyker Powers, or otherwise perform actions.

=Halfstep Moves=
A Half-Step move is a 2" move. Half-step moves occur whenever:
-During an Initiative Step of an Assault, all models of that Initiative value *must* make a Half-Step towards any enemy models.
-When a unit passes a Regroup Check or Consolidates after a Victorious Assault, all models in that unit *may* make a Half-Step.
-Whenever a unit has Battle Focus, all models firing a specific weapon class *may* make a Half-Step before firing.

=Fast Units=
Fast (X) units gain +X" movement for every 4" base movement they have.
For example, Cavalry with Fast(1) would move 10", and assault 5"+D6".
A Flyer with Fast(2) would *have* to move a minimum of 18".

=Ignoring Movement Restrictions=
Some units have rules allowing them to ignore individual movement restrictions.

=Additional Moves=
Some units have abilities allowing them to break the normal rules for movement.
"Fire Then Move" is the most basic example, allowing a unit to fire, then make a 4" base move in the Shooting Phase.


===Combat In General===
Spoiler:

==Rolling To Hit==
Most rolls to-hit are either for shooting or close combat attacks; there may be occasional powers which don't fit either of these definitions, but for the most part, attacking works as such:
-Declare attacking models, and declare attacked models. For shooting, this means having one of your units fire at one (or more) enemy units. For melee, this means all models in the same Initiative Step of a given assault. This attack is further sub-divided by weapon-type.
-Determine the difficulty to-hit, based on comparing Offense vs Defense:
--Ranged attacks compare attackers' Ballistic Skill versus defenders' majority Initiative.
--Melee attacks compare attacker's Weapon Skill versus defenders' majority Weapon Skill.
If your Offense is the same as your opponent's Defense, you hit on 4+.
If your Offense exceeds your opponent's Defense by 1, you hit on 3+. If your opponent's Defense exceeds your Offense by 2 or 3 points, you hit on 5+.
If your Offense exceeds your opponent's Defense by 2, you hit on 2+. If your opponent's Defense exceeds your Offense by 4 or 5 points, you hit on 6.

Really High Offense: Should your attacking models Ballistic Skill exceed your opponent's Initiative by 3, then your model makes a second set of attacks, which hit on 6s; these attacks do *not* trigger any Critical Hit or Critical Miss effects. For each further point of Ballistic Skill you exceed your opponent by, these additional attacks gain a further +1 to-hit.
Example: A unit of 5 Terminator Veterans (Ballistic Skill 5) armed with Storm Bolters (ROF 3) face down against a unit of Ork Boyz (Initiative 2). The unit fires 15 shots that hit on 2+, and an additional 15 shots that hit on 6.
Example: A Chaos Chosen (WS 5) Aligned with Khorne makes it to the unit of Fire Warriors (Weapon Skill 2) that gunned his comrades down. He has 2 attacks base, +1 for Charging. This means he makes 3 attacks at 2+ to hit, and 3 attacks at 6 to-hit!

Really High Defense: If your opponent's Defense exceeds your Offense by 6 or more points, your opponent effectively cannot be hit!
Example: Lelith Hesperiax (Weapon Skill 9) finds herself in a squad of Guard Conscripts (Weapon Skill 2). Unless drastic measures are taken, the Imperial player must commend his Conscripts' souls to the Emperor, for they won't be hitting!
[i]Example: A unit of Guard Conscripts (BS 2) attempts to shoot a Keeper of Secrets (Initiative 10). They miss.

[/i]

==Rolling To Wound==
The to-wound chart is similar to standard 40k, with the following exceptions:
-If the target's toughness is greater than the attack's strength by 3 or more points, the target cannot be wounded. (Strength 3 cannot wound Toughness 7, for example).
-If the attack's strength is greater than the target's toughness by 3 points, then the attack inflicts Critical: Overkill on the target. This means on a roll of 6 to-wound, the target may not roll Feel No Pain against the save, *and* a failed save inflicts an additional D3 wounds on the target model. For each additional point the attack's strength exceeds the target's toughness, the critical range is modified by 1. This can stack with Preferred Enemy.
-Example: A Tau Hammerhead armed with a Railgun (Strength 10) fires at an Ork Warboss on Bike (Toughness 6). The Hammerhead wounds on a roll of 2+, and on a roll of 5+, the attack has the Overkill special rule. Should the Hammerhead be part of a Farsight army (Preferred Enemy: Orks), the attack would inflict Overkill on a roll of 4+ to-wound.

==Cover in General==
Cover can mean all the difference between life and death in the 41st millenium.
Level 1 Cover: Tall Grass/Shrubs: Ranged attacks against models in Level 1 Cover are resolved as though the models had +1 Initiative.
Level 2 Cover: Fences/wooden walls/sandbags/etc: Ranged attacks against models in Level 2 Cover are resolved as though the models had +2 Initiative. Models without Move Through Cover or Assault Grenades charging through Level 2 Cover are treated as making a Disordered Charge.
Level 3 Cover: Aegis Defense Lines/similar fortifications. Ranged attacks against models in Level 3 Cover are resolved as though the models had +3 Initiative, and suffer a -1 penalty to rolls to-wound/penetrate (Criticals are resolved as normal). Models without Move Through Cover or Assault Grenades charging through Level 3 Cover are treated as making a Disordered Charge.
Level 4 Cover: Heavy Fortifications. Ranged attacks against models in Level 4 Cover are resolved as though the models had +4 Initiative and an additional level of Protected, and suffer a -2 penalty to rolls to-wound/penetrate (Criticals are resolved as normal). Models without Move Through Cover or Assault Grenades charging through Level 4 Cover are treated as making a Disordered Charge.

==Hunkering Down==
A unit may either elect to Hunker Down during the player's movement phase, or may be forced to due to attacks with the Pinning rule. A unit that is Hunkered Down halves its Weapon Skill and Ballistic Skill when making attacks, but treats its cover as being one level higher than normal.


===Shooting===
Spoiler:
(Optional) The return of to-hit modifiers.
Shooting is a hybrid of 5th and 7th elements.
Use 7th ed rules for determining which weapon classes fire. ("Flamers", "Bolters", etc).
After rolling to-hit, the defender allocates hits to eligible models "in range" of the attack, rather than "closest models first." "In Range" is based off the closest attacking model.
To-wound is based off majority toughness of the allocated hits, and cover is based on the 50% cover rule, for allocated hits.

Multi-wound units are going to be powerful, since it's basically 5th edition "musical wounds" without the "distinct equipment" qualifier.


===Assault===
Spoiler:
==Overview==
Challenges are removed.
Overwatch is removed; the game already uses alternating phases.
Assault is a flat move.
Models without Assault Grenades do *not* strike last when charging through terrain; they instead count as having made a Disordered Charge. They suffer a further -1 to-hit units with Defensive Grenades.
Units no longer suffer Disordered Charges for multi-assaults.

==Declaring & Reacting to Charges==
The only rules a unit must follow when charging or reacting to an assault are:
-The squad must maintain/move into coherency as possible.
-The squad may not move within 1" of enemy models from units it does not intend to assault.
-The maximum number of models in the squad must engage with the maximum number of enemy models possible, adhering to the rules above. (So no "dogpiling", or "holding models back.").

==Fighting in Close Combat==
This works as in 7th, barring lack of Challenges/Look Out Sir.
Models make an Initiative Step at their unmodified Initiative, even when wielding weapons that otherwise modify Initiative. An Initiative Step is 2".

==Multiple Close Combat Weapons==
A model makes as many attacks as its base attack characteristic, with a melee weapon of choice.
A model may use a second close combat weapon to make an extra attack, using that weapon's profile.
Example: a Marine Sergeant (2 attacks) armed with a Power Sword and Power Axe would choose to either make 2 attacks with the Power Axe, one with the Sword, or 2 attacks with the Power Sword and one with the Power Axe.
If the model instead makes an attack with two identical Close Combat Weapons, they're considered to be paired. The model doesn't gain an additional attack, but the attacks are considered Twin Linked.

==Determining Assault Results==
The rules for determining the winner, as well as subsequent morale checks, are as in the core rules.
When all enemy units from an assault flee, the victor has the option to pursue or consolidate.
Pursuit is rolling a D6, and adding it to the unit's base move characteristic. If the enemy unit is caught, then the pursuing unit makes a free round of attacks, treating the enemy unit's effective Weapon Skill as halved.
Consolidation is a 2" move.
Models may consolidate even after assaulting vehicles, just so big units aren't *total* flamerbait after bum-rushing a Rhino.


====Morale====
TBD

====Vehicles====
Spoiler:
Vehicles have the same stats as non-vehicle units with a few notable exceptions.
Vehicles do not possess an Armor Save, though some vehicles may claim access to Invulnerable Saves based on secondary rules.
Vehicles have Hull Points instead of Wounds, though they are functionally identical.
Vehicles have Armor Facings rather than Toughness.

Weapon Skill for a vehicle represents the ability of the driver to make close-quarters evasive maneuvers or use the vehicle as an improvised ram. Some vehicles (most notably Ork ones) may also possess melee weapons useful for drive-by attacks.
Strength for a Vehicle is primarily used for resolving Ramming and Tank Shock attacks.
Initiative for a vehicle represents the ability of the driver to react quickly and not present a good target at range.
Vehicles do not suffer morale rules like most, so Leadership is mostly for secondary effects, be they resolving the vehicle as the target of a Telepathy Power, issuing Orders, etc.

===Rolling To Damage Vehicles===
This is resolved as in 7th edition, with the following exceptions:
Vehicle Shaken: The attacking player nominates one weapon on the vehicle. It may not fire this turn.
Weapon Destroyed: The attacking player nominates one weapon on the vehicle.
Vehicle Destroyed - Explodes!: This damage result is replaced with Overkill. The vehicle takes an additional D3 Hull Points worth of damage. If the vehicle loses its last HP as a result of this attack, it Explodes!

===Tank Shock and Ramming===




====Psychic Powers====
===Selecting Psyker Powers===
Spoiler:
There are six core Psyker Disciplines available to any Psyker in 40k. Some armies have their own unique Disciplines, which are covered in their respective army entries.
Every Discipline has six Powers available to it: four Basic, and two Advanced.
Every Psyker knows two powers per Mastery Level, and selects those powers during army creation. For every Advanced Power the Psyker wishes to take, the Psyker must take two Basic Powers from the same Discipline. The Psyker would have to take all four Basic Powers to have access to both Advanced Powers.

Example: Librarian Lazarus of the Dark Angels is Mastery Level 2, and has access to 4 Psyker Powers. He *really* wants the ability to Revive fallen Battle Brothers. Revive however is an Advanced Power from the Biomancy Discipline, so Lazarus must take at least two Basic Powers from Biomancy. Lazarus settles on Life Leech (the better to keep his comrades alive in the first place) and Blood Burst (the better to kill the enemy first). Lazarus now has a fourth power that could be used to select a Basic Power from any of the core Psychic Disciplines.


===In-Game===
Spoiler:
At the start of the turn, both players generate warp tokens for their Psykers.
Every Psyker has 2 Warp charge/ML
Psykers cannot pool Warp Charge to Manifest Powers.

Blessings and Maledictions are cast in the player's movement phase and last for the duration of a full player turn. By default, Blessings/Maledictions target a unit. Focused Blessings and Focused Maledictions target an individual model.
A unit may only be affected by up to one Unit Blessing and up to one Unit Malediction per turn.
Any individual model inside a unit may further be affected by up to one Focused Blessing and up to one Focused Malediction per turn.
Blessings and Maledictions last until the end of the turn.
Witchfires are cast in the player's Shooting Phase. Some use a ranged weapon profile, while others are resolved in other ways.
Utility Powers can be cast during either the player's movement, shooting, or assault phases. Utility powers can either be instant effects, or they can last for the remainder of the turn.
Utility Auras are a subset of Utility Powers, and provide an Aura that lasts for the remainder of the turn.
Resonance Powers are only castable on certain trigger conditions.

Basic Powers manifest on 4+, Advanced on 5+.
Perils is on multiples of 1. A Psyker has the option to "push", adding a free die to manifestation attempts, but this die causes Perils if it results in ANY double with the other dice rolled.

Tweaking the denial mechanic. Tenatively, it's: Models within 18" (24" with a Hood) of an enemy psyker can spend Warp Charge to deny. Deny rolls are on a 4+.
An army gets two "free" dice (4 if Necrons) to attempt denial.
Adamantium Will doesn't modify the deny roll, but gives a free die to attempt Deny the Witch.

Powers have "variable effect". The more successes on a Manifestation, the more powerful the effect. Deny The Witch can negate extra successes, so Denial isn't all-or-nothing. At any rate, a Psychic Power can only benefit from a maximum of four successes, with further successes serving as a buffer.

Example: Neroth the Sorcerer wishes to burn out a unit of loyalist Space Marines from Cover and casts Scouring Flame. Normally, Scouring Flame is a mere Strength 5 AP 4, but rolling a second success would make it Strength 6, AP 3, a far deadlier prospect for the power armored servants of the False Emperor! Neroth is a Mastery Level 1 Psyker, and so has 2 Warp Charge by default; however, just to make sure the Marines are likely to perish, he Pushes for a third "free" Warp Charge. Neroth lucks out and rolls a 6, 5, and 4, resulting in 3 successes. If the Marine player doesn't attempt to Deny the Witch, he's being faced with a Strength 7, AP 2 template roasting his Marines. The Marine player needs to roll at least 3 successes to negate Scouring Flame, but if two successes were rolled, the attack would be S5 AP 4 again (3 successes -2 successes = 1), and the Marines can at least take comfort in having their Power Armor back.

Example: Ahriman decides to fry a unit of Loyalist Terminators with Scouring Flame. He rolls six successes, the lucky (some say cheating!) champion of Tzeentch. The attack caps out at Strength 8, AP 1 for successes after the 4th don't count towards the Power's effect. However, the Marine player would need to roll at least two successes for Deny the Witch before any further successes subtract from Ahriman's manifestation. The Terminators best pray that the Emperor Protect!



===Psychic Disciplines===
Spoiler:
==Biomancy==
Psychic Phenomena: Fleshknit: Upon successful Manifestation of a Biomancy Power, one friendly model within 12" of the Psyker regains a lost wound.
Hammerhand: Hammerhand is a Blessing, targeting friendly unit within 12" of the Psyker. Target unit receives +1 Strength for each success on the Manifestation roll.
Warp Vigor: Warp Vigor is a Focused Blessing with a range of 16". For each success, one friendly model within range gains +1 Toughness.
Enfeeble: Enfeeble is a Focused Malediction with a range of 8"; the target model suffers -1 Strength and Toughness for the remainder of the turn for every success on the Manifestation check.
Bloodburst: Bloodburst is a Focused Witchfire resolved as follows:
Select a non-vehicle enemy model within 12" of the Psyker. For each success on the manifestation check, the model must take a Toughness Test. For each test failed, the model loses a wound. Should the model be removed as a casualty, then *all* models within 2" of the former target take a hit with Strength equal to the target's Toughness, and AP equal to the target's Save. The model is removed from play.
Endurance: Endurance is a Blessing, targeting a friendly unit within 8" of the Psyker. Unit receives +1 bonus to its Feel No Pain rolls for each success on the manifestation roll.
Revive (Advanced): Revive is a Utility Power, cast on a friendly unit within 8" of the Psyker. For each success, return one previously destroyed model to the unit with 1 wound remaining; the model must be placed within 8" of the Psyker and in coherency with the rest of the unit.

==Divination==
Psychic Phenomena: Fatewalker: For every successfully manifested Divination power, the Psyker receives one free fate token, up to a maximum of 1 per Mastery Level. These Fate Tokens last for the remainder of the turn.
Perfect Timing: Perfect Timing is a Utility Power For every success, target one friendly unit within 8" of the Psyker. These units are Synchronized with each other for the duration of that phase.
Diverted Fate: Diverted Fate is a Blessing with 8" Range. Immediately after hits are allocated against the unit, one model for every success on the Manifestation may re-allocate a hit onto another friendly model within 4" (even from another unit).
Oracular Insight: Oracular Insight is a Utility Power. For each success, you may transfer one Fate Token to a friendly model within 8". Any transferred Fate Tokens which aren't used by the end of the turn disappear.
Forewarning: Forewarning is a Resonance Power cast immediately after an enemy unit enters the map from Reserves. For each success on the Manifestation roll, one unengaged friendly model within 8" of your Psyker that did not Double-Time may immediately fire at the enemy unit as though it had the Interceptor Rule; models that fire in this manner may not fire during your next Shooting Phase.
Misfortune (Advanced): Misfortune is a Malediction with 16" range. If successful, the enemy unit treats treats all of its rolls of 2 as rolls of 1. For each additional success, this range increases, with a maximum of 4 successes meaning the enemy unit treats all rolls of 1-5 as rolls of 1.
Aura of Destiny (Advanced): Aura of Destiny is a Utility Aura with a range of 8" per success. All rolls originating within the Aura of Destiny increase their Critical Range by +1; this can stack with Preferred Enemy.

==Pyromancy==
Psychic Phenomena: Soul Blaze: Upon successfully Manifesting a Power from the Pyromancy Discipline, one enemy unit within 12" of the Psyker may immediately takes D3+1 S4 AP 5 hits with the Ignores Cover special rule.
Scouring Flame: Scouring Flame is a Witchfire with the following profile:
Range: -, Strength 5, AP 4, Assault 1, Template
For each successful Warp Charge beyond the first, add +1 Strength and -1 AP to the weapon profile, to a maximum of Strength 8, AP 1.
Wall of Flame: Wall of Flame is a Utility Power For each success on the Manifestation check, the Psyker may place down one Wall of Flame terrainpiece, with the following additional restrictions:
-A Wall of Flame may *not* be placed directly over any model; it may be placed over area terrain, or building-tops (like the top of a Skyshield Landing Pad, etc).
-All Walls of Flame from the Manifestation must form a single contiguous unit. A Wall of Flame may go up or down a ramp or hillside, but would not be able to climb up the wall of a building. ,
-All Walls of Flame from the Manifestation must be completely within 8" of the Psyker.
Casualties from the Wall of Flame can trigger Soul Blaze. The Wall of Flame disappears at the end of the turn.
Burn the Witch!: Burn the Witch! is a Resonance Power cast whenever an enemy Psyker within 16" successfully manifests a power. The enemy Psyker immediately suffers a S4 AP 5 hit with Ignores Cover for each success on the Power which triggered Burn The Witch!. For every success beyond the first, these hits are modified by +1 Strength and -1 AP, to a maximum of S7, AP 2.
Hellfire: Hellfire is a Witchfire attack with the following profile:
Range 16", Strength 4, AP 5, Assault 1, Barrage, Ignores Cover.
For each success beyond the first, add an additional blast to the attack, using the rules for Multiple Barrage.
Molten Gaze (Advanced): Molten Gaze is a Witchfire with the following profile:
Range *, Strength 8, AP 1, Assault 1, Beam
* Range is 6" for every success on the Manifestation roll.
Cleansing Flame (Advanced): Cleansing Flame is a Witchfire the following profile:
Range 8", Strength 5, AP 4, Assault *, Nova, Ignores Cover.
*D6 hits per success on the Manifestation Roll

==Telekinesis==
Psychic Phenomena: Whiplash: Upon successfully manifesting any power from the Telekinesis Discipline, a friendly model within 12" of the Psyker may immediately make a 2" move.
Legerdemain: Legerdemain is a Utility Power that targets a single structure within 16" of the Psyker. For each success, the Psyker may perform one "basic action" on an unmanned segment of the fortification within Line of Sight, as though manning it. Whether flipping switches, manning turrets, or forcing a Skyshield to open up (or land down), or any other effects available.
Warp Shift Warp Shift is a Utility Power targeting a friendly unit within 8" of the Psyker. For each success on the Manifestation Check, the friendly unit may immediately move 1", without changing facing.
Terminal Ballistics: Terminal Ballistics is a Blessing with 8" range. For each success on the Manifestation check, the unit may treat its opponent as 2" closer or further away when firing; declare the range modifier for each weapon-class firing.
Example: Tigurius notes a squad of Hormagaunts bearing down on the Ultramarines, and decides to act fast. He casts Terminal Ballistics on a Tactical Squad with attached Techmarine, scoring 2 successes. When the Tactical Squad fires, the Techmarine could elect to fire, treating the Hormagaunts as being 4" further away than normal (potentially resulting in using a different weapon profile for his Conversion Beamer), while the Tactical Marines could treat the Hormagaunts as being 4" closer, effectively allowing their Bolters to Rapid-Fire from 12" away.
Grav Wave: Objuram Mechanicum is a Witchfire with the following Profile:
Range 8, Strength -, AP 2, Assault *, Grav, Nova
* Inflicts 2 hits per success on the Manifestation Roll.
Example: Tigurius casts Repulsion on a Rhino, and scores 3 Successes. The enemy may not willfully move within 4" of the Rhino unless assaulting it. Should any unengaged models end up in range of it(through Tank Shock, etc), any offending models must be directly pushed away from the Rhino.
Telekine Dome (Advanced): Telekine Dome is a Utility Aura with a range of 8". All ranged weapons (including "firing in close combat") shooting into *and* out of the Telekine Dome have -1 Strength per success on the chart, to a minimum of Strength 1. Should a weapon be shooting into or out of the radius of two overlapping Telekine Domes, it is affected by the stronger Dome rather than the sum of both.
Force Shove (Advanced): Force Push is a Utility Power with a range of 6" per successful manifestation. Place a large blast down, completely within range of the power. All models underneath the blast must be moved the shortest distance possible away, as if following the rules for displacing models after a Tank Shock. This ability may be cast into a melee; if this results in no combatants from either side being in base-to-base with one another, this "ends" the assault.

==Telepathy==
Psychic Phenomena: Mind Tricks: Whenever a Telepathy power is successfully manifested, the player may two models within 12" that are in the same unit, and have them switch places.
Psychic Shriek: Psychic Shriek is a Witchfire with a range of 12", that hits automatically. The target unit must make a Leadership check, suffering a +1 to the roll for each success in the Manifestation Attempt. For each point the Leadership check is failed by, the target unit suffers a wound with no armor or cover saves allowed.
Befuddle: Befuddle is a Malediction with a range of 12". While Befuddle lasts, the afflicted unit must make a Leadership check each time it wishes to move, shoot, or assault, suffering a +1 to the roll for each success in the manifestation; should the unit fail the roll, the unit must forfeit its action for that phase and Befuddle immediately ends.
Fear the Darkness: Fear the Darkness is a Witchfire. Target enemy unit must immediately take a Morale Check, at -1 Leadership per success on the Manifestation. If the check is failed, the unit must fall back towards a table edge of the attacking player's choice.
Aura of Rage: Aura of Rage is a Utility Aura with a range of 8" for every success. All models, friend or foe, in this aura have an additional level of Rage.
Shrouding (Advanced): Shrouding is a Blessing targeting a friendly unit within 8". For each success, the friendly unit gains a level of Shrouded, up to a maximum of 4 levels.
Puppet Dance (Advanced): Puppet Dance is a Resonance Power with a range of 16", triggered right before an enemy unit attacks a unit of yours. The target unit must make a leadership check, suffering a +1 to the roll for each success in the Manifestation Attempt. For each point the Leadership Check is failed by, you control one wound or hull point worth of models in the unit. If the enemy unit is engaged in close combat, those models can only allocate attacks against their own unit. Otherwise, the controlled models may fire as if though they were a friendly unit under your control.

==Theosophamy==
Psychic Phenomena: Disjunction: After successfully Manifesting a power from the Theosophamy Discipline, the player may automatically remove one level of Blessing or Malediction from a single model/unit within 12" of the Psyker.
Smite: Smite is a Witchfire with the following Profile:
Range 12, Strength 4, AP 2, Assault 2X, Daemonbane, [i]Banish
Banish: Daemons may not take Invulnerable Saves against attacks with the Banish special rule.
Astral Aim: Astral Aim is a Blessing with a 12" range. The friendly unit may ignore cover and line of sight when shooting any enemy unit within 4" per success on the Manifestation.
Seal Warp Breach: Seal Warp Breach is a Resonance Power that is cast when a unit attempts to move within 16" of the Psyker through a Teleportation Move (including Deep Strike[Teleportation], Warp Spider Jump Packs, The Veil of Darkness, etc). For each success on the Manifestation Roll, the unit must be moved 4" directly away from the Psyker.
Gate of Infinity: Gate of Infinity is a Utility Power. Whenever successfully manifested, the Psyker and his unit are immediately removed from the map, and re-enter the board using the Deep Strike[Teleportation] special rules. They may immediately move 1" per success on the Manifestation Roll. They may not make any additional moves in that phase after using Gate of Infinity.
Null Zone (Advanced): Null Zone is a Utility Aura with a range of 8" per success on the manifestation roll. Models in the radius of Null Zone have a -2 penalty to Invulnerable Save rolls.
Vortex of Doom (Advanced): Vortex of Doom is a Utility Power. Place a Vortex Template in base contact with the Psyker, and move it forward D6 inches per success on the Manifestation roll, affecting any models in the way.


====Vehicles====
Spoiler:
Modifying game system to favor heavy AT for killing vehicles.
Most vehicles gain extra HP, but low AP skews more towards higher damage than before.
Vehicle Explodes becomes Overkill: Does extra D3 HP damage instead.
A moving vehicle can fire one weapon plus any number of defensive weapons. (A defensive weapon being an assault weapon, rapid-fire weapon, or a Salvo weapon used on its moving profile). Defensive weapons can fire at independent targets, and overwatch.


====USRs====
Spoiler:
The key points are:
-A lot of USRs have been deleted, or "merged".
-Some USRs are model-specific, while others are unit-specific. A unit-specific USR only applies if all models in the unit have that USR.
-Some USRs have multiple levels; these USRs have a maximum of 4 levels, no matter how they're acquired.
-If a USR is granted for different conditions, the USR stacks.
Example: A Kroot Stalker has Shrouded 1, and Shrouded 1 (Forest&Jungle). The Stalker would have Shrouded 2 in Forests and Jungles, and Shrouded 1 outside.
-If the USR is granted on the same conditional multiple times, use the best level of the USR rather than adding.
-Example: A Kroot Stalker has Shrouded 1, and Shrouded 1 (Forest&Jungle). The Stalker would have Shrouded 2 in Forests and Jungles, and Shrouded 1 outside. If the Stalker's unit was the target of the Shrouding Psyker Power, a single success wouldn't do anything, as it would only grant Shrouded 1. However, 2 successes would give the Stalker Shrouded 2, and Shrouded 1 (Forest & Jungle), effectively giving the Stalker Shrouded 3 in Forests and Jungles.
-No matter how many conditionals are added up, a USR cannot benefit from more than 4 levels.
-Example: A Kroot Stalker has Shrouded 1, and Shrouded 1 (Forest&Jungle). The Stalker would have Shrouded 2 in Forests and Jungles, and Shrouded 1 outside. If the Stalker's unit was the target of the Shrouding Psyker Power, which scored 4 successes, the Stalker would have Shrouded 4, whether in forest/jungle, or in open terrain.
-When a unit has multiple units with different levels of the same unit-level USR, the unit is treated as having the lowest available level of the USR.
-If a model *grants* a unit-level USR, then any model that does not have a higher-level of that USR than the granting USR, has the USR at that level.


===Deleted USRs===
Spoiler:
Melta is removed. All Melta weapons get Armorbane.
Precision Attack is removed.
Soul Blaze is removed.
Missile Lock is removed.
Rampage removed.


===Merged USRs===
Spoiler:

Bane: Bane as a rule replaces Poison, Fleshbane, Demonbane, and other "Bane" rules that are out there or possibly out there ("Witchbane", etc). When rolling to-wound or to-penetrate an enemy target, divide the die roll by 2 (round up) and subtract that amount from the enemy's Toughness/AV for purposes of resolving the attack. Multiple forms of Bane may stack if applicable.
Example: A unit of Chaos Raptors with 3 Meltaguns (Strength 8) fires at a Land Raider (AV 14). For Armor Penetration, they roll 2, 4, and 6. The first roll is discarded (8+2=10, less than 14-1=13), the second roll is a glancing hit (8+4=12, 14-2=12), and the third is a penetrating hit (8+6=14, 14-3=11).


Torrent is merged into Template (So Template+Range).
Crusader, Fast, Fleet, and Supersonic are merged into Fast.
Stealth and Shrouded merged into Shrouded(X).
Preferred Enemy and Hatred are merged into Preferred Enemy.


===Replaced USRs===
Spoiler:
Overkill: An attack with Overkill ignores Feel No Pain. When a model fails a save from an attack with Overkill, that model loses an additional D3 wounds/HP. Replaces Instant Death.
Resilient: Whenever a model would lose multiple wounds or Hull Points to an attack with Destroyer or Overkill, each level of Resilient cancels out one of the additional wounds. Replaces Eternal Warrior.
Sustained Attack: Replaces Tesla. A roll of 6 to-hit inflicts an additional automatic hit for each level of Sustained Attack. For example, an attack with Sustained Attack (2) would inflict 3 hits on a roll of 6 to-hit.


===Modified USRs===
Bulky: A model with the Bulky USR takes up an additional space in a transport for each level of Bulky it has.
Battle Focus: Models with Battle Focus may make a 2" step immediately before shooting.
[i]Example: A Dark Reaper Squad with Reaper Missiles and Starshot Missiles has an attached Exarch with Tempest Launcher. The Exarch makes a 2" step, and fires the Tempest Launcher. Half of the Reapers make a 2" step and fire their Reaper Missiles. The remaining half make a 2" step and fire their Starshot Reapers.

Destroyer: Cover and Invulnerable Saves against Destroyer Weapons suffer a -2 Penalty. A model that fails a save against a Destroyer Attack loses an additional D3 wounds/HP.
Gets Hot: On a roll (but not a reroll) of 1 to-hit, a Gets Hot weapon does not fire that *shot*, and the model must roll 4+ or lose an HP/Wound that cannot be saved by any means. Weapons which don't roll to-hit (flamers, blasts) still roll a d6 per attack to determine if Gets Hot Triggers.
Master-Crafted: When used for an attack, a Master-Crafted weapon always makes an extra attack beyond what is initially allowed.
Example: a Master-Crafted Power Sword would make 2 additional attacks if wielded as a second close-combat weapon.
Example: A Master-Crafted Boltgun would fire 2 shots at 16", and 3 shots at 8".
Pistol: A weapon with the Pistol USR takes up only one hand, and therefore can be fired in the shooting phase alongside a second Pistol; alternately, a Pistol may be used alongside a Grenade Attack; furthermore, all Pistols have Point-Blank, and can either be used alongside a close combat weapon or another Pistol in melee.
Preferred Enemy (X): When rolling to-hit or to-wound an enemy of type X, or making saves against that enemy, add +1 to all Critical Ranges.
Rage:: For each level of Rage a model has, that model has +1 attack in Close Combat, but is treated as having -1 WS for purposes of the enemy rolling to-hit.
Rending: Rending attacks are treated as AP 1 on rolls of 6 to-wound or to-penetrate.
Shred: Shred is a reroll range. Shred allows the unit to reroll failed rolls to wound or to penetrate, starting with rerolling 1s, and the range increasing for each level of Shred.
Shrouded: Shrouded represents anything from mystical illusion to cloaking devices to simply not being worth shooting at. The Shrouded Unit may *not* be nominated as a target for Witchfires or Maledictions by any unit that does not have at least one model within 16" of the Shrouded Unit. For each additional level of Shrouded, this distance is reduced to 4", to a minimum of 4" away. This means that a Shrouded(4) unit cannot be nominated by an enemy unit unless that unit has at least one model within 4" of the Shrouded Unit.
Slow and Purposeful prevents a model from using Double Time.
Smash: When making attacks with a weapon with the Smash USR, the model may choose to forfeit attacks. For each attack forfeited in this manner, the remaining attacks gain +1 Strength. When multiple models attack with the same weapon, they must each trade in the same number of attacks.
Example: A Marine Sergeant (2 attacks) armed with a Power Sword and Power Axe attacks in melee. Should the Sergeant choose to make his main attacks with the Power Axe, he may forfeit one attack in order to make the remaining Power Axe attack Strength 5.
Tank Hunters is a reroll on the vehicle damage table rather than a roll to-penetrate.
Template: A weapon with the Template USR places a flame template down, with the short end in weapon range. The flame template's short and long ends must form a straight line leading back to the firing model. The number of models underneath the template determines the number of attacks; roll to-hit as normal. Note that most Template weapons have Ignores Cover.
Linked: Attacks with the Linked USR have exploding dice for successful hits. After rolling to-hit, take the successful number of hits, and roll an additional set of attacks. For each successive level of Linked, successes from exploded attacks may generate another round of attacks.
Example: A Rak'Gol Marauder is armed with a Howler Cannon, which is effectively 3 Heavy Stubbers welded together. As a result, the Howler is effectively treated as a Heavy Stubber with Linked(2). The Heavy Stubber has 4 attacks base, and Critical: Sustained Attack; every 6 to-hit counts as 2 hits. The Marauder decides to fire on a unit of Guardsmen; the Marauder has BS 3, and the Guardsmen have Initiative 3, so the Stubber will hit on rolls of 4+. The Marauder rolls 4 dice to-hit, rolling a 4, 5, and 6, for 3 successful to-hit rolls, plus a 4th for Critical Sustained Attack. Because of Linked, the Marauder rolls 3 dice, rolling a 6; finally, the Marauder rolls another die, scoring a 4; the Marauder would not roll an additional round of attacks despite hitting, for he only has 2 levels of the Linked USR; however, the attack ultimately hit 7 Guardsmen!
A weapon with both the Blast *and* Linked Rule resolves its attacks differently. After placing a Blast marker down, roll a scatter die for each level of Linked, and place that many additional markers adjacent (or overlapping in the case of a "hit") to the original Blast, as if resolving a Multiple Barrages attack.
Unwieldy: A model resolving attacks with a weapon with the Unwieldy USR halves its weapon skill (round up) against models that are not Vehicles, Monstrous Creatures, or Bulky.
Vector Dancer lets a flyer forfeit moving Double Time to make a 45" turn prior to moving.[/spoiler]

===New USRs===
Spoiler:
Close Order Drill: When a model with Close Order Drill is in base contact with at least two other models from the same unit with Close Order Drill, that model either get +1 Toughness, or +1 AV (all around)
Craven: A unit with the Craven USR rolls 3d6 when testing to regroup.
Demolisher: Some weapons with the Blast Special Rule also have the Demolisher Special Rule; a unit with at least one weapon with the Demolisher Special Rule may target an Obstacle instead of an enemy unit. Whenever a weapon with the Demolisher Special Rule lands on an Obstacle, remove that obstacle from play.
Grenadier: When making a Grenade attack, a model with the Grenadier USR gains an extra shot per level of Grenadiers.
Example: A unit of 15 Ork Stikkbommas has the Grenadier (2) USR. 3 Orks elect to participate in the Grenade Attack, throwing 3 Grenades each for a total of 9 grenades!
Hardened: Some armor types are more effective versus specific weapons than others. For each level of Hardened, a model adds +1 to its Armor Save for each level of Hardened when faced with an appropriate attack type.
[i]Example: A unit of Tactical Marines (Armor Save 3+) is equipped with Blast Shields (Shield [Hardened [Blast Weapons]). A Leman Russ fires a Battle Cannon into their ranks, which is normally AP 3; they may take their saves on a 2+ instead of a 3+, thus allowing them a save in the first place!

Impact: A melee weapon with the Impact USR gains +1 Strength, -1 AP, and +1 Attack on the turn of a charge, for each level of Impact.
Parry: A model with the Parry USR adds +1 to its effective Weapon Skill for each level of Parry for purposes of the enemy rolling to-hit.
Point Blank: Some ranged weapons are also quite useful for close-quarters combat. A weapon with the Point Blank USR may be used as a close combat weapon in the assault phase, making a number of attacks equal to the weapon's rate of fire. A Point-Blank Weapon with the Blast or Template USRs doesn't roll to-hit like a normal weapon. Instead, during the first round of close combat, it inflicts D3 Hammer of Wrath attacks per attack on its profile. A model may not be hit more times by a point-blank weapon than indicated on the original profile, but other modifiers apply as normal. This only effectively matters when making an attack on a unit containing only one or 2 models.
Example: A Marine Commander with a Master-Crafted Hand Flamer charges a unit of 2 Lictors, inflicting 2d3 Hammer of Wrath hits. However, no individual Lictor may take more than 2 hits from the Hand Flamer, meaning the 2d3 caps at 4 hits max.
Example: A 10-model Sisters Seraphim Squad has 2 Sisters each armed with 2 Hand Flamers. When they are charged by 3 Lictors, those 2 Sisters may each roll 2d3 for Hammer of Wrath Hits, for a total of 4d3 hits, allocated evenly among the Lictors.
Protected: All rolls to-hit and to-wound against a unit with Protected subtract 1 for purposes of confirming Criticals for each level of Protected.
Reliable: Some ranged weapons are exceptionally easy to use, of simple construction with minimum fuss. When resolving attacks against models within half the weapon's maximum range, a Reliable Weapon is treated as having an effective +1 to Ballistic Skill.
Scourge: A weapon with the Scourge special rule ignores the Shield USR when resolving attacks against an enemy model. Generally, any flail-like weapons will have this, from Arcoflagellant Whips to Razorflails, the notable exception being Pulse Weapons.
Scum: A unit with the Scum USR cannot be joined by models that do not have the Scum USR.
Shadowshifter: Shadowshifter is a USR. Once per turn (even during the enemy's phase), a unit with the Shadowshifter USR may remove up to one model for each level of Shadowshifter, provided that at least one model in the unit remains on the table; these models may then be placed anywhere, as long as they remain in coherency with the squad.
Shield: A shield grant additional bonuses, which can only be negated by attacks with the Scourge USR.
Example: A Chaos Obliterator Unit with Veterans of the Long War (Preferred Enemy: Space Marines) decides to manifest Assault Cannons. Versus regular Space Marines, Sustained Attack would trigger on rolls of 5s or 6s to-hit, but against a unit of Assault Marines with Combat Shields (Shield[Protected 1, Parry 1]), they would only trigger Sustained Attack on rolls of 6.
Sonic: Sonic weapons unleash an endless barrage of firepower until their opponents are ground to a pulp. When resolving attacks with a weapon-class with the Sonic USR, all the weapons have +1 Strength and -1 AP for every two hits. The Strength cannot be improved any further once the weapons are already AP 1. If a weapon has Critical: Sonic, then the bonus to Strength/AP is triggered for every 2 Critical Hits.
Super Unit: Some units are only fielded in the most exceptional of circumstances, either due to proscribed technology or simple desire for economy of force. A Super Unit takes up an additional slot from its Force Organization Chart, but only counts as one slot for purposes of meeting mandatory unit requirements.
Example: A Tau player at 1850 points decides to create an army with an Elite Focus. This means that the Tau player *must* take at least 3 Elite choices and can take up to 3 additional Elites. A Riptide is considered a Super Unit, and therefore takes up 2 Elite Slots. This means, a Tau player taking 3 Riptides could not take any additional Elites. However, the player likewise could not take one Riptide and one Crisis Suit unit, and count it as the three mandatory Elite slots.
Synchronized: Synchronized is a unique special rule that describes a relationship between multiple units.
-When multiple units are synchronized with each other, they count as the same unit for purposes of moving through each other and tracing line of sight through each other. Should they shoot the same enemy unit, or engage in an assault, they count as the same unit for purposes of making attacks.
Well-Provisioned: Certain elite units are known for preferential treatment when it comes to getting first pick of specialist gear. A Well-Provisioned pays 5 points less for each piece of wargear selected from the armory at army creation.


===Armory===
==Melee Weapons==
Spoiler:

=Chain Weapons=
Chainsword: S User, AP 5, Shred 1, Sustained Attack 1
Chain Glaive: S User +1, AP 4, Shred 1, Two-Handed, Sustained Attack 1
Chain Axe: S User+1, AP 4, Shred 1, Armorbane
Chain Fist: S User x2, AP 2, Shred 1, Unwieldy
Chain Flail: S User+1, AP 5, Shred 1, Scourge


=Power Weapons=
Power Sword: S User, AP 3, Sustained Attack (1)
Power Glaive: S User+1, AP 2, Two-Handed, Sustained Attack(1)
Power Axe: S User+1, AP 2, Armorbane
Power Greataxe: S User+2, AP 1, Armorbane, Two-Handed
Power Mace: S User+1, AP 4, Smash
Power Maul: S User+2, AP 3, Smash
Power Spear: S User+1, AP 4, Impact
Power Lance: S User +2, AP 3, Impact, Two-Handed
Power Flail: S User+1, AP 3, Scourge
Power Scourge: S User +2, AP 2, Scourge, Two-Handed


=Misc Weapons=
Power Fist: S User x 2, AP 2, Unwieldy
Lightning Claw: S User, AP 3, Shred(2)
Thunder Hammer: S x 2, AP 1, Unwieldy, Smash


==Ranged Weapons==
=Auto Weapons=
Auto Pistol: Range 8, S3, AP -, ROF 1, Pistol, Sustained Attack(1)
Autogun: Range 16, S3, AP -, ROF 2, Sustained Attack(1)
Heavy Stubber: Range 24, S4, AP 6, ROF 3, Sustained Attack(1)
Autocannon: Range 32, S7, AP 4, ROF 2, Heavy, Sustained Attack(1)
Assault Cannon: Range 16, S6, AP 4, ROF 4, Heavy, Sustained Attack(1)


=Las Weapons=
Laspistol: Range 8, S3, AP -, ROF 1, Pistol, Reliable
Lasgun: Range 16, S3, AP -, ROF 2, Reliable
Multilaser: Range 24, S6, AP 6, ROF 3, Heavy, Reliable
Lascannon: Range 32, S9, AP 2, ROF 1,Heavy, Reliable


=Bolt Weapons=
Bolt Pistol: Range 8, S4, AP 5, ROF 1, Pistol, Shred(1)
Bolter: Range 16, S4, AP 5, ROF 2, Shred(1)
Storm Bolter: Range 18: S4, AP 5, ROF 3, Shred(1)
Heavy Bolter: Range 24, S5, AP 4, ROF 4, Heavy, Shred(1)
Avenger Boltcannon: Range 24, S6, AP 3, ROF 5, Heavy, Shred(1)


=Flame Weapons=
Hand Flamer: Range -, S 3, AP 6, ROF 1, Pistol, Template
Flamer: Range -, S 4, AP 5, ROF 1, Template
Heavy Flamer: Range -, S 5, AP 4, ROF 1, Template
Inferno Cannon: Range 8", S 6, AP 4, ROF 1, Heavy, Template


=Plasma=
Plasma Pistol: Range 8", S7, AP 2, ROF 1, Pistol, Gets Hot!
Plasma Gun: Range 16", S7, AP2, ROF 2, Gets Hot!
Plasma Blaster: Range 12", S7, AP2, ROF 3, Gets Hot!
Plasma Cannon: Range 24", S7, AP2, ROF 1, Heavy, Blast, Gets Hot!


=Melta Weapons=
Inferno Pistol: Range 4", S8, AP 1, ROF 1, Pistol, Armorbane
Meltagun: Range 8", S8, AP 1, ROF 1
Multimelta: Range 16", S8, AP 1, ROF 1, Armorbane
Fusion Cannon: Range 16", S8, AP 1, ROF 1, Heavy, Blast, Armorbane


=Grav Weapons=
Grav Pistol: Range 8", S -, AP 2, ROF 1, Pistol, Grav
Grav Gun: Range 12", S -, AP 2, ROF 2, Grav
Grav Cannon: Range 16", S -, AP 2, ROF 3, Grav


=Sniper Weapons=
Sniper/Precision Weapons are being reworked, to make sniping based off BS, rather than "Roll 6s." The rule below has been shamelessly cribbed from Stargrunt II.
A weapon with the Sniper Rule rolls 2 dice for each attack.
If *either* die hits, the enemy allocates the hit.
If *both* dice hit, the attacker allocates the hit.
Needless to say, Snipers are going to be far less prevalent than they are now. Stuff like Kroot with Sniper Rounds, or Guard Conscripts with a Take Aim! order will not be a thing.

==Explosives and Grenades==
Explosives come in several forms, with different attack vectors. Whether grenades of a thrown or launched variety, missile warheads, tied to the end of a long stick, or laid down as mines, they remain a simple yet versatile way of attaining battlefield supremacy.

=Grenade Attacks=
A unit may participate in a Grenade Attack during either the Shooting or Assault Phase. For every 5 models in a unit, rounding up, one model may forfeit shooting or close combat attacks in order to participate in a Grenade Attack. For example, 2 models in a unit of 6 models may forfeit shooting to throw a grenade.

The unit must select the same type of grenade; a unit could not have one model throw a Frag while another throws a Krak, for example. At range, these Grenades have an effective range of 4", and automatically hit/don't scatter, and ignore cover, or Shrouded.

During the first round of an Assault, a Grenade inflicts 1 Hammer of Wrath Hit, or D3 Hits if it had the Blast USR.
Grenades cannot target flyers. Nice try.

=Special Equipment=
Auxiliary Launcher: An Auxiliary Launcher is attached to another weapon. Provided that the model chooses to fire that weapon during the Shooting Phase, the model may participate in a Grenade Attack as normal, and the grenade has an effective range of 8".
Grenade Launcher: A Grenade Launcher Range 16", ROF 1, and is not used for a Grenade Attack.
Missile Launcher: A Missile Launcher has Range 32", ROF 1, and Heavy. Any explosives launched through a Missile Launcher have +1 Strength due to the heavier warheads.


=Explosives=
Frag Explosives: Range X, S 3, AP 5, ROF 1, Blast
Plasma Explosives: Range X, S 4, AP 4, ROF 1, Blast, Pin
Krak Explosives: Range X, S 7, AP 3, ROF 1
Starshot Explosives: Range X, S 8, AP 2, ROF 1
Haywire Explosives: Range X, S 4, AP -, ROF 1, Haywire


=Specialist Ordnance=
Meltabomb: Range -, S8, AP 1, ROF 1, Armorbane, Unwieldy
Demolition Charge: Range 4", S 7, AP 2, ROF 1, Blast, Demolisher, Detcharge*

*Cannot be used to make Grenade Attacks in Close Combat. Cannot benefit from extra attacks due to Grenadier USR.


==Protective Gear==

=Shields=
A model may carry a shield in addition to any other items; a model in melee may only benefit from its shield, and a single one-handed melee weapon. Any attack with the Scourge USR ignores any and all benefits from the Shield.
Combat Shield: A Combat Shield counts as an additional close combat weapon, and grants its user an additional level of Parry
Blast Shield: A model with a Blast Shield adds +1 to its armor saves against attacks with area of effect, including blasts, large blasts, templates, and helstorm templates.
Storm Shield: Shield (+1 to Invulnerable Saves)


====Battlefields and Terrain====

===Unique Terrain===
Spoiler:
Wall of Flame: A Wall of Flame is a piece of area terrain, 3" long by 1" wide. Multiple Walls of Flame can form a contiguous unit, with the restriction that they must connect along the short end before pivoting on a corner in a way that produces no acute angles. The Wall of Flame is considered 1" tall for purposes of blocking Line of Sight. A model that comes in contact with a Wall of Flame immediately takes an automatic Strength 4 AP 5 ignores cover hit; a model may not take more than one hit from the same Wall of Flame in a turn, though a model can take hits from multiple Walls of Flame.


====Scenario Design====
TBD. Primary/secondary/tertiary system based on objectives, killing, and more.

====Armies====
Note: I'm not touching super-heavy/gargantuan units yet.

===General Notes===
Spoiler:
One goal is to consolidate Forgeworld Units into core armies in as "sane" a manner as possible. Whew!
Generally, no taking of "empty" transports, be it Transports as Fast Attack, Dedicated Transports for squads that are too large, or Dedicated Transports for Bike Command Squads.
Pseudo-Heavy Walkers (like Defilers or the Orkanauts) are Heavy Support while the rest are Elite.
"Medium/fast tanks" generally go in Fast Attack, while heavier tanks go in Heavy Support.
Most basic "Bike" units will be troops. Super-light vehicles like Vypers/Buggies will generally be attack-bike equivalents.
Most "Fleet" units will be Fast (2) instead. Units that traditionally had "Bonus movement to run/assault" (like Banshees, Hormagaunts, Dunestriders, etc) are Fast(3) instead.


===Admech===

==Special Rules==

==Armory==

==Equipment==

==Army List==
Spoiler:
=Lords=
Techlord Dominus

=Heroes=
Techpriest Datasmith
Ranger Adept
Vanguard Adept

=Troops=
Skitarii Rangers: 50 points
Skitarii Ranger: WS 3, BS 4, S 3, T 3, W 1, I 3, Ld 8, Sv 4+, A 1
Ranger Alpha: WS 3, BS 4, S 3, T 3, W 2, I 3, Ld 9, Sv 4+, A 2
Unit Composition: 4 Skitarii Rangers, 1 Ranger Alpha
Wargear: Galvanic Rifle, Carapace Armor
Specialist Loadouts:


Skitarii Vanguard: 50 points
Skitarii Vanguard: WS 3, BS 4, S 3, T 3, W 1, I 3, Ld 8, Sv 4+, A 1
Vanguard Alpha: WS 3, BS 4, S 3, T 3, W 2, I 3, Ld 9, Sv 4+, A 2
Unit Composition: 4 Skitarii Vanguard, 1 Vanguard Alpha
Wargear: Radium Carbine, Carapace Armor
Specialist Loadouts:



Tech-Thrall Covenant
Specialist Loadouts:

=Elites=
Electropriests
Unit Composition:
Wargear:
Specialist Loadouts:

Sicarans
Unit Composition:
Wargear:
Specialist Loadouts:

Ordo Reductor Secutors
Unit Composition:
Wargear:
Specialist Loadouts:

=Fast Attack=
Techpriest Celerii
Unit Composition:
Wargear:
Specialist Loadouts:

Kataphracton Breachers
Unit Composition:
Wargear:
Specialist Loadouts:

Sydonian Dunestriders
Unit Composition:
Wargear:
Specialist Loadouts:

=Heavy Support=
Kataphracton Destroyers
Unit Composition:
Wargear:
Specialist Loadouts:

Kastellan Robot
Unit Composition:
Wargear:
Specialist Loadouts:

Onager Siegecrawler
Unit Composition:
Wargear:
Specialist Loadouts:

Adeptus Mechanicus Land Raider
Unit Composition:
Wargear:
Specialist Loadouts:



===Chaos===
==Summary==
Spoiler:
Daemons and Marines merged as one army.
Marine element provides the heavy combat, Daemons do the specialist work.
"Generic" customizable Daemon Engines of Fiend, Flyer, or Siege type. Fiends are Elite.
Possessed choose their power at the start of the turn; rule is called "Daemon Warping."
Plasma Weapons fire an extra shot beyond normal but each roll of 1 counts as two 1s being rolled.


==Army Special Rules==
Spoiler:
Chaos Alignments: The four Chaos Gods are notoriously fickle when attempting to work together though when Chaos waxes, even they can put aside some of their differences. There are four Alignments, one for each Chaos God. Any unit may have only *one* Alignment in it at any given time; a Lord Aligned With Tzeentch could not join a unit of Marines that were Aligned with Nurgle for example, nor could the Sorcerer join an unaligned unit of Marines that already had been joined by a Lord of Khorne. A transport with a Chaos Alignment cannot transport units that have a different Alignment.
Slaves To Darkness: Units with the Slaves To Darkness Rule may select a single Chaos Alignment for free. A Dedicated Transport must select the same Alignment as its parent unit. Any unit that does not select an Alignment may instead take the first 20 points worth of wargear upgrades for free.
Gets Really Hot!: All plasma weapons in a Chaos army fire an additional profile beyond that stated in their profile. Every roll of 1 counts as two rolls of 1 for purposes of triggering "Gets Hot!"
Mercenaries: Chaos forces may not include any Harlequins or Imperial Agents. Any Mercenaries in a Chaos army automatically have the Slaves to Darkness rule.


=Armory=

==Equipment==
Spoiler:
=Chaos Alignments=
Aligned with Khorne: A model Aligned with Khorne gains +1 WS and BS; for models already Aligned With Khorne, this bonus is already included in their profile. A model Aligned With Khorne may not be a Psyker.
Aligned with Nurgle: All melee and ranged attacks (not Witchfires) by a model Aligned with Nurgle gain an additional level of Critical Hit: Poisoned, up to a maximum level of 4.
Aligned with Slaanesh: Models that are Aligned with Slaanesh gain 2 levels of the Fast USR.
Aligned with Tzeentch: Models that are Aligned with Tzeentch may ignore any direct drawbacks of any Utility Aura Psyker Power emanating from a friendly Psyker.
Example: a Model that is Aligned with Tzeentch under a friendly Telekine Dome benefits from enemy shooting suffering -1 Strength, but does not suffer the -1 penalty to Shooting Strength when firing.

=Sonic Weapons=
Sonic Blaster: Range 16, S 4, AP 5, ROF 2, Ignore Cover, Critical: Sonic
Blastmaster: Range 24, S 7, AP 4, ROF 4, Ignore Cover, Critical: Sonic
Doom Siren: Range -, S 5, AP 3, ROF 1, Template, Critical: Sonic


=Maw Weapon=
Mawcannon:
-Tongue
-Phlegm
-Vomit

=Armor=

=Special Equipment=

Magma Cutters
Mechatendrils:
Scrapcode Generator


=Vehicle Equipment=

==Psyker Powers==
Spoiler:
=Lore of Nurgle=
Psychic Phenomena: Nurgling Infestation: Upon successful Manifestation of a Psychic Power from the Lore of Nurgle, the player may add a Nurgling Swarm to a friendly Infantry Unit that is Aligned with Nurgle. The Nurgling Swarm must be placed completely within 8" of the Psyker, and in coherency with the squad.
Stream of Corruption: Stream of Corruption is a Witchfire with the following profile:
Range -, Strength 4, AP 5, Assault 1, Template, Fleshbane
For each success on the Manifestation beyond the first, Stream of Corruption has -1 AP.
Annihilation: Annihilation is a Resonance Power cast whenever a model within 12" of the Psyker Explodes (be it a vehicle exploding, or a model exploding to a Stinger, Shrieker Cannon, Blood Burst, etc). For each success on the Manifestation, the Explosion Radius is increased by 1 inch, to a maximum of 4 additional inches.
Effluent Form: Effluent Form is a Blessing with 12" range. The target unit receives a level of Shadowshift for each success on the Manifestation roll.
Pestilent Earth: Pestilent Earth is a Utility Power cast on a piece of Area Terrain within 12" of the Psyker. The Area Terrain becomes Dangerous Terrain, inflicting Strength 3 hits on any model that enter or end their move in the terrain. These hits gain an additional level of Strength for each success on the Manifestation.
Aura of Decay (Advanced Power): Aura of Decay is a Utility Aura with a range of 8" per success on the Manifestation Roll. *All* melee attacks originating from models with the Aura of Decay gain the Demolisher USR.
Choir of Poxes (Advanced): Choir of Poxes is a Nova with a range of 8". Every enemy unit within range of the Choir takes D6 S4, AP -, Fleshbane Ignores Cover hits per success on the manifestation roll.

=Lore of Slaanesh=
Psychic Phenomena: Ecstatic Seizures: The Psyker may choose to suffer a wound with no saves of any kind allowed in order to lower the Manifestation Threshold by 1. Upon successful Manifestation of a Power from the Lore of Slaanesh, the Sorcerer immediately regains a wound up to the starting maximum wounds.
Hysterical Frenzy: Hysterical Frenzy is a Blessing with 12" Range. For each success on the Manifestation, the unit may sacrifice one model. For each model sacrificed, the remaining models receive +1 Strength and +1 Attack.
Sadomasochism: Sadomasochism is a Resonance Power cast when a friendly model within 12" of the Psyker were to lose wounds. For each success on the Manifestation, one wound/HP is negated outright. If the friendly model is capable of making close combat attacks, then for each wound negated in such a fashion, the model may make an additional attack at Initiative 1.
Hedonistic Influence: Hedonistic Influence is a Malediction with a range of 12". The target enemy unit treats every enemy unit as having a level of Shrouded for each success on the Manifestation.
Aura of Indulgence: Aura of Indulgence is a Utility Aura with a range of 8" per success on the Manifestation Roll. Any model affected by the Aura of Indulgence treats any Drugs as having doubled effect, for both benefits and drawbacks.
Devour Soul (Advanced Power): Devour Soul is a Focused Witchfire with a Range of 12". If the number of successful Manifestations is equal to or greater than the remaining number of Wounds on the target enemy model, that model is removed outright with no saves of any kind allowed.
Pavane (Advanced Power): Pavane is a Utility Power that targets an unengaged model within 12" of the Sorcerer. For each success on the Manifestation, all other models in the same unit must move 1" directly towards that model, starting with the models closest to the target model; should they not be able to move any closer to the target model, they must move to the sides to allow *as* many models as possible to get as close as possible to the target model. Pavane is freaky.

=Lore of Tzeentch=
Psychic Phenomena: Warp Echoes: Upon successful manifestation of a power from the Lore of Tzeentch, one active Blessing or Malediction within 12" of the Psyker may be amplified to have an additional Degree of Success.
Warp Lightning: Warp Lightning is a Witchfire with the following profile:
Range: 16", Strength 7, AP -, Assault *, Sustained Attack(2).
* Fires 2 shots for every success on the Manifestation Roll.
Mass Mutation: Mass Mutation is a Blessing with 12" Range. For each success, you may remove one model from the unit as a casualty, and increase one of the following statistics by 1 for the remainder of the turn. Weapon Skill, Ballistic Skill, Strength, Toughness, Initiative, Leadership, Attacks. No characteristic may be chosen more than once.
Inspire To Glory: Inspire to Glory is a Focused Blessing with 12" Range. The target model receives +1 WS and +1 BS per success on the Manifestation.
Warp Echo: Warp Echo is a Resonance Power that is cast immediately after a Psychic Phenomena effect triggers as a result of a friendly Psyker within 12" of the Sorcerer successfully Manifesting a Psychic Power. For each success on the Manifestation, the Psychic Phenomena triggers again. For example, if after a friendly Psyker were to cast a power from the Biomancy Discipline, then immediately after Fleshknit were to trigger to heal a friendly wound, Amplify Phenomena would allow an extra model to heal a wound for each success on the manifestation.
Glean Magic (Advanced): Glean Magic is a Resonance Power cast whenever another Psyker within 16" of the Tzeentchian Sorcerer successfully Manifests a Psyker Power that the Sorcerer does not already know. The Sorcerer may immediately attempt to manifest that power, rolling as though it were an Advanced Power.
Aura of Amplification (Advanced): Aura of Amplification is a Utility Aura with a range of 8" per success on the Manifestation. Any model that is under an Aura of Amplification treats any other Aura as having doubled effect. Multiple Auras of Amplification do not stack.


==Army List==
Spoiler:
=Lords=
Abaddon
Huron
Chaos Lord
Bloodthirster
Great Unclean One
Keeper of Secrets
Lord of Change

=Heroes=
Warpsmith

Herald of Khorne:

Herald of Nurgle:

Herald of Slaanesh:

Herald of Tzeentch:

=Dedicated Transports=
Chaos Rhino: 50 points
BS 4, FA 12, SA 11, RA 11, HP 4, Tank
Wargear: Twin-Linked Bolter, Searchlight, Smoke Launchers
Transport Capacity: 10 models. May not transport models with the Bulky USR.
Special Rules: Slaves To Darkness:
Specialist Loadouts:


Dreadclaw

=Troops=
Chaos Space Marine Squad: 75 points
Chaos Space Marine: WS 4 BS 4 S 4 T 4 W 1 I 4 Ld 8 Sv 3+ A 1 Infantry
Aspiring Champion: WS 4 BS 4 S 4 T 4 W 2 I 4 Ld 9 Sv 3+ A 2 Infantry (Character)
Unit Composition: 4 Chaos Space Marines, 1 Aspiring Champion
Wargear: Bolter, Bolt Pistol, Chainsword, Power Armor, Frag & Krak Grenades
Special Rule: Slaves To Darkness.
Specialist Loadouts:
Options: The squad may include up to additional 15 Chaos Space Marines at +15 pts per additional model.

The Aspiring Champion has access to the Chaos Armory.
One Chaos Space Marine in five may replace his Bolter with one of the following options: Flamer (+5 pts), Meltagun (+10 pts), Plasma Gun (+15 pts).
The squad may take a Rhino or Dreadclaw as a Dedicated Transport, at their listed costs.


Possessed
Unit Composition:
Wargear:
Specialist Loadouts

Bloodletters of Khorne: 100 Points
Bloodletter: WS 5 BS 5 S 4 T 4 W 1 I 4 Ld 8 Sv -/5++ A 1 Infantry
Bloodreaper: WS 5 BS 5 S 4 T 4 W 2 I 4 Ld 9 Sv -/5++ A 2 Infantry (Character)
Unit Composition: 9 Bloodletters, 1 Bloodreaper.
[b]Wargear:
Hellblade
Special Rules: Aligned With Khorne, Daemon
Specialist Loadouts: Aetherchains, Brass Armor, Collar of Khorne
Options:


Plaguebearers of Nurgle
Plaguebearer WS 3 BS 3 S 4 T 5 W 1 I 2 Ld 8 Sv -/5++ A 1 Infantry
Plagueridden: WS 3 BS 3 S 4 T 5 W 2 I 2 Ld 9 Sv -/5++ A 2 Infantry (Character)
Unit Composition: 9 Plaguebeaerers, 1 Plagueridden
Wargear: Plaguesword
Special Rules: Aligned With Nurgle, Daemon
Specialist Loadouts: Aetherchains, Cloud of Flies,
[b]Options:



Daemonettes of Slaanesh
Daemonette: WS 5 BS 4 S 4 T 3 W 1 I 6 Ld 8 Sv -/5++ A 2 Infantry
Alluress: WS 5 BS 4 S 4 T 3 W 2 I 6 Ld 9 Sv -/5++ A 3 Infantry (Character)
Unit Composition: 9 Daemonettes, 1 Alluress
Wargear: Rending Claws
Special Rules: Aligned With Slaanesh, Daemon
Specialist Loadouts: Aetherchains,
Options:

Horrors of Tzeentch

Pink Horror: WS 3 BS 3 S 3 T 3 W 1 I 3 Ld 8 Sv -/5++ A 1 Infantry
Iridescent Horror: WS 3 BS 3 S 3 T 3 W 2 I 3 Ld 9 Sv -/5++ A 2 Infantry (Character)
Unit Composition: 9 Pink Horrors, 1 Iridescent Horror
Wargear:
Special Rules:
Specialist Loadouts: Aetherchains, Blue Veins,
Options:


=Elites=
Chosen:
Chosen Marine: WS 5, BS 5, S 4, T 4, W 1, I 4, Ld 8, Sv 3+, A 2
Chosen Paragon: WS 5, BS 5, S 4, T 4, W 2, I 4, Ld 9, Sv 2+, A 2
Unit Composition: 4 Chosen Marines, 1 Chosen Paragon
Wargear: Bolter, Bolt Pistol, Chainsword, Power Armor, Frag & Krak Grenades
Special Rules: Slaves To Darkness
Specialist Loadouts:
Options:


Chaos Terminators
Chosen Terminator: WS 5 BS 5, S 4, T 4, W 2, I 4, Ld 8, Sv 2+/5++, A 2
Terminator Paragon: WS 5 BS 5, S 4, T 4, W 3, I 4, Ld 9, Sv 2+/5++, A 3
Unit Composition: 2 Chosen Terminators, 1 Terminator Paragon
Wargear: One-handed Power Weapon of choice, Twin-Linked Bolter, Terminator Armor
Special Rules: Slaves To Darkness
Specialist Loadouts:
Options:

Helbrute: 100 points.
Unit Composition: 1 Helbrute
Wargear: 2 Power Fists, each with Auxiliary Twin-Linked Bolter
Special Rules: Slaves To Darkness, Crazy
Specialist Loadouts:

Daemonforged Fiend:
Unit Composition:
Wargear:
Special Rules: Slaves To Darkness
Specialist Loadouts:

Mutilators:
Unit Composition:
Wargear:
Special Rules: Slaves To Darkness
Specialist Loadouts:

=Fast Attack=
Chaos Bikers: 75 points
Chaos Biker: WS 4, BS 4, S 4, T 4(5), W 1, I 4, Ld 8, Sv 3+, A 1, Biker
Biker Champion: WS 4, BS 4, S 4, T 4(5), W 2, I 4, Ld 9, Sv 3+, A 2, Biker (Character)
Unit Composition: 2 Chaos Bikers, 1 Biker Champion
[b]Wargear: Chaos Bike w/ Twin-Linked Bolter, Power Armor, Bolt Pistol, Chainsword, Frag & Krak Grenades
Special Rules: Slaves To Darkness
[b]Specialist Loadouts:
Bladewheels


Chaos Raptors: 100 points.
Chaos Raptor: WS 4 BS 4 S 4 T 4 W 1 I 4 Ld 8 Sv 3+ A 1 Jump Infantry
Raptor Champion: WS 4 BS 4 S 4 T 4 W 2 I 4 Ld 9 Sv 3+ A 2 Jump Infantry (Character)
Unit Composition: 4 Chaos Raptors, 1 Raptor Champion
Special Rules: Slaves To Darkness, Fear
Wargear: Bolt Pistol, Chainsword, Frag & Krak Grenades
Specialist Loadouts: Spectral Warding (Shrouded 1),
Options: May add up to 5 additional Chaos Raptors at 5 points per additional model.
One in 3 Chaos Raptors may take a Flamer (+5 points), Meltagun (+10 points), or Plasma Gun (+15 points).
The Champion may take options from the Armory.


Daemonforged Flyer:
Unit Composition:
Wargear:
Specialist Loadouts:

Skull Cannon of Khorne
Unit Composition:
Wargear:
Specialist Loadouts:

Plague Cart of Nurgle
Unit Composition:
Wargear:
Specialist Loadouts

Seeker Chariot of Slaanesh
Unit Composition:
Wargear:
Specialist Loadouts

Burning Chariot of Tzeentch
Unit Composition:
Wargear:
Specialist Loadouts

Warp Talons
Unit Composition:
Wargear:
Specialist Loadouts

=Heavy Support=
Daemonforged Besieger
Unit Composition: One Daemonforged Besieger
Wargear: 2 Monstrous Close Combat Weapons. The Besieger must select *one* Main Weapon of Choice from the Chaos Armory.
Special Rules: Slaves To Darkness, Daemonforged
Specialist Loadouts:
Options:

Havocs:
Unit Composition:
Wargear:
Specialist Loadouts

Predator
Unit Composition:
Wargear: Autocannon, Smoke Launchers, Searchlight
Specialist Loadouts

Vindicator
Unit Composition: 1 Vindicator
Wargear: Demolisher Cannon, Siege Shield, Smoke Launchers, Searchlight
Specialist Loadouts:


===Craftworld Eldar===

==Equipment==
Spoiler:
=Melee Weapons=
Witchblade
Singing Spear
Laser Lance

=Shuriken Weapons=
Shuriken Pistol: Range 8", Strength 4, AP 5, Assault 1, Pistol, Rending
Shuriken Catapult: Range 16", Strength 4, AP 5, Rapid-Fire, Rending
Shuriken Carbine: Range 12", Strength 4, AP 5, Assault 3, Rending
Shuriken Cannon: Range 12", Strength 6, AP 5, Heavy 4, Rending


=Monofilament Weapons=
Deathspinner: Range 8", Strength 6, AP -, Assault 2, Shred 2
Spinneret Rifle: Range 16", Strength 6, AP 1, Assault 2, Shred 2, Pinning

=Laser Weapons=
Lasblaster
Scatter Laser
Pulse Laser

=Armor=
Mesh Armor
Aspect Armor
Heavy Aspect Armor
Rune Armor

=Special Equipment=
Banshee Mask
Eldar Jetbike
Mandiblaster
Swooping Hawk Wings
Reaper Rangefinder
Warp-Jump Generator
Shimmershield
Tanglefoot Grenades
Deployable Cover

=Vehicle Equipment=
Crystal Targeting Matrix
Holofield
Serpent Shield: A Serpent Shield grants a 4+ Invulnerable Save against ranged attacks from the Front and Side Arcs.
Serpentstrike Relay: Requires a Serpent Shield; a vehicle with a Serpentstrike Relay may choose to make a ranged attack with the following profile:
Serpentstrike: Range: 4", Strength 7, AP -, ROF D3, Template, Critical: Haywire, Pinning, *Short Out
The Serpentstrike attack may only be performed once per game; after this attack is done, the vehicle's Serpent Shield shorts out and the vehicle no longer may use the Invulnerable Save granted by it.
Spirit Stones
Star Engines




==Psyker Powers==
Spoiler:
=Path of the Warlock=
Psychic Phenomena: Sword and Shield: Powers from Path of the Warlock are listed as and bought as pairs. On the first turn of the game, declare whether you are Using The Sword, or Using The Shield. If using The Shield, then models using the Path of the Warlock may only manifest the first power of each pair. If using the Sword, then models using the Path of the Warlock may only manifest the second power of each pair. This restriction flips around on every subsequent turn. Thus an Eldar Player could have all his Warlocks Using The Sword on turns 1, 3, and 5, and Using The Shield on turns 2, 4, and 6, or Using The Shield on Turns 1, 3, and 5, and Using The Shield on Turns 2, 4, and 6.
Conceal/Reveal: Conceal is a Blessing targeting the Warlock's Unit while Reveal is a Malediction targeting an enemy unit within 8" of the Warlock. The Warlock's unit receives +1 to Cover Saves for each success on Conceal, while the enemy unit suffers a -1 penalty to Cover Saves for each success on Reveal.
Renewer/Destructor: Renewer is a Utility Power while Destructor is a Witchfire. Both powers involve placing a template down, up to 4" away from the Warlock per success on the Manifestation. Models touched by the Renewer Template restore a previously lost wound while models touched by the Destructor Template take a S5 AP 4 hit.
Enhance/Befuddle: Enhance is a Blessing targeting the Warlock's Unit, while Befuddle is a Malediction targeting an enemy unit within 8" of the Warlock. For every success on Enhance, the Warlock's unit gains +1 WS and +1 I. For every success on Befuddle, the enemy unit suffers -1 WS and -1 I (to a minimum of 1 each).
Haste/Slow: Haste is a Resonance Power cast whenever the Warlock's unit wants to make any move, while Slow is a Resonance Power cast whenever an enemy unit within 8" of the Warlock wants to make any move. For every success on Haste, the maximum distance on the move is increased by 1" after all modifiers, while for every success on Slow, the maximum distance on the move is decreased by 1" after all modifiers. Note: *Any* move includes 2" steps, and Defender React in Assault. Have fun.
Protect/Expose (Advanced): Protect is a Blessing targeting the Warlock's Unit while Expose is a Malediction targeting an enemy unit within 8" of the Warlock. For each success on Protect, all enemy attacks targeting the Warlock's Unit adjust their AP values up by 1 (down to AP -). For each success on Expose, the enemy unit treats all incoming attacks as having 1 less AP (down to AP 1).
Augment/Abjure (Advanced): Augment is a Focused Blessing targeting a friendly Psyker within 16" of the Warlock, while Diminish is a Focused Malediction targeting an enemy Psyker within 16" of the Warlock. The Friendly Psyker may add +2" to the distance/aoe/etc of *any* Psyker Powers for each success on Augment, while the enemy Psyker subtracts -2" from the distance/aoe/etc of *any* Psyker Powers for each success on Abjure.

=Path of the Seer=
Psychic Phenomena: Runic Channeling: Whenever attempting to Manifest a power from the Path of the Seer would trigger Perils of the Warp, the Psyker may spend a Warp Charge to negate the results of Perils.
Guide: Guide is a Blessing with a range of 12". Target Friendly Faction unit gains +1 Ballistic Skill for each success on the Manifestation, up to 4 levels.
Executioner: Executioner is a Focused Witchfire with a range of 12". Target an enemy model. For each success on the Manifestation, roll a single attack to-hit the opponent with a close combat weapon of choice as though fighting in Assault. (Note: This would combine with unique melee artifacts like the Staff of Ulthuan, the Firesabre, etc. Enjoy ).
Fortune: Fortune is a Blessing with a range of 12". Target friendly faction unit may reroll failed saves on a range of rolls of 1 to the number of successes manifesting the power, up to a maximum ceiling of 4.
Mind War: Mind War is a Focused Witchfire with a range of 12". Select one individual enemy model; both the Farseer and target roll a D6 and add Leadership, with the opponent having -1 leadership for every success on the Manifestation; for every point the Farseer beats the target by, the opponent loses one wound with no armor or cover Saves allowed.
Doom (Advanced): Doom is a Malediction with a range of 12". For each success on the Manifestation Roll, all attacks against the enemy unit gain a level of Shred, to a maximum of 4 levels.
Eldritch Storm (Advanced): Eldritch Storm is a Witchfire with a range of 12". Place a Large Blast Marker down completely within range. All models underneath the template suffer a S3 AP 3, Ignore Cover, Haywire hit per success on the manifestation.


==Army List==
Spoiler:
=Lords=
Farseer
Autarch
Avatar
Phoenix Lord
Eldrad
Yriel

=Heroes=
Pathfinder
Spiritseer

=Dedicated Transports=
Wave Serpent:
Wargear: Twin-Linked Shuriken Cannon, Twin-Linked Shuriken Catapult
Specialist Loadouts: Serpentstrike,

=Troops=
Guardian Defenders
Guardian

Unit Composition:
Wargear: Shuriken Catapult, Eldar Mesh
Specialist Loadouts: Plasma Grenades, Deployable Shields,

Storm Guardians
Guardian: WS 4, BS 4, S 3, T 3, W 1, I 4, Ld 7, Sv 8+, A 1

Unit Composition:
Wargear: Shuriken Pistol, Sword, Eldar Mesh
Specialist Loadouts: Plasma Grenades,


Dire Avengers:
Dire Avenger: WS 5, BS 5, S 3, T 3, W 1, I 5, Ld 8, Sv 3+, A 2
Exarch: WS 6, BS 6, S 3, T 3, W 2, I 6, Ld 9, Sv 3+, A 3
Wargear: Avenger Catapult, Aspect Warrior Armor, Plasma Grenades
Specialist Loadouts: Bladestorm Attachments, Shimmerfield, Temple Icons

Howling Banshees:
Specialist Loadouts: Flip Belts,
Options:

Striking Scorpions:
Striking Scorpion: WS 5, BS 5, S 3, T 3, W 1, I 5, Ld 8, Sv 3+, A 2
Scorpion Exarch: WS 6, BS 6, S 3, T 3, W 2, I 5, Ld 9, Sv 3+, A 3
Wargear: Scorpion Chainsword, Shuriken Pistol, Mandiblaster, Heavy Aspect Armor, Plasma Grenades
Special Rules: Infiltrate, Move Through Cover
Specialist Loadouts:
Options:

=Elites=
Exarch Court: 75 points.
Unit Composition: 3 Exarches, chosen from the appropriate entries.
Wargear: See Individual Exarch Entries
Special Rules: Well-Equipped
Unit Specializations:
Options: May include up to 3 additional Exarches at +25 points/model.
Each Exarch may select wargear from its respective loadouts as normal.


Seer Council:


Options:

Wraithhost:
Wraithguard

Options:

=Fast Attack=

Windrider Guardians
Guardian: WS 4, BS 4, S 3, T 4, W 1, I 5, Ld 8, Sv 4+, A 1
Craftwarden:
Unit Composition:
Wargear:
Specialist Loadouts:

Hornet Squadron
Unit Composition:
Wargear:
Specialist Loadouts:

Swooping Hawks:
Unit Composition:
Wargear:
Specialist Loadouts: Skyleap Packs,

Warp Spiders:
Unit Composition:
Wargear:
Specialist Loadouts: Flickerleap Packs (Unit gains Shadowshift 4),

Shining Spears:
Unit Composition:
Wargear:
Specialist Loadouts:

Crimson Hunter:
Unit Composition:
Wargear:
Specialist Loadouts:

Hemlock
Unit Composition:
Wargear:
Specialist Loadouts:

=Heavy Support=
Dark Reapers
Unit Composition:
Wargear:
Specialist Loadouts: Reaper Rangefinders,

Fire Dragons:
Unit Composition:
Wargear:
Specialist Loadouts: Demolition Charges,

Falcon
Unit Composition:
Wargear:
Specialist Loadouts:

Fire Prism:
Unit Composition:
Wargear:
Specialist Loadouts:

Support Battery:
Unit Composition:
Wargear:
Specialist Loadouts:

Wraithknight
Unit Composition:
Wargear:
Specialist Loadouts:



===Dark Eldar===
http://www.dakkadakka.com/dakkaforum/posts/list/674223.page

===Guard===
==Special Rules==
Spoiler:
Orders Received:



==Armory==

==Wargear==

==Army List==
Spoiler:
=Lords=
Company Commander
Lord Commissar
Tank Commander

=Heroes=
Sanctioned Psyker
Enginseer
Ministorium Priest

=Dedicated Transports=
Chimera
Unit Composition:
Wargear:
Specialist Loadouts:

Taurox
Unit Composition:
Wargear:
Specialist Loadouts:

=Troops=
Guard Platoon
Unit Composition:
Wargear:
Specialist Loadouts: Improved Comms, Krak Grenades,

Scout Sentinel Squadron
Unit Composition: 2 Scout Sentinels
Wargear: Multilaser
Special Rules: Move Through Cover,
Specialist Loadouts: Improved Comms, Powerlifter Arm, Jungle Gear

=Elites=
Veteran Squad
Unit Composition:
Wargear:
Specialist Loadouts:

Battle Psyker Squad
Unit Composition:
Wargear:
Specialist Loadouts:

Ratling Squad:
Ratling Scout: WS 2, BS 5, S 2, T 3, W 1, I 5, Ld 7, Sv 5+, A 1
Ratling Fixer: WS 2, BS 5, S 2, T 3, W 2, I 5, Ld 8, Sv 5+, A 2
Unit Composition: 4 Ratling Scouts, 1 Ratling Fixer
Wargear: Lasgun, Flak Armor, Frag Grenades
Specialist Loadouts: "Acquired" Gear, Lucky Talismans,
Options:


=Fast Attack=
Hellhound
Unit Composition:
Wargear:
Specialist Loadouts:

Rough Rider Platoon
Unit Composition:
Wargear:
Specialist Loadouts: Improved Comms, Carapace Armor,

=Heavy Support=
Heavy Sentinel Squadron
Unit Composition:
Wargear:
Specialist Loadouts:

Leman Russ Tank
Leman Russ Battle Tank
Leman Russ Exterminator
Leman Russ Eradicator
Unit Composition:
Wargear:
Specialist Loadouts:

Artillery Section
Unit Composition:
Wargear:
Specialist Loadouts:

Hydra
Unit Composition:
Wargear:
Specialist Loadouts:

Light Artillery Section:
Griffon
Wyvern
Unit Composition:
Wargear:
Specialist Loadouts:

Manticore
Unit Composition:
Wargear:
Specialist Loadouts:

Deathstrike
Unit Composition
Wargear
Specialist Loadouts

Baneblade:
Baneblade: WS 4, BS 4, S 10, FA 14, SA 13, RA 12, I 4, Ld 9, HP 6
Unit Composition: 1 Baneblade
Special Rules: Super Unit



===Necrons===
==Special Rules==
Spoiler:

Royal Court: A Necron army can take twice as many Heroes as normal.
Gauss: Gauss is modified to "Inflict an additional Hull Point on rolls of 6 to penetrate." This means a Gauss Blaster inflicts 2 HP on a roll of 6 versus Rhinos!


==Armory==

==Equipment==
Spoiler:
=Gauss Weapons=
Gauss Flayer: Range 16", S4, AP 5, ROF 2, Gauss
Gauss Blaster: Range 12", S5, AP 4, ROF 3, Gauss
Gauss Cannon: Range 24", S6, AP 3, ROF 4, Gauss
Heavy Gauss Cannon: Range 24", S 8, AP 1, ROF 1, Gauss


=Tesla Weapons=
Tesla Carbine: Range 12", S 5, AP -, ROF 2, Critical: +2 Sustained Attack
Tesla Cannon: Range 16", S 6, AP -, ROF 3, Critical: +2 Sustained Attack
Tesla Destructor: Range 16", S 7, AP -, ROF 4, Critical: +2 Sustained Attack


=Particle Weapons=
Particle Caster
Particle Beam
Particle Cannon
Particle Whip


=Staves=
Rod of Covenant: Strength 5, AP 2, ROF 2, Point Blank
Staff of Light: Strength 5, AP 3, ROF 3, Point Blank
Tremorstave
Voltaic Staff:




==Army List==
Spoiler:
=Lords=
Imotekh
Zahndrekh (and Obyron)
Arynaykr
Trazyn
Overlord
Cryptarch

=Heroes=
Illuminor Szeras
Orikan the Diviner

Alpha Destroyer
Overseer
Cryptek
Canoptek Spyder

=Dedicated Transports=
Ghost Ark
Unit Composition:
Wargear:
Specialist Loadouts:

Nightscythe
Unit Composition:
Wargear:
Specialist Loadouts:

=Troops=
Warriors: 100 points.
Warrior: WS 3, BS 3, S 4, T 4, W 1, I 2, Ld 10, Sv 4+, A 1 (Infantry)
Unit Composition: 10 Warriors
Wargear: Gauss Flayer
Special Rule: Reanimation Protocols, Scum
Specialist Loadouts: Enhanced Protocols, Disruption Fields,
Options: May include up to an additional 10 Necron Warriors at +10 points per model.
May take a Night Scythe or Ghost Ark as a Dedicated Transport.


Flayed Ones: 50 points.
Flayed Ones: WS 3, BS 3, S 4, T 4, W 1, I 2, Ld 10, Sv 4+, A 2 (Infantry)
Unit Composition: 5 Flayed Ones
Wargear: Twin Flayer Claws
Special Rules: Reanimation Protocols, Scum, Infiltrate, Deep Strike, Move Through Cover, Fast (2)
Specialist Loadouts: Enhanced Protocols, Without Number,
Options: May include up to an additional 10 Flayed Ones at +10 points per model.


Tomb Blades: 75 points.
Flayed Ones: WS 3, BS 3, S 4, T 5, W 1, I 2, Ld 10, Sv 4+, A 1 (Bike, Hover)
Unit Composition: 3 Tomb Blades
Wargear: Choice of Twin-Linked Gauss Cannon or Twin-Linked Tesla Blaster
Special Rules: Scum, Reanimation Protocols
Specialist Loadouts: Enhanced Protocols, Shadowscopes, Shieldvanes
Options: May include up to 2 additional Tomb Blades at +25 points/model.
Any model may replace its weapon with a Particle Beamer at 5 points per model.



=Elites=
Lychguard
Lychguard: WS 5, BS 5, S 5, T 5, W 2, I 5,
Unit Composition: 5 Lychguard
Wargear: Warscythe
Specialist Loadouts:

Immortals:
Unit Composition:
Wargear:
Specialist Loadouts:

C'tan Shard
Unit Composition:
Wargear:

=Fast Attack=

Canoptek Wraiths
Unit Composition:
Wargear:
Specialist Loadouts:

Praetorians
Unit Composition:
Wargear:
Specialist Loadouts:

Triarch Stalker
Wargear: Heat Ray, Quantum Shielding, Living Metal
Specialist Loadouts: Quantum Capacitor,

=Heavy Support=
Annihilation Barge
Wargear: Twin-Linked Tesla Destructor, Twin-Linked Gauss Cannon, Quantum Shielding, Living Metal
Specialist Loadouts: Quantum Capacitor

Destroyers:
Unit Composition:
Wargear:
Specialist Loadouts:

Doom Scythe:
Wargear: Twin-Linked Tesla Destructor, Death Ray, Living Metal
Specialist Loadouts:

Doomsday Ark
Wargear: 2 Gauss Flayer Batteries, Doomsday Cannon, Quantum Shields, Living Metal
Specialist Loadouts: Quantum Capacitor

Monolith:
WS 4, BS 4, FA 14, SA 14, RA 14, I 2, Ld 10
Wargear: Particle Whip, Monolith Gate, 4 Gauss Flayer Arcs, Living Metal
Specialist Loadouts: Exile Gate, ?, ?


===Orks===
==Summary==
Spoiler:
There are two things I am considering. Either making "specialist" units an "attachment" for core units, or making super-generic elites with upgrade packs.
Mek Boss get options for Mekboy Speedstas.
Warbikes are troops. Warbuggies are Attack-Bike/like add-on.
Gunwagons are Fast Attack compromise between Trukks/Battlewagons.
Orkanaut is a single customizable choice.


==Special Rules==
Mob Rules: Whenever an Ork unit with fails a Leadership Check, a Character in the unit may "Restore Disciplun".

Clan Ties: A model with the Clan Ties special rule must select from one of six Ork Clans to be affiliated with. This affiliation is free and comes with an additional piece of Wargear associated with that Clan. All models with Clan Ties purchased the same unit must select the same Clan Tie, while any Dedicated Transport must also purchase the same Clan Tie as its parent unit.
-Bad Moons: The Bad Moons are the wealthiest Clan out there, with more teef than those other wannabes. They tend to trick out their guns, and prefer to sit back and shoot, both to show off what having lots of teef can buy, and because they find it a real laugh to gun down their enemies right before the other Clans can krump' them proppa. All Bad Moons come with a free Gitfinda (A model with a Gitfinda has +1 Ballistic Skill).
-Blood Axes: The other Orks consider the Blood Axes not truly Orks, because of their use of unorthodox practices like tactics, practiced maneuvers, or even using tactical retreats to obtain strategic victory. Moreso than the rest, Blood Axes are known for a love of uniforms and insiginae to demonstrate rank. All Blood Axes have Finkin' Caps (A Model with a Finkin' Cap has +1 Initiative).
-Deffskulls: The Deffskulls have a mostly justified reputation as a bunch of no-good thieves; they're also the most superstitious of Orks, known for their use of Blue Warpaint to bring them good fortune in battle and salvage. All Deffskulls have Blue Paint (a model with Blue Paint adds +1 to any Invulnerable Saves it has, or gets a 6+ Invulnerable if it didn't have one).
-Evil Sunz: The Evil Sunz love to go fast, and are known for having more Kults of Speed than any other Clan. All Evil Sunz have Red Paint Jobs (a model with a Red Paint Job has an additional level of Fast).
-Goffs: The Goffs are the Orkiest Orks out there, and the ones that care most about having a good proppa scrap. All Goffs have a Bull Icon (A model with a Bull Icon has +1 Weapon Skill).
-Snakebites: The Snakebites are the most primitive Orks out there, and are known for keeping many snakes, toxirachnids, etc, to maintain a high poison resistance. All Snakebites have Nasty Poisons (A model with Nasty Poisons adds +1 Poison to all its Melee and Ranged Weapons).

Waaagh: Your Warlord benefits from its Clan Bonus twice. Should the Warlord join another unit, any other model in that unit with Clan Ties will also benefit from the Warlord's Clan Ties bonus in addition to any previous Clan Tie bonus they had (including the same Clan Tie).
Once per game, starting from the second turn, the Warlord may declare a Waaagh! During this turn, all models with the Clan Ties USR benefit from the Warlord's Clan Bonus in addition to any previous Clan Tie bonus they had.
[i]Example: Nazdreg is a Special Character Warboss with Clan Ties [Bad Moon]. Thus, he has +2 Ballistic Skill, and any unit he joins has +1 Ballistic Skill. He joins a unit of Bad Moon Meganobz, who now have +2 Ballistic Skill as a result. On the second turn, he declares a Waaagh! During this turn, Nazdreg and his unit are Ballistic Skill 5, all other Bad Moons are Ballistic Skill 4, and all other Orks are Ballistic Skill 3. Dakkadakkadakka![/b]


==Army List==
Spoiler:
=Lords=
Ghazgkull
Nazdreg
Wazdakka

Warboss: 100 points.
WS 6, BS 2, S 5, T 5, W 4, I 4, Ld 9, Sv 6+, A 5
Wargear: Choppa, Slugga, Squighide Armor
Special Rule: I'z Da Boss: If the Warboss is your army Warlord, then at the end of a turn when you declare Waaagh, roll a D6. If you roll equal to or above the current turn number, the Waaagh continues into the next turn. Keep rolling at the end of each turn, to see if the Waaagh continues onward.



Mekboss

Painboss

Warpboss

=Heroes=
Grotsnik
Zagstrukk
Snikrot
Runtherda
Big Mek
Pain Dok
Weirdboy

=Dedicated Transport=
Wartrukk:
BS 2, FA 11, SA 10, RA 10
Wargear: Choice of Rokkit Launcha or Big Shoota.
Transport Capacity: 12 models.
Special Rules: Open-Topped, Fast(1), Reinforced(1)
Specialist Loadouts: Armor Plates and Grabbin' Klaw, Big Gun and Armored Top, Evac Transport
Options: May take Vehicle Gubbinz from the Ork Armory.


=Troops=
Kult of Speed
Unit Composition:
Wargear:
Specialist Loadouts: Psycho Blastas, Rough Terrain Trakks, 'Uge Exhaust Pipes

Boyz Mob
Unit Composition:
Wargear:
Specialist Loadouts: Stikkbommas, Madboyz,

Gretchen Mob: 25 Points
Weedy Grot: WS 2 BS 3 S 2 T 3 W 1 I 2 Ld 6, Sv -, A 1
Sneaky Grot: WS 2 BS 3 S 2 T 3 W 1 I 2, Ld 7, Sv -, A 2
Unit Composition: 9 Weedy Grots, 1 Sneaky Grot
Special Rules: Scum, Craven, Move Through Cover
Specialist Loadouts: Clan Gear (Choose one specific type for the whole unit), Pioneering Kit, Firebombs
Wargear: Stub Pistol and Close Combat Weapon
Options: May replace their Stub Pistols and Close Combat Weapons with Autoguns - Free.
May include additional models: 5 points for every two Weedy Grots.
-Option for Splattapult or Grot Tank goes here.


=Elites=
Nob Mob
Mob Nob: WS 4, BS 2, S 4, T 4, W 2, Ld 7, Sv 4+, A 3
Hob Nob: WS 4, BS 2, S 4, T 4, W 3, Ld 8, Sv 4+, A 4
Unit Composition:
Wargear:
Specialist Loadouts:


Meganob Squad
Mob Mega Nob: WS 4, BS 2, S 4, T 4, W 3, Ld 7, Sv 2+, A 3
Mega Hob Nob: WS 4, BS 2, S 4, T 4, W 4, Ld 8, Sv 2+, A 4
Unit Composition: 2 Mob Meganobz, 1 Mega Hob Nob
Wargear: Twin-Linked Shoota, Power Klaw, Mega Armour
Specialist Loadouts:


Mekboy Mob
Unit Composition:
Wargear:
Specialist Loadouts:

Ork Dreadmob:
Unit Composition:
Wargear:
Specialist Loadouts:


=Fast Attack=
Deffkopta Wing:
Deffkopta: WS 4, BS 2, S 3, T 5, W 2, I 2, Ld 7, Sv 4+, A 2, Hoverbike
Flymek: WS 4, BS 2, S 3, T 5, W 3, I 2, Ld 8, Sv 4+, A 3, Hoverbike (Character)
Unit Composition: 1 Flymek, 2 Deffkoptas
Wargear: Deffkopta with choice of Twin-Linked Big Shoota, Twin-Linked Rokkit Launcha, or Twin-Linked Burna.
Specialist Loadouts: Jetkoptas (Jet Move),

Gunwagon
Unit Composition:
Wargear:
Specialist Loadouts:

Ork Fighta-Bomma
Unit Composition:
Wargear:
Specialist Loadouts:

=Heavy Support=
Mek Gun Battery:
Unit Composition:
Wargear:
Specialist Loadouts: Clan Gear, Tow Carriages, ?

Ork Battlewagon
Unit Composition:
Wargear:
Specialist Loadouts:

Orkanaut
Unit Composition:
Wargear:
Specialist Loadouts:

Ork Blasta Bomma
Unit Composition:
Wargear:
Specialist Loadouts:

Squiggoth
Unit Composition:
Wargear:
Specialist Loadouts:



===Sisters of Battle===
http://www.dakkadakka.com/dakkaforum/posts/list/674220.page

===Space Marines===
Army List: http://www.dakkadakka.com/dakkaforum/posts/list/0/674216.page

===Tau===
==Special Rules==
Spoiler:
Supporting Fire: Whenever a friendly unit fires at an enemy unit within 8", any unit with Supporting Fire that has all of its models within 4" of at least one firing model may Synchronize with the initial firing unit.


==Armory==

=Special Weapons=
Flamer
Burst Cannon
Missile Pod
Fusion Blaster
Plasma Rifle

=Heavy Weapons=
Heavy Rail Rifle


=Primary Weapons=
Railcannon
Heavy Burst Cannon
Fusion Cannon
Ion Cannon

=Battlesuit Systems=

==Equipment==
Spoiler:
=Fusion Weapons=
Fusion Blaster
Fusion Cascader
Fusion Cannon
-Nova Charge

=Ion Weapons=
Ion Rifle: Range 20", Strength 7, AP 4, ROF 2
-Overcharge: Range 20", Strength 8, AP 4, ROF 1, Blast, Gets Hot!
Ion Blaster: Range 12", Strength 7, AP 4, ROF 2
-Overcharge: Range 12", Strength 8, AP 4, ROF 1, Blast, Gets Hot!
Ion Cannon: Range 36", Strength 7, AP 3, ROF 3, Heavy
-Overcharge: Range 36", Strength 8, AP 3, ROF 1, Heavy, Blast, Gets Hot!
-Nova Charge: Range 36", Strength 9, AP 2, ROF 1, Large Blast, Gets Hot


=Pulse Weapons=
Pulse Rifle: Range 16", Strength 5, AP 5, ROF 2, Scourge
Pulse Carbine: Range 12", Strength 5, AP 5, Assault 3, Scourge,
Pulse Burster: Range 16", Strength 5, AP 5, ROF 4, Heavy, Scourge
Pulse Cannon: Range 24", Strength 6, AP 4, ROF 5, Heavy, Scourge
-Nova Charge: Range 24", Strength 7, AP 3, Assault 5, Heavy, Scourge, Sustained Fire


=Rail Weapons=
Rail Rifle: Range 20", Strength 6, AP 1, ROF 2
Heavy Railgun: Range 32", Strength 8, AP 1, ROF 2, Heavy
Railcannon: Range 48", Strength 10, AP 1, ROF 1, Heavy
-Submunition: Range 48", Strength 6, AP 4, ROF 1, Heavy, Large Blast
-Nova Charge: Range 48, Strength 10, AP 1, ROF 1, Heavy, Shred 4, Destroyer

=Markerlights=
Markerlight: Range 8", S NA, AP NA, ROF 1, Markerlight*
Hi-Intensity Markerlight: Range 16", S NA, AP NA, ROF 2, Markerlight*
*For each hit inflicted on an enemy unit with a Markerlight, place a Markerlight Token on the enemy unit. Subsequent units firing at the enemy unit can spend tokens for the following effects:
-The Tau unit may spend up to four tokens to give all non-Markerlight weapons +1 BS for each token expended.
-The Tau unit may spend up to four tokens to subtract a level of cover from the enemy for each token expended.
-The Tau unit may spend up to four tokens to add +1 to its roll to confirm Criticals, for every 2 tokens expended.
-The Tau unit may spend up to four tokens to fire one Seeker Missile at its enhanced profile for each token expended; these missiles do not count against the number of weapons the Tau unit can fire.
-The Tau unit may spend up to four tokens to allow one friendly unit performing Supporting Fire alongside it to benefit from any Markerlight Effects for each token expended.
[i]Example:[/b] A Skyray Gunship spots an enemy Stormraven on the horizon and decides to terminate it with extreme prejudice; between it and a second Skyray that is in formation, the two of them fire their Markerlights at the Stormraven and score 4 Markerlight Hits! Because the Skyray has a Networked Marker Array, the tokens may be immediately spent. The Skyray spends 3 Tokens so that it can fire 3 Seeker Missiles at the enemy Stormraven, and spends another Markerlight Token so that the second Skyray can also fire 3 Seeker Missiles at the enemy.
Networked Marker Array: A unit with at least one model with a Networked Marker Array may spend markerlight tokens generated from its own Markerlights.





==Army List==
Spoiler:
=Lords=
Aun'va

Aun'shi:

Ethereal:
WS 4, BS 4, S 3, T 3, W 3, I 4, Ld 10, Sv -, A 3
Wargear: Choice of 2 Equalizers, or Honor Blade
Special Rule: Invocation Of the Elements:


Shas'o

=Heroes=
Fireblade
Vespid Queen
Drone Controller

=Dedicated Transports=
Devilfish:
Devilfish: BS 4, FA 12, SA 11, RA 11, HP 4, Tank, Skimmer
Unit Composition: 1 Devilfish
Wargear: 2 Gun Drones, and a weapon selected from the Special Weapons section of the armory.
Specializations: Point Defense Relay
Options: May replace the Gun Drones with a Twin-Linked Burst Cannon (+10 Points), or Smart Missile System (+20 points)
May take Vehicle Equipment from the Tau Armory.

=Troops=
Fire Warrior Team: 50 points:
Fire Warrior: WS 2, BS 3, S 3, T 3, W 1, I 2, Ld 7, Sv 4+, A 1
Shas'ui: WS 2, BS 3, S 3, T 3, W 2, I 2, Ld 8, Sv 4+, A 2
Unit Composition: 4 Fire Warriors, 1 Tau Shas'Ui
Wargear: Pulse Rifle, Fire Warrior Armor, Photon Grenades
Specialist Loadouts: Bonding Knife, EMP Grenades, Stim Injectors
Options: May replace their Pulse Rifles with Pulse Carbines w/ Auxiliary Launchers.
The Shas'ui may take a Markerlight: 10 points.
The unit may be mounted in a Devilfish at the listed cost.




Pathfinder Team: 50 points:
Tau Pathfinder: WS 2, BS 3, S 3, T 3, W 1, I 2, Ld 7, Sv 5+, A 1
Pathfinder Shas'ui: WS 2, BS 3, S 3, T 3, W 1, I 2, Ld 8, Sv 5+, A 2
Unit Composition: 4 Tau Pathfinders, 1 Pathfinder Shas'Ui
Wargear: Pulse Carbine w/ Auxiliary Markerlight, Recon Armor, Photon Grenades
Special Rules: Scouts, Move Through Cover
Specialist Loadouts: Bonding Knife, Networked Marker Array
Options: 1 in 3 Pathfinders may replace their Pulse Carbine and Auxiliary Markerlight with a Rail Rifle or Ion Rifle for +10 points.
The unit may include a Pulse Accelerator Drone, Grav Wave Drone, or Recon Drone.
The Shas'Ui may take up to two 2 Drones from the Drones section of the Tau Armory.
The unit may be mounted in a Devilfish at the listed cost.


[spoiler]Drone Squadron: 50 points:
Combat Drone: WS 2, BS 2, S 3, T 4, W 1, I 4, Ld 7, Sv 4+, A 1
Control Drone: WS 2, BS 2, S 3, T 4, W 1, I 4, Ld 8, Sv 4+, A 2
Unit Composition: 4 Combat Drones, 1 Control Drone
Wargear: Twin-Linked Pulse Carbine, Drone Controller (Control Drone only).
Specialist Loadouts: Without Number, Placeholder, Placeholder


=Elites=
Breacher Squad:

Crisis Suit Team:
Crisis Shas'ui: WS 3, BS 4, S 5, T 4, W 3, I 2, Ld 8, Sv 3+, A 2
Crisis Shas'vre: WS 3, BS 4, S 5, T 4, W 4, I 3, Ld 9, Sv 3+, A 3
Unit Composition: 1 Crisis Suit Shas'vre
Wargear:
Special Rules: Deep Strike, Fire Control, Fire And Move, Relentless
Specialist Loadouts:

Stealth Suit Team
Unit Composition: 2 Stealth Suits, 1 Stealth Shas'vre
Wargear: Burst Cannon, XV-25 Stealth Suit, Bonding Knife
Specialist Loadouts: Mirrorstrike Algorithm, Demolition Charges



Ghostkeel Suit
Riptide
Y'Vahra
R'Varna


=Fast Attack=
Vespid Stingwing
Vespid Auxiliary
Strain Leader
Unit Composition: 4 Vespid Auxiliaries, 1 Strain Leader
Wargear:
Specialist Loadouts:

Piranha Squadron: 30 points.
Piranha WS 2, BS 3, FA 11, SA 10, RA 10, I 2, Ld 8, HP 3
Unit Composition: 1 Piranha.
Wargear: 2 Drone Racks with Gun Drones; one weapon selected from the Special Weapon section of the Tau Armory.
Specialist Loadouts: Point Defense Array, TX-42 Package, Two Seeker Missiles
Options: May include up to 4 additional Piranhas at +30 points/model. These additional Piranhas must be equipped in the same manner as the original Piranha.
The squad may take Vehicle Wargear upgrades from the Tau Armory.

Hazard Suit Team:
Unit Composition:
Wargear:
Specialist Loadouts:


Razorshark:
Razorshark: WS 2, BS 4, S 6, FA 11, SA 10, RA 10, I 2, HP 4
Unit Composition: 1 Razorshark Fighter
Wargear:
Specialist Loadouts: Point Defense Array,

=Heavy Support=
Broadsides:
Broadside Shas'ui: WS 2, BS 3, S 5, T 4, W 3, I 2, Ld 8, Sv 2+, A 2
Broadside Shas'vre: WS 3, BS 3, S 5, T 4, W 3, I 3, Ld 9, Sv 2+, A 3
Unit Composition: 1 Broadside Shas'vre
Wargear: Choice of Twin-Linked Heavy Rail Rifle or High Yield Missile Pod, Choice of Smart Missile System or Twin-Linked Plasma Rifle, Broadside Battlesuit
Specialist Loadouts: Drop-Chutes, Seeker Missile,
Options: May include up to an additional two Broadsides
May take one Battlesuit System from the Armory.

Hammerhead
WS 2, BS 4, AV 13/12/11, I 2, HP 4
Unit Composition:
Wargear: One weapon of choice from the Primary Weapons List, 2 Gun Drones
Specialist Loadouts: Point Defense Array, 2 Seeker Missiles, Automatic Repair Unit
Options:

Skyray:
Unit Composition:
Wargear: 6 Seeker Missiles, 2 High-Intensity Markerlights, Networked Marker Array, 2 Gun Drones, Velocity Tracker
Specialist Loadouts: Point Defense Array, Automatic Repair Unit,
Options: May replace the Gun Drones with 2 Burst Cannons, or a Smart Missile System.
May take an additional weapon from the armory.

Sunshark:
Unit Composition:
Wargear:
Specialist Loadouts:

[/spoiler]

===Tyranids===
==Special Rules==
Spoiler:

Synapse Creature[b]: Some models are considered Synapse Creatures and project an Area of Effect which is 8" by default. Units that have at least one model within range of a Synapse Creature do not have to test for Instinctive Behavior, and are considered Fearless. Some Biomorphs may further augment Synapse Radius or allow it to confer additional effects.
[b]Shadow In The Warp:
The Tyranid advance is heralded by a general anchoring. No model, friend or foe, in the area of effect of a Synapse Creature may Push when attempting to Manifest Psyker Powers.


==Tyranid Biomorphs==
Spoiler:

=Melee Biomorphs=
Scything Talon
Rending Claw
Bonesword
Lash Whip

=Ranged Biomorphs=
Fleshborer
Spinefists
Devourer
Deathspitter

Bioplasma
Bioplasmic Cannon

=Spore Mines=



==Psychic Powers==
Spoiler:
=Powers of the Hive Mind=
Psychic Phenomena: Synaptic Recursion: When a model successfully Manifests a Power of the Hive Mind, one friendly Tyranid Psyker (including units with the Brotherhood of Psykers) USR within 12" immediately gains a free Warp Charge die.
Basic Power
Basic Power
Basic Power
Basic Power
Advanced Power
Advanced Power


==Army List==
Spoiler:
=Lords=
Hive Tyrant

=Heroes=
Broodlord
Warrior Alpha
Neurothrope
Deathleaper
Red Terror

=Dedicated Transports=
Tervigon
Unit Composition:
Wargear:
Specialist Loadouts:

Tyrannocyte
Unit Composition:
Wargear:
Unit Specializations

=Troops=
Gaunt Brood
Unit Composition:
Wargear:
Specialist Loadouts: Without Number,

Genestealers
Genestealer: WS 6, BS 0, S 4, T 4, W 1, I 6, Ld 10, Sv 5+, A 2
Purestrain: WS 6, BS 0, S 4, T 4, W 2, I 6, Ld 10, Sv 5+, A 3
Unit Composition: 4 Genestealers, 1 Purestrain
Wargear: Rending Claws
Special Rules: Infiltrate, Move Through Cover
Specialist Loadouts: Ymgarl-Brood,

Warriors
Unit Composition:
Wargear:
Specialist Loadouts:

=Elites=
Carnifex
WS 3, BS 3, S 8, T 6, W 4, I 3, Ld 8, Sv 3 +, A 4
Wargear: 2 Scything Talons
Specialist Loadouts: Shoveltusks, Bioplasma, Spore Cysts
Options:

Lictors
Unit Composition: 1 Lictor
Wargear: Rending Claws, Chameleon Scales, Flesh Hooks, Phermone Trail
Specialist Loadouts: Skulkers (Gain an additional level of Shrouded), Trailmakers (Phermone Trail has +4" range) ,Assassins (Preferred Enemy: Characters)

Tyrant Guard
Unit Composition:
Wargear:
Specialist Loadouts:

=Fast Attack=
Haruspex
Unit Composition:
Wargear:
Specialist Loadouts:

Raveners
Unit Composition:
Wargear:
Specialist Loadouts:

Harpy/Hive Crone
Unit Composition:
Wargear:
Specialist Loadouts:

=Heavy Support=
Biovores
Unit Composition:
Wargear:
Specialist Loadouts:

Hive Guard
Unit Composition:
Wargear:
Specialist Loadouts:

Exocrine
Unit Composition:
Wargear: Bioplasmic Cannon, Armored Carapace
Specialist Loadouts:

Trygon
Unit Composition:
Wargear:
Specialist Loadouts:

Tyrannofex
Unit Composition:
Wargear: Acidspray, Reinforced Carapace
Specialist Loadouts:



====Auxiliaries====
Spoiler:
6th ed allying is a no-go.
Rather, your army can take Auxiliaries alongside your core troops. They cannot be used to fulfill your "Focus" mandatory requirements. (For example, an Ork army with a Troops Focus could not use Desperadoes to fulfill its mandatory Troops Choices).

Alternately, a player can field an entire army of Auxiliaries.
Some units in a codex are called Irregulars. They are treated as a full part of their parent codex, but may alternately be fielded in an Auxiliary Army.

Some armies have special rules for including Auxiliaries:
Example: Auxiliaries in a Chaos army may take Marks.
Some Auxiliary types have special rules for being included in a parent army.
Example: Kroot Shapers may take a Special Weapon from their parent codex's armory.

Auxiliaries are grouped into different types.
-Desperadoes: Scum and villainy, this represents those humans that aren't necessarily the Emperor's Finest. Depending on the parent codex, this means a unit of Desperadoes could represent Chapter Serfs, Gue'Vesa, Diggas, or Cultists (be they of Chaos or Genestealed Stock), or Penal Convicts...
-Freebootaz: Orks more attached to wealth than a particular Waaagh!
-Inquisition
-Kroot
-Webwalkers: Outcasts among the Eldar, be they Corsairs or Rangers, as well as the Harlequins.
-Miscellaneous Mercenaries: Loxatl, Demiurg, Tarellians, etc.


===Scum and Renegades===
==Army List==
Spoiler:


=Heroes=
Warp Witch
Heretek

=Dedicated Transports=
Technical
Unit Composition:
Wargear:
Specialist Loadouts:

=Troops=
[spoiler]Marauders:
Marauders: WS 3, BS 3, S 3, T 3, W 1, I 3, Ld 7, Sv 6+, A 1
Desperado: WS 3, BS 3, S 3, T 3, W 2, I 3, Ld 8, Sv 6+, A 2
Wargear: Autogun, Subflak Armor, Frag Grenades
Special Rules: Craven
Specialist Loadouts: Two Rending Knives, Frenzon,


Mutants:
Mutant: WS 2, BS 2, S 3, T 3, W 1, I 3, Ld 7, Sv 6+, A 1
Freak: WS 2, BS 2, S 3, T 3, W 2, I 3, Ld 8, Sv 6+, A 2
Wargear: Autopistol
Specialist Loadouts:

=Elites=
Ogryns
Unit Composition:
Wargear:
Specialist Loadouts:

Spyrer Freelancers
Unit Composition:
Orrus
Yeld
Malcador
Jakara
Wargear:
Specialist Loadouts:

=Fast Attack=
Arvus Lighter
Unit Composition:
Wargear:
Specialist Loadouts:

Tauros:
Unit Composition:
Wargear:
Specialist Loadouts:

=Heavy Support=
Junk Tank
Unit Composition:
Wargear:
Specialist Loadouts:


[/spoiler]

===Freebootaz===

===Imperial Operatives===
==Army List==
Spoiler:
=Lords=
Gregor Eisenhorn
Gideon Ravenor
Lord Inquisitor

=Heroes=
Inquisitor
Vindicare Assassin
Callidus Assassin
Eversor Assassin
Culexus Assassin

=Troops=
Stormtrooper Squad
Unit Composition:
Wargear:
Specialist Loadouts:

=Elites=
Storm Sentinel Squadron
Unit Composition:
Wargear:
Specialist Loadouts: Vector Jets,

Daemonhost
Unit Composition:
Wargear:
Specialist Loadouts:

Death Cult Assassins
Unit Composition:
Wargear:
Specialist Loadouts:

=Fast Attack=
Valkyrie
Unit Composition:
Wargear:
Specialist Loadouts:


=Heavy Support=
Vulture Gunship
Unit Composition:
Wargear:
Specialist Loadouts:


===Kroot Mercenaries===
==Armory==
Spoiler:
=Ranged Weapons=
Kroot Rifle
Krootox Gun

=Talismans=
Blood of the Stalker
Kroothawk Totem
Mark of the Favored One
Surefoot Charm


==Army List==
Spoiler:
=Troops=
Kroot Carnivore Kindred: 75 points
Kroot Carnivore WS 4, BS 3, S 4, T 3, W 1, Ld 7, Sv -, A 1
Kroot Shaper WS 4, BS 3, S 4, T 3, W 2, Ld 8, Sv -, A 2
Wargear: Kroot Rifle
Specialist Loadouts:
Options:


=Elites=
Kroot Headhunter Kindred
Specialist Loadouts:

Kroot Coldfire Kindred: 75 points
Coldfire Kroot WS 4, BS 3, S 4, T 3, W 1, I 3, Ld 7, Sv 4+, A 1
Coldfire Shaper WS 4, BS 3, S 4, T 3, W 2, I 3, Ld 8, Sv 4+, A 2
Wargear: Pulse Carbine, Fire Armor (4+ Save)
Specialist Loadouts:
Options:


Kroot Stalker Kindred
Specialist Loadouts:

=Fast Attack=
Kroot Vulture Kindred
Vulture Kroot: WS 4, BS 3, S 4, T 3, W 1, I 3, Ld 7, Sv 6+, A 1
Vulture Shaper: WS 4, BS 3, S 4, T 3, W 2, I 3, Ld 8, Sv 6+, A 2

Specialist Loadouts:

Kroot Knarloc Kindred
Unit Composition:
Wargear:
Specialist Loadouts:

Kroot Tracker Kindred
Unit Composition:
Wargear:
Specialist Loadouts:

=Heavy Support=
Krootox Support Battery
Specialist Loadouts:

Kroot Great Knarloc
Specialist Loadouts:


===Webwalkers===
==Army List==
Spoiler:

=Lords=

=Heroes=
Solitaire

=Dedicated Transports=
Starweaver

=Elites=
Harlequin Troupe
Unit Composition:
Wargear: Shuriken Pistol, Harlequin Blade, Holosuit, Flip Belt
Specialist Loadouts:

War Walker Squadron
Unit Composition: 1 War Walker
Wargear: 2 Shuriken Cannons, Force Shield
Specialist Loadouts: Wasp Packs, Multitargeter,

=Troops=
Corsair Band


=Fast Attack=
Skyweaver Jetbikes
Unit Composition:
Wargear:
Specialist Loadouts:

=Heavy Support=



This message was edited 277 times. Last update was at 2016/01/06 18:22:08


 
   
Made in gb
Boosting Ultramarine Biker





This is certainly interesting!
I think for added cool, use a D10? It makes for a much more stable system than the D6, and it allows for clearer unit differentiation.

I like the Warlord Trait system you have too, means that your army isn't bent-over-backwards-buttfethed when you roll the wrong trait, here, you can have 6 decent ones rather than five crap ones and one good one.

As for Marines, Chapter Tactics for all?
If these were fleshed out in say, pdf format, I'd love to playtest a few games!

Albert Einstein wrote:
If you don't think you have any TFG's at your club, you are the TFG

Full Chapter + Kabuki Guilliman

3700 Points + Kabuki Vulkan
XIIIth Legion 8500 Points + ForgeWorld Guilliman
'Does Sigismund deserve a slap, Captain Torgaddon? Probably. In the spirit of comradeship, let him be. He bruises easily.’ - Rogal Dorn  
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

A couple comments, as I've basically written a 40k-like / 40k lite game over the past month or so:

1. Keep it simple, stupid. There is a huge tendency to overload the ruleset with things, when less is more. Focus on the "best" version of a rule, not to have multiple similar things.

2. Focus on the core rules before dealing with army lists, of how you want it to play. The focus on one list as the sample list until you have one army that plays the game you want it to. After that, you can modify to create the other armies.

   
Made in us
Longtime Dakkanaut







rowboatjellyfanxiii wrote:
This is certainly interesting!
I think for added cool, use a D10? It makes for a much more stable system than the D6, and it allows for clearer unit differentiation.

I've seen that debate before. It's...interesting but I feel it might be extra work. I know that for now, I'm not radically redesigning unit statlines (A Marine would still have straight 4s across the line, for example).

rowboatjellyfanxiii wrote:

I like the Warlord Trait system you have too, means that your army isn't bent-over-backwards-buttfethed when you roll the wrong trait, here, you can have 6 decent ones rather than five crap ones and one good one.

I honestly haven't put much thought in this yet. The idea is 5 separate tables, each with 6 abilities. You have access to 2 of those tables, the first being the common one, the second dependent on your army FOC focus. So you have a siege master leading your Heavy Support, etc.

rowboatjellyfanxiii wrote:
As for Marines, Chapter Tactics for all?

It's more an insane pet project I've had on-and-off for the last two years. A classic way to start a flame war is suggest "There should only be one Marine Codex", to which people can go "But my Space Wolves / Grey Knights/etc."

If you ever played Guard in 4th edition, you'll remember the Doctrine system. Or if you ever played Civ 5: Gods and Kings, you'll know how the game lets you "build a religion." The basic idea is floating on here, but it boils down to:
-Renowned Legacies represent the deeds and strengths that make a Chapter *that* chapter. The Raven Guard are master infiltrators, the Imperial Fists exemplar at siege warfare. The Dark Angels have plasma weaponry to give the rest of the Imperium pause, etc. Whenever given the choice for a Major Deviation, Geneseed Mutation, or Chapter Secret, you may take a Renowned Legacy instead.
-Codex Deviations represent divergence from the Codex Astartes. It could be as minor as equipping Tacticals with a second Special instead of a Heavy, merging two offices into one (example: Wolf Priests are a Chaplain/Apothecary hybrid), or having way more Land Raiders than the average Codex. You select a Major Deviation, two Minor Deviations, or a Renowned Legacy.
-Geneseed Mutations could be as simple as an atrophied Betcher's Gland or as exotic as spontaneous combustion! A chapter selects one Geneseed Mutation or a Renowned Legacy.
-Chapter Secrets are where things get dark. Whether a Chapter is numerically overstrength, whether they have a history of prior traitors, or whether they covertly wield xenotech or Chaos Artifacts, best keep the Inquisitors away...A chapter selects one Chapter Secret or a Renowned Legacy.
-Freebie: Select another Major Deviation, 2 Minor Deviations, Geneseed Mutation, Chapter Secret, or Renowned Legacy.

I may very well scale this back if it gets too crazy. The main idea is to have a system that shows a sliding scale of respectability versus radicalism, with the older chapters being more "by the book" because they already made their name, the newer chapters being more prone to bending rules. While an Imperial Fist would never dare integrate xenotech into their rank-and-file, the Silver Sharks proudly flaunt their adapted Pulse Carbines while the Mentors gladly use Eldar-derived Plasma Missiles against the Biel-Tan...

rowboatjellyfanxiii wrote:
If these were fleshed out in say, pdf format, I'd love to playtest a few games!

Thanks. It's quite the project!


Automatically Appended Next Post:
 JohnHwangDD wrote:
A couple comments, as I've basically written a 40k-like / 40k lite game over the past month or so:

1. Keep it simple, stupid. There is a huge tendency to overload the ruleset with things, when less is more. Focus on the "best" version of a rule, not to have multiple similar things.

Formations are gone. Army-specific Force Organization Charts are gone. Unbound is gone. Let me know where you see bloat otherwise.

 JohnHwangDD wrote:

2. Focus on the core rules before dealing with army lists, of how you want it to play. The focus on one list as the sample list until you have one army that plays the game you want it to. After that, you can modify to create the other armies.

Armywise, I might as well focus on one or two elements at a time: For now, I'll focus on the following sets of armies.
* Marines & Chaos is the first item. The flagship army and the BBEG army.
* AdMech versus Necrons. Both armies are relatively self-contained.
* Tau versus Tyranids is next. Kroot Mercenaries fleshed out (if you pardon the pun) to showcase how the Auxiliary System works.
* Guard versus Orks is next. Add Desperadoes and Freebootas.
* Craftworld Eldar and Dark Eldar. Add assorted Webwalkers to taste.
* Sisters of Battle & the Inquisition.

This message was edited 1 time. Last update was at 2015/10/14 14:09:37


 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

 MagicJuggler wrote:
 JohnHwangDD wrote:
A couple comments, as I've basically written a 40k-like / 40k lite game over the past month or so:

1. Keep it simple, stupid. There is a huge tendency to overload the ruleset with things, when less is more. Focus on the "best" version of a rule, not to have multiple similar things.

Formations are gone. Army-specific Force Organization Charts are gone. Unbound is gone. Let me know where you see bloat otherwise.


Pretty much EVERYWHERE. For example, you're keeping the notion of having 6 Pskyer powers per thing, where 3 would do. You're keeping zillions of USRs when ideally, it should be under a dozen, preferably 7 or less. If you're keeping the bulk of 40k 7E, it is grossly bloated.

OTOH, if you boil the rules to a maximum of 16 pages (including any diagrams & artwork), then that would be considered unbloated. Same if you were to get the Codices under 16 pages each.

   
Made in us
Missionary On A Mission



Eastern VA

7 or fewer USRs? I agree there are too many, but I'm not sure how you could pare 7E down to 7 USRs without losing an awful lot of inter-unit and inter-army differentiation.

That said, here's a list of USRs that really baffle me, or that I otherwise think could go:

Zealot: And this is different from having both Hatred and Fearless, how?

Hatred: First turn only? Ok, fine, balancewise, but a pain to keep track of. Why not have just one USR that says "this unit can re-roll failed to-hit rolls", and then tag it with (psychic), (shooting) or (assault) as appropriate? That could boil Hatred, Twin-Linked and Missile Lock down into one beastie.

Stubborn, Fearless, ATSKNF: Ok, it mostly just bugs me slightly that Fearless, Stubborn and ATSKNF are all separate things. OTOH, they work in definably different ways, so I'm not sure what the best way is to square this circle. The idea is supposed to be "guys that don't budge, ever", "guys that literally can't get scared but do have prudence" and "guys that might panic and run, but it's really hard to make them do it". Maybe it should just be Stubborn, then give guys who are supposed to be Fearless Ld 12? ATSKNF is fluffy, but would making that (Ld 10, Stubborn) be broken? I dunno, just seems like a lot of spidery stuff.

Crusader: The name of this USR tells you next to nothing about what it does. Furthermore, why is this not just a special case of either Fleet or Zealot, depending on what you're trying to represent? Fleet for when Crusader represents "we're fast; we *will* get there", and Zealot for when it represents "we're crazy fanatics". That is, assuming Zealot remains a thing.

It Will Not Die: Yes, awesome fluffy name. But let's just call it Regeneration and be done with it. Also, probably not enough things have this for it to be a USR, but OTOH, it's not only in one codex... File this under It Just Bugs Me.

Feel No Pain: Can we just call this "Uncanny Resilience" and do away with the debate about whether something actually feels pain at all? Is it possible to fold all the various "you got through my armor but still didn't kill me" mechanics into Uncanny Resilience?

Rampage: Yes, this is cool, and a few units, as it is, wouldn't work right without it, but can this just be folded into Rage? A major refactor could make that work.

Rending: I'm mostly fine with Rending as it stands, but there are too many different kinds of pseudo-rending. If vehicles were made to use toughness and saves like infantry/MC, you could easily collapse all the forms of pseudo-rending into Rending. If not, there should still be a way to streamline this.

Slow and Purposeful, Relentless: Yeah, I get the difference. But, if most/all SnP things were Relentless, would that be broken? What if only some things could Run in the first place? Or certain weapons just can't overwatch, period? Not sure. Another It Just Bugs Me.


~4500 -- ~4000 -- ~2000 -- ~5000 -- ~5000 -- ~4000 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Yes, 7, based on psychometrics of most people being able remember 5 +/- 2 things.

Now, I'll grant that 40k has a lot more stuff going on, but how much of that really needs to be there?

From a design standpoint, less is more, and any clean sheet should work hard to boil the special rules down to an absolute maximum of 5 "active" special rules per action, preferably 3 or fewer, because that means basically everybody can remember them while playing the game. This tightens the ruleset, making it easier to ensure that game does what the designer intends. It also reduces player mistakes / cheating.

So, movement would include jump/jet packs, Flying and difficult terrain - that's 3 to start; add Fleet and there's only room for 1 more movement-related rule. Shooting includes Gets Hot! Wounding would have a few rules, such as Rending. And so on.

And then take a look at the game and determine to what extent even those specials are really needed to capture the core of what each model does.

From a game design standpoint, 7 is a worthy goal, a good target, because it forces a very rigorous assessment of which special rules really need to be special rules versus minor variations of the same thing.

So, when you talk about Fearless / Stubborn / ATSKNF as basically being the same thing, that's precisely what I'm getting at. Of those, which is the simplest? Fearless, because it eliminates die-rolling altogether. Therefore, Stubborn and ATSKNF become Fearless, which works just fine from a gameplay standpoint.

   
Made in us
Longtime Dakkanaut







The main area I've seen players get tripped up over is "how many weapons can my dude fire?"

"A bike may fire as many weapons as it has riders."
"A Monstrous Creature may fire two weapons."
"A Vehicle may fire any number based on a factor of movement, Power of the Machine Spirit, funky rules for Lasgun Arrays, etc."
"Pistols count as one for purposes of firing"

Make Fire Control (X) a special rule allowing additional weapons/turn (also used for Battlesuits, Decimator Protocols, etc). Combine with Split Fire perhaps, clean up Power of the Machine Spirit too.

Merge Stealth and Shrouded into a single skill. "Level 1 Stealth. Level 2 Stealth. Etc.

Several other rules will be incrementally shaved down. Others I know will get the axe altogether (let's be honest, the only way Soul Blaze is good for tournaments is for pointlessly dragging out a turn.).

   
Made in us
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The Dog-house

What if movement for standard models was 8" and then certain "heavy" models had a 4" move?

H.B.M.C.- The end hath come! From now on armies will only consist of Astorath, Land Speeder Storms and Soul Grinders!
War Kitten- Vanden, you just taunted the Dank Lord Ezra. Prepare for seven years of fighting reality...
koooaei- Emperor: I envy your nipplehorns. <Magnus goes red. Permanently>
Neronoxx- If our Dreadnought doesn't have sick scuplted abs, we riot.
Frazzled- I don't generally call anyone by a term other than "sir" "maam" "youn g lady" "young man" or " HEY bag!"
Ruin- It's official, we've ran out of things to talk about on Dakka. Close the site. We're done.
mrhappyface- "They're more what you'd call guidlines than actual rules" - Captain Roboute Barbosa
Steve steveson- To be clear, I'd sell you all out for a bottle of scotch and a mid priced hooker.
 
   
Made in gb
Boosting Ultramarine Biker





So, using a similar system of 'doctrines' you have described, I have come up with a sort of table, if you will, of some example Chapters and their deviation. Also add SM spitting poison (Str2 AP- Poisoned (4+)) in Assault Phase so this might make sense.

Ultramarines
Major Deviation: None
Minor 1: None
Minor 2: None
Specialty: Combat Doctrines
Secret: If an Ultramarine Detachment does not fit into a CAD, it recieves -1 Ld and Initiative.

Salamanders
Major Deviation: Blackened skin gives +1 Toughness against all Flamer/Melta Weapons
Minor 1: None
Minor 2: None
Specialty: All Flamer Weapons re-roll failed to hit rolls, Tactical Squads may take Heavy Flamers.
Secret: Salamanders cannot be allied with another army using Chapter Traits (Salamanders). (no successors)

BA would have red thirst, black rage, DA with plasma out te bum, but cannot ally with Imperial armies if Fallen is on the table. So on.

Albert Einstein wrote:
If you don't think you have any TFG's at your club, you are the TFG

Full Chapter + Kabuki Guilliman

3700 Points + Kabuki Vulkan
XIIIth Legion 8500 Points + ForgeWorld Guilliman
'Does Sigismund deserve a slap, Captain Torgaddon? Probably. In the spirit of comradeship, let him be. He bruises easily.’ - Rogal Dorn  
   
Made in ru
!!Goffik Rocker!!






So, the movement is slowed down. What happens with shooting distance? Also, must take into consideration fast shooting distance. Cause if you have a 48" gun that gets reduced to 32, there's no big difference, yet all the slow stuff suffers even more. Or do you want to make a purely shooty game with only specialized fast/deepstrike, tough mellee? Than it's fine.

This message was edited 3 times. Last update was at 2015/10/19 06:23:00


 
   
Made in us
Longtime Dakkanaut







rowboatjellyfanxiii wrote:
So, using a similar system of 'doctrines' you have described, I have come up with a sort of table, if you will, of some example Chapters and their deviation. Also add SM spitting poison (Str2 AP- Poisoned (4+)) in Assault Phase so this might make sense.

Ultramarines
Major Deviation: None
Minor 1: None
Minor 2: None
Specialty: Combat Doctrines
Secret: If an Ultramarine Detachment does not fit into a CAD, it recieves -1 Ld and Initiative.

Salamanders
Major Deviation: Blackened skin gives +1 Toughness against all Flamer/Melta Weapons
Minor 1: None
Minor 2: None
Specialty: All Flamer Weapons re-roll failed to hit rolls, Tactical Squads may take Heavy Flamers.
Secret: Salamanders cannot be allied with another army using Chapter Traits (Salamanders). (no successors)

BA would have red thirst, black rage, DA with plasma out te bum, but cannot ally with Imperial armies if Fallen is on the table. So on.


Something along those lines. Salamanders might look something like:

Minor Deviation: Street Sweepers. Tacticals may not take a heavy weapon; may take a second Special at 10 models.
Minor Deviation: Grim Resolve: When a game ends due to a roll for random game length, the Salamander Player may choose to reroll to see if the game continues. (This trait is also shared by the Imperial Fists)
Renowned Legacy: Torchbringers: Flamer and Melta weapons in the army are +1 Strength. Tactical Squads may take a Heavy Flamer in lieu of a second Special/Heavy weapon, and any model that may take a Plasma Pistol may instead take an Inferno Pistol (This trait is also shared by Blood Angels).
Geneseed Mutation: Heavy-G Troopers: +1 Toughness, -2 Initiative, cannot take Speeders, Jump Packs, or Bikes (This trait is shared by the Sons of Antaeus).
Renowned Legacy: Centurion Armor: May take Centurions.
Renowned Legacy: Hammers of the Emperor: Thunder Hammers are Master-Crafted.

Some items may be locked and require traits to unlock from the get-go. Unlike the old 4th ed Guard codex, there will be less "oh no, if I take the Drop Trooper doctrine to give all my troops free Deep Strike, I cannot take Ratlings. Woe is meeeee." More specifically, you might need a trait to unlock Grav weapons in the first place!

Ultramarines would probably trade in all of their Deviations/Mutation/Secret for more Legacies. They get grav, centurions, are experts at combat tactics, etc. They aren't prone to deviate from the book because they wrote the book. Ignore the Captain of the Second Company carrying an arm made from Necrodermis or the Chapter Master wielding gauntlets formerly belonging to a Chaos champion, and you'll be fine.



Automatically Appended Next Post:
 koooaei wrote:
So, the movement is slowed down. What happens with shooting distance? Also, must take into consideration fast shooting distance. Cause if you have a 48" gun that gets reduced to 32, there's no big difference, yet all the slow stuff suffers even more. Or do you want to make a purely shooty game with only specialized fast/deepstrike, tough mellee? Than it's fine.


The move changes are up in the air and it could go either way.
Assuming move and ranges were chopped and 2" coherency became 1" coherency, other changes would include:
-Jetbike Scatter Lasers have their range halved *again*, so 36"->24"->12" instead. Optionally, Guardian Jetbikes get a 4+ save instead of a 3+, so they now have to watch out for Heavy Flame weapons.
-Ion Weapons only ever overcharge into a Small Blast (the Nova profile on the Ion Accelerator is still a Large Blast).
-Tweak Broadsides.

On another note, an alternative bonus for Troops focused armies could be to give destroyed non-vehicle Troop Units a variant of Without Number. Recycling troops as they get destroyed. Would play to the "attrition" theme better than discounted equipment at any rate.

This message was edited 1 time. Last update was at 2015/10/19 14:26:05


 
   
Made in us
Longtime Dakkanaut







Updating and formatting core rules. Psyker Powers are almost ready for core testing.
   
Made in us
Hierarch





Hey, so, would it be all right if I used your custom chapter creation rules to make a chapter I've been kicking around the idea for? Also, if I want help balancing it, would that go here or somewhere else?

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in us
Longtime Dakkanaut







Movement, Shooting and Assault Rules are up. Sniper rules are up.

Swampmist wrote:
Hey, so, would it be all right if I used your custom chapter creation rules to make a chapter I've been kicking around the idea for? Also, if I want help balancing it, would that go here or somewhere else?

Go for it. Feel free to post the idea in another thread too.

This message was edited 1 time. Last update was at 2015/10/30 18:23:39


 
   
Made in us
Hierarch





Custom Chapter version 0.2 (Very much a First draft, but this time using what Juggler gave me; Happily open to suggestions about where my fluff knowledge falls short.)
name: The Dawn Striders
Lore: After a vicious attack by a powerful ork Waaaagh, The Dawnsmiths (An Iron hands successor chapter) and the Sky Striders (A Ravenguard Successor chapter) where left in tatters, their geneseeds unable to reproduce after being irradiated by the orkish weaponry. In a desperate gamble to save both chapters, the Chapter Master of the Sky Striders and the Forgefather of the Dawnsmiths fused their geneseeds, creating a new set of genes while at the same time stabilizing the seed so that they could replenish their numbers and repair their own geneseeds. After coming back from the brink of extinction, the new coalition named themselves the Dawn Striders, and a new Chapter was born.
Chapter Tactics:
Controversial Practices:
- Above Regulations (OPTIONAL: Rename to "Nothing Wasted"): Any Marine May take a Combi weapon of the applicable type (Flamer for Boltgun, Hand flamer for boltpistol, heavy flamer for heavy bolter and storm bolter) for any bolt weapon, but the combi weapon may not be different from the squad's special weapon(s). If there are two different special weapons within a squad, you must choose one of the two when deciding what combi-weapons the squad is allowed to take.
Minor Deviations:
- Street Sweepers: Tactical Squads cannot take a Heavy Weapon, but may take a second Special Weapon instead.
- Rule The Skies: Any Model with the Jump type gains the Fast (1) USR. This bonus becomes Fast (2) When Charging.
- Alpha Strike[Descent of Angels]: Each form of Alpha Strike lets you select a class Deep Striking units; up to half of your units of that type may elect to be held in Reserve for an Alpha Strike. Write down which squads are being held in reserve in this Alpha Strike, as well as which turn they arrive on (turn 1 or turn 2). They automatically arrive from Reserve on that turn, and the scatter may be rerolled.
- Know Thy Objective (The opposite of No Retreat): This Chapter knows when their mission is complete. When a game would continue due to Random Game Length, the player fielding this Chapter may elect to reroll the die to see if the game keeps going. (Example Chapters: Dawn Striders, Raven Guard.)
Renowned Legacies:
-Descending Dawn: Any model that Deep Strikes\Teleports may run and then shoot on the turn that they arrive, and a character equipped with a combi-weapon may fire that weapon without using it up if they do not run.
So, at this point I've built this chapter assuming that, as I'm using the chapter creation rules for this game, I would also be creating the rest of the chapter within the rules presented in this thread. So, any suggestions (especially for the Innovations of Dawn lists)\criticisms would be much appreciated!

This message was edited 4 times. Last update was at 2015/11/20 23:34:26


 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in us
Longtime Dakkanaut







Updating the Psyker Rules, and cleaning up:

-Blessings/Maledictions: Cast in own movement phase.
-Witchfires: Cast in own shooting phase.
-Focused Witchfires are "choose target, period." No "Roll one success higher than needed" malarkey, especially since powers don't have fixed WC charges.
-Utility: Cast in any of own phases.
-Resonance: Cast on triggering event.

Biomancy discipline is up, Pyromancy discipline is up, Telekinesis is up.

Working on tweaking the Divination, Telepathy, and Theosophamy powers.

Power suggestions are appreciated.
Thoughts on whether Psychic Phenomena are a valid idea are appreciated.
Thoughts on any real "screwup" powers are appreciated. Most the powers are pretty cut-and-dry I feel.The only real oddball power in there IMO is Mirrorcurse, which is very much there for...shenanigans.

This message was edited 1 time. Last update was at 2015/11/03 21:13:55


 
   
Made in at
Not as Good as a Minion





Austria

I have had time now to read your rules in detail I have used some similar changes for my rules (like the movement or combat).

My opinion on your changes (stuff I don’t mention is good as it is)

Spoiler:

@Building an Army
I have to say that I like the new Decurion style and would take that as the basic core to build around an army.

Having a specific Core which is typical for the army (or different Core options to chose from, eg. the famous Marine Chapter have all their own Core)

And than have the possibility to add different Auxiliary Formations or Ally Formations (which maybe are a flat out 1 HQ + 1 Troop or 1 Troop + 1 Fast Attack etc.)


Warlord traits should either be a generic list to chose from with some army specific ones (just remove everything which is similar and no one would ever want from the exiting tables and merge them into one list).

The same for Relics


@turn sequence
I thought about alternating turns a lot but skipped it to because I wanted a more detailed reaction system (and both would have been to much and slowing the game down)


I like the scaling down but I would go one step further and add movement values to the profile
All models can have the same value but than there is no need for special rules for those models that should move faster or slower


@vehicles
In my opinion increasing the HP will not help or solve the vehicle problem
Because GW treats them completely different they will always be either to weak or to strong.
I have tried to bring vehicles more line with the normal to wound system


@USR
I made Instant Death a flat “inflict 2 wounds” and added Multihit

@scenarios
I am not sure if I understand that right.
I prefer a straight Victory or defeat system with for example Killpoints, Victory Points or Maelstrom Missions being only used as break point.

Or use an old Tournament System of the 5th edition:
Scenario Mission Victory: 30 points, Defeat: 10 points, Draw: 20 points
Secondary Mission Difference (Victory/Kill/Maelstrom points) add +/- 10 points.

Winning primary and secondary can give a total of 40 points, losing primary winning secondary sums up to 30 points and with a primary mission draw either player can win 30:10 with the secondary.


This message was edited 1 time. Last update was at 2015/11/04 10:57:20


Harry, bring this ring to Narnia or the Sith will take the Enterprise 
   
Made in us
Longtime Dakkanaut







Hey Kodos, thanks for responding.

Decurions and Stuff: I see both cases. Some people love them ("fluffy, prevents spam"), others...don't. ("What do you mean I *have* to take a unit of Possessed?" "What do you mean he can take 10 Wraithknights?"). I wanted something that could allow players to run "variant armies" (Deathwings, Deffwings, etc) without needing crazy-excessive FOC Modification shenanigans. The main concern I've seen has been that it would enable certain "super" units way more than others ("Lemee bring mah 6 Riptides" or so). Granted, this was also a problem in earlier 40k editions too ("I'm going to bring 7 Land Raiders or so. Hope you brought Meltaguns.").

Making certain units "Relic Units" (taking up an additional slot) may be a band-aid fix but we'll see.

Warlord Traits: I may just stick to the generic pool for now. Just haven't gotten around to doing traits yet.

Scenarios: I'm in favor of a 5th-ed Primary/Secondary/Tertiary system myself, but it's just something that is for later.

Killpoints were always a bit irksome, mostly because they felt like a kludge way to handicap MSU armies (and generally didn't even do *that* too well in many cases) while making scenarios of "well, I only killed three transports while you killed all of my Green Tide except for one model, so I win, neener neener." Removal of multi-assault penalties, making split-fire slightly easier to obtain, and making Psyker powers independently castable from shooting, should all help narrow a lot of the old "economy of force" drawbacks to having "less" units than your opponent.
   
Made in at
Not as Good as a Minion





Austria

I think more about the Bolt Action company style like the original Decurion.

So a Core with some options to chose from (aiming for 750 points as possible minimum),
eg Ravenwing and Deathwing would have a different Core but can chose from the same pool of support formations were some are limited (0-3 per Core).

So bring in 10 Knights should never be possible in standard games

Harry, bring this ring to Narnia or the Sith will take the Enterprise 
   
Made in us
Hierarch





Just updated my chapter tactics, although I can only think of the first half right now. Also, I may be biased as I've only played seventh, but I personally love formations. They let you play a really fluffy list without being penalized for taking bad stuff and\or being unbound. Grant you, they need to be balanced, but taking them out might not be the best idea. Your version is certainly better than outright removing them, however

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in us
Longtime Dakkanaut







Back in earlier editions, there was only the FoC, which is the CAD you see today in 7th. Earlier army books used Force Organization swaps to work within the scope of a single CAD ("An Ork army that includes Wazdakka may take Warbikers as Troops"), with many such modifiers getting the axe (except for Marines still allowing Biker Troops).

There were a *lot* of alternate army lists back in the 3rd edition Era as well. Add 7th ed making alternate detachments which alter the FoC dramatically (like Champions of Fenris being Elitespam). So rather than going for each army having some crazy specific detachment variant ("Orks get 5 Elites. Space Wolves get 8. Blood Angels get 14."), rebalance the armies around being able to select a FoC focus.

My other concerns are reworking Rage, and if any of the Psyker Powers are really wtf-worthy.
   
Made in us
Dakka Veteran






 MagicJuggler wrote:
Back in earlier editions, there was only the FoC, which is the CAD you see today in 7th. Earlier army books used Force Organization swaps to work within the scope of a single CAD ("An Ork army that includes Wazdakka may take Warbikers as Troops"), with many such modifiers getting the axe (except for Marines still allowing Biker Troops).

There were a *lot* of alternate army lists back in the 3rd edition Era as well. Add 7th ed making alternate detachments which alter the FoC dramatically (like Champions of Fenris being Elitespam). So rather than going for each army having some crazy specific detachment variant ("Orks get 5 Elites. Space Wolves get 8. Blood Angels get 14."), rebalance the armies around being able to select a FoC focus.

My other concerns are reworking Rage, and if any of the Psyker Powers are really wtf-worthy.


I liked the classic FOC. No, it didn't represent the fluff well for certain armies without bandaid FOC swaps or weird special abilities from other units, but the argument could be made that the decurion doesn't do that either. The old FOC was simple, easy to explain (and all those crazy FOC swaps were easy to explain to people who weren't familiar with your army) and easy to edit if you wanted to do something fun (a la 7.1 ed detachments). I've tinkered with other army building methods and I always come back to the FOC for some reason.

I'm also curious about the FOC focus you've implemented. Is this a kind of "give everyone Chapter tactics" move that you intend to replace chapter tactics with later?


Automatically Appended Next Post:
 MagicJuggler wrote:
Making certain units "Relic Units" (taking up an additional slot) may be a band-aid fix but we'll see.


that doesn't sound like a bandaid at all. There are units that could totally could do with a limitation like that.

I would also advocate for hard limits on specific units a la 3rd ed. In my own game, I'm experimenting with doing that for units that are just kind of logical right now like chapter masters having a 0-1 limit but I totally plan on doing that for other units. Maybe other characters lifting those limits?

This message was edited 2 times. Last update was at 2015/11/08 18:59:44


I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in us
Fireknife Shas'el





United States

Destroyer and titan-killer weapons should be more powerful, but a rarity, especially in a list under 3k points, like so:
Destroyer
Destroyer weapons are immensely powerful weapons, capable of laying entire armies low. If a weapon has a D instead of a strength value in its profile, it is a Destroyer weapon. A Destroyer weapon has a strength of 10 for determining armor penetration and has the Fleshbane, Instant Death, Lance, and Armourbane special rules. To resolve a Destroyer weapon attack, roll to hit and to wound or for armor penetration normally. Then, roll a D3 and consult the Destroyer Damage table below.
1 - Serious Blow - The model suffers an additional 2 wounds or penetrating hits with only invulnerable saves allowed.
2 - Crippling Blow - The model suffers an additional 3 wounds or penetrating hits with no saves allowed.
3 - Devastating Blow - The model suffers an additional 4 wounds or penetrating hits with no saves allowed.

Excess wounds or hull points lost do not carry over to other models in the unit, if there are any.

Titan-Killer
Titan-Killer weapons are designed for one purpose - to destroy the largest, most powerful, and most well-armored targets with ease.

A weapon with the Titan-Killer rule has the Fleshbane, Instant Death, Lance, and Armourbane special rules. If a weapon with this special rule is also a Destroyer weapon, the amount of wounds or penetrating hits the target model suffers is doubled.

This message was edited 1 time. Last update was at 2015/11/09 02:23:52


 
   
Made in us
Longtime Dakkanaut







 Powerfisting wrote:

I'm also curious about the FOC focus you've implemented. Is this a kind of "give everyone Chapter tactics" move that you intend to replace chapter tactics with later?

It's more to replace alternate detachments/formations/decurions rather than anything else, as well as to guide armies into four distinct playstyles:
-Troop focus armies are "Attrition", that win by keeping consistent pressure on an opponent, while ensuring the objectives are won at all costs.
-Elite Focus armies are "Technical." They get the "best" units but a Focus that handicaps min-maxing. Each unit selects 2 USRs from a common pool, and the USRs cannot be selected by more than one unit until all others have been taken. I'm working on the "list" of USRs that units can choose from, but it's meant to specifically prevent a player from taking (for example) multiple Tank Hunter Riptides or something along those lines.
-Fast Attack armies are "Speed." Scoot-and-shoot, fast objective capping, fragile in a straight-up battle.
-Heavy Support armies are "Gunline."

I'll post up the early "Doctrine" system Marines have soon-ish, since it's still proof-of-concept.

Automatically Appended Next Post:
 MagicJuggler wrote:
Making certain units "Relic Units" (taking up an additional slot) may be a band-aid fix but we'll see.


that doesn't sound like a bandaid at all. There are units that could totally could do with a limitation like that.

I would also advocate for hard limits on specific units a la 3rd ed. In my own game, I'm experimenting with doing that for units that are just kind of logical right now like chapter masters having a 0-1 limit but I totally plan on doing that for other units. Maybe other characters lifting those limits?


0-1 is a bit much. I feel "double slot" is probably simpler; I do also like the idea of scaling down the Baneblade for 40k-scale, simply because it's such an iconic vehicle, and the Necrons already got the Transcendent C'Tan knocked down to scale (a bit *too* much arguably, but that's GW for you...).
   
Made in gb
Boosting Ultramarine Biker





Ultramarines
Major Deviation:
Minor 1: Access to Tyrannic War Veterans (Sternguard w/ PE Tyranids and Combi-Flamers with Vengeance Bolts, Combi-Flamers get normal specialist ammo prices and PE:'Nids gets +3ppm UNTIL I WRITE RULES FOR THEM)
Minor 2: Gets acces to Invictaurus Suzerain Squads (See Legion Crusade List, because lets face it these guys rock.)
Specialty: Combat Doctrines (As is in 7th Edition.)
Secret: Paragons of the Codex - If an Ultramarine Detachment does not fit into a CAD, it recieves -1 Ld and Initiative on all models.

Had another go at it.

Salamanders should get Hand Flamers/Inferno Pistols and Firedrake Terminators.


Automatically Appended Next Post:
Tyrannic War Veteran Squad - Elite - 145pts
(For all rules purposes, these count-as Sternguard Squads, even in Formations if we choose to include them, or maybe a Rite of War system from 30k?)
Tyrannic War Veteran
WS BS S T W A I Ld Sv
4 4 4 4 4 2 4 9 3+


Tyrannic War Veteran Alpha
WS BS S T W A I Ld Sv
4 4 4 4 4 2 4 9 3+

Wargear:
Power Armour
Bolt Pistol
Combi Flamer
Frag Grenades
Krak Grenades
Special Issue Ammo
Chainsword

Special Rules:
ATSKNF
CT: Ultramarines
Combat Squads
PE: Tyranids

Options:
May include 5 additional Veterans ... 30 ppm
Two Veterans may take one item from either the Special Weapon or the Heavy Weapon lists.
The Sergeant may take the following replacing his Chainsword:
Power fist ... 25pts
Lightning Claw ... 15pts
Power Weapon ... 15pts

The Alpha may take melta bombs ... 5pts
The Unit may take a Rhino/Razorback/Pod as a dedicated transport.


Boom.


Automatically Appended Next Post:
and another post, I'll be testing this current ruleset with Ultramarines VS Blood Angels so I can get to grips with the chapter creation system.

This message was edited 4 times. Last update was at 2015/11/09 19:22:25


Albert Einstein wrote:
If you don't think you have any TFG's at your club, you are the TFG

Full Chapter + Kabuki Guilliman

3700 Points + Kabuki Vulkan
XIIIth Legion 8500 Points + ForgeWorld Guilliman
'Does Sigismund deserve a slap, Captain Torgaddon? Probably. In the spirit of comradeship, let him be. He bruises easily.’ - Rogal Dorn  
   
Made in us
Longtime Dakkanaut







Hey. I only recently started reviewing the 30k stuff and while it's cool to crib ideas here and there, I generally am focusing on the core 40k items for now. I'm not quite sure *how* Honor Guard will fit into this dynamic yet either.

I've started organizing unit and weapon statlines recently. Most notably, I put Chaos Alignments up in the Chaos Armory. The Alignment Bonuses are applicable to Marines, Daemons, and Vehicles alike. The current bonuses are:
-Aligned with Khorne: Gives the model a level of Sustained Attack on all of its weapons; every 6 to-hit counts as an additional hit. (Tesla would just be "Sustained Attack 2"). Only Flamers and Blasts don't benefit but they don't need to.
-Aligned with Nurgle: Gives the model a level of Poisoned on its Weapons. This can stack with weapons that are already poisoned, like Plagueswords, for when you really want to assassinate stuff. Just remember that Instant Death was replaced with Critical Damage.
-Aligned with Slaanesh: This is simple enough: the model gains a level of Fast. Maybe 2, but we'll see.
-Aligned with Tzeentch: The model ignores any adverse effects of an Aura. This is the one I am iffy about since it is so situational. The way I am writing up the Psyker Powers, Auras are potentially game-changing but affect both friend and foe alike, so they aren't so much a direct bonus or malus to any individual side, but are altering the game rules some that positioning becomes key. The ability of Tzeentchians to ignore the negative effects of Auras does lock them into playing with more Psykers, but is situationally quite powerful when they do.

Let me know your thoughts.

This message was edited 2 times. Last update was at 2015/11/13 00:06:02


 
   
Made in us
Dakka Veteran






 MagicJuggler wrote:
Hey. I only recently started reviewing the 30k stuff and while it's cool to crib ideas here and there, I generally am focusing on the core 40k items for now. I'm not quite sure *how* Honor Guard will fit into this dynamic yet either.

I've started organizing unit and weapon statlines recently. Most notably, I put Chaos Alignments up in the Chaos Armory. The Alignment Bonuses are applicable to Marines, Daemons, and Vehicles alike. The current bonuses are:
-Aligned with Khorne: Gives the model a level of Sustained Attack on all of its weapons; every 6 to-hit counts as an additional hit. (Tesla would just be "Sustained Attack 2"). Only Flamers and Blasts don't benefit but they don't need to.
-Aligned with Nurgle: Gives the model a level of Poisoned on its Weapons. This can stack with weapons that are already poisoned, like Plagueswords, for when you really want to assassinate stuff. Just remember that Instant Death was replaced with Critical Damage.
-Aligned with Slaanesh: This is simple enough: the model gains a level of Fast. Maybe 2, but we'll see.
-Aligned with Tzeentch: The model ignores any adverse effects of an Aura. This is the one I am iffy about since it is so situational. The way I am writing up the Psyker Powers, Auras are potentially game-changing but affect both friend and foe alike, so they aren't so much a direct bonus or malus to any individual side, but are altering the game rules some that positioning becomes key. The ability of Tzeentchians to ignore the negative effects of Auras does lock them into playing with more Psykers, but is situationally quite powerful when they do.

Let me know your thoughts.


definitely a different take on representing the gods and I like it. If I could ask, where did you define critical damage? I see references to it but don't see it anywhere.

I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in us
Longtime Dakkanaut







Critical Damage is defined in Replaced USRs as replacing Instant Death. Basically, any condition that would have caused Instant Death in 7th ed (Force weapons, Doubled out Toughness, etc) cause Critical Damage instead. This basically means the model cannot take Feel No Pain rolls, and suffers an additional D3 automatic wounds/HP lost. One won't need to roll for models that only have two wounds/HP remaining anyway, but this gives a brief reprieve to models that rely on mass wounds rather than good defensive values to stay alive (read: Big Tyranid things).

Critical Damage also replaces the "Vehicle Destroyed-Explodes" result on the vehicle damage chart; should the vehicle run out of hull points due to Critical Damage however, it explodes.

If nothing else, a unit of Plaguebearers Aligned with Nurgle (+1 Poison), armed with Plagueswords (Also +1 Poison) would treat a unit of, say, Orks, as Toughness 2, which would *really* ruin the day of any would-be Mad Dok.

Merging the results of Critical Damage with Destroyer is also on the list of things to test out too.

Melee rules are being modified; main thing there (and with shooting) is the to-hit charts; they'll probably remain unchanged either way.

This message was edited 1 time. Last update was at 2015/11/13 14:56:29


 
   
Made in gb
Boosting Ultramarine Biker





D weapons should still exist, but on less things (i.e Obviously Shadowswords should be D but not WK.)

Albert Einstein wrote:
If you don't think you have any TFG's at your club, you are the TFG

Full Chapter + Kabuki Guilliman

3700 Points + Kabuki Vulkan
XIIIth Legion 8500 Points + ForgeWorld Guilliman
'Does Sigismund deserve a slap, Captain Torgaddon? Probably. In the spirit of comradeship, let him be. He bruises easily.’ - Rogal Dorn  
   
 
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