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Made in us
[DCM]
Krazed Killa Kan







I edited the Ship's Dead entry, mainly to clarify the Inured to Pain rules, the Allotment costs of the lowest Zombies, and to officially name this Faction Ship's Dead.

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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
[DCM]
Krazed Killa Kan







Added the Martyrdom Talent to the Elite Talent Tree.

Clarified the Morale Section and the Suppression rules.

Added some clarification and hit modifiers to the firing modes section of the Shooting and Targeting rules.

This message was edited 2 times. Last update was at 2020/10/23 10:06:51


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
[DCM]
Krazed Killa Kan







I changed the Injury Table roll from a 2D6 to a D6. In hindsight I think the 2D6 was entirely too lethal.

I updated the character creation section to clarify the Capacity rules, especially regarding how much each Specialty can safely carry and how much all the collective gear the Specialty is already carrying weighs.

This message was edited 2 times. Last update was at 2020/06/01 10:08:10


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
[DCM]
Krazed Killa Kan







Updated the Dark Angels Chapter entry to modify the uses for Fragment of Caliban and add Legendary Stubbornness ability to Tacticals and Devastators.


Automatically Appended Next Post:
I changed the cost of improving the Skill Stat from impossible to affordable. Also changed the cost of purchasing new Ratings in Skills from never (10xp, 15xp, and 20xp) to plausible (3xp, 6xp, and 9xp). For Scouts and Neophytes this reduction is slightly different (4xp, 8xp, and 12xp) to reflect that they are still new to being supermen.

This message was edited 2 times. Last update was at 2020/10/23 10:07:47


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
[DCM]
Krazed Killa Kan







Here are some campaign-specific special rules for using different Adversarial Factions.

Using Thousand Sons and Tzeentch Daemons as Adversaries

Special Rules

Mindless Automatons
: Rubric Marines and Scarab Occult Terminators always treat their Leadership as 10, regardless of modifiers. And, for the purposes of this Campaign, Rubric Marines have 2 Wounds, and Scarab Occult Terminators have 3 Wounds each, yet remain categorized as Minions. If a Rubric Marine is reduced to 1 Wound, it gains the ability to ignore any further Wounds on the D6 roll of a 5+. Scarab Occult Terminators ignore further Wounds on the D6 roll of a 4+ once they reach 1.


Psychic Supremacy: all Tzeentch-aligned models able to use Psychic Powers, can cast +1 Power per Turn and make +1 Deny attempts per Turn. If a model opts to use only 1 Power on their Turn, they instead gain +2 to their casting attempt. If this results in a die roll totalling more than 12, roll on the "Gifts of a Capricious God" table after resolving any Mortal Wounds.


Plans Within Plans: at the start of any Mission featuring any number of Thousand Sons, Tzaangor, or Tzeentch-aligned Daemonic engine or Daemon, the GM places an Objective Marker as close to the center of the board as terrain allows. Then, starting with the player(s), the GM alternates placing 5 other Objective Markers on the table, where no Objective marker can be closer than 9" from any other or any board edge. Roll to randomly determine the numerical identification of each Marker, 1 through 6. The GM then creates a deck using only Objective cards that reference the numbered Objective Markers for these Adversaries (from 8th edition or, alternatively you can roll a D6). At the beginning of each of the GM's Turns they draw a card and leave it in play until it is achieved or the Mission ends. Any time any of these Objectives are achieved, the GM generates 3D3 Alotment that can be spent on Reserve forces or saved and added to subsequent rolls. Unspent Alotment is lost at the end of the Mission.


Least Favored: chaos cultist casualties do not trigger morale tests for Rubric Marines, Scarab Occult Terminators, Daemons, or Sorcerers of any kind.


Gifts of a Capricious God: for +1 Alotment (and sometimes for other reasons), any model may roll on the following table and apply the results immediately.

D6 Roll / Result
1 / scintilating brilliance. This model is +1 to be hit in the enemy's Shooting Phase and may always be selected as a target, even if another model is closer. Additionally, Tzaangor that can draw line of sight to this model gain +1 Leadership.

2 / bristling with mutation. Reduce this model's Move by -2", but increase its Toughness by +1. Rubric Marines that roll this result instead gain nothing.

3 / prove yourself worthy. When this model achieves a "Plans Within Plans" Objective during the course of the game, it gains +1" Movement, +1 Strength, and +1 Attack until the end of the Mission.

4 / on wings of chaos. Whenever this model Advances do not roll a die. Instead add +9" to its Movement. Additionally this model automatically passes any Jumping tests, up to its normal distance limit.

5 / favored by the Warp. Increase this model's Invulnerable Save by +1 or, if had none to begin with, grant this model a 5+ Invulnerable Save

6 / Fated. This model gains a single re-roll at the start of every Turn that may be used for any reason (except to re-roll a re-roll). Unused re-rolls carry over into the next Turn, but are lost at the end of the Mission.


Dark Fate: every time a Thousand Sons Sorcerer, Tzaangor Shaman, or Tzeentch Daemon successfully casts a Psychic Power they also gain a single re-roll they can use for any reason during the course of the Mission (including for any other Psychic Powers they attempt to use this Turn). Unused re-rolls are lost at the end of the Mission.


Crawling Chaos: roll a D6 for every Deathwatch Marine deployed at the end of any Mission featuring these Adversaries. On a 6, that Marine gains +1 Corruption. For every 9 Tzaangor, Rubric Marines, Sorcerers, and/or Daemons on the table at the end of the Mission, add +1 to each of these die rolls.


*******************************************************


Using World Eaters and Khorne Daemons as Adversaries

Special Rules

Always Frenzied
: the first time a Khorne Berserker can draw line of sight to any model causing a Wound during the Fight Phase, that Berserker doubles the number of Attacks on its profile. If the Berserker causes a Wound on a Deathwatch Marine, it additionally gains +1 Attack until the end of the Mission.


Insensative to Pain: for the purposes of this campaign all Khorne-aligned models that suffer a Wound may ignore that Wound on the D6 roll of a 6+. This is improved to 5+ during the Fight Phase.


Blood for the Blood God!: for every 8 models removed as casualties, friend or foe, the GM may add a single Bloodletter daemon to their Adversarial Reserves. These daemons can only Deploy if there are at least 4 of them and arrive 8" away from the largest close combat brawl on the table. If no close combat is happening, these daemons must remain in Reserve. Daemons that never deploy are lost at the end of the Mission, but do not count as destroyed for the purposes of Objectives.


Least Favored: chaos cultist casualties do not trigger morale tests for Khorne Berserkers or Khornate daemons.


Skulls for the Skull Throne: for +1 Alotment (and for other reasons), any model may roll on the following table and apply the results immediately.

D6 Roll / Result
1 / Bloodsplosion! This model explodes in a shower of gore. Immediately replace the model with a Herald of Khorne who then Charges the nearest model, friend or foe (if this roll is made before the game begins, instead remove D3 Alotment from your pool). The Herald cannot fall back, and is immune to morale tests. It will continue to fight that model until it or they are removed as casualties. If the Herald wins, it may act as normal afterwards.

2 / at one with my weapons. This model cannot be disarmed.

3 / prove yourself worthy. When this model removes the last Wound of any other living model (not robots or sentry guns), the GM may add a Bloodletter to their Reserves. This ability allows this model to Charge and Fight friendly models

4 / on wings of chaos. Whenever this model Advances do not roll a die. Instead add +8" to its Movement. Additionally this model automatically passes any Jumping tests, up to its normal distance limit.

5 / favored by Khorne. Increase this model's Attacks by +1. Additionally, a Hit roll of 6 in the Fight Phase generates an additional Attack this round.

6 / Exalted. If this model scores at least 1 hit in the Fight Phase, they cause a single Mortal Wound in addition to any other Damage.


Dark Favor: every time a Khornate Chaos Marine or Khorne Daemon successfully removes a Deathwatch Marine as a casualty they gain a single re-roll they can use for any reason during the course of the Mission. Unused re-rolls are lost at the end of the Mission. Alternatively, that model may roll on the "Skulls for the Skull Throne" table above instead of taking the re-roll.


Raining Blood: roll a D6 at the end of any Turn where 1 or more models, friend or foe, was removed as a casualty. Add +1 to this roll for every 8 Wounds that were inflicted this Turn. On the roll of an 8+, a tear in the fabric of reality opens and burning blood pours through like vermillion rain. Treat all terrain as Difficult next Turn.

This message was edited 2 times. Last update was at 2020/09/03 15:06:13


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
[DCM]
Krazed Killa Kan







Using Death Guard and Nurgle Daemons as Adversaries

Special Rules

Children of the Plague God
: for the purposes of this campaign, all Death Guard, Poxwalkers, and Nurgle daemons gain the Miasma7 Trait. Additionally, Poxwalkers gain the Contagion3 Trait, Death Guard Marines and Terminators gain the Contagion5 Trait, and Nurgle daemons gain the Contagion7 Trait. Note that these models inflict Wounds on each other, if a model with a lesser Contagion Moves into a higher Contagion's Miasma.


Deathless Suffering: all Nurgle-aligned models gain the ability to ignore Mortal Wounds on the D6 roll of a 5+. Additionally, all Nurgle-aligned models gain +1 Wound on their profile.


Spreading Poppa Nurgle's Gifts: every time an enemy model suffers a Wound from any model's Contagion Trait, the GM rolls a D6, adding +1 for every Wound so inflicted this Turn. On the roll of a 7+, the GM may add a single Plague Bearer to their Adversarial Reserves. These daemons may only deploy if there are at least 7 of them and they materialize within the overlap of the most Miasma Traits on the table. If there isn't a single overlap, these models cannot deploy. Undeployed Reserves are lost at the end of the Mission, but do not count as destroyed for the purposes of Mission Objectives. If criteria to deploy these models exist, the GM cannot withhold these Reserves; they must be deployed if they are eligible to do so.


Least Favored: chaos cultist casualties do not trigger morale tests for Deathguard, Poxwalkers, or Nurgle Daemons of any kind.


New Sicknesses to Endure: for +1 Allotment, any model may roll on the following table and apply the results immediately.

D6 Roll / Result
1 / just flies. This model reduces its Toughness to 1, but increases its Wounds by +7. Change its WS to 6+ and its BS to "-" (flies lack the strength and coordination to hold or shoot guns). The model losses its Armor Save, but gains a 4+ Invulnerable Save. This model cannot carry anything.

2 / bursting with mutation. Reduce this model's Move by -2", but increase its Wounds by +1. If this model is removed as a casualty it explodes, causing D3 Mortal Wounds to the models within 3" of it.

3 / prove yourself worthy. When this model inflicts 1 or more Wounds with its Contagion during the course of the game, it gains +1 Contagion, +1 Toughness, and +1 Attack until the end of the Mission.

4 / the slime of chaos. Whenever this model Advances do not roll a die. Instead add +7" to its Movement. Additionally this model is unaffected by Difficult Terrain.

5 / favored by Plague. This model is -1 to be hit in the Shooting Phase or, if it already possesses an ability like this, it improves that ability by 1.

6 / Undying. Whenever this model is reduced to 0 (zero) Wounds, but before it is removed as a casualty, roll a D6. On the roll of a 4+, the model regenerates 1 Wound.


Sickening Favor: every time a Deathguard Sorcerer, Plague Caster, or Nurgle Daemon successfully casts a Psychic Power they also gain a single re-roll they can use to re-roll a failed Armor Save, a failed Invulnerable Save, or a failed Wound roll. Unused re-rolls are lost at the end of the Mission.


Crawling Contagion: roll a D6 for every Deathwatch Marine deployed at the end of any Mission featuring these Adversaries. On a 6, that Marine gains +1 Corruption. For every 7 Poxwalkers, Deathguard Marines, Plaguecasters, and/or Daemons on the table at the end of the Mission, add +1 to each of these die rolls.



*******************



Using Emperor's Children and Slaanesh Daemons as Adversaries

Special Rules

Ecstasy of the Immaterium
: for the purposes of this campaign, all Slaanesh-aligned models gain the Fearsome Trait and a 5+ Invulnerable Save in the Fight Phase.


Pain is Pleasure: any time a Slaanesh-aligned model suffers a Wound, whether they make their Save or not (as long as they are still alive), they gain a +1 modifier that they may apply to a Morale check, a Wound roll, or a Characteristic test on their next Turn. Unused modifiers are lost when the subsequent player(s)' Turn begins.


She Thirsts: every time any model suffers a Wound for any reason, the GM rolls a D6. On the roll of a 6, they may add a single Daemonette to their Adversarial Reserves. These daemons may only deploy if there are at least 6 of them and when they become available, materialize 6" from the model that inflicted the most number of Wounds last Turn, friend or foe. Undeployed Reserves are lost at the end of the Mission, but do not count as destroyed for the purposes of Mission Objectives. If criteria to deploy these models exist, the GM cannot withhold these Reserves; they must be deployed if they are eligible to do so.


Least Favored: chaos cultist casualties do not trigger morale tests for any Slaanesh-aligned models.


Sensations of Void and Fever: for +1 Allotment, any model may roll on the following table and apply the results immediately.

D6 Roll / Result
1 / cacophonous screaming. This model cannot Move, Advance, or Charge. Once deployed this model stays put until killed, screaming as loud as it can. It gains the Miasma6 Trait. Any Slaaneshi model that moves into this model's Miasmic Aura gains the Fearless Trait. All other models that move into this aura treat this model as Terrifying.

2 / writhing mutation. Reduce this model's Move by -2", but increase its Attacks by +1. Chaos cultists who can draw line of sight to this model gain +1 Leadership

3 / prove yourself worthy. If this model is reduced to 0 or fewer Wounds the GM rolls a D6. On a 4+ this model is not removed as a casualty and instead regenerates D3 Wounds.

4 / swiftest. Whenever this model Advances do not roll a die. Instead add +6" to its Movement. Additionally this model may Charge, even after it Advances.

5 / elevated by sin. Improve this model's WS to 2+. If its WS is already 2+, it instead gains +1 Strength.

6 / Supreme. This model gains a 4+ Invulnerable Save during the Fight Phase, may parry one of its enemy's Attacks (just like the Talent of the same name on the Melee Tree), and +1 Attack if any of their opponents have more Attacks than they do.


Favored of the Thirsting One: every time an Emperor's Children Sorcerer or Slaanesh Daemon successfully casts a Psychic Power they also gain a single re-roll they can use to re-roll a failed hit roll, a failed Wound roll, or to force an enemy model to re-roll a successful Armor Save. Unused re-rolls are lost at the end of the Mission.


The Corruption of Insatiable Lust: roll a D6 for every Deathwatch Marine deployed at the end of any Mission featuring these Adversaries. On a 6, that Marine gains +1 Corruption. For every 6 Slaaneshi Daemons on the table at the end of the Mission, add +1 to each of these die rolls.

This message was edited 8 times. Last update was at 2020/09/13 08:49:53


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
[DCM]
Krazed Killa Kan







Using Black Legion and other Undivided Chaos Forces as Adversaries

Special Rules

Sanity is for the Weak
: for the purposes of this campaign, all Undivided Chaos Astartes treat their Leadership as 10 and may re-roll their failed Morale checks as long as the number of Chaos Space Marine models on the table outnumber the Deathwatch.


Ancient Hatred: Chaos Marines that are either Undivided or unaligned, may always re-roll hit rolls of 1 versus Deathwatch models in the Fight Phase.


Death to the Lapdogs of the False: whenever an Undivided or unaligned Chaos Space Marine removes the last Wound from a Deathwatch Marine or Inquisitorial Agent, it may immediately roll on the "Boons of Choas" chart below.


Least Favored: chaos cultist casualties do not trigger morale tests for any Chaos Space Marines


Boons of Chaos: for +1 Allotment (and for other reasons), any model may roll on the following table and apply the results immediately.

D6 Roll / Result
1 / Good Job. This model gains a +1 bonus to their very next D6 roll.

2 / useful mutation. Roll a D3. On a 1, increase this model's Move by +3". On a 2, increase this model's Attacks by +1. On a 3, increase this model's Strength by +1. Chaos cultists who can draw line of sight to this model gain +1 Leadership

3 / you are worthy. This model gains a 5+ Invulnerable Save. If they already have an Invulnerable Save, improve that save by +1.

4 / on wings of chaos. This model gains the <Fly> keyword. Additionally this model may Charge, even after it Advances.

5 / on the path to glory. Improve this model's BS to 2+. If its BS is already 2+, it instead gains +1 Toughness.

6 / chosen. This model gains +1 Attack, +1 Wounds, and +1 Leadership.


Favor of the Gods: every time a chaos sorcerer successfully casts a Psychic Power they also gain a single re-roll they can use to re-roll a failed re-roll or they can sacrifice the re-roll to ignore a single Mortal Wound. Unused re-rolls are lost at the end of the Mission.


Do you Hear the Voices, Too?!?: roll a D6 for every Deathwatch Marine deployed at the end of any Mission featuring these Adversaries. On a 6, that Marine gains an additional +1 Corruption.


Automatically Appended Next Post:
*************

Using Ork Forces as Adversaries

Speshul Roolz

Tough as Nailz
: for the purposes of this campaign, all Orks (not weedy gretchin or squigs) gain +1 Wound and may ignore the first Wound they suffer every Mission on the D6 roll of a 4+, unless the Wound was inflicted with a weapon whose Strength was twice or more the Ork's Toughness.


Made fer Fightin': Ork boyz and Ork Nobz armed with slugga and choppa gain +1 Attack when they Charge.


WAAAGH!: for every 5 Orks that are engaged in Close Combat at the end of a Turn, add D6 Ork Boyz to the GM's Adversarial Reserves. These Orks may only Deploy if there are 5 or more of them, but enter the table via whatever methods the Mission details. Undeployed Orkz are lost at the end of a Mission, but do not count as Destroyed for the purposes of Mission Objectives. If criteria to deploy these models exist, the GM cannot withhold these Reserves; they must be deployed if they are eligible to do so.


Dey Jus' Weedy Grots: gretchin and squig casualties do not trigger morale tests for any Orks


Low Kunnin': for +1 Allotment each, the GM may take any of the following.

'Eavy Armer: One model gains a 4+ Armor Save.

Booby Trap: Place D3 Loot Markers anywhere on the table. Space Marines that move into base to base contact with any of these Markers roll a D6. On a 4+, the Loot inside is worth +D3 Esteem with any Admech Faction they choose to give it to. On a 1-3, the Loot box explodes causing D3 automatic hits on all models within 3" at Strength 5 with an AP -1 and Damage 1.

Personal Ammo Grot: One Ork may take a second Shooting Phase, once per Mission.

Know Whats: Grants one Ork Nob the Big an' Mean Trait - once per Mission all Ork clusters of 5 or more within 6" of this model may suffer D3 Strength 4, AP -, Damage 1 hits to ignore a failed morale test. Wounds caused by this Trait do not count towards the morale test.

Alternatively, this may be used to grant an Ork Nob the Tinkerin' Trait - once per Mission this Nob may restore D3 Wounds to any Ork vehicle within 3" of this Nob, up to its maximum.

Or a nob may be given the Dok Trait - once per Mission this Nob may restore up to D6 Wounds to any Orks within 6" of it, distributed as the GM sees fit, up to the model's maximum. This may also be used on Orks that were already removed as casualties.

Sneakyness: One Ork may Deploy anywhere on the table, out of line of sight of any Deathwatch Marine model at the start of the Mission

Supa-stikkbommz: One Ork armed with Stikkbomms upgrades them to "supa". 2D6 shots and +1 Strength


Sneakiest: for every 5 Kommandos the GM takes, they may add D3 additional Loot Markers to the table, setting them up after Deployment, but before the first Turn begins.


Escalation: at the start of every Mission after the first where Orks are featured, roll a D6. On a 4+, the GM may increase that Mission's Allotment by +2D6, as long as those points are used to buy Orks or upgrades for the other Orks already in the GM's pool.


This message was edited 7 times. Last update was at 2020/09/13 09:07:00


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
[DCM]
Krazed Killa Kan







Using Dark Mechanicum as Adversaries

Special Rules

Devotees of the Dragon
: for the purposes of this campaign, when using Admech as Dark Mechanicum, any character may be given a Mark of Chaos (see the Codex Heretic Astartes). Additionally, all Admech forces change their Faction Keywords to: <Chaos>, <Dark Mechanicum>, and <Daemon>. Lastly, any model with the <Daemonic Engine> Keyword from Codex Heretic Astartes and the Imperium Nihilus books become options of this Adversarial Faction, changing their <Keywords> to match the above.

For every 10 Minions aligned to this Faction, the GM may include a single model with an Icon of Chaos. Icons of Chaos have an effect according the closest model with a Mark of Chaos. (See Codex Heretic Astartes for details.


Innovative Heresy: all Dark Mechanicum infantry have the Tech1 Skill with a Skill stat of 5+.


Accursed: all <Dark Mechanicum> models have the Irradiated Trait. <Infantry> also have the Miasma1 Trait, <Vehicle> have Miasma2, and <Daemonic Engine> have Miasma3.


The First Imperative: for every 10 models with the Keyword <Dark Mechanicum> that the GM has in their Adversarial Pool, they may place 1 additional Generator, Terminal, or Keypad and corresponding Sentry (Alarm or Turret) anywhere on the board at least 10" from any table edge. These technological emplacements begin the Mission at Miniscule Power. Any <Dark Mechanicum> model that increses the Power Level of any Tech emplacement on the table may immediately roll on the "Dragon's Blessing" table detailed below.


Battlefield Fodder: Skitarii casualties do not trigger Morale tests in <Dark Mechanicum> models with 3 or more Wounds.


Dragon's Blessing: for +1 Alotment (and sometimes for other reasons), any model may roll on the following table and immediately apply the result.

D6 Roll / Effect
1 / microcoding transcendance. This model's black blood self-replicates and overtakes their entire form, turning them into a pillar of immobile steel. They cannot Move, Advance, or Charge. If the GM rolls this result before the game begins, deploy the model and it remains there until removed as a casualty. All <Dark Mechanicum> forces that can draw line of sight to this model gain +1 Leadership.

2 / the weakness of flesh. Roll a D3. On a 1, reduce this model's Move by -2", but increase its Wounds by +1. On a 2, increase this model's Attacks by +1, but its Toughness is reduced by 1. On a 3, increase this model's Toughness by +1, but reduce its Attacks by 1 (to a minimum of 1).

3 / is this the destiny of man? Increase this model's Leadership by +1. If the GM so desires, they may also roll again on this chart, applying all results.

4 / swift as the heralds. Increase this model's Move by +3". Additionally, this model may fall from any height without taking damage.

5 / pneumonic capacity. If this model can already use Psychic Powers, they gain the ability to attempt to manifest a second power every Turn until the end of the Mission. If this model is not a psyker, they may now attempt to manifest 1 Psychic Power every Turn and now know Smite.

6 / Epiphany. Increase this model's Attacks, Toughness, and Strength by +1 each.


Tech Heresy: any <Dark Mechanicum> character with 3 or more Wounds may select up to two Psychic Powers from the Technomancy Discipline found in the Iron Hands Codex Supplement. If this option is taken, that model also gains the Smite psychic power. These characters may attempt to manifest 1 Psychic power and make 2 Deny attempts per Turn.


Machine Infection: at the end of any Mission featuring these Adversaries, roll a D6 for each Deathwatch Marine that participated. On the roll of a 6, one randomly selected item of wargear that marine is carrying is permanently destroyed. If this item is unique, the Marine also loses 1 Renown.

This message was edited 9 times. Last update was at 2021/10/21 20:52:16


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
[DCM]
Krazed Killa Kan







Using Regular Adeptus Mechanicus Forces as Adversaries

Special Rules

Noospheric Tactical Uplink
: for the purposes of this campaign, if any Admech forces can draw line of sight to a Deathwatch Marine, all Admech forces on the table are tactically aware of that Marine. Admech forces move in a tactically intelligent fashion; their lowliest minions will seek cover, lay in ambush, or concentrate fire on the most dangerous foe. Admech forces may ignore the normal Minion imperative to fire at the closest target and instead fire upon any target in range.


Logis Imperative: all Skitarii, Sicarians, and Admech Characters have the Tech1 Skill with a Skill stat of 5+.


The Quest for Knowledge: at the start of the Mission, but before Units are deployed, the GM places 3 Objective Markers. These Markers should be on or near any Tech Emplacements, if possible. If not they should be at least 3" from any board edge and near or on terrain pieces that look "technological". The GM may deploy their Adversarial forces according to the Mission paramenters or within 3" of these Markers. Every game Turn, any Admech within 3" of these Markers at the start of their Turn (during the Command Phase if using 9th edition rules) may attempt to use their Tech Skill. If successful, the Admech forces gain a single re-roll that may be used for any reason that Turn. Unused re-rolls are lost at the end of the Player(s)' Turn. These Objective Markers count as Tertiary Objectives for Deathwatch forces and, when captured, yield 2D3 Esteem worth of tech that may be traded with any Admech Faction from the [++Redacted++].


Battlefield Fodder: Skitarii casualties do not trigger Morale tests for Admech Character models.


Sanctioned Augmentation: for +1 Allotment each, any model may be equipped with items from the following table.

Item: Description
Locomotive Augmentation: increase this model's Move by +3"

Close Combat Mechadendrite: increase this model's Attacks by +1.

Logis Node: increase this model's Leadership by +1.

Machine Conversion: increase this model's Toughness by +1.

Machine Transcendance: improve this model's Armor Save by 1 (to a maximum of 2+).

Core Augmentation: increase this model's Strength by +1.


Resilience of the Machine: any Admech character with a Leadership of 9 or more, may make 1 attempt to Deny the Witch per Turn.


Noospheric Infiltration: at the end of any Mission featuring these Adversaries, roll a D6 for each Deathwatch Marine that participated. For every roll of a 5+, Admech forces increase their Allotment by +3 in subsequent Missions that feature them.

This message was edited 1 time. Last update was at 2020/09/13 09:30:56


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
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Krazed Killa Kan







Using Drukhari as Adversaries

Special Rules

Aeonic Arrogance
: for the purposes of this campaign, all <Drukhari> Characters have the Fearless Trait.


Pitiless Contempt: if a Drukhari scores one or more unsaved Wounds against any enemy models on its Turn, increase its weapon's rate of fire by 1 in all categories on its next Turn, if it survives.


Torment, Enslavement, and Nothing Else: in any Mission featuring <Drukhari> forces, the player(s) may opt to add D3 Tertiary Objectives. These Objectives are each to rescue D6 Lost Servitors, D3 unarmed Menials, or 1 Mid-tier Adept. The GM alternates with the player(s) in placing these models. The Servitors have the standard profile as given in the Codex: Adeptus Mechanicus, the unarmed Menials have the profile of a Skitarii Alpha, except without any of the weapons from that same Codex, and the Mid-tier Adept has the same profile as an Enginseer, again from the same source. If Drukhari forces successfully Charge these models without any Deathwatch Marines within 1" of them, the lost Adeptus Mechanicus are automatically captured. Each captured model grants the GM a single re-roll that can be used for any reason. Unused re-rolls are lost at the end of the Mission.

These Tertiary Objective models cannot Move unless a Deathwatch Marine moves to within 12" of them and the Admech can draw line of sight to the Marines, in which case they immediately move D6" towards the nearest visible Deathwatch model. Deathwatch models have to move to within 1" of these models to gain control of them and thereafter escort them to whatever extraction point the Mission dictates. If the Extraction for this Mission is Teleportarium, then once the Deathwatch get within 1" of these models they are immediately removed from the table and count as Rescued. Rescued models can be turned over to any Admech Faction. Servitors are worth 1 Esteem each, Menials are worth D3 Esteem each, and a Mid-tier Adept is worth 2D3 Esteem when turned over to a Faction.


Sadistic: if an enemy model in line of sight of a <Drukhari> suffers one or more Wounds, test that Drukhari's Strength. If they pass they gain a single re-roll that may be used for any reason until the end of their Turn. If they fail, they gain +1 Attack until the end of their Turn.


Implements of Pain: for +1 Allotment each, the GM may equip any model with items from the following list

Item: description
Flayer Acid: this may be applied to any melee weapon, improving that weapon's AP by 1.

Tormentor Needle: this is melee weapon with the following profile: Strength*, AP -, Damage 1, Poisoned. If any Wounds are scored with this weapon, the victim must also test their Toughness or become immediately Shaken.

Bone Seeker Ammo: this may be applied to any Splinter weapon, improving that weapon's AP by1.

Withering Touch: this is a melee Attack that may be used once per Turn. If it hits, the target must test its Strength or suffer -1 Toughness for the remainder of this Fight Phase.

Flicker Cage: this is a grenade with the following profile: Grenade1, Range 8", Strength* (always Wounds on a 4+, regardless of Toughness), AP -, Damage 1. Models hit by a Flicker Cage are immobilized until the end of the Mission. Alternatively, the model trapped inside may attempt a Strength test at the start of each of its Turns (during the Command Phase if you're using 9th edition rules). If it passes its Strength test, it frees itself from the effects and may act as normal.

Shard Mine: this is an Emplaced munition. At the start of the game, but before the first Turn begins, the GM writes down the specific, secret location of this Mine (which may be placed anywhere on the table at least 6" away from the Space Marine Deployment Zone). Any Deathwatch model with the Demolition Skill that moves within 3" of its location immediately detects the device; otherwise, when any Deathwatch marine moves within 1" of the hidden mine it detonates, causing a 1 Mortal Wound on all models within 3" of it.


She Thirsts: if any <Aeldari> model is slain within line of sight of a Drukhari Character, that Character gains a single re-roll they can use for any reason during the course of the Mission. Only one re-roll per Character can be generated per Turn, but multiple Characters can gain their re-roll from the same Aeldari's death. Unused re-rolls are lost at the end of the Mission.


Trail of Blood: If any Deathwatch models have been removed as casualties this Mission, roll a D6 for each. On the roll of a 1, that model has been spirited away by the Dark Eldar, never to be seen again. They are permanently removed from the squad roster. Sympathetic GMs may opt for future side quests where the Objective is to rescue this captured marine, but this is totally optional.



***********************



Using Asuryani as Adversaries

Special Rules

Foresight
: in any Mission where Craftworld Aeldari are used, after Deployment, but before the first Turn begins, the GM may Redeploy as many of their Asuryani models as there are Deathwatch Marines on the table. These models may be placed anywhere on the revealed terrain that is out of line of sight of all Deathwatch Marines.


Every Aeldari Soul: if an <Asuryani> model can draw line of sight to an Aeldari model when it is removed as a casualty and is also within 6" of a Warlock or a Farseer, they gain the Fearless Trait until the end of their next Turn.


Corsairs: in any Mission featuring <Asuryani> forces, the GM places D3 Tertiary Objectives anywhere within 9" of the board edge opposite to where the Deathwatch deploy. Every Turn that there are more Aeldari models than Deathwatch models within 3" of any of these Objectives, the GM gains a single re-roll that may be used for any reason. Each Objective generates 1 re-roll per Turn until captured by The Deathwatch. Once captured, remove the Marker. Deathwatch Marines that complete these Tertiary Objectives gain +1XP, but no Renown.


Children of Prophecy: <Asuryani> Farseers gain +2 to all psychic casting attempts, but still only perils on natural double 1s or natural double 6s. <Asuryani> Warlocks gain +1 to all psychic casting attempts, but still only perils on natural double 1s or natural double 6s. Additionally, all Aeldari Psykers gain the Warlock Trait.


From the Anvil of Vaul: for +1 Allotment each, the GM may equip any model with items from the following list

Item: description
Wraithbone Reinforcement: improve this model's Armor Save in Close Combat only by 1 (to a mximum of 2+).

Crystalline Attunement: this may be applied to any melee weapon, increasing that weapon's Strength by +1.

Esoteric Ammo: this may be applied to any Shuriken weapon, improving that weapon's AP by1.

Towards Aspect: only available for Guardians. Pick one of the following items of wargear and apply it to this model: Banshee Mask, Warp Jump Generator, or Mandiblaster.

Domino Field: this model gains a 5+ Invulnerable Save and are -1 to be hit with Shooting attacks if they Advanced during their own Movement Phase.

Integrated Wraith Circuit: all models equipped with this device add +1 to their hit rolls on Turns when they have Advanced.


Precious Waystones: every <Aeldari> model slain becomes a Tertiary Objective for both sides. If the Deathwatch reach the body first, they loot the waystone, which they may trade to any Admech Faction for +1 Esteem. If the <Asuryani> forces reach the body first, the GM gains +1 re-roll that may be used for any reason this Mission. Unused re-rolls are lost at the end of the Mission. In either case, remove the body after it has been looted.


The Skeins of Fate: roll a D6 at the end of any Mission featuring <Asuryani> Adversaries. On the roll of a 1, advance the Doomclock by +D3 hours. On the roll of a 6, reduce the DoomClock by -D3 hours.

This message was edited 5 times. Last update was at 2020/09/14 06:19:54


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
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Krazed Killa Kan







Using Aeldari Harlequins as Adversaries

Special Rules

Unmatched
: for the purposes of this campaign, all <Harlequin> Infantry models count as having the Assassin Strike, Parry, Melee Master, Swift, and Sprinter Talents.

No Mere Minions, These: for the purposes of this campaign, all Minion-qualifying <Harlequin> models cost 5 Allotment instead of 1. Removing one of these models as a casualty earns the Marine responsible +1 additional XP and +1 additional Renown.

Ritual Danse: on any Turn, the GM may opt to have any number of <Harlequin> models Play their Part instead of Moving or Advancing normally. These models may Move up to 1" in any direction. All Deathwatch Marine models that can draw line of sight to 1 or more "Dansing" Harlequins must test their Leadership with a +1 modifier to their D6 roll for each "Danser" they can see. Models that fail this test by 1 are Shaken and those that fail by 2 or more become Pinned.

According to Fate: in any Mission featuring <Harlequin> forces, the GM selects 2 Deathwatch Marines at random. These cannot be the same Marine. If the first Marine never suffers a single Wound for any reason during this Mission, then in all subsequent Missions that feature Harlequin models, the GM's forces gain a single re-roll that may be used for any reason. If the 2nd marine selected is reduced to 0 Wounds this Mission, Harlequin forces gain another re-roll in all subsequent Missions. These re-roll gains are cumulative.

The Second Act: starting on the 3rd Turn of the Mission, roll a D6 for each surviving <Harlequin> character on the table. On the roll of a 5+, that model may either add +3" to its Move, regenerate 1 lost Wound, or add +1 Attack. These bonuses stack and last until the model is either removed as a casualty or the Mission ends, whichever comes first.

Essential Props: for +2 Allotment each, the GM may equip any model with items from the following list:

Item: description
Duplicator Field: add 2 additional, similar-looking (or identically posed) Harlequin models to the GM's Adversarial Pool. These models do not cost Allotment and must be deployed together, within 6" of each other. They Move together as one, and act together as one, because - technically - they are all the same character. The GM only shoots once for all 3, but as they are all armed identically, may draw line of sight from any one of them when doing so. Each time 1 of these models are Wounded add +1 to their Saves for each model beyond the first that is still alive (If all 3 are alive, all models add +2; if there are 2 left, they both gain +1; if only 1 is left there is no bonus).

Witnessing: this is a poison that may be applied to any melee weapon. On the first Wounding hit of a Mission with this weapon, the victim must test their Toughness whether they pass their Save or not. A model that fails this Toughness test cannot take any Actions - can't Move, Advance, Use Psychic Powers, Shoot, Use any Skills, Charge, defend itself in the Fight Phase, or Fall Back - for the duration of its next Turn.

Phantom Shield: this is an ablative Invulnerable Save that starts off granting a 2+ Save, each time the bearer fails an Invulnerable Save, the Phantom Shield's protection is reduced by 1 (from 2+ to 3+, to 4+, to 5+, etc). If the Phantom Shield reaches 5+ and the bearer is still alive, the model may immediately teleport off the battlefield, becoming a reoccurring Character with +1 Wound, +1 Attack, and +1 Leadership.

Regenerating Waystone: at the end of any Turn where this model has lost 1 or more Wounds, roll a D6. On the roll of a 6, this model regenerates 1 Wound, up to its maximum it started the game with.

Domino Field: this model is -1 to be hit with Shooting attacks if they Advanced during their own Movement Phase.

Integrated Wraith Circuit: all models equipped with this device add +1 to their hit rolls on Turns when they have Advanced.


Precious Waystones: every <Aeldari> model slain becomes a Tertiary Objective for both sides. If the Deathwatch reach the body first, they loot the waystone, which they may trade to any Admech Faction for +1 Esteem or save them for future interactions with <Aeldari> Factions if the GM intends to use the "Note About Waystones" rules to follow. If the <Asuryani> forces reach the body first, the GM gains +1 re-roll that may be used for any reason this Mission. Unused re-rolls are lost at the end of the Mission. In either case, remove the body after it has been looted.

The Third Act: roll a D6 at the end of any Mission featuring <Harlequin> Adversaries. On the roll of a 1, advance the Doomclock by +D3 hours. On the roll of a 6, add +2D6 to the Allotment of any future Missions that feature <Harlequin> Adversaries.


*****************************************


*A Note Regarding Waystones

Waystones need not be immediately traded in for Esteem. If the players so desire (and the GM actually has a significant Aeldari collection), they may save these Waystones as potential bargaining chips with future Factions of Aeldari that may or may not arrive in the future or subsequent campaigns.



******************************************



Using Genestealer Cults as Adversaries

Special Rules

Brood Vanguard
: for the purposes of this Campaign, all Purestrain Genestealers and Aberrants have +1 Wound.

Fell and Feral: all Purestrain Genestealers have the Ferocious Trait. Additionally, only up to 6 Purestrain Genestealers may deploy at the start of any Mission. All other Genestealers must be held in Adversarial Reserves and must wait until at least the 2nd Turn to deploy. The GM rolls a number of D6s equal to the Turn number, starting with the second Turn. The total of these dice is the number of Genestealer Adversarial Reserves that can deploy each new Turn.

Iconic Spacehulk Adversaries: in any Mission featuring Genestealer Cult Adversaries, the GM may deploy their forces as blip markers rather than individual models. These blips stay in play and move up to 6" until a Deathwatch Marine or one of their allied models can draw line of sight to it. Then the GM rolls a D6-2 (minimum 0) to determine how many models that blip represents. These models must be placed within 6" of the Blip's position. Afterwards the blip marker is removed and added back into the Adversarial Reserves pool. At the start of every Turn, the GM gains up to 6 additional blip markers (or however many are left in the pool) up to the maximum number of remaining Adversarial Reserves.

Note that these blips are optional and that they can be used in conjunction with the Fell and Feral rules presented above.

One Thousand Generations: Genestealer Cult Neophyte Hybrids may be purchased 2 models per Allotment point.

Rapid Adaptation: for +1 Allotment each, the GM may equip any model with 1 or more biomorphs from the following list:

Biomorph: description
Minerial Chitin: improve this model's Armor Save by 1 (to a maximum of 2+).

Feeder Maw: this model gains an extra Attack in the Fight Phase at Strength as user, AP -1, Damage 1. If this Attack scores a Wound, the Genestealer Cult Adversaries gain a single re-roll that can be used for any reason. Unused re-rolls are lost at the end of the Mission.

Flesh Hooks: this model may climb up or down any surface without having to make a Climbing test.

Promethean Blood: if this model is Wounded during the Fight Phase all enemy models within 1" of it suffer a single Strength 3, AP -, Damage 1 hit with the Ablaze Quality. If this model is Wounded during the Shooting Phase and survives, its Melee Attacks gain the Ablaze Quality during their next Fight Phase.

Synaptic Node: this model and all Genestealer Cult models within 6" of it gain the Fearless Trait.

Chameleonic Flesh: this model may be held in Adversarial Reserve and reveal on any Turn, at the end of the Adversaries' Movement Phase anywhere on the table more than 3" away from any enemy models.


Genetic Theft: if there are any servitors, tech menials, or other lesser human allies accompanying the Deatwatch on their Mission, the Genestealer Cult will prioritize engaging those models in the Fight Phase over all other objectives. For each of these types of models the Genestealer Cult removes as casualties in the Fight Phase, these Adversaries gain 5 free Allotment to be spent on Rapid Adaptations in all future Missions featuring these Adversaries.

Growing Infestation: roll a D6 at the end of any Mission featuring <Genestealer Cult> Adversaries. On the roll of a 4+ increase the Allotment of all future Missions by 2D3, regardless of the Adversaries encountered.

This message was edited 9 times. Last update was at 2021/10/21 20:37:30


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
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Krazed Killa Kan







Using Tyranids as Adversaries

Special Rules

Synaptic Overmind
: even in Missions where the GM does not deploy any models with the <Synapse> keyword, all <Tyranid> models are assumed to be in <Synapse> range starting on the first Turn of every Mission. Starting with the 2nd Turn, roll a D6 for each cluster (a "cluster" is defined as models in the 2" coherency range described in the 40k rulebook) of 10 or fewer Tyranid models at the start of the Turn (during the Command Phase if using 9th edition). On the roll of a 1, the cluster becomes Shaken. On the roll of a 6, the GM may grant the cluster +1 to their Armor Saves in cover or +1" to their Advance rolls for the duration of the Turn. On Turn 3, models become Shaken on a 1 or 2. On Turn 4, it becomes 1-3; Turn 5 1-4, and on Turns 6 and all beyond 1-5. Models in <Synapse> range do not need to roll this test.

Note that clusters of 11 or more models, all in coherency, do not need to make this roll.


In Numbers Beyond Counting: for the purposes of this campaign, all Termagant and Hormagaunt models may be purchased by the GM at 2 models per 1 Allotment. Ripper Swarms also always count as Minions regardless of how many Wounds they have (meaning each ripper swarm base only costs 1 Allotment and only counts as a Minion kill when their last Wound is removed).


They Even Eat Their Own Dead: whenever a Tyranid model with 3 or more Wounds is killed, leave the model on the table, laying down. This model becomes a Tertiary Objective. All Ripper Swarms on the Battlefield must Advance directly towards the nearest fallen creature. If they Move into base to base contact with the body, they begin to devour it, completely eliminating the body in a number of Phases equal to the number of Wounds on the model's profile. Any Deathwatch or allied model may Shoot at this corpse, hitting on a 2+ or, if the Shooting model's Ballistic Skill (BS) is already 2+, hitting automatically. These hits also automatically Wound. The Deathwatch must cause Damage equal to triple the target's starting Wounds to completely destroy the corpse and remove it from the table. Any Deathwatch Marine who contributes to removing the corpse gains +1XP and +1 Renown, in addition to the rewards for personally completing an Objective.

However, if the Ripper Swarms devour the corpse first, the GM gains a single re-roll that may be used for any reason until the end of the Campaign. Unused re-rolls are kept at the end of the Mission and carry over to subsequent Missions featuring these Adversaries.


Psychic Shockwaves: whenever a <Tyranid> creature with the <Synapse> keyword is slain, all Tyranid creatures or clusters thereof, currently on the battlefield must make a Toughness test or become Pinned (test only once for each cluster, but otherwise each model must test individually). Pinned Tyranids rally if another <Synapse> model is in range at the start of their Movement Phase.


Hive Biomorphs: for +1 Allotment each, any Minion model may be given one or more Biomorphs from the following table. Mini Boss models may be given any of these Biomorphs for +2 Allotment each and Boss Monsters may be given any of these Biomorphs for +5 Allotment each.

Biomorph: Description
Reinforced Chitin: improve this model's Armor Save by 1 (to a maximum of 2+).

Redundant Organs: increase this model's Toughness by +1.

Adaptive Sensory Organs: at ranges of 6" or less, this model gains +1 to Shooting Attacks and may re-roll missed Attacks in their 2nd and subsequent Rounds of Close Combat.

Increased Muscle Fibers: increase this model's Strength by +1.

Synaptic Relay: this model grants a +1 bonus to all Psychic Shockwave tests to models or clusters within 6" of itself, including itself.

Concentrated Acid for Blood: whenever this model is Wounded during the Fight Phase, all non-Tyranid models within 2" of it take a single Strength 3, AP -1, Damage 1 Hit. Roll to Wound as normal.


They Come in Waves: in Missions with limited initial Adversarial deployment, all Tyranid Adversarial Reserves automatically become available starting with the second Turn and any that cannot Deploy from the Mission-determined Entry Points (due to lack of space), will enter the Battlefield at the start of the 3rd Turn from the table edge opposite where the Deathwatch Deployed.


It Learns: roll a D6 for every Tyranid model still on the Battlefield at the end of the Mission, plus 1 extra. For every 4+ rolled, the Tyranids gain +3 Allotment in all future Missions featuring them as Adversaries. If there are no Tyranid models left on the table, the GM still rolls at least 1 D6.

This message was edited 3 times. Last update was at 2020/09/13 08:30:53


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The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
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Krazed Killa Kan







Using Traitor Guard as Adversaries

Special Rules

Beyond Redemption
: this faction uses the Codex Astra Militarum as the basis of its rules and options. Obviously, there's little room or practicality for tanks and superheavies, but I guess to each their own (The author recommends using the Explosive Decompression rules found on the Mundane Events table whenever a Tank misses a shot). All <Infantry> models in this Faction must take a Mark of Chaos as per the Codex Heretic Astartes and each group of 10 must equip an Icon of Chaos.

Additionally, all models in this Faction lose their <Imperium> keywords.


Decentralized Control: Infantry Unit Sergeants, Veteran Sergeants, and Lieutenants can issue Orders to their own squads.


The gods brought us here for a reason: at the start of any Mission featuring these Adeversaries, roll a D3. On a 1, set up a single Tertiary Objective as close to the center of the battlefield as possible. Every Turn that there are more Traitor Guard forces than Deathwatch forces within 3" of this Marker, the GM gains a single re-roll that may be used for any reason until the end of the Mission. The only way for the Deathwatch to clear this Objective is to also remove all enemy models as casualties.

On the roll of a 2, randomly select three of the Deathwatch Marines deployed on this Mission. Every time the GM makes a successful Charge against one of these Marines they gain a single re-roll that may be used for any reason until the end of the Mission.

On the roll of a 3, the GM gains a single re-roll that may be used for any reason until the end of the Mission at the start of Turns 2, 3, 4, and 5. The GM then begins to earn 2 re-rolls at the start of Turns 6, 7, and 8, & 3 re-rolls at the start of every Turn after that.

Unused re-rolls carry over to the next Mission featuring these Adversaries.


Self-Serving Warlords: characters in this Faction with 3 or more Wounds do not have to test Morale when models with fewer Wounds suffer casualties. Additionally, every time an <Infantry> model is removed as a casualty within 12" of a character in this Faction, roll a D6. On a 5+ that character can roll on the Rewards of Loyalty chart below.


Rewards of Loyalty: for +1 Allotment (and sometimes for other reasons), any model may roll on the following table and apply the results immediately. Rolls or extra thematic gear

D6 Roll / Result
1 / chaos incarnate. Immediately replace this model with a Chaos Spawn. The GM does not have spend Allotment on this model, but also loses any Allotment already spent on the model.

2 / the crawl of chaos. Reduce this model's Leadership by -2 and roll a D3. On a 1, increase this model's Strength by +1; on a 2, increase this model's Move by +3"; on a 3, increase this model's Attacks by +1.

3 / prove yourself worthy. If this model removes the last Wound from a Deathwatch Marine during the Fight Phase, they immediately gain +1 Wound, +1 Strength, and +1 Attack until the end of the Mission.

4 / the swiftness. Whenever this model Moves, the GM may remove it from the table and place it anywhere it could have drawn line of sight to from its original position, that is also at least 3" away from any enemy models.

5 / favor of the gods. Increase this model's Invulnerable Save by +1 or, if had none to begin with, grant this model a 5+ Invulnerable Save

6 / Fated. This model gains a single re-roll at the start of every Turn that may be used for any reason (except to re-roll a re-roll). Unused re-rolls carry over into the next Turn, but are lost at the end of the Mission.


The Fate of all who Travel this Path: any model that gains 5 or more cummulative bonuses (each +1 to a Stat or new ability; some rolls on the chart above result in multiple advances at the same time - be wary, each one counts) during the course of a single Mission must test their Toughness at the start of each of their Turns (or during the Command Phase if using 9th edition). If they pass, they act as normal. If they fail, replace them with a Chaos Spawn for the remainder of the Mission and they no longer have to test.


The Chaos of Chaos: if the GM has any remaining re-rolls left, they may exchange any number of them for +D6 cummulative Allotment in subsequent Missions featuring these Adversaries.


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
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Krazed Killa Kan







Using T'au Empire as Adversaries

Special Rules

Multispecies Collective
: for the purposes of this campaign, T'au forces may include Astra Militarum Infantry Squads, Conscripts, Veterans, Special Weapons Squads, Ogryns, or Bullgryns that change their keywords from <Imperium> and <Astra Militarum> to <T'au Empire> and <Human Auxilliaries> & lose their <Regiment> and <Militarum Auxilia> keywords. T'au forces may also include "Demiurge" units (Faction rules to follow) that add <T'au Empire> to their keywords and lose their <Household> keyword.


Pulse Weapons: for the purposes of this campaign, improve the maximum range of all T'au weapons with "Pulse" in its title by +6".


Commander: once per Turn (during the Command Phase if using 9th edition), <T'au Sept> characters may grant a second Shooting Phase to up to 5 <T'au Sept> models within 10" of itself, as long as those models are also in line of sight to this model.


Superior Tactics: at the start of any Mission featuring models from this Faction, the GM may place up to 2 additional Tertiary Objective Markers anywhere at least 6" from any board edge, labeled 1 and 2 (or just 1, if they're only using 1). When T'au forces reach Objective 1, the GM gains a single re-roll that may be used for any reason until the end of the Mission for every Turn that there are more <T'au Empire> models within 3" of the Objective than Deathwatch models. When T'au forces reach Objective 2, the GM gains an additional re-roll for every Turn that there are more <T'au Empire> models within 3" of the Objective than Deathwatch models. GMs that place either Objective 1 or 2 within 12" of the Deathwatch deployment edge gain +1 re-roll on the Turn their T'au forces first reach that Objective Marker.

Deathwatch models achieve these Tertiary Objectives if, on any Turn there are more Deathwatch models than T'au within 3" of the Marker. Once that happens, remove the Marker. Deathwatch Marines that achieve these Objectives gain +1XP, but no Renown.


T'au Empire: <T'au Sept> models do not have to test morale due to <Kroot>, <Demiurge>, <Vespid>, or <Human Auxilliaries> casualties.


Arsenal of the Sept: for +1 Allotment each, any <T'au Sept> model may equip items from the following table.

Item: Description
Multispectral Optics: when coupled with any Ranged Weapon, this device increases that weapon's Range by +6" and improves that weapon's AP by 1 when firing at models in cover.

Fusion Pistol: this weapon has the same profile as a Fusion Blaster, except that its Type is Pistol 1 and its Range is only 6"

Shortrange Augur: when coupled with any Ranged Weapon, this device improves that weapon's AP by 1 at ranges up to 10".

Proximity Mine: this is a single use Booby Trap Marker. However, when placing this Marker, the GM may place up 3 of them, each no more than 6" from any other Marker. Deathwatch models that move within 3" of any Marker must roll a D6. On the roll of a 4+, the mine detonates, causing D3 Mortal Wounds to all models, friend or foe, within 4" of the Marker.

Portable Shield Wall: this barrier does not block line of sight once deployed, but forms a 4" wide by 1" tall energy shield that counts as difficult ground, a defendable barricade, and light cover. Once deployed the Portable Shield Wall cannot be repositioned for the remainder of the Mission.

Accelerator Chip: this may be integrated into any Ranged Weapon, changing its Type to Heavy 1, increasing its Range by +18", and improving its AP by 2. Weapons with Accelerator Chips may be fired normally or in "Accelerator Mode".


The Art of War: at the beginning of a Mission featuring T'au forces, the GM secretly selects Mont'ka or Kauyon by writing their choice on a piece of paper. At the start of any Turn after the first, the GM may reveal their choice. If Mont'ka was selected, all T'au <Infantry> models gain +2" to their Move and +1" to their Advance rolls. If Kauyon was selected all T'au <Infantry> models gain +1 to their Armor Saves and +1 to their Rate of Fire if they do not Move or Advance. In both cases, these bonuses only last for 3 consecutive Turns.


What have we learned: at the end of any Mission featuring T'au forces as Adversaries, the GM rolls 1D6 for each type of T'au Empire unit deployed (i.e. Kroot, Pathfinders, Breachers, Firewarriors, and Drones would mean 5D6). For every 4+ rolled, increase the Allotment for subsequent Missions fearuring these Adversaries by +3.


This message was edited 3 times. Last update was at 2020/09/17 07:45:33


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Orks-in-Progress, Finished Orks.
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Using Demiurge as Adversaries

Special Rules

Sheer Practicality
: all <Demiurge> models have the Tech3 Skill with a Skill Stat of 4+.


All the Best Gear: models with the <Character> keyword from this Advesary Faction may re-roll 1 Armor Save, 1 Shooting Attack, 1 Melee Attack, 1 Characteristic Test or Skill Test, and 1 Wound roll every Turn.


Everything We Need is Here: at the start of any Mission featuring these Adversaries, the GM places D3+2 Tertiary Objective Markers. These Markers should be placed on Tech Emplacements if they are available, or, if they are not, at least 12" from any board edge and in places that look like they would offer a salvager the most scrap material. Any <Demiurge> that successfully uses their Tech Skill while in base to base contact with any of these Objective Markers earns +1 Allotment for all future Missions featuring these Asversaries.

Deathwatch Marines can only achieve these Objectives by ending the game with no <Demiurge> within 3" of any given Marker.


Driven: for the purposes of this campaign, all <Demiurge> models gain the Fearless Trait when they are within 3" of any Objective Marker.


Tools of Acquisition: for +1 Allotment each, any model may equip items from the following list.

Item: Description
AutoMedKit: this is a one-use item that activates whenever the model carrying it takes a Wound. Simply roll a D6, and on the roll of a 4+ the model carrying this item immediately regenerates that lost Wound. This item can even potentially keep a model from being removed as a casualty if the Wound it regenerates would've otherwise been its last.

Seismic Pulse Generator: this acts like a deployable Sentry Gun. Once emplaced any enemy model that Moves to within 6" of the Generator must pass a Strength test or become Shaken. Models that start their Move within Range of the Generator must also test their Strength at the end of their Movement, even if they have Moved completely out of Range of the device.

Breaching Charge: this one-use item requires the model using it to spend 1 Phase - either Movement, Shooting, or Fight Phase - emplacing the device on a piece of inactive terrain. Once placed, the Charge may be detonated on any Turn afterwards as long as at least 1 <Demiurge> model is within 3" of it. These devices cause 2D3 Mortal Wounds to the terrain feature they were placed on.

Thermal Munitions: this is a special ammo that may be applied to any ranged weapon in the <Demiurge> arsenal with a Strength of 6 or less, improving that weapon's AP by 2 and increasing its Damage characteristic by +1. Each Allotment point spent on this item provides enough ammo to cover 1 Shooting Phase.

Shield-breaker Wrist Rocket Launcher: this is a one-use micro missile with the following profile: Assault D6, 14" Range, Strength 6, AP -1, Damage D3, blast. If a model with an Invulnerable Save gets hit by this weapon, this weapon also destroys that Invulnerable Save's source.

Aetheric Amplifier: this is a one-use item that may be coupled with any melee weapon. For 1 Fight Phase per Mission, a model's melee weapon always Wounds on a 2+ regardless of the target's Toughness. In addition, that attack does +1 Damage, and improves its AP by 2.


Contempt: at the end of every Turn that <Demiurge> forces gain 1 or more Allotment for future Missions, they also gain a single re-roll that may be used for any reason. Unused re-rolls are lost at the end of the Mission.


Damage Done: in Missions following any Mission featuring these Adversaries, follow the rules for Mundane Events.

Demiurge Units

Troops (Minions)
Bastion Guard

Move 4" WS 4+ BS 4+ S2 T3 W1 A1 Ld6 Armor Save 5+
Units of Bastion Guard consist of 1 Captain and 9 Guard. The Unit may include up to 10 additional Guard models. The Captain gains +1 Attack and is armed with 1 Volley Pistol and 1 Arkcutter. All other models are armed with 1 Privateer Pistol and 1 Arkcutter.

Special Rules
Bastion Guard gain +1 to hit when Shooting at or Fighting models with 3 or more Wounds.

Options
The Captain may replace their 1 Volley Pistol with 1 Aetherflare Pistol.
For every 10 models in the unit, up to 3 models may replace their Privateer Pistol and Arkcutter with 1 Volleygun, 1 Light Skyhook, or 1 Skypike

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Bastion Guard


Thunderers
Move 4" WS 4+ BS 3+ S2 T3 W1 A1 Ld7 Armor Save 4+
Units of Thunderers consist of 1 Sergeant and 4 Thunderers. The Unit may include up to 15 additional Thunderer models. The Sergeant is armed with 1 Aethergun. All other models are armed with 1 Aetherifle.

Special Rules
Thunderers may Shoot even if they Fall Back.

Options
Any model not carrying an Aethergun may replace their Aetherifle with 1 Volleygun, 1 Decksweeper, or 1 Aethercannon.
Up to 3 in every 5 models may replace their Aetherifle with 1 Fumigator or 1 Directfire Mortar.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Thunderer


Fast Attack(Minions)
Wardens

Move 12" WS 4+ BS 4+ S2 T3 W2 A1 Ld7 Armor Save 4+
Units of Wardens consist of 1 Custodian and 2 Wardens. The Unit may include up to 12 additional Warden models. The Custodian has +1A. All models are armed with 1 Vulcanizer and 1 Skypike.

Special Rules
Whenever this Unit Falls Back roll 1D6 for each model in the unit. For each roll of a 6, this unit inflicts 1 Mortal Wound on the Unit they were previously engaged in Close Combat with.

Options
Up to 1 in every 3 models may replace their Vulcanizer and Skypike with 1 Volleygun.
Up to 1 in every 3 models may replace their Vulcanizer and Skypike with 1 Skyhook or 1 Drillcannon.
Any model may equip Aetheric Mines.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Fly, Warden


Riggercrew
Move 12" WS 3+ BS 4+ S3 T3 W2 A1 Ld7 Armor Save 4+
Units of Riggercrew consist of 1 Master and 2 Riggercrew. The Unit may include up to 12 additional Riggercrew models. The Master has +1A. All models are armed with 1 Rivetgun and 1 Aetheric Chainblade.


Special Rules
If this unit begins its Turn (or during the Command Phase if using 9th edition) in base to base contact with any vehicle or terrain feature that has previously taken any damage, this unit may restore D3 Wounds to that model.


Options
Any model may replace their 1 Rivetgun with 1 Vulcanizer or their 1 Aetheric Chainblade with +1 Rivetgun.
Up to 1 in every 3 models may replace their Rivetgun and Aetheric Chainblade with 1 Volleygun.
Up to 1 in every 3 models may replace their Rivetgun and Aetheric Chainblade with 1 Skyhook, 1 Drillcannon, or 1 Grapnel Launcher.


Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Fly, Riggercrew


Elites(Minibosses)
Enginemaster

Move 4" WS 3+ BS 3+ S3 T3 W5 A3 Ld7 Armor Save 4+
This unit consists of 1 Enginemaster armed with a Gravhammer, Exoharness, and a God's Eye.

Special Rules
If this unit begins its Turn (or during the Command Phase if using 9th edition) in base to base contact with any vehicle or terrain feature that has previously taken any damage, this unit may restore D3 Wounds to that model.

This model's Exoharness grants the Enginemaster +1 Strength in the Fight Phase. However, the Enginemaster may attempt to overcharge the harness at the start of its Turn (or during the Command Phase if using 9th edition). To do so, roll a D6. On the roll of a 1, this model suffers a single Mortal Wound. On the roll of a 3+, increase the Damage characteristic of the Enginemaster's melee weapon by +1.

Options
This model may replace its Gravhammer with 1 Shockhammer or 1 Gravsledge.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Character, Enginemaster


House Khemist
Move 4" WS 4+ BS 4+ S3 T3 W5 A2 Ld7 Armor Save 4+
This unit consists of 1 Khemist armed with a Heavy Fumigator, Augmentation Array, and an Augur.

Special Rules
At the beginning of this model's Turn (or during the Command Phase if using 9th edition) this model employ its Augmentation Array. To do so, it simply nominates up to 5 <Household> models within 10". These models improve the Rate of Fire for all of their Ranged Attacks this Turn by +1.

This model's Augur grants +1 BS to all <Household> Infantry within 10" when firing at targets that are in Cover. However, the Khemist may attempt to overcharge the Augur at the start of its Turn (or during the Command Phase if using 9th edition). To do so, roll a D6. On the roll of a 1, this model suffers a single Mortal Wound. On the roll of a 3+, improve the AP characteristic of affected models' ranged weapons by 1.

If this model is equipped with an Atmospheric Isolator, all enemy models within 3" of this model reduce their Attacks by 1 (to a minimum of 1).

Options
This model may replace its Augur with an Atmospheric Isolator.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Character, House Khemist


House Navigator
Move 4" WS 3+ BS 3+ S3 T3 W5 A2 Ld7 Armor Save 3+
This unit consists of 1 Navigator armed with a Privateer and a Force Staff. This model is a Psyker.

Special Rules
This model can attempt to cast one Psychic Power in its own Turn and make one Deny the Witch test in an enemy's Psychic Phase. It knows Smite and 1 other Power from the Aetheric Discipline. When casting Psychic Powers this model must subtract 1 from every roll, although they still perils on a double 1 or double 6. When attempting to Deny enemy casts, this model gains +1 to all attempts.

If this model is armed with a Zephyr Staff and does not Move or Advance, they may use it at the beginning of their Turn (or the Command Phase if using 9th edition) to grant any allied model with the <Fly> keyword within 10" of this model, a re-roll for their Advance rolls until the start of their next Turn.

Options
This model may replace its Force Staff with a Zephyr Staff.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Character, House Navigator, Psyker



Elites (Minions)
Honourguard

Move 4" WS 4+ BS 3+ S2 T3 W1 A1 Ld8 Armor Save 3+
Units of Honorguard consist of 1 Lieutenant and 4 Honourguards. The Unit may include up to 5 additional Honourguard models. The Lieutenant gains +1 Attack and is armed with either 1 Aethergun or 1 Aetherifle and 1 All-Purpose Tool. All other models are armed with 1 Aetherifle and 1 All-Purpose Tool.

Special Rules
Honourguard may re-roll their Morale tests.

When this unit is chosen during the Fight Phase, they may instead immediately make a Move of up to 4" and Shoot as if it were the Shooting Phase.

If any number of models equipped with an All-purpose Tool are within 2" of another <Demiurge> model when that other model attempts to use their Tech Skill, that other model gains +1 to their roll.

Options
Any model not carrying an Aethergun may replace their Aetherifle with 1 Volleygun, 1 Decksweeper, or 1 Aethercannon.
Up to 3 in every 5 models may replace their Aetherifle with 1 Fumigator or 1 Directfire Mortar.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Honourguard


HQ (Boss Monsters)
Ark Admiral

Move 4" WS 3+ BS 3+ S3 T3 W8 A2 Ld8 Armor Save 3+
This unit consists of 1 Ark Admiral armed with 1 Volley Pistol and 1 Skyhammer.

Special Rules
Any <Demiurge> unit within 10" of this model may use its Leadership instead of their owm.

This model may re-roll Armor Save rolls of 1.

At the start of each of this model's Turns (or during the Command Phase if using 9th edition) choose one of the following Aspects:

Charge!: <Demiurge> models within 10" of this model add +1" to their Charge rolls and ignore the effects of Difficult Ground.

Advance!: <Demiurge> models within 10" of this model may Advance and still Shoot, even with Heavy Weapons (although these models still count as Moving) and Pistol Weapons (at -1 to hit).

Eradicate!: <Demiurge> models within 10" of this model may re-roll Hit and Wound rolls of 1 in the Shooting Phase.

Options
This model may replace their Skyhammer with a Skypike or a Grav Maul.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Character, Ark Admiral

This message was edited 13 times. Last update was at 2020/09/17 20:27:57


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
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Made in us
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Krazed Killa Kan







Households of the Demiurge

Narak
All <Characters> of this Household gain +1 Deny attempts per Turn.

All <Infantry> of this Household may re-roll Morale tests when within 10" of any <Narak> <Character>.

Once per Mission the GM may select 1 Unit from this Faction that needs to make a Morale test. That Unit automatically passes their test and gains +1 Leadership for the remainder of the Mission.


Zilfrak
When setting up models to Deploy, any model with the <Fly> keyword may be held in Adversarial Reserves. These models may be deployed at the end of any Movement Phase and may be placed anywhere on the table that is at least 9" away from any enemy models.

When <Infantry> of this Household with the <Fly> keyword Advance, they do not have to roll, instead counting their roll as 6 automatically.

Once per Mission the GM may select 1 Unit from this Faction that is about to make a Charge roll. That unit may re-roll one or both Charge dice, although you must keep the second result. Additionally, that unit gains +1" Move for the remainder of the Mission.


Zonnak
If any <Zonnak> <Infantry> fail a Morale test within 10" of a <Zonnak> <Character> roll a D6 for each affected model. On a 5+, that model ignores the effects of the failed test.

All <Infantry> of this Household may re-roll Wound rolls of 1 on the Turn they Charged into combat.

Once per Mission, when an enemy Unit or model suffers any Unsaved Wounds from a Unit of this <Household>, the GM may roll a D3 and inflict that many Mortal Wounds on the target, too. Additionally, the <Zonnak> Unit that inflicted these Wounds gains +1 Strength for the remainder of the Mission.


Urbaz
All <Character> Units from this <Household> cost -1 Allotment.

<Urbaz> House Khemists increase the range of their Augmentation Arrays by +5".

<Urbaz> <Infantry> Units within 12" of the nearest board edge to where the Deathwatch Deployed may re-roll failed Morale tests.

Once per Mission, when an <Urbaz> unit makes a Fall Back Move, the GM may move them up to 6" and that Unit may Shoot normally. If the unit selected already has the ability to Fall Back and Shoot, this grants them +1 BS when doing so.


Mhornyr
At the start of the GM's first Turn, all weapons carried by <Mhornyr> <Infantry> count as Assault weapons until the end of the Turn.

<Mhornyr> Troop models within 3" of <Mhornyr> <Characters> may re-roll missed Shooting attacks.

Once per Mission, the GM may grant one <Mhornyr> Unit the ability to re-roll their failed Tech Skill tests. Additionally, that Unit improves their Skill Stat to 3+ until the end of the Mission.


Thryng
At the start of the Mission, the GM selects 1 Deathwatch Marine deployed on this Mission. All <Thryng> models may re-roll Wound rolls of 1 when attacking that Marine.

All <Thryng> models gain +1 Leadership while there are no enemy models within 3" of them.

Once per Mission, the GM can use one of the other <Household>'s Once per Mission abilities on any of their own applicable Units, replacing the other <Household>'s keywords with <Thryng>.


Arsenal of the Demiurge
Ranged weapon: Type-RoF, Range, Strength, AP, Damage / Special Rules


Privateer
: Pistol 2, 12", S3, AP-, Damage 1 / -
Volley Pistol: Pistol 3, 12", S3, AP-, Damage 1 / -
Vulcanizer: Pistol 1, 9", S6, AP-1, Damage 2 / +1 to hit
Rivetgun: (select one of the following Firing Modes before Shooting)
Pistol 3, 12", S3, AP-1, Damage 1
Assault 5, 6", S3, AP-1, Damage 1
Heavy 7, 12", S3, AP-1, Damage 1
Aetherflare: Pistol 1, 10", S4, AP-1, Damage 1 / this weapon doesn't need to roll to hit; if a target is in range, this weapon hits automatically
Aetherifle: Assault 2, 18", S3, AP-1, Damage 1 / -
Aethergun: Assault 3, 18", S3, AP-1, Damage 1 / -
Volleygun: Heavy 6, 18", S3, AP-1, Damage 1 / -
Decksweeper: Heavy D6, 12", S3, AP-1, Damage 2 / +1 to hit
Aetheric Cannon: Heavy 2, 12", S9, AP-2, Damage D3 / -
Directfire Mortar: Assault D6, 36", S6, AP-, Damage D3 / blast
Fumigator: Assault D6, 10", S9, AP-1, Damage 1 / this weapon doesn't need to roll to hit; if targets are in range, this weapon hits automatically. This weapon counts as a Gas Attack.
Heavy Fumigator: Assault 3D6, 10", S9, AP-2, Damage 1 / this weapon doesn't need to roll to hit; if targets are in range, this weapon hits automatically. This weapon counts as a Gas Attack.
God's Eye: Assault 1, 9", S9, AP-1, Damage D3 / +D3 Damage versus Vehicle and Titanic targets
Drill Cannon: Heavy 1, 24", S6, AP-3, Damage 3 / if the roll to hit with this weapon is 6+ it causes D3 Mortal Wounds divided among all models within 3" of the primary target
Light Skyhook: Assault 1, 24", S4, AP-2, Damage D3 / -
Skyhook: Heavy 1, 24", S6, AP-2, Damage 3 / if target is hit, they must also test Strength, or become Shaken on their next turn

Melee Weapons, Strength, AP, Damage / Special Rules
Skypike
: S+1, AP-1, Damage 1 / whenever a model fights with this weapon they make 1 extra Attack
All-Purpose Tool: S as user, AP-, Damage 1 / models within 2" of one or more other models equipped with this weapon gain +1 to their Tech Skill tests.
Arkcutter: S as user, AP-, Damage 1 / -
Aetheric Chainblade: S+1, AP-1, Damage D2 / -
Gravhammer: S+2, AP-2, Damage D3 / Two-handed, Unwieldy
Gravsledge: S+2, AP-2, Damage D3 / Wound rolls of 6 change this weapon's Damage characteristic to 2D3; Two-handed, Unwieldy
Shockhammer: S+3, AP-3, Damage D3 / Shocking; Two-handed, Unwieldy
Skyhammer: S+4, AP-2, Damage 2 / Unwieldy
Grav Maul: S+2, AP-2, Damage 1 / -
Force Staff: S+2, AP -1, Damage D3 / this weapon gains S+1 and Damage +1 as long as the Navigator manifested a Psychic Power on its previous Turn. If a model is armed with a Force Staff and there are no enemy models within 3" of this model, they may add +1 to their attempts to manifest Psychic Powers.
Zephyr Staff: S as user, AP -, Damage 1 / this weapon gains S+1 and Damage +1 as long as the Navigator manifested a Psychic Power on its previous Turn. If a model is armed with a Zephyr Staff and there are no enemy models within 3" of this model, they may add +1 to their attempts to manifest Psychic Powers.

Other Wargear

Grapnel Launcher
: used at the end of the Shooting Phase, this device can move up to 3 Riggercrew up to 9" in a straight line. These models must end this special Move no closer than 3" to any enemy model.
Aetheric Mines: when a model equipped with Aetheric Mines is Charged, roll a D6. On the roll of a 6 the Charging model suffers 1 Mortal Wound. Aetheric Mines may instead be unleashed to form their own "unit" with a Move of 6", Toughness4, and 2 Wounds each. If one of these mines is reduced to 0 Wounds or moves to within 3" of an enemy model, it automatically detonates causing D3 Mortal Wounds to all models within 3".

Warlord Traits
1.) Aetheric Favor
: this model may ignore Mortal Wounds on the D6 roll of a 5+
2.)Nav Servant: after Deployment, but before the first Turn, all <Household> Navigator models may redeploy anywhere within the Demiurge deployment zone(s)
3.) Grudgebearer: this model gains +1 Attack
4.) By the Book: this grants +1 additional use of your <Household> Once per Mission ability (effectively making it a "Twice per Mission" ability)
5.)Surveyor: after deployment, but before the first Turn, the GM selects one piece or area of terrain no larger than 6" square. All allied <Household> models gain the Fearless Trait when wholly within this terrain feature.
6.) Household Favorite: this model gains +1 Leadership


Aetheric Discipline
Aetherstorm
: Warp Charge 4+. If successfully cast, all enemy models with the <Fly> keyword within 24" of the psyker must half their Move and cannot Advance.

Void Oracle: Warp Charge 5+. One friendly unit with the <Fly> keyword within 18" of the psyker can re-roll their Advance and can Charge even if they Advance this Turn.

Redirection: Warp Charge 7+. Until the start of the next Psychic Phase, all enemy Psychic Powers directed at <Household> units within 12" of this model are redirected to affect this psyker. Additionally, when this occurs, the psyker may make a free Deny the Witch attempt against the power, even if they failed to Deny it when it first went off.

Aetheric Manipulator: Warp Charge 8+. Pick one allied <Household> unit within 18" and in line of sight of this Psyker. That Unit may re-roll all failed Wound rolls until the start of the next Psychic Phase.

Voidfarer: Warp Charge 9+. Pick one <Household> unit with the <Fly> keyword within line of sight of this Psyker. That Unit may make an additional Move or Advance, as if it were the Movement Phase.

Aetheric Warding: Warp Charge 10+. Pick one <Household> unit within line of sight of this Psyker. That Unit gains a 5+ Invulnerable Save until the start of their next Psychic Phase.

This message was edited 4 times. Last update was at 2020/12/07 09:58:58


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
[DCM]
Krazed Killa Kan







Using Adepta Sororitas as Adversaries

Special Rules

Faith and Fury
: any model armed with a Heavy weapon that does not Move or Advance on their Turn may increase the Rate of Fire of their weapons by +1.


The Pinnacle of Faith: for the purposes of this campaign, <Character> models of this Faction grant all allied models within 6" the ability to re-roll their first failed Wound rolls of each Mission.


Reclaim or Avenge the Relics of Man: whenever a Mission features these Advesaries place a Relic Marker as close to the center of the table as possible. (There will be a list at the end of these Faction rules. The GM should choose one)

This Relic becomes a Tertiary Objective for both sides. The item will have weight and so must end the Mission in the possession of either a Deathwatch Marine or any Armored Sororitas model with hands (so no Arcoflagellants and no Mortis engines, etc.). If the Relic ends the game in the hands of the Sororitas, the model that captured it gains +1 Wound and may choose any Tier 1 Melee, Morale, Survival, or Shooting Talent for which they qualify. From now on, fielding that model costs the GM +1 Allotment.


Warriors of the Faith: when within 3" of any Relic, models with the <Sororitas> keyword gain the ability to re-roll their failed Morale tests.


Rainments of the Ecclesiarchy: for +1 Allotment each, any Canonness, Sister Superior, Celestian, or Geminae Superia model may take items from the following table.

Item: Description
Aegis Against Heresy: this item is actually a series of chym-crystals and religious wards woven into the Sister's armor. It grants the bearer a Special 4+ Save against the harmful effects of enemy Psychic Powers. Roll once for each affected Battle Sister equipped with this item against the individual Powers (such as Smite or Aetherstorm). On a 4+ the Power cannot affect this model.

Hexagrammic Warding Shields: these are invisible, deployable shield walls (the Author suggests using 2 plastic rods stuck to small bases, like flying stands or lollipop sticks to represent the borders of this force field). When placed, it provides a Special 5+ Save versus all Psychic and sorcerous Shooting attacks and Wounding Psychic Powers that pass line of sight through it to the Sororitas models on the other side. Once deployed, this item cannot be moved.

Veneration of the Saints: this small Amulet reminds the Faithful carrying it who brought them here. Whenever a Miracle Die is generated by the model carrying this item or within 6" of them, the GM may roll 2 Dice and take the prefferred score.

Applicable Catechism: if taken by a model armed with a Pistol and Melee weapon, this item grants them +1 Attack on their second and subsequent Rounds of every Fight Phase they are engaged in. If taken by a model armed with a Rapidfire or Heavy weapon, this item grants them +1 Rate of Fire on their second and subsequent Turns of continuous fire, as long as they don't Move. If taken by a model armed with an Assault weapon, this item grants them +1 Rate of Fire on any Turn where they also Advanced.

Purifier Shell: this is a single shot load out for a bolt pistol. Once per Mission, when Shooting a bolt pistol in Standard Firing Mode, this shell changes the number of shots fired to D6, improves this weapon's AP by 1, grants it Blast, and the Sanctified & Ablaze Qualities. Each 1 Allotment spent on this item provides just a single shot.

Condemnor Shell: this is a single shot load out for a Bolter. Once per Mission, when Shooting a Bolter in Standard Firing Mode, this shell increases the weapon's Strength by +1, and grants it the Catastrophic and Stunning Qualities. Each 1 Allotment spent on this item provides just a single shot.


A War of Faith: even though the Sororitas and Astartes are both technically on the same side, there can often be a conflict of morals and ideas between these organizations. Whenever a Mission ends and the Sororitas have in their possession the Relic and/or for every Sororitas model with 3 or more Wounds remaining at the end of the Mission, roll a D6. On each roll of a 6, the Sororitas forces begin their next Mission with a bonus Miracle Die.


Faith has its Rewards: at the end of any Mission featuring these Adversaries, roll a D6. This is the penalty in Allotment that will apply to any future Missions featuring Chaos forces of any kind.


The Relics of Man

Relic: Description / Capacity

Chalice of Saint Eardward
: perhaps the most ostentatious cup ever created, the Chalice of Saint Eardward is said to have quenched the thirst of a hundred Martyrs in the midst of their worst suffering. The bearer of this Chalice may use it once per Mission to remove D6 Wound Tokens. / 01

Tome of Tomes: a book written solely to catalog a thousand others, the Tomes of Tomes is a dense volume naming the 987 Books of Essential Catechism of the Diannian Synod in Octaria. It is said that a million Throne Gelt was spent just to procure the gemstones pulverized to make the ink that illuminates the first letter on every page. This Relic grants its bearer a single re-roll that be used for any reason during the course of a Mission. / 01

Jekylses' Auto-quill: when the Temple of Turning Pages on Aurelia 4 was ransacked by blasphemers in M37, it is said the scribes stood to the last man defending it. The blood of non-believers still stains this pen as it was used in lieu of a sword. The bearer of this Relic gains +1 Leadership and +1 Attack when fighting against Chaos forces. / 00

Shield of Ignorance: this heavy riot shield has served many bearers in the preservation of order and law throughout the Imperium. The Shield of Ignorance is a Mastercrafted Storm Shield that may also be used to make an extra Attack at Strength+1, AP-, Damage 1, with the Catastrophic, Entropic, and Sapping Qualities. / 02

The Only Page: what happened to the rest of this book is totally unknown, but The Only Page is a framed table of contents for a book of wisdom and philosophies penned in late 34M by an unnamed Imperial Saint (often referred to as "Saint Someone"). Even without the rest of the book, the bearer may gain insight and cunning simply from contemplating the Chapter names and Appendixes of this Page. Any model equipped with The Only Page gains Tactics1 or +1 Rating if they already possess the Skill. / 01

Saint Stiphon's Right Hand: this item is literally the desiccated right hand of some long dead Imperial Saint, rumored to have been a planetary governor of some reputation and extremely devout. When he perished his body was interred, but it was later exhumed when a planetary rebellion threatened to overrun the royal cemeteries. It was then that it was discovered that his right hand had been perfectly preserved. His body eventually made it onto a funerary barge, but his Right Hand was preserved and fashioned into an Amulet to be born by the faithful on Pilgrimage. A model equipped with Saint Stiphon's Right Hand may use it once per Mission at the start of their Turn (or in the Command Phase if using 9th edition) to grant itself and all allied models within 6" of it a 4+ Invulnerable Save until the start of their next Turn. / 00

The Crown of Mykhla: this platinum and gem-encrusted helmet worn by the battle leader of a feudal world inspires confidence in all who look upon it. Allies that can draw line of sight to the bearer of this Relic treat their Leadership as 1 higher than it currently is. Additionally, it grants its bearer the Command1 Skill. If the model already has this Skill, it instead grants them a free re-roll when using their Command Skill. / 00

Never Sullied Banner: they say this Militarum banner has been carried across a hundred battlefields and never once touched the ground. It is full of bullet holes, patchwork, burns, and shrapnel holes, & has run out of space for embroidered victories, but it has become infused with the faith of furor of the many soldiers who have carried it into battle. Any model equipped with the Never Sullied Banner cannot also be equipped with a heavy weapon. It grants its bearer an additional use of any "Once per Mission" ability and all allied models within 6" of the bearer may re-roll Charge distances and hit rolls of 1 during the Fight Phase. / 03

Reliquary of Chaban: this holy casket is perched atop a sturdy staff. Inside are the bones of Saint Chaban, saturated in deadly radiation. Saint Chaban was a menial credited with volunteering to enter an irradiated zone to repair critical systems onboard the Imperial Battleship His Indomitable Will during the Battle of Hystrum's Passage. His sacrifice saved not only the Ship, but the Battle as well, restoring full shields just seconds before the impact of an enemy plasma barrage. The bearer of this Relic is subject to the rules governing the Irradiated Qualty. Additionally, at any time, the bearer may open the Shielded Casket doors, bathing all before them in bone-dissolving radiation. When opened, the Reliquary of Chaban grants the bearer the Miasmic6 and Deadly Contagion9 Traits. Additionally, if any model suffers a Wound from this effect, they are also subject to the Ablaze, Entropic, Deadly, Shocking, and Deadly Toxic Qualities. / 04



This message was edited 4 times. Last update was at 2020/10/20 09:49:21


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Using Astra Militarum as Adversaries

Special Rules

Backbone of the Warmachine
: the rank and file troops of the Astra Militarum are infinite. A GM may purchase 2 Infantrymen or 4 Conscripts for every 1 Allotment they spend.


Grand Strategists: for the purposes of this campaign, all <Characters> from this Faction able to issue Orders gain +1 Leadership and +1 Wound. This does not change the model's Allotment cost.


Just Following Orders: at the start of any Mission featuring these Adversaries, the player(s) alternate placing 6 numbered Objective Markers (numbered 1 to 6). These markers can be placed anywhere on the battlefield that is at least 3" away from any edge and 6" away from any other of these Markers. At the start of any Turn roll a D6. This number is the numbered Marker the Astra Militarum need to capture this Turn. Every time these Adversaries do capture a Marker, they gain a single re-roll that may be used for any reason during the course of this Mission. Deathwatch Marines that move to within 3" of any of these Markers gain +1XP, but the Markers remain on the battlefield until the end of the Mission.

Unused re-rolls are lost at the end of the Mission.


We Serve, Sometimes with Distinction: at the end of any Mission where there are any surviving models from this Faction, the GM may nominate 1 of them to recieve a Distinction. This model gains +1 Leadership, +1 Attack, and any single Tier 1 Shooting, Morale, or Survival Talent. In future Missions this model may be fielded for +1 Allotment.


Regimental Kit: for a flat +3 Allotment, up to 25 <Infantry> models may select loadouts from the following list to represent their Regiment. For each +5 Allotment spent, the GM may include a different Regiment's specialty kit. Each of these distinct Regiments should be modeled differently to represent their individual planets of origin. Alternatively, these loadouts may be presented as different specialties with the same Regiment (although that's very rare in the Imperium) or as different musterings from the same world (more plausible in this setting). For example, the GM might field the Plaxian 492nd as Drop Troops, the Plaxian 493rd as Sappers, and an element of the Ersari 84th as Support Company. The 492nd and the 493rd Plaxians might look almost identical in their light grey jumpsuits with fully enclosed facemasks, while the 84th Ersari might wear camo fatigues with jet black armor and teal helmets to indicate their Support status.

Designation: Kit Load Out
Drop Troops
: each model is equipped with a grav pack (may fall from any height without taking damage), laspistol, 2 White Smoke grenades, 1 Frag grenade, and 1 Chaf Smoke grenade. Each model is also equipped with Integrated Comms (all models are automatically considered in Vox range regardless of where they are on the battlefield or even if they are being held in Reserves). Models are equipped with Lascarbines [Assault 1, 18" Range, Strength3, AP-, Damage 1] instead of Lasguns. Any model may additionally carry a Sword for +1 Allotment. Sergeants and Lieutenants may exchange their chainswords for power swords.

Sappers: units that do not include a heavy weapons team may instead have a second Special weapon. Additionally, all models with this load-out have the Demolitions2 Skill with a Skill Stat of 5+. Each model is armed with 2 Krak grenades, 1 melta bomb, and 1 Shredder grenade. Each model carries the standard Imperial Lasgun. Sergeants and Lieutenants may take 1 Remote Mine or 2 Frag grenades.

Support: infantry units may take 2 Heavy Weapons teams instead of just 1. Units without Special weapons may instead take 3 Heavy Weapons teams. A Support Unit may also equip a Mantlet (a giant deployable shield wall that has to be carried by 3 models. These models can't shoot until they emplace the barrier, but once down it forms a 3" wide, 3" tall barrier that counts as a sealed Bulkhead Door with 3 additional Wounds. A firing port allows one model on either side of the barrier to shoot throw it without exposing themselves to enemy fire. The Mantlet counts as Heaviest Cover [and if you're using 8th edition rules, grants a +3 cover bonus to Armor Saves versus shots passing through it]. Once placed, the Mantlet is immovable). Models carry the standard Imperial Lasgun.

Mechanized: normally, Mechanized infantry are carried into battle in transports. Wherever possible, every unit of 10 models should be accompanied by an appropriate Transport Vehicle. If included, the GM does not have to pay the Allotment cost normally associated with a large, multi-wound model. However, in most Missions this will not be plausible (tanks have trouble driving through spaceship corridors, typically). When no transports are included, Mechanized units gain +1 BS when firing their Lasguns from covered positions. Each model is also equipped with 1 Frag and 1 Krak grenade.

Recon: change Lasguns to Autoguns (using the profile given on the Ranged Weapons list of Assault 2, 24" Range, Strength2, AP-, Damage 1), each model also gains 2 Frag grenades, 2 White Smoke grenades, Bedroll (these grant +1 Leadership until the unit fails a Morale test) and Combat Knife. Units cannot take Heavy Weapon teams, but may instead take a second special weapon. Sergeants and Lieutenants may take a chainsword and autopistol or chainsword and laspistol.

Shock Troops: change Armor Save to 4+ when being shot at from the front (model facing is important), and give these models +1 Attack. Any model may replace their standard Imperial Lasgun with a shotgun or a laspistol and chainsword. Additionally, each model is equipped with 2 Frag grenades and 1 melta bomb. Sergeants and Lieutenants may exchange their laspistols for bolt pistols.

Heavy Infantry: change Armor Save to 4+ and each model carries 1 Krak grenade, 1 Frag grenade, 1 Concussion grenade, and 1 Shredder grenade. Any model may replace their standard Imperial Lasgun with an STC Bolter and for +1 Allotment, up to 2 additional models in every 10 may replace their Lasgun with a Grenade Launcher. Sergeants and Lieutenants may replace their Laspistols with Plasma Pistols or Bolt pistols, or may replace their laspistols and chainsword with an STC Bolter (Rapidfire 1, 24" Range, Strength4, AP-, Damage 1).


Such is the Fate of the Enemies of Man: whenever a 1 Wound model from this Faction reduces a Deathwatch Marine to 0 Wounds, the GM gains a single re-roll that may be used for any reason until the end of the Mission. Unused re-rolls are lost at the end of the Mission.


The Consequences of Misunderstanding: at the end of any Mission involving Adversaries of this Mission, the Deathwatch's Mission Leader gains +1 Corruption unless they can pass a Leadership test with a penalty equal to the number of Astra Militarum <Characters> removed as casualties during the Mission.

This message was edited 2 times. Last update was at 2020/09/22 22:07:37


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Using Grey Knights as Adversaries

Special Rules

In the Image of a God
: for the purposes of this campaign, all <Grey Knight> models gain +1 Wound. This does not affect their Allotment cost.


Unequaled: all models in this Faction able to use Psychic Powers may attempt to manifest +1 Power per Turn. Additionally, all Psykers are assumed to know all the Powers from the Sanctic Discipline. Lastly, all Grey Knights able to Deny gain +2 to their rolls to do so.


As a Bulwark Against Night: whenever a Mission features these Adversaries the player(s) and the GM alternate placing 4 Warp Catalyst Markers. These Markers must be placed no closer than 6" from any board edge and no closer than 9" from any other Warp Catalyst Marker. Then the GM places a Warp Rift Marker as close to the center of the table as possible. These become Tertiary Objectives for the Deathwatch and Primary Objectives to the Grey Knights.

Warp Catalyst Markers each have Toughness6 and 4 Wounds. The Warp Rift is Toughness9 with 10 Wounds. Each time a Warp Catalyst Marker is destroyed, reduce the Warp Rift's Toughness by 1. Each Warp Catalyst Marker generates D3 Allotment at the start of the Grey Knight's Turn (or during their Command Phase if using 9th edition). This Allotment may only be spent on Daemons, which take their Movement from the Warp Rift, Moving towards the model currently closest to the Warp Gate. These daemons take each of their Phases at the end of each Grey Knight Phase (Grey Knights Move, then Daemons Move; Grey Knights use psychic powers, then Daemons use psychic powers if able; etc.).

Grey Knights that remove the last Wound from either a Warp Catalyst Marker or the Warp Rift immediately gain +1 Strength, Toughness, and Leadership and +1 Wound. Deathwatch Marines gain +1XP and +1 Renown for destroying the Warp Catalyst Markers or Warp Rift.


Mind Wiped: Deathwatch Marines that are removed as casualties when fighting these Adversaries do not gain any XP for the Mission.


Tools of Titan: for +1 Allotment each, any Grey Knight model may equip one or more items from the following list.

Item: Description
Sanctified Weapons
: all weapons carried by this model count as having the Sanctified Quality.

Felling Blades: all Melee weapons carried by this model count as having the Felling Quality.

Soul Burning: the Stormbolter carried by this model counts as having the Ablaze Quality.

Entropic Firepower: all Ranged weapons carried by this model count as having the Entropic Quality.

Righteousness: this model gains a 4+ Invulnerable Save or improves their preexisting Invulnerable Save by 1. This Save can even be used against Mortal Wounds.

Aegis of the Innocent: Daemons summoned through any Warp Rift ignore this model, even if it is the closest target. Additionally, any enemy that wishes to Charge this model must first test their Strength and if they fail, they cannot make any Charges until their next Turn.


The Soul of Man in the Balance: at the start of every Turn (or during the Command Phase if using 9th edition), the GM generates a single re-roll that may be used for any reason for every Psyker or Brotherhood of Psykers on the table with a total number of Wounds equal to 5 or more. Unused re-rolls are lost at the end of the Mission.


In the Presence of Purity: at the end of any Mission featuring these adversaries roll a D6. On a 2+, one random Deathwatch Marine loses 1 Corruption.

This message was edited 2 times. Last update was at 2020/09/22 12:46:08


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Using Adeptus Custodes as Adversaries

Special Rules

Each Man a Giant
: for the purposes of this campaign, all <Adeptus Custodes> Infantry models gain +2 Wounds.


An Army of Giants: all Infantry models in this Faction with fewer than 6 Wounds count as Mini Bosses, but they cost 7 Allotment (for Troop models) and 8 Allotment (for all other battlefield roles) to field.


The Re-acquisition of the Lost Treasures of Man: if the Deathwatch Marines deploy with any Relics in their loadouts, the <Adeptus Custodes> Objective is to take it. If this is the case, all <Adeptus Custodes> <Infantry> models gain the Disarming Strike and the Gain Control Talents (which were both just added to the Melee Talent tree as Tier 1 and Tier 2 respectively).

If the Deathwatch do not field any Relics, the <Adeptus Custodes> Objective becomes simply to eliminate the Deathwatch Marines. Leave no Witnesses.


The Finest Arsenal: all <Adeptus Custodes> Infantry models are equipped with 1 Tanglefoot grenade and an integrated Vigilance Array. These function exactly as the Tanglefoot Grenade and Ever Vigilant Stratagems presented in the back of Codex Adeptus Custodes except that the GM does not need to expend a CP to use them.


Relics of War: for +3 Allotment each, any <Adeptus Custodes> model may take one or more items from the following list.

Item: Description
Perfection Field
: this item improves the Aegis of the Emperor Mortal Wound Save to 5+ rather than 6+. Additionally, if this model Moves or Advances in their own Turn, enemy Shooters suffer -1 to hit them in their following Shooting Phases.

Vortex Bomb: When emplacing a bomb, use a Marker to indicate its location. After placing this bomb, chose 1, 2, or 3 Turns. This is the amount of time the detonation is delayed. If a model with the Demolition Skill reaches the Vortex Bomb Marker before it goes off they may remove it from play. When a Vortex bomb detonates all models within 3D6" of the Marker suffer 2D3 Mortal Wounds each. Additionally, the room or corridor it detonates in counts as Impassable terrain until the end of the Mission. If any models are in the affected area are Wounded, but not killed, their controlling Player rolls a D6 and adds the result to any remaining Move the model may have left. If this is not enough to Move the model out of the effected area, they are instead removed as a casualty. If the Deathwatch's Teleportarium is not functioning, roll a D6 instead. On a 1, the affected model is slain outright - remove them and everything they were carrying from the squad roster permanently; if any of those items were a Relic the Mission Leader loses -D3 Renown. On a 2+, this model is missing for 2D6 hours, afterwards returning to gain +1Xp and +1 Renown.

Oracle Array: this model does not require line of sight to shoot at enemy models.

Blade of Impossibility: any melee weapon this model carries, except for a misericordia, gains the Exceptional, Entropic, and Deadly Qualities.

Tactical Reaction Shell: this is a single bullet for any Bolt weapon. When fired in Standard Firing Mode, this round changes the weapon's Rate of Fire to D6 and adds the Mauler, Irradiated, and Blast Qualities to the weapon. Each 3 Allotment spent on this item provides just a single shot.


Chosen: at the start of every Turn (or during the Command Phase if using 9th edition), the GM gains a single re-roll that may be used for any reason, for every model from this Faction with 3 or more Wounds remaining. Unused re-rolls are lost at the end of the Mission.


The Consequences are Clear: this Faction has no additional effect on the campaign at the end of any Mission in which they are involved.

This message was edited 9 times. Last update was at 2020/09/25 21:46:33


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Using Adeptus Astartes as Adversaries

Renegades
Special Rules
Loadout
: as per Codex Adeptus Astartes, except each Marine only carries 1 Frag and 1 Krak grenade.

Disloyalty: Deathwatch Marines that suffer Wounds from <Renegades> models do not have to test their Morale. All Renegade <Infantry> gain Hatred [Deathwatch Infantry]. All Renegade models lose their <Imperium> keyword and replace it with <Renegades>.


Hubris: all Renegade <Characters> gain +1 Leadership. Additionally, they grant themselves and all allied <Chapter> models within 6" the Contempt [Deathwatch Infantry] Talent.


Our Pride Overrides Your Laws: this Faction is straight forward and out for blood. Their only Objectives are to try to stop the Deathwatch from achieving their own. Every time a <Renegades> model reduces a Deathwatch model to zero Wounds, whether or not that model is removed as a casualty, the GM gains a single re-roll that may be used for any reason during the course of the Mission. These re-rolls are lost at the end of the Mission if they are not used.


Chapter Armory: for +1 Allotment each, any <Chapter> Space Marine may take one or more items from the following list.

Item: Description
Grenades
: this model is equipped with +2 Frag, +2 Krak, and 2 White Smoke grenades

Autofire Conversion: this model's bolter or bolt rifle changes its Type from Rapidfire 1 to Assault 4

Teleportarium Rig: this model may be held in Reserve and Deploy at the end of any <Renegades> Movement phase at least 6" away from any enemy models.

Teleport Homer: a model held in Reserve with the Teleportarium Rig may enter play within 3" of another allied model equipped with the Teleport Homer, even if that would bring the arriving model closer than 6" to an enemy model. Arriving models must still remain more than 1" away from enemy models on the Turn they are placed on the board.

Storm Shield: this model is equipped with a Storm Shield and, if they are also armed with an Astartes knife, a Sword, Power Sword, Spear, or Power Spear, they also gain the Tier 2 Melee Talent Sword and Board.

Melee Mastery: this model may select any Melee weapon from the Deathwatch armory that is not a Sanctioned Xenos or Relic item. This weapon has the Exceptional Quality and is added to the model's load out.


Ill-Fated: at the end of every Mission where any Renegades are remaining on the table after the last Turn, the GM earns one re-roll that can be used for any reason in their next Mission, for every Renegade model with at least 1 Wound remaining.


A Betrayal of Trust: with every Mission against the Deathwatch this Faction slips closer to lasting Damnation. At the end of every Mission featuring these Adversaries, roll a D6 for every surviving enemy model, adding +1 for models that started the Mission with 3 or more Wounds. On the roll of a 6+, that model gains +1 Wound, may take any Tier 1 Talent for which they qualify, and provide +1 Renown to any Deathwatch model that removes them as a casualty from any Mission. The GM is obligated to take as many of these upgraded Renegades as they can on all future Missions featuring these Adversaries. However, these models are not permanently removed from the GM's Adversarial pool until they have been removed as casualties at least 3 times.


Chapter Redeemers
Special Rules
Load Out
: as per Codex Adeptus Astartes, except each Marine only carries 1 Frag and 1 Krak grenade.

Reluctant Adversaries: whenever an <Infantry> model from this Faction, without the <Character> keyword, wants to Shoot at any Deathwatch Marine they must first pass a Strength test. If they fail, they cannot Shoot. Deathwatch Marines do not gain any Renown for removing models from this Faction as casualties.


Inner Circle: <Character> models within 6" of allied <Infantry> subject to the Reluctant Adversaries special rule, suppress its effects. Additionally, <Character> models from this Faction may use the Suppression rules, doubling the Rate of Fire for their weapons when using this option.


To Restore Chapter Pride: at the Start of any Mission featuring these Adversaries, before Deployment, the GM rolls a D3 to determine their Objective.

On a 1, these models must capture and hold any static Objective the Deathwatch have, keeping them from achieving it. Every Turn where there is at least 1 model from this Faction within 3" of a Deathwatch Objective and the Deathwatch have not yet achieved that Objective, the GM gains a single re-roll that may be used to re-roll failed Armor Saves, failed Charges (one die only), or to make a single model Fearless for one Turn.

On a 2, place a Tertiary Objective Marker as close to the center of the battlefield as possible. If either side reaches this Objective, it becomes a 01 Capacity Relic that grants the bearer +1 use for any "Once per Mission" abilities or the ability to re-roll 1s whenever and for whatever reason they are rolled for this model. If the Mission ends and this Relic is either in this Faction's hands or no one's hands, all Adversary models from this Faction in all future Missions gain +1 Leadership and +1 Attack. If the model carrying this item is removed as a casualty, the Relic is placed on the spot where they fell.

On a 3, the GM randomly selects D3 Deathwatch models that have deployed on this Mission. For every Wound this Faction inflicts on any of those Marines, the GM gains +5 Allotment that may be immediately spent to add Reserves to their forces. These Reserves deploy at the start of the GM's next Turn by whatever parameters the Mission (or wargear) has set forth.


Chapter Armory: for +1 Allotment each, any <Chapter> Space Marine may take one or more items from the following list.

Item: Description
Grenades
: this model may either equip +2 Frag, +2 Krak, and 2 White Smoke grenades or 1 Melta Bomb and 1 Remote Mine.

Autofire Conversion: this model's bolter or bolt rifle changes its Type from Rapidfire 1 to Assault 4.

Teleportarium Rig: this model may be held in Reserve and Deploy at the end of any <Renegades> Movement phase at least 6" away from any enemy models.

Teleport Homer: a model held in Reserve with the Teleportarium Rig may enter play within 3" of another allied model equipped with the Teleport Homer, even if that would bring the arriving model closer than 6" to an enemy model. Arriving models must still remain more than 1" away from enemy models on the Turn they are placed on the board.

Storm Shield: this model is equipped with a Storm Shield and, if they are also armed with an Astartes knife, a Sword, Power Sword, Spear, or Power Spear, they also gain the Tier 2 Melee Talent Sword and Board.

Melee Mastery: this model may select any Melee weapon from the Deathwatch armory that is not a Sanctioned Xenos or Relic item. This weapon has the Exceptional Quality and is added to the model's load out.


Such is Our Fate: at the beginning of every Turn the GM generates one re-roll for every <Character> model from this Faction that still has at least 2 Wounds remaining. Unused re-rolls are lost at the end of the Mission.


This is What Must be Done: roll a D6 for each model from this Faction with at least 1 Wound remaining at the end of the Mission and apply the result. Fielding these models in future Missions costs +1 Allotment.

D6 Roll: Upgrade
1: +1 Wound

2: +1 Strength or Toughness

3: +1 Attack

4: +1 Ballistic Skill or Weapon Skill

5 or 6: any Tier 1 Talent for which they meet the prerequisites.

This message was edited 5 times. Last update was at 2020/10/20 09:36:43


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I modified (for clarity) some of the Survival Talents and alphabetized the entire Tree. I'll be alphabetizing all of the Trees over the next few days. Also expect to see a few more new Talents to show up on the Trees.

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All told, there are now more than 430 individual Talents in this Campaign. Not every model is going to have access to all of them. Typically, models from specific Chapters or Specialties will have the most variety to choose from, but on average, even the most vanilla of marines will have 350+ Talents to choose from.

The next thing I'm working on is revamping the squad creation rules so all the information is centralized. There will also be more Primaris Specialties to choose from.

Lastly, I'm revamping and expanding the Chapters section. There will soon be 125 Chapters, each with their own Stratagems, Perks, and potential upgrades to choose from.

From there, I will finally complete the Side Missions detailed in the basic Campaign, then move on to detailing the Derelicts, Hulks, and Drifts that crash into the [++Redacted++] every 9 hours. This list will be extensive, including many options for GMs to run their games with the collections they have on hand. Each vessel comes with a list of optional Missions and some may introduce new Factions when they arrive.

My final planned project for this Campaign is to write a series of "What happens if the Player(s) fail?" Missions that can allow players to pull victory from the jaws of death while they tumble through the warp inside this new hulk.

After that? I'll be writing follow-up Campaigns so players can either play new Campaigns from the start or continue on with their leveled up squads on new adventures.

With luck, all of these projects should be done in a million months, give or take most of a million.

This message was edited 1 time. Last update was at 2020/10/29 01:01:09


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Stratagems and Command Points (CP)

The Command Point Pool

During the Briefing Phase, when player(s) determine their Squads' Mission Leader, each model who will deploy on this Mission contributes to the Pool of CP available to use. Some models contribute very few, while others contribute quite a lot. It is from this Pool that the Mission Leader draws CP to use the various Stratagems their squads and models provide them with. At the start of each of the player(s)' Turns, as long as a Mission Leader is on the table, they gain +1 CP as well.

Who can use these CP
If your group is playing with multiple squads or individual Astartes models each controlled by different players, then each individual model can draw CP from the Pool to activate either their Specialty's Stratagem or their Chapter's Stratagem on itself only.

Mission Leaders, regardless of your group's dynamic, may draw CP from the Pool to activate Stratagems from any Specialty present on the table with at least 1 Wound remaining, on any model that qualifies. Additionally, Mission Leaders may draw CP from the Pool to activate Stratagems from any Chapter present on the table, as long as that Chapter's model has Cohesion2 or better. Mission Leaders may also draw CP from the Pool to activate any Generic Stratagem.

Generic Stratagems
(1CP/3CP) Arming Phase
: if 1CP is used, one model may be given +10 Renown to spend on equipment; if 3CP are used, one model may be given +20 Renown to spend on equipment (this bonus Renown does not count towards a model qualifying for Threshold).

(1CP) Command Re-roll: re-roll a single Charge roll, a Psychic test, single Shooting shot, single Melee hit, 1 Armor or Invulnerable Save, or 1 Wound roll. Only usable once per Phase.

(2CP) Insane Bravery: the Squad automatically passes its Morale test.

(1CP) Interrupt: interrupt the sequence of the Fight Phase to fight with one allied Astartes of your choice.

(2CP) Nominate new Mission Leader: if the Mission Leader has been removed as a casualty, the player(s) have the option to spend 2 CP to nominate a new Mission Leader from amongst the remaining Astartes on the table. This new Mission Leader cannot use any Stratagems on the Turn it is Nominated.

(1CP) Overwatch: fire Overwatch with one allied Astartes.

Example Specialty Stratagem
(2CP) Wrathful Descent
: Use this Stratagem at the end of any Charge Phase where an allied Astartes model has Charged an enemy Unit with 5 or more models. That Unit suffers 1 Mortal Wound.

Example Chapter Stratagem
(2CP) Unified Front
. Use this Stratagem at the start of the Shooting Phase. All allied Astartes in Cohesion Range may fire 1 additional shot in any Firing Mode without expending any ammunition for that extra shot.


Refer to the updated Squad creation rules and the Chapter Descriptions to follow for a complete list of Specialty and Chapter Stratagems.

This message was edited 3 times. Last update was at 2020/11/03 19:00:35


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*Updated Squad Creation Rules

Specialties and Genetic Stock

A Deathwatch Squad is comprised of 3-20 individual models, each with its own Specialty, Chapter, and Load Out. On the tabletop, these models can and will act independently of one another, but ultimately, it is how they operate as a cohesive unit that will carry them to victory.

When building a Death Watch Squad for this Campaign, players have the option of using First Founding Gene-Stock Astartes and Ultima Founding Primaris Astartes. Some Chapters are exclusively comprised of Primaris and some are exclusively comprised of First Founding Astartes. A player must decide which base Genetic Stock each of their Marines are going to be. Units can have a mix, but choosing one or another changes the model's Tactical Value (sometimes referred to in these rules as TV) and closes some Chapter options off, while opening others. The principle differences between these choices is that First Founding Astartes start with 1 Rating in a Skill as dictated by their Specialty and 3 Wounds while Primaris Astartes begin with a free Talent dictated by their Specialty, have 4 Wounds, and cost more Tactical Value to field.

Each Astartes type grants access to a list of potential Specialties. These Specialties dictate a model's Skills (if any), its Standard Load Out (the weapons, armor, and gear it begins the Campaign with), its starting Renown, the number of Command Points it contributes to the Squad's pool (if any), a Specialty-specific Stratagem, its Tactical Value, and its own upgrade list (the Skills it has access to and how much upgrading them costs in XP, and the Talent Trees it gains discounts on).

Each model can only pick 1 Specialty. When building a Squad, a player typically has a set Tactical Value (the default is 20). This is the number of "Points" they may spend on making their Squad. Some Chapters (rules to follow) have Options that increase the Tactical Value cost of models and others grant discounts to some, so bear this in mind when fleshing out your Squad, as these count against your total Tactical Value.

The minimum starting size of any Squad is 3 models. The maximum starting size of any Squad is 10 models. Once all the genestock and Specialties are selected and all Tactical Value are spent, any remainder is lost. It behooves you to spend all of your allotted TV. At the start of the Campaign, and thereafter during the Debriefing Phase of every Mission, calculate each squad's Campaign Tactical Value (CTV) (rules for this to follow on the next page of this blog).

First Founding Specialties

Apothecary
:
Move
6" WS3+ BS3+ S4 T4 W3 A2 Ld7 Sv3+ Skill4+ Cap08
Skill: Medic1
Talent: Cohesion0
Tactical Value:
3
Specialty Stratagem: (1CP) Healing Touch. Use this Stratagem whenever an Apothecary uses their Medic Skill to heal another Astartes. That model removes 1 Wound Token in addition to any other effects.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 5 Standard Magazines, Astartes Knife, Reductor, 2 Frag Grenades, and 2 Krak Grenades Wargear: Narthecium, Armor Patch (Total Weight: 03)
Command Point Contribution to Squad: +1CP if any number of Apothecaries are in the Squad
Starting Renown: 1
Skill Upgrade Costs: Medic (+1) =3XP, Command (+1) =6XP, Forbidden Knowledge (+1) =6XP, Inspire (+1) =6XP, Intimidate (+1) =6XP, Tactics (+1) =6XP, Tech (+1) =6XP; Stealth (+1) =12XP,
Talent Tree Discounts: -1XP on Tier 1 Survival and Skill Talents; -2XP on Tier 2 Survival and Skill Talents; -3XP on Tier 3 Survival and Skill Talents

Assault Marine:
Move
6"(12") WS3+ BS3+ S4 T4 W3 A1 Ld7 Sv3+ Skill4+ Cap08
Skill: Intimidate1
Talent: Cohesion0
Tactical Value:
2
Specialty Stratagem: (2CP) Wrathful Descent. Use this Stratagem at the end of any Charge Phase where a model has Charged an enemy Unit with 5 or more models. That Unit suffers 1 Mortal Wound.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 9 Standard Magazines, Chainsword, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades Wargear: Jump Pack, Armor Patch (Total Weight: 07)
Command Point Contribution to Squad: +1CP per Assault Marine
Starting Renown: 1
Skill Upgrade Costs: Intimidate (+1) =3XP; Forbidden Knowledge (+1) =6XP, Inspire (+1) =6XP, Stealth (+1) =6XP, Tactics (+1) =6XP; Command (+1) =12XP, Demolitions (+1) =12XP, Medic (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -2XP on Tier 1 Melee Talents; -4XP on Tier 2 Melee Talents; -6XP on Tier 3 Melee Talents

Champion:
Move
6" WS3+ BS3+ S4 T4 W3 A2 Ld7 Sv3+ Skill4+ Cap08
Skill: Intimidate1
Talent: Cohesion0
Tactical Value:
4
Specialty Stratagem: (1CP) Barrel Forward. Use this Stratagem when a model attempts to Charge. One die automatically counts as having rolled a 4, the controlling player only has to roll one die. If the controlling player subsequently decides to spend a CP to re-roll the Charge, both dice must be rolled and the 4 is ignored.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 5 Standard Magazines, Astartes Sword, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades Wargear: Armor Patch (Total Weight: 04)
Command Point Contribution to Squad: none
Starting Renown: 15
Skill Upgrade Costs: Intimidate (+1) =3XP; Command (+1) =6XP, Forbidden Knowledge (+1) =6XP, Inspire (+1) =6XP, Stealth (+1) =6XP, Tactics (+1) =6XP, Demolitions (+1) =12XP, Medic (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Survival and Melee Talents; -2XP on Tier 2 Survival and Melee Talents; -3XP on Tier 3 Survival and Melee Talents

Chaplain:
Move
6" WS3+ BS3+ S4 T4 W3 A2 Ld8 Sv3+ Skill4+ Cap08
Skill: Inspire1
Talent: Cohesion0
Tactical Value:
6
Specialty Stratagem: (1CP/3CP) Make it Count. Use this Stratagem at the end of the Mission, before rolling to Remove Corruption. This allows the Chaplain to add +2 to any one Remove Corruption roll. If 3CP are spent for this Stratagem, then the Chaplain instead adds +1 to all Remove Corruption rolls for this Mission.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 5 Standard Magazines, Astartes Knife, Crozius Arcanum, 2 Frag Grenades, and 2 Krak Grenades Wargear: Rosarius, Armor Patch (Total Weight: 05)
Special Ability: Remove Corruption. This ability allows the Chaplain to roll a D6 at the end of every Mission for every Marine deployed with them that has 1 or more Corruption. On a roll of a 6+, that model reduces its current Corruption by 1.
Command Point Contribution to Squad: +1CP if any number of Chaplains are in the Squad
Starting Renown: 5
Skill Upgrade Costs: Inspire (+1) =3XP; Command (+1) =6XP, Forbidden Knowledge (+1) =6XP, Intimidate (+1) =6XP, Tactics (+1) =6XP; Space Wolf Chaplains (Wolf Priests): Medic (+1) =9XP; Demolitions (+1) =12XP, Medic (+1) =12XP, Stealth (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Miscellaneous and Melee Talents; -2XP on Tier 2 Miscellaneous and Melee Talents; -3XP on Tier 3 Miscellaneous and Melee Talents

Devastator Marine:
Move
6" WS3+ BS3+ S4 T4 W3 A1 Ld7 Sv3+ Skill4+ Cap08
Skill: Demolitions1
Talent: Cohesion0
Tactical Value:
2
Specialty Stratagem: (1CP) Killing Field. Use this Stratagem when a model is chosing their targets in the Shooting Phase. These targets can be +2" further apart than normal.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 5 Standard Magazines, Heavy Bolter with Backpack Ammo Supply, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades Wargear: Armor Patch (Total Weight: 09)
Command Point Contribution to Squad: +1CP per Devastator Marine in the Squad
Starting Renown: 1
Skill Upgrade Costs: Demolitions (+1) =3XP, Forbidden Knowledge (+1) =6XP, Intimidate (+1) =6XP, Tactics (+1) =6XP; Command (+1) =12XP, Inspire (+1) =12XP, Medic (+1) =12XP, Stealth (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Survival and Shooting Talents; -2XP on Tier 2 Survival and Shooting Talents; -3XP on Tier 3 Survival and Shooting Talents

Librarian:
Move
6" WS3+ BS3+ S4 T4 W3 A2 Ld7 Sv3+ Skill4+ Cap08
Skill: Psychic Sense1
Talent: Cohesion0
Tactical Value:
5
Specialty Stratagem: (1CP/3CP) Imparted Knowledge. Use this Stratagem before a model rolls to use a Skill. This adds +2 to the Skill roll. If a player spends 3CP on this Stratagem, it instead adds +1 to all Skill rolls this Turn.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 5 Standard Magazines, Force Sword, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades Wargear: Psychic Hood, Armor Patch (Total Weight: 05)
Special Ability: Psychic Abilities: Smite and 1 other Psychic Power from the appropriate Discipline list (Typically found in their own Codex or Codex Supplement); ability to Deny the Witch within 24" (x1)
Command Point Contribution to Squad: +1CP if any number of Librarians are in the Squad
Starting Renown: 5
Skill Upgrade Costs: Psychic Sense (+1) =3XP, Command (+1) =6XP, Demolitions (+1) =6XP, Forbidden Knowledge (+1) =6XP, Intimidate (+1) =6XP, Stealth (+1) =6XP, Tactics (+1) =6XP, Tech (+1) =6XP; Inspire (+1) =12XP, Medic (+1) =12XP,
Talent Tree Discounts: -1XP on Tier 1 Miscellaneous and Skill Talents; -2XP on Tier 2 Miscellaneous and Skill Talents; -3XP on Tier 3 Miscellaneous and Skill Talents

Tactical Marine:
Move
6" WS3+ BS3+ S4 T4 W3 A1 Ld8 Sv3+ Skill4+ Cap08
Skill: Command1
Talent: Cohesion0
Tactical Value:
1
Specialty Stratagem: (1CP) Range Finder. Use this Stratagem before a model Shoots in the Shooting Phase. This adds +6" to the range of any one weapon in any Firing Model for that model.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 5 Standard Magazines, Deathwatch Pattern Bolter with 5 Standard Magazines, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades Wargear: Armor Patch (Total Weight: 07)
Command Point Contribution to Squad: +2CP per Tactical Marine in the Squad
Starting Renown: 1
Skill Upgrade Costs: Command (+1) =3XP; Demolitions (+1) =6XP, Forbidden Knowledge (+1) =6XP, Inspire (+1) =6XP, Intimidate (+1) =6XP, Stealth (+1) =6XP, Tactics (+1) =6XP; Medic (+1) =12XP, Tech (+1) =12Xp
Talent Tree Discounts: -1XP on Tier 1 Morale and Shooting Talents; -2XP on Tier 2 Morale and Shooting Talents; -3XP on Tier 3 Morale and Shooting Talents

Techmarine:
Move
6" WS3+ BS3+ S4 T4 W3 A1 Ld7 Sv2+ Skill4+ Cap08
Skill: Tech1
Talent: Cohesion0
Tactical Value:
3
Specialty Stratagem: (1CP/2CP) Augury Scan. Use this Stratagem at the start of a Mission with a partially obscured terrain layout, before Deployment. Roll 3D6. The total is the number of inches into the obscured layout that a Techmarine reveals. If 2CP are spent on this Stratagem, any Adversaries that would otherwise be revealed as blips in this area are instead revealed as the models they represent. If the radius of this reveal clips a room or corridor, place the entire room and/or corridor. However, Adversaries will only be revealed up to the limit of the Scan. GMs, tell your players, before they commit to how many CPs they are going to spend on this Stratagem, whether or not Adversaries will be represented as Blips or not. You do not have to reveal whether or not there will be any models in the area to be revealed. However, to play completely fair, you should have at least a sketch of the table's ultimate set-up, along with placement of all your Adversaries before the players even have an opportunity to use this Stratagem.
Standard Load Out: Armor: Artificer Armor 2+ Weapons: Bolt Pistol with 9 Standard Magazines, Astartes Knife, Servo Arm, 2 Frag Grenades, and 2 Krak Grenades Wargear: Mechanicus Frame, Armor Patch (Total Weight: 05)
Command Point Contribution to Squad: +1CP if any number of Techmarines are in the Squad
Starting Renown: 5
Skill Upgrade Costs: Tech (+1) =3XP; Demolitions (+1) =6XP, Forbidden Knowledge (+1) =6XP, Intimidate (+1) =6XP, Tactics (+1) =6XP; Knights Amethyst Techmarines (Overseers): Medic (+1) =9XP; Command (+1) =12XP, Inspire (+1) =12XP, Medic (+1) =12XP, Stealth (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Technology and Skill Talents; -2XP on Tier 2 Technology and Skill Talents; -3XP on Tier 3 Technology and Skill Talents

Scout:
Move
6" WS4+ BS4+ S4 T4 W2 A1 Ld7 Sv4+ Skill4+ Cap08
Skill: Stealth1
Talent: Cohesion0
Tactical Value:
1
Specialty Stratagem: (1CP) Scout Ahead. Use this Stratagem at the start of a Mission, before the first Turn. One allied <Imperium> model in Cohesion Range may Move up to 6", staying more than 9" away from enemy models.
Standard Load Out: Armor: Scout Armor 4+ Weapons: Bolt Pistol with 5 Standard Magazines, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades plus either Bolter and 5 Standard Magazines or Astartes Chainsword Wargear: - (Total Weight: 03)
Command Point Contribution to Squad: +1CP if more than 1 Scout in Squad
Starting Renown: 0
Skill Upgrade Costs: Stealth (+1) =4XP, Demolitions (+1) =8XP, Intimidation (+1) =8XP, Tactics (+1) =8XP; Command (+1) =16XP, Medic (+1) =16XP
Talent Tree Discounts: -

Neophyte:
Move
6" WS3+ BS4+ S4 T4 W2 A1 Ld7 Sv4+ Skill5+ Cap08
Skill: Intimidate1
Talent: Cohesion0
Tactical Value:
1
Specialty Stratagem: (1CP) Recite Catechism. Use this Stratagem at the start of any Turn. One allied <Imperium> model in Cohesion Range gains +1 on one roll this Turn.
Standard Load Out: Armor: Scout Armor 4+ Weapons: Bolt Pistol with 5 Standard Magazines, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades Wargear: - (Total Weight: 03)
Command Point Contribution to Squad: +1CP if more than 1 Neophyte in Squad
Starting Renown: 0
Skill Upgrade Costs: Intimidate (+1) =4XP, Command (+1) =8XP, Demolitions (+1) =8XP, Tactics (+1) =8XP; Forbidden Knowledge (+1) =16XP, Inspire (+1) =16XP
Talent Tree Discounts: -


Any First Founding Marine may upgrade their Standard Load Out Powered or Artificer Armor to Terminator Armor for +9 TV. Terminator Armor provides a number of modifications to a Specialty's Profile.
- Armor Save becomes 2+
- grants a 5+ Invulnerable Save, unless the model already has a better Invulnerable Save, in which case it keeps the better
- increases its starting Wounds by +1
- adds +1 Attack
- adds +3 Capacity
- reduces Move by -1"
- replaces a model's Standard Load Out Weapons with: Deathwatch Pattern Storm Bolter and 4 Standard Magazines, Powerfist
- removes an Assault Marine's Wargear: Jump Pack
- Increases the Specialty's starting Renown by +14
- changes the wargear lists that they have access to

Alternatively, any First Founding Marine may upgrade their Standard Load Out Powered or Artificer Armor to Relic Terminator Armor for +13 TV. Relic Terminator Armor provides a number of modifications to a Specialty's Profile.
- Armor Save becomes 2+
- grants a 4+ Invulnerable Save
- increases its starting Wounds by +2
- adds +1 Attack
- adds +4 Capacity
- replaces a model's Standard Load Out Weapons with: Combi-Bolter and 4 Standard Magazines, Powerfist
- removes an Assault Marine's Wargear: Jump Pack
- Increases the Specialty's starting Renown by +18
- changes the wargear lists that they have access to


Ultima Founding Specialties

Aggressor:
Move
6" WS3+ BS3+ S4 T4 W4 A1 Ld7 Sv3+ Skill5+ Cap08
Talents: Cohesion0, Steady
Tactical Value:
3
Specialty Stratagem: (1CP) Eradication. Use this Stratagem at the start of the Shooting Phase. Chose a single allied Astartes within Cohesion Range. If that Astartes' targets are less than 2" apart from each, each target must re-roll their successful Armor Saves.
Standard Load Out: Armor: Mk X Gravis Armor 3+ Weapons: 2 Flamestorm Gauntlets with Backpack Ammo Supply, 2 Frag Grenades, and 2 Krak Grenades Wargear: Armor Patch (Total Weight: 08)
Command Point Contribution to Squad: +1CP per Aggressor in the Squad
Starting Renown: 1
Skill Upgrade Costs: Demolitions (+1) =3XP, Inspire (+1) =6XP, Intimidate (+1) =6XP, Tactics (+1) =6XP; Command (+1) =12XP, Forbidden Knowledge (+1) =12XP, Medic (+1) =12XP, Stealth (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Survival and Shooting Talents; -2XP on Tier 2 Survival and Shooting Talents; -3XP on Tier 3 Survival and Shooting Talents

Inceptor:
Move
6"(10") WS3+ BS3+ S4 T4 W4 A1 Ld7 Sv3+ Skill5+ Cap08
Talent: Cohesion0, Gunlugger
Tactical Value: 3
Specialty Stratagem: (2CP) Death from the Skies. Use this Stratagem at the start of any allied model's Shooting Phase, where the Shooter is at a higher elevation than its target. As long as the shooter scores at least 1 hit, it also inflicts 1 Mortal Wound on any one target it shot at.
Standard Load Out: Armor: Mk X Gravis Armor 3+ Weapons: 2 Assault Bolters with 2 Standard Magazines for each, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades Wargear: Heavy Jump Pack, Armor Patch (Total Weight: 08)
Command Point Contribution to Squad: +1CP per Inceptor in Squad
Starting Renown: 1
Skill Upgrade Costs: Intimidate (+1) =3XP; Demolitions (+1) =6XP, Inspire (+1) =6XP, Stealth (+1) =6XP, Tactics (+1) =6XP; Command (+1) =12XP, Forbidden Knowledge (+1) =12XP, Medic (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -2XP on Tier 1 Shooting Talents; -4XP on Tier 2 Shooting Talents; -6XP on Tier 3 Shooting Talents

Intercessor:
Move
6" WS3+ BS3+ S4 T4 W4 A1 Ld8 Sv3+ Skill5+ Cap08
Talent: Cohesion1
Tactical Value:
2
Specialty Stratagem: (2CP) Tactical Flexibility. Use this Stratagem during the Arming Phase. Select one type of weapon: Bolt, Plasma, Melta, Flamer, or Graviton. All Specialties in this model's squad receive a -1 Cost discount to any weapon of the chosen type for this Mission.
Standard Load Out: Armor: Powered Armor 3+ Weapons: (choose one of the following complete sets): Bolt Pistol with 5 Standard Magazines, Bolt Rifle with 9 Standard Magazines, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades or Heavy Bolt Pistol with 9 Standard Magazines, Chainsword, 2 Frag Grenades, and 2 Krak Grenades or Bolt Pistol with 5 Standard Magazines, Heavy Bolt Rifle with 5 Standard Magazines, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades Wargear: Armor Patch (Total Weight: Variable)
Command Point Contribution to Squad: +2CP per Intercessor in the Squad
Starting Renown: 1
Skill Upgrade Costs: Command (+1) =3XP; Demolitions (+1) =6XP, Forbidden Knowledge (+1) =6XP, Inspire (+1) =6XP, Intimidate (+1) =6XP, Stealth (+1) =6XP, Tactics (+1) =6XP; Medic (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Morale and Shooting Talents; -2XP on Tier 2 Morale and Shooting Talents; -3XP on Tier 3 Morale and Shooting Talents

Primaris Apothecary:
Move
6" WS3+ BS3+ S4 T4 W4 A2 Ld7 Sv3+ Skill5+ Cap08
Talents: Cohesion0, Iron Jaw
Tactical Value:
4
Specialty Stratagem: (1CP) Healing Loci. Use this Stratagem whenever any allied Astartes in Cohesion Range uses their Medic Skill to heal another Astartes. That model automatically passes their Skill test.
Standard Load Out: Armor: Powered Armor 3+, Weapons: Absolvor Bolt Pistol with 5 Standard Magazines, Astartes Knife, Reductor Pistol with 5 Standard Magazines, 2 Frag Grenades, and 2 Krak Grenades Wargear: Narthecium, Armor Patch (Total Weight: 05)
Command Point Contribution to Squad: +1CP for every Primaris Apothecary in the Squad
Starting Renown: 1
Skill Upgrade Costs: Medic (+1) =3XP, Command (+1) =6XP, Forbidden Knowledge (+1) =6XP, Inspire (+1) =6XP, Intimidate (+1) =6XP, Tactics (+1) =6XP, Tech (+1) =6XP; Demolitions (+1) =12XP, Stealth (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Survival and Skill Talents; -2XP on Tier 2 Survival and Skill Talents; -3XP on Tier 3 Survival and Skill Talents

Primaris Chaplain:
Move
6" WS3+ BS3+ S4 T4 W4 A2 Ld8 Sv3+ Skill5+ Cap08
Talents: Cohesion0, Hatred [Faction Type] (player's choice)
Tactical Value: 7
Specialty Stratagem: (1CP/3CP) We are Astartes. Use this Stratagem at the end of the Mission, before rolling to Remove Corruption. This allows the Primaris Chaplain to re-roll any one Remove Corruption roll. If 3CP are spent for this Stratagem, then the Primaris Chaplain instead may re-roll all Remove Corruption rolls for this Mission.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Absolver Bolt Pistol with 5 Standard Magazines, Astartes Knife, Crozius Arcanum, 2 Frag Grenades, and 2 Krak Grenades Wargear: Rosarius, Armor Patch (Total Weight: 05)
Special Ability: Remove Corruption. This ability allows the Chaplain to roll a D6 at the end of every Mission for every Marine deployed with them that has 1 or more Corruption. On a roll of a 6+, that model reduces its current Corruption by 1.
Command Point Contribution to Squad: +1CP if any number of Primaris Chaplains are in the Squad
Starting Renown: 5
Skill Upgrade Costs: Inspire (+1) =3XP; Command (+1) =6XP, Forbidden Knowledge (+1) =6XP, Intimidate (+1) =6XP, Tactics (+1) =6XP; Space Wolf Chaplains (Wolf Priests): Medic (+1) =9XP; Demolitions (+1) =12XP, Medic (+1) =12XP, Stealth (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Miscellaneous and Melee Talents; -2XP on Tier 2 Miscellaneous and Melee Talents; -3XP on Tier 3 Miscellaneous and Melee Talents

Primaris Librarian:
Move
6" WS3+ BS3+ S4 T4 W4 A2 Ld7 Sv3+ Skill5+ Cap08
Talent: Cohesion0, Fated
Tactical Value:
6
Specialty Stratagem: (1CP/3CP) Magnified Presence. Use this Stratagem before another Astartes in Cohesion Range uses a Skill or Talent themselves. This Stratagem adds +6" to the target Astartes' effective range. If 3CP are used for this Stratagem, all allied Astartes, except this model, in Cohesion Range, add +6" to their effective ranges.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 5 Standard Magazines, Force Sword, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades Wargear: Psychic Hood, Armor Patch (Total Weight: 06)
Special Ability: Psychic Abilities: Smite and 1 other Psychic Power from the appropriate Discipline list (Typically found in their own Codex or Codex Supplement); ability to Deny the Witch within 24" (1)
Command Point Contribution to Squad: +1CP if any number of Primaris Librarians are in the Squad
Starting Renown: 5
Skill Upgrade Costs: Psychic Sense (+1) =3XP, Command (+1) =6XP, Demolitions (+1) =6XP, Forbidden Knowledge (+1) =6XP, Intimidate (+1) =6XP, Stealth (+1) =6XP, Tactics (+1) =6XP, Tech (+1) =6XP; Inspire (+1) =12XP, Medic (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Miscellaneous and Skill Talents; -2XP on Tier 2 Miscellaneous and Skill Talents; -3XP on Tier 3 Miscellaneous and Skill Talents

Primaris Lieutenant
Move
6" WS3+ BS3+ S4 T4 W4 A2 Ld8 Sv3+ Skill5+ Cap08
Talent: Cohesion1
Tactical Value:
5
Specialty Stratagem: (1CP) Mentor. Use this Stratagem when an allied Astartes in Cohesion Range fails a Skill test. That model may re-roll their test.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 5 Standard Magazines, Bolt Rifle with 5 Standard Magazines, Astartes Sword, 2 Frag Grenades, and 2 Krak Grenades Wargear: Armor Patch (Total Weight: 07)
Command Point Contribution to Squad: +2CP if any Primaris Lieutenants are in the squad
Starting Renown: 5
Skill Upgrade Costs: Command (+1) =3XP; Demolitions (+1) =6XP, Forbidden Knowledge (+1) =6XP, Inspire (+1) =6XP, Intimidate (+1) =6XP, Stealth (+1) =6XP, Tactics (+1) =6XP; Medic (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -2XP on Tier 1 Morale Talents; -4xp on Tier 2 Morale Talents; -6XP on Tier 3 Morale Talents

Primaris Techmarine:
Move
6" WS3+ BS3+ S4 T4 W4 A2 Ld7 Sv2+ Skill5+ Cap08
Talent: Cohesion0, Servo Rig (1)
Tactical Value:
4
Specialty Stratagem: (1CP/2CP) Machine Efficiency. Use this Stratagem at the start of a Mission with any Tech Emplacements. Roll a D3; this is the number of Levels of Power the Primaris Techmarine can raise any Tech that is below Full. If all Tech Emplacements are at Full Power, this D3 roll instead becomes the same number of +1 bonuses to Tech Skill tests any allied Astartes in Cohesion Range may take during the course of the Mission. If 2CP are spent on this Stratagem, instead roll a D6 with the same applications and caveats. Unused bonuses and Power Levels are lost at the end of the Mission.
Standard Load Out: Armor: Artificer Armor 2+ Weapons: Grav Pistol with 5 Grav Catalysts, Forge Bolter with 2 Standard Magazines, Astartes Knife, Servo Arm, 2 Frag Grenades, and 2 Krak Grenades Wargear: Mechanicus Frame, Armor Patch, Independent Targeting System (Total Weight: 08)
Command Point Contribution to Squad: +1CP for every Primaris Techmarine in the Squad
Starting Renown: 5
Skill Upgrade Costs: Tech (+1) =3XP; Demolitions (+1) =6XP, Forbidden Knowledge (+1) =6XP, Intimidate (+1) =6XP, Tactics (+1) =6XP; Knights Amethyst Techmarines (Overseers): Medic (+1) =9XP; Command (+1) =12XP, Inspire (+1) =12XP, Medic (+1) =12XP, Stealth (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Technology and Skill Talents; -2XP on Tier 2 Technology and Skill Talents; -3XP on Tier 3 Technology and Skill Talents

Reiver:
Move
7" WS3+ BS3+ S4 T4 W4 A2 Ld7 Sv3+ Skill5+ Cap08
Talents: Cohesion0, Fearsome
Tactical Value: 2
Specialty Stratagem: (3CP) Pre-Deployment. Use this Stratagem at the start of a Mission, before Deployment. This model may Deploy anywhere on the revealed Terrain layout. When enemy models Deploy they must remain more than 9" away from this model and if unable to do so, must be held in Adversarial Reserve.
Standard Load Out: Armor: Phobos Armor 3+ Weapons: Bolt Pistol with 5 Standard Magazines, Astartes Sword, 2 Frag Grenades, and 2 White Smoke Grenades Wargear: Armor Patch, Grapnel Launcher (Total Weight: 06); May equip Grav-Chute for +1 TV and/or swap 5 Standard Pistol Magazines for 5 Turbo Penetrator Magazines for +2 TV
Command Point Contribution to Squad: +1CP if more than 1 Reiver in Squad
Starting Renown: 1
Skill Upgrade Costs: Stealth (+1) =3XP, Demolitions (+1) =6XP, Intimidation (+1) =6XP, Tactics (+1) =6XP; Command (+1) =9XP, Medic (+1) =9XP; Forbidden Knowledge (+1) =12XP, Inspire (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Survival and Skill Talents; -2XP on Tier 2 Survival and Skill Talents; -3XP on Tier 3 Survival and Skill Talents

Suppressor:
Move
6"(12") WS3+ BS3+ S4 T4 W4 A1 Ld7 Sv3+ Skill5+ Cap08
Talent: Cohesion0, Swift Reload
Tactical Value:
4
Specialty Stratagem: (1CP) Wrathful Firepower. Use this Stratagem at the end of any Shooting Phase, after all models have taken their shots. Nominate an allied Astartes in Cohesion Range. That model may use the Suppression ability even if they shot to kill this Turn.
Standard Load Out: Armor: Mk X Gravis Armor 3+ Weapons: Accelerator Autocannon with backpack ammo feed, Bolt Pistol with 5 Standard Magazines, Astartes Knife, 2 Frag Grenades, and 2 White Smoke Grenades Wargear: Heavy Jump Pack, Armor Patch (Total Weight: 07)
Command Point Contribution to Squad: +1CP if any Suppressors in the squad
Starting Renown: 1
Skill Upgrade Costs: Demolitions (+1) =3XP; Command (+1) =6XP, Forbidden Knowledge (+1) =6XP, Intimidate (+1) =6XP, Tactics (+1) =6XP; Inspire (+1) =12XP, Medic (+1) =12XP, Stealth (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Miscellaneous and Shooting Talents; -2XP on Tier 2 Miscellaneous and Shooting Talents; -3XP on Tier 3 Miscellaneous and Shooting Talents.

Standard Load Out Gear Descriptions
First Founding Armor

Armor Type / Save|Invulnerable / Capacity Bonus
Scout Armor / 4+|- / +0
Powered Armor / 3+|- / +1
Artificer Armor / 2+|- / +2
Terminator Armor / 2+|5+ / +3
Relic Terminator Armor / 2+|4+ / +4

Ultima Founding Armor
Armor Type / Save|Invulnerable / Capacity Bonus
Powered Armor / 3+|- / +1
Phobos Armor / 3+|- / +2 exclusively for Wargear
Mk X Gravis / 3+|- / +2

First Founding Ranged Weapons
Weapon / Capacity / Range / Rate of Fire / Primary Magazine / Type / Strength / AP / Damage / Weapon Traits
-Bolt Pistol / 01 / 12" / 1|2|4 / 4 / Pistol / 4 / - / 1 / -
-Combi-Bolter / 03 / 24" / 2|3-5|6 / 16 / Rapid Fire / 4 / - / 1 / -
-Deathwatch Pattern Bolter / 03 / 24" / 1|2-4|5 / 8 / Rapid Fire/ 4 / - / 1 / Integrated Magazines
-Deathwatch Pattern Storm Bolter / 04 / 24" / 2|4,6,or8|10 / 18 / Rapid Fire / 4 / - / 1 / Integrated Magazines
-Heavy Bolter / 05 / 36" / 3|6|10 / 24 or 80 / Heavy / 5 / -1 / 2 / -

Ultima Founding Ranged Weapons
Weapon / Capacity / Range / Rate of Fire / Primary Magazine / Type / Strength / AP / Damage
-Absolver Bolt Pistol / 02 / 18" / 1|2|- / 4 / Pistol / 5 / -1 / 2
-Assault Bolter / 03 / 18" / 3|6|- / 18 / Assault / 5 / -1 / 1
-Bolt Rifle / 03 / 30" / 1|2-4|- / 10 / Rapid Fire / 4 / -1 / 1
-Excelerator Autocannon / 04 / 48" / 2|4|8 / 20 or 150 / Heavy / 7 / -1 / 2
-Flamestorm Gauntlet / 03 / 12" / D6|D6+2|D6+4 / 6 or 75 / Assault / 4 / - / 1
-Forge Bolter / 01* / 24" / 3|5|8 / 24 / Assault / 5 / -1 / 2
-Heavy Bolt Pistol / 02 / 18" / 1|2|4 / 4 / Pistol / 4 / -1 / 1
-Heavy Bolt Rifle / 04 / 36" / 2|-|5 / 10 / Heavy / 5 / -1 / 1
-Reductor Pistol / 01 / 3" / 1|-|- / 3 / Pistol / 4 / -4 / 2

First Founding Melee Weapons
Weapon / Capacity / Strength / AP / Special Rules
-Astartes Knife / * / As User / - /
-Astartes Sword / 01 / +1 / - / -
-Chainsword / 02 / +1 / -1 / Extra Attack
-Crozius Arcanum / 02 / +2 / -3 / -
-Force Sword / 01 / +1 / -1 / D3 / Psychic Attunement
-Power Fist / 04 / +4 / -3 / Unwieldy
-Reductor / - / +1 / -4 / -
-Servo Arm / 01 / +4 / -3 / Mechanicus Frame Required to use

Ultima Founding Melee Weapons
Weapon / Capacity / Strength / AP / Damage / Weapon Traits
-Astartes Knife / * / As User / - / 1 / Extra Attack
-Astartes Sword / 01 / +1 / - / 1 / Defensive Weapon
-Chainsword / 02 / +1 / -1 / / 1 / Extra Attack
-Crozius Arcanum / 02 / +2 / -1 / 2 / -
-Flamestorm Gauntlet / 03 / +4 / -3 / 2 / Unwieldy
-Force Sword / 01 / +1 / -1 / D3 / Psychic Attunement
-Power Fist / 04 / +4 / -3 / Unwieldy
-Servo Arm / 01 / +4 / -3 / Mechanicus Frame Required to use

*These weapons have a negligible weight. If the model carries 2, they collectively weigh 01 Capacity
*
See the Grenades and Emplaced Weapons Wargear list for the stats of Frag, Krak, and White Smoke Grenades.

First Founding Wargear
Item / Capacity / Function
-Armor Patch / - / One use, Negate 1 Wound Token
-Backpack Ammo Supply / 01* / Provides the Heavy Bolter with 150 Ammo. Heavy Bolters without their Backpack Ammo Supply can be reloaded with Standard Heavy Bolter Box magazines.
-Jump Pack / 01* / Move and Advance over greater distance, modifies Move to 12" for model in Mk VI, Mk VII, and Mk VIII Armor
-Mechanicus Frame / 01 / Internal modifications sanctioned by the Priesthood of Mars for ease of cybernetic modifications
-Narthecium / 01 / Progenoid Extractor, Stim Injector
-Psychic Hood / 01 / Psychic Amplifier
-Reductor / - / tool for punching through Powered Armor to gain access to Progenoids
-Rosarius / - / Invulnerable Save 4+

Ultima Founding Wargear
Item / Capacity / Function
-Armor Patch / - / One use, Negate 1 Wound Token
-Backpack Ammo Feed / 01* / Provides the Flamestorm Gauntlets with 75 Ammo or the Excelerator Autocannon with 150 Ammo. Flamestorm Gauntlets without their Backpack Ammo Supply can be reloaded with Standard Promethium Tanks and Excelerator Autocannons can take Standard Heavy Automags.
-Grapnel Launcher / 02 / Ignore vertical height when climbing up or down to a maximum of 15"
-Grav-Chute / * / Model may Fall from any height up to 60" without taking any Damage
-Heavy Jump Pack / 02* / Move and Advance over greater distance, modifies Move to 10" for model in Mk X Gravis Armor
-Integrated Targeting System / 01 / Allows the Primaris Techmarine model to Shoot its Forge Bolter at a separate target than its Grav Pistol
-Mechanicus Frame / 01 / Internal modifications sanctioned by the Priesthood of Mars for ease of cybernetic modifications
-Narthecium / 01 / Progenoid Extractor, Stim Injector
-Psychic Hood / 01 / Psychic Amplifier
-Rosarius / - / Invulnerable Save 4+

*Most of the weight of these items are carried by the frame of the Space marine's Powered Armor. Carried separately, these items each weigh 04 Capacity.
*This item has negligible weight. 4 of them combined, separated from the suits of Powered Armor they'd normally be attached to, weigh a total of 01 Cap.


Item Traits
Defensive weapon
: a model armed with a Weapon with this Trait may sacrifice 1 of their Attacks to impose a -1 Penalty to 1 opponent model's WS for the duration of the Turn.
Extra Attack: this weapon adds 1 extra Attack to the model armed with it in the Fight Phase.
Integrated Magazines: this weapon comes with 2 three-bullet Magazines that may be loaded with different ammunition than what is in a model's other Magazines. These Integrated magazines cannot be reloaded during the course of the Mission, but a model may switch between their different ammo options as a free action. A model cannot fire more shots from these Magazines than they are physically loaded with, unless the model has a Talent that says otherwise.
Psychic Amplifier: this item grants the Librarian model +1 to all "Deny the Witch" attempts within Cohesion Range.
Psychic Attunement: this weapon gains +1 Strength and +1 Damage on any Turn in which the model using it successfully manifested a Psychic Power.
Unwieldy: this weapon imposes a -1 modifier to the user's WS roll(s) whenever they Attack with it.

This message was edited 34 times. Last update was at 2021/09/24 09:44:34


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Chapters and their Options

In addition to their Specialties, each Marine model is also defined by their Chapter of origin. There are no restrictions on the number of marines in a Squad that can be from the same Chapter per se, except as their Chapter might restrict certain Specialties. Having multiples of the same Chapter in the same Squad grants no bonuses and no penalties, except that it limits the tactical flexibility of the squad.

Select one Chapter for each Marine model in the Squad.

First Founding Chapters and their Successors

Blood Angels
-Angels Encarmine
-Angels Sanguine
-Blood Drinkers
-Carmine Blades
-Flesh Tearers
-Knights of the Chalice (Primaris)
-Lamenters (Cursed Founding)

Dark Angels
-Adjudicators (Cursed Founding)
-Angels of Absolution
-Angels of Defiance (Primaris)
-Angels of Redemption
-Angels of Vengeance
-Blades of Vengeance (Primaris)
-Consecrators
-Disciples of Caliban
-Guardians of the Covenant

Imperial Fists
-Aeonic Legion (Cursed Founding)
-Astral Knights
-Black Templars
-Brotherhood of the Bolter
-Celestial Lions
-Crimson Fists
-Excoriators
-Executioners
-Hammers of Dorn
-Hospitalliers
-Invaders
-Iron Knights
-Night Swords
-Red Templars
-Sable Swords (Unconfirmed)
-Shadow Wolves
-Sons of the Phoenix (Primaris)
-Subjugators

Iron Hands
-Brazen Claws
-Iron Fists
-Iron Lords
-Red Talons
-Sons of Medusa

Raven Guard
-Black Guard
-Death Specters
-Iron Ravens
-Knights of the Raven
-Necropolis Hawks
-Raptors
-Revilers
-Rift Stalkers (Primaris)

Salamanders
-Black Vipers (Primaris)
-Convenant of Fire (Primaris)
-Dark Krakens (Primaris)
-Dragonspears (Primaris)
-Drakken
-Sons of the Dragon
-Storm Giants (Unconfirmed)
-Vulcanizers

Space Wolves
-Wolfspear (Primaris)

Ultramarines
-Aurora Chapter
-Black Consuls
-Brazen Consuls (Primaris)
-Doom Legion
-Eagle Warriors
--Marines Errant (Eagle Warriors Successor)
-Fulminators (Primaris)
-Genesis Chapter
-Hawk Lords
-Heralds (Cursed Founding)
-Howling Griffons
-Inceptors
-Iron Hounds
-Iron Snakes
-Libators
-Novamarines
-Mortifactors
-Praetors of Orpheus
-Patriarchs of Ulixis
-Scythes of the Emperor
-Silver Skulls
-Silver Templars
-Sons of Orar
-Tigers Rampant (Unconfirmed)
-Warp Eagles (Primaris)
-White Consuls

White Scars
-Dark Hunters
-Destroyers
-Iron Talons
-Marauders
--Mantis Warriors (Marauders Successor)
-Rampagers
-Solar Hawks
-Storm Lords
-Storm Reapers

Subsequent Foundings and Outliers
-Angels Obsidian (Cursed Founding)
-Black Dragons (Cursed Founding)
-Black Giants (Cursed Founding)
-Black Wasps
-Blood Ravens
-Brazen Skulls
-Carcharodons Astra
-Centaurions
-Cyclonic
-Dragon Lords
-Emperor's Spears
-Exorcists
-Fire Lords
-Infuriators
-Jade Dragons
-Knights Amethyst
-Mentor Legion
-Minotaurs (Cursed Founding)
-Pact of Prometheus
-Red Scorpions
-Solar Lions
-Star Dragons
-Star Phantoms
-Storm Wardens
-Tigers Ardent
-Venators (Cursed Founding)
-White Templars
-Zephyrs

-Black Shield


In addition to the Options presented for each Chapter, any Specialty may upgrade to Veteran Status for +3 TV. Veteran Status grants the model +1 Attack, +1 Leadership, and +4 Renown.

Blood Angels and their Successors

Chapter
: Blood Angels
Trait(s): (player's choice): these 2: Blood Frenzy & Red Thirst, or this 1: Black Rage
Restrictions: none
Options: Blood Angels Champions or Primaris Lieutenants may upgrade to Sanguinary Priests for +1 TV. These models gain Medic (+1).
Chapter Stratagem: (2CP) Angel's Fury. Use this Stratagem at the end of the Fight Phase. Choose any one allied Astartes in Cohesion Range. That model may Fight again.
Gear: Blood Angels Apothecaries (Sanguinary Novitiates) and Blood Angels Champions or Primaris Lieutenants (Sanguinary Priests) may equip a Sanguinary Chalice for 5 Renown; the Sanguinary Chalice weighs 01 Capacity. This may be used to invoke Sanguinius' Might once per Mission.
Chapter Heirloom: Sanguinary Pendants

Chapter (Successor):Angels Encarmine (Blood Angels)
Trait(s): Borderline and Ferocity
Restrictions: no more than 1 model per Campaign may be chosen from this Chapter
Options: any Specialty may upgrade to Angelic for +3 TV. Angelics pick one of the following options: Mastercrafted Astartes Sword added to Standard Load Out, +1 Leadership, or Intimidate (+1) and 1 one these following options: +1 Attack or Command (+1)
Chapter Stratagem: (2CP) Redoubled Effort Use this Stratagem at the end of any Fight Phase. Select one allied Astartes in Cohesion Range. That model make immediately take an extra Phase out of sequence. Pick one: Move Phase, Shooting Phase, or Fight Phase.
Gear: Angels Encarmine Apothecaries and Primaris Apothecaries may equip a Sanguinary Chalice for 5 Renown; the Sanguinary Chalice weighs 01 Capacity. This may be used to invoke Sanguinius' Might once per Mission.
Chapter Heirloom: Accolades of Battle

Chapter (Successor):Angels Sanguine (Blood Angels)
Trait(s): Insular. All Angels Sanguine also begin the campaign with the Talent: Burning Hatred [Chaos Forces] for free.
Restrictions: if there are no Librarians or Primaris Librarians in the Squad, this model must take the Librarian or Primaris Librarian Specialty
Options: Champions, Intercessors, Primaris Lieutenants, or any model with Veteran Status may be upgraded to Librariat for +2 TV. Librariats gain the ability to Deny the Witch (x1) within 18" and the Smite Psychic Power.
Chapter Stratagem: (2CP) Veteran Defenders Use this Stratagem at the start of the enemy Turn. Until the start of the Player(s)' Turn, versus Adversaries with the keyword <Chaos>, all allied Astartes in Cohesion Range gain a 6+ Invulnerable Save and may Ignore Wounds on the D6 roll of a 5+ (or gain +1 to any preexisting Ignore Wound abilities).
Gear: Angels Sanguine Apothecaries and Primaris Apothecaries may equip a Sanguinary Chalice for 5 Renown; the Sanguinary Chalice weighs 01 Capacity. This may be used to invoke Sanguinius' Might once per Mission.
Chapter Heirloom: Sanguine Mask

Chapter (Successor): Blood Drinkers (Blood Angels)
Trait(s):: Drinkers of Blood & Blood Ritual
Restrictions: none
Options: Blood Drinkers Champions and Primaris Lieutenants may upgrade to Sanguinary Priests for +1 TV. These models gain Medic (+1).
Chapter Stratagem: (2CP) Focused Rage. Use this Stratagem at the start of the Player(s)' Movement Phase. All allied Astartes in Cohesion Range can Charge even if they Advance this Turn. Additionally, if those models make it into Engagement range, they may add either +1 Strength, +1 Attack, or -1AP during their first Fight Phase, player's choice.
Gear: Any Specialty except Apothecary may equip a Reductor for 5 Renown. Blood Drinkers Apothecaries (Sanguinary Novitiates) and Blood Drinkers Champions or Primaris Lieutenants (Sanguinary Priests) may equip a Sanguinary Chalice for 5 Renown; this Chalice weighs 01 Capacity. This may be used to invoke Sanguinius' Might once per Mission.
Chapter Heirloom: Blood Reservoir

Chapter (Successor): Carmine Blades (Blood Angels)
Trait(s): Barbaric Fighter. All Carmine Blades also begin the campaign with the Talent: Rival [Blood Angels Successor Chapters] for free.
Restrictions: if there already is an Apothecary or Primaris Apothecary in the Squad, this model cannot choose either of those Specialties.
Options: none
Chapter Stratagem: (2CP) Warrior Roots. Use this Stratagem at the start of the Charge Phase. All allied Astartes in Cohesion Range gain an additional +1 Attack if they make it into Engagement Range. If any of these affected models remove enemy models as casualties on the Turn they Charged, all affected models gain +1 Renown
Gear: Carmine Blades Apothecaries and Primaris Apothecaries may equip a Sanguinary Chalice for 5 Renown; this Chalice weighs 01 Capacity. This may be used to invoke Sanguinius' Might once per Mission.
Chapter Heirloom: Icon of Haldroth

Chapter (Successor):Flesh Tearers (Blood Angels)
Trait(s):Frenzied & Renders of Flesh and Bone
Restriction(s): none
Options: Flesh Tearers' Champions and Primaris Lieutenants may upgrade to Sanguinary Priests for +1 TV. These models gain Medic (+1).
Chapter Stratagem: (2CP) Berserk. Use this Stratagem at the start of the Charge Phase. Nominate one allied Astartes in Cohesion Range. That model gains +1 Attack and may ignore Wounds on the D6 roll of a 5+, during this Turn's Fight Phase, if they make it into Engagement Range. If the Nominated Astartes is a Blood Angel or is from one of their Successor Chapters, they also gain +1" on Charge rolls and a 6+ Invulnerable Save (or +1 to a preexisting Invulnerable Save) during their first Turn of the Fight Phase.
Gear: all Flesh Tearers replace their Astartes Knife with an Astartes Chainsword for free as part of their Standard Load Out. Flesh Tearers Assault Marines and Intercessors fighting with 2 Chainswords gain +2 Attacks instead of +1 (as per the Extra Attack Trait for Chainswords). Flesh Tearers Apothecaries (Sanguinary Novitiates) and Flesh Tearers Champions and Primaris Lieutenants (Sanguinary Priests) may equip a Sanguinary Chalice for 5 Renown; the Sanguinary Chalice weighs 01 Capacity. It may be used to invoke Sanguinius' Might once per Mission.
Chapter Heirloom: Enemy Scalps

Chapter (Successor): Knights of the Chalice (Blood Angels)
Trait(s): Swift First Strike
Restrictions: Primaris Specialties only.
Options: none
Chapter Stratagem: (3CP) Scour the Beachhead. Use this Stratagem at the start of the Mission, after Deployment, but before the first Turn. All allied Astartes in Cohesion Range can Shoot as if it were their 1st Shooting Phase. This does not prevent any models from firing again in the Shooting Phase.
Gear: any Specialty may add Grav-chute to their Standard Load Out for +1 TV.
Chapter Heirloom: Indomitus Battle Honor

Chapter (Successor): Lamenters (Blood Angels) (Cursed Founding)
Trait(s): Lamentation & Penitent
Restrictions: cannot equip Terminator or Relic Terminator armor.
Options: Lamenters Champions, Intercessors, and Tactical Marines may upgrade to Calix Priest for +1 TV. Calix Priests gain Medic (+1). Lamenters Chaplains may begin the Campaign with Inspire (+1) for +1 TV. Each Lamenter beyond the first included in a Squad reduces its TV cost by -1 (to a minimum of 1).
Chapter Stratagem: (2CP) No Sacrifice too Great. Use this Stratagem at the start of a Mission. All Lamenters become immune to being Shaken or Pinned, ignore the the Fear and Terror effects of Mini Bosses and Boss Monsters, respectively, and gain +1 Renown if they end the Mission with any Wound Tokens, but haven't been removed as a Casualty.
Gear: Lamenters Apothecaries (Calix Novitiates), Champions, Intercessors, and Tactical Marines (Calix Priests) may equip a Sanguinary Chalice for 5 Renown; this Chalice weighs 01 Capacity. This may be used to invoke Sanguinius' Might once per Mission.
Chapter Heirloom: Tears of Lamentation

Blood Angels Succession Wargear Descriptions
Melee Weapons

Weapon / Capacity / Strength / AP / Damage / Traits
-Paired Chainswords / 01 / +1 / -1 / 1 / Extra Attacks
-Reductor / - / +1 / -4 / 1 / -

Wargear
Item / Capacity / Function
-Grav-Chute / * / Model may Fall from any height up to 60" without taking any Damage
-Sanguinary Chalice / 01 / This may be used to Invoke Sanguinius' Might

*This item has negligible weight. 4 of them combined, separated from the suits of Powered Armor they'd normally be attached to, weigh a total of 01 Cap.

Item Traits
Extra Attacks
: these weapons adds 2 extra Attacks to the model armed with them in the Fight Phase.

Chapter Rituals
Sanguinius' Might
: during the Command Phase, a model may invoke this Ritual, granting all allied Blood Angels and their Successors in Cohesion Range +1 Strength until the end of the Battleround.


Dark Angels and their Successors

Chapter
: Dark Angels
Trait(s): Stubbornness. Chaplains gain "Special Intimidate" (1) Skill, which may only be used against Chaos Space Marines. All Dark Angels Specialties begin the Campaign with the Talents: Burning Hatred [Traitor Marines] and Rival [Space Wolves] for free.
Restrictions: none
Options: Dark Angels Chaplains and Primaris Caplains may upgrade to Interrogators for +1 TV. Interrogators gain a -1XP discount on all Hatred, Contempt, Indignation, and Detestation -type Talents; Chaplain (Interrogators) also gain +1 to their Skill rolls when using their "Special Intimidate".
Chapter Stratagem: (2CP) Lion's Roar. Use this Stratagem at the start of the Shooting Phase. Choose any one allied Astartes armed with a weapon with the word "Plasma" in its name that is also within Cohesion Range. That model may fire their weapon on Supercharge in Burst or Autofire Mode. These shots use double the ammunition a normal Burst or Autofire shot would use. A model without sufficient ammo left in their magazines to cover the Shooting cost cannot fire in this mode.
Gear: Assault Marines and Champions do not have to meet the Threshold for Plasma Pistols, Inceptors do not have to meet the Threshold for Plasma Exterminators, Tactical Marines do not have to meet the Threshold for Plasma Guns, Intercessors do not have to meet the Threshold for Plasma Incinerators, and Devastators do not have to meet the Threshold for Plasma Cannons; all of these Specialties must still pay the appropriate Renown Cost for these weapons, however.
Chapter Heirloom: Fragment of Caliban

Chapter (Successor): Adjudicators (Dark Angels)
Trait(s): Awash in the Blood of Heroes
Restrictions: Cannot be Chaplain, Cannot be Primaris
Options: none.
Chapter Stratagem: (2CP) Astartes' Justice. Use this Stratagem at the start of the Fight Phase. If the Adjudicators model has Cohesion2 or less, this Stratagem can only target allied Astartes in Cohesion Range that are not Dark Angels or their Successors. If the Adjudicators model has Cohesion3 or better, this Stratagem targets all allied Astartes in Cohesion Range. All affected models gain +1 Strength until all of the enemy models they are currently Engaged with are removed as casualties or the targeted Astartes Falls Back.
Gear: an Adjudicators Assault Marine or Champion may replace their Chainsword or Astartes Sword, respectively, from their Standard Load out with an Adjudicator's Gavel for free.
Chapter Heirloom: Remembrance of Betrayal

Chapter (Successor): Angels of Absolution (Dark Angels)
Trait(s): Duty & Purpose and Total Absolution.
Restrictions: none.
Options: none.
Chapter Stratagem: (2CP) Unified Front. Use this Stratagem at the start of the Shooting Phase. All allied Astartes in Cohesion Range may fire 1 additional shot in any Firing Mode without expending any ammunition for that extra shot.
Gear: Assault Marines and Champions do not have to meet the Threshold for Plasma Pistols, Inceptors do not have to meet the Threshold for Plasma Exterminators, Tactical Marines do not have to meet the Threshold for Plasma Guns, Intercessors do not have to meet the Threshold for Plasma Incinerators, and Devastators do not have to meet the Threshold for Plasma Cannons; all of these Specialties must still pay the appropriate Renown Cost for these weapons, however.
Chapter Heirloom: Icon of Absolution

Chapter (Successor): Angels of Defiance (Dark Angels)
Trait(s): Enduring and Stubbornness.
Restrictions: Primaris Specialties only
Options: Intercessors cost -1 TV
Chapter Stratagem: (2CP) Beacon of Hope. Use this Stratagem at the start of the Morale Phase. All allied Astartes in Cohesion Range of this model remove 1 Wound Token, whether the Morale test is passed or failed.
Gear: This model may equip a Guilliman Pattern Bolt Rifle or Hellblaster Plasma Incinerator without having to meet that item's Threshold. It must still pay the Cost for either of these weapons, however.
Chapter Heirloom: Indomitus Battle Honor

Chapter (Successor): Angels of Redemption (Dark Angels)
Trait(s): Insular and Secret Agenda. Chaplains gain a "Special Intimidate" (1) Skill, which may only be used against Chaos Space Marines. All Angels of Redemption Specialties begin the Campaign with the Talent: Hatred [Fallen Infantry].
Restrictions: None.
Options: Angels of Redemption Chaplains and Primaris Chaplains may upgrade to Interrogators for +1 TV. Interrogators gain a -1XP discount on all Hatred, Contempt, Indignation, and Detestation -type Talents; Chaplain (Interrogators) also gain +1 to their Skill rolls when using their "Special Intimidate".
Chapter Stratagem: (2CP) Go Off Book. Use this Stratagem after terrain is set up, but before Deployment. This model's player must place an additional Tertiary Objective Marker (Seize Ground) any where on the table that is at least 18" away from its Deployment Zone. Only Dark Angels and their Successors receive XP or Renown for achieving this Objective, but it counts against the entire squad if it is left unfinished at the end of the Mission.
Gear: Assault Marines and Champions do not have to meet the Threshold for Plasma Pistols, Inceptors do not have to meet the Threshold for Plasma Exterminators, Tactical Marines do not have to meet the Threshold for Plasma Guns, Intercessors do not have to meet the Threshold for Plasma Incinerators, and Devastators do not have to meet the Threshold for Plasma Cannons; all of these Specialties must still pay the appropriate Renown Cost for these weapons, however.
Chapter Heirloom: Writ of Duty

Chapter (Successor): Angels of Vengeance (Dark Angels)
Trait(s): Most Grim. All Angels of Vengeance models also begin the Campaign with the Talent: Hatred [Chaos Infantry] for free.
Restrictions: none.
Options: None.
Chapter Stratagem: (2CP) Grim Relentlessness. Use this Stratagem before rolling on the Injury Chart. Nominate any allied Astartes in Cohesion Range, including this model. The nominated target counts as having rolled a 1 on the Injury Chart, no need to roll.
Gear: Assault Marines and Champions do not have to meet the Threshold for Plasma Pistols, Inceptors do not have to meet the Threshold for Plasma Exterminators, Tactical Marines do not have to meet the Threshold for Plasma Guns, Intercessors do not have to meet the Threshold for Plasma Incinerators, and Devastators do not have to meet the Threshold for Plasma Cannons; all of these Specialties must still pay the appropriate Renown Cost for these weapons, however.
Chapter Heirloom: Grim Trophies.

Chapter (Successor): Blades of Vengeance (Dark Angels)
Trait(s): Counter-Assault and Tenacious Defense.
Restrictions: Primaris Specialties only.
Options: A Blades of Vengeance model may be given the Talent: Ally of the [Ultramarines] for +1 TV.
Chapter Stratagem: (2CP) Serve With Distinction. Use this Stratagem at the start of the players' Turn. Nominate an allied Astartes in Cohesion Range. That Astartes may treat any one roll this Turn as a 1 or 6, whichever the player decides is better, without having to roll.
Gear: This model may equip a Guilliman Pattern Bolter or Hellblaster Plasma Incinerator without having to meet that item's Threshold. It must still pay the Cost for either of these weapons, however.
Chapter Heirloom: Indomitus Battle Honor.

Chapter (Successor): Consecrators (Dark Angels)
Trait(s): Insular, Esoteric Wargear, and Relic Keepers.
Restrictions: none.
Options: any Specialty except Scouts and Neophytes may upgrade to Keeper for +3 TV. Aggressors, Apothecary, Assault, Champion, Devastator, Intercessors, Inceptors, Librarian, Primaris Apothecary, Primaris Librarian, Primaris Lieutenant, Reivers, Suppressors, and Tactical Keepers improve their Armor Saves to 2+; Chaplain, Primaris Chaplain, Primaris Techmarine, Techmarine, and models in Terminator or Relic Terminator armor Keepers instead add +4 to their starting Renown. All Keepers upgrade one item from their Standard Load Out to Exceptional Quality for free.
Chapter Stratagem: (2CP) The Lion's Vault. Use this Stratagem before the start of the Arming Phase. Nominate one allied Astartes in the Unit (which can also be this model). That model counts as having +15 Renown for the purpose of qualifying for Threshold this Mission.
Gear: any Specialty may equip a Personal Teleportation Device for 5 Renown.
Chapter Heirloom: Code Fragment.

Chapter (Successor): Disciples of Caliban (Dark Angels)
Trait(s): Reconciler, Duty & Purpose, and Stubbornness.
Restrictions: None.
Options: any specialty may upgrade to a Hunter for +1 TV. Hunters gain the Talent: Accurate for free.
Chapter Stratagem: (2CP) Fire on that Target. Use this Stratagem during the enemy's Movement Phase, Nominate one allied Astartes within Cohesion Range. That model interrupts the enemy Movement Phase and makes a single shot with their primary weapon at any target visible to the model. If this shot hits, it causes a single Mortal Wound in addition to any other effects.
Gear: Assault Marines and Champions do not have to meet the Threshold for Plasma Pistols, Inceptors do not have to meet the Threshold for Plasma Exterminators, Tactical Marines do not have to meet the Threshold for Plasma Guns, Intercessors do not have to meet the Threshold for Plasma Incinerators, and Devastators do not have to meet the Threshold for Plasma Cannons; all of these Specialties must still pay the appropriate Renown Cost for these weapons, however.
Chapter Heirloom: Reliquary.

Chapter (Successor): Guardians of the Covenant (Dark Angels)
Trait(s): Monastic Devotion and Stubbornness.
Restrictions: None.
Options: Any Specialty may upgrade to a Devotee for +2 TV. Devotees gain Intimidate (+1) and Leadership +1.
Chapter Stratagem: (2CP) Humble Martyrdom. Use this Stratagem when any allied Astartes is Teleported away as a casualty or a marine is placed as a Dead Marine Objective. All allied Astartes in Cohesion Range of the Guardians of the Covenant model become immune to being Pinned, instead becoming Shaken if the condition occurs, and gain 1 additional use of their Chapter Heirloom this Mission.
Gear: Assault Marines and Champions do not have to meet the Threshold for Plasma Pistols, Inceptors do not have to meet the Threshold for Plasma Exterminators, Tactical Marines do not have to meet the Threshold for Plasma Guns, Intercessors do not have to meet the Threshold for Plasma Incinerators, and Devastators do not have to meet the Threshold for Plasma Cannons; all of these Specialties must still pay the appropriate Renown Cost for these weapons, however.
Chapter Heirloom: Scrawl of Destiny

Dark Angels Succession Wargear Descriptions
Melee Weapons
Weapon / Capacity / Strength / AP / Damage / Traits
-Adjudicators Gavel / 02 / +2 / - / 1 / Jarring

Wargear
Item / Capacity / Function
-Personal Teleportation Device / 01 / Two uses per Mission. This device may be used to keep this model is Reserve. Then, on any Turn after the 1st, this model may deploy anywhere on the revealed tabletop, as long as they remain at least 9" away from any enemy models. It may also be used to remove this model from play and replace them anywhere on the revealed terrain in Line of Sight from their previous location, up to 18" away and at least 4" from any enemy models.

Item Traits
Jarring
: enemy models hit by this weapon must take a Toughness test. If they fail, they treat their WS as 6+ on their following Turn.

This message was edited 15 times. Last update was at 2021/09/02 06:04:44


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
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Subscribed!

This is awesome. I'm tied up in another Campaign for the foreseeable future, but once it's over, this is definitely on my to play list.

Thanks for putting so much work into this and sharing it with the community!
   
Made in us
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Krazed Killa Kan







PenitentJake wrote:
Subscribed!

This is awesome. I'm tied up in another Campaign for the foreseeable future, but once it's over, this is definitely on my to play list.

Thanks for putting so much work into this and sharing it with the community!


Cool, I appreciate that, PenitentJake! And stay tuned, there's still plenty more to come.

EDITED to add: This is exactly what I wanted to do with this project. In addition to building armies and terrain so I can run this for my local Hobby clan when the pandemic finally ends (honestly, it's the only thing that has kept me sane this last year), I also wanted to create this for the Community. A massive, free resource for hobbyists everywhere to inject into their individual gaming groups. Not as a rival to GW, but rather as a compliment to the rich universe that they have created. A giant narrative campaign to inspire everyone to greater heights of hobby enthusiasm. I encourage everyone wishing to run this Campaign to expand their collections to facilitate maximum fun.

I'm personally an Ork player. And while I have certainly expanded my Ork forces since the last codex dropped, I've expanded my collection to include Deathguard, Plague Bearers, Chaos Cultists, Blackstone Fortress, Space Hulk, Tyranids, Age of Sigmar Ghouls, Bloodbowl Lizardmen, Kharadron Overlords, Druhkari, Genestealer Cults, Tyranids, Chaos Undivided, Sororitas, Tzeentch Daemons, Thousand Sons, AoS Gryph Hounds,Necromunda Van Saar, Delaque, Goliath, and terrain of every shape and size. I've bought and assembled more GW products in the past 9 months than I have in the past 9 years.

Please, everyone, play this, modify it for your group's needs, and above all, have FUN.
,

This message was edited 1 time. Last update was at 2020/11/08 08:28:30


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
[DCM]
Krazed Killa Kan







Imperial Fists and their Successors

Chapter
: Imperial Fists
Trait(s): Sons of Dorn and Bolter Drill
Restrictions: none.
Options: Champions and models equipped with Terminator or Relic Terminator Armor may upgrade to Huscarl Aspirant for +1 TV. Huscarl Aspirants gain +4 Renown.
Chapter Stratagem: (2CP) Knock it Down. Use this Stratagem at the start of the Shooting Phase or Fight Phase, when this model is targeting a piece of terrain or fortification. Any successful hits made by this model cause double Damage until the end of the Phase.
Gear: Imperial Fists models do not have to meet the Threshold for equipping Thunderhammers or Heavy Thunderhammers, although they must still pay the Cost.
Chapter Heirloom: Scrimshaw Memento

Chapter (Successor): Aeonic Legion (Imperial Fists) Cursed Founding
Trait(s): Penitent and Sons of Dorn
Restrictions: First Founding Specialties only.
Options: Assault Marines and Champions may upgrade to Bug Hunters or Judiciaries for +1 TV. Bug Hunters gain the Talent: Hatred [Tyranid Infantry] for free and Judiciaries gain the Talent: Hatred [Renegade Astartes Infantry] for free.
Chapter Stratagem: (2CP) Penitent Duty Use this Stratagem at the start of the Fight Phase when this model is Engaged with a Boss Monster. This model becomes immune to being Shaken or Pinned, immune to the Terror effects of Boss Monsters, and gains +1 Attack and +1 Toughness until either this model is removed as a casualty or the Boss Monster they are currently Engaged with is slain. While these bonuses are active, this model cannot voluntarily make a Fall Back Move.
Gear: any Specialty may replace their Astartes Knife with an Astartes Spear for 1 Cost and no Threshold.
Chapter Heirloom: Fragment of Fortress Xtarko

Chapter (Successor): Astral Knights (Imperial Fists)
Trait(s): Hot Blooded
Restrictions: Only one model from this Chapter may be selected for the entire Campaign; may not be taken if there already is a model from the Sable Swords Chapter. First Founding Specialties only.
Options: for +1 TV, any Specialty may begin the Campaign with +4 Renown.
Chapter Stratagem: (2CP) All Glory. Use this Stratagem when another allied Astartes in Cohesion Range would earn Renown and this model is also within 3" of the source of that gain. This model gains bonus Renown equal to half (rounding up) of whatever their ally gains in that moment.
Gear: Tactical Marines, Chaplains, and Librarians may take a Tabard of Authority for 5 Cost.
Chapter Heirloom: Soul Shard Blade

Chapter (Successor): Black Templars (Imperial Fists)
Trait(s): Reckless Zealotry. In addition, all Black Templars gain the Talent: Burning Hatred [Agents of the Ruinous Powers] for free.
Restrictions: cannot be Librarian or Primaris Librarian.
Options: Champions may upgrade to Sword Brethern for +2 TV. Sword Brethern upgrade their Astartes Swords to Mastercrafted Astartes Swords for free and gain +1 Attack. Tactical Marines may start the Campaign with the Talent: Neophyte for +1 TV.
Chapter Stratagem: (2CP) Abhor the Witch. Use this Stratagem at the start of the Adversary's Psychic Phase. All enemy Psychic Powers suffer -1 penalty to their casting rolls. Additionally, if this model can draw Line of Sight to any enemy Psykers, they may pick one to Shoot at immediately, using the Standard Firing Mode of whatever weapon they are currently equipped with. This does not stop this model from firing normally in the Shooting Phase.
Gear: Champions may upgrade their Standard Loadout Astartes Swords for Power Swords for 5 Cost and no Threshold or to a Black Sword for 15 Cost with a Threshold of 25.
Chapter Heirloom: Penitent Chains.

Chapter (Successor): Brotherhood of the Bolter (Imperial Fists)
Trait(s): Icon of the Chapter and Bolter Drill
Restrictions: cannot equip Terminator or Relic Terminator Armor.
Options: any Specialty may be upgraded to Marksman for +3 TV. Marksmen gain the Talents: Conservationist and Sharpshooter for free.
Chapter Stratagem: (2CP) Gun Line. Use this Stratagem at the start of the Shooting Phase. All allied Astartes in Cohesion Range double the number of shots they can fire in any Mode of Fire until the end of the Phase.
Gear: all Brotherhood of the Bolter models swap their Standard Magazines out for Expanded Magazines for free.
Chapter Heirloom: Gunmetal Tabard

Chapter (Successor): Celestial Lions (Imperial Fists)
Trait(s): Fierce Pride and Strict Principles
Restrictions: none.
Options: Chaplains and Primaris Chaplains may upgrade to Death Speaker for +1 TV. Death Speakers gain Inspire (+1). Librarians and Primaris Librarians may upgrade to Spirit Walkers for +1 TV, who gain +1 Psychic Power from the Geokinesis Discipline. Apothecaries and Primaries Apothecaries may upgrade to Life Binders for +1 TV. These models gain Medic (+1). Assault, Devastator, Intercessor, or Tactical Specialties may upgrade to Pride Leader for +1 TV. Pride Leaders gain +1 Leadership. Primaris Lieutenants or Tactical Marines may upgrade to War Leader for +2 TV. War Leaders gain +1 Leadership and Command (+1). A Tactical Marine cannot be both a Pride Leader and a War Leader.
Chapter Stratagem: (2CP) Initiative. Use this Stratagem when the Mission Leader - who is not this model - is removed as a casualty. This model becomes the new Mission Leader automatically. In addition, they are not restricted from using other Stratagems on the Turn they are elevated and gain +1 Leadership and Command (+1) until the end of the Mission.
Gear: all Specialties gain a -1 Cost to all Weapons, applied after other discounts.
Chapter Heirloom: Dust of Khattar

Chapter (Successor): Crimson Fists (Imperial Fists)
Trait(s): Bolter Drill. In addition, all Crimson Fists models begin the Campaign with the Talent: Burning Hatred [Orks] for free.
Restrictions: none.
Options: any Specialty may upgrade to Ork Fighter for +1 TV. Ork Fighters gain +1 Attack and +1 Strength when any <Ork> model is within 1".
Chapter Stratagem: (2CP) Indomitable Defense Use this Stratagem at the start of the Shooting Phase. If this model did not Move or Advance this Turn, they gain +1 Armor Save, the ability to ignore Wounds on the D6 roll of a 6, and may double the number of Shots they fire if Shooting in Standard or Autofire Mode until the start of their next Shooting Phase.
Gear: any Crimson Fist may equip a Power Fist without having to meet the Threshold for this item, although they must still pay the Cost.
Chapter Heirloom: Memories of Rynn's World.

Chapter (Successor): Excoriators (Imperial Fists)
Trait(s): Undaunted and Resilient
Restrictions: none.
Options: Assault, Devastator, Intercessor, and Tactical Marines may upgrade to Second Whip for +3 TV. Second Whips gain +1 Leadership and may choose one of the following options during the Arming Phase: Command (+1) or Tactics (+1). Second Whips cannot be selected as Mission Leaders unless the original Mission Leader has been removed as a casualty.
Chapter Stratagem: (2CP) Advance in Retrograde. Use this Stratagem at the start of the Turn. If this model Moves away from all visible enemy models, it does not suffer the -1 to hit for Moving and Shooting with Heavy weapons. If it Advances away from all visible enemy models, it does not suffer the -1 to hit for Advancing and firing Assault weapons.
Gear: none.
Chapter Heirloom: Scars of Every Battle

Chapter (Successor): Executioners (Imperial Fists)
Trait(s): Deliberate Cunning, Insular, and Intractable
Restrictions: Aggressors, Devastators and Suppressors cost +1 TV.
Options: Chaplains and Primaris Chaplains may upgrade to Death Speaker for +1 TV. Death Speakers gain Inspire (+1). Devastator and Tactical Marines may upgrade to Sternguardian for +3 TV. Sternguardians gain +1 Attack, +1 Leadership, and +9 Renown.
Chapter Stratagem: (2CP) Battle Wisdom Use this Stratagem at the start of the Shooting Phase. All allied Astartes in Cohesion Range may fire Rapid Fire and Assault Weapons as if they were Pistols.
Gear: none.
Chapter Heirloom: Headsman's Icon

Chapter (Successor): Hammers of Dorn (Imperial Fists)
Trait(s): All Hammers of Dorn models begin the Campaign with the Rival [Ultramarines] and Hatred [Word Bearers Infantry] Talents for free.
Restrictions: Assault Marines and Champions cost +1 TV.
Options: Devastators cost -1 TV.
Chapter Stratagem: (2CP) Hammerstrike! Use this Stratagem at the start of the Fight Phase. All allied Astartes in Cohesion Range Engaged with enemy models inflict 1 Mortal Wound in addition to any other Damage, as long as they score at least 1 hit.
Gear: all First Founding Specialties gain a -2 TV discount on Terminator and Relic Terminator Armor.
Chapter Heirloom: Icon of Dorn

Chapter (Successor): Hospitalliers (Imperial Fists)
Trait(s): True Believer and Ally of the Ecclesiarch
Restrictions: all Specialties cost +1 TV and must pick one of the following options: 1st Company (immune to Fear and Terror effects), 2nd Company (+1 Armor Save bonus while in Cover), or 3rd Company (+1 Rate of Fire in all Firing Modes)
Options: any Specialty may upgrade to Vigil for +3 TV. A Vigil model gains +1 Leadership, +1 Wound, and the ability to Ignore a Wound on the D6 roll of a 6. Apothecaries and Primaris Apothecaries cost -1 TV.
Chapter Stratagem: (1CP) Shield of Faith. Use this Stratagem at the start of the Battleround. This model and one other Astartes of the Hospitalliers or Black Templars Chapter in Cohesion Range gains a 4+ Invulnerable Save until the start of the player(s)' next Battleround.
Gear: none.
Chapter Heirloom: Templar Heraldry

Chapter (Successor): Invaders (Imperial Fists)
Trait(s): Intractable and Bolter Drill. Additionally, all Invaders gain the Talent: Burning Hatred [Craftworld Aeldari] for free.
Restrictions: Apothecaries and Primaris Apothecaries cost +1 TV.
Options: If there are no other Devastators or Tactical Marines in this model's Squad, an Invaders Devastator costs -1 TV. Any Specialty may upgrade to Violator for +2 TV. Violators choose one of the following options: add Deathwatch Pattern Bolter to Standard Load Out, +1 Toughness, or Forbidden Knowledge +1; and one of the following options: +1 Leadership or +9 Renown.
Chapter Stratagem: (2CP) Hard Win. Use this Stratagem at the start of the player(s)' Turn. Make a Toughness test for each allied Astartes in Cohesion Range. Each model that passes this test removes D3 Wound Tokens. For each Astartes that passes this test, the Invader model gains +1 Renown. Models that do not have any Wound Tokens do not test.
Gear: any Specialty may upgrade their Armor, Weapons, and/or Wargear to Exceptional Quality for 1 Cost per item.
Chapter Heirloom: Choose one of the following: Scars of Unknown Victories or Fragment of Idharea

Chapter (Successor): Iron Knights (Imperial Fists)
Trait(s): War Sport. Additionally, all Iron Knights begin the Campaign with the Talent: Contempt [Iron Brethern Infantry] for free.
Restrictions: Assault Marines and Intercessors armed with Chainswords cost +1 TV.
Options: Devastators may upgrade to Siege Breaker for +3 TV. Siege Breakers gain a -5 Threshold and -1 Cost to all Heavy Weapons, applied after all other discounts. Additionally, Siege Breakers increase the Rate of Fire of Lascannons, Multimeltas, Heavy Bolters, and Grav Cannons by +1 in all Modes of Fire.
Chapter Stratagem: (2CP) Full Assault. Use this Stratagem at the start of the Shooting Phase. All allied Astartes in Cohesion Range treat their Shooting Weapons as +1 Strength until the end of the Phase.
Gear: Iron Knights receive a -3 TV discount on Terminator Armor.
Chapter Heirloom: Knight's Plate

Chapter (Successor): Night Swords (Imperial Fists)
Trait(s): Esoteric Beliefs & Insular
Restrictions: none.
Options: Assault Marines, Intercessors armed with Chainswords, and Champions from this Chapter cost -1 TV.
Chapter Stratagem: (2CP) Assault Strike. Use this Stratagem at the start of the Charge Phase. This model may make a Charge attempt even if it Advanced in the Movement phase. In addition, all allied Astartes within Cohesion Range that also Charged this Turn gain +1 Attack for the duration of this Battleround.
Gear: any Specialty except Devastator or any model equipped with Gravis Mk X, Terminator or Relic Terminator Armor, may equip a Jump Pack without having to meet the Threshold, although they must still pay the Cost.
Chapter Heirloom: Shadow of Night

Chapter (Successor): Red Templars (Imperial Fists)
Trait(s): Assault Biker
Restrictions: none.
Options: none.
Chapter Stratagem: (2CP) Cycle Check. Use this Stratagem at the start of the Fight Phase. If this model is riding an Assault Bike or Outrider Bike and has Charged this Turn, it causes D3 automatic hits on the Unit it Charged with a Strength of 7, AP -2, and Damage D2.
Gear: none.
Chapter Heirloom: Imperator Honorifica

Chapter (Successor): Sable Swords (Imperial Fists)
Trait(s): Enemy of Assassins and Unconfirmed Successors. Additionally, all Sable Swords begin the Campaign with the Talent: Pairs well with [Any Novamarines in the Squad].
Restrictions: Only one model from this Chapter may be selected for the entire Campaign; may not be taken if there already is a model from the Astral Knights Chapter.
Options: any Specialty may upgrade to Assassin Killer for +1 TV. Assassin Killers gain the Last Gasp Trait.
Chapter Stratagem: (2CP) Indomitable Advance. Use this Stratagem when all allied Astartes deployed on this Mission have less than half their starting Wounds. This model becomes immune to Fear, Terror, being Pinned, and being Shaken for the remainder of the Mission.
Gear: none.
Chapter Heirloom: Imperator Honorifica

Chapter (Successor): Shadow Wolves (Imperial Fists)
Trait(s): Zealous and Faithful to the Squad
Restrictions: Only one model from this Chapter may be selected for the entire Campaign.
Options: none.
Chapter Stratagem: (2CP) Dogged Use this Stratagem at the start of the Battleround. All allied Astartes in Cohesion Range when this Stratagem is applied are affected, even if they Move away during the Movement Phase subsequently. Any time an affected model would receive a Wound Token this Battleround, roll a D6. On the roll of a 5+ that Wound Token is negated.
Gear: none.
Chapter Heirloom: Talisman of the Wolf

Chapter (Successor): Sons of the Phoenix (Imperial Fists)
Trait(s): Faithful to the Creed and Speakers of the Word
Restrictions: Primaris Specialties only
Options: any Specialty may be given Inspire (+1) for +1 TV.
Chapter Stratagem: (2CP) From the Ashes Use this Stratagem at the start of the Morale Phase. If this model is the Mission Leader, the Squad automatically passes its Morale test without having to roll and this model gains +1 Renown. If this model is not the Mission Leader, it instead grants the Mission Leader +2 to their Leadership for the purposes of Morale tests until the end of the Turn. Additionally, even if the Mission Leader fails with this bonus, this Stratagem also grants them a re-roll that expires at the end of the Phase.
Gear: none.
Chapter Heirloom: Intense Faith

Chapter (Successor): Subjugators (Imperial Fists)
Trait(s): Little Patience and Thorough Destructor
Restrictions: cannot be Neophyte, cannot be Reiver. Scout must exchange Stealth (1) for Tactics (1). Any Specialty with access to the Stealth Skill must pay double XP for each Rating.
Options: any Specialty may upgrade to Defiant for +2 TV. Defiants gain the Indomitable Trait and become immune to Fear and Terror.
Chapter Stratagem: (2CP) Annihilator Use this Stratagem at the start of the Shooting Phase. All allied Astartes in Cohesion Range armed with Heavy Weapons deal +2 Damage.
Gear: Subjugators may upgrade any Weapon in their Load Out to Exceptional for 1 Cost.
Chapter Heirloom: Blood of Thousands


Imperial Fists Succession Wargear Descriptions
Melee Weapons

Weapon / Capacity / Strength / AP / Damage / Traits
-Astartes Spear / 01 / +1 / -1 / 1 / Deadly Charge
-Black Sword / [b[02[/b] / +1 / -3 / 1 / Decapitating Strike, Defensive Weapon, Monster Slayer
-Mastercrafted Astartes Sword / 01 / +1 / - / 1 / Mastercrafted
-Power Fist / 04 / +4 / -3 / D3 / Unwieldy
-Power Sword / 02 / +1 / -3 / 1 / Defensive Weapon

Wargear
Item / Capacity / Function
-Assault Bike / * / This Bike is scaled for First Founding Astartes and increases the rider's effective Toughness by +1 (for the purposes of Wounding, but not for resisting the effects of Wargear, Talents, or Skills) and is armed with a Twin Bolter with a pair of Expanded Magazines.
-Expanded Magazines / * / Double the bullets of a Standard Magazine (Expanded Bolter Magazines hold 16 instead of 8; Expanded Bolt Pistol Magazines hold 8 instead of 4; etc.)
-Jump Pack / 01* / Move and Advance over greater distance. modifies Move to 12" for model in Mk VI, Mk VII, and Mk VIII Armor
-Outrider Bike / * / This Bike is scaled for Ultima Founding Astartes and increases the rider's effective Toughness by +1 (for the purposes of Wounding, but not for resisting the effects of Wargear, Talents, or Skills) and is armed with a Twin Bolt Rifle with a pair of Expanded Magazines.
-Tabard of Authority / - / this item grants a model Command (+1), Tactics (+1), or Inspire (+1), player's choice, for the duration of the Mission. Choose during the Arming Phase.

*This item weighs very little individually. However, every 2 collectively weigh 01 Capacity.
*Most of the weight of these items are carried by the frame of the Space marine's Powered Armor. Carried separately, these items each weigh 04 Capacity.

Item Traits
Deadly Charge
: +1 Strength on any Turn where the model armed with this weapon Charges
Defensive weapon: a model armed with a Weapon with this Trait may sacrifice 1 of their Attacks to impose a -1 Penalty to 1 opponent model's WS for the duration of the Turn.
Decapitating Strike: any roll of 6 to hit automatically Wounds.
Mastercrafted: re-roll 1 failed roll associated with this item per Turn.
Monster Slayer: striking the killing blow on any Mini Boss or Boss Monster with this weapon earns this model +1 Renown in addition to any other gains.
Unwieldy: this Weapon imposes a -1 modifier to the user's WS roll(s) whenever they Attack with it.

This message was edited 7 times. Last update was at 2020/12/07 10:15:39


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
[DCM]
Krazed Killa Kan







Iron Hands and their Successors (non-Codex Compliant)

Chapter: Iron Hands
Trait(s): Impassive and Heart of Iron. Iron Hands Techmarines and Primaris Techmarines begin the Campaign with any one Teir1 Technological Talent for which they qualify, for free.
Restrictions: none.
Options: any Iron Hands models may upgrade to Machine Transcendant for +4 TV. Machine Transcendants may take up to 2 Teir1 Technological Talents that are labeled Cybernetic Implant. This model must meet all prerequisites for those Talents. Machine Transcendants also gain the ability to ignore Wounds on the D6 roll of a 6.
Chapter Stratagem: (1CP) Will of the Machine. Use this Stratagem at the start of any Phase where this model is in Cohesion Range of any Tech Emplacement, Vehicle, or Terrain Feature with fewer Wounds than it started the Mission with. That Vehicle, Terrain Feature, or Tech Emplacement immediately regains D3 Wounds.
Gear: all Iron Hands add Mechanicus Frame to their Wargear Load Outs if they don't already have it. Additionally, all Iron Hands begin the Campaign with a Cybernetic Hand. Any model may upgrade their Bolt Pistol and 5 Standard Magazines for a Grav Pistol and 5 Grav Catalysts or a Plasma Pistol and 5 Plasma Cells for +3 TV; models who upgrade their Standard Load Outs in this way do not have to meet the Thresholds of these weapons, nor do they have to pay their Cost.
Chapter Heirloom: Clan Cog

Chapter (Successor): Brazen Claws (Iron Hands)
Trait(s): Unyielding and Stoic. Additionally, all Brazen Claws models begin the Campaign with the Talent: Determined for free.
Restrictions: none.
Options: any Specialty may upgrade to Chaos Fighter. Chaos Fighters begin the Campaign with +1 Corruption and gain +1 Attack versus all <Chaos> Adversaries. If any number of Brazen Claws models included in the Campaign select this upgrade, they collectively must only pay +1 TV; player(s) determine which Squad or model must pay this.
Chapter Stratagem: (2CP) Remorseless Attack. Use this Stratagem when this model is not in Cover and is the closest model to enemy forces. This model adds +3" to its Charge moves, +6" to its Weapon ranges, doubles the number of shots its ranged Weapons can fire in any Mode, and increases the AP of all of its Weapons by 1 until the start of this model's next Battleround.
Gear: all Brazen Claws add Mechanicus Frame to their Wargear Load Outs if they don't already have it.
Chapter Heirloom: Cybernetic Legacy

Chapter (Successor): Iron Fists (Iron Hands)
Trait(s): Innovative. Iron Fists Techmarines and Primaris Techmarines begin the Campaign with any one Tier1 Technological Talent for which they qualify, for free.
Restrictions: none.
Options: none.
Chapter Stratagem: (1CP) Special Ammo Use this Stratagem at the start of the Shooting Phase. Increase the range of of all of this model's Ranged Weapons by +12", but reduce their AP by 1 until the end of the Phase.
Gear: all Iron Fists add Mechanicus Frame to their Wargear Load Outs if they don't already have it. Additionally, all Iron Fists begin the Campaign with a Cybernetic Hand. Any Specialty may add a Storm Shield to their Standard Load Out for +1 TV.
Chapter Heirloom: Icon of Iron

Chapter (Successor): Iron Lords (Iron Hands)
Trait(s): all Iron Lords begin the Campaign with the Talent: Hatred [Xenos Infantry] for free.
Restrictions: Only one model from this Chapter may be selected for the entire Campaign.
Options: all Specialty may be upgraded to Xenos Fighter for +2 TV. Xenos Fighters gain +4 Renown and +1 Attack versus <Aeldari, Demiurge, Genestealer Cult, Kroot, Necron, Ork, T'au, Tyranid>, and <Vespid> adversary models.
Chapter Stratagem: (2CP) Chapter's Oath. Use this Stratagem at the beginning of any Battleround after it has been determined that any Adversaries have the <Tyranid> keyword. This model gains +1XP and +1 Renown for every Tyranid model it removes as a casualty for the remainder of the Mission.
Gear: all Iron Lords add Mechanicus Frame to their Wargear Load Outs if they don't already have it.
Chapter Heirloom: Xenos Trophy

Chapter (Successor): Red Talons (Iron Hands)
Trait(s): Ferocious and Bloody-handed. Additionally, all Red Talons begin the Campaign with the Talent: Burning Hatred [Traitor Legions] for free.
Restrictions: none.
Options: Aggressors, Champions, Devastators, Primaris Techmarines, Techmarines, and any model equipped with Terminator or Relic Terminator Armor may upgrade to Blood Wrought for +1 TV. Blood Wrought gain +1 Attack.
Chapter Stratagem: (2CP) Destroy Them All. Use this Stratagem at the start of the Shooting Phase. This model may use any Ranged Weapon it is currently armed with as if it were a Pistol. Shots from these weapons are resolved with an AP improved by 1.
Gear: all Red Talons add Mechanicus Frame to their Wargear Load Outs if they don't already have it.
Chapter Heirloom: Ashes of Gethsemaine

Chapter (Successor): Sons of Medusa (Iron Hands)
Trait(s): Faith through Toil and The Omnissiah's Work
Restrictions: none.
Options: any Sons of Medusa model may take any Tier1 Tech Talent for which they qualify for +1 TV. Techmarines and Primaris Techmarines may upgrade to Chamber Ferrum for +1 TV. Chamber Ferrum gain Inspire (+1).
Chapter Stratagem: (3CP) No Tolerance for the Weak. Use this Stratagem at the start of the Mission. If this model Moves away from visible enemy models, it suffers -1 Renown each time. For the duration of the Mission, this model becomes immune to the effects of failed Morale tests, gains +1 Renown for every Minion model they remove as a casualty, and improve the AP of all of their Ranged Weapons by 1.
Gear: all Sons of Medusa add Mechanicus Frame to their Wargear Load Outs if they don't already have it. Any model may upgrade their Bolt Pistol and 5 Standard Magazines for a Grav Pistol and 5 Grav Catalysts for +2 TV; models who upgrade their Standard Load Outs in this way do not have to meet the Thresholds of these weapons, nor do they have to pay their Cost.
Chapter Heirloom: Cog Iconoclast


Iron Hands Succession Wargear Descriptions
Ranged Weapons

Weapon / Capacity / Range / Rate of Fire / Primary Magazine / Type / Strength / AP / Damage / Weapon Traits
-Grav Pistol / 01 / 12" / 1|-|- / 10 / Pistol / 5 / -3 / 1 / Graviton
-Plasma Pistol / 01 / 12" / 1|2|- / 6 / Pistol / 7 / -3 / 1 / Supercharge

Wargear
Item / Capacity / Function
-Cybernetic Hand / - / Cybernetic Implant; this item grants the model a single re-roll on its first Strength or Toughness test per Mission.
-Mechanicus Frame / - / Cybernetic Implant; this item is a prerequisite for many Technological Talents
-Storm Shield / 02 / this provides the model with a 4+ Invulnerable Save

Item Traits
Graviton
: versus targets with an Armor Save of 3+ or better, this weapon increases its Damage by +1.
Supercharge: if this weapon's Magazine has at least 3 shots left, the firing model may expend 3 ammo to add +1 Strength and +1 Damage to this weapon. However, if a hit roll of a 1 occurs, this model suffers a single Mortal Wound.

This message was edited 3 times. Last update was at 2020/11/13 09:41:22


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