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Made in us
Fresh-Faced New User





After lurking around here for a while I've decided to get a little bit of feedback on an entire fandex I decided to put together. I'm not really sure what possessed me to do so or why I picked the overarching idea I did for this faction but here's what I have. I sat down with Lythrandire Biehrellian's Vehicle Guide http://www.dakkadakka.com/dakkaforum/posts/list/634211.page and Ovions Unit Guide http://www.dakkadakka.com/dakkaforum/posts/list/0/564125.page and hoped I got it right.

I would love to have some feedback from anyone who's willing to read through the text storm that is about to happen. I am also open to commentary on counter-cannon fluff. I've read up on some stuff but it is difficult to know pretty much everything.

I was looking to build a human faction that relies heavily upon technology just as they did during the Dark Age of Technology; someone suggested that an idea that hasn't necessarily been covered in normal 40k canon is "what is on the 'other side' of the Warp?" So I wrote something up that can be taken several ways and left the weaponry reminiscent of old Imperial weaponry but not the same. As far as the name, I am not sold on it; just seemed to work for the time being.

Mechanics-wise, I wanted a low-model count army that depended on unit diversity to succeed.

I also have attached a Word-Doc with table of contents and better formatting.

Units that I worry I was a little brash with:
Skeon
Talav Ri

I have not figured out what Psychic disciplines to allow for the Navigos, open to suggestions on that.


Intro Fluff
Spoiler:

The Immaterium is understood, as far as it is possible, by most races as a sort of alternate dimension created and fueled by the psychic energies of the sentient creatures in the galaxy. It is an inconceivable and intangible realm of madness and terror; it is the dominion of daemons and horrors beyond imagination.

For the Imperium of Man, the Immaterium is the key to the galaxy. The Warp is a plane of pseudo-existence made up of only psychic energies where the laws of nature and physics are cast aside. Mankind has, for millennia, broken in the warp with its massive ships by carrying a small bubble of reality with them utilizing a phenomena called a Gellar Field; once inside the Warp, the ships are able to navigate the tides of energies and exit back into the physical world having travelled hundreds of light years in a staggeringly less amount of time. However, these jaunts into the Aether are not without grave risk as the torrential energies of the Warp are capable of ripping any physical object into pure energy and the denizens who inhabit the Warp are implacably attempting to control, enslave, consume, or destroy the mortals onboard.

Theories abound regarding the size and shape, some even question if those dimensions even apply, of the Immaterium but for the Imperium of Man, there is but one constant: the guiding light of the Astronomican radiating out from Holy Terra. This psychic beacon sprawls over 90,000 light years from the Imperial Capitol, providing the Imperial Navy a reference point within the turbulent energies of the Warp. For countless millennia, even after its construction, no one really knew what lurks in the shadows beyond the Astronican's light.

In the 41st Millennium, the galaxy was burdened with the weight of cataclysmic conflicts and desperate trillions trying to eck out a short and pathetic existence. With the recent incursion of the massive Tyranid Hive Fleets, not even the mighty Imperium of Man was prepared to deal with the arrival of yet another hostile force. Yet, its was from the vast expanse of the Immaterium, far beyond the reach of the Astronomican, that a new threat would arrive.

In the closing days of the 41st Millennium, a vast cloud of objects cascades into the region of Warpspace within reach of the Astronomican. Prophets upon hundreds of worlds proclaim yet another doom for mankind and Astropath communications are disrupted by massive blank spots within the currents of the Warp energies. As panic takes hold of the fringe worlds, the theories about what is happening become even more bleak and unintelligible. Despite hundreds of theories and divinations, when the mysterious objects finally exited the Warp, no one suspected that they would look human.

The first reports of contact with the foe were incoherent and inconclusive; most simply stated that an unidentified fleet arrived in-system and that the resident garrisons or defense forces were moving to engage the enemy, only to be followed by silence. It was not until the Inquisitors Hatzel of the Ordos Xenos and Grensel of the Ordos Hereticus returned to Imperial space and gave their mixed reports that the Imperium had a name for the foe: the Warpbourne. After the Inquisitors' differing reports, one declaring the invaders heretics and aggrrssive invaders while the other stated that the foreigners were simply acting in self defense, the Imperium reacts to the latest encroachment on its territory with equally incoherent actions: diplomatic and military forces were both dispatched to the few systems where the Warpbourne were sighted. However, the Warpbourne had other plans. 

The Great Fleet

After losing the Archive, the lunar repository for all records of the Fleet, to a particularly devious and effective daemonic incursion thousands of years ago, the Warpbourne lost the knowledge of their origins. Tales circulate the fleet about some grand exodus across the universe to make a new home for the peoples of the fleet in a new galaxy away from some great threat while others claim that the fleet was originally an exploratory expedition that was lost deep within the Immaterium. After stumbling upon the Imperium of Man in realspace, more theories arose claiming that the Warpbourne arw simply humans lost in the Warp during the Dark Age of Technology.

Regardless of the original intent, it was obvious when one gazed upon the Great Fleet that it had grown well beyond its original size. The Great Fleet was an astronomically-sized collection of ships, asteroids, moons, and a handful of planets that lazily moved through the tides and waves of the Immaterium, wrapped within a bubble of reality larger than many solar systems; in fact, in some ways, it was its own solar system complete with a small star at its core. The bubble of reality surrounding the Great Fleet was the only protection the fleet had from the perilous dangers of unprotected Warp travel and it worked on the same principles of the Imperium's Gellar Field generators only on an unbelievable scale.

This field was then reinforced by similar generators on every ship or planetoid in the fleet. This barrier between the Great Fleet and the Immaterium was generated by truely ancient machinery located in the core of one of the largest planets within the fleet, Nova Salvatus, which was jealously guarded by the Warpbourne's most elite and seasoned warriors. The massive Gellar Field proved to be a formidable defense against the encroachment of the hostile denizens of the Warp and incredibly pliable for any physical objects that manage to hold up within the maelstrom of the Immaterium. The result led to the absorption of new materials from lost husks of voidships lost to the currents of the Warp and asteroids or planets swallowed by massive Warp Rifts; the protective barrier of the Great Fleet stripping any latent daemonic or malefic creatures and energies from the drifting wreckage. As such, most of the fleet is composed of salvaged materials, much of it from the massive Space Hulks known to drift upon the currents of the Warp.

Despite being an indomitable barrier against the dark predators that prowl within the Warp, the massive Gellar Field is not perfect and breaches are fairly common, daemonic incursions make up the majority of field breaches. Therefore, the Great Fleet has consistently developed and deployed countless countermeasures throughout the many thousands of years it has sailed through the Warp. Caring only for survival, the Warpbourne have historically had no reservations about genetic manipulations or pursuing technology to its absolute limits leading to a multitude of abhuman races and deadly weapons of destruction. With their mysterious past and thousands of years of genetic tinkering, one questions arises: Are the Warpbourne human? Were they ever human?

The Great Fleet Fragments

Time and pressure is enough to change most anything in the universe and the same was true for the Great Fleet. In recent years, daemonic incursions grew steadily in number and the mighty armies that protected the fleet were starting to show signs of strain. When the fleet brushed against the fringes of the Astronomican's light, the Navigos Congress decided that it was time to guide the fleet towards the mysterious beacon rather than shy away as the fleet has done in the past. As the fleet sails closer and closer to the psychic beacon, it was decided that the fleet should begin to exit the Immaterium and establish footholds in the physical realm they have avoided for so long. The exit points where chosen by the faint echoes of the psychic communications of the Imperium's Astropaths and within just a few weeks in realspace, hundreds of Imperial worlds and outposts were suddenly facing fleets of alien vessels erupting from the Warp without preamble. Panic, pandemonium, and, often, destruction heralded the arrival of the Warpbourne into a galaxy already stricken with death and despair.

The Warpbourne have arrived and they have not survived for so impossibly long within a realm of chaos and impossibility just to give up at the first sign of resistance. They are here and they are here to stay.



Faction Special Rules
Spoiler:
Aggressive Biotech
Most of the Warpbourne's genetically engineered war beasts are wired to become even more dangerous if wounded.
While this model's current wounds is less than its maximum, it has the Shred special rule.

Unstable Archeotech
Having been isolated from most other races in the galaxy for so long has led to some glaring weaknesses to certain kinds of attacks; however, the millennia of refinement and testing has also made these technologies very efficient and effective.
Models with this special rule are affected and can be targeted by weapons with the Haywire special rule as if they were a vehicle; however, the model instead suffers an automatic wound on a d6 roll of 2+ with an AP vlaue equal to the weapon's AP value unless a 6 is rolled, which is automatically AP2. Furthermore, if a model with this special rule fails an Armor Save, roll a d6: on a 5+ the wound is negated.

Warp Gate
Having sailed through the Warp for unknown amount of time has given the Warpbourne a nearly-unrivaled mastery of creating openings between the Immaterium and reality; so much so that the Warpbourne can reliably teleport through both psychic powers and the advanced machinery on board most of their vessels.
A model with this special rule has the Deep Strike special rule and can always arrive from reserves, ongoing reserves, or Deep Strike reserves via the Deep Strike special if it so chooses.


HQ Units

Foscav
I wanted a melee bruiser that, while scary, was not a beat-stick when taken as stock. Furthermore, I wanted to give the Warpbourne some sort of anti-psyker defenses but also make it detrimental to friendly psykers as well.
Spoiler:
Foscavs

The title of Foscav is handed only to the most revered and seasoned military commanders who have proven themselves capable of being the protective shield necessary to keep the population of the Great Fleet safe from the near constant daemonic incursions. As these soldier-commanders rise through the ranks and survives years of combat, the biotic and mechanical modifications to their body leave them as a heroic pseudo-human capable of shrugging off devastating wounds and incredible feats of strength and skill. When the Great Fleet dispersed into the material world, each splinter fleet was under the supervision and protection of at least one Foscav. Each of these leaders are free to command as they see fit and it is a rare sight to see two Foscavs solve a problem in the same manner.

Foscav - 110pts
Unit Type - Infantry (Character)

WS BS S T W I A Ld Sv
5 5 4 5 4 4 4 10 3+

Wargear
Close Combat Weapon
Mag Pistol
Frag Grenades
Warden Armor
Null Amplifier

Special Rules
Adamantine Will
Independent Character

Null Amplifier - Psychic Powers that target any models within 12" suffer a -1 to rolls to generate warp charge.

Options
A Foscav may replace close combat weapon and/or Mag Pistol with any item on the Melee Weapons, Ranged Weapons lists.
May take items from the Special Issue Wargear or Articles of Reverence lists
A Foscav may replace Warden Armor for Bastion Armor - 25pts
-A Foscav in Bastion Armor may replace both his close combat weapon and Mag Pistol for an item on the Heavy Weapons list
-May take a Distortion Shield - 20pts
-May take a Jump Pack - 15pts


Navigos
Given the lifetime spent in the Warp, I wanted these Psykers to be pretty strong and a choice for a solo HQ. Not terribly effective outside of Psychic phase without sinking more points in.
Spoiler:
As Foscav is the highest title a soldier can hope to achieve, Navigos is the most honorable position for a Psyker, or The Gifted as the Warpbourne call them, born amongst the fleet. Navigos are, in effect, senators to a fleet-wide congress dedicated to guiding the course of the massive Great Fleet.

The genetic mutation that promotes psychic abilities has always been a rare occurrence for the Warpbourne and is actively monitored and preserved. Even though the Warpbourne possess the technology to give this mutation to the general population they refuse to let the numbers of new Psykers grow too high as it would draw even more attention from the enemies in the Warp. Once elevated to the status of Navigos, the Psyker has been thoroughly trained and conditioned against the corruption of the warp surrounding the fleet. Many Navigos utilize this training and devote their lives to helping the defense forces fight off daemons and keep the peace rather than attending the navigational congress.

Navigos - 95pts
Unit Type - Infantry (Character)

WS BS S T W I A Ld Sv
5 5 3 3 3 5 1 10 4+

Wargear
Disruption Field
Force Pistol
Drae Claiv
Vigilance Plate

Special Rules
Independent Character
Psyker (Mastery Level 2)
Spatial Precision
Warp Gate

Spatial Precision - When a Navigos arrives from reserves or ongoing reserves via Deep Strike rules he only uses a single d6 for scatter. If a Navigos is attached to a unit, he may only use this rule if every model in the unit has the Warp Gate special rule.

Warp Gate - This model may choose to arrive from reserves or ongoing reserves via the Deep Strike special rule.

Options
May be upgraded to Psyker (Mastery Level 3) - 35pts
May exchange his Force Pistol and/or his Drae Claiv for items from the Melee or Ranged weapons lists
May take items from the Special Wargear or Articles of Reverence lists

Navigos may take Psychic powers from the Aperimancy, Divination, Pyromancy, and Telepathy disciplines.


Shokruh
Looking for a ranged HQ without the nice special rules as with the others.
Spoiler:

A Shokruh is a precious resource for any ship, or planet, within the Great Fleet. These masters of technology have earned this revered title through decades of dedicated service to the fleet and its unquenchable need for its machines, equipment, and constructs to continue working. Most Shokruhs either focus on biological or mechanical studies and are rarely ever seen outside of a lab or proving ground. However, there are some who suit up in the massive Bastion armored exoskeletons to research exactly what the military needs; even if it means battling nightmares beyond imagination. This Shokruhs are a devastating hammer for any field commander to bring down upon an enemy and are even competent commanders in their own right, often leading warbands of Automatons directly into the heart of the enemy.

Shokruh - 130pts
Unit Type - Infantry (Character)

WS BS S T W I A Ld Sv
3 5 4 5 3 4 3 8 2+

Wargear
Mag Rifle
Mag Rifle
Bastion Armor
Disruption Field
Frag Grenades

Special Rules
Independent Character
Targeting Array

Targeting Array - A Shokruh may fire an additional weapon during the Shooting Phase

Options
May replace both Mag Rifles for
- Twin-Linked Heavy Mag Rifle - 10pts
- Twin-Linked Lightning Rifle - 15pts
- Twin-Linked Neutron Ray - 20pts
- Two Hyper Rifles - 20pts
- Two Neutron Scatter Guns - 20pts
May replace either Mag Rifle for items from the Melee or Ranged Weapons lists
May take items from the Special Wargear or Articles of Reverence lists


Demagogues
Kind of a cross between a Chaplain and a Ministorum Priest without all that religion
Spoiler:
Demagogues are the representatives of the general populace within the fleet. Often seen making grandiose speeches and emotional monologues to champion the will and needs of his people, most Demagogues are viewed as bureaucrats or politicians whom simply stick with their constituent populations. The truth is surprisingly the opposite; Demagogues are required to undergo a minimum of ten years of combat duty before being allowed to speak for their people. During these ten years of duty the Demagogue is encouraged to gather whatever resources or personnel necessary to not only keep himself alive but also to gain prestige as a leader and commander.

Demagogue - 85pts
Unit Type - Infantry (Character)

WS BS S T W I A Ld Sv
5 4 3 3 3 3 2 10 5+

Wargear
Mag Pistol
Fireblade
Raider Armor
Disruption Field
Frag Grenades

Special Rules
Independent Character
Warp Gate
Zealot

Options
May replace Mag Pistol with items from the Melee or Ranged Weapons lists
May take one of the following:
-Vigilance Plate - 5pts
-Warden Armor - 35pts
-Bastion Armor - 55pts
May take items from the Articles of Reverence list


Warp Witches
I wanted to represent the lesser psykers and let them get sprinkled throughout an army. With only 1 wound and leadership 8, I wanted them to be brittle.
Spoiler:
Not all who are gifted with psychic powers are strong enough to warrant becoming a Navigos; however, gifts are not to be tossed to the wayside and so these lesser Psykers undergo different training regimens and become capable soldiers and peace officers.

Warp Witch - 40pts
For each Navigos or Demagogue in this detachment, you may take 0-3 Warp Witches. They do not take up a Force Organization slot, and do not qualify as a mandatory HQ selection.

WS BS S T W I A Ld Sv
Warp Witch 3 4 3 3 1 3 1 8 4+
Unit Type - Infantry (Character)

Wargear
Force Pistol
Close Combat Weapon
Vigilance Plate

Special Rules
Independent Character
Psyker (Mastery Level 1)
Warp Gate

Options
May replace her close combat weapon with a Force Pistol - 15pts
May take items from the Melee Weapons and Special Issue Wargear lists

Warp Witches may take powers from the Divination, Pyromancy, and Telepathy disciplines.


Retainers

Spoiler:
Most military and political figures have some sort of retinue under their control; Retainers are simply the legal muscle these figures are allowed to have. Most Retainers are not trained for front-line combat but are instead trained for strike-operations or as discreet bodyguards for their liege.

Retainers - 75pts
Wanted a flexible but flimsier version of a Space Marine command squad.
For each Foscav, Shokruh, or Demagogue in this detachment you may take a unit of Retainers. They do not take up a Force Organization slot, and do not qualify as a mandatory HQ selection.

WS BS S T W I A Ld Sv
Retainer 4 5 3 3 1 4 2 7 5+
Veteran Retainer 4 5 3 3 1 4 2 8 5+
Unit Type - Infantry. Veteran Retainer is Infantry (Character)
1 Veteran Retainer
4 Retainers

Wargear (Retainers)
Mag Rifle
Raider Armor

Wargear (Veteran Retainers)
Mag Rifle
Mag Pistol
Raider Armor

Special Rules
Warp Gate

Options
Any Retainer may replace his Mag Rifle for a Mag Pistol and Close Combat Weapon - Free
The Veteran Retainer may replace his Mag Rifle and/or Mag Pistol for items on the Ranged Weapons list
Any Retainer may replace his Mag Rifle for a Lightning Rifle - 15pts
Two Retainers may take an item from the Special Weapons list.
Any Retainer may take a MAT Rocket - 7pts each
May equip entire unit with:
-Phos Grenades - 15pts
-Bio-Mods - 15pts
-Vigilance Plate - 25pts
-Ghost Field Generators - 25pts


Troops

Wardens
I wanted to mitigate the fact that these guys were going to wind up as rough Marine Equivalents, so I drastically reduced the unit size and with the Mag Rifles being salvo, it really limits their mobility compared to Tac Marines.
Spoiler:
No defense is perfect and the Wardens are the rank and file soldiers that are dedicated to rooting out any threats to the fleet and to responding to daemonic incursions. These mechanized infantrymen rely on decades of training and their advanced Warden exosuits to overcome their generally few numbers on the battlefield. Wardens often deploy as small specialized squads and work in concert with each other across the battlefield.

Wardens - 60pts

WS BS S T W I A Ld Sv
Warden 4 4 4 4 1 3 1 7 3+
Veteran Warden 4 4 4 4 1 3 1 8 3+
Unit Type - Infantry. Veteran Warden is Infantry (Character)
1 Veteran Warden
2 Wardens

Wargear
Mag Rifle
Mag Pistol
Frag Grenades
Warden Armor

Special Rules
Warp Gate

Options
May include up to three additional Wardens - 20pts per model
The Veteran Warden may replace his Mag Rifle and/or Mag Pistol for items on the Melee or Ranged Weapons lists
The Veteran Warden may take a MAT Rocket - 7pts
For every three models in the unit, one Warden may replace his Mag Rifle with an item on the Heavy or Special Weapons lists
May equip entire unit with:
-Phos Grenades - 3pts per model
-Bio-Mods - 3pts per model

May take a Pilum or Javelin as a Dedicated Transport


Goliath Auxiliaries
In keeping with the low-model count goal and the Bio/tech focus of the Warpbourne, these guys were built off the Ogryn stat frame but dialed back a bit to justify the Troop slot.
Spoiler:
These hulking brutes are the result of an encouraged genetic mutation enhanced with further intervention from the Great Fleet's Shokruh. Goliaths enjoy a relatively stable existence since being integrated with the general populace several millennia ago. Goliaths are similar to the Ogryns of the Imperium in many aspects but so many years of gentle modifications to the genetic code have turned Goliaths into more capable members of society and well as being effective on the battlefield. Military service for Goliaths is purely voluntary but very few choose not to serve for at least a decade citing a sense of purpose in the endeavor. On the battlefield, Goliath Auxiliaries generally are as numerous, if not more numerous depending on the commander's preferences, than their Warden counterparts.

Goliath Auxiliaries - 110pts

WS BS S T W I A Ld Sv
Goliath 4 3 4 4 3 2 3 6 5+
Goliath Sgt 4 3 4 4 3 2 3 8 5+
Unit Type - Infantry. Veteran Goliath Sgt. is Infantry (Character)
1 Goliath Sergeant
2 Goliath

Wargear
Mag Rifle
Mag Pistol
Frag Grenades
Raider Armor

Special Rules
Furious Charge
Relentless
Very Bulky

Options
May include up to five additional Goliaths - 35pts per model
May equip entire unit with:
-Phos Grenades - 3pts per model
-Bio-Mods - 5pts per model

May take a Tutar as a Dedicated Transport


Combat Automatons
These were built off the Tyranid Warrior platform but I made it a little slower and more ranged-focused. However, to combat the Slow but Purposeful, they get limited access to heavier weapons. Furthermore, the Unstable Archeotech SR makes these guys vulnerable to Haywire.
Spoiler:
As if the human tenacity and adaptability of the Wardens and the brute force of the Goliath Auxiliaries were not mighty enough; the fleet has steadily relied on a vast reserve of semi-sentient artificially intelligent constructs to fill any further needs. These constructs may ironically names themselves Automatons but they are far from unimaginative and expendable combat drones. Like Goliaths, Automatons enjoy full citizenry but often serve long tours of duty with the military before retiring to more domestic roles. Combat Automatons are a terrifying and fearless force upon the field of battle; though their mechanical bodies may be destroyed, the memory fragments are often recovered and uploaded back into a new body. Most of the highest honored gravesites within the Great Fleet are dedicated to the Automatons who gave all they had to protect the fleet.

Combat Automatons - 105pts

WS BS S T W I A Ld Sv
Automaton 3 4 4 4 3 4 3 10 4+
Unit Type - Infantry.
3 Automatons

Wargear
Mag Rifle
Close Combat Weapon

Special Rules
Bulky
Fearless
Self-Destruct Protocol
Slow but Purposeful
Unstable Archeotech

Self-Destruct Protocol - When an Automaton loses its last wound during the assault phase, immediately place a small blast template over the model before removing it from play. Every model, friend or foe, under the template suffers a Strength 4, AP- hit. Any wounds dealt by this attack are included in the totals at the end of the assault phase.

Options
May include up to six additional Automations- 35pts per model
Any model may exchange its Close Combat Weapon for a Lightning Pistol - 5pts each
One model may take an item from the Special or Heavy weapons lists.
May equip entire unit with:
-Phos Grenades - 3pts per model

May take a Pilum, Javelin, or Tutar as a Dedicated Transport


Dedicated Transports

Pilum Assault Carrier
Battering Ram would be an appropriate analog for what I had in mind. Very brittle, it will barely get its payload to the target before getting destroyed
Spoiler:
As most of the engagements throughout the Warpbourne's history have been violent and short battles across the multitude of ships, asteroids, moons, and planets within the Great Fleet's protective field, the need for a flexible and fast-respond personnel carrier was very evident. Originally prototyped as a type of boarding-torpedo for hypothetical ship-to-ship combats, the Pilum Boarding Torpedo was modified into the highly-favored Pilum Assault Carrier. With its powerful deflection shield, the lightly-armored anti-grav transport can charge forward while the enemies' shots bounce harmlessly off.

Pilum Assault Craft - 65

BS Front Side Rear HP SR
Pilum Assault Craft 3 12 10 10 2 Skimmer, Open-Topped

Wargear
Deflection Shield

Special Rules
Deep Strike
Warp Gate

Transport Capacity: 10. May carry Bulky units.

Delfection Shield - Grants a 4+ Invulnerable Save to the Archer; if this save is failed, the shield ceases to function until the beginning of its next turn. At the beginning of any move phase, the Archer may focus its Deflection Shield into a lance of energy at the prow of the vessel; during this turn, the Archer may Tank Shock or Ram as if it were a Tank. Furthermore, when Ramming, it is treated as having an Armor Value of 14 for the Ram. The shield ceases to function until the beginning of the next turn.

Options
May take items from the Vehicle Upgrades list
May take a Rotary Grenade Launcher - 20pts
-May take Phos Grenades - 10pts


Javelin Weapons Platform
The obligatory weaponized transport.
Spoiler:
The Javelin Weapons Platform is a modified version of the Pilum Assault Carrier that trades transport capacity in favor to carry an array of different infantry-support weapons. Javelins are often seen in the vanguard of larger counter-attacks advancing at high speeds while laying down a barrage of fire.

Javelin Weapons Platform - 75

BS Front Side Rear HP SR
Javelin 3 12 10 10 2 Skimmer, Open-Topped

Wargear
Deflection Shield
Twin-Linked Hypercannon

Special Rules
Deep Strike
Warp Gate

Transport Capacity: 6. May carry Bulky units.

Delfection Shield - Grants a 4+ Invulnerable Save to the Archer; if this save is failed, the shield ceases to function until the beginning of its next turn. At the beginning of any move phase, the Archer may focus its Deflection Shield into a lance of energy at the prow of the vessel; during this turn, the Archer may Tank Shock or Ram as if it were a Tank. Furthermore, when Ramming, it is treated as having an Armor Value of 14 for the Ram. The shield ceases to function until the beginning of the next turn.

Options
May take items from the Vehicle Upgrades list
May exchange the Twin-Linked Hypercannon for:
-Twin-Linked Neutron Ray - 10pts
-Twin-Linked Heavy Mag Rifles - 5pts


Tutar Assault Crawler
I wanted an alternative Land Raider/Battlewagon heavy transport without resorting to AV14.
Spoiler:
Rather than bog down a tank with layer after layer of armor, the designers of the Tutar Assault Crawler opted to instead fit an massive Dispersion Field Generator to provide a significant boost to the heavy transport's survivability. Historically, Tutars were used only occasionally and for incursions that have managed to establish a solid foothold. Tales abound of waves of Tutars stoically charging deep into enemy forces and disgorging a small army of equally courageous Warpbourne.

Tutar Assault Crawler - 150

To endure is to survive.

BS Front Side Rear HP SR
Tutar 3 12 12 12 4 Open-Topped, Tank

Wargear
Disruption Field
Two Rotary Grenade Launchers

Special Rules
Independent Targeters

Transport Capacity: 15. May carry Bulky or Very Bulky units.

Independent Gunners - One weapon on this vehicle may fire at a separate target than the others.

Options
May take items from the Vehicle Upgrades list
May exchange each Rotary Grenade Launcher with a Twin-Linked Heavy Mag Rifle - Free


Elites
Weir Guard
Was looking for a biotic wolf-bear-wolverine creature that was tough and intimidating in melee.
Spoiler:
Given the dizzying number of ships and planetoids within the Great Fleet, it is a near impossible task to watch every corner at all times. A long time ago, Warpbourne geneticists developed a passable solution to the problem while freeing up the Wardens to a more active role in the defenses of the fleet. No one really is sure what creature the Weir Guard originally started out as but the creatures are certainly no longer recognizable as any other species in the fleet. Often used as a devastatingly strong patrol creature, Weir Guards are a fairly common sight amongst the fleet; some Weir Guard are also bred and raised as war-beasts, even gaining armor plating and synthetic weaponry.

Weir Guard - 60pts

WS BS S T W I A Ld Sv
Weir Guard 4 2 5 5 2 3 2 7 5+
Weir Guard Alpha 4 2 5 5 3 3 3 8 5+
Unit Type - Beast
1 Weir Guard

Wargear
Weir Claws

Special Rules
Aggressive Bio-Tech
Hammer of Wrath
Very Bulky

Options
May include up to two additional Weir Guard - 60pts per model
May upgrade one Weir Guard to a Weir Guard Alpha - 15pts
Entire unit may take any of the following upgrades:
-Barding - 10pts per model
-Bio-Mods - 5pts per model
-Stim Packs - 5pts per model


Skeon
Built as a sub-par competitor to a Bloodthirster or Nemesis Dreadknight, I built this to be able to get to a fight but lacks the Instant Death options in melee or the ranged capabilities of the NDK.
Spoiler:
Not all of the creatures that have come from the Warpbourne's genetic labs have a place in the domestic lives of the public. Skeons are perhaps the most notably unsuited for anything other than instilling fear and hunting down even the largest of threats. These tall, dark-skinned, humanoids are best described as a human's darkest night terror made manifest. A Skeon naturally projects a shadowy aura that makes it almost impossible to make out the creature's true form until it is upon its foe. Perhaps even more terrifying, Skeons were all humans at one point and still possess most of their memories and high-functioning intelligences making them skilled soldiers and hunters alike.

Skeon - 175pts

WS BS S T W I A Ld Sv
Sceon 6 4 6 6 5 6 3 9 3+
Unit Type - Monstrous Creature (Character)
1 Sceon

Wargear
Two Magma Gauntlets

Special Rules
Aggressive Bio-Tech
Fearless
Fleet
Stealth
Shrouded
Warp Gate

Options
May be upgraded with
-Phase Shifter - 40pts
-Disruption Field - 30pts
May be upgraded to Psyker (Master Level 1) -25pts
May replace one Magma Gauntlet with one of the following:
-Hypercannon -15pts
-Lighting Cannon - 25pts
-Neutron Cannon - 35pts
-Rotary Grenade Launcher - 20pts
-with Phos grenades - 10pts


Exemplars
Built along the same lines as Assualt Centurions but without the Seige Drills
Spoiler:
Veteran Wardens who are found with a significant skill in hand-to-hand combat are often pushed to apply to become Exemplars. Applicants are subjected to intense training and mental conditioning and most fail out within the first of the five years of the program. The resulting product of this process is a hardened soldier who is beyond dedicated to the defense of the fleet. An Exemplar takes to the field of battle in the mighty Bastion armored exoskeleton and is often used as a super-heavy melee shock troop to counter the largest and most dangerous daemons.

Exemplar - 70pts

WS BS S T W I A Ld Sv
Exemplar 5 3 5 5 2 4 2 8 2+
Unit Type - Infantry
1 Exemplar

Wargear
Bastion Armor
Fireblade
Lightning Gauntlet

Special Rules
Warp Gate
Zealot

Options
May take up to four additional Exemplars - 70pts each
Any model may replace its Fireblade and/or Lightning Gauntlet for the following:
-Gravity Hammer - 10pts
-Grenade Launcher with Phos Grenades - 5pts (one per model)
-Distortion Shield - 10pts
-Magma Gauntlet - 20pts
-Plasma Blade - Free

Any model may take:
-Breach Mines 5pts
-MAT Rocket - 7pts
-May take a Jump Pack - 15pts


Caislin Walker
Nearly everyone gets a Walker at some point, so why not?
Spoiler:
The Caislin Walker is a hulking mass of a dangerous war machine; and is typically regarded as the larger cousin of the Bastion armored exoskeleton. A Caislin's thick slabs of armor are often made from the salvaged hulls of combat ships found floating within the warp and are thick enough to withstand the most vicious of assaults. Caislins have been in service for nearly a thousand years and has been refined into a versatile killing machine. Mechanics can often switch out a Caislin's weapons with relative ease, making it possible for Caislins to adapt more quickly to the battlefield than most other vehicles of its kind.

Caislin - 125

WS BS S F S R A HP
Caislin 4 4 5 13 12 12 3 3
Unit Type - Vehicle (Walker)
1 Caislin

Wargear
Two Lightning Gauntlets

Special Rules

Options
May one Lightning Gauntlet with:
-Fireblade - Free
-Gravity Hammer - 15pts
-Magma Gauntlet - 25pts
May replace the other Lightning Gauntlet with
-Magma Gauntlet - 25pts
-Lightning Cannon - 25pts
-Twin-Linked Heavy Mag Rifle - 25pts
-Neutron Cannon - 35pts
-Two Twin-Linked Hyperrifles - 15pts
May take up to four MAT Rockets - 7pts each


Fast Attack

The Teine
Here, I went with Jet Pack infantry to express the agility of what I wanted; I didn't want them to have the straightforward speed of Jump Packs
Spoiler:
One theory on why the Warpbourne first took flight into the Immaterium was that they were in search of transcendence, that something more may lay beyond the turbulent realm of the Warp. The basis for such a theory is the Teine. This race of abhumans has been a part of the Great Fleet for as long as the records exist. A Teine is a slightly shorter, more slender, human with a large pair of wings jutting out from her back. As far as the most skilled Biotic Shokruhs can tell, Teines were, in fact, once normal human who underwent a significant genetic restructuring. Alongside their wings, the Teine possess a minute fraction of psychic ability which manifests as an ability to create fire; some Teine can eventually become strong enough Psykers to manifest a larger array of Pyromantic powers. As with the Goliaths, the Teine enjoy full citizenship within the Great Fleet.

Teine - 115pts

WS BS S T W I A Ld Sv
Teine 3 3 3 3 1 5 2 6 5+
Elder Teine 3 3 3 3 1 5 3 8 5+
Unit Type - Jet Pack Infantry. Elder Teine is Jet Pack Infantry (Character)

4 Teine
1 Elder Teine

Wargear
Lightning Rifle

Special Rules
Conflagrate
Hit & Run
Jink
Warp Gate

Conflagrate - A Teine's close combat attacks have the Soul Blaze special rule.

Options
May include up to five more Teine - 22 pts each
The Elder Teine may take:
-Breach Mine - 5pts
-Ghost Field Generator - 30pts
The Elder Teine may be upgraded to a Psyker (Mastery Level 1) - 25pts
Entire unit may take:
-Bio-Mods - 3pts per model
-Phos Grenades - 3pts per model
-Stim Packs - 4pts per model

The Elder Teine may only take Pyromancy powers.


Drakes
Jetbikes without any of the ranged options typically given to bike types
Spoiler:
As the need for fast-response counter-attacks within the fleet was imperative for the Warpbourne to survive so long within the Immaterium, it was inevitable that they would develop much smaller version of the Pilum Assault Craft. The result was the personal anti-grav bike nicknamed the "Drake." These fast bikes are armed with twin-linked Mag Rifles and are often seen darting into the enemy lines and striking key targets with their devastating Anti-Tank Lances, blowing holes in daemons and tanks alike.

Drake - 66pts

WS BS S T W I A Ld Sv
Drake 3 3 3 4 1 3 1 8 4+
Unit Type - Jet Bike Infantry

3 Drakes

Wargear
Two AT Lances
Drake Jetbike
Vigilance Plate

Special Rules
Skilled Rider

Options
May include up to five more Drakes - 22 pts each
Any Drake may take:
-Plasma Blade - 10pts
-Lightning Gauntlet - 15pts
-Magma Gauntlet - 25pts
Entire unit may take:
-Bio-Mods - 3pts per model
-Phos Grenades - 3pts per model
-Stim Packs - 4pts per model


Typhoon
Wanted an agile ground-attack aircraft kitted out specifically against massed infantry and pretty lackluster against other aircraft
Spoiler:
The Typhoon is one of the most valuable assets available to a commander on the ground. Developed specifically for close-in ground-support combat, the nimble Typhoon is a devastating anti-infantry tool capable of diving onto the battlefield and blasting large swaths into the enemy's ranks. When fitted with the Ivanhoe Rocket System, a single Typhoon is capable of pulverizing a large area, leaving only blood stains and broken bodies in its wake.

Typhoon - 135pts

BS Front Side Rear HP SR
Typhoon 4 12 11 10 3 Flyer

Wargear
Two Heavy Mag Rifles

Special Rules
Strafing Run
Vector Dancer

Options
May exchange both Heavy Mag Rifles for four Hyperrfiles - Free
May take an Ivanhoe Rocket System - 25pts


Heavy Support

Talav Ri
I pictured a very angry bio-mechanical Tyrannosaur when building the stats. I wanted it fast and mean but still able to be overpowered by massed fire.
Spoiler:
Talav Ri

The Warpbourne are not squeamish about biotic or genetic manipulation, nor are they hesitant to meld this creations with the advanced technologies at their disposal. This fact is evident when a Talav Ri is unleashed upon the battlefield. Despite being a creature of terrific might before its bionic upgrades, a Talav Ri is given its own custom exoskeleton, of sorts, complete with armor plates, artificial intelligence-controlled weaponry, and a series of massive servos and pistons to grant the creature even more strength and speed. Few can outrun the creature, and those that do not have little chance of surviving an encounter.

Talav Ri - 210pts

WS BS S T W I A Ld Sv
Drake 5 3 6 6 5 4 4 8 4+
Unit Type - Monstrous Creature (Beast)

Wargear
Two Mag Rifles
Crushing Maw

Special Rules
Aggressive Biotech
Barding
Devastating Charge
Fearless
Feel No Pain (4+)

Devastating Charge - A Talav Ri's Hammer of Wrath attacks gain the Concussive and Strikedown special rules; in addition, successful Armor saves made against the Hammer of Wrath attack must be rerolled.


Archer Tank Destroyer
I was aiming to have a very fragile tank destroyer similar to the Allied self-propelled guns back in WWII.
Spoiler:
Despite having little need for a dedicated tank destroyer within the fleet's armory, the Archer has proven itself time and again as being capable of bringing down even the largest of daemons. When the Great Fleet splintered and entered realspace, the Archer finally began to be used for its intended purpose and to great effect. Despite being a tracked vehicle, it is surprisingly nimble and, aided by a vast array of sensors and AI controllers, is capable of lightning-fast strikes before fading back behind cover or utilizing its Ghost Field Generator to blend into the local terrain.

Archer Tank Destroyer - 95pts

BS Front Side Rear HP SR
Archer 4 11 11 10 2 Fast, Open-Topped, Tank

Wargear
Mag Cannon

Special Rules
Shrouded
Strike & Fade

Strike & Fade - If this vehicle has moved no further than Combat Speed in the Movement Phase, it may roll 2d6 and take the higher result; this result is how far it can move during the assault phase. This rule cannot be used if the vehicle is under the effects of Crew Shaken, Crew Stunned, or Immobilized.

Options
May replace its Mag Cannon with:
- Heavy Hypercannon - 10pts
- Lightning Cannon - 10pts
- Neutron Cannon - 25pts
May take items from the Vehicle Equipment list


Kurav Battle Tank
What it lacks in volume of fire, it makes up for in survivability.
Spoiler:
The Kurav Battle Tank has been in service longer than nearly any other vehicle in the Warpbourne's arsenal. Its rugged, simple to manufacture, design as allowed it to reign supreme over newer designs for several thousand years. What the Kurav lacks in imaginative design it makes up for with brute force; its twin-linked Mag Cannons can deal with enemy armor and monstrous creatures with equal simplicity and its thick armor plating and rigid superstructure allows it to take a beating as well. The Kurav's Mag Cannons are often traded out for other weaponry for more specialized rolls.

Kurav Battle Tank - 135pts

BS Front Side Rear HP SR
Kurav 4 13 12 12 4 Tank

Wargear
Twin-Linked Mag Cannon
Heavy Mag Rifle

Special Rules
Independent Gunners

Independent Gunners - One weapon on this vehicle may fire at a separate target than the others.

Options
May replace its Twin-Linked Mag Cannon with:
- Twin-Linked Heavy Hypercannon - 15pts
- Twin-Linked Lightning Cannon - 15pts
- Neutron Cannon - 15pts


Tempest
I took the same principles for the Typhoon and aimed the Tempest towards taking down high-priority, single targets.
Spoiler:
Where the Typhoon was developed for a ground-support role, its cousin, the Tempest, was designed as a precision-strike craft. Tempest pilots are trained from their first day to identify and destroy key targets within the enemies forces. The Tempest's Hypercannons are exceedingly effective at destroying even the most heavily armored targets and tear into large creatures with impressive efficiency. Tempest pilots are renown hunters and usually rise through the ranks by achieving a high number of kills and by having the most impressive gun-vid footage.

Tempest - 165 pts

Behold all who flee the coming storm

BS Front Side Rear HP SR
Tempest 4 12 11 10 3 Flyer

Wargear
Two Hypercannons
Heavy Hypercannon

Special Rules
Preferred Enemy (Tanks, Monstrous Creatures)
Vector Dancer

Options
May be upgraded with either the Monster Hunter or Tank Hunter special rule - 10pts


Wargear Lists
Spoiler:
Melee Weapons
A model can replace his Mag Pistol and/or Melee weapon with one of the following:
Fireblade.....................................20pts
Gravity Hammer..........................25pts
Lightning Gauntlet.......................25pts
Magma Gauntlet.........................35pts
Plasma Blade.............................15pts
Ranged Weapons
A model can replace his Mag Pistol and/or Melee weapon with one of the following:
Lightning Pistol...........................5pts
Mag Rifle....................................5pts
Neutron Scatter Gun..................10pts
Special Weapons
Grenade Launcher......................10pts
- May take Phos Grenades.......+5pts
Hyperrifle....................................15pts
Lightning Rifle.............................15pts
Long Mag Rifle............................10pts
Heavy Weapons
Heavy Mag Rifle.........................20pts
Hypercannon.............................25pts
Lightning Cannon.......................35pts
Long Mag Rifle...........................10pts
Neutron Ray..............................25pts
Special Issue Wargear
Bio-Mod1....................................10pts
Breach Mine...............................5pts
Drake Jetbike2............................30pts
MAT Rocket1...............................7pts
Stim-Pack1...................................5pts
Ghost Field Generator................30pts
Jump Pack..................................20pts
Jetpack3......................................25pts
Articles of Reverence
Admiral's Commendation.........15pts
Defendarious............................35pts
Fleet Banner.............................45pts
Gellar Blade4.............................30pts
Mechimedico's Kit....................35pts
The Storm Dagger....................25pts
Warp Portal..............................25pts
Weyand's Pyroclasm................15pts

1-May only have one of these upgrades per model
2-Not available to models in Warden or Bastion armor
3-Only available to Warp Witches
4-Not available to models with the Psyker special rule.


Fleet's Armory (Major Text Wall)
Spoiler:
AT Lances
These seemingly outdated weapons, while fairly simple in concept, are actually devastating tools in combat. Anti-Tank Lances are simply a breach mine attached to the end of a long pole and armed with a contact detonator.
Name Range S AP Type
AT Lance - 6 2 Melee, Armourbane, Charging Weapon, One Use Only
Charging Weapon: A model with this weapon may use it as a Hammer of Wrath attack (even if it does not have the Hammer of Wrath rule) or in place of its Hammer of Wrath attack if it already has the rule. However, unlike normal Hammer of Wrath attacks, the wielder must still make roll to hit with the weapon.

Creature Weapons
Though the beasts of war utilized by the Warpbourne are deadly on their own; when supplied with the right weapons, such as the devastating blades that make up a set of Weir Claws, these creatures are even more potent.
Name Range S AP Type
Crushing Maw - x2 - Melee, Lethal Strike
Weir Claws - U 4 Melee

Lethal Strike: To-Wound rolls of 6 have the Instant Death special rule

Draoi Claiomh
The Draoi Claiomh is an ancient symbol of power and prestige for the Warpbourne. However, few fail to realize that these blades are anything but mere status symbols. These blades give off a persistent thrum of energy when in the hands of a Psyker.
Name Range S AP Type
Draoi Claiomh - U 4 Melee, Force, Power of the Mind

Power of the Mind: When rolling to activate Force, take the highest successful die roll and subract 3; the result is the bonus to Strength this weapon receives while Force is active.

Pyrotech Weapons
When activated, these weapons become sheathed in a disruptive energy field that give off a massive thermal bloom when they come in contact with other physical objects; often setting them ablaze. Magma Gauntlets incorporate a secondary power source that is projected outward in a deadly shower of fire.
Name Range S AP Type
Fireblade - +1 4 Melee, Specialist Weapon, Soul Blaze
Magma Gauntlet - +3 2 Melee, Specialist Weapon, Unwieldy
Temp 4 4 One Use Only

Gravity Hammers
These massive mauls utilize a more flexible device similar to those in anti-grav skimmers such as the Pilum. The wielder simply times his swings and fluctuates the gravity around the hammer at the appropriate points to produce a surprisingly nimble weapon for its raw destructive force.
Name Range S AP Type
Gravity Hammer - x2 4 Melee, Concussive, Two-Handed


Plasma Blades
Just as most of the galaxy utilizes power swords, so do the Warpbourne; however, these blades are powered by a miniscule plasma reactor that often needs recharging after a battle.
Name Range S AP Type
Plasma Blade - U 3 Melee

Ranged Weapons

Force Pistols
The marriage between a Mag Pistol and the same technologies as the Draoi Claiomh results in these compact and dangerous little weapons.
Name Range S AP Type
Force Pistol 12" 4 6 Pistol, Force

Grenade Launchers
Simple and effective, these weapons have seen countless millennia of service. Rotary Grenade Launchers are fully automatic belt-fed grenade launchers capable of laying down a devastating fusillade of fire.
Name Range S AP Type
Grenade Launcher
Frag 24" 3 6 Assault 1, Blast
Thermal 24" 6 4 Assault 1
Phos 24" 3 6 Assault 1, Blast, Ignore Cover, Poisoned (5+)
Rotary Grenade Launcher
Frag 24" 3 6 Heavy 4, Blast
Thermal 24" 6 4 Heavy 4
Phos 24" 3 6 Heavy 4, Blast, Ignore Cover, Poisoned (5+)

Hyper Weapons
Hyper weapons launch ultra-dense adamantium darts at speeds just under the speed of light; when these projectiles impact a solid object, the energy released is enough to disintegrate most materials. At short ranges, the effect is even greater as the projectile has even more kinetic energy.
Name Range S AP Type
Hyperrifle 36" 4 3 Heavy 1, Hypersonic
Hypercannon 60" 6 2 Heavy 1, Hypersonic
Heavy Hypercannon 72" 8 1 Heavy 1, Hypersonic

Hypersonic - A weapon with this special rule roll an extra d6 for armor penetration and gains the Shred special rule when the target is closer than half the weapon's maximum range.


Ivanhoe Rocket System
The Ivanhoe Rocket System was developed as the answer to a vastly superior numerical force. The apparent inaccuracy in the weapon's early prototypes yielded surprisingly effective results as targets could not reliably evade such a high number of erratic projectiles.
Name Range S AP Type
Ivanhoe Rocket System 24" 4 5 Heavy 8, Blast, Fire for Effect

Fire for Effect - Do not subtract the model's Ballistic Skill when rolling for scatter for attacks with this weapon.

Lightning Weapons
Lightning weapons are the most terrifyingly beautiful weapons in the Warpbourne's arsenal. These weapons use an array hypercapacitors to build up an unnaturally high electrical charge and then using a complex electromagnetic field to unleash it in a focused direction.
Name Range S AP Type
Lightning Pistol Temp 4 5 Pistol, Get's Hot
Lightning Rifle 18" 6 4 Rapid Fire
Lightning Cannon 36" 7 2 Heavy 1, Blast
Lightning Gauntlet - +1 3 Melee, Haywire, Specialist Weapon

Mag Weapons
Working on similar principles as the Hyper Weapons, Mag weapons instead focus on versatility, efficiency, and reliability. Standard Mag weapon ammunition usually splinters upon impact with most armors, causing a massive amount of internal trauma on the target.
Name Range S AP Type
Mag Pistol 12" 4 6 Pistol
Mag Rifle 24" 5 5 Salvo 2/3
Heavy Mag Rifle 36" 6 4 Heavy 4
Long Mag Rifle 36" X 5 Heavy 1, Sniper
Mag Cannon 60" 8 3 Heavy 1, Concussive

MAT Rocket
The Mobile Anti-Tank Rocket is a man-portable rocket capable of dealing with most kinds of vehicles and heavy armor at a short range. Most infantry consider it the equalizing factor when fighting against some of the largest monstrosities.
Name Range S AP Type
MAT Rocket 12" 8 2 Heavy 1, One Use Only

Neutron Weapons
Considered the most heinous crime when used on fellow Warpbourne, Neutron Weapons are happily turned upon the fleet's enemies. Utilizing an advanced radiation generator, Neutron Weapons fire a deadly burst of radiation and energy capable of turning the internal organs of most creatures into liquids without having to effect the outer armor.
Name Range S AP Type
Neutron Scatter Gun 12" 4 4 Assault 2, Neutron (4+)
Neutron Ray 24" 5 4 Heavy 3, Neutron (4+)
Neutron Cannon 36" 6 4 Heavy 2, Blast, Neutron (4+)

Neutron - A weapon with this special rule have the Poisoned special rule, where the roll required to wound is indicated in the parenthesis after "Neutron," and the target's Toughness is treated as one lower for this attack; this affects the target's Instant Death threshold.

Grenades

Breach Mines
More similar to a larger grenade, the name "Breach Mine," is a bit misleading until one realizes that this miniature fusion bombs were originally designed to roll up again a bulkhead and vaporize it.

Shooting
Despite their smaller size, Breach Mines cannot be used to make a shooting attack.

Assault
Unless used in assaults against vehicles, gun emplacements or Monstrous Creatures,
breach mines have no effect. When used in assaults against vehicles, buildings, gun
emplacements or Monstrous Creatures, breach mines have the following profile:

Name Range S AP Type
Breach Mine - 6 2 Melee, Armourbane


Phos Grenades
Phos grenades utilizes a cocktail of reactive materials that ignite and cling to a multitude of surfaces in a given area.

Shooting
When a unit armed with Phos genades makes a shooting attack, one model can
choose to throw a grenade, rather than using another shooting weapon.

Name Range S AP Type
Phos Grenade 8" 3 - Blast, Ignore Cover

Assault
Models charging a unit that includes any models equipped with Phos grenades do not
gain bonus Attacks from charging. However, if the charged unit was already
locked in combat from a previous turn, or has Gone to Ground, these grenades have no
effect and the attackers gain bonus Attacks as normal.


Wargear

Warpbourne Armor

Barding
Barding is a generic term for armoring a non-human, in the case of the Warpbourne's war beasts, it means adding several layered-composite plates to protect important locations on the creature
Barding confers a 4+ Armor Save.

Bastion Armor
The Bastion armored exoskeleton is the pinnacle in Warpbourne technology aimed at survivability. Bastion Armor is a heavy-duty powered exoskeleton with a minimum of three distinct layers of different armor plating and protected with a small scale dispersion field on the surface.
Bastion Armor confers 2+ Armor Save, +1 to Strength, +2 to Toughness and has the Slow and Purposeful, Unstable Archeotech, and Very Bulky special rules. The Slow and Purposeful special rule is not conferred to other models in the same unit but still limits how far this model may move.

Raider Armor
Considered the minimum necessary in protect armor, Raider Armor is a series of light armor plates designed to give the wearer at least a minimal chance of survival.
Raider Armor confers a 5+ Armor Save.

Vigilance Plate
Vigilance Plate is a suit of layered-composite armor plates that is given a secondary layer of protection from a small-scale dispersion field.
Vigilance Plate confers a 4+ Armor Save and has the Unstable Archeotech special rule.

Warden Armor
Warden Armor is a scaled-down version of the Bastion Armor's exoskeleton which sacrifices protection for enhanced mobility and a smaller size.
Warden Armor confers a 3+ Armor Save, +1 to Strength, and a +1 to Toughness and has the Unstable Archeotech and Bulky special rules.


Special Issue Wargear

Bio-Mod
Bio-Mods are the generic term for the synthetic muscular enhancements or augmentations available to a willing soldier.
Bio-Mods confer a +1 to Strength

Disruption Field
These generators create a field of dissonant energies capable of negating energy weapons and sending projectiles hurtling off in varying directions
A Disruption Field confers a 4+ Invulnerable Save

Distortion Shield
Utilizing the same technology as a Disruption Field, a Distortion Shield is a solid plate of armor fitted with an even more power generator. The resulting effect distorts light traveling around the shield to a dizzying degree.
A Distortion Shield confers a 3+ Invulnerable Save and prevents the model from gaining bonus attacks from having multiple weapons.

Ghost Field Generator
Using a series of projectors and holograms, these advanced pieces of equipment help conceal anything nearby.
A Ghost Field Generator confers the Shrouded special rule.

Stim Pack
Stim Packs are a volatile cocktail of stimulants and performance enhancers which, if abused, can result in total organ failure or insanity.
Grants Furious Charge and Feel No Pain (5+) for one turn


Articles of Reverence

Admiral's Commendation
This heavily modified Mag Pistol features a higher ammunition capacity as well as an ability to pour out an intense fusillade of rounds; however, it often needs a new barrel after each combat.

Name Range S AP Type
Admiral's Commendation 12" 4 6 Assault 6

Defendarius
This ancient maul pre-dates the existing history belonging to the Warpbourne. No one know how it is powered or if it will ever cease providing a boost to the energy fields around it.
Name Range S AP Type
Defendarius - +2 4 Melee, Energy Field

Energy Field: Defendarius improves any existing Invulnerable Save by 1, up to a maximum of 3+. If the wielder does not have an Invulnerable Save, it instead gains a 5+ Invulnerable Save.

Gellar Blade
Gellar Blades are extremely rare and beautiful weapons; each one hand-crafted and tailored to its wielder. These blades are an anathema to any psyker to come across them.
Name Range S AP Type
Gellar Blade - +1 3 Melee, Master-Crafted, Null Field,
Two-Handed

Null Field: A weapon with this special rule gains an additional bonus to its Strength based on the Psyker Mastery Level of the target of the attack. For Example: A model using the Gellar Blade attacks an Eldar Spiritseer which has a Master Level of 2, the Gellar Blade's bonus Strength for these attacks is 1 (from the weapon itself) plus 2 (from the Mastery Level of the target) for a total bonus of +3

Fleet Banner
A banner of the Great Fleet is indeed a symbol of strength and perseverance for the Warpbourne and few are not bolstered by the sight of one flying high.
Friendly units within 12" of the bearer of the Fleet Banner gain the Crusader special rule.

Mechimedico
This helpful little automaton has spent several centuries patching up both man and machine and has proven itself a blessing for those around it.
A unit containing a model with Mechimedico gains the Feel No Pain (5+) special rule. You may place a model on the board to represent Mechimedico but it cannot be targeted nor removed from play until the model with the upgrade is removed from play, at which point Mechimedico is also removed.

The Storm Dagger
The Storm Dagger is an ingenious display of technology: it blends the grace of a plasma blade with the brute force of a lightning pistol without sacrificing much combat capability.

Name Range S AP Type
Stormdagger - U 4 Melee, Haywire, Master-Crafted
Temp 4 5 Pistol, Get's Hot, Master-Crafted

Warp Portal Generator
Rather than relying on nearby ships or a strong enough Navigos, this devise allows the wielder to open Warp Portals in the near vicinity to allow more troops to enter the fight.
Any unit composed entirely of models with the Warp Gate special rule do not scatter when arriving from Deep Strike Reserves or Ongoing Reserves if the first unit is placed within 12" of this model.

Weyand's Pyroclasm
This peculiar set of Warden Armor was a nearly-forgotten prototype that allows the user to radiate a blast of fiery energy which leaves the suit with limited power for a short period.
A model with this set of Warden Armour may exchange all of its close combat attacks for a special attack. Place a Large Blast Template over this model and each unit, both friendly and enemy, with a model under the template suffers a number of Strength 4 AP 5 hits equal to the total number of models under the template. Wounds from this attack cannot be allocated to the model with Weyand's Pyroclasm.
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This message was edited 11 times. Last update was at 2015/03/30 23:28:49


 
   
Made in us
Fixture of Dakka





I've only had a chance to skim all that, but I love the passion you've put into it, and I'm always a fan of bio-engineering and humans that aren't afraid of advancing their tech. I'm not clear from my skimming on why they've decided to go to war with the Imperium though. Other than the Imperium being jerks that is.

For a moment, I was going to complain about this society holding out so well after being stuck in the warp for so long, but if Craftworld Alaitoc can do it...


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Fresh-Faced New User





Honestly, I haven't given it much thought beyond: "We're going to survive; no matter who is in our way." I'm adamant about wanting them to be a non-Imperial faction but I can see them working together if the right circumstances arose.

Thinking on it now, Imperial worlds would be among the easiest to assimilate; actually, they may be the easiest to locate due to the shipping traffic through the warp and astropaths. Therefore, that'd probably be the most likely places for the splinter fleets to pop out of the warp. Given the Imperium's tendency to burn first and then see if they are a heretic, I'd say that the Warpbourne would claim that the Imperials started it.
   
Made in us
Fresh-Faced New User





I'm thinking about giving Navigos the Aperimancy, Divination, Pyromancy, and Telepathy disciplines.

Aperimancy:
Spoiler:
Aperimancy


Primaris
Warp Gate
Warp Charge 2
With a wave of the hand and a whispered word, the psyker creates a tunnel through the Immaterium, allowing his allies to come to his side.
Warp Gate is a Conjuration that targets an friendly unit with the Warp Gate special rule. Unless the target is Zooming or Swooping or engaged in close combat, remove the target and his unit from the board. It then immediately arrives within 12" of the psyker as if it were arriving from Deep Strike reserves.

1 - Reverberate
Warp Charge 1
The psyker sends a rippling disruption through the Warp causing daemons to lose their connection to the warp and psykers to suffer agonizing pain and internal bleeding.
Reverberate is a Witchfire with the following profile:
                            Range   S   AP    Rules
Reverberate          18"    2     -      Assault 2d6, Psychic Trauma

Psychic Trauma - Models with the Daemon special rule or a Psychic Mastery Level are automatically wounded on rolls of 4+. If a model has both the Daemon special rule and a Psychic Mastery level, it may not take armor saves against this attack.

2- Dimensional Window
Warp Charge 2
The psyker creates a two rifts in the material world and connects them, giving him impossible angles of attack
Dimensional Window is a Blessing that targets the Psyker, the target and his unit ignores line of sight and gains the Ignores Cover rule if attacking a unit within 24"

3- Warp Quake
Warp Charge 1
The psyker destabilizes the realm between the Warp and real space, causing most equipment to function intermittently potentially proving fatal to those using teleporters or landing stabilizers.
Warp Quake is a Blessing that targets the psyker. Enemy units that arrive via Deep Strike within 12" of the psyker must take a Dangerous Terrain test and reroll any successful test rolls and act as if wounded by a Concussive weapon.

4- Gravity Well
Warp Charge 2
With a strain, the psyker creates a intense gravitational moment around his foes, crushing them under their own weight.
Gravity Well is a Nova power with the following profile:
                            Range   S   AP    Rules
Reverberate            18"     *   -      Assault 2d6, Graviton

5- Time Dilation
Warp Charge 1
The psyker compresses time around the target, causing their movements to become sluggish and uncoordinated.
Time Dilation is a Malediction that targets an enemy unit within 18". The target unit suffers a d3 penalty to Initiative and Attacks down to a minimum of 1. The target may not Run, Turbo-Boost, or go Flat-Out. If the target was a Flying Monstrous Creature, it must also take a Grounding Test.

6- Meteor Storm
Warp Charge 3
The psyker arrests a piece of junk or rock floating in the Immaterium and brings it hurtling into real space.
Meteor Storm is a Malediction that targets an enemy model within 36". Place a marker next to the model and leave it in place until the beginning of the psyker's next psychic phase. At that point, make an attack with the following profile targeting the marker; this attack will always scatter and scatter distance is not reduced by the psyker's ballistic skill.
                            Range   S   AP    Rules
Reverberate             -        8    2      Ordenance 3

If the Psyker fails to manofest this power, he suffers a Perils of the Warp, the marker is placed at his location, and the attack is made against the marker as described above.



What do you guys think?
   
Made in us
Fresh-Faced New User





I made a few edits and additions in the original post.
Primarily, I added my thoughts behind each unit and corrected a few errors. The Word document will be amended sometime in the next few days.

I know it is a lot to chew through but feedback on any portion would be helpful; thanks guys!
   
Made in ca
Longtime Dakkanaut




Well that seems like an excellent piece of work. It would be nice if you would describe a bit how you would imagine the models of your Warpbourne would look like. Rule wise, it seems pretty complete, competitive and correctly priced. The mag rifle might have little bit too much punch for my taste, but then again it might be because I am an assault fan and such weapons makes it difficult. Your tanks are very nice and fit nicely in the not to heavy and not to light with a nice variety.

I would like to suggest the following tweaks. I would suggest reducing the initiative of your Warden to 3 since their powersuit must make them a bit clumsier without making them slow same thing. I would do the same thing with those wearing your Bastion Armour. I would also suggest for their fluff to make their humanity something dubious and open to interpretation due to genetic modification, Warp influence and maybe xenos breeding (or they could have been xenos all along). I think it could make them scarier and more alien. You didn't mention much about their motives and their relation with other races. They are ennemies of the Ruinous Power, but almost everybody is.
   
Made in us
Fresh-Faced New User





Thanks for the feedback!

You are spot-on with the initiative tweaks. I think the fact that I normally play GKs bled into the build a little too much on that trait. I'll update them on the next update.

As for the Mag Rifles, I kept bouncing between Str 4 and 5. In the end, I felt that since there so few models on the field and the weapons are Salvo that the higher strength was necessary to make a competent shooting phase. I'll sit down and do some test rolls shooting at MEQs at both strengths to see what happens.

I was going to take a deeper look into the fluff and flesh it out a good deal more sometime in the next week. I will definitely take your propositions into consideration; especially exploring the concept of humanity.

As far as models go, I've started a P&M Blog where I'm building at least one of each unit. I've got the rough concepts for the Warden and Bastion armors.

http://www.dakkadakka.com/dakkaforum/posts/list/640754.page

This message was edited 2 times. Last update was at 2015/03/23 13:05:06


 
   
Made in us
Fresh-Faced New User





I've done some Excel based mathhammer and it works out that at Strength 5 the Mag Rifles in the hands of Wardens perform just under the equivalent points of Tactical Marines when shooting at other MEQ at within Rapid Fire range; when outside that range, the Wardens only outperform the Tactical Marines if they stand still due to Salvo. I'm {i}comfortable{/i} leaving the Mag Rifle strength at 5 until I see how well everything comes together on the table.

New Update:
I reworked the introduction fluff to better fit with canon and to lightly touch upon a few themes that I will flesh out as I continue to tweak the fluff around individual units. I'll continue making additions to this section as I decide how the Warpbourne react to the different factions in the galaxy.

I've made changes to all non-HQ characters in Warden and Bastion Armors to have a lower Initiative but left the cost the same as a precautionary measure.

This message was edited 1 time. Last update was at 2015/03/25 00:18:19


 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Next question is whether they have Skinwalkers. (WMH joke, don't mind me)

I'm really skeptical about twenty-point MEQ models, even with S5 Salvo guns; I haven't gone through the entire thing yet but your Troops are really inefficient at just about everything. Erring on the side of overpricing things may be standard practice for fandexes, but it's okay to make a Codex that works.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Fresh-Faced New User





I'm not familiar with the WMH acronym but if its Skinwalkers are anything like the ones I am familiar with, then I would say that there might be a new Elite choice in the works...

The complication I am running across with the Wardens and Mag Rifles is that they outshoot nearly every other Troops choice I looked it with equivalent points if they hold still but then drop to near-bottom of the bucket when they move. The former makes me happy with the cost the latter makes me want to drop it 3-5pts a model. Then factoring in that 3+ and the Unstable Archeotech rule makes the waters even murkier. I'm hoping to get enough models made to start play testing soon, that should help.
   
Made in us
Fresh-Faced New User





New Update:
First, I'll start with a question: do I continue updating the original post to reflect my changes or would simply updating the Word document be sufficient? For now, I'll only update the Word document to save scrolling time.

I've added four named HQs to provide a few different options out of the norm. I would love some thoughts, input, or alternative ideas for these guys; I am afraid they do not bring enough character to the overall codex.

What are some general thoughts on the Lords of War slot? Should I go the Tau route and simply have a couple of super-heavies and be done with it or should I go with the Tyranids and have some truly massive biotic constructs?

This message was edited 1 time. Last update was at 2015/03/30 23:35:53


 
   
Made in us
Fresh-Faced New User





So, in the midst of designing my flyer models for this codex, I ran into Lizardmen for Fantasy and I'm getting really tempted to rework this codex to center around a vast collection of fringe systems hidden in a pocket dimension by some Old Ones waaaayyyy back in the day. Old Ones leave them behind or die, the systems then defend their existence for a long time. Insert Grimdark "Oh frak, the walls are failing, we're going to die" and que the desperate invasion of the galaxy to establish a new home in which to continue the Old Ones' plans.

Can someone check my logic on this before I go making Lizardmen in 40k?

1. Does it make sense for the Old Ones to establish this pocket dimension similar to the Webway or if not a part of the Webway?
2. Does it make sense for some of the races that the Old Ones created (humans?) to also exist in this pocket reality?
3. Would it make sense, if constantly under the pressure of daemon incursions, for the Lizardmen and the other Old One-created races to cooperate and progress technologically?
4. I believe that having the Old Ones as the early backbone of this faction would lend legitimacy to some of the technologies possessed by my Warpbourne; though they would be reverse-engineered bastardizations of course. Or am I just grasping at straws?
5. I'm not looking to really "add" Lizardmen to the Warpbourne but to make them the mainstay in the codex with some human touches thrown in, especially with vehicles and tech. Leave the Lizardmen to do what they do best: kill chaos. This check out?


I'd love some input before I just barrel on in and develop some high-tech Lizardmen.

Thanks!

This message was edited 1 time. Last update was at 2015/05/11 23:15:48


 
   
Made in ca
Mutilatin' Mad Dok





Just a thought;

The fleet spends eons in the warp growing and learning, fending off demonic incursions as best they can, and then eventually returns to realspace to attack the IoM. If the Fleet could have returned to realspace at any time, why would they have stayed in the warp and suffered for so long?
   
Made in us
Ruthless Interrogator





Here's a little bit of food for thought to go with Jambles post: What if they avoided leaving the warp because their souls had been tethered to it, and to enter realspace they had to leave them behind?


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Fresh-Faced New User





I have to admit... that never crossed my mind and, frankly, I'm kind of embarrassed to admit that. I was planning on taking a closer look at my fluff to make it fit canon a bit better so I'll have to consider that idea alongside.

Good question, thank you Jambles.

Doom: I really like your suggestion but I am skittish about getting too close to Dark Eldar territory [which I feel like I am almost treading on their bio-modification turf] but I think you've pointed me down a fun path to consider.

I'm hoping to find some time this week/weekend to rebuild the fluff. From the sounds of the feedback, the collection I have so far seems relatively balanced and I'd hate to see it not have something substantial to back it up.
   
 
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