This is a
WIP of Homebrew rules my local group is working on to eventually balance out all the armies by making them roughly the same power level. Nothing is final and we only have Vanilla Marines mostly (sorta) done.
We are hoping the dakka community can look these over and give CONSTRUCTIVE feedback, and maybe some help with the other armies since we don't have enough players with a big enough spread of armies. We have at least one player who plays at least one of the armies, but everyone has a force of space marines.
Many of these rules for space marines can be applied to other space marines and other armies using some of the same weapons. Again, these rules are NOT complete and still being tested. The vehicle changes are just a crazy idea we are changing and will probably not stay.
Again we are looking for CONSTRUCTIVE criticism, so if all you are gonna do is tear things down and not offer anything in return like reasoning or a fix you would think is better, then PLEASE don't comment.
I would like to extend special thanks to the creator of this thread
http://www.bolterandchainsword.com/topic/152367-codex-iron-hands/page-51#entry3439709, and I would like to give attention to Lythrandire Biehrellian and his thread here
http://www.dakkadakka.com/dakkaforum/posts/list/0/634211.page.
Changes to the Psychic Phase
-Limit of 15 warp charges for games 2000 points or less (does not include the random
d6 charges). (This is more of for the benefit of armies that can't field a lot of psykers so they can't be completely shut down.)
-Add 8 additional charges for each 1000 points above 2000 (makes sense to have more charges in bigger games)
-No limit for apocalypse games (a limit doesn't makes sense at all in
apoc)
-Manifesting the Force power never causes perils of the warp (Seems a little excessive to have perils on force)
Changes to the Assault Phase (this is to make charge a little more reliable and punish people for not using strategy. There should be consequences for making a giant gun line if the opponent can get in to charge)
-Charge range for models with a 6” move is 3+
d6”
-Charge range for models with a 12+” move is 5+
d6”
-Slow and Purposeful models get -1” to charge range
-Relentless models get +1” to charge range
-Units may make a Consolidation charge if the consolidation distance is enough allow them to make base to base contact with opposing models as per the usual charge rules
-All other rules for assault apply (an extra attack for charging, enemy gets overwatch if they are allowed)
-A unit may only make one consolidation charge per assault phase
-consolidation charges are resolved after the initial assault phase
Changes to Special Rules and new Special Rules
-Deepstrike
+A unit that deepstrikes may only be fired at with snapshots from the turn they deepstrike until the start of the controlling player's next turn (this is to prevent deepstriking units from being shot off the board before they get to do anything, but still lets them be shot down or destroyed by assaults if they don't deepstrike intelligently)
-Full Range (fixes a lot of issues with grey knights and makes noon terminators more viable)
+A Salvo weapon with this special rule ignores the range penalty of the weapon.
Changes to weapons and new weapons
-Storm Bolters (makes them worth their 5 points without making them crazy. I don't mind if there is a counter to a certain army so long as the other army in turn has a counter or the first army is countered by another)
+are now S4 AP5 Assault 3 and may be fired at full
BS during overwatch
-Pistols (These changes are to preserve them having a role and purpose with the change to bolters without being overwhelming. The overwatch rule may need to be removed or tweaked. Had to simplify things due to complexity so changed a few things)
+May be fired at full
BS during overwatch
+Use their shooting profile in melee if they lack a melee weapon
+A model with two pistols gets two shots in melee (if they don't have a melee weapon) and must make at least one attack with each in melee
+A model with a melee weapon and a pistol gets an extra attack with the melee weapon
-Chainswords (changed to keep them competative with pistols and both being ap5 makes sense and isn't game breaking contrary to popular belief)
+Chainswords are now S User AP5
+Models able to take power weapons may be upgraded with a power chainsword called a Ripper Sword (this makes for an interseting 20pt option that helps fill a gap between cheaper and more expensive melee upgrades. Inspired by space wolves. Plus chainswords look awesome)
+Ripper Swords are S+1 AP3 Melee and cost 20pts
-Bolters (changed to give more tactical flexibility than anything. It doesn't make sense to not allow an assault simply because you fired two shots)
+Up to 12” S4 AP5 Assault 2
+12” to 24” S4 AP5 Assault 1
-Heavy Bolters (this change is to give a use for heavy bolters even if that role is just about tactical marine exclusive)
+36” S5 AP4 Salvo ¾
-Power Weapons (the power weapons at 15 points were just too expensive for what they do especially when it is only on one unit)
+Power Sword/Axe/Maul now cost 10pts
-Plasma and Grav Pistols cost 10pts (again these pistols are overly expensive for what they do. Why should a person pay the price for a grav-gun or a plasma gun and get a worse weapon. Though the overwatch rule may change this)
-Combi Weapons (flamer/grav/plasma/melta) (10 pts for a one shot item is too much)
+Cost 5 points
-Missile Launchers (10 pts for a skyfire missile is too much)
+Flakk upgrade costs 5 pts
-Combi-Bolters (changed to closer match storm bolters but preserve their flavor. Done more of for chaos marines than anything else)
+Up to 12” S4 AP5 Assault 3, Twin-linked
+12” to 24” S4 AP5 Assault 2, Twin-linked
-Psycannon Weapons (like I mention before this was done to fix some
gk issues)
+All Psycannon Weapons gain the Full Range Special Rule
-Axe of Mechanus (makes for an interesting option a person might actually take on a techmarine,
MotF, or Iron Father as apposed to the ordinary power axe)
+Special Cogged-toothed power axe that may be taken by Techmarines, Masters of the Forge, and Iron Fathers
+Stats of the Axe of Mechanus are: S+2 AP2 Initiative -1 melee, Specialist
+Cost is 25pts
-Crozius Arcanum Maximus (this is to make chaplains into a anti-
meq hq and put him in line with a lot of the units you really want to put him with)
+A chaplain may exchange his Crozius Arcanum for this for 20pts
+It has the following profile: S+2 AP3 melee, concussive
Changes to Bikes
-Bikes do not give +1 toughness
Changes to armor
-Artificer Armor (The price drop is because of Space Wolves. Their Rune armor gives 2+/6++ for 20pts)
+Cost is now 15pts regardless of
HQ
-Tactical Dreadnought Armor (This is to make
TDA a competitive upgrade to bikes)
+Cost is now 25pts regardless of
HQ
+Grants Move through cover
+If a model gets a 5++ or better invulnerable save from another source
TDA instead grants a 5+
FNP
Changes to Chapter Tactics
-Iron Hands replace The Flesh is Weak with Inviolate Armour (The flesh is weak is a horrible chapter tactic.
FNP is only good if you can get it down to 5+ or better and quite frankly I am fine with necrons doing it and doing it better. Inviolate armour makes the iron hands a more assault focused army)
+Inviolate Armour: Models in this detatchment reduce the strength of all shooting attacks against them by -1
Changes to Characters (at 10 pts the upgrade isn't compelling unless it is an
apoc game)
-Upgrading a sergeant to a veteran sergeant is 5pts
Changes to
FOC
-Removed Units
+Bike squads (I only ever seen them run as troops anyway, and making them as an upgrade to tacticals makes sense)
+Terminator Captain (I have no idea why this unit hasn't been folded into the captain already)
-Moved Units
+All Flyers except Super Heavy Flyers are now Fast choices (As far as I know most real life armies fly their jets/planes in groups. I see no reason why
40k would do any different it just makes good sense.)
+Assault Squads are now Troops (done in part for blood angels. These are only seperate from tacticals because it doesn't makes sense to have jump pack marines holding heavy weapons to me)
+Devastator Squads are now Troops (The heavy section of space marines is over saturated with better options than these guys and they feel like more of a back field objective holding defensive unit. Tacticals grab the objectives but
devs hold on to them)
Changes to
HQ units
-Biker
HQ
+All Bike
HQ may buy Hit & Run or Skilled Rider for all Bikes with the same chapter tactics for 40pts
+If you have two Bike
HQ with the same chapter tactics you may purchase Hit & Run and Skilled Rider for all bikes with the same chapter tactics for 100pts
-Captains
+May take
TDA for 25pts
+Captains wearing
TDA may take the same options as the Terminator Captains
+Captains wearing
TDA count as Terminator Captains for all purposes
-Chaplains (drop due to their special weapon being a power maul with a fancy name)
+Cost 85 pts
+May take a Crozius Arcanum Maximus
-Master of the Forge (Their rules are situational depending on army and build. They are a more of a support character, and they wer artificer armour which is getting a price drop. Also they are techmarines with an extra wound, +1
BS and lord of the armoury.)
+Cost 70 pts
+May take an Axe of Mechanus
-Techmarine (These guys are horrible at 50pts stock. They become a decent choice at 30 pts)
+Cost 30 pts
+May take an Axe of Mechanus
-Servitors (done for biker techmarines and
MOTF)
+May be upgraded with bikes for 7
ppm
-Honour Guard (guards should have access to shields and the
tda and bike changes allow for a few more interesting options for them. Like actually running them with their
CM)
+Base cost is 80pts
+Entire unit may take bikes for 7
ppm
+Any Honour Guard may take a combat shield for 5 pts
+The Chapter Champion may take a combat shield for 5 pts or a Storm Shield for 10 pts
+Entire unit may take
TDA for 5
ppm
-Command Squad (Makes sense for heavy
TDA armies)
+Entire Squad May take
TDA for 7
ppm
Changes to Troop Units
-Tactical Marines (tacticals have many issues mostly with their lack of firepower or rather their lack of focus of it. With an extra special they become a better tactical unit. The heavy option is more of for bike squads or a cheap objective sitter. The chainsword is for those playing a more assault style)
+Up to two Space Marines may take an item from the special weapons list
+Up to one Space Marine may take an item from the heavy weapons list
+Entire Squad may take Chainswords for 1
ppm
+Entire squad may take bikes for 7
ppm and space marines with heavy weapons must be upgraded to an attack bike for 21
ppm (still pays for the heavy weapon)
+A Bike Tactical Squad Counts as a Bike Squad for all purposes
-Crusader Squad (much of what applies to tacticals applies to these guys as well)
+Up to two Initiates may take a weapon form the special weapons list
+Entire Squad may take chainswords for 1
ppm
-Assault Squad (They were a bit too expensive and a bit lacking on firepower
imo though better than tacticals The bolt pistol is to make them a bit better against being assaulted)
+Cost 16ppm
+Up to three space marines may replace their bolt pistols for one of the following: flamer 5pts, Plasma pistol 10 pts, Grav-pistol 10 points
+Entire Squad may take an additional Bolt Pistol for 1
ppm
-Devastator Squad (Split fire makes sense these guys are basically long fangs with one less heavy and more bullet catchers)
+Gain the Split Fire special rule
Elite Unit Changes
-Vanguard Veterans (These guys were way too expensive and they still have to pay to get the jump pack and bikes make for an interesting choice for them. An expensive alternative to jump packs. They can take an extra bolt pistol for the same reason as the assault squad)
+Cost 16
ppm
+Any model may take a combat shield for 5pts
+Entire squad may take an additional bolt pistol for 1ppm
+Entire Squad may take Bikes for 7
ppm
-Sternguard Veterans (the extra heavy or special makes sense on these guys)
+Three veterans may each take one item from either the special or heavy weapons list
+Entire Squad may take chainswords for 1ppm
-Terminator Assault Squad (twin
LC termies stink at 40ppm but decent at 30.
TH/
SS are fine at 45 wit hthe changes to
TDA)
+Terminators with two lightning claws are 30 pts
+Any terminator may replace his two lightning claws with a Thunder Hammer and Storm Shield for 15 pts
-Terminator Squad (termies have a lot of issues many of them addressed in other threads dedicated solely to that issue. I think a lot of their issues are solved with these changes, and the new heavy weapon choices make sense and are fitting. They allow
tac termies to specialize as tacticals can.)
+A terminator with a power weapon and storm bolter is 30
ppm
+Any terminator may replace hos power weapon with a power fist for 5 points or a chainfist for 10 points
+Up to two terminators may choose one of the following: replace storm bolter with heavy flamer 5 pts, replace storm bolter with an assault cannon 20pts, replace storm bolter with a plasma cannon 10 pts, replace storm bolter with a grav-cannon for 30pts, or Take a Cyclone Missile Launcher for 25 pts
-Legion of the Damned (These guys needed a little firepower and the bikes are more of for modeling reasons but are fair at the additional points cost)
+Up to two Legionnaires may replace his boltgun with a flamer, meltagun, or plasma gun
+Up to two different Legionnaires may take an item form the heavy weapons list
+Entire squad may take bikes for 7
ppm and Legionnaires with heavy weapons must be upgraded to an attack bike for 21
ppm (still pays for the heavy weapon)
+Legionnaires on bikes lose Slow and purposeful
+Legionnaires on attack bikes have 2 wounds and 3 attacks
Changes to Fast Units
-Attack Bike Squad (these changes normalizes things for tacticals and the cost makes more sense)
+Cost for one bike is 35 points + the cost of the heavy weapon
+ May choose these weapons: Heavy Bolter, Multi-Melta, Missile Launcher (may take Flakk), Plasma Cannon, and Lascannon
Changes to Vehicle Special rules
-Dreadnought (venerable giving eternal warrior is fitting and worthwhile.)
+Venerable now costs 40 points and grants eternal warrior in addition to the +1
WS and +1
BS
Changes to vehicle units
-Flyers
+All Flyers that start in reserve may take up to two Stormtalons.
+These storm talons do not take up any
FOC slots
Changes to Dedicated Transports
-Razorbacks (razorbacks are slightly overcosted for what they do)
+Cost 50 points
Changes to Elite Vehicles
-Dreadnought (Dreadnoughts are 5 points overcosted)
+Now costs 95 points
-Ironclad Dreadnought (lets be honest here the first thing you do with this guy is trade in the storm bolter for a heavy flamer, and you should storm bolters on this platform regardless of the upgrade are gak and that is ok. You are going to be buying a lot of upgrades for these guys to make sure they do the job they are supposed to do, and dreadnoughts in general are not that great. I feel 10 points is a fair price drop)
+Now costs 125 points
Changes to Heavy Vehicles
-Hunter (with the change of the skyfire rule being cheaper is appropriate)
+Costs 55 points
-Stalker (same issue as the hunter)
+Costs 60 points
-Vindicator (this is a ironclad issue. It is good but it takes quite a bit of points to make it so.)
+Costs 110 points
-Land Raider
+Costs 230 points
+Carries 14 models
-Land Raider Redeemer
+Costs 225 points
+Carries 16 models
-Land Raider Crusader
+Costs 235 points
+Carries 20 models
Changes to Space Marine Chapters
-Iron Hands (changed to actually fit the fluff better. Inspiration from 30k and a Fandex)
+Clan Raukaan Warlord Trait number 3 The Flesh is Weak now gives a 6+
FNP or +1
FNP whichever is better to the warlord
+Do not have Chaplains, Terminator Assault Squads or Terminator Squads
+Stand and Fight: All models with the Inviolate Armour chapter tactic must pass a leadership test in order to make sweeping advances after winning an assault or to make a run move in the shooting phase. In addition models with this rule may not voluntarily go to ground.
+Rigid Tactics: An Iron hands detatchment may not have more units with the Inviolate Armour chapter tactic in total (including independent characters) with the jump infantry, or bike types than it does with the infantry type.
+Iron Hands have no limit to the number of techmarines they may take
+Must take an extra
HQ in each
CAD in games above 1000 points
+Any
HQ may be upgraded to an Iron Father
+All Iron fathers have the zealot, Blessing of the Omnissiah, and Lord of the armoury special rules; and may replace a weapon with the axe of mechanus
+All Iron fathers except the Master of the Forge have a servo arm that may be upgraded to a servo harness for 25 points
+Masters of the Forge with a Conversion Beamer may purchase a servo arm for 10 points
+All Iron Fathers may purchase a Mechanus Protectiva (grants a 4+ invulnerable save or improves the invulnerable save by +1) for 20 points.
+Masters of the Forge Iron Fathers gain +1
WS and cost 40 points
+Chapter Masters and Captains may be Upgraded to an Iron Father for 40 points
+Librarians may be upgraded to Iron Fathers for 45pts and may take a special Axe of Mechanus with the force rule
+Any Character may take a Cyber Familiar (grants a 6+ invulnerable save or improves the invulnerable save by +1) for 15pts
+Sergeants and Veteran Sergeants may exchange all wargear for a power weapon, storm bolter,
and Tactical Dreadnought Armor for 30 points
+Any squad with a Terminator Sergeant may take a Land Raider (any type) or Storm Raven Gunship as a Dedicated Transport
+Units with a Terminator Sergeant and/or Independent Characters in
TDA gain Relentless and Move Thorough Cover (keep in mind that these units may not board a rhino or razorback unless they combat squad, so unless they purchase an expensive transport they are going to be foot slogging)