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Made in us
Willing Inquisitorial Excruciator





Pittsburgh, PA, USA

I like the idea of elite human forces. That niche between the genetically modified superhumans of the Space Marines and the cheap, bodies-without-number of the Imperial Guard. The Militarum Tempestus codex was a decent start, but it's horribly underpowered and lacks pretty much everything a proper, standalone codex should have excepting a warlord traits table and some unique orders. The Divisio Praetoria list is an attempt to return to the Inquisitorial Stormtroopers of the Daemonhunters codex and make them a viable force on the tabletop.

The Divisio Praetoria is the protective branch of the Inquisition. Although all Inquisitors maintain they're own cadre of specialized warriors, the security of Inquisitional facilities and the prosecution of limited engagements of identified threats is handled by the Praetoria. Consisting of the finest warriors trained by the Schola Progenium, these warriors are under the direct control of the Sector Ordos of the Inquisition. They're are not meant to fight wars. Rather, they are purpose-built to strike fast and hard, putting an opponent on their backfoot and delaying until follow-on forces can commit fully.

This is a very rough draft of the army list. Comments and criticism are welcome. I will be trying to use existing units from a variety of IoM lists rather than designing new units from scratch. Heavy armor and artillery are eschewed in favor of smaller, more mobile forces.

HQ
Inquisitor (slightly modified from C: Inq with Ordos specific unlocks)
Divisio Prefect
Spoiler:

Masters of Imperial warfare and recruited from the highest echelons of the Officio Prefectus, Divisio Prefects are almost universally selected from experienced Lord Commissars who have served with distinction in the Astra Militarum. Some having served decades in the crucible of war, never shrinking from their duty to lead from the front and punish those whose cowardice would take them anywhere but forward, they are well-suited to lead some of the Imperium's most elite soldiers.
Although the ascension to Divisio Prefect is a great honor, it is still a voluntary decision. The post is a lifetime apointment and is fraught with both the internal politics of the Imperium's most powerful organization and mortal perils against Man's most diabolical enemies on the fields of war. Still, in the millenia since the Divisio Praetoria's inception, not once has a candidate turned his back on the offer.

Divisio Prefect: 65 points
Unit Type: Infantry (Character)
Unit Composition: 1 Divisio Prefect (Unique)
Stats: WS5, BS5, S3, T3, W3, I3, A3, Ld10, Sv5+

Wargear: Flak armor, Bolt pistol, Close combat weapon, Frag grenades, Krak grenades, Refractor field.

Special Rules: Independent Character, Stubborn, Aura of Discipline, Stern Visage.

Options:
  • A Divisio Prefect may take items from the Ranged Weapons, Melee Weapons, Special Issue Wargear, and Relics of the Divisio Praetoria lists.


  • Stern Visage: Any friendly unit from Codex: Divisio Praetoria within the Divisio Prefects line of sight may re-roll any failed Fear, Morale or Pinning tests. This includes the Divisio Prefect's unit.

    Designer's Notes: Another straight port from the Lord Commissar entry from the Militarum Tempestus list with the addition of the Stern Visage rule. This is a human army, lead by humans, and its important that I don't stray too far from that concept. However, I did allow him access to the Divisio armory and relics, allowing for some pretty unique equipment not normally available to Commissars from other Astra Militarum codexes.

    Lord Praetor w/ Command Squad (MT Command Squad from C: MT)
    Corpus Custodes
    Spoiler:

    Corpus Custodes act as bodyguards and personal protective details for high level Inquisitional personnel. Although many Inquisitors in the field maintain their own retinues of trusted individuals, there are times when even they may not be fully equipped to keep an Inquisitor from harm when he/she is engaged in especially dangerous assignments or on the field of battle. And on the rare occasions when an Inquisitor Lord or Divisio Prefect leave the safe confines of the Sector Inquisitorial HQ, an entourage of Corpus Custodes are almost assured to be in their presence.

    This unit is a HQ choice for a Divisio Praetoria army. Only one Corpus Custodes squad can be selected per HQ in the army. A Corpus Custodes squad does not count towards the number of HQ choices a player is allowed to choose and they can never be chosen as a compulsory HQ choice.

    Corpus Custodes: 54 points
    Unit Type: Infantry
    Unit Composition: 3 Corpus Custodes
    Stats: WS3, BS4, S3, T3, W1, I3, A1, Ld8, Sv4+

    Wargear: Carapace armor, hot-shot laspistol, storm shield, teleport homer, frag grenades, krak grenades.

    Special Rules:
  • Deep Strike

  • Move Through Cover

  • Aegis Protocol


  • Options:
  • May include up to an additional 2 Corpus Custodes at 18 points each.

  • Any Corpus Custodes may exchange his hot-shot laspistol for a bolt pistol for free *or* a power weapon for +5 points *or* a power fist for +15 points.

  • One Corpus Custodes may be equipped with a medi-pack for +10 points.

  • The Squad may take a Taurox Prime, Chimera, Rhino, or Valkyrie as a dedicated transport.


  • Aegis Protocol: Once per game in the opponent's shooting phase, a Corpus Custodes squad containing at least one Corpus Custodes and the army's Warlord may activate the Aegis Protocol. In a last ditch effort to save their charge and allow him to escape, the Corpus Custodes will overcharge their storm shields allowing the unit to re-roll failed invulnerable saves until the end of the player turn. At the end of the player turn, if the Warlord has survived, he is removed from play, having been safely teleported from the field of battle. The Warlord does not count as killed for purposes of any victory conditions, Victory Points, or Slay the Warlord. Additionally, any remaining wargear items in the unit that bestowed an invulnerable save will cease to work at the end of the player turn.

    Designer's notes: I wanted to portray an old-school retinue that was only focused on one task: keeping an IC alive. The storm shield's ability to protect against virtually all kinds of attacks coupled with either short-range shooting or melee options keeps this slotless HQ choice from becoming a special weapon suicide squad seen in the MT and AM codexes. The Aegis Protocol is meant to save the player from giving up citical VPs when the game has gone pear-shaped, but limits the potentially powerful rule from creating a deathstar unit for ICs to hide in.


    Elites
    Imperial Assassin (from C: Assassins)
    Henchmen Squads (from C: Inq)
    Secutors
    Spoiler:

    Kept in a vault deep below the Inquisition Sector edifice are rows and rows of heat-shielded, cryo-stasis tubes. Each tube stands nearly 12 feet tall and 6 feet wide: far larger than necessary for a human-sized occupant. Inside each tube are the deadly beasts known as Secutors. Based upon Ogryn stock, Secutors are pure killing machines. Designed for the purpose of shock assault troops, the Ogryns have been lobotomized removing any emotion or independent thought, and their already prodigious natural strength and toughness has been enhanced through genetic manipulation. Lastly, a potent cocktail of synthetic adreno compounds and painkilling narcos are pre-loaded into actuated combat stimms, providing for a devastating but short-lived boost to combat effectiveness.

    Secutors: 100 points
    Unit Type: Beasts
    Unit Composition: 3 Secutors
    Stats: WS4, BS3, S5, T5, W3, I2, A3, Ld6, Sv5+

    Wargear: Flak armor, 2 heavy chainswords.

    Special Rules:
  • Deep Strike

  • Hammer of Wrath

  • Very Bulky

  • Fear

  • Fearless

  • Feel No Pain

  • Dangerous to Know

  • Combat Stimms


  • Options:
  • May include up to 3 additional Secutors at 33 points each.

  • For every three Secutors, one model may exchange its 2 heavy close combat weapons for 2 power fists at +20 points per model.


  • Dangerous to Know: Secutors may never join or be joined by a unit or Independent Character.

    Combat Stimms: One use only. At the start of the friendly Movement phase, the controlling player can choose to activate the unit's Combat Stimms. Combat Stimms grant each model +2S, +2T, and Rage USR. However, at the end of the game turn these benefits are lost and the Secutors stats return to normal.

    Designer's Notes: Arco-flags were very unique units in the Witchhunters codex that lost a lot of their cool factor when ported over to the role of henchmen in the 5th Edition Grey Knights codex. I wanted to recreate that unit with some bigger models that would look much more imposing on the battlefield and also have the ability to take on the glut of MCs and GMCs on the battlefields of today.


    Troops
    Praetorian Cohort
    Spoiler:

    Hand-selected from the finest graduates of the Schola Progenium, Praetorian Cohorts form the backbone of the Inquisition's official military power. Already at the peak of human combat prowess, the Praetorians are further hardened by selective psycho-conditioning and exposed to the horrors of the warp under very controlled conditions. It is imperative that they be able to function and accomplish their mission in the face of the worst atrocities of daemonkin and possessed alike. Failure and fear are luxuries the Inquisition can ill afford on the battlefields of the 41st Millennium.

    Praetorian Cohort: 70 points
    Unit Type: Infantry. The Ars Praetor is Infantry (Character).
    Unit Composition: 4 Praetorians and 1 Ars Praetor
    Stats:
    Praetorian - WS3, BS4, S3, T3, W1, I3, A1, Ld7, Sv4+
    Ars Praetor - WS3, BS4, S3, T3, W1, I3, A2, Ld8 Sv4+

    Wargear: Carapace armor, Hot-shot lasgun (Praetorian only), Hot-shot laspistol (Ars Praetor only), Close combat weapon (Ars Praetor only), Frag Grenades, Krak Grenades.

    Special Rules:
  • Deep Strike

  • Move Through Cover


  • Options:
  • May include up to 5 additional Praetorians at 12 points each.

  • The Ars Praetor may take items from the Ranged Weapons and Melee Weapons lists.

  • One Praetorian may carry a vox-caster.

  • Up to two Praetorians that have not been upgraded with one of the options above may replace their hot-shot lasgun with one item from the Special Weapons list.

  • Any model in the Praetorian Cohort may exchange its hot-shot-lasgun or hot-shot laspistol for a Boltgun or Shotgun for free.

  • The cohort may take an Inquisitional Chimera, Inquisitional Rhino, Inquisitional Razorback, Taurox Prime, or Inquisitional Valkyrie as a Dedicated Transport.


  • Designer's Notes: There was a big temptation to muck about with the Praetorian Cohort rules and make them into super-soldiers. But for ease of compatibility with existing minis and to possibly make the rules easier for my opponents to agree to, I've pretty much stuck almost verbatim to the rules for Militarum Tempestus Scions. The only exception being that I've given the Ars Praetor the ability to take items from the Divisio Praetoria armory, granting him access to wargear like combi-weapons and thunder hammers; a nod to the old Daemonhunters codex from 3rd Edition.


    Fast Attack
    Tarantula Sentry Guns (with ability to deep strike)
    Deathwind Drop Pod
    Imperial Navy Squadron (1-3 Thunderbolts, Lightnings or Avengers)

    Heavy Support
    Rapier Cohort (1-3 Rapiers)
    Storm Raven Gunship (from C: SM)
    Praetorian Cataphract Cohort
    Spoiler:

    Based upon the Accatran-pattern Drop Sentinel, Cataphracts are fast-moving, heavy weapons support for Praetorian forces. Able to mount many of the common Sentinel heavy weapons in twin-linked configurations, hull and powerplant modifications have also enabled it to carry several more specialised systems more suitable to the Praetorian's style of warfare.

    Praetorian Cataphract Cohort: 60 points
    Unit Type: Vehicle (Walker)
    Unit Composition: 1 Praetorian Cataphract
    WS3, BS4, S5, AV12/10/10, I3, A1, 2HPs

    Wargear: Twin-linked Autocannon, Frag-pike, Active Defense System.

    Special Rules:
  • Deep Strike


  • Options:
  • May include up to two additional Praetorian Cataphracts at +60 points per model.

  • Any Praetorian Cataphract may take items from the Divisio Praetoria Vehicle Equipment list.

  • Any Cataphract may replace its twin-linked autocannon with one of the following:

  • Hurricane bolters - 10 pts/model
    Melta cannon - 15 pts/model
    Twin-linked Lascannons - 20 pts/model

  • Any Praetorian Cataphract may replace its Frag-pike for a Melta-lance at +5 points.


  • Frag-pike: At the start of any assault phase, the Cataphract may activate its frag-pike. The enemy unit suffers d6 automatic S4, AP- hits at Initiative step 10. This auto hit has the Shred rule. Any unsaved wounds count towards combat resolution for that round. This ability is one use only. In all other respects, the frag-pike counts as a power lance.

    Melta-lance: At the start of any assault phase, the Cataphract may activate it melta-lance. The enemy units suffers a single automatic S8, AP1 hit at Initiative step 10. This auto hit has the Melta rule and rolls 2d6 armor penetration against vehicles. Any unsaved wounds count towards combat resolution for that round. In all other respects, the melta-lance counts as a power lance.

    Active Defense System: This mast-like array consists of an advanced cogitator and sensor suite. The unit can detect fast-moving ballistic threats and the cogitator can detonate directional, shaped-charged mines to counter or defeat the threat. Cataphracts may make a 5+ invulnerable save against any glancing and penetrating hits from shooting attacks only.

    Designer's Notes: The Militarum Tempestus codex is hobbled by a distinct lack of heavy support options and I didn't want the Praetorians to suffer a same fate. However, just chucking some tanks in the list is not a suitable fix, either. I've always loved the Sentinel models, and simply providing some more interesting weapons options while giving them a bit of punch in CC seemed like a decent compromise of good firepower on a relatively fragile platform.

    Relics of the Divisio Praetoria
    Spoiler:

    Rod of the Prefects, 20 points
    Bearing the Inquisitional rosette, this ornate, golden short-staff is the symbol of the office of Prefect of the Divisio Praetoria. In addition, the staff is also a potent weapon used to smite the enemies of mankind. Incorporating a compact and destructive power field generator, the rod can deliver crushing blows that rend armor and flesh alike.

    Range: Melee S+2 AP4 Rending, Concussive, Two-handed, Master-crafted

    Gilded Skull of St. Meghmar, 25 points
    Delicate, acid-engraved etchings cover this gilded servo-skull depicting the final days of St. Meghmar the Poor. A lowly preacher of the Ecclesiarchy, St. Meghmar spent most of his time tending to the twisted denizens of the Sump: a toxic, radioactive mire where the most unfortunate of Kheres Hive lived. When the noble houses of the hive turned their backs on the Imperium and pledged their allegiance to the Dark Gods, St. Meghmar and his mutated flocks rose up from the Underhive and lead a war of faith against the servants of the Great Enemy. Although St. Meghmar and his followers would be decimated by Imperial reinforcements who mistook them for Chaos spawn, the Saint's skull would be preserved as a holy relic. His mortal remains--still highly radioactive--were coated in a thick layer of gold plating. However, when the mandible of the servo-skull opens, an almost palpible stream of neutrons bombards living tissues with debilitating radiation.

    Range: Template S2 AP5 Assault1, Fleshbane, Rad-phage

    The Three Sisters, 35 points
    Discovered by Inquisitor Valeria on the damned world of Pellem Quartus, these three diminuitive, winged cyber-familiars have an endo-skeleton of an unknown, self-healing metal. Possessed of a curious but benevolent AI, each Sister was found to have unique properties. Studied extensively by both the Adeptus Mechanicus and Ordo Xenos, the three cherubim appear to act with a single purpose: bonding to and protecting an individual from harm. A tireless trio of bodyguards that, when struck down, repair and rise to perform their duties at the eve of the next battle.

    The Martyr: Not concerned for its own well-being, the Martyr flies in front of its ward, intercepting even the mightiest of blows. On a successful Look Out Sir roll, a wound may be allocated to the Martyr. The Martyr is then removed from play.

    The Pariah: Although none of the three Sisters appear alive or sentient, the Pariah has a distinct sense of being soulless. Creating a void in the Warp, the Pariah actively seeks out and nullifies the power of psykers. A single enemy psychic power chosen by the friendly player that is cast within 24" of the bearer of the Pariah automatically fails. After the power fails, the Pariah is removed from play.

    The Artificer: Most curious among the three Sisters, the Artificer appears to have the ability to manufacture small energy devices from its own living metal body. Although these devices are simple in nature, being little more than power cells or batteries, they can serve to provide enough energy for a last, desperate shot. The combi- portion of a combi-bolter may be fired one additional time per game. After the second shot, the Artificer is removed from play.

    This message was edited 12 times. Last update was at 2015/08/12 02:09:49


       
    Made in us
    Willing Inquisitorial Excruciator





    Pittsburgh, PA, USA

    Secutors: 100 points

    Spoiler:

    Kept in a vault deep below the Inquisition Sector edifice are rows and rows of heat-shielded, cryo-stasis tubes. Each tube stands nearly 12 feet tall and 6 feet wide: far larger than necessary for a human-sized occupant. Inside each tube are the deadly beasts known as Secutors. Based upon Ogryn stock, Secutors are pure killing machines. Designed for the purpose of shock assault troops, the Ogryns have been lobotomized removing any emotion or independent thought, and their already prodigious natural strength and toughness has been enhanced through genetic manipulation. Lastly, a potent cocktail of synthetic adreno compounds and painkilling narcos are pre-loaded into actuated combat stimms, providing for a devastating but short-lived boost to combat effectiveness.

    Unit Type: Beasts
    Unit Composition: 3 Secutors
    Stats: WS4, BS3, S5, T5, W3, I2, A3, Ld6, Sv5+

    Wargear: Flak armor, 2 heavy chainswords.

    Special Rules:
  • Deep Strike

  • Hammer of Wrath

  • Very Bulky

  • Fear

  • Fearless

  • Feel No Pain

  • Dangerous to Know

  • Combat Stimms


  • Options:
  • May include up to 3 additional Secutors at 33 points each.

  • For every three Secutors, one model may exchange its 2 heavy close combat weapons for 2 power fists at +20 points per model.


  • Dangerous to Know: Secutors may never join or be joined by a unit or Independent Character.

    Combat Stimms: One use only. At the start of the friendly Movement phase, the controlling player can choose to activate the unit's Combat Stimms. Combat Stimms grant each model +2S, +2T, and Rage USR. However, at the end of the game turn these benefits are lost and the Secutors stats return to normal.

    Designer's Notes: Arco-flags were very unique units in the Witchhunters codex that lost a lot of their cool factor when ported over to the role of henchmen in the 5th Edition Grey Knights codex. I wanted to recreate that unit with some bigger models that would look much more imposing on the battlefield and also have the ability to take on the glut of MCs and GMCs on the battlefields of today.

    This message was edited 2 times. Last update was at 2015/07/28 15:31:07


       
    Made in us
    Willing Inquisitorial Excruciator





    Pittsburgh, PA, USA

    Corpus Custodes: 54 points

    Spoiler:
    Corpus Custodes act as bodyguards and personal protective details for high level Inquisitional personnel. Although many Inquisitors in the field maintain their own retinues of trusted individuals, there are times when even they may not be fully equipped to keep an Inquisitor from harm when he/she is engaged in especially dangerous assignments or on the field of battle. And on the rare occasions when an Inquisitor Lord or Divisio Praefect leave the safe confines of the Sector Inquisitorial HQ, an entourage of Corpus Custodes are almost assured to be in their presence.

    This unit is a HQ choice for a Divisio Praetoria army. Only one Corpus Custodes squad can be selected per non-unique HQ in the army. A Corpus Custodes squad does not count towards the number of HQ choices a player is allowed to choose and they can never be chosen as a compulsory HQ choice.

    Unit Type: Infantry
    Unit Composition: 3 Corpus Custodes
    Stats: WS3, BS4, S3, T3, W1, I3, A1, Ld8, Sv4+

    Wargear: Carapace armor, hot-shot laspistol, storm shield, teleport homer, frag grenades, krak grenades.

    Special Rules:
  • Deep Strike

  • Move Through Cover

  • Aegis Protocol


  • Options:
  • May include up to an additional 2 Corpus Custodes at 18 points each.

  • Any Corpus Custodes may exchange his hot-shot laspistol for a bolt pistol for free *or* a power weapon for +5 points *or* a power fist for +15 points.

  • One Corpus Custodes may be equipped with a medi-pack for +10 points.

  • The Squad may take a Taurox Prime, Chimera, Rhino, or Valkyrie as a dedicated transport.


  • Aegis Protocol: Once per game in the opponent's shooting phase, a Corpus Custodes squad containing at least one Corpus Custodes and the army's Warlord may activate the Aegis Protocol. In a last ditch effort to save their charge and allow him to escape, the Corpus Custodes will overcharge their storm shields allowing the unit to re-roll failed invulnerable saves until the end of the player turn. At the end of the player turn, if the Warlord has survived, he is removed from play, having been safely teleported from the field of battle. The Warlord does not count as killed for purposes of any victory conditions, Victory Points, or Slay the Warlord. Additionally, any remaining wargear items in the unit that bestowed an invulnerable save will cease to work at the end of the player turn.

    Designer's notes: I wanted to portray an old-school retinue that was only focused on one task: keeping an IC alive. The storm shield's ability to protect against virtually all kinds of attacks coupled with either short-range shooting or melee options keeps this slotless HQ choice from becoming a special weapon suicide squad seen in the MT and AM codexes. The Aegis Protocol is meant to save the player from giving up citical VPs when the game has gone pear-shaped, but limits the potentially powerful rule from creating a deathstar unit for ICs to hide in.

       
    Made in us
    Willing Inquisitorial Excruciator





    Pittsburgh, PA, USA

    Praetorian Cataphract Cohort: 60 points
    Spoiler:

    Based upon the Accatran-pattern Drop Sentinel, Cataphracts are fast-moving, heavy weapons support for Praetorian forces. Able to mount many of the common Sentinel heavy weapons in twin-linked configurations, hull and powerplant modifications have also enabled it to carry several more specialised systems more suitable to the Praetorian's style of warfare.

    Unit Type: Vehicle (Walker)
    Unit Composition: 1 Praetorian Cataphract
    WS3, BS4, S5, AV12/10/10, I3, A1, 2HPs

    Wargear: Twin-linked Autocannon, Frag-pike, Active Defense System.

    Special Rules:
  • Deep Strike


  • Options:
  • May include up to two additional Praetorian Cataphracts at +60 points per model.

  • Any Praetorian Cataphract may take items from the Divisio Praetoria Vehicle Equipment list.

  • Any Cataphract may replace its twin-linked autocannon with one of the following:

  • Hurricane bolters - 10 pts/model
    Melta cannon - 15 pts/model
    Twin-linked Lascannons - 20 pts/model

  • Any Praetorian Cataphract may replace its Frag-pike for a Melta-lance at +5 points.


  • Frag-pike: At the start of any assault phase, the Cataphract may activate its frag-pike. The enemy unit suffers d6 automatic S4, AP- hits at Initiative step 10. This auto hit has the Shred rule. Any unsaved wounds count towards combat resolution for that round. This ability is one use only. In all other respects, the frag-pike counts as a power lance.

    Melta-lance: At the start of any assault phase, the Cataphract may activate it melta-lance. The enemy units suffers a single automatic S8, AP1 hit at Initiative step 10. This auto hit has the Melta rule and rolls 2d6 armor penetration against vehicles. Any unsaved wounds count towards combat resolution for that round. In all other respects, the melta-lance counts as a power lance.

    Active Defense System: This mast-like array consists of an advanced cogitator and sensor suite. The unit can detect fast-moving ballistic threats and the cogitator can detonate directional, shaped-charged mines to counter or defeat the threat. Cataphracts may make a 5+ invulnerable save against any glancing and penetrating hits from shooting attacks only.

    Designer's Notes: The Militarum Tempestus codex is hobbled by a distinct lack of heavy support options and I didn't want the Praetorians to suffer a same fate. However, just chucking some tanks in the list is not a suitable fix, either. I've always loved the Sentinel models, and simply providing some more interesting weapons options while giving them a bit of punch in CC seemed like a decent compromise of good firepower on a relatively fragile platform.


       
    Made in us
    Boom! Leman Russ Commander





    Delaware, USA

    I like this.

    Couple things, of course:

    Combat stims; something that can be used once per game or every movement phase?

    Custodes; I think the Aegis Protocol is interesting, quirky and different. But how about instead of removing the HQ, have it auto-pass Look Out Sir!'s for a turn - and they need to recharge before they can use it again.

    Cataphract; love it, not enough cool looking chicken-walkers in the game! Melta lance is remarkably dangerous, and pretty circumstantial which I think balances it's power. As for the Frag-pike, when it reverts back to 'power lance' does that afford the Cataphract the bonuses normally afforded for a unit taking a lance?

    All in all, I like the work you've done. I might even try these in a fight some time.

    Balthoran 22nd Mechanized (5000 points)
    7th Company (3000 points)
    5th Brotherhood (2500 points) 
       
    Made in us
    Willing Inquisitorial Excruciator





    Pittsburgh, PA, USA

     Frankenberry wrote:
    I like this.


    Thanks!

    Couple things, of course:

    Combat stims; something that can be used once per game or every movement phase?


    Good catch. I'll make the change to clarify.

    Custodes; I think the Aegis Protocol is interesting, quirky and different. But how about instead of removing the HQ, have it auto-pass Look Out Sir!'s for a turn - and they need to recharge before they can use it again.


    Let me noodle that one for a bit. Your suggestion serves a slightly different purpose, but it's definitely less complicated and less likely to be misinterpreted.

    Cataphract; love it, not enough cool looking chicken-walkers in the game! Melta lance is remarkably dangerous, and pretty circumstantial which I think balances it's power. As for the Frag-pike, when it reverts back to 'power lance' does that afford the Cataphract the bonuses normally afforded for a unit taking a lance?


    The lance profile does not boost the Strength or AP of the one use ability, but the one use ability does not replace your normal melee attacks that round either. So, charge with the frag-pike, activate, make your d6 I10 hits, then make your I3 lance attacks at +1S and AP3 with the +1A bonus for charging that turn. I'll see if I can make the wording a bit more clear on that one.

    All in all, I like the work you've done. I might even try these in a fight some time.


    Again, thank you. The hard part is balancing points, rules, and effectiveness: make it useful, effective for the points, without too much rules bloat to accomplish the task.


    Automatically Appended Next Post:
    Praetorian Cohort: 70 points

    Spoiler:

    Hand-selected from the finest graduates of the Schola Progenium, Praetorian Cohorts form the backbone of the Inquisition's official military power. Already at the peak of human combat prowess, the Praetorians are further hardened by selective psycho-conditioning and exposed to the horrors of the warp under very controlled conditions. It is imperative that they be able to function and accomplish their mission in the face of the worst atrocities of daemonkin and possessed alike. Failure and fear are luxuries the Inquisition can ill afford on the battlefields of the 41st Millennium.

    Unit Type: Infantry. The Ars Praetor is Infantry (Character).
    Unit Composition: 4 Praetorians and 1 Ars Praetor
    Stats:
    Praetorian - WS3, BS4, S3, T3, W1, I3, A1, Ld7, Sv4+
    Ars Praetor - WS3, BS4, S3, T3, W1, I3, A2, Ld8 Sv4+

    Wargear: Carapace armor, Hot-shot lasgun (Praetorian only), Hot-shot laspistol (Ars Praetor only), Close combat weapon (Ars Praetor only), Frag Grenades, Krak Grenades.

    Special Rules:
  • Deep Strike

  • Move Through Cover


  • Options:
  • May include up to 3 additional Praetorians at 12 points each.

  • The Ars Praetor may take items from the Ranged Weapons and Melee Weapons lists.

  • One Praetorian may carry a vox-caster.

  • Up to two Praetorians that have not been upgraded with one of the options above may replace their hot-shot lasgun with one item from the Special Weapons list.

  • Any model in the Praetorian Cohort may exchange its hot-shot-lasgun or hot-shot laspistol for a Boltgun or Shotgun for free.

  • The cohort may take an Inquisitional Chimera, Inquisitional Rhino, Inquisitional Razorback, Taurox Prime, or Inquisitional Valkyrie as a Dedicated Transport.


  • Designer's Notes: There was a big temptation to muck about with the Praetorian Cohort rules and make them into super-soldiers. But for ease of compatibility with existing minis and to possibly make the rules easier for my opponents to agree to, I've pretty much stuck almost verbatim to the rules for Militarum Tempestus Scions. The only exception being that I've given the Ars Praetor the ability to take items from the Divisio Praetoria armory, granting him access to wargear like combi-weapons and thunder hammers; a nod to the old Daemonhunters codex from 3rd Edition.

    This message was edited 1 time. Last update was at 2015/07/29 00:06:54


       
    Made in us
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    Problem with the Praetorians, and that is that Scions/Storm Troopers are already much more overdosed. At twelve points each, that' more than a Space Marine. Maybe a price drop?

    I am the Paper Proxy Man. 
       
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    Pittsburgh, PA, USA

     saithor wrote:
    Problem with the Praetorians, and that is that Scions/Storm Troopers are already much more overdosed. At twelve points each, that' more than a Space Marine. Maybe a price drop?


    I would tend to agree. However, as a compromise to writing everything from scratch and to keep things consistent in the game, a straight port from the MT codex was the least painless. Maybe it's flawed logic, but I think a person is more likely to accept a converted unit with homemade rules than an existing unit that you've just decided to tweak points costs on.

       
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    Regular Dakkanaut




     saithor wrote:
    Problem with the Praetorians, and that is that Scions/Storm Troopers are already much more overdosed. At twelve points each, that' more than a Space Marine. Maybe a price drop?


    Aren't Tac Marines 14 points per model?
       
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    Pittsburgh, PA, USA

    mr. peasant wrote:
     saithor wrote:
    Problem with the Praetorians, and that is that Scions/Storm Troopers are already much more overdosed. At twelve points each, that' more than a Space Marine. Maybe a price drop?


    Aren't Tac Marines 14 points per model?


    No idea. I thought 15 points was reasonable, and that was before the advent of free heavies/specials and Combat Squads

    TBF, Scions are probably overcosted by about 20 points. You can get a 10-man vet squad with the Grenadiers upgrade, effectively making them Scions for only 5 points more than a 5-man Scion squad. Stormies used to cost 10 points each, and I think that's about where they should sit now.

       
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    Pittsburgh, PA, USA

    Divisio Prefect: 65 points
    Spoiler:

    Masters of Imperial warfare and recruited from the highest echelons of the Officio Prefectus, Divisio Prefects are almost universally selected from experienced Lord Commissars who have served with distinction in the Astra Militarum. Some having served decades in the crucible of war, never shrinking from their duty to lead from the front and punish those whose cowardice would take them anywhere but forward, they are well-suited to lead some of the Imperium's most elite soldiers.
    Although the ascension to Divisio Prefect is a great honor, it is still a voluntary decision. The post is a lifetime apointment and is fraught with both the internal politics of the Imperium's most powerful organization and mortal perils against Man's most diabolical enemies on the fields of war. Still, in the millenia since the Divisio Praetoria's inception, not once has a candidate turned his back on the offer.

    Divisio Prefect: 65 points
    Unit Type: Infantry (Character)
    Unit Composition: 1 Divisio Prefect (Unique)
    Stats: WS5, BS5, S3, T3, W3, I3, A3, Ld10, Sv5+

    Wargear: Flak armor, Bolt pistol, Close combat weapon, Frag grenades, Krak grenades, Refractor field.

    Special Rules: Independent Character, Stubborn, Aura of Discipline, Stern Visage.

    Options:
  • A Divisio Prefect may take items from the Ranged Weapons, Melee Weapons, Special Issue Wargear, and Relics of the Divisio Praetoria lists.


  • Stern Visage: Any friendly unit from Codex: Divisio Praetoria within the Divisio Prefects line of sight may re-roll any failed Fear, Morale or Pinning tests. This includes the Divisio Prefect's unit.

    Designer's Notes: Another straight port from the Lord Commissar entry from the Militarum Tempestus list with the addition of the Stern Visage rule. This is a human army, lead by humans, and its important that I don't stray too far from that concept. However, I did allow him access to the Divisio armory and relics, allowing for some pretty unique equipment not normally available to Commissars from other Astra Militarum codexes.

       
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    Delaware, USA

    Praetorian Cohort: I like what you're aiming for here, but I think in the setting where Space Marines and Stormtroopers already exist I think it may just turn into copying one or the other.

    That said, I like the idea, and as for special rules why not consider giving the squad Adamantium Will to represent their demonic exposure training? Also, if you want to justify the points, you could always tack on additional leadership and maybe WS4. These are effectively 'super soldiers' without the gene modifications, armor, and training that Space Marines get, why not truly represent that?


    Divisio Prefect: I get what you're aiming for, like you said, a commissar. I don't know, again it seems redundant, but I can't really offer an alternative. Maybe as an upgrade give them some sort of broadcasting device that upgrades their Aura of Discipline range by X inches? Having basically unlimited range on rerollable Morale/Fear/Pinning for 65 points might be a little silly.

    But then again, these are standard humans (mostly).

    Balthoran 22nd Mechanized (5000 points)
    7th Company (3000 points)
    5th Brotherhood (2500 points) 
       
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    Pittsburgh, PA, USA

     Frankenberry wrote:
    Praetorian Cohort: I like what you're aiming for here, but I think in the setting where Space Marines and Stormtroopers already exist I think it may just turn into copying one or the other.

    That said, I like the idea, and as for special rules why not consider giving the squad Adamantium Will to represent their demonic exposure training? Also, if you want to justify the points, you could always tack on additional leadership and maybe WS4. These are effectively 'super soldiers' without the gene modifications, armor, and training that Space Marines get, why not truly represent that?


    I think it would be perfectly reasonable to give them WS4. But, I'm compromising a little bit to keep the Praetorians consistent with Scions. It might be a mistake, but I'm hoping with the combination of some wargear, relics, and warlord traits, I can represent some of the differences between them and their Astra Militarum/Militarum Tempestus analogs. Adamantium Will will definitely be a part of the army, even if not in their basic profile.

    Divisio Prefect: I get what you're aiming for, like you said, a commissar. I don't know, again it seems redundant, but I can't really offer an alternative. Maybe as an upgrade give them some sort of broadcasting device that upgrades their Aura of Discipline range by X inches? Having basically unlimited range on rerollable Morale/Fear/Pinning for 65 points might be a little silly.


    The special ability does have unlimited range, but there are lots of things in the game that block line of sight, making it a bit more balanced. The Prefect will also have acess to some relics that will make him more punchy and survivable when compared to a run-of-the-will commissar.

    But then again, these are standard humans (mostly).


    Exactly. The best of the best, but still human. I appreciate the feedback and I hope to get a test game in with this list soon. Here are a couple relics that I want to include in the Armory.

    Relics of the Divisio Praetoria
    Spoiler:

    Rod of the Prefects, 20 points
    Bearing the Inquisitional rosette, this ornate, golden short-staff is the symbol of the office of Prefect of the Divisio Praetoria. In addition, the staff is also a potent weapon used to smite the enemies of mankind. Incorporating a compact and destructive power field generator, the rod can deliver crushing blows that rend armor and flesh alike.

    Range: Melee S+2 AP4 Rending, Concussive, Two-handed, Master-crafted

    Gilded Skull of St. Meghmar, 25 points
    Delicate, acid-engraved etchings cover this gilded servo-skull depicting the final days of St. Meghmar the Poor. A lowly preacher of the Ecclesiarchy, St. Meghmar spent most of his time tending to the twisted denizens of the Sump: a toxic, radioactive mire where the most unfortunate of Kheres Hive lived. When the noble houses of the hive turned their backs on the Imperium and pledged their allegiance to the Dark Gods, St. Meghmar and his mutated flocks rose up from the Underhive and lead a war of faith against the servants of the Great Enemy. Although St. Meghmar and his followers would be decimated by Imperial reinforcements who mistook them for Chaos spawn, the Saint's skull would be preserved as a holy relic. His mortal remains--still highly radioactive--were coated in a thick layer of gold plating. However, when the mandible of the servo-skull opens, an almost palpible stream of neutrons bombards living tissues with debilitating radiation.

    Range: Template S2 AP5 Assault1, Fleshbane, Rad-phage

       
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    Delaware, USA

    So far the relics are my favorite part, I simply LOVE the Gilded Skull of St. Meghmar.

    Balthoran 22nd Mechanized (5000 points)
    7th Company (3000 points)
    5th Brotherhood (2500 points) 
       
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    Pittsburgh, PA, USA

     Frankenberry wrote:
    So far the relics are my favorite part, I simply LOVE the Gilded Skull of St. Meghmar.


    Thank you very much! It's quite fun to work within the framework of the rules and make something unique. I plan to have 6 relics in total. Here's another:

    Relics of the Divisio Praetoria, cont'd
    Spoiler:

    The Three Sisters, 35 points
    Discovered by Inquisitor Valeria on the damned world of Pellem Quartus, these three diminuitive, winged cyber-familiars have an endo-skeleton of an unknown, self-healing metal. Possessed of a curious but benevolent AI, each Sister was found to have unique properties. Studied extensively by both the Adeptus Mechanicus and Ordo Xenos, the three cherubim appear to act with a single purpose: bonding to and protecting an individual from harm. A tireless trio of bodyguards that, when struck down, repair and rise to perform their duties at the eve of the next battle.

    The Martyr: Not concerned for its own well-being, the Martyr flies in front of its ward, intercepting even the mightiest of blows. On a successful Look Out Sir roll, a wound may be allocated to the Martyr. The Martyr is then removed from play.

    The Pariah: Although none of the three Sisters appear alive or sentient, the Pariah has a distinct sense of being soulless. Creating a void in the Warp, the Pariah actively seeks out and nullifies the power of psykers. A single enemy psychic power chosen by the friendly player that is cast within 24" of the bearer of the Pariah automatically fails. After the power fails, the Pariah is removed from play.

    The Artificer: Most curious among the three Sisters, the Artificer appears to have the ability to manufacture small energy devices from its own living metal body. Although these devices are simple in nature, being little more than power cells or batteries, they can serve to provide enough energy for a last, desperate shot. The combi- portion of a combi-bolter may be fired one additional time per game. After the second shot, the Artificer is removed from play.

       
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    I actually played a test game with the list last night against Khorne Daemonkin. Technically it was a game and a half, since I only made it into Turn 3 of the first game and had to concede; I was far too agressive against a superior assault army But the second game went much better, and I managed a draw. Some observations:

    1. The Prefect with a smalll unit of Custodes was fairly resilient in assault against 3 Khornedogs. The Prefect had the Rod of Prefects relic and the master-crafted S5 hits were decently effective. The Gilded Skull of St. Meghmar pulled off a crazy overwatch of 3 Khorne Bezerkers, too!

    2. This goes without saying but T3 is terri-bad. It's just so easy to insta-gib my characters with all the S6 out there nowadays. Finding a way to get Eternal Warrior will be needed.

    3. The Secutors were pretty beefy. They took on 9 Bloodletters and Skulltaker and ground them down over the course of three turns, only to be taken down by two more counter-charging units of Bezerkers. At 100 points for 3, they might be undercosted. However, I wonder if they only looked good when cast in the dim light of how badly the rest of the army performs in assault?

    4. The Praetorian squads performed as expected. I used the orders from the Militarum Tempestus 'dex, but it was pretty obvious that it was much more difficult to keep units in that 12" bubble than it is with IG, and having only a single order per command squad makes them pretty unreliable as a mechanic.

    More work to be done, but the initial test was satisfactory.

       
     
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