Switch Theme:

More 30k Things Ported Forward  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Gore-Soaked Lunatic Witchhunter







So my Space Marines are loyalist Death Guard, and with the new Death Guard Codex with Deathshrouds and (sort of) Grave Wardens in it I thought I'd try my hand at seeing what'd happen if my army brought their dusty old scythes and grenade launchers out to play again. This is a very rough draft and has not been tested in any way; PL costs have been given rather than points because they're going to be inaccurate anyway.

First off: Chapter Tactics: Dusk Raiders. To be used with armies from Codex: Space Marines descended from loyalist Death Guard elements. Instead of copying the Death Guard rules wholesale (especially since the Death Guard have FNP built into their unit rules) I've mixed those rules with the Legion Tactics to come up with the following:

Stubborn Survivors: If a Dusk Raider unit with this Chapter Tactic suffers a Mortal Wound roll a d6. On a roll of 5+ the model does not lose that wound. (We may not have the blessing of Nurgle to become Disgustingly Resilient, but we still refuse to die, even in the face of powerful zappy attacks.)

Relentless March: Dusk Raider units with this rule do not suffer the to-hit penalty for moving and firing Heavy weapons. (I didn't want to copy over Inexorable Advance wholesale, but somehow in the light of the Death Guard Rites of War it felt right to have this bit of it.)

And now to the units:

Deathshroud Terminators
(The legend of the Deathshroud has been built up over time, but at their core these are still just big Terminators with scythes. I've chosen to keep S/T5 here from the Chaos rules because the Deathshroud are supposed to be big and I didn't want to up the wound count the way the 30k ones did, but these ones are in Tartaros armour because that's what the Forge World models are wearing. I've also chosen not to include a champion since the 30k unit doesn't have a character in charge. They're slightly cheaper than their Chaos equivalents, since they're basically similar, just with less stuff)

Deathshroud: M 6", WS 3+, BS 3+, S 5, T 5, W 2, A 3, Ld 9, Sv 2+
This unit contains 3 Deathshroud Terminators (PL 10). It may include 3 additional Deathshroud Terminators (PL 10). Each model is armed with a power scythe and a hand flamer.
Weapons:
Power Scythe: Melee, S +3, AP -3, D d3.
Hand Flamer: 6", Pistol d6, S 3, AP 0, D 1. This weapon automatically hits its target.
Abilities:
And They Shall Know No Fear, Tartaros Armour (5++), Teleport Strike.
Silent Guardians: Roll a die each time a friendly Dusk Raiders character is hit by a ranged or melee attack while within 3" of this unit. On a 2+ the Deathshroud is hit instead.
Faction Keywords: Imperium, Adeptus Astartes, Dusk Raiders
Keywords: Infantry, Terminator, Deathshroud Terminators

Grave Wardens
(These guys have no excuse to be toting T5, but they've also got a bit of a problem in that there isn't really an equivalent unit with all grenade launchers to compare them to, and the Blight Launcher really isn't something I should be considering putting on everyone. Unfortunately I've checked it against the Guard grenade launcher and I may end up needing to, and just reminding myself that it's a good thing I didn't make anything as silly as Aggressors. I am somewhat disappointed that the Blight Lords weren't actually Grave Wardens, but I've improvised.)

Grave Warden: M 4", WS 3+, BS 3+, S 4, T 4, W 2, A 2, Ld 8, Sv 2+
Grave Warden Chem-Master: M 4+, WS 3+, BS 3+, S 4, T 4, W 2, A 3, Ld 9, Sv 2+
This unit contains one Chem-Master and four Grave Wardens (PL15). It may include five additional Grave Wardens (PL15). Each model is armed with an assault grenade launcher and a power fist.
Weapons:
Assault grenade launcher: Choose either 18", Assault 2, S 6, AP -1, D d3 or 18", Assault 2d3, S*, AP -1, D 1, Poisoned (wounds non-vehicle targets on a 4+ and vehicles on a 6+).
Options:
Any model may replace its powerfist with a chainfist.
Any model may replace its assault grenade launcher with a combi-weapon.
For every five models in the unit one Grave Warden may replace its assault grenade launcher with a heavy flamer.
Abilities:
And They Shall Know No Fear, Cataphractii Armour (4++, halve Advance roll), Teleport Strike, Combat Squads
Death Cloud: Enemies more than 12" away take a -1 penalty to hit when shooting at a unit of Grave Wardens. If an enemy unit charges a unit of Grave Wardens roll a d6 for each model in the unit, the unit takes a mortal wound for each roll of 6.
Faction Keywords: Imperium, Adeptus Astartes, Dusk Raiders
Keywords: Infantry, Terminator, Grave Wardens

This message was edited 1 time. Last update was at 2017/09/17 17:25:49


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 gb
Grim Dark Angels Interrogator-Chaplain





Earth

Deathshroud would have 3 wounds, everything that had 2 now has 3 due to termy armour getting them an extra wound.
   
 
Forum Index » 40K Proposed Rules
Go to: