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Made in dk
Loyal Necron Lychguard






NOTES:
Spoiler:
These rules allow you to stitch an Astra Militarum and/or Adeptus Mechanicus Detachment into your Chaos army. You can run mono Renegade Guardsmen or Hereteks but the Relics and WL traits are mostly on the weaker side to incentivise a Daemon or CSM lead the army if you decide to soup up.

I decided not to add CSM FW units to the roster, I figure you can ally in a CSM detachment if you want any of those. GSC vehicles could also be added for mining Chaos cults, not for now.

I did not categorize the Stratagems according to the new standards, if that’s something that people want then I’ll do it. Mostly I am looking for rules criticism and spotting of any mistakes I’ve made. If I end up happy with the project I’ll try to format it nicely and release it as a PDF.

Flavour text might get added later.

Bonegrowth hyperstimulants, plague stimm packs, bloodstretchers and countless more besides. Renegade Ogryn performance enhancers are usually addictive and mood-altering to the user but always highly dangerous to the enemy.

Luring the Daemon into a new gourd is surprisingly easy, warm it slightly and leave a small cup of Imperial Guard blood inside.

IRONGHAST FOUNDRY 01101100 01100101 01110100 00100000 01101101 01111001 00100000 01100010 01101111 01100100 01111001 00100000 01100100 01101111 00100000 01110100 01101000 01100101 00100000 01110111 01101111 01110010 01101011 00100000 01110111 01101111 01110010 01101011 00100000 01110111 01101111 01110010 01101011

RENEGADE NAMES
There is no standard set of terminology within Renegade Regiments, so call your units and abilities whatever you like as long as you make it clear to your opponent what rules your units have.

TITLES OF CHAOS
Commissars are sometimes referred to as Enforcers, Company Commanders as Renegade Commanders, Primaris Psykers as Malefic Lords, Wyrdvane Psykers as Rogue Psykers. Veterans as Disciples, Conscripts as Rabble, Militarum Tempestus as Marauders.

POWERS OF THE WITCH
Terrifying Visions, Gaze of the Emperor, Psychic Barrier, Nightshroud, Mental Fortitude and Psychic Maelstrom are sometimes referred to as Creeping Terror, Fiendish Glare, Perverse Vigour, Unnatural Senses, Enthrall and Warp Flux.

RENEGADES AND HERETICS
You may replace the IMPERIUM keyword of all units in an ASTRA MILITARUM or ADEPTUS MECHANICUS Detachment with CHAOS if the Detachment includes no named characters, thus allowing you to bring the Detachment as part of a CHAOS army and not as part of an IMPERIUM army. If you do so you may not use the Stratagems, Forge World Dogma or Regimental Doctrines nor take any Warlord Traits, Arcana Mechanicum or Heirlooms of Conquest found in codex Astra Militarum and Adeptus Mechanicus. Units with the IMPERIUM keyword do not get access to the Stratagems, Forge World Dogma or Regimental Doctrines found in this supplement nor may they take any Warlord Traits or Relics found in this supplement.

CHAOS MILITARUM TEMPESTUS
MILITARUM TEMPESTUS units replace the <TEMPESTUS REGIMENT> keyword with the <REGIMENT> keyword if they gain the CHAOS keyword and can prevent other units in a Detachment from gaining a Regimental Doctrine and can themselves be prevented from gaining a Regimental Doctrine following the normal rules for units with the <REGIMENT> keyword.

ADVISORS AND AUXILLA
The units listed below can be included in an ASTRA MILITARUM Detachment without preventing other units in that Detachment from gaining a Regimental Doctrine. Note, however, that the units listed below can never themselves benefit from a Regimental Doctrine.
*Tech-Priest Enginseer
*Servitors
*Ministorum Priest
*Crusaders
*AERONAUTIC AIMPERIALIS units
*MILITARUM AUXILLA units
*OFFICIO PREFECTUS units
*SCHOLASTICA PSYKANA units

CHAOS SPAWN, DAEMON PRINCES AND PRINCESSES
You may include Chaos Spawn and Daemon Princes as found in Codex Chaos Space Marines in either an Adeptus Mechanicus Detachment by replacing all instances of the <LEGION> keyword with <FORGE WORLD> or an Astra Militarum Detachment by replacing all instances of the <LEGION> keyword with <REGIMENT>.

HERETEK DAEMON ENGINES
You may include Defilers, Lord Discordants on Helstalkers and Venomcrawlers as found in Codex Chaos Space Marines in an Adeptus Mechanicus Detachment by replacing all instances of the <LEGION> keyword with <FORGE WORLD>.

COVENANT OF KHORNE
You may include Forgefiends and Maulerfiends as found in Codex Chaos Space Marines in an IRONGHAST FOUNDRY or BLOOD PACT Detachment by replacing all instances of the <LEGION> keyword with IRONGHAST FOUNDRY or BLOOD PACT respectively. In addition, they must be KHORNE.

COVENANT OF TZEENTCH
You may include TZAANGOR units as found in Codex Thousand Sons in a TEMPORIA or CULT OF THE SEVERED TONGUE Detachment by replacing all instances of the THOUSAND SONS keyword with TEMPORIA or CULT OF THE SEVERED TONGUE respectively.

COVENANT OF NURGLE
You may include Foetid Bloat-drones and Poxwalkers as found in Codex Death Guard in a POLIX or THE UNBOUND Detachment by replacing all instances of the DEATH GUARD keyword with POLIX or THE UNBOUND respectively.

COVENANT OF SLAANESH
You may include Heldrakes and Helbrutes as found in Codex Chaos Space Marines in an ABHEILÜNG or CULT OF THE FRANTIC FLENSING Detachment by replacing all instances of the <LEGION> keyword with ABHEILÜNG or CULT OF THE FRANTIC FLENSING respectively. In addition, they must be SLAANESH.

FORGE WORLD CANTICLES OF THE OMNISSIAH AND REGIMENTAL ORDERS
Before the battle, if your Warlord is an ADEPTUS MECHANICUS CHARACTER and their <FORGE WORLD> is one of those listed below, you can select one of the Canticles in the Canticles of the Omnissiah table (see Codex: Adeptus Mechanicus) to be replaced by that <FORGE WORLD>’s Canticle below. When a Forge World canticle from the list below is chanted, it only affects units from the appropriate <FORGE WORLD>. For example, your army includes a Warlord model from the IRONGHAST FOUNDRY Forge World. You can replace one Canticle from the Canticles of the Omnissiah with the Mantra of Production Canticle. When this Canticle is chanted, it only affects RYZA units from your army.

Many Renegade regiments maintain specialised training regimes, tactics and even entire battlefield languages to direct their troops. The table below contains additional orders for use with the Voice of Command ability which may be used by officers with the appropriate regiment keyword. For example, CULT OF THE FRANTIC FLENSING officers may issue the Cult of the Frantic Flensing ‘Flense’ order in addition to any of the standard orders. Some of the orders below are noted as being Tank Orders. These may only be issued by a TANK COMMANDER with the appropriate <REGIMENT> keyword, in addition to those listed on their datasheet and using the rules for Tank Orders as described on their datasheet.

FORGE WORLD DOGMA AND REGIMENTAL DOCTRINES
If your army is Battle-forged, units with the appropriate keyword will receive the corresponding forge world dogma, detailed below, so long as every other unit in their Detachment is from the same forge world. If you have chosen a forge world that does not feature on this list, you can choose the dogma that best suits the fighting style and battlefield strategies of the warriors that hail from it.

If your army is Battle-forged, units with the appropriate keyword will receive the corresponding regimental doctrine, detailed below, so long as every other unit in their Detachment is from the same regiment (with the exception of Advisors and Auxilla). If you have chosen a regiment that does not feature on this list, you can choose the doctrine that best suits the fighting style and battlefield strategies of the warriors that hail from it.

IRONGHAST FOUNDRY: FORTIFY
A unit with this dogma (other than units that can FLY) always has the benefit of cover for the purposes of shooting attacks. If the unit Advances or declares a charge, however, it loses the benefit of this dogma until the start of your next Movement phase.

IRONGHAST FOUNDRY CANTICLE: MANTRA OF PRODUCTION
When an INFANTRY or CAVALRY model in an affected unit is destroyed, roll one D6 before removing that model from play. On a 5+, that model can either shoot with one of its ranged weapons as if it were your Shooting phase or make one attack with one of its melee weapons as if it were the Fight phase.

1CP IMPREGNABLE
Use this Stratagem when an enemy unit declares a charge against an IRONGHAST FOUNDRY unit, choose an IRONGHAST FOUNDRY unit within 6” of the charge target, that unit may fire Overwatch against the charging unit.

WARLORD TRAIT: SLAVE DRIVER
IRONGHAST FOUNDRY Warlord only. Re-roll morale tests of 6 and Advance and hit rolls of 1 for friendly IRONGHAST FOUNDRY units within 6” of your Warlord.

HERETIC ARCANA: COG OF TRUE STRENGTH
IRONGHAST FOUNDRY model with Omnissian axe only. Increase the Damage characteristic of the bearer’s Omnissian axe by 1. Invulnerable saves may not be taken against the bearer’s attacks with their Omnissian axe. Subtract 1 from invulnerable saving throws taken against melee attacks made by IRONGHAST FOUNDRY units within 6” of the bearer.

TEMPORIA: INVITING MADNESS
Improve the invulnerable saving throws of models with this dogma by 1 to a maximum of 4+. At the end of each battle round you gain 1CP if you passed 9 or more invulnerable saving throws for models with this dogma this battle round.

TEMPORIA CANTICLE: VERSE OF FORESIGHT
Affected units may fire Overwatch if they are charged and do not need to use a Stratagem to do so.

1CP FLOOD OF MADNESS
Use this Stratagem in your Fight phase. Select one TEMPORIA INFANTRY unit from your army. Until the end of the phase, when models in that unit make a pile-in move, they can move up to 6" instead of 3".

WARLORD TRAIT: MASTER OF THE BETA WAVE FUNCTION
If a friendly TEMPORIA unit is within 6" of your Warlord when it Falls Back, it can advance and move through enemy models as though it had the FLY keyword.

HERETIC ARCANA: SANITY MINIMIZER
TEMPORIA model with a phosphor serpenta only. When firing the bearer’s phosphor serpenta the type characteristic is changed to Assault 9 if the target is within 9” of the bearer.

POLIX: ENDLESS TOIL
Each time you randomly determine which Canticle of the Omnissiah is being canted, roll two dice instead of one. All units with this dogma receive the benefit of both results, instead of just the result of the first dice (if a duplicate is rolled, no additional Canticle is canted this turn).

POLIX CANTICLE: VENERATION OF HAPPY ACCIDENTS
Each time you re-roll a hit roll for an affected unit and roll an unmodified 1 the target and the attacker both suffer 1 mortal wound.

1CP VERMIN ATTRACTOR
Use this Stratagem at the start of an enemy Shooting phase. Pick a POLIX Skitarii Rangers or POLIX Skitarii Vanguard unit from your army that is in cover. Attacks that target that unit in this phase will only hit on rolls of a 6, irrespective of any modifiers.

WARLORD TRAIT: RESULTS ORIENTED
POLIX Warlord only. Roll a D6 each time a friendly POLIX model within 6” of your warlord suffers a mortal wound, on a D6 roll of 5+ the wound is ignored.

HERETIC ARCANA: EYE OF ONURIS
Re-roll hit rolls of 1 in the Shooting phase for POLIX models within 6” of the bearer. If the bearer has the Lord of the Machine Cult ability increase the range of that ability to 12”.

ABHEILÜNG: FREEDOM IN SUBSERVIENCE
Halve the number of models in units with this dogma that flee as a result of failed Combat Attrition tests. Add 1 to the Leadership characteristic of models with this dogma if their unit is more than 3” away from any models armed with a Broad Spectrum Data Tether, but within 9” of a model armed with a Broad Spectrum Data Tether.

ABHEILÜNG CANTICLE: MARCHING PSALM
Increase the Movement characteristic of affected models by 2”.

1CP SUDDEN RUSH
Use this Stratagem in your Movement phase, after moving an ABHEILÜNG VEHICLE unit from your army. You can make a second move with that unit (including Advancing, if you wish). The unit cannot shoot or make a charge move this turn.

WARLORD TRAIT: DESTROYER AND DEFILER
ABHEILÜNG Warlord only. Your Warlord’s Attacks characteristic is changed to 6 and friendly ABHEILÜNG Defilers within 6” of your Warlord add 1 to their Attacks characteristic.

HERETIC ARCANA: SEISMIC COG
ABHEILÜNG model only. After both sides have deployed, but before the first battle round begins. Roll a dice for each enemy unit on the battlefield. On a 6, that unit suffers 1 mortal wound.

CASTIR: WHERE ARE MY SCHEMATICS?
VEHICLES with this dogma add 1 to their Ballistic Skill and Weapon Skill Characteristics if your army includes no other models using the same Datasheet with this dogma as that model.

CASTIR CANTICLE: XENOTECH VENERATION
Increase the damage of melee weapons wielded by affected models (including close combat weapons) by 1.

1CP LOGIC DICTATES
Use this Stratagem when a CASTIR model from your army suffers a mortal wound. Roll a D6 for that mortal wound and each other mortal wound inflicted on that model’s unit for the rest of the phase: on a 5+ the mortal wound being rolled for is ignored.

WARLORD TRAIT: MASTER NEGOTIATOR
Roll a D6 each time you or your opponent use a Stratagem, on a D6 roll of 6 you gain 1CP.

HERETIC ARCANA: BIOTECH-THRASHERS
CASTIR Onager Dunecrawler only, note that this relic can be taken by a model that is not a CHARACTER. The bearer’s close combat weapon becomes AP-3 Damage 3 and you can re-roll hit rolls of 1 made with the bearer’s close combat weapon.

BLOOD PACT: DISCIPLINED SLAUGHTERERS
Add 1 to the Leadership and Weapon Skill characteristics of models with this doctrine.

Blood Pact Order: Bloodbath
Until the end of the phase, the ordered unit can fire any of its weapons while it is within 1" of the enemy, regardless of the weapon’s type. If they do so, they must target enemy units within 1", even if friendly units are within 1" of these units.

2CP CARNAGE PROTOCOL
Use this Stratagem at the start of your Shooting phase. Pick a Basilisk, Hydra, or Wyvern from your army with the BLOOD PACT keyword. That unit cannot shoot this phase. Instead, it lays down suppressive fire; pick an enemy INFANTRY unit that is within range of at least one of its weapons. Until the start of your next turn, that enemy unit cannot fire Overwatch and halves its Move characteristic.

WARLORD TRAIT: ABSOLUTE COMMAND
BLOOD PACT Warlord only. If your Warlord has the Voice of Command or Tank Orders ability, they may issue one additional order per turn. If your Warlord does not they instead gain the Voice of Command ability.

HERETIC ARCANA: BITTERBLOOD
BLOODPACT model with power sword only. Increase the Strength and Damage characteristics of the bearer's power sword by 1. When the bearer issues the Bloodbath Order the bearer may immediately issue that same unit an additional order. This does not count towards the maximum number of orders this model may issue each turn.

CULT OF THE SEVERED TONGUE: BETTER LEFT UNSAID
Each time a model with this doctrine flees that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase. Each time a VEHICLE with this doctrine is destroyed it may shoot with one of its ranged weapons as if it were the Shooting phase.

Cult of the Severed Tongue Order: Silence the Fool!
Until the end of the phase, the ordered unit can target CHARACTERS with their Rapid Fire weapons, even if they are not the closest enemy unit.

2CP SILENCE FALLS
Use this Stratagem during the Shooting phase when an enemy unit within 12" of a CULT OF THE SEVERED TONGUE INFANTRY unit is destroyed, that unit can immediately shoot again.

WARLORD TRAIT: TONGUE COLLECTOR
CULT OF THE SEVERED TONGUE Warlord only. You gain 1CP the first time each battle round that your Warlord destroys an enemy model in the Fight phase.

HERETIC ARCANA: SILENT SCREAM
CULT OF THE SEVERED TONGUE model armed with bolt pistol only. The bearer's bolt pistol's type is changed to Pistol 3 and its Strength is changed to 1 and it gains the ability to always wound non-vehicle models on a 4+. Add 1 to Combat Attrition tests taken for units hit by the bearer's bolt pistol this turn.

THE UNBOUND: VILE ARMAMENTS
Improve the Sv characteristic of models with this doctrine by 1 against attacks with a Damage characteristic of 1.

The Unbound Tank Order: Pound Them to Dirt!
For the duration of this phase, you can re-roll the dice when determining the number of attacks the ordered model can make with turret weapons (as described in the Grinding Advance ability) that use a randomly determined number (e.g. Heavy D6).

1CP BLIGHTED GRENADIERS
Use this Stratagem before a THE UNBOUND INFANTRY unit from your army shoots or fires Overwatch. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so.

WARLORD TRAIT: BLESSED BY PAPA NURGLE
THE UNBOUND Warlord only. Your Warlord's Wounds characteristic is increased by 3.

HERETIC ARCANA: CHAIN OF MORTALITY
THE UNBOUND INFANTRY model only. Increase the Toughness of friendly THE UNBOUND INFANTRY units wholly within 7" of the bearer by 1.

CULT OF THE FRANTIC FLENSING: THE RESTING SUFFER THE WICKED
If a unit with this doctrine makes an unmodified wound roll of 6 against an enemy unit within 1” of the attacking unit, improve the Armour Penetration characteristic by 1 for that wound (e.g. AP 0 becomes AP -1).

Cult of the Frantic Flensing Order: Flense
You can re-roll failed wound rolls for models from the ordered unit when attacking any enemy VEHICLES or MONSTERS this phase.

4CP COMMSFRAY
Use this Stratagem just after your opponent has spent CPs to use a Stratagem, but before the effects of that Stratagem are resolved. Roll a D6; on a 1 your opponent’s Stratagem is resolved as normal. On a 2+ your opponent’s CPs are refunded, but the Stratagem they were using is not resolved and cannot be attempted again this phase. This Stratagem cannot be used if there are no CULT OF THE FRANTIC FLENSING units on the battlefield, and cannot be used to affect Stratagems used ‘before the battle’ or ‘during deployment’. You can only use this Stratagem once per battle.

WARLORD TRAIT: CUNNING OPERATOR
CULT OF THE FRANTIC FLENSING Warlord only. Subtract 1 from hit rolls made against your Warlord. After deployment, before the first turn starts if your Warlord is INFANTRY you may re-deploy them anywhere within your deployment zone.

HERETIC ARCANA: FLAYER'S CLOAK
CULT OF THE FRANTIC FLENSING INFANTRY model only. Unmodified wound rolls of 6 fail to wound the bearer in the fight phase. Friendly CULT OF THE FRANTIC FLENSING units within 6" of the bearer can re-roll wound rolls of 1 made in the Fight phase.

VRAKSIAN TRAITOR MILITIA: UNCERTAIN WORTH
Roll a D6 before deployment, on a roll of 1-2 all models with this doctrine gain the Trained Militia ability, on a roll of 3-4 they gain the Chaos Fanatics ability, on a 5-6 they gain the Unwilling Civilians ability.

Add 1 to hit rolls in the Shooting phase for units with the Trained Militia ability if they did not move in the previous Movement phase.

Reduce the Ballistic Skill characteristic of units with the Chaos Fanatics ability by 1. Units with the Chaos Fanatics ability automatically pass Combat Attrition tests and increase their Leadership characteristic by 1 and ignore the penalty to hit suffered by vehicles when shooting while within engagement range of an enemy unit

Reduce the Weapon Skill and Ballistic Skill characteristics of units with the Unwilling Civilians ability by 1. You can return up to D6 slain models to each INFANTRY unit with the Unwilling Civilians during your Command Phase, with each set up in unit coherency and more than 1" away from any enemy models – if it is not possible to place a model in such a way, it is not returned to the unit. VEHICLES with the Unwilling Civilians ability regain D3 Wound lost earlier in the battle during each of your Command Phases.

Vraksian Traitor Militia Tank Order: Annihilate at All Costs
The ordered unit can shoot at enemy units that are within 1" of friendly units until the end of the phase, but each time you roll a hit roll of 1 for such an attack, resolve that attack against a friendly unit within 1" of the target unit instead. You may choose which friendly unit is hit. This order may not be issued to a unit which is within 1" of an enemy unit.

3CP BEST OF THE WORST
Use this Stratagem after rolling for which ability Uncertain Worth gives this battle, you may replace the ability you rolled for with one of the other listed abilities.

WARLORD TRAIT: FANATICAL ORATOR
VRAKSIAN TRAITOR MILITIA Warlord only. Add 6" (to a maximum of 12”) to the range of any abilities on your Warlord’s datasheet (such as Aura of Discipline or Voice of Command). Abilities that take effect after your Warlord is destroyed (such as Explodes) are not affected.

HERETIC ARCANA: BANNER OF THE APOSTATE
VRAKSIAN TRAITOR MILITIA Veteran with Regimental Standard only, note that this relic can be taken by a model that is not a CHARACTER. All IMPERIUM units within 18” of the bearer suffer a -1 penalty to Leadership characteristic. In addition, VRAKSIAN TRAITOR MILITIA units within 18” add 1 to their Leadership characteristic.

STRATAGEMS

1CP ENRAGED
Use this Stratagem before the battle. Select one non-DEVOTED VRAKSIAN TRAITOR MILITIA, IRONGHAST FOUNDRY or BLOOD PACT unit (excluding DEVOTED units) from your army. Add 1 to the Strength characteristic of that unit. In addition, the unit gains the ENRAGED and DEVOTED keywords.

1CP KNOWING
Use this Stratagem before the battle. Select one SCHOLASTICA PSYKANA, TEMPORIA or CULT OF THE SEVERED TONGUE unit (excluding DEVOTED units) with the PSYKER keyword. The selected unit knows one additional psychic power. In addition, the unit gains the KNOWING and DEVOTED keywords.

1CP CONTAMINATED
Use this Stratagem before the battle. Select one non-DEVOTED VRAKSIAN TRAITOR MILITIA, POLIX or THE UNBOUND unit (excluding DEVOTED and TITANIC units) from your army. Each time a model in this unit loses a wound, roll a dice; on a 6+, the model does not lose that wound. In addition, the unit gains the CONTAMINATED and DEVOTED keywords.

1CP THRILLED
Use this Stratagem before the battle. Select one VRAKSIAN TRAITOR MILITIA, ABHEILÜNG or CULT OF THE FRANTIC FLENSING unit (excluding DEVOTED and VEHICLE units) from your army. Add 2 to the Movement characteristic of that unit. In addition, the unit gains the THRILLED and DEVOTED keywords.

3CP FURY OF KHORNE
Use this Stratagem at the end of the Fight phase. Select an ENRAGED, IRONGHAST FOUNDRY or BLOOD PACT unit – that unit can immediately fight again if it has the INFANTRY keyword.

1CP THE GREAT SORCERER
Use this Stratagem at the end of your Psychic phase. Select a KNOWING, TEMPORIA or CULT OF THE SEVERED TONGUE PSYKER. The psyker can immediately attempt to manifest one additional psychic power this turn.

1CP PUTRID DETONATION
Use this Stratagem when one of your CONTAMINATED, POLIX or THE UNBOUND VEHICLES is destroyed; do not roll a dice – that vehicle automatically explodes.

1CP AURA OF ACQUIESCENCE
Use this Stratagem at the start of any Fight phase. Select a THRILLED, ABHEILÜNG or CULT OF THE FRANTIC FLENSING unit from your army – enemy units within 3" of that unit reduce their Attacks characteristic by 1 (to a minimum of 1) until the end of that phase.

1CP CACKLING DAEMON BOMB
Use this Stratagem in your Movement phase, after selecting an enemy unit for the Bomb Rack ability of an ARCHAEOPTER FUSILAVE from your army. Select one other enemy unit within 6" of the unit you selected. Roll one D6 for each model in that additional unit, up to a maximum of 10 dice. For each roll of 5+ that unit suffers 1 mortal wound.

1CP CHAOS TECHNO-RIFT
Use this Stratagem during deployment. You can set up a <FORGE WORLD> unit from your army in a chaos rift instead of placing it on the battlefield. At the end of any of your Movement phases this unit can rip its way into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

1CP COGNIS OVERWATCH
Use this Stratagem before an ADEPTUS MECHANICUS unit from your army fires Overwatch. Cognis weapons are fired using the firing model’s Ballistic Skill when resolving these attacks. For the purposes of this Stratagem, a cognis weapon is any weapon profile whose name includes the word ‘cognis’ (e.g. cognis heavy stubber, twin cognis lascannon).

1CP CONSOLIDATE SQUADS
Use this Stratagem at the end of your Movement phase. Choose an Infantry Squad from your army that is within 2" of another of your Infantry Squads from the same <REGIMENT>. You can merge these squads into a single unit and they are treated as such for the rest of the battle.

1CP CRUSH THEM!
Use this Stratagem at the start of your Charge phase. Select an ASTRA MILITARUM VEHICLE unit from your army. This unit can charge even if it Advanced this turn. In the following Fight phase, attacks made by this unit hit on a 2+.

1/2 CP CURSE OF MUTATION
Select one INFANTRY unit with 10+ models and one of the following abilities when selecting your army, if you paid 2CP select two additional INFANTRY units (with any number of models in each) and apply a different ability to each unit.

Digitigrade Legs: add 2" to the unit’s Move characteristic and subtract 1 from the unit’s Toughness characteristic.
Horned Brutes: add 1 to the unit’s Attack characteristic in a turn in which it has charged. The unit must declare a charge in the Charge phase if it is within 12” of one or more enemy units.
Paranormal Aura: Subtract 1 from the Leadership characteristic of units within 6” of this unit. Enemy units within 1” must subtract 1 from Combat Attrition tests.

1CP DEEPLY SUNK TALONS
Use this Stratagem in your opponent’s Movement phase, when an enemy INFANTRY unit within 1" of any PTERAXII STERYLIZORS units from your army is chosen to Fall Back. Roll one D6; on a 2+, that enemy unit cannot Fall Back this turn.

1CP DREADFYRE SALVO
Use this Stratagem in your Shooting phase, when a non-TITANIC ASTRA MILITARUM or ADEPTUS MECHANICUS model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a weapon by that model against a VEHICLE unit, do not roll to determine the Damage characteristic of that weapon; it has the maximum value (e.g. a Damage D6 becomes Damage 6). At the end of the phase the firing model suffers 1 mortal wound.

1CP ELECTRO-FILAMENT COUNTERMEASURES
Use this Stratagem at the end of your Movement phase. Select one ARCHAEOPTER unit equipped with a command uplink from your army. Until the start of your next turn, enemy models aura abilities have no effect whilst within 6" of that unit.

3CP ENDLESS BARRAGE
Use this Stratagem at the start of your Shooting phase by selecting an enemy unit, for the rest of the phase each time a unit in your army randomly determines how many shots a weapon fires against the selected unit you may re-roll the result. If the target is destroyed all units within 3” of the last model removed from the selected unit suffers 1 mortal wound.

1CP/3CP EXPLOSIVE RIGGING
Use this Stratagem when one of your ADEPTUS MECHANICUS or ASTRA MILITARUM VEHICLES is destroyed; do not roll a dice – that vehicle automatically explodes. If the Vehicle is TITANIC this Stratagem costs 3CP.

3CP FIRE ON MY POSITION
Use this Stratagem when the last model is slain from an ASTRA MILITARUM unit from your army equipped with a vox-caster. Before removing the model, roll a D6 for each unit within 3" of it. On a 4+ that unit suffers D3 mortal wounds.

1CP HERETICAL FURY
Use this Stratagem when you select one of your ASTRA MILITARUM units to shoot or fire Overwatch. Re-roll failed hit and wound rolls for models in this unit that target IMPERIUM units until the end of the phase.

1CP/3CP HERETICAL ARMOURY
Use this Stratagem before the battle. One model in your army can have a relic from the Heretic Arcana for 1 CP, or two extra relics for 3 CPs (these Relics must be Relics they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics.

1CP INFOSLAVE SKULL
Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your ADEPTUS MECHANICUS INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.

1CP MINEFIELDS
Use this Stratagem during deployment. Place D3 minefield tokens in your deployment zone, these tokens are ignored for movement purposes. Inflict D3-1 mortal wounds to any unit that ends its move within 6” of the middle of one or more minefield tokens.

2CP NEO-BINARIC PSALM
Use this Stratagem at the end of any phase to change the Battle Protocols of one of your units of Kastelan Robots.

2CP OGRYN COMBAT STIMMS
Use this Stratagem at the start of the Fight phase by selecting an OGRYN unit and adding 1 to the Attacks characteristic of the unit until the end of the phase, if the unit does not have the BULLGRYN keyword add D3 to the Attacks characteristic of the unit until the end of the phase instead. Deal 1 mortal wound to the attacking unit for each model in the selected unit that is destroyed this phase.

1CP OGRYN MAULER HOUNDS
Use this Stratagem when building your army list by selecting an OGRYN unit. The first time each battle that an enemy non-VEHICLE unit attempts to fall back from within 1” of the selected unit, the enemy unit suffers D6-3 mortal wounds, if the unit suffers no mortal wounds as a result of this Stratagem it is dragged back into combat, it may not fall back or move until the start of the Fight phase this turn.

1CP OLFACTORUM AGGRESSOR IMPERATIVE
Use this Stratagem in your Movement phase. Select one SERBERYS SULPHURHOUNDS unit from your army. Until the end of the phase, when that unit Advances, add 6" to its Move characteristic instead of making an Advance roll. In addition, until the end of the turn, models in that unit shoot as if they did not move that turn.

1CP PROGENY OF CONFLICT
Use this Stratagem before the battle, after nominating your Warlord. Select one MILITARUM TEMPESTUS CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

1CP PROTECTOR DOCTRINA IMPERATIVE
Use this Stratagem before a SKITARII unit from your army attacks in the Shooting phase. Add 1 to hit rolls you make for the unit this phase. If the unit has an enhanced data-tether or a broad spectrum data-tether, you can add 2 to the hit rolls instead.

1CP PSYCHIC CONCLAVE
Use this Stratagem at the start of your Psychic phase. Select one WYRDVANE PSYKERS unit from your army and one friendly ASTRA MILITARUM PRIMARIS PSYKER unit within 6" of that WYRDVANE PSYKERS unit. Until the end of that phase, when a Psychic test is taken for a model in either of those units, add 2 to the result. In addition, until the end of that phase, each of those units can attempt to manifest one additional psychic power.

1CP ROLLING DEATH
Use this Stratagem in your Shooting phase, when a TAUROX model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model, if that model moved less than half its Move characteristic in the preceding Movement phase, add 1 to the hit roll.

1CP ROGUE WITCH
Use this Stratagem up to once when building your army list by selecting a non-PSYKER TEMPORIA, CULT OF THE SEVERED TONGUE, POLIX, THE UNBOUND, ABHEILÜNG or CULT OF THE FRANTIC FLENSING model. That model gains the PSYKER keyword and knows the Smite psychic power and can cast a single psychic power each turn.

1CP TAKE COVER!
Use this Stratagem in your opponent’s Shooting phase when your opponent selects one of your ASTRA MILITARUM INFANTRY units as a target. You can add 1 to armour saving throws you make for this unit until the end of the phase.

1CP VEHICULAR DOMINION
Use this Stratagem during your Movement phase, inflict D3 mortal wounds on a friendly ADEPTUS MECHANICUS or ASTRA MILITARUM non-DAEMON VEHICLE. It gains the DAEMON keyword, a 5+ invulnerable save and uses its top wounds bracket for the rest of the game but it cannot be repaired for the rest of the game.

1CP WARP POSSESSION
Use this Stratagem after a CHAOS SCHOLASTICA PSYKANA model suffers Perils of the Warp and survives, add 3 to the Strength and Attacks characteristic of the model until the end of the game.

WARLORD TRAITS
If an ASTRA MILITARUM or ADEPTUS MECHANICUS CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your general’s temperament and preferred style of waging war.

D6 WARLORD TRAIT

If a <FORGE WORLD> or <REGIMENT> CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits your general’s style of heresy. If your Warlord is from the appropriate regiment or forgeworld you can pick a Warlord Trait from the list below the table.

1 FANATICAL CONVERT
Roll a D6 each time a unit within 12” of your Warlord is destroyed, gain 1CP on a roll of 5+.

2 IRON-FISTED TYRANT
When your Warlord and a single friendly unit within 3" of them Advances, they may both add 6" to their Move characteristic for that Movement phase instead of rolling a dice.

3 PROPHET OF DOOM
Whilst your Warlord is alive, you can re-roll a single wound roll per battle. Enemy Reinforcements cannot be set up within 12” of your Warlord.

4 ARTISAN OF DEATH
Re-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord.

5 BLASPHEMOUS ICONOCLAST
After deployment, but before the first battle round begins, choose a VEHICLE unit in your opponent’s army. You can re-roll failed wound rolls for units from your army that target the unit you chose whilst they are within 6" of your Warlord.

6 SOUL-SCARRED TERROR
Your opponent must subtract 1 from hit rolls they make for any of their non-VEHICLE units that target your Warlord. Add 1 to hit rolls made by your Warlord in the Fight phase.

HERETIC ARCANA
If your army is led by a <REGIMENT> or <FORGE WORLD> Warlord, then before the battle you may give one of the following Heretic Arcana to a <REGIMENT> or <FORGE WORLD> CHARACTER respectively.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Heretic Arcana your characters may have on your army roster.

XENAPHYL CRYSTAL
Subtract 1 from the Leadership and Toughness characteristic of enemy models within 3” of the bearer.

DAEMON GOURD
Range 6” Grenade D3 S7 AP -3 D3 One use only. If no enemies are hit when this weapon is fired the bearer suffers 1 hit from the weapon.

THE UBAT TRAPEZOID
The bearer can be set up in a warp rift instead of placing it on the battlefield. At the end of any of your Movement phases this unit can tear its way into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

THE ONIDANI
Deal D6-3 mortal wounds to every enemy unit within 1” of the bearer at the end of each battle round.

DROLL BIRD
Friendly units within 6” of the bearer gain a 6+ invulnerable save.

ZUFAT’S SKULL JUICE
The bearer’s Strength and Movement characteristics are increased by 2.

AETHERIC FOCUS
PSYKER only. Add 1 psychic tests made for the bearer.

This message was edited 8 times. Last update was at 2021/12/09 20:09:32


 
   
Made in ch
The Dread Evil Lord Varlak





excactly how do covenants work?

Excactly what is the reason as to why a heretek shouldn't get access to any form of daemonengine and be restricted to CSM ones? How do i get a Heretek.

the artificial weakening of mono choices seems contrary to GW's philosophy right now, and frankly a bit counter intuitive for what is supposed to be the actual backbone of chaos.

Vraksian faction trait decreases efficency of units by 1/3 increases efficency of 1/3 and is irrelevant on another 1/3rd is an disadvantage for t3 bodies, especially in connotations that squads which would be big enough to survive an enemy shooting at them would get even worse? So in other words turning your army on the roll of a dice into unusable?

Bloodpact is a worse catachan or custom regiment trait.

the unbound are the GSC other anvil option, the one nobody takes because half the field will ignore the trait. Hence why it is just , bad.

Severed tongue will lead to plasma sniping... I don't know if that is fun or great design.
it's probalby worth pointing out as to define preciscly as to how many wounds a destroyed vehicle counts as for the sake of the last shooting attack. Overall i like it, but with the caveat that such noise marine style rules can be rather iffy and have wierd interactions.


Curse of mutation is in essence the stratagem to "upgrade" units into mutants, however since that forces the unit to use baseline conscripts in order to actually be used and the price associated with it i fail to see as to why i'd ever want to use that. Especially since you lower T value if unlucky.

Ogryn stims instead of actual berzerkers is the same case above.

Iron fisted tyrant is useless.
As is prophet of doom.
Both suffer from no additional access to more warlord traits therefore will never be picked.

Blasphemus iconclast is the bladed cog warlord trait except bad.

Vehicular domination is too cheap, especially with stuff like superheavies.

Warp possession is another of those "upgrade" stratagems which adds nothing really since you will never use it.

Enraged should have it's effect exchanged with the bloodpact trait.

Minefields are wierd

How is the interaction between two differing vraksian infantery squads if i fold them together? Do i reroll the trait i get, do i get both traits?

Contaminated and enrage stacking seems an obvious issue in regards to ogryns. It's a playstyle that is already annoying for CSM players leading to unfair pricing for a lot of units. It should have an exclude clausel attached to it and instead have the effects either made worth the use of the stratagem or better yet curbed since the units should carry them instead.

1 CP for an additional psy cast is overpriced. See GSC familiars for a rough approximation.

Dreadfyre salvo is overpriced.

the daemonbomb just get's more inneficent against bigger units? IS that really intentional for a bomb?

How does the Onidani work.




This message was edited 1 time. Last update was at 2021/03/14 13:10:27


https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in dk
Loyal Necron Lychguard






Thank you for the response.
Not Online!!! wrote:
excactly how do covenants work?

In an Ironghast Foundry Detachment you can bring Daemon Princes and Spawn with the IRONGHAST FOUNDRY tag, the DP will buff IRONGHAST FOUNDRY units instead of <LEGION> units, you can also bring Defilers, Lord Discordants on Helstalkers and Venomcrawlers in the detachment because it is a CHAOS ADEPTUS MECHANICUS and you can also bring Forgefiends and Maulerfiends because the Forge World is Khorne aligned.

In a The Unbound Detachment you can bring Daemon Princes and Spawn, Foetid Bloat Drones and Poxwalkers because the Regiment is Nurgle aligned, you do not get access to Defilers, Disco Lords or Venomcrawlers because they are Astra Militarum rather than AdMech.

Excactly what is the reason as to why a heretek shouldn't get access to any form of daemonengine and be restricted to CSM ones? How do i get a Heretek.

To avoid a bloated roster, same reason why Imperium Adeptus Mechanicus don't get Land Raiders or Armoured Sentinels.

the artificial weakening of mono choices seems contrary to GW's philosophy right now, and frankly a bit counter intuitive for what is supposed to be the actual backbone of chaos.

I don't follow what you mean by artificial weakening.

Vraksian faction trait decreases efficency of units by 1/3 increases efficency of 1/3 and is irrelevant on another 1/3rd is an disadvantage for t3 bodies, especially in connotations that squads which would be big enough to survive an enemy shooting at them would get even worse? So in other words turning your army on the roll of a dice into unusable?

Noted. Although you can always pay 3CP after the dice roll to become super-Cadians.

Bloodpact is a worse catachan or custom regiment trait.

WS is useful against any target S4 is only useful against units with a T characteristic of 3, 4, 6 and 7.

the unbound are the GSC other anvil option, the one nobody takes because half the field will ignore the trait. Hence why it is just , bad.

GSC traits don't work for vehicles.

Severed tongue will lead to plasma sniping... I don't know if that is fun or great design.
it's probalby worth pointing out as to define preciscly as to how many wounds a destroyed vehicle counts as for the sake of the last shooting attack. Overall i like it, but with the caveat that such noise marine style rules can be rather iffy and have wierd interactions.

Not intended, I'll figure out a way to prevent sniping.

Curse of mutation is in essence the stratagem to "upgrade" units into mutants, however since that forces the unit to use baseline conscripts in order to actually be used and the price associated with it i fail to see as to why i'd ever want to use that. Especially since you lower T value if unlucky.

There is no luck involved and the Stratagem can be used on any units with 10+ models, so Veterans, Infantry Squads, Scions are all options if you don't take a heavy weapon.

Ogryn stims instead of actual berzerkers is the same case above.

What? Ogryn stims are a Fight-phase Stratagem, not something you use before the battle.

Iron fisted tyrant is useless.
As is prophet of doom.
Both suffer from no additional access to more warlord traits therefore will never be picked.

Which ones do you think will get picked?

Blasphemus iconclast is the bladed cog warlord trait except bad.

Iconoclast limits the units that can be targeted, bladed cog limits the units that can benefit. I also don't want these WL traits to be too strong, a Renegade Commander should not lead an army when there is a Greater Daemon or Chaos Lord present IMO.

Vehicular domination is too cheap, especially with stuff like superheavies.

I'm not convinced, there aren't any pts-effective TITANIC AM units are there?

Warp possession is another of those "upgrade" stratagems which adds nothing really since you will never use it.

It's flavour if nothing else, I don't know how insane you can possibly want this Stratagem to be. 6 stats for 1CP is already crazy. 6 attacks at Strenght 9 AP-1 D3 Damage for 1CP after you perils with a Primaris Psyker.

Enraged should have it's effect exchanged with the bloodpact trait.

Minefields are wierd

I will consider it and noted.

How is the interaction between two differing vraksian infantery squads if i fold them together? Do i reroll the trait i get, do i get both traits?

You roll once for the entire army. Any Vraksian units in your army follow that roll, if you use the Stratagem to change the effect then that change applies to all units.

Contaminated and enrage stacking seems an obvious issue in regards to ogryns. It's a playstyle that is already annoying for CSM players leading to unfair pricing for a lot of units. It should have an exclude clausel attached to it and instead have the effects either made worth the use of the stratagem or better yet curbed since the units should carry them instead.

Vraksians are not supposed to be able to put several of these on the same unit.

1 CP for an additional psy cast is overpriced. See GSC familiars for a rough approximation.

It's just the CSM Tzeentch Strat. Combined with the +1 to cast Relic I don't think it's bad.

Dreadfyre salvo is overpriced.

On a Tank Commander with multi-meltas and demolisher cannon even?

the daemonbomb just get's more inneficent against bigger units? IS that really intentional for a bomb?

No it's 1 per model in the unit, to a maximum of 10 so it is better against bigger units.

How does the Onidani work.

It kills the bearer very fast, good way to get rid of a rebellious underling. /s

This message was edited 1 time. Last update was at 2021/03/14 15:04:21


 
   
Made in gb
Lord of the Fleet






London

I do love reading homebrew rules such as these but it's a real strain to distinguish between it all. May I suggest editing the OP so each cult/forge world/etc is spoilered, makes it more manageable.
   
Made in ch
The Dread Evil Lord Varlak





Spoiler:
 vict0988 wrote:
Thank you for the response.
Not Online!!! wrote:
excactly how do covenants work?

In an Ironghast Foundry Detachment you can bring Daemon Princes and Spawn with the IRONGHAST FOUNDRY tag, the DP will buff IRONGHAST FOUNDRY units instead of <LEGION> units, you can also bring Defilers, Lord Discordants on Helstalkers and Venomcrawlers in the detachment because it is a CHAOS ADEPTUS MECHANICUS and you can also bring Forgefiends and Maulerfiends because the Forge World is Khorne aligned.

In a The Unbound Detachment you can bring Daemon Princes and Spawn, Foetid Bloat Drones and Poxwalkers because the Regiment is Nurgle aligned, you do not get access to Defilers, Disco Lords or Venomcrawlers because they are Astra Militarum rather than AdMech.



meh, i dislike the fact that i am somehow not allowed to mix and match. Frankly the mono god focussing is personally iffy in regards to the history of the faction.

Spoiler:
Excactly what is the reason as to why a heretek shouldn't get access to any form of daemonengine and be restricted to CSM ones? How do i get a Heretek.

To avoid a bloated roster, same reason why Imperium Adeptus Mechanicus don't get Land Raiders or Armoured Sentinels.

Whilest understandable i find this artificially limiting

Spoiler:
the artificial weakening of mono choices seems contrary to GW's philosophy right now, and frankly a bit counter intuitive for what is supposed to be the actual backbone of chaos.

I don't follow what you mean by artificial weakening.

Simple, that you intend to enforce a weaker position of them as monofaction in order to facilitate them as hangers on is wrongfull depiction of them, it is also contrary to gw's design philosophy that attempts to disincentivise soup.

Spoiler:
Vraksian faction trait decreases efficency of units by 1/3 increases efficency of 1/3 and is irrelevant on another 1/3rd is an disadvantage for t3 bodies, especially in connotations that squads which would be big enough to survive an enemy shooting at them would get even worse? So in other words turning your army on the roll of a dice into unusable?

Noted. Although you can always pay 3CP after the dice roll to become super-Cadians.

Sure, but that is iffy imo. Frankly it's also contrary to how vraks was as a rebellion, with a fodder core, trained converted part and actual fanatics, all being present at the same time.

Spoiler:
Bloodpact is a worse catachan or custom regiment trait.

WS is useful against any target S4 is only useful against units with a T characteristic of 3, 4, 6 and 7.

the issue is rarely hitting enough time with an horde faction, the issue is damaging something with a hit. Hence why it is worse. However, that has less to do with WS being a useluess buff and more with the wounding table being dog poo

Spoiler:
the unbound are the GSC other anvil option, the one nobody takes because half the field will ignore the trait. Hence why it is just , bad.

GSC traits don't work for vehicles.

That still doesn't change the issue of the trait being bad or obsolete though?

Spoiler:
Severed tongue will lead to plasma sniping... I don't know if that is fun or great design.
it's probalby worth pointing out as to define preciscly as to how many wounds a destroyed vehicle counts as for the sake of the last shooting attack. Overall i like it, but with the caveat that such noise marine style rules can be rather iffy and have wierd interactions.

Not intended, I'll figure out a way to prevent sniping.

the first thing that came to mind with it was plasma vets in a valkyrie and a officer toasting any HQ unit in the game basically on demand. It's even more iffy when you consider the whole slew of not invulnerable defended minor charachters some factions need to rely on.

Spoiler:
Curse of mutation is in essence the stratagem to "upgrade" units into mutants, however since that forces the unit to use baseline conscripts in order to actually be used and the price associated with it i fail to see as to why i'd ever want to use that. Especially since you lower T value if unlucky.

There is no luck involved and the Stratagem can be used on any units with 10+ models, so Veterans, Infantry Squads, Scions are all options if you don't take a heavy weapon.

It is still to iffy and the disadvantage of some of the effects make it in essence rather ... problematic. Also it's an upgrade stratagem and those should not exist.


Spoiler:
Ogryn stims instead of actual berzerkers is the same case above.

What? Ogryn stims are a Fight-phase Stratagem, not something you use before the battle.

Any former owner of the faction will percieve it as an upgrade stratagem, it seems unwise and seems questionable.

Spoiler:
Iron fisted tyrant is useless.
As is prophet of doom.
Both suffer from no additional access to more warlord traits therefore will never be picked.

Which ones do you think will get picked?

Anyone else that is in general more usefull then these? These are fringe case traits, fringe case traits only get used when an army has acess and pts for investing in a seperate WL trait and strategy connected to it.

Spoiler:
Blasphemus iconclast is the bladed cog warlord trait except bad.

Iconoclast limits the units that can be targeted, bladed cog limits the units that can benefit. I also don't want these WL traits to be too strong, a Renegade Commander should not lead an army when there is a Greater Daemon or Chaos Lord present IMO.

I advise to read the covenant section. It may very well be the case that certain particulary powerfull cults and their leaders have struck enough bargains and momentum to ascend. Contrast that with greater daemons which can't remain within realspace without help.

Spoiler:
Vehicular domination is too cheap, especially with stuff like superheavies.

I'm not convinced, there aren't any pts-effective TITANIC AM units are there?

Many of these vehicles right now are weak indeed, however part of that is the lack of an invulnerable.

Spoiler:
Warp possession is another of those "upgrade" stratagems which adds nothing really since you will never use it.

It's flavour if nothing else, I don't know how insane you can possibly want this Stratagem to be. 6 stats for 1CP is already crazy. 6 attacks at Strenght 9 AP-1 D3 Damage for 1CP after you perils with a Primaris Psyker.

It's also one of those stratagems that just don't pay off? A perils is also rather rare. It' should be a general special rule and not another upgrade stratagem.

Spoiler:
Enraged should have it's effect exchanged with the bloodpact trait.

Minefields are wierd

I will consider it and noted.


Spoiler:
How is the interaction between two differing vraksian infantery squads if i fold them together? Do i reroll the trait i get, do i get both traits?

You roll once for the entire army. Any Vraksian units in your army follow that roll, if you use the Stratagem to change the effect then that change applies to all units.

That is critically speaking making 2/3rds of the list irrelevant. Also, do we really want to incentivise static gameplay with the firepower of AM units?
Like , the reason as to why Militia training was a fixcost upgrade was to incentivise bigger units, but they themselves were not guardsmen material. Since you however have not implemented a milita statline but rather build out from the AM dex, the issue will become if you really want 5.5 ppm models with bs 3+ and plasmaguns, or 2 + with vets. etc.

Spoiler:
Contaminated and enrage stacking seems an obvious issue in regards to ogryns. It's a playstyle that is already annoying for CSM players leading to unfair pricing for a lot of units. It should have an exclude clausel attached to it and instead have the effects either made worth the use of the stratagem or better yet curbed since the units should carry them instead.

Vraksians are not supposed to be able to put several of these on the same unit.

Ah saw it now, they gain devoted. my bad.

Spoiler:
1 CP for an additional psy cast is overpriced. See GSC familiars for a rough approximation.

It's just the CSM Tzeentch Strat. Combined with the +1 to cast Relic I don't think it's bad.

Meh. Remember that the CSM powers are in a whole other league compared to AM.

Spoiler:

Dreadfyre salvo is overpriced.

On a Tank Commander with multi-meltas and demolisher cannon even?

Yes, for one, you suffer 1 wound for using it, for 2 you do max damage for it on all shots which mostly affects D-D6 weapons against "VEHICLE", it doesn't help against invul carrying vehicles one of the core issues, it simply doesn't work against monsters.
There's a case with vraks to increase BS to 2+ for a stationary tank commander where it certainly will lead to overperformance but against vehicles you also don't have blast, so at most you have highlighted the tank commander once more as so far superior to normal leman russes.A balance issue already within the AM dex, i don't think we need to increase that gap even more.


Spoiler:
the daemonbomb just get's more inneficent against bigger units? IS that really intentional for a bomb?

No it's 1 per model in the unit, to a maximum of 10 so it is better against bigger units.

So units bigger then 10 + lead to a effectiveness down turn?

Spoiler:
How does the Onidani work.

It kills the bearer very fast, good way to get rid of a rebellious underling. /s

The balefull judging is strong with this one.
Jokes aside why not exchange the D6-3 with a d3? Far less swingy, same result and constantly usefull. There's a difference between random and randumb.

I like a lot of it, but consider as the owner of the former iterations of half the army this solutions are aimed at that i find the upgrade stratagems far to restricting.
I also think the implementation of specific subfactions instead of attempting to reintroduce demagogue skills is contrary to the faction and the vast ammount of subfactions within it.


https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in dk
Loyal Necron Lychguard






Valkyrie wrote:I do love reading homebrew rules such as these but it's a real strain to distinguish between it all. May I suggest editing the OP so each cult/forge world/etc is spoilered, makes it more manageable.

Let me know if it's better, actually don't, there's no undo button on Dakka so I'm not going to change it back. But I'm willing to make more small adjustments, I don't like the idea of spoilers.

Not Online!!! wrote:meh, i dislike the fact that i am somehow not allowed to mix and match. Frankly the mono god focussing is personally iffy in regards to the history of the faction.

Hasn't the faction always had a focus on one god or another or sometimes the choice between one of the four? Usually Khorne or Nurgle. I will consider changing it, but I thought people were into the Renegade Demagogue Devotions and this is a sort of replacement for that.

Whilst understandable i find this artificially limiting

There's a reason that I never finished my AdMech homebrew codex... It had something to do with having more datasheets than Space Marines.

Simple, that you intend to enforce a weaker position of them as monofaction in order to facilitate them as hangers on is wrongfull depiction of them, it is also contrary to gw's design philosophy that attempts to disincentivise soup.

I think I might buff their Warlord traits and give them a Warlord trait Stratagem that can only be used if you have a non-<FORGEWORLD> non-<REGIMENT> Warlord. I think you're right, what I did was a bad design decision.

Sure, but that is iffy imo. Frankly it's also contrary to how vraks was as a rebellion, with a fodder core, trained converted part and actual fanatics, all being present at the same time.

40k battlefields are small, just a pocket of a larger conflict and I want the uncertain worth to have a big impact on the game, when it's just one extra guy running away once in a while who cares?

That still doesn't change the issue of the trait being bad or obsolete though?

+1 Sv is most relevant for models with good saves, so if you have a Sv-boosting rule that does not apply to vehicles and then make it apply to vehicles it goes from being unviable to at least possibly viable.

Ah saw it now, they gain devoted. my bad.

LOL no, I changed it after your comment because of your comment, thank you again.

Meh. Remember that the CSM powers are in a whole other league compared to AM.

I disagree, -1 to hit on a Tank Commander or Titanic unit is amazing and Smite is Smite.
Yes, for one, you suffer 1 wound for using it, for 2 you do max damage for it on all shots which mostly affects D-D6 weapons against "VEHICLE", it doesn't help against invul carrying vehicles one of the core issues, it simply doesn't work against monsters.
There's a case with vraks to increase BS to 2+ for a stationary tank commander where it certainly will lead to overperformance but against vehicles you also don't have blast, so at most you have highlighted the tank commander once more as so far superior to normal leman russes.A balance issue already within the AM dex, i don't think we need to increase that gap even more.

Renegade Tank Commanders can't be tank aces, so I think this sort of levels that playing field.
So units bigger then 10 + lead to a effectiveness down turn?

No, just same effectiveness as against units with exactly 10 models. Same as Blast or any other bomb in the game. You have to put these restrictions in or the Strat becomes too good against some units and/or too bad against other units.

I like a lot of it, but consider as the owner of the former iterations of half the army this solutions are aimed at that i find the upgrade stratagems far to restricting.
I also think the implementation of specific subfactions instead of attempting to reintroduce demagogue skills is contrary to the faction and the vast ammount of subfactions within it.

In the end this is a bandage on a gaping lack of at least one entire codex, I'm glad that there are parts you like.
   
Made in ch
The Dread Evil Lord Varlak





Many thanks, and i appreciate the effort, as it atleast highlights that something "important" is missing.

I guess part of my critic perception is that i just dislike the stratagem system in it's core.

In regards to the psy comparison, though, i think you oversell the psykana discipline massively.
Between an additional movement to a 5+++ or 5++ or -1 to hit the same can be found within the regular table, the hell gaze is better than it's IG equivalent and between deathhex, prescience it isn't even a competition anymore imo.

As for uncertain worth.
The problem with it, was that it at the time was an aspect of the units having it as a rule. In essence, you had the option to run the army dirt cheap, you had the option to even gamble pts for moral reliability.
It was your deciscion as to how you represented the force and if you invested in reliability of it.

The covenant of chaos thingy was more like the old mark system. It then got dumbed down into 8th edition as a singluar choice tied to the renegade commander.
In a mordern sense GW attempts to push mono playstyle and i guess you could attempt to add a bonus if all units have covenant x (for exemple easier summoning or something more substantial)

The covenant however, was not the defining moment of the faction, that was the demagogue devotion. Which had far more options opened up or locked out behind them.
Yes, the "master of renegades" rules allowed for you if you had a primary detachment demagogue warlord with a covenant (or without one) to unlock certain units, but it's effect as a mark was far more relevant than additional unlocks, and the effects of the demagogue option far more consequential as to how your faction played then the mark.
F.e. the heretek magus option had far more consequence on how you could form an servitorised horde then the option for your demagogue to khorne, or nurgle. Similarly if you chose a bloody handed reaver you transformed the entire list into traitor guardsmen.
Basically it was the added option for having your warlord be follower of a specific god.
That also didn't make the rest of your faction mono, you could still have devoted followers in all other champions (squad leaders) for other gods.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
 
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