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Made in dk
Loyal Necron Lychguard






This section presents the rules for fielding an army formed from the GUNWRIGHTS Chapter, an Iron Hands successor Chapter. If your army is Battle-forged and includes any Gunwrights units, the rules in this section can be used in addition to those presented in Codex Supplement: Iron Hands.

CALCULATED FURY
Whilst the Devastator Doctrine is active, models with this ability do not suffer the penalty for moving and firing Heavy weapons. In addition, whilst the Devastator Doctrine is active, when resolving an attack made with a Heavy weapon by a model with this ability, re-roll a hit roll of 1.

Designer’s Note: Just something I came up with after watching a Youtube video on movie representations of pistols. The fluff isn't really fleshed out, what's there is just tongue in cheek stuff. If pushed I'd say they're a Primaris Chapter that live on a desert planet.

Chapter Tactic
The Chapter Tactics gained by GUNWRIGHTS units is Pistoleers.

GUNWRIGHTS: PISTOLEERS
Cowboy Astartes yeehaw.

When a model with this tactic shoots a Pistol weapon, double the number of attacks it makes. At the start of your Command Phase, each TRANSPORT and BIKE with this tactic regains a single wound lost earlier in the battle.

GUNWRIGHTS: RELICS
If your army is led by a GUNWRIGHTS WARLORD, you can, when mustering your army, give one of the following Chapter Relics to a GUNWRIGHTS CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics.

Write down any Chapter Relics your models have on your army roster.

DESERT FURIES
Model armed with plasma pistol only, replace the bearer's Pistol weapons with Desert Furies.
WEAPON Desert Furies
RANGE 12"
TYPE Pistol 2
S 8
AP -3
D 2
ABILITIES None

DOOMDRAW
Model armed with bolt pistol, heavy bolt pistol or special issue bolt pistol only, replace the bearer's Pistol weapons with Doomdraw.
WEAPON Doomdraw
RANGE 12"
TYPE Pistol 1
S 5
AP -1
D D3+3
ABILITIES Each time you select a target for this weapon, you can ignore the Look Out, Sir rule, but if you do, only one attack is made.

GRAVIX
Model armed with grav pistol only, replace the bearer's grav pistol with Gravix.
WEAPON Gravix
RANGE 18"
TYPE Pistol 1
S 5
AP -3
D 2
ABILITIES Reduce the charge range of any enemy unit hit by this weapon by 2" until the start of your next turn if the unit contains one or more models with a Sv characteristic of 3+ or better.

GUNWRIGHTS: WARLORD TRAITS
If a GUNWRIGHTS model is your WARLORD, you can use the Gunwrights Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one.

D3 WARLORD TRAIT

1 DUNERIDER
He does not talk much, he lets his actions and his guns do the talking.

The bearer can fire Pistol weapons after Advancing. The bearer ignores the penalty for moving through Difficult Ground.

2 QUICKDRAW
They say he is quicker than his shadow.

Each time this WARLORD makes an attack with a Pistol weapon, you can ignore any or all hit roll and Ballistic Skill modifiers, and the target does not receive the benefits of cover against that attack. In addition, each time this model fires Overwatch with a Pistol weapon, it scores hits on unmodified hit rolls of 2+, instead of 6.

3 DOUBLE RAINBOW
This one has elevated blood splatter to an art form.

Each time an attack is made by the bearer, excess damage inflicted is not lost. Instead, excess damage can be allocated to up to one other model in the target unit until all the excess damage has been allocated, the second model is destroyed or the target unit is destroyed. Increase the Damage characteristic of all Pistol weapons (except for Relics) carried by this WARLORD by 1.

GUNWRIGHTS: STRATAGEMS

BULLSEYE SHOOTING 1CP
Use this Stratagem during the Shooting phase when a GUNWRIGHTS unit is selected to shoot. Increase the range of Pistol weapons carried by models in that unit by 6" until the end of the phase.

DEFENSIVE SHOOTING 1CP
Use this Stratagem after an enemy unit has declared a charge against one or more GUNWRIGHTS units from your army. One of the GUNWRIGHTS units that was chosen as the target of that charge can fire Overwatch using Pistol weapons before the charge roll is made, no other types of weapons may be used for that attack and the unit may re-roll failed hit rolls for that attack.

This message was edited 4 times. Last update was at 2021/10/06 19:30:53


 
   
Made in ca
Fully-charged Electropriest






I like it. I feel like I should have Big Iron playing in the background if I was playing/playing against this chapter.

A few things though;
Most, if not all, chapter tactics are created from two abilities while the one here is four abilities stacked on top of each other. I feel it may need to be scaled back a bit.
For DOOMDRAW I think it should be for bolt pistols, heavy bolt pistols and special issue bolt pistols.
   
Made in us
Fixture of Dakka





Mostly seems fine. A few thoughts:

* As cool as the mental image of akimbo pistol marines is, I'm not sure the chapter tactic changes how most units function all that much? You still have the same threat range as a bolter (6+18 = 24 vs 0 + 24 = 24) but with the option to move around rather than hold still. You'll get an extra shot in situations where you remained locked in combat after your opponent's turn (but I feel like that doesn't happen very often.) I guess this also benefits units that only really have pistols like assault marines.

Not that any of that is necessarily a bad thing. Just feels like mostly situational/subtle changes compared to other chapter tactics. It's good that this tactic doesn't overshadow any existing ones, but would it be more powerful to just convert my models to have pistols and then use Imp' Fist or Salamander rules?

Generally a fan of chapter tactics letting guns behave differently though.

* Doomdraw seems like it might be too good. Your minimum damage is enough to one-shot most "minor" characters, and you raverage damage (5) is enough to off a 100+ point model like a farseer in a single shot while also denying those characters their most important form of protection (screens).

An 18" weapon that ignores screens, reliably hits and wounds, and possibly ignores my defensive to-hit penalties (Quickdraw) before one-shotting my warlord seems like it has some feelsbad potential. Plus it's not bad at killing off expensive multi-wound non-character models on top of that.

If you're going for a cowboy duel kind of feel, maybe get rid of the sniper rule, lower its normal damage, and have the super damage only kick in when targeting characters? So you have to position yourself to be able to shoot the character in the first place (which makes your chapter tactic more useful), but pulling off that bit of maneuvering is rewarded with a pretty significant anti-character threat.

* Am I correct in thinking that Double Rainbow potentially forces some serious slow rolling? For instance, I shoot a fusion pistol at a squad of grotesques. Each attack has the potential to overkill a model, so my opponent has to have me slow roll each damage die one at a time, roll any Feel No Pains he has, and then roll the next damage die because the order the damage dice are rolled in matters.

Of course, you won't have a huge number of shots coming off of your warlord, so it probably doesn't add *that much* time to the game.


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






 KingGarland wrote:
Most, if not all, chapter tactics are created from two abilities while the one here is four abilities stacked on top of each other. I feel it may need to be scaled back a bit.

2-5 depending on how you count, I count 2 because pistols need that much help to be relevant IMO, I don't know how I'd use less words while keeping things thematic.

They're not meant to be dual-wielding, only the plasma gun relic is dual-wielding, they just shoot quickly while close to the enemy.
I'm not sure the chapter tactic changes how most units function all that much?

Bonus AP from Assault Doctrine makes bolt pistols superior to boltguns turn 4+ (or more likely 3+ if you build your army around going into Assault Doctrine turn 3).
I guess this also benefits units that only really have pistols like assault marines.

And Devastators armed with lascannons that need to clear out a horde unit that is close to them.
would it be more powerful to just convert my models to have pistols and then use Imp' Fist or Salamander rules?

You wouldn't get the relics or WL traits, although I suspect you might be right. 2 S4 AP-1 shots per Marine hitting on 5+ with Overwatch isn't bad, so you might see some pistol action going on when you get charged.
Am I correct in thinking that Double Rainbow potentially forces some serious slow rolling? For instance, I shoot a fusion pistol at a squad of grotesques. Each attack has the potential to overkill a model, so my opponent has to have me slow roll each damage die one at a time, roll any Feel No Pains he has, and then roll the next damage die because the order the damage dice are rolled in matters.

Gunwrights don't get melta pistols, AFAIK it's only for BA successors and DW. So the most damage a pistol can do is 5 damage, that means it is never going to do damage to more than one model, all Feel No Pain rolls for a 4W unit can be taken at once. For a 1W FNP unit you would need to roll FNP for the first and for the second shot, not for the first shot, the spillover, the second shot and the spillover.

This message was edited 3 times. Last update was at 2021/10/05 19:30:49


 
   
Made in gb
Dakka Veteran




Alright, looking at that Chapter Tactic. It's a fun idea, how would it work in practice?

In most of the roster, this has limited significance. On an actual ranged unit, this is an 18" boltgun; you're always better off shooting your actual gun, even if you're within 9" and can shoot it twice. The only time this is a benefit for them is in close combat, where:
  • When firing Overwatch, your Intercessors can choose between 2 S4 AP-1 shots hitting on 6s, or 2 S4 AP 0 shots hitting on 5+.
  • If your Intercessors are charged, survive, and don't Fall Back, they get an extra S4 attack in the Shooting phase of your turn.
  • So it's a minor benefit, of limited practical value to any ranged units. How would the Overwatch bonus interact with Hold Steady, by the way?

    Where this has real significance is on units with a) no ranged weapons except a pistol, b) good pistols, or c) multiple pistols. For a), you have Assault Intercessors, Reiver Squads, Bladeguard Veterans, Vanguard Veterans, Assault Squads, Scout Squads, and most characters. For b), other than "most Sergeants", you have Assault Intercessors, Reiver Squads, Bladeguard Veterans, Vanguard Veterans, and Chaplains/Judiciars/Apothecaries. For c), your only non-CHARACTER option is Vanguard Veterans.

    This is basically a very straightforward buff to the versatility of your melee units. Assault Intercessors (and knife-Reivers) now effectively have a 24" bolt rifle (or an 18" AP-2 boltgun) on top of all their usual kit. They don't get Bolter Discipline for it, but they'll be moving into attack range anyway. Same song for knife-Scouts, if anyone cared; you basically don't have to decide between knives and boltguns, because they get 18" boltguns free. Bladeguard Veterans are too high output, small size for this to make a huge impact, but a 21" neo-volkite pistol isn't bad, and they're good enough to take anyway. Judiciars and Primaris Apothecaries/Chaplains now come with a free mini-Relic – a Rapid Fire 1 24" S5 AP-1 D2 gun. Scary for a freebie.

    The funniest interaction, though, has to be Vanguard Veterans, who just turned into Double Seraphim. Or mini-Inceptors, depending on how you want to look at it. Two plasma pistols for 10 points? That's an 18" Rapid Fire 2 plasma gun per Marine, with Overwatch hitting on 5s. Two grav pistols for 10 points? That's a Rapid Fire 2 grav gun. Thank goodness these aren't Blood Angels or Deathwatch-OK – two handflamers for 10 points? That's an 18" Rapid Fire 2D6 S3 autohitting gun per jump pack Marine. Two inferno pistols for 10 points? That's a Rapid Fire 2 meltagun for each jump pack Marine. Seriously scary.
       
    Made in us
    Warp-Screaming Noise Marine




    ... alright cowboy marines seems like one of the few appropriate uses of a fandex for space marines. I mean the last thing they need is another supplement and a new range of sprues to support it, but revolver bolt pistols and lever action bolt guns and cowboy hats and dusters seems too cool to pass up. This does seem like something that may be better implemented in a guard regiment though, due to aesthetic reasons and what not.

    Now for the critique.

    A chapter tactic should not take a paragraph to explain the special rule and bonuses, and it should not bestow more than two actual bonuses. This sort of thing if appropriate for anywhere would be kill teams. Trim it down to 2 clauses. Pick your two favorites. Space marines are already cluttered with layers of rules on layers of rules.

    Speaking of which adding another interaction with doctrines while fluffy seems odd to me. I know some chapters do this already but generally feel like doctrines shouldn’t even be in 8th or 9th edition since we have stratagems anyways...

    Interesting concept, and original, but just reading the special rules makes my head hurt with the sheer quantity and that’s before I have to start ping ponging between stratagems (especially new) doctrines and other special rules, existing and new in this fandex, and the chapter tactics and what not. It also seems absolutely overpowered and some have noticed some crazy interactions that are a bit much already.

    Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. -Kurt Vonnegut 
       
    Made in dk
    Loyal Necron Lychguard






    The doctrine bonus ability is what all Iron Hands successors get, I just posted it for anyone who might not have the supplement and wanted to judge the balance of the chapter based on synergy (or lack thereof) between the chapter tactic and super doctrine.

    I moved the bonus range and Overwatch bonus from the chapter tactic to a couple new Stratagem, to keep in line with GW Chapters all having bonus Stratagems and not having as wordy chapter tactics as the Gunwrights had in the original post. The Overwatch Stratagem stacks with Hold Steady or the Iron Hands Stratagem.

    I removed the half-range requirement for shooting twice from the Chapter tactic to make up for the loss of the other rules. I was concerned about deep striking plasma pistols, which is why the original Chapter tactic did not allow double-tapping outside 9". This change should make the sniping ability of Doomdraw less scary as it'd require a Stratagem to shoot at anything more than 12" away. The reduced range made Gravix a little underwhelming so I upped the range to 18". I also expanded which models have access to Doomdraw as requested.

    This message was edited 6 times. Last update was at 2021/10/06 19:37:40


     
       
     
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