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[40K Homebrew] Rift-Warherds (Chaos Beast-Kin) — Codex PDF — looking for balance/wording feedback  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in fr
Fresh-Faced New User




Hey Dakka! I’m posting my homebrew faction Rift-Warherds (Chaos Beast-Kin). It’s a complete fan-made PDF with army rules, detachments, stratagems, and unit profiles.


What the army does

Ambush-heavy playstyle: pre-game units go into Ambush; they arrive from a battlefield edge with charge support.

Rituals of Ruin (Command phase) for flexible effects (damage / durability / melee boost).

4 detachments (objective-melee pressure; monster sustain; charge reliability; storm/ogor theme).

6 universal stratagems: reposition after being shot, extra move after ambush, double-ritual, charge debuff, anti-FNP tech, and a “returning infantry” effect.

Specific feedback requested

  • Any balance outliers (too efficient units / too strong detachment rule)?

    Any unclear wording or missing restrictions?

    Does the army have enough counterplay?


  • Disclaimer: Unofficial fan project, non-commercial, not affiliated with GW.


    Automatically Appended Next Post:
    URL: https://drive.google.com/file/d/1LWk68hctDWReJ4mfaqnZy1bRfbFwNaot/view?usp=drive_link

    This message was edited 1 time. Last update was at 2026/02/20 08:25:36


     
       
    Made in dk
    Loyal Necron Lychguard






    Wording is a bit wonky, but is clear enough and works. Generally it would be advised to copy existing wording for consistency. Is it based on Age of Sigmar to any degree? The whole "Ogor" instead of "Ogre" thing is cringe to me and I would rather it never made its way into 40k.

    I think you forgot to add enhancements.

    I don't like detachments buffing individual units, with a Stratagem or Enhancement is okay but you're really only choosing between 2 detachments when you have made an army for your codex, the universal one or if your army is specialized enough you can take the specific one. Very little choice and variation.

    Regaining up to 6 wounds per battle round is insane. Reducing it to 1 in your Command phase and D3 when the unit destroys a unit in the Fight phase could work.

    Changing death grip to something that cannot carry you into melee could help make the faction more of a shifty sneaky bunch rather than being locked into berserker mode.

    Things just randomly not working does not seem super fun. Consider having things go weird on a dice roll instead of go wrong, like with the rituals of ruin and gnarlstaff.

    2CP is quite intense, having 2 Stratagems that cost this much makes the army rather inflexible, consider whether you want this.

    Gorelord's ability is kind of insane, but priced high enough that it might be fair, feels odd in 10th edition and I am not sure whether you should have aura abilities in an army as wild as the Beastmen, Rituals of Ruin as well rewards having commanders strewn through your army instead of having things simply running wild. I don't know whether this makes sense to you as Beastmen are out of control without commanders or whether I am right to fear that it is going to feel like a well-regimented army with commanders issuing orders to their disciplined troops (5/6 times).

    If you aren't married to using the AoS miniatures, attaching grenades to arrows and using explosives and stuff like that would make them more of a believable threat. I am not sure how to make Minotaurs work.

    The order of the datasheets seems random and the size of the pages and images is weird. I'd rather do without the AI images. Adding something in the background so it's not just a harsh white background would improve the final document if you can figure out how.

    I don't see points as being too far out of bounds, good enough to start playtesting and see whether the rules are all fun and immersive. Once you are happy with all the rules you can do some basic math to look at how many lasgun/bolter/plasma/lascannon shots it takes to kill each unit and compare with Ork units for a sanity check, make any changes you feel are necessary and you have a beta version of the codex ready to playtest to see if any of the units are super strong when spammed.
       
    Made in fr
    Fresh-Faced New User




    Thanks for the detailed feedback this is exactly the kind of critique I need.

    For context, yes, the project is absolutely AoS-inspired (kits and a bit of rules DNA), but I agree the current draft sometimes reads like AoS wearing a 40K coat. I’m going to do a pass specifically to make the language and mechanics feel more 10th-edition 40K, and borrow existing GW wording where it helps consistency.

    On the “Ogor” point… fair. Even if it’s partly taste, you’re right that it immediately screams AoS. I’m not married to that naming at all I’ll rename those units to something that sits better in 40K’s vibe.

    You also caught a real miss, I forgot to add Enhancements. That’s just an oversight on my end, and I’ll add a proper set so the detachments have meaningful list-building texture beyond stratagems.

    I get what you mean about detachments that only really reward one very specific unit package. I don’t mind theme detachments existing (10th does it constantly), but right now mine are probably too narrow, so the choice becomes “generic” or “only if you spam X”. I’ll widen the hooks so each detachment supports a playstyle without basically writing the army list for you.

    The healing is the biggest “yeah, that’s too much” moment. Regaining up to 6 wounds per battle round is not something most factions can realistically play into, especially when it stacks with other sources. I still want the big beasts to feel hard to finish, but it needs to be more controlled something like a small, reliable heal in my Command phase, and then a more explosive heal only when you actually kill a unit in melee (and capped once per round). That keeps the fantasy without turning it into a regen engine.

    Death Grip is another one where I see your point. A normal move that can effectively drag you into melee is very “rules smell” in 10th. The intention was a predatory lunge / repositioning pressure, but I can rework it so it stays shifty and threatening without functioning like a pseudo-charge. If anything, I’d rather lean them toward ambush, feints and punishing mistakes than locking the whole faction into berserker mode.

    Same vibe for the “sometimes it just doesn’t work” mechanics, I agree that dead buttons feel bad. I’ll try to reframe those moments so a bad roll makes things go weird rather than simply fail weaker effect, backlash, risky upside, that kind of thing.

    The CP point is fair too. Two 2CP stratagems can make the army rigid, especially in games where you’re already spending CP to stay alive or to force key plays. I’ll probably keep one “big moment” 2CP option, then pull the other down to 1CP with tighter limits (or make it once per game) so it doesn’t choke the army’s flexibility.

    About the Gorelord and aura design, I’m torn, because I like the idea that apex leaders impose their will, but I also don’t want the faction to feel like a neat command-and-control army. Your read is valid if buffs feel too “ordered”, it undercuts the savage identity. I’m likely to tighten those effects so they’re more personal (self / own unit) rather than broad bubble discipline.

    Modelling-wise, agreed on making them feel more credible in 40K. Even if they’re feral, adding scavenged tech, crude explosives, stolen weapons and improvised wargear would help sell them as a real threat in a galaxy full of bolters and tanks.

    Layout and presentation is WIP and you’re right it’s messy I’ll reorder datasheets, fix the page/image sizing, and probably tone down the AI art or ditch it. A less harsh white background would help a lot too.

    On points, that’s reassuring. I’m treating them as placeholders until the rules are actually fun and interactive. Once that’s in a good place, I’ll do the basic durability/efficiency sanity checks against Orks and similar profiles and start proper playtesting.

    Seriously, appreciate the time you took I’ll come back with a revised draft after I’ve cleaned up the wording, detachments, healing, and the “feel-bad” rolls.
       
    Made in fr
    Fresh-Faced New User




    Update / revised draft posted (important): I’ve made a pretty substantial revision pass based on the feedback here.

    Important note: https://drive.google.com/file/d/1LWk68hctDWReJ4mfaqnZy1bRfbFwNaot/view?usp=drive_link

    Big changes in this revision include:

  • a broader 40K wording/style pass (less AoS phrasing / naming bleed-through),

    renames for some units/terms to better fit 40K tone,

    reworked army rules / ambush package for clearer restrictions and counterplay,

    toned-down / capped healing in the monster-focused detachment,

    reworked Death-Grip (no more pseudo-charge behavior),

    some stratagem rewrites and wording clean-up,

    ongoing layout / presentation cleanup.


  • I’d really appreciate a fresh look on the new PDF version, especially for:

  • any remaining wording issues / rules ambiguities,

    balance outliers after the changes,

    whether the faction now has better counterplay and feels less “AoS in a 40K coat.”


  • Thanks again to everyone who took the time to critique the first draft it genuinely helped steer this revision.
       
    Made in fr
    Fresh-Faced New User




    Hey Dakka — quick update. I’ve pushed a new revision of my homebrew faction Rift-Warbands (Chaos Beast-Kin). It’s still a full fan-made PDF: army rules, 4 detachments, universal stratagems, and datasheets/points.


    What changed in this revision (high-impact summary)

    Core army rules / counterplay

  • Masters of the Dead Zones (Insertion) is now more tightly bounded: half your units (rounding down) and up to 50% of your points, plus a MONSTER cap by game size (1/2/3)

  • Dead-Zone Insertion is clearer and more “40K-timed”: arrive within 12" of an edge, get +1 to Charge (or +2 near a Rift-Pylon), gain Stealth near the edge/pylon, and there’s a small protection window vs being picked as a “Spotted/Marked” target after arriving.



  • Liturgies of Ruin

  • Liturgies are now 2 uses per Command phase (+1 if you have a Rift-Pylon on the table), with cleaner targeting (within 24" of a CHARACTER) and auto-apply near a Rift-Pylon, otherwise 2+.

  • New/expanded effects include tools for anti-reposition/reserves and anti-spotting/Guided style mechanics, plus the existing damage/defense/melee options.



  • Objective play

  • Savage Claim (“sticky”) is now BATTLELINE INFANTRY only, and only holds until the end of your next Command phase — intended to add counterplay and reduce snowballing.



  • Detachments (4) — rules updated

  • Arch-Despoilers is now more objective-centric: reroll Hit 1s in melee into enemies on objectives you control, plus Battleline-only AP boost on the charge and OC +1 for Battleline on your objectives.


  • Bloodgreed sustain package updated (select 2 units, 3 with a Pylon; heal D3+2; baseline FNP 6+ with conditional improvement).


  • Fiends of the Dead Zones now has a bit more charge agency: once per charge phase, change a die to 4 or 5 (but if arriving from Insertion, only to 4).

  • Raging Storm reworked into a more distinct “storm-engine” detachment (healing + mortal output keyed off Tempest Ogryn units/characters).



  • Universal stratagems — cleaned up & re-costed

  • Death-Grip is now 1CP, with a more controlled surge distance (D6", max 5") and a simpler charge bonus window.


  • Bestial Cunning is now a small post-arrival move (2") but removes charging that turn (to prevent “free extra threat range” spikes).


  • Propagate Ruin is now once per battle and Pylon-gated (within 9").


  • Hex-Rod of the Rift anti-FNP is narrowed: it only blanks FNP against attacks made by the CHARACTER model, not the whole led unit.


  • Warp-Vox Muster Signal returning-unit strat has clearer scaling (Battleline returns at 2/3, others at 1/2).



  • Datasheets/points pass (examples)

  • Bullhorn Brutes got a full tune pass (stats/role clarified), MW charge output capped lower, and points adjusted (125/250) with a new Bloodbull rider synergy.

  • Tempest Ogryns gained a 5++, Storm Surge mortal output is now capped (max 3 MW per target per phase), and points dropped to 130/260.


  • Beast-Kin Marauders are now 80 pts, with extra melee identity (Sustained + AP-1 on the charge).


  • Runt Stalkers got some quality-of-life tweaks (bow AP, Hidden Volley safety).




  • Feedback I’m looking for

  • Balance outliers after the changes (detachments, Liturgies, Insertion package, key datasheets).

  • Any remaining wording/timing ambiguity (especially around Insertion + “Spotted/Marked” interactions, Liturgies timing, and Savage Claim duration).


  • Counterplay / fun factor: does it feel interactive, or are there still “non-games” where the opponent can’t respond?



  • Disclaimer: Unofficial fan project, non-commercial, not affiliated with GW.
       
    Made in dk
    Loyal Necron Lychguard






    Rift Pylons do an insane amount of things. It seems like you barely get to play if you don't have them and remembering half the rules it provides if you do have them will be a challenge. You can put the focus in one detachment and/or enhancement, otherwise the rules should be on the datasheet and not scattered throughout a dozen other rules or make the Pylons the one faction ability you get.
    If this unit was set up from Insertion this phase, it cannot be selected as a Spotted unit (or equivalent ‘marked’ target) until the end of your opponent’s next Shooting phase.

    Ambiguous, consider making it a blanket ban on being the target of any enemy abilities and/or Stratagems, Stratagems being the easy and safe version of the effect. All the other rules hating on being spotted feel very off for 40k which does not generally feature rules of this kind, unless your faction has a history of mainly fighting the Tau Empire I hate it.


    Dead Zone Insertion is super strong, does your army really need liturgies of ruin as well?

    While a friendly BATTLELINE unit is within range of an objective marker you control, improve its OC by 1.

    This does not feel like Arch Despoilers, this feels like Imperial Fists refusing to give up on their fortified position.

    At the end of each turn, select up to 2 friendly MONSTER, Bloodbull, or Bullhorn Brutes units. If you have a Rift-Pylon on the battlefield, you can select one additional unit (max 3). Each selected unit regains D3+2 lost wounds.

    Broken in 1000 pt games.

    FIENDS OF THE DEAD ZONES

    Could this not just target infantry instead of that long list you need to update every time you add or remove a datasheet?

    EFFECT: This rule can be used once in each Charge phase. When a qualifying unit declares a Charge, you can change one of the dice in that Charge roll to a 4...

    Gives you a 75% chance of making your charges from insertion despite the restriction because of the +1.

    Your unit can make a Surge move of up to D6" (max 5").

    The max feels weird, can you explain why it is necessary?

    Runt Stalkers got some quality-of-life tweaks (bow AP, Hidden Volley safety).

    Does it strike you as reasonable that a rusty arrow would be better at dealing with tanks than a laser rifle that can punch holes through trees?

    This message was edited 1 time. Last update was at 2026/03/03 08:37:45


     
       
    Made in us
    Fixture of Dakka





    Running thoughts as I skim through:

    * I think I agree with everything Vict said.

    * A lot of these abilities/rules are a stack of rules in a trench coat. I'd probably try to streamline a few things.

    * Feels like you're stacking a *lot* of reserves/charge buffs. Like, easily making this army the best at charging out of reserves in the game. Which is going to make it hard to balance things because you have to assume people will be using a given unit in a way that leaves them with minimal exposure to shooting before getting into melee.

    * Gorelord alpha's special abilities could probably be rewritten to be significantly less wordy. 10th edition also generally steers away from aura abilities.

    Man-ripper axes: This weapon has [SUSTAINED HITS 1] and [PRECISION]. Each time
    an attack is allocated to a CHARACTER model, improve this weapon’s AP by 1 (to AP -2).

    ^This rule is fiddly and unlikely to come up much. If attacks are being assigned to a character, he's probably about to die unless it's someone plinking away at him with a precision weapon. And the fact that we're only talking about a max improvement of 1 (from AP-1 to AP-2) makes the "each time" wording kind of weird. I'd just drop this rule entirely tbh. It's low-impact and kind of clunky to track. Make his weapons AP-1 or AP-2 and price accordingly.

    That said, even with this guy's poor save in mind, fights first, precision, a decent melee weapon, and +1 to-hit/wound are all pretty potent buffs. I'd keep an eye on this guy as possibly needing to cost more points.

    * Bloodbull - Juggernaut: His Alpha Charge rule is cute but probably not impactful enough to justify itself. I'd either buff it (and up points accordingly) or just drop it to help streamline. His 3d6 (drop the lowest) charge ability is super strong, especially combined with all the other charge buffs in this army.

    I feel like you're kind of double or triple-dipping on the charge buffs. Generally you want to be really conservative with being able to stack lots of buffs onto the same kind of roll. It's easy for things to get out of hand quickly. This guy almost just lets you teleport straight from reserves into combat.

    * Warp Vox Auger - Probably fine. Advance + charge is a powerful ability (especially when combined with something like the juggernaught's 3d6 charge), but this guy doesn't really do anything else.

    *Tempest Ogryn Psyker - Seems fine at a glance. Looks easy enough to kill. Hits hard enough to be worthwhile. Abilities seem reasonable.

    * Warpspawn - Seems fine. Mathematically always better to use the special movement rule than not unless you're already close enough that you'd rather have the safe movement before going for a charge. FNP 6+ tends to be annoying and not worth the time to resolve in my experience, but YMMV.

    * Rift Hounds - I *think* fine? It feels weird for them to be chonky enough to have W2 but to have such low damage output. 100 points worth of these guys kills something like 2 guardsmen. But if the point of them is to just scout a unit forward and tie an enemy up in melee on turn 1, they probably do that job reasonably well. I might be tempted to change the squad size to 5-10 models both to make them more disposable and to make it so the distraction tarpit unit maxes out at 20 wounds instead of 40.

    * Petrifier Drake: The unit as a whoel works as a cheap, mobile action monkey that can bully non-melee meq units or light vehicles. The petrifying gaze ability seems super niche (most units don't have fights first to lose in the first place), and the timing doesn't work. If you're using the ability in your shooting phase and it lasts until the end of the turn, then the target probably won't be moving, advancing, or charging by the time the effect wears off barring some super niche special rules/strats.I like the concept, but I'd redo this rule to be more generally useful.

    * Razorboar - Seems fine. Cheap, useful little package.

    *Hoofborn Raiders - These guys feel weird. Maybe they're actually fine in an unconventional way given all the little things they have going for them? At a glance, they're pretty expensive. They have T5 and W2, but Sv 5+ means they're going to take a lot of casualties relatively easily; especially if your opponent has S5+ guns. It wouldn't take a lot of heavy bolters to mulch these guys. Their S6 D2 attacks are okay on the charge, but not *amazing*. 5 of these guys land 15 hits > 5 wounds > 2.5 failed saves against marines for 2-3 dead marines plus *maybe* 1 or 2 more dead from their shooting and extra attacks. Anti-mounted 4+ is a really weird rule because most mounted units are already being wounded on a 4+ or better by S6 as-is, and also "mounted" is a semi-rare type of unit to be facing in the first place.

    So they're in this weird place where they're expensive enough that you have to kill something somewhat expensive for them to be worth it. So you really need your opponent to have an exposed unit that is both expensive but also relatively vulnerable to these guys' attacks. And then the once per battle rule is very nice to have, but makes it hard to wrap your head around their defense. Like, sure, you'll charge your target of choice and take relatively few casualties in your own fight phase, but then your opponent will presumably just wreck you on their own turn regardless of whether or not you wiped out the thing you charged.

    Basically, they're set up like they want to be a suicide missile, but they're too expensive and too niche in their preferred targets for them to really fill that role. I'd either drop some stuff and make them cheaper, or rework their offense to be a bit better against a wider variety of targets. They kind of remind me of Shining Spears who have similar issues but are better at tackling infantry with more than 2 wounds and can also tackle vehicles.

    * Tempest Ogryn - Calling these guys monsters feels a little iffy given that T7 W4 is also a custodes statline, but it could go either way. These guys kind of nerf the ogryn psyker because they make the squad's majority Toughness lower than his until enough of the squad is dead. In general, you want to avoid mixed Toughness situations like this because it tends to screw over the model that pays for higher toughness.

    Counter-Assault Reflexes seems like a feelsbad rule and doesn't make much fluff sense to me unless there's something I'm missing. The game is full of big beefy boys, and they generally aren't able to out-fights-first my howling banshees or daemonettes or what have you. And it's going to feel bad when you're counting on that rule to save them and you fail the 4+ roll. Overall, I think the basic bones of the unit are fine though. Their offense and durability seem reasonable for the price.

    *Iron horn Reavers - The -1` to-wound rule is interesting. Seems like these guys are probably fine. And if not, they're probably balanceable with points adjustments.

    * Bullhorn Brutes - You can probably take off the mortal wound cap If you manage to roll 5 or more 5+ on a 6 model squad, the dice gods clearly wanted you to have those mortal wounds. Also, this ability existing makes the Bloodbull Juggernaut's mortal wound ability seem redundant.

    New Rider ability doesn't work; those weapons are already AP-3.

    Overall, the offense of this unit feels pretty high compared to other units, but I'm not sure if it's broken. If it proves to be too much in testing, just up the points cost or delete some of the buffs to the melee weapons.

    * Marauders: Just delete Pack Overrun. It's basically an anti-fights-first ability. Which is both pretty niche and pretty annoying if it works. You also probably don't have to specify "once per battle round" unless there's a way for these guys to charge multiple times per round.

    * Runt Stalkers: Edge Skulkers is fun. I like the *idea* of Hidden Volley, but it simultaneously feels like too much and too little. 12" means it's very hard to *not* be in range of this ability. Only doing mortals on 6s with up to 6 dice per unit means that the ability usually won't do much at all making it feel not worth the time it takes to roll. Maybe shrink the range and make the ability more consistent? Like 6" range and then roll a d6. On a 2+ inflict d3 mortals, on a 6 inflict 3. Something like that. Gives it more counterplay and lets it do *something* more reliably.

    Agree that giving AP to bows and arrows feels weird. I'd remove the AP. My approach to bows with my exodite rules is to give them a weak indirect fire profile to represent them shooting volleys over terrain. Anti-infantry 4+ to represent poison could also work, but this unit's main strength is just being a cheap action monkey, I think.

    Runt Thralls - Seem fine. Is a little weird that your'e discouraged from taking multiple horde style units because only one of them per turn gets to use the special ability. Could consider dropping sustained hits purely to speed up resolving the unit's attacks. These guys aren't really meant to be dealing much damage anyway, right?

    * Fellhoof's Despoilers: I'm failing to see the point of these guys. They seem to bring less bodies and less offense to the table than other units. Marauders cost fewer points and hit harder and harder to remove. The only gimmick I see here is that you can gamble on battleshocking an enemy that specifically has a stratagem it wants to use in your shooting/charge/fight phase. (Because after that, they become unbattleshocked in the enemy turn).

    * Warp Colossus: It's going to feel bad rolling a 1 on the damage for Desecrated rubble after getting in range, hitting on a 5+, and getting past enemy armor. Just make it D3 or at least D2.

    Catastrophic Collapse feels like it should just be Deadly Demise. Maybe Deadly Demise that's more likely to go off. Also, guaranteed mortal wounds are kind of a no-no in 10th. Should probably have a die roll of some kind on this. If you just make it Deadly Demise that goes off on a 2+ or 3+ or whatever, they you're covered.

    Also, starting to feel like you may have gone to the mortal wound well a little too often. You've got quite a few sources of them in here.

    * Tri-Maw Chimera: Personally, I don't think Torrent weapons necessarily *need* a randomized number of attacks, but they usually have them.Did you mean A6 or Ad6?

    I don't like the thricefold savagery rule. This army already has a lot of effects that require you check and recalculate things at the start of the fight phase, and randomly having 0-3 extra attacks isn't really cinematic enough to warrant the extra busy work. Just give the maw Sustained Hits or something if you must. I'd rather see something more interesting in the special rule slot.

    Null-Gorge Behemoth: Feels janky. First, I'm not sure if the wording plays nicely with all psychic abilities in the game. I feel like at least a few are just always passively doing their thing rather than something that you "activate." Second, it's going to create some weird interactions. Preventing something like a warlock conclave from using psychic attacks in the fight phase means that they don't get to fight at all because their only melee weapons are psychic weapons. Third, the obnus AP vs psykers is probably fine but will sometimes do nothing. Any aeldari or daemon psyker is probably using an invuln rather than an armor save. Also, why is this guy so much better at throwing rocks than the colossus? Overall, nothing wrong with the basic idea of an anti-psychic monster, but you're making a lot of assumptions about the psychic powers/units your opponent will have.

    Also, this is another unit that does mortal wounds.

    Maw-Titan: Swallow Whole is super feelsbad character sniping. Titan Eater seems unnecessary; just up the stats of its weapons. Kind of seems like you wanted a Sweep and Strike profile here? Rampaging Colossus is another mortal wounds rule...

    Babblefiend: Damage values of d3 are usually just annoying unless your goal is to make him sometimes fail to kill a marine after hitting, wounding, and getting through the marine's save.

    Aura of Madness seems wonky to me. It's basically a guaranteed flat 3 mortal wounds vs a lot of units. It's also yet another form of mortal wound generation.

    *Gore Cart: More mortal wounds. Feels redundant with other options. Maybe ditch the mortal wounds and give it a special rule that helps it find a niche?

    * Rift Pylons: Capping the AP buff at -3 feels weird because going from AP-3 to AP-4 is generally a lot less useful than going from like, -1 to -2. If you're already at -3, you're ignoring the armor of a lot of units, and marines saving on a 6+ probably isn't that big a deal.

    The whole "pick two if you're close to the middle, but not on turn 1" thing feels like it's a couple of layers too complicated. I'd just drop that part for simplicity's sake.

    Granting cover is cool. Ignoring Ignores Cover is kind of feelsbad. If your opponent invest in Ignores Cover, then just turning off their strat or character special ability or whatever feels kind of lame.

    OVERALL TAKEAWAYS:
    * You kind of went crazy with all the charge bonuses, mortal wound rules, and mele profiles that contextually change in the fight phase. I'd go through and remove/replace a bunch of these.

    * A lot of your melee profiles started to feel kind of same-y. Which is potentially a problem if it means that you'll never take certain units because other units do their jobs but better.

    * I feel like you have about twice as many rules as you should in a lot of places. Detachment rules, number of special abilities on a datasheet, etc.

    While there are exceptions, this army seems to be extremely reliant on just moving straight at the enemy and charging, and that's a hard playstyle to balance and make fun. A lot of your games are basically going to boil down to statchecks and whether or not your opponent has cheap speed bumps to feed you.


    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 fr
    Fresh-Faced New User




    Hey vict0988 / Wyldhunt : thanks again for taking the time to do a real critique. I went back through both of your posts and I agree with the broad diagnosis: my last version was trying to do too many “clever” things at once (Pylon stack, Insertion stack, anti-Marked/Spotted subgame, charge reliability layered on top of itself, and a lot of micro-rules).

    Also: yes, my table of contents still shows old headings in a couple places (Dead-Zone Insertion / Liturgies / old detachment names) : that’s on me and will be cleaned up next layout pass.

    What I changed (and why) : point-by-point vs your feedback
    1) “Rift Pylons do an insane amount of things / you barely get to play without them”


    100% agreed. In my last version they were doing too many jobs at once: charge enabling, stealth enabling, ritual enabling, AP enabling, anti-spotting enabling… and it created exactly the problem you described: mandatory infrastructure + rules scattered everywhere.

    Change in the new draft:

  • Rift-Pylons are no longer a rules centerpiece (they basically only exist as a narrative hook now).


  • The core faction engine is now Herdstones generated on objectives during the game.


  • Why Herdstones instead:

  • It anchors the army on the table, not in pregame bookkeeping.


  • It gives the opponent a straightforward interaction loop: contest objectives → deny Herdstone creation → deny buffs.


  • It consolidates “where the army is strong” into a single readable place (6" bubbles around Herdstones), instead of 10 different references.


  • 2) “Spotted/Marked / anti-Guided stuff feels off in 40K

    Also agreed. Even if you can make it “technically” clean, it creates a weird parallel rules game that most armies don’t play.

    Change:

  • The whole Spotted/Marked/Guided interaction package is gone.


  • Any “protection” effects are now expressed in much more standard 10th language (range-based targeting restrictions, or “cannot be targeted by Stratagems” in one specific place).

  • Example of what I kept (and why it’s narrower):

  • In Hunt in the Black Woods, Horn in the Fog can deny Stratagem targeting only on a failed Battle-shock test and only for the turn : so it’s a clear, bounded “gotcha” instead of a multi-layered anti-system.


  • 3) “Dead Zone Insertion is super strong + charge buff stacking is out of control”

    This was the other big “yep” moment. my last version was close to “best charges out of reserves in the game” territory because too many pieces stacked (edge insertion, +charge, die manipulation, characters adding more, etc.).

    Change:

  • The old “edge insertion + charge stack” gameplay is not the default chassis anymore.


  • The new core engine is board control via Desecration/Herdstones, not “teleport → 9" charge with stacked math”.


  • What charge reliability looks like now:

  • Army Rule (Aura of Savagery): within 6" of a Herdstone you get re-roll charges + Sustained Hits 1 in melee.


  • That’s strong, yes : but it’s positional and tied to an objective you have to actually control.


  • No more “fix one die to a 4/5”, no more 3D6 drop lowest charge mechanics, etc.


  • Counterplay is much cleaner:

  • If you deny/flip the objective, you deny the aura.


  • If you back away from Herdstones, you reduce how often I get the “high reliability” charges.


  • 4) “Detachments are too narrow / buffing individual units”

    In my last version a couple detachments were basically “pick this if you spam X datasheet.” That’s not great for list variety.

    Change: new draft detachments are broader and built around a theme that applies to many datasheets:

    A) The Ocean of Beasts (horde pressure / recursion)

  • Detachment rule Unstoppable Proliferation: units within 6" of a Herdstone can either return D3 models (D3+1 if also on an objective) or gain +OC if at starting strength.


  • Each unit can benefit once per battle round → this is deliberately there to stop “regen spam” and keep it readable.


  • B) The Hunt in the Black Woods (ambush / terrain play)

  • Vanishing Paths: you put units in Shadows after deployment (no MONSTERS/VEHICLES), they gain Deep Strike, and when they arrive they must be within 6" of a terrain feature and >9" away (so it’s narrower than normal deep strike in terms of placement freedom).


  • This directly addresses your “long list of eligible units” complaint it’s a simple keyword restriction, not a datasheet roster.


  • C) Reality Warped (mutations / risky power)

  • Warp’s Devolution: in Command phase, units within 6" of Herdstones or below starting strength get one mutation (Lethal Hits / mobility bonus / FNP).


  • There’s an explicit Risk roll (1 = D3 mortals) so it’s not just free upside.


  • 5) “Healing is broken in 1000pt games”

    my last version monster sustain was doing too much work, too consistently, and it scaled nastily at low points.

    Change:

  • The “heal 2–3 monsters for D3+2 every turn” structure is gone.


  • Sustain is now either:

  • tied to Herdstone proximity and capped per unit/battle round (Ocean of Beasts recursion), or


  • smaller and/or risky (Reality Warped risk mechanics), or


  • baked into specific units in a way that’s easier to price.


  • Example: Tempest Ogryns now regen D3 wounds across the unit only if within 6" of a Herdstone or led by Shaggoth, and once per battle they can return 1 model instead of healing. That’s much more bounded than my last version ’s broad “regen engine”.

    6) “The max 5” surge move feels weird / why is it necessary?”

    That was a fair “rules smell.” In the new draft, that exact kind of “D6 but capped at 5 for reasons” micro-rule is something I tried to cut back on.

    Mobility is now framed more around:

  • Shadows / terrain placement (detachment B),


  • post-shooting skirmish moves (Runt Stalkers),


  • small tactical nudges triggered by Battle-shock failures (army rule),
    rather than multiple bespoke “pseudo-move” mechanics that all do slightly different things.


  • 7) “Bows with AP into tanks is silly”

    Hard agree, and I fixed this directly.

    Change:

  • Runt Stalkers’ Raider Bows are now AP 0.


  • Their identity is now: Scouts/Stealth + “shoot then reposition if you stayed at distance.” They’re utility/sabotage, not anti-armor.


  • 8) “A lot of abilities are a stack of rules in a trench coat / too many fiddly clauses”

    This was the overall theme, and I tried to attack it structurally, not just by shaving words.

    Concrete examples where I streamlined based on Wyldhunt’s notes:

  • Gorelord: removed fiddly “conditional AP vs Characters” type logic; his kit is now more about a single coherent axis: Battle-shock pressure + hunting signal movement/accuracy. Still punchy, but less “if X then Y then Z.”


  • Rift Hounds: now 5 or 10 models instead of huge bricks : that’s literally a suggestion I took because it makes them easier to use and easier to balance.


  • Petrifier Drake: the “timing doesn’t work / super niche” issue is addressed by making its control effect a battle-round objective debuff (Statue Zone) and making Gaze inflict a defined PETRIFIED state until end of battle round (movement + overwatch + hit penalties).


  • 9) “Mortal wounds show up everywhere”

    I’ll be honest: I’m still calibrating this. I did move a bunch of “free MW pings” into either:

  • signature moments (like the Drake petrification), or


  • risk/backlash mechanics (Reality Warped, Tri-Maw instability),
    but you’re right that the faction still leans on MW as a language for “Warp horror.”


  • If you feel it’s still too much, I’d specifically love guidance on which MW rules are the most disposable (i.e., highest bookkeeping / lowest payoff), because I’m happy to cut more.

    New core rules in plain language (so you can judge counterplay quickly)
    Army Rule: Unmake the World


  • Desecration: end of Command phase, an objective you control becomes a Herdstone (max 3).


  • Aura of Savagery: within 6" of Herdstone: re-roll charges + Sustained Hits 1 in melee.


  • Fear of the Wilds Beyond: end of opponent’s Command phase, enemy units within 6" of Herdstones take Battle-shock; each failure lets one of my nearby units do a 3" normal move (no engagement).


  • Counterplay knobs are intentional:

  • contesting objectives denies Herdstone creation and denies aura access


  • avoiding Herdstone proximity reduces the battle-shock/movement pressure


  • killing units on Herdstones collapses my “buff zones”

  • What I’d like you to look at now (specific questions)

  • Is Aura of Savagery (charge re-roll + Sustained 1) too much as a baseline, even with positional constraints?


  • Does Fear of the Wilds Beyond create annoying “can’t plan movement” feel, or is the 3" + “no engagement” cap enough?


  • I
  • n Hunt in the Black Woods, is “Deep Strike but must be within 6" of terrain” a healthy constraint, or still too abusable with certain boards?


  • In Reality Warped, does the Risk mechanic feel like fun chaos flavor, or does it still read as “randomly not working”?


  • Where should I trim mortal wounds further without gutting faction identity?


  • Again, genuinely appreciate the hard feedback my last version needed it. This new draft is me trying to get the faction into a place where it’s one coherent engine, not three engines stapled together.

    (Usual disclaimer: unofficial, fan-made, non-commercial, not affiliated with GW.)
       
     
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