Longtime Dakkanaut
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So I have been toying with idea of creating my own chapter of Space Marines for a while now, and whilst yes, I could just paint them in my own color scheme and run them from Codex: Space Marines, that felt a bit boring and easy to me. I wanted to add extra depth and flavor to my chapter, so I came up with The Nomads (temporary name, that seems to have stuck for now). They are a White Scars successor chapter, and I have finally taken the plunge and begun writing the codex, I will post what I done so far here, please comment and critique on what I have done so far, let me know if you believe if anything is over powered or broken etc. advise me to things you would change. Progress Basic fluff Armory Special Rules HQ The Nomads. The Nomads were once a proud and powerful chapter, who wholey believed that they are tasked with returning their primark back from the depths of the warp, and exacting revenge on the tricksters who lead him there, they are successors to the V founding chapter the White Scars. Nomads fully embodied their founders way of battle, with bike mounted hit and run tactics. And gorilla a style of warfare, rought with a rarely seen fouristy. It was this fouristy that was to be their undoing. During the war for Armageddon, the Nomads where tasked with a high risk gorilla mission, to take out the heart of the Ork forces in one swift blow. However this mission did not go according to plan, and the Nomad chapter was left devestated, it's numbers near wiped out. After Armageddon the High lords of Terra did not believe the Nomads could sustain themselves as a chapter with such high loses in one campaign, and ordered the Chapter to disband, and it warriors to be intergrated into the White Scars, and it other successors. Insulted by this notion the Nomads went rogue, forsaking the codex Astrates and vanishing into the depths of space. They have been officaly annoucend Renegede by the High Lords of Terra. Although the Nomads still hold true to the Emperor, they now seek salvation by hunting down the Dark Eldar, hoping eventually to find a way to return Jaghatti Khan from the warp. Chapter Special rules. Revenge for the Khan. Following decades of hunting down the Dark Eldar in a quest to return their lost primarch, the Nomads have become extremely adept at fighting the Dark Eldar. All units in Codex: Nomads have the Preffered Enemy (Dark Eldar) special rule. And They Shall Know no Fear. All units in Codex:Nomads have the And They Shall Know No Fear USR Mounted Assualt. All infantry units in Codex:Nomads unless stated otherwise, come mounted on a Nomad bike. All units mounted on a bike gain the Outflank USR. Combat squads. Because of their dwindling numbers, and Guerilla style of warfare, the Nomads often find it better to strike in smaller squads. Any unit with combat squads special rule that numbers 10 models, may split into two five man-units, this decision to split the unit, is made when the unit is deployed. If you choose to combat unit they are counted as two entirely seperate units for all purposes. Chapter Armoury Nomad Bike, a Nomad bike is for all intents and purposes the same as a space marine bike, with the execption that any special weapons purchased replace the Twin linked Bolters, and become twin-linked. Blinding Grenades. Discovered on a small backwater planet, these grenades have been taken on board by the Nomads, as they make assualting the enemy and getting out before they take any casualties a lot easier, minimizing the atrition rates amongst the chapter. When a unit with this weapon assualts a unit it must immediatly take a Blind Test. Blind grenades have the following profile. Range 6" S3 Ap- Assualt 1 One model may choose to throw one of these grenades, however if the unit it throws it at is then assualted by the same unit it is not required to make a second test from the same unit. Army List HQ The Lost Khan The Lost Khan is the leader of the Nomads, he was named the Lost Khan by his fellow battle brothers, because that is exactly what he has become. He leads the Nomads on an endless conquest, of guerilla warfare and hit and run strikes throughout the galaxy, in a relentless quest to find salvation amongst his lost brothers of the Adeptus Astrates. The Lost Khan 200 WS 6 BS 5 S 4 T 4 W 4 I 5 A 4 LD 10 Sv 2+ Unit Compostion 1 (Unique) Type: Infantry Wargear Articifer Armour Frag and Krak Grenades Bolt Pistol Nomad Bike Iron Halo Dark Blade Dark Blade After centuries of blood shed it is said that Blade carried by The Lost Khan, has devolped an appetite for the blood of it's masters enemies. The Dark Blade is a standard power sword with the following special rule. After the first unsaved wound is caused in close combat by this weapon, all attacks made from this blade for the remainder of the game gain the Posioned (3+) special Special Rules Fearless Revenge for the Khan Mounted Assualt Independent Character Captain 135 points Captains of the Nomad chapter, can always be found at the forefront of the fighting, leading their battle brothers fearlessly into the fray. Unit Compostion 1 (1 Captain) Type: Infantry WS 6 BS 5 S 4 T 4 w 3 I 5 A 3 Ld 10 Sv 3+ Wargear: Power Armour Frag and Krak Grenades Bolt Pistol Nomad Bike Iron Halo Chainsword Special Rules An They Shall Know No Fear Independent Character Mounted Assualt Revenege for the Khan. Options: May replace power armour for Articifer armour +15pts May replace Nomads bikes pair of Twin linked Bolter with any of the following: Plasmaguns +15pts Melta guns +10pts Flamer Free Combi-Flamer, Melta, Plasma +5pts May Replace Bolt Pistol and/or Chainsword with any of the following: Power Weapon or Lightning claw, Plasma pistol +15pts Storm Sheild +20 Pts Power Fist +25pts. Relic Blade +30pts. Take Melta bombs +5pts High Apothecary 125pts The Apothecaries of the Nomads chapter are charged with the task of keeping what remnants of the chapter remain, alive. It is for this most heroic of tasks that the Apothecaries are held in such high regard for, amongst their battle brothers. And the most esteemed of these Apothecaries are promoted to the rank of High Apothecary. Unit Compostion 1 (1 High Apothecary) Type: Infantry WS5 BS4 S 4 T 4 w 2 I 5 A 3 Ld 10 Sv 3+ Wargear: Power Armour Frag and Krak Grenades Bolt Pistol Nomad Bike Chainsword Narthecium Special Rules Fearless Independent Character Mounted Assualt Fight on Brother Revenege for the Khan. Fight On Brother; The Apothecaries of the Nomads, have had to keep the remnants of the Chapter alive throughout decades of high risk guerilla warfare, on all manner of dangerous alien worlds. All units with 6" of an Apothecary or High Apothecary with this Special rule gain the Feel No Pain Special rule, any units between 6 and 12" of an Apothecary with this special rule gain Feel No Pain(6+) Any FNP saves made by a High Apothecary are passed on a 4+ instead of a 5+ Additionally any unit within 6" of an High Apothercary also gains the Fearless USR Options: May replace power armour for Articifer armour +15pts May replace Nomads bikes pair of Twin linked Bolter with any of the following: Plasmaguns +15pts Melta guns +10pts Flamer Free Combi-Flamer, Melta, Plasma +5pts May Replace Bolt Pistol and/or Chainsword with any of the following: Power Weapon or Lightning claw, Plasma pistol +15pts Storm Sheild +20 Pts Power Fist +25pts. Take Melta bombs +5pts Elites Apothcary 70pts You can take 1-3 Apothercaries as a single Elites Choice WS5 BS4 S4 T4 W2 I4 A 2 Ld 9 SV 3+ Unit Compostion 1-3 Apothecaries Type: Infantry Wargear: Power Armour Frag and Krak Grenades Bolt Pistol Nomad Bike Chainsword Narthecium Special Rules An They Shall Know No Fear Independent Character Mounted Assualt Fight on Brother Revenege for the Khan Options: May replace Nomads bikes pair of Twin linked Bolter with any of the following: Plasmaguns +15pts Melta guns +10pts Flamer Free Combi-Flamer, Melta, Plasma +5pts May Replace Bolt Pistol and/or Chainsword with any of the following: Power Weapon or Lightning claw, Plasma pistol +15pts Storm Sheild +20 Pts Power Fist +25pts. Take Melta bombs +5pts Veteran Bikers. 150pts Veteran Bikers are amongst the most skilled fighters in the Nomad chapter, their skills with bike, blade and bolter only surpassed by the captains and The Lost Khan himself. WS5 BS4 S4 T4 W1 I5 A2 Ld9 SV 3+ Unit Compostion 1 Veteran Sergeant 4 Veterans Type: Infantry Wargear: Power Armour Frag and Krak Grenades Bolt Pistol Nomad Bike Chainsword Special Rules An They Shall Know No Fear Independent Character Mounted Assualt Revenege for the Khan. Combat squads Options: May add up to 5 more Veterans +30pts per model Each squad may upgrade to Sternguard or Vanguard bikers +50pts for unit May replace Nomads bikes pair of Twin linked Bolter with any of the following: Plasmaguns +15pts Melta guns +10pts Flamer Free Combi-Flamer, Melta, Plasma +5pts May Replace Bolt Pistol and/or Chainsword with any of the following: Power Weapon or Lightning claw, Plasma pistol +15pts Storm Sheild +20 Pts Power Fist +25pts. Sgt may take Melta bombs +5pts Veteran Sgt may replace Bolt Pistol and/or chainsword with Relic Blade +30pts Vanguard bikers become fast attack and gain heroic intervention allowing them to assualt the turn the arrive from reserve, they may also re roll the side rolled for outflanking. Sternguard bikers gain the special issue ammunition found on page 63 of Codex: Space Marines. Troops Nomad Bike squad. 140pts The Bike squads are what make up the bulk of the Nomads force, carrying out the hit and run attacks that the Nomads have become infamous for. Unit Compostion 1 Sergeant 4 Space Marines Type: Infantry WS4Optio BS4 S4 T4 W1 I4 A1 (Sgt A2) Ld8 (Sgt Ld9) SV 3+ Wargear: Power Armour Frag and Krak Grenades Bolt Pistol Nomad Bike Special Rules An They Shall Know No Fear Independent Character Mounted Assualt Revenge for the Khan. Combat Squads Options Add 5 extra marines for +25pts per model For every 5 marines one marine may replace his Nomads bikes pair of Twin linked Bolter with any of the following: Plasmaguns +15pts Melta guns +10pts Flamer Free Combi-Flamer, Melta, Plasma +5pts Sgt may Replace Bolt Pistol and/or Chainsword with any of the following: Power Weapon or Lightning claw, Plasma pistol +15pts Storm Sheild +20 Pts Power Fist +25pts. Sgt may take Melta bombs +5pts Sniper Teams 100 pts What were once the Scouts squads of the Nomads, have become highly specialized sniper teams. These teams will head out to vantage points over enemy bases, days, weeks or even months before to gather intel on the enemy or remove a high priority target. WS4 BS4 (5 Vet) S4 T4 W1 I4 A1 (2 Sgt/Vet) Ld8 (9 Sgt/Vet) SV 4+ Unit Compostion 1 Sniper Sgt 4 Snipers Type: Infantry Wargear: Scout Armour Frag and Krak Grenades Sniper Rifle Camo Cloaks (Note Sniper Teams are not equipped with Nomad Bikes) Special Rules An They Shall Know No Fear Mounted Assualt Revenge for the Khan. Scouts Kill comfirmed. Target aquired (Sniper Veteran only) Lie in wait. Move Through Cover. Lie in wait. A Sniper team will show dedication to take out an enemy target beyond any other soldier, hiding inside all manner of terrible terrain, hidden away from enemy eyes. One unit of Snipers per FOC may deploy using this rule. If you choose to deploy in this manner, after both armies are deployed, but before scout redeploys and infiltrates, secretly write down a single piece of area terrain which the scouts are hiding in, when they become available from reserve deploy them in the piece of terrain. Models must be placed in coheriency, and be at least 1" away from any enemy models. Any models that can't be deployed because of these restrictions are removed from play. If a Sniper Veteran is part of the squad the unit may deploy anywhere witin 6" of the piece of terrain. Kill comfirmed. Waiting for days on end, in swamps, and battered cities for their target to appear, to make that one kill shot, before disappearing into the shadows as to not give away their location. Sniper teams have become masters of this disappearing act. Whenever a sniper team causes an unsaved wound in a shooting phase, roll a D6 on a result of a 6, the unit must immediatly redeploy in any piece into any piece of terrain on the map, that is 12" from an enemy out of LOS or 18" if in LOS. Target Aquired. When a member of the Sniper teams rack up enough high priority kills they will be promoted to the rank or Sniper Veteran. When a Sniper Veteran is deployed, choose an enemy Character to become the veterans target, all shots made by the Veteran must target this character if in range and LOS, all shots fromthe Veteran have the Preffered enemy USR, against this character. Options: Add up to 5 more Snipers +18pts per model Sgt may be upgraded to a Sniper Veteran +30pts Sgt or Veteran may take Melta bombs +5pts Fast Attack Scout Bikes 110 Points WS3 (4Sgt) BS3 (4 Sgt) S4 T4 W1 I4 A1 (2 Sgt) Ld8 (9 Sgt) SV 4+ Unit Compostion 1 Sgt 4 Scout bikes Type: Infantry Wargear: Power Armour Frag and Krak Grenades Bolt Pistol Nomad Bike Special Rules An They Shall Know No Fear Mounted Assualt Revenge for the Khan. Combat Squads Cluster mines see page 67 Codex: Space Marines Options Add 5 extra marines for +20pts per model For every 5 marines one marine may replace his Nomads bikes pair of Twin linked Bolter with any of the following: Plasmaguns +15pts Melta guns +10pts Flamer Free Combi-Flamer, Melta, Plasma +5pts Sgt may replace his Nomad bikes pair of Twin linked bolter with any of the following: Plasma guns +17pts Melta guns +15pts Flamer Free Combi-Flamer, Melta, Plasma +12 pts Sgt may replace bolt pistol with Plasma pistol for +15pts Sgt may take Melta Bombs Squad may take cluster mines +10 pts* *Note if squad is combat squaded, only one squad recieves the mines. Assualt bikes 150pts For all the hit and run warfare performed by the Nomads, sometimes the situation calls for a more direct approach to warfare. These bikers were once the assualt marines of the chapter, now their situation has forced them to take up bikes of their fallen comrades. WS5 BS4 S4 T4 W1 I4 A2 Ld8 (9 Sgt) SV 3+ Unit Compostion 1 Sgt 2 Assualt Bikers Type: Infanty Wargear: Power Armour Frag,Krak and Blinding Grenades Bolt Pistol Nomad Bike Chainsword Special Rules An They Shall Know No Fear Mounted Assualt Revenge for the Khan. Combat Squads Hit and Run Options: May add up to 5 extra Marines +50pts per model May replace Nomads bikes pair of Twin linked Bolter with any of the following: Plasmaguns +15pts Melta guns +10pts Flamer Free Combi-Flamer, Melta, Plasma +5pts May Replace Bolt Pistol and/or Chainsword with any of the following: Power Weapon or Lightning claw, Plasma pistol +15pts Storm Sheild +20 Pts Power Fist +25pts. Take Melta bombs +5pts This is all very much a WIP and I really appreciate any comments you guys make, feel free to ask questions about anything I post, I will edit updates into the original post, so it is all in one place, and comment further down the thread to let you guys know when I have added extras.
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Longtime Dakkanaut
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TanKoL wrote:General tip, Chaos bikes can replace their TL-boltguns with a single special weapon, apply the same rules & costs to them maybe ?
You might add heavy support bikes (with normal bikers statlines) with TL-special weapons along the regular Heavy support Attack bikes
I was considering making heavy support bikes, that they've converted from old attack bikes, so a heavy weapon mounted on the Attack bike basically. Give them all the options a Devastator can take, however they cannot shoot blasts on the move. And if they move over 6" the Heavy weapon snap fires.
Veteran bikers should be 30 points a guy if they come with CCW+BP
+5 points a guy would be kinda cheap to upgrade them to Sternguards, but still maybe ok
+5 points for Scouts & can charge on the turn when they arrive .... maybe too cheap too (because it is much safer and precise than the Deep Strike heroic intervention)
Might want to keep both units as Elite
Are you talking about the scouts bikes here? Or the vanguard vets? Also it's only +5 points for the upgrade to Stern or Van, for a full 10 man unit. it becomes 10 points each for 5 man units.
Troops bikers should cost 140 for the basic squad if you base them on the Space marines costs
They should only have a Bolt Pistol as weapon (plus the bike's boltguns of course)
140 sounds about reasonable, then 23-25 points for extra bikers maybe? They should only have the bikes weapon and the Bolt Pistol, I believe it is only the Sgt that has a Chainsword as well, might have made a typo there.
Your sniper scouts got cloaks from free and some great rules for free as well
They should cost around 18-20 a guy with those rules
I'm glad you've pointed that out, I forgot to go back and re cost them, I put the basic cost down as the cost for a normal scout squad, and intended to increase it once I had finished their entry. I'll go back and correct that. Are their rules OK? Nothing to OP?
Fast attack assault bikes
Should cost the same as regular troops bikes but have a CCW for free with their BP (as they already have) and maybe more assault options (like maybe a Rage rule for 1-2 points) but normal marines statline (WS4 A1)
I have basically given them a Death Company stat line, I may drop the minimum squad size to 1 Sgt and 2 Marines, but keep the points the same, which would leave them at 50 points a model. Which if you break down against Death Co. Is 20 points and marine and 30 points for the bike. With out rage.
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Exergy wrote:why are veteran bikers only 20 ppm while regular marine bikers are 25ppm. with having WS5, 2 attacks base AND ccw and pistol these guys are way too good at 20ppm. Also undercosted 130 for the first 5. 175 and 35ppm sounds about right for these considerably beefy units. 4 WS5 attacks on the charge + hammer of wrath!
Yeah you are spot on that these guys are under costed, I think I have wholly underrated the value of the bike! Throughout the whole codex. I'll go through it all today and give the whole thing a general re-cost.
I think preferred enemy DE is too much. I think most units should have hatred DE and then specific units should have PE DE. Scouts shouldnt have anything, they are too young. Regular marines and FA will only have hatred. Vets and characters will have PE and hatred. Remember that PE transffered from a character to the unit he is in
This is more a gimic and a fluff based include more than anything, as I don't have any DE players in my area, but if I did come across any and it was a bit broken as it is, I will probably change it to your suggestions.
Over all would you guys say it is a fairly balanced start? Other than the re-costing of the units? Whenever I see these sorts of things being made, they are usually met with a chorus of broken, and OP screams!
Changes made, general re-costing of Vets, Biker marines, Sniper teams and Assault Bikes.
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