Greetings. New to the forums. I mostly got into
40K recently mainly through the books and because my boss at work is an avid
IG player. One of the things that caught my interest were the
Savlar Chem Dogs , and their penhant for stealing crap right there on the battlefield. Guess I'm a fan of the underdogs who are the underdogs even to the underdogs (How do you like that, Xibit!!). Anyway, my idea was to make a simple supplement for the Dogs, and I suppose that could be used for Penal Legions. It's not meant to completely revamp how the
IG play but simply to introduce a couple new game mechanics - namely scavenging and chemical warfare. My rationale for the latter is the heavily polluted mines of Savlar would have produced large quantities of dangerous by-products that the Dogs wouldn’t shy away from using.
So shout YAY if you've always wanted to play a murderous gang of thieving drug addicts who keeps stealing everyone's shizz.
Anyway, here goes:
Special Rules
Penal Legion: Consisting entirely of criminals and the dregs of society, the formation fields no officers and are instead led by militarised Commissars.
Corrosive: Units or weapons with this special rule do not deal damage but instead always deducts 2 point to Armour Value (e.g. 12 -> 10) and 1 point to Armour Saves (e.g. 4+ -> 5+) on a fixed number (written in brackets; e.g. Poison(3+)). Can be stacked twice and lasts until the end of turn.
Spoils of War Comprised of convicts and criminals, the Chem Dogs are as resourceful as they are unsavoury; being excellent scavengers to make up for their tendency of being underequipped. Units with this special rule can scavenge the wargear of killed models within its own unit, friendly infantry units within 12’’ of it that has been destroyed, and enemy infantry units that the Dogs have destroyed. Roll a
D6. At 5+, the player selects the wargear. At 3-4, the opponent selects the wargear and the player can choose to refuse. At 1-2, no wargear is scavenged. Then roll another
D6 to see the total number of items scavenged. Equipment can only be taken by models with this special rule. Wargear taken can exceed a unit’s normal option limits (e.g 4
HWTs in an Infantry Squad) and can include Xenos and Chaos gear.
Executive Order: If a unit fails an order, the issuing Junior Commissar or Colonel-Commissar can execute one of the unit’s models to ‘motivate’ the others. Roll a
D6.On a 3+, you choose the unit that is executed. On a 1-2, your opponent chooses the unit. Note, neither player can choose for the Junior Commissar or Colonel-Commissar to execute himself. Once executed, the model is removed from the board and the order proceeds as though it had passed the test.
More Senior Than You, Boy: A Junior Commissar will not execute a senior Commissar. The reverse however, is not true.
Mines of Savlar: Having had prolonged exposure to the polluted environments of Savlar, units with this special rule suffers random effects. Roll a
D6 at the start of the game. If 4+, the units suffer no ill effects. If 2-3, the whole unit suffers -1’’ movement. If 1, the unit suffers -1 Toughness.
Wargear and Weapons
As a general rule, all Heavy Weapons and Special Weapons cost 5 points more than normal, to reflect the Chem Dog's under-equipped status.
Sawn-off Shotgun: New option in the Ranged Weapons list. Costs 5 points.
Range: 12’’. Strength: 3. AP: -. Type: Assault2, Pistol
Acid Bomb: New option in the Special Weapons list. Costs 10 points.
Range: 6’’. S: -. AP: -. Type: Blast, Corrosive(3+), One use only.
Improvised Jump-Jet: Single-use jump-pack that allows the unit the option to move 12’’ instead of its usual 6’’ as if it were a Jump unit. However, to use it, the player must role a
D6 for each model. At 1, jump-jets suffer catastrophic damage and explode in mid-air; killing the model.
Rebreather: New option in the Special Issue Wargear list. A gas mask that renders the wearer immune to friendly Poisoned effects and a +1 bonus against enemy Poisoned effects. Also allows certain unit types access to certain stimulants. Costs 5 points.
Stimulants:
Stimm: Masks pain and allows the user to ignore injuries. Gains Feel no pain(6+).
Onslaught: Enhances the user’s perception and reaction time. Allows to fire Overwatch at normal BS and increases maximum range weapons by 3’’ at the cost of 1 initiative. Must be declared at the start of the turn.
Fury: Instils a berserker-like rage in the user. Gains Fearless.
Warlord Traits
1.
One of the Dogs: Warlord and unit gain “Spoils of War” special rule. All units with the ability gain +1 modifier.
2.
Old Grudges: Choose one codex, warlord and unit have Preferred Enemy against units of said codex.
3.
Draconian Disciplinarian: Friendly Chem Dog units within 12" of the warlord don't have to test after 25% of casualties.
4.
Implacable Determination: Warlord and his unit have Relentless. Straken starts with this.
5.
Dirty Cowards: Units can voluntarily choose to fail Morale and Pinning tests. Overrides Stubborn and Fearless.
6.
Surplus of Poisons: All Poison and Corrosive weapons are considered Twin-Linked; rerolling on all failed To Wound results.
HQ
Company Command Squad: Much like its normal
IG counterpart except with a
Colonel-Commissar in place of the Company Commander. Contains 4 Veterans and can take on Regimental Advisors, both with the usual options. However, both can take Rebreathers for 2 pts/model. Costs 70 points.
Colonel-Commissar:
Mostly same stats as a standard Company Commander (
WS: 4,
BS: 4, S:3, T:3, W:3, I: 3 A: 3) but with Leadership 10. Equipped with Flak Armour, Bolt pistol, Close combat weapon, Frag grenades, Refractor field.
Special rules: Senior officer, Voice of command, Executive order, Stubborn, Summary execution.
Options: May take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists.
Troop Choices
Much like standard
IG. A standard platoon comprises of 1 Junior Commissar Squad, 2-5 Infantry Squads, 0-5
HWS, 0-3
SWS. Cannot take Conscripts.
Junior Commissar Squad: A platoon-level command squad led by a Junior Commissar. Think of it as a Platoon Commander with a lethal alternative to a Vox-caster. Comprised of 1 Junior Commissar and 4 Guardsmen. Options for Guardsmen unchanged. The JC and Guardsmen can all take Rebreathers for 2 pts/model. Costs 35 points.
Junior Commissar:
Completely same stats as a standard Platoon Commander (
WS: 4,
BS: 4, S: 3, T: 3, W: 1, I: 3, : 2,
Ld: 8,
Sv: 5+). Equipped with Flak armour, Laspistol, Close combat weapon, Frag grenades.
Special rules: Voice of command, Executive order, More senior than you, boy.
Options: May replace Laspistol with Bolt pistol for 1 point. May take items from the Melee Weapons and Ranged Weapons lists. May also take Melta bombs for 5 points.
Infantry Squad: Same composition, equipment and options as standard
IG. However, gains “Mines of Savlar” special rule and individual models can take “Spoils of War” special rule for 3pts/model. One Guardsman can replace his lasgun with an Acid bomb for 5 points; does not count as the squad’s Special Weapon selection. Can take Rebreathers for 2pts/model. Costs 40 points.
HWS & SWS: Same as Infantry Squad. Has “Mines of Savlar” special rule and can take “Spoils of War” special rule for 3 pts/model. Can take Rebreathers for 2pts/model. Costs 45 pts and 25 pts respectively.
Veterans: Same composition, equipment and options as standard
IG Veterans. However, has “Mines of Savlar” special rule. Does not have option for “Spoils of War”. Completely different Doctrines from
IG Veterans. Cost 60 points.
Doctrines:
Bulldog: All Veterans replace their Lasguns and Laspistols with Shotguns and Sawn-off shotguns respectively. Gains Stimm stimulant. Costs 20 points.
Chihuahua: The squad is equipped with Carapace armour and can take up to 3 Special weapons and 2 Heavy flamers. Gains Onslaught stimulant. Costs 30 points.
Wolfhound: All Veterans are equipped with Improvised jump-jets and 3 carry Demolition charges on top of their regular equipment. Gains Fury stimulant. Costs 30 points.
That's all for now. Will update further with Elite, Fast Attack and Heavy Support if there's any interest.