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Made in us
Shrieking Traitor Sentinel Pilot







Okay, so I've had a pet project kicking around in my head for a while: Codex: Mutants. It'd include all the basic mutant types from EoT, but would also include some nasty science fair projects from Fabius Bile and the Dark Mechanicus, as well as mutant warlords and mad scientist hereteks as HQ choices. Here's one of the units that's a bit more problematic, but I think could be lots fun if I can get the rules to work:

"... However, in several battles the Emperor's Space Marines have encountered fierce resistance from a cadre of enhanced humans who fight with the cunning of devils. These are Bile's proudest creations, the New Man he would see spread throughout the galaxy: fickle, selfish, obsessive, aggressive, treacherous, and murderous. Each of Man's worst traits has been bred into these creatures and married with the psychology of a tyrant and the strength of a madman. Even we of the Inquisition do not know how many of these abominations have escaped into the galaxy."- Codex: Chaos Space Marines, 3rd Ed.

Now let's be clear here, the Homo Sapiens Novus are different than the Enhanced Warriors that accompany Bile in his retinue, even though their both often referred to as "New Men" by Imperium. The Enhanced Warriors that accompany Bile were once normal Chaos Space Marines who have been genetically altered and pumped full of warp steroids to up their power. Homo Sapiens Novus on the other hand, were created from scratch by Bile, spawned in a test tube to be the next step in evolution beyond a Space Marine. Although his "children" are Bile's pride and joy, he would never trust them to guard him on the battlefield. Something in the creation process has warped the very souls of the Novus, making them utterly self absorbed beings who are almost incapable of working as a cohesive force. Only uniting under an unusually strong leader against a common enemy will cause small handfuls of Novus to work together for a short period of time before they inevitably turn on each other. Even in such small and brief alliances, the combined power of the Novus is a terrifying sight to behold. And the Novus are only a stepping stone in Bile's quest to prove himself a master of genetic engineering beyond even the Emperor himself...

Rules:

A Chaos Space Marine, Chaos Daemon, or Imperial Guard army may take a single Homo Sapiens Novus Squad. The squad takes up both an Elite and an HQ slot on the force organization chart, but may never be the army’s warlord. If an Imperial Guard army takes a Homo Sapiens Novus Squad, then Grey Knights and Sisters of Battle become Desperate Allies rather than Battle Brothers, while Space Marines, Space Wolves, Black Templar, and Dark Angels become Allies of Convenience rather than Battle Brothers.

Homo Sapiens Novus Squad 300 pts.
------------------- WS BS S T W I A Ld Sv
Novus Warrior 5 5 5 5 2 5 2 9 4+
Ubermensch 6 6 5 5 3 5 3 10 4+

A squad consists of 5 Novus Warriors and 1 Ubermensch. They may not be joined by independent characters.

Equipment- Bolter, bolt pistol and close combat weapon, frag and krak grenades

Special Rules: Scouts, Hatred, Infiltrate, Sociopaths

Sociopaths- Homo Sapiens Novus are selfish megalomaniacs to an insane degree. They don’t work well as a team, or with others, which is why, despite their enhanced skills, they won’t be making Astartes obsolete any time soon. In the heat of battle, it doesn’t take much for the Novus’s thin façade of sanity to crack. At the beginning of each turn the Novus Squad is not fleeing, inside a transport, or locked in combat, the Squad must take a leadership test with any leadership effecting modifiers applied. If the test is passed, the squad functions as normal. If the test is failed, roll on the chart below and the squad follows the result.

1: Sick of Taking Your Orders- The Ubermensch immediately fights a round of close combat against the rest of the squad, as if the Ubermensch and the Novus Warriors were two opposing units. The squad may take no other actions this turn. If the squad has no Ubermensch in it at this time, count this result as a 2-3.

2-3: Social Darwinism- The squad immediately fights a round of close combat against itself. The squad may take no other actions this turn.

4-5: Show Them Their Place- The squad immediately fires all its ranged weapons at the nearest friendly unit. The squad may take no other actions this turn.

6: Rip and Tear!- The whole squad gains the Furious Charge, and Fleet special rules for the turn, and must move its full movement towards the nearest enemy unit during the movement phase and run towards that unit during the shooting phase. The squad must charge this turn if able.

Options:
Up to 4 additional Novus Warriors may be added to the squad for +30pts each.

The entire squad may be upgraded to power armor for +5 pts per model.

Up to two members of the squad may be armed with the following special weapons: Flamer at +5pts, Sniper Rifle at +10pts, Melta Gun at +10 pts, Grenade Launcher at +10pts, Plasma Gun at +15pts, Grav Gun at +15pts

The squad may be mounted in a Rhino for +50pts. The Rhino may take upgrades from the Codex: Chaos Space Marine vehicle upgrades for the points costs listed there. A Novus Squad mounted in a Rhino loses the Scout and Infiltrate special rules.

An Ubermensch may be given additional equipment from the Codex: Chaos Space Marines equipment list. An Ubermensch may not take Marks of Chaos (they’re too self centered for that kind of slavish devotion).

An Ubermensch may take up to three levels of psychic mastery for the following points costs. An Ubermensch may choose from any of the psychic disciplines in the main rulebook when rolling for these powers. All normal rules for psychic powers apply.
Level 1- 25pts.
Level 2-50pts.
Level 3- 75pts. I

I tried to keep 'em fairly expensive, but I'll admit, I'm a bit fuzzy on 6th ed. rules for things that aren't Daemons. I also tried to give them some obvious weaknesses (turn on their own player, no invulnerable saves or termie armour). The points may be too low, or they may be too high. I'm sure I'll need to make plenty of adjustments. I was also thinking of making power armor default instead of an option. What do you think?

This message was edited 1 time. Last update was at 2013/12/27 21:33:44


40k is 111% science.
 
   
 
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