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Made in us
Regular Dakkanaut





Hey guys, this may be a little mary sue, but I have a head cannon for my Guardsmen that I enjoy; but, I didn't think the actual rules for IG supported very well. So, I decided to tweak a few things to make the rules fit what I want my army to be better. I have not run these past any of the the folks I play with yet as I am only in the very early stages of thinking this through. That being said, I was wondering how you guys felt about what I've come up with so far. Any ways, let me know what you think, and how I could make things more balanced.

Suggested rule modifications for New Caledonia IG:

Veteran Modifier (infantry): Due to NC isolated nature and their focuses on training NCIG units may not purchase veterans infantry squads. Instead, NCIG may purchase the Veterans modifier for the following point cost: 5 points for platoon command squads, 10 points for infantry squads, 5 point for heavy weapon squads, and 6 points for special weapon squads. Squads which have purchased this modifier have an additional +1 to BS as well as access to all Veteran war gear from Astra Militarum.

Veteran Modifier (vehicles): Due to NC isolated nature and their focuses on training NCIG units may purchase Veteran Modifier for their vehicles at 10 points per model. Vehicles with this modifier gain +1 to BS

Vox Caster: All vehicles come with Vox Casters at no additional cost. Vox Caster eliminate any range limitations on orders. Further, all barrage weapons will count as having line of sight as long as it has line of sight or it has a Vox Caster and a friendly unit that has line of site also has a Vox Caster.

Orders: Tank commanders may issue tank orders to other Vehicle squads and infantry squads. Infantry commanders may issue orders to vehicle squads.

Due to NC separation from the Imperium at large a number of cultural societal differences have formed some of which have had little or no impact, while others are borderline heretical. It was the same day that Horuses war fleet laid siege to Holy Terra that a warp storm enveloped the entire New Caledonia cluster (four agri and one knight world orbiting five stars). Ten thousand years have passed, both within and without, since then. The Imperium that was is gone, the Imperium as it is having taken its place. There were no techpriest when the storm struck, there was no imperial religion, no commissars. Instead of the Imperial Guard and the Imperial Navy, there was the Imperial Army.

NCIG armies may not include Commissars, Lord Commissars, Ministorum Priest, or Enginseers.

Coordinated Command Structure (OotF): On a successful leadership test Officer of the Fleet grants both Coordinate Reserves and Intercepts Reserves special rule.

Coordinated Command Structure (MoO): For an additional 10 points the Master of Ordnance may use his artillery bombardment an additional time per turn. The Master of Ordnance may take this ability twice.

Having no access to Forge Worlds or Mining World has had a significant impact on how NC has developed. The result has been a decreased reliance on liquid fuels and solid munitions and a greater reliance on directed energy attacks. This in turn has led to a greater emphasis on reliability for non-kinetic weaponry.

NCIG do not have access to the Leman Russ Vanquisher or the Leman Russ Eradicator

Leman Russ Eviscerator BS3 F 14 S 13 R 11 HP3 war gear; Eviscerator Las Cannon. This locally produced variant of the Leman Russ Main Battle Tank servers as the NCIG primary anti-armour platform, replacing the Leman Russ Vanquisher as the Vanquishers shells are difficult to produce locally. The Eviscerator has as its primary armament 3 twin-linked las cannons.

Improved plasma efficiency: due to NC reliance on directed energy weapons a great deal of care goes into the locally produced plasma weapons, as such; on a roll of 1 on a “gets hot” for a NC unit the player may re-roll. On a 4+ the unit passes its “gets hot” test.

fide et honore  
   
Made in us
Douglas Bader






No, just no. This is an example of why fan rules are rarely accepted. You give out tons of powerful bonuses, and you give up effectively nothing to get them. Losing veteran squads means very little when you can take upgraded platoons to replace them, and that's the biggest sacrifice you make. Commissars and priests are easily overcome, and the LR Vanquisher is a terrible unit that you shouldn't be taking anyway. In fact, your new version of the Vanquisher is even a better unit than the one it replaces!

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Made in gb
Longtime Dakkanaut





Nottingham

Yeah it's too good for no increase. Better plasma at no extra cost that you have essentially made twin linked (as the reroll you have given them is a to hit roll), multiple orbital bombardments at no extra cost, 10 points for a full squad to increase it's bs... You've been very generous to yourself.

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Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

There are some decent ideas in there for any guard regiment, namely being able to have veteran vehicle crews and re working voxes so they are both logical and worth taking.

The rest though is pretty over the top. Your 'drawbacks' aren't drawbacks at all as you've effectively replaced them with something better anyways.

There's already a Leman Russ with a lascannon turret called the Annihilator. Its a single twin-linked lascannon, and I can't remember the price but somewhere around 140-150pts. Its pretty weak, and easily buffed to be more in line with the exterminator, which would make it Heavy 2 Twin-linked, or simply replace it with a variant using the increasingly popular laser destroyer array/quad laser cannon that's seen multiple times in FW rules.

The veteran platoon thing is too good. Either just use veteran squads like everyone else, or make a veteran platoon, as in allow veterans to be taken in the same manner a platoon currently works. Ultimately, if you want to represent an elite force, we already have the means; company command squads can easily be used as veteran platoon command squads and veterans squads taken en masse represent the normal grunts. Worse case Ontario, you make veteran squads able to purchase up to 10 more dude at 7pts/model (or is it 6? Can't remember), but then you start stepping on the basic platoon's role.

Either way, you're trying to make your regiment super special and awesome, but no one's gonna want to play against it. Having a unique regiment is more than just a set of powerful rules; its more about what you use on the table top, how you play it, and what it looks like/painted/modeled. All of what you've proposed can be represented easily by the current book.

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Made in us
Gore-Soaked Lunatic Witchhunter







This is kind of clunky and insists on having homebrew rules for things you could just do in the normal list; why make an upgrade to let the Master of Ordnance/Officer of the Fleet activate twice instead of just taking two, for instance?

Veteran Platoons are an interesting idea but I'd suggest working them up specifically instead of just giving normal platoons the BS upgrade, Veteran vehicles aren't a bad idea and I'll double check the FW lists that use them to see about recommending points costs.

Honestly my biggest objection here is the degree to which it looks like this is just "we're Cadia, only cooler"; there isn't much personality out of the 'make everything Veteran' design parameter. Consider trying to come up with a more distinctive approach to the army? GW's canon forces are strongly inspired by historical armies (e.g. Tallarn = WWI Arab Revolt, Valhalla = WWII Red Army, Catachan = Vietnam Americans, Cadia = WWII Americans, Krieg = WWI Germans...), you may be able to find some inspiration buried somewhere in the 20th century's endless wars.

Balanced Game: Noun. A game in which all options and choices are worth using.
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