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Made in ca
Longtime Dakkanaut




Designer Notes

Spoiler:

As a historian and history teacher, I have a special love for the people of the steppes be they Turks, Mongolians or Scythians. I found these people, described as savages and barbarians by the Greeks, the Romans, the Russians and Chinese to be culturally rich and profoundly divided between tolerance and brutality. These three civilisations built the largest empire of their time and profoundly sculpted human history and culture. As such, its not very surprising that they inspired a few armies of the larger 40K universe. Most famous and popular of all of them are the White Scar Space Marines. The idea of translating the fearsome Turko-Mogolian horsemen into a science fantasy universe is of course very natural and a fantastic idea in my opinion. This leads me to the Rough Rider, a unit that dates from the earliest days of the Imperial Guard and that remains with an extremely old model depicting a stereotypical Tatar, a Turk nation, horsemen. Rough Riders currently sits in a bad position within a codex which is itself in a bad position. My objective with this 6th instalment in my fandex line is to give back the Rough Rider a place and the people of Atilla, where their most famous regiment hails from, a small Codex expansion with a few more units. It would solve several design problems of the Rough Riders amongst them their weird position in a codex that favors modern looking armies. This would allow for more units strongly inspired by people of the steppes to see the light of day, give the Astra Millitarum an expansion codex that provides them with something fast and brutal in close combat and two figureheads that can be the centerpiece of heroic tales and deeds. I hope you will enjoy. Turkish tradition would have you drink in cup carved from the skull of the enemy general should you win a battle for those who like props .



Introduction

Spoiler:

Of all the feudal planets of the Imperium very few can match in reputation the savage steppes of Atilla. This planet, cold and arid is home to some of the fiercest warriors of the Imperium. Men and women raised on Atilla have a hard life where prosperity can turn to hardship at any point, always at the mercy of the weather and in perpetual conflict for fresh grassland. War is an almost constant element of Atillan social life. When they aren’t for lands, they are for honor, cattle or women. As such, the entire population passed infancy knows how to ride and fight. Even young adults can have survived multiple battles and its extremely rare and ill seen for a woman to bear child before she can prove she can kill a man to protect her own. Only the strong, the clever, the skilled and the united can prosper on Atilla. When the Imperium requires experimented and fierce scouts for the Imperial Guard, Atilla can provide them with the very best horsemen and warhorse in the galaxy, man and beast who can ride for days and kill even the strongest foes. Disciplined if ruckus soldiers who live for war and exude an air of confidence and violence. Thanks to their constantly precarious situation, Atillan are clever and adaptable. They adapt marvellously well to new technology and new culture. For people who never built large permanent cities and very few writings, they are quick learners and avid students of all things. This, unlike many other feudal world citizens makes them invaluable for the Imperial Guard. They can quickly adapt their ancestral fighting doctrines to new reality and prove that even in the highly sophisticated warfare of the 41st millennium there is still a place for cavalry and even a well aimed arrow. More than one army was defeated for making the terrible mistake of confusing primitive for bad.


Special Rules

Spoiler:

Light Cavalry: The Rough Riders who are equipped and operate as light cavalry are particularly quick and agile on their horses. They can ride at top speed and breakaway extremely easily. Any unit with this Special Rule can make an assault move in any direction, not necessarily toward an enemy, to move forward faster or retreat before an approaching enemy. A unit intending to make such a move in the assault phase counts as moving for the purpose of firing a weapon.

Heavy Cavalry: The Rough Riders who are equipped and operate as heavy cavalry are fast and extremely powerful. Their horses are strong and brave enough to run down almost any foe. On any successful charge, a unit with this Special Rule score one extra Hammer of Wrath attack.



Warlord Traits

Spoiler:

Wild Spirit: The Warlord mind is always turned toward combat and bloodshed. In close combat he is an almost unstoppable machine. The Warlord inflict d3 Hammer of Wrath wound on a successful charge.

Hawkeye: The Warlord precision with a bow is legendary. He can mark a target placed at over 500 meters without difficulty from horseback. The Warlord Atillan Bow gain the Rending and Ignore Cover Special Rule.

Pathfinder: The Warlord is an excellent survivalist and can lead his troops through the hardest terrain. All units in the army can reroll their Outflank dice.

Warrior Born: The Warlord is born for War. No enemy can inspire him fear and he never gets carried away. The Warlord gain the Special Rule And They Shall Know No Fear.

Head Taker: The Warlord spear is stained with the blood of many enemy champions. He gained from them a nice collection of cups fashioned out of their skulls. During the round in which he is charging, he can reroll all unsuccessful to hit rolls in close combat and his weapons gains the Instant Death Special Rule.

Guided by the Spirits: The Warlord is highly faithful and the spirit of his ancestor and of the God-Emperor. This gives him a great foresight on the future of events. He can steal initiative on a 5+.



Detachment

Spoiler:

Composition: 1 HQ, 3 Troops

Option: 1 HQ, 6 Troops, 2 Fast Attack, 2 Elites, 2 Heavy Support

Benefit: Objective Secure (Troop Choice), Arrow of the Khan, Banner of the Khan

Arrow of the Khan: Before the first round starts, the Khan (who must be the Warlord of your army) can make a single attack with his Atillan Bow (or one borrowed especially for the occasion before the battle start). This attack the following profile: Range: 36, S: 4, AP: -, Instant Death, Ignore Cover, Rending, fleshbane. Should the attack cause a wound, the Atillan army will surge forward and automatically seize the initiative. If the attack is a failure, the Khan will be shamed and loose a single point of leadership. Should there be no available target or no unit that could be wounded, a vehicle for example, this rule is ignore and initiative is determined as per usual.

Banner of the Khan: All units within 6' of the Khan can use his leadership for all their test as long as he is not falling back himself.



Formations


Khanate Horde

Spoiler:

When the Khan goes to war, its at the head of a very varied force. His numerous unit of Cavalry can swiftly encircle the foe and harass its flank while he, and the elite of his forces run them down in one swift and savage charge. Facing a Khanate Horde can be very disorienting for those not use to cavalry warfare executed with so much precision and habit. The enemy can appear extremely numerous while they are actually much fewer and picking targets efficiently becomes even harder than usual thanks to their falsely chaotic movement.

Composition: 0-1 Khan, 2-4 Rough Rider Lancer, 2-4 Rough Rider Archer, 0-1 Golden Warrior

Benefit: Objective Secure, False Retreat and Feints

False Retreat and Feints: Any unit who used its Light Cavalry rule to make a move in the assault phase gains a 5+ cover save.



Eagle’s Spear

Spoiler:

The Eagle’s Spear is the name given to the very best warriors of Atilla united in a single army. Golden Riders are extremely famous and well respected amongst Atillan regiments and when they group up together behind the figure of a Khan everybody knows they are on the eve of a great battle where new heroes will be forged and many old one’s will die. If the Eagle’s Spear fail to beat the enemy it’s unlikely that any Atillan would have done better.

Composition: 1-2 Khan, 3 Golden Riders, 0-1 Mogul and/or Amage

Benefit: Arrow of the Khan, Master of the Steppes

Master of the Steppes: All units with the Master Horsemen Rule benefit from both Light and Heavy Cavalry Bonuses. All units in the formation also gain the Stubborn Special Rule.



Bait and Trap

Spoiler:

Atillan know how to use terrain to their advantage. A reckless charge is frequently the first step toward your won demise. Cavalry, confusion and ferocity aren’t the answer to all enemy forces. Atillan regiment do have elements that operate more like “standard” Imperial Guard regiments. Atillan Spearmen can be used to form a battle line while Sentinels funnel the enemy troops and Knights charge on the flank to finish the enemy troops. A very classic hunting technic on Atilla of bait and trap. Against unprepared foes or those who think a display of force is even to scatter light cavalry, it remains an excellent strategy.

Composition: 0-1 Khan, 2-4 Atillan Spearmen, 1-3 Atillan Scout Sentinel, 2-3 Atillan Knights

Benefits: Marked for Death, Hold the Line

Marked for Death: any unit who suffered a casualty to Atillan Scout Sentinel in the shooting phase is marked for death. All other units consider their weapons as twin-linked when shooting against them and can reroll rolls of 1 to hit in close combat.

Hold The Line: All Atillan Spearmen can reroll failed leadership test.


HQ


Khan and Kaghan

Spoiler:

The leader of any army or tribe on Atilla is referred as a Khan or a Kaghan if that person happens to be a woman. These are leaders who have risen through the ranks of the Atillan army by winning the trust and the respect of their fellow warriors who have put them in charge. Being part of the rich land owning clans or a descendant of a mighty Khan is certainly a boon, but in no way will it assure anybody of a position of command. Khans can be young and dashing, but in most cases they are experimented and seasoned warriors who have seen the worst battles. They are fine strategist who know all trivia of war, but also mighty champion who can touch a fly with an Atillan bow at a hundred meter and fence a half a dozen lesser warriors. It’s a difficult position to maintain due to its inherent dangers and requirements. It does not suffice to be a mighty warrior or a charismatic leader to be Khan, one needs to be both. Very few commanders in the Imperial Guard have all the qualities that they display.


Khan: WS: 5, BS: 5, S: 4, T: 3, W: 3, I: 4, A: 3, Ld: 9, Sv: 5+, pts: 50
Equipment: Light Armor, Atillan Warhorse, Laspistol, Close Combat Weapon, Hunting Spear, Frag and Krak Grenade

Special Rule: Great Warrior, Skilled Rider, Master Horsemen, Scout, Independent Character

Great Warrior: The Khan is amongst the greatest warriors of Atilla. He has a long experience of war from his earliest infancy up to his adulthood. The Khan can choose one of two following Special Rules before being deployed. He can grant it to any units he joins: Furious Charge and Rage OR Preferred Enemy (All).

Master Horsemen: The Khan has been living on the saddle for about as long as he could walk, Horses of have no secret for him. He can choose between one of the two following Special Rules before being deployed: Light Cavalry or Heavy Cavalry.

Unit Composition: 1 (independent Character, cavalry)

Upgrades:

The Khan can exchange his Laspistol for a Bolt Pistol for (5 pts) or a Plasma Pistol for (15 pts)

The Khan can exchange his Hunting Spear for a Power Weapon for (5 pts)

The Khan can exchange his Close Combat Weapon for a Power Weapon for (10 pts)

The Khan can exchange his Hunting Spear for an Atillan Bow for free

The Khan can exchange his Light Armor for a Carapace Armor for (5 pts)

The Khan can take a War Eagle for (15 pts) and/or a Refractor field for (15 pts)

The Khan can exchange his Warhorse for a Cyborg Atillan Warhorse for (10 pts)

The Khan can take a single Sacred Relic



Elites


Golden Riders

Spoiler:

Very few warriors in the Imperium can boast to be fiercer or better trained the Golden Riders of Atilla. These are seasoned warrior who have trained from infancy in a brutal society constantly at war and risen as its most skilled and bravest of all. They serve as the personal guard of any Khan and can be as swift as the wind or as strong as thunder should the need arise for it. Each Golden Riders is easily identifiable on the battlefield by the golden trim on his armor and saddle. They are also heavily armed and masters of each one of them. If the Khan be killed, it’s invariably from their ranks that a new Khan will rise.

Golden Riders: WS: 4, BS: 4, S: 4, T: 3, W: 1, I: 4, A: 2, Ld: 8, Sv: 5+, pts: 12
Great Golden Riders: WS: 4, BS: 4, S: 4, T: 3, W: 1, I: 4, A: 2, Ld: 9, Sv: 5+
Equipment: Atillan Warhorse, Light Armor, Laspistol, Close Combat Weapon, Hunting Spear, Frag and Krak Grenade

Special Rule: Master Horsemen, Skilled Rider, Scout, Rage

Unit Composition: 5-10 (Cavalry)

Option:

One Golden Riders can be Promoted to Great Golden Riders for (4 pts)

Any Golden Rider can exchange his Hunting Spear for a Power Weapon for (5 pts)

Up to two Golden Riders can exchange their Hunting Spear for a Meltagun for (10 pts) a Storm Bolter for (5 pts) or a Plasma Gun for (15 pts)

Up to two Golden Riders and the Great Golden Rider can exchange their Close Combat Weapon for a Power Weapon for (10 pts)

Any Golden Rider can exchange his Hunting Spear for an Atillan Bow for free

Any Golden Rider can exchange his Light Armor for a Carapace Armor for (5 pts)



Troops


Rough Rider Lancers

Spoiler:

The Rough Rider Lancers are amongst the most common troops in any Atillan Regiment. These warriors are born on the saddle and pierce a coin if the tip of their lance at charging speed without any difficulty. When deprived of their spears, they can easily cut limbs and heads with their excellent scimitars and run down a few stragglers. While not very heavily armored, they are mounted on extremely fast horses that were bread and genetically engineered for thousands of years to be a perfect mix of speed, endurance and strength. They are to regular horses what Space Marines are to human. The explosive charge on their Hunting Spear is more than enough to kill even a power armored foe especially when its wielded with as much precision.

Rough Rider Lancer: WS: 4, BS: 3. S: 4, T: 3, W: 1, I: 3. A: 1, Ld: 7, Sv: 5+, pts: 11
Great Rough Rider Lancer: WS: 4, BS: 4, S: 4, W: 1, I: 3, A: 2, Ld: 8, Sv: 5+
Equipment: Atillan Warhorse, Light Armor, Hunting Lance, Close Combat Weapon, Laspistol, Frag and Krak Grenades

Special Rule: Light Cavalry, Scout, Skilled Rider

Unit Composition: 5-20 (cavalry)

Upgrade:

One Rough Rider Lancer can be Promoted to the Rank of Great Rough Rider Lancer for (8 pts)

Up to two Rough Rider Lancers can exchange their Hunting Spear for a Meltagun for (10 pts) a Storm Bolter for (5 pts) or a Plasma Gun for (15 pts)

Up to two Rough Rider Lancers and the Great Rough Rider Lancer can exchange their Close Combat Weapon for a Power Weapon for (10 pts)



Rough Rider Archers

Spoiler:

Rough Rider Archers are those Atillan warriors who favor range combat and harassment tactics over close combat. On Atilla they are more numerous and more feared than Lancers, but the Imperial Guard preferred to keep their respective number relatively balanced. Rough Rider Archers operate as outriders and diversion for the Lancers to deliver the killing blow. Armed with Lascarabin, a shorter, lighter version of a lasgun or the famous Atillan Bow, a composite bow with explosive tip arrows, they can cause serious damage while avoiding retribution thanks to the speed of their mounts and their vast experience with them. There are very little foes that can provide a good answer to the attack of the Rough Riders beside letting them fall in the range of canons.

Rough Rider Archers: WS: 3, BS: 4, S: 4, T: 3, W: 1, I: 3, A: 1, Ld: 7, Sv: 5+, pts: 11
Great Rough Rider Archers: WS: 4, BS: 4, S: 4, W: 1, I: 3, A: 2, Ld: 8, Sv: 5+
Equipment: Atillan Warhorse, Light Armor, Lascarabin, Close Combat Weapon, Laspistol, Frag and Krak Grenades

Special Rule: Light Cavalry, Scout, Skilled Rider

Unit Composition: 5-20 (cavalry)

Upgrade:

One Rough Rider Archer can be Promoted to the Rank of Great Rough Rider Archer for (8 pts)

Up to two Rough Rider Archer can exchange their Lascarabin for a Meltagun for (10 pts) a Storm Bolter for (5 pts) or a Plasma Gun for (15 pts)

Up to two Rough Rider Archers and the Great Rough Rider Lancer can exchange their Close Combat Weapon for a Power Weapon for (10 pts)

All Rough Riders can exchange their Lascarabin for a Atillan Hunting Bow for Free



Atillan Spearmen

Spoiler:

Almost all warriors on Atilla are fighting on horseback, but there are some situations that doesn’t call for their uses like the assault of a fortified camp. In other times, warhorses died and couldn’t be replaced, forcing many warriors to fight on foot. There was also the importance of providing a certain anchor on the battlefield and longer range support which becomes all the more important when modern weapons were introduced on Atilla. Those warrior fighting on foot are still extremely hardened and armed with the famous Hunting Spear to chase off anybody who would have them run down. They can also provide with an impressive amount of firepower thanks to their heavy weapon teams and their bows or Lascarabin. Atillan Spearmen have become a nice place to test young warriors and see if they can truly prove themselves worthy of their Khan.

Atillan Spearmen: WS: 3, BS: 3, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 7, Sv: 5+, pts: 7
Atillan Heavy Weapon Team: WS: 3, BS: 3, T: 3, W: 2, I: 3, A: 2, Ld: 7, Sv: 5+
Great Spearmen: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 3, A: 2, Ld: 8, Sv: 5+
Equipment: Light Armor, Lascarabin, Hunting Spear, Frag Grenade

Special Rule: Scout

Unit Composition: 10-30 (infantry)

Upgrades:

One Atillan Spearman can be promoted to the rank of Great Spearmen for (6 pts)

The Great Spearmen can exchange his Hunting Lance for a Power Weapon for (5 pts)

The Great Spearmen can take a laspistol for (1 pts), a Bolt Pistol for (5 pts) or a Plasma Pistol for (15 pts)

Two Atillan Spearman for every 10 of them can form a Atillan Heavy Weapon Team and must take one of the following heavy weapon: Lascanon (20 pts), Heavy Bolter (10 pts), Autocanon (15 pts), Rocket Launcher (15 pts)

All Atillan Spearman can exchange their Lascarabin for an Atillan Bow for free.



Fast Attack


Atillan Scout Sentinel

Spoiler:

Very few pieces of modern technology have been fully integrated to the Atillan method of war beside Lascarabin and Power Weapons. One of the few others is the Scout Sentinel. Any legged vehicle adapted for scouting and with a descent amount of firepower is going to attract the attention of the Atillan for they could benefit from it. It came with surprise in the higher echelon of the Imperial Guard that Atillans were excellent Scout Sentinel pilot. Several hundreds of those engines were gifted to the Great Khan ruling most of the planet and as such many of their warriors gained an excellent experience of those vehicles. Atillan pilots are selected amongst the very best Rough Rider Archers to make the most out of the canons of the Sentinel. Its an important duty to provide the best anti-tank weapons of their regiment on the battlefield.

Atillan Scout Sentinel: WS: 4, BS: 4, S: 5, Armor: F: 10, S: 10, R: 10, I: 3, A: 3, HP: 2 pts: 50
Equipment: Multilaser

Special Rule: Walker, Move Through Cover, Scout, Fleet

Unit Composition: 1-3 (Walker)

Upgrades:

The Atillan Scout Sentinel can replace its Multilaser for a Heavy Bolter for (5 pts), an Autocanon for (10 pts), a Multimelta for (10 pts) or a Lascanon for (15 pts)

The Atillan Scout Sentinel can take any upgrade from the Arsenal of Atilla for the appropriate cost



Heavy Support


Atillan Knights

Spoiler:

A relatively rare sight in the plains of Atilla where speed and maneuverability are king, some Atillan riders specialise in running down foes by wearing heavier weapons and armors. These ferocious warriors are known as knights. Unlike what their name might imply they are not honorable noble born warriors, they are simply men and women who could afford Carapace Armors and Power Lances. In their tribe they are viewed as elite warriors, second only the Golden Riders. On the battlefield of Atilla they are the counter of Rough Rider Lancers thanks to their heavier armor, while they are themselves countered by the Rough Rider Archers who are to fast for them to catch up with. Those Atillan Knights who join the Imperial Guard get to ride to war on Cyborg Atillan Warhorse who offer far more protection and just as much speed as a normal Atillan Warhorse. With these impressive weapons, they are more than capable to fulfill their role as heavy cavalry.

Atillan Knight: WS: 4, BS: 3, S: 4, T: 4, W: 1, I: 3, A: 3, Ld: 7, Sv: 4+ pts: 25
Great Atillan Knight: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 3, A: 3, Ld: 8
Equipment: Cyborg Atillan Warhorse, Carapace Armor, Power Spear, Laspistol, Frag and Krak Grenade

Special Rule: Skilled Rider, Scout, Heavy Cavalry, Furious Charge

Unit Composition: 5-10 (cavalry)

Upgrade:

One Atillan Knight can be promoted to the rank of Great Atillan Knight for (5 pts)

Up to two Atillan Knight and the Great Atillan Knight can exchange their laspistol for a Bolt Pistol for (5 pts) or a Plasma Pistol for (15 pts)



Lords of War (both can be selected as a single Lords of War Choice)


Khan Mogul Kamir

Spoiler:

Most famous of all Rough Rider and one of the greatest hero of the Imperial Guard, Mogul Kamir is a warrior of legendary proportion known for his thirst for battle and his fiery temper. Born in the Northern Steps of Atilla, Mogul tamed his first warhorse at age 6 and killed his first man in a battle against another clan at age 9. At age 15, he was already a Golden Rider, the elite of Atillan warriors. At age 18, he was almost considered a Khan. His strength and ferocity was of such stature that when a new regiment of Rough Rider was to be founded on Atilla, the commissar in charge of the new founding was brought directly before him and was introduced to Mogul as «your new general». Mogul joined the Imperial Guard and quickly proved that he was worthy of all the praises that he received. In the decades he fought for the Imperium, he stained his spear with the blood of more enemies than it matters to count. The fearless warrior launched his fellow warriors in nearly suicidal charges, but emerged bloodied, but victorious. His eagle tipped golden power spear, a gift from the vaults of the White Scars after he saved one of their Chaplain from an ork Warboss, is a symbol that all Atillan can recognise so is his stead, a cyborg warhorse donated to him by the Adeptus Mechanicus after he charged down a Necron Lord. To the men and women serving under him, Mogul is almost a demi god, the single greatest warrior in their history who could only be matched once and that person he married.

Mogul Kamir: WS: 5, BS: 5, S: 4, T: 4, W: 3, I: 4, A: 5, Ld: 10, Sv: 4+ pts: 110 pts
Equipment: Carapace Armor, Refractor Shield, Eagle's Beak, Cyborg Atillan Warhorse (already included in profile), bolt pistol, War Eagle, frag and krak grenade.

Special Rule: Fearless, Great Warrior (Furious Charge and Rage), Scout, Skilled Rider, Master Horsemen (Heavy Cavalry), Independent Character

Legend of Atilla: When charging side by side with Mogul Kamir, all Rough Riders strive to impress their greatest champion. All Rough Rider Squad within 12'' of gain the Special Rules Rage and Furious Charge.

Sun and Moon: Mogul was never a man of peace or of family and despite his numerous concubine, never chose a wife. This was until he met Amage, a princess of the Western Steps turned into a Rough Rider Kaghan. Amage is the only person who ever managed to match him in combat and from that duel forged an unbreakable bound. Together, Mogul and Amage are the very ideal of Atillan's bravery and strength and should one be killed in front of the other, most would prefer not think about what would happen to the killer for Mogul's rage is legendary. If Amage is in the same squad then Mogul's, all unit within 12'', including theirs, gain the Hatred (all) Special Rule. Should Amage be killed, Mogul can reroll all fail to hit and fail to wound roll until her beloved is avenged (either by killing the character or the squad that killed her).

Unit Composition: 1 (Unique Independent Character, Cavalry)

Eagle's Beak: A famous golden power spear designed by one of the best craftsmen of the White Scar. A very precious gift that gained an extraordinary reputation both in and out of Atilla. Range: - , S: +1/+2, AP: 3/2, jousting.

Warlord Trait: Wild Spirit



Kaghan Amage Kamir

Spoiler:

High born of the Western Steps, Amage was to become queen. As such she was raised to be strong, intelligent and charismatic, yet Amage would not settle for such little accomplishment. She didn't want to be at her father's and mother's image, born into royalty, what she owns she would conquer. From a young age, she strived to master war in all its complexity, learning of her enemy’s weaknesses and mastering weapons. As she matured, her skills as a commander and warrior was only matched by her incredible beauty. Soon delegation coming from all the region of the vast steps of Atilla would come to gain her as a wife and ally. Amage decided that would marry only her equal, a man who could match her in battle or intellect, yet such was her skill that no Blood Rider could meet her expectation. Before long she decided to pursue her legacy outside of her home world, searching new challenges and adventure in a galaxy torn apart by war. As an Imperial Guard commander, her skills proved to be invaluable. Capable of launching the perfect ambush with her fellow warriors in almost all situation and duelist skills so finely honed that very few opponents can pass her guard or parry her perfect strike. Her sword, the Crescent Moon, an ancient relic of her homeworld is her symbol and with it she strikes and parry faster than the eye can see. It was then that she met the legendary Mogul Kamir. In him she found the equal she was searching for in her adolescence and a soul mate. Together, they helped make the name of Atilla famous in the entire galaxy.

Amage Kamir: WS: 6, BS: 5, S: 4, T: 3, W: 3, I: 4, A: 3, Ld: 10, Sv: 4+ pts: 100 pts
Equipment: Carapace Armor, Crescent Moon, Plasma Pistol, Atillan Bow, Refractor Shield, Atillan Warhorse, frag and krak grenade.

Special rule: Peerless Duelist, Scout, Expert Ambusher, Great Warrior (Preferred Enemy (all)), Master Horsemen (Light Cavalry), War Eagle, Independent Character.

Peerless Duelist: Amage must always issue challenges if possible, but can reroll all fail to hit and to wound roll in challenges.

Expert Ambusher: All Rough Rider squad in the same army than Amage can choose from which board edge they will come like if a roll of 5 or 6 was rolled in the Outflank table.

Sun and Moon: Amage was never made to stay in one place, always searching for new challenges to overcome and new lands to explore. In Mogul Kamir she found a warrior that could match her in combat and a Khan that could rival her. This friendship, then love born in battle is more solid than any other. Together, Mogul and Amage are the very ideal of Atillan's bravery and strength and should one be killed in front of the other most would prefer not think about what would happen to the killer for, though Amage remains calm and collected, few would like to face her sword. If Mogul is in the same squad then Amage, all unit within 12'', including theirs, gain the Hatred (all) Special Rule. Should Mogul be killed, Amage gain the Special rule Rage and Furious Charge until her beloved is avenged (either by killing the character or the squad that killed him).

Unit Composition: 1 (Unique Independent Character Cavalry)

Crescent Moon: An old power scimitar that was wielded by great Khans of the western steppes. Some suggest it’s of Eldar origin due to its weight and strange appearance. Range: -, S: -, AP: 3, +1 Initiative, Deflecting strike (in close combat, Amage has a 3+ invulnerable save thanks to her sword)

Warlord Trait: Hawkeye


Sacred Relic of Atilla

Spoiler:

The First Bow: An ancient relic that belonged to the very first Great Khan of Atilla according to the legend. The arrows shot by this coppery bow are imbue of incredible power and can kill almost any enemy with ease. Range: 24, S: 6, AP: 2, Assault 1. (15 pts)

The Red Hair: A steed from a very famous bloodline that is easily recognisable by its red hair. This Warhorse can outrun all other and shrug off mortal wounds. He seems to be inhabited by the spirit of the greatest stallion of Atilla. Only a true warrior can even attempt to ride on such an august mount. It grants its rider the Cavalry type, an extra point of Strength, Toughness, Attack and Wound and gives him the benefit of both Light and Heavy Cavalry Special Rules. (35 pts)

The Burning Scimitar: A power sword that produce deadly flames and can burn its victim to a crisp. Range: -, S: +1, AP: 3, Soul Blaze. (15 pts)

The Skull of the Heretic: A goblet fashion out of the skull of a champion of Chaos defeated long ago by a brave, if sanguinary, Khan. Those who drinks from it are filled with bloodlust and strength. Several regard the object as cursed. The bearer gains the Special Rules Rampage and Counterattack, but looses one point of Leadership due to suspicion. (20 pts)

The Golden Armor: A gold trimmed armor of a Kaghan known for her wisdom and skills. Those who wear the armor after her display a curious amount of ruse and see their arrows duplicate if there were more than one person shooting. This armor provides a 4+ armor save, allow the warlord to select his trait and allows her to shoot one extra arrow with her Atillan Bow. (20 pts)

The Sacred Scrolls: A long scroll with ancient spirit ward crafted by shamans of Atilla and blessed by priests. Its sight is hurtful to demons and psyker alike. All demons or psykers within 12’ of the bearer loose two points of Leadership. The bearer gains the Adamantium Will Special Rule. (25 pts)


Arsenal of Atilla

Spoiler:

Extra Armor: Allow to reduce a crew stun to a crew shaken result once per game (10 pts)

Tribal Paintings: All units within 6’ of the vehicle gain one point of Leadership (20 pts)

Hunter Seeker Missile: The vehicle is equipped with one shot weapon with unlimited range and the profile of a krak missile. (10 pts)

Camo-Netting: The vehicle gains the Special Rule Stealth. (10 pts)

Overcharged Engines: The vehicle can run and shoot in the same round without penalty. (10 pts)

Wards of Protection: Sigil of protection were carved in the hull granting the Special Rule Adamantium Will to the Vehicle. (5 pts)



Armory of the Khanate

Spoiler:

Atillan Warhorse: A genetically enhanced warhorse used by almost all warriors of Atilla. It grants a bonus of 1 to Strength and change the type of the unit to cavalry.

Cyborg Atillan Warhorse: An Atillan Warhorse that was grafted plating and enhanced mechanical muscles to make him even more powerful. It grants a bonus of 1 to Strength, Toughness and Attack and changes the unit type to Cavalry.

Refractor Shield: A Buckler or breastplate that produce an energy field capable of turning aside all form of attacks for a short period of time. It grants a 5+ invulnerable save.

War Eagle: A pet eagle that was enhanced thanks to bionic technology. They become fierce combat companion. Any model equipped with a War Eagle can launch it in the shooting phase in addition of firing any of his weapon. It’s considered as a second weapon with the following profile. Range: 12, S: 3, AP: 6, Assault 2, Rending. It always hits on a 3+, but cannot be used in overwatch. In close combat, it grants an extra attack its master.

Laspistol: Range: 12, S: 3, AP: -, Pistol
Lascarabin: Range: 18, S: 3, AP: -, Assault 2
Multilaser: Range: 48, S: 6, AP: 6, Heavy 3
Lascanon: Range: 48, S: 9, AP: 2, Heavy 1

Atillan Bow: Range: 24, S: 4, AP: -, Assault 1

Bolt Pistol: Range: 12, S: 4, AP: 5, Pistol
Storm Bolter: Range: 24, S: 4, AP: 5, Assault 2
Heavy Bolter: Range: 36, S: 5, AP: 4, Heavy 3
Autocanon: Range: 48, S: 7, AP: 4, Heavy 2
Rocket Launcher (Frag): Range: 48, S: 4, AP: 5, Heavy 1, Blast
Rocket Launcher (Krak): Range: 48, S: 8, AP: 3, Heavy 1
Rocket Launcher (Flak): Range: 48, S: 7, AP: 4, Heavy 1, Skyfire

Plasma Pistol: Range: 12, S: 7, AP: 2, Pistol Get’s Hot
Plasma Gun: Range: 12, S: 7, AP: 2, Rapid Fire, Get’s Hot

Meltagun: Range: 12, S: 8, AP: 1, Assault 1, Melta
Multimelta: Range: 24, S: 8, AP: 1, Heavy 1, Melta

Hunting Lance: Range: -, S: 6, AP: 3, One Use Only
Power Sword: Range: -, S: -, AP: 3
Power Axe: Range: -, S: +1, AP: 2, Unwieldy
Power Mace: Range: -, S: +2, AP: 4, Concussive
Power Spear: Range: -, S: -/+1, AP: 4/3, (second profile is used during turns in which the model made a charge)

This message was edited 5 times. Last update was at 2017/04/19 01:53:31


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

How does Wild Spirit interact with Heavy Cavalry?

Arrow Of The Khan is both kinda stupid, and not fun. Also, what happens if the nearest model is more than 36" away, or out of line of sight?

All riders should be T4-mounts should give +1 Toughness.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Longtime Dakkanaut




 JNAProductions wrote:
How does Wild Spirit interact with Heavy Cavalry?


You get d3+1 Hammer of Wrath hit on that model

 JNAProductions wrote:

Arrow Of The Khan is both kinda stupid, and not fun. Also, what happens if the nearest model is more than 36" away, or out of line of sight?


I find it more fun than simply rolling a dice to decide who goes first. It's also connected to old Turkish tradition in which an army leader (a Bey or a Kaghan) was the first to fire his arrow at the enemy at the start of the battle. To answer your question. Should there be no visible target within range, its business as usual. You roll as usual to know who starts first. Arrow of the Khan doesn't apply. I will precise it in the rule. I'll also had a little something else to add a little bit more spice since this Special Rule can be countered relatively easily.

 JNAProductions wrote:
All riders should be T4-mounts should give +1 Toughness.


I disagree. Horses are very powerful animals, but they are fragile for their size. The greatest advantage of a horse in combat beside mobility, is its speed and weight that can be applied when fighting in close combat. Their legs are especially vulnerable and, if broken, kill a horse or make it completly ineffective. Giving them +1 in Strength and Toughness seems a bit too much in my opinion and +1 Toughness is a poor representation of a warhorse (bio-engineered or not) on the table.

This message was edited 1 time. Last update was at 2017/04/13 02:57:40


 
   
Made in gb
Battleship Captain





Bristol (UK)

epronovost wrote:

 JNAProductions wrote:
All riders should be T4-mounts should give +1 Toughness.


I disagree. Horses are very powerful animals, but they are fragile for their size. The greatest advantage of a horse in combat beside mobility, is its speed and weight that can be applied when fighting in close combat. Their legs are especially vulnerable and, if broken, kill a horse or make it completly ineffective. Giving them +1 in Strength and Toughness seems a bit too much in my opinion and +1 Toughness is a poor representation of a warhorse (bio-engineered or not) on the table.

Core rules are against you on that one, it's +1 toughness whether you like it or not.

Also why does Golden Armour triple an archers firerate, to the level of fully automatic machine guns?

EDIT: Also, how are these any different to the Tallern Rough Riders? They have rules in IA:3 The Taros Campaign.

This message was edited 1 time. Last update was at 2017/04/13 07:39:17


 
   
Made in ca
Longtime Dakkanaut




 kirotheavenger wrote:

Core rules are against you on that one, it's +1 toughness whether you like it or not.


It seems there is no limit to my power to change bad rules into better ones!

The bonus of cavalry also changes depending on the mount. Regular Rough Riders for example had no bonuses.

 kirotheavenger wrote:

Also why does Golden Armour triple an archers firerate, to the level of fully automatic machine guns?


Warp Magic duplicates a single arrow into a hail of arrow.

 kirotheavenger wrote:

EDIT: Also, how are these any different to the Tallern Rough Riders? They have rules in IA:3 The Taros Campaign.


How are Blood Angels different than Raven Guard?
   
Made in gb
Battleship Captain





Bristol (UK)

epronovost wrote:
 kirotheavenger wrote:

Core rules are against you on that one, it's +1 toughness whether you like it or not.


It seems there is no limit to my power to change bad rules into better ones!

The bonus of cavalry also changes depending on the mount. Regular Rough Riders for example had no bonuses.

Seem you're right, cavalry don't automatically get the bonus only bikes.

epronovost wrote:

 kirotheavenger wrote:

Also why does Golden Armour triple an archers firerate, to the level of fully automatic machine guns?


Warp Magic duplicates a single arrow into a hail of arrow.

Your army is neither daemonic nor psychic, that doesn't make much sense.

epronovost wrote:

 kirotheavenger wrote:

EDIT: Also, how are these any different to the Tallern Rough Riders? They have rules in IA:3 The Taros Campaign.

How are Blood Angels different than Raven Guard?

Blood Angels are angry, Raven Guard are stealthy, the ONLY thing they share is jump packs.

Who do your Attilans differ from the the Tallern? You're both based on steppe cavalry culture, you're both focused on cavalry.
The only difference is the name and your Attilans have the benefit of your fancy fandex.
   
Made in ca
Longtime Dakkanaut




@Kirotheavenger

This is a human army. Human have psykers. There are psykers on Atilla like on any other planets of the Imperium and as time pass, they become more numerous like in any other place of the Imperium. Most of them are purged an sent to Black Ship, but, as usual, some slip beneath the radar. The Kaghan that first wore this armor was obviously one of those. She had psychic powers (or at least a strong psychic potential). Her ``ghost`` inhabit her armor granting strange powers to those who wear it. A bit like how the skull cup grants powers to those who drink from it.

Tallarn aren't a steppe culture. They are a desert culture. While steppe are arid, they aren't desertic at all. Tallarn are Arabic of design and culture. Arabic (andTallarn) culture is founded on cities. Turo-Mongol are nomads. Turco-Mongol and Arab have very little in common. They don't share the same ethnographical zone, they don't share the same history, the same language, the same style of combat, the same cultural norms and the same religion (at least before the 13th century when Turks converted to Islam and even then, Tengri traditions remained alive and influenced greatly their practice of it unlike Arabs).

Both are indeed focused on cavalry unlike all other army in 40K who are focused on infantry and tank brigade with the exception of Tyranid and Daemons. Tallarn and Atillan don't have the same type of cavalry. Atillan have a light cavalry and a heavy cavalry. Tallarn only have a single medium cavalry. Atillan uses gene-enhanced horses, Tallarn giant reptilians. Atillan have horse archers and knights, in addition to lancers while Tallarn only have lancers. Tallarn are civilised an modern, Atillan are feudal and primitive by Imperial standards. Tallarn have a wide array of tanks and infantry at their disposal, Atillan don't. The nomanclature of both army isn't identical. Their uniforms are very different. Of course, both armies have different Special Character. Considering this, there are far more difference between Tallarn and Atillan both in unit composition, appereance and historical inspiration than between Space Wolves and regular Space Marines.

This message was edited 1 time. Last update was at 2017/04/13 15:27:35


 
   
Made in gb
Battleship Captain





Bristol (UK)


Equipment differences is because the Tallern do not have their own codex and instead grant a single special rule and access to unique cavalry.
If you want Attilans I guess I can't stop you, but I don't see the difference myself.
   
Made in gb
Ultramarine Librarian with Freaky Familiar





I will agree that three shots is a bit much for the armour. Dropped to an extra one seems more likely for a relic.


They/them

 
   
Made in ca
Longtime Dakkanaut




 Sgt_Smudge wrote:
I will agree that three shots is a bit much for the armour. Dropped to an extra one seems more likely for a relic.
s to

I can agree with that. I will reduce it to two shot total, but reduce the cost of the relic since I'm not sure this is worth 30 pts.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Multi meltas are not 48 inch range.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Longtime Dakkanaut




 JNAProductions wrote:
Multi meltas are not 48 inch range.


Your right, fixed. It must have been a typo.
   
Made in gb
Ultramarine Librarian with Freaky Familiar





With the Headtaker Warlord trait, is the ID rule only in the first round of combat when they charge?


They/them

 
   
Made in ca
Longtime Dakkanaut




 Sgt_Smudge wrote:
With the Headtaker Warlord trait, is the ID rule only in the first round of combat when they charge?


Yes, it only take effect during the first round of combat when they charge.
   
Made in au
Regular Dakkanaut




Rather than archers I would suggest you consider the word dragoons.
Also the Archer entry needs fixing because it is a clear copy paste of Lancers. I counted 4 references to lancers in that entry.
   
Made in ca
Longtime Dakkanaut




Zustiur wrote:
Rather than archers I would suggest you consider the word dragoons.
Also the Archer entry needs fixing because it is a clear copy paste of Lancers. I counted 4 references to lancers in that entry.


Dragoon would be inappropriate in these circomstances. The reason reason being that the Atillan being space feudal Turko-Mongolian are using terms appropritate to such a civilisations. They don't have kings they have Khans, for this reason they don't have Hussard, Gendarme and Dragoons. A Dragoon also describe an infantryman that also fight from horseback on some occasion. It's an hybrid between the light cavalry and the infantry that serves as recon units or scouts. Atillan Rough Rider Archers aren't meant to operate as infantry units neither are they trained or expected to do such a thing. A Dragoon unit, while similar, would be carrying more special and heavy weapons since they are noteworthy for their use of powerful and light weapons. They would use their horses to get in position and than use them as mobile cover instead of operating in circus. Horse archers are used in a different fashion, serving more as light harassment units instead of fast heavily armed specialists. In the same fashion, a Gendarme isn't the same thing as a Cataphract, who isn't the same thing as a knight even if they are all similarto a certain degree.

PS: the corrections were made for the mention of Lancers VS Archers.
   
 
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