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Made in gb
Intoxicated Centigor





Disclaimer: I don't have much experience writing homebrew rules. Expect grammatical errors and balance issues.
My goal here is to make fun, fluffy and (hopefully) balanced changes to the FW R&H list in order to make them more viable against codex armies whilst having a unique identity, i.e. not just spiky IG. Criticism welcome.

1. Changes to Chaos Covenants
Spoiler:

Chaos Covenant
If your army is battle-forged, you may select a Chaos Covenant from the list below for each Renegades and Heretics detachment which includes a Renegade Commander. Note that each Chaos Covenant confers an ability also listed below. If you choose to do this, change the <Chaos Covenant> keyword for all units with the <Chaos Covenant> keyword in the detachment to the chosen Chaos Covenant.

Covenant of Khorne: Any unit with this keyword adds 1 to its strength characteristic in a turn in which it has charged, was charged or performed a heroic intervention. Models with this Chaos Covenant cannot be included in a detachment which includes any units with the Psyker keyword.

Covenant of Nurgle: Each time a model with this keyword loses a wound as a result of an attack with a damage characteristic of 1, roll a D6; on a roll of a 6, the model does not lose that wound.

Covenant of Tzeentch: Add 1 to hit rolls made for models with this keyword when firing overwatch.

Covenant of Slaanesh: Any unit with this keyword may roll an additional dice when making an advance or charge move and discard the lowest result to determine how far that unit can move.


2. Warlord Traits
Spoiler:

If a Renegades and Heretics character is your warlord, they can generate a warlord trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a warlord trait, or you can select the one that best suits their temperament and preferred style of waging war.

1-2: Blasphemous Iconoclast
Enemy units attacked by Renegades and Heretics units within 6" of your warlord do not gain any bonus to their saving throws for being in cover.

3-4: Fanatical Convert
If your warlord is not a psyker they can attempt to deny one psychic power in each enemy psychic phase in the same manner as a psyker. If your warlord is a psyker they may roll 3 dice rather than 2 when attempting to deny the witch and pick the 2 highest rolls.

5-6: Soul-scarred Terror
If your warlord is within 1" of any enemy units at the start of the fight phase, roll 2D6 for each enemy unit within 1" of your warlord. If the result is higher than that unit's leadership characteristic that unit immediately suffers D3 mortal wounds.

Covenant Warlord Traits
If you wish, you can pick a warlord trait from the following list inestead of the Renegades and Heretics warlord traits, but only if your warlord has the appropriate <Chaos Covenant>.

Covenant of Khorne: Seeker of Skulls
Improve your warlord's weapon skill characteristic by 1 (e.g. weapon skill 3+ becomes 2+). In addition, if your warlord charges or perfroms a heroic intervention add 1 to their attacks characteristic until the end of the turn.

Covenant of Nurgle: Bubonic Blessing
At the end of any of your movement phases, you may select a single friendly Covenant of Nurgle unit within 7" of this warlord. You may return D3 models with a wounds characteristic of 1 from that unit that were slain earlier in the battle to the unit. You may instead choose a single model in the selected unit to recover D3 wounds lost earlier in the battle.

Covenant of Tzeentch: Prophet of the Immaterium
If your army if battle-forged and this warlord is on the battlefield, roll a D6 each time that a unit successfully manifests a psychic power. On the roll of a 5+ you gain 1 command point.

Covenant of Slaanesh: Exhilarated By Carnage
Your warlord can charge even if they advanced or fell back that turn.


3. Relics
Spoiler:

Symbols of Devotion
If you army is led by a Renegades and Heretics warlord, you may give one of the following Symbols of Devotion to a Renegades and Heretics character in your army.

Voracious Blade
Model with brutal close combat weapon only. Voracious Blade replaces the bearer's brutal close combat weapon and has the following profile:
Range:Melee Type:Melee S:User AP:-1 D3
Abilities: Each time the bearer fights, it can make 1 additional attack with this weapon. Add 2 to wound rolls for attacks made with this weapon unless the target has the vehicle keyword.

Malevolence
Model with shotgun only. Malevolence replaces the bearer's shotgun and has the following profile:
Range:12" Type:Assault 2D3 S:4 AP:-1 D:1
Abilities: If any enemy models are slain by this weapon, reduce the leadership of that model(s) unit by 1 until the end of the turn.

Hate-Forged Axe
Covenant of Khorne model with power axe only. Hate-Forged Axe replaces the bearer's power axe and has the following profile:
Range:Melee Type:Melee S:+1 AP:-2 D:2
Abilities: Each time an enemy model is slain with this weapon, the bearer can immediately make another hit roll using the same weapon at the same target. These extra attacks cannnot themselves generate any further attacks.

Necrotic Totem
Covenant of Nurgle model only. Keep a tally of all Covenant of Nurgle models that are slain within 7" of the bearer. Once per battle, during any of your shooting phases, the bearer may unleash the totem's power instead of firing any ranged weapons. When they do so, roll a D6, and an additional D6 for every 7 models tallied during the battle so far. For each roll of a 4+ the closest enemy unit within 12" takes a mortal wound.

Seer's Looking Glass
Covenant of Tzeentch model only. Once per battle, you can activate this relic immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within the bearer's line of sight. One friendly Renegades and Heretics unit within 6" of the bearer can immediately shoot at that enemy unit as if it were the shooting phase.

Sword of Cupidity
Covenant of Slaanesh model with power sword only. Sword of Cupidity replaces the bearer's power sword and has the following profile:
Range:Melee Type:Melee S:+1 AP:-4 D:1
Abilities: Models with a leadership characteristic of 7 or less must subtract 1 from hit rolls for attacks that target the bearer in the fight phase.


4. Stratagems
Spoiler:

Stratagems
If your army is battle-forged and includes any Renegades and Heretics detachments (excluding auxiliary support detachments), you have access to the stratagems shown below, meaning you can spend command points to activate them.

Tide of Traitors (2CP): Use this stratagem at the end of your movement phase. If you do, pick a unit of Renegade Cultists and remove it from the battlefield. You can then set it up again wholly within 6" of the edge of the battlefield and more than 9" away from any enemy models, at its full starting strength. You can only use this stratagem once per battle.

Crush them! (1CP): Use this stratagem at the start of the charge phase. Select a Renegades and Heretics vehicle unit from your army. This unit can charge even if it advanced this turn. In the following fight phase, attacks made by this unit hit on a 2+.

Waxing Favour (1CP/3CP): Use this stratagem before the battle. Your army can have one extra relic from the Symbols of Devotion for 1CP, or two extra relics for 3CPs. All of the relics that you include must be different and be given to different Renegades and Heretics characters. You can only use this stratagem once per battle.

Sacrifice (1CP): Use this stratagem when a Renegades an Heretics character attempts to summon a unit of daemons using a Daemonic Ritual. You can roll up to 4 dice for your summoning roll. If the character would suffer any mortal wounds as a result of rolling doubles or triples, you may choose a friendly Renegades and Heretics infantry unit within 3" of the character to suffer those mortal wounds instead.

Ordnance Tyrant (2CP): Use this stratagem at the start of your shooting phase. Pick an enemy unit (other than a character) that is within 1" of 1 or more friendly Renegades and Heretics infantry unit(s). The chosen unit, and each friendly unit within 1" of the chosen unit, suffers D3 mortal wounds (roll for each unit separately).

Khorne Cares Not (1CP): Use this stratagem at the start of the morale phase. Pick a Covenant of Khorne unit that is required to take a morale test. The chosen unit ignores models slain in the fight phase for the purpose of morale tests until the end of the turn.

Toxic Weaponry (1CP): Use this stratagem before a Covenant of Nurgle unit from your army shoots or fires overwatch. That unit may reroll all failed wound rolls made for flamers during this phase.

Sorcerer's Sleight (2CP): Use this stratagem when a psychic power cast by a Covenant of Tzeentch unit is successfully denied by an enemy psyker. The psyker that denied the power immediately suffers perils of the warp.

Violent Urges (1CP): Use this stratagem during either your shooting or charge phase. Pick a Covenant of Slaanesh unit that advanced this turn. If this stratagem is used during the shooting phase, treat all of its ranged weapons as assault until the end of the turn (e.g. a rapid fire 1 weapon becomes assault 1). If this stratagem is used during thecharge phase the chosen unit can charge even though it advanced this turn.


All opinions in regards to interanl/external balance and wording issues are appreciated.
   
Made in ca
Regular Dakkanaut





Well, firstly, the problem with the Convenant of Tzeentch is that same as with the original index : it doesn't do what I believe you want it to do. Since modifier do not affect to hit in overwatch, the only effect of giving +1 to hit in overwatch.... is that plasma gun do not explode on a roll of 1, in overwatch only. A better wording would be : unit firing overwatch hit on a roll dice of 5+, regardless of any modifiers.
   
Made in ch
The Dread Evil Lord Varlak





As someone that plays R&H

No warlord traits. Instead we get to chose Arch demagogic options like in 7th IA 13 probably needs alot of adaptation but still. (Additionally CP shenaniganry based upon psy is extremly questionable, especially when we combine that with good to op stratagems)

Stratagmes themselves: Tide of traitors should not be our stratagem just as cultists have nothing lost in our list.
Remove them. Replace the cultist stats with the militia profile.
Secondly: Unending host: xCP x for mutant squads over 30 Models per squad. If a mutant squad gets under 30 models you remove the squad and roll a d6 on a result of 4+ you can refield the whole squad and bring him one time back outflanking from any side of the board but more then 9" away from any enemy. Basically a limtied use which needs to be done before the battle.

Units: This is were R&H got the most nerfed into oblivion.

Troops:
First Mutants. 3ppm not 4.

Militia: 4 ppm but get the profile of cultists now. Options etc remain unchanged. Add in the following special rule:

"Irregular warfare: Militia Squads might not be as well trained or equipped as PDF or Guardsmen but they often compensate via ingenuity, knowledge of local geography and pure hatred. Any militia unit that remains stationary for the duration off it's turn adds +1 to it's armor and ld charachteristic. This goes up to a total of +2 to the armor and LD values, never more. A unit that moves loses this buffs since the Squad needs to reentrench".

Renegade Veterans: 5PPm 5-10 troop. Get's a ws of 3+ Options for brutal assult + pistol, Autogun, lasgun and Shotgun.
for additional 2 ppm Upgradeable to grenadiers: these gain +1 to their bs charactheristic and gain acess to hot shot weaponry. Switches slot to Elites. Additionaly up to three Grenadiers are allowed to use greanades in the shooting phase.
Additionally for 1 ppm Veterans and greandiers can buy entrenching tools to gain the "irregular Warfare rule"

Additionally there should be a unaligned Renegade option:
Up to +2 greanades can be used in the shooting phase.
All units gain incindiary Greanades with the following profile:
Range 8" d6 automatic hits S4 d1.

Secondly all units gain Ideologial radicalism:" Whilest these Traitors to the Imperium of man might not be Chaos worshipers, as of yet, they rely upon radicalization and opposition to the political structures of their planets, the random ld characteristic get's modified to use 2 d3 +2 for non fanatic units and fanatic units change their random ld to 2 d3+4 to represent political indoctrination."







https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
 
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