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post #1 of 8 (permalink) Old 01-01-11, 09:27 PM Thread Starter
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Default Codex project: Regal knights

Welcome to codex regal knights,

Universal special rules

Warcry: This is an ability usable once per game, it has a 24" range and no LoS is required, roll a dice, if the result is lower than 3 the targets leasership is lowered by 1 for the remainder of tue game and is forced to take a morale test.

Charge: on the first turn of battle all friendly units may move an extra 6".

Troops

There are three variants of tactical squad, the pikemen, the archers and the standard. Pikemen are more short ranged combat, where archers are more of a ranged squad and the tactical squad is the mid ground.

Pikemen: 17pts per model

Sgt
Ws 4
Bs 4
S 4
T 4
W 1
I 4
A 2
Ld 10
Sv+ 3

Space marine:
Ws 4
Bs 4
S 4
T 4
W 1
I 4
A 1
Ld 9
Sv+ 3

Composition:
4-19 space marines
1 sergeant

Wargear:
Power armour
Close combat weapon
Bolt pistol
"herculese" pattern boltgun:
Range: 12" s:5 ap:3 rapid fire
Frag and krak grenades.

Options:
One space marine may change his bolter for any of the following;
Flamer. 5
Melta gun. 5
Plasma gun. 10
Missile launcher. 10
Heavy bolter. 10
Plasma cannon. 15
Multi-melta. 15
Las cannon. 20
Assault cannon. 20
The sergeant may take any 1 of the following;
Power weapon. 5
Power fist/mace. 25
Plasma pistol. 15
A combi weapon. 10
A storm bolter. 3

Archers: 17 PTs per model
Sgt
Ws 3
Bs 5
S 4
T 4
W 1
I 4
A 2
Ld 10
Sv+ 3

Space marine:
Ws 4
Bs 4
S 4
T 4
W 1
I 4
A 1
Ld 9
Sv+ 3

Composition:
4-19 space marines
1 sergeant

Wargear:
Power armour
Close combat weapon
Bolt pistol
"monarch" pattern boltgun
Range: 36" s4 ap5 assault 2
Frag and krak grenades

Special rules:
Atsknf
Warcry
Charge

Options; two brothers may take any of the following;
Flamer. Free
Melta gun. 5
Plasma gun. 5
Missile launcher. 10
Heavy bolter. 10
Plasma cannon. 15
Multi-melta. 15
Las cannon. 20
Assault cannon. 20
The sergeant may take any 1 of the following,
Sniper rifle. 10
Melta gun. 10
Plasma gun. 10
Special issue boltgun 10

Tactical squad: identical to vanilla but with the Warcry and charge special rules.

HQ

Captain: 100pts

Ws 5
Bs 4
S 5
T 4
W3
I 4
A 3
Ld 10
Sv 3+/4+

Special rules:
Atsknf
Warcry
Charge
Individual character

Wargear:
Power armour
Iron halo
Bolt pistol
Chainsword
Frag and krak grenades

Options: the captain may take any two of the following,
Broadsword (power sword that adds 1 to strength) 20
Shortsword (power sword that add 1 to attacks) 20
Falchion (power sword that adds 1 to Ws) 20
Power fist (counts as power fist) 25
Lightining claws. 30
Thunder hammer. 15
Plasma pistol. 15
Storm shield 25
Boltgun. Free
Combi weapon. 10
Plasma pistol. 15
Storm bolter. 3
he may also take any of the following Equiptment;
Space Marine bike. 50
Melta bombs. 5
Homing beacon. 5
Jump pack. 25

Captian Gias D'lacy (captain upgrade): 190 PTs

Ws 4
Bs 5
S 5
T 4
W3
I 4
A 3
Ld 10
Sv 3+/4+

Special rules:
Atsknf
Siege master: all friendly units that carry a heavy weapon that are within 24" gain an extra attack.
Lord of the 1st siege: devastators count as troops in an army that includes Gias, although they are unable to capture objectives.
Warcry
Charge
Individual character

Wargear:
Power armour
Iron halo
Signum
Frag and krak grenades

Options: Gais may take any 1 of these weapons;
Heavy bolter. 15
Missile launcher. 20
Multi melta. 25
Plasma cannon. 30
Las cannon. 35

Sir Eric gratis captain of first knights: 230 PTs

Ws 5
Bs 5
S 5
T 5
W 4
I 4
A 4
Ld 10
Sv 2+/4+

Equptment:
Artificer armour
Iron halo
Spear of panterra: power weapon that causes D6 wounds instead of 1 when fighting an enemy Hq.
Storm bolter
Frag and krak grenades

Special rules:
Atsknf
Warcry
Charge
Burning helm: Eric wears a specially adapted psychic hood that allows him to nullify psychic powers even though he does not posses control over his. In all cases this is treated like a psychic hood.
Chapter champion: Eric is a legend within the chapter, only under the famed brother knights and of course the chapter master. All friendly units within 24" gain 2 attacks, +1 strength and toughness.

I haven't finished Eric yet, I'm struggling to come up with rules that work in terms of fluffiness. Anyone got any ideas?



current win rates;
csm 3/1/1
daemons 1/0/0

Last edited by warsmith7752; 01-08-11 at 11:31 AM.
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post #2 of 8 (permalink) Old 01-01-11, 10:25 PM
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Does charge mean that on first turn, all squads move 12" in Movement Phase?

Just wondering as not sure how it would help if in Assualt Phase.

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post #3 of 8 (permalink) Old 01-02-11, 08:15 AM Thread Starter
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Yeah they all get 12" movement in the first movement phase, I did this because they are based on medieval knights and you always see them running towards the enemy at full speed (otherwise known as charging).



current win rates;
csm 3/1/1
daemons 1/0/0
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post #4 of 8 (permalink) Old 01-03-11, 10:48 AM
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In the same way Grey Knights charge on DOW : Soulstorm. NICE. :D

War Cry shouldn't reduce the leadership for the remainder of the game, but could reduce it by 2 on the turn you use and make them take a moral test.

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post #5 of 8 (permalink) Old 01-04-11, 06:04 PM Thread Starter
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First troop squad is up and I have edited Warcry slightly.



current win rates;
csm 3/1/1
daemons 1/0/0
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post #6 of 8 (permalink) Old 01-06-11, 03:02 AM
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Does can any unit "Warcry" or can only sgt.'s/ HQ's

The standard bolt is um...way to over powered. If you want a 'better' gun then make it:
S:4
AP:4
Rapid Fire.

Having the standard firearm for these guys being better that a heavy bolter is cheating.

Quote:
Originally Posted by warsmith7752 View Post

One space marine may change his bolter for any of the following;
Flamer. Free
have it cost at least SOMETHING.
Melta gun. 5
Plasma gun. 5
maybe bump up the points on this weapon.
Missile launcher. 10
Heavy bolter. 10
Plasma cannon. 15
Multi-melta. 15
Las cannon. 20
Assault cannon. 20
The sergeant may take any of the following;
So the sarge could take 2 plasma pistols and 2 power fists?
Power weapon. 5
Power fist/mace. 25
Plasma pistol. 15
A combi weapon. 10
A storm bolter. 3
I hope this helps, I'm not to good at making balanced rules.

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post #7 of 8 (permalink) Old 01-06-11, 07:27 AM Thread Starter
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The herculese pattern boltgun is that powerful because it's range is decreased, if you are firing against a unit of hormagaunts or something like thatyou only have one turn of shooting before they run up into close combat and most likely over run the squad. I only put each stat up by 1 and it costs 3 PTs extra per marine.

Maybe I leave it ap 3 but pit it back down to strength 4 so it's the same as the sterngaurd ones?

Archers are up and pikemen have been edited slightly, next I will be doing a captain and librarian.



current win rates;
csm 3/1/1
daemons 1/0/0

Last edited by warsmith7752; 01-06-11 at 07:31 AM.
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post #8 of 8 (permalink) Old 01-08-11, 11:32 AM Thread Starter
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Captain is up along with captains Gias and eric who are upgrade choices for captains. C&C welcome.



current win rates;
csm 3/1/1
daemons 1/0/0
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