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Renegades and Heretics – Imperial Guard for Chaos or just a way to get Leman Russ Tanks 
So if you want to go old school it seems these armies may skill exist,or of course used for reference.
http://www.forgeworld.co.uk/Downloads/Product/PDF/i/IA5_RH.pdf
http://www.forgeworld.co.uk/Downloads/Product/PDF/i/IA5_RHFAQ.pdf
HOWEVER with IA:13 now available to use as the NEW IMPROVED R&H army, why would you settle for less.
First things to cover are questions like “Is this really just Impy Guard for Chaos?”The answer is not really a yes, but also not a no. They are similar and have most of the same tanks, but the troops are rather oddball units.
Also do that get there own relics and special wargear. The sad answer is, not really. But that doesn't give them a lack of stuff that they do get, and plenty of special rules to boot.
For your allies you class as CSM for all allies and that they also have the ability to use Allied Detachment to each other (in the same way as the CSM Supplements can).
Renegade and Heretics Wargear
Vox-Caster:Re-roll your LD value from Uncertain Worth, even if it is lower than the first you have to keep it.
Kinda useful if you roll really badly and also about as cheep as buying 1 extra soldier for your fight against the Imperial scum. So overall probably worth it for the essential units.
Command Net Vox: Works the same as a normal Vox-Caster but also allows any friendly unit to use there morale if in 12”.
Very useful and cheep, so long as you don't roll really badly on your LD 2 times.
Sub-flak Armour: 6+ Armour
Chaos Sigil: Pass your first Morale or Pinning check to be made each turn.
Combat Drug Injectors: When you charge you and your unit get 'Rage', but at the end of the turn you need to do a Toughness test vs the majority T value. If you fail D3 models die with no saves.
Can be a bit painful on a fail, but only available for Enforcers who can only join your normal units, mutants and Vets, so guardsmen rather than Ogryns or something good at combat.
Banner of Hate: All infantry units in the same detachment in 12” roll 3D6 for Morale and Pinning and choose the 2 lowest results.
Great again for stopping those fools from running away, but only available for your your Renegade Command Squad, so not a huge bonus as it could have been if allowed on Platoon Command Squads as well.
Banner of the Apostate: Gives you +1 to combat results.
A lot cheaper that the Banner of Hate, but also only available for Renegade Command Squads. So this will not be the turning point of any game.
SPECIALRULES
Uncertain Worth: This is your standard rule for most units that means you have LD 5-10 as you have 4+D6 LD. Though you only do the LD check at the point in which you first have to take a LD check. So you can't just deploy your lower LD minions near your Command Net Vox or Banner of Hate or Stick in a nice Enforcer to hold the line for you.
Curse of Mutation: Each unit with this rule rolls a dice at the start of the game. Results are either
Chaos Covenant: Basically your Mark of the Gods. Khorne gives Re-roll failed to wound on first round on combat. Nurgle is FnP 6+, Slaanesh is Fleet, Tzeentch is Snapshots are BS2. This applies to the whole unit with someone with a Covenant in the unit.
Bit of a twist on the normal marking system. Only the champions of some units can be marked, so is also able to be snipped out of a squad with a precision shot or a challenge similar.
Fanatic:Roll 1 extra dice when working out your LD and discard the lowest.
Some thing that you get on your Command Squads and Disciples what is very useful again, especially with the command vox.
Aura of the Witch: 5++ save and Fear, but can't join units or be the warlord.
This one is an odd one. It is a great looking rule in the first part, and only applies to your rogue psykers. But the not being able to join other units does leave them vulnerable.
DEVOTIONS
These are things that 1 of your Renegade Command Squads can get for the one who is your Warlord. These give you options for your army or buff the person with it, or both Basically it is your Special Wargear.
Primaris-Rogue Witch: Gives him Mastery LV1 with access to Malefic, Bio, Pyro and Telekinesis. He also gains Fearless. He may not be a Covenant of Khorne. He may also take Rogue Psykers as Elites as well as HQ.
Not a fan of this one. A LV1 isn't a great bonus, but the extra Rogue Psykers could be useful.
Mutant Overlord:The demagogue rolls 3 times on this table. Also him and his unit gain Curse of Mutation (listed above).
1:Reduce either I or A by 1, if rolled again then re-roll.
2-3:Add 1 to WS or BS
4-5:Add 1 to S or T
6:Add 1 to W and gain Slow and Purposeful and Bulky, if rolled again then re-roll.
As said way above the Curse of Mutation kinda sucks, but some of these bonuses could be good. But due to the unreliable nature I think itcan not be worth it.
Master of the Horde:
When a Renegade Infantry Squad started the game with 15+ models at the start of play either gets wiped out or flees off the table you roll a D6. On a 5+ they return to the game as reserves at full strength with all options they previously had, with the exception of Dedicated Transports.
In addition you must take a minimum of 2 Renegade Infantry Platoons and the max size of all of Renegade Infantry Platoons becomes 30.
This one I think is my personal favourite. You get bigger units and they can come back continually as suicide squads.
Arch-Heretic Revolutionary: Gains Zealot and also gains a Covenant for free.
In addition any unit of Renegade Infantry or Renegade Veterans can gain Fanatic for every model for the cost of putting power armour on a Daemon Prince.
Also any Enforcer Cadres may take up to 10 Enforcers rather than the normal 5.
A bit of a hit and miss rule. Looks nice and if you like your Enforcers keeping your units there, but buying Fanatic for your units will force the base cost of those units up by over 50%.
Heretek Magus:Gains 3+ Armour and +1T and FnP 6+.
Also you can take Defilers as Heavy and Decimators at Elites, and pretty much all your infantry can get FnP 6+ for the whole squad at the low low price of about 3 more guys in a normal unit.
This one is probably my second favourite. It doesn't cost must per unit to give them a bad saving throw. Also the addition of having the ability to take Defilers is nice and Decimator Daemon Engines as well, even if they are a little expensive.
Bloody-handed Reaver: 5++ save (listed as a refractor field, what you need to look up the rules for in the impy guard book), also upgrades any autopistol, laspistol or stub gun to a hot-shot laspistol or hot-shot lasgun for a few pts (basically drops the range of the weapon to 6” for LasPistol and 18” for Lasgun,but gives them AP3).
Also any Veteran Squads can upgrade to Grenadier Squads what gives them+1BS (making them BS4) and gives them Hot-Shot guns as well. Also 1 in every 5 can take a Hot-Shot Volley Gun (24” S4 AP3 2/4 Salvo).
ALSO everyone has to purchase Militia Training (+1WS and BS) if they can get it. Also those squads may also for a small amount of pts upgrade to 5+ Armour for the unit.
Another one of my favourites. Turns a normal troop unit in to marine killer unit. Strangely the Demagogues unit can not take the Hot-Shot guns though. Remember that this means a normal Troop unit (or Army) can have everyone in the squad with AP3 weaponry. Though it does make your Chaos Guard with WS/BS4 and 4+ Saves cost about 15pts a model with 8 having hot-shot lasguns and 2 with Hot-Shot Volley Guns.
WARLORD TRAITS
So if you want to go old school it seems these armies may skill exist,or of course used for reference.
http://www.forgeworld.co.uk/Downloads/Product/PDF/i/IA5_RH.pdf
http://www.forgeworld.co.uk/Downloads/Product/PDF/i/IA5_RHFAQ.pdf
HOWEVER with IA:13 now available to use as the NEW IMPROVED R&H army, why would you settle for less.
First things to cover are questions like “Is this really just Impy Guard for Chaos?”The answer is not really a yes, but also not a no. They are similar and have most of the same tanks, but the troops are rather oddball units.
Also do that get there own relics and special wargear. The sad answer is, not really. But that doesn't give them a lack of stuff that they do get, and plenty of special rules to boot.
For your allies you class as CSM for all allies and that they also have the ability to use Allied Detachment to each other (in the same way as the CSM Supplements can).
Renegade and Heretics Wargear
Vox-Caster:Re-roll your LD value from Uncertain Worth, even if it is lower than the first you have to keep it.
Kinda useful if you roll really badly and also about as cheep as buying 1 extra soldier for your fight against the Imperial scum. So overall probably worth it for the essential units.
Command Net Vox: Works the same as a normal Vox-Caster but also allows any friendly unit to use there morale if in 12”.
Very useful and cheep, so long as you don't roll really badly on your LD 2 times.
Sub-flak Armour: 6+ Armour
Chaos Sigil: Pass your first Morale or Pinning check to be made each turn.
Combat Drug Injectors: When you charge you and your unit get 'Rage', but at the end of the turn you need to do a Toughness test vs the majority T value. If you fail D3 models die with no saves.
Can be a bit painful on a fail, but only available for Enforcers who can only join your normal units, mutants and Vets, so guardsmen rather than Ogryns or something good at combat.
Banner of Hate: All infantry units in the same detachment in 12” roll 3D6 for Morale and Pinning and choose the 2 lowest results.
Great again for stopping those fools from running away, but only available for your your Renegade Command Squad, so not a huge bonus as it could have been if allowed on Platoon Command Squads as well.
Banner of the Apostate: Gives you +1 to combat results.
A lot cheaper that the Banner of Hate, but also only available for Renegade Command Squads. So this will not be the turning point of any game.
SPECIALRULES
Uncertain Worth: This is your standard rule for most units that means you have LD 5-10 as you have 4+D6 LD. Though you only do the LD check at the point in which you first have to take a LD check. So you can't just deploy your lower LD minions near your Command Net Vox or Banner of Hate or Stick in a nice Enforcer to hold the line for you.
Curse of Mutation: Each unit with this rule rolls a dice at the start of the game. Results are either
- Cause 'Fear' but all friendly units in 6” of you are -1LD.
- Gains Acute Senses and Scout. But all Blast, Barrage and Heavy weapons used against you have blind!
- Gains Hammer of Wrath with +1S, and must charge enemies in 12”
Chaos Covenant: Basically your Mark of the Gods. Khorne gives Re-roll failed to wound on first round on combat. Nurgle is FnP 6+, Slaanesh is Fleet, Tzeentch is Snapshots are BS2. This applies to the whole unit with someone with a Covenant in the unit.
Bit of a twist on the normal marking system. Only the champions of some units can be marked, so is also able to be snipped out of a squad with a precision shot or a challenge similar.
Fanatic:Roll 1 extra dice when working out your LD and discard the lowest.
Some thing that you get on your Command Squads and Disciples what is very useful again, especially with the command vox.
Aura of the Witch: 5++ save and Fear, but can't join units or be the warlord.
This one is an odd one. It is a great looking rule in the first part, and only applies to your rogue psykers. But the not being able to join other units does leave them vulnerable.
DEVOTIONS
These are things that 1 of your Renegade Command Squads can get for the one who is your Warlord. These give you options for your army or buff the person with it, or both Basically it is your Special Wargear.
Primaris-Rogue Witch: Gives him Mastery LV1 with access to Malefic, Bio, Pyro and Telekinesis. He also gains Fearless. He may not be a Covenant of Khorne. He may also take Rogue Psykers as Elites as well as HQ.
Not a fan of this one. A LV1 isn't a great bonus, but the extra Rogue Psykers could be useful.
Mutant Overlord:The demagogue rolls 3 times on this table. Also him and his unit gain Curse of Mutation (listed above).
1:Reduce either I or A by 1, if rolled again then re-roll.
2-3:Add 1 to WS or BS
4-5:Add 1 to S or T
6:Add 1 to W and gain Slow and Purposeful and Bulky, if rolled again then re-roll.
As said way above the Curse of Mutation kinda sucks, but some of these bonuses could be good. But due to the unreliable nature I think itcan not be worth it.
Master of the Horde:
When a Renegade Infantry Squad started the game with 15+ models at the start of play either gets wiped out or flees off the table you roll a D6. On a 5+ they return to the game as reserves at full strength with all options they previously had, with the exception of Dedicated Transports.
In addition you must take a minimum of 2 Renegade Infantry Platoons and the max size of all of Renegade Infantry Platoons becomes 30.
This one I think is my personal favourite. You get bigger units and they can come back continually as suicide squads.
Arch-Heretic Revolutionary: Gains Zealot and also gains a Covenant for free.
In addition any unit of Renegade Infantry or Renegade Veterans can gain Fanatic for every model for the cost of putting power armour on a Daemon Prince.
Also any Enforcer Cadres may take up to 10 Enforcers rather than the normal 5.
A bit of a hit and miss rule. Looks nice and if you like your Enforcers keeping your units there, but buying Fanatic for your units will force the base cost of those units up by over 50%.
Heretek Magus:Gains 3+ Armour and +1T and FnP 6+.
Also you can take Defilers as Heavy and Decimators at Elites, and pretty much all your infantry can get FnP 6+ for the whole squad at the low low price of about 3 more guys in a normal unit.
This one is probably my second favourite. It doesn't cost must per unit to give them a bad saving throw. Also the addition of having the ability to take Defilers is nice and Decimator Daemon Engines as well, even if they are a little expensive.
Bloody-handed Reaver: 5++ save (listed as a refractor field, what you need to look up the rules for in the impy guard book), also upgrades any autopistol, laspistol or stub gun to a hot-shot laspistol or hot-shot lasgun for a few pts (basically drops the range of the weapon to 6” for LasPistol and 18” for Lasgun,but gives them AP3).
Also any Veteran Squads can upgrade to Grenadier Squads what gives them+1BS (making them BS4) and gives them Hot-Shot guns as well. Also 1 in every 5 can take a Hot-Shot Volley Gun (24” S4 AP3 2/4 Salvo).
ALSO everyone has to purchase Militia Training (+1WS and BS) if they can get it. Also those squads may also for a small amount of pts upgrade to 5+ Armour for the unit.
Another one of my favourites. Turns a normal troop unit in to marine killer unit. Strangely the Demagogues unit can not take the Hot-Shot guns though. Remember that this means a normal Troop unit (or Army) can have everyone in the squad with AP3 weaponry. Though it does make your Chaos Guard with WS/BS4 and 4+ Saves cost about 15pts a model with 8 having hot-shot lasguns and 2 with Hot-Shot Volley Guns.
WARLORD TRAITS
- Any of your units with Uncertain Worth (which is pretty much everything) that dies in 12” of the Warlord you roll a D6 for. On a 5+ you gain a VP.
This one is very nice, but leaves you kinda clustering up in 1 place and people will take out the warlord first if they can then bomb the hell out of you. - Kill D3 members of your own unit to regroup a fleeing squad.
Kinda nice, but killing 1-3 guys worth around 10pts each + gear to save a unit could be a little expansive. - On your turn you may change a reserves roll to pass on a 2+ regardless of the turn, on your opponents turn you can force them to have to roll a 6+ to get the reserve on the table.
This one is great. Getting your reserves quickly and deny your enemy them as well. This rule does NOT say it is a use once or anything. So you can do this 1 time in each of yours and your opponents turns. So could force a reserve to never appear. - In combat if you are not in base to base contact with an enemy model, you can swap all your attacks for a single S3 AP2 hit with Poison 4+ to any enemy model in 3” that is part of the same combat.
Teribad, though it is a free Hit rather than chance to hit. So 4+ for an AP2. - Once per turn you can nominate a friendly unit in the shooting phase to roll an extra dice on the building damage table and choose the highest.
Once again teribad in most cases. - In Combat at I1 you roll a D6 for each enemy in base to base contact and on a 6 the model suffers a wound. Also gives you Fear.
Not bad, not great.