Warhammer 40k Forum and Wargaming Forums banner

1 - 20 of 51 Posts

·
Super Moderator
Joined
·
6,993 Posts
Discussion Starter #1 (Edited)
With each codex (generally) comes something new, the latest space marine codex brought with it chapter tactics.

By and large chapter tactics are a unique pair of rules for the different chapters that can be played (like Ultramarines or Salamanders or Imperial Fists.) And to be honest, its a concept that works pretty well for them; so that got me thinking 'hey why not see if we at Heresy can't come up with some interesting/flavourful stuff for chaos marines?'

Below there are ten categories, the nine traitor legions and a tenth one for renegade marines. Go two rules per legion/renegade, and lets see if we can't come up with stuff that, if added to the chaos marine codex as is, wouldn't be terribly game breaking and in the spirit of those groups.

Black Legion
From Nordicus
Black Crusaders - The Black Legion fought at the first Crusade against the Emperor on Terra itself. Their hatred burns to this day.
All units must take "Veteran of the Long War" when able.

Abaddons Chosen- The Traitor Astartes that populate the Black Legion are among the most brutal and long serving that the Chaos Space Marines have to offer. Many have been gifted by the Chaos Gods themselves.

From Xabre
Legacy of Horus: Following Lupercal's tactics, the Black Legions were masters of the Speartip Assault. Chosen in a Black Legion army may gain Scout, Tank Hunter, or Outflank at no additional cost.

First of the Fallen: Black Legion marines gain Veterans of the Long War at no additional charge.

Alpha Legion
From Chaplain-Grimaldus
Discord: Before the game begins the Alpha Legion player may redeploy D3 enemy units up to a maximum of 6 inches. These units must still maintain coherency and follow standard deployment rules (eg units can not be moved over the deployment boundary)

Covert Ops:
Units with the Warband tactics (Alpha Legion) rule have the Stealth and move through cover special rules.

Thousand Sons
From Xabre
The Sorcerer Commands: As long as an Aspiring Sorcerer is alive in a squad of Rubricae, Thousand Sons Rubric Marines may replace Slow & Purposeful with Relentless.

Magister Templi: A marked Sorcerer of Tzeentch may specialize in one of the Cults of Prospero. They may choose to replace their power from the School of Tzeentch with the Primaris of any school from the BRB.

Death Guard
From Chaplain-Grimaldus
Cloud of Flies: As the Death Guard fight they are accompanied by all manner of foul miasma and clouds of bloated insects, choking and biting any who stray to close. Enemy units in base to base contact with a model that has the Warband Tactics (Death Guard) special rule suffers from -1 Initiative.

Gifts of Nurgle: Units with the Warband Tactics (Death Guard) Special rule are equipped with Pox Grenades, These are treated as assault grenades that can be thrown with the following profile Range: As Grenade S:1, AP:3 Small blast, Poisoned 2+

Iron Warriors
From Chaplain-Grimaldus
Tear it down!: Iron warriors with the Legion Tactics (Iron Warriors) special rule have the tank hunters special rule. In addition they add +1 when rolling to damage buildings.

Iron Within Iron Without!: Once per game the Iron Warriors can call upon the pragmatic fury of their Primarch. Advancing into the breech, heedless of casualties. Units with the Warband Tactics (Iron Warriors) special rule gain both the relentless and immune to pining USR until the start of their next turn.

World Eaters
From darkreever
Blood for the Blood God! - It has long been a practice of the World Eaters to charge at an enemy with their massed numbers and little other thought to tactics. In a World Eater warband Khorne Berzerker squads are scoring, and may still be taken as elites when a chaos lord takes a mark of Khorne

Champions of Khorne - Warriors dedicated to Khorne thrive in pitting themselves against the greatest of foes. It is in the heat of battle where they truly come alive and honour their god. When engaged in a challenge World Eater characters (except for Kharn) have the preferred enemy special rule.

From Deus Mortis
Blood Must Flow!

The World Eaters are Khorne's chosen legion, and above all else Khorne desires blood. From whence the blood flows is unimportant, simply that it does is enough...

All units with Legion Tactics: World Eaters who are able to assault (i.e. not embarked in a vehicle, in reserves, etc) must roll 3D6 and pick the highest two at the start of their assault phase. That is their charge distance and may declare any allowed charge (disorderly or orderly) on a unit(s) within that range. Units charging at the start of the assault phase making an Orderly charge gain the Rage USR and those making a Disorderly charge DO gain +1A for charging but do not gain Rage.

However units with Legion Tactics: World Eaters which do not charge (either because it is out if range or voluntarily choses not to charge) must take a Dangerous Terrain check. However models who fail, instead of taking an armour save, must attack the models in their own unit as if they were engaged in combat with them. Models who did not fail make no attacks back and after all attacks from the models which failed have been resolved the unit(s) no longer count as being engaged in combat.

Blood For The Blood God! Skulls For The Skull Throne

One kill is never enough for the members of the World Eaters legion. They will jump from one combat to the next, seeking more souls to send to Khorne and more skulls for his throne...

If a unit with Legion Tactics: World Eaters can consolidate to be within 1" of another enemy unit(s), it may launch a disorderly charge (even if only unit is being charged). However, each unit may only consolidate into one assault a turn (I.e. if the unit which the unit with Legion Tactics: World Eaters charged from consolidation is wiped out, the unit with Legion Tactics: World Eaters may NOT consolidate into a third assault)

Note: Since this occurs after the start of the assault phase, units with Legion Tactics: World Eaters do not gain the benefits or penalties of Blood Must Flow!

Word Bearers
From Xabre
Like calls to like: If your Word Bearer squads have an Icon, any allied Chaos Demons may Deep Strike within 6" of that Icon without scattering.

Daemon Souled: Any Character in a Word Bearer army recieves a Gift of Mutation at no additional cost.

Emperors Children
From Deus Mortis
The pain, it's exquisite

The Emperor's Children are mutilators and hedonists all, always seeking great thrills and more debased pleasures. Pain, especially their own, is the most exquisite of all those pleasures...

All models with Legion Tactics: Emperor's Children have Feel No Pain(6+) USR. Any models with Legion Tactics: Emperor's Children which have 2+W gain +1 to their Feel No Pain rolls for every wound they have lost.

Don't let them get away!

To fall into the hands of the Emperor's Children is one of the worst fates imaginable. However, the Emperor's Children are adept and taking slaves and prolonging their suffering...

All models with Legion Tactics: Emperor's Children add +1 to their Sweeping advance roll. Models in terminator armour may perform a Sweeping advance but suffer a -2 penalty to their roll.

Night Lords
From Ddraig Cymry
Disciples of Terror- The Night Lords principle method of war is to terrify their opponets and strike where they are weakest. During the turn when a Night Lords unit assaults, that unit has the Fear special rule.

Stalkers of the Night- Darkness is the Night Lords greatest ally Night Lords add +1 to their cover save when night fighting is active, and always have the Shrouded special rule.
From Xabre
Shock and Awe: Raptors and Warp Talons may reroll the scatter dice for Deep Striking.

Nightmare Assault: If your Warlord is a Chaos Lord with a Jump Pack, Raptors can be taken as Troops.

Renegades
Excommunicate Traitoris - Astartes of the Imperium have turned against the false Emperor long after the end of the Horus Heresy. Though some have broken their oaths for millenia, there are those whose ties have been severed in the last few centuries. Their equipment and supplies are still sufficient enough to operate weapons and wargear long since lost to other traitor marines. A renegade warband may treat one allied detachment from codex Space Marines, codex Blood Angels, or codex Dark Angels as Battle Brothers.
 

·
Registered
Joined
·
3,689 Posts
I like what you have up, will have to work up some ideas...

what about for the 4 god legions to "one unit of chosen may take the mark of ____ for free if the warlord has the same mark; if the warlord is in terminator armor one unit of terminators can be given the mark for free instead" in addition for what else they may have.
 

·
Herald of The Warp
Joined
·
2,752 Posts
Interesting thread!

The Black Legion could be taken directly from their supplement. If memory serves, it's along these lines:

Black Crusaders - The Black Legion fought at the first Crusade against the Emperor on Terra itself. Their hatred burns to this day.
All units must take "Veteran of the Long War" when able.

Abaddons Chosen- The Traitor Astartes that populate the Black Legion are among the most brutal and long serving that the Chaos Space Marines have to offer. Many have been gifted by the Chaos Gods themselves.
May take Chosen as troops.

Chaos Artefacts of The Black Legion - During the millennia of war against the Empire of Man, the Black Legion has gathered several horrifying artefacts to help them in their cause.
Any Chaos artefact may be replaced with one of the following unique artefacts:
- The Spineshiver Blade (+1 Initiative, AP3, Daemon Weapon),
- The Crucible of Lies (-1 Toughness, re-roll 1's on saving throws),
- Last Memory of the Yuranthos (+1 Psychic mastery level but don't get to generate a power for this level. Caster gains Sunburst: Use warpcharge for range (1=6'', 2=12'', 3=18'') and it hits for 2D6 S4 hits. If caster fails the psychic test, he is removed as a casualty.
- The Eye of Night (Usable once per game. S5, AP4, infinite range, Large Blast, ignore cover)
- The Skull of Ker'ngar (Grants Eternal Warrior and Adamantium Will)
- The Hand of Darkness (Replace all close combat attacks for one Strength x 2, AP1, Armorbane, Fleshbane, Instant Death attack. Strikes at Initiative.)
 

·
Registered
Joined
·
688 Posts
Alpha Legion.

The Alpha Legion is renowned for its covert an sabotage operations, sowing discord throughout the enemy ranks until the time is ready to strike.

Discord: Before the game begins the Alpha Legion player may redeploy D3 enemy units up to a maximum of 6 inches. These units must still maintain coherency and follow standard deployment rules (eg units can not be moved over the deployment boundary)

Covert Ops:
Units with the Warband tactics (Alpha Legion) rule have the Stealth and move through cover special rules.

Iron Warriors.

The Iron warriors excel at siege craft and thrive when tearing down the edifice of the Imperium. Masters at attrition the Iron Warriors grind their enemies to dust under they heavy guns. When the time comes to storm the breech and take a fortification the iron warriors display a fury that can match that of the World Eaters.

Tear it down!: Iron warriors with the Legion Tactics (Iron Warriors) special rule have the tank hunters special rule. In addition they add +1 when rolling to damage buildings.

Iron Within Iron Without!: Once per game the Iron Warriors can call upon the pragmatic fury of their Primarch. Advancing into the breech, heedless of casualties. Units with the Warband Tactics (Iron Warriors) special rule gain both the relentless and immune to pining USR until the start of their next turn.

Death Guard:

The pestilent warriors of the Death Guard sow the gifts of Nugle across the galaxy, weather those "blessed" wish to receive them or not.

Cloud of Flies: As the Death Guard fight they are accompanied by all manner of foul miasma and clouds of bloated insects, choking and biting any who stray to close. Enemy units in base to base contact with a model that has the Warband Tactics (Death Guard) special rule suffers from -1 Initiative.

Gifts of Nurgle: Units with the Warband Tactics (Death Guard) Special rule are equipped with Pox Grenades, These are treated as assault grenades that can be thrown with the following profile Range: As Grenade S:1, AP:3 Small blast, Poisoned 2+
 

·
Premium Member
Joined
·
6,195 Posts
I think anything directly affecting the other player like redeploying their models is a bit OP.
 

·
Registered
Joined
·
688 Posts
Ref affecting other peoples units, Callidus assassins do it and that is just one operative where the legion employs many. I will modify it slightly so it's not as harsh, take a look now.

Iron Warriors.

The iron warriors excel at siege craft and thrive when tearing down the edifice of the Imperium. Masters at attrition the Iron Warriors grind their enemies to dust under they heavy guns. When the time comes to storm the breech and take a fortification the iron warriors display a fury that can match that of the World Eaters.

Tear it down!: Iron warriors with the Legion Tactics (Iron Warriors) special rule have the tank hunters special rule. In addition they add +1 when rolling to damage buildings.

Iron Within Iron Without!: Once per game the Iron Warriors can call upon the pragmatic fury of their Primarch. advancing into the breech, heedless of casualties. Units with the Legion Tactics (Iron Warriors) special gain both the relentless and immune to pining special rules until the start of their next turn.
 

·
Premium Member
Joined
·
6,195 Posts
Thing is moving a unit like that is almost a auto kill/ first blood. It can completely neuter a deployment. Deployment is often where a game is lost or won.
 

·
Registered
Joined
·
688 Posts
That's why I limited it to 12inches. It's only D3 units and they still have to be within the deployment area. There is already one unit in the game that can do this.

If you have a better suggestion to represent discord and failing chain of command due to legion sabotage then throw it up.
 

·
Registered
Joined
·
2,071 Posts
I don't have the codex in front of me, but I think you'll find they got rid of the redeployment when they updated the codex to 5th edition. Same with the Deceiver. It used to redeploy units and that's gone from the 5th edition Necrons codex.
 

·
Registered
Joined
·
688 Posts
Ah fair enough.

Well, I don't think it's that bad, it is only 12 inches. Heck you could drop it to 6 but then it's kind of pointless. Like I said if someone has a better suggestion, throw it in. I'm just throwing ideas into the mix here, rather than sit on the fence giving it "that's op, that won't work" lets get involved people!!
 

·
Registered
Joined
·
2,071 Posts
Ok, should have really added something. 12" seems overpowered, since it can bring things right to the front of the deployment, this possibly giving away First Blood. However, 6" isn't pointless IMO, and here's why:

- You can use it to pull support units out of cover, meaning they are easier to kill
- You can push assault units 6" back, potentially giving you another turn before they reach you
- You can move tanks out of range, forcing them to sacrifice their BS for being able to fire at all
- You can turn vehicles around, potentially giving you a better chance if penetrating the vehicle and again forcing it to move

I'm sure there are other uses, but 6" can be very useful without instant giving away First Blood. So if you were dead set on the redeployment thing, I would definitely limit it to 6".

Another idea is something like Coteaz's rule where he allows you to re-roll your "Seize the initiative" roll or force your opponent to re-roll theirs. That would give the Alpha legion a feel of always being prepared because they know the enemies plans?
 

·
Registered
Joined
·
688 Posts
I changed it to 6. I think that it's fair, it's 3 units at the best roll. I think the stealth usr works good for them too. But then again, they are more the covert sabotage as opposed to combat, that is raven guard stuff, perhaps your size the int would fit better?
 

·
Registered
Joined
·
2,848 Posts
Thousand Sons:

The Sorcerer Commands: As long as an Aspiring Sorcerer is alive in a squad of Rubricae, Thousand Sons Rubric Marines may replace Slow & Purposeful with Relentless.

Magister Templi: A marked Sorcerer of Tzeentch may specialize in one of the Cults of Prospero. They may choose to replace their power from the School of Tzeentch with the Primaris of any school from the BRB.
 

·
Registered
Joined
·
1,258 Posts
Night Lords:

Disciples of Terror- The Night Lords principle method of war is to terrify their opponets and strike where they are weakest. During the turn when a Night Lords unit assaults, that unit has the Fear special rule.

Stalkers of the Night- Darkness is the Night Lords greatest ally Night Lords add +1 to their cover save when night fighting is active, and always have the Shrouded special rule.

True Renegades- The Night Lords abhor daemons and those who cavort with them, and as such have few true allies. Chaos Daemons are not 'Battle Brothers' with Night Lords, but are now 'Allies of Convenience'. Night Lords must also pay double the cost to take a mark and Chaos Lords belonging to the Night Lords may not take any daemonic mounts. (while fluffy, I'm not sure this works that well)

Stallions of Terror- Many of the legion's biker squads remain to this day, and continue to spread high-speed death to their enemies. A Chaos Biker squad belonging to the Night Lords may pay an additional 25 points to gain the Hit-and-run special rule.

Can we add special characters?
 

·
Super Moderator
Joined
·
6,993 Posts
Discussion Starter #18
Are the chosen ones going to be edited into the main post?
They are all going to be edited in; the ones liked the best will be put in quote boxes to differentiate them from the rest.

The idea is to see what we can all come up with, and which ones the community feel would make the most sense and work the best.

For example, just going off Cymry's Night Lords ones I'd say disciples of terror and stalkers of the night make the most sense.

Can we add special characters?
Well this is homebrew after all. Oh you mean in this thread? Since this is aimed more at traits for chaos marines I'm going to recommend no. Though if you want to make a companion thread to this for just that, I say go for it!

The Black Legion could be taken directly from their supplement. If memory serves, it's along these lines:

Black Crusaders - The Black Legion fought at the first Crusade against the Emperor on Terra itself. Their hatred burns to this day.
All units must take "Veteran of the Long War" when able.
For a trait, maybe it might be a bit better to consider altering this so that all Black Legion units simply get it rather than have to pay for it.

Iron Hands chapter tactics, for example, give them feel no pain at no additional cost (or else I have been doing it wrong) so this would hardly be that bad.

Abaddons Chosen- The Traitor Astartes that populate the Black Legion are among the most brutal and long serving that the Chaos Space Marines have to offer. Many have been gifted by the Chaos Gods themselves.
May take Chosen as troops.
Doesn't Abaddon do this? Unfortunately I am not to familiar with the rules in the supplement to know if their detachments can do it without him.

Chaos Artefacts of The Black Legion - During the millennia of war against the Empire of Man, the Black Legion has gathered several horrifying artefacts to help them in their cause.
Any Chaos artefact may be replaced with one of the following unique artefacts:
- The Spineshiver Blade (+1 Initiative, AP3, Daemon Weapon),
- The Crucible of Lies (-1 Toughness, re-roll 1's on saving throws),
- Last Memory of the Yuranthos (+1 Psychic mastery level but don't get to generate a power for this level. Caster gains Sunburst: Use warpcharge for range (1=6'', 2=12'', 3=18'') and it hits for 2D6 S4 hits. If caster fails the psychic test, he is removed as a casualty.
- The Eye of Night (Usable once per game. S5, AP4, infinite range, Large Blast, ignore cover)
- The Skull of Ker'ngar (Grants Eternal Warrior and Adamantium Will)
- The Hand of Darkness (Replace all close combat attacks for one Strength x 2, AP1, Armorbane, Fleshbane, Instant Death attack. Strikes at Initiative.)
Personally, I wasn't looking toward any artefacts for the various warbands though feel free in that regard.
 

·
Herald of The Warp
Joined
·
2,752 Posts
For a trait, maybe it might be a bit better to consider altering this so that all Black Legion units simply get it rather than have to pay for it.

Iron Hands chapter tactics, for example, give them feel no pain at no additional cost (or else I have been doing it wrong) so this would hardly be that bad.
All rules that I wrote was simply taken directly from the supplement - So it all depends if you want purely homebrew or if you want to have the established supplement rules and homebrew. This is part of the supplement.

Doesn't Abaddon do this? Unfortunately I am not to familiar with the rules in the supplement to know if their detachments can do it without him.
Abaddon, without the Black Legion does this aye, but if you run Black Legion this also applies even if Abaddon is not part of your list.

Personally, I wasn't looking toward any artefacts for the various warbands though feel free in that regard.
Again, they are simply taken from the supplement. I can totally understand if you want to disregard them :)
 

·
Registered
Joined
·
2,848 Posts
I think the point that Reever was going for was less full on Supplement, and instead just chapter tactics, the way the Space Marine codex offered. Each Chapter got two sets of rules for their Chapter. No worries about artifacts or special characters (as by deffinition, the special characters would also have those special rules).
 
1 - 20 of 51 Posts
Top