Showing posts from February, 2010

Morticus, Vindicare Temple Assassin

Rules by Master Bryss The Vindicare operative known as Morticus is a veteran sniper specialising in battlefield assassination. Many a time has an enemy commander marched to war only to be shot just before the battle starts, throwing the army into disarray. The bullet fired into the commander will then detonate, eliminating any chance of tracing the bullet to its owner. Such acts show the dedication and intellect of Morticus, ensuring a clean, efficient job, which pleases the master of the Vindicare Temple greatly. Morticus may be taken as the 0-1 Assassin allowed in Inquisitorial forces. He is an Elites choice that may only be included if an Inquisitor is part of the force. Cost: 70 points. WS BS S T W I A Ld Sv 5 6 4 4 3 5 3

Imperial Guard Doctrines Part 2: Forces of Chaos

Rules by Atrotos

Mr. Abnett writes excellent novels and a common favorite is the 'Gaunt's Ghosts' series that features a disenfranchised Tanith regiment fighting during the long and bloody Sabbat Crusade. Their main foes in this campaign are the Blood Pact - a twisted, Chaos-worshiping horde of murderous shock troops bent on the reversal of Imperial creed. Over the course of various battles the Tanith face nameless horrors that chill the blood and fire up the imagination:

This is a list of Doctrines designed to represent the deranged forces of Chaos though some could be combined with Imperial Doctrines to represent a totally different force. Each Doctrine costs +3o points:

Mark of Khorne: A unit with this upgrade gains + D3 Attacks on the charge and may always regroup regardless of restrictions. Available to Company Command Squads, Veterans, Storm Troopers, Rough Riders, and Ogryn squads of five models or less. Mark of Slaanesh: A unit with this upgrade gains + 1 to its initi…

Indrick Boreale of the Blood Ravens

Rules by Master Bryss
Indrick Boreale was a Blood Ravens Captain who led the campaign in the Kaurava System. Unfortunately this campaign proved to be his last, and the Blood Ravens commiserate this failure to this day. In battle Boreale’s preferred tactic was Steel Rain, unleashing a lethal barrage of Drop Pods with payloads of Tactical Marines into the enemy position.
Cost: 160 points WS BS S T W I A Ld Sv 6 5

Legendary Dreadnought

Rules by Master Bryss

A Dreadnought is an ancient and powerful warrior indeed, feared on the battlefield by the enemy and capable of cutting down great swathes of foes. They have earned the respect and admiration of their battle brothers over countless centuries and there are few Marines indeed that do not owe their lives to one their Chapters' Armored Elders.  Reputed for both their linebreaking assaults and tactical acumen the Legendary Dreadnought is a warrior and leader in equal measure.
A Legendary Dreadnought is an Elites choice for a Space Marine army. Cost: 200 points
WS BS   S   FA SA RA  I  A 5  5  6(10) 13 12 11  4  4
Unit: 1 Dreadnought
Unit Type: Vehicle (Walker)
Wargear: Multi-meltaDreadnought Close Combat Weapon (with built-in storm bolter)Smoke LauncherSearchight Special Rules: Ancient WarriorArmored HurricaneVenerable Ancient Warrior: Dreadnoughts are timeless heroes having withstood centuries of bitter conflict to become the cornerstones of their chapters.

In close combat, al…

Imperial Guard Doctrines

Mr. Cruddace's Imperial Guard Codex is one of my favorite to date. With good choices in every FOC slot the current IG rulebook is a stellar example of the progress Games Workshop has made with respect to Codex writing. Despite this there are portions of the codex that warrant the attention of meddling rules designers such as myself - today we're going to cover Doctrines.

In the last codex Doctrines were a system through which each Imperial Guard player's force could be made unique and characterful. Doctrines still serve this purpose to an extent but have become a sideshow attraction and hardly change the aspect of any army at all.

Of course, it's almost impossible to represent all the armies we read about in novels and other background sources with just one codex - or is it?

Imperial Guard Doctrines and Equipment
The following Doctrines and Equipment may be taken at +30 points for the entire unit:
Drop Troops: The squad may be equipped with Grav Chutes, Tunneling Equipment,…

Ere? Wot do we do now? Instinktiv Beaveyoor fer Orks

Rules By Master Bryss Without a leader, Orks will quickly go back to bickering among one other and just do what they think is best. Occasionally an Ork will remember something the Boss said or a voice will come on over a crude comms device and they will become co-ordinated but this is relatively rare. If you choose to use these rules, the Ork player gains the following army special rules, and the Waaagh! Rule is modified. If an Ork army is used in the Instinctive Behaviour Battle scenario, it uses these rules. Waaagh! During the Movement Phase the Ork player may choose to declare a Waaagh! During a turn in which the player declares a Waaagh!, their units are not affected by Instinktiv Beaveyoor, and gain the Fleet and Fearless rules. In addition, Weirdboyz roll for what psychic power they have during the Movement Phase. Shouty Boyz Shouty Boyz’ main purpose in life is to lead from the front, whilst shouting. Their orders inspire the Boyz to do something useful. Shouty Boyz and units within 12…

Custom Scenario: Instinctive Behavior Battle

Instinctive Behaviour Battle  Rules by Master Bryss On a world forgotten by the great Hive Fleets and Ork Waaaghs! of the galaxy the shattered remains of forces that fought on the planet are engaged in a lethal battle for survival. Some remnants of the Hive Mind’s influence or orders from a long gone Warboss remain in the minds of these people, and it is this weak signal they are drawn to. The beasts are in luck. A single ship remains, but only one of the two forces can be reabsorbed into the ongoing war effort in other parts of the galaxy. Sheer instinct will decide who this place goes to...
Armies: Armies are made up of either Tyranids or Orks, use the following rules to create forces: Armies are made up of no more than 500 pointsNo HQ choices are neededNo Synapse Creatures/Shouty BoyzNo Special CharactersNo units with the Brood Telepathy/We knows wot ta do rule.You must have at least 2 Troops ChoicesThe rest of your force can be chosen from anywhere in your respective Codex.
Table: Set …

Konstantine the Wise

Rules by Atrotos

For the mysterious Grey Knights Chapter knowledge and wisdom are assets to be valued above all others. Their fortress on Titan houses one of the largest libraries in the vast Imperium. Cathedral sized chambers stretch for miles underground and unnumbered billions of books dedicated to identifying the denizens of the Warp are stacked in hundred meter tall heaps.

Slowly, implacably, a massive figure moves quietly between the racks, dusting, guarding, reading. It's weighty footfalls shake dust from the ancient shelves where the collected wisdom of centuries of heroes lies in wait until it is needed. Konstantine has not read all the tomes in the great library but he has read far more than any other. When an entity so old it cannot be recalled by any member of the chapter now living resurfaces from the Warp there is one sage that can yet be trusted to know how to destroy it. 

Konstantine the Wise - 270 pts Konstantine the Wise is an HQ choice for a Daemonhunters army.