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He who shall not be named
08-12-2011, 07:08 PM
Yes i know the title is horrible but it is the best thing that i could think of. If any of you have read any sort of black library book you know that their are squads who can do things that on the table top are impossible for them to do. What the point of this thread is to make over the top rules (that can still be balanced) For a squad of about ten guys costing based on what they do in black library books and turn them into a 1500 point army. I have already Made an army like this based off the Killteam in the Horus Heresy Book: Nemesis and will be posting that shortly.

So if any of you have ideas for What book i should pull from next then say it. Also if any of you have your own rules that you want to share please feel free to post it here.

He who Shall Not Be Named

He who shall not be named
08-12-2011, 07:16 PM
As Promised The Nemesis Kill team


Nemesis Kill team 1500pts

6 assassins each with their own special rules

Eristede Kell (Vindicare) WS (8) BS(10) S(4) T(4) W(3) I(7) A(4) LD (10) Sv (3++)

Wargear: Frag and Blind grenades, Exitus Pistol, Exitus Rifle
(Exitus weapons are the same as per Codex: grey knights but once a turn he can fire an Execution shot)

Execution shot: Shot wounds on a 2+ cause instant death and ignores eternal warrior, in addition this shot will ignore invulnerable saves.

Spy mask: Reduces cover save by 1 and on a to hit roll of 6 it reduces the cover save by 2.


Disapperance cloak: Increases Kell’s cover save by 1 (stacks on to stealth improving the cover save by two) in addition any unit shooting him (including his hidden positions) makes a night fighting test on a 2D6X3.

Special Rules: Ignores cover, fleet, fearless, Dodge (3++), Deadshot (as per codex grey knights), Eternal warrior, feel no pain

Master sniper: When Kell makes a to hit roll on a four up he is able to make another shot (to a maximum of 4 shots) and each shot can be fired at a different target in 12”. In addition any unit that passes pinning test must reroll it to represent Kell’s ability to kill his targets in the most frightening way possible.
Superior deployment: Before any infiltrators have been placed choose three positions where Kell could be then secretly mark which one he actually is in. Kell can fire at targets from any of these positions (however the multiple shots must be measured from the chosen position so no firing from different places).

Koyne (Calldius): WS(9) BS(8) S(4) T(4) W(3) I(8) A(4) LD(10) SV(3++)

Wargear: Frag grenades, neural shredder (same as in Codex grey knights but can reroll failed wounds)

Terran Phase sword: Acts like a normal phase sword but always wounds on a 3+ and ignores eternal warrior and invulnerable saves that are 3++ and higher (read weaker).

Special rules: ignore cover, fearless, Fleet, hit and run, stealth, dodge (3++), eternal warrior, feel no pain

Behind enemy lines: Koyne is deployed anywhere in the enemy deployment zone after the enemy has deployed. In addition no enemy can target him.

Strike from the shadows: When Koyne assaults a unit he immediately causes D3 wounds. After the Attacks are made only that squad can attack him. He can also choose who to allocate wounds to. After he has killed the squad any enemy unit that is 6” away immediately takes a leadership test to see if the unit sees him. If it is passed Koyne can now be targeted and he immediately leaps into the closest cover.
Running fight: After being detected Koyne can choose to attack every unit within 12” of him causing d6 wounds to each unit he hits.






The Garantine (Eversor): WS(10) BS(7) S(5) T(5) W(4) I(8) A(5) LD(10) Sv(3++)

Wargear: Frag grenades, Melta bombs

Handheld demo charges: range 12” Strength: 8 AP: 2 Assault 1 small blast scatters d6”

Enhanced Nero Gauntlet: A Lightning claw that rerolls both hits and wounds. In addition on a to wound roll of 5 or 6 it ignores invulnerable saves.

Frenzon: same as in Codex: Grey knights except that it applies in every round of combat.

Auto Executioner pistol: Same as in Codex: Grey Knights except that it fires two shots instead of one.

Special Rules: Fleet, ignores cover, relentless, rage, eternal warrior, feel no pain, Scout

Utterly Fearless: Garantine never takes a leadership test. This includes attacks that require the target to take a leadership test he is immune to them.

Unstoppable Assault: When the Garantine assaults he adds an extra D6 (which stacks on to frenzon) also when he charges he counts as a beast (12” charge) and his strength is increased by 1 and Initiative increased by 2.

Run and Gun: The Garantine is able to either shoot his pistol or throw his demo charges after making a fleet move.

Highly volatile: Due to all the explosive munitions and dangerous drugs on his person when the Garantine dies place a large blast template over him and everything touched by the template takes a S10 ap1 hit.

Master Demolition: When throwing melta Bombs the Garantine can choose to throw two instead of one, however if the attacks miss then everyone in the combat takes a Strength 4 hit.


Iota (Culexus) WS(8) BS(8) S(4) T(4) W(3) I(7) A(4) LD(10) SV (3++)

Wargear: Frag, psyk-out, and psycotroke grenades

Enhance Animus Speculum: Range: 18” Strength: 6 AP: 1 Assault 2* ignores Invul saves on a 4+ to wound.
For every psyker within 18” add +2 to the animus’ assault value. For every squad in 18” add +1 to the assault value.

Enhanced Etherium: When a unit fires on iota they must take a Leadership test at 3d6 and must make a night fighting test at 2d6X2.

Tyran Dagger: a power weapon that adds one attack for every round that Iota is in combat.
Special Rules: Ignores difficult terrain, fearless, fleet, eternal warrior, feel no pain, Hit and Run

Terror itself: Iota is a terrible presence and every unit within 18” has its Leadership reduced by -3. In Addition any unit that charges or is charged by Iota must take a leadership test or flee. Vehicles are unaffected.

Bane of the Warp: No psychic powers can be used or target a unit 18” from iota. In addition any psyker or daemon that is 18” from iota at the end of every turn suffers perils from the warp.
Psychic scream: Once every other turn Iota can unleash a psychic scream forcing every enemy squad within 18” to take a 3D6 Leadership test at to their leadership or take the number of wounds equal to the amount the test was failed by. This ignores armor saves.




Jenniker Solam (venenum) WS(8) BS(8) S(4) T(4) W(3) I(7) A(4) LD(10) SV(3++)

Wargear: Frag grenades,

Poison bombs: Range 12” Strength * AP 1 assault 2 small blast
Wounds on a 2+, reduces the WS and I of the targets with to 1 till the beginning of the controlling players turn.
Venenum Dagger: A Power weapon that always wounds on a 2+

Poison vial gun: Range: 18” Strength: * AP:2 Assault 1
*wounds on a 2+ in addition this weapon Adds one attack that wounds on a 2+ in close combat causes instant death and ignores Armor and invulnerable saves.

Special rules: fleet, ignores cover, fearless, eternal warrior, feel no pain

Toxic cloud: at the start of every close combat phase that jenniker is in place a large Blast template over her and every model under the template is wounded on a 4+ that’s ignores armor. Any model that is hit but doesn’t die must take an initiative test and if it is failed that unit cannot fight in this round of combat.








Fon Tariel (vanus) WS(5) BS(5) S(4) T(4) W(3) I(6) A(4) LD(10) SV(3++)

Wargear: Frag grenades, Blind Grenades

Modified Overcaharged plasma Pistol: Range: 18” Strength:7 AP:2 Pistol 2

Firestorm Relay: This gives Tariel the ability to fire one orbital strike a turn or two if it’s a lance or Psy strike. It can also be fired if he moved and also allows him to subtract his Ballistic skill to the scatter.
Cyber Eagles: Gives line of sight for the entire map for every Assassin on the kill team.

Cyber wolves: Should Tariel get into close combat he is immediately joined by two cyber wolves. Tariel can then leave the combat and allow the wolves to fight for him. The wolves have the following profile:

WS(4) BS(0) S(4) T(4) W(2) I(5) A(3) LD(10)

Special Rules: Ignores difficult terrain, fearless, fleet, eternal warrior, feel no pain

A word in your ear: right before the beginning of the game roll a d3 and choose the equal number of units to redeploy in the enemy’s deployment zone. In addition at the beginning of the players turn take a leadership test and if passed choose an enemy unit. Then roll a D3, on a roll of one the unit doesn’t do anything till the end of the controlling players turn. On a roll of two you can move that unit as if it were your own for a turn. On a roll of a six you have control of that unit for the entire turn which means not only can you move the unit but you can also fire at the enemy and make assaults with it for a turn.

A Knowledge of the plan: On a roll of 4+ you steal the initiative.

musical-fool
08-12-2011, 07:19 PM
I think that it will be difficult to get a full army of Black library style squads to work.

However, I think it should work along the same idea as Command squads, where you can swap out your normal basic squaddy for a techmarine, apthicary, assault marine or another specialist. The problem is balancing the the cost per squad and upgrades...

Archon
08-13-2011, 05:56 AM
They will never do what they are doing in the book. They have to roll dice, the book-folk don´t.

He who shall not be named
08-13-2011, 11:12 AM
@Musical Fool. What i mean by BL Squads is like what the nemesis kill team is a 1500 point army consisting of 6 figures. The trick to getting them to work is to play around with their deployment, making them durable, And having them work perfectly together.

@Archon: Yes they will have to roll dice but that is just another balancing factor for them, plus they are given stats that largely reduce their chances of messing up.

fuzzbuket
08-13-2011, 03:39 PM
lets see: ( i am too lazy to do the retinue :P)

ravenor 250pts
(jetbike)
WS2/Bs6/S3/t6/w4/i2/a1/ld10 sv 2+/4++

wargear: chair mounted psycannon: r 24'' s6 ap4 assault2*
R36' S6 AP5 heavy 3 *
(slightly less powerful but more rapid firing, seems more suitable)

USR: slow/ purposeful, fearless, iron will (may chose to pass/fail moral/ LD)
pstker, can cast up to 3 powers.
powers:

Wear: used in the shooting phase, chose any model within 24' , if the model is in your army. its benifits from +1T, +2S, +2I, +1 A LD10 however when this power may not be used if ravenor has moved or shot. if the targeted model is a enemy both players must roll a D6, and add the models LD to the result (ravenor at -2LD) if ravenor score higher you may control that model for a turn. (at -1 I/WS/BS)

psyblast. shooting attack range 12' S4 AP4 small blast, assault 2

inspre: a freindly unit within 12' gets +1 BS/I/LD

psychic shield: a frienfly unit within 6' may re-roll saves for the next turn.

psychic effergy: place a marker, within 6' of ravenor, for the next 2 turns the marker is treated as a unit with the following profile
WS6/BS0/S7/T3/ W1/I6/A3/ld10
/SV 4++
note only one effergy at a time may be present. when a effergy is used ravenor may not move or shoot, or cast any psychic powers.

psycannon activate, the psycannons fitted to ravenors chair are used and activated by his mind. using these counts as using a psycic power.

wkz
08-15-2011, 08:51 PM
The Tannith First and Only.

Army-wide rules:
Tannith Stealth - All units can have, and must buy camo-cloaks upgrade for 5 pts per model, or are free if there are allies on the table (it is a 2v2 or larger game).
Also, all Veteran squads gain Infiltrate USR. Lastly, no vehicles other than Chimeras and Sentinels are allowed as Tannith First and Only units (Camo nets are not mandatory).

Not so allied in the name of the Emperor - If there are allies on the table (it is a 2v2 game or bigger), roll a dice at the start of the game: on a 4+, roll another dice for game turn.
On the game turn rolled, all Tannith First and Only units become non-scoring, and any enemy units killed by Tannith First and Only units from that turn onward will not add a kill point to the tally. Also, said "ally" is now able to target Tannith units, and gain Kill points as if they are enemy units. Any Tannith units with attached allies (or vice versa) count as being locked in close combat (with the ally counting as charging that turn).

HQ
Commissar Gaunt - WS4 BS4 S3 T3 W3 A1 I3 Ld10 Sv 4+/2++
Bolt Pistol, The Sword of Leadership, Carapace armor
Plot Armor, Fearless, Caring Commissar.

Plot Armor - Gaunt has the Eternal Warrior USR. Also, he has a 2+ invulnerable save. And lastly, if he is dead when the game ends and the game is a draw or better with at least one Tannith unit on the table, roll a dice: on a 4+ the owning player is allowed to place Gaunt back on the table with 1 wound left. This can win/lose the game by denying a kill point and/or contesting an objective.

Caring Commissar - Gaunt follows all rules for Commissars, except one: On a leadership roll fail in a unit Gaunt is attached to, reroll the leadership without removing the highest leadership model in the unit. Only when the reroll fails is the highest leadership model removed.

This rule does not apply if he is attached to an allied unit (2v2 games)

The Sword of Leadership - Mastercrafted PowerWeapon with the Rending rule.

Butt Monkey: If Gaunt is leading the army, if the game is over without any named special character casualties other than Gaunt, roll a dice. On a 4+, a random named special character (and the unit (s)he is attached to) is killed in action. Gaunt cannot be the target of this rule.



That's all I can come up with for the moment. Free free to add to this :D

Bard of Twilight
08-17-2011, 09:29 AM
dear wkz: You stole my idea!:D Well I had great plans for Tanith's heroes, and I'm currently working on it. Just some first thoughts:

Ibram Gaunt
WS BS S T W I A Ld Save
5 4 4 4 3 4 3 10 4+

Wargear: Hieronymus Powerblade, Master-crafted bolt pistol, Carapace Armour,Frag, Krak and Blind Grenades,Tanith Camo Cloak


Hieronymus Powerblade: Master crafted Power weapon,which confers a 2+ Inv Save to Gaunt in close combat, and causes instant death on a roll of 6 to wound. Against Eternal Warriors ,it causes D3 Wounds on a roll of 6, regardless the opponent's toughness.

Tanith Camo cloak: it confers to the wearer a+2 to his cover save. In addition, he cannot be spotted by enemies not within 6'' from him when he is within a terrain


Special Rules: Independent Character,Military genius,Infantry Commander,Fate's agent,Courageous commander,caring Commander,Eternal Warrior

Military Genius: at the beginning of the game, after scout moves, you may redeploy up to D3 units you own. In addition, you seize the initiative on a roll of 4+

Infantry Commander: your army may not include Tanks

Fate's Agent: You may reroll every roll you make for Gaunt each turn.Additionally, if he dies, roll a die at the begining of each turn. On a roll of 4+ he is back with 1W remaining.

Courageous Commander:all units in your army are Stubborn,and all units within 24" of Gaunt, including him, are Fearless

Caring Commander:No model in your army may be executed. In addition if anyone fails a Ld test they may reroll it

wittdooley
08-17-2011, 09:54 AM
@Hewhoshallnot - I love the Kell rules, but I think Execution shot needs to be tweaked a bit. He shouldn't be able to fire the execution shot when he's moved that round. It should also be clear that, if Kell makes an execution shot, it is the only shot he can fire that game turn.

For Fon Tariel--Perhaps his "word in your ear" could work a bit like the animosity rules for WHFB Orcs & Goblins?

For Koyne - s/he should be a bit more fagile, IMO, but should be able to get one clean kill. Perhaps something like, Koyne can't be targeted until s/he attacks, but once s/he does s/he's very fragile.

For The Garantine - I really like his rules, but perhaps his FnP should be a better FnP (3+?). I also think he should take pain counters like the DE. For every wound he takes, he gets better. Yeah, that sounds about right.

For Jenniker - She should probably be more fragile too, but a really great support. The Vanus was always the trickiest for me to imagine how to put rules to it.

eldargal
08-17-2011, 10:27 AM
Ok so not Imperial:

Korlandril. (from Path of the Warrior)

32pts. Upgrade choice for Striking Scorpions unit.

4 4 3 3 2 5 2 9 4+

Mandiblasters, Scorpion Chainsword, Shuriken pistol.

Special Rules:

Damn all Women: If in the same army as Thirianna must take a leadership test at the beginning of the player turn. If failed Korlandril becomes a character with the following profile changes:

5 5 4 4 3 5 3 4+
Gains Rage and Preferred Enemy: female Eldar of all pursuasions.

Once per game Koralndril may be sacrificed to return Karandras to the table at full wounds.

eldargal
08-18-2011, 07:39 AM
Thirianna 120pts.

HQ choice for an Eldar army

4 5 3 3 3 5 1 10

Ghosthelm, shuriken pistol, witch blade, rune armour. Doom, Fortune

May choose Farseer powers as normal.

Special Rules:

Frigid b*tch? Roll a D6 at the end of the deployment phase. If a 4 or more is rolled, Thirianna gains Preferred Enemy against males of any species.

Likes her Rangers: Thirianna may nominate one ranger model in the Eldar army, Thirianna may use its LOS to target psychic powers

wittdooley
08-18-2011, 10:37 AM
Whoa whoa whoa....There are Black Library books that aren't about marines or IG?

Shut your mouth. :)