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  1. #21

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    Legion XX: Alpha Legion

    Alpharius may start off the table as if in reserve and counts as a HQ choice.
    Before the game starts the alpha legion player may select one Tactical Squad Seargent and make a note on a piece of paper, fold it up and put it to one side without the enemy player seeing.

    During the game at any point the Alpha legion player may choose to reveal the peice of paper revealing the seargent to be alpharius! Swap the seargent model with Alpharius and for the remainder of the game you have to use alpharius stat line. The seargent is counted as being destroyed. Alpharius may choose to leave the Tactical squad in his next movment phase.


    ^^
    I wreaken this could be great fun as you turn to the player and say AHHA! That lowly tac squad you just assaulted was a trap, suck no alphariuses boot!

    I added the peice of paper rule to help prevent cheating and *** hattery.
    Last edited by jester_prince; 10-02-2009 at 03:17 PM.

  2. #22

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    Hey guys!

    First of all, just to say thanks to BoLS for their original Pre-Heresy pack!

    I've been playing Pre-heresy World Eaters for a year or so now (my army is here: [URL="http://www.eatersofworlds.blogspot.com/"]http://www.eatersofworlds.blogspot.com/[/URL]). I've found the original BoLS recommendation, of using the Blood Angel codex, represents a latter great crusade/pre-heresy force perfectly: Berserkers counts as Death Company, assault units as a troops choice, and its easy to use characters such as Dante/Lemartes as 'counts as' World Eater special characters.

    I've also written an article on this very subject if you're interested in reading: [URL="http://eatersofworlds.blogspot.com/2009/07/how-to-represent-pre-heresy-world.html"]http://eatersofworlds.blogspot.com/2009/07/how-to-represent-pre-heresy-world.html[/URL]

    So thats one suggestion!

    My other would be the rules that the Tempus Fugitives used for their AoTE weekend in Nottingham just gone which I was lucky enough to attend, and the rules fitted pretty well: If your army is led by Angron/Kharn, everyone has rage and +1 WS. They can also swap their bolter for CCW and bolt pistol. (this replaces the standard marine special rule).

    There were a number of special characters which they had fabricated (given that there have been relatively few characters noted in the books), such as berserker dreadnought Bale.

    I think the important thing is distinguishing how 'pre-heresy' the force is - the World Eaters changed a massive amount from the end of the Great Crusade to the beginning of the Heresy, mostly down to Angron taking control of the legion. I like to think that they weren't all frothing berserkers until the assault on the Imperial Palace, right at the end of the Heresy (we know it is at this point that their armour is red, and they have bunny ears - from the cover of Tales of Heresy).

    Just some thoughts!

  3. #23
    Battle-Brother
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    Default Sons of Horus

    We shall not falter! An army that includes Horus will gain this ability. All Sons of Horus models are under the affects of fearless, they are much to proud to fall back! In addition after a Sons of Horus infantry unit completely destroys another enemy unit that Sons of Horus unit gains the following universal speical rule counter attack, fleet, feel no pain ,their determination driving them ever forward.
    Last edited by crazyzombie; 10-02-2009 at 09:55 PM.

  4. #24
    Librarian
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    (Edited to include all 18 legions)

    Pre-Heresy codex changes
    - All Assault Cannons are replaced with Reaper Autocannons for no additional cost.
    - Jump Packs units in legions other than Raven Guard and Night Lords are capped at 3.
    - Plasma Cannons will overheat on a 1 or 2 due to the unstable new technology.
    - Dreadnoughts (all types) will automatically replace their Multi Meltas with a single Lascannon. The Multi Melta becomes an option at +5pts.
    - Before Week 4 of the campaign, Terminator Armour is restricted to 2 units in an army. In addition, Terminator squads and Terminator Assault squads become 3-5 per unit until Week 4 unless noted.

    Legion I - Dark Angels
    The Dark Angels were always the nobility of the Legions - bearing more suits of Terminator armour than any other.
    All members of the army may replace the 'Combat Tactics' special rule with the Stubborn special rule. In addition, all Terminators become Fearless, and Bikers will gain Locator Beacons centered in the Sergeant's bike. Note: Terminators are not affected by No Retreat and are unaffected by the wargear changes above.

    Legion III - Emperor's Children
    The Emperor's Children are the pride of the Imperium, and are likely the most arrogant of them all. Their Primarch Fulgrim is young, and expects all his geno-children to achieve their objectives in record timing.
    All members of the army may replace the 'Combat Tactics' special rule with Fleet and Furious Charge. This Furious Charge will only give +1 I - there is no S bonus. In addition, all units gain +1 Ld (up to a maximum of 10)

    Legion IV - Iron Warriors:
    While the Imperial Fists are perfectionists at Fortress design, it is the Iron Warriors who are the more skilled at tearing them down. Were it not for this, the Iron Warriors would likely have never achieved such prestige as siegemasters without compare.
    All gain the 'Entrenched' special rule. In addition, 1-3 Vindicators/Whirlwinds may be taken per Heavy Support Choice. In Apocalypse, the Iron Warriors will gain a single Orbital Bombardment for free.
    Entrenched: The Iron Warriors player gains d6 Barricades at the start of any game, which must be placed after deployment but before the first turn is made. In addition, all units will gain a 5+ Cover Save during the first game turn.

    Legion V - White Scars
    The core teaching of the Khan is that speed mixed with power can and will achieve any goals - this is why the White Scars are the only legion to lead thousands of bikers across the field at any one time.
    All Bikers in the army will gain the Skilled Rider and Hit and Run special rules, and may be taken as Troop Choices. Sternguard Veteran squads may be mounted in Bikes for +12pts per model - their Bikes will benefit from the special ammunition. Devastator Squads may be mounted in Attack Bikes for +15pts per PAIR of models (combining to make a 42pts basic figure with Heavy Bolter).

    Legion VI – Space Wolves
    The Death World of Fenris is amongst the most savage within the Imperium, and this shows in the tough warriors it raises. The Wolftime is always smiling on this legion.
    Space Wolves will always use the Space Wolves codex. If you do not own this, then simply use the following changes: All models gain a Close Combat Weapon, as well as the Counter Attack and Acute Senses special rules. However, they will lose Combat Tactics.

    Legion VII - Imperial Fists:
    Known and honored across the Imperium for being the most capable defenders, it was no surprise that the Fists of Dorn were tasked with the defence of Terra. The grace of the Emperor is apparent in every step they take.
    All gain the Stubborn and Stealth special rules. In addition, 1-3 Thunderfire Cannons may be taken per Heavy Support Choice, and 1-3 Dreadnoughts may be taken per Elites choice. In Apocalypse, the Imperial Fists will gain Bunkers for free.

    Legion VIII - Night Lords
    If the White Scars are about speed and strength, the Night Lords are only about Strength. These are the masters of the Jump Pack, and many foes dread the idea of the Night Lords stepping foot on their worlds.
    All units gain the Stealth, Move Through Cover, and Outflank! special rules. In addition, Command Squads or Honor Guard may purchase Jump Packs for +5pts per model, and all Assault Marines become a Troops choice. Finally, all models with Jump Packs gain the 'Terror Tactics', 'Swooping Slice', and 'Raptor Talons' special rules.
    Terror Tactics: Enemy Units engaged in close combat with models with this special rule will take a -1 Leadership modifier - this is -1 for each such unit. However, this comes at a price - always use the lowest leadership in a 'Terror Tactics' squad for leadership checks.
    Swooping Slice: Units with this special rule gain +d3 attacks on the charge instead of the usual +1, and will also gain +1 WS on that turn as well.
    Raptor Talons: If a unit with this special rule ends its turn on a piece of Difficult Terrain, they will not take Dangerous Terrain tests - unless it actually does happen to be Dangerous. In addition, Impassable Terrain will count as only Dangerous.

    Legion IX - Blood Angels
    The Blood Angels are the legion which pair noble war with un-deniable strength, and are zealous to the extreme in the presence of their Primarch Sanguinius. It is said that they often fall upon the opponent in incredible rage should their father fall.
    All units gain Stubborn and Preferred Enemy (Opponent Army). In addition, Vanguard Veterans become an Elites choice, Assault Marines become a Troops choice, and Sternguard Veterans may be purchased as a retinue instead of a normal Command Squad. Characters from the Blood Angels codex may be used in Codex: Space Marines.
    In addition to these, a new unit is introduced - Death Company. Use the stat line in the Blood Angels codex, but each Death Company will be purchased for +20pts per model. There is no limit to the size this Death Company may have excluding that the number of models may not exceed DOUBLE the total Kill Points available in the army. Death Company count as a single Fast Attack choice, but do not give any Kill Points when killed.

    Legion X - Iron Hands
    The planet of Medusa is cold and harsh, and it requires a special breed of followers to overcome. Much like their father Ferrus Manus, the Iron Hands strive to improve upon the Emperor's grand designs, and remove all weakness from their bodies.
    All Iron Hands gain the Bionics special rule. Masters of the Forge may be given a Command Squad, and two of them may be purchased for each HQ choice. In addition, vehicles used by the Iron Hands gain the 'Fast' template in addition to other effects.
    Bionics: Models with this special rule are 'placed on their side' when killed. At the end of that Game Turn, however, the controlling player may roll a d6 for each model on the side (roll separately, of course). On a 6, that model is returned to play with a single wound.

    Legion XII - World Eaters
    Angron and his World Eaters are a force truly to be feared, for once battle is joined... it is unlikely to ever end should these baleful warriors become involved. They have no fear... all they have is a frenzy.
    All gain the Furious Charge, Kill Them All! and Rage special rules though they will ignore Vehicles are not Open Topped for this. In addition, all models must replace their Bolters with a Khornate Chainaxe.
    Khornate Chainaxe: This is a CCW which will also remove 1 from any armour save that the opponent takes in close combat against a World Eaters unit - e.g. if a 3 is rolled, it becomes a 2 and so on.
    Kill Them All!: The World Eaters will gain +d3 Kill Points or +1 Objective if, by the end of the sixth game turn (at max), they have wiped out 75% of the opponent's army.

    Legion XIII - Ultramarines
    The Ultramarines are a proud people who are renowned for the way they undertake warfare. It was truly fortunate for the Imperium that they escaped the majority of the Heresy unharmed.
    Units of Ultramarines do not fall back - if they fail a morale check of any kind, you may choose to allow them to simply Go To Ground. Ultramarine units may move and fire Boltguns. In addition, Ultramarines may have an additional 5 models in their units than listed in the standard Army List.

    Legion XIV - Death Guard
    To the sons of Mortarion, war is all about attrition - and being able to recover from your casualties far better than your opponent. It is no surprise that they eschew vehicles and rely upon the humble infantryman, for each Guardsman can survive far more than the standard Astartes.
    All units gain the 'Dogged Determination' special rule. A Maximum of 0-2 squads per type in the Force Organisation chart may be mounted in vehicles (for example, 2 troops, 2 elites etc). Death Guard Terminators also gain the Heroic Intervention special rule.
    Dogged Determination: Units with this rule may choose to become Slow and Purposeful in any turn - in this case, they will gain Feel No Pain and Stealth during the opposing player's turn. Tactical Squads must, however, spend +5pts to purchase any Heavy Weapons.

    Legion XV - Thousand Sons:
    While the other legions were out conquering in the name of the Emperor, the Thousand Sons studied the warp and learned its secrets. From this, all it's members are at least slightly endowed with psychic power.
    All models in a Thousand Sons army will count their weapons as -1 AP - for example, Heavy Bolters become AP 3, Bolters AP 4 - and will also gain the Slow and Purposeful special rule. In addition, all Sergeants will have access to the 'Minor Psychic Powers' described below, and all HQ choices will automatically be Psykers which have access to the 'Major Psychic Powers' also described below.
    Minor Psychic Powers: A model with access to these powers may select a single power at the beginning of the game before deployment. This does not cost any additional points. A single power may be used per turn unless otherwise noted. Powers: Doombolt, Warptime, Avenger, Force Weapon.
    Major Psychic Powers: A model with access to these powers may select up to 3 powers at the beginning of the game before deployment. This costs +30pts for that model unless noted. Up to 2 powers may be used per turn unless otherwise noted. Powers: All SM powers, All CSM powers (except Nurgle's Rot and Lash of Submission).

    Legion XVI - Sons of Horus
    Horus, the Warmaster. Horus, the Chosen. Horus, the Emperor's Champion. Where he and his legion walks, no foe can stand. A brilliant tactician and an even better diplomat, it is no surprise that his legion has reaped the highest number of worlds for the Imperium.
    All units will gain Fearless when joined by a character, and may take Marks of Chaos. If a character dies within line of sight of a Sons of Horus unit, that unit will gain Preferred Enemy and Rage against the unit which killed them.
    If a member of the Mournival (or Horus) is defeated, place them as a special objective - if claimed, the opponent counts as scoring one less objective and if UNclaimed the opponent will claim an additional objective.

    Legion XVII - Word Bearers
    Of all the legions, the Word Bearers dedicated themselves further to the Emperor than any other... being responsible for the foundation of the Imperial Church, and also the ones who began the whole Heresy.
    All models in the army will gain the Demagogue special rule. In addition, Sergeants will automatically gain Locator Beacons for free, and Summoned Lesser Daemons may be taken in the army.
    Demagogue: Enemy Units with line of sight to a Word Bearers unit will suffer from -1 Ld (note that this extends to rules such as Mob Rule - +1 Ork is required for Fearless etc). If a Word Bearers HQ or Named Character is within Line of Sight of a friendly unit, that unit will gain +1 Ld.

    Legion XVIII - Salamanders
    The sons of Nocturne are true daemons in war - destroying all with fire and flame to enter the Flames of War! Each is a skilled craftsman who is expected to maintain his own weaponry, and it was this legion which created the majority of the STC variants today.
    All Flamers, Meltaguns, Heavy Flamers, Multi-Meltas, and Redeemer Cannons will count as Twin Linked. Salamanders may take Thunder Hammers and Storm Shields on regular Sergeants - these will cost +20pts each.
    In addition, close combat weaponry may become Master Crafted for +10pts each piece.

    Legion XIX – Raven Guard
    The Raven Guard have one main oath - to strike from the shadows, and take a grim tally before they fall. Being decimated in the Isstvaan Massacres meant that Corax, their Primarch, had to start his legion back from scratch... creating 100 failures for each success. Even his successful creations carry a damned rage within...
    Units in the Raven Guard army cost +1 pt, and gain the ‘Enhanced Warriors’ special rule from C: CSM. In addition, Heavy Support, Elites, and Fast Attack choices are capped to a total of 7.

    Legion XX - Alpha Legion
    Last of the legions to be reunited with their Primarch, the Alpha Legion pioneered the inclusion of stealth and infiltration within the Astartes and though their planet conquests were relatively low, they certainly were the most cunning.
    Legion Tactics: All members of the army may replace the 'Combat Tactics' special rule with the Infiltrate, Stealth, and Acute Senses special rules. In addition, the Alpha Legion may re-roll their dice when seeing who will go first and/or pick their deployment zone.
    Last edited by Herald of Nurgle; 10-03-2009 at 01:56 PM. Reason: To include ALL of the legions in one post...
    Back after a few years absence. Please PM me any changes to how the forum works - I currently have no idea how to make line breaks, and this is quite important to me. >.>

  5. #25

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    Legion I: Dark Angels
    The Lion's Example: Resolute is an understatement for the will of the Dark Angels. The expectations of their vows and the influence of their brothers brook no excuses and tolerate no failure. Space Marines equipped with Heavy Bolters, or Missile Launchers gain the Relentless special rule. Furthermore Dark Angels Legions exchange And they shall know no fear for the Fearless special rule to represent their zeal and the support of their brethren.


    Legion III: Emperor's Children
    "Only by imperfection can we fail.": The Emperor's Children focus on perfection in all things at any price. They are a legion of new recruits and battle hardened veterans with little middle ground. Emperor's Children Chapter Masters must take an honor guard squad with at least four members, and Space Marine Captains must take a Command Squad including a Company Champion or Company Standard. Emperor's Children forces must take one Sternguard Veteran Squad for every Space Marine Tactical Squad.

    Legion IV: Iron Warriors
    Iron Within, Iron Without: The Iron Warriors are pragmatists, preferring to let the enemy wear themselves out in a siege while relying on the heaviest firepower available. Iron Warriors exchange the And They Shall Know No fear special rule for Slow and Purposeful. Devastator Squads are scoring units and both a Heavy Support and Troops choice for Iron Warriors

    Legion V: White Scars:
    Strike and Fade: The White Scars are notorious for the application of superior mobility in their combat doctrine. White Scars exchange the Combat Tactics special rule for the Skilled Rider and Hit and Run. White Scars Assault Squads, Bike Squads, and Attack Bike Squads with more than one member are considered Troops choices but cannot take any selections from the Heavy Support section of the army list. Tactical Squads must take a dedicated transport.

    Legion VIII: Night Lords
    Make an Example of them: Night Lords are drawn from the most ruthless of candidates from a world of perpetual night. Murderers, thugs, and worse before their elevation to being a Space Marine has not diluted their cruel natures. Night Lords have Night Vision, and gain both Furious Charge and Preferred Enemy when assulting units, vehicles, or squadrons they outnumber. Night Lords lose And they shall know no fear and Sternguard Veteran squads. Vanguard Veteran squads are both an Elites and Fast attack choice for Night Lords forces. Night Lord forces must take at least one unit equipped with jump packs.
    Last edited by Oldgrue; 10-03-2009 at 05:39 PM. Reason: Edit for syntax in 'Emperor's Children'

  6. #26

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    Legion VII: Imperial Fists
    Imperial Fists:
    Combat Engineers - This replaces combat tactics. The skill is based on if they player goes first or second. If the player goes first he is on the offensive and his pre-attack barrage/maneuvers/sappers may weaken the cover save of 2 pieces of terrain by 1 or destroy 1 bunker. If the player goes second they may increase the cover save of 2 pieces of terrain by 1 to a max of a 3+ cover save.

    Imperial fists were famous siege fighters on both the offensive or defensive. Eventually they were called to become the Emperor's praetorian guard. The Emperor had many stubborn Legions but fewer who specialized in creating and destroying fiendishly dangerous defensive positions.

  7. #27

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    Quote Originally Posted by Herald of Nurgle View Post
    (Edited to include all 18 legions)

    Legion XII - World Eaters
    Angron and his World Eaters are a force truly to be feared, for once battle is joined... it is unlikely to ever end should these baleful warriors become involved. They have no fear... all they have is a frenzy.
    All gain the Furious Charge, Kill Them All! and Rage special rules though they will ignore Vehicles are not Open Topped for this. In addition, all models must replace their Bolters with a Khornate Chainaxe.
    Khornate Chainaxe: This is a CCW which will also remove 1 from any armour save that the opponent takes in close combat against a World Eaters unit - e.g. if a 3 is rolled, it becomes a 2 and so on.
    Kill Them All!: The World Eaters will gain +d3 Kill Points or +1 Objective if, by the end of the sixth game turn (at max), they have wiped out 75% of the opponent's army.
    Surely you are not advocating a -1 save modifier in 5th edition?! Thats heresy!

    I would say, a nice rule for chainaxe (as used in Tempus Fugitives, and seems well balanced):
    1 in 4 marines allowed to use them, 10pts
    give +1str and rending.

  8. #28
    Battle-Brother
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    Legion III: Emperor's Children - can run and shoot

    Legion VII: Imperial Fists - a free emperor's champion-like HQ character

    Legion X: Iron Hands - all vehicles re-roll damage on the vehicle chart (no venerable dreads this early in history)
    Last edited by Bluesfart; 10-06-2009 at 06:26 PM.

  9. #29
    Brother-Sergeant
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    Legion X: Iron Hands - veteran sergeants may swap all wargear with terminator armour, power weapon and a combi bolter for 25pts

    Santar. Same stats and points. May take a command squad. INstead of rites of battle (as I imagine this will disappear all across the board) Santar gains Bolster defenses as per Master of the Forge

  10. #30

    Default Imperial fists.

    I would like to see the leaders for CF, Soul Drinkers & BT all represented.
    The special wargear they have too.

    Looking at Tempus Forum they gave IF Stubborn. Which is right. What I am thinking is did the Templar stuff grow after Sigismund took them on the eternal crusade or was that Templar culture already in the IF pre-heresy?

    If so then just to give IF stubborn would only be representing IF chapter and not BT, who were just as much IF as IF were. Did IF have Neophytes and other "BT stuff" that only got weeded out when Roboute went on his power trip - "my opinion is the law, respect my authoriti!"

    Also what is quintessentially Crimson Fist and Soul Drinkers that would have been just as Imperial Fist?

    I know that you wanted my suggestions and not my questions but that is what I have got at the moment

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