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Ave Omnissiah!

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My blog is primarily my own personal fluff in the Warhammer 40,000 universe regarding the Draconis system such as the Knight House Yato in Ryusei, their Household Militia, the Draconian Defenders, and the Forge World of Draconis IV with its Adeptus Mechanicus priesthood, Cybernetica cohorts and Skitarii legions, and the Titan Legion, Legio Draconis, known as the Dark Dragons.

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Wednesday, August 29, 2018

Renegades and Heretics, plus Death Korps of Krieg and Elysian Drop Troops

Before I begin, I want to make it clear that some of the information in this reddit thread is incorrect. Apparently, this was what was said.
level 2
Do note that renegade leman russes dont get the grinding advance rule so watch out with those
level 3
Where is this stated?
level 4
The FAQ gives elysians and krieg the rule but not renegades
level 5
Aw damnit. Thanks.

This is blatantly false. Do not listen to DontSayUsernameTaken. He is (most likely unintentionally) spreading false information. The FAQ actually says Renegades and Heretics do get the Grinding Advance rule. It's right here:

Q: The Death Korps of Krieg, Elysian Drop Troops and Renegades and Heretics Army Lists each detail numerous units that can be taken from Index: Imperium 2. Do these units have to be taken from Index: Imperium 2, or can they be taken from Codex: Astra Militarum instead?
A: If the unit appears in Codex: Astra Militarum, you must use the datasheet from there.

If you don't believe me, you can visit this link to see for yourself. Again, do NOT listen to DontSayUsernameTaken. Renegades and Heretics are clearly mentioned there, so they can take Leman Russ tanks with the Grinding Advance rule. The Grinding Advance rule is in the Leman Russ Battle Tanks datasheet in the Codex. If you want to use the Leman Russ tanks for Renegades and Heretics, you must use the datasheet from Codex: Astra Militarum. Period. If anyone has a Reddit account (I don't), please help me post there and halt the spread of misinformation so that our brothers can stand strong against the false Imperium.

Anyway, I have suggested changes for the Renegades and Heretics. I don't think anyone cares or will read this, and most people will just ignore this article, but I'll just write it out all the same. Here's my proposed changes:

1. All Renegades and Heretics units get Chaos Covenant, regardless of whether your Warlord is a Renegade Commander or Malefic Lord. Probably only Marauders don't get Chaos Covenant, but everything, including vehicles, get a Chaos Covenant (or Mark of Chaos). The important thing is that you no longer need your Renegade Commander or Malefic Lord to be your Warlord to get a Chaos Covenant.

2. Renegade Militia Squad's BS is improved to 4+, but WS remains 5+. Main difference between them and Cultists is that Cultists gets WS 4+ and access to brutal assault weapons, but Militia don't have access to melee weapons except the Renegade Militia Sergeant, and Renegade Militia can take a special weapon for every 5 models, and 2 models may form a Renegade Militia Weapons Team per every 10 models.

3. Either Renegade Heavy Weapons Squad get their points raised to 4 or 5 points per models and their BS gets buffed to 4+, or they remain 3 points per model with BS 5+.

4. The most important change, which is linked to idea #1. If your RENEGADES AND HERETICS Detachment is made out of a single Chaos Covenant (e.g. Tzeentch), they get a Renegade Rite.

- Covenant of Khorne: BRUTAL STRENGTH. INFANTRY units with this rite add 1 to their Strength and Attack characteristic. VEHICLES with this rite add 1 to their hit rolls in the Fight Phase, and improve the AP of all their melee weapons by -1 (for example, a weapon with an AP of 0 would have an AP of -1 instead).

- Covenant of Nurgle: DISGUSTINGLY RESILIENT. Each time an INFANTRY model with this rite loses a wound, roll a dice; on a 6+, the INFANTRY models does not lose that wound. VEHICLES with this rite that have a damage table double the number of Wounds they have remaining for the purposes of determining what their characteristics are.

- Covenant of Slaanesh: EXCESSIVE VIOLENCE. INFANTRY units with this rite can shoot twice in the Shooting phase if they did not move in the previous Movement phase. VEHICLES with this rite treat attacks against them with an AP of -1 as having AP 0.

- Covenant of Tzeentch: DAEMONIC DIVINATION. Add 1 to the saving throws for INFANTRY units with this rite. Re-roll hit rolls of 1 in the Shooting phase for VEHICLES with this rite if they did not move in the previous Movement phase.

5. Malefic Lords are reduced to 45 or 50 points instead of 80 (I mean, Primaris Psykers are 46 points, have better wargear, better BS and WS and a better armor save, it makes no freaking sense, plus the Smite nerf also renders them useless). I was also thinking of giving them a force stave at least. If you really want to keep them at 80, allow them to add 1 to their psychic tests and Deny the Witch rolls. Renegades and Heretics have new psychic powers called HERETICUS DISCIPLINE.
 - 1. Warp Flux. Warp Flux has a warp charge value of 7. If manifested, choose an enemy unit within 18" of the psyker, it immediately suffers D3 mortal wounds. If the target is a VEHICLE, it suffers D6 mortal wounds instead.
- 2. Creeping Terror. Creeping Terror has a warp charge value of 7. If manifested, choose an enemy unit within 18" of the psyker. That unit subtracts D3 from its Leadership until the start of your next turn.
- 3. Psychic Barrage. Psychic Barrage has a warp charge value of 6. If manifested, choose an enemy unit within 18" of the psyker. Until the start of your next turn, subtract 1 from the enemy's saving throws (armor and invulnerable).
- 4. Web of Shadows. Web of Shadows has a warp charge value of 6. If manifested, select a friendly RENEGADES AND HERETICS unit within 12" of the psyker. Until the start of your next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1 penalty to its hit rolls.
- 5. Unnatural Vigor. Unnatural Vigor has a warp charge value of 7. If manifested, select a friend RENEGADES AND HERETICS unit within 6" of the psyker. Until the start of your next turn, the chosen unit re-rolls failed charge rolls, and re-rolls failed hit rolls and wound rolls in the Fight phase.
- 6. Dark Blessings. Dark Blessings has a warp charge value of 6. If manifested, select a friendly RENEGADES AND HERETICS unit within 12" of the psyker and roll a D6. Consult the table below to discover what effect this power has on all models in that unit until the start of your Psychic phase.
-- D6 EFFECT
    1 Fearless Mind: This unit automatically passes Morale tests.
    2 Extra Limb: +1 Attack
    3 Mystic Strength: + 1 Strength
    4 Iron Skin: + 1 Toughness
    5 Arcane Armor: The unit gains a 6+ invulnerable save. If it already has an invulnerable save, add 1 to its saving throws instead.
    6 Chaos Spawn: The unit suffers D3 mortal wounds. For each slain model, you may replace it with a Chaos Spawn (these do not cost reinforcement points).

6. Allow Renegades and Heretics to take Shadowswords and Leman Russ Annihilator tanks.

That's basically all the suggestions I have for Renegades and Heretics so far. Obviously I don't think anyone will take me seriously, but it will be fun to try out these homebrewed rules and see how they will fare. I doubt anyone will use these rules. They are most probably imbalanced, but I tried to model them after the rules and Regimental Doctrines in Codex: Astra Militarum. Not sure if they would work. I mean, Tzeentch Rite seems to be a copy of Cadian Regimental Doctrine except for the Infantry models, but you probably need to remember that Renegades and Heretics don't get orders so perhaps improving their saving throws might help. Same thing with the Slaanesh Rite, which might seem overpowered, but unless you're spamming special weapons, it probably won't be that much of a problem - especially since you have to not move to get that bonus. And infantry rarely get long-ranged heavy weapons, and those that do cannot receive orders or have a terrible BS (Renegade Heavy Weapons Squads with BS 5+).

As for Death Korps of Krieg, let's give them a Regimental Doctrine.

Death Korps of Krieg: DEATHLY FANATICAL. INFANTRY units with this doctrine automatically pass Morale tests. VEHICLES and CAVALRY units with this doctrine add 1 to their Move characteristic, Advance and Charge rolls.

Death Korps Additional Order: Duty unto Death!: The ordered unit can fight twice in the Fight phase.

Huh. I suck at this. Sorry. How about Elysian Drop Troops?

Elysian Drop Troops: AIRBORNE ASSAULT. All units with this doctrine gain the Aerial Drop ability (basically Deep Strike anywhere on the battlefield more than 9" away from any enemy models). Treat all Vendetta gunships, Valkyrie Sky Talons and Valkyrie Assault Carriers as having the Dedicated Transport Role instead of Flyer role, but they can only capture objectives when they are in Hover mode. (Take note that models with the AERONAUTICA IMPERIALIS keywords replace them with ELYSIAN).

Elysian Drop Troops Additional Order: Rapidly Redeploy!: Until the end of the phase, the ordered unit can shoot and then immediately embark within a friendly ELYSIAN TRANSPORT VEHICLE, as long as all models are within 3" of the vehicle. This order may not be issued to a unit which disembarked in the preceding Movement phase, but can still be issued to a unit which arrived on the battlefield through the Aerial Drop ability.

Yeah, I'm just basically copying Armageddon here. I don't know...I'm not sure what to do.

Anyway, what do you guys think? I doubt anyone will try these homebrewed rules out in home games, but you'll never know. Of course, you're free to add ideas, suggestions and discussions even if nothing ever comes out of it. That's the whole point of having fun in Warhammer 40,000, homebrewing your own stuff, rules and armies!

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