User:Auroch/HomebrewCrunch

From 1d4chan

Codex: Rogue Traders[edit]

Project is at Codex - Rogue Traders.

Adepta Sororitas: Famulous Militant[edit]

The role of Sisters Famulous as spies and Bene Gesserit seems underused. Here was my attempt to make them interesting on the battlefield. One normal sister, who is a noncombatant support unit who lets herself and another unit outflank and has Saint-lite powers. Two HQ variants; a cross-trained Sister Palatine Famulous, who transferred to the Orders Militant but still has the Saint-lite skills and upgrades the outflank to deep strike, and a Chevalier Famulous who stayed in the Order Militant after doing her penance in the Repentias and enables even more outflanking. Suggested for the /tg/ Codex Ministorum but rejected for sensible reasons.

Famulous: ELITE, 2 Power

Name M WS BS S T W A Ld Sv
Famulous 7" 5+ 3+ 3 3 3 2 8 6+


A Sister Famulous is a single model equipped with a holdout pistol.

Weapon Name Range Type S AP D Abilities
Holdout Pistol 9" Pistol 1 3 0 1


Acts of Faith, Sacred Rites, Shield of Faith

Herald of Saints: As long as a friendly LIVING SAINT unit is on the battlefield, treat each FAMULOUS unit as a LIVING SAINT for the purposes of determining which units benefit from Beacon of Faith. Additionally, if a FAMULOUS unit is within 6" of a LIVING SAINT, the invulnerable save she receives from Shield of Faith improves by 2 rather than by 1.

Spiritual Fortitude: When this model would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.

Subtle Dealings: During deployment, you may set up this unit and one other ADEPTUS MINISTORUM INFANTRY unit hidden behind enemy lines instead of setting them up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit and that one in unit coherency anywhere on the battlefield that is more than 9" away from any enemy models and wholly within 6" of an edge of the battlefield.

Faction Keywords: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS

Keywords: CHARACTER, INFANTRY, FAMULOUS

Palatine Famulous: HQ, 3 Power

A Sister Famulous whose responsibilities bring her into peril frequently, most often as part of an Inquisitorial retinue or during the course of efforts to identify and locate a Living Saint, will often join an Order Militant rather than return to her previous duties. Such sisters are less able combatants than their sisters who have spent most of their lives as Sisters Militant, but retain the keen and twisty minds they displayed in the Orders Famulous. As such, they are often placed in command of a Mission, particularly one where deception is required.

Name M WS BS S T W A Ld Sv
Palatine Famulous 6" 4+ 3+ 3 3 3 3 9 3+


A Palatine Famulous is a single model equipped with a bolt pistol, boltgun, phosphor grenades and krak grenades.

Weapon Name Range Type S AP D Abilities
Bolt pistol 12" Pistol 1 4 0 1 -
Boltgun 24" Rapid Fire 1 4 0 1 -
Phosphor grenade 6" Grenade D6 3 0 1 Enemy units hit by this weapon do not gain a bonus to their saving throws for being in cover.
Krak grenade 6" Grenade 1 6 -1 D3 -
Flaming brazier (shooting) 8" Assault D6 4 0 1 This weapon automatically hits its target.
Flaming brazier (melee) Melee Melee +2 -1 1 -


This model may replace its bolt pistol with a flaming brazier or a weapon from the Pistols list.

This model may replace its boltgun with a storm shield or a weapon from the Ranged Weapons or Special Weapons lists.

Acts of Faith, Sacred Rites, Shield of Faith

Herald of Saints: As long as a friendly LIVING SAINT unit is on the battlefield, treat each FAMULOUS unit as a LIVING SAINT for the purposes of determining which units benefit from Beacon of Faith. Additionally, if a FAMULOUS unit is within 6" of a LIVING SAINT, the invulnerable save she receives from Shield of Faith improves by 2 rather than by 1.

Spiritual Fortitude: When this model would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.

Mistress of Subtlety: During deployment, you may set up this unit and/or another ADEPTUS MINISTORUM INFANTRY units in hiding, instead of setting them up on the battlefield. If you do, at the end of any of your Movement phases, you may set up both of those units anywhere on the battlefield that is more than 9" away from any enemy models. If your army is battle-forged, the other unit you set up in hiding must be in the same Detachment as this unit.

Storm Shield: If this model has a storm shield, it has a 3+ invulnerable save.

Warlord Trait: Herald of Promise: This unit gains the Beacon of Faith rule, as a Living Saint. If you have a LIVING SAINT on the battlefield, any units within 6" of both LIVING SAINT and FAMULOUS units have their Shield of Faith invulnerable save improved by 2.

Faction Keywords: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>

Keywords: CHARACTER, INFANTRY, FAMULOUS, PALATINE FAMULOUS

Chevalier Famulous: HQ, 4 Power

A Sister Famulous who fails her responsibilities will often join an Order Militant as a Sister Repentia. If she is judged to atone by her Mistress of Repentance, she usually chooses to join that order's Chevaliers rather than return to her previous duties. Such sisters retain the keen and twisty minds they displayed in the Orders Famulous, and so are often placed in command of a Mission, particularly one where deception is required.

Name M WS BS S T W A Ld Sv
Chevalier Famulous 14" 3+ 2+ 3 4 4 3 9 3+


A Chevalier Famulous is a single model equipped with a power lance, bolt pistol, phosphor grenades and krak grenades.

Weapon Name Range Type S AP D Abilities
Bolt pistol 12" Pistol 1 4 0 1 -
Absolution flamer 8" Assault D6 5 -1 1 This weapon automatically hits its target.
Contrition bolter 18" Assault 6 4 0 1 -
Power lance Melee Melee +2 -1 1 -


This model may replace its bolt pistol with a contrition bolter, an absolution flamer, or a weapon from the Melee Weapons or Pistols lists.

This model can replace its power lance with a storm shield or a weapon from the Melee Weapons or Pistols lists.

Acts of Faith, Sacred Rites, Shield of Faith

Herald of Saints: As long as a friendly LIVING SAINT unit is on the battlefield, treat each FAMULOUS unit as a LIVING SAINT for the purposes of determining which units benefit from Beacon of Faith. Additionally, if a FAMULOUS unit is within 6" of a LIVING SAINT, the invulnerable save she receives from Shield of Faith improves by 2 rather than by 1.

Spiritual Fortitude: When this model would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.

Subtle Maneuvers: During deployment, you may set up this unit and up to two ADEPTUS MINISTORUM BIKER units behind enemy lines, instead of setting them up on the battlefield. If you do, at the end of any of your Movement phases, you may set up each of those units anywhere on the battlefield that is more than 9" away from any enemy models and within 9" of the edge of the battlefield. If your army is battle-forged, the other units you set up behind enemy lines must be in the same Detachment as this unit.

Turbo-boost: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a die.

Storm Shield: If this model has a storm shield, it has a 3+ invulnerable save.

Warlord Trait: Herald of Promise: This unit gains the Beacon of Faith rule, as a Living Saint. If you have a LIVING SAINT on the battlefield, any units within 6" of both LIVING SAINT and FAMULOUS units have their Shield of Faith invulnerable save improved by 2.

Faction Keywords: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>

Keywords: CHARACTER, BIKER, FAMULOUS, CHEVALIER FAMULOUS

Fire the Ursus Claws![edit]

Big Knights? Little Titans? Fighting someone bigger? FIRE THE URSUS CLAW!

A DOMINUS CLASS knight (including CHAOS KNIGHT TYRANT and RENEGADE KNIGHT DOMINUS) or a WARHOUND SCOUT TITAN (either IMPERIUM or CHAOS version) may replace one arm's weaponry with an Ursus claw. This is a weapon with two modes.

KNIGHT: A Knight equipped with 1 conflagration cannon and 1 thundercoil harpoon may replace them with an Ursus claw.

TITAN: Add "Ursus claw" to the list of arm-mounted weapons a Warhound may take. A single Titan cannot take more than one ursus claw.


Ursus Claws
Weapon Range Type S AP D Abilities
Ursus claw (to slow) 36" Heavy 1 x2 -3 1 The target must use its normal armor save against this weapon. A target which is wounded by this weapon reduces its movement by 2" and may Charge only D3". This effect ends if it moves more than 36" from the attacker, or if the attacker uses either mode of the Ursus Claw again.
Ursus claw (to charge) 18" Melee* x2 -3 D3 If a model with this weapon is within 18" of an enemy TITANIC or BUILDING unit, it may be chosen to charge, but may only pick TITANIC or BUILDING targets for that charge. If this model is only charging TITANIC and/or BUILDING targets, add 6" to its charge roll, and this weapon must be used to make this model's first attack in the following Fight Phase. If the charge fails, the model may still make a single attack on a target of its charge (which must be with this weapon).

Durazi[edit]

SPACE DORFS. But cooler than Squats and Demiurg, because they're silicon-based lifeforms. (Though given that Karaz Ankor stone bread is literally made with rock dust mixed into the flour, I'm not totally sure WHFB Dwarfs aren't silicon-based lifeforms.) This also means that they are technically not "alive", so they can sort of argue they don't really count as xenos...and they have cool technology the Mechanicum wants, so they actually have someone willing to argue their case from within the Imperium. Also they revere Morgrim, Valaya, and Gazul over Grungi and Grimnir (and their names are changed slightly), Morgrim most of all, which leads to strong cultural similarities with the Cult Mechanicum. Grudges are deemphasized somewhat, oaths and keeping your sworn word are as important as ever.

Mechanically, every infantry has a 5+ Feel No Pain roll (Stones), and all but a most lightly armored have a 3+ armor save and 6+ invuln save or better. The fastest infantry still only has 5" base move, and the fastest vehicle has 16" when undamaged. Infantry all have the special rule Kazakit, which lets them advance and fire anything or move and fire Heavy weapons at no penalty; they need it, though, since in addition to having 5" move or less, Kazakit also makes them add only D3" to Advance and 2D3" for Charge. Vehicles (almost) all have Valkin, a.k.a. "Living Metal", and move-and-fire-Heavies

Less critically, their vehicles do not explode when destroyed, and their weapons do not have overcharged firing modes; that would shame the craftsman and his whole clan. Similarly, they have almost no effects that use a single die; they have 2D3 instead of D6 and 2 instead of D3, representing their preference for reliability over power.

I'm aiming for as much depth as the Necron Codex, maybe more.

Codex Overview[edit]

HQ:

Karugromthi (Living Ancestor): Ancient Duraza with experience beyond measurement, revered beyond words

Langktrommi (Longbeard): Elder Duraza, veteran of countless wars, revered by their juniors

Motulrikazi (Lord Craftsman): Guildmaster and expert craftsman

Rikzakhaldi (Lord Skald): Ancient master storyteller of the Durazi

Zakendrinkuli (Lord Engineer): Master of artillery

Zarinki (Royal General): Master strategist and champion of the hold's king.

Nufftokgrungron (Floating Forge): Mobile forge and command barge used by distinguished Duraziz war-leaders.

Troops:

Dali (Veterans): Seasoned professional soldiers

Thindoki (Rangers): Lightly armored and fast (for Durazi)

Thrungamoti (Craftsman Militia): Repair crew and medics

Thrungi (Shield-Wall Militia): Basic levied troops

Elites:

The Slayers:

Bakrazi (Berserkers): lightly armored (for Durazi) melee specialists who hit the ground running

Drung-a-duri (Wreckers): lightly armored (for Durazi) horde supressors

Zatunddumi (Doomhuggers): Lightly-armored (for Durazi) whirling-chain grapplers

The characters:

Endrinkulazi (Master Engineer): Artillery expert

Govrinki (Thane): Skilled tactician and champion of the hold.

Motulgovazi (Master Craftsman): Master craftsman

Zakhaldazi (Skald): Inspiring storytellers of the Durazi

The rest:

Gorakgotti (Cunning-marchers): Tactical teleporter melee specialists

Grongi (Anvil Squad): Heavily armored walking bulwarks

Drekrikkazi (Far-hammerers): Heavy weapons squad

Trunkadi (Line Tanks): Basic tank squadron

Dedicated Transport: None.

Rocks are too heavy for dedicated transports to be practical. Instead, combination transport/tanks are spread across Fast Attack, Flyers, and Heavy Support.

Fast Attack:

Goraktrunkad (Teleport tank): Close-quarters tank with tactical teleport

Grungottak-Hunkthrund (Digger Transport-Tank): Underground heavily-armed armored transport

Hunkultrunkad (Transport-specialist tank): Durable, heavily-armed transport

Trunkadoki (Scout Tank): Mobile tank

Valyakladi (Guardian Tanks): Well-shielded mobile repair tanks

Flyers:

Skardrunga Okguti (Skyhammer Drop Platform): Combination infantry drop pod and artillery barrage

Skargottak Okgotti (Sky-Engine Drop Platform): Combination vehicle drop pod and artillery barrage.

Skarathrundi (Sky Artillery Platform): High-flying mobile artillery

Skarrul-Hunkthrund (Flying Transport): Two words: "Ballistic Debarcation"

more to come

Heavy Support:

Grungathrunda (Digger Artillery): Artillery piece with underground mobility.

more to come

Special Rules[edit]

Absorb Damage (N+): Each time a model with this ability loses a wound, roll a die; on a result of N or higher, the model does not lose that wound.

Stones: Absorb Damage (5+)

Sidearms: Durazi personally craft their melee sidearms, leading to idiosyncratic squads. When a unit with this rule is first placed on the battlefield, roll D3 for each model in it to determine what properties their sidearm has.

D3 Roll Sidearm Range Type S AP D
1 Powerful sidearm Melee Melee +3 -1 1
2 Vicious sidearm Melee Melee +1 -1 3
3 Penetrating sidearm Melee Melee +1 -3 1


Kazakit: A unit with this ability adds only D3" to its movement when Advancing and moves only 2D3" when Charging. However, if a unit with this ability Advances, it may fire Assault and Grenades weapons with no penalty to hit rolls, and may treat all Pistol, Rapid Fire, and Heavy weapons it is equipped with as Assault weapons until the end of the turn. (E.G. a Rapid Fire 1 weapon is treated as an Assault 1 weapon, and a Heavy D6 weapon is treated as an Assault D6 weapon, etc. These weapons suffer the usual -1 penalty to hit rolls.) In addition, unless it has Advanced this turn, a unit with this code does not suffer the penalty to hit rolls for moving and firing a Heavy weapon.

Field Repairs: At the end of your Movement phase, a unit with this rule can repair its own unit or one friendly DURAZI unit within 3" of it. If the target unit contains a model that has lost any wounds, that model regains up to D3 lost wounds. Otherwise, if any non-VEHICLE models from that unit have been destroyed, roll one D6; on a 4+ you can return one destroyed non-VEHICLE model from that unit to the battlefield with 1 wound remaining, placing it within 3" of this model and in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield). Each unit can only be repaired once per turn.

Valkin: This unit's models are made of self-repairing materials. At the beginning of each of your turns, one model in the unit regains 1 lost wound.

Ancestral Aegis: A unit with this ability can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER, if at least one model from the unit is within range of the psyker. When making this attempt, roll a single D6, +1 for every three models in the unit which are within range of the enemy psyker; the psychic power is resisted if the roll is greater than the result of the Psychic test that manifested the power.

Morgra's Sight: Only VEHICLES may have this ability. Models with this ability may move and fire Heavy weapons without a hit roll penalty, Advance and fire Heavy or Rapid Fire weapons at a -1 hit roll penalty, or Advance and fire Assault weapons at no hit roll penalty. They may move (but not Advance) and fire Macro weapons even if they are not TITANIC, but take a -1 penalty to hit rolls if they do so.

Wide Formation: Vehicle units with this ability are in unit coherency as long as each model is within 4" of another model from the unit, rather than 2".

Datasheets[edit]

(WIP)

HQ | Troops | Elites | Fast Attack | Flyers | Heavy Support