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40K Saga (Age of Plasma) – All Xenos and Chaos Done

40K Saga (Age of Plasma) – All Xenos and Chaos Done

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Project Blog by elessar2590

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About the Project

After @warzan mentioned it on a Weekender I thought I'd have a go. Please let me know what you think and what changes could be made.

This Project is Active

The Agents of the Imperium

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The Agents of the Imperium These are all mercenaries and are limited to One per Imperial Force. This is one of any Mercenary not just one Inquisitor or Assassin. All are considered “Loyal”

Inquisitor – 1 Point – Warlord

Any Imperial Warlord can be replaced by an Inquisitor except for Grey Knights who can add an Inquisitor as a normal Hero and cannot replace their Warlord. Choose everything about your Inquisitor before finding out what your opponents faction will be.

They all have the Standard Warlord Rules

Choose One of Four Ordos

Choose One of Four Types of Inquisitor

Choose One of Four Types of Wargear loadout

Ordos

An Ordo Xenos Inquisitor can re-roll all failed Attack Rolls against any of the Xeno Races.

An Ordo Hereticus Inquisitor can re-roll all failed Attack Rolls against any of the Imperial Races.

An Ordo Malleus Inquisitor can re-roll all failed Attack Rolls against any of the Chaos Races.

An Ordo SPECIAL Inquisitor can always remove a point of fatigue from themselves or one friendly unit within M at the start of the turn before calculating exhaustion.

Type of Inquisitor

A Radical Inquisitor can choose to add a single enemy Battle Board ability to their Battle Board. This ability cannot require more than one dice to activate.

A Puritan can add the following Battle Board Ability to their Battle Board

Driven onward by the utterly pure Inquisitor on their ranks the soldiers of this Warband radiate a small portion of the Emperor’s own light

“Incorruptible Devotion (6)”
Orders/Reaction

During the enemy activation phase, all enemy units which declare a charge against one of your units suffer a fatigue at the end of the charge but before the melee”

A Psyker Inquisitor gains the Magic Special Rule and becomes a wizard. He can choose any school of magic to cast from. Generate an additional Magic Dice.

A Psychic Null Inquisitor represents either a nearby Blank, a Null Rod or just counter Psychic Forces at work on the Inquisitors behalf. Roll a D6 for each spell cast by any enemy psyker after the final casting level of the spell has been attained. On a 4+ you must downgrade that spells effectiveness by one level.

Wargear Loadout

The Terminator Inquisitor

Elite of the Elite: When the Terminator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.
Slow

The Ranged Inquisitor
Armour 5 (4)
Aggression 4 (4)

Bolter Range L. When fired at Non Creatures Add Two Dice to the pool.

In addition once per game the Inquisitor can fire the Combi Portion of the Weapon which will double the Attack Dice (but it will not add the standard two dice to the pool from the Bolter Rule)

The Inspirational Inquisitor

Armour 5 (4)

Visitation: During your orders phase an Inquisitor who is not exhausted may take a point of fatigue to alter the face of one of your inactive Saga Dice. You cannot re-roll any Saga Dice until the end of the phase.

Inspiration: If the Inquisitor has no fatigue remove one fatigue from a friendly unit within S and give it to the Inquisitor.

Venerated: Friendly Warriors can be removed in place of Hearthguard when using the Bodyguard Rule

The Xanthist Inquisitor

Daemonhost: Xanthist Inquisiors all have a Daemonhost accompanying them. This does not need to be represented on the table but would look cool.

Roll a D6 at the start of the Turn.

On a 1-2 the Daemonhost has no effect.

On a 3-4 The Daemonhost can cast a single spell from a random School of Magic, any rolls of 2-4 or 10-12 on the Perils Chart will not be resolved but instead inflict Three points of fatigue on the Inquisitor and make any future 3-4 rolls count as a 1-2 instead.

On a 5-6 the Inquisitor increases their aggression by Two for this turn and has a move and charge range of L.

True Radical: A Xanthist Inquisitor must also be a Radical Inquisitor but can choose to instead select his extra Battle Board Ability from any of the Chaos Factions instead of one from their opponents.

I carry with me an Inquisitorial Seal. It is a small, unassuming object contained in a neat box of Pluvian obsidian. It is a modest thing. Relatively plain, adorned with a single motif and a simple motto. Yet with this little object I can sign the death warrant of an entire world and consign a billion souls to Oblivion. - Thraviam Flast, Inquisitor of the Ordo Malleus

Crusaders – Warriors – One Point

Armour 4 (4)
Aggression 1

Power Weapons: Reduce your Armour by 1 to gain 1 Aggression for this melee.

Acts of Faith: When you take a Rest Action you can choose not to remove any fatigue but regain a single model lost earlier in the game. If you have no fatigue gain two models lost earlier in the game.

Ministorum Priest – 1 Point

Saga Dice: 1

Armour 5 (5)

Aggression 4 (2)

Determination, Resilience, Loyal, Protector, Vision

May Take a Heavy Weapon in which Case his Armour will be 4 (5)

The Heretic and Blasphemer can offer no excuse for their crimes. Those who are pardoned merely live to further shroud Humanity from the Light of the Emperor with the Darkness of their souls - from the Sermons of Cardinal Beneficta

Sanctioned Psykers – Warriors – One Point
Armour 3 (3)
Aggression ½

Brotherhood of Psykers: This unit counts as a Wizard and can choose any spells as normal.

Chorus of Psykers: Use the Following Chart rather than rolling on the abuse of magic Table.

1: The Entire Unit is Destroyed and each Unit within M takes a casualty on a 4+
2: The unit takes D6 Casualties and forget that Spell.
3: The unit takes D3 Casualties and forget that Spell on a 4+.
4: The Unit takes D2 Casualties and forget that Spell on a 4+.
5: The Unit takes Two Fatigue.
6: The Unit suffers no ill effects, the next time they roll on this chart they gain a +1.

Arco-Flagellants – Warriors – One Point
Armour 4 (4)
Aggression 2

Words of Activation: Choose one of two states for the Arco-Flagellents to be in at the Start of Each Turn. You can also opt to mot use either word of activation and gain none of the benefits or negatives but once you use a word of activation you must always select to use one each turn.

Passive: Decrease the Units Aggression to 0 and Increase it’s Defence to 6 (6). Remove All Fatigue. It may not move this turn.

Aggressive: Increase the Units Aggression to 4 and Decrease it’s Armour to 3 (3). You may not remove Fatigue.

Pain is an illusion of the senses, despair an illusion of the mind - Assassin proverb

Death Cult Assassins – Hearthguard – One Point
Armour 4 (4)
Aggression 2

Swift Dodges: During a Melee, after the combat pool has been generated, the Death Cult Assassins may discard all their attack dice and replace them with defence dice.

Furious Charge: Gain One Aggression in each melee following one of your charges.

Adeptus Custodes – Hero – Two Points
Armour 5 (5)
Aggression 5

Bolter: Range M. When fired at Non Creatures Add Two Dice to the pool.

Resilience (2), Imposing Presence, May Take a Great Weapon

A Warrior not a Soldier: This Unit cannot ever fight alongside another friendly unit for any reason. He always fights alone.

Peerless Warrior: In addition to the normal effects of using enemy fatigue during a melee add the following two effects.

Remove one enemy fatigue to reduce the enemies Armour by One and increase your own Armour by One for each fatigue used.

Remove one fatigue and in the melee each 6 you roll to hit inflicts two hits and each 6 you roll in Defence blocks two hits.

Shielded by the Emperor: This unit counts as being in Heavy Cover when shot at with Ranged Weapons from more than Range S away.

Martyrdom: When this model is removed as a casualty your Warlord may make a free Charge Action and will gain Two Aggression Dice in any resulting combat.

A True Prize: When this Unit is killed it counts as Three Victory points in any Scenario.

Exitus Acta Probat: The Outcome Justifies The Deed. - Motto of the Vindicare Temple

Assassin – Hero – One Point
Armour 5 (5)
Aggression 4

Choose One of the Four Types of Assassin.

Callidus: You do not need to tell your opponent that you have taken a Callidus Assassin. You don’t even need to tell them that you’ve taken an assassin, just say nothing and hope they don’t notice 🙂

Infiltration: Instead of deploying the unit normally place it anywhere within S of an enemy unit (although not within M of an enemy Hero) at any point in any of your first three turns.

Phase Sword: Each Roll of a 6 to hit in Melee causes Two Hits Rather than One.

Neural Shredder: Range S. Rather than attack as per normal instead roll a D6 for each model in the enemy unit and on a 6 inflict one casualty on the unit. Shooting Reactions cannot be used against this attack. The enemy rolls a single defence dice per hit inflicted.

Culexus

Pariah: You may not take any form of Magic Caster if you have taken a Culexus.

Psychic Blank: Enemy Wizards within L of the Culexus Assassin must roll a D6 after casting a spell. If they roll a 5+ they must immediately roll on the Abuse of power Table. If this would cause a dual roll as in the initial spell required rolling on the table and they roll a 5+ then they must roll Four D6 and let their opponent select the two that will be used.

Animus Speculum: A Range L Shooting Attack. If the enemy force includes a Wizard then the Culexus counts as Aggression (4) if the enemy force does not include a Wizard then the Aggression is (2) instead.

Eversor 

Psychotic: Aggression 8

Consumed by Rage: This unit must always charge the closest enemy unit. If there are no enemy units within line of sight it must charge the closest friendly unit but rather than fight a combat roll a D6 for each mini in the friendly unit. On a 1 the units suffers a single hit that cannot be saved.

Bounding Charge: Charge Range L

Exotic Poisons: When rolling to hit in Melee re-roll all failed hits.

Bio Meltdown: When this model is removed as a casualty roll a D6 for each unit within M, on a 4+ they take a Point of fatigue and on a 6 they take two points of fatigue.

Vindicare 

Chameleon Skin: Enemy units shooting at the Vindicare Assassin from more than S must roll to hit with a -1 penalty. In addition the Vindicare cannot be charged from more than M away.

Exitus Rifle: Range: Unlimited. When firing at targets over M away from the Assassin you can re-roll all failed hits.

Long Range Killer: Aggression 2 (6)

Rather than shooting normally a Vindicare Assassin can instead choose to use a form of Special Ammunition.

Shield Breaker: Do not shoot at the enemy unit instead they take a single point of fatigue and half their armour against all shooting attack for the remainder of the turn.

Hellfire Rounds: Vindicate Assassins gain a +1 to hit with Ranged Attacks when using these rounds.

Turbo-Penetrator Round: Resilience may not be used to negate Turbo-Penetrator Rounds however reduce the Attack pool by half (rounding down) after all abilities but before rolling the dice.

Some may be able to avoid the judiciaries of the Adeptus Arbites, fewer may be able to face off against the Imperial Guard and the Adeptus Astartes, but let it be known that none can stand against the Officio Assassinorum.

The Mechanicus (Loyal and Traitor)

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It's Been a While but I've finally come back to Finish the Series

Warlord

Tech Priest Dominus
Armour – 5 (5)
Aggression 8

Hearthguard – Sicarians
Armour 5 (5)

Choose One

Aggression 3 (0)

Or Aggression 2 (1)
Range M Weapon

Warriors – Skitarii Vanguard or Skitarii Rangers
Armour 4 (4)
Aggression 1/ (1)

Vanguard have Range M Weapons if they kill a model that units roll a D6 and on a 5+ inflict a point of fatigue on the target.

Rangers have Range L+M Weapons

Levy – Servitors
Armour 3 (3)
Aggression ½ / (½)

Canticles of the Omnissiah

Pick One or Roll a D6. You can only have each Canticle Once Per Game unless you randomly roll for it.

Incantation of the Iron Soul: Remove One point of Fatigue from Three Units.

Litany of the Electromancer: The First Three Friendly Units which Charge this Turn give the enemy a point of fatigue before the Melee Starts.

Chant of the Remorseless Fist: Choose Three Units. They may Re-roll 1’s for a single melee this Turn.

Shroudpsalm: When Shot at from more than S by a unit without any fatigue count the shooting unit as having a single point of Fatigue.
Invocation of Machine Might: Choose Three Units, they gain Two Attack Dice in Melee the first time they fight in Combat this turn.

Benediction of the Omnissiah: Choose Three units, Reroll all 1’s for a single shooting attack this Turn.

Our enemies may rest but rust never sleeps - Tech-Priest Jung,

Through rituals to the Omnissiah the Adeptus Mechanicus can unlock their weapons machine spirits allowing their soldiers to react to any threat no matter how unprepared

Cognis Overwatch – (1-3 or 4-5 or 6)
Melee Reaction

The unit may make an out of sequence Ranged Attack with half their dice (rounding Down) before the combat starts. Immediately after this gain one fatigue.

If a 6 was used do not gain One Fatigue.

Following in the footsteps of the first colonists of Mars the soldiers of the Skitarrii replace their weak fleshy legs with strong bionic substitutes

Dune Striders (4-5 or 6)
Activation

Activate Two Units to Move. Add M to their move or charge range for the rest of the turn.

When your entire life is numbers and data the plea’s of an enemy for mercy do not even register with you

Cold and Mechanical (1-3 and 4-5)
Activation

Activate a Unit to Charge

This unit gets 2 bonus attack dice during the melee or 4 if the enemy was more than M away at the start of the turn.

Nothing can stop the forces of the Skitarii as they advance in cold silence towards the enemies of the Omnissiah

Unrelenting Advance (4-5 and 6)
Orders

Until the end of your turn all your units treat rough and dangerous terrain as open terrain.

Where the flesh will rot and decay the metal will endure

The Metallic is Eternal (1-3 and 4-5)
Shooting Reaction

Gain Two Defence Dice or Three Defence Dice if the Unit is a Creature or Warlord.

Re-Roll all 1’s when using Defence Dice.

The forces of the Adeptus Mechanicus are utterly soaked in radiation and to be wounded by one of their weapons is to get but a taste of it

Rad Poisoning (1-3 or 4-5)
Shooting

Choose a Friendly unit and immediately make a shooting attack.
If the attack causes any casualties the enemy gains one fatigue

With mile upon mile of code built into their very minds the forces of the Adeptus Mechanicus can always counter the actions of any opponent

Counter Programming (1-3 or 4-5 or 6)
Orders

Until the end of the Turn, each time your opponent uses a fatigue from one of your units, roll one of your available Saga Dice and place it on your Combat Bonus.
If you use a 6, place the any side up rather than rolling.

With bionic enhancements a warrior of the Mechanicus can soldier on as if nothing had happened despite suffering a blow that would have felled lesser mortals

Bionic Enhancements (4-5 or 6)
Reaction

Choose a Warrior or Hearthguard Unit. Roll a D6 for Each Wound Caused this turn, on a 5+ the Wound is Ignored.

Loyalist Only

With a Prayer to the Omnissiah the Tech Priests of the Adeptus Mechanicus can relieve the suffering of the machines around them even in the midst of battle

Divine Repairs (1-3 + 6)
Activation

Choose a friendly Creature or Larger Unit within S of the Warlord or a Hero.

They can either remove all Fatigue and gain two Defence Dice against all shooting this turn.

The Warlord or Hero cannot activate again this turn and gains two fatigue.

With the dual images of the Emperor and the Omnissiah projected into their minds the forces of the Mechanicus are invigorated and strive to please their dual masters

For the Emperor and the Omnissiah (6 + 6)
Activation

All of your Units with only One Fatigue Remove it.
Activate all your units.
Creatures and Larger Remove one Fatigue Regardless.

Ride the Lightning - Poena Metallica Battlecry

Chaos Only

Unrestrained by the petty rules of the false Emperor the forces of the Dark Mechanicus can achieve things far greater than their blinded counterparts

Mechanical Possession (1-3 + 1-3)
Activation

Activate a unit to charge or shoot.
During this attack you may re-roll any attack dice that scores less than a 3.

In service to the Dark Gods the Dark Mechanicus have cast off the shackles of limitations and now feel the power of Chaos itself in what’s left of their souls

Dark Invigoration (6 + 6)
Orders

Until the start of your next turn all of your units have Armour 6 against Melee and Shooting Attacks.
In addition you always count as the defender in all Melee’s.

They are insignificant insects to be crushed. I fear no footslogger. No mud-covered infantryman can stand against the strength and speed that is within me and my Warhounds. They shall all die. - Esau Turnet, Warhound Scout Titan Senior Princeps

Special Units

Army Special Rule

A Techpriest of Mars: A single Creature or larger unit can remove a single point of fatigue if they start the turn within S of this model.

Electro-Priests – Hearthguard
Armour 4
(4)
Aggression 1 ½ (1)

Electrical Surges:  Any attack rolls of a 6 inflict a point of fatigue on the enemy in shooting or melee.

Electrostatic Feedback: Any defence rolls of a 6 inflict a point of fatigue on the enemy in shooting or melee.

Kataphron Battle Servitors – Bi-Pedal Creatures
Armour 4 (5)
Aggression 2 (4)

Tracked: Move L

Big Guns Never Tire: This Unit requires 5 Fatigue to be Exhausted.

Single Minded: If they are not within M of the Warlord or another Hero this Unit cannot use Battle Board Abilities.

Remember that your weapons are more than metal; the flame of spiritual fire burns strong in your souls and adds power to your cause. Smite those that disbelieve, for they have turned from the light and fallen - Techpriest Garal

The Legions Part Two

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"Into the fires of battle, unto the anvil of war!" --- "For the Emperor and His people!"

Salamanders

Army Special Rule

Masters of the Forge: The Salamanders maintain an impressive armoury of master forged weapons. Each unit within VS of the Hero may re-roll a single attack and defence dice each melee

The Salamanders employ flamers in great numbers and employ them to great effect on the enemies of humanity

From the Flames (4-5)
Shooting

If the Target of the Shooting Attack is within S your attack gets a +1 bonus.


Every Salamander works on his own armour, he cares for it to the best of his ability and in return it saves him from deadly blows

Master Crafted Armour (1-3 + 4-5)

Melee or Shooting/Reaction

You may re-roll any defence dice you wish

"For Russ and the All father!"

Space Wolves

Army Special Rule

Lone Wolf of Fenris: The Lone Wolf does not count as a casualty if he is killed and does count as a casualty if he is alive at the end of the game.


The Wolves of Fenris kill the enemies of mankind with a feral rage and the name of the primarch on their lips

Wolves of Fenris (1-3 and 4-5)
Melee or Shooting

Gain Two Attack and Defence Dice.
In addition Re-Roll all 1’s and 2’s to hit if the enemy unit has suffered any casualties.


The Wolves of Fenris form extremely close bonds to their pack mates and will fight to the death in defence of their brothers


Pack Mentality (
1-3 or 4-5)
Shooting/Reaction

Any hits suffered may be shared with any Friendly unit within S

The Legions Part One

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Here are the First Drafts for the Original Legions (Blood Angels go their own at the request of Warren and Ultramarines are the Default Marines) these will eventually be replaced with full boards

All Astartes Chapters may Take

Space Marine Bikers – Quadrupedal Creatures with the Following Changes – Hearthguard

Armour 5 (4)
Aggression 4 (2)

Bolter Range M

Cavalry

"Repent! For tomorrow you die!"

Dark Angels

Army Special Rule

Dark Vengeance: The enemy has knowledge of the Fallen which must be recovered at all costs. Select a single enemy Hero (not the Warlord) at the start of the game, if no Hero is available then it is the enemy Warlord. The Hero can re-roll two Attack Dice each Melee when fighting the target.

Replace the “Counter Tactics” and “Objective Secured” Adeptus Astartes Abilities with the Following

The Dark Angels are even more grim and determined than their Brother Astartes and will continue to fire their Weapons unit the last possible second before drawing a blade

Grim Resolve (4-5)
Shooting

If the Target of the Shooting Attack is within S your attack gets a +1 bonus.


The Ravenwing of the Dark Angels go to war on swift iron steeds and with a vengeance in their hearts

Vengeance (6)
Melee of Shooting/Reaction

You may re-roll each of your defence dice which do not cancel a hit

"For the Khan and the Emperor!"

White Scars

Army Special Rule

Son of the Khan: Each friendly unit that starts a Move within VS of a Hero with this rule adds S to their Charge Moves.

Replace the “Counter Tactics” and “Objective Secured” Adeptus Astartes Abilities with the Following

No sooner has a White Scar struck than they are gone again preparing for another charge

Hit and Run (1-3, 4-5 or 6)
Melee
Mounted Unit

After this melee your unit must make a withdrawal move of L.

If you used a 6 remove a point of Fatigue as well.

With their Ancient battle cry the sons of the greatest of Khan’s charge the foe

For the Khan! (1-3 + 6)
Orders or Orders/Reaction

Until the end of your turn all your units get two bonus attack or defence dice in every Melee they take part in.

The Flesh Is Weak!

Iron Hands

Army Special Rule

The Flesh is Weak: Roll a D6 the first time any Friendly unit within VS suffers one or more casualties in a turn, on a 6 one moidel is saved and not removed but a point of fatigue is added to the unit.

Replace the “Counter Tactics” and “Objective Secured” Adeptus Astartes Abilities with the Following


The Astartes of the Iron Hands replace limbs with bionics to further strengthen their bodies in the name of Mankind

Augmented Physique (4-5 or 6)

Reaction

Roll a D6 for Each Wound Caused on one of Your Warrior or Hearthguard Units, on a 5+ the Wound is Ignored.


The Iron Warriors keep pace with their Armoured elements, taking full advantage of bionic augmentation and a sheer force of will

Mechanical Advance: (1-3 or 4-5 or 6)

Orders

During the Next Activation Phase Units on Foot Do Not Reduce Their Movement in Uneven or Dangerous Terrain.

If a 6 is Used Reroll the Dice and Add it to the Pool.

"Primarch-Progenitor, to your glory and the glory of Him on earth!"

Imperial Fists

Army Special Rule

Bolstered Defences: The Imperial Fists are the Masters of Fortifications and Defences, haivng been charged with fortifying Holy Terra itself. Friendly units within VS of the hero count as being in one lever of cover better than they are.

Replace the “Counter Tactics” and “Objective Secured” Adeptus Astartes Abilities with the Following

With a plentiful supply of ammunition and the strength to control a Boltgun the Imperial Fists can decimate the foe with pinpoint accurate fire

Rapid Fire (1-3 and 1-3)

Shooting

The Selected Unit may double their attack dice when making a shooting attack. After resolving the attack gain two fatigue.

When the enemy forms ranks the Imperial Fists punch holes in the formation with an iron will

Siege Breakers (1-3)

Melee

If the enemy closed ranks increase your armour by 1 and reduce their armour by 1.

Otherwise gain three attack dice.

Gain One Fatigue

Victorus aut Mortis (victory or death)!

Raven Guard

Army Special Rule

From the Shadows: The Hero may not be targeted with shooting attacks from more than M away

From unseen placed shots ring out and slay the enemy without them ever being able to idenfy the shooter

Masters of Ambush (1-3 or 4-5)
Activation

Choose a Friendly Unit. Each Enemy Unit within S of the Unit must Roll a D6. If the roll is higher than their armour they suffer a casualty.


From the shadows come the Raven Guard, slaying without pity or mercy before seeking the shadow’s embrace once again

Strike from the Shadows (6)
Orders

Until the Start of Your Next Turn no Unit May Charge or Shoot at a Unit more than M Away at the Start of the Charge or Shooting Attack.

Grey Knights

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Warlord – Choose One

Power Armour – Free

Armour – 5 (5)
Aggression 8

May Take a Great Weapon

Terminator Armour – 1 Point

Armour 5 (5)
Aggression 8

May Take a Great Weapon

And Gains

Imposing Presence, Slow, Resilience (2)

Elite of the Elite: When the Terminator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.

Hearthguard

Grey Knight Terminator – Saga Dice 1 – Bi-Pedal Creature – 1 Point

Armour 5 (5)
Aggression 8 (4)

Weapon Range M: Bolter

May Take a Great Weapon

Imposing Presence, Slow, Resilience (2)

Elite of the Elite: When the Terminator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.

Warriors

Grey Knight Marines – Bipedal Creature, Purchase as Normal for Creatures

With the Following Changes:

Armour 5 (5)
Aggression 4 (4)

Bolter.

May Take a Great Weapon

Bolter: Range L. When fired at Non Creatures Add One Dice per Model Firing.

Levy – The Emperor’s Elite do not use Levy

Daemonhunters: The Grey Knights are Daemonhunters not merely the errand boys of the Ordo Malleus and will take the field only to exterminate the vile servants of the enemy.

A Grey Knight Player must provide his enemy with a single unit of either Plaguebearers of Nurgle, Daemonettes of Slaanesh, Horrors of Tzeentch or Bloodletters of Khorne that count as a Warrior Unit and do not cost the opponent any points.

The Aegis: Grey Knights wear armour covered in Wards of protection to ward off the psychic powers of the enemy.

Roll a D6 for each Grey Knight Unit effected by an enemy spell, on a 5+ it is resolved at the lowest power level against that unit or if it was cast at the lowest power level has no effect on the unit.

A Brotherhood of Psykers: The Grey Knights are Psykers to a man but do not harness their raw power as one would expect. Rather they focus their power through a single source and amplify that sources potential.

A Warband of Grey Knights must always pay the points for a Sorcerer but instead of taking a separate Model must give their Warlord the Magic Special rule. He will generate two magic Dice. So a Warband led by a Grey Knights Sorcerer Warlord would Generate 3 Magic Dice.

Additionally a Grey Knights Sorcerer or Warlord knows all the spells from the Domain of Light and cannot choose from any other.

When Rolling on the misuse of power Chart Change for a Warlord Sorcerer Change the Two Result to Read

“The Sorcerer forgets all spells, is no longer a Sorcerer and takes Four Fatigue, roll a Dice for each unit within S on a 4 or more they suffer a casualty”

and Twelve to Read

“The Sorcerer forgets all spells, is no longer a Sorcerer and takes Four Fatigue, roll a Dice for each unit within M on a 4 or more they suffer a Fatigue”

"We are warriors of the Grey Knights, armored in Faith, shielded by Devotion, and armed with Purity of Purpose. But greater even than these, we carry the light of the divine Emperor of Man into the dark places to purge the daemonic wherever it may be found."

By focusing their Psychic Might into their Hands the Brothers of the Grey Knights add the Emperor’s own strength to their blows

Hammerhand (1-3, 4-5 or 6)
Melee

Gain Two Attack Dice

Gain Four if a 6 was used.

By filling the very air with crackling, purifying Psychic energy the Grey Knights can drain the energy of their foes before they have even made contact

Psychic Assault (4-5 or 6)
Orders/Reaction

The First unit activated during the next activation phase will take a fatigue at the start of it’s activation.

If you used a 6 then this applies to the first 2 Units.

The Grey Knights are capable of erecting powerful psychic barriers to guard their bodies and souls from the servants of the great enemy

Sanctuary (1-3 or 6)
Shooting/Reaction

Gain Four Defence Dice

The Brothers of the Grey Knights have no doubt whatsoever that the God Emperor of Mankind shall aid them in their Holy work that they do in his name

Faith in the Emperor (1-3, 4-5 or 6)
Orders

Until the End of the Turn, each time your opponent uses a fatigue from one of your units, roll one of your Saga Dice and place it on your combat bonus.

If you used a 6 place it on the combat bonus as a 6 rather than rolling.

Calling upon the Emperor to be his eyes a Brother can find weaknesses in a target unseen to even the enhanced eyes of an Astartes

Astral Aim (4-5 or 6)
Shooting

Discard all Attack Dice.

Until the end of the turn all attack dice rolled in a shooting attack against the target unit receive a +1 bonus.

Hit with a blunt, powerful wave of Psychic energy the foe finds themselves unable to muster a proper defence

Banishment (1-3 + 4-5)
Shooting

Activate the Unit to perform a shooting attack.

No Saga abilities or Extra defence dice may be used by the enemy

OR

The target unit gains a fatigue at the end of the shooting attack

With a prayer to the Emperor a portal into the Warp itself is opened and the brother suddenly appears in the midst of the foe, were he not immaculately pure of spirit his soul would surely be destroyed by his journey

Gate of Infinity (1-3 or 4-5)
Activation

Make a Range L move with the chosen unit ignoring all terrain of any kind including impassable terrain and all models from any force.

You may not end this move in impassable terrain or within S of an enemy unit.

Gain one Fatigue, gain an extra fatigue if the move is finished within M of an enemy unit.

Those who face the Grey knights find their minds screaming in pain and unable to concentrate on even the most basic of tasks

Psychic Barrage (6)
Melee or Shooting/Reaction

The SAGA abilities step of this melee or shooting ends immediately.

With an unspoken word flames erupt from the Astartes setting his ammunition ablaze with holy fire and sheathing his sword in purifying flames 

Cleansing Flame (1-3 or 4-5)
Shooting or Melee

Gain Two Attack Dice

The enemy takes an additional automatic for each point of fatigue it has.

To face the true enemy of all mankind is to face evil incarnate, the elite of the Grey Knights must be able to call on every ounce of their strength to combat such might foes as Greater Daemon’s or their foul Daemon prince kin and there is no better way to channel that power than with a humble, holy war cry

For the Emperor! (4-5 + 6)
Activation

Activate your Warlord for a Charge that generates no fatigue.

During the following melee, they get 4 bonus attack dice and gain One Resilience level

"One unbreakable shield against the coming darkness, One last blade forged in defiance of fate, Let them be my legacy to the galaxy I conquered, And my final gift to the species I failed." – God-Emperor of Mankind

Special Rules

Army Special Rule

Brotherhood Champion: While in Melee the Brotherhood Champion may reallocate his Attack and Defence Dice as he see’s fit but must always have at least one in each.

Purifier – Hearthguard – Single Bi-Pedal Creature – 1 Point – One Model Per Army

With the Following Changes:

Armour 5 (5)
Aggression 4 (4)

Bolter

May Take a Great Weapon

Bolter: Range L. When fired at Non Creatures Add One Dice per Model Firing.

Brotherhood Champion

Burn the Heretic: The Purifier adds a single magic Dice to the pool and can cast the “Burning” Spell from the Magic Section of the SAGA Age of magic Rulebook. If he abuses his power he will roll on the normal table not the Grey Knight Modified table.

Utterly Pure: Enemies that end their turn within S of a Purifier gain a point of fatigue or suffer a casualty if they are exhausted.

Purifying Flame: A Purifier can choose one of the following to apply for the turn.

Either

Gain a temporary pool of Two Attack Dice that can be used at any time during the turn
or
Re-Roll all 1’s when attacking.

“We do not know what our chances of survival are, so we fight as if they were zero. We do not know what we are facing, so we fight as if it was the dark gods themselves. No one will remember us now and we may never be buried beneath Titan, so we will build our own memorial here. The Chapter might lose us and the Imperium might never know we existed, but the Enemy — the Enemy will know. The Enemy will remember. We will hurt it so badly that it will never forget us until the stars burn out and the Emperor vanquishes it at the end of time. When Chaos is dying, its last thought will be of us. That is our memorial — carved into the heart of Chaos. We cannot lose, Grey Knights. We have already won." - Justicar Alaric

Work so Far

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Now all that’s left to do is the Imperials

  • Sisters of Battle
  • Adeptus Custodes
  • Dark Angels
  • Space Wolves
  • Black Templars
  • Adeptus Mechanicus (this will be one board with two variants one for loyal the other chaos)
  • Deathwatch
  • Greyknights
  • Inquisition

I’ll try and get the Astartes Chapters done by the end of the week

Tzeentch

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Here is the First Draft for the Mortal and Daemonic Followers of Slaanesh

Quick Note. Where a Unit says - One Per Army - That means One Unit Per Army of Any Size Unless Otherwise Specified.

Warlord

Armour – 5 (5)
Aggression 8

Hearthguard

Exalted Horrors of Tzeentch

Armour 5 (5)
Aggression 1 (2)

Chaos Marines – Bipedal Creature, Purchase as normal for Creatures

With the Following Changes
Armour 5 (5)

Must Choose One Weapon
Close Combat: Aggression 5 (0)

Bolter: Aggression 4 (4) but Reduces Armour to 5 (4).

Bolter: Range L. When fired at Non Creatures Add One Dice per Model Firing.

Warriors

Horrors of Tzeentch

Armour 4 (4)
Aggression ½ / (1)

Levy

Cultists

Melee

Armour 3 (3)
Aggression ½

Ranged

Armour 3 (3)
Aggression 1/3 (½)

Lord of Change: Tzeentch is the lord of Change and revels in complex schemes and carefully executed Chaos. He is also a master of Sorcery and gives his secrets to those followers who can earn them.

A Warband of Tzeentch must always contain a Sorcerer or can pay the points for a Sorcerer but instead give their Warlord the Magic Special rule. If a Warlord is a Sorcerer he will generate two magic Dice. So a Warband led by a Tzeentch Sorcerer Warlord would Generate 3 Magic Dice.

Additionally a Tzeentch Sorcerer Warlord can choose to either pick three spells for any of the Lore’s of magic or all the Spells from a single Lore.

When Rolling on the misuse of power Chart Change for a Warlord Sorcerer Change the Two Result to Read

“The Sorcerer forgets all spells, is no longer a Sorcerer and takes Four Fatigue, roll a Dice for each unit within S on a 4 or more they suffer a casualty”

and Twelve to Read

“The Sorcerer forgets all spells, is no longer a Sorcerer and takes Four Fatigue, roll a Dice for each unit within M on a 4 or more they suffer a Fatigue”

"A Sorcerer is never late my good sir, nor is he early he arrives precisely when he means to" - Ancient Terran Saying

While a Blow may appear to strike the foe in reality Tzeentch guides the force of the stroke to a nearby foe leaving the intended target utterly bewildered

Trickery of Tzeentch (6)
Melee

Choose an Enemy Unit within M of the melee (not a Hero)

The First Two casualties you inflict must be removed from the chosen unit not the one you are fighting.

As the Followers of Tzeentch tire so do they grow stronger as their fatigue is transformed into potential strength

Tireless Change (1-3 or 4-5 or 6)
Orders

Until the end of the Turn, each time your opponent uses a fatigue from one of your units, roll one of your available Saga Dice and place it on your Combat Bonus.

If you use a 6, place the any side up rather than rolling.

One moment a group of warriors are charging the enemy the next the entire battle has changed while they stood motionless in time

Frozen in Time (1-3 or 4-5)
Activation/Reaction

Trigger this ability after the resolution of the unit’s charge, movement or shooting activation.

This unit may not be activated again this turn.

The many and interweaved plans of Tzeentch form a dense tapestry of fate itself that unravels just as the Lord of Change always planned, those which do not can quickly be corrected

Just as Planned (1-3, 4-5 or 6)
Orders

Turn One of Your inactive SAGA dice to show a face of your choice.

OR

Re-roll as many of your SAGA Dice as you want.

If a 6 is used resolve both effects.

Tzeentch sends warp flames to lick the very souls of the enemy, they burn the fabric of reality itself and make any resistance impossible

Flames of Tzeentch (1-3)
Activation

Activate a Unit to Shoot

During this shooting attack your unit gains two attack dice and the enemy may not use Saga Abilities or extra Defence Dice.

With a mere though Tzeentch can cloud the minds of mere mortals and cast their every decision into doubt

Warp Trickery (6)
Melee or Shooting/Reaction

The Saga Abilities step of this melee or shooting ends immediately.

The followers of Tzeentch can freely trade between defence and offensive actions with contemptuous ease

Change Made Manifest (1-3 or 4-5)
Melee or Shooting

Discard Two Attack or Defence Dice and Gain Four of the Opposite type.

The Fates of all are set in stone but the fates are not tied to the mortals that currently hold them

Fate Swap (1-3 + 6)
Activation

Choose a Friendly Unit and make a range M move then choose an enemy unit with at least a single point of Fatigue.

Swap the two units fatigue.

With a slight tug the plans of the foe become impossible to execute, grenades fail to detonate, battle cries turn to wimpers and shouted orders are lost to the winds of time

Tugging the Thread of Fate (1-3 + 4-5)
Orders

Select an Ability on your opponents Battleboard, this ability cannot be activated until the start of your next turn.

Tzeentch sends a wave of pure Warp Energy across the battlefield that brings on changes of every kind, tree’s grow tentacles, horns sprout from skulls and the armoured parts of the enemy becomes his greatest weak points

Wave of Change (6 + 6)
Melee or Shooting

Roll a die for each figure in your unit. Gain 1 attack and 1 defence dice for each result which is lower than your enemies armour.

"The path of Change is a twisted one indeed..."

Special Rules

Army Special Rule

Champion of Change: A Hero with this rule acts as a focal point for a sorcerer. A Sorcerer can cast spells treating this model as the caster, if the Champion of Change is not exhausted, however if an Abuse of Power occurs the hero will take enough Fatigue to become exhausted and the initial caster will roll on the chart as normal.

Thousand Sons Rubric Marines – Hearthguard – Creatures – 1 per Army

Armour 5 (5)
Aggression 4 (3)

Bolters

Cabal of Sorcerers: This unit can cast a single spell from any lore of magic. It does not generate any Magic Dice. Abuses of power effect a single model in the unit.

Screamers of Tzeentch – 1 Point – Hearthguard – 1 per Army

Armour 4 (4)
Aggression 1 ½

Cavalry, Flight

Screaming Wake: A Screamer of Tzeentch can make a special range L move which can move over enemy units and terrain. Any enemy unit moved over this way take a fatigue.

Apostle of Tzeentch – Saga Dice 1 – Lieutenant Variant

Armour 5 (5)
Aggression 4 (2)

Determination, Resilience (1), Loyal, Protector, Vision, Champion of Change

May Take a Heavy Weapon in which Case his Armour will be 4 (5)

Terminator of Tzeentch or Mutilator – Saga Dice 1 – Bi-Pedal Creature

Armour 5 (5)
Aggression 8

Imposing Presence, Slow, Resilience (2), Loyal

Veteran of the Long War: When the Terminator or Mutilator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.


Blue Horrors of Tzeentch – 1 Point – Levy

Armour 2 (2)
Aggression 1/3 / (1/3)

Cackling Fiends: The Blue Horrors cackle maniacally and infuriatingly in battle. Each enemy unit that could shoot at a unit of Blue horrors but elects not to must discard a single attack dice from their pool.

“The manipulations of Tzeentch are complex, eternal, and endless. Foil one scheme and two more come to fruition, like the severed heads of the fabled hydra. What might seem like failure is but one step on a long and winding path that only those who been have blessed with the insight and power of the Changer of Ways may follow.” - Attributed to Ankhu Anen, Guardian of the Great Library of Prospero

Slaanesh

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Here is the First Draft for the Mortal and Daemonic Followers of Slaanesh

Warlord

Armour – 5 (5)
Aggression 8

Hearthguard

Exalted Daemonettes

Armour 5 (5)
Aggression 3 (0)

Chaos Marine – Bipedal Creature, Purchase as normal for Creatures

With the Following Changes

Armour 5 (5)

Must Choose One Weapon

Close Combat. Aggression 5 (0)

Bolter. Aggression 4 (4) but Reduces Armour to 5 (4).

Bolter: Bow with Range L that suffers no penalties. When fired at Non Creatures Add One Dice per Model Firing.

Warriors

Daemonettes

Armour 4 (4)
Aggression 1 (0)

Levy

Cultists

Close Combat
Armour 3 (3)
Aggression ½

Ranged
Armour 3 (3)
Aggression 1/3 (½)

Prince of Excess: Slaanesh is the prince of Excess and Depravity and rewards those that embrace those ideals.

Some SAGA Abilities will reward the player with Pleasure Points which are added to the Pleasure Pool. These then give you Pleasure Tokens on a depreciating scale shown below.

Slaanesh drives it’s followers to more excess, more depravity and with each step down the path of damnation more is required to feel pleasure which is represented with the diminishing returns.

Each Yellow Number reached adds a Pleasure Token to the Pool.

Slaanesh

"Embrace your hunger, your lust, your desire. The universe is ours for the taking!" - Slaanesh

It is not merely the killing that stimulates the sense but relishing each second of it, each bullet impact or blade cut must be perfect

Savor the Kill (1-3, 4-5 or 6)
Melee or Shooting

Perform the attack as normal but only a single enemy model may be removed as a casualty regardless of how much damage is done.

Instead for each unsaved hit that would result in a model being removed from the unit gain Two Pleasure Points.

In a fit of Passion the followers of the Prince of Excess lose themselves in utter, if temporary, bliss

Unbridled Excess (1-3 and 4-5)
Melee or Melee/Reaction

Add your current Pleasure Tokens to your attack pool.

Discard half your Pleasure Points.

In order to be perfect and truly savor the moment of completion a warrior must first act swiftly and with single minded purpose

Supernatural Speed (1-3 or 6)
Activation

Activate units equal to half your Pleasure Tokens to move, shoot or attack, this does not count as an action for fatigue purposes.

Discard half your Pleasure Points unless a 6 was used.

On Istvaan V during the Dropsite Massacre of the Horus heresy Emperor’s Children were slaughtered by Lightning Claw wielding Raven Guard, they did nothing to resist as they were so caught up in the pain and the pleasure of the experience.

Lost in the Experience (1-3 or 4-5)
Melee

Discard all defence dice but 1.

Gain One Pleasure Point for each Model slain or Two Each if either Unit was wiped out.

Self Indulgence (1-3 or 4-5)
Activation

Choose a Friendly Unit, they can gain fatigue up to their exhaustion level. Add twice as many Pleasure Points as Fatigue taken.

Battle invigorates the soul, or rather the many flawless sword strokes, prefect head shots and emotional excess do

The Invigoration of Battle (6)
Orders

Until the start of the next turn each time any unit looses more than three models all Friendly units within L lose a single point of fatigue.

To see the Follows of Slaanesh up close requires a strong Constitution and even stronger self control

Depravity Made Manifest (1-3 + 1-3)
Melee or Melee/Reaction

Select an enemy unit in melee and force them to discard attack dice equal to your Pleasure Tokens

OR

Select a Friendly Unit in melee, they get a +1 on all dice this combat.

Your Opponent Decides.

No matter what the Slaanesh unit gains an extra point of fatigue.

To take aim at the followers of Slaanesh is to receive but a taste of their full glory and depravity before the trigger is pulled

Just a Taste (1-3 or 4-5)
Shooting/Reaction

Gain Two Defence Dice

At the End of the Shooting Attack the attacking unit takes as many fatigue as your unit has.

Occasionally the Followers of Slaanesh may become fixated on the sheer scale of the excess and perfection surrounding them and fall into a pleasure trance that makes them useless to their leaders but gives off an aura that drives their comrades on even further than any drug

Lost in Pleasure (1-3, 4-5 or 6)
Melee

Remove 1-3 Warriors or Hearthguard Models from the unit.

Gain Three Attack Dice for each model removed (4 each if you used a 6).

The Music of Slaanesh was enough to corrupt an entire Legion of the Emperor’s Children and their Primarch, now that same music accompanies them into battle, played by twisted daemons and horrendously mutated Noise marines

The Perfect Chorus (6 + 6)
Orders

Until the End of the Turn

The Melee Armour of ALL Units is reduced by 1.

All your Charges are Free Activations

“Lost in Pleasure” becomes a Basic Saga Ability.

Take care, lest your protests grow tiresome. I have asked for so little! Anyone would think that I have asked you to sacrifice yourselves and your sons! And yet, in Slaanesh's boundless and pleasing mercy, I have asked only for your daughters. Surely you would not deny me my small enjoyments? - Tyrell, Renegade Lord of Arden IX

Special Rules

Army Special Rule

Envoy of Slaanesh: Units within VS of an Envoy of Slaanesh add S to all Charge and Movement Ranges to a maximum of L.

Noise Marines – Hearthguard – Creatures – 1 per Army

Armour 5 (5)
Aggression 4 (3)

Sonic Weapons: Sonic Weapons have two profiles either:

A Range of L. For each 6 Rolled to hit add one point of fatigue to the target unit.

OR

A Range of VS. Add +1 to all to hit rolls and the target unit cannot use SAGA Abilities for this shooting attack.

Seekers of Slaanesh – 1 Point – Hearthguard One Per Army

Armour 5(4)
Aggression 2

Cavalry

Exhilaration of the Hunt: If their move takes them within M of an enemy unit Seekers of Slaanesh can remove a single point of fatigue.

Apostle of Slaanesh – Saga Dice 1 – Lieutenant Variant

Armour 5 (5)
Aggression 4 (2)

Determination, Resilience (1), Loyal, Protector, Vision, Envoy of Slaanesh

May Take a Heavy Weapon in which Case his Armour will be 4 (5)

Terminator of Slaanesh or Mutilator – Saga Dice 1 – Bi-Pedal Creature

Armour 5 (5)
Aggression 8

Imposing Presence, Slow, Resilience (2), Loyal

Veteran of the Long War: When the Terminator or Mutilator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.

Long shall be your suffering. Joyous be your pain. - Asteroth, Daemon Prince of Slaanesh

Khorne

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Here is the First Draft for the Mortal and Daemonic Followers of Khorne

Warlord

Armour – 5 (5)
Aggression 8

Hearthguard

Exalted Bloodletters

Armour 5 (5)

Aggression 3 (0)

Khorne Beserkers – Bipedal Creature, Purchase as normal for Creatures

Armour 5 (5)
Aggression 6 (0)

Warriors

Bloodletters

Armour 4 (4)
Aggression 1 (0)

Levy

Cultists

Armour 3 (3)
Aggression
½

The Shield of Khorne: Khorne despises the Witch or Sorcerer and protects those who spill blood in his name from their foul ways.

Khorne Warbands may not include Spell Casters of any kind.

Whenever a sorcerer rolls on the abuse of power chart the Khorne player can choose to make them re-roll one or both dice.

Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! -

Full Disclosure this Battle Board is simply the Jomsviking one, but it was just so good I had to use it. The Appeal to the Gods, Combat Bonus and Fury of the pagans Rules are as normal but are renamed.

With each Sacrifice to Khorne his Followers gain even more vigor

Appeal to the Blood God (4-5)
Activation

Spend 1-3 Wrath Tokens. For each token spent, take 1 of your availiable Saga dice, roll it and place it on your battleboard.

When asked Khorne shall answer, he may not always give you what you asked for but he cares not, his gifts shall always help you kill in his name

Combat Bonus
Melee, Shooting or Shooting/Reaction

Gain 2 Dice (your choice of either attack or defence dice).

OR 1 Wrath Token your opponent chooses which.

Khorne’s Rage is never ending and when this leeches into Real Space his followers bathe in it’s power

Fury of the Blood God
Activation

Activate Three of your units, each can be cancelled by your opponent if they give you a wrath token.

The battlefield feels a taste of Khorne’s wrath which causes the enemy to falter and his followers to even greater acts of violence

Wrath of Khorne (6)
Activation/Reaction

Trigger this ability after an Activation Saga ability has been triggered, but before it is resolved.

The Saga Ability is cancelled

OR

Gain 4 Wrath Tokens, your opponent chooses which.

Blood Rains from the Sky coating the followers of the Blood God refreshing them to continue the slaughter

Rain of Blood (4-5 or 6)
Activation

Remove a Fatigue from up to 2 units

OR

Gain 2 Wrath Tokens, your opponent chooses which.

Khorne reaches out and gifts his followers with his unholy Brass which binds them in a layer of protection

Brass Armour of Khorne (1-3 or 4-5)
Melee or Shooting/Reaction

Your opponent chooses whether your units armour is increased by 1

OR

Gain Two Wrath Tokens

As Khorne oversee’s the battlefield his gaze lingers momentarily on a man and fills him with unbridled rage

The Glance of Khorne (1-3 or 4-5)
Melee

Spend 1 to 6 Wrath Tokens

For each token spent gain 1 attack or defence dice.

For each dice you gain the opponent must discard a dice of the same type.

A Pillar of Blood springs from the earth beneath the feet of the foe and showers the battlefield with blood

A Pillar of Blood (1-3, 4-5 or 6)
Activation

Resolve a Shooting Attack (counts as aggression (1)) against an enemy unit with 3 bonus dice

OR

Gain two Wrath tokens – your opponent chooses which.

No Saga Abilities can be triggered during the resolution of this shooting attack.

Khorne Demands a mere two things from his followers, Blood for the Blood God and Skulls for the Skull Throne

Skulls for the Skull Throne (1-3, 4-5 or 6)
Melee or Shooting/Reaction

Gain 3 attack or defence dice

OR

Gain 2 Wrath Tokens – your opponent chooses which

If you used a 6 resolve it a second time.

Khorne Grants a select few a modicum of his strength so that they may repay the favour with blood and skulls

Strength of Khorne (4-5 or 6)
Melee

Spend 1 to 6 Wrath Tokens

For each token spent, you may re-roll 2 dice during this melee. Each re-roll allows you to re-roll one attack or defence dice.

Khorne Reaches out and smites the foe, protecting his followers and spilling more blood

Axe of the Blood God (6)
Melee
Hero or Bi-Pedal or Larger

Spend 1 to 4 Wrath Tokens

For each token spent, inflict an extra hit on the enemy unit

OR

Cancel a casualty suffered by your unit (all tokens must be spent on the same effect).

The Followers of the Blood God throw their Brass Axes in a Frenzy as they charge the foe

Song of Brass Axes (1-3)
Activation

Spend 1 to 6 Wrath Tokens

Activate that many friendly units to move. They count as being armed with Javelins during this activation. Anyone without a ranged aggression value counts as aggression (1).

Khorne shall reward greatly those who shed bloody in his name and grant them greater gifts than any mortal can even fathom so that they may shed even more blood and claim yet more skull in his name

Blood for the Blood God (4-5 + 6)
Orders

Spend 6 Wrath Tokens

Until the start of your next turn, all your units have an armour value of 6 against melee or shooting attacks and your opponent cannot choose to make you gain Wrath tokens.

Blood for the Primarch! Skulls for the Twelfth Legion! - Battle Cry of teh 12th legion Astartes the "World Eaters" Prior to the Horus Heresy

Special Rules

Army Special Rule

Envoy of Khorne: Gain a Wrath Token whenever this unit fights in a Melee.

Terminator of Khorne or Mutilator – Saga Dice 1 – Bi-Pedal Creature

Armour 5 (5)

Aggression 8

Imposing Presence, Slow, Resilience (2), Loyal

Veteran of the Long War: When the Terminator or Mutilator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.

Apostle of Khorne – Saga Dice 1 – Lieutenant Variant

Armour 5 (5)

Aggression 4 (2)

Determination, Resilience (1), Loyal, Protector, Vision, Envoy of Khorne

May Take a Heavy Weapon in which Case his Armour will be 4 (5)

Flesh Hounds of Khorne – Saga Dice 1 – Hearthguard – 1 Per Army

Armour 5 (4)
Aggression 3

Counts as Cavalry

Brass Collars: This unit cannot be effected by any spells of any kind.

Stand forth, Servant. The Sword you carry has been smelted in the heat of your anger, forged upon your desire, tempered in your hate, quenched in your soul, polished with your loyalty, furnished with your bones and skin, tested in your hand, and borne in my name. You Slave, are mine, as much as the Blade

Daemons of Nurgle

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For the Nurgle Battle Board just use the one in this Project for both Mortals and Daemons or a Combination of the Two

Additions to the Nurgle Force

Exalted Plaguebearers – 1 Point – Hearthguard

Armour 5 (5)
Aggression 3 (0)

Shamblers: Exalted Plaguebearers have a Move and Charge of S

Plague Ridden Forms: Exalted Plaguebearers of Nurgle inhabit decrepit forms that can shrug off the blows of the enemy. In each combat involving an Exalted Plaguebearer unit, before attacks are made against them, your opponent must roll all his attack dice. Any results of 1 are discarded and may not be used this melee.

Plaguebearers of Nurgle – 1 Point – Warriors

Armour 4 (4)
Aggression 1 (0)

Shamblers: Plaguebearers have a Move and Charge of S

Plague Ridden Forms: Plaguebearers of Nurgle inhabit decrepit forms that can shrug off the blows of the enemy. In each combat involving a Plaguebearer unit, before attacks are made against them, your opponent must roll all his attack dice. Any results of 1 are discarded and may not be used this melee.

Genestealer Cult

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Here is the First Draft of the Genestealer Cult

Warlord

Armour – 5 (5)
Aggression 8

Unquestioning Loyalty: When a Genestealer Cult Warlord is the target of a shooting attack check to see if a friendly Warrior or levy unit is within S. If such a unit is within range the Genestealer Cult player may elect to have them become the new target of the attack, on a 4+ the Warlord takes a point of fatigue and the hit is resolved against the chosen unit instead.

Cult Psyker: The leaders of Genestealer Cults are powerful Psykers but manifesting their great power means exerting less direct control and is done with great preparation.

This is the magic Rule from the Age of Magic Rulebook but the Warlord cannot cast spells unless a Battleboard Ability says they can.

Hearthguard – Purestrain Genestealers

Armour 5 (5)
Aggression 3 (0)

Warriors – Acolyte & Neophyte Hybrids (Neophyte’s can be either Warriors or Levy but cannot be mixed without a clear distinction between the two)

Acolyte’s

Armour 4 (4)
Aggression 1 ½ / (½)

Weapon Range M

Neophyte Hybrid’s

Armour 4 (4)

Aggression 1 (1)

Levy – Neophyte Hybrid’s

Armour 3 (3)
Aggression ½ / (½)

Cult Ambush

Before the Game Starts a single unit of Warriors or Levy (of any legal size) may be hidden in a piece of terrain. Leave them off the table until you wish to launch the ambush.

At the end of any turn you may reveal the Ambushers, place them within M of the piece of terrain and give them two fatigue.

If an enemy unit occupies the piece of terrain where the Cultists are hiding immediately place them on the table with two points of fatigue and fight a round of melee. The Cultist player may not use any Battleboard abilities or use the enemies fatigue in this combat.

"In the sunless body of our Hive, the flock of the faithful grows. We are guided by our Great Father's sacred vision, protected by his loving hands. Within these holy shadows we dwell, while the impure bathe in spire-top starlight. And what lies between those stars? What sails beyond those distant suns? Shrouded in night, borne within that eternal black: Our redeemers, our Gods -- truer than the silent, long-dead Emperor -- the Children of the Void. We hear them in our dreams, we feel them in our blood. They call and we will answer. We will rise and claim the engines of labour that have bound us in servitude. This world will burn. It will be cleansed, purified, made ready, and the Heavens will deliver our reward!" - Unknown Genestealer Cult Magus

The Cult possess a form of collective consciousness that the leaders can tap into and organise large scale maneuvers

Collective Consciousness (1-3, 4-5 or 6)
Activation

Activate all Warrior and Levy Units and make a range M move with them.

Gain one fatigue on each unit that moved.

If a 6 is used do not gain any fatigue.

The Cult Patriarch is the physical embodiment of everything the Cult believes in and desires, when he takes t the field of battle the Cult fights even harder to defend their Messiah

Will of the Patriarch (1-3 + 1-3)
Orders
Warlord Only

Remove a Fatigue from each unit within M of the Warlord

With the mere hint from the Cult Leaders their followers will disregard all sense of moderation and charge the enemy with near supernatural speed.

Furious Charge (1-3 + 4-5)
Activation

Activate a Unit to Charge, the range of their charge is increased to M+S.

Gain Two attack dice in the following Melee or Four if the enemy was more than M away.

No matter the Cult they all must live in utter secrecy from the outside world and this usually means in areas of rough and inhospitable terrain which they quickly learn to cross with ease

Experienced Scramblers (1-3 or 4-5)
Activation

Select a friendly unit, they make make a Range M+S Move that ignores the effects of all terrain except Impassable terrain.

This move may be used to travel vertically but may not end on a vertical surface.

Even the most inconspicuous of Cultists possess some kind of natural weapons whether they’re a hidden third arm or a layer of chitin under their skin that makes their punches feel like hammer blows

Tooth and Claw (1-3 or 6)
Melee

Gain One Attack and One Defence Dice

If the Unit contains more than 10 models or is a Warlord gain Two Attack and Two Defence Dice.

The Cult comes before all other things imaginable, if a Cultist must die for his Cult he will do so without the idea of hesitation even entering his mind

For the Good of the Many (4-5 + 4-5)
Shooting or Melee/Reaction

Remove Up to three Models from the unit (Levy count as half) and gain two defence dice for each model removed in this way.

A timely reminder from a leader can redouble all belief in the Cult and drive the Cultists to shrug off wounds that would have previously crippled them

Zealous Devotion (1-3 or 4-5)
Shooting/Reaction

Put a fatigue marker on your unit to increase it’s armour by 2.

When the Brood leader prepares to unleash his Psychic might he is well guarded and raises Psychic barriers to clear his mind and shield his form from the bullets and knives of the foe

Exhaulted Leader of the Brood (6 + 6)
Activation
Warlord Only

Remove all Fatigue from your Warlord.

His Armour increases to 6 (6) until the start of your next turn.

You may not activate you Warlord again this turn except to cast spells.

Until the end of your turn your Warlord can use Spells.

Our Princes will Lead us, Their Blood, purified by our Devotion. They Hear the Call from Beyond the Stars and they will Lead us to Deliverance. The Day of Reckoning is at Hand

The Eagle Eyed Among you will have noticed that the Genestealer Cults have only 8 SAGA Abilities rather than the Usual 10.

Genestealer Cults can be roughly split down into Four Major Types. if anyone can think of any other major types they’d like to see comment below and I’ll see what I can do. These are designed to add a little flavour to the list rather than a total overhaul.

The Hive Cult

The Hive Cult – The Hive Cult’s are those who have emerged from the sprawling Hive’s of the Imperium. They are the Bureaucrats, menials and workers who take up arms to fight for the Cult.

A Mining Cult gains the “At Home in a Hive” and “Masters of Concealment” Battleboard Abilities

Cover is no protection again Cultists who have spent their entire existence in the claustrophobic confines of a hive where shooting at targets in cover is the norm.

At Home in a Hive (1-3 or 4-5)
Shooting

Activate a Unit to shoot. The enemy do not gain any bonus’s from cover.

If the enemy is not in cover instead gain two attack dice.

Living among so many people forces Hive Cults to be even more secretive and as such they develop a keen ability to move and strike unseen

Masters of Concealment (4-5 + 6)
Activation

Your Unit in Ambush is immediately placed on the table and may make a shooting attack or charge, no fatigue is placed on this unit.

An enemy unit that takes any casualties from this ability also takes a point of fatigue.

If no unit is in ambush then choose two enemy units within M, they both gain a fatigue.

The Mining Cult

The Mining Cult – The Cults that emerge in the mining world and communities of the Imperium are experts at moving over terrain and stockpile large arsenals of everything from simple blasting sticks to earthshaking mining charges.

A Mining Cult gains the “Hidden Explosives” and “Masters of Movement” Battleboard Abilities

Mining Installations of the 41st Millennium use so much explosives that a stick here or a detonation charge there does not even register, with stealth, bribes and a few decades a Cult can amass quite the arsenal.

Hidden Explosives (1-3 or 4-5)
Shooting or Melee

If shooting at a target within M your attack dice get a +1 bonus.

If in melee you can re-roll 4 attack dice but if the re-rolled dice is a ‘1’ then the unit using the explosives takes an automatic hit.

Those who dwell permanently underground amid the crags and rubble heaps are the true and unrivaled masters of movement in such environments

Masters of Movement (4-5 and 6)
Orders

Until the end of your turn all your units treat rough and dangerous terrain as open terrain.

The Ganger Cult

The Ganger Cult – The Cults that grow among the Gangs of an under hive or feral world are truly dangerous as they combine a culture of absolute violence with the mindless obedience of the Cult.

Ganger Cults have the “Despicably Dirty Fighters” and “Thunderous Charge” Battle Board Abilities

The Ganger Cultists have adopted the cunning of their Gang opponents in the under, they will wait and look for an opportunity to throw dirt in someones face or trip them before truly committing themselves to the melee

Despicably Dirty Fighters (4-5)
Melee

Reduce your armour by 1 and discard three attack dice.

Each of your opponents attack dice that does not score a hit adds an automatic hit to the hits you inflict on them.

When the Bikes of a Ganger Cult go to War their engines are amplified to intimidate the foe, on their thundering steeds the Bikers surge forward with a common purpose unheard of in the Under Hive.

Thunderous Charge (4-5 + 4-5)
Activation

Activate all your mounted units to move or charge.

Units which engage in melee using this activation get 2 bonus attack dice.

The Military Cult

The Military Cult – The Cults that infest the local PDF forces are perhaps the most destabilising. When the fighting starts the people instinctively turn to those sworn to protect them and find only the smoking barrels of lasguns and a autoguns.

Military Cults gain the “Seeds of Doubt” and “Traitors Within” Battleboard Abilities

Once the first PDF unit has turned the seeds of doubt are sewn across the planet, no man can be sure that the man men around them are not the foe and will scrutinise their allies every move

Seeds of Doubt (4-5 or 6)
Activation/Reaction

Trigger this ability after the resolution of an enemy rest action.

Place a fatigue on another unit within M of the unit which rested.

You may place fatigue on Two units if a 6 was used.

One or Two Cultists in an otherwise Loyal unit can spread chaos and confusion among the chain of command, men ordered to fire suddenly find themselves told to halt and a charge that would have ended with many dead cultists finds itself halted in it’s tracks by an anonymous man in a PDF Officer’s uniform

Traitors Within (6)
Activation/Reaction

If the targeted Unit is activated to charge or shoot and has one or more points of fatigue remove a fatigue and cancel the action.

This unit may not be activated again this turn.

We Claim the Weapons of our Oppressors and Turn them into Tools of Righteous War

Special Rules

Army Special Rule

Exalted of the Cult: This hero counts as a Warlord for the ‘Will of the Patriarch’ Ability.

Atalan Jackals – Warriors – 1 Point – 1 Jackal Unit of Any Kind Per Army Unless Ganger Cult

Armour 4 (3)

Aggression 1 (1)

Range M Weapons

Motorcycle: A motorcycle is a horse in all ways.

Veteran Jackals – Hearthguard – 1 Point – 1 Jackal Unit of Any Kind Per Army Unless Ganger Cult

Armour 5 (4)

Aggression 2 (1)

Range M Weapons

Motorcycle

Aberrants – Hearthguard – 1 Point

Armour 4 (4)
Aggression 3

Abominations: At the start of any melee you can decrease your armour by 1 to gain 1 attack and defence dice for each model in the unit.

Inhuman Strength: Such is the sheer strength of an Aberrant that no enemy may close ranks against them.

The Kelermorph – Any Lieutenant Can be a Kelermorph but they do not gain the Faction Special rule

Armour 5 (5)
Aggression 2 (3)

Weapon Range M

Many Armed Gunslinger: This unit may choose to double their shooting attack dice, if they do so gain two fatigue.

Folk Legend of the Cult: Whenever the Kelermorph uses his “Many Armed Gunslinger” special rule remove a point of fatigue from a single friendly unit within M of the Kelermorph.

When you fight Tyranids you face not only those before you on the field of battle but the untold thousands which seek to surround you, which attack your supporting units and destroy your supply lines in perfect synchronicity. - Lieutenant-Colonel Uskra, Imperial Guard 13th/23rd Tiger Lizards

Necrons

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Warlord

Armour – 5 (5)

Aggression 8

Hearthguard – Lychguard or Triarch Praetorians

Armour 5 (5)

Aggression 2 (0)

May Take Heavy Weapons

Hearthguard – Or Immortals

Armour 5 (4)

Aggression 1 (2)

Range L Weapon

Warriors – Necron Warriors

Armour 4 (4)

Aggression 1 (1)

Levy – None

Reanimation Protocols: Each Necron can reassemble itself after death and continue to fight on despite suffering grievous bodily injuries.

Keep each Necron casualty aside then at the end of the turn roll a D6 for each. Warriors will return to their unit on a 6 and all others will return to their unit on a 5+. I advise painting a number or symbol on the underside of a models base to identify it’s unit.

Those models which do not return to play are discarded and cannot make any further attempts, they’re dead.

If a unit is wiped out then no rolls can be made. If a unit of Creatures or a single model like a Hero is killed mark their position and make the roll as normal even if their unit is wiped out.

Units which are exhausted or Creatures and Single Model unit who die while exhausted cannot make rolls.

For each model returned to the unit place a fatigue token on the unit, this cannot exhaust the unit and if returning models would cause a unit to become exhausted return as many models as you can and discard the rest. A player can choose not to roll for reanimation protocols but if they do roll must abide by the results. Characters and Single models units return with two extra fatigue.

We are less than cattle to these beings, chattel to be cast aside, consumed or made sport with for their pleasure. There is not one amongst them that would pay heed to a world of Man as I would to an ant on my boot. - Inquisitor Kessel at the Conclave of Eidolon

The Troops of the Necron Lords do not Tire nor Falter

Untiring Advance (1-3, 4-5 or 6)
Activation
Choose One of Warriors, Hearthguard or Other

Activate all units of the chosen class and make a free range S move that does not generate fatigue or count as an activation.

The Gauss Weapons of the Necrons disintegrate their targets on a molecular level, such brutal weapons take their toll on the sanity of any of the victims comrades

Gauss Disintegration (1-3 or 4-5)
Shooting

Choose a Friendly unit and immediately make a shooting attack.

If the attack causes any casualties the enemy gains one fatigue.

The Soulless Husks of the Necrons do not bother showing off in combat but rather kill as efficiently and mindlessly as they can

Soulless Efficiency (1-3)
Activation

Activate a Unit to charge.

During the melee, your unit counts as being the defender and the opponents unit counts as being the attacker.

The Tesla Weapons of the Necrons are Capable of causing violent arcs of energy that further tear their foes apart

Arcing Weapons (4-5 or 6)
Shooting

Gain Three Attack Dice

If a 6 was used also Inflict an extra automatic hit for each 6 or more rolled on your attack dice.

When a Warrior has no regard for his own safety the enemy is in much more danger, the Necrons are the embodiment of such warriors

Reckless Onslaught (4-5 or 6)
Melee

Reduce your armour by one and gain attack and defence dice equal to your new armour value.

If you used a 6 remove one fatigue from a unit.

Many Necron lord’s possess Artifacts of Such Power that they can reanimate their Dead Followers to return and fight on

Resurrection orb (4-5 and 6)
Warlord Only

All units within M of the Warlord will take their Reanimation protocols with a +1 modifier.

In the heat of Combat Necrons are capable of slowing their systems in order to conduct emergency repairs or reinforcement

Emergency Repairs (4-5 or 6)
Shooting/Reaction

Put a fatigue marker on your unit to increase it’s armour by 2 for this attack.

To Fight Death is to fight an inevitability and never is that more obvious than when fighting the Necrons

The Futility of Fighting Death (1-3)
Melee or Shooting/Reaction

All units which roll more than 8 attack dice suffer a fatigue after the entire attack is over and cannot activate again this turn.

In moments of desperation Necron lord can call upon his followers to strengthen their living metal and endure even the most debilitating damage

Protect the Tomb World (6 and 6)
Orders/Reaction

Until the End of the turn all unit’s either have Resilience (2) or improve their Resilience by 1.

The Soulless Husks that are the Necrons possess no capacity to feel either pity or mercy

No Mercy (1-3 and 4-5)
Activation

Activate a Unit to Charge

This unit gets 2 bonus attack dice during the melee or 4 if the enemy was more than M away at the start of the turn.

Despite lacking any kind of self preservation a Necron can still determine that a scenario would be more favorable if they lived through it

Preservation Manoeuvres (1-3 or 4-5)
Melee or Shooting/Reaction

Gain 3 Defence Dice.

They will seek to harvest us at first, for they will be hungry after their long sleep. Then they will turn their efforts to enslaving the survivors. The galaxy will bleed the stench of death into the void, and it will attract the others of their kind. We must choose unity or death. - Maechu, Farseer of Ulthwé

Special Units

Army Special Rule
Living Metal: At the End of the Turn Remove a Point of Fatigue from One Unit within S of the Hero.

Scarabs: Warriors – 1 Point – 4 Bases

Scarabs are Warrior units made up of 4 Models with the following profile

Armour 3 (3)
Aggression 1 (0)

Resilience (2)

Living Shield: Scarabs do not block line of sight or prevent units from firing through them at other units. If an enemy units fires at a Necron unit through a unit of scarabs they suffer a -1 to hit.

Interception: Scarab Unit which shields a friendly unit via the “Living Shield” Rule will lose one base for every three identical results rolled. For example if the roll was (1, 1, 1, 2, 4, 5, 6, 6) then a single scarab base would be lost (Resilience may not be used but reanimation can) since Three 1’s were rolled.

Deathmarks – Warriors 1 Point

Armour 3 (3)

Aggression 1/2 (1/2)

Sniper, Concealment

Sniper Rifle: Range: 2L

SNIPER: Snipers may fire at 24 Inch Range as normal but the target counts as being in one level better cover than they actually are at all ranges over L. Instead the Snipers can make a special snipe attack at range L. Roll dice as usual (no bonus’s of any kind can be used but fatigue may be used as normal) and for each 6 rolled reduce the target unit’s armour by 1 (1) for the remainder of the turn.

CONCEALMENT: This unit always counts as being in cover one level above what it is actually in.

Flayed Ones – 1 Point – Hearthguard – One Per Army

Armour 4 (4)

Aggression 3

Necron Lepers: Necrons despise the Flayed One’s as the Flayer Virus is Contagious. Any friendly Necron unit that ends the tun within S of a unit of Flayed Ones takes a Point of Fatigue.

Horrific Presence: Any enemy unit that ends a turn within S of a unit of Flayed Ones must choose one option.

Gain One Fatigue

or

The Necron Player can make a range VS move with the unit

It was silent as the void, and to look upon it was to know terror. It drifted above us with slow, liquid grace, and its gaze caused madness and despair wherever it fell. those it came near took their own lives rather than endure its hellish presence. - Morillia, Harlequin Shadowseer

Dark Eldar

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Warlord

Armour – 5 (5)

Aggression 8

Hearthguard – Incubi

Armour 5 (5)
Aggression 3 (0)

May choose each time they fight in Melee which style they will be using.

Martial Prowess: May choose to fight with Heavy Weapons or fight with normal weapons but gain twice the “Supremacy” Dice (see Special Rules at end).

Warriors – Warriors or Wyches

Warriors

Armour 4 (4)
Aggression 1 (1)

Wyches

Armour 3 (3)
Aggression 2 (1/2)

Combat Drugs: A unit of Wyches can select a myriad of drugs to enhance both the pleasure of combat and their endurance. Once per Game a unit of Wyches can use their combat drugs to remove D3 points of fatigue but take the same number of hits, roll one defence dice per hit as if from shooting. A unit of Wyches that uses combat drugs counts as having Armour 5 (3) for that turn.

Levy – None, slaves are for torturing to death not for fighting!

Supremacy Special Rule

The Dark Eldar fight not for land or gold but for slaves and pleasure. They target weak foes and tend to avoid more solid areas of resistance.

Dark Eldar Units get an extra Attack Dice in Melee for each “Tier” that they outrank their opponent. The Tiers are.

1. Warlord/Bigger than a Bipedal Creature
2. Hearthguard/Bi-Pedal Creature
3. Warrior
4. Levy

So if a Dark Eldar Warlord charged into some Imperial Guard Levy they would get an additional 3 Attack dice but if the same warlord charged a unit of warriors they would only get an additional 2 dice.

Power From Pain

The Dark Eldar survive by inflicting Pain and Fear on their Enemies whether on the Battlefield or the Arena.

Once a Dark Eldar unit is below half it’s starting strength they may reroll two dice per shooting or melee attack.

Additionally each time a Dark Eldar unit inflicts a casualty roll a D6 for each model removed, on a 6 remove a point of fatigue from the unit that inflicted the casualty. This roll is made after all fatigue from abilities is applied.

Dark Eldar Warriors and Hearthguard can take one extra point of Fatigue before getting exhausted. However each unit that starts the turn with Three Fatigue receives a marker. If at the end of the turn they have not lost one net point of fatigue they lose models with no saves allowed.

Hearthguard lose D2
Warriors lose D3

Death? You want death? I'm afraid that would be far too boring. - Lord Sarnak of the Kabal of the Black Heart

The Screams of the Wounded and Dying invigorate the Dark Eldar and drive them to cause even more pain and injury

A Chorus of Pain (1-3, 4-5 or 6)
Activation

Activate One unit to shoot. If you used a 6 gain two attack dice for this shooting attack.

If the target unit suffers a casualty all units that charge them gain 3 bonus attack dice.

Whether they mutilate themselves or their fallen foes the Dark Eldar are masters at capitalising on their foes revulsion

Gruesome Mutilation (1-3 and 4-5)
Melee

Your Opponent must reroll all their attack dice which score a hit

or

You may reroll all your attack dice which do not score a hit.

After the combat both sides take a fatigue.

Pain is no detriment to the Dark Eldar in fact it only urges them to seek more pain and a greater thrill

Relish the Pain (4-5)
Melee

Reduce your armour by one and discard three attack dice.

Each of your opponents attack dice that fails to hit adds an automatic hit to the hits you inflict on them.

Gain One Fatigue

The Foe is so easily lead to the slaughter like so many lambs

Herded like Sheep (1-3)
Melee

If the enemy closed ranks increase your armour by 1 and reduce their armour by 1.

Otherwise gain three attack dice.

Gain One Fatigue

The Weapons of the Dark Eldar are not designed to kill efficiently but rather the opposite, they slowly poison the foe with excruciating toxins

Poisoned Ammunition (1-3 or 4-5)
Shooting

Make a shooting attack and Reroll all 1’s or 2’s to hit.

Gain One Fatigue.

The Dark Eldar Share their Craftworld Kin’s ability to travel lightly and over any ground with ease

Fleet of Foot (1-3, 4-5 or 6)
Activation

Choose a Unit (Two is a 6 was used) and make a range M Move. This can be used even if exhausted and does not generate fatigue or count as an activation. This Move Ignores All Rough Terrain Movement Penalties.

All fear the Dark Eldar emerging from the webway and raiding their homes aboard their cruel Raiders

Raiders of the Webway (1-3 and 6)
Activation

Choose a Unit of Dark Eldar and make a range L move with them. This cannot be used to end within S of an enemy unit.

Gain One Fatigue.

Occasionally a particularly vicious moment in combat floods the system with endorphins and pushes them to commit more violence

Invigoration (1-3 or 4-5)
Shooting/Melee

Make an attack. Each casualty inflicted removes a point of fatigue on a 4+ rather than a 6.

As the foe tires the Dark Eldar only grow stronger, as the enemy is wounded the Dark Eldar that remain are more powerful than when they arrived

Majestic Superiority (4-5)
Melee/Shooting

Gain Three Attack Dice.

Gain an extra dice for each point of fatigue on the enemy unit.

With a mass sacrifice of captured slaves the Dark Eldar revel in the utmost pleasure it is possible to experience, as the high fades they want nothing but to get that feeling back

The Dread Lords of Commorragh (6+6)
Orders

Until the End of the Turn

The Melee Armour of all Units is reduced by 1.

All Charges are Free Actions

You can remove one Warrior or Hearthguard from any unit to gain three attack dice.

Sage Abilities do not generate fatigue.

'BEG FOR MERCY!, Not that it will do you any good. - Asdrubael Vect, Supreme Lord of the Kabal of the Black Heart

Special Units

Army Special Rule: Driven by Pain: Units within S of a unit with this rule reroll all failed Power from Pain Tests.

Mandrakes – 1 Point – Hearthguard – One Per Army

Armour 4 (4)
Aggression 2

From Out of the Shadows: Mandrakes may be deployed anywhere more than M away from an enemy unit after all other units have been deployed. They start the game with two fatigue if they deploy in this way.

Horrific Presence: Any enemy unit that ends a turn within S of a unit of Mandrakes must choose one option.

Gain One Fatigue

or

The Dark Eldar Player can make a range VS move with the unit.

Wracks – 1 Point – Warriors

Armour 3 (4)
Aggression 1 ½ / (0)

Insensible to Pain: Wracks Remove Fatigue on a 5+ rather than a 6.

Horrific Vigor: Wracks count as Hearthguards for the “Supremacy” Rule

Acolytes of Pain: Since they relish in the pain and weariness of their foes Wracks may never cause an enemy unit to lose all their fatigue tokens and must always leave them with One.

Scourges – 1 Point – Hearthguard

Aggression 2 (2)
Armour 4 (4).

WEAPON: Range M.
JUMP: May take a Fatigue to make a Range L Move. This Cannot end within M of an enemy unit and does not count as an activation.

We own this night, just as we own the fear that runs in your veins. You may think your numbers protect you, but we shall feast upon your souls before the dawn! - Kilarq Tongueblade of the Kabal of the Lacerated Eye

The Following Is a Test Feedback is Very Welcome, I’m trying to add flavour without creating 3+ Boards Per faction. Eventually I might do them all but for now I’m just focusing on getting all the major factions done.

Cult of Wyches

Replace the “A Chorus of Pain” and “Poisoned Ammunition” abilities with the Following two Abilities.

The Wyches of the Arena are capable of insane feats of acrobatics that most of the mortal races cannot fathom

Un-Natural Acrobatics (1-3 or 4-5)
Reaction Melee/Reaction Shooting

ReRoll all failed Defence Dice

Gain one Fatigue

Wyches bring with them great supplies of drugs to fuel their killing frenzy and enhance the sheer pleasure of combat

A Wicked Cocktail (1-3, 4-5 or 6)
Orders

The Chosen Unit may immediately use the Combat Drugs Special Rule, this does not count as a use of the drugs for the one use rule.

If a 6 is used do not roll a D3 instead choose the Number.

Haemonculus Coven

Warlord Gains the Following Rules

Insensible to Pain: Remove Fatigue on a 5+ rather than a 6.

Master of Pain: Since they relish in the pain and weariness of their foes Haemonculi may never cause an enemy unit to lose all their fatigue tokens and must always leave them with One.

Replace the “Fleet of Foot” and “Posioned Ammunition” Battle Board Abilities with the Following

The Flesh Constructs of the Haemonculus Covens are even more resilient to pain and wounds than the average Dark Eldar

Unrelenting Advance (1-3, 4-5 or 6)
Orders

Until the end of the turn all Friendly Units treat Rough Terrain as Open Terrain when Moving and Enemy Units treat Rough Terrain as Dangerous Terrain.

All Friendly Units that move through Rough Terrain Take a Point of Fatigue.

The gnarled sinew of a Haemonculus construct can be hardened at will to glance even the most determined of foes blades

Twisted Flesh (1-3 and 6)
Melee

Gain Two Defence Dice and Reroll 1’s when using Defence Dice.

Your Enemy cannot use Your Fatigue for this melee.

Gain One Fatigue.

The Dark Eldar see the other inhabitants of the Galaxy as little more than cattle, livestock that can be brought to bay or slaughtered at any time. Their fodder, however, is not meat and muscle, but the anguish and despair of the weak. The Dark Eldar do indeed drink blood, but also tears, and most sustaining of all the raw essence of pain that they wring out of their captives. - Inquisitor Lord Czevak

Tyranids

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Here is the First Draft for the Tyranid Swarm

Warlord

Armour – 5 (5)

Aggression 8

Synapse Creature

Hearthguard – Must be a Bi-Pedal Creatures (Tyrant Guard)

Armour 5 (5)

Aggression 5 (0)

Synapse Creature

May Take a Ranged Weapon with Range M, drop Armour to 5 (4) and change Aggression to 3 (4)

Warriors – Tyranid Warriors (A Unit is made up of Three Bi-Pedal Creatures with the Following Changes)
Armour 4 (4)
Aggression 3 (2)
May Take a Ranged Weapon with Range M and drop Armour to 4 (3)

Levy – 1 Point – Termagants or Hormagaunts

Termagants

Armour 3 (3)

Aggression ¼ / (½)

Range L Weapon.

Hormagaunts

Armour 3 (3)

Aggression ½ (0)

Special rules

Hive Mind: Tyranid units that do not have a single model within M of a “Synapse Creature” cannot use Battle Board Abilities.

All Tyranid Creatures Larger than Bi-Pedal gain Synapse Creature.

Shadow in the Warp: Once per game the Tyranid Player can elect to use “Shadow in the Warp” before an enemy caster rolls to cast a spell. The spell is immediately cast in it’s weakest form and the caster must roll on the Abuse of Power Table.

"They are coming! I feel them scratching inside my mind, scratching, screaming, running, so many - so, so many voices. They are coming for us - flesh, body and soul!" - Guardsman Krell

The Lesser Lifeforms of the Tyranids are capable of forming a living tidal wave to overwhelm the enemy with sheer weight of numbers

Advance of the Horde (1-3, 4-5 or 6)
Levy Only Activation

All Levy units may activate but may only move.

If a 6 is used then the Levy can take either a Charge or Shoot Action rather than a Move.

The Tyranid does not feel or think, it can’t be reasoned with it is a mere tool of the Hive Mind

Undaunted by Fear or Reason (1-3 or 4-5)
Order

Remove Two points of Fatigue from a Unit

The Hive Mind can enhance individual bioforms in moments of need to better serve the end goal of the species

Guided by the Hive Mind (1-3 and 6)
Melee or Shooting or Melee Reaction or Shooting Reaction

Gain an extra 2 Attack or Defence Dice

Gain 4 Attack or Defence Dice instead if the unit is at full strength.

Different Situations call for different approaches but it cannot be doubted that by far the most common approach for the Tyranids is to charge the foe with reckless disregard for their own lives

Reckless Charge (1-3 and 1-3)
Activation

Activate a Unit to Charge.

In the melee your unit gains 4 bonus attack dice.

At the end of the turn gain 1 Fatigue.

The Chitinous Armour of a Tyranid adapts to counter the weapons of the foe, occasionally this process can happen rapidly in the middle of combat

Adaptive Armour (1-3 and 4-5)
Melee or Shooting Reaction

If you reduce your armour by 1 then your opponent must discard up to 4 hits after they have rolled their attack dice.

Many Bioforms possess specialised Toxic Sacks that allow them to spit acid at their foes

Acid Spit (4-5)
Shooting

Add +1 to all attack rolls made against an enemy within S for this turn.

Gain 1 Fatigue.

When a Bioform is in it’s Death Throes it lashes out wildly spraying the enemy with Xenos Blood and everyone nearby risks injury

Terrifying Death Throes (4-5 or 6)
Melee or Shooting Reaction
Defender

If your unit is eliminated during this melee or shooting attack each enemy within S of the last figure to be removed takes a point of fatigue.

If a 6 is used this is extended to range L.

The Larger Creatures of the Swarm are capable of releasing Pheromones that drive the bioforms nearby into a killing frenzy

Pheromonal Frenzy (6)
Orders

For the rest of the turn all levy Units count as having Aggression 1 (1)

Many Bioforms possess specialised Adrenalin Sacks that can be utilised to flood the system of the Bioform with emergency Adrenaline

Adrenaline Sacks (6+6)
Melee

All Except Levy

All Heroes and Creatures Quadrupedal Sized and smaller roll 2 Dice per Model and gain One Attack and Defence Dice for each result lover than their melee armour.

All non-Creature units roll 1 Die per Model and gain One Attack and Defence Dice for each result lover than their melee armour.

All Creatures larger than Bi-Pedal and the Warlord roll 4 Dice per Model and gain One Attack and Defence Dice for each result lover than their melee armour.

Tyranids are creatures from our darkest nightmares. But remember this: they can bleed, and they can die. - Inquisitor Lord Kryptman

Special Units

Army Special Rule
Infiltration
: At the start of any turn place the Hero within VS of any Levy unit. He can act as normal from that point inwards. Both the Hero and the Unit Gain One Fatigue.

Genestealers – Eight Models – Warriors – 1 Point
Armour 4 (4)
Aggression 1 (0)

Independent: Genestealers count as Levy for the “Advance of the Horde” Ability and Ignore the Hive Mind Special Rule.

Too Independent: Genestealers cannot use any Character’s “We Obey” rule.

Gargoyles – Levy – 1 Point

Armour 3 (3)
Aggression ½ / (½)
Range M Weapon

Flight

They come at you in a tide of creatures so thick a blind man could score a hit ten times out of ten. Any man who can hold a gun can hit a tyranid. But no matter how many you kill with your guns, there will always be more, and it is our job to teach the men how to fight the ones that reach our lines. - Sergeant Learchus Abantes, Ultramarines 4th Company

As it Stands

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This is the List I’m Working from so Hopefully I’m not missing anything.

There’s no Order I just do what comes to mind at the time, those highlighted in Yellow have a First Draft and Blue have either work done or the beginnings of inspiration. Here’s my rough thoughts so far.

I’m trying to keep pools and token mechanics to a minimum but when it fits and adds character I won’t avoid using it.

As it Stands

Waiting for the Sisters Codex to do them.

Custodes I’m a bit iffy about. Should they get their own Battle Board or should they just be attached to other units? I was thinking of making them very powerful but cost twice as much. Thoughts are much appreciated.

Mechanicus will be very tough but trying to balance endurance is tricky. They’ll be encouraged to take big beasties and get buffs for being near Creatures/Machines.

Dark Angels I haven’t thought much about these Heretics LOYAL SERVANTS OF THE IMPERIUM since I’ve already done Two Marine Forces.

Deathwatch will be Tailored specifically to fight against Xenos so no Blue on Blue action for them. They’re going to have a lot of annoying abilities that nerf other Battle Boards but won’t buff them too much.

Grey Knights will have a lot of weak Psykers.

Inquisition will be a list of Special Characters like Inquisitors (bet you didn’t expect that), Assassins, Rogue Traders and anything else that doesn’t fit into other lists. It will also have a dedicated “Storm Trooper” Battle Board.

Chaos Daemons will all get their own Battle Board as will the mortals.

Khorne will be very combat based with zero shooting of any kind and a Wrath mechanic like the Jomsviking have.

Nurlge are resilient but can still dish out punishment

Slaneesh will have a Token pool mechanic but with diminishing returns (harder to gain the next token) and a focus on speed.

Tzeentch will be the Troll Army. They will have a lot of abilities that either cancel, siphon or replicate the enemies Saga Abilities but these will be rare and expensive.

Dark Eldar are a bit tricky. They’ll be fast but I’m trying to avoid a “power from pain” pool and just go with a blanket, ‘as they lose minis they get stronger’ mechanic instead. They can remove fatigue by killing the enemy but their abilities cost a lot of fatigue so they have to get results or die.

Genestealer Cult will be very interesting. They’re going to have a few “outflanking” units that can hide in terrain (designated before the game starts) and I’m leaning towards maybe Four different Factions each having the same Battleboard but with two unique abilities. I’m thinking Miners, Military, Hive and Gangers.

Necrons will not have a mechanic to get back up after death. Instead they’ll have some of abilities that negate damage but none that generate Defence Dice.

Dark Mechanicus will be one of the later ones and I have no solid ideas for them right now.

This has Nothing to Do with Saga but WOW This is One EPIC Piece of Artwork by David GallagherThis has Nothing to Do with Saga but WOW This is One EPIC Piece of Artwork by David Gallagher

If anyone has any ideas please comment them here, if anyone would really like me to get to their faction put it in the comments and I’ll focus on getting it done since right now I’m just letting my mind wander.

Faction Special Rules

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I realised that I have not been adding Faction Rules so here are the First Draft

Note these Rules only apply to Vanilla Lieutenants not Characters like the Commissar who Replace a Lieutenant.

Imperial Guard – Listen Up: The lieutenant Gains the We Obey Rule but it may only be used on Hearthguard, Warriors and Levy.

Children of Nurgle – Units within VS of a Lieutenant turn a single hit into a point of fatigue. This can only be used once per turn and does not apply to any unit with a Resilience value.

Adeptus Astartes – A Bastion of Endurance: The Lieutenant can elect to take a single point of fatigue that would otherwise be allocated to any unit within M. This cannot be used with the Jump Pack Rule.

Eldar – Psychic Filter: A Lieutenant within VS of a Magic Casting Character allows them to re-roll a single casting dice, if they do this however they will also suffers the effects of a miscast.

Blood Angels – Every time the Lieutenant Charges an Enemy gain one Red Thirst Token.

Orks – ‘Ead Smasha: When a friendly unit takes an “Animosity Test” within S of the Lieutenant it can remove one model (2 for Levy) and gain a +1 on the roll.

Tau – Guided Firepower: The Lieutenant may give half of his Ranged Attack Dice to a Friendly Unit within S. If he does so he may not take any actions this turn. These dice are added at the final stage of calculating dice and so do not get doubled or halved if required.

Nobody is innocent, there are merely varying levels of guilt.

T'au

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Here's the First Draft for the Force of the T'au

Warlord – Choose One

Fire Caste Warlord

Armour – 5 (5)

Aggression 8

May Take a Jet Pack.

Ethereal Warlord
Armour 5 (5)
Aggression 4

Protect the Aun: An Ethereal may use the Bodyguard Rule on any unit (Levy Count as Two).

Failure is Not an Option: Any Tau unit that Ends it’s turn within M of an Ethereal and with enough fatigue to exhaust them immediately count as having taken a free rest action before the next turn begins.

An Ethereal comes with two Drones of your choice for no cost.

Hearthguard – Must be Bi-Pedal Creatures (Battle Suits)

With the Following Changes:

Armour 5 (4)

Aggression 2 (6)

RULE: Jet Pack: May Make a Range M Move Once Per Turn, This Move Ignores all Terrain. Gain One Fatigue. This Still Requires an Activation and Only Replaces a Move it Does Not Grant a Free Move.

Warriors – Fire Warriors

Armour 4 (4)

Aggression (½ / 1½)

Levy – Gun Drones

Armour 3 (3)

Aggression ½ (½)
Jet Packs

Drones Special Rule

The Tau Regularly have Drones accompany them into combat whether as bodyguards, target identifiers or an extra set of guns.

One Warrior or Two Levy may be discarded to add a single Drone to any unit to a maximum of two per unit.

Gun Drone: Re-Roll Two Attack Dice

Shield Drone: Re-Roll Two Defence Dice

Markerlight Drone: Whenever a Battle Board Ability assigns a Markerlight add an additional markerlight.

Drones do not count as models for casualties, combat dice or anything else, when the last Tau in the unit dies they are removed.

It saddens me greatly that we must take arms against the peoples of the galaxy. By their deaths, they deny themselves the liberation that is only to be found in total surrender to the Greater Good. - Aun'Va, Master of the Undying Spirit

The Tau employ specialised target desingnators in the form of Markerlights that illuminate the fie and guide the weapons of their brother Tau

Target Sighted (1-3, 4-5 or 6)
Shooting

Resolve a Shooting Attack. After the Attack place a markerlight token on the enemy unit.

If a 6 is used re-roll the dice and add it to the pool.

When the situation calls for such actions the Tau can unleash a hail of fire although at great cost to their stamina

Rapid Fire (1-3 and 1-3)
Shooting

The Selected Unit may double their attack dice when making a shooting attack. After resolving the attack gain two fatigue.

With a Careful Aim even the Mightiest foe can fall to the Tau, it only requires patience.

Aimed Fire (4-5 or 6)
Shooting

The Selected Unit halves the number of dice fired but for each Markerlight token on the enemy unit gain +1 to hit.

When the Tau Warriors appear to be overwhelmed they can quickly redeploy using prearranged paths of retreat that enable them to withdraw through rough terrain while their foes struggle through it

Redeployment Protocols (1-3 or 4-5)
Activation

One Unit may make a range S move that ignores all terrain besides Impassible terrain, then at the end of the move can make a half strength shooting attack but may not use any benefits of any kind (re-rolls, fatigue that sort of thing).

The Tau are Masters of Supporting Fire and Covering their Allies

Mutual Support (1-3 and 6)
Melee/Reaction

A Tau Unit can use this ability when an enemy unit attempts to charge a friendly unit within M. Before the enemy can move make a shooting attack against them. Gain One Fatigue.

With a tempting target a Patient Commander can lead even the most canny foe into a trap

Kauyon – Patient Hunter (1-3 or 4-5)
Orders

Select a Unit and Reduce it’s Melee Armour to 2

All friendly units within M are activated and can provide covering fire when the “Mutual Support” Ability is played.

Some Commanders Prefer to Overwhelm the Enemy with Sudden Attacks that seek to cripple the most vulnerable in the ranks of the foe

Mont’Ka – Killing Blow (1-3 and 4-5)
Melee or Shooting

Gain Two Attack and Defence Dice.

In addition Re-Roll all 1’s and 2’s to hit if the enemy unit has suffered any casualties.

Akin to the rapid firing of the lesser races but the Tau Leaders will use the covering fire of their comrades to designate the enemy with markerlights rather than simply relying on weight of fire

Suppressing Fire (1-3 or 4-5)
Shooting

Roll half the actual number of attack dice. After resolving the action the target unit takes one fatigue and one markerlight token. Add one dice to the initial pool for each Markerlight token on the enemy unit.

The Drones of the Tau are programmed to put the lives of a Tau over their own survival and will not hesitate to intercept incoming fire or the sword of an enemy

Drone Shields (1-3, 4-5 or 6)
Order or Orders/Reaction

Until the End of the Turn your hearthguards and Warriors gain the Bodyguard Rule but this only applies to levy Models of which two mush be discarded to cancel a single hit.

The needs of the Greater Good are as Varied as the needs of a Battlefield Commander and different situations require different results, however regardless of what is asked of them a Tau will act without hesitation

For the Great Good (6 and 6)
Orders

Until the End of the turn Gain either of the following

All Warrior and Levy Units Gain Resilience (2)

or

All Warrior and Levy Units become Armour 2 (3) but add two attack Dice per Markerlight token on the enemy unit and may re-roll one attack dice for each markerlight on the enemy unit.

Our earth-caste brothers have provided us with the means to destroy our foe, utilize the sensor array and rain death on the greenskin invaders. - Shas'O Vorsheem

Kroot Mercenaries – 1 Point (Warriors)

Armour 3 (3)

Aggression 1 ½ / ½

Feast on the Slain: Each Time a Kroot mercenary unit takes a casualty they gain a “Feast” Token that can be used to gain a Melee attack Dice. If a Kroot unit Wipes out and Enemy Unit in Melee then they gain Feast tokens equal to the number of enemy that were killed.

Great Leap: A Kroot Unit with no Fatigue may ignore all terrain when charging.

Pathfinders – 1 Point (Hearthguard)

Armour 4 (4)

Aggression 1/1

Markerlight Specialists: Pathfinders may elect to make a special shooting attack with a range of L. It rolls to hit as normal but does not cause damage, instead for each hit inflicted the target takes a markerlight token.

Pathfinders: A Warband which includes pathfinders may designate a single turn of the game (Prior to the game starting but after deployment and mission selection) write this down. For this turn Tau models ignore the effects of uneven terrain and treat dangerous terrain as uneven instead.
All open terrain becomes uneven to the enemy and all uneven terrain becomes dangerous terrain. The Pathfinder may not take any actions of any kind during the turn which they have designated, if they start the turn exhausted then the ability is wasted and has no effect.

Stealth Suits – Creature One per Army

Armour 3 (3)

Aggression ½ / 5

Stealth Field: Enemy Units may not shoot at or declare a charge at a Stealth Suit more than range S from it.

Jet Pack

A Stealth Suit comes with two markerlight Drones.

A single blade of grass will bend and falter in the lightest wind. But where grass grows in pasture, in field or savannah; each blade feels but a fraction of the wind’s full force. It prospers due to the common purpose

ORKS!!!!

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Here's the First Draft for the Force of DA ORKS!!!!

Warlord

Armour 5 (5)

Aggression 8.

Oi Come Here Ya Grot-Luvva: An Ork Warlord may use his Bodyguard Rule to remove Warriors in the same way as Hearthguard but must remove two Warriors for each Point of Damage Negated. The Warrior Unit then Takes a point of Fatigue.

Hearth Guard: Nobz.

With the Following Changes:

Armour 5 (5)

Must Choose One Weapon.

Close Combat (Choppas and Sluggas): Aggression 3 (0)

Ranged (Shoota Nobz): Aggression 2 (3) but Reduces Armour to 5 (4).

WEAPON: Range L. Gain the Un-Orky Special Rule.

Un-Orky: Many Ork’s see the use of Ranged Weapons as Downright Un-Orky and they let each other know how they feel. A Unit with the Un-Orky Special Rule charged by another unit due to animosity inflicts a -1 on the Animosity Test.

Enhanced Melee (Suppa Choopa an’ Klaw Nobz): Aggression 5 (0) but Reduces Armour to 4 (3).

Warriors: Boys.

Armour 4 (4)

Choose One.

Close Combat (Choppas and Sluggas): Aggression 1 (½)

Ranged (Shootas): Aggression 1 (2) but Reduces Armour to 3 (3).

WEAPON: Range L. Gain the Un-Orky Special Rule.

Levy: Grotz

Armour 3 (3) – Aggression ½ (½)

WEAPON: Range S.

Not-Orky: Not-Orky Units do not take Animosity Tests and Simply Become Exhausted. In Addition Not Orky Units do not block units from firing at an enemy, all failed hits, except for 1’s, will be resolved against the Grotz instead.

Dat woz before me Waaagh! got 'ere. Now, we is da wuns doin' da 'sterminating! - Gorgutz

ORK!!!! SPECIAL RULEZ

DA WAAAGH!!!!

Ork Battle Boards have a WAAAGH!!!! Box that effects the Battle Boards Abilities.

Each Time an Ork Unit Generates a WAAAGH!!!! Token add it to the pool.

If at the Start of the Ork Turn any of the Following is True discard all WAAAGH!!!! tokens.

:The Warlord would be Exhausted
:Half the Combined Warriors and Hearthguard would be Exhausted

ANIMOSITY: Ork Warbands do not tire or falter, they might forget exactly who to thump but if they get all turned around they’ll just give the nearest thing a try.

Any Ork Warlord, Warrior or Hearthguard that starts the Turn Exhausted must make a range M move in a direction chosen by the opponent. If this move brings them into contact with any Unit Roll on the Chart. The Opponent Must Declare How Much Fatigue a Unit will Spend before any Dice are Rolled and at Least One Fatigue must be Removed. Orks may otherwise Rest as Normal.

1: Oi Datz My Shiny Choppa Ya Theevin’ Gitz, Get Em Boyz. The Unit that was Charged Suffers One Hit for Each point of Fatigue removed from the Charging Unit. Roll Defence as Normal for a Close Combat Attack.

2-5: Oi Boss Is Dey Komin’ Right Fur Uz? The unit gains half as much fatigue as the Charging Unit Discards. The Controlling Player can then Move the Unit that was Charged S.

6: WAAAGH, Git Em Boyz: The Unit Gains Attack Dice Equal to the Amount of Fatigue Used but the Unit may not gain any additional dice in any form this turn.

We don't fight fer food, or fer teef, or guns, or cos we's told to fight. We fight cos we woz born to fight. And win. - Grukk, Ork Boy

BATTLEBOARD

No One has Ever Accused the Orks of Being Militarily Flexible but Then Again If you can just Smash Em in Da Face do you really need to know anything else?

Smash Em in Da Face: (1-3, 4-5 or 6)
Melee

Gain Attack Dice Equal to Your WAAAGH!!!! Pool.
Or
Add Two Dice to the WAAAGH!!!! Pool.

If a 6 is Used do both. (Gain Attack Dice THEN Add Dice to the Pool).

If You Ask an Ork, Grot Luvvin’ is a Good Enough Reason for a Fight

Cop This Ya Grot Luvvas: (1-3 or 4-5)
Melee/Shooting

Gain Two Attack Dice
Lose One Fatigue.

More is More , so Sayeth the Mightiest Scholars of the Brainiest Orks

Dakka Dakka Dakka: (1-3 and 4-5)
Orders

Choose an enemy Unit. The Chosen Unit takes hits equal to the WAAAGH!!!! Pool. Roll Defence as Normal against Shooting.

Discard Half the WAAAGH!!!! Pool.

Orks are Quite Self Confident and Tend to believe they’re the Best, seeing as what an Ork Believes comes to be the Rest of the Galaxy is in Trouble

We’re da best!: (1-3 or 4-5)
Activation

Select an Enemy Unit. The Enemy Unit counts as having one more fatigue than normal in close combat for that turn.

Can’t Beat a Good Choppa, from the Lowest Boy to the Mightiest Warboss Choppa’s always find a Home in Ork Kit

Choppa’s is Da Best: (1-3 and 6)
Melee

Re-Roll Attack Dice or Force your enemy to re-roll his own attack dice or a combination of the two, up to your current WAAAGH!!!! Pool.
After Resolving the melee discard dice from the WAAAGH!!!! Pool equal to the total number of re-rolls used.

Some Orks Actually take a Break in Combat and “Try ta Figure out Wotz Goin’ On”

Oi Stop Dat and Get Back in Da Fight: (1-3 or 4-5)
Activation

Select a Friendly Unit and activate it for a Free Rest Action.

Gain Two WAAAGH!!!! Tokens

Gork (or Maybe Mork) Turns the Muscles of the orks to Steel and Allows them to Either “Smash der ‘Eads in evun gooda” or take Mortal Wounds without flinching.

Fist or Gork (or Mork): (6)
Melee
Spend 1-4 WAAAGH!!! Tokens
Choose One

For Each Token Spend Inflict and Extra Hit (1 per 2 spent if the friendly unit is Levy)

or

Cancel a Casualty suffered by your Unit.

It’s Rare that a Situation Cannot be Overcome with the Simple Addition of “MOAR DAKKA”

More Dakka Ya Slugz!: (1-3)
Activation
Spend 1-6 WAAAGH!!!! Tokens

Activate that many friendly units to move. They count as armed with javelins during tis activation (anyone without a Ranged Aggression Value uses the default for their class found in the main rule book).

These Actions do not Generate Fatigue.

The Mightiest of Ork Warlords can Summon the Power of a WAAAGH!!!! and Charge into Battle with the Ork War Cry, Orks Shrug Off Wounds that Would Kill them any other Time and “Get Stuck In Boss”

WAAAGH!!!!: (6+6)
Orders
Spend 6 WAAAGH!!!! Tokens

Until the Start of your next turn, all your units have an Armour of 6 against Melee and Shooting Attacks, and you gain Immediately (before resolving any part of the action) gain One WAAAGH!!!! Token for each Battle Board Ability you trigger (not including basic activation’s or combat bonus).

Wot's faster than a warbuggy, more killy than a warbike, and flies through da air like a bird? I got no bleedin' idea, but I'm gonna find out. - Kog da Flymek, pioneer of the Dethkopta

Special Units

Mega Nob – Saga Dice 1

Armour 5 (5)

Aggression 8

Imposing Presence, Slow, Resilience (2), Loyal, Wun ov Da Bossus Favrits!.

Wun ov Da Bossus Favrits!: When a Mega Nob Charges or Makes a Melee Attack Add One Token to the WAAAGH!!!! Pool. Additionally when the Mega Nob uses an enemy Unit’s Fatigue Marker in Melee, increase the Mega Nobz Armour by 1 in Addition to other effects.

Burna Boyz – 1 Point

Hearthguard

Armour 4 (4)

Aggression 1 (4)

Weapon with Range S

Special Rule: Custum Flamurz: Burna Boyz may choose to swap their Aggression Values at any point in the Turn. Eg. 3 (1) becomes 1 (3) or Vice Versa

Bit Touched: Burna Boyz Treat Rolls of 1 or 2 on the Animosity Table as a 1 and Treat Rolls of 5-6 as a 6. The Controlling Player Can Choose to Spend an Additional Fatigue before the Animosity Test is Taken if any more Fatigue is available.

Flash Gitz – Creature
with the Following Changes
Aggression 1 (5)

Gains the Flash Git Rule, Has a Weapon with Range 2xL but targets over L count as being in solid cover.

Flash Git: Flash Gitz may choose to Gain a Fatigue and add D3 Dice to their pool. If a 6 is rolled gain Two Fatigue.

Ubuv All Dat: Flash Gitz take different Animosity Tests. Instead of the normal rules when a Flash Git takes an Animosity Test they simply fire at the nearest unit Friend or Foe and lose a fatigue. The Opposing Player can spend a Fatigue to make it the closest Ork Unit and Discard all the Fatigue to Choose the Target of the Attack (within Range).

Stormboyz – Hearthguard

Armour 4 (4)

Aggression 3 (0)

Jump Pack: May Make a Range L Move Once Per Turn, This Move Ignores all Terrain. Gain One Fatigue. This Still Requires an Activation and Only Replaces a Move it Does Not Grant a Free Move.

Kommandos – Hearth Guard

Armour 4 (4)

Aggression 3 (0)

Un-Orky

Sneaky Gitz: Rather than being Deployed as Normal Keep the Kommandos to One side, they can deployed within a piece of terrain that is at least partially within M of a Friendly Unit. They can Activate as Normal on the turn in which they are revealed but cannot use or be effected by any friendly Battle Board Abilities.

The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates. - Morglum Necksnapper

PDF Versions for the Blood Angels and Eldar

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Skill 4
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2 Comments

These Can be Converted to Word Docs online for Free here

Only PDF’s can be uploaded here that’s why they’re PDF’s

Here are the Battle Boards

Blood Angels

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Here's the First Draft for the Force of the Blood Angels

Warlord

Armour – 5 (5)

Aggression 8

May Take a Jump Pack.

Hearthguard – Must be Bi-Pedal Creatures (Adeptus Astartes)

With the Following Changes:

Armour 5 (5)

Must Choose One Weapon

Close Combat. Aggression 5 (0)

Bolter. Aggression 4 (4) but Reduces Armour to 5 (4).

Bolter: Bow with Range L that suffers no penalties. When fired at Non Creatures Add One Dice per Model Firing.

Assault Troops. Aggression 6 (0) but Reduces Armour to 4 (4).

RULE: Jump Pack: May Make a Range L Move Once Per Turn, This Move Ignores all Terrain. Gain One Fatigue. This Still Requires an Activation and Only Replaces a Move it Does Not Grant a Free Move.

Warriors – Scouts

Armour 4 (4)

Must Choose One:

With the Following Changes:

Armour 4 (4)

Must Choose One Weapon.

Close Combat. Aggression 2 (0)

Bolter. Aggression 1 (1)

Bolter: Bow with Range L that suffers no penalties. When fired at Non Creatures Add One Dice per Model Firing.

Shotguns. Aggression 1.5 (1.5)

Shotguns: Scouts May be armed with Shotguns which count as Javelins and do not reduce a units armour, they may still close ranks.

The Adeptus Astartes have no need for their own Levy Troops.

Red Thirst

The Red Thirst Simmers in Each Brother of the Blood Angels and During Battle it May be Called Upon to Murderous Effect.

At the End of the Turn Add One Token to the Red Thirst for Each Enemy Unit that was Reduced by 50% or More that Turn. If an Enemy Unit was Destroyed Add a Single Token to the Red Thirst then roll a D6. On a 6+ (4+ if the Unit was Killed in Melee) Add Two Red Thirst Tokens Instead.

"For the Emperor and Sanguinius! Death! DEATH!"

Battle Board

The Warriors of the Adeptus Astartes are a Well Oiled and Drill Machine working in Perfect Unison to Achieve the Emperor’s Goals.

Perfect Synchonisation – (1-3, 4-5 or 6)
Orders

Choose a Unit and Immediately remove One Fatigue from them and give it to a unit within M. This cannot be used on an Exhausted Unit but may be used to make a unit exhausted. If a 6 is used you may remove as Two Fatigue

Fear is not just something an Astartes overcomes it is a concept utterly alien and unknown to him.

And They Shall Know No Fear! – (6)
Melee

You may re-roll all defence dice you wish.

When the Red Thirst Rises it is Fed by the Thrill of Battle and the Slaying of teh Foe’s of the Emperor

The Thrill of Battle (4-5)
Activation/Reaction

Trigger After a Unit has Been Activated to Charge but Before the Chrge is Resolved.

Remove a Fatigue from the Unit or a Friendly Unit within M.

The Feeling of Chainsaw on Bone and the Spilled Blood of Their Enemies Drives the Blood Angels Onwards

Rip and Tear (1-3 or 4-5)
Melee

Discard Defence Dice to Gain That Many Attack Dice.

To See One’s Efforts come to Nought is Disheartening, to see them come to Nought and the Eight Foot Tall Murderous Angel of the Emperor you were Trying to Kill make a Beeline for you is Worse.

The Thirst of Sanguinius (1-3 and 1-3)
Shooting/Reaction

The Shooting Unit takes as much Fatigue as Necessary for it to Become Exhausted.

From the Heavens the Sanguinor Himself Appears to Smite the Foes of his Chapter

Intervention of the Sanguinor (6+6)
Melee

Choose a Friendly Unit in Melee.

After Resolving their Attacks Make an Attack with an Aggression of Twice as Many Dice as are in the Fed Thirst Pool. All Successful Saves must be Re-Rolled.

Add Enough Fatigue to Exhaust the Friendly Unit and Discard all Dice in the Red Thirst Pool.

From on High the Blood Angels Descend on Their Foes with Fury and Rage

Charge of the Angels (1-3 or 4-5)
Melee

Gain as Many Attack Dice as you Have Red Thirst Tokens.

Roll a D6 for Each Token after Resolving this Ability. On a One Discard the Token.

Furious and Bloodthirsty as they Might be Even a Brother in the Grips of the Red Thirst is Still a Hyper Strategic Astartes

Murderous Precision (6)
Activation/Reaction

Trigger this Ability after and Activation Saga Ability has been Triggered but Before it has Been Resolved.

The Ability is Cancelled OR You Gain Two Red Thirst Tokens, Your Opponent Chooses Which.

Driven On by Fury and Rage the Blood Angels Rain a Flurry of Blows Upon the Enemy

The Furious Rain (1-3 or 4-5 or 6)
Shooting or Melee

Re-Roll One Attack Dice for Each Red Thirst Token you Have.

The Blood Angels are the Angels of the Emperor Himself, They Can Smite the Foe No Matter the Weapon

Angels of the Emperor (1-3 and 1-3)

Melee or Shooting Action – Hearthguard Only

If the Unit is Equipped for Close Combat Gain Dice Equal to Your Red Thirst Total, They may be Either Attack or Defence Dice in any Combination.

If the Unit is Equipped for Ranged Combat Gain One Attack Dice per Two Red Thirst Tokens and Inflict One Fatigue on the Target Unit.

If the Unit is Equipped for Jump Combat Immediately Interrupt your Opponents Turn and Make a Range M Charge Move. The Enemy Unit may not Close ranks and The Blood Angels Unit Gains One Re-Roll For Every Two Red Thirst Tokens to use in the Combat.

After Resolving the Effects Gain One Fatigue and Discard One Red Thirst

"They still fear me. Even outnumbered and armed only with a shattered axe, they still fear me. I can smell it in their sweat, hear it in their voices, and see it it their wide eyes that reflect the flames."

Special Units

The Death Company

The Death Company are Blood Angels Hearthguard but Gain the Following Special Rules

Rule of One: There can Only be a Single Group of Death Company, If you Purchase Three Units of Death Company they Must be Deployed as a Single 6 Man Unit.

Black Rage: When a Death Company Unit is Activated the Opponent can Decide to Force them to Either Charge or Move towards the Nearest Enemy Unit (Controlling Players Choice). If they do this then the Blood Angels Player Gains One Red Thirst Token.

Doomed: Death Company Cannot Hold Objectives

Fallen to the Rage: When an Ability Says “Half the Number of Red Thirst Tokens” Death Company Must Treat this as “Equal to Red Thirst Tokens”. However at the End of the Turn when they use “Fallen to the Rage” They Must Remove a Single Miniature.

Scout Snipers

Scout Sniper – Warriors 1 Point

Armour 3 (3)

Aggression 1/2 (1/2)

Sniper, Concealment, Loyal.

Sniper Rifle

SNIPER: Snipers may fire at 24 Inch Range as normal but the target counts as being in one level better cover than they actually are at all ranges over L. Instead the Snipers can make a special snipe attack at range L. Roll dice as usual (no bonus’s of any kind can be used but fatigue may be used as normal) and for each 6 rolled reduce the target unit’s armour by 1 (1) for the remainder of the turn.

CONCEALMENT: This unit always counts as being in cover one level above what it is actually in.

Chaplain – Hero, Any Lieutenant may be a Chaplain in which case they gain the “Litanies of Vengeance” Special Rule. In Addition You can Take an Two Groups of Death Company if Your Force Includes One or More Chaplains.

RULE: Litanies of Vengeance: At the Start of the Turn if the Chaplain is not Exhausted and Within M of an Enemy Unit Gain One Red Thirst Token.

Terminator – Saga Dice 1

Armour 5 (5)

Aggression 8

Imposing Presence, Slow, Resilience (2), Loyal, Veteran of the First Company.

Veteran of the First Company: When the Terminator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used. A 6 always hits and a 1 always fails.

"In such dire circumstances, lesser warriors could perhaps have ceded all hope, yet these were Space Marines of the Blood Angels Chapter, the sons of honoured Sanguinius. Their forebears have fought beside the Emperor in the very blackest of days, and that memory was not theirs to dishonour".

Craftworld Eldar

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Here's the First Draft for the Force of the Craftworld Eldar

Warlord

Armour 5 (5)

Can be either a Wizard or a Warrior (Must Choose)

Autarch/Exarch: Aggression 8.

Farseer: Aggression 4. Make a Choice before casting a spell. Either re-roll a single Magic Dice OR Invert One Dice when rolling on the Abuse of Power Table. (1 becomes a 6. 2 becomes a 5, 3 becomes a 4 and so on).

Hearth Guard: Aspect Warriors.

With the Following Changes:

Armour 5 (5)

Must Choose One Weapon.

Close Combat (Howling Banshee’s/Striking Scorpions). Aggression 3 (0)

Ranged (Death Reapers/Fire Dragons). Aggression 2 (3) but Reduces Armour to 5 (4).
WEAPON: Range L.

Jump Troops (Warp Spider/Swooping Hawks). Aggression 2 (2) but Reduces Armour to 4 (4).

WEAPON: Range M.
JUMP: May take a Fatigue to make a Range L Move. This Cannot end within M of an enemy unit and does not count as an activation.

Warriors: Dire Avengers

WEAPON: Range L.

Levy: Guardians

Armour 3 (3) – Aggression ½ (½)

WEAPON: Range L.

ELDAR SPECIAL RULE

Mobile Weapon Platforms.

Warriors may Discard Two Miniatures before the Game to Gain a Weapon Platform. Levy May Discard Four Warriors to Gain a Weapon Platform. A Platform does not count as a miniature for any special rules and is always removed with the last squad member. A unit takes a casualty in an assault will automatically ignore the first casualty and instead remove the platform.

They have the Following Profile.

Aggression 0 (3)
Range: L

I have seen the future, and it is death. - Avenelle, Farseer

BATTLEBOARD

The Eldar Focus Their Combined Psychic Might to Guide their Aim and Clear their Vision.

Battle Focus (1-3 or 4-5)
Shooting

Add Two Attack Dice. If the Unit is Hearthguard or has a Weapon Platform add 4 Dice.

The Eldar are Swift and Careful Runners and can Cover Great Distances with Ease and Speed.

Fleet of Foot (1-3, 4-5 or 6)
Activation

Choose a Unit (Two is a 6 was used) and make a range M Move. This can be used even if exhausted and does not generate fatigue or count as an activation. This Move Ignores All Rough Terrain Movement Penalties.

The Vision of the Eldar is Keen and Woe Betide Those Who Attempt to Surprise them.

Sharp Eyes (1-3 or 4-5)
Activation

Choose a Friendly Unit. Each Enemy Unit within S of the Unit must Roll a D6. If the roll is higher than their armour they suffer a casualty.

The Fate of All is Written and the Fate of these Enemy Troops has been Read

Precognition (6+6)
Orders

Choose an enemy unit. Until the Start of Your Next Turn all Defence Dice Which Cancel a Hit must be Rerolled. The Target Unit Also Gains Two Fatigue.

Pursue the Tired Enemy and Conquer Your Own Exhaustion, That is the Path to Victory.

Sustained Attack (4-5)

Melee, Shooting or Shooting/Reaction

Gain Two Attack Dice for Each of the Enemy Unit’s Fatigues.

Gain Two Defence Dice for Each of Your Unit’s Fatigues.

With Great Strain the Psychic Might of Many Eldar May be Channeled into a Single Source who can Gain Even Greater, if Temporary Power.

Combined Efforts (4-5 or 6)
Activation

Choose up to Three of your Non-Exhausted Units. Each Gains a Fatigue.

Roll as Many SAGA Dice as Units Selected and Add them to Your Combat Pool or Instead Add that Many Dice to Your Magic Pool.

Psychic Energy Can Guide A Foe’s Weapon Away with Enough Concentration

Psychic Shield (1-3 or 4-5)
Melee

Discard Attack or Defence Dice Equal to Your Current Armour to Increase Your Armour by One.

The Mightiest of Eldar Warriors Follow an Aspect Path and to Them War is a True Art Form

Path of the Aspect Warrior (1-3 and 1-3)
Melee or Shooting or Reaction

Choose a Unit of Hearthguard.

If the Unit is Equipped for Close Combat Gain One Defence Dice and One Attack Dice per Miniature in the Unit.

If the Unit is Equipped for Ranged Combat Gain One Attack Dice per Miniature in the Unit and Inflict One Fatigue on the Target Unit.

If the Unit is Equipped for Jump Combat Immediately Interrupt your Opponents Turn and Make a Range M Move.

After Resolving the Effects Gain One Fatigue.

With Their Race Nearing Total Extinction and Their Souls to be Devoured by Slaneesh Upon Death Survival is of Utmost Importance to All Eldar

Survival is Paramount (4-5 or 6)
Melee

If you Have More Attack Dice than Defence Dice then Add One to All Your Defence Rolls.

If a 6 is Used you may Also Re-Roll 1’s and 2’s When Attacking.

Many an Enemy has Felt their limbs Grow Tired and Muscles Ache as they Attempted to Strike an Eldar Warrior.

Psychic Attacks (4-5+6)
Melee

Place a Fatigue on the Enemy Unit. If You Used a 6 Place a Second Fatigue on an Enemy Unit Within M.

You may as well try to catch starlight as bring Eldar to battle. - Imperial Navy Saying

In the Future The Different Aspects will have their Own Rules but for Now they’re Hearthguard Wraith Guard/Knights can be Creatures and Everything Else Already Has a SAGA Profile.

Special Unit

Rangers – 1 Point (Warriors)

Armour 3 (3)

Aggression 1/2 (1/2)

Sniper, Concealment, Loyal.

Sniper Rifle

RULE: SNIPER: Snipers may fire at 24 Inch Range as normal but the target counts as being in one level better cover than they actually are at all ranges over L. Instead the Snipers can make a special snipe attack at range L. Roll dice as usual (no bonus’s of any kind can be used but fatigue may be used as normal) and for each 6 rolled reduce the target unit’s armour by 1 (1) for the remainder of the turn.

RULE: CONCEALMENT: This unit always counts as being in cover one level above what it is actually in.

Only when you have soared through the morning skies on wings of flame can you understand the Hawk. Only when you have fallen screaming upon those who know they are already dead can you understand the Banshee. Only when you have annihilated those who would oppose you can you truly understand the power of the Dragon. And only one who has travelled but ultimately turned away from each of these paths can understand the Autarch.

Any Feedback

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If anyone has any feedback or ideas please let me know. I won’t have a chance to play test the rules until the weekend so all of this is theory right now.

Adeptus Astartes (Vanilla/Ultramarines)

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Here's the First Draft for the Force of the Adeptus Astartes

Warlord

Armour – 5 (5)

Aggression 8

Standard Warlord Rules

Hearthguard – Must be Bi-Pedal Creatures (Adeptus Astartes)

With the Following Changes:
Armour 5 (5)
Must Choose One Weapon.

Close Combat. Aggression 5 (0)

Bolter. Aggression 4 (4) but Reduces Armour to 5 (4).

Bolter: Bow with Range L that suffers no penalties. When fired at Non Creatures Add One Dice per Model Firing.

Special Weapon. Aggression 4 (6) but Reduces Armour to 4 (4).

RULE: Special Weapon: Bow with Range L that Suffers no Penalties. After Firing the Special Weapon Gain One Additional Fatigue.

Warriors – Scouts

Armour 4 (4)

Must Choose One:

With the Following Changes:
Armour 4 (4)
Must Choose One Weapon.

Close Combat. Aggression 2 (0)

Bolter. Aggression 1 (1)

Bolter: Bow with Range L that suffers no penalties. When fired at Non Creatures Add One Dice per Model Firing.

Shotguns. Aggression 1.5 (1.5)

Shotguns: Scouts May be armed with Shotguns which count as Javelins and do not reduce a units armour, they may still close ranks.

The Adeptus Astartes have no need for their own Levy Troops.

Only in Death Does Duty End.

The Warriors of the Adeptus Astartes are a Well Oiled and Drill Machine working in Perfect Unison to Achieve the Emperor’s Goals.

Perfect Synchonisation – (1-3, 4-5 or 6)
Orders
Choose a Unit and Immediately remove One Fatigue from them and give it to a unit within M. This cannot be used on an Exhausted Unit but may be used to make a unit exhausted. If a 6 is used you may remove as Two Fatigue

The Codex Astartes Is Filled with Every Possible Combination, Tactic and Counter Tactic that can be Imagined and Every Astartes Knows it by Heart.

Flawless Adaptation – (1-3 or 4-5)
Orders
Choose a unit with an enemy within S, discard two SAGA Dice (one for the Ability and one of your choice) and you may choose the facing of two SAGA Dice next turn before any rolls are made.

The Boltguns of the Adeptus Astartes fire fist sized explosives that can tear a man apart or scare him witless if they impact all around him in rapid succession.

Bolter Storm – (1-3 and 6)
Shooting
Against Non-Creatures halve all attack dice (after modifiers) and inflict one point of fatigue after resolving the shooting (2 if Levy). Against Creatures discard all attack dice and inflict one fatigue.

The Adeptus Astartes have access to the best weapons and ammunition in the Imperium and can choose the best option to suit their current needs.

Special Ammunition – (4-5 or 6)
Shooting
Gain Two Attack Dice. If Firing at an enemy with Armour 4 or higher Gain an additional two Attack Dice.

Fear is not just something an Astartes overcomes it is a concept utterly alien and unknown to him.

And They Shall Know No Fear! – (6)
Melee
You may re-roll all defence dice you wish.

The Adeptus Astartes can read a battle and react to any situation but they can also deduce an enemies future moves and take precautions to stop them ever being realised.

Conter Tactics – (4-5 and 6)
Melee or Shooting
Neither the Astartes or the enemy may use any SAGA Abilities this combat phase. The Adeptus Astartes unit then takes a point of Fatigue.

The Adeptus Astartes have many ways to take an objectivge in battle but sometimes the tactical situation calls for the most direct.

Objective Secured – (1-3, 4-5 or 6)
Orders/Reaction
Choose One Unit of Hearthguard or a Hero. They become Aggression 1 (1) and all ranged weapons become range VS. The Unit gains the Resilience (3) Rules until the end of the turn. If a 6 is used also discard One Fatigue or discard the first fatigue suffered until the end of the turn.

While the Enemies of the Emperor Still Draw Breath, there can be no Peace.

An Astartes is able to call on a wide array of combat stimulants and sheer grit to overcome all wounds and make his blows rain down with the strength of many men.

He is my Sword… – (1-3)
Melee or Shooting
Choose a Unit, Increase their Attack dice by 2 or 4 if they are a Hearthguard.

An Astartes is able to call on a wide array of combat stimulants and sheer grit to overcome all wounds and make his blows rain down with the strength of many men.

…And My Shield – (4-5)
Melee or Shooting
Choose a Unit, Increase their Defence dice by 2 or 4 if they are a Hearthguard.

The Brothers of a Chapter fight with singular purpose and towards a  unified goal.
One Mind, One Goal (1-3 and 6)
Acvtiation
All of your Units with only One Fatigue Marker Remove it.
Activate all your units.

Come all you Xeno scum and fallen heretics! Come face the one true might of the universe and wither under the Golden Throne's gaze!

Scout Sniper – Warriors 1 Point

Armour 3 (3)
Aggression 1/2 (1/2)
Sniper, Concealment, Loyal.
Sniper Rifle

RULE: SNIPER: Snipers may fire at 24 Inch Range as normal but the target counts as being in one level better cover than they actually are at all ranges over L. Instead the Snipers can make a special snipe attack at range L. Roll dice as usual (no bonus’s of any kind can be used but fatigue may be used as normal) and for each 6 rolled reduce the target unit’s armour by 1 (1) for the remainder of the turn.

RULE: CONCEALMENT: This unit always counts as being in cover one level above what it is actually in.

Chaplain – Hero, Any Lieutenant may be a Chaplain in which case they gain the “Litanies of Hate” Special Rule

RULE: LITANIES OF HATE: At the Start of the Turn an Exhausted Unit may transfer up to Two Fatigue Markers to the Chaplain but must charge in the next turn. If they do not charge they gain twice the fatigue tokens they transferred to the Chaplain.

Terminator – Saga Dice 1

Armour 5 (5)

Aggression 8

Imposing Presence, Slow, Resilience (2), Loyal, Veteran of the First Company.

RULE:Veteran of the First Company: When the Terminator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used. A 6 always hits and a 1 always fails.

Children of Nurgle

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Here's the First Draft for the Force of Nurgle

Warlord – Armour 5 (5) – Aggressiveness 8
Counts as Armed with a Heavy Weapon that Confers No Penalties.
Is Resilience (2) Rather than (1)

Hearth Guard: Must be Two Bi-Pedal Creatures (Astarte’s).
With the Following Changes:
Armour 5 (5)
Must Choose One Weapon.

Close Combat. Aggression 5 (0)

Bolter. Aggression 4 (4) but Reduces Armour to 5 (4).

Bolter: Bow with Range L that suffers no penalties. When fired at Non Creatures Add One Dice per Model Firing.

Special Weapon. Aggression 4 (6) but Reduces Armour to 4 (4).

RULE: Special Weapon: Bow with Range L that Suffers no Penalties. After Firing the Special Weapon Gain One Additional Fatigue.

Warriors: Cultists
Must Choose One:

Close Combat
Armour 4 (4) – Aggression 1.

Ranged
Armour 3 (3) – Aggression ½ (1) – Lasgun

Levy
Poxwalkers
Armour 3 (3) Aggression ½
RULE: Plague Spreaders: For Every Model Killed by the Poxwalkers in Melee Add One Model to the Pox Walkers Unit

"In the embrace of great Nurgle, I am no longer afraid, for with His pestilential favour I have become that which I once feared: Death." — Kulvain Hestarius of the Death Guard

The Children of Nurgle Care Nor for Wounds or Pain, They Live Only to Spread the Gifts of their Patron
Disgustingly Resilient (4-5 or 6)
(Reaction)
Roll a D6 for Each Wound Caused on one of Your Warrior or Hearthguard Units, on a 5+ the Wound is Ignored.

A Swarm of Bloated Flies harasses the Target, biting and disgusting them so they expose weak places to the bullets of Nurgle’s Followers
Pestilent Swarm (4-5)
(Shooting)
When Shooting at Range S Add +1 to all Attack Dice.

Nurgle Floods his Followers with Even More Gifts when they Spread his Plagues in Close Proximity to their Foes.
Bloated Charge (4-5+4-5)
Activation
Activate a Unit of Hearthguards for a Charge. Your Unit’s Armour is Increased by 1 During this Melee.

Nurgle is Generous with his Gifts Especially when they can be Spread to Such Worthy Foes
A Generous Father (1-3 + 4-5)
Orders/Reaction
During Every Melee and Shooting Attack Until the End of the Turn, Your Units Gain A Defence Die for Each Attack Die Gained by an Enemy Unit.

The Mere Presence of Nurgle’s Children Causes Armour to Rust and Fall Away
Plague of Rust (4-5)
Melee
The Enemy Unit’s Armour May not be Increased until the End of the Melee.

None Gives so Freely and Asks so Little as Grandfather Nurgle.
A Generous Gift (6+6)
Orders Reaction
Until the End of the Turn All units Gian Resilience (2) or Improve Their Resilience by One Whichever is Higher.

The Flies and Insects That Accompany Nurgle’s Followers Can Create a Blanket of Filth to Cover their Allies.
Swarm of Flies: (6)
Orders
Until the Start of Your Next Turn no Unit May Charge or Shoot at a Unit more than M Away at the Start of the Charge or Shooting Attack.

Where Some Men May Seek Solace Behind a Wall the Sons of Nurgle Know that Their Glorious Bloat is more than Enough protection.
Rotten Bulwark: (1-3)
Activation
Activate a Hearthguard or Warlord to Charge
They Count as Defending and the Enemy as the Attacker.

After Marching through the Festering Swamps of Nurgle’s Garden Nothing Slows these Troops.
Uncaring Feet: (1-3 or 4-5 or 6)
Orders
During the Next Activation Phase Units on Foot Do Not Reduce Their Movement in Uneven or Dangerous Terrain.
If a 6 is Used Reroll the Dice and Add it to the Pool.

Sometimes One Must Forget about Fighting and Marvel at their Own Putrefaction.
Embrace The Decay: (1-3)
Melee
Discard Two Attack Dice to Gain Four Defence Dice.

"Forget no insult, my sons, as I have never forgotten those of my father, of the Emperor, nor those of Horus. Forgive no slight or grievance. Hold your bitterness deep within, and there let it fester. Let it roil and squirm and churn, until you are filled with bile so poisonous that all you touch falls to ruin. Thus shall you serve Nurgle best. Thus shall you spread his virulent gifts across the false Imperium, and watch its final rotting..." — Mortarion, Daemon Primarch of Nurgle

Additional Units:

Terminator – Saga Dice 1

Armour 5 (5)

Aggression 8

Imposing Presence, Slow, Arrogant (Primitive), Resilience (2), Loyal, Veteran of the Long War.

RULE:Veteran of the Long War: When the Terminator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.

Chaplain of Nurgle –  Saga Dice 1 –

Saga Dice: 1

Armour 5 (5)

Aggression 4 (2)

Determination, Resilience (1), Loyal, Protector, Vision

May Take a Heavy Weapon in which Case his Armour will be 4 (5).

Nurglings: Saga Dice 1

Unarmed Levy Unit
Resilience (2)

Aggression – 1

Armour – 2 (2)

Grandchildren of Nurgle: This Unit is Composed of 4 Unarmed Levies. They are Several Small Swarms of Nurglings.

Martyrs: Whenever a Model is Removed from this Unit as a Casualty, you may take one of your available Saga Dice, roll it and place it on your Battle Board. You May also remove One Fatigue from a unit within S. If Several Models are Killed at Once You can Roll and Place all available Saga Dice.

Glory to the Papa: When the Last Nurgling is Killed discard all fatigue markers from your warbands units.

There, feel the glory of necrosis, and rejoice! Nurgle loves you! - Ulkair, Great Unclean One

The Cadians (Generic Guardsmen)

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Here's the First Draft for the Cadians

Officer: Armour 5 (5).   Aggression 8.

Hearthguards (Veterans): Armour 5 (5).   Aggression 2 (2).  (Lasguns or Shotguns)

Shotguns: Veterans May be armed with Shotguns which count as Javelins and do not reduce a units armour, they may still close ranks.

Couldn't ResistCouldn't Resist

Warriors: Armour 4 (4).   Aggression 1 (1) (Lasguns)

Levy: Armour 3 (3).   Aggression 1/3 (1/2). (Lasguns)

Lasguns: Lasguns Are Bows that give the user no penalties to defence.

The Currency of Cadia: Cadian Hearth Guard have One extra Man (5 Total), Warriors have Two Extra Men (Ten Total) and Levy have Four Extra (Sixteen Total).

The Men of the Guard have but one task, to die for the Emperor and when they manage to do so in a most glorious fashion it inspires their weary comrades to do the same.

By our deaths shall they know us! (1-3, 4-5 or 6)
(Orders)
One Cadian Unit may remove one Model for each point of fatigue (Two Models for Levy) on their unit. For each miniature removed one point of fatigue is also removed and one re-roll is added to a pool that may be used by any unit in this turn.  If a 6 is used re-roll the Dice and add it to the pool. This Ability may be used as many times as the player wishes provided they have enough dice but the re-rolls may never exceed 6.

With their brothers falling all around them the men of Cadia are driven by desperation and vengeance.

Courage and courage alone stands above them all! (1-3 and 4-5)
(Reaction)
When a Unit is destroyed before they are removed each friendly unit within M removes one Fatigue or Two Fatigue if the original unit was a Hearth Guard or Hero.

When Panic is about to set in or the men are getting tired nothing perks them up like a bit of good old fashioned drill.

First Rank Fire! Second Rank Fire! (1-3 or 4-5)
(Shooting)
The unit performs a shooting attack as normal. The enemy may not use fatigue to effect this action. The Firing Unit Gains Two Fatigue after Resolving.

Never Underestimate the Power of Full Auto Even When Fired in Blind Retaliation.

Suppressing Fire! (4-5 or 6)
(Shooting/Reaction)
Gain Two Defence Dice. At the End of the Shooting Attack the Attacking Unit takes as many fatigue as your unit has.

Whiteshield Conscripts are forever bullied by their Guardsmen Superiors and any opportunity to show them up is taken.

Whiteshield’s Show them How it’s Done! (1-3)
(Reaction)
When a unit of Hearth guard or Warriors take a point of fatigue within S of a Unit of Levy the Levy may remove one point of Fatigue.

The Men of Cadia know they are all that stands between the Eye of Terror and Holy Terra itself.

Defenders of the Imperium (4-5 or 6)
(Melee)
Gain One Attack and One Defence Dice. If your Unit contains 10 Figures gain one extra of each.

When You’ve tried the Lasgun and found your weapon lacking you thank the Emperor they had the good sense to issue you with a foot of cold steel.

FIX BAYONETS!!! (6)
(Melee)
Until the end of the turn the unit uses the aggressiveness of troops one tier higher than themselves. If there is nor tier higher they instead add +1 on all dice.

The sheer weight of fire of the Lasgun can overcome any foe.

Blind them with Lasguns! (1-3, 4-5 or 6)
(Shooting)
If the Shooting attack inflicts at least one casualty, the enemy unit takes a fatigue once the shooting attack is resolved.

When the enemy hides the Guardsmen smiles.

GRENADES! (6+6)
(Shooting)
Activate a unit to shoot. They may shoot at any target within M and count as having line of sight to them. Gain One fatigue after resolving. This Attack Ignores all Cover and if a Unit is in an Enclosed Space Gains a +1 on the Attack Dice.

The Men of the Guard know that alone they cannot hope to face the Galaxies greatest terrors, fortunately for the Guardsmen he is rarely alone.

Burn the heretic. Kill the mutant. Purge the unclean. (4-5)
(Activation)
Activate Two of your units within S of each other to charge.

''Who told you to die? Keep fighting!" - Commissar Otto Xavier

I’ve taken some Activation’s directly from Battle-boards, tweaked others and created some myself that I think fit in the SAGA System.

"When you decide to die, remember to give your enemy the same honour." Commissar Grenville

Additional Units:

Commissar: Any Lieutenant May be a Commissar and Keeps his Profile while Gaining the “Summary Execution” Rule

Summary Execution: Any Unit that Starts the Turn Exhausted within M of the Commissar immediately removes One Model (Two for Levy) and one fatigue. It then uses the new number of Fatigue to calculate Exhaustion. This can only happen once per unit per turn.

EXAMPLE: A Group of Warriors starts the turn with 4 Fatigue near a Commissar. He Kills One Warrior but they are still Exhausted as they still have 3 Fatigue.

EXAMPLE: A Group of Warriors starts the turn with 3 Fatigue near a Commissar. He Kills One Warrior but they are no longer Exhausted as they only have 2 Fatigue.

Ministorum Priest: 1 Point

Saga Dice: 1

Armour 5 (5)

Aggression 4 (2)

Determination, Resilience, Loyal, Protector, Vision

May Take a Heavy Weapon in which Case his Armour will be 4 (5).

"Never forget you are the walls of steel and iron, between Mankind and a thousand horrors too unspeakable to name." - Preacher Eran Gudi

Comment and Let me Know What You Think

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