40K Saga (Age of Plasma) – All Factions Done
Recommendations: 287
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.
Related Game: SAGA
Related Company: Studio Tomahawk
Related Genre: Science Fiction
This Project is Active
The Agents of the Imperium
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)
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
"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
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
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
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
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
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.
"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.






























