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Codex: Death Eaters (AM Regiment)

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2K views 3 replies 3 participants last post by  CaptainSarathai 
#1 · (Edited)
Okay so here's the updated version, I'm hoping the changes have been for the better and make more sense and more balanced. Again will be thankful for the feedback.

Death Eater Regiment Special Rules

  • Special Rules:
    • Supporting Fire: Two units of Infantry type may work together, one providing cover fire while the other flanks to assault. The units must be within 6” of each other and must be within 12” of an enemy model. One unit must make a shooting attack at the delegated target during the shooting phase and cannot act in the assault phase, the other unit must make a charge to the delegated target and cannot act in the shooting phase. The charging unit gets a 5+ invulnerable save against overwatch.
    • Fire Manoeuvre Tactics: At the end of the shooting phase, any unit that made a ranged attack may roll for a Leadership Test. If successful, the unit can move D6” but cannot assault during the next phase.
  • Warlord Traits:
    1. Prior Preparation, Prevents, Poor Performance: The warlord has studied his orders and has the battlefield imagined in his mind. You may seize the initiative on a 4+.
    2. Principles of Defence: The warlord has homed his skills in defence and relies on orbital assets and well planned orders to slow the enemy and push through with his own reserves. The enemy suffers -1 to his reserve rolls, while you gain +1.
    3. Established Fire Support Lines: The warlord ensures that his battles are won using decent gun lines to provide cover to advancing troops. Heavy Weapon Teams 12” of the warlord have the Relentless special rule.
    4. Urban Operations: The warlord has endless skill and experience in urban fighting and uses his knowledge to gain a foothold on the ground. Nominate 1 non-vehicle unit in reserve to have the Deep Strike special rule, this unit does not scatter if deployed in ruin terrain. If there are no Ruins on the table, the unit gains the Scout special rule.
    5. Lead by Example: The warlord has earnt his rank through endless campaigns and tales of his leadership is spoken through the ranks. Units 12” of the warlord use his Leadership for Orders, Morale, Fear and Pinning checks.
    6. Hold The Line: The warlord has trained his men to remain calm against the most aggressive foes. Once per game a unit may roll at full BS in Overwatch, units normally unable to fire may do so with any eligible weapon.

  • Orders:
Orders are used as per in Codex: Astra Militarum

Death Eater Equipment:
Ranged Weapons:
  • Battle Rifle: The Death Eaters believe in the use of conventional slug rounds as a better option compared to the Lasgun so they manufactured a Battle Rifle based on the Autogun design but this does impose a huge cost on their logistics so these weapons are issued at a heavy cost.
Name
Range
S
AP
Type
Battle Rifle
24”
3
6
Rapid Fire

  • Marksmen Rifle: During campaigns fighting in the city, the Death Eaters found that the common issued sniper rifle was unsuitable for the mobility needed when fighting in the ruins so a weapon was designed to suit the needs.
Name
Range
S
AP
Type
Marksman Rifle
24”
X
6
Rapid Fire, Sniper


  • Under-Slung Grenade Launcher: The Death Eaters rely on High Explosives to clear out building while fighting in the cities and found that throwing the grenade was not effective enough, the UGL is an additional barrel attached the underneath of a rifle and allows grenades to be used at longer ranges.
Name
Range
S
AP
Type
UGL (Frag)
24”
3
6
Assault 1, Blast
UGL (Krak)
24”
6
4
Assault 1

  • Light Stubber/Auto-Las: The Death Eaters found that the need for supportive five is a must but at times the use of a heavy weapon to provide this can be difficult so the need for a weapon to provide support but also be mobile and quick to use was needed.
Name
Range
S
AP
Type
Auto-Las
30”
3
-
Salvo 1/3
Light Stubber
30”
3
6
Salvo 1/3

Special Issued Wargear:
  • LLM: Las Light Module, this is attached to the weapon and sends out a low light laser aiding firing at close quarters. Models with this may re-roll one roll to hit up to 8”.
  • Spotting Module: A model with this may choose not to make a shooting attack and instead allow one model in the unit to make Precision Shots on 5+
  • Flash Grenades: Defensive Grenade
Name
Range
S
AP
Type
Flash Grenade
8”
1
-
Assault 1, Blast, Blind
Vehicle Wargear:
  • Anti-Projectile Cage: This is an additional armoured cage around the vehicle designed to stop projectiles reaching the main armour plating. Vehicles with this gain a 5+ cover to Blast weapons, this does not include barrage weapons landing direct hits on top of the vehicle.
The Armoury:
Special Weapons:
  • Marksmen Rifle: +5pts
  • UGL: +1pts per model
  • Battle Rifle: +1pt per model
  • Auto-Las: +5pts
  • Light Stubber +6pts
Special Issue Wargear:
  • LLM: +2pts per model, all models must take one.
  • Flash Grenade: +2pts per model, all models must take one.
  • Spotting Module: +10pts
Heavy Weapons:
  • Heavy Bolter +15pts
Vehicle Wargear:
  • Anti-Projectile Cage: +15pts
Death Eaters Units
The Death Eater Regiment uses the same units as Codex: Astra Militarum in addition to some specialist units and additional special rules.
HQ
Lord Commander Castiel 150Pts
Name
WS
BS
S
T
W
I
A
Ld
Sv
Lord Commander Castiel
4
4
3
3
3
3
3
10
4+


Unit Composition: 1 (unique) Replaces Company Commander
Unit Type: Infantry (unique)
Wargear: Battle Rifle, Axe of Vallhara, Frag Grenade, Refractor Field

Name
Range
S
AP
Type
Axe of Vallhara
-
U
2
Fleshbane, Unwieldly, Melee
Special Rules:
  • High Command: Can issue up to three orders a turn. Can issue orders
that can be issued by models with the Senior Officer special rule. Failed orders issued must be re-rolled.
  • Rear Echelon Command: If Castiel is behind all units on the table (Behind is determined by the direction of your deployment zone) he may issue orders to any unit on the table regardless of distance or line of sight. Castiel’s squad and unit being issued the order must have a Vox-Caster.
Elites

Covert Sniper Team 30pts

Name
WS
BS
S
T
W
I
A
Ld
Sv
Shooter
3
5
3
3
1
3
1
7
5+
Spotter
3
4
3
3
1
3
1
7
5+


Unit Composition: 1 Shooter, 1 Spotter
Unit Type: Infantry
Wargear:
  • Shooter: Sniper Rifle, Frag Grenades, Camo Gear
  • Spotter: Marksman Rifle, Frag Grenades, LLM, Camo Gear, Spotting Module
Special Rules: Scout, Infiltrator, Slow & Purposeful
  • Fire…Fire…Fire: The spotter uses his Spotting Module to guide the shooter on to his target. Makes Precision Shots on 5+
  • Forward Observers: Artillery may fire at enemy units indirectly reducing the scatter by their BS if the Sniper team has LOS of the target.
City Fighting Veterans 60pts
Name
WS
BS
S
T
W
I
A
Ld
Sv
Veteran Sargent
4
4
3
3
1
3
2
8
5+
Veteran
4
4
3
3
1
3
1
7
5+


Unit Composition: 1 Veteran Sargent, 4 Veterans
Unit Type: Infantry. Veteran Sargent is Character
Wargear:
  • Veteran Sargent: Battle Rifle, Frag Grenades, UGL, LLM
  • Veterans: Battle Rifle, Frag Grenades
Options:
  • The Veteran Sergeant may take items from the Melee Weapons and/or Ranged
Weapons lists.
  • Any Veteran may replace his lasgun with a shotgun: free
  • One Veteran may carry a Vox-Caster: +5pts
  • One other Veteran may replace his lasgun with a heavy flamer: +10 pts
  • Up to three (or four, if no heavy flamer is taken) remaining Veterans that have not been upgraded with one of the options above may replace their lasgun with one item from the Special Weapons list.
Special Rules:
  • Move Through Cover (Ruins, Buildings)
  • Fighting on Home ground: When fighting on a table with 75% of its terrain made of Ruins or Buildings this unit gets the Preferred Enemy special rule against one enemy faction you are playing against.



Quintarn Campaign Veterans 60pts

Name
WS
BS
S
T
W
I
A
Ld
Sv
Veteran Sargent
4
4
3
3
1
3
2
8
5+
Veteran
4
4
3
3
1
3
1
7
5+


Unit Composition: 1 Veteran Sargent, 4 Veterans
Unit Type: Infantry. Veteran Sargent is Character
Wargear:
  • Veteran Sargent: Lasgun, Frag Grenades
  • Veterans: Lasgun, Frag Grenades
Options:
  • The Veteran Sergeant may take items from the Melee Weapons and/or Ranged
Weapons lists.
  • Any Veteran may replace his lasgun with a shotgun: free
  • One Veteran may carry a Vox-Caster: +5pts
  • One other Veteran may replace his lasgun with a heavy flamer: +10 pts
  • Up to three (or four, if no heavy flamer is taken) remaining Veterans that have not been upgraded with one of the options above may replace their lasgun with one item from the Special Weapons list.
Special Rules:
  • Preferred Enemy (Orks)
  • Mag On, Stag On: This Unit has the Night-Vision Special Rule.
  • Desert Box: Draw a 4”x4” box from any model in the unit and deep striking units do not roll to scatter inside this box.
Troops

Infantry Platoons are as per Codex: Astra Militarum but costing 60pts instead of their normal cost and with the addition to the Death Eaters Wargear. Sargent’s can issue the orders below to their own unit and are made with the lowest Unmodified Leadership, these may not be issued if orders have already been issued from Commanders, Vox-Casters cannot be used to Re-roll.
  • Fix Bayonets: Unit cannot Shoot or Run this phase and must charge in the assault phase. You gain +1A for one game turn (up to two combat phases).
  • Flank Protection: Unit must make a shooting attack; if a successful wound is made the enemy unit must reduce 2” for its charge roll next turn.
When taking Heavy Bolters, you gain the Tracer Round special rule when using the Heavy Bolter.
  • When a unit with this Special Rule makes a successful To-Hit shot against a target enemy unit, all subsequent attacks made to the unit Re-Roll failed To-Hit rolls of 1
Veterans are as per Codex: Astra Militarum but with the addition to the Death Eaters Wargear. They also gain the additional doctrine:
  • Close Quarter Fighters: The squad has LLMs and Flash Grenades +15pts.


Fast Attacks

Valkyrie MERT (Medical Emergency Response Team) 150pts

Name
BS
F
S
R
HP
Type
Valkyrie MERT
3
12
12
9
3
Flyer, Hover, Transport

Unit Type: Vehicle (Flyer, Hover, Transport)
Unit Composition: 1 Valkyrie MERT
Transport Capacity: Twelve models.
Wargear:
  • Multi-laser
  • Two hellstrike missiles
  • Storm Bolter/Heavy Stubber Rear Door Gun
  • Extra armour
  • Searchlight
Special Rules:
  • MERT Extraction: Once a Unit has embarked, roll 2D6 if a double 1 is rolled the Valkyrie Crashes and Burns, on a double 6 the embarked unit regains up to half its lost models (rounded up and randomly allocated). The Valkyrie must make its next move back towards your own side.
  • Med Drop: Units 12” gain the Feel No Pain Special Rule.
Options:
  • May include up to two additional supporting Valkyries: +125pts per model
  • Any Valkyrie may replace its multi-laser with a lascannon: +10pts per model
  • Any Valkyrie may replace both of its hellstrike missiles with two multiple rocket
Pods: +10pts per model
  • Any Valkyrie may take a pair of sponsons armed with heavy bolters: +20pts per model

Pathfinder 50pts

Name
BS
F
S
R
HP
Type
Pathfinder
3
10
10
10
2
Fast, Open-Topped

Unit Type: Vehicle (Fast, Open-Topped)
Unit Composition: 1-3 Pathfinders
Wargear:
  • Twin-Linked Heavy Bolter
  • Searchlight
Special Rules:
  • Scout
  • All-Terrain Vehicle
  • Tracer Round (Heavy Bolter)
  • Engines Off: If stationary for the entire turn this unit gains the Stealth Special Rule.
Options:
  • Any Pathfinder may replace its Heavy Bolter with:
    • Pathfinder Grenade Launcher*: Free
  • Any Pathfinder may take any of the following:
    • Extra Armour: +15 pts
    • One Hunter Killer Missile: +10 pts
  • The entire squadron may take
    • Smoke Launchers: +5 pts per model
    • Camo Netting: +10 pts per model, all models must take one
*As per Tauros Grenade Launcher

Death Eaters Tactical Objectives
  1. Key Targets: Seek out and destroy key leader figures from the enemy ranks to reduce their combat effectiveness. 1VP if you kill a character in the shooting phase, D3VP if you kill an independent character.
  2. Suppress The Enemy: By putting more rounds down on the enemy then they are on you will ensure a safe approach. 1VP if an enemy unit fails a pinning, blind or morale check, D3VP if 3+ units fail the check.
  3. Deliberate Attack: By using suppressing fire and good use of ground you will destroy the enemy. 1VP if you successfully destroy a unit by using Supporting Fire
  4. Reliable Command: A command gains experience from his campaigns, if he is dead then an asset is lost. D3VP if your HQ survives the entirety of the game.
  5. Command and Control: Wars are won with decent planning and the discipline to follow the orders given. 1VP if and order is successfully issued, D3VP if 3+ orders are successfully issued. Can be Sergeants Orders.
  6. With Me Lads!: It takes a warrior to charge at the enemy and drive a blade in to him while looking in to his eyes. 1VP if an enemy is destroyed using the Fix Bayonets Order. D3VP if unit is destroyed with this order alongside Supporting Fire.
 
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#2 · (Edited)
Comments in green


Death Eater Regiment Special Rules

  • Special Rules:
    • Supporting Fire: 2 units of Infantry type may work together, one providing cover fire while the other flanks to assault. The units must be within 6” of each other for this Rule to be used, declare a unit to charge as normal but before the enemy Overwatches, the other unit may fire at the enemy unit using BS1 this can cause Pinning and enemy can declare to go to ground.
      I don't really like this rule, and we don't need more out-of-sequence shootings in the game. What about something like "During the shooting phase, select two units of Infantry type within 6" of each other that haven't fired yet, and a target enemy unit within 12" from any of them. Declare one as the assaulter and the other as the firebase. The firebase must immediately make a shooting attack against an enemy target unit. During the assault phase, the assaulter must assault the target unit if able, and any successfull overwatch hit against them must be rerolled (short version: reroll successful hits during overwatch).
    • Fire Manoeuvre Tactics: Units may divide in half and move out of coherency, up to 6”, but only 1 half may move and cannot run or charge that turn. The unit must return to coherency the next movement phase.
      Coherency is one of the most basic rules of the game, and I would be wary to break this one. To keep the spirit of the rule, I would suggest this change: "At the end of the shooting phase, any unit that made a ranged attack may roll for a leadership test. If successfull, the unit can move d6" but it cannot assault during the next phase."
  • Warlord Traits:
    1. Prior Preparation, Prevents, Poor Performance: The warlord has studied his orders and has the battlefield imagined in his mind. You may seize the initiative on a 4+.
    2. Principles of Defence: The warlord has homed his skills in defence and relies on orbital assets and well planned orders to slow the enemy and push through with his own reserves. The enemy suffers -1 to his reserve rolls, while you gain +1.
    3. Established Fire Support Lines: The warlord ensures that his battles are won using decent gun lines to provide cover to advancing troops. Heavy Weapon Teams 12” of the warlord have the Relentless special rule.
    4. Urban Operations: The warlord has endless skill and experience in urban fighting and uses his knowledge to gain a foothold on the ground. Nominate 1 non-vehicle unit in reserve to have the Deep Strike special rule, then nominate a piece of neutral, non-brought terrain, this must be of Ruin type and written on paper and reviled when used. If there is no Ruins on the table, the unit gains the Scout special rule.
      This trait seems incomplete?
    5. Lead by Example: The warlord has earnt his rank through endless campaigns and tales of his leadership is spoken through the ranks. Units 12” of the warlord use his Leadership for Morale, Fear and Pinning checks.
      And for orders, I would add.
    6. Hold The Line: The warlord has trained his men to remain calm against the most aggressive foes. Once per game a unit may roll at full BS in Overwatch, units normally unable to fire mad so with any eligible weapon.
  • Orders:
Orders are used as per in Codex: Astra Militarum

Death Eater Equipment:
Ranged Weapons:
  • Lasgun Slug Conversion: The Death Eaters believe in the use of conventional rounds as a better option so they have converted the common M36 Lasrifle to operate using slug ammunition, promptly named M36A2, but this does impose a huge cost on their logistics so these converted weapons are issued at a heavy cost.
    The Omnissiah and the munitorum don't view modifications of items favourably, so you should not relate these guns with the lasguns. You already have autoguns, so why not improve on these? Call them "high-velocity autoguns" or something like that, and you're safe :)
NameRangeSAPType
Lasgun Conversation Typo here24”36Rapid Fire


  • Marksmen Rifle: During campaigns fighting in the city, the Death Eaters found that the common issued sniper rifle was unsuitable for the mobility needed when fighting in the ruins so a weapon was designed to suit the needs.
NameRangeSAPType
Marksman Rifle24”X6Assault 1, Sniper I'd go with rapidfire instead of assault 1, or Heavy 1 + relentless



  • Under-Slung Grenade Launcher: The Death Eaters rely on High Explosives to clear out building while fighting in the cities and found that throwing the grenade was not effective enough, the UGL is an additional barrel attached the underneath of a rifle and allows grenades to be used at longer ranges.
    Elysians already have something like this, you might check their books for inspiration
NameRangeSAPType
UGL (Frag)24”36Assault 1, Blast, One Use Only
UGL (Krak)24”64Assault 1, One Use Only


  • LMG Conversion: The Death Eaters found that the need for supportive five is a must but at times the use of a heavy weapon to provide this can be difficult so the need for a weapon to provide support but also be mobile and quick to use.
    Same note regarding las and slug conversions as above. Also, these guns can't be more agile than regular rifles, so Assault is definitely out of the picture. Have you considered Salvo? Maybe 2/4 30" instead?
NameRangeSAPType
LMG Conversion (Las)24”3-Assault 3
LMG Conversion (Slug)24”36Assault 3


Special Issued Wargear:
  • LLM: Las Light Module, this is attached to the weapon and sends out a low light laser aiding firing at close quarters. Models with this may re-roll one roll to hit up to 8”.
  • Spotting Module: Makes Precision Shots on 5+ Specify that the bonus is shared across the unit, otherwise the combo of your sniper unit below is not going to work well
  • Flash Grenades: Defensive Grenade
NameRangeSAPType
Flash Grenade8”1-Assault 1, Blast, Blind

Vehicle Wargear:
  • Anti-Projectile Cage: This is an additional armoured cage around the vehicle designed to stop projectiles reaching the main armour plating. Vehicles with this gain a 5+ cover to Blast weapons, this does not include barrage weapons landing direct hits on top of the vehicle.
The Armoury:
Special Weapons:
  • Marksmen Rifle: +5pts
  • UGL: +5pts per model The elysian version was just +1 pts/model, 5 is too much for one use only grenade. You get a melta bomb for that same price.
  • Lasgun Conversion: +2pts per model This is too expensive, 2 points for ap6, which is going to work on 3 units in the whole game, tops?
  • LMG conversion
    • Las: +5pts
  • Slug +10pts Make it +6pts, ap6 is not really useful
Special Issue Wargear:
  • LLM: +2pts per model Specify that the whole unit must buy the upgrade, otherwise WYSIWYG is going to be a pain in the back. Same for flash grenade
  • Flash Grenade: +2pts per model
  • Spotting Module: +10pts
Vehicle Wargear:
  • Anti-Projectile Cage: +15pts
Death Eaters Units
The Death Eater Regiment uses the same units as Codex: Astra Militarum in addition to some specialist units and additional special rules.
HQ
Lord Commander Castiel 150Pts
NameWSBSSTWIALdSv
Lord Commander Castiel4433333104+



Unit Composition: 1 (unique) Replaces Company Commander
Unit Type: Infantry (unique)
Wargear: Lasgun Conversion, Axe of Vallhara, Frag Grenade, Refractor Field

NameRangeSAPType
Axe of Vallhara-U2Fleshbane, Armourbane, Unwieldly, Specialist Weapon, Rampage, Melee Yeah, not really. This weapon is stuff for chapter masters and similar people, not a company commander.

Special Rules:
  • High Command: Can issue up to three orders a turn. Can issue orders that can only be issued by models with the Senior Officer special rule. Failed orders issued must be re-rolled. Drop the restriction on the orders that can be issued
  • Rear Echelon Command: If Castiel is behind all units on the table he may issue orders to any unit on the table regardless of distance or line of sight. Castiel’s squad and unit being issued the order must have a Vox-Caster. You need a stricter definition of "behind". Not always the long table edge represents "behind".
Elites

Covert Sniper Team 40pts Make it 30, otherwise I'll just get 4 ratlings that are better at the job.

NameWSBSSTWIALdSv
Shooter253313175+
Spotter443313175+



Unit Composition: 1 Shooter, 1 Spotter
Unit Type: Infantry
Wargear:
  • Shooter: Sniper Rifle, Frag Grenades, Camo Gear
  • Spotter: Marksman Rifle, Frag Grenades, LLM, Camo Gear, Spotting Module
Special Rules: Scout, Infiltrator, Slow & Purposeful
  • Fire…Fire…Fire: The spotter uses his Spotting Module to guide the shooter on to his target. Makes Precision Shots on 5+
  • Forward Observers: Artillery may fire at enemy units indirectly reducing the scatter by their BS if the Sniper team has LOS of the target.
[...]
Troops

Infantry Platoons are as per Codex: Astra Militarum but costing 60pts and with the addition to the Death Eaters Wargear. Sargent’s can issue the orders below to their own unit and are made with the lowest Unmodified Leadership, these may not be issued if orders have already been issued from Commanders, Vox-Casters cannot be used to Re-roll.
Do you mean "Infantry squads cost 60pts instead of their normal price", right?
  • Fix Bayonets: Unit cannot Shoot or Run this phase and must charge in the assault phase using the following rules. Roll 3D6” for Charge, if the distance needed is half or less of the 3D6” you gain +1A to models that make it in base contact. Your men can't be faster than space marines with jump packs or assaulting jetbikes! Drop the increased distance, and give +1A to all the unit for one game turn (up to two combat phases)
  • Flank Protection: Unit gains Split Fire Special Rule This is too powerful for a sergeant-level order. What about "Select target enemy unit. The selected unit must reduce 2" for its charge roll next turn. This malus can be stacked."
Heavy Weapons Teams cost 60pts when taking Heavy Bolters and uses the Tracer Round special rule when using the Heavy Bolter.
Just specify on the armory that Infantry heavy bolters costs 5 pts instead of their normal price.
  • When a unit with the Tracer Round special rule fires at an enemy unit it places a Tracer Marker if there is a successful unsaved wound made to the enemy unit. Units that fire at the marked unit in the same Shooting Phase may consume a marker to do one of the following: Re-roll failed rolls to hit, ignore cover saves, or cause Precision Shots to resolve with 5+ to hit instead of 6.
    So you are paying less for a weapon that gives you free markerlights? That is a no go. But I like your idea, so I propose an alternative: "When an unit with this special rule makes a successful To-Hit shot against a target enemy unit, all the subsequent attacks made to that enemy unit can reroll failed to-hit rolls of 1"
Veterans are as per Codex: Astra Militarum but with the addition to the Death Eaters Wargear. They also gain the additional doctrine:
  • Close Quarter Fighters: The squad has LLMs and Flash Grenades +15pts.

Fast Attacks

Valkyrie MERT 150pts

NameBSFSRHPType
Valkyrie MERT3121293Flyer, Hover, Transport


Unit Type: Vehicle (Flyer, Hover, Transport)
Unit Composition: 1 Valkyrie MERT
Wargear:
  • Multi-laser
  • Two hellstrike missiles
  • Storm Bolter/Heavy Stubber Rear Door Gun
  • Extra armour
  • Searchlight
Special Rules:
  • MERT Extraction: The Valkyrie MERT may move after a unit has embarked regardless if it had moved beforehand but this must be moved as if the embarking unit is falling back (2D6” towards your side of the table), if a double 1 is rolled the Valkyrie Crashes and Burns, on a double 6 the embarked unit regains half its lost models (rounded up and randomly allocated).
    This is not really clear. Can you improve this?
Options:
  • May include up to two additional supporting Valkyries: 125 pts per model
  • Any Valkyrie may replace its multi-laser with a lascannon: 10 pts per model
  • Any Valkyrie may replace both of its hellstrike missiles with two multiple rocket pods: 10 pts/model
  • Any Valkyrie may take a pair of sponsons armed with heavy bolters: 20 pts per model
Pathfinder 50pts

NameBSFSRHPType
Pathfinder31010102Fast, Open-Topped


Unit Type: Vehicle (Fast, Open-Topped)
Unit Composition: 1-3 Pathfinders
Wargear:
  • Twin-Linked Heavy Bolter
  • Searchlight
Special Rules:
  • Scout
  • All-Terrain Vehicle
  • Tracer Round (Heavy Bolter)
  • Engines Off: If stationary for the entire turn this unit gains the Stealth Special Rule.
Options:
  • Any Pathfinder may replace its Heavy Bolter with:
    • Pathfinder Grenade Launcher*: Free
  • Any Pathfinder may take any of the following:
    • Extra Armour: +15 pts
    • One Hunter Killer Missile: +10 pts
  • The entire squadron may take
    • Smoke Launchers: +5 pts per model
    • Camo Netting: +10 pts per model, all models must take one
*As per Tauros Grenade Launcher

Death Eaters Tactical Objectives
  1. Key Targets: Seek out and destroy key leader figures from the enemy ranks to reduce their combat effectiveness. 1VP if you kill a character in the shooting phase, D3VP if you kill an independent character.
  2. Suppress The Enemy: By putting more rounds down on the enemy then they are on you will ensure a safe approach. 1VP if an enemy unit fails a pinning, blind or morale check, D3VP if 3+ units fail the check.
  3. Deliberate Attack: By using suppressing fire and good use of ground you will destroy the enemy. 1VP if you successfully destroy a unit by using Supporting Fire
  4. Reliable Command: A command gains experience from his campaigns, if he is dead then an asset is lost. D3VP if your HQ survives the entirety of the game.
  5. Command and Control: Wars are won with decent planning and the discipline to follow the orders given. 1VP if and order is successfully issued, D3VP if 3+ orders are successfully issued. Can be Sergeants Orders.
  6. With Me Lads!: It takes a warrior to charge at the enemy and drive a blade in to him while looking in to his eyes. 1VP if an enemy is destroyed using the Fix Bayonets Order. D3VP if unit is destroyed with this order alongside Supporting Fire.
 
#4 ·
I've hammered out a lot of homebrew rules over on the Fantasy side of things (RIP), but am slightly less familiar with 40k. However, just from a design standpoint, there are some questions I think might be worth asking:

1) Why not just regular AM, or the Forgeworld/IA armies?
This is a good question to ask to try and focus your ideas. It looks like you're going for more of a modern military bent with this list, having underslung grenade launchers like the M203, sniper/spotter teams, forward observers, the Pathfinders seeming very similar to humvees, etc. However, if that's your angle, I don't see any reason at all to have "fix bayonets" as an available order.
Like Frost pointed out, a lot of this stuff is very similar to Elysian Drop Troop lists (actually an army that I played for a while, woo! ). People are going to immediately ask you, "why not Elysians? Are you just too cheap to buy the official FW book?" I've seen other people run into this when creating fan-books for Fantasy, particularly when dealing with human armies; "Why not just play Empire, huh?" My own Samurai list got the same treatment, initially, and I worked to differentiate them not only from the traditional 'human' armies of Fantasy, but also from any other army on offer at the time. They fit into a unique niche. Does your codex seek to do the same? Does it do so adequately?
If you just think that you're applying 'fixes' to shortcomings in the AM book in order to make it more playable, you really risk just "powergaming" the list. Obviously, it's rarely so blatant, but think of this kid saying, "las-guns are lasers, they should be more damaging! So my army has Super-death-lasguns and they're all Strength 6!" Don't be that kid.

2) What's the 'End Game'?
Without being discouraging, how far do you expect this project to go? If you're just kicking around with friends, then you really don't need to be terribly concerned with balance. Just feel it out. As long as your friends are cool with the changes and understand your rules, you don't even really need to write them down. Just play it out as-is. My pals and I have played games with very 'unique' house rules, to the extent that we've almost changed the entire framework to 8th Edition Fantasy at this point (we did the same with AoS, too). However, those projects will never go beyond my small group of regular friends. When I did the Nippon book however, I intended for that to stand alone, for other people to use it. I wrote an entire 97pg Armybook, with art, fluff, etc and then published it as a .pdf.
When you're trying to make something palatable to a wider audience, the "game theory" behind your decisions becomes much more important, the rules need to be far more clear and easily understood, and there should probably be a certain demand for your effort (see question 1) or else you're just sinking tons of effort into what is, essentially, a house-rule project for you and your mates to play for giggles.

Ultimately, I agree with a lot of what Frost has already said - both the critiques and suggested fixes for your rules, and also the similarities with the Elysians. One of the best things about going with Elysians or other official lists, is that you can use them in a GW store, or take them to tournaments and be accepted there. Their wide usage also means that if you post up a Battle Report, people are going to understand what they're seeing and generally they'll be more interested in reading/watching/commenting on it.
 
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