40K Saga (Age of Plasma) - All Factions Done
Adeptus Astartes (Vanilla/Ultramarines)
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.
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