40K Saga (Age of Plasma) - All Factions Done
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.
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