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
Dark Eldar
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
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
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.
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.
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
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
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!!!!
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
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
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
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
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)
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
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)
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.
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).