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Rules & Scenario Development House rules - whose rules? Make your own rules, or read up some experiments others have made.

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Old 11-23-2006   #1 (permalink)
Lord Commander Erus..
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Default Warp Guards - the working rules for Radical Witch Hunter Space Marines

Well.. It's gonna be a bit hard, but I figured i'd give it a go. Please, be patient, as this is the first time i've ever actually developed a unique unit with its own house rules, and i've no doubt the first run may be redundant and over-powered. The very idea for this will require, note that I said it WILL require a radical type Inquistor to even be possible. My reasoning is that while they may requisition help from the SM, it dosen't mean they would ever actually have Space Marines specifically dedicated to helping them (I.E. GK and Death Watch). So, by that coin....Radical daemonhunters use daemon weapons and hosts, right? Why wouldn't a radical witch hunter use mutants, and that said ones the Imperium developed: I.E. Space Marines. Like attracts like, correct? I know that a radical Witch Hunter Inquisitor is pushing it a bit... But, it is possible. If a Primarch can turn to Chaos, a Witch Hunter can. The fluff for this will be admittedly thin, but I will post it as I gather it. The title is a working one, and it may be changed! That said, here it goes.

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Fluff: Such is the abhorrence of the Inquisitor leading a force of Warp Guards, that he will push the very limits of his own Ordo. All the marines are latently psychic, though in not openly, and to such a degree that often it is barely noticeable to any psyker of strength. This weak, yet present ability allows the Inquisitor to use the Warp Guard as a sort of 'psyker radar'.

So far down the radical path he trod is the Inquisitor that he is but a step from heresy, and as such his own Ordo is loathe to support him. It is never seen a radical Warp Guard force to be supported by Sisters of Battle, or to even have any visible support from the Ordo, though whispered rumors exist that these Inquisitors are sanctioned by their Order, and even the High Lords of Terra, as the most potent way to hunt out corruption.

The Inquisitor, while radical, does not stray as far down the path of a Heretic as a radical Daemon Hunter or his fellows in the Ordo Xenos. He recognizes well the flirtation of the enemy his choices in troops represent in contrast with his Orders guiding principals, and as such he selects his own weapons just as any other would, perhaps to protect himself from those he commands. Whispers, again, exist of Inquisitors who have weapons forged in secret from Mars, forbidden artifacts to control their befouled troops.

A squad of Warp Guard are elite, sometimes reject marines. They are those in whom the transformation went awry. Space Wolves who succumbed to the beast within, Blood Angels driven insane by the Red Thirst, or blinded by the Black Rage. It is noted that no marines from puritanical chapters such as the Ultramarines or Black Templars have been sighted in the Warp Guards, though what happens to any of their failed recruits is unkow, and perhaps best left as such.

As to the look of the armor of the Warp Guards, it is varied in actual Mark and styling, reflecting that of the armor they came from their chapter in, though terminator armored Warp Guards have yet to be seen. Their combat role also means that these small, elie squads are constructed entirely to the Inquisitors whim, and may vary from Guard to Guard, or a certain Inquisitor may well draw his force from one chapter, to suit his own tastes. The color of their armor is a flat, matt grey with stark white markings. Each Guard bears a collar about their neck containg a concealed unit that packs a specifically engineered poision designed to kill, or slow, them should they get out of hand. This is hidden from the Warp Guard themselves by being covered with the Inquisitor perosnal motif, supposedly denoting them as thier militant arm. No chapter badges are seen, though recent trends have them being marked upon the corresponding shoulder pad by a black spiral (much like a spiral galaxy) with the Eye of Terra in the midst. They also tend to be chained, saved for the eve of battle, with chains more often used on daemonhosts, all the better to keep the dangerous ones under control.

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Game Rules: (fragmeneted, bear with me)

Stat line will follow a normal marines(higher pts.), with the following additions:
All marines may take the following upgrades at the follwing costs, note that only one minor deviance may be taken. If two minor deviances are taken, or one major, the force including the Warp Guard may not contain any holy relics or 'sacred standards', save blessed weapons carried by the Inquisitor himself (normal rules, limitations apply. If a wargear item would damage of inflict negative modifiers on a certain type of unit, and the Warp Guard counts as such at type, these modifiers apply. A Warp Guard unit with a major deviance counts as an enemy unit for these purposes).

Minor Deviances:
Daemonic Visage: +5 pts. a model
Daemon Fire: +5 pts. a model
Daemonic Resilience: + 10 pts. a model
Daemonic Strength: + 10 pts. a model

Major Deviances(essentially marks of chaos):
Warp Scream: +15 pts. a model (includes fearless bonus)
Blood Frenzy: +15 pts.
Warp-touched: + 10 pts. a model. Grants the entire unit the ablity to cast chaos psyker/librarian powers once a turn. May select any psychic power from Codex: Chaos Space Marines and Codex: Space Marines, though the unit may not take the powers of a mark of Nurgle, Khorne, Slaanesh of Tzeentch.
Plague-Scarred: +15 pts. a model. Unit behaves as if under mark of Nurgle.

'Psy-sense': Any Warp-Guard model within 12" of an enemy psyker foces the model to make his test at +1d6. If under a mark of tzeenetch, the model must roll over the Guards toughness to be able to cast his power, though he will not suffer the concurrent +1d6 penalty, as they pass all tests for psychic power automatically.

A unit of Warp Guard is limited to a 0-1 selection that takes up one Elite slot on the force organization slot, and must be supported only be space marines allies, no sisters of battle, and such a force may not ally with other puritanical forces of the Inquisition(no forces containg Grey Knights, Death Watch, or non-radical inquisitors).

An Inquisitor commanding a group of Warp Guard with a Major Divergence may not select regular wargear, and may instead select the following:

Warp scream:
-Verisaei: playing upon the inner emotions and desires of the victim, this blade is used to make the victim confess his commanders secrets. Any victim killed with this blade is worth 1/2 again their value in victory points, regular modifiers added in, saving HQ choices, which are worth twice. +25 pts. Counts as a regular close combat weapon that adds +1 str, often a sword, though a dagger has been seen to represent it as well.

Blood-frenzied:
-Blade of gore: For each sucessive wound on a multiple wound target, the wielder of the blade of gore makes a check on a 1d6. If the wielder rolls a 6, they may hit again, up to a total of attacks equal to the result on a roll of 1d3. Treated as a power fist in terms of determinign attack order and doubling strength. Two handed. +25 pts.

Warp-Touched:
-Warp-stake: Functions as a Warp Blade (Book of Tezeentch) except no Perils of the Warp Attack is suffered, and combines the effect of a power stake. Against Librarians, it never wounds on less than a 4+, and the range of nullifying powers is reduced to 6". +25 pts.

Plague-marked:
-Treated as plague sword, but rather than killing outright, the model sufers another wound. Maybe also be used once a game to cause an effect exactly like Nurgles Rot.


---------------


Ok... As it is late, I know fear for my brain child making sense, and I need sleep. Feel free to criticize, flame, or ignore. I am trying to make some sort of force interesting and unqiue, and think I have, if nothing else a good start. I can't however decide on a bas cost for a Warp Guard marine... Should it be higher than a regular Space Marine?

Don't go a bein too gentle!

Jeremy

Edit comment: Please, also help trim or shape anything to better suit Witch Hunters. They are not nessecarily my forte in 40K fluff and game mechanics, so help is welcome.

Last edited by Lord Commander Erus..; 11-23-2006 at 11:39 PM. Reason: Last minute thought!
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Old 11-24-2006   #2 (permalink)
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and by the looks of these guys, it seems as though the =I= responsible for them is as radical, if not more so than radical daemon hunter. how do the warp guard get these daemonic gifts?

Last edited by DeAd_cOmMaNdO; 11-24-2006 at 02:16 AM.
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Old 11-24-2006   #3 (permalink)
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these guys seem more like chaos space marines than simple renegade space marines. i can't see anything in the fluff you've written to justify all these chaos powers and daemon weapons, as you have said that this/these inquisitors are not as radical as their DH equivilent. not sure i'm feelin this concept.

are we talking about mutant marines here? like they failed a routine purity check and escaped before being purified? more info needed
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Old 11-24-2006   #4 (permalink)
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Argh.. Forget most of this, abandon after light of ideas... This was thought of a few Guisness into a long night, and the post turned out horribly off track... If I can salvage some things from it, I will. Apologies guys and girls... I'll do what I can to fix it.
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Old 11-25-2006   #5 (permalink)
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you do that

same things happened to me on multiple occasions! (i made the choice to collect smufts when i was stinking drunk one night. now ive got 5000+ points of models i dont really like!
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Old 11-25-2006   #6 (permalink)
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best for me not to go into my tales of druken stupidity
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Old 11-25-2006   #7 (permalink)
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haha! well mine dont all involve GW

im all ears
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Old 11-25-2006   #8 (permalink)
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last time i got hammered i hung my bare hairy ace outa the 3rd floor window for half an hour! oh, and drinking during a game ain't a good idea either. last time i did i leant on a fully ranked up unit of 3rd ed warhammer acupuncture goblins. i now have an odd lil pattern of scars on my left forearm. ouch!
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Old 11-25-2006   #9 (permalink)
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haha! but really, i think theres nothing better than a game of 40k with an old mate (one ive known for over 20 years) and a couple of beers. great fun!
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Old 11-25-2006   #10 (permalink)
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ok time to exercise some power *cracks fingers*
1) please stay on topic (4 posts of getting drunk? haha)
2) this kind of discussion is best continued on private message (if you want)
3) please don't use the A-word. ace is such a better term isnt it
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Old 11-27-2006   #11 (permalink)
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read, inwardly digested and noted for future reference
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Black Legion W.I.P

Frozen Leaves Falling to Cut - eldar W.I.P
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