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Codex: Errant Falcons


Chengar Qordath

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Codex: Errant Falcons

Go here for Background

Special Rules

Armour of Contempt: To represent the non-combat role of the Chapter's Librarians in warding the souls of the Errant Falcons against the taint of the Warp, any unit with this rule may negate any psychic power directed at them on a roll of 6+. This is in addition to any normal saves that may apply.

Unleashed Fury: The Errant Falcons face a constant internal struggle to reign in their violent impulses and maintain unit discipline. Sometimes, in the midst of battle, their discipline breaks, and the Marines give in to their darker nature. Whenever squad fails a morale check, it gains the Fearless universal special rule instead of falling back. If a squad fails a morale check as a result of combat resolution, it suffers No Retreat! wounds. In addition, at the start of the unit's next movement phase, it must pass a leadership test, or it gains the Rage universal special rule. If a unit has the Hit and Run rule, it may not Hit and Run while under the effects of Rage from this rule. If a unit fails its leadership test and gains the Rage universal special rule, it may attempt a new leadership test at the start of its next movement phase to regain control and remove the Rage rule.

Upgunned and Uparmoured: Because their combat doctrine has no place for traditional armoured assets, the Errant Falcons utilize variants on the Land Speeder STC with improved weaponry and armour to fill many of the combat roles normally occupied by conventional tanks. The larger weapons and ammunition stores, along with heavier armour plating, mean that these Land Speeders are not as maneuverable as the traditional Land Speeder. A Land Speeder with the Upgunned and Uparmoured rule may not move flat-out.

Descent of Angels - See Codex: Blood Angels

Combat Squads - See Codex: Blood Angels

Wargear

Roc: These gigantic birds of prey named after creatures out of ancient Terran legends make for fearsome mounts, allowing their marine riders to strike a fast and devastating blow against the enemies of the Emperor. Any Marine riding on a Roc adds +Toughness, and Attacks, and gains the Furious Charge USR, but loses the Descent of Angels rule. While a model riding a Roc is still classed as Jump Infantry, it does not have to take a dangerous terrain test for landing in difficult terrain, due to the Roc's ability to land with far more finesse than the average jump-pack equipped model.

Cryo Grenades: Cryo Grenades are used during the assault phase after assault moves are made, but before any blows are struck. Nominate a single model in base contact with the bearer; that model must take an initiative test; if it fails, it may not make close combat attacks this turn.

Jet Packs: A variation on the more common DH2 pattern jump pack, the NT-3 Pattern Jet Packs trade the speed of traditional jump packs for improved stability and manoeuvrability. While this makes them a poor choice for any unit attempting to reach close combat, these Jet Packs are ideally suited to units which seek to engage the enemy from long range. These follow the rules listed for jet packs in the main Warhammer 40k rulebook.

Mono-Blades: Specially crafted swords with superfine edges that can easily cut through even the thickest of armour and never lose their edge. Mono-Blades are Rending close combat weapons, as described in the main rulebook.

Orbital Strike Relay: See Codex:Grey Knights, except that the Psyk-Out Bomb may not be used.

Frost Falchions: These light blades are are constantly covered in a thin layer of frost, and designed to release a chemical gel whenever they strike an opponent. This chemical gel freezes instantly upon contact with air, consequently freezing the enemies bodily fluids and rendering most inorganic materials brittle and easily broken. A Frost Falchion in a power weapon with the poisoned (4+) rule. Similar to Power Fists and Thunder Hammers, Frost Falchions do not grant a bonus attack for having two close combat weapons unless the second weapon is also a Frost Falchion.

Balisandra Swords: These massive two-handed blades are among the most treasured weapons of the Errant Falcons, and can cut down even the mightiest of opponents. A Balisandra Sword is a two-handed power weapon that adds +2 to its user's strength.

Special Issue Ammunition: Each time a unit with Special Issue Ammunition the controlling player chooses which type of ammunition will be used for the entire squad. The effects of Special Issue Ammunition apply to any ranged attack made with a bolt pistol, bolter, the bolt portion or any combi-weapon, or storm bolter.
Cryo Rounds: The weapon gains the poisoned (2+) rule
Kraken Bolts: Increase the weapon's maximum range by 6", and lower its AP by 1
Dragonfire Bolts: Cover saves may not be taken against Dragonfire Bolts
Vengeance Rounds: Decrease the weapon's maximum range by 6", lower its AP by 2, and add the Gets Hot rule.
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ARMY LIST: HQ


Captain
Captain 6 5 4 4 3 5 3 10 3+/4+

Captain {HQ}.......... 140 points
  • Jump Infantry

  • 1 Captain

  • Power armour
  • Bolt Pistol
  • Close Combat Weapon
  • Iron Halo
  • Frag and Krak Grenades
  • Jump Pack

  • Unleashed Fury
  • Descent of Angels
  • Armour of Contempt
  • Independent Character
  • Battlefield Commander



Options:
  • The Captain may replace his Bolt Pistol and/or Close Combat Weapon with:
    • A Bolter: free
    • A Storm Bolter for 3 points
    • A Combi-Weapon, Mono-Blade, or Hand Flamer: 10 points
    • A Plasma Pistol, Inferno Pistol, or Power Weapon: 15 points
    • A Storm Shield: 20 points
    • A Power Fist or Frost Falchion: 25 points
    • A Balisandra Sword or Thunder Hammer: 30 points

    [*]If a Power Fist, Frost Falchion, or Thunder Hammer is taken, the Captain may replace his Bolt Pistol with a second of the same weapon: 5 points [*]He may replace his Power Armour with Artificer Armour: 15 points [*]He may replace his Jump Pack with a Jet Pack: free [*]He may replace his Jump Pack with a Roc: 30 points [*]He may replace his Power Armour, Jump Pack, and Bolt Pistol with Terminator Armour and:

    • A Storm Bolter: 5 points
    • A Combi-Weapon: 10 points
    • A Storm Shield: 20 points

    [*]He may also purchase:

    • Melta Bombs for 5 points
    • Digital Weapons: 10 points
    • Cryo Grenades: 10 points
    • Special Issue Ammunition: 15 points
    • Orbital Strike Relay: 40 points



Battlefield Commander: Not only is a company captain a highly skilled warrior, he also possesses a keen insight into battle strategy, often honed by decades or even centuries of battlefield experience, and the entire force under his command gains the benefit of his experience. At the start of the match, roll a d3; the captain may grant that many units of infantry, jump infantry, or walkers (with the exception of Independent Characters and any model with the Redemption is Death rule) one of the following rules:
First to the Fight: The unit gains the Scouts USR
Hold the Line: The unit is now scoring, as if it were a Troops choice
Strike with Precision: The unit may re-roll any ranged to-hit rolls of 1.
Pick Your Battles: The unit gains the Hit and Run USR.

Company Champion
Company Champion 6 4 4 4 3 5 4 10 3+/4+

Company Champion {HQ}.......... 130 points
  • Jump Infantry

  • 1 Company Champion

  • Power Armour
  • Bolt Pistol
  • Close Combat Weapon
  • Iron Halo
  • Frag and Krak Grenades
  • Jump Pack

  • Unleashed Fury
  • Descent of Angels
  • Armour of Contempt
  • Independent Character
  • A Worthy Opponent



Options:
  • The Company Champion may replace his Bolt Pistol and/or Close Combat Weapon with:
    • A Mono-Blade or Hand Flamer: 10 points
    • A Plasma Pistol, Inferno Pistol, Power Falchion, or Power Weapon: 15 points
    • A Storm Shield: 20 points
    • A Power Fist or Frost Falchion: 25 points
    • A Balisandra Sword or Thunder Hammer: 30 points

    [*]If a Power Fist, Frost Falchion, or Thunder Hammer is taken, the Company Champion may replace his Bolt Pistol with a second of the same weapon: 5 points [*]He may replace his Power Armour with Artificer Armour: 15 points [*]He may replace his Jump Pack with a Roc: 30 points [*]He may replace his Power Armour, Jump Pack, and Bolt Pistol with Terminator Armour and:

    • A Storm Bolter: 5 points
    • A Combi-Weapon: 10 points
    • A Storm Shield: 20 points

    [*]He may also purchase:

    • Melta Bombs for 5 points
    • Digital Weapons: 10 points
    • Cryo Grenades: 10 points
    • Orbital Strike Relay: 40 points



A Worthy Opponent: Whenever the Company Champion directs his attacks towards an enemy Independent Character or Monstrous Creature, he may re-roll his to-hit rolls. However, if at the end of close combat, there are no Independent Characters, Monstrous Creatures, models with multiple wounds, or any enemy models with a Weapon Skill of four or higher currently engaged with the Company Champion, he may withdraw as if he had the Hit-and-Run Universal Special Rule; the Company Champion seeks worthy opponents, and will not waste his time fighting weaklings.

Chaplain
Chaplain 5 4 4 4 2 4 3 10 3+/4+

Chaplain {HQ}.......... 130 points
  • Jump Infantry

  • 1 Chaplain

  • Power Armour
  • Bolt Pistol
  • Crozius Arcanum
  • Rosarius
  • Frag and Krak Grenades
  • Jump Pack

  • Descent of Angels
  • Armour of Contempt
  • Independent Character
  • Liturgies of Battle
  • Knight's Honor



Liturgies of Battle: See Codex: Space Marines

Knight's Honor: The Armour of Contempt rule activates on a roll of 4+ for the Chaplain and any unit with a model with 6" of the Chaplain. In addition, the Chaplain and any unit he joins are Fearless.

Options:
  • The Chaplain may replace his Bolt Pistol with:
    • A Bolter: free
    • A Storm Bolter for 3 points
    • A Combi-Weapon or Hand Flamer: 10 points
    • A Plasma Pistol, Inferno Pistol, or Power Fist: 15 points
    • A Storm Shield: 20 points

    [*]He may replace his Jump Pack with a Roc: 30 points [*]He may replace his Power Armour, Jump Pack, and Bolt Pistol with Terminator Armour and:

    • A Storm Bolter: 5 points
    • A Combi-Weapon: 10 points
    • A Storm Shield: 20 points

    [*]He may also purchase:

    • Melta Bombs for 5 points
    • Digital Weapons: 10 points
    • Cryo Grenades: 10 points
    • Special Issue Ammunition: 15 points
    • Orbital Strike Relay: 40 points




Honour Guard
Honour Guard 4 4 4 4 1 4 2 9 2+
Apothecary 4 4 4 4 1 4 2 9 3+

Honour Guard {HQ}.......... 200 points
  • Jump Infantry

  • 1 Apothecary
  • 4 Honour Guard

  • Artificer Armour
  • Bolt Pistol
  • Bolter
  • Mono Blade
  • Frag and Krak Grenades
  • Jump Pack

  • Power Armour
  • Bolt Pistol
  • Mono Blade
  • Narthecium
  • Frag and Krak Grenades
  • Jump Pack

  • Descent of Angels
  • Armour of Contempt
  • Unleashed Fury



Options:
  • Any Honour Guard may replace his Bolter, Bolt Pistol and/or Mono Blade with:
    • A Storm Bolter, Flamer, or Power Weapon: 5 points
    • A Combi-Weapon, Meltagun, Hand Flamer, or Frost Falchion: 10 points
    • A Plasma Pistol, Plasma Gun, Inferno Pistol, Storm Shield, Thunder Hammer, or Balisandra Sword: 15 points

    [*]If an Honour Guard purchases a Frost Falchion or Thunder Hammer, the same model may replace his Bolt Pistol with a second of the same weapon: 5 points [*]One Honor Guard may carry

    • A Company Banner: 15 points
    • A Chapter Banner (One per army): 30 points

    [*]The Entire Squad may take Special Issue Ammunition: 25 points [*]The entire squad may replace its jump packs with jet packs: 10 points

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ARMY LIST: Elite


Redemptor
Redemptor 5 4 4 4 2 4 2 8 4+

Redemptor {Elite}.......... 40 points
  • Jump Infantry

  • 1 Redemptor

  • Carapace Armour
  • Bolt Pistol
  • Mono Blade
  • Frag and Krak Grenades
  • Jump Pack

  • Descent of Angels
  • Armour of Contempt
  • Redemption is Death
  • Fearless



Redemption is Death: A Redemptor has the Feel No Pain and Eternal Warrior USRs. In kill point missions, the Redemptor does not concede a Kill Point if he dies; instead, he concedes a kill point if he is still alive at the end of the mission.

Options:
  • The Redemptor may replace his Bolt Pistol with:
    • A Storm Bolter for 3 points
    • A Hand Flamer or Power Falchion: 10 points
    • A Plasma Pistol or Inferno Pistol: 15 points
    • A Storm Shield: 20 points

    [*]The Redemptor may replace his Mono Blade with:

    • A Power Weapon: 5 points
    • A Power Fist or Frost Falchion: 15 points
    • A Thunder Hammer: 20 points

    [*]If the Redemptor purchases a Frost Falchion or Thunder Hammer, he may replace his Bolt Pistol with a second of the same weapon: 5 points [*]He may also purchase:

    • Melta Bombs for 5 points




Techmarine
Techmarine 4 4 4 4 1 4 2 8 2+

Techmarine {Elite}.......... 50 points
  • Jump Infantry

  • 1 Techmarine

  • Artificer Armour
  • Bolter
  • Frag and Krak Grenades
  • Jump Pack
  • Special Issue Ammunition

  • Descent of Angels
  • Armour of Contempt
  • Unleashed Fury
  • Independent Character
  • Blessing of Omnisiah
  • Bolster Defenses



Options:
  • The Techmarine may replace his Bolter with:
    • A Bolt Pistol: free
    • A Storm Bolter: 3 points
    • A Hand Flamer or Combi-Weapon: 10 points
    • A Plasma Pistol, Inferno Pistol, or Plasma Gun: 15 points

    [*]The Techmarine may take:

    • A Mono Blade: 10 points
    • A Power Weapon: 15 points
    • A Thunder Hammer: 30 points

    [*]He may also purchase one of the following:

    • Blind Grenades: 5 points
    • Rad Grenades: 10 points
    • Psychotroke Grenades: 15 points

    [*]A Techmarine may purchase any of the following:

    • Melta Bombs: 5 points
    • Cryo Grenades: 10 points




Kestrel Knights
Kestrel Knights 4 4 4 4 1 4 2 9 2+

Kestrel Knights {Elite}.......... 200 points
  • Jump Infantry

  • 5 Kestrel Knights

  • Artificer Armour
  • Bolt Pistol
  • Frost Falchion
  • Frag and Krak Grenades
  • Jump Pack

  • Descent of Angels
  • Armour of Contempt
  • Unleashed Fury



Options:
  • The Squad may have up to five additional Kestrel Knights: 40 points per model
  • Any Kestrel Knight may replace his Bolt Pistol and/or Frost Falchion with:
    • A Bolter: Free
    • A Storm Bolter, Combi-Weapon, Hand Flamer, or Thunder Hammer: 5 points
    • A Plasma Pistol or Inferno Pistol: 10 points
    • A Storm Shield: 15 points

    [*]If a Kestrel Knight has a Frost Falchion or Thunder Hammer, the same model may replace his Bolt Pistol with a second of the same weapon: 5 points [*]One Kestrel Knight may have

    • Melta Bombs: 5 points
    • Cryo Grenades: 10 points

    [*]The Entire Squad may take Special Issue Ammunition: 30 points



Land Speeder Fulminata
Land Speeder Fulminata 4 11 11 10

Land Speeder Fulminata {Elite}.......... 80 points
  • Vehicle (Fast, Skimmer)

  • 1 Land Speeder Fulminata

  • 2 heavy bolters
  • Twin-linked heavy bolter

  • Deep Strike
  • Upgunned and Uparmoured
  • Armour of Contempt


  1. May exchange one heavy bolter with:
    • A Missile Launcher: 5 points
    • An Autocannon: 5 points

[*]May exchange one other heavy bolter with:

  • A Missile Launcher: 5 points
  • An Autocannon: 5 points

[*]May exchange its twin linked heavy bolter with:

  • A twin-linked Autocannon: 10 points
  • a Typhoon missile launcher: 30 points



Sternguard: See Codex: Blood Angels, but apply the following changes:

  • Remove "The Red Thirst" and replace it with "Unleashed Fury" and "The Armour of Contempt"
  • The entire squad has jet packs
  • The squad may give up its jet packs to take a drop pod as a dedicated transport at no cost
  • Increase base cost to 150 points for the squad and 30 points per additional model.
  • Special Ammunition now works as outlined in the wargear section of this codex
  • The sergeant may exchange his bolter or bolt pistol for a Mono Blade: 10 points


Terminator Squad: See Codex: Blood Angels, but apply the following changes:

  • Remove "The Red Thirst" and replace it with "Unleashed Fury" and "The Armour of Contempt"


Assault Terminator Squad: See Codex: Blood Angels, but apply the following changes:

  • Remove "The Red Thirst" and replace it with "Unleashed Fury" and "The Armour of Contempt"
  • Remove Lightning Claws, and replace them with Frost Falchions.

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ARMY LIST: Troops


Tactical Squad
Space Marine 4 4 4 4 1 4 1 8 3+
Sergeant 4 4 4 4 1 4 2 9 3+

Tactical Squad {Troops}.......... 110 points
  • Jetpack Infantry

  • 1 Sergeant
  • 4 Space Marines

  • Power Armour
  • Bolt Pistol
  • Bolter
  • Frag and Krak Grenades
  • Jet Pack

  • Descent of Angels
  • Armour of Contempt
  • Unleashed Fury
  • Combat Squads

  • The squad may give up its jet packs to take a drop pod as a dedicated transport at no cost



Options:
  • The Squad may take up to five additional Space Marines: 20 points per model
  • One Space Marine may replace his Bolter with:
    • A Flamer: free
    • A Meltagun: 5 points
    • A Plasma Gun: 10 points

    [*]If the squad numbers ten models, One Space Marine may replace his bolter with:

    • A Missile Launcher or Multi-melta: free
    • A Plasma Cannon: 5 points
    • A Lascannon: 10 points

    [*]The Sergeant may replace his bolter and/or bolt pistol with:

    • A Close Combat Weapon: free
    • A Storm Bolter: +3 points
    • A Mono Blade or Combi-weapon: 10 points
    • A Plasma Pistol or Power Weapon: 15 points
    • A Power Fist: 25 points




Scout Squad
Scout 4 4 4 4 1 4 1 8 4+
Scout Sergeant 4 4 4 4 1 4 2 9 3+

Scout Squad {Troops}.......... 75 points
  • Jump Infantry

  • 1 Scout Sergeant
  • 4 Scouts

  • Scout Armour
  • Bolt Pistol
  • Shotgun
  • Frag and Krak Grenades

  • Armour of Contempt
  • Unleashed Fury
  • Scouts
  • Move Through Cover
  • Infiltrate
  • Combat Squads

  • Land Speeder Storm



Options:
  • Any Scout may replace his shotgun with:
    • A Combat Blade: free

    [*]For every five models in the squad, one Scout may replace his shotgun with:

    • A Flamer: 5 points
    • A Meltagun or Mono Blade: 10 points
    • A Plasma Gun: 15 points

    [*]The Sergeant may replace his shotgun and/or bolt pistol with:

    • A Storm Bolter: +3 points
    • A Mono Blade or Combi-weapon: 10 points
    • A Plasma Pistol or Power Weapon: 15 points
    • A Power Fist: 25 points



Assault Squad: See Codex: Blood Angels for pricing and options, with the following changes:

  • Remove "The Red Thirst" and replace it with "Unleashed Fury" and "The Armour of Contempt"
  • Any model may replace his close combat weapon with a bolter: free
  • The Sergeant may replace his close combat weapon and/or bolt pistol with
    • A Mono-Blade: 10 points
    • A Frost Falchion: 25 points

    [*]If the Sergeant has taken a Frost Falchion, Power Fist, or Thunder Hammer, he may exchange his bolt pistol for a second of the same weapon: 5 points.

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ARMY LIST: Fast Attack


Roc Riders
Roc Rider 4 4 4 5 2 4 4 8 3+

Roc Rider {Fast Attack}.......... 55 points
  • Jump Infantry

  • 1 Roc Rider

  • Power Armour
  • Bolt Pistol
  • Mono-Blade
  • Frag and Krak Grenades

  • Armour of Contempt
  • Unleashed Fury
  • Furious Charge



Options:
  • May take up to four additional Roc Riders: 55 points per model
  • Any Roc Rider may replace his Bolt Pistol with:
    • A Hand Flamer: 10 points
    • A Plasma Pistol or Inferno Pistol: 15 points
    • A Storm Shield: 20 points

    [*]One Roc Rider may replace his Mono-Blade with:

    • A Power Weapon: 5 points
    • A Power Fist: 15 points




Flankguard
Veteran 4 4 4 4 1 4 2 9 3+
Sergeant 4 4 4 4 1 4 2 9 3+

Flankguard Veteran Squad {Fast Attack}.......... 120 points
  • Jump Infantry

  • 4 Veteran Space Marines
  • 1 Sergeant

  • Power Armour
  • Bolt Pistol
  • Bolter
  • Frag and Krak Grenades
  • Jump Pack

  • Descent of Angels
  • Armour of Contempt
  • Unleashed Fury
  • Lightning Strike
  • Combat Squads



Options:
  • The Squad may take up to five additional Veterans: 24 points per model
  • For every five models in the squad, two Veterans may replace their Bolters with:
    • A Flamer: free
    • A Meltagun: 5 points
    • A Plasma Gun: 10 points

    [*]One model may replace his bolter and/or bolt pistol with:

    • A Close Combat Weapon: free
    • A Storm Bolter: +3 points
    • A Mono Blade or Combi-weapon: 10 points
    • A Plasma Pistol or Power Weapon: 15 points
    • A Power Fist: 25 points




Lightning Strike: Once per game, Flankguard may choose to burn through most of their fuel reserves to make a single massive leap across the battlefield. When making a lightning strike, the unit may move up to 30" in any direction. This move follows the normal rules for jump infantry movement (may pass over obstacles/other units). After making this move, the unit counts as having deep struck for purposes of movement, and thus cannot assault or fire heavy weapons.

Land Speeder: See Codex: Blood Angels, but apply the following change:

  • Add "The Armour of Contempt"


Bike Squad: See Codex: Blood Angels for pricing and options, with the following changes:

  • Remove "The Red Thirst" and replace it with "Unleashed Fury" and "The Armour of Contempt"
  • The Sergeant may replace his bolter and/or bolt pistol with a Mono-Blade: 10 points


Attack Bike Squad: See Codex: Blood Angels for pricing and options, with the following changes:

  • Remove "The Red Thirst" and replace it with "Unleashed Fury" and "The Armour of Contempt"
  • The Sergeant may replace his bolter and/or bolt pistol with a Mono-Blade: 10 points


Scout Bike Squad: See Codex: Blood Angels for pricing and options, with the following changes:

  • Remove "The Red Thirst" and replace it with "Unleashed Fury" and "The Armour of Contempt"
  • The Sergeant may replace his bolter and/or bolt pistol with a Mono-Blade: 10 points

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ARMY LIST: Heavy Support


Devastator Squad
Space Marine 4 4 4 4 1 4 1 8 3+
Sergeant 4 4 4 4 1 4 2 9 3+

Devastator Squad {Heavy Support}.......... 110 points
  • Jetpack Infantry

  • 1 Sergeant
  • 4 Space Marines

  • Power Armour
  • Bolt Pistol
  • Bolter
  • Frag and Krak Grenades
  • Jet Pack

  • Descent of Angels
  • Armour of Contempt
  • Unleashed Fury
  • Combat Squads



Options:
  • The Squad may take up to five additional Space Marines: 20 points per model
  • For every five Space Marines in the squad, two may replace their Bolters with:
    • A Multi-melta, or Missile Launcher: 10 points
    • A Plasma Cannon: 15 points
    • A Lascannon: 25 points

    [*]The Sergeant may replace his bolter and/or bolt pistol with:

    • A Close Combat Weapon: free
    • A Storm Bolter: 3 points
    • A Mono Blade or Combi-weapon: 10 points
    • A Plasma Pistol or Power Weapon: 15 points
    • A Power Fist: 25 points




Land Speeder Vindictus
Land Speeder Vindictus 4 11 11 10

Land Speeder Vindictus {Heavy Support}.......... 100 points
  • Vehicle (Fast, Skimmer)

  • 1 Land Speeder Vindictus

  • Demolisher Cannon

  • Deep Strike
  • Upgunned and Uparmoured
  • Recoil
  • Armour of Contempt



Recoil: Whenever the Land Speeder fires its weapon,after the scatter dice has been rolled, the land speeder must move d6 inches in a straight line away from the center of the blast template. If this movement would end with the Land Speeder in impassable terrain or within 1" of another model, the Land Speeder instead suffers a Strength 4 hit resolved against its rear armour.

Dreadnought See Codex: Blood Angels, but apply the following changes:
  • Remove "The Red Thirst" and replace it with "The Armour of Contempt"
  • Must begin play embarked on a Stormraven or Drop Pod


Stormraven: See Codex: Blood Angels, but apply the following change:

  • Add "The Armour of Contempt"


Deathstorm Drop Pod: See Imperial Armour 2 Update 1.3, but apply the following changes:

  • Add "The Armour of Contempt"
  • All Deathstorm Drop Pods may hold objectives as if they were troops

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Poked through the 'dex, a coupla thoughts;

 

Some of the referenced units (Assault Squads/Sternguard, maybe others) can still take Lightning Claws. Maybe add a line to the overall army rules stating that no model may take Lightning Claws?

 

The Captain/Honour Guard/Techmarine having access to a Jetpack would seem thematic, since the equipment's something unique to falcons.

 

The orbital strike relay feels a little out of place on the company champion and the chaplain - they don't really seem like characters which stop to call down ordnance.

 

The tactical squad entry seems somewhat redundant when compared to the pre-existing Assault Squad - all it really seems to offer are the Boltguns and the grey hunter-style free second special weapon (which also feels kinda out of place alongside the regular assault squad) and less pistols. Maybe just give Assault Squads the option to trade their Close Combat Weapons for Boltguns?

 

Like the Vindicatus' recoil, fun mechanic.

 

Any plans for a venerable/furioso-type Dreadnought?

 

--

 

Also, the suggestion on the scoring (with character or somesuch) deathstorms was based around the idea that they were being used in the mission to briefly secure an area - to retrieve wounded, or make way for larger landing craft etc. Presumably they wouldn't be holding the line for days in the throes of trench warfare :P Could be fun if Hold the Line had the option of affecting Deathstorms as well.

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Some of the referenced units (Assault Squads/Sternguard, maybe others) can still take Lightning Claws. Maybe add a line to the overall army rules stating that no model may take Lightning Claws?

Right; forgot those guys could take claws, probably because 99% of the time they only take fists.

 

The Captain/Honour Guard/Techmarine having access to a Jetpack would seem thematic, since the equipment's something unique to falcons.

Yeah, no reason not to offer it, and it does provide a few fun options like double-tapping with bolters before charging.

 

The orbital strike relay feels a little out of place on the company champion and the chaplain - they don't really seem like characters which stop to call down ordnance.

True, but on the other hand I don't see any reason they wouldn't be able to stop and call down a strike if they really wanted to.

 

The tactical squad entry seems somewhat redundant when compared to the pre-existing Assault Squad - all it really seems to offer are the Boltguns and the grey hunter-style free second special weapon (which also feels kinda out of place alongside the regular assault squad) and less pistols. Maybe just give Assault Squads the option to trade their Close Combat Weapons for Boltguns?

For some reason, I thought BA assault squads only had access to pistol special weapons. Turns out, I was wrong there. Adjustments will be made.

 

Like the Vindicatus' recoil, fun mechanic.

Yeah; it was a total spur-of-the-moment idea. My thought process was roughly "Gee, sure is a shame about the Falcons not getting a Vindicator or anything with a Demolisher Cannon on it; that's a very useful gun in the age of Deathstars. Hmm. Maybe you could put one on a Land Speeder? Nah, the recoil would probably make the thing go flying backwards every time it shot..."

 

Any plans for a venerable/furioso-type Dreadnought?

Nothing solid, but if a good idea springs to mind I'll use it.

 

Also, the suggestion on the scoring (with character or somesuch) deathstorms was based around the idea that they were being used in the mission to briefly secure an area - to retrieve wounded, or make way for larger landing craft etc. Presumably they wouldn't be holding the line for days in the throes of trench warfare :) Could be fun if Hold the Line had the option of affecting Deathstorms as well.

Could be interesting. Actually, just making all Deathstorms scoring probably wouldn't be a huge game-breaker, since they're immobile and have to DS in.

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Default scoring on them probably wouldn't hurt; as-is, they're a pretty hit-or-miss unit. Scoring would add some utility without making it shootier/cheaper.

 

While any member of the chapter could probably call down an orbital strike, my assumption is that only those equipped with complex/bulky gear can safely call a strike down a dozen or so meters away from friendly forces, something that I can't quite picture a chaplain/champion carrying or being trained to use. The Grey Knights 'dex is pretty ambiguous about the actual gear involved, tho - it doesn't receive a physical description beyond "orbital strike relay."

 

How are the Fulminata's weapons placed on it? Having trouble picturing it with a mixture of weapon types.

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While any member of the chapter could probably call down an orbital strike, my assumption is that only those equipped with complex/bulky gear can safely call a strike down a dozen or so meters away from friendly forces, something that I can't quite picture a chaplain/champion carrying or being trained to use. The Grey Knights 'dex is pretty ambiguous about the actual gear involved, tho - it doesn't receive a physical description beyond "orbital strike relay."

Given the fact that it doesn't take up a weapon slot or anything, I'm inclined to think that the strike relay isn't that bulky. I probably wouldn't ever take one on an assault-oriented HQ like a chaplain or champion though; Both those HQs are really only worth their points if they're punching something in the face.

 

How are the Fulminata's weapons placed on it? Having trouble picturing it with a mixture of weapon types.

T-L weapons or the Typhoon Launchers goes where the typhoon launcher normally fits, while the other two weapons go in the co-pilot and tornado mounts.

 

I have to admit, if I were running one I'd probably go for all one type of weapon, although the Autocannon and Missile Launcher do compliment each other pretty well. I've been toying with giving it access to special ammo for the Heavy Bolters, to give those weapons a bit of a boost; it is an Elite unit, after all.

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Are Devastators Jump Infantry or Jetpack Infantry? Because their Type is Jump, but their equipment says Jet.

 

While if you're going to give anyone Jetpacks, Devastators would probably be it, it does make them a little too gnarly for my tastes... probably just jealousy talking though.

 

I love the Flankguard, but it does feel a little odd to have a normal CCW as a Special Weapon upgrade that can only be taken by one squaddy... or was that list supposed to be for the Sergeant?

 

... oh. They don't have a Sergeant. >> Why don't Flankguard or Roc Riders get Sergeants?

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Are Devastators Jump Infantry or Jetpack Infantry? Because their Type is Jump, but their equipment says Jet.

 

While if you're going to give anyone Jetpacks, Devastators would probably be it, it does make them a little too gnarly for my tastes... probably just jealousy talking though.

 

Yeah, Jetpack Devastators are, nice, but hopefully the increase to base cost and having their heavy weapons shifted to 2 per 5 models should keep them reasonable. Plus, Devastators need a bit of a boost; aside from Long Fange, they're fairly underwhelming.

 

I love the Flankguard, but it does feel a little odd to have a normal CCW as a Special Weapon upgrade that can only be taken by one squaddy... or was that list supposed to be for the Sergeant?

 

... oh. They don't have a Sergeant. >> Why don't Flankguard or Roc Riders get Sergeants?

They didn't get sergeants since, being all-veteran squads, their sergeants would have the exact same profile as every other model, so I didn't see a particular need for one.

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Looks solid, not much to comment on. For the Ind. Characters that can exchange a Jump Pack for a Jetpack, I don't think that'd really require an upgrade cost since they have lower shooty potential than choppy. Do Jetpacks grant Descent of Angels? Flankguard's Lightning Strike should probably have a line clarifying what'd happen to Ind. Characters attached to them, and doesn't really need a line about not using Heavy Weapons, since they can't take any.
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Looks solid, not much to comment on. For the Ind. Characters that can exchange a Jump Pack for a Jetpack, I don't think that'd really require an upgrade cost since they have lower shooty potential than choppy. Do Jetpacks grant Descent of Angels?

Captains can get Jet packs for free now; after all, aside from a bolter/combi-plasma, they don't really have any shooty options that benefit from Relentless.

 

Going off the 5th-edition BRB, jetpack-infantry is a subset of jump infantry, so they get Descent of Angels.

 

Once I get their fluff hammered out, I'll start posting SCs. If nothing else, the SCs will finally make the theme-naming for the chapter very obvious.

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Once I get their fluff hammered out, I'll start posting SCs. If nothing else, the SCs will finally make the theme-naming for the chapter very obvious.

The giant falcons flyin' around do a pretty good job of that too :P

 

One small thought on a veteran dread - maybe something along the lines of an elysian drop sentinel? A Dreadnought designed to be dropped from high altitudes (deep-strike), Ven. Dread type special rules, limited to short-range weaponry (probably an option of having two DCCWs) and maybe a few quirky pieces (able to re-roll reserve rolls to give it an advantage over regular dreads in drop pods, orbital strike relay as an option.)

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Once I get their fluff hammered out, I'll start posting SCs. If nothing else, the SCs will finally make the theme-naming for the chapter very obvious.

The giant falcons flyin' around do a pretty good job of that too :P

Well, the Falcon element is there I suppose, but that's not where most of my theme-names comes from. When it comes to naming things, I don't want to end up like Wolfdex: Wolf Wolves or Sanguidex: Blood Angels of Blood. Granted, most of the nationality theme-naming isn't that obvious until you get to doing a lot of name-dropping; so far the only named Falcons are the ones mentioned in the IA.

 

One small thought on a veteran dread - maybe something along the lines of an elysian drop sentinel? A Dreadnought designed to be dropped from high altitudes (deep-strike), Ven. Dread type special rules, limited to short-range weaponry (probably an option of having two DCCWs) and maybe a few quirky pieces (able to re-roll reserve rolls to give it an advantage over regular dreads in drop pods, orbital strike relay as an option.)

Ideas are percolating.

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Well, the Falcon element is there I suppose, but that's not where most of my theme-names comes from. When it comes to naming things, I don't want to end up like Wolfdex: Wolf Wolves or Sanguidex: Blood Angels of Blood. Granted, most of the nationality theme-naming isn't that obvious until you get to doing a lot of name-dropping; so far the only named Falcons are the ones mentioned in the IA.

:P Jokin' with that one, you seem to stubbornly refuse to use any of the Chapter's name as a common prefix! FALCONFIST! (Also, rumor has it that 'Necro' is Ward's prefix of the day for the Necron 'dex - be ready for a couple of Necrofists :P)

 

One thought - for Special Ammo, Cryo Rounds currently have a decent advantage over the vanilla Hellfire Rounds. Since the Bolter with Cryo Rounds is still S4, the 2+ Poisoned roll is re-rollable against anything T4 and below, while Hellfire Rounds are considered S1. Probably worth adding to their effect that "The Weapon's Strength value is reduced to 1."

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Well, the Falcon element is there I suppose, but that's not where most of my theme-names comes from. When it comes to naming things, I don't want to end up like Wolfdex: Wolf Wolves or Sanguidex: Blood Angels of Blood. Granted, most of the nationality theme-naming isn't that obvious until you get to doing a lot of name-dropping; so far the only named Falcons are the ones mentioned in the IA.

:P Jokin' with that one, you seem to stubbornly refuse to use any of the Chapter's name as a common prefix! FALCONFIST! (Also, rumor has it that 'Necro' is Ward's prefix of the day for the Necron 'dex - be ready for a couple of Necrofists ;))

 

One thought - for Special Ammo, Cryo Rounds currently have a decent advantage over the vanilla Hellfire Rounds. Since the Bolter with Cryo Rounds is still S4, the 2+ Poisoned roll is re-rollable against anything T4 and below, while Hellfire Rounds are considered S1. Probably worth adding to their effect that "The Weapon's Strength value is reduced to 1."

I believe you mean Falcon Punch!

 

On the cryo rounds, strength-based re-rolls are only on close combat attacks. I was a bit surprised when I learned that.

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Venerable Dreadnought
Venerable Dreadnought 5 5 6(10) 4 2(3) 12 12 10

Venerable Dreadnought {Elite}.......... 165 points
  • Vehicle (Walker)

  • 1 Venerable Dreadnought

  • Smoke Launchers
  • Searchlight
  • 2 Dreadnought Close Combat Weapons (with built in stormbolters)

  • Venerable
  • Armour of Contempt


  • May exchange either storm bolter for:
    • A Meltagun: 5 points
    • A Heavy Flamer: 10 points

    [*]May replace either Dreadnought Close Combat Weapon and Storm Bolter with:

    • A Multi-Melta: free
    • A twin-linked Heavy Flamer: free
    • An Assault Cannon: 10 points
    • A Hurricane Bolter with Special Ammunition: 10 points

    [*]May take extra armour: 15 points



The unit feels like it's missing that extra little something; but so far nothing's really sprung to mind for what I could add. A good cc-weapon might be nice...

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Hmm... a little something...

 

Jump Jets (10 points): A Venerable Dreadnought with Jump Jets may reroll Difficult Terrain tests.

 

Jump Jets (10 points): A Venerable Dreadnought with Jump Jets may ignore the first 3" of terrain it moves through.

 

Vicious Talons (15 Points): A Vicious Talon has in-built hydraulic rams that cause the sides of the spiked fists to unfold like an umbrella. Double the number of Wounds caused after Saves have been taken.

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Just to let you know - I found it while cadging your Layout - there's a typo in the third paragraph of the Organisation section where you've written "Compaensate".

 

Also in the third paragraph of Combat Doctrine, "maneuverable" should be "manoeuvrable". Fifth paragraph, no such word as "attritional", the correct form would be "attrition-based".

 

Fourth paragraph of "Chapter History", typo "Millenia" should read "Millennia", and "descendents" should read "descendants".

 

>> Gomen

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Hmm... a little something...

 

Jump Jets (10 points): A Venerable Dreadnought with Jump Jets may reroll Difficult Terrain tests.

 

Jump Jets (10 points): A Venerable Dreadnought with Jump Jets may ignore the first 3" of terrain it moves through.

 

Vicious Talons (15 Points): A Vicious Talon has in-built hydraulic rams that cause the sides of the spiked fists to unfold like an umbrella. Double the number of Wounds caused after Saves have been taken.

Jump jets could have potential (I'd lean towards the first version; simpler rules). Vicious Talons haven't quite won me over though; ripping the enemy apart in a massive shower of gore doesn't quite gel with the Falcon's modus operandi.

 

A thought that occurred to me:

Frost Field: Cryo generators surround the Dreadnought with a field of biting cold, driving back any enemies that attempt to engage in a prolonged melee with the vehicle. After all other close combat attacks have been made (but before combat resolution) the dreadnought inflicts a strength 4 AP - hit on every enemy model engaged in close combat with it.

Point Cost: 20 points.

 

Also in the third paragraph of Combat Doctrine, "maneuverable" should be "manoeuvrable".

Technically, that's correctly spelled, I'm just forgetting that British people spell things in bizarre ways, and since GW is a British company we use British spellings. Added a British English spellchecker, to keep that from happening too much in the future.

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