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40k Corax homebrew rules.


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Ok, so a while back my wife got Sanguinius and painted him up (he looks awesome). Then we decided we should do as direct of a translation to 8th edition rules with him as we could, so she could use him in games at home.

 

That got me itching to paint Corax and do the same with him.

 

I'll post the rules we came up with when I get home from work, but the general gist is that he's not all that tough but is STUPID hard to actually hit with the ability to stack up to -3 to hit him (-2 in melee).

 

Anyone else do anything similar?

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May I make a suggestion? Maybe you could give him a definitely-not-a-psyker power unique to him, where he can re-deepstrike and make a single shooting or melee attack as he does. High warp charge, though. It'd represent him using his psychological invisibility thing to get around.

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May I make a suggestion? Maybe you could give him a definitely-not-a-psyker power unique to him, where he can re-deepstrike and make a single shooting or melee attack as he does. High warp charge, though. It'd represent him using his psychological invisibility thing to get around.

He can already go back into reserve any time he wants as long as he's not within 1" of an enemy model.

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Corvus Corax

 

M 16”/ WS 2+/ BS 2+/ S 6/ T 5/ W 9/ A 6/ Ld 10/ Sv 2+

 

Wargear

 

Shroud Bombs – Once per shooting phase, instead of shooting his pistol, Corax may use his Shroud Bombs; until your next shooting phase your opponent must subtract 1 from all hit rolls that target Corax. 

 

Korvidine Pinions – May fallback/charge or advance/charge in the same turn.  May target units he flies over directly.  Roll d6 for each unit in the flight path.  5+ generates 1 moral wound.

 

Sable Armor – 5+ Invulnerable save, enemy units must deep strike 12” as opposed to 9”

 

Weapons

 

Archaeotech Pistol – Pistol 3/ R 12”/ Str 6/ AP -3/ D=2/ Re-roll hit rolls of 1

 

Panoply of the Raven Lord - Melee/ Str User/ AP -4/ D=D3/ Re-roll failed wound rolls, generates +1 attack for duel wielding

 

Special Rules

 

Adamantium Will: May make 1 Deny the Witch test at +1 per enemy psychic phase.

 

It Will Not Die: At the end of your turn, if Corax’s wound total is less than full health, roll a D6.  On a 5+, he regains 1 wound.

 

Fighting Style: At the beginning of each combat phase, Corax may choose one of the following fighting styles:

 

Death Strike – All unmodified wound rolls of 6 result in 1 mortal wound in addition to their normal damage.

 

Scourge – Gains D3 extra attacks

 

Shadow-walk – Gains an additional –1 to hit until the start of his next combat phase.

 

Sire of the Raven Guard: Gains +1 Strength on turns in which he charges/is charged, and may re-roll failed charges.  Friendly Jump Pack Infantry Raven Guard units within 12” of Corax may re-roll failed charges and may add +1 to their ballistic score up to a max score of 2+.

 

The Shadowed Lord: If Corax is the target of any shooting attacks, unless those attacks are made by units with the Primarch, Psyker or Daemon keywords, those attacks are to be made at a BS of 5+, regardless of the unit’s natural ballistic score.  Additionally, at the beginning of any of your movement phases, if Corax is not within 1” of an enemy unit, he may be removed from the battlefield and placed back into reserves.  He may return from reserves at the end of your movement phase as if he were being deployed from reserves for the first time, and may move/advance/shoot/charge/fight as normal.

 

Master Assassin: If your army is battle forged, add 3 CP if Corax is your Warlord.

 

Primarch of the XIX Legion: Friendly Imperium units within 12” of Corax may re-roll failed saves.

 

Shadow Masters: Your opponent must subtract 1 from any hit rolls when shooting at Raven Guard units if they are more than 12” away.

 

And They Shall Know No Fear: You may re-roll any failed morale tests for this unit.

 

Faction Keywords: IMPERIUM, ADEPTUS ASTARTES, RAVEN GUARD

 

Keywords: CHARACTER, MONSTER, JUMP PACK, FLY, PRIMARCH, CORVUS CORAX

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A couple things that need tweaked, but there he is.

 

Transposed pretty close to his 30k rules, but translated to 8th edition where applicable.

 

He's going to be ridiculously hard to hit, so we dropped his toughness to 5.

 

Not sure if he's going to keep the deny the witch. Probably not. He's not a true psyker, so I'm not convinced he should have one.

Edited by Claws and Effect
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My two cents:

 

Toughness 5 is insanely low! There are marine units with toughnesses greater than that. He is a Primarch after all. T6 is the lowest I would go and there's nothing to state he's weaker than Guilliman.

 

I think his poorer armour saves compensate for the harder time in actually hitting him, just like it is in 30k.

 

I'd give him more attacks, even considering the D3 extra ability, and drop his claws to AP - 3.

 

I'd remove the deny the witch just like you said. He's shown vulnerability to psychic attacks in the books so this would keep him at a reasonable level of attack/defence power.

 

Primarch of the XIX Legion is insanely overpowered. He'd become the next auto-take in any soup list. This ability should reflect something he does for RG units rather than Imperium units imo. He's never been a commander of different Imperium contingencies so I'd keep it to Raven Guard specific. I'd combine this with the Shadow Masters rule and just have the one rule.

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