Monday, March 31, 2014

Dozier: House Rules for Playing Ghost Knights in the Dozier System

For those that have always thought it would be cool to make up their own rules to go along with the fluff they have crafted for their minis, we say, “Why not?  There has never been a better time than the Forge the Narrative era we are currently in.”  With that in mind, this post includes one of our WiJ Homebrews.  We make no claim of balance, but we’ve tried this stuff out.  They are in no way legal, but wargaming has always been an agreement between two folks.  Rather than RAW or RAI, go for RAC, Rules as Cool.

Sacrifice
A metal corridor, bathed in red light. The klaxon call is deafening.

Eliazar was surrounded by daemons. The Implacable Will was falling through the warp. A more fragile mind would be crushed by the hopelessness of the situation, but Brother Librarian Eliazar was one of the Emperor’s own. His steadfastness was renowned amongst his Grey Knight brethren. He had turned the tide in more than one seemingly impossible situation and he drew confidence from those experiences.

Eliazar’s wielded his staff like a spear. Its crackling shaft didn’t so much stab into the daemons blocking his path as it caused portions of them to dematerialize and the daemons themselves to be unmade. He knew this was only a temporary fix. His adversaries had the advantage of being in their element and that gave them a near endless supply of reinforcements.

Time was what he needed. The ship had been under attack for two days. Once the Geller field begun to fail, the bloody red servants of the war god had poured through the breaches. They initially reaped a horrendous tally on the human crew. The Grey Knights had sustained losses of their own, but their psychic powers and the familiarity with their adversary had allowed them some measure of success.

The running skirmishes in the ship’s corridors were now battles of attrition. The inexhaustible flood of warp energy gave the Daemons the edge. Every tactical simulation that the Brother Captains had executed showed the deck stacked heavily against the Grey Knights. What they needed was something to change the game itself.

The senior Librarian aboard the ship believed he had found such a ritual. It was an uncommon thing, to plumb the depths of certain grimoires, but desperate times meant aid had to be looked for even from less desirable sources. The arcane research had led to the discovery of a certain ritual that had once been used for mass banishment. It was for this reason all Battle Brothers had been recalled to the bridge.

Eliazar had his misgivings. Such an unknown ritual had unknown effects. While the Grey Knights had always been pure of heart, standing at death's door was no reason to risk straying from the light of the Emperor. Even so, Eliazar fought his way through the throngs of ill intent even now, knowing that he had a duty to obey.

++++++++++
A mountain top is illuminated by lightning strikes. The thunderclap is deafening.

Eliazar sat before a wizened old sage in a ragged, burlap frock. The man’s face was lined heavily with years of strain and worry. He had a beard that ran the length of his upper body, down to his crossed legs. Despite his apparent frailty, the man projected an aura of confidence, and perhaps because of it, an air of wisdom.

“Welcome, my friend,” the old man said in a gravelly voice. “I had thought to see you here sooner.”

“Where am I? And who are you?” Eliazar’s voice was a challenge, strong in the thin air.

“You are with me and you know who I am.” The man unfolded his legs and stretched, as if he had been sitting that way for an eternity. As he stood, he seemed to grow immensely. What had appeared to be frailty was lean sinew. Eliazar had no doubt that the old man had scaled many such mountains in his time. He opened his mouth to ask another question. “To show you the way,” came the preemptive reply. “You are unsure how best to face the conflict ahead.”

“With the daemons? As ever I have. With a strong arm and a resolute mind.” Eliazar spoke with conviction.

“That much should be obvious. Brother, you are to be the fulcrum upon which all that is to come will swing. Only that unswerving resolution you profess will carry you through this task.” The old man crossed the space between them in one fluid motion, laying his hand upon Eliazar’s forehead. “Now, go forth.”

++++++++++
An iron throne room, bathed in the glow of warp space. The staccato of bolters is deafening.

“Brother Eliazar, we had thought you lost.” Eliazar came to his senses, surrounded by his battle brothers. He was walking through the hatch that led to the command deck. Behind him, a line of Purgators held the enemy at bay with a combination of Psycannons and Incinerators. Before him, Brother-Captain Veridus clasped his hand, then led him towards a circle of fellow Librarians. “When we lost contact with you and your squad, we feared that you had been overrun. I believe you to be the only survivor from the twelfth deck. We must get you to the conclave at once.”

Eliazar numbly took his place around the circle, still shaken by what he had just experienced. He looked around, noting the holy sigils on the deck. All was prepared for some kind of ritual. Chief Librarian Kantius was walking the lines of the circle.

“We are down to 68% of our battle group’s initial strength. We have lost power and are adrift in the Warp. Our current vector may see us to our destination, but not for quite some time. The daemons have overrun 75% of the decks and our withdrawal to a defensible position means what little crew left are lost to us. Here in the warp, there waves do not cease."

Kantius passed Eliazar's place in the circle, pausing to acknowledge his presence.  He hesitated just a moment more as he caught his brothers' eyes as though he had seen something, but then continued on.

"We must find a way to seal the Geller field and purge those on the ship, or we too will be lost. Captain Veridius and I have conferred and we have agreed that performing this ritual as recorded by Lord Inquisitor Torres is our best chance. We will purge the invaders, get our engines back on line, and resume our mission to bring the Emperor’s Justice to the Dozier system and beyond. There is only one task left. We need a volunteer to serve as the fulcrum of our psychic powers.”

Each of the other Librarians made the sign of the Aquila, indicating their willingness to give of themselves. Eliazar removed his helm and stepped forward.

“I believe I am meant to receive that honor.” The last word was said knowing what it would cost.

Kantius walked right to Eliazar. “Brother, I and the Emperor thank you for your sacrifice. We believe we have a way to protect you.” He turned to the waiting Techmarines and shouted, “Bring in The Anvil of Mortius!” The Techmarines complied, firing up a suit of Dreadknight Armor that had stood silently nearby, and walking it into the very center of the circle via remote. Eliazar walked around the suit, admiring it. Getting to know it. It was obviously something of a relic. The inscriptions were elegant. The sigils were exquisitely crafted. The suit had obviously been through some historic battles, but in its current state, it was ready for a new epic war.

As the circle began to walk counter-clockwise and the chanting began, Eliazar and the Techmarines went about the business of strapping him into the suit. As the last buckle was cinched, the Techmarines fled the circle. The chanting grew louder and the circle sped up. At the last, Kantius stood in front of Eliazar. “May the Emperor protect you, Brother. Know that what you do allows us to succeed in our mission. No matter what, we will prevail. Your sacrifice will not be in vain.”

Eliazar nodded. He closed his eyes, a prayer on his lips.

++++++++++
A crystal cave, lit by the glow of each formation. The psychic hum from each stalactite is deafening.

Eliazar stood before a crystal plinth. A raven haired man stood atop it. His eyes, set deep in his granite features, looked down at Eliazar. “Welcome, again, my son. I am sorry we do not meet under better circumstances.”

“Am I…dead? After all this time. After all the strife, the killing, the danger.  After everything.  I didn’t expect the end to be like this.”

“The road ahead will not be an easy one. But, having spoken to you, I know you will not let me down. The fire inside you, the strength of your conviction, and the belief that you cling to, let those be your guide. I will be here. I will be watching you.”

“Wait, what do you mean? The road ahead?”

++++++++++
A steel chamber, filled with darkness. The silence is deafening.

Eliazar was alone. There were many still forms around him that he could sense, but none contained a spark of life. The emergency lights came up, illuminating an eerie scene. Each marine in the ritual circle stood at attention, facing Eliazar. The remaining battle brothers faced outwards, as if they had been in the middle of something, but had suddenly forgotten where they were. There was no bolter fire. There was no din of battle. Indeed, there did not seem to be a single daemon anywhere in close proximity.

Eliazar spoke out, breaking the silence. “Brother Veridius, it worked! We must get the engines back online and ensure the Geller field is intact.” Veridius turned without a word, and strode out of the command chamber. When no one else moved, Eliazar thought to himself, “Is no one going with him?” A number of brothers immediately followed after.

Realization began to dawn on Eliazar. With a thought, he sent a squad to the navigational controls. Another, saw three squads of Interceptors embark on a sweep of the ship. Though it was unwieldy, he began to decipher faint thoughts containing information from each of his former brothers. Little was left of what they once were. All he had was his memories of who they had been.

Eliazar whispered into the darkness. ”Your sacrifice will not be in vain.”

Ghost Knights

Dispatched to the Dozier system as support personnel to ensure the delivery of the Exterminatus warheads, the strike force coded “Unyielding Resolve” began to encounter difficulty as soon as they entered the warp.  A freak storm separated them from the ship they were escorting.  Then a malfunction on a portion of their cruiser’s Geller field caused a temporary breach of the hull by daemonic forces.

The crew of mere humans perished quickly. While the Grey Knights fought valiantly, the weight of their nemesis would see them overrun by attrition.  A possible answer was found in the ancient tomes of the ship library, and the librarians resolved to attempt a ritual that had worked for the Chapter in the past.  The ship was successfully purged, but at great cost.  Almost all of the force was reduced to suits of armor, driven on by their own will, and directed by that of the lone survivor.

Fielding a Ghost Knights Army
Grey Knight armies that are fielded as Ghost Knights have the following rules.

The Testament:  A Ghost Knight army is chosen from Codex: Grey Knights with the following restrictions.  The army may not include any Inquisitors, Henchmen, or Assassins, nor may they use special characters.   

Binding Will:  Grey Knights no longer have And They Shall Know No Fear and lose access to Psybolt and –flame ammunition and additional grenades.  Vehicles lose the Psychic Pilot rule.
Grey Knights instead have the Daemon USR, while vehicles gain the Daemonic Possession rule from Codex:  Chaos Space Marines.  When called upon to take a morale check, they roll 2d6 as normal, suffering a number of wounds equal to the result minus their leadership.  Only Daemon saves may be taken against these wounds.  Then the unit functions normally.  Additionally, if the army’s warlord is killed, each unit must take a morale check at the beginning of each turn.

In the Author’s Words:  The Grey Knight fluff from their most recent codex could have been described as over the top.  In attempting to ‘switch up teams’ for our campaign, we thought, “Who better to switch sides than the army written as ‘totes sooper pure’.”  And how to do that?  Leave their will intact, but remove their discretion.  Take them from basically mindless bondsmen to literal automatons.

Brother Librarian Eliazar
HQ
300 Points



Eliazar is the last living member of Strike Force Unyielding Resolve, sent to the Dozier system to destroy by Exterminatus.  When the conclave performed an ancient rite in an attempt to purge their ship after the Geller Field, Eliazar was the nexus of the psychic energy involved in the ritual.  He did not suffer the same fate as his battle brothers, but instead was forced to see them in their diminished state and direct them with his mind.

Eliazar himself is confined to a suit of special Dreadknight armor.  The suit amplifies his psychic communions, ensuring he can ably direct his brother.  This makes him formidable, though he must also protect himself, lest his brothers lose their drive.  Now, Eliazar must attempt to finish the initial mission laid out for his brothers.  He knows that Dozier is too tainted to be allowed to survive, for its heresy will return.  If he can accomplish this, maybe his brethren will finally find rest.

Eliazar
WS
BS
S
T
W
I
A
Ld
Sv
Brother Libriarian
5
5
6
6
5
4
3
10
2+

Unit Composition:  1 (Unique)
                                                           Unit Type:  Monstrous Creature, Character

Wargear:  Dreadknight Armor, Nemesis Great Sword, Personal Teleporter

Special Rules:  Psyker (3), It Will Not Die, Hope of the Brotherhood, And They Shall Know No Fear
Hope of the Brotherhood:  Ghost Knights within 6” take morale checks on 3d6, discarding the highest.  If Eliazar is slain, morale checks taken by Ghost Knights at the beginning of their turn are taken at 2d6+2.

Psychic Powers
Effect
Unyielding Resolve
WC: 1.  Blessing.  Target one Ghost Knight unit w/in 12”.  Take one Daemon save for each slain model.  For each model that passes, restore a single wound model to the unit in base contact with another model in the unit.  All upgrades on these models are lost.  Hope of the Brotherhood extends by 6”.  This power may be used multiple times per turn, but never on the same unit.
Shield of Faith
WC: 1.  Blessing.  Targets Eliazar.  Increases T by d3 and makes Eliazar’s Armor Save invulnerable.  This save may never be re-rolled.
Nemesis Purge
WC: 1.  Nova. All enemy units within 12” must take a leadership check.  For each point they fail by, they take one wound with no armor or cover saves allowed.


In the Author’s Words:  I actually cannot take credit for coming up with Eliazar.  The initial concept for a Dreadknight Librarian was something another member of our club came up with, and though he left before he could develop it further, I thought that was so cool, how could I not run with it?

Thursday, March 20, 2014

Dozier: House Rules for playing Word Bearers in the Dozier System

For those that have always thought it would be cool to make up their own rules to go along with the fluff they have crafted for their minis, we say, “Why not?  There has never been a better time than the Forge the Narrative era we are currently in.”  With that in mind, this post includes one of our WiJ Homebrews.  We make no claim of balance, but we’ve tried this stuff out.  They are in no way legal, but wargaming has always been an agreement between two folks.  Rather than RAW or RAI, go for RAC, Rules as Cool.

Word Bearers

One of the original twenty legions, the Word Bearers are best known as zealous worshippers of Chaos.  They are committed entirely to the downfall of the Imperium which betrayed them so many millennia ago.  They prosecute an endless war, knowing that someday, they will stand on Terra again, this time as it burns to cinders. 

The Word Bearers often consort with daemons, making dark pacts with the Princes of the Warp.  They utilize lesser daemons as shock troops, while their sycophantic army of cult followers is herded forward to protect the Traitor Brethren.   The Marines themselves are resolute in battle, steeled by their faith and the exhortations of the Dark Apostles that lead them.  Their fury is seemingly boundless.  Many garrison worlds have fallen in the teeth of the Word Bearers’ initial assault.

Fielding a Word Bearers Army
Chaos Space Marine armies that are fielded as Word Bearers have the following rules.

Legion of the Word:  All units that have the ability to take an icon of some kind must do so.  All units that have the ability to take Veterans of the Long War must do so, and these units gain the Stubborn USR in addition to the normal benefits.

Glory to the Pantheon:  The number of units with a specific Mark of Chaos may not exceed the number of different marks in the army (i.e. to include three units of marines with the Mark of Khorne, you might also add units with the Mark of Tzeentch and the Mark of Nurgle.).  A Word Bearers army may include Possessed units in compulsory Troops slots of their force organization.  Cult Troops are limited to one selection per primary detachment.

In the Author’s Words:  Continuing a tradition of silly design, it seems a bit daft that my warp-dwelling evil paladins go from hero to zero when you kill their magic stick.  I wanted a way to represent the piety and resolve of the Word Bearers, so I thought if they showed their dedication to the Dark Gods, we could reward them for it.  Regarding the Pantheon rule, while aligning oneself for the patronage of a particular God is not explicitly frowned upon, the Word Bearers have always served the Powers Undivided.  Thus, a rule that forces a diversity of devotion and reflects their relationship with warp entities.


Dark Apostle Antisthenes
HQ
200 Points

Antisthenes is a Dark Apostle of the Word Bearers, as well as commander of the 24th Grand Warhost.  He is one of the longest serving members of the Apostolic Brotherhood and is considered a master of rituals specifically related to minor deities.  Despite that specialization, Antisthenes consistently has pacts he has worked with the greater powers as well, which has led to cataclysmic events for the Imperium, such as the Magdalis Atrocity and the loss of Porthos VI to the warp.

Antisthenes is like the eye of a hurricane.  His almost preternatural calm seems to amplify the fervor that his troops fight with.  He has also mastered the art of binding, and his blasted crozius contains the essences of several daemons, which makes him fearsome in combat.

Antisthenes,
WS
BS
S
T
W
I
A
Ld
Sv
Master of the 24th
5
5
4
4
3
5
3
10
3+

Unit Composition:  1 (Unique)                                                 Unit Type:  Infantry, Independent Character

Wargear:  Accursed Crozius, Power Armor, Bolt Pistol, Frag and Krak Grenades, Sigil of Chaos

Special Rules:  Beseech the Dark Gods, Demagogue, Veteran of the Long War, Champion of Chaos

Accursed Crozius
S
AP
Special Rules
Melee
User+2
4
Concussive, Daemon Weapon, Legion

                Legion:  On a turn in which the Daemon Weapon does not rebel, roll an additional d3.
D3
Result
Effect
1
Unholy Zeal
May re-roll failed to hit and to wound rolls.
2
Vorpal Edge
Melee attacks count as AP2.
3
Strands of Fate
To wound rolls of a 6 have the Instant Death USR.

In the Author’s Words:  Dark Apostles have always struck me as underwhelming in terms of being the beast to lead a Chaos Army.  They’re exceptionally cool characters in the fluff, but their stats are sidekickesque.  I am stunned that they’ve never done a special character for one, so I built my own to reflect my choice of legion.  And what’s more awesome than a Daemon Weapon?  A Daemons Weapon.  It seemed appropriate for a legion with a soft spot for the warp dwellers.  Antisthenes feels like someone who could lead a legion of crazies.

The Suns of Colchis
Fast Attack
240 Points

The Suns of Colchis were an order of Templars on the Word Bearers home world.  At one time, they were a traveling order that enacted the charity of the religious factions and offered protection to the weak.  As time passed, they became more and more obsessed with martial perfection.  Protecting the less fortunate became a forsaken practice as the brotherhood devolved into fighting countless honor duels.  

Now the Suns regard themselves as beatific visions of Chaos, arriving to battle on the wings of angels.  Their leader, Phaethon, is the epitome of arrogance.  He covets Antisthenes' position as head of the XXIVth.  

The Suns of Colchis
WS
BS
S
T
W
I
A
Ld
Sv
The Brothers
5
4
4
4
1
5
1
9
3+
Phaethon
5
4
4
4
1
5
3
10
2+




Unit Composition:  5 Suns of Colchis and Phaethon (Unique)                              Unit Type:  Jump Infantry

Wargear:  Power Armor, Dueling Saber, Bolt Pistol, Jump Pack, Frag/Krak Grenades, Mark of Slaanesh
         Phaethon:  The Morning Star, Plasma Pistol, Storm Shield, Fleshmetal, Jump Pack, Frag/Krak                                       Grenades, Mark of Slaanesh

Rules:  Daemon, Veterans of the Long War, Damnation of the Day, Champion of Chaos (Phaethon)

The Morning Star
S
AP
Special Rules
Melee
User+2
3
Specialist Weapon, Rending

Dueling Sabers
S
AP
Special Rules
Melee
User
3
Poison (4+)

Damnation of the Day:  If the Suns of Colchis arrive via Deep Strike, they will begin rolling to do so at the beginning of turn 3.  If they successfully arrive within 6” of an enemy HQ or Monstrous Creature, they may attempt to assault it during the following Charge sub-phase.

In the Author’s Words:  I’ve always thought the practice of trying to deep strike super close to an enemy unit so that I could immediately assault them created some of the tensest moments in the game.  If it comes off, you’re a genius.  If it doesn’t, you’re suddenly scrambling.  This is my interpretation of a unit of “look at me” types.  Arrogant, they risk the commander’s plan for their own vanity.


Daemon Deacons
Elite
225 Points

The practice of cohabiting a suit of armor is common amongst the Word Bearers.  When combining a warp entity with the power of Tactical Dreadnought armor, the effect is truly terrifying.  These individuals make up the cult of the Daemon Deacons. 
Aggressive on their own, the will of the daemons drive the Terminators on at a speed that should not be possible in a suit of armor so large.  This means that the brotherhood is often the tip of the spear, striking the enemy line with a fury that drives a wedge into it. Many defensive positions have simply been overrun, and those that are not are inexorably pushed back by the weight of the Possessed Terminators, while the closely following assault troops stream into the gaps created. 

Daemon Deacons
WS
BS
S
T
W
I
A
Ld
Sv
Brother Deacon
4
4
5
4
1
4
2
9
2+
Deacon Champion
4
4
5
4
1
4
2
10
2+

Unit Composition:  5 Daemon Deacons                                                                        Unit Type:  Infantry

Wargear:  Terminator Armor, Power Weapon, Icon of Vengeance

Special Rules:  Veteran of the Long War, Fearless, Daemon, Vessels of Chaos, Champion of                                   Chaos(Champion)

Vessels of Chaos:  At the beginning of each assault phase, roll a d3 and apply the result below.
D3
Result
Effect
1
Fury Unbound
Models gain +1 Attack and the Shred USR
2
Dark Strength
Models gain the Smash USR.
3
Unnatural Quickness
Models gain +2 Initiative, and re-roll failed Daemon saves.


In the Author’s Words:  It surprises me greatly that there isn’t a Possessed Terminator option.  I mean, I guess there are Mutilators, but the models and the rules are both terrible.  I mean I guess the rules are.  The restriction to three models means there’s hardly any damage output.  These guys are obviously a bit more fragile, only having the one wound, but losing one dude doesn’t make them largely combat ineffective.  While random doesn’t equal fun, the current incarnation of Possessed means a D3 table, and since I’m going for a like for like, I’ve tried to make a table on which all results are simple and viable.