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Jay's Helghasts Proposed IG Codex.

Created your own background storyline for your army? Want to discuss the 40k history?

Jay's Helghasts Proposed IG Codex.

Postby Jay » Wed Jun 08, 2011 8:29 pm

I wanted to ask what scope is there for creating my own codex for friendly games? Personally I have no problem with custom chars or rules in normal games so long as your creating a negative somewhere to counter act the new change. I was chatting with my mates and some of them are a bit skeptical to my proposed codex, here's some of the changes I have in mind and please rip apart and point out any flaws! Conversely if you think its sound and fitting to both the fluff and is fair then voice it.

My army is based off the Helghast from the Killzone series with dashes of early Roman Empire/Spartan influences (Example a platoon is named a Cohort).
My fluff is that the Helghan world is a harsh military world that was once part of the imperium and cut off during the Dark Age because of the Warp. It had a sister system of Vekta which fell under the influence of the earlyish Tau. A brutal civil 150 year war ensured and the losing side where exiled to Helghan to die. Helghan was a harsh desolate world with a semi-toxic atompshere, survivors of the exodus faced increible hardships being subject to Ork raiding and part and infrequent Tau attacks. However the Helghast overcame the odds, donned the infamous breathers and built a fearsome military based (Based loosely off Spartan principal of warrior-citizen). They discovered lost relics from the STC era but with little to go off where unable to utilize them, ultimately unable to enact revenge on there former breathern and there Tau benefactors. They caught the attention of an SM chapter after a shift in the warp. On the tail of Tau the SM witnessed the Helghans defeat the Tau battleforce. Helghans quickly submitted to the Imperium and where able to integrate the new tech. The first order of business was reclaiming there old world, Vetka. A brief war followed and Vetka and several outlying systems fell under the buergoing Helghast Empire. After several successive campaigns and honorable participation in a defensive action against a rogue Black Templar company the Helghans now stand shoulder to shoulder with the likes of Cadians, DKoK.

For anyone who's played the series will see it's a slight twist of the original story. The actual codex I'm formatluing is largely based off the standard one with elements from DKoK in IA 5 and the most recent Elysian one (When the new IA book out I'll be looking there to) So now you've got an understanding of there background these are my proposed Rules and additions.

1. For Helghan! For the Emperor!
Company HQ's must always take a regimental standard in an army over 750pts. Symbolism is extremely important in the Helghan society and thus a large standard is a must in any battle. The radius is slightly increased from 12" to 18". In addition any unit within this radius gain Iron Discipline - Lifted from IA 5 pg. 133. As well as the abilities specified in the normal codex. If the Standard bearer is killed the next available veteran who isn't carrying a special weapon or heavy weapon must immediately drop his Close combat weapon (losing any attack bonus) and assume the role as Standard bearer (Basically a kill on a Standard bearer is the same as killing a veteran). When all bearers have been killed a leadership test must be taken with the normal modifiers applied. A failed leadership test results in -1 Ldr for the rest of the game.

Exceptions. Kell - As Kell is a grizzled veteran and of such strength no man can replace him, if he falls in battle the unit must immediately take a leadership test on the Company Commander Ldr, if it fails the unit permantly losses -1 to Ldr.

2. Hardened Fighters - from IA 5 pg. 133. All Helghan soldiers are trained from a very early age and are experts in the bayonet or fighting knife. +1 WS to all Helghan units - Would be reflected in the stats.

Execptions. Conscripts - Conscripts in the Helghast army aren't actually conscripts, they are men recruited from worlds outside of the Helghan sphere, thus are used as light troops. They lack the same life long training. They do not receive this bonus. Same for Penal Legions.

3. Colonel Mael Radec (Based off Iron Hands) - Radec joined the military at later age then most, his family where of low worth and came from working class backgrounds. He joined age 14 after being orphaned during the Templar scourge . Due to his extremely impressive skills, he quickly rose through the ranks. He was made Colonel for his ruthless leadership and later set up the Radec Academy in Pyrrhus city. He is a rare commander as he requires a breathing mask similar to the lower ranking Helghast however many of the lower ranks speak highly of him. He has survived many gravious wounds and rumors are that behind his mask he is more machine the man.
For all intent and purpose he is the same as Iron hands except for the following deviations;
Loses shotgun, gains stun (defensive) grenades.
His years in service have been lost but records suggest through his implants he has been fighting for nearly 100 years, in that time he has learnt the invauble use of cover. Can take Camo Cloak for the point value already stated in the codex.
One of the men! - If Radec unit is assaulted for the first time, his squad gain Furious Charge for that single Assault. This is to represent his mens anger at a enemy attacking there hero.

Negatives. Radec costs 100pts however he must ALWAYS field at least 1 bodyguard which take up 2 regimental advisor slots. You cannot take more then 2 body guards. The reasoning is these bodyguards also maintain his implants, they are known as his Praetorian guard. Same stats and cost as Bodyguards.

4. Helghans can't field astropaths (they still get MoO). In it's place the they get Forward Air Controller. He works in the same fashion as the MoO except he has 3 options. By default he get's a Punisher or Hellfury missiles. Both follow the same stats as the Codex except the Punisher is one shot only (still heavy 20). The player must declare which one he has BEFORE deployment. This is to represented limited resources but the Helghans combined arms quality. (imagine the equiv of an A10 swooping down and performing a gun run)

2nd Option. The FAC can call upon aircraft to join the battle for a limited time, to represent this he loses his normal above ability and gains the option to purchase one of the following.
Vendetta - as stated in Codex with no upgrade options
Lighting (IA 8) 145pts - Twin linked Lascannons, Long Barrelled autocannon AA mount,
Options
4x Hellstrike. STR 8 Ap3 - 40pts
4X Hellfurt - 40pts
4x Bombs - 40pts
6x Skystrike - 50pts

May Replace Autocannon with 2x Hellstrike

Flare/Chaff - 10pts
Infra Red - 20pts
Flares - 5pts
Distinctive paint scheme/decals -10pts.

The ability to call upon this unit is determined by the skill of the pilot to avoid enemy defenses. To call 1 of these units into battle they first most be rolled for reserve. 2D6 is thrown. On 1-2 the unit may only take part in that turn, 3-4 the unit stays for two turns, 5-6 three turns. Choose the lowest dice.
Bingo Fuel
At the end of each turn a Ldr ship test must be thrown on the FAC unit (Company HQ), if it fails the unit has no fuel left and crashes to ground following the normal rules for skimmers except you throw 3D6 and choose the highest two along side a scatter to see where it crash lands. If the unit had rolled a 5-6 on its presence, take -2 Ldr when rolling for bingo fuel, -1 for 3-4 (This is regardless of any modifiers afforded to the unit).
He can not call in any other reinforcements. The vendetta cannot have units in it. These units do not take up places on the Force Organisation. Shooting one down counts towards VP.

5. Tried and Tested - Lacannons and Plasma weapons are new and difficult weapons to field. The Helghast relay on tried and tested methods of fighting. Heavy weapon teams WITHIN Squads & PHQ (not actual Heavy Weapon troop choices) cannot take Lascannons. They can however take twinlinked heavy stubbers (IA 5 - pg 138) at 10pts in addition to the other listed weapons in the Codex. No troop choice other then veterans can take Plasma guns (with the exception of Plasma pistols), Veterans can also take lascannons as a heavy weapon choice.
2 guardsmen within a troop choice (Not weapons team) may field one of the following as the heavy weapon in the place of a lascannon.
Cyclops Remote control. IA 5 - pg. 141 - 25pts
Deviations. Dose not count towards FO. Requires two Guards men to operate (squad heavy weapon). If the heavy weapons team is killed before they can deploy 50/50 chance the cyclops will explode (1-3 explodes with blast placed on the Heavy weapons team, 4-6 the unit is deactivated and removed from play as VP). Once deployed squad cannot move until it is out of range or detonated. Uses the same Rules as described in IA 8. One shot only. Guardsmen revert back to lasguns. Only 1 can be fielded at anytime.
Long Range Scanner. IA 8 pg. 95 - 50pts
The same except for following deviations. Is not HQ. Requires 2 guardsmen. If deployed guardsmen most operate it, if the squad moves the scanner is destroyed (Deny the enemy). Oneshot only. Only 1 can fielded at anytime. Guardsmen carry lasguns and frag as standard. Dose not count towards FO

6. Platoon Standards - Platoon standards give iron discipline along side it's normal abilities. Range 12". 5pt increase

7. Veterans can take a Valkyrie along side Chimeras as dedicated transports. They also have Iron discipline by default. 10pt increase for squad to 80pt (same as IA 8). Can upgrade to auxiliary grenade launcher on there lasguns at 3pts each. (IA 8). If taking dedicated transport, cannot take lascannons or autocannon.

8. Heavy support. Cannot take Executioner. Can take the Tank Destroyer (IA 1- pg. 72) but must be deployed solo and if deployed, cannot field a Vanquisher. 170pts. 14/12/10. Str 10, Ap2, 72". Exceptions. Can not take any hull or sponson but can buy all normal upgrades.

9. Can take gun battery (IA 8 - pg. 105)

10. Chimeras can take Autocannon turrets. Also can take Tarous and Tarous Venentators. Cannot take Chemdog or Rough Riders.

Also wanted to add that Helghans can't take physkers
Please excuse my chaotic spelling and grammar, I am Dyslexic, to my friends that means I am retarded and should always wear my water wings and helmet.

Smoke me a kipper i'll be back for breakfast
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Re: Jay's Helghasts Proposed IG Codex.

Postby killmaimburn » Thu Jun 09, 2011 2:38 pm

Only a few things stand out .
Jay wrote:I wanted to ask what scope is there for creating my own codex for friendly games?

Depends on what type of friendly, you tell them a week or two in advance show them your list let them counter it in a similar manner and you can do what you want... you turn up find a pick up game and say your handwritten codex gives you permission to use flyers and I'd assume you were trolling :)

Jay wrote:The radius is slightly increased from 12" to 18". In addition any unit within this radius gain Iron Discipline - Lifted from IA 5 pg. 133. As well as the abilities specified in the normal codex. If the Standard bearer is killed the next available veteran who isn't carrying a special weapon or heavy weapon must immediately drop his Close combat weapon (losing any attack bonus) and assume the role as Standard bearer (Basically a kill on a Standard bearer is the same as killing a veteran). When all bearers have been killed a leadership test must be taken with the normal modifiers applied. A failed leadership test results in -1 Ldr for the rest of the game.
So IF all the models eligible to hold the super-enhanced-gets-round-wound-allocation staff of awesome, then the big penalty is a a slim to moderate drop in leadership?(in 5th ed you can have -9 modifers if your a normal (not commisared) bloke in CC).. This ones points need to shoot up or you need a bigger negative like the tau ethereal where his loss basically nerfs the whole army instantly.. you've lost the queens colours man!!, All your squads should gain rage towards the unit that took the flag bearer down or something (a big game loser if your stand and shoot army decides to run the full length of the board towards a basilisk.)..Something big and heavy is a must.
Just checking you know that the -1 modifer for that (iron discipline) type of leadership test doesn't apply any more.. still a big boost being able to regroup when beneath half strength.... add in a few stubborn commisars and your guaranteed to be less likely to suffer ill effects of leadership than a fearless terminator.(Damn guard always being more fearless than anything else in the game :roll: )

Jay wrote:2nd Option. The FAC can call upon aircraft to join the battle for a limited time, to represent this he loses his normal above ability and gains the option to purchase one of the following.
Vendetta - as stated in Codex with no upgrade options
Lighting (IA 8) 145pts - Twin linked Lascannons, Long Barrelled autocannon AA mount,
As above fliers in 40k is messy, you need to make an allocation for other people being allowed anti aircraft mounts..(so they can hit them).People already moan about vendetta spam within regular 40k, finding a way to take it better (my gut reaction) not increasing friendliness.
Although I do like bingo fuel. 8)


Jay wrote:5. Tried and Tested - Lacannons and Plasma weapons are new and difficult weapons to field. The Helghast relay on tried and tested methods of fighting. Heavy weapon teams WITHIN Squads & PHQ (not actual Heavy Weapon troop choices) cannot take Lascannons. They can however take twinlinked heavy stubbers (IA 5 - pg 138) at 10pts in addition to the other listed weapons in the Codex. No troop choice other then veterans can take Plasma guns (with the exception of Plasma pistols), Veterans can also take lascannons as a heavy weapon choice.
2 guardsmen within a troop choice (Not weapons team) may field one of the following as the heavy weapon in the place of a lascannon.

Not a biggy for me but I feel I must point out that for 4th ed, this was punishing, for 5th ed all guard players use autocannons and melta guns, losing an option to take what competitative people call suboptimal is not a negative...Just so you know for when your viewing your own idea of +s and -s.
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Re: Jay's Helghasts Proposed IG Codex.

Postby Jay » Thu Jun 09, 2011 3:34 pm

Yeah had a bit of discussion with my mate last night, decided to drop the Standard idea entirely and for the sake of ease, use iron disicpline by default. Will probably adjust the cost of units accordingly but I'd need to check against IA 8 and 5 or 6 (one with DKoK on Vraks).

Still at odds with my mate on the FAC option, so decided to drop it and just use normal layout for HQ.

Would it be fair to suggest that if I dropped another tank (say the punisher and/or demolisher) I can take a flyer as a heavy support in the same way as Elysian in IA 8?
Please excuse my chaotic spelling and grammar, I am Dyslexic, to my friends that means I am retarded and should always wear my water wings and helmet.

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Re: Jay's Helghasts Proposed IG Codex.

Postby jlong05 » Thu Jun 09, 2011 7:04 pm

I guess my question is 'why'. You seem to want to grab the best otpions from everything, but there is little in the way of true balance. I guess it's ok for friendly games between buddies, but any sort of showup at the FLGS and I woudl think your list would be a no go. Why not just select the IG force that best represents your feel and go with that? If it's more of a modeling aspect, look to create alternative 'models' for existing units. like jetbikes for cav, dunebuggies for sentinals(use a ram for a kick ability or something)

Just some thoughts for you.
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Re: Jay's Helghasts Proposed IG Codex.

Postby Spack » Thu Jun 09, 2011 8:05 pm

Don't use the IA5 DKoK list. Get the updated PDF from http://www.forgeworld.co.uk/Downloads/P ... /kreig.pdf as it has been adjusted to bring it into line with the 5th ed IG codex.
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