Feral and Medieval Worlds for Warhammer 40k (Rough Draft)

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Codex: New Frontiers Feral World: WS BS S T W I A LD SV Points Savage 3 2 3 3 1 3 2 6 -- 2 Adventurer 3 3 3 3 1 3 1 7 5+ 5 Veteran Adventurer 3 4 3 3 1 3 1 8 5+ 8 Leader 4 4 3 3 2 4 2 8 5+ 20 Hunter 3 3 3 3 1 3 1 7 -- 4 Warrior 3 2 3 3 1 3 1 7 -- 3 Small Dinosaur 6 0 4 4 2 4 2 9 -- 22 Medium Dinosaur 6 0 5 6 3 4 3 9 6+ 65 Large Dinosaur 6 0 7 7 4 4 3 9 5+ 85 Ogryn 3 2 5 5 3 3 3 7 -- 25 Beast 4 0 4 3 1 4 1 6 -- 6 Beastman 3 2 3 4 1 3 1 6 -- 5 Swarm 2 0 1 3 3 3 10 10 -- 25 Hero 4 3 3 3 2 4 2 8 -- 15 Chieftain 5 3 4 4(3) 3 4 3 9 -- 34 Diviner 3 4 3 3 1 3 1 7 -- 20 Major Diviner 4 5 3 3 2 4 2 8 -- 45 Sling: R12" Str 2 Ap -- Assault 1 Poison Darts: R6" Str 3 (Poisoned 5+) Ap 6 Assault 1 Bow: R24" Str 2 Ap 6  Crystal Sword (+1 S, -2 to enemy saves in close combat)  Shield: Gives a (6+) save or gives +1 to the save.  Xeno Cavalry: Cavalry, +1 T, gives a 6+ save or gives +1 to your save. Hunters are armed with slings, may take either bows or poison darts. May take Horses, Xeno Cavalry, or Xeno Flier. May take Stealth, or Infiltrate, or Scouts, Move Through Cover, Acute Senses. Elites Choice. Squad size of 3-10.  Warriors are armed with a dagger or some sort of sharp object. (CCW) May take shields which give a (5+) save, or an additional CCW. May take Horses, Xeno Cavalry, or Xeno Flier. May take Furious Charge, Fleet of Foot, Counter-Attack. Spears, which when thrown are R6" Str 3 Ap 6 Assault 1. Squad size of 5-30.  Must take a Hero or a Chieftain. Diviner/Major Diviner may be taken as a secondary.  squads may take Las/autoguns, flak armor.  All Feral World weapons are considered "Primitive".  Adventurers may not be taken as a compulsory troops choice, a Leader may not be a compulsory HQ.  Large Dino: Heavy Support, Medium and Small Dinos=Elites. Maybe if you don't have a Diviner within 12", some sort of instinctual behavior ala Tyranids?

Transcript of Feral and Medieval Worlds for Warhammer 40k (Rough Draft)

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Codex: New Frontiers

Feral World:

WS BS S T W I A LD SV Points

Savage 3 2 3 3 1 3 2 6 -- 2

Adventurer 3 3 3 3 1 3 1 7 5+ 5VeteranAdventurer

3 4 3 3 1 3 1 8 5+ 8

Leader 4 4 3 3 2 4 2 8 5+ 20

Hunter 3 3 3 3 1 3 1 7 -- 4

Warrior 3 2 3 3 1 3 1 7 -- 3

Small

Dinosaur

6 0 4 4 2 4 2 9 -- 22

Medium

Dinosaur

6 0 5 6 3 4 3 9 6+ 65

Large

Dinosaur

6 0 7 7 4 4 3 9 5+ 85

Ogryn 3 2 5 5 3 3 3 7 -- 25Beast 4 0 4 3 1 4 1 6 -- 6

Beastman 3 2 3 4 1 3 1 6 -- 5

Swarm 2 0 1 3 3 3 10 10 -- 25

Hero 4 3 3 3 2 4 2 8 -- 15

Chieftain 5 3 4 4(3) 3 4 3 9 -- 34

Diviner 3 4 3 3 1 3 1 7 -- 20

Major

Diviner

4 5 3 3 2 4 2 8 -- 45

Sling: R12" Str 2 Ap -- Assault 1 Poison Darts: R6" Str 3 (Poisoned 5+) Ap 6 Assault 1

Bow: R24" Str 2 Ap 6

  Crystal Sword (+1 S, -2 to enemy saves in close combat)

  Shield: Gives a (6+) save or gives +1 to the save.

  Xeno Cavalry: Cavalry, +1 T, gives a 6+ save or gives +1 to your save.

  Hunters are armed with slings, may take either bows or poison darts. May take Horses, Xeno Cavalry, or

Xeno Flier. May take Stealth, or Infiltrate, or Scouts, Move Through Cover, Acute Senses. Elites Choice.

Squad size of 3-10.

  Warriors are armed with a dagger or some sort of sharp object. (CCW) May take shields which give a

(5+) save, or an additional CCW. May take Horses, Xeno Cavalry, or Xeno Flier. May take Furious

Charge, Fleet of Foot, Counter-Attack. Spears, which when thrown are R6" Str 3 Ap 6 Assault 1. Squad

size of 5-30.

  Must take a Hero or a Chieftain. Diviner/Major Diviner may be taken as a secondary.

  squads may take Las/autoguns, flak armor.

  All Feral World weapons are considered "Primitive".

  Adventurers may not be taken as a compulsory troops choice, a Leader may not be a compulsory HQ.

  Large Dino: Heavy Support, Medium and Small Dinos=Elites. Maybe if you don't have a Diviner within

12", some sort of instinctual behavior ala Tyranids?

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HQ Choice: Tribal Chief 

WS BS S T W I A LD SV Points

Hero 4 3 3 3 2 4 2 8 (6+) 15

Chieftain 5 3 4 4(3) 3 4 3 9 (6+) 28

Composition: 1 Hero or Chieftain

Weapons and Wargear: Primitive Armor, 2 Close combat weaponsSpecial Rules: Independent Character, All Warriors within 6" use this model's leadership value.

Options:

Replace a CCW with:

Crystal Sword+12

Shield+2

Laspistol+1

May purchase:

Head-dress+10

May take one of the following mounts:

Horse+10 PPM

Xeno Cavalry+25 PPM

Xeno Flier+17 PPM

May purchase:

Flak Armor +2

Lasgun+1

  Furious Charge+15

  Rage+5

  Fleet of Foot+6

A Headress means that all Warriors within 12" use this model's LD value instead

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HQ Choice: Diviner (0-1)

WS BS S T W I A LD SV Points

Diviner 3 4 3 3 1 3 1 7 -- 20

Major

Diviner

4 5 3 3 2 4 2 8 -- 35

Composition: 1 Diviner or Major Diviner

Weapons and Wargear: 1 Close Combat weapon

Special Rules: Independent Character, Psyker. Witch Totem gives +2 to LD when taking psychic tests.

Options: May choose one of the following psionic powers: Aura of Resistance, Cure Injury,

Hammerhand, Mental Blow, Telekinesis, Teleport

 Aura of Resistance: Grants +1 to the model's invulnerable save or gives a 5+ invulnerable save.

Cure Injury: One model within 6" (or this model) regains a lost wound.

 Hammerhand: The Diviner gets +2 Strength and all enemies get -2 to their saves.

 Mental Blow: One squad within 24" takes d3 Str 4 hits, no armor saves allowed

Telekinesis: Choose one squad or vehicle within 18". You may move it 2d6" but the squad can't be moved

off of the board. If the squad comes into contact with other models, both squads take Str X Ap Y hits, X

being the toughness and Y being the armor save of the models. Vehicles are considered T8 Sv3+ for this

power. If a vehicle hits another vehicle, consider it a ram. If a vehicle hits a squad because of this,

consider it a tank shock.

Teleport: The model (and any squad that it is in) may move to anywhere on the table it has line of sight to

provided that it is not within 1" of an enemy or impassable terrain. It then scatters as if it had Deep Strike.

May replace CCW with:

Crystal Sword+12 or a

Witch Totem+15Force Weapon+15

May purchase:Psychic crystals+15 (may take an additional

psychic power)

May take one of the following mounts:

Horse+10 PPM

Xeno Cavalry+25 PPM

Xeno Flier+17 PPM

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Troops Choices. Note that 0-1 troops choices (except Aliens) may take Lasguns for +1 PPM and 0-1 may

take

Flak Armor for +2 PPM. These could be artifacts from when the world was civilized.

Troops Choice: Savages/Primitives

WS BS S T W I A LD SV Points

Savages/Primitives 3 2 3 3 1 3 2 6 -- 2

Composition: 5-45 Savages

Weapons and Wargear: Club or other blunt instrument (1 CCW)

Special Rules: 

Options:

May be armed with an additional CCW for +1 PPM May take one of the following mounts:

Horse+3 PPM

Xeno Cavalry+6 PPM

Xeno Flier+5 PPM

May take up to 1 of the following abilities for the cost listed:

Furious Charge+2 PPM

Rage+1 PPM

Fleet of Foot+2 PPM

Troops Choice: Warriors

WS BS S T W I A LD SV Points

Warrior 3 2 3 3 1 3 1 7 -- 3

Composition: 5-30 Warriors

Weapons and Wargear: Knife/dagger/sharp weapon (1 CCW)

Special Rules: 

Options:

May be armed with either shields for +1 PPM or anadditional CCW for +1 PPM

Replace CCW with Spear: +1 PPM

May take one of the following mounts:

Horse+3 PPM

Xeno Cavalry+6 PPM

Xeno Flier+5 PPM

May take up to 1 of the following abilities for the cost listed:

Furious Charge+2 PPM

Counter Attack +1 PPM

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Troops Choice*: Aliens

Perhaps while on this feral world, the Empire comes across a new species of aliens. Perhaps theyare an advance force for an invasion? Perhaps they are scouting out the galaxy? Maybe they want peace

but that's pretty doubtful because it looks like they're packing some military-grade weaponry. Maybe they

 just want you to get off of their metaphorical lawn.WS BS S T W I A LD SV Points

Aliens D6 D6 D3+1 D3+1 1 D6 1 4+D6 5+ 5

Composition: 5-20 Aliens

Weapons and Wargear: Lasgun, Flak Armor

Special Rules: Before the beginning of deployment, roll 4d6 and 2d3. You will then apply the 4 d6

results to the stats that have a d6 and the 2 d3 results to the d3 slots. For example, say on the d6 you get a

1, a 5, a 4, and a 3. You could have the Alien have WS1, BS5, I4, and LD7. Same with the 2 d3's. if you

get a 1 and a 3, you could have the alien be S2 and T4. Note that even though lasgun and bolter are used,

they are supposed to be equivalents. Model them how you want, but let your opponent know. Use your

imagination dammit!

Options:

Replace lasgun with:

Shuriken Catapult+1 PPM

Bolter+2 PPM

Pulse Rifle +3 PPM

Replace Flak Armor with:

Carapace+2 PPM

Powered Armor+4 PPM

The squad may take frag or krak grenades for +1PPM

Every 10th may replace their weapon with:

Melta Gun/Plasma Gun+10

Flamer+5

Grenade Launcher+8

Heavy Stubber+10

The squad may take:

Laspistols+1 PPM

Shuriken Pistol/Bolt Pistol+2 PPM

The squad may also purchase a CCW for +1 PPM

The Aliens may be fleet of foot/hoof/whatever for +1 PPM. Or they may instead be like the reviled PanFo and hover above the ground and be Jump Infantry for +4 PPM.

*Note that Aliens may not be taken as a compulsory troops choice.

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Composition: Weapons and Wargear: Special Rules: 

Options:

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Medieval World:

WS BS S T W I A LD SV PointsFootman 3 2 3 3 1 3 1 6 (6+)

Knight 4 3 3 3 1 3 1 8 (4+)

Soldier 3 3 3 3 1 3 1 7 (5+)

Parenthesis indicate that the model gets the save in close combat (unless of course against power

weapons!) and also against "primitive" weapons but otherwise does not get a save.