Warhammer 40,000 fan rules: The Sensei

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Sensei Warband WS BS S T W I A LD SV PV Champion 5 5 4 4 2 6 2 8 5+/5++ 40 Minor Hero 6 6 4 4 2 7 3 9 5+/5++ 55 Major Hero 7 6 5 4 3 7 3 10 5+/5++ 85 Weapons and Wargear: Lasgun, Flak Armor Unit Composition: 1-20 Sensei Unit Type: Infantry Special Rules: Sensei: For each Sensei, roll 1d6 before deployment. 1. Redeemer: Any enemy who would otherwise be slain by the Sensei (he just struck a killing blow in close combat) has a chance to be redeemed instead. It and the Sensei both take a LD test. If the Sensei tests successfully, and the enemy fails his test, the enemy is joins the Sensei's squad. Any other result means the enemy is killed. Daemons ignore this, but this Sensei does d3 wounds to daemons instead. This means that if the Sensei wounds a Daemon 3 times, it does 3d3 wounds to the Daemon. 2. Warp Blast: Is a R24" Str 8 Ap 4 Assault 1 Blast shooting attack that may be used in lieu of shooting. 3. Skilled: Once per turn, you may choose to apply one Veteran skill from the list on the next page to this squad. This lasts until the beginning of your next turn. If you've purchased all of the veteran skills this does nothing. 4. Determined: +d3 stat boosts to any area you choose except for saves, a stat may only be increased once. For example, on a roll of 4(2), one may be allocated to A, and one to WS. There is still a max of 10 to a stat. 5. Rescuer: Once per turn (even an opponent's turn), if a model in this squad takes a wound, ignore it instead. 6. Regeneration: At the beginning of each of your turns, roll 1d6. On a 3+, the Sensei regains one wound. On a 6, it regains 2. All Sensei are blanks in the warp and as such may never be targeted or affected by psychic powers, and do d2 wounds to Daemons. (Ex. if a Sensei gets 2 successful wounds against a Daemon, instead it will do 2d2 wounds.) They may take their invulnerable save in addition to any other save that they may have, and are Eternal Warriors. Options: Each Sensei is outfitted individually (with the exception of mounts) and may make one choice (with the exception of wargear, each Sensei may take any) per box. May replace Lasgun with: Shuriken Catapult+1 Boltgun+1 Flamer+5 Plasma Gun+10 Melta Gun+10 May replace flak with: Carapace Armor+4 Powered Armor+8 May take: CCW+1 Power Weapon+10 Power Fist+20 May take: Laspistol+1 Boltpistol+2 Hand Flamer+4 Plasma Pistol+10 Wargear: Digital Weapons (+1 A)+10 Frag Grenades+1 Krak Grenades+2 Melta Bombs+4 Mounts: Horse+5 Xeno Cavalry+15 Xeno Flier+15 Bike+20

description

Once upon a time, the Sensei were the only real good guys of Warhammer 40,000. They've always held a sort of special place in my heart because like all true underdogs, they are hated by everyone (including the players of WH40k sadly enough), and the Imperium hunts them down, sadly mistaken that they are part of cults and what-not.Anyway, enjoy! : )

Transcript of Warhammer 40,000 fan rules: The Sensei

Page 1: Warhammer 40,000 fan rules: The Sensei

Sensei Warband

WS BS S T W I A LD SV PV

Champion 5 5 4 4 2 6 2 8 5+/5++ 40

Minor

Hero

6 6 4 4 2 7 3 9 5+/5++ 55

Major

Hero

7 6 5 4 3 7 3 10 5+/5++ 85

Weapons and Wargear: Lasgun, Flak Armor

Unit Composition: 1-20 Sensei Unit Type: Infantry

Special Rules:

Sensei: For each Sensei, roll 1d6 before deployment. 1. Redeemer: Any enemy who would otherwise be slain by the Sensei (he just struck a killing blow in close

combat) has a chance to be redeemed instead. It and the Sensei both take a LD test. If the Sensei tests

successfully, and the enemy fails his test, the enemy is joins the Sensei's squad. Any other result means the

enemy is killed. Daemons ignore this, but this Sensei does d3 wounds to daemons instead. This means that if

the Sensei wounds a Daemon 3 times, it does 3d3 wounds to the Daemon.

2. Warp Blast: Is a R24" Str 8 Ap 4 Assault 1 Blast shooting attack that may be used in lieu of shooting.

3. Skilled: Once per turn, you may choose to apply one Veteran skill from the list on the next page to this squad.

This lasts until the beginning of your next turn. If you've purchased all of the veteran skills this does nothing.

4. Determined: +d3 stat boosts to any area you choose except for saves, a stat may only be increased once. For

example, on a roll of 4(2), one may be allocated to A, and one to WS. There is still a max of 10 to a stat.

5. Rescuer: Once per turn (even an opponent's turn), if a model in this squad takes a wound, ignore it instead.

6. Regeneration: At the beginning of each of your turns, roll 1d6. On a 3+, the Sensei regains one wound. On a

6, it regains 2.

All Sensei are blanks in the warp and as such may never be targeted or affected by

psychic powers, and do d2 wounds to Daemons. (Ex. if a Sensei gets 2 successful wounds

against a Daemon, instead it will do 2d2 wounds.) They may take their invulnerable save in

addition to any other save that they may have, and are Eternal Warriors.

Options: Each Sensei is outfitted individually (with the exception of mounts) and may

make one choice (with the exception of wargear, each Sensei may take any) per box.

May replace Lasgun with:

Shuriken Catapult+1

Boltgun+1

Flamer+5

Plasma Gun+10

Melta Gun+10

May replace flak with:

Carapace Armor+4

Powered Armor+8

May take:

CCW+1

Power Weapon+10

Power Fist+20

May take:

Laspistol+1

Boltpistol+2

Hand Flamer+4

Plasma Pistol+10

Wargear:

Digital Weapons (+1 A)+10

Frag Grenades+1

Krak Grenades+2

Melta Bombs+4

Mounts:

Horse+5

Xeno Cavalry+15

Xeno Flier+15

Bike+20

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Veteran Skills: (All Sensei must take the same veteran skills and may purchase up to 3 different

skills) [note that while you can buy both Deepstrike and Infiltrate, you can only use one)

Deepstrike: +3 PPM

Infiltrate: +3 PPM

Move Through Cover: +1 PPM

Hit & Run+2 PPM

Tank Hunters: +2 PPM

Counter-Attack: +2 PPM

Acute Senses: +2 PPM

Furious Charge: +4 PPM

Skilled Riders+1 PPM

Preferred Enemy (Infantry or Independent Characters) +3 PPM

Fleet +3 PPM

Hand Flamer: R" Template Str 3 Ap 6, Assault 1 Pistol

Horse: Move as Cavalry

Xeno Cavalry: +1 T, move as Cavalry

Xeno Flier: Move as Jump Infantry