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Aeon
04-11-2015, 22:36
40K Chapter Unapproved.

Please note that the following lists while effort has been made to balance them, are in no way official. It is up to your opponent or Tournament Organiser to approve these lists.

Blood Angels - Death Company
https://www.dropbox.com/s/2ayc0hkpm82zgjk/40K%20-%20Army%20Death%20Company.pdf?dl=0

Chaos - 3.5ed Alpha Legion
https://www.dropbox.com/s/647sneciesgxily/40K%20-%20Army%20Alpha%20Legion.pdf?dl=0

Chaos - 3.5ed Death Guard
https://www.dropbox.com/s/8fs2wm0bo6fuihm/40K%20-%20Army%20Death%20Guard.pdf?dl=0

Chaos - 3.5ed Emperors Children
https://www.dropbox.com/s/d6foppuenm9vxle/40K%20-%20Army%20Emperors%20Children.pdf?dl=0

Chaos - 3.5ed Iron Warriors
https://www.dropbox.com/s/rcwm978oehw8ggr/40K%20-%20Army%20Iron%20Warriors.pdf?dl=0

Chaos - 3.5ed Night Lords
https://www.dropbox.com/s/14yfon9apz0czz8/40K%20-%20Army%20Night%20Lords.pdf?dl=0

Chaos - 3.5ed Thousand Sons
https://www.dropbox.com/s/7vnnm76t67s53cs/40K%20-%20Army%20Thousand%20Sons.pdf?dl=0

Chaos - 3.5ed Word Bearers
https://www.dropbox.com/s/fgiclzstv1imc75/40K%20-%20Army%20Word%20Bearers.pdf?dl=0

Chaos - 3.5ed World Eaters
https://www.dropbox.com/s/j2v0278y55onf4p/40K%20-%20Army%20World%20Eaters.pdf?dl=0

Chaos - The Lost & the Damned
https://www.dropbox.com/s/0oifxt2jlmw5to4/40K%20-%20Army%20Lost%20and%20the%20Damned.pdf?dl=0

Eldar - Eldar Craftworlds
https://www.dropbox.com/s/i7zi5tvepblvyp9/40K%20-%20Army%20Eldar%20Craftworlds.pdf?dl=0

Eldar - Ulthwe Strike Force
https://www.dropbox.com/s/y92q6zm7bqy1cl8/40K%20-%20Army%20Uthwe%20Strike%20Force.pdf?dl=0

Imperial Guard - Catachans
https://www.dropbox.com/s/nx26l54p95wimke/40K%20-%20Army%20Catachans.pdf?dl=0

Orks - Ork Klans
https://www.dropbox.com/s/23xi0gxuh12gr8j/40K%20-%20Army%20Ork%20Clans.pdf?dl=0

Space Wolves - 13th Company
https://www.dropbox.com/s/21it8exmehy8yka/40K%20-%20Army%2013th%20Company.pdf?dl=0

Tau - Kroot Mercenaries
https://www.dropbox.com/s/cbralf44mh1cm3g/40K%20-%20Army%20Kroot%20Mercs.pdf?dl=0

Tyranids - Seeding Swarms
https://www.dropbox.com/s/ib5lsixkbl9yks9/40K%20-%20Army%20Tyranid%20Seeding%20Swarms.pdf?dl=0

Facebook Group for Chapter Unapproved is located at; https://www.facebook.com/groups/175839866091795/

Ill continue to release new lists every so often and revise the existing ones to ensure they are balanced (ish), themey and most of or fun for both players and opponents.

Comments, feedback and suggestions are welcome to help get the lists up to a good standard where they are competitively balanced; but not over the top (the rule is that its cool and themey, not tooled and overpowered)

Once again, while intended to be balanced, Im still working out the kinks (as well as working on new ones) these still require permission (obviously)

However, any events I run here in Oz will use them so they are intended to be balanced (and as a consequence, most are restrictive and self contained; ie very few allow allies.)

Interested in seeing what people think and where I can improve stuff (or indeed new ideas for what old lists to resurrect next.)

insectum7
04-11-2015, 23:38
Nice!

I only looked at the Death Guard one, but the one thing I'd question is the hard limit of squads to the sacred number. (Ie, for it to be a Death Guard list, all squads must be seven in number.) Although the Champion bonus of free gear is great, I think I'd make the combo optional. If you take a squad of seven, then you get the champion bonus, but you could still take a squad of 5-10 if you wanted.

I like the bonus to the Reserves roll though, nice idea.

Aeon
05-11-2015, 00:29
Nice!

I only looked at the Death Guard one, but the one thing I'd question is the hard limit of squads to the sacred number. (Ie, for it to be a Death Guard list, all squads must be seven in number.) Although the Champion bonus of free gear is great, I think I'd make the combo optional. If you take a squad of seven, then you get the champion bonus, but you could still take a squad of 5-10 if you wanted.

I like the bonus to the Reserves roll though, nice idea.

The favoured units give the bonuses, not that every unit must be 7.

I've updated the files to reflect the intent more clearly :)

Fangschrecken
05-11-2015, 01:14
I'm a bit confused about the blood frenzy rule for the world eaters. You have it that every unit must take mark of khorne and that every unit that has mark of khorne gets blood frenzy. Is blood frenzy a once per game thing you activate? or after killing a unit? Because if it's all the time khornate havocs (they do exist) would be useless.

Also, why wouldn't you be able to use flamers? or shoot pistols those don't detract from cc.

insectum7
05-11-2015, 01:56
The favoured units give the bonuses, not that every unit must be 7.

I've updated the files to reflect the intent more clearly :)

Ah gotcha. Yeah I must have just misread it then. Good to go, sir! :)

Aeon
05-11-2015, 01:59
The Blood Frenzy rule is from Chaos 3.5

Blood Frenzy is 'always on' and Khornate Havoks wont be useless; the one third of the time they do move they can still snap shoot. Anyways, this is more World Eaters rather than random Johnny come lately Chaos Marines, Veterans of the 2 month campaign.

Good point on the may not fire part (which was in the original rules) I'll edit it to say that only pistols and assault weapons may be used.

Zmyeevich
05-11-2015, 14:31
A great idea and great work :) Being an Alpha Legion player I have turned most of my attention to that, but I have also skimmed through the other legions.

Just a few notes; The Iron Warriors have a small typo "The Iron Warriors are cold-hearted killers motivated by paranoia and selfishness. They trust theirwargear but nothing else. A Night Lords army maynot take any allies and may not ally with any other army"

Perhaps the Alpha Legionaire cultists should gain acces to some more advanced weaponry? Meltas, meltabombs, plasma guns etc? Resticted of course, but it would make them more a kind of specialists and a bit less rabble. Do they keep their other rules and options from the CSM codex? such as champ of Chaos, marks, flamer/heavy stubber and extra bodies?

Under vehicle upgrade the wording of "Parasitic Possession" is a bit ambiguous. "At the end of the Chaos player's turn any 'Immobilised' or 'Weapon Destroyed' effects are repaired on a
roll of 4+." does this mean that a single succesfull 4+ roll restore BOTH immobilsed AND Weapon Destroyed result on any vehicles (possible restoring multiple conditions on muliple vehicles with the same roll) or does it mean you make one roll for each vehicle and each condition?

Felwether
05-11-2015, 14:53
Great work! It's always nice to see projects like this.

I've checked out the list for Evil Sunz (my army!) and while I might be a bit biased I reckon they should be able able to pick Trukk Boyz as core units as well as Warbikers.

Aeon
05-11-2015, 22:45
Updated with the Change to Iron Warriors and Parasitic Possession (I think in 3.5 it did fix all occurrences, in modern 40K it may be abit powerful so I've toned it down somewhat.

Regarding the Evil Sunz, the core stuff doesn't replace what can be taken as Troops, it adds to it (however Ive added Trukk Boyz as a clarification.)

Samguk Yusa
09-11-2015, 13:32
I like these it looks like a lot of effect has gone into them :)

Aeon
10-11-2015, 08:32
Updated with a few more like Eldar Craftworlds, Lost and the Damned, and Kroot Mercenaries

The Clairvoyant
10-11-2015, 16:02
I've only looked at the ork klans list. Maybe fluff relating to klans has moved on from the last time I paid attention (2nd ed) but flash gits are not bad moons. They're freebooters, having left all klan life behind them. Deathskulls also have more painboys than other klans, whilst the evil sunz and blood axes have the most mekboys. Also madboyz tend to attract weirdboy warpheads, while other weirdboyz tend to avoid getting anywhere near other orks, so might be worth adding something about weirdboys with the madboyz entry.

Oh and all the new snakebite units seem to have gained krak grenades, which doesn't seem quite right!

Other than those niggles, looks good :)

Harwammer
11-11-2015, 17:14
Great work!

One point I'd like to make, the fluff in the Night Lords section comments on how they are most often seen as mercenaries to other armies, giving them the choice to pick on the weakest enemies instead of also having to confront the more challenging ones...

The rules then go on to say Night Lords can't team up with other armies, and I find this to be a bit of a contradiction!

Aeon
13-11-2015, 10:49
I've put in a line justifying that while the Night Lords are hired as mercs, no one wants to be around them.

The justification is that when the 3.5 Dex was used allies weren't allowed outside a few (mainly witch hunters and Daemonhunters)

As such, to keep it relatively balanced in most of the stuff I'm doing I'm disallowing allies or if allowing them, they usually have a strong restriction on them.

The idea is for fun and themed armies to encourage people to play with their old armies or even build new armies. That said as I'm allowing them in tournaments, I'm hoping to avoid unintended combinations that allies could bring.

Zmyeevich
13-11-2015, 21:24
Great work!

One point I'd like to make, the fluff in the Night Lords section comments on how they are most often seen as mercenaries to other armies, giving them the choice to pick on the weakest enemies instead of also having to confront the more challenging ones...

The rules then go on to say Night Lords can't team up with other armies, and I find this to be a bit of a contradiction!

In addition to this the lore section of the Alpha Legion states: "The legion has been known to ally themselves with anti-imperial forces including other traiter legions and Xenos" but the rules section states that: "An Alpha Legion army may not take any allies and may not ally with any other army" & "No unit may take a Mark of a Chaos God (including units that automatically have a Mark of Chaos like Plague Marines".

Sounds like the same kind of contradiction that NL has

I generally never use allies anyway, so it would not affect me, but perhaps an exception to the "no unit may take mark", that allows a single non-AL cult unit (Plague Marines, TS, Berzerkers or Noise Marines) could solve the contradiction

Aeon
13-11-2015, 22:36
Good catch!

I might rewrite it to say if they are loyalists, then they make take a single allied detachment of Impeial Guard, if Traitor is taken, lift the restrictions on marks and daemons (I think giving them an allied detachment of daemons won't fit; and CSM allies won't be as effective as the guard allies.)

Thoughts?

Out of all of the ones I've done (about 20 are up in the FB group) I feel the Alpha Legion are the most controversial with the loyalist/traitor split. I'm just surprised most AL players who have looked at it think it's fine (so that's a plus I feel :)

Zmyeevich
13-11-2015, 23:24
Good catch!

I might rewrite it to say if they are loyalists, then they make take a single allied detachment of Impeial Guard, if Traitor is taken, lift the restrictions on marks and daemons (I think giving them an allied detachment of daemons won't fit; and CSM allies won't be as effective as the guard allies.)

Thoughts?

Out of all of the ones I've done (about 20 are up in the FB group) I feel the Alpha Legion are the most controversial with the loyalist/traitor split. I'm just surprised most AL players who have looked at it think it's fine (so that's a plus I feel :)

Well the Alpha Legion are a bit ambiguous when it comes to their true loyalties. I like the Loyalist/traitor split; even if they are truly "loyalist" they are such good infiltrators, that they have convinced the traitor legions, that the Alpha Legion aligns with Chaos (and vice versa). That way the fluff ambiguity is representet in the rules.

I think the a single IG allied detachment for loyalist would make sense. Generelly I feel the Loyalist choice is much more restictive than it is benificial and acces to some guard could add some benefits.

I dont think the restictions on marks for traitors should be liftet entirely: the Alpha Legion is a legion serving no specific chaos god - if they even serve chaos at all. They should not be able to take any particular marks of chaos. They should, however, be allowed to take the usual C:CSM cult units or possibly some sort of restictive acces to the Unsanctioned Legions' units (I havent read them all, so I'm not really sure if they add new units or what not). This would give acces to marks, but only to units that are already dedicated to a god, while the primary Alpha Legion force will remain that: an Alpha Legion force. The Forgeworld Horus Heresy Book 3 allows the Alpha legion to take one special unit from another legion and use it as if it was an alpha legion unit, this might also be a posibility.

I'm not really sure about daemons. If one wants to add daemons on a regular basis, I think they chose the wrong legion. Other legions have a much more "daemon focused" profile. I'm not really sure how to balance them with Alpha Legion. If I recall correctly the old rules stated, that AL could only use daemons if they had cultist units, but in this AL codex at least two cultist units are mandatory. The result of this is, that the AL will always have cultists on the board and thus always be qualified to bring daemons (according to the old rules). In the end I would probably just ban daemons outright or maybe allow 1 unit of say Tzeentch daemons if you have one unit of Thousand Sons as allies...but most likely just ban them (daemons)

Calcabrina
18-11-2015, 01:50
I'll post a more detailed critique later, but after a cursory reading of the kroot list, I find the way you mixed the stats between old list and new book doesn't work all that well together. The kroot rifle providing an additional attack, combined with baseline kroot S4 was what gave them melee viability before. Only adding one or the other would make them decent in the context of the Tau Empire book, but as a standalone list with limited options they need at least the same melee punch they had in the old CA list. If you want to make the stats inclusive of both visions for the race, I'd give the units the S3 profile with the choice of upgrading to either sniper rounds OR +1 S/A. The kroot hounds should have their old S4, as Dark Eldar wyches are a great example of why unupgraded S3 on a dedicated melee unit has issues.

That said, I'm thrilled at the idea of an updated list for my merc army, and I applaud you for your efforts to make it so.

Altasmurf
18-11-2015, 05:21
I played the old catachan list back in 3 Rd and 4 th, it was a lot of fun and made for some challenges. But limiting an army to be really good in one type of terrain and mediocre in other types lead to kind of boring list. I can appreciate your desire to stick to the original codex, however by doing so you are really creating a super niche codex. If that was your intentions, then you did a good job at recreating the old codex, and I mean that as praise. It's an excellent direct update. Unfortunately if you're trying to basically create a supplement that has true place in 7th edition the old codex is just dated. With a true remake, a catachan codex would be a great IG elite army, but as is its really just overpriced guardsmen with no support.

I do applaud your work, it's excellent. If anything it's more my complaint about Codex:Catachan. Just my 2 Canadian cents (which I think is about 1/4 of an American penny these days.)

silashand
18-11-2015, 06:33
Out of all of the ones I've done (about 20 are up in the FB group) I feel the Alpha Legion are the most controversial with the loyalist/traitor split. I'm just surprised most AL players who have looked at it think it's fine (so that's a plus I feel :)

Alpha Legion recruit heavily among PDF and IG units. I see no reason to not simply let them ally with them (loyalist or traitor guard, both are appropriate). I would not necessarily let them ally with daemons, though in the original 3.5 codex the only way they could summon daemons was if a cultist unit brought an icon. To make that work in 7th, I would probably make the demagogue a ML1 psyker who only has access to daemonology (malefic). given that they cannot ally, I think this would be a characterful way to get daemons into the army without being broken (a 1-wound psyker will likely die the first time he perils, esp. given that malefic suffers it on any double). Anyway, JMO...

Aeon
19-11-2015, 00:49
Updated with changes to Alpha Legion and Kroot.

Alpha Legion Loyalists can now take a single allied detachment of Guard as Battle Brothers, traitors can take models with the Daemon rule (ie Helldrakes, Obliterators, etc)

Kroot have had the Kroot Hounds stats upgraded to the old stats, and the Kroot rifle now counts as two close combat weapons in combat.

In regards to the Catachans, I suspect you missed the part where the Catachan player can place forests outside each players deployment zone (it was D3, but playtesting has shown that D3+1 may be better) This allows there abilities to be used in every game.