This is a thread to post all your cool homebrew conquest cards based on the space marine legions of the Horus Heresy.
Warhammer 30.000 Conquest: Horus Heresy
Here's some stuff i was thinking up at work.
World Eaters assault squad
Army unit
cost: 2
2/4
Command: 1
Infantry. World Eaters.
Combat action: Deal this unit 1 damage to ready it (limit once per phase).
Angron's sons fought with a berzerk fury, heedless of their own casualties.
Almost compleet copy of nazdregs flash gits, but their ability makes more sense here anyway.
I decided to keep it simple at first. Things will probably more intresting later.
Notice i didn't add "Traitor" or "loyalist" traits. That's for several reasons: mostly so they could be used as the pre-heresy legions to fight against xenos. And also because this will let players re-fight the legion purges of Istvan III and decide where his loyalties lie. You want to play loyalist Iron warriors vs traitor Emperor's children then you can!
Edited by Robin GravesDeath guard tactical squad
Army unit
cost: 3
2/3
Command:1
Infantry. Death Guard.
While this unit is ready it gains, "Reaction: After this unit is assigned damage, prevent 1 of that damage."
Area effect 1.
A combo of two card this time, but one that shows teh death guard's legendary resilience.
Here's some stuff i was thinking up at work.
World Eaters assault squad
Army unit
cost: 2
2/4
Command: 1
Infantry. World Eaters.
Combat action: Deal this unit 1 damage to ready it (limit once per phase).
Angron's sons fought with a berzerk fury, heedless of their own casualties.
Almost compleet copy of nazdregs flash gits, but their ability makes more sense here anyway.
I decided to keep it simple at first. Things will probably more intresting later.
Notice i didn't add "Traitor" or "loyalist" traits. That's for several reasons: mostly so they could be used as the pre-heresy legions to fight against xenos. And also because this will let players re-fight the legion purges of Istvan III and decide where his loyalties lie. You want to play loyalist Iron warriors vs traitor Emperor's children then you can!
Looks like a very excellent start to me mate! Currently am digging into the Horus Heresy books as we speak.
I also feel that the game itself might be cooler if it was named Warhammer 30.000: Heresy as Horus played a part in it but it wasn't only him wo betrayed the vows to the Emperor...
Will come up with something tomorrow most likely, currently I'm reading into the planets where the mayority of the battles began.
I'm also thinking about including a diagram that allows for certain Warlords (represenations of their Legion) to use other non-signature units to be used. So the Legion trait would play a bigger role.
For example: Space Wolves Warlord (Leman Russ) would be allowed to use Dark Angel units or Thousand Sons units but at a +1 cost, where the Space Wolves Warlord could use the Space Wolves units and other brothers in arms with a -1 cost).
The above example would lead to Angron being able to use the World Eaters at a -1 cost, leading to the correct above example of a 2 Cost unit that is very good.
It would also allow us to mix and match many of our units but at a certain heavier cost. For sure it might be complicated at first but I'll try to keep the diagram as clean as possible.
Death guard tactical squad
Army unit
cost: 3
2/3
Command:1
Infantry. Death Guard.
While this unit is ready it gains, "Reaction: After this unit is assigned damage, prevent 1 of that damage."
Area effect 1.
A combo of two card this time, but one that shows teh death guard's legendary resilience.
Another good represenation of the Tactical Squad. Be sure to give them an unique name or compagny number aswell in the name! This will allow us to use multiple Death Guard Tactical Squad units for maximum flexability in terms of card design.
Alpha legion tactical squad
army unit
cost: 2
2/3
Command : 1
Infantry. Alpha legion
Ambush.
Death guard tactical squad
Army unit
cost: 3
2/3
Command:1
Infantry. Death Guard.
While this unit is ready it gains, "Reaction: After this unit is assigned damage, prevent 1 of that damage."
Area effect 1.
A combo of two card this time, but one that shows teh death guard's legendary resilience.
Another good represenation of the Tactical Squad. Be sure to give them an unique name or compagny number aswell in the name! This will allow us to use multiple Death Guard Tactical Squad units for maximum flexability in terms of card design.
yeah it's all working titles at the moment. I'm trying to get a feel for how each legion fights in the basic squads and then work my way up to the special stuff and warlords. AL for example will get a take control of target non warlord unit for a phase - card.
I'm liking the cost increases/decreases for the allied legions!
Alpha legion tactical squad
army unit
cost: 2
2/3
Command : 1
Infantry. Alpha legion
Ambush.
To add to that, I will also try to make up some new Keywords. to go with.
For example, as much as I like Ambush. I would still prefer the name for Hidden Deployment. for the Alpha Legion specifically.
Hidden Deployment (you may deploy this unit at your HQ, after this unit commits to a planet, ready it)
Mobile would work for white scars.
I was also thinking about units that get better when certain support cards are in play
Such as a night lords unit that get's +1A/+1HP +1 command when the "Night fighting" support card is in play.
Night lords terror squad
army unit
cost: 2
2/3
Command : 1
Infantry. Night lords.
Terror tactics: Deploy action: when you deploy this unit, exaust target unit at this planet.
Iron Warriors Devastator squad
army unit
cost: 2
2/3
Command : 1
Infantry. Iron warriors
Ranged
This unit gets +2 HP for each Support card you control.
Thousand sons tactical squad
army unit
cost: 2
2/3
Command : 1
Infantry. Thousand sons.
Event cards with the "Psychic power" trait cost 1 less to play.
Deploy action: When you deploy this unit, draw one card, then discard one card.
Sons of Horus tactical squad
army unit
cost: 2
2/3
Command : 2
Infantry. Sons of Horus
Reaction: After this unit commits to a planet ready it.
Emperor's Children support squad
army unit
cost: 2
2/3
Command : 1
Infantry. Emperor's Children
Reaction: After you win a command struggle at this planet, exaust target non-warlord unit on this planet.
"Kneel before your betters."
Bearers of the word tactical squad
army unit
cost: 2
2/3
Command : 1
Infantry. Word Bearers
Reaction: When you declare this unit to attack you may discard 1 event card from your hand. This unit get's +1 attack for each shield icon on the discarded card.
Death guard tactical squad
Army unit
cost: 3
2/3
Command:1
Infantry. Death Guard.
While this unit is ready it gains, "Reaction: After this unit is assigned damage, prevent 1 of that damage."
Area effect 1.
A combo of two card this time, but one that shows teh death guard's legendary resilience.
Another good represenation of the Tactical Squad. Be sure to give them an unique name or compagny number aswell in the name! This will allow us to use multiple Death Guard Tactical Squad units for maximum flexability in terms of card design.
yeah it's all working titles at the moment. I'm trying to get a feel for how each legion fights in the basic squads and then work my way up to the special stuff and warlords. AL for example will get a take control of target non warlord unit for a phase - card.
I'm liking the cost increases/decreases for the allied legions!
I agree, it's also a matter of testing stuff and trying to make up for a balanced set initially. I think it might be wise to exclude the Emperor and Horus until the last moment in terms of Warlords. Perhaps it could even be wise that they are not represented at all in the game because they are so powerfull... But that's something for later
I'll also add something for the Terminator Squads a subrule that allows them to win Commands when Command struggles are tied (straight from the Horus Heresy books).
The Rout assault squad
army unit
cost: 2
2/3
Command : 1
Infantry. Space wolves
This unit gets +2 attack while it's at the first planet.
The Rout assault squad
army unit
cost: 2
2/3
Command : 1
Infantry. Space wolves
This unit gets +2 attack while it's at the first planet.
I feel routing would also be fitting for the Night Lords, but probably more limited to CRC, for example they would only be able to route units that are CRC 1 or 2.
Death guard tactical squad
Army unit
cost: 3
2/3
Command:1
Infantry. Death Guard.
While this unit is ready it gains, "Reaction: After this unit is assigned damage, prevent 1 of that damage."
Area effect 1.
A combo of two card this time, but one that shows teh death guard's legendary resilience.
Another good represenation of the Tactical Squad. Be sure to give them an unique name or compagny number aswell in the name! This will allow us to use multiple Death Guard Tactical Squad units for maximum flexability in terms of card design.
yeah it's all working titles at the moment. I'm trying to get a feel for how each legion fights in the basic squads and then work my way up to the special stuff and warlords. AL for example will get a take control of target non warlord unit for a phase - card.
I'm liking the cost increases/decreases for the allied legions!
I agree, it's also a matter of testing stuff and trying to make up for a balanced set initially. I think it might be wise to exclude the Emperor and Horus until the last moment in terms of Warlords. Perhaps it could even be wise that they are not represented at all in the game because they are so powerfull... But that's something for later
I'll also add something for the Terminator Squads a subrule that allows them to win Commands when Command struggles are tied (straight from the Horus Heresy books).
Yeah definatly agree about horsua nd the emperor, i wouldn't even include Terra/imperial palace as a planet just yet.
About the terminators: I did not know that. But makes sense.
The Rout assault squad
army unit
cost: 2
2/3
Command : 1
Infantry. Space wolves
This unit gets +2 attack while it's at the first planet.
I feel routing would also be fitting for the Night Lords, but probably more limited to CRC, for example they would only be able to route units that are CRC 1 or 2.
In this case it's the nickname for the space wolves legion. In some hH novels tehy are called "the rout"
Yeah definatly agree about horsua nd the emperor, i wouldn't even include Terra/imperial palace as a planet just yet.
About the terminators: I did not know that. But makes sense.
Yeah I think it also will become interesting for this game to actually be able to set up the face down planets in terms of tactical supremacy certain Primarchs had.
The Rout assault squad
army unit
cost: 2
2/3
Command : 1
Infantry. Space wolves
This unit gets +2 attack while it's at the first planet.
I feel routing would also be fitting for the Night Lords, but probably more limited to CRC, for example they would only be able to route units that are CRC 1 or 2.
In this case it's the nickname for the space wolves legion. In some hH novels tehy are called "the rout"
A great, again will read more into it
Thats all for now. Gonna do the other legions tomorro.
Imperial fists: nerfed version of brutal +2 or +1 attack if they have damage one them (1 dam is enough)
White scars: Mobile
Blood Angels: +2 attack when attacking a damaged unit?
Iron hands: +1A/+1HP for each attachment with the "Cybernetic" trait they have attached.
Ultra marines; ???
Dark angels: ???
Salamanders: ??? something with +2 attack against vehicles (melta)
Raven Guard: ??? something stealthy or getting back to HQ
Oh yeah almost forgot!
Revenge of betrayal
Attachment
Cost: 3
Attached non warlord unit has +1A/+1HP for each unit with the same legion trait (Night Lords for example) in his discard pile.
Reaction: reduce this cards cost to 1 if it's attached to an Iron Hands, Salamanders or Raven Guard unit.
I'm aware this card also goes well with the thousands sons draw and discard ability. That's ok: they desevere it after what happened to Prospero.
This my first draft of a complete Warlord set for Warmaster Horus. Let me know what you think.
Warmaster Horus
Warlord
2/7 (Bloodied: 2/5)
Card: 7, Ressources: 7
Warmaster, Sons of Horus
After this Warlord commits to a planet, choose 1:
-You win the command struggle at target planet even if an enemy Warlord is present
-You have initiative at target planet even if an enemy Warlord is present.
--------------------------------------
Signature Cards :
The Invisible Squad
Army Unit
Cost: 3
3/3
Command: 2
Sons of Horus
This unit cannot be attacked by non-Warlord units while it is ready.
(Quantity: 4 )
The Holy Armour
Attachment
Cost 3
Shield: 3
Relic, Unique, Armour
Limit 1 Relic per player
Attached unit gains +1ATK and +3HP. If attached to Warmaster Horus, he also gains: '' Action: Exhausts Holy Armour to ready Warmaster Horus. (Limit once per turn.)
If the Shield effect is used on Warmaster Horus, prevent all damage instead. This effect can used against Armorbane.
(Quantity: 1 )
The Eye of Horus
Support
Cost: 2
Standard
You can use both of your Warlord's effects.
(Quantity: 1 )
The Warmaster's Might
Event
Cost: 1
Shield: 1
Rout target non-Warlord unit.
(Quantity: 2 )
Edited by timezeroquick change: Im gonna give the Emperor's children ability of exausting a unit when they win command, to the Ultra marines.
The Emperors children will now get one or more units with
"This unit has + 1 Attack when you have Initiative.
The word bearer's get this ability instead "+2 attack for each support card you control" this fits better with them building temples and stuff. I might give their old ability (use shield icons as attack bonus) for the blood angels.
Let me know what you guys think.