Showing posts with label Epic. Show all posts
Showing posts with label Epic. Show all posts

Friday, May 29, 2020

Alpha Legion Infiltrators 2


After some thought and some friendly advice from a facebook Epic 40,000 group, my fledgling rules for Alpha Legion Infiltrators have been expanded:
 
When army-building, the Alpha Legion builds a covert detachment of cultists and beastmen they keep off table to “drop-pod” in. They aren’t actually drop-podding in, it’s an abstraction to represent local forces rising up and striking at the heart of the opposition.
Alternatively, instead of drop-podding its covert detachment in, the Alpha Legion can either:
 
During the Rally Phase, choose an enemy detachment of cost less than or equal to its own covert detachment, the commander of which then makes a saving throw (4+). If the save is failed, the detachment switches sides and comes under control of the Alpha Legion player; modelling infiltrators successfully co-opting the detachment under the banner of Chaos.
Whether the save is successful or not, the off-table covert detachment is ‘spent’ (i.e. cannot now be deployed).
Or
During the Rally Phase, choose an enemy detachment of cost less than or equal to its own covert detachment to take a Rally Test. if it is failed, the Alpha Legion operatives take over the unit. The rest of the battle then continues with the Chaos player now in control of the detachment. The Chaos player may no longer attempt to 'turn' any detachments after they've been successful once. OR
Or
Each turn the Alpha Legion player may force his opponent to reroll ONE leadership test during the Rally Phase, or ONE reserve roll per 250pts spent on covert detachments. (Representing sabotage amongst the ranks).
  
In short, the three options are:
 
  • Drop-Pod the detachment in (with the usual drop pod risks)
  • A one-off high risk, high reward attempt to ‘turn’ an opposing detachment
  • A multi-attempt at ‘turning’ a damaged detachment (i.e.has blast markers) and is possibly on the verge of breaking.
  • Continual Sabotage
Epic 40,000 – The Esoteric Order of Gamers

Sunday, May 24, 2020

Horus Heresy in Epic 40,000

So, when the world opens again, I have this grand plan of re-enacting the Heresy at my local club, and with this in mind I am trying to create 1,500pt forces with a little bit of flavour. I'm limited by the minis I have and also the loyal forces at The Siege of Terra (the Grand Finale).

So anyway, I started with the White Scars, one of the three loyal chapters:

The Hit & Run rules from Firepower #2 lend them a degree of flavour. Hopefully enough to distinguish them from the other chapters.

I've also started to paint them up:




Friday, May 22, 2020

Alpha Legion Infiltrators

Epic 40,000 – The Esoteric Order of Gamers
I’ve been considering a way of modelling the covert infiltration specialities of the Alpha legion and come up with the following:
When army-building, the Alpha Legion builds a covert detachment of cultists and beastmen they keep off table to “drop-pod” in. They aren’t actually drop-podding in, it’s an abstraction to represent local forces rising up and striking at the heart of the opposition.
Alternatively, instead of drop-podding its covert detachment in, the Alpha Legion can either:
 
  1. During the Rally Phase, choose an enemy detachment of cost less than or equal to its own covert detachment, the commander of which then makes a saving throw (4+). If the save is failed, the detachment switches sides and comes under control of the Alpha Legion player; modelling infiltrators successfully co-opting the detachment under the banner of Chaos.
    Whether the save is successful or not, the off-table covert detachment is ‘spent’ (i.e. cannot now be deployed).

    Or
  2. During the Rally Phase, choose an enemy detachment of cost less than or equal to its own covert detachment to take a Rally Test. if it is failed, the Alpha Legion operatives take over the unit. The rest of the battle then continues with the Chaos player now in control of the detachment. The Chaos player may no longer attempt to 'turn' any detachments after they've been successful once.
 ALSymbolPreHeresy.jpg
In short, the three options are:

  • Drop-Pod the detachment in (with the usual drop pod risks)
  • A one-off high risk, high reward attempt to ‘turn’ an opposing detachment
  • A multi-attempt at ‘turning’ a damaged detachment (i.e.has blast markers) and is possibly on the verge of breaking.
Cyriarus Tactical Squad