feral and medieval worlds for warhammer 40k (rough draft)
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8/9/2019 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.