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Future 40k Codex and supplements speculation thread (Groups : Warhammer 40K Fan Group : Forum : our forum board : Future 40k Codex and supplements speculation thread) Locked
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May 16 2014 Anchor

Speculation topic for future Warhammer 40k Codex rules and theories

Raven Guard supplement Speculation:

Some of these suggestions are going
to be overpowered. However since Iron Hands now have Chapter Master SmashFucker.
Its more than fair IMO. Games Workshop just doesn’t care about Raven Guard
enough to give them useful or fluffy tactics.

Theories as to what Raven Guard rules will be in it.

Company rules:
Assuming it’s the First or Third company.

Cannon Fodder: Any allied Xeno army is given the “Bait” rule. Forcing Tau into Come the Apocalypse and with Eldar becoming Desperate Allies instead.
Raven Guard can never ally with Ork armies with the exception of the
Blood Axes.

All flying transport vehicles can be taken as dedicated transports and all flyers can be used as Fast attack options.
Any none bulky or very bulky units gain Shrouded for the entire game. Bulky and
very Bulky models have the Ignores Cover rule. I call it the “Nowhere to hide” rule Otherwise same
rules as Raven Guard.

Assault Marines can be taken as
troops. As long as one squad of Tactical Marines or Scouts are taken. While Vanguard Veterans are scoring units. Vanguard vets can be taken as either Elite or Fast attack. [Bike armies are the Dark Angels and White Scars shtick. Both are also better at Raven Guard for the job. The only army that uses Assault Marines as troops is Blood Angels. Also
Bikes are very bulky so they don’t benefit from Raven Guard rules. So you still
have to take Scout Bikers to have fast scouts but they don’t get stealth.
]

Sterngaurd can be taken as either Heavy or Elite options. Cannot use Centurions. A
Contemptor is much better then a Centurion squad also Mortis Contemptors get
Skyfire.
Independent Characters can replace their Chainsword and Bolt
pistol with Lighting Claws for free. For every other unit they are fifteen
points for each pair rather than thirty. A single LC cost ten points if they don’t have both a CCW or Bolt Pistol to trade for another LC. Lightening Claws can only replace Chainswords and/or Bolt Pistols. Scouts get Sniper Rifles for free. [It’s one fraking point in the main game!
]

Shadow Captains now count as Keepers of Relics, so you don’t have to take a Master of the Forge. [The Independent companies of the Raven Guard wouldn’t ask their Master of the Forge to go into battle with them without a very good reason. Might replace Shadow Captains with Chaplains or Tech Marines as Keeper of Relics. ]

Warlord Traits:

1. Old Adversaries: Warlord and his army have preferred enemy. Also gains hatred against Traitor Legions that participated in
the Drop Site Massacre or Orks. Must reroll for another trait if not facing one
of these armies

2. Pincer
Maneuvers
Fluff based.

This allows you to take an allied force without any Raven Guard deployed on the first turn. However a Raven Guard
army must arrive in a direction facing opposite of the allied detachment. They
must deploy from reserves on the second turn without taking any reserve rolls.
This also downgrades all Tau and Imperial Armies and Tau except
Elysian Drop Troops, Raptors, Ultramarines, and White Scars from Battle Brothers to Allies of Convenience.( Mechanicus army
don’t exist in current 40k. Don’t know if Knights count, as their deployed in
the same detachment)

Raptors have similar tactics to Raven Guard while WS, Smurfs, and Elysian Drop Troopers are familiar with RG
tactics in the fluff. Most Imperial Commanders don’t appreciate their armies being
used in this fashion.

However sixty five percent of a non Imperial army must be destroyed in
order for Raven Guard to deploy in this fashion. Rather then arriving on the
second turn.

3. Decapitation Strike: The Warlord trait Captain Shrike should have had. Same as the one from the Horus Heresy Extermination book. Only
units the Warlord is too attached can use this ability.

4. From the Shadows: Like Corvus Corax before them. Jump infinity can move themselves to reserves. However this can only be done once per game.

5. Air Superiority: All flying transports use Interceptor and
Skyfire rules. Any flyers that can’t transport infantry have the Tank Hunter
and Escort Craft rules instead.


6.
Force Recon: All transport vehicles have the Scout rule. Additionally
all dedicated transports count as Assault Vehicles.

Updated rules for Shadow Captain Korvydae. His rules are out of date, he
hasn’t received an upgrade unlike the other Forge World characters.

Shrike’s Wing:
In the fluff their stated to be Captain Shrike’s command squad. I think their Assault Marines with Command
Squad stats and options or cheaper Vanguards with access to better gear. To
make them in the game proper, their like 260 points. That’s just for five of
them. Way too expensive. So lets just assume their a Command Squad with Jump
Packs(can’t be taken in the current Codex) and Lighting claws for free. Each have
command squad stats. Cost’s as much as a normal command squad.

40K Rules for the DarkWing Gunship.

Company/Chapter
relics:
Most of these are taken
from Deathwatch First Founding.

1. Wings of the Raven: Re-roll results in the movement phase. Jump infantry
squads only.

2. Sable Heraldry: Add 1+ to initiative tests

3. Helmet Picter : 2+ to Leadership and 1+ to
reserve rolls.

4. Shadow in the Sky:
One handed weapon that gives its user one additional attack. Has the
stats of a relic blade.

5. Raven Pattern Shotgun:
Exclusive to Scout Sergeants. Silenced Shotgun with additional range.

6. Fulcrum Hand Cannons: Taken from Horus Heresy book 3 -
Extermination.
30K Captains
get to use Kayvaan Shrike’s weapons. So it’s only fair.

Same pistols used by Kaedus Nex. Master Crafted pistols with Concussive, Rending
and the same range as a Hotshot Hellguns. REALLY GW, you get rid of the cool name for the lame ass one. They could have called the new IG weapon the Volley Hellgun. Must replace an
Independent Character’s Close combat weapon and Bolt Pistol, or their Bolter and
Bolt Pistol. Liberians, Chaplains and characters in Terminator armor or on
Bikes can’t take these pistols.

The user of Nex’s pistols must set up 18 inches of an enemy HQ or Elite
unit. They can’t join squads until that unit is dead. Gains infiltrate on the
first round. User must fire each pistol until one misses.

Yeah didn’t really care to
make up new weapons. So I took stuff from other 40k books.

Unique Lord of War:
Shadowhawk:

Same as the standard Thunderhawk. Shadowhawk may exchange its
Thunderhawk Cannon for a Turbo laser destructor for free .Shadowhawk may
also exchange it’s four heavy bolters for either twin linked Assault Cannons, or
a pair of Avenger bolter cannons (same weapon as the Raven wing
Nephilim Jetfighter). Otherwise it can take the same options and rules as the Thunderhawk.

Games Workshop doesn’t care about its mainstays anymore. As Storm Raven has replaced the Thunderhawk.

Stats and equipment list for RG chapter master/Corvin Severax/Master of Shadows.

Standard chapter master stat line. Assume same price as Calgar or any other chapter
master.

He’ll either have Cataphractii or Tartaros Terminator Armor or Artificer Armor. There
are already two jump infantry Raven Guard captains and another one will just
make him a more expensive Captain Shrike. So he gets a teleport homer and
locator beacon for free instead.

His weapons will be the Heavy Bolter used by Crovus Corax after Istvaan V along with Panopoly of the Raven Lord. Basically Corax’s power whip. Both are master
crafted. Heavy Bolter can use Hellfire rounds for free. He may also take
digital weapons, allowing him to reroll attacks in the Assault Phase.

Frag and Krak Gernades.
Independent character
Orbital Bombardment

Raven Guard chapter tactics.

Warlord Traits:
Princeps of Deceit: Page 111 of the 6E Rulebook. I think this might be the most “fluffy” trait for an RG chapter master.

Secondary Trait: Tactical flexibility.

Roll for one of the Warlord Traits
from the above.

Taking Corvin Severax / Master of Shadows as your Warlord allows Vanguard
Veterans, and Assault Terminators to be treated as Scoring Units but not troops.(Might
get rid of that for ShadowWing Termi troops) But not Assault Centurions as
their useless in a Raven Guard army. Command Squads and Vanguard can take jump
packs for free.

Corvin/Master of Shadows can only deploy with Veterans who use the chapter tactics Raven Guard rules. This
includes Vanguard, Sterngaurd, and Terminators. Honor Guard doesn’t have much use in a Raven Guard army other than as a
Distraction Carnifex.
Any squad he deploys with starts off with the
infiltrate rule.

Corvin/Master of Shadows can use either a Darkwing Gunship(see Horus Heresy Book 3: Extermination) or Shadowhawk as a dedicated
transport. Shadowhawk can only be taken in Apocalypse/Escalation games or what
ever the hell Game Workshop is calling it this year.

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Edited by: JrComissarValvatorez

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