Published using Google Docs
2015 NOVA Narrative Codex Supplements
Updated automatically every 5 minutes

2015 NOVA Codex Supplements - DRAFT

Introduction

Warhammer 40,000 is a constantly changing game. As a result of the diversity between codices, there are often many builds and army styles we’d like to run but cannot due to the current state of the oft-mentioned “meta.”

In the indie-background-universe spirit of the NOVA Open Narrative event, the Narrative team invested time in building a series of simple Codex Supplements meant to give attendees the option to play Narrative-themed versions of their 40K army of choice while also gaining the opportunity to explore and play around with builds they might otherwise be unable to.

These rules have been playtested and thought-processed through a fairly wide community of critics following their origination within the Narrative team. The Narrative isn’t all about building the most broken or powerful lists, but we believe the more even the playing field for a wide variety of army types, the easier it is to focus on having fun rolling dice against your peers.

How to Use the Supplements

First and most importantly – Supplements are NOT REQUIRED. If you use it when building your army list for the Narrative event, it supplants your current Codex in all listed ways. This may result in some more traditionally powerful builds for armies such as Tau or Daemons to no longer be playable, and is done explicitly to prevent people from taking the “best of both worlds.” We did not buff certain units simply to allow you to further stack the deck with the print-copy “best of” units.

Once you’ve chosen to use a Supplement for your Codex, you automatically use the “Both Factions” rules for that Supplement. Then, you also activate the Faction rules as appropriate for the Human or Virtue faction you selected during registration.

Allies

All NOVA Narrative Supplements are allies of convenience with every other codex or source (except themselves). You may ONLY use one Nova supplement in your army (but you may take as many detachments from that supplement as otherwise allowed).

Human and Virtue “Aspects”

These supplements provide a fluff and gameplay connection between extant 40K Codices and the Narrative Story of Humanity’s fight against the Virtue. They also provide interesting rebalance to the range of Codices in the game. In light of the events of the NOVA Open Narrative 2014, each of the aspects have evolved.

Aspects of the Virtue

The Aspect of Implacability represents Virtue who are unwilling to acknowledge the Cataclysm as a defeat. They are steadfast in their commitment to the mission and believe that the only way to uphold the Virtuous Peace is to neutralize the Human threat to galactic order. Though the human martial tenacity has earned a grudging respect and even sympathy among some Virtue, they remain fully committed to the idea that sometimes sentients must be destroyed for the greater good.

The Aspect of Piracy represents Virtue who adopted realistic and sometimes nihilistic acceptance of what befell the Conquest Flee. This aspect is mostly found among the many other alien species that make up the Virtue Auxiliaries. It might be said they’ve taken on an “every superhuman alien immortal for himself” outlook. They’re more than happy to sell their services to the highest bidder or trade on the black market even with human beings. These Virtue forces are disillusioned with their race’s moral code – they cannot ignore the import of the events of the past century like their Implacable kin. Nevertheless, like most Virtue, they’re generally afraid to leave the Solar System and take word of the Conquest Fleet’s failure to the Virtue homeworld for fear of the chaos that could ensue. For now, their primary focus is staying alive whatever the cost.

The Aspect of Insanity represents Virtue so horrifically scarred by the events of the Cataclysm that they’ve taken an utter break with reality. Their psyches did not survive, whether because exposure to extinction-level environmental effects on Earth, or because they could not cope with the meaning of their failure and the possibility the Virtue race committed a wrong. Formed into roving bands in space and especially scattered across the wastelands of Earth, these Virtue represent the utter antithesis of the proud and morally upright people they once were. Murderous and utterly insane, they are some of the most terrifying creatures in the Solar System.

Aspects of Humanity

The Aspect of Survival represents the people stranded on Earth and remote outposts throughout the Solar system. After enduring countless hardships in the ## years since the Cataclysm, they are the most pragmatic human aspect. They are willing to try any tactic in the quest to hold on to one more day. In some cases they even try to reconcile with both the Virtue Defectors (the “Olympians”) and the occupying Virtue alike. These humans form the bulk of the rank and file of the UN military and various paramilitary organizations.

The Aspect of Tradition represents the steadfast veterans of the Virtue War. They tactics rely heavily on high-tech equipment and drones in an effort to preserve the lives of experienced soldiers. While they look to the alien races with distrust, these warriors do not exhibit the single-minded hatred found in some quarters. Most of the most skilled members of this aspect left Earth to join in the UN Expeditionary Forces.

The Aspect of Retribution represents those armed members of the UN whose motives for fighting long ago lost the luster of humanity’s salvation or performing one’s duty. To survive the near-extinction of your race and destruction of your homeworld is an emotionally devastating experience – no human carries the memory of the Cataclysm without experiencing a deep mixture of loss, horror and rage. Yet as UN forces rebuilt and prepared for the future, many soldiers slowly began succumbing to the latter emotion far more than any other. Scarred by the loss of billions, this Aspect of Humanity represents those soldiers and forces who have completely succumbed to a burning desire for bloody revenge at any cost.

The Supplement Rules

Chaos

Chaos Daemons

All Factions – Chaos Daemons

Fateweaver’s re-roll may only be used for rolls to hit, to wound, and saving throws

The Grimoire of True Names may not be taken in your army

Malefic Daemonology may not be taken by any Chaos Daemons models

Humanity – Aspect of Experience – Chaos Daemons

Khorne: Daemons of Khorne gain Assault Grenades, Rage, and Feel No Pain against shooting attacks.

Nurgle: Daemons of Nurgle improve their FNP roll by +1 always (to a maximum of 2). If they do not have FNP, they gain FNP (6+). Models that end a turn in close combat with a unit of plaguebearers or beasts of Nurgle must take a toughness test, if they fail they suffer a wound with no army or cover saves.

The Virtue – Aspect of Implacability – Chaos Daemons

Tzeentch: Daemons of Tzeentch may select instead of rolling for them randomly.

Slaanesh: Daemons of Slaanesh gain Assault Grenades and the Shred special rule.

Chaos Space Marines

All Factions – Chaos Space Marines

Except for Cultists, no model chosen from Codex: Chaos Space Marines may be run down in combat via Sweeping Advance. If they fail to disengage after breaking from combat due to Sweeping Advance, they remain locked in combat, but with -1 to their WS and Initiative until the end of the following Assault Phase. Though not as Fearless as the Emperor’s Finest, they do not recklessly throw away their superhuman, often 10,000+ year old lives!

Humanity – Aspect of Experience – Chaos Space Marines

Troops choices may select Icons and Marks for free (including units not normally Troops)

The Chaos player may modify his Psychic Power, Warlord, and Initiative Stealing rolls by +/- 1

The Virtue – Aspect of Insanity – Chaos Space Marines

All Chaos Space Marine units gain the Hatred USR if they do not already possess it

All Chaos Space Marine units gain the Rage USR if they do not already possess it

Imperials

Cult Mechanicus and Skitarii

All Factions – Cult Mechanicus and Skitarii

Note: Given the newness of these two Codexes, we have opted not to create faction-specific supplements. Instead players on either the Human or Virtue faction share this same global supplement:

As long as your army does not contain any formations chosen from either the Cult Mechanicus or the Skitarii codex, you may select units from either codex as if they were a single codex army list.

Humanity – Aspect of Experience – Cult Mechanicus

N/A

The Virtue – Aspect of Implacability – Cult Mechanicus

N/A

Astra Militarum

All Factions – Astra Militarum

Infantry Platoons may not be taken.

Rough-riders become Bikes and trade their Hunting Lances for Eldar Laser Lances

Humanity – Aspect of Experience– Astra Militarum

Any AM vehicle squadron consisting of more than 1 model may select any upgrades for 0 points

Chimera Dedicated Transports and Leman Russ Battle Tank Variants gain the Objective Secured rule

All non-flyer units gain the Outflank USR.

Veteran Squads may use their ranged weapon as a 2-handed weapon in close combat, but only hit on 5+ when doing so.

The Virtue – Aspect of Implacability– Astra Militarum

Ogryns (Virtue) become Beasts and have the following statline

WS

BS

S

T

W

I

A

LD

SV

5

4

No change

No change

No change

6

No change

10

3+

Leman Russes gain the Heavy Vehicle special rule and ignore the Ordnance rule for determining how many weapons they can fire at full ballistic skill.

Adepta Sororitas

All Factions – Adepta Sororitas

Acts of Faith may be used once/turn instead of once/game.

Martyrdom: Replace the “Martyrdom” army rule text with the following: If a model with the Character or Independent Character and Acts of Faith special rules is killed, any unit it is attached to at the time of its removal gains the Fearless USR for the remainder of the game.

St. Celestine: After she resurrects, roll a die; on a 4+ she loses that Act of Faith for the remainder of the game.

Humanity – Aspect of Retribution – Adepta Sororitas

Celestian, Dominion, Battle Sister, Seraphim and Retributor squads taken at maximum squad size may select Ranged Weapon upgrades at no points cost.

Exorcists: Weapon Destroyed results are treated as Crew Shaken instead. Exorcists may re-roll the dice to determine its # of shots once per game.

The Virtue – Aspect of Insanity – Adepta Sororitas

Sisters Repentia: May Assault the turn they disembark from a transport.

Penitent Engine: 4+ FNP vs Glancing and Penetrating hits


Adeptus Astartes

Grey Knights

All Factions – Grey Knights

Precision Deep Strike: Units entirely comprised of models with the ability to Deep Strike may do so without scattering once/game (whether this be when arriving from reserves, or in some fashion redeploying via deep strike during the game ... i.e., Gate (Sanctic), Summoning, etc.)

Humanity - Aspect of Experience – Grey Knights

Grey Knights in Power Armor and Terminator Armor may select Special Weapons and Melee Weapons (when allowed to select them at all) at a cost of 0 points.

The Virtue - Aspect of Implacability – Grey Knights

Aegis: Units with the “Aegis” may, once per game, cast a Warp Charge 1 Blessing on themselves that manifests the Aegis more completely, giving the unit a 3+ Invulnerable Save for the duration of the blessing.

Psykers: All Psykers of any kind (including GK Units with the Brotherhood of Psykers special rule) gain access to the same powers enabled for GK Librarians (Divination, Telekinesis, Pyromancy, Telepathy, and Sanctic Daemonology), and may select their powers (1 per Mastery Level) instead of rolling for them randomly. Precognition and Invisibility may NOT be selected in this fashion. If a unit wishes to pick powers, they lose their default powers.

 

Blood Angels

All Factions – Blood Angels

Control From the Skies: All units without the Independent Character USR equipped with Jump Packs are considered Objective Secured.

All Scoring units with a model within 3" of an Objective gain the Feel No Pain (5+) USR. If the unit already has Feel No Pain, improve it by +1. Vehicles affected in this way gain a 5+

Invulnerable save.

Humanity – Aspect of Retribution – Blood Angels

All Blood Angels vehicles gain the It Will Not Die USR

All Blood Angels vehicles ignore the effects of Stunned and Shaken

All Blood Angels vehicles are reduced to BS3

Any Blood Angels vehicle may elect to fire its weapons twice in a turn; these shots must be made at the same time and at the same target as the first firing; if this is done, ALL weapons must be fired twice; further, every shot (the first and second volley) gains the "Gets Hot!" USR (declare before firing any weapons with the unit, and you may not cleverly avoid firing certain weapons to try and minimize Gets Hot! results)

The Virtue – Aspect of Insanity – Blood Angels

No psykers may be in a detachment from this supplement

Death Company improve their FNP Roll by +1 when Locked in Combat.

Death Company Dreadnoughts do not take up a Force Organization Slot.

Activating the Rage: At any point in the game, any Death Company or Death Company Dreadnought unit may activate the deepest depths of the Black Rage. The unit immediately gains a 4+ Invulnerable Save and the Rending USR. When the game ends, before victory conditions are determined, remove models activated in this way from the game as if it was destroyed.

 

Dark Angels

All Factions – Dark Angels

All Dark Angel Infantry or Jump Infantry models in Power Armor gain the Relentless USR

Any Dark Angel Infantry or Jump model in power armor that does not move in the Movement Phase gains a 4+ Invulnerable Save and Twin-Linked on all of its ranged weapons until the start of its next Movement Phase

Blacksword Missiles are resolved at S8 against enemy models with the Skimmer, Flyer, and Flying Monstrous Creature special rules

Humanity – Aspect of the Van – Dark Angels

All Models on Space Marine Bikes without the Independent Character special rule are Objective Secured

All Models on Space Marine Bikes may re-roll the dice to determine arrival from Reserves, and gain the Acute Senses special rule

The Virtue – Aspect of Implacability – Dark Angels

All Terminator Armored Models without the Independent Character special rule are Objective Secured

All Deathwing Terminator, Knight, and Land Raider Models may select any options from their Unit Entries at no points cost

 

Space Marines

These are archival from the prior Codex

All Factions – Space Marines

Main Battle Tank – Predators that move 6” or less in the Movement Phase may fire as if stationary

Geared for Battle – Tactical Marines may select Special and Heavy Weapons at no additional points cost (but may not circumvent the limit on # of weapons selectable) and Tactical Squads numbering 10 models may select a Dedicated Transport at no additional points cost. Any Dedicated Transport must still pay full points for any upgrades or options it selects.

Well-Positioned – Scouts are treated as Ballistic Skill 4 until the first time they move (regardless of reason or phase) during the game.

Allies - Inquisition and Grey Knights are treated as Allies of Convenience

Humanity – Aspect of Experience – Space Marines

Vanguard, Sternguard, and Honor Guard units are considered Objective Secured when they are wholly outside your Deployment Zone

Vanguard Veterans may reroll their scatter dice and distance when deep striking and may assault the turn they arrive from Reserves (whether normally, outflanking, or via deep strike)

Sternguard Veterans count their weapons as twin-linked the turn they arrive from Reserves and gain the Preferred Enemy (All) USR

The Virtue – Aspect of Implacability – Space Marines

Terminator Armored and Dreadnought models are not slowed by Difficult Terrain in any way

Terminator Squads are Objective Secured Units (NOT counting Assault Terminators), and gain Feel No Pain (4+) when within 3” of an Objective

Assault Terminator Squads and Centurion Assault Squads gain Feel No Pain (4+) when locked in combat and may re-roll one or both dice when determining their distance charged

Dreadnoughts (of all types) may only be denied by units with the Objective Secured rule (but may NOT deny Objective Secured units) and may choose to Skyfire at the beginning of their Shooting Phase if they did not move

 

Space Wolves

All Factions – Space Wolves

May not be used with the Champions of Fenris supplement.

Any Long Fang unit may choose to gain the Skyfire USR at the beginning of any Shooting Phase.

Blood Claws – Blood Claws always treat their unit as being joined by a Wolf Guard or Independent Character for purposes of their unique assault-related rules. They gain the Furious Charge special rule, and increase their Weapon Skill to 4.

Humanity – Aspect of Retribution – Space Wolves

Retribution Above All Else: Any Grey Hunter or Blood Claw (including Fast Attack Blood Claw options) unit may purchase this rule as an upgrade for +10 points. During deployment, you must select one model from each Retribution Above All Else unit. This MAY NOT be a Wolf Guard model. It is deployed separately as a Lone Wolf, with the statline and rules of the Elites selection bearing the same name (including status as an Elite unit, and not a Troop). It is equipped with exactly the gear and upgrades carried by the model selected from the original unit. NOTE: As the decision to use this rule is made during Army List Construction, please ensure your army is modeled and/or marked to effectively identify each Lone Wolf during play.

Bjorn the Fell-Handed gains the following new profile:

Unit Type: Monstrous Creature

He is Fearless, and retains all other special rules, ranged weapons and abilities. He is also equipped with a single Close Combat Weapon for purposes of the Assault Phase.

WS

BS

S

T

W

I

A

LD

SV

6

5

10

6

5

4

3

10

2+/5++

The Virtue – Aspect of Insanity – Space Wolves

For each HQ on a Thunderwolf, one unit of TWC may be nominated as an Objective Secured unit (it still remains in the Fast Attack slot)

Instead of one per unit, ALL Grey Hunter and Blood Claw models may select the Mark of the Wulfen for +5 points / model

Fenrisian Wolves selected as Troop units remove the Supernumenary USR


Xenos

Dark Eldar

All Factions – Dark Eldar

Troops in a Dark Eldar Army have the Scout USR

Humanity – Aspect of the Van – Dark Eldar

All Dark Eldar Vehicles may move an additional 6”, while counting as moving 6” less than their final movement

Dark Eldar units arriving via webway portal may assault the turn they arrive (with the exception of Beast Packs)

The Virtue – Aspect of Piracy – Dark Eldar

Any unit able to select a Raider Dedicated Transport may do so for only 25 Points; Raiders selected at this cost may not select ANY Options (including Free Options / Weapon Swaps)

While within 6 inches of a Dedicated Transport, DE models gain the Hit & Run USR

 

Eldar

All Factions – Eldar

Fortune: The unit gains d3 re-rolled saves; these persist and stack with subsequent blessings

D Weapons: All Eldar Weapons with the “Destroyer” rule apply -1 to their roll (cumulative with the -1 for D Scythes) and never inflict more than 1 Wound or Hull Point (as opposed to D3/D6+6)

Eldar Jetbikes: Eldar Jetbikes may select Scatter Lasers or Shuriken Cannons at a cost of only 5 points (instead of 10). HOWEVER, no more than 1 Scatter Laser or Shuriken Cannon may be selected for every 3 models in a squad of Eldar Jetbikes.

Humanity – Aspect of the Van – Eldar

Wraith Constructs gain the Battle Focus special rule

The Hemlock gains Holo Fields and AV12, and costs 120 points base

The Virtue – Aspect of Piracy – Eldar

All non-Wraith units gain Hit and Run

All non-Wraith units gain Haywire Grenades

The Crimson Hunter gains a 3+ Evade/Jink save and costs 120 points base

 

Necrons

All Factions – Necrons

Players may not select a Decurion Detachment when playing this supplement.

Monoliths are immune to the effects of the Lance, Melta, and Armorbane special rules.

Warrior Phalanx: If at any point a squad of Warriors numbers 11-15 models, their armor save is a 3+ instead of a 4+. If at any point a squad of Warriors numbers 16-20 models, their armor save is a 2+ instead of a 4+. Due to casualties, reanimation protocols and the like, this may result in the armor save for a unit of warriors changing multiple times during a game.

Immortal Phalanx: If at any point a squad of Immortals numbers 6-10 models, their armor save is a 2+ instead of a 3+. Due to casualties, reanimation protocols and the like, this may result in the armor save for a unit of Immortals changing multiple times during a game.

For both units, their save does not change until a wound pool has been fully saved against.

A Twin-Linked Tesla Destructor may never inflict more than 4 hits to its primary target in a single shooting phase.

Necron Scythe Airframes (Night Scythes and Doom Scythes combined) gain the 0-3 restriction.

Humanity – Aspect of Experience – Necrons

Flayed Assault: Necron Flayed Ones arriving via Deep Strike do not mishap as a result of scattering on top of models or impassable terrain. Reduce their scatter until they can be placed. Further, enemy units may only Snap Fire at Necron Flayed Ones until the following Necron turn.

Necron Tomb Blades gain the Outflank special rule and may select one of their available upgrade options for free.

The Virtue – Aspect of Implacability – Necrons

Lychguard and Praetorians – Both units may equip their models with mixed weapon loadouts (change the wording from “all models may replace” to “any model may replace”).

Lychguard and Praetorians – Both units gain the Everliving special rule, and pass their resurrection rolls on a 4+.

Praetorians gain a 5+ invulnerable save

 

Orks

All Factions – Orks

Ork Boyz default 6+ armor save becomes invulnerable.

Humanity – Aspect of Retribution – Orks

The army may not include vehicles, skimmers, flyers, or Lords of War.

All Boyz may take twin-linked shootas for free

Ghazghkull becomes a HQ selection rather than a LoW, gains Leadership 10, and has the following rules changes:

Da Waaagh of da Beast: All infantry units gain Hammer of Wrath in all Assault phases in which they charge.

Stampede: Ghazghkull can declare a Waaagh on each and every turn following the first turn.

The Virtue – Aspect of Piracy – Orks

All Characters gain Leadership of 10

All Characters may take Bosspole upgrade for free

Mob Rule roll:

1 Born to Fight

2-5 Breaking Heads

6 Squabble

 

Tau

All Factions – Tau

Allies: Inclusive of the interaction with Codex Supplement: Farsight Enclaves, all Tau “Battle Brothers” relationships become “Allies of Convenience” instead.

All Tau Flyers – Treat their AV as 12/12/10. Resolve any weapons they are equipped with at +1 Strength (excluding Marker weaponry, of course).

Humanity – Aspect of the Van – Tau

No Kroot or Vespid units of any kind may be taken

Stealth Suits are Objective Secured units and gain the Acute Senses special rule

Fire Warrior models that selected a Devilfish Dedicated Transport treat their weapons as twin-linked so long as they are wholly within 6” of their unit’s Dedicated Transport

Devilfish selected as Dedicated Transports for Fire Warrior units numbering 10 or more models may select up to 3 vehicle subsystems OR unit options at NO additional points cost

The Virtue – Aspect of Piracy – Tau

Kroot: gain the Stealth (all), Relentless, Rage, and Hatred (all) special rules

In Kroot Squads with at least 20 models, the Shaper is a free upgrade with the Stubborn USR

Vespid - Gain Stealth (all), 3+ armor save, and may make a Jet Pack move during the assault phase

No signature systems may be selected

You may not select Crisis Suit Teams, Stealth Suits, Pathfinders, Riptides, Broadsides, or Fire Warriors

 

Tyranids

All Factions – Tyranids

Allies: Tyranids may treat the Tyranid codex as a potential Battle Brother ally.

Synapse Creatures (with the exception of Doom) gain the Eternal Warrior USR.

Humanity – Aspect of Experience – Tyranids

Zoanthropes improve their base # of Wounds to 3.

Pyrovores change the Flamespurt ranged weapon profile to – S6 AP4 Torrent.

Venomthropes may be permanently attached to a unit of Carnifexes or Termagants during deployment. They do not gain the Character or Independent Character special rules, and operate as a member of the unit for all rules purposes. They also change their Instinctive Behavior to that of the unit they join. No unit may be joined by more than a single Venomthrope in this fashion.

Raveners may select Ranged Weapon and Rending Claw biomorphs at no points cost.

The Virtue – Aspect of Implacability – Tyranids

Hive Tyrants (including the Swarmlord) may purchase a Warp Field biomorph for 25 points, granting them a 4+ invulnerable save. Purchasing this upgrade reduces the # of Psychic Powers they can generate by 1.

Hive Crones and Harpies improve their armor save to a 3+.

The Exocrine’s Large Blast shooting profile gains +1S.

The Haruspex gains the Fleet USR and is not slowed by Difficult Terrain; its total number of base Attacks are doubled against units with a majority Toughness 4 or lower.

Tervigons are reduced to 150 points base cost.

Carnifexes may swap their Scything Talons for Monstrous Ranged Biomorphs at no additional cost.