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Anyone who gets this is epic. Please tell me if this is OP. I will add to it soon.
Codex: Discworld Army special rules
Spoiler:
Morporkia! (Yore oponent must sing the ankh-morpork national anthem which is below. If he fails you must insult him for being unpatriotic and report him to lord vetinari) Ankh-morpork national anthem
"When dragons belch and hippos flee My thoughts, Ankh-Morpork, are of thee Let others boast of martial dash For we have boldly fought with cash We own all your helmets, we own all your shoes We own all your generals - touch us and you'll lose.
Morporkia! Morporkia! Morporkia owns the day! We can rule you wholesale Touch us and you'll pay.
We bankrupt all invaders, we sell them souvenirs We ner ner ner ner ner, hner ner hner by the ears Er hner we ner ner ner ner ner Ner ner her ner ner ner hner the ner Er ner ner hner ner, nher hner ner ner (etc.) Ner hner ner, your gleaming swords We mortgaged to the hilt
Morporkia! Morporkia! Hner ner ner ner ner ner We can rule you wholesale Credit where it's due."
Wargear: Rapier (Power sword), Pistol (las pistol stats) Special rules: Psyker (Lord Vetinary isn't really a psyker, but he counts as one. He can use two powers per turn). Ruler of Ank'Morpork (any unit Lord Vetinary joins count as extremely terrified and will ignore morale test out of pure fear that they'll do something stupid near Lord Vetinary this includes hm).
Psychic powers. * Scything Sarcasm. Psychic shooting attack. S10 AP1 Template (replace T with Ld) * Extreme Cunning. Using thought processes only ever bested by a certain crossword maker, Lord Vetinary is capable of manipulating almost anyone into a position favourable to him. One unit makes an immediate extra move. Works automatically with no psychic test needed on a unit containing Samuel Vimes. * Manipulative Bastard. It is said that Lord Vetinary is able to manipulate just about anyone into doing what he think is right. Enemy units in base contact with Lord Vetinary must re-roll successful to-hit rolls.
Lord Downey 200 points WS6 BS5 S4 T4 A3 W3 I5 LD9 SV4+ Wargeer -poisoned CCW (3+), Boltpistol (fires Asenic humbugs (Range-12" srength- - Ap-2 type-Poisened 3+)), Assassins armour (4+ save), Almond slices(Defensive grenades) Special rules -Head of the assassins guild(assassins are troops), master assassin(chose one model friend or foe. The model with this rule rerolls to hits and to wounds against that model)
Death (not death) 150pts WS - BS - S - T - W - I - A - LD - SV - Wargear: Sythe, Sword Special rules: Watcher: Death is not able to be harmed or attacked in any way, nor can he attack in any way. Death: as long as death is on the board all models die as they should and lose the Eternal warrior USR and cannot return to the game in anyway (yarrick) this has no effect on Necrons RP or UD, and does not effect Rincewind as Death has no idea when he is suposed to die
Rincewind - 275p
WS1 BS2 S2 T3(10) W10 I3 A1 Ld5 Sv2+(2++)
Character, Unique
Rincewind is Scoring. If he is still alive at the end of the game, he counts as an objective. If he dies, your opponent wins the game, and each player can then never own a baby turtle. This special rule applies for the rest of each players' lives, unless they travel back in time to undo the result that killed Rincewind in a journey of learning and friendship.
Rincewind may reroll his 2+ Invulnerable save and his 2+ Armour save. He has Eternal Warrior, but counts his Toughness as 3 for Toughness Tests (Only count it as 10 against attacks attempting to wound.)
Rincewind is a Psyker and may cast 1 Psychic Power each game, but only on a tuesday and he doesn't know which one it is. If you find out, please tell him.
The luggage 300 points (doesn't take up a slot if rincewind / twoflower are in the army) WS -* BS - S -7 T -7 A -* I -7 W -4 LD -10 SV -2+ (3+) 1 unique monstrous creature Wargear - sapient pearwood (2+ and 3++ save) and built in storm bolter. Special rules - Luggage - Luggage can only be taken if rincewind or twoflower are in the army. It reduces the LD value of all nearby enemy models by 4 Should luggage be killed place a large template under it causing 5 automatic wounds to anyone in range. It isnt considered killed and therefore gives no points when removed from table. *It uses one of the following attacks instead of a normal attack per turn. --Ram - extra D6 to armor penetration --Stomp - 2D6 automatic hits at S5 --Swalow - 1 atack hiting on 5+ with instant death Invincible- Luggage can re-roll its invulnerable saves from all attacks. Fearless, Feel no pain, Furious charge, Eternal warrior
Hogfather - 150 points The hogfather is a winter god who brings children presents on hogswatch in a sleigh pulled by boars. WS 5 BS 4 S 4 T 4 A 3 I 5 W 3 LD 10 SV 3+ Wargeer -Boltpistol, thick skin(3+) magical aura (4++) bag of presents(CCW) Special rules -Presents for evrybody!(the hogfather has given evrybody a present! all units friend or foe increase thiere save by one to a maximum of 2+ e.g. 4+ = 3+) fearless the hogfatjer may take sled Sled 100 points Front 12 side11 rear10 type fast tank capacity 1 hogfather Wargeer - storm bolter present canon(range-36" strength-6 AP-4 type-Heavy3 special rules- boars (the sled may make d3 atack in close combat with a strength of 4)
The librarian – 75 points The libraian was once a wizard but has become an orangutn tanks to the powers of the warp wich engulf the discworld and the library. WSBS S T A W I LDSV 6 - 5 4 4 3 6 10 4+ Composition -unique character.
Wargeer - Duel banana (two cc weapons), Wizards hat and Thick fur (4+ save) magical aura. Special rules –Fleet, Move through cover, Infiltrate and Anger ( if he takes a wound he gains +1A and furious charge.
Cohen the barbarian 200 WS6 BS- S5 T5 A4 W3 I5 LD10 SV3++ Wargeer -Power sword Special rules -Eternal warrior, The silver horde(The silver horde is a troop choice in an army containing cohen), Skilled at not dying(cohen has a 3++ save that he can re-roll) feerless
Wizard 100 points A "master" of magic. WS1 BS5 S3 T4 A2 I1 W3 LD9 SV 3+ composition one independent charecter Wargeer -Wizards robe(3+ save) wizards hat(pyschic hood) force staf bolt pistol magical aura. Special rules -Psker(any two pychic powers one per turn)* Gluton(wizards move d6 inches becuase of thiere bulk and take up 2 transport slots) Options May exchange... bolt pistol for... plasma pistol 15poins extra cc frea
force staf for thunder hamer 35 power fist 25 may take... frag and krak grenades 20 points melta bombs 5 points food(can be eaten to recover 1 wound once per game) 20 points
Elite
Spoiler:
Juliet 100 points elite one unique WS2 BS2 S3 T3 A1 W2 I3 LD7 SV2++ Wargeer- CCW, micromail(2+) Special rules -Beutifull(enemies must take aLD test before shooting or hiting juliet) It doesnt chaf!(all friendly armour does not chaf) Shata employee (alows for micromail to be equiped for 15 points per model. this afects all friendly models) Options Retribushium 25 points(micromail and every sucsesfull ht the enemy sufers an atumatic hit with strength 2)
Captain carrot. - 80 Points
WS: 5 BS: 4 S:4 T:4 A:3 I:5 W:2 Ld:10 Sv: 4+
Wargear: *Plain and Battered Royal sword (Power sword) *Guard Armour *Laser crossbow
Special rule Marquis of Fantailler Rules May re roll during close combat but must allow the opponent to do the same. Fair is fair.
Oath to the king Carrots sword proves a reminder to watchmen who may defect that they have not been relieved of duty +1 to nearby units morale check
Watchman- carrot may only join watch soldiers
Assassins 50 points each composition 1-3 WS4 BS- S4 T4 A2 W2 I4 LD8 SV5+ Wargeer -Assassins robe (5+ save) CCW Special rules -Assassin(one model in oposing army chosen. reroll to hits against it) Options may take aditional CCW -5 points per model one may be upgraded to Mr.Teatime for 50 points Mr.Teatime unique WS5 BS- S4 T4 A3 W2 I7 LD9 SV4+ Wargeer -Assassins armour, all normal and aditional CCW Special rules -master assassin boyish(no one expects him to kill them. always strikes first) It's pronounced te-ah time-eh!(at the start of every game youre oponent must atempt to pronounce mr teatime's name correctly if he does not you can kill him in the most non-subtle way possible)
The silver horde 300 6 unique WS5 BS- S4 T4 A3 W2 I4 LD9 SV4++ Wargeer- two CCW Special rules -skilled at not dying(4++ save with re-rolls Diblerr 50 points Diblerr is famed for his... different food stufs WSBS S T A I W LDSV 3 - 3 3 2 4 2 6 5+ composition one unique Wargeer - CC weopon and suasage ina bun (defensive grenades) special rules - suasage ina bun(Diblerr has spent th night selling susage ina bun to the oposing army.every model in oposing army has -1 atacks to a minimum of 1)
Wee Free Men (Nac Mac Feegle}
Swarm Unit composition: 1-15
WS 5 BS 1 S 5 T 4 W 3 I 5 A 4 LD 10 SV 6+
Wargear: Two close combat weapons. Fearless Rage
Special rules: Ge' tin tha' cogs! - When assaulting vehicles any armour penetration rolls of 6 count as a weapon destroyed result.
Away wi' ye! - If 10 Nac Mac Feegle assault a tank, or an infantry unit with only one model left they may choose to forfeit their attacks and instead pick it up and move it D6 inches each turn from then on. The unit's owner may not move, however they may shoot defensive weapons or attack to try and break free.
Cost: 80 points per base
Troop
Spoiler:
Ankh-morporkian 50 points Ankh-morporkians are famed for thire streat fighting prowess. WSBS S T A W I LDSV 3 3 3 3 1 1 3 6 - Composition-5 infantry Wargeer- *Brick in a sock ( special cc +1 S), CC weapon and bricks or equivalent throwing thing( range 12” strength 2 type assault 1). Special rules –Street fighter (the unit gains 1 LD for every unit they destroy up to 8) *Options May take a brick in a sock for every five models -15 points Add up to 15 Ankh-morporkians -10 points each
Watch soldiers 75 points The police of Ankh-morpork. WS 4 BS 3 S 3 T 3 A 1 I 4 W 1 LD8 SV 4+ composition five infantry Wargeer -guard armour(4+) laser crosbow ( range-24 srength-4 AP-5 type-rapid fire) sword (ccw) Options may add jup to 15 more 15 points each one in ten may take... heavy laser crosbow ( range-36 srength-6 AP-4 type-heavy 3) 10 points one may be upgraded to seargent WS 5 BS 3 S 3 T 3 A 2 I 5 W1 LD 10 SV 4+
Wargeer sword and laser crosspistol (range-12 srength-4 AP-5 Type-pistol) for 20 points may take... power sword 15 plasma pistol 15 points may be upgraded to sam vimes 70 points Sam Vimes - 70 points WS: 4 BS: 4 S:3 T:3 A:2 I:3 W:2 Ld:9 Sv: 4+
Special Rules: *stubborn *Regicidal Maniac-Against any target with a title in its name, Sam Vimes may re-roll to hit and to wound in close combat. *Where's My Cow?-Vimes cannot be played between 6 and 7pm because he cannot miss 6pm story time with his son. the alternative is to make him angry for missing story time and automatically charge anyone in range.
upgrade to colon 10 points WS 3 BS 3 S 3 T 5 W 1 A 1 I 4 Ld 8
Traffic Squad - Well, they had to clamp that titan, it was just standing there, blocking up traffic, probably, besides it will stop some bugger trying to steal it. If a unit tries to assault a unit with Colon they lose D3" to their assault range Eyeballing, earlobing and navelling - You've left Colon in charge? Why? The squad counts as Ld 7 unless you outrank him with Vimes or carrot, and you're also demoted to corporal unless you can tell him who has been stealing the sugar cubes.
upgrade to detrtituss +1 S and T upgrade to Nobby 25 Points (below) WS 3 BS 3 S 3 T 3 A 1 I 5 W 1 A 1 Ld 8
Permanent Dog End - He's not a bad guy, not really, I mean you know, there's nothing wrong with just stepping out of the rain for a quick smoke. The smoke surrounding Nobby arms the squad with defensive grenades They're not using them - His old man, number one suspect, always said, don't steal rings and jewellery, their much harder to fence, take the boots instead Nobby has been acquiring boots from... incapcitated... enemies, and guns, and whatever wargear happens to be lying around. Once per turn Nobby can disable rules granted by one type of wargear till the beginning of your next turn from a squad within 12" of his unit.
the entire unit may take a dedicated transport
Drop-bears 100 points composition 5 -10 Drop-bears are the drop troops of the Discworld empire trained on the continent of xxxx these soldiers take the name of the creature that gave them the inspiration for there tactics. WS4 BS3 S3 T3 A1 W1 I4 LD8 SV5+ Wargeer -Drop-beer asualt armour(5+ save and deep strike), sword, laser cross-pistols, combat laser crosbow(a laser crosbow designed to fire a igher velocity of bolts than its smaller relative. range-24" strength-4 AP-5 type-asualt2) Melta crosbow(range 12" strength 8 AP 2 type melta rapid fire) Special rules - Do they even exist?(The existence of the drop-bears is highly questionable to outsiders. they may not use any outside rules or LD test help unless stated) options for every five odels in the squad one drop-bear may swap his swordand/or lasercross-pistol for.. Asualt laser crosbow 15 points melta crosbow 15 points pasma pistol 15 points one model may be upgraded to drop-bear sergeant 20 points LD and A +1 Drop-bear sergeant may swap his sword and/or pistol for ... power sword or plasma pistol 15 points power guantlet 25 points Thunder mace 35 points
Fast atack
Spoiler:
Elves 100 points composition 5 jump infantry WS4 BS3 S3 T4 A2 W1 I4 LD9 SV6++ Warger - Yarow sticks(jump infabtry), elvstone bows(range-24" strength-5 AP-5 type-asuault1 knockout(if a model sufers one or more unsaved wounds becuase of elvestone bows it canot move shoot aualt or atack in the next turn.)elven armour (6++) CCW Special rules -feal no pain, cant stand iron( canot aualt vehicles but +1 atacks if they are asualted)
Noble dragon 150 points WS 5 BS5 S6 T6 A4 W3 I5 LD10 SV3+ special 1(monstous creature with jump infantry rules as well) Wargeer -fiery breath (range-template strength-8 AP-4 Type-aualt1) two CCW scaly skin(3+save) special rules -feed on magic(if a pschic power is used on or within 6" of the noble dragon add one to his strngth for the rest of the game. this does not stack)
Heavy support
Spoiler:
Barking dog 100 pints A kind of canon used in the east of the disk world. front 11 side 10 rear 9 type tank Wargeer -barking dog(range-72" strength-8 AP3 Type- heavy one large blast)
Dwarven battle bread battalion 25 points each 3-15 WS 5 BS 4 S 5 T 5 I 3 W 1 A 1 Ld 9 Sv 3+
Wargear: Two Croissants and chainmail
Two Croissants: Counts as 2 close combat weapons (+2S) with the shooting profile Range: 12" S: 7 AP: 4 Rules: Assault 2
Special Rules: Relentless Stubborn, Mining Operation, Beards you could hide a chicken in, Koom Valley
Mining Operation: You can dig under Ankh Morpork with just a pick axe and a sense of direction If you have a sense of direction place the dwarves in reserve and pick a point on the board at the beginning of the game (note it down), when the dwarves become available they may be placed here as though deepstriking without scattering.
Beards you could hide a chicken in: Every dwarf has one, even the women No dwarven ICs or model in the squad cannot be singled out in combat. If you have a beard like a dwarf you can't be singled out either; a medium sized hen will suffice as proof.
Koom Valley: The only battle where both sides ambushed each other If a dwarven unit is in the same army as a unit of Trolls with the koom Valley rule, they must pass a leadership check at the beginning of their turn or they will spend it insulting those damn rocks.
For every 3 dwarves, one may exchange his croissants for Drop Scones....10pts Range: 18" S: 9 AP: 3 Rules: Assault 1, Ordnance
For every 5 dwarves, one may exchange his croissants for a Heavy Loaf... 15 pts A power fist (See warhammer rulebook) Also adds an additional D6 to armour penetration. Side note, don't try to eat it.
Upgrade on dwarf drudak'ak...10 pts WS 5 BS 4 S 5 T 5 I 3 W 1 A 2 Ld 10 Sv 3+
May exchange his croissants for extra gravel croissants...5 pts These croissants also ignore armour.
Disk launcher - 90 points Heavy support [Artillery]
Front - Side - Rear - BS 12.........11.......10......1*
Upgrades: Ankh morpok artillerymen(up to 3 extra)-10pts each
Wargear : Disk Launcher**
Special rules: *Ankh morpok artillerymen - artilleryman added increases the launchers BS by 1 (up to a maximum of 4).1 altilleryman is placed with the weapon at start. Altillerymen have following stats:
WsBs S T W I A LdSv 3 3 3 3 1 3 1 4 6+
Wargear: 1 Melee weapon 1 Throwing weapon (couts as a laspistol) Leather armour (6+ save)
Special Rules Ankh morpok artillerymen
Disk Launcher - This war machine launches a spinning disk at high speeds towards the enemy capable of decimating even the toughest enemies, it fires in a following way: First roll to hit the target. the target then suffers D3 + amount of units in a squad hits at S5 AP4,If the unit suffers at least 1 unsaved wound it continues its journey and will automatically hit the next squad behind the target. this target will then suffer D3+Amount of units in squad hits at S4 AP5 representing the projectile slowing down. Each next target decreases the S and AP by 1.Should it encounter a vehicle it scores an automatic glancing hit (with a -1 modifier to Vehicle damage result) and stops in its tracks. Open-Topped, Vehicle
Dedicated transport
Spoiler:
Space-horse and cart 50 front 11 side10 back 9 Type fast tank Wargeer -stormbolter capacity 10 models options tl heavy bolter instead of storm bolter 25 extra armour 15 dozer blade 10
Wizard psychic powers
Spoiler:
Fireball shooting range 18 s 4 AP 5 type asualt 1 small bast Ward spell any phase 5++ on one unit within 12" till next player turn Flying spell jump infantry for this movement phase Strengthening spell one unit in 12" +1 s till next player turn
Discworld weoponry
Spoiler:
Laser crossbow - The mainstay weapon of the Discworld empire. It fires solidified bolts of high frequency light at unimaginably high velocity's. range-24 srength-4 AP-5 type-rapid fire Laser cross-pistol - A smaller version of the laser crossbow often wielded by sergeants. range-12 srength-4 AP-5 type-pistol Heavy laser crosbow- a larger and more deadly variant of the laser crosbow. Range-36 srength-6 AP-4 type-heavy 3 Melta crossbow- An anti tank variant of the laser crosbow. Range 12" strength 8 AP 2 type melta rapid fire. Asualt laser crosbow - A laser crosbow variant designed to fire a higher number of bolts than its smaller relative. range-24" strength-4 AP-5 type-asualt 2
Thunder mace -thunder hammer powerr guantlet -power fist There are other weapons but they are in the entry of the unit that uses them.
Credits
Spoiler:
Sam vimes -joey Rincewind -Chrisrawr Wee free men -Marsden Death -formosa Help with the luggage and disk launcher -Deamonhammer Nobby, Colon and Dwarven battle bread battalion - Lord_Bobbington Lord Vetinar -Mahtimori Captain carrot -Carlos13th
This message was edited 38 times. Last update was at 2012/04/30 16:18:54
Special Rules:
*stubborn
*Regicidal Maniac-Against any target with a title in its name, Sam Vimes may re-roll to hit and to wound in close combat.
*Smoker's Cough- Sam Vimes is Slow and Purposeful.
*Uncanny Reflexes- Sam Vimes has a 3+ invulnerable save in close combat.
This message was edited 3 times. Last update was at 2012/04/30 22:13:00
Ever thought 40k would be a lot better with bears?
Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION
Rincewind is Scoring. If he is still alive at the end of the game, he counts as an objective. If he dies, your opponent wins the game, and each player can then never own a baby turtle. This special rule applies for the rest of each players' lives, unless they travel back in time to undo the result that killed Rincewind in a journey of learning and friendship.
Rincewind may reroll his 2+ Invulnerable save and his 2+ Armour save. He has Eternal Warrior, but counts his Toughness as 3 for Toughness Tests (Only count it as 10 against attacks attempting to wound.)
Rincewind is a Psyker and may cast 1 Psychic Power each game, but only on a tuesday and he doesn't know which one it is. If you find out, please tell him.
Pit your chainsword against my chainsw- wait that's Heresy.
Special rules:
Ge' tin tha' cogs! - When assaulting vehicles any armour penetration rolls of 6 count as a weapon destroyed result.
Away wi' ye! - If 10 Nac Mac Feegle assault a tank, or an infantry unit with only one model left they may choose to forfeit their attacks and instead pick it up and move it D6 inches each turn from then on. The unit's owner may not move, however they may shoot defensive weapons or attack to try and break free.
Cost: 80 points per base
If you are interested in reading a narrative, plot driven battle report I would very much appreciate you checking out "The Red Cuff Rebellion Campaign" here:
http://www.dakkadakka.com/dakkaforum/posts/list/442223.page
Rincewind is Scoring. If he is still alive at the end of the game, he counts as an objective. If he dies, your opponent wins the game, and each player can then never own a baby turtle. This special rule applies for the rest of each players' lives, unless they travel back in time to undo the result that killed Rincewind in a journey of learning and friendship.
Rincewind may reroll his 2+ Invulnerable save and his 2+ Armour save. He has Eternal Warrior, but counts his Toughness as 3 for Toughness Tests (Only count it as 10 against attacks attempting to wound.)
Rincewind is a Psyker and may cast 1 Psychic Power each game, but only on a tuesday and he doesn't know which one it is. If you find out, please tell him.
HQ The lugage 300 points (doesn't take up a slot if rincewind is in the army)
WS -*
BS -
S 7
T 7
A -**
I 3
W 4
LD 10
SV 3+
1 unique monstrous creature
Wargeer - wooden chasis (3+ save) and built in storm bolter.
Special rules - *the llugages ataccks always hit **the lugage can make one ram oone sstomp or one swalow atack
Ram - extra d6 penatration
Stomp -D6 hits
Swalow -1 atack hiting on 5+ with instant death
Fearless, lugage(the lugage must be taken if the army includes rincewind)
I saw this and thought 'not another crossover'. I must admit I laughed at the truth in Dibbler's Sausage Inna Bun rule, and Rincewind's Leadership statistic.
Death (not death) 150pts
WS -
BS -
S -
T -
W -
I -
A -
LD -
SV -
Wargear: Sythe, Sword
Special rules: Watcher: Death is not able to be harmed or attacked in any way, nor can he attack in any way.
Death: as long as death is on the board all models die as they should and lose the Eternal warrior USR and cannot return to the game in anyway (yarrick) this has no effect on Necrons RP or UD, and does not effect Rincewind as Death has no idea when he is suposed to die
The luggage 300 points (doesn't take up a slot if rincewind / twoflower are in the army)
WS -*
BS -
S -7
T -7
A -*
I -7
W -4
LD -10
SV -2+ (2+)
1 unique monstrous creature
Wargear - wooden chassis (2+ save) and built in storm bolter.
Special rules -
Luggage - Luggage can only be taken if rincewind or twoflower are placed.
It reduces the LD value of all nearby enemy models by 4
Should luggage be killed place a large template under it causing 5 automatic wounds to anyone in range.
It isnt considered killed and therefore gives no points when removed from table.
*It uses one of the following attacks instead of a normal attack per turn.
--Ram - extra D6 to armor penetration
--Stomp - 2D6 automatic hits at S5
--Swalow - 1 atack hiting on 5+ with instant death
Invincible- Luggage can re-roll its invulnerable saves from all attacks.
Fearless, Feel no pain, Furious charge, Eternal warrior
motyak wrote:[...] Yes, the mods are illuminati, and yakface, lego and dakka dakka itself are the 3 points of the triangle.
Wales: Where the Men are Men and the sheep are Scared.
thestormlord wrote:Damon hammer youre stats are in the codex now. Does any one have any ideas for heavy support?
Automatically Appended Next Post:
carlos13th wrote:Dont know enough to make a full character but would like to add this.
Capitan carrot.
Special rule
Marquis of Fantailler Rules
May re roll during close combat but must allow the opponent to do the same. Fair is fair.
What are his rules stats ETC?
I have no idea what kind of stats to put as I have yet to play any tabletop games properly so anything I put would be unlikley to work well. anyone else is free to add the stats.
This is genuinely making me smile, while I don't know how balanced they are (I'd love to playtest it and find out), it seems really good and well thought out, I love it!
There needs to be some squad upgrades for the guards....Colon and Nobby!
Upgrade one guard to Nobby....25 pts
Spoiler:
WS 3
BS 3
S 3
T 3
A 1
I 4
W 1
A 1
Ld 8
Permanent Dog End - He's not a bad guy, not really, I mean you know, there's nothing wrong with just stepping out of the rain for a quick smoke. The smoke surrounding Nobby arms the squad with defensive grenades
They're not using them - His old man, number one suspect, always said, don't steal rings and jewellery, their much harder to fence, take the boots instead Nobby has been acquiring boots from... incapcitated... enemies, and guns, and whatever wargear happens to be lying around. Once per turn Nobby can disable rules granted by one type of wargear till the beginning of your next turn from a squad within 12" of his unit.
Upgrade one guard to Sergeant Colon... 20pts
Spoiler:
WS 3
BS 3
S 3
T 5
W 1
A 1
I 4
Ld 8
Traffic Squad - Well, they had to clamp that titan, it was just standing there, blocking up traffic, probably, besides it will stop some bugger trying to steal it If a unit tries to assault a unit with Colon they lose D3" to their assault range.
This message was edited 5 times. Last update was at 2012/04/28 20:02:15
Wargear: Rapier (CCW), Pistol (las pistol stats)
Special rules: Psycher (Lord Vetinary isn't really a psycher, but he counts as one). Ruler of Ank'Morpork (any unit Lord Vetinary joins count as extremely terrified and will ignore morale test out of pure fear that they'll do something stupid near Lord Vetinary).
Psychic powers.
* Scything Sarcasm. Psychic shooting attack. S10 AP1 Template (replace T with Ld)
* Extreme Cunning. Using thought processes only ever bested by a certain crossword maker, Lord Vetinary is capable of manipulating almost anyone into a position favourable to him. One unit makes an immediate extra move. Works automatically with no psychic test needed on a unit containing Samuel Vimes.
* Manipulative Bastard. It is said that Lord Vetinary is able to manipulate just about anyone into doing what he think is right. Enemy units in base contact with Lord Vetinary must re-roll successful to-hit rolls.
thestormlord wrote:Damon hammer youre stats are in the codex now. Does any one have any ideas for heavy support?
Oh thanks i feel appreciated already
Ok i made up this artillery piece, its mentioned in one of the books.
Disk launcher - 90 points Heavy support [Artillery]
Front - Side - Rear - BS 12.........11.......10......1*
Upgrades: Ankh morpok artillerymen(up to 3 extra)-10pts each
Wargear : Disk Launcher**
Special rules: *Ankh morpok artillerymen - artilleryman added increases the launchers BS by 1 (up to a maximum of 4).1 altilleryman is placed with the weapon at start. Altillerymen have following stats:
Spoiler:
WsBs S T W I A LdSv 3 3 3 3 1 3 1 4 6+
Wargear: 1 Melee weapon Leather armour (6+ save)
Special Rules Ankh morpok artillerymen
Disk Launcher - This war machine launches a spinning disk at high speeds towards the enemy capable of decimating even the toughest enemies, it fires in a following way: First roll to hit the target. the target then suffers D3 + amount of units in a squad hits at S5 AP4,If the unit suffers at least 1 unsaved wound it continues its journey and will automatically hit the next squad behind the target. this target will then suffer D3+Amount of units in squad hits at S4 AP5 representing the projectile slowing down. Each next target decreases the S and AP by 1.Should it encounter a vehicle it scores an automatic glancing hit (with a -1 modifier to Vehicle damage result) and stops in its tracks. Open-Topped, Vehicle
This message was edited 2 times. Last update was at 2012/04/28 21:56:10
motyak wrote:[...] Yes, the mods are illuminati, and yakface, lego and dakka dakka itself are the 3 points of the triangle.
Special Rules: Not psykers like them fancy wizards, Fearless, Infiltrate
Broomsticks - The dwarves built them, expensive little blighters, but they do good work Witches with broomsticks are riding jetbikes. 20 pts each
Pointy hat - It's black too Any unit attempting to fire at a squad of witches must pass a leadership test or be unable to fire at them, instead they'll tip their forelocks and pray to any gods that may be listening that they wake up in the same shape the next morning.
Witches Stare - A good enough squint to look up yer own nose No one keeps eye contact with a witch, atleast not if they value their lives.
- S6, AP variable (one roll for whole group), small blast. Range 24".
Witches don't particularly like being around each other all the time, so can act and be deployed independently of each other, but can join up with each other like independent characters.
HQ:
Granny Weatherwax - 175 pts
Spoiler:
WS 3
BS 3
S 3 (6)
T 3
I 5
W 3
A 3
Ld 10
Sv 2++
Special Rules: She's a witch, equal as the others, only more equal than the others, stand t' reason. Independent character (can only join a unit of witches). Witch's stare.
Wargear: Broomstick
Two close combat weapons - She gives each person one slap at the beginning when they're born, just to give them a taste of real life She's got two hands, count 'em, and they ignore armour.
She don't need to hit, she hits automatically because that's what witches do, everyone knows that. Her strength is doubled when she charges.
Headology - That's what witch magic is all about, get into someone's head and make them think that they work Any unit trying to shoot at a unit containing Granny takes a leadership check at -2 or be unable to fire at them.
Borrowing - There ain't nothing ol' Granny can't borrow A psychic power that lets Granny can control any unit of beasts within 24" movement and can make them run aswell in the direction she chooses.
I hope I did the witches justice there
This message was edited 2 times. Last update was at 2012/04/29 09:20:51
I imagined witches as hq but the rules are excelent but... you forgot thiere cats!
witches may take 1 cat each
20 points per model
Never get a cat angry.Ever.Cats do d3 atacks in close combat at strength 3 with rending.
disobediant -there is no garanty that a cat will even turn up. roll a d6 for each cat on a 5+ it does nothing th whole game.
Wargear: Rapier (Power sword), Pistol (las pistol stats)
Special rules: Psyker (Lord Vetinary isn't really a psyker, but he counts as one. He can use two powers per turn). Ruler of Ank'Morpork (any unit Lord Vetinary joins count as extremely terrified and will ignore morale test out of pure fear that they'll do something stupid near Lord Vetinary this includes hm).
Psychic powers.
* Scything Sarcasm. Psychic shooting attack. S10 AP1 Template (replace T with Ld)
* Extreme Cunning. Using thought processes only ever bested by a certain crossword maker, Lord Vetinary is capable of manipulating almost anyone into a position favourable to him. One unit makes an immediate extra move. Works automatically with no psychic test needed on a unit containing Samuel Vimes.
* Manipulative Bastard. It is said that Lord Vetinary is able to manipulate just about anyone into doing what he think is right. Enemy units in base contact with Lord Vetinary must re-roll successful to-hit rolls.
A few changes.
Automatically Appended Next Post: I think the disk launcher is fine but I'll wait before it goes in.
Automatically Appended Next Post: Juliet 100 points elite
one unique
WS2
BS2
S3
T3
A1
W2
I3
LD7
SV2++
Wargeer- CCW, micromail(2+)
Special rules -Beutifull(enemies must take aLD test before shooting or hiting juliet) It doesnt chaf!(all friendly armour does not chaf) Shata employee (alows for micromail to be equiped for 15 points per model. this afects all friendly models)
Options
Retribushium 25 points(micromail and every sucsesfull ht the enemy sufers an atumatic hit with strength 2)
Automatically Appended Next Post: Army special rules now.
This message was edited 5 times. Last update was at 2012/04/29 09:05:22
I was thinking you might want to add this new rule to colon and change his cost to 10 pts
Eyeballing, earlobing and navelling - You've left Colon in charge? Why? The squad counts as Ld 7 unless you outrank him with Vimes or carrot, and you're also demoted to corporal unless you can tell him who has been stealing the sugar cubes.
Heavy Support:
Dwarven Battle Bread Battalion - 25 pts each
Squad Size: 3 - 10
Spoiler:
WS 5
BS 4
S 5
T 5
I 3
W 1
A 1
Ld 9
Sv 3+
Wargear: Two Croissants and chainmail
Two Croissants: Counts as 2 close combat weapons (+2S) with the shooting profile
Range: 12" S: 7 AP: 4 Rules: Assault 2
Special Rules: Relentless Stubborn, Mining Operation, Beards you could hide a chicken in, Koom Valley
Mining Operation: You can dig under Ankh Morpork with just a pick axe and a sense of direction If you have a sense of direction place the dwarves in reserve and pick a point on the board at the beginning of the game (note it down), when the dwarves become available they may be placed here as though deepstriking without scattering.
Beards you could hide a chicken in: Every dwarf has one, even the women No dwarven ICs or model in the squad cannot be singled out in combat. If you have a beard like a dwarf you can't be singled out either; a medium sized hen will suffice as proof.
Koom Valley: The only battle where both sides ambushed each other If a dwarven unit is in the same army as a unit of Trolls with the koom Valley rule, they must pass a leadership check at the beginning of their turn or they will spend it insulting those damn rocks.
For every 3 dwarves, one may exchange his croissants for Drop Scones....10pts
Range: 18" S: 9 AP: 3 Rules: Assault 1, Ordnance
For every 5 dwarves, one may exchange his croissants for a Heavy Loaf... 15 pts
A power fist (See warhammer rulebook) Also adds an additional D6 to armour penetration. Side note, don't try to eat it.
Upgrade on dwarf drudak'ak...10 pts
WS 5
BS 4
S 5
T 5
I 3
W 1
A 2
Ld 10
Sv 3+
May exchange his croissants for extra gravel croissants...5 pts
These croissants also ignore armour.
Okay it's in. Wha do you think of the changes/new charecters?
Automatically Appended Next Post: troop Drop-bears 100 points composition 5 -10 Drop-bears are the drop troops of the Discworld empire trained on the continent of xxxx these soldiers take the name of the creature that gave them the inspiration for there tactics. WS4 BS3 S3 T3 A1 W1 I4 LD8 SV5+ Wargeer -Drop-beer asualt armour(5+ save and deep strike), sword, laser cross-pistols, combat laser crosbow(a laser crosbow designed to fire a igher velocity of bolts than its smaller relative. range-24" strength-4 AP-5 type-asualt2) Melta crosbow(range 12" strength 8 AP 2 type melta rapid fire) Special rules - Do they even exist?(The existence of the drop-bears is highly questionable to outsiders. they may not use any outside rules or LD test help unless stated) options for every five odels in the squad one drop-bear may swap his swordand/or lasercross-pistol for.. Asualt laser crosbow 15 points melta crosbow 15 points pasma pistol 15 points one model may be upgraded to drop-bear sergeant 20 points LD and A +1 Drop-bear sergeant may swap his sword and/or pistol for ... power sword or plasma pistol 15 points power guantlet 25 points Thunder mace 35 points
This message was edited 3 times. Last update was at 2012/04/29 10:54:35