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Made in us
Regular Dakkanaut





Another of my threads displaying some of my house rules for a planned =][=munda campaign with my friends, this is the wargear list for the Ordo Malleus. They have access to all the gear in the Necromunda LRB, but this si all the sexy Malleus shizznit they have available to them. This list isn't quite finished yet; I still need to add all the Imperial Assassin gear for example. But... ta-daaaaa!

Ordo Malleus Wargear

Annointed Weapon: An anointed weapon counts as a sword, club or maul (chosen at the time of purchase). Additionally, the anointed weapon is at +2 Strength when rolling to wound against any fighter with the “Daemon” or “Psyker” special rule.

Astartes Power Armour: A Space Marine wearing Astartes Power Armour has a basic D6 saving throw of 3, 4, 5 or 6 against any wound. Astartes Power Armour reduces all armour save modifiers against it by half, rounding down (ex: the save modifier of an autocannon is reduced from -3 to -1). Additionally, Astartes Power Armour grants the fighter wearing it +1 Strength and +1 Wound (this may take the fighter above his maximum characteristics). Astartes Power Armour may only be worn by a Space Marine, Grey Knight, or Deathwatch Marine.

Consecrated Scrolls: A model with consecrated scrolls adds +1 to any psychic test he or she makes.

Conversion Field: A conversion field provides the fighter with a field save of 6+. Each successful save cumatively increases the save of the conversion field by +1, to a maximum of a 4+. This increased save continues until the fighter goes an entire player turn without making a successful field save.

Daemonhammer: Counts as a club. Against models with the “Daemon” special rule, it counts as a power fist that ignores the Daemonic Aura save of the daemon.

Emperor’s Tarot: Campaign bonus, add reroll to something.

Eviscerator:
Range: Close Combat | Strength: User +3 | Damage: D3 | Save Modifier: -3
High Impact: The eviscerator follows the rules for high impact weapons.
Draw: Due to the ponderous lurching swing required to wield this weapon, any combat which ends in a draw will always be won by the opponent regardless of Weapon Skill and Initiative levels.

Force Weapon: A force weapon counts as either a power sword or a power axe (chosen at the time of purchase). All injury rolls from wound caused by a force weapon, the wielder of the force weapon must roll a Leadership test. If the Leadership test is passed, the injury roll is made at +2.

Incinerator:
Short/Long: Special Rules | To-hit short: none | To-hit long: none | Str: 5 | Damage: 1 | Save Modifier: - | Ammo Role: 4+
Ammo Roll: An ammo roll is required every time the flamer is fired regardless of your to hit roll.
Template: The flamer’s shot is represented by the larger teardrop shaped flamer template. This is used as described in the shooting section.
Anti-daemon: Aura saves are negated by hits from the incinerator.

Nemesis Force Weapon:
Range: Close Combat | Strength: 6 | Damage: 1 | Save Modifier: -3
Reach: A fighter wielding a nemesis force weapon counts as being in base-to-base contact. Such is the skill of a Grey Knight with a nemesis force weapon that he does not suffer from the -1 combat score modifier normally associated with a Reach weapon.
Force Weapon: All injury rolls from a wound caused by a force weapon, the wielder of the force weapon must roll a Leadership test. If the Leadership test is passed, the injury roll is made at +2.

Neural Gauntlet: A neural gauntlet counts as a power maul. Additionally, injury rolls against a fighter hit with a neural gauntlet are done at +1.

Null Rod: Counts as a maul. All psychic powers targeting the fighter carrying the null rod have a difficulty rating of +1.

Power Armour: A fighter wearing Power Armour has a basic D6 saving throw of 3, 4, 5 or 6 against any wound. Power Armour reduces all armour save modifiers against it by half, rounding down (ex: the save modifier of an autocannon is reduced from -3 to -1).

Psycannon Bolts: Psycannon bolts may be used by any bolter weapon (bolt pistol, bolter, heavy bolter, etc)

Psychic Hood: When an enemy psyker within 18” declares a psychic power, the fighter with the psychic hood may choose to attempt to stop the power. Both the enemy psyker and the fighter with the psychic hood roll a D6 and add their Leadership characteristic. If the fighter with the psychic hood scores a higher result, the difference between the two rolls is added to the difficulty of the psychic power.

Refractor Field: A refractor field provides the fighter with a field save of 6+. Against laser based weapons, such as lasguns, lascannons and lasblasters, the field save provided by the refractor field is increased to 4+.

Ungents of Warding: When a fighter with ungents of warding rolls on the Perils of the Warp table, subtract -1 from the roll.

This message was edited 2 times. Last update was at 2010/06/27 07:54:49


There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Horrific Howling Banshee






?????

looking good man!!! This is all coming together real nice.

"We shall purge the Maiden Worlds of all who dare try to invade and infect our sacred worlds of salvation" - King Yvenaurael of the Lileath-Aean Exodites.

Listen to "The Receiving End Of Sirens" they are GREAT



 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

First problem I notice: Astartes power armour. The increase in strength is a bit much. It can be assumed that the increase of strength is already included in their profile (ie, without the armour, they're a low 4, with it, a high 4... 40k's stat margins are fairly wide).
And as far as gameplay goes, with a stat increase like that, you'd have S6 bare-handed marines walking around after just one stat increase in S. That's a little much. Especially when you consider that that's the basic value of the high-end weaponry.

Also, Astartes Power Armour and Aegis Power Armour are different. Worth noting.

And in the case of the eviscerator, I'd have it do multiple wounds. I mean, if it tears through tanks like nothing, a human isn't going to fare very well.

This message was edited 3 times. Last update was at 2010/06/16 07:21:13


 
   
Made in us
Regular Dakkanaut





I love the idea with the eviscerator!

I guess the question is, what strength would be necessary to punch through a grox? Since that is what a space marine is capable of doing. If S5 would be enough, works for me, I was trying to go for fluff... but that's why these are first drafts.

Thanks for the input, food for thought

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Horrific Howling Banshee






?????

I have to say, Fafnir is making some good points, far out of my range of 40k knowledge. Between the two of you, this is gonna turn out awesome. Keep it up DeathGod, can't wait to put these to the test.

This message was edited 1 time. Last update was at 2010/06/16 08:30:04


"We shall purge the Maiden Worlds of all who dare try to invade and infect our sacred worlds of salvation" - King Yvenaurael of the Lileath-Aean Exodites.

Listen to "The Receiving End Of Sirens" they are GREAT



 
   
Made in us
Resourceful Gutterscum





Avondale, AZ

There are already rules in Necro for Evicerators and Incinerators. Why change them?

I am just trying to get my post count up so that people won't think I am a GW sock puppet. 
   
Made in us
Regular Dakkanaut





There are? What source material are they in? Probably the one thing I haven't downloaded, lol.

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

DeathGod, here's the incomplete ruleset I started a while back, and never got to finishing because of time constraints, and not having anyone around to actually playtest with. It might prove useful.
 Filename ][munda.zip [Disk] Download
 Description
 File size 90 Kbytes

This message was edited 1 time. Last update was at 2010/06/17 01:01:25


 
   
Made in us
Resourceful Gutterscum





Avondale, AZ

DeathGod wrote:There are? What source material are they in? Probably the one thing I haven't downloaded, lol.


The Eviscerator is in the Outlanders suppliment. Not sure if it is in the 2nd edition download. The incinerator is not there I was thinking of the Exterminator.

I perfer the 1st edition Necro rules over the 2nd. The second edition was a bastardized attempt to update the rules and remove all the 2nd edition 40K templates and special dice. This caused lots of stats and rule changes that did not help the flow of the game. You should try and get a copy of the first edition rules with Outlanders and definatley get a copy of the 2nd edition 40K rules. Just about everything you are looking for is already defined in these sources.

I am just trying to get my post count up so that people won't think I am a GW sock puppet. 
   
Made in us
Horrific Howling Banshee






?????

The Eviscerator is in the Redemptionists rules. It has the following stats: The Eviscerator is impossible to parry, however, in the result of a draw the model with an Eviscerator will automatically lose and suffer 1 hit, regardless of the combatants initiative scores. Range= Close Combat, Strength= As User +3, Damage= D3, Save Mod.= -3 SPECIAL RULE: May not be Parried.

"We shall purge the Maiden Worlds of all who dare try to invade and infect our sacred worlds of salvation" - King Yvenaurael of the Lileath-Aean Exodites.

Listen to "The Receiving End Of Sirens" they are GREAT



 
   
Made in us
Regular Dakkanaut





Corrected the Eviscerator, though I kept the high impact and draw special rules on it cause, well, it just seems right.

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Regular Dakkanaut





Eldar Weapons and Wargear

Shuriken Pistol:
Short: 0-6 | Long: 6-16 | To-hit short: +2 | To-hit long: none | Str: 4 | Damage: 1 | Save Modifier: -1 | Ammo Role: 3+

Shuriken Catapult:
Short: 0-12 | Long: 12-24| To-hit short: +1 | To-hit long: none | Str: 4 | Damage: 1 | Save Modifier: -1 | Ammo Role: 3+

Banshee Mask:
The fighter being charged may not fire overwatch. Additionally, during the combat following a Banshee's charge, enemy fighters roll no attack dice, though they still determine their combat score using standard modifiers.
Author's Note: This is what the old second edition rules were for the Banshee Mask (Necro H2H was based on 2nd ed.). I am also debating giving Banshees a +3 modifier when charging (instead of a +1) to make it simpler, but for now I like the old second edition.

Harlequin's Kiss:
If a fighter armed with a Harlequin's Kiss wins the combat, the losing fighter must immediately make an armour save. If the save is failed, the fighter who lost combat automatically loses all remaining wounds. Roll to see if the losing fighter goes Out of Action.
Author's Note: Again, based on the second edition Harlequin's Kiss.

Mandiblaster:
Short/Long: Close Combat only | To-hit short: none | Str: 4 | Damage: 1 | Save Modifier: -2 | Ammo Role: 4+
Author's Note: More second edition thievery.

Deathspinner Monofilament Gun:
As per Web Pistol, range doubled. Score to break free is 10 instead of 9.

Swooping Hawk Grenade Launcher:
The Swooping Hawk may "throw" up to four grenades at four different targets as one shooting attack. May only be done while the Swooping Hawk is airborn. This is a one-shot weapon.

Swooping Hawk Wings:
Counts as a jump back, to be added later.

Warp Spider Jump Generator:
A Warp Spider may elect to use his Warp Jump Generator to move instead of normal movement. When using this device, the Warp Spider may move twice in a turn: once during the movement phase and once at the end of hand-to-hand combat. To jump, place a marker on the table to show where the Warp Spider will rematerialize. Measure the distance (in a horizontal line only) from the location of the fighter before the jump to the marker. The jump is risky however, as predators in the warp or materializing inside a solid object will both end a fighter's day rather quickly. If the distance being moved is greater than 12", the fighter will take an automatic hit with a strength equal to the distance over 12" divided by 2, rounding down. If the fighter moves at the end of the hand-to-hand phase, add the distance of any previous jump that turn to determine the strength of the hit. A model using the Jump Generator to move into base contact during the movement phase counts as charging, even if he did not declare a charge.
I hope that made sense... its late.

Seer Runes:

More to come

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

So, for the jump generator, does that mean that you can move 12" and then 12" with no penalty, or a total of 12" in both phases with no penalty? Also, if you go more than 12", do you still actually make that movement, or are you only sent as far as 12"?

This message was edited 1 time. Last update was at 2010/06/27 08:12:43


 
   
Made in us
Regular Dakkanaut





Fafnir wrote:So, for the jump generator, does that mean that you can move 12" and then 12" with no penalty, or a total of 12" in both phases with no penalty? Also, if you go more than 12", do you still actually make that movement, or are you only sent as far as 12"?


through that together kinda late at night, lol... I'll make it more clear after work. But to answer:

a) the 12" with no penalty is a total in both phases. You check for the penalty each jump though, so if you jump less than 12" in the movement you take no penalty, then if you jump in the assault and that puts you over the 12" then you would be at risk.
b) yes, if you want to move further than 12", you can. In 2nd edition (which is what I'm basing these off of, since Necro is just skirmish 2nd ed), the could jump up to 30" at a time.

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in gb
Longtime Dakkanaut





Shouldn't the Shuriken Catapult and Pistol should be -2 ASM rather than -1?

hello 
   
Made in gb
Mighty Vampire Count






UK

If its any help I can send you my Eldar list that was published way back when in the Journal

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
 
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