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![[Post New]](/s/i/i.gif) 2010/06/16 09:53:15
Subject: =][=munda pot-luck: new skills, abilities, house rules that don't fit the other posts
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Regular Dakkanaut
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WEAPONS
Some new and/or stolen ideas for weapon special rules:
Reach - Fighters with a reach weapon would be considered to be in base-to-base contact so long as they are within 1" of an enemy model. A reach weapon is unwieldy, requires 2 hands to use, and suffers a -1 to the combat score.
Knockback - A fighter hit by a knockback weapon must roll a Toughness test. If the Toughness test is failed, the model is knocked back in a straight line directly away from the source of the effect. The distance of the knockback varies with the source. Models knocked off a structure take normal falling damage. Models knocked back into a solid structure (i.e. a wall, a vehicle, etc) suffer a Strength 2 hit.
SKILLS
Mostly stolen new skills for =][=munda:
Death Strike - Requirement: Khornate
Any model taken out of action by a fighter with the Death Strike skill subtracts one from the result of the "tens" dice of the serious injuries chart.
Blessing of the Blood God - Requirement: Khornate
The character recieves a special 4+ save against psychic powers of a ny kind that affect him. Not that this does not cancel the power, adn the power still affects other models as normal.
Fury of Khorne - Requirement: Khornate
When the fighter takes an enemy out of action in hand-to-hand, and if he is no longer in base-to-base contact with an enemy fighter, he may immediately declare a charge on an eligible fighter. All rules for charging apply. Move the fighter with Fury of Khorne and resolve the new combat. Fury of Khorne may only be used once per player turn.
Noxious Touch - Requirement: Nurgle
All failed to-wound rolls in hand-to-hand by a fighter with Noxious Touch are rerolled.
Air of Authority - Requirement: Leader
Air of Authority extends the range of the fighter's Leader special rule by +3". Air of Authority may be taken twice by one fighter.
Disciplined Focus - Requirement: Psyker
A fighter with Disciplined Focus deducts -1 from all rolls on the Perils of the Warp chart.
Combat Master - Requirement: None
A fighter with Combat Master adds +1 to his combat results.
Fearsome - Requirement: None
A fighter with the fearsome skill causes fear.
Blademaster - Requirement: None
A model with the Blademaster skill using two knives in hand-to-hand combat doubles his Attacks characteristic in combat.
Dodge - Requirement: Initative characteristic of 4 or more
A model with the Dodge skill has a 6+ dodge save. This skill may be taken up to three times, or to a maximum of a 4+ dodge save.
Force of Will - Requirement: None
A model with the Force of Will skill is immune to all effects of fear.
Heroic - Requirement: 200 total experience or more.
A model with the Heroic skill may reroll one dice per player turn.
Combat Medic - Requirement: None
A model with the Combat Medic skill may reroll the results of a MedPack. Additionally, a warband with a fighter who has the Combat Medic skill may reroll any single dice while rolling on the serious injuries chart per campaign phase. This reroll is lost if the fighter with the Combat Medic skill went out of action during the battle.
Double Team - Requirement: None
A fighter with the Double Team skill recieves +1 to his Weapon Skill characteristic whenever he has an ally involved with him in a multiple combat.
Warp Touched - Requirement: Psyker
A model with the Warp Touched skill rolls three dice on the perils of the Warp chart, discarding the highest.
Hardy - Requirement: Toughness characteristic of 4 or more
When a fighter with the Hardy skill recieves a flesh wound, roll a D6. On the result of a 5 or 6 the flesh wound is ignored.
Hatred - Requirements: None
A fighter with the Hatred skill has hatred for one fighter from an enemy warband. The player may choose which enemy fighter from the previous game the fighter with Hatred hates when he rolls the skill.
Shoot From the Hip - Requirements: None
A fighter with the Shoot From the Hip skill may move up to 1.5 times his movement and shoot normally.
Split Eye Shooter - Requirements: Gunfighter skill
A fighter with the Split Eye Shooter skill may fire his pistols at two seperate targets. Targets must still be legitimate targets.
Into the Jaws of Hell - Requirement: Leader
Any friendly model that can draw line of sight to the fighter with the Into the Jaws of Hell skill is immune to pinning.
Iron Discipline - Requirement: Character
A fighter with the Iron Discipline skill can choose to pass or fail a nerves test.
Leap Up - Requirement: Initiative characteristic of 4 or higher
If the fighter with the Leap Up skill moves over his Movement characteristic, he may gain one level of elevation at no Movment cost.
Litany of Hate - Requirement: Attacks characteristic of 2 or more.
A fighter with the Litany of Hate skill may reroll one of his Attack dice in hand-to-hand combat.
Master Chirugeon - Requirement: Combat Medic
A fighter with the Master Chirugeon skill may add or subtract up to 2 from a single D6 result on a roll on the serious injuries chart per campaign phase. This ability may not be used if the fighter with the Master Chirugeon skill went out of action in the previous battle.
Mental Fortress - Requirement: Psyker
When a psychic power or other ability forces the fighter with Mental Fortress to roll of against an enemy, the dice may be rerolled.
Local Contacts - Requirement: None
If the fighter with the Local Contacts skill did not go out of action in the previous battle, he recieves some kind of bonus to the search phase.
Tunnel Fighter - Requirements: No large target
The fighter with the Tunnel Fighter skill is not deployed as normal. At the end of the player's first turn, place this fighter anywhere on the table at ground level that is not within 8" of an enemy fighter.
Vent Infiltrator- Requirements: No large target
The fighter with the Vent Infiltratorskill is not deployed as normal. At the end of the player's first turn, place this fighter anywhere on the table above ground level that is not within 8" of an enemy fighter.
Power Reserves - Requirement: Psyker
A fighter with the Power Reserves skill may add +1 to a single psychic test per turn.
Psychic Mastery - Requirement: Psyker
A fighter with the Psychic Mastery skill gains +1 psychic mastery.
Resistance - Requirement: Toughness characteristic of 4 or more
A fighter with the Resistance skill may add +1 to any dice rolls to resis gases, poisons or toxins of any kind.
Sharpshooter - Requirement: Ballistic Skill characteristic of 4 or more
A fighter with the Sharpshooter skill gains +1 to-hit at long range.
Sniper - Requirement: Sharpshooter skill
A fighter with the Sniper skill may choose to aim instead of shooting. In the following shooting phase, the fighter may add +2 to his to-hit roll for shooting.
Bodyguard - Requirement: None
The fighter with the Bodyguard skill is bonded to the warband member of the player's choice (assuming he isn't bonded already). If the fighter with the Bodyguard skill is within 4" of the fighter he is bonded too, all shooting hits on the guarded fighter are resolved on the fighter with the Bodyguard skill, using his toughness.
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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
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![[Post New]](/s/i/i.gif) 2010/06/19 05:45:32
Subject: Re:=][=munda pot-luck: new skills, abilities, house rules that don't fit the other posts
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Regular Dakkanaut
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Are there any skills you'd like to see that I haven't included?
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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
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![[Post New]](/s/i/i.gif) 2010/06/19 07:10:13
Subject: =][=munda pot-luck: new skills, abilities, house rules that don't fit the other posts
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Renegade Inquisitor with a Bound Daemon
Tied and gagged in the back of your car
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True Grit, Iron Will
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This message was edited 1 time. Last update was at 2010/06/19 07:10:38
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![[Post New]](/s/i/i.gif) 2010/06/19 23:01:34
Subject: =][=munda pot-luck: new skills, abilities, house rules that don't fit the other posts
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Regular Dakkanaut
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Fafnir wrote:True Grit, Iron Will
True grit already exists, though in a far different way than 40k true grit. Iron will, I'll look it over and Necroify it
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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
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![[Post New]](/s/i/i.gif) 2010/06/20 10:53:08
Subject: =][=munda pot-luck: new skills, abilities, house rules that don't fit the other posts
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Massive Knarloc Rider
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You know you have knockback, where the opponent is thrown away from the combatant? what about something that drags someone into combat?
Like tyranid fleshhooks or mechandrites.
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![[Post New]](/s/i/i.gif) 2010/06/20 15:39:55
Subject: Re:=][=munda pot-luck: new skills, abilities, house rules that don't fit the other posts
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Fresh-Faced New User
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This is a great project you have started and is looking good so far. With all the =][= Munda stuff out there its kind of beyond me why there hasnt been any sort of consolidated set of rule and such. Ive started the same idea but its been kind of slow going and everytime I think about it or look into it seems that the project just keeps getting bigger. Keep up the good work I look forward to seeing it done.
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![[Post New]](/s/i/i.gif) 2010/06/21 04:15:27
Subject: =][=munda pot-luck: new skills, abilities, house rules that don't fit the other posts
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Regular Dakkanaut
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ghosty wrote:You know you have knockback, where the opponent is thrown away from the combatant? what about something that drags someone into combat?
Like tyranid fleshhooks or mechandrites.
Love it! Not sure about mechadendrites, as I would imagine Mechanicus peeps would rather melt you from a hundred yards away, but when I tackle a genestealer Cult list, consider it done!
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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
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![[Post New]](/s/i/i.gif) 2010/06/21 20:59:37
Subject: =][=munda pot-luck: new skills, abilities, house rules that don't fit the other posts
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Massive Knarloc Rider
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Cool
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![[Post New]](/s/i/i.gif) 2010/06/27 07:56:31
Subject: Re:=][=munda pot-luck: new skills, abilities, house rules that don't fit the other posts
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Regular Dakkanaut
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Working on a set of Eldar Aspect Skills, derived from the eldar second edition codex's Exarch Warrior Powers. I hope to post the list Sunday evening.
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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
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