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Made in gb
One Canoptek Scarab in a Swarm





hmm special units?
i dont realyy know where this goes so im putting it here

ive got a few friends who play 40k and i was thinking of making some new units to play with at my house for chaos orks tyranids eldar necrons and space marines

post an idea and try and balance the one above you

heres mine
defiler upgrade
immortal emotion

every time a wound is inflicted in close combat by the defiler it can spread a specific emotion into its target
every time a wound is inflicted roll a d6 on a 4 or 5 or 6 activate the following effect

ANGER-all units in the enemy squad gain "the betrayer" special rule untill they end combat with the defiler

SORROW- if a unit dies while in close combat with the defiler each wound inflicted will now count as hitting with an armour save of 5+
e.g tactical marines 3+ = 5 +

FEAR- all units in close combat with the defiler must immediately fall back there leadership suufers - 1 untill they rally but they gain 3+ initiative to a maximum of 10 as they are going very quickly

ENVY- all the units in close combat with the defiler must roll a dice on a 6 they can not attack as standing aw struck at the defiler and any wounds inflicted get the rending special role

only one may be taken
fear + 75 points
sorrow + 75 points
envy = 75 points
anger + 75 point

This message was edited 1 time. Last update was at 2010/07/17 19:40:37


We are the necrontyr we claim dominion over this world, surrender and die 
   
Made in us
Nasty Nob on Warbike with Klaw





Buzzard's Knob

Perhaps you should come up with a couple more, then make it a D6 roll to determine which comes into effect. And could you clarify the rules for Sorrow? I'm not sure how it works. Good idea, though, very chaotic.

I've been wanting more options in the troops choices for Orks, so I am wondering why you couldn't have a unit of Ork Boyz wielding 'uge choppas. They would be the same points cost, because they have no shooting weapons at all. It would not be a separate entry, just another option like slugga boyz/shoota boyz.

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Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

I think he means all arour saves are modified to 5+....Thats just a guess though. I think thats what he's getting at???

   
Made in gb
Swift Swooping Hawk






6 different effects would by good. D6 it each round of combat, or before the game.

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Made in us
Stoic Grail Knight






Yendor

I've always had a softspot in my heart for Firefly. I think you should try adding Reavers to a chaos force.

for those not in the know, Reavers are insane self mutilating pirates who live at the edge of the solarsystem (galaxy), and occasionally launch raides against planets, leaving nothing but mangled (and violated) corpses in thier wake.

Reaver Raiders, may be taken in squads of 10-20. They are taken as troops, but may not capture objectives

9 pts per Reaver
BS:2 / WS:3 / S:3 / T:3 / I:3 / W:1 /A:1 / S:- / Ld: 6

Wargear: las pistol + ccw

Special Rules:
Fleet, Rending, Feel no Pain, Rage, terrifying aura

terrifying aura: Reavers are covered in blood and draped in the mangled flesh of themselves and thier victims. They are a terrifying sight to behold. Friendly and enemy units within 12 inches of a Reaver suffer -1 leadership (does not stack), and any unit wishing to charge the Reavers must make a successful leadership check.

no save, but feel no pain makes sense to me, considering that reavers are rediculously hardy (the radiation on thier ships would kill normal people), and I'm pretty sure their insanity allows them to shrug off anything but the most debilitating wounds (it also gives them the rage special rule)

Rending just because with a sub guarsmen stat line... they need something to do some damage + it really reflects thier ferocity, and gives an image of tearing stuff apart.

This message was edited 4 times. Last update was at 2010/07/16 16:51:47


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
Longtime Dakkanaut






Scyzantine Empire

For Eldar, I submit Stinging Wasp Aspect Warriors from the maiden world of La Lunasa as an Elite choice.

The Stinging Wasps embody the fury of Khaine by utilizing hit and run tactics, repeatedly attacking and retreating in a swarm until their enemy is destroyed. Taking advantage of flip belts similar to those carried by Harlequins and winged jump packs, these highly mobile warriors attack using neural-shredding "stingers", able to paralyze even the largest foes or kill man-sized opponents in a single blow.

Stinging Wasps use the same statline for normal aspect warriors/exarchs and have the following gear/exarch options. They are available in units of 3-5 and cost 24 points per model.

Stinging Wask Wing Pack - unit counts as Jump Infantry
Flip Belts - unit ignores terrain
Wasp Stinger - CCW that wounds on 4+
Shuriken Pistol

Exarch gear:
May exchange Stinger for Lancet (15 pts)- CCW that wounds on 3+
May exchange Stinger and Shuriken Pistol for Pulsing Barbs (20 pts) - two CCW that wound on 4+; if an unsaved wound does not kill the model, it suffers -2 A (minimum 1) and -2 I until the end of the next player's turn. Walkers suffer these effects on any glancing or penetrating hit.

Exarch Powers:
Relentless Swarm (15 pts)- the exarch and his squad have the Hit and Run special rule

Even the Mighty Fall (20 pts) - the exarch may re-roll failed wound rolls against walkers, Monstrous Creatures, and models of T5 or more.

What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money

"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell

DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+

 
   
Made in us
Longtime Dakkanaut




Burbank CA

Gavin Thorne wrote:For Eldar, I submit Stinging Wasp Aspect Warriors from the maiden world of La Lunasa as an Elite choice.

The Stinging Wasps embody the fury of Khaine by utilizing hit and run tactics, repeatedly attacking and retreating in a swarm until their enemy is destroyed. Taking advantage of flip belts similar to those carried by Harlequins and winged jump packs, these highly mobile warriors attack using neural-shredding "stingers", able to paralyze even the largest foes or kill man-sized opponents in a single blow.

Stinging Wasps use the same statline for normal aspect warriors/exarchs and have the following gear/exarch options. They are available in units of 3-5 and cost 24 points per model.

Stinging Wask Wing Pack - unit counts as Jump Infantry
Flip Belts - unit ignores terrain
Wasp Stinger - CCW that wounds on 4+
Shuriken Pistol

Exarch gear:
May exchange Stinger for Lancet (15 pts)- CCW that wounds on 3+

May exchange Stinger and Shuriken Pistol for Pulsing Barbs (20 pts) - two CCW that wound on 4+; if an unsaved wound does not kill the model, it suffers -2 A (minimum 1) and -2 I until the end of the next player's turn. Walkers suffer these effects on any glancing or penetrating hit.

Exarch Powers:
Relentless Swarm (15 pts)- the exarch and his squad have the Hit and Run special rule

Even the Mighty Fall (20 pts) - the exarch may re-roll failed wound rolls against walkers, Monstrous Creatures, and models of T5 or more.


Pretty sure Harlequin technology isn't used by other Eldar (you don't see any kisses or anything for example). I'm also having this wierd little fluff bug about an aspect coming from a maiden world. I don't know why but that just smacks odd with me. They sound more like a combo of what you'd like to see (jump infantry with good assault capabilites including hit and run and re-rolls to... a lot of things [of course with a power but still]). The lancet appears to be a bit overcosted. The executioner for example is 5 less and it adds 2 strength (while being a power weapon). I suppose against MCs or other high toughness things though... Something about the barbs seems needlessly complex to me but I know there are things like it...

And overall I'm not a huge fan of fixed "wounds on" things. Though with Eldar being str 3 I suppose it's ok.

You forgot armor save: Aspect Warriors in 3+ don't have fleet, 4+ and they do. Just something to think about.

Ouch just realised how small and expensive the unit is. It's far too small to be a big assault threat (depending on armor). And isn't Khaine's fury embodied in the Banshees or something?

This message was edited 2 times. Last update was at 2010/07/16 21:48:34


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Long Long Ago, there were a man who tried to make his skills ultimate. Because of his bloody life, its no accident that he was involved in the troubles. 
   
Made in gb
One Canoptek Scarab in a Swarm





keep em comming

We are the necrontyr we claim dominion over this world, surrender and die 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard


Jump Tactical Squad
Same statline as normal tactical marines.
May equip jump packs for +5 points each
May not take heavy weapons
May take 2 speacial weapons at the normal costs

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Made in us
Combat Jumping Ragik






purplefood wrote:
Jump Tactical Squad
Same statline as normal tactical marines.
May equip jump packs for +5 points each
May not take heavy weapons
May take 2 speacial weapons at the normal costs


So blood angels but for every chapter?

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Made in us
Longtime Dakkanaut






Scyzantine Empire

CrazyThang wrote:
Pretty sure Harlequin technology isn't used by other Eldar (you don't see any kisses or anything for example). I'm also having this wierd little fluff bug about an aspect coming from a maiden world. I don't know why but that just smacks odd with me.


I'll explain the fluff of my exodites, but try to keep it simple. They're an exodite colony of Biel-Tann and have accepted the path of Khaine as their own, incorporating the aspect paths into their own warrior traditions. One of those warrior traditions is the hunting of dragons (dinosaurs), to which this select group is dedicated, using wolfpack tactics. They are essentially an anti-MC aspect, fit somewhere between Harlies and Warlocks, but without the same abilities - rending for instance, or a straight 2+ to wound, or inv. saves. Flip belts are not an exclusively Harlequin technology, nor are holo suits, kisses, or halucinogen grenades, but they are are equipment used more by harlequins than other eldar.

CrazyThang wrote:They sound more like a combo of what you'd like to see (jump infantry with good assault capabilites including hit and run and re-rolls to... a lot of things [of course with a power but still]). The lancet appears to be a bit overcosted. The executioner for example is 5 less and it adds 2 strength (while being a power weapon). I suppose against MCs or other high toughness things though... Something about the barbs seems needlessly complex to me but I know there are things like it... And overall I'm not a huge fan of fixed "wounds on" things. Though with Eldar being str 3 I suppose it's ok.


It is possible the lancet is overcosted, but it's essentially half the bonus of an executioner against anything T4 (the majority of units in a game) and the re-roll with power is essentially the same as one of the SW Sagas. It only affects the exarch and not his whole squad, like many of the CC aspect exarch abilities. The main game-break I can see here is not electing the power in favor of taking a Doomseer, which might lead to discounting the power somewhat.

The barbs use a similar rule to a thunderhammer and are no more complex than figuring out the S that a Biting Blade swings at. It's there to give the Wasps an advantage when they hit a 'biggun' that's then about to swing back. As far as fixed wounds go, witchblades and singing spears have been eldar tradition, not counting dark eldar's use of poisons and similar neural attacks.


CrazyThang wrote:You forgot armor save: Aspect Warriors in 3+ don't have fleet, 4+ and they do. Just something to think about.


Thank you, I did for get about this! I would set them at 4+ with Fleet.

CrazyThang wrote:Ouch just realised how small and expensive the unit is. It's far too small to be a big assault threat (depending on armor). And isn't Khaine's fury embodied in the Banshees or something?


Yes, I made the squad purposefully small and expensive, rated higher than Swooping Hawks or Spiders (both similar units in terms of mobility) as well as Harlequins, and almost as much as warlocks (which have a 2+ and inv. saves as standard, but aren't as mobile), but not as CC-effective as any of these units. They are a dedicated anti-MC unit - take a squad of 3 for around 100 points and get them to that TMC as quickly as possible (moving 12" and ignoring terrain when running) and hit it with 8-10 attacks to either eliminate it or soften it up before jumping back into cover.


Don't let my reply dissuade you from your arguments though, I appreciate the interest! Any feedback on what you would consider more appropriate abilities or points?

This message was edited 1 time. Last update was at 2010/07/19 14:04:27


What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money

"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell

DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+

 
   
Made in us
Longtime Dakkanaut




Burbank CA

@Gavin Thorne:
The fluff makes me see it more in my mind. Thanks. I kind of don't see how they resemble warlocks though. The fixed wound thing I suppose?

Once again, regarding the fluff and intended role of the unit (which I apparently failed to see before) everything falls into place . I also always forget about THs and biting blades (their complexity rather) lol.

It can also be a fairly useful HQ killer (a lot of them being toughness 5 or more) but I get what you mean in terms of a quick "go kill that thing and then probably die" unit .

Overall, I like this idea now.


W/L/D 2011 record:

2000+ Deathwing: 1/0/0
Kabal of the Poisoned Tongue (WIP)

Long Long Ago, there were a man who tried to make his skills ultimate. Because of his bloody life, its no accident that he was involved in the troubles. 
   
 
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