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2012/12/14 04:19:46
Subject: 40k + Dota = Realms of Tireless Chaos: RoTC
A great way to learn the basics of Warhammer 40k! Also an awesome way to play with people who don't normally play 40k, as you don't actually need 40k models to play!
Played with anywhere between 2 - 16 players. A 3rd party player would make the game go considerably faster if they are willing to control the creeps, towers, and other neutral monsters.
Lore:
There exists a hell exclusively for amusement of the malicious Chaos Gods; where a competition within the realm of the warp pits mighty champions, stripped of their natural powers to gain favor of their patron God. With gifts of Chaos, these warriors stand against one another in a gladiatorial arena where death is no release. So strongly are these champions bound to the God's, they are brought back, sometimes piece by agonizing piece and cast into the fray once more until the binding summoning circle of the opposing God is destroyed. Yet, seldom if any of these heroes follow the path of true Chaos. Most, if not all are stolen from their homes never to be seen again as they battle desperately in hopes to break free of their imprisonment. Little do they know, their natural bodies have long since been consumed in dark pacts- their souls the only part of themselves that remain to serve as the Chaos God's playthings for the rest of eternity.
You will need:
Spoiler:
1 4x4 or 4v6 battle board
At least 1500 points of models per player - (it doesn't matter what army of if it's from 40k, it can even be combined- you just need this as a minimum to get started).
At lot of D6 dice.
A piece of paper and pen.
Objects that can count as "Towers", i.e Tin cans, unique terrain, tanks, monstrous creatures, it doesn't matter so long as players agree to what they are.
Terrain aligned in a modified version of the "vanguard" style of battle; i.e The map is equally cut diagonally across the corners of the board. Player's deployment zones are in the far corners of the board (See a Dota or LoL map for reference, it's really not that hard.) Whatever the make up of terrain, both sides must be deployed symmetrically from one another with three "lanes" of unobstructed ground running between both deployment zones. Place One tower in every lane, exactly 8 inches apart from the center line, and the controlling player's base. The players base is made up of three outer turrets, exactly eight inches from a turret in a lane, and no less than 8 inches apart from each other. Directly behind them are objective markers. In the far corner, no less than three inches from the edge of the board is a final objective called a nexus.
This objective is a special tower and should be the most epic terrain you can get your hands on. An obelisk, fusion reactor, whatever you'd like that you think your team would like to defend.
Between lanes on both sides is an area referred to as the "jungle". Within a neutral creeps worth greater amount of points than can be farmed in the lane. However, they are much stronger and can easily kill your character if you are not cautious or get help from your allies.
How to play:
Spoiler:
Though the Chaos Gods influence extends well beyond their own home in the 40k universe, the laws that bind Realms of Tireless Chaos (RoTC) use the 6th Edition Rules.
Modifications: Turns are played simultaneously, because they are quick (you control one model) and there will likely be almost a hundred by the end of the game. Movement is done in turn order (so roll to see who goes first), but shooting and assaulting are combined between player turns - and go in initiative order. Shooting is then done in this order: Assault - Rapid Fire - Heavy - Ordinance.
Firing Rapid Fire or Heavy weapons during the shooting phase will not allow you to perform an assault charge and count as using whatever weapon you used during the shooting phase(you still retain overwatch). So shooting with a rapid fire or heavy weapon will not only disallow you to charge, but your model cannot claim to gain an additional attack even if you have a close combat weapon in your inventory.
In addition,
To begin, select your champion from whatever model you wish. It cannot initially be a monstrous creature, warjack or a vehicle.
Regardless of your model's initial stats, the model now has the following characteristics:
WS - 2 BS - 2 S - 2 T - 2 W - 2 I - 2 A - 2 Ld 6 Sv - 3+
Special Rule: Eternal Warrior (You cannot be one shotted unless overwise stated.)
Racially Specific Traits:
If your model is from the
Realm of 40k:
IoM: You gain + 1 Ld and +1 to BS Ork: You gain + 1 S and + 1 T Chaos: + 1 Ld and +1 S Eldar: You gain Fleet of foot and +1 to Ld DE: You gain Fleet of foot and +1 to WS Tau: +2 to BS Necron: You retain the ability to get back up on a 4+. This cannot be modified. Tyranids: You gain fleet of foot and +1 to S.
Warmachine: Cygnar: +1 WS +1 T Khador: +1 Ld +1 T Cryx: You gain an additional attack for every successful roll to wound of 6. Mercenaries: +1 WS + 1S
Hordes: Trollbloods: +1 S + 1T The Circle: + 2 Ld Skrone:+1 T + 1WS Legion of Everblight: +1 S +1T
Your character begins with 100 points to spend in the universal armory. After the first turn, every turn there after every player gains 10 free points. (It's easiest to make a tally for every turn because these turns will not last very long.)
He or she may start with the following by purchasing them from:
Tier 1 Armory
and writing down what they have:
The stats in the parenthesis are cumulative to your baseline.
A lasgun or autorifle. (Grants +1 to BS) 50 points
Frag grenades. (Grants + 1 to T and + 1 to W.) 50 points
Las pistol and close combat weapon. (Grants +1 to WS + 1 to W) 50 points
A Grenade Launcher (Grants +1 to BS) 100 points
A Bloody Machete (Grants + 1 to WS and reduces the leadership of an enemy model by 1 per wound it is missing. Caps at 7 for champions and 2 for creeps)
An Enhancer - The unit becomes a lvl 1 pysker* (+1 to leadership) and gains a single ability from the Telekinesis discipline: Shockwave: 100 points
The opposing players may spend their first 4 turns (remember that every turn after the first gains you additional points) moving normally to get into a favorable position or attempt to draw first blood against an enemy player. At turn 3, the "jungle" spawns. At the beginning of the fifth turn and every fifth turn after, waves of six "creeps" armed with basic melee weapons spawn and travel down the lanes and will always take target priority to each other over champions unless an enemy champion attacks a friendly within range of their leadership. They have exactly the same profile as starting players and are worth 10 points per kill if a player champion can land a killing blow himself. If a champion attacks another player (regardless of wounding him or not) within 6 inches of a creep, the creeps automatically break free of combat and chase the other champion for a full turn, taking the whole wave with them.
Melee combat: It works a bit differently in RoTC than in normal TT. 1st: Creeps don't take leadership tests against other creeps. 2nd: Against champions, they do. If they are broken by an enemy champion, they are instantly massacred and the player gains an additional 5 points per creep slain - this includes neutral/jungle creeps. 3rd: If an enemy champion is broken in combat - resolve normally, with the exception that the controlling player may choose which direction he or she may flee - and does not grant extra points if slain in a squad massacre.
Towers, Bases, and Returning to Base
Spoiler:
Towers have the following profile:
BS - 7 Armor 14 - Death Ray: Strength 10 Ap 1, Heavy 1 - 12" Hull points 10 per friendly player on map. (So a game of 2v2, the towers would only have 20 points each - whereas a game of 8v8 would have 80 hull points.) This seems crazy but the weapons available by turn 40 will easily level structures in a minimal amount of turns.
Target Priority: Towers controlled by the warp are rudimentary at best and will target the first thing they see. If a player is attacked by another player who is also within range of the tower, it will automatically begin attacking the assailant until it is dead, or out of range.
Destroying a tower grants 300 points to every member of your team and increases the Strength and Toughness of the creeps in the lane by one. Creeps gain triple Strength when attacking turrets and will do so above attacking a player - even if a player is attacking them.
The nexus itself is a powerful tower that is fully capable of defending itself until completely overwhelmed. It has the following profile:
14 F S and R armor. 10 Hull Points per Player and a Nexus Deathray: St 10 ap 1 Heavy 4.
The Armory platform, a 3" disk, is placed in base contact with the Nexus between it and the near corner of the board. Enemy or creeps and players who step in this zone are VAPORIZED instantly regardless of toughness or wounds.
If a player wishes to activate its homing beacon and return to base, he or she must remain stationary and out of combat (not take a wound) for a full turn. At the end of the turn, the model is placed in base contact with the armory and returned to the maximum amount of wounds. He or she may buy items while in base contact with the armory so long as they have enough points to do so, and may move freely during the next movement phase.
Welcome to the Jungle
Spoiler:
There are some points of interest for those attempting to fight in the jungle.
They are as follows:
The rule for Night fighting are always in effect while in the jungle.
The jungle is fraught with danger, but those who can successfully brave it may find themselves considerably richer than those stuck in the lane for enough time to capitalize a fatal weakness and gain a few quick champion kills.
Sentinels - Spawn on turn 8 and every 20 turns after its DEATH - so mark down when it died!
Ancient guardians that can be represented as: A dreadnought, an Ork Warboss, A (big) Chaos Lord, an IG Orgryn, or a anything that could fit on a similar sized base (looking at you WarmaHordes) This game is a great opportunity to make cross game friends. It should be placed in an area of the jungle where neither the creep or a melee champion attempting to kill it can be seen by an enemy player attempting to snipe it. (behind a wall is an excellent choice.) You may have up to two Sentinels in your jungle.
It has the following profile:
WS - 2 BS - 2 S - 5 T - 5 W - 5 I - 2 A - 1 Ld 9 Sv - 5+
Provoke: The creep will not attack until attacked first. Upon its death, a Sentinel yields 120 points to whomever killed it.
Mercenaries - Spawn on turn 3 and respawns after every 5 turns after its DEATH - so mark down when it died!
A camp of formidable enemies, they like to hang out over a position where they can communicate with others of their type. Jungle placement should be within view of another Mercenary camp. Can be represented as Ork pirates, Eldar Corsairs, IG guns for hire, or even a small band of traitor Space Marines, this camp has four infantry models on it. Each with the following profile:
WS - 2 BS - 2 S - 2 T - 2 W - 1 I - 2 A - 1 Ld 6 Sv -
Special Rule: Provoke: The creep will not attack until attacked first.
Upon their death, each is worth 20 points
Cultists - Spawn turn 3 respawn every 3 turns after DEATH - so mark down when it died!
Whether represented by genestealers, gretchen, imperial fanatics of any flavor, or chaos rabble, these models are extremely weak and should be a breeze to add a few extra points to the pool whenever possible.
WS- 2 BS - 2 S - 2 T - 1 W - 1 I - 2 A - 1 Ld 6 Sv -
Special Rule: Provoke: The creep will not attack until attacked first.
Herald of Nurgle - Spawns on turn 20 and every 20 turns after its DEATH - so mark down when it died!
A foul demon that will require the help of your team, or the strength of a mighty warrior to even attempt this fight. He is located in a centralized area of the map, about halfway between the bottom and middle lane. He is surrounded by impassible terrain. (models who can teleport or have jumpacks may cross over it.)
Its profile is as follows:
WS - 7 BS - 4 S - 8 T - 8 W - 8 I- 4 A- 6 Ld 10 Sv 4+invuln.
Acid Breath - Upon assailing the beast, the demon unleashes a torrent of corrosive bile that strips away even the mightiest armor. The attack is resolved as a template over watch weapon with S - 5 ap 3 that automatically reduces the armor save value of anyone hit by 1 to a minimum of 6+
Special Rules:
Provoke: The Herald will not attack until attacked first. It Will Not Die Concussive Demon
Upon it's death, the Demon grants the ENTIRE TEAM responsible for slaying it 500 points.
Herald of Tzeentch - Spawns on turn 40 and every 20 turns after its DEATH - so mark down when it died!
An incredibly powerful demon that will require the help of your entire team of mighty warriors to even attempt this fight. He is located in a centralized area of the map, about halfway between the top and middle lane. He is surrounded by impassible terrain. (models who can teleport or have jumpacks may cross over it.)
Its profile is as follows:
WS - 9 BS - 10 S - 7 T - 10 W - 10 I- 10 A- 1 Ld 10 Sv 2+invuln.
Psychic Dominion: Every successful wound made by the Herald of Tzeentch induces a perils of the warp test on every champion alive on the board regardless if they are a pysker or not. (This does not stack upon itself)
Weapons: Doombolt - S -8 Ap 2 Assault D* Range 12 *The number of attacks is equal to the number of players within range.
Special Rules:
Provoke: The Herald will not attack until attacked first. It Will Not Die Demon Chosen of the Gods: NEGATES ETERNAL WARRIOR
Upon it's death, the Demon grants the ENTIRE TEAM responsible for slaying it 1000 points and buff that grants +1 to every stat but armor for 10 turns.
Player Death and Kills
Spoiler:
In the Realms of Tireless Chaos, death is no release from the madness the Dark Gods amuse themselves with. If a champion is slain, it is resurrected with full wounds at the edge of the deployment zone at the beginning of the fifth turn after the player's death. For every objective captured behind the base towers, increases the time out of the game by 1 turn to a maximum of three. It is therefore imperative to capture the base objectives before launching a final assault against an enemy's fortress because they will be less capable of stopping the advance.
If you slay an enemy player before anyone else dies in the game, you or the crowd spectating the game must shout in a ominous voice, "First Blood!" mimicking the elated cries of the Dark Gods and their eager denizens watching your hellish arena from above. Then grant yourself 400 points.
Every champion kill after First Blood is worth 300 points. Any assist is made by causing a wound roll on a character who dies from another cause within 2 turns. Assists are worth 100 points.
Getting a Double Kill - Killing two enemy champions in the span of two turns. Grants 600 points to you + 50 bonus points to team Getting a Triple Kill - Killing three enemy champions in the span of three turns. Grants 900 points to you + 75 bonus points to team Getting a Quadra Kill - Killing four enemy champions in the span of four turns. Grants 1200 points to you + 100 bonus points to team Getting Penta Kill - Killing five enemy champions in the span of five turns. Grants 1500 points to you + 125 bonus points to team Getting a Sexta Kill - Killing six enemy champions in the span of six turns. Grants 1800 points to you + 150 points to team Getting a Hepta Kill - Killing seven enemy champions in the span of seven turns. Grants 2100 points to you + 175 points to team Getting a Octa Kill - Killing eight enemy champions in the span of eight turns. Grants 2400 points to you + 200 points to the team + ACE bonus
Getting an ACE - Their whole team dies before anyone can respawn + 200 points to your team.
A vengeance kill is any kill made against a player who had killed 2 or your teammates and is worth 400 points.
Ending a Killing Spree (3 Kills in a row without dying), Rampage (4), domination (5), godlike (6), ravager (7), or Chosen of the God (8), status grants 300 + 100 points per vengeance kill the enemy player had. So ending a killing spree of 3 kills grants 500 points 300 + 200 points, while killing a Chosen of the Gods (8 kills without dying) grants 1300 points.
The Armory WIP
Players may buy items from the armory if they are in base contact with it so long as they have the points for it. The additional stats are immediately implemented - remember that you can recall and immediately become in base contact with it!
Tier 1
Spoiler:
A lasgun or autorifle. (Grants +1 to BS) 50 points
Frag grenades. (Grants + 1 to T and + 1 to W.) 50 points
Las pistol and close combat weapon. (Grants +1 to WS + 1 to W) 50 points
A Grenade Launcher (Grants +1 to BS) 100 points
A Bloody Machete (Grants + 1 to WS and reduces the leadership of an enemy model by 1 per wound it is missing. Caps at 7 for champions and 2 for creeps)
An Enhancer - The unit becomes a lvl 1 pysker* (+1 to leadership) and gains a single ability from the Telekinesis discipline: Shockwave: 100 points
Staff of Anarchy - the unit becomes Stubborn. 50 points
Tier 2
Spoiler:
Upgrades from the Autogun (you must buy it to upgrade to these, the points shown are in addition to the 100 base) A Bolter - (Grants + 1 to BS) + 150 points Sniper Rifle - (Grants + 2 to BS) +150 points Shotgun* Assault 3 - (Grants + 1 to BS +1 WS) +100 points Heavy Stubber - (Grants + 1 BS) 150 points
Upgrades from the Lasgun Hellgun - St 3 ap 5 Rapid fire 4 (Grants + 1 BS) + 100 points Flamer (Grants + 1 WS + 1 T) + 100 points Leaky Plasma Rifle* Get's hot on 3's or less. (Grants +1 BS) 125 points
Upgrades from Frag Grenades Bandolier of explosives - (Grants + 1 T and the ability to throw two grenades per turn) +150 points Krak Grenades - (Grants + 1 T, grenades become S 6) + 150 points Saboteur - Grants + 2 T, you may lay antipersonal mines on pieces of terrain that will detonate when an enemy comes within 6 inches of them and will automatically hit them with a S 4 ap - hit. To lay a mine, you must be in base contact during the beginning of your shooting phase.
Upgrades from Las pistol
Bolt Pistol (+1 WS) 75 points Hellpistol (+1 WS) 75 points Leaky Plasma Pistol* Get's hot on 3's or less (+1 WS) 100 points
Vengence Launcher - May fire 2 rounds per turn ( +1 BS) 150 points Rocket Launcher - Heavy 1 blast, S 6 ap 4, 24" (+1 BS) 150 points
Upgrades from A Bloody Machette
Scalping Hatchet - (+1 to S, grants Rending)
Upgrades from an Enhancer
Mastery Level 2 - 100 points
May purchase a single psychic discipline as an item. The Pysker does not have to learn all of the spells from the tree before attempting to master another discipline - he can chose directly which spells to learn, but must fill an item slot for every discipline chosen.
Biomancer - 150 per spell Diviner - 100 per spell Pyromancer - 150 per spell Telekinesis - 150 per spell Telepathy - 100 per spell
Coruscating Flames - The psyker is constantly surrounded by warpfire, dealing a st 3 ap - hit to every enemy unit within 3 inches of it at the beginning of every movement phase. (100 points) Rune of Damnation - The psyker ignores the "Deny the Witch" ability unless nullified by an artifact or psychic power. (150 points) Spellsword I - The pysker imbues his weapon with a direct channel of his power. It becomes a force weapon. (150 points)
Upgrades from Staff of Anarchy
Broken Boss Pole - The unit causes Fear (100 points) Skull of Khorne - The unit has Furious Charge (100 points) Scroll of Change - The unit has preferred enemy (Creeps) (100) Shroud of Opulence - This unit is Shrouded and gains an additional 5 points per turn - (100 points) Mask of Undeath - This unit has It Will not Die (150 points)
Tier 3
Spoiler:
Bolter to - Warpstorm Bolter - St 4 Ap 5 Assault 3 12" range (Grants + 1 to BS) 400 points Sniper Rifle to - Exitus Sniper Rifle with Hellfire Rounds Heavy 1 18" range (Grants +1 BS and inflicts wounds on a 2+) 400 points Shotgun to - Execution rounds St 4 ap - Assault 3, 6" range Strikedown (+1 BS and +1 WS) 400 points Heavy Stubber to Heavy Bolter St 5 ap 4 Heavy 3 24" range (+1 BS)
Hellgun to - Hotshot lasgun - St 3 ap 3, 9" range Grants +1 BS) 400 points Flamer - Heavy Flamer (Grants + 1 WS + 1 + 1T) 400 points Archaic Plasma Rifle Get's hot on 2's or less. (Grants +1 BS) 400 points
Bandolier of explosives to - Pyromaniac (Grants + 1 W and explosive attacks have the Soul Blaze universal rule) + 400 points Krak Grenades - Meltabombs (Grants + 1 T, grenades become S 8, unwieldy) + 300 points Saboteur to - Claymores your mines not detonate when triggered by an enemy 8" away and hit with a st 4 ap 5 in a flame template with the unit who triggered the blast at the end of the cone.
Bolt Pistol to Storm Bolter (+1 WS) 150 points Hellpistol to Hotshot Pistol (+1 WS) 150 points Archaic Plasma Pistol* Get's hot on 2's or less (+1 WS) 200 points
Chainsword to: Powersword Ap 3 Chain Axe +2 S Power Maul + 3 S Ap 4 (2 handed weapon)
150 points Each
Flak Armor to:
Carapace Armor +1 W, Gains Fleet. If fleet is already taken, the model becomes Relentless Power Armor + 1 W ,Gains Jumpack Robes of Distortion, Ignores terrain and other units when moving, has the Jink special rule (4+ cover save while sprinting)
200 points
Vengence Launcher to Havoc Launcher - The unit becomes Relentless and may fire 2 Frag Missiles, per turn ( +1 BS) 300 points Rocket Launcher to Hunter-killer Missile Launcher - Heavy 1 blast, S 8 ap 3, 24" (+1 BS) - Once every 10 turns, a single missile is generated and may be fired at the end of the shooting phase in addition to a normal shot at any unit on the board regardless of range or lane of sight. This rocket does not have to be the same target you shot normally. You cannot store more than one missile at a time. 400 points
Scalping Hatchet to Neuro-Gauntlet and Combat Drugs* - All attacks wound on 4+, Ap 4 and can charge 12" with D6 attacks. 400 points
*Biomeltdown occurs from the excessive use of Combat Drugs - if a model has purchased this upgrade, and dies a large blast marker is placed on top of it. Anything touched by the blast is hit with a S 5 ap - hit before the offending model is removed for reincarnation.
Pyskers:
Mastery Level 2 to Level 3 - 400 points
May always purchase a single psychic discipline as an item. The Pysker does not have to learn all of the spells from the tree before attempting to master another discipline - he can chose directly which spells to learn, but must fill an item slot for every discipline chosen.
Biomancer - 150 per spell Diviner - 100 per spell Pyromancer - 150 per spell Telekinesis - 150 per spell Telepathy - 100 per spell
Coruscating Flames to Warpstorm Cocoon- The psyker is constantly surrounded by warpfire, dealing a st 4 ap - hit to every enemy unit within 3 inches of it at the beginning of every movement phase. (200 points)
Rune of Damnation to Shackles of Ruin - Every enemy Champion within 12" of the pysker causes him to generate a warpcharge per turn. . (350 points)
Spellsword I to Spellsword II - The Force Weapon now additionally has the Soul Blaze Ability whenever it wounds. (400 points)
Broken Boss Pole to Boss Pole - The unit and allies within 6" of him cause Fear and are Fearless (300 points) Skull of Khorne to Chalice of Blood - The unit and his allies have Furious Charge and he alone has Zealot (300 points) Scroll of Change to Chains of Destiny - The unit has preferred enemy. (300) Shroud of Opulence to Mantle of Darkened Desire - The unit and allies within 6" are Shrouded. The bearer has Stealth and gains an additional 10 points per turn - (300 points) Mask of Undeath to Macabre Sheen of Despair- This unit and allies within 6" have the it Will not Die special rule, the wielder becomes a Monstrous Creature with +1W - and should be replaced by a model on a Monstrous Creature Base - this can be a warjack or dreadnought model. (350 points)
Tier 4
Spoiler:
Warpstorm Bolter to Inferno Bolter - St 5 Ap 4 Assault 3 Small Blast 12" range (Grants + 1 to BS) 1000 points Exitus Rifle to - Warp touched Exitus Sniper Rifle with Hellfury Rounds - Rapid Fire 18" range (Grants +1 BS and inflicts wounds on a 2+, ignores armor) 1000 points Execution rounds to Annihilation Slugs - St 6 ap - Assault 3, 6" range Strikedown - Units affected by Strikedown are also knocked back 6" . If they strike terrain, they fly through it and take an additional St 6 ap - attack. Models cannot be shot off the map and stop with their base's touching the edge of the board. (+1 BS and +1 WS) 1000 points Heavy Bolter to Kai Gun St 6 ap 2 assault 2 24" range (+1 BS) 1000 points
Hotshot lasgun to Meltagun - St 8 ap 2, 9" range Grants +1 BS) 1000 points Heavy Flamer to Bane Cannon - Template Poisoned ap 3 (Grants + 1 WS + 1 + 1T) 1000 points Archaic Plasma Rifle to Plasma Cannon (Grants +1 BS) 1000 points
Pyromaniac to Psychopath - +2W, You may use explosives in Close Combat as though you had shot them. Resolve the blasts directly over yourself and then push both you and your foes 6' away from the blast - ending the combat. + 1000 points Meltabombs - Plasma Charge - +1 T, you may throw Demolition Charges during the Shooting Phase + 1000 points Claymores - Deathstrike Warhead - during your shooting phase, you may choose to bury a Deathstrike Warhead in the ground. Mark its location on a piece of paper and have a third party look at it. Any time anyone walks within 3" of it, roll a D6, on a 1, the bomb is a dud and fails to detonate. You may lay another one to repeat the process. On a 2+, the warhead explodes, as a strength D weapon with a blast radius of D6.
Storm Bolter to Warpstorm Bolter St 5 Ap 4 Assault 3 (+1 WS) 300 points Hotshot Pistol to Inferno Pistol (+1 WS) 500 points Plasma Pistol - Plasma Pistol -
Powersword to Poweraxe - Ap 2, +2S + 2A 500 points Chain Axe to Khornate Chain Axe +4S,+3A 500 Points Power Maul to Kornate Power Maul + 6S *Smash +1A (Two Handed) 500 Points
150 points Each
Carapace Armor to Harkonian Warhawk Armor: +1W May Deep Strike from deployment Zone to any point on the map The unit counts as though having a Jet Pack.- 1000 points Brass Collar of Khorne - The unit counts as having a pyschic hood at an equal mastery level and may attempt to Deny the Witch normally. In addition, the wearer has a 4+ invulnerable save and +1 wound. 1000 points. Power Armor to Terminator Honors +2W +2A +1 Armor 1000 Points Robes of Distortion to Wraps of Lucidity: The unit gains a 4+ Invulnerable Save and can teleport using the Deep Strike Rules up to 10" during the movement phase once every ten turns. 1000 points
Havoc Launcher to Battle Tank. The Unit Becomes a Battle Tank - Replace the Model with either a Leman Russ or Predator with the following Profile: F 13 - S-11 -R -10. If it was wearing or is given armor, the armor value of the tank is increased by 1 (to a maximum of 14) per tier of armor purchased. With the exception of the Brass Collar of Khorne, any previous effect conferred by armor is negated. It now uses the following weapon profile:
Pintle Mounted Storm Bolter (Uses the same item slot as a tier 2 bolter and may be upgraded further with points indicated) Heavy Bolter Side Sponsors (Uses the same item slot as a tier 3 heavy bolter and may be upgraded to tier normally) Battle Cannon with Coaxel Autocannon. Both with a 24" range.
The Battle Cannon may be upgraded to a Medusa Cannon for 300 points and has the following profile:
S-10, Ap-2, R-12".
1000 points
Rocket Launcher to Colossus Siege Mortar - The Unit Becomes a Colossus Siege Mortar - Replace the Model with any Chimera tank with the following profile: F - 12, S-10, R-10. If it was wearing or is given armor, the armor value of the tank is increased by 1 (to a maximum of 14) per tier of armor purchased. With the exception of the Brass Collar of Khorne, any previous effect conferred by armor is negated. It now uses the following weapon profile:
Pintle Mounted Storm Bolter (Uses the same item slot as a tier 2 bolter and may be upgraded further with points indicated) Colossus Siege Mortar: 24" Range - Str 6, Ap 3 ignores cover. Ordnance Barrage 1. Earthshaker Round: 24-48" Range - Str 9 ap 3. Ordnance Barrage 1.
1000 Points
Scalping Hatchet to Neuro-Gauntlet and Combat Drugs* - All melee attacks wound on 4+, Ap 4 and can charge 12" with D6 attacks. 400 points
*Biomeltdown occurs from the excessive use of Combat Drugs - if a model has purchased this upgrade, and dies a large blast marker is placed on top of it. Anything touched by the blast is hit with a S 5 ap - hit before the offending model is removed for reincarnation.
Pyskers:
Mastery Level 3 to Level 4 - 1000 points
Warpstorm Cocoon- to Holocaust The psyker is constantly surrounded by warpfire, dealing a st 5 ap - hit to every enemy unit within 3 inches of it at the beginning of every movement phase. (500 points)
Shackles of Ruin to Crucible of Lost Souls - The Pysker Regains a Warp Charge and a Wound for every Champion he Slays. He Cannot exceed his maximum wounds. (1000 points)
Spellsword II to Spellsword III - The Force Weapon ignores the Eternal Warrior Special Rule. (1500 points)
Boss Pole to Corrupted Boss Pole - The model and all those 6" around him have Armorbane - can be applied to turrets. Chalice of Blood to Juggernaut Horns - All friendly units within 6" are Zealots. Chains of Destiny to Wings of Tzeentch - The unit has Fleshbane, all friendly units within 6" have Preferred Enemy. 1500 Mantle of Darkened Desire to Crown of Domination - All friendly units within 6" have stealth and shroud. Enemy leadership values are reduced by 2 (to a minimum of 2). 2000 points. Macabre Sheen of Despair to Deathnought (spelled Deathnought): Nurgle Transforms you into an avatar of death. You gain an Armor value of 12 with a single hull point that must be destroyed before your model can suffer harm. This armor has the It Will Not Die Special Rule and regenerates automatically upon resurrection or return to base contact with the armory. (2000 points)
This message was edited 10 times. Last update was at 2012/12/17 21:01:14
Anyone? And sorry MoDs, this was supposed to be in the General section, but I was working on a codex late at night and I think the thread was still open when I posted this. Feel free to move.
This message was edited 1 time. Last update was at 2012/12/14 17:37:47
It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...
Dude i would so play this, how long do you estimate a turn would take
When your wife suggests roleplay as a result of your table top gaming... life just seems right
I took my wife thru the BRB for fantasy and 40k, the first thing she said was "AWESOME"... codex: Chaos Daemons Nurgle..... to all those who says God aint real....
2012/12/19 02:00:11
Subject: 40k + Dota = Realms of Tireless Chaos: RoTC
Thanks for replying, I was beginning to believe RoTC had been forgotten!
As far as turns, probably not very long, after all, in a 1v1 match you'd have to move the creeps in pretty predictable fashion, and apart from that, you only have to control your character. So... conservatively, a minute for every player, if that.
This message was edited 1 time. Last update was at 2012/12/19 02:23:58
Oh no prob! This game really does look like fun. I wonder if I can con a few buds around here to give up a day of 40k=/fantasy to try it out.....
When your wife suggests roleplay as a result of your table top gaming... life just seems right
I took my wife thru the BRB for fantasy and 40k, the first thing she said was "AWESOME"... codex: Chaos Daemons Nurgle..... to all those who says God aint real....
2012/12/19 20:34:08
Subject: 40k + Dota = Realms of Tireless Chaos: RoTC
Yeah, take a look at the rules first, like I said, they may need some tweaking here and there. I'd love to get some CC on them before I try them out as well lol.
I'm necrothreading this, it doesn't deserve to die. Is anyone out there willing to read it? I'm not fused if the thread get's locked, I'll can make a new one if that's a better idea.
ENOZONE wrote: I'm necrothreading this, it doesn't deserve to die. Is anyone out there willing to read it? I'm not fused if the thread get's locked, I'll can make a new one if that's a better idea.
Oh i love this idea. I just think the length of the game may be a turn off since i don't have free time. If someone modded DOTA to do this, i would be pumped!
Blood Ravens 2nd Company (C:SM)
2013/01/14 20:59:54
Subject: 40k + Dota = Realms of Tireless Chaos: RoTC