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		<title><![CDATA[Latest threads for the forum "40K Proposed Rules"]]></title>
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		<description><![CDATA[The newest discussed threads in the forum "40K Proposed Rules"]]></description>
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				<title>Tyranid venom cannon</title>
				<description><![CDATA[ Is it just me or does the nid venom cannon or the heavy venom cannon seem a waste of points. It's lack of ability to hurt tanks and only being <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 make this weapon seem like a waste of time, at least for me. So I was thinking of possible ways to keep with the fluff of the gun and making it a useful choice for it's points cost.<br /> <br /> Venom cannon: poison 3+, assault blast<br /> Heavy venom cannon: poison 2+ assault blast<br /> <br /> special rule: If the center of the blast template is over a non vehicle unit it is considered as an attack from a power weapon.<br /> A shot from a heavy venom cannon glances vehicle armor on a 4+<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 14 Feb 2012 00:16:03]]> GMT</pubDate>
				<author><![CDATA[ Trance_Phoenix]]></author>
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				<title>Buff something by 1</title>
				<description><![CDATA[ Well, i was thinking of proposing a small change, so small it only changes 1 number, and that is changing the Tyranid warriors Thoughness to 5 from 4. <br /> <br /> Now thats past, how about everyone else? if you could buff a single thing in the game with 1, what would that be? ]]></description>
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				<pubDate><![CDATA[Mon, 13 Feb 2012 23:31:46]]> GMT</pubDate>
				<author><![CDATA[ Dracoknight]]></author>
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				<title>New Codex</title>
				<description><![CDATA[ I am new to this, but my friends and I have been talking about a new Code for Warhammer <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. We were thinking about writing making a new race called the Doctors. Just think about it, and see how creepy you can make a physician become. They have use of scalpels, syringes, tubes, and all manner of toxic things. We are looking for some experienced people who have good ideas for special rules, paint patterns, and new characters, such as Nurse Ratchet from One Flew Over the Cookoo's Nest. It would be awesome to get some input on this, so let us know what you think.]]></description>
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				<pubDate><![CDATA[Mon, 13 Feb 2012 22:59:01]]> GMT</pubDate>
				<author><![CDATA[ Cuchulain]]></author>
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				<title>Nominate Dakkanauts to be part of HQ in codex dakka here!</title>
				<description><![CDATA[ Hi. <br /> [url]http://www.dakkadakka.com/dakkaforum/posts/reply/390/407140.page[/url]<br /> We got some entries but would like to enhance the list  a bit, so who deserves a place in the spotlight and why?<br /> <br /> Whom we have already:<br /> <br /> - Legoburner   [b] <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> [/b]<br /> - Kroothawk [b] <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> [/b]<br /> - Kanluwen<br /> - HBMC<br /> - Melissia [b] <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> [/b]<br /> - Doomthumbs [b] <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> [/b]<br /> - Chowderhead [b] <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> [/b]<br /> - Mr mystery<br /> - Frazzled<br /> - Darkvoidof40k<br /> - thenoobomb<br /> - purplefood<br /> - durza<br /> - <span class="glossaryitem" onmouseover='gp(25);'>da</span> komizzar<br /> - coolyo294<br /> - xxmatt85<br /> - runna<br /> - liquidjoshi<br /> - duke badham<br /> <br /> <br /> a wild mix, sure.   :nod: <br /> Now who should be in? , nominate those who deserve a place from all these hundredthousands of dakkanauts not mentioned already in this thread. <br /> <br /> [color=orange] Disclaimer:<br /> Not everyone on this list is part of <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. Any dakkanaut currently represented in codex Dakka is listed. I made the decision to list all of the Dakkanauts without restrictions to <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to provide a hint who is actually 'not free' to be thrown in , additionally to what we have.<br /> There is no guarantee to be accepted if you get nominated here.[/color]]]></description>
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				<pubDate><![CDATA[Mon, 13 Feb 2012 18:34:32]]> GMT</pubDate>
				<author><![CDATA[ 1hadhq]]></author>
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				<title>Allies</title>
				<description><![CDATA[ What do you think about warhammer allies? Only rule being it must make scence with the fluff, and oppenents can only argue with alliances with gaint fluff holes. E.g. Necrons and eldar fight together because they are on the same world. ]]></description>
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				<pubDate><![CDATA[Mon, 13 Feb 2012 16:20:18]]> GMT</pubDate>
				<author><![CDATA[ Seanaust]]></author>
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				<title>Fantasy-40k Army and Compatability Rules</title>
				<description><![CDATA[         I have already posted a little bit of this in the General Discussion section, but now that I have set up a few rules suggestions I am putting it into the Proposed Rules section.<br /> <br />         At the risk of sounding like a complete moron, I'd like to propose rules for compatibility of Fantasy and <span class="glossaryitem" onmouseover='gp(3);'>40k</span> units rules-wise. I love my <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, and I also love my Dwarfs, and with enough time I think it'd be fun to implement multiple units into one army from both sides AND seamlessly integrate whole armies from Fantasy into <span class="glossaryitem" onmouseover='gp(3);'>40k</span> battles and vice-versa. PLEASE do not take this too seriously! It is silly and I realize that but I think it could be fun!<br /> <br /> 	Before I get gunned down, just let me say that fluff is out of the question. I don't care about the fact that a Dwarf axe wouldn't be able to do jack squat (no pun intended) to hardly anything including flak armour and they'd get torn to shreds by even lasguns. I just think it'd be a fun little excursion, to be able to throw some Fantasyhammer units into a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> game or two. All stats would be the same, so yes that means Dwarfs (I'm just using them as an example since it's the only army I'm truly familiar with through and through) would often be on equal footing with Space Marines in terms of strength and toughness. <br /> <br /> I have put a small bit of thought into this, but I'm sure you, the community, has more knowledge of overall rules for both <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and Fantasy seeing as how I just started playing <span class="glossaryitem" onmouseover='gp(3);'>40k</span> little more than a year ago and Fantasy maybe 6 months ago. <br /> <br /> Biggest problems I saw: <br /> <br /> 1. Most Fantasy units probably don't have anything to crack tanks since they have no equipment like Melta weapons and such specifically made for anti-armor. That makes fighting vehicle armies hell for everyone. <br /> 	<br /> 	My remedy? Write up basic rules for some of the weapons i.e. runic dwarf weapons or war machines, and perhaps give some cavalry the spear weapons of the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> Rough Riders. I know that nearly every army barring Wood Elves has a fair compliment of war machines they can bring to bear to be adapted for vehicle combat, and it would be fairly simple to make amendments to certain weapons that seem like they'd be apt at vehicle killing if anything such as aforementioned runic and magic weapons and "heavy" weapons like spears or great weapons. Also, keep monstrous creatures in mind. I know a well-used tree man could plow straight through my Leman Russ lines without a second thought if he gets lucky based on strength alone. As in the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rulebook, monstrous creatures deal an extra <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for armour penetration, giving them <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> plus Strength for armour penetration. More rules will come later for what I can think of, but I'll need to get my hands on some more codices beforehand. Most of these augmentations would have to be individualized for each Fantasy army's wargear.<br /> <br /> 2. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Is very shooty, Fantasy hammer is not. Many armies could get knocked out in the first fusillade of fire from the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> army. <br /> <br /> 	However, most of what I can see of Fantasyhammer still has good armor saves, and perhaps ward spells can be expanded to simply include all shooting weapons besides things like flamers and blast templates. Plus, many Fantasy armies have a good amount of missile weapons when needed, and some (such as wood elves) have extremely powerful special effects like insta-kill arrows which my cannon crews and thanes have often fallen victim to. Also, seeing as how most Fantasy armies are based around close combat, they are built to withstand shooting to GET to close combat. If I expect my dwarf warriors to be doing some traveling and get shot at along the way, I make sure they have at least an armour save of 4+ from shields! I'm assuming most other armies have similar ways to keep their units from being shot up, whether it's raising more dead for Vampire Counts or regeneration or simple hard-to-kill-ness of something like Tomb Kings. I always have a hard time shooting up anything my Wood Elf friend lays on the field because of his clever use of cover, even if they are in range of my Thunderers every turn.<br /> 	This is something that I know would need more in-depth reworking. This is where I definitely need the ingenuity of the Dakka community. Gimme some ideas and I'll work with you to make it work!<br /> <br /> 3. Movement is very different, including unit coherency. <br /> <br /> 	I say, let the units be incoherent! Use the basic movement rules from Fantasyhammer for marching, running, etc. to determine movement distance, but they shouldn’t need to be in blocks; that would just cause an entire unit to be wiped out by a single ordnance blast. Keep them within 2 inches just like <span class="glossaryitem" onmouseover='gp(3);'>40k</span> units. However, since close combat requires the units to all go into base contact anyways, just have them loosely reform if need be for the combat based on the rough estimate of how they were beforehand. <br /> <br /> 4. Close combat: Basic idea in my mind is <span class="glossaryitem" onmouseover='gp(3);'>40k</span> units use <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules, Fantasyhammer use Fantasy rules. <br /> 	<br /> 	Spearmen, ranks, and such would be the same as in Fantasy and the close combat is calculated nearly exactly the same in terms of wounds and such. When a Fantasy unit enters close combat with a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> unit, the fantasy army immediately reforms into ranks based on their previous positions, as stated before. To-hit and to-wound are exactly the same from my readings of both rulebooks. Models which may attack are relatively equivalent; once the Fantasy unit forms its ranks, the first and second ranks may both attack, and the third rank in a horde with 10 or more models per rank. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> units in base contact (which are essentially the first rank) can attack, as well as any within two inches of the "first rank." No problems here.<br /> 	The part where it gets sticky is resolution… I understand the points system from Fantasy well enough, but putting it into <span class="glossaryitem" onmouseover='gp(3);'>40k</span>... Ranks, standards, and such wouldn’t be present to the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> army so it seems like it would be simpler to use the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> resolution based solely on wounds inflicted, but that takes a lot out of the essence of Fantasy close combat which is what I believe makes the game much of the time!<br /> 	Now I do have some simple alterations whipped up to the Fantasy points system, but... eh. It might work, it might not, but I could use some ol' elbow grease from you guys to temper these ideas!<br /> 	Anyways, as I'm sure you probably know, Fantasy resolution is based on:<br /> 	1. Wounds inflicted<br /> 	2. Charge<br /> 	3. Ranks<br /> 	4. Standards<br /> 	5. Flank and Rear Attacks<br /> 	6. The High Ground<br /> <br /> 	So, what could be changed? Wounds inflicted are very obviously perfectly compatible. One point per unsaved wound. The charge point goes to whoever charged. Ranks... Well, Fantasy army is easy enough, but for <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, err... Perhaps break the unit into "ranks" based on coherency; keep the models within 2 inch coherency lengthwise, but every model in the unit must move as close as it can to the enemy when Pile-In! takes effect each turn, so the models have the lowest amount of space between them going towards the enemy. Then, measure the distance from the front of the unit to the back (relative to the enemy). Every 2 inches (or 3?) counts as one rank, provided that the unit never dips under a certain width (need suggestions!)<br /> <br /> 	5. Magic and dispelling: Magic is, obviously, entirely different. Even Dwarfs, who don’t even use spells, get a dispel pool. Of course, as I said I don’t know any other armies well enough in Fantasy to claim knowledge, so I honestly don’t know how magic casting works to them individually except for if a spellcaster does something wrong his head can explode. I’m a bit lost on this one too I suppose, though I imagine homebrew rules for warp vs magic can be pounded out by some veteran players.<br /> 	My ideas;<br /> 	First, dispelling for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> armies against a casting Fantasy army is exactly the same as a normal Fantasy army trying to dispel. They get the lower <span class="glossaryitem" onmouseover='gp(24);'>D6</span> rolled by the caster in dispel dice and for every spellcaster the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> army rolls a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and on a roll of 6 they get another die added to their dispel pool.<br /> 	Second, dispelling <span class="glossaryitem" onmouseover='gp(3);'>40k</span> cast spells with a Fantasy dispeller... again I'm a bit blank on this one. I feel that the Fantasy army SHOULD be able to dispel the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> warp spells, seeing as how the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> should be able to do the same. A simple suggestion was an opposed leadership test, with the difference of the character's leadership added to the caster's test. For example, a L8 <span class="glossaryitem" onmouseover='gp(3);'>40k</span> psyker attempts a spell against a L9 Fantasy wizard. The psyker will add 1 to the leadership test result because the wizard has one higher leadership point. If the psyker can't make the test, the strain was too great and his powers can't be harnessed. Next, the wizard makes his opposed roll. If he rolls lower than what the psyker rolled, he manages to overpower the psyker's warp spell with his own magical power, and the spell is negated. If the psyker's augmented leadership is passed and he is not overpowered by the wizard, his spell functions as normal. Perils of the Warp takes its toll as normal on a double 1 or double 6.<br /> <br /> Anyways, I just felt like it may be a fun idea for those of us who enjoy throwing fluff to the winds once in a while. Plus, as the rulebook says, “The most important rule is that none of the rules are important,”<br /> <br /> More coming soon hopefully! I definitely appreciate any and all comments and suggestions!]]></description>
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				<pubDate><![CDATA[Mon, 13 Feb 2012 06:08:13]]> GMT</pubDate>
				<author><![CDATA[ Yipyioh]]></author>
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				<title>Magogg - ratling special character</title>
				<description><![CDATA[ Unit type: Unique (infantry)<br /> <br /> Points cost: 70pts<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>Ws</span> 2<br /> <span class="glossaryitem" onmouseover='gp(14);'>Bs</span> 5<br /> S 3<br /> T 3<br /> W 2<br /> I 4<br /> A 2<br /> <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 8<br /> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 5+<br /> <br /> Wargear: Flak Armour, Frag Grenades, Heat Scope, Sniper Rifle<br /> <br /> Heat Scope: re-roll to wounds<br /> <br /> Special Rules: Independent Character, Ratling, Expert Marksman, Preferred enemy: Tau Empire, Stealth, Infiltrate, Move through cover, Night Vision.<br /> <br /> Ratling: Magogg may only join Ratling Sniper Squads.<br /> <br /> Expert Marksman: Rending hits from the Sniper also count as causing instant death.]]></description>
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				<pubDate><![CDATA[Sun, 12 Feb 2012 22:03:44]]> GMT</pubDate>
				<author><![CDATA[ sluggaslugga]]></author>
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				<title>Custom Character!</title>
				<description><![CDATA[ I've actually gotten quite a bit done on my custom codex, but after watching a...video, I thought of a fantastic character for my codex. Keep in mind that this character is mostly (but not entirely) supposedly to be funny and awesome. There is also some wargear I'll have to explain. Here we go:<br /> <br /> -Synthetic Muscles (arms) adds +1 S and +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span><br /> -Hard-Linked Targeter adds +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span><br /> -Dermal and Sub-Dermal Armor together add 1 T, 1 W, and a 3+ armor save<br /> -Particle Knife is a power weapon that wounds on a 3+ regardless of toughness and rolls an extra d3 for Armor Penetration. <br /> All of these bonuses are already included in the profile.<br /> <br /> [u][b]Commander Reo “Reb” Rhazaki[/b][/u].......... somewhere around 150 points. Probably more.<br /> At the young age of 250, Reo Rhazaki became the youngest Gigas to be given the title of commander. Perhaps it was his charm, or maybe it was his truly awe inspiring battle cry and demolition of the enemy force during the battle of Sinahksa, where, after his team was nearly destroyed, he leapt up onto a grav-tank, pulled its heavy machine gun off of its mount, and let loose a hail of bullets while yelling like a maniac and while also under heavy enemy fire. Despite being largely ineffective, it demoralized the enemy to such a degree that they began to retreat, and Reown was able to get his team to safety. While he was berated for putting himself in such great danger, he, and most of his team, regard what he did as the manliest thing they had ever seen.<br /> <br /> Since then, Reo has been known as Reb, short for the Gigas word rebron, meaning “insane.” He has also commissioned a one-of-a-kind heavy machine gun for his personal use.  <br /> <br /> -----------------------------------------------<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>.<span class="glossaryitem" onmouseover='gp(14);'>BS</span>..S...T..W..I...A..<span class="glossaryitem" onmouseover='gp(82);'>Ld</span>..<span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> ..5....6....4...4...4..4..2..10...3+<br /> ------------------------------------------------<br /> UNIT TYPE: Infantry (Character)<br /> WARGEAR: The Browning, Particle Knife, Synthetic Muscles (Arms), Dermal and Sub-Dermal Armor, Hard-Linked Targeter<br /> <br /> [b]The Browning[/b]: This Heavy Machine Gun is designed especially for Reo. It was designed to be as loud as possible, adding more to the mental effects of hearing this gun being fired than anything else.<br /> <br /> R: 24” S:5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:6 Heavy 6<br /> <br /> SPECIAL RULES: YAAAAGH!, Fearless, Independent Character, The Manliest Thing Ever<br /> <br /> [b]YAAAAGH![/b]: The battle cry of Reo “Reb” Rhazaki pierces through the air, turning all heads towards him so that they may know their doom is fast approaching. This ability may be activated at any time during the controlling player’s turn, and both this ability and The Manliest Thing Ever may be activated at the same time. <br /> <br /> When Reo activates this ability, every enemy unit or model within 30” must take a Leadership test on <span class="glossaryitem" onmouseover='gp(2);'>3d6</span>. If they fail, they automatically fall back 6”. If they fail on a triple (if a unit has a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> value of 8, and they roll 3 3’s, for instance), they fall back 8 inches, regardless of how far they can usually Fall Back, as they are so gripped with terror that they can do nothing but move themselves in the opposite direction as fast as possible.<br /> <br /> [b]The Manliest Thing Ever[/b]: In a show of bravado unseen since the last time he did it, Reo stands brazenly atop a mound/vehicle/dead person, yelling and unloading The Browning in the direction of his enemies, yet somehow surviving. This ability may be activated in the Shooting Phase before any shots have been fired. If Reo is behind cover of any kind, place him on top of it. If he is within 4” of a vehicle of any kind (friendly or enemy) or in any condition, place him on top of it. Reo’s <span class="glossaryitem" onmouseover='gp(14);'>BS</span> then changes to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 1 and his weapon changes to Heavy 12, and any enemy unit that fires at Reo in their shooting phase must do so with -1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. Any Blast weapons fired at Reo always scatter behind him (so that he is just outside of the blast marker) and 1” to his left while this ability is activated.  <br /> <br /> So... what do you think? This guy is modelled after... someone. If you know and follow Spoony's site, you should know who this is guy is modelled after, if not, I suggest watching this (the language is a bit NSFW) [spoiler]http://spoonyexperiment.com/2011/02/25/rebruary-mercenary-fighters/[/spoiler]]]></description>
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				<pubDate><![CDATA[Sun, 12 Feb 2012 03:48:54]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
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				<title>Should bikes have &quot;Impact hits&quot;?</title>
				<description><![CDATA[ Even though I've been playing <span class="glossaryitem" onmouseover='gp(3);'>40k</span> for years, I still never really got how bikes actually "worked" when it came to assaults from a realism standpoint. It seems to me with the normal rules that bikes rev up as fast as they can, drive up, then stop [i]right before[/i] running over their enemies to whack them over the head with a sword or something. Now while your average Harlie may do a terrible flip or something equally spectacular when it hits something, I highly doubt a 3 ton space marine bike going +40 miles an hour would be bothered if it ran over a genestealer. <br /> <br /> Now I already know running over units is pretty much nonexistent anyways when it comes to other units like jump packs, <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, and vehicles but I was wondering if some type of "if bike unit has charged, inflict blah wounds" would be both fluffy and non gamebreaking. Maybe even make it a little bit of a gamble as bikes could flip out, jam the tires, or knock off the rider with a dangerous terrain test or something<br /> <br /> Any input? Or do I have the wrong idea about <span class="glossaryitem" onmouseover='gp(3);'>40k</span> bikes?]]></description>
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				<pubDate><![CDATA[Sun, 12 Feb 2012 00:04:20]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>Homebrew Character - Artemis Deathsyph  - feedback wanted</title>
				<description><![CDATA[ Hello everyone!<br /> <br /> This is my idea for a homebrew chaos character who is a Khornate Alpha legion lord.<br /> Please tell me what you think, good, bad, great or aweful, all feedback is cool with me  :)<br /> <br /> <br /> <br /> <br /> <br /> <br /> Artemis Deathsyph has lived a very long and deadly life. He was a captain of the dreaded Alpha legion, who was always more blood-thirsty than his more subtle kin, and eventually turned towards Khorne. Artemis was one of the last Alpha legion to turn renegade, and only turned to Khorne and chaos after butchering hundreds of his corrupted kin. Although he has long since turned to Khorne, he still possesses all of the skills of disguise and subterfuge he knew whilst in the Alpha legion. In recent centuries, Artemis has become a mercenary, aiding various renegade warbands around the galaxy in return for riches, slaves, soldiers, technology. Whatever he sees fit.<br /> <br /> Artemis Deathsyph                               140 pts<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>Ws</span>: 5 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 5 s: 4 t: 4 w: 3 i: 5 a:4 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>: 10 <span class="glossaryitem" onmouseover='gp(157);'>sv</span>: 3+<br /> <br /> Artemis is an elite choice for a chaos space marine army, as he chooses to let others command the army while he makes the decisions in the background. <br /> Unit type: infantry.<br /> <br /> Weapons and wargear: power armour, frag and krag grenades, Gorebolt (Master-crafted bolt pistol).<br /> <br /> Bloodhunter: This chainaxe is an ancient weapon from the time of the heresy. It is adept at tearing its foes limb from limb. Artemis’ attacks in close combat count as rending and are made at strength 6.<br /> <br /> <br /> SPECIAL RULES: independent character.<br /> <br /> Master of disguise: Artemis has served the Alpha legion for several millennia, and has learnt much from his time serving with them. Artemis has the infiltrate, counter attack and fleet special rules. <br />  <br /> UNHOLY INSPIRATION: Due to his incredibly long time as a traitor lord, Artemis commands great respect amongst his fellow renegades, and they become infused with incredible power and rage when he is nearby. All friendly units within 6” of Artemis can reroll all failed rolls to hit on a player turn in which they assault. <br /> <br /> <br /> <br /> <br /> What do you think?<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2012 23:35:58]]> GMT</pubDate>
				<author><![CDATA[ TheRobotLol]]></author>
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				<title>Belial and Death Wing Idea</title>
				<description><![CDATA[ Here's my thoughts on rules for the Death Wing if/when their codex gets released. Rules for Belial and <span class="glossaryitem" onmouseover='gp(412);'>DW</span> termies:<br /> <br /> Firstly, Belial:<br /> <br /> 200 points.<br /> <br /> WS5 / BS5 / T5 / S4 / W3 / A3 / I5 LD10 / <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 2+/5++<br /> <br /> Fearless, Independent Character, Rites of Battle (as per current codex), Deathwing Company Standard (as per current codex)<br /> <br /> Master of the Deathwing - allows Terminators to be taken as troops choices instead of elites. Replaces Terminators with Terminator Strike Squads in the Elites section.<br /> <br /> Wargear - Sword of Scilence and <span class="glossaryitem" onmouseover='gp(213);'>SB</span> but also able to switch to <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> or twin <span class="glossaryitem" onmouseover='gp(80);'>LC</span> (as per current codex), Terminator Armour.<br /> <br /> So, my thinking here is that Belial's main draw is the ability to take a full termie army and I don't think that should be changed. Also, I don't think he should be the codex' most uber <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> so I've made him not too much better than he is now, just 1 extra toughness as I would follow the current codex and not give him <span class="glossaryitem" onmouseover='gp(468);'>EW</span> but he is supposed to be the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> most uber, amazing, terminator armour wearing super dude and T5 suits him. So, he's not brilliant but not bad - basically an upgraded terminator and I've made him 200 points for his ability to make termies troops ( Crowe for the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> is 150 points) and also for his ability to unlock Terminator Strike Squads. Without these abilities, he'd maybe be worth 150 but please let me know whether you think I've costed him appropriately when you've seen....<br /> <br /> <br /> Terminator Strike Squad:<br /> <br /> Elite choice, only available if Belial is present in the army. 5 man squad only - 250 points. Fearless.<br /> <br /> WS5 / BS5 / S4 / T4 / W1 / I4 / A2 / Ld10 / SV2+/5++<br /> <br /> Wargear: as per current codex (<span class="glossaryitem" onmouseover='gp(213);'>SB</span> and powerfist but the sarge has a power sword). They can mix and match in exactly the same way as now with the chainfist still costing +5 points and  heavy flamer +5 points but the assault cannon would be 20 points and the cyclone missile launcher would be 20 points. Terminator Strike Squads can take 2 heavy weapons per squad.<br /> <br /> Deathwing Assault: Terminator Strike Squads and any attached <span class="glossaryitem" onmouseover='gp(67);'>IC</span> can, if they choose, Deep Strike on the first turn and only roll 1 dice for scatter. If they choose not to arrive on the first turn then they may arrive in any subsequent turn but will have to roll for reserves as normal. Terminator Strike Squads held in reserve count towards the total number of units held in reserve for the purposes of Deathwing Support Assault.<br /> <br /> <span class="glossaryitem" onmouseover='gp(40);'>FYI</span>, Deathwing Support Assault would be what Deathwing Assault  is currently and Terminators could deploy via that method if they so chose. Only Terminator Strike Squads would have access to my new version of Deathwing Assault - regular terminators would now be moved to Deathwing Support Assault.<br /> <br /> So, my thinking here is that Death wing should have access to the best terminators in the game but sadly, <span class="glossaryitem" onmouseover='gp(305);'>GK</span> already have Paladins so I've tried to make them different to them. I think I have succeeded tactically, certainly in terms of Deep Striking - bear in mind that they can only ever be 5 man squads and still cannot assault after Deep Strike. I also made sure that they can still scatter but only in a DoAesque way with 1 dice. Also, to avoid Death wing assault being too good, if they don't do it first turn, then they have to roll to come in on subsequent turns. I have also declined to give them assault grenades. They can take 2 heavy weapons per squad and the cyclone and assault cannon are only 20 points per piece but that cost is offset by the fact that each termie is worth 50 points, so a 5 man squad with 2 cyclones would be 290 points and also please bear in mind that Belial MUST be taken to even field one of these squads. The WS5, BS5 and LD10 befits their status as the elite of the elite of the elite in the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> army. For the record, I would keep the normal termies the same as the current <span class="glossaryitem" onmouseover='gp(25);'>DA</span> codex but price them as per the space marine codex but with the cheaper heavy weapon cost of the Terminator Strike Squads I have outlined above. I would also allow them to take 10 men per squad but only 1 heavy per 5 obviously.<br /> <br /> So, please let me know what you think. This is an idea I have been fermenting in my head for a while and really like it - critique it for me!]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2012 22:11:52]]> GMT</pubDate>
				<author><![CDATA[ ColdSadHungry]]></author>
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				<title>Kustom Marine Git</title>
				<description><![CDATA[ Since my brother doesn't have a dakkadakka account he asked me to post this for him:<br /> His "Custom Guy"<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:6   <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 5  S: 4 (was 6)  T:5   W: 3 ( was 4)  I: 6  A:4 ( was 6)  <span class="glossaryitem" onmouseover='gp(82);'>LD</span>: 10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>: 2+  <span class="glossaryitem" onmouseover='gp(162);'>INV</span>: 3+<br /> [b]Wargear[/b]:<br /> artificer armor<br /> storm bolter<br /> Sword of Nocturne:  hand forged relic blade that gives him rending and <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> on armour penetration. he also gets +<span class="glossaryitem" onmouseover='gp(24);'>d6</span> attacks on the charge and he can reroll all failed to wound rolls.<br /> Shield Of Vulkan:  A Master Crafted shield that gives off a 3+ invuln save. It reflects back all attacks on him  that he saves with a 6<br /> Prototyp Alpha Jump Pack:   he counts as jump infantry and can move 18" in the movement phase<br /> [b]Special Rules[/b]:<br /> Furious charge<br /> <span class="glossaryitem" onmouseover='gp(8);'>atsknf</span><br /> In case of instant wound he can save himself on a 5+<br /> eternal warrior<br /> <br /> all commetary appreciated  :thumbsup:]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2012 19:35:34]]> GMT</pubDate>
				<author><![CDATA[ BigMek GitStompa]]></author>
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				<title>AtoMaki's Tau fandex (UPDATED)</title>
				<description><![CDATA[ Hi!<br /> <br /> So this project was inspired by the "4 things you want to change about Tau" topic. After some lurking in that topic i realized that i have an owervhelming urge to write my own version of the Blue Guys. So here it is, sort of tightly packed, working with mostly tweaks instead of shiny new stuff and also lacking some fluff there and there (the fluff thing will be corrected later). <br /> <br /> Whats in the 'dex:<br /> - A little bit reshaped playing theme: it is not exactly about absolute firepower, but more about threat neutralization by either simply taking out the threat (Target Locks and good firepower) or simply avoiding it (better resilience and Dynamic Disengagement). <br /> - Psykers! There are two of them: the Kroot Master Shaper (after an upgrade) and the Nicassar High Enchanter.<br /> - New Tau Commander. He now comes with an all-new shiny battlesuit type (the XV-53 Pacifier) and a Cadre Configuration speical rule that allows the player to take all kinds of stuff as Troops.<br /> - Drones are now wargears and all of them have Close Protection. Also, Drone Controllers don't take up system slots.<br /> - Veteran Fire Warriors. To troll those who want BS4 <span class="glossaryitem" onmouseover='gp(39);'>FW</span>-s. Now you can get them!<br /> - Most of the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> stuff found its way into my fandex, including Tetras, Hazards and Hammerhead turrets.<br /> - Oh, an and i rewokred most of the equipment. For example Target Locks effectively give Eye of Vengeance and Multi-Trackers work like <span class="glossaryitem" onmouseover='gp(470);'>PotMS</span>. <br /> - A small, fast dropship inspired by the Sawfish: the Stingray. It can even transport suits!<br /> <br /> Wording errors and bad grammar could happen. <br /> <br /> All C&C is welcome. ]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2012 18:08:01]]> GMT</pubDate>
				<author><![CDATA[ AtoMaki]]></author>
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				<title>The lictor</title>
				<description><![CDATA[ I'm new to dakka dakka however I've used it as a reference guide to allot of <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'s for rules as well as terrain tutorials for a long time, however I have had one thing on my mind for awhile and I'd like to see what everyone opinion would be on the subject.<br /> <br /> The subject being the lictor...or what the lictor could and should be for the tyranid army.<br /> <br /> I've been playing tyranids since 3rd edition and I have loved them all the way, firstly because they looked cool, but later on because they were a really fun army to play. I overall like the new codex, a bit sad the carnifex is kinda secondary instead of the old badassery it used to be, but overall I enjoy the new diversity, tactics and general feel.<br /> <br /> However the lictor really does bother me, in fluff he is one of my favorite units, in look he is very well detailed and possibly one of the coolest models for tyranids, in play...well he kinda sucks. I understand that he can be used, but I feel the reputation and the respect the lictor could have on the field is in much need of an upgrade. So I have thought of a possible build, one that would never happen, but a probability for what in my mind the proper lictor would be and I welcome any comments or builds other people would have.<br /> <br /> First of ends the broods, only one lictor per elite slot, so max of three in a standard game. <br /> I hate broods of lictors, in my mind they are lone wolfs sent for a deadly purpose by the hive mind.<br /> <br /> The model should be over 100 points<br /> no armor saves at all but a 4+ or even 3+ invulnerable save in melee combat<br /> He should arrive via deep strike every game: Chemeleonic skin rules<br /> and here is the big part, have the option to ASSAULT when deep striking.<br /> Has hit and run<br /> has stealth<br /> <br /> <br /> Those are the basics, and here are a couple fluff rules I thought would really flush out the lictor as a very interesting tactical choice.<br /> <br /> Hive priority: The lictor MAY choose to deliver all of his attacks to a single model he is in base to base contact with, all wounds inflicted this way must be allocated to the chosen model.<br /> <br /> Lethal strike: All to wound roles of a 5 or 6 are rending and cause instant death. (maybe just 6 with instant death, or perhaps just ignores armor)<br /> <br /> Stealth retreat: If the lictor succeeds in a hit and run movement and ends his movement in a piece of area terrain the player may remove him from the board and redeploy him next turn via deep strike.<br /> <br /> ***optional death leaper rules***<br /> <br /> Psychological attack: The deathleaper may choose to ignore a single model he is in base to base contact with, no wounds may be allocated to this model and any units removed as a result from this attack lowers the leadership of the unit by 1.<br /> <br /> I like this idea because it's similar to the concept of freaking out a squad but you actually have to do it, this way people can attempt to protect squads of psyches or commanders and an opponent or player using this ability must actually use it to see the results..not just role a dice. It involves more tactics but also gives you a sweater reward..<br /> <br /> Essentially I think this will make a really interesting assassin unit, I honestly dislike the pheromone trail or having him utility at all, he should show up..mess something very specific up and disappear. The results are rewarding enough for anyone playing with them as they could knock of a possible <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> or high threat unit, and going against this requires tactics like not being near area terrain so it can't disappear and shoot it's ass later..or having deep strike resistance. Hell you could even have him only be able to deep strike within 6 of area terrain or can scatter.<br /> <br /> Anyway shoot me your thoughts people I want to know. <br /> also as i stated before this unit would be easily over 100 and take up one complete elite slot.]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2012 06:19:02]]> GMT</pubDate>
				<author><![CDATA[ Trance_Phoenix]]></author>
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				<title>Shooting at units locked in assault</title>
				<description><![CDATA[ Taking into account to the Guard's weakness in assaults and the ruthlessness of Commissar I thought up this idea for a Special Rule for Commissars. <br /> <br /> [b]I said DO <span class="glossaryitem" onmouseover='gp(484);'>IT</span>![/b] - An Imperial Guard unit with a Commissar or Lord Commissar may fire into units locked in assault. Wounds are allocated evenly to all models, both friendly and enemy. Templates and Blasts may be placed so that they only hit enemy models before rolling for scatter.]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2012 04:13:03]]> GMT</pubDate>
				<author><![CDATA[ Bombastic]]></author>
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				<title>Kustom Ork</title>
				<description><![CDATA[ okay so  what i was looking to do here is make a Mega Warboss who specializes in all of the 4 brain boy factions.  My opponent suggested i post this, and so i did:<br /> [u][i][b]Warboss Gitstompa[/b][/i][/u]= 250 points<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>: 5 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:3  S:5 T:6 W:4 I:5 A:6 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>:(10) 5 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:6+ <span class="glossaryitem" onmouseover='gp(162);'>INV</span>:3+<br /> <br /> [b]wargear:[/b]<br /> double jetpack: this gives him the fleet special rule and he counts as jump infantry<br /> Bigga Boss Pole:  Can re roll failed morale checks one extra time then with a regular bosspole(at the expense of a boy of course  :D)<br /> waaagh banner: see codex<br /> Kustom cybork job: 3+ invuln save<br /> kustum supa boomstikk: range 12" s6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 Assault 4<br /> Big choppa with iridium cerrated edge:  same rules as a bc <span class="glossaryitem" onmouseover='gp(15);'>bt</span> is a <span class="glossaryitem" onmouseover='gp(486);'>pw</span>, enemies must reroll successful invuln saves, he gets d3 bonus attacks in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>, and all attacks are rending<br /> grot spotter: uses grot <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and can reroll to hit<br /> <br /> [b]Special rules:[/b]<br /> Furious charge<br /> out wit' a bang:  after he recieves his last wound he explodes <span class="glossaryitem" onmouseover='gp(2);'>3d6</span>", at s7 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> - and every squad caught in the blast must take a pinning test<br /> inspiring presence: gives squad he's equipped to the fleet special rule<br /> Bigga exhaust cloud: same as regular dust cloud inly it has a 6" radius<br /> stubborn<br /> feel no pain<br /> Imposing Figure: all those who attempt to attack him in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> must take a morale vheck first.  If failed they get no attacks this turn.<br /> 1 Warphead ability: Gork's Rage: s+2 A+1, i+1, and t+1 in a 12" radius including enemies, must be used in the movement phase<br /> Grot scapegoats: at any time a wound is inflicted on Gitstompa, his owning player can choose to put it on one of the grots and disable the ability they're associated with<br /> No seatbelts: on a run roll of 1, 1 of the pilot grots fall of and gitstompa can only run d3 for the rest of the game<br /> <br /> I intend to post the fluff soon...somewhere... All commentary appreciated  :thumbsup:]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2012 03:28:39]]> GMT</pubDate>
				<author><![CDATA[ BigMek GitStompa]]></author>
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				<title>Veteran sergeants</title>
				<description><![CDATA[ In light of the awesome Red Scorpions named veteran sergeant rules that I’ve overlooked for quite some time (and in memory of the amazing chapter trait section of the 4th edition marine codex), I thought you all might appreciate a more generic rules set which accomplishes much the same and more.  The points costs listed are based on equivalent costs from other codices (such as chaos marks), the 'mark ups' for named characters that grant roughly the same abilities, etc.  <br /> <br /> Any Space Marine sergeant may replace all wargear with a bolt pistol, power sword, meltabombs, and gains an additional wound to become a veteran sergeant for 50 points.  Veteran sergeants may gain one of the following traits for the indicated points cost.  Your army may contain one of any trait (for instance, you could not have a veteran tactical sergeant and a veteran devastator sergeant with the Purgator trait).  If the veteran sergeant is killed, the <span class="glossaryitem" onmouseover='gp(136);'>USR</span>’s gained by his inspiring (or maniacal) presence are lost immediately or at the end of the current initiative round in the assault phase.<br /> <br /> Veteran Sergeant Traits:<br /> <br /> Zealot (20 pts) – The veteran sergeant replaces his bolt pistol and power sword with a relic blade.  The attached squad rerolls all misses in the first round of any combat it participates in.<br /> <br /> Purgator (5 pts) – The veteran sergeant replaces his bolt pistol and power sword with a combi-weapon (any type).  He may use the chosen combi-weapon twice during the game.  The squad may take a second special weapon (flamer, meltagun, or plasma gun) at +10 points over the original cost but only if the squad is composed of ten models.<br /> <br /> Pure (15 pts) – The veteran sergeant replaces all wargear with a narthecium and redactor, becoming an apothecary to his squad.  He retains the veteran sergeant stat line.<br /> <br /> Indomitable (35 pts) – The veteran sergeant replaces his power sword with a thunder hammer.  The veteran sergeant, his squad, and any attached characters gain the Relentless and Stubborn <span class="glossaryitem" onmouseover='gp(136);'>USR</span>’s.<br /> <br /> Enraged (5 pts) – The veteran sergeant replaces his bolt pistol with a storm bolter, combi-flamer, or combi-melta.   The veteran sergeant, his squad, and all attached characters gain the Rage, Furious Charge, and Fearless <span class="glossaryitem" onmouseover='gp(136);'>USR</span>’s.   <br /> <br /> Honourable (10 pts) – The veteran sergeant’s squad may reroll failed morale, pinning, or leadership tests.  The squad may not fire upon units which have not regrouped after falling back and may not move within 12” of such a unit, making a compulsory move away from such a unit when and where possible in the movement phase.  <br /> <br /> Cunning (30 pts) – The veteran sergeant replaces his bolt pistol and power sword with a hellfire round loaded bolter, becoming <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 5 and gaining the Rending <span class="glossaryitem" onmouseover='gp(136);'>USR</span> with his shooting attacks only.  Rolls to wound or to penetrate armour will rend on a 5+.  The veteran sergeant, his squad, and any attached characters gain the infiltrate special rule and may outflank.<br /> <br /> Swift (15 pts) – The veteran sergeant, his squad, and any attached characters become fleet of foot when starting a turn outside of a transport or building.  When rolling for the distance run, roll two <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and pick the highest.  Note, a biker veteran sergeant with this trait will still not be able to run in the shooting phase.<br /> <br /> Blessed (30 pts) – The veteran sergeant, his squad, and any attached characters gain a 5+ invulnerable save.  This squad may redeploy after both players have finished deploying but before infiltrate and scout moves are made.  <br /> <br /> Merciless (10 pts) – The veteran sergeants replaces his bolt pistol and power sword for a pair of lighting claws.  His squad counts as scoring an additional wound in any close combat.  His squad must pursue any unit which has failed a morale test and failed to regroup, as if it had the Rage <span class="glossaryitem" onmouseover='gp(136);'>USR</span> and the squad falling back were the closest enemy unit.  <br /> <br /> And more to come...]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2012 02:49:07]]> GMT</pubDate>
				<author><![CDATA[ Slackermagee]]></author>
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				<title>Kroot Psyker Character</title>
				<description><![CDATA[ I just bought a new box of Fire Warriors and Kroot too, so I considered using the extra bitz and my ABSOLUTE ABUNDANCE of converting skills to make a character for friendly games. And what better to go with an AWESOME model then some AWESOME rules?<br /> <br /> The Warseer<br /> <br /> An ancient Kindred that has traveled the stars for untold centuries and has gained great knowledge and experience. This longevity is in no small part due to his consumption of Eldar. If not for the support he has lent to Corsairs and Exodites, he would have been hunted down a long time ago. Still, the more militant Craftworlds have placed a bounty on his head for his crimes against the Eldar. His prescience has given him the ability to elude has captors so far, but how long can it last? On the battlefield, the Warseer uses his powers to guide the shots of his kindred to their targets, shield them from sight, and even unleash the power of the Kroot Ancestral spirits, all to support the pursuit of new genetic material. <br /> <br /> WS5 BS4 S4 T4 I4 A3(4) Ld10 Sv4+<br /> Equipment: <br /> Mark of the Favoured Child (4++)<br /> Carapce Armour (4+)<br /> "Patient Hunter" - A venerable old Kroot Rifle used by the Warseer since his first excursion off Pech.<br /> It can be fired with the following profile: R24" S4 AP5 Rapid Fire<br /> In close-combat, it can used as either a witchblade or a power weapon.<br /> <br /> Special Rules: Infiltrate, Stealth, Move Through Cover, Psyker, Independent Character, Preferred Enemy: Eldar(Includes Dark Eldar).<br /> <br /> Psychic Powers<br /> Shroud - Unit as a 5+ cover save<br /> Vigor - Unit has a 5+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span><br /> Fury - Unit can reroll hits or wounds(not both) in the shooting or assault phase(not both) of the player turn.<br /> Ghostfire - Psychic Shooting Attack<br /> R:Template SX AP2 Assault1<br /> Instead of a comparison between S and T, the Ghostfire wounds on a 5+, improved by one for each point in difference between <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> of the Warseer and the majority value of the target unit.<br /> <br /> I'm not sure what to cost this guy, so what do all of you internet folks think? If it's of any importance, I'm going to be playing against a Codex Marine player. I'll also post some pics when I am satisified with the way he comes out. ]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 20:00:39]]> GMT</pubDate>
				<author><![CDATA[ acekevin8412]]></author>
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				<title>Monsterous FNP</title>
				<description><![CDATA[ Just a nasty idea that would make the game play like an old Godzilla movie.<br /> <br /> The rule:<br /> <br /> Monsterous creatures have the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> <span class="glossaryitem" onmouseover='gp(136);'>usr</span> from any wounds caused by a weapon whose strength is lower than the creatures toughness.<br /> <br /> <br /> I know this is probably a bit <span class="glossaryitem" onmouseover='gp(280);'>op</span> but it could be tweaked.<br /> <br /> Let me lnow what you think and what rules ideas for monsterous creatures you guys have.<br /> <br /> Later]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 09:03:02]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Exarch Council</title>
				<description><![CDATA[ Currently playtestng this, tell me what you think.<br /> <br /> For each Autarch or Avatar in the Army, you may take an Exarch Council.<br /> <br /> Unit Size: 3-10<br /> The Squad is made up of Exarchs from multiple Paths (with the exclusion of Shining Spears), taken from their respected entry - they cost the same as described and may take any equipment specified in it. This includes Exarch Powers. Powers do not stack, and those that change movement type (<span class="glossaryitem" onmouseover='gp(250);'>eg</span> Surprise Assault - deepstrike or Shadowstrike - allows infiltration) cannot be taken.<br /> <br /> May take a Wave Serpent.<br /> <br /> Special Rules<br /> Fleet - The Squad as the Fleet of Foot special rule, even if it includes models that usually do not (<span class="glossaryitem" onmouseover='gp(250);'>eg</span> Striking Scorpion Exarch).<br /> Wrath of Khaine - May re-roll failed Leadership tests<br />  <br /> So Dakka, what do you think?]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 02:55:31]]> GMT</pubDate>
				<author><![CDATA[ DeadlySquirrel]]></author>
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				<title>Tomb of the TechnoKitty - Hello Kitty Necron Apocalypse Unit</title>
				<description><![CDATA[ Playing a 40,000pt vs 40,000pt Apocalypse next month, so I decided to make my own <span class="glossaryitem" onmouseover='gp(7);'>Apoc</span> unit.<br /> For those of you unfamiliar with my army, I'm making Hello Kitty Necrons (you can see the project log in my sig).<br /> This is based loosely off of a Necron Pylon, with a few somewhat silly additions.<br /> I'm not sure how to calculate points values, I mostly used the Pylon as a base and added from that by what I figured would be fair.<br /> Comments are welcome :D<br /> <br /> <br /> Tomb of the TechnoKitty<br /> 550pts<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>	<span class="glossaryitem" onmouseover='gp(14);'>BS</span>	Front	Side	Rear	<span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> -	5	14	         14	        14	        3+/4+/5+*<br /> <br /> <br /> Unit: 1 Stasis Tomb, Contains Hello Kitty AI<br /> Type: Super-heavy vehicle, Immobile†<br /> Structure Points: 3<br /> <br /> Weapons:<br /> <br />     Super Happy Defensive Gauss Flux<br />     Super Happy Annihilation Love Beam<br /> <br /> <br /> <br /> Special Rules:<br /> <br />     Super Happy Teleportation:<br /> <br /> The Tomb must always arrive using deepstrike rules on turn one. It does not scatter, but must be placed within 12” of a friendly Necron unit.<br /> <br />     Super Happy Funtiemz:<br /> <br /> The Tomb radiates an aura of energy being constantly emitted by Hello Kitty, as its power is not fully contained by the stasis field, only dulled. Strange things can happen when willed by the Kitty, and frequently do.<br /> <br /> At the beginning of your movement phase, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and consult the following Super Happy Funtiemz Table:<br /> <br /> - On a roll of 1 or 2, Hello Kitty demands a happy little jig! Nominate a non-vehicle unit within 72” (does not require line of sight) and move it up to <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+2” in any direction. This can affect enemy and friendly units, including Walkers, and the Tomb itself. Necron units moved in this way gain Relentless until the end of the turn.<br /> <br /> †Super Happy Funtiemz rolls of 1 or 2 cannot affect other Tombs, and is the only way the Tomb may be moved. The Tomb always counts as stationary for firing, but counts as having moved at combat speed for Close Combat if it is moved using SHF.<br /> <br /> - On a roll of 3 or 4, the TechnoKitty is angered that it is not receiving constant attention from a specific unit, and forces its way into the minds of the members of that unit. They are assaulted with the imaginary licking of a million razor-sharp sandpaper kitty tongues. Nominate a non-vehicle enemy unit within 72”. This unit must pass a leadership roll on <span class="glossaryitem" onmouseover='gp(2);'>3D6</span>, or be unable to carry out any action for the remainder of the game turn. If there are no enemy units in range, the closest non-vehicle unit must be nominated instead.<br /> <br /> - On a roll of 5 or 6, the Tomb temporarily malfunctions and Hello Kitty’s consciousness reaches out to with blind rage to crush any enemy it can find. Randomly nominate an enemy unit within 72”. That unit suffers <span class="glossaryitem" onmouseover='gp(24);'>D6</span> automatic S8 AP5 hits. If no enemy unit is within range, all effects of this rule are negated.<br /> <br />     Super Happy Power Field:<br /> <br /> A field surrounds the Tomb that protects those serving the Great Kitty. Friendly Necron units within 18” of the Tomb receive a 5+ invulnerable save.<br /> <br /> [i]    *It’s So Goddamned Cute![/i]<br /> <br /> Hello Kitty is so adorable that nobody can bear to harm it, and the cuteness becomes more and more evident as you get closer. The Tomb receives a 5+ invulnerable save against Shooting attacks at 18”+, a 4+ invulnerable save against Shooting attacks closer than 18”, and a 3+ invulnerable save against Close Combat Attacks. The Tomb may never have better than a 5+ invulnerable save against Tyranids, regardless of distance, as they are far more immune to the effects of its super squishy little adorable face, which is just so cute, oh yes it is.<br /> <br /> <br /> Super Happy Defensive Gauss Arc<br />     18”    S5    AP4    Heavy <span class="glossaryitem" onmouseover='gp(24);'>D6</span> (per enemy unit)<br />     Super Happy Annihilation Love Beam<br />     (Love Beam)     120”    <span class="glossaryitem" onmouseover='gp(517);'>SD</span>    AP1    Heavy 1<br />     (Love Blast)    72”    S9    AP3    Heavy 1, Large Blast]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 01:10:17]]> GMT</pubDate>
				<author><![CDATA[ Crackgnome]]></author>
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				<title>DE Mandrake proposal</title>
				<description><![CDATA[ As most of you are aware Mandrakes are almost useless as they are, and the little purpose they DO have does not seem to match their roles and abilities in the fluff. <br /> Giving them something like "Incorporeal- ignores dangerous terrain" and/or "does not suffer assault through cover penalties(basically assault grenades, but better suited to the fluff)", <br /> Upping their save to 4+ invulnerable because "to fight them is to fight a living shadow"(it is pretty much the same reasoning that gave the Khymera 4+ invul), <br /> Giving them a special rule that takes away <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 1 from opponents to account for the way they unnerve their opponents(or increasing the Mandrakes to <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 5), <br /> Giving them a special rule that takes away S 1 from opponents to account for the way that Mandrakes drain life energies(or increasing them to T 4), <br /> Giving them "Hit and Run" to represent that they can travel between shadows, <br /> Making Kheradruakh an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> so that he can join them and not die the first turn you deploy him, <br /> Giving them Kheradruakh's deployment methods but letting them and him assault on the turn that they arrive(probably over powered, feel free to tweak), <br /> Making Kheradruakh their <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> with the option to take them as troops... <br /> <br /> Any one of these would improve them to the point of being usable. Any two of them would actually make them an attractive unit choice in their own right. <br /> <br /> And now for my proposal: Every <span class="glossaryitem" onmouseover='gp(27);'>DE</span> player seems to have a problem with Mandrakes, or simply ignores them. And a lot of complaining and suggested changes occur, but nothing changes. I propose that we start a petition, if we get enough people on board to show <span class="glossaryitem" onmouseover='gp(50);'>GW</span> that they are missing out on a lot of money then maybe we'll get our change. <br /> <br /> And really, how hard would it be for them to release a <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that changes the Mandrake rules to make them competitive? ]]></description>
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				<pubDate><![CDATA[Thu, 9 Feb 2012 10:04:43]]> GMT</pubDate>
				<author><![CDATA[ Crimsyn Seraph]]></author>
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				<title>Custom Character</title>
				<description><![CDATA[ Hey dakkadakka, I'm creating a custom character for my <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> army and wanted some feedback on his stats, special rules and cost.<br /> Is his stat line and rules overpowered for his cost, or vise verse? Any feed back is appreciated.<br /> Oh! And i wasn't sure where this fit in so I threw it here, if this is the wrong spot please let me know  :) , thanks.<br /> <br /> all edits will be changes based on suggestions and will be listed in [---].<br /> <br /> [u][b]Azrael Mastema[/b][/u] : 200 pts [name formerly malick] -Azrael means "arch angel of death", and -Mastema means "Second only to god." So together i think it makes "Arch angel of death who's is second only to god". Since he one of the chosen of khorne (in the fluff I made for him) I thought it was fitting. <br /> [b]<span class="glossaryitem" onmouseover='gp(149);'>WS</span>:[/b] 6<br /> [b]<span class="glossaryitem" onmouseover='gp(14);'>BS</span>:[/b] 4<br /> [b]S:[/b] 5<br /> [b]T:[/b] 4 [dropped from 5]<br /> [b]W:[/b] 3 [dropped from 4]<br /> [b]I:[/b] 4 [dropped from 5]<br /> [b]A:[/b] 3 [dropped from 5]<br /> [b]<span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:[/b]10<br /> [b]<span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:[/b] 2+ 4++<br /> <br /> [b][u]War-gear:[/u][/b]<br /> [b]Artificer Terminator armor:[/b] [i]Ancient terminator, handcrafted during the days when the emperor still walked the stars.[/i] <br /> -Improves the standard terminator invuln. save to 4+.<br /> [b]Skull Reaver and Khornes Due:[/b] [i]Massive, twin, cleaver like chainswords forged from daemon metal, and christened in the blood of heroes. Gifted to Malick for burning his homeworld and giving the skulls of its entire populace up an offering to Khorne.[/i] <br /> -Work the same as blood talons.<br /> [u]<br /> [b]Special Rules:[/b][/u]<br /> -Independent Character<br /> -Fearless<br /> -Furious Charge]]></description>
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				<pubDate><![CDATA[Thu, 9 Feb 2012 03:25:01]]> GMT</pubDate>
				<author><![CDATA[ Th3 Gh0st]]></author>
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				<title>DA - Bayanets</title>
				<description><![CDATA[ I was watching Gettysberg, and the writer of the movie was talking about the book the movie was based off, called "The Killing Angels"<br /> <br /> If the target is within 6" at the beginning of the shooting phase, the squad can choose to affix bayanets changing there bolter to.<br /> <br /> 12"  <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 5 assualt 1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3]]></description>
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				<pubDate><![CDATA[Wed, 8 Feb 2012 20:34:57]]> GMT</pubDate>
				<author><![CDATA[ broodstar]]></author>
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				<title>DA - Caliban Predator</title>
				<description><![CDATA[ Caliban Predator 155<br /> <br /> Type Tank <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 F13 S11 R 10<br /> <br /> Weapons<br /> One Twin-linked Plasma Cannon<br /> Two Side Sponson Plasma Guns<br /> Smoke Launchers<br /> Searchlights<br /> <br /> Armor<br /> Obsidian Plating<br /> <br /> Obsidian Plating: Ignores all glancing hits <br />      ]]></description>
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				<pubDate><![CDATA[Wed, 8 Feb 2012 09:56:30]]> GMT</pubDate>
				<author><![CDATA[ broodstar]]></author>
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				<title>Proposed doctrines system</title>
				<description><![CDATA[ This is the system I am proposing for doctrines for the Imperial guard. Assistance for balancing points costs would be very much welcome, as these are just my estimates of values.All points values are given beside the name of the doctrine. Constructive critisism welcome.<br /> <br /> ​All Imperial guard armies may take up to one of each type of doctrine; Regiment type, Speciality, Planetary bonus and Training perk.<br /> <br /> ​Regiment type:<br /> ​Light Infantry regiment-25<br /> ​The army may contain no vehicles whatsoever. All units gain the infiltrate and special rule.<br /> <br /> Armoured company-80<br /> Leman Russ Tank Squadrons must be taken as troops choices. Infantry units may not be taken, neither may Valkyrie, Vendettas or Sentinals.<br /> <br /> Drop troops-80<br /> All units may take Valkyries as dedicated transports, and gain the deep strike special rule. No vehicles may be taken other than scout Sentinals, Valkyrie and Vendettas. Vendettas may be taken as heavy support and/or fast attack.<br /> <br /> Siege regiment-80<br /> The army may take a single artillary vehicle for every squad of veterans or infantry. No vehicles from the fast attack slots may be taken, and Leman Russ Squadrons may be taken in these slots instead.<br /> <br /> Mechanised regiment-80<br /> All infantry units come with the cost of a chimera added to their price and a chimera as a dedicated transport. Leman Russ tanks, Sentinals and artillary options may not be taken in this force. Any unit that can not fit into a single chimera may not be taken. All units must enter play within their chimera and may not deep strike. Additionally, all chimeras and hellhounds within this army may fire one weapon a turn regardless of how far they have moved that turn and any unit that has disembarked may move and shoot normally even if the vehicle moved flat out that turn.<br /> <br /> Penal Legion-30<br /> Penal legion armies may not take vehicles, company command squads, platoons or any other unit that is not a squad of penal legionaries. They must take a warden who has the following profile: WS4 BS4 S3 T4 I3 W2 Ld10. For each warden, 5 squads of legionaries may be taken. This overides standard <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> structure, and you may take as many wardens as you like.<br /> <br /> Specialisation:<br /> Chemical fighters-50<br /> All ordnance may take gas rounds instead of normal ammunition. This causes all templates fired by this weapon to be as poisoned 3+ and not wound any units with this doctrine-it is assumed that any members of a force that uses chemical weapons wear gas-masks. Additionally, any lasgun may be replaced with a gas-thrower for 3 points. This is a template weapon that is poisoned 5+ and may injures any units in an open topped transport.<br /> <br /> Jungle/Urban fighters-50<br /> All non vehicle units in the army gain the move through cover special rule, and gain the stealth special rule when in area terrain. All template weapons are also 3 points less expensive.<br /> <br /> Trench fighters-50<br /> All units add one to their <span class="glossaryitem" onmouseover='gp(149);'>WS</span> if they are occupying area terrain. Additionally, any infantry unit may declare it is attempting to dig in at the beginning of the move phase. The unit then forfeits the rest of it's turn. If it is disturbed for any reason in the enemy turn; it takes wounds, is assaulted, is forced to move or goes to ground, then it may not complete the dig in action. If it succeeds, place a piece of suitable area terrain on the area occupied by the unit. This terrain confers a 5+ cover save, and counts as dangerous terrain when being entered by any non-trench fighter unit. On subsequent turns it is only difficult. Any unit with affected by trench fighters treats this terrain as open ground, but it may not run and still gains the cover <br /> save.<br /> <br /> Planetary bonus:<br /> Nocturnal planet-30<br /> All units in the army have the heightend senses special rule.<br /> <br /> Skitarii-40<br /> All units in the army have -1 I and a 6++ save. Vehicles in this army also cost 10% less, rounding up.Techpriests replace Platoon and Company commanders and Priests and Psykers may not be taken.<br /> <br /> Death world-50<br /> All units in the army may choose one of the following sets of state boosts:<br /> +1 T and -1 I<br /> +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and -1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span><br /> +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and -1 S<br /> <br /> Hive world-25 points<br /> Every infantry model costs 2 points less, to a minimum of 3 points per model. Units may not gain the benefits of orders and have -1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>.<br /> <br /> Training perk:<br /> Scouts-50<br /> All units gain the scouts special rule and increase their <span class="glossaryitem" onmouseover='gp(14);'>BS</span> by one. They may not take Melta or plasma weapons as special weapons in squads.<br /> <br /> Die Hards-65<br /> All infantry units gain +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> in close combat and +2 leadership, to a maximum of 10. If a unit is broken, it gains the rage <span class="glossaryitem" onmouseover='gp(136);'>USR</span> until it can regroup.<br /> <br /> Well drilled-30<br /> All units have +1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> and are stubborn, but suffer from -1 I, must target the nearest unit for shooting and assault and may only move 3" if they are not within 6 inches of a Company commander, Platoon commander, Comissar or Sergeant.<br /> <br /> Marksmen-25<br /> All models have +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and may re-roll ones to hit.<br /> <br /> Conscripts-15 points<br /> All infantry units have -1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, -1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and -1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>. They also cost 2 points less per model, to a minimum of 2 points. At the same price as their normal unit, they may be use the 'Bring in the next wave' special rule.<br /> <br /> Coordinated-40 <br /> Up to 3 units choices in the army may be given the outflank special rule, but these units must start in reserve.]]></description>
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				<pubDate><![CDATA[Wed, 8 Feb 2012 08:44:23]]> GMT</pubDate>
				<author><![CDATA[ Rabtorian]]></author>
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				<title>Rage USR</title>
				<description><![CDATA[ As is, but append with "Units with Rage <span class="glossaryitem" onmouseover='gp(136);'>USR</span> must assault the nearest enemy unit, if possible. They may multi-assault other units as normal".<br /> Playing as <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> Rage is no disadvantage whatsoever to my enemies who can still move/assault who they wanted to, even more so with TransportHammer. <br /> Imagine being so angry at the enemy that you literally couldn't stop yourself from running towards the first one you saw. Then you spontaniously decide to turn around and charge the guys standing behind you. It's very silly.]]></description>
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				<pubDate><![CDATA[Wed, 8 Feb 2012 01:03:02]]> GMT</pubDate>
				<author><![CDATA[ Joey]]></author>
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			<item>
				<title>Eldar Codex Project - preAlpha</title>
				<description><![CDATA[ Dear Dakka,<br /> <br /> Please find below a link to my <span class="glossaryitem" onmouseover='gp(148);'>WIP</span> Eldar codex, composed of Bestiary and Wargear sections. The section featuring special rules will be uploaded to this thread and appended to the current ruleset if there is interest before the end of the week.<br /> <br /> I have attempted to update the current Eldar ruleset to the standards set by the Dark Eldar and Necron army books as well as adding my own unique slant on the rules by integrating influences from Gav Thorpe's Path of the Eldar series as well as changes suggested across the internet as a whole. There have been some very significant changes to weaponry and special rules, as well as multiple changes to statlines and bringing back units that some may have missed. You are advised to read the whole document before making any assumptions as I have had many, many people moan about Shuriken cannons being free on vehicles - they aren't S6 in this document. I apologise for any typos or mistakes in profiles between the summary at the end of the document and the ones in the bestiary - it is a very large undertaking to write a codex!<br /> <br /> [url]http://<span class="glossaryitem" onmouseover='gp(540);'>dl</span>.dropbox.com/u/60691334/Dakkaprerel.pdf[/url]<br /> <br /> I would appreciate people's opinion on the weapon changes as well as the current costings of base vehicles. As some units will not make much sense without listing their special rules, some are appended below:<br /> <br /> "Wraithbone Construct:<br /> Wraithbone constructs are sung into existence by wishseers into highly resilient shapes that require immense force to break apart or damage. A model with the Wraithbone Construct special rule benefits from Feel No Pain, Fearless and gains a 5+ invulnerable save."<br /> <br /> "Black Guardians:<br /> +1 <span class="glossaryitem" onmouseover='gp(149);'>Ws</span>, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, <span class="glossaryitem" onmouseover='gp(82);'>LD</span> to guardian for +2pts per model in squad. Only available if army contains a seer council or Eldrad ulthuan."<br /> <br /> Some Exarch powers are not detailed, but the majority are fairly obvious as to their function.... but if no-one is interested in my little creation, i won't post. *forever alone*<br /> <br /> So seriously, if you hate it, love it, hate parts, love parts, have an issue, a question, a bugbear.... Please let me know!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/428660/3890464.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/428660/3890464.page</link>
				<pubDate><![CDATA[Tue, 7 Feb 2012 22:12:04]]> GMT</pubDate>
				<author><![CDATA[ WidthofACircle]]></author>
			</item>
			<item>
				<title>Codex: The Clones Wars (Sepratist list added)</title>
				<description><![CDATA[ This is a list I thought up of for the Clone Wars Foces (They Haven't been playtested yet)<br /> <br /> The Republic<br /> [spoiler]<span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> [spoiler]<br /> <br /> Jedi Master <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:7 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5 S:4 T:4 W:3 I:6 A:4 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:- 130pts<br /> Jedi Knight <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:6 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:4 T:3 W:2 I:5 A;3 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:9  <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:- 100pts<br /> Equipment: Lightsaber<br /> Options: MUST take a Crystal for the Lightsaber<br /> Blue (+1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>), Yellow (+1 A), Green(+1 I), Purple(+1 S)<br /> <br /> May exchange Lightsaber for a Double-Bladed Lightsaber (+1 I -1A) for 10pts<br /> If he does he must choose 2 crystals<br /> <br /> May upgrade Force Level to a max of 3 for 40 pts per level<br /> Special Rules: Force Enhanced Reflexes, Force level (2) (Master only), Force level (1) (Knight only)<br /> <br /> Clone Commander <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:5 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5 S:3 T:3 W:3 I:5 A:3 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:4+ 80pts<br /> Clone Captain   <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:3 T:3 W:2 I:4 A;2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:9  <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:4+ 55pts<br /> Equipment: <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Phase I Armour, Blaster Rifle, Fragmentation Grenades<br /> May exchange his <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> for<br /> Vibro Blade (+1 S) - 5pts<br /> Vibro Mace (+2 S -1I) - 10pts<br /> May exchange his Blaster Rifle for<br /> Blaster Pistol - Free<br /> Blaster Carbine - Free<br /> MK2 Blaster Carbine - 5pts<br /> Mk2 Sniper Rifle - 10pts<br /> Commando Blaster Rifle - 10<br /> Commando Mk2 Blaster Rifle - 15<br /> Heavy Blaster Pistol 10pts<br /> May upgrade his Phase I armour to Phase II armour for 25pts<br /> May have a Personnal Shield (4++) for 15pts<br /> May have a Jump Pack for 25pts<br /> The Commander may have Force Level 1 for 50pts<br /> May take Concussion Grenades for 5pts<br /> May take Det-Packs for 10pts<br /> <br /> Every <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Choice may have a Bodyguard as detailed below<br /> Bodyguard Squad<br /> Clone Bodyguard <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:4 T:3 W:1 I:4 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:9 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:4+<br /> Squad Size: 5 Bodyguards<br /> Equipment: Blaster Pistol, Blaster Rifle, <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Phase I Armour, Fragmentation Grenade<br /> Any Bodyguard may exchange his Blaster Pistol/ Blaster Rifle for<br /> Vibro Blade (+1 S) - 5pts<br /> Vibro Mace (+2 S -1I) - 10pts<br /> Blaster Pistol - Free<br /> Blaster Carbine - Free<br /> MK2 Blaster Carbines - 5pts<br /> Mk2 Sniper Rifle - 10pts<br /> Commando Blaster Rifle - 10<br /> Commando Mk2 Blaster Rifle - 15<br /> Heavy Blaster Pistol 10pts<br /> 0-2 Grenade Launcher 10pts<br /> 0-2 Incinerators 5pts<br /> 0-1 Heavy Incinerators 20pts<br /> 0-2 Blaster Cutters 15pts<br /> Unit may take Concussion Grenades for 1pt per model<br /> Unit may take Det Packs for 5pts per model<br /> May take a LAAT/i as a dedicated Transport<br /> <br /> <br /> [/spoiler]<br /> <br /> Troop<br /> [spoiler]<br /> Clone Trooper Squad 65pts<br /> <br /> Clone Trooper  <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:3 T:3 W:1 I:4 A:1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:8 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:4+<br /> Clone Sergeant <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:3 T:3 W:1 I:4 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:9 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:4+<br /> Squad Size: 4 Clone Troopers, 1 Clone Sergeant<br /> <br /> Equipment: Blaster Pistol, Blaster Rifle, Phase I Armour, Concussion grenades<br /> <br /> Options: May include upto another 5 Clone troopers for 11 pts per model<br /> One Clone Trooper May exchange his Blaster Rifle for:<br /> - An Incinerator 5pts<br /> - A Grenade Launcher 10pts<br /> - A Blaster Cutter 15pts<br /> Another may exchange his for<br /> - An Incinerator 5pts<br /> - A Grenade Launcher 10pts<br /> - A Blaster Cutter 15pts<br /> - Laser Cannon 25pts<br /> - Blaster Cannon 20pts<br /> - Blaster Gatling Cannon 15 pts<br /> The Sergeant May exchange his <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> for<br /> Vibro Blade (+1 S) - 5pts<br /> Vibro Mace (+2 S -1I) - 10pts<br /> May exchange his Blaster Rifle for<br /> Blaster Pistol - Free<br /> Blaster Carbine - Free<br /> MK2 Blaster Carbine - 5pts<br /> Mk2 Sniper Rifle - 10pts<br /> Commando Blaster Rifle - 10<br /> Commando Mk2 Blaster Rifle - 15<br /> Heavy Blaster Pistol 10pts<br /> <br /> Unit may take Concussion Grenades for 1pt per model<br /> <br /> May take a LAAT/i as a dedicated Transport<br /> <br /> Clone Scout Squad 70 pts<br /> <br /> Clone Scout    <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:3 T:3 W:1 I:3 A:1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:7 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:4+<br /> Scout Sergeant <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:3 T:3 W:1 I:4 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:8 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:4+<br /> Squad Size: Scout Sergeant and 4 Clone Scouts<br /> <br /> Equipment: Sniper Rifle, Phase I Scout Armour, <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Concussion Grenades<br /> <br /> Options: May include upto another 5 Scouts for 12 pts per model<br /> The Scouts may exchange their SNiper Rifles for <br /> Blaster Pistols - Free<br /> Blaster Carbines - Free<br /> MK2 Sniper rifles - 10 pts per model<br /> <br /> One Scout may Exchange his <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> for a <br /> -Gatling Blaster 20pts<br /> -Blaster Cannon 15pts<br /> <br /> The Serageant may exchange his Sniper Rifle/<span class="glossaryitem" onmouseover='gp(20);'>CCW</span> for:<br /> Vibro Blade (+1 S) - 5pts<br /> Vibro Mace (+2 S -1I) - 10pts<br /> Blaster Pistol - Free<br /> Blaster Carbine - Free<br /> MK2 Blaster Carbine - 5pts<br /> Mk2 Sniper Rifle - 10pts<br /> <br /> Unit may take Concussion Grenades for 1pt per model<br /> <br /> Special Rules: Infiltraite, Stealth<br /> [/spoiler]<br /> <br /> Elite<br />  [spoiler]<br /> <br /> Commando Squads 85 pts<br /> <br /> Commando Trooper  <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:3 T:3 W:1 I:4 A:1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:9 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:4+<br /> Commando Sergeant <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:3 T:3 W:1 I:4 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:9 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:4+<br /> Squad Size: Commando Sergeant, 4 Commando Troopers<br /> Equipment: Blaster Pistol, <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Commando Blaster Rifle, Phase I Armour, Concussion Grenades<br /> Options: May include upto another 5 Commandos for 15 pts per model<br /> the Commandos may exchange their Commando Blaster Rifles for MK2 Sniper rifles for 5pts per model<br /> Upto 3 Commandos may exchange their Commando Blaster Rifle for<br /> - Incinerator - Free<br /> - Grenade Launcher - 5pts<br /> - Blaster Cutters - 10pts<br /> <br /> The Sergeant may exchange his <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>/Commando Blaster Rifle<br /> Vibro Blade (+1 S) - 5pts<br /> Vibro Mace (+2 S -1I) - 10pts<br /> Heavy Blaster Pistol 10pts<br /> <br /> Unit may take Concussion Grenades for 1pt per model<br /> Unit may take Det Packs for 5pts per model<br /> <br /> May take a LAAT/i as a dedicated Transport<br /> <br /> Special Rules: Infiltraite,<br /> <br /> 0-1 501st Commando Squads 125pts<br /> 501st Trooper  <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5 S:3 T:3(4) W:1 I:5 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:3+<br /> 501st Sergeant <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5 S:3 T:3(4) W:1 I:5 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:3+<br /> Squad Size: 501st Sergeant, 4 501st Trooper<br /> Equipment: Blaster Pistols, <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Commando MK2 Blaster Rifle, Phase II Armour, Concussion Grenades<br /> Options: May include upto another 5 501st Troopers for 23pts per model<br /> Upto 3 Commandos may exchange their Commando mk2 Blaster Rifle for<br /> - Blaster Cutters - 5pts<br /> - Grenade Launchers - Free<br /> <br /> The Sergeant may exchange his <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>/Commando MK2 Blaster Rifle<br /> Vibro Blade (+1 S) - 5pts<br /> Vibro Mace (+2 S -1I) - 10pts<br /> Heavy Blaster Pistol 10pts<br /> <br /> Unit may take Concussion Grenades for 1pt per model<br /> Unit may take Det Packs for 5pts per model<br /> <br /> May take a LAAT/i as a dedicated Transport<br /> <br /> Special Rules: Infiltraite, Deep Strike, Stubborn, Hit and Run<br /> <br /> Padawan Squad 115pts<br /> Padawan <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:3 S:3 T:3 W:1 I:4 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:8 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:-<br /> Ahsoka Tano <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4(5) <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:3 S:3 T:3 W:2 I:4 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:9 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:-<br /> squad Size: 3 Padawans<br /> Equipment: Lightsaber<br /> Options: May include upto another 7 Padawans for 21pts per model<br /> One Padawan may be replaced with Ahsoka Tano (Who has a Lightsaber with a Green crystal: Bonus already included) for 40 Pts<br /> Each Padawan must choose a crystal for his lightsaber:<br /> The Squad as a whole must choose force power for the whole squad<br /> If Ahsoka is included the Squad may take an extra Minor Force Power<br /> May take a LAAT/i as a dedicated Transport<br /> <br /> Special rules: Force Enhanced Reflexes, Force Level (1)<br /> [/spoiler]<br /> Fast Attack<br /> [spoiler]<br /> <br /> Clone Jet Bikers 67pts<br /> Jet Biker <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:3 T:3(4) W:1 I:4 A:1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:8 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:3+<br /> Sergeant  <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:3 T:3(4) W:1 I:4 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:9 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:3+<br /> Unit Type:Jet Bikers<br /> Squad Size: Jet Biker Sergeant, 2 Jet Bikers<br /> Equipment: Phase I Armour, Blaster Pistol, Jetbike with Twin-Linked Blaster Rifle<br /> Options: May include upto another 7 Clone Jet Bikers for 19pts per model<br /> Upto 2 Bikers may exchange their Blaster Pistols for:<br /> - Incinerators 5pts<br /> - Grenade Launchers 5pts<br /> - Blaster Cutters - 15pts<br /> <br /> The Sergeant May exchange his Blaster Pistol for<br /> Vibro Blade (+1 S) - 5pts<br /> Vibro Mace (+2 S -1I) - 10pts<br /> MK 2 Blaster Carbine - 10pts<br /> Blaster Carbine - Free<br /> Heavy Blaster Pistol - 10pts<br /> <br /> Clone Jet Troopers 85pts<br /> Jet Troopers <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:3 S:4 T:3 W:1 I:4 A:1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:8 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:3+<br /> Sergeant     <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:3 S:4 T:3 W:1 I:4 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:9 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:3+<br /> Squad Size: sergeant and 4 Jet Troopers<br /> Unit Type: Jump Infantry<br /> Equipment: Phase I Armour, Jump Pack, Blaster Carbine, Blaster Pistol, Concussion Grenades<br /> Options: May include up to another 5 Jet Troopers for 15 Pts per model<br /> <br /> The squad may exchange their Blaster Carbines for MK Blaster Carbines for +2pts per model<br /> <br /> Upto 2 Jet troopers may exchange Their Blaster Pistols for:<br /> Incinerator 5pts<br /> Blaster Cutter 15pts<br /> <br /> The Sergeant May exchange his Blaster Pisto/<span class="glossaryitem" onmouseover='gp(20);'>CCW</span> for a<br /> Vibro Blade (+1 S) - 5pts<br /> Vibro Mace (+2 S -1I) - 10pts<br /> Blaster Carbine - Free<br /> Heavy Blaster Pistol - 10pts<br /> <br /> Unit may take Concussion Grenades for 1pt per model<br /> <br /> May exchange their Jump Packs to get a 35pt discount on a LAAT/i as a dedicated transport<br /> Special Rules: Deep Strike<br /> <br /> ARC-170 115 pts<br /> Front:12 Side:10 Rear:10 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4<br /> Unit Type: Vehicle, Fast, Skimmer<br /> Weapons: 2 Fore Laser Cannons, 1 rear Mounted gatling Blaster, 6 Proton Torpedoes<br /> <br /> <span class="glossaryitem" onmouseover='gp(482);'>AT</span>-<span class="glossaryitem" onmouseover='gp(115);'>RT</span> 45 pts per model<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:6 Front:11 Side:10 Rear:10 I:3 A:1<br /> Unit Type: Walker, Open-Topped<br /> Squad: Squadron of 1-3 <span class="glossaryitem" onmouseover='gp(482);'>AT</span>-<span class="glossaryitem" onmouseover='gp(115);'>RTs</span><br /> Equipment: Twin-Linked Blaster Rifle<br /> Options: each <span class="glossaryitem" onmouseover='gp(482);'>AT</span>-<span class="glossaryitem" onmouseover='gp(115);'>RT</span> may exchange their Twin-Linked Blaster Rifle for a:<br /> Heavy Incinerator: 5pts<br /> Gatling Blaster: 10pts<br /> Blaster Cannon: 15pts<br /> Laser Cannon: 20pts<br /> [/spoiler]<br /> <br /> Heavy Support<br /> [spoiler]<br /> <br /> <span class="glossaryitem" onmouseover='gp(482);'>AT</span>-TE (All Terrain tactical Enforcer) 210pts<br /> Front:14 Side:13 Rear:11 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4<br /> Unit Type: Vehicle, Tank, <br /> Transport Capacity:15<br /> Weapons: 4 Gatling Blaster, Heavy Blaster Cannon<br /> <br /> SPHA (Self-Propelled Heavy Artillery) 155pts<br /> Front:13 Side:11 Rear:11 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4<br /> Unit Type: vehicle, Immobile<br /> weapons: Ion Cannon, Concussion Missile Launcher<br /> <br /> <span class="glossaryitem" onmouseover='gp(482);'>AT</span>-<span class="glossaryitem" onmouseover='gp(415);'>OT</span> (All Terain Open transport) 150pts<br /> Front:13 Side:13 Rear:11 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4<br /> Unit Type: Vehicle, Tank<br /> Transport Capacity: 11<br /> Weapons: 2 Blaster Cannons<br /> <br /> Dedicated Transports<br /> LAAT/i 110pts<br /> Front:12 Side:12 Rear:10<br /> Unit Type: Skimmer, Tank<br /> weapons: 2 Concussion Missile Launchers, 2 Laser Cannons<br /> Transport Capacity:12<br /> Access Points: 2 <br /> Fire points: 2<br /> <br /> [/spoiler]<br /> <br /> Special Characters<br /> [spoiler]<br /> Yoda <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:8 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5 S:3 T:3 W:4 I:6(7) A:3 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:- 275pts<br /> Equipment: Lightsaber (Green Crystal: Bonus already included in profile)<br /> Special Rules: Force Level (3),<br /> Force Honed reflexes: Yoda's Invunerable is 2+<br /> Eternal Warrior, Stubborn, Fleet,<br /> Master of Padawans: An army that includes Yoda may take Padawan Squads as troop choices<br /> Force Powers: Lightsaber Throw, Guidance, Push, Pull<br /> <br /> <br /> Anikan Skywalker <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:6(7) S:4 T:4 W:3 I:7 :4 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:- 170pts<br /> Equipment: Lightsaber (Blue Crystal: Bonus already included in profile)<br /> Options: May wear Phase II Armour for 35pts<br /> Special Rules: Furious Charge, Fearless, Counter Charge, Force Enhanced Reflexes, Force Level (2)<br /> Force Powers: Pull, Rage, Force Leap<br /> <br /> Obi-Wan-Kenobi <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:7(8) S:4 T:4 W:4 I:6 A:3 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:- 220pts<br /> Equipment:Lightsaber (Blue Crystal: Bonus already included in profile)<br /> Options: May wear Phase II Armour for 35pts<br /> May Take one of the following:<br /> Blaster Pistol 10pts<br /> Blaster Rifle 10pts<br /> Blaster Carbine 10pts<br /> Special Rules: Eternal Warrior, Force Enhanced Reflexes, Force Level (3)<br /> Clone Friend: An Army that includes Obi-Wan may take Commandoes as troop choices.<br /> Force Powers: Battle Meditation, Force Shield, Push, Pull, Healing<br /> <br /> Mace Windu <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:7 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S;4(5) T:4 W:4 I:5 A:5 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:- 195pts<br /> Equipment: Lightsaber (Purple Crystal: Bonus already included in profile) <br /> Special Rules: Furious Charge, Eternal Warrior, Force Enhanced Reflexes, Force Level (3)<br /> Force Powers: Rage, Force Leap, Lightsaber Throw, Pull<br /> <br /> Commander Rex <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:5 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:6 S:4 T:3(4) W:3 I:5 A:3 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:3+/4++ 175pts<br /> Equipment: Phase II Armour, Personnal Shield, Heavy Blaster Pistol, Commando MK2 Blaster Rifle, <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Concussion grenades, Fragmentation grenades, Det Packs<br /> Special Rules:Infiltraite, Crack Troopers, Deep Strike, Stubborn, Hit and Run,<br /> General of the 501st: Any Army that Includes Commander Rex has the 0-1 restriction on 501st Commandoes removed: in addtion he may take a 501st squad in lieu of the normal available Bodyguard Squad<br /> <br /> Commander Cody <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:6 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5 S:4 T:3 W:3 I:5 A:3 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:4+/4++ 160pts <br /> Equipment: Jump Pack, Phase I armour, Heavy Blaster Pistol, Vibro Sword, Personnal Shield, MK2 Carbinne Blaster, Fragmentation Grenades, Concussion Grenades<br /> Special Rules: Deepstrike, Eternal Warrior<br /> Commander of the 122nd Airbourne - Any Army that includes Cody may take Jet Troopers as Troop Choices, in addition Cody may take a jet Trooper squad in lieu of the normal available Bodyguard Squad<br /> All or nothing - Once per game for one turn Cody and any unit he has joined gain Furious Charge and Fleet until end of turn<br /> <br /> [/spoiler]<br /> [/spoiler]<br /> Special Rules Weapons <span class="glossaryitem" onmouseover='gp(472);'>ETC</span><br /> [spoiler]<br /> Force Powers<br /> For each Force Level A Jedi may Choose 2 Minors or 1 Major (Padawan squads choose the Same Powers for the whole squad)<br /> A Jedi may use one Force Power Each turn for every force level they have:<br /> ie A Jedi Master with Force Level (3) may use 3 Force Powers per turn<br /> Minor<br /> Force Push (S) - Target Unit takes an I chec:; if failed they are moved <span class="glossaryitem" onmouseover='gp(24);'>D6</span>" away from the caster<br /> Force Pull (S) - Target Unit takes an I check: if failed they are moved <span class="glossaryitem" onmouseover='gp(24);'>D6</span>" towards the caster<br /> Force Leap (M) - The Caster and any unit he has joined gains Fleet until end of turn<br /> Force Shield (S) - The Jedi gets +1 to their Force Enhanced Reactions Save<br /> Force Healing (M) - The Caster regains one lost wound<br /> Major<br /> Rage (A) - Caster gains +D3 Attacks until end of turn<br /> Force Guidance (S) - The Caster and any unit he has joined shots are fired as if their weapons were twin-linked<br /> Lightsaber Throw (S) - R:12" S:User+1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:3 Assualt 2D3<br /> Lightning (S) - R:12" S:6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:4 Assualt 3D3 Rending<br /> Battle Meditation (M) - Caster and any unit he has joined gain +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, +1 I and +1ld until end of turn<br /> Null Zone (M) - Any successful psychic tests made by an enemy within 24" are negated on a 3+<br /> <br /> Force Enhanced Reflexes:<br /> Force Level (1): 4+ <span class="glossaryitem" onmouseover='gp(162);'>Inv</span>. Save<br /> Force Level (2)+(3): 3+ <span class="glossaryitem" onmouseover='gp(162);'>Inv</span>. Save<br /> <br /> Weapons<br /> <br /> Blaster Pistol             R:12" S:4  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:5 Pistol<br /> Blaster Carbine            R:18" S:4  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:5 Assualt 2<br /> MK2 Blaster Carbine        R:18" S:4  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:5 Assualt 3 <br /> Blaster Rifle              R:24" S:4  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:5 Rapid Fire<br /> Gatling Blaster            R:30" S:5  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:5 Heavy 4<br /> Blaster Cannon             R:48" S:7  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:3 Heavy 2<br /> Heavy Blaster Cannon       R:60" S:8  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:3 Heavy 1 Blast<br /> Heavy Blaster Pistil       R:6"  S:5  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:3 Pistol<br /> Sniper Rifle               R:48" S:1  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:6 Heavy 1 Sniper<br /> MK2 Sniper Rifle           R:36" S:5  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:4 Assualt 1 Rending<br /> Commando Blaster Rifle     R:24" S:4  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:4 Assualt 2 <br /> Commando MK2 Blaster Rifle R:18" S:5  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:3 Assualt 2<br /> Ion Cannon                 R:60" S:10 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2 Heavy 1 Blast<br /> Proton Cannon              R:72" S:9  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2 Heavy 1<br /> Proton Torpedo             R:60" S:8  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2 Heavy 1, Large Blast, One-Shot<br /> Laser Cannon               R:60" S:8  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2 Heavy 2<br /> Incinerators               R:X   S:4  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:5 Assualt 1<br /> heavy Incinerators         R:X   S:5  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:4 Assualt 1<br /> Grenade Launchers          R:30" S:5  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:5 Assualt 2, Blast<br /> Blast Cutters              R:12" S:9  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2 Assualt 1, Melta<br /> Concussion Missile LauncherR:48" S:6  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:4 Heavy 1, Blast, Tremor<br /> NB: All Lightsabers ignore Amrour in Close Combat<br /> <br /> Equipment<br /> Phase I Armour - Provides the wearer with a 4+ Armour Save<br /> Phase II Armour - Provides the wearer with a 3+ Armour save and +1T<br /> Phase I Scout Armour - Provides the wearer with a 4+ Armour Save and the Stealth <span class="glossaryitem" onmouseover='gp(136);'>USR</span><br /> [/spoiler]<br /> <br /> Separatist List<br /> [spoiler]<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> [spoiler]Droid Commander 80pts<br /> Commander <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5 S:3 T:4 W:3 I:3 A:3 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:3+<br /> Equipment: Blaster Rifle, Blaster Pistol, Fragmentation Grenades<br /> Options:May exchange his Blaster Rifle/Blaster Pistol for<br /> Vibro Blade (+1 S) - 5pts<br /> Vibro Mace (+2 S -1I) - 10pts<br /> Blaster Pistol - Free<br /> Blaster Carbine - Free<br /> MK2 Blaster Carbine - 5pts<br /> Mk2 Sniper Rifle - 10pts<br /> Commando Blaster Rifle - 10pts<br /> Commando Mk2 Blaster Rifle - 15pts<br /> Heavy Blaster Pistol 10pts<br /> May have Concussion Grenades 5pts<br /> May have a Personnal Shield Generator 15pts<br /> <br /> Droid Captain<br /> Captain <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S;3 T:4 W;2 I:3 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:3+<br /> Equipment: Blaster Rifle, Blaster Pistol, Fragmentation Grenades<br /> Options:May exchange his Blaster Rifle/Blaster Pistol for<br /> Vibro Blade (+1 S) - 5pts<br /> Vibro Mace (+2 S -1I) - 10pts<br /> Blaster Pistol - Free<br /> Blaster Carbine - Free<br /> MK2 Blaster Carbine - 5pts<br /> Mk2 Sniper Rifle - 10pts<br /> Commando Blaster Rifle - 10pts<br /> Commando Mk2 Blaster Rifle - 15pts<br /> Heavy Blaster Pistol 10pts<br /> May have Concussion Grenades 5pts<br /> May have a Personnal Shield Generator 15pts<br /> <br /> OOM Security Droids 70pts<br /> OOM <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:3 T:4 W;1 I:2 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:3+<br /> Equipment: Commando Blasters, Blaster Pistol, Fragmentation Grenades<br /> Squad Size: 5 OOM Droids<br /> Options:May include another 5 OOM Security Droids for another 70pts<br /> Each Droid may exchange their Commando Blasters/Blaster Pistols<br /> Vibro Blade (+1 S) - 5pts<br /> Vibro Mace (+2 S -1I) - 10pts<br /> MK2 Blaster Carbine - 5pts<br /> Mk2 Sniper Rifle - 10pts<br /> Commando Mk2 Blaster Rifle - 10pts<br /> Heavy Blaster Pistol 10pts<br /> The squad may take Concussion grenades for 1pts per model<br /> May take a Dedicated Transport[/spoiler]<br /> Troop[spoiler]B-1 Battle Droid Squad 50<br /> Battle Droid <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:2 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:3 T:4 W;1 I:2 A:1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:4+<br /> Equipment: Blaster Rifle, Blaster Pistol<br /> Squad: 5 Droids<br /> Options:May include upto another 15 Droids for 10pts per model<br /> Upto 2 Droids may exchange their Blaster Rifles for<br /> Incinerators - 5pts<br /> Blaster Cutters - 15pts<br /> One droid may exchange his Blaster Rifle for<br /> Concussion Missle Launcher - 15pts<br /> may take a dedicated transport<br /> <br /> B-2 Super Battle Droids 75pts<br /> Super Battle Droid <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:4 T:4 W:1 I:2 A:1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:3+<br /> Equipment: Blaster Carbine<br /> Squad Size: 5 Super Battle Droids<br /> Options: May include upto another 5 Super Battle droids for 15pts per model<br /> each model may exchange their Blaster Carbines for Mk2 Blaster Carbines for +3pts per model<br /> for every 5 B-2 droids one may have a wrist mounted <br /> Incinerator 5pts<br /> Missle 10pts <br /> may take a dedicated transport[/spoiler]<br /> Elites[spoiler]Magna Guard Squad 75pts <br /> Magna Guard <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:5 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:4 T:4 W:2 I:4 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:3+<br /> Equipment: Vibro-staff<br /> Squad Size: 3 Magna Guards<br /> OPtions May include upto another 7 Magna Guards for 25pts per model<br /> May take a Dedicated transport<br /> <br /> Droideka Squad 30pts<br /> Droideka <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:3 T:4 W:1 I:2 A:1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>sv</span>:3+/4++<br /> Equipment: 2xTwin-Linked Blaster Carbines, Personnal Shield Generators<br /> Squad Size:1 Droideka<br /> Options: May include upto another 4 Droidekas for 30pts each<br /> May exchange Blaster Carbines for MK2 Blaster Carbines for 10pts per model<br /> Special Rules:Ball Form - The droideka unit may move 12" in the movement phase but will not be able to use it's Personnal Shield Generators<br /> <br /> 0-1 Death watch Squad 175pts<br /> Death watch Trooper <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:5 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5 S:4 T:3 W:1 I:5 A:2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:3+<br /> Equipment:Madalorian Battle Armour, Heavy Blaster Pistols, Jump Pack with built-in one-shot Missile(Fires with the profile of a Proton cannon), <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, MK2 Commando Blaster, Concussion Grenades, Fragmentation Grenades <br /> Squad: 5 Death Watch Troopers<br /> Unit Type: Jump Infantry<br /> Options: May include upto another 5 Death Watch Troopers for 35 pts per model<br /> Options Upto 2 Troopers may exchange their MK2 Commando Blasters with Blaster Cutters for free<br /> The squad may have Det-Charges fro 3pts per model[/spoiler]<br /> Fast Attack[spoiler]<br /> STAPs 57 pts<br /> droid <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:2 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:3 T:4(5) W:1 I:2 W:1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:4+<br /> Equipment: STAPs with built in twin-linked Blaster Rifle, Blaster Pistol<br /> Squad Size: 3 STAPs<br /> Options: May include upto another 7 Aerial Platforms for 19 points per model<br /> For every 5 members of the squad one platform may exchange it's Twin-Linked Blaster Rifle for a Gatling Blaster for +10pts<br /> <br /> Tri-Fighter 100pts<br /> Front:10 Side:10 Rear:10 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>;4<br /> Unit Type: Fast, Skimmer<br /> Weapons: 3 Blaster Cannons<br /> <br /> <br /> Vulture Droid 150pts<br /> Front:12 Side:10 Rear:10 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4<br /> Unit Type: Fast, Skimmer<br /> weapons:4 Proton Torpedoes, 2 Twin-Linked Blaster Cannons<br /> [/spoiler]<br /> Heavy Support[spoiler]<br /> Armoured Assualt Tank  170pts<br /> Front:13 Side:12 Rear:10 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4<br /> Unit Type: Skimmer, Tank<br /> weapons: Heavy Blaster Cannon, 2x Gatling Cannos<br /> Options: May upgrade it's Gatling Cannons to Blaster Cannons for 10pts<br /> <br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span>-227 Hellfire Tank 120pts <br /> Front:12 Side:11 Rear:10<br /> Unit Type: Vehicle, Fast<br /> Weapons: 2 Concussion Missile Launchers<br /> <br /> Homing Spider<br /> Front:12 Side:11 Rear:11<br /> Unit Type: Vehicle<br /> weapons: 2x Turret Mounted Blaster Cannons<br /> <br /> J-1 Semi Autonomous Proton Cannon* 50pts<br /> Unit Type: Artillery<br /> Each proton Cannon is accompanied by 2 B-1 Battle Droids<br /> weapons: 1 Proton cannon: Each B-1 Battle Droid has a Blaster Rifle and Blaster Pistol<br /> Options: each cannon may be accompanied by an extra 3 B-1 Battle Droids for 10pts each<br /> <br /> *1-3 J-1 Proton cannons may be taken in each Heavy Support Squad<br /> <br /> Dedicated Transports<br /> <br /> Multi-Troop Transport 75pts<br /> Front:12 Side:11 Rear:10 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4<br /> Unit Type: Vehicle, Tank, Skimmer<br /> Weapons:Twin-linked Blaster Cannons<br /> Transport capacity:20<br /> Access Points:1<br /> Fire Points:0<br /> <br /> Platoon Attack Craft 55pts<br /> Front:11 Side:10 Rear:10 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>;4<br /> Unit Type:Skimmer, vehicle, Open-Topped<br /> Weapons:2 Blaster Carbines<br /> Transport Capacity:15<br /> Access Points: Open-topped<br /> Fire Points: Open-topped[/spoiler]<br /> <br /> Special Characters[spoiler]Pre Vizsla <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:5 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5 S:4(5) T:3 W:3 I:5 A:3(4) <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:3+/4++ 250pts<br /> Equipment:Mandalorian Battle Armour, Heavy Blaster Pistol, Personnal Shield Generator, Jump Pack with built-in one-shot Missile(Fires with the profile of a Proton cannon), MK2 Commando Blaster Rifle, Black Lightsaber (+1S +1A: already included in profile), Concussion Grenades, Fragmentation Grenades<br /> Special Rules:<br /> Commander of the Death Watch: You may take the 0-1 Deathwatch squad as a troop choice: In addition Pre Vizsla may have a Deatchwatch squad (Which doesn't count towards the 0-1 limit) in llieu of the normal Body Guard option.<br /> Deep Strike, Furious Charge,<br /> <br /> Count Dooku/Lord Syrannnus <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:6 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:4 T:4 W:3 I:6 A:4(5) <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:- 185pts<br /> Equipment: Red Crystal Lightsaber (Bonus already included in profile)<br /> Special Rules: Force Enhanced reflexes, Force Level (3), Furious Charge,<br /> Force Powers: Force Lightning, Rage, Pull, Force Leap<br /> <br /> General Grievous <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:5(7) <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:5 T:5 W:4 I:4(6) A:3 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:3+/4++ 280pts<br /> Equipment: 2 Green Lightsabers, 2 Blue Lightsabers, MK2 Blaster Carbine, Personnal Shield Generator<br /> Options may have a Bodyguard of Magna guards in lieu of the normal Bodyguard squad<br /> Special rules: Fearless, Furious Charge, Eternal Warrior, Force Level (1)<br /> Force Powers: Rage<br /> NB Grevious will get +3 attacks in Close Combats due to having 4 <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span><br /> <br /> Jango Fett <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5 S:4 T:3 W:3 I:5 A:3 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:3+/4++ 235pts<br /> Equipment: Jump Pack with built-in one-shot Missile(Fires with the profile of a Proton cannon), Mandalorian Battle Armour, Twin Heavy Blaster Pistols, Wrist-Mounted Incinerator, Wrist-Mounted One Shot Missile (Fires as Proton cannon), Concussion grenades, Fragmentation Grenades, Det-Packs<br /> Special Rules: Expert dual-Wielder: Fett's Pistols are Rending and in Close Combat he ignores armour saves <br /> Mandalorian Veteran: The 0-1 Limit on Deathwatch Squads is removed in an army that includes Jango Fett<br /> Hit and Run, Fearless[/spoiler]<br /> [/spoiler]<br /> C&C Welcome<br /> <br /> EDIT: Updated List<br /> 2nd EDIT: Separatist List added and Clone list updated]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/428656/3890447.page</link>
				<pubDate><![CDATA[Tue, 7 Feb 2012 22:08:10]]> GMT</pubDate>
				<author><![CDATA[ Hlaine Larkin mk2]]></author>
			</item>
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				<title>Greater Knarloc Rules Update</title>
				<description><![CDATA[ I plan on using a knarloc in an upcoming casual game. However, when I looked up the rules, they were a bit underwhelming for the most part. That is until I found out that they auto-wound at AP2 on hits of 6, Rend vehicles with +<span class="glossaryitem" onmouseover='gp(24);'>D6</span>, score, and were classed as infantry and thus could board my devilfish in squads of up to 10.<br /> <br /> After hearing that, my friend agreed to let me alter the rules.<br /> <br /> Greater Knarloc[100pts] - Heavy Support (Requires a Kroot Carnivore Squad)<br /> WS4 BS3 S6 T5 W5 I3 A3 Ld7 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>-<br /> Type: Monstrous Creature<br /> Unit Size: 1-3<br /> Equipment: Bolt-Thrower - R24" S4 AP6 Assault 3<br /> <br /> Special Rules: Stealth, Move through Cover, Fleet, Fearless, Rending, Feel no Pain<br /> <br /> Options:<br /> May Upgrade Bolt-Thrower to:<br /> <br /> Heavy Kroot Gun[10pts]<br /> R24" S7 AP4 Assault 2<br /> <br /> Explosive Bolts[15pts]<br /> R36" S6 AP6 Assault 1 Small Blast<br /> <br /> Are these rules fair?]]></description>
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				<pubDate><![CDATA[Tue, 7 Feb 2012 20:36:36]]> GMT</pubDate>
				<author><![CDATA[ acekevin8412]]></author>
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				<title>Chaos Land Speeders (sort of)</title>
				<description><![CDATA[ I was reading a thread about "what unit would you take from another codex", and I instantly thought:<br /> "Man, wouldn't ravagers be neat?"<br /> <br /> On of my biggest gripes with <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> is that in a codex that just feels [i]slowwwwwwww[/i], there's really no pause from the norm. There's nothing that just [i]feels[/i] like it zooms around the board and pew pews things, and I thought that would be a good concept to work with, rather than just another unit that slogs around in a tracked vehicle, or lumbers around on mechanical limbs. It's a shame bikers are basically unusable at their current price, because I've always thought they were a nice touch of speed.<br /> <br /> So I've been struck with a touch of inspiration, and have decided to make a unit for such a contraption. Here's what I have so far for the rules:<br /> <br /> - It ISN'T inherently anti-tank, like the ravager<br /> - It can handle a variety of scenarios<br /> - It has some sort of daemonic protection <br /> - It is a skimmer, and has the same short comings as them, naturally.<br /> - It can possibly freak out and move random directions or shoot at random targets<br /> <br /> Of course, ravagers aren't very chaotic, so it would have to have the looks of something more along the lines of a land speeder, albeit with moar skulls and spikes. I don't have any intention of creating such a thing, but if I did, it would be about the same size as a venom.<br /> <br /> So, here's a draft:<br /> <br /> Floating Killy thing-  125 points<br /> Skimmer, Tank, fast<br /> <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: 11 10 10<br /> <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 3<br /> Armed with two reaper autocannons and a twin linked melta gun, plus a searchlight (no smoke launchers, deliberately)<br /> <br /> Special Rules- <br /> Avionic Rage (<span class="glossaryitem" onmouseover='gp(84);'>lol</span>)- The floating killy thing(working title) works similar to a defiler, in that the spirit of a Daemon has been bound to a metal construct designed to amplify and focus the daemon's power. <br /> <br /> Due to this, the FKT must roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> at the beginning of the movement phase every turn. On a roll of 3+, the FKT moves as usual, and no penalties are incurred. If the roll is a one or two, the player must roll a scatter die and  two <span class="glossaryitem" onmouseover='gp(24);'>D6s</span>. The FKT moves in the indicated distance and MUST move the maximum distance shown on the dice. In addition, when a one or two is rolled, the FKT may fire it's weapons upon different targets for the following shooting phase.<br /> (I'd like to make it disadvantaged, but not as bad as say, a dreadnought)<br /> <br /> Warp shield thing- The propulsion the daemon uses to keep itself in the air also shrouds the construct enough to throw off potential fire. The FKT may ignore one glancing hit per turn.<br /> <br /> Options-<br /> May replace each reaper autocannon with:<br /> Lascannon or Plasma Cannon -10 Points<br /> Twin linked autocannon- free<br /> <br /> May replace twin linked melta gun with:<br /> Heavy Bolter- 5 points<br /> Reaper Autocannon- 10 Points<br /> Twin Linked Plasma Gun- Free<br /> <br /> Yup! Feedback would be nice. Feel free to add anything at all.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 7 Feb 2012 19:23:36]]> GMT</pubDate>
				<author><![CDATA[ Samus_aran115]]></author>
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				<title>Grey Knight Purgation Squads</title>
				<description><![CDATA[ I know this is terribly one sided to the purgation squad with all Psycannons, but just roll with it for a second.  <br /> <br /> The astral aim, while a pretty neat ability doesn't exactly make them a viable heavy support slot choice. In an attempt to make them more useful I say we propose a variety of psychic abilites that allow them to be a completely viable pick.<br /> <br /> I think they should have a psychic ability that allows them to be relentless.  Note that this will not increase their range, but allow for a significantly more lethal stream of firepower.  No point increase either.<br /> <br /> What do you guys think? Any other good ideas?]]></description>
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				<pubDate><![CDATA[Tue, 7 Feb 2012 17:59:39]]> GMT</pubDate>
				<author><![CDATA[ Zalmout]]></author>
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				<title>Dark Angels additions</title>
				<description><![CDATA[ Hey Dakka, I'm not good with space marine balencing, but I have a few ideas for Dark Angels. The Deathwing is sapposed to be the most awesome of Terminators, so why not have them be the only Terminators to have grenades. The Ravenwing have really awesome Stormravens as a Heavy choice, maybe a flying Landraider. Hope you like my ideas! ]]></description>
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				<pubDate><![CDATA[Mon, 6 Feb 2012 09:38:57]]> GMT</pubDate>
				<author><![CDATA[ broodstar]]></author>
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				<title>The NFL Stars!</title>
				<description><![CDATA[ Hello everybody. Well with the NFL season coming to a close (congrats Giants fans), I thought what better way to hold me over until next season than to incorporate some players from the NFL into my <span class="glossaryitem" onmouseover='gp(3);'>40k</span> games. Therefore, I've come up with some rules for some of my favorite NFL players for use in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. They're still a bit rough and wonky as ever, but any feedback is greatly appreciated. Without further ado, I present the NFL Stars!  :)<br /> <br /> [b][u]NFL Stars[/u][/b]<br /> <br /> Break the Huddle: The NFL Stars may be chosen by any army as a single Elites choice. They are deployed as one unit, but once the game starts each player is free to move and is not required to stay within 2” of the other players. Each player is treated as if he is his own unit for the purposes of morale checks, leadership tests, etc. The players may not join other units.<br /> <br /> [b][u]1. Tom Brady[/b][/u]<br /> <br /> Points 60<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 2<br /> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 5<br /> S 3<br /> T 3<br /> W 2<br /> I 4<br /> A 1<br /> <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10<br /> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 4++<br /> <br /> Wargear: Football.<br /> <br /> Chosen One: Brady is always in the right place at the right time; his football instincts allow him to avoid danger at every turn. To represent this, his saving throw is invulnerable.<br /> <br /> Football: Brady is a master with the football; he can make any throw with ease. To represent this, Brady may make one of the following throws per shooting phase.<br /> <br /> Short Pass 18" S- <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- Assault 1<br /> Deep Pass 36" S- <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- Heavy 1<br /> <br /> Notes: Brady’s passes are not used to attack the enemy directly; instead he works in tandem with Calvin Johnson. Assuming his pass to Johnson is complete, Johnson gains +1S, +1T, and +3A until he is either victorious or killed in close combat as he fights off enemies who he assumes are trying to tackle him. If he survives the ensuing close combat, he discards the ball, reverting to his original stats. Brady may then attempt to throw him subsequent passes.<br /> <br /> [b][u]2. Calvin Johnson[/u][/b]<br /> <br /> Points 85<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 4<br /> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2<br /> S 4<br /> T 4<br /> W 2<br /> I 4<br /> A 2<br /> <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10<br /> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 4++<br /> <br /> Catches Everything: Johnson is adept at not only catching footballs, but also incoming enemy attacks. To represent this, his saving throw is invulnerable. In addition, any friendly unit within 6” of Johnson may use his invulnerable save for any shooting attack that targets them. Any failed save, however, counts as a wound on Johnson. If he is reduced to zero wounds because of this, the remaining hits are taken against the targeted unit as normal.<br /> <br /> [b][u]3. Ray Lewis[/b][/u]<br /> <br /> Points 75<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 4<br /> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2<br /> S 4<br /> T 4<br /> W 2<br /> I 4<br /> A 2<br /> <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10<br /> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 4++<br /> <br /> Field General: Lewis studies his opponents constantly and understands every tactic they may employ against him. He is rarely out of position and passes this knowledge on to his teammates. To represent this, his saving throw is invulnerable. In addition, as long as Lewis is still alive, he may choose a single dice roll made by the enemy to be re-rolled each turn.<br /> <br /> Leader of Men: Lewis’s mere presence inspires those around him to acts of greatness. To represent this, any friendly unit within 12” of Lewis is assumed to be Fearless.<br /> <br /> Thanks for reading! ;)]]></description>
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				<pubDate><![CDATA[Mon, 6 Feb 2012 06:25:25]]> GMT</pubDate>
				<author><![CDATA[ Sock]]></author>
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				<title>Barrage Weapons</title>
				<description><![CDATA[ I am sure that I am going to get some crap for this, but the other day I was looking through my <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rulebook and saw something that said that Barrage Weapons roll to penetrate against a vehicles side armor value to simulate the shell hitting the top of the vehicle. In a game earlier today, I fired my manticore, and my opponent had not heard of this rule, and then i couldnt find it in the rulebook, so after searching for 10 minutes i gave up and just resolved it against the front :facepalm: . So if this is a real rule, what page is it on, or am i just crazy?<br /> Thanks Everyone!]]></description>
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				<pubDate><![CDATA[Mon, 6 Feb 2012 04:16:46]]> GMT</pubDate>
				<author><![CDATA[ dajobe]]></author>
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				<title>Shooting into Assualt</title>
				<description><![CDATA[ Yeah I know, many people have tried, but instead of reviveing one of theirs I will just explain here.<br /> <br /> You can only target the first three closest models in line of sight set by the controling player, rolling to hit each in order of least distance to target and stopping once a hit is rolled.<br /> <br /> Clarification: draw a line over the assault area, shoot at the first 3 targets in that line. <br /> <br /> It should work well for one or two shots, but what do you think?<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 6 Feb 2012 03:24:23]]> GMT</pubDate>
				<author><![CDATA[ Vice_Grip]]></author>
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				<title>Chapter Genesis</title>
				<description><![CDATA[ I was thinking, with the current glut of Space Marine Codexes (I play Blood Angels and I [i]still[/i] think it's getting to be a problem) it might be interesting to discuss what it takes to make a new chapter mechanically interesting. I've written game material for <span class="glossaryitem" onmouseover='gp(345);'>RPGs</span> before, so I think I've got a good idea of how many pages it would take to portray the fluff (hint: still not an entire codex, <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>), but I'm new enough to the game that I'm not as comfortable mouthing off when it comes to the mechanics.<br /> <br /> From what I've seen so far, each chapter needs two or three of the following:<br /> <br /> [b] A) One or Two Special Elite Units:[/b] ie. Sanguinary Guard, Death Company, and the various two-handed (Furioso) Dreadnought varieties for Blood Angels.<br /> [b] B) One or Two Special Rules:[/b] ie. Descent of Angels and the Red Thirst, or Black Templar vows.<br /> [b] C) One or Two Advanages:[/b] ie. Fast vehicles for Blood Angels, re-rolls with flame, heat, and hammer weapons for Salamanders, tactical withdrawal for Ultramarines.<br /> [b] D) Force Organization Shenanigans:[/b] ie. Assault Marines as troops for Blood Angels.<br /> [b] E) Special Characters:[/b] Some of which might carry their own special rules from the above (Sanguinary Guard or Terminators as troops, for example).<br /> <br /> It's easy to see how some chapters (Blood Angels) have too many and others (Salamanders, Dark Angels) don't have enough.<br /> <br /> But wouldn't it also be easy to pare some down and beef up others? I think that the Blood Angels would survive very well all they had was A) Sanguinary Guard, Death Company, and Furiosos, B) Descent of Angels and the Red Thirst, and D) Assault Marine troops. Maybe a special character or two. It would also be easy to beef up a chapter like the Salamanders. Give them, I don't know... D) Devestators as a Troops choice and A) some kind of elite melta-toting (or flamers, or both) Artificer-armor wearing unit in addition to what they've already got (C and E).<br /> <br /> It just seems like the way we're doing it now is way to complicated, requires too many books, and leads to giving some variant chapters too much of an advantage, or too [i]many[/i] advantages, such that their central theme gets diluted.<br /> <br /> What do you think?<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 5 Feb 2012 23:44:06]]> GMT</pubDate>
				<author><![CDATA[ ElectricPaladin]]></author>
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				<title>City Fight Campaign Rules - Feedback appreciated</title>
				<description><![CDATA[ Here are some rules I've come up with for a cityfight campaign based on many small games in a single day with large teams of people.   I'm thinking to maybe do a up a web page on them if they work well, so feedback is appreciated!<br /> <br /> Battle for Pentegrad<br /> <br /> 	Once more Valaria the Pirate Queen of the Skaith Expanse has descended upon the unhappy city of Pentegrad, intent upon pillaging the treasures of a sector capital.   At her back is a motly band of heretics, deserters, Orks, eldar, chaos warbands and worse.    This time her force has occupied the  southern section of the city after a terrifying bombardment.    As the imperial forces struggle to form a coherent defense the raiders move out into the city, fighting block by block.<br /> <br /> Campaign Structure.<br /> <br /> This map based campaign is designed to be played by a group of players in one day.   In order to keep the campaign moving the games will be small to represent the small bands of warriors who will decide the conflict.<br /> <br /> Teams.<br /> <br /> The players are divided into two teams, as fluffly as possible.   One will be the imperial defenders, one the pirate forces (unless something even more fluffy can be found).<br /> <br /> Army Lists.<br /> <br /> The standard battle is fought between forces of 750 points.    In the event that 2 players take on a single player the battle will be between 2 – 500 point lists and 1 -1000 point list, so players will want to bring at least a 500 point, 750 point, and 1000 point list.   No <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice is required, however all other standard rules apply.   Players may be bring as many lists as desired from any legal codex.   Limitations:<br /> <br /> Characters (of any type) may not cost more than 150 points.<br /> No more than 3 units costing more than 199 points may be included in your army lists.    Cost of Transports does not count against against a squad's cost, however the transport must obey the 199 point limit.     These units are referred to as “Rare” units.    You MAY purchase a superheavy vehicle as a “Rare” unit, however you must have all applicable rules for it available.    <br /> <br /> The Map.<br /> The map will consist of various locations in the city.    These will be occupied by the two sides during the game.    Each location is worth victory points at the end of the campaign, and some will also confer other benefits.    <br /> <br /> The location of player's forces is abstract – players may play a battle anywhere their team needs them to and not worry about where exactly their army is on the board.<br /> <br /> <br /> <br /> [url=http://www.dakkadakka.com/gallery/325864-.html][img]http://images.dakkadakka.com/gallery/2012/2/5/325864_sm-.jpg[/img][/url]<br /> <br /> Map Key<br /> <br /> Imperial Palace – this is the Imperial home base, cannot be conquered, is worth no <span class="glossaryitem" onmouseover='gp(140);'>Vps</span>.<br /> Pirate Base Camp – Same for the Pirates.<br /> <br /> Hill Districts.  (5 <span class="glossaryitem" onmouseover='gp(140);'>Vps</span>)<br /> Terrain:   The buildings in the hill district are old fashioned, with a fair amount of open space and even some trees.<br /> <br /> The Hill Districts are wealthy homes of imperial nobility.   When fighting a battle in these districts the imperial player may add <span class="glossaryitem" onmouseover='gp(24);'>D6</span> imperial nobles to his force, if s/he has suitable models.   <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3, <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3, S 3, T 3, W 1, A 2 I 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 7 5+ Armor Save, count as an elite choice.<br /> Half (rounded up) of the nobles are equipped with power weapons.   All have either laspistols or <span class="glossaryitem" onmouseover='gp(239);'>las</span> rifles, and combat weapons.   One noble may be equipped with a sniper rifle, one may have a plasma pistol.<br /> A single noble is an independent character, 2 or more nobles form a unit.<br /> <br /> Hab Blocks  (3 <span class="glossaryitem" onmouseover='gp(140);'>VPs</span>)<br /> Terrain:   Typical ruined buildings, with an emphasis on high rises and the like.<br /> <br /> The Hab blocks are excellent recruiting ground for both Pirates (who will rouse up malcontents, cultists, and such) and the imperium, who can call upon fraternis militia or press gang ordinary workers.<br /> For every Hab Block you control, you may add a single unit of Militia to your forces.  This battle may be taking place anywhere on the board.   Only one battle at a time may use the unit.   So if the pirate player controlled 4 Hab Blocks and was currently engaged in two battles, one might include 3 militia units and the other might include 1.   <br /> Militia Squad<br /> 10 Models <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 2, <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2, S 3, T 3, W 1, A 1, I 3, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 6 no armor save.   Armed with Lasguns.<br /> Count as a troops choice but cost no points and do not take up a slot.<br /> Have Infiltrate and move through cover when fighting in a Hab Block.<br /> <br /> <br /> Arbites Precinct House (6 <span class="glossaryitem" onmouseover='gp(140);'>VPs</span>)<br /> Terrain:   The defender controls up to 3 Bastions (see Planetstrike) with automated weaponry (heavy bolters, optional Icaris Lascannon.   If the bastions are destroyed in one battle they still available in future battles.<br /> <br /> City Gates (2 <span class="glossaryitem" onmouseover='gp(140);'>Vps</span>)<br /> <br /> Terrain:   Walls and up to 2 Bastions (see above).<br /> <br /> Sewer Pumping Station (2 <span class="glossaryitem" onmouseover='gp(140);'>Vps</span>)<br /> <br /> Terrain:   Lots of Pipes.<br /> <br /> The side that controls this location may use the “Sewer Rat” strategem in any battle.<br /> <br /> Air Defense Station<br /> <br /> Terrain – Comms equipment, missile silos, etc.<br /> <br /> The side that controls this location can attempt to shoot down enemy skimmers when they fly high.   Any time an enemy skimmer moves flat out, or moves over a building instead of around it, the players controlling this location may fire a single S9, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1, <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 shot at it that hits the side armor.<br /> <br /> Landing Pad<br /> Terrain – a Landing Pad, uses normal planet Strike rules.<br /> <br /> The side that controls the Landing Pad adds +1 to all reserve rolls during all battles.   In addition they may always replace one squad in a force at full strength between battles as reserves are flown in.<br /> <br /> <span class="glossaryitem" onmouseover='gp(171);'>St</span>. Antioch – 10 <span class="glossaryitem" onmouseover='gp(140);'>Vps</span>.<br /> Terrain:   A cathedral.<br /> Imperial forces are fearless while fighting at this location.<br /> <br /> Space Port – 7 <span class="glossaryitem" onmouseover='gp(140);'>Vps</span>.<br /> Terrain:   Mostly wide open, however several fuel towers are placed on the board.   Fuel towers are Armor 12 Buildings that may not be entered.   If they take a “Building Destroyed” result, they explode!  Roll <span class="glossaryitem" onmouseover='gp(24);'>D6</span> + 3 for the radius of the explosion.   They cause a <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 hit that rolls <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> for armor penetration to all within the radius of the blast.<br /> <br /> <br /> Avenue of the Heroic Dead and The Way of Shins (2 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>)<br /> Terrain:   A row of buildings on each side, open in the center.<br /> These locations are mostly important strategically, due to allowing easy movement around the map.<br /> <br /> Slums (1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>)<br /> Not much to see here.   However, there has been an outbreak of plague recently!    Anyone ATTACKING this district may add <span class="glossaryitem" onmouseover='gp(2);'>3D6</span> plague zombies to their force as a single unit.<br /> <br /> Plague Zombie<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 1   <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 1 S2 T3 W1 A1 I 1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10<br /> Fearless, Infiltrate, Feel No Pain, Nurgles Rot (all models within 6” of a zombie in the zombie's shooting phase suffer a <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> - hit), Mindless (cannot claim or contest objectives), Rage, slow and purposeful.<br /> <br /> Manufactorium (7 <span class="glossaryitem" onmouseover='gp(140);'>Vps</span>)<br /> Terrain:   Massive factory buildings.<br /> <br /> Whoever controls the Manufactorium gains the Ammo Store strategem in any battle they fight.   They also repair vehicles on a 3+ rather than a 4+<br /> <br /> Battery Hill (2 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>)<br /> Terrain:   Fairly open with a few scattered ruins.<br /> <br /> The side which controls this location may, if no battle is taking place there, choose to use this as an artillery park.    At the start of a battle, declare that any units with Guess range weapons (firing at least 36”) desired will be using battery hill.     These units will not be placed on the board, but will instead fire “off board”.    In your shooting phase they may fire normally, measuring range from any point on your table edge.   However, a unit of yours that did not move must have line of sight to where the template is placed.<br /> <br /> <br /> Beginning the Campaign.<br /> <br /> Each team rolls a die.   The winner choose one location adjacent to one they control and takes it over, marking it with a pin.   The Imperials begin controlling the palace, while the Pirates control their base camp.   Teams take turns choosing locations until all locations are chosen.   If, somehow, no adjacent locations remain, you may choose non adjacent locations.<br /> <br /> Determining the Battles<br /> <br /> Once the map is divided, roll again.    One player on the team that won the die roll then declares an attack on an enemy location adjacent to one controlled by their team.  They are the “Attacker”.   One player on the opposing team must accept their challenge, becoming the defender.    The other team may then declare an attack.   Continue until all players have a battle, pairing two players against one if needed.<br /> <br /> Fighting the Battles<br /> <br /> The battle for Pentegrad is a battle for control of every house and every block, every pile of rubble is likely to be hotly contested.   Victory is based on 4 objectives – one placed in a building in each table quarter in the usual manner.   In addition, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>.   On a 5+ a “Treasure” objective is present.   Players roll to see who gets to place it – it may not be placed within 9” inches of a a table edge.    The Treasure objective has no effect on who wins the battle, but is worth 1 Campaign Victory Point.<br /> <br /> Roll randomly to determine deployment as per the rulebook.<br /> <br /> The attacker may choose to go first or second, no die roll is used.<br /> <br /> Random game length and all scenario special rules are used, including seize the initiative.<br /> <br /> After the Battle.<br /> <br /> If the attacker won the battle, their team claims that location.    If the battle was a tie or the defender won, they retain the objective.      <br /> <br /> Each player must now decide if they will call for Reinforcements or soldier on.    If they call for Reinforcements they must concede a victory point to the enemy team, however they will play their next battle with their normal army, the same one or a new one.<br /> <br /> If they decide to Soldier On they patch up their forces but must play their next battle battered and blasted.   <br /> <br /> All multi wound models regain one lost wound.<br /> All multi model units (except vehicles) regain HALF (rounded up) the models they lost.   You may choose which models are returned to the unit.<br /> <br /> All vehicles repair immobilized and weapon destroyed results on a 4+.   If the vehicle fails to repair an immobilized result it can still move, but its movement is halved in future games.   Thus a vehicle which normally had a cruising speed of 6” would move only 3” instead.<br /> <br /> Destroyed vehicles are not replaced.<br /> <br /> Dead independent characters return on a 4+ with a single wound remaining.<br /> <br /> Players whose list contains a Rare Unit (those costing more than 199 points) must either Soldier On or play a new list not containing that particular Rare Unit.    Rare Units cannot be replaced by Reinforcements.<br /> <br /> Super heavy vehicles may not make any repairs except to attempt to repair immobilization.    <br /> <br /> Units which fell back off the board return to the game with lost models regained as above.<br /> <br /> <br /> After the battle is resolved the Winner may declare a new attack on the Campaign Map.    If mutually desired players who finish their battle early may wait for other players to finish in order to better mix and match opponents, however they are not required to do so.   A new battle may always start when two opposing players are available, there are no “rounds” per se.   You may even declare an attack on a board where a battle is already going on.<br /> <br /> Location benefits are lost at the end of a game if the location falls during the game.<br /> <br /> Cut off.   If a location cannot trace a “line of communication” through controlled territories to your teams home base, it is considered to be “cut off”.    Cut off locations cannot be defended by a player who took reinforcements at the end of their last battle.   If no player is eligible to defend a location, it falls automatically without a battle.<br /> <br /> Night and day.    The battle for Pentegrad rages for several days.    The first two HOURS of play time are daylight.   The third hour is Night – if a first player turn begins during that time then both players turn use night fighting.    The next two hours are daylight, and so on.<br /> <br /> Ending the Campaign.   The Campaign ends when time is called.   Victory Points for treasure, reinforcements, and control of city locations are then tallied.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 5 Feb 2012 04:39:29]]> GMT</pubDate>
				<author><![CDATA[ kestral]]></author>
			</item>
			<item>
				<title>Meat for the Meat Grinder! Troops we wish we had</title>
				<description><![CDATA[ Hear me mortals, zenos, <span class="glossaryitem" onmouseover='gp(95);'>meq</span>'s, bugs, heretics, or space tomb kings! You, as a community should have access to more than 2 troop choices.  Its boring. We need more options to keep play fluid and creative. Now I play Space Wolves and Grey Hunters are the best troops in the Imperium.  Enough said.  Yes, we have Blood Claws but.... uhhhh.  So my dream troops are the Grey Slayers from the Eye of Terror codex.  With 2 attacks base and Relentless (True Grit) they would be an amazing addition to the Great Companies. Make them 17 or 18 points (drop Claws to 14 maybe? hmmm), and we have a  very nice scoring unit that can do some work. :spacewolf: . What do you guys think of the Slayers and what troops would you wanna see in your armies?]]></description>
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				<pubDate><![CDATA[Sat, 4 Feb 2012 09:21:18]]> GMT</pubDate>
				<author><![CDATA[ Maze]]></author>
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			<item>
				<title>Senario NEEDS HELP!</title>
				<description><![CDATA[ Ok, my friend wants to do a planetary empires campaign and came up with his own senario for a 2nd round free for all over the hive city tile.<br /> <br /> The game is a seize ground mission with all ruins counting as objectives (for a total of 7 objectives), and all units counting as scoring (except for immobilized vehicles).<br /> The deployment is dawn of war on a 48" board. This, with the four players planned, will make deployment impossible for the last person going (as each unit has a 18" threat range).<br /> <br /> I suggested that we make it turn-based objectives and turn based deployment, with a rotating turn order. This should negate the effect that going last in a four person game has, which is huge by the way.<br /> <br /> He disagrees, do you have any suggestion for alternative rules?<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 4 Feb 2012 02:00:25]]> GMT</pubDate>
				<author><![CDATA[ Config2]]></author>
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				<title>Additions to the Chaos Codex</title>
				<description><![CDATA[ Hello everyone,<br /> <br /> Being a chaos player, I am quite interested in chaos, as you can guess, but I think the army lacks something and is oversimplified <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.<br /> These are just a couple of ideas of mine that ight be a good addition to the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex, or maybe not, and they are terrible. You be the judge.<br /> <br /> So here are my ideas, and feel free to comment feedback and opinions.<br /> <br /> <br /> <br /> <br /> <br /> <br /> Countless dark and horrible things have been created over the years by the demented forces of chaos. Many, mechanical abominations. Others, horrific demons. The deathless schism is a result of these paths combined, much like the soul grinder, blight drone, and brass scorpion. The schism takes the form of an enormous combat servitor but covered in masses of tentacles, claws and many other terrible mutations. They are often armed with large, warp-fuelled artillery, capable of easily wrecking a tank in a single shot.<br /> <br /> <br /> <br /> [b]DEATHLESS SCHISM   [/b]                              80 pts<br /> <span class="glossaryitem" onmouseover='gp(149);'>Ws</span>: 4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4 s: 5 t: 5 w: 4 i: 4 a: 4 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>: 10 <span class="glossaryitem" onmouseover='gp(157);'>sv</span>: 4+<br /> <br /> <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>: heavy support.<br /> <br /> Composition: 1 deathless schism.<br /> Unit type: monstrous creature.<br /> Weapons and wargear: close combat weapon.<br /> <br /> SPECIAL RULES: fearless, fleet<br /> <br /> INCREDIBLE DURABILITY: deathless schisms count as having a 5+ invulnerable save.<br /> <br /> OPTIONS:<br /> The schism may take any of the following:<br /> -	Ceramite plating for +30 pts (gives the schism a 3+ armour save)<br /> -	Deadly mutations for +20 pts (gives the schism +1 strength)<br /> <br /> The schism may take one of the following:<br /> -	Plasma ray for +35 pts<br /> -	Slaughter cannon for + 20 pts<br /> -	hellbeamer for +30 pts<br /> <br /> PLASMA RAY:<br /> Range: 24” strength: 8 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1 type: assault 1<br /> <br /> SLAUGHTER CANNON:<br /> Range: 12” strength: 7 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 2 type: assault 1<br /> <br /> HELLBEAMER:<br /> Range: 24” strength: 5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3 assault 3<br /> <br /> <br /> <br /> <br /> <br /> <br /> There is one abomination employed by those devoted to nurgle which has recently earned great fear from all. This is the festus plague ram. These horrors are designed to smash into enemies entrenched in cover and overwhelm them with a flurry of deadly blows and swarms of vile, bloated flies. The reason for these bloated terrors to carry so many of these strange flies and deadly diseases is that they are host to the same plague that typhus carries; the destroyer hive.<br /> <br /> <br /> <br /> [b]FESTUS PLAGUE RAM   [/b]                      180 pts<br /> <span class="glossaryitem" onmouseover='gp(149);'>Ws</span>: 4 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4 s: 6 t: 5 w: 5 i: 4 a: 6 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>: 8 <span class="glossaryitem" onmouseover='gp(157);'>sv</span>: 3+<br /> <br /> <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>: elite.<br /> <br /> Unit composition: 1 plague ram.<br /> Unit type: monstrous creature.<br /> Weapons and wargear: festus sprayer, rot fist.<br /> <br /> <br /> FESTUS SPRAYER:<br /> Range: template strength: 5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 4 type: assault 1, rending<br /> <br /> ROT FIST:<br /> A rot fist counts as a power fist. It also incorporates a laser carbine.<br /> <br /> SPECIAL RULES: fearless, furious charge.<br /> <br /> PLAGUE SHIELD: a plague shield gives the plague ram a 3+ invulnerable save in close combat and a 4+ invulnerable save against ranged attacks. The plague shield also gives the plague ram assault and defensive grenades, as thousands of flies swarm out from the cracks in the plague ram’s armour.<br /> <br /> LASER CARBINE:<br /> Range: 24” strength: 4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5 type: rapid fire, rending<br /> <br /> <br /> <br /> <br /> <br /> <br /> Alpha-sigmatas are large war machines, not dissimilar to defilers, utilised by the armies of chaos. They possess the same ‘torso’ as a defiler, but instead of having a platform from which claws and limbs are wielded, they have two very long legs ending in barbed claws called siegeclaws, which are adept at tearing enemies limb from limb in melee. Where the ‘arm’ guns on a defiler are, there are short range, rapid fire weapons called grenadier cannons which are sometimes replaced with the longer ranged bombardier cannons.<br /> <br /> <br /> <br /> [b]ALPHA-SIGMATA LINEBREAKER    [/b]                               150 pts<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>Ws</span>: 5 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>: 4 s: 6 t: 5 w: 5 i: 4 a: 6 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>: 8 <span class="glossaryitem" onmouseover='gp(157);'>sv</span>: 3+<br /> <br /> <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>: heavy support.<br /> <br /> Composition: 1 Linebreaker.<br /> Unit type: monstrous creature.<br /> Weapons and wargear: siegeclaw, grenadier cannon.<br /> <br /> <br /> GRENADIER CANNON:<br /> Range: 12” strength: 5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5 assault 6<br /> <br /> SIEGECLAW: a siegeclaw lets the unit wielding it reroll all failed rolls to hit in close combat.<br /> <br /> SPECIAL RULES: fearless, fleet.<br /> <br /> OPTIONS:<br /> Replace grenadier cannon with the following:<br /> -	Bombardier cannon for 30 pts<br /> <br /> take siegeclaw for 20 pts<br /> <br /> <br /> BOMBARDIER CANNON:<br /> Range: 18” strength: 5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 5 type: assault 12<br /> <br /> <br /> <br /> <br /> So what do you think?<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 4 Feb 2012 00:47:44]]> GMT</pubDate>
				<author><![CDATA[ TheRobotLol]]></author>
			</item>
			<item>
				<title>Captain Sock</title>
				<description><![CDATA[ Hey guys, I recently came up with some rules for myself as if I were a character in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and I was hoping to get some feedback/if you think the points cost is fair. For some background info, I love football and I work in a dental office, hence my weapons. Thanks for reading and let me know what you think!  ;)<br /> <br /> [b][u]Captain Sock<br /> <br /> [/u][/b]Points 100<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 2<br /> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 5<br /> S 3<br /> T 3<br /> W 2<br /> I 3<br /> A <span class="glossaryitem" onmouseover='gp(24);'>D6</span><br /> <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10<br /> <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 6+/4++<br /> <br /> [b]Wargear: [/b]Football, Dental Instruments, High-Speed Suction.<br /> <br /> [b]Supreme Creator: [/b]Sock answers to no one, and freely chooses the army he wants to fight alongside on any given day. To represent this, any army may include Sock. If taken he counts as one of the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices for the army but does not count as the mandatory <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice that is normally needed.<br /> <br /> [b]O, Mighty Evil One!: [/b]Sock is revered by friend and foe alike. To represent this, any enemy unit attempting to assault or shoot Sock or his unit must take a Leadership Test first. If the test is failed, the enemy is awestruck and may not attack that turn. They may not choose a new target to attack. Vehicles are assumed to have Leadership 10 for this test.<br /> <br /> [b]Fearless:[/b] Sock is Fearless and passes all Leadership and Pinning Tests automatically.<br /> <br /> [b]Independent Character:[/b] Sock is an Independent Character as described in the Warhammer 40,000 rulebook.<br /> <br /> [u]Weapons[/u]<br /> Football: 24"  S -  <span class="glossaryitem" onmouseover='gp(6);'>AP</span> -  Assault 1<br /> <br /> Notes:<br /> <br /> 1. Football: Roll to hit as normal, but don’t roll to wound or save. Any model hit with the Football must then pass it back to Sock using their <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. The throw back to Sock may not be re-rolled. If they miss, they are assumed to have overthrown Sock and have incurred his imminent wrath as he must go retrieve the ball. Fearing for their life, they are immediately removed from play.<br /> <br /> 2. Dental Instruments: These provide Sock with <span class="glossaryitem" onmouseover='gp(24);'>D6</span> attacks in close combat as he flails wildly with all manner of explorers and scalers. Any roll of 6 to hit incurs an automatic wound on the enemy. <br /> <br /> 3. High-Speed Suction: Sock turns the suction up to full-blast when he senses incoming attacks. The High-Speed Suction provides Sock with a 4+ Invulnerable Save.]]></description>
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				<pubDate><![CDATA[Fri, 3 Feb 2012 22:47:39]]> GMT</pubDate>
				<author><![CDATA[ Sock]]></author>
			</item>
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				<title>New Tyranid Apocayplse Formation: The Gorger</title>
				<description><![CDATA[ 500 points        Gorger<br /> <br /> <br /> <br /> Unit or Formation: 1 Bottom Half and 1 Top Half<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> / <span class="glossaryitem" onmouseover='gp(14);'>BS</span> / S / T / W /  I  / A /  <span class="glossaryitem" onmouseover='gp(82);'>LD</span> / Save<br />  1   /  -  /   -  /   6 /    20 /    1 / -  /     10  /  3+<br /> <br /> Special Rules:<br /> Eternal Warrior, Synapse - Feed<br /> <br /> Swallow whole:<br /> Deep strike (using full <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> scatter) the Bottom Half Of The Mouth anywhere on the board (reduce distance to prevent any mishap) After the deep strike is completed place the Top Half of the Mouth anywhere within 18”, but the base most be placed in the direction and position as Top Half of the Mouth’s base, facing each other. Any units (excluding titans or gargantuan creatures) must take an initiative using 1d6. Any model that fails is swallowed whole and is removed of the board with no saves of any kind allowed. Both Bottom Half and Top Half then stay on the field until the end of the enemies assault phase. At the end of the enemy’s assault phase place both Bottom Half and Top Half back into reserve. This formation may then use Swallow Whole again.<br /> <br /> <br /> One with the ground:<br /> Any <span class="glossaryitem" onmouseover='gp(123);'>Str</span> D hits counts as <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10 againest these models. Also, this formation is immune to any psychic power or weapon that removes these models from the board or removes all of the models wounds.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 3 Feb 2012 17:14:19]]> GMT</pubDate>
				<author><![CDATA[ Generalian]]></author>
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			<item>
				<title>Bounty Hunter: Stats and Special Rules up, Armoury Up!</title>
				<description><![CDATA[ In the grim universe of the dark future, there are many single people who must be hunted down. Every planet has wanted citizens and criminals. A bounty hunter begins his or her journey on their home planet, where most remain for the rest of their lives. There are some, however, who meet with so much success that they are able to afford to move, track down bigger targets, and gain more fortune. These bounty hunters are a step above the other humans that they live around, typically they are able to afford expensive equipment, such as relic weapons, powered exoskeletons, and drugs to boost their physical abilities, making them stronger and faster. These hunters may be recruited at any time by a large variety of clients, their contracts may require hunting anything from a chaos governer, to a simple dangerous criminal, and occasionally even space marines and dangerous Xenos. Similarly to inquisitors, these hunters may range fanatic loyalty to the God-Emperor, to renegades, who are only not arrested themselves because of the people they hunt. The equipment for the job is a bounty hunters most important tool, and so they have a large range of weapons to choose from. Many of these hunters have a militaristic past, such as a guard veteran, a rogue or sanctioned Psyker, a Mechanicus Skiitari, or occasionally a devotee of the Ecclisiarchy.<br /> <br /> 80 Points<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T I A W <span class="glossaryitem" onmouseover='gp(82);'>LD</span> <span class="glossaryitem" onmouseover='gp(157);'>SV</span><br />  4     4   3 3 3 2 2  9    4+<br /> <br /> Type: Infantry<br /> <br /> Unit Composition: 1 Bounty Huter<br /> <br /> Wargear: Flak Armour, <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>(Choose), Sidearm(Choose), Primary(Choose) Frag and Krak grenades.<br /> <br /> Special Rules: Infiltrate, Target Secured, Agility Expert, and either Engineer, Close Quarters Specialist, Gunslinger/Marksman, or Psyker<br /> <br /> Target Secured: At the beginning of the game nominate an objective, independent or unique character, or any single model unit. This is the bounty hunters target, at the end of the game, if this point is held, or the target is dead, they are worth twice as many victory/objective/kill points as normal. (Note that if an objective is targeted, the bounty hunter counts as scoring, but for the targeted objective only.)<br /> <br /> Engineer: Typically Mechanicus affiliated in there past, engineers have skills with vehicles and know about technology more than others. An Engineer may take a servo harness(And blessing of Omnissiah) in addition to any other equipment for 20 points. In addition, an engineer can make any weapon of theirs twin-linked or master-crafted for 10 points<br /> <br /> Psyker: These individuals have Psychic talent, and often times have funds to support their needs. These bounty hunters are level 1 Psykers, and may have one of the following powers:<br /> <br /> Cloaking - gives the bounty hunter a 5+ cover save, if he is in cover already, he gains stealth<br /> <br /> Confusion - target an independent or upgrade character or single model withing 12 inches, this power reduces their <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and <span class="glossaryitem" onmouseover='gp(14);'>BS</span> to one until your next turn, as the attack blurs their vision and perception.<br /> <br /> Marksman/Gunslinger: This increases the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of the bounty hunter to 5, in addition, he/she may purchase a sniper rifle with Armour Piercing Explosive hunter rounds (Wounds on a 3+, rends on a 5+) for 15 points, and may upgrade his sidearm to a dual version, increasing the number of shots by one.<br /> <br /> Close Quarters Specialist: This increases the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> of the hunter to 5, and they may purchase poison (4+) for any <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon the posses, this also increases  their attacks by 1.<br /> <br /> Agility Expert: These bounty hunters are used to be fired upon, and are quite agile, they are capable of dodging many blows in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as well as shooting. This confers a 5+ invulnerable save<br /> <br /> ARMOURY:<br /> <br /> The bounty hunter typically possesses 3 weapons, A main weapon, a side arm and a close combat weapon<br /> <br /> Primary Weapons:<br /> <br /> Lasgun - free<br /> <br /> Bolter - 2 points<br /> <br /> Sniper Rifle - 5 points (Not sure on this one)<br /> <br /> Plasma Gun - 10<br /> <br /> Meltagun - 5<br /> <br /> Flamer - free<br /> <br /> Storm Bolter - 3<br /> <br /> Xenos Rifle - 5 points (S4 AP5 Assault 3 18')<br /> <br /> Side Arm<br /> <br /> Neural Shredder - 10 points<br /> <br /> Hand Flamer - 5 points<br /> <br /> Melta Pistol(Forgetting the name <span class="glossaryitem" onmouseover='gp(258);'>atm</span>) - 5 points<br /> <br /> Plasma Pistol - 10 points<br /> <br /> Bolt Pistol - free<br /> <br /> <span class="glossaryitem" onmouseover='gp(239);'>Las</span> pistol - free<br /> <br /> Needle Pistol - 10 points<br /> <br /> Xenos Sidearm - 10 points (S4 Ap6 Pistol 2)<br /> <br /> Close Combat Weapon<br /> <br /> <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> - free<br /> <br /> Eviscerator - 10<br />  <br /> Power Weapon - 5<br /> <br /> Power Maul - 10 (Power weapon, grants +1 strength)<br /> <br /> Electrified Whip - 20 (Power Weapon, -1 attack and <span class="glossaryitem" onmouseover='gp(149);'>WS</span> against enemies in <span class="glossaryitem" onmouseover='gp(242);'>btb</span>)<br /> <br /> Augments: May take one of the following:<br /> <br /> Robot Limbs - 10 points (Grants <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>)<br /> <br /> Spider legs - 25 (Grants fleet and +2 attacks)<br /> <br /> Hydraulic Power Suit - 15 (gives the bounty hunter +1 S in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, Grants toughness 3(4) )<br /> <br /> Wargear:<br /> <br /> Shield Generator - 20  (4+ invul)<br /> <br /> Bike - 15(Cannot be taken with spider legs)<br /> <br /> Jump Pack - 10(Cannot be taken with spider legs)<br /> <br /> Night Vision Goggles - 5 points<br /> <br /> Melta Bombs - 5<br /> <br /> Blind Grenades - 5<br /> <br /> Demo Charge - 10 points]]></description>
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				<pubDate><![CDATA[Fri, 3 Feb 2012 15:18:28]]> GMT</pubDate>
				<author><![CDATA[ Lord Magnus]]></author>
			</item>
			<item>
				<title>Codex: UNSC (halo) UPDATED!</title>
				<description><![CDATA[ This is a codex I made up for a game of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> where I forgot most of my blood angels but found a load of halo action clix miniatures and used them instead.<br /> <br /> Armour-<br /> Light infantry armour: 5+ save<br /> ODST combat armour: 4+ save 6+ invun<br /> SPI power armour: 3+ save<br /> Mijolnir PAA: 2+ save, 4+ invun, energy shields<br /> <br /> Energy shields: If a unit wearing Mijolnir armour loses its last wound, then role a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, On a roll of a 4-6 the unit recovers its and counts as having one wound. This can be done every time a unit loses its last wound.<br /> <br /> Wargear:<br /> Small arms:<br /> <br /> Assault rifle: R24'' S4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- Rapid fire<br /> Magnum pistol: R12'' S4 AP5 Pistol<br /> SMG: R18'' S3 AP6 Assault 3<br /> Shotgun: R12'' S6 AP4 Assault 2<br /> Battle rifle: R30'' S4 AP6 Assault 3<br /> DMR: R30'' S5 AP5 Assault 1<br /> Sniper rifle: R36'' S7 AP4 Sniper<br /> <br /> Heavy weapons:<br /> Grenade launcher: R24'' S6 AP6 Heavy 1, blast<br /> Rocket launcher: R36'' S8 AP3 Heavy 1, blast<br /> Spartan laser: R48'' S10 AP1 Heavy 1<br /> HMG: S5 AP4 Heavy 3.<br /> <br /> Vehicle Wargear:<br /> <br /> M241 LAAG: R24'' S5 AP4 Heavy 5<br /> M68 Gauss cannon: R36'' S8 AP4 Heavy 1<br /> Anti-aircraft launcher: S6 AP3 Heavy 3, blast<br /> Scorpion 90mm cannon: S9 AP3 Heavy 1, large blast<br /> 20mm autocannon: S5 AP3 Heavy 4<br /> Wolverine rocket battery: S6 AP2 Heavy 2, twin linked.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Marine commander- 45pts<br /> WS4 BS4 S3 T3 W3 Ld9 I3 A2 Sv5+<br /> Wargear: Magnum pistol, frag grenades, light infantry armour.<br /> Special rules: none<br /> Options:<br /> <br /> May take an Assault rifle or SMG for...5pts. A shotgun or Battle rifle for...10pts. <br /> May take ODST Combat armour...10pts<br /> <br /> Spartan II commander-220pts<br /> WS6 BS6 S5 T5 W3 Ld10 I6 A4 Sv2+<br /> Wargear: Assault rifle, magnum pistol, frag and krak grenades. <span class="glossaryitem" onmouseover='gp(167);'>TAC</span>-COM( may reroll one to hit roll per turn), Mijolnir armour.<br /> Special rules:<br /> Deep strike<br /> Options:<br /> May replace Assault rifle with...SMG or Battle rifle...5pts. Shotgun, Sniper Rifle...10pts. Rocket launcher or spartan laser...20pts<br /> May replace magnum pistol with DMR or SMG...10pts<br /> <br /> Spartan III Major: 135pts<br /> WS5 BS6 S4 T4 W3 A4 Ld10 I5 Sv3+<br /> Wargear: Battle rifle, M6S handgun, SPI armour, <span class="glossaryitem" onmouseover='gp(167);'>TAC</span>-COM.<br /> Special rules: none<br /> Options:<br /> May replace battle rifle with...Spec-ops SMG...free<br /> May replace M6S with...grenade launcher...10pts. Rocket launcher...25pts.<br /> <br /> Elites:<br /> <br /> Spartan III team-100pts<br /> WS4 BS5 S4 T4 W1 I5 A2 Ld9 Sv3+<br /> Unit composition: 3 spartan IIIs<br /> Wargear: SPI armour, Spec-ops SMG (R12'' S4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- Assault 4), M6S Magnum handgun (R12'' S5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- Pistol 2)<br /> Special rules: none<br /> Options:<br /> May take an additional 2 spartan IIIs...32pts each.<br /> One spartan may swap his Spec-ops SMG for...Battle rifle or Sniper rifle for...10pts. Rocket launcher...15pts<br /> <br /> Spartan II- 130pts<br /> WS6 BS6 S5 T5 W2 I4 A2 Ld10 Sv2+<br /> Wargear: assault rifle, magnum pistol, frag grenades, <span class="glossaryitem" onmouseover='gp(167);'>TAC</span>-COM, Mijolnir armour.<br /> Special rules:<br /> Deep strike<br /> Options:<br /> May replace Assault rifle with...SMG or Battle rifle...5pts. Spec-ops SMG or Sniper rifle...10pts a model.<br /> May take an additional 2 Spartan II's for...120pts each.<br /> <br /> Headhunter Spartan IIIs: 200pts<br /> Unit composition: 2 headhunters.<br /> WS7 BS9 S4 T4 W1 I6 Ld9 A2 Sv3+<br /> Wargear: Sniper rifle, Spec-ops SMG, M6S handgun, SOEIV, <span class="glossaryitem" onmouseover='gp(167);'>TAC</span>-COM, SPI armour, Shield projector (increases save to 2+), Active camo (grants stealth), combat blade.<br /> Special rules: Deep strike, Scouts, stealth, infiltrate.<br /> <br /> ODST Scouts: 100pts<br /> Unit composition: 4 ODST's, 1 ODST Sargeant.<br /> WS4 BS4 S3 T3 W1 A1 Ld8 I4 Sv4+<br /> Wargear: Spec-ops SMG, ODST combat armour. SOEIV.<br /> Special rules: Scouts, Deep strike, Infiltrate.<br /> <br /> <br /> ODST Snipers: 125 pts<br /> WS4 BS5 S3 T3 W1 I4 A1 Ld8 Sv4+<br /> Unit composition: 4 ODST's, 1 Sargent.<br /> Wargear: Sniper rifle, Magnum pistol, ODST Combat armour, SOEIV (allows deep strike)<br /> Special rules: <br /> Deep strike<br /> Opti ons:<br /> Sargent may exchange sniper rifle for...Spec-ops SMG or Shotgun...10pts<br /> <br /> Unique charachters (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and elite)<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Master chief S117-300pts<br /> WS8 BS8 S6 T5 W4 A5 I7 Ld10 Sv2+<br /> Wargear: SMG, Battle rifle, Plasma grenades (R6'' S8 AP3, blast), frag grenades, Mijolnir armour, cortana ( allows 2 rerolls a turn and grants <span class="glossaryitem" onmouseover='gp(167);'>TAC</span>-COM Wargear).<br /> Special rules:<br /> Deep strike<br /> Fearless<br /> Eternal warrior<br /> Options:<br /> May exchange SMG with any small arms weapon for...10pts<br /> May exchange Battle rifle with any heavy weapon...25pts.<br /> <br /> Captain cutter: 185pts<br /> WS5 BS5 S3 T3 W4 A3 I3 Ld10 Sv5+<br /> Wargear: M6S handgun, light infantry armour, MAC targeter (every turn cutter can fire this attack anywhere within his line of sight with this profile: S9 AP2 large blast, barrage.)<br /> Special rules: none<br /> Options:<br /> May take a spec-ops SMG...10pts<br /> <br /> Commander Miranda Keyes: 130pts<br /> WS6 BS6 S3 T3 W4 A3 I4 Ld10 Sv5+<br /> Wargear: Shotgun, M6D Magnum Special (R12'' S4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- Pistol 2, Ignores cover), Light infantry armour, drop pod homer (ODST's that Deep strike within 6'' of Keyes do not scatter).<br /> Special rules:<br /> Fearless, Death before Dishonour: If Miranda Keyes is killed, she Is determined to take as many of the enemy with her. Place a large blast template over Keyes' body, all enemy units within that blast radius take a Strength 9 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 hit as per the MAC strike Wargear (see captain cutter).<br /> Options:<br /> May replace M6D with SMG...5pts<br /> May replace Light infantry armour with ODST combat armour...15pts<br /> Troops:<br /> <br /> Marine Squad-50pts<br /> WS3 BS4 S3 T3 W1 Ld6(8) I3 A1 Sv5+<br /> Unit composition: 4 Marines, 1 sargeant<br /> Wargear: Assault rifle, Magnum pistol, frag grenades , light infantry armour.<br /> Special rules: none<br /> Options:<br /> May take an additional 5 marines...10pts each<br /> If the squad numbers ten models, one marine may replace his assault rifle for...shotgun or sniper rifle...10pts. Rocket launcher...20pts<br /> Sargeant may swap Assault rifle for...shotgun or battle rifle...10pts<br /> Any marine may replace his assault rifle for an SMG or DMR for 5pts per model.<br /> <br /> ODST Combat squad- 100 pts<br /> WS4 BS4 S3 T3 W1 Ld8(9) I4 Sv4+<br /> Unit composition: 4 ODSTs and 1 ODST Sargeant<br /> Wargear: Spec-ops SMG, M6S pistol, ODST combat armour, VISR(during night fighting rules, once per game the ODST unit can forego the night fighting rules for one turn), SOEIV pod.<br /> Special rules: <br /> Deep Strike<br /> Options:<br /> May take up to an additional 5 ODST's...20pts each<br /> Any ODST may replace their Spec-ops SMG with a battle rifle...free.<br /> One ODST can be upgraded to have a...HMG...10pts. Rocket launcher...20pts. Spartan laser...30pts.<br /> The ODST sargeant may swap his Spec-ops SMG for...shotgun, sniper rifle or DMR...10pts<br /> <br /> Flame marines-60pts<br /> WS3 BS4 S3 T3 W1 I3 A1 Ld6 Sv5+<br /> Unit composition: 5 flame marines<br /> Wargear: Flamer(see any imperial codex), light infantry armour.<br /> Special rules: none<br /> Options:<br /> May take up to 5 additional flame marines...6pts each.<br /> <br /> Sargeant Johnson(unique): 50pts<br /> Any marine squad in your army may replace their sargeant with Johnson.<br /> WS4 BS4 S4 T3 W1 I4 Ld10 A2 Sv4+<br /> Wargear: Shotgun, magnum pistol, ODST combat armour.<br /> Special rules:<br /> Come on boys, lets finish this!.: Johnson and his squads weapons count as twin-linked.<br /> Preferred enemy: Covenant<br /> Options: none.<br /> <br /> Dedicated transports: <br /> <br /> Transport warthog: 30pts<br /> <span class="glossaryitem" onmouseover='gp(14);'>BS</span>- FA11 SA10 RA10, fast<br /> May transport units of up to 10 models.<br /> Weapons: none<br /> Firing points:1<br /> <br /> Warthog: 50pts<br /> BS4 FA11 SA10 RA10, fast<br /> May transport up to six models.<br /> Weapons: M241 LAAG.<br /> Firing points: 1<br /> <br /> UH-144 Falcon-110pts<br /> BS4 FA12 SA12 RA11, skimmer, fast<br /> May transport six models.<br /> Weapons: 20mm autocannon, two side mounted HMGs.<br /> Firing points: 2<br /> Options:<br /> May upgrade HMGs to Grenade launchers...30pts<br /> <br /> Fast attack:<br /> <br /> Jump pack ODSTs: 125pts<br /> Unit composition: 4 ODST's, 1 Sargeant, <br /> WS4 BS4 S3 T3 W1 I4 A1 Ld8(9) Sv4+<br /> Wargear: Spec-ops SMG, Jump pack, ODST combat armour.<br /> Special rules:<br /> Deep strike<br /> Options: may take an additional 5 ODST's...25pts each.<br /> <br /> Warthog (gauss): 75pts each<br /> Unit composition: 1-3 warthogs<br /> BS4 FA11 SA10 RA10, fast<br /> Weapons: M68 Gauss cannon<br /> Options:<br /> May replace Gauss cannon with an Anti-air rocket launcher...10pts per model.<br /> <br /> Mongooses: 30pts each<br /> Unit composition: 1-10 mongooses<br /> BS4 FA10 SA10 RA10, fast<br /> Weapons: marine with assault rifle<br /> Options:<br /> Any marine may replace assault rifle with...SMG...10pts. Battle rifle..15pts. Rocket launcher...25pts per model.<br /> <br /> Hornet Light attack VTOL: 70pts per model<br /> Unit composition: 1-3 Hornets<br /> BS4 FA11 SA11 RA11, skimmer, fast<br /> Weapons: twin-linked HMG, <br /> Options:<br /> May take a rocket pod (see codex: imperial guard)....10pts per model.<br /> <br /> Heavy support:<br /> <br /> Scorpion MBT: 150pts<br /> BS4 FA13 SA13 RA11<br /> Weapons: 90mm Cannon with co-axial HMG.<br /> Options:<br /> May take a pintle mounted HMG...15pts<br /> <br /> Wolverine AAV(arial attack vehicle): 125pts<br /> BS4 FA12 SA12 RA11<br /> Weapons: Wolverine rocket pod, Grenade launcher<br /> Options:<br /> May take a searchlight...1pt<br /> <br /> Hawk attack VTOL: 115pts per model<br /> Unit composition: 1-3 Hawks<br /> BS4 FA12 SA12 RA11, skimmer, fast<br /> Weapons: twin-linked 20mm autocannon, spartan laser<br /> BS4 FA12 SA12 RA11, skimmer fast<br /> <br /> Special units:<br /> <br /> XUH-145 Falcon S: 170pts<br /> Specialisations: this variant of the falcon can be dropped from orbit alongside ODST drop units. It has an engine silencer for stealthy insertions. Although stealthy the XUH-145 packs hefty firepower. Transport capacity is eliminated and replaced with the motors and ammunition required to power the M241 LAAGs with <span class="glossaryitem" onmouseover='gp(6);'>AP</span> rounds that replace the ageing M247-H machine guns normally mounted on the UH-144. The heavy 20mm nose mounted autocannon is replaced with the lighter M18 .50 HMG (R24'' S4 AP4 Heavy 6.) to compensate for the additional weight of the M241s. The Falcon S is normally used alongside ODST Drop units to provide cover fire and intelligence to the Troopers who may be sneaking around enemy forces or being pinned down by enemy units at their most vulnerable: after being dropped (orbital drops can cause severe migraines in some new ODST troopers).<br /> The XUH-145 is expected to enter mass production by 2563.<br /> Weapons: M241 LAAGs with <span class="glossaryitem" onmouseover='gp(6);'>AP</span> rounds (R30'' S5 AP3 Heavy 5),  M18 .50 HMG.<br /> Special rules:<br /> Deep strike, stealth, scouts.<br /> NOTE: you can only take a XUH-145 for every three ODST Units in your army.<br /> <br /> Apocalypse Formations:<br /> <br /> ODST Drop company: 100pts plus models.<br /> Formation units:<br /> 1-3 Marine commanders (must take ODST armour) and get a SOEIV pod for free.<br /> 3-10 ODST combat squads<br /> 1-5 ODST Sniper squads<br /> 1-5 ODST Heavy Squads<br /> 1-3 XUH-145 Falcon S's<br /> <br /> Special rules:<br /> Drop assault: this formation always starts the game in reserve. All the units in the formation must arrive within 12'' of one of the commanders.<br /> Commandos: all units in this formation can assault in the turn they arrive.<br /> Stealth insertion: on the first two turns after their arrival all units in this formation have the stealth special rule.<br /> Let's do this marines: all units in the formation are fearless.<br /> <br /> Elephant SHAPC: 560pts<br /> BS4 FA14 SA14 RA13 SP3<br /> Transport Capacity: 36 Infantry and 3 Warthogs.<br /> Fire points: 8 (four on each side)<br /> Access points: 1 at rear.<br /> Weapons: 4 M241 LAAGs, two HMG's, 1 twin-linked 40mm Autocannon (R36'' S6 AP3 Heavy 4)<br /> Special rules:<br /> Lockdown: if an elephant does not move that turn, it may initiate a lockdown. A lockdown gives the elephant plus one armour on all sides and gives all weapons on the elephant + 12'' range. As long as the elephant does not move it will stay in lockdown. If the elephant moves it goes back to its normal stats. Infantry and vehicles can disembark as normal.<br /> <br /> Armoured Assault Company: 150pts plus models<br /> Formation composition:<br /> 1-5 Marine commanders<br /> 3-10 Marine squads<br /> 1-3 Elephant SHAPCs<br /> 3-5 Warthogs<br /> 1-3 scorpions<br /> Special rules:<br /> Armoured assault: all infantry units must start the game in their transports. They can only disembark when within 12'' of an objective.<br /> Open Fire!: all units in this formation have an additional 12'' range at all times.<br /> <br /> Pelican Super-heavy flyer: 400pts<br /> BS4 FA13 SA13 RA12 SP3, flyer, fast<br /> Transport capacity: 24 infantry and 1 warthog.<br /> Access points: 1 at rear<br /> Fire points: none<br /> Weapons: 40mm autocannon, two wolverine rocket pods, Rear mounted defensive HMG.<br /> Special rules: Deep strike, Scouts<br /> <br /> Grizzly super heavy tank: 480pts<br /> BS4 FA14 SA14 RA14 SP3.<br /> Weapons: 150mm grizzly cannons (R72'' S10 AP2, 7'' blast, twin linked), twin linked co-axial HMG, twin-linked grenade launchers, Canister shell (R48'' SX AP4 Apocalyptic barrage)<br /> Special rules: none.<br /> <br /> Three things:<br /> <br /> 1. Thanks for reading :thumbsup: <br /> <br /> 2. If you would like me to make one of these codexes: Codex: The Flood, Codex: Covenant, Codex: Forerunner machines, Codex: pre-heresy Luna wolves or Codex: N7 (mass effect) please post a reply to this fandex with which you would prefer .<br /> <br /> 3. If 343 stopped making the halo action clix mini war-game. Do you think games workshop could make a successful mini wargaming system (based on <span class="glossaryitem" onmouseover='gp(3);'>40k</span> perhaps) with its own miniatures and codexes. I think it would become really popular. I reckon from what I here from you guys that it would probably become bigger than <span class="glossaryitem" onmouseover='gp(86);'>LOTR</span> but not as big as <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> and <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. Please tell me what you think<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br />  <br /> <br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 3 Feb 2012 10:24:27]]> GMT</pubDate>
				<author><![CDATA[ Thesanguinesword]]></author>
			</item>
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				<title>Tyranid Horvigon (tested)</title>
				<description><![CDATA[ Hey guys, haven't been able to be on this week but, I did create and test a new unit and without making this a battle report, I'll try and tell you what happened.<br /> <br /> Horvigon  190<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 5 5 T 6 W 6 I 4 A 4 <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span> 3+<br /> Type: Monstrous Creature<br /> Weapons : Bonded Exoskeleton, Scything Talons<br /> Special Rules: Synapse Creature, Brood Progenitor, Psyker, Shadow in the Warp, Spawn Hormagaunt, Fleet, Bounding Leap<br /> Psychic Power: Domination<br /> <br /> Options: An addition set of Scything Talons 5 pts, Crushing Claws 25 pts, Frag Spines 5 pts, Adrenal Glands 10 pts, Toxin Sacs 10 pts, Acid Blood 15 pts, Implant Attack 15 pts, Toxic Miasma 15 pts, Regeneration 30 pts, Catalyst 15 pts, Over-run 15 pts<br /> <br /> Over-run: psychic shooting attack that automatically hits a single friendly unit within 12", that unit gains the Assault Grenades special rule until the end of the assault phase.<br /> <br /> I played two of those units against "speed freak" Orks, and we ultamately tied on kill points. This thing was fast and vary scary I was actually blown away by how fast it was. My feeling of the points was it was balenced, it is a beast in close combat but it has no shooting and for its speed it's 30 points over the average Tyranid Monstrous Creature. ]]></description>
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				<pubDate><![CDATA[Fri, 3 Feb 2012 09:23:10]]> GMT</pubDate>
				<author><![CDATA[ broodstar]]></author>
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				<title>Do you think.... that sisters would get a bike unit?</title>
				<description><![CDATA[ In their new codex? Something with fire obviously.  Is it fluffy? I remember reading that they get access to a certain type of lander]]></description>
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				<pubDate><![CDATA[Thu, 2 Feb 2012 07:15:20]]> GMT</pubDate>
				<author><![CDATA[ Celtic Strike]]></author>
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				<title>Awesome Map Based Campaign Rules v2</title>
				<description><![CDATA[ Map based Campaign rules: <br /> <br /> Terminology -<br /> 	1. Banner  - Represents your commander and attack force on the campaign map<br /> 	2. Territory - area on the map that you may attack to gain a benefit.<br /> 	3. campaign turn- when each player has finished attacking a territory.<br /> 	4. Attacker - one who initiates attack on a territory.<br /> 	5. Defender - one how defends a territory that is attacked.<br /> 	6. Casualties - units that are destroyed during the course of a game.<br /> 	7. Commander - an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit that will always be restored at the beginning of your campaign turn.<br /> 	8. Unconquered - a territory that is not controlled by any player.<br /> <br /> The Grid - Each player has eight territories around his stronghold territory in a grid-like pattern. The first player's <br /> opponents are adjacent and are therefore 2 territories separate each stronghold.  This grid must be square shaped where <br /> possible.<br /> <br /> Each player has an 2000 attack list, 1500 defender list and an 1750 defender's list. Roll off to see who goes first/second/last/etc...for campaign moves.<br /> <br /> Each unconquered territory is defended by a volunteer or random player from the campaign.<br /> <br /> All the attacker's  casualties are cumulative but may be replaced later. Units which ran off the board live to fight later <br /> in the campaign. Defender lists are unaffected by casualties.<br /> <br /> Territories a player conquers lends one special ability.  Roll randomly for each<br /> territory after it has been won by an attacker.<br /> <span class="glossaryitem" onmouseover='gp(24);'>d6</span>:<br /> 1.  Factory/Breeding Pit - Allows one destroyed vehicle or monstrous creature to be replaced per campaign turn.<br /> 2. City - Allows +250 points to owner's defender lists. Is not cumulative(i.e. a second city does nothing more)<br /> 3. Medicae/ chirurgeon -Allows one damaged non-vehicle unit to be restored to original starting strength per campaign turn.<br /> 4. Supply Depot/Bio-supplies- Allows all repairs/wounds restored to one vehicle/monstrous creature per campaign turn. Also allows owner to leapfrog (attack two territories <br /> away from current position once per supply depot)<br /> 5. Training Ground - One eliminated troop choice may be replaced per campaign turn.<br /> 6.Space Port - Allows owner to attack any territory, not just those adjacent to their banner. Also allows owning player to <br /> replace only one Elite,  Fast Attack or secondary <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit per space port.  (Not per campaign turn! Elites are hard to come by!)<br /> Bonus Territory<br /> 7. Stronghold - Attack this territory and win to eliminate the opposing player. Defender uses full 2000pts and <br /> sets the terrain.  Use  a Planetstrike mission if possible.<br />  <br /> When attacking a territory occupied by another player's banner, the defender uses his attack list and <br /> both player's record casualties.<br /> <br /> If you attack a territory owned by another player and win, then you now control that territory and receive<br />  the benefits from it.<br /> <br /> When the attacker loses a game, or his commander is killed, then his banner returns to his stronghold to regroup <br /> and the territory is not gained!<br /> <br /> All territory benefits are conferred when the campaign turn has come full cycle. <br /> <br /> Victory condition: Eliminate all other players from the campaign by winning an attack on their stronghold.<br /> <br /> <br /> <br /> <br /> <br /> [size=9]Automatically Appended Next Post:[/size]<br /> Please point out any obvious errors or holes in the logic structure...Playtest if you can.<br /> <br /> <br /> [size=9]Automatically Appended Next Post:[/size]<br /> Defender Strategies: How to beat superior forces<br /> <br /> 1. Cut the head off - killing the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> effectively wins the battle!<br /> 2. Cripple the Elites- They are very hard to replace and losing them can be more painful than losing the battle.<br /> 3. Destroy the Troops - Troops hold objectives and they can't do that if they are dead!<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 2 Feb 2012 05:06:20]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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				<title>Rules for using Matt Ward in 40k games.</title>
				<description><![CDATA[ [u][b]Matt Ward[/b][/u]:  " Destroyer of Lore, Breaker of Games, Papa Smurf "       50points<br /> <br /> Takes up an Elites slot.  <br /> <br /> [u][b]Ws__Bs__S__T__W__I__A__Ld__Sv[/b][/u]<br /> ..6.......5.......5.....5.....5.....6.....6.....10.....2++<br /> <br /> [u][b]Wargear:[/b][/u]  Battle-Hoodie of Macragge,  Sword of the Primarchs,  Multi-laser of Smurfication,  Frag and Krak Grenades<br /> <br />         :ultraicon: [u][b]Battle-Hoodie of Macragge[/b]:  [/u]This blue hooded sweatshirt, blessed with the holy mark of the Ultramarines chapter, was purchased for Matt by Roboute Guilliman himself as a token of mutual respect from one warrior to another.  <br /> <br /> The Battle-Hoodie of Macragge confers on Matt a 2+ mattward save.  In essence, this is a 2+ invulnerable save that can never be ignored or taken away, and can always be rerolled.  The Battle-Hoodie of Macragge also grants Matt the Feel No Pain special rule.  <br /> <br /> <br />  :ultraicon:[u] [b]Sword of the Primarchs[/b]:[/u]  An ancient relic once wielded by the primarch Horus.  When Horus was named Warmaster of the fledgling Imperium of Man, Horus presented this priceless sword to Roboute Guilliman as acknowledgement of Guilliman's clear superiority.  <br /> <br /> The Sword of the Primarchs always strikes first in close combat, and all attacks made with the sword are resolved at strength 10 and roll <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> for armour penetration.  In addition, the Sword of the Primarchs ignores all armour [u]and[/u] invulnerable saves, and always causes Instant Death, regardless of the enemy's toughness or the Eternal Warrior special rule.<br /> <br />  :ultraicon:[u] [b]Multi-laser of Smurfication:[/b][/u]  A gift to Matt from fellow bane of lore C.S. Goto, this compact-but-powerful weapon has ended the lives of countless Sisters of Battle.  It is inscribed with the immortal words "this pleases me."<br /> <br /> Range: 72".....Strength: 9 .....<span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 1 ..... Assault 10, Twin-Linked,  Melta  (at all ranges)    <br /> <br /> <br /> [u][b]Special Rules:[/b][/u]<br />  :ultraicon: [b][u]YOU'RE DOING <span class="glossaryitem" onmouseover='gp(484);'>IT</span> WRONG![/u][/b]:     Matt Ward may only be taken as part of a Space Marine army using the Ultramarines rules and bearing the blue-and-gold livery of Ultramar's finest.  He will never join any other army, even those of other Space Marine chapters (they're not Ultramarines, i.e. close, but still doing it wrong).  <br /> <br /> In game, any Ultramarines army that includes Matt Ward gains several important abilities:<br />  :ultraicon: All ranged weapons become twin-linked assault weapons, and all bolt-weapons gain the Rending ability.<br />  :ultraicon: All armour saves become mattward saves (as explained under the Battle-hoodie rules).<br />  :ultraicon: All close combat attacks ignore armour saves, and hit at double strength.<br /> <br /> In addition to all this, at the end of the game, regardless of outcome, the Ultramarines may always claim victory.  (Note: even though they cannot loose, you must still fight the battle.  You're enemy should have known they can never beat the Ultramarines)]]></description>
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				<pubDate><![CDATA[Thu, 2 Feb 2012 03:35:57]]> GMT</pubDate>
				<author><![CDATA[ greg0985]]></author>
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				<title>New LRBT idea</title>
				<description><![CDATA[ So I have a idea for this tank called leman Russ Vindacator (still think about name)<br /> stats <br />  <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, F, S, R<br />  3, 14, 13, 12<br /> <br /> Rules: (I Don't know a name for this rule yet)<br /> becuase the Leman Russ Vindacator has large amounts of armor, It need to roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for movement and a roll of a 1 is immobilise.<br /> The tank may not take side sponsons.<br /> <br /> Ammo - At the start of your shooting turn you can choose to have The Leman Russ Vindactor shoot <span class="glossaryitem" onmouseover='gp(6);'>AP</span> or Heat rounds. <br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> Round is <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 9 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2  roll <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> on armor penetration. <br /> HEAT round is <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 large blast.<br /> <br /> so its realy either a battle cannon shot or vanquisher shot.<br /> <br /> points - 200 mabey 210.<br /> what do you think?<br /> <br /> EDIT: Missed a rule.]]></description>
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				<pubDate><![CDATA[Thu, 2 Feb 2012 00:59:01]]> GMT</pubDate>
				<author><![CDATA[ kinratha]]></author>
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