Why not? We're making Waaagh Dakka, after all. It could be a fun project, and characterising ourselves on the battlefield might be entertaining.
-----------------
Please do NOT make yourself an HQ or unique unit. All Dakkanaut characters, other than people like Chowderhead/Kroothawk/Legoburner, should be unit upgrades a la Sergeant Telion.
- Immaculate Golden Demon Winner. 120 pts
- Converters 20pts
- Server outlet- 200 pts
- Dakka Blade 700 pts
- Theoobbomb 250 pts
- The machine of dakkadeath 255 pts crew upgrade Capitansolstice 200 pts
- Looted HammerRaider! 550 pts
- Venerable Dakkanaught. 270 pts
- King of Predators 300 points
dedicated transport
- CRASSUS ARMORED ASSAULT TRANSPORT ( maybe purplefood could be an driver-upgrade?)
- Dedicated Transport: Band Wagon.
- THE NIGHTWING 70 pts
- admin/mod only: Dakkanaught / da wurks available as wargear ( sort of transport ).
Spoiler:
Replaces all existant wargear except admin/mod specific ones with the Dakkanaught options. Takes up 4 spaces in transport. No restriction as admin/mods are above such.
unsure
- Egocentric forumite
- OT forum poster ( suggestions where to place them in the FOC ? )
- purplefood 250pts
outside FOC
- Conversionists: upgrade to standard GW codex choices, will fit into its parent units FoC slot. For pts cost see options.
- Rule Crafters - 50pts each
- Lurkers - pts=special
- gorechild ( 340 pts )
army wide special rulez
- Infighting:
- They have it, why shouldn't Dakka have it?
Dakkanauts in italics. Could posters please consider their point-costs and place in the FoC? There are still holes now...in this list.
(thanks to 1hadhq for compiling the list)
-----------------
Overall army feel would be "mostly ranged army"- well, consider the name...
And everyone is allowed to create rules for themself or other people, as unit upgrades.
So who's up for it?
Sign Me up!
I'll write any rules you direct me to, as long as I can lead a unique, dogs of war style unit comprising all of my minions... I mean, friends from my Gaming Club.
Options - any vet gamer may replace his bolter with : gauss flayer -free pulse carbine -free flamer - free shardcarbine - 5pts blaster -15pts gauss blaster - 5pts Plasma - 10 Melta - 10 sonic blaster -5pts pulse rifle - 5pts suriken catapult -free storm bolter - free heat lance - 12pts
Any model may replace his power sword with :
A Power fist (or klaw) - 25pts
two models in the squad may have: Heavy Bolter - 5 Lascannon - 20 Multi laser - 15 Dark Lance - 25 venom cannon- 15 blastmaster -15pts
The entire squad may have one of the following : Jump pack -10pts per model Bike -10pts per model Jet Bike -15pts per model Jet Pack -10pts per model Iron Halo - 10pts per model Terminator Armor - 20pts per model
May take a CRASSUS ARMORED ASSAULT TRANSPORT for the points cost listed in Imperial Armor (cannot be done if squad has bikes, jet or jump packs)
Haters 17pts each Type: Infantry WSBS S T W I A LDSV Hater 3 4 3 3(4) 1 3 2 9 3+ Finecast- 3 4 3 3 (4) 1 4 3 10 3+ Hater Weapons: Hate-Rifle, Power Armour Unit Size: 3-15 Haters Special Rules: Thick-skinned One Hater may be upgraded to a Finecast-Hater for +10pts. They may take a Hacksaw for +10pts
Thick-Skinned- Haters have developed an innate ability to resist the forces of reason. They henceforth benefit from +1 to their toughness. Hacksaw: This close combat weapon counts as a power weapon, and wounds Finecast Models on a 2+. Hate-Rifle: Range Strength AP Special 24" 3 5 Assault 3, Rending (Sometimes their babble really cuts deep) Flamin' Mind War! All units withing 18" of the haters bear witness to the apocalyptic output of insults and repeated arguments. As a result they must roll off for leadership with the haters. If they win the roll off, then the unit weathers the flaming and may act as normal. However, if they lose, the unit is quckily driven insane and their brains dribble out of their ears, and they each take a wound with no armour saves allowed!
Conversionists: Conversionists are unique in that they alter an existing unit to suit their own ends. They are taken as a unit from any other codex with at least of the following upgrades:
MOAR DAKKA! Any ranged weapons carried by the unit add one to the amount of shots fire (eg Assault 2 becomes Assault 3). +30pts. More Limbs: Any model in the unit adds +1 to it's attacks characteristic. +30pts. More Aesthetically Pleasing: Unit benefits from a cover save of 4+ against all shooting by any unit from any codex other than Codex: DakkaDakka. +45pts. A new gun: The unit may add any number of special weapons for the points listed in the appropriate codex. Pts as Codex.
Replace both for:
Da Wurks: 150 points
Hero of Dakka: The Dakkanought is a hero of Dakka, interred in the Immortal sarcophagus of a Dreadnought to serve once more in the army of Dakka. Any unit even partially within 12" of the Dakkanought gains the fearless and stubborn USR, and +1 attacks in close combat.
Da Wurks: Crafted for the highest Veterans of Dakka, the heavy customisation known colloquially as "Da Wurks" involves heavy retrofitting, power boosting and re modelling of the Sarcophagus of the Dakkanought. What emerges is one of the most fearsome weapons in the Dakka arsenal, powerered by a revered veteran, probably Legoburner, Gwar or someone like that when they eventually die (IF they eventually die).
Da Wurks increases WS, BS, FA, SA, RA, A and I by two. The Dakkanought gains the Night Vision USR, as well as the following weapons:
Two shoulder mounted assault cannons, Two dreadnought close combat weapons with under-slung assault cannons, Frag assault launchers and the following special rules:
Counts as a HQ or Heavy support chioce.
Has two structure points and a Kustom force field.
Wargear: Armor of Spite - gives a 2+/4++ save
Flogger of the dead horse : Power weapon that has rerolls to wound. In addition, all of the Kirbyhater's attacks must be made against a single model. You still get res points this way. Ie= 4 wounds against a 1w model = 4 points
Vitriol spewer - Range:Flamer S6 AP3 rending
Special Rules : LOGIC IS LAME! : Fearless, and doesn't take No retreat saves
Thick skinned : +1 to toughness
Oh, why don't you shut up and die! : Eternal Warrior. In addition, if he is killed, he comes back with all his wounds on a 4+
Grey Knight Codex: once every game, the Wardhaters gain the Furious Charge, Fleet, Rending and Fearless for one turn. They also gain a +2 Initiative stat bonus (stacks with FC)
Special Rules: Preferred enemy (Blood Angels, Grey Knights).
One Ward Hater may be upgraded to have:
Power Weapon 10pts
Force Weapon 40pts
Power Fist 25pts
One per 5 Wardhaters may have:
Flamer free
Meltagun 5pts
Plasmagun 10pts
Psycannon 15pts
Any Wardhater may be upgraded to a Finecasthater with 5pts for each model (Finecasthaters will be done by another dakka-member)
Although, on the subject of the generic Gamers and Veteran Gamers, I'm not sure that imperial-only or mostly imperial weaponry is the best...
4oursword and Cthulu- I love this. This is magnificent.
Dakkanought should have -1 WS, +1 BS, lower armour and the ability to take two assault cannons.
Also, if you take Alpharius in your army, then every unit must be modelled to look like Alpharius (although following WYSIWYG).
Gwar! Supreme Grand Master of FAQs and Eratas WS:7 BS: 7 S:4 T:4 W:3 I:6 A:4 Ld: 10 Sv:2+/4++ Special Rules: Supreme Reasoning: Gwar!'s reasoning and logic during rules debates is almost infallible and is capable of making even the most 'intelligent' person's head collapse in a realisation of their own stupidity, all enemies that can draw LoS to Gwar! must re-roll all successful saves of anykind (including Ghosthelm and similar rules/wargear). Fearless, Relentless Wargear: Heavy Bolter, Dakka Blade, Bolt Pistol Dakka Blade: A symbol of position of many of the more well-kown and popular Dakkanauts, it is a power weapon that confers +2 strength to its bearer.
Krellnus wrote:Gwar! Supreme Grand Master of FAQs and Eratas
WS:7 BS: 7 S:4 T:4 W:3 I:6 A:4 Ld: 10 Sv:2+/4++
Special Rules:
Supreme Reasoning: Gwar!'s reasoning and logic during rules debates is almost infallible and is capable of making even the most 'intelligent' person's head collapse in a realisation of their own stupidity, all enemies that can draw LoS to Gwar! must re-roll all successful saves of anykind (including Ghosthelm and similar rules/wargear).
Fearless, Relentless
Wargear:
Heavy Bolter, Dakka Blade, Bolt Pistol
Dakka Blade: A symbol of position of many of the more well-kown and popular Dakkanauts, it is a power weapon that confers +2 to its bearer.
Krellnus wrote:Gwar! Supreme Grand Master of FAQs and Eratas
WS:7 BS: 7 S:4 T:4 W:3 I:6 A:4 Ld: 10 Sv:2+/4++
Special Rules:
Supreme Reasoning: Gwar!'s reasoning and logic during rules debates is almost infallible and is capable of making even the most 'intelligent' person's head collapse in a realisation of their own stupidity, all enemies that can draw LoS to Gwar! must re-roll all successful saves of anykind (including Ghosthelm and similar rules/wargear).
Fearless, Relentless
Wargear:
Heavy Bolter, Dakka Blade, Bolt Pistol
Dakka Blade: A symbol of position of many of the more well-kown and popular Dakkanauts, it is a power weapon that confers +2 to its bearer.
+2 what exactly, S? WS? T?
I would say to everything other than wound.
Gwar! should have a rule similar to commissar Yarick ( debilitating wound )
**Gwar! suffers from innumerable battles with countless haters that argues only for the sake of not wanting to agree with him.
This prolonged the long senseless wars would normally drive normal mortal insane.
May swap Grot Blasta and Bolt Pistol for
2 boltguns free
2 heavy flamers 20 points
1 boltgun 1 heavy flamer 10 points
May swap out Shoulder mounted PF for
Missile Launcher 20 points
Special Rules:
Moar Dakka (once per game) Any ranged weapons carried by the unit add one to the amount of shots fire (eg Assault 2 becomes Assault 3).
Bulletstorm (once per game) Every weapon fired counts as TL. A TL weapon gets a third re roll.
Fearless
FNP Hold The Pain: If a unit fails it's FNP roll, roll a D6. On a 1,2,3 or 4 the wound carries out as normal, on a 5 or 6 the unit doesn't get wounded until the end of the turn. (no FNP roll allowed) Example, A crazy noob has lost one wound and is shot. It gets hit and wounded and fails its Armor Save. It rolls a D6 and gets a 6. At the end of the noobs next assault phase it takes the wound and dies.
Slow and purposeful
May swap Grot Blasta and Bolt Pistol for
2 boltguns free
2 heavy flamers 20 points
1 boltgun 1 heavy flamer 10 points
May swap out Shoulder mounted PF for
Missile Launcher 20 points
Special Rules:
Moar Dakka (once per game) Any ranged weapons carried by the unit add one to the amount of shots fire (eg Assault 2 becomes Assault 3).
Bulletstorm (once per game) Every weapon fired counts as TL. A TL weapon gets a third re roll.
Fearless
FNP Hold The Pain: If a unit fails it's FNP roll, roll a D6. On a 1,2,3 or 4 the wound carries out as normal, on a 5 or 6 the unit doesn't get wounded until the end of the turn. (no FNP roll allowed) Example, A crazy noob has lost one wound and is shot. It gets hit and wounded and fails its Armor Save. It rolls a D6 and gets a 6. At the end of the noobs next assault phase it takes the wound and dies.
Slow and purposeful
It's good...but I would make them 1W, bs2 ws2 and increase the squad size to 50.
No sense to give them more wounds and skill than the gamers.
May swap Grot Blasta and Bolt Pistol for 2 boltguns free 2 heavy flamers 20 points 1 boltgun 1 heavy flamer 10 points
May swap out Shoulder mounted PF for Missile Launcher 20 points
Special Rules: Moar Dakka (once per game) Any ranged weapons carried by the unit add one to the amount of shots fire (eg Assault 2 becomes Assault 3). Bulletstorm (must be used same turn as Moar Dakka) Every weapon fired counts as TL. A TL weapon gets a third re roll. Rapid Fire weapons count as assault 3 and Heavy Weapons count as assault x. x=however many shots they would normally have. Fearless FNP Hold The Pain Slow and purposeful Rage (the one where if you see an enemy you have to kill it, an ork HQ has it)
A Space Marine hero who is the greatest Space Marine ever, he totally high-fived the Emperor once, and then punched the Nightbringer into oblivion. He once took on an entire Tyranid Hive Fleet and beat them so badly that now they are his slaves and he rides on a Carnifex he calls "Blood-muncher".
Wargear: Nemesis Relic Blade, Storm Shield, Wolf Tooth Necklace
Special Rules: Psyker Level 3, Ultimate Supreme Master of the Space Marines, "Can't Kill Me!", Preferred Enemy, Fleet, Relentless, and (of course) Eternal Warrior
Ultimate Supreme Master of the Space Marines: Each Custom Mary-Sue knows all the psychic powers from 1 Space Marine Codex (Space Marines, Blood Angels, Space Wolves, Grey Knights or Dark Angels).
"Can't Kill Me!": A Custom Mary-Sue cannot be removed from play for any reason (failing a characteristic test, running out of wounds, etc). If he is reduced to 0 wounds then leave him lying down on the board - he's effectively dead and is treated as such, but is actually so cool that he has just grown bored of the battle and doesn't want to fight now.
OPTIONS:
May ride a Carnifex for +100 points each, adding +4W, +4A and +2S to his profile.
Egocentric forumite The egocentric forumite considers his personality to be so out of whack that it literally bends the fabric of space and time.
WS: no one cares
BS: no one cares
S: no one cares
T: no one cares
W: no one cares
I: no one cares
Ld: no one cares
Rumours abound that the egocentric forumite is Matt Ward in disguise, owing to the former's predisposition to the creation of bs special rules and lack of context whatsoever.
However, nothing has ever been proved as saying Matt Ward's name twice in a paragraph causes the writer to fdsjkgjf
Immaculate Golden Demon Winner. 120 points [Heavy Support]
Special rules: Tank, Power of the Machine Spirit, Eye-catcher, heavily converted, secretly less than 50% GW material, huuuge scenery. BS: 4
Armour values: Front 14, side 12, rear 10.
Armaments: None.
Options: Most weapons you can find on a Leman Russ Battle Tank, at slightly higher prices.
And all them standard vehicle upgrades for those no-good-for-nothing 'umies.
Eye-catcher: This piece is marvellous. It does catch the opponent's attention, though gauging how this will play out can be hard - either your opponent thinks it is a shame destroying it or it absorbs all his attention (and fire power). If any shots of strength 7 or higher are directed at the Immaculate Golden Demon Winner, then all shots which fall into range and line of fire of strength 7 or higher must be directed at the Immaculate Golden Demon Winner. Any models assaulting the Immaculate Golden Demon Winner with grenades get the benefit of Furious Assault.
Heavily Converted: Well, with conversions like these sometimes it's hard to see what, exactly, is what. It looks good, no doubt about it, but isn't that an orky bit? Sometimes the weapons on this vehicle will accidentally come from a different codex, adding a cumulative +50% to the original price of the weapon for each point of BS lower than 4 from the other codex.
Secretly less than 50% GW material: Even though this vehicle is, technically, not legal in official tournaments or in GW stores, it is now! All the non-GW bits are secret and none shall be the wiser! We won't tell a soul.
However, while this may fool GW officials, this does make the people in-the-know furious. Any squad of Ruleslawyers lead by a Neckbeard which can draw line of sight to the Immaculate Golden Demon Winner are affected by Fearless and Furious Charge. These are naturally drawbacks that you don't want to happen to your squad (I mean, it says so right here, don't it?!)
Huuuge scenery: Any self-respecting Golden Demon winner has a lot of scenery, so, too, with the Immaculate Golden Demon Winner! Any measurements to the Immaculate Golden Demon Winner is done to what can pass for the hull, as normal, but models assaulting the Immaculate Golden Demon Winner will find that not only do they have to climb the scenery as if the scenery were ruins, but the scenery also moves wherever the Immaculate Golden Demon Winner moves taking the assaulting models with it!
King of Preds: HQ*/Heavy Support King of Predators 300 points BS:8 Front Armor: 15 Side Armor: 15 Rear Armor: 15 additional characteristic Top Armor**:15
May Swap any TL Assault Cannon for TL Lascannon: free
Fire Points: 2 on each side of tanks Access points: 1 at front and on at back Transport Capacity: May take up to 5 Devastators and Tank Brother Kantion
Special Rules Relentless: The King of Predators and any unit embarked in it at the start of the game gains the Relentless USR until the game ends. Hold the Pain: As above, except HTP Spectacular Explosion: If the king of Preds suffers a Destroyed-Explodes result, place a large blast template over where it's hull should be. Any model under this takes a S7 AP1 hit. ARMOR!!!: ANy shot on the vehicle damage chart taken against the pred is always treated has a -1 modifier.
Special Rules Tank Commander Blessing of the Omnissiah Relentless Fearless Hold the Pain Feel No Pain Salvage: If the King of Predators is destroyed and Tank Brother Kantion is within 2" of any part of it, Kantion can drop his Servo Harness and Boom Blaster and pick up 2 of the Kings weapons. These count as exactly what they are, except that they are considered heavy (Kantion is relentless though.)
* Only counts as HQ if taken with Tank Brother Kantion ** Any hits taken from a barrage weapon are resolved against this armor value. The king is just this awesome.
These two were meant to go with my previous troop choice.
yay
Special rule that most units should have:
Infighting: At the beginning of each friendly player turn, roll a D6. On a roll of 1 or 2, the unit succumbs to infighting and must roll on the following chart:
1-2: Big Ball of Violence- the unit takes D3 strength 2 hits. Once this has been resolved, place the small template on top of the unit and scatter it 18" in a random direction. Any unit, friendly or enemy, that the template passes over takes D6 strength 3 hits. Place the unit under the final position of the template. The unit may not move, shoot, run or assault this time.
3-5: Let's get 'em!- The unit has the Rage USR for the turn. In the assault phase, they must assault if able. If shooting their weapons would leave them unable to assault, they may not shoot.
6: 'Ow dare you?- The unit suffers D6 strength 3 hits. The unit may function as normal this turn.
Converters-20pts
5-10 models
ws3 bs4 s3 t3 W1 i3 a1 ld8 4+ save
Wargear- carapace armor, CC weapon, bolt pistol, Converted Cannon
Special rules: Infighting
Converted Cannon: Every Converter has their own unique, customised weapon. As the basis for the weapon, choose one of the following profiles, and then pick a single upgrade.
(will continue this shortly)
Wargear: Lasgun, Frag/krak grenades, Keyboard (counted as close combat weapon), Las-pistol
Special Rules: TROLL, Annoying, Largely insignificant
TROLL: Forum Trollers are specialised on annoying people and then mysteriously slipping away, without a trace. Forum Trollers have an +5 inv. save and if locked in close combat they may always leave it without suffering any consuquenses. If they do, then hi/she will immedialety leave the possible unit they are joined with and move 6" on any direction in which his/her commander wishes to. If this move isn't enough to move it out of close combat or the unit in which hi/she were joined with, then the Forum troller is still counted as being close combat and may not use this rule next turn as they are initially shocked.
Annoying: Everybody hates trollers but sometimes just cant recognice them. If a Forum trollers is joined with any unit then at the beginning of each turn roll a D6 and consult the following chart:
1-2. What?- The unit in which the Forum troller is joined fails to notice the troll, and thus is unaffected.
3-4. Damn troll!- The unit in which the Forum troller recognises the troll and is seriously annoyed. The unit gains the Preferred enemy universal special rule and +1 I, until end of turn.
5. That fething troll!!- The unit is seriously annoyed by the troll and is driven in to fanatical rage! The forum troll immedialety suffers 1 automatic wound in which he can take his normal save. The unit in which the Forum troll was joined with immedialety gains +1 A, +1 Ws, +1 T and the Preferred enemy universal special rule., until end of turn.
6.Outrageous!- The Forum trollers troll is so outrageous that he is kicked out from the forum and inspires almost suicidal bravery and rage to other forum users! Remove the Forum troll automaticly from play (this does not give VP points). The unit in which the Forum troll was joined with, gains the Preferred enemy, Rage, Tank Hunters, Fearless and Feel no pain universal special rules, for the rest of the game.
Largely insignificant: Killing the Forum troll doesn't give VP points and is always ignored in close combat resolution if he is killed.
Somewhere, deep within the server stacks at Dakka HQ, within layer after layer of adamantium shielding, is the twisted wreck that was once a human known as Mat Ward.
The accursed one Mat Ward himself: 150pts
wsbs s t w i a ldsv 2 2 2 2 1 2 1 7 3+ Weapons and Armour: Power Armour, Nemesis Force Pen, Storm Bolter Detested: Mat Ward's death cheers the Dakkanauts around him. When Mat Ward is removed, he confers +5 Kill Points to the DakkaDakka player. Your Army Is Ruined! Once per game, the Dakkadakka player may use this power. All units in the opposing army must pass a LD test or be sucked into the Warp to have tea-parties with the Chaos Gods and carve their names into any body parts they see. Remove them from play. Nemesis Force Pen: This ruinous artifact is said to write in the bloodied tears of real hobbyists, and it was this bale pen which wrote the unit entries for all of the Grey Knights. It follows the rules for a nemesis force weapon that wounds on a 2+ against any model from a Codex that Mat worked on in any way.
Automatically Appended Next Post: At liquidjoshi's suggestion, I added another attack to the profile of the Haters.
Finecast-Haters are Unit leader for Haters at present, should this be changed?
Vampirate of Sartosa wrote:
Converters-10pts
5-10 models
ws3 bs4 s3 t3 W1 i3 a1 ld8 4+ save
Wargear- carapace armor, CC weapon, bolt pistol, Converted Cannon
Special rules: Infighting
Converted Cannon: Every Converter has their own unique, customised weapon. As the basis for the weapon, choose one of the following profiles, and then pick a single upgrade.
(will continue this shortly)
Converters should have a tool box that counts as CC/pistol combo.
Plus the "shiny source of bitz" special rule.
Shiny source O' bitz:
- units of converters may plunder any wrecked/immobilized vehicle they are in 6" with.
- to loot the weapons of such wreck, roll a d6. At a 4+ the unit may chose any of the weapons the vehicle was originally equipped with of the following types: assault, rapid fire, heavy and upgrade a model of the players choice.
- If a true servant of the machine god is part of the unit, it gains d3 rolls to plunder weapons.
- at 2: no weapon plundered, apply infighting special rule
- at 1: desired weapon lost, wreck explodes. Place a large blast template ( S 5 ap 4 )over the middle of the vehicle, scatter it 2d6. Infighting ensues between the survivors to find one culprit to blame for the loss.
unit upgrade: true servant of the machine god. +50 points ( upgrade character )
ws3 bs5 s3 t3 W2 i3 a1 ld9 3+ save
replaces toolbox with mastercrafted toolbox. ( counts as power-weapon/master crafted pistol )
True servants of the machine god ( tsotmg ) know every source of bitz and their fellow converters heed its advice.
- converters gain d3 rolls to plunder vehicles if a tsotmg is part of that unit.
- a tsotmg despises all 'out of the box' builds. He and his unit gain the tank hunter special rule.
All painters and converters may be taken as Troops
Mods and Admins may not be taken in the army
WS10 BS10 S8 T8 W8 A5 I8 Ld10 +2/3++ save
Wargear - NSFW Cannon, armor of mental fortitude, Sword of WTF!
Range:48" S7 AP2 Assault 1 Large Blast
A squad hit by the NSFW cannon must take a Ld test at -3. If failed, they are automatically pinned. This has no effect on Deamons, Nids, necrons, dark eldar or anything slaaneshi.
armor of mental fortitude: Grants a 2+/3++ save, and immunity to Psypowers
Sword of WTF! : All enemies in base contact (before hits are rolled) must take a Ld test. If failed, remove them as casualties. This has no effect on Deamons, Nids, necrons, dark eldar or anything slaaneshi.
Special Rules - Fearless, master converter
master convertor:
Select D6 units in the army.
The weapons on that unit now has S+D6AP-D3 Range + 3D6
All CC weapons are master crafted.
Non CC weapons become powered
Power Weapons (and fists) become force weapons
May take a CRASSUS ARMORED ASSAULT TRANSPORT for free
Chuck Norris wrote:CRASSUS ARMORED ASSULT TRANSPORT
AV: F S B
17 17 17
Weapons: 5 CRASSUS ARMORED ASSULT GUNS
S AP special
10 1 Large blast, ordanance, lance.
Special rules: ARMORED: the CRASSUS ARMORED ASSULT TRANSPORT is immune to lance and melta weaponry.
How dare you sully the great CRASSUS ARMORED ASSAULT TRANSPORT by misspelling its name!
CRASSUS ARMOURED ASSAULT TRANSPORT is envisioned by Brits and as such is spelt in a British manner. All armour is armoured with armour which is why they are called armour. Only Americans fail to fully armour their armor.
Just a suggestion for the haters... give the squad something like Mind War to represent the constant flaming taking it's toll on the minds of the other units.
Flamin' Mind War! All units withing 18" of the haters bear witness to the apocalyptic output of insults and repeated arguments. As a result they must roll off for leadership with the haters. If they win the roll off, then the unit weathers the flaming and may act as normal. However, if they lose, the unit is quckily driven insane and their brains dribble out of their ears, and they each take a wound with no armour saves allowed!
Brutii11 wrote:Just a suggestion for the haters... give the squad something like Mind War to represent the constant flaming taking it's toll on the minds of the other units.
Flamin' Mind War! All units withing 18" of the haters bear witness to the apocalyptic output of insults and repeated arguments. As a result they must roll off for leadership with the haters. If they win the roll off, then the unit weathers the flaming and may act as normal. However, if they lose, the unit is quckily driven insane and their brains dribble out of their ears, and they each take a wound with no armour saves allowed!
Ask and thou shalt recieve... Haters entry updated!
I couldn't work out how to do the Converted Cannon rules. I was essentially trying to write up a set of heavy weapon rules (anti-infantry, anti-tank, anti-armour, template, blast) which would then add a single extra attribute (poison, rending, pinning, melta, lance, etc).
Vampirate of Sartosa wrote:I couldn't work out how to do the Converted Cannon rules. I was essentially trying to write up a set of heavy weapon rules (anti-infantry, anti-tank, anti-armour, template, blast) which would then add a single extra attribute (poison, rending, pinning, melta, lance, etc).
I have an idea :
Converted Cannon
Roll for stats at the start of the game
Range: See below S:2+D6AP: D6 Type: See below
Roll for range:
1;12
2:18
3:24
4:30
5:36
6:42
At the Start of the Game : Choose one of the following.
Blessings of the Lexicanum: "Fluff Nazis are continually blessed by the wisdoms of this ancient site of knowledge, as such they may choose 1 Universal Special Rule (except Feel no Pain or Preferred Enemy) to benefit from at the beginning of the game.
"But that contradicts fluff!": Fluff Nazis are known to generate massive amounts of rage when threads such as Chaos Grey Knights and Slaaneshi Sisters of Battle appear. As such, after both armies have deployed, but before the first turn, nominate one enemy unit. The Fluff Nazis gain Preferred Enemy against that unit.
"But I have sources...": Fluff Nazis, particularly good ones at least, always back up their claims with sources (books, generally) As such, the unit has the Feel No Pain universal special rule.
Server outlet- ??? points
Vehicle- Heavy Support
Type- Tank, heavy (as Necron codex)
AV: 13 all round
Transport: The Server Outlet may be taken as a dedicated transport for Legoburner or a Moderator. It counts as open-topped for transport purposes only.
Weapons- 4 hull-mounted Assault Cannons (one on each facing; can only use one at a time)
Special rules: Psychic fulcrum, Traumatising, Ambidextrous Systems
Psychic Fulcrum: The Server Outlet is psychically linked to every Dakkanaut nearby and allows their thoughts to mix. All units within 18" except noobs gain +2 Ld and can re-roll failed rolls to hit in shooting and assault.
Traumatising: The screens mounted on the sides of the Server Outlet show bizarre and sometimes horrifying images: the collective thoughts of Dakka Dakka. Any enemy unit whichcan draw line of site to the Server Outlet suffers a -2 penalty to all Leadership rolls, and must re-roll successful rolls to hit in shooting and assault.
Ambidextrous systems: To all extents and purposes, every side of the Server Outlet counts as its front, and thus can always move in any direction.
Upgrades: May take a Maintainer for +??? points. A vehicle with a Maintainer may choose to make any glancing or penetrating hits on the vehicle re-roll on the vehicle damage chart, accepting the second result. They also count as having a Lascannon as a defensive weapon.
NOTE- the Server outlet is roughly the same size and shape as a monolith.
Automatically Appended Next Post:
CthuluIsSpy wrote:Range: 12+4d6 S:4+D6AP:7-D6 Type: See below
OP.
1:Rapid Fire
2:Assault D6 3:Heavy 2D6
D6? 2D6? Waaaay OP.
And surely somebody would be able to choose the nature of a weapon they convert?
Vampirate of Sartosa wrote:Server outlet- ??? points
Vehicle- Heavy Support
Type- Tank, heavy (as Necron codex)
AV: 13 all round
Transport: The Server Outlet may be taken as a dedicated transport for Legoburner or a Moderator. It counts as open-topped for transport purposes only.
Weapons- 4 hull-mounted Assault Cannons (one on each facing; can only use one at a time)
Special rules: Psychic fulcrum, Traumatising, Ambidextrous Systems
Psychic Fulcrum: The Server Outlet is psychically linked to every Dakkanaut nearby and allows their thoughts to mix. All units within 18" except noobs gain +2 Ld and can re-roll failed rolls to hit in shooting and assault.
Traumatising: The screens mounted on the sides of the Server Outlet show bizarre and sometimes horrifying images: the collective thoughts of Dakka Dakka. Any enemy unit whichcan draw line of site to the Server Outlet suffers a -2 penalty to all Leadership rolls, and must re-roll successful rolls to hit in shooting and assault.
Ambidextrous systems: To all extents and purposes, every side of the Server Outlet counts as its front, and thus can always move in any direction.
Upgrades: May take a Maintainer for +??? points. A vehicle with a Maintainer may choose to make any glancing or penetrating hits on the vehicle re-roll on the vehicle damage chart, accepting the second result. They also count as having a Lascannon as a defensive weapon.
NOTE- the Server outlet is roughly the same size and shape as a monolith.
Automatically Appended Next Post:
CthuluIsSpy wrote:Range: 12+4d6 S:4+D6AP:7-D6 Type: See below
OP.
1:Rapid Fire
2:Assault D6 3:Heavy 2D6
D6? 2D6? Waaaay OP.
And surely somebody would be able to choose the nature of a weapon they convert?
Changed it a bit.
Also, the Server outlet seems like a 200pts deal, cause of all the rerolls and Ld Modifiers.
Twin-Linked Plasma Pistol, Power Sword, Hot-Shot Lasgun, Power Armour, Flame Shield (3++)
Special rules:
Never back down, never surrender: Kanluwen will not rest until his opponent has been thoroughly beaten in to the dirt. He and his squad have the Stubborn and Relentless special rules. If Kanluwen is the last unit in his squad, he becomes an IC.
NOT FLUFFY!!!: At the start of the game, you may denote one unit in the enemy army as "unfluffy". Kanluwen then gains Furious Charge and Preferred Enemy against that unit. However, if that unit attacks Kanluwen in any way Kanluwen gains the "Rage" USR until the unfluffy unit is destroyed.
Cadians Ho!: Kanluwen sure loves his Cadians. When fighting alongside Cadian Imperial Guards units, Kanluwen may issue the "For the Honour of Cadia!" order.
Apologist: If Kanluwen comes within 12" and LOS of a Hater squad (of either type), he and his squad gain the Rage! special rule, with the Hater squad counting as the closest enemy unit, until one of the squads is destroyed. The two squads engage each other in close combat as if they were on different teams.
I don't think range fits into the 40k system that way. So:
Range could come as:
D6> 1 = 12" 2=18" 3=24" 4=30" 5=36" 6=42"
If its common guns with moar dakka.
D6> 1=12" 2=24" 3= 36" 4= 48" 5= 72" 6=unlimited
If its all about support fire with big guns.
Strength:
D6 > 2+ d6 > 3-8
Ap:
D6 > d6? > 1-6
S and Ap seem ok.
At the Start of the Game : Choose one of the following.
1:Rapid Fire
2:Assault 3
3:Heavy 6
someone favors lots of bullets...
How about:
D6 > 1= rapid fire , 2= assault 1 small blast , 3= assault 2 , 4= assault 4 , 5= heavy 2 , 6= heavy 1 large blast
Roll to see if it has blast (only if assault or heavy)
1-4 : No blast
5: Assault 2/Heavy 3 Small Blast
6+: Heavy Large Blast (If the weapon is assault, roll again)
Note : You may choose blast templates, or the conventional Assault 3 or Heavy 6 shot when firing the Cannon.
4oursword wrote:
Conversionists: Conversionists are unique in that they alter an existing unit to suit their own ends. They are taken as a unit from any other codex with at least of the following upgrades:
MOAR DAKKA! Any ranged weapons carried by the unit add one to the amount of shots fire (eg Assault 2 becomes Assault 3). +30pts.
More Limbs: Any model in the unit adds +1 to it's attacks characteristic. +30pts.
More Aesthetically Pleasing: Unit benefits from a cover save of 4+ against all shooting by any unit from any codex other than Codex: DakkaDakka. +45pts.
A new gun: The unit may add any number of special weapons for the points listed in the appropriate codex. Pts as Codex.
Are conversionists different to converters?
Vampirate of Sartosa wrote:
Converters-20pts
5-10 models
ws3 bs4 s3 t3 W1 i3 a1 ld8 4+ save
Wargear- carapace armor, CC weapon, bolt pistol, Converted Cannon
Special rules: Infighting
Converted Cannon: Every Converter has their own unique, customised weapon. As the basis for the weapon, choose one of the following profiles, and then pick a single upgrade.
(will continue this shortly)
CthuluIsSpy wrote:DOOMTHUMBS - 600
HQ choice
All painters and convertors may be taken as Troops
Special Rules - Fearless, master convertor
master convertor:
Select D6 units in the army.
The weapons on that unit now has S+D6AP-D3 Range + 3D6
All CC weapons are master crafted.
Non CC weapons become powered
Power Weapons (and fists) become force weapons
Vampirate of Sartosa wrote:I couldn't work out how to do the Converted Cannon rules. I was essentially trying to write up a set of heavy weapon rules (anti-infantry, anti-tank, anti-armour, template, blast) which would then add a single extra attribute (poison, rending, pinning, melta, lance, etc).
CthuluIsSpy wrote:
Vampirate of Sartosa wrote:I couldn't work out how to do the Converted Cannon rules. I was essentially trying to write up a set of heavy weapon rules (anti-infantry, anti-tank, anti-armour, template, blast) which would then add a single extra attribute (poison, rending, pinning, melta, lance, etc).
I have an idea :
Converted Cannon
Roll for stats at the start of the game
Range: See below S:2+D6AP: D6 Type: See below
Roll for range:
1;12
2:18
3:24
4:30
5:36
6:42
At the Start of the Game : Choose one of the following.
4oursword wrote:For all everyone's writing Converters rules, I did some on the first page. I'm not saying they were the best, but I'd like to point it out again.
I think it started with converters and conversionists so we should find out who is who.
Actually a HQ makes converters Troops.
4oursword wrote:
Conversionists: Conversionists are unique in that they alter an existing unit to suit their own ends. They are taken as a unit from any other codex with at least of the following upgrades:
MOAR DAKKA! Any ranged weapons carried by the unit add one to the amount of shots fire (eg Assault 2 becomes Assault 3). +30pts.
More Limbs: Any model in the unit adds +1 to it's attacks characteristic. +30pts.
More Aesthetically Pleasing: Unit benefits from a cover save of 4+ against all shooting by any unit from any codex other than Codex: DakkaDakka. +45pts.
A new gun: The unit may add any number of special weapons for the points listed in the appropriate codex. Pts as Codex.
Are conversionists different to converters?
Vampirate of Sartosa wrote:
Converters-20pts
5-10 models
ws3 bs4 s3 t3 W1 i3 a1 ld8 4+ save
Wargear- carapace armor, CC weapon, bolt pistol, Converted Cannon
Special rules: Infighting
Converted Cannon: Every Converter has their own unique, customised weapon. As the basis for the weapon, choose one of the following profiles, and then pick a single upgrade.
(will continue this shortly)
CthuluIsSpy wrote:DOOMTHUMBS - 600
HQ choice
All painters and convertors may be taken as Troops
Special Rules - Fearless, master convertor
master convertor:
Select D6 units in the army.
The weapons on that unit now has S+D6AP-D3 Range + 3D6
All CC weapons are master crafted.
Non CC weapons become powered
Power Weapons (and fists) become force weapons
Vampirate of Sartosa wrote:I couldn't work out how to do the Converted Cannon rules. I was essentially trying to write up a set of heavy weapon rules (anti-infantry, anti-tank, anti-armour, template, blast) which would then add a single extra attribute (poison, rending, pinning, melta, lance, etc).
CthuluIsSpy wrote:
Vampirate of Sartosa wrote:I couldn't work out how to do the Converted Cannon rules. I was essentially trying to write up a set of heavy weapon rules (anti-infantry, anti-tank, anti-armour, template, blast) which would then add a single extra attribute (poison, rending, pinning, melta, lance, etc).
I have an idea :
Converted Cannon
Roll for stats at the start of the game
Range: See below S:2+D6AP: D6 Type: See below
Roll for range:
1;12
2:18
3:24
4:30
5:36
6:42
At the Start of the Game : Choose one of the following.
4oursword wrote:For all everyone's writing Converters rules, I did some on the first page. I'm not saying they were the best, but I'd like to point it out again.
I think it started with converters and conversionists so we should find out who is who.
Actually a HQ makes converters Troops.
Die Hard Sisters Fan
unit type: infantry.
WS 4 BS 3 S 3 T 4 W 1 I 4 A 2 LD 10 5+
Unit size: 5-20
Cost: basic 5 for 80 pts, may add up to 15 for 15 pts each.
basic gear: CCW / pistol , krak and frag granades.
Special rulez: the righteous, out of nowhere, implacable faith. extreme infighting.
May upgrade 1 DHSF to veteran ( WS 5 BS 3 S 3 T 4 W 2 I 5 A 3 LD 10 5+ )
- any DHSF may improve the 5+ save to 4+ at +5 pts per model
- up to 2 DHSF per 5 models may swap their pistol: a) hand flamer at +10 pts or b) heavy flamer at +20 pts
- veteran may swap CCw and pistol for eviscerator
- veteran may swap pistol for plasma pistol at +20 / inferno pistol at +15 pts
- veteran and/or DHSF may take meltabombs at +5 each
- the righteous: nobody doubts the DHSF and their right to have their own dex and lives. Unit has stubborn USR.
- out of nowhere: DHSF may deepstrike once per game whenever they feel like it. No thread is safe and thus DHSF reroll any mishap.
- implacable faith: DHSF endured when others gave up on the hobby and became immune to psi powers as the scheming of the warp has no hold on them. A unit of DHSF may disbelieve any psi power in 12" that may aim at them or tresspass their radiant sphere of anti-WD-dex hate automatically.
- transport: may ride on the backs of heretics into battle and count as cavalry then. Has to be wysiwig but at a discount of just +5 pts per model. Heretic: ws - bs - S 3 t 3 W 1 I 2 A - Ld 5 6+ unarmed and there to die. Can't deepstrike if using a ride.
extreme infighting: this is a specific trait of the DHSF as they will not easily fall to infighting but if they do it is worse. DHSF only succumb to this on a roll of 1. Roll a d6:
1-2: Exemple of unneccessary Violence: the unit takes D3 strength 4 hits. Once this has been resolved, place 1 small template per 5 models in the DHSF unit on top of the unit and scatter them 12" in a random direction. Any unit, friendly or enemy, that the template touches takes D6 strength 3 hits. Place the unit under the final position of one of these templates, but still 1" away from any opposing Model. The unit may not move, shoot, run or assault this time.
3-5: Let's get 'em!- The unit has the Rage and Fleet USR for the turn. In the assault phase, they must assault if able. If shooting their weapons would leave them unable to assault, they may not shoot.
6: 'Ow dare you?- The unit suffers D6 strength 5 hits. The unit may function as normal this turn.
Yeah, sorry about that. I just thought that the name Conversionists was a little more unique. They could be a different unit perhaps, maybe renamed Converter's Pride and only taken if a Converter Unit is taken in the army?
4oursword wrote:Yeah, sorry about that. I just thought that the name Conversionists was a little more unique. They could be a different unit perhaps, maybe renamed Converter's Pride and only taken if a Converter Unit is taken in the army?
Maybe they could a unit upgrade, like a sergeant? Basically the same guy but with +1 Ld and +1 attack, with additional options?
Automatically Appended Next Post:
Ok here we go. Sorry if this seems OP.
CthuluIsSpy - 275pts
Takes an Elite Slot
Type: Monstrous Creature (Unique)
WS3 BS4 S6 T6 W4 A4 Ld10 3+/5++
Wargear : Armor of Mind ery, Claw of Cthulu,Wings
Armor of the ery : Grants a 3+/5++ save. Counts as having defensive grenades and offensive grenades, and in addition any enemy units must reroll all successful hits in both CC and Shooting; they are too perplexed to concentrate on fighting and aiming!
Claw of Cthulu : Force Weapon that has the following ranged attack :
Epeleptic Breeze : Range: 12" S: D6Ap: D6 Assault D3, pinning
Special Rules : Infiltrate, Fearless, "That Monster's a Spy!", Vulgar Tirade, Pfft Demons....
"That Monster's a Spy!" : Place CthuluIsSpy in reserve as normal. However, when he arrives he replaces a monstrous creature of the controlling player's choice. The monster he replaces is placed in reserve (I'm not that cheesy)
CthuluIsSpy may charge, move and shoot as normal.
Vulgar Tirade : Once per game, CthuluIsSpy may burst into a cacophony of curse words, obscure references and lewd remarks, that breaks the insanity of all who is near.
Range: Flamer S10* AP1,
*Resolved against target's leader value. If failed, remove the model from play.
This ability has no effect against Space Wolves (they've heard worse), and things Slaaneshi (don't ask)
Pfft Demons....: Immune to perils of the Warp (Demons won't go near him...)
Kroothawk 180pts WSBS S T W I A LDSV 5 5 6 4 5 7 5 10 4+ KrootHawk Rides a greater Knarloc. The boosts to his profile are already included. Weapons and Armour: Kroot Rifle, Hammer Of Brutally Crushed Rumours. Special Rules: You'll Get This... And This... Any model from Codex: Dakkadakka within 12" of Kroothawk is fearless. The Hammer Of Brutally Crushed Rumours is a thunder hammer which bestows the following shooting attack: Range: Strength: AP: Other: Template 10 1 Roll to wound against LD, Assault 1
A few ideas for new special rules:
Dedicated Transport: Band Wagon.
Any unit with special ability Band Wagon can take dedicated transport from the latest released codex as their dedicated transport.
They have it, why shouldn't Dakka have it? (Sometimes known as That gak is so OP in other codex, in mine it will be perfectly balanced)
Any Dakka model with this ability can take a single wargear or skill from any other entry from any codex (even from previous editions)
Die Hard Sisters Fan
unit type: infantry.
WS 4 BS 3 S 3 T 4 W 1 I 4 A 2 LD 10 5+
Unit size: 5-20
Cost: basic 5 for 80 pts, may add up to 15 for 15 pts each.
basic gear: CCW / pistol , krak and frag granades.
Special rulez: the righteous, out of nowhere, implacable faith. extreme infighting.
May upgrade 1 DHSF to veteran ( WS 5 BS 3 S 3 T 4 W 2 I 5 A 3 LD 10 5+ )
- any DHSF may improve the 5+ save to 4+ at +5 pts per model
- up to 2 DHSF per 5 models may swap their pistol: a) hand flamer at +10 pts or b) heavy flamer at +20 pts
- veteran may swap CCw and pistol for eviscerator
- veteran may swap pistol for plasma pistol at +20 / inferno pistol at +15 pts
- veteran and/or DHSF may take meltabombs at +5 each
- the righteous: nobody doubts the DHSF and their right to have their own dex and lives. Unit has stubborn USR.
- out of nowhere: DHSF may deepstrike once per game whenever they feel like it. No thread is safe and thus DHSF reroll any mishap.
- implacable faith: DHSF endured when others gave up on the hobby and became immune to psi powers as the scheming of the warp has no hold on them. A unit of DHSF may disbelieve any psi power in 12" that may aim at them or tresspass their radiant sphere of anti-WD-dex hate automatically.
- transport: may ride on the backs of heretics into battle and count as cavalry then. Has to be wysiwig but at a discount of just +5 pts per model. Heretic: ws - bs - S 3 t 3 W 1 I 2 A - Ld 5 6+ unarmed and there to die. Can't deepstrike if using a ride.
extreme infighting: this is a specific trait of the DHSF as they will not easily fall to infighting but if they do it is worse. DHSF only succumb to this on a roll of 1. Roll a d6:
1-2: Exemple of unneccessary Violence: the unit takes D3 strength 4 hits. Once this has been resolved, place 1 small template per 5 models in the DHSF unit on top of the unit and scatter them 12" in a random direction. Any unit, friendly or enemy, that the template touches takes D6 strength 3 hits. Place the unit under the final position of one of these templates, but still 1" away from any opposing Model. The unit may not move, shoot, run or assault this time.
3-5: Let's get 'em!- The unit has the Rage and Fleet USR for the turn. In the assault phase, they must assault if able. If shooting their weapons would leave them unable to assault, they may not shoot.
6: 'Ow dare you?- The unit suffers D6 strength 5 hits. The unit may function as normal this turn.
They really need a book of Saint Lucius upgrade, instead of "The Righteous"
They really need a book of Saint Lucius upgrade, instead of "The Righteous"
So you want them to replace a USR providing unmodified tests for themselves with something to grant unmodified tests to units in close range ? Why should they raise the morale of nearby dakka units? They already protect dakka units against psi powers a bit...
How about we don't call it "book of st lucius" but "book of st release date"?
The "book of st release date" grants its reader and all who listen insight in the joyous fact of new codices in the making. Every model in the readers unit and all models in a friendly unit within 6" may use the unmodified LD stat of the model carrying the book for all tests on said stat.
Book of st release date: wargear , DHSF veteran may take 1 for 5 pts.
Shouldn't someone gather the ideas?
Automatically Appended Next Post: OriginalPost.
Vampirate of Sartosa wrote:
HQ A few characters- Staff members, and some DCMs (Kroothawk, anyone?)
Not sure about generics.
TROOPS
Gamers (generic Dakkanaut troops- possibly some kind of "favour of the dice gods" rule?)
Painters (not sure. Ranged troops?)
Fluffists (role unsure)
ELITES
Veteran Gamers/Veteran painters (pretty obvious)
Haters (generic troops are "Wardhaters", can be upgraded to "Finecasthaters", etc. Also has a HQ choice in the form of a "Kirbyhater".)
Dakka-nought (It's like a Dreadnought BUT WITH MORE GUNS)
Rulecrafters (???)
HEAVY SUPPORT
Obviously, LOTS OF TANKS
Converters (big guns!)
FAST ATTACK
???
suggestions made so far:
HQ
- legoburner 180 pts
- Kirbyhater - 200 pts
- Gwar! Supreme Grand Master of FAQs and Eratas
- King of Predators 300 points
- Custom Mary-Sue Squad 600 pts
- The accursed one Mat Ward himself: 150 pts
- DOOMTHUMBS - 600 pts
- Kroothawk 180 pts
The Master Of All Gamers (HQ, Troop, Fast Attack, Heavy Support, Elites)
WS:10
BS:10
S: 10
T: 10
W: 5
I: 6
A: 5
LD: 11
SV: 2+ (with a re roll of 2+)/2++ (with a re roll of 2++)
May Swap any TL Lascannon for:
TL Assault Cannon free
TL Thunderfire Cannon free
TL Whirlwind Multiple Missile Launcher free
Special Rules
Relentless
Fearless
Feel No pain
Greater Favour of the Dice Gods
Choice of 5 Special Rules from Codex: DakkaDakka
Choice of 5 Special Rules from the Rulebook
Choice of 1 Invented rule thats not overly cheesy.
I know that's hard to say after I posted this, but look at the price.
Staff of OtherForumHate: DakkaNerds wield a staff signifying their loyalty to DakkaDakka only. This is a power weapon that has rerolls to hit and wound against anyone who browses the other forums.
Special Rules - Learn from Games, Get the Other Forums!, Get 'em, Boyz!, Independant Character, Greater Blessing of the Dice Gods
Learn from Games: DakkaNerds play so much 40k they have learnt combat tactics from it. At the start of the game, choose an Aspect of 40k to learn from and apply the following bonuses.
Tau: Strength of guns increased by 1, BS reduced by 1. Range of guns increased by 6".
Guard: Gains the Summary Execution special rule.
Eldar: Gains +1 Initiative and Leadership.
Dark Eldar: Armour save reduced by 1 but Staff of OtherForumHate also becomes Poisoned (3+). Also gains +1 Initiative.
Orks: Gains +1 Attacks and Weapon skill.
Tyranids: Gains the ability to spawn Big Bugz. Big Bugz have WS2 BS2 S2 T2 W1 I3 A2 Ld5 Sv6+. Can summon D3 Bugz per turn.
Space Marines: Gains +1 Leadership and the And They Shall Know No Fear special rule.
Necrons: Gains the We'll Be Back! special rule.
Grey Knights: Gains Preferred Enemy (Daemons) and becomes a Mary Sue.
Sisters of Battle: Blesses the bolt pistol, making it AP4.
Adeptus Mechanicus: Gains Imaginary Bionics, granting +1 Toughness.
Get the other Forums!: DakkaNerds have Preferred Enemy: Other Forums.
Get 'em, Boyz!: DakkaNerds lead their less nerdy brethren to great feats. The unit they are with adopts their gamer Aspect.
1-3 DakkaNerds can be taken per Elites choice and are permanently attached to a single unit. They can leave that unit but cannot join any other unit, unless their assigned unit has been killed.
Painbiro wrote:DakkaNerd (y'know, the people who just spend all their time browsing the forums and rarely posting... ugh, sounds like me)
I think that "Lurkers" is the droids you're looking for.
Lurkers
Lurker ( unique unit of dakka )
The awesomeness of dakka gnererates Lurkers wherever the mighty force of dakka shows up.
Any unit of veterans may create unwilingly Lurkers whilst using their Dakka-powers.
One of the following units:
- veteran gamers
- veteran painters
- veteran haterz
- veteran ruleslaywers
- veteran converters
- and/or the dakka special rule infighting kicking in,
generates 1 Independent Lurker ( IL ) for each unsaved wound on the "enemy" either in the shooting or assault phase.
Place a marker for a independent lurker somewhere closer than 12" but still not in formation ( further than 2" ) with the unit which generated the IL. As "enemy" counts any unit/model attacked in the shooting/assault phase, thus infighting between dakkanauts generates IL , too.
Newly created Lurkers are IC and will form a unit of their own if more than one is created.
In their true form of Independent lurker they have the following statline: WS 1 BS 1 S 1 T 1 W 1 I 1 A - 6+ unit type immobile. Counts as difficult terrain.
The independent lurker cannot be aimed at in any way and counts as difficult terrain. It never blocks line of sight.
However the independent lurker is not controlled by the players until a successful attempt to impress them is made and the IL is no longer independent. Thus it may not move on its own.
The controlling player of a veteran dakka unit may attempt to impress them to join. On a roll of 4+ the independent lurker will join the army of Dakka as a Lurker. The Lurker as IC / unit type infantry is free to join units of Dakka.
Lurkers statline is that of a new member of the discipline that impressed them to join:
- gamers
- painters
- haterz
- ruleslaywers
- converters
- in case of infighting the controlling player has the choice to elevate the Lurker to an active member of the infighting unit at the cost of a BASIC member of said unit.
How about this? Lurkers as strain on the space available on the field of battle but possible new members too.
---OT forum posters---
Deep in the darkest pits of Dakka lurks the OT forum, described by some as the illegitimate child of a DE Haemonculus' flesh-lab and Tzeentch's impossible crystal labyrinth, this den of obscurity and depraved rambling is bizarre enough to drive those who look upon it to madness. Those that post there are no better off...
Size: 5-10
Type: Infantry
Stats:
As IG guardsman
Weapons/Equipment: Laspistol & CCW
(does someone want to figure out some upgrades for this unit? (go with a CC-oriented)
Special Rules:
Lolwut?
Aura of absurdity
Lolwut? - Sometimes an OT thread is posted that is so profoundly absurd that it stuns those who gaze upon it. Once per shooting phase the unit may use Lolwut? on an enemy unit within 18". The affected unit must make a leadership test, if they pass they may continue as normal, if they fail they will become pinned for the remainder of the turn as they try to understand what the hell the thread is on about.
Aura of absurdity - The wackiness that eminates from the OT forums penetrates deep into the very fabric of it's posters, as such, an aura of craziness exudes from them, confusing and disorienting would-be attackers. any unit in close combat with OT forum posters strikes at initiative 1
Just a quick bit of input:
Gwar has been banned from Dakka and so may not be the best choice, or should have a rule that prevents him from being included in an army...
May swap Grot Blasta and Bolt Pistol for
2 boltguns free
2 heavy flamers 20 points
1 boltgun 1 heavy flamer 10 points
May swap out Shoulder mounted PF for
Missile Launcher 20 points
Special Rules:
Moar Dakka (once per game) Any ranged weapons carried by the unit add one to the amount of shots fire (eg Assault 2 becomes Assault 3).
Bulletstorm (must be used same turn as Moar Dakka) Every weapon fired counts as TL. A TL weapon gets a third re roll. Rapid Fire weapons count as assault 3 and Heavy Weapons count as assault x. x=however many shots they would normally have.
Fearless
FNP Hold The Pain
Slow and purposeful
Rage (the one where if you see an enemy you have to kill it, an ork HQ has it)
Mutants - Lifelong exposure to superglue has warped the old fart in many strange ways. Roll d8 times on the Mutation Table (Rogue Trader p52)
Fearless - Keeper of Secrets? I remember when you used to be three inches smaller and were still fighting Zoats. And noise marines were always better with proper guitars.
Flexidisk - Upon hearing the sounds of Bolt Thrower from an antique flexidisk player, all enemy models within 6" take a -1 penalty to their SANITY.
Herohammer - All HQ choices in the army get 50pts extra to their wargear allowance. Of course, if you're playing with current edition rules, this has no effect. But what idiot would do that?
Transport - C.S Goto may take a Land Raider as a dedicated transport. If he does this, he rides on top of it like a space cowboy. The vehicle counts as open topped. The Land Raider must replace all it's weapons with MULTILASERS.
Fearless - After molesting all those Eldar for entire 200 page novels, there's little that phases Goto nowadays.
Justified hatred - Any friendly model within 6" of Goto at the start of the turn must test against Ld or be compelled to attack him for crimes against backstory. The unit is subject to Rage for the rest of the turn, which must be directed at Goto.
Just Dave wrote:Just a quick bit of input:
Gwar has been banned from Dakka and so may not be the best choice, or should have a rule that prevents him from being included in an army...
How... when... this may be off topic, but how and when did this happen?
Just Dave wrote:Just a quick bit of input:
Gwar has been banned from Dakka and so may not be the best choice, or should have a rule that prevents him from being included in an army...
How... when... this may be off topic, but how and when did this happen?
Looooong time ago! I can't really say anymore though as it's against Dakka rules to speak of such matters, but you could probably find his profile & then the date of his last post...
Not meaning to troll, but see below for a reason why I said that.
Spoiler:
Fast attack: Troll (Unit=1-5, 6pts each) WS :2 BS:2 S:4 T:4 A:2 I:6 W: D6 (you never know how long one will hang around) Ld: No. of models in unit x2 Sv: -
Equipment: Nothing- see options.
Fleet- A troll strikes without warning and without thinking about what he is doing. Furious Charge-The ferocity of a troll's initial attack leaves many veterans stunned. Typo- A troll flails madly, with no attempt at sense. They are counted as having two CCWs. NO U!- Trolls have Feel No Pain at 3+ It's OP!- Trolls always have the Preferred Enemy USR, against every army. A unit of trolls can never be joined by anything.
Options: Entire unit can become: Veteran Trolls for +2 per model. They gain the ability to flame their enemies and +1BS. Lurker Trolls for +7 per model. They gain the Infiltrate USR and +1WS, as well as replacing their CCWs with power weapons. Spambots for +5 per model. They gain +2 to WS and BS, but have a single wound. They also gain the Link psychic power.
Troll Flame: A shooting attack using the flamer template which automatically hits. Models hit are automatically wounded unless they pass a leadership test as rage builds up to explosive levels.
Link: A psychic shooting attack which is cast once by the entire unit (only one model counts as the caster for purposes of Perils though.) The hit unit is linked directly to a horrible part of the Warp, taking S5 AP3 hits equal to the number of trolls in the unit. They must then roll a D6 for each model that takes a wound. On a roll of 6 or 1, another model is hit be the power. No model can be affected twice in the same turn though.
Wargear: Plot armour, Staff of OtherForumHate, bolt pistol, Tears of Forums
Tears of Forums: The Tears of Forums were created from, well, non-Dakka forums. They count as assault grenades and defensive grenades.
Special Rules: Learn From Games, Get the Other Forums!, Get 'em, Boyz!, Independant Character, Greater Blessing of the Dice Gods, My Gaming is Superior!
My Gaming is Superior!: DakkaGeeks have better tactics than their DakkaNerd brethren. Learn from Games Aspects are improved in the following ways:
Tau: No BS reduction.
Guard: Use of Summary Execution is optional.
Eldar: +1 WS as well.
Dark Eldar: No AS reduction.
Orks: Gains Furious Charge.
Tyranids: Big Bug Spawnz are now D6 per turn.
Space Marines: Gains Combat Tactics.
Necrons: Guns become Gauss.
Grey Knights: No longer a Mary Sue! Also, Staff of OtherForumHate becomes a Force weapon as well.
Sisters of Battle: AP of the bolt pistol increased to AP3.
Adeptus Mechanicus: Imaginary Bionics also grant +1 Strength.
Can upgrade to PAINBIRO, a bigger DakkaGeek. For +70 points, gains +1 Wounds, Attacks and Initiative, as well as the ability to take 2 aspects from Learn From Games. Painbiro has the Sceptre of OtherForumHate, which is a Staff of OtherForumHate which grants +1 Strength. The bolt pistol becomes a Plasma Pistol and Painbiro also has the Interweb Surf special rule.
Interweb Surf: Painbiro looks at other forums, and reports their weaknesses back to Dakka. When fighting an opponent whos army is from another forum, all units in the army have Preferred Enemy against that opponent.
Vampirate of Sartosa wrote:Why not? We're making Waaagh Dakka, after all. It could be a fun project, and characterising ourselves on the battlefield might be entertaining.
My thoughts on possible units:
HEAVY SUPPORT
Obviously, LOTS OF TANKS
And everyone is allowed to create rules for themself or other people, as unit upgrades.
So who's up for it?
We need more tanks, right now we only have the CRASSUS ARMOURED ASSAULT TRANSPORT and the Bandwagon.
I don;t have time to post now, so I'm going to suggest some Russes, Land Raiders, etc.
The exact same as the baneblade, but replace the lascannons with battle cannons.
Then put a twinlinked lascannon as a co-axial weapon on each of these battle cannons.
The exact same as the baneblade, but replace the lascannons with battle cannons.
Then put a twinlinked lascannon as a co-axial weapon on each of these battle cannons.
What did I say? I wanted it, damn you!
Oh well, I'll post Russ rules.
thenoobbomb wrote:What would I be?
Whatever you want to be. Just make a profile for yourself, and don't be too OP. For Example, myself:
Liquidjoshi: 220 points WSBS S T W I A LDSv 5 5 4 4 3 5 3 10 3+/4++
Equipment: Power Armour, Rosarius, Force Weapon, Bolt Pistol, Frag and Krak Grenades, Jump Pack.
Special rules:
Jump Assault: The wings of the Emperor are the best way to get into combat. With this in mind, LiquidJoshi can assault 12", and causes an extra D3 impact hits, made before combat at S4, with armour saves allowed.
Final Vengeance: Liquidjoshi would gladly sacrifice himself for the glory of Dakka. With a last culmination of Psychic might, he causes his physical form to explode with powerful psychic energy. If Liquidjoshi loses his last wound in combat, he may make a psychic test after all blows have been struck. If this is passed, place the small blast template in over LiquidJoshi. Allies can make a fall back move before this psychic test, after all blows have been struck. It uses the following profile:
Range S AP Special
Template 7 2 Assault 1
Assault Initiates: LiquidJoshi may be purchased as a squad leader for any jump infantry. If the rest of his unit is killed, he may join another as though he was an IC. He may not detach unless this unit too is killed.
The foresight: Liquidjoshi is gifted with brief visions of the future. Once per phase, he may reroll one dice, even if it is part of a 2D6 roll, such as that for a morale check.
Psyker** ATSKNF, FNP, Stubborn. (The usual for this part).
**Psychic powers: Hammerhand, Force Shield, Final Vengeance.
EDITS: for Wargear and rules changes. Edited again after the 5th roundup.
Thenoobbomb.......................250 points
Heavy support
WS 6 BS 4 S5 T5 I2 W3 A3 Ld 10 Sv 3+
Wargear:
The bomb of noobs
The bomb of noobs is a massive bomb, wich can be used once per game. When used, a single, non scattering large blast template is placed anywher within 12" of thenoobbomb.
It uses the following profile: S10 AP3 Type: Assault 1, one use only
Armour of the Lord of the Noobs
Thenoobbomb, being the almighty leader of noobs, has a special armor suit. It confers a 3+ save and a 6+ Inv. save.
The Slayer of Helpfull people
The Slayer of Helpfull people is a master crafted Power Weapon.
Special Rules:
The neverending noob
When thenoobbomb is killed, roll a D6. When the result is 4 or higher, thenoobbomb can 'respawn' with all his wounds in the deployment zone.
Wargear: Power Armour, Fragarach, Bolt Pistol, Frag&Krak Grenades.
- The Fragarach is a Power Weapon which allows Durza a single additional attack in combat against a model or unit which has attacked him after all other attacks take place. Note that if he was not attacked, he can't use this ability.
Special Rules: IC, EW, Chaos is still good, right?, Head of steam, I AM DURZA!
Chaos is still good, right?- Durza has all of the marks of Chaos, as it is the only army he plays. Bonuses have been included. His stubborn refusal to abandon the army also gives him the EWUSR.
Head of steam: If a combat Durza is involved in lasts more than two turns, he gets annoyed at his enemies stubborn refusal to die. He gains the Fearless USR and +2 attacks, but Fragarach is no longer a power weapon as, instead of his attacks become more random.
I AM DURZA!: When Durza takes his last wound, he stops pretending to be Alpharius and, with a fearsome warcry strikes a final blow against his enemies. This attack is at WS 10. It can either take the form of three S6 attacks against a unit, or one S10 attack against an IC or Monstrous Creature. If Head of Steam is active, the attack still counts as being done by a power weapon.
you Have too put in THIS UNIT under heavy support...
TROLLs and not magical kind...
Stats:
WS-1 BS-2 S-0 T-6 W-2 A-1 Ld-8 Sv6+
Unit Composition 2-3
Unit type Infantry
Wargear civvies clothing
Keyboard
words
Special Rules
troll herd: Troll can never be 2" far apart from another Troll.
Pain of the Internet: when Trolls attack from more than 16" away, all hits are automatic wounds.
Troll face: when activated roll a D6 if it lands on a 1 then all enemy units in range, (excluding vehicles) role for saving throughs.
Last in the Universe: You can't field more than two full squads of trolls at a time.
Equipment Stats Keyboard is a normal Power weapon
Words: Range 64" Strength 6 AP 5 Heavy 1
Words can only be used by a single troll squad, (herd) a turn
Fluff
Legend has it that the Trolls were once a powerful race with many Brothers in each herd, (cause they have no girlfriends). the lengend says that they were so powerful that with 5 words could change the very topic of an entire forum world. But after a cataclysmic advent which is known as, Dawn of the world around most Trolls left their caves underground, (basements) and in the mountains, (Attics) and discovered the world a new world around them. But some Trolls bond be blood and internet banished all trolls that left their caves. These banished Trolls are now called Politicians and Tax collecters, (not offending, just joking ). there were only six trolls left until they left their caves on a quest to end the new world as they saw it as threat to their existence. these 6 trolls are the last of their kind and they intend on destroying all.
Durza wrote:There's already a troll entry... Though I can't really say it's better. Bias and all.
I only now realised, oops... and it was posted by non other than you, (dramatically straightens arm and points finger! with lightning in the background) Durza... oh well you beat me to it along time ago.
The bomb of noobs is a massive bomb, wich can be used once per game. When used, a single, non scattering large blast template is placed anywher within 12" of thenoobbomb.
It uses the following profile: S10 AP3 Type: Assault 1, one use only
Just because of your name, I kinda prefer the idea that the detonation of the bomb would kill your model (i.e. you literally are a noob bomb).
Rules: Grave Weakness, He's sick, "I'm blind", Counter-attack, Fat Equipment: Armour of anime, Blade of confusion, Spork of randomness, Gun of filth
Rules
"Grave Weakness": DukeBadham has but one weakness, a weakness so disturbing and vile it can not be named, as such select on enemy character when DukeBadham is deployed, that character has documents contain images of Dules weakness, and he wants them, When DukeBadham charges the selected character, he gains +1 attack and +1 to hit.
"he's sick": Select one enemy unit when DukeBadham deploys, That unit knows the dukes weakness, and are so disgusted that they gain the preffered enemy rule against him.
"I'm Blind": When DukeBadham Charges, The enemy being charged suffer -1 to hit, due to the light from his ginger locks blinding them.
"Fat": DukeBadham has the slow but purposeful rule,but may re-roll the difficult terrain test, if he so wishes.
Eqiupment
Armour of anime: The armour of anime confers a 2+ save and a 5+ invunreble save on DukeBadham
Blade of confusion: blade of confusion is a two handed weapon that give Duke +1 strength and allows no saves of any kind, because the enemy is too confused
Gun of filth: the gun of filth is a pistol with the following profile: Range 16"/S 4/AP 4/type Pistol But DukeBadham may forfeit is shooting to use the following phsycic power: Hentai Bomb: range/strength/ap/type 60" / 6 / 3/ assualt 1 blast If DukeBadham uses this power he may not assault that turn
Spork of randomness is random, and counts as defensive grenades
hey, does someone want to make me some rules, I am 13 and new to hobby. Blond, and have a dragster as a transport. I love vanilla marines and going fast. wouldnt like to have a force org slot, but want to be independent. I always convert everything.
Rules: Grave Weakness, He's sick, "I'm blind", Counter-attack, Fat Equipment: Armour of anime, Blade of confusion, Spork of randomness, Gun of filth
Rules
"Grave Weakness": DukeBadham has but one weakness, a weakness so disturbing and vile it can not be named, as such select on enemy character when DukeBadham is deployed, that character has documents contain images of Dules weakness, and he wants them, When DukeBadham charges the selected character, he gains +1 attack and +1 to hit.
"he's sick": Select one enemy unit when DukeBadham deploys, That unit knows the dukes weakness, and are so disgusted that they gain the preffered enemy rule against him.
"I'm Blind": When DukeBadham Charges, The enemy being charged suffer -1 to hit, due to the light from his ginger locks blinding them.
"Fat": DukeBadham has the slow but purposeful rule,but may re-roll the difficult terrain test, if he so wishes.
Eqiupment
Armour of anime: The armour of anime confers a 2+ save and a 5+ invunreble save on DukeBadham
Blade of confusion: blade of confusion is a two handed weapon that give Duke +2 strength and allows no saves of any kind, because the enemy is too confused
Gun of filth: the gun of filth is a pistol with the following profile: Range 16"/S 4/AP 4/type Pistol But DukeBadham may forfeit is shooting to use the following phsycic power: Hentai Bomb: range/strength/ap/type 60" / 6 / 3/ assualt 1 blast If DukeBadham uses this power he may not assault that turn
What do you think
Should cost a lot more than 170 IMO, especially considering the sword that ignores all saves. You've left out the Spork of randomness too. And there's no apostrophe in 'wants'.
hey, does someone want to make me some rules, I am 13 and new to hobby. Blond, and have a dragster as a transport. I love vanilla marines and going fast. wouldnt like to have a force org slot, but want to be independent. I always convert everything. anyone?
Captainsolstice: You can do your own, unless you know someone who will do it for you. Feel free to jump in by making your own IC, but we can;t do one for everyone who wants one, just ourselves and well known members (such as Kroothawk, etc).
Rules: Grave Weakness, He's sick, "I'm blind", Counter-attack, Fat
Equipment: Armour of anime, Blade of confusion, Spork of randomness, Gun of filth
Rules
"Grave Weakness": DukeBadham has but one weakness, a weakness so disturbing and vile it can not be named, as such select on enemy character when DukeBadham is deployed, that character has documents contain images of Dules weakness, and he wants them, When DukeBadham charges the selected character, he gains +1 attack and +1 to hit.
"he's sick": Select one enemy unit when DukeBadham deploys, That unit knows the dukes weakness, and are so disgusted that they gain the preffered enemy rule against him.
"I'm Blind": When DukeBadham Charges, The enemy being charged suffer -1 to hit, due to the light from his ginger locks blinding them.
"Fat": DukeBadham has the slow but purposeful rule,but may re-roll the difficult terrain test, if he so wishes.
Eqiupment
Armour of anime: The armour of anime confers a 2+ save and a 5+ invunreble save on DukeBadham
Blade of confusion: blade of confusion is a two handed weapon that give Duke +2 strength and allows no saves of any kind, because the enemy is too confused
Gun of filth: the gun of filth is a pistol with the following profile:
Range 16"/S 4/AP 4/type Pistol
But DukeBadham may forfeit is shooting to use the following phsycic power:
Hentai Bomb:
range/strength/ap/type
60" / 6 / 3/ assualt 1 blast
If DukeBadham uses this power he may not assault that turn
What do you think
Should cost a lot more than 170 IMO, especially considering the sword that ignores all saves. You've left out the Spork of randomness too. And there's no apostrophe in 'wants'.
Better now, if not, feel free to tell me your opinion
The machine of dakkadeath
BS:4
FA:14
SA:13
RA:10
The machine of dakkadeath is a Vindicator, with a Multimelta turret, and the fast special rule. It is crewed by Capitansolstice, who tries to imitate the best tank commanders cough chronous cough
Capitansolstice's stats are as follows:
WS 3
BS 6
S 4
T 4
I 6
A 2
W 2
LD 9
SV 2+
He also has the following wargear: Twinlinked plasma pistol, Boltgun, powersword, signium
POINTS: 200
Dakkadeath:255
Here's my addition (that I would make strictly for DakkaDakka if I ever had a spare $200 and about 40 hours):
Looted HammerRaider!
Heavy Support - 550 points
Fast, Skimmer, Tank, Power of the Machine Spirit, 4 Structure Points, Tank Hunter, Extremely Explosive (when last structure point is lost, place one 30" blast marker on the wreck. Deal one Str 9 AP 2 hit on all units under the blast)
Armor..........BS F....S...R.....3(5)
15 15 15
Weapons
StrAp Range Special Rules
Auto-Railer (primary loadout)
Str D AP 1 Unlimited Heavy 5, Lance
Auto-Railer (submunition loadout)
Str 8 AP 3 Unlimited Heavy 5, Large Blast (7"), Wide Scatter (+d6 to scatter roll), Barrage
Missiles What's Are Smart
Str 5 AP 4 60" Assault 25, Ignores Cover, Small Blast (3"), Array (may fire separately at multiple squads, no more that 10 at any one squad)
The Looted HammerRaider is what happens when a Big Mek gets his gobs on several railguns, plasma cannons, lascannons, smart missile systems, missile launchers, plasma capacitors, drones, some really big engines, and other assorted Tau and Imperial bitz, and slaps them on a chassis that used to be two hammerheads and a land raider. Toss in some wildly unstable orky power, and you have yourself the shootiest whatsit that was ever drove by an ork. This thing has a Rail-Minigun, complete with primary loadout and submunitions, a Smart missile array that can engage multiple targets, it can skim high and low across terrain, has see'in spines for knowin' where you is goin', a stolen Tau target lock mad-doc'd onto a targeting squig for accuracy, can turbo boost, has 4 structure points, and can move 12 inches and fire all guns or 24 inches and fire one (with POTMS). Riding proudly atop this airborne monstrosity is Big Meka Omega, proud pilot, owner, and chief resident. What's a looted vehicle for if not living in, anyways?
(I kind of just threw this together because I wanted it on the thread, since the thread is full of win. Any clarifications I need to make?)
Coolyo294 100 pts, Upgrade to a unit of Gamers WS: 3 BS: 3 S: 3 T: 3 W: 3 I: 3 A: 2 LD: 9 SV: 4+
Wargear Carapace Armour, Plasma Gun, Plasma Pistol, Power Weapon
Special Rules One Word Response: Coolyo294 is known for giving out responses that consist of only a single word. These responses can shatter the resolve of even the most hardened warriors. Before an enemy unit can assault unit of Gamers that contains Coolyo294, they must take a morale test. If failed, the unit cannot assault that turn. Love of Plasma: Coolyo294 sure does love his Plasma weapons. As a result, any Plasma weapons in the unit Coolyo is a part of gain the TLUSR
Modhammer: Modhammers are the signature weapons of Moderators. With they smite those who would bring anarchy to forums. Those struck by a Modhammer cannot post for 3 days. The Modhammer is a master-crafted Thunder Hammer that strikes at the model's given Initiative characteristic. In addition, a model struck by a Modhammer that is not killed outrite is effectively stunned, and may not perform any actions in the following turn.
Edit All Tool: Moderators use the Edit All Tool to edit any posts considered offensive or otherwise counter to the Rules. The Edit All Tool is a psychic shooting attack, with the following profile:
Range: 24 Str 6 AP 3 Assault 2 Pinning
Admin: Moderators do not have the restrictions that bind regular users. Units with the Admin rule strike at +2 initiative when assaulting. They also automatically pass all psychic checks and are not bound by Line of Sight restrictions. They can see all!
May be upgraded to an Administrator for 50 pts. An Administrator adds +1 to all of its profile characteristics. In addition, any friendly unit (except for Trolls and Haters)within 18 inches is considered Relentless, for being good posters and sticking to the rules.
May replace Modhammer with a Banhammer, for 30 pts. Any wounds taken from the Banhammer inflict Instant Death, regardless of any special rules that would prevent it.
CpatTom wrote:Has this been stickied/ all entries cleaned up and put on the main post yet?
How about it?
I know it isn't easy to put it all together, but maybe some contributors could clean up their entries so it is ready be inserted into the main post? Would suggest to add at least a point cost , unit type, and FoC slot ( or outside ), to any entry.
Wargear: Bolt Pistol, Jump Pack, Close Combat Weapon
May exchange close combat weapon for power weapon - 10pts each
Special Rules: A Grain of Salt, Deep Strike, Scouts, Divination
A Grain of Salt: Rumour-Mongers always come with a pile of salt, which they throw at their enemies eyes as they charge - ouch!!! They count as being equipped with Assault Grenades, and have the Furious Charge USR.
Divination: So wise are the Rumour-Mongers that the Dakka are able to prognosticate the enemy formation - often months in advance. For each unit of Rumour-Mongers in the army, roll a D3 before deployment and apply the result below:
1) The rumours are totally bogus! No advantage is gained this battle.
2) The Codex leaks early, and only DAKKA has the hands-on scoop! You can seize the Initiative against this army on a 4+.
3) You have gotten months to prepare for this new force. Any D3 units in the army gain the Preferred Enemy USR.
Dakkites
These forum members were cast aside when the term "Dakkanaut" was coined.
Now, they hide, and wait.
Points per model: 15-22 (Help)
Special Rules: Infiltrate, The Cause
The Cause: The Dakkites are dead set on proving the other Dakka members wrong. Within 8" of a squad of Dakkanauts, they get a 1+ to all leadership tests.
Unit Type: Infantry, upgrade to haters. Up to one Haters squad in the army may upgrade a finecast hater to H.B.M.C., for the points cost listed.
Wargear: Hater armor, Mastercrafted Laspistol, Commissar Hat
Special Rules: GW Hate, Stubborn(confers to the unit), Spin in place, Preferred enemy(Kanluwen, New Armies)
Hater armor: The Hater armor is a set of power armor forged in the fires of Hater Mountain. It confers H.B.M.C with a 2+ armor save.
Mastercrafted Laspistol: A powerful laspistol with the following profile: Range: 24 Str 7 AP3 Assault 2 pinning
Commissar Hat: H.B.M.C. is never seen without his Commissar Hat. This confers no bonuses.
GW Hate: H.B.M.C. hates all things that GW does. Against any army with a codex after 4th edition, role a dice, on a 3+ all Haters in the army are changed from infantry to Beasts and have Preferred Enemy against the army they are facing. In addition, if Kanluwen is included in the force, H.B.M.C. MUST stay at least 18'' away from him, or they must immediately move to engage each other, with no alternatives, even if both are in squads. Always at odds with Kanluwen, they bicker back and forth, only occasionally united in cause.
Spin in Place: H.B.M.C.'s avatar is constantly spinning. It can dizzy opponents and confuse them. H.B.M.C. has a 4+ invulnerable save.
WE HATE SPAMMERS!
Everyone hates spammers, as such all units within 6' of a spamposter must take a LD check. If they fail they must launch an assault against the Spamposter unit in the assault phase.
Fleet
Automatically Appended Next Post: These are troops and are 10 points a model.
- Immaculate Golden Demon Winner. 120 pts
- Converters 20pts
- Server outlet- 200 pts
- Dakka Blade 700 pts
- Theoobbomb 250 pts
- The machine of dakkadeath 255 pts crew upgrade Capitansolstice 200 pts
- Looted HammerRaider! 550 pts
- Venerable Dakkanaught. 270 pts
- King of Predators 300 points
dedicated transport
- CRASSUS ARMORED ASSAULT TRANSPORT ( maybe purplefood could be an driver-upgrade?)
- Dedicated Transport: Band Wagon.
- THE NIGHTWING 70 pts
- admin/mod only: Dakkanaught / da wurks available as wargear ( sort of transport ).
Spoiler:
Replaces all existant wargear except admin/mod specific ones with the Dakkanaught options. Takes up 4 spaces in transport. No restriction as admin/mods are above such.
unsure
- Egocentric forumite
- OT forum poster ( suggestions where to place them in the FOC ? )
- purplefood 250pts
outside FOC
- Conversionists: upgrade to standard GW codex choices, will fit into its parent units FoC slot. For pts cost see options.
- Rule Crafters - 50pts each
- Lurkers - pts=special
- gorechild ( 340 pts )
army wide special rulez
- Infighting:
- They have it, why shouldn't Dakka have it?
Dakkanauts in italics. Could posters please consider their point-costs and place in the FoC? There are still holes now...in this list.
Purplefood. IC / unique
4 5 4 4 2 4 2 4+ scout armor, autogun, CCW.
Crew upgrade of a CRASSUS ARMOuRED ASSAULT TRANSPORT for +50 pts
Special rules:
a) No glory, only death!
> any unit attempting a Death or glory reaction suffers from its inevitable doom as nothing can stop a CAAT driven by Purplefood.
- models are removed without any save possible. Its their own fault as the awesomeness is obvious and they should know better.
b) unstoppable advance
> any unfriendly unit in 12" with line of sight to, or subject themselves to, a tankshock/ramming action performed by a CAAT driven by Purplefood tests instantly on their LD with a malus of - 1 pro each already squished model this game. If this reduces the LD stat to 0 or under, the unit automatically flees from the table and gone insane cannot rally.
c) to inspire is to distract....
> any friendly unit with line of sight to the purplefood driven CAAT may roll a d6 whenever he squishes a opposing models asunder.
On a 3+ they may act normally, failing that, they are to distracted cheering him on and thus forfeit their movement in this phase.
d) his drivers license is limited to CAAT:
> purplefood may disembark if he chooses to, but is restricted to drive CAAT and may not take over anything than another CAAT.
Thanks, 1hadhq, things are starting to take shape pretty well.
K, so General Discussion Some things are covered, some things would be difficult t do. Inros/tourney/dakka discussion/swap shop/find a game
Painting and Modeling Pretty well covered: Maybe something covering articles
40k + Fantasy Boards + Warmachine and Hordes + Other games (not much experience here outside 40k)
and More Dakka Polls (this seems like a possible unit) Campaigns, Fiction, survivor games and chain fiction, Video Games, off topic, and Nuts and bolts
Special rules: BAWKS: its immobile, and must thus be carried around by at least 1 Spammer. If the current spammer squad is killed, the BAWKS is immobile. Another spammer squad can join it, and then continue to carry it.
Spammer:
Troop
Unit size 1-10
10 points per Spammer
WS 1 BS 1 S1 T5 W2 LD 5 SV 6+
Special rules: Fearless, FNP, Stubborn, Spam
Spam: Instead of walking, the unit can choose to spam an enemy unit within 24''. The enemy squad must take a LD test. If it fails, its pinned.
Server outlet is already a thing that's happening- I did the rules.
The generic HQ rules are OK, but they need rules to differentiate themselves between "Master Tacticians" and "Expert Modellers" (gamer and painter-types), as well as any others.
And the OT posters should be outside the FOC, but you shouldn't be able to take more than 3 units (they're off-topic, geddit?).
Painting noob 5 pts
infantry size 5-20
ws 3 bs 3 s 3 t 3 i 3 w 1 a 1 ld 8 5+
wargear: starter set of paints. Counts as CCW / defensive grenades.
special rule: My Eyes!
- whenever the noob is aimed at, the opponent risks his eyesight. painting noobs have a 5+ cover save.
Can upgrade to:
Painter ( TT quality ) at + 6 pts
infantry size 5-20
ws 3 bs 3 s 3 t 3 w 1 i 4 a 1 ld 9 5+
wargear: set of brushes, multiple painting pots. counts as 2 identical CCw / defensive grenades.
options:
- one of 5 painters may add a spray gun for 10 pts to his equipment.
Special rule: camo
- the painter has learned how to get some nice results and uses his knowledge to apply a camo scheme whenever s/he needs one.
Painters have a 4+ cover save.
- spray gun. Counts as hand-flamer s4 ap 6. pistol. Grants a second hth attack as pistol / ccw combo.
Special rule: i want your vote!
- psychic shooting attack. 24" large blast. Roll a d6.
1-2 : can't decide! models under the template are pinned. 3: voted + , models under the template move on normally.
4 : voted - , painter is unhappy but can't change their mind. Models under the template move on normally.
5: voted -- , painter is very unhappy. models under the template suffer d6 s3 ap - hits.
6: voted ---- and made a negative comment. Unit of painters gain the rage USR and preferred enemy against the offenders.
Can upgrade to:
Veteran painter ( elite ) at + 8 pts
infantry size 5-10
ws 4 bs 3 s 3 t 3 w 1 i 4 a 2 ld 10 4+
wargear: set of quality brushes, shelf filled with painting pots. Counts as 2 identical mastercrafted CCW / defensive and assault grenades.
veteran painters gain a higher save from layers of paint on them..
options:
- one/two of 5 veteran painters may add a spray gun for 10 pts to his equipment.
- one of 5 veteran painters may swap their quality brushes for high quality brushes at +10 pts. Those count as power weapon.
Special rule:
- enhanced camo. Identical to painters but confers a 3+ cover save
- spray gun. Counts as hand-flamer s4 ap 6. pistol. Grants a second hth attack as pistol / ccw combo.
- dakka Gallery: psychic shooting attack. 12". Target unit has to take a morale test at -1 for each unpainted model fielded on his side.
> standing it, has no additional effects. To fail, means to be caught in the awesomeness of the dakka gallery and to be sucked in to never return. Models are removed from play without any save. They are not dead, so cannot respawn if their rules say so.
I like the idea for me... Can i have an autogun instead though? Also squadrons of CRASSUS ARMOURED ASSAULT TRANSPORTS would be impractical... Now PRAETOR ARMOURED ASSAULT LAUNCHERS however...
DreadlordME! wrote:When you say +8 points for a veteran painter, do you mean +8 points to the cost of the Painter (TT) or +8 to the 5 points of a painter noob
Basic unit = painting noob
> extra points paid > painter
painter > extra points paid and unit moved to elite = veteran painter
So yes, its basically 5 pts to get a noob, 11 pts ( 5 + 6 ) to get a painter, 19 pts ( 5 + 6 + 8 ) to get a veteran.
However, we could use the unit "noob" as base and allow to alter the noob to painting noob , modelling noob, gaming noob? etc but I don't see a reason why a noob dedicated to one facet of the hobby should be an upgrade to a generalist of said hobby.
Maybe I shall drop the painting noob and just aim to provide an upgrade from basic unit "noob" to painter ?
Painter have to be different from modellers and gamers IMO.
They are not anti-mech and surely just a unit to sit on an objective as they are now. The only real threat i built in, is when someone falls to the psychic attack of the veterans and a whole unit is taken out of play by our great dakka gallery itself...
@Vampirate of Sartosa:
Could reduce the cost of painters if the noobs are too attractive. Considered the noobs a cheap unit, lacking hitting power and options, just a lowly cover save, where painters get options, have +1 attack ( 2x CCW ) improved ini and saves. Plus a psi attack.
As stated above, noobs could be a basic unit, but why would they upgrade at all to another type of noob then? Wouldn't they aim to become a fully fledged painter, gamer, etc ?
Ego Tokens – Mr Mystery begins the game with d3+1 Ego Tokens. 1 Token may be spent during the shooting phase per turn on one of the following Enhancements. Spending an Ego Token replaces Mr Mytery's shooting attack. Enhancements last until the beginning of the player’s next turn. If Mr Mystery is attached to the targeted unit, he gains the chosen Enhancement. -Baiting: Target enemy unit within 12” gains the Rage special rule. -Entrenched: Target friendly unit within 12” gains the Fearless special rule. -He doesn’t stop!: Target friendly unit within 12” gains the Relentless special rule. -Aaaaargh!: Target friendly unit within 12” gains the Furious Charge special rule.
Explosive Exit: When Mr Mystery has spent all of his Ego Tokens, place a large blast template centered over Mr Mystery. This blast is STR 8 AP 1. Mr Mystery is removed from the game (not as a casualty) after the blast.
Facepalm fist: An ancient and holy power fist that has made many a facepalm. The Facepalm fist counts as a power fist. In addition, it causes 2 wounds instead of 1 (assuming it doesn't cause Istant Death of course).
Inferno pistol.
Special Rules:
Fangirl (meant in the nicest possible way!): An army including Melissia may include up to 500 points of Orks or Sisters of Battle. In addition, these units can be taken from old, out of print Codexes.
Charming: Melissia is utterly lovely, and as a result all models that attempt to shoot or assault her must take a leadership test, and if they fail this test, may not assault or shoot at all. This rule does not apply to Necrons or Tyranids, due to their lack of souls.
Feel no Pain, Furious Charge, Eternal Warrior, Fearless, Independent Character.
Vampirate of Sartosa wrote:I guess that I don't really feel like Painting Noobs should be more closely associated with painters than with noobs. For some reason.
I somehow fail to see the reason.
Isn't "painting" noob a hint on its quest to become a painter? But I offered to drop them and so I do. Consider them edited out.
DreadlordME! wrote:I think the psychic power of the painter veteran is OP.
He doubts the dakka gallerys power ?
I'll change it a bit and we will see if you still deem it OP.
purplefood wrote:
Also squadrons of CRASSUS ARMOURED ASSAULT TRANSPORTS would be impractical...
Now PRAETOR ARMOURED ASSAULT LAUNCHERS however...
Painter ( TT quality ) .
infantry
Unit size 5-20.
1 aspiring veteran and 4 painters = squad of 5 at 60 pts, may add up to 15 painters at +11 per model
Painter
ws 3 bs 3 s 3 t 3 w 1 i 4 a 1 ld 9 5+
Aspiring veteran
ws 4 bs 3 s 3 t 3 w 1 i 4 a 2 ld 10 5+
wargear: set of brushes, multiple painting pots. Counts as 2 identical CCw / defensive grenades.
options:
- one of 5 painters may replace a brush ( of his set of..) with a spray gun for +10 pts
- the aspiring veteran may:
> swap the set of brushes for a quality set of brushes . See entry of veterans for details.
> take a paint station for + 10 pts.
Special rule: camo
- the painter has learned how to get some nice results and uses his knowledge to apply a camo scheme whenever s/he needs one.
Painters have a 4+ cover save.
Special rule: i want your vote!
- psychic shooting attack.Range = 24" large blast.
>Roll a d6.
1-2 : can't decide! models under the template are pinned.
3: voted + , models under the template move on normally.
4 : voted - , painter is unhappy but can't change their mind. Models under the template move on normally.
5: voted -- , painter is very unhappy. models under the template suffer d6 s3 ap - hits.
6: voted ---- and made a negative comment. Unit of painters gain the rage USR and preferred enemy against the offenders.
Wargear option:
- spray gun.
> A spray gun is a hand-flamer s4 ap 6 / pistol. Grants a second hth attack as pistol / ccw combo.
- paint station. ( aspiring veteran only )
> acts as combat shield. Grants a 5+ invul save against CC attacks.
Enhanced painter unit: ( Elite )
Veteran Painter ( washes, highlights n' stuff )
infantry
Unit size 5-10
Squad of 5 veteran painters for 85 pts, may add up to 5 veteran painters at + 17 pts
ws 4 bs 3 s 3 t 3 w 1 i 4 a 2 ld 10 4+
May upgrade 1 veteran for 20 pts to:
Aspiring Paint champ
ws 4 bs 4 s 3 t 4 w 1 i 4 a 3 ld 10 4+
Counter assault USR.
wargear: set of quality brushes, shelf filled with painting pots. Counts as 2 identical mastercrafted CCW / defensive and assault grenades.
veteran painters gain a higher save from layers of paint on them..
Wargear options:
- one/two of 5 veteran painters may replace a quality brush ( of his set of..) with a spray gun for +10 pts .
> A spray gun is a hand-flamer s4 ap 6 / pistol. Grants a second hth attack as pistol / ccw combo.
- one of 5 veteran painters may swap their quality brushes for high quality brushes at +10 pts.
> high quality set of brushes count as set of power weapons. Grants second hth attack as set of 2 identical special weapons.
- the aspiring paint champ may take a advanced paint station at + 15 pts
> advanced paint stations act as a combat shield and a badge of office. Grant a 4+ invul save against CC attacks.
Special rule:
- enhanced camo.
> the Veteran Painter knows how to camouflage any Model, be it infantry or vehicle. Has a 4+ cover save as they blend into the environment faster than paint dries...
Special rule:
- let me show you this...
> psychic shooting attack / 2D6 hits. Range = 18" Needs line of sight.
Once per game turn the Veteran Painter unit may attempt to entangle 1 unfreindly non-vehicle unit with the sheer awesomeness that is the dakka gallery. Any model hit has to take a test on its unmodified leadership stat.
- if at least one model fails his test, the following happens:
- the model who failed is inable to act as its too busy browsing the dakka gallery.
- This model cannot shoot, attack or use any psychic power in this game turn.
- It resists to move and is most likely dragged on, slowing his unit down. The whole unit halves its movement in his controlling players turn.
- Any afflicted models may move on normally when the effects wear off at the end of his controlling players turn.
- Immaculate Golden Demon Winner. 120 pts - Converters 20pts - Server outlet 200 pts - Dakka Blade 700 pts - Theoobbomb 250 pts - The machine of dakkadeath 255 pts > crew upgrade: Capitansolstice + 200 pts - Looted HammerRaider! 550 pts - Venerable Dakkanaught. 270 pts - King of Predators 300 points
dedicated transports:
- CRASSUS ARMORED ASSAULT TRANSPORT > crew upgrade of 1 CAAT: - Purplefood + 50 pts. - Dedicated Transport: Band Wagon. - metal bawkses 40 pts - THE NIGHTWING 70 pts - admin/mod only: Dakkanaught / da wurks available as wargear ( sort of transport ).
Spoiler:
Replaces all existant wargear except admin/mod specific ones with the Dakkanaught options. Takes up 4 spaces in transport. No restriction as admin/mods are above such.
unsure
- Egocentric forumite - OT forum poster ( suggestions where to place them in the FOC ? )
outside FOC
- Conversionists: upgrade to standard GW codex choices, will fit into its parent units FoC slot. For pts cost see options. - Rule Crafters - 50pts each - Lurkers - pts=special - gorechild ( 340 pts )
army wide special rulez
- Infighting - They have it, why shouldn't Dakka have it?
Dakkanauts in italics. Could posters please consider their point-costs and place in the FoC? There are still holes now...in this list.
Am I ok at 200 points? I've made some fairly drastic changes, if not, can someone give me some guidance as to what we all think my points should be?
I'll start on the codex at next roundup; this gives people time to sort out their units/ add more in. If there are issues with your units, such as points costs, or things that don't make sense, they will not be included in the codex until they are resolved.
Please be patient with this, remember I have a life too. I can post the codex here when I'm done, or send a 1st draft to poeple heavily involved in this thread (such as 1hadhq and Vampirate of Sartosa) when it's done.
/b/tard 15pts each 5-15
w b s t w i a ldsv 3 3 3 3 1 6 1 7 5+
Brony
w b s t w i a ldsv 4 3 3 3 1 6 2 7 5+
Equipment: Meme, CCW Special Rules
Fearless, Shocking Imagery
Shocking Imagery - any unit attempting to intiate an
assault against /b/tards must make a leadership check, on a failure, they instead move 6" in the opposite direction, and may not assault this turn. Units with the mark of slaneesh may ignore this ability.
One /b/tard my be upgraded to a brony for 10 points. While the Brony is in the unit all /b/tards gain +1WS and +1A, since they are already worked up over another pony thread.
Armless Failure wrote:/b/tard 15pts each 5-15
w b s t w i a ldsv 3 3 3 3 1 6 1 7 5+
Brony
w b s t w i a ldsv 4 3 3 3 1 6 2 7 5+
Equipment: Meme, CCW Special Rules
Fearless, Shocking Imagery
Shocking Imagery - any unit attempting to intiate an
assault against /b/tards must make a leadership check, on a failure, they instead move 6" in the opposite direction, and may not assault this turn. Units with the mark of slaneesh may ignore this ability.
One /b/tard my be upgraded to a brony for 10 points. While the Brony is in the unit all /b/tards gain +1WS and +1A, since they are already worked up over another pony thread.
A lot of these ideas are alright, but I can't see why they should be in a Dakka army. Specifically, Matt Ward, the Machine of Dakkadeath, C.S. Goto, the King of Predators and the Editor MC. Maybe we should go over this list- check each one for suitability and quality of rules...
Vampirate of Sartosa wrote:A lot of these ideas are alright, but I can't see why they should be in a Dakka army. Specifically, Matt Ward, the Machine of Dakkadeath, C.S. Goto, the King of Predators and the Editor MC. Maybe we should go over this list- check each one for suitability and quality of rules...
The list has to be made first to go over it.
But aren't we waiting for updates of several entries already? Maybe you should create a list of what needs adressing?
I barely sorted the suggestions by name to give possible participants an idea what is done and where we got free spots.
Surely not going to take your duties of creating a "thumbs up" / "thumbs down"
Armless Failure wrote:/b/tard 15pts each 5-15
w b s t w i a ldsv 3 3 3 3 1 6 1 7 5+
Brony
w b s t w i a ldsv 4 3 3 3 1 6 2 7 5+
Equipment: Meme, CCW Special Rules
Fearless, Shocking Imagery
Shocking Imagery - any unit attempting to intiate an
assault against /b/tards must make a leadership check, on a failure, they instead move 6" in the opposite direction, and may not assault this turn. Units with the mark of slaneesh may ignore this ability.
One /b/tard my be upgraded to a brony for 10 points. While the Brony is in the unit all /b/tards gain +1WS and +1A, since they are already worked up over another pony thread.
Okay, that is way too many rules. Hell, four rules plus wargear is pushing it.
Also, important announcement on rules for Dakkanauts: Please try to refrain from making yourself into an HQ, independent character or monstrous creature- most Dakkanauts don't stand out from the crowd like that. The best method is to make yourself a unit upgrade.
I'd like to change myself to an upgrade to the /b/tard unit for 150pts:
Durza (unit upgrade-changes unit to Elite)
WS-5 BS-4 S-4 T-4 W-2 I-5 A-3 Sv- 4+/5++
Equipment: Cupcakes, Friendship cannon, Discord.
Cupcakes are apparently harmless, but they contain a dark secret... They are defensive grenades which also reduce the leadership of a unit charging by 3 for the purposes of Shocking Imagery, or removes the Fearless rule from that unit.
Friendship Cannon: Can be fired in two modes; orbital or normal.
Normal: S5, AP3, Assault 2 Range: 24
Orbital: S10, AP1, Heavy 2 Range: 48
Discord: A blade containing all the power of the internet's disharmony. It is a two handed power weapon which bestows +1 attack to Durza for every casualty inflicted during the current turn (max 4)
Special Rules:
-I'm gonna tolerate and love the sh*t out of you!- All /b/tards in the unit are upgraded to Bronies. This adds +5 per model upgraded to Durza's cost. The unit is Fearless.
-Hate Detected- Once per battle, the Friendship Cannon may be fired in Orbital mode as an Assault 2 weapon against a unit which attempted to assault Durza's unit the previous turn, or a tank which attempted to tank shock Durza's unit the previous turn.
-Anti-Hate Shields- Once per battle, Durza can bestow a 3++ save on the unit for a single turn.
Deadshot, Crudcakes, and Lord Magnus, the aspiring champions of homebrew - 200 points Troops
Stats (Variable)
At the beggining of the game roll a d6, on a 6 you may choose on of the Primarchs listed on the Primarch thread instead, on a 2-5, They transform to Deathwatch Marines, with the same profile as sternguard but adding, BS5, 2 wounds, and a CCW. On a roll of a one however they are replaced with 3 veterans (C:IG) One with a melta, one a plasma, and one a flamer.
- Immaculate Golden Demon Winner. 120 pts
- Converters 20pts
- Server outlet 200 pts
- Dakka Blade 700 pts
- Theoobbomb 250 pts
- The machine of dakkadeath 255 pts
> crew upgrade: Capitansolstice + 200 pts
- Looted HammerRaider! 550 pts
- Venerable Dakkanaught. 270 pts
- King of Predators 300 points
- /b/tard 15 pts
> upgrade of /b/tard : Durza +150 pts
dedicated transports:
- CRASSUS ARMORED ASSAULT TRANSPORT
> crew upgrade of 1 CAAT: Purplefood + 50 pts.
- Dedicated Transport: Band Wagon.
- metal bawkses 40 pts
- THE NIGHTWING 70 pts
- admin/mod only: Dakkanaught / da wurks available as wargear ( sort of transport ).
> Replaces all existant wargear except admin/mod specific ones with the Dakkanaught options. Takes up 4 spaces in transport. No restriction as admin/mods are above such.
unsure
- Egocentric forumite
- OT forum poster ( suggestions where to place them in the FOC ? )
outside FOC
- Conversionists: upgrade to standard GW codex choices, will fit into its parent units FoC slot. For pts cost see options.
- Rule Crafters - 50pts each
- Lurkers - pts=special
- gorechild ( 340 pts )
army wide special rulez
- Infighting
- They have it, why shouldn't Dakka have it?
Dakkanauts in italics. Could posters please consider their point-costs and place in the FoC?
The heavy support section looks like it needs some work, too much large stuff that costs way too many points for 1500ish points or less.
To assuage this:
"Noble" Troll...............115 Points
Heavy Support
WSBS S T W I A LDSV 3 3 6 5 4 2 4 9 3+,4++
Wargear:
Monstrous Creature
Thick Layer of Lard: Due to doing nothing all day, "Noble" Trolls have developed a massive resistance to attacks, conferring a 3+ and a 4++.
Bilge of Misunderstanding/Hate: S:5 AP:4 template
May be placed up to 6 inches away, with the wide end always farther away from the base than the shorter end.
Upgrades:
May take:
Laptop +25 Points "Noble" Trolls can now go anywhere and troll from even further away, "Noble" Trolls are now Beasts.
Basement: + 85 Points "Noble" Trolls transform into a cement protected machine, literally fusing with their mothers house to take control. This attracts nearby trolls to come and join the "Noble" Troll.
Vehicle with F13 S13 R11
Transport Capacity 12: May only transport Trolls
6 Firing Hatches
Entry point on sides and Front
Wargear:
Assualt Ramp
Sponson Mounted Insult Launchers: S:4 AP:6 Blast Range 24
Units that Assault the turn the get out of the basement count as having Frag Grenades
Sponson Mounted Haterade Sprayers: S:5 AP:4 TL template
Special Stuffs
Central Hub:
All Trolls within 12" of the Basement gain the Furious Charge USR and lose the Infighting CSR.
---OT forum posters---
Deep in the darkest pits of Dakka lurks the OT forum, described by some as the illegitimate child of a DE Haemonculus' flesh-lab and Tzeentch's impossible crystal labyrinth, this den of obscurity and depraved rambling is bizarre enough to drive those who look upon it to madness. Those that post there are no better off...
Size: 5-10
Type: Infantry
Stats:
As IG guardsman
Weapons/Equipment: Laspistol & CCW
(does someone want to figure out some upgrades for this unit? (go with a CC-oriented)
Special Rules:
Lolwut?
Aura of absurdity
Lolwut? - Sometimes an OT thread is posted that is so profoundly absurd that it stuns those who gaze upon it. Once per shooting phase the unit may use Lolwut? on an enemy unit within 18". The affected unit must make a leadership test, if they pass they may continue as normal, if they fail they will become pinned for the remainder of the turn as they try to understand what the hell the thread is on about.
Aura of absurdity - The wackiness that eminates from the OT forums penetrates deep into the very fabric of it's posters, as such, an aura of craziness exudes from them, confusing and disorienting would-be attackers. any unit in close combat with OT forum posters strikes at initiative 1
Give them jump packs and I will happily lead a horde of them unto victory for the glory of Dakka
Oh, and What points should i be put at, BTW? I have no idea really.
Wargear: Heavy Bolter, Bolt Pistol, Close Combat Weapon.
May replace Heavy Bolter with:
Missile Launcher: 5 points.
Plasma Cannon: 10 points.
Lascannon: 15 points.
Assault Cannon: 20 points.
Special rules:
Grammar Nazism: At the beginning of the battle, nominate D6 enemy units. The opponent must then roll a D6 for each unit. On a 2-6 nothing happens to that unit. On a 1, the unit has been discovered to have below-perfect grammar and spelling. The Grammar Nazis may re-roll to hit and to wound rolls against these units for both shooting and assault. In addition, affected units may not take armour saves against attacks from the Grammar Nazis. Note that if the opposing player's first language is not English, this rule is ignored.
Fleet, Furious Charge.
For a cost of +60 points, 1 model in 1 Grammar Nazi squad may be upgraded to Squigsquasher.
The Punctuator: Squigsquasher carries a huge, rotary Heavy Bolter, with which he smites those who do not use proper grammar.
Range: 36" S: 5 AP: 3 Type: Heavy 6*
*The Punctuator wounds models nominated as having bad grammar on a 2+ (See "Grammar Nazism" rule).
Bolt Pistol, Close Combat Weapon.
Special Rules:
EXTREME Grammar Nazism: Squigsquasher has the Grammar Nazism rule. In addition, if his opponent makes any grammatical errors, or pronounces something incorrectly, then the player controlling Squigsquasher may immediately remove 2D6 models from the enemy's army. In addition, Squigsquasher hits models affected by the "Grammar Nazism" rule automatically in close combat. As with normal Grammar Nazis, this rule is completely ignored if the opposing player's first language is not English.
Wings: Squigsquasher has wings, not a jump pack! This has no in-game effect, it just serves to make sure you get his model right.
GW Fanboy: Squigsquasher is firmly in GW's camp when it comes to arguments. Squigsquasher and his unit must keep at least 12" away from any unit of Haters, Mat Ward Haters, or Finecast Haters. If the unit is forced within 12" of a unit of Haters, Mat Ward Haters, or Finecast Haters, then they must pass a Leadership Test or fire at that unit.
For Grammar!: A unit of Grammar Nazis that includes Squigsquasher gains the Relentless USR. This includes Squigsquasher himself.
Grammar Nazi's should really not have affecting on the foreign language speaker's, as, there not understanding why, when there typing, the Grammar Nazi's feel down.
CpatTom wrote:Just to be fair to all those who didn't get to speak the best language in the world first.
Do Grammar Nazis exist in all languages (and what would they be called in German?)
Yes we are fair to you, its not your fault you don't get "american" but "english" and then not even the best language...
Grammar nazis won't exist as nazis, as this term is nowhere used as common as it seems to be from a US / UK PoV.
There are still the same types of person worldwide ....just called differently and most likely not always focused on grammar and worse,
some of them tend to correct their fellow humans in every aspect. We call them " Oberlehrer" .Those who feel the urge to correct people...
Back to the entry, the grammar nazis got BS 5 and heavy bolters. Consider 5-10 HB at BS 5. Then add relentless from their squad leader...
Poor sods who failed the grammar test and get no armor-save against this.
As comfortable as it feels to be immune to this ( waves flag ), maybe the cost needs balancing as your main opponents most likely aren't foreigners and may fall under 'apply rule ? yes/no ? > yesss! '...
I would consider their weakness aganst vehicles too. HeavyBolters won't cut it if they face AV. Could be on purpose but wouldn't it give a chance to get away with bad grammar by hiding in transports? Couldn't walkers fill the battlefield with bad grammar, booming speakers turned to the max and the adepts of grammar can't do gak about it?
Would suggest to add "preferred enemy" to each grammar nazi unit on the table against any models with misspelled names in the army-list of the opponent.
But I would also reduce the heavy weapons to either 2x at 5 models or 4x from start.
CpatTom wrote:Just to be fair to all those who didn't get to speak the best language in the world first.
Tongue firmly placed in cheek, just to clarify
1hadhq wrote: Do Grammar Nazis exist in all languages (and what would they be called in German?) Grammar nazis won't exist as nazis, as this term is nowhere used as common as it seems to be from a US / UK PoV. There are still the same types of person worldwide ....just called differently and most likely not always focused on grammar and worse, some of them tend to correct their fellow humans in every aspect. We call them " Oberlehrer" .Those who feel the urge to correct people...
It is always nice to learn a bit about a different place, Danken (? I've realized I dunno how to spell said German colloquialism)
Back to the entry, the grammar nazis got BS 5 and heavy bolters. Consider 5-10 HB at BS 5. Then add relentless from their squad leader... Poor sods who failed the grammar test and get no armor-save against this.
As comfortable as it feels to be immune to this ( waves flag ), maybe the cost needs balancing as your main opponents most likely aren't foreigners and may fall under 'apply rule ? yes/no ? > yesss! '... I would consider their weakness aganst vehicles too. HeavyBolters won't cut it if they face AV. Could be on purpose but wouldn't it give a chance to get away with bad grammar by hiding in transports? Couldn't walkers fill the battlefield with bad grammar, booming speakers turned to the max and the adepts of grammar can't do gak about it?
Would suggest to add "preferred enemy" to each grammar nazi unit on the table against any models with misspelled names in the army-list of the opponent. But I would also reduce the heavy weapons to either 2x at 5 models or 4x from start.
I do agree with the issues presented. How much damage do Grammar Nazis actually do? Most of the time people resort to nitpicking a post's grammar when they wish to distract from the content. Even then, most people with poor grammar will just ignore the Grammar Nazi and continue with whatever idiot spew they were involved with before the Grammar Nazi came along.
CpatTom wrote:Grammar Nazi's should really not have affecting on the foreign language speaker's, as, there not understanding why, when there typing, the Grammar Nazi's feel down.
o i c wat you did thar
Also, fluff? ALRIGHT WHY NOT.
"The warhost on the hill was one of the most bizzare sights I had ever seen on a battlefield... Xenos, daemons and humans collected together in units together, gripping dice and paintbrushes; Orks, humans and creatures for which I had no name, clad in ancient armour and clothing; steam-powered walkers with antique-armoured assistants; and many bizarre war-machines, many of which had no purpose that I understood.
An Eldar, bizarrely dressed in a customised suit of power armour and standing on a shield borne by two servants, was carried forth out of the crowd. Raising his Daemon weapon, he shouted three abrupt words:
"Thin! YOUR! PAINTS!"
With that, every member of the warhost screamed out their own battlecry; only a few that I heard were "WOLVES FOR THE WOLF GOD, WOLVES FOR THE WOLF THRONE!", "METAL BAWKSES!", and, strangest of all, "CREEEEEEEEEEEEEEEED!". However, after a few seconds, all these shouts were replaced with a single, simultaneous battlecry:
"DAKKA DAKKA DAKKA! 'ERE WE GO, 'ERE WE GO, 'ERE WE GO!" Upon shouting this, the entire army charged down the hill, guns blazing." - extract from the report of Colonel Montague, Cadian 12th, on the "Gugalle Incident".
The strange group had advanced, heedless of the las shots pummelling them. The commissar suppressed his own fear, ignoring the cheerful song that the heretics- preaching kindness, love, and (worst of all) magic as part of normal life- were singing. One of the men broke, dropped his lasgun and started babbling nonsense about friendship. The commissar shot him through the head without a second thought.
"There are only twenty of them, you worthless dogs! Eradicate them!"
Three lascannons were brought to bear against the group and the strange man that led them. As they fired, the man raised his hand, and a glowing multicoloured aura enveloped all twenty of them, blocking the lascannons like nothing.
"Hate detected," whispered a voice in the commissar's ear.
The front wall of the building exploded as two shots pounded the shelter apart. Dazed, the commissar forced himself to his hands and knees, coughing. Around him, his men were doing the same. Through the dust, the figure of the strange man emerged, accompanied by his strange followers. The commissar heard him speak and despaired.
maybe remove Squig Squasher and DreadlordME! could be a upgrade?
Automatically Appended Next Post: Wait... DID SOMEONE SAY FLUFF! GIVE ME A GO & I WILL BE ETERNALLY GRATEFUL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Automatically Appended Next Post: "What is that?" yelled the Marine as a dark shape barreled towards him. It was the last thing he ever said.Standing above him, was a figure clad in artificer armour, wielding a massive battle axe. He swung the axe straight down in an arc of blood as the marine turned to flee. He was the shadow incarnate, the bringer of death... He was DreadlordME!.
Tranquility Pattern Camo: Gitsplitta has a 5+ cover save that may not be disallowed by any means, and adds 1 to all cover saves taken by Gitsplitta.
"Da Boss 'as a plan!": The player may select one Troops choice before deployment, this unit has Infiltrate, due to their sick color scheme and Tranquility pattern camo.
Thing 1 & Thing 2: Any two squads in the army have their squad leaders upgraded to Thing 1 or Thing 2 at no additional cost. There can only be one Thing 1 and one Thing 2 per army. They confer to their units Furious Charge, Tank Hunters, and Youngblood (The model with Youngblood may reroll a result of 1 once per phase, due to their enthusiasm for the game taking place).
Wargear: Lashing Sarcasm, bag of knives, Lifejacket, Triangle of Friendship
Lashing Sarcasm: Chowderhead is known to be a bit of an asshat most of the time, and doesn't speak in a friendly tone. Ever. To represent him flaying his opponents alive with his voice, all close combat attacks he makes are Rending.
Bag Of Knives: This is a bag containing all the Knives Chowderhead has. He throws them, knowing full well that was another 20 bucks down the drain.
S: 4 | AP:2 | Assault 3 | 12 inch range
Lifejacket: This is a special piece of armor Chowderhead aquired from the sacking of West Marine. It grants him a 4+ Armor Save, and a 3+ Invul Save. Lord knows why the Armor Save is worse, but whatever. He's fethed in the head anyway.
Triangle of Friendship: Chowderhead is known to use the Mod Alert button, or as he refers to it, the "Triangle of Friendship". Any Moderators wishing to Deep Strike within 6 inches of Chowderhead may do so without scatter or taking any difficult or dangerous terrain checks.
Special Rules: VP of DOOMFART, ADD Avatar, Easily Bannable, Is he a Girl?
VP of DOOMFART: Chowderhead is the VP of the shadowy organization known as DOOMFART, or Dakkanauts overthrowing oppressive mods for a radiant tomorrow. Due to this nature, he can induct members into it's ranks merely by being in their presence.
Any models within 6" of Chowderhead gain the Stealth USR.
ADD Avatar: Chowderhead has gained a reputation of changing his Avatar around a lot. He is, therefore, hard to detect.
Every turn, replace Chowderhead with a new model that is currently not on the field. This does not mean that you can't have the same model on the Table at once. For Instance, if you replace Chowderhead with a model for Astorath the Grim, and he is already in play, this is fine. Please note which is which, however.
You do NOT have to tell your opponent what model you have replaced Chowderhead with. You must, however, start with the Chowderhead Model already in play. WSYIWYG does not count for all models that replace the original Chowderhead figure.
Easily Bannable: Chowderhead does a lot of stupid things, and as such, gets banned a lot. These Bans, however, do not last forever.
To represent this, Chowderhead is not removed when killed. Place the original Chowderhead model, lying on it's side, where Chowderhead has taken his last wound. On a 6, Chowderhead stands back up with D3 wounds, ready to jump right back into the fray.
Is he a Girl?: Many memes have been created around Chowderhead, the most prolific one is that Chowder is a girl. And in the Grim Darkness of the 41st Millennia, no-one can understand how a MEQ army can have chicks. This causes confusion and morale loss amongst the ranks. No-one wants to hit a hot chick!
Any unit wishing to fire upon Chowderhead must take a Morale test. If failed, no shots are fired. Vehicles count as Ld10 for the purposes of this rule.
Paperback books are one handed force weapons.
Plot Armour grants a 4++ save. It also grants Eternal Warrior and the ability to re roll any 1s. (Re-rolls cannot be re-rolled. Clearly if you get a 1 twice in a row, that's what was meant to happen and you didn't read the book properly.)
Special Rules: Psyker (Mastery Level 2), IC, Disdain.
Disdain- Can never join a unit of noobs, haters, trolls or lurkers.
Options: Must choose two psychic powers from the list below.
Must choose an Alignment (Chaos, Imperial, Eldar or Ork)
-Can upgrade the Paperback Book to a Hardback Book for +25. This is a Force Weapon which doubles the user's strength.
-Can upgrade the Bolt Pistol to a Plasma Pistol for +15.
-Can purchase extra reading reading material for +20. It allows them to choose and cast another psychic power.
-Can be upgraded to Fluff Master for +50.
Fluff Master-
WS-5, BS-6, S-3, T-3, W-3, I-3, A-3, Ld-10, Sv-5+/3++
Special Rules: Psyker (Mastery Level 3), IC, Disdain.
Has all the same equipment and options, but must choose three powers instead of two.
Dakka Psychic Powers:
-Theory Spam: [The psyker theorises on the contents of the next codex by reaching into the Warp, spamming theories at a super-human rate. A side effect is that the time warping powers also speed up his allies.]Theory Spam can be cast at the beginning of either player's Assault Phase. The psyker and any unit he is in at the time fight at +1A and +1I for the turn.
-Obscure Reference: [The psyker draws on material long forgotten to all others, confusing his enemies.] Obscure Reference is cast at the beginning of the Dakka player's turn. If the power is cast successfully, one enemy unit visible to the psyker within 24" (including a unit in combat. Allies are invisible for the purposes of this power) fights at initiative 1 for the rest of the turn. If the psyker has Extra Reading Material, the target(s) also lose(es) 1A (to a minimum of 1)
-Retcon: [The psyker uses the dark powers of retcon to not only destroy an enemy, but to prevent it ever existing at all.] Retcon is a psychic shooting attack with the following profile:
S10, AP1, Range: 48", Assault 1, Blast. It cannot be cast against HQ choices, as they have too great a Warp presence (and GW won't let you).
-Scripted Death: [The psyker calls the eventual death of the target to the current battle.] Scripted Death is a psychic shooting attack with the following profile:
S5, AP3, Range: 24", Assault 3. However, against HQ choices, it has the following profile:
S5, AP1, Range: 24", Assault *(equal to target's current number of wounds.)
-Lash of Submission (Chaos only)
-Hammerhand (Imperial only)
-Mind War (Eldar only)
-Waaagh Dakka! (Orks only): All Dakka units, apart from those the psyker feels Disdain for, can either
1) move an extra 6" during the movement phase once only in the battle.
2) fire an extra shot in the shooting phase once only in the battle.
3) become Fearless and gain Furious Charge for the turn.
Kroot can have psychic powers. I wanna say that the Merc Dex made reference to Eldar/Kroot who used psychic powers to appear differently to IG. (That would have to be looked up though, as I really can't remember exactly how it went, I just remember imagining Kroot disguised as big eyed area 51 alien types).
Just saying, if you're gonna do psychic powers from a fluff perspective
p.s. Love the Retcon Power, it really fits quite nicely. Maybe cannot eliminate HQ's, but can alter them (on a random scale: you never know if you're gonna get squatted, uber-draigoed, or just necroned) Thoughts, in my head.
That sounds like it could be pretty good actually. Suggestions for other races are also appreciated, I just wasn't familiar enough to put them in.
Retcon for HQ:
When Retcon is targeted at a HQ choice, instead of taking damage, roll on the following table:
6: No Profit- [The attention of the Dark Powers is called to the fact there is no benefit to them in this character's existence, as they only scrape even with them. The target immediately ceases to ever have existed under their rage.] The target is removed from the game. No wounds are taken, no points are scored, and it cannot be prevented by anything.
5: Sistered: [The Dark Powers see they are making little profit from the character in question, but decided to give them a more fitting punishment than deletion. They remove all that made the character until they exist in name only.] The target looses all special rules apart from IC and fights with the stats and wargear of a troops choice, no upgrades allowed.
4: Avatared- [The Dark Powers toy with the character. They are not destroyed or removed. Instead they are subjected to humiliation after humiliation until no one can take them seriously.] -1 to all stats.
3: Profit! - [The Dark Powers see they are benefiting from the character's existence and decided to leave them as they are.] The target is unaffected.
2: ???- [The Dark Powers see that they are benefiting from the character's existence, but decide to experiment and see if a more powerful version would earn them extra money.] The target gains +1 to all stats, as well as any one special rule from a Special Character in their Codex.
1(can be re-rolled with Plot Armour, but the re-roll is on a D3): Redesign the Character- [The Dark Powers assign a fanboy to rewrite the target.] It fights with the following profile for the remainder of the battle
WS-9, BS-9, S-7, T-7, A-7, I-9, W-7 Ld-10, Sv- 2+/2++
Special Rules: Nothing To Go On, plus whatever they had previously.
Wargear: Sue Sword, Mary Mangler, Fanboy Armour.
The Sue Sword ignores all saves and inflicts Instant Death.
The Mary Mangler is a Pistol with the following profile:
S10,AP1, Range 24", Assault 3
Nothing To Go On: The character no longer matches any fluff it previously had, and its enemies cannot acquire the new fluff fast enough to make a new strategy to fight it. The character cannot be shot, assaulted or targeted by psychic powers in the turn that it was Retconned. However, this rule is negated if the Dakka player passes a leadership test with a Rumour Monger unit.
In reference to species- I imagined that any squad will be a random mix of races who were thrown together into squads as the battlehost rapidly accumulated.
About "Redesign the character"- excellent, but how about that all enemy units gain preffered enemy towards the character and that every turn you roll 2D6- on a double one, the character succumbs to infinite hatred and is removed as a casualty? Otherwise the risk would be so great that nobody would take Retcon.
Vampirate- Upgrade to unit of Converters or Fluffists (Added to unit, rather than replacing model)
Points: 30? WS: 3 BS: 2 S: 2 T: 3 W: 2 I: 3 A: 1(2) LD: 5 SV: 5+
Wargear: Flak armour; Laspistol; Servo-Frying Pan
Servo-Frying Pan: This is a Servo-Arm stripped from the back of the Tech-Priest that tried to kill Vampirate for tech-heresy, stripped down and with a frying pan attached to one end. It grants Vampirate a single extra attack (shown in profile) at strength 5 and initiative 2. However, if the unit he is in is charged by an enemy unit, the Servo-Frying Pan's attack is made before any others are- if this causes a wound, saved or unsaved, the enemy unit receives no bonuses for charging. (BONK.)
Special Rules: “Hey, how about…”; Vampiric
“Hey, how about…”: Vampirate has a suggestion for any situation, and these can be helpful or… not. At the beginning of each friendly turn, roll a D6 on the following chart; the result affects any units, friendly or enemy, within 9”. None of these results affect Vampirate himself, except for “skyward catapult”.
1: Ineffective- The suggestion doesn’t do anything, or is ignored or not heard. No effect.
2: Electric weapons- The unit’s close combat weapons are empowered. All normal close combat weapons in the unit become power weapons, all PWs become Power Fists, and all PFs become Thunder Hammers.
3: Inferno generator- The unit’s weapons are combined into an enormous flamethrower. The unit can forego their shooting phase in order to fire a Flamestorm cannon. They may not assault afterwards, even if they have Relentless.
4: Skyward catapult- The device has sufficient power to launch the unit high into the air, hopefully allowing them to come down in a more strategically viable position next turn. The unit is removed from the table, effectively being placed in reserve; the next turn, the controlling player can place them via deep strike. Note that if “Catastrophic accident” is rolled on the DS mishap table, count it as being misplaced.
5: ??? (will add later)
6: Catastrophic- The idea fails spectacularly, immolating the users, electrocuting them, or turning the heads of the squad members to chunky salsa (or some other suitably dramatic event). The unit takes D3 wounds, with no armour saves allowed.
Vampiric: If Vampirate is reduced to a single wound, he will regain his second one if he inflicts an unsaved wound in close combat. This cannot be made against Necrons, and cannot be made with the Servo-Frying Pan.
Its a gambler's power, and I like it. Really captures the essence of waiting on a new codex and what can happen with all the characters.
Yeah, I dont know what exactly the Kroot psyguys did 'cept look like aliens, just I'm a Tau Sympathizer, and the Tau don't have the psychic types to make an attack based off of.
Vampirate of Sartosa wrote:About "Redesign the character"- excellent, but how about that all enemy units gain preffered enemy towards the character and that every turn you roll 2D6- on a double one, the character succumbs to infinite hatred and is removed as a casualty? Otherwise the risk would be so great that nobody would take Retcon.
Yeah, that would be a problem... Possible additions:
1: Redesign the Character can only occur once per battle. If you get it twice, treat the result as ??? instead.
2: Whenever the target inflicts casualties, whether in combat of shooting, the controlling player must roll a D6. On a 1, the character is removed from the battle as GW sees the error of their ways.
3: If you get a Redesign the Character result on a target which has already had this occur, they explode due to awesomeness overload. Apply result 6, with a large blast template centred on where the target was. All models under this take a S10 AP1 hit.
Awesome Survivor:
All models surviving an awesome overload explosion are imbued with residue of the awesome explosion and gain +1 to all stats, and the "Nothing To Go On" USR.
CpatTom wrote:Awesome Survivor:
All models surviving an awesome overload explosion are imbued with residue of the awesome explosion and gain +1 to all stats, and the "Nothing To Go On" USR.
Thoughts?
Would be interesting, but then they'd need an Awesomeness Radiation rule which causes a S3 AP- hit to every model within 2" until they're left as an IC. Just 'cause.
CpatTom wrote:Awesome Survivor:
All models surviving an awesome overload explosion are imbued with residue of the awesome explosion and gain +1 to all stats, and the "Nothing To Go On" USR.
Thoughts?
Would be interesting, but then they'd need an Awesomeness Radiation rule which causes a S3 AP- hit to every model within 2" until they're left as an IC. Just 'cause.
Agreed. It also stacks, so on the off chance you get a survivor of 2 awesome explosions, he gets +2 to all stats (for a plus 3 total (10 max)), and starts hitting every model within 3" with a S6 AP-. Cause being awesome enough to survive that sorta thing twice is awesome.
CpatTom wrote:Awesome Survivor:
All models surviving an awesome overload explosion are imbued with residue of the awesome explosion and gain +1 to all stats, and the "Nothing To Go On" USR.
Thoughts?
Would be interesting, but then they'd need an Awesomeness Radiation rule which causes a S3 AP- hit to every model within 2" until they're left as an IC. Just 'cause.
Agreed. It also stacks, so on the off chance you get a survivor of 2 awesome explosions, he gets +2 to all stats (for a plus 3 total (10 max)), and starts hitting every model within 3" with a S6 AP-. Cause being awesome enough to survive that sorta thing twice is awesome.
But should the awesome radiation stack for every model or hit separately? Clearly, models which survived the original explosion would be immune, but...
Also, a second awesome explosion would be impossible except in games with more than two players unless you retconned your own characters.
CpatTom wrote:Awesome Survivor:
All models surviving an awesome overload explosion are imbued with residue of the awesome explosion and gain +1 to all stats, and the "Nothing To Go On" USR.
Thoughts?
Would be interesting, but then they'd need an Awesomeness Radiation rule which causes a S3 AP- hit to every model within 2" until they're left as an IC. Just 'cause.
Agreed. It also stacks, so on the off chance you get a survivor of 2 awesome explosions, he gets +2 to all stats (for a plus 3 total (10 max)), and starts hitting every model within 3" with a S6 AP-. Cause being awesome enough to survive that sorta thing twice is awesome.
But should the awesome radiation stack for every model or hit separately? Clearly, models which survived the original explosion would be immune, but...
Also, a second awesome explosion would be impossible except in games with more than two players unless you retconned your own characters.
Stack, being surrounded by irradiation has to be worse for you than just being around one source.
Unless your opponent is also running a Fluff Lord and another Hq, and the Fluffs blow up the other Hq's and Franz (He's a DKoK hero (please be quiet around him, he's quite jumpy)), just happens to be hanging out in the area. Boom, and Boom, Franz does what he does best, and Vio-la: Super Awesome Franz (now with seizure medication!)
Fearless, Eternal Warrior, Herald of the Wienerpocalypse
Wargear: Weiner Dog Launcher
Weiner Dog Launcher:
Range 36" S 7 AP -, Assault 3 Wiener Assault
Wiener Assault: For every hit with the Weiner Dog Launcher, roll a d6. On the result of a 4 or higher place a Wiener Dog Swarm 1" away from the targeted unit. The Wiener Dog Swarm may assault this turn.
Herald of the Wienerpocalypse: Any army that includes Frazzled may include any number of Wiener Dog packs.
Wiener Dog Pack
40 Points
Unit Type: Beasts
Unit Composition: 3-20 Swarms of Wiener Dogs
BS 2 WS 2 S 3 T 3 W 3 I5 A3 Save 5+
Wargear: Razor Fangs
Special Rules: Swarms, Fearless, Feeding Frenzy
Feeding Frenzy: When a Wiener Dog scents blood, it loses it's mind completely. When assaulting a model or unit that has already taken wounds or casualties Wiener Dogs have the Furious Charge special rule.
Additional Swarms may be purchased for 12 points per base.
Upgrades:
Wiener Dog swarms may choose one of the following upgrades
Any number of Wiener Dog swarms may have Laser Beams Attached to their Frikkin' Heads for 10 points per model. This enables them to use a shooting attack with the following profile:
Range: 6" S 6 AP 1, Assault 1 Melta
Any number of Wiener Dog swarms may have Chainsaw Hats. A model wearing a chainsaw hat has the rending special rule.
Ground Scanner ignore difficult terrain and reroll for dangerous
Target Lock may reroll misses against target unit/figure
Sniper Lock enemy suffer a -1 to any cover saves
fraglaunchers Rtemplate S3 AP6 special:may be used in close combat, centre large blast on the suit. any model under the template(apart from the suit) is hit.
electro pulse all modles in base contact take a wound on a 4+ (saves allowed) and are knocked back d6" and knocked prone
sheild gains +1 to the invun save must be mounted on an arm
Drones may take any number of dakka drones. each drone must be assighned to a specific suit
dakka drone......10pts
WS2 BS3 S2 T3 W1 I5 A1 LD10 S4+
type-skimmer infantry(like jump infantry but ignores all terain even impassable)
wargear dakka auto pulsers R12 S5 AP6 assault4 pinning
Snarling the marine plunged himself into the enemy battle line.
All around him fellow marines and guards men were falling.
Up ahead he saw a group of huge mechs like those of the tau but modified and deadlier.
as he charged towards them the suits leader saw him and turned to face the charging marine.
With a flick of its shoulders it sent a flurry of missiles hurtling towards the marine that cut down man and marines alike yet still the marine charged on.
Then it raised its arm. The rifle mounted on it hummed once and the marine was no more.
WsBs S T W I A LdSv 4 4 3 3 2 3 2 9 4+
Wargear:
Hand- held Multi- Laser
Range 36 S 5 AP 7 Type Heavy 3,
Boot
(CCW)
Special Rules:
Fearless, Stubborn, Imcompetent PDF Henchmen
Imcompetent PDF Henchmen:
xxmatt85 is always guarded with very large amounts of Imcompetent fools into battle for some odd reason even xxmatt85 himself doesn't know, in other words 50 PDF troopers follow xxmatt85 into battle.
PDF Trooper
WsBs S T W I A LdSv 2 2 3 3 1 2 1 4 6+
Wargear:
Crappy Lasgun
Range 18 S 2 AP- Type Rapid fire
CCW
Size- 50
Special Rules:
Look out ARRG( see IG codex),
The PDF responded but were killed to a man:
Due to the PDF being Imcompetent fools every time they failed a Ld test ten PDF troopers die.
Wargear
Power Armour
Jump Pack
Chainsword & Bolt Pistol
Rules
Regular Poster
The Spam poster unit may shoot twice a turn but may only ,move as infantry.
SPAM
The Spam poster annoys people by posting spam. They may never use an independent character's leadership and may never be joined by an independent character.
Upgrades
Any Spam Poster may trade their weapons for a Thunder Hammer +15.
Any model may exchange their chainsword for a powersword at +10 points and their bolt pistol for a hand flamer at +10 points.
One model may be upgraded to DreadlordME! for +275 points. This may only be done once no matter how many units of Spam Posters there are.
Automatically Appended Next Post: There, I am now an upgrade.
New entries still incoming and some people moved on to fluff....
Volunteer> liquidjoshi
Because he said:
I feel sorry for whoever decides to make an actual codex from this. Having said that, I'm now considering it.
I'll start on a codex for this at the next roundup, even if it's just a compilation of the units posted here.
I'm happy to get to work on this. If we're going to be cutting units, could we get it done quickly? Or at least start drawing up a shortlist of units definitely going in?
Psychic powers:
Necrons: No powers can be taken; however, you may upgrade to any Harbinger. Weapons still count as a FW.
Empire: Comet of Sigmar: Psychic shooting attack- 24", S7, AP6, blast, lance.
Wood Elves: Living ground: Any terrain within 9", including buildings, automatically becomes Dangerous terrain to any enemy models.
Undead: Resurrection: Choose one non-IC unit within 12". That unit automatically regains D3 wounds, although it cannot be increased beyond the original unit size.
Dwarfs: Rune of Grungni: [to be added... later]
And then we need some from Warmachine and at least one from LotR.
WsBs S T W I A LdSv 4 4 3 3 2 3 2 9 4+
Wargear:
Hand- held Multi- Laser
Range 36 S 5 AP 7 Type Heavy 3,
Boot
(CCW)
Special Rules:
Fearless, Stubborn, Imcompetent PDF Henchmen
Imcompetent PDF Henchmen:
xxmatt85 is always guarded with very large amounts of Imcompetent fools into battle for some odd reason even xxmatt85 himself doesn't know, in other words 50 PDF troopers follow xxmatt85 into battle.
PDF Trooper
WsBs S T W I A LdSv 2 2 3 3 1 2 1 4 6+
Wargear:
Crappy Lasgun
Range 18 S 2 AP- Type Rapid fire
CCW
Size- 50
Special Rules:
Look out ARRG( see IG codex),
The PDF responded but were killed to a man:
Due to the PDF being Imcompetent fools every time they failed a Ld test ten PDF troopers die.
Ok what you think.
I'd change the PDF to:
PDF Trooper - 4pts each
WsBs S T W I A LdSv 2 2 3 3 1 2 1 4 6+
Unit Composition:
xxmatt85 and 5-50 PDF Troopers
Wargear:
Lasgun, CCW
Special Rules:
Look out ARRG, The PDF Tried to Respond but Were Killed to a Man, Banned
Look out ARRG: See IG Codex.
The PDF Tried to Respond but Were Killed to a Man: If the unit suffers 25% casualties in a single phase, all PDF troopers in the unit are wiped out (to a man). Then, if you have any Space Marines or Imperial Guard in reserve, roll a D6 - on a 2+, one of these units may immediately be placed within 6" of xxmatt85 - treat them as if they entered via Deep Strike without scattering.
Banned: As long as the PDF are alive, xxmatt85 and his unit can never have higher than Ld7.
Vampirate of Sartosa wrote:Psychic powers: Necrons: No powers can be taken; however, you may upgrade to any Harbinger. Weapons still count as a FW.
Empire: Comet of Sigmar: Psychic shooting attack- 24", S7, AP6, blast, lance. Wood Elves: Living ground: Any terrain within 9", including buildings, automatically becomes Dangerous terrain to any enemy models. Undead: Resurrection: Choose one non-IC unit within 12". That unit automatically regains D3 wounds, although it cannot be increased beyond the original unit size. Dwarfs: Rune of Grungni: [to be added... later]
And then we need some from Warmachine and at least one from LotR.
A "One does not simply walk into Mordor" Power perhaps? Works kinda like sanctuary from C:GK, but better.
Andilus Greatsword wrote:
I'd change the PDF to:
PDF Trooper - 4pts each WsBs S T W I A LdSv 2 2 3 3 1 2 1 4 6+
Unit Composition: xxmatt85 and 5-50 PDF Troopers
Wargear: Lasgun, CCW
Special Rules: Look out ARRG, The PDF Tried to Respond but Were Killed to a Man
Look out ARRG: See IG Codex.
The PDF Tried to Respond but Were Killed to a Man: If the unit suffers 25% casualties in a single phase, all PDF troopers in the unit are wiped out (to a man). Then, if you have any Space Marines or Imperial Guard in reserve, roll a D6 - on a 2+, one of these units may immediately be placed within 6" of xxmatt85 - treat them as if they entered via Deep Strike without scattering.
Looking great so far guys, I'll start work on the HQ part of the Codex. If people want to write fluff and post it here for later insertion that's fine, or they can Pm it to me.
Any issues with units that are not resolved when I come around to adding them into the codex will result in that unit being cut until a later edition; I cba to deal with issues independently.
master of ordinance.............heavy support................500pts Dakka suit WSBS S T W I A LD S 5 6 7 7 3 6 5 8 2+/2++
Tank WSBS S F S R A I S 5 6 4 +1 +1 +1 3 5 -/2++
type suit-jump infantry tank-tank
wargear suit model ultimate fragmaster may be fired either as a fragmaster infantry or a fragmaster armour
rail rifle of ordinance R40 S8 AP1 Heavy 3
Gatling of the massacre R24 S5 AP5 Assault15
Last Sword of the Dammed CCW which give S10 and ignores all saves including invun and eternal warrior
2 and Dakka drones. master of ordinance may purchase more drones at 10pts per drone
ground scanner
target lock
sniper lock
Tank model
Last Blade of the Dammed
pintle mounted assault cannon
a Tank(obviously)
2 dakka drones. May purchase more drones at 10pts per model
special rules relentless FNP eternal warrior independent character Chaotic-master of ordinance must make an LD test whenever he is within 12" of a mod at the start of the turn if he fails then roll a D6 1-PERMANENTLY BANNED-master of ordinance is removed instantly and counts as killed 2-3-TEMPORARY BAN-master of ordinance is removed and will automaticaly deepstrike in 2 turns later 4+SOME PRIVELEGES REMOVED-master of ordinance loses 1 from each stat until next turn
In addidition the Dakka army may include lesser Deamons as troops and Greater Deamons as Elites
BlitzKreig if master of ordinance is in a unit then all models are relentless if he is in a tank then all tanks in the squadron may move and fire all their weapons even when they move fast
Vampire if master of ordinance kills/inflicts wounds on an enemy model/unit in CC then he may regain a number of wounds/repair a number of damaged components equal to the wounds he inflicts
Vampirate of Sartosa wrote:Psychic powers:
Necrons: No powers can be taken; however, you may upgrade to any Harbinger. Weapons still count as a FW.
Empire: Comet of Sigmar: Psychic shooting attack- 24", S7, AP6, blast, lance.
Wood Elves: Living ground: Any terrain within 9", including buildings, automatically becomes Dangerous terrain to any enemy models.
Undead: Resurrection: Choose one non-IC unit within 12". That unit automatically regains D3 wounds, although it cannot be increased beyond the original unit size.
Dwarfs: Rune of Grungni: [to be added... later]
And then we need some from Warmachine and at least one from LotR.
LotR-Good: You Shall Not Pass! -Can be cast during any combat. First, every allied unit involved in the combat besides the psyker is removed from the game. Then place a large blast template centred on the psyker (they may be moved to anywhere that would still be in combat prior to this). Every enemy model beneath the template takes two S9 AP1 hits. The psyker is then removed as a casualty, and the allied units are placed on the board again by Deep Strike (separately if more than one unit is involved).
LotR-Evil: Mordor's Wrath- Cast at the start of the enemy's turn. The psyker receives a 2++ save for the turn, but this doesn't work against template or plasma weapons.
Amended Awesome Radiation: For two turns after the model survives an awesome explosion, any Troop choice model within 6" takes a S3 AP5 hit at the end of the turn. If a model would take two hits by this rule, they take a S6 AP3 hit instead, and a S9 AP1 hit if they would be hit three times or more.
Also, for the codex, it seems like the two generic HQs and roughly eight special characters would be more than enough.
Aye, Special Characters don't go above 300pts, apart from in apocalypse.
A weapon that ignores EW is ridiculous IMO, especially when it ignores everything else as well. 15 S5 shots is also pretty OP on a non-tank. Moving and firing all weapons on tanks is too powerful, and regaining wounds on an EW character who can ID pretty much everything in the game barring Greater Daemons and their kin makes for an invincible fighter.
I also have issue on the I6, since that seems to be the realm of Slaanesh and Eldar.
The Bad Luck is a pistol with the following profile:
S4, AP1, Range 18". It also forces re-rolls on successful saves by the enemy in any combat the Squad is involved in.
The Good Luck is armour bestowing the 3+/4++ save.
Special Rules:
You know that Sinking Feeling...: The Sinking Feeling squad may enter the battle by Deep Striking onto an enemy unit (no scatter) and roll on a D6. On a 1, the Sinking Feeling Squad is destroyed. On a 2-3, both units are destroyed (Eternal Warriors instead take a S9 AP1 hit) On a 4-6, the target unit is destroyed (Eternal Warriors are placed in combat with the Squad after taking a S9 AP1 hit).
...when we do it again?: The Sinking Feeling Squad can be removed from the battle during the shooting phase of their turn instead of shooting, re-entering the battle on their next turn by the rules of 'You know the Sinking Feeling...
Options:
Any model can replace their Bad Luck with a 1 Gun for +25pts.
The 1 Gun has the following profile:
S5, AP1 Range 18" Assault 2. It is two handed, and counts as a power weapon in close combat. Any model wounded by it (in a unit, choose a model randomly after the wound) rolls a 1 on their first roll next turn.
Any model may take another Bad Luck for +20.
1 model can replace their Bad Luck with the Misfortune for +35pts.
S9, AP1, Range 48", Melta, Heavy 2
Vampirate of Sartosa wrote:Also, important announcement on rules for Dakkanauts: Please try to refrain from making yourself into an HQ, independent character or monstrous creature- most Dakkanauts don't stand out from the crowd like that. The best method is to make yourself a unit upgrade.
Erm, coursework has me bogged down right now if anyone wants to get on with codex writing for now. I plan to work on HQ and Elite sections, so the Fluff, Troops, Fast Attack and Heavy Support are open for business. If anyone wants to do them, please state so either in the thread or a PM to me or a leader of the thread, such as Vampirate. The codex is also currently in Word format, as I can;t make PDFs, so updates in that please.
This is ridiculously cool. Can I be an upgrade to a squad of Gamers?
Before other upgrades one Gamer may be upgraded to Runna for +15pnts
WS 5 BS 4 ST 3 T 3 W 1 A 2 I 5 LD 9 SV 5+
Wargear: Katana (CCW), Slugga (see ork codex), NB Armor (+5sv)
Special Rules: Move Through Cover(confers this to his unit.), Unique, RUN!, Dwellar, Screw Luck!, ScrewPW!
RUN!: If Runna's unit suffers a casualty during the shooting phase they immediately run 1d6" towards the nearest cover.
Dwellar: Take a leadership test with Runna at the start of your movement phase. If you fail, he goes on and on about his '&*%$' Dwellar codex and the unit can't move or shoot this turn.
Screw Luck!: If Runna suffers an unsaved wound roll 1D6. If you roll a one he middle fingers the dice and says, "See, I just can't get lucky today, screw that." The wound is ignored and he stays in the game. Otherwise he is dead.
ScrewPW!: Runna treats PowerWeapons as if they were normal close combat weapons. (This does not apply to monstrous creatures attacks which still ignore his armor save.)
I may have jumped the gun...which I do a lot, but even so, this is an awesome thread.
oh, um, he may take a Masamune, for +10 pnts. (power weapon that re-rolls failed wounds)
He may take one of the following rule upgrades.
I'm ready to play +20pnts ... +1W to him and he and his entire unit get Fleet and Scout I'm ready to Win +40pnts ... +1W to him. +1 Attack and +1 Initiative to him and his entire unit. He and his unit gain FeelNoPain and Outflank and he wounds on a 4+
Runna never wears better armor because he can't fight fast in heavy f*n armour.
( I was insipred to give him a reason to be picked as an upgrade.)
Vampirate of Sartosa wrote:Also, important announcement on rules for Dakkanauts: Please try to refrain from making yourself into an HQ, independent character or monstrous creature- most Dakkanauts don't stand out from the crowd like that. The best method is to make yourself a unit upgrade.
Helping!
Oops, sorry. I tend to walk blindly into walls like that. It would be interesting to see myself as an upgrade for a unit...sounds cool. Maybe I would be an upgrade to a unit of ..(Is there a unit that is like long-time-hobbiest that just started gaming 2 years ago?) ah just kidding there. Hmm, probably if anything I would just be an upgrade to a unit of "converters" after all that is what I am!
If my character is too overpowered for a unit upgrade, tell me, I understand fully. (I just like all the fitting rules)
This thread specific version:
Da Kommizzar-145 pts (taken as converter unit upgrade)
WSBS S T W I A LDSv 5 2 5(6) 5 3 5 4 10 5++
Wargear: Stikkbommz, Nidz Fing, Da Dakka Kap, slugga, Fire Wall
Special rules:
Wurd Fing: Da Kommizzar’z favored choppa which was won in some forgotten duel between him and some spammer of some sort, which afterwards tore from the creature’s carapace, counts as a power weapon that confers +1 strength.
Da Dakka Kap: Da Kommizzar’z trademark plucked from some unlucky Umie player’s head, if the unit that Da Kommizzar is in fails a morale test they must automatically pass the test and execute the senior model in the unit (excluding himself, and independent/special characters), also all Dakka units (except “crazy noobs” ) within 6” automatically pass regroup tests(even if under 50% strength)
Da Waaagh fer Da lost ear: Through his obsession for the return of his lost ear he will head directly to the nearest enemy hq in line of sight and assault him/her in an attempt to retrieve his ear, as per Rage Special rules(though only for HQ models).
Planna: His unit has either Deepstrike or Scout USR, choose one prior to deployment.
Fire Wall
Counts as cybork armour
Automatically Appended Next Post: Here is an idea for the gamer entry:
Gamer-10 pts
WSBS S T W I A LDSV 3 4 3 3 1 2 1 8 4+
Wargear: Dakkarifle, Dakkabombs
Special rules:
May choose one of the following types:
Camper-exchange Dakkarifle and dakkabombs with camocloak and Beamgunofsomesort + "I aint gettin near those!" Special rule
Crazy Knifer- exchange dakkarifle w/ ClassyChoppas and Colt .45 + furious charge, fleet of foot, scout USR Fishead- replace dakkarifle and dakkabombs with pulse rifle and photon grenades
Hardcore- replace dakkarifle and dakkabombs with Boltgun and frag grenades + fearless, true grit
Name S AP Range Type/Notes
Dakkarifle 5 5 24 rapid fire
beamgunofsomesort 6 3 30 Heavy 2
Classy choppas- Count as 3rd ed ork choppas (allows no better than a 4+ save)
Dakkabombs- counts as 4th ed frag grenades
"I aint gettin near those!- may always move to be at least 12" away from nearest enemy unit (allows moving from combat but forces sweeping advance)
I believe we already have a gamers entry somewhere, but renaming the proposed unit could work as well. I don't think we have anything under "Veteran hobbyists that have come back after two years."
liquidjoshi wrote:I believe we already have a gamers entry somewhere, but renaming the proposed unit could work as well. I don't think we have anything under "Veteran hobbyists that have come back after two years."
Actually, what I meant was Hobbyist that did not game til 2 years ago...nvm it was stupid anyways...
I came up with an equipment idea...maybe its stupid but I'd thought I'd toss it into the frying pan.
NB armor +5 sv NB=Needs Better
PB armor +4 svPB= Probably Better
DG armor +3 sv TD= Damn Good
MPHTG armor +2 sv MPHTG= Making People Hate Their Guns
For our own bit of armor types. More serious names or more comical ones may be sought, but I thought I'd try and contribute with more than a personal nod to my namesake.
Maybe giving troop choices the option to take the basic guns of any of the current codexes main troops.
I.E
Choppa and Slugga
Bolt Pistol and CCW Las Pistol and CCW etc etc. (Fire Warriors, Guardians, Warriors,)
For no extra cost. Then giving them upgrades that are specifically Dakka Dakka originals.
Also, some original equpiment could be named after posters as a way to encorporate more people in to the play codex without getting to many unique/independant characters in. (Of course just in fluff too.)
You could issue a challenge to another site that posts about 40k for their members to make a codex up that is generally, fairly playable, and maybe a person from each site could sit down and play eachother after rules and stuff were agreed upon and the point costs and everything were thought to be fair. Maybe even a couple of sites and have a small tournie. That would be pretty cool. Well, I am going to work on my Dwellar Codex some more, you guys, good luck, I'll check back in whenever I log on to see if anything new has happened. Hope I gave some good ideas, if not, sorry for the long post.
liquidjoshi wrote:Probably, talk to 1hadhq about that.
To me? Did I miss to move when everyone took a step back at the call to "volunteers 1 step forward"
Yeah, I thought you were the best person to direct that one to. Wasn't asking for volunteers, but if you want to...
1hadhq wrote: Would like to know how far we got with the list of units that are in and where you are at the sections you offered to codify.
X-mas is coming.....
I was waiting for that bit too. we need to get it sorted. the second part of that is pretty dependant on the first bit.
1hadhq wrote: If I am ordered to do the part where the DAKKA really is , the Heavy support, may I ask for all members of HS slots to report in?
Have fun with the heavy support then.
Automatically Appended Next Post: Right, 1st roundup of the Codiciers of Dakka (Official name)
Myself: Main structure and formatting, HQ section, small fluff contributions if we need them.
Vampirate: Chief fluffist
1hadhq: Heavy support (until further notice)
If we're good with that then full steam ahead! -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I realise it is nearly Xmas, but that is when my holiday ends and AS levels start again, meaning the more I get done now, the faster we get codex: Dakkadakka. So, we need to do the following:
Sort out entries: (who makes the cut? Who doesn't?)
Compile them into the codex (mass editing, yay!)
Sort that into a PDF for those that want it.
Balance it
Go through it all again until we have codex: Dakkadakka.
- DOOMTHUMBS 600 pts
- Immaculate Golden Demon Winner. 120 pts
- Converters 20pts
> upgrade of converters: Da Komizzar 145 pts
( > upgrade of converters: Vampirate +30 pts )
- Server outlet 200 pts
- Dakka Blade 700 pts
- Theoobbomb 250 pts
- The machine of dakkadeath 255 pts
> crew upgrade: Capitansolstice + 200 pts
- Looted HammerRaider! 550 pts
- Venerable Dakkanaught. 270 pts
- King of Predators 300 points
- /b/tard 15 pts
> upgrade of /b/tard : Durza +150 pts
- Noble Troll 115 pts
> dedicated transport of noble troll: basement +85 pts
dedicated transports:
- CRASSUS ARMORED ASSAULT TRANSPORT
> crew upgrade of 1 CAAT: Purplefood + 50 pts.
- Dedicated Transport: Band Wagon.
- metal bawkses 40 pts
- THE NIGHTWING 70 pts
- admin/mod only: Dakkanaught / da wurks available as wargear ( sort of transport ).
> Replaces all existant wargear except admin/mod specific ones with the Dakkanaught options. Takes up 4 spaces in transport. No restriction as admin/mods are above such.
unsure
- Egocentric forumite
- OT forum poster ( suggestions where to place them in the FOC ? )
outside FOC
- Conversionists: upgrade to standard GW codex choices, will fit into its parent units FoC slot. For pts cost see options.
- Rule Crafters - 50pts each
- Lurkers - pts=special
- gorechild ( 340 pts )
army wide special rulez
- Infighting
- They have it, why shouldn't Dakka have it?
Dakkanauts in italics. Could posters please consider their point-costs and place in the FoC?
new add ons since version VIII in red. Could our HQ, etc controller update his part of the list ?
Olenos wrote:The heavy support section looks like it needs some work, too much large stuff that costs way too many points for 1500ish points or less.
To assuage this:
"Noble" Troll...............115 Points
Heavy Support
WSBS S T W I A LDSV 3 3 6 5 4 2 4 9 3+,4++
Wargear:
Monstrous Creature
Thick Layer of Lard: Due to doing nothing all day, "Noble" Trolls have developed a massive resistance to attacks, conferring a 3+ and a 4++.
Bilge of Misunderstanding/Hate: S:5 AP:4 template
May be placed up to 6 inches away, with the wide end always farther away from the base than the shorter end.
Upgrades:
May take:
Laptop +25 Points "Noble" Trolls can now go anywhere and troll from even further away, "Noble" Trolls are now Beasts.
Basement: + 85 Points "Noble" Trolls transform into a cement protected machine, literally fusing with their mothers house to take control. This attracts nearby trolls to come and join the "Noble" Troll.
Vehicle with F13 S13 R11
Transport Capacity 12: May only transport Trolls
6 Firing Hatches
Entry point on sides and Front
Wargear:
Assualt Ramp
Sponson Mounted Insult Launchers: S:4 AP:6 Blast Range 24
Units that Assault the turn the get out of the basement count as having Frag Grenades
Sponson Mounted Haterade Sprayers: S:5 AP:4 TL template
Special Stuffs
Central Hub:
All Trolls within 12" of the Basement gain the Furious Charge USR and lose the Infighting CSR.
Power of the Machine Spirit
Interesting entry. Added.
Vampirate of Sartosa wrote:Kroothawk, Melissia= SC, unique
DOOMTHUMBS= Heavy support
CthuluIsSpy, DukeBadham, Mr Mystery, DreadlordME!= Downgrade to unit upgrades. Sorry, guys.
Doomthumbs - moved in.
Vampirate of Sartosa wrote:
Vampirate- Upgrade to unit of Converters or Fluffists (Added to unit, rather than replacing model)
Points: 30? WS: 3 BS: 2 S: 2 T: 3 W: 2 I: 3 A: 1(2) LD: 5 SV: 5+
Wargear: Flak armour; Laspistol; Servo-Frying Pan
Servo-Frying Pan: This is a Servo-Arm stripped from the back of the Tech-Priest that tried to kill Vampirate for tech-heresy, stripped down and with a frying pan attached to one end. It grants Vampirate a single extra attack (shown in profile) at strength 5 and initiative 2. However, if the unit he is in is charged by an enemy unit, the Servo-Frying Pan's attack is made before any others are- if this causes a wound, saved or unsaved, the enemy unit receives no bonuses for charging. (BONK.)
Special Rules: “Hey, how about…”; Vampiric
“Hey, how about…”: Vampirate has a suggestion for any situation, and these can be helpful or… not. At the beginning of each friendly turn, roll a D6 on the following chart; the result affects any units, friendly or enemy, within 9”. None of these results affect Vampirate himself, except for “skyward catapult”.
1: Ineffective- The suggestion doesn’t do anything, or is ignored or not heard. No effect.
2: Electric weapons- The unit’s close combat weapons are empowered. All normal close combat weapons in the unit become power weapons, all PWs become Power Fists, and all PFs become Thunder Hammers.
3: Inferno generator- The unit’s weapons are combined into an enormous flamethrower. The unit can forego their shooting phase in order to fire a Flamestorm cannon. They may not assault afterwards, even if they have Relentless.
4: Skyward catapult- The device has sufficient power to launch the unit high into the air, hopefully allowing them to come down in a more strategically viable position next turn. The unit is removed from the table, effectively being placed in reserve; the next turn, the controlling player can place them via deep strike. Note that if “Catastrophic accident” is rolled on the DS mishap table, count it as being misplaced.
5: ??? (will add later)
6: Catastrophic- The idea fails spectacularly, immolating the users, electrocuting them, or turning the heads of the squad members to chunky salsa (or some other suitably dramatic event). The unit takes D3 wounds, with no armour saves allowed.
Vampiric: If Vampirate is reduced to a single wound, he will regain his second one if he inflicts an unsaved wound in close combat. This cannot be made against Necrons, and cannot be made with the Servo-Frying Pan.
Please choose a place. Converters or fluffists?
master of ordinance wrote:
Spoiler:
Dakka suits
These are tau battle suits that dakkites have "converted"
Dakka crisis suit.......heavy support......20pts
WS4 BS6 S4 T7 W3 I3 A2 LD8 S3+/4++
type:jump infantry
wargear 4 hard points
special rules
Relentless
options
hard points
each hard point can have 1 of the following
Dakka gatling
R18 S5 AP5 assault8
BOOM! missile pod
R36 S6 AP4 assault2 blast
fragmaster (infantry)
R36 S5 AP5 heavy1 large blast
Ground Scanner
ignore difficult terrain and reroll for dangerous
Target Lock
may reroll misses against target unit/figure
Sniper Lock
enemy suffer a -1 to any cover saves
fraglaunchers
Rtemplate S3 AP6 special:may be used in close combat, centre large blast on the suit. any model under the template(apart from the suit) is hit.
electro pulse
all modles in base contact take a wound on a 4+ (saves allowed) and are knocked back d6" and knocked prone
sheild
gains +1 to the invun save must be mounted on an arm
Drones
may take any number of dakka drones.
each drone must be assighned to a specific suit
dakka drone......10pts
WS2 BS3 S2 T3 W1 I5 A1 LD10 S4+
type-skimmer infantry(like jump infantry but ignores all terain even impassable)
wargear dakka auto pulsers
R12 S5 AP6 assault4 pinning
master of ordinance.............heavy support................500pts
Dakka suit
WSBS S T W I A LD S
5 6 7 7 3 6 5 8 2+/2++
Tank
WSBS S F S R A I S
5 6 4 +1 +1 +1 3 5 -/2++
type
suit-jump infantry
tank-tank
wargear
suit model
ultimate fragmaster
may be fired either as a fragmaster infantry or a fragmaster armour
rail rifle of ordinance
R40 S8 AP1 Heavy 3
Gatling of the massacre
R24 S5 AP5 Assault15
Last Sword of the Dammed
CCW which give S10 and ignores all saves including invun and eternal warrior
2 and Dakka drones. master of ordinance may purchase more drones at 10pts per drone
ground scanner
target lock
sniper lock
Tank model
Last Blade of the Dammed
pintle mounted assault cannon
a Tank(obviously)
2 dakka drones. May purchase more drones at 10pts per model
special rules
relentless
FNP eternal warrior
independent character
Chaotic-master of ordinance must make an LD test whenever he is within 12" of a mod at the start of the turn
if he fails then roll a D6 1-PERMANENTLY BANNED-master of ordinance is removed instantly and counts as killed
2-3-TEMPORARY BAN-master of ordinance is removed and will automaticaly deepstrike in 2 turns later
4+SOME PRIVELEGES REMOVED-master of ordinance loses 1 from each stat until next turn
In addidition the Dakka army may include lesser Deamons as troops and Greater Deamons as Elites
BlitzKreig
if master of ordinance is in a unit then all models are relentless
if he is in a tank then all tanks in the squadron may move and fire all their weapons even when they move fast
Vampire
if master of ordinance kills/inflicts wounds on an enemy model/unit in CC then he may regain a number of wounds/repair a number of damaged components equal to the wounds he inflicts
I see you enjoy this, but please rethink what you posted there. Some of it is really undercosted and some rather OP.
High BS and/or T and only a few dozen points worth?
Da Kommizzar wrote:
Oops, sorry. I tend to walk blindly into walls like that. It would be interesting to see myself as an upgrade for a unit...sounds cool. Maybe I would be an upgrade to a unit of ..(Is there a unit that is like long-time-hobbiest that just started gaming 2 years ago?) ah just kidding there. Hmm, probably if anything I would just be an upgrade to a unit of "converters" after all that is what I am!
If my character is too overpowered for a unit upgrade, tell me, I understand fully. (I just like all the fitting rules)
This thread specific version:
Da Kommizzar-145 pts (taken as converter unit upgrade)
WSBS S T W I A LDSv 5 2 5(6) 5 3 5 4 10 5++
Wargear: Stikkbommz, Nidz Fing, Da Dakka Kap, slugga, Fire Wall
Special rules:
Wurd Fing: Da Kommizzar’z favored choppa which was won in some forgotten duel between him and some spammer of some sort, which afterwards tore from the creature’s carapace, counts as a power weapon that confers +1 strength.
Da Dakka Kap: Da Kommizzar’z trademark plucked from some unlucky Umie player’s head, if the unit that Da Kommizzar is in fails a morale test they must automatically pass the test and execute the senior model in the unit (excluding himself, and independent/special characters), also all Dakka units (except “crazy noobs” ) within 6” automatically pass regroup tests(even if under 50% strength)
Da Waaagh fer Da lost ear: Through his obsession for the return of his lost ear he will head directly to the nearest enemy hq in line of sight and assault him/her in an attempt to retrieve his ear, as per Rage Special rules(though only for HQ models).
Planna: His unit has either Deepstrike or Scout USR, choose one prior to deployment.
1hadhq wrote:
- Custom Mary-Sue Squad 600 pts
- The accursed one Mat Ward himself: 150 pts < second any notion to dismiss this entry
Prefferably, these should both be removed... I don't really see either of them fitting.
1hadhq wrote:
Vampirate of Sartosa wrote:
Vampirate- Upgrade to unit of Converters or Fluffists (Added to unit, rather than replacing model)
Points: 30? WS: 3 BS: 2 S: 2 T: 3 W: 2 I: 3 A: 1(2) LD: 5 SV: 5+
Wargear: Flak armour; Laspistol; Servo-Frying Pan
Servo-Frying Pan: This is a Servo-Arm stripped from the back of the Tech-Priest that tried to kill Vampirate for tech-heresy, stripped down and with a frying pan attached to one end. It grants Vampirate a single extra attack (shown in profile) at strength 5 and initiative 2. However, if the unit he is in is charged by an enemy unit, the Servo-Frying Pan's attack is made before any others are- if this causes a wound, saved or unsaved, the enemy unit receives no bonuses for charging. (BONK.)
Special Rules: “Hey, how about…”; Vampiric
“Hey, how about…”: Vampirate has a suggestion for any situation, and these can be helpful or… not. At the beginning of each friendly turn, roll a D6 on the following chart; the result affects any units, friendly or enemy, within 9”. None of these results affect Vampirate himself, except for “skyward catapult”.
1: Ineffective- The suggestion doesn’t do anything, or is ignored or not heard. No effect.
2: Electric weapons- The unit’s close combat weapons are empowered. All normal close combat weapons in the unit become power weapons, all PWs become Power Fists, and all PFs become Thunder Hammers.
3: Inferno generator- The unit’s weapons are combined into an enormous flamethrower. The unit can forego their shooting phase in order to fire a Flamestorm cannon. They may not assault afterwards, even if they have Relentless.
4: Skyward catapult- The device has sufficient power to launch the unit high into the air, hopefully allowing them to come down in a more strategically viable position next turn. The unit is removed from the table, effectively being placed in reserve; the next turn, the controlling player can place them via deep strike. Note that if “Catastrophic accident” is rolled on the DS mishap table, count it as being misplaced.
5: ??? (will add later)
6: Catastrophic- The idea fails spectacularly, immolating the users, electrocuting them, or turning the heads of the squad members to chunky salsa (or some other suitably dramatic event). The unit takes D3 wounds, with no armour saves allowed.
Vampiric: If Vampirate is reduced to a single wound, he will regain his second one if he inflicts an unsaved wound in close combat. This cannot be made against Necrons, and cannot be made with the Servo-Frying Pan.
You want both?
The moment we open up that path is the time we have to accept others to become a 'multiple choice-upgrade' too.
Then were back at the " I is HQ" trend as most may have aimed for SC to be attached everywhere.
Maybe codex Dakka needs a "gamer-pool" of IC instead of GW's SC/IC mechanics of either HQ or upgrade char.?
You need a different format then. Certainly people cannot be stuffed into drawers like "painter" "fluffist" "gamer" .
Contributors had to make a decision where they wanted to be. I'd say the OP has to act as a role model.
If you want to be 2 entries, I for one wouldn't deny anyone else the same treatment then. But it may end as hard to balance...you know ( different wargear of units, different rules, etc ).
Alrighty, my roundup of the units I needed to consider thus far, and my suggestions for amendments to them. If anyone feels differently to me about these amendments, please say so.
Gitsplitta - Bit too generic to make the cut I'm afraid. As we know, HQ is a tight spot.
Chowderhead - yes - more points though 250 at least I think.
Fluff lord - EW on a generic HQ is not good IMHO. Disdain doesn't make sense as a rule from life. Most fluffists aren't that elitist. Hardback hits at I1? Retcon is good, if convoluted. I'd suggest that WAAAGH!Dakka has to be chosen at the start of the battle as opposed to one ability every turn/ phase/ other time?
Necrons: No powers can be taken; however, you may upgrade to any Harbinger. Weapons still count as a FW.
Empire: Comet of Sigmar: Psychic shooting attack- 24", S7, AP6, blast, lance. Wood Elves: Living ground: Any terrain within 9", including buildings, automatically becomes Dangerous terrain to any enemy models. Undead: Resurrection: Choose one non-IC unit within 12". That unit automatically regains D3 wounds, although it cannot be increased beyond the original unit size.
LotR-Good: You Shall Not Pass! -Can be cast during any combat. [i]First, every allied unit involved in the combat besides the psyker is removed from the game necesarry methinks. . Then place a large blast template centred on the psyker (they may be moved to anywhere that would still be in combat prior to this). Every enemy model beneath the template takes two S9 AP1 hits. The psyker is then removed as a casualty, and the allied units are placed on the board again by Deep Strike (separately if more than one unit is involved).
LotR-Evil: Mordor's Wrath- Cast at the start of the enemy's turn. The psyker receives a 2++ save for the turn, but this doesn't work against template or plasma weapons
One does not simply walk into Dakka: Any unit wishing to assault a unit from codex: Dakkadakka counts as assaulting through Difficult and Dangerous terrain. In addition, they cannot claim any bonuses for charging.[/i] This is all good as far as I'm concerned.
Awesome survivor is getting too complicated; even the GKs on my desk are crying "cheese!" at this.
Frazzled - apart from wiener dog issues it seems good to me.
IMHO the Weiner dogs should have a 6+ save at best, you don't really see Weiner dogs with flak armour. Giving them furious charge outright makes sense and is easier to follow than allowing FC vs units that have already taken wounds. S6 AP - assault 1 for laser beams on thier frikkin' heads would be good for what I see as a harassment unit. S6 Ap1 Melta is too OP on these guys.
xxmatt85 - Like the Horde option, but likely to be cut if we run out of space. Not making the cut as HQ, possibly in as an elite.
sinking feeling squad - Ap1 on every gun is a bit silly, but otherwise this is a happily accepted entry on my part. Some of the upgrades need to have their points dropped.
I second the notion to dismiss The accursed one, and C.S.Goto from the army list.
Nothing personal about cut units, and the higher echelons of Codexakka thank you for your contributions, regardless of whether they made the cut or not.
Ummm, so I'm not even a little "in" huh?? Ok, that's cool, well it's still fun to read what you guys are doing I suppose. Wouldn't mind checking out the dex once its finished of course.
Runna - WS6 is too high, but I'm not in charge of Troops. Can't recall who is; I think the position is open to anyone who wants it, just say so here. I know there are a lot of options for upgrades the the unit of gamers, so we'll probably implement a rule saying you can only take one upgrade character for them. If we include multiple gamer upgrades then we will have to slim down rules for them.
Anyway, Myself and the other lead codiciers will probably talk this over and get an answer back to you soonish.
liquidjoshi wrote:
Frazzled - apart from wiener dog issues it seems good to me.
IMHO the Weiner dogs should have a 6+ save at best, you don't really see Weiner dogs with flak armour. Giving them furious charge outright makes sense and is easier to follow than allowing FC vs units that have already taken wounds. S6 AP - assault 1 for laser beams on thier frikkin' heads would be good for what I see as a harassment unit. S6 Ap1 Melta is too OP on these guys.
The wiener dogs were kind of made OP on purpose, so feel free to tone them down as you see fit.
This thread is quite amusing, actually. Keep up the good work guys!
liquidjoshi wrote:
Frazzled - apart from wiener dog issues it seems good to me.
IMHO the Weiner dogs should have a 6+ save at best, you don't really see Weiner dogs with flak armour. Giving them furious charge outright makes sense and is easier to follow than allowing FC vs units that have already taken wounds. S6 AP - assault 1 for laser beams on thier frikkin' heads would be good for what I see as a harassment unit. S6 Ap1 Melta is too OP on these guys.
The wiener dogs were kind of made OP on purpose, so feel free to tone them down as you see fit.
This thread is quite amusing, actually. Keep up the good work guys!
Thanks, while we appreciate this is a fun codex, we want some sort of balance; we're not Grey Knights after all!
Maybe one should list the FoC sections we still need volunteers for?
What I am working on yet:
Heavy Support
- Immaculate Golden Demon Winner. 120 pts ( options and points )
- Converters 20pts ( needs a lot to sort out, have to blame myself for parts of it )
> upgrade of converters: Da Komizzar 145 pts ( may go in with no/slight changes )
- Server outlet 200 pts ( still missing bits like "the maintainer" )
- Dakka Blade 700 pts ( weapons and options )
- Thenoobbomb 250 pts ( may use as is )
- Looted HammerRaider! 550 pts ( move to apoc, spearhead entry of C: dakkadaka ? )
- Venerable Dakkanaught. 270 pts ( basic dakkanaught stays, upgrade to be found in HQ )
- King of Predators 300 points ( not started yet )
- /b/tard 15 pts ( may take as is )
> upgrade of /b/tard : Durza +150 pts ( same like unit he's upgrading )
- Noble Troll 115 pts ( use as is )
> dedicated transport of noble troll: basement +85 pts ( use as is )
May replace each stormbolter with 1x:
flamer: free ( flame S 4 ap 5 assault 1 )
meltagun: 10 points ( 12" S 8 ap 1 assault 1 melta )
plasmagun: 15 points ( 24" S 7 ap 2 heavy 2 )
May replace DCCW with:
Assault cannon: free ( 24" S 6 ap 4 assault 5 )
Plasma cannon: 10 points ( 36" S 7 Ap 2 heavy 1 large blast )
Auto cannon: 10 points ( 48" S 7 Ap 4 heavy 2 AA )
TL Lascannon:15 points ( 48" S 9 Ap 1 heavy 1 lance )
TL heavy bolter: 5 points ( 36" S 5 Ap 4 heavy 3 hellfire rounds / poison )
super-cyclone ML: 20 points ( 48" S 8 ap 3 heavy 2 / S 5 ap 4 heavy 2 blast )
Multi melta: free ( 24" S 8 ap 1 heavy 1 melta )
Flamestorm cannon: 25 points ( flame S 6 ap 3 heavy 1 )
Hurricane bolter system MkII: 15 points ( 18" S 4 ap 5 assault 12 )
Replace Assault cannon with:
DCCW: Free ( 2x S up to max 10 )
Plasma cannon: 10 points
Auto cannon: 10 points
TL Lascannon:15 points
TL heavy bolter: 5 points
super-cyclone ML: 20 points
Multi melta: free
Flamestorm cannon: 25 points
Hurricane bolter system MkII: 15 points
Wargear options:
- may take enhanced armor = +15 pts ( raises front armor value +1 )
- may add up to 2 hunter-killer missile = +10 pts each ( S 8 AP 3 , unlimited range, one shot only )
- may add frag assault launcher = + 10 pts ( counts as assault grenades )
- may add a dakka banner = +10 pts ( dakkanaughts sporting a dakka banner are rally points and thus any dakka unit in 6" can always regroup, no matter if anything would keep them running...)
Wargear:
The bomb of noobs, Armour of the Lord of the Noobs, The Slayer of Helpfull people
The bomb of noobs is a massive bomb, wich can be used once per game. When used, a single, non scattering large blast template is placed anywher within 12" of thenoobbomb.
It uses the following profile: S10 AP3 Type: Assault 1, one use only
Armour of the Lord of the Noobs
Thenoobbomb, being the almighty leader of noobs, has a special armor suit. It confers a 3+ save and a 6+ Inv. save.
The Slayer of Helpfull people
The Slayer of Helpfull people is a master crafted Power Weapon.
Special Rules:
The neverending noob
When thenoobbomb is killed, roll a D6. When the result is 4 or higher, thenoobbomb can 'respawn' with all his wounds in the deployment zone.
Thick Layer of Lard: Due to doing nothing all day, "Noble" Trolls have developed a massive resistance to attacks, conferring a 3+ and a 4++.
Bilge of Misunderstanding/Hate: S:5 AP:4 template
May be placed up to 6 inches away, with the wide end always farther away from the base than the shorter end.
Upgrades:
May take:
Laptop +25 Points "Noble" Trolls can now go anywhere and troll from even further away, "Noble" Trolls are now Beasts.
Basement: + 85 Points "Noble" Trolls transform into a cement protected machine, literally fusing with their mothers house to take control. This attracts nearby trolls to come and join the "Noble" Troll.
Basement ( dedicated transport option of trolls )
vehicle type = normal
FA 13 SA 13 RA 11 BS 3 LD 9
Transport Capacity 12: May only transport Trolls
6 Firing Hatches
Entry point on both sides and Front
Wargear:
- Assault Ramp
- Sponson Mounted Insult Launchers: S:4 AP:6 Blast Range 24
- Units that Assault the turn the get out of the basement count as having Frag Grenades
- Sponson Mounted Haterade Sprayers: S:5 AP:4 TL template
Special Rulez:
Central Hub:
All Trolls within 12" of the Basement gain the Furious Charge USR and lose the Infighting CSR.
/b/tard 75 pts, may add up to 10 /b/tard for 15 pts each
unit type = infantry
unit size = 5-15
WS 3
BS 3
S 3
T 3
W 1
I 6
A 1
LD 7
Sv 5+
Brony upgrade char of /b/tard at +10 pts
unit type = infantry
WS 4
BS 3
S 3
T 3
W 1
I 6
A 2
LD 7
Sv 5+
Equipment: Meme, CCW Special Rules
Fearless, Shocking Imagery
Shocking Imagery - any unit attempting to intiate an
assault against /b/tards must make a leadership check, on a failure, they instead move 6" in the opposite direction, and may not assault this turn. Units with the mark of slaneesh may ignore this ability.
One /b/tard my be upgraded to a brony for 10 points. While the Brony is in the unit all /b/tards gain +1WS and +1A, since they are already worked up over another pony thread.
Durza - 150 points
unique
unit type = infantry
(unit upgrade-changes unit of /b/tard into Elite)
WS-5
BS-4
S-4
T-4
W-2
I-5
A-3
Sv- 4+/5++
Equipment: Cupcakes, Friendship cannon, Discord.
Cupcakes are apparently harmless, but they contain a dark secret... They are defensive grenades which also reduce the leadership of a unit charging by 3 for the purposes of Shocking Imagery, or removes the Fearless rule from that unit.
Friendship Cannon: Can be fired in two modes; orbital or normal.
Normal: S5, AP3, Assault 2 Range: 24
Orbital: S10, AP1, Heavy 2 Range: 48
Discord: A blade containing all the power of the internet's disharmony. It is a two handed power weapon which bestows +1 attack to Durza for every casualty inflicted during the current turn (max 4)
Special Rules:
-I'm gonna tolerate and love the sh*t out of you!- All /b/tards in the unit are upgraded to Bronies. This adds +5 per model upgraded to Durza's cost. The unit is Fearless.
-Hate Detected- Once per battle, the Friendship Cannon may be fired in Orbital mode as an Assault 2 weapon against a unit which attempted to assault Durza's unit the previous turn, or a tank which attempted to tank shock Durza's unit the previous turn.
-Anti-Hate Shields- Once per battle, Durza can bestow a 3++ save on the unit for a single turn.
So We have Myself covering HQ and Elites, 1hadhq on Heavy Support, DreadlordME! on Troops and Vampirate on Fluff master. That leaves Fast Attack open. Anyone want it...?
May replace each stormbolter with 1x:
flamer: free ( flame S 4 ap 5 assault 1 )
meltagun: 10 points ( 12" S 8 ap 1 assault 1 melta )
plasmagun: 15 points ( 24" S 7 ap 2 heavy 2 )
May replace DCCW with:
Assault cannon: free ( 24" S 6 ap 4 assault 5 )
Plasma cannon: 10 points ( 36" S 7 Ap 2 heavy 1 large blast )
Auto cannon: 10 points ( 48" S 7 Ap 4 heavy 2 AA )
TL Lascannon:15 points ( 48" S 9 Ap 1 heavy 1 lance )
TL heavy bolter: 5 points ( 36" S 5 Ap 4 heavy 3 hellfire rounds / poison )
super-cyclone ML: 20 points ( 48" S 8 ap 3 heavy 2 / S 5 ap 4 heavy 2 blast )
Multi melta: free ( 24" S 8 ap 1 heavy 1 melta )
Flamestorm cannon: 25 points ( flame S 6 ap 3 heavy 1 )
Hurricane bolter system MkII: 15 points ( 18" S 4 ap 5 assault 12 )
Replace Assault cannon with:
DCCW: Free ( 2x S up to max 10 )
Plasma cannon: 10 points
Auto cannon: 10 points
TL Lascannon:15 points
TL heavy bolter: 5 points
super-cyclone ML: 20 points
Multi melta: free
Flamestorm cannon: 25 points
Hurricane bolter system MkII: 15 points
Wargear options:
- may take enhanced armor = +15 pts ( raises front armor value +1 )
- may add up to 2 hunter-killer missile = +10 pts each ( S 8 AP 3 , unlimited range, one shot only )
- may add frag assault launcher = + 10 pts ( counts as assault grenades )
- may add a dakka banner = +10 pts ( dakkanaughts sporting a dakka banner are rally points and thus any dakka unit in 6" can always regroup, no matter if anything would keep them running...)
Wargear:
The bomb of noobs, Armour of the Lord of the Noobs, The Slayer of Helpfull people
The bomb of noobs is a massive bomb, wich can be used once per game. When used, a single, non scattering large blast template is placed anywher within 12" of thenoobbomb.
It uses the following profile: S10 AP3 Type: Assault 1, one use only
Armour of the Lord of the Noobs
Thenoobbomb, being the almighty leader of noobs, has a special armor suit. It confers a 3+ save and a 6+ Inv. save.
The Slayer of Helpfull people
The Slayer of Helpfull people is a master crafted Power Weapon.
Special Rules:
The neverending noob
When thenoobbomb is killed, roll a D6. When the result is 4 or higher, thenoobbomb can 'respawn' with all his wounds in the deployment zone.
Thick Layer of Lard: Due to doing nothing all day, "Noble" Trolls have developed a massive resistance to attacks, conferring a 3+ and a 4++.
Bilge of Misunderstanding/Hate: S:5 AP:4 template
May be placed up to 6 inches away, with the wide end always farther away from the base than the shorter end.
Upgrades:
May take:
Laptop +25 Points "Noble" Trolls can now go anywhere and troll from even further away, "Noble" Trolls are now Beasts.
Basement: + 85 Points "Noble" Trolls transform into a cement protected machine, literally fusing with their mothers house to take control. This attracts nearby trolls to come and join the "Noble" Troll.
Basement ( dedicated transport option of trolls )
vehicle type = normal
FA 13 SA 13 RA 11 BS 3 LD 9
Transport Capacity 12: May only transport Trolls
6 Firing Hatches
Entry point on both sides and Front
Wargear:
- Assault Ramp
- Sponson Mounted Insult Launchers: S:4 AP:6 Blast Range 24
- Units that Assault the turn the get out of the basement count as having Frag Grenades
- Sponson Mounted Haterade Sprayers: S:5 AP:4 TL template
Special Rulez:
Central Hub:
All Trolls within 12" of the Basement gain the Furious Charge USR and lose the Infighting CSR.
/b/tard 75 pts, may add up to 10 /b/tard for 15 pts each
unit type = infantry
unit size = 5-15
WS 3
BS 3
S 3
T 3
W 1
I 6
A 1
LD 7
Sv 5+
Brony upgrade char of /b/tard at +10 pts
unit type = infantry
WS 4
BS 3
S 3
T 3
W 1
I 6
A 2
LD 7
Sv 5+
Equipment: Meme, CCW Special Rules
Fearless, Shocking Imagery
Shocking Imagery - any unit attempting to intiate an
assault against /b/tards must make a leadership check, on a failure, they instead move 6" in the opposite direction, and may not assault this turn. Units with the mark of slaneesh may ignore this ability.
One /b/tard my be upgraded to a brony for 10 points. While the Brony is in the unit all /b/tards gain +1WS and +1A, since they are already worked up over another pony thread.
Durza - 150 points
unique
unit type = infantry
(unit upgrade-changes unit of /b/tard into Elite)
WS-5
BS-4
S-4
T-4
W-2
I-5
A-3
Sv- 4+/5++
Equipment: Cupcakes, Friendship cannon, Discord.
Cupcakes are apparently harmless, but they contain a dark secret... They are defensive grenades which also reduce the leadership of a unit charging by 3 for the purposes of Shocking Imagery, or removes the Fearless rule from that unit.
Friendship Cannon: Can be fired in two modes; orbital or normal.
Normal: S5, AP3, Assault 2 Range: 24
Orbital: S10, AP1, Heavy 2 Range: 48
Discord: A blade containing all the power of the internet's disharmony. It is a two handed power weapon which bestows +1 attack to Durza for every casualty inflicted during the current turn (max 4)
Special Rules:
-I'm gonna tolerate and love the sh*t out of you!- All /b/tards in the unit are upgraded to Bronies. This adds +5 per model upgraded to Durza's cost. The unit is Fearless.
-Hate Detected- Once per battle, the Friendship Cannon may be fired in Orbital mode as an Assault 2 weapon against a unit which attempted to assault Durza's unit the previous turn, or a tank which attempted to tank shock Durza's unit the previous turn.
-Anti-Hate Shields- Once per battle, Durza can bestow a 3++ save on the unit for a single turn.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
King of Predators 330 points
vehicle type = heavy tank
If the King of Predators is part of an army of dakka, any Predator may be taken in squadrons of 0-5 as 1 heavy support choice.
( any Type is valid, be it from codex BA,DA,BT,SW,SM,CSM. Stats, options and cost from their respective entries. )
Any Predator squad taken this way has to be deployed closer than 24" to the King of Predators and in the same turn as the KoP.
BS:5
Front Armor: 14
Side Armor: 13
Rear Armor: 12
May Swap any TL Assault Cannon for
TL Lascannon: +10 points
Transport cpacity : 2
May transport up to 2 servitors.
Special Rules:
Spectacular Explosion: If the king of Preds suffers a Destroyed-Explodes result, place a large blast template over where it's hull should be. Any model under this takes a S7 AP1 hit.
One Predator in the army may take:
Tank Brother Kantion: 120 points
unit type = infantry
Crew upgrade / IC
Wargear:
Servo Harness ( includes 2 servo arms, a plasma cutter and a wrench ) each servo arm grants a x2 strength attack at initiative 1.
Boom Blaster (see below)
Bolt pistol
Range: 36"
S:7
AP: 3
Assault 4, Blast
Options:
May take up to 2 servitors for + 10 points . Each servitor grants +1 to Blessing of the omnissiah.
Special Rules:
Tank Commander ( Brother Kantion counts as crew until the King of Predators is destroyed. Becomes an IC then )
Blessing of the Omnissiah ( may attempt to repair any vehicle in 6" at a d6 roll of 6+, remove 1 weapon destroyed / immobilized result )
Bionics ( grant a 6+ invul save )
slow and purposeful USR
Salvage:
If the King of Predators is destroyed and Tank Brother Kantion is within 2" of any part of it, Kantion can drop his Boom Blaster and pick up 2 of the Kings weapons. These count as exactly what they are, except that they are considered heavy .
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Server outlet: 200 points
( design and size = monolith )
Vehicle type = Tank, heavy
BS 4
FA 13
SA 13
RA 13
Transport: The Server Outlet may be taken as a dedicated transport for Legoburner or a Moderator.
Transport Capacity: 10
May transport anything => uses the chart from apoc to decide if the model attempting to embark fits in.
Access points : one at each side.
Weapons- 4 hull-mounted Assault Cannons (one on each facing
Special rules: Psychic fulcrum, Traumatising, Ambidextrous Systems, deepstrike.
Psychic Fulcrum: The Server Outlet is psychically linked to every Dakkanaut nearby and allows their thoughts to mix. All units within 18" except noobs gain +2 Ld and can re-roll failed rolls to hit in shooting and assault.
Traumatising: The screens mounted on the sides of the Server Outlet show bizarre and sometimes horrifying images: the collective thoughts of Dakka Dakka. Any enemy unit whichcan draw line of site to the Server Outlet suffers a -2 penalty to all Leadership rolls, and must re-roll successful rolls to hit in shooting and assault.
Ambidextrous systems: To all extents and purposes, every side of the Server Outlet counts as its front, and thus can always move in any direction.
Upgrades: May take a Maintainer for +50 points. A vehicle with a Maintainer may choose to make any glancing or penetrating hits on the vehicle re-roll on the vehicle damage chart, accepting the second result.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Looted HammerRaider!
Apoc datasheet: 1250 points
( may be taken as a heavy support choice in spearhead games )
- Skimmer, Tank
- 2 Structure Points.
- Power of the Machine Spirit
- Extremely Explosive (when last structure point is lost, place one Apoc barrage template on the wreck. Deal one Str 9 AP 2 hit on all units under the template )
BS 3 (5)
FA 14
SA 14
RA 14
Weapons
StrAp Range Special Rules
Auto-Railer (primary loadout)
Str D AP 1 Unlimited Heavy 5, Lance
Auto-Railer (submunition loadout)
Str 8 AP 3 Unlimited Heavy 5, Large Blast (7", Wide Scatter (+d6 to scatter roll), Barrage
Missiles What's Are Smart
Str 5 AP 4 60" Assault 25, Ignores Cover, Small Blast (3", Array (may fire separately at multiple squads, no more that 10 at any one squad)
The Looted HammerRaider is what happens when a Big Mek gets his gobs on several railguns, plasma cannons, lascannons, smart missile systems, missile launchers, plasma capacitors, drones, some really big engines, and other assorted Tau and Imperial bitz, and slaps them on a chassis that used to be two hammerheads and a land raider. Toss in some wildly unstable orky power, and you have yourself the shootiest whatsit that was ever drove by an ork. This thing has a Rail-Minigun, complete with primary loadout and submunitions, a Smart missile array that can engage multiple targets, it can skim high and low across terrain, has see'in spines for knowin' where you is goin', a stolen Tau target lock mad-doc'd onto a targeting squig for accuracy, has 2 structure points. Riding proudly atop this airborne monstrosity is Big Meka Omega, proud pilot, owner, and chief resident. What's a looted vehicle for if not living in, anyways?
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Dakka Annihilator
No one knows the origin of this strange and insane contraption. Some say it was made by a converter who had too many spare heavy weapons and some bitz for a chassis.
They only know that when this vehicle fires, Nothing Survives.
Dakka Annihilator - 2000pts
Vehicle type = tank
BS 3
FA 13
SA 12
RA 10
Menace: oozing the threat of violence, a Dakka Annihilator isn't assailed that often. Those who try, have to pass a LD test on -4 to be able to assault. A Vehicle destroyed result in CC is treated as blowing up ammo and fuel tanks, any model under a 30" blast template paced over the succesful assailant suffers d3 S 7 hits.
wargear - Smoke launchers
Ubergattling Cannon
Ubergattling Cannon : This one of a kind weapon is an engineer's nightmare and a mekboy's wet dream. It is a ring of 5 assault cannon, surrounded by a ring of 10 autocannons, surrounded by a ring of twenty lascannons. It has an insane rate of fire that outmatches any other weapon in existance, and would be the best...if not for its tendency to self-destruct violently.
Range 60" S and AP - See below
The weapon has a total of 60 shots, each of varying strength and AP Designate before rolling.
DAKKA DAKKA DAKKA DAKKA DAKKA DAKKA DAKKA! : When the annihilator starts firing there is only one way to stop: running out of ammo!
Any shots not spent on the first target unit, must be applied randomly to any unit in range. Roll a d6:
1/3/5 = one of your units in range.
2/4/6 = one of the opponents units in range.
Continue until all 60 shots are spent. Refusing to do so, results in "too much dak-boom!" instantly. See rules below:
TOO MUCH DAK-BOOOM! : If 10 ones to hit are rolled, the vehicle explodes violently! Every model within 10d6 take d6 S9 hits, due to all the shrapnell and plasma (or whatever lascannons have) flying at them.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Dakka Blade 700 pts
Vehicle type tank ( superheavy sneaked in by Creed )
Always placed as infiltrating unit.
Transport capacity : 20 ( use apoc chart )
BS 4
FA 14
SA 13
RA 12
Wargear:
- hull mounted thread demolisher cannon ( S 10 AP 2 24" ordinance )
- turret mounted quad linked heavy stubber ( S 3 AP 5 24" Heavy 15 )
Make take a:
-CRASSUS ARMORED ASSAULT TRANSPORT beacon. -200pts
One use only.
Pick a spot on the table 30" away from the tank. Up to 3 CRASSUS ARMORED ASSAULT TRANSPORTS a turn may deepstrike there with no scatter.
- Sponsons: up to 2 sets, one set of 2 each side at:
50 pts if TL heavy bolters , 100 pts if TL lascannons
-Flamebait cannon = 150pts
Range: Hellstorm template
S:*
AP:1
*Models touched by the template must take a Ld test. If failed they are overcome by the RAGE generated from such inane experiences, and are removed as casualties. Obviously, models subject to the rage rule fail instantly. Necrons, demons and Tyranids are NOT immune, as even they are confounded by such stupidity.
- Father of the Storms of nerdrage = 200 pts
Range: apocalyptic barrage 36"
S*
AP: -
*models touched by the template must take a initiative test. If they failed they are electrocuted in a storm of epic proportions. Each model to fail adds + 1 to the strength of the template up to S 10. Survivors are always pinned, vehicles instantly immobilized for this turn as the thread is locked to be reviewed.
Heavy support is close to done until someone deems it worth suggesting something to alter.
Still working on the Converters and the immaculate GD winner.
Automatically Appended Next Post: HEY! I started page 10!
Automatically Appended Next Post: Here is da gamer entry (including Coolyo and Runna). hope everyone is happy. I have just toned down the upgrades and changed runna to have carapace armour.
two models in the squad may have:
Heavy Bolter - 5
Lascannon - 20
Multi laser - 15
Dark Lance - 25
venom cannon- 15
blastmaster -15 pts
The entire squad may have one of the following :
Jump packs -10 pts per model
Iron Halo - 25 pts per model
Terminator Armor - 40 pts per model
Automatically Appended Next Post:
Coolyo294
100 pts, Upgrade to a unit of Gamers
WS/3 BS/3 S/3 T/3 W/3 I/3 A/2 LD/9 SV/4+
Wargear
Carapace Armour, Plasma Gun, Plasma Pistol, Power Weapon
Special Rules
One Word Response: Coolyo294 is known for giving out responses that consist of only a single word. These responses can shatter the resolve of even the most hardened warriors. Before an enemy unit can assault unit of Gamers that contains Coolyo294, they must take a morale test. If failed, the unit cannot assault that turn.
Love of Plasma: Coolyo294 sure does love his Plasma weapons. As a result, any Plasma weapons in the unit Coolyo is a part of gain the TLUSR.
Automatically Appended Next Post:
One Gamer may be upgraded to Runna for +18 pts
WS/5 BS/4 S/3 T/3 W/1 A/2 I/5 LD/9 SV/4+
Wargear: Katana (CCW), Slugga (see ork codex), Carapace Armour
Special Rules:
Move Through Cover(confers this to his unit.)
Unique
RUN!: If Runna's unit suffers a casualty during the shooting phase they immediately run 1d6" towards the nearest cover.
Dwellar: Take a leadership test with Runna at the start of your movement phase. If you fail, he goes on and on about his '&*%$' Dwellar codex and the unit can't move or shoot this turn.
Screw Luck!: If Runna suffers an unsaved wound roll 1D6. If you roll a one he middle fingers the dice and says, "See, I just can't get lucky today, screw that." The wound is ignored and he stays in the game. Otherwise he is dead.
ScrewPW!: Runna treats PowerWeapons as if they were normal close combat weapons. (This does not apply to monstrous creatures attacks which still ignore his armor save.)
Angry Marine Squad- Fast attack
WS4- BS4- T4- S4- W1- I4- A2- LD8 - 20pts per model
Fearless, Furious Charge, Deep Strike, Fleet
Bolt pistol and battle wrench (ccw)
Any model may replace his bolt pistol with an Infernus Pistol or Hand Flamer for free.
Any model may replace their battle wrench or bolt pistol with a:
* Power Wrench/Bat (power weapon) or Lightning Claw for 10pts per model
* Power Fist for 15pts per model
* Chainfist for 20pts per model
* Thunder Wrench (thunder hammer) for 25pts per model
* Eviscerator for 30pts per model
One model may take an Adamantine Sack of Power Doorknobs (+3S, +1A, Monstrous Creature attacks) for 30pts.
May take jump packs for 4pts per model
Automatically Appended Next Post: HEY! I started page 10!
Automatically Appended Next Post: Here is da gamer entry (including Coolyo and Runna). hope everyone is happy. I have just toned down the upgrades and changed runna to have carapace armour.
Sir, I will consider adding me in there as a Christmas Present. Thank You I will now write your name into some Dwellar fluff. As I have no other way to return the favor.
Also, I would so field an Angry Marine Squad. Why are they so pissed off? Can you write that fluff, I feel as if that is going to be the best part of that squad, the 'why they are angry' part.
Runna wrote:Also, I would so field an Angry Marine Squad. Why are they so pissed off? Can you write that fluff, I feel as if that is going to be the best part of that squad, the 'why they are angry' part.
Because their geneseed replaces their blood with pure testosterone?
Also, it's not a mistake that they have DS even without jump packs- They fly ships over the battlefield and drop them out. They don't hurt themselves when they land, they hurt the ground.
Runna wrote:Also, I would so field an Angry Marine Squad. Why are they so pissed off? Can you write that fluff, I feel as if that is going to be the best part of that squad, the 'why they are angry' part.
Because their geneseed replaces their blood with pure testosterone?
Also, it's not a mistake that they have DS even without jump packs- They fly ships over the battlefield and drop them out. They don't hurt themselves when they land, they hurt the ground.
sorry to nitpick again, but wouldn't they also have the Rage USR?
Anyway
Fast attack
FlamePosters (or whatever they are called. You know, the guys who go on a thread and start flaming) - 12 points
Unit Size = 5-15
WS3 BS3 S3 T3 W1 I5 A2 Ld7 5+
Wargear - flak armor, ccw, vitriol spewer
Vitriol Spewer - It has the following profile = Range: Template S4 AP5 Pistol, gets hot!
One model in the squad may take a power weapon for 10 points.
Special Rules - scout, infiltrate, furious charge, deepstrike, flames of rage, "Purge the idiot! Maim the troll!"
flames of rage - Makes them count as jump infantry, but they always count as landing in dangerous terrain. Threads tend to get nasty during a flamewar!
"Purge the idiot! Maim the troll!" - Designate a non-vehicle enemy squad, mc or character. The Flameposters have gotten enraged against this poor unit, and gain the the preferred enemy rule against them. Also, their flamers and spewers count as twinlinked.
I don't really have a problem if the Custom Mary-Sue Squads are dropped. People post a fair number of over-powered Mary Sue Space Marine Captains here, but they don't really have a place in a Codex trying to achieve balance.
Why thank you, Runna. P.S what force org is the new Flamposters in
Automatically Appended Next Post: Once this is finished I dibs writing da first army list. If anyone argues I will set DreadlordME! upon them... LISTS FOR THE LIST GOD!
Grey Knight Codex: once every game, the Wardhaters gain two of the following:Furious Charge, Fleet, Rending or Fearless for one turn. They also gain a +1 Initiative stat bonus (stacks with FC)
Special Rules: Preferred enemy (Blood Angels, Grey Knights, Necrons).
One Ward Hater for every 10 models may be upgraded to have:
Power Weapon 10pts
Force Weapon 40pts
Power Fist 25pts
One per 5 Wardhaters may have:
Flamer free
Meltagun 5pts
Plasmagun 10pts
Psycannon 15pts
One Squad per Army may be upgraded to a unit of haters for +5 points per model
A Hater has +1 Attack and WS + preferred enemy EVERYTHING!
And the Crazy Noob!
Spoiler:
Crazy Noob:
20-50 models.
4 points each
WS 2
BS 2
S 3
T 3
W 1
LD -
SV 5+
Wargear:
Bolt Pistol
Grot Blasta see Codex: Orks
Shoulder Mounted Power Fist
May swap Grot Blasta and Bolt Pistol for
2 boltguns free
2 heavy flamers 20 points
1 boltgun and 1 heavy flamer 10 points
1 in every 10 models may swap out Shoulder mounted PF for
Missile Launcher 20 points
Special Rules:
Moar Dakka
This may only be used once per game. Any ranged weapons carried by the unit add one to the amount of shots fire (eg Assault 2 becomes Assault 3). This lasts until the end of the turn.
Bulletstorm
This must be used when Moar Dakka is used. Every weapon fired counts as TL. A TL weapon gets a third re roll. Rapid Fire weapons count as assault 3 and Heavy Weapons count as assault x. x=however many shots they would normally have.
Hold The Pain
If a Crazy Noob fails his Feel no Pain save, roll a D6. If you roll a 5 or a 6 the model does not suffer a wound until the end of the turn.
Fearless
FNP Slow and purposeful
Rage
Hope everyone approves. Just kidding, if you don't approve, it doesn't matter cause I can set Ezio Auditore on you. Or just Sackboy in his clothes.
Automatically Appended Next Post: Here it is: THE FLUFF NAZI!!
Spoiler:
Fluff Nazi
15 points per model
Squad size 5-20
WS/3 BS/3 S/3 T/3 W/1 A/2 I/3 Ld/10 SV/5+
Wargear:
Boltgun, Bolt Pistol
All Fluff Nazis may exchange their boltgun and bolt pistol for one of the following
Splinter Rifle and Splinter Pistol: Free
Gauss Rifle: Free
Slugga and Choppa: Free
Shuriken Catapault: Free
If they do not replace their boltguns and bolt pistols, they may take Power Armor for 5 points per model.
For every 5 models in the squad, a single Fluff Nazi may exchange their Bolt Pistol and Boltgun
Shredder: 5
Splinter Cannon: 10
Heavy Bolter: 5
Autocannon: 10
Shoota for a:
Deffgun: 10
Avenger Shuriken Catapult: 5
Special Rules:
Blessings of the Lexicanum: "Fluff Nazis are continually blessed by the wisdoms of this ancient site of knowledge, as such they may choose 1 Universal Special Rule (except Feel no Pain or Preferred Enemy) to benefit from at the beginning of the game.
"But that contradicts fluff!": Fluff Nazis are known to generate massive amounts of rage when threads such as Chaos Grey Knights and Slaaneshi Sisters of Battle appear. As such, after both armies have deployed, but before the first turn, nominate one enemy unit. The Fluff Nazis gain Preferred Enemy against that unit.
"But I have sources...": Fluff Nazis, particularly good ones at least, always back up their claims with sources (books, generally) As such, the unit has the Feel No Pain universal special rule.
Automatically Appended Next Post: Here it is... the Painter/ Painting Noob:
wargear: Set of brushes, Multiple painting pots. Counts as 2 identical CCw / defensive grenades.
Options:
- one of 5 painters may replace his set of brushes for a brush and a spray gun for 10 pts to his equipment.
Special rule:
Camo Painting- The painter has learned how to get some nice results and uses his knowledge to apply a camo scheme whenever s/he needs one. Painters have a 4+ cover save.
- spray gun. Counts as hand-flamer s4 ap 6. pistol. Grants a second hth attack as pistol / ccw combo.
I want your vote! - psychic shooting attack. 24" large blast. Roll a d6 and apply the result to all units under the template
1-2 : can't decide! models under the template are pinned.
3: voted + , models under the template move on normally.
4 : voted - , painter is unhappy but can't change their mind. Models under the template move on normally.
5: voted -- , painter is very unhappy. models under the template suffer d6 s3 ap - hits.
6: voted ---- and made a negative comment. Unit of painters gain the rage USR and preferred enemy against the unit under the template.
Again... Argue and I send Sackboy on you... or maybe just the grey knights for then you have obviously been possessed by Daemons to have dissed my work.
Automatically Appended Next Post: AND THE LAST TROOPS UNIT IS... THE SPAMPOSTER!!!!!!
Made by yours truly... DREADLORDME!
Here it is...
Spoiler:
Spamposters 10 points per model
5- 20
WS/3/ BS/1 /S/3 /T/3 /W/1 /A4 /I/2 /LD/5 /SV/-
Wargear
BOOM!gun
8", S4, AP-, Assault 6
Rules
WE HATE SPAMMERS!
Everyone hates spammers, as such all units within 6' of a spamposter must take a LD check. If they fail they must launch an assault against the Spamposter unit in the assault phase.
Fleet
See, aren't I a genius. As always, argue and you DIE!
Automatically Appended Next Post: I shall be happy to do FA now that I am done Troops.
Wargear:
Bolt Pistol
Grot Blasta see Codex: Orks
Shoulder Mounted Power Fist
May swap Grot Blasta and Bolt Pistol for
2 boltguns free
2 heavy flamers 20 points
1 boltgun and 1 heavy flamer 10 points
1 in every 10 models may swap out Shoulder mounted PF for
Missile Launcher 20 points
Special Rules:
Moar Dakka
This may only be used once per game. Any ranged weapons carried by the unit add one to the amount of shots fire (eg Assault 2 becomes Assault 3). This lasts until the end of the turn.
Bulletstorm
This must be used when Moar Dakka is used. Every weapon fired counts as TL. A TL weapon gets a third re roll. Rapid Fire weapons count as assault 3 and Heavy Weapons count as assault x. x=however many shots they would normally have.
Hold The Pain
If a Crazy Noob fails his Feel no Pain save, roll a D6. If you roll a 5 or a 6 the model does not suffer a wound until the end of the turn.
Fearless
FNP Slow and purposeful
Rage
i don't think so many PF are good.
Plus, heavy flamers pretty much ignore low BS and may be too cheap on BS 2 models. And too many...
So less wargear for the young 'uns maybe? Its just 4 points people would pay. I am not saying a discount is bad. Just sometimes ends as unbalanced compared to the rest of the codex.
You missed initiative. Did they get none? Makes hth weapons pointless as they never act.
LD - means they autofail every test. Crazy and running off all the time.
DreadlordME! wrote:
Hope everyone approves. Just kidding, if you don't approve, it doesn't matter cause I can set Ezio Auditore on you. Or just Sackboy in his clothes.
Looking forward to these visitors!
Mind if they don't return?
You know , its a long way and accidents happen....
Thus:
Wardhater/Hater
Fluff Nazi
Painting noob Painters
Spamposters
Maybe some of the troops could have upgrade characters if we still deem to move some chars ?
Other than crazy noobs, I approve.
DreadlordME! wrote:I shall be happy to do FA now that I am done Troops.
We may need to place Vampirate and others before we consider things complete. But go on, do Fast assault.
I like it that you approve, and I will fix the noobs points cost. And I guess I couldn't be bothered to put in Initiative cause they have power fists. But Ill fix it.
two models in the squad may have:
Heavy Bolter - 5
Lascannon - 20
Multi laser - 15
Dark Lance - 25
venom cannon- 15
blastmaster -15 pts
The entire squad may have one of the following :
Jump packs -10 pts per model
Iron Halo - 25 pts per model
Terminator Armor - 40 pts per model
Automatically Appended Next Post:
Coolyo294
100 pts, Upgrade to a unit of Gamers
WS/3 BS/3 S/3 T/3 W/3 I/3 A/2 LD/9 SV/4+
Unique, Infantry
Wargear
Carapace Armour, Plasma Gun, Plasma Pistol, Power Weapon
Special Rules
One Word Response: Coolyo294 is known for giving out responses that consist of only a single word. These responses can shatter the resolve of even the most hardened warriors. Before an enemy unit can assault unit of Gamers that contains Coolyo294, they must take a morale test. If failed, the unit cannot assault that turn.
Love of Plasma: Coolyo294 sure does love his Plasma weapons. As a result, any Plasma weapons in the unit Coolyo is a part of gain the TLUSR.
One Gamer may be upgraded to Runna for +18 pts
WS/5 BS/4 S/3 T/3 W/1 A/2 I/5 LD/9 SV/4+
Unique, Infantry
Wargear: Katana (CCW), Slugga (see ork codex), Carapace Armour
Special Rules:
Move Through Cover(confers this to his unit.)
RUN!: If Runna's unit suffers a casualty during the shooting phase they immediately run 1d6" towards the nearest cover.
Dwellar: Take a leadership test with Runna at the start of your movement phase. If you fail, he goes on and on about his '&*%$' Dwellar codex and the unit can't move or shoot this turn.
Screw Luck!: If Runna suffers an unsaved wound roll 1D6. If you roll a one he middle fingers the dice and says, "See, I just can't get lucky today, screw that." The wound is ignored and he stays in the game. Otherwise he is dead.
ScrewPW!: Runna treats PowerWeapons as if they were normal close combat weapons. (This does not apply to monstrous creatures attacks which still ignore his armor save.)
Grey Knight Codex: once every game, the Wardhaters gain two of the following:Furious Charge, Fleet, Rending or Fearless for one turn. They also gain a +1 Initiative stat bonus (stacks with FC)
Special Rules: Preferred enemy (Blood Angels, Grey Knights, Necrons).
One Ward Hater for every 10 models may be upgraded to have:
Power Weapon 10pts
Force Weapon 40pts
Power Fist 25pts
One per 5 Wardhaters may have:
Flamer free
Meltagun 5pts
Plasmagun 10pts
Psycannon 15pts
One Squad per Army may be upgraded to a unit of haters for +5 points per model
A Hater has +1 Attack and WS + preferred enemy EVERYTHING!
Spoiler:
Crazy Noob:
20-50 models.
4 points each
Infantry
WS/2 BS/2 S/3 T/3 W/1 I/1 A/1 LD/- SV/5+
Wargear:
Bolt Pistol
Grot Blasta see Codex: Orks
Shoulder Mounted Power Fist
May swap Grot Blasta and Bolt Pistol for
2 boltguns free
2 heavy flamers 40 points
1 boltgun and 1 heavy flamer 20 points
1 in every 10 models may swap out Shoulder mounted PF for
Missile Launcher 20 points
Special Rules:
Moar Dakka
This may only be used once per game. Any ranged weapons carried by the unit add one to the amount of shots fire (eg Assault 2 becomes Assault 3). This lasts until the end of the turn.
Bulletstorm
This must be used when Moar Dakka is used. Every weapon fired counts as TL. A TL weapon gets a third re roll. Rapid Fire weapons count as assault 3 and Heavy Weapons count as assault x. x=however many shots they would normally have.
Hold The Pain
If a Crazy Noob fails his Feel no Pain save, roll a D6. If you roll a 5 or a 6 the model does not suffer a wound until the end of the turn.
Fearless
FNP Slow and purposeful
Rage
Spoiler:
Fluff Nazi
15 points per model
Squad size 5-20
Infantry
WS/3 BS/3 S/3 T/3 W/1 A/2 I/3 Ld/10 SV/5+
Wargear:
Boltgun, Bolt Pistol
All Fluff Nazis may exchange their boltgun and bolt pistol for one of the following
Splinter Rifle and Splinter Pistol: Free
Gauss Rifle: Free
Slugga and Choppa: Free
Shuriken Catapault: Free
If they do not replace their boltguns and bolt pistols, they may take Power Armor for 5 points per model.
For every 5 models in the squad, a single Fluff Nazi may exchange their Bolt Pistol and Boltgun
Shredder: 5
Splinter Cannon: 10
Heavy Bolter: 5
Autocannon: 10
Shoota for a:
Deffgun: 10
Avenger Shuriken Catapult: 5
Special Rules:
Blessings of the Lexicanum: "Fluff Nazis are continually blessed by the wisdoms of this ancient site of knowledge, as such they may choose 1 Universal Special Rule (except Feel no Pain or Preferred Enemy) to benefit from at the beginning of the game.
"But that contradicts fluff!": Fluff Nazis are known to generate massive amounts of rage when threads such as Chaos Grey Knights and Slaaneshi Sisters of Battle appear. As such, after both armies have deployed, but before the first turn, nominate one enemy unit. The Fluff Nazis gain Preferred Enemy against that unit.
"But I have sources...": Fluff Nazis, particularly good ones at least, always back up their claims with sources (books, generally) As such, the unit has the Feel No Pain universal special rule.
wargear: Set of brushes, Multiple painting pots. Counts as 2 identical CCw / defensive grenades.
Options:
- one of 5 painters may replace his set of brushes for a brush and a spray gun for 10 pts to his equipment.
Special rule:
Camo Painting- The painter has learned how to get some nice results and uses his knowledge to apply a camo scheme whenever s/he needs one. Painters have a 4+ cover save.
- spray gun. Counts as hand-flamer s4 ap 6. pistol. Grants a second hth attack as pistol / ccw combo.
I want your vote! - psychic shooting attack. 24" large blast. Roll a d6 and apply the result to all units under the template
1-2 : can't decide! models under the template are pinned.
3: voted + , models under the template move on normally.
4 : voted - , painter is unhappy but can't change their mind. Models under the template move on normally.
5: voted -- , painter is very unhappy. models under the template suffer d6 s3 ap - hits.
6: voted ---- and made a negative comment. Unit of painters gain the rage USR and preferred enemy against the unit under the template.
Spoiler:
Spamposters 10 points per model
Infantry
5- 20
WS/3/ BS/1 /S/3 /T/3 /W/1 /A4 /I/2 /LD/5 /SV/-
Wargear
BOOM!gun
8", S4, AP-, Assault 6
Rules
WE HATE SPAMMERS!
Everyone hates spammers, as such all units within 6' of a spamposter must take a LD check. If they fail they must launch an assault against the Spamposter unit in the assault phase.
Game Master WS/4 BS/4 S/4 T/3 W/1 I/4 A/2 lLD/9 SV/5+
wargear - Bolt Pistol, Close Combat Weapon, Bolter, Flak armour
Anticipate: A roleplayer can anticiapte the future and write out a scenario to stop it from happening that confers a 5+ Invulv.
Upgrades(Works like Marks of Chaos):
40K Roleplayers:20 points they can gain +1 BS and they have access to Twin-linked Plasma guns at 15 points/ model and Twin Linked Plasma Pistols at 10 points/models
Fantasy Roleplayers: 25 points +1 Attack
Other Roleplayer: 20 points coveys +1 to the invulv save making it 4+
+20 points for a Game Master
The Game Master mayreplace close combat weapon with
- Husk Blade or a Power Fist- 25 points
-Venom Blade or Power weapon- 10 points
He may replace his bolter with:
Stormbolter- 15 points
Combi-weapon- 10 points
Darkvoidof40k+ 275 points
WS/5 BS/5 S/5 T/4 W/3 I/5 A/3 lLD/10 SV/4+
Wargear:
Carapace armour, Power Fist, Twinked Linked Plasma gun, Offensive and Defensive Grenades, Iron Halo, Eternal Warrior
Darkvoid can Anticipate attacks so well because he is a Veteran Game Master. It covers a 4+ save.
His Power Fist is specially made to ignore Invulv saves and armour saves.
Change fate: He has a psychic power which makes him re-roll Invulv saves.
Elite: 25 point per model 5-20 models
Survivalists:
WS/5 BS/3 S/4 T/3 W/1 I/4 A/2 lLD/8SV/4+
+15 Eliminator WS/5 BS/3 S/4 T/3 W/1 I/4 A/2 lLD/8SV/4+
wargear - Bolt Pistol, Close Combat Weapon, Scout Armour
Special Rules: Furious Charge,
Kill them all- Survivalist participate in Arena Matches where they kill Characters through out the World, they know their enemies Thoroughly they have prefered enemy special rule.
The Eliminator may have melta Bombs at 5 points.
The Eliminator may replace his clost combat weapon with:
a power weapon- 15 points
a Power fist- 20 points
He may replace his Bolt Pistol with a twin-linked Plasma Pistol for 15 points
Up to 2 survalist may take Flamers for 10 points.
This is my first time writting rules, so they may be WAAC or OP.
rockerbikie wrote:We need Roleplayers as troop Choices. If not, can it be an upgrade to Spam Posters?
Roleplaying is spamming? Sure?
Edit: ahhh ninja... you did it before I could post you should. Sorry.
BTW, DreadlordME, some units need the type inserted. Some have it, others not yet. I'd suggest infantry.
And i think you should know, in 40k models can't shoot 2 weapons if they are not MC or vehicles for example. So 2 boltguns aren't different to 1, as youre firing one and the second is just there for the looks. It doesn't provide boni. The only way 2 identical weapons make sense is to grant TL but that has to be written in the rules of the unit. I am not saying the crazy noobs should have TL boltguns This would go against their weakness of BS 2 , like the amount of flamers already does but I see you cut the likelyness of dozens of flamer-templates with increasing the points. Maybe we leave them the option to double-wield weapons with no effect since they are noobs and crazy
rockerbikie wrote:We need Roleplayers as troop Choices. If not, can it be an upgrade to Spam Posters?
Roleplaying is spamming?
If you want to see them, post an entry.
BTW, DreadlordME, some units need the type inserted. Some have it, others not yet. I'd suggest infantry.
And i think you should know, in 40k models can't shoot 2 weapons if they are not MC or vehicles for example.
So 2 boltguns aren't different to 1, as youre firing one and the second is just there for the looks. It doesn't provide boni.
The only way 2 identical weapons make sense is to grant TL but that has to be written in the rules of the unit.
I am not saying the crazy noobs should have TL boltguns This would go against their weakness of BS 2 , like the amount of flamers already does but I see you cut the likelyness of dozens of flamer-templates with increasing the points. Maybe we leave them the option to double-wield weapons with no effect since they are noobs and crazy
Roleplay is not spamming because the posts have meaning. Spamming is the Post the user above you and other games.
rockerbikie wrote:Roleplayer 17 points per model 5-20 models
Game Master WS/4 BS/4 S/4 T/3 W/1 I/4 A/2 lLD/9 SV/5+
wargear - Bolt Pistol, Close Combat Weapon, Bolter, Flak armour
Anticipate: A roleplayer can anticiapte the future and write out a scenario to stop it from happening that confers a 5+ Invulv.
Upgrades(Works like Marks of Chaos):
40K Roleplayers:20 points they can gain +1 BS and they have access to Twin-linked Plasma guns at 15 points/ model and Twin Linked Plasma Pistols at 10 points/models
Fantasy Roleplayers: 25 points +1 Attack
Other Roleplayer: 20 points coveys +1 to the invulv save making it 4+
+20 points for a Game Master
The Game Master mayreplace close combat weapon with
- Husk Blade or a Power Fist- 25 points
-Venom Blade or Power weapon- 10 points
He may replace his bolter with:
Stormbolter- 15 points
Combi-weapon- 10 points
If I understand this correctly, the roleplayer is the basic choice but you wrote the statline of the squad-leader?
Let me add some thoughts:
- roleplayer WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 9 Sv 5+
- games master WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 LD 10 4+
unit type = infantry
unit size 5-20. Basic unit 70 pts, may take up to +15 roleplayers at +14 pts each. May upgrade one roleplayer to games master at +20 pts.
wargear:
- roleplayer : bag of dice, flak armor. Las pistol, combat blade , lasgun.
- games master: THE map, bag of dice, monster compendium, bolt pistol, chainsword, boltgun, carapace armor.
Special rules:
Character - sheet:
- any roleplayer may specialize in one of the following disciplines:
a) WH40k for +10 pts. This grants + 1 BS and the option to upgrade from list A:
- may replace las pistol with: a plasmapistol at + 10 points, a bolt pistol at + 5 pts
- may replace ccw with: a extra sharp chainsword at + 10 pts ( rending special rule )
- may replace lasgun with: a boltgun at + 5 pts, grenade launcher at + 10 pts
- if a games master is present, up to 3 roleplayers may replace their lasguns with plasma guns at + 15 pts each.
b) WHFB at +10 pts. This grants +1WS and the option to upgrade from list B:
- may replace his las pistol with: a combat blade for free, a combat shield ( 4+ invul save )
- may replace his ccw with: a magic weapon ( counts as power weapon ) at +15 pts,
- may replace his lasgun with: a magic wand ( counts as meltagun ) at + 20 pts
- 2 of 5 roleplayers may replace both , the laspistol and the ccw with: a eviscerator at + 10 pts , a runic hammer ( counts as TH ) at + 20 pts
c) other RPG at +15 pts. This grants + 1 ini and the option to upgrade from list C:
- may replace his laspistol with: a blaster ( S 3 ap 5 ) at + 5 pts, a autopistol ( S 3 ap - ) for free,
- may replace his ccw with: a jedi-blade ( rending ) at + 10 pts, a nunchaku ( counts a 2 identical ccw ) at + 5 pts
- may replace his lasgun with: a autogun ( S 3 ap - ) for free, a blastgun ( S 3 ap 5 ) at + 5 pts,
a games master knows all of these and has the boni included in his profile.
he may :
- replace the chainsword with a power-weapon at + 10 pts,
- replace the boltgun with a combi-boltgun ( -flame/plasma/melta/grenade) at +10 pts,
- replace the boltpistol with a storm shield at + 15 pts
- replace the chainsword and the boltpistol with a two handed relic weapon ( + 1 S ) at + 15 pts
- replace the chainsword with a husk blade at + 25 pts
- replace the chainsword with a power-fist at + 20 pts
- replace the chainsword with a venom blade at + 10 pts
- replace the boltgun with a stormbolter at +5 pts
- take a teleport homer at + 15 pts
- take homing beacon at + 10 pts
THE map:
Possessing THE map allows to find a path everywhere.
- the unit may treat difficult terrain as normal terrain.
- the unit may treat dangerous terrain as difficult terrain.
- the unit may treat impassable terrain as passable, they just know where the tunnels are....still have to pass in one turn. If any model cannot be placed in formation it is lost and removed from the game without any saves allowed.
Monster compendium:
- a unit equipped with this may reroll to hit or to wound once per shooting or assault phase.
- you misread it! any 1 rolled at rerolls results in d3 S 5 ap - hits, distributed randomly amongst the unit.
bag of dice:
a model with a bag of dice counts as having defensive and assault grenades.
Anticipate: A roleplayer can anticipate the future and write out a scenario to stop it from happening that confers a 5+ Invulv.
Scout USR
Like it?
rockerbikie wrote:
Darkvoidof40k+ 275 points
WS/5 BS/5 S/5 T/4 W/3 I/5 A/3 lLD/10 SV/4+
Wargear:
Carapace armour, Power Fist, Twinked Linked Plasma gun, Offensive and Defensive Grenades, Iron Halo, Eternal Warrior
Darkvoid can Anticipate attacks so well because he is a Veteran Game Master. It covers a 4+ save.
His Power Fist is specially made to ignore Invulv saves and armour saves.
Change fate: He has a psychic power which makes him re-roll Invulv saves.
Is he a roleplayer?
As a unique roleplayer upgrade he could be:
Darkvoidof40k+ 275 points
infantry, unique
upgrade of games master
WS/5 BS/5 S/4 T/4 W/3 I/5 A/3 l/4 LD/10 SV/4+
wargear:
Carapace armour, Power Fist, Twinked Linked Plasma gun, bag of dice, Eternal Warrior
special rules:
Darkvoid can Anticipate attacks so well because he is a Veteran Game Master. Has a 3++ invul save.
Challenge Fate: if Darkvoidof40k is removed from play, roll a d6. On a 4+ he returns with 1 wound. Place the model in 2" of his last position.
I know who you are!
Darkvoidof40k and the unit he's joined may request the opposing unit to reroll any successful invul saves.
yay or nay?
rockerbikie wrote:
This is my first time writing rules, so they may be WAAC or OP.
dunno, mine didn't get replies so I always assume they are underpowered... The survivalists represent who on dakka?
rockerbikie wrote:The Survivalists represents people who play Survival game, they count as fast attack.
Count as or are FA ?
Plus we should post the actual content of every FoC slot of codex dakka IMO.
I could fit something into Heavy support if need be, but IIRC we have a lot of elite so troops should have the majority of entries as you can fit 6 of them in a FoC. Not sure where FA is now. Filled to the brim or barely enough variety?
The part of the FoC I am sure of: ( version 4 )
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Heavy support:
- dakka Annihilator 2000 pts
- Immaculate Golden Demon Winner. 100 pts
- Converters 20pts
> upgrade of converters: Da Komizzar 145 pts
- Server outlet 200 pts
- Dakka Blade 700 pts
- Thenoobbomb 250 pts
- Looted HammerRaider! 1250 pts
- Dakkanaught. 120 pts
- King of Predators 330 points
- /b/tard 15 pts
> upgrade of /b/tard : Durza +150 pts
- Noble Troll 115 pts
> dedicated transport of noble troll: basement +85 pts
And as entry:
Dakkanaught ( Walker, basic dread loadout, enhanced config found in HQ as admin/mod wargear. )
Spoiler:
Dakkanought: 120 points
Vehicle type = walker
WS 3
BS 5
S 6 ( 10 )
FA 12
SA 12
RA 10
I 4
A 2
LD unlimited...
May replace each stormbolter with 1x:
flamer: free ( flame S 4 ap 5 assault 1 )
meltagun: 10 points ( 12" S 8 ap 1 assault 1 melta )
plasmagun: 15 points ( 24" S 7 ap 2 heavy 2 )
May replace DCCW with:
Assault cannon: free ( 24" S 6 ap 4 assault 5 )
Plasma cannon: 10 points ( 36" S 7 Ap 2 heavy 1 large blast )
Auto cannon: 10 points ( 48" S 7 Ap 4 heavy 2 AA )
TL Lascannon:15 points ( 48" S 9 Ap 1 heavy 1 lance )
TL heavy bolter: 5 points ( 36" S 5 Ap 4 heavy 3 hellfire rounds / poison )
super-cyclone ML: 20 points ( 48" S 8 ap 3 heavy 2 / S 5 ap 4 heavy 2 blast )
Multi melta: free ( 24" S 8 ap 1 heavy 1 melta )
Flamestorm cannon: 25 points ( flame S 6 ap 3 heavy 1 )
Hurricane bolter system MkII: 15 points ( 18" S 4 ap 5 assault 12 )
Replace Assault cannon with:
DCCW: Free ( 2x S up to max 10 )
Plasma cannon: 10 points
Auto cannon: 10 points
TL Lascannon:15 points
TL heavy bolter: 5 points
super-cyclone ML: 20 points
Multi melta: free
Flamestorm cannon: 25 points
Hurricane bolter system MkII: 15 points
Wargear options:
- may take enhanced armor = +15 pts ( raises front armor value +1 )
- may add up to 2 hunter-killer missile = +10 pts each ( S 8 AP 3 , unlimited range, one shot only )
- may add frag assault launcher = + 10 pts ( counts as assault grenades )
- may add a dakka banner = +10 pts ( dakkanaughts sporting a dakka banner are rally points and thus any dakka unit in 6" can always regroup, no matter if anything would keep them running...)
Thenoobomb ( Monstrous Creature )
Spoiler:
Thenoobbomb.......................250 points
unit type = MonstrousCreature
WS 6
BS 4
S 5
T 5
I 2
W 3
A 3
Ld 10
Sv 3+ / 6++
Wargear:
The bomb of noobs, Armour of the Lord of the Noobs, The Slayer of Helpfull people
The bomb of noobs is a massive bomb, wich can be used once per game. When used, a single, non scattering large blast template is placed anywher within 12" of thenoobbomb.
It uses the following profile: S10 AP3 Type: Assault 1, one use only
Armour of the Lord of the Noobs
Thenoobbomb, being the almighty leader of noobs, has a special armor suit. It confers a 3+ save and a 6+ Inv. save.
The Slayer of Helpfull people
The Slayer of Helpfull people is a master crafted Power Weapon.
Special Rules:
The neverending noob
When thenoobbomb is killed, roll a D6. When the result is 4 or higher, thenoobbomb can 'respawn' with all his wounds in the deployment zone.
Noble troll and its form as basement ( monstrous creature and transformed to a dedicated transport of trolls )
Spoiler:
"Noble" Troll...............115 Points
Unit type = MC
WS 3
BS 3
S 6
T 5
W 4
I 2
A 4
LD 9
SV 3+ / 4++
Wargear:
Thick Layer of Lard: Due to doing nothing all day, "Noble" Trolls have developed a massive resistance to attacks, conferring a 3+ and a 4++.
Bilge of Misunderstanding/Hate: S:5 AP:4 template
May be placed up to 6 inches away, with the wide end always farther away from the base than the shorter end.
Upgrades:
May take:
Laptop +25 Points "Noble" Trolls can now go anywhere and troll from even further away, "Noble" Trolls are now Beasts.
Basement: + 85 Points "Noble" Trolls transform into a cement protected machine, literally fusing with their mothers house to take control. This attracts nearby trolls to come and join the "Noble" Troll.
Basement ( dedicated transport option of trolls )
vehicle type = normal
FA 13 SA 13 RA 11 BS 3 LD 9
Transport Capacity 12: May only transport Trolls
6 Firing Hatches
Entry point on both sides and Front
Wargear:
- Assault Ramp
- Sponson Mounted Insult Launchers: S:4 AP:6 Blast Range 24
- Units that Assault the turn the get out of the basement count as having Frag Grenades
- Sponson Mounted Haterade Sprayers: S:5 AP:4 TL template
Special Rulez:
Central Hub:
All Trolls within 12" of the Basement gain the Furious Charge USR and lose the Infighting CSR.
/b/tard ( infantry squad )
Spoiler:
/b/tard 75 pts, may add up to 10 /b/tard for 15 pts each
unit type = infantry
unit size = 5-15
WS 3
BS 3
S 3
T 3
W 1
I 6
A 1
LD 7
Sv 5+
Brony upgrade char of /b/tard at +10 pts
unit type = infantry
WS 4
BS 3
S 3
T 3
W 1
I 6
A 2
LD 7
Sv 5+
Equipment: Meme, CCW Special Rules
Fearless, Shocking Imagery
Shocking Imagery - any unit attempting to intiate an
assault against /b/tards must make a leadership check, on a failure, they instead move 6" in the opposite direction, and may not assault this turn. Units with the mark of slaneesh may ignore this ability.
One /b/tard my be upgraded to a brony for 10 points. While the Brony is in the unit all /b/tards gain +1WS and +1A, since they are already worked up over another pony thread.
Meme
R12, str 6, ap4, pistol, rending, gets hot
Durza ( upgrade character of /b/tard )
Spoiler:
Durza - 150 points
unique
unit type = infantry
(unit upgrade-changes unit of /b/tard into Elite)
WS-5
BS-4
S-4
T-4
W-2
I-5
A-3
Sv- 4+/5++
Equipment: Cupcakes, Friendship cannon, Discord.
Cupcakes are apparently harmless, but they contain a dark secret... They are defensive grenades which also reduce the leadership of a unit charging by 3 for the purposes of Shocking Imagery, or removes the Fearless rule from that unit.
Friendship Cannon: Can be fired in two modes; orbital or normal.
Normal: S5, AP3, Assault 2 Range: 24
Orbital: S10, AP1, Heavy 2 Range: 48
Discord: A blade containing all the power of the internet's disharmony. It is a two handed power weapon which bestows +1 attack to Durza for every casualty inflicted during the current turn (max 4)
Special Rules:
-I'm gonna tolerate and love the sh*t out of you!- All /b/tards in the unit are upgraded to Bronies. This adds +5 per model upgraded to Durza's cost. The unit is Fearless.
-Hate Detected- Once per battle, the Friendship Cannon may be fired in Orbital mode as an Assault 2 weapon against a unit which attempted to assault Durza's unit the previous turn, or a tank which attempted to tank shock Durza's unit the previous turn.
-Anti-Hate Shields- Once per battle, Durza can bestow a 3++ save on the unit for a single turn.
King of Predators ( heavy tank and crew upgrade brother kantion )
Spoiler:
King of Predators 330 points
vehicle type = heavy tank
If the King of Predators is part of an army of dakka, any Predator may be taken in squadrons of 0-5 as 1 heavy support choice.
( any Type is valid, be it from codex BA,DA,BT,SW,SM,CSM. Stats, options and cost from their respective entries. )
Any Predator squad taken this way has to be deployed closer than 24" to the King of Predators and in the same turn as the KoP.
BS:5
Front Armor: 14
Side Armor: 13
Rear Armor: 12
May Swap any TL Assault Cannon for
TL Lascannon: +10 points
Transport cpacity : 2
May transport up to 2 servitors.
Special Rules:
Spectacular Explosion: If the king of Preds suffers a Destroyed-Explodes result, place a large blast template over where it's hull should be. Any model under this takes a S7 AP1 hit.
One Predator in the army may take:
Tank Brother Kantion: 120 points
unit type = infantry
Crew upgrade / IC
Wargear:
Servo Harness ( includes 2 servo arms, a plasma cutter and a wrench ) each servo arm grants a x2 strength attack at initiative 1.
Boom Blaster (see below)
Bolt pistol
Range: 36"
S:7
AP: 3
Assault 4, Blast
Options:
May take up to 2 servitors for + 10 points . Each servitor grants +1 to Blessing of the omnissiah.
Special Rules:
Tank Commander ( Brother Kantion counts as crew until the King of Predators is destroyed. Becomes an IC then )
Blessing of the Omnissiah ( may attempt to repair any vehicle in 6" at a d6 roll of 6+, remove 1 weapon destroyed / immobilized result )
Bionics ( grant a 6+ invul save )
slow and purposeful USR
Salvage:
If the King of Predators is destroyed and Tank Brother Kantion is within 2" of any part of it, Kantion can drop his Boom Blaster and pick up 2 of the Kings weapons. These count as exactly what they are, except that they are considered heavy .
Server outlet ( heavy tank, dedicated transport of mods and admins )
Spoiler:
Server outlet: 200 points
( design and size = monolith )
Vehicle type = Tank, heavy
BS 4
FA 13
SA 13
RA 13
Transport: The Server Outlet may be taken as a dedicated transport for Legoburner or a Moderator.
Transport Capacity: 10
May transport anything => uses the chart from apoc to decide if the model attempting to embark fits in.
Access points : one at each side.
Weapons- 4 hull-mounted Assault Cannons (one on each facing
Special rules: Psychic fulcrum, Traumatising, Ambidextrous Systems, deepstrike.
Psychic Fulcrum: The Server Outlet is psychically linked to every Dakkanaut nearby and allows their thoughts to mix. All units within 18" except noobs gain +2 Ld and can re-roll failed rolls to hit in shooting and assault.
Traumatising: The screens mounted on the sides of the Server Outlet show bizarre and sometimes horrifying images: the collective thoughts of Dakka Dakka. Any enemy unit whichcan draw line of site to the Server Outlet suffers a -2 penalty to all Leadership rolls, and must re-roll successful rolls to hit in shooting and assault.
Ambidextrous systems: To all extents and purposes, every side of the Server Outlet counts as its front, and thus can always move in any direction.
Upgrades: May take a Maintainer for +50 points. A vehicle with a Maintainer may choose to make any glancing or penetrating hits on the vehicle re-roll on the vehicle damage chart, accepting the second result.
Looted HammerRaider! ( apoc datasheet, skimmer , tank )
Spoiler:
Looted HammerRaider!
Apoc datasheet: 1250 points
( may be taken as a heavy support choice in spearhead games )
- Skimmer, Tank
- 2 Structure Points.
- Power of the Machine Spirit
- Extremely Explosive (when last structure point is lost, place one Apoc barrage template on the wreck. Deal one Str 9 AP 2 hit on all units under the template )
BS 3 (5)
FA 14
SA 14
RA 14
Weapons
StrAp Range Special Rules
Auto-Railer (primary loadout)
Str D AP 1 Unlimited Heavy 5, Lance
Auto-Railer (submunition loadout)
Str 8 AP 3 Unlimited Heavy 5, Large Blast (7", Wide Scatter (+d6 to scatter roll), Barrage
Missiles What's Are Smart
Str 5 AP 4 60" Assault 25, Ignores Cover, Small Blast (3", Array (may fire separately at multiple squads, no more that 10 at any one squad)
The Looted HammerRaider is what happens when a Big Mek gets his gobs on several railguns, plasma cannons, lascannons, smart missile systems, missile launchers, plasma capacitors, drones, some really big engines, and other assorted Tau and Imperial bitz, and slaps them on a chassis that used to be two hammerheads and a land raider. Toss in some wildly unstable orky power, and you have yourself the shootiest whatsit that was ever drove by an ork. This thing has a Rail-Minigun, complete with primary loadout and submunitions, a Smart missile array that can engage multiple targets, it can skim high and low across terrain, has see'in spines for knowin' where you is goin', a stolen Tau target lock mad-doc'd onto a targeting squig for accuracy, has 2 structure points. Riding proudly atop this airborne monstrosity is Big Meka Omega, proud pilot, owner, and chief resident. What's a looted vehicle for if not living in, anyways?
Dakka Annihilator ( highly explosive tank )
Spoiler:
Dakka Annihilator
No one knows the origin of this strange and insane contraption. Some say it was made by a converter who had too many spare heavy weapons and some bitz for a chassis.
They only know that when this vehicle fires, Nothing Survives.
Dakka Annihilator - 2000pts
Vehicle type = tank
BS 3
FA 13
SA 12
RA 10
Menace: oozing the threat of violence, a Dakka Annihilator isn't assailed that often. Those who try, have to pass a LD test on -4 to be able to assault. A Vehicle destroyed result in CC is treated as blowing up ammo and fuel tanks, any model under a 30" blast template paced over the succesful assailant suffers d3 S 7 hits.
wargear - Smoke launchers
Ubergattling Cannon
Ubergattling Cannon : This one of a kind weapon is an engineer's nightmare and a mekboy's wet dream. It is a ring of 5 assault cannon, surrounded by a ring of 10 autocannons, surrounded by a ring of twenty lascannons. It has an insane rate of fire that outmatches any other weapon in existance, and would be the best...if not for its tendency to self-destruct violently.
Range 60" S and AP - See below
The weapon has a total of 60 shots, each of varying strength and AP Designate before rolling.
DAKKA DAKKA DAKKA DAKKA DAKKA DAKKA DAKKA! : When the annihilator starts firing there is only one way to stop: running out of ammo!
Any shots not spent on the first target unit, must be applied randomly to any unit in range. Roll a d6:
1/3/5 = one of your units in range.
2/4/6 = one of the opponents units in range.
Continue until all 60 shots are spent. Refusing to do so, results in "too much dak-boom!" instantly. See rules below:
TOO MUCH DAK-BOOOM! : If 10 ones to hit are rolled, the vehicle explodes violently! Every model within 10d6 take d6 S9 hits, due to all the shrapnell and plasma (or whatever lascannons have) flying at them.
Dakka Blade ( superheavy, counts as tank )
Spoiler:
Dakka Blade 700 pts
Vehicle type = tank ( superheavy sneaked in by Creed )
Always placed as infiltrating unit.
Transport capacity : 20 ( use apoc chart )
Structure points = 3
BS 4
FA 14
SA 13
RA 12
Wargear:
- hull mounted thread demolisher cannon ( S 10 AP 2 24" ordinance )
- turret mounted quad linked heavy stubber ( S 3 AP 5 24" Heavy 15 )
Make take a:
-CRASSUS ARMORED ASSAULT TRANSPORT beacon. -200pts
One use only.
Pick a spot on the table 30" away from the tank. Up to 3 CRASSUS ARMORED ASSAULT TRANSPORTS a turn may deepstrike there with no scatter.
- Sponsons: up to 2 sets, one set of 2 each side at:
50 pts if TL heavy bolters , 100 pts if TL lascannons
-Flamebait cannon = 150pts
Range: Hellstorm template
S:*
AP:1
*Models touched by the template must take a Ld test. If failed they are overcome by the RAGE generated from such inane experiences, and are removed as casualties. Obviously, models subject to the rage rule fail instantly. Necrons, demons and Tyranids are NOT immune, as even they are confounded by such stupidity.
- Father of the Storms of nerdrage = 200 pts
Range: apocalyptic barrage 36"
S*
AP: -
*models touched by the template must take a initiative test. If they failed they are electrocuted in a storm of epic proportions. Each model to fail adds + 1 to the strength of the template up to S 10. Survivors are always pinned, vehicles instantly immobilized for this turn as the thread is locked to be reviewed.
Immaculate Golden Demon Winner. ( tank. template to field tanks of most types, usually leman russ or similar )
Spoiler:
Immaculate Golden Demon Winner. 100 points
vehicle: Tank
Special rules:
Power of the Machine Spirit, Eye-catcher, heavily converted, secretly less than 50% GW material, huuuge scenery, awesome paintjob.
BS: 3
Armour values: Front 14, side 13, rear 10.
Main weapon turret (choose as many as you can get away with modelling):
Jet Engines: Huge turbo fans, roaring, raw, blazing power. These over-sized and over-highlighted engines provide the Immaculate Golden Daemon Winner with all the speed it's treads/tires can manage. From now on, the Immaculate Golden Daemon Winner counts as a Fast vehicle!
Grav plates: Even though this technology is far beyond the Imperium of Man, somehow they've managed to make a grav tank out of the Immaculate Golden Daemon Winner. The Golden Daemon Winner is just that awesome. With the Grav Plates upgrade, the Immaculate Golden Daemon Winner counts as a Skimmer.
Eye-catcher: This piece is marvellous. It does catch the opponent's attention, and rightly so! Not only is it a monstrous piece of machinery, painted in the most garish or grotesque possible way, but it's just hard not to take a few potshots at it. On the other hand, with such an impressive piece of machinery it's hard to notice the other, less impressive, vehicles such as that Baneblade right next to it. Any model attacking this model may re-roll any misses against it, while hostile models attempting to shoot at a model within 6" of the Immaculate Golden Daemon Winner must re-roll any hits. Naturally another Immaculate Golden Daemon Winner model does not receive this protection.
Heavily Converted: Well, with conversions like these sometimes it's hard to see what, exactly, is what. It looks good, no doubt about it, but isn't that an orky bit? Sometimes the weapons on this vehicle will accidentally come from a different codex. These weapons may be entirely ornamental or count as Imperial Weapons, but in which case they do not they cost 20 points plus whatever they cost on a suitable tank chassi from the other codex, or 40 points should the weapon come form a BS2 tank.
Secretly less than 50% GW material: Even though this vehicle is, technically, not legal in official tournaments or in GW stores, it is now! All the non-GW bits are secret and none shall be the wiser! We won't tell a soul.
However, while this may fool GW officials, this does make the people in-the-know furious. Any squad of Ruleslawyers lead by a Neckbeard which can draw line of sight to the Immaculate Golden Demon Winner are affected by Fearless and Furious Charge. These are naturally drawbacks that you don't want to happen to your squad (I mean, it says so right here, doesn't it?!)
Huuuge scenery: Any self-respecting Golden Demon winner has a lot of scenery, so, too, with the Immaculate Golden Demon Winner! Any measurements to the Immaculate Golden Demon Winner is done to what can pass for the hull, as normal, but models assaulting the Immaculate Golden Demon Winner will find that not only do they have to climb the scenery as if the scenery were ruins, but the scenery also moves wherever the Immaculate Golden Demon Winner moves taking the assaulting models with it!
Awesome Paintjob: Whether it is an Awesome Paintjob or not, it's paintjob must be awesome. A model which isn't painted to a very high standard may not use the rules for Eye-catcher and instead provides Favoured Enemy and Tank Hunter to any models attacking it.
Converters ( infantry, dev/havoc/loota equivalent . upgrade character )
We also have dedicated transports, troops , hopefully see the HQ and elite someday.
May need a flyer as everyone seem to have one nowadays.
Plus some characters may be homeless, IDK , or dropped? An update would be nice.... *pokes Liquidjoshi and Vampirate *
1hadhq wrote:BTW, DreadlordME, some units need the type inserted. Some have it, others not yet. I'd suggest infantry.
Yeah sorry. I'll fix it.
Automatically Appended Next Post: Can I have a list of the Fast Attack units that I need to do.
Hey Vampirate, can I do my own fluff (for DreadlordME!)?
Can we have the HQ finished up so I can write an army list (and where would I post this list in question(army lists or here), or should I post in both?
rockerbikie wrote:The Survivalists represents people who play Survival game, they count as fast attack.
Count as or are FA ?
Plus we should post the actual content of every FoC slot of codex dakka IMO.
I could fit something into Heavy support if need be, but IIRC we have a lot of elite so troops should have the majority of entries as you can fit 6 of them in a FoC. Not sure where FA is now. Filled to the brim or barely enough variety?
rockerbikie wrote:Roleplayer 17 points per model 5-20 models
Game Master WS/4 BS/4 S/4 T/3 W/1 I/4 A/2 lLD/9 SV/5+
wargear - Bolt Pistol, Close Combat Weapon, Bolter, Flak armour
Anticipate: A roleplayer can anticiapte the future and write out a scenario to stop it from happening that confers a 5+ Invulv.
Upgrades(Works like Marks of Chaos):
40K Roleplayers:20 points they can gain +1 BS and they have access to Twin-linked Plasma guns at 15 points/ model and Twin Linked Plasma Pistols at 10 points/models
Fantasy Roleplayers: 25 points +1 Attack
Other Roleplayer: 20 points coveys +1 to the invulv save making it 4+
+20 points for a Game Master
The Game Master mayreplace close combat weapon with
- Husk Blade or a Power Fist- 25 points
-Venom Blade or Power weapon- 10 points
He may replace his bolter with:
Stormbolter- 15 points
Combi-weapon- 10 points
If I understand this correctly, the roleplayer is the basic choice but you wrote the statline of the squad-leader?
Let me add some thoughts:
- roleplayer WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 9 Sv 5+
- games master WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 LD 10 4+
unit type = infantry
unit size 5-20. Basic unit 70 pts, may take up to +15 roleplayers at +14 pts each. May upgrade one roleplayer to games master at +20 pts.
wargear:
- roleplayer : bag of dice, flak armor. Las pistol, combat blade , lasgun.
- games master: THE map, bag of dice, monster compendium, bolt pistol, chainsword, boltgun, carapace armor.
Special rules:
Character - sheet:
- any roleplayer may specialize in one of the following disciplines:
a) WH40k for +10 pts. This grants + 1 BS and the option to upgrade from list A:
- may replace las pistol with: a plasmapistol at + 10 points, a bolt pistol at + 5 pts
- may replace ccw with: a extra sharp chainsword at + 10 pts ( rending special rule )
- may replace lasgun with: a boltgun at + 5 pts, grenade launcher at + 10 pts
- if a games master is present, up to 3 roleplayers may replace their lasguns with plasma guns at + 15 pts each.
b) WHFB at +10 pts. This grants +1WS and the option to upgrade from list B:
- may replace his las pistol with: a combat blade for free, a combat shield ( 4+ invul save )
- may replace his ccw with: a magic weapon ( counts as power weapon ) at +15 pts,
- may replace his lasgun with: a magic wand ( counts as meltagun ) at + 20 pts
- 2 of 5 roleplayers may replace both , the laspistol and the ccw with: a eviscerator at + 10 pts , a runic hammer ( counts as TH ) at + 20 pts
c) other RPG at +15 pts. This grants + 1 ini and the option to upgrade from list C:
- may replace his laspistol with: a blaster ( S 3 ap 5 ) at + 5 pts, a autopistol ( S 3 ap - ) for free,
- may replace his ccw with: a jedi-blade ( rending ) at + 10 pts, a nunchaku ( counts a 2 identical ccw ) at + 5 pts
- may replace his lasgun with: a autogun ( S 3 ap - ) for free, a blastgun ( S 3 ap 5 ) at + 5 pts,
a games master knows all of these and has the boni included in his profile.
he may :
- replace the chainsword with a power-weapon at + 10 pts,
- replace the boltgun with a combi-boltgun ( -flame/plasma/melta/grenade) at +10 pts,
- replace the boltpistol with a storm shield at + 15 pts
- replace the chainsword and the boltpistol with a two handed relic weapon ( + 1 S ) at + 15 pts
- replace the chainsword with a husk blade at + 25 pts
- replace the chainsword with a power-fist at + 20 pts
- replace the chainsword with a venom blade at + 10 pts
- replace the boltgun with a stormbolter at +5 pts
- take a teleport homer at + 15 pts
- take homing beacon at + 10 pts
THE map:
Possessing THE map allows to find a path everywhere.
- the unit may treat difficult terrain as normal terrain.
- the unit may treat dangerous terrain as difficult terrain.
- the unit may treat impassable terrain as passable, they just know where the tunnels are....still have to pass in one turn. If any model cannot be placed in formation it is lost and removed from the game without any saves allowed.
Monster compendium:
- a unit equipped with this may reroll to hit or to wound once per shooting or assault phase.
- you misread it! any 1 rolled at rerolls results in d3 S 5 ap - hits, distributed randomly amongst the unit.
bag of dice:
a model with a bag of dice counts as having defensive and assault grenades.
Anticipate: A roleplayer can anticipate the future and write out a scenario to stop it from happening that confers a 5+ Invulv.
Scout USR
Like it?
rockerbikie wrote:
Darkvoidof40k+ 275 points
WS/5 BS/5 S/5 T/4 W/3 I/5 A/3 lLD/10 SV/4+
Wargear:
Carapace armour, Power Fist, Twinked Linked Plasma gun, Offensive and Defensive Grenades, Iron Halo, Eternal Warrior
Darkvoid can Anticipate attacks so well because he is a Veteran Game Master. It covers a 4+ save.
His Power Fist is specially made to ignore Invulv saves and armour saves.
Change fate: He has a psychic power which makes him re-roll Invulv saves.
Is he a roleplayer?
As a unique roleplayer upgrade he could be:
Darkvoidof40k+ 275 points
infantry, unique
upgrade of games master
WS/5 BS/5 S/4 T/4 W/3 I/5 A/3 l/4 LD/10 SV/4+
wargear:
Carapace armour, Power Fist, Twinked Linked Plasma gun, bag of dice, Eternal Warrior
special rules:
Darkvoid can Anticipate attacks so well because he is a Veteran Game Master. Has a 3++ invul save.
Challenge Fate: if Darkvoidof40k is removed from play, roll a d6. On a 4+ he returns with 1 wound. Place the model in 2" of his last position.
I know who you are!
Darkvoidof40k and the unit he's joined may request the opposing unit to reroll any successful invul saves.
yay or nay?
rockerbikie wrote:
This is my first time writing rules, so they may be WAAC or OP.
dunno, mine didn't get replies so I always assume they are underpowered... The survivalists represent who on dakka?