I'll admit I'm leaning towards making it more of a cheaper fire support platform, so perhaps if the "Fast" aspect was removed the point cost could be reduced to somewhere around 40 to 45 points?
If it's an armoured car, speed should surely be a defining trait though...
mr. peasant wrote:Interesting idea. However, I'd change the option for free Pulse carbines a little. At the moment, the debate over 2 Pulse pistols vs a Pulse carbine would be +1 attack in close combat versus better range and pinning; in a unit that isn't that great at close combat anyway. Making it a no brainer which of the two is better. Instead, I'd either charge for the Pulse carbines or to instead offer free Pulse rifles instead. Here, the choice would be ability to assault after shooting and +1 attack in close combat versus better range. Incidentally, having Pulse rifles instead of Pulse carbines means that the remaining Pulse pistol still has a use.
Carbines are there because that is what Pathfinders use, and these are just more special, "veteran" Pathfinders. It is an interesting thought on the Pulse Rifles. I don't think anyone presented the concept at the time it was first being developed.
SisterSydney wrote:1) They should be able to Infiltrate.
I can see the point, but part of their situation is to be in Reserves, which Infiltrate won't help them much. Of course, Scout does the same thing, too. So, if I want the Outflank to be in there and they are meant to be in Reserves a lot, I can just put Outflank.
At one point, they were set to Deep Strike much like a couple other units, not scattering when Deep Striking next to Terrain (as if coming out of hiding), but I thought this was getting a little crazy, and those units have since lost this ability, so it was dropped.
SisterSydney wrote:2) The Reserve manipulation rule is too complex and open to interpretation. I'd just change it to the ability to impose a -1 on any enemy reserve roll.
How open to interpretation is it? What do you find complex about it?
If it goes to just a basic -1 to the Reserve Roll, I can see swapping the Scout for Infiltrate, though.
SisterSydney wrote:3) WS:3 I:3 Tau infantry?? At the very least the Initiative needs to drop to 2.
As I said above, these are veterans, used to working on their own. They are the equivalent of Pathfinders who qualify as Stealth Suit pilots, but just never got in to battlesuits. Plus, I think think they spend a little too much time with Kroot, if you know what I'm saying. If they go to I:2, though, I'd almost have to give them A: 2 base, but it would bear investigating.
Only commanders, ethereals and fireblades are I3, even as veterans the pilots of both crisis and stealth suits dont gain a higher initative than 2 so "veteran pathfinders" seem unlikely to gain it.
I'd agree that currently the two pistol option is always worse than the pulse carbine unless you intend to get into CC which shouldnt be a tau units focus (except auxiliaries), you could possibly add in the potential for experimental pistols as weapons which would add more appeal of running the pistol version rather than always taking carbines.
For balance reasons I3 is fine though, and considering they will be engaging in close quarters more often, it would make sense for them to have a higher I (they would take the time to train for it).
Melcavuk wrote:Only commanders, ethereals and fireblades are I3, even as veterans the pilots of both crisis and stealth suits dont gain a higher initative than 2 so "veteran pathfinders" seem unlikely to gain it.
To be fair, when it was first written up and last looked at, the Shas'vre were I3. One could also look at it as they are less encumbered and trained to a higher level.
But it can be switched so that only the team leader is I3, to make it more realistic. I will switch it to that for now.
Melcavuk wrote:I'd agree that currently the two pistol option is always worse than the pulse carbine unless you intend to get into CC which shouldnt be a tau units focus (except auxiliaries), you could possibly add in the potential for experimental pistols as weapons which would add more appeal of running the pistol version rather than always taking carbines.
New pistol options is an interesting idea. Ion, EMP, and/or Rail Pistols could be a little fun, even if it was just for the team leader, but could also be set as options for the Heavy Rifles.
Giving the team leader a "gun-fu" option ala Cypher could be fun as well, but should be reserved for a Unique Character.
Co'tor Shas wrote:For balance reasons I3 is fine though, and considering they will be engaging in close quarters more often, it would make sense for them to have a higher I (they would take the time to train for it).
One reason I don't think people complained about it at the time I first vetted them.
Another option to make these guys more of a close range support unit would be to look at different special weapons to the path finders who by all measures are long range support. You could look into fusion. Haywire, flame weapons as unique elements of these perhaps even with their own drone (hazard support drone with twinlinked flamers for example) as charge deterrents.
Made up of local law enforcement, Imperial Guardsmen and battered PDF units, the Partisan Cells are the remnant of the defenders of an once-prouded Imperial world, banded together to survive and to cause as much damage as possible to the invaders. Operating behind enemy lines, the Partisans disrupt communications, seize posts or villages as forward-operating bases, ambush convoys, raid logistical stockpiles, forcing enemy forces to disperse and protect their base of operations. However, because of the lack of military equipments, the Partisans usually prove to be only a minor nuisance to the occupation force, though their knowledge of local terrain and asymmetrical warfare tactic allows them to sometimes cause heavy damage disproportionates to their size, significantly hamper xeno's or herectic's operations, as well as greatly aid the liberation campaign of Imperial commander- that is, if they arrive at all.
Partisan Cell - Troops Composition: 1-3 Partisan Rifle Squads, 0-1 Partisan Tank Hunter Squad
Each Astra Militarum detachment may include up to one Partisan Cell for each of its Company Command Squad. They do not qualify as a mandatory Troops choice.
Unit Composition: 4 Partisans, 1 Partisan Leader
Unit Type: Infantry; The Partisan Leader is Infantry (Character)
Special Rules: Infiltrate, Scout, Hit & Run, Move Through Cover
Wargear: Partisan rifle, Sub-flak armour
Options:
- May include up to 5 additional Partisans..........8pts/model
- Any model may replace its partisan rifle with a shotgun..........free
- For every five models in the unit, one Partisan may replace his partisan rifle with one of the following:
+ Sniper rifle:..........2 pts/model
+ Home-made Flamer:..........5 pts/model
+ Heavy stubber..........5 pts/model
- The entire unit may take any of the following:
+ Flak armour..........1pt/model
+ Frag grenades..........1pt/model
- The Partisan Leader may take any of the following:
+ Krak grenades:..........2pts
+ Demolition charge:..........20pts
Options:
- May include up to 7 additional Partisan Tank Hunters..........13pts/model
- One Partisan may replace his anti-tank rifle with a meltagun..........5pts
- The entire unit may take any of the following:
+ Flak armour..........1pt/model
+ Frag grenades..........1pt/model
- The Tank Hunter Leader may take any of the following:
+ Krak grenades:..........2pts
+ Melta bombs:..........5pts
Wargears: Sub-flak armour: Confers a 6+ armour save
Partisan rifle: R30" S3 AP- Salvo 1/1, Semi-auto
Semi-auto: If a model equipped with partisan rifle did not move in the preceding Movement phase, he can choose to re-roll all failed To Hit rolls with it in the Shooting phase
Anti-tank rifle: R36" S5 AP4 Heavy 1, Rending
Disposable rocket launcher: R12" S7 AP4 Salvo 1/1, One Use only
Home-made Flamer:
Normal mode: R Template S4 AP5 Assault 1, Gets Hot
Long-range mode: R Template S3 AP5 Assault 1, Torrent, Gets Hot
I'm wondering if it would be worth giving them standard flak armor over the sub-flak armor? Or perhaps offering the flak armor as an upgrade? I know that they lean towards stealth, Guard type infantry are already easy to kill as is.
It's a great concept and I think the statline is just right, including the 6+ armor. The partisan rifle is probably too good, though. It shouldn't be superior to the lasgun...
You have to be careful with Crons. A lot of their tech is subtle, but can be incredibly powerful, and so can go overboard quickly.
The thing I would like to see most is an actual MBT for them. The DDArk is basically artillery. The ABarge is more an AP Vehicle than anything else. The Monolith is its own beast and avoids any true generally classification other than "floating mini-fortress".
You have to be careful with Crons. A lot of their tech is subtle, but can be incredibly powerful, and so can go overboard quickly.
The thing I would like to see most is an actual MBT for them. The DDArk is basically artillery. The ABarge is more an AP Vehicle than anything else. The Monolith is its own beast and avoids any true generally classification other than "floating mini-fortress".
Check the last page, I made just that.
Might give it more options like some kind of pie-plate gun though.
I'm wondering if it would be worth giving them standard flak armor over the sub-flak armor? Or perhaps offering the flak armor as an upgrade? I know that they lean towards stealth, Guard type infantry are already easy to kill as is.
I've already given them the upgrade to flak armour But I think giving them flak as standard sounds...well, not very right. They are lacking in military equipments, and some of them are probably civilians, so...yeah On a gameplay level, they are much more expensive than mere Guardsmen, and both 5+ and 6+ do not matter much in current meta, except maybe in CCW, but with WS2, being caught up in CCW is a death sentence for the Partisans anyway. Giving them a 6+ save keeps down the costs, and forces player to think more in how to use them, even more than regular Guardsmen
SisterSydney wrote: It's a great concept and I think the statline is just right, including the 6+ armor. The partisan rifle is probably too good, though. It shouldn't be superior to the lasgun...
The Partisan Rifle is Salvo 1/1, that means, if the Partisans move, their rifles will be WEAKER than a Lasgun, with 8" less range. And if the Partisans stay still, they still only have the same threat range as Guardsmen (Move 6", Lasgun 24" range), but with the re-rolling advantage. Within 12", they will be butchered. Alongside the higher cost (8ppm), less blings (no grenades standard, 6+ save), weaker stat (WS2), I think they should have something else to somewhat level the playing field, as the special rules alone cannot allow them to earn back their point cost
Also, on a side note, do you think I should increase the anti-tank rifle S to 6 ? Or is 5 enough ?
While cool, your Crons seem WAY underpriced. The tank should be closer to 300 for all you've given it. Supperior in every way to the Land Raider, and much cheaper? I don't have stats for the Gaus Exterminator, but I am sure it is better than most MBT's main gun. The flyer I am not sure of, but the missles seem pretty bonkers. The Cannotek thing.... wow.... I like it, but so broken, it's like a metal carnifex on steroids. I think they all would need points increased to make them ballanced, but that may make them unusable. Again, I do think they are all cool, but powerful gak usually is.
While cool, your Crons seem WAY underpriced. The tank should be closer to 300 for all you've given it. Supperior in every way to the Land Raider, and much cheaper? I don't have stats for the Gaus Exterminator, but I am sure it is better than most MBT's main gun. The flyer I am not sure of, but the missles seem pretty bonkers. The Cannotek thing.... wow.... I like it, but so broken, it's like a metal carnifex on steroids. I think they all would need points increased to make them ballanced, but that may make them unusable. Again, I do think they are all cool, but powerful gak usually is.
The Canoptek is priced according to the Tyranid Dimachaeron. Which it is essentially a near-carbon copy of. Only it doesn't get access to FNP like the Dimachaeron does and deep strikes instead of leaps.
The Gauss Exterminator is a two shot heavy gauss cannon with some added range.
Well, I guess I stand corrected on the Canoptek. I know nothing about the Dimachaeron.
I would price the tank at 300, at least. Using the updated vehicle disign rules I was at 262 without the Exterminator and living metal. I didn't attempt to price the flyer, but it looks strong, but not so bad when compared to the Eldar flyer. lol
Lord Blackscale wrote: Well, I guess I stand corrected on the Canoptek. I know nothing about the Dimachaeron.
I would price the tank at 300, at least. Using the updated vehicle disign rules I was at 262 without the Exterminator and living metal. I didn't attempt to price the flyer, but it looks strong, but not so bad when compared to the Eldar flyer. lol
Dimachaeron (Forge World): A brand-new unit in fast attack that looks like a horrid mix between a Carnifex, a Tyrant, and a Lictor, it acts like a pseudo Jump MC (Leaping in movement gives it a 6" range, leaping in assault gives it HoW with S+1 and Strikedown). It has a pair of S+1 AP2 Talons that, when it rolls 6 to-hit, gives an attack on an unwieldy S+4 AP1 ID claw that can kill anything smaller than Extremely Bulky. Then, for each wound the model has, it gains a token that gives it a 4+ FNP for the turn before burning it off. And just to add on to the horde-rape, it has an AP2 pair of claws with 4+ ID. However, it has some unbalanced stats with WS8 BS3, but S/T/W/I 6 and 5 Attacks (6 due to 2 pairs of weapons) and a 3+, but it's reliant on Synapse with IB Feed (At least it has some alleviation if it killed some goons before to feed it FNP), Rampage, and Adrenal Glands.
The great weakness of the Dimachaeron is that it's not tremendously great at getting into assault since the leap is measured from the center of its base.
It was meant to be something of a Necron Predator tank.
A single model in a Lychguard unit can be upgraded to a Lychguard Gatekeeper for 20 points.
This model gains an additional special rule:
Gravitic Aura: A single unit within 12" may be nominated by a Lychguard Gatekeeper in the movement phase to be the target of this rule, lasting until the next round.
Units effected by Gravitic Aura must halve all movement rolls.
The Lychguard Gatekeeper is a title of reverence among Necron forces - those with enough sentience to recall the oaths and honors of old, anyway. This individuals would lead the Lord's chosen guards into battle in war, seeking out the most dangerous foe and forcing them into close-quarters engagement. There, they would earn their Phaeron's favor or die trying.
This is really just a way to deal with the Lychguard's most glaring weakness - mobility. Most of the enemeis you'd want them in combat with just need to run away and shoot them to death, and this is a way to get around that.
It's a cool concept, but needs more creepy weirdness (if only in the fluff) to be truly Necron. Also maybe a way for units to save against it, rather than an automatic effect?
Frankly, when I saw the name "Gatekeeper," I thought it'd be some kind of warp portal for the squad -- which would also be very fitting Necron archeotech that would solve the mobility problem in perhaps a simpler way.
^I'll work on it. I was a bit braindead but felt determined to get SOMETHING out.
Problem is if they move to fast or easily then they're pretty much better Praetorians. Yeah you're not getting a nice AP1 shot off before assault but the S7 and Armorbaneor S5 and invul will make up for it pretty quick.
I almost wish they'd have brought back the shields old reflection rule, though I feel that'd have made scytheguard even more hard to justify.
Really, if I could find a use for Lychguard, AB, and C'Tan shard I'd be a happy man. Just about everything else has a nice shiny reason to exist. Currently, of the three only the Lychguard is occassionally taken and that's just because an Orikan Star is damn hard to kill. But with all the super-high firepower formations and units being released lately, that singular use is dwindling quickly in efficiency.
Ferros wrote: ^I'll work on it. I was a bit braindead but felt determined to get SOMETHING out.
Problem is if they move to fast or easily then they're pretty much better Praetorians. Yeah you're not getting a nice AP1 shot off before assault but the S7 and Armorbaneor S5 and invul will make up for it pretty quick.
I almost wish they'd have brought back the shields old reflection rule, though I feel that'd have made scytheguard even more hard to justify.
Really, if I could find a use for Lychguard, AB, and C'Tan shard I'd be a happy man. Just about everything else has a nice shiny reason to exist. Currently, of the three only the Lychguard is occassionally taken and that's just because an Orikan Star is damn hard to kill. But with all the super-high firepower formations and units being released lately, that singular use is dwindling quickly in efficiency.
I'd give him the option to pick his weaponry independantly of the rest of his squad, so essentialy you could have a scythe Gatekeeper in a Sword/Board squad or a Shield Gatekeeper tanking hits on his invul in a scythe squad.
You could also look at the idea of wargear similar to the monoliths portal that he deploys, essentially the squad acting as a fore runner for the army before deploying an Eternity Gate that from then on can either deploy necron forces from the tomb world or suck in foes.
The foul xenos known as the Simir attack the edges of Imperial space, abducting all unfortunate enough to be caught in their sudden assaults. Emerging from metal cylinders filled with the parts required to build them, a Fighting-Machine is usually the most visible indicator of their presence- with few surviving to actually see the Simir themselves.
A Fighting-Machine is a incredibly tall three-legged walker, towering over even Imperial Knights. Clambering over any cover a foe may seek to protect themselves from the maddening metal monsters, it kills all who resist with a merciless discharge of it's terrifying weaponry while making the Simir's distinctive death-cry of "Uu-la".
Unit Type Vehicle (Walker, Heavy)
Unit Composition 1 Fighting-Machine
Wargear
- Heat Ray
The so-called Heat Ray is mounted upon the carapace of each and every Fighting-Machine, and appears to be a rather common technology for the Simir. In a single sweep of the terrible weapon, combustible material bursts into flame and metal warps under the sheer amount of heat emitted.
Range 20'' S 4 AP 4 Heavy 3, Ignores Cover
-Combat Appendages
Thousands of foul metal tentacles stretch from the metal flesh of the Fighting-Machine, ripping apart all who come near them in a shower of ruddy gore.
Range - S 3 AP 2 Melee, Shred
Special Rules -Move Through Cover
Stats WS 2 BS 4 S 6 F 11 S 10 R 10 I 3 A 1 HP 2
Options
-A Fighting-Machine may take up to 3 Black Canisters, 10 pts each.
Black Canisters
These canisters are carried by certain Fighting-Machines, and contain a noxious cock-tail of gases designed to bond with argon to become instantly toxic. The ink-like "black smoke" cannot be escaped, cannot be avoided. Even conventional protections from such weapons give out when exposed, making for a terrible weapon.
Good creation, I could see it fitting right at home with Ad Mech. A few things I'd change though (assuming you're making this in the likeness of a tripod from War of the Worlds).
Heat ray should be a high strength weapon. Lascannon stats with Armourbane would be appropriate. In addition it was depicted as sweeping across targets, so maybe a secondary firing mode, at lesser strngth and AP allow it to strike everything in a 6' line made in any direction from the point of targeting.
Some sort of invul save or energy shield to conpensate for the armour. I'd also make it AV11 all round.
The black smoke was used as a screen, I don't remember it being harmful. Template, Blind perhaps.
Here's my contribution to the tank fleet of the imperium, a forward observation tank based on the chimera hull:
Archer pattern Forward observer tank
May be taken as an elite choice by the following factions
Inquisition
Astra militarum
Death korp of krieg
BS 3
F 12
S 10
R 10
HP 3
Unit type: vehicle, tank, transport
Unit composition: 1 archer tank
Points cost: 120
Transport capacity: 6
Firing points: 2
Access points: one on the rear of the hull
Wargear:
Searchlight
Smoke launchers
Hull mounted Heavy bolter
FOB tower
Special rules:
Amphibious
Command tank
Lasgun array
Mark my target!
Options:
May exchange heavy bolter for heavy flamer ......free
May take items from the inquisitorial vehicle equipment list
May take camo netting .......15 points
FOB Tower
In each shooting phase the Archer may fire using one of the following profiles:
Griffon strike: RANGE: 36" S:6 AP:4 TYPE: Ordnance D3, large blast, barrage
Basilisk strike: RANGE: 180" S: 9 AP:3 TYPE: Ordnance 1, large blast, barrage
Orbital strike: RANGE: infinite S:10 AP:1 TYPE: Ordnance 1, large blast, barrage, one use only, orbital
Orbital:
The firerer's BS cannot be used to lower the scatter distance of the strike
Mark my target!
If the Archer didn't move on the turn it directed fired it also marks a target immediately after the shots have been fired as long as it had line of sight to the target. To mark a target place a small marker on the point where the barrage hit. On following turns as long as a new marker isn't placed and the Archer doesn't move the mark can be used to call in precision strikes. To call in a precision strike the Archer must fire it's FOB tower within either 6" or 12" of the marker. If the strike is called in within 6" the strike will not scatter and if called in within 12" the blast will only scatter D6". Normal rules for barrage weapons still apply.
Among the Exodites, those who have dedicated themselves to the arts of the wood are a unique brand of warriors- having devoted themselves to a dead god, Kurnous. Gifted with great psychic powers, they can channel this into either creative or destructive ends- with the latter being more and more common, as the Exodites find themselves under siege by Imperials more and more with every passing millennium.
The Huntseers are the most advanced students of this path, having attuned themselves to the wild. In battle, these Exodites disappear out of withering barrages of enemy fire- only to appear with their Chain-blades in the enemy's back.
Unit Type Infantry (Character)
Unit Composition 1 Huntseer
Wargear
-Rune Armor
-2 Chain-Sabres
Essentially the Eldar version of a human Eviscerator, a Chain-Sabre offers crushing melee force in unison with a flurry of blows. A single strike rips through armor with ease, the ripping teeth flinging broken shards of armor aside in instants.
S +2 AP 3 Melee, Specialist Weapon, Shred
- Kurnite Cloak
Woven from both the hide and fur of a Wildgrinx, a Huntseer's cloak confers upon them the stealth of one- allowing them to step out of the forest without detection, and to strike with unparalleled speed.
A model with a Kurnite Cloak gains the Stealth special rule.
Special Rules -Ancient Doom -Battle Focus -Independent Character -Psyker (Master Level 2)
Psyker: A Huntseer generates their powers from the Runes of Battle and Biomancy disciplines.
I would say you may have priced yourself too high here, at 15 points more than a farseer you:
Lose 1 Mastery Level
Lose 1 BS No Ranged Weapon
Lost Ghost Helm
Lost runes of the Farseer
Highly Limited Choice of powers.
Have gained strength and toughness??? There are to my knowledge no T4 eldar in the codex (Not on bikes), except phoenix lords. Unless mounted Str3/T3 seems more appropriate
Gained Stealth
And switched the witchblade/pistol for a chainsabre.
Actually, not too bad. I'd go ahead and make that a pair of chainsabres, make them Specialist Weapon instead of Two-Handed and increase base attacks to 2 (or leave it at Two-Handed, go up to A3). They become melee-mainly (other than Smite, Life Leech and Destructor), so might as well make them good at it.
Melcavuk: Eldrad is T4, with the fluff justification of bone crystallization. Not sure if that applies here or not.
Personally I'd leave the Huntseer at T3 - with Biomancy, they've got good odds of getting powers to become T6, or EW and FNP 4+, both of which boost survivability a lot.
Alongside the ranks of Exodite war-hosts, the noble Dragon Knights ride forth on their Megadon Dragons. Having followed them in their migration and developed a psychic bond with these massive reptilian beasts, they now ride them into battle in defense of their worlds- against the Imperials, against the powers of Chaos, and against even their own fallen kin.Together, they form a quaint but deadly part of the Exodite Worlds's defense forces.
Occasionally, an Outcast may join these brave warriors provided he has tamed a mount, providing crucial ranged support to the knights. His Long Rifle fires time after time, a pinpoint lance of shimmering light striking true each time it fires.
Unit Type Outcast Skirmisher and Dragon Knights are Cavalry. Dragon Knight Signifer is Cavalry (Character).
Unit Composition 4 Dragon Knights 1 Dragon Knight Signifer
Wargear
-Mesh Armour
-Dragon Lance (Dragon Knights and Dragon Knight Signifer only)
Appearing to be merely a crude spear, the Dragon Lance is far, far more. Based upon the same technology as a Laser Lance, the Dragon Lance is built instead towards firing multiple short-range shots at a time. However, it can also be set to launch a far more powerful blast at point-blank range.
The Dragon Lance has two profiles: a normal one, and one used on the charge.
Range: 12''' S 3 AP 5 Rapid Fire
Range - S 4 AP 3 Melee
-Ranger Long Rifle (Outcast Skirmisher only)
Special Rules -Ancient Doom -Independent Character (Dragon Knight Signifer only) -Fleet
Stats Dragon Knight WS 4 BS 4 S 3 T 3 W 1 A 1 I 5 LD 8
Dragon Knight Signifier WS 4 BS 4 S 3 T 3 W 1 A 1 I 5 LD 9
Outcast Skirmisher WS 4 BS 4 S 3 T 3 W 1 A 1 I 5 LD 8
Options
-May take up to 3 Outcast Skirmishers, 12 pts per model.
It has been a while, but here are two Necron concept characters.
Thaszar the Invincible
Spoiler:
WS5 BS5 S5 T5 W3 I2 A4 LD10 SV2+
Type: 1 Character (Infantry, Unique)
Wargear:
- Sempiternal Weave (the old 2+ armour save)
- Hyperphase Blade (if Thaszar rolls of a save of 6 against an enemy shooting attack, it is deflected back at the firing unit, counts as a Precision Shot, no effect versus Destroyer or AP1 shots)
- Dispersion Shield
Rules:
- Reanimation Protocols
Warlord Trait:
- Repair Nanoscarabs
Phaeron Atun
Spoiler:
WS5 BS5 S5 T5 W3 I2 A3 LD10 SV2+
Type: 1 Character (Infantry, Unique)
Wargear:
- Gloom Prism
- Phase Shifter
- Phylactery
- Nightmare Shroud
- Orb of Eternity
- Edge of Eternity
- Solar Thermasite
Rules:
- Reanimation Protocols
Warlord Trait:
- Enduring Will
NeoAigaion wrote: It has been a while, but here are two Necron concept characters.
Thaszar the Invincible
Spoiler:
WS5 BS5 S5 T5 W3 I2 A4 LD10 SV2+
Type: 1 Character (Infantry, Unique)
Wargear:
- Sempiternal Weave (the old 2+ armour save)
- Hyperphase Blade (if Thaszar rolls of a save of 6 against an enemy shooting attack, it is deflected back at the firing unit, counts as a Precision Shot, no effect versus Destroyer or AP1 shots)
- Dispersion Shield
Rules:
- Reanimation Protocols
Warlord Trait:
- Repair Nanoscarabs
I would make the Dispersion Shield a Relic which the provides the rule you have given the Hyperphase Blade. Technically, the Sempiternal Weave would also be given that status.
Off hand, I would also drop him down to Lord stats and be able to replace a Lord slot on the Royal Court ala Obyron, as an Overlord would not likely be carrying a Shield like a basic Lychguard, but the Lord of the Lychguards would.
Special Rules -Furious Charge -Fearless -Chapter Tactics (Black Templars)
-Honour of the Chapter (Castellan only): A model with this special rule must always issue and accept a challenge whenever possible.
Stats Sword Brethren WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 LD 9
Castellan WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 LD 9
Options
-One Sword Brethren may carry a Company Standard or Scrolls of Oaths per squad.
Scroll of Oaths
The oaths taken by a squad of Sword Brethren are no paltry matter, and often, at least one Brother will painstakingly inscribe the full texts of each upon a long scroll. Reminding them of their duty, this Scroll drives them to greater and greater heights, ignoring even the greatest of trials. This in turn inspires the other Battle-Brothers, resulting in a great boost to the force's overall morale.
Any friendly unit within 12'' a unit containing a model with a Scroll of Oaths may re-roll failed Morale and Fear tests. In addition, all models within the same radius with Chapter Tactics (Black Templars) gain the Furious Charge special rule.
-Entire squad may replace their Bolt Pistols, Chainswords/Power Sword, and Power armor with Terminator Armor, Power Fists, and Storm Bolters, 25 pts.
-Any Sword Brethren may take any item from the Ranged/ Melee Weapons list.
-A Sword Brethren/Castellan in Terminator Armor may only take items from the Terminator Weapons list.
-May take a Rhino, Razorback or Land Raider as a Dedicated Transport.
Eldar Wraith-somethings. I have yet to think of a name.
They are essentially a Wraithguard like unit on 25mm bases - being Guardian sized. The lore behind this being that they are simpler and easier to craft by less talented seers (Because my craft-world has relatively few seers) but then are less advanced and less capable.
Their profile is as follows:
WS: BS: S: T: W: I: A: Ld: Sv:
3 3 4 5 1 4 1 8 4+
They can take the following weapons:
Wraithcarbine:
Range: 12" Strength: 6 AP: 4 Assault 1
- this will be the stock weapon
Distortion :
Range: Template Strength: 5 AP: 4 Assault 1
- This is available as an upgrade for 5 ppm.
The unit starts as a group of five for 120pts
Able to take up to ten more for 24 ppm.
Able to take a Wave Serpent as dedicated transport.
I know nothing about point balancing and any input is greatly appreciated.
Here's my choices
Seer Guards (5 man squad for 16ppm)
Few eldar who set out to become farseer have the discipline and talent to do so, but some show enough control and mental prowess to become seer Guards. Sworn to defend their chosen farseer wherever they go these warriors wield mindfire weapons, wrought from pure phycic power the weapons take many forms but all prove deadly to any foe. With a farseer these warriors become implacable guardians cutting swathes through foes and ensuring the craftwords most valued assets are kept safe.
WS: 4 BS: 4 :S 3 T: 3 W: 1 :I 5 A: 1 LD: 9 SV: 4+
Wargear:
Aspect armor
Mindfire weapon
S: +1 AP 4 melee two handed
Ranged 12 S 4 AP 4 assault 2
Runes of protection:
Confers a 5++ to the bearer
Special rules:
Guardians of the seer: while attached to a farseer this unit gains the fearless and adamantium will rules, furthermore the farsleer always passes look out sir rolls
May purchase a Champion ( has exarch stat line) for 10 points who exchanges his mindfire weapon with a mindsear blade (S+1 AP3), champions must accept and issue chalanges when able.
The entire squad may take jetbikes for 30 points
And
Land speeder repressor (130 points)
For the unforgiven chapters, especially the successors lacking the archaic wonders of the darkshroud, a reliable defensive system was needed for the ravenwing. Thus the land speeder repressor was created, utilizing the signature stasis systems of the ravenwing and disruptor technology some say stolen from the mechanics, the repressor ensures the fallen have no where to run as their doom approaches.
AV 11, 10, 10 fask skimmer HP 3
Wargear
Heavy bolter
Repressor launcher
Range 36 heavy 2 each time the weapons is fired choose an ammunition type
Stasis: S 3 AP - blast , stasis anomaly (see DA codex)
Disruptor : S 2 AP 6 haywire, neural disruption:vehicles and units hit by this weapon subtract 1 from their BS until next turn. Furthermore they treat all terrain as difficult
Frag (as brb)
Krak (as brb)
May replace the HB with an assault cannon for 15
Probably horribly balanced, but fun units I'd love to see.
Automatically Appended Next Post: Created with the updated vehicle design rules, link in my SIG.
Edit:forgot to write in the ion shield
Double edit: fun stuff! Add the daemon of slaanesh rule from chaos daemons codex, +3 hull points and +1 attack you now have a blessed knight of slaanesh for 666 points
Automatically Appended Next Post: Created with the updated vehicle design rules, link in my SIG.
Edit:forgot to write in the ion shield
Double edit: fun stuff! Add the daemon of slaanesh rule from chaos daemons codex, +3 hull points and +1 attack you now have a blessed knight of slaanesh for 666 points
Looks rather poor for 525 points. Weapons aren't as good, the Ripperblade is just a renamed Reaper, and the stats increases aren't worth an additional >100pts.
They actually are. What this knight does is hunt other vehicles down at range and slices up anything that gets too close. It not only swings at the same time as a wraithknight, but hits on a 3+. It has fleet, so it can chase down other knights as they try to get away.
If you wanted a chaos knight that would outclass all the imperial versions in head to head combat, this is it. It should definitely be more expensive for that.
First built during the Battle of Armageddon when the supply of Leman Russes ran dangerously low, the Ragnarok is seemingly merely a massive slab of armor with treads at the bottom and weapons haphazardly thrown onto it. However, the Ragnarok is designed to be a reliable combat vehicle: consuming just the right amount of fuel for the distance it's expected to travel, eschewing overly specialized weapons for a balanced set of weaponry, and being able to travel thorough most terrain without difficulty.
Unit Type Vehicle (Tank, Heavy)
Unit Composition 1 Ragnarok
Wargear -Twin-linked Ragnarok Battle Cannon
Built on the principle that "quantity is quality", this cannon hurls 40mm shells at prodigious rates of fire- goring those unlucky enough to be in the open, shredding fortifications, and leaving lighter enemy vehicles in ruins.
S 5 AP 4 Heavy 4, Blast, Armourbane
Stats BS 3 F 11 S 11 R 10 HP 2
Options
-May take items from the Astra Militarum Vehicle Equipment list.
Cool idea. The one major change I'd make is either up the armour (AV 11 hardly constitutes a "massive slab of armour!") or get rid of heavy, maybe even make it fast (light tank)
Yeah, as it stands the ragnarok would only be 55 points if the gun was twinlinked 36" range str5 ap4 heavy 5 blast. The armor can't go up too much because it isn't reasonable on a small vehicle.
Edit, didn't see the part where it shreds fortifications. So no blast, add armorbane should be around 60 points then...
Dragon Medium Tank 60 pts Fast Attack
BS 3 A F 12 S 12 R 10 HP 3
Unit Type: Vehicle (Tank, Fast)
Unit Composition: 1 Dragons
Wargear: Turret-Mounted Autocannon
Hull-mounted Heavy Bolter
Smoke Launchers
Searchlight
Options
May Take up to two additional Dragons……60pts each
Can take a veteran crew (BS 4).....10pts
May replace it’s Autocannon with any of the following
-Assualt Cannon……….5pts
-Lascannon…….5pts
-Twin-Linked Autocannon…10pts
-Battle Cannon…….10pts
-Vanquisher Battle Cannon…..10pts
-Twin-Linked Assualt Cannon…..15pts
May take one of the following
-Heavy bolted Sponsons….15pts
-Heavy Flamer Sponson……15pts
Can replace it’s hull mounted Heavy Bolter with one of the following
-Heavy Flamer…..free
-Auocannon……5pts
May take any of the following
-Dozer Blade……5 pts
-Pintle Mounted Heavy Stubber or Storm Bolter….5 pts
-Recovery Gear…..5 pts
-Extra Armour….10 pts
-Fire Barrels…..10 pts
-Camo-Netting…..10 pts
Vanquisher should not be a free swap for an autocannon, one is a massive battle cannon, the other is usually a secondary weapon for tanks. Not to mention gaining strength, ap, range, armourbane. Its also a massively different type of gun for the tank
Melcavuk wrote: Vanquisher should not be a free swap for an autocannon, one is a massive battle cannon, the other is usually a secondary weapon for tanks. Not to mention gaining strength, ap, range, armourbane. Its also a massively different type of gun for the tank
Updated to 10 pts for the swap. Considering that it's going to miss half the time because of BS 3, or 1/3 if you pay 10pts for BS4, I think that's a decent price.
My first few attempts at homebrewing, mostly with a Snakebite theme. The Steam Gargant profile is from an earlier edition which I modified extensively, mostly the Fist of Gork.
Approach with caution, because I'm an amateur at this.
-Transport Capacity: 30 Models
-Fire Points: Six in the front hull
-Access Points: One in the rear
-Wargear: Supa-gatler, Mega Kannon, Fist of Gork, 3 Supa-skorchas, Mega-Choppa
-Options
*May take Grot Riggers for 30 pts
All Riled Up: Whenever a Steam Gargant destroys an enemy unit, it gains +1 attack for the rest of the game. If it kills an Independent Character, destroys another Super-Heavy, or kills a Gargantuan Monstrous Creature, it gains d3 attacks instead. Cannot go farther than 10 attacks.
Scrap Mountain: Confers a 5++ on the Steam Gargant
-Mega Kannon Range 60" S8 AP2 Ordinance 1, Massive Blast
-Fist of Gork In the core of almost every Steam Gargant, there lies a Weirdboy chained up and heating the boilers, essentially keeping the Gargant moving. With the massive carnage going on just outside those metal walls, however, the Weirdboy must spew the leftover energy through a massive cannon, lest he overheat the boiler and blow up the whole bloody thing. The psychic projectile that leaves the barrel often takes the form of a giant fist of Gork (maybe Mork), plowing right through whatever's in its way.
Range 42" SD AP1 Ordinance 1, Primary Weapon, Right in da Kissa'!
Right in da Kissa'!: If a Super-Heavy Vehicle receives a Penetrating Hit from this weapon, roll a d6. On a 3+ nothing happens. If a 1 or 2, the vehicle cannot move and all of its Ordinance and Heavy weapons can only fire Snap Shots until your next turn.
If it wounds a Gargantuan Monstrous Creature, it takes a -4 penalty to Weapon Skill and Initiative, and may only fire Snap Shots until your next turn. If the Gargantuan Monstrous Creature is Flying, it's next Grounding test has a -3 penalty, and it suffers from the above results.
Squig Katapolt (35 points) One Katapolt with 2 Gretchin crew members
-Type: Artillery
-Wargear: Choppa, Buzz Squig Pots
-Options:
*May add 2 additional Katapolts for 35 pts/model
*For each Katapolt you may add 3 additional Grot crew members for 3 pts/model
Buzz Squig Pots
Buzzer Squigs are one of the more dangerous species of squig. Like a pack of Terran piranhas, they attack their prey and strip the flesh off their bones in mere seconds... and that's why Snakebites love them. After starving them, they're stuffed into baked clay pots and hurled at the enemy via Katapolt. Once the pot shatters on the battlefield, the swarm is released and devours any unlucky gits nearby with ferocity that can only be matched by a Tyranid Ripper Swarm.
Range 32" S4 AP5 Blast, Shred, Blind, Pinning, Meaty Projectile, Right in the Noggin'!
Meaty Projectile: Any model that is hit by a weapon with this rule that is in Ruins, Buildings, or Fortifications receive +1 to their cover save, as this is not an explosive projectile (though we wish to Gork it was).
Right in the Noggin': Any model that is under of the template hole of the blast marker takes a S7 AP3 hit (along with the regular damage if it survives), due to being on the receiving end of the high-velocity pot hitting them square in the face.
Certain Grots within the Goff Klan have a proclivity towards violence and sadistic torture that impresses even the Boyz, picking fights with one another and themselves. It is a tradition of these grots to scarify themselves with whatever is at hand, resulting in ugly infected scars Often, they will be taken under the wing of a specially trained Boy, who will both verbally abuse them and shower praise upon the angry little fella. This makes the Grot angrier, and allows the Boy to socialize them with others like them.
In battle, Scar Grots are deployed in the general direction of high value targets- being expected to bog them down with lots of strikes from their mini-Choppas. Their anger, however, does not prevent the Gretchin's natural tendency towards fear. A unit of Scar Grots will often retreat from their target mid-battle, soon to be mowed down.
Unit Type Infantry
Unit Composition 10 Scar Grots
Wargear
-Mini-Choppas
In essence, tiny little knives wielded by the nervous hands of the Scar Grots, Mini-Choppas may not be the best weapon- but covered in caustic fluids and poisons, they have more than enough power to kill those with poor or no armor.
Range - S 3 AP 4 Melee, Poisoned (4+)
Stats WS 2 BS 3 S 2 T 2 W 1 I 3 A 1 LD 6
Options
-May include 20 additional Scar Grots, 5 pts per model.
-For every two Scar Grots, one may take a Grot Blasta, free.
Banshee Rocket Artillery 50 pts
FA 12 SA 10 RA 10 HP 3 BS 3 Open Topped, Vehicle
Wargear: Searchlight, Smoke Launchers, Hull-mounted Heavy Bolter, Rocket Array
Rocket Array
R: 48” S: 4 Ap:- Barrage 2, Swarm of Rockets, Large Blast
Swarm of Rockets: Any model hit by the Rocket Array is hit twice.
Chem-Rockets
R: 36” S: 4 Ap: - Barrage 2, Swarm of Rockets, large Blast, Fleshbane
Krak Rockets
R: 36” S: 6 Ap: 4 Barrage 2 Blast, Swarm of Rockets
Options
You can have up to additional banshee’s in the squadron….50pts each
Any Banshee can take any of the following Ammunition
-Krak Rockets….10 pts
-Chem Rockets….25pts
Any Banshee can replace it’s hull-mounted Heavy Bolter with a Heavy Flamer….free
Any Banshee can take any of the following
-Vox….5pts
-Dozer Blade……5 pts
-Pintle Mounted Heavy Stubber or Storm Bolter….5 pts
-Recovery Gear…..5 pts
-Extra Armour….10 pts
-Fire Barrels…..10 pts
-Camo-Netting…..10 pts
Bombardier Heavy SPG 120pts
FA 14 SA 12 RA 10 HP 4 BS 3 Heavy, Tank
Wargear: Searchlight, Smoke launchers, Hull-mounted Heavy Battle Cannon
May Take up to two additional Bombardiers……120pts each
Can take a veteran crew (BS 4).....10pts
Can Replace it’s Heavy Battle Cannon with any of the following
-Hunter Heavy AT Cannon….30pts
-Devastator Cannon….30pts
May take any of the following
-Vox….5pts
-Dozer Blade……5 pts
-Pintle Mounted Heavy Stubber or Storm Bolter….5 pts
-Recovery Gear…..5 pts
-Extra Armour….10 pts
-Fire Barrels…..10 pts
-Camo-Netting…..10 pts
Heavy Battle Cannon
R: 60” S: 9 Ap: 2 Large Blast, Ordinance 1
Hunter Heavy AT Cannon
R: 72” S: D Ap: 1 Ordinance 1
Devastator Cannon
R: 24” S: D Ap: 1 Large Blast Ordnance 1
saithor wrote: Some more Imperial Guard Homebrewed Vehicles
Banshee Rocket Artillery 50 pts
Bombardier Heavy SPG 120pts
Great stuff. Though would I be correct in saying the Bombardier is significantly underpriced. I'm roughly comparing it to a Vindicator, and the superior armour values and heavy battle cannon seem like a lot of gain on the vindicator, points for points.
Bobthehero wrote: Same price as the old Medusa siege gun, I think, with more armor, more range and less strenght.
Its fine, I think, The Medusa was quite overpriced, so is the Vindicator.
Also, SPG but no Barrage?
I was actually basing it off Tank Hunters like the Jagdtiger/Jagdpanther, with the Demolisher style-variant being a Sturmtiger, but I see your point, I'll make a barrage weapon variant.
I used the Homebrew vehicle design rules that are floating around in this sub-forum, so I think it's pretty balanced. Although based off those rules, practically everything in the IG codex needs a point reduction, with a regular LRBT being around 125 pts(My own version with 4 HP and Lumbering Behemoth anyway). The Bombardier has a better gun, but in a fixed mount, no hull heavy Bolter, no Lumbering Behemoth, and worse side armor. I think it's decently costed, I actually expected more complaints from the Chem-Rockets upgrade on the Banshee. Thanks for the feedback. Hopefully there will be more to follow.
Certain Klans brew a special drink from the spores of the fungus that every Ork derives from, and force certain Grots to imbibe it- turning them into rampaging psychopaths. On the battlefield, this drunken menagerie of Gretchin charges anything that moves- even their own allies, fighting it in a drunken stupor. However, this means that they require a handler- a specially trained Runtherd willing to deal with them.
Certain kunning warbosses make clever use of the fanatics, sending them charging into the enemy's flanks. The resulting carnage and confusion is something to witness.
Unit Type Infantry. Herda is Infantry (Character)
Unit Composition 10 Fanatics 1 Runtherd
Wargear
-Ball 'n Chain (Fanatics only)
Exactly what the name implies, the Ball 'n Chain is a heavy leaden ball attached to a grot-sized chain. When swung by the drunken Fanatic, it becomes a tornado of bone-crushing death that surrounds the Fanatic.
Range - S 5 AP 4 Melee, Rampage, Crushing Blow
Crushing Blow: On a To Wound roll of 4+, this weapon gains the Concussive special rule.
-Grabba Stikk (Runtherd only)
-Slugga (Runtherd only)
Special Rules
-Furious Charge (Runtherd)
-Ere We Go (Runtherd)
-Rage (Fanatics)
Stats -Fanatics WS 2 BS 3 S 2 T 2 W 1 I 2 A 1 LD 6
Options -May include up to thirty additional Fanatics...6 pts per model.
-Must include one additional Runtherd for 10 additional Fanatics in the unit...10 pts per model.
-Any Fanatic may take a Grot Blaster...2 pts each.
This is one that I have just come up with, the Hades light scout Mech.
Although I have designed this one before coming up with the fluff (a first for me) it generally revolves around the idea of a light, fast moving Mech with a decent range of customisation for different operations.
Intended as a fast and light scout Mech the Hades lacks the heavier armour of other ,heavier, frontline Mechs but makes up for this by being able to out manoeuvre them and keep its incredible pace going for an excessive amount of time without stopping. The Hades is also notable for packing a lot of firepower, allowing it to punch well above its weight and making it ideal for hit and run tactics and burst ambushes. Pilots should be wary though as it is all too easy to be lured into a running engagement by the belief that the sheer massive amounts of firepower that the hades can put out will allow them to emerge victorious. Whilst this may seem a good idea it is always a good idea to remember that the Hades mounts very little armour and thus is easily knocked out by other units, meaning that a protracted up front firefight will rarely go well for the small Mech.
Instead the Hades is best used to harass the enemy and avoid frontline fighting unless the they lack any heavier units or anti tank firepower.
Hades light scout Mech – Points: 210
WSBS F S R S I A HP 3 4 12 12 10 7 3 2 3
Type - Walker
Wargear:
Dual Medium Pulse Laser’s
Range Strength Armour Piercing Notes
48” 9 2 Heavy 4, Twin Linked
LRM 5
Range Strength Armour Piercing Notes
48” 8 3 Heavy 5, Alternative Fire
48” 4 6 Heavy 5, Blast, Barrage, Alternative Fire
Special Rules:
Fast – Moves 12”
Night Vision
Options:
May be given an Active Probe to gain Ignores Cover – 60 points
May be given a C3 Network Unit – 30 points
(C3 Network equipped units my fire any Missile weapons at targets visible to another C3 network equipped unit at full Ballistic Skill even if they do not have Line of Sight to the target.)
May be given MASC to gain Hit and Run and Fleet – 29 points
May be given an ECM system – 40 points
(Any shots against an ECM equipped unit from Missile weapons or weapons firing from beyond 80” count as Snapfiring)
May be given Camo Gear – 15 points
May be given an improved Gyro, gaining the Ignores Cover special rule – 20 points
If fitted with an ECM then the Mech may be given Stealth Armour, gaining the Shrouded special rule – 30 points
Special Rules: Scout
Hit & Run
Srike & Evade
Dragon Rounds
Upgrades: - May include up to five additional War Hogs......10 points/model
- May replace a War Hog with a War Hog with Cab......10 points/model
- May replace an Autocannon with one of the following:
*Heavy Bolter......(free)
*Heavy Flamer......(free)
*Multi-Melta......5 points
*Lascannon......5 points
- The Sergeant may take items from the melee weapons and ranged weapons wargear lists.
Special Rules: Strike & Evade; War Hogs are lightning-fast bikers who train to harass rather than directly engage enemy forces. During your turn, they may turbo-boost after firing their weapons, but then only make Snap Shots until the end of your next turn.
Dragon Rounds; War Hogs have access to special Dragon Round ammunition for their autoguns, autopistols, and autocannons. These weapon ignore cover when fired by models in War Hog unit.
Overpowered from the simple reason EVERY warhog will be upgraded to cab, and at that point you got 20 PPM T4W2Sv4 fast moving autocannons.
And that's before considering their special rules giving them ignore cover and the "shoot and turbo boost" power.
Up to 2 units may be taken from any codex except codex tyranids. These units count as Allies of Convenience.
Unit of 5 (70pts)
Ws4 Bs4 S4 T4 I4 A1 Ld8 Sv4+
Special Rules:
Stubborn, Infiltrate, Scout, Move Through Cover, Slow and Purposeful, In it for the Money
Wargear- Carapace Armor, Bolter, bolt pistol, close combat weapon.
May purchase up to 5 more Hidden Fangs-14ppm
Up to 2 models per 5 may take Heavy Bolters or Missile Launchers at the cost listed in C:SM All models may purchase up to 2 sternguard special issue ammunition types for 6ppm.
All models may take camo-cloaks -2ppm
In it for the Money- At the beginning of the game choose an enemy character model that your opponent has. If your opponent has no characters then choose any model you want. If you successfully destroy this model with the unit that selected it then you gain +1VP. Models with this rule are never counted for scoring purposes.
Special Rules
-Zepplein
-Command Vehicle
-High-Altitude Weapons Platform
Options
Any turret mounted Autocannon can be replaced with any of the following
-Missile Launcher free
-Assault Cannon 5 pts
-Lascannon 5 pts
-TL Autocannon 10 pts
-Punisher Gatling Cannon 10 pts
-Vanquisher Battle Cannon 10 pts
-Battle Cannon 10 pts
-TL Assault Cannon 15 pts
-TL Lascannon 15 pts
-TL Punisher Gatling Cannon 20 pts
You can have up to two extra turrets, each with one Autocannon, for 15 pts each. If a turret has a Lascannon, Assault Cannon, Autocannon, or TL version of that weapon, it can purcahse a duplicate at the same price.
The Leviathen can have a twenty man transport capacity for 20 pts.
The Leviathen can have a Dedicated Repair Crew (Grants IWND) for 20 pts.
The Leviathen can have Veterean Gunners (BS 4) at 10 pts per turret.
The Leviathen can have up to eight forward mounted Hunter-Killer Missiles at 5pts per each.
Special Rules
Zepplein: A vehicle with this subtype is treated as a flyer, except that it possesses the movement speeds of a normal vehicle, or Fast if it is a fast zepplein, and that any weapon can hit it on it's normal BS, wether or not it possesses the Skyfire Quality. A Zepplein can fire any number of weapons each turn at full BS.
High-Altitude weapons platform: This unit cannot be targeted by a weapon with a range of 30" or less. Weapons mounted by Zeppleins and Flyers ignore this rule. Weapons mounted by this unit gain the Skyfire special rules.
Still needs some work, but please let me know if it's to OP/UP, and yes I know it is riduclous to have 40K zeppelins.
Here's another IG vehicle, migt be the last one for a while.
Wraith Artillery Tank Squadron 75 pts
Wraith 75 pts
AV 12/10/10 HP 3 BS 4 Open-topped Tank
Wargear: Heavy Bolter, Phosphor Heavy Mortar, Smoke Launchers, Searchlight.
Options
Up to two additional Wraiths may be taken per squadron........75 pts each
Any vehicle may replace its hull Heavy Bolter with a Heavy Flamer........................................................................Free
Any vehicle may take items from the Imperial Guard Vehicle Equipment list
The entire squadron may take any of the following:
-Enclosed Compartments.................10 pts/model
-Camo Netting..................................15 pts/model
Well, an old creation of mine (the rules, not the model), but never quite got a review on it. a bit reworked though, arguably more powerful of a transport, but weaker gun platform. what would you guys say of this, fair?
Tau Angelfish - 45 points
DT for fire warriors and pathfinders
This new assault craft was designed mainly with the concept of providing fast transport to Pathfinders and Fire Warrior squads, while the capacity is highly limited, it allows for extremely fast drop offs and disappearance of the craft itself, making it ideal for small commando teams that operate in hostile territory, but it lacks the armor to be a good shelter against enemy fire, as the craft was built extremely light to allow high speed works, nor is it armed in any meaningful way.
The angelfish is often used to stage surprise attacks deep inside enemy lines, and quickly pull forces out once the enemy closes in, and preform hit-and-run maneuvers.
BS3 F10 S10 R10 HP2, fast skimmer, open-topped, Transport (6 FW/PF or 3 stealth suits, plus two drones)
Rules:Mag-lock Deployment: units may disembark from the Angelfish regardless of how much it has moved in the movement phase, and the Angelfish may move flat out in the turn a unit has embarked.
Options: May take upgrades from the tau codex vehicle upgrade list.
Practically unarmed and unarmored, its just a means of collecting and dropping light infantry across the battlefield.
Ok here's a funny one for my Blight Angels Nurgle CSM Disciples of Decay 120 points
WS 3 BS 3 S 3 T 4 W 2 I 3 A 2 LD 7 SV 4+
Unit size
6 Disciples 1 prophet
Wargear
Plague Armour.
Rusted Blades
Rusted pistols
Rusted Blades
Range:- S user AP5 Special Rules Melee Touch of Rust (see codex chaos daemons)
Rusted Pistols Range: 12" S: 3 AP:6 Special rules Pistol Touch of Rust
The Prophet has the following profile
WS 3 BS 3 S 3 T 4 I 2 A3 LD 8 SV 4+
The Prophet may be upgraded to be a Mastery Level 1 psyker for 20 points but must take his power from the Discipline of Nurgle. In addition he may take a Unholy Tome for a further 20 points he gains +1 to manifesting all his powers.
May take an additional 14 guys for 20 points per model
Special Rules
Mark of Nurgle
Fearless
Zealot
Harbingers of Contagion
If a model with the daemon of or mark of Nurgle rules attempts to manifest a psychic power within 7" of a unit of disciples he adds +1 to his rolls.
Champion of Slaanesh wrote: Ok here's a funny one for my Blight Angels Nurgle CSM Disciples of Decay 120 points
WS 3 BS 3 S 3 T 4 W 2 I 3 A 2 LD 7 SV 4+
Unit size
6 Disciples 1 prophet
Wargear
Plague Armour.
Rusted Blades
Rusted pistols
Rusted Blades
Range:- S user AP5 Special Rules Melee Touch of Rust (see codex chaos daemons)
Rusted Pistols Range: 12" S: 3 AP:6 Special rules Pistol Touch of Rust
The Prophet has the following profile
WS 3 BS 3 S 3 T 4 I 2 A3 LD 8 SV 4+
The Prophet may be upgraded to be a Mastery Level 1 psyker for 20 points but must take his power from the Discipline of Nurgle. In addition he may take a Unholy Tome for a further 20 points he gains +1 to manifesting all his powers.
May take an additional 14 guys for 20 points per model
Special Rules
Mark of Nurgle
Fearless
Zealot
Harbingers of Contagion
If a model with the daemon of or mark of Nurgle rules attempts to manifest a psychic power within 7" of a unit of disciples he adds +1 to his rolls.
They are a elite choice
I'm not much a fan of Nurgle, but I like these guys. I like the idea a "cult" cultists, which it seems like you were going for.
Champion of Slaanesh wrote: Ok here's a funny one for my Blight Angels Nurgle CSM Disciples of Decay 120 points
WS 3 BS 3 S 3 T 4 W 2 I 3 A 2 LD 7 SV 4+
Unit size
6 Disciples 1 prophet
Wargear
Plague Armour.
Rusted Blades
Rusted pistols
Rusted Blades
Range:- S user AP5 Special Rules Melee Touch of Rust (see codex chaos daemons)
Rusted Pistols Range: 12" S: 3 AP:6 Special rules Pistol Touch of Rust
The Prophet has the following profile
WS 3 BS 3 S 3 T 4 I 2 A3 LD 8 SV 4+
The Prophet may be upgraded to be a Mastery Level 1 psyker for 20 points but must take his power from the Discipline of Nurgle. In addition he may take a Unholy Tome for a further 20 points he gains +1 to manifesting all his powers.
May take an additional 14 guys for 20 points per model
Special Rules
Mark of Nurgle
Fearless
Zealot
Harbingers of Contagion
If a model with the daemon of or mark of Nurgle rules attempts to manifest a psychic power within 7" of a unit of disciples he adds +1 to his rolls.
They are a elite choice
I'm not much a fan of Nurgle, but I like these guys. I like the idea a "cult" cultists, which it seems like you were going for.
Indeed I like the thought of these being the elite among the chaos cult/the leaders body guard type guys. One thing I do wish GW would have gave us the option for would of been cultists slaves/ those forced to join the cult. Kinda like those forced to join the cults of pleasure in Malekith
Filch wrote: Invest in developing better gear for Guardsmen.
Invest in sentinel tech. Make sentinel faster and have stonger front armor and give better guns.
Make Sentinel Platoons an army choice.
Make a Voltron Sentinel where 5 sentinels can combine to make 1 Super Heavy. Possibly a bit smaller than 1 Imperial Knight.
Make more vehicles modular so they can combine to make 1 big vehicle.
Can we do transformers next?
Looking back. Sentinels are too small and cost so little to be considered super heavy vehicle tru combing. 5 Armored Sentinels cobbled together would be the size of a Dread Knight and cost just as much with 200pts base with 5 multi lasers. You can then upgrade other guns accordingly.
I was thinking
a SHV with 8 guns which come from 10 sentinels. 16 HP from 8 Sentinels while the other 2 are foots.
j am Thinking what if one sentinel forms the left Torso and one Sentinel forms the right torso. 2 guns inbetween them to form a core for a co-axel turret. 40x2 form armoured Sentinel chasis Making the body 80pts.
Next are the arms. The Upper Shoulder formed by 1 Armored Sentinel and the lower hand is formed by 1 more sentinel. There would be 2 guns. 1 attached to the upper shoulder and one more on the Hand (make this hand sentinel with 4 legs so it looks like a hand) Again 40x2 for 2 Armored Sentinels with 2 MultiLasers.
Same thing for the other arm. 80pts
Next are the Legs. 2 Armored Sentinels. However only the upper leg gets a gun. The lower sentinel replaces the gun slot for jet boosters. 80pts for multi laser configuration.
So you get this
ws3 bs3 s5 FV12 sv10 rv10 i3 a3 hp16 SHV Jumper Base Cost 400pts (edit: decided on 320pts instead)
2 Torso Guns
2 Shoulder Guns
2 Fore Arm Guns or Close Combat Weapons.
2 hip guns
Each Foot sentinel has rocket boosters for jumping.
Optional 9th gun is carapace mounted.
Special rules:
invincible behemoth
move thru cover
smash (3 hits at S5 ap2? or single S10 ap2 hit)
Relentless
Hammer of Wrath
strike down (abuse here!)
Independent Firing
Combined Arms: Treat multiple gun shooting into 1 phase like 3 plasma cannons stacking 3 templates into one unit.
Instead of 1 massive gun like an IK. You get 8 regular heavy or special Guns. So you can have any combo of Autocannons, heavy bolters, missiles launchers, lascannons, heavy flamers, plasma cannons. Book keeping can be complicated or simple. All guns are independent firing. It has s5 in cc but perhaps an upgrade option of a Dreadnaught Close Combat weapons can purchased to double the str to 10. Sorry no Str D in cc. It still gets stomp attacks at str d though.
Because it is a SHV Walker, It gets Invincible Behemoth. It ignores crew shaken, stunned, weapon destroyed, immobilized. Can not be exploded but when a 7 on the damage table occurs it would lose d3 hp. The 16 hp it gets will help balance out the weak fv12 and side and rear av10. It gets no Ion Shield. It can get camo netting which confers 6+ cover.
I feel like this would be a great anthesis to the IK.
The whole idea was to get Guardsmen into more Sentinels and wage war inside of those. Once nearly all guards men have an abundance of Armored Sentinels then those Sentinels can be upgraded to combine into a SHV like a megazord or voltron.
Stock at 320pts it would have 8 multi laser out 24 s6 ap 6 shots.
...It still underperforms compared to 6 Scat bikes at 162pts...and can be glanced by said scat bikes...
However, spending 5pts per missile launcer you can get 8 Missile Launchers and fire 8 Krak Missiles for 40 pts more in total. Now that is comparable to the Castigators gun.
Spending 5 pts per ac then you get 8 ac and 16 shots of s7 ap4 to possibly kill flyers.
Spending 10pts per plasma cannons would get you 8 small blast templates and even if you get hot, you get a 4+ and you have plenty hp.
Or 8 lascannons
Special Upgrade : Gun Kata Protocols : 20pts allows the Mega Sentinel to replace its base attack 3 with any non blast or template or ordance shooting attacks as if there were in close combat point blank shots.
We can also have a risky Mega Scout Sentinel with av10 all around for 40pts less putting it at 280pts yet carrying 8 guns.
Adeptus Custodes Legionary
HQ choice
100 points, Unit size 1-10
Infantry (character), Very Bulky
WS5 BS5 S5 T5 W2 A3 I5 Ld9 Sv2+/4++
Wargear: Custodes Relic Halberd, Artificer Armor, Power Field, frag & krak grenades.
One model may upgrade to be a Companion for 25 points, replacing their artificer armor and Relic Halberd with 2 Relic Gauntlets.
Special Rules: Stubborn, ATSKNF (Legionary only), Independant Character, Protector Imperialis, Adamantium Will, Fleet, Furious Charge, Fear (Companion only), Fearless (Companion only), Blitz (Companion only), Rage (Companion only), Rampage (Companion only).
Protector Imperialis: Automatically passes any Look out Sir! Rolls for wounds allocated towards it from another character. Also automatically passes any roll for Glorious Intervention.
Blitz: Once per game, a model with this special rule may choose to blitz forwards in the assault phase. The model rolls 3D6 and moves over models and terrain in any direction up to the number rolled in inches. This may be used to leave a unit it is in, or to join a unit he ends in unit coherency with. If this move ends the model in base contact with an enemy, they are considered to be locked in close combat. The model then counts as charging for the purposes of furious charge and other effects, gaining additional attacks for charging as normal. Overwatch may not be used against a Blitz move.
Relic Halberd: These mighty weapons were gifted to each custodian personally by the emperor himself. It incorporates a built-in storm bolter.
Shooting - 18" S4 AP5 Assault 2
Assault - Melee S+1/User AP1/2 Specialist Weapon. first profile to be used when this model charges, the second in subsequent rounds.
Relic Gauntlets: Companions of the Emperor have forsaken their armor and weapons until the return of their God, but are by no means weaker than the Armor-Clad Legionaries.
Assault - Melee S+1 AP1 Shred, Specialist Weapon, The Emperor Protects
The Emperor Protects: A model equipped with a Relic Gauntlet may re-roll their Invulnerable Saves.
Matthew wrote: Alright, here are a few more from me (some might be stolen)
Cultist Truck (Think German VW WWII Trucks) - 35 Points
WSBS S FASA RA HP Dedicated Transport, Vehicle
- 3 - 11 11 10 3
Transport Capacity - 15 Models, No bulky
Cultists may take as Dedicated Transport
The Truck may, instead of taking 15 Cultists, take 5 Cultist Bikers
Wargear: Heavy Stubber
May remove the roof, making the vehicle Open-Topped - Free
Updated Cultist Bikers, credits to Glitcha for the idea.
Chaos Cultist Bikers (sorry) 15 Points 3-20 Models Fast Attack
WSBS S T W I A LdSv 3 3 3 4 1 4 1 8 4+
Champion: +1 Ld and A
Wargear: Twin-Linked Autogun, Autopistol, Close Combat Weapon
Special Rules: Champion of Chaos, Faster! FASTER!, Into combat we go
Faster! FASTER!: Cultist Bikers must always move as far as possible in the movement phase. If no models are in shooting range, they must
Into combat we go: If an assaulting Cultist Biker unit rolls a 10+ on their 2d6, they all inflict 1 S4 AP- hit each.
Up to one Biker for every 5 may take a sidecar, which has got another set of TL Autoguns and an Autopistol, and it can fire one of these weapons in each shooting phase independent of the main Bike - 15 Points
Any sidecar may change their TL Autogun for a Heavy Stubber - 5 Points
Any sidecar may change their TL Autogun for a Flamer - 5 Points
Cultist Attack Jeeps (Sorry... I had to.) 30 Points
WSBS S FASA RA HP Fast attack, Vehicle, Open-topped
- 3 - 12 11 10 3
Wargear: TL Autogun
May take a Heavy Stubber
May Take a Transport Trolley, which makes the vehicle a Dedicated Transport for Cultist and gives it a capacity of 10 Cultists - 15 Points
The Trolley may take a Heavy Stubber - 5 Points
Cultist Kamikaze 5-10 Models, 8 Points each
WSBS S T W I A LdSv 3 3 3 3 1 3 1 7 6+, Explosive Vests
Wargear: Explosive Vest, Autopistol, Close Combat Weapon
Special Rules: Explosive Vests - When in Close Combat, any model with an Explosive Vest may choose to Detonate instead of fighting. To do that, you roll a D6 for every model detonating according to the thingy here:
1 - Nothing happens. The model and everyone around it is unaffected.
2 - Bad Wires. A random detonating model is removed without saves
3 - 6 Explosion! Place a small blast template over the model detonating. All models within that template (Except for other detonating models) take D3 S6 AP4 hits. The model detonating is removed. The template does not scatter.
Also, if a Cultist fails his armour save, roll a D6. On a 5+, roll on the thingy above. If a 1 is rolled, it counts as a Bad Wires result.
Oah this will be the best I mean who doesn't want access to exploding cultists +35pts put them in a drop pod and kill every death company squad that comes at you best defence ever
come at me bro . Although should be a shooting attack as well.
This is cool but they should roll before moving and upon death. Makes it more chaotic that way, and gives them a chance to hurt themselves like the shok attack gun.
Touched by the ruinous powers of the warp during a space flight, some humans who are transformed by the flames of the warp begin to exhibit remarkable abilities (Can be taken as by CSM and Chaos factions as non-FOC slot units)
Human Torches 100pts (unit size-5 Human Torches) Bs4 Ws2 S3 T3 W2 I3 A1 Ld 8 Sv- 5+
Special rules: jump infantry, Daemon, fearless, Burning Daemon*
Models with this rule may choose to make a ranged shooting attack with one of the profiles below:
Eternal Flame: Range: Template- S6 ap- assault 2
Mortal's Doom: Range: Torrent, Template S4 ap3 assault 1 Soulblaze
Melting Gaze: Range: 12" S8 ap1, assault 1, armorbane
In addition models with this rule may never benefit from a cover save.
Special Rules: Daemon, Invisibility, Terror of the Warp*, Telekine Master*, Psyker Mastery Level 2 (Telekinesis, Daemonolgy(Maelific)), Character
Terror of the Warp- models with this rule may never join or be joined by models of another unit.
Telekine Master- This model knows all of the powers associated with the Telekinesis table.
Special rulesaemon, Smash, Rage, Slow and Purposeful, FNP(5+)
Plastic Men 150pts( Unit size- 5 Plastic Men) Bs 2 Ws 4 S3 T3 W2 I10 A2 Ld10 Sv-5+
Special Rules: Daemon, Giant Strides*, Stretching attacks*, Shapeshifting Weapons*
Giant Strides- Models with this rule may move up to 18" in the movement phase ignoring terrain and intervening models
Stretching Attacks- Models with this rule may choose to make cc attacks against models within 6" that they are not engaged in close combat with. Treat all profiles from the Shapeshifting Weapons profile as range 6" assault 2 weapons if this is done.
Shapeshifting Weapons- Plastic Men can choose from the following profiles when making cc atacks:
Hammering Hands- Sx2 ap4 Concussive
Spinning Blades- S+1 ap3, shred
Fists of Chaos S+5 ap2, unwieldy
Mr ghoti wrote: Adeptus Custodes Legionary
HQ choice
100 points, Unit size 1-10
Infantry (character), Very Bulky
WS5 BS5 S5 T5 W2 A3 I5 Ld9 Sv2+/4++
Wargear: Custodes Relic Halberd, Artificer Armor, Power Field, frag & krak grenades.
One model may upgrade to be a Companion for 25 points, replacing their artificer armor and Relic Halberd with 2 Relic Gauntlets.
Special Rules: Stubborn, ATSKNF (Legionary only), Independant Character, Protector Imperialis, Adamantium Will, Fleet, Furious Charge, Fear (Companion only), Fearless (Companion only), Blitz (Companion only), Rage (Companion only), Rampage (Companion only).
Protector Imperialis: Automatically passes any Look out Sir! Rolls for wounds allocated towards it from another character. Also automatically passes any roll for Glorious Intervention.
Blitz: Once per game, a model with this special rule may choose to blitz forwards in the assault phase. The model rolls 3D6 and moves over models and terrain in any direction up to the number rolled in inches. This may be used to leave a unit it is in, or to join a unit he ends in unit coherency with. If this move ends the model in base contact with an enemy, they are considered to be locked in close combat. The model then counts as charging for the purposes of furious charge and other effects, gaining additional attacks for charging as normal. Overwatch may not be used against a Blitz move.
Relic Halberd: These mighty weapons were gifted to each custodian personally by the emperor himself. It incorporates a built-in storm bolter.
Shooting - 18" S4 AP5 Assault 2
Assault - Melee S+1/User AP1/2 Specialist Weapon. first profile to be used when this model charges, the second in subsequent rounds.
Relic Gauntlets: Companions of the Emperor have forsaken their armor and weapons until the return of their God, but are by no means weaker than the Armor-Clad Legionaries.
Assault - Melee S+1 AP1 Shred, Specialist Weapon, The Emperor Protects
The Emperor Protects: A model equipped with a Relic Gauntlet may re-roll their Invulnerable Saves.
There are some cool ideas going on here but I think you've seriously under costed some things and other rules feel... clunky.
For clarification too: HQ choice is 100 points and you start out with just one Legionary in the squad, but you clearly state the unit size is from 1-10. So... how much does each additional Legionary cost? Also, if each Legionary has the Independent Character special rule does that mean they can split into 10 different units, assuming you spent 1000 points on them? Seems unnecessary.
100 points I feel is a low. Very low. Especially considering a Legionary has S5, T5, a 2+/4++ save AND S6 AP1 on the charge. Not to mention an initiative of 5. For comparison, a Space Marine Captain costs 90 points for WS 6, BS 5, S4, T4, a 3+ save and I5 with a base bolt pistol and chainsword.
So for 10 more points you give each Legionary +1 Strength, +1 Toughness, Artificer Armor, Stubborn, Fleet, Adamantium Will, and Furious Charge with a souped up Power Sword (that has AP1 on the charge, just like a freaking Chainfist) with a built in Storm Bolter at the cost of.... 1 WS, 1 Wound, and 1 Leadership. That's a lot of extra power for 10 points. In fact, all of the extra stuff he gets on top of the Space Marine Captain makes me feel like even 150 points would be generous. To get a Captain up to that kind of equipment requires 145 points (Artificer Armor, Stormbolter, and Thunder Hammer). And that doesn't begin to take into account the special rules.
All of that being said, I *like* the idea of the Companion you're working on as an Independent Character that serves as a wrecking ball/guardian. I say ditch the idea of the Legionary squad entirely and focus on cleaning up the companion and focusing his intent the way you want him to be. Blitz is a cool rule, but to give him that in addition to Fleet, Furious Charge, Rage, and Rampge? It feels like you went through the Special Rules selection and just picked out all of the rules that would work well for a close combat specialist. You want him to be good, I understand, but all of those rules combined with two S6 AP1 Gauntlets with Shred that allows him to re-roll his 4++ save? 125 points doesn't even come close to cutting it.
You have a good idea going but just... focus it more, and for real, up the cost. There's no way in hell someone would allow you to take that for Companion in its current form for 125 points.
bs:4 AV F:14 S:14 R:14 HP:4 Unit type: Vehicle (Tank, Heavy, Skimmer) Unit Composition: 1 Monolith
Wargear:
Four Gauss flux arcs
Particle Cannon
Eternity gate
Special Rules:
Deep Strike
Heavy Living metal
Heavy Living Metal: Heavy Living Metal counts as Living Metal with additional rules. On a roll of a 5+, that model regains a Hull Point lost earlier in the game instead of only on a 6 at the end of each of your turns, this replaces the roll for Living Metal. Attacks made to roll to pen against a vehicle with Heavy Living Metal lose the Lance and Melta special rules.
BS:2 AV:14/14/14 HP:15 Vehicle: (Open-Topped, Super Heavy, Transport)
Wargear: 10 Hard Points (90 degree firing arc around the rok)
Each of the following takes up 1 Hard Point
Rokkit: 5 points each
Big Shoota: 3 points each
Burna: 10 points each
Special Rules
Transport Capacity: 80
Immobilized
Orknamic Entry: The Rok must arrive by Deep Strike, Deep Strike must always scatter (on hit use the arrow) 3 times at D6 inches. This cannot be modified by other rules. The turn that the Rok is placed on the board it counts as night fighting until the following turn and all models within 12" of the Rok and the Rok itself have the shrouded special rule until the start of the Ork player's next turn. All units that arrived inside the Rok and the Rok itself can only snap fire the turn the Rok arrives.
Can't Stop da Rok: (Counts as having Inertial Guidance System)
Wut is dis? A Rok for Grots?: All units inside the Rok can only snap fire when firing from inside the Rok.
Its made of roks ya git: Melta and Armorbane only adds D3 to the armor penetration roll instead of D6.
Even an Ork can hit dat: All shooting attacks made against the Rok have +1 BS including snap shots.
Special Rules
-Zepplein
-Command Vehicle
-High-Altitude Weapons Platform
Options
Any turret mounted Autocannon can be replaced with any of the following
-Missile Launcher free
-Assault Cannon 5 pts
-Lascannon 5 pts
-TL Autocannon 10 pts
-Punisher Gatling Cannon 10 pts
-Vanquisher Battle Cannon 10 pts
-Battle Cannon 10 pts
-TL Assault Cannon 15 pts
-TL Lascannon 15 pts
-TL Punisher Gatling Cannon 20 pts
You can have up to two extra turrets, each with one Autocannon, for 15 pts each. If a turret has a Lascannon, Assault Cannon, Autocannon, or TL version of that weapon, it can purcahse a duplicate at the same price.
The Leviathen can have a twenty man transport capacity for 20 pts.
The Leviathen can have a Dedicated Repair Crew (Grants IWND) for 20 pts.
The Leviathen can have Veterean Gunners (BS 4) at 10 pts per turret.
The Leviathen can have up to eight forward mounted Hunter-Killer Missiles at 5pts per each.
Special Rules
Zepplein: A vehicle with this subtype is treated as a flyer, except that it possesses the movement speeds of a normal vehicle, or Fast if it is a fast zepplein, and that any weapon can hit it on it's normal BS, wether or not it possesses the Skyfire Quality. A Zepplein can fire any number of weapons each turn at full BS.
High-Altitude weapons platform: This unit cannot be targeted by a weapon with a range of 30" or less. Weapons mounted by Zeppleins and Flyers ignore this rule. Weapons mounted by this unit gain the Skyfire special rules.
Still needs some work, but please let me know if it's to OP/UP, and yes I know it is riduclous to have 40K zeppelins.
This sounds like a great idea! Something along the line of CnC Red Alert or something. Although, I would make some changes to it. I would say to alter some of the equipment and rules to make it more of a slow moving heavy bomber unit by:
1) Replacing the HK missles with a bomb payload instead. Weather it be cluster bombs, inferno bombs, and whatever else types of bombs there are.
2) Remove the Fast part of the unit type
3) Reduce the amount of Autocannon turrest to only one, or maybe two, to further enforce the idea of the unit being more of a slow moving, 'endgame-like' heavy bomb dropper, rather than a floating, supporting fire gun platform.
Although, my changes to your idea deviate too far from the original concept, I think, so I'd suggest making it a variation of the Battle Zepplin, and possibly making it a super-heavy zepplin. Something kind of like what a Marauder Bomber is to a Marauder Destroyer.
~~~~~EDIT~~~~~
Now for something I would love to see in the Imperial Guard 7th 'Dex.
Let's see a melee oriented guardsman, shall we?
Imperial Guard Assault Trooper (For a lack of better name.)
Faction: Imperial Guard- Elite choice, Fast Attack, OR Troop, in the Infantry Platoon. 60pts for 10 models.
Role: Fast, counter-attack melee unit. (Think unmounted Rough Riders)
Inf 3/3/3/3/1/3/1/7/5+
Inf(ch) 3/3/3/3/1/3/2/8/5+
Wargear: Laspistol, CCW, Flak Armour, Frag Grenades
USR: Move Through Cover
Options: Can choose any combination of doctrines
- Assault Guard Doctrine: Replaces laspistols with Guard-issued flechette blasters (or equivalent) S2 AP-/ Burst Pistol. 20 pts
- Thunder Fighter Doctrine: Squad receives shotguns with their standard Wargear. 15 pts
- Specialist Doctrine: Raises special weapons to three. Unlocks Heavy Flamer. 10 pts
- Entire squad may replace flak armour with carapace armour. 15 pts
- One member can replace ranged weapons with a Heavy Flamer if the Specialist Doctrine is taken. 10 pts
- Remaining members can replace their ranged weapons with a special weapon. OR
- Replace their melee weapon with an Honour Blade. S+2 AP2/ Melee, Two- handed, unwieldy 10pts each
-Typical Sargent upgrades
So this is just an idea, and I clearly suck at writing rules. Thoughts?
Loving the idea of this thread and some of the ideas on it are looking pretty good. Chaos cultist bikers look like the perfect opportunity for convertions!
Eldar Wraith-somethings (I have yet to think of a name)
They are essentially a Wraithguard like unit on 25mm bases - being Guardian sized. The lore behind this being that they are simpler and easier to craft by less talented seers (Because my craft-world has relatively few seers) but then are less advanced and less capable.
Their profile is as follows:
WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 4 A: 1 Ld: 8 Sv: 4+
Along with the special rules seen on regular WraithGuard
They can take the following weapons:
Wraithcarbine:
Range: 12" Strength: 6 AP: 4 Assault 1
- this will be the stock weapon
Distortion :
Range: Template Strength: 5 AP: 4 Assault 1
- This is available as an upgrade for 5 ppm.
The unit starts as a group of five for 120pts
Able to take up to five more for 24 ppm.
Able to take a Wave Serpent as dedicated transport.
I think they're a bit on the cheap side, but I know nothing about point balancing and any input is greatly appreciated.
Special Rules:
'Ere We Go!
Fearless
Inspiring Presence (All Ork Boyz and Gretchin within 12 incehs are Fearless)
Wargear:
Supa Power Klaw (S10 AP1 Rending Unwieldy)
TL Shoota
Burna (can't be used as Power Weapon)
May:
Take 3 more TL Shootas - 10 points (?) each
May replace TL Shootas with TL Rokkit Launcha - Free
Replace TL Shootas/Rokkits with another Supa Power Klaw
hanshotfirst wrote: guys... how about a SPACE MARINE... Inside... of a SPACE MARINE! OMG
You need to calm down good sir. 40K is a serious grimdark universe and nobody in their right mind would put a space marine inside of a space marine. Next thing you know there are terminators riding in baby carrier dreadnoughts, open topped walkers with no arms that have rules for a big monstrous creature, and Ork walkers that don't look like ramshackled scrap heaps.
After going through a vehicle creation ruleset from here, I ended up making this baby:
Name: Mk IV Blockade Removal Vehicle
Unit Type: Super Heavy Tank
Bs: 3 | Av: 14/14/14 | HP: 9 | Save: 4++
Weapons:
-4x Eradicator Nova Cannon (as sponsons)
-8x Vanquisher Battle Cannon (mounted as a turret, sorta like a minigun)
-1x Eradicator Nova Cannon (hull mounted)
-1x Twin-Linked Heavy Bolter (hull mounted)
Cost: 580 points.
Its essentially a Baneblade chassis, where all the weapons have been swapped out. Four sponson mounts, combines the 8 Vanquishers into an 8-shot Str 8 Ap 2 Armourbane cannon on the turret, and hull-mounds another two weapons. Armour boosted to 14 all round, and with a 4++ invulnerable save.
Wondering what you lot think of it.
Original post:
Spoiler:
Selym wrote: Lets get silly with this VDR, shall we?
Tech Adept Doritosius Chipsicus felt great disdain at the Baneblade variants of the Imperium. So he modified one.
Race: Humans (Free Smoke Launchers and Spotlights)
Type: Tank
Class: Super Heavy
Armour Value: 14/14/14 [115 pts]
Weapons:
-4x Eradicator Nova Cannon (as sponsons) [80 pts]
-8x Vanquisher Battle Cannon (mounted as a turret, sorta like a minigun) [120 pts]
-1x Eradicator Nova Cannon (hull mounted) [20 pts]
-1x Twin-Linked Heavy Bolter (hull mounted) [15 pts]
Hull Points: 9 [200 pts]
Specials:
-Energy shield (4++) [30 pts] (What. This statistically makes the vehicle worth 18 Hull Points, which should have added a whopping 300 points to it.)
Total: 580 points.
So. Cheaper than a Hellhammer with one pair of sponsons by 10 points, will outshoot it at any/every instance, has far more Av, and has statistically double the durability (excluding Av changes).
At least this is what Baneblades should look like.
KX149 Sovereign Armor - 2,000 points The stormsurge and Ta'unar combined to create this masterpiece of tau engineering. Due to the extreme cost of development and production, only 1 such "suit" exists, and its defenses are clear signs that the earth caste creators do not want their creation destroyed easily. It is similar in look to the Ta'unar, but is much larger. It also borrows some of its technology from the XV-9 armor of battlesuit commander R'alai and the R’varna.
WS: 3 BS: 4 S: D T: 10 W: 10 I: 2 A: 3 Ld: 9 Sv: 2+ Unit Type: Gargantuan Creature Wargear: - One arm-mounted Pulse Ordnance Multi-driver System - One arm-mounted Heavy pulse submunitions cannon with special ammunition - One shoulder mounted Heavy Pulse Driver Cannon - One shoulder mounted Twin-linked Heavy Rail Gun - Two chest-mounted Heavy Burst Drivers - One back-mounted Railgun battery - Praetorian defence system - "Eclipse" Barrier shield generator
Praetorian defence system The Praetorian defence system comprises two twin-linked Fusion Eradicators and two twin-linked Ion Accelerators which may be fired normally. In addition, these weapons can be used to make Overwatch attacks at BS2 contrary to the usual rules for Gargantuan Creatures.
Heavy Pulse Driver Cannon The Heavy Pulse Driver Cannon is nearly identical to one of the main weapons on the new Stormsurge ballistic suit, but capable of unleashing more devastating blasts due to the increased power capacity and throughput of the sovereign. R:72" SD AP1 Ordnance 1, Massive Blast
Heavy Burst Driver The Heavy Burst Driver is an improvement upon the heavy burst cannon usually found on the Riptide battlesuit. R:72" S:8 AP:2 Heavy 12
Railgun battery The railgun battery on the sovereign was developed mainly for overwhelming anti-air defense. R:72" S:10 AP:1 Heavy 4, twin-linked, Skyfire, Interceptor
Heavy pulse submunitions cannon This weapon is simply a larger version of the weapon wielded by the R’varna battlesuit, which itself is a larger version of the one wielded by Shas'o R'alai. R:72" S6 AP4 Heavy 1, Massive Blast, Cluster Fire
Special Ammunition In place of its normal shot, the sovereign can instead choose to use one of the following ammunition types EMP Shell - R:72" S8 AP3 Heavy 3, Blind, Haywire Burst Hyper-Desity Sabot R:72" SD AP1 Heavy 2 Ionic Cluster-Beam Shell R:72" S6 AP4 Heavy 2, Apocalyptic Blast
"Eclipse" Barrier shield generator This is a Barrier shield generator as described in the Ta'unar rules, with the invulnerable save starting at 4+ and becoming 3+ against shooting attacks.
Space Wolf Huscarls - 25? ppm ELITES
WSBS S T I A W LdSv 5 4 4 4 4 2 9 3+
3-10 models per unit
Wargear: Viking Shield, Close Combat Weapon, Power Armour
Rules: Rage, Furious Charge, Shield Wall, Acute Sense, Counter-Attack, Feel No Pain
Any model may take Runic Armour - 20 ppm Any model may exchange his CCW for things from the melee weapons list
Viking Shield: 4+ Invulnerable.
Shield Wall: If an entire unit equipped with Viking Shields are standing in a line or a square in base contact, all models gain +1 attack and a 3+ invuln until the next turn. This save is given when the players movement phase ends.
Special Rules
-Zepplein
-Command Vehicle
-High-Altitude Weapons Platform
Options
Any turret mounted Autocannon can be replaced with any of the following
-Missile Launcher free
-Assault Cannon 5 pts
-Lascannon 5 pts
-TL Autocannon 10 pts
-Punisher Gatling Cannon 10 pts
-Vanquisher Battle Cannon 10 pts
-Battle Cannon 10 pts
-TL Assault Cannon 15 pts
-TL Lascannon 15 pts
-TL Punisher Gatling Cannon 20 pts
You can have up to two extra turrets, each with one Autocannon, for 15 pts each. If a turret has a Lascannon, Assault Cannon, Autocannon, or TL version of that weapon, it can purcahse a duplicate at the same price.
The Leviathen can have a twenty man transport capacity for 20 pts.
The Leviathen can have a Dedicated Repair Crew (Grants IWND) for 20 pts.
The Leviathen can have Veterean Gunners (BS 4) at 10 pts per turret.
The Leviathen can have up to eight forward mounted Hunter-Killer Missiles at 5pts per each.
Special Rules
Zepplein: A vehicle with this subtype is treated as a flyer, except that it possesses the movement speeds of a normal vehicle, or Fast if it is a fast zepplein, and that any weapon can hit it on it's normal BS, wether or not it possesses the Skyfire Quality. A Zepplein can fire any number of weapons each turn at full BS.
High-Altitude weapons platform: This unit cannot be targeted by a weapon with a range of 30" or less. Weapons mounted by Zeppleins and Flyers ignore this rule. Weapons mounted by this unit gain the Skyfire special rules.
Still needs some work, but please let me know if it's to OP/UP, and yes I know it is riduclous to have 40K zeppelins.
I actually love the design and the idea. I think that a zeppelin would fit the barbarous future tech of the 40K universe. I am currently preparing a new fandex for Lost and Damned. I made one a few months ago and I want to release it again with modification for 7th eddition play (and a few other I got from play testing it a little bit). I would like to use your concept of war zeppelin in it. I would credit you for the original concept of course. Do I have your permission?
May upgrade its Burst Cannons to Smart Missile Systems at 10 points each.
May take vehicle upgrades.
Special Rules Hover Jet Pack Deployment Fire Support
Jet Pack Deployment
Jet Pack Infantry embarked in a transport with this special rule may embark and disembark whilst the vehicle is zooming. When disembarking in this way, one model from the unit is placed 6" from an access point on the flier as normal, however the unit may then scatter. This scatter follows the rules for deploying via Deep Strike, with the exception that the scatter distance is dependent on how far the Beluga moved that turn. If the Flier moved 18" then the scatter distance is D6". If it moved over 18" then the scatter distance is 2D6". This scatter is not affected by rules which allow a unit to Deep Strike without scatter (such as Warlord traits and Homing Beacons). Once the final location of the first model is found the remaining models are placed in base contact as per the Deep Strike rules.
If the deployed unit scatters onto a friendly or enemy unit then the deployed unit must be moved the minimum distance required until it can be deployed without any of its models being within 1" of the unit. In addition the unit will not be able to use its Jet Pack in the following assault phase.
If the deployed unit scatters onto impassable terrain and it is not possible to place all the models atop the terrain with the bases touching (as per the Deep Strike rule) then each model in the unit will suffer a wound, with armour saves allowed, before being moved the minimum possible distance required to allow the unit to deploy. The unit will then not be allowed to use its Jet Pack in the following assault phase.
Fire Support
A model with the Fire Support rule may elect to split its fire between any enemy units which have already been targeted in the current shooting phase by units from Codex: Tau Empire, provided that the target is in range and, with the exception of SMS, in LOS of the weapon. It must declare which weapons are firing at which targets before any rolls to hit are made.
Seeker Missiles may not be fired by the vehicle if this rule is being used, except by the use of markerlight tokens. If fired using a markerlight token then the requirement that the missile must be fired at the same target as the vehicle’s other weapons is ignored.
Hm, I would put it between 150 and 200 points, probably toward the 150 end? But I would love to see a Tau equivalent to a Storm Raven. Would be very cool, someone model a transport flyer for Tau now!
Special Rules
-Zepplein
-Command Vehicle
-High-Altitude Weapons Platform
Options
Any turret mounted Autocannon can be replaced with any of the following
-Missile Launcher free
-Assault Cannon 5 pts
-Lascannon 5 pts
-TL Autocannon 10 pts
-Punisher Gatling Cannon 10 pts
-Vanquisher Battle Cannon 10 pts
-Battle Cannon 10 pts
-TL Assault Cannon 15 pts
-TL Lascannon 15 pts
-TL Punisher Gatling Cannon 20 pts
You can have up to two extra turrets, each with one Autocannon, for 15 pts each. If a turret has a Lascannon, Assault Cannon, Autocannon, or TL version of that weapon, it can purcahse a duplicate at the same price.
The Leviathen can have a twenty man transport capacity for 20 pts.
The Leviathen can have a Dedicated Repair Crew (Grants IWND) for 20 pts.
The Leviathen can have Veterean Gunners (BS 4) at 10 pts per turret.
The Leviathen can have up to eight forward mounted Hunter-Killer Missiles at 5pts per each.
Special Rules
Zepplein: A vehicle with this subtype is treated as a flyer, except that it possesses the movement speeds of a normal vehicle, or Fast if it is a fast zepplein, and that any weapon can hit it on it's normal BS, wether or not it possesses the Skyfire Quality. A Zepplein can fire any number of weapons each turn at full BS.
High-Altitude weapons platform: This unit cannot be targeted by a weapon with a range of 30" or less. Weapons mounted by Zeppleins and Flyers ignore this rule. Weapons mounted by this unit gain the Skyfire special rules.
Still needs some work, but please let me know if it's to OP/UP, and yes I know it is ridiculous to have 40K zeppelins.
Hm, I think AV 13 is rather high for an airship. I know that it would have some 41st millennium techno-sorcery in it, but I still doubt any airship would be carrying armor plates similar to that of an Astartes tank. AV 12 or 11 I think would be much more suiting (with the appropriate price reduction, of course). Would be funny to give it a 'hydrogen balloon' special rule where if it Crashes and Burns it drops a template - maybe with a flamer profile.
I would like to see this in the game, would be fun to model and it looks like it would also be a lot of fun to play. Looks adequately powerful for the weaponry prices. I'd like to see more like this in the game. Keep posting cool ideas, my friend.
Master of the Pack
Cannot be joined by any IC unless first joined by a Wolf Priest.
A Wolf Priest that joins the Werewulfen Pack can take a Thunderwolf Mount for 50pts - to keep up with the pack
In addition, if the Wulfen Stone is equipped by the Wolf Priest the relic's bonuses are conferred to the whole squad.
Master of the Pack
Cannot be joined by any IC unless first joined by a Wolf Priest.
A Wolf Priest that joins the Werewulfen Pack can take a Thunderwolf Mount for 50pts - to keep up with the pack
In addition, if the Wulfen Stone is equipped by the Wolf Priest the relic's bonuses are conferred to the whole squad.
These are basically just Thunderwolves. Make something new and interesting for the codex. Also, you could maybe steal this special rule dealie from the Leviathan Dreadnought:
Relic of Darkness: wrote:
...trapped in gore-soaked dreams of the lost Age of Darkness... where they strike and what they kill is as often determined by their dark dreaming as it is the will of their commanders.
A model with this special rule is immune to Malediction psychic powers, can never be a scoring unit and must always make charges and Sweeping Advances if they are able. A model with this special rule may not benefit from any rules or bonuses usually conferred by being part of a particular Chapter, detachment or formation.
WS: 2 BS: 3 S:5 T: 5 W: 4 I: 2 A: 2 Ld: 9 Sv: 3+ Unit Type: Jump monstrous Creature Wargear: - two arm-mounted heavy burst cannons - two back mounted high yield missile pods - twin-linked smart missile system
The Stormtide can replace either heavy burst cannon with one of the following - ion cannon.................................5 points - plasma cannon.......................10 points - twin linked heavy rail rifle.....10 points - two plasma rifles.....................15 points - two fusion blasters..................20 points - cyclic ion raker........................25 points - ion accelerator........................30 points
Alternatively, the Stormtide can replace both heavy burst cannons for one of the following options - pulse blastcannon.......................................15 points - twin linked railgun with submunitions......25 points - pulse driver cannon....................................35 points
The Stormtide can replace either high-yield missile pod with one of the following options - twin linked airbrushing fragmentation projectors.5 points - plasma cannon..........................................................10 points - 1 destroyer missile....................................................30 points
The twin-linked smart missile system can be replaced with one of the following - twin-linked plasma rifle.......5 points - twin-linked fusion blaster..10 points - twin-linked rail rifle.............10 points - twin-linked ion rifle.............10 points
The Stormtide may take up to two options from the support systems list. For systems that have two prices, it uses the higher.
Bum Flyer (Jet Pack Infantry Fast Attack choice Codex Chaos)
Bum flyers are lesser daemons serving chaos undivided. From a distance they are similar In appearance to the cherubim of the Adeptus Mechanicus. However whereas a cherub is augmented with cybernetic components, Bum Flyers are purely organic...and purely created by the warp. They often accompany furies, darting nimbly above the battlefield, defecating on the heads of their enemies and cackling evilly. Although their disgusting bombardment is more of an annoyance than a danger, it enrages enemy infantry to the point of distraction, which is their very purpose. For as the enemy turn their wrath on the nimble flyers, so the more dangerous daemons are free to advance unhindered towards their prey.
one model may be upgraded to a Dire Bum Flyer for 5 points
2 4 2 2 1 5 1 7 4++ Range 12' Assault 2 S1 AP-
Hit and Run, Ignores cover, Enrage (During the shooting or close combat phase, if a model with enrage scores any hits on enemy models, that unit must take a leadership test. If they fail this test they must direct any shooting or close combat attacks at the enraging models).Enrage has no effect vs vehicles or monstrous creatures.
McNinja wrote: Making the term " evil little gaks" literal in more ways than one.
Baha! Exactly! I'm considering whether they should be Nurgle alligned rather than Chaos Undivided. Seems like the kind of beast he might keep around as pets.
Bum flyers are lesser daemons serving chaos undivided. From a distance they are similar In appearance to the cherubim of the Adeptus Mechanicus. However whereas a cherub is augmented with cybernetic components, Bum Flyers are purely organic...and utterly twisted by the warp. They often accompany furies, darting nimbly above the battlefield, defecating on the heads of their enemies and cackling evilly. Although their disgusting bombardment is more of an annoyance than a danger, it enrages enemy infantry to the point of distraction, which is their very purpose. For as the enemy turn their wrath on the nimble flyers, so the more dangerous daemons are free to advance unhindered towards their prey.
one model may be upgraded to an Annoying Bum Flyer for 5 points
2 4 2 2 1 5 1 7 4++ Range 12' Assault 2 S1 AP-
Hit and Run, Ignores cover, Enrage (During the shooting or close combat phase, if a model with enrage scores any hits on enemy models, that unit must take a leadership test. If they fail this test they must direct any shooting or close combat attacks at the enraging models).Enrage has no effect vs vehicles or monstrous creatures.
Thats...actually very good design. bravo.
Hard to tell just how balanced it is without seeing it in game, as it's power and use drive from the special ability, rather than the actual destructiveness/durability, but it fits into the daemon armies quite well in terms of playstyle, making a forced distraction to allow your actual threats to approach is quite nice.
The only thing I dislike, is the name. sounds too silly, and not a "real" daemon.
Thats...actually very good design. bravo.
Hard to tell just how balanced it is without seeing it in game, as it's power and use drive from the special ability, rather than the actual destructiveness/durability, but it fits into the daemon armies quite well in terms of playstyle, making a forced distraction to allow your actual threats to approach is quite nice.
The only thing I dislike, is the name. sounds too silly, and not a "real" daemon.
Thanks, tbh I was joking around when I came up with the idea. It fills me with glee to think Bum Flyers might actually see play!
Emperor Battle tank - 230pts
Battle cannon and demolisher siege cannon
Any vehicle may -
- take any item from the IG vehicle upgrade list
- replace heavy bolter with heavy flamer/Autocannon....free
- replace heavy bolter with lass cannon ......................10pts
- take side sponsons with heavy bolters/heavy flamers/Autocannons......10pts
- take side sponsons with multimeltas..................................................20pts
- take side sponsons with Plasma cannons.......................................... 30pts
- take side sponsons with lasscannons.................................................40pts
Bum flyers are lesser daemons serving chaos undivided. From a distance they are similar In appearance to the cherubim of the Adeptus Mechanicus. However whereas a cherub is augmented with cybernetic components, Bum Flyers are purely organic...and utterly twisted by the warp. They often accompany furies, darting nimbly above the battlefield, defecating on the heads of their enemies and cackling evilly. Although their disgusting bombardment is more of an annoyance than a danger, it enrages enemy infantry to the point of distraction, which is their very purpose. For as the enemy turn their wrath on the nimble flyers, so the more dangerous daemons are free to advance unhindered towards their prey.
one model may be upgraded to an Annoying Bum Flyer for 5 points
2 4 2 2 1 5 1 7 4++ Range 12' Assault 2 S1 AP-
Hit and Run, Ignores cover, Enrage (During the shooting or close combat phase, if a model with enrage scores any hits on enemy models, that unit must take a leadership test. If they fail this test they must direct any shooting or close combat attacks at the enraging models).Enrage has no effect vs vehicles or monstrous creatures.
Thats...actually very good design. bravo.
Hard to tell just how balanced it is without seeing it in game, as it's power and use drive from the special ability, rather than the actual destructiveness/durability, but it fits into the daemon armies quite well in terms of playstyle, making a forced distraction to allow your actual threats to approach is quite nice.
The only thing I dislike, is the name. sounds too silly, and not a "real" daemon.
Change the name to xartycs and call it a day.
Automatically Appended Next Post: Updated the stormtide to a Ghostkeel variant. Its mainly an assault unit, although it can be outfitted with longer range weapons.
Stormtide battlesuit - 130 points
WS: 2 BS: 3 S:5 T: 5 W: 4 I: 2 A: 2 Ld: 9 Sv: 3+
Unit Type: Monstrous Creature
Wargear:
- two arm-mounted heavy burst cannons
- two back mounted high yield missile pods
- twin-linked smart missile system
- High-intensity retro-thrusters - Before the game begins, the player must choose to use the stormtide as an assault suit or ballistic suit. If assault suit, the stormtide changes its unit type tp jump monstrous creature; if ballistic suit, it changes its unit type to jet pack monstrous creature.
The Stormtide can replace either heavy burst cannon with one of the following
- ion cannon.................................5 points
- plasma cannon.......................10 points
- twin linked heavy rail rifle.....10 points
- two plasma rifles.....................15 points
- two fusion blasters..................20 points
- cyclic ion raker........................25 points
- ion accelerator........................30 points
Alternatively, the Stormtide can replace both heavy burst cannons for one of the following options
- pulse blastcannon.......................................15 points
- twin linked railgun with submunitions......25 points
- pulse driver cannon....................................35 points
The Stormtide can replace either high-yield missile pod with one of the following options
- twin linked airbrushing fragmentation projectors.5 points
- plasma cannon..........................................................10 points
- 1 destroyer missile....................................................30 points
The twin-linked smart missile system can be replaced with one of the following
- twin-linked plasma rifle.......5 points
- twin-linked fusion blaster..10 points
- twin-linked rail rifle.............10 points
- twin-linked ion rifle.............10 points
The Stormtide may take up to two options from the support systems list. For systems that have two prices, it uses the higher.
140 points for 2 Ion Cannons and extra guns that it can't shoot because it's no longer a Gargantuan.
You need to take a step back and take a deep breath. Ask yourself what you want your cool new model to do that's different from what's there now (not just 'better Stormsurge' or now 'better Riptide').
Cut the weapon options by like 90%. Fit the Tau design philosophy.
140 points for 2 Ion Cannons and extra guns that it can't shoot because it's no longer a Gargantuan.
You need to take a step back and take a deep breath. Ask yourself what you want your cool new model to do that's different from what's there now (not just 'better Stormsurge' or now 'better Riptide').
Cut the weapon options by like 90%. Fit the Tau design philosophy.
Price it fairly.
Yup. I honestly had no idea what I wanted it to be lol. Now it's an assault suit!
The Stormtide may exchange either high output burst cannon for a twin-linked fusion blaster or a Pulse blaster fusillade for free.
The Stormtide may take up to two options from the Support Systems list.
The Stormtide may take up to two Drones from the Drones list
Stormtide Battlesuit The stormtide battlesuit is made for close range assaults on enemy positions. It is a Broadside battlesuit that also has stimulant injectors and vectored retro-thrusters.
High-intensity retro-thrusters A battlesuit equipped with high-intensity retro-thrusters may Run and shoot in the same shooting phase.
Pulse blaster fusillade This is a pulse blaster that is Assault 4.
Well, if you know what ails them, like being overpriced or not doing enough for their points (technically the same thing, but it's different if you want them to stay the same but cheaper or more powerful for their current cost).
McNinja wrote: Well, if you know what ails them, like being overpriced or not doing enough for their points (technically the same thing, but it's different if you want them to stay the same but cheaper or more powerful for their current cost).
What really ails them is that meqs are bad in 7th and jump infantry are bad compared to bikes. BA have no MCs, no TWC-like units, no STR D, a plethora of bad vehicles, largely bad ICs, and a bad LoW. There is no custom unit that can possibly fix all of that. I wouldn't even know where to begin. It's that bad. Death Company is actually very appropriate for BA, but even they are bad in 7th because they just get shot.
McNinja wrote: Well, if you know what ails them, like being overpriced or not doing enough for their points (technically the same thing, but it's different if you want them to stay the same but cheaper or more powerful for their current cost).
What really ails them is that meqs are bad in 7th and jump infantry are bad compared to bikes. BA have no MCs, no TWC-like units, no STR D, a plethora of bad vehicles, largely bad ICs, and a bad LoW. There is no custom unit that can possibly fix all of that. I wouldn't even know where to begin. It's that bad. Death Company is actually very appropriate for BA, but even they are bad in 7th because they just get shot.
It's not that MEQs are bad it's that there's a couple armies or specific builds that are far better that what MEQ armies have. BA definitely need some help though.
What about a formation? Even if BA suck, you can always made the Formation OP to make up for it
I was thinking of doing a custom model for Warboss Grimskull from the Space Marine game.
I would give him the Warboss Statline, but with +1 Toughess and wound.
Warlord Trait: Probably two trait rolls on the strategic or tactics table. Captain Titus did remark on his tactical awareness saying "Their leader is no fool."
Iron Will (I believe thats the name of Yarricks ability that lets him stay alive on a 3+)
Eternal Warrior
Cybork
Stubborn
Equipment:
Mega Armor
Power Klaw
Boss Pole
Twin Linked kombi rokket shoota
A very decked out warboss built to survive. In his own words " I aint so easy ta kill". Hell the only thing that managed to put this guy down was an ass kicking by Captain Titus (Same guy who destroyed legions of Orks, Chaos Space Marines and a halfway daemon princed Chaos Lord) and a plasma pistol shot directly to his skull.
Maybe also throw in some ability built around being fast as he is believed to be a evil sunz warboss.
Made all of his stuff fit his in game abilities.
I have no clue what this guy would be worth point wise though. He has no invuln save at all, but a great deal of tools to keep him in the fight.
Wargear: Special Rules: Deep Strike
Provenances of War (Are Affected)
Lasblaster (Assault 2 Lasgun) Options: May Take a Valkyrie as a DT Carapace Armor May upgrade up to three CCWs to Meltaguns 10pts/model
CCW May upgrade up to three CCWs to Flamers, if the above is not chosen 5pts/model
Grav-Chute The Sergeant may take weapons from the Melee Weapons, Ranged Weapons, and Relics Lists
Unit Composition:
9 Drop Troopers (Infantry)
1 Sergeant (Infantry (Character))
Meqs are bad. They are too invested in defenses that don't matter anymore and their offense/pt sucks. It gets worse when you try to do assault with models with a base one attack.
Martel732 wrote: Meqs are bad. They are too invested in defenses that don't matter anymore and their offense/pt sucks. It gets worse when you try to do assault with models with a base one attack.
Hmm, interesting point. But what about say Grey Hunters who can take Chainswords? Are they viable for assault?
Martel732 wrote: Meqs are bad. They are too invested in defenses that don't matter anymore and their offense/pt sucks. It gets worse when you try to do assault with models with a base one attack.
Hmm, interesting point. But what about say Grey Hunters who can take Chainswords? Are they viable for assault?
They used to be, but now they just get shot to death like all other meqs. There's no point in trying to assault with any meq. You need an MC, a wraith or a TWC type model.
Martel732 wrote: Meqs are bad. They are too invested in defenses that don't matter anymore and their offense/pt sucks. It gets worse when you try to do assault with models with a base one attack.
Hmm, interesting point. But what about say Grey Hunters who can take Chainswords? Are they viable for assault?
Grey Hunters are solid cc choices but aren't so much geared towards direct assault as just getting into a position to dish out firepower and then get charged, where counterattack combbined with bolt pistol + chainsword will dish out a lot more pain than a standard tactical squad.
Martel732 wrote: Meqs are bad. They are too invested in defenses that don't matter anymore and their offense/pt sucks. It gets worse when you try to do assault with models with a base one attack.
Hmm, interesting point. But what about say Grey Hunters who can take Chainswords? Are they viable for assault?
Grey Hunters are solid cc choices but aren't so much geared towards direct assault as just getting into a position to dish out firepower and then get charged, where counterattack combbined with bolt pistol + chainsword will dish out a lot more pain than a standard tactical squad.
GH have always suffered against units that never planned to assault them in the first place. Now the game is filled with such units, and so the GH is not really any better than a tactical marine against Eldar/Tau. The double special helps, but not enough.
I'd say some sort of buff on the Bolter weapons (Excluding Bolter and Bolt Pistol), maybe a Salvo 3/5 Stormbolter, and up the strength of a Heavy Bolter with 1?
Matthew wrote: I'd say some sort of buff on the Bolter weapons (Excluding Bolter and Bolt Pistol), maybe a Salvo 3/5 Stormbolter, and up the strength of a Heavy Bolter with 1?
Stormbolters should be salvo 2/4 at most (its basically just two bolters turned into one) and Heavy Bolters need more shots than 3 (same with Ork big shootas).
Matthew wrote: I'd say some sort of buff on the Bolter weapons (Excluding Bolter and Bolt Pistol), maybe a Salvo 3/5 Stormbolter, and up the strength of a Heavy Bolter with 1?
Stormbolters should be salvo 2/4 at most (its basically just two bolters turned into one) and Heavy Bolters need more shots than 3 (same with Ork big shootas).
storm bolters are smg bolters. It should still be assault because you cannot assault after firing a salvo weapon. I'd say assault 3 at 18". Heavy bolter should still be s5 ap4 but salvo 3/5, rending would be good.
Bit of a messy addition to the thread as it's chucking together some ideas meant for a mini codex, figured I'd put it hear first to get a feel for how far off the mark I am:
Tempestus Scions
WSBS S T W I A LDSv 4 4 3 3 1 4 2 8 4+
Wargear:
Hotshot carbine (18" S3 AP3 Assault 2)
May take 2 special weapons per unit (same as usual)
May take the following "grenade packs"
"General issue" frag and krak- free
"Demolition" melta bombs and a demolition charge- 20 points (charged less than usual to make large units more palatable but still usable by small units even if less cost effective)
"Dirty tricks" old melta and stasis grenades from ravenwing but can be thrown or used in melee- 30points
(was wondering about making these grenades and melta bombs usable from grenade launchers but probably a bit too complicated and undercosted compared to the other special weapons)
May take siege mantlets: Re-rollable armour saves but can't run or sweeping advance- 25points (works against shooting and combat as I didn't think that made sense with the original, points reduced as it is much less effective with a 4+ dave)
Special Rules: move through cover, stubborn
Options:
May Take a Valkyrie, chimera or Taurox as a DT
Must take one of the following doctrines:
Airborne- Deepstrike
Recon- Infiltrate and stealth
Stormtrooper- Treats transports as assault vehicles
May upgrade 1 scion to vox operator- may receive orders at 24" with out LOS- 5pts
" " Forward observer- Friendly deepstiking units and blast weaponry targeted with in 12" and LOS have scatter halved- 15pts
" " Medic- gives unit FnP- 15pts
Unit Composition:
4-9 Tempestus scions
1 Tempestus prime
Edit: Nearly forgot points cost- 15pts per model sound fair?
Solid. It's nice to think that out of the millions of elite troops throughout the entire imperial guard, some of them actually have a WS of 4.
The only thing I dislike is some of the grenade stuff. Standard melta bombs are powerful enough pieces of kit. If they could be thrown of fired it might make them a bit good.
Also not quite sure but 2 attacks might justify a slightly higher points cost. An alternative could be to allow the squad to to swap hs lasguns for cc+ hs pistol for free.
Solid. It's nice to think that out of the millions of elite troops throughout the entire imperial guard, some of them actually have a WS of 4.
The only thing I dislike is some of the grenade stuff. Standard melta bombs are powerful enough pieces of kit. If they could be thrown of fired it might make them a bit good.
Also not quite sure but 2 attacks might justify a slightly higher points cost. An alternative could be to allow the squad to to swap hs lasguns for cc+ hs pistol for free.
Cheers for the reply, the throwing melta bombs was a mistype, I meant throwing rad and stasis grenades, though I'm wondering whether to drop their initiative back to 3 so they can equal space marines with this upgrade rather than surpass them, just went with 4 as I was using D99 as a base.
Good idea with the trading weapons for CC specialisation, I was considering giving them the older load out of HS gun, pistol and CCW; but went with giving them the carbine upgrade in order for them to be able to get an effective number of shots on target despite scatter or with out getting into certain charge range. I guess this issue is reduced with the use of forward observers upgrades and the CC buff, but I think I prefer your idea more from a mechanics perspective. Though sending in elite SF with just a knife and pistol feels wrong
Custom Special Rules and Wargear:
Airship: the Flyer can hover safely and not move for an unlimited number of turns
Observation Platform: One enemy unit can be selected by the controlling player, every shooting attack made at this unit has the Ignores Cover Special Rule.
Gas Balloon: When airship suffers a Crash And Burn a 5" template is dropped over where airship was with the following profile: Str 4 Ap6
Networked Vox: All units within 12" can re-roll their Ld.
Upgrades and Options:
Any mounted Multilaser can be replaced with any of the following:
-Missile Launcher for free
-Heavy Bolter for free
-Assault Cannon for 5pts
-Autocannon for 10pts
-Lascannon for 15pts
Each balloon can take a Hunter-Killer Missile for 10pts.
Each balloon can be given a Trained Repair Crew (Grants It Will Not Die) for 15pts
Let me know what you think, because I've got a friend willing to play with them and I'm half way through modeling one, so I need these rules good to go!
If it is a hovering, stationary flier, it should lose the hard to hit rules for zooming flyers. It makes no sense that someone has to snap fire at something that is not moving.
curran12 wrote: If it is a hovering, stationary flier, it should lose the hard to hit rules for zooming flyers. It makes no sense that someone has to snap fire at something that is not moving.
Yes, that should definitely be included. But do you otherwise think it functional?
Not sure about the dude then, It's a mere ten points more to get ten guardsmen, and he only has 2 wounds, toughness 4 and a 3+. With first rank fire second rank fire he'd probably die.
Let's say it's under twelve inches. 2 shots for the sargent's pistol, 3 shots per lasgun, total 29 shots. Half miss, 15 shots hit. 5s to wound, 5 wounds. 1/3 wounds get past a 3+ save, so rounding up, he's dead on average. With an above average roll, he's easily dead.
Just for fun, I made a unique Reaver Titan character that could be pretty fun to play with.
Princeps Johann Lorenzo
Compared to most Princeps within the Legio Astorum, Johann Lorenzo lacks the pompousity and arrogance that often befalls those in control of such powerful machines. Inducted into the Legio at a young age, his rapid rise through the ranks has brought about a large opposition, who see his youthful and slightly gung-ho attitude towards the Titans as a threat to Astorum's image and reputation. This has not stopped his notable war record however, and despite his unsanctioned modifications to his machine, known casually as Sunburst, he continues to upstage and outmanuveur his colleagues during most campaigns. Rumours persist amongst Astorum that Lorenzo is more likely to die with a knife in his back than at the hands of the Legio's enemies.
His Reaver Titan may appear standard and unremarkable, yet it is beyond the armour and weapons where his true ingenuity lies. Extensive modifications to Sunburst's reactor allows rapid shifts of enormous amounts of power to weapon, motive and shield systems. While risky (a number of Moderati have been killed by power blow-outs and radiation - see Legio record 447-M) many times has such a modification proven to be the difference between life and death, between a war won and a war lost.
Notable Actions
M40.225 - Fall of Coronia - Lorenzo lead the first liberation forces into the still standing Basilica of St Kurtiz. While the Basilica received extensive damage, the Tau invasion forces are driven back to the outskirts of the city, pounded relentlessly by rearguard artillery guided by Sunburst's targeters.
M40.280 - Pyrahexes Incident - The Chaos incursion on the Pyra system is halted on the system's sixth world. A greater daemon of Slannesh is crushed in Sunburst's mighty fist, held aloft for all to see. Such a blow reinforces the morale of the struggling PDF troops, and despite catastrophic losses, Pyrahexes is quickly retaken within a year and subsequently purged by Inquisitorial forces.
M40.315 - Crusade of the Fallen Star - Assisting the Black Templars' latest crusade, the Legio is torn asunder by a trio of Chaos Warlord Titans. Despite the Reaver's reactor already dangerous levels, Lorenzo pushes the strained systems to their very limits, delivering a concentrated Volcano Cannon salvo to the lead engine's cockpit. While the Warlord was annihilated, the reactor and Volcano Cannon onboard Sunburst were irreversibly damaged, requiring a total refit lasting for over 4 years due to the extent of the damage.
Princeps Lorenzo - 1600 Points
Unit - Super Heavy Walker (Unique) BS4 WS2 Hull Points 15 Armour: F14 S14 R13 Void Shields 4 Initiative 1 Attacks 2
Armaments 1x Arm Mounted Reaver Volcano Cannon 1x Arm Mounted Reaver Power Fist 1x Carapace Mounted Apocalypse Missile Launcher
Special Rules
Towering Monstrosity - See HH5: Tempest Reinforced Structure - See HH5: Tempest
Dynamic Reactor - The reactor within Sunburst has been extensively modified to allow rapid shifts of power to various systems within the Titan when needed. While it allows far greater offensive and defensive capacity beyond what is acceptable and safe, many crew have been maimed and even killed by unexpected power surges, and the risk of catastrophic reactor failure is even greater compared to the standard Reaver design.
At the beginning of each turn, you may declare that Lorenzo is diverting power to one of three main Titan systems. Declare which system you are diverting power to from the list below and roll a D6: On a 2+ the power shift is successful and the effect is in place until the beginning of the player's next turn. On a 1 - The Titan experiences a critical power surge: The Titan loses a single Hull Point with no saves allowed, and the Surge effect from the list below is in play instead.
All Power to Weapons! - The Volcano Cannon gains the Titan-Killer rule (Titan-Killer: Any model under the centre hole of the marker receives D3 Destroyer hits instead of 1). - Surge: The Volcano Cannon halves it's range and uses the 3" Blast marker for the remainder of the turn.
Get This Thing Moving! - The Titan may move an extra 2D6" at the beginning of the shooting phase, before any shooting attacks are carried out. - Surge: The Titan may only move 6" in this turn's Movement Phase, and may only make a single Stomp attack if necessary.
Get Those Shields Up! - You may re-roll unsuccessful attempts to restore collapsed Void Shields. - Surge: All Void Shields collapse until the controlling player's next turn, at which point any shields collapsed by this rule automatically restore without any roll required.
Pound Them Into Dust! - The Apocalypse Missile Launcher is treated as Apocalypse Barrage (8) - Surge: The AML may not be fired this turn.
Reactor Critical - If Sunburst loses it's last Hull Point, the controlling player receives a +2 modification on the Explosion table.
Unit Type: Super Heavy Walker
WS : 5
BS : 3
F: 13
S: 13
R: 12
HP: 8
I: 4
A: 4
Wargear:
Skrotum Nipp3r - Giant two handed Cerastus Sword used to kill Eldar cheese.
Melee
S: D
AP: 1
Cleave - Uses half a 5 inch template to cover area of effect
Swift Strike
Before you guys say anything, this was designed using the Vehicle Design Rules found in this very forum and was built to counter my WAAC Power Gamer opponent who kept creating obscenely powerful homebrewed characters and bringing Primarchs to 'fun and fluffy' matches.
According to him this thing was "OP as hell and should not be allowed because no other army has a 5 shot missile launcher or 4 shot lascannon" and "Its guns should only fire two shots at the most".
All in all I consider it a success, especially as it managed to utterly destroy a unit of 5 Deathguard terminators and his latest homebrew who was the son of Angron.
Hades light scout Mech – Points: 209
Fast Attack
WSBS F S R S I A HP 3 4 12 12 10 7 3 2 3
Type - Walker
Wargear:
2x Medium Pulse Laser’s
Medium Pulse Laser:
Range Strength Armour Piercing Notes
36” 9 2 Heavy 2, Twin Linked
LRM 5
LRM 5:
Range Strength Armour Piercing Notes
60” 8 3 Heavy 5, Alternative Fire
60” 4 6 Heavy 5, Blast, Barrage, Alternative Fire
Special Rules:
Fast – Moves 12”
Night Vision
Options:
May be given an Active Probe to gain Ignores Cover – 60 points
May be given a C3 Network Unit – 30 points
(C3 Network equipped units my fire any Missile weapons at targets visible to another C3 network equipped unit at full Ballistic Skill even if they do not have Line of Sight to the target.)
May be given MASC to gain Hit and Run and Fleet – 29 points
May be given an ECM system – 40 points
(Any shots against an ECM equipped unit from Missile weapons or weapons firing from beyond 80” count as Snapfiring)
May be given Camo Gear – 15 points
May be given an improved Gyro, gaining the Move Through Cover special rule – 20 points
If fitted with an ECM then the Mech may be given Stealth Armour, gaining the Shrouded special rule – 30 points
Vessels of Blight (Possessed Nurgle terminators)
3-10 per squad, 50 points per model
WS 4, BS 4
S 5, T 5
W 1
I 4, A 3
Ld 9, Sv 2+
Wargear: Fleshmetal, Blight grenades
Mutated limbs: S: User, Ap 4, Melee, Rending
Rotten lash: Range 12" S: User Ap- Assault 1, Slime spitting: any unit hit with that weapon treats open ground as difficult terrain and can not benefit from Jink until start of the next Shooting phase.
Special rules: Fearless, Daemon, Vessels of Chaos, Deep strike, Mark of Nurgle, Feel no pain
Warp sensor: a unit with at least model having that rule halves the distance rolled for scatter when Deep striking.
bill, the chill dude who is always at your LGS WS 3
BS 3
S 3
T 3
W 2
I 3
LD 5
S 6+
gear: bag of chips (medi-kit) and a hobby knife (power sword) and his kids bag of legos (assault/defence grenades, have you ever stepped on those things?!) awesome t-shirts from 5 below that say things like, "don't worry, zombies only eat brains, you should be fine" or have a cat meme on them. they impose a -2 to any leadership tests to any enemy with line of sight, in addition, they confer a 6+ save.
Special rules: Everyones friend, whenever anyone wants to charge him or a unit he is in, they must first pass a leadership test, as they don't wanna attack bill, because hes really chill.
hanshotfirst wrote: bill, the chill dude who is always at your LGS WS 3
BS 3
S 3
T 3
W 2
I 3
LD 5
S 6+
gear: bag of chips (medi-kit) and a hobby knife (power sword) and his kids bag of legos (assault/defence grenades, have you ever stepped on those things?!) awesome t-shirts from 5 below that say things like, "don't worry, zombies only eat brains, you should be fine" or have a cat meme on them. they impose a -2 to any leadership tests to any enemy with line of sight, in addition, they confer a 6+ save.
Special rules: Everyones friend, whenever anyone wants to charge him or a unit he is in, they must first pass a leadership test, as they don't wanna attack bill, because hes really chill.
hanshotfirst wrote: bill, the chill dude who is always at your LGS WS 3
BS 3
S 3
T 3
W 2
I 3
LD 5
S 6+
gear: bag of chips (medi-kit) and a hobby knife (power sword) and his kids bag of legos (assault/defence grenades, have you ever stepped on those things?!) awesome t-shirts from 5 below that say things like, "don't worry, zombies only eat brains, you should be fine" or have a cat meme on them. they impose a -2 to any leadership tests to any enemy with line of sight, in addition, they confer a 6+ save.
Special rules: Everyones friend, whenever anyone wants to charge him or a unit he is in, they must first pass a leadership test, as they don't wanna attack bill, because hes really chill.
master of ordinance wrote: Before you guys say anything, this was designed using the Vehicle Design Rules found in this very forum and was built to counter my WAAC Power Gamer opponent who kept creating obscenely powerful homebrewed characters and bringing Primarchs to 'fun and fluffy' matches.
According to him this thing was "OP as hell and should not be allowed because no other army has a 5 shot missile launcher or 4 shot lascannon" and "Its guns should only fire two shots at the most".
All in all I consider it a success, especially as it managed to utterly destroy a unit of 5 Deathguard terminators and his latest homebrew who was the son of Angron.
Hades light scout Mech – Points: 209
Fast Attack
WSBS F S R S I A HP 3 4 12 12 10 7 3 2 3
Type - Walker
Wargear:
2x Medium Pulse Laser’s
Medium Pulse Laser:
Range Strength Armour Piercing Notes
36” 9 2 Heavy 2, Twin Linked
LRM 5
LRM 5:
Range Strength Armour Piercing Notes
60” 8 3 Heavy 5, Alternative Fire
60” 4 6 Heavy 5, Blast, Barrage, Alternative Fire
Special Rules:
Fast – Moves 12”
Night Vision
Options:
May be given an Active Probe to gain Ignores Cover – 60 points
May be given a C3 Network Unit – 30 points
(C3 Network equipped units my fire any Missile weapons at targets visible to another C3 network equipped unit at full Ballistic Skill even if they do not have Line of Sight to the target.)
May be given MASC to gain Hit and Run and Fleet – 29 points
May be given an ECM system – 40 points
(Any shots against an ECM equipped unit from Missile weapons or weapons firing from beyond 80” count as Snapfiring)
May be given Camo Gear – 15 points
May be given an improved Gyro, gaining the Move Through Cover special rule – 20 points
If fitted with an ECM then the Mech may be given Stealth Armour, gaining the Shrouded special rule – 30 points
I don't see how that is overpowered in any way, nice little shooty mech you have there! Considering it is 200+ points and a regular vehicle it will probably only get to fire once, unless your opponent happens to bring something large and slow to get shot at for days...
If anyone else would like, the design rules he used are in my signature (I hope, unless some else has been toying with it...)
Lythrandire Biehrellian wrote: I don't see how that is overpowered in any way, nice little shooty mech you have there! Considering it is 200+ points and a regular vehicle it will probably only get to fire once, unless your opponent happens to bring something large and slow to get shot at for days...
The equivalent of 4 Twin-Linked Lascannons would be little much, but adding the equivalent of 5 Missile Launchers to that list, and all of them with huge range to boot is just a bit crazy. If it was on a regular Vehicle hull, it would be mean, but moving would reduce it's effectiveness incredibly. But considering the fact that the Walker hull can fire all of those every turn until those Weapons or the Walker are destroyed AND it can move as fast as a regular Vehicle while doing it?
On the other end, the Weapons chosen do not really match what the Battletech conversion would do, either, I think. A Medium Pulse Laser is unlikely to kill a Vedette outright, but this one would do a fair job on a Predator. LRM 5 is a very very weak slightly indirect fire weapon, not the huge missile wrack system we are seeing here, and tends to cluster very minor damage on its target.
The Pulse Laser needs to have its Str reduced and maybe its Range. It shouldn't hit as hard as the Lascannon should, and it really is a rather short-ranged weapon. It's Damage is about as effective as a good long ranged-autocannon, which should place it around Str 7. 36" could work, but I think 30" would be a little better since it basically trades range for accuracy (i.e. 36" for a Medium Laser would be good, but lacks TL). AP is about right for it, if not at AP: 3. So, My recommendations are 2 Medium Pulse Lasers with the following profile:
RngStrAP Type
30" .7. .2. Heavy (1 or 2), Twin-linked
It can still kill light armor pretty easily and do a good job on all but the heaviest armor.
The LRM is about the right range, but ignores the minimum range aspect of the weapon, too. The minimum range is 180 meters versus the 630 meters of the Weapon. If the Range is kept at 60", we should be looking at a minimum of 17-18". And while it uses a cluster of missiles to accomplish its task, they really are quite weak and unlikely to do more than annoy anything but the most lightly armoured of Vehicles. So, my recommendations would be as follows:
Range StrAP Type
18-60" .5. .5. Heavy 1, Blast, Barrage
So, it can still pound the lightest armor down and be pretty brutal to light Infantry, AP could be 4 as well, but the LRM 5 really isn't that good against PA.
All this would still be painfully effective on such a fast and well-armoured hull, though. Remember, that the only Walker called a Scout we have seen is CAV 30 and Open-topped, and not Fast.
I'm wondering if I should post some of my Gundam Wing analogues here... Maybe just a sample?
But those weapons would all be fired at a single target with the range being what it is, most of it is wasted. Especially with the movement speed it brings to the table.
Still, 209 points for a dreadnaught armor and hullpoints is asking to be killed right off. If you decide it's too strong, then weaken it. All this walker will do is kill one unit REALLY DEAD and die the following shooting phase.
Also, the rules I updated were not meant to translate other systems, the creator simply chose to do so. If you made gundam analogs with the updated v/mc.d.r. I would LOVE to see them!
Automatically Appended Next Post: Also, this thing would fold like a wet paper towel in melee. Please note that my design rules also ask for things to be WYSIWYG. So unless the model has 4 lascannons barrels per pulse laser and a giant missile launcher strapped on top it would be suspect of ignoring the rule of cool...
Lythrandire Biehrellian wrote: But those weapons would all be fired at a single target with the range being what it is, most of it is wasted. Especially with the movement speed it brings to the table.
9 AV shots from one model. Nine. The closest you can get to that without going Super-Heavy is the Horus Heresy Devastator Squad, and they lack the mobility and speed that this unit has.
Lythrandire Biehrellian wrote: Still, 209 points for a dreadnaught armor and hullpoints is asking to be killed right off. If you decide it's too strong, then weaken it. All this walker will do is kill one unit REALLY DEAD and die the following shooting phase.
Too much depends on Battlefield Terrain. 60" Barrage is nothing to sneeze at for Anti-Personnel, especially the way Barrage handles multiple shots. 5 60" Krak Missiles will also do damage outside of almost every AV gun short of Tau Wargear or the Basilisk Earthshaker. 5 Kraks is enough at BS 3 to have a good chance of killing most Vehicles with Glances before they can respond. Only a Leman Russ, Monolith, and Land Raider can have a chance to ignore it face on. Add 4 Lascannon shots (even if in range of those three), and those Vehicles will die. Only a SuperHeavy can face that punishment to respond effectively, or a host of really cheap Wounds.
Lythrandire Biehrellian wrote: Also, this thing would fold like a wet paper towel in melee. Please note that my design rules also ask for things to be WYSIWYG. So unless the model has 4 lascannons barrels per pulse laser and a giant missile launcher strapped on top it would be suspect of ignoring the rule of cool...
Admittedly. However, when doing a conversion from another game, one should also consider the proportional capability of the weaponry and the fluff behind it as well. That is why I detailed what each weapon did before I posted my recommendations.
Edit: I should note that if the Grenades FAQ goes forward as is, then this Walker will only fold like a wet paper towel in melee to other Walkers and Monstrous Creatures, or units dedicated along those lines (Hammernators, Scytheguard, etc).
Lythrandire Biehrellian wrote: Also, the rules I updated were not meant to translate other systems, the creator simply chose to do so. If you made gundam analogs with the updated v/mc.d.r. I would LOVE to see them!
It didn't do v/mdr with it, mainly because I didn't know about yours when I first ran them up. But also, all but a few of the iconic figures are set up to be modified Crisis Suits to suit how they would operate on the table. I really didn't want to make an army of Gargantuan Creatures but have something that could play at the level of regular Battlefield.
A sample of the main Troop then, and if you have a request of a character, I will post him later:
Lion Suit Squad (patterned after the Gundam Wing Leo Mobile Suit) - 75 pts
Lion Suit WSBS S T W I A LDSv .3.....3...5.4..2.3.2..7..3+
Lion Suit Lt WSBS S T W I A LDSv .4.....4...5.4..2.3.3..8..3+
Unit Type Lion Suits are Infantry. Lion Suit Lt are Infantry (Character).
Unit Composition 3 Lion Suits
Wargear * Lion Battlesuit
Spoiler:
The Lion Battlesuit confers a 3+ Armour Save, and the Night Vision and Bulky special rules. Units with this Suit are allowed to charge after firing a Rapid Fire or a Salvo Weapon.
* Burst Pistol -
Spoiler:
...Rng..S..AP..Type
....12"...5...5...Pistol
* Burst Rifle -
Spoiler:
...Rng..S..AP..Type
....24"...5...5...Salvo 2/3 (Wish I could do Rapid Fire +1)
* Assault Grenades
* Krak Grenades
Options * May add up to 2 more Lion Suits.....25 pts/model * May upgrade one Lion Suit to Lion Suit Lt.....15 pts * Any model may exchange their Burst Rifle for a Close Combat Weapon or Burst Carbine....free
Spoiler:
...Rng..S..AP..Type
....18"...5...5...Assault 3
* One Lion Suit may take a Battlesuit Special Weapon ..- Flamer.....free ..- Meltagun.....10 pts ...- Heavy Plasma Gun.....20 pts
Spoiler:
...Rng..S..AP..Type
....24"...7...2...Salvo 2/3 (Wish I could do Rapid Fire +1), Gets Hot!
* If there are five members in the squad, one other Lion Suit may take a Battlesuit Heavy Weapon.
..- Heavy Bolter.....5 pts ..- Autocannon.....10 pts ..- Multi-melta.....10 pts ..- Beam Sword.....15 pts
..- Missile Launcher.....15 pts ..- Plasma Cannon......15 pts ..- Lascannon.....20 pts * The Lion Suit Lt may take Battlesuit Melee Weapons * If a Lion Suit Lt is purchased, all remaining Lion Suits may be upgraded with a an Iron Soul.....10pts/model
Spoiler:
A model with an Iron Soul receives the Slow and Purposeful and Fearless special rules. In addition, its WS and BS are reduced by 1 and its I is increased by 1. All ranged weapons used by the model count as being Twin-Linked. Any weapons with the type of Heavy or Ordnance also count as having Gets Hot special rule. If the weapon already possesses the Gets Hot special rule, it suffers this effect on a 1 or a 2.
* The unit may take a Centurata as a Dedicated Transport (a non-Skimmer Devilfish without Drones, sort of).
It's not a perfect duplication. But it is intended to reflect a crossover and combination of events that would leave an Imperium world in possession of some Tau tech and it looks a lot like the Gundam Wing series of suits, as well as being playable on the tabletop.
Ok, eating crow on this one. I need to stop trusting someone had used the vdr correctly if they didn't ask for help...
Imperial vehicle
Av12/12/10 closed top: 35 points
3hp fast walker: 15 points
2attacks with no weapon @ ws3 2 points
Twin linked speed loader lascannons: 60 points each (120 for the two pulse lasers)
Long barreled speed loader mortar: 60 points (since vehicle is not superheavy, you cannot give any of the weapons more than one "add on" upgrade)
Night vision: 5 points.
Grand total of 297 points. I apologise, I should have done the math before I piped up. I was just excited to see someone using the rule set
Automatically Appended Next Post: Also, those battle suits are SWEET! Please, if you get a chance, try throwing together imperial knight sized equivalents with my v/mcdr. It is actually a lot of fun
Also, those battle suits are SWEET! Please, if you get a chance, try throwing together imperial knight sized equivalents with my v/mcdr. It is actually a lot of fun
I do have one MC unit set up for this fandex, several Unique variants of it, and a couple custom Vehicles, so this may help get the points down.
For a brief synopsis I have put the following in there:
Ten Unique Units (one has two models, and one has two variants).
Seven non-Unique/non-IC Battlesuit Units, including one MC with FMC upgrade.
Three Infantry units.
Three Transport Vehicles.
Three non-Transport Vehicles.
One Bike Unit.
I had it almost finished when 7th dropped and started using the datasheet format and getting rid of the Dedicated Transport Role. I have only done a little work on adapting it since then. I have put it in SecondSphere's House Rules for all of the work on it as well under the thread "Gue'nam Wing Mk 2".
I also tried dabling with a Codex: Old Ones to make a conversion of the Fantasy Lizardmen to a more 40K style to present the initial forces facing the Necrontyr in the War of the Heavens.
Edit: Well, let's take a look at the VDR for what I set up as the MBT of this army.
Here's the Configuration and I'll post what I THINK the VDR sets the price at (I have a dual profile weapon, and I'm not sure how that works, really).
Faction: Gue'nam Wing
Unit Name: Luilfr
Original Price (shot in the dark): 115 pts
VDR v 5 Price: 88 pts
Options * May include 1 additional Luilfr....
* Each Luilfr may exchange its Rip Cannon for one of the following:
. - Twin-linked Lascannon.....10 pts (original 20 pts) . - Dominator Battle Cannon.....37 pts (original 35 pts)
* Each Luilfr may exchange its Heavy Bolter for one of the following:
. - Heavy Flamer.....free . - Burst Cannon....2 pts (original free) * Each Luilfr may take items from the Vehicle Equipment list (borrowed from IG/SM lists).
So, it looks like I started 25 points higher and overcharged for the Lascannon, but was pretty close for the Dominator (LRBT Vanquisher plus a weak Torrent Flamer). In the end, I'd probably make it a flat 90, and reduce the Dominator's change to 35 to compensate, and MAYBE move the Burst Cannon back to Free (Range for rate of fire difference). I'll try to run my Custodian (MC with FMC upgrade option) and see what I come up with.
Lythrandire Biehrellian wrote: Ok, eating crow on this one. I need to stop trusting someone had used the vdr correctly if they didn't ask for help...
Imperial vehicle
Av12/12/10 closed top: 35 points
3hp fast walker: 15 points
2attacks with no weapon @ ws3 2 points
Twin linked speed loader lascannons: 60 points each (120 for the two pulse lasers)
Long barreled speed loader mortar: 60 points (since vehicle is not superheavy, you cannot give any of the weapons more than one "add on" upgrade)
Night vision: 5 points.
Grand total of 297 points. I apologise, I should have done the math before I piped up. I was just excited to see someone using the rule set
Ah sorry, that was done with one of the previous editions, I shall update it forthwith
I should also note that the model stands just 1.5" - 2" shorter than an Imperial Knight meaning that it does struggle to find hidey holes around the battle field. It works on the glasscannon theme, though I might reduce the pulse lasers range and the LRM's shots and give it some form of JSJ rule to let it work like a striker - hitting hard and then fading fast.
Ok, wasn't sure the size besides height. Still an awesome vehicle idea though! 4hp may be the way to go. Doesn't the skitarii walker have 3 hullpoints, or am I remembering wrong?
Fear, Fearless, Fleet, Furious Charge, Hit and Run, Laughing God's Chosen, Improbable Form, Independent Character, Master Pistolier, Run and Gun, Precision Shots
Improbable Form: The Great Harlequin has a 4+ invulnerable save. If the Great Harlequin selects the 'Fractal Storm' Warlord trait, they have a 3+ invulnerable save.
Laughing God's Chosen: If selected as your warlord, The Great Harlequin can obtain up to two warlord traits, but can only roll for their warlord traits from the Light, Twilight or Dark warlord tables.The same warlord trait can not be selected twice, if this happens, re-roll one of the traits until you have two different traits.
Master Pistolier: When the Great Harlequin engages in melee, treat any weapon they are wielding which has the 'pistol' type as having the 'melee' type, instead.
Run and Gun: The Great Harlequin can shoot and run in the same shooting phase.
Equipment and upgrades
Brace of Shuriken Pistols: The brace of Shuriken Pistols counts as a pair of Shuriken Pistols.
Upgrades: The Great Harlequin may upgrade their Brace of Shuriken Pistols to a Brace of Fusion Pistols or a Brace of Neuro Disruptors for 10 points. The Great Harlequin can upgrade to a Brace of Harlequin Pistols for 20 points.
Brace of Harlequin Pistols: The character counts as having two Fusion Pistols and two Neuro Disruptors. They can choose to use any combination of the two in a given turn for shooting, and follow the usual rules for models with more than one melee weapon profile in assault.
Relics:
The Great Harlequin can take the Starmist Raiment for 25 points, or Crescendo for five points. If the Great Harlequin takes Crescendo, treat it as a regular Brace of Shuriken Pistols in melee, but increase the Great Harlequin's attack statistic by one when using the Crescendo's weapon profile.
--
Wasn't sure about points - I tried to roughly scale it off an Archon, factoring in the invulnerable save and the special rules, but not sure if I got it right.
I'd like to see Jetbikes pop up for Space Marines. You know like we had them during the Heresy and now we found a couple in the poorly lit chapter basement.
Much like the return of Cataphractii terminator armor now for 40k.
Same stats as the HH ones just can't take a volkite culverin.
All bolt-weapons should re-roll to wound rolls of 1.
Make them more powerful- cause they explode and stuff.
Shootas are the same strength but with +1 ap and they're just rifles with big bullets. Bolter are also rifles with big bullets, but they blow up inside of you.
They should be more than just st:4 and ap:5
Automatically Appended Next Post: Oh crap sorry. Wrong thread :s
First of the legions: models with this special rule may always attempt to regroup regardless of casualties. Leadership tests taken by models with this special rule always use their umodified leadership value.
True grit: models with this special rule treat boltguns, combi boltguns, heavy boltguns and bolt pistols as s: user ap- ccws.
Intractable armor: hits against models with this special rule beneath str6 and that allow an armor save suffer a penalty of -1 str. In addition, these models suffer -1' charge, run distance and may not perform sweeping advances.,
Ws:4
Bs:4
S:5
T:5
W:1
I:3
Ld:7
Sv:4
Wargear: archaic power armor, heavy bore boltgun, heavy bore bolt pistol.
Heavy bore boltgun: str5 ap6 rapid fire 24'
Heavy bore bolt pistol: str5 ap6 pistol 12'
The big E ( I know his stats should all be 10's, and 750 is too cheap for this beast, but his formation later on makes this force a perfect 2000)
Spoiler:
Lord of War
Jump Infantry (Character) Unique, Extremely Bulky
750 Points
WS7 BS7 S7 T7 W7 I7 A7 Ld10 Sv2+/3++
Wargear: Armor Imperialis, Flaming Sword of the Emperor, Talon of the Aquilla, Wings of Light, Golden Halo.
Special Rules: Independant Character, Fear, Fearless, Hatred (Chaos and Chaos Space Marines), Indomitable Psyker, Psyker (Mastery Level 6), Adamantium Will, Primarch, Eternal Warrior, God-Emperor.
Indomitable Psyker: Knows the Primaris of Biomancy, Pyromancy, Divination, Telepathy, Telekinesis, and Sanctic Daemonology in addition to the 6 powers he normally can generate, and generates from those 6 tables. The Emperor re-rolls all possible warp charge dice if he fails to cast a psychic power or to deny the witch. The Emperor may ignore the effects of Perils of the Warp by expending a Warp Charge.
God-Emperor: The God-Emperor of Mankind MUST be your army's warlord. Instead of rolling for warlord traits, choose any 3 traits from the tables in the BRB, or from Codex: Adeptus Astartes Space Marines. Imperial Models in the same army as The Emperor have Fearless, Crusader, and Relentless.
Armor Imperialis: Gives a 2+ Armor Save, and if a source would deal multiple wounds (d3 wounds/d6 wounds/6+d6 wounds), roll a die for each instance. On a 2+, the allocated wounds are reduced to 1. (this does not make a pool of 20 bolter wounds go down to 1, but rather a Destroyer roll of 6 go down to 1 allocated wound)
Wings of Light: In the movement phase, the emperor may move up to 48" over models and terrain. If he does this, he may not run or charge this turn.
Golden Halo: Gives 3++ invulnerable save that cannot be broken (via turbo penetrator rounds/6 on the D table), All enemy Units within 12" must take a blind test when targeting (shooting and CC) The Emperor before rolling to hit. Also gives the benefit of a Psychic Hood.
Flaming Sword of the Emperor: Melee S:+1 AP:1 Master-Crafted, Soulblaze, Armorbane, Blind, Instant Death, Unwieldy, Wildfire, Cleave
Wildfire: Successful invulnerable saves must be re-rolled.
Cleave: Instead of rolling to hit, The Emperor may substitute all of his attacks to automatically hit all enemy models in base contact with him.
Talon of the Aquilla: Melee S:U AP:2 Master-Crafted, Fleshbane, Shred, Instant Death, Rake
Rake: When attacking with this weapon, a to-hit roll of a 6 is an automatic rend (wound for non vehicle models, treated as a to-penetrate roll of a 6 for vehicles). No further roll is necessary
Adeptus Custodes Legionaries
Spoiler:
Elites
50 points, Unit size 1-10
Infantry (character), Very Bulky
WS5 BS5 S5 T5 W2 A3 I5 Ld9 Sv2+/4++
Wargear: Custodes Relic Halberd, Artificer Armor, Power Field, frag & krak grenades.
One model may upgrade to be a Companion for free, replacing their artificer armor and Relic Halberd with 2 Relic Gauntlets.
Special Rules: Deep Strike, Stubborn, ATSKNF (Legionary only), Independant Character, Protector Imperialis, Adamantium Will, Fleet, Furious Charge, Fear (Companion only), Fearless (Companion only), Blitz (Companion only), Rage (Companion only), Rampage (Companion only).
Protector Imperialis: Automatically passes any Look out Sir! Rolls for wounds allocated towards it from another character. Also automatically passes any roll for Glorious Intervention.
Blitz: Once per game, a model with this special rule may choose to blitz forwards in the assault phase. The model rolls 3D6 and moves over models and terrain in any direction up to the number rolled in inches. This may be used to leave a unit it is in, or to join a unit he ends in unit coherency with. If this move ends the model in base contact with an enemy, they are considered to be locked in close combat. The model then counts as charging for the purposes of furious charge and other effects, gaining additional attacks for charging as normal. Overwatch may not be used against a Blitz move.
Relic Halberd: These mighty weapons were gifted to each custodian personally by the emperor himself. It incorporates a built-in storm bolter.
Shooting - 24" S5 AP4 Assault 2 Master Crafted
Assault - Melee S+2/User AP1/2 Specialist Weapon, Master Crafted. first profile to be used when this model charges, the second in subsequent rounds.
Relic Gauntlets: Companions of the Emperor have forsaken their armor and weapons until the return of their God, but are by no means weaker than the Armor-Clad Legionaries.
Assault - Melee S+1 AP2 Shred, Specialist Weapon, The Emperor Protects
The Emperor Protects: A model equipped with a Relic Gauntlet may re-roll their Invulnerable Saves.
Captain-General of the Adeptus Custodes
Spoiler:
HQ 250 Points
Infantry (character) Unique, Very Bulky
WS6 BS6 S6 T6 W4 A4 I6 Ld10 Sv2+/4++
Wargear: The Imperial Sword, Hammer of The Forgeworlds, Artificer Armor, Power Field, frag & krak grenades.
Stubborn, Independent Character, Protector Imperialis, Adamantium Will, Fleet, Furious Charge, Fear, Fearless.
The Imperial Sword - S+2 AP2 Master crafted, Oathsworn
Oathsworn: a model with the imperial sword must issue or accept any challenge. He re-rolls to hit rolls while in challenges.
Hammer of the Forgeworlds - Range: 48" S9 AP2 Pistol, Master-crafted, Designation Exterminatus
Designation Exterminatus: in the shooting phase, in addition to running or shooting, the Captain-General may call in an orbital strike from orbiting cruisers. Treat this as an orbital strike a chapter master can use, but may use this every turn. Additionally, as long as the target of the attack is within line of sight to the Captain-General, subtract the scatter distance as per a normal blast weapon shooting attack.
Special Rules: Emperor's Wrath, Emperor's Benediction, Emperor's Blessing.
Emperor's Wrath: Models from this formation within 18" of The Emperor or Captain-General re-roll 1's in the Assault Phase (to hit, to wound/pen, saves).
Emperor's Benediction: As long as The Emperor or Captain-General is alive, models from this formation may run and charge in the same turn.
Emperor's Blessing: As long as The Emperor is alive, models from this formation have Eternal Warrior.