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Post by: xSoulgrinderx
GO TO BOTTOM OF POST FOR CURRENT WORK!!! ITS GETTING THERE!!!!
Hey, I was thinking about doing this....I wanted to make a stargate scenario. I plan to make a stargate piece of scenery and wish to incoporate it into warhammer 40k. Please offer some KIND comments and suggestions on what needs to be changed. Remember this is a first draft and its NOWHERE near perfect...
Heres what I was thinking...
1st - This game type is reserved for 2 people.
2nd - One player must be designated the "explorer" team and the other player is the "inhabitants/ Defender' (Usually forces of chaos are the second team/ bad guys)
3rd - At the beginning of the game, once sides have been declared, roll a D6 for the mission type - Mission types roll on the following table.
4th - Be creative in setting up the terrain and scenery to fit the mission type. The Stargate must be placed in a randomized corner of the board, between 6-12" from any board edge.
5th - Deploy. Vehicles can deploy through the stargate as long as they would be able to fit within a 6" diameter. (IE: Bikers, Jetbikes, Koptas small tanks such as the Leman Russ and Chimera can be deployed, along with any other tanks that would fit within 6", a Monolith could not fit, so it could not come through. Drop pods cannot be used unless in mission #6)
6th - Place Objectives if mission requires the use of them.
7th - Do not roll for random game end. All games automatically end on turn 6. If the mission has not been achieved by turn 6, the Defender Team wins, unless mission states otherwise.
_______________________________________________MISSION TABLE____________________________________________
1 - Ambush! Your team disembarks from the gate and is pinned at the gate. You must deploy 12" around the front of the gate, any models that can not fit within the 12" must be held in reserve and when they become available they must deploy through the gate. You cannot take first turn, and cannot steal initiative. The first round of firing by the enemy counts as pinning for all shots being fired at the Explorers team, no assaults can be made the first turn by either side. The Inhabitants Team cannot deploy within 12" of any Explorers Team units. This scenario is a kill points game type, as the Explorers Team is fighting for their survival.
2 - Enemy Stronghold - You disembark on an enemy planet and know its an enemy stronghold. There are patrols that regularly travel the area and will protect their "God" at any cost. The deployment for this game type is set up as follows. The Explorers may deploy within 18" of the gate and the enemy may deploy 2 units within 6" of the Explorers Team, representing the patrols coming through the area, the rest must be deployed at least 12" away from an Explorers unit. Terrain for this game type requires minimal cover around the gate, plants should do fine. As well, this game type requires the enemy to set up a "stronghold" at least 24" away from the gate. This is an objective game, with 3 objectives, one being the stargate itself, second being within the enemy stronghold, and the third being a randomly set up somewhere on the board. Vehicles count as scoring units for this game type. Roll to see who sets up the third objective, it cannot be set up within 12" of the gate or another objective.
3 - Hostage Extraction - The Explorers Team must rescue one of their captured allies/units that has been taken hostage. The deployment is as follows, the Explorers Team deploys within 18" of the gate, and the Inhabitants/ Defenders Team must deploy at least 24" away from the gate. The player acting as the Explorers team must select one unit that must be counted as the "hostage" unit. This unit must be placed at least 36" away from the gate and cannot move, shoot or assault until rescued by the an Explorers unit. To rescue the unit, the Explorers unit must be within 6" of the "hostage" unit to free them. The enemy may deploy anywhere as long as it is at least 24" away from the gate. At least two enemy units must be within 6" of the "hostage" unit, as to ensure they are kept prisoners. The objective of this game scenario is to free the hostage unit and return to the stargate.
4 - Exploration - This mission type is similar to an objective game, where the explorers must find a rare artifact or piece of technology to bring back for further study. The Explorers Team deploys within 18" of the stargate and the enemy must deploy more than 18" away from the Explorers units. The Explorers team takes first turn, roll to steal initiative as normal. For this mission type 3 objectives are used. The first being the stargate, and two are pieces of "alien" technology. The two technology objectives are placed at least 24" away from the gate and are placed by the Inhabitants team, preferable within some defend-able area. Victory is achieved by bringing at least one of the pieces of technology back to within 6" of the stargate. Objectives may be captured by a unit (does not have to be scoring units, but cannot be a vehicle), and may be "carried" back with them. To do so, simply move the objective with the unit that captured it during its phases, as if it were another model within the unit.
5 - Surgical Strike - The Explorers Team has gained intel on an enemy facility that can be overtaken and its technology and contents claimed. They know the terrain, the layout and every section of the facility for this mission. For this mission type, the Explorers Team will always take first turn, all units may deploy within 24" of the gate and all units, including vehicles, have the scout universal rule. As well, for the first turn of shooting for the Explorers team, all units shooting counts as pinning, as the Inhabitants are taken surprised and confused. Nightfire rules apply to this mission type. When setting up, place a section of terrain, preferably bunkers, thick plant cover, or any defend-able formation at least 36" away from the gate. All units of the Inhabitants Team must deploy within this defend-able area, so a spacious deployment works to your advantage. This is a semi objective game type, place one objective within the stronghold to represent the center of the defending area. If this objective is captured or contested by any 2 units from the Explorers Team, the defence point has been captured and victory goes to the Explorers. For this mission type vehicles can contest/ claim the objective.
6 - Planetary Incursion - For this mission, the explorers are freeing a planets inhabitants from their evil opressors. Terrain must be set up as such, the normal rules for stargate placement apply, the enemy must take the center of the board and place terrain features to make a defendable position, the rest of the scenery may be used outside the area to be defended. To deploy, the Explorers set up within 24" of the gate and the Inhabitants deploy within their defence lines. The units of the Explorers Team gain the scout, move through cover and outflank universal rules. The Inhabitants defence post is strong and sturdy, giving +1 cover to and saves taken from within their strongpoint. This is a kill points match, as the Explorers are attempting to wipe out the hostile defenders. If the defending team has less than 35% of their points value left at the end of the game, victory goes to the Explorers Team.
_______________________________________________________________________________________________________________
Alright, that took a long time, please offer some KIND comments and suggestions on what needs to be changed. Remember this is a first draft and its NOWHERE near perfect... yet.
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Post by: Warmastersolon
This looks so cool. I can't wait to try this.
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Post by: xSoulgrinderx
Really thanks =] Any suggestions on what might need to be changed?
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Post by: AnomanderRake
I might actually declare this a variant on the Kill Team rules, it would fit better with the Stargate concept to have a single squad of elite soldiers coming through the gate and have to deal with assorted bands of enemy mooks. Fluff-wise you could declare that someone came across a small section of the Webway that is currently abandoned.
In this case Enemy Stronghold, Surgical Strike, and Planetary Incursion would probably be infeasible, but you could replace them with some sort of Assassination mission, a mission to destroy a valuable target with meltabombs, and possibly a mission to kill as many Brute squads as possible.
For those that don't have a copy of the 4th edition rulebook close at hand, Kill Team was a variant game that pitted a single Kill Team (a squad of up to 160 points, with various restrictions) against between 5 and 10 (depending on faction) Brute squads of 3 basic troopers, one of which got a squad leader upgrade. The Kill Team generally had to sneak through the Brutes to accomplish some sort of objective, assassinating a target, blowing something up, simply escaping, that sort of thing, and they had as many turns as it took to accomplish their objective.
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Post by: xSoulgrinderx
Meh. The Staragate concept was designed for planetary warfare, smaller missions could be feasable bit id rather say off GW copies.
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Post by: terranarc
Where are the kull warriors.
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Post by: xSoulgrinderx
Say wha? Kull? Ya might be thinking of the wrong show
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Post by: terranarc
xSoulgrinderx wrote:Say wha? Kull? Ya might be thinking of the wrong show
Oh snap you just owned yourself
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Post by: Kanluwen
terranarc wrote:xSoulgrinderx wrote:Say wha? Kull? Ya might be thinking of the wrong show
Oh snap you just owned yourself
No joke.
The "Kull" were Anubis' supersoldiers. The goons wearing all black that could walk through detonations of C4 at pointblank and keep going.
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Post by: xSoulgrinderx
OH RIGHT! Wow, you're totally right. That would be intense. They're be the C'tans in the 40k world. ahahha Automatically Appended Next Post: Ironically I just watched these episodes on my third round through the 10 seasons. I totally get the refernce now. Ha
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Post by: AnomanderRake
Stargate usually featured one or two four-man surgical strike teams traveling through the gate and dealing with a few dozen random mooks plus a boss on the other side, seems more like a Kill Team scenario than a normal 50-60-men-per-side-plus-tanks 40k game.
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Post by: xSoulgrinderx
Hmm, well maybe ill make a model limit
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Post by: Brother Azul
As a massive fan of the stargate universe i cannot +1 this enough. I think the missions are fairly inline with the average SG1 episode and so will definately be wanting to try these rules out at some point. But is for sure more along the lines of killteam rather then regular games. Automatically Appended Next Post: Oh i just remembered the last time i watched all the Stargates i knocked up stat list for SG1 for use in the IG codex. Il see if i can find it.
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Post by: xSoulgrinderx
THAT WOULD BE AWESOME! Yea I just need to find some way to change it up so its not so kill teamy
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Post by: AnomanderRake
What's wrong with kill-teaminess?
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Post by: xSoulgrinderx
Dunno, I think its fine but somepeople think it should be just a little different. Im just looking for advice
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Post by: Brother Azul
Ok i found the SG1 rules. Do you mind if i hijack your thread for a post or 2 so i can show you?
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Post by: xSoulgrinderx
By all means. =]
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Post by: Brother Azul
Excellent. Statline for SG1 coming right up. Automatically Appended Next Post: SG1 Col. Jack O'Neill......WS4 BS4 S3 T3 W2 I4 A2 Ld10 Sv4+ Lt. Sam Carter........WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+ Daniel Jackson.........WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+ Teal'c.....................WS5 BS4 S4 T6 W3 I4 A2 Ld10 Sv4+ WARGEAR P90- Range: 36" S:3 Ap:6 Assault 3 (Col. O'Neill, Lt. Carter, Daniel Jackson) Staff- Range: 36" S:4 Ap:5 Rapid Fire, also counts as an additional ccw. (Teal'c) Combat knives, Autopistols, Frag/Krak grenades, Carapace armour, C4 (Demolition Packs) SPECIAL RULES Move through cover Stealth Stubborn We are SG1: SG team 1 are always the first team into an unknown situation. To represent this SG1 ALWAYS deploy, first using the Infiltrate rules, before any other unit is deployed. They also have the Scouts special rule and will make their move before any other scouts. Forward Recon: Before the game the player can set up D6 traps to represent SG1 having been in the area a while already. Once placed the traps scatter 1d6. When a trap is triggered the receiving unit takes D3 S:3 Ap:6 hits. Traps cannot be set up in deployment zones, and cannot scatter into deployment zones. Archeological Expert (Daniel only): Any objective captured by SG1 counts as an extra captured objective. So what do people think? I've tried to be true to the TV shows depiction of SG1 but I'm not sure if i've made Teal'c to beastly or not.
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Post by: xSoulgrinderx
Awesome. LOL. But youre right teal'c is a beast and needs to be represented as so. Also all of the characters look the same. Heres what I would change
SG1
Col. Jack O'Neill......WS4 BS5 S3 T3 W3 I4 A2 Ld10 Sv4+
Lt. Sam Carter........WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+
Daniel Jackson...........WS3 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+
Teal'c..............WS5 BS4 S4 T6 W3 I4 A2 Ld10 Sv4+/5+IV
WARGEAR
P90- Range: 36" S:3 Ap:5 Assault 5 (Col. O'Neill, Lt. Carter, Daniel Jackson)
Staff Weapon- Range: 36" S:4 Ap:4 Rapid Fire, also counts as an additional ccw. (Teal'c)
Combat knives, Autopistols, Frag/Krak grenades, Carapace armour, C4 (Demolition Packs)
I change the profiels a little bit. Oniell has a better BS as and one more wound, hes tough as nails and has been beaten, broken, tourtured, killed, infested.... and so on, he gets an extra wound
Sam, should get some kind of special rule, like gives preferred enemy or tank hunter, or maybe something to represent her sexy intelegence. She deserves to stand out.
Daniel... SUCKS at CC. So I dropped his WS. BUT! heres the kicker. I was thinking of giving him the St Celestine rule to represent his ascension. If daniel loses his last wound, simply put the model on its side. Then at the beggining of your next player turn, roll a D6. On a 3+ he stands back up with 1 wound and can move/shoot as normal.
Teal'c- looks great. Tough ass mofo. I gave him a 5+ IV save to represent his symbote (even though he loses it in later seasons) and he should get feel no pain. Hes just that awesome.
I changed up the weapon profiles a bit to seem a bit better. The P90 fire at 800 rounds a min, so i added a few more shots and they're usually AP rounds, so I dropped the AP by 1. The staff Also melts though armour like butter so I dropped its AP.
Everything else looks great. Also I would make a special rule for the Demo charge... it can be placed somewhere and then detonated up to 18" away. Stead of the 6" shot that it normally is in 40k.
Now we should make a profile for some kind of standard SG team 2-14. They can just be somthing like this.
SG Team 1-14
SG Leader...........;..WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
Each unit is 75 pts or something? They all have P90s, or can upgrade to having one M60 or Missle Launcher (krak missile)
Weapon Profiles
M60 - 36" Range S5 Heavy 3 AP 2 (its .50 cal)
Rocket Launcher - 48" Range S8 AP 2 (extra D6 for pen)
MP5 - 24" Range S3 Rapid fire AP 6
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Post by: Marshall Ragnar
xSoulgrinderx wrote:
Weapon Profiles
M60 - 36" Range S5 Heavy 3 AP 2 (its .50 cal)
Rocket Launcher - 48" Range S8 AP 2 (extra D6 for pen)
MP5 - 24" Range S3 Rapid fire AP 6
The M60 shoots a 7.62 mm round, not a 50cal.
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Post by: xSoulgrinderx
K
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Post by: Akroma06
First off I can't hit that +1 fast enough. Now what about the Gou'ld? Rules for death gliders and such? The missions themselves at first seemed unabalanced but as I kept reading the other missions balance them out so it all looks really good...maybe give the patrol thats in mission 2 the patrol rules from kill team. The guys up close may now that the SG teams are there as they can hear/see the gate activating, but the others may not know. I'm also not so sure about Teal'c's weapon being rapid fire as then nobody could assault if he fired. Why not just make it assault as well?
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Post by: AchillesFTW
I'm in love with you right now. I would love to try this out with my buds and comeback with a decent bat-rep. Also how about some stats for:
Regular Jaffa
Kull Warrior
Go'auld Lord
Replicator(Bug and Human Form)
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Post by: xSoulgrinderx
Akroma06 wrote:I'm also not so sure about Teal'c's weapon being rapid fire as then nobody could assault if he fired. Why not just make it assault as well?
Agreed. Lets just make it assault. Fits his profile anyways. Ya so just change it to assault.
Also Ive never played kill team, other than on the xbox hahaha that game way sweet. So I dont know the patrol rules or anything.
I'm in love with you right now. I would love to try this out with my buds and comeback with a decent bat-rep. Also how about some stats for:
Regular Jaffa
Kull Warrior
Go'auld Lord
Replicator(Bug and Human Form)
Alrighty, this is gonna take some time before we get all those profiles but none the less, It will happen. I cant wait to make replicator profiles. They're going to a pain to kill, but totally awesome.
First Jaffa, arent that great of shooters, so they'll probably get WS and BS 3. They're just foot soilders so probably one wound a pop, but they have better armour than the SG soilders so they'll get 4's. However They should get Zat'nik'tel (zat gun) options that will have similar rules to the thunderhammer, dropping their Initative 1, as they are shocked and stunned.
Jaffa Soilder..........WS3 BS3 S3 T3 W1 I4 A2 SV 4+
Kull Warrior...........WS4 BS4 S4 T5 W2 I2 A2 SV 2+/5+ IV
Go'auld God..........WS4 BS5 S4 T4 W4 I4 A3 SV 3+/4+ IV
Replicator.............WS4 BS0 S5 T5 W2 I4 A3 SV 2+
Replicator Human Form....WS5 BS0 S6 T5 W3 I4 SV 2+/4+ IV
The weapons will be interesting to make, like I said the Zat will work like a thunder hammer.
Staff Weapon- Range: 36" S:4 Ap:4 assault 2, also counts as an additional ccw
Zat'nik'tel - Range 12" S:3 AP: 5 Pistol, Any model that is hit by a Zat strikes at Initative 1 next turn
Hand Device - Range 12" S:7 AP- Assault 1, Any unit hit by the hand device is flung D6" back and any model that is thrown suffers a S2 hit as they smack into the ground. Normal saves apply
Replicator Mind Probe "Hand in the Head" - This works just like the Boon of Mutation in the Chaos Daemon Codex. This weapon can be used within 6" of an enemy model and in close combat. If a a model is successfully hit, it must immediatly take a toughness test. If it fails, it is immediatley removed as a casualty.
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Post by: Brother Azul
Forces of the JAFFA God............WS:6 BS:6 S:6 T:6 W:4 I:4 A:3 Ld:10 Sv:4/3+ First Prime....WS:5 BS:4 S:4 T:5 W:2 I:4 A:2 Ld:10 Sv:4+ Guard..........WS:4 BS:3 S:3 T:5 W:2 I:3 A:1 Ld:9 Sv:4+ Jaffa..........WS:3 BS:3 S:3 T:4 W:1 I:3 A:1 Ld:8 Sv:5+ Kull Warrior...WS:5 BS:5 S:4 T:6 W:4 I:4 A:3 Ld:10 Sv:2/5+ WEAPONS Staff Weapon....Range:36" S:4 Ap:5 Rapid fire Staff Cannon....Range:60" S:6 Ap:4 Heavy 1 Zat Gun.........Range:12" S:3 Ap:- Pistol, Rending Kull Blaster....Range:24" S:4 Ap:4 Heavy 3 Ribbon Device...Range:6" S:3 Ap:- Pistol, Counts as Power weapon in cc WARGEAR Jaffa armour.......5+ Sv. Basic plate armour of the Jaffa foot soldiers. Guard armour.......4+ SV. Plate armour decked out with an ornate head dresses. Kull armour........2+/5++ Sv. Highly advanced armour providing excellent protection and incorperating a protective field. Stun grenades......Offensive grenades. Personal shield....3++ SV Healing device.....Grants Feel No Pain Ancient artifact...Once per match at the start of any Players turn the artifact can be revealed. Roll a D6 to determine what it is. All results last until the end of the turn. 1- Weapon. Template S:6 Ap: 4 Assault. 2- 1+ to all stats except Ld and Sv. 3- 1+ to all Reserve, Deep Strike, Outflank, etc. 4- Can reroll any owning player dice result. 5- Personal shield that grants 1++ Sv. 6- Its a bomb. The God is instantly killed. No saves allowed. SQUADS HQ God Unique Independant Character. Unit composition: 1 Wargear: Guard armour, Ribbon Device, Personal Shield. Wargear Options: Healing device + 15pts, Ancient artifact + 50pts. Speical Rules: Fearless, Your God is watching, Protect your God. First Prime Unique Infantry. Unit composition: 1 First Prime, 1-3 Guard. Wargear: Guard armour, Staff Weapons, Stun grenades. ELITE Guard squad Infantry Unit composition: 5-10 Guard. Wargear: Guard armour, Staff Weapins, Stun grenades. Kull Warrior Drones. Unique Infantry Unit composition: 1-3 Drones. Wargear: Kull Armour, Kull Blaster Special Rules: Fearless, Feel no Pain, Rage, Relentless. TROOPS Jaffa squad. Infantry Unit composition: 1 squad leader, 4-15 Jaffa. Wargear: Jaffa armour, Staff weapon (squad leader has Zat gun) Wargear Options: 1 Jaffa may upgrade his Staff Weapon for a Staff cannon. HEAVY SUPPPORT Jaffa support squad Infantry Unit composition: 1 squad leader, 4 Jaffa. Wargear: Jaffa armour, Staff weapons (squad leader has zat gun), 2 Staff cannons. SPECIAL RULES Your God is watching: All squads within 12" of the God are Stubborn. Protect your God: Any unit joined by the God will protect him at all costs and will jump in front of any blow or shot to protect him. Any hit against the God may be allocated against a member of the squad. They also have the Counter-Attack rule. Any Questions/changes just ask me. I havent thought up a points value for them yet so maybe y'all can gimme a hand with that. Ive also almost finished a the forces of the SGC rules, and ive got a Wraith rule set coming. Stay tuned.
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Post by: xSoulgrinderx
Awesome. That did most of the work. lol
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Post by: Brother Azul
My SG1 list was just for normal games, if you want me to i'd be more then happy to knock up a proper Kill teamy list replete with all manner of special rules and wargear options which would be more befitting the true SG1 i can do that too. I also think you were bang on with the C4 distance upgrade.
I gave Teal'c a high toughness in lieu of his symbiote. I was gonna give him the power to regenerate or something but that would have clashed with my Jaffa list and my ideas for the wraith. Automatically Appended Next Post: You know what i might just turn these army lists of mine into a thread of my own. Other wise you may end up with a serious case of Threadjack. I will be keeping an eye on this thread though.
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Post by: xSoulgrinderx
Exalt it. I would prefer to not have a new thread posted, unless by OP. As well, I was thinking we could nail out the kinks in this thread, discuss ideas and figure it out here. THEN we (due credit applied) post another thread to show off the final product.
That way this will be a collaborative effort, we can share the credit, and not thread jack/ over post the same thing =]. So lets compile all the stuff, and see what we have.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Star Gate Command~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SG1
Col. Jack O'Neill......WS4 BS5 S3 T3 W3 I4 A2 Ld10 Sv4+
Lt. Sam Carter........WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+
Daniel Jackson...........WS3 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+
Teal'c..............WS5 BS4 S4 T6 W3 I4 A2 Ld10 Sv4+/5+IV
WARGEAR
P90- Range: 36" S:3 Ap:5 Assault 5 (Col. O'Neill, Lt. Carter, Daniel Jackson)
Staff Weapon- Range: 36" S:4 Ap:4 Rapid Fire, also counts as an additional ccw. (Teal'c)
Combat knives, Autopistols, Frag/Krak grenades, Carapace armour, C4 (Demolition Packs)
SPECIAL RULES
Move through cover
Stealth
Stubborn
We are SG1: SG team 1 are always the first team into an unknown situation. To represent this SG1 ALWAYS deploy, first using the Infiltrate rules, before any other unit is deployed. They also have the Scouts special rule and will make their move before any other scouts.
Forward Recon: Before the game the player can set up D6 traps to represent SG1 having been in the area a while already. Once placed the traps scatter 1d6. When a trap is triggered the receiving unit takes D3 S:3 Ap:6 hits. Traps cannot be set up in deployment zones, and cannot scatter into deployment zones.
Archeological Expert (Daniel only): Any objective captured by SG1 counts as an extra captured objective.
SG Team 1-14
SG Leader..............WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
Weapon Profiles
Autopistol - 12" Range S3 AP 6 Pistol
M60 - 36" Range S5 Heavy 3 AP 2 (its .50 cal)
Rocket Launcher - 48" Range S8 AP 2 (extra D6 for pen)
MP5 - 24" Range S3 Rapid fire AP 5
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Forces of the JAFFA~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
God............WS:6 BS:6 S:6 T:6 W:4 I:4 A:3 Ld:10 Sv:4/3+
First Prime....WS:5 BS:4 S:4 T:5 W:2 I:4 A:2 Ld:10 Sv:4+
Guard..........WS:4 BS:3 S:3 T:5 W:2 I:3 A:1 Ld:9 Sv:4+
Jaffa..........WS:3 BS:3 S:3 T:4 W:1 I:3 A:1 Ld:8 Sv:5+
Kull Warrior...WS:5 BS:5 S:4 T:6 W:4 I:4 A:3 Ld:10 Sv:2/5+
Replicator.............WS4 BS0 S5 T5 W2 I4 A3 SV 2+
Replicator Human Form....WS5 BS0 S6 T5 W3 I4 SV 2+/4+ IV
WEAPONS
Staff Cannon....Range:60" S:6 Ap:4 Heavy 1
Staff Weapon- Range: 36" S:4 Ap:4 assault 2, also counts as an additional ccw
Zat'nik'tel - Range 12" S:3 AP: 5 Pistol, Any model that is hit by a Zat strikes at Initative 1 next turn
Kull Blaster....Range:24" S:4 Ap:4 Heavy 3
Ribbion Device - Range 12" S:7 AP- Assault 1, Any unit hit by the hand device is flung D6" back and any model that is thrown suffers a S2 hit as they smack into the ground. Normal saves apply
Replicator Mind Probe "Hand in the Head" - This works just like the Boon of Mutation in the Chaos Daemon Codex. This weapon can be used within 6" of an enemy model and can be used in close combat. If a a model is successfully hit, it must immediatly take a toughness test. If it fails, it is immediatley removed as a casualty. Can only be used by Human Form Replicators
WARGEAR
Jaffa armour.......5+ Sv. Basic plate armour of the Jaffa foot soldiers.
Guard armour.......4+ SV. Plate armour decked out with an ornate head dresses.
Kull armour........2+/5++ Sv. Highly advanced armour providing excellent protection and incorperating a protective field.
Stun grenades......Offensive grenades.
Personal shield....3++ SV
Healing device.....Grants Feel No Pain
Ancient artifact...Once per match at the start of any Players turn the artifact can be revealed. Roll a D6 to determine what it is. All results last until the end of the turn.
1- Weapon. Template S:6 Ap: 4 Assault.
2- 1+ to all stats except Ld and Sv.
3- 1+ to all Reserve, Deep Strike, Outflank, etc.
4- Can reroll any owning player dice result.
5- Personal shield that grants 1++ Sv.
6- Its a bomb. The God is instantly killed. No saves allowed.
SQUADS
HQ
God
Unique Independant Character.
Unit composition: 1
Wargear: Guard armour, Ribbon Device, Personal Shield.
Wargear Options: Healing device + 15pts, Ancient artifact + 50pts.
Speical Rules: Fearless, Your God is watching, Protect your God.
First Prime
Unique Infantry.
Unit composition: 1 First Prime, 1-3 Guard.
Wargear: Guard armour, Staff Weapons, Stun grenades.
ELITE
Guard squad
Infantry
Unit composition: 5-10 Guard.
Wargear: Guard armour, Staff Weapins, Stun grenades.
Kull Warrior Drones.
Unique Infantry
Unit composition: 1-3 Drones.
Wargear: Kull Armour, Kull Blaster
Special Rules: Fearless, Feel no Pain, Rage, Relentless.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Units~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TROOPS
Jaffa squad.
Infantry
Unit composition: 1 squad leader, 4-15 Jaffa.
Wargear: Jaffa armour, Staff weapon (squad leader has Zat gun)
Wargear Options: 1 Jaffa may upgrade his Staff Weapon for a Staff cannon.
HEAVY SUPPPORT
Jaffa support squad
Infantry
Unit composition: 1 squad leader, 4 Jaffa.
Wargear: Jaffa armour, Staff weapons (squad leader has zat gun), 2 Staff cannons.
SPECIAL RULES
Your God is watching: All squads within 12" of the God are Stubborn.
Protect your God: Any unit joined by the God will protect him at all costs and will jump in front of any blow or shot to protect him. Any hit against the God may be allocated against a member of the squad. They also have the Counter-Attack rule.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Mission Type~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st - This game type is reserved for 2 people.
2nd - One player must be designated the "explorer" team and the other player is the "inhabitants/ Defender' (Usually forces of chaos are the second team/ bad guys)
3rd - At the beginning of the game, once sides have been declared, roll a D6 for the mission type - Mission types roll on the following table.
4th - Be creative in setting up the terrain and scenery to fit the mission type. The Stargate must be placed in a randomized corner of the board, between 6-12" from any board edge.
5th - Deploy. Vehicles can deploy through the stargate as long as they would be able to fit within a 6" diameter. (IE: Bikers, Jetbikes, Koptas small tanks such as the Leman Russ and Chimera can be deployed, along with any other tanks that would fit within 6", a Monolith could not fit, so it could not come through. Drop pods cannot be used unless in mission #6)
6th - Place Objectives if mission requires the use of them.
7th - Do not roll for random game end. All games automatically end on turn 6. If the mission has not been achieved by turn 6, the Defender Team wins, unless mission states otherwise.
_________________________________________________________________MISSION TABLE_________________________________________________________________
1 - Ambush! Your team disembarks from the gate and is pinned at the gate. You must deploy 12" around the front of the gate, any models that can not fit within the 12" must be held in reserve and when they become available they must deploy through the gate. You cannot take first turn, and cannot steal initiative. The first round of firing by the enemy counts as pinning for all shots being fired at the Explorers team, no assaults can be made the first turn by either side. The Inhabitants Team cannot deploy within 12" of any Explorers Team units. This scenario is a kill points game type, as the Explorers Team is fighting for their survival.
2 - Enemy Stronghold - You disembark on an enemy planet and know its an enemy stronghold. There are patrols that regularly travel the area and will protect their "God" at any cost. The deployment for this game type is set up as follows. The Explorers may deploy within 18" of the gate and the enemy may deploy 2 units within 6" of the Explorers Team, representing the patrols coming through the area, the rest must be deployed at least 12" away from an Explorers unit. Terrain for this game type requires minimal cover around the gate, plants should do fine. As well, this game type requires the enemy to set up a "stronghold" at least 24" away from the gate. This is an objective game, with 3 objectives, one being the stargate itself, second being within the enemy stronghold, and the third being a randomly set up somewhere on the board. Vehicles count as scoring units for this game type. Roll to see who sets up the third objective, it cannot be set up within 12" of the gate or another objective.
3 - Hostage Extraction - The Explorers Team must rescue one of their captured allies/units that has been taken hostage. The deployment is as follows, the Explorers Team deploys within 18" of the gate, and the Inhabitants/ Defenders Team must deploy at least 24" away from the gate. The player acting as the Explorers team must select one unit that must be counted as the "hostage" unit. This unit must be placed at least 36" away from the gate and cannot move, shoot or assault until rescued by the an Explorers unit. To rescue the unit, the Explorers unit must be within 6" of the "hostage" unit to free them. The enemy may deploy anywhere as long as it is at least 24" away from the gate. At least two enemy units must be within 6" of the "hostage" unit, as to ensure they are kept prisoners. The objective of this game scenario is to free the hostage unit and return to the stargate.
4 - Exploration - This mission type is similar to an objective game, where the explorers must find a rare artifact or piece of technology to bring back for further study. The Explorers Team deploys within 18" of the stargate and the enemy must deploy more than 18" away from the Explorers units. The Explorers team takes first turn, roll to steal initiative as normal. For this mission type 3 objectives are used. The first being the stargate, and two are pieces of "alien" technology. The two technology objectives are placed at least 24" away from the gate and are placed by the Inhabitants team, preferable within some defend-able area. Victory is achieved by bringing at least one of the pieces of technology back to within 6" of the stargate. Objectives may be captured by a unit (does not have to be scoring units, but cannot be a vehicle), and may be "carried" back with them. To do so, simply move the objective with the unit that captured it during its phases, as if it were another model within the unit.
5 - Surgical Strike - The Explorers Team has gained intel on an enemy facility that can be overtaken and its technology and contents claimed. They know the terrain, the layout and every section of the facility for this mission. For this mission type, the Explorers Team will always take first turn, all units may deploy within 24" of the gate and all units, including vehicles, have the scout universal rule. As well, for the first turn of shooting for the Explorers team, all units shooting counts as pinning, as the Inhabitants are taken surprised and confused. Nightfire rules apply to this mission type. When setting up, place a section of terrain, preferably bunkers, thick plant cover, or any defend-able formation at least 36" away from the gate. All units of the Inhabitants Team must deploy within this defend-able area, so a spacious deployment works to your advantage. This is a semi objective game type, place one objective within the stronghold to represent the center of the defending area. If this objective is captured or contested by any 2 units from the Explorers Team, the defence point has been captured and victory goes to the Explorers. For this mission type vehicles can contest/ claim the objective.
6 - Planetary Incursion - For this mission, the explorers are freeing a planets inhabitants from their evil opressors. Terrain must be set up as such, the normal rules for stargate placement apply, the enemy must take the center of the board and place terrain features to make a defendable position, the rest of the scenery may be used outside the area to be defended. To deploy, the Explorers set up within 24" of the gate and the Inhabitants deploy within their defence lines. The units of the Explorers Team gain the scout, move through cover and outflank universal rules. The Inhabitants defence post is strong and sturdy, giving +1 cover to and saves taken from within their strongpoint. This is a kill points match, as the Explorers are attempting to wipe out the hostile defenders. If the defending team has less than 35% of their points value left at the end of the game, victory goes to the Explorers Team.
_______________________________________________________________________________________________________________
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Post by: Brother Azul
At the moment im in the middle of writing up stat lines and special rules and what not for various races. By the end of it i hope to have Playable rules for The SGC, Goa'uld, Wraith, Replicators, Ori and maybe a Genii/Lucian Alliance composite list. I'd also like to have a few Hero units as well such as SG-1, Apophis, and Michael the Wraith. So as it stands ive got the SGC and Goa'uld part of the 'dex done and im about to start on the Wraith. I havent quite worked out points for everything yet but i suspect that will come eventually. Il update as i finish a list and hopefully at some point will have a playable fandex. I realise that at the moment things may seem a bit sparse in the way of wargear and squads but im trying to keep it as close to the show as i possibly can which unfortunately doesnt allow for a whole lot. Any and all C&C is more then welcome. If you have any ideas you would like to contribute or if you think ive got something wrong please let me know as im more then happy to consider all thats thrown my way. Well here goes, rules for the SGC. *please note this is not a final draft, still needs points and revisions and such* ********************** Star Gate Command. General (Field CO)...WS:3 BS:4 S:3 T:3 W:2 I:3 A:1 Ld:10 Sv:4 Advisors.................WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:5 SG Trooper............WS:3 BS:4 S:3 T:3 W:1 I:3 A:1 Ld:8 Sv:4 Marine...................WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:7 Sv:5 Rebal Jaffa.............WS:3 BS:3 S:3 T:4 W:1 I:3 A:1 Ld:8 Sv:5 Tok'ra...................WS:3 BS:3 S:3 T:4 W:1 I:3 A:1 Ld:8 Sv:5 WEAPONS M16................Range:24" S:3 Ap:- Rapid fire P90................Range:36" S:4 Ap:6 Assault 3 M60................Range:48" S:5 Ap:4 Heavy 4 M9..................Range:12" S:3 Ap:- Pistol Sniper rifle........Range:60" S:X Ap:6 Heavy 1, Sniper RPG.................Range:48" S:8 Ap:3 Heavy 1 Staff Weapon...Range:36" S:5 Ap:5 Rapid fire Zat gun...........Range:12" S:3 Ap:- Pistol, Rending WARGEAR Flak Jacket...........................5+ Sv. Basic Flak armour worn by the Marines of SGC. Ablative Plating.....................4+ Sv. Thermo resistant armour used by the SG teams. Jaffa Armour........................5+ Sv. Basic plate armour of the Jaffa foot soldiers. C4......................................Demo charges with a range of 18" MALP..................................Forces opponant to deploy all squads before the SGC deploys. Special issue shield disrupter...Negates all Invulnerable saves. Representing one of the many special issue devices available to the SGC able to negate the many "energy shield" varients. These include the Kull disrupter, "TER", Prior distrupter, and the Anti Replicator gun. Although the SISD is purchased by the General he assigns it to a squad before the game. SQUADS HQ Field Command Unique Infantry Unit composition: General (CO), 4 Marines. Wargear: General- Ablative Plating, M9. Marines - Flack Jackets, M16, combat blades. Wargear Options: C4 +10pts, upgrade marines to ablative plating +40pts, SISD +30pts, MALP +50pts. Special Rules: Defend the Gate. ELITES SG Team Infantry Unit composition: 4 SG Troopers. Wargear: Ablative armour, P90, combat blade. Wargear Options: C4 +20pts, 1 trooper may upgrade his P90 to a - Staff Weapon... +10pts - M60 ........... +10pts - RPG............ +15pts - Sniper Rifle... +10pts TROOPS Marine Unit Infantry Unit composition: 3 squads of 5 marines. Wargear: Flak Jackets, M16, combat blades. Wargear Options: 1 Marine per squad can upgrade his M16 to a M60 +5pts, RPG +10pts. Rebal Jaffa Infantry Unit composition: 6-12 Rebal Jaffa. Wargear: Jaffa armour, Staff weapons. Special Rules: Shol'va. HEAVY SUPPORT Gate Defence Squad Infanty Unit composition: 4 Marines. Wargear: Flak Jackets, M16, combat blades. Wargear Options: C4 +20pts, 3 Marines can upgrade their M16s for M60s +15pts each, 1 Marine can upgrade his M16 for a RPG +20pts. SPECIAL RULES Shol'va: Traitors are despised among the Jaffa ranks. Any enemy Jaffa that come with 10" of a rebal Jaffa squad gain the Prefered enemy rule against that squad. Defend the Gate: The Stargate is under attack. The General issues an order of strategic fallback. Issued at the start of the players movement phase, all units within 24" of the general immediately move D6 towards the controling players deployment zone. While doing so all squads falling back may fire half of their allowed shots. They may still fire in the shooting phase. This order must be issed before any friendly unit moves and units already in the deployment zone are unaffected by this rule. ******************* As stated before all C&C welcome. More to come.
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Post by: xSoulgrinderx
Cool. Getting there.
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Post by: Brother Azul
Ok got a few minor updates...
For the SGC
FAST ATTACK
Locals
Infantry
Unit composition: 10 locals.
Wargear: Crossbows/Bolas/Throwing spear/Blowgun (i.e a ranged weapon) and swords
Wargear Options: 1 local can be upgraded to have an M16 +5pts.
Special Rules: local knowledge.
Locals...............WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:-
Local weapon....Range:12" S:2 Ap:- Assault 1
Local knowledge: This tribe has been in the area for many generations and knows the lay of the land well. Locals have the Move through cover, scouts, hit and run and stealth special rules.
There is also a new peice of wargear for the General.
Field Medic......................Grants feel no pain to any squad within 6". Purchased by general, attached to squad before game. Costs +25pts.
Thats all for now. Wraith list is almost done.
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Post by: Akroma06
Why not add in some vehicles? F302 and Death Gliders as HS or FA? Automatically Appended Next Post: So are we also going to assume that these are Milky Way replicators? Or Pegasus replicators?
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Post by: xSoulgrinderx
Yeah, I was thinking about using a Valkyrie profile for the F302 and Something eldar like for the Death glider. Death gliders have 2 staff cannons, maybe make them twin linked? Also, the F302 will be more expensive pts wise but will have all kinds of gun.
m60 profiles, some HK missles with auto targeting should be fine. I would also make it so that they have limited number, like the manticore. Also the maneuverbalilty (spelling) of the F302 should be way better, like they can move 18 and still fire everything. Both of thse units would be FA.
HS would be things like jaffa cannons, mounted .50cal on a MALP, Glider Drone (the ones they lanuch from the gate) probably be used as an orbital strike of sorts. The jaffa should get Alkesh bombers for theirs.
Also, there should be some kinda of consusion grande for the jaffa forces. Stun them so that they can only move 3" and assult 3" or something, or just count them as offensive and defensive grenades? Probably easlier that way. SG teams should also get Assault and Def. grenades.
@ brother azul - I think that the locals shouldnt get the hit and run rule with the Local knowledge. I mean, it kinda makes sense but it just seems like a lot of abilites for some local grunts
@ Akroma06 - they are milkyway replicators. The human form ones are a bit rare in themilky way where as the pegasus ones are almost all human form.
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Post by: ForgottenRealm
Go here http://www.oldcrowmodels.co.uk/15alien.htm for a pretty nice stand in for those vehicles. They're 3 inches wide, so maybe more for a deathglider than the F302...
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Post by: Akroma06
Ok my concern was that there are both human and bug replicators in pegasus and since the wraith were brought up they might be used. They seemed to do some shooting as well. We may need to consider a gun that is anti-replicator similar to Col Carters. Something like S10 AP2 against replicators only other models are not affected. I wouldn't make the 302s much better than death gliders in order to keep things balanced. I like the kit out for the deathglider by giving it to staff cannons. I already kinda have one that I made from an Eldar Fire Prism for my DE as a Voidraven. FYI when I mentioned Kill team it was a variant in the 4th ed book that did not require units to move together but were very small games but had a tactical edge to them. This seems to be a pretty good start...what else do we need to come up with? Seeing a full break down of units/slots/points/upgrades will make it easier to spot something we overlooked.
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Post by: xSoulgrinderx
Akroma06 wrote:Ok my concern was that there are both human and bug replicators in pegasus and since the wraith were brought up they might be used. They seemed to do some shooting as well. We may need to consider a gun that is anti-replicator similar to Col Carters. Something like S10 AP2 against replicators only other models are not affected. I wouldn't make the 302s much better than death gliders in order to keep things balanced. I like the kit out for the deathglider by giving it to staff cannons. .
The death gliders will be much cheaper than F302 to balance it out. Like death gliders will be like 75Pts while F302 are 150 or something. That would make it lots better. Also, I think that normal bug replicators should be like boyz, super cheap very effective and above all else, LOTS OF THEM. Horde army all the way for replicators. Anti repliactors should be flame template weapon and cost a billion pts, like 50-70 pts easy, because its so effective and there are VERY few ever in the series.
Also there should be a Dr. Frazier, she gives a FNP for all units within 6" of 3+
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Post by: Akroma06
xSoulgrinderx wrote:Akroma06 wrote:Ok my concern was that there are both human and bug replicators in pegasus and since the wraith were brought up they might be used. They seemed to do some shooting as well. We may need to consider a gun that is anti-replicator similar to Col Carters. Something like S10 AP2 against replicators only other models are not affected. I wouldn't make the 302s much better than death gliders in order to keep things balanced. I like the kit out for the deathglider by giving it to staff cannons. .
The death gliders will be much cheaper than F302 to balance it out. Like death gliders will be like 75Pts while F302 are 150 or something. That would make it lots better. Also, I think that normal bug replicators should be like boyz, super cheap very effective and above all else, LOTS OF THEM. Horde army all the way for replicators. Anti repliactors should be flame template weapon and cost a billion pts, like 50-70 pts easy, because its so effective and there are VERY few ever in the series.
Also there should be a Dr. Frazier, she gives a FNP for all units within 6" of 3+
Maybe squadrons for them as well...I'm kind of worried about vehicles as while yes they can be cool I don't think it would be right for it to be a...ok take as many vehicles as possible and then fill out the requirements of Force Org then play.
I would have made bug replicators closer to scarab swams...litteraly 3 wounds, vulnerable to blasts and templates. I agree that the anti-replicator weapons should be expensive and a max of 2 per army. I didn't mean to be able to spam them just as a fluff add in.
If you want to start talking named charachters then I have a bunch of ideas some squads...SG1 AT1 (Atlantis Team 1), and some ICs Annubis, Michael, Weir, Hammon (of Texas) etc. If you add Dr. Frazier don't you also need a Dr. Beckett, and Dr. Keller? I'd say that a standard medic can do FNP but make the specials more unique than just a bubble of FNP.
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Post by: xSoulgrinderx
Eactly. And yes, squads of 3 for the gliders and 302 should do jusdt fine. The replicators using scarab swarms would be a good way to field the model but they will have much better profiels. But blasts and templates wont be as strong.
I agree with IC like anubis or people like that, anubis would practically be a nightbringer lol.
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Post by: Akroma06
xSoulgrinderx wrote:Eactly. And yes, squads of 3 for the gliders and 302 should do jusdt fine. The replicators using scarab swarms would be a good way to field the model but they will have much better profiels. But blasts and templates wont be as strong.
I agree with IC like anubis or people like that, anubis would practically be a nightbringer lol.
Oh yes better profiles for the replicators, I was thinking that if they had say 4 wounds then a blast template would deal double wounds...so 6 bases get hit and all get wounded that would be 12 wounds and 3 bases get removed...We are talking on say the level of a LRBT blasting them though. I can also see these guys as dirt cheap since there are alot of bug replicators...enough to make the size of a planet if I recall correctly. And yeah Anubis would be like a Nightbringer.
Before I post a list of people and squands that are unique I have one more question...do you want Atlantians seperate from the "normal" sgc or all as one big group since say Carter can switch over.
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Post by: xSoulgrinderx
I dunno, I dont think they'll be seperate, but if one person is playing the evil side, they wont be able to mix say, wraith and replicators since they are made to fight each other, literally. Also for example you couldnt combine wratih and goua'ld. If ya pick an evil side, ya play that army whole not a mix bag. However if you play as say, humans "good" guys, you could mix tok'ra and atlantis.
"good" guys should be more expensive pts wise since there are fewer of them in the galaxies, and most they end up fighting are in massive numbers, millions or wraith, a whole set of system lords with tens of thousands of jaffa armies, billions of replicators. Ect.
I just thought of something.... Asgard. They could be like the tau!!! HORRIBLE in CC but UTTER destruction in shooting.
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Post by: ForgottenRealm
How will you represent every Stargate leading to places that look remarkably like Canada?
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Post by: Brother Azul
Ok i am completey ashamed to admit it but i had forgotten all about death gliders and 302's. Im someone wants to start working on a write up for either that would be handy. I'm almost done with the Wraith list. Should have it done in about an hour maybe hour an a half. @akroma06 - I figured just use the term "replicator" and let people play as either. My original thoughts on the kill team part of the rules was also 4th ed, I loved those rules as well. @xSoulgrinderx - I had the a 'nade wargear option for the Jaffa guard. In regards to Dr. Fraiser, im floating a few ideas for hero profiles and rules and il shoot em out to you all for looking over when i get to writing em down. I also like the idea of Anubis being on par with a Nightbringer, can you make that happen? With the Locals, that was something i wrote up at 2 in the morning so they aint very well thought through. Oh and for a bit of fun, seeing as Asgard beam weapons are all powerful heres a what they should be (not really, this is just for fun) Asgard beam weapon - Range 920" S:10 Ap:1 Heavy 1, Lance, Melta, Blast, Twinlinked, Master Crafted. Hmm that actually probably not far off what it should be. Automatically Appended Next Post: Also had another idea about vehicles for the SGC. What about adding Puddle jumpers? Also should a player choose to play as either SGC or Atlantis then he can take 302's or Puddle jumpers, never both at the same time. What do we think?
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Post by: Brother Azul
Alrighty Wraith list is ready to roll. I've been having a little trouble forming a unit for the Advanced Hybrids (i.e Human-Wraith Hybrids). My basic idea was an elite unit of 5 with pistols and feeder hands but it doesnt seem right... If someone wants to take a crack at it be my guest. As always let me know what you think.
~~~~~~~~~~~~~~~~~~~~~~~~~
The Wraith
Queen...........WS:6 BS:4 S:4 T:6 W:4 I:5 A:4 Ld:10 Sv:5+
Commander....WS:5 BS:3 S:3 T:4 W:2 I:4 A:2 Ld:8 Sv:6+
Drone............WS:4 BS:3 S:3 T:4 W:1 I:3 A:2 Ld:7 Sv:6+
Hybrid............WS:5 BS:5 S:5 T:5 W:2 I:4 A:2 Ld:9 Sv:6+
Iratus Hybrid...WS:6 BS:2 S:4 T:4 W:2 I:4 A:3 Ld:6 Sv:4+
Hunters..........WS:5 BS:5 S:3 T:4 W:2 I:5 A:2 Ld:9 Sv:6+
Iratus Bug.......WS:2 BS:0 S:2 T:2 W:3 I:2 A:3 Ld:3 Sv:-
Runner...........WS:5 BS:5 S:3 T:3 W:3 I:5 A:2 Ld:10 Sv:5+
WEAPONS
Stunner pistol........Range:12" S:4 Ap:6 pistol, stun.
Stun Spear...........Range:24" S:4 Ap:6 assault 1, stun.
Stunner Rifle.........Range:48" S:5 Ap:6 rapid fire, stun.
Feeder hand.........Counts as 2 close combat weapons.
Rending claws.......Same as Genestealers.
Runners Weapon...Range:15" S:5 Ap:5 assault 2
WARGEAR
Goggles............Grants the Night vision/Acute Senses
Tracker............Counts as Auspex. Used to Track runners and other important targets.
Wraith armour...Armour worn by all Wraith Drones.
Worshippers......Wraith Queen can use her worshippers to replenish her wounds.
SQUADS
HQ
Queen
Independant character
Unit composition: Queen, 0-3 worshippers
Wargear: Stunner Pistol, Feeder hand.
Wargear Options: 0-3 Worshippers +10Pts per model
Special rules: Subjugate, Regeneration, Worshippers.
ELITES
Hunter Squad
Unique Infantry
Unit composition: 3 Hunters, 1 Runner
Wargear: Stunner Pistols, Feeder hands.
Wargear OPtions: Any Hunter may upgrade his Pistol to a Stunner spear for +15pts per model, may take Goggles at +10pts per model and 1 Hunter may take a tracker for +5pts.
Special Rules: Wriath sight, Regeneration, On the hunt, Runner.
Avanced Hybrid, commander
*INSERT IDEA HERE*
TROOPS
Drone squad
Infantry
Unit compositon: 1 commander, 4-9 Drones
Wargear: Stunner pistol Feeder hand (commander), Stun Spears, Feeder hand (Drones).
Wargear Options: 1 Drone may upgade his Stun Spear for a Stunner Rifle +5pts.
Special Rules: Wraith sight, Regeneration.
Iratus bug swarm.
Use the rules for a ripper squad.
FAST ATTACK
Iratus Hybrids
Jump Infanty
Unit composition: 1 Commander, 3-11 Hybrids
Wargear: Stunner pistol, feeder hands (commander), Rending claws (hybrids)
Special Rules: wriath sight, regeneration (commander only) Feral (hybrids)
HEAVY SUPPORT
Support Squad
Infanty
Unit composition: 1 Commander, 4 Drones
Wargear: Pistol (commander), Stunner Rifles, Feeder hands.
Special Rules: Wraith sight, Regeneration.
Speical rules
Wraith sight - Using their natural telepathic abilities the Wraith commanders form ghostly apparitions to scare and confuse prey. At the start of the opponents turn commanders may take a phychic test. If the commander passes the test any squad who wishes to shoot or assault the commanders squad must take ld test or they cant shoot or assault that turn
Subjugate - A Queens mental strength is amongst the most powerful in the galaxy and she can use this strength to force an enemy into submission before they even have a chance to strike and without ever laying a hand on them. Any unit wishing to assault the Queen must first pass an Initative test or fight at at WS:1
Regeneration - As the Wraith evolved they grew slits in their right hands. These slits allow a wraith to feed of a human by sucking their life force out and in the process heal themselves. After an assault any unsaved wounds inflicted upon the enemy unit are transfered to the wraith unit that inflicted them.These wounds may be used to reserect dead wriath models from that unit upto the maximum starting size.
E.g - A unit of 10 Wraith Drones take 4 unsaved wounds in a round of shooting. In the following assault phase they kill 3 enemy soliders. 3 dead Drones are now reserected. In this way even a deleted squad can bring itself back to full stength.
On the hunt - Hunters engage in the sadistic pleasure sport of implanting people with trackers and chasing them across the galaxy. A Hunter squads only objective is to capture the runner, dead or alive. The Hunter squad is subject to the rage special rule, but only against the Runner. The Runner is worth double victory points, or an extra objective if killed by the Hunter squad, depending on what type of mission is being played. If another squad kills the Runner then normal victory points are awarded.
Runner - At the start of the match control of the runner will be given to the opponant for use in his force. The runner counts as a unit by himself and cannot join other squads, nor may he capture objectives. At the end of the match should the runner still be alive then the Wriaths opponant gets full victory points or an extra objective.
Stun - Any model wounded by a stunner shot is laid on its side (or use a suitable marker). Should a Wraith unit move within 3" of a stunned model they may claim 1 Regeneration wound per model within range. However at the start of each player turn the controlling player may roll to see if the stun effect has worn off. Roll a D6 per stunned model, if a 6 is rolled the model regains consciousness and must immediately regroup with his squad. If a model is still stunned at the end of the game it is counted as killed.
Worshippers - During any shooting phase a Queen can chose to sacrafice any number of her worshippers to regenerate wounds upto her starting amount. Im the queen is killed the worshippers are removed from play.
Feral - Should the Commander be killed a squad of Iratus hybrids will turn feral and attack anything the come across. If the commander is killed then all remaining hybrids in the squad do D3 hits upon themselves, they are then subject to Rage against both teams, although are still controlled by the wraith player.
~~~~~~~~~~~~~~~~~~~~
Now i realise that the wraith may seem waaaaAaAaAaaaaaAay overpowered, but im thinking they will be the most expensive points wise. Again feedback appreciated. Also if someone with a 'Nids codex could supply Iratus squads with the rules for rending claw and ripper squads that would be great (no points, just rules).
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Post by: The Acolyte
I love stargate and I love 40k this is the best idea ever. I will do a quick play test of the missions for you and let you know how they go
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Post by: xSoulgrinderx
Thanks, credit goes to Brother Azul and I for the profiles. Hes done most of the profile writing, I came up with the scenarios and Ill probably do the editing too. Its looking like this will become a codex!
@ Brother Azul - I plan to make a PDF of sorts for this, then thrown in the usual fluff and take it to kinkos to make an actual codex. It'll be laminated and spiral bound and Ill send ya a copy once this bad boy gets finished. Totally worth spending 20$ to make one, much more original too haha.
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Post by: Brother Azul
The Acolyte wrote:I love stargate and I love 40k this is the best idea ever. I will do a quick play test of the missions for you and let you know how they go 
Thanks. Its nice to know that our work is appreciated by more then just ourselves.
xSoulgrinderx wrote:Thanks, credit goes to Brother Azul and I for the profiles. Hes done most of the profile writing, I came up with the scenarios and Ill probably do the editing too. Its looking like this will become a codex!
@ Brother Azul - I plan to make a PDF of sorts for this, then thrown in the usual fluff and take it to kinkos to make an actual codex. It'll be laminated and spiral bound and Ill send ya a copy once this bad boy gets finished. Totally worth spending 20$ to make one, much more original too haha.
Sick as mate. Dont know if you've ever seen these before, but possibly of use?
http://www.thinkgeek.com/homeoffice/mugs/b928/
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Post by: xSoulgrinderx
They'd probably be to small. DTS makes one, but its very pricey.
http://media.photobucket.com/image/dst%20stargate/Mala50/DT_Stargate.jpg
But totally worth it. Same as the codex. Like I said, Id like to make a real codex and have it printed. Gameswork shop would probably sue my ass lol. I just wont put 40k on there as not to get sued. lol
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Post by: Brother Azul
If you guys want to sling me over any ideas you have for 302's, Deathgliders or whatever please do. Any ideas are good ideas.
Also just out of interest does anyone know where i can get my hands some Guardsmen sized P90's? Or at least a reasonable facsimile...
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Post by: Akroma06
Just had a few thoughts...take 'em or leave 'em. Brother Azul wrote: ~~~~~~~~~~~~~~~~~~~~~~~~~ The Wraith Queen...........WS:6 BS:4 S:4 T:6 W:4 I:5 A:4 Ld:10 Sv:5+ Commander....WS:5 BS:3 S:3 T:4 W:2 I:4 A:2 Ld:8 Sv:6+ Drone............WS:4 BS:3 S:3 T:4 W:1 I:3 A:2 Ld:7 Sv:6+ Hybrid............WS:5 BS:5 S:5 T:5 W:2 I:4 A:2 Ld:9 Sv:6+ Iratus Hybrid...WS:6 BS:2 S:4 T:4 W:2 I:4 A:3 Ld:6 Sv:4+ Hunters..........WS:5 BS:5 S:3 T:4 W:2 I:5 A:2 Ld:9 Sv:6+ Iratus Bug.......WS:2 BS:0 S:2 T:2 W:3 I:2 A:3 Ld:3 Sv:- Runner...........WS:5 BS:5 S:3 T:3 W:3 I:5 A:2 Ld:10 Sv:5+
These look good for the most part stat wise. Brother Azul wrote: WEAPONS Stunner pistol........Range:12" S:4 Ap:6 pistol, stun. Stun Spear...........Range:24" S:4 Ap:6 assault 1, stun. Stunner Rifle.........Range:48" S:5 Ap:6 rapid fire, stun. Feeder hand.........Counts as 2 close combat weapons. Rending claws.......Same as Genestealers. Runners Weapon...Range:15" S:5 Ap:5 assault 2
Again things look good. Brother Azul wrote: WARGEAR Goggles............Grants the Night vision/Acute Senses Tracker............Counts as Auspex. Used to Track runners and other important targets. Wraith armour...Armour worn by all Wraith Drones. Worshippers......Wraith Queen can use her worshippers to replenish her wounds.
You should identify how you want the Tracker to work better. The only thing I can think of is the BT auspex and how it lets you shoot at infiltrators. Is this what you were aiming for? Brother Azul wrote: SQUADS HQ Queen Independant character Unit composition: Queen, 0-3 worshippers Wargear: Stunner Pistol, Feeder hand. Wargear Options: 0-3 Worshippers +10Pts per model Special rules: Subjugate, Regeneration, Worshippers.
I would add a note of whether or not the queen can join squads if she has worshippers...personally I can't see why not, but you may want to clairfy. Brother Azul wrote: ELITES Hunter Squad Unique Infantry Unit composition: 3 Hunters, 1 Runner Wargear: Stunner Pistols, Feeder hands. Wargear OPtions: Any Hunter may upgrade his Pistol to a Stunner spear for +15pts per model, may take Goggles at +10pts per model and 1 Hunter may take a tracker for +5pts. Special Rules: Wriath sight, Regeneration, On the hunt, Runner.
I would add in ability to have more hunters as this squad is kinda small, I would think around 5 total guys. Brother Azul wrote: Avanced Hybrid, commander *INSERT IDEA HERE*
Are these Michael's guys? If so...I'll do some research and get back to you on some ideas. Brother Azul wrote: TROOPS Drone squad Infantry Unit compositon: 1 commander, 4-9 Drones Wargear: Stunner pistol Feeder hand (commander), Stun Spears, Feeder hand (Drones). Wargear Options: 1 Drone may upgade his Stun Spear for a Stunner Rifle +5pts. Special Rules: Wraith sight, Regeneration.
I'm not really so sure a stunner rifle would be an upgrade since the squad can't assault afterward and it seems that that is where these guys would thrive...maybe make it a free swap? Brother Azul wrote: Iratus bug swarm. Use the rules for a ripper squad.
For those of us that don't play nids??? Brother Azul wrote: FAST ATTACK Iratus Hybrids Jump Infanty Unit composition: 1 Commander, 3-11 Hybrids Wargear: Stunner pistol, feeder hands (commander), Rending claws (hybrids) Special Rules: wriath sight, regeneration (commander only) Feral (hybrids)
I'd add something about if the commander is dead then the Hybrids have rage USR, since they tend to charge whatever is closest (I can't remember that poor girls name but she even charged AT1 despite them all being there and her being alone. Brother Azul wrote: HEAVY SUPPORT Support Squad Infanty Unit composition: 1 Commander, 4 Drones Wargear: Pistol (commander), Stunner Rifles, Feeder hands. Special Rules: Wraith sight, Regeneration.
I don't really see how these guys would be a Heavy Support option...I'll put something at the end about an alternative. Brother Azul wrote: Speical rules Wraith sight - Using their natural telepathic abilities the Wraith commanders form ghostly apparitions to scare and confuse prey. At the start of the opponents turn commanders may take a phychic test. If the commander passes the test any squad who wishes to shoot or assault the commanders squad must take ld test or they cant shoot or assault that turn
I really like this...I would make it so that it will work on any non-replicator unit. Brother Azul wrote: Subjugate - A Queens mental strength is amongst the most powerful in the galaxy and she can use this strength to force an enemy into submission before they even have a chance to strike and without ever laying a hand on them. Any unit wishing to assault the Queen must first pass an Initative test or fight at at WS:1
I would also add Initiative 1 to this...but otherwise its great. Brother Azul wrote: Regeneration - As the Wraith evolved they grew slits in their right hands. These slits allow a wraith to feed of a human by sucking their life force out and in the process heal themselves. After an assault any unsaved wounds inflicted upon the enemy unit are transfered to the wraith unit that inflicted them.These wounds may be used to reserect dead wriath models from that unit upto the maximum starting size. E.g - A unit of 10 Wraith Drones take 4 unsaved wounds in a round of shooting. In the following assault phase they kill 3 enemy soliders. 3 dead Drones are now reserected. In this way even a deleted squad can bring itself back to full stength.
I'm not so sure about raising models back up. Because even a dead wraith is still dead. I would say multiple wound models can heal, up to their starting value, and the squad has FNP to represent the resilliancy of a recently fed wraith. Brother Azul wrote: On the hunt - Hunters engage in the sadistic pleasure sport of implanting people with trackers and chasing them across the galaxy. A Hunter squads only objective is to capture the runner, dead or alive. The Hunter squad is subject to the rage special rule, but only against the Runner. The Runner is worth double victory points, or an extra objective if killed by the Hunter squad, depending on what type of mission is being played. If another squad kills the Runner then normal victory points are awarded.
I wouldn't give them rage as they are not blindly chasing him, which rage would intend to imply. Make it so that the runner is only worth the extra points/objective if a hunter squad kills him. Brother Azul wrote: Runner - At the start of the match control of the runner will be given to the opponant for use in his force. The runner counts as a unit by himself and cannot join other squads, nor may he capture objectives. At the end of the match should the runner still be alive then the Wriaths opponant gets full victory points or an extra objective.
I don't see why he couldn't join another unit. Ronan did. I can't remember the other runners name, but he had the small girl and Dr. Keller for a while. Otherwise everything works. Brother Azul wrote: Stun - Any model wounded by a stunner shot is laid on its side (or use a suitable marker). Should a Wraith unit move within 3" of a stunned model they may claim 1 Regeneration wound per model within range. However at the start of each player turn the controlling player may roll to see if the stun effect has worn off. Roll a D6 per stunned model, if a 6 is rolled the model regains consciousness and must immediately regroup with his squad. If a model is still stunned at the end of the game it is counted as killed.
Making it a 6 to get back up is a little harsh...how about a 5+ that gets a +1 modifier per turn he is unconscious. So he gets downed, in the following turn its a 5+, then next game turn its a 4+, etc? I would make the model pinned and unable to fight in CC. Also if a Wraith uses regeneration then the unconsious model looses a wound with no saves of any kind. Brother Azul wrote: Worshippers - During any shooting phase a Queen can chose to sacrafice any number of her worshippers to regenerate wounds upto her starting amount. Im the queen is killed the worshippers are removed from play.
Great I like it. Brother Azul wrote: Feral - Should the Commander be killed a squad of Iratus hybrids will turn feral and attack anything the come across. If the commander is killed then all remaining hybrids in the squad do D3 hits upon themselves, they are then subject to Rage against both teams, although are still controlled by the wraith player.
Ok now my previous suggestion seems pointless. Brother Azul wrote: Now i realise that the wraith may seem waaaaAaAaAaaaaaAay overpowered, but im thinking they will be the most expensive points wise. Again feedback appreciated. Also if someone with a 'Nids codex could supply Iratus squads with the rules for rending claw and ripper squads that would be great (no points, just rules).
No I wouldn't say overpowered and I wouldn't make them to expensive. They almost have a DE feel about them as they need to hug cover and pick of small squads to limit a counter attack. A few suggestions...I'd add a Wraith Dart as a Heavy Support. I was tossing around an F302 and Death Glider and this seems like a fair add on to make it balanced. I would also give the queen a special rule similart to "Protect Your God" from the Gou' ld. Automatically Appended Next Post: Ok so I did some modifications to SG1, and I'm not quite finnished as I will be giving them some options later, but I gave them some special rules, that seem to work without being to OP and all have a basis in some 40K character... SG1 Col. Jack O'Neil......WS4 BS5 S3 T3 W3 I4 A2 Ld10 Sv4+ Lt. Sam Carter........WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+ Daniel Jackson...........WS3 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+ Teal'c..............WS5 BS4 S4 T6 W3 I4 A2 Ld10 Sv4+/5+IV WARGEAR P90- Range: 36" S:3 Ap:5 Assault 5 (Col. O'Neill, Lt. Carter, Daniel Jackson) Staff Weapon- Range: 36" S:4 Ap:4 Assault, also counts as an additional ccw. (Teal'c) Combat knives, Autopistols, Frag/Krak grenades, Carapace armour, C4 (Demolition Packs 18” range) Special Rules: First Through the Gate. SG 1, was the first Human team to go through the Earth Stargate and thus have more experience when dealing with Gou’ ld and offworld threats in general. Thus they have the Preferred Enemy Special rule against Gou’ ld and Replicators. Jack O’Neil: Colonel O’Neil never backs down from opposition when he thinks he can win. He has the stubborn USR, however he will not stand and fight overwhelming odds and thus can choose to fail a leadership check…this represents him ordering his team to fall back to the Gate. Samantha Carter: Lt. Carter’s father has a To’kra symbiote inside of him to protect him from cancer. Lt. Carter allows the To’kra to be fielded as an ally to any SG force. (I didn't know what to do for her) Teal’c: Teal’c desipises the Gou’ ld above all else and has experience with their own anatomy. Teal’c may reroll his to wound rolls against the Gou’ ld. Daniel Jackson: Dr. Jackson has more experience with the Stargate then anyone else, thus if he is fielded the SG player may choose to reroll the dice when determining what mission will be played. Pretty much I'm using the IG CCS charachers as a basis since they all have their own rules, and squad rules. Oh and a Dr. Frazier Dr. Frazier: Dr Frazier is the medic at Stargate Command and has thus seen and treated many injuries. She may be attached to any field command or SG-1. She provides the FNP special rule to all units within 6” of her including her squad. If the squad remained stationary she has the ability to perform a better job and the FNP bonus is increased to 3+
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Post by: xSoulgrinderx
My edits and comments are in the quote in BOLD
Akroma06 wrote:Just had a few thoughts...take 'em or leave 'em.
Brother Azul wrote:
~~~~~~~~~~~~~~~~~~~~~~~~~
The Wraith
Queen...........WS:6 BS:4 S:4 T:6 W:4 I:5 A:4 Ld:10 Sv:5+
Commander....WS:5 BS:3 S:3 T:4 W:2 I:4 A:2 Ld:8 Sv:6+
Drone............WS:4 BS:3 S:3 T:4 W:1 I:3 A:2 Ld:7 Sv:6+
Hybrid............WS:5 BS:5 S:5 T:5 W:2 I:4 A:2 Ld:9 Sv:6+
Iratus Hybrid...WS:6 BS:2 S:4 T:4 W:2 I:4 A:3 Ld:6 Sv:4+
Hunters..........WS:5 BS:5 S:3 T:4 W:2 I:5 A:2 Ld:9 Sv:6+
Iratus Bug.......WS:2 BS:0 S:2 T:2 W:3 I:2 A:3 Ld:3 Sv:-
Runner...........WS:5 BS:5 S:3 T:3 W:3 I:5 A:2 Ld:10 Sv:5+
These look good for the most part stat wise.
Agreed
Brother Azul wrote:
WEAPONS
Stunner pistol........Range:12" S:4 Ap:6 pistol, stun.
Stun Spear...........Range:24" S:4 Ap:6 assault 1, stun.
Stunner Rifle.........Range:48" S:5 Ap:6 rapid fire, stun.
Feeder hand.........Counts as 2 close combat weapons.
Rending claws.......Same as Genestealers.
Runners Weapon...Range:15" S:5 Ap:5 assault 2
Again things look good.
I would make the runner weapon much better, in the series everyone wants one and it blows holes in whatever it hits. Maybe ST 5 AP 3 Assault 2
Brother Azul wrote:
WARGEAR
Goggles............Grants the Night vision/Acute Senses
Tracker............Counts as Auspex. Used to Track runners and other important targets.
Wraith armour...Armour worn by all Wraith Drones.
Worshippers......Wraith Queen can use her worshippers to replenish her wounds.
You should identify how you want the Tracker to work better. The only thing I can think of is the BT auspex and how it lets you shoot at infiltrators. Is this what you were aiming for?
Yeah, I would make it so the tracker can take the first shot at infiltraitors. As well, atlantis SG teams should get one, the life signs detector
Brother Azul wrote:
SQUADS
HQ
Queen
Independant character
Unit composition: Queen, 0-3 worshippers
Wargear: Stunner Pistol, Feeder hand.
Wargear Options: 0-3 Worshippers +10Pts per model
Special rules: Subjugate, Regeneration, Worshippers.
I would add a note of whether or not the queen can join squads if she has worshippers...personally I can't see why not, but you may want to clairfy.
I would say if she is accompanied by Worshiper then no, she cant. But, once they die she gains the IC rule. Much like an Inquisitor
Brother Azul wrote:
ELITES
Hunter Squad
Unique Infantry
Unit composition: 3 Hunters, 1 Runner
Wargear: Stunner Pistols, Feeder hands.
Wargear OPtions: Any Hunter may upgrade his Pistol to a Stunner spear for +15pts per model, may take Goggles at +10pts per model and 1 Hunter may take a tracker for +5pts.
Special Rules: Wriath sight, Regeneration, On the hunt, Runner.
I would add in ability to have more hunters as this squad is kinda small, I would think around 5 total guys.
Agreed, initally in the episode where they meet Ronan, there are 5
Brother Azul wrote:
Avanced Hybrid, commander
*INSERT IDEA HERE*
Are these Michael's guys? If so...I'll do some research and get back to you on some ideas.
Michael's created 2 versions of his precious hybrids. The first was the smoke making, blind freaks that MAULED everyone. They should always get a 4+ cover and lower the enemies BS by 1 when within 12". Also get furious charge, high ST but no shooting at all. Also move through cover. The second hybrid was the "perfect" one which looked like a GIANT bug. That should get 3+ armour save for its shell, ST 7, 3 wounds and cost a bit in pts. Just a thought
Brother Azul wrote:
TROOPS
Drone squad
Infantry
Unit compositon: 1 commander, 4-9 Drones
Wargear: Stunner pistol Feeder hand (commander), Stun Spears, Feeder hand (Drones).
Wargear Options: 1 Drone may upgade his Stun Spear for a Stunner Rifle +5pts.
Special Rules: Wraith sight, Regeneration.
I'm not really so sure a stunner rifle would be an upgrade since the squad can't assault afterward and it seems that that is where these guys would thrive...maybe make it a free swap?
Totally
Brother Azul wrote:
Iratus bug swarm.
Use the rules for a ripper squad.
For those of us that don't play nids???
Psn swarms. They should be relativly cheap, have the beasts rule, and jump packs as they fly around...
Brother Azul wrote:
FAST ATTACK
Iratus Hybrids
Jump Infanty
Unit composition: 1 Commander, 3-11 Hybrids
Wargear: Stunner pistol, feeder hands (commander), Rending claws (hybrids)
Special Rules: wriath sight, regeneration (commander only) Feral (hybrids)
I'd add something about if the commander is dead then the Hybrids have rage USR, since they tend to charge whatever is closest (I can't remember that poor girls name but she even charged AT1 despite them all being there and her being alone.
Again, in a previous comment, there should be 2 different Hybrids. This set of rules should be for the mutants, where as the bug hybrids are probably much betterr trained than michaels original experiments
Brother Azul wrote:
HEAVY SUPPORT
Support Squad
Infanty
Unit composition: 1 Commander, 4 Drones
Wargear: Pistol (commander), Stunner Rifles, Feeder hands.
Special Rules: Wraith sight, Regeneration.
I don't really see how these guys would be a Heavy Support option...I'll put something at the end about an alternative.
Id get rid of this entirely and make the "bug" hybrids I mentioned earlier as HS. They can be super tough with 3 wounds and high ST 7. Also give them the MC rules that way they can act as tank killers.
Brother Azul wrote:
Speical rules
Wraith sight - Using their natural telepathic abilities the Wraith commanders form ghostly apparitions to scare and confuse prey. At the start of the opponents turn commanders may take a phychic test. If the commander passes the test any squad who wishes to shoot or assault the commanders squad must take ld test or they cant shoot or assault that turn
I really like this...I would make it so that it will work on any non-replicator unit.
Highly agreed
Brother Azul wrote:
Subjugate - A Queens mental strength is amongst the most powerful in the galaxy and she can use this strength to force an enemy into submission before they even have a chance to strike and without ever laying a hand on them. Any unit wishing to assault the Queen must first pass an Initative test or fight at at WS:1
I would also add Initiative 1 to this...but otherwise its great.
Same
Brother Azul wrote:
Regeneration - As the Wraith evolved they grew slits in their right hands. These slits allow a wraith to feed of a human by sucking their life force out and in the process heal themselves. After an assault any unsaved wounds inflicted upon the enemy unit are transfered to the wraith unit that inflicted them.These wounds may be used to reserect dead wriath models from that unit upto the maximum starting size.
E.g - A unit of 10 Wraith Drones take 4 unsaved wounds in a round of shooting. In the following assault phase they kill 3 enemy soliders. 3 dead Drones are now reserected. In this way even a deleted squad can bring itself back to full stength.
I'm not so sure about raising models back up. Because even a dead wraith is still dead. I would say multiple wound models can heal, up to their starting value, and the squad has FNP to represent the resilliancy of a recently fed wraith.
I like the rule but seems a bit broken. Id make it a 2:1 ratio. For every 2 enemies that die, 1 wraith stands back up
Brother Azul wrote:
On the hunt - Hunters engage in the sadistic pleasure sport of implanting people with trackers and chasing them across the galaxy. A Hunter squads only objective is to capture the runner, dead or alive. The Hunter squad is subject to the rage special rule, but only against the Runner. The Runner is worth double victory points, or an extra objective if killed by the Hunter squad, depending on what type of mission is being played. If another squad kills the Runner then normal victory points are awarded.
I wouldn't give them rage as they are not blindly chasing him, which rage would intend to imply. Make it so that the runner is only worth the extra points/objective if a hunter squad kills him.
Agreed, most hunters are young wraiths eager to prove themselves to the hive. They shouldnt get the rage rule, but instead always get a tracker.
Brother Azul wrote:
Runner - At the start of the match control of the runner will be given to the opponant for use in his force. The runner counts as a unit by himself and cannot join other squads, nor may he capture objectives. At the end of the match should the runner still be alive then the Wriaths opponant gets full victory points or an extra objective.
I don't see why he couldn't join another unit. Ronan did. I can't remember the other runners name, but he had the small girl and Dr. Keller for a while. Otherwise everything works.
I Partically agree with Akroma on this one, Ronan should be allowed to join any unit, but any other runner shouldnt. He joined a team but the other runner they encountered doesnt.
Brother Azul wrote:
Stun - Any model wounded by a stunner shot is laid on its side (or use a suitable marker). Should a Wraith unit move within 3" of a stunned model they may claim 1 Regeneration wound per model within range. However at the start of each player turn the controlling player may roll to see if the stun effect has worn off. Roll a D6 per stunned model, if a 6 is rolled the model regains consciousness and must immediately regroup with his squad. If a model is still stunned at the end of the game it is counted as killed.
Making it a 6 to get back up is a little harsh...how about a 5+ that gets a +1 modifier per turn he is unconscious. So he gets downed, in the following turn its a 5+, then next game turn its a 4+, etc? I would make the model pinned and unable to fight in CC. Also if a Wraith uses regeneration then the unconsious model looses a wound with no saves of any kind.
Couldnt agree more. 5+ and 1+ for each turn they have been stunned would be ideal. 6+ is just impossible.
Brother Azul wrote:
Worshippers - During any shooting phase a Queen can chose to sacrafice any number of her worshippers to regenerate wounds upto her starting amount. Im the queen is killed the worshippers are removed from play.
Great I like it.
I dont know, Id say she can regain 1+ wound for ever worshiper she consumes. Not just back up to her starting ammount. Otherwise itd end up being a queen/ worshiper spam.
Brother Azul wrote:
Feral - Should the Commander be killed a squad of Iratus hybrids will turn feral and attack anything the come across. If the commander is killed then all remaining hybrids in the squad do D3 hits upon themselves, they are then subject to Rage against both teams, although are still controlled by the wraith player.
Ok now my previous suggestion seems pointless.
Brother Azul wrote:
Now i realise that the wraith may seem waaaaAaAaAaaaaaAay overpowered, but im thinking they will be the most expensive points wise. Again feedback appreciated. Also if someone with a 'Nids codex could supply Iratus squads with the rules for rending claw and ripper squads that would be great (no points, just rules).
No I wouldn't say overpowered and I wouldn't make them to expensive. They almost have a DE feel about them as they need to hug cover and pick of small squads to limit a counter attack.
A few suggestions...I'd add a Wraith Dart as a Heavy Support. I was tossing around an F302 and Death Glider and this seems like a fair add on to make it balanced. I would also give the queen a special rule similart to "Protect Your God" from the Gou' ld.
Agreed on the protect your god rules for the queen. Also the dart would be perfect! Great suggestion. I would make it able to shoot something a little less than the Staff Cannon, but allow it to shoot it at ANY speed it moves, even flat out. They are super agile and should be represented as so. As well, they should be able to make a suicide run. Happens a lot. It would use the ramming rules, but instead of taking a ST blah hit back on the dart, it explodes/ is wrecked. My idea is to add D6 strength to the darts impact after the inital ST has been determined. Then, roll a D6, on a 3+ the wraith dart explodes, any other result gets wrecked.
Automatically Appended Next Post:
Ok so I did some modifications to SG1, and I'm not quite finnished as I will be giving them some options later, but I gave them some special rules, that seem to work without being to OP and all have a basis in some 40K character...
SG1
Col. Jack O'Neil......WS4 BS5 S3 T3 W3 I4 A2 Ld10 Sv4+
Lt. Sam Carter........WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+
Daniel Jackson...........WS3 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+
Teal'c..............WS5 BS4 S4 T6 W3 I4 A2 Ld10 Sv4+/5+IV
WARGEAR
P90- Range: 36" S:3 Ap:5 Assault 5 (Col. O'Neill, Lt. Carter, Daniel Jackson)
Staff Weapon- Range: 36" S:4 Ap:4 Assault, also counts as an additional ccw. (Teal'c)
Combat knives, Autopistols, Frag/Krak grenades, Carapace armour, C4 (Demolition Packs 18” range)
Special Rules:
First Through the Gate. SG 1, was the first Human team to go through the Earth Stargate and thus have more experience when dealing with Gou’ ld and offworld threats in general. Thus they have the Preferred Enemy Special rule against Gou’ ld and Replicators.
Jack O’Neil: Colonel O’Neil never backs down from opposition when he thinks he can win. He has the stubborn USR, however he will not stand and fight overwhelming odds and thus can choose to fail a leadership check…this represents him ordering his team to fall back to the Gate.
Samantha Carter: Lt. Carter’s father has a To’kra symbiote inside of him to protect him from cancer. Lt. Carter allows the To’kra to be fielded as an ally to any SG force. (I didn't know what to do for her)
Teal’c: Teal’c desipises the Gou’ ld above all else and has experience with their own anatomy. Teal’c may reroll his to wound rolls against the Gou’ ld.
Daniel Jackson: Dr. Jackson has more experience with the Stargate then anyone else, thus if he is fielded the SG player may choose to reroll the dice when determining what mission will be played.
TOTALLY AWESOME!!!! I LOVE THIS!!!!
Pretty much I'm using the IG CCS charachers as a basis since they all have their own rules, and squad rules.
Oh and a Dr. Frazier
Dr. Frazier: Dr Frazier is the medic at Stargate Command and has thus seen and treated many injuries. She may be attached to any field command or SG-1. She provides the FNP special rule to all units within 6” of her including her squad. If the squad remained stationary she has the ability to perform a better job and the FNP bonus is increased to 3+
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Post by: Akroma06
As far as Ronan goes I was planning on putting him in AT-1 and making AT-1 much more customiseable...I haven't been able to hammer down profiles, but it would be something like Lt. Col John Sheppard Dr. Rodney McKay Teyla Lt. Aiden Ford* Lt. Ford can be replaced by Ronan Dex for xx points (to represent the change during the series and include both charachters) Possible add ons to the squad Dr. Carson Becket or Dr. Jennifer Keller (each will have a unique ability that is different I was thinking of giving Becket better stats but Keller a slightly better rule.) Dr. Elisabith Wier or Col. Samantha Carter. (Carter can only be taken if SG-1 is not fielded nor Dr. Becket.) I'm not sure about Woolsey as he left Atlantis rarely, and I don't know what rules to give them. I'm not sure if I want to inclue Todd into the Atlantis part or not as he is an ally of the group. Maybe so then several wraith options become limited as a 0-1 option but he would be quite expensive... Thoughts? Edit: There is also Radek Zelenka and General Hammond (of Texas) to consider...I really want to see if I can come up with some special rule for him.
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Post by: xSoulgrinderx
Lol, SO MANY PROFILES.....
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Post by: Akroma06
xSoulgrinderx wrote:Lol, SO MANY PROFILES.....
The charachters are what made stargate stargate. Keep in mind that they will be one selection for SG-1 one selection for AT-1. Each with some optional add ons. So in reality you have Schaefers Last Chancers and The Legion of the Damned.
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Post by: xSoulgrinderx
Ah. Do you think it would be possible to field both AT-1 and SG-1 in one battle? Or should we make it so that you have to be one or the other?
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Post by: Brother Azul
Ok in regards to your many comments I have ammended the following based on what you both suggested. Boosted the range, power, droped Ap and made it rending. Too much or not enough? Runners Weapon...Range:24" S:6 Ap:4 assault 2, Rending As far as the tracker goes... i dont know. If you can come up with a better use for it, then im all ears. But your right it is useless as it is. I'l adjust the queen to work so if shes got worshippers then she cant join a unit, but if she kills em all off then shes an IC again. OK Hunter squad can now purchase an additional 2 Hunters. Yes they are Michaels guys. The Human-Wraith Hybrids just so there is no confusion. I've changed the Drone entry about stunner rifles. Any drone can now swap his stunner spear for a rifle free of charge. This means now you can have assault and support squads. I've droppped the support squad from the heavy support. *File has been... DELETED* Ok Subjugate now drops I to 1 as well. With the stun rule, have a think about how long it take em to wake up after they are stunned. Its not like their jumpping to their feet again after 5 minutes. Its the only reason i made it a 6+. I'l adjust it to be 5+, and 4+ on turn 5 & 6. I have also added this to the Stun rule in relation to Multiwound models. Stun - Any model wounded by a stunner shot is laid on its side (or use a suitable marker). Should a Wraith unit move within 3" of a stunned model they may claim 1 Regeneration wound per model within range. However at the start of each player turn the controlling player may roll to see if the stun effect has worn off. Roll a D6 per stunned model, if a 5 is rolled the model regains consciousness and must immediately regroup with his squad, on turns 5 and 6 only a 4+ is needed. If a model is still stunned at the end of the game it is counted as killed. Multi wound models must be wounded with stunner shots equal to their starting W count to be counted as stunned. Ok the Worshippers rule was written sooooo badly. Heres a rewritten version, It still works the same but should be easier to understand. I also forgot to put a cap on the amount of worshippers. Can have a max of 3. Worshippers - During any shooting phase a Queen can chose to sacrafice any number of her 3 worshippers to regenerate that same amount of wounds upto her starting amount. If the queen is killed the worshippers are removed from play. OK now thats the bulk outta the way i wanted to tackle the Regen and Hunter/runner problems seperate. Runners and Hunters. (sounds like a band name...) First off. A runner is worth double points if killed by a hunter squad, and normal points if killed by any other squad. That has always been the case. Secondly. If runners were allowed to join squads then you could just chuck him in with the toughest squad available and then there would be little chance of him getting killed/captured. While if hes free then its almost like a battle within a battle, you gotta keep him out of harms way or maybe concede extra points. Third. Ive removed the rage rule and replaced it with nothing... Regeneration. Right now i fully agree that this rule is broken. I do like the 2:1 ratio thing, that could work. And giving all wraith an extra wound could work as well. The FNP wouldnt work because they start getting to Op and when would it wear off? I personally like the 2:1 ratio idea but if more ideas can be thought up that will help. THIS! THIS IS EXCELLENT!!! I'm just sore i didnt think of this. Jack O’Neil: Colonel O’Neil never backs down from opposition when he thinks he can win. He has the stubborn USR, however he will not stand and fight overwhelming odds and thus can choose to fail a leadership check…this represents him ordering his team to fall back to the Gate. This that SG1 profile supposed to be kill teamy or regular battles? Lastly i have adjusted the Iratus Hybrids profile. They weren't tough enough. These are the Iratus-Human Hybrids (the ones in that look like massive arse bugs). Just so theres no confusion. Iratus Hybrid... WS:6 BS:2 S:5 T:6 W:2 I:4 A:3 Ld:6 Sv:4+ Iratus Hybrids Jump Infanty Unit composition: 1 Commander, 3-11 Hybrids Wargear: Stunner pistol, feeder hands (commander), Rending claws (hybrids) Special Rules: wriath sight, regeneration (commander only) Feral (hybrids) Smoke making, blind freaks that MAULED everyone. I had forgotten about these guys... Im working on them right now.
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Post by: xSoulgrinderx
Lastly i have adjusted the Iratus Hybrids profile. They weren't tough enough. These are the Iratus-Human Hybrids (the ones in that look like massive arse bugs). Just so theres no confusion.
Iratus Hybrid...WS:6 BS:2 S:5 T:6 W:2 I:4 A:3 Ld:6 Sv:4+
Iratus Hybrids
Jump Infanty
Unit composition: 1 Commander, 3-11 Hybrids
Wargear: Stunner pistol, feeder hands (commander), Rending claws (hybrids)
Special Rules: wriath sight, regeneration (commander only) Feral (hybrids)
K, just so were both clear, the Iratus Hybrids are the big monsters that Michael sends on that one town? They look like big bug versions of Alien, I think they should be HS with 3 wounds and 3+ armour, maybe 4+. The Iratus bug was the one i suggested to have the jump pack. Not the Hybrid. =]
This thing is really getting there.
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Post by: Brother Azul
xSoulgrinderx wrote:
K, just so were both clear, the Iratus Hybrids are the big monsters that Michael sends on that one town? They look like big bug versions of Alien, I think they should be HS with 3 wounds and 3+ armour, maybe 4+. The Iratus bug was the one i suggested to have the jump pack. Not the Hybrid. =]
This thing is really getting there.
Ahh yeah im with ya now. Yes the big alienesque things. Here for perfect clarification Season 3 Episode 19 - Vengance. <--- those are the Iratus Hybrids. The actual Iratus bugs i was suggetsing using the rules for rippers. But jump packs would give a much need Fast Attack option. Ok if we make the Iratus Hybrids heavy then how about this?
Iratus Hybrids
HEAVY SUPPORT
Iratus Hybrid... WS:6 BS:2 S:5 T:6 W:3 I:4 A:3 Ld:6 Sv:4+
Jump Infanty
Unit composition: 1 Commander, 3-11 Hybrids
Wargear: Stunner pistol, feeder hands (commander), Rending claws (hybrids)
Special Rules: wriath sight, regeneration (commander only) Feral (hybrids)
and Iratus Bugs.
FAST ATTACK
Iratus Bug Swarm...... WS:2 BS:0 S:2 T:2 W:3 I:2 A:3 Ld:3 Sv:-
Jump Infanty
Unit comopistion: 3-10 Bases
Wargear: Teeth, claw, Proboscis(?)
Special rules: Regeneration, Swarms, Vulnerable to blast and templates.
Something like that maybe? Automatically Appended Next Post: Ok just had a really good idea of how to fix regen.
So heres the idea. Firstly I'm gonna bump everything up a wound. So even basic Drones have 2, then adjust the Regen rule as such.
Regeneration - Any model may choose to make a single attack in close combat at -1 I. This attack allows no armour save and if it sucessfully wounds the opponant the wraith regains 1 wound.
This allows for a unit to either assault with its full complement of attacks or 1 healing attack per wraith. Does this apear to work better then the other version?
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Post by: xSoulgrinderx
Sure, but 2 wounds for the basic infantry is kinda hard. Remember these are supposed to be horde armies and with 2 wounds a piece, that would be a bit to hard. I personally like the 2:1 ratio idea, and kinda blend it with the necron "well be back rule" where you just tip the model on it side and then for every 2 wounds the unit does, one wraith stands back up.
2 Wounds a model is just brutal in a horde army.
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Post by: Brother Azul
I definately get what your saying. Can you explain the WBB rule to me.... noobish i know, but ive never played against crons before and ive never even had the inclanation to pick up the codex before..
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Post by: Akroma06
xSoulgrinderx wrote:Ah. Do you think it would be possible to field both AT-1 and SG-1 in one battle? Or should we make it so that you have to be one or the other?
It can be both...it would be quite a point sink as neither squad would be cheap. It wouldn't be fluffy but then again neither is half of 40K. The only reason I put that caveat in about Carter is that she can only be in one squad and I didn't have her as an option in SG-1. So if you field both then you can't take her as apart of AT-1.
After sleeping on it I'm sure I don't want AT-1 to be as powerful as SG-1...rules wise, although they would have their own individual rules and a squad rule. The stats can be close, but AT-1 would still be cheaper. I know I want to give Ronan Prefered Enemy Wraith as his special rule. I was tempted to also give it to Teyla but I don't want them to be the same. I think that I may try something like defensive grenades against all Wraith to represent her being part Wraith and being able to mentally link with them.
Sheppard and McKay are the tough ones, as I would like to do something with Sheppard's wrecklessness but I don't know how and McKay I'm just not sure where to even start with him...I guess something like he has two wounds and when he loses one he becomes more reseliant to represent him being afraid for his life.
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Post by: xSoulgrinderx
WBB is when a necron takes a wound that was not caused by anything that would not allow armour saves, ie power weapons, phase swords ect., then simply lay the model on its side. On the next turn, roll a D6 for each model, on a 3+ it stands back up and joins a nearby unit that has at least one model that is the same as the model using the WBB rule.
Basicly if a unit of necron warrirors dies, flip them over. On the next turn, if there is another unit of warroriors within 6", all models that made their WBB saves, join that unit. Automatically Appended Next Post: I think that I may try something like defensive grenades against all Wraith to represent her being part Wraith and being able to mentally link with them.
Sheppard and McKay are the tough ones, as I would like to do something with Sheppard's wrecklessness but I don't know how and McKay I'm just not sure where to even start with him...I guess something like he has two wounds and when he loses one he becomes more reseliant to represent him being afraid for his life.
HILARIOUS! Love it. Both Mc'kay and Teylas rules. Mc'Kay should be able to do something with an objective or technology objectives, if we found a way to get it to work. Teylas def. grenades is perfect. I think she should also get some kind of psy power to take control or at least attempt to, of a wraith commander or queen. But if she fails, she gets taken control of and might suffer somthing like the perils of the warp.
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Post by: Brother Azul
Oh yeah a WBB style rules would be perfect for wraith. Sure it would need to be altered slightly to somehow fit in with an assault but its almost perfect.
Maybe Teylas special rule could be something like she/AT1 forces wraith shooting/assaulting them to reroll hits due to her being able to get into their heads and see what their doing?
Mc'Kays Save becomes invulnerable and toughness doubles? just for the lulz?
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Post by: Akroma06
Brother Azul wrote:Oh yeah a WBB style rules would be perfect for wraith. Sure it would need to be altered slightly to somehow fit in with an assault but its almost perfect.
Maybe Teylas special rule could be something like she/AT1 forces wraith shooting/assaulting them to reroll hits due to her being able to get into their heads and see what their doing?
Mc'Kays Save becomes invulnerable and toughness doubles? just for the lulz?
Ok yeah I like Teylas that's what she'll have.
McKay is wow way to OP for the double toughness. A rerollable 5++ with T6! Ya know what it is pretty funny to see him go in berserk mode like that as it would be the time he would yell something like "Sheppard they are shooting at us!" Now to get there stats done.
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Post by: xSoulgrinderx
Haha thats great, super Mc'kay !!! I think that he should become fearless, and counts as having I 7 because you know Mc'kay, hell kick it into gear under pressure, so he should work faster! haha
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Post by: Akroma06
xSoulgrinderx wrote:Haha thats great, super Mc'kay !!! I think that he should become fearless, and counts as having I 7 because you know Mc'kay, hell kick it into gear under pressure, so he should work faster! haha
Ok yours seems a bit more ballanced but has more potential loopholes such as he is wounded by an I6 guy being I3. Does he not get his attacks this round? I kinda want to include his smart side in alot like Dr. Jackson but I don't know how.
Super McKay will be put on a shelf for a fun game though. Automatically Appended Next Post: Wait I got it. In the missions where objectives are used on a D6 roll of a 5+ one of the objectives (determined randomly) is a ZedPM (yes I mean Zed not Z), and the Stargate team counts as having scored an extra objective. Only Dr. McKay can claim this objective and counts as scoring for this objective only. In the mission where they are looking for alien tech this gets improved to a 4+ but is still determined randomly. If Dr. McKay takes an unsaved wound he doubles his initiative for the remainder of the game starting with the next player turn.
Well?
I'll try and come up with a group rule similar to SG-1 plus stats.
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Post by: xSoulgrinderx
No, itll work like a reverse thunderhammer. It activates next round.
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Post by: Akroma06
Right its the same idea "not now...next time" to prevent him from potentially loosing attacks.
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Post by: xSoulgrinderx
Cool, HOORAY PROGRESS!
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Post by: Brother Azul
I may be off for a couple of days due to the fact that my computer just died in the arse. Don't know how long it will take to get fixed though. So il keep working on stuff but won't be able to post it. *EDIT: Just for clarification this is my sisters laptop I'm on writing this. I don't often have access to it though.
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Post by: xSoulgrinderx
Thats cool. Ill be puttiing in some leg work too, so do what ya can do. Sorry about the comp.
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Post by: Akroma06
Yeah man thats tough...hope to see you back up and running soon.
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Post by: xSoulgrinderx
Just thought of an idea, All units within 12" of SG-1 or AT-1 gain a +1 to morale tests and LD tests. Kinda like how the baneblade rules work and inquisitors, they inspire others simply by being in their presence.
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Post by: Akroma06
Ok so I think I have the AT-1 stats
Col. Sheppard
WS:4 BS:5 S:3 T:3 W:3 I:4 A:2 Ld:10 Sv:4+
Teyla
WS:5 BS:4 S:3 T:3 W:2 I:5 A:3 LD:9 Sv:5+ (4++ in CC to reflect her training)
McKay
WS:3 BS:3 S:3 T:3 W:2 I:4 A:2 Ld:8 Sv:4+
Ford
WS:4 BS:4 S:3 T:3 W:2 I:4 A:2 Ld:8 Sv:4+
This is stock AT-1. I'm not sure about McKay's BS as he shoots blindly and madly alot so should it stay 3 or drop to 2 (I don't want to make him too weak)
Ford can be replaced by Ronan for xx points that I haven't decided yet (that'll come after 302/deathglider stats)
Ronan Dex
WS:5 BS:5 S:5 T:4 W:3 I:4 A:3 Ld:9 Sv:5+
If any of these are two outrageous let me know...I'll try and justify my values but its a group effort.
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Post by: xSoulgrinderx
Akroma06 wrote:Ok so I think I have the AT-1 stats
Col. Sheppard
WS:4 BS:5 S:3 T:3 W:3 I:4 A:2 Ld:10 Sv:4+
Teyla
WS:5 BS:4 S:3 T:3 W:2 I:5 A:3 LD:9 Sv:5+ (4++ in CC to reflect her training)
McKay
WS:3 BS:3 S:3 T:3 W:2 I:4 A:2 Ld:8 Sv:4+
Ford
WS:4 BS:4 S:3 T:3 W:2 I:4 A:2 Ld:8 Sv:4+
This is stock AT-1. I'm not sure about McKay's BS as he shoots blindly and madly alot so should it stay 3 or drop to 2 (I don't want to make him too weak)
Ford can be replaced by Ronan for xx points that I haven't decided yet (that'll come after 302/deathglider stats)
Ronan Dex
WS:5 BS:5 S:5 T:4 W:3 I:4 A:3 Ld:9 Sv:5+
If any of these are two outrageous let me know...I'll try and justify my values but its a group effort.
Looks good, I would leave Mc'kays BS to 3 but drop his LD to 7 b/c hes a whimp! LOL.
Ronan should be parallel with Teal'c beacuse during that episode where they fight, they were DEAD even for an hour and a half. lol best episode ever. Id make him ST 6 w/ IC rule
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Post by: Akroma06
xSoulgrinderx wrote:Akroma06 wrote:Ok so I think I have the AT-1 stats
Col. Sheppard
WS:4 BS:5 S:3 T:3 W:3 I:4 A:2 Ld:10 Sv:4+
Teyla
WS:5 BS:4 S:3 T:3 W:2 I:5 A:3 LD:9 Sv:5+ (4++ in CC to reflect her training)
McKay
WS:3 BS:3 S:3 T:3 W:2 I:4 A:2 Ld:7 Sv:4+
Ford
WS:4 BS:4 S:3 T:3 W:2 I:4 A:2 Ld:8 Sv:4+
This is stock AT-1. I'm not sure about McKay's BS as he shoots blindly and madly alot so should it stay 3 or drop to 2 (I don't want to make him too weak)
Ford can be replaced by Ronan for xx points that I haven't decided yet (that'll come after 302/deathglider stats)
Ronan Dex
WS:5 BS:5 S:6 T:4 W:3 I:4 A:3 Ld:9 Sv:5+
If any of these are two outrageous let me know...I'll try and justify my values but its a group effort.
Looks good, I would leave Mc'kays BS to 3 but drop his LD to 7 b/c hes a whimp! LOL.
Ronan should be parallel with Teal'c beacuse during that episode where they fight, they were DEAD even for an hour and a half. lol best episode ever. Id make him ST 6 w/ IC rule
Ok so change made to Rodney and Ronan. Essentially Ronan and Teal'c have flipped S and T and Ronan has one less Ld and worse armor, but a better BS. Ronan never seems to miss with that thing. I really want to keep AT-1 a little weaker than SG-1 but better than the standard SG teams, and yet stay true to their fluff.
Any ideas on points for these guys? I guess we should price out the basic guys then work on the special charachters.
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Post by: xSoulgrinderx
Agreed, Basics first. But I think that the SG teams should be like the Vets from IG, 70 pts, while the Jaffa/wraith should be like 35 ish. The replicators will be around 7-10 pts per base. Ill get working on pounding out the pts, but thats the general gist of what I was aiming for.
The Goua'ld Lord would be stock but could take guys like Anubis/ Apophis (spelling) would cost x pts to swap him out for the lord.
The wraith queen would be standard.
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Post by: Akroma06
Agreed I need to come up with vehicles, (302, glider, dart, and maybe a jumper), stats. After that I'll post 'em and get to work on guys like Michael, Todd, Baal could be interesting...Baal clones running around.
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Post by: xSoulgrinderx
LOL LOL Baal clones. I can pound out the gliders and 302 jumper and the dart those will be easy, if ya wanna try to work out the pts for the basic guys. Also, I was thinking of making actual models and posting instructions on how to make em
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Post by: Akroma06
I have a "Death Glider" and a buddy has a "302". I can post directions on it, but I'd have to get him to type up his part.
Honestly I'm not that good coming up with points, I'd rather make the statlines and let someone else point them up. I'd make stuff to cheap or to expensive.
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Post by: xSoulgrinderx
Death Glider - BS 3 F 12 S 11 R 10 ------------ 75 pts
Weapons - 2 Staff cannons
Glider Assault - The death gliders are agile wings of destruction. To represent this, all Death Gliders can move 18" and still fire both its Staff Cannons.
"Death from Above" - the sheet presence of the Death glider sends most people into a panic. Any unit that can see the Death Glider must take a morale test before shooting at it. If they fail they must immedatley go to ground.
X302 - BS 4 F 12 S 11 R 10 ------------ 100 pts
Weapons - 4 Rockets (HK missle) 4 shots only, the X302 is also equipped with 1 twin linked autocannon
X302 Afterburners - To represent the exceptional speed and agility of the X302, it can turbo boost and still fire its autocannons.
Wraith Dart - BS 3 F 12 S 11 R 10 ----------- 65 pts
Weapons - Dart blaster - 1 plasma cannon, twin linked
Wraith Snatch Beam - The wraith dart has a beam that scoops up enemy units. To represent this, as the dart passes over a unit it may choose to use its beam instead of shooting. The unit it then immediatley moved 2D6" in the flight path of the dart.
****needs work****
Jumper - BS 4 F 12 S 12 R 10 -------------------110 pts
Weapons - Drones - The jumper is equipped with an arsenal of drones which home in on the enemy. These are treated as twin linked HK missles with AP 1
Cloak- the jumper is equipped with a cloak that makes it invisible to the enemy. Instead of shooting it can turn on its cloak, this is demonstrated by using nightfire rules minus 1D6 that you normally would get to determine if the enemy can see the cloaked jumper.
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Post by: Akroma06
xSoulgrinderx wrote:
Death Glider - BS 3 F 12 S 11 R 10 ------------ 75 pts
Weapons - 2 Staff cannons
Glider Assault - The death gliders are agile wings of destruction. To represent this, all Death Gliders can move 18" and still fire both its Staff Cannons.
"Death from Above" - the sheet presence of the Death glider sends most people into a panic. Any unit that can see the Death Glider must take a morale test before shooting at it. If they fail they must immedatley go to ground.
I'm not so sure about the armor. Didn't Teal'c use his staff to take one out or did I imagine that? I have no problem with anything else.
xSoulgrinderx wrote:
X302 - BS 4 F 12 S 11 R 10 ------------ 100 pts
Weapons - 4 Rockets (HK missle) 4 shots only, the X302 is also equipped with 1 twin linked autocannon
X302 Afterburners - To represent the exceptional speed and agility of the X302, it can turbo boost and still fire its autocannons.
I'm going to assume each rocket is one shot only with four total rockets. I would make its ability to fire the same as a Death Glider. Going 24 and still shooting is really powerful especially for 100 pts.
xSoulgrinderx wrote:
Wraith Dart - BS 3 F 12 S 11 R 10 ----------- 65 pts
Weapons - Dart blaster - 1 plasma cannon, twin linked
Wraith Snatch Beam - The wraith dart has a beam that scoops up enemy units. To represent this, as the dart passes over a unit it may choose to use its beam instead of shooting. The unit it then immediatley moved 2D6" in the flight path of the dart.
****needs work****
I would specify the direction the squad moves if the Dart changes direction. To it moves in the direction the Dart is travelling when it passes over them. I'd give it an ability to shoot similar to that of the Death Glider (Gotta keep these balanced somewhat.)
xSoulgrinderx wrote:
Jumper - BS 4 F 12 S 12 R 10 -------------------110 pts
Weapons - Drones - The jumper is equipped with an arsenal of drones which home in on the enemy. These are treated as twin linked HK missles with AP 1
Cloak- the jumper is equipped with a cloak that makes it invisible to the enemy. Instead of shooting it can turn on its cloak, this is demonstrated by using nightfire rules minus 1D6 that you normally would get to determine if the enemy can see the cloaked jumper.
Give the Jumper the ability to transport 10 guys as well and maybe upgrade the points to 150.
I would also suggest making the Darts and Death Gliders squadronable of 1-3 and the F302 and Jumper squadronable of 1-2. In addition only 1 squadron can be taken per detachment. In order to keep the mech spamming to a minnimum which isn't Stargate.
I also have a suggestion about SG teams kit-outs. Instead of just taking a ML make it an AT-4 that gets resolved at BS: 5 but is one shot only. It is added to their standard weaponry, instead of swapping out a p90 for one.
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Post by: xSoulgrinderx
Akroma06 wrote:xSoulgrinderx wrote:
Death Glider - BS 3 F 12 S 11 R 10 ------------ 75 pts
Weapons - 2 Staff cannons
Glider Assault - The death gliders are agile wings of destruction. To represent this, all Death Gliders can move 18" and still fire both its Staff Cannons.
"Death from Above" - the sheet presence of the Death glider sends most people into a panic. Any unit that can see the Death Glider must take a morale test before shooting at it. If they fail they must immedatley go to ground.
I'm not so sure about the armor. Didn't Teal'c use his staff to take one out or did I imagine that? I have no problem with anything else.
Nope that was a Staff cannon.
xSoulgrinderx wrote:
X302 - BS 4 F 12 S 11 R 10 ------------ 100 pts
Weapons - 4 Rockets (HK missle) 4 shots only, the X302 is also equipped with 1 twin linked autocannon
X302 Afterburners - To represent the exceptional speed and agility of the X302, it can turbo boost and still fire its autocannons.
I'm going to assume each rocket is one shot only with four total rockets. I would make its ability to fire the same as a Death Glider. Going 24 and still shooting is really powerful especially for 100 pts.
Yes, 4 rockets only then they're out. Ya I agree, turbo plus shooting is a bit overpowered. Ill change it
xSoulgrinderx wrote:
Wraith Dart - BS 3 F 12 S 11 R 10 ----------- 65 pts
Weapons - Dart blaster - 1 plasma cannon, twin linked
Wraith Snatch Beam - The wraith dart has a beam that scoops up enemy units. To represent this, as the dart passes over a unit it may choose to use its beam instead of shooting. The unit it then immediatley moved 2D6" in the flight path of the dart.
****needs work****
I would specify the direction the squad moves if the Dart changes direction. To it moves in the direction the Dart is travelling when it passes over them. I'd give it an ability to shoot similar to that of the Death Glider (Gotta keep these balanced somewhat.)
Agreed, its move/shoot should be same as F302 and Glider. As for the moving, thats why I said it moves in the flight path of the dart.
xSoulgrinderx wrote:
Jumper - BS 4 F 12 S 12 R 10 -------------------110 pts
Weapons - Drones - The jumper is equipped with an arsenal of drones which home in on the enemy. These are treated as twin linked HK missles with AP 1
Cloak- the jumper is equipped with a cloak that makes it invisible to the enemy. Instead of shooting it can turn on its cloak, this is demonstrated by using nightfire rules minus 1D6 that you normally would get to determine if the enemy can see the cloaked jumper.
Give the Jumper the ability to transport 10 guys as well and maybe upgrade the points to 150.
I would also suggest making the Darts and Death Gliders squadronable of 1-3 and the F302 and Jumper squadronable of 1-2. In addition only 1 squadron can be taken per detachment. In order to keep the mech spamming to a minnimum which isn't Stargate.
Perfect. Mech spam isnt stargate.
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Post by: Akroma06
Ok now I'm starting to get really pumped we almost have a fully functioning set of codecies here. Just gotta wrap up the "bad guys" special charachters and get points for basic troops and specials. Automatically Appended Next Post: xSoulgrinderx wrote:Just thought of an idea, All units within 12" of SG-1 or AT-1 gain a +1 to morale tests and LD tests. Kinda like how the baneblade rules work and inquisitors, they inspire others simply by being in their presence.
Wow just saw this and I was going to do something similar for AT-1 since I'm stuck on that one. Just realised that Shepard and Ford don't have anything. I'll post a full special charachter list when I'm done. The more I'm thinking about it the better it would be to split atlantis and stargate command. It prevents people from using both teams, 4 ships commpared to 3 total for the wraith or gou' ld (and they cost more). We can keep some things such as the basic sg teams...just call them AT teams. It would just simplify things alot.
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Post by: xSoulgrinderx
Death Glider - BS 3 F 12 S 11 R 10 ------------ 75 pts
Weapons - 2 Staff cannons
Glider Assault - The death gliders are agile wings of destruction. To represent this, all Death Gliders can move 18" and still fire both its Staff Cannons.
"Death from Above" - the sheet presence of the Death glider sends most people into a panic. Any unit that can see the Death Glider must take a morale test before shooting at it. If they fail they must immedatley go to ground.
X302 - BS 4 F 12 S 11 R 10 ------------ 100 pts
Weapons - 4 Rockets (HK missle) one shot only, the X302 is also equipped with 1 twin linked autocannon
X302 Afterburners - To represent the exceptional speed and agility of the X302, it can move 18" and still fire its autocannons.
Wraith Dart - BS 3 F 12 S 11 R 10 ----------- 65 pts
Weapons - Dart blaster - 1 plasma cannon, twin linked
Wraith Snatch Beam - The wraith dart has a beam that scoops up enemy units. To represent this, as the dart passes over a unit it may choose to use its beam instead of shooting. The unit it then immediatley moved 2D6" in the flight path of the dart.
Dart Comikazi Run - Wraith darts can move 18" and still fire its weapon, or use its snatch beam. Also, the darts are used for sucidial runs, in order to use this simply use the ramming technique as described in the BRB, but to represent the darts high impact add D3 strength to the hit.
Jumper - BS 4 F 12 S 12 R 10 -------------------150 pts
Transport Capacity - 10 models
Weapons - Drones - The jumper is equipped with an arsenal of drones which home in on the enemy. These are treated as twin linked HK missles with AP 1
Cloak- the jumper is equipped with a cloak that makes it invisible to the enemy. Instead of shooting it can turn on its cloak, this is demonstrated by using nightfire rules minus 1D6 that you normally would get to determine if the enemy can see the cloaked jumper.
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Post by: Brother Azul
Hey all. I managed to steal my sisters laptop for 10 minutes. xSoulgrinderx wrote:Death Glider - BS 3 F 12 S 11 R 10 ------------ 75 pts Weapons - 2 Staff cannons Glider Assault - The death gliders are agile wings of destruction. To represent this, all Death Gliders can move 18" and still fire both its Staff Cannons. "Death from Above" - the sheet presence of the Death glider sends most people into a panic. Any unit that can see the Death Glider must take a morale test before shooting at it. If they fail they must immedatley go to ground. X302 - BS 4 F 12 S 11 R 10 ------------ 100 pts Weapons - 4 Rockets (HK missle) one shot only, the X302 is also equipped with 1 twin linked autocannon X302 Afterburners - To represent the exceptional speed and agility of the X302, it can move 18" and still fire its autocannons. Wraith Dart - BS 3 F 12 S 11 R 10 ----------- 65 pts Weapons - Dart blaster - 1 plasma cannon, twin linked Wraith Snatch Beam - The wraith dart has a beam that scoops up enemy units. To represent this, as the dart passes over a unit it may choose to use its beam instead of shooting. The unit it then immediatley moved 2D6" in the flight path of the dart. Dart Comikazi Run - Wraith darts can move 18" and still fire its weapon, or use its snatch beam. Also, the darts are used for sucidial runs, in order to use this simply use the ramming technique as described in the BRB, but to represent the darts high impact add D3 strength to the hit. Jumper - BS 4 F 12 S 12 R 10 -------------------150 pts Transport Capacity - 10 models Weapons - Drones - The jumper is equipped with an arsenal of drones which home in on the enemy. These are treated as twin linked HK missles with AP 1 Cloak- the jumper is equipped with a cloak that makes it invisible to the enemy. Instead of shooting it can turn on its cloak, this is demonstrated by using nightfire rules minus 1D6 that you normally would get to determine if the enemy can see the cloaked jumper.
Wow those look really good, I'm really loving them. Nice going with the special rules and all. I've got some some basic Replicator stats here. They are fair bit limited but im thinking they can be cheap and nasty kind of army ~~~~~ REPLICATORS Human Form... WS:5 BS:0 S:6 T:6 W:3 I:5 A:3 Ld:10 Sv:3+ Large Bug...... WS:3 BS:0 S:3 T:3 W:2 I:2 A:2 Ld:10 Sv:5+ Swarm........... WS:2 BS:0 S:3 T:3 W:2 I:2 A:3 Ld:10 Sv:5+ WEAPONS/WARGEAR (None.) SQUADS HQ Human Form - 100 Points Unit Composition: 1 Human Form Replicator Weapons: Hands (counts as a powerfist) Special rules: Mind Meld, Eternal warrior, Fearless Elite Large Replicator bug - 35 Points per bug Unit composition: 1-3 Large bugs. Weapons: claws(?) Special rules: Acid spray, replicate, Fearless Troops Replicator Swarms - 10 Points per base Unit composition: 3 squads of 5-10 Bases. Weapons: Claws (?) Special rules: Swarms, Replicate, Fearless. SPECIAL RULES Acid Spray: Template S:1 Ap:2 Assault 1. Replicate: At the end of each player turn roll 1D6 for every squad. The results allow squads to surpass their max size. Swarm - On a roll of 5 add another base to that squad. On a 6 add 2. Large Bugs - On a roll of 5 Add another Bug to the squad. On a 6 add 2. Human form - On on a roll of 5+ add a swarm base to the Human Form. They now form a unit. Mind meld: (I think someone else had an idea for this? I couldnt see it though.) As I said just basic stats and as always lemme know what you think.
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Post by: xSoulgrinderx
Brother Azul wrote:Hey all. I managed to steal my sisters laptop for 10 minutes.
xSoulgrinderx wrote:Death Glider - BS 3 F 12 S 11 R 10 ------------ 75 pts
Weapons - 2 Staff cannons
Glider Assault - The death gliders are agile wings of destruction. To represent this, all Death Gliders can move 18" and still fire both its Staff Cannons.
"Death from Above" - the sheet presence of the Death glider sends most people into a panic. Any unit that can see the Death Glider must take a morale test before shooting at it. If they fail they must immedatley go to ground.
X302 - BS 4 F 12 S 11 R 10 ------------ 100 pts
Weapons - 4 Rockets (HK missle) one shot only, the X302 is also equipped with 1 twin linked autocannon
X302 Afterburners - To represent the exceptional speed and agility of the X302, it can move 18" and still fire its autocannons.
Wraith Dart - BS 3 F 12 S 11 R 10 ----------- 65 pts
Weapons - Dart blaster - 1 plasma cannon, twin linked
Wraith Snatch Beam - The wraith dart has a beam that scoops up enemy units. To represent this, as the dart passes over a unit it may choose to use its beam instead of shooting. The unit it then immediatley moved 2D6" in the flight path of the dart.
Dart Comikazi Run - Wraith darts can move 18" and still fire its weapon, or use its snatch beam. Also, the darts are used for sucidial runs, in order to use this simply use the ramming technique as described in the BRB, but to represent the darts high impact add D3 strength to the hit.
Jumper - BS 4 F 12 S 12 R 10 -------------------150 pts
Transport Capacity - 10 models
Weapons - Drones - The jumper is equipped with an arsenal of drones which home in on the enemy. These are treated as twin linked HK missles with AP 1
Cloak- the jumper is equipped with a cloak that makes it invisible to the enemy. Instead of shooting it can turn on its cloak, this is demonstrated by using nightfire rules minus 1D6 that you normally would get to determine if the enemy can see the cloaked jumper.
Wow those look really good, I'm really loving them. Nice going with the special rules and all.
Thanks =]
I've got some some basic Replicator stats here. They are fair bit limited but im thinking they can be cheap and nasty kind of army
~~~~~
REPLICATORSHuman Form... WS:5 BS:0 S:6 T:6 W:3 I:5 A:3 Ld:10 Sv:3+
Large Bug...... WS:3 BS:0 S:3 T:3 W:2 I:2 A:2 Ld:10 Sv:5+
Swarm........... WS:2 BS:0 S:3 T:3 W:2 I:2 A:3 Ld:10 Sv:5+
I think the replicators should have 3 wounds, but get the swarm rule. Also drop their save to 4+ to counteract the double wounds. Also drop the human form to 2+ save. 3+ is just a pace marine and thats pretty weak. Remember like the only thing that can kill them is a ARG.
WEAPONS/WARGEAR
(None.)
SQUADS
HQ
Human Form - 100 Points
Unit Composition: 1 Human Form Replicator
Weapons: Hands (counts as a powerfist)
Special rules: Mind Meld, Eternal warrior, Fearless
Elite
Large Replicator bug - 35 Points per bug
Unit composition: 1-3 Large bugs.
Weapons: claws(?)
Special rules: Acid spray, replicate, Fearless
Troops
Replicator Swarms - 10 Points per base
Unit composition: 3 squads of 5-10 Bases.
Weapons: Claws (?)
Special rules: Swarms, Replicate, Fearless.
Ah I see the swarm rule haha. Ignore previous comment. But heres a thought, to represent those pesky replicators being able to move through a ship, or anything, have them ignore all difficult terrain, as they are able to fit in the small spaces and climb walls. I love the actid spray with the big bug ones haha.
SPECIAL RULES
Acid Spray: Template S:1 Ap:2 Assault 1.
Replicate: At the end of each player turn roll 1D6 for every squad. The results allow squads to surpass their max size.
Swarm - On a roll of 5 add another base to that squad. On a 6 add 2.
Large Bugs - On a roll of 5 Add another Bug to the squad. On a 6 add 2.
Human form - On on a roll of 5+ add a swarm base to the Human Form. They now form a unit.
HAHAH GREAT! Replicating. SUCH a pain.
Mind meld: (I think someone else had an idea for this? I couldnt see it though.)
I did, Ill go look it up and edit this part with my idea =]
*EDIT*
Replicator Mind Probe "Hand in the Head" - This works just like the Boon of Mutation in the Chaos Daemon Codex. This weapon is used within 6" of an enemy model or in close combat. If a a model is successfully hit, it must immediatly take a toughness test. If it fails, it is immediatley removed as a casualty.
As I said just basic stats and as always lemme know what you think.
Pts look good. Maybe make the human form 125 pts but allow up to four of them like the daemons hearalds.
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Post by: Akroma06
I was looking at this just kinda reviewing everything with someone who is a big SG nut and he brought something to my attention, and this was the biggest area for changes.
Brother Azul wrote:
ELITES
SG Team
Infantry
Unit composition: 4 SG Troopers.
Wargear: Ablative armour, P90, combat blade.
Wargear Options: C4 +20pts, 1 trooper may upgrade his P90 to a
- Staff Weapon... +10pts
- M60 ........... +10pts
- RPG............ +15pts
- Sniper Rifle... +10pts
Honestly I would not give these guys any upgrades beyond the C4 that are listed here. It was always marines that carried the heavy/special weapons. The heaviest either of us could remember seeing was the M203 grenade launcher for an M16 (might have been M4). I'd give one guy the option of upgrading the P90 to an M16 with underslung M203. for 15pts. While I understand why these guys are elites fluff wise. Table top wise they fill more of an troops role weapon kit out wise. Maybe make them a 1+ unit?
Brother Azul wrote:
TROOPS
Marine Unit
Infantry
Unit composition: 3 squads of 5 marines.
Wargear: Flak Jackets, M16, combat blades.
Wargear Options: 1 Marine per squad can upgrade his M16 to a M60 +5pts, RPG +10pts.
Your marines carry the heavy weaopns so I agree with the weaopn upgrades on them. I'd replace the RPG with a one shot AT-4 (remeber seeing one used to drop a death glider) but it is added to the weapons not replacing the M16. I'd just use a krak missile as the stats for the AT-4.
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Post by: xSoulgrinderx
Yeah. The first part should only be used for marines. SG-1 Should only get P90s and pistols with the exception for the staff weapon for teal'c.
The RPG was supposed to be AT-4 but he prb couldnt remember what the name was
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Post by: Akroma06
xSoulgrinderx wrote:Yeah. The first part should only be used for marines. SG-1 Should only get P90s and pistols with the exception for the staff weapon for teal'c.
The RPG was supposed to be AT-4 but he prb couldnt remember what the name was
Fair enough. The problem with making it an upgrade "as is" is that you cannot reload an AT-4. Once its fired the plastic tube is worthless as a weapon. That is why I suggested making it an "in additon to" weapon so then you don't have a worthless guy running around.
I don't mind SG teams letting one guy have access to an M-16 with underslung M302. Just use the rules for an auxilary grenade launcher. We came up with some other things but I can't remember all of them. I know that dropping krak grenades and making the C4 act in that type of manner was one of them as well as giving the options for claymores (scout bike cluster caltrops with altered stats were a couple of them. When I can find that page I'll post the whole thing. He did help me finsih and refine the special characters for SG-1 and AT-1 some more so I'll post those for C&C as well.
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Post by: Brother Azul
Ok guys I'm back in business temporarily. A friend of mine is going away for a fortnight and lent me his laptop, just as long as i don't fill his hard drive with uh... well ah i think you can guess.  Anyway. The RPG was supposed to be AT-4 but he prb couldnt remember what the name was
That is correct. Although if it is a one shot weapon then maybe it would be best used as an additional weapon like a HK. I'll amend the stats when i find my note book, which i have misplaced. (I am not having a good week  ) So maybe if we drop the M60 from the SG teams. I want to keep the staff weapons in because i know there is a scene where and SG team is walking down (maybe up?) the gate ramp and one of them has one. And while i don't remember it happening I'm sure that at some point an SG team takes a Sniper rifle of some sort... Replicator Mind Probe "Hand in the Head" - This works just like the Boon of Mutation in the Chaos Daemon Codex. This weapon is used within 6" of an enemy model or in close combat. If a a model is successfully hit, it must immediately take a toughness test. If it fails, it is immediately removed as a casualty.
I like this. What if against Named Characters (ie SG1) mind probe uses the mind war rules, Ah la when Weir and Obiroth duke it out? OK I've adjusted the replicator profiles and given them a new special rule as per your comment. I don't think however that the save should be dropped to 4+. Think of it this way, Replicator swarms are 10pts per base and you can have 30 bases per troops choice. So THEORETICALLY you could have 180 bases, all with 3 wounds (that's 520 wounds all told.) and 4+ save all for 1800pts... Even the Tau would have a hard time shooting these buggers down. SPECIAL RULE Ignore terrain: Replicators ignore all terrain when moving, both difficult and dangerous, counting it as clear ground. They still benefit from cover saves due to their size. Automatically Appended Next Post: OOOH just had an awesome yet kinda scary thought. Replicators VS Wraith + Apocalypse = EPIC ENDLESS BATTLE!
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Post by: xSoulgrinderx
O...M....G .... Reps vs wraith.... apoc.... good lord. I agree with the 4+ thats should stay
46751
Post by: Akroma06
Brother Azul wrote:Ok guys I'm back in business temporarily. A friend of mine is going away for a fortnight and lent me his laptop, just as long as i don't fill his hard drive with uh... well ah i think you can guess.  Anyway.
The RPG was supposed to be AT-4 but he prb couldnt remember what the name was
That is correct. Although if it is a one shot weapon then maybe it would be best used as an additional weapon like a HK. I'll amend the stats when i find my note book, which i have misplaced. (I am not having a good week  )
So maybe if we drop the M60 from the SG teams. I want to keep the staff weapons in because i know there is a scene where and SG team is walking down (maybe up?) the gate ramp and one of them has one. And while i don't remember it happening I'm sure that at some point an SG team takes a Sniper rifle of some sort...
Replicator Mind Probe "Hand in the Head" - This works just like the Boon of Mutation in the Chaos Daemon Codex. This weapon is used within 6" of an enemy model or in close combat. If a a model is successfully hit, it must immediately take a toughness test. If it fails, it is immediately removed as a casualty.
I like this. What if against Named Characters (ie SG1) mind probe uses the mind war rules, Ah la when Weir and Obiroth duke it out?
OK I've adjusted the replicator profiles and given them a new special rule as per your comment. I don't think however that the save should be dropped to 4+. Think of it this way, Replicator swarms are 10pts per base and you can have 30 bases per troops choice. So THEORETICALLY you could have 180 bases, all with 3 wounds (that's 520 wounds all told.) and 4+ save all for 1800pts... Even the Tau would have a hard time shooting these buggers down.
SPECIAL RULE
Ignore terrain: Replicators ignore all terrain when moving, both difficult and dangerous, counting it as clear ground. They still benefit from cover saves due to their size.
Automatically Appended Next Post:
OOOH just had an awesome yet kinda scary thought.
Replicators VS Wraith + Apocalypse = EPIC ENDLESS BATTLE!
I like the mind war idea, but wasn't Weir infected at that point with replicator nanites? I am working on her and a Carter variant for AT-1, as well as a Keller, Becket, and refinements to Frasier. After that I'm going to go get the Gou' ld special charachters hammered out.
I think I recall the episode where you see the sniper. Isn't that SG-13? I know that SGs-13 through 15 are marine SG teams and thus would have the heavier weapons. Yeah I was kinda thinking of using the AT-4 as a HK that is carried by a marine so is added to his existing weapons/wargear not replacing his M16.
Do you want the replicators to ignore imapassible terrain as well?
Wratih vs replicators in apocalypse? Hmm shouldn't the wraith get destroyed since the pegasus replicators were made to fight and beat them?
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Post by: xSoulgrinderx
Yes they should be wiped.
46751
Post by: Akroma06
Two questions...are the Gou'ld God the same as a System Lord? If so don't they have a little personal shield thing to protect them?
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Post by: xSoulgrinderx
Yes they are the same and only a few of them have the personal shields. That would be an upgrade. 35+ pts for 4+ IV save
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Post by: Brother Azul
Akroma06 wrote:I like the mind war idea, but wasn't Weir infected at that point with replicator nanites?
That is a good point. Maybe make it so only Weir uses Mind war?
Akroma06 wrote:I am working on her and a Carter variant for AT-1, as well as a Keller, Becket, and refinements to Frasier. After that I'm going to go get the Gou'ld special charachters hammered out.
Excellent. Load up what ever you got and lets have a look.
Akroma06 wrote:I think I recall the episode where you see the sniper. Isn't that SG-13? I know that SGs-13 through 15 are marine SG teams and thus would have the heavier weapons. Yeah I was kinda thinking of using the AT-4 as a HK that is carried by a marine so is added to his existing weapons/wargear not replacing his M16.
Alright that seems like a good idea, just making a AT-4 as an upgrade instead of a replacement. Ill amend that right now in my notes.
Akroma06 wrote:Do you want the replicators to ignore imapassible terrain as well?
Another very good point. No. No i do not... Just difficult and dangerous. I best make that clear on the Rule aye?
Akroma06 wrote:Wratih vs replicators in apocalypse? Hmm shouldn't the wraith get destroyed since the pegasus replicators were made to fight and beat them?
You are making a lot of good points today... Yes the Replicators should be able to soundly trounce the Wraith. But lets, for the sake of fun, say they cant.
Akroma06 wrote:Two questions...are the Gou'ld God the same as a System Lord? If so don't they have a little personal shield thing to protect them?
Two answers. Yes the Gou' ld Gods are the same as the System Lords. I'm going to change the name on their profile just so their is no more confusion. They have a personal shield as standard on under wargear. It grants a 3+ invulnerable save.
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Post by: xSoulgrinderx
I would make the personal shield an upgrade. Not all have the shield. Lord Yu, Cronos, Hathor ect NEVER had one. Only anubis and a few others. Make it an upgrade but give them a 4+ armour with FNP to represent the symbote
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Post by: Brother Azul
Ok i can see the point of it being an upgrade, but why only 4+ armour save with FNP? A 3++ save would make far more sense for a personal shield plus they can already have FNP from the healing device.
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Post by: xSoulgrinderx
Thats what I mean. The upgrade gives them the 3+ IV, I meant the lord should come stock with 4+ with FNP. LOL Forgot to put a comma in there
46751
Post by: Akroma06
xSoulgrinderx wrote:I would make the personal shield an upgrade. Not all have the shield. Lord Yu, Cronos, Hathor ect NEVER had one. Only anubis and a few others. Make it an upgrade but give them a 4+ armour with FNP to represent the symbote
Actually I believe they did. They just were never seen using it. I do see the point of buying it as an upgrade though since coming stock with a 3++ is rough. A 4+ and FNP that can be upgraded to a 3++ sounds about right.
44873
Post by: Brother Azul
Yes commas are handy aren't they...  He doesn't need to have a stock 4+ FNP since he can already buy it as and upgrade with the healing device.
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Post by: xSoulgrinderx
NOT DONE YET! ILL EDIT IT ONCE I GET OUT OF CLASS HAHAH.
Summarization w/ pts
Starting a Game
1st - This game type is reserved for 2 people.
2nd - One player must be designated the "explorer" team and the other player is the "inhabitants/ Defender' (Usually forces of chaos are the second team/ bad guys)
3rd - At the beginning of the game, once sides have been declared, roll a D6 for the mission type - Mission types roll on the following table.
4th - Be creative in setting up the terrain and scenery to fit the mission type. The Stargate must be placed in a randomized corner of the board, between 6-12" from any board edge.
5th - Deploy. Vehicles can deploy through the stargate as long as they would be able to fit within a 6" diameter. (IE: Bikers, Jetbikes, Koptas small tanks such as the Leman Russ and Chimera can be deployed, along with any other tanks that would fit within 6", a Monolith could not fit, so it could not come through. Drop pods cannot be used unless in mission #6)
6th - Place Objectives if mission requires the use of them.
7th - Do not roll for random game end. All games automatically end on turn 6. If the mission has not been achieved by turn 6, the Defender Team wins, unless mission states otherwise.
_______________________________________________MISSION TABLE____________________________________________
1 - Ambush! Your team disembarks from the gate and is pinned at the gate. You must deploy 12" around the front of the gate, any models that can not fit within the 12" must be held in reserve and when they become available they must deploy through the gate. You cannot take first turn, and cannot steal initiative. The first round of firing by the enemy counts as pinning for all shots being fired at the Explorers team, no assaults can be made the first turn by either side. The Inhabitants Team cannot deploy within 12" of any Explorers Team units. This scenario is a kill points game type, as the Explorers Team is fighting for their survival.
2 - Enemy Stronghold - You disembark on an enemy planet and know its an enemy stronghold. There are patrols that regularly travel the area and will protect their "God" at any cost. The deployment for this game type is set up as follows. The Explorers may deploy within 18" of the gate and the enemy may deploy 2 units within 6" of the Explorers Team, representing the patrols coming through the area, the rest must be deployed at least 12" away from an Explorers unit. Terrain for this game type requires minimal cover around the gate, plants should do fine. As well, this game type requires the enemy to set up a "stronghold" at least 24" away from the gate. This is an objective game, with 3 objectives, one being the stargate itself, second being within the enemy stronghold, and the third being a randomly set up somewhere on the board. Vehicles count as scoring units for this game type. Roll to see who sets up the third objective, it cannot be set up within 12" of the gate or another objective.
3 - Hostage Extraction - The Explorers Team must rescue one of their captured allies/units that has been taken hostage. The deployment is as follows, the Explorers Team deploys within 18" of the gate, and the Inhabitants/ Defenders Team must deploy at least 24" away from the gate. The player acting as the Explorers team must select one unit that must be counted as the "hostage" unit. This unit must be placed at least 36" away from the gate and cannot move, shoot or assault until rescued by the an Explorers unit. To rescue the unit, the Explorers unit must be within 6" of the "hostage" unit to free them. The enemy may deploy anywhere as long as it is at least 24" away from the gate. At least two enemy units must be within 6" of the "hostage" unit, as to ensure they are kept prisoners. The objective of this game scenario is to free the hostage unit and return to the stargate.
4 - Exploration - This mission type is similar to an objective game, where the explorers must find a rare artifact or piece of technology to bring back for further study. The Explorers Team deploys within 18" of the stargate and the enemy must deploy more than 18" away from the Explorers units. The Explorers team takes first turn, roll to steal initiative as normal. For this mission type 3 objectives are used. The first being the stargate, and two are pieces of "alien" technology. The two technology objectives are placed at least 24" away from the gate and are placed by the Inhabitants team, preferable within some defend-able area. Victory is achieved by bringing at least one of the pieces of technology back to within 6" of the stargate. Objectives may be captured by a unit (does not have to be scoring units, but cannot be a vehicle), and may be "carried" back with them. To do so, simply move the objective with the unit that captured it during its phases, as if it were another model within the unit.
5 - Surgical Strike - The Explorers Team has gained intel on an enemy facility that can be overtaken and its technology and contents claimed. They know the terrain, the layout and every section of the facility for this mission. For this mission type, the Explorers Team will always take first turn, all units may deploy within 24" of the gate and all units, including vehicles, have the scout universal rule. As well, for the first turn of shooting for the Explorers team, all units shooting counts as pinning, as the Inhabitants are taken surprised and confused. Nightfire rules apply to this mission type. When setting up, place a section of terrain, preferably bunkers, thick plant cover, or any defend-able formation at least 36" away from the gate. All units of the Inhabitants Team must deploy within this defend-able area, so a spacious deployment works to your advantage. This is a semi objective game type, place one objective within the stronghold to represent the center of the defending area. If this objective is captured or contested by any 2 units from the Explorers Team, the defence point has been captured and victory goes to the Explorers. For this mission type vehicles can contest/ claim the objective.
6 - Planetary Incursion - For this mission, the explorers are freeing a planets inhabitants from their evil opressors. Terrain must be set up as such, the normal rules for stargate placement apply, the enemy must take the center of the board and place terrain features to make a defendable position, the rest of the scenery may be used outside the area to be defended. To deploy, the Explorers set up within 24" of the gate and the Inhabitants deploy within their defence lines. The units of the Explorers Team gain the scout, move through cover and outflank universal rules. The Inhabitants defence post is strong and sturdy, giving +1 cover to and saves taken from within their strongpoint. This is a kill points match, as the Explorers are attempting to wipe out the hostile defenders. If the defending team has less than 35% of their points value left at the end of the game, victory goes to the Explorers Team.
_______________________________________________________________________________________________________________
Available Armies
Tauri
SG1 - 135 pts
Col. Jack O'Neill......WS4 BS5 S3 T3 W3 I4 A2 Ld10 Sv4+
Lt. Sam Carter........WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+
Daniel Jackson...........WS3 BS4 S3 T3 W2 I4 A2 Ld9 Sv4+
Teal'c..............WS5 BS4 S4 T6 W3 I4 A2 Ld10 Sv4+/5+IV
WARGEAR
P90- Range: 36" S:3 Ap:5 Assault 5 (Col. O'Neill, Lt. Carter, Daniel Jackson)
Staff Weapon- Range: 36" S:4 Ap:4 Rapid Fire, also counts as an additional ccw. (Teal'c)
Combat knives, Autopistols, Frag/Krak grenades, Carapace armour, C4 (Demolition Packs)
SPECIAL RULES
Move through cover
Stealth
Stubborn
We are SG1: SG team 1 are always the first team into an unknown situation. To represent this SG1 ALWAYS deploy, first using the Infiltrate rules, before any other unit is deployed. They also have the Scouts special rule and will make their move before any other scouts.
Forward Recon: Before the game the player can set up D6 traps to represent SG1 having been in the area a while already. Once placed the traps scatter 1d6. When a trap is triggered the receiving unit takes D3 S:3 Ap:6 hits. Traps cannot be set up in deployment zones, and cannot scatter into deployment zones.
Archeological Expert (Daniel only): Any objective captured by SG1 counts as an extra captured objective.
Command Decesions - O'niell can choose to pass or fail any pinning or morale tests to represent his military expertise and tactics.
SG Team 1-14 - 65 pts
SG Leader..............WS4 BS4 S3 T3 W2 I4 A2 Ld9 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
SG Member............WS4 BS4 S3 T3 W1 I4 A2 Ld8 Sv5+
Weapon Profiles
Autopistol - 12" Range S3 AP 6 Pistol
M60 - 36" Range S5 Heavy 3 AP 2 (its .50 cal)
Rocket Launcher - 48" Range S8 AP 2 (extra D6 for pen)
MP5 - 24" Range S3 Rapid fire AP 5
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Forces of the JAFFA~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
God............WS:6 BS:6 S:6 T:6 W:4 I:4 A:3 Ld:10 Sv:4/3+
First Prime....WS:5 BS:4 S:4 T:5 W:2 I:4 A:2 Ld:10 Sv:4+
Guard..........WS:4 BS:3 S:3 T:5 W:2 I:3 A:1 Ld:9 Sv:4+
Jaffa..........WS:3 BS:3 S:3 T:4 W:1 I:3 A:1 Ld:8 Sv:5+
Kull Warrior...WS:5 BS:5 S:4 T:6 W:4 I:4 A:3 Ld:10 Sv:2/5+
Replicator.............WS4 BS0 S5 T5 W2 I4 A3 SV 2+
Replicator Human Form....WS5 BS0 S6 T5 W3 I4 SV 2+/4+ IV
WEAPONS
Staff Cannon....Range:60" S:6 Ap:4 Heavy 1
Staff Weapon- Range: 36" S:4 Ap:4 assault 2, also counts as an additional ccw
Zat'nik'tel - Range 12" S:3 AP: 5 Pistol, Any model that is hit by a Zat strikes at Initative 1 next turn
Kull Blaster....Range:24" S:4 Ap:4 Heavy 3
Ribbion Device - Range 12" S:7 AP- Assault 1, Any unit hit by the hand device is flung D6" back and any model that is thrown suffers a S2 hit as they smack into the ground. Normal saves apply
Replicator Mind Probe "Hand in the Head" - This weapon must be used within 6" of an enemy model and can be used in close combat. If a a model is successfully hit, it must immediatly take a toughness test. If it fails, it is immediatley removed as a casualty. Can only be used by Human Form Replicators
WARGEAR
Jaffa armour.......5+ Sv. Basic plate armour of the Jaffa foot soldiers.
Guard armour.......4+ SV. Plate armour decked out with an ornate head dresses.
Kull armour........2+/5++ Sv. Highly advanced armour providing excellent protection and incorperating a protective field.
Stun grenades......Offensive grenades.
Personal shield....3++ SV
Healing device.....Grants Feel No Pain
Ancient artifact...Once per match at the start of any Players turn the artifact can be revealed. Roll a D6 to determine what it is. All results last until the end of the turn.
1- Weapon. Template S:6 Ap: 4 Assault.
2- 1+ to all stats except Ld and Sv.
3- 1+ to all Reserve, Deep Strike, Outflank, etc.
4- Can reroll any owning player dice result.
5- Personal shield that grants 1++ Sv.
6- Its a bomb. The God is instantly killed. No saves allowed.
SQUADS
HQ
System Lord - 100 pts
Unique Independant Character
Unit composition: 1
Wargear: Guard armour, Ribbon Device
Wargear Options: Healing device + 15pts, Person Shield + 35, Ancient artifact + 40pts
Speical Rules: Fearless, Your God is watching, Protect your God.
First Prime - 50 pts
Unique Infantry
Unit composition: 1 First Prime, 1-3 Guard.
Wargear: Guard armour, Staff Weapons, Stun grenades. The first prime may take 1-3 guards for 12+ per model.
ELITE
Guard squad - 75 pts
Type: Infantry
Unit composition: 5-10 Guard.
Wargear: Guard armour, Staff Weapins, Stun grenades. May take addational guards for + 13 pts per model
Kull Warrior Drones - 25 pts per model
Unique Infantry
Unit composition: 1-3 Drones.
Wargear: Kull Armour, Kull Blaster
Special Rules: Fearless, Feel no Pain, Rage, Relentless.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Units~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TROOPS
Jaffa squad - 50 pts
Type: Infantry
Unit composition: 1 squad leader, 5-15 Jaffa.
Wargear: Jaffa armour, Staff weapon (squad leader has Zat gun)
Wargear Options: 1 Jaffa may upgrade his Staff Weapon for a Staff cannon for 20+ pts. The unit may take additional jaffa for 12+ pts per model.
HEAVY SUPPPORT
Jaffa support squad- 100 pts
Infantry
Unit composition: 1 squad leader, 4 Jaffa.
Wargear: Jaffa armour, Staff weapons (squad leader has zat gun), 2 Staff cannons.
SPECIAL RULES
Your God is watching: All squads within 12" of the God are Stubborn and Fearless.
Protect your God: Any unit joined by the God will protect him at all costs and will jump in front of any blow or shot to protect him. Any hit against the God may be allocated against a member of the squad. They also have the Counter-Attack rule.
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Post by: Akroma06
Uh no...there is no way a p90 has a 36" range or an MP5 with a 24" range. That's insanely far for that number of shots. An M16 maybe but no way should a submachine gun be able to shoot that far. Also SG teams 1-10 were the explorer teams 11-15 were marine combat teams...later more SG teams were added some as only diplomats and more combat teams. Automatically Appended Next Post: Wait the replicators are WITH the Gou'ld?
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Post by: Brother Azul
OK I've come up with a list of points and addendum's. Now let me know if you think I'm way of base with some of the points costs. ~~~~~ POINTS AND ADDENDUMS. JAFFA POINTS System Lord......- 100pts First Prime.........- 50pts, 25pts per guard. Total: 125pts. Elite Guard........- 25pts per guard. Total: 125-250pts. Kull Warrior........- 75pts per Kull. Total: 225pts. Jaffa Warrior......- 15pts per Jaffa. Total: 75-225pts. Support squad.. - 150pts ADDENDUMS Personal shield is now an upgrade - 25pts. Gou'ld God is now renamed System Lord. SGC POINTS General..............- 35pts. SG trooper........- 60pts per squad. Marine..............- 25pts per squad. Rebal jaffa........- 15pts per Jaffa. Total: 90-180pts. Locals..............- 30pts per squad. Gate Defence... - 30pts per squad. ADDENDUMS Rename RPG to AT-1, is now and wargear upgrade not a replacement weapon AT-1...Range:48" S8 Ap:3 Heavy 1, One shot. SG teams no longer have access to the M60 or AT-1 SG team are now a 1+ unit Local knowledege no longer grants Hit and run. WRAITH POINTS Queen - 125pts Drone - 20pts per drone. Total: 120-220pts. Advanced Hybrid - N/A Iratus Hybrid - 35per Hybrid. Total: 125-405pts. Iratus Bug - 10per base. Total: 30-100pts. Hunters/Runner - 35pts per Hunter. ADDENDUM'S Stun - Any model wounded by a stunner shot is laid on its side (or use a suitable marker). Should a Wraith unit move within 3" of a stunned model they may claim 1 Regeneration wound per model within range. However at the start of each player turn the controlling player may roll to see if the stun effect has worn off. Roll a D6 per stunned model, if a 5 is rolled the model regains consciousness and must immediately regroup with his squad, on turns 5 and 6 only a 4+ is needed. If a model is still stunned at the end of the game it is counted as killed. Multi wound models must be wounded with stunner shots equal to their starting W count to be counted as stunned. Worshippers - During any shooting phase a Queen can chose to sacrafice any number of her 3 worshippers to regenerate that same amount of wounds upto her starting amount. If the queen is killed the worshippers are removed from play. Iratus Hybrid...WS:6 BS:2 S:5 T:6 W:2 I:4 A:3 Ld:6 Sv:4+ Hybrids are now Advanced Hyrbids. Hunters can now take upto 5 hunters. Support squad is no longer an option. FAST ATTACK Iratus Bug Swarm......WS:2 BS:0 S:2 T:2 W:3 I:2 A:3 Ld:3 Sv:- Jump Infanty Unit comopistion: 3-10 Bases Wargear: Teeth, claw, Proboscis(?) Special rules: Regeneration, Swarms, Vulnerable to blast and templates. REPLICATORS POINTS Human form - 150pts. Large bug - 25pts per bug. Swarms -10pts per base. Total: 50-100pts. ADDENDUM'S Human form Replicators now have a 2+ save ~~~~~ As per usual not the be all end all, tell me what you think. If I have been to outrageous with points then tell me. All Addendum's are based of comments you guys have made. EDIT*... Ah I see you have chucked up some points as well Soulgrinder. I think that both of sets of points match up though for the most part.
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Post by: Akroma06
Brother Azul wrote:OK I've come up with a list of points and addendum's. Now let me know if you think I'm way of base with some of the points costs.
~~~~~
POINTS AND ADDENDUMS.
JAFFA
POINTS
System Lord......- 100pts
First Prime.........- 50pts, 25pts per guard. Total: 125pts.
Elite Guard........- 25pts per guard. Total: 125-250pts.
Kull Warrior........- 75pts per Kull. Total: 225pts.
Jaffa Warrior......- 15pts per Jaffa. Total: 75-225pts.
Support squad.. - 150pts
ADDENDUMS
Personal shield is now an upgrade - 25pts.
Gou'ld God is now renamed System Lord.
SGC
POINTS
General..............- 35pts.
SG trooper........- 60pts per squad.
Marine..............- 25pts per squad.
Rebal jaffa........- 15pts per Jaffa. Total: 90-180pts.
Locals..............- 30pts per squad.
Gate Defence... - 30pts per squad.
ADDENDUMS
Rename RPG to AT-1, is now and wargear upgrade not a replacement weapon
AT-1...Range:48" S8 Ap:3 Heavy 1, One shot.
SG teams no longer have access to the M60 or AT-1
SG team are now a 1+ unit
Local knowledege no longer grants Hit and run.
WRAITH
POINTS
Queen - 125pts
Drone - 20pts per drone. Total: 120-220pts.
Advanced Hybrid - N/A
Iratus Hybrid - 35per Hybrid. Total: 125-405pts.
Iratus Bug - 10per base. Total: 30-100pts.
Hunters/Runner - 35pts per Hunter.
ADDENDUM'S
Stun - Any model wounded by a stunner shot is laid on its side (or use a suitable marker). Should a Wraith unit move within 3" of a stunned model they may claim 1 Regeneration wound per model within range. However at the start of each player turn the controlling player may roll to see if the stun effect has worn off. Roll a D6 per stunned model, if a 5 is rolled the model regains consciousness and must immediately regroup with his squad, on turns 5 and 6 only a 4+ is needed. If a model is still stunned at the end of the game it is counted as killed. Multi wound models must be wounded with stunner shots equal to their starting W count to be counted as stunned.
Worshippers - During any shooting phase a Queen can chose to sacrafice any number of her 3 worshippers to regenerate that same amount of wounds upto her starting amount. If the queen is killed the worshippers are removed from play.
Iratus Hybrid...WS:6 BS:2 S:5 T:6 W:2 I:4 A:3 Ld:6 Sv:4+
Hybrids are now Advanced Hyrbids.
Hunters can now take upto 5 hunters.
Support squad is no longer an option.
FAST ATTACK
Iratus Bug Swarm......WS:2 BS:0 S:2 T:2 W:3 I:2 A:3 Ld:3 Sv:-
Jump Infanty
Unit comopistion: 3-10 Bases
Wargear: Teeth, claw, Proboscis(?)
Special rules: Regeneration, Swarms, Vulnerable to blast and templates.
REPLICATORS
POINTS
Human form - 150pts.
Large bug - 25pts per bug.
Swarms -10pts per base. Total: 50-100pts.
ADDENDUM'S
Human form Replicators now have a 2+ save
~~~~~
As per usual not the be all end all, tell me what you think. If I have been to outrageous with points then tell me.
Looks good with two minor issues...well one minor one maybe a typo. First its AT-4. AT-1 is Col Sheppards team in Atlantis. AT-4 is a plastic tube that fires rockets and is then worthless as it can't be reloaded.
Two: Why do Marine squads cost so little? I mean they cost less than the locals and yet these guys can do some serrious damage with M16s.
Also can you explain to me as to the ranges of the guns? How does a p90 outrange an M16?
44873
Post by: Brother Azul
OK yes the AT-1 thank you for pointing that out. I'll have to fix that on all my notes.
The marine price was supposed to be 35pts a squad. Musta hit 2 by mistake.
As for the range issue, I'm not that familiar with the specs of real guns. Any ideas how the range of the two guns compare? should they both be 24"?
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Post by: Akroma06
A P90 should have a 12" range, both it and the MP5 should. They are designed for close engaments such as hallways and in the SG teams case forests. An M16 on the other hand should have about a 36" range as it is an assault rifle and is designed not to quite have the range of a sniper rifle but more or less to be a good all arounder.
35 pts seems better.
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Post by: Brother Azul
Hmm that's interesting. So if you were to convert that 12" into real measurement what would the effective range of a P90 be?
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Post by: Akroma06
A P90 has an effective range of 200m, while an M16 has an effective range about 800m. I just did a quick google search and those numbers sound right...sorry its been a while I've been at school.
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Post by: Brother Azul
800metres... wow. OK then what say for the sake of game stability and fairness we give both weapons a range of 30"? Not quite as insane as 800m but better then a punch in the nads.
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Post by: Akroma06
That is still way to long for fairness for a P90. Just SG1 would have 9 shots at 30" That was its maximum effective range. To do volume of fire is much less. Keep in mind that a sniper rifle has a range of 36". So saying that a submachine gun only has just a little bit less range? I could live with 18" and maybe 24".
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Post by: xSoulgrinderx
agreed 18 and 24 is perfect.
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Post by: Brother Azul
18" and 24" eh? Yeah ok i can dig it. Any body any closer to knocking out a list for the advanced Wraith Hybrids?
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Post by: xSoulgrinderx
Nope, been at work all day. To.... tired.... to.... go.... on.... to dakka.... must .... make... pts.... val...ZzZzZzZz
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Post by: Brother Azul
Haha. I've been working on adapting the kill team rules from 4th ed to match our little wip here and I've got 2 distinct styles emerging. One is using a generic team for what ever means, much like kill team. The other is what I'm hoping will be like replying individual episodes with an "enhanced" SG-1 doing SG-1 type things.
Also do either of you play Aeronautica Imperialis or BFG?
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Post by: xSoulgrinderx
Nope
44873
Post by: Brother Azul
Bollocks. I was watching the ep where Anubis and the SGC battle it out over Antarctica and thought it would be really cool to have some kind of a dog fight phase where 302 and Deathgliders go at it or have have a 303 and a Wraith Hive blasting away at each other.
43225
Post by: Nightfall
Love it!
42793
Post by: xSoulgrinderx
Yes that would be sick. But, oh wait, thats a 40k expansion right? FK YA!!!! We would need a profile for the Al'kesh bombers and Promethius. I love that episode!
44873
Post by: Brother Azul
RRRAAAWWRR Curse my lack of knowledge of Specialist games and lack of money to purchase the aforementioned specialist games.
I've got a few hero profiles almost done and a fully enhanced and special rule fueled Kill team version of SG1 ready to go. Ill post em later.
46751
Post by: Akroma06
Hmm...I know the episode yall are talking about. It needs to be something off of spearhead I think where different vehicles can be squadroned and more can be taken. I don't know how to do that episode with the current force org chart though. It could be suspended for that mission.
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Post by: xSoulgrinderx
It would be an apoc mission so the FOC goes out the window anyways ahahah. FK U RULZ!!! IMAH TAKE A MIRRLION GLIDARZ!!! BHAHAHAH
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Post by: Brother Azul
OK ive been bad and haven't worked on anything for about the last 3 days...
But i did find these like 5 minutes ago.... Hooray!
http://www.hasslefreeminiatures.co.uk/pack.php?pack=2498 My IG vet squad is sooooo getting some of these.
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Post by: Akroma06
And they seem pretty cheap! Good find!
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Post by: xSoulgrinderx
Sweet. Ive been slacking too. Ill get around to it. Meh
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Post by: Akroma06
Then that makes three of us...since Space Marine came out I've been hooked on that so I'll get it done soon.
42793
Post by: xSoulgrinderx
Yup, Ive been going through the campaign on hard
44873
Post by: Brother Azul
I havent got it yet....
42793
Post by: xSoulgrinderx
FOR SHAME! Then you have no excuse to not be working on this Stargate codex! FOR SHAME! Jk. Its pretty sweet though.
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Post by: Akroma06
xSoulgrinderx wrote:Yup, Ive been going through the campaign on hard
Got more than I do. I going through on normal, but I already know that I have an easy and hard replays to do. Gonna do the easy so I can get the achievements for using only plasma, stalker/chainsword, etc and all those servo skulls. Hard...may break me but I'm going to try and not die in the first chapter.
Wait...Azul you don't have it? It really is fun I love the story (no spoilers don't worry) and the muliplayer/customiser is epic.
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Post by: xSoulgrinderx
Lol anyone worked on the codex? Ive been swamped by HW and school.
46751
Post by: Akroma06
Work and School has been killer. I should be able to do some this weekend though so I'll post it up then.
42793
Post by: xSoulgrinderx
K.
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