Inspired by this awesome thread, here's another one: If you could add a unit to 40K, what would that unit be? Make it fair in points.
My units:
Chaos Cultist Bikers (sorry) 15 Points 3-20 Models Fast Attack
WSBS S T W I A LdSv 3 3 3 4 1 4 1 7 6+ Champion: +1 Ld and A
Wargear: Twin-Linked Autogun, Autopistol, Close Combat Weapon
Special Rules: Champion of Chaos, Faster! FASTER!, Into combat we go Faster! FASTER!: Cultist Bikers must always move as far as possible in the movement phase. If no models are in shooting range, they must Into combat we go: If an assaulting Cultist Biker unit rolls a 10+ on their 2d6, they all inflict 1 S4 AP- hit each.
One model may exchange their TL Autoguns with a TL Heavy Stubber - 7 Pts One model may take a Flamer - 5 Pts For every 5 models in the unit, one may take another upgrade from the two alternatives.
Chaos Bezerkers on Juggernauts 60 Points Cavalry 3-10 Models per Unit
WSBS S T W I A LdSv 5 3 5 4 3 4 2 8 3+
Wargear: Close Combat Weapon, Bolt Pistol
Special Rules: Champion of Chaos
One model per every 3 may take a Power Sword The champion may take things form the Wargear lists
Your cultist bikers are massively over costed to my mind, they are essentially marine bikers who get worse guns, next to no save, lower toughness, worse stats over all and yet cost nearly as much. I can't work out the pricing but I'd put them at 14-18 points a model and nowhere near as high as 20.
The Bezerkers have the opposite problems.
Ws 5, BS5 (why?), Str 5... for some reason less tough than marines on bikes??? but 3 wounds 4 attacks (3 + weaponry) and a 3+ save would range significantly higher than 40 points to my mind.
Wraithwings. This is what happens when you let a former Swooping Hawk who's now a Bonesinger tinker with your Wraithguard platforms.
Wraithwings (210pts)
WS 4, BS 4, S 5, T 6, W 1, I 4, A 1, Ld 10, Sv 3+. Type: Jump Infantry. Unit Composition: 5 Wraithwings
Wargear: Ghost Lance (S +1/User, AP 2/4, Melee; two profiles, the first is used on a turn in which the model charges), Distortion Pistol (6", S7, AP2, Pistol, Distort).
Options: You may add up to 5 additional Wraithwings to the squad for 42pts/model. Any Wraithwing may trade his equipment for a Ghostsword and a force shield at no cost.
WS:5 BS:5 S:4 T:4 W:2 I:4 A:2 LD:10 3+ no invuln
40pts per model
4 1st comp. veterans, 1 1st vet sgt.
Boltgun, chainsword, bolt pistol, frag and krak grenades,
(Sgt. only) power weapon, combat shield, bolt pistol, artificer armor
special abilities
ATSKNF, For the Chapter!, counter-attack, furious charge
For the Chapter!- player may, once per game, declare this unit is using this ability. This unit then has the relentless and fearless special rules.
May give entire squad jumpacks 3/model
may give entire squad bikes 5/model
may give entire squad terminator armor swapping all weapon for storm bolter/power fist or LC/LC 10/model
may then swap LC/LC for TH/SS and swap 2 storm bolters for two heavy weapons-
-Heavy flamer 10pts
-Assault cannon-20pts
-CML- 25pts
may take an apothecary swapping a bolt pistol or boltgun for narthecium- 5pts
May give entire squad weapons from melee weapons, special weapons, or heavy weapons.
Sgt. may swap any weapon for a weapon on the ranged weapon table or the melee weapon table.
Its my first swing at making a unit so criticism is quite fine.
raiden wrote: they are veterans. Doesn't mean they are 1st company veterans IIRC if not I will come up with a different name. its quite simple really :/
...The First Company is where the Veterans are. There aren't Veterans in other Companies.
I would redesign the rhino/predator/land raider tanks.
I do not understand side sponsoons. Leman Russ Battle tanks and many IG tanks make so much more sense because they have 1 main gun on a turret.
I have a crazy idea of taking 2 rapier batteries stacking 1 in the hull of a rhino, and the other 1 on top of the rhino. Imagine a Rhino moving full speed back wards with the back hatch open allowing a rapier battery to shoot, and an additional Rapier battery chained to the top of the rhino also shooting. Can we get the cheapo R&H laser destroyer batteries into the rhino? That would be like 85pt with militia training.
I would make a true dakka predator, by replacing the top turret with a quad heavy bolter free and take heavy bolter sponsons and allow a maelfic ammunition upgrade. That thing would have 12 hb shots that rend! How many points should that cost? 95pts before maelfic ammo. Should maelfic ammo be 20-30 pts?
I would redesign the Mutilators to be single wound to cut their points in half. Reduce their BS to 1. Seriously why do they even have a BS score if they have no shooting weapons? Essentially assault terminators but you can just ds 1 guy with morphing melee weapons. Also give them hellish/explosive demise rule.
I suggested this before as a joke. Dakkanators! A squad of terminator holding 2 combi bolters in each hand and has a specialist carry a hurricane bolter on his back instead of a cml and with a special rule to shoot all 3 guns.
Redesign the Warp Talons by reducing BS to 1 and removing 2 lightning claws on each Warp Talon for 2 melee weapons to reduce their cost down to 17-20ppm. Then increase the price of the marks a little so in addition to regular effects they get daemon weapons, like if they take MoK, they replace 2 ccw for 1 hell blade, MoN for plague sword/knives, MoS for rending claws, MoT ? i dunno what they get aether blades?
I want to create a blight drone that does melee like for Slaanesh or Khorne. Imagine a squadron of 3 whirling blades of death! How do you even right rules for melee vehicles that are not walkers? They should have hover and zooming modes. Maybe treat them like the destroyer blade rhinos when tank shocking infantry but with more hits and when ramming vehicles they have multiple explosive demise. These things must be cheap and fast and intended to be expendable kamikaze units.
Filch wrote: I would redesign the Mutilators to be single wound to cut their points in half. Reduce their BS to 1. Seriously why do they even have a BS score if they have no shooting weapons? Essentially assault terminators but you can just ds 1 guy with morphing melee weapons. Also give them hellish/explosive demise rule.
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Redesign the Warp Talons by reducing BS to 1 and removing 2 lightning claws on each Warp Talon for 2 melee weapons to reduce their cost down to 17-20ppm. Then increase the price of the marks a little so in addition to regular effects they get daemon weapons, like if they take MoK, they replace 2 ccw for 1 hell blade, MoN for plague sword/knives, MoS for rending claws, MoT ? i dunno what they get aether blades?
I can't understand why you would need to reduce the BS to 1, other than to lower the cost of the models. Which is quite stupid as of itself, as all Astartes will have some skill with a gun, even if they don't necessarily use one. But I do like your themed weapon plan with the Warp Talons.
I suggest lowering BS to 1 to reduce their cost, because if they are not going to use that skill then why pay for it? Possessed should also be lower in cost if their BS was reduced to 1.
I dunno, it just feels wrong for a Warp tainted CSM to suddenly lose all of their centuries of shooting experience because they don't carry a gun on them. Especially for such a blatant reason as to lower the price tag on them. Realistically, they should still have that BS, but not have to pay extortionate amounts for it. (Say, half price?)
In the same vein, why does a Vindicare Assassin have a high WS? He won't need it, so why have it?
Does the Vindicare Sniper Assassin still get charged in close combat? Then he still needs to fight back in close combat so he still needs the WS. What ever his price is also accounts for for the hight WS.
Possessed Marines and Warp Talons get no pistols or guns so they can never shoot. If they man a quad gun then they should have BS 1 for having claws and tentacles for hands. Years of experience shooting a bolter is useless when you got no trigger finger. If however, MoT turns them into a psycher unit then I can see how BS 4 is needed for psychic shooting.
If Warp talons are half price then they are too good at 15pts.
Apologies, I meant halve the price they pay for the BS4!
Yes, IF the Vindicare is charged. Which shouldn't need to happen with a master sniper. The same IF applies if Warp Talons/ Possessed encounter a quad-gun - it happens rarely, but can. Also, with regards to the whole tentacles=/=no gun, doesn't explain how Zoanthropes with no arms can fire quad-guns.
Basically, I'd keep the BS but not pay extortionate amounts for it.
Zoanthropes use their immense psychic telepathic minds to pull the trigger 10x better than a finger. LOLz!
Is the Vindicare Assassin accurately price for having both high WS and BS? Or is his cost only reflecting his BS capabilities?if not then vindicare
Assassin is a steal.
People was using khorne berserkers and blood letters to man the quad gun because of their b.s.5 even though blood letters have no guns and i think that is inconsistent and does not represent bloodletters well.
Ragnarok Heavy Tank Squadron - Heavy Support - 175 points/model
BS:3 Armour:13/12/11 HP:3
Unit Composition: 1 Ragnarok Heavy Tank Unit Type: Vehicle (Tank, Heavy)
Special Rules: Moving Fortress, Trench Assault
*Moving Fortress: The Ragnarok Heavy Tank may fire each of its weapons at different targets if desired. In addition, firing Ordnance weapons has no effect on the Ragnarok's ability to fire other weapons.
*Trench Assault: The Ragnarok Heavy Tank must re-roll failed Dangerous Terrain test.
Wargear: Ragnarok battle cannon, Two twin-linked heavy stubbers, Searchlight, Smoke launcher
Options: - May include up to two additional Ragnarok Heavy Tanks: 175 points/model - Any model may take items from the Astra Militarum Vehicle Equipment list. - Any model may replace any of its twin-linked heavy stubber with one of the following: + Heavy flamer: 5 pts/model + Heavy bolter: 5 pts/model + Lascannon: 15 pts/model
Scion Sniper Teams - 6 Scions (same stat line as Scions)
3 models are equipped with Hot-Shot Sniper Rifles
30" SX Ap3 Heavy 1, Sniper
Spotters:
Scion Sniper Teams are deployed with pairs of sniper and spotter. Shots from the Hot-Shot Sniper Rifles have the Precision Shots special rule.
SSTs are practiced spotters who often work in tandem with Astra Militarum artillerymen to land shells on target. If the SST purchases a vox, after the SST fires on a target, it is marked for that turn. Any barrage weapons firing indirectly at the target may subtract 4" from the scatter.
Arbites Enforcer Squad (for Astra Militarum and Inquisition)
3-10 models, 8 points per model.
WS3 BS3 S3 T3 W1 I3 A1 Ld8 Sv5+
Wargear:
CCW + Slabshield
Defensive Grenades
Stun Grenades (S3, AP-, Small Blast, Strikedown)
Smoke Bombs (One model may use Smoke Bombs per turn, declare a friendly unit with 8", that unit gains a 5+ cover save until the start of the next turn).
Options:
1) Any model may exchange their Slabshield for a Laspistol for free.
2) 1 model per 5 may exchange both CCW and Slabshield for a Grenade Launcher for 5 points. They may choose to shoot Defensive or Stun Grenades with a Range of 24" , in addition to Frag and Krak Grenades.
3) 1 model per 5 may replace their CCW with a Power Maul, for 10 points.
4) The entire unit may take Carapace Armour, at 3 points per model.
God In Action wrote: Arbites Enforcer Squad (for Astra Militarum and Inquisition)
3-10 models, 8 points per model.
WS3 BS3 S3 T3 W1 I3 A1 Ld8 Sv5+
Wargear:
CCW + Slabshield
Defensive Grenades
Stun Grenades (S3, AP-, Small Blast, Strikedown)
Smoke Bombs (One model may use Smoke Bombs per turn, declare a friendly unit with 8", that unit gains a 5+ cover save until the start of the next turn).
Options:
1) Any model may exchange their Slabshield for a Laspistol for free.
2) 1 model per 5 may exchange both CCW and Slabshield for a Grenade Launcher for 5 points. They may choose to shoot Defensive or Stun Grenades with a Range of 24" , in addition to Frag and Krak Grenades.
3) 1 model per 5 may replace their CCW with a Power Maul, for 10 points.
4) The entire unit may take Carapace Armour, at 3 points per model.
Currently they really arent all that effective, the weapons loadout suggests CC but at which point they're a 1 attack WS3 guardsmen with a 5+ save.
To give them more utility I would suggest both a CC weapon and laspistol in the basic loadout (plus the shield), with the option of switching the shield out for a shotgun for free (arbites love them shotguns)
Add in the option of a Veteran Enforcer for 10 points (+1A, +1LD) who has access to the powermaul aswell, perhaps even access to something like a Shock Shield (Str 4 AP- hit at initiative 10 as the shield discharges electricity designed to subdue insurrectionists)
Carapce armour is well costed.
And perhaps option for dedicated transport (Taurox or Chimera)
Terminator Squad (160pts)
Terminator: WS 4, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 2+. Squad: 4 Terminators, 1 Terminator Sergeant.
Terminator Sergeant: WS 4, BS 4, S 4, T 4, W 1, A 3, Ld 9, Sv 2+.
Type: Infantry. Sergeant is Infantry (Character).
Wargear: Terminator armour, storm bolter, power weapon
Special Rules: And They Shall Know No Fear
Options:
You may purchase up to 5 additional Terminators for 30pts each.
Two Terminators may take an upgrade weapon from the Terminator Weapons list. If the squad numbers ten models two more may do so.
Any Terminator may trade his power sword for a power fist for +7pts or a chainfist for +12pts.
Assault Terminator Squad (160pts)
Terminator: WS 4, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 2+. Squad: 4 Terminators, 1 Terminator Sergeant.
Terminator Sergeant: WS 4, BS 4, S 4, T 4, W 1, A 3, Ld 9, Sv 2+.
Type: Infantry. Sergeant is Infantry (Character).
Wargear: Terminator armour, storm bolter, power weapon
Special Rules: And They Shall Know No Fear.
Options:
You may purchase up to 5 additional Terminators for 30pts each.
Any Terminator may trade his power sword for a power fist for +7pts or a chainfist for +12pts. He may instead trade both weapons for a pair of Lightning Claws for +10pts or a thunder hammer and storm shield for +15pts.
The Sergeant may purchase a grenade harness for +10pts.
(I don't have C:SM in front of me so I may have missed something; Deathwing can be arrived at by extrapolating and I'll get back to you on Wolf Guard and BA Terminator pricing)
God In Action wrote: Arbites Enforcer Squad (for Astra Militarum and Inquisition)
3-10 models, 8 points per model.
WS3 BS3 S3 T3 W1 I3 A1 Ld8 Sv5+
Wargear:
CCW + Slabshield
Defensive Grenades
Stun Grenades (S3, AP-, Small Blast, Strikedown)
Smoke Bombs (One model may use Smoke Bombs per turn, declare a friendly unit with 8", that unit gains a 5+ cover save until the start of the next turn).
Options:
1) Any model may exchange their Slabshield for a Laspistol for free.
2) 1 model per 5 may exchange both CCW and Slabshield for a Grenade Launcher for 5 points. They may choose to shoot Defensive or Stun Grenades with a Range of 24" , in addition to Frag and Krak Grenades.
3) 1 model per 5 may replace their CCW with a Power Maul, for 10 points.
4) The entire unit may take Carapace Armour, at 3 points per model.
Currently they really arent all that effective, the weapons loadout suggests CC but at which point they're a 1 attack WS3 guardsmen with a 5+ save.
To give them more utility I would suggest both a CC weapon and laspistol in the basic loadout (plus the shield), with the option of switching the shield out for a shotgun for free (arbites love them shotguns)
Add in the option of a Veteran Enforcer for 10 points (+1A, +1LD) who has access to the powermaul aswell, perhaps even access to something like a Shock Shield (Str 4 AP- hit at initiative 10 as the shield discharges electricity designed to subdue insurrectionists)
Carapce armour is well costed.
And perhaps option for dedicated transport (Taurox or Chimera)
I built Arbites squads once that had special shotguns; they had Executioner Rounds (18"/S4/AP4/Assault 1), only some members of the squad had shields and they could deploy them to give themselves a 4+ Inv and the squad an extra shot from all weapons and Slow and Purposeful; the models with the shields could only fire the shotguns or pistols.
God In Action wrote: Arbites Enforcer Squad (for Astra Militarum and Inquisition)
3-10 models, 8 points per model.
WS3 BS3 S3 T3 W1 I3 A1 Ld8 Sv5+
Wargear:
CCW + Slabshield
Defensive Grenades
Stun Grenades (S3, AP-, Small Blast, Strikedown)
Smoke Bombs (One model may use Smoke Bombs per turn, declare a friendly unit with 8", that unit gains a 5+ cover save until the start of the next turn).
Options:
1) Any model may exchange their Slabshield for a Laspistol for free.
2) 1 model per 5 may exchange both CCW and Slabshield for a Grenade Launcher for 5 points. They may choose to shoot Defensive or Stun Grenades with a Range of 24" , in addition to Frag and Krak Grenades.
3) 1 model per 5 may replace their CCW with a Power Maul, for 10 points.
4) The entire unit may take Carapace Armour, at 3 points per model.
Currently they really arent all that effective, the weapons loadout suggests CC but at which point they're a 1 attack WS3 guardsmen with a 5+ save.
To give them more utility I would suggest both a CC weapon and laspistol in the basic loadout (plus the shield), with the option of switching the shield out for a shotgun for free (arbites love them shotguns)
Add in the option of a Veteran Enforcer for 10 points (+1A, +1LD) who has access to the powermaul aswell, perhaps even access to something like a Shock Shield (Str 4 AP- hit at initiative 10 as the shield discharges electricity designed to subdue insurrectionists)
Carapce armour is well costed.
And perhaps option for dedicated transport (Taurox or Chimera)
I disagree with your assessment. What you have here is a defensive support unit in the more purest sense. Thanks to the Slabshield, they get 4+ Armour saves with the option for a 3+ upgrade for a mere 3 pts/model. So, for as little as 33 points (to a max of 110 points), you get a mobile wall of 3+ Armour saves who confer a 4+ Cover save for everyone behind them.
As for a unit idea, how about this? Because you know some enterprising Tech Priest has tried this:
Ogryn Servitor
Faction: Astra Militarum
Restrictions: For each Enginseer taken, you may include one unit of Servitors or Ogryn Servitors.
Unit type: Infantry
Unit composition: 1-3 Ogryn Servitors, 35 points per model.
Siegfried Light Tank Squadron - Fast Attack - 45 points/model
BS:3 Armour:10/10/10 HP:3
Unit Composition: 1 Siegfried Light Tank
Unit Type: Vehicle (Tank, Fast)
Special Rules: Trench Assault, Scout
*Trench Assault: The Siegfried Light Tank must re-roll failed Dangerous Terrain test.
Wargear: Multi-laser, co-axial heavy stubber, Searchlight, Smoke launcher
*Co-axial: Weapons with the co-axial rule will specify another weapon mounted on the same vehicle. When a target is declared for this weapon, the co-axial weapons must fire at it first if in range. If the co-axial weapon hits the target then the other weapon may re-roll failed To Hit rolls
Options:
- May include up to two additional Siegfried Light Tanks.......... 45 points/model
- Any model may take items from the Astra Militarum Vehicle Equipment list.
- Any model may replace its multi-laser with one of the following:
+ Heavy flamer: free
+ Heavy bolter: free
+ Autocannon..........5 pts/model
+ Missile launcher..........5 pts/model
+ Lascannon..........10 pts/model
Faction: Astra Militarum
Restrictions: For each Enginseer taken, you may include one unit of Servitors or Ogryn Servitors.
Unit type: Infantry
Unit composition: 1-3 Ogryn Servitors, 35 points per model.
Matthew wrote: Inspired by this awesome thread, here's another one: If you could add a unit to 40K, what would that unit be? Make it fair in points.
My units:
Chaos Cultist Bikers (sorry) 15 Points 3-20 Models Fast Attack
WSBS S T W I A LdSv 3 3 3 4 1 4 1 7 6+
Champion: +1 Ld and A
Wargear: Twin-Linked Autogun, Autopistol, Close Combat Weapon
Special Rules: Champion of Chaos, Faster! FASTER!, Into combat we go
Faster! FASTER!: Cultist Bikers must always move as far as possible in the movement phase. If no models are in shooting range, they must
Into combat we go: If an assaulting Cultist Biker unit rolls a 10+ on their 2d6, they all inflict 1 S4 AP- hit each.
One model may exchange their TL Autoguns with a TL Heavy Stubber - 7 Pts
One model may take a Flamer - 5 Pts
For every 5 models in the unit, one may take another upgrade from the two alternatives.
Chaos Bezerkers on Juggernauts 60 Points Cavalry 3-10 Models per Unit
WSBS S T W I A LdSv 5 3 5 4 3 4 2 8 3+
Wargear: Close Combat Weapon, Bolt Pistol
Special Rules: Champion of Chaos
One model per every 3 may take a Power Sword
The champion may take things form the Wargear lists
The concept you have for cultist bikers is very interesting. I think instead of making them exchange their TL auto guns for one of your heavy weapon guns. Why not make them into a attack bike like unit. So you can upgrade 1-2 cultist bikers to have sidecarts with heavy stubber or flamer. You can still give everyone a mark. Also the bike should give them a better save. Similar to the ork bikers, the bike should give you TL auto gun, +1 T and a 4+ Sv.
I would take cultist bikers with those rules! Mark of Korne or Slaanesh then and run them right toward the enemy lines! Sounds like a good distraction unit to screen my Biker Lors and his retinue!
I was talking with some of the CSM players I know of in my local area and they think the idea would be amazing. The initial cost is a little high, but 10 pts sounds like a good round number, just as a suggestion. Hope you don't mind all the feed back on your idea.
I would make a true dakka predator, by replacing the top turret with a quad heavy bolter free and take heavy bolter sponsons and allow a maelfic ammunition upgrade. That thing would have 12 hb shots that rend! How many points should that cost? 95pts before maelfic ammo. Should maelfic ammo be 20-30 pts?[
Ooooh, I like the sound of quad Heavy Bolter...
I would redesign the Mutilators to be single wound to cut their points in half. Reduce their BS to 1. Seriously why do they even have a BS score if they have no shooting weapons? Essentially assault terminators but you can just ds 1 guy with morphing melee weapons. Also give them hellish/explosive demise rule.
You mean they explode when they die? AWESOME
I suggested this before as a joke. Dakkanators! A squad of terminator holding 2 combi bolters in each hand and has a specialist carry a hurricane bolter on his back instead of a cml and with a special rule to shoot all 3 guns.
Redesign the Warp Talons by reducing BS to 1 and removing 2 lightning claws on each Warp Talon for 2 melee weapons to reduce their cost down to 17-20ppm. Then increase the price of the marks a little so in addition to regular effects they get daemon weapons, like if they take MoK, they replace 2 ccw for 1 hell blade, MoN for plague sword/knives, MoS for rending claws, MoT ? i dunno what they get aether blades?
And make them able to assault after Deep-Striking PHIL!
Vehicle Upgrades:
Ard' Case......................................5pts
Extra armor...................................5pts
Eavy' armor.................................10pts (+1 AV to front and side armor)
Mega armor.................................25pts (+2 AV to front and side armor)
Grot Riggers...............................10pts
Ram................................................5pts
Deff-rolla......................................10pts
Grot Sponson...............................5pts (May take a max of 2)
Turbo-charga..............................10pts
Kustom force field.......................20pts
Grab-klaw.....................................5pts
Boarding ramp............................5pts
Wrecking-ball...............................10pts
Grot Gunner..................................10pts (BS 3)
* : Loses Transport ability
***: if the shokk attack gun rolls double that forces it to move into contact with an enemy model and has a ram or deff-rolla the unit is suffers a tank shock or ramming effect from the position that the Mek Tank was at.
Alright, here are a few more from me (some might be stolen)
Cultist Truck (Think German VW WWII Trucks) - 35 Points
WSBS S FASA RA HP Dedicated Transport, Vehicle - 3 - 11 11 10 3
Transport Capacity - 15 Models, No bulky Cultists may take as Dedicated Transport The Truck may, instead of taking 15 Cultists, take 5 Cultist Bikers
Wargear: Heavy Stubber
May remove the roof, making the vehicle Open-Topped - Free
Updated Cultist Bikers, credits to Glitcha for the idea.
Chaos Cultist Bikers (sorry) 15 Points 3-20 Models Fast Attack
WSBS S T W I A LdSv 3 3 3 4 1 4 1 8 4+ Champion: +1 Ld and A
Wargear: Twin-Linked Autogun, Autopistol, Close Combat Weapon
Special Rules: Champion of Chaos, Faster! FASTER!, Into combat we go Faster! FASTER!: Cultist Bikers must always move as far as possible in the movement phase. If no models are in shooting range, they must Into combat we go: If an assaulting Cultist Biker unit rolls a 10+ on their 2d6, they all inflict 1 S4 AP- hit each.
Up to one Biker for every 5 may take a sidecar, which has got another set of TL Autoguns and an Autopistol, and it can fire one of these weapons in each shooting phase independent of the main Bike - 15 Points Any sidecar may change their TL Autogun for a Heavy Stubber - 5 Points Any sidecar may change their TL Autogun for a Flamer - 5 Points
Cultist Attack Jeeps (Sorry... I had to.) 30 Points WSBS S FASA RA HP Fast attack, Vehicle, Open-topped - 3 - 12 11 10 3
Wargear: TL Autogun May take a Heavy Stubber
May Take a Transport Trolley, which makes the vehicle a Dedicated Transport for Cultist and gives it a capacity of 10 Cultists - 15 Points The Trolley may take a Heavy Stubber - 5 Points
Cultist Kamikaze 5-10 Models, 8 Points each
WSBS S T W I A LdSv 3 3 3 3 1 3 1 7 6+, Explosive Vests
Wargear: Explosive Vest, Autopistol, Close Combat Weapon
Special Rules: Explosive Vests - When in Close Combat, any model with an Explosive Vest may choose to Detonate instead of fighting. To do that, you roll a D6 for every model detonating according to the thingy here:
1 - Nothing happens. The model and everyone around it is unaffected. 2 - Bad Wires. A random detonating model is removed without saves 3 - 6 Explosion! Place a small blast template over the model detonating. All models within that template (Except for other detonating models) take D3 S6 AP4 hits. The model detonating is removed. The template does not scatter.
Also, if a Cultist fails his armour save, roll a D6. On a 5+, roll on the thingy above. If a 1 is rolled, it counts as a Bad Wires result.
Basic terminator build there, but where I would like to see it go from there is access to the different cults of the thousand sons...
Each of the cults would be purchased for 50 points and allow the entire squad to benefit from the physic disciplines, which conveniently
all represent the cults of the thousand sons (save for malefic and santic)
Bring back the Savage Orks! Me and a friend are playing through a little Armageddon campaign set in the equatorial jungles. I've been tinkering with the rules from the old Codex: Catachans and the Chapter Approved article with the Savage Orks list.
Wildboyz - 5pts / model
WSBS S T W I A LDSV 3 3 3 4 1 2 1 7 6+
Equipment: Pair of choppas
Special Rules: Rage, 'Ere We Go, Mob Rule
Unit of 10 - 50 Wildboyz
Must buy a Nob (equipment and stats/cost as Codex)
Orks at war will often come across isolated tribes of savage Orks, especially on planets they have previously invaded. Before they can be taught how to act proppa, they must prove themselves in battle, sent whooping and howling toward the enemy armed with only the primitive clubs and axes they were found with.
These freshly spored Orks have to hunt and gather to survive, and aren't exposed to fighting as much as conventional Ork boyz, hence their reduced statline.
Chaos Space Marines without Bolter tech
(These marines have been struggling in and near the warp to the point that they no longer have supplies of bolters or ammo or real power armor. Instead they have relied on scavenging lasguns from Cadia and modified it for Marine use. and use Scout equivalant armor)
basic scout marine stat line
Troops slot
Wargear:
Scout armor
laspistol
Quad Lasgun (4 Lasguns Strapped together to provide 2 twin linked lasgun shots much like a quad heavy bolter)
Weapon profile: Twinlinked S3 AP- with 2 shots at 24" or 4 shots in 12"
Or swap out the Quad Lasgun for a Quad Autogun free because of the same weapon profile except you model regular guns with 4 barrels.
Squad of 4+1 Sergeant=55
May purchase 15 more for 11pts per model,
For every 5 models, 2 can swap out their quad lasguns for the following:
Quad Hot shot Lasgun for 5pts each.
Weapon Profile for Quad Hot shot Lasgun:Twinlinked S3 Ap3 with 2 shots at 18" or 4 shots at 9".
Or a twin linked heavy stubber for 5pts each
Dedicated Transport: Rhino, dread claw
I dub them the Fallout Marines. Are the prices too low?
Chaos Brutilators
elite slot
3 mini Helbrutes using the Terminator base and most of the models bits. 150pts can purchase up to 7 additional models for 50pts
ws4 bs4 s6 f11 s11 r10 i4 a1 hp2 walker
wargear
2 twinlinked Multi lasers for each arm
Each Brutilator can swap out their 2 twinlinked Multilasers for the following:
2 Heavy Bolters for 20pts
2 Assault cannons for 40pts
2 Heavy Flamers for 15pts
2 autocannons for 20pts
2 Missile Launchers 30pts
Can buy malefic ammo for 35pts for each heavy bolter in the entire squad.
For every 3 models, 1 can purchase a back/shoulder mounted weapon akin to cml:
heavy Bolter 10pts
Havoc Missile Launcher 12pts
multimelta 15pts
Autocannon 10pts
Plasma cannon 15pts
Lascannon 20pts
Missle Launchers 15pts
Why did the Fallout marines lose a point in WS and BS? Weapons are not the only difference between scouts and taq marines. I do like the Idea though, and may have to do some coversions.
Matthew wrote: Alright, here are a few more from me (some might be stolen)
Cultist Truck (Think German VW WWII Trucks) - 35 Points
WSBS S FASA RA HP Dedicated Transport, Vehicle
- 3 - 11 11 10 3
Transport Capacity - 15 Models, No bulky
Cultists may take as Dedicated Transport
The Truck may, instead of taking 15 Cultists, take 5 Cultist Bikers
Wargear: Heavy Stubber
May remove the roof, making the vehicle Open-Topped - Free
Updated Cultist Bikers, credits to Glitcha for the idea.
Chaos Cultist Bikers (sorry) 15 Points 3-20 Models Fast Attack
WSBS S T W I A LdSv 3 3 3 4 1 4 1 8 4+
Champion: +1 Ld and A
Wargear: Twin-Linked Autogun, Autopistol, Close Combat Weapon
Special Rules: Champion of Chaos, Faster! FASTER!, Into combat we go
Faster! FASTER!: Cultist Bikers must always move as far as possible in the movement phase. If no models are in shooting range, they must
Into combat we go: If an assaulting Cultist Biker unit rolls a 10+ on their 2d6, they all inflict 1 S4 AP- hit each.
Up to one Biker for every 5 may take a sidecar, which has got another set of TL Autoguns and an Autopistol, and it can fire one of these weapons in each shooting phase independent of the main Bike - 15 Points
Any sidecar may change their TL Autogun for a Heavy Stubber - 5 Points
Any sidecar may change their TL Autogun for a Flamer - 5 Points
Cultist Attack Jeeps (Sorry... I had to.) 30 Points
WSBS S FASA RA HP Fast attack, Vehicle, Open-topped
- 3 - 12 11 10 3
Wargear: TL Autogun
May take a Heavy Stubber
May Take a Transport Trolley, which makes the vehicle a Dedicated Transport for Cultist and gives it a capacity of 10 Cultists - 15 Points
The Trolley may take a Heavy Stubber - 5 Points
Cultist Kamikaze 5-10 Models, 8 Points each
WSBS S T W I A LdSv 3 3 3 3 1 3 1 7 6+, Explosive Vests
Wargear: Explosive Vest, Autopistol, Close Combat Weapon
Special Rules: Explosive Vests - When in Close Combat, any model with an Explosive Vest may choose to Detonate instead of fighting. To do that, you roll a D6 for every model detonating according to the thingy here:
1 - Nothing happens. The model and everyone around it is unaffected.
2 - Bad Wires. A random detonating model is removed without saves
3 - 6 Explosion! Place a small blast template over the model detonating. All models within that template (Except for other detonating models) take D3 S6 AP4 hits. The model detonating is removed. The template does not scatter.
Also, if a Cultist fails his armour save, roll a D6. On a 5+, roll on the thingy above. If a 1 is rolled, it counts as a Bad Wires result.
Oah this will be the best I mean who doesn't want access to exploding cultists +35pts put them in a drop pod and kill every death company squad that comes at you best defence ever
come at me bro . Although should be a shooting attack as well.
With my updated vehicle design rules, making a rhino fast and open topped for chaos space marines would cost 21 more points than a standard one. Anyone interested can look in the general discussion page, I have a link in there, but have no clue how to add it here with my phone...
Grot Diversionists:
Grot Diversionist: ws2 bs3 t2 s2 ini2 a1 ld5 armor-
Grot Diversionist That Managed To Survive The First Drop: ws2 bs3 t2 s2 ini2 a1 ld6 armor-
Unit composition and points:
9 Grot Diversionists
1 Grot Diversionist That Managed To Survive The First Drop
The squad costs 40 pts
Wargear:
Grot Diversionists are equipped with Grot Blastas - s3 ap- Assault 1 Range 12".
Grot Diversionist That Managed To Survive The First Drop is equipped with two Grot Blastas that count as pistols for him!
Up to three Grot Diversionists can steal purchase items:
Explodey Squig - s5 ap4, Ignore Cover, Assault 1 Large Blast, 8" Range, Gets hot!, One-use - 10 pts (basically a burna bomb but used as a Demolition Charge with Gets Hot!)
Explodey Metal-Eating Squig - s7 ap2, Armorbane, Assault 1 Blast, 8" Range, Gets hot!, One-use - 15 pts (basically a blitza bomb but used as a small blast Demolition Charge with Gets Hot!)
Grot Diversionist That Managed To Survive The First Drop can steal purchase Tankbusta bommz (Meltabommz) for 5 pts
I'd love to see a Tyranid version of the Culexus assasin, or at least some usage of the 12 null bubble on nid psykers. Shadow in the Warp is a joke atm, the Culexus' bubble represents it more fully imo.
Except I prefer terminators to those... things. In both fluff and model coolness factor. And these aren't quite as shooty, and would fit the theme of a deathwing only army (plus DA can't take centurions anyways).
LOL When I first read this I saw S4 T8 instead of T4 Ld8 and was like WHAT!?!?
Automatically Appended Next Post: Obviously this would be for Apocalypse only:
The Void Dragon: 4000 points
Flying Gargantuan Creature, ( and all rules that apply)
Hover, The Star-God reborn! (The Void Dragon may target multiple targets and use each of his powers once each and make a 18” hover move OR he may not move and use each of his powers twice OR he may not use his powers (excluding Seismic Shockwave) and he may make a 36” hover move. (he does not count as running or zooming in either of these instance) Powers of the C’Tan (Anti-Matter Meteor, Wave of Withering, Seismic Assault, Seismic Shockwave, Storm of Heavenly Fire) Hatred: Necrons,Ancient Nemesisi ( the Void Dragon gains Hatred: everyone, if the Void Dragon already has hatred for a race he instead counts all to hit rolls against them as mastercrafted hits)
WS6 BS6 S10 T9 W30 I 6 A8 LD10 SV 2+3+
Anti-Matter Meteor
48” 10/8/6 1/3/5 Primary Weapon1, Apocalyptic Mega Blast
Wave of Withering
Hellstorm D 1 Primary Weapon1
Seismic Assault
48” 8 3 Heavy 6D6
Seismic Shockwave: The Void Dragon’s stomp attacks are resolved with the large blast marker.
Storm of Heavenly Fire: At the end of your movement phase place a large blast marker over the Void Dragon and scatter it. All models under the marker (except the Void Dragon) immediately suffer a 6 ap3 hit with the ignores cover rule.
Pulpit of purgation
BS4 f12 s11 r10 3hp fast chariot open topped
Two twinlinked heavy flamers
Shield of faith
Carries a cannoness
70 points
Deliverance engine
BS4 f14 s13 r10 3 HP assault transport tank
Transport capacity 15 models
Twinlinked heavy bolter
May add sponson heavy flamers for 20 points
Shield of faith
May be selected as dedicated transport for sisters repentia (Uses the leman Russ chassis)
135oints
For 135 points you have a front armour 14 assault transport tank with a high troop carrying capacity and shield of faith? Seems a tad on the cheap side considering.
Most of the points for land raiders comes from their rear armor and the bigger gun mounts. The math for this actually would be a little more expensive than games workshop would normally have. The tank is appropriately costed, but, if your opponent asked you to pay more due to the synergy of it, feel free to add 5-10 points to keep them willing to play against it! The V.D.R. is all about making fun units
I updated the 4th edition vehicle design rules, the update is linked in my signature. It works for every vehicle from eldar war walkers to reaver titans! Feel free to play with it
Based off the guys form the black library novel Firecaste.
ELITES
ZOUAVE STEAM KNIGHT 45 pts (edit of points cost)
WS4 BS4 S4 T5 W3 I3 A3 Ld9 Sv3+
Unit type Infantry (independent character)
Wargear:
Zouave thundersuit (grants a 3+ save and feel no pain 6+) Heavy stubber Powerfist
Special Rules:
Noble (may issue one order per turn to a unit within 8 inches.)
Icon of strength (When a ZOUAVE STEAM KNIGHT dies, all infantry models from codex ADEPTUS MILITARUM within 8 inches must take a pinning test)
Relentless (edit of added rule)
Options:
May include up to 4 additional ZOUAVE STEAM KNIGHTS 35 pts/model (However, when extra Zouave Steam Knights are taken, the models lose independent character)
Speakers (All infantry models from codex ADEPTUS MILITARUM within 8 inches boost their Ld by 1, to a maximum of 10) 10 pts/model
Add relentless to use the heavy stubber on the move, 3 wounds, 3+ save, FNP, T5 may be a bit much at this points level, possibly look to increase it by a tad.
You could try looking into the imperial knights from epic and see if any of those fit the idea of what your looking for( I think I remember some sort of cannon chest stubby knight with no arms)
I was actually referring to the Knight Warden ( I decided to stop being lazy about the topic and used my search engine)
"Knight Warden - When a member of a Knight House reaches old age, he is allowed to retire, passing his armour down to his eldest descendant and instead donning the suit of a Knight Warden."
DoomShakaLaka wrote: I was actually referring to the Knight Warden ( I decided to stop being lazy about the topic and used my search engine)
"Knight Warden - When a member of a Knight House reaches old age, he is allowed to retire, passing his armour down to his eldest descendant and instead donning the suit of a Knight Warden."
That sir/siress is the single most adorable thing I have ever seen
The Twinlinked heavy stubbers do not have skyfire special rule but they are able to elevate their guns to a 80 degree angle
Twin linked long barrel heavy stubbers fire at
48" 5 4 heavy 3.
Special rule, low mounted guns. The perforater's guns may only shoot out of the sides and back of the vehicle as shots from the front would hit the driving compartment.
55 points. May take all Am vech options except for close compartment.
How does this sound?
Knight Warden- 300 points
Super Heavy Walker, Slow and Steady( may only move 6" in its movement phase)
AV 13 12 11
WS2 BS4 S10 I3 A2 HP4
Weapons
Plasma Blastgun
Plasma Blastgun - Overload 96" 10 2 Primary Weapon 1, Apocalyptic Blast Plasma Blastgun - Rapid 72" 8 2 Primary Weapon 2, Massive Blast
Twin-Linked Heavy Bolter
Took the stats for the plasma blastgun from the warhound.
curran12 wrote: So it is cheaper than other Knights, and better armed. And armed with a gun that can hit any point on the table with insane templates?
My answer is not a "no" but a "hell no".
To each his own I guess. I figure it based off of these points:
Its got 2 less hull points, no D weapon of any kind, half the speed, half the attacks, lower initiative, and ws2. Aside from adjusting the range some(read shorten) and(maybe) making the heavy bolter a stubber I'd keep it the same.
Plus no ion shield.
Automatically Appended Next Post: Against other Titans/ knights it literally dies to their D weapons on anything other than a 1. Against regular weapons it has one more hp your average vehicle and can be easily surrounded because its slow.
DoomShakaLaka wrote: How does this sound?
Knight Warden- 300 points
Super Heavy Walker, Slow and Steady( may only move 6" in its movement phase)
AV 13 12 11
WS2 BS4 S10 I3 A2 HP4
Weapons
Plasma Blastgun
Plasma Blastgun - Overload 96" 10 2 Primary Weapon 1, Apocalyptic Blast Plasma Blastgun - Rapid 72" 8 2 Primary Weapon 2, Massive Blast
Twin-Linked Heavy Bolter
Took the stats for the plasma blastgun from the warhound.
Super heavies need at least 6 hull points, games workshop don't have one lower than that. My calculations put this little guy at 485 points.
Automatically Appended Next Post:
Filch wrote: how much points should a squadron of small drone flyers be with heavy bolters and malefic ammo cost? like blight drone but cheaper and numerous.
or 1 big gunship like fire rapter,it has 8 quad bolters and malefic ammo?
hell, can csm get malefic ammo for heavy bolter havocs?
Can't remember what the malific amo upgrade costs, but a 2hull point av10 all around flyer without skimmer and has the daemon and a twin linked heavy bolter costs50 points. Malefic ammo would probably put it at around 60
Also, a friend of mine had an idea for mini knights, they were set up as a platoon that replaced an imperial knight in their detachment. Normally they would be the ones who attached the knights weapons and and armor before battle, but if need be, they would slap on heavy stunners and power lances and march into battle all twice their masters!
DoomShakaLaka wrote: How does this sound?
Knight Warden- 300 points
Super Heavy Walker, Slow and Steady( may only move 6" in its movement phase)
AV 13 12 11
WS2 BS4 S10 I3 A2 HP4
Weapons
Plasma Blastgun
Plasma Blastgun - Overload 96" 10 2 Primary Weapon 1, Apocalyptic Blast Plasma Blastgun - Rapid 72" 8 2 Primary Weapon 2, Massive Blast
Twin-Linked Heavy Bolter
Took the stats for the plasma blastgun from the warhound.
Super heavies need at least 6 hull points, games workshop don't have one lower than that. My calculations put this little guy at 485 points.
Well if it gets 6hp, a normal move, and a ion shield I could see 485 being fair.
I was trying to create a "mini" imperial knight at Matthews request so thats why I made it 4hp and slower.
Fair enough, the vast majority of its points are from the gun itself. Slowing it down would cut about 10 points off. If it was at 4 hull points, it could be oneshotted by a penetrating hit.(1 hull point +d3 hull points on an explode) that's why superheavies are minimum 6 hull points. It then takes at least 2 explodes results to kill them. If it wasn't superheavy, it would drop in points SIGNIFICANTLY! Then I would use two earthshaker cannons and relegate it purely to long range bombardment. Its point total would be about 260, but the rear armor would drop to 10
Sgt_Smudge wrote: I dunno, it just feels wrong for a Warp tainted CSM to suddenly lose all of their centuries of shooting experience because they don't carry a gun on them. Especially for such a blatant reason as to lower the price tag on them. Realistically, they should still have that BS, but not have to pay extortionate amounts for it. (Say, half price?)
In the same vein, why does a Vindicare Assassin have a high WS? He won't need it, so why have it?
IMO, the Warp Talons at BS 1 is very logical, as they are essentially almost mindless (as they are obsessed with hunting and killing their prey in melee).
However, removing the 2 lightning claws from them is pretty ridiculous: it's their defining attribute! It's stated that they can even cut through reality (hence the deep strike). Actually to fix warp talons, I'd let them assault out of deep strike, and have them select a single ennemy unit as their prey: they only scatter d6 when landing within 12'' of it. I'd also give them BS 1, fearless, and WS 5 if they take VoTLW.
Lythrandire Biehrellian wrote: Fair enough, the vast majority of its points are from the gun itself. Slowing it down would cut about 10 points off. If it was at 4 hull points, it could be oneshotted by a penetrating hit.(1 hull point +d3 hull points on an explode) that's why superheavies are minimum 6 hull points. It then takes at least 2 explodes results to kill them. If it wasn't superheavy, it would drop in points SIGNIFICANTLY! Then I would use two earthshaker cannons and relegate it purely to long range bombardment. Its point total would be about 260, but the rear armor would drop to 10
Yeah drop the superheavy rule and just make it a walker. That'll work. Rear armor of 10 isn't really a bad idea either,
I've gotten some positive feedback on the vehicle design rules, and will be updating them this weekend to have Necron weapons, and fix a couple things I noticed after uploading them
Custodes: Unit 1-3 60pts each, HQ unit cost: 125
WS 6 BS5 S5 T5 W2 I5 A3 LD 10 Sv 2+/5++
Wargear: guardian spear. str +1/+2 melee ap 3/2 Holy weapon, precision strike, 2 handed
Holy weapon: when fighting any models with the Deamon or psyker rules the weapon gains the murderous strike and fleshbane special rules.
Range 24" str4 ap5 assault 3
Special rules: Fearless, Fear, Boltstorm (6 to wound is ap2) Blade dancers, Lions amongst wolves, precision strike, precision shot
Lions amongst wolves: this unit can never be joined by any characters for any reason
Blade dancers: At the start of the fight sub phase you may choose to use one of the following special rules, this applies untill the begining of the next fight sub phase.
Defencive: -2 attacks +2 to invunerable save, eternal warrior.
Offencive: Rending +d3 attacks, -1 to invunerable save, +1 WS Options: may upgrade guardian spear to guardian sword for no points cost, if done the shooting attack is lost, however if useing the defencive stand the - to attacks does not apply, if offensive then the -1 to invunerable does not apply.
Argul Tal: Lord of the Gal Vorbak, the Favoured Son Points 220
HQ Jump Infantry (idependent character)
WS 7 BS 5 S5 T5 W4 I6 A5 LD10 Sv 2+/4++
Wargear: Guardian spear, Guardian Sword, Bolt pistol, frag and krak grenades, Jump pack.
Special rules: Deamon, Fear, Precision strikes, Fearless, Bulky, Rage, Rending, Damned, Deep strike, Fated.
Guardian Weapons: Counts as paired weapons (additional attack included in profile)
Melee: Str +1 ap2, Murderous strike, Dance of blades
Range 24" str4 ap5 assault 3, Boltstorm (6 to wound is ap2 and autowounds)
Matthew wrote: No, I mean a smaller version of an Imperial Knight. Not a Dreadnought. Something half the size of an Imperial Knight, but bigger than a Dread.
Oh, and it'd still be super-heavy and stomp stuff to death! GW approved.
Matthew wrote: No, I mean a smaller version of an Imperial Knight. Not a Dreadnought. Something half the size of an Imperial Knight, but bigger than a Dread.
Oh, and it'd still be super-heavy and stomp stuff to death! GW approved.
An image of a Dreadnought sized model trying to stomp a dreadknight appeared in my mind when you said that.
Matthew wrote: No, I mean a smaller version of an Imperial Knight. Not a Dreadnought. Something half the size of an Imperial Knight, but bigger than a Dread.
Oh, and it'd still be super-heavy and stomp stuff to death! GW approved.
And Orks will get one too, for roughly the same cost, but it is not super heavy...that way it is fair.
BTW, koooaei, the Grot Diversionist's are sweet, I would use them all the time...probably.
Filch wrote: how much points should a squadron of small drone flyers be with heavy bolters and malefic ammo cost? like blight drone but cheaper and numerous.
or 1 big gunship like fire rapter,it has 8 quad bolters and malefic ammo?
hell, can csm get malefic ammo for heavy bolter havocs?
Can't remember what the malific amo upgrade costs, but a 2hull point av10 all around flyer without skimmer and has the daemon and a twin linked heavy bolter costs50 points. Malefic ammo would probably put it at around 60
Oh ok.
WS4 BS4 F10 S10 R10 HP2 Flyer, hover, 1 twin linked heavy bolter 50pts can add malefic ammmo for 10pts, can add up to 4 more per 50pts and add 10pts for maelfic ammo per model. Is this any good? Can the price be reduced if it was not twin linked? 5pts less?
What would win, 5 of these at 300pts or an imperial knight?
I think massive long range rending shots are what I need to fight super heavies, wave serpents, hordes, and vehicles.
Filch wrote: how much points should a squadron of small drone flyers be with heavy bolters and malefic ammo cost? like blight drone but cheaper and numerous.
or 1 big gunship like fire rapter,it has 8 quad bolters and malefic ammo?
hell, can csm get malefic ammo for heavy bolter havocs?
Can't remember what the malific amo upgrade costs, but a 2hull point av10 all around flyer without skimmer and has the daemon and a twin linked heavy bolter costs50 points. Malefic ammo would probably put it at around 60
Oh ok.
WS4 BS4 F10 S10 R10 HP2 Flyer, hover, 1 twin linked heavy bolter 50pts can add malefic ammmo for 10pts, can add up to 4 more per 50pts and add 10pts for maelfic ammo per model. Is this any good? Can the price be reduced if it was not twin linked? 5pts less?
What would win, 5 of these at 300pts or an imperial knight?
I think massive long range rending shots are what I need to fight super heavies, wave serpents, hordes, and vehicles.
Daemon rule drops them to WS/bs3, dropping twinlinked would indeed lower them by 5 points, an imperial knight would very hard to drop with them, but they could late GAM scatter and take objectives all over the place.
How about this: Honoured Fallen, kind off like a Marine who, after being defeated in combat, is instead of being put in a Dreadnought are taken to these machines, who look like smaller versions of the Imperial Knights that the Mechanicus usually build. Only three of these are built for each chapter, to honour their fallen heroes.
WSBS S FaSa Ra I A Hp - 150 points?
4 4 5 13 12 11 4 1 4
Must choose between Honoured Castigator and Honoured Flamestorm
Wargear: Castigator Bolt Cannon (Castigator), Flamestorm Cannon (Flamestorm), 1 Heavy Bolter, Ion Shield
May take: Another Heavy Bolter - 10 Points
He's a beast in CC, but he'll probably die before he ever gets there.
Automatically Appended Next Post: Speaking Gargantuan Creatures, what did you think of my Void Dragon stats?( Just realized no one commented on it )
I was going for the C'Tan equiv of an Imperator Titan in Apoc.
Filch
4484 2ccfbbac7f0eb469e83b1a5bf3ba0e03.jpg wrote:which weapon can do rending the best? in terms of volume of shots and range not by strength and the platform in consideration?
The best weapon I can think of to GIVE rending to, would be the scatter laser. Best rending weapon I can think of off the top of my head is the assaultcannon.
"Mad Max gets religion" was the explicit theme for the homebrew Frateris militia units in my Sororitas fandex/expandex: the Confessor can ride a chariot like Lord Humungous, the bikers count as cavalry so you can slaughter them more easily, the transports are welded together monstrosities based off Ork Trukks and War Wagons....
Range 24", S5 AP-, Heavy 2d20 (yep, read that one right), Unstable*
*Unstable: Depending on the number of shots rolled, unique effects will come into play. consult following table:
2: Jam ("weapon destroyed" result, no shots fired)
3-20: resolve shots as normal.
21-30: gain the pinning USR 31-39: out of ammo (resolve shots as normal, with pinning USR. the cannon cannot fire again for the rest of the game)
40: catastrophic barrel meltdown (weapon destoyed and not repairable, no shots fired, lose a hull point)
side sponsons: assault cannons.
options: regular SM vehicle options.
might seem stupid OP due to number of shots, but it is almost guaranteed to malfunction quickly and costs quite a bit (full cost of a LR...), while not being more resilient than a regular predator, so i think that evens it out.
(note its not for serious games, just in games with my friends)
off topic from above. say if i wanted to homebrew a special weapon mounted on vehicles which is 8 laser guns jury rigged together to provide 8 shots at 24" or 16 shots at 12" at Strength 3 ap -, ehat should its cost be?
if i wanted a usr yo make it deadly what should it be and what is the additional cost?
for example how do you justify it having rending?
250 is already 20 points more expensive than the fully kitted out paskisher, who has by FAR better armour, same BS, is more reliable, and has rending and preferred enemy. so i can't really see how 250 is unfair for the predator.
I'd put it 140 base, +30 for optional assault cannon sponsons.
Logic being I priced it as the Punisher Russ (variable 2-40 shots rather than fixed 20, but likely to run out of ammo in game, worse armour, better BS)
Filch wrote: off topic from above. say if i wanted to homebrew a special weapon mounted on vehicles which is 8 laser guns jury rigged together to provide 8 shots at 24" or 16 shots at 12" at Strength 3 ap -, ehat should its cost be?
if i wanted a usr yo make it deadly what should it be and what is the additional cost?
for example how do you justify it having rending?
With my updated VDR, The base gun would cost 16 points, and there is a section in it on pricing to add USR's. The link is in my signature, have a look!
I've been wanting to smash together a homebrew "Brotherhood of Pskyers" unit for my Blood Ravens to better represent a larger number of pskyers. Planning on smashing it together using mostly robes from the Dark Angels Veterans pack
Anyway, here is a rough draft, not sure how to handle points though...
SPECIAL RULES
ATSKNF Character (Lexicanium)
Brotherhood of Psykers (Mastery Level 1)
Psyker (Mastery Level 1) (Lexicanium)
PSYKER
Can generate powers from the Telepathy, Telekinesis, or Pyromancy disciplines (Lexicanium generates power separate from the rest of the unit)
OPTIONS
Any Model may replace their Bolt Pistol/CCW for a Bolter for free
Any Model may take a Pyschic Hood at +20 PTS each
Up to two Initiates may replace their Bolt Pistol with one of the following
Plasma Pistol +15 PTS
Storm Bolter +5 PTS
The Lexicanium may replace his Bolt Pistol with a Plasma pistol for +15PTS
The Lexicanium may replace his CCW with a Force Weapon for +15 PTS
No force weapons at all in the unit nor options to take them? I'm not too up on Blood Ravens stuff but the option for the Lexicanium to take a force weapon might be nice. Since they're bought as a squad I'd be tempted to make the Lexicanium a character, not independant.
Melcavuk wrote: No force weapons at all in the unit nor options to take them? I'm not too up on Blood Ravens stuff but the option for the Lexicanium to take a force weapon might be nice. Since they're bought as a squad I'd be tempted to make the Lexicanium a character, not independant.
Good points, I did not have my codex at hand for reference and will make the edit
Though it was The Magpies that inspired this unit, my hope was for it to be usable for any chapter that has a considerably high number of psykers to better represent it on the table top
Eldar waypoint
Av12 all the way around. Impassable building with battlements. Shrouded, 2x pulse lasers 130 points.
Built using the updated V.D.R. in my sig
Cicero Critus is renowned throughout the Astartes not only as the greatest living Space Marine aviator, but also one of the finest in the Imperium's History. following the Mentor Legion's recapture of the Arc Mechanicus "Id Logica" and subsequent return of the ship to the Priests of Mars the chapter was rewarded with the Fire Raptor STC, which techmarine Critus modified to form the 'Mentor Modification" pattern optimized for interception and fleet defence duties. His personal aircraft, the "Sublight Slew" is known throughout the eastern fringe due to the lethality of it's pilot.
300 Points, Heavy Support Choice
As a Fire Raptor with quad heavy bolters with BS 5
It has the following special rules
Mentor Modified: Vehicle looses the Hover and Ceramite Plating special rules. It gains Vector Dancer and It Will Not Die. In addition, the side sponsons have a 180 degree fire arc and can fire directly ahead or behind.
All To Easy-- Critus ignores all jink saves. All his missiles have the 'auto savant' rule if fired at a flyer or fmc
Oldest and Boldest-- After both sides have deployed but before rolling to seize the iniative, pick the turn that Critus will arrive. Critus has +1 to all his jink saves and his snapshots hit on a role of 5+. If shot down, he awards 1 VP just like Slay the Warlord.
How about somthing Isha ML1 per figure and exarch ML2 and have a copolsiry spell sheild of ish giving +2 to invuln to a max of 2 well the idea is aspects of isha or ynnead or whatever his name is. the idea is aspects of a eldar god maybe even of khaine.
Las-Predator squadron: Fills 1 heavy support slot
3 predators140 pts each.
May upgrade 1 predator to squadron leader for 30 points.. It gains bs5 and split fire for the squadron.
1500-1750 pts One Ork Gargant, Super Heavy Walker: WS3 BS2 S10 F14 S14 R12 I1 A3 HP18 +3 void shields.
Transport 20, Access point in the rear, 4 fire points on model
Ork Reactor Meltdown: Once the Ork gargant is reduced to 0HP all units within 4d6 Suffer a strDS hit!
War gear(body): 1 Belly gun (Range:72" Str7 AP3 Ordinance 1, Blast 3d6***) (***Roll 3d6 to determine the blast radius then roll scatter like normal using the arrow to scatter if the "hit" icon is shown) 1 Deff Arsenal (range 120" Str 9 Ap3 Heavy 3D6+d3 Supa-Rokkits)
War gear Arms: Fist of Gork (Range 180'" str D ap2 Primary weapon 1, Massive Blast) Teeth of Mork (Range 72" str 8 ap3 Primary weapon 2d6* large blast) (* if a result on 2d6 is a 2 the weapon jams and cannot be fired this turn, it is back up and running in the following turn, if the result is a 12 the gun spins our of control firing 12 shots scattering, the weapon is then destroyed) MEGA KLAW, if the Gargant is within 9" of an enemy vehicle in the assault phase on a 3+ the vehicle is picked up and tossed 24" (place the large blast marker over where you want to toss the vehicle and resolve scatter. Each model under the blast suffers a wound and vehicles suffer d3 glancing hits (all saves allowed)
If a vehicle is looted add the following special rules:
Open Topped
Don't Press Dat
Barely Held Together:
if the vehicle suffers a explosion roll a D6:
1: Vehicle explodes like normal except all hits a str 5 not str 4
2 - 5: Vehicle is a wreck
6: Vehicle goes 2D6 in a random direction, and the wrecks
If a vehicle is looted make the following changes to the profile:
BSWS (if the vehicle is a walker)
2 4
Add the ability to take selections both from the parent army's codex and the Ork vehicle equipment chart, or potentially some of the options available to the mekboy junka to Ork it up a little.
The Thunderer Siege tank is 140 pts (with Demolisher), with Leman Russ armor, it isn't fast nor does it have the extra weapons.
195pts for yours feels way too high.
Its also only 5 pts cheaper than a Vanquisher with coax-heavy stubber, at least under the 6th ed Krieg rules, and at this point I prefer a turreted sturdier version of the tank.
Also if you want an idea of how much the special cannons on a LR are worth, the Krieg list has them listed, rather than making a new entry for every pattern, they made every gun an upgrade so you can use their value for your vehicle.
Not a new unit but a modification to an existing unit.
I would love to be able to swap the laser rifle on my conscripts for:
2x close combat weapons – free
or
Close combat weapon plus shield(6++) 2pts per model
Anything that allows me my fantasy vs sci-fi silliness
Here's my first try. The Dark Eldar (insert name here)! A transport killer that can then take out the passengers.
WS - 4
BS - 4
S - 5
I - 5
A - 2
F - 12
S - 12
R - 12
Fast Skimmer, shrouded
2x TL Heatlance
2x powerfist
175 points
I tried to use the vehicle design rules, not sure if I did it right.
Lord Blackscale wrote: Here's my first try. The Dark Eldar (insert name here)! A transport killer that can then take out the passengers.
WS - 4
BS - 4
S - 5
I - 5
A - 2
F - 12
S - 12
R - 12
Fast Skimmer, shrouded
2x TL Heatlance
2x powerfist
175 points
I tried to use the vehicle design rules, not sure if I did it right.
Awesome idea! I don't think a normal vehicle can declare a charge though. If you made it a walker with the jump upgrade, you would have to lower the av, but you'd probably save enough points that you could field a squadron of them. Or, you could make it a chariot for an archon, and have him do the fighting... How many hull points does it have?
Edit: that vehicle would have to be a medium tank, and would be 199 points( I think you missed the points for the second powerfist and tank rule)
Lord Blackscale wrote: Here's my first try. The Dark Eldar (insert name here)! A transport killer that can then take out the passengers.
WS - 4 BS - 4 S - 5 I - 5 A - 2 F - 12 S - 12 R - 12 Fast Skimmer, shrouded 2x TL Heatlance 2x powerfist 175 points I tried to use the vehicle design rules, not sure if I did it right.
Awesome idea! I don't think a normal vehicle can declare a charge though. If you made it a walker with the jump upgrade, you would have to lower the av, but you'd probably save enough points that you could field a squadron of them. Or, you could make it a chariot for an archon, and have him do the fighting... How many hull points does it have?
Edit: that vehicle would have to be a medium tank, and would be 199 points( I think you missed the points for the second powerfist and tank rule)
It has 4 HP. Sorry for missing that. It was supposed to be a large skimmer, about the size of the FW Tantalus. I didn't realize vehicles couldn't assault. Hmmm. Maybe drop the powerfists and add a template weapon. Maybe with poison and torrent? Or give it grav talon type rules. I suppose being a tank wouldn't hurt the concept. Any other pointers?
If it has already shot the transport, it can't fire at the occupants. If it was a jump walker, it could what you wanted it to. Give it ignores cover, and have it float like the pain engines do. That will give you the look you wanted, and make the unit unique to your particular kabal/cult/coven with eldar/dark eldar walkers, they are weaker than this, in regards to armor. The only way I could see this harming occupants is to use a flamer template weapon, and add the haywire rule to it. Then it'll hurt vehicles, and possibly toast guys inside if it is open topped.
Automatically Appended Next Post:
TheCustomLime wrote: Alright, here is the new costing for the Kraken Tank Destroyer:
Kraken Tank Destroyer Squadron: 100 pts/ model
Unit Composition: 0-3 Kraken Tank Destroyers
BS: 3 AV: 12/12/10 HP: 3
Wargear:
Turret Mounted Vanquisher Cannon
Coaxial Heavy Stubber
Smoke Launchers
Searchlights
Hull Mounted Heavy Stubber
Special Rules:
Open Topped
Fast
Coaxial Stubber
Coaxial Stubber: Any successful hits with the coaxial Heavy Stubber confers the Twin-linked USR to the Vanquisher Battle Cannon.
Options:
The Kraken Tank Destroyer may exchange it's Vanquisher Battle Cannon for....
Any Kraken Tank Destroyer may take items from the Astra Militarium Vehicle Equipment List.
One model in the Squadron may upgrade itself to a Command Tank. This confers BS: 4 and LD: 9 to the vehicle.... 20 points
This tank would be about 75 points with my V.D.R., it is in my SIG, if you wanted to play around with it. I costed the vanquisher cannon as half of a twinlinked upgrade.
Special Rules
- Demon
- Demonic possession
- Demon Forge
- It will not die
Additional options
May replace Hades auto-cannon with ecto plasma cannon for free
May take sponsor mounted Heavy boltres - 20 pts each
May take sponsor mounted Bel-flamers -30 pts each
This is new type of predator tank. Magos from dark mechanicsu have modifed existing construction template of predator tank to accommodate demon forge and new weapon types.
Superheavy tank for the Sisters based on the Baneblade chassis.
550 pts
Same as Baneblade except main turret mounts an Inferno Gun (only) and any sponsons mount Multi-meltas instead of Lascannons.
EDIT:
Anyone have any ideas for a Baneblade-based Inquisition superheavy? I was thinking some sort of command superheavy like a tiny Capitol Imperialis. So the Demolisher Cannon stays (mini-Behemoth) and instead of a big main turret it gets lots of Heavy Bolters along the lines of a Malcador Defender. Sponsons can stay as-are. Then a troop capacity along the lines of the Stormlord (40 troops). What do you think?
Lythrandire Biehrellian wrote: If it has already shot the transport, it can't fire at the occupants. If it was a jump walker, it could what you wanted it to. Give it ignores cover, and have it float like the pain engines do. That will give you the look you wanted, and make the unit unique to your particular kabal/cult/coven with eldar/dark eldar walkers, they are weaker than this, in regards to armor. The only way I could see this harming occupants is to use a flamer template weapon, and add the haywire rule to it. Then it'll hurt vehicles, and possibly toast guys inside if it is open topped.
Automatically Appended Next Post:
TheCustomLime wrote: Alright, here is the new costing for the Kraken Tank Destroyer:
Kraken Tank Destroyer Squadron: 100 pts/ model
Unit Composition: 0-3 Kraken Tank Destroyers
BS: 3 AV: 12/12/10 HP: 3
Wargear:
Turret Mounted Vanquisher Cannon
Coaxial Heavy Stubber
Smoke Launchers
Searchlights
Hull Mounted Heavy Stubber
Special Rules:
Open Topped
Fast
Coaxial Stubber
Coaxial Stubber: Any successful hits with the coaxial Heavy Stubber confers the Twin-linked USR to the Vanquisher Battle Cannon.
Options:
The Kraken Tank Destroyer may exchange it's Vanquisher Battle Cannon for....
Any Kraken Tank Destroyer may take items from the Astra Militarium Vehicle Equipment List.
One model in the Squadron may upgrade itself to a Command Tank. This confers BS: 4 and LD: 9 to the vehicle.... 20 points
This tank would be about 75 points with my V.D.R., it is in my SIG, if you wanted to play around with it. I costed the vanquisher cannon as half of a twinlinked upgrade.
75 points is as bit cheap, isn't it? That's what a Predator with an Autocannon runs for. Then again, it is AV 12 and Open-topped.
Lythrandire Biehrellian wrote: If it has already shot the transport, it can't fire at the occupants. If it was a jump walker, it could what you wanted it to. Give it ignores cover, and have it float like the pain engines do. That will give you the look you wanted, and make the unit unique to your particular kabal/cult/coven with eldar/dark eldar walkers, they are weaker than this, in regards to armor. The only way I could see this harming occupants is to use a flamer template weapon, and add the haywire rule to it. Then it'll hurt vehicles, and possibly toast guys inside if it is open topped.
Automatically Appended Next Post:
TheCustomLime wrote: Alright, here is the new costing for the Kraken Tank Destroyer:
Kraken Tank Destroyer Squadron: 100 pts/ model
Unit Composition: 0-3 Kraken Tank Destroyers
BS: 3 AV: 12/12/10 HP: 3
Wargear:
Turret Mounted Vanquisher Cannon
Coaxial Heavy Stubber
Smoke Launchers
Searchlights
Hull Mounted Heavy Stubber
Special Rules:
Open Topped
Fast
Coaxial Stubber
Coaxial Stubber: Any successful hits with the coaxial Heavy Stubber confers the Twin-linked USR to the Vanquisher Battle Cannon.
Options:
The Kraken Tank Destroyer may exchange it's Vanquisher Battle Cannon for....
Any Kraken Tank Destroyer may take items from the Astra Militarium Vehicle Equipment List.
One model in the Squadron may upgrade itself to a Command Tank. This confers BS: 4 and LD: 9 to the vehicle.... 20 points
This tank would be about 75 points with my V.D.R., it is in my SIG, if you wanted to play around with it. I costed the vanquisher cannon as half of a twinlinked upgrade.
75 points is as bit cheap, isn't it? That's what a Predator with an Autocannon runs for. Then again, it is AV 12 and Open-topped.
Exactly, this particular vehicle can be one shifted into nothing with a lucky auto cannon shot. You could add 5 more points, or allow the coaxial stubber to be lost as part of the main gun, if you wanted. Still gotta play test I'm glad people are looking at the V.D.R., makes me feel good about the time spent on it Edit, the auto cannon predator is also bs4.
Cicero Critus is renowned throughout the Astartes not only as the greatest living Space Marine aviator, but also one of the finest in the Imperium's History. following the Mentor Legion's recapture of the Arc Mechanicus "Id Logica" and subsequent return of the ship to the Priests of Mars the chapter was rewarded with the Fire Raptor STC, which techmarine Critus modified to form the 'Mentor Modification" pattern optimized for interception and fleet defence duties. His personal aircraft, the "Sublight Slew" is known throughout the eastern fringe due to the lethality of it's pilot.
300 Points, Heavy Support Choice
As a Fire Raptor with quad heavy bolters with BS 5
It has the following special rules
Mentor Modified: Vehicle looses the Hover and Ceramite Plating special rules. It gains Vector Dancer and It Will Not Die. In addition, the side sponsons have a 180 degree fire arc and can fire directly ahead or behind.
All To Easy-- Critus ignores all jink saves. All his missiles have the 'auto savant' rule if fired at a flyer or fmc
Oldest and Boldest-- After both sides have deployed but before rolling to seize the iniative, pick the turn that Critus will arrive. Critus has +1 to all his jink saves and his snapshots hit on a role of 5+. If shot down, he awards 1 VP just like Slay the Warlord.
i like that and i love the fluff you wrote. how many heavy bolters does it have?
I want to make a chaos version of that omitting Mentor Modified, All too easy, Oldest and the boldest for malefic ammo which grants rending for all heavy bolters and replace all missiles and other guns for more independent heavy bolters that swivel 180 degrees.
Special Rules
- Demon
- Demonic possession
- Demon Forge
- It will not die
Additional options
May replace Hades auto-cannon with ecto plasma cannon for free
May take sponsor mounted Heavy boltres - 20 pts each
May take sponsor mounted Bel-flamers -30 pts each
This is new type of predator tank. Magos from dark mechanicsu have modifed existing construction template of predator tank to accommodate demon forge and new weapon types.
so it gets 4 ac shots at str8? and has option to take side mounted Bale flamers?
Cicero Critus is renowned throughout the Astartes not only as the greatest living Space Marine aviator, but also one of the finest in the Imperium's History. following the Mentor Legion's recapture of the Arc Mechanicus "Id Logica" and subsequent return of the ship to the Priests of Mars the chapter was rewarded with the Fire Raptor STC, which techmarine Critus modified to form the 'Mentor Modification" pattern optimized for interception and fleet defence duties. His personal aircraft, the "Sublight Slew" is known throughout the eastern fringe due to the lethality of it's pilot.
300 Points, Heavy Support Choice
As a Fire Raptor with quad heavy bolters with BS 5
It has the following special rules
Mentor Modified: Vehicle looses the Hover and Ceramite Plating special rules. It gains Vector Dancer and It Will Not Die. In addition, the side sponsons have a 180 degree fire arc and can fire directly ahead or behind.
All To Easy-- Critus ignores all jink saves. All his missiles have the 'auto savant' rule if fired at a flyer or fmc
Oldest and Boldest-- After both sides have deployed but before rolling to seize the iniative, pick the turn that Critus will arrive. Critus has +1 to all his jink saves and his snapshots hit on a role of 5+. If shot down, he awards 1 VP just like Slay the Warlord.
i like that and i love the fluff you wrote. how many heavy bolters does it have?
I want to make a chaos version of that omitting Mentor Modified, All too easy, Oldest and the boldest for malefic ammo which grants rending for all heavy bolters and replace all missiles and other guns for more independent heavy bolters that swivel 180 degrees.
Special Rules
- Demon
- Demonic possession
- Demon Forge
- It will not die
Additional options
May replace Hades auto-cannon with ecto plasma cannon for free
May take sponsor mounted Heavy boltres - 20 pts each
May take sponsor mounted Bel-flamers -30 pts each
This is new type of predator tank. Magos from dark mechanicsu have modifed existing construction template of predator tank to accommodate demon forge and new weapon types.
so it gets 4 ac shots at str8? and has option to take side mounted Bale flamers?
Pretty much yeah, well, put like that it would fit land rider more.
Filch wrote: vote for the sky fire rule and also the Chaos Space Marine variant called the Maelstrom or Squall or what ever fruity tropical storm name.
Instead of the classic whirl wind load out, the chaos version is a rhino with 2 top hatch havoc missile launchers, 2 optional side sponson havoc missile launchers, and the top hatch can have 2 more havoc missile launchers. (35+12+12+?+?)
Hell call it the Diablo! or El Nino
Any way CSM can get sky fire missiles on a predator or rhino?
Filch wrote: vote for the sky fire rule and also the Chaos Space Marine variant called the Maelstrom or Squall or what ever fruity tropical storm name.
Instead of the classic whirl wind load out, the chaos version is a rhino with 2 top hatch havoc missile launchers, 2 optional side sponson havoc missile launchers, and the top hatch can have 2 more havoc missile launchers. (35+12+12+?+?)
Hell call it the Diablo! or El Nino
Any way CSM can get sky fire missiles on a predator or rhino?
Filch wrote: vote for the sky fire rule and also the Chaos Space Marine variant called the Maelstrom or Squall or what ever fruity tropical storm name.
Instead of the classic whirl wind load out, the chaos version is a rhino with 2 top hatch havoc missile launchers, 2 optional side sponson havoc missile launchers, and the top hatch can have 2 more havoc missile launchers. (35+12+12+?+?)
Hell call it the Diablo! or El Nino
Any way CSM can get sky fire missiles on a predator or rhino?
And They Shall Know No Fear, chapter Tactics,
(Techmarine only) Blessing of the Omnissiah, Bolster Defenses
Wargear: (Heralds only) Terminator Armor, Storm Bolter,
(Techmarine only) Servo arm, bolt pistol, Artificer armor
Up to 4 Heralds may take (1) weapon from the following list replacing their storm bolter and their power fist.
• Heavy Flamer- 10pts each
• Multi-Melta- 10 pts each
• Heavy Bolter- 10pts each
• Plasma Cannon -15 pts each
• Assault Cannon- 20pts each
. Grav Cannon. -20pts each
• Lascannon- 20 pts each
• Missile Launcher-15pts ( upgrade to flakk for 10 pts)
• Cyclone Missile Launcher- 25 pts
Herald Sg/ Techmarine may take items from the may take weapons from Melee and/or Ranged weapon list
Herald Sgt may upgrade to a Techmarine for 30 pts.
If Techmarine is included in squad, up to 2 Heralds may instead take (1) conversion beamer (40pts each)
Cultist inside Tactical Dreadnought Armor made possible by a daemon possessing a cultist and mutating the body to be a symbiote fusing flesh with Astartes compatible neural interface.
ws3 bs3 s3 t3 w1 i3 a1 sv2+/5 ++
comes with power weapon and lightning lasgun (like a storm bolter but with lasgun stats s3 ap-) .
Squat mercenaries/abhumans for the IG list. Exo armor with jackhammer/drill/power pick/power axe type arm with AP2 2D6AP. Twin linked bolt guns on the other. An option to upgrade a couple of TL boltguns in the unit to a "heat ray" rock melter that can fire a dispersed setting as a flamer or focused as a melta pistol. Armor 3+ with a 5+ inv. WS4 BS3 S5 T4 W1 I2 A2 LD9. relentless and stubborn with a Termite deep strike transport. 30pts each.
Filch wrote: Cultist inside Tactical Dreadnought Armor made possible by a daemon possessing a cultist and mutating the body to be a symbiote fusing flesh with Astartes compatible neural interface.
ws3 bs3 s3 t3 w1 i3 a1 sv2+/5 ++
comes with power weapon and lightning lasgun (like a storm bolter but with lasgun stats s3 ap-) .
Gretchin Squigboy In Fancier Hat and Squigboy Malbo:
Fancier Hat - Grants 6+ armor
Squigboy Malbo:
Red Smokey Mushrooms - Squigboy Malbo carries legendary Red Smokey Mushrooms also known as "Squigboy killaz" in his backpocket. At the start of every turn, he may choose to smoke one of the mushrooms. Note, that he can't choose NOT to smoke them even though he thinks he can and boasts he'd stop any moment if he wanted. Whenever squigboy Malbo is smoking his "Squigboy killaz", he starts looking so manly that his squad can reroll failed LD checks. Furthermore, the smoke is so thick, he gains Stealth. However, Squigboy Malbo must roll d6 every turn after the first and on a roll of 1 he starts coughing badly, falls of the squig and is removed from play as a casualty. Cause smoking Red Smokey Mushrooms is harmful, kids!
Special rules:
Blastaz Blazing - Squigboyz never ever leave their Squigboy Blastaz (otherwise, they'd emidiately get stolen by other grots) and have become pretty decent with them! In close combat, half the strikes rounded up are resolved with one Grot Blasta profile and the second half with...another.
I have no new units but I want to see the forgeworld units revised and brought to 40k.
Tau XV107 Battlesuit............................................... 250 points - Heavy Support
WSBS S T W I A LdSv 1 3 6 6 5 1 3 9 2+
Unit Composition
1 Tau XV107 - Monstrous Creature, no drones
Choice of Riptide Secondary weapons – 0pts:
Can replace Pulse submunitions cannon with:
XV10 Series Railgun……..+15 Points
Options The Tau XV107 Shas’vre may take any of the support systems available to riptides
Revised Pulse Submunitions Cannon Range StrAP Type
12”- 60” 5 5 Heavy 6, Large Blast, Barrage
XV10 Series Twin-Linked Railgun – 15 Points Range StrAP Type
72” 9 2 Heavy 1, Ordnance
Nova Reactor Nova Shield: The model’s Invulnerable saves are increased to 3+.
Volley Fire/RippleFire: The model’s XV10 Series Railgun can be fired twice. Even though this weapon is fired twice, each still only counts as firing a single weapon.
If the XV10 Series Railgun is not equipped then the R’varna can fire its secondary weapon system twice.
Electromagnetic Shockwave: For each close combat hit also include Haywire Hit.
Flank Speed: The model gains the Fleet special rule and can make a 2d6 run in the assault phase
unit description and depiction: it is a rhino/predator
The 2 port holes on top haves 1 missile Launcher each 15ppm . The top door hatch houses 2 twinlinked missile launchers 30ppm. or just take 4 ml for 65pts. the side doors have option for sponsons missile launchers 15ppm. the kraken back can has upgrade to give all missiles sky fire rule for 20pts. can upgrade rhino front av 12 to predator av13 for 10ppm.
is this on par with razor back?
a squad of havocs with 4 ml and skyfire = 175pts and die to small arms fire with 5 wounds and often retreat when shot at.
What the krakenbacks does is deliver skyfire missiles on a predator platform.
alternative: a razorback variant for chaos space marines but with reaper auto cannons on top for 15pts? why the hell is rac 25 for termi? or have option for a hades ac.
now you can take 5 plague marine with 2 spec guns, load them into a reaperback (troop carry cap 6) and go around delivering msu plague marines while snap shooting 2 tl str7 ap4 shots at 36".
if you can take a quad gun for 50ppm, would you take it on a rhino? or a hades ac? but how many points?
Honestly, I would probably just create army-specific variants of ye olde Vehicle Design Rules (Here is a chassis, you can do "blank" with it). For each army, categorize weapons as defensive vs primary, etc. I like "customizable" units that engender "your dudes" mentality.
Rather than "Heldrake", "Defiler", etc, you would have "Daemontech Vessel" representing the assorted Heretekal aircraft that have been made (From Helltalons to Doomwings), and "Daemontech Engines."
Rather than Orks having Looted Wagons, they should have access to a list of "Looted Gubbinz" they could put on their vehicles, each *powerful* for cost but with Skaven-like drawbacks. For example, mounting a discount Punisher Cannon on a Battlewagon (say, 10 points), but if it rolls more 1s than hits, it randomly hits another unit within 6" of the target. Being able to move as a Skimmer (or Jump, if a Walker) for a turn, but taking a dangerous terrain test at the beginning of the turn, with no Deffrolla/Ram reroll.
MagicJuggler wrote: Honestly, I would probably just create army-specific variants of ye olde Vehicle Design Rules (Here is a chassis, you can do "blank" with it). For each army, categorize weapons as defensive vs primary, etc. I like "customizable" units that engender "your dudes" mentality.
Rather than "Heldrake", "Defiler", etc, you would have "Daemontech Vessel" representing the assorted Heretekal aircraft that have been made (From Helltalons to Doomwings), and "Daemontech Engines."
Rather than Orks having Looted Wagons, they should have access to a list of "Looted Gubbinz" they could put on their vehicles, each *powerful* for cost but with Skaven-like drawbacks. For example, mounting a discount Punisher Cannon on a Battlewagon (say, 10 points), but if it rolls more 1s than hits, it randomly hits another unit within 6" of the target. Being able to move as a Skimmer (or Jump, if a Walker) for a turn, but taking a dangerous terrain test at the beginning of the turn, with no Deffrolla/Ram reroll.
Is this directed at me? I have updated vehicle design rules already, the link is in my SIG. Have fun
The very best serfs can follow their Masters in combat to provide them with support during critical engagements. They bear the title of Squire and are amongst some of the best human troops availabe. Most of them could have been Space Marines, but failed their final tests, proved to be incapable of accepting the Geneseed or were of the wrong sex. They are well equipped by the Chapter's armory and train alongside their Masters making them fearsome soldiers. They see most of their combats during boarding actions or when the Chapter doesn't have the support of the Imperial Guard or competent PDF.
Special rule: Inspired by their liege, Character (Champion only)
Inspired by their liege: All unit of Squires within 6'' of a unit of Space Marines with more than 50% of its starting numbers gain the special rule And They Shall Know No Fear.
Unit composition: 5 to 10
Option:
A Squire can be upgraded to a Champion for 5 pts
A Champion can replace his laspistol for a bolt pistol for 2 pts
A Champion can replace his close combat weapon for a Power weapon for 10 pts
All squires can take an extra close combat weapon for 1 pts
For very 5 squire in the squad, one of them can change his lasgun for one of the following: boltgun (2 pts), Storm Bolter (5pts), Sniper (5pts), Heavy Bolter (15 pts), Lascanon (25 pts).
Can take a Rhino or a Drop Pod has a dedicated transport.
Special rules: Red and orange wunz go EVEN FASTA!!!!!!!, Instant death, power of Gork and Mork.
Red and orange wunz go EVEN FASTA!!!!!! Because the battlewagon is painted bright colors, it gets two extra movement units in The Movement phase, so that means it can move 8 inches rather than 6.
Instant Death: When the battlewagon Tank Shocks a unit, the unit suffers instant death, because of the deff rolla.
Power of Gork and Mork: When Slime's first battlewagon was destroyed when a power fist hit it, he began to go insane. When his meks (and attack squig) saw this, they realized they had to act quickly and build a better battlewagon. They gave it the same upgrades, but just before it went into its first battle, Big Mek Laru infused the hull with electricity said to be directly from Gork and Mork. The battlewagon survived. All vehicles within 48" of the battlewagon take glancing hits only, unless a weapon attacking the battlewagon (not the other vehicles) rolls a 6 on to-hit rolls. A 6 means a penetrating hit on the battlewagon. If the battlewagon takes a penetrating hit, vehicles can take both glancing and penetrating hits.
Options:
May replace kannon with zzap gun for 5 points
May replace big shootas with rokkit launchas for 5 points per weapon.
May take a lobba for 15 points
So, I wanted to fill the two most glaring holes in the Harlequin codex. These were made using my updated V.D.R. here goes
Stormweaver 125 points
Av10 all the way around bs4, 2hp open topped squadrons of 1-3 fast attack choice
Vector dancer
Holofields, and mirage launchers
2x shuriken cannons, 2x prism blasters
War dancer 155 points
WS5 BS4 ST5 AV10(all around) A3 I6 2HP open topped walker elite slot
Holofields
Bounding grace( walker ignores difficult terrain and moves 12" in the movement phase), hit and run, fleet
Weapons
1x haywire blaster
2x Cegorach's caress( melee str+1 ap2 armor band)
That give them a flyer and an answer to heavy tanks, while keeping to their theme and being usable in their detachment. What do you think?
How about...a Snazzwagon!!!!!!!!!!!!!!
Written in 5th edition format.
A snazzwagon is built on the battlewagon chassis. 'Nuff said.
Snazzwagon...120pts
Wargear: Snazzkannon, reinforced ram, grabbin klaw, red paint job
Transport: 20 models, 18 if mounts more dakka or shootier on snazzkannon
Unit type: Vehicle (tank, open topped)
Snazzkannon Range: 36" Str 8 AP D3 Type Ordnance 1
Options
May add more dakka or shootier on snazzkannon...+5pts
May take Kannon...+10
May take zzap gun...+15
May replace reinforced ram with deff rolla...+20
May take 'ard case...+15
May take grot riggers...+5
May take up to 4 snazzgunz....+15 points per gun
May take more dakka or shootier on snazzgunz...+5 points per gun
May take armour plates...+10
Inspired by another thread.... Ork droppods / roks
50pts
Av10 / 10 / 10
Transport: 12
Open topped (assault vehicles)
Immobilized on deployment
Special rules:
Da boys ain't strapped in! - D3x2 models suffer a strength 8 ap 6 hit on impact / deployment
Smash da 'umans!
Instead of being destroyed the rok can deepstrike directly onto an enemy unit. Each enemy model under the template suffer a single strength 10 ap 1 hit but receives a 4+ save to count as jumping out of the way. Any model that successfully jumps out of the way is moved outside of the blast template. If a vehicle or piece of terrain is hit by the rok, remove the rok and all passengers as casualties.
This could make orks viable again, is totally orky, and isn't overpriced due to it's potential negatives. Thoughts?
The initial drop should count as a tankshock with -2 modifier, if they can't or won't get out of the way, then they take the damage. Change the str10 ap1 to str6 ap2 and allow cover saves. The boys inside should take a str4 ap- hit each, it involves less math, and should equal out to the same number of basic boys surviving. Eavy armor and better would stand a better chance, and nobs / meganobs wouldnt be instant deathed. That would be an awesome, and fluffy thing to see on the table.
To be fair, I would actually want to see the rock be bigger and be a fortification that could be deployed by deep strike...
Lythrandire Biehrellian wrote: The initial drop should count as a tankshock with -2 modifier, if they can't or won't get out of the way, then they take the damage. Change the str10 ap1 to str6 ap2 and allow cover saves. The boys inside should take a str4 ap- hit each, it involves less math, and should equal out to the same number of basic boys surviving. Eavy armor and better would stand a better chance, and nobs / meganobs wouldnt be instant deathed. That would be an awesome, and fluffy thing to see on the table.
To be fair, I would actually want to see the rock be bigger and be a fortification that could be deployed by deep strike...
Were you telling me how to improve Slimefart Gitsmaka's battlewagon?
For your your two vehicles, I offer the V.D.R. linked in my signature. It is set up with 7th ed in mind, but you could simply add 5-10 points to line your creation up with 5th ed rules. Crazy abilities should be finagled around pointwise, but start with adding 10 points to what you think it's worth.
Most of my marine unit creations are how the 30k legion lists would look so I won't waste time there. But chaos has some great potential for new units (and a ton of modifications but that's a different thread).
Thousand Sons Terminators: 40ppm
W B S T W I A L SV 4 4 4 4 2 4 2 9 2+/4++
Units Size: 3-10
Cataphractii Terminator Armor
Forceweapons (sword, axe, or maul), combi-bolters
Brotherhood of psykers (lvl 1) (telepathy, telekensis, divination, pyromancy)
Noise Havoks: 30ppm
W B S T W I A L SV 4 4 4 4 1 4 1 8 3+
Units Size: 5-10
All models equipped with blastmaster
Fearless
Symphony of Pleasure: After the first successful unsaved wound caused by the unit, the unit gains slow and purposeful.
Warp Crawler: 75
AV 12/11/10 BS: 3
Vehicle: Transport, open topped
Transport capacity: 20
Move through cover
2 Havok Launchers
For your your two vehicles, I offer the V.D.R. linked in my signature. It is set up with 7th ed in mind, but you could simply add 5-10 points to line your creation up with 5th ed rules. Crazy abilities should be finagled around pointwise, but start with adding 10 points to what you think it's worth.
Guardsmen and Sergeant stats w/ +1 Toughness and 4+ save. Bike.
Has a Twin-Linked Lasgun stock. Up to 50% of the squad may take the following.
3-10 Models.
20? PPM Base. Critique?
TL Grenade Launcher (Codex: AMGL + 5 Pts)
Heavy Flamer (Codex: BA Heavy Flamer)
TL Plasma (Codex: AM Plasma Gun + 5 Pts)
TL Melta (Codex: AM Meltagun + 5 Pts)
Special Rules: Shrouded.
Lone wolf: Cannot be joined by ICs, nor can she be the warlord
The Hawk’s Eye: If a unit charging your warlord, this unit may fire overwatch in the manner of supporting fire, but ignoring the range penalty. Attacks is made this way are not snap shots
Unit Composition: 5 Warpfiends
Unit Type: Infantry (Characters)
Wargear: Soul Blades, Warp-Forged Armour (3+).
Soul Blades: Soul Blades are Daemon Weapons with AP3.
Special Rules: Daemon, Fearless, Fleet, Champions of Chaos, Warp Flux
Warp Flux: At the beginning of every turn when you have unit of Warpfiends on the board, roll a dice for every Warpfiends unit and apply the effects or rules changes from the table below to that unit until the beginning of your next turn.
D6 result Effect
1 Severance. The unit is Pinned, despite being Fearless, and must pass a leadership test or be removed from the game with no saves of any kind allowed.
2 Empyrean Ambush. Unit is removed from the table and placed in ongoing reserves and automatically arrives the next turn via Deep Strike. Can assault normally.
3 Soul Hounds. Change unit type to Jump Beasts.
4 Warp Surge. The unit gains the Brotherhood of Sorcerers (1) special rule and immediately makes a roll on the Biomancy Discipline table, benefitting from psychic focus.
5 Bane of Existence. Unit gains the Fleshbane and Armourbane special rules.
6 Immersion. Unit gains Stealth, Shrouded, 3++ and Feel No Pain (2+). Must pass a leadership test or be removed from the game with no saves of any kind allowed.
Options:
-May add up to five Warpfiends.....40pts/model.
-The unit may take one of the following Marks of Chaos:
Mark of Khorne.....5pts/model.
Mark of Tzeentch.....6pts/model.
Mark of Nurgle.....7pts/model.
Mark of Slaanesh.....6pts/model.
Taken in any Chaos Daemons or Chaos Space Marines army as an Elites choice.
Large models on 50mm (Centurion) bases.
I'm thinking of dropping their LD to 9 or maybe even 8 and playtest them
I have no idea about points or profile for this but what happens when a mek gets hold of some psyker loot... I'm thinking they use it as bait to lure a wandering wierdboy into a copper lined cage so they can transport them into the heat of battle and use waaargh energy to power stuff. Smaller versions called orbz are basically a spherical cage with a minder perched on a platform behind carrying a pointy prodder and managing the energy through a number of strange devices bolted onto the sides. I'm thinking something like the old steamtank rules from whfb?
ExitPlan wrote: I have no idea about points or profile for this but what happens when a mek gets hold of some psyker loot... I'm thinking they use it as bait to lure a wandering wierdboy into a copper lined cage so they can transport them into the heat of battle and use waaargh energy to power stuff. Smaller versions called orbz are basically a spherical cage with a minder perched on a platform behind carrying a pointy prodder and managing the energy through a number of strange devices bolted onto the sides. I'm thinking something like the old steamtank rules from whfb?
Wargear Storm Bolter
Power Weapon
Terminator Armour
Terminator Armour - Originally designed to withstand the fury of starship plasma reactors, the Tactical Dreadnought Armour has been re-engineered to give the bearer the resilience of a battle tank, while maintaining the ability to use heavier weapons as a normal man may fire a handgun.
Terminator Armour gives a 2+ armour save, a 5++ Invulnerable save, and the Feel No Pain rule. Same rules on Deep Strike, Relentless and Bulky, etc apply
Options May take up to 7 additional Terminators - 35pts each
Any model may exchange his Power Weapon for one of the following
- Power Fist - 5pts
- Lightning Claw - 5pts
- Chainfist - 10pts
Any model may exchange his Storm Bolter for one of the following
- Combi-weapon - 10pts
- Boltgun with Special Issue Ammunition - 5pts
For every 5 models in the unit, one Terminator may take one of the following options
- Replace his Storm Bolter with a Heavy Flamer for 5pts, or an Assault Cannon for 15pts
- Take a Cyclone Missile Launcher for 20pts
Terminator Command Squad - 150pts
For every HQ choice equipped with Terminator Armour, including Marneus Calgar or Captain Lysander in the army, a single Terminator Command Squad may be chosen. This unit must begin the game attached to the chosen HQ unit.
WS5 BS5 S4 T4 W1 I4 A2 Ld9 Sv2+
Unit composition - 2 Terminators, 1 Sergeant
Wargear Storm Bolter
Power Weapon
Terminator Armour
Terminator Armour - Originally designed to withstand the fury of starship plasma reactors, the Tactical Dreadnought Armour has been re-engineered to give the bearer the resilience of a battle tank, while maintaining the ability to use heavier weapons as a normal man may fire a handgun.
Terminator Armour gives a 2+ armour save, a 5++ Invulnerable save, and the Feel No Pain rule. Same rules on Deep Strike, Relentless and Bulky, etc apply.
Options
May take up to 2 additional Terminators
Any model may exchange his Power Weapon for one of the following
- Power Fist - 5pts
- Lightning Claw - 5pts
- Chainfist - 10pts
Any model may exchange his Storm Bolter for one of the following
- Additional Power Weapon - free
- Combi-weapon - 10pts
- Boltgun with Special Issue Ammunition - 5pts
- Storm Shield - 15pts
One Terminator may take one of the following options. If the squad contains 5 models then an additional Terminator may take one as well.
- Replace his Storm Bolter with a Heavy Flamer for 5pts, or an Assault Cannon for 15pts
- Take a Cyclone Missile Launcher for 20pts
- Take a Hurricane Bolter for 20pts
One model which has not been upgraded with a heavy weapon may take one of the following choices
- Replace his Storm Bolter with a Narthecium for 20pts, giving the unit +1 to the Feel No Pain rolls. Any model attached to the unit without Feel No Pain gains the standard 5+ roll.
- Replace his Storm Bolter with a Company Standard for 20pts - Same as the standard found in the normal Command Squad.
Shadowed Marines: The secret Chapter the Dark Angels hid. All marines have stealth and Outflank. BS 5, WS 5, S 5, T 4, I 8, W 2, AS 2+.
A T S K NL. You have to deep strike them when it is night fighting. Always starts in reserves. They always have Night Vision. When in cover, they have BS 6.
Concealment at all costs: When a Marine dies, you have to lie it down. You cannot move more than 2" away from it. It can move 4" in movement phase, can't run. If the entire unit is killed, you have to claim it at all costs. 2 victory points to the other team if they are within 2" of it by the end of the game.
Space Marine Special Weapon Squad (70pts)
Composition:
4 Space Marines and 1 sergeant
Options:
Any Space Marine may exchange their boltgun for an item from the special weapons list for the relevant points cost
Any Space Marine that does not take a special weapon may take a sniper rifle and camo cloak - 6pts per model
Sergeant may take a camo cloak - 3pts
If I could have my own custom unit in warhammer 40k...... It would have to be Ork Berserkers. Basically just enahnced ork boyz.
WS:4 BS:2 S:4 T:4 W:1 I:3 A:3 Ld:7 Sv: 6+
Mob may include 20 Berserkers.
All have two choppas and stikkbombs.
May take 'eavy armor- 4 points per model
One model may be upgraded to a Boss Nob- 10 points
Special rules- 'Ere We Go!
Furious Charge
Mob Rule
At the begining of your turn roll D6 if outcome is a 6 the unit moves forward 4 inches.
Points- 10 points per model
Make them pale and bam ya have some berserkers!!
Tell me what ya think, C66
WSBS S T W I A LDSV Infantry (Character)
8 3 3 3 3 9 6 8 6+
*Wargear-*
Wych suit
Splinter pistol
Archite glaive
*Special Rules-*
Night Vision
Fleet
Independent character
Power From Pain
FNP 6+
Move Through Cover
Dodge
Chain lunge-
A model with this special rule may move up to 12" in the movement phase if the move is ended in a piece of terrain that provides a cover save equal or greater than 5+
DreadCron
150pts
WS-4
BS-4
S-6
F-12
S-12
R-11
I-2
A-3
HP-3
Wargear
-warscythe
-gauss cannon
May swap gauss cannon for a tesla destructor for free
May take a heavy gauss cannon for 10 pts
Special rules
-quantum shielding
-living metal
-reanimation protocols
(5+ chance against glance, 6+against pens(this can be affected just like any RP))
Mutagenic Gaunts Points: 80
Unit size: 10 Mutagenic Gaunts
Unit type: Infantry
WS3, BS3, S3, T3, W1, I3, A1, Sv6+, Ld5
Weapons: Scything Talons
Upgrades: up to 20 additional Mutagenic Gaunts.....8 points/model.
Mutagenic: When you deploy a unit of Mutagenic Gaunts, or a squad of Mutagenic Gaunts arrives from Ongoing Reserves, you may choose to deploy one of the following squads instead:
1. Two squads of Termagants with no upgrades of equal size.
2. One squad of Termagants with Devourers of equal size.
3. One squad of Hormagaunts with Adrenal Glands of equal size.
These units count as being part of the same detachment as the Mutagenic Gaunts they replace.
So, in order to add depth to the imperial knights, I give you the squire battalion! Created using my updated V.D.R. link in sig
You may take one battalion in place of an imperial knight in an imperial knight detachment. You may not have more squire battalions than you do knights
Sargent at arms 1-2 units
Ws3 bs4 str5 i3 F12 S12 R10 hp3 a3 walker 80 points
Weapons 2x heavy stubber and a power fist.
Serf platoon 1-4 units
Ws3 bs3 str5 i3 F10 S10 R10 hp2 a1 walker 20 points
Weapons 2x heavy stubbers
Unit comp. 3-6 models
Men at arms platoon 1-4 units
Ws3 bs3 str5 i3 F10 S10 R10 hp2 a2 walker 25 points
Weapons power spear
Fleet unit size 1-5
I'll add the other 2 units in a little while, what do you think so far?
Outrider platoon 0-2 units
Ws3 bs3 str5 i3F10 S10 R10 a1 hp2 walker 65 points
Weapons 2x heavy flamers
Special rules: scout and stealth
Unit comp 1-3
Baron 0-1 units
Ws4 bs4 str 6 i4 F13 S12 R11 a1 hp4 walker 170 points
Weapons earthshaker cannon and 2 heavybstubbers
May exchange the earthshaker cannon for two twin linked Icarus lascannons/ free
The Sargent at arms is a close relative to the knight pilots, either siblings, cousins, or sometimes their own child.
The Baron is normally an older pilot of the knights themselves who can no longer endure the stress of running the full sized knight, but still wishes to be helpful in battle. They provide support to the war effort by way of rooting out cowards who would hide from the knights wrath, or keeping the knights safe from flyers who would prey upon them with impunity.
The others are vassals who would normally be performing jobs such as livestock herding for the outriders, or repairing and rearming the knights before battle. Their job is to hold back the swarms that are the bane of a knights mission, and to hold positions gained by the knights offensive assault so that they may continue their war elsewhere.
My buddy had the idea of an entire army of walkers, I jokingly told him the knights had that. We then came to the conclusion that these should exist in the world setting to fill in gaps and allow basic soldiers to do something in game
Lythrandire Biehrellian wrote: So, in order to add depth to the imperial knights, I give you the squire battalion! Created using my updated V.D.R. link in sig
You may take one battalion in place of an imperial knight in an imperial knight detachment. You may not have more squire battalions than you do knights
Sargent at arms 1-2 units
Ws3 bs4 str5 i3 F12 S12 R10 hp3 a3 walker 80 points
Weapons 2x heavy stubber and a power fist.
Serf platoon 1-4 units
Ws3 bs3 str5 i3 F10 S10 R10 hp2 a1 walker 20 points
Weapons 2x heavy stubbers
Unit comp. 3-6 models
Men at arms platoon 1-4 units
Ws3 bs3 str5 i3 F10 S10 R10 hp2 a2 walker 25 points
Weapons power spear
Fleet unit size 1-5
I'll add the other 2 units in a little while, what do you think so far?
Edit: added attacks stat to profile. Derp
Imperial Knight Stead
Unit description: It is a giant Mechanical horse that is built for the Imperial Knights to ride on.
Has 2 speed modes. Trotting which is like hovering and can move in any direction of 36".
2nd speed is Gallop like zooming, Minimum move of 24" and max of 72"
Stead also confers outflank.
When galloping: All models caught in between its path suffers d6 stomp attacks hits. Models not Unit. So if 4 models are caught in its path then the unit suffers 4d6 stomp attacks hits.
Options:
-May replace Vanquisher Battle Cannon with:
*Autocannon... Free
*Flamestorm Cannon... Free
*Eradicator Nova Cannon... Free
*Executioner Plasma Cannon... 5 pts
*Twin-Linked Lascannon... 25 pts
-May take two side sponsons which are armed with one of the following:
*Heavy Bolters... 20 pts
*Lascannons... 40 pts
-May take any items from the Space Marine Vehicle Equipment list
The Apex Predator is a Heavy Support Choice
And based off the Gouf Custom from Mobile Suit Gundam: The 08th MS Team (1/144th scale)
I've been playing a DA assault squad painted in Ravenwing colours and markings we call the black swords (after the nephs useless missiles!)
As we started a campaign we decided custom rules should be made but I'm having trouble with points cost. Help!
They run as a normal AS but I want to give them jink (they have a whole 2000 word back story involving the Ravenwing) but I'm not sure how much per model points wise this should cost.
At 5 ppm it would push basic cost up to 22 per marine and 10 would be 27.
How much is a 4+ cover save worth? Don't forget they would be making snap shot the next turn.
Only other difference is sarg must be a vet and carries a corvus hammer which he pays standard power weapon price for (15p)
Oh, and they look awesome. I run them with an interrogator chaplain and they bash many heads.
Wargear: - Omnispex (Enemy units have -1 cover) - 2 Twin-linked Cognis Autocannons (Autocannons that fire snap-shots at BS: 2)
Special Rules: - Doctrina Imperatives (Not sure what this does yet) - Airborne Hunter (re-rolls all failed To-Wound rolls against swooping FMCs/FGCs and may re-roll armour penetrations rolls against zooming Flyers and SH Flyers) - Skyfire {To make it apparent that this is meant to be used as an AA platform, though twin-linked BS: 2 isn't too shabby for ground targets, so it still useable if your opponent didn't bring aircraft} - Critical Failure (When this vehicle Crash and Burns!, units under the blast marker's final position suffer a number of S3 AP5 hits with the Rad Poisoning special rule equal to the number of models from that unit under the marker in addition to the usual effects.) (Rad Poisoning causes 2 individual auto-wounds on a To-Wound roll of a 6)
Options: - May purchase a refractor field ... 15pts (Gives a 5++) - May replace both its twin-linked cognis autocannons with 2 twin-linked cognis lascannons ... 40pts (Cognis Lascannons are 48" Lascannons that fire snap-shots at BS:2)
Wargear: - Omnispex (Enemy units have -1 cover) - 3 Twin-linked Cognis Heavy Stubbers (48" Heavy Stubber that fires snap-shots at BS: 2) {For now, at least. When the rules for the Cognis Heavy Stubber are finally released it will use them instead}
Special Rules: - Doctrina Imperatives (Not sure what this does yet) - Strafing Run - Critical Failure (When this vehicle Crash and Burns!, units under the blast marker's final position suffer a number of S3 AP5 hits with the Rad Poisoning special rule equal to the number of models from that unit under the marker in addition to the usual effects.) (Rad Poisoning causes 2 individual auto-wounds on a To-Wound roll of a 6)
Options: - May purchase a refractor field ... 15pts (Gives a 5++) - May take 2 additional twin-linked cognis heavy stubbers ... 20pts - May replace 2 twin-linked cognis heavy stubbers with 2 radium bombs ... 10pts per set replaced - May replace 1 twin-linked cognis heavy stubber with a cognis autocannon ... 15pts
Radium Bomb: Range: - Str: 3 AP: 5 Type: Bomb 1, Large Blast, Ignores Cover, Rad Poisoning, One Use Only
I'm not 100% sure on the pricing, but I think they should be fine. Hopefully Doctrina Imperatives doesn't end up being too good (though I doubt it will be)
Options:
-May replace Vanquisher Battle Cannon with:
*Autocannon... Free
*Flamestorm Cannon... Free
*Eradicator Nova Cannon... Free
*Executioner Plasma Cannon... 5 pts
*Twin-Linked Lascannon... 25 pts
-May take two side sponsons which are armed with one of the following:
*Heavy Bolters... 20 pts
*Lascannons... 40 pts
-May take any items from the Space Marine Vehicle Equipment list
The Apex Predator is a Heavy Support Choice
And based off the Gouf Custom from Mobile Suit Gundam: The 08th MS Team (1/144th scale)
Wargear:
-Triple Heavy Bolter
Range:36" S:5 AP:4 Type: Heavy 5, Twin-Linked
-Heat Sword (AP2)
-Jump Pack
Options:
-May take a Shield Gatling Cannon for... 75 pts
Range:24" S:5 AP:N/A Type: Heavy 20, Armourbane
Special:
-As a flying walker, it will act as a flyer until it enters hover mode, when it will act as a flying monstrous creature.
The Knight of Ultramar FT is a fast attack choice
I will take any and all criticisms!
Nice vehicles buddy! We'll definitely have to play test the gattling armorbane gun. It may be added to the small list of weapons that are upgraded based on shots fired as opposed to a base percentage. Can't wait to see these on the table today
Stats Assault Marines Unit Type- Infantry WS 2 BS 3 S 4 T 2 W 1 I 5 LD 6 SV +2
Vanguard Sergeant Unit Type- Jump Infantry (Character) WS 3 BS 4 S 4 T 3 W 1 I 6 LD 7 SV +4
Options -May include up to 10 additional Assault Marines, 15 ppm. -May take Rhino as Dedicated Transport. -For every five models, a Assault Marine may replace their bolt pistol with: -Hand Flamer, 5 points. -Plasma Pistol, 7 points. -Shotgun, 10 points. -For every 10 models, a Assault Marine may replace their chainsword with a second Bolt Pistol or it's replacement as detailed above, for the same points cost as the replacement.
-The Vanguard Sergeant may replace his chainsword with a second Bolt Pistol for free. -Vanguard Sergeant may replace his Bolt Pistol with the following: -Plasma Gun, 14 points. -Flamer, 10 points. -Vanguard Sergeant may replace his Krak Grenades with Frag Grenades, 5 points.
"And of the Assault Squad?"
"What of it, Brother-Sergeant? Of all the squads used in the Astartes today, it is frankly rigid in it's doctrine. So tell me, Neophytes: Of what nature was our Primarch's warfare?" -Brother-Captain Crindae Cornix, in a quote from the 1st Gnosis of Corvus.
A successor chapter of the Raven Guard, the Dusk Talons both share their unorthodox command structure and innovate at a squad level. As a result, their Assault Squads are both trained extensively in urban warfare and house-to-house fighting by a member of the 1st Company's Vanguard Veterans, who leads them as a Vanguard Sergeant.
In battle, the Dusk Talon Assault Cadre ditches squad-wide use of Jump Packs for the use of heavier firepower suited to the situation. While less mobile than those used by Codex chapters, they are undeniably effective in the role they're trained for.
Why are their physical stats so off from standard marines? Also, they are as good at shooting g as a captain, but only as capable as a guardsman in melee. Why are they 1ppm?
There is a lot going wrong on these ones, I like the idea of vanguard vets running things, but I feel like this is just a way to get ridiculous shooting ability super cheap so the meltas can tear things up.
Alright, I can see your point. I've made them squishier/less shooty, removed the Melta Bombs as a option, kept the restriction that prevents using Drop Pods to insert them, and am considering downgrading them from Razorbacks to vanilla Rhinos.
However, the Razorback effectively reduces the size of the squad to it's default size- a balancing act that prevents them from Zerg-Rushing anybody in their way.
Also, a little advice. Taking away a stat you don't plan on using doesn't mean it is open season for points reduction. Your super marines are meant for shooting, therefore WS means very little to them. You can't save costs by cutting a stat they don't use.
Astra militarum light cruiser tank. Essentially multiple missile tubes on a chimera chassis. Low profile and is supposed to be a fast cqc tank.
Fast attack
Cruiser squadron: 0-5 cruisers.
Cruiser - 110 pts
BS 3 AV 12 12 10, tank, fast.
Wargear
Turret mounted 2 x twinlinked missile launchers
hull mounted heavy stubber
Smoke launchers
Points estimated from chimera + 2 ML + 2 further MLs at 10 pts instead of 15 and -5 for the HB downgrade.
May take any AM vehicle upgrades.
Next one is not a unit but something that I am always surprised that the guard doesn't have, or that hiding in smoke doesn't make for very grimdark tactics.
AM vehicle upgrade for any Tank with the large blast special rule in their weapon.
Smoke rounds - 5 pts
Range - 72" ST - AP - Large blast, smoke
Smoke USR After placing the large blast template, roll for scatter and place template on final location. Units in the smoke are given a 4+ cover save and may not shoot past 6". No LOS may be drawn through active smoke templates. Smoke templates disappear after 1 turn.
Smoke rounds can be fired at both friendly and enemy models.
I did not take into account wind conditions as it would probably add a little too much complexity to the system. The cheap cost for smoke is because the guard player will be sacrificing their shooting to put up these templates. However, the additional tactical options should outweigh the wasted shooting phase.
To make it more grimdark, here is an alternate option for smoke.
Phosphor smoke airburst (or some silly GW high gothic name).
Phosphor smoke airburst - 20 pts
Range - 72" ST - AP - Large blast, smoke, Flashpoint
Smoke USR After placing the large blast template, roll for scatter and place template on final location. Units in the smoke are given a 4+ cover save and may not shoot past 6". No LOS may be drawn through active smoke templates. Smoke templates disappear after 1 turn.
Smoke rounds can be fired at both friendly and enemy models.
Flashpoint USR If a smoke template has been fired with the additional rule of Flashpoint, any model firing into or out of the smoke template will cause a spontaneous ignition of the vapour cloud. This results in all units within the cloud taking a auto hit with no cover saves allowed at AP 4. Vehicles take a ST 6 hit instead. The cloud then dissipates.
I didn't really balance this out so points and description will be somewhat off but the concept is there.
Nicely done on the cruiser! With my V.D.R. it would come out to 125 a piece. It's designed to be a bit more expensive than what G.W. puts out, so your points are nearly spot on!
I like the idea of the double twin linked missile launcher, but it doesn't really say close quarters combat to me...
Trained extensively in the fine art of reducing a foe to ash and rubble with precise application of heavy firepower, the Black Legion's Havocs favor deployment in Cohorts that arrive on the battlefield with what could be called a storm of lead and las-fire as they seek out targets on the battlefield. While Abbadon frowns on this blending of fire support and assault, he tolerates it as long it provides results- which it does in spades.
Formation A Fire Cohort consists of the following units: *3-5 Havocs
Restrictions *At least two of the Havoc Squads's Aspiring Champions must be nominated as the Cohort Spotters. *The Aspiring Champions nominated as the Spotters gain the Sighting special rule. *None of the Havoc Squads can take a Mark of Chaos.
Special Rules *Sighting: During the Shooting Phase, a Cohort Spotter may abstain from firing in order to extend the range of his entire squad's weapons by 8 inches.
Thousand Sons Squad each on a flying disc of tzeentch?
Noise Marines Squad each riding a steed of Slaanesh?
Plague Marines dont need steeds? a rhino has 2 fire points for the 2 spec guns they can shoot out of. What kind of ride should nurgle get? Rot flies? are they flyers? OMG troops that get sky fire!
Filch wrote: How much points should these guys below cost?
Khorne Beserker Squad each on a Juggernaut?
Thousand Sons Squad each on a flying disc of tzeentch?
Noise Marines Squad each riding a steed of Slaanesh?
Plague Marines dont need steeds? a rhino has 2 fire points for the 2 spec guns they can shoot out of. What kind of ride should nurgle get? Rot flies? are they flyers? OMG troops that get sky fire!
The point of this thread is for you to propose ideas, not to ask people to come up with them for you.
I had wasted time here posting other unit suggestions with detailed rules and when someone called me out for under pricing so I dont bother as much to write rules. Also I was lowering useless stats to make units cost less but someone called me out on it too and so now I am asking a general concensus of what homebrew units should cost so I can play a friendly game without waac power housing fw esque models.
you want rules?
all marines have 4s across the board.
KB get ws5 and bs5 jnstead.
NM get I5
Tsons get 4++, snp and inferno bolters
pm get t5 and plague knife and blight grenades
Should Juggernaut, and disc of tzeentch cost as much as it does for a hq upgrade?
The Imperial Guard supply truck may be taken as a dedicated transport by any infantry unit taken in a Platoon as described in the Astra Militarum codex. More than one unit may embark on the Imperial Guard Supply Truck. Otherwise, it is a Fast Attack choice.
Wargear:
None
Special Rules:
Open Topped
Options:
The Imperial Guard Supply truck may be equipped with a pintle pointed Heavy Stubber: 5 pts
The Imperial Guard Supply truck may be upgraded into a Heavy Duty supply truck. Increase the front and side AV values by one and increase the transport capacity by 8. All other rules described in this entry still apply: +20 points.
I made me as a character and came up with something that looked a little like this
WS3 BS4 S3 T3 W1 I3 A1 Ld8 Sv5+
Equipment (lasgun, autopistol, 2x CCWs, defensive grenades, and a camo flak cloak)
Special rules (FNP, move through cover, marksman, stealth (forests), independant character, just another trooper, scout) It's hefty, I know, but one actually makes this character worse.
Unit type is infantry, cost is 15pts but I pulled that out of my arse so I don't know. Takes an HQ slot.
The two new special rules:
Marksman: at the beginning of the shooting phase, this model may choose to fire his lasgun with the following profile instead for that shooting phase
Rng24" SX Ap- Type: heavy 1, sniper
He may not use this profile if he moved in the preceding movement phase.
Just another trooper: This model does not take a FOC slot if taken in a troops slot at the beginning of the game and will instead count as a model in that unit for the purpose of a FOC. If this model starts the game in a troops unit, he does not succeed on a look out, sir roll of 2+ because of independent character. Just another trooper is discounted if this character is the warlord (though why you would do that I don't know)
Camo flak cloak: provides a 5+ armour save. At the beginning of the game, before troops have been deployed, choose one environment. This gear provides +1 to cover saves in that environment or a 6+ if there is none. Stacks with stealth and shrouded.
warlord trait is "the dust of a thousand worlds"
suitable environments for camo flak cloak: forests, ruins, desert, mountains, things like that.
Warlord trait: the dust of a thousand worlds
But then I wanted a special unit too so my character would have a complementary unit. So I made the "ash nymphs".
WS3 BS3 S3 T3 W1 I3 A1 Ld7 Sv5+
Equipment (lasgun, autopistol, CCW, defensive grenades, camo flak cloaks)
Special rules (move through cover, stealth (forests), scout, dead eye, objective secured)
unit type is infantry, cost is 8pts a model but again that is just for the sake of having cost, I don't know if it's any good. Takes a troop slot. Can take another 5 models at 8 pts a model. One can upgrade his lasgun to a special weapon from codex: astra militarum. Finally the entire unit can upgrade to carapace armour at 2 pts a model. Discounted because they lose the cover bonus from the camo cloaks.
Dead eye: at the start of the controlling players shooting phase, he may choose whether this unit will use dead eye. if they do, then one model from the unit may fire his lasgun using the marksman profile from the above character. If there are at least 8 models in the unit, then two models may fire their lasguns using that profile. Dead eye cannot be used if this unit moved in it's preceding movement phase.
I don't run astra militarum so I will literally never get to run these models, but I thought it would be fun to make a forest oriented unit for objective taking and camping. Any point costs named are purely for show as this unit will never see combat.
"You don't need a army, Captain! You have me, after all!"
-Kill-Marine Jeriko, upon walking out of a burning Land Raider during the Cleansing of Rubelo. Immediately after this, the Land Raider exploded, killing Brother Jeriko.
"You don't need a army, Captain! You have me, after all!"
-Kill-Marine Jeriko, upon walking out of a burning Land Raider during the Cleansing of Rubelo. Immediately after this, the Land Raider exploded, killing Brother Jeriko.
Brother, I know that naming a low point value invokes a lot of wrath, but that's 92 points for a marine that rerolls to hit and gets gibbed by a particle castor. That's a pistol. Boost his toughness and bring that point cost down. That's a cool unit though, I like the bad arse 2 wound solo marine feel and they sound pretty darn funny.
Iron Man/Tony Stark (MCU, MKVII Armour)...................................................................................................................................................................250pts.
WS:3 BS:6 S:5 T:5 W:2 I:6 A:2 Ld:10 Sv:2+
Unit type: Jet Pack* Infantry (Character)
Unit Composition: 1 (Unique)
Wargear: - Iron Man Armor Mark VII - Missile launcher system - 1 Tank missile - Dual Wrist Lasers - Hand Repulsors - Chest Repulsor
Special Rules: - ATSKNF - Counter-Attack - Eternal Warrior - Fleet - Hit and Run - Furious Charge - Flight
Options: None
Tony Stark is usable by any Imperial army as a Fast Attack choice.
- Flight: During the movement phase, this unit can make a move with Unlimited range, but can't shoot or assault, and is treated as a zooming flyer until the next round when shot at.
- Iron Man Armor Mark VII: Range: - S: +1 AP: 6 Type: Melee, Concussive, Strikedown
- Missile launcher system: Range:36" S: 7 AP: 4 Type: Assault 6, Skyfire, Interceptor, Rending, Ignore Cover, Individual Targeting. Individual Targeting: Each of the 6 shots can be allocated to individual models chosen by player.
- Tank missile: Range: 48" S: 9 AP: 2 Type: Heavy 1, Armourbane, one-shot
"Let the sky rain fire from above! Sweep the land with a burning scythe, brothers!"
-Brother-Pilot Keiros of the Mantis Warriors, leading his Ground Attack Wing against enemy positions at the Battle of Eidos. Though the Ground Attack Wing managed to complete it's objective with minimal damage, Keiros had seemingly vanished out of his cockpit at the start of the offensive- even though his Stormtalon still led the Ground Attack Wing without issue and his vox still transmitted orders.
Formation Composition -2-3 Stormtalon Gunships
Options and Formation Restrictions -At least 2 Stormtalons must exchange their heavy bolters for a Skyhammer Missile Launcher.
Special Rules
-Split Fire -Sweeping the Land- When shooting Heavy Weapons at infantry or a vehicle without the Flyer or Skimmer type, a Stormtalon treats that weapon as a Assault 1 weapon.
Nobz waaagh boss mob
Faction: orks
Dataslate: HQ choice
Composition: 1 Nobz mob
Restrictions: The nob boss must be nominated warlord, the mob must have a waagh banner and atleast 1 bosspole for every 2 members.
Benefit: Iz da boss now, lissen up ya gitz iz got a plan, da boss' kronies
Restriction: warbosses or Ghazghkull may not join the unit.
Iz da boss now: whenever the warlord is slain, the nobz waagh mob will inflict 1d6 S4 ap- wound on its own unit at the end of the current phase, any casualties does not count towards a leadership test. A random nob will become the warlord and the new nobs boss and gain the (character) special rule. The ork player only gives up slay the warlord objective when the last nob is removed from play. If the Nobz waagh boss mob must roll a D6 or d3+3 because of breakin heads or squabble, roll and extra dice and apply the highest dice roll.
Furthermore the warlord in this mob gain +1 leadership.
Lissen up ya gitz iz got a plan: Whenever a nob has been randomly nominated as the new warlord, immediately roll on the Ork warlord table and apply the new traits. This must be from either codex orks or from waagh Ghazhgkull! Depending on its detachment.
Da boss' kronies: the mob as a whole may roll once on the command warlord table. Any range may be measured from any model from this dataslate.
A new HQ choice for orks, lacking the stompyness of the warboss, gubbinz of the mek, entertainment of the wierdboy and toothyanking of the pain boy
Instead this unit has a potentially tough to get "slay the warlord" point and changing tactical potential thanks to a democratic ad-hoc election carried out with several big meaty green fists.
Edited thanks to curran12 pointing out some mistakes.
It's a pretty cool idea though I would propose a change of wording. Have the hits and new Warboss selection occur at the end of whatever phase the original loss occurred in. As written, you could get into a cascade of damage as one roll kills the new boss and inflicts more hits.
Same stat line as WK. Cost = 50 points. Immune to all Eldar attacks and abilities. Independent weapon rule = all weapons make shoot at different targets. Weapons = 4 Heavy 50, s10, AP 1, ignore cover, shred, twin-linked, instant death, barrage shots. These weapons can only be used against Eldar.
Made this a while ago just because I have a model to match. I know it'll never be a thing, even though SM/CSM get to have 2+ saves on a bike (with invluns to boot), but one can dream.
Mega-Armor Warboss on a Warbike
Consists of one warboss in mega armor on a warbike. Can take any other wargear options, but has the following rules:
Mega-Armor Bike - The mega-armor bike is a monstrosity of a warbike that's the size of a small tank. To represent this oversized bike, the mega-armor warbike counts as a bike monstrous creature. Note that it loses the independent character status (but is still a character) and the slow and purposeful special rule from mega armor. However, as a monstrous creature, he is unaffected by the unwieldy special rule of his power klaw. He also gains a wound, due to the size and tuffness of his bike.
In addition, the smog from such a gigantic bike is so bad that it blinds enemy and rider alike. The bike gains the stealth special rule, but so does any unit it fires at.
Lastly, its weapons have been up-gunned, as suitable for such a big bike.
However, riding a bike in mega armor is difficult, and as such the warboss is prone to falling off. As a bike unit, he treats all terrain as dangerous terrain (MtC from being a MC doesn't apply for dangerous terrain tests only). If he suffers a wound from a dangerous terrain test, he falls from his bike, and is thrown D6 in a random direction from the bike. Place a marker for the bike. He then reverts to a normal mega-armored boss, and acts as if he had just disembarked from an open-topped transport. He also may get back on his bike following rules for an open-topped transport. He may not move further after getting back on, but may shoot (or turbo-boost) and assault. When back on his bike, he turns back into a mega-armor warboss on a warbike.
Ork homebrew is always fun, and dese unitz iz right proppa orky. Just two suggestions:
1) The Giant Bike Of Doom doesn't need the rules for falling off and getting back on -- I strongly suspect that in practice they'll add more complexity than fun. If you really want the rider to get on and off, make it a Chariot Monstrous Creature (uh, somehow). You also need to specify how the Bike (or Chariot) type combines with Monstrous Creature, 'cause that could get confusing.
2) The quarrelsome mob of quarrelsome nobz is cool, but I think it needs MORE AWESOME to underline how this is a super-elite unit of potential warlords. I don't know what that is, exactly, but maybe getting a second Warlord Trait like Creed or some other special rule.
May include up to 10 more Wakkadakkas - 12 pts each
1 Model for every 10 may take a Big Shoota - 5 pts
One Ork may be upgraded to a boss Nob - 10 pts
The Boss nob may take stuff that other Nobs can
Grot effigy: counts as a deffdread regarding killakans cowardly grots! rule
May exchange one or both big shootas with rokkits or Skorchas for free, Grotzooka or Kustom kombi blasta for +5 points May take extra armour for +10 points
This unit is almost the same as the ork deffdread, it just has a more ranged focus. I was contemplating if it should be in the elites or even HQ slot instead. (If HQ slot was chosen it would gain the (character) USR.)
Grav-Attack Vehicles are a common sight among richer military institutions in the Imperium, being a commodity only the most wealthy can furnish their troops with. Built upon the same principles as a Land Speeder, the Grav-Attack Vehicle instead combines the functions of light tank and transport into one- allowing Battle-Sisters to deploy with a hail of fire cutting down any opposition.
Unit Type Vehicle (Skimmer, Transport)
Transport- Six models. Cannot transport models with the Bulky, Very Bulky or Extremely Bulky rules. Fire Points- None. Access Points- One on the rear.
Special Rules -Shield of Faith
Wargear -Ashcaster-pattern Flamer A heavier adaption of the gas torches common throughout Hive Cities, the Ashcaster launches vast torrents of incandescent gas at those unlucky enough to be caught on the other end. The Ashcasters used on Sororitas vehicles are far more refined than the crude Ganger's weapon, making use of compressors to extend it's range past where other flamers would fail to hit- consuming the enemies of the holy emperor in the flames of his wrath.
After Abaddon Yet again fails his crusade. The forces of chaos suffer near total loss and have to flee yet again into the eye of terror.
Abaddon, Lucius, Kharn, Ahriman, Typhus, Fabius Bile are KIA after being led by Failbaddon. Huron was the only one to slip away.
Black legion Chosen, Emperors Children Noise Marines, Khorne Beserkers, and Plague Marines are all KIA. Only cultists, havocs, raptors and the regular marines are left. Worst off is that they no longer have bolters, bolt pistols, frag and krak grenades in ready supply. Their power armor are in short supply. The standard chaos marine now only has access to scout armor +4, light stubber (24" s3 ap6 salvo 3/4), shotgun pistols (12" s3 ap6 assault 3). Price of marines heavily reduced. Frag and krak grenades can be purchased. Bolters and bolt pistol can be purchased. +3 armor can be purchased. Havoc=hvy spt, raptors = fast a, marines and cultists as troops.
They have no bikes...now they require daemon mounts at high prices. Marines, but not havocs, or raptors with MoK can ride juggernauts. Tzeentch marines can ride discs, MoS can ride steeds of Slaanesh. MoN can ride beasts of nurgles or plague drones. Fast slot.
Possessed Marines are just unreasonable, unreliable, and un tamed. Just delete them.
All land raiders, predator, Vindicator, rhinos gone. Only the daemon engines that can be forged are available in limited supply. Price hike of, heldrake, forge fiend, mauler fiend, defiler is to be expected. Instead of rhinos, They loot ork trucks looted from Imperium! Instead of landraider, they loot it from ork battle wagons. Or they comandeer chimera and leman russ battle tanks. Small daemon engines prowling the battle fields in squadrons are the new desperate development as larger daemon engines are too costly. Squadrons of smaller fiends carrying a single hades autocannon or ectoplasma cannons or maulers hunt in packs. Heavy slot
Massive Helbrutes replaced by smaller walkers called extirpators are a mix between, terminators, obliterators, mutilators, and light walkers such as AM sentinels. Instead of binding a dying marine into an iron sarcophagus, it was cheaper and easier to invite a daemon symbiote, infect with techno virus, and put into a sentinels. The end result was a more stable yet schizophrenic fighter. both arm can morph into any mutilator weapon. The hull can carry a single obliterator weapon.
Secondary idea of extirpators, they are like terminators with an obliterators right arm, mutilators left arm, have armor 3+/6++
single wound models that cost more than terminator. Can be marked and start as 3 man team and grow to 10 man team. Elite slot.
Scout Sentinel Daemon/Extirpator dumb name dubject to suggestion
ws3 bs3 s5 fv10 sv10 rv10 i3 a1 hp2 type o, w
Has daemon engine
The 5++ invul and the option to reroll to hit and wound once per game
can have weapon option to take Obliterator weapon morph for 15pts instead of regular permanent load out.
decided to nix the mutilator option
Armoured sentinel daemon has front av12.
Also adding in
Eradicators-40ppm? too under costed? 45ppm?
ws4 bs4 s4 t4 w1 i4 a1 ld9 sv3+/6++ type In
like terminator but with power weapons arm and obliterator arm. However, weaker options. Only tl plasma gun, melta gun, flamer, autocannon, hvy flamer, assault cannon, heavy bolter. No lascannons, plasma cannons or missile launcher. Can have malefic ammo for hb and ac for 5ppm.
I'm thinking comparatively high-costed infantry for good bonuses here, though I haven't settled on a point value.
Guardian Shells
Backstory
Spoiler:
Those Guardians sent on missions to Crone Worlds know the risks of plunging into the domains of the Ruinous Powers- especially the risk to their very souls from She Who Thirsts. But some never return from their expedition, either dying in battle or suffering a far worse fate.
Put simply, any Guardian who lives yet does not return from the Crone World eventually falls- offering up their souls to the other three ruinous powers to protect them from the terrible pain that would await them otherwise. Now merely shells animated by unholy power, the newborn Guardian Shell strikes to serve their chosen patrons.
Generally, a group of Guardian Shells is led by a Shell Champion, who has earned their chosen god's favor- and has the mutations to match. These wretched creatures have all but lost the last vestiges of their souls- and are all too willing to please their patrons.
Stats
Spoiler:
Unit Type -Guardian Shells are Infantry.
-Shell Champions are Infantry (Character)
Unit Composition -4 Guardian Shells
-1 Shell Champion
Special Rules -Fleet
-Forged in the Warp (Shell Champion Only)
Roll 1d3
1- Braziers of Flesh: The Shell Champion and his unit gain Soulblaze when firing weapons with the Assault rule.
2- Terror of the Unknowing: The Shell Champion gains the Fear special rule when in base contact with a enemy unit.
3- Loss of Feeling: The Shell Champion gains the Feel No Pain (+1) special rule.
Wargear -Scourge Catapult
Range - 12 inches
S 4, AP 5
Assault 2
Once the Guardian's Shuriken Catapults, these warp-tainted weapons are meant for use at mid to close ranges. However, they have typically been modified by their wielders or infused with the mind-shattering powers of chaos, meaning that no two Scourge Catapults are exactly alike. However, almost all fire a hail of Warp-suffused plasti-crystal discs that eat at the very souls of their targets.
-Shell Armor
Composed of linked plates of thermoplas, suits of Shell Armor are typically customized to the wearer's liking.
Shell Armor confers a +2 armor save.
-Scourge Pistol (Shell Champion only)
Range- 6 inches
S 3 AP 5
Pistol
A smaller version of the Scourge Catapult, the Scourge Pistol is used primarily as a personal defense weapon while the Shell Champion enters into melee combat with their Chainblades.
-Chainblade (Shell Champion only)
Range -
S User
AP 5
Melee
Roaring with fury as it's monomolecular teeth tear into the victim, the Chainblade is the favored melee weapon of most Shell Champions.
Stats Guardian Shells WS 4
BS 4
S 3
T 4
I 5
LD 8
SV 4+
Shell Champion WS 4
BS 4
S 4
T 4
I 5
LD 8
SV 4+
Options
-Guardian Shells may replace their Scourge Catapults with a Chainblade and Scourge Pistol, 15 ppm.
-Guardian Shells may take Warpflash grenades, 10 ppm.
Fragile containers of coruscating Warp energies, Warpflash Grenades are used to soften up targets with a explosive flash that devastates lightly armored targets- and blinds any survivors.
-When a unit armed with Warpflash Grenades makes a shooting attack, one model can choose to throw a grenade rather than making a shooting attack.
Range-5 inches
S 3, AP 5
Blind, Assault 1
Grav-Attack Vehicles are a common sight among richer military institutions in the Imperium, being a commodity only the most wealthy can furnish their troops with. Built upon the same principles as a Land Speeder, the Grav-Attack Vehicle instead combines the functions of light tank and transport into one- allowing Battle-Sisters to deploy with a hail of fire cutting down any opposition.
Unit Type Vehicle (Skimmer, Transport)
Transport- Six models. Cannot transport models with the Bulky, Very Bulky or Extremely Bulky rules.
Fire Points- None.
Access Points- One on the rear.
Wargear -Ashcaster-pattern Flamer
A heavier adaption of the gas torches common throughout Hive Cities, the Ashcaster launches vast torrents of incandescent gas at those unlucky enough to be caught on the other end. The Ashcasters used on Sororitas vehicles are far more refined than the crude Ganger's weapon, making use of compressors to extend it's range past where other flamers would fail to hit- consuming the enemies of the holy emperor in the flames of his wrath.
Range Template, S 4, AP 4
Assault 1D3
-Searchlight
Stats BS 4
F 9
S 8
R 8
HP 2
So basically it's a Sororitas version of the Land Speeder Storm? That's neat, though some may howl that antigravity tech is so rare only Astartes should have it. (The fluff's a bit inconsistent).
Questions:
1) how does a 1D3 shot flamer work? I don't think there are any rules for a template weapon that fires more than once.
2) why the super-low armor values? I don't think any vehicle in the game has an AV less than 10.
3) as a Sororitas vehicle, it should probably have Shield of Faith.
Grav-Attack Vehicles are a common sight among richer military institutions in the Imperium, being a commodity only the most wealthy can furnish their troops with. Built upon the same principles as a Land Speeder, the Grav-Attack Vehicle instead combines the functions of light tank and transport into one- allowing Battle-Sisters to deploy with a hail of fire cutting down any opposition.
Unit Type Vehicle (Skimmer, Transport)
Transport- Six models. Cannot transport models with the Bulky, Very Bulky or Extremely Bulky rules. Fire Points- None. Access Points- One on the rear.
Wargear -Ashcaster-pattern Flamer A heavier adaption of the gas torches common throughout Hive Cities, the Ashcaster launches vast torrents of incandescent gas at those unlucky enough to be caught on the other end. The Ashcasters used on Sororitas vehicles are far more refined than the crude Ganger's weapon, making use of compressors to extend it's range past where other flamers would fail to hit- consuming the enemies of the holy emperor in the flames of his wrath.
Range Template, S 4, AP 4 Assault 1D3
-Searchlight
Stats BS 4 F 9 S 8 R 8 HP 2
So basically it's a Sororitas version of the Land Speeder Storm? That's neat, though some may howl that antigravity tech is so rare only Astartes should have it. (The fluff's a bit inconsistent). Questions: 1) how does a 1D3 shot flamer work? I don't think there are any rules for a template weapon that fires more than once. 2) why the super-low armor values? I don't think any vehicle in the game has an AV less than 10. 3) as a Sororitas vehicle, it should probably have Shield of Faith.
1.) There is the Frag Cannon, a Assault 2 template weapon. Considering how hilariously broken that weapon is, plain-Jane Assault 1is a better idea.
2.) I'd intended it to be a "line breaker" transport- so, yeah, the AV is cardboard. That is a bad idea to have less than AV10 though.
Marneus Calgar, and the Smurfs. Have the entire Smurf 1997 range, and Marneus Calgar. All of the enemies' armies suffer S10 AP1 Assault 90 Rending, Poisoned, Ignores Cover, Armorbane, Fleshbane, Instant Death and Large Blast.
Expensive as feth- and festooned with One Use Only weapons.
Hell Wing- 250 points
Background
Spoiler:
Once considered all but a terrifying rumor among the Imperial Guard, the Hell Wing ground-attack craft is all too real. Those who encounter it in battle behold a unearthly shape wreathed in Warp-borne flames and the steaming flesh of it's victims, dropping scores of incendiary bombs on troops and vehicles.
It dances between realspace and the Immaterium with ease, fading in and out of existence as it carries out it's strikes- directed by the traitor Astartes at it's helm, who with 8 Servitors, pilot the hellish craft.
Rules
Spoiler:
Unit Type Vehicle (Flyer)
Unit Composition 1 Hell Wing
Wargear -8 Firestorm Bombs
The primary weapons of the Hell Wing, Firestorm Bombs contain a volatile mix of Promethium and Phospex- the ignition of which sends a roiling storm of flesh-eating flames into the air.
Range -
S 5
AP 3
Bomb 1, Blast, Ignores Cover, One use only
-Destroyer Cannon
This powerful grav-weapon is well-named, for it's fire shreds armor and flesh alike in a single discharge of coruscating green energy. In a single blast, it rips apart most armor and leaves the survivors in ruins.
Range Template
S *
AP 2
Heavy 1, Concussive, Graviton
-4 Balefire Missiles
Barely-contained Warp-borne flame rages within the warheads of these missiles, which are consecrated in blood and fire by the Warpsmiths who forge them. Once launched at the foe, these energies shred the foe to bits.
Range 60 inches
Strength 6
AP 3
Heavy 1, Ignores Cover, One Use Only
A newly emerging site in many Imperial Guard regiments is the Skyhunter Squad. Common amongst units which favour drop assaults and aerial insertion, the Skyhunters use a modified form of thruster pack to navigate the battlefield much quicker than standard foot units. The technology itself is rather dated, as the packs do not allow typical flight, instead the unit hovers a few feet above ground, but this is sufficient to avoid terrain which would slow down other units.
The origins of such a unit arose from the technology used by Imperial Navy maintenance crews, the thruster packs allowing them to navigate zero-gravity to perform repairs and maintenance on the outer hull of the various battleships within the Navy. While the Navy used supplementary oxygen and pressure apparatus for such a task, this has been discarded to save weight, with the standard thruster packs and navigation equipment seen in various regiments, particularly for scout and pathfinder duties. Some units are often see with modified combat shotguns adapted from Imperial Navy boarding squads, the shells fitted with incendiary "razorglass" shards to maximise damage while still keeping mobile.
Skyhunter WS3 BS3 S3 T3 W1 I3 A1 Ld7 Sv5+
Sergeant WS3 BS4 S3 T3 W1 I3 A1 LD8 Sv5+
Veteran Skyhunter WS4 BS4 S3 T3 W1 I3 LD8 Sv5+
Infantry
9 Skyhunters
1 Sergeant
Wargear Flak Armour
Lasgun
Las Pistol
Thruster Pack
Thruster Pack: A model with a Thruster Pack moves 12" in the movement phase, ignoring Difficult Terrain. If charging a unit comprised of models with toughness 4 or less, the unit has the Hammer of Wrath special rule.
*Designer's note: Think of it as the Thruster ability from Halo: Not a true Jet/Jump Pack, just gives you a quick boost.
Options The unit may be upgraded to Skyhunter Veterans for 40pts
Up to 2 models may take options from the Special Weapons section of the Armoury
The unit may replace their Lasguns with Razorglass Shotguns for 5pts each
Though the Tau have no love (or aptitude) for close combat and the Kroot make a effective unit for that role, some tasks require a measure of subtlety when it comes to the harrowing conditions of close quarters engagements. Thus, particularly competent Gue'vasa are given both extra training and armament for that exact purpose- moving alongside Tau Pathfinders as a vanguard.
The weapons of a Special Task Cadre are many-fold, with Pulse Rifles being the standard weapon of choice for most. However, specialized members with the proper training may choose to field other weapons in order to provide close-in-support.
Unit Type Infantry. Gue'vesa'ui is Infantry (Character).
Unit Composition 4 Gue'vasa'la 1 Gue'vesa'ui
Wargear -Tau Flak Armor
Based upon the Flak Armor once worn by their ancestors within the Imperial Guard, the Gue'vasa Auxiliaries's primary armor is designed to allow the wearer both great freedom of movement and the ability to withstand shots from weapons roughly equivalent to a Imperial Lasgun.
Tau Flak Armor confers a 4+ Armor save.
-Pulse Rifle
-Photon Grenades
Stats -Gue'vasa'la
WS 4 BS 3 S 3 T 3 W 1 I 3 A 1 LD 8 SV 4+
-Gue'vasa'ui
WS 4 BS 3 S 3 T 3 W 1 I 3 A 1 LD 9 SV 4+
Options
-May add up to 10 additional Gue'vasa'la, 12 ppm.
-Any model may exchange his Pulse Rifle for a Pulse Carbine, 2 pts.
-A Gue'vesa'ui may take up to two Drones from the Drones list.
-A Gue'vesa'ui may replace his Pulse Rifle with 2 Pulse Pistols, 10 pts.
-For every 5 models in the squad, one model may replace his Pulse Rifle with the following:
- Tau Sluggun, 5 pts.
Based upon crude human projectile weapons that use the energy of a fixed shell to propel a solid projectile, the Sluggun is meant for mid to close-range engagements with both it's high stopping power and efficacy against unarmored foes. More often than not found in the hands of Gue'vasa'la who struggle to requisition the proper equipment because of the dangers of shipping to the frontier, the Sluggun remains a go-to choice for them.
Range 10'' AP 3 S 4 Assault 1, Concussive
-A Gue'vasa Special Task Cadre may take a Devilfish as a Dedicated Transport.
The Adeptus Mechanicus knows well the value of carefully applied and carefully placed heavy firepower- Whether in the form of their gigantic Titan god-machines, their massive Ordinatus siege weapons, or their fanatical Secutors. And in the Skitarii legions, the need for heavy support is met by the Sagitarii- silent bringers of death from afar. These hulking cyborgs are specifically designed to provide close support.
The Sagitarii move alongside their compatriots, bringing the skies down on their foes with the weapons integrated into their cybernetic bodies. Fields of fire, range and aim correction are all calculated by their Magos masters- leaving the Sagitarii free to fire at will.
Rules
Spoiler:
Unit Type Infantry. Sagitarii Alpha is Infantry (Character).
Unit Composition 2 Sagitarii 1 Sagitarii Alpha
Special Rules -Bulky -Feel No Pain (4+) -Doctrina Imperatives -Slow and Purposeful
Wargear -Sagitarii Meldplate
Far heavier than the War Plate worn by their brethren, Sagitarii are covered from head to toe in both subdermal and superdermal layers of ceramite plating thick enough to outright ignore the harmful rad-auras of their weaponry.
Sagitarii Meld Plate confers a 3+ Armour Save.
-Galvanic Lancers
Built for spewing precisely directed streams of galvanic servitor-bullets, a Galvanic Lancer is often incorporated into the cybernetics of it's wielder because of the immense weight and recoil on it's part. In the heat of battle, it's projectiles turn the battlefield into a killing field, turning entire units into blasts of lethal electric force.
Range 35" S 4 AP 4 Heavy 2, Precision Shots, Galvanisis
Galvanisis:
The effects of a Galvanic weapon are terrifying to gaze upon, the impact of a Servitor-Bullet turning it's victim into nothing more than a electric storm of killing force. This storm is powered by the nervous system of those it emerges from, and is capable of leaping from person to person.
This deadly effect is delivered by a package guided to the target by the Magos above, who ensures the bullet hits- regardless of whether the Sagitarii firing the weapon can see the Magos's target or not.
A weapon with the Galvanisis special rule can fire at targets out of it's line of sight.
Stats -Sagitarii WS 3 BS 4 S 3 T 4 I 2 A 1 LD 8
-Sagitarii WS 3 BS 4 S 3 S 3 T 4 I 2 A 2 LD 9
Options -Take up to two additional Sagitarii, 20 ppm.
-Sagitarii may replace their Galvanic Lancers with the following:
-Arc Cannon, 30 pts each.
While short-ranged due to the equipment required to modulate the sheer amount of power generated by the large permacapacitors used by such a heavy weapon, the Arc Cannons offer fire power like nothing else- frying both flesh and metal alike in a single shot.
Range 12" S 6 AP 5 Salvo 2/3, Haywire
-Heavy Phosphor Blaster, 25 pts each.
-The Sagitarii Alpha may take items from the Special Issue Wargear list.
1) Yay, Gue'Vesa! But are they really supposed to be Strength 4? I suspect that's a typo.
2) Yay, Sagitarii! But I think their primary gun is pretty underwhelming: 36" S:4 AP:4 Heavy 2 is worse than a heavy bolter (setting aside Precision Shots), and the AdMech is supposed to get the best stuff.
SisterSydney wrote: 1) Yay, Gue'Vesa! But are they really supposed to be Strength 4? I suspect that's a typo.
2) Yay, Sagitarii! But I think their primary gun is pretty underwhelming: 36" S:4 AP:4 Heavy 2 is worse than a heavy bolter (setting aside Precision Shots), and the AdMech is supposed to get the best stuff.
Double post, but I've been working with the vehicle design rules.
Kroot Forest-Runner- Fast Attack, 80 pts
The Kroot disdain advanced technology- it makes those who possess it weak and complacent, and even worse, prideful to a fault. Thus, the Shapers restrict the use of such technology as they see fit- with some being more radical than others. Over time, these radical views have disseminated into the general populace- making the Forest Runner a more and more common sight for the Tau.
The Forest Runner is a up-armored simple four wheeled ground vehicle, crewed by two tribesmen. It mounts only a single semi-automatic high caliber gun. In battle, the Forest Runner is used for lightning strikes on enemy infantry and high-value targets, appearing out of nowhere with it's gun blazing- only to disappear into the shadows of the forest moments later...
Unit Type Vehicle
Unit Composition 1 Forest Runner
Special Rules -Stealth -Moves Through Cover (Forest) -Scout
Wargear -Kroot Hackbut
This massive semi-automatic weapon fires unusually high-caliber Pulse rounds, and relies extensively on the precision and accuracy of it's operator for best effect.
SisterSydney wrote: 1) Yay, Gue'Vesa! But are they really supposed to be Strength 4? I suspect that's a typo.
2) Yay, Sagitarii! But I think their primary gun is pretty underwhelming: 36" S:4 AP:4 Heavy 2 is worse than a heavy bolter (setting aside Precision Shots), and the AdMech is supposed to get the best stuff.
1.) Thanks for catching that.
2.) That's been...amended.
Whoa, bullets that fire out of line of sight and cause their targets to explode into lightning? Awesome, if possibly over the top. However you arguably need both Ignores Cover and Soul Blaze (or equivalent) to represent the gloriously crazy fluff you've written.
I have been tinkering with an idea for a massive land battleship. Essentially a collosal Tank version of an Emperor Class Titan. But with More Dakka of course.
I have been modeling the gun layout and sheer number of weapons off of Battleships of every era. From the Pre-Dreadnought side guns (almost like Sponsons), to modern VLMS launchers and huge double barreled main battery turrets.
I've been calling it the God Hammer Class, Land Cruiser and the example of which I am going to build (I have the chassis all set) shall be named the "Thunder Child" after the ship of the same name that fought against the Xenos in War of the Worlds.
It would of course have things like Reactor Meltdown and other special rules. Not to mention a massive price tag in points for balance.
Mass-produced by Meks for Gretchin use, a Big Gun is a wheeled field gun chassis capable of mounting a variety of weaponry. In battle, a Big Gun will typically be used to support the advances of a Boyz Mob into the thick of 'da fighting, tearing enemy fortifications to ribbons with a single shot. Unlike their larger cousin Mek Gunz, Big Gunz are less prone to backfiring and are constructed for ease of use by the Gretchin.
Often those manning the Big Gunz will be less than willing, as the prospect of manning a Big Gun implies that the Grot had the gall to disobey an order.
Unit Type Artillery
Unit Composition 2 Big Gunz 3 Gretchin
Wargear Gretchin: -Grot Blasta
Big Gunz: -Lobba
Stats -Big Gun T 5 W 2 SV +3 -Gretchin WS 2 BS 3 S 2 T 2 W 1 I 2 LD 5
Options -May include up to 3 additional Big Gunz, 20 ppm.
-Each Big Gun can include up to 3 additional Gretchin, 4 pts per model.
-Any Big Gun can replace it's Lobba with the following:
-Twin-linked Big Shoota, free. -Kannon, free. -Zzap Gun, 10 pts.
HQ: Failbaddon The ReSpawned-50
Typical spawn profile. Yes he is now a mindless spawn from being revived from death.
Special rules;
The Smartest Rtard: this unit can join a squad of infantry and is a champion of chaos unfortunately.
Shard of Drach'nyen: specialist daemon weapon with +1 str and ap3
Middle Finger of Horus: specialist weapon shred and ap4
4Sworn 4saken: This model can not take marks or be joined with a group having marks
Last Among Chosen: Unlocks special troops Called the UnChosen
Troops:
UnChosen: 5 regular marines at 75pts. Only 2 not 4 may have special guns such as flamer, melta or plasma gun. Can not take votlw. can not increase squad size
special rules:
Half strength: for the purpose of the force organization chart, every 2 squads of 5 Unchosen only occupy 1 troop slot.
Dedicated Transport: Hippo
Description : a apc half the size of a rhino.
av11 front and side and av10 rear.
Troop capacity of 5.
Is not a razorback as it has no weapon mount.
Current version of the God Hammer. Still tweaking big time.
God Hammer Class, Land Cruiser.
"Thunder Child"
"Thunder Child" is one of only a handful of its kind. A massive machine on treads that evokes the image of a mighty Imperial Navy voidship that has descended from the heavens and sprouted colossal tank treads. The God Hammer Class, Land Cruiser is said to be the tracked counterpart to the Titans. A God Machine in its own right. The Thunder Child gains its name from an ancient pre-Dark Age Terran ocean borne ship that fought against invading Xenos and sacrificed itself to save a convoy of civilian ships from the attack. taking many a number of Xenos machines with it. This Thunder Child has many a time proven its name and fought to defend the Imperium from attack. Charging headlong against heretical Titan legions or Xenos war engines, firing earth shattering salvoes into the foe The gun duels between the Thunder Child and an Enemy War Engine are stuff of legend, massive mechanical God machines trading blows of unimaginable fury and power that would obliterate anything less outright.
Points Cost: Current estimates. Over 6000+ or more. Type: Tank, Super Heavy, Transport
Transport capacity: 3 Tanks, or 6 vehicles or 100 troops). The Access points is are a Door on the rear and 2 rear ward side doors. .
Allies units can move to the Skyshield Pad. There is a heavy lift. Units on the Skyshield do not count towards transport capacity.
Special Rules:
Ultra Heavy Prow: The God Hammer Class has a massive and extremely thick armored prow like the ships of the Imperial Navy. Its many layers of armor and internal shielding are strong enough to turn away even the mightiest of weapons and allow the God Hammer to crush everything infront of it. 2+ invul save to frontal attacks. Immune to Dangerous Terrain Tests. flattens terrain (removes it, reducing it to rubble)
Reactor Meltdown: When an apocalyptic explosion is rolled if the machine is destroyed. Roll 8 D6 for blast radius as both reactors go critical! Anything in the blast is hit with a ST D Ap2 attack.
Skyshield Landing Pad: The God Hammer Class carries a Skyshield Landing pad on its back, acting as a mobile landing pad for air units. May start battle transporting 1 Flyer or 3 Vehicles. Not terrain. only allied units can stand on the pad. (they can still be shot off the pad, as they are exposed)
Elevation: The main battery of the God Hammer cannot depress its barrels very low. The Main battery cannot fire within 36 inchs of the machine.
Experimental rule (i.e Im not 100% on including it. I might keep it or throw it out):
Unimaginable Weight: The God Hammer is matched only by Titans in sheer mass. The God Hammer does not make ramming attacks (or thunderblitz). Instead any unit, friend or foe it hits while moving roll a D6 per unit. On a 1 the unit escapes with no damage. 2-4 St 10 Ap 2 hits per unit (against vehicles, against rear armor). On a 5, D3 ST D Ap 2 hits against each unit. On a 6, the unit is utterly crushed under the treads of the God Hammer. Remove from play. Super heavies/Gargantuan creatures get D6St D Ap2 hits on a roll of 6. This can affect both friend and foe. So move out of the way!!
Full Armament:
3- Main Battery. Triple Barrel Vengeance Cannon Battery: Heavy 8, ST D Ap 2 7 inch blast. 360 inch range. (36 inch minimum). 2 mounted fore, 1 aft. Primary Weapon. 1-Short Barreled Hellstorm Cannon: ST 9 AP 3, Heavy 8 large blast. 48 inchs. Mounted centrally in Prow. Primary Weapon. 2- Hell Hammer Siege Cannon (mounted frontally in the Prow) 8- (4 per side) Broadside Macro Cannons: ST 10 Ap 2, Ordinance 1. Large Blast 8- Vulcan Megabolter. (3 per side, 1 mounted low frontally in the prow, 1 mounted on the rear.) 12- Hydra Auto Cannon turret (spread over the machine.) 8- Icarus Quad Lascannon turrets (flanking the bridge) 4- Praetor VLS (Vertical Launch System) . Uses Praetor Launcher Missiles. The God Hammers vast ammo storage and complex loading mechanisms allow for any kind of Praetor missile to be fired from the VLS. (flanking the Skyshield) 4- Duel barreled Quake Cannon turret. (TL Quake Cannon turrets). (4 corners of the machine)
incomplete, (and crude) previous designs
Spoiler:
Originally It was going to be a bigger beefier version of the StormHammer baneblade. I found the Solar Auxila design... lacking... so I wanted more cannons and things, but I kept adding bigger and more dakka. Maybe Ill make that smaller design another time.
Built to navigate the dark labyrinthine tunnels of an Hive City's Underhive, the "Hive Tankette" is a crudely up-armored vehicle converted into a armored fighting vehicle by the gangs that lurk the Underhive- a instrument in the endless Gang Wars that plague almost all Hive Cities. Though the "armor" of any particular Tankette is made from whatever scraps of metal that may be at hand, they are surprisingly resistant to most small arms fire. In desperate situations, a PDF commander may call upon the gangs to do their part- and a slew of Hive Tankettes may follow to do battle.
Unit Type Vehicle (Tank, Fast)
Unit Composition 1 Hive Tankette
Wargear -Twin-linked Autogun
-Extra Armour
Stats BS 3 F 11 S 9 R 9 HP 2
Options -May take up to 3 additional Hive Tankettes, 20 ppm.
-May replace Twin-linked Autogun with the following:
Built to navigate the dark labyrinthine tunnels of an Hive City's Underhive, the "Hive Tankette" is a crudely up-armored vehicle converted into a armored fighting vehicle by the gangs that lurk the Underhive- a instrument in the endless Gang Wars that plague almost all Hive Cities. Though the "armor" of any particular Tankette is made from whatever scraps of metal that may be at hand, they are surprisingly resistant to most small arms fire. In desperate situations, a PDF commander may call upon the gangs to do their part- and a slew of Hive Tankettes may follow to do battle.
Unit Type Vehicle (Tank, Fast)
Unit Composition 1 Hive Tankette
Wargear -Twin-linked Autogun
-Extra Armour
Stats BS 3
F 11
S 9
R 9
HP 2
Options -May take up to 3 additional Hive Tankettes, 20 ppm.
-May replace Twin-linked Autogun with the following:
-Heavy Stubber, 5 pts.
-Twin-linked Flamer, 10 pts.
I think 10 armor (side and rear) is best for it. you could glance it with lasguns otherwise. Im aware its cobbled together from random pieces of metal and built by Hive Gangs but even a Grots creation would surpass this...
Allow it to ignore dangerous terrain tests (due to its small size and maneuverability). It would let it move better around the map. A fast flanking little tank could work.
Also 50 points for essentially a TL Guardsmen turned tank? Make it 20 or even 15 per. I can get some much nastier war machines for 50 points.
Standard issue weapon: Heavy Stubber,
upgrade: Scrap Flamer (Flamer stats). Built from plumbing, metal, autocar fuel and anything a ganger can get his/her hands on, it can be over pressurized to let loose extra fuel and douse more targets in flame, at the risk of the patch work design rupturing!
Can choose to increase the stats of the Scrap flamer to that of a Heavy Flamer shot at the risk of a Gets Hot! roll.
I had an idea for a very crude rocket launcher for it as well. But it would be short ranged and low power (compared to the "real deal")
Built from whatever plates of metallic material happen to be at hand for whichever Ganger who builds the Tankette, the armor of a Tankette is a sight to behold: plates of various materials welded and bolted together haphazardly. However, this appearance hides how ridiculously durable the vehicle is- and combined with the sheer speed it can achieve, the Tankette can go places other vehicles would be wrecked in.
A vehicle with Ramshackle Plating ignores Dangerous Terrain tests.
Stats
BS 3
F 10
S 10
R 10
HP 2
Options
-May take up to 3 additional Hive Tankettes, 20 ppm.
-May replace Heavy Stubber with the following:
-"Scrapshop" Gas Torch, 10 pts.
A "Scrapshop" Gas Torch is weapon cobbled together from a wide variety of parts- from plumbing to autocar mufflers- similar in function to the many so-called "flamers" wielded by young men and women in the Underhive. A notable feature is the ability for an operator to over-pressurize it for short periods of time to increase the rate at which the gas ignites, though this has it's risks- with the potential for the vehicle firing it to meet a flaming end.
The "Scrapshop" Gas Torch has two profiles one can elect to use: a normal one, and it's Over-Pressurized profile.
I think that would work well as a fast moving anti infantry strike vehicle. exceedingly cheap but if It can catch a bunch of things like Orks or Guardsmen with its flamer or even its stubber it could do some damage.
Its ability to move quickly through terrain to get into good position helps it the most. Having it dash between cover will help it live longer against heavier guns.
I just wanted to present one custom unit, an assault squad for my Russian-themed IG (http://www.dakkadakka.com/dakkaforum/posts/list/646687.page) =). Basically, they are vet guardsmen with carapace armor, Ak-74 style lasguns and rocket launchers & are tasked with breaching enemy lines. Tell me what you think, I'd really like to try them sometimes !
Options:
- The Sarge may take a weapons from the ranged weapons list
- 2 Assault Vets may take one radio-vox and one heavy flamer (5 and 10ppm),
- 6 Vets may take a RPG launchers (6ppm),
- 3 Vets who did not receive any of the aforementioned upgrades may take sepcial weapons
- the whole squad may have melta bombs and the Sarge a demolition charge (25pts).
- Chimera or Taurox.
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RPG launcher :
This very old design might find his origins before the Great Crusade but it still very useful for the R.S.D soldiers.
R : 36'' S7 AP4 Assault 1, Limited ammo, Rending
OR
R: 36'' S4 AP5 Assault 1, Limited ammo, 3'' Blast.
Limited ammo; albeit being light, a RPG needs ammo and the user can't have more of 4 rockets with him. When 4 shots have been fired with a RPG, the user just toss it.
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Krinkov lascarbine
Light and wieldy, the Krinkov lascarbine is issued to assault units and vehicules crews who need good firepower at short range.
R: 18'' S3 AP- Assault2
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Big-game Hunters :
The Assault Sarge may issued the order "Bring it down" to his squad (an only his squad) once per shooting phase.
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Unit composition: Matt Ward Unit type: Monstrous Creature
Special Rules: -Matt Ward: Whilst still alive on the table your opponent may not make save rolls of any kind. Instead all save rolls your opponent may have are all counted as failing. Furthermore Matt Ward may move or charge up to any distance you desire. All wounds caused by Matt Ward Inflict instant death.
The dizzying array of Rhino variants available to a Space Marine Chapter mostly stem from the dark days of the Heresy, and the Sabre Tank Hunter is no different. When the need for a dedicated anti-tank vehicle became, various types of "Tank Hunters" were fielded by the Loyalists with a variety of a weapons and chassis modifications being used. However, it was the Imperial Fists that set the standard with the Sabre vehicle.
The Sabre makes use of a purpose built forward-facing Autocannon, which makes use of a three-round loading tray to fire a rapid barrage of shots towards an enemy armored vehicle. In addition to this unique armament, the Sabre features reinforced armor when compared to a standard Rhino. It is these two features that prevent the Sabre from becoming absolutely obsolete when compared to the Razorback- along with the latter vehicle's age of 4,000 years.
Unit Type Vehicle (Tank)
Unit Composition 1 Sabre Tank Hunter
Wargear -Sabre Autocannon
This forward-fixing 40mm Autocannon is equipped with a autoloading system in the form of it's loading tray, allowing a skilled operator to fire off a round a minute. It is typically loaded with Krak shells, allowing it to easily break through heavy armor in a few shots.
Range 30'' S 5 AP 2 Heavy 1, Rending
-Searchlight
-Smoke Launchers
Stats BS 4 F 13 S 11 R 11 HP 2
Options -May take a Siege Shield, 12 pts.
-May take items from the Vehicle Equipment list.
-May take two side sponsons both of which are armed with the following: -Heavy Bolter, 20 pts. -Lascannon, 40 pts.
That gun has nothing in common with autocannons, and is not statted as an anti tank gun, currently you've built an anti terminator gun that cannot challenge any dedicated battle tanks armour
May be taken as a Heavy Support choice by Codex: Necrons or the Dark Harvest list
BS 4, AV 13-12-12, HP 3. 200pts
Type: Vehicle, Skimmer
Special rules: Quantum shielding*, Living Metal
Wargear: Twinlinked gauss exterminator, two twinlinked gauss flux arcs, one twinlinked gauss cannon.
Optioms: The Gauss exterminator may be exchanged for a Twinlinked Tesla destructor for -25 points, or a heat cannon/focused death ray for +25 points. The Gauss cannon may be swapped for a twinlinked tesla cannon for free, or a Heavy Gauss cannon for +15 points.
Each flux arc may be replaced by a twinlinked gauss cannon for +5 points each which may be further replaced by a tesla cannon for free or a heavy gauss cannon for +15 points.
*AV is capped at 14.
A fearsome heavy tank designed by the Imalsep dynasty, the Aten-Re is made for the express purpose of providing for a powerful armored spearhead with a rotating turret able to counter the proper tanks of other races, while still being flexible enough to be a viable weapon against other targets. Though once a design seen primarily in the court of Phaeron Atekh-Re, other dynasties copied the weapon remarkably swiftly.
As the Imalsep Dynasty and it's clients, allies, rivals, and protectorates fully awakens and brings it's dire threat to the inhabitants of the war-torn inciphis Expanse, Aten-Re tanks have started rolling forth from the forges of the Necrons to bring doom and woe to all they meet. First seeing battle in the purge of the Black Legion held world of Yrvixir, the Solarus tanks tore through the predators of the Black Legion with contemptuous ease while traitor Leman Russ tanks were treated to the sight of their shells simply bouncing off.
Those who dared approach the vehicles were met with a blistering array of Gauss or Tesla fire, and the Ebony and Copper warriors of the Imalsep Dynasty enacted a grizzly purge of the world, ending the lives of an entire grand company and armies of heretical guardsmen and cultists. But the foes of Chaos would soon find this weapon finding it's way into other courts, showing that the Necrons are very much capable of innovation in the face of a galaxy ripe for the harvest.
For her role in designing the vehicle, Nemesor Baast-Al was rewarded with resources and the full backing of the Phaeron for her own special project in tandem with the ancient Cryptek Xyvarhotep. A project that as of yet remains one shrouded in absolute mystery, even to the Triarch Praetorians that visit the worlds of the shadow dynasty.
Necron Night Reaver fighter:
May be taken as a Fast Attack choice by Codex: Necrons or the Dark Harvest list
BS 4, AV 11-11-10, HP 3. 170pts
Type: Flier
Special rules: Living Metal, Supersonic, Deep Strike, Vector Dancer
Wargear: Twinlinked tesla destructor, twinlinked Gauss Exterminator
Options: Fighter Ace +35 pts (depending on choice)
Options: Up to four missiles ( one use only)
*Rip and tear: Multiple wound models struck by a weapon with the following special rule place on token for each wound they take from a shredder-scarab missile, on the next turn, for each token the target suffers an additional armor ignoring wound as the flensing scrabs inside the missile activate inside of the target's body and rip them apart.
Created to wrest control of the skies from other aircraft much as how the Night-shroud devastates large formations, the Doom-scythe carves through whole rows of enemies, and the Night-scythe functions as a potent transport, the Night Reaver is a deadly part of the Necron air force. wresting control of the air from the enemies of the Necrons with ease. Bringing a deadly storm of Gauss and Tesla fire and powerful Necron missiles to it's enemies from great range with incredible speed and maneuverability, the Reaver can be found in virtually all battlefields that see the Necrons deploy their air wings.
From the campaigns of conquest by Imotekh to the purge of the Orphean sector to the rise of the Imalsep dynasty to Trazyn's legendary acts of thievery, the Night Reaver can be found as the Necrons deem that the time to unleash this fearfully potent interceptor is now. Where they once served in the War in Heaven against the creations of the children of the Old Ones, they now once again stalk the skies of the current millennium. While the Night Reaver is officially a fighter, its load out of missiles and potent base weaponry make it dangerous to ground targets as well, with the shredder-scarab missiles being developed by the Imalsep dynasty upon the Cryptek examining the flensing scarabs of the Maynarkh dynasty and being struck with an idea to better purge flying Daemons, Tyranids, and other organic fliers who opposed the rising Dynasty of Shadows in the Inciphis Expanse.
The test of these sherdder scarab missiles would come on the world of Magedrad Tertius in 038M42; being contested by the forces of Chaos under the Daemon Prince Margrul the Foecleaver and the Tyranids of Hive fleet Hydra that was selected by Phaeron Atekh-Re to be purged so that it may be turned into a fabricator world for his grand designs. As always, Atekh-Re and his servants came in with extreme violence and with little fanfare save for the arrival of a ceaseless tide of metallic death. Night Reavers tore through Tyranid and Chaos worshipper alike in the skies as the shredder scarabs ripped winged daemons and flying tyranids from the inside out and clearing the skies for doom scythes and night-shrouds to pummel the ground forces of the enemies into oblivion as his warriors marched, with the Daemon Prince himself being struck by three such missiles and messily turning inside out as the scarabs bathed themselves in his flesh. Within a month, all life on the world had perished and builder scarabs swarmed the world under the guidance of crypteks to remake it according to the wishes of the Imalsep Dynasty.
Necron Canoptek Deathstalker
Canoptek Harvester (210 pts)
WS 6, BS 4, S 7 T 7, W 5, I 2, A 5, Ld 10, Sv 3+, Type: Monstrous creature,
Wargear: Scythe pincers (as warscythes, S User +2, armorbane), Deathstinger (S: User, Instant death on a roll of 5 or better to wound),
Special rules: Deep strike, Fleet, (What was the rule for the stalker to make poison and fleshbane only wound on 6s?), Preferred enemy (Monstrous creatures, Walkers), Monster Hunter, Rage, Reburrow (May choose to re-enter ongoing reserves if it has not deep striked this turn)
Options: Regenerative Matrix (Grants IWND, 20 pts) Gloom Prism (20 pts), Whip coils (30 pts), Overdrive systems (Grants rampage, 30 pts), Minor quantum shield generator (grants a 5++ save, 20 pts)
Created with the express purpose of attacking and killing enemy monstrous creatures and walkers, the Canoptek Deathstalker is yet another creation of the Imalsep dynasty that has spread across the myriad tomb worlds of the slumbering machine-xenos. Rather similar to the Tyranid Dimachaeron in intent, the Canoptek Deathstalker eliminates with overwhelming force what Deathmarks and smaller Canoptek units such as Acranthites and Wraiths cannot through subtlety. Travelling underground, the Harvester is exceedingly capable at suddenly emerging where it is least wanted by the enemy; seeking out high value assets to kill as swiftly as possible. Anything from hive tyrants to Mega-dreads, to space marine chapter masters to greater daemons are in the purview of the Deathstalker to slay.
As the Imalsep Dynasty expands and conquers and more Necron Dynasies awaken, Deathstalkers continue to be seen throughout the galaxy. In a time that many consider the final age of the galaxy, deathstalkers count themselves among the every growing number of new and increasingly horrific varieties of Necrons. First seen by the Imperium when the Imalsep dynasty offered reinforcements to the Maynarkh dynasty to help hold back the tide of the Imperial counter-crusade and deal with pesky distractions such as the Chaos forces of Chemarium, Ork raiders, Eldar reavers and warhosts, Rak'Gol warbands, Hrud Blights, and an upcoming tendril of Hive Fleet Leviathan, in the early forty second millennium; the Death-stalkers proved useful in tracking down and carving apart enemies who proved resilient against ranged fire.
"One of the Xenos's light walkers was almost impossible to pin down- striking at us from seemingly every direction at once. By the time we had managed to pinpoint it's location, Captain Androcletian lay bleeding- dying. "
Built upon the XV22 chassis, the XV22-02 is a Stealth Battlesuit geared towards hunting down and eliminating high-value targets from afar. Having seen combat in a variety of theaters during the Third Sphere Expansion, the "Hunter" has served the Tau Empire well in removing key parts of the enemy command structure from the field.
Systems are typical for a Tau battlesuit of it's size, including a Blacksun Filter and Multi-tracker. The XV-22-02 forgoes a jetpack in exchange for a far more powerful sensor suite replete with a highly advanced targeting system, allowing it to both locate it's target- and make sure the inevitable strike from the shadows hits true.
Unit Type Infantry (Character)
Unit Composition 1 Hunter Shas'vre
Wargear -Hunter Battlesuit
Hunter Battlesuits include a Blacksun Filter and multi-tracker. In addition, they confer a 3+ armour save.
-Ion Lance
Based upon the same principles as the Ion weapons used throughout the Tau military, a Ion Lance is a single-shot weapon that fires a powerful burst of highly ionized molecules at a target. The results are instant- armor tears apart, and flesh stands no chance against such a bombardment. Like all Ion weapons, it may be overcharged to produce a single, more powerful burst of ionizing radiation and high-energy particles.
Standard
Range 42'' S 6 AP 2 Heavy 1, Precision
Overcharge
Range 42'' S 7 AP 2 Heavy 1, Gets Hot, Blast
Special Rules -Independent Character -Supporting Fire -Stealth -Bulky
Stats WS 2 BS 3 S 4 T 4 W 2 I 2 A 2 LD 8 SV 3+
Options
-May exchange Ion Lance for a Tau Plasma Cannon, 10 pts.
Based upon Imperial designs, a Tau Plasma Cannon offers a significant increase in power compared to the Plasma Rifle- though it's shot-per-shot power pales in comparison to a Imperial Plasma Cannon as a result of the safety measures incorporated to prevent overheating. However, a Tau Plasma Cannon fires at a far higher rate than it's human counterpart.
Range 36'' S 6 AP 3 Heavy 3
- A Hunter Shas'ui may take one item from the following list:
Tau hunter is interesting, but a couple of thoughts here.
1) Why is it an Independent Character instead of a unit?
2) Ion weapons have a very consistent strength figure and AP is based on the weapon size, with AP 2 fully in the realm of riptide scale weapons. There is a family of Tau weapons with good range, good strength and good AP even when small enough for infantry - Rail Rifles. A Stealth battlesuit with a Rail Rifle and an Advanced Targeting System will be just as nasty a character killer as this one, but harder to target due to better stealth systems.
3) Tau Plasma Cannon stats are in Imperial Armour 3.
The Flesh Eaters are an anomaly among the various successors of the Blood Angels legion. Though struggling with both the Red Thirst and the Black Rage, they seem determined to emulate the IX Legion in their trappings. Nowhere is this more obvious than in the various specialists fielded by the Chapter in battle, many of them holdovers from the days of the Legions.
The Flesh Eaters were formed from the IX Legion's Assault Squads and Despoiler Squads, and the Chapter continues to field the latter side-by-side with the former. These Marines are drawn from Tactical Squads, and are frequently deployed to clear enemy fortifications and tunnels. Forgoing the Boltgun for either a Bolt Pistol and Chainsword or massed Flamers, these brave individuals charge forth into battle, ignoring the oncoming fire that inevitably greets them.
Unit Type Infantry. Space Marine Sergeant is Infantry (Character)
Unit Composition 6 Space Marines 1 Space Marine Sergeant
Special Rules -And They Shall Know No Fear -Combat Squads -Furious Charge
Options
-May take up to 4 additional Space Marines, 21 ppm.
-Any Space Marine may replace his Bolt Pistol and Chainsword with the following: -Boltgun, free -Flamer, 5 pts.
-Any Space Marine may take a Assault Shield, 5 pts each.
First built for crowd suppression and riot control at the order of the Adeptus Arbites, Assault Shields later found their way into the hands of the Flesh Eaters who have made good use of them in the Despoiler Squads that make up the spearhead of their forces. Being in essence a long hunk of reinforced thermoplas, the Assault Shield provides valuable protection against small arms.
A model with an Assault Shield may re-roll failed armor saves against shooting attacks of S 4 or lower coming from the direction they are facing, but may not Run or make Sweeping Advances.
I like the idea of A heavier protected, less mobile assault squad. Your assault shields would be a welcome addition...particualrely as he combat shield and HH boarding assault shield rules are somewhat dissapointing in the current rules. for the sake of balance I would suggest only allowing the reroll for attacks coming from the direction the squad is facing, as flanking enemies would be able to bypass the shields defence.
Flamers, cool, but just curious -why 10 points? That's double the normal price.
Here's a few Tau options I setup back when I was collecting Tau.
RONIN TEAM Some Pathfinders never find their way completely out of the wilds, and enjoy the disruption approach that are often used by the Stealth suits and the Kroot. These Fire Warriors are encouraged to be left to their own devices, damaging the enemy's deep supply lines, trying to split up enemy forces.
SPECIAL RULES -Stealth
-Scout
-Aid Unseen: While any Ronin unit is in Reserve, your opponent receives no bonuses or Special Rules to their Reserve Roll for all units without the Deep Strike rule. If there are no bonuses or Special Rules to your opponent's Reserve Roll, all of their Reserve rolls receive a -1 for all units that do not have the Deep Strike rule. While any enemy unit is in Reserve, the player can choose not to roll for Reserves for any Ronin unit.
OPTIONS -May include up to four additional Ronin ...15 pts/model.
-May upgrade one Ronin to Ronin Shas'vre...10pts.
-Any model may exchange their Pulse Pistols for a Pulse Carbine ...free.
-Up to three Ronin may exchange their Pulse Pistols for one of the following:
..*Ion Rifle ...10 pts/model.
..*Rail Rifle ...15 pts/model.
-Ronin Shas'vre may take a blacksun filter ...1 pt.
-Ronin Shas'vre may take up to two drones from the Drones list.
-May include a Recon Drone ...28 pts.
-May include a Grav-inhibitor Drone ...15 pts.
-May include a Pulse Accelerator Drone ...15 pts.
-The entire unit may take the Bonding Knife Ritual special rule ...1 pt/model.
-A Ronin Team may take a Pilotfish as a Dedicated Transport.
Edit: 6-11-2015 Shas'ui changed to Shas'vre. Ronin I changed to 2.
PILOTFISH The Pathfinders and Ronin were finding that the Devilfish was often too slow and recognizable to be an effective scout transport. The Pilotfish was quickly designed and built to their specifications and enabled them to deploy quickly, efficiently, and quietly.
Faction: Tau
Role: Fast Attack
Price: 55 Points
STATS Pilotfish BS:3 - F:11 - S:10 - R:10 - HP: 2
UNIT TYPE -Vehicle (Fast, Skimmer, Open-Topped)
UNIT COMPOSITION - 1 Pilotfish
WARGEAR -2 Twin-linked Pulse Rifles
-Markerlight
-Disruption Pod
-Markerlight Remotes: Markerlights are classed as Assault 1 for all models Embarked on the Pilotfish. In addition, the Vehicle's Markerlight may be fired at full BS no matter the speed of the Vehicle.
SPECIAL RULES -Deep Strike
-Scout
-Rapid Deployment: Models having just disembarked from a Pilotfish do not count as moving for purposes of shooting Marker Lights.
TRANSPORT -Transport Capacity: 6 models
OPTIONS -May replace both twin-linked pulse rifles with one of the following:
..*2 Gun Drones ...free.
..*2 Marker Drones ...free.
..*2 Burst Cannons ...20 pts.
..*Smart Missile System ...30 pts.
-May replace the Disruption Pod with a Stealth Field Generator ...20 pts.
-May take up to two seeker missiles ...8 pts/each.
-May take items from the Vehicle Battle Systems list.
Charistoph wrote: RONIN TEAM Some Pathfinders never find their way completely out of the wilds, and enjoy the disruption approach that are often used by the Stealth suits and the Kroot. These Fire Warriors are encouraged to be left to their own devices, damaging the enemy's deep supply lines, trying to split up enemy forces.
SPECIAL RULES -Stealth
-Scout
-Aid Unseen: While any Ronin unit is in Reserve, your opponent receives no bonuses or Special Rules to their Reserve Roll for all units without the Deep Strike rule. If there are no bonuses or Special Rules to your opponent's Reserve Roll, all of their Reserve rolls receive a -1 for all units that do not have the Deep Strike rule. While any enemy unit is in Reserve, the player can choose not to roll for Reserves for any Ronin unit.
OPTIONS -May include up to four additional Ronin ...15 pts/model.
-May upgrade one Ronin to Ronin Shas'ui...10pts.
-Any model may exchange their Pulse Pistols for a Pulse Carbine ...free.
-Up to three Ronin may exchange their Pulse Pistols for one of the following:
..*Ion Rifle ...10 pts/model.
..*Rail Rifle ...15 pts/model.
-Ronin Shas'ui may take a blacksun filter ...1 pt.
-Ronin Shas'ui may take up to two drones from the Drones list.
-May include a Recon Drone ...28 pts.
-May include a Grav-inhibitor Drone ...15 pts.
-May include a Pulse Accelerator Drone ...15 pts.
-The entire unit may take the Bonding Knife Ritual special rule ...1 pt/model.
-A Ronin Team may take a Pilotfish as a Dedicated Transport.
Interesting idea. However, I'd change the option for free Pulse carbines a little. At the moment, the debate over 2 Pulse pistols vs a Pulse carbine would be +1 attack in close combat versus better range and pinning; in a unit that isn't that great at close combat anyway. Making it a no brainer which of the two is better. Instead, I'd either charge for the Pulse carbines or to instead offer free Pulse rifles instead. Here, the choice would be ability to assault after shooting and +1 attack in close combat versus better range. Incidentally, having Pulse rifles instead of Pulse carbines means that the remaining Pulse pistol still has a use.
1) They should be able to Infiltrate.
2) The Reserve manipulation rule is too complex and open to interpretation. I'd just change it to the ability to impose a -1 on any enemy reserve roll.
3) WS:3 I:3 Tau infantry?? At the very least the Initiative needs to drop to 2.
Faction: Imperial Guard
Role: Fast Attack
Price: 30 Points
Stats:
BS 3, AV 11-11-10. HP 3
Type: Vehicle, Fast,
Special Rules: Scout
Wargear:
Multilaser
Options:
Satyr can take items from the Astra Militarum Vehicle Equipment List
Multilaser may be replaced with a Heavy Bolter or Heavy Flamer - Free
Multilaser may be replaced with an Autocannon or twin-linked Heavy Stubber - 5 points
Description: A lightweight armored car used by the Imperial Guard for reconnaissance, light infantry support, and personnel recovery. These vehicles are inexpensive to produce and maintain, and are considered for the most part completely disposable.
Appearance: This vehicle would look a lot like the Russian BA-20 armored car, manufactured from (roughly) 1935 through 1945.
Perhaps 40 points for the base vehicle? I'm open to suggestions.
EDIT: Just occurred to me, could remove the "Fast" aspect of the vehicle and that could balance it out better. That would also make it so that it wouldn't intrude so much upon the Hellhound's area of expertise.
I'll admit I'm leaning towards making it more of a cheaper fire support platform, so perhaps if the "Fast" aspect was removed the point cost could be reduced to somewhere around 40 to 45 points?