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Made in gb
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Great Land of the British Empire


The alien hunters have really had it down, unable to be produced in a army list, shame, really...

Space marines have Trust your battle brothers, Suffer not the alien to live, and two other drawbacks (see Codex: Space Marines).

Every single space marine is a deathwatch and so has to be armed with a bolter or a master-crafted bolter (if available to them) all the time.

Here is a sample of the proposed inquisitorial part of the list.

0-1 ORDO XENOS INQUISITOR LORD 50 POINTS

WS BS S T W I A Ld Sv.
Inquisitor Lord 4 4 3 3 3 4 3 10 3+


Unit Type:
• Infantry

Wargear:
• Needle Pistol
• Power armour

Options:
• Replace needle pistol with a master crafted bolter (The M.40 bolter variant) for 11pts, an Incinerator for 15pts, a master crafted needle pistol for 15pts, a combi-needle pistol for 5pts
• Take a power fist for 25pts, a lightning claw for 25pts, power weapon for 15pts, a force weapon for 40pts, or a thunder hammer for 30pts, or a chainsword for 1pt.
• Take meltabombs for 5pts.
• Take the Emperor’s Tarot for 15pts
• Take the Icon of Just for 25pts.
• Take a psychic hood for 20pts.
• Take Unguents of Warding for 10pts.
• Replace all other wargear with Terminator armour for 25pts, plus one of the following weapon options, storm bolter and power fist for 25pts, Incinerator and power fist for 40pts, Storm bolter and a force weapon for 40pts or a pair of lightning claws for 25pts

Special Rules:
• Iron will
• Independent character
• Does not count as compulsory HQ choice.

Psychic Powers:
• Scourging for 20pts.

0-1 INQUISITOR LORD’S RETINUE 26 POINTS
A alien hunters army may include one Inquisitor Lord, and if so you must purchase a Inquisitor Lord’s retinue to be attached to him. Also they do not count towards a HQ choice; they are the included with the Inquisitor Lord.

WS BS S T W I A Ld Sv.
Warrior 3 4 3 3 1 3 1 8 4+
Henchmen 3 3 3 3 1 3 1 8 6+
Transport:
Any Inquisitor Lord and his retinue may select an Inquisitorial rhino or a chimera as a dedicated transport (See page 11 for points cost).


Unit Composition:
• 2 Warriors.
• Familiar.

Unit Type:
• Infantry.

Wargear:
• Chain swords (excluding warriors)
• Helguns (warrior only)
• Targeter (warrior only)
• Carapace armour (warrior only)
• Mesh armour (excluding warriors)
• Laspistols (excluding warriors and familiars)

Options:
• The squad may include up to one more warriors at 10pts.
• The squad may include up to two more familiars at 6pts. If you take one more familiar your Inquisitor Lord may take Word of the Emperor psychic power for 10pts.
• The squad may include up to three sages at 10pts each.
• The squad may include up to three acolytes at 8pts each.
• Warriors may replace their helguns for one of the following weapon options, Power fist and close combat weapon at 15pts, a Helpistol and combat weapon for no points, a flamer for 5pts, a meltagun for 10pts, a multi-melta for 25pts, or a heavy bolter for 15pts.
• Acolytes may take one of the following options, power weapon instead of the chain sword for 15pts, power armour instead of the mesh armour for 15pts, or a combi-flamer instead of the laspistol and carapace armour instead of the mesh armour for 15pts.

Special Rules:
• I see all, Into battle, Sage’s help, Save the master!

TROOPS

0-2 XENOS ERADICATION TEAM 75 POINTS

WS BS S T W I A Ld Sv
Stormtrooper 3 3 3 3 1 3 1 8 4+
Veteran 3 3 3 3 1 3 2 8 4+
Xenos Eradication Teams do not count towards the compulsory troop’s choice.


Unit Composition:
• Veteran Sergeant Stormtrooper
• 4 Stormtroopers

Unit Type:
• Infantry

Wargear:
• Helguns
• Targeters
• Krak grenades
• Frag Grenades
• Carapace armour

Options:
• Up to two Stormtroopers may replace their helguns with flamers for 5pts, a meltagun for 10pts, and a grenade launcher for 10pts.
• May add five more Stormtroopers for 60pts.
• Sergeant may upgrade his helgun to an Incinerator for 20pts or a Combi-flamer for 10pts, Storm bolter for 5pts or a bolter for 1pt.
• May replace his helguns for a helpistol and one of the following weapon options, close combat weapon for no points or a power fist for 15pts.

Transport:
The Xenos Eradication team may select a transport vehicle from the following, an Inquisitorial rhino or a chimera. (See page 11 for points cost).

INQUISITORIAL RHINO APC 50 POINTS


ARMOUR
Type Front Side Rear BS
Rhino Tank 11 11 10 4


Unit Type:
• Vehicle

Wargear:
• Storm Bolter

Options:
• Take Dozer Blades for 5pts
• Take Extra Armour for 5pts
• Take Hunter-Killer Missile for 15pts
• Take Searchlight for 1pt
• Take Smoke Launchers for 3pts

Special Rules:
• Transport up to 10 Inquisitorial Characters or 10 Stormtroopers or a mix.


INQUISITORIAL CHIMERA APC 80 POINTS

ARMOUR
Type Front Side Rear BS
Chimera Tank 12 10 10 3


Unit Type:
• Vehicle

Wargear:
• Multi-laser

Options:
• May replace the multi-laser with a heavy bolter or a heavy flamer for no points
• May take a hull mounted heavy bolter or a heavy flamer for 5pts
• Take Dozer Blades for 5pts
• Take Extra Armour for 5pts
• Take Hunter-Killer Missile for 15pts
• Take Pintle Mounted Storm Bolter for 10pts
• Take Searchlight for 1pt
• Take Smoke Launchers for 3pts

Special Rules:
• Transport up to 12 Inquisitorial Characters or 12 Stormtroopers or a mix.

SPECIAL RULES


I SEE ALL
Servo-skulls of the Emperor store millions of images per second from the surrounding areas. Servo-skulls are additionally linked to the Inquisitor mentally.
One Familiar or more familiar add one to the Inquisitor’s initiative, in addition the inquisitor may have two psychic powers instead of one.

INTO BATTLE
The guardsmen of the Imperial Guard are a very convenient way to boost the fighting skills of the Inquisitor, just to show off.
The Inquisitor gains one more weapon skill point for one or more warriors in the retinue.

SAGE’S HELP
The Departmento Munitorum Adepts are a prospering sight, they know about the arms and armour of the Space Marines, Ordos, and the Imperial Guard, like the emperor they see all.
If one or more Sage in the retinue the Inquisitor gains one point to the Ballistic Skill, also if there are two sages in the retinue then the Inquisitor may re-roll one ranged attack per turn.

SAVE THE MASTER!
The acolytes of the Inquisitor’s retinue are the bodyguard of the Lord, they are his trainees and Inquisitors in the making, learning forms from the Inquisitors and learning. Also they have the undying fate to save their inquisitor, if they survive.
Acolytes may take an Inquisitor’s attack against him, before any saving rolls are attempted.

LAND AND FIRE!
The Dread Drop Pod pilots are trained in immediate attack against the enemy.
They may fire the turn they land.

Hope everyone likes it!
 Filename The Deathwatch of the Ordo Xeno.bmp [Disk] Download
 Description The alien hunters paint scheme witout the silver left arm.
 File size 586 Kbytes


23rd Arcadian Desert Troops ≈ 800 points 1W/1D/2L

I don't need your satisfaction, just your damn money. XD

Mr. Burning wrote:
After consultation with the Blood God I believe it is pronounced as 'Brian'.


DQ:90-S-G+++MB+I+Pw40k(2)04+D++A+/areWD292R+++T(P)DM+ 
   
Made in us
Fixture of Dakka






Lancaster PA

Grammar aside, why did you change the rules for the inquisitors that way? It seems to me you made the retinue more complicated while adding very little. I also note that while you are obligated to buy a familier, you don't list any other psychic power options.

Also, the storm troopers cost 15 points a pop for the first 5, before upgrades. That's a bit much, considering you can get SoB's for less, and with a better stat line to boot. Honestly, I think the going rate for storm troopers is too much to make them useful, and think a decrease of a point would be fine, maybe even 2.

The whole thing seems like you spent a lot of effort arranging rules and prices that are already in the books, for very little reward.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in gb
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Great Land of the British Empire

It was really easy and i was bored.

Its more themed towards killing aliens not daemons or heretics so the pyschic powers were the best ones to choose.

23rd Arcadian Desert Troops ≈ 800 points 1W/1D/2L

I don't need your satisfaction, just your damn money. XD

Mr. Burning wrote:
After consultation with the Blood God I believe it is pronounced as 'Brian'.


DQ:90-S-G+++MB+I+Pw40k(2)04+D++A+/areWD292R+++T(P)DM+ 
   
Made in us
Longtime Dakkanaut




Long Beach, CA

dnot you lvoe it wehn you tkae tmie wtiring sutff and people pcik on yuor gmmarr. I cnat snatd pl lkie taht. I tihnk ill mkae all my psots lkie tihs for now on

"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

As odd as it snouds, rdaenig yuor psot avobe was acutlaly qtuie easy.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Infiltrating Prowler






Yorkshire, UK

Alien hunters actually have a pretty decent template to work from in the other 2 Inquistion Codices.

They both have Inquisitor Lords as HQ, Inquisitors and Assassins as Elites, Stormies as Troops and Orbital Strike as Heavy Support. So we can assume the same should apply here.

They also have an 'enemy' unit - Daemonhunters get Daemonhosts (elite), Witchhunters get Arco-flag's (elite) + Penitent Engines (heavy and basically a big Arco).
It seems sensible that Alienhunters could have a Xenos elite choice (exodite eldar rangers, kroot mercs, maybe even bloodaxe orks!). You'd need to make it 0-1 though and make it so IC's can't join them.

The rest of the army is the chamber militant. In both cases the only other troop choice (apart from stormies) is a basic squad - here it would be DW marines.
You get an elite (Celestians/GK termies), here I'd go for DW vets with lots of wargear options - termies would just make it a marine/GK clone.

Finally, you get F/A and H/S. GK's get 1 fast choice and 4 heavy choices, sisters get 2 fast and 3 heavy (fair as they're a balanced force).
I think the fluff for DW suggests a small, rapid reaction force. Not one that engages alien armies en masse, but rather one that strikes fast at enemy HQ's and supply lines, crippling them and leaving them to be mopped up by regular forces.
With that in mind, make them the opposite of GK's. No LR's or dread's, just a fire support squad comparable to SoB retributors or GK purgators as their heavy choice, then let them take DW equipped with jump packs, bikes, maybe even speeders as fast choices.


This would mean your army is:

HQ - Inquisitor Lord, DW Captain
Elites - Inquisitor, 0-1 Assassin, Death Cult Assassins, 0-1 Xenos team, DW vets
Troops - Stormies, DW team
F/A - DW assault squad, DW bikers, DW speeders/attack bikes
H/S - Orbital Strike, DW fire support team

What does anyone think?

While you sleep, they'll be waiting...

Have you thought about the Axis of Evil pension scheme? 
   
Made in gb
Navigator




Great Land of the British Empire

Thnks, im working on a non-legal Codex: alien hunters with Death Watch Command Squads, Inquisitors with special rules "preferred enemy: all of them".

Death watch librarian, Death Watch Command Squad, Inquisitor Lord for HQ.

Deathwatch Veterans, Termies, Inquisitor, Kroot carnivores or random aliens for ELITES

Deathwatch, Stormies, Patriots (human auxilaries with preferred enemy: all of them, also infiltrate special rule) for TROOPS

DW assault squad, DW deep striking, DW landspeeder for FAST ATTACK

Orbital strike (i love them woooo), DW devestators, DW Dreadnought, DW Land raider (and variant) for HEAVY SUPPORT

Hope it sounds good

23rd Arcadian Desert Troops ≈ 800 points 1W/1D/2L

I don't need your satisfaction, just your damn money. XD

Mr. Burning wrote:
After consultation with the Blood God I believe it is pronounced as 'Brian'.


DQ:90-S-G+++MB+I+Pw40k(2)04+D++A+/areWD292R+++T(P)DM+ 
   
 
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