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Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

I miss the flying skull things, though they never really performed the way I thought they should. thus:

Flying Skull Things
WS4, BS0, S2, T2, W1, I2, A1, Ld7, Sv -

Any techmarine may purchase 1-5 FSTs at 10 points each.
Each FST forms a unit of 1 model.
FSTs are not worth kill points.
FSTs may never claim objectives.
FSTs are fearless.

Jump infantry - Flying Skull Things fly, they are considered jump infantry.
Worthless in a fight - FSTs may never assault.
Tiny little skull things - FSTs are +1 in any cover save
Eyes of the Emperor - FSTs are linked to the Marine's communication network and provide targeting information. Any marine unit may reroll the scatter dice or reroll one missed shot on enemy units within 6" of a Flying Skull Thing.

 
   
Made in au
Killer Klaivex






Forever alone

They're called Skull Probes in Dawn of War, but they aren't exclusive to the Spase Marinez (hurr), but to all Imperial forces. IIRC, they are used as cameras and communications and stuff, so the special rules seem OK. Why the WS 4 though if they can't assault? Why not make them BS 4 and give them a R12" S3 AP- weapon?
Edit: Considering that they're probes, designed for scouting ahead when the scouts can't, maybe allow their unit to ignore Night Fighting effects? Also make them availible to Techpriests and Inquisitors.

This message was edited 1 time. Last update was at 2008/09/30 04:38:26


People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. 
   
Made in us
Monstrous Master Moulder




Sacramento, CA

They're called servo skulls. In an Inquisition army they can be included in retinues are familiars, improving the Inquisitor's initiative and giving access to more psychic powers. More specific rules about them can be found in the game Inquisitor. They probably show up in Dark Heresy too.

Agitator noster fulminis percussus est 
   
Made in us
Fixture of Dakka






Lancaster PA

I think they are WS 4 to make them harder to hit in assault, since they are buzzing around. Maybe give them I8 and Hit and Run with A0 instead.

I like the idea a lot Kyoto.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
Monstrous Master Moulder




Sacramento, CA

If you don't want them assaulting you can just give them S0.

Agitator noster fulminis percussus est 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Wehrkind wrote:I think they are WS 4 to make them harder to hit in assault, since they are buzzing around. Maybe give them I8 and Hit and Run with A0 instead.

I like the idea a lot Kyoto.


You hit the nail on the head. I wanted them to be a bit harder to hit than usual. I think your idea works though.

And I know they're familiars in the Demon Hunter book but I never liked it, it always seemed a bit forced since the flying babies are the familiars.
As noted in Inquisitor and Dark Heresy they have all sorts of uses from medical to recon, they're basically Imperial drones. So I thought having them as artillery spotters was the most suitable battlefield role.

 
   
Made in us
Bounding Ultramarine Assault Trooper






The servo skulls are supposed to have things like sharp pointy mandible claw things, pen quills, needle probe bits or digi-lasers or something, so they aren't helpless in HtH, they'd just hit worse than a grot! So I think A:1 I:2 S:2 T:2 would be good.

I thought it was cool when Librarians and Chaos Sorcerers could have familures, so you had a reason to have a little flying skull things (and uber creepy evil looking cyber babies with wings) around on the board.

This message was edited 1 time. Last update was at 2008/10/05 04:31:17


You can't fix stupid. 
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

I think they should have a shooting attack of BS2 S2 Assault 1 D6".

Other than that, they are great.

WS 10 would help reflect their combat prowess.

This message was edited 1 time. Last update was at 2008/10/05 04:37:40


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taco online: WoW PvP
ur hax are nubz 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

In our rules we gave 'em a little thing called a Microblaster.

R6" S2 AP- Assault 6

It's an abstraction of thae fact that some have digilasers, some have digi-needlers, some have digi-flamers, some have actual bolt weapons with belt-fed ammunition trains. So rather than picking any particular weapon, this profile represented the amalgamation of lots of different weapon types into a multi-shot but otherwise inoffensive gun.

BYE

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

 
   
Made in au
Stormin' Stompa






YO DAKKA DAKKA!

D6" range. That's cute.
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

thanks?

In Apocalypse you could have a whole army of those things, with their own datasheet of DOOM.

Dakka Articles: Eldar Tactica | In Defence of Starcannons (math) | Ork Takktika Quick Tips
taco online: WoW PvP
ur hax are nubz 
   
Made in us
Thunderhawk Pilot Dropping From Orbit






wait wait wait wait... huh..?

LOL

Like, an HQ servo skull? With a whopping

Ultimate servo skull of doom

WS BS S T I A W SV
4 3 3 3 3 2 2 5+

Mandible blasta
12" (he can also be long range fire support for the skulls, in addition to being their close combat monster)

str 6 ap 5

Man... when the servo boss comes around... look out!

This message was edited 1 time. Last update was at 2008/10/08 13:54:32


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Win 8
Draw1
Loss1

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Made in us
Decrepit Dakkanaut






SoCal, USA!

IIRC, Servo-Skulls count as being armed with a Laspistol.

It would be cool if they were mean, like Phantasm balls...

But really, they're not worth 10 pts unless they actually *do* something. Right now, they're less useful than a Guardsman, much less a Stormtrooper. I'd peg them at 3 or 4 pts, like a Grot.

   
Made in us
Incorporating Wet-Blending





Houston, TX

What if you could choose abilities for them: IE

Artillery Spotter- Advanced archaeo-tech systems allow rapid calculations and more precise information on target coordinates. Allows Blast and Barrage weapons to re-roll scatter dice.

Targeting Lasers- Pinpoints targets marking them with laser signatures that show up in the targeting matrices and reticules of Imperial/SM weaponry. Allows models shooting at the tagged target to re-roll misses.

Medical Servitor- Equipped with stimulants, anesthetics, and emergency med supplies, the servitor can quickly stitch together even badly injured combatants. 5+ FNP

Warning Systems- Gives advanced warnings of incoming attacks and optimal responses. Reroll failed saves.

Abilities would last for one turn, at which time the servitors reserves are exhausted and the servitor is removed.

Detonation systems could also be purchased to use them as suicide bombers. Place a blast marker centered on the servo skull with S6 AP 5 or something (maybe options for anti-armor detonations or larger weaker shrapnel bursts, too). The servo skull is then removed.

-James
 
   
Made in us
Longtime Dakkanaut




I'm a fan of dropping the WS to 3.
Since WS three is the human skill range from recruit to armsman.

There are medical servo-skulls also.
maybe, 5+ poison

Also, why make FNP a variable, like Invulnerable and cover saves.
(example: bionics is essentially a 6+ FNP)
maybe a, 5+ FNP
   
 
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