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![[Post New]](/s/i/i.gif) 2008/03/31 02:46:55
Subject: Re:Create Your Own Apocalypse Datasheet!
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Sneaky Chameleon Skink
Los Angeles
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Something for people that aren't too embarrassed by using Daemonhosts.
Excommunicate Traitoris Strike Force
Cost: 200 points + models
Formation:
1 Ordo Malleus Inquisitor Lord
0-1 Ordo Hereticus Inquisitor Lord
4+ Daemonhosts
Options: An Inquisitor Lord in the formation, having absorbed much raw warp energy, gains +1 strength and +1 toughness. (This increase changes their baseline profile so T4 is used to determine instant death, S4 is used for doubling strength, etc.) An Inquisitor Lord may take a Daemonweapon at +30 points. An Inquisitor Lord may take up to 3 bound lesser daemons (Bloodletters, Daemonettes, etc) in their retinue for the normal cost in Codex: Daemons, with all special rules and abilities. These lesser daemons count as Warrior henchmen. An Inquisitor's retinue may not include Hierophants. All other retinue options remain unchanged.
Strike Force: The Inquisitor Lord or Lords must start the game on the table and within 12" of one another. Daemonhosts may be kept in reserve and deep strike in, although they must attempt to deepstrike within 12" of the DH Inquisitor Lord. If a Daemonhost deepstrikes within 12" of the DH Inquisitor Lord, they ignore deep striking restrictions and may move and assault in the turn they arrive.
The Radical Path: Any unit with special rules Grey Knight or Adepta Sororitas within 18" of any unit in the formation and with Line of Sight must fire upon the Strike Force and attempt to assault, if in range. (Even units on your own side.)
The Master's Tools: Having been declared Excommunicate Traitoris, the Inquisitor cares not for maintaining any appearances about the nature of their work. The wards surrounding the daemonhosts in the formation have been weakened, making them incredibly powerful but even more unstable. Daemonhosts in the formation are considered armed with power weapons and have a toughness of 6. Daemonhosts also roll 2d6 when rolling for their power each turn and may choose whichever outcome they prefer. If a double is rolled, the player controlling the daemonhosts may choose their power. If double 1's or double 6's are rolled, the Daemonhost breaks free, counts as a separate unit from the formation, is always considered to have both the Warp Strength and Time Shift psychic abilities and will always attempt to assault the nearest possible unit, friend or foe. (including the Strike Force) If a Daemonhost ever starts its turn more than 12" away from the DH Inquisitor Lord, it rolls 4D6 for determining its power for that turn, although doubles are ignored unless they are 1's or 6's.
It might make using Daemonhosts and what not pretty damn fun. Figured I'd use codex daemons, even though it is still a few weeks away. Also, I don't know what the standard cost of a daemonweapon is, so that could easily be changed to be more in line with the chaos codex.
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Never attribute to malice which can rightly be explained by stupidity.
Tecate Light: When you want the taste of water but the calories of beer. |
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![[Post New]](/s/i/i.gif) 2008/03/31 08:00:34
Subject: Create Your Own Apocalypse Datasheet!
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Perfect Shot Black Templar Predator Pilot
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@extrenm(54):
Will you let me use this in our next Apocalypse game if I make it 300 points instead of 150?
CK
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This message was edited 1 time. Last update was at 2008/03/31 08:00:44
"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill
Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) |
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![[Post New]](/s/i/i.gif) 2008/03/31 08:48:11
Subject: Create Your Own Apocalypse Datasheet!
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Perfect Shot Black Templar Predator Pilot
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Here's that transport I was talking about:
* * * * *
CARRACK ASSAULT TANK - 350 Points
AV...F...S....R
.......14..14..12
Type: Tank, War Machine
Speed: Agile (Souped-Up Engines)
Structure Points: 2
Weapons:
- Two Sponsons, each with a Heavy Bolter
- Pintle-Mounted Multi-Melta
- Searchlight
- Smoke Launchers
- Power of the Machine Spirit
- Frag Assault Launchers
Transport Capacity: 20
Special: Amphibious
Options: Any option listed in the Black Templars Vehicle Armory.
May take Improved Comms for 20 points. May take Blessed Hull (normally reserved for Land Raider Crusaders)
May upgrade pintle-mounted cupola to a turret-mounted from the following list (replaces Multi-Melta): TL Autocannon (+15pts), TL Lascannon (+25pts), TL Assault Cannon (+50pts).
SPECIAL RULES:
ARMORED PROW:
Similar in design to the Gorgon, the Carrack is a lighter-hulled model designed with a more powerful engine, designed to keep up with rapid-attack groups. As such, the incredible weight of the Gorgon's armored prow was reduced by incorporating thin sheets of adamantium and reactive armor plating in the place of slabs of pure steel. In game terms, this provides the Carrack with a 5+ saving throw against the effects of each hit against it. The hit in question does not necessarily have to glance or penetrate it (for example, Thunder Hammers can shake a vehicle without actually damaging it). The only exception to this rule is Vortex Weaponry (which does not rely on the damaging of physical armor).
In addition, any lance weapon that strikes the front facing of the Carrack must roll for penetration against its unmodified AV14, regardless of whether or not the vehicle has Blessed Hull. Bypassing the sophistocated outer layer of the armored prow only presents several decimeters of solid metal, something that even the subtlety of Eldar weaponry cannot trick into failing or performing unsatisfactorially.
The armored prow also gives the Carrack the Rough Terrain Modification/Dozer Blades upgrade at no additional cost.
* * * * *
So, what do you all think?
CK
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"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill
Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) |
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![[Post New]](/s/i/i.gif) 2008/03/31 23:16:24
Subject: Create Your Own Apocalypse Datasheet!
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Grisly Ghost Ark Driver
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@Corpsman_of_Krieg Its a solid fair vehicle at that points value. Isnt the Gorgon 400? If so then this is a fair version of a lesser gorgon. DId you use the online VDR template for that? Just wondering. I would let you use it in out next APOC game and I would let you field your other datasheet as well.
What do you guys think of this datasheet:
NECRON PHALANX DESTROYER UPLINK- 100 points
Formation: 3+ Monoliths who are already part of a monolith Phalanx.
This upgrade links the weapons systems of all of the monoliths of the phalanx. In the shooting phase, instead of discharging a particle whip, the monoliths may unite their power to fire a concentrated blast.
The player using the Monoliths may nominate any one monolith in the phalanx to be monolith that is charged by the others. In the shooting Phase, this Monolith may shoot a number of strenth D shots equal to the number of monoliths in the phalanx minus one at BS 4. For example if their are five monoliths in the phalanx, four strengh D shots may be fired.
SPECIAL RULES:
DEPLOYMENT: In order for this power to work, all monoliths must be within 18 inches of each other.
POWER OVERLOAD: if all of the strength D shots fired by the monoliths miss on a roll of a 1 then the Monolith that was being charged overloads and explodes. everything withing 3 D6 inches of the Monolith automatically take a Strength 9 ap 2 hit. However, because the explosion os full of gauss energy this explosion has no affect on any Monoliths that are caught in the blast.
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Falcon Punch!
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![[Post New]](/s/i/i.gif) 2008/04/01 00:44:54
Subject: Create Your Own Apocalypse Datasheet!
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Oooh... I like that one.
BYE
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![[Post New]](/s/i/i.gif) 2008/04/05 18:31:55
Subject: Create Your Own Apocalypse Datasheet!
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Perfect Shot Black Templar Predator Pilot
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@extrenm(54):
The VDR gave me a slightly higher points cost, but when I saw that the Gorgon was 430 points, could carry 50 models (which can be from multiple squads), and had 3 structure points, I decided that 360 was a reasonable cost.
I really like the phalanx destroyer uplink. Would those shots be blasts, or just a strength D shot? If they were firing a bunch of Str D blasts, even at 24" your opponent would auto-lose.
It'd be cool to add some sort of force-feedback to the supporting Monoliths should the focus-Monolith explode. Maybe a glancing hit for each of them or something. It's still really cool.
CK
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"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill
Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) |
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![[Post New]](/s/i/i.gif) 2008/04/05 20:31:57
Subject: Create Your Own Apocalypse Datasheet!
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Mekboy Hammerin' Somethin'
Spreading the word of the Turtle Pie
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Stormboy Assult Skwadren - 100 + Models
Formation:
1 Stormboy Warboss (see below)
3+ Stormboy mobs
Options:
Warboss must take a SUPA ROKKIT PACK for 20pts. The SUPA ROKKIT PACK is a normal rokkit pack, except if alone the warboss my use the fleet rule. However, if he rolls a 1 he takes a wound, with no saves allowed and makes no extra movement.
Special Rules:
Supa Charged:
In the assault phase every model in the the formation must make an extra 6" move, if not in engaged in close combat. Roll a dice for each model that does so. On a 1 that model takes a wound with no saves allowed as his pack malfuctions.
So what do ya think?
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This message was edited 2 times. Last update was at 2008/04/05 20:33:59
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![[Post New]](/s/i/i.gif) 2008/04/05 20:42:09
Subject: Re:Create Your Own Apocalypse Datasheet!
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Crazed Witch Elf
Albuquerque, NM
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It would be very impressive on the table until you decided to assault someone. I think with that special rule you'll be pulling a good chunk of those guys off the table.
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Imperial Guard
40k - 6-12-0
City Fight - 0-0-0
Planetstrike - 0-0-1
Apocolypse - 4-2-1 |
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![[Post New]](/s/i/i.gif) 2008/04/05 23:04:39
Subject: Create Your Own Apocalypse Datasheet!
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Dominating Dominatrix
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you don't get it X. it's not about the rules, it about the modeling possibilities
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![[Post New]](/s/i/i.gif) 2008/04/09 19:04:29
Subject: Re:Create Your Own Apocalypse Datasheet!
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Grisly Ghost Ark Driver
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Dreadnaught of Khorne Points: 230
UNIT: 1 Dreadnaught of Khorne
WS 5
BS 3
S 10
FRONT 13
SIDE 13
REAR 10
I 5
A 5
TYPE: Walker
Weapons and Equipment:
-Mark of Khorne(bonus included in profile)
-two dreadnaught close combat weapons
-Demonic possesion
-Furious Charge
-fleet of foot
SPECIAL RULES:
Blood rage: The dreadnaught of Khorne is berzerker of khorne who has been mangled beyond repair and placed in a dreadnaught body. Now, there is no bodily weakness to hinder his undying rage. Because of this, his rage empowers his new mechanical body. any rolls to hit of a six result grant one extra attack to the dreadnaught of khorne. This may continue as long as sixes are rolled
Protection of the blood God: The dreadnaught of Khonre even in his mechanical body is still devoted to Khonre, and not even death has stopped him from continuing to slaighter in the blood god's name. Because of this, Khorne is pleased by their dedication and an aura of his power surrounds the Dreadnaught. The dreadnaught of Khorne has a 5+ saving throw against all damage effects.
Bloodlust Even in his mechanical body this servants of Khorne's lust for blood has not diminished and it charges into battle in a mad dash of fury. when rolling for fleet of foot, roll 2d6 and pick the highest
What do you guys think? Too cheap? too expensive? Bad good? I am open to any input.
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This message was edited 2 times. Last update was at 2008/04/10 05:17:50
Falcon Punch!
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![[Post New]](/s/i/i.gif) 2008/04/10 15:13:17
Subject: Create Your Own Apocalypse Datasheet!
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Perfect Shot Black Templar Predator Pilot
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Does it have any guns? Doesn't have to be big (or anything, really), just something to remind your opponent that it is on the field. Maybe a pair of Twin-Linked Bolters that can be upgraded to Combi-Weapons for 10 points each.
It would help him when he charged Terminators to be able to hit them with a pair of Heavy Flamethrower templates, a pair of Meltagun shots, or a pair of double-tap Plasma Shots.
Just an idea.
CK
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"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill
Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) |
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![[Post New]](/s/i/i.gif) 2008/04/11 14:20:29
Subject: Re:Create Your Own Apocalypse Datasheet!
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Imperial Recruit in Training
London
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Krourk Ogryn Auxillia 25 + Models
Formation:
1 Command Squad led by a Junior Officer
0-5 Independant Commissars (Must be attached to the Ogryns Sqauds)
2+ Ogryn Squads
Options: All Krouk Ogryn Auxilia carry two melee weapons. One Ogryn per squad maybe upgraded to a bonehead for 10pts, and may carry an eviserator for 15pts. One Ogryn per squad may carry a heavy flamer for 10pts.
Special Rules:
Strike Force: Blah blah blah
Get Stuck In: Whether or not the Auxillia's commander orders it, Ogryn squads often bully their way towards their enemy in thier enthusiasm for battle. The entire Auxillia has the Scout universal special rule.
Warpath: The entire formation gain the Fleet and Furious Charge universial special rule.
"Unleash the Krourk? I might as well order Exterminatus!" - Captain Hobart-Gibbling, Pyran Dragoons
What do you think?
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"It is a shame we can die but once to serve the Emperor."
Imperial Guard - 5000pts
Space Wolves- 1500pts |
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![[Post New]](/s/i/i.gif) 2008/04/16 13:23:24
Subject: Create Your Own Apocalypse Datasheet!
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Calculating Commissar
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I love it :-D
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The supply does not get to make the demands. |
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![[Post New]](/s/i/i.gif) 2008/04/18 18:14:05
Subject: Create Your Own Apocalypse Datasheet!
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Storm Trooper with Maglight
Milwaukee, WI
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Penal Auxillary:
1 Company Command Squad (as per codex)
0-2 Heavy Weapon Teams
2-5 Conscript Platoons
0-5 Independent Commissars
0-5 Independent Priests
Not sure on points for the unit itself.
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18th Gamtilla Secundus Dragoon Guards Regiment: “The Lord Governor’s Own” |
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![[Post New]](/s/i/i.gif) 2009/11/08 14:38:33
Subject: Re:Create Your Own Apocalypse Datasheet!
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Adolescent Youth on Ultramar
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hi guys
have been working on my own 'improved' thunderhawk, and have come up with some starter rules, and some comments would be greatly appreciated
Unit: Thunderhawk "Annhilator" Pattern Gunship + Master of the Forge
Points: 1500
Background: Personal gunship of the Ultramarine Master of the Forge, who decided to bring a new meaning to the word 'gunship"
Weapons: Hull-mounted thunderhawk cannon OR Turbo laser destructor (+20 pts), six hellfire missiles OR six bomb pylons, two hull mounted lascannons, four sponson mounted twin linked heavy bolters (so far this is the normal armament) and three thunderfire cannons (1 on each wing, 3rd on hull)
Special rules:
Hover mode and cerimite shielding (normal)
Thunderfire barrage: Range 72" STR 6 AP 5 SPECIAL Apocalypse Barrage (2 per Thunderfire Cannon). The thunderfire barrage can be aimed at a seperate unit than the other weapons as it counts as a bonus weapon
All power to afterburnerers: The amount of power required to fire all of the thunderhawks weaponry is immense, so it requires extremely powerful reactors kept in a state of barely controlled overload. Because of the the power that it is capable of outputting, instead of firing the primary weapon and smaller weapons (excluding the thunderfire barrage), the gunship can move further (to be decided as i dont know how far it moves normally!!!!) and still fire its barrage at the end of the move. However, this manovre can only be performed every other turn.
Reduced passengers: As there is more ammo and bigger reactors, the thunderhawk can only carry 15 men instead of 30
Blessing of the Forge: The Thunderhawk gains an extra Structure point from the presence of the master of the forge (Total 4)
Fury of the Forge: The Master of the Forge has spent countless hours modifying his gunship. Should it be destroyed, the master of the forge placed 2 D6 towards the nearest friendly super heavy (if none then nearest tank) and must take charge of it and use it to destroy the ones responsible for his gunship
Sorry its quite long, thats all for now
cardmister
Automatically Appended Next Post: hi guys
have been working on my own 'improved' thunderhawk, and have come up with some starter rules, and some comments would be greatly appreciated
Unit: Thunderhawk "Annhilator" Pattern Gunship + Master of the Forge
Points: 1500
Background: Personal gunship of the Ultramarine Master of the Forge, who decided to bring a new meaning to the word 'gunship"
Weapons: Hull-mounted thunderhawk cannon OR Turbo laser destructor (+20 pts), six hellfire missiles OR six bomb pylons, two hull mounted lascannons, four sponson mounted twin linked heavy bolters (so far this is the normal armament) and three thunderfire cannons (1 on each wing, 3rd on hull)
Special rules:
Hover mode and cerimite shielding (normal)
Thunderfire barrage: Range 72" STR 6 AP 5 SPECIAL Apocalypse Barrage (2 per Thunderfire Cannon). The thunderfire barrage can be aimed at a seperate unit than the other weapons as it counts as a bonus weapon
All power to afterburnerers: The amount of power required to fire all of the thunderhawks weaponry is immense, so it requires extremely powerful reactors kept in a state of barely controlled overload. Because of the the power that it is capable of outputting, instead of firing the primary weapon and smaller weapons (excluding the thunderfire barrage), the gunship can move further (to be decided as i dont know how far it moves normally!!!!) and still fire its barrage at the end of the move. However, this manovre can only be performed every other turn.
Reduced passengers: As there is more ammo and bigger reactors, the thunderhawk can only carry 15 men instead of 30
Blessing of the Forge: The Thunderhawk gains an extra Structure point from the presence of the master of the forge (Total 4)
Fury of the Forge: The Master of the Forge has spent countless hours modifying his gunship. Should it be destroyed, the master of the forge placed 2 D6 towards the nearest friendly super heavy (if none then nearest tank) and must take charge of it and use it to destroy the ones responsible for his gunship
Sorry its quite long, thats all for now
cardmister
Automatically Appended Next Post: sorry that i sent 2 posts just ignore the second
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This message was edited 2 times. Last update was at 2009/11/08 14:40:09
95% of teens would go into a panic attack if the jonas brothers were about to jump off the empire state building copy and paste this if you are the 5% who would pull up a lawn chair grab some popcorn and yell DO A BACKFLIP!!!!!!
Ultramarines: Some call them stupid smurfs, but eight of mine faced down a 'nid army and won, so not so stupid after all!!!
When you are cursing green stuff at the top of your voice and stabbing your models with a hobby knife, you know that you are trying too hard...
Only losers call it cheating.
Winners call it effective use of unconventional tactics.
Scratch building Thunderhawk 'Annhilator' Patter Gunship |
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![[Post New]](/s/i/i.gif) 2009/11/08 14:57:14
Subject: Re:Create Your Own Apocalypse Datasheet!
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Lord of the Fleet
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Necron Super-Scarab
Points: 2500
Super-Heavy Walker
4 Structure Points
Phase Shield
WS2 BS4 S10
Armour: Front 14 Side 14 Rear 14
Weapons
Hull mounted Gauss Accelerator Cannon with 180 degree arc
Super-Flux-Arc
Turret mounted Heavy Particle Whip
4 Sponson mounted Twin-linked Gauss Blasters
Gauss Accelerator Cannon
Dispersed Range 120" S10 Ap1 Ordinance 1 10" Blast
Focused Range 72" SD Ap1 Ordinance 1 7" Blast, Destroyer
Pinpoint Range 60 SV Ap- Heavy 1 5" Blast, Vortex
Super Flux-Arc: S6 Ap4 *
*Causes 2D6 hits on every enemy unit within 18"
Heavy Particle Whip
Range 36" S9 Ap2 Ordinance D3 5" Blast
Phase Shield: 4+ cover save against all damage results.
Special Rules
Production Line: The Super-Scarab is not only a war-machine, it is also produces Necrons at an astounding rate. At the start of every turn, roll 2D6 and consult the chart:
2: Nothing
3-4: 3D6 Scarabs
5-6: 3D6 Warriors
7: D6+4 Immortals
8: D6+4 Pariahs (this does not count towards their 0-1 limit)
9: D6+4 Flayed Ones
10: D6 Destroyers or Heave Destoyers
11: Lord with up to 100pts of wargear
12: Choose result
New units are placed within 6" anywhere of the Super-Scarab. If you choose not to roll, then you may add +1 to the roll next turn.
Repair Scarabs: Every Necron unit with a model within 12" counts as being affected with a Resurrection Orb. Lords also have the Phycaletry upgrade
Automatically Appended Next Post:
@ricardo 503: The Thunderhawk's rule of "moving further at the expense of shooting" is useless as flyers MUST move at least 36". If they can move an unlimited distance then more moving is kinda useless.
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This message was edited 2 times. Last update was at 2009/11/08 20:02:39
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![[Post New]](/s/i/i.gif) 2009/11/09 14:08:31
Subject: Create Your Own Apocalypse Datasheet!
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Adolescent Youth on Ultramar
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Valkyrie, thanks for that as i said i dont have any rule books etc about super heavy flyers so thanks, i'll edit that bit out of my draft
cheers
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95% of teens would go into a panic attack if the jonas brothers were about to jump off the empire state building copy and paste this if you are the 5% who would pull up a lawn chair grab some popcorn and yell DO A BACKFLIP!!!!!!
Ultramarines: Some call them stupid smurfs, but eight of mine faced down a 'nid army and won, so not so stupid after all!!!
When you are cursing green stuff at the top of your voice and stabbing your models with a hobby knife, you know that you are trying too hard...
Only losers call it cheating.
Winners call it effective use of unconventional tactics.
Scratch building Thunderhawk 'Annhilator' Patter Gunship |
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![[Post New]](/s/i/i.gif) 2009/11/16 04:39:41
Subject: Re:Create Your Own Apocalypse Datasheet!
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Major
Middle Earth
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For those who remember epic 40k
Kinght Titan Battle Squad Pts: 250+models
Formation:
One Knihgt Baron and 2 Knihgt Paladins
Special rules:
Close Ground Support: Knight Titans and regular titans behave similar to regular infantry and tanks on a battlefield. As such knghts quite often follow titans and protect them from threats unworthy of a Princeps' attention. A knight squad may elect to follow a regular titan around. when they do this they must remain within 18" of the titan at all times. If they do this whenever any enemy units come within 12" of their titan, they may take a free shot at the unit at the beginning of thier turn and are then free to act as normal. In addition they must assault this enemy unit if possible.
And now the rules
Knight Paladin Pts: 400
Unit: 1 Knight Paladin
Type: Super Heay Walker
WS BS S FA SA RA I A
4 4 10 14 13 11 4 3
Structure Points: 3
Void Shields: 1
Weapons: Close Combat Weapon and one wespon chosen from below
Plasma Blastgun
Volcao Cannon
Vulcan Mega Bolter
Special Rules:
Agile: See warhound titan entry (Apoc Rule book pg 125)
Knight Baron Pts: 500
Unit: 1 Knight Baron
Type: Super Heay Walker
WS BS S FA SA RA I A
4 4 10 14 13 11 4 3
Structure Points: 3
Void Shields: 2
Weapons: Close Combat Weapon, shoulder mounted Steel Rain Missile Pods, and one weapon chosen from below
Plasma Blastgun
Volcao Cannon
Vulcan Mega Bolter
Options:
May replace close combat weapon and arm weapon with a Crusader pattern Vibration Sword +50 pts
Special Rules:
Agile: See warhound titan entry (Apoc Rule book pg 125)
Steel Rain Missile Pods: These large shoulder missile pods are used to supress large amounts of infantry at once by firing a storm of HE missiles.
Weapon Range STR AP Special
Steel Rain Pods 60" 6 4 Ordanance D6
Crudade Pattern Vibration Sword: This sword was designed to allow knight commanders to easily destroy enemy vehicles. A small motor in the blade vibrates the blade ever so slightly, making a mockery of the thickest armour and causing horrific internal damage. A Knight Baron with a CVS rolls 2D6 for armour penetration and adds +1 to the damage tables for vehicles and super heavies. However a CVS requires both hands a a Knight with one cannot take an arm mounted weapon.
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We're watching you... scum. |
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![[Post New]](/s/i/i.gif) 2009/11/17 01:16:01
Subject: Re:Create Your Own Apocalypse Datasheet!
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Horrific Howling Banshee
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Night Wing Squadron
200+ models
5+ NightWing Intercepters (One must be designated as Command)
Special Rules
Coordinated strike- This Formation counts as one unit for rolling for reserves.
"Clear the Skies"- All weapons count as twin-linked when shooting at other aircraft.
"Cant Hit ME"- Eldar Titan Holo-fields block shots on a 2+ instead of 4+
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Quoted from "The Defenestrator":
"Yes, I don't buy into the goody goody image the Tau PR machine has churned out . They're all dirty cold-blooded space-communists if you ask me! Besides, their shiny, selfless "we love everyone for the Greater Good" vibe is so unfitting for the "lulz we're all badass jerks" future of 40k. GW needs to play up their cold, calculating, "join us or die, and probably still die anyway" Borg-y style. That's just me of course."
Altanis wrote Vindicare. Hes like Santa he watches when your sleeping. He knows when your awake. I doesn't matter if youve been bad or good because the inquisition put a hit out on you and a shield breaker round is gonna go through your head when your eating your weaties.
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![[Post New]](/s/i/i.gif) 2010/01/03 00:22:06
Subject: Re:Create Your Own Apocalypse Datasheet!
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Flashy Flashgitz
Kintnersville/Philadelphia, PA
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I found an old M1A1 model that I never built last night, and decided to make an Apocalypse Ork tank out of it, but I didn't want to go with a typical Skullhamma, so I came up with my own unit.
Big Mek WarpSmasha
Points: 550
Super-Heavy Fast Tank
BS: 2
AV: Front - 13
Sides - 13
Back - 11
Structure Points: 3
Weapons and Equipment:
- Turret Mounted Mega Shokk Kannon
- Co-Axial Kannon, Lobba, or Zzap gun
- Two twin-linked Big Shootas
- One twin-linked Kustom Mega Blasta
- One Mega Force Field
Transport: The WarpSmasha can transport up to 20 models.
Access/Fire Points: For the purpose of transported models only, the WarpSmasha counts as open topped.
Options: The WarpSmasha may replace any TL Big Shootas with TL Rokkits for no additional cost. It can also be equipped with up to 3 Supa-Rokkits for +15 points each.
Special Rules:
Mega Shokk Kannon!
Strength X, AP 2
Ordinance 1, 7" blast, Primary Weapon, range 72"
A supersized version of the Shokk Attack Gun, the Mega Shokk Kannon is an utterly lethal addition to any Ork arsenal, and perhaps one of the most powerful weapons ever created by any Big Mek. When firing the Mega Shokk Kannon, roll 3D6 and then subtract 3 from the final result (unless a triple is rolled); the final number is the Strength of the Mega Shokk Kannon this round. If the final number rolled is above 10, it is automatically counted as a Destroyer. If a triple is rolled, consult the chart below.
Triple 1 - Lost to da Warp: Something has gone horrifically wrong with the firing process, and a tear in the Warp opens up, sucking the tank as well as anything surrounding it (if it is unlucky enough) into the abyss. The WarpSmasha and any models within 6" are instantly removed from the table, with no saves of any kind allowed. Gargantuan creatures within 6" lose D6 wounds, and Super-heavy vehicles within 6" lose D3 Structure points automatically.
Triple 2 - It's gone 'Aywire!: A ripple in the Warp sends a massive amount of feedback through the tank's systems, frying them completely. No more shots may be taken by the vehicle or any embarked models this turn; additionally, in the next turn, the WarpSmasha is automatically relegated to Damage Control (it may do nothing during the player's next turn.) Embarked models are free to disembark or shoot as normal in the next turn.
Triple 3 - Whipped about!: The turret of the tank spins wildly out of control as the gun fires sporadically. The player's opponent gets to choose the target of the Mega Shokk Kannon (before scatter). Note that this can apply to any unit on the table in range, including models in the same army/allies of the WarpSmasha. Resolve the shot as Strength 7. Roll for scatter as normal.
Triple 4 - Fzzorp!: The Mega Shokk Kannon accidentally launches any transported models into the heart of the enemy. Place the transported models into base contact, as if they had initiated an assault with the target. If there are no models being transported, resolve the shot as normal with a Strength of 8.
Triple 5 - Fwoosh!: The kannon bucks the entire tank as the gunner presses down too excitedly on the firing button. The Mega Shokk Kannon is treated as having the following profile: Ordinance 4, Strength 8, 10" Blast. Roll for scatter as normal.
Triple 6 - Da Great Devourer! : A hole in the warp opens up, revealing a hideous, multi-mouthed monstrosity that begins tearing apart anything it sees. Treat any models hit as being affected by a Vortex Grenade, but with a 10" blast - no saves are allowed at all, and any standard models are instantly removed from play. Gargantuan creatures lose D6 wounds, and Super-heavy vehicles lose D3 Structure points automatically.
Mega Force Field: This is similar to a Kustom Force Field, but on a much larger scale. Any units within 18" may take a 5+ cover save; any within 12" may take a 4+ cover save; and any units 6" or closer may take a 3+ cover save. Note that this has no effect on assaults.
Keep Da Ol' Girl Runnin': During the opponent's shooting phase, but before any shots have been fired, the WarpSmasha's player may choose to have the Mega Force Field count as 1 Power Field instead of a Mega Force Field. If the Power Field is dropped, however, the Mega Force Field has fried and cannot be used for the rest of the game.
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This message was edited 3 times. Last update was at 2010/04/20 19:05:51
Ouze on GW: "I'd like to be like, hey baby, you're a freak but you just got too much crazy going on, and I don't hook up with bunny boilers. But then Necrons are going to come out, and I'm going to be like damn girl, and then next thing you know, it's angry sex time again.
It's complicated."
Da Goldtoof Marauders - 2000 pts, The Sacred Host of Kai'Xili (Lizardmen) - 500 pts
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![[Post New]](/s/i/i.gif) 2010/01/03 18:26:03
Subject: Re:Create Your Own Apocalypse Datasheet!
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Space Marine Scout with Sniper Rifle
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Here is one i was thinking about basing my guard army list.
Imperial Guard mecinised company points: 200p+models
1 company command squad ( or colonel "snake" Stransky)
2+ infantry platoons consisting of 1 platoon command squad and 2-5 units of guardsmen
0-3 squadrons of Hellhounds, devil dogs or bane wolfs. it is okay to mix in each squad
all squads must have a chimera as a designated transport
special rules: flank march,blind barrage
assult troops: if you disembarkof a chimera you may assult.
command venicle: all command squad chimeras are command venicles
wat do you think
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![[Post New]](/s/i/i.gif) 2010/01/03 19:05:35
Subject: Re:Create Your Own Apocalypse Datasheet!
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Sybarite Swinging an Agonizer
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I made one a while back, based on a massively converted CSM Rhino, dedicated to Nurgle.
Nurgle Septic Vessel
Points: 75
Description: When a Chaos God blesses a vehicle for use by a squad of his servants, sometimes the transformation is significant. A Septic Vessel is a vehicle so heavily blessed by Nurgle that its diseased hull has developed the ability to grow various limbs and other bladed appendages. While the Septic Vessel is able to transport Nurgle’s finest like any other Rhino, entering the insides of a living vehicle can be a dangerous feat- as many Plague Marines have found when a Septic Vessel’s daemonic consciousness seals the exits until it pleases.
Type: Transport, Tank
Fire Points: 0 (The top hatch is sealed)
Access Points: 1 (The side doors have mutated to an extent that they resemble gaping maws, rather than doors. Nurgle units tend to think twice about using them. The rear door is the only access point.
Transport: A Septic Vessel may be taken as a dedicated transport for any Chaos Space Marine unit bearing the Mark of Nurgle. It may not transport models in Terminator armour or Daemons.
Statline:
WS: D6-1
BS:3
I: 2
A: 2
Front: 11
Side: 11
Rear: 10
Weapons:
- Twin-linked bolter
- Smoke Launcher
- Septic Blades
- May take Dozer Blade for +5 points.
- May take Extra Armour for +10 points.
- The Daemonic vehicle is unstable, and consequently its BS is reduced to 3.
- May take a Havoc Launcher for +10 points.
Special Rules:
Septic Blades: A Septic Vessel is covered in chitinous limbs, many of which are tipped with lethal blades, oozing with the poisons of Grandfather Nurgle. These blades allow a Septic Vessel to assault in the same manner as a Walker. To use Septic Blades, follow these rules:
- A Septic Vessel is a wild and crazed opponent- to represent this, roll a D6 and subtract 1 from the result. This is the WS of the Septic Vessel this turn. If the result would equal less than WS1, the Septic Vessel does not make any assault attacks this turn.
- As is the way with Nurgle, the blades of the Septic Vessel are treated as Poisoned Weapons, so they always wound on a D6 roll of 4+, regardless of the opponent’s Toughness. Normal armour saves are allowed. Vehicles hit by Septic Blades take an automatic Glancing Hit (poison does not affect vehicles, so Septic Blades can never cause Penetrating Hits).
Note: Because a Septic Vessel is treated as an assault-capable unit, it can NOT use the Tank Shock rule. Base contact with enemy models will be treated as an assault instead. Also, hits against a Septic Vessel in an assault are resolved as normal against the Rear armour, NOT the front armour like walkers.
Prisoner of Nurgle: A Septic Vessel, like any other vehicle affiliated with a Chaos God can only carry troops bearing the same mark (in this case, Nurgle). However, even Nurgle’s finest Plague Marines are not safe inside the weeping interior of a Septic Vessel, and on occasion the vehicle will attempt to imprison, or worse, kill the passengers. To represent this, the following rules apply:
- Models wishing to disembark from a Septic Vessel must roll a D6 (one for the squad).
1: The Septic Vessel strangles, impales or otherwise kills one squad member, chosen by the Chaos player. No saves of any kind are allowed (not even Invulnerable ones), as the model is eaten alive by the daemon controlling the vehicle. The surviving squad members may disembark as normal (understandably in quite a hurry!)
2-3: The Septic Vessel refuses to open its exit ramp. The squad may not disembark this turn.
4-6: The God of Decay smiles upon his favoured brethren, and the daemon allows the squad to disembark as normal, with the addition of granting the squad a 4+ cover save during your opponent's next Shooting Phase (as the squad are obscured in a foul miasma of disease). Not that this does NOT obscure the vehicle itself.
Pus Explosion: When a Septic Vessel is destroyed, it sprays a corrosive mix of bile, acid and pus all over the battle field. When a Septic Vessel is destroyed, roll a D6. All models (friend or foe) within this radius suffer a single Strength 4 hit with no AP value. Normal armour saves are permitted. Models with the Mark of Nurgle are unaffected (they enjoy it!), as are vehicles. Any unit (friend or foe) that suffers a casualty from this explosion must take an unmodified Morale check (except models which automatically pass these checks). If the test is failed, the barrage of virulent pus is too much to stomach and the unit falls back as normal.
I also did an Immolator datasheet for WH, which involved removing the troop carrying ability and replacing it with sponson Heavy Flamers/Bolters.
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This message was edited 3 times. Last update was at 2010/01/03 19:10:33
Blood Angels 2nd/5th Company (5,400+)
The Wraithkind (4,100+) |
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![[Post New]](/s/i/i.gif) 2010/01/03 20:17:18
Subject: Re:Create Your Own Apocalypse Datasheet!
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Lord of the Fleet
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Gathering of Khorne
At times when the Unholy Signs of Khorne are at their strongest, the Blood God will descend from his throne of skulls and physically rip open a tear between the Realm of Chaos and the material world. Daemons flock around the tear, clawing their way into the battlefield. Daemons too large for even a Warp Rift take any chance to cross this gap, although even an infestation of this magnitude can only maintain one of these beasts, which the Ordo Malleus codenamed "Titanic Daemons”. The Titanic Daemon acts as the beacon for various swarms of Bloodletters, Bezerkers and Bloodthirsters who emerge from the tear in the Warp. The effects on the concerned world are usually grim: within hours of emerging, a Titanic Daemon will have consumed many hundreds of thousands of civilians.
From current data, it seems that the only way to stop the swarm is to destroy the Titanic Daemon, for it not only acts as a beacon for the swarm, it is also the anchor which holds the Warp Tear apart: once the Titanic Daemon is vanquished, the Daemons remaining on the planet suffer greatly by the lack of their link to the Warp.
Points: 2500
Composition
1 Titanic Daemon
Skulltaker or Kharn the Betrayer
12 Units from the following list. These may be in any combination with any unit upgrades.
0-2 Bloodthirsters
Khorne Bezerkers
Bloodletters
Bloodcrushers
Flesh Hounds
0-5 Soul Grinders
Titanic Daemon
Type: Gargantuan Creature
WS10 BS4 S10 T9 W9 I4 A10 Ld- Sv3++
Fearless.
Blessing of the Blood God (2++ save vs Psychic attacks)
Blood Strike (Range 24” S7 Ap2 Heavy 2D6)
Special Rules
Deployment: Only the Titanic Daemon is deployed at the beginning of the game. All other units are placed automatically at the subsequent movement phases. All units deploy by Deep Strike within 8” of the Titanic Daemon. If there is not enough room to deploy the unit they do not suffer a Mishap, they are simply not placed this turn.
Ultimate Embodiment of Pure Hatred: All units in the formation have the Preferred Enemy and Rage Special Rules.
The Tear is Weakened!: If the Titanic Daemon is killed, the Warp link is severely damaged to the point where it cannot support the huge number of Daemons assaulting the world. All Khorne aligned units on the field suffer D6 automatic wounds with no saves of any kind allowed. Any Soul Grinder suffers a Glancing Hit.
Any thoughts on this formation?
Valk
Edit: Forgot the Flesh Hounds!
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This message was edited 1 time. Last update was at 2010/01/03 21:03:48
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![[Post New]](/s/i/i.gif) 2010/01/03 20:31:09
Subject: Re:Create Your Own Apocalypse Datasheet!
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Mutilatin' Mad Dok
Out in the country in Denmark. Zealand
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im currently working on an ork great gargant and made some rules for it:
Gutrippa Great Gargant
points: 2000
super-heavy walker
WS: 5 BS: 2 S: 10 I: 4 A: 3
front: 14 side: 13 rear: 12
SP: 12
force fields (just like the titans): 6
wargear:
-titan close combat weapon
-lifta droppa
-gaze of mork
-belly cannon
-mega gatler
-deth cannon
-2 boomguns
-6 twin-linked big shootas
-gun deck
-ack-ack gun
-improved zzap gun
special rules:
-da biggest one
Gaze of Mork: one of the gargants eyes have been modyfided so it can blast the hell out of the foe with the power from mork. it has the following profile:
rng.. s. ap type
24" 2d6 2 heavy D6, blast
Belly Cannon: mounted in the belly, it fires uge shells that gives a big boom! but mega nobz and other tin-can gitz could survive the shots. has the following profile:
rng. s ap type
60" 10 3 ordnance 1, 10" blast
Mega Gatler: this gatler is ALOT bigger than the original supa gatlers and have even more ammo! it counts both as a supashoota and super gatler, but with +2 s and -1 ap.
Gun Deck: those orks lucky enought to get in these decks gets acess to some of the clans best weapons that orks can carry. has the following profile:
rng s ap type
54" 5. 3 heavy 5D6
Improved Zzap Gun: this zzap gun was made for shooting down those pesky fliers down. has the following profile:
rng.. s. ap type
96" 2D6 2 ordnance 1, AA mount
da Biggest One: the gargant is so big, it inspires orks from a long distance.
ork units within 30" is fearless. furthermore, all orks loses furious charge and gets +1 s, i and a.
what should be changed/added/removed?
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![[Post New]](/s/i/i.gif) 2010/01/07 21:15:57
Subject: Re:Create Your Own Apocalypse Datasheet!
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Purposeful Hammerhead Pilot
pelvic thrusting in awkward moments
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Tau air caste, battleship ‘aurora’
Description: when the tau took over an ancient relic world, they discovered blueprints for a battle ship, the blueprints themselves dates back to the early 2nd millennium, the tau used this as a chance to make the greatest air ship ever created. They gave this project the name: aurora. The aurora was to be the shining light of the greater good, the enlightenment against ignorant civilisations, and was going to be used to reforge the stars themselves.
Bs 5
Armor value
Front 14
Side 13
Rear 14
Weapons:
24 burst cannon which can be replaced by twin-linked missile pods
6 twin-linked railgun on a 360 axis
Experimental ‘phoenix’ blaster str 10 ap 1
Description: this gun was created to allow the creation of new stars by destroying the old stars that have nearly burnt out, the stars give off particles which in time create stars, this gun just speeds up the process. The name came from a mythical creature that has been known to rise from the as
Special rules
role a D6 when firing the ‘phoenix’ blaster
1-3 supernova malfunction: the ‘phoenix’ blaster malfunctions and cannot be used for a turn.
4-5 a star is born: the ‘phoenix’ blaster creates a miniature red star, place an apocalypse blast marker any where in front of the battleship, all models under the blast maker get disintegrated (no saves, but you get invulnerable saves) replace the area with a crater of equal size this area counts as dangerous terrain due to the radiation left by that sun. (Because the sun only appears for a split second but the radiation lasts for decades)
6 the ‘phoenix’ blaster creates a neutron star, place a small blast marker, on the board, every turn all models on the board must roll 2D6 and must move that many inch’s towards the blast marker, any model that touch’s the blast marker is destroyed, however, the battleship is unaffected due to its gravity anchors, any model under the aurora when its using its gravity anchors gets destroyed due to crushing.
All cannons fire!: the commander of the aurora can choose to fire all the main guns at a single target roll a D6
1-2 there’s not enough power cap’n: all railguns cannot fire for the remainder of the turn
3-4 the shields are down!: roll for armor penetration as normal but the opponent cant use any kind of shielding for the attacks or the remainder of the game.
5-6 IMA FIRRIN MEH LAAAZZZZZZZ0000000RRRRR!!!!: the unit this ability is aimed at gets destroyed with a reactor overload result on the vehicle destroyed chart if it’s a vehicle that got targeted.
I actually put a lot of thought into this so please leave some good comments about this
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Grey Templar wrote:
The real reason Obi-wan said there was a "disturbance in the force" was that was the very moment Shas'o vera was born. it was so awsome and terrible it could be felt through time and across the dimensions.
"Millions of voices cried out in Terror, and were suddenly silenced" |
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![[Post New]](/s/i/i.gif) 2010/01/07 23:36:45
Subject: Re:Create Your Own Apocalypse Datasheet!
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Malicious Mandrake
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Ghosts in the Machine
100 points + models
6+ Wraithlords
1-3 Farseers
Rip in the Webway:
All units in this datasheet may deepstrike if they wish
Shadowed Sun
The combined warp presence of these beings is so great, that time and space itself becomes bent to their will.
All models in the datasheet may reroll all sweeping advance, deepstrike, and fall back rolls. In addition, at the beginning of the controlling player's turn, that player may declare whether or not the nightfighting rules are in effect.
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Nids - 1500 Points - 1000 Points In progress
TheLinguist wrote:bella lin wrote:hello friends,
I'm a new comer here.I'm bella. nice to meet you and join you.
But are you a heretic? |
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![[Post New]](/s/i/i.gif) 2010/01/08 22:03:02
Subject: Re:Create Your Own Apocalypse Datasheet!
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Lord of the Fleet
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shas'o vera wrote:Tau air caste, battleship ‘aurora’
Description: when the tau took over an ancient relic world, they discovered blueprints for a battle ship, the blueprints themselves dates back to the early 2nd millennium, the tau used this as a chance to make the greatest air ship ever created. They gave this project the name: aurora. The aurora was to be the shining light of the greater good, the enlightenment against ignorant civilisations, and was going to be used to reforge the stars themselves.
Bs 5
Armor value
Front 14
Side 13
Rear 14
Weapons:
24 burst cannon which can be replaced by twin-linked missile pods
6 twin-linked railgun on a 360 axis
Experimental ‘phoenix’ blaster str 10 ap 1
Description: this gun was created to allow the creation of new stars by destroying the old stars that have nearly burnt out, the stars give off particles which in time create stars, this gun just speeds up the process. The name came from a mythical creature that has been known to rise from the as
Special rules
role a D6 when firing the ‘phoenix’ blaster
1-3 supernova malfunction: the ‘phoenix’ blaster malfunctions and cannot be used for a turn.
4-5 a star is born: the ‘phoenix’ blaster creates a miniature red star, place an apocalypse blast marker any where in front of the battleship, all models under the blast maker get disintegrated (no saves, but you get invulnerable saves) replace the area with a crater of equal size this area counts as dangerous terrain due to the radiation left by that sun. (Because the sun only appears for a split second but the radiation lasts for decades)
6 the ‘phoenix’ blaster creates a neutron star, place a small blast marker, on the board, every turn all models on the board must roll 2D6 and must move that many inch’s towards the blast marker, any model that touch’s the blast marker is destroyed, however, the battleship is unaffected due to its gravity anchors, any model under the aurora when its using its gravity anchors gets destroyed due to crushing.
All cannons fire!: the commander of the aurora can choose to fire all the main guns at a single target roll a D6
1-2 there’s not enough power cap’n: all railguns cannot fire for the remainder of the turn
3-4 the shields are down!: roll for armor penetration as normal but the opponent cant use any kind of shielding for the attacks or the remainder of the game.
5-6 IMA FIRRIN MEH LAAAZZZZZZZ0000000RRRRR!!!!: the unit this ability is aimed at gets destroyed with a reactor overload result on the vehicle destroyed chart if it’s a vehicle that got targeted.
I actually put a lot of thought into this so please leave some good comments about this
1. Points value?
2. What type of vehicle is this? Super Heavy? Flyer
3. How many Structure points?
4. Phoenix Blaster has no range. The special rules for it are too vague. I wouldn’t use a weapon like this if it’s got a 50% chance of failing.
5. How do the gravity anchors work? It sounds like “anything under the Aurora is destroyed automatically.
The “All Cannons Fire” rule needs some changing…lots of changing…starting with a proper name rather than spammy “IMA FIRRIN MEH LAAZOR”
6. Why is the Rear Armour Value higher than the Side Armour Value? Automatically Appended Next Post: "Nightwing" Stealth Company
The infamous Stealth Company made their entry into Imperial Legend during the 12th Black Crusade. Led by General Andrews, the Company led various sabotage missions against the Black Legion invaders on the world of Firlina IV, located near Cadia. The world was an ideal place to lead surgical strikes against the Imperial Fleet at Cadia. General Andrew's 5th Company, known as the "Nightwings" were tasked with defending the Eastern Penisula, where the sprawling jungles clashed with the urban metropolises of the Manufactorums. The Nightwings successfully held the front for months, performing stragetic sabotage and hit and run missions upon the Traitor Astartes, who began to lose morale rapidly: every shadow held a Nightwing, every step could be booby-trapped. The leader of the Traitor forces was killed by the Nightwings after his personal Land Raider was rigged with explosives. Several other Traitor leaders were assassinated before the invaders fled from Firlina IV. The Nightwings had defended the world with minimal losses, although General Andrews was killed by a faulty explosive. Colonel Lastrati was named as the new leader of the Nightwings, also known as the "Nightlord", and has lead the Nightwings to victory many times after the events at Firlina IV.
Points: 250 + Models
Composition
1 Nightlord (Company Commander) with Veteran Retinue
3+ Nightwing Veteran Squads
0-2 Stealth Valkyries
All units follow their respective entries in Codex: IG, with the following exceptions.
All Nightwing Veterans are as follows
WS4 BS4 S4 T3 W2 I4 A2 Ld8 Sv5+
Infiltrate
May not take Heavy Weapon Teams
Stealth Valkyrie
Flyer
May not transport troops (they are designed for recon, not insertion)
5+ cover save due to flares and infra-red systems.
Any enemy unit within 24" of a Stealth Valkyrie may not claim Cover Saves from shots originating from Nightwing Veteran Squads.
Special Rules
Unseen Enemy: All Nightwing Veterans deploy using Infiltrate, although they may deploy within 6" of the enemy if they cannot be seen.
They're Everywhere!: At the start of each player's turn, any enemy unit within 8" of a Nightwing Veteran must take a Morale Check
Lurkers: Nightwing Veterans gain 2+ to Cover Saves when in jungle or urban terrain, as reminincent of the battle on Firlina IV.
Any thoughts?
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This message was edited 1 time. Last update was at 2010/01/08 22:45:19
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![[Post New]](/s/i/i.gif) 2010/01/09 13:12:49
Subject: Create Your Own Apocalypse Datasheet!
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Purposeful Hammerhead Pilot
pelvic thrusting in awkward moments
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@valkrye
1. points value would be 3000
2. i made a new type called super heavy hovercraft
3. the same as a tau manta
4. thank you for that advice, i'll be sure to review that
5. the gravity anchor works by increasing the gravitational pull underneath it by x10 so anything under it when the anchor is used, gets crushed.
6. the engines are actually on the bottom of the ship and acorrding to the GW rules top and bottom armor counts as side armor.
i hope these answer your questions and please be a bit more discriptive wiith your questions, because i have no idea what needs changing to the 'all cannons fire' rule
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Grey Templar wrote:
The real reason Obi-wan said there was a "disturbance in the force" was that was the very moment Shas'o vera was born. it was so awsome and terrible it could be felt through time and across the dimensions.
"Millions of voices cried out in Terror, and were suddenly silenced" |
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![[Post New]](/s/i/i.gif) 2010/01/09 14:21:52
Subject: Re:Create Your Own Apocalypse Datasheet!
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One Canoptek Scarab in a Swarm
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I was looking for a mix of a Vindicator and Land Raider, but the biggest issue I had was the rule if ordnance weapons fires no other weapons can fire (I know that a super-heavy would fix that but they are just so slow). So, I took the Demolisher Cannon and added it to a Land Raider Crusader with some Special Rules and other additions I think I got a purity balanced, quick heavy ordinance platform, with a strong capability to defend itself. Here it is.
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Land Raider Omega 400 pts
Unit 1 Land Raider 0maga
Type Tank
ARMOUR
BS FOUNT SIDE BACK
4 14 14 14
WEAPONS AND EQUIPMENT
- Two sponson-mounted Hurricane Bolters (Each hurricane bolter consists of three twin-linked bolters, fired as a single weapon.*)
- Two sponson-mounted Heavy Bolters
- One hull mounted Demolisher Cannon
- One hull mounted twin-linked Assault Cannon
- Siege Shield (Automatically pass Dangerous Terrain Tests)
- Smoke launchers
- Searchlight
- May have a storm bolter for +10 points
- May have a hunter-killer missile for +10 points
- May have a multi-melta for +10 points
- May have extra armour for +15 points
WEAPON RANGE STR AP SPECIAL
Bolter 24" 4 5 Rapid Fire*
Heavy bolter 36" 5 4 Heavy 3
Demolisher cannon 24" 10 2 Ord 1 Large Blast
Assault cannon 24" 6 4 Heavy 4 Rending
Special Rules:
Demolisher Cannon Dedicated Power of the Machine Spirit: You may fire the Demolisher Cannon in addition to any other weapons that could be fired. This overrides the rule that no other weapons can be fired if an ordnance weapon is fired. Example: If the Land Raider Omega dose not move it can fire all of its Main weapons and all of its defensive weapons plus the Demolisher Cannon. If the Land Raider Omega moves up to 6" it can fire one main weapon and all defensive weapons plus the Demolisher Cannon. Also, if the Land Raider Omega moves greater then 6" it can still fire the Demolisher Cannon. In addition the Demolisher Cannon may be fired at a different target then any other weapons fired.
Autoloader Jam: If on the Scatter Dice for the Demolisher double 1's are rolled the autoloader for the Demolisher Cannon has jammed and the cannon can not fire until the jam is cleared. The shot that jammed the Demolisher Cannon still gets resolved as normal. To clear the jam of the autoloader the Land Raider Omega can not fire any of it weapons in the next shooting phase.
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So that is the Land Raider Omega. Could I get you thoughts and balance (including point coast and Spacial Rules).
The Formation I have come up with is a combination of the Armoured Spearhead and the Line Breaker Squadron.
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Armoured Line Breaker Spearhead Squadron POINTS: 150 + Models
Formation:
3+ Land Raider Omegas.
0+ Land Raiders (any variant).
One Land Raider Omega must be designated as the command tank.
Special Rules:
Strike Force: All tanks in the squadron must be deployed within 6" of the command tank, or, if coming in for reserve, they must enter the table within 6" of the point entered by the command tank.
Command Tank: As long as the Squadron command tank is mobile, any tank in the Squadron within 6" of it (including the command tank itself) may ignore Crew Shaken results on the damage table.
Combined Fire: if three or more Land Raider Omegas in the formation fire at the same target, resolve the shots as a single Strength 10, AP 2, ordnance shot, using the 10" Apocalyptic Blast marker. If the hole in the center of the blast marker lands over a terrain feature (building, bunker, fortification or wood, for example) it is destroyed on the roll of a 4+ (replace it with suitable debris). For each additional Land Raider Omega after the third that combines its fire upon the target, add +1 to the roll to determine weather the terrain feature is destroyed.
Models with in the destroyed terrain feature suffer 1 wound on the roll of a 4+ (Saving throws are allowed) and each unit must take a pinning test. Vehicles automatically suffer a glancing hit.
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Special Rules taken from Warhammer 40,000 Expansion: Apocalypse owned by Games Workshop Limited used without permission.
So that is the formation please give your thoughts.
I also have a question regarding the Command Tank Special Rule (taken from the Armoured Spearhead formation out of Warhammer 40,000 Expansion: Apocalypse word for word) and Extra Armour .
Extra Armour makes vehicles equip with it count Crew Stunned as Crew Shaken and the Command Tank Special Rule ignores Crew Shaken, so would with Extra Armour and Command Tank make it so your tanks could not be Shaken or Stunned?
Thank You for your input,
Kervin
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![[Post New]](/s/i/i.gif) 2010/01/09 16:17:41
Subject: Re:Create Your Own Apocalypse Datasheet!
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Lord of the Fleet
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Kervin wrote:I was looking for a mix of a Vindicator and Land Raider, but the biggest issue I had was the rule if ordnance weapons fires no other weapons can fire (I know that a super-heavy would fix that but they are just so slow). So, I took the Demolisher Cannon and added it to a Land Raider Crusader with some Special Rules and other additions I think I got a purity balanced, quick heavy ordinance platform, with a strong capability to defend itself. Here it is.
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Land Raider Omega 400 pts
Unit 1 Land Raider 0maga
Type Tank
ARMOUR
BS FOUNT SIDE BACK
4 14 14 14
WEAPONS AND EQUIPMENT
- Two sponson-mounted Hurricane Bolters (Each hurricane bolter consists of three twin-linked bolters, fired as a single weapon.*)
- Two sponson-mounted Heavy Bolters
- One hull mounted Demolisher Cannon
- One hull mounted twin-linked Assault Cannon
- Siege Shield (Automatically pass Dangerous Terrain Tests)
- Smoke launchers
- Searchlight
- May have a storm bolter for +10 points
- May have a hunter-killer missile for +10 points
- May have a multi-melta for +10 points
- May have extra armour for +15 points
WEAPON RANGE STR AP SPECIAL
Bolter 24" 4 5 Rapid Fire*
Heavy bolter 36" 5 4 Heavy 3
Demolisher cannon 24" 10 2 Ord 1 Large Blast
Assault cannon 24" 6 4 Heavy 4 Rending
Special Rules:
Demolisher Cannon Dedicated Power of the Machine Spirit: You may fire the Demolisher Cannon in addition to any other weapons that could be fired. This overrides the rule that no other weapons can be fired if an ordnance weapon is fired. Example: If the Land Raider Omega dose not move it can fire all of its Main weapons and all of its defensive weapons plus the Demolisher Cannon. If the Land Raider Omega moves up to 6" it can fire one main weapon and all defensive weapons plus the Demolisher Cannon. Also, if the Land Raider Omega moves greater then 6" it can still fire the Demolisher Cannon. In addition the Demolisher Cannon may be fired at a different target then any other weapons fired.
Autoloader Jam: If on the Scatter Dice for the Demolisher double 1's are rolled the autoloader for the Demolisher Cannon has jammed and the cannon can not fire until the jam is cleared. The shot that jammed the Demolisher Cannon still gets resolved as normal. To clear the jam of the autoloader the Land Raider Omega can not fire any of it weapons in the next shooting phase.
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So that is the Land Raider Omega. Could I get you thoughts and balance (including point coast and Spacial Rules).
There is already a Raider variant with a Demolisher Cannon. It's called the Land Raider Ares
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180096_Space_Marines_Datasheet_-_Land_Raider_Ares.pdf
Valk
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