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Made in us
One Canoptek Scarab in a Swarm





Massachusetts

caveman28640 wrote:
How about making the throw an effect of a successful hit-and-run. Don't limit the throw to a special character, randomly select any non-vehicle, non-monster model. Throw direction can be determined by scatter dice. If they go off the table, they're dead. Impassible terrain, just reduce throw distance. Note the unit may end up out of coherency and per BRB must regain coherency before taking any other action

I like the idea of being able to throw any model out but Im trying to keep it as close to the rules in the 40K rulebook as possible - I talked with GW and found out that if you wanted to be able to pull a normal rank and file model out - then you would have to move the entire unit with it. Originally, we had the rule to be able to throw a normal model out - but changed it to Independant characters after I learned of the rule. But I do like the idea of being to throw the models in a random direction and the Hit and Run rule. That would keep it a bit more fair. but how would we go about tying in both them? If we pass our Hit and Run - we choose the direction, but if we tie in a random direction that would negate that and give our opponent a higher advantage. so how would you guys want to do that?
You're making up your own rules. Why does GW have any say on it? This tossing thing is enemy action, not a movement choice on the part of the player running the unit, so I wouldn't necessarily expect coherency rules to apply. Ok, you don't want to go too far afield with specials. Anyway, even though you're only throwing one character, you are moving the entire unit. As I recall, hit-and-run allows the enemy to make a D6 consolidation move. Well, grant that your enemy's consolidation move will be the minimum number required to regain coherency. So, if you toss someone 8", your enemy may have to move a minimum of 4" to regain coherency (tossed model moving towards unit, unit moving towards tossed model). Don't allow tosses that would put impassible terrain between the tossed model and the unit.

I don't think there is any "tie" in hit-and-run. You pass or you don't. You're just rolling your own initiative. You're opponent has nothing to roll. If you want to make it possible to select, there are several options. You mentioned WS -vs- WS. A successful "hit" for a CC attack may allow you to select direction. A bit unusual, but you could do a Str -vs- Str test as the two contestants struggle in the air. Each opponent takes Str+D6 and if you win or tie, you select direction. Although, a more fluffy interpretation of Str -vs- Str would be you dropped your opponent before you intended to, so you only carry them 1D6 rather than 2D6 inches. Make the strength test optional. They go a full 2D6" and get set down unharmed, or 1D6 and take a dangerous terrain check as they fall from altitude. Let them make the choice after you've determined direction. How badly do they want to avoid moving a certain direction. One option is that the "tossed" model was webbed up when set down the full distance and the remainder of the unit double-timed it to reach and rescue them. So, you are now "moving" the entire unit 2D6" in some direction. But if the enemy won a strength test, and survived the fall, they just make a normal consolidation move and that one model was displaced 1D6" at the start of consolidation.

Necron 2480 points 
   
Made in us
Fresh-Faced New User




Hmm - I like the idea - it is a bit unusual with the Str vs Str test after the Clade winning the combat but it is a valid option to have. I think I'll implement and see how it works during the play-test


Automatically Appended Next Post:
Also for those of you who are keeping track I have another video. This one gives a sample of each type of unit from my army - ya, I know that most of stuff is unpainted but I want to build them out so I test them before I start diving into the paint job. I hope you guys enjoy the video

http://animoto.com/play/WZFxTb7oY40L1coiPXfGCw

This message was edited 1 time. Last update was at 2012/02/14 23:24:48


 
   
Made in us
One Canoptek Scarab in a Swarm





Massachusetts

Nice looking army.

Necron 2480 points 
   
Made in us
Fresh-Faced New User




Thank you - im gonna make another vid of them once I get them painted
   
Made in us
Fresh-Faced New User




Ok guys here is the latest update to my codex - Yesterday I was able to run my Megarachnid in a small 500 pt.game and they performed better than I anticipated - even the guys who I was fighting against said that the army is very well balanced - some of the guys who were participating wanted me to bring back the "Beasts" special rule and after seeing how they performed on the game table I'm inclined to agree. So to make it more fair I have bumped up the points cost of each unit and made them Beasts once again. I have also slightly shuffled the points cost of the shooting and added in some close combat upgrades for the Squad sergeants. Let me know what you guys think


UPDATED Megarachnid codex

1. Hit and Run, Ignores terrain, Beasts special rule
2. Venom spit - (See stats below)
3. Acid Spit - (See stats below) (Squad Upgrade) Up to 2 from each unit of Warriors, Ambushers or Winged Clades may take this upgrade for +10 pts.
4. Fire Launchers - (Squad Upgrade) 1 from each unit of Warriors, Ambushers, or Winged Clades may take this upgrade for +15 pts
5. Squad leaders (+15 points) are given +1 Weapon Skill and +1 Attack
and may choose 1 of the following options.
1. Power claws (+15 pts.) - Treat as a normal power weapon
2. Frost claw (+20 pts.) - Treat as a Frost blade (+1 Str.)
3. Mark of the ? (+25 pts.) - D3+1 Attacks (I would love to come up with a name for this - Any Ideas???)
6. Webbing - Activates on the roll of a 4+ (Enemies must pass a Leadership test to not suffer the effects) Roll at beginning of the round for each unit in combat
-Webbing for unit types-
HQ's - Nightmare Web (Psychic Attack) Causes enemy unit to take a morale check as if they lost 25% of their models
Elites - Debilitating Webs - Enemies are at -1 Initiative
Troops - Sticky Webs - Enemies at -1 WS
Fast Attack - Enfeebling Webs - Enemies are at -1 Str.
Heavy Support - Acid Webbing - Lowers enemy armour value by 2




Unit Entries
Troops - Megarachnid Warriors 18 p.p.m
WS3, BS3, S4, T4, W1, I5, A1 Sv 5+ LD9
Unit size 10+

Troops - Trapdoor Spiders (Ambushing Predators) 23 p.p.m
WS:4, BS:3, Str:4, T:4, W:1, I:5, A:2, Sv:5+, LD:9
Unit size 5-10
1. Fortification - Special rule enabling them to fortify a terrain piece with webs (Roll D3 for results)
D3 results
1-2 -- 3+ cover save
3-5 -- Spiders or Allies attack at the same time as enemy units
6 - Enemies lose their charge bonus while fighting enemies inside of the terrain

2. Ambush (+2pts per model) - Nominate 1 terrain piece per unit of Trapdoor spiders and roll 2D6 for affected area - roll 1D6 when enemies run over them to see what happens.
-1D6 Results-
1-2 - No affect (Spiders may emerge from the terrain the following round)
3-5 - The spiders emerge and charge the enemy that triggered the trap
6 - The Trap is sprung!!! - All enemy models within a Large blast templete take 1 STR 3 hit per 1D3 roll (no armour saves but Look out Sir rolls allowed) as 1D3 spiders self-destruct - Any remaining spiders autocharge the enemy unit.
(ex. you roll a 6 on 1D3 so your enemies take 3 STR 3 hits - one for each spider that explodes)

Fast Attack - Winged Clades (Flying troops - count as jump infantry) 22 p.p.m
WS:3, BS:3, S:3, T:4, W:1, I:5, A:2*, Sv:4+, LD:8
Overdrive Clade:
WS: 4 BS: 3 S:4 T:4 W:2 I:5 SV:3+ LD: 9
Unit size 3-5
Winged Clades may take the following:
One clade may be upgraded to an Overdrive clade: 15pts
Scouts (+3 pts per model)
*Special attacks enabling them to pull enemy troops out of the unit and throw them out of combat - Players have 2 choices for outcome of attacks - (opponent chooses after combat)

1. Your opponent may choose to struggle with the Winged Clade (Combat order - WS vs WS, Str vs T, (If the Clade wins the combat, they choose the direction of the throw) perform a Str + D6 vs Str + D6 test as the model struggles with the clade while in flight - If the opponent wins, then move the model the number of inches rolled, but they must perform a Dangerous Terrain test as well. If the model survives, then the enemy unit consolidates toward the displaced model (model may not be flown off the table or placed on the other side of Impassable terrain)

2. You knock out your opponent (Combat order - WS vs WS, Str vs T - If the Clade wins, you choose the direction of the throw and the model is picked up and moved 2D6 distance - The rest of the unit consolidates toward the displaced model (Model may NOT be placed on the other side of Impassable terrain or off the table)

Elites - Spider Guardian (Attached Bodyguard) 75 p.p.m
WS:4, BS:3, Str:5, T:5, W:3, I:5, A:3, SV:4+, LD:9
Unit size 1-3
1. Cannot move more than 12” from the unit they are guarding
2. Void shield generator - Grants the unit they are guarding Feel No Pain while the Guardian is still alive.
- Able to spawn Baby Spiders (Roll 1D6 for each attempt - any roll of a 1 while attempting causes a wound on the guardian)
-- Baby Spiders(Swarm) -- WS2, BS1, S2, T2, W4, I3, A4, Sv5+, LD5
1. No armour saves allowed against Baby Spiders
2. Baby Spiders do not block line of sight for shooting attacks

HQ - Spider Queen (Monstrous Creature, Independent Character) 170 p.p.m
WS5, BS4, S6, T5, W4, I6, A4, Sv4+ LD10
Unit Size 1
1.Queen of the Web - The Spider Queen may summon 1 of the following unit types per round - 6 Warriors - 3 Winged Clades - 2 Spider Guardians (Nominate 1 type of unit and roll either 1D6 for Warriors, 1D3 for Winged Clades, or 1D2 for Spider Guardians - The number rolled is the number of models received). Models spawned in this way may not move more than 12” from the Queen at any time while she is still alive. After each attempt - roll 2D6 - if you roll any doubles you may not attempt to summon again for the duration of the game
2. Disorienting Scream - (Flame Templete - Psychic Attack) The Spider Queen unleashes a scream that causes any enemy affected to pass an Initiative test or suffer -2 WS for that round. (Entire unit affected if already in combat)
3. Commanding Presence - Any Megarachnid unit within 12” of any Spider Queen is at +1 WS while the Queen is still alive

Heavy Support - Giant Web-Walker - (Monstrous Creature) 200 p.p.m
WS4, BS4, S7(8), T5(6), W4, I4, A3, SV4+, LD9
Unit Size 1
1. Web Cannon (supersedes Venom Spit)-Shoots a large template shot (see stats below)(Any vehicles affected on the roll of a 4+ Will also work against aircraft - Web grounds any aircraft that is hit if the center hole on the template is over the center of the aircraft)
All enemy models and vehicles treat the web as Difficult Terrain.
-Web Vulnerability- ANY models that have been HIT by the Web Cannon suffer a -1 to their WS and BS while inside of the web


May add the following up to 100pts extra:
Heavy Acid Spit: +20 pts
Multi venom canon: 25 Pts.
Void coat: 35 pts (coats 1 allies vehicle per upgrade with a powerful acid that ignores any debilitating effects from a glancing hit on a roll of a 4+)(Apocalypse only)
Ponderous: 50 pts. (Adds +1 Strength,and +1 Toughness and allows up to 10 Warriors or 2 Spider Guardians to be carried into battle)


-Megarachnid Weapon Stats-
Venom spit: 15” Str:5 Ap: - (assault 1)
Acid spit: 15” Str: 7 Ap: 1 ( Assault 1, Melta)
Fire Launchers: (Flame Template) Str: 4 Ap: 4
Web Cannon: 48” Str: X (Large Template) (Roll 2D6 + Scatter Die)
Multi Venom Cannon: 36” Str: 9 Ap: 2 (ordinence small blast)
Heavy Acid Spit: 28” Str: 8 Ap: 2 (Heavy 1)
   
Made in us
Fresh-Faced New User




Ok guys - During the workday I was mulling over some different ideas for more units and a few upgrades as well. As this is still in "beta phase" I want to see if you guys think that these additions might work. I hope that a few of these are ones that I could keep at least. Let me know what you guys think.

As there are a few that have changes to the existing entries I will post the entries and highlight the changes instead of reposting the entire codex

Troops - Trapdoor Spiders (Ambushing Predators) 20 p.p.m
WS:3, BS:3, Str:4, T:4, W:1, I:5, A:2, Sv:5+, LD:9
Unit size 5-10
(Only 1 Trapdoor Spider may be upgraded to Spikeback The Burrower for +80 points)
Spikeback the Burrower (Unit Champion)
WS:5, BS:3, Str:5, T:5, W:2, I:5, A:3, Sv:4+, LD:10
Trapdoor Spiders may Ambush on open terrain if Spikeback has joined their unit and may reroll any results of 1-2 on the Ambush results chart

1. Fortification - Special rule enabling them to fortify a terrain piece with webs (Roll D3 for results)
D3 results
1-2 -- +2 cover save
3-5 -- Spiders or Allies attack at the same time as enemy units
6 - Enemies lose their charge bonus while fighting inside of the terrain

2. Ambush (+5pts per model) - Nominate 1 terrain piece per unit of Trapdoor spiders and roll 2D6 for affected area - roll 1D6 when enemies run over them to see what happens.
-Ambush Results Chart-
1-2 - No affect (Spiders may emerge from the terrain the following round)
3-5 - The spiders emerge and charge the enemy that triggered the trap
6 - The Trap is sprung!!! - All enemy models within a Large blast templete take 1 STR 3 hit per 1D3 roll (no armour saves but Look out Sir rolls allowed) as 1D3 spiders self-destruct - Any remaining spiders autocharge the enemy unit.
(ex. you roll a 6 on 1D3 so your enemies take 3 STR 3 hits - one for each spider that explodes)

-------------------------------

Fast Attack - Winged Clades (Flying troops - count as jump infantry) 22 p.p.m
WS:3, BS:3, S:4, T:4, W:1, I:5, A:2*, Sv:4+, LD:8
Unit size 3-5
Winged Clades may take the following:
Scouts (+3 pts per model)
May choose to attack normally or perform their special attacks (choose before combat)
*Special attacks enabling them to pull enemy troops out of the unit and throw them out of combat - Players have 2 choices for outcome of attacks - (opponent chooses after combat)

1. Your opponent may choose to struggle with the Winged Clade (Combat order - WS vs WS, Str vs T, (If the Clade wins the combat, they choose the direction of the throw) perform a Str + D6 vs Str + D6 test as the model struggles with the clade while in flight - If the opponent wins, then move the model the number of inches rolled, but they must perform a Dangerous Terrain test as well. If the model survives, then the enemy unit consolidates toward the displaced model (model may not be flown off the table)
2. You Web your opponent (Combat order - WS vs WS, Str vs T - If the Clade wins, you choose the direction of the throw and the model is picked up and moved 2D6 distance - The rest of the unit consolidates toward the displaced model (Model may NOT be placed on the other side of Impassable terrain or off the table)

-------------------------------------

HQ - Volgatha the Spider Queen (Monstrous Creature, Independent Character) 200 pts. (Only 1 Volgatha may be included in your army)
WS6, BS4, S6, T5, W4, I6, A4, Sv4+ LD10
Unit Size 1
1.Queen of the Web - Volgatha may summon 1 of the following unit types per round - 6 Warriors - 3 Winged Clades - 2 Spider Guardians (Nominate 1 type of unit and roll either 1D6 for Warriors, 1D3 for Winged Clades, or 1D2 for Spider Guardians - The number rolled is the number of models received). Models spawned in this way may not move more than 12” from Volgatha at any time while she is still alive. After each attempt - roll 2D6 - if you roll any doubles you may not attempt to summon again for the duration of the game
2. Disorienting Scream - (Flame Templete - Psychic Attack) Volgatha unleashes a scream that causes any enemy affected to pass an Initiative test or suffer -2 WS for that round. (Entire unit affected if already in combat)
3. Commanding Presence - Any Megarachnid unit within 12” of Volgatha is at +1 WS while she is still alive

----------------------------------

NEW ENTRY

HQ - Web Lord (Independent Character) 100 pts.
WS4, BS4, S5, T5, W3, I6, A3, Sv4+ LD10
May choose 2 upgrades from the Web Cache for their listed points cost

-Web Cache-
1. Winged Nightmare - +40pts. - Model gains +1 Toughness and counts as jump infantry
2. Deathspitter - +40pts. - Model gains +1 BS and a Heavy Flamer attack (Str:5, Ap4, Assault 1)
3. Tanksmasher - +50pts. - Model gains +1 Str and rolls 2D6 for armour penetration
4. Mark of the Vornakkar- +40pts. - Model gains +1 WS and replaces his attack profile with D6+1 attacks
5. Terrifying Aura - +70pts. - All Enemy Infantry Units within 10” must pass a Leadership test or fall back 1D6 distance if out of combat or suffer -2 WS if in combat

---------------------------------

I certainly hope that these meet with your satisfaction - Thank you guys for all the help that you have given me - it has been GREATLY appreciated

This message was edited 3 times. Last update was at 2012/02/28 02:51:45


 
   
Made in us
Fresh-Faced New User




Ok guys I am now 9 models away from being able to run my full scale play-test - I getting very excited about seeing this army on the tabletop. This project has been a LOT of fun and I hope this may have even inspired some of you who havent really thought about doing something like this to go ahead and try something that could be considered "outside of the box".This has turned out to be better than I hoped, sometime down the road, I may even try my hand at another one. I wish to thank each one of you who have helped me make this codex what it is and I will keep all of you informed of anything that happens once its finished. I will be posting pictures of each one of my unit types once I get them painted and (If I can make it exciting enough) I will post a battle report of my play-test once I'm able to play it. I hope to start posting pictures soon. Until that time, Peace out!!!
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

Lots to read in this thread so I'll leave my thoughts here:
I thought megarachnid were crazy strong but had no shooting? I understand adding shooting attacks for balance, but in my mind they are extremely CC orientated. And wasn't their armour strong enough to deflect bolter rounds in some areas? Hit and run makes sense on winged clades, but how about a "Power from pain"-esque rule for them from feeding off the corpses of their victims?

I'll be keeping an eye on this thread though, looks good so far.

This message was edited 1 time. Last update was at 2012/03/07 18:04:33


Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in us
Fresh-Faced New User




liquidjoshi wrote: Hit and run makes sense on winged clades, but how about a "Power from pain"-esque rule for them from feeding off the corpses of their victims?


I like the idea of feeding off their victims, but the main use of the Winged Clades is to relocate units. I might be changing things around after the play-test but until that time I dont want to change anything to keep it fair to my opponent as he has already been able to review the codex. I'll keep this in mind though. The play-test is scheduled for next Saturday (the 17th) so ill let you know how they perform after that. Thanks for the input.
   
Made in us
Fresh-Faced New User




Hey guys Im back, The play test today was a bit of a disappointment to me - My friend brought Orcs and sent my spiders running - With the exception of my Spider Queen - all of my other units failed to impress. My Giant Web Walker was killed by Ork Boss Snikrot in the first round of combat - the unit that he joined did not even have to attack. All the way through the battle we were talking about what kind of things we needed to change to help balance them. While I have also added in another long range shooter and 1 more type of spawned spider. these are the changes that we talked about doing. Since the majority of the units have changed I have just reposted the codex

Base Army Stats
1. Move through Terrain, Counter charge, Beasts special rule
2. Venom spit - (See stats below)
3. Squad leaders (+15 points) are given +1 Weapon Skill and +1 Attack
4. Webbing - Activates on the roll of a 4+ (Enemies must pass a Leadership test to not suffer the effects) Roll at beginning of the round for each unit in combat
-Webbing for unit types-
HQ's - Nightmare Web Causes enemy unit to take a morale check as if they lost 25% of their models
Elites - Debilitating Webs - Enemies are at -1 Initiative
Troops - Sticky Webs - Enemies at -1 WS
Fast Attack - Enfeebling Webs - Enemies are at -1 Str.
Heavy Support - Acid Webbing - Lowers enemy armour value by 2

-Squad Leader Upgrades-
1. Power claws (+15 pts.) - Treat as a normal power weapon
2. Frost claw (+20 pts.) - Treat as a Frost blade (+1 Str.)
3. Mark of The Vornakkar (+25 pts.) - D3+1 Attacks


-Unit Entries-
Troops - Megarachnid Warriors 10 points
Unit size 10+
WS4, BS3, S4, T4, W1, I5, A2, Sv4+ LD9
(Unit Champion Name?) (Only 1 () may be included in your army)
WS5, BS3, S5, T5, W2, I6, A3 Sv3+ LD10
(Unit Champion upgrade stats?)

Troops-Trapdoor Spiders (Burrowing Predators) 15 points
(Gains Furious Charge on a successful ambush)
WS:4, BS:3, Str:4, T:4, W:1, I:5, A:2, Sv:5+, LD:9
Unit size 5-10
(Only 1 Trapdoor Spider may be upgraded to Spikeback The Burrower for +75 points)
Spikeback the Burrower (Unit Champion)
WS:5, BS:3, Str:5, T:5, W:2, I:5, A:3, Sv:4+, LD:10
Trapdoor Spiders may Ambush on open terrain if Spikeback has joined their unit and may reroll any results of 1-2 on the Ambush results chart
1.Ambush - Nominate 1 terrain piece per unit of Trapdoor spiders and roll 2D6 for affected area - roll 1D6 when enemies run over them to see what happens.
-Ambush Results Chart-
1-2 - No affect (Spiders may emerge from the terrain the following round)
3-5 - The spiders emerge and charge the enemy that triggered the trap
6 - The Trap is sprung!!! - All enemy models within a Large blast templete take 1 STR 3 hit per 1D3 roll (no armour saves but Look out Sir rolls allowed) as 1D3 spiders self-destruct - Any remaining spiders autocharge the enemy unit.
(ex. you roll a 6 on 1D3 so your enemies take 3 STR 3 hits - one for each spider that explodes)

Troops - Megarachnid Webflingers (Long Range Weapon Teams) 12 points
WS4, BS3, S4, T4, W1, I5, A2, Sv4+, LD9
Unit size 3-5
(Unit Champion Name?) (Only 1 () may be included in your army)
WS5, BS3, S5, T5, W2, I6, A3 Sv3+ LD10
() confers a 4+ Invulnerable save to the unit he has joined and allows them to fire at 2 targets in 1 round

1.Smoke Bombs - Conceals any friendly unit in the units line of sight on the roll of a 3+
Each Webflinger may upgrade Venom spit to 1 of the following:
1. Cocoon Cannon (Small blast) +15 points
2. Acid Spit +10 points
3. Fire Launchers +15 (Flame Template)
4. Venom Cloud +25 (Large Template) (Direct Damage + Enemies at -2 WS and BS)


Fast Attack - Winged Clades (Harrowing troops - Jump Infantry) 15 points
Scouts, Hit and Run
WS:4, BS:3, S:4, T:4, W:1, I:5, A:2, Sv:4+, LD:9
Unit size 3-5
(Unit Champion Name) (Only 1 () may be included in your army)
WS5, BS3, S5, T5, W2, I6, A3, Sv3+, LD10
Allows Winged Clades to be keep in reserve and emerge from any table edge if () has joined their unit

Elites - Spider Guardian (Attached Bodyguard) 65 points
WS:5, BS:3, Str:5, T:5, W:3, I:5, A:3, SV:4+, LD:9
Unit size 1-3
1. Cannot move more than 12” from the unit they are guarding
2. Void shield generator - Grants the unit they are guarding Feel No Pain while the Guardian is still alive.
- Able to spawn Baby Spiders or Spider Bots (Roll 1D6 for each attempt - any roll of a 1 while attempting causes a wound on the guardian)
-- Baby Spiders(Swarm) -- WS2, BS1, S2, T3, W4, I3, A4, Sv5+, LD5
1. No armour saves allowed against Baby Spiders
2. Do not block line of sight for shooting attacks
-- Spider Bots -- (Apocalypse Only)
WS3, BS3, S3, T3, W3, I3, A3, Sv5+, LD5
1. Able to repair Allies vehicles on the roll of a 3+
2. Do not block line of sight for shooting attacks

HQ - Volgatha the Spider Queen (Monstrous Creature, Independent Character) 250 points.
(Only 1 Volgatha may be included in your army)
WS6, BS4, S6, T5, W4, I6, A4, Sv3+ LD10
Unit Size 1
1.Queen of the Web - Volgatha may summon 1 of the following unit types per round - 6 Warriors - 3 Winged Clades - 2 Spider Guardians (Nominate 1 type of unit and roll either 1D6 for Warriors, 1D3 for Winged Clades, or 1D2 for Spider Guardians - The number rolled is the number of models received). Models spawned in this way may not move more than 12” from Volgatha at any time while she is still alive. After each attempt - roll 2D6 - if you roll any doubles you may not attempt to summon again for the duration of the game
2. Disorienting Scream - (Flame Templete) Volgatha unleashes a scream that causes any enemy affected to pass an Leadership test or suffer -2 WS for that round. (Entire unit affected if already in combat)
3. Commanding Presence - Any Megarachnid unit within 12” of Volgatha is at +1 WS while she is still alive



HQ - Web Lord (Independent Character) 100 points
WS5, BS4, S5, T5, W3, I6, A3, Sv4+ LD10
May choose 2 upgrades from the Web Cache for their listed points cost

Heavy Support - Giant Web-Walker - (Monstrous Creature) 200 points
WS5, BS4, S7(8), T7(8), W4, I4, A3, SV4+, LD9
Unit Size 1
1. Web Cannon (supersedes Venom Spit)-Shoots a large template shot (see stats below)(Any vehicles affected on the roll of a 4+ Will also work against aircraft - Web grounds any aircraft that is hit if the center hole on the template is over the center of the aircraft)
All enemy models and vehicles treat the web as Difficult Terrain.
-Web Vulnerability- ANY models that have been HIT by the Web Cannon suffer a -1 to their WS and BS while inside of the web

May add the following up to 100pts extra:
Heavy Acid Spit: +25 points
Multi Venom Cannon: 25 points.
Ponderous: 50 points. (Adds +1 Strength,and +1 Toughness and allows up to 10 Warriors or 5 Webflingers to be carried into battle)

-Megarachnid Weapon Stats-
Venom spit 15” Str:5 Ap: - assault 1
Cocoon Cannon 36” Str:4 Ap:1 Assault 1 (No armour saves allowed)
Acid spit 24” Str:7 Ap:1 Assault 1(Melta if within 6”)
Fire Launchers (Flame Template) Str: 4 Ap: 3 Assault 1
Venom Cloud 38” Str:5 Ap:- Assault 1 (Large Template) (Roll 2D6 + Scatter die)
Web Cannon 48” Str:X (Large Template) (Roll 2D6 + Scatter Die)
Multi Venom Cannon 36” Str:9 Ap:2 (small blast)
Heavy Acid Spit 36” Str: 8 Ap: 2 (Heavy 1)

-Web Cache-
1. Winged Nightmare +50points. Model gains +1 Toughness and counts as jump infantry
2. Deathspitter +30points. Model gains a Twin-linked Heavy Flamer attack (Str:5,Ap4,Assault 1)
3. Tanksmasher +50points. Model gains +1 Str and attacks as a monstrous creature
4. Mark of the Vornakkar +40points. Model gains +1 WS and replaces his attack profile with D6+1 attacks
5. Terrifying Aura +50points. Nominate 1 enemy unit within 12” - Unit must pass a Leadership test at -1 or fall back 1D6 distance if out of combat or suffer -2 WS if in combat
   
 
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