Switch Theme:

Create a unit type for a army  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Barpharanges







Create a new unit for any army HQ , Troops , Elites , Fast attack or heavy support. Just post the rules and fluff fot the completly new unit.
In 10-20 seconds of posting this Im going to get slamed....

Note move if you want to.

This message was edited 1 time. Last update was at 2010/11/02 20:43:28


The biggest indicator someone is a loser is them complaining about 3d printers or piracy.  
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

Wulfen Dreadnought for the SW...
It's a dreadnought in which the pilot has gone all wulfen.

This message was edited 1 time. Last update was at 2010/11/02 20:48:04


Dakka Bingo! By Ouze
"You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

An imperial guard transport large enough to move a whole infantry platoon, like the DKoK gorgon.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller







The Truck Cannon.

An Ork Cannon...the fires Trucks.

I think I made some rules for this at one point. I'll look 'em up.

edit

Here they are:

Da Wagon Kannon = = = 300 Points

Big Mek Kogtoof swore obscenely as his precious truck got blasted to pieces by the Imperial guns. He started to kick the Gretchin swarming around his feet. He swore again as he stubbed his foot of a piece of Grot Artillery and a Grot came flying out the end.
“Dat gives me an idea,” sniggered Kogtoof to himself.


Unit: 1 Wagon Kannon

Armour:
Front:12
Side:12
Rear:12

Type: Super Heavy Tank, Moving Scenery

Structure Points: 10

Weapons and Equipment:
• 1 Wagon Kannon
• 6 Twin-Linked Big Shootas
• 3 Big Guns

Transport: The Wagon Kannon has a huge platform on its roof, designed to hold dozens of Orks as it rolls into battle. The Wagon Kannon does not have a set transport capacity, but my carry as many Models as can physically fit on the transport platform, and may be of any unit type. The Platform may also be accessed by enemy models to fight on or shoot from, and they may move around as if the platform in normal scenery.

The Wagon Kannon
The Wagon Kannon is a huge gun designed to fire trucks into the enemy. To fire the Kannon, a truck must first move into the Kannon’s breach. Once in the breach, once per turn, the cannon may fire. To fire, first choose a point within 60” of the end of the Kannons barrel. You must then roll a scatter dice and 2D6 to find out the landing place of the truck. After landing (crashing) the truck must take one strength 7 Hit on its front armour. The truck counts as having moved after it's been fired.

If the truck lands in another unit (friend or foe) they must immediately take D6 Strength 9 Hits.

This message was edited 1 time. Last update was at 2010/11/02 21:01:45


On-Dakka Deathwatch Blog

DA:90S-GM--B++I+Pw40k#--D++A++/eWD305R++T(M)DM+

[TYRANIDS] - Recycle, the posibilities are endless.


 
   
Made in au
Water-Caste Negotiator





A Tau veteran squad
these troops have chosen to forgo normal procedure to fight on foot instead of in a battle suit
points WS BS S T W I A LD SV+
Shas'ui 15 2 4 3 3 1 2 2 8 +4

team
the team consists of 5-10 models
Equipment
pulse pistols, photon grenades, marker light and hard wire multi-tracker
Options
any fire warrior in the team may also take either a pulse rifle, pulse carbine or a rail rifle.
Special rules
these warriors are master riflemen they have the slow but purposeful special rules.


faith is for the blind and those unwilling to look. 
   
Made in sg
Fresh-Faced New User




Ariel the fallen
The only known dreadnought to be swayed by the powers of chaos since the hours hearsay ariel the fallen, once proud dreadnought of the blood wolves first company terrorized frontier worlds of the imperium for centuries that is until khorsaro khan master of the hunt of the white scars set his sights on him. Aided by ultramarines chief librarian Varro tigris and elements of the imperial guard, korrsaro hunted this traitorous dreadnought for many decades. Finally they caught up with him on the forge world of fortis binary. The battle which then ensued was said to last for days on end and said to have ripped apart entire continents finally when a regiment on imperial guard regiment the tannith first broke the hold of chaos on the forge world ariels power was broken. With a mighty swing of his moon fang korrsaro smote the once mighty dreadnought in two and his remains were banished to the warp by tigris. Utterly defeated , crippled and abandoned by the ruinous powers he had served, ariel spent decades pondering his actions .finally as he saw the error of his ways ariel sought to take his life to right the scales . But the lords of chaos had one last card to play as a cruel parting gift they made ariel immortal preventing him from taking his final rest. he now resides in the warp alone and utterly tormented by his sins. Appearing on imperial battle fields to help where he is most needed so that he might repay the emperor for his sins and eventually find peace


200 PTS

ws bs s F S R I A
8 7 7 14 14 13 5 3 (5)

WARGEAR
Hurricane bolter, plasma cannon, chain fist , 2x heavy flamer

Special rules

-Power of the machine spirit

-Foul protection
To represent the ruinous powers hold on ariel he has a 3+ invul save but this save does not apply should he be attacked by psykick attacks

-Fleeting nature
ariel is forever called to by the warp hence he may only appear on the table for two turns however he can be placed any where on the board that the controlling player decides and roles 1d6 to scatter

-Aid to the imperium
ariel can be fielded by any imperial army

-Power of the warp
by sacrificing one turn on the board ariel can be taken to appear at to places on the board for his single turn
-Void hammer
ariel can forgo his shooting phase and take 5 extra all cc attacks which are resolved at s 10 and add +2 on the vehicle damage table



Automatically Appended Next Post:
Sorry bout the long post but i like writing fluff

This message was edited 1 time. Last update was at 2010/11/03 13:09:08


 
   
Made in gb
1st Lieutenant







Eldar aspect

Onyx Pythons

22 points

4 4 3 3 1 5 1 9 +4

infantry

Wargear
Star Pistol (12'' S6 Assault 1, Ap2)
Python claw - Lightning claw

Exarch 12 pts
May take matched Claws or Repeater Star Pistol 12'' S6 Assault 3 Ap2
Exarch Powers - Move through cover and/or crack shot

A relatively new aspect, with Iyanden in ruins and the growing daemonic hoards larger more brutal creatures than ever before have come to the gates of their craftworlds or dispoiled their maiden worlds. So the small shrine of the onyx Python has come to the fore.
Moving swiftly, and with powerful weapons they are their to close in on these beasts of terror and bring them the peace in death the eldar would never get.
They move with speed though weighed down by their power cores and with ferocity strike hard and fast before finding a new prey

My FOW Blog
http://breakthroughassault.blogspot.co.uk/

My Eldar project log (26/7/13)
http://www.warseer.com/forums/showthread.php?p=5518969#post5518969

Exiles forum
http://exilesbbleague.phpbb4ever.com/index.php 
   
Made in us
Sybarite Swinging an Agonizer





US

Someone made dis awesome Weirdboy

http://www.dakkadakka.com/wiki/en/Warphead_Malf%2C_Proffet_of_the_Grots

"There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die. " Sima Yi
DS:90SGM+B--IPw40k09#+D++A+++/sWD-R+T(S)DM+
_██_
(ಠ_ృ) 
   
Made in us
Power-Hungry Cultist of Tzeentch






Indrick Boreale-
Infantry/HQ
WS BS S T I A W LD S
6 5 4 4 4 3 3 10 2+



Wargear
Artificer Armour
Power Weapon
Bolt Pistol
Frag & Krak Grenades

Special Rules
Today We Fight In The Name of The Emprah!: You may re-roll all failed Morale Rolls.


So many more where this came from.

This message was edited 1 time. Last update was at 2010/11/03 16:11:56


Little Lord Fauntleroy:
A=G; I <3 you right now.

Also, your avatar is brilliant.


Fatehost of K'sarnath the Lost--3000pts
67 Catachan Regiment, "The Marsh Wasps"-- Being planned  
   
Made in us
Regular Dakkanaut





XV12 ‘Skirmisher’ Battlesuit Team

Frustrated with watching entire cadre’s of Fire Warriors get slaughtered ruthlessly in hand to hand combat by EVERY other race in the galaxy, an unnamed Ethereal turned to his comrades and mused – “Hey, we should try and use our tech to fix that gak.” After recovering from their laughter, the other Ethereals realized he wasn’t joking and replied in a condescending tone – “You’re serious? Pffft… I guess… have some Earth caste Tau whip up something. I’m not sure how it will fit into our battle doctrine. Our commanders will be totally confused with what to do with close combat units but I suppose it couldn’t really hurt if we had them on hand.”

The result was the XV12 ‘Skirmisher’ Battlesuit. A war technology designed specifically to address the primary reason why all Tau battles are lost.

Elite
Shas’something
Points: 55
WS: 3, BS: -, S: 5, T: 4, W: 2, I: 3, A: 3, Ld: 8, Sv: 3+
Shas’somethingelse
+15 Points
WS: 4, BS: -, S: 5, T: 4, W: 2, I: 4, A: 3, Ld: 8, Sv: 3+

Team: A team consits of 1-3 Shas’something
Unit Type: Jump Infantry (jet pack)

Equipment:
Each team member is equipped with a XV 12 Skirmisher Battlesuit.
Power Weapon
Skirmish Countermeasures
Ram jets

Character:
One Shas’something may be upgraded to a Shas’somethingelse at +15 points. The Shas’somethingelse bestows the ‘Stuborn’ special rule to his squad.

Options:
Any squad member may exchange their power weapon for a power fist at +10 points

Special Rules
Skirmish Countermeasures – When engaged in close combat the Skirmish suits erupt in a spectacular array of technological countermeasures. Miniature drones swarm about the suit deflecting attacks, flash-bangs explode from ejectors, hyper-sonic alarms are emitted to disrupt synaptic signals within the surrounding area, caltrops are spilled to disrupt enemy footing, and stealth technology is used to confuse the enemy. In game terms, all successful close combat attacks AND close combat wounds must be re-rolled by the attacker. Additionally, the Skirmisher’s armor save becomes invulnerable while in close combat.

Ram jets – once per game a Skirmisher battlesuit squad may use its ram jets to make a 12” charge. The jets fuel is then expended and they are ejected from the battlesuit as dead weight. During this charge all skirmisher battlesuit attacks are made at +1 initiative and +1 strength.
   
Made in us
Sybarite Swinging an Agonizer





US

Hive fleet Xion Genestealers

Compared to its brethren Behemoth and Leviathan, Xion's hive fleet was small and fleeting and perhaps the unluckiest Tyranid incursion the Galaxy had to face. The planets first attacked by Xion on the far rim possessed little to no biomatter for consumption, and many contained dormant tombs filled with Necrons. Desperate to survive, Xion had to 'force feed' itself the living metal that the Necron's governed. While this offered little to no sustenance for the Hive, it allowed Xion to press on to a few scattered Eldar enclaves where Xion began using tactics similar to those employed by traditional Genestealer broods, with a few modifications. Genestealer cults where made to be significantly more adaptive, more intelligent than that of other hive fleets. After several battles Eldar colonies, Xion's Genestealers were able to completely assume the form of basic Eldar infantry, turning the once-disciplined Eldar, into a mass orgy of confusion and energy bolts. Eldar Guardians fired on Dire Avengers, Banshees were forced to cut down their own, Warlocks struggled to find the imposters with the shadow of the warp looming over them, and Exarchs slew their brethren out of paranoia. Within Hours, 50 well-placed genestealers, caused enough chaos to bring the Eldar to their fall, long before the Mycetic Spores fell upon their colonies.

Elites
Xion Genestealer Brood

Cost 25 + X pts
Composition
5-20 Genestealer

WS BS S T W I A LD SV
6 X 4 4 2 6 2 10 X

Weapons and biomorphs
Variable, see below

Special rules:
Brood Telepathy, Fleet, Move through cover, Infiltrators, Doppelgangers, "What Are You Doing!?"

Doppelgangers
Xion's Genestealers have perfected the ability to pass among its prey without detection. While this takes an extensive amount of time to completely transform, they can make absolutely flawless copies of their targets.

Xion's Genesteals may be ANY Organic model (no necrons) model from ANY army with the "Infantry" rule. The cost for the normal model is added to the "base" cost of a Xion Genestealer. They can have all the options alloted to them by whatever model they are imitating, with the exeption of dedicated trasports. The Genestealers will also have the exact same Armor value and ballistics skill (to represent the knowledge the learned of their targets mannerisms) of whatever model they are copying. For example, Genestealers could choose to be Eldar Dire Avengers, They would posses the dire avenger's armor (which grants a 4+ save), they would be equiped with an Avenger Suriken Catapult, they could not take a wave serpent for transport (but may take a Mycetic Spore) and would cost 37 points a model (up to 20 models total) and could take an exarch with whatever powers and wargear the player chooses. Genestealers can not imitate Psyckers, independent characters (such as Emporer's Champions, and Autarchs), or unique characters (such as Calgar or Eldrad), as having more than one of a Space marine chapter master, for example, would quickly lead to discovery.

"What Are You Doing!?"
At the start of the game, roll a D6 for every unit of infantry your opponent has. On a roll of 5 or 6 that unit was infiltrated by Xion Genestealers before the battle, and D3 of the models are Doppelgangers, your opponent will still play with them as normal, as neither side can be sure which is friend or foe at the last moment. During any Tyranid turn after the 1st the Tyranid player may elect to attack its own "unit". Roll a D6 for every attacking Doppelganger, on a roll of 1 or 2, the model was killed before it could complete its task (opponent choses which model to remove from the unit), on a 3, 4, or 5 the Genestealer was able to take down one other enemy before getting gunned down (opponent must remove two models of his/her choice for every 3, 4, or 5 rolled). On a Roll of 6 the Genestealer killed its target (but is also killed), the Tyranid player may select 1 model that was in the unit to be removed, this includes joined independent characters! Note that this isnt a Close Combat attack, it could have been carried out in any manner possible (be it somebody's power fist, an anointed weapon, or an improvised bomb) so invunerable saves do not apply against it. HOWEVER Model's with the "Eternal Warrior" special rule instead would just take 1 wound with no saves possible.


May have made the cost a little cheap

This message was edited 2 times. Last update was at 2010/11/03 17:04:59


"There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die. " Sima Yi
DS:90SGM+B--IPw40k09#+D++A+++/sWD-R+T(S)DM+
_██_
(ಠ_ృ) 
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

This was done pretty extensively in Dakka Discussions not too long ago, whilst dead for a while now, the title of the thread at-least had the right idea.

Anyways, I'll just the link here and be on my way...

http://www.dakkadakka.com/dakkaforum/posts/list/289254.page

Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.

"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
Made in us
Sybarite Swinging an Agonizer





US

Just Dave wrote:This was done pretty extensively in Dakka Discussions not too long ago, whilst dead for a while now, the title of the thread at-least had the right idea.

Anyways, I'll just the link here and be on my way...

http://www.dakkadakka.com/dakkaforum/posts/list/289254.page


thanks, but reading the OP and a few of the entries, the discussion seems to be around units that would help balance some of the falicies of some armies IE Assault based Crissis Suits aimed at midigating losses to assault armies.

Here, especially my post, i just want a just for fun unit to terrorizes players with

"There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die. " Sima Yi
DS:90SGM+B--IPw40k09#+D++A+++/sWD-R+T(S)DM+
_██_
(ಠ_ృ) 
   
Made in gb
Barpharanges







WS-BS-S-T-W-I-A-LD-SV Dark knight of Chaos : 35pts each
6---4---5-5-2-5-4--10-3+/4+
Unit type: Cavalry
War gear: Power lance, Daemonic mount, bolt pistol
3-5 Dark Knights of Chaos
Special rules
Fearless, Forsaken ones, Power weapon lance, Daemonic mount
Forsaken ones
Dark knights of Chaos are immune to Instant death
Daemonic mount
Daemonic mounts ignore difficult terrain.

The biggest indicator someone is a loser is them complaining about 3d printers or piracy.  
   
Made in us
Tail Gunner





Somewhere

HQ Unit: THE EMPRAH!

No, that would just lock the thread..

Id like to see a kind of "flying rhino", or some kind of lightly armored and armed vehicle to move troops (marines or guard) around the field quickly...

2355 points of
2417 points of

"Are you telling me that Mister Bumpy, that old monster who lives under your bed and eats socks, is really an agent of the Orks, sending them socks, pants and all other gettups through the warp for them? Mind = blown...."
slarg232  
   
Made in au
Devestating Grey Knight Dreadknight





Grey Knight Shield Bearer Squad (Elites):

Points: 25 (expensive)
WS BS T S W I A SV LD
5 4 4 4 1 4 3 3+ Fearless

Wargear:
Nemesis Halberd
Storm Shield
Power Armour

Storm Shield: The Shield Bearers have a 3+ invulnerable save.

Nemesis Halberd: Counts as strength 6 (stacks with furious charge) and a power weapon.

Special Rules:
Grey Knight
Furious Charge
Knightly Charge

Knightly Charge: On the turn that the Shield Bearers charge they count as having an initiative of 7, due to there nemesis halberds being lowered into formation. Only the most skilled opponents have the reflexes to avoid this attack (ini 7+ are obviously faster than them)




These guys are balanced because they have no ranged weapons. They would be good in a land raider tho. Unit could possibly have a 2+ for 30 points? Starting to resemble terminators now...
   
Made in us
Sybarite Swinging an Agonizer





US

Budgie wrote:Id like to see a kind of "flying rhino", or some kind of lightly armored and armed vehicle to move troops (marines or guard) around the field quickly...


Thought of it up at the last sec, could use some improvements


" ... Trashed ANOTHER of his most Holiest Transport Vehicles!? I JUST had that repaired from the LAST time you tried purging the Tau! By the Emperor i swear i will put a stop to this"
- Irritated Ultramarine Techpriest, at losing another rhino to the Tau's exceptional Railguns

"Insane Tech" Rhino Upgrade

Costs 60 pts in addition to the cost of the rhino, any other upgrades, and its squad

This upgrade can not be taken dozer blades, or plating, as they both add too much weight to the vehicle.

During your turn, in the shooting phase, you can choose to utilize a "An upgrade Gifted by the Emperor" that the Chapter techpriest has installed onto the Rhino. The "upgrade' consists of 4 modified Plasma cannons strapped to the back of the vehicle, that can be used to move the Rhino 2D6 x 2 inches forward in one direction (nominate the direction being moved before rolling). Should a Double 1 result be rolled then the upgrade has shorted out and sparks violently, and the vehicle counts as immobilized and stunned until the next allied movement phase. Should a Double 6 result be rolled, the 'upgrade' hurtles forward 30 inches while super-heating the vehicle, causing a normal wound to each of its passengers and rendering the "upgrade" into little more than plasma infused slag, and as such, can not be used for the rest of the game

Should a vehicle with this upgrade suffer a "Destroyed - Explodes!" at any time, or either a "Immobilized"/"Destroyed - Wrecked" the turn imediatle following the Upgrade's use, the vehicle will Explode in a 'Str 6 AP 3 2D6" pinning' blast. Yes this can occur as a result of a "Death or Glory!" or ram.


"There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die. " Sima Yi
DS:90SGM+B--IPw40k09#+D++A+++/sWD-R+T(S)DM+
_██_
(ಠ_ృ) 
   
Made in au
Member of a Lodge? I Can't Say



Australia

Jaon wrote:Grey Knight Shield Bearer Squad (Elites):

Points: 25 (expensive)
WS BS T S W I A SV LD
5 4 4 4 1 4 3 3+ Fearless

Wargear:
Nemesis Halberd
Storm Shield
Power Armour

Storm Shield: The Shield Bearers have a 3+ invulnerable save.

Nemesis Halberd: Counts as strength 6 (stacks with furious charge) and a power weapon.

Special Rules:
Grey Knight
Furious Charge
Knightly Charge

Knightly Charge: On the turn that the Shield Bearers charge they count as having an initiative of 7, due to there nemesis halberds being lowered into formation. Only the most skilled opponents have the reflexes to avoid this attack (ini 7+ are obviously faster than them)




These guys are balanced because they have no ranged weapons. They would be good in a land raider tho. Unit could possibly have a 2+ for 30 points? Starting to resemble terminators now...

@Jaon
You have a good idea but your unit is terribly OP. Str 7, I7, power weapons, 3++ and Grey Knight bonuses for 25 points each is horribly broken. Lack of shooting is not enough of a drawback to justify 25 points and as they stand now, they would probably be the greatest assault unit in the game, capable of smashing anything in CC at a discounted price. You would probably need to price them at around at least 60 points each (taking into account meq equipment pricing + Grey Knight bonuses + army wide synergy).

I suggest if you want to refine your idea further, to make a thread in the proposed rules board since this is a discussion thread and not a balance thread.

This message was edited 3 times. Last update was at 2010/11/03 23:49:37


H.B.M.C. wrote: Goood! Goooood!

Your hate has made you powerful. Now take your Privateer Press tape measure and strike me down with all your hatred and your journey to the dark side will be complete!!!


 
   
Made in us
Long-Range Land Speeder Pilot





In the battlefield

2 types of Arnolds


1 for imperial guard

Commando Arnold

ws 6 bs 6 s10 T 6 w 4 I1 A 3D6 LD 10 SV 4+ invul

special abilities
Get to da choppaaaa!!
"all units within 12 inches of Arnold can now move an extra 6 inches to the nearest Valkyrie"


Let off some steam Bennet
melta gun stats

fek yew ass hole!
Target an enemy within 12 inches of arnold their LD is now 1 for the rest of the game.

Feel no pain no gain.
if arnold losses a wound on a roll of 3+ ignore the wound.





then the necron version


Terminator Arnold


WS 5, BS 7, S 10, T 7, W 5, I 2, A 3 , LD 10 , SV 2+/4+

Special abilities

Its a damn mini gun!
assault cannon stats but ap 1

Come with me if you want to live
Res orb ability

i'll be back
if arnold losses his last wound he will be back next turn on a roll of 2+

Motorcycle
arnold can move 12 inches in the movement phase.

sun glasses
all of arnolds attacks count as being at night.






You are not free whose liberty is won by the rigour of other, more righteous souls. Your are merely protected. Your freedom is parasitic, you suck the honourable man dry and offer nothing in return. You who have enjoyed freedom, who have done nothing to earn it, your time has come. This time you will stand alone and fight for yourselves. Now you will pay for your freedom in the currency of honest toil and human blood.  
   
Made in us
Tail Gunner





Somewhere

"Insane Tech" Rhino Upgrade


That'll scare the living daylights out of anyone on the field..

2355 points of
2417 points of

"Are you telling me that Mister Bumpy, that old monster who lives under your bed and eats socks, is really an agent of the Orks, sending them socks, pants and all other gettups through the warp for them? Mind = blown...."
slarg232  
   
Made in us
Sybarite Swinging an Agonizer





US

Budgie wrote:
"Insane Tech" Rhino Upgrade


That'll scare the living daylights out of anyone on the field..


Orkz included or your money back!

"There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die. " Sima Yi
DS:90SGM+B--IPw40k09#+D++A+++/sWD-R+T(S)DM+
_██_
(ಠ_ృ) 
   
Made in fi
Fresh-Faced New User





imma firin mah lazor gannon

S 10
AP 1
type megakiller titan blast
automatic hit and wound
10d6 wechile penertation


TOTAL OWNAGE TO ENEMY
LOL
   
Made in au
Horrific Howling Banshee





Australia

Eldar Assassin- 30pts per model
The eldar assassin is an elites choice.


WS: 5
BS 5
S: 3
T: 3
W: 2
I: 6
A: 3
Ld: 10
Sv: 4+

Unit Type: Infantry

Wargear: Avenger Shuriken catapult, Close combat weapon, Assault Grenades

Options: Avenger shuriken catapult may be exchanged for a ranger long rifle for +5 points.
Close Combat Weapon may be exchanged for a power weapon for +10 points.

Special Rules: Fearless, Counter-Attack, Infiltrate, Stealth, Move through Cover

I work alone: The eldar assassin recognises that others will just get in his way. The eldar assassin is a one-man unit that can never be joined or join any other models.

Designated Target: At the start of a game, the eldar player must designate at least one target for the assassin to take out. At the end of the game, if the target's have been killed, they count as double kill points. If, however, they havent been killed, the opposing player gains a kill point for each surviving target.

This message was edited 3 times. Last update was at 2010/11/10 07:37:58


   
Made in us
Storm Trooper with Maglight






Dayton, OH

For the Imperial Guard:

Wargear: Punisher Gatling Cannon (30 point Heavy Weapons Team Option)
24" S4 AP - Heavy 10

Imperial Canine Squad (0-3 per platoon)
1 Guardsman, 5 Canine models for 40 pts, 0-5 canine models for 7pt each

Guardman:
WS: 3 BS 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 9 Sv: 5+
Wargear: Laspistol, Close combat weapon, Flak vest
Canines:
WS: 4 BS - S: 3 T: 2 W: 1 I: 4 A: 2 Ld: 9 Sv: 5+
Wargear: Flak vest
Special Rules: Beast, Hit and Run, Heel!

Heel!: Unit may maintain cohesion at distances of 6" for one turn, but must return to base contact with the Handler the next turn, and are unable to assualt that turn.

This message was edited 1 time. Last update was at 2010/11/10 20:51:10


I'm just a simple guy who is trying to make Daemon Princes look like Pokémon. - The Baron

That's my ACTUAL Necron Army list you turd. +27 scarabs. Stop hatin'! -Dash of Pepper 
   
Made in gb
Sniping Hexa





SW UK

Not really a "new" unit but alternate warheads for the deathstrike:
-Plasma Warhead (default load-out, rules in ig codex)
-Vortex Warhead (rules on BOLS)
-Nuclear Warhead (same rules as plasma but str D instead of 10)
-Minefield Warhead (10" blast, any unit attempting to cross the affected area for the rest of the game takes D6 str5 ap4 hits, vehicles always hit on rear armor.)
-Gas Warhead (10" blast, strX ap- any unit crossing the affected area takes D6 hits which always wound on a 2+. At the beginning of each players turn roll a scatter and 2d6, the blast template will move in this direction. When it moves off the board it is out of play.)
-Cluster Warhead (apocalyptic barrage (6) str 9 ap2)
-Quake Warhead (10" blast str10 ap1 in the turn following the missiles detonation any unit attempting to move within 6d6 of the blast template must act as if moving through difficult terrain -1d6)

Inquisitor_Syphonious wrote:All I can say is... thank you vodo40k...

Zweischneid wrote:No way man. A Space Marine in itself is scary. But a Marine WITHOUT helmet wears at least 3-times as much plot-armour as a Marine with helmet. And heaven forbid if the Marine would also happen to have an intimidating looking, vertical scar. Then you're surly boned. Those guys are the worst. Not a chance I'd say.

 
   
Made in gb
Fixture of Dakka






Ol' Blighty

Chief libarian- 150 pts

WS-6 BS-5 S-4 T-4 W-3 I-4 A-3 Ld-10 Sv-3+
Wargear:
Bolt pistol
Force weapon
Psychic hood
Iron halo

Special rules:
A cheif librarian has 3 psychic powers (chosen when the army is picked). He can only use 2 powers a turn unless he has been upgraded to a Master psyker, granting him 3 powers a turn.
Psyker

Options:
All the stuff the libby can have,
Master psyker +50pts
Relic staff (force weapon, but two-handed and +2 strength) +25pts


DS:90-S++G+++M++B++I+Plotr06#+D+++A++++/eWD251R+++T(Ot)DM+
JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
corpsesarefun: Thank god I missed be nice to shrike day.
greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. 
   
Made in us
Regular Dakkanaut






Ailaros wrote:An imperial guard transport large enough to move a whole infantry platoon, like the DKoK gorgon.


Like Button

40k Armies:
Salamanders
Dragon Warriors
Guardsmen of Khorne

"It's not so important who starts the game, but who
finishes it." -- John Wooden


 
   
Made in us
Storm Trooper with Maglight






Dayton, OH

Imperial Suicide Squad (50pt) 0-1 per platoon

Suicide Squad (2 per squad)
WS: 2 BS 2 S: 2 T: 2 W: 1 I: 5 A: 1 Ld: - Sv: 6+
Wargear: Suicide vest
Scout, Fleet, Insane Zealotry (never makes leadership or morale tests)

Suicide Vest: Close combat, Blast 1 (centered on model, no scatter), Str 8, AP 4. Wounds model when used.

This message was edited 2 times. Last update was at 2010/11/18 19:06:31


I'm just a simple guy who is trying to make Daemon Princes look like Pokémon. - The Baron

That's my ACTUAL Necron Army list you turd. +27 scarabs. Stop hatin'! -Dash of Pepper 
   
Made in ca
Insect-Infested Nurgle Chaos Lord






Zoidberg:

WS: 2 BS: 1 S: 2 T:4 W:1 I:2 A6 LD:6 Sv: 6+

Points: 50

Squad: Unique

Equipment: Surgical tools (Grants FnP, but only on a 6+ instead of a 4+ due to his stupidity)

Special Rules: Slow and Purposeful, Independant Character

WUBUBUBUBUBU!: Zoidberg tends to wander alot. He may be taken in any army and will use up an elite choice.

Yay! People are paying attention to me! : Zoidberg must pass a leadership test every turn. If he fails he will not do anything for the duration of the turn (while he waddles around trying to get attention), and will automatically fall back if he is hit (even if he saves his wounds). If he is joined in a unit, the entire unit may not do anything as they try and keep the doctor down and will fall back with him as he gets tangled in their equipment and subsequently drag everyone along. Zoidberg is also immune to psychic powers, and subsequently bestows this immunity to any squad he joins (he and his squad cannot be affected by any psychic powers at all)

Let me help you with that!: If Zoidberg ever rolls a double on his leadership, regardless of whether or not he passes, one unit at random (can be either friend or foe) will take a S6 AP1 hit for every model in the squad. Vehicles will suffer a hit, either a glancing hit on a 1-3 or a Penetrating hit on a 5+ (a 4 will result in nothing, apparently the doctor did something right for once). The Doctor evidently tampered with something he shouldn't have.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in gb
Fixture of Dakka






Ol' Blighty

http://www.dakkadakka.com/dakkaforum/posts/list/327781.page


DS:90-S++G+++M++B++I+Plotr06#+D+++A++++/eWD251R+++T(Ot)DM+
JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
corpsesarefun: Thank god I missed be nice to shrike day.
greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. 
   
 
Forum Index » 40K General Discussion
Go to: