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Made in us
Longtime Dakkanaut






Exodite Dragon Knights- Fast Attack, 65 pts

Alongside the ranks of Exodite war-hosts, the noble Dragon Knights ride forth on their Megadon Dragons. Having followed them in their migration and developed a psychic bond with these massive reptilian beasts, they now ride them into battle in defense of their worlds- against the Imperials, against the powers of Chaos, and against even their own fallen kin.Together, they form a quaint but deadly part of the Exodite Worlds's defense forces.

Occasionally, an Outcast may join these brave warriors provided he has tamed a mount, providing crucial ranged support to the knights. His Long Rifle fires time after time, a pinpoint lance of shimmering light striking true each time it fires.


Unit Type
Outcast Skirmisher and Dragon Knights are Cavalry. Dragon Knight Signifer is Cavalry (Character).

Unit Composition
4 Dragon Knights
1 Dragon Knight Signifer

Wargear

-Mesh Armour

-Dragon Lance (Dragon Knights and Dragon Knight Signifer only)

Appearing to be merely a crude spear, the Dragon Lance is far, far more. Based upon the same technology as a Laser Lance, the Dragon Lance is built instead towards firing multiple short-range shots at a time. However, it can also be set to launch a far more powerful blast at point-blank range.

The Dragon Lance has two profiles: a normal one, and one used on the charge.

Range: 12'''
S 3
AP 5
Rapid Fire

Range -
S 4
AP 3
Melee

-Ranger Long Rifle (Outcast Skirmisher only)

Special Rules
-Ancient Doom
-Independent Character (Dragon Knight Signifer only)
-Fleet

Stats
Dragon Knight
WS 4
BS 4
S 3
T 3
W 1
A 1
I 5
LD 8

Dragon Knight Signifier
WS 4
BS 4
S 3
T 3
W 1
A 1
I 5
LD 9

Outcast Skirmisher
WS 4
BS 4
S 3
T 3
W 1
A 1
I 5
LD 8

Options

-May take up to 3 Outcast Skirmishers, 12 pts per model.

This message was edited 4 times. Last update was at 2015/06/25 03:00:54


The thing about 40k is that no one person can grasp the fullness of it.

My 95th Praetorian Rifles.

SW Successors

Dwarfs
 
   
Made in au
Regular Dakkanaut




It has been a while, but here are two Necron concept characters.

Thaszar the Invincible
Spoiler:
WS5 BS5 S5 T5 W3 I2 A4 LD10 SV2+
Type: 1 Character (Infantry, Unique)
Wargear:
- Sempiternal Weave (the old 2+ armour save)
- Hyperphase Blade (if Thaszar rolls of a save of 6 against an enemy shooting attack, it is deflected back at the firing unit, counts as a Precision Shot, no effect versus Destroyer or AP1 shots)
- Dispersion Shield
Rules:
- Reanimation Protocols
Warlord Trait:
- Repair Nanoscarabs


Phaeron Atun
Spoiler:
WS5 BS5 S5 T5 W3 I2 A3 LD10 SV2+
Type: 1 Character (Infantry, Unique)
Wargear:
- Gloom Prism
- Phase Shifter
- Phylactery
- Nightmare Shroud
- Orb of Eternity
- Edge of Eternity
- Solar Thermasite
Rules:
- Reanimation Protocols
Warlord Trait:
- Enduring Will
   
Made in us
Not as Good as a Minion





Astonished of Heck

NeoAigaion wrote:
It has been a while, but here are two Necron concept characters.

Thaszar the Invincible
Spoiler:
WS5 BS5 S5 T5 W3 I2 A4 LD10 SV2+
Type: 1 Character (Infantry, Unique)
Wargear:
- Sempiternal Weave (the old 2+ armour save)
- Hyperphase Blade (if Thaszar rolls of a save of 6 against an enemy shooting attack, it is deflected back at the firing unit, counts as a Precision Shot, no effect versus Destroyer or AP1 shots)
- Dispersion Shield
Rules:
- Reanimation Protocols
Warlord Trait:
- Repair Nanoscarabs

I would make the Dispersion Shield a Relic which the provides the rule you have given the Hyperphase Blade. Technically, the Sempiternal Weave would also be given that status.

Off hand, I would also drop him down to Lord stats and be able to replace a Lord slot on the Royal Court ala Obyron, as an Overlord would not likely be carrying a Shield like a basic Lychguard, but the Lord of the Lychguards would.

NeoAigaion wrote:
Phaeron Atun
Spoiler:
WS5 BS5 S5 T5 W3 I2 A3 LD10 SV2+
Type: 1 Character (Infantry, Unique)
Wargear:
- Gloom Prism
- Phase Shifter
- Phylactery
- Nightmare Shroud
- Orb of Eternity
- Edge of Eternity
- Solar Thermasite
Rules:
- Reanimation Protocols
Warlord Trait:
- Enduring Will

I think you missed a Relic for this character. Also, he should be limited to the Mephrit detachments considering the Relics.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in us
Longtime Dakkanaut






Sword Brethren- Elites, 115 pts

Unit Composition
4 Sword Brethren
1 Castellan

Unit Type
Sword Brethren are Infantry. Castellan is Infantry (Character)

Wargear
-Power Armour
-Chainsword (Sword Brethren only)
-Power Sword (Castellan only)
-Bolt Pistol
-Frag Grenades
-Krak Grenades

Special Rules
-Furious Charge
-Fearless
-Chapter Tactics (Black Templars)

-Honour of the Chapter (Castellan only): A model with this special rule must always issue and accept a challenge whenever possible.

Stats
Sword Brethren
WS 4
BS 4
S 4
T 4
W 1
I 4
A 2
LD 9

Castellan
WS 4
BS 4
S 4
T 4
W 1
I 4
A 2
LD 9

Options

-One Sword Brethren may carry a Company Standard or Scrolls of Oaths per squad.

Scroll of Oaths

The oaths taken by a squad of Sword Brethren are no paltry matter, and often, at least one Brother will painstakingly inscribe the full texts of each upon a long scroll. Reminding them of their duty, this Scroll drives them to greater and greater heights, ignoring even the greatest of trials. This in turn inspires the other Battle-Brothers, resulting in a great boost to the force's overall morale.

Any friendly unit within 12'' a unit containing a model with a Scroll of Oaths may re-roll failed Morale and Fear tests. In addition, all models within the same radius with Chapter Tactics (Black Templars) gain the Furious Charge special rule.

-Entire squad may replace their Bolt Pistols, Chainswords/Power Sword, and Power armor with Terminator Armor, Power Fists, and Storm Bolters, 25 pts.

-Any Sword Brethren may take any item from the Ranged/ Melee Weapons list.

-A Sword Brethren/Castellan in Terminator Armor may only take items from the Terminator Weapons list.

-May take a Rhino, Razorback or Land Raider as a Dedicated Transport.

This message was edited 2 times. Last update was at 2015/06/28 04:13:57


The thing about 40k is that no one person can grasp the fullness of it.

My 95th Praetorian Rifles.

SW Successors

Dwarfs
 
   
Made in my
Veteran Knight Baron in a Crusader






At my desk

Eldar Wraith-somethings. I have yet to think of a name.

They are essentially a Wraithguard like unit on 25mm bases - being Guardian sized. The lore behind this being that they are simpler and easier to craft by less talented seers (Because my craft-world has relatively few seers) but then are less advanced and less capable.

Their profile is as follows:

WS: BS: S: T: W: I: A: Ld: Sv:
3 3 4 5 1 4 1 8 4+

They can take the following weapons:

Wraithcarbine:
Range: 12" Strength: 6 AP: 4 Assault 1
- this will be the stock weapon

Distortion :
Range: Template Strength: 5 AP: 4 Assault 1
- This is available as an upgrade for 5 ppm.

The unit starts as a group of five for 120pts
Able to take up to ten more for 24 ppm.
Able to take a Wave Serpent as dedicated transport.


I know nothing about point balancing and any input is greatly appreciated.

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in us
Been Around the Block







Here's my choices
Seer Guards (5 man squad for 16ppm)
Few eldar who set out to become farseer have the discipline and talent to do so, but some show enough control and mental prowess to become seer Guards. Sworn to defend their chosen farseer wherever they go these warriors wield mindfire weapons, wrought from pure phycic power the weapons take many forms but all prove deadly to any foe. With a farseer these warriors become implacable guardians cutting swathes through foes and ensuring the craftwords most valued assets are kept safe.
WS: 4 BS: 4 :S 3 T: 3 W: 1 :I 5 A: 1 LD: 9 SV: 4+
Wargear:
Aspect armor
Mindfire weapon
S: +1 AP 4 melee two handed
Ranged 12 S 4 AP 4 assault 2

Runes of protection:
Confers a 5++ to the bearer

Special rules:
Guardians of the seer: while attached to a farseer this unit gains the fearless and adamantium will rules, furthermore the farsleer always passes look out sir rolls

May purchase a Champion ( has exarch stat line) for 10 points who exchanges his mindfire weapon with a mindsear blade (S+1 AP3), champions must accept and issue chalanges when able.

The entire squad may take jetbikes for 30 points

And

Land speeder repressor (130 points)

For the unforgiven chapters, especially the successors lacking the archaic wonders of the darkshroud, a reliable defensive system was needed for the ravenwing. Thus the land speeder repressor was created, utilizing the signature stasis systems of the ravenwing and disruptor technology some say stolen from the mechanics, the repressor ensures the fallen have no where to run as their doom approaches.

AV 11, 10, 10 fask skimmer HP 3
Wargear
Heavy bolter
Repressor launcher
Range 36 heavy 2 each time the weapons is fired choose an ammunition type
Stasis: S 3 AP - blast , stasis anomaly (see DA codex)
Disruptor : S 2 AP 6 haywire, neural disruption:vehicles and units hit by this weapon subtract 1 from their BS until next turn. Furthermore they treat all terrain as difficult
Frag (as brb)
Krak (as brb)

May replace the HB with an assault cannon for 15

Probably horribly balanced, but fun units I'd love to see.


Come watch me and my friends play good games poorly on Boss Room Ahead

Have a wonderful day  
   
Made in us
Longtime Dakkanaut




Slaaneshi knight 525 points
Ws5 bs4 str10 init5 F13 S12 R12 6hp superheavy walker
Special rules: fleet
Weapons: great rifle 60" range str8 ap2 heavy2 armorbane
Reaper autocannon
Ripperblade strD ap2

That's how you do a chaos knight.


Automatically Appended Next Post:
Created with the updated vehicle design rules, link in my SIG.

Edit:forgot to write in the ion shield

Double edit: fun stuff! Add the daemon of slaanesh rule from chaos daemons codex, +3 hull points and +1 attack you now have a blessed knight of slaanesh for 666 points

This message was edited 4 times. Last update was at 2015/07/14 21:28:36


   
Made in gb
Lord of the Fleet






London

Lythrandire Biehrellian wrote:
Slaaneshi knight 525 points
Ws5 bs4 str10 init5 F13 S12 R12 6hp superheavy walker
Special rules: fleet
Weapons: great rifle 60" range str8 ap2 heavy2 armorbane
Reaper autocannon
Ripperblade strD ap2

That's how you do a chaos knight.


Automatically Appended Next Post:
Created with the updated vehicle design rules, link in my SIG.

Edit:forgot to write in the ion shield

Double edit: fun stuff! Add the daemon of slaanesh rule from chaos daemons codex, +3 hull points and +1 attack you now have a blessed knight of slaanesh for 666 points


Looks rather poor for 525 points. Weapons aren't as good, the Ripperblade is just a renamed Reaper, and the stats increases aren't worth an additional >100pts.
   
Made in us
Longtime Dakkanaut




They actually are. What this knight does is hunt other vehicles down at range and slices up anything that gets too close. It not only swings at the same time as a wraithknight, but hits on a 3+. It has fleet, so it can chase down other knights as they try to get away.

If you wanted a chaos knight that would outclass all the imperial versions in head to head combat, this is it. It should definitely be more expensive for that.

   
Made in us
Longtime Dakkanaut






Ragnarok Battle Tank- 60 pts, Heavy Support

First built during the Battle of Armageddon when the supply of Leman Russes ran dangerously low, the Ragnarok is seemingly merely a massive slab of armor with treads at the bottom and weapons haphazardly thrown onto it. However, the Ragnarok is designed to be a reliable combat vehicle: consuming just the right amount of fuel for the distance it's expected to travel, eschewing overly specialized weapons for a balanced set of weaponry, and being able to travel thorough most terrain without difficulty.

Unit Type
Vehicle (Tank, Heavy)

Unit Composition
1 Ragnarok

Wargear
-Twin-linked Ragnarok Battle Cannon

Built on the principle that "quantity is quality", this cannon hurls 40mm shells at prodigious rates of fire- goring those unlucky enough to be in the open, shredding fortifications, and leaving lighter enemy vehicles in ruins.

S 5
AP 4
Heavy 4, Blast, Armourbane


Stats
BS 3
F 11
S 11
R 10
HP 2


Options

-May take items from the Astra Militarum Vehicle Equipment list.

-May take a pair of sponsons armed with:

-Boltguns, 5 pts

-Flamers, 10 pts

-Heavy Stubbers, 10 pts

This message was edited 2 times. Last update was at 2015/07/17 18:55:56


The thing about 40k is that no one person can grasp the fullness of it.

My 95th Praetorian Rifles.

SW Successors

Dwarfs
 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

The Ragnarok already exists as a Krieg pattern tank made for trench warfare.

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in ie
Veteran Wolf Guard Squad Leader





Dublin

 RaptorusRex wrote:
Ragnarok Battle Tank- 70 pts, Heavy Support


Cool idea. The one major change I'd make is either up the armour (AV 11 hardly constitutes a "massive slab of armour!") or get rid of heavy, maybe even make it fast (light tank)

I let the dogs out 
   
Made in us
Longtime Dakkanaut




Yeah, as it stands the ragnarok would only be 55 points if the gun was twinlinked 36" range str5 ap4 heavy 5 blast. The armor can't go up too much because it isn't reasonable on a small vehicle.

Edit, didn't see the part where it shreds fortifications. So no blast, add armorbane should be around 60 points then...

This message was edited 1 time. Last update was at 2015/07/17 12:40:38


   
Made in de
Implacable Skitarii




Somewhere...

 RaptorusRex wrote:
Ragnarok Battle Tank- 70 pts, Heavy Support


I have also made my own version of the Ragnarok. It is on the first page of this thread If you like, you can take a look at it ;D
Here is the link:
http://www.dakkadakka.com/dakkaforum/posts/list/631650.page#7514791

On a side note, the Ragnarok is a Heavy Tank. Your unit is more in line with the Siegfried Light Tank, which is also used by the Death Korp.

This message was edited 1 time. Last update was at 2015/07/17 18:49:11


   
Made in us
Hardened Veteran Guardsman





An Imperial Guard medium tank I homebrewwed up

Dragon Medium Tank 60 pts Fast Attack
BS 3 A F 12 S 12 R 10 HP 3

Unit Type: Vehicle (Tank, Fast)

Unit Composition: 1 Dragons
Wargear: Turret-Mounted Autocannon
Hull-mounted Heavy Bolter
Smoke Launchers
Searchlight

Options
May Take up to two additional Dragons……60pts each
Can take a veteran crew (BS 4).....10pts
May replace it’s Autocannon with any of the following
-Assualt Cannon……….5pts
-Lascannon…….5pts
-Twin-Linked Autocannon…10pts
-Battle Cannon…….10pts
-Vanquisher Battle Cannon…..10pts
-Twin-Linked Assualt Cannon…..15pts
May take one of the following
-Heavy bolted Sponsons….15pts
-Heavy Flamer Sponson……15pts
Can replace it’s hull mounted Heavy Bolter with one of the following
-Heavy Flamer…..free
-Auocannon……5pts
May take any of the following
-Dozer Blade……5 pts
-Pintle Mounted Heavy Stubber or Storm Bolter….5 pts
-Recovery Gear…..5 pts
-Extra Armour….10 pts
-Fire Barrels…..10 pts
-Camo-Netting…..10 pts

This message was edited 4 times. Last update was at 2015/07/31 20:46:54


I am the Paper Proxy Man. 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

Vanquisher should not be a free swap for an autocannon, one is a massive battle cannon, the other is usually a secondary weapon for tanks. Not to mention gaining strength, ap, range, armourbane. Its also a massively different type of gun for the tank

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
Made in us
Hardened Veteran Guardsman





 Melcavuk wrote:
Vanquisher should not be a free swap for an autocannon, one is a massive battle cannon, the other is usually a secondary weapon for tanks. Not to mention gaining strength, ap, range, armourbane. Its also a massively different type of gun for the tank


Updated to 10 pts for the swap. Considering that it's going to miss half the time because of BS 3, or 1/3 if you pay 10pts for BS4, I think that's a decent price.

This message was edited 1 time. Last update was at 2015/07/19 17:21:49


I am the Paper Proxy Man. 
   
Made in us
Fresh-Faced New User





My first few attempts at homebrewing, mostly with a Snakebite theme. The Steam Gargant profile is from an earlier edition which I modified extensively, mostly the Fist of Gork.
Approach with caution, because I'm an amateur at this.

Steam Gargant (770 points):
WS4 BS2 S10 F13 S13 B12 I2 A3 HP10
Super-Heavy Walker, Effigy, All Riled Up, Scrap Mountain

-Transport Capacity: 30 Models
-Fire Points: Six in the front hull
-Access Points: One in the rear
-Wargear: Supa-gatler, Mega Kannon, Fist of Gork, 3 Supa-skorchas, Mega-Choppa
-Options
*May take Grot Riggers for 30 pts

All Riled Up: Whenever a Steam Gargant destroys an enemy unit, it gains +1 attack for the rest of the game. If it kills an Independent Character, destroys another Super-Heavy, or kills a Gargantuan Monstrous Creature, it gains d3 attacks instead. Cannot go farther than 10 attacks.
Scrap Mountain: Confers a 5++ on the Steam Gargant

-Mega Kannon
Range 60" S8 AP2 Ordinance 1, Massive Blast
-Fist of Gork
In the core of almost every Steam Gargant, there lies a Weirdboy chained up and heating the boilers, essentially keeping the Gargant moving. With the massive carnage going on just outside those metal walls, however, the Weirdboy must spew the leftover energy through a massive cannon, lest he overheat the boiler and blow up the whole bloody thing. The psychic projectile that leaves the barrel often takes the form of a giant fist of Gork (maybe Mork), plowing right through whatever's in its way.

Range 42" SD AP1 Ordinance 1, Primary Weapon, Right in da Kissa'!
Right in da Kissa'!: If a Super-Heavy Vehicle receives a Penetrating Hit from this weapon, roll a d6. On a 3+ nothing happens. If a 1 or 2, the vehicle cannot move and all of its Ordinance and Heavy weapons can only fire Snap Shots until your next turn.
If it wounds a Gargantuan Monstrous Creature, it takes a -4 penalty to Weapon Skill and Initiative, and may only fire Snap Shots until your next turn. If the Gargantuan Monstrous Creature is Flying, it's next Grounding test has a -3 penalty, and it suffers from the above results.


Squig Katapolt (35 points)
One Katapolt with 2 Gretchin crew members

Katapolt: WS- BS- S- T7 W2 I- A- Ld- Sv3+
Gretchin Crew: WS2 BS3 S2 T2 W1 I2 A1 Ld5 Sv-

-Type: Artillery
-Wargear: Choppa, Buzz Squig Pots
-Options:
*May add 2 additional Katapolts for 35 pts/model
*For each Katapolt you may add 3 additional Grot crew members for 3 pts/model

Buzz Squig Pots
Buzzer Squigs are one of the more dangerous species of squig. Like a pack of Terran piranhas, they attack their prey and strip the flesh off their bones in mere seconds... and that's why Snakebites love them. After starving them, they're stuffed into baked clay pots and hurled at the enemy via Katapolt. Once the pot shatters on the battlefield, the swarm is released and devours any unlucky gits nearby with ferocity that can only be matched by a Tyranid Ripper Swarm.

Range 32" S4 AP5 Blast, Shred, Blind, Pinning, Meaty Projectile, Right in the Noggin'!
Meaty Projectile: Any model that is hit by a weapon with this rule that is in Ruins, Buildings, or Fortifications receive +1 to their cover save, as this is not an explosive projectile (though we wish to Gork it was).
Right in the Noggin': Any model that is under of the template hole of the blast marker takes a S7 AP3 hit (along with the regular damage if it survives), due to being on the receiving end of the high-velocity pot hitting them square in the face.

This message was edited 1 time. Last update was at 2015/07/27 02:58:48


 
   
Made in us
Longtime Dakkanaut






Scar Grots- 45 pts, Troops

Certain Grots within the Goff Klan have a proclivity towards violence and sadistic torture that impresses even the Boyz, picking fights with one another and themselves. It is a tradition of these grots to scarify themselves with whatever is at hand, resulting in ugly infected scars Often, they will be taken under the wing of a specially trained Boy, who will both verbally abuse them and shower praise upon the angry little fella. This makes the Grot angrier, and allows the Boy to socialize them with others like them.

In battle, Scar Grots are deployed in the general direction of high value targets- being expected to bog them down with lots of strikes from their mini-Choppas. Their anger, however, does not prevent the Gretchin's natural tendency towards fear. A unit of Scar Grots will often retreat from their target mid-battle, soon to be mowed down.

Unit Type
Infantry

Unit Composition
10 Scar Grots

Wargear

-Mini-Choppas

In essence, tiny little knives wielded by the nervous hands of the Scar Grots, Mini-Choppas may not be the best weapon- but covered in caustic fluids and poisons, they have more than enough power to kill those with poor or no armor.

Range -
S 3
AP 4
Melee, Poisoned (4+)

Stats
WS 2
BS 3
S 2
T 2
W 1
I 3
A 1
LD 6

Options

-May include 20 additional Scar Grots, 5 pts per model.

-For every two Scar Grots, one may take a Grot Blasta, free.

This message was edited 3 times. Last update was at 2015/07/27 22:38:26


The thing about 40k is that no one person can grasp the fullness of it.

My 95th Praetorian Rifles.

SW Successors

Dwarfs
 
   
Made in us
Hardened Veteran Guardsman





Some more Imperial Guard Homebrewed Vehicles

Banshee Rocket Artillery 50 pts
FA 12 SA 10 RA 10 HP 3 BS 3 Open Topped, Vehicle
Wargear: Searchlight, Smoke Launchers, Hull-mounted Heavy Bolter, Rocket Array

Rocket Array
R: 48” S: 4 Ap:- Barrage 2, Swarm of Rockets, Large Blast
Swarm of Rockets: Any model hit by the Rocket Array is hit twice.
Chem-Rockets
R: 36” S: 4 Ap: - Barrage 2, Swarm of Rockets, large Blast, Fleshbane
Krak Rockets
R: 36” S: 6 Ap: 4 Barrage 2 Blast, Swarm of Rockets

Options
You can have up to additional banshee’s in the squadron….50pts each
Any Banshee can take any of the following Ammunition
-Krak Rockets….10 pts
-Chem Rockets….25pts
Any Banshee can replace it’s hull-mounted Heavy Bolter with a Heavy Flamer….free
Any Banshee can take any of the following
-Vox….5pts
-Dozer Blade……5 pts
-Pintle Mounted Heavy Stubber or Storm Bolter….5 pts
-Recovery Gear…..5 pts
-Extra Armour….10 pts
-Fire Barrels…..10 pts
-Camo-Netting…..10 pts


Bombardier Heavy SPG 120pts
FA 14 SA 12 RA 10 HP 4 BS 3 Heavy, Tank
Wargear: Searchlight, Smoke launchers, Hull-mounted Heavy Battle Cannon
May Take up to two additional Bombardiers……120pts each
Can take a veteran crew (BS 4).....10pts
Can Replace it’s Heavy Battle Cannon with any of the following
-Hunter Heavy AT Cannon….30pts
-Devastator Cannon….30pts
May take any of the following
-Vox….5pts
-Dozer Blade……5 pts
-Pintle Mounted Heavy Stubber or Storm Bolter….5 pts
-Recovery Gear…..5 pts
-Extra Armour….10 pts
-Fire Barrels…..10 pts
-Camo-Netting…..10 pts

Heavy Battle Cannon
R: 60” S: 9 Ap: 2 Large Blast, Ordinance 1
Hunter Heavy AT Cannon
R: 72” S: D Ap: 1 Ordinance 1
Devastator Cannon
R: 24” S: D Ap: 1 Large Blast Ordnance 1

This message was edited 2 times. Last update was at 2015/07/31 20:46:28


I am the Paper Proxy Man. 
   
Made in ie
Veteran Wolf Guard Squad Leader





Dublin

 saithor wrote:
Some more Imperial Guard Homebrewed Vehicles
Banshee Rocket Artillery 50 pts
Bombardier Heavy SPG 120pts
Great stuff. Though would I be correct in saying the Bombardier is significantly underpriced. I'm roughly comparing it to a Vindicator, and the superior armour values and heavy battle cannon seem like a lot of gain on the vindicator, points for points.

I let the dogs out 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Same price as the old Medusa siege gun, I think, with more armor, more range and less strenght.

Its fine, I think, The Medusa was quite overpriced, so is the Vindicator.

Also, SPG but no Barrage?

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Hardened Veteran Guardsman





 Bobthehero wrote:
Same price as the old Medusa siege gun, I think, with more armor, more range and less strenght.

Its fine, I think, The Medusa was quite overpriced, so is the Vindicator.

Also, SPG but no Barrage?


I was actually basing it off Tank Hunters like the Jagdtiger/Jagdpanther, with the Demolisher style-variant being a Sturmtiger, but I see your point, I'll make a barrage weapon variant.

I used the Homebrew vehicle design rules that are floating around in this sub-forum, so I think it's pretty balanced. Although based off those rules, practically everything in the IG codex needs a point reduction, with a regular LRBT being around 125 pts(My own version with 4 HP and Lumbering Behemoth anyway). The Bombardier has a better gun, but in a fixed mount, no hull heavy Bolter, no Lumbering Behemoth, and worse side armor. I think it's decently costed, I actually expected more complaints from the Chem-Rockets upgrade on the Banshee. Thanks for the feedback. Hopefully there will be more to follow.

I am the Paper Proxy Man. 
   
Made in us
Longtime Dakkanaut






Grot Fanatics- Troops, 75 pts

Certain Klans brew a special drink from the spores of the fungus that every Ork derives from, and force certain Grots to imbibe it- turning them into rampaging psychopaths. On the battlefield, this drunken menagerie of Gretchin charges anything that moves- even their own allies, fighting it in a drunken stupor. However, this means that they require a handler- a specially trained Runtherd willing to deal with them.

Certain kunning warbosses make clever use of the fanatics, sending them charging into the enemy's flanks. The resulting carnage and confusion is something to witness.


Unit Type
Infantry. Herda is Infantry (Character)

Unit Composition
10 Fanatics
1 Runtherd

Wargear

-Ball 'n Chain (Fanatics only)

Exactly what the name implies, the Ball 'n Chain is a heavy leaden ball attached to a grot-sized chain. When swung by the drunken Fanatic, it becomes a tornado of bone-crushing death that surrounds the Fanatic.

Range -
S 5
AP 4
Melee, Rampage, Crushing Blow

Crushing Blow: On a To Wound roll of 4+, this weapon gains the Concussive special rule.

-Grabba Stikk (Runtherd only)

-Slugga (Runtherd only)

Special Rules

-Furious Charge (Runtherd)

-Ere We Go (Runtherd)

-Rage (Fanatics)

Stats
-Fanatics
WS 2
BS 3
S 2
T 2
W 1
I 2
A 1
LD 6

Options
-May include up to thirty additional Fanatics...6 pts per model.

-Must include one additional Runtherd for 10 additional Fanatics in the unit...10 pts per model.

-Any Fanatic may take a Grot Blaster...2 pts each.

This message was edited 2 times. Last update was at 2015/07/31 01:39:01


The thing about 40k is that no one person can grasp the fullness of it.

My 95th Praetorian Rifles.

SW Successors

Dwarfs
 
   
Made in gb
Worthiest of Warlock Engineers






preston

This is one that I have just come up with, the Hades light scout Mech.

Although I have designed this one before coming up with the fluff (a first for me) it generally revolves around the idea of a light, fast moving Mech with a decent range of customisation for different operations.
Intended as a fast and light scout Mech the Hades lacks the heavier armour of other ,heavier, frontline Mechs but makes up for this by being able to out manoeuvre them and keep its incredible pace going for an excessive amount of time without stopping. The Hades is also notable for packing a lot of firepower, allowing it to punch well above its weight and making it ideal for hit and run tactics and burst ambushes. Pilots should be wary though as it is all too easy to be lured into a running engagement by the belief that the sheer massive amounts of firepower that the hades can put out will allow them to emerge victorious. Whilst this may seem a good idea it is always a good idea to remember that the Hades mounts very little armour and thus is easily knocked out by other units, meaning that a protracted up front firefight will rarely go well for the small Mech.
Instead the Hades is best used to harass the enemy and avoid frontline fighting unless the they lack any heavier units or anti tank firepower.

Hades light scout Mech – Points: 210

WS BS F S R S I A HP
3 4 12 12 10 7 3 2 3


Type - Walker
Wargear:
Dual Medium Pulse Laser’s
Range Strength Armour Piercing Notes
48” 9 2 Heavy 4, Twin Linked

LRM 5
Range Strength Armour Piercing Notes
48” 8 3 Heavy 5, Alternative Fire
48” 4 6 Heavy 5, Blast, Barrage, Alternative Fire

Special Rules:
Fast – Moves 12”
Night Vision

Options:
May be given an Active Probe to gain Ignores Cover – 60 points
May be given a C3 Network Unit – 30 points
(C3 Network equipped units my fire any Missile weapons at targets visible to another C3 network equipped unit at full Ballistic Skill even if they do not have Line of Sight to the target.)
May be given MASC to gain Hit and Run and Fleet – 29 points
May be given an ECM system – 40 points
(Any shots against an ECM equipped unit from Missile weapons or weapons firing from beyond 80” count as Snapfiring)
May be given Camo Gear – 15 points
May be given an improved Gyro, gaining the Ignores Cover special rule – 20 points
If fitted with an ECM then the Mech may be given Stealth Armour, gaining the Shrouded special rule – 30 points

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in ca
Longtime Dakkanaut





Codex: Astra Militarum
Dataslate: War Hogs (Fast Attack)

Unit Type: Bike
Unit Cost: 55 points
Unit Composition: 3 War Hogs, 1 War Hog Sergeant, 1 War Hog with Cab

Unit Profiles:
War Hog / War Hog with Cab / War Hog Sergeant (Character)
WS 3 / 3 / 3
BS 3 / 3 / 4
S 3 / 3 / 3
T 4 / 4 / 4
W 1 / 2 / 1
I 3 / 3 / 3
A 1 / 2 / 2
Ld 7 / 7 / 8
Sv 4+ / 3+ / 4+

Wargear:
Motorbike
Autogun
Autocannon (War Hog with Cab only)
Autopistol (War Hog Sergeant only)
Close combat weapon (War Hog Sergeant only)

Special Rules:
Scout
Hit & Run
Srike & Evade
Dragon Rounds

Upgrades:
- May include up to five additional War Hogs......10 points/model
- May replace a War Hog with a War Hog with Cab......10 points/model
- May replace an Autocannon with one of the following:
*Heavy Bolter......(free)
*Heavy Flamer......(free)
*Multi-Melta......5 points
*Lascannon......5 points
- The Sergeant may take items from the melee weapons and ranged weapons wargear lists.

Special Rules:
Strike & Evade; War Hogs are lightning-fast bikers who train to harass rather than directly engage enemy forces. During your turn, they may turbo-boost after firing their weapons, but then only make Snap Shots until the end of your next turn.
Dragon Rounds; War Hogs have access to special Dragon Round ammunition for their autoguns, autopistols, and autocannons. These weapon ignore cover when fired by models in War Hog unit.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in il
Warplord Titan Princeps of Tzeentch






Overpowered from the simple reason EVERY warhog will be upgraded to cab, and at that point you got 20 PPM T4W2Sv4 fast moving autocannons.
And that's before considering their special rules giving them ignore cover and the "shoot and turbo boost" power.

These are even better than scatterbikes.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in ie
Veteran Wolf Guard Squad Leader





Dublin

 Yarium wrote:
Codex: Astra Militarum
Dataslate: War Hogs (Fast Attack)


Great idea for a unit. As boomwolf said probably need to limit the autocannons, etc, but really like the feel of them.

This message was edited 1 time. Last update was at 2015/08/16 10:03:04


I let the dogs out 
   
Made in us
Crazed Spirit of the Defiler






I think limiting them to two per unit would be a good balance.

"Because the Wolves kill cleanly, and we do not. They also kill quickly, and we have never done that, either. They fight, they win, and they stalk back to their ships with their tails held high. If they were ever ordered to destroy another Legion, they would do it by hurling warrior against warrior, seeking to grind their enemies down with the admirable delusions of the 'noble savage'. If we were ever ordered to assault another Legion, we would virus bomb their recruitment worlds; slaughter their serfs and slaves; poison their gene-seed repositories and spend the next dozen decades watching them die slow, humiliating deaths. Night after night, raid after raid, we'd overwhelm stragglers from their fleets and bleach their skulls to hang from our armour, until none remained. But that isn't the quick execution the Emperor needs, is it? The Wolves go for the throat. We go for the eyes. Then the tongue. Then the hands. Then the feet. Then we skin the crippled remains, and offer it up as an example to any still bearing witness. The Wolves were warriors before they became soldiers. We were murderers first, last, and always!" —Jago Sevatarion

DR:80SGMB--I--Pw40k01#-D++++A+/fWD-R++T(T)DM+
 
   
Made in us
Ruthless Interrogator





Hidden Fangs- (Bounty Hunter unit)

Up to 2 units may be taken from any codex except codex tyranids. These units count as Allies of Convenience.

Unit of 5 (70pts)
Ws4 Bs4 S4 T4 I4 A1 Ld8 Sv4+
Special Rules:
Stubborn, Infiltrate, Scout, Move Through Cover, Slow and Purposeful, In it for the Money
Wargear- Carapace Armor, Bolter, bolt pistol, close combat weapon.

May purchase up to 5 more Hidden Fangs-14ppm
Up to 2 models per 5 may take Heavy Bolters or Missile Launchers at the cost listed in C:SM
All models may purchase up to 2 sternguard special issue ammunition types for 6ppm.
All models may take camo-cloaks -2ppm

In it for the Money- At the beginning of the game choose an enemy character model that your opponent has. If your opponent has no characters then choose any model you want. If you successfully destroy this model with the unit that selected it then you gain +1VP. Models with this rule are never counted for scoring purposes.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
 
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