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NEW HQ: BAD DOC! Codex makes mentiones of them so why not? 120 points.
WS: 4 BS: 2 S: 4 T: 4 W: 2 I: 2 A: 3 LD: 6 SV: 4+
The Eccentricity of the bad doks far exceeds that of painboys. These exiled boyz are outcasts from their tribes but on some occasions have been known to accompany waaaghs and other ork invasions.
Their patients or "victims" can find themselves with mechanical lungs, Missing or sporting an extra head or limb or the dreaded squig brain transplant.
A Few Runts short of a herd.
They are Crazy and their cooky, They are positivily all but the mad doc himself, bat feces insane beyong all others. But trust me, unless yor ahn ork. Its really ard ta tell da difference.
Bad docs are so insane they lack the basic concepts of fear or even self preservation. Thus can never be pinned or run away from combat and pass all morality tests.
Bad Docs twisted experiments - May Select one unit in the army list and give them any of the following. But not special characters or HQ. Cannot be vehicle or walker either.
1. Meks Lungs - +2 to movement. They dont run outa breath and since it be easier to breath they can run faster and longer.
2. Extra Eads - An extra ead - One wants to go one way, Other wants other. +1 Leadership
3. Extra Arm - +1 attack
4. Eavy Body - Replaces who or most skeleton with eavy armor ork skeleton - Why? Well...why not?! Gains slow but purposeful and +1 T
5. Squig Brain Transplant - Model has -4 leadership to min of 1 and cannot use normal wargear and can only attack in CC. Must always assault and run towards nearest enemy unit. Attacks count as rending
due to the Squigs savage nature in the ork body as the body is outftted with sharp clawed gauntlets in the feet and hands too
AND!
DA KAN MEK - NEW HQ!
WS: 4 BS: 2 ST: 4 T: 4 W: 2 I:2 A: 2 LD:8 SV: 6
Independant char, Mod rule, Furious charge, Waaagh! , Da Mek's Kans
Basically I am tired of writting now so it can make one squad his own personal killa kans.
Its em front and side armor of 12. He would be like 100-150 points or so and he has a Eavy Wrench which is a hand held Hydroloc wrench that counts as a power weapon.
So one squad of Kans would give like extra armor to them..
Other ideas I had are here which is a copy paste from my notepad.
Nobs - Nob bikers may be taken at 20 points per model if Wazdakka is a part of your army list.
Bikers may now be 3-15 models in a squad. Basic WarGear is now big choppa and slugga instead of choppa, Bikers have learned how carry the big choppa with one hand instead of two and while riding. Bikers gain a 4+ save so eavy armor is not needed.
Exhaust cloud now also makes it so that in Close combat the cloud is blurring the vision of those attacking the nobs. Results to hit the nob bikers due to the dark oily and toxic exhause clouds must be made at a +1 higher than normal. So for example to hit the nob vs its WS would normally be a 4 it is now a 5 to hit! A roll to hit on a 6 always hits.
Killa Kans - Elite Choice now and two new weapons including a Additional CC weapon for 20 or two Twin Linked Big Shoota for 20 points. Two big shootas that are twin linked instead of normal big shoota. Kans can also now have a squadren of up to 5 instead of 3.
Telly Portas - May enter the field Via Deep Strike rules. But always scatters
Deff Dread - Drops 5 points. Is still heavy choice but has the additional weapon options.
Mounted Shock Attack Gun. A Mek has planted a Mounted Shock Attack gun onto the Deff Dreads arms. 50 Points. The Dread cannot move and shoot. Must remain stationary in order to fire the gun. Results vary slightly when rolling the dice.
1's - Melt Down - Deff Dread suffers a Vehicle Explosion Result
2's - Malfunction Gun Malfunctions and shoots nearest Target closest to the Deff Dread. Be friend or foe.
3's - Grrr - Portal opens in Wrong place. Fires at closest unit at intended target. Be friend or foe
4's - Sploosh - The snotlings exit the tunnel in an explosive array of bone and gore. Resolve the attack upon the target, but use the small blast template and any hits are Str and ap of 6.
5's - Kapow - The Deff Dreads Shock attack gun fires the dread at the target. Resolve this as if it moved the distance from where the dread left and into base to base contact with the first model of the squad or into contact with the hull of the vehicle it shot using the tank shock or ramming rules as it crashes into the squad and or tank. The model is assumed to be moving in a straight line.
5-6 - Bzzap - Shock attack Guns Field collapes, Only the model under the template hole is hit. Shot is Str 10. Gun may not fire next turn.
6's - RARRGH - A Portal Hole is opened into the warp and all those underneath the large blast template is sucked into the warp never to be seen again. Remove all models under that template from the game without any kind of saves allowed. Vehicles take a auto penetratng hit.
Telly Portas - May enter the field Via Deep Strike rules. But always scatters
Thanks Felixander! I'm definitely considering them as a possible new army. (I'm also looking at fantasy battle horse units for cheap rough riders.)
Hmm... I wonder what Veteran Rough Rider stats and rules would be...
A whole Rough Rider codex would be fun.
If you are interested in reading a narrative, plot driven battle report I would very much appreciate you checking out "The Red Cuff Rebellion Campaign" here:
http://www.dakkadakka.com/dakkaforum/posts/list/442223.page
Vasarto wrote:NEW HQ: BAD DOC! Codex makes mentiones of them so why not? 120 points.
WS: 4 BS: 2 S: 4 T: 4 W: 2 I: 2 A: 3 LD: 6 SV: 4+
Spoiler:
The Eccentricity of the bad doks far exceeds that of painboys. These exiled boyz are outcasts from their tribes but on some occasions have been known to accompany waaaghs and other ork invasions.
Their patients or "victims" can find themselves with mechanical lungs, Missing or sporting an extra head or limb or the dreaded squig brain transplant.
A Few Runts short of a herd.
They are Crazy and their cooky, They are positivily all but the mad doc himself, bat feces insane beyong all others. But trust me, unless yor ahn ork. Its really ard ta tell da difference.
Bad docs are so insane they lack the basic concepts of fear or even self preservation. Thus can never be pinned or run away from combat and pass all morality tests.
Bad Docs twisted experiments - May Select one unit in the army list and give them any of the following. But not special characters or HQ. Cannot be vehicle or walker either.
1. Meks Lungs - +2 to movement. They dont run outa breath and since it be easier to breath they can run faster and longer.
2. Extra Eads - An extra ead - One wants to go one way, Other wants other. +1 Leadership
3. Extra Arm - +1 attack
4. Eavy Body - Replaces who or most skeleton with eavy armor ork skeleton - Why? Well...why not?! Gains slow but purposeful and +1 T
5. Squig Brain Transplant - Model has -4 leadership to min of 1 and cannot use normal wargear and can only attack in CC. Must always assault and run towards nearest enemy unit. Attacks count as rending
due to the Squigs savage nature in the ork body as the body is outftted with sharp clawed gauntlets in the feet and hands too
AND!
DA KAN MEK - NEW HQ!
WS: 4 BS: 2 ST: 4 T: 4 W: 2 I:2 A: 2 LD:8 SV: 6
Independant char, Mod rule, Furious charge, Waaagh! , Da Mek's Kans
Basically I am tired of writting now so it can make one squad his own personal killa kans.
Its em front and side armor of 12. He would be like 100-150 points or so and he has a Eavy Wrench which is a hand held Hydroloc wrench that counts as a power weapon.
So one squad of Kans would give like extra armor to them..
Other ideas I had are here which is a copy paste from my notepad.
Nobs - Nob bikers may be taken at 20 points per model if Wazdakka is a part of your army list.
Bikers may now be 3-15 models in a squad. Basic WarGear is now big choppa and slugga instead of choppa, Bikers have learned how carry the big choppa with one hand instead of two and while riding. Bikers gain a 4+ save so eavy armor is not needed.
Exhaust cloud now also makes it so that in Close combat the cloud is blurring the vision of those attacking the nobs. Results to hit the nob bikers due to the dark oily and toxic exhause clouds must be made at a +1 higher than normal. So for example to hit the nob vs its WS would normally be a 4 it is now a 5 to hit! A roll to hit on a 6 always hits.
Killa Kans - Elite Choice now and two new weapons including a Additional CC weapon for 20 or two Twin Linked Big Shoota for 20 points. Two big shootas that are twin linked instead of normal big shoota. Kans can also now have a squadren of up to 5 instead of 3.
Telly Portas - May enter the field Via Deep Strike rules. But always scatters
Deff Dread - Drops 5 points. Is still heavy choice but has the additional weapon options.
Mounted Shock Attack Gun. A Mek has planted a Mounted Shock Attack gun onto the Deff Dreads arms. 50 Points. The Dread cannot move and shoot. Must remain stationary in order to fire the gun. Results vary slightly when rolling the dice.
1's - Melt Down - Deff Dread suffers a Vehicle Explosion Result
2's - Malfunction Gun Malfunctions and shoots nearest Target closest to the Deff Dread. Be friend or foe.
3's - Grrr - Portal opens in Wrong place. Fires at closest unit at intended target. Be friend or foe
4's - Sploosh - The snotlings exit the tunnel in an explosive array of bone and gore. Resolve the attack upon the target, but use the small blast template and any hits are Str and ap of 6.
5's - Kapow - The Deff Dreads Shock attack gun fires the dread at the target. Resolve this as if it moved the distance from where the dread left and into base to base contact with the first model of the squad or into contact with the hull of the vehicle it shot using the tank shock or ramming rules as it crashes into the squad and or tank. The model is assumed to be moving in a straight line.
5-6 - Bzzap - Shock attack Guns Field collapes, Only the model under the template hole is hit. Shot is Str 10. Gun may not fire next turn.
6's - RARRGH - A Portal Hole is opened into the warp and all those underneath the large blast template is sucked into the warp never to be seen again. Remove all models under that template from the game without any kind of saves allowed. Vehicles take a auto penetratng hit.
Telly Portas - May enter the field Via Deep Strike rules. But always scatters
Bad Dok was interesting. Everything after that is "make all the Orcs best units better AND cost less" derpiness.
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Adrianus the flame watcher. 340p
Adrianus is the current chapter master of the Rising sun, and he’s been so for 300 years. hes waged countless battles against the orks that infest a quarter of his sector. the war
is never ending, and so is Adrianus. no one will stand in his way to clear the sector from the orc scum
Bsws s t w I a ld 6 5 4 4 3 5 4 10
War gear: Armor of flame, Dawn, frag grenades,
Special rules: Shining omen, Fiery charades
Armor of flame:
The chapter most prized relic, forged on mars during the Dark Age. This suit of armor has been passed down from chapter master to chapter master, for countless years. When the wearer of this armor step out during dawn or dusk it shines with the Fury of the morning sun.
Confers a 2+ armor save and provides the Shining omen and eternal warror.
Shining omen
The armor of flame Lights up with such vigor that the enemies tremble in fear.
During the 2 first rounds of Dawn of war or any mission with the Night fighting special rule, any models within 8” of Adrianus gains a 4+ cover save. After the 2 rounds IF the missions got Night fighting special rule then the armor of flame shines less brightly and the cover save disappears in exchange for acting as a Beacon, making everything within 8” visible and no night fighting test is required to target Adrianus or any unit within 8”
IF the mission is dawn of war the effect simply disappears on round 2
Dawn:
Adrianus acquired this weapon after intense fighting on the world of Maria II, after 2 weeks of battling the orks, he stumbled upon an old chapter keep lost for millennia in the dense Jungle. In this keep they retrieved several of the chapter’s relics this was one of them. This holy flamer was given to Adrianus for finding some of the chapters lost relics. It’s a Flamethrower of immense power capable of melting tanks and fiends alike.
Dawn has 2 fiering modes.
melta s8 ap1 12"
Flamer s7 ap3
Fiery charades:
If the Army includes Adrianus then each squad must take a heavy flamer for 15 points
what yah think?
This message was edited 2 times. Last update was at 2012/03/19 04:53:21
There is no spoon
The Cavalrymen 3000p BT The Corpus vitorium ig 8000p IG The warhost of Brak 4000p WoC
So his weapon is a 12" the template like a Hellhound? I know he's highly priced but if so that lines up all kinds of crazy shots, hitting multiple tanks. Perhaps it should either be the flamer as you said or an 18" Melta weapon S8 AP1 saying the weapon shoots a concentrated beam.
Ps - what army is he for and maybe you need to reword it, an IC is a unit of one, so all ICs get heavy flamers too?
This message was edited 1 time. Last update was at 2012/03/19 04:42:57
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Not sure it's too important but maybe write in Unique in the special rules.
Is Dawn an assault or a heavy weapon?
And believe it or not, i think he's overpriced. With the exception of the heavy flamer rule, but honestly, that means non of those squads will get to use that heavy flamer unless they are not moving. Which I guess can be built around, but I'd say as is, knock him down about 100pnts or more, what's his name, Mephiston, is like 240pnts or something, and he would massacre your guy. So would Ghaz. And Ghaz's Special Rules have proven VERY useful for the whole ork army. Or look at what the mad dok does, cybork armor for any one just 5points. AP 1 means nothing. AP 3 means nothing. He's way cheaper. You can cut the price down and specify Dawn a bit more, call him an independant character or an upgrade, if he's traveling by himself and can't join a unit, make him cost even less. 200pnts the minimum I'd guess, as again, i'm not sure how good taking heavy flamers for 15pnts and I'm assuming his melta is a one shot at 12".
Sounds like a cool guy though.
“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
Once upon a time, there was a mighty Waaagh! hurtling through the warp in search of their next great conquest. When they emerged from the Immaterium intent on crushing whatever planetary systems may be nearby, they found themselves faced with an enormous Imperial fleet. As battle was joined, a broadside from the Imperial flagship tore a chunk of the rok fortress free, sending it spinning away from the conflict. The debris tumbled endlessly through the void for several months before finally crashing on the Imperial colony of Thakeus, a rural world largely untouched by war for over five centuries. Emerging from the shattered wreck in the lonely mountains of the west on the main continent was a small mob of boyz, their dense yet brutal nob leader Krakzog, and a clumsy yoof everyone named Gub Gub.
Gub Gub was the youngest and a runt to boot. Neither was Gub Gub very smart; he was famously duped into drinking an entire can of trukk gas because "it makes your aim bettah!" Not only did it not make his aim better, even his hearty fungoid constitution was upset by both the toxic fumes of the fuel and the raucous laughter of his fellows. He was not violently inclined (at least by Ork standards) and thus was tasked with all of the menial duties of survival in the first several weeks on Thakeus as the Orks began to settle in the uninhabited wilderness.
With twenty boyz, a handful of gretchin and snotlings, a couple herds of squigs, and "Boss Krakzog da Krusha" (as he now styled himself) the Orks went about their lives blissfully unaware that a detachment from the local Planetary Defense Force was searching for them. This abruptly changed when a platoon of militiamen descended on the unsuspecting encampment. What was supposed to be a quick and dirty ambush of the Orks became a bloody mess as the PDF militamen, themselves inexperienced in war, lost their composure in the face of their alien foe and the fighting quickly devolved into a chaotic scrum. Surrounded by bodies, Boss Krakzog laid lifeless, himself krushed by the blows of lasgun butts. The PDF returned to the capital bringing news of their victory and the people rejoiced that all of the Orks were dead.
All except Gub Gub. Wounded, terrified, confused, alone, he fled into the wilderness, aimlessly dragging his battered body through forests, hills, deserts, and tundra's until finally he could flee no more and collapsed in exhaustion. It was here that Gub Gub died and it was here that Madruuk was born. Freed of the influence of his fellows, the survival instinct of the Ork species took over and Madruuk flourished. Wandering the world, he became bigger, stronger, and meaner, shedding his oafish and reticent persona. He stalked the native fauna for meat and learned the ways of the wild.
Spores of his fallen brethren soon matured into yet more Orks and, as the eldest and the biggest, Madruuk became their nob. True to Ork physiology, the necessity of fighting and leading a band of bloodthirsty Orks made him even more powerful. Rival bosses rose from the various tribes and Madruuk stomped them each in turn. As their numbers multiplied, he began conducting guerrilla warfare against the Imperials. A convoy here, a farmstead there, a fueling station over there.
Decades passed.
Thakeus is now the battleground of Warboss Madruuk and his Mobstah's, it's once peaceful fields pocked with craters and the wreckage of war, its clean rivers now choked with pollutants and corpses. Several regiments of Imperial Guardsmen and even the Space Marine Chapter Fleet of the Emperor's Blades have been diverted to the system in an effort to stem the tide of greenskins, but there seems to be no end to the war as the Orks numbers swell with each passing year. Now almost sixty, Madruuk rules over his army with an iron fist, orchestrating his war against the Imperium with the uncommon intelligence of a seasoned general.
EQUIPMENT - Stikkbombz, 'Eavy armor, Bosspole, The Axe of Mork, kustom twin-linked shoota
The Axe of Mork - A large, gold-plated chain axe that once belonged to Krakzog, it has been extensively modified to serve as an exstension of the will of its master. Covered in Ork glyphs that glow with menacing power, it is believed by his boyz to be handed down from Mork himself and capable of killing the gods themselves. Whether or not this is true is of no concern to Madruuk; it's dead killy. It is the same as a Big Choppa in all respects, with the addition of the rending special rule. It also may be used once per game as a force weapon.
Lucky - Having cheated death on countless occasions, Madruuk firmly believes that he cannot die. As such, he follows all the rules for Eternal Warrior.
Ah've Got Skillz - Blessed with great reflexes, supreme fighting skills, and a form-fitted suit of armor crafted by his most skilled Big Meks, Madruuk has an invulnerable save of 4+.
Deadeye Shot - Madruuk fancies himself a mean hand with a shoota. Although his aim is as atrociously bad as the rest of his ilk, he has a knack for hitting the foe "right where it 'urts." Madruuk's twin-linked shoota has the rending special rule.
ADVANTAGES
Kunnin' Plans - An experienced guerrilla leader, Madruuk can take either one unit of Kommando's or Nobz as a Troop choice and adds plus one to both Steal Initiative tests and reserve rolls to a maximum of 2+.
Man Killer - Madruuk has spent a lifetime fighting soldiers of the Imperium of Man. As such, any unit he leads gains the Preferred Enemy special rule against human and super/ab-human infantry.
Duelist - Like most warbosses, Madruuk has the megolomaniac tendency of believing he is the toughest warrior of them all. Whenever assaulting a unit containing an Independent Character, he must attempt to move into base to base contact with the character and resolve all attacks against them as per Initiative. Furthermore, neither he nor the character can be attacked by other members of either squad until one of them dies or one side loses the combat and flees.
DISADVANTAGES
Merciless - Madruuk has a reputation amongst his boyz for being utterly intolerable of retreat or surrender. Any nob who's lived long enough to become one of his lieutenants has been raised to reflect that idiom. As such, any retreating unit that attempts a leadership reroll with a bosspole must inflict d6 wounds instead of the usual single wound.
Unorky Prejudice - Living for years alone in the wilderness has made Madruuk deeply suspcious of the common Ork practice of integrating machine parts into their bodies. As such, an army led by him cannot have units of Meganobz or Deff Dreads (Killa Kan gretchin don't count -- they're beneath his notice). Further, if Madruuk is joined with a unit containing models with the cybork upgrade, roll a leadership test at the beginning of the controlling players assault phase; if he fails, inflict d6 total hits against models equipped with cybork. Such is his hatred, this rule ignores special circumstances such as pinning, retreating, or embarked in a vehicle and is only superseded if the unit is already locked in combat. The leadership test cannot be retaken, the attacks are resolved using the Axe of Mork as if he charged, and he and any unit he is attached to cannot assault this turn. Allocate and resolve wounds and saves as normal.
POINT VALUE: 200.
So that's my idea, a Kommando-style warboss with a couple tricks up his sleeve and serious close combat ability. His main focus would be as a character-hunter and close combat monster just slightly short of Ghaz, making up for lack of powerklaw and Prophet of the Waaagh with sheer canny and staying power. He includes fun strategic subtleties that I feel Ork characters lack in the current iteration of the codex. I tried to include drawbacks as well as perks. The cost would make him prohibitive to lower point games unless you were really smart with him. Over priced? Under priced? Totally, ridiculously overpowered? Let me know what you guys think!
This message was edited 3 times. Last update was at 2012/03/23 21:53:23
Wargear: Heavy psycannon, heavy incintor, storm sheild, Nemisis Dread knight Armor, NGS, Personal telaporter, frag grenades
Special rules:
fearless, enterial warrior usr, acute senses, grand strat. reinforced agries, agreis, psyker level 2
Bringer of the light:
If the game is useing night fighting rules. You may opt to use this rule. when it is used for 3 of your controling turns you need not to rule for night fighting rules. Note: your oppent still dose though.
dread knights may be taken as squads if you have this character
master of the Armory:
up to 2 squadsDreadknights may be taken as troops in squads of 2 to 3
Psyic powers:
pshyic communion, Hammerhand, Dark excumication, santuary and shourding.
Remove EW and SS. Even Grand Master mordrak isn't EW. He doesn't have a free hand to carry a SS. Replace with Iron Halo.
I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures! DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+ Check out my Deathwatch story, Aftermath in the fiction section!
Credit to Castiel for banner. Thanks Cas!
Sergeant Darleth: +25pts
WSBS S T W I A LDSV 4 4 5 4 1 4 2 10 3+
Sergeant Darleth replaces a unit's sergeant if taken. If taken in a terminator squad, he wears Terminator Armour for no additional cost.
Wargear: Power Armour, Power Axe, Multi-laser, frag+krak grenades.
Special rules: ASTKNF, Relentless, Stubborn
Darleth is a character for my homebrew codex, the Purgators. Space marines with a penchant for multi-lasers and eviscerators.
Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.
Coolyo294 wrote:Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures! DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+ Check out my Deathwatch story, Aftermath in the fiction section!
Credit to Castiel for banner. Thanks Cas!
Never got that reference. Could you explain it to me?
Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.
Coolyo294 wrote:Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.
Coolyo294 wrote:Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
Basically C.S. Goto did wierd Gak withSMs. I have never read his stuff.but I here of Multilaser Marines, Backflipping Terminators. Also Rhinos from Cybertron.
For those that don't know Cybertron is transformers' homeworld.
I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures! DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+ Check out my Deathwatch story, Aftermath in the fiction section!
Credit to Castiel for banner. Thanks Cas!
I got multilaser marines on my own, but seeing as everyone seems to leap straight to Goto, that might change...
Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.
Coolyo294 wrote:Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
I'm sure if you gave enough bitz of rhino and deff dreads to a mad Mek (and I mean mad), he would make a transformer and call it a Supa-Stompa (or something)
As far as fluff goes anyway...
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
Ezreal the crusader wrote:
Adrianus the flame watcher. 340p
Adrianus is the current chapter master of the Rising sun, and he’s been so for 300 years. hes waged countless battles against the orks that infest a quarter of his sector. the war
is never ending, and so is Adrianus. no one will stand in his way to clear the sector from the orc scum
Bsws s t w I a ld 6 5 4 4 3 5 4 10
This guy seems awfully high priced for his ability. The flamer/melta sounds nasty, yes, but he has no invulnerable save, no real close combat ability, only toughness four for easy instant kill...granted, stick him with some deep striking units and he can become a vehicle/infantry killer as long as you keep him wrapped in units. Still, seems pricey. I agree with Runna that even a generic warboss would eat him right up, if he could get up on him. Big if with that melta weapon, though.
Special Rules:
• Independent Character
• Furious Charge
• Mob Rule
• Waaagh!
• Pyromek
• “I’z a Firestarta!”
• “Ignite the tanks!”
Slagga –
Spoiler:
Blayze is well known for his whacky inventions, nearly all of which allow for the expulsion of flames from various parts and have accounted for most of the burns and other fire-related injuries sustained by their users. The Slagga is one of these, and many Burna Boys gave their lives – not all willingly – to allow Blayze to test and perfect his weapon.
The Slagga is a ranged weapon with the following profile:
Weapon Range Strength AP Type
Slagga 6” 8 1 Pistol, Melta
Burny-Proof Plating –
Spoiler:
Not even Orks – well, a few anyway – are stupid enough to tamper and experiment with intense heat without some sort of protective layer between them. Blayze sacrificed a steady stream of brave Grots and a sea of unwilling cowardly ones in order to create armour able to withstand the temperatures that he deals with on a regular basis.
Burny-Proof Plating is ‘Eavy Armour, the save of which is increased to 2+ against attacks using fire.
Pyromek –
Spoiler:
Wherever Blayze goes, mobs of Burna Boys are never far behind, and many Ork warbands have taken advantage of his pyromania to commission hosts of weapons with which to deal burny death.
Burna Boys can be fielded as either Troops or Elites choices in an army that includes Big Mek Blayze, instead of fielding Deff Dreads as troops. Furthermore, Ork Boys may purchase a Skorcha for every 10 boys (including Nobs) in the mob for 15pts each. Any Nobs purchased for a mob of Ork Boys may also replace their Choppa with a Burna for 20pts.
“I’z a Firestarta!” –
Spoiler:
Blayze’s pyromania often leads to him to getting carried away around fire. This has proven deadly to both enemies and Orks alike, as Blayze is lost in a pure inferno, the only things audible over the whoosh of flames being his maniacal cackles.
Blayze re-rolls all failed To Wound rolls when shooting. Furthermore, on any To Hit roll of 1 in close combat, a random model from the unit he is with suffers the hit instead; this is increased to rolls of 1 or 2 if he is currently with a Burna Boys unit. If he is not with a unit, the attack simply misses as normal.
“Ignite da tanks!” –
Spoiler:
Blayze has only managed to survive this long by knowing when to fight, and when to run away and leave an intense conflagration behind him. Whilst the volatile concoction he carries around to fuel his weaponry makes for powerful fires, it can make for even better explosions; provided it isn’t ignited early of course.
Should Blayze or the unit he is with ever fail a morale test in combat and suffer a sweeping advance, roll a D6. On the roll of a 1, the unit is swept as normal.
On the roll of a 2-4, the unit is not swept and falls back as normal, leaving Blayze behind; place the large blast marker with the hole directly over Blayze, all models beneath the marker suffer a S6 hit with AP of 3 as Blayze ignites his entire fuel supply in one go, hoping to make his escape in the ensuing chaos. Resolve the hits as normal, and then remove Blayze from play.
On the roll of a 5+, Blayze ignites the tanks early. No models are moved; place the large blast marker with the hole directly over Blayze, all models beneath the marker suffer a S6 hit with AP of 3. Resolve the hits as normal, and then remove Blayze from play. Any surviving models from Blayze’s unit are not swept and fall back as normal.
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Big Mek w/ Burna, 'Eavy Armour = 60pts
+ 5pts for the increase to 2+ against a certain set of weaponry
+ 10pts for Slagga owing to his Orky BS rendering it less of a threat - Used BA Infernus Pistols as a comparison.
+ 10pts for Pyromek
+ 10pts for re-rolls to wound with shooting and chance of hitting own side in combat.
+ 15pts for "Ignite da tanks!" owing to it requiring him to not only lose combat and fail a morale check, but also to be sweeping advanced, as well is it having a 33% chance of nuking any Orks left in the unit or indeed any others in the combat, rendering the saving them from being swept rather moot if they die to the explosion - Based somewhat off the Tau Failsafe Detonator, which is the same points, activates when the team falls back and disallows sweeping advances altogether, is S8 but only AP-.
Total - 110pts
Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.
Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.
"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation
"Get ova here ya runtz, time to draw lots!" Grotsplitta yelled, and the small group
of ammo grots nearby huddled closer, each hoping that they would get the blank scrap.
"Green iz da boss, Blue da nobz, and da red un is for Dattrukk! Skribnit, you go furst!"
Skribnit reached his hand into the barrel, closed his eyes, and pulled out a small shard
of tank armor. he heard cries of delight from the other grots and knew, without even looking,
that his shard was red. he walked right past the heap of ammo and rokkits, picked up a bag,
and started pleading to Mork and Gork to let the Meks gun break before Dattrukk decided he needed
a little more dakka...
When he got to Dattrukks workshop, the Big Mek was still loading up the Zookas on the three kans.
"Get ovah here and start getting dem loaded up, i'z gotta strap on me Gun!" bellowed the mek, and
Skribnit obeyed. after dumping most of the larger scraps into the hoppers, Skribnit noticed a crate
filled with tiny nails and pins, smaller than his fingers. this gave him a dangerous idea, and he
started to carry them over to one of the Kans.
"whut ye tink yer Doin, Runt! Dem tiny fings ain gonna do Feth to anyfing!"
"EEK! skribnit tinked meybe dey would help make da humies die faster, cause der would be lots of dem
whenever da Zooka fires."
"whuteva."
Skribnit finished filling the hoppers, and then tried to sneak off, but one of the meks snagged him, and
tied him to Dattrukks Shokk attak Gun.
************************************
9 hours later, on the field of battle
"hey, Dattrukk, da Kans is finally shootin at dem humies whats in charge!" Skribnit yelled, trying to be
Heard over the Ruckus the snotlings all around were making. he never quite understood how they could be
this dumb, even squigs stayed away from a mek with a Shokk attak gun.
"dis outa be good for a lerf!" dattrukk replied, and pulled out a pair of Binoculers he had made.
the kans opened fire, and Dattrukk noticed two things right away, and a third just a moment later.
first that almost all of the scrap they flung landed in a very small area right around the command squad,
second, that the entire squad dropped like flies.
the third thing however,which took a moment to sink in, was that none of the pieces he could see had hit
any of them. Skribnit,who had been using an old spyglass, saw all of this as well, and blurted out:
"See, i told ya putting dem nails in would help!" only after speaking did he realise to whom he spoke, and as
Dattrukk's nastiest look fell upon him, he knew that he was gonna be the next thing going through the Big Meks
favorite toy.
Dattrukk reached down, and picked up Skribnit by the scruff of his neck. after glaring at him for what seemed
the longest moment in Skribnits short life, he placed skribnit on his shoulder and said:
"Ye know whut? When we get back to da Shop, Im gonna give you yer own Kan. Wid two of dem Zookas!"
Special Rules: Skrews and Takks, Da Big Kan, Not Built For this, Independent Character (see below)
SKREWS AND TAKKS: Skribnits Grotzookas are loaded, in addition to the usual scraps, with numerous pins, needles, and other small pointy objects. This drastically increases the Volume of dakka each shot produces, at the cost of strength. any model under the template takes an additional hit at S3.
Da Big Kan: Skribnit can be taken as part of a unit of Killa Kans. he takes the place of one Kan in the unit. if Not Built for This would cause Skribnit to break unit coherency, he becomes an Independent Character, but may only join a unit of kans.
Not Built for This: Skribnits Kan is armored above and beyond what its frame was meant to handle. at the beginning of each movement phase, roll 1d6. on a 1, skribnits may not move. on a 6, he developes to much momentum, and moves 6+1d3 inches, and must move in a perfectly straight line. On 2-5, he moves as normal.
"Friglatt Tinks e's da 'unce and futor git, but i knows better. i put dat part in when i fixed im up after dat first scrap wid does scrawn pointy ears and does pinkies." Dok chopanblok to Big Mek Dattrukk.
This guy is fantastic! Great for a pyromaniac army. I've still got one of the old Gorkamorka meks with the burna and he could be converted for this swimmingly.
Ridicolous: Awesomius allows all your units to choose whether to pass or fail any LD tests. Awesomius' attacks automaticlly removes any enemies upon wounding, with no saves or way of surviving allowed! He can teleport up to 30" every Movement phase, in addition to moving normally. He also has a 2+ invulnerable save, which can be rerolled if failed. He is also immune to any effects that causes you to be removed from the battlefield instantly, such as Jaws of the World Wolf.
Why not a 0+. Still fails on a 1. Can't ignore saves, from AP 1.
I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures! DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+ Check out my Deathwatch story, Aftermath in the fiction section!
Credit to Castiel for banner. Thanks Cas!
warboss_grimjaw wrote:Brother Awesomius should be a troop choice with squads of thirty.
Squads should be of unlimited size, 1-infinity. Also, he should be armed with a lascannon that is heavy 10 twin-linked, and a multi-melta that is heavy 10 twin-linked.
Both of which are 10 shot pistols that count as power fists that strike in Int order and ignore invulnerables, and count as ordinance when shooting a vehicle, even if they moved.
I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures! DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+ Check out my Deathwatch story, Aftermath in the fiction section!
Credit to Castiel for banner. Thanks Cas!