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Made in us
Hardened Veteran Guardsman





This is probably one of the most riduclous things to design ever, but whatever.

Codex: Imperial Guard

Leviathen class Battle Zepplein 150 pts
AV FA 13 SA 13 RA 13 BS 3 HP 5 Fast Zepplein

Wargear
-One turret mounted Autocannon
-Searchlight
-Standard Issue Shield Generator (5+ Invuln.)
-Vox

Special Rules
-Zepplein
-Command Vehicle
-High-Altitude Weapons Platform

Options
Any turret mounted Autocannon can be replaced with any of the following
-Missile Launcher free
-Assault Cannon 5 pts
-Lascannon 5 pts
-TL Autocannon 10 pts
-Punisher Gatling Cannon 10 pts
-Vanquisher Battle Cannon 10 pts
-Battle Cannon 10 pts
-TL Assault Cannon 15 pts
-TL Lascannon 15 pts
-TL Punisher Gatling Cannon 20 pts

You can have up to two extra turrets, each with one Autocannon, for 15 pts each. If a turret has a Lascannon, Assault Cannon, Autocannon, or TL version of that weapon, it can purcahse a duplicate at the same price.

The Leviathen can have a twenty man transport capacity for 20 pts.

The Leviathen can have a Dedicated Repair Crew (Grants IWND) for 20 pts.

The Leviathen can have Veterean Gunners (BS 4) at 10 pts per turret.

The Leviathen can have up to eight forward mounted Hunter-Killer Missiles at 5pts per each.

Special Rules
Zepplein: A vehicle with this subtype is treated as a flyer, except that it possesses the movement speeds of a normal vehicle, or Fast if it is a fast zepplein, and that any weapon can hit it on it's normal BS, wether or not it possesses the Skyfire Quality. A Zepplein can fire any number of weapons each turn at full BS.

High-Altitude weapons platform: This unit cannot be targeted by a weapon with a range of 30" or less. Weapons mounted by Zeppleins and Flyers ignore this rule. Weapons mounted by this unit gain the Skyfire special rules.

Still needs some work, but please let me know if it's to OP/UP, and yes I know it is riduclous to have 40K zeppelins.

I am the Paper Proxy Man. 
   
Made in ca
Trustworthy Shas'vre




It seems like you're trying hard to make a Super Heavy Skimmer that isn't a Superheavy Skimmer.

Tau and Space Wolves since 5th Edition. 
   
Made in us
Hardened Veteran Guardsman





Jefffar wrote:
It seems like you're trying hard to make a Super Heavy Skimmer that isn't a Superheavy Skimmer.


Actually, I didn't know they had those. I was just trying to make the best in-game representation of a battle zeppelein that I could, no-joke

I am the Paper Proxy Man. 
   
Made in ca
Trustworthy Shas'vre




 saithor wrote:
Jefffar wrote:
It seems like you're trying hard to make a Super Heavy Skimmer that isn't a Superheavy Skimmer.


Actually, I didn't know they had those. I was just trying to make the best in-game representation of a battle zeppelein that I could, no-joke


They exist.

I suggest you look at the Super Heavy rules and the Skimmer Rules and then use the Zepplin rule to tweak them as necessary.

Tau and Space Wolves since 5th Edition. 
   
Made in us
Hardened Veteran Guardsman





Here's another IG vehicle, migt be the last one for a while.

Wraith Artillery Tank Squadron 75 pts
Wraith 75 pts
AV 12/10/10 HP 3 BS 4 Open-topped Tank
Wargear: Heavy Bolter, Phosphor Heavy Mortar, Smoke Launchers, Searchlight.

Options
Up to two additional Wraiths may be taken per squadron........75 pts each

Any vehicle may replace its hull Heavy Bolter with a Heavy Flamer........................................................................Free

Any vehicle may take items from the Imperial Guard Vehicle Equipment list


The entire squadron may take any of the following:
-Enclosed Compartments.................10 pts/model
-Camo Netting..................................15 pts/model

I am the Paper Proxy Man. 
   
Made in il
Warplord Titan Princeps of Tzeentch






Well, an old creation of mine (the rules, not the model), but never quite got a review on it. a bit reworked though, arguably more powerful of a transport, but weaker gun platform. what would you guys say of this, fair?


Tau Angelfish - 45 points


DT for fire warriors and pathfinders

This new assault craft was designed mainly with the concept of providing fast transport to Pathfinders and Fire Warrior squads, while the capacity is highly limited, it allows for extremely fast drop offs and disappearance of the craft itself, making it ideal for small commando teams that operate in hostile territory, but it lacks the armor to be a good shelter against enemy fire, as the craft was built extremely light to allow high speed works, nor is it armed in any meaningful way.
The angelfish is often used to stage surprise attacks deep inside enemy lines, and quickly pull forces out once the enemy closes in, and preform hit-and-run maneuvers.


BS3 F10 S10 R10 HP2, fast skimmer, open-topped, Transport (6 FW/PF or 3 stealth suits, plus two drones)

Wargear: Turret-mounted twin-linked pulse carbine.

Rules: Mag-lock Deployment: units may disembark from the Angelfish regardless of how much it has moved in the movement phase, and the Angelfish may move flat out in the turn a unit has embarked.

Options: May take upgrades from the tau codex vehicle upgrade list.


Practically unarmed and unarmored, its just a means of collecting and dropping light infantry across the battlefield.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Jovial Plaguebearer of Nurgle




Leicester

Ok here's a funny one for my Blight Angels Nurgle CSM
Disciples of Decay 120 points
WS 3 BS 3 S 3 T 4 W 2 I 3 A 2 LD 7 SV 4+
Unit size
6 Disciples 1 prophet
Wargear
Plague Armour.
Rusted Blades
Rusted pistols

Rusted Blades
Range:- S user AP5 Special Rules Melee Touch of Rust (see codex chaos daemons)

Rusted Pistols Range: 12" S: 3 AP:6 Special rules Pistol Touch of Rust

The Prophet has the following profile
WS 3 BS 3 S 3 T 4 I 2 A3 LD 8 SV 4+

The Prophet may be upgraded to be a Mastery Level 1 psyker for 20 points but must take his power from the Discipline of Nurgle. In addition he may take a Unholy Tome for a further 20 points he gains +1 to manifesting all his powers.


May take an additional 14 guys for 20 points per model

Special Rules
Mark of Nurgle
Fearless
Zealot
Harbingers of Contagion
If a model with the daemon of or mark of Nurgle rules attempts to manifest a psychic power within 7" of a unit of disciples he adds +1 to his rolls.

They are a elite choice
   
Made in us
Crazed Spirit of the Defiler






Champion of Slaanesh wrote:
Ok here's a funny one for my Blight Angels Nurgle CSM
Disciples of Decay 120 points
WS 3 BS 3 S 3 T 4 W 2 I 3 A 2 LD 7 SV 4+
Unit size
6 Disciples 1 prophet
Wargear
Plague Armour.
Rusted Blades
Rusted pistols

Rusted Blades
Range:- S user AP5 Special Rules Melee Touch of Rust (see codex chaos daemons)

Rusted Pistols Range: 12" S: 3 AP:6 Special rules Pistol Touch of Rust

The Prophet has the following profile
WS 3 BS 3 S 3 T 4 I 2 A3 LD 8 SV 4+

The Prophet may be upgraded to be a Mastery Level 1 psyker for 20 points but must take his power from the Discipline of Nurgle. In addition he may take a Unholy Tome for a further 20 points he gains +1 to manifesting all his powers.


May take an additional 14 guys for 20 points per model

Special Rules
Mark of Nurgle
Fearless
Zealot
Harbingers of Contagion
If a model with the daemon of or mark of Nurgle rules attempts to manifest a psychic power within 7" of a unit of disciples he adds +1 to his rolls.

They are a elite choice


I'm not much a fan of Nurgle, but I like these guys. I like the idea a "cult" cultists, which it seems like you were going for.

"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
Jovial Plaguebearer of Nurgle




Leicester

 Lord Blackscale wrote:
Champion of Slaanesh wrote:
Ok here's a funny one for my Blight Angels Nurgle CSM
Disciples of Decay 120 points
WS 3 BS 3 S 3 T 4 W 2 I 3 A 2 LD 7 SV 4+
Unit size
6 Disciples 1 prophet
Wargear
Plague Armour.
Rusted Blades
Rusted pistols

Rusted Blades
Range:- S user AP5 Special Rules Melee Touch of Rust (see codex chaos daemons)

Rusted Pistols Range: 12" S: 3 AP:6 Special rules Pistol Touch of Rust

The Prophet has the following profile
WS 3 BS 3 S 3 T 4 I 2 A3 LD 8 SV 4+

The Prophet may be upgraded to be a Mastery Level 1 psyker for 20 points but must take his power from the Discipline of Nurgle. In addition he may take a Unholy Tome for a further 20 points he gains +1 to manifesting all his powers.


May take an additional 14 guys for 20 points per model

Special Rules
Mark of Nurgle
Fearless
Zealot
Harbingers of Contagion
If a model with the daemon of or mark of Nurgle rules attempts to manifest a psychic power within 7" of a unit of disciples he adds +1 to his rolls.

They are a elite choice


I'm not much a fan of Nurgle, but I like these guys. I like the idea a "cult" cultists, which it seems like you were going for.


Indeed I like the thought of these being the elite among the chaos cult/the leaders body guard type guys. One thing I do wish GW would have gave us the option for would of been cultists slaves/ those forced to join the cult. Kinda like those forced to join the cults of pleasure in Malekith
   
Made in us
Painlord Titan Princeps of Slaanesh





 Filch wrote:
 DoomShakaLaka wrote:
 Filch wrote:
Invest in developing better gear for Guardsmen.

Invest in sentinel tech. Make sentinel faster and have stonger front armor and give better guns.

Make Sentinel Platoons an army choice.

Make a Voltron Sentinel where 5 sentinels can combine to make 1 Super Heavy. Possibly a bit smaller than 1 Imperial Knight.

Make more vehicles modular so they can combine to make 1 big vehicle.





Can we do transformers next?


Looking back. Sentinels are too small and cost so little to be considered super heavy vehicle tru combing. 5 Armored Sentinels cobbled together would be the size of a Dread Knight and cost just as much with 200pts base with 5 multi lasers. You can then upgrade other guns accordingly.

I was thinking

a SHV with 8 guns which come from 10 sentinels. 16 HP from 8 Sentinels while the other 2 are foots.

j am Thinking what if one sentinel forms the left Torso and one Sentinel forms the right torso. 2 guns inbetween them to form a core for a co-axel turret. 40x2 form armoured Sentinel chasis Making the body 80pts.

Next are the arms. The Upper Shoulder formed by 1 Armored Sentinel and the lower hand is formed by 1 more sentinel. There would be 2 guns. 1 attached to the upper shoulder and one more on the Hand (make this hand sentinel with 4 legs so it looks like a hand) Again 40x2 for 2 Armored Sentinels with 2 MultiLasers.

Same thing for the other arm. 80pts

Next are the Legs. 2 Armored Sentinels. However only the upper leg gets a gun. The lower sentinel replaces the gun slot for jet boosters. 80pts for multi laser configuration.

So you get this

ws3 bs3 s5 FV12 sv10 rv10 i3 a3 hp16 SHV Jumper Base Cost 400pts (edit: decided on 320pts instead)
2 Torso Guns
2 Shoulder Guns
2 Fore Arm Guns or Close Combat Weapons.
2 hip guns
Each Foot sentinel has rocket boosters for jumping.
Optional 9th gun is carapace mounted.

Special rules:
invincible behemoth
move thru cover
smash (3 hits at S5 ap2? or single S10 ap2 hit)
Relentless
Hammer of Wrath
strike down (abuse here!)
Independent Firing
Combined Arms: Treat multiple gun shooting into 1 phase like 3 plasma cannons stacking 3 templates into one unit.

Instead of 1 massive gun like an IK. You get 8 regular heavy or special Guns. So you can have any combo of Autocannons, heavy bolters, missiles launchers, lascannons, heavy flamers, plasma cannons. Book keeping can be complicated or simple. All guns are independent firing. It has s5 in cc but perhaps an upgrade option of a Dreadnaught Close Combat weapons can purchased to double the str to 10. Sorry no Str D in cc. It still gets stomp attacks at str d though.

Because it is a SHV Walker, It gets Invincible Behemoth. It ignores crew shaken, stunned, weapon destroyed, immobilized. Can not be exploded but when a 7 on the damage table occurs it would lose d3 hp. The 16 hp it gets will help balance out the weak fv12 and side and rear av10. It gets no Ion Shield. It can get camo netting which confers 6+ cover.

I feel like this would be a great anthesis to the IK.

The whole idea was to get Guardsmen into more Sentinels and wage war inside of those. Once nearly all guards men have an abundance of Armored Sentinels then those Sentinels can be upgraded to combine into a SHV like a megazord or voltron.

Stock at 320pts it would have 8 multi laser out 24 s6 ap 6 shots.
...It still underperforms compared to 6 Scat bikes at 162pts...and can be glanced by said scat bikes...

However, spending 5pts per missile launcer you can get 8 Missile Launchers and fire 8 Krak Missiles for 40 pts more in total. Now that is comparable to the Castigators gun.

Spending 5 pts per ac then you get 8 ac and 16 shots of s7 ap4 to possibly kill flyers.

Spending 10pts per plasma cannons would get you 8 small blast templates and even if you get hot, you get a 4+ and you have plenty hp.

Or 8 lascannons

Special Upgrade : Gun Kata Protocols : 20pts allows the Mega Sentinel to replace its base attack 3 with any non blast or template or ordance shooting attacks as if there were in close combat point blank shots.

We can also have a risky Mega Scout Sentinel with av10 all around for 40pts less putting it at 280pts yet carrying 8 guns.


   
Made in us
Regular Dakkanaut




Indiana

Adeptus Custodes Legionary
HQ choice
100 points, Unit size 1-10
Infantry (character), Very Bulky
WS5 BS5 S5 T5 W2 A3 I5 Ld9 Sv2+/4++
Wargear: Custodes Relic Halberd, Artificer Armor, Power Field, frag & krak grenades.
One model may upgrade to be a Companion for 25 points, replacing their artificer armor and Relic Halberd with 2 Relic Gauntlets.
Special Rules: Stubborn, ATSKNF (Legionary only), Independant Character, Protector Imperialis, Adamantium Will, Fleet, Furious Charge, Fear (Companion only), Fearless (Companion only), Blitz (Companion only), Rage (Companion only), Rampage (Companion only).

Protector Imperialis: Automatically passes any Look out Sir! Rolls for wounds allocated towards it from another character. Also automatically passes any roll for Glorious Intervention.

Blitz: Once per game, a model with this special rule may choose to blitz forwards in the assault phase. The model rolls 3D6 and moves over models and terrain in any direction up to the number rolled in inches. This may be used to leave a unit it is in, or to join a unit he ends in unit coherency with. If this move ends the model in base contact with an enemy, they are considered to be locked in close combat. The model then counts as charging for the purposes of furious charge and other effects, gaining additional attacks for charging as normal. Overwatch may not be used against a Blitz move.

Relic Halberd: These mighty weapons were gifted to each custodian personally by the emperor himself. It incorporates a built-in storm bolter.
Shooting - 18" S4 AP5 Assault 2
Assault - Melee S+1/User AP1/2 Specialist Weapon. first profile to be used when this model charges, the second in subsequent rounds.

Relic Gauntlets: Companions of the Emperor have forsaken their armor and weapons until the return of their God, but are by no means weaker than the Armor-Clad Legionaries.
Assault - Melee S+1 AP1 Shred, Specialist Weapon, The Emperor Protects
The Emperor Protects: A model equipped with a Relic Gauntlet may re-roll their Invulnerable Saves.
   
Made in us
Violent Space Marine Dedicated to Khorne




God Emperor of Mankind wrote:
 Matthew wrote:
Alright, here are a few more from me (some might be stolen)

Cultist Truck (Think German VW WWII Trucks) - 35 Points

WS BS S FA SA RA HP Dedicated Transport, Vehicle
- 3 - 11 11 10 3

Transport Capacity - 15 Models, No bulky
Cultists may take as Dedicated Transport
The Truck may, instead of taking 15 Cultists, take 5 Cultist Bikers

Wargear: Heavy Stubber

May remove the roof, making the vehicle Open-Topped - Free


Updated Cultist Bikers, credits to Glitcha for the idea.

Chaos Cultist Bikers (sorry) 15 Points 3-20 Models Fast Attack

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

Wargear: Twin-Linked Autogun, Autopistol, Close Combat Weapon

Special Rules: Champion of Chaos, Faster! FASTER!, Into combat we go
Faster! FASTER!: Cultist Bikers must always move as far as possible in the movement phase. If no models are in shooting range, they must
Into combat we go: If an assaulting Cultist Biker unit rolls a 10+ on their 2d6, they all inflict 1 S4 AP- hit each.

Up to one Biker for every 5 may take a sidecar, which has got another set of TL Autoguns and an Autopistol, and it can fire one of these weapons in each shooting phase independent of the main Bike - 15 Points
Any sidecar may change their TL Autogun for a Heavy Stubber - 5 Points
Any sidecar may change their TL Autogun for a Flamer - 5 Points


Cultist Attack Jeeps (Sorry... I had to.) 30 Points
WS BS S FA SA RA HP Fast attack, Vehicle, Open-topped
- 3 - 12 11 10 3

Wargear: TL Autogun
May take a Heavy Stubber

May Take a Transport Trolley, which makes the vehicle a Dedicated Transport for Cultist and gives it a capacity of 10 Cultists - 15 Points
The Trolley may take a Heavy Stubber - 5 Points


Cultist Kamikaze 5-10 Models, 8 Points each

WS BS S T W I A Ld Sv
3 3 3 3 1 3 1 7 6+, Explosive Vests

Wargear: Explosive Vest, Autopistol, Close Combat Weapon

Special Rules: Explosive Vests - When in Close Combat, any model with an Explosive Vest may choose to Detonate instead of fighting. To do that, you roll a D6 for every model detonating according to the thingy here:

1 - Nothing happens. The model and everyone around it is unaffected.
2 - Bad Wires. A random detonating model is removed without saves
3 - 6 Explosion! Place a small blast template over the model detonating. All models within that template (Except for other detonating models) take D3 S6 AP4 hits. The model detonating is removed. The template does not scatter.

Also, if a Cultist fails his armour save, roll a D6. On a 5+, roll on the thingy above. If a 1 is rolled, it counts as a Bad Wires result.

Oah this will be the best I mean who doesn't want access to exploding cultists +35pts put them in a drop pod and kill every death company squad that comes at you best defence ever
come at me bro . Although should be a shooting attack as well.


This is cool but they should roll before moving and upon death. Makes it more chaotic that way, and gives them a chance to hurt themselves like the shok attack gun.
   
Made in us
Ruthless Interrogator





Touched by the ruinous powers of the warp during a space flight, some humans who are transformed by the flames of the warp begin to exhibit remarkable abilities
(Can be taken as by CSM and Chaos factions as non-FOC slot units)


Human Torches 100pts (unit size-5 Human Torches)
Bs4 Ws2 S3 T3 W2 I3 A1 Ld 8 Sv- 5+

Special rules: jump infantry, Daemon, fearless, Burning Daemon*

Models with this rule may choose to make a ranged shooting attack with one of the profiles below:
Eternal Flame: Range: Template- S6 ap- assault 2
Mortal's Doom: Range: Torrent, Template S4 ap3 assault 1 Soulblaze
Melting Gaze: Range: 12" S8 ap1, assault 1, armorbane

In addition models with this rule may never benefit from a cover save.


Invisible Fiend 150pts
Bs 4 Ws2 S3 T3 W2 I3 A1 Ld8 Sv-3+

Special Rules: Daemon, Invisibility, Terror of the Warp*, Telekine Master*, Psyker Mastery Level 2 (Telekinesis, Daemonolgy(Maelific)), Character

Terror of the Warp- models with this rule may never join or be joined by models of another unit.
Telekine Master- This model knows all of the powers associated with the Telekinesis table.

Wargear: Force Sword



Things 150pts (Unit size- 3 Things)
Bs2 Ws4 S6 T6 W2 I3 A3 Ld 8 2+5+

Special rulesaemon, Smash, Rage, Slow and Purposeful, FNP(5+)



Plastic Men 150pts( Unit size- 5 Plastic Men)

Bs 2 Ws 4 S3 T3 W2 I10 A2 Ld10 Sv-5+

Special Rules: Daemon, Giant Strides*, Stretching attacks*, Shapeshifting Weapons*

Giant Strides- Models with this rule may move up to 18" in the movement phase ignoring terrain and intervening models

Stretching Attacks- Models with this rule may choose to make cc attacks against models within 6" that they are not engaged in close combat with. Treat all profiles from the Shapeshifting Weapons profile as range 6" assault 2 weapons if this is done.

Shapeshifting Weapons- Plastic Men can choose from the following profiles when making cc atacks:
Hammering Hands- Sx2 ap4 Concussive
Spinning Blades- S+1 ap3, shred
Fists of Chaos S+5 ap2, unwieldy


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 
   
Made in us
Pauper with Promise






Mr ghoti wrote:
Adeptus Custodes Legionary
HQ choice
100 points, Unit size 1-10
Infantry (character), Very Bulky
WS5 BS5 S5 T5 W2 A3 I5 Ld9 Sv2+/4++
Wargear: Custodes Relic Halberd, Artificer Armor, Power Field, frag & krak grenades.
One model may upgrade to be a Companion for 25 points, replacing their artificer armor and Relic Halberd with 2 Relic Gauntlets.
Special Rules: Stubborn, ATSKNF (Legionary only), Independant Character, Protector Imperialis, Adamantium Will, Fleet, Furious Charge, Fear (Companion only), Fearless (Companion only), Blitz (Companion only), Rage (Companion only), Rampage (Companion only).

Protector Imperialis: Automatically passes any Look out Sir! Rolls for wounds allocated towards it from another character. Also automatically passes any roll for Glorious Intervention.

Blitz: Once per game, a model with this special rule may choose to blitz forwards in the assault phase. The model rolls 3D6 and moves over models and terrain in any direction up to the number rolled in inches. This may be used to leave a unit it is in, or to join a unit he ends in unit coherency with. If this move ends the model in base contact with an enemy, they are considered to be locked in close combat. The model then counts as charging for the purposes of furious charge and other effects, gaining additional attacks for charging as normal. Overwatch may not be used against a Blitz move.

Relic Halberd: These mighty weapons were gifted to each custodian personally by the emperor himself. It incorporates a built-in storm bolter.
Shooting - 18" S4 AP5 Assault 2
Assault - Melee S+1/User AP1/2 Specialist Weapon. first profile to be used when this model charges, the second in subsequent rounds.

Relic Gauntlets: Companions of the Emperor have forsaken their armor and weapons until the return of their God, but are by no means weaker than the Armor-Clad Legionaries.
Assault - Melee S+1 AP1 Shred, Specialist Weapon, The Emperor Protects
The Emperor Protects: A model equipped with a Relic Gauntlet may re-roll their Invulnerable Saves.


There are some cool ideas going on here but I think you've seriously under costed some things and other rules feel... clunky.

For clarification too: HQ choice is 100 points and you start out with just one Legionary in the squad, but you clearly state the unit size is from 1-10. So... how much does each additional Legionary cost? Also, if each Legionary has the Independent Character special rule does that mean they can split into 10 different units, assuming you spent 1000 points on them? Seems unnecessary.

100 points I feel is a low. Very low. Especially considering a Legionary has S5, T5, a 2+/4++ save AND S6 AP1 on the charge. Not to mention an initiative of 5. For comparison, a Space Marine Captain costs 90 points for WS 6, BS 5, S4, T4, a 3+ save and I5 with a base bolt pistol and chainsword.

So for 10 more points you give each Legionary +1 Strength, +1 Toughness, Artificer Armor, Stubborn, Fleet, Adamantium Will, and Furious Charge with a souped up Power Sword (that has AP1 on the charge, just like a freaking Chainfist) with a built in Storm Bolter at the cost of.... 1 WS, 1 Wound, and 1 Leadership. That's a lot of extra power for 10 points. In fact, all of the extra stuff he gets on top of the Space Marine Captain makes me feel like even 150 points would be generous. To get a Captain up to that kind of equipment requires 145 points (Artificer Armor, Stormbolter, and Thunder Hammer). And that doesn't begin to take into account the special rules.

All of that being said, I *like* the idea of the Companion you're working on as an Independent Character that serves as a wrecking ball/guardian. I say ditch the idea of the Legionary squad entirely and focus on cleaning up the companion and focusing his intent the way you want him to be. Blitz is a cool rule, but to give him that in addition to Fleet, Furious Charge, Rage, and Rampge? It feels like you went through the Special Rules selection and just picked out all of the rules that would work well for a close combat specialist. You want him to be good, I understand, but all of those rules combined with two S6 AP1 Gauntlets with Shred that allows him to re-roll his 4++ save? 125 points doesn't even come close to cutting it.

You have a good idea going but just... focus it more, and for real, up the cost. There's no way in hell someone would allow you to take that for Companion in its current form for 125 points.

This message was edited 1 time. Last update was at 2015/09/20 06:02:59


 
   
Made in us
Deranged Necron Destroyer





Advanced Monolith

Codex: Necrons

Heavy slot

200 pts

bs:4 AV F:14 S:14 R:14 HP:4 Unit type: Vehicle (Tank, Heavy, Skimmer) Unit Composition: 1 Monolith

Wargear:
Four Gauss flux arcs
Particle Cannon
Eternity gate

Special Rules:
Deep Strike
Heavy Living metal

Heavy Living Metal: Heavy Living Metal counts as Living Metal with additional rules. On a roll of a 5+, that model regains a Hull Point lost earlier in the game instead of only on a 6 at the end of each of your turns, this replaces the roll for Living Metal. Attacks made to roll to pen against a vehicle with Heavy Living Metal lose the Lance and Melta special rules.

Particle Cannon Range:24" S:8 AP:3 Type: Primary Weapon 1, Large Blast, Ignores Cover

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
Made in us
Krazed Killa Kan






Ork Rok - Lord of War 500 Points

BS:2 AV:14/14/14 HP:15 Vehicle: (Open-Topped, Super Heavy, Transport)

Wargear: 10 Hard Points (90 degree firing arc around the rok)
Each of the following takes up 1 Hard Point
Rokkit: 5 points each
Big Shoota: 3 points each
Burna: 10 points each

Special Rules
Transport Capacity: 80
Immobilized
Orknamic Entry: The Rok must arrive by Deep Strike, Deep Strike must always scatter (on hit use the arrow) 3 times at D6 inches. This cannot be modified by other rules. The turn that the Rok is placed on the board it counts as night fighting until the following turn and all models within 12" of the Rok and the Rok itself have the shrouded special rule until the start of the Ork player's next turn. All units that arrived inside the Rok and the Rok itself can only snap fire the turn the Rok arrives.
Can't Stop da Rok: (Counts as having Inertial Guidance System)
Wut is dis? A Rok for Grots?: All units inside the Rok can only snap fire when firing from inside the Rok.
Its made of roks ya git: Melta and Armorbane only adds D3 to the armor penetration roll instead of D6.
Even an Ork can hit dat: All shooting attacks made against the Rok have +1 BS including snap shots.

This message was edited 1 time. Last update was at 2015/09/21 21:12:29


"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

@Vankraken-that is soo fething awesome!

INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
 
   
Made in gb
Worthiest of Warlock Engineers






preston

That Rok.... If you are ever in the UK give me a bell. That is awesome. I want to face it.

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
Storm Trooper with Maglight




 saithor wrote:
This is probably one of the most riduclous things to design ever, but whatever.

Codex: Imperial Guard

Leviathen class Battle Zepplein 150 pts
AV FA 13 SA 13 RA 13 BS 3 HP 5 Fast Zepplein

Wargear
-One turret mounted Autocannon
-Searchlight
-Standard Issue Shield Generator (5+ Invuln.)
-Vox

Special Rules
-Zepplein
-Command Vehicle
-High-Altitude Weapons Platform

Options
Any turret mounted Autocannon can be replaced with any of the following
-Missile Launcher free
-Assault Cannon 5 pts
-Lascannon 5 pts
-TL Autocannon 10 pts
-Punisher Gatling Cannon 10 pts
-Vanquisher Battle Cannon 10 pts
-Battle Cannon 10 pts
-TL Assault Cannon 15 pts
-TL Lascannon 15 pts
-TL Punisher Gatling Cannon 20 pts

You can have up to two extra turrets, each with one Autocannon, for 15 pts each. If a turret has a Lascannon, Assault Cannon, Autocannon, or TL version of that weapon, it can purcahse a duplicate at the same price.

The Leviathen can have a twenty man transport capacity for 20 pts.

The Leviathen can have a Dedicated Repair Crew (Grants IWND) for 20 pts.

The Leviathen can have Veterean Gunners (BS 4) at 10 pts per turret.

The Leviathen can have up to eight forward mounted Hunter-Killer Missiles at 5pts per each.

Special Rules
Zepplein: A vehicle with this subtype is treated as a flyer, except that it possesses the movement speeds of a normal vehicle, or Fast if it is a fast zepplein, and that any weapon can hit it on it's normal BS, wether or not it possesses the Skyfire Quality. A Zepplein can fire any number of weapons each turn at full BS.

High-Altitude weapons platform: This unit cannot be targeted by a weapon with a range of 30" or less. Weapons mounted by Zeppleins and Flyers ignore this rule. Weapons mounted by this unit gain the Skyfire special rules.

Still needs some work, but please let me know if it's to OP/UP, and yes I know it is riduclous to have 40K zeppelins.

This sounds like a great idea! Something along the line of CnC Red Alert or something. Although, I would make some changes to it. I would say to alter some of the equipment and rules to make it more of a slow moving heavy bomber unit by:
1) Replacing the HK missles with a bomb payload instead. Weather it be cluster bombs, inferno bombs, and whatever else types of bombs there are.
2) Remove the Fast part of the unit type
3) Reduce the amount of Autocannon turrest to only one, or maybe two, to further enforce the idea of the unit being more of a slow moving, 'endgame-like' heavy bomb dropper, rather than a floating, supporting fire gun platform.
Although, my changes to your idea deviate too far from the original concept, I think, so I'd suggest making it a variation of the Battle Zepplin, and possibly making it a super-heavy zepplin. Something kind of like what a Marauder Bomber is to a Marauder Destroyer.

~~~~~EDIT~~~~~
Now for something I would love to see in the Imperial Guard 7th 'Dex.
Let's see a melee oriented guardsman, shall we?

Imperial Guard Assault Trooper (For a lack of better name.)
Faction: Imperial Guard- Elite choice, Fast Attack, OR Troop, in the Infantry Platoon. 60pts for 10 models.
Role: Fast, counter-attack melee unit. (Think unmounted Rough Riders)
Inf 3/3/3/3/1/3/1/7/5+
Inf(ch) 3/3/3/3/1/3/2/8/5+
Wargear: Laspistol, CCW, Flak Armour, Frag Grenades
USR: Move Through Cover
Options: Can choose any combination of doctrines
- Assault Guard Doctrine: Replaces laspistols with Guard-issued flechette blasters (or equivalent) S2 AP-/ Burst Pistol. 20 pts
- Thunder Fighter Doctrine: Squad receives shotguns with their standard Wargear. 15 pts
- Specialist Doctrine: Raises special weapons to three. Unlocks Heavy Flamer. 10 pts

- Entire squad may replace flak armour with carapace armour. 15 pts
- One member can replace ranged weapons with a Heavy Flamer if the Specialist Doctrine is taken. 10 pts
- Remaining members can replace their ranged weapons with a special weapon. OR
- Replace their melee weapon with an Honour Blade. S+2 AP2/ Melee, Two- handed, unwieldy 10pts each
-Typical Sargent upgrades
So this is just an idea, and I clearly suck at writing rules. Thoughts?



This message was edited 2 times. Last update was at 2015/09/29 18:37:55


 
   
Made in gb
Raging Ravener




UK

Loving the idea of this thread and some of the ideas on it are looking pretty good. Chaos cultist bikers look like the perfect opportunity for convertions!

How about rough riders that are much cheaper?

This message was edited 2 times. Last update was at 2015/09/29 15:38:50


The armies that I collect:

- Tyranids, 2,000 pts.
- Orks, 1,250 pts.
- Tau, 750 pts.
- Guard (PDF), 750 pts.

(Yes I have a thing for horde armies to some extent) 
   
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: 3 BS: 3 S: 3 T: 3 W: 1 I: 4 A: 1 Ld: 8 Sv: 4+
Along with the special rules seen on regular WraithGuard

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 five more for 24 ppm.
Able to take a Wave Serpent as dedicated transport.

I think they're a bit on the cheap side, but I know nothing about point balancing and any input is greatly appreciated.

This message was edited 1 time. Last update was at 2015/09/30 02:46:28


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
Longtime Dakkanaut




Actually far too expensive. Make them s4 t5 and you should be fine for points.

   
Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

How about an Ork MC?

Ork Monsta

WS BS S T I A W Ld Sv 200 points?
5 2 6 6 4 5 9 6+

Special Rules:
'Ere We Go!
Fearless
Inspiring Presence (All Ork Boyz and Gretchin within 12 incehs are Fearless)

Wargear:
Supa Power Klaw (S10 AP1 Rending Unwieldy)
TL Shoota
Burna (can't be used as Power Weapon)

May:
Take 3 more TL Shootas - 10 points (?) each
May replace TL Shootas with TL Rokkit Launcha - Free
Replace TL Shootas/Rokkits with another Supa Power Klaw

To Valhall! ~2800 points

Tutorials: Wet Palette | Painting Station
 
   
Made in us
Wicked Canoptek Wraith




I dont know where i am... please... i dont know where i am

guys... how about a SPACE MARINE... Inside... of a SPACE MARINE! OMG

Hate me or love me. either way i benefit. if you love me ill always be on your heart. if you hate me i wil always be on your mind
space marines-battle
company
30k: word bearers, deamons, cults and militia,

 
   
Made in us
Krazed Killa Kan






 hanshotfirst wrote:
guys... how about a SPACE MARINE... Inside... of a SPACE MARINE! OMG


You need to calm down good sir. 40K is a serious grimdark universe and nobody in their right mind would put a space marine inside of a space marine. Next thing you know there are terminators riding in baby carrier dreadnoughts, open topped walkers with no arms that have rules for a big monstrous creature, and Ork walkers that don't look like ramshackled scrap heaps.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Crazed Spirit of the Defiler






 Vankraken wrote:
 hanshotfirst wrote:
Ork walkers that don't look like ramshackled scrap heaps.


Now that's just Blasphemy!

Have and exalt though!

This message was edited 3 times. Last update was at 2015/10/05 17:47:19


"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 gb
The Last Chancer Who Survived




United Kingdom

After going through a vehicle creation ruleset from here, I ended up making this baby:

Name: Mk IV Blockade Removal Vehicle
Unit Type: Super Heavy Tank

Bs: 3 | Av: 14/14/14 | HP: 9 | Save: 4++

Weapons:
-4x Eradicator Nova Cannon (as sponsons)
-8x Vanquisher Battle Cannon (mounted as a turret, sorta like a minigun)
-1x Eradicator Nova Cannon (hull mounted)
-1x Twin-Linked Heavy Bolter (hull mounted)

Cost: 580 points.

Its essentially a Baneblade chassis, where all the weapons have been swapped out. Four sponson mounts, combines the 8 Vanquishers into an 8-shot Str 8 Ap 2 Armourbane cannon on the turret, and hull-mounds another two weapons. Armour boosted to 14 all round, and with a 4++ invulnerable save.
Wondering what you lot think of it.

Original post:
Spoiler:
 Selym wrote:
Lets get silly with this VDR, shall we?

Tech Adept Doritosius Chipsicus felt great disdain at the Baneblade variants of the Imperium. So he modified one.

Race: Humans (Free Smoke Launchers and Spotlights)
Type: Tank
Class: Super Heavy

Armour Value: 14/14/14 [115 pts]

Weapons:
-4x Eradicator Nova Cannon (as sponsons) [80 pts]
-8x Vanquisher Battle Cannon (mounted as a turret, sorta like a minigun) [120 pts]
-1x Eradicator Nova Cannon (hull mounted) [20 pts]
-1x Twin-Linked Heavy Bolter (hull mounted) [15 pts]

Hull Points: 9 [200 pts]

Specials:
-Energy shield (4++) [30 pts] (What. This statistically makes the vehicle worth 18 Hull Points, which should have added a whopping 300 points to it.)

Total: 580 points.

So. Cheaper than a Hellhammer with one pair of sponsons by 10 points, will outshoot it at any/every instance, has far more Av, and has statistically double the durability (excluding Av changes).
At least this is what Baneblades should look like.
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Make such a beauty BS4, at least. With the option of buying beast-whatever shells for the Vanquisher.

This message was edited 1 time. Last update was at 2015/10/09 22:34:22


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 gb
Worthiest of Warlock Engineers






preston

That might actually be an Imperial Guard SH worth playing

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 us
Fireknife Shas'el





United States

Tau Titan

KX149 Sovereign Armor - 2,000 points
The stormsurge and Ta'unar combined to create this masterpiece of tau engineering. Due to the extreme cost of development and production, only 1 such "suit" exists, and its defenses are clear signs that the earth caste creators do not want their creation destroyed easily. It is similar in look to the Ta'unar, but is much larger. It also borrows some of its technology from the XV-9 armor of battlesuit commander R'alai and the R’varna.

WS: 3 BS: 4 S: D T: 10 W: 10 I: 2 A: 3 Ld: 9 Sv: 2+
Unit Type: Gargantuan Creature
Wargear:
- One arm-mounted Pulse Ordnance Multi-driver System
- One arm-mounted Heavy pulse submunitions cannon with special ammunition
- One shoulder mounted Heavy Pulse Driver Cannon
- One shoulder mounted Twin-linked Heavy Rail Gun
- Two chest-mounted Heavy Burst Drivers
- One back-mounted Railgun battery
- Praetorian defence system
- "Eclipse" Barrier shield generator
Praetorian defence system
The Praetorian defence system comprises two twin-linked Fusion Eradicators and two twin-linked Ion Accelerators which may be fired normally. In addition,
these weapons can be used to make Overwatch attacks at BS2 contrary to the usual rules for Gargantuan Creatures.
Heavy Pulse Driver Cannon
The Heavy Pulse Driver Cannon is nearly identical to one of the main weapons on the new Stormsurge ballistic suit, but capable of unleashing more devastating
blasts due to the increased power capacity and throughput of the sovereign.
R:72" SD AP1 Ordnance 1, Massive Blast
Heavy Burst Driver
The Heavy Burst Driver is an improvement upon the heavy burst cannon usually found on the Riptide battlesuit.
R:72" S:8 AP:2 Heavy 12
Railgun battery
The railgun battery on the sovereign was developed mainly for overwhelming anti-air defense.
R:72" S:10 AP:1 Heavy 4, twin-linked, Skyfire, Interceptor
Heavy pulse submunitions cannon
This weapon is simply a larger version of the weapon wielded by the R’varna battlesuit, which itself is a larger version of the one wielded by Shas'o R'alai.
R:72" S6 AP4 Heavy 1, Massive Blast, Cluster Fire

Special Ammunition
In place of its normal shot, the sovereign can instead choose to use one of the following ammunition types
EMP Shell - R:72" S8 AP3 Heavy 3, Blind, Haywire Burst
Hyper-Desity Sabot R:72" SD AP1 Heavy 2
Ionic Cluster-Beam Shell R:72" S6 AP4 Heavy 2, Apocalyptic Blast
"Eclipse" Barrier shield generator
This is a Barrier shield generator as described in the Ta'unar rules, with the invulnerable save starting at 4+ and becoming 3+ against shooting attacks.

This message was edited 15 times. Last update was at 2015/11/11 03:21:25


 
   
 
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