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Made in nl
Wight Lord with the Sword of Kings






North of your position

Yup, Im making it, in all my fanboy-ism.

I am thinking about doing squads like 'soldier squad', and an HQ that is 'the soldier', so we dont get an all HQ army
And ofcourse, Im doing an apoc. unit that is known as Saxxton Hale....

HQ

The soldier.............................................................120 points

WS 4 BS 5 S4 T4 W3 A2 I4 LD 10 Sv 5+

Wargear:

Shovel (close combat weapon)

The Original

24" S8 AP2 Assault 1 Large Blast

Special Rules

Relentless
Maggot!

When in close combat, soldier can re-roll all failed to wounds

Spy:

150pts

Ws 5
Bs 5
S 3
T 3
W 2
I 5
A 3
Ld 10
Sv 5+

Wargear: Cloaking Device, Sapper, Butterfly Knife, Bolt pistol, Suit.

Cloaking Device: the Spy may Deepstrike without scattering in addition, he has the Infiltrate, Stealth and Move through cover special rules

Sapper: if the spy is in base contact with an enemy unit with an AV value, he may throw a special grenade at it. If the grenade hits, on 1-2 the vehicle is stunned, 3-4 Immobilised, 5 Immobilised and Weapon destroyed, 6 wrecked

Butterfly Knife: this is a CC weapon with the rending special rule.

Special Rules: Gentlemen., Master of disguise, Sneaky, Backstab

Gentlemen. :Every enemy unit within 6'' of the spy are at -1 Ld, but have the Furious Charge special rule

Master of Disguise: the spy may enter the gaming table by appearing from one of the enemy units. If the reserve roll is succesful, choose one enemy squad and place the spy within 2'' of it. the squad immediately takes 2 strength 4 hits with no armour saves allowed. The spy may not move or assault after this.

Sneaky: the spy may go back to reserve on the owning players movement phase, unless the spy is locked in close combat, or is pinned

Backstab: in close combat the spy may perform a Backtstab move. throw for initiative. If the spy wins, remove a model from the enemy squad with no saves of any kind allowed. If the model has multiple wounds... he also is removed

Pyro:
point cost yet to be determined...

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

Equipment:
Flamethrower, fire suit, gas mask, shotgun, fire axe (close combat weapon)

Flamethrower:
Rng: template
S: 4
AP: 4
Special: assault 2 (meaning each model under the template gets 2 hits)

Fire suit:
any fire based weapons only wounds the pyro on a 6+ with this suit.

gas mask:
any devices used against the pyro that uses gas or blinds the victim is ignored.

Shotgun:
Rng: 18"
S: 3
AP: 6
Special: assault 3

Special rules:
fearless, unnerving

unnerving:
any "human" enemy models (ie Tau and Imperial guard) within 6" of the pyro suffers -1 to their leadership characteristics. In addition, they suffers -1 to hit if they shoot at the pyro.

the pyro can replace his, her, or whatever it ises, flamethrower with the following:
Backburner:
Rng: template
S: 5
AP: 5
Special: Assault 2

Degreaser:
Rng: template
S: 4
AP: 3
Special: Assault 1

the same with the shotgun:
Flare gun:
Rng: 24"
S: 4
AP: 5
Special: assault 2

the detonator:
Rng: 24"
S: 4
AP: 6
Special: Assault 1, Blast

Engineer 200 points
WS BS S T W I A Ld. Sv.
3 3 3 3 2 3 1 8 5+
Wargear
• Shotgun: The Engineer is equipped with a Shotgun
Special Rules
• Construction: Once per turn during the shooting phase, the Engineer can choose to make or upgrade one of the structures listed below instead of shooting. In order to upgrade a structure, the Engineer needs to be in base-to-base contact with it.
Turret Mk. 1:
BS FA SA RA
4 10 10 10
Wargear
One Twin-Linked Boltgun
Special Rules
Immobile: the Turret cannot move
Turret Mk. 2:
BS FA SA RA
4 11 10 10
Wargear
One Twin Linked Assault Cannon
Special Rules
Immobile: the Turret cannot move
Turret Mk. 3:
BS FA SA RA
4 11 11 10
Wargear
One
Twin Linked Assault Cannon and one Missile Launcher
Special Rules
Immobile: the Turret cannot move
Dispenser:
BS FA SA RA
O 10 10 10
Special Rules
Healing: the Dispenser gives the Feel no Pain USR to any friendly model within 3 inches
Extra Ammo: All models within 3 inches of the Dispenser gain the Twin Linked rule for their weapons
Teleport Sender/Teleport Receiver
Special Rules
Once a movement phase, the Teleport Sender will send a model in base-to-base contact with it to the Teleport Receiver. This counts as the model’s movement phase.

A 25mm base is ideal for representing these structures.

The Sniper 100 points

WS BS S T W I A Ld. Sv.
3 4 3 3 2 3 1 8 5+
Wargear
• Sniper Rifle: The Sniper is equipped with a Master Crafted Sniper Rifle
Special Rules
• Headshot: When rolling for rending, the Sniper will rend on a five and up.
• Stealth: The Sniper has the Stealth USR


The Demoman 125 points

WS BS S T W I A Ld. Sv.
3 3 3 3 2 3 1 8 4+
Wargear
• Bomb vest: The Bomb Vest provides a 4+ armour save
• Grenade Launcher: The Grenade Launcher can be fired two ways:
Range S AP Type
Frag: 24” 4 5 Assault 1, small blast
Sticky: 24” 4 5 Proximity 3
Special Rules
• Sticky Grenades: Once you fire a sticky grenade, place a marker on the spot where it lands. The grenade explodes if a model goes within 6 inches of the marker.

The Scout 90 points

WS BS S T W I A Ld. Sv.
3 4 3 3 2 5 3 8 5+
Wargear
• Scatter gun: The Scatter gun is a Range 12, S4, AP-, Assault 2 weapon
Special Rules
• Fleet: The Scout has the Fleet USR
• Hit and Run: The Scout has the Hit and Run USR
• Bonk!: All the Scout’s CC attacks are made at Strength 4

The Medic 140 points
WS BS S T W I A Ld. Sv.
3 4 3 3 2 3 1 8 5+
Wargear
• Syringe Gun: The Syringe Gun is a Range 24, Poisoned 4+, Assault 2 weapon
Special Rules
• Thanks Doc: At the beginning of the game, attach the Medic to one other member of his team. This teammate gets Feel no Pain and will regenerate one wound each turn. If the model the Medic is attached to dies, the Medic can join a different team member.

The Heavy 100

WS BS S T W I A Ld. Sv.
4 4 5 5 3 3 1 8 5+
Wargear
• Sasha: Sasha counts as a Master Crafted Assault Cannon
Special Rules:
• Slow and Purposeful: The Heavy has the Slow and Purposeful USR
• Feel no Pain: The Heavy has the Feel no Pain USR



Elites

This message was edited 3 times. Last update was at 2011/11/16 18:59:36


   
Made in fi
Utilizing Careful Highlighting





Finland... the country next to Sweden? No! That's Norway! Finland is to the east! No! That's Russia!

Ok, I'll play my part:

Spy:

150pts

Ws 5
Bs 5
S 3
T 3
W 2
I 5
A 3
Ld 10
Sv 5+

Wargear: Cloaking Device, Sapper, Butterfly Knife, Bolt pistol, Suit.

Cloaking Device: the Spy may Deepstrike without scattering in addition, he has the Infiltrate, Stealth and Move through cover special rules

Sapper: if the spy is in base contact with an enemy unit with an AV value, he may throw a special grenade at it. If the grenade hits, on 1-2 the vehicle is stunned, 3-4 Immobilised, 5 Immobilised and Weapon destroyed, 6 wrecked

Butterfly Knife: this is a CC weapon with the rending special rule.

Special Rules: Gentlemen., Master of disguise, Sneaky, Backstab

Gentlemen. :Every enemy unit within 6'' of the spy are at -1 Ld, but have the Furious Charge special rule

Master of Disguise: the spy may enter the gaming table by appearing from one of the enemy units. If the reserve roll is succesful, choose one enemy squad and place the spy within 2'' of it. the squad immediately takes 2 strength 4 hits with no armour saves allowed. The spy may not move or assault after this.

Sneaky: the spy may go back to reserve on the owning players movement phase, unless the spy is locked in close combat, or is pinned

Backstab: in close combat the spy may perform a Backtstab move. throw for initiative. If the spy wins, remove a model from the enemy squad with no saves of any kind allowed. If the model has multiple wounds... he also is removed

This message was edited 1 time. Last update was at 2011/11/11 16:53:31


Sweet Jesus, Nurgle and Slaanesh in the same box!?
No, just Nurgle and Slaanesh, Jesus will be sold seperately in a blister.




 
   
Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

i will join this team, just to kill maggots like BLU! (derp)

anyway, here is an idear for the pyro:

Pyro:
point cost yet to be determined...

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

Equipment:
Flamethrower, fire suit, gas mask, shotgun, fire axe (close combat weapon)

Flamethrower:
Rng: template
S: 4
AP: 4
Special: assault 2 (meaning each model under the template gets 2 hits)

Fire suit:
any fire based weapons only wounds the pyro on a 6+ with this suit.

gas mask:
any devices used against the pyro that uses gas or blinds the victim is ignored.

Shotgun:
Rng: 18"
S: 3
AP: 6
Special: assault 3

Special rules:
fearless, unnerving

unnerving:
any "human" enemy models (ie Tau and Imperial guard) within 6" of the pyro suffers -1 to their leadership characteristics. In addition, they suffers -1 to hit if they shoot at the pyro.

the pyro can replace his, her, or whatever it ises, flamethrower with the following:
Backburner:
Rng: template
S: 5
AP: 5
Special: Assault 2

Degreaser:
Rng: template
S: 4
AP: 3
Special: Assault 1

the same with the shotgun:
Flare gun:
Rng: 24"
S: 4
AP: 5
Special: assault 2

the detonator:
Rng: 24"
S: 4
AP: 6
Special: Assault 1, Blast

   
Made in nl
Wight Lord with the Sword of Kings






North of your position

This will go good
Im busy with the character who we all now thanks to...
'ENGINEER GIVES CREDIT TO TEAM!'

   
Made in us
Purposeful Hammerhead Pilot





Atlanta GA

This is great. Haha.

Don't forget that the Pyro can roll to remove the benefits granted by the spy's cloaking device/disguise.

SPY CHECKS!

This message was edited 3 times. Last update was at 2011/11/11 22:31:59


BLU
Opinions should go here. 
   
Made in gb
Ichor-Dripping Talos Monstrosity






On a thought, you could also have it as several singleman high point high power units (maybe that are ICs) to create kind of.. an army in a bottle. :p

   
Made in ca
Avatar of the Bloody-Handed God





Inactive



Paused
◙▬▬▬▬▬▬▬▬▬▬▬▬▬
           ◂◂  ►  ▐ ▌  ◼  ▸▸
          ʳʷ   ᵖˡᵃʸ  ᵖᵃᵘˢᵉ  ˢᵗᵒᵖ   ᶠᶠ 
   
Made in us
Ancient Ultramarine Venerable Dreadnought






The Heavy:
Spoiler:
WS BS S T W I A Ld. Sv.
4 4 5 5 3 3 1 8 5+
Wargear
• Sasha: Sasha counts as a Master Crafted Assault Cannon
Special Rules:
• Slow and Purposeful: The Heavy has the Slow and Purposeful USR
• Feel no Pain: The Heavy has the Feel no Pain USR

The Medic:
Spoiler:
WS BS S T W I A Ld. Sv.
3 4 3 3 2 3 1 8 5+
Wargear
• Syringe Gun: The Syringe Gun is a Range 24, Poisoned 4+, Assault 2 weapon
Special Rules
• Thanks Doc: At the beginning of the game, attach the Medic to one other member of his team. This teammate gets Feel no Pain and will regenerate one wound each turn. If the model the Medic is attached to dies, the Medic can join a different team member.


The Soldier:
Spoiler:
WS BS S T W I A Ld. Sv.
3 3 4 4 2 4 2 8 5+
Wargear
• Rocket Launcher: The Rocket Launcher counts as a Master Crafted Missile Launcher
Special Rules
• Rocket Jump: During the shooting phase, instead of shooting the Soldier can choose instead to Rocket Jump. Roll 2d6 and move the highest number.
• Maggots!: The soldier has the Preferred Enemy USR
• Relentless: The soldier has the Relentless USR


The Scout:
Spoiler:
WS BS S T W I A Ld. Sv.
3 4 3 3 2 5 3 8 5+
Wargear
• Scatter gun: The Scatter gun is a Range 12, S4, AP-, Assault 2 weapon
Special Rules
• Fleet: The Scout has the Fleet USR
• Hit and Run: The Scout has the Hit and Run USR
• Bonk!: All the Scout’s CC attacks are made at Strength 4


The Pyro:
Spoiler:
WS BS S T W I A Ld. Sv.
3 3 3 3 2 3 1 8 5+
Wargear
• The Pyro is equipped with a Heavy Flamer

Special Rules
• Residual Damage: If a model takes a wound from the Pyro’s Heavy Flamer, that model takes a wound at the beginning of its turn with armour saves allowed. This effect lasts for two turns.


The Demoman:
Spoiler:
WS BS S T W I A Ld. Sv.
3 3 3 3 2 3 1 8 4+
Wargear
• Bomb vest: The Bomb Vest provides a 4+ armour save
• Grenade Launcher: The Grenade Launcher can be fired two ways:
Range S AP Type
Frag: 24” 4 5 Assault 1, small blast
Sticky: 24” 4 5 Proximity 3
Special Rules
• Sticky Grenades: Once you fire a sticky grenade, place a marker on the spot where it lands. The grenade explodes if a model goes within 6 inches of the marker.


The Sniper:
Spoiler:
WS BS S T W I A Ld. Sv.
3 4 3 3 2 3 1 8 5+
Wargear
• Sniper Rifle: The Sniper is equipped with a Master Crafted Sniper Rifle
Special Rules
• Headshot: When rolling for rending, the Sniper will rend on a five and up.
• Stealth: The Sniper has the Stealth USR


The Engineer:
Spoiler:
WS BS S T W I A Ld. Sv.
3 3 3 3 2 3 1 8 5+
Wargear
• Shotgun: The Engineer is equipped with a Shotgun
Special Rules
• Construction: Once per turn during the shooting phase, the Engineer can choose to make or upgrade one of the structures listed below instead of shooting. In order to upgrade a structure, the Engineer needs to be in base-to-base contact with it.
Turret Mk. 1:
BS FA SA RA
4 10 10 10
Wargear
One Twin-Linked Boltgun
Special Rules
Immobile: the Turret cannot move
Turret Mk. 2:
BS FA SA RA
4 11 10 10
Wargear
One Twin Linked Assault Cannon
Special Rules
Immobile: the Turret cannot move
Turret Mk. 3:
BS FA SA RA
4 11 11 10
Wargear
One
Twin Linked Assault Cannon and one Missile Launcher
Special Rules
Immobile: the Turret cannot move
Dispenser:
BS FA SA RA
O 10 10 10
Special Rules
Healing: the Dispenser gives the Feel no Pain USR to any friendly model within 3 inches
Extra Ammo: All models within 3 inches of the Dispenser gain the Twin Linked rule for their weapons
Teleport Sender/Teleport Receiver
Special Rules
Once a movement phase, the Teleport Sender will send a model in base-to-base contact with it to the Teleport Receiver. This counts as the model’s movement phase.

A 25mm base is ideal for representing these structures.


The Spy
Spoiler:
The Spy
WS BS S T W I A Ld. Sv.
3 3 3 3 2 4 2 8 5+

Wargear
• Bolt Pistol
• Butterfly Knife: The Spy has a Power Weapon in the first turn of Close Combat
• Electro-Sappers: If the Spy can get within base-to-base contact with an enemy Engineer’s structure, he can attach one electro sapper to it. Electro Sappers automatically destroy the structure they are attached to.
Special Rules
• Infiltrate: The Spy has the Infiltrate USR


Iron Warriors 442nd Grand Battalion: 10k points  
   
Made in us
Purposeful Hammerhead Pilot





Atlanta GA

I would also add a Medic +1 W to model "attached" to.
Ability for Uber and Kritz:
Once the model that the medic is healing loses a W, the medic gains the ability to activate his Uber charge.

Medi Gun, invulnerable for a turn
Kritz all hits wound, or allow no saves, or something of the sort.

Also, Demo sticky jump
And Pyro can test to negate inflitrating enemys inflitrate ability with a Spycheck ability.

BLU
Opinions should go here. 
   
Made in nl
Wight Lord with the Sword of Kings






North of your position

Awsome work guys ^^


Automatically Appended Next Post:
We have come to the elites

This message was edited 1 time. Last update was at 2011/11/13 11:04:25


   
Made in is
Roarin' Runtherd





Iceland

GuyS, why dont you make a game out of this? Just like TF2.
(Miniature game(like a game type in warhammer with Warhammer minis))
I actually had that idea months ago, but never had the time too do it.

This message was edited 2 times. Last update was at 2011/11/15 20:37:43


3500
1200

Krunk it up!
 
   
Made in nl
Wight Lord with the Sword of Kings






North of your position

abhus wrote:GuyS, why dont you make a game out of this? Just like TF2
(Miniature game(like a game type in warhammer with Warhammer minis))

Shiny, sparkling idea!

Inspiration..


   
Made in nl
Wight Lord with the Sword of Kings






North of your position

Made a poll out of it.

   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

Give me demoknight.


Automatically Appended Next Post:
And Vagineer. And HHH. And Christian Brutal Sniper.

This message was edited 1 time. Last update was at 2011/11/17 10:48:39


Currently ongoing projects:
Horus Heresy Alpha Legion
Tyranids  
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

How about 'this is a silly idear.'

 
   
Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

Scipio Africanus wrote:How about 'this is a silly idear.'


you're silly
   
Made in nl
Wight Lord with the Sword of Kings






North of your position

big mek crazygit wrote:
Scipio Africanus wrote:How about 'this is a silly idear.'


you're silly


TF 2 is totaly unsilly.


Automatically Appended Next Post:
Lol right now its 50/50

This message was edited 1 time. Last update was at 2011/11/17 13:44:59


   
Made in us
Purposeful Hammerhead Pilot





Atlanta GA

As my brains sees it, I'm thinking they would run more like a Hero-Hammer Army.

BLU
Opinions should go here. 
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

i dont care if anyone finds this silly
GIVE ME DEMOKNIGHT

Currently ongoing projects:
Horus Heresy Alpha Legion
Tyranids  
   
Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

im on it.
   
Made in ca
Regular Dakkanaut



Canada

Here's some more ideas for some special rules.

SNIPER

Optinal equipment:

Jarate- +10 pts
Range: 6", S-, AP-, Small Blast
May only be used once per game. Any unit hit by the Jarate template must immediately make a pinning test at -1 LD. In addition, any units with the Stealth rule hit by the template lose Stealth for the rest of the game.

Razorback- +10 pts
The Razorback adds +1 to the Sniper's armour save. In addition, he becomes immune to attacks with the Rending special rule-- treat Rending hits as normal hits instead.

The Sniper may exhange his sniper rifle for a Huntsman at no additional points cost.
Range: 36", s3, AP5, Assault 2
The Hunstman has the Rending special rule.



SCOUT

Optional Equipment:

Bonk! Atomic Cola- +10 pts
Once per game, in any phase, the Scout may drink the Bonk! cola. For the rest of the turn, the Scout has a 3+ invulnerable save and gains the Beasts special rule. However, he cannot fire any of his weapons, or attack in close combat, while under the effects of the cola.



SPY

Optional Equipment:

Dead Ringer- +20 pts
The Dead Ringer grants the Spy the Hit and Run special rule.

NOTE: Which do you think is better, this rule, or the Spy's existing "Sneaky" rule?



DEMOMAN

Optional Equipment:

Chargin Targe- +20 pts
The Chargin Targe grants the Demoman a 6+ invulnerable save. In addition, he may make a 12" assault move instead of the regular 6".

The Eyelander- +30 pts
The Eyelander adds +2 to the Demoman's strength. In addition, the Eyelander has the Rending special rule, and any rolls of 6 to wound also cause Instant Death.



HEAVY

Optional Equipment:

Sandvich- +20 pts.
Once per game, the Heavy may eat the Sandvich at the beginning of any phase of either player turn. The Heavy automatically regains all lost wounds.

My battle report thread:
Ars Scripta Batreps 
   
Made in gb
Longtime Dakkanaut





Norwich

Codex TF2 wouldn't really work, because its 9 classes and squads don't seem right although if you did want to make a codex I would suggest this as the format:

HQ:
Spy

Elite:
Medic
Engineer

Troop:
Soldier
Demoman

Fast:
Pyro
Scout

Heavy:
Heavy
Sniper

Which wouldn't really work, there just isn't enough different unit types.
You could essentially have a small skirmish game based on TF2 though, although some of the rules people are coming up with are good. I suppose it could work, it would just be limited....

P.S
Thought you should all know how awesome I am on TF2, I just thought I should boast about that since its one thing I am actually good at....I'm the best Pyro you'll ever see.

This message was edited 1 time. Last update was at 2011/11/17 22:58:05


DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ 
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

It is better if you use THE soldier, heavy etc. as HQ, and A soldier as troop. makes sense. Chargin'targe should also give furious charge, for obvious reasons, and the soldier's Original should only have a small blast.

Currently ongoing projects:
Horus Heresy Alpha Legion
Tyranids  
   
Made in nl
Wight Lord with the Sword of Kings






North of your position

Yeah, Im using it as The Soldier, and small suqads of ca 5 soldiers as troops.


Automatically Appended Next Post:
With, at the heavy squad, a special troop called 'idler'

This message was edited 1 time. Last update was at 2011/11/23 09:00:06


   
Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

thenoobbomb wrote:
With, at the heavy squad, a special troop called 'idler'


lol
   
Made in gb
Terrifying Wraith




London, England, Holy Terra

IMO, the best route to take on this would be individual Apocalypse mercenaries, takable by most armies.

Pirate Vampire Counts - WIP
Feastmaster Ogre Kingdoms - WIP
Fire Lords Space Marines - working towards 1500pts
Word Bearers Chaos Space Marines - Modelling project
DR:90+S-G+M+B+I++Pwhfb09#-D+A+/eWD354R+++T(S)DM+ 
   
Made in nl
Wight Lord with the Sword of Kings






North of your position

big mek crazygit wrote:
thenoobbomb wrote:
With, at the heavy squad, a special troop called 'idler'


lol

The idler is a heavy just standing by and annoying people by just standing with his sandvich.

   
Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

i know

:3
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

We Swedes love TF2 too
(danish=Orks, Swedish=chaos? :3)

Currently ongoing projects:
Horus Heresy Alpha Legion
Tyranids  
   
 
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