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Made in us
Water-Caste Negotiator





Montreal Canada

Basically it is what the titles says. Create a unit for an army of your choice. It can be an HQ, Elite,Troop,Fast Attack, Or heavy support.

Give a description of who they are, the name and what they look like or what the vehicle may be and its functions etc.

The Rules of the character or unit and all the rules as if it was in an actual codex. This is merely for fun and for others to comment on your cool ideas and have fun making up characters and stuff they wish was in a real codex etc.


HQ: Mek Boy ZagKan COST = 200 Points

Zagkan is legendary in Ork Society as being a Genius ork and being a prophet of Mork. His Mechanical works are feared and respected in Ork society and Zagkan has taught many Orks about the wonders of Banging metal plates together and making the stompiest, Clankiest and most powerful Ork Machines ever. His Special Kustom Force Field is much larger and much more powerful than any other and he loves to build Killa Kans. So much so that him and his army of Kans is all he believes he needs to launch his own personal Waaghs. ZagKan for many years has launched many assaults against the Tau empire and is in a never ending quest to destroy as many of them as he can. No one knows why he hates them but what is certain is that he has devoted much of his time and many of his Kans in Raids and Great Waaghs against the Tau empire.


Special Rules:



Independant Character, Waagh, Eternal Warrior.

Super Kustom Force Field -
ZagKan uses a special Kustom Force Field that acts as a normal force field but gives a +3 Save.

Kan Supremest - All Killa Kans taken in the same army as ZagKan are counted as Troop choices. In Addition they have a special upgrade that only ZagKan knows how to make and have a special force field built into them that gives them a 5+ cover save.

Killa Kan Cleverness - Killa Kans can claim objectives.

Super Kan Waagh - ZagKan's Special Waagh has a strange and powerful effect on his Kans and the orks Piloting them. When using ZagKans Waagh, All Kans get a +3 inches to their movement when they waagh as well as the Fleet special rule until the end of the turn.

WS: 4 BS: 2 S: 4 T: 4 I: W: 3 3 A: 3 LD: 8 Save: 4/5

Wargear: Bosspole, Burna, special KFF, Choppa,Slugga


HQ: Mad Mek - WazzSkull COST=140 Points

Even the most insane of Orks are weary of the Mad Mek. Considered an outcast by all Orks but none are brave or strong enough to tell him otherwise.
Wazzskull is often tinkering with other aliens tech and Orky technology and has invented thousands of destructive new gizmos and weapons for Orks.
His most notable inventions are those involving Teleportation technology. He looks like a very tall and thin bodied ork with pale green/white skin and has two
power claws.

Special Rules:

Teleportas - All Killa Kans and Deff Dreads in a army that has Mad Mek in it have the Deep Strike Special Rule. If the Kill Kans or Deff Dread deep strike within 6' of an enemy troop not in a Transport. That unit takes 1D6 S:6 AP - Hits as the Killa Kans and Deff Dreads are teleported above the ground and when they arrive they fall from above and come to a crash landing. As a result, Flying Debris and Metal fling towards them. After the Initial deep strike roll a D6. On a Roll of a 1, The Kans or Deff Dread were teleported too far off the ground and are immobilized as a result of their legs becoming damaged in the fall but may still shoot .

We go there now! - Once per game, Mad mek and any unit he is with may be teleported anywhere in line of sight that is 36' from where the unit is during the movement phase.
They are treated as if they had deep striked. Deep striking onto dangerous terrain or diffucult does not make them mishap, Instead 1D6 models take 1D6 ST 7 AP - Hits as a result of the hard landing.
Normal saves apply.

Flicker - If the unit Mad Mek is in should win in Close combat and make a consolidation move. They consolidate 2D6 inches and are treated to have teleported there. Ingnoring any difficult or dangerous terrain.

Independent Character, Fearless,

Wargear: x2 Powerclaw, Bosspole, Eavy Armor, Cybork Body
WS: 5 BS: 5 S: 5/10 T: 4 I: 4 W: 3 A: 4 LD: 7 Save: 4/5

This message was edited 2 times. Last update was at 2011/12/05 18:43:34


THE ARMIES I PLAY!
Tau
Space Wolves
Eldar
Orks
 
   
Made in us
Fireknife Shas'el





United States

Spoiler:


The General - 315 points

WS 8
BS 5
S 5
T 5
W 4
I 6
A 6
Ld 10
Sv 2+/4++

Unit Type: Infanty (Character)
Wargear: Terminator Armor, Exitium and Immortalis
Daedarus Armor: Such is the General’s skill with this armor that he can run, jump, and dive as if the armor was not even there. His armor is also equipped with an advanced energy shield system, granting the General a 4+ Invulnerable save.
Exitium and Immortalis: These hammers were specially crafted for the General. They are power weapons that add +1S. Also, each hit scored by the General adds an additional +1S for the purpose of resolving those attacks, up to a maximum Strength of 10. They also confer +1A, which is already included in the profile. The General can also throw his hammers with deadly force and accuracy. They count as R: 12” Str:7 AP2 weapons. If the General throws his weapons, he must go get them, so he must assault the model (or squad) he threw the hammers at.

Special Rules: Feel No Pain, Fearless, Eternal Warrior, Furious Charge, Fleet
   
Made in us
Nasty Nob on a Boar






Inside of a CRASSUS ARMOURED ASSAULT TRANSPORT

The Lost- 225

WS 7
BS 7
S 4
T 3(4)
W 4
I 7
A 4
Ld 10
Sv 4+/2++

Unit type: Eldar Jetbike
Wargear: Ghostplate, shadow field, soul trap, the Finder
The Finder is a blade he found while fighting Space Marines on Chemos. It is the sister blade of Fulgrim's sword. It hits like a Djin Blade that makes 4 extra attacks and is poisoned on a 4+

This message was edited 1 time. Last update was at 2011/12/05 02:04:25


 angel of ecstasy wrote:

You take a dump, you flip through the Dark Eldar codex, the concept art for Lelith Hesperax shows up and you pee on the floor.


2000  
   
Made in us
Water-Caste Negotiator





Montreal Canada

McNinja wrote:
Spoiler:


The General - 315 points

WS 8
BS 5
S 5
T 5
W 4
I 6
A 6
Ld 10
Sv 2+/4++

Unit Type: Infanty (Character)
Wargear: Terminator Armor, Exitium and Immortalis
Daedarus Armor: Such is the General’s skill with this armor that he can run, jump, and dive as if the armor was not even there. His armor is also equipped with an advanced energy shield system, granting the General a 4+ Invulnerable save.
Exitium and Immortalis: These hammers were specially crafted for the General. They are power weapons that add +1S. Also, each hit scored by the General adds an additional +1S for the purpose of resolving those attacks, up to a maximum Strength of 10. They also confer +1A, which is already included in the profile. The General can also throw his hammers with deadly force and accuracy. They count as R: 12” Str:7 AP2 weapons. If the General throws his weapons, he must go get them, so he must assault the model (or squad) he threw the hammers at.

Special Rules: Feel No Pain, Fearless, Eternal Warrior, Furious Charge, Fleet


This is really nice. I like it! Has a good feel to it.

THE ARMIES I PLAY!
Tau
Space Wolves
Eldar
Orks
 
   
Made in us
Rough Rider with Boomstick






New England, U.S.A.

Fast Attack
Warp Lion Tank Destroyer Squadron...105pts



Constructed to provide fast response anti-tank support to the Imperial Guard, it was built using the easily constructed Chimera chassis and salvaged Vanquisher turrets. The tank is a glass cannon in every since of the term, and the crew of these lethal machines have learned to take full advantage of the tank's speed to shoot-and-scoot.

BS Armor F S R
3 10 10 10
Type: Vehicle(Tank, Fast, Open-Topped)
Unit: 1-3 Warp Lion TDs
Wargear: Vanquisher Battle Cannon, Heavy Stubber, Searchlight.
Options:
Pintle-mounted Heavy Stubbber or Storm Bolter +10pts
HK Missile +10pts
Dozerblade +10pts
Camo Netting +20pts

(Cookie to whoever can guess the real life tank that inspired it )

This message was edited 3 times. Last update was at 2012/03/13 13:52:49



DR:80+S++G+MB--I+Pw40k03+D+A+++/areWD322R++T(F)DM+ 
   
Made in gb
Rough Rider with Boomstick






Southern England

Unit I've always wanted to see...

Imperial Guard

Forward Observors [0-1]
Elite

WS 3
BS 4
S 3
T 3
W 1
I 3
A 1
Ld 8

Composition:
2 Observors

Wargear:
Flak armour
Sniper rifle
Frag grenades

Special Rules:
Infiltrate
Stealth
Spotters

Spotters: Each turn the spotters may give their artillery the exact location of enemy units. One artillery unit or artillery platoon may double their ballistic skill for reducing scatter distance. Should this reduce the range to 0" no cover saves may be made by the targeted unit. If no cover saves would normally be allowed then the blast adds +1 to its AP (for example AP3 would become AP2).
The Forward Observers must be alive and have direct line of sight to the targeted unit to use this rule. If spotting for an artillery unit, the Forward Observors may not fire in that shooting phase. They may move and assault as normal.

Options:
- One observor may carry a flare pistol for +10pts
- Any observor may exchange his sniper rifle for;
+ Bolter free
+ Plasmagun +5pts
+ Meltagun +10pts

Flare pistol
During the players shooting phase a model with a flare gun may fire it instead of their normal shooting attack. If fired the player may pick a single friendly unit within 24" which may immediately benefit from one of the following orders; Front rank, fire!, Second rank, fire!, Move, move, move! or Fire on my target!. No test is required. One use only.

Background:
Seeking elevated positions or those that give an excellent field of view, Forward Observors act as the eyes of the artillery. What the artillery can not see, the Forward Observor's do. Maintaining communication with their assigned batteries, the Forward Observors direct artillery fire, correct the fall of their shells and report on the destruction of the artillery's shells. Forward Observors are not just watchers either. Equipped with high-powered longlas rifles, they can act as marksmen, putting down opponents with accurate, long-range fire.
Because of the nature of their role, Forward Observors are experts at stealth, unseen as they move silently across the battlefield, looking for another position from which to direct the might of the Guards artillery onto their helpless foe.

-----------------

The Mad Tanker wrote:(Cookie to whoever can guess the real life tank that inspired it )


Reminds me of the German Sd.Kfz 234/2 'Puma', if I'm honest, although that one was an eight wheeler. There are quite a number of armoured vehicles that could fit that description. Hmm. I'll have a think.

This message was edited 3 times. Last update was at 2011/12/05 15:32:17


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

Field Gen wrote:Super Kan Waagh - ZagKan's Special Waagh has a strange and powerful effect on his Kans and the orks Piloting them. When using ZagKans Waagh, All Kans get a +3 inches to their movement when they waagh as well as the Fleet special rule until the end of the turn.
My only issue with this is that Killa Kanz are piloted by Grots, not Orks, and neither they nor Deff Dreads have the Waaagh! special rule. I would like to see this with Deff Dreads, though.
Sparks_Havelock wrote:If spotting for an artillery unit, the Forward Observors may not fire in that shooting phase. They may move and assault as normal.
I think they would not get to move or shoot the turn they wish to Spot, just like those IG dudes who call in Orbital Bombardments. They should get to Assault after the shooting phase is over, though. I also think that they should have some 24" or 18" limit for this other than LOS, otherwise they would be in the tank with the crew, and not observing forwardly.




Automatically Appended Next Post:
Not really a new unit, just rehashing something from antiquity.

Ork 40K Boarboyz 20 points per model

Model WS BS S T W I A L S
Nob 5 0 5 5 3 3 3 7 6
Boarboy 4 0 4 4 2 2 2 7 6

Unit composition: 5-15 Boarboyz

Unit Type: Cavalry

Wargear: Boar, Boar's Tusks, Choppa

Special Rules: Furious Charge, Mob Rule, Waaagh!, Goring, Cut Out from Under

Options:
The entire Mob may take a second Choppa +5 points per model, or
The entire Mob may exchange their Choppas for Big Choppas +5 points per model

Character:
One Nob may be added to the Mob +30 points
He comes equipped with a Boar, Boar's Tusks, and 2 Choppas
He may replace his Choppas with a Big Choppa +10 points

Boar's Tusks: confers an extra close combat attack on the charge.

Goring: to represent the impact of the Boarboyz charge, all attacks count as Rending. This bonuses is not conferred to subsequent rounds of combat.

Cut Out from Under: when rolling to wound Boarboyz, all unsaved wounds caused by 6's count as having cut the Boar out from under the rider and result in Instant Death.

This message was edited 2 times. Last update was at 2011/12/05 04:21:08


I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in us
Ancient Ultramarine Venerable Dreadnought






Shouldn't this be in proposed rules?

Iron Warriors 442nd Grand Battalion: 10k points  
   
Made in gb
Rough Rider with Boomstick






Southern England

Ghenghis Jon wrote:
Sparks_Havelock wrote:If spotting for an artillery unit, the Forward Observors may not fire in that shooting phase. They may move and assault as normal.
I think they would not get to move or shoot the turn they wish to Spot, just like those IG dudes who call in Orbital Bombardments. They should get to Assault after the shooting phase is over, though. I also think that they should have some 24" or 18" limit for this other than LOS, otherwise they would be in the tank with the crew, and not observing forwardly.


That is a fair point. Could make their special rule a 'Heavy 1' type shooting attack with a range of about 48" (I'd justify the longer range by pointing out they use binoculars/range-finders to magnify their targets & accurately plot the distance/co-ordinates). However for what they do, throwing them into a Chimera would strike me as a waste of points.

 
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

It was the M10 Wolverine wasn't it?

Thats in response to Mad Tanker....can I have the cookie?

This message was edited 1 time. Last update was at 2011/12/05 12:28:16


I wish I had time for all the game systems I own, let alone want to own... 
   
Made in us
Rough Rider with Boomstick






New England, U.S.A.

motyak wrote:It was the M10 Wolverine wasn't it?

Thats in response to Mad Tanker....can I have the cookie?


Nope, but close. Hint, the name is made of synonyms.


DR:80+S++G+MB--I+Pw40k03+D+A+++/areWD322R++T(F)DM+ 
   
Made in us
Water-Caste Negotiator





Montreal Canada

I just realized I forgot to put wounds on my characters I made lol!

Well it should be fixed and Love the leman russ tank btw!

THE ARMIES I PLAY!
Tau
Space Wolves
Eldar
Orks
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Special Weapons Squads.

Exactly the same as in the current guard codex except with frag grenades like the entire rest of their army.

That or an earthshaker cannon that follows artillery rules instead of vehicle rules. Like with a crew of 10 or something.


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

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

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Land Raider Gabrius-------275pts


AV:F 14/ S 14/ S14-------------BS 4

Transport Capacity: 12 models


Wargear: TL Multi-Melta, Frag Assault Launchers, 2 Sponson Mounted

Gabrius Assault Cannon: This weapon has the following profile:

R 36", S 8, AP 2, Heavy X, Gets hot!, Small blast.

To calculate the amount of shots, roll 2D6 and add together the results. If any double is rolled, you have to roll a D6. On a 4+ you may continue firing. If any other number is rolled, the weapon is destroyed and you suffer an automatic hit on the side armour that is resolved at S 8 / AP1.


Rules: Machine Spirit, Assault Vehicle, Deep Strike (BA codex only)

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in gb
Tail-spinning Tomb Blade Pilot





Can someone please post a unit template to make making unit easier so i can make one.
   
Made in ca
Nasty Nob





Canada

Ork Tracka (elites)

WS: 4 BS: 2 S: 3 T: 4 I: 2 W: 1 A: 2 LD: 7 Save: 6

Wargear: Speargun, choppa
Unit size: 5-15
Options: One model for every five may take a Krossbow
-One model per unit may take a spike-net spitta.
-One model may be upgraded to Garrtuck the Stalka
Special rules: Stealth, Trophy hunters: trackas get +1 to hit on all shooting attacks against monstrous creatures. Melee attacks against monstrous creatures always hit on a +3

Speargun: range: 12, assault 1. STR 3, poisoned (+4) AP 5
Close combat attacks made by units with spearguns count as poisoned

Krossbow: range: 30, assault 1. STR 8, AP 3

Spike-net spitter: range: 30, assault 3. STR 5 AP 5
Any model wounded by a Spike-net spitta cannot move in its next movement phase.

The elite hunters of ork society, trackas have honed their hunter instinct over years of tracking and killing beasts to feed their warbands. Many of them are festooned with teeth and bones from their biggest kills. When the time to fight comes, trackas pick up their hunting gear and rush out to find the biggest, meanest enemies to kill. They fight with envenomed spears. Some take extremely powerful magnet-enhanced krossbows that hurl explosive bolts faster than a bullet or net-throwers that can launch bladed nets over surprising distances. Trackas mostly come from the Snakebites clan.

Garrtuck da Stalka
WS: 4 BS: 2 S: 4 T: 4 I: 2 W: 2 A: 3 LD: 9 Save: 6
Wargear: Da Teef Bow, Power Klaw

Da Teef Bow: range: 36, assault 3. STR 8, AP 3

Special rules: Stealth,
-Trophy hunters
-marine killa: every unit in Garrtuck's mob gains preferred enemy: space marines.
-driven to hunt: every time Garrtuck kills inflicts an unsaved wound on a model from the enemy's HQ, he gains an extra wound. He can never have more than 4 wounds.

Garrtuck was a Snakebite who sought the mightiest enemies possible. When his tribe was attacked by space marines, he knew felt that Gork (or pssibly Mork) had sent him a sign and he swore to hunt these, the mightiest warriors of humanity. But before he could make a single kill, the space marines destroyed his tribe. Garrtuck fled the planet aboard a rok and swore to find and kill at least one space marine from every chapter. He now plies the stars, seeking vengeance, the desire to hunt driving him into lunacy. Although his ultimate goal seems unattainable, he has made frightening progress. The helms from 43 space marine chapters adorn his trophy rack. He still has yet to kill a marine from the chapter that destroyed his tribe: a kill which he desires above all others.

Stomped

To Be Stomped
No One
My vision of how 40k ends: http://www.fanfiction.net/s/5937830/1/Time-of-Ending-the-40k-Finale  
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

Balls, thought I had it with the Wolverine......Hellcat or Leopard perhaps? I can't think of other tanks at the moment with a name like 'lion'...

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in us
Stealthy Grot Snipa






New England

Da Kommizzar Pts 100-120

WS-5,
BS-2
S-5 (6)
T-5
A- 4
W-3
I-3
LD-10

Wargear- Eavy armour, cybork, Da nid fing, Da Kap, Slugga

Da nid fing- Torn off of some tyranid monstrosity it counts as a power weapon that confers +1 Strength (already in profile)

Da Kap- counts as a bosspole

Special Rules
Waaagh, Furious charge

Ex-Blood Axe- may allow one unit to outflank but has +1 to reserve roll

Da Kommizzar way- Da Kommizzar's Kap has a range of 6" so he may confer the reroll to units within range.Though if the Kap is needed the unit that failed the morale check must take D3 wounds.

(Abridged Fluff) Boss Russnik was once a grand blood axe general, but during a forgotten fight he lost his ear and swore to find it at all costs. The other blood axes turned their backs on him and so in outrage Russnik, donning a commissar's cap he called himself Da Kommizzar and with his Arrer Forz ravages the galaxy in the "Hunt fer da boss's ear"

   
Made in us
Rough Rider with Boomstick






New England, U.S.A.

motyak wrote:Balls, thought I had it with the Wolverine......Hellcat or Leopard perhaps? I can't think of other tanks at the moment with a name like 'lion'...


M18 Hellcat is correct Have a cookie


DR:80+S++G+MB--I+Pw40k03+D+A+++/areWD322R++T(F)DM+ 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Dear Sparks_Havelock and Mad Tanker,

Do want. Both of those units.

Well done, well done indeed.

Though Mad Tanker, if its a Chimera chassis, just give it front AV12. Either way, still awesome.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
 
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