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Made in us
Fresh-Faced New User




USA

Hey everybody, I've recently come up with some rules for Master Chief, The Arbiter, and Sgt. Johnson from the Halo series and would like to get some feedback. I've already playtested Chief a bit and he seemed to work well within his points cost, but I've yet to actually use The Arbiter or Johnson in a game. Without further ado, here they are!

Master Chief

Points 120
WS 4
BS 5
S 4
T 4
W 2
I 4
A 2
Ld 10
Sv 3+/5++


Wargear: Active Camo, Overshield, Energy Sword, Assault Rifle, Sniper Rifle, Plasma Pistol, Plasma Grenades.

Hired Gun: After taking a cryo-nap for several millennia, Master Chief awakes and is unsure of who to trust. To represent this, any army may include Master Chief. If taken he counts as one of the Elites choices for the army. He operates independently and may not join other units.

Fearless: Master Chief automatically passes any Leadership or Pinning Test he is required to make.

Weapons:
Name Range Strength AP Type
Assault Rifle 24” 4 - Assault 4
Sniper Rifle 48” 6 2 Heavy 1
Plasma Pistol 24” - - Assault 1, Gets Hot!
Plasma Grenades G36” 5 3 Assault 1, Blast

Notes:

1. Energy Sword – This functions as a power weapon and grants Master Chief the Furious Charge universal rule.

2. Plasma Pistol – Roll to hit normally, but don’t roll to wound. Assuming a target is hit, their armor save is reduced to ‘—‘ for the remainder of the game. Invulnerable saves may be taken against Plasma Pistol shots and for subsequent hits.

3. Plasma Grenades – These may be thrown over cover, do not scatter, and use the small blast template.

4. Active Camo – In the Movement Phase, Master Chief may enable his Active Camo instead of moving. Once enabled, enemy units attempting to fire at him must do so using the Night Fighting special rules. Master Chief may not shoot or assault on the same turn he enables his Active Camo.

5. Overshield - In the Movement Phase, Master Chief may enable his Overshield instead of moving. Once enabled, he gains +1 Toughness for the rest of the game. Master Chief may not shoot or assault on the same turn he enables his Overshield.


The Arbiter

Points 80
WS 5
BS 4
S 4
T 4
W 2
I 4
A 2
Ld 10
Sv 3+/5++

Wargear: Active Camo, Energy Sword, Beam Rifle, Plasma Rifle, Needler.

Fate’s Detour: After paying his respects to Master Chief and gaining the humans’ trust, The Arbiter’s ship is swallowed up by a freak Warp storm. Sent several millennia into the future, The Arbiter reunites with Master Chief as they fend for their lives in the 41st millennium. To represent this, any army may include The Arbiter. If taken he counts as one of the Elites choices for the army. If the army also includes Master Chief the two form a single unit and count as one Elites choice.

Fearless: The Arbiter automatically passes any Leadership or Pinning Test he is required to make.

Weapons:
Name Range Strength AP Type
Beam Rifle 48” 6 2 Heavy 1, Rending, Gets Hot!
Plasma Rifle 24” 3 4 Assault 3, Gets Hot!
Needler 24” 3 - - Assault D6, Rending


Notes:

1. Energy Sword – This functions as a power weapon and grants The Arbiter the Furious Charge universal rule.

2. Plasma Rifle/Needler – These may be dual-wielded by The Arbiter and fired in the same turn.

3. Active Camo – In the Movement Phase, The Arbiter may enable his Active Camo instead of moving. Once enabled, enemy units attempting to fire at him must do so using the Night Fighting special rules. The Arbiter may not shoot or assault on the same turn he enables his Active Camo.


Sgt. Avery Johnson

Points 80
WS 3
BS 4
S 3
T 3
W 2
I 4
A 1
Ld 10
Sv 4+

Wargear: Battle Rifle, Spartan Laser.

Hard to Kill: After being left for dead by Master Chief and The Arbiter, Johnson manages to escape the destruction of The Ark and flees into outer space. Upon doing this, his ship is swallowed up by a freak Warp storm and he is sent several millennia into the future. There he reunites with Master Chief as they fend for themselves in the 41st millennium. To represent this, any army may include Johnson. If taken he counts as one of the Elites choices for the army. If the army also includes Master Chief or The Arbiter he joins them and they form a single unit, counting as one Elites choice.

Never Give Up: Johnson simply refuses to die, even against insurmountable odds. To represent this, when he is reduced to zero wounds, roll a D6. On a roll of 4+, Johnson finds the strength to fight on and is not removed as a casualty. He is brought back into play with one wound and continues to fight. This ability may be used even if Johnson is killed via ‘Instant Death’.

Fearless: Johnson automatically passes any Leadership or Pinning Test he is required to make.

Name Range Strength AP Type
Battle Rifle 36” 5 - Assault 2
Spartan Laser 48” 8 2 Heavy 1, Gets Hot!


Well there you have it. It should be noted that while they're each loaded with weapons, they can typically only use one per turn as is usually the case. Also, the Sniper Rifle and Beam Rifle are not 'Sniper' weapons per se; they are simply fired exactly as the profile calls for. Thanks for reading and feel free to be brutally honest with your feedback!
   
Made in gb
Hurr! Ogryn Bone 'Ead!





Glasgow

here is my take on the cheif
http://www.dakkadakka.com/dakkaforum/posts/list/391811.page

Son you can insult me, you can ambush me, you can even take away my weapons. But if you think im going to step one single pinky toe inside blue base with out my SHOTGUN... you must not know who you dealing with.
I said move...
and i said SHOTGUN...
yes I have your shotgun
no.. i mean SHOT...-GUN
what is this... you think im going to give you your shotgun back because you asked???
i said SHOTGUN.... SHOTGUN DAMMIT!!!
oh yeah shotgun... thats my que.  
   
Made in us
Fireknife Shas'el





United States

Johnson should have T10 and a 2+ Invulnerable save. He did survive Halo exploding, after all.
   
Made in us
Longtime Dakkanaut






My issue with these is that the weapons are not really representitive at all for 40k. While yes, having them be powerful makes for an interesting unit, it needs to make sense.

The assault rifle is a futuristic rapid fire weapon firing bullets. The autogun is also a futuristic rapid fire weapon firing bullets. 24 inch range s3 ap-- rapidfire.

Sniper rifles are sniper rifles. r36, sniper (wounds on 4+, rending) heavy 1

Plasma grenades are plasma grenades. They are assault grenades, allowing assaulting models to flush out ambushers thus ignoring the init penalty in assault.

The plasma pistol is the only one that requires a special bit of rules. In game, they took down shields for a bit when fully charged up, but otherwise were pretty weak. As an energy weapon, they would function as a las pistol, aka r12 s3 ap-- pistol. However, you could give them a secondary firing mode that, until the end of the players turn, takes away a models invuln save on a successful hit but causes no wounds.

As for Master Chief himself, 40k techinally has Master Chief in all but name in Iron Hand Straken. ws5 bs4 s6 t4 i3 a3 w3, fearless, furious charge, counter attack, ccw weapon, ignores armor saves, 2d6 versus vehicles (Chief can take out tanks with ease in Halo by assaulting them), plasma pistol, shotgun. 3+ 5++ save.
   
 
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