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Made in gb
Shunting Grey Knight Interceptor




Newcastle

I've recently played through all of the gears of war series again and after seeing several fan made codeces based on different universes I thought I would make one based on the Coalition of Ordered Governments. I have tried to make the rules as balanced as possible, but if I've made anything too overpowered, just let me know, but please take into account costings on the units or weapons before telling me. Some of you may notice a lack of Elites choice, but I am working on rules for Delta squad and Zeta squad at the minute which will go in the Elites slot.

I have tried to make the rules fit with how I percieve the COG to function and I hope you all enjoy reading my rules.

If you have any suggestions or improvements then I would love to hear from you.

Thanks, Bede.

The rules are in the spoiler below, just so the OP was not massively long for anybody just glancing at this thread.

Edited so the title was more recognisable

Spoiler:

Armoury

Lancer Mk2 st 4 ap 5 range 24 assault 2 Chainsaw counts as close combat weapon
Hammerburst strength 4 ap 4 range 30 assault 2
Lancer Mk1 st 5 ap 5 Range 18 assault 2 Bayonet grants the wielder plus one strength on the charge.
Gnasher Shotgun St 5 ap - Range 12 Assault 2
Sawed Off St 6 ap - Range 6 Assault 1
Long Shot St x ap 3 Range 36 Heavy 1 Sniper
Scorcher Strength 4 AP 5 Range template Assault 1
Chaingun Strength 7 AP 4 Heavy 4 Range 30 Rending
Missile Launcher
Frag St 4 AP5 Heavy1 Blast Range 48
Krak St 8 AP3 Heavy1 Range 48
Vulcan Cannon Strength 8 AP 4 Heavy 2 Range 24
Mortar Strength 8 AP 3 Heavy 1 Large Blast Range 6-36
One Shot Strength 8 AP 1 Heavy 1 Range 48
Hammer of Dawn St 10 Ap 1 Blast Range 36 Heavy 1 scatters 1d6 but does not minus ballistic skill. It can only hit the top of buildings and ruins.
Snub Pistol St 4 AP 5 Pistol Range 12
Boltock Pistol St 5 AP 4 Pistol Range 18 pinning

Equipment

COG tags – allows the squad to regroup if below half strength. Other restrictions apply.
COG armour – provides a 3+ armour save but prevents the wearer from going to ground. COG soldiers hug cover all of the time so do not gain anything from going to ground.
COG bike – adds plus 1 to toughness. Grants relentless.

HQ

Chairman Prescott 150points
WS 4 BS 5 S3 T4 W3 I4 A3 Ld 10 Sv 2+

Lancer, Snub pistol, Frag and Krak grenades, Chairmans armour(2+ 4++, cannot go to ground) COG tags

Special Rules
Stubborn
Stealth
Acute Senses
I am the chairman (makes Onyx guard troops)

Retreat! (any friendly unit within 12 inches of Chairman Prescott may attempt to avoid being charged. When the charge is declared, each player must roll a dice. If the Cog player rolls higher then the COG soldiers have avoided combat, they must immediately make a D6 move directly away from the closest enemy model in the unit that was assaulting. This unit may not be charged again this turn. If the COG player rolls lower then the unit has failed to avoid combat and is charged as normal.

Protect the Chairman! Chairman Prescott cannot be targeted in close combat when he has joined any friendly unit.




Colonel Hoffman 150
WS 4 BS 5 S3 T4 W3 I3 A3 Ld 10 Sv 3+
Lancer, Boltock Pistol, Frag and Krak grenades. Cog armour, COG tags

Special Rules
Stubborn
Stealth
Acute Senses

Tactical Efficiency
At the start of every turn, Hoffman can confer one special rule from the following list, on a friendly unit within 18”; Relentless, Tank Hunters, Fearless, Preferred enemy. The Unit has the special rule for the remainder of that turn

Lightmass strike.
Being the leader of the whole COG military, Hoffman can call upon the most powerful weapons in the arsenal. Hoffman may shoot a lightmass bomb with the profile;
Lightmass Bomb St 10 AP 2 Heavy 1 Large Blast Ordinance barrage range infinite.
He must always be stationary when he fires it and may not assault afterwards, even if he gives himself the relentless rule. The lightmass bomb always scatters a full 2d6 even when a hit is rolled but may reduce the scatter by ballistic skill if he has line of sight.





Anya Stroud 200 points

WS 3 BS 4 S3 T4 W3 I3 A2 Ld10 Sv 2+

Equipment
Lancer, Gnasher, Snub Pistol, frag and krak grenades, cog armour. Cog tags

Special rules
Stubborn
Stealth

Acute Senses
“Come in Control!” Anya may add or subtract 1 from any reserve rolls made, in addition, once per turn she may decide whether a reserve roll is passed or failed. NB, this decision must be made before any roll attempt is made.

Orders. Anya may administer up to two orders a turn to any unit on the battlefield regardless of whether they are in a transport. These orders last for the remainder of the phase and are issued at the start of the phase in which they would effect. To issue orders, Anya must pass a leadership test. The two orders may be directed at different squads. Anya may still shoot if she issues orders and acts normally.

1. Twin link weapons
2. Gain an automatic 6 on a run roll.
3. Get one extra attack per model in close combat





COG Officer 150 points

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

Equipment
Lancer, Gnasher, Frag and Krak grenades, Snub Pistol, COG armour, COG tags

Special Rules
Stubborn
Stealth
Acute Senses

Inspiring Presence – Any unit with line of site to the COG Officer may use his leadership value.

Renew courage – Any unit within 12” of the COG Officer may reroll failed leadership tests.

Tactical ingenuity – One unit in the army may be given one of the following USR for the whole game. The target of this rule must be chosen before deployment and cannot be changed throughout the game.

1. Relentless
2. Fearless
3. Infiltrate
4. Scout
5. Count as troops






Stranded Leader 100 pts
WS 3 BS 4 S3 T3 W3 I3 A2 Ld 9 Sv 3+

Equipment
Hammerburst, Sawed Off, Boltock Pistol

Special Rules

Organised Mob – Any stranded gangs in the same army as a Stranded leader have their leadership increased to 8

Salvaged Weapons – Any stranded gangs in an army including a Stranded leader may purchase a single special weapon per ten stranded from the following list.
Scorcher + 5pts
mortar + 30pts
Chaingun +15 pts





Troops

Gears Squad

COG Gears 24 points
WS 3 BS 4 S 3 T 4 W 1 I 3 A 1 Ld 8 Sv 3+

COG Seargant 24 points
WS 3 BS 4 S 3 T 4 W 1 I 3 A 1 Ld9 Sv 3+

Squad consists of sergeant, two Gears and up to a further 3 gears

Special Rules
Acute Senses
Stealth

Equipment
Lancer, Gnasher, snub pistol Frag and krak grenades, COG armour, COG tags

Any model may choose a hammerburst or retro lancer for free.

One model may exchange their lancer or gnasher with one of the following,
Chaingun at +15 points
One Shot at +30 points
Mortar at +25 points
Vulkan at +30 points
Hammer of Dawn +40pts

Any model may exchange their snub pistols for a boltock pistol at +5 points

Any model may exchange their lancer or Gnasher for a Longshot at + 10 points

Any model may exchange their lancer or gnasher with a scorcher at +5 points

Squad may purchase a dedicated transport from the following list;
Armadillo + 70 points
APC + 35 points





Stranded Gang

5- 30 stranded per unit at 4 points per model
WS 2 BS 3 S3 T3 W1 I3 Ld 7 Sv 5+

Equipment
Snub pistol

Any model may purchase one of the following;
Lancer + 3pts
Hammerburst +3pts
Retro Lancer +5pts
Boltock Pistol +5pts
Sawed off +5pts
Squad may be mounted in an APC for +35 pts




Dedicated transports


Armadillo 70 points
F 12 S 10 R 10 BS 4
Chaingun
May upgrade chaingun to a vulkan for +15 pts
Two fire points
Transport capacity - 12



APC 35 points
F 12 S 10 R 10
Transport capacity – 15
5 fire points




Elites



Onyx Guard
3-6 per squad at 35 points each
WS 4 BS 5 S3 T4 W2 I3 A1 Ld9 Sv 3+

Equipment
Lancer, gnasher, Frag and krak grenades, snub pistols, COG armour, COG tags

Any model may exchange its’ lancer for a hammerburst or retro lancer for free

One model may exchange its lancer or gnasher for one of the following;
One Shot at + 40 points
Hammer of Dawn at +50 points
Mortar at + 40 point
Vulkan at + 35 points

Up to two models may exchange their lancers wth a chaingun at + 25 points each.

Special Rules
Stubborn
Stealth
Acute Senses

Squad may be mounted in an Armadillo or an APC
.



Heavy Support




Silverback 80 points per model.
Walker
WS 3 BS 4 S6 F 12 S 11 R 10
Equipment
Chain gun and missile launcher
Special rules
Deployable cover – If a silverback does not move in its’ previous turn then it deploys its own cover. The silverback benefits from a 4+ cover save.
0-3 silverbacks may be taken per heavy support slot.




Centaur 130 points
BS 4 F 13 S 12 R 11
Weapons
Centaur cannon
S 10 AP 2 Range 48 Heavy 1
Chaingun
Transport capacity of 6





Heavy Weapons team

COG Gears 24 points
WS 3 BS 4 S 3 T 4 W 1 I 3 A 1 Ld 8 Sv 3+

COG Seargant 24 points
WS 3 BS 4 S 3 T 4 W 1 I 3 A 1 Ld9 Sv 3+

Squad consists of sergeant, two Gears and up to a further 3 gears

Equipment
Lancer, Gnasher, Snub pistol, COG armour, COG tags

Special Rules
Stealth
Acute Senses

Up to two models may take one of the following weapons;
One Shot at + 30 points
Mortar at + 30 points
Chaingun at +10 points
Hammer of dawn at + 35 points
Vulcan at + 30 points

May select a dedicate transport APC or Armadillo





Fast Attack




King Raven 170 points
Fast Skimmer
BS 4 F 12 S 12 R 10
Transport capacity of 6

Equipment
2 chainguns

Special Rules
Scout




Cog Bikes 40 points 3 – 6 bikes per squad
WS 3 BS 5 S 3 T 4(5) W 1 I 3 A 1 Ld 9 Sv 3+

Equipment
COG Bike ( chaingun ) Frag and Krak grenades, COG armour, COG tags

Special Rules
Acute senses
May upgrade one chaingun per squad to a vulkan for + 10 points





Packhorse 50 points 1-3 per squad (per Fast Attack slot)
BS 4 F 10 S 10 R 10
Fast, Open topped
Equipment
Vulkan Cannon

This message was edited 2 times. Last update was at 2012/01/05 17:59:52




http://apostatesanonymous.blogspot.com/ - tactics and army lists with the occasional hobby article. 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Will go over this in more detail later, but for now I'll just comment on the weapons:

Lancer Mk2 st 4 ap 5 range 24 assault 2 Chainsaw counts as close combat weapon

Str4 AP5 is fine, I'd say assault 1 or rapid fire, chainsaw I'd possibly make rending, 24" range is fine.
Hammerburst strength 4 ap 4 range 30 assault 2

I would make this rapid fire.
Lancer Mk1 st 5 ap 5 Range 18 assault 2 Bayonet grants the wielder plus one strength on the charge.

this I would make assault 1 regardless. I think it granting +1 attack would be fluffier.
Gnasher Shotgun St 5 ap - Range 12 Assault 2

I'd make this dual profile - Str6 AP- Range 6 Assault 1 / Str 3 AP- Range 12, Assault 2.
Sawed Off St 6 ap - Range 6 Assault 1

This I would make Str8 ap- range 3, Assault 1. Ingame it'll instant kill damn near anything - if you could kiss it.
Long Shot St x ap 3 Range 36 Heavy 1 Sniper

This is fine.
Scorcher Strength 4 AP 5 Range template Assault 1

Also fine.
Chaingun Strength 7 AP 4 Heavy 4 Range 30 Rending

I'd say range 24, Heavy 3. dropping rending.
Missile Launcher
Frag St 4 AP5 Heavy1 Blast Range 48
Krak St 8 AP3 Heavy1 Range 48

They don't have a missile launcher - I'd make this a Torque Bow - Str8 Ap3, Heavy 1, Rending, to fill in the rocket launcher place.
Vulcan Cannon Strength 8 AP 4 Heavy 2 Range 24

This is like a chaingun on roids, so need 2 man team, str8, ap4, heavy 4, range 30, rending (like you had the chaingun initially )
Mortar Strength 8 AP 3 Heavy 1 Large Blast Range 6-36

I'd say small blast, heavy 3.
One Shot Strength 8 AP 1 Heavy 1 Range 48

I'd make this a Lance or maybe Rending
Hammer of Dawn St 10 Ap 1 Blast Range 36 Heavy 1 scatters 1d6 but does not minus ballistic skill. It can only hit the top of buildings and ruins.

I would make this Str9 Ap1, Heavy 1, range 36. Special rule - you choose a start point and end point within 6" of each other, then roll scatter for each. everything in a line between the two resting points gets hit.
Snub Pistol St 4 AP 5 Pistol Range 12

prolly fine.
Boltock Pistol St 5 AP 4 Pistol Range 18 pinning

I'd drop pinning from thisun and make the Gorgon Machine Pistol that's str3, 12" or 18", pinning

This message was edited 2 times. Last update was at 2012/01/12 14:17:50


   
 
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