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Made in gb
Deadly Dark Eldar Warrior




North Wales

This is a codex I made up for a game of 40k where I forgot most of my blood angels but found a load of halo action clix miniatures and used them instead.

Armour-
Light infantry armour: 5+ save
ODST combat armour: 4+ save 6+ invun
SPI power armour: 3+ save
Mijolnir PAA: 2+ save, 4+ invun, energy shields

Energy shields: If a unit wearing Mijolnir armour loses its last wound, then role a D6, On a roll of a 4-6 the unit recovers its and counts as having one wound. This can be done every time a unit loses its last wound.

Wargear:
Small arms:

Assault rifle: R24'' S4 AP- Rapid fire
Magnum pistol: R12'' S4 AP5 Pistol
SMG: R18'' S3 AP6 Assault 3
Shotgun: R12'' S6 AP4 Assault 2
Battle rifle: R30'' S4 AP6 Assault 3
DMR: R30'' S5 AP5 Assault 1
Sniper rifle: R36'' S7 AP4 Sniper

Heavy weapons:
Grenade launcher: R24'' S6 AP6 Heavy 1, blast
Rocket launcher: R36'' S8 AP3 Heavy 1, blast
Spartan laser: R48'' S10 AP1 Heavy 1
HMG: S5 AP4 Heavy 3.

Vehicle Wargear:

M241 LAAG: R24'' S5 AP4 Heavy 5
M68 Gauss cannon: R36'' S8 AP4 Heavy 1
Anti-aircraft launcher: S6 AP3 Heavy 3, blast
Scorpion 90mm cannon: S9 AP3 Heavy 1, large blast
20mm autocannon: S5 AP3 Heavy 4
Wolverine rocket battery: S6 AP2 Heavy 2, twin linked.

HQ:

Marine commander- 45pts
WS4 BS4 S3 T3 W3 Ld9 I3 A2 Sv5+
Wargear: Magnum pistol, frag grenades, light infantry armour.
Special rules: none
Options:

May take an Assault rifle or SMG for...5pts. A shotgun or Battle rifle for...10pts.
May take ODST Combat armour...10pts

Spartan II commander-220pts
WS6 BS6 S5 T5 W3 Ld10 I6 A4 Sv2+
Wargear: Assault rifle, magnum pistol, frag and krak grenades. TAC-COM( may reroll one to hit roll per turn), Mijolnir armour.
Special rules:
Deep strike
Options:
May replace Assault rifle with...SMG or Battle rifle...5pts. Shotgun, Sniper Rifle...10pts. Rocket launcher or spartan laser...20pts
May replace magnum pistol with DMR or SMG...10pts

Spartan III Major: 135pts
WS5 BS6 S4 T4 W3 A4 Ld10 I5 Sv3+
Wargear: Battle rifle, M6S handgun, SPI armour, TAC-COM.
Special rules: none
Options:
May replace battle rifle with...Spec-ops SMG...free
May replace M6S with...grenade launcher...10pts. Rocket launcher...25pts.

Elites:

Spartan III team-100pts
WS4 BS5 S4 T4 W1 I5 A2 Ld9 Sv3+
Unit composition: 3 spartan IIIs
Wargear: SPI armour, Spec-ops SMG (R12'' S4 AP- Assault 4), M6S Magnum handgun (R12'' S5 AP- Pistol 2)
Special rules: none
Options:
May take an additional 2 spartan IIIs...32pts each.
One spartan may swap his Spec-ops SMG for...Battle rifle or Sniper rifle for...10pts. Rocket launcher...15pts

Spartan II- 130pts
WS6 BS6 S5 T5 W2 I4 A2 Ld10 Sv2+
Wargear: assault rifle, magnum pistol, frag grenades, TAC-COM, Mijolnir armour.
Special rules:
Deep strike
Options:
May replace Assault rifle with...SMG or Battle rifle...5pts. Spec-ops SMG or Sniper rifle...10pts a model.
May take an additional 2 Spartan II's for...120pts each.

Headhunter Spartan IIIs: 200pts
Unit composition: 2 headhunters.
WS7 BS9 S4 T4 W1 I6 Ld9 A2 Sv3+
Wargear: Sniper rifle, Spec-ops SMG, M6S handgun, SOEIV, TAC-COM, SPI armour, Shield projector (increases save to 2+), Active camo (grants stealth), combat blade.
Special rules: Deep strike, Scouts, stealth, infiltrate.

ODST Scouts: 100pts
Unit composition: 4 ODST's, 1 ODST Sargeant.
WS4 BS4 S3 T3 W1 A1 Ld8 I4 Sv4+
Wargear: Spec-ops SMG, ODST combat armour. SOEIV.
Special rules: Scouts, Deep strike, Infiltrate.


ODST Snipers: 125 pts
WS4 BS5 S3 T3 W1 I4 A1 Ld8 Sv4+
Unit composition: 4 ODST's, 1 Sargent.
Wargear: Sniper rifle, Magnum pistol, ODST Combat armour, SOEIV (allows deep strike)
Special rules:
Deep strike
Opti ons:
Sargent may exchange sniper rifle for...Spec-ops SMG or Shotgun...10pts

Unique charachters (HQ and elite)
HQ:

Master chief S117-300pts
WS8 BS8 S6 T5 W4 A5 I7 Ld10 Sv2+
Wargear: SMG, Battle rifle, Plasma grenades (R6'' S8 AP3, blast), frag grenades, Mijolnir armour, cortana ( allows 2 rerolls a turn and grants TAC-COM Wargear).
Special rules:
Deep strike
Fearless
Eternal warrior
Options:
May exchange SMG with any small arms weapon for...10pts
May exchange Battle rifle with any heavy weapon...25pts.

Captain cutter: 185pts
WS5 BS5 S3 T3 W4 A3 I3 Ld10 Sv5+
Wargear: M6S handgun, light infantry armour, MAC targeter (every turn cutter can fire this attack anywhere within his line of sight with this profile: S9 AP2 large blast, barrage.)
Special rules: none
Options:
May take a spec-ops SMG...10pts

Commander Miranda Keyes: 130pts
WS6 BS6 S3 T3 W4 A3 I4 Ld10 Sv5+
Wargear: Shotgun, M6D Magnum Special (R12'' S4 AP- Pistol 2, Ignores cover), Light infantry armour, drop pod homer (ODST's that Deep strike within 6'' of Keyes do not scatter).
Special rules:
Fearless, Death before Dishonour: If Miranda Keyes is killed, she Is determined to take as many of the enemy with her. Place a large blast template over Keyes' body, all enemy units within that blast radius take a Strength 9 AP 2 hit as per the MAC strike Wargear (see captain cutter).
Options:
May replace M6D with SMG...5pts
May replace Light infantry armour with ODST combat armour...15pts
Troops:

Marine Squad-50pts
WS3 BS4 S3 T3 W1 Ld6(8) I3 A1 Sv5+
Unit composition: 4 Marines, 1 sargeant
Wargear: Assault rifle, Magnum pistol, frag grenades , light infantry armour.
Special rules: none
Options:
May take an additional 5 marines...10pts each
If the squad numbers ten models, one marine may replace his assault rifle for...shotgun or sniper rifle...10pts. Rocket launcher...20pts
Sargeant may swap Assault rifle for...shotgun or battle rifle...10pts
Any marine may replace his assault rifle for an SMG or DMR for 5pts per model.

ODST Combat squad- 100 pts
WS4 BS4 S3 T3 W1 Ld8(9) I4 Sv4+
Unit composition: 4 ODSTs and 1 ODST Sargeant
Wargear: Spec-ops SMG, M6S pistol, ODST combat armour, VISR(during night fighting rules, once per game the ODST unit can forego the night fighting rules for one turn), SOEIV pod.
Special rules:
Deep Strike
Options:
May take up to an additional 5 ODST's...20pts each
Any ODST may replace their Spec-ops SMG with a battle rifle...free.
One ODST can be upgraded to have a...HMG...10pts. Rocket launcher...20pts. Spartan laser...30pts.
The ODST sargeant may swap his Spec-ops SMG for...shotgun, sniper rifle or DMR...10pts

Flame marines-60pts
WS3 BS4 S3 T3 W1 I3 A1 Ld6 Sv5+
Unit composition: 5 flame marines
Wargear: Flamer(see any imperial codex), light infantry armour.
Special rules: none
Options:
May take up to 5 additional flame marines...6pts each.

Sargeant Johnson(unique): 50pts
Any marine squad in your army may replace their sargeant with Johnson.
WS4 BS4 S4 T3 W1 I4 Ld10 A2 Sv4+
Wargear: Shotgun, magnum pistol, ODST combat armour.
Special rules:
Come on boys, lets finish this!.: Johnson and his squads weapons count as twin-linked.
Preferred enemy: Covenant
Options: none.

Dedicated transports:

Transport warthog: 30pts
BS- FA11 SA10 RA10, fast
May transport units of up to 10 models.
Weapons: none
Firing points:1

Warthog: 50pts
BS4 FA11 SA10 RA10, fast
May transport up to six models.
Weapons: M241 LAAG.
Firing points: 1

UH-144 Falcon-110pts
BS4 FA12 SA12 RA11, skimmer, fast
May transport six models.
Weapons: 20mm autocannon, two side mounted HMGs.
Firing points: 2
Options:
May upgrade HMGs to Grenade launchers...30pts

Fast attack:

Jump pack ODSTs: 125pts
Unit composition: 4 ODST's, 1 Sargeant,
WS4 BS4 S3 T3 W1 I4 A1 Ld8(9) Sv4+
Wargear: Spec-ops SMG, Jump pack, ODST combat armour.
Special rules:
Deep strike
Options: may take an additional 5 ODST's...25pts each.

Warthog (gauss): 75pts each
Unit composition: 1-3 warthogs
BS4 FA11 SA10 RA10, fast
Weapons: M68 Gauss cannon
Options:
May replace Gauss cannon with an Anti-air rocket launcher...10pts per model.

Mongooses: 30pts each
Unit composition: 1-10 mongooses
BS4 FA10 SA10 RA10, fast
Weapons: marine with assault rifle
Options:
Any marine may replace assault rifle with...SMG...10pts. Battle rifle..15pts. Rocket launcher...25pts per model.

Hornet Light attack VTOL: 70pts per model
Unit composition: 1-3 Hornets
BS4 FA11 SA11 RA11, skimmer, fast
Weapons: twin-linked HMG,
Options:
May take a rocket pod (see codex: imperial guard)....10pts per model.

Heavy support:

Scorpion MBT: 150pts
BS4 FA13 SA13 RA11
Weapons: 90mm Cannon with co-axial HMG.
Options:
May take a pintle mounted HMG...15pts

Wolverine AAV(arial attack vehicle): 125pts
BS4 FA12 SA12 RA11
Weapons: Wolverine rocket pod, Grenade launcher
Options:
May take a searchlight...1pt

Hawk attack VTOL: 115pts per model
Unit composition: 1-3 Hawks
BS4 FA12 SA12 RA11, skimmer, fast
Weapons: twin-linked 20mm autocannon, spartan laser
BS4 FA12 SA12 RA11, skimmer fast

Special units:

XUH-145 Falcon S: 170pts
Specialisations: this variant of the falcon can be dropped from orbit alongside ODST drop units. It has an engine silencer for stealthy insertions. Although stealthy the XUH-145 packs hefty firepower. Transport capacity is eliminated and replaced with the motors and ammunition required to power the M241 LAAGs with AP rounds that replace the ageing M247-H machine guns normally mounted on the UH-144. The heavy 20mm nose mounted autocannon is replaced with the lighter M18 .50 HMG (R24'' S4 AP4 Heavy 6.) to compensate for the additional weight of the M241s. The Falcon S is normally used alongside ODST Drop units to provide cover fire and intelligence to the Troopers who may be sneaking around enemy forces or being pinned down by enemy units at their most vulnerable: after being dropped (orbital drops can cause severe migraines in some new ODST troopers).
The XUH-145 is expected to enter mass production by 2563.
Weapons: M241 LAAGs with AP rounds (R30'' S5 AP3 Heavy 5), M18 .50 HMG.
Special rules:
Deep strike, stealth, scouts.
NOTE: you can only take a XUH-145 for every three ODST Units in your army.

Apocalypse Formations:

ODST Drop company: 100pts plus models.
Formation units:
1-3 Marine commanders (must take ODST armour) and get a SOEIV pod for free.
3-10 ODST combat squads
1-5 ODST Sniper squads
1-5 ODST Heavy Squads
1-3 XUH-145 Falcon S's

Special rules:
Drop assault: this formation always starts the game in reserve. All the units in the formation must arrive within 12'' of one of the commanders.
Commandos: all units in this formation can assault in the turn they arrive.
Stealth insertion: on the first two turns after their arrival all units in this formation have the stealth special rule.
Let's do this marines: all units in the formation are fearless.

Elephant SHAPC: 560pts
BS4 FA14 SA14 RA13 SP3
Transport Capacity: 36 Infantry and 3 Warthogs.
Fire points: 8 (four on each side)
Access points: 1 at rear.
Weapons: 4 M241 LAAGs, two HMG's, 1 twin-linked 40mm Autocannon (R36'' S6 AP3 Heavy 4)
Special rules:
Lockdown: if an elephant does not move that turn, it may initiate a lockdown. A lockdown gives the elephant plus one armour on all sides and gives all weapons on the elephant + 12'' range. As long as the elephant does not move it will stay in lockdown. If the elephant moves it goes back to its normal stats. Infantry and vehicles can disembark as normal.

Armoured Assault Company: 150pts plus models
Formation composition:
1-5 Marine commanders
3-10 Marine squads
1-3 Elephant SHAPCs
3-5 Warthogs
1-3 scorpions
Special rules:
Armoured assault: all infantry units must start the game in their transports. They can only disembark when within 12'' of an objective.
Open Fire!: all units in this formation have an additional 12'' range at all times.

Pelican Super-heavy flyer: 400pts
BS4 FA13 SA13 RA12 SP3, flyer, fast
Transport capacity: 24 infantry and 1 warthog.
Access points: 1 at rear
Fire points: none
Weapons: 40mm autocannon, two wolverine rocket pods, Rear mounted defensive HMG.
Special rules: Deep strike, Scouts

Grizzly super heavy tank: 480pts
BS4 FA14 SA14 RA14 SP3.
Weapons: 150mm grizzly cannons (R72'' S10 AP2, 7'' blast, twin linked), twin linked co-axial HMG, twin-linked grenade launchers, Canister shell (R48'' SX AP4 Apocalyptic barrage)
Special rules: none.

Three things:

1. Thanks for reading

2. If you would like me to make one of these codexes: Codex: The Flood, Codex: Covenant, Codex: Forerunner machines, Codex: pre-heresy Luna wolves or Codex: N7 (mass effect) please post a reply to this fandex with which you would prefer .

3. If 343 stopped making the halo action clix mini war-game. Do you think games workshop could make a successful mini wargaming system (based on 40k perhaps) with its own miniatures and codexes. I think it would become really popular. I reckon from what I here from you guys that it would probably become bigger than LOTR but not as big as WHFB and 40k. Please tell me what you think



















This message was edited 2 times. Last update was at 2012/02/05 13:45:07


2000pt Rhino Stampede!
1500pt Warrior Gunboat list + Razorwing!
Planned 1500pt Iron Warriors with MOAR Hades Autocannons! New 'Dex 4 Evar! 
   
Made in us
Infiltrating Hawwa'





Australia

< Taken by the void dragon. >

This message was edited 1 time. Last update was at 2020/03/15 00:23:17


DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
Made in us
Longtime Dakkanaut






I like 4+ for the carapace like armor of mjolnir, with energy shields granting +1 to your armor save. The energy shields are certianly not invulnerable, a Halo based example of an Invuln save would be the armor lock... that temporary shield is pretty amazing. Considering Invuln saves can stop ANYTHING if blocked right, armor lock is about it.

Now, 4+ armor with FnP granting a second 4 up to represent energy shields also could work, and is still penetrated by ap2/1 which seems fluff accurate.

As for weapons
Assault rifle: R24'' S3 AP- Rapid fire
Magnum pistol: R12'' S4 AP6 Pistol, twin linked if dual wielded
SMG: R18'' S3 AP- Assault 2, twin linked if dual wielded
Shotgun: R12'' S4 AP- Assault 2
Battle rifle: R24'' S4 AP6 assault 1
DMR: (i dont remember this one)
Sniper rifle: R36'' Sx AP6 Sniper wounds on 4+

Heavy weapons:
Grenade launcher: R24'' S6 AP4 assault 1, or s3 blast
Rocket launcher: R48'' S7 AP4 Heavy 2
Spartan laser: R48'' S9 AP2 Heavy 1
HMG: S6 AP6 Heavy 3.

My thoughts are that the weapons should be IG equals, not SM equals. So the assault rifle is the las gun/auto gun equal, not to the level of the bolter. Also, AP of your weapons is scaled back, as the weapons in halo definately dont penetrate the armor of even the UNSC marines.
   
Made in ca
Shas'ui with Bonding Knife





I'd almost up the fire rate on most of them, but that's just me.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in us
Longtime Dakkanaut






chrisrawr, if you up the fire rate then you have to lower the strength in proportion. For example, the assault rifle has 60 shots/clip IIRC, but modeling 60 attacks at strength .5 or something seems overly complicated.
   
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!

Pelican: 150pts

Fast Attack

Unit type: Fast skimmer

Front 12
Side 12
Rear 10
Bs 3

Access points: 1 on the rear

Transport capacity: 11

Wargear: 50 cal. MG, Assault Rocket Pods, HMG, Searchlight

50 cal. MG
range: 36''
str: 6
AP: 4
type: heavy 4

Assault Rocket Pods
range: 48''
str: 5
AP: 5
type: heavy 3, blast

Special rules: Rapid Deployment, Deepstrike, Scout

Rapid Deployment: if starting in reserve, the pelican dropship gains +1 when rolling for reserve

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




 
   
Made in ca
Shas'ui with Bonding Knife





DevianID wrote:chrisrawr, if you up the fire rate then you have to lower the strength in proportion. For example, the assault rifle has 60 shots/clip IIRC, but modeling 60 attacks at strength .5 or something seems overly complicated.


Not particularly; if you up the Assault Rifle to Assault 3 and bump it by a couple points, it's fine, for instance. If you bump the SMG to Assault 4, same thing. Battle Rifle to 2 AP 5, again fine. the DMR is the Battle Rifle but worse, fluffwise, I believe. They swapped it for the 3-shot burst that allows for easier headshots and shield penetration on the battle rifle. Perhaps make it a less-points S4 AP5 Assault 1 version?

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in us
Longtime Dakkanaut






chrisrawr, consider that as you raise the number of shots you still should be balancing the weapons to existing weapons. IE, if the assault rifle has 3 shots, why wouldnt the IG who are more advanced be using that? As is, no Halo weapon should have all the advantages of the las gun under FRF, SRF orders. Even matching the las gun should be considered an exceptional feat for a basic weapon in Halo.
   
Made in ca
Shas'ui with Bonding Knife





The fatal assumption you're making is that WH40K gamestats match any kind of fluff at all whatsoever. And when getting REALLY ANGRY when you hit your enemy can make you as strong as a Space Marine in Power Armour, we can easily see how things like "Logic" and "Realism" are thrown out the window.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in us
Longtime Dakkanaut






Well chrisrawr, Furious Assault can also represent being trained in coordinated lance like attacks with a bayonet when assaulting, using momentum and reach to strike first and harder than normally able.

And, even ignoring fluff based rules, gameplay dictates that your human based weapons be roughly equal to your other human based weapons. UNSC small arms with 4 shots per, or 3 with the rifle, make no sense gameplaywise and fluff wise.
   
Made in ca
Shas'ui with Bonding Knife





KDo you think a human with a bayonette, or even four or five, would be as strong as master cheif in power armour? How about twice that strong? No? So we can see that the tabletop already breaks consistency with the fluff. Recognize this, and mechanic your homebrew bottom up, and you'll find your fluff fitting much better, and your balance much more solid. If you just want a guard port with some special rules and vehicles,.it's simply more honest to say so. What I'm saying is your pointscosts currently aren't justified for the tt effectiveness, and popping weaponry up is a simple way to differentiate unsc from ig.

Also, the simplest reason that iom wouldn't use unsc eeapons is heresy.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in us
Fusilier Paramedic




Illinois

I'd like to see a Covenant Codex. I like it although the UNSC is kinda like mixing IG with SM

CKD's Warband

 
   
Made in us
Paladin of the Wall




Not bad so far. I would not personally have the SMG with better AP than the assault rifle. Also, the falcon doesn't seem a 12-12-11, though at its point cost I would say it is has good AV.

My take on Mjolnir would be to have it as a 2+ or 3+ save, and once per (player) turn you can take a 3++ invulnerable save. However, I do feel the way you did the energy shields is pretty cool. The limit would be to show how the energy shield needs time to regenerate. I would lower chief's weapon skill to 6 or 7, but would give him Eternal Warrior, Relentless (same for regular spartan II), and another special rule shared with Spartan IIs that would allow them to get an energy sword (power weapon) or gravity hammer (power fist) if they kill a unit with a power weapon or power fist/thunder hammer respectively. Also, Johnson does not seem as awesome as he is in the games. I would have him as an HQ slot, but he would be replace a sgt. in a marine squad. When the squad is destroyed, he becomes an independent character. I would also add eternal warrior and an invulnerable save (5 or 6 ++), as well as a boost to his statline. It would, however, raise his points considerably.

Last thoughts on Johnson/future special characters: Since he and chief work together a lot, give UNSC forces a boost when the two of them are in a certain proximity.

ODSTs look good, maybe have the ODST snipers do a special infiltrate with normal infiltrate rules, but have them deep strike when they choose their position. If they mishap, they outflank from reserves (because they have to walk to the battle) unless the mishap result destroys the unit. Other ODST "cool" rules would be say since each soldier uses an individual SOEIV, "select deep strike location and roll for scatter/mishap as normal, but if the unit does not mishap and makes a successful deep strike, the models in the unit may be placed anywhere so long as one model is placed where the deep strike scattered and the unit retains coherency and is placed in a legal position"

My idea for a Scorpion

Scorpion-175 Points (maybe 195)
BS5 FA 13 SA 13 RA 12
-Extra Armor(See Marine codices)
-Pintle-Mounted HMG
-Scorpion 90mm Cannon (Change to 72" S9 AP1 (Target hit) and S5 AP6 (small blast at point of impact)
-Rules for firing Scorpion 90mm Cannon-Check line of sight and range as normal. Once this has been established, declare where on the target (if a vehicle) the cannon is firing at. If the attack hits, place a small blast template with the center of the blast template at the point of impact. Models under the template then suffer damage as specified in this weapon's profile for the small blast. Note that the model hit by the attack may not suffer an additional hit from the blast template
-High velocity: If the Scorpion 90mm Cannon misses its target, the shell travels 72" in the direction it is fired. Place a small blast template at this point and roll for scatter as normal. Use the ---------- small blast stats from this weapon's profile for any models under the template.

-(Whatever the scorpion has that assists the driver. Was in one of the instruction books, can't remember exactly)-When the Scorpion suffers a Crew Shaken result, the Scorpion may sacrifice its movement, even if immobilized, in order to fire the Scorpion 90mm cannon. Note that this cannot be used when a Crew Stunned result is suffered from a penetrating hit, even though the extra armor does reduce the result.

So far so good, keep up the good work

From 3++

"Because your captain is smarter than Belial and all templar commanders ever, he doesn't discard his iron halo when you dress him up as a terminator. Remember this." 
   
Made in gb
Deadly Dark Eldar Warrior




North Wales

Finished codex and added apocalypse units too !!!

2000pt Rhino Stampede!
1500pt Warrior Gunboat list + Razorwing!
Planned 1500pt Iron Warriors with MOAR Hades Autocannons! New 'Dex 4 Evar! 
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Can you please make a flood codex?

This is a signature. It contains words of an important or meaningful nature. 
   
Made in gb
Deadly Dark Eldar Warrior




North Wales

If a couple more people ask for it as well then sure. Its just I can only do one at a time so and it will take some time to come up with ideas.
Heres an example of a unit I just Came up with:

Name: gravemind controlled pounder: 120pts
Slot: HQ
WS7 BS2 S5 T5 W4 A3 I3 Ld8 Sv4+
Wargear: fists(CCW), acid spit (R6'' SX AP- blast), thick skin(4+ save)
Special rules:
Torment: Any unit that attacks the GCP must take a leadership test before attacking (due to the gravemind reciting really bad poetry in their ear, no he actually just says mean stuff about them).



Automatically Appended Next Post:
Update with new formations.

This message was edited 1 time. Last update was at 2012/02/05 06:34:25


2000pt Rhino Stampede!
1500pt Warrior Gunboat list + Razorwing!
Planned 1500pt Iron Warriors with MOAR Hades Autocannons! New 'Dex 4 Evar! 
   
Made in gb
Deadly Dark Eldar Warrior




North Wales

New units! HQ and elite

2000pt Rhino Stampede!
1500pt Warrior Gunboat list + Razorwing!
Planned 1500pt Iron Warriors with MOAR Hades Autocannons! New 'Dex 4 Evar! 
   
Made in us
Infiltrating Hawwa'





Australia

< Taken by the void dragon. >

This message was edited 1 time. Last update was at 2020/03/15 00:23:08


DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
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!

Actually, there is a Covenant Fandex thread posted on dakkadakka. I think it's rather well done.

http://www.dakkadakka.com/dakkaforum/posts/list/375763.page

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




 
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Comeon people, ask for da flood

This is a signature. It contains words of an important or meaningful nature. 
   
Made in gb
Deadly Dark Eldar Warrior




North Wales

I think that the covenant codex would be a tiny bit easier than the flood , so I will most probably start with the covenant, but I really want to make a codex for one of my Favourite IG regiments: the Harikoni warhawks.
As for that other guys covenant codex, I think that the covenant is a tiny bit underpowered so if I do mine it will be a bit more powerful.

2000pt Rhino Stampede!
1500pt Warrior Gunboat list + Razorwing!
Planned 1500pt Iron Warriors with MOAR Hades Autocannons! New 'Dex 4 Evar! 
   
Made in us
Longtime Dakkanaut






I hate to be a party pooper, but I feel your rules and stats are all over the place. Now, I do have an interest in a UNSC codex, as I run a converted Halo Guard force. But these rules just dont work for me. Spartans with s5 t5 2+ 4++ for example... I dont see how those stats are justified or fun to even use.

For example, as I said before, unless you are using armor lock nothing about a spartan armor system says invuln save. An invuln save can and will have a chance of stopping a perfect headshot with something silly like a tank main cannon. As we should know, spartans have no such defense... unless you armor lock, which is an extra bit that would replace other options like fleet and what not.

And the 2+ save also seems way out of place when you also have rules for energy shields. That makes the 2+ armor just the carapace bit the spartan wears. Does not fit...

As for the battle rifle... that weapon has 3 shots at s4 ap6... now that would make it on par with the 40k example of the 50 cal machine gun. Since we should all know that the 50 cal machine gun analogs in halo are stronger than the battle rifle, your battle rifle is hideously over powered.

Really, the stats here seems to follow the warhammer fantasy stats, where a heavy crossbow is s4. If this codex was for fantasy, then your 2+ armor saves and s4 3 shot battlerifle would make more sense. But its not for fantasy, it is supposed to be for 40k. And the rules dont follow any of the quite valid precedent set in 40k.
   
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@DevianID I like how you keep trying to compare stats to fluff as if any of it can be converted <3

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Made in us
Longtime Dakkanaut






chrisrar, forget fluff for a minute, as while I think the fluff fits the rules you do not, and that is a different discussion.

Instead of comparing rules to fluff, just compare rules to rules. The lasgun basic IG sidearm is s3 ap-- rapid fire, with a special rule that can grant +1 shot. The shotgun is 12" s3 assault 2. The UNSC codex above has a battlerifle at 3 shots all the time, with more range, more str, more ap. The shotgun is s6 ap4. These rules are not even remotely close or comparable.

So the rules dont match up with other existing rules, and as I have said the fluff does not match up. Even if you reject the fluff part, the rules are still completely out of sync with 40k.
   
Made in ca
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Why are you comparing the rules of one army to the rules of another? That's not how these things work. You have to compare internal balance first, and then mechanical balance vs game-breakability, and then external balance in the form of points cost.

The rules for the UNSC don't match up with the rules for the IG because they are two different armies. Comparing the army's basic weapons without looking at points cost, from a perspective of "they're both human weapons held by humans," is comparing fluff. Which you just said you weren't doing.

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This message was edited 3 times. Last update was at 2020/03/15 00:22:26


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Made in us
Longtime Dakkanaut






You have to compare internal balance first, and then mechanical balance vs game-breakability, and then external balance in the form of points cost.


Chrisrawr, your mistake here is that you start with internal balance and you use external balance for points. However, the goal of a fandex (IMHO)is to play with an opponent--aka unless you are playing versus UNSC you are going to be up with another army book.

Plus, the OP uses several refrences to the IG codex for flamers and missile pods and the like... so there is some parity.

If you use the same terms, and the same kind of model (for example a shotgun model) and say that your codex shotgun guy is s6 instead of s3 or 4, explain how you justify this without fluff--its like making a rule called 'hit and run' that works completely differently than the rulebook 'hit and run'.

As to internal balance, the issues I see are that the codex spams small units with high strenght long range shots. ODST with spartan lasers as 130 point ranged s10 troops. ODST snipers as 125 point 5 shot s7 elites. 5 flamers for 60 points in a 50 point transport that puts the heavy bolter razorback to shame. As there is no real close combat weapons (not that there needs to be) shooting needs to be focused on, making any weapon not the strongest pointless anyway.

Edit: Che-vito, you think the regular UNSC marine would be BS4? I think, considering conscripts are BS2 and the IG represents the upper 10% of a fighting force anyway, BS3 is more than fair for regular forces.

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Longtime Dakkanaut






Agreed, ODST seem ideal with stormtrooper rules. The hotshot is a bit misplaced in a way, but consider its a shorter ranged gun ment for silently dispatching enemy forces, and has a scope for pinpoint shots. To that end, ap3 with the pinning special rule on the first shot represents this better than making the weapon sniper, as they would be no good versus vehicles. Tau sniper analogs are AP3 as well.
   
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Finland... the country next to Sweden? No! That's Norway! Finland is to the east! No! That's Russia!

Spartans could have a 5+ invulnerable save due to their high speed and agility. I mean they can dodge practically anything.
Also, the Battle Rifle could be balanced if the following stats are used:
Battle Rifle
Range 24"
Str 3
AP 6
Type Assault 2


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No, just Nurgle and Slaanesh, Jesus will be sold seperately in a blister.




 
   
 
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