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Made in us
Dark Angels Neophyte Undergoing Surgeries







I am new to this, but my friends and I have been talking about a new Code for Warhammer 40k. We were thinking about writing making a new race called the Doctors. Just think about it, and see how creepy you can make a physician become. They have use of scalpels, syringes, tubes, and all manner of toxic things. We are looking for some experienced people who have good ideas for special rules, paint patterns, and new characters, such as Nurse Ratchet from One Flew Over the Cookoo's Nest. It would be awesome to get some input on this, so let us know what you think. Here is what we have so far.

Warhammer 40k Codex Doctors

Special Rules
Aerial Insertion- The Squad may deploy from a vehicle moving flat out at any point of it’s path, and shoot normally.
Syringe Gun- Every gun labeled as a syringe launcher has a Poison Attack when a Roll of 5+ with a D6 is rolled.
Tardy- A unit with this rule counts as having the Stubborn and Furious Charge Universal Special Rules.
Psychic Powers
Bolster- For every unit with the bolster special rule, add 2d6 zombies to a squad of Zombies. This can take the unit over it’s starting amount.
Lobotomize- In close Combat choose 1 model in base contact with the model using this psychic power. The model must make a leadership test on 3d6, if failed that model becomes a zombie.
Wargear
Assault Syringe-Assault 2
Range 24”___S_______Ap___
3 4
Bone Saw
A power weapon that adds +3 Strength
Carapace Armor
Grants a 4+ Armor Save
Cosmetic Implants-
Increase Strength and 1 toughness by 1.
Flack Armor
Grants a 5+ Armor Save
IV Blaster-Pistol
Range_____S_________Ap_____
Template 2 3
Lascannon- Heavy 1
Range 48”__S________Ap_____
9 2
Syringe- Pistol
Range___S________Ap_____
12” 3 4
Syringe Gun
Range__S_________Ap_____
24” 3 4
Rapid Fire



Doctor Army List

HQ
Doctor …...........................................................................................90 pts.
WS BS S T W I A Ld Sv
4 4 3 3 3 4 2 9 5+
Unit Type: Infantry, Independent Character

Special Rules Wargear Psychic Powers
Psyker Flak Armour Bolster
Feel No Pain Syringe
Close Combat Weapon

Options
May replace Flak Armour with Carapace Armor +5 pts.
May take cosmetic implants +10 pts.
May replace close combat weapon with a power scalpel at +10 pts.
May replace Syringe with IV Blaster for +10 pts


Brain Surgeon..............................................................................115 pts.
WS BS S T W I A Ld Sv
4 4 3 3 3 4 4 9 5+
Unit Type: Infantry, Independent Character

Special Rules Wargear Psychic Powers
Feel No Pain Flak Armour Lobotomize
Psyker Bone Saw
Syringe
Options
May replace Flak Armor with Carapace Armor for +5 points, power armor for +8 points
May Take cosmetic implants for +10 points
May Replace Syringe with IV Blaster for+10 points


Elites

Battle Nurse Squad.........................................................................75 pts.
Unit Type: Infantry
Composition: 4 Nurses and one head nurse
WS BS S T W I A Ld Sv
Nurse 3 3 3 3 1 4 1 8 5+
Head Nurse 4 4 3 3 1 4 2 8 5+

Speacial Rules Wargear Psychic Powers
(Head Nurse is a Psyker) Syringe Gun Bolster (Head Nurse)
Flak Armor
Options
May take up to 5 extra nurses for +8 points per model
Whole squad May take Cosmetic Implants for +10 points
If the Squad Numbers 6 or less it may take an ambulance as a Dedicated Transport


Doom Paramedics..............................................................................50 pts.
Unit Type: Infantry
Composition: 4 Doom Medics and 1 Doom Leader
WS BS S T W I A Ld Sv
Doom Medic 3 4 3 3 1 3 1 8 5+
Doom Leader 3 4 3 3 1 3 2 8 5+
Special Rules Wargear
Drop Troops Syringe
Syringe Gun
Options
Any Model May exchange Syringe guns for lasguns at no additional cost, or upgrade to Hot-Shot lasguns for +5 Points per model
The entire squad may take Carapace Armor for +20 points
The Doom Leader may exchange his Syringe for a laspistol at no additional cost
The Doom Leader May Exchange his syringe gun for a close combat weapon at no additional cost, or a power scalpal at +10 points.
The squad may include up to 5 additional Doom Medics at +7 points per model


Dedicated Transports
Ambulance..........................................................................................85 pts.
Unit Type: Vehicle, Tank, Fast Transport Capacity: 6
___Front____Side____Rear___
11 11 10
Wargear:
Assault Syringe
2 Hull Mounted Lascannons

Medi-Copter.........................................................................................100 pts.
Unit Type: Vehicle Skimmer, Fast Transport Capacity: 12
__Front___Side___Rear___
11 10 10
Speacial Rules Wargear:
Aerial Insertion Hull mounted Autocannon

Options
May take up to 4 pintle mounted Assault Syringes

This message was edited 3 times. Last update was at 2012/02/14 23:08:39


3500 
   
Made in us
Freaky Flayed One





Denver

I'm working on this too.

2800 pts. 2000 Pts
 
   
Made in fr
Fighter Pilot




Strasbourg France

What would you use as troops ?

And making a new codex is cool, but if you want an opinion you need to give us more stuff to work on :/ We can't input on air..

So explaaaiiiiin what you are planing !
   
Made in us
Freaky Flayed One





Denver

We were kind of thinking something along the lines of medical zombies and Nurses as troops/elites. We will post some when we decide it's ready.

This message was edited 1 time. Last update was at 2012/02/14 04:45:24


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Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

And nurses with syringes and scalpels can hurt power armor, how? This "codex" idea would better fit a different game.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in us
Hardened Veteran Guardsman




Lobotomites would work for troops.

WS 2 BS 2 T4 S3 W1 LD 5 I2 6+ 4ppm maybe? 10 - 30 Lobotomites

lasgun or something basically like a guardsmen but with no brains. i figured they stapled their dinner plates to their chest so a 6+ seems rather fluffy


Automatically Appended Next Post:
ph34r wrote:And nurses with syringes and scalpels can hurt power armor, how? This "codex" idea would better fit a different game.


do you truly believe the bayonet from a lasgun can penetrate power armor?

This message was edited 2 times. Last update was at 2012/02/14 07:39:23


 
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Funk3140 wrote:Lobotomites would work for troops.

WS 2 BS 2 T4 S3 W1 LD 5 I2 6+ 4ppm maybe? 10 - 30 Lobotomites

lasgun or something basically like a guardsmen but with no brains. i figured they stapled their dinner plates to their chest so a 6+ seems rather fluffy


Automatically Appended Next Post:
ph34r wrote:And nurses with syringes and scalpels can hurt power armor, how? This "codex" idea would better fit a different game.


do you truly believe the bayonet from a lasgun can penetrate power armor?


Well at least a bayonet is an actual weapon...

This message was edited 1 time. Last update was at 2012/02/14 09:43:56


This is a signature. It contains words of an important or meaningful nature. 
   
Made in us
Freaky Flayed One





Denver

It's not completely finished yet. This is the only rule set we really know, and we weren't meaning for it to fit in to the fluff or anything. It's just kind of a fun thing.

2800 pts. 2000 Pts
 
   
Made in us
Daemonic Dreadnought






AL

Well... You could make them laser scalpels... Make a bit of sense... Just saying


Automatically Appended Next Post:
Oh, I think a frankenstien/L4D tank monster would be pretty neat addition as heavy support.

This message was edited 1 time. Last update was at 2012/02/15 02:32:37


Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in us
Lustful Cultist of Slaanesh




Instead of ambulances. They should have like... Salamaders... Which are transport chimeras if I'm not mistakin

Heavy Bolter: 36" 5 4 Heavy 3- Do not disturb

2500pts~ Mentors Legion
1500pts~ Rouge guard
3500pts~ Ultramarines' Fallen 8th Assault Company, Now with Nurgle like Space Wolves!!
2500+pts~

 
   
Made in us
Freaky Flayed One





Denver

King Pariah wrote:Well... You could make them laser scalpels... Make a bit of sense... Just saying


Automatically Appended Next Post:
Oh, I think a frankenstien/L4D tank monster would be pretty neat addition as heavy support.


That's the kind of stuff we need, constructive criticism! And we were working on a frankenstien type HS unit that's like a bunch of parts from random races stuck together.


Automatically Appended Next Post:
TheRobotLol wrote:
Funk3140 wrote:Lobotomites would work for troops.

WS 2 BS 2 T4 S3 W1 LD 5 I2 6+ 4ppm maybe? 10 - 30 Lobotomites

lasgun or something basically like a guardsmen but with no brains. i figured they stapled their dinner plates to their chest so a 6+ seems rather fluffy


Automatically Appended Next Post:
ph34r wrote:And nurses with syringes and scalpels can hurt power armor, how? This "codex" idea would better fit a different game.


do you truly believe the bayonet from a lasgun can penetrate power armor?


Well at least a bayonet is an actual weapon...


They are also grimdark syringes and scalpels...... so it works out somehow

This message was edited 1 time. Last update was at 2012/02/15 02:44:28


2800 pts. 2000 Pts
 
   
Made in us
Violent Enforcer




Panama City, FL

Special Character:

The Doctor POINTS: 215

WS 4
BS 4
S 4
T 4
W -
A 3
I 10
Ld 10
Sv. 2+ (special)

Wargear:

Sonic Screwdriver: S - AP - Range: 18"
The Sonic Screwdriver has the following capabilities that can only be used in the shooting phase.
-Increase or decrease the cover save of any piece of terrain within range by 1.
-Can be used as a spotlight with a permanent range of 18".
The Sonic Screwdriver has the following capability that can be used during both the shooting and assault phases.
-Can target any piece of friendly armor within range and remove stunned/shaken conditions on a 2+. May remove vehicle immobilized results on a 3+.
-Can target any piece of enemy armor within range and cause a stunned/shaken result on a 2+. May cause a vehicle immobilized result on a 3+.

T.A.R.D.I.S.: F: 14 S: 14 R: 14 BS -
The T.A.R.D.I.S. counts as a dedicated transport. The T.A.R.D.I.S. counts as a phone booth.


Psychic Paper: As enemy combatants charge into combat with The Doctor, he utilizes his psychic paper to show them that he is actually a high-ranking individual from their chain of command. For the first round of combat, the enemy gets -1 to attack, initiative, and leadership.

Special Rules:

Time Traveler:
The player fielding The Doctor chooses which player goes first. In addition, The Doctor is given two movement, shooting, and assault phases per player turn, taken in whichever order the owning player chooses.

T.A.R.D.I.S.: During The Doctor's movement phases, The Doctor (along with the T.A.R.D.I.S.) can teleport anywhere on the playing field, and always counts as being stationary. The T.A.R.D.I.S. cannot be targeted by shooting, assault, or psychic attacks (who wants to attack a phone booth?). The only exception to this rule is The Doctor. The Doctor and the T.A.R.D.I.S. must maintain a unit coherency of 6".

The Doctor is immune to psychic abilities.

Abhors Death: Any time The Doctor inflicts a wound that results in the death of a model or vehicle, he must take a leadership test. If the test is passed, The Doctor falls back 6" in a direction chosen by the controlling player. If the test is failed, The Doctor boards the T.A.R.D.I.S. and teleports 6d6" in a random direction. If the T.A.R.D.I.S. would travel further than the table edge, both The Doctor and the T.A.R.D.I.S. are removed from play.

Time Lord: The Doctor is a time lord, and has the ability to regenerate. If The Doctor Suffers an unsaved wound from an Instant Death weapon, lay The Doctor down on his side. During your next turn, roll a d6. On the roll of a 2+, The Doctor regenerates. Place the model back upright. The Doctor suffers no additional penalties. On the roll of a 1, re-roll.
[Thumb - m34db518d0000_1_12117.jpg]


7500pts. 1750pts. 1500pts. 2000pts. 11000pts.
 
   
Made in us
Daemonic Dreadnought






AL

I think that's the wrong sort of doc...

Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in us
Freaky Flayed One





Denver

Yeah that post deserves it's own thread...

2800 pts. 2000 Pts
 
   
Made in us
Violent Enforcer




Panama City, FL

Sorry, but you must understand. I had to go there.

7500pts. 1750pts. 1500pts. 2000pts. 11000pts.
 
   
Made in us
Daemonic Dreadnought






AL

Heavy Support:

Pts: 200

Abombination: Several of those captured by the Doctors are subject to terrifying experiments, augmented, twisted, and mutilated beyond measure to the point that they become nothing more than utter monstrosities of metal and flesh melded together. These monstrosities have been found to be perfect guards of high ranking doctors as their psych and personalities have been utterly crushed, making them no more than loyal servants with no sense of self preservation. Once upon a time, these monstrosities were sentient beings, now, they are nothing more than loyals dogs, slave to their masters will. Huge, ferocious dogs.

WS:5
BS:2
S:8
T:6
W:3
A: D6
I: D6 +1
LD: 7
Sv: 3+

Unit Type:

Monstrous Creature

Wargear:

Augmented fists: These count as a pair of powerfists that do not affect initiative. already included in profile.

Biobomb: Upon losing it's final wound, the Abombination explodes splattering all those around it with a powerful acidic poison. the biobomb has the following profile:
S: X AP:5 Type: Large Blast*, Poisoned (4+), Corrosive**

*Place the large blast template so that the center is over the Abombination, all units caught under the blast template are hit.
**A vehicle that is caught under the blast template is hit on which ever side is facing the Abombination. Roll a D6, on a roll of 1-3 nothing happens, on a roll of 4-5 the vehicle suffers a glancing hit, on a roll of 6 the vehicle suffers a penetrating hit.

Breath of fire: Abombinations tend to be augmented to release a deadly breath of flame. This counts as a flamer

Special Rules:

Fearless

Deepstrike

Hit the Ground Running: this unit may choose to move D6, shoot, or assault upon deep striking

Upon my master's command: Abombinations require a doctor to be on the field in order to move, shoot, and assault normally. If at any point in the game there isn't a doctor upon the field, Abombinations will go rampant. Roll a D6, on a 1-4 the Abombination may be played normally that turn. On a roll of 5+ the Abombination becomes feral and must move, run, and assault (if possible) the closest unit (except other Abombinations) whether it be friend or foe.

Options:

May replace Breath of fire with:
- Breath of Decay: a deadly toxic cloud of gas envelopes those who dare stand before the Abombination. Has following profile: Range: Template S:X AP:- Type: Assault 1, Poisoned (4+) ........5 pts
- Maw of Destruction: Instead of a deadly breath, the doctors decided to alter the anatomy of the mouth to be more like a frog, a very large and voracious frog with huge sharp teeth. The Maw of Destruction has the following profile: Range: 18" S:- AP:- Type: Assault 3, Get over here!*.............15 pts

May replace Biobomb with:
- Z-Bomb: The Z-Bomb detonates exactly the same as the Biobomb but with the following profile: S:- AP:- Type: Large Blast, Zombification** ................................free

*The Maw of Destruction has the Get Over Here! rule. This allows the Abombination to select 3 models in a unit within range to be drawn in to the gaping jaws of the Abombination. All models that are hit must pass a strength test with a roll of 6 automatically failing. If a model passes its strength test, nothing happens as the model is able to escape the grasp of the Maw. If failed, removed the model from play with no save of any sort taken, they have been consumed by the Maw of Destruction. Does not work on vehicles.

**The Z-Bomb has the zombification rule. All models hit by the blast must roll a D6. On a roll of 6, the model becomes a zombie. If the player has a spare zombie model, he may replace the model on the board with a zombie who is automatically in assault with the unit he was formerly a part of. If the model was not part of a unit, no assaults are made. If no zombie model is available to be replaced with, simply remove the model from play. Invulnerable saves may be taken. Does not affect vehicles or units within vehicles.

may take 2 more Abombinations at 200 points a piece

This message was edited 3 times. Last update was at 2012/02/29 21:48:04


Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in gb
Insect-Infested Nurgle Chaos Lord







I don't think an entire Doctor themed army could work, and if it did you're already stepping on the toes of the current 40K 'doctors'...

The Doctor will see you now...
Spoiler:


   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Medium of Death wrote:I don't think an entire Doctor themed army could work, and if it did you're already stepping on the toes of the current 40K 'doctors'...

The Doctor will see you now...
Spoiler:


I will NEVER go to the dentist again..

This is a signature. It contains words of an important or meaningful nature. 
   
Made in us
Freaky Flayed One





Denver

Those abominations seem really cool! I think we could include it.

2800 pts. 2000 Pts
 
   
Made in us
Daemonic Dreadnought






AL

If you'd like, I have a few other ideas I'm toying with off the top of my head, if you want, I'll post.

Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in us
Freaky Flayed One





Denver

King Pariah wrote:If you'd like, I have a few other ideas I'm toying with off the top of my head, if you want, I'll post.


Do want to know!

2800 pts. 2000 Pts
 
   
Made in us
Longtime Dakkanaut





New York / Los Angeles

What about this as an HQ

Doctor Victor von Doom - 200 Points

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

Psyker Mastery Level 2

Psyker Powers:
Doombolt (duh)
Generic Mystical Power: Doom may use this psyker power (if he passes a psychic test) to reroll the result of any psychic test he takes (including the one to activate this power).

Wargear:
Original Armor (included in profile)
Promethium Armor (+25 Points) Strength and Toughness become 5, and Initiative 6
Destroyer Armor (+50 Points) Strength increases to 6, Toughness becomes 5, initiative becomes 6, Doom's close combat attacks are considered to be "Force Weapon" attacks.

Inhibitor Ray: Doom has a 6+ cover save against all shooting attacks fired from models within 48" of him, a 5+ Cover Save against all shooting attacks fired from models within 24" of him, and a 4+ Cover Save against all shooting attacks fired from models within 12" of him.

(original armor only) Fingertip Darts: Range 12" S1 AP 5 Assault 4 (poisoned 2+)

(Original Armor Only) Energy Fist - One of Dr. Doom's close combat attacks each phase may be made as a Power Fist attack at Initiative 1.

Mini-Missile Launchers: Range 48" S6 AP 4 Assault 2 Twin-Linked

Deflection Staff: At the start of each assault phase, Doom must choose whether or not he is using the "deflection staff" if he does, his attacks are reduced to 1 (and cannot be further reduced by other means) and he gains a 2+ invulnerable save from CC attacks.

(Destroyer Armor Only) Psionic Refractor (Psychic Hood)

(Promethium Armor Only) Ionic Blade - Dr. Doom's close combat attacks are power weapon attacks.

(Promethium Armor Only) - Quark Instability Condenser: Dr. Doom's most powerful weapon, almost. Range: 24" S10, AP 2 Assault 1, Haywire

The Ultimate Nullifier: Used at the start of the game, after all units are deployed but before the first player begins his/her first movement phase - Choose one non-vehicle unit in your opponent's army, Remove both that unit and Dr. Doom from the game, neither unit awards kill points, and cannot be used in any future games, or in any games that have happened previously. If in previous games, that unit's performance (or doctor doom's) were critical to winning the game, consider those games lost. In fact, just pretty much consider all the games you've used that unit in a total loss.


Special Rules:
Polymath Genius: If your army includes Victor Von Doom, roll a d6 at the start of the game for each unit in your army. If a unit scores a result of a 6, Dr. Doom has enhanced their weapons and add 6" to the range of their shooting attacks. If the result is a 1, that unit is lost in space and time and must start the game in reserve and must arrive via deep strike, even if the unit is normally unable to arrive via deep strike.

Doom-Bot Clone:
If Dr. Doom is ever removed from play, it is revealed he was actually a doom bot clone of Dr. Doom and not actually Dr. Doom. This has absolutely no bearing on the game, except to circumvent the unfortunate side effect of using the ultimate nullifier, making him unbelievably awesome.

This message was edited 2 times. Last update was at 2012/02/16 04:47:57


Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in us
Freaky Flayed One





Denver

Again I am going to state that there has been something posted that is just too epic for this humble thread.

2800 pts. 2000 Pts
 
   
Made in pl
Screaming Shining Spear




NeoGliwice III

Doctors should not be HQ, they should be regular troops. HQs should be some bosses like Chief of Hospital, Board Member or Health Minister.
Units should be made of specialists like: Oncologists, Surgeons etc. with a possible sargent who would be Head of Surgery.

Good things are good,.. so it's good
Keep our city clean.
Report your death to the Department of Expiration
 
   
Made in us
Assault Kommando





PA

Fun idea, perhaps a Nurse Practitioner? Could have cybernetic implants to increase Efficiency and justify greater defense and such stats.. Maybe a needle gauntlet capable of giving limited upgrades to troops like the CSM HQ bile or simply poison enemies.
A staple/ rivet gun to function like a bolter or bolt pistol. Hell maybe even a extra robotic arm holding a clipboard for effect and to justify +1 to her attacks.

Humm needle gauntlet something like the needle glove the scarecrow used in the batman arkham asylum video game.

It's a idea anyway.

CSM / SOB

 
   
Made in us
Daemonic Dreadnought






AL

Well one idea I have that I'm still messing around with is a psych tech. I don't know what I'd do for the statline yet, but considering all the pills they have access to with which affect the mood/temperment/energy levels of patients, maybe have these guys have some sort of psychotropic grenade that can do one of several things on the first turn of combat based on a D6 roll:
1-2 -enemy feels like they're moving through liquid, reduce iniative by 1 (can reduce initiative no lower than 1)
3-4 -enemy feels a sap of energy thus making it harder to bring their full strength to bear, reduce strength by 1 (can reduce strength no lower than one)
5-6 -enemy stumbles about leaving weak spots vulnerable, reduce toughness by 1 (can reduce toughness no lower than 1)

Psych tech:

WS 3 BS 3 S3 T3 W1 I3 A1 LD8 Sv 5+


And maybe have one upgrade into a psychiatrist sort of character whose knowledge of drugs is far superior so has a different list of effects:
1 -first round of combat, the feeling of moving through liquid is compounded, enemy has their iniative reduced to 1
2 -the enemy suffers problems with depth perception, their weapon skill drops to 2 for the first turn of combat
3 -suffering hallucinations, the enemy may strike out against themselves. When rolling to hit, all rolls of 1 are resolved against their own unit.
4 -the enemy unit becomes sleepy, this loss of energy drops the enemy's strength by one (can not drop lower than 1)
5 -the enemy suffers frightening hallucinations, upon rolling for combat resolution the enemy must (if they lost combat) make their rolls as if their base leadership was 7(unless already lower).
6 - the enemy is stumbling about as their balance has been destroyed, exposing their own weak points. Reduce toughness by one (and no lower than 1)

Psychiatrist:

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

Mortician like unit would be neat, probably most suitable for zombie swarms. Whenever in close combat, all friendly and enemy units that fall he has the chance to bring back as a zombie on a roll of 5+and can come back once as a zombie himself on a 3+.

Elite:

Mortician:

WS 4 BS 4 S 3 T 3 W2 A2 LD10 Sv 4+

Unit type: infantry
Wargear: (not decided on yet)

Special Rules:

Independent Character

Master of the dead: the mortician perhaps knows death and his secrets better than anyone as he deals with the dead everyday. Thus he can lead zombies and the other undead who otherwise would follow their natural instincts. He also has the ability to raise the dead in close combat, all units that fall (friend or foe) can be brought back as zombies on a roll of 5+. Also, if he falls in combat, is caught in a sweeping advance, is removed from play, or is killed in anyway, he may come back as a zombified mortician on a 3+ (stats and rules for zombified mortician below). He also benefits from the special rule stubborn.

Zombified mortician: the mortician has injected a special chemical into himself which staves off the effects of rigor mortis and unleashes all his animalistic instincts and reflexes turning him into a fast, lethal creature in search of prey to sate his infinite hunger.

WS 4 BS 0 S 4 T 3(4) W 1 I 5 A3 LD 7 Sv 6+

Unit type: beast

Special rules:

Feel No Pain
Fearless

Bite of the vengeful dead: when he kills any model in base contact, roll a D6, on a 5+, the enemy model comes back as a fast zombie and immediately joins the zombified mortician.

Fast Attack: Fast/runner zombie: these zombies have not yet suffered from the effects of rigor mortis and thus can move quickly and have "degenerated" to more basic animal like instincts in search of quenching their eternal hunger.

WS 4 BS 0 S3 T3(4) W1 I5 A2 LD7 Sv 6+

Unit type: Beasts.

Unit size: 3-20

Points: 10 per model

Special rules:
Fearless
Preferred Enemy: the living
Bite of the dead: runner zombies can forego their normal attacks and instead may make 1 poisoned (4+) attack at I6.

This message was edited 3 times. Last update was at 2012/02/16 21:29:27


Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in gb
Virulent Space Marine dedicated to Nurgle







troops

these monsters were once regular paitients, but the unknown work of the doctors took its toll on the monsters untill they were little more then a feral mutant.

patients..............6 points per model

patient
ws bs s t w i a ld sv
2 2 3 2 1 1 2 11 6+

wargear:
witch claws( double wounds)

toxic saliva

range strengh AP type
12" 2 4 A1, blast

syringe gun

unit comp: 5-20

special rules:
mindless charge: patients will always move in the direction of the nearest enemy infantry unit.

aerial insersion

tardy



Automatically Appended Next Post:
fast attack:
these were once charity dogs that entertained the paitients.
hellhound brood..............10 points per base
hellhound brood
ws bs s t w i a ld sv
4 1 2 3 3 n/a 3 n/a 6+

wargear:
bracemaw(caunts as normal Asault weapon)

special rules:
swarms

unpredictible:
each turn roll 2D6. this is that units leadership and initiotive for that turn.

barking rampage: enemy units within 6" of a hellhound brood must half their leadership.


This message was edited 4 times. Last update was at 2012/02/17 09:34:32


For those whovians out there, I something planned.

Something big.

MWOHOHOHOHAHAHAHAH! 
   
Made in us
Daemonic Dreadnought






AL

Dr. Apoth E. Karrie

The Harbringer of Disease, The Plague Phantom, The Mad Apothecary. These are all titles given to the infamous Doctor Apoth, which no one is even is sure is his real name. He is wanted throughout the Imperium for the collapse and death of several hive worlds. However, no matter the amount of resources the Imperium has put into capturing this man, he ever remains aloof, a phantom who constantly evades capture. Whenever a plague arises, the Imperium always considers the possibility of the work of Dr. Apoth unless daemon involvement can be confirmed in which case they can disregard the possibility of Dr. Apoth as he has never shown any indication of working with Nurgle. Rather it appears that Dr. Apoth makes deadly variants of known diseases all capable of being cured by the science of man rather than the purging flame of holy fire. Few have claimed to have seen him, and describe him as a tall man with long dark hair, dressed in a black long coat, with a wide brim hat, wearing white surgical gloves, and carrying many a scalpel and a large black suitcase. The adeptus arbites however believe he carries a gun and a sword of some sort judging from the mortal wounds found inflicted upon a few officials festering with diseases very similar to the ones the Mad Apothecary uses. However, these dying souls describe their assailant as a tall man dressed in a long white coat. As such, the Adeptus Arbites have no sure description of the doctor, however they know the threat is real and at large. The question remains and haunts arbites throughout the galaxy, where he'll strike next?

HQ:

WS 9 BS 3 S 3 T 3 W 3 I 7 A 4 LD 10 Sv 5+

Wargear:

The Wicked Scalpel: A long, thin, infinitely sharp blade that is rumored to be either a piece of technology from the Dark Ages or from a xenos source. Dr. Apoth keeps it coated in with disease bearing fluids. This is a Poisoned (4+) weapon that ignores armor saves.

Pistol of Pestilence: A poisoned gun with the following profile: 12" S: (X) AP: 4 Type: Assault 2, Poisoned (4+)

Scalpel Storm: Dr. Apoth throws a storm of scalpels with unnerving accuracy at those who would attack him. In close combat, Dr. Apoth may forego his normal attacks with the Wicked Scalpel and instead throw a storm of scalpels at his opponents. This attack automatically hits all models he is in combat with at S3. Armor Saves and Invulnerable Saves may be taken as usual.

Special Rules:

Independent Character

Evasive Phantom: Dr. Apoth, being the shadowy evasive character he is, cannot be caught in a sweeping advance. If at risk for being caught in a sweeping advance, Dr. Apoth moves 3D6" in any direction he pleases, the enemy units cannot not follow him when making their consolidation movement. Also gains a 4+ invulnerable save.

So you want to know what's inside my black box do you?: When Doctor Apoth loses his final wound, he has fled from the battlefield leaving behind his suitcase which explodes violently releasing his most recent deadly mutant disease. All units within 2D6+3" suffer a Poisoned (3+) hit, armor, cover, and invulnerable saves allowed.





This message was edited 3 times. Last update was at 2012/02/29 21:44:52


Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in us
Daemonic Dreadnought






AL

pity. I'd have loved to see this completed.

Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in us
Freaky Flayed One





Denver

I am still working on this. It's just that I am getting a little bogged down with homework and stuff because my state standardized testing is coming up.

2800 pts. 2000 Pts
 
   
 
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