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AUM, Additional Units Mod for Warhammer. Feel free to add in your own  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Lord of the Fleet





Texas

Inspired by the popular total war mod series Additional Units Mod, I wanted to see what kind of creativity could be injected into warhammer. Basically the goal of those mods were to expand the various armies of the game to be more flavorful and fun, not necessarily better. I just wanted to share my attempts to give some additional units to the warhammer armies (hopefully not fluff breaking by any means!) and as said, feel free to add in your own units for critique

During war with the enemies or intruders with Lustria, the Skinks at times will use smaller and younger but just as ferocious Stegadons to wreak havoc amongst their enemies as a sort of shock cavalry


Young Stegadon Pack: 60pts
Young Stegadon M6 WS3 BS0 S4 T5 W3 I2 A3 Ld6
Unit Type: Monsters
Special Rules: Cold Blooded, Fear, Impact Hits, +5 Scaly Skin, Horn Charge
Equipment: Claws, Horns, and Teeth (Hand Weapons)
Unit Size: +1

Horn Charge: This unit gains +1S and +1I on a turn they charge

Young Stegadon Packs are special choices for Lizardmen

When the various humans from Bretonnia, The Empire, and beyond combine their forces to combat those who dare oppose them, bands of knights often form. These "crusaders" are mighty both in combat and their religious fervor and will gladly show their prowess on the battlefield. Such is their pride that they ignore their allies within their minds as they are whipped up in a religious fury to crush the opposition


Crusader Knights: 25pts
Crusader Knight M4 WS4 BS3 S4 T3 W1 I3 A1 Ld8
Crusader Chaplain M4 WS4 BS3 S4 T3 W1 I3 A2 Ld8
Warhorse M8 WS3 BS0 S3 T3 W1 I3 A1 Ld5
Unit Type: Cavalry
Special Rules: Crusaders, Zealous Charge, Devastating Charge
Equipment: Hand Weapon, Heavy Armor, Shield, Barded Warhorse
Unit Size: +5

Options
Upgrade one Crusader Knight to a Crusader Chaplain for 10pts
Upgrade one Crusader Knight to a Standard Bearer for 10pts
-May take a magical banner up to 50pts
Upgrade one Crusader Knight to a Musician for 10pts
The entire unit may be armed one of the following: Lance 4pts, Great Weapon 4pts, Morning Star 3pts
The entire unit may take one of the following: Full Plate Armor 3pts, Purebreed Warhorses 2pts

Crusaders: This unit ignores panic checks caused by units without this rule, in addition this unit may not benefit from the Inspiring Presence rule
Zealous Charge: This unit gains Hatred and Immune to Psychology on a turn they charge

Crusader Knights are special choices for both Bretonnia and Empire

Within Dwarven society, there are miners and then there are the miners that go beyond normal mining. These "Abyss" Miners are the veterans of the mining clans, willing to face the horrors and darkness of the deep to gain tremendous treasure. They go to war with their trusty diamond picks and can easily find their way around all but the most impossible of battlefields


Abyss Miners: 14pts
Abyss Miner M3 WS5 BS3 S3 T4 W1 I2 A1 Ld9
Expedition Master M3 WS5 BS3 S3 T4 W1 I2 A2 Ld9
Unit Type: Infantry
Special Rules: Ancestral Grudge, Resolute, Relentless, Expert Underground Advance
Equipment: Diamond Picks, Hand Weapon, Heavy Armor
Unit Size +5

Upgrade one Abyss Miner to a Expedition Master for 10pts
-May replace his Diamond Pick with a Steam Drill for 15pts
Upgrade one Abyss Miner to a Standard Bearer for 10pts
-May have a runic standard up to 25pts
Upgrade one Abyss Miner to a Musician for 10pts
May be equipped with blasting charges for 30pts

Expert Underground Advance: This unit uses the Underground Advance rules. It may reroll one Underground Advance roll per turn
Diamond Pick: This is a weapon that adds +2S and armor piercing

Abyss Miners are rare choices for Dwarves

This message was edited 3 times. Last update was at 2012/03/16 19:49:42


 
   
Made in gb
Unhealthy Competition With Other Legions




Nottingham / Sheffield

Looking good, keep up the suggestions

Project Log
Neronoxx wrote:
...for the love of god can we drop the flipping jokes?
They might go over peoples heads....
 
   
Made in us
Cold-Blooded Saurus Warrior






As for the Young Stegadon, I would say you get rid of horned charge, give it D(3) Impact Hits, make um' a Rare choice, and make it 40 points.

(I'm not sure about the Special - Rare thing, you might actually have a better idea there making them Special. But if you make it Special your probably looking more at 45 - 50 pts.)

This message was edited 5 times. Last update was at 2012/03/31 06:23:13


Check out my Channel
http://www.youtube.com/user/TheWarhammerFatKids

The Restrictions I Put On My Tallarn Lists:
- Missile Launchers are the only HW teams allowed in Infantry Squads.
- All units able to take the FW Desert Raider special rule, must take it in lists of 750 points or more.
- 1 unit of 10 Rough Riders is required for lists of 1000 points or more.
- 2 units of Mukaali Rough Riders are required for lists of 1000 points or more.
- No vehicles besides Chimera Armoured Transports and Hydra Flak Tank Batteries are allowed.
- Al'Rahem is required in lists of 1000 points or more. 
   
 
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