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Would an army consisting of mostly AV 4-6 walkers be over powered?
Most likely/Would not even play against an army that OP
It would be strong, but not OP/It would be a good, rather balanced, but powerful army
It would most likely be an all-right, playable army/Below average
It would be horrifyingly bad. Simple as feth.

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Made in fi
Sure Space Wolves Land Raider Pilot






Well this idea occurred to me in school today, but as I tried to post my Proposed rules, I got 404'd TWICE (schools and their computers, jeez).

To the point; I FETHIN LOVE(D) THE GAME! This is why I wish to develop one or two codices for my (currently) second favorite game, 40k.
Right now I'm thinking the loader enemies from BL2. I thin they should be walkers, with AV 4 (would be pretty much the same as T4, just different).
This is because in the actual game, you constantly blow off their limbs to keep them from shooting and walking.

My thoughts on a Gun Loader's statline:
(Troops
WS 2 Hull points: 1-3 (undecided)
BS 2
AV 4(front, side & rear)
A 1 Open-Topped, Walker
S 4
I 2

Another possibility is to make Engineers and Combat Engineers the Troops and Loaders would fill the other slots.
Anyway, if this is ever finished I'll probably move on to a Codex: Bandits. If/When we are done with this, I'll write it clean on Word and upload a downloadable version.

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

I'd just make Codex: Borderlands with rules for playing a Hyperion, Crimosn Lance, Crimson Raiders, Bandit etc armies...
Clearly not everyone gets a showing in it but it'd be cool and much easier than making a codex for each faction...
Or you could make it like the EoT codex which was 4 armies in 1 book.

Dakka Bingo! By Ouze
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Watch for Gerry. 
   
Made in fi
Sure Space Wolves Land Raider Pilot






Hmmm... the idea of making an EoT-like codex is good. But i could simply make these codices separately and then proceed to write them all down into on book.

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in us
Maddening Mutant Boss of Chaos





Pennsylvania

I really like this idea and think you're best doing Engineers and Hyperion Snipers for Troops, assorted Loaders in your Elites (Hot, Gun) and Fast Attack (EMP), with War Loaders and Constructors as Heavy Support.

For even the most basic Loader, I think AV5 or AV6 is better, with the EMP Loaders being AV4 with a D6 explosion if Wrecked and a 2D6 explosion on an Explode! result.

I have been talking with friends about Borderlands in WH40k and we realized that you don't need to make a Codex: Bandits. They all fit perfectly into Codex: Orks!

Light Runners are Buggies, Bandit Technicals are Ork Trukks, Buzzards are your Deffkoptas, Bandits and Marauders are Shoota Boyz, Psychos are Choppa Boyz, Brutes and Nomads would make great Lootaz, ect. ect.

This message was edited 2 times. Last update was at 2012/10/10 15:32:39


Renegade Guardsmen 
   
Made in us
Dark Angels Librarian with Book of Secrets






Will there be 7000 different variants of the weapons?
   
Made in us
Irked Necron Immortal





Fort Wayne, IN

Keep in mind that AV 4 is actually weaker than T4 because of the way armor penetration works. I'd make your EXP Loaders AV6, GUN, HOT, and ION Loaders AV8 (need 4's to 'wound' with S4), WAR and RPG Loaders AV10, with Constructors and Badass Loaders around 12 or 13.

Really neat idea, look forward to seeing how it turns out.

EDIT: Forgot a few of the Loaders. SGT Loaders should be about a 10, PWR Loaders should be 8's (with a 3++ against shooting attacks), BUL Loaders should be 11-12, JET Loaders should be 10's (and Fliers with Skyfire), Surveyors should probably be a 6, but with a 4++ (to represent their shields and how hard they are to hit).

EDIT2: Just took a look at your statline for the GUN Loader. I would make it a little closer to this:

WS: 2
BS: 4 (most Loaders are pretty accurate with their shooting)
AV: 8
A: 1
I: 2
S: 5++ (Vehicles don't generally get armor saves)
HP: 2

Walker, Deep Strike (to reflect teleporting in and moonshot deployment)

This message was edited 3 times. Last update was at 2012/10/10 16:49:48


DT:80+S++G++M--B--IPw40k11+D+A+++/cWD-R+++T(D)DM+
8000, mostly painted
14000, all over the place 
   
Made in fi
Sure Space Wolves Land Raider Pilot






I have been talking with friends about Borderlands in WH40k and we realized that you don't need to make a Codex: Bandits. They all fit perfectly into Codex: Orks!

Light Runners are Buggies, Bandit Technicals are Ork Trukks, Buzzards are your Deffkoptas, Bandits and Marauders are Shoota Boyz, Psychos are Choppa Boyz, Brutes and Nomads would make great Lootaz, ect. ect.

Not really all that much. This is because orks are T4 etc. Also because bandits would have TORGUE, Hyperion and Bandit weapons.
Otherwise you are correct.

Will there be 7000 different variants of the weapons?

No? The point is making the weapon types stereotypical, to simplify this. (TORGUE assault rifle, Hyperion sniper, Hyperion Shotgun... etc.) There will be a variant of every manufacturer for every type of weapon shown in the game (only those the manufacturers make) (assault rifle, missile launcher...)

Keep in mind that AV 4 is actually weaker than T4 because of the way armor penetration works. I'd make your EXP Loaders AV6, GUN, HOT, and ION Loaders AV8 (need 4's to 'wound' with S4), WAR and RPG Loaders AV10, with Constructors and Badass Loaders around 12 or 13.
Yeah you're right. But why not AV 5/6 for Exp Loaders and 6/7 for Gun/Hot Loaders? This is because you can actually shoot off limbs from the Gun Loaders with even weaker, faster weapons like Vladof Assault rifles. So I think it should be possible for S4 to shoot off the limbs.

Also my thoughts on FOC:
HQ:
Badass Constructor
Super Badass Loader
Angelic Guard (Honor Guard type of thing)

Troops:
Combat Engineer(5-20?)
Hyperion Sniper (3-10?)
Hyperion Soldier (5-10)

Elites:
Gun Loader (1-10?)
Hot Loader (1-5?)
ION Loader (1/squad of Loaders)
SGT Loader (would be IC, a lá Sanguinary Priest)
PWR Loader

Hvy Support:
WAR Loader
EXP Loader
Constructor
Badass Loader
RPG Loader

Fast Attack
Repair Surveyor(?)
Shield -//- (?)
BUL Loader
JET Loader

This message was edited 2 times. Last update was at 2012/10/10 17:00:49


Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in us
Irked Necron Immortal





Fort Wayne, IN

S4 is totally capable of stopping AV 5-8 in it's tracks. AV8 is equivalent to T4 in that S4 puts a 'wound' (glancing hit) on AV 8 on a 4+. AV 5 is wounded automatically, AV 6 is wounded on a 2+, and so on. I'm simply trying to make your units a little more durable (as that tends to be a hallmark of Hyperion Loaders).

This message was edited 2 times. Last update was at 2012/10/10 17:05:17


DT:80+S++G++M--B--IPw40k11+D+A+++/cWD-R+++T(D)DM+
8000, mostly painted
14000, all over the place 
   
Made in fi
Sure Space Wolves Land Raider Pilot






PrinceOfMadness wrote:
S4 is totally capable of stopping AV 5-8 in it's tracks. AV8 is equivalent to T4 in that S4 puts a 'wound' (glancing hit) on AV 8 on a 4+. AV 5 is wounded automatically, AV 6 is wounded on a 2+, and so on. I'm simply trying to make your units a little more durable (as that tends to be a hallmark of Hyperion Loaders).


Well, you do actually have good point there. Perhaps I could make the AV8 and give them a special rule regarding the limb-removal?

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in us
Irked Necron Immortal





Fort Wayne, IN

Sure. You could have your own vehicle damage table for Loaders. Something like 1-3 Shaken, 4-5 Weapon Destroyed (limb removal in this case), 6 is a wreck. I don't see much point in Immobilized or Stunned results since in the game it's impossible to immobilize a unit (they can still crawl at you!)

DT:80+S++G++M--B--IPw40k11+D+A+++/cWD-R+++T(D)DM+
8000, mostly painted
14000, all over the place 
   
Made in fi
Sure Space Wolves Land Raider Pilot






PrinceOfMadness wrote:
Sure. You could have your own vehicle damage table for Loaders. Something like 1-3 Shaken, 4-5 Weapon Destroyed (limb removal in this case), 6 is a wreck. I don't see much point in Immobilized or Stunned results since in the game it's impossible to immobilize a unit (they can still crawl at you!)


Hmmm... A great idea actually. I think if you get the limb removal result you should throw on a table whether it's a foot or a leg. Perhaps 1-3 for leg, 4+ for arm?

I also thought of modifying their FOC, because ION Loaders and those surveyors are difficult to fit anywhere. Maybe if I make the upgrades for loader units? Also those surveyors could accompany individual Loaders just fine.
As for the Auto Cannons and Hyperion Defense turrets(perhaps a Hyperion only fortification?)... I think Auto Cannons could simply be something Constructors and Badass Constructors create in-game(as they are in BL2).

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in us
Irked Necron Immortal





Fort Wayne, IN

I think ION Loaders are fine as Elite choices, actually. As for surveyors, I could see them being purchased as upgrades for a unit, much like Tau shield drones. As far as autocannons, I think you'd be better off making them purchasable as upgrades for Constructors as well and simply make the Constructors able only to produce GUN and EXP Loaders

EDIT: Using the sample vehicle damage table I constructed above, I think it would simply be easier to make the limb removed dependent on the Vehicle Damage table result. So rolling a 4 on 'Limb Destroyed' would knock off a leg, whereas a 5 would knock off an arm. Knocking off a leg reduces the model's base movement rate (halved, I suppose), whereas an arm removes the given gun. Your Loaders are going to need the special rule that lets a model fire more than one ranged weapon, I forget what it is.

Here's how I would revise your sample FOC:

Hyperion Soldiers: (5-20)
GUN Loader: (5-15)
ION Loader: (1)
SGT Loader: (purchased as an upgrade for a unit of GUN or WAR Loaders)
PWR Loader (1-5)
EXP Loader: (Fast Attack, move as Jump Infantry. This is to reflect them racing ahead of the rest of your Loaders. Alternatively, give them Fleet)
Repair/Shield Surveyors: (purchased as upgrades for a unit of Loaders)

This message was edited 1 time. Last update was at 2012/10/11 04:01:36


DT:80+S++G++M--B--IPw40k11+D+A+++/cWD-R+++T(D)DM+
8000, mostly painted
14000, all over the place 
   
Made in ca
Bane Lord Tartar Sauce




On the topic of Constructors, maybe in addition/instead of allowing them to produce loaders, what if you give them ability to allow any Loaders in reserve to arrive via deep strike, even if they could not normally do so, but if they do they have to arrive within 6" of the Constructor?

I'd also like to see a non-loader/constructor HQ choice, like a Hyperion Commander or something. Also, if you get around to doing Special Characters, I think some good choices would be Handsome Jack (With Stealth and abilities which buff your army, and the option to take Butt-Stallion as a mount) and Wilhelm (I'm thinking a monstrous creature profile with stats similar to a Dreadknight), and
Spoiler:

BUNKER and SATURN as unique, 0 - 1 Vehicles in the Heavy Support category.

   
Made in us
Irked Necron Immortal





Fort Wayne, IN

Great ideas, RegalPhantom! Here's some Handsome Jack stats off the top of my head:

WS: 4
BS: 5
S: 4
T: 4
W: 3
I: 6
A: 3
Ld: 9
Sv: 3+/4++

Upgrades: Butt-Stallion (makes Jack move as a Jetbike and increases his Toughness to 5), Wilhelm (does not take up a HQ slot if purchased as an upgrade for Jack), Hyperion Moonshot Bombardment (functions identically to a Space Marine's Orbital Bombardment) and
Spoiler:
Angel (confers I've Got a Secret... to Jack)

Special Rules:
Sucker!: If Jack is reduced to zero Wounds, roll a D6. On a result of 1-2, nothing happens. On a result of 3+, Jack is returned to play with one Wound anywhere within 12" of where he was killed. If Wilhelm is on the board, Jack's controlling player may instead elect to swap the positions of Jack's model with Wilhelm.
I've Got a Secret....: At the start of the game, the player controlling Jack may choose one terrain feature or objective to be sabotaged. You must clearly mark what objective/terrain feature is being sabotaged and conceal it from your opponent. Once during the game, on your turn, you may choose to set off a S8 AP3 Large Blast within the sabotaged area (if it is an objective, the blast must be centered on the objective, otherwise the blast may be placed as Jack's controlling player wishes).

I'm not sure what kind of weapons he's packing, yet. This doesn't seem too bad as a start, though. I'd price him at around 175 points base (some pretty good special rules, so I imposed a hefty tax on points).

This message was edited 3 times. Last update was at 2012/10/11 04:39:19


DT:80+S++G++M--B--IPw40k11+D+A+++/cWD-R+++T(D)DM+
8000, mostly painted
14000, all over the place 
   
Made in fi
Sure Space Wolves Land Raider Pilot






Actually I had just thought of Jack + Butt Stallion combo today. My friend gave me the idea, but since he's made of diamonds I think he should allow a 2+/4++ save.

Saturn is too big for a normal character, perhaps apoc?

SGT Loaders can't lead WAR loaders, perhaps HOT loaders instead?

I greatly appreciate the help here.

Ps: Jack should have a TORGUE pistol, because it'd be BADASS!

This message was edited 1 time. Last update was at 2012/10/11 10:50:10


Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in us
Regular Dakkanaut




 LlamaAgility wrote:
Ps: Jack should have a TORGUE pistol, because it'd be BADASS!

The President of Hyperion wouldn't use a competitors weapon. . .
   
Made in fi
Sure Space Wolves Land Raider Pilot






Good point...
I didn't think of that.
Well, he had a pistol allright, so it'll be Hyperion then.

Something like: S5 Ap 3 Assault 3, Pistol, Hyperion Weapon*

*The first shot fired with this weapon is done with the base BS of the character, after that every shot is fired with one BS larger than the last one (to a max of 8).

Example: 1st shot = BS4, 2nd sot = BS5, 3rd shot = BS6...

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in us
Regular Dakkanaut




 LlamaAgility wrote:
Good point...
I didn't think of that.
Well, he had a pistol allright, so it'll be Hyperion then.

Something like: S5 Ap 3 Assault 3, Pistol, Hyperion Weapon*

*The first shot fired with this weapon is done with the base BS of the character, after that every shot is fired with one BS larger than the last one (to a max of 8).

Example: 1st shot = BS4, 2nd sot = BS5, 3rd shot = BS6...

That is good but start the BS at 2, because Hyperion weapons (in my experience) make you worse and then make you better. Instead of going past BS5 make the last shot better, maybe a Precision Shot, or give the last shot (only) Rending.
   
Made in fi
Sure Space Wolves Land Raider Pilot






FenixZero wrote:

That is good but start the BS at 2, because Hyperion weapons (in my experience) make you worse and then make you better. Instead of going past BS5 make the last shot better, maybe a Precision Shot, or give the last shot (only) Rending.


Another good point. I ONCE AGAIN did not think of the 6th ed rules, as I haven't played much with them yet. I guess the BS also depends on the kind of weapon. Hyperion pistols could start at BS3 already,because they aren't as inaccurate to begin with as SMGs (IMHO)

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in us
Irked Necron Immortal





Fort Wayne, IN

The problem I see with the Hyperion Weapon rule is that it forces you to roll all your To-Hit dice separately, which is annoying (both for the guy rolling dice, and the guy waiting for you to roll your dice). I'm not sure how I'd go about translating the quirks of Hyperion weaponry into 40k rules....Every 'fix' I come up with ends up creating more problems than it solves, or else becomes unbalancing.

DT:80+S++G++M--B--IPw40k11+D+A+++/cWD-R+++T(D)DM+
8000, mostly painted
14000, all over the place 
   
Made in ca
Bane Lord Tartar Sauce




Perhaps a better solution to the Hyperion weapons isn't to try to recreate them exactly from the game, but to capture their key feel. For example, Hyperion weapons are all about accuracy, so why not:

Hyperion Weapon: All Hyperion weapons may re-roll any ones when rolling to hit or to wound.

Its simple, yet still captures the feel of Hyperion (we make accurate guns).

Also, some ideas for a few other gun manufacturers:

Bandit: When firing a bandit gun, for each 6 rolled when rolling to hit, roll an additional die. This die counts as 1 shot from this weapon. If that hit is also a 6, repeat this process.
Basically, you get an extra "to hit" roll for each 6 you roll.

Tediore: Instead of firing this weapon, models with Tediore weapons may make the following attack
Range 6" S(Same As Weapon) AP(Same as Weapon) Assault 1, Blast, Get's Hot.

Vladoff: All Vladoff Weapons may choose to fire as a weapon with Heavy X and the same S, AP, Range, and other special rules that the weapon has. X is equal to the number of shots the gun could normally fire plus 1 (If the weapon is Rapid Fire or Salvo, you add 1 shot to whatever range it would be firing from. So a Bolter equivalent with the Vladoff rule could fire 3 shots at 12" or 2 shots at 24"

Jakobs: If a model firing a Jakobs weapon did not move during the current turn, they gain the precision shot and rending USR.

   
Made in fi
Sure Space Wolves Land Raider Pilot






And TORGUE guns would be quite powerful, as they actually are? But they wouldn't get many shots.

I like it. I guess I would modify the base stats of the weapons also, depending on the company.

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in us
Regular Dakkanaut




I think that for bandit weapons, the extra hits shouldn't cause extra hits themselves.

Here is what I see working:
Hyperion: Rerolls all To Hit rolls of 1

Bandit: To Hit rolls of 6 generate an extra wound

Tediore: Weapons gain the Gets Hot! USR, if the weapon Gets Hot! use the following profile instead:
Range 8" S: Same as Weapon AP: - (or one worse then normal) Assault 1, Blast, Missile Lock (<- Mostly so that it doesn't scatter like crazy)
The model only takes a Wound if they can not throw the weapon at a valid target.

Vladoff: Looks good as it is.

Jakobs: Don't move: Precision Shot, Move: Rending

Maliwan: (I would think that some effects similar to Psyker powers would be a good start, and maybe can be generalized by give these guns 'Special Ammunition' with those effects)

Dahl: Not moving gives the weapon the Sniper USR (to simulate the very accurate Burst fire while zoomed in)

Torgue: Rolls of 6 to Wound treat weapon strength as 1 higher then normal (To represent the explosive nature of Torgue bullets)

Atlas: (Not in BL2, but just because) Master-Crafted USR (Or reroll rolls of 1 for To Hit and To Wound) and All successful saves must be rerolled.

E-Tech: (For simpicily) Gun has the manufacturer profiles of two different manufacturers.
Example: So an E-Tech Bolter could be Range: 24" S:4 AP: 4 Rapid Fire, Hyperion Weapon, Bandit Weapon
Forgive me if the bolter stats are wrong, I don't play (or have played against many) Space Marines.
   
 
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