Switch Theme:

Rules for Dragonball Z in 40k  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Guarding Guardian




So, we have had plenty of discussions about power levels of Halo Spartans and there rules in the 40k universe. So to take that in a slightly different direction, what do people think would be appropriate rules for Dragonball characters in the 40k universe. I have come up with some rough stats etc. and have used Goku since he is the main character.

Goku 120pts
WS 5
BS 4
S 4
T 4
I 5
W 3
A 4
LD 10
SV 6+

Wargear
Training Gi (confers 6+ armour save)
1 Senzu Bean (Restores 1 wound on a 3+, can be used at any time on either players turn, but cannot be used if owner is locked in combat)

Special Rules
Saiyan Flight (counts as jump infantry)
Incredible Reflexes (4+ invulnerable save)
Ki Blasts

Options
May purchase Senzu Beans for 30pts each up to a maximum of 3
May Upgrade to a super Saiyan for 55pts per level (Effects of all purchased levels do stack) :
Super Saiyan 1 (+1 WS, BS, I, A, FNP. Gains the 'Kamehameha' attack)
Super Saiyan 2 (+1 WS, BS, S, T, I, A, FNP. Gains the 'Instant Transmission' Special Rule)
Super Saiyan 3 (+1 WS, BS, I, A, FNP. Gains the 'Perfect Kamehameha attack)
Super Saiyan 4 (+1 WS, BS, S, T, I, A, FNP. Gains the 'Spirit Bomb' attack. May make 2 attacks in the same turn)

Attacks
Ki Blasts (18" S4 AP4 Assault 3)
Kamehameha (24" S5 AP4 Blast)
Perfect Kamehameha (36" S6 AP3 Large Blast)
Spirit Bomb (36" S8 AP1 Apocalyptic Blast, Spirit Charge) Spirit Charge: To use the spirit bomb, the model must first charge the attack by spending a turn harnessing energy. To harness energy the model must spend 1 turn without making any attacks, ranged or close combat, May only move 6" in the movement phase and may not Run or Assault. The model may also not use any Senzu beans during this turn. On the following turn, the Spirit Bomb is ready and must be used during this shooting phase.

Instant Transmission (The model may sacrifice 1 shooting attack to make an Instant Transmission move, This allows the model to move to any point it has line of sight to. To make the Instant Transmission move, select the area you wish to move to, with the model arriving in the new location via the deep strike special rule with the scatter distance varying with the distance of the move:
<6", no scatter
6-12", Scatters 1d6
12-18" Scatters 2d6
18-30" Scatters 3d6
30"+ Scatters 4d6


Let me know what you think guys, whether any adjustments need to be made, and please feel free to add other characters and what rules you think are right for them.
Thanks
   
Made in ca
Longtime Dakkanaut





By the time Goku has instant transmission, he's already far more powerful than even the strongest models in 40k, with energy blasts capable of destroying moons. That's not D-Strength, that's Battlefleet Gothic strength.

Goku just doesn't really belong in 40k-verse. Even his more basic form when first fighting Vegeta would be capable of taking on fleets of modern-era warships, which are probably only doubly-outmatched by most 40k tech.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





Also you totes can't use the Spirit Bomb when Super Saiyan. Geez.

Edit: Here's a better statline, call it Cell Saga-ish?

WS:10 BS:6 S:4 T:4 W:8 I:10 A:10 LD:10
Unit Type: Jump Gargantuan Creature
Adamantium Will, Armorbane, Eternal Warrior, Fearless, Fleet, It Will Not Die, Psyker Mastery 4

Kaio-ken x10 - Goku acts ten times in every phase. He may move ten times, shoot ten times, etc. You may move or attack with other units between these actions if you wish. Goku generates ten times his mastery level warp charges. Goku attacks at his initiative ten times. If the enemy units he is engaged with are wiped out and he has assault actions remaining, Goku may assault any other unit he can reach.

Instant Transmission - Goku may move any number of inches in the movement phase. Goku ignores terrain for all purposes, including impassable terrain. Goku rolls 4d6 for charge distance. Goku may not be targeted with Overwatch attacks.

Sayian Tenacity - Whenever Goku loses a wound, add 1 to all of his other characteristics. This may raise his characteristics above ten. For characteristics above ten, extrapolate tables accordingly.

Psyker Powers:

Energy Blasts - WC 2 - Witchfire
If Goku hits with this attack, make another attack.
24" S7 AP3 Assault * Twin-linked

Kamehameha - WC 4 - Beam
36" SD AP1 Assault 1

Spirit Bomb - WC 6 - Witchfire
Spirit Bomb's strength is equal to the number of models in your army. If there are 11 models in your army Spirit Bomb is Destroyer. For every model past 11, enemies hit roll once more on the destroyer result table.
Spirit Bomb uses a blast with a radius equal to the number of models in your army.
60" S* AP1 Heavy 1 Pinning

Points: all of them.

This message was edited 1 time. Last update was at 2015/11/11 19:54:37


 
   
Made in us
Fireknife Shas'el





United States

basherthe2nd wrote:
So, we have had plenty of discussions about power levels of Halo Spartans and there rules in the 40k universe. So to take that in a slightly different direction, what do people think would be appropriate rules for Dragonball characters in the 40k universe. I have come up with some rough stats etc. and have used Goku since he is the main character.

Goku 120pts
WS 5
BS 4
S 4
T 4
I 5
W 3
A 4
LD 10
SV 6+

Wargear
Training Gi (confers 6+ armour save)
1 Senzu Bean (Restores 1 wound on a 3+, can be used at any time on either players turn, but cannot be used if owner is locked in combat)

Special Rules
Saiyan Flight (counts as jump infantry)
Incredible Reflexes (4+ invulnerable save)
Ki Blasts

Options
May purchase Senzu Beans for 30pts each up to a maximum of 3
May Upgrade to a super Saiyan for 55pts per level (Effects of all purchased levels do stack) :
Super Saiyan 1 (+1 WS, BS, I, A, FNP. Gains the 'Kamehameha' attack)
Super Saiyan 2 (+1 WS, BS, S, T, I, A, FNP. Gains the 'Instant Transmission' Special Rule)
Super Saiyan 3 (+1 WS, BS, I, A, FNP. Gains the 'Perfect Kamehameha attack)
Super Saiyan 4 (+1 WS, BS, S, T, I, A, FNP. Gains the 'Spirit Bomb' attack. May make 2 attacks in the same turn)

Attacks
Ki Blasts (18" S4 AP4 Assault 3)
Kamehameha (24" S5 AP4 Blast)
Perfect Kamehameha (36" S6 AP3 Large Blast)
Spirit Bomb (36" S8 AP1 Apocalyptic Blast, Spirit Charge) Spirit Charge: To use the spirit bomb, the model must first charge the attack by spending a turn harnessing energy. To harness energy the model must spend 1 turn without making any attacks, ranged or close combat, May only move 6" in the movement phase and may not Run or Assault. The model may also not use any Senzu beans during this turn. On the following turn, the Spirit Bomb is ready and must be used during this shooting phase.

Instant Transmission (The model may sacrifice 1 shooting attack to make an Instant Transmission move, This allows the model to move to any point it has line of sight to. To make the Instant Transmission move, select the area you wish to move to, with the model arriving in the new location via the deep strike special rule with the scatter distance varying with the distance of the move:
<6", no scatter
6-12", Scatters 1d6
12-18" Scatters 2d6
18-30" Scatters 3d6
30"+ Scatters 4d6


Let me know what you think guys, whether any adjustments need to be made, and please feel free to add other characters and what rules you think are right for them.
Thanks
Sorry, but no. This isn't even close to an accurate portrayal of Goku. It's like trying to put superman into 40k. You can't. Even someone as crappy as raditz is shown catching a bullet with his bare hands, flying at supersonic speeds, and obliterating cities. Piccolo blew up the moon because he could.

Putting Goku on a planet and having him fight something would be about as effective as compacting an emperor titan into the size of a guardsman with a re-rollable 2+ invuln and Intitiative 45.

Actually, lets try this out. See where the road takes us.
Goku 4120pts
WS 10
BS 5
S D
T 8
I 11
W 10
A 15
LD 10
SV 6+

Unit Type - Flying Gargantuan Creature

Wargear
Fists - Two close combat weapons
Kamehameha - R: 240" SD AP2 Ordnance 45, Twin-linked
Spirit Bomb - Goku must remain still for two turns. Afterwards, his opponent can either concede or the planet is blown up. Only Goku lives, because he can teleport.


Special Rules
Sayian - Due to his incredible speed, he always strikes first in combat, can charge and fire ranged weapons while Swooping, and he may re-roll any failed saves. He can take his invulnerable save against Strength D weapons unless he is fighting another model with this rule or the kryptonian rule.
Incredible Reflexes (2+ invulnerable save)
Teleport - Goku can teleport at will up to 240"
Super Sayian - Goku can enter Super Sayian form once per battle. He gains 5 attacks and re-rolls any failed roll until he succeeds unless he is fighting another model with this rule or the kryptonian rule.

For funsies, superman.
Superman 4120pts
WS 10
BS 5
S D
T 10
I 10
W 10
A 15
LD 10
SV -

Unit Type - Flying Gargantuan Creature

Wargear
Fists - Two close combat weapons
Frost Breath - R: Hellstorm SD AP2 Ordnance 1, Twin-linked, Shred, Torrent, Frozen (any model caught under the template can be frozen if the player controlling superman wants)
Laser Eyes - R: 72" SD AP1 Ordnance 1, Twin-linked, Shred

Special Rules
Kryptonian - Due to his incredible speed, he can charge and fire ranged weapons while Swooping, and he may re-roll any failed saves. Only Destroyer weapons can harm him, and they only wound him on a 6, and they only ever can deal 1 wound.

This message was edited 6 times. Last update was at 2015/11/11 19:54:02


 
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





None of these take into account his speed adequately. Goku isn't someone who has to even take saving throws most of the time because his enemies can't actually hit him.

There's already an enemy that is like this... a certain Assassin treats all attacks against him as done at WS1 and BS1. Goku is effectively Invisible ALL THE TIME!

It's called a thick skin. The Jersey born have it innately. 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





 McNinja wrote:

Superman
Kryptonian - Due to his incredible speed, he can charge and fire ranged weapons while Swooping, and he may re-roll any failed saves. Only Destroyer weapons can harm him, and they only wound him on a 6, and they only ever can deal 1 wound.


Superman would totally be vulnerable to psyker powers!
   
Made in us
Ruthless Interrogator





raverrn wrote:
 McNinja wrote:

Superman
Kryptonian - Due to his incredible speed, he can charge and fire ranged weapons while Swooping, and he may re-roll any failed saves. Only Destroyer weapons can harm him, and they only wound him on a 6, and they only ever can deal 1 wound.


Superman would totally be vulnerable to psyker powers!


That is incorrect

This message was edited 1 time. Last update was at 2015/11/21 14:05:42



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





 DoomShakaLaka wrote:
raverrn wrote:
 McNinja wrote:

Superman
Kryptonian - Due to his incredible speed, he can charge and fire ranged weapons while Swooping, and he may re-roll any failed saves. Only Destroyer weapons can harm him, and they only wound him on a 6, and they only ever can deal 1 wound.


Superman would totally be vulnerable to psyker powers!


That is incorrect


Nuh-uh.
   
Made in us
Painlord Titan Princeps of Slaanesh





Goku SS1 at 1000pts
Infantry Jump/ jet / turbo jet
Cant be stomped. Can take cover to ranged Str D weapons.

WS10 BS2 Str10 T10 W10 I10 A10 LD8 Save 6+armor/2++ invul/2+++ fnp has shroud and moving atleast 6" confer jink save.

He wears no armor and he is immune to grav atleast 100 times the force of earths gravity. He has a special ranged weapon with multiple firing options. 6" Str3 ap6 assault 60; 12" STR4 ap5 assault 40; 24" Str5 ap4 salvo 20/30; 36" Str6 ap3 heavy 20 rending; 48" S7 ap4 heavy 12 rending; 72" S9 ap2 heavy ordinace 6. This all sounds op and imba but he has to pick one firing option and snap fire all the heavy options if he moves. He is BS2. Also he has to stand still for the ordinance. So he can move to get a cover save.

Special rule, if he forgoes his shooting, he can double his attacks from 10 to 20 and charge after running.

This message was edited 2 times. Last update was at 2015/11/26 16:40:39


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Wouldnt Goku be useless since the moment he tries to Kamehameha he just sits there for 7 turns charging up? Yeah, when he fires something is bound to die (unless they sidestep it) but the game would end before he fires lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
 
Forum Index » 40K Proposed Rules
Go to: