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How would the Blooodgulch team from Red vs Blue work in 40k?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




So I just started playing Warhammer 40k and I've just come into it after watching Red vs Blue. So I was wondering which rules could be used to properly translate them into the game. For reference I just have a basic Tactical Squad of Space Marines painted to the original Bloodgulch team's colors and a Dreadnought. I would really like some help with this.
   
Made in ca
Longtime Dakkanaut





Set models up on opposite sides of a table. Give them each a piece of terrain to use as a base. Make sure to put the flag in there, because it's really important. Then take turns watching each other standing there and talking.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Fresh-Faced New User




While I know how to do that, I'm more interested in using them as a semi-unique chapter and that is what I'm asking about. I know how a few of them would play, like I know Sarge would be a Blood Angel.
   
Made in ca
Longtime Dakkanaut





Well, in all honesty then, you need to be a bit more clear, because I'm not sure what you're asking for? Are you asking about what Chapter Tactics to use for all of them put together? Are you looking for custom ones, or real ones? Are asking which Chapter would each character belong to?

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Fresh-Faced New User




Honestly I don't know. This is my first playing Warhammer, so I don't know what would be most appropriate for them. I know a few things, but not enough to do what I want with them.
   
Made in us
Auspicious Daemonic Herald





We need to know what you want to do. Please give us more information then "i watched red vs blue how do i do that in 40k?"
   
Made in us
Fresh-Faced New User




I guess the first thing would be, what chapters would they be apart of? I don't know the chapters enough to do this myself. I know a few, but even then what I know is not helpful.
   
Made in us
Consigned to the Grim Darkness





USA

Two squads of Imperial Guard conscripts on an unimportant world on a training exercise.

ZenPyros wrote:
I guess the first thing would be, what chapters would they be apart of? I don't know the chapters enough to do this myself. I know a few, but even then what I know is not helpful.


None. The Blood Gulch crew would not be Marines. If you had to have a Marine equivalent, it'd be Freelancers, and they'd probably be Deathwatch or something. And even that's pushing it. I'd say the Freelancers would be Stormtrooper equivalents with skitarii tech.

This message was edited 2 times. Last update was at 2016/08/26 19:56:12


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Drone without a Controller





This is what I would do.

All base space marines (unless stated in brackets) with the following modifications. All with BS 1 because none can seem to hit the broadside of the barn, with BS 10 if shooting a team mate. Do not want to forget that friendly fire is allowed.
Red:
Sarge Vet Sargent but -2 leadership, auto-passes look out sirs to Grif no matter where Grif is on the field (suicide plan worked this time). Equipped with a shotgun

Grif: Has +4 toughness, +2 rerollable invul, and 3 wounds. He is stupidly resilent, if Simmons is attached to him for leadership he loses all of the bonuses and becomes a base terminator. Equipped with Deathwatch grenade launcher, bolter, and special teleport grenades (instantly teleport object/ person hit 36" away in random angle from facing, may not be off board)

"Dick" Simmons: base SM with +1 leadership equipped with rocket launcher and bolter with regualar bolts and special issue ap 4 shots with gets hot

Donut: must be in pink armor, has -3 to leadership, and +4 we'll be back which is rolled 2 turns after he dies and gets better the more turns he is out for the fight, +1 per turn. equipped with bolter, frag and plasma grenages

Lopez (techmarine): no guns other than bolt pistol

Blue:
Tucker: equipped with Deathwatch special power sword (don't have codex so can't look up name)and personal teleporter (select 1 spot on board at start of game this is where he teleport to and always emerges black for 2 turns)

Caboose: Has leadership 5, suffers from stupidity: pass a leadership to act normally or roll a d6, results of 1: make a single shot at teammates, 2-3: stand still with mouth foaming, 4-6: run in random direction 3d6" if ran into terrain or other models automatically fall to ground

Church: special ability: possession upon death takes over Lopez for 3 turns, after which he regains his body and changes Lopez's allegiance for rest of game). equipped with Sniper rifle in tactical armor,

Sheila (Vindicator with demolisher): if Caboose is within 2" must target Church with BS10, STR 10, AP1, Perferred enemy Church shot
   
Made in us
Consigned to the Grim Darkness





USA

Nah, the Blood Gulch Crew really should NOT be Marines. That's giving them WAY too much credit.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Drone without a Controller





They need to the marine armor to look correct. which is why they have BS1 and most have a negative leadership.

They are marines in terms of resilience though. I got most of the info/ special rules and equipment from https://en.wikipedia.org/wiki/List_of_Red_vs._Blue_characters
   
Made in us
Consigned to the Grim Darkness





USA

Not really. Their armor can't withstand basic gunfire. Guardsman flak armor is honestly probably better than what they wear as far as protective quality goes.

This message was edited 1 time. Last update was at 2016/08/26 20:13:29


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

I would rate them as conscripts with sub flak. Simulation troopers are not recruited for their talents on the battlefield.

Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far!  
   
Made in us
Regular Dakkanaut




 skullzz wrote:

Caboose: Has leadership 5, suffers from stupidity: pass a leadership to act normally or roll a d6, results of 1: make a single shot at teammates, 2-3: stand still with mouth foaming, 4-6: run in random direction 3d6" if ran into terrain or other models automatically fall to ground

You forgot his base strength 10
   
Made in ca
Irked Necron Immortal






Halifax, NS

 skullzz wrote:
This is what I would do.

All base space marines (unless stated in brackets) with the following modifications. All with BS 1 because none can seem to hit the broadside of the barn, with BS 10 if shooting a team mate. Do not want to forget that friendly fire is allowed.
Red:
Sarge Vet Sargent but -2 leadership, auto-passes look out sirs to Grif no matter where Grif is on the field (suicide plan worked this time). Equipped with a shotgun

Grif: Has +4 toughness, +2 rerollable invul, and 3 wounds. He is stupidly resilent, if Simmons is attached to him for leadership he loses all of the bonuses and becomes a base terminator. Equipped with Deathwatch grenade launcher, bolter, and special teleport grenades (instantly teleport object/ person hit 36" away in random angle from facing, may not be off board)

"Dick" Simmons: base SM with +1 leadership equipped with rocket launcher and bolter with regualar bolts and special issue ap 4 shots with gets hot

Donut: must be in pink armor, has -3 to leadership, and +4 we'll be back which is rolled 2 turns after he dies and gets better the more turns he is out for the fight, +1 per turn. equipped with bolter, frag and plasma grenages

Lopez (techmarine): no guns other than bolt pistol

Blue:
Tucker: equipped with Deathwatch special power sword (don't have codex so can't look up name)and personal teleporter (select 1 spot on board at start of game this is where he teleport to and always emerges black for 2 turns)

Caboose: Has leadership 5, suffers from stupidity: pass a leadership to act normally or roll a d6, results of 1: make a single shot at teammates, 2-3: stand still with mouth foaming, 4-6: run in random direction 3d6" if ran into terrain or other models automatically fall to ground

Church: special ability: possession upon death takes over Lopez for 3 turns, after which he regains his body and changes Lopez's allegiance for rest of game). equipped with Sniper rifle in tactical armor,

Sheila (Vindicator with demolisher): if Caboose is within 2" must target Church with BS10, STR 10, AP1, Perferred enemy Church shot


This is perfect

 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

 Yarium wrote:
Set models up on opposite sides of a table. Give them each a piece of terrain to use as a base. Make sure to put the flag in there, because it's really important. Then take turns watching each other standing there and talking.


That's pretty accurate


   
 
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