Switch Theme:

Post Your own custom characters, units, tanks  [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
Ghastly Grave Guard



Uk

Hi all,
So a while ago there was a thread for your own custom characters/units/tanks. It died off so I figured I'd start it up again. Post any of your homebrew units you'd like to share here. I would encourage lore/fluff behind them too! Here is my own offering, I'm actually planning on creating a renegade force like this maybe for a campaign me and some friends are considering.

The Ezmas War:

Khaonii (Kaiii-Oh-Niii) Ironclad:


Leader: Arch-Heretic Marzbān Skaar:

Arch-Heretic Marzbān Skaar is a name uttered in fear across the Eastern Fringe. Skaar's origins are largely unknown, he to rose to prominence among the Ironclad renegades when he appeared upon their homeworld of Haishu Prime. A stern, upright figure, swathed in mantle of heavy furs and cloaks, who marched from the parched desert into the war camp, dismantling all who stood in his path. Skaar stalked into the central square of the squalid settlement, tearing the arms and legs from the lead Eltber and declaring himself the Ironclad's new ruler. Skaar and his new found allies took to the void in their ramshackle vessels raiding and burning across the Eastern fringe all the while amassing a larger and larger force. Soon the warlords eyes turned to a prettier Bauble, the Bastion Stars: the gateway to the wider imperium. At first the Ironclad struck in uncoordinated waves, like hounds snapping at the Imperial bear. Chaos losses were high and Skaar swore an oath of vengeance to personally skin the Imperial commander. But it soon became apparent that Skaar was no fool, employing many of the Imperium's own tactics against them, cutting off supply chains to imperial worlds starving them into misguided surrender, engaging larger forces in the vacuum of space where the ironclad's expertise as void fighters could be brought to bear. The imperial forces across the Eastern fringe soon learned to fear the bestial Ironclad and concern surrounding their growing power began to mount among Imperial high command. Then Skaar struck. An overwhelming invasion of the Sanctis cluster, 7 million shrieking Ironclad reaved through the un-prepared planetary defence system, slaughtering the 33 million populace of the system and building pyres over 60m high from the dead in a monument to their heretical gods.

With the true Ironclad threat recognised, the Imperial Command scrambled to organise a counter-offensive to combat the chaotic advance. Lord General Fydore Hemmler effectively devastated the Imperial presence in the region, systematically feeding elements of the Astral Militarium into the path of the renegades. The churning tide of chaos overran sector after sector, inexorably advancing towards the desperate imperial command base, once thought safe on the Throne world of Lorxa III. To make matters worse, a chaos warband, the Howling Coven led by Chaos Lord Jormanjuer the Chosen, apparently allied with the Ironclad, struck the neighbouring planet of Hael, raising the great forges to the ground and hanging the tech priests from the hulls of their tanks in gory sacrifice.

The next month Skaar's spear tip and Jormanjuer's Howling Coven struck Lorxa simultaneously, tearing through the imperial lines and sacking the Imperial palace on the world, capturing and systematically throttling the life from each of the captive imperial officers. Skaar fulfilled his oath, personally flensing the shrieking Hemmler and adorning the hull of his command tank with the Lord Commanders hide.

The Imperial response to the atrocities on the Eastern Fringe was slow and ponderous. Eventually 10 million imperial troops were diverted to bolster the defenders of the Eastern gate: the system of Erzmas. The Imperial command had once again woefully underestimated the Ironclad, Skaar's forces had swelled to over 30 million troops , fully supported by heavy armour, along with a full titan legion, 200 traitor marines, 500,000 renegade skitarii of the Dark Mechanicus and an unknown contingent of warp-spawned horrors. The Imperial defenders turtled their outnumbered forces on the arid world of Erzmas III, a frantic call to aid was sent out to the nearby Space Marine chapter of the Lambent Blades and a nearby ecclesiarchal contingent of the Order of the Obsidian Rose was mobilised for combat. As the Imperial reinforcements converged on the isolated defenders, the chaos forces attacked. And so began the Erzmas War.

Marzbān Skaar himself cuts an unusual figure among the Ironclad forces. Among them he is worshipped like a god, they fear and revere him at the same time, screaming praises to their strange lord in fanatical whoops. His thin face is hidden to world, concealed behind an all-enclosing, silver plated steel death mask, crusted with daemonic scripture. Physically he is a small man, measuring only 1.7m tall, his body is heavily muscled and well proportioned. His dainty hands, like those of a porcelain doll, are capable of rending ceramite and flesh alike, and when he moves, it is as a blur to the human eye. Skaar's body itself bears signs of the favour of the chaos gods, swirling tattoo's of blasphemous design are carved across his marble white skin, cutting iridescent blue trenches. Much of the skin over his shoulders and back has warped into a rock hard sheen of smooth metal, great horned quills of bone and steel rise from his shoulders and slope down his back like the spines of some great Saurus. He goes to battle unarmoured, baring his inked chest to the world and swathed in a thick mantle of rich red silks and materials. Around his shoulders the skin of some great white leopard hangs and his arms are bare. To the untrained eye he appears defenceless, but to underestimate Marzbān Skaar is an error which has cost the Imperium greatly.


Arch-Heretic Marzbān Skaar:
WS: 6
BS: 4
S: 5
T: 4
I: 5
W: 4
A: 4
LD: 9

Unit Type: Independent Character, infantry
Wargear: Natural Armour, Refractor Field, Frag Grenades, las pistol
Special Rules: Blessed by the Gods, Living Icon, independent character, Master of Renegades, Master of the Horde, Sundering blows, fanatic, Fanatical Convert

Natural armour: Skaar's body is a mass of steel like natural armour and iron hard flesh. Skaar benefits from a 4+ armour save
Refractor Field: Grants a 5+ invulnerable save
Blessed by the Gods: Skaar is endowed with the favour of the ruinous powers, his body swelling with inhuman strength and speed. These blessing's grant Skaar +2 WS, +2 S, +1 T, +2 I, +1 A (already included in profile).
Living Icon: Skaar is revered as a living god by his Ironclad followers, a monument of the chaos gods favour. Therefore all Ironclad units within 12' may use his leadership
Sundering Blows: Skaar's strikes make a mockery of armour, his delicate hands wreathed in warp energies. Skaar's close combat attacks are counted as AP 3

Options: Skaar may take The Carnēvale du Muerte as a dedicated transport for an additional ..... points

Carnēvale du Meurte:

The Carnēvale Du Meurte serves as Skaar's battle litter. A gigantic throne of heavy black iron and bone mounted upon a super heavy base and tracks. The litter is part stage, part war altar, the transports walls are crudely formed from rows of iron spikes, connected by a thick crush of nauseatingly coloured papier-mâché. The spikes sport a range of torn body parts of Skaar's foes: torsos, heads, legs. Monstrous censer-like braziers exhume thick black clouds of smoke from the four corners of the transport, eating away at pools of human fat used as fuel. The flags and banners of the many Ironclad Deca-Legions, along with Skaar's own personal standard are hung from the rear of the transport. Thousands of candles bathe the transport, and the many grotesque papier-mâché sculptures, in a primeval glow. On the side sponsors of the transport fanatical, half naked Ironclad drummers beat the rhythm of war while the Carnēvale's brass Amplifiers cast the sound out, across the battlefield.

Carnēvale du Meurte:

Front: 12
Side: 10
Rear: 10
HP: 4

Unit composition: 1 Carnēvale du Muerte
Unit Type: Vehicle (Tank, transport)
Wargear:
Searchlights, smoke launcher, Blessed Amplifiers, Chaos Sigil, Banner of Apostate
Special Rules:
Monument of Chaos, Unholy idol

Blessed Amplifiers: The Carnēvale du Muerte is equipped with great brass speakers humming with praises to chaos and lord Skaar. All Ironclad units within 30' receive the fanatic rule while within range
Monument of Chaos: Part altar, part transport the sight of the Carnēvale du Muerte inspires all troops within its sight. While the Carnēvale du Muerte remains on the battlefield it extends the range of Skaar's Living Icon rule to 24'
Unholy Idol: A vile sight churning towards the enemy forces, all enemy units within 12' receive a -2 to their leadership while in range

Kataphraktoi "Iron Ghast" body guard:
The Ironclad Kataphraktoi or "Iron Ghast's" are the shock troops of the Ironclad forces. Skaar's most elite void fighters, clad head to toe in segmented plates of heavy, their bodies are a mass of chain, mail, and spiked ridges. The Iron Ghast's rigid military discipline marks them out as ideal bodyguards for Skaar, when their lord is threatened the Ghast's present a bristling wall of speartips to their foes. The Kataphraktoi wear thick bindings across the faces, overlayed with horrifying iron masks, stylised as leering, vampiric jesters or gargoyles to terrify their opponents. The Vibro Pikes they bear are long 2m poles of sharpened steel, wreathed in disruptor fields powerful enough to chew through flesh, armour and bone. Often used as the spear tip to an Ironclad assault, the Kataphraktoi are feared across the Eastern Fringe.


Kataphraktoi "Iron Ghast"

Kataphraktoi "Iron Ghast's": Sv 4+ Iron Ghast Eltber: Sv 4+
WS: 4 WS: 4
BS: 4 BS: 4
S: 3 S: 3
T: 3 T: 3
I: 3 I: 3
A: 2 A: 3
W: 1 W: 1
LD: 8 LD: 8

Unit Composition: 10 Kataphraktoi: Infantry
Wargear: Castellan Armour, Vibro Pike, Laspistol, Frag and Krak Grenades
Special Rule: Bristling wall

Castellan Armour: Grants the wearer a 4+ armour save
Vibro Pike: Long and wickedly sharp boarding pikes that are directly linked to powerpacks on the wearers back. Attacks made with a Vibro Pike strike at AP 4
Bristling Wall: The Kataphraktoi are disciplined and dangerous fighters, experts in void warfare, forming a wall of razor sharp spear points to meet a charging foe. Units charging a unit with this rule must suffer a single hammer of wrath hit per model in the charged unit


May add up to 10 more Iron Ghasts for 11 points per model (May Increase the unit size to 20)
● Up to two Iron Ghasts may exchange their lasgun or Vibro Pike for one of the following:
Flames +5 Points per model ­
Grenade Launcher................................+5 Points per model ­ Meltagun.........................................+10 Points per model ­
Heavy stubber.....................................+5 Points per model ­
Power fist..................................+25 Points per model
● The Iron Ghast Eltber may replace either their Vibro Pike with one of the following:
­ Bolt pistol......................................................+5 Points ­ Boltgun.........................................................+5 Points ­
Plasma pistol..................................................+15 Points ­
Power weapon...............................................+15 Points ­
Power fist....................................................+25 Points
● The Iron Ghast Eltber may take any of the following
­ Melta bombs...................................................+5 Points ­
Refractor field................................................+15 Points
­ Breacher charge..............................................+15 Points


Meganus-Hal Tyrant of Xerxasus: (Pronounced Zerk-Soohs)
Meganus-Hal began life as a lowly Magos on the forge world of Xerxasus, he toiled for years in the rigid heirarchy of the machanicum, growing more and more resentful of the cautious and restrictive rules of the Imperium. When an Ork invasion crippled the government of Xerxasus, Meganus saw his chance, drawing all those loyal of him together, Meganus tore open the forbidden vaults containing arcane bio-viral weaponry. Meganus unleashed these deadly technologies into the rampaging orks, personally leading his forces to butcher the survivors. When the war was over Meganus was sanctioned and brought to trail for his use of Heretical technologies. In a fury at what he perceived as a grave injustice done to him, Meganus called for his forces to attack the Imperials, quickly overwhelming the weakened defenders and declaring himself Arch-Magos and Tyrant of Xerxasus.
Relief came in the form of the Chapter of the Lambent Blades who overwhelmed the Heretek's forces and captured him. Meganus stood trail, was sentenced and executed for the crime of grand heresy. He faced a firing squad and his body was cast into the mysterious catacombs deep below the planets surface. And there he lay for a millennia.

But Meganus-Hel did not die, down in the dark and the crushing cold he endured. Slowly, painfully his servo systems began to come to life, reanimating his metallic body, leeching from the dormant energy of the catacombs around him. Down in the darkness Meganus raged and swore vile oaths against those who imprisoned him. His opportunity for vengeance came in the form of Marzbān Skaar, the Ironclad forces rampaged across the Imperial world above, in the midst of the brutal war the seal holding shut the mysterious catacombs was destroyed, inadvertently freeing the prisoner within. Meganus burst from his tomb wielding a strange scythe-like weapon of alien design that he had found within his tomb. The raving Heretek lord was discovered by Skaar's forces and brought before the Arch-Traitor.

Skaar quickly realised the potential of such an ally, assisting Meganus in uncovering the bio-weaponry that had been sealed away by the cowardly Imperials and unleashing their cataclysmic power against their powerless foes. The Imperial forces were decimated and brutally destroyed. Skaar returned leadership of the world to Meganus on the condition that he would server and supply the Ironclad forces in the coming campaign. Meganus agreed and once again the Tyrant of Xerxasus sat upon the throne.

In battle Meganus-Hal is a terrifying sight, clothed in deep red robes, studded with iron barbs that conceal the ravages of his imprisonment. Three baleful eyes shine from his cowled hood as he creeps across the battlefield on spiked mechadrid tendrils, a mantle of steel tentacles sprouting from his back with an assortment of plasma drills and buzzsaws, two great amniotic tanks filled with a forbidden bio-toxin of his choosing are affixed to his spine and he wields an ancient Necron Warscythe recovered from his crushing prison.

Under the tyrants rulership Xerxasus has warped into a twisted daemon forge world, pumping out super heavy armour, daemon engines, even boasting a renegade Titan legion to bolster Skaar's forces.


Meganus-Hal:
WS: 4
BS: 4
S: 4
T: 5
I: 3
A: 3
W: 3
LD: 8
Sv: 3+

Unit Composition: 1 Meganus-Hal
Wargear: Corrupter Warscythe, Mechadrid Mantle, refractor field, plasma pistol. Flamer
Special Rules: Heretek Magus (already included in profile), Bio-Toxins,

Corrupter Warscythe: +2 S, AP 2, unwieldy
Bio-Toxins: all enemy models within 8' of Meganus-Hal must pass a toughness test or suffer 1 wound with no armour saves allowed, additionally once per game Meganus may make a special shooting attack with his flamer: S3, AP 4, instant death and fleshbane, template
Mechadrid Mantle: The writhing, clawing Mechadrid tendrils grand Meganus-Hal +D3 attacks


Arch-Witch Amāta Scoria:
Amāta Scoria is the arch-witch of lord Skaar's invasion, a potent daemonmancer and a registered alpha level psyker. Amāta is the Ironclad's primary conduit to the warp. She goes to the battlefield clad in scant black robes, crusted with filth and studded with iron and wreathed in shadow. Relying on her psychic protection. Her thin, pale face is framed by a heavy brow and dark, black eyes rimmed with Khol. Ritual tattoos criss-cross her cheeks and one hand is replaced by an animated skeletal stump


Arch-Witch Amāta Scoria:
WS: 4
BS: 4
S: 3
T: 3
I: 3
A: 3
W: 3
LD: 9

Unit Composition: 1 Arch-Witch Amāta Scoria
Weargear: Close Combat weapon
Special Rules: Aura of the Witch, psyker (mastery level 3): may select spells from biomancy, telekinesis and Malefic


There is more to come, this is not even close to a full roster yet. I have the lore and idea worked out for the rest but haven't got around to giving them a profile yet. Looking forward to any comments and your own ideas! Btw could do with some help pricing my stuff
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

I've been getting into WW2, so I've been working on some vehicles for the Imperial Guard

DESTIER FAST ATTACK VEHICLE

The Destier Fast Attack Vehicle (FAV), was a field modification of an ancient dune buggy STC that was first developed on the scrubworld Ordus Vall by local planetary forces in their raids against local orcs. Imperially tithe guardsman from the world used the vehicles for many millennium before it received official sanction from the Adeptus Mechanicus for general use in the Imperial Guard. The Destier is often deployed in pairs as a scouting or raiding vehicle, and has seen significant use as a messenger vehicle and even as a command vehicle for officers.

One of the most famous squadrons of Destier FAV is the infamous Rat Pack of the Ordus Vall Imperial Guard. The squadron officially consisted of five Destier FAV, but was generally deployed in groups of two with a command vehicle kept in reserves in the possession of the Rat Pack's CO. Its membership generally consists of hardened rogues whose demeanor suits the independent nature of this force. The Rat Pack is often deployed to the battlefield in advance of the arrival of the main Imperial Force. The Pack's job is two-fold; scout the enemy defenses and disrupt supplies and troop garrisons before the main force arrives. The FAV's ability to carry a small two-man team allows it to insert commando forces into enemy areas to perform demolition or assassination, then swiftly depart before an organized resistance can be brought to bear. Likewise, the FAVs are excellent for intercepting and destroying unarmored supply conveys - they are even skill at using two teams; one to draw off any armed vehicles defending the convoy while the second group swoops in to destroy the undefended convoy vehicles.


BS3 ; F10;S10;R10; Hull 3

TYPE: Vehicle (Open-topped, Transport [2])
COMPOSITION: 1-5 Destier
GEAR: Heavy Weapon mount (turret), Assault gun (hull), Crew 3 (Driver/Gunner – turret/Gunner – hull)
SPECIAL: Infiltrate, Relentless, Scout
OPTIONS:
• May take the following:
o Recovery gear …5 pts
o Active Camouflage …15 pts
o Enclosed crew compartment …15 pts
o Interceptor Array …25 pts
o Reinforced Side …5 pts.
o Reinforced …7 pts.
o Vehicular Shield ... 20 pts

Heavy Weapon Mount: A Heavy Weapon team may fire their team weapon from this mount as if the team had Relentless.

------------------------------------------------------------------------------------------------

GAUNTLET MEDIUM TANK
The Gauntlet is a preheresy tank primarily used by planetary defense forces for internal security. With the relatively recent loss of important Manifactoriums and Forge Worlds to xenos attacks, this tank has seen a return to certain guard units in secondary combat zones. Gauntlets are fairly cheap and easy to manufacture, often employed by planetary forces across the Imperium in large numbers as a cheaper alternative to the Leman Russ battletank. However, this cheapness comes at a cost - the tanks are vulnerable to attacks from the side or rear by enemy vehicles or other anti-tank weaponry.

One of the more well-regarded variants of the Gauntlet is the Cestus, which trades in the autocannon for a more powerful and accurate Laser cannon. Even more rare is the Pankration, which exchanges the autocannon for a powerful and deadly plasma cannon.

Perhaps one of the most infamous battles involving Gauntlet tanks was the post-heresy Battle of Kharadoom. Fleeing traitorous guard forces attempted a landing on the planet in the hopes of adding the forgeworld's arsenal to their own, or at the least deny it being used against them by pursuing imperial forces. At the climax of the battle, the Baneblade tank known simply as Doom was deployed on a nearby hill, where it rained shell after shell upon the nearby fortress factory. It was protected by a screen of twenty traitor Leman Russ tanks and a network of trenches held by the traitorous guard.

On the last day of the bombardment, a mass rush of over three hundred freshly manufactured Gauntlet tanks was sent against the traitor's forces. As the tanks swarmed from every gate in the city and formed into an arrowhead formation aimed at the traitorous forces, Doom and its progeny unleashed a withering barrage into the advancing tanks. Scores of the loyal tanks were transformed into hurling fireballs by the roar of the enemy tanks battlecannons, but the Gauntlet tanks continued forward, pushing through or clambering over their own losses as they drove forward towards the enemy. In return for their staggering losses, the onrushing Gauntlet tanks succeed in knocking out a mere three Leman Russ tanks before they were in range that the traitor infantry added their own heavy weapons to the fighting.

As the Gauntlets approached the hill where Doom made its stand, the remaining swarm of tanks suddenly veered, forming two onrushing columns. Like a line of armored dancers, the fast moving tanks did not drive at the defender's defenses (and mines), but instead began to swirl about the hill, striking the defenders from all sides. Despite the Leman Russes attempts to reposition about the mighty Doom, they could not protect the mighty tank from being struck from all quarters simultaneously by the outer ring of Gauntlet tanks. Meanwhile, the inner ring pounded the rear of the enemy infantry's trench works, the shots from the attackers turning the trenches into graves and burying the defenders alive. With the infantry knocked out of commission, and the Leman Russes only able to fire at the inner protective ring of swirling tanks and being struck from their own sides, soon the cannons of the enemy Leman Russes fell silent. By the time the last Leman Russ fell silent, the Doom was naught but a hole-ridden shell shooting flames into the late afternoon sky.

In all, only fifty-two Gauntlets remained at the end of the battle - but that had been a mere day's production for the great factory. Soundly beaten and with Imperial forces closing, the traitors were forced to abandon the planet and look for easier prey elsewhere.


BS 3; F13;S11;R10 ; Hull 3

TYPE: Tracked Vehicle (Tank)
COMPOSITION: 1-5 Gauntlet tanks
GEAR: Autocannon (turret), Heavy Machine Gun (Hull), Crew 4 (Driver/Gunner/Loader/Commander)
SPECIAL RULES: -
OPTIONS
• May replace Autocannon with the following
o Battle Cannon …30 pts.
o Plasma Cannon …15 pts.
o Gatling Cannon …20 pts.

• May replace Heavy Machine gun with:
o Flame Gun …free
o Laser Gun …10 pts.
o Melter Gun …10 pts.

• May add a pair of sponsons
o Assault Gun …20 pts.
o Flame Gun …10 pts.
o Melter Cannon …20 pts.
o Plasma Gun …30 pts.

• May take the following:
o Dozer blade …5 pts
o Heavy machine gun (pintle mount) …5 pts
o Recovery gear …5 pts
o Reactive charges …10 pts
o Tankbuster Rocket …10 pts
o Active Camouflage …15 pts
o Interceptor Array …25 pts
o Siege Shield ...15 pts.
o Vehicular Shield ... 20 pts




It never ends well 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Riffing off Stormonu's Jeep let's see what the intersection of a Tauros and an LRDG Jeep produces:

Tauros Scorpius (35pts)
BS 4, AV 10-10-10, HP 2
Unit: 1-3 Tauros
Type: Vehicle (Fast, Open-Topped)
Special Rules: Scout, Move Through Cover, Drive By Attack (A Tauros Scorpius may fire all its heavy stubbers at full Ballistic Skill after moving at cruising speed. It may fire one at full Ballistic Skill during a Shooting phase in which it turbo-boosts.)
Wargear: 3x twin-linked heavy stubber, searchlight
Options:
Any Tauros may purchase any of the following:
One hunter-killer missile (+5pts)
Extra Armour (+10pts)
The entire squadron may take:
Smoke launchers (+5pts/model)
Camo-netting (+10pts/model)
One Tauros may be upgraded to Tauros Spectre for +10pts, trading two of its heavy stubbers for an autocannon with the Oversized Weapon rule (A Tauros armed in this fashion may not fire its autocannon unless it remains stationary during the Movement phase). All other options remain unchanged.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Riley Enoch is an upgrade for a Tempestor Prime in a Scion command squad he costs 110 pts. He's the commander of his self titled '' Riley's Fist '' the airborne assault company within the 85th Reconnaissance Battalion. The company's usually called upon by the Battalion commander, Gallus Tauron, when a recon team needs a hasty extraction, or when overwhelming firepower is preferable to quiet observation.

BS 5 WS 4 S3 T3 W2 I4 A2 LD10 SV 4+

Wargear; Carapace armor, Heirloom Hotshot Lasgun with attached Grenade Launcher, Frag and Krak Grenades, CCW

Warlord trait: Grav-chute Commandos

Special rules: Deep Strike, Move Through Cover, Precision Strikes, Voice of Command


Heirloom Hotshot Lasgun: Assault 3 Str 4 AP 3 Range 18 Mastercrafted
Attached Grenade Launcher: Assault 1 Str 6 AP 4 Range 24

Here are 28mm pictures of Riley
Spoiler:


This message was edited 1 time. Last update was at 2016/12/08 04:47:09


Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Regular Dakkanaut




Keeping with the theme of transports

Autoclave-Pattern Rhino:
Type: Tank, transport (10 models)
60 points

3 HP AV: 11 11 11
2 x Flamer arrays (1 on each side)
Does NOT have a top Hatch.
One Rear exit only

Flamer Arrays-
S4 AP5 Assault 2, passenger operated, volatile ordnance.

Passenger Operated- These weapons require at least one passenger in order to fire, furthermore they may select different targets to fire at. This weapon may always fire as long as the passengers aren't snapfiring. This weapon may also overwatch if they have LOS on the charging units. Separate weapons may overwatch separate targets, however no weapon may overwatch more than once.

Volatile ordinance- if this weapon is destroyed as a result of vehicle penetration, all units inside are automatically hit with a str 4 'flamer' hit.

First employed in the Hive world Temper Secundus during several uprisings by the Salamander Chapter after a string of costly defeats against local insurrectionist forces. Genestealers and other cultists emerged from sewer pipes and alleyways in the crowded streets to tear apart rhinos and razorbacks and their occupants, only to disappear before the rest of the space marines could train weapons on them. Astartes High command saw a need for a transport that would not only protect the occupants inside but allow for righteous retribution against the cultist. Taking cues from the chimera, Salamander Tech-priests made several modifications to the rhino, removing the top and side hatches and scouring the vehicle for any weak points, and removing them. The main addition however was the mounting of two flamers on both sides of the rhino. With a linked augur array, marines inside would be able to spew promethium at any threat closing in on the transport. It saw wide use within the insurrection. The alleyways that were once havens to the cultist became burning graves. Three weeks of later of intense street by street clearing later, Temper Secundus was filled with the ash of cultist. While the Autoclave wasn't the vehicle that brought deliverance to the patriarch or primuses, It saved the lives of several battle brothers and claimed a righteous tally in its own right.

This message was edited 1 time. Last update was at 2016/12/08 23:49:49


 
   
Made in gb
Ghastly Grave Guard



Uk

Liking these units guys!
Here's a quick continuation of my own unit roster for the Ezmas campaign. This is just some quick fluff surrounding some more units I am creating, I haven't decided on rules yet, obviously in the case of Legion conventional rules could be difficult

I was inspired by the black library novels constant mention of the large warp predators seen clawing at void shields, rather than the more restrictive god aligned daemons I decided to create my own non-God aligned greater daemonic entities. Obviously all of these creatures are incredibly powerful summoned daemons however I will try to keep the rules as balanced as possible. Although they could be apocalypse only!
Running with the idea that the heretic warlord petitioned his witch ally to summon these beasts to break the deadlock in the war by smashing through the imperial lines head on.

The Haitūk:
A titanic daemonic entity torn from the twisted tides of the warp. The Haitūk was summoned to the blasted surface of Erzmas I for the sole purpose of mass slaughter, to tear through the Imperial lines in an orgy of violence. Vaguely humanoid in shape, the beast stands five meters tall from warped claw to the tip of its upturned snout. The daemon resembles a great Ocean dweller, crusted with barnacles and luminous reefs of maddening, writhing coral. The surface of the creatures chitin-like skin is thickly forested in dense fronds and tendrils and razor edged coral blooms like those of a writhing anemone, any foolish victim close to the Daemon will soon become snared in the waving, grasping multi-coloured tendrils to meet a hideous fate. When the creature charges it is with a berserk fury, an overwhelming urge to feed on the souls and flesh of the warm blooded mortals, like a great, charging reef the Haitūk rends through all in its path.
The monsters head, a great blunt wedge in the centre of the monsters torso, is only identifiable amid the oceanic jungle across its body by a single sweeping horn of void pocked bone that breaks from the tip of its skull. The creature is entirely devoid of eyes, relying on its upturned snout and acute sense of smell for guidance. When prey is found, the monsters titanic mouth cracks apart, revealing a maw thick with razor fangs.

The Haitūk's attack is characterised by the fronds and tendrils around its great head twisting and interlocking together to form a sinuous crest or hood of daemon flesh that madly rattles, followed by a great sauran bellow. The creatures weapons of war are its great claws, fashioned of a similar void blacked bone, four tusk-like digits press out from the meaty stumps of its arms. However the whipping, grasping and thorn ridden fronds and tendrils that propagate across its chitinous form also snatch out for those nearby.


The Hôrven, Leviathan of the Warp:
A Kraken like beast, swollen and glutted to over the size of a baneblade super heavy tank. The Hôrven is an abysal Terror, spawned from the inky depths of the warp, seizing the souls of its victims and drawing them into its razor toothed beak. The Hôven supports a writhing mass of meter thick tentacles, each groaning under the fleshy weight of thousands of fanged and barbed suckers, that rend through armour and flesh. A swirling mass of indistinct black and brown colours, the Hôrven's horned, cephalopodic mass is supported by a wormlike body of immeasurable length. A pallid, segmented mass of daemonic flesh, bristling with hooked barbs to rip at tear any who stray too close. Such a body affords the Hôrven the ability to move in a subterranean manner, bursting up among its prey.



Hrabān the Crowfather:
A shadowy, robed and hooded figure. A black, feathered silhouette , wreathed in coiling darkness. The Crowfather's true form is unknown even the those of his own kind. A living flock, an amalgamation of maddened raptors. Hrabān's indistinct form is comprised entirely of obsidian-feathered Crows and ravens, their bloodshot, crazed eyes stare out from the oily black folds of his robes. Blots of colour amid a sea of darkness and shadow. In battle Hrabān may disband his form into a screeching hurricane of thousands of daemonic birds, swarming his foes and rending their flesh with razor sharp beaks and claws. When maintaining his corporeal form Hrabān stikes with malefic powers warping and tainting his foes with black magik's.



Flareion the Searing Inferno:
A gigantic bird reminiscent in the form of a Terror-Bird of ancient Terra. Flareion's skin is made entirely of scaly, volcanic crust floating on a roiling core of magma. A crest of searing flame rises from the back of its head and each step leaves a burning ruin in its wake, the creatures blackened beak can blast an inferno of withering warp flame by channeling when required, roaring smoke surrounds the creature in a choking miasma that overwhelms lesser beings in close proximity.

Legion:
The summoning of Legion was Lord Skaar's greatest endeavour and a most Heretical of acts. An act which seared the Arch-Heretic's name into Imperial records. As the last of Erzmas II's hive cities fell and the victims heaped to the pyres, Mistress Scoria and her cabal of renegade psykers began a black ritual. Scoria offered up the souls of Erzmas's 3 billion murdered citizens to a great monstrous deity, and a voice as old as time answered. Drawn to the feast like a shark to blood, the primeval warp predator known only as "Legion" had come. The Arch-Witch's ritual had punched a hole through the fragile skin of reality and through this gaping wound a dark force poured into the system.

The tides of the warp churned and lashed, a great warp storm boiled up around the Erzmas system, effectively cutting it off from the wider Imperium. The imperial vessels remaining in the vicinity were assailed by massive daemonic incursions as snarling void predators clawed through shields and chewed through the hulls to feast on the crew within. The dead of Erzmas, heaped in great pyres, smoking and festering in the solar glare of the system's four suns suddenly twitched with unholy animation. A ruinous light gleamed in raw, empty eye sockets, a dark power flowed hungrily through the decaying meat of rent flesh and slack, bloody jaws twitched. With a blasphemous scream, a tainted, orgasmic birth shriek the dead of Erzmas were hurled into the frozen vacuum of space. The corpses converging on a single point, coalescing with dull, wet smacks into a solid sphere. A lunar orb of dead, decaying and writhing flesh. Legion was born and a fourth planet hung in the Erzmas system, a planet of patchwork meat, limps, writhing faces and charred bodies.

The presence of the colossal daemon was immediately felt on the surface world. The Astropathic Choir's of Erzmas III died instantly, screaming and choking on their own blood. So large was the daemon's form that it began to exert a significant gravitational force on the surrounding worlds, stripping them of much of their atmosphere's, instantly killing billions of organisms across the three planets and exposing the Imperial forces to the true force of the warp. Like a heretical star the daemon's sudden arrival elicited Terror amid the stationed guardsmen, many went mad, driven berserk by visiting horrors, now exposed to the dark spirits of the empyrean. There were widespread calls to surrender to Skaar's forces even amongst the Imperial command, with a full 3rd of officers supporting the decision. The subsequent purge of command did nothing to improve morale, indeed many guardsmen were corrupted, turning to chaos worships, revering the monster in the sky as a god. On the eve before the Skaar's speartip struck, Legion shed millions of corpses into the sky's above the Imperial lines, the guardsman endured this bombardment watching as the citizens they were sworn to protect rained down in a deluge of sloughing matter. Amidst this turmoil the Ironclad attacked.

Legion is a titanic monster, larger than any ship or space station, possessive of god-like psychic powers, including the ability to influence the local warp currents, bestow both harmful and beneficial mutations on chaos followers as well as acting as a conduit to enhance their chaotic powers, blast currents of madness out across a distance of thousands of kilometres and exert massive gravitational impacts on surrounding planets and material bodies. The daemon itself has absolute control over every atom of the sacrificed flesh of which it form is made, able to isolate elements of itself for different roles. The daemon can change its shape, sprout monstrous tendrils with which to defend itself against nautical attack, re-animate any number of its component cadavers to defend itself in a savage, unliving horde.






   
Made in us
Longtime Dakkanaut







Back in Epic, there was the Mekboy Speedsta, which was a fast "tank" of a sort designed to host a variety of kustom gadgets in one go. Forgeworld created the Mekboy Junka, but the rules for that preceded the Chariot rules by a considerable margin. I might actually submit these rules to them as a recommendation/food for thought, but this is what I have in mind:

A Big Mek that does not take any wargear that otherwise changes his unit type (meaning Bikes, Jump Packs, etc) may ride a Mekboy Speedsta for +65 points.

Mekboy Speedsta:
Ballistic Skill: 3, Front Armor: 13, Side Armor: 12, Rear Armor: 10, Type: Chariot, Fast, Open-Topped
Wargear: Two Kannons. The Kannons are manned by Grots, hence the improved Ballistic Skill.
Options: May take Vehicle Upgrades from the Ork Armory. May replace the Kannons with any of the same weapons available to Mek Gunz, at the appropriate points cost (for example, +5 to replace Kannons with Zzaps, +12 to replace them with Kustom Mega Kannons).
Special Rule: Mobile Mek-Shop: For any special abilities involving the Big Mek, measure them from the base of the Mekboy Speedsta. For example, should the Big Mek have a Kustom Forcefield, the KFF's bubble radiates from the base of the Speedsta's hull, and the Big Mek could attempt to repair a friendly vehicle that is in base-to-base with the Speedsta. Inversely, should the Speedsta be within 2" of a Promethium Fuel Relay and the Big Mek has a Kombi-Skorcha, that Kombi-Skorcha could be treated as Heavy & Torrent a for a turn.
Note that should a Shokk Attack Gun cause a teleport result, move the Speedsta and the Mek as one unit, counting it as a charge.

EDIT: So the idea with the Speedsta was to make a "DIY" vehicle for Mek-themed armies. It starts off "cheapish", as a "heavy" guntank of a sort, but depending on the equipment you give it or the corresponding Mek, you can either field it as an MBT-equivalent (SAG+Big Gunz), a cheapish "Command Tank"/mobile support vehicle (give it Traktor Kannons maybe), or as a cheapish Command Barge-equivalent if you give the Mek Mega-Armour...mind you, one that will be more fragile to stuff like Melta due to the Mek being T4 instead of T5, and the Speedsta not having Jink.

Optionally, the ability to bolt more guns to it would be nice, and maybe another 25 points could let you buy Skimmer for it, for those Orky players that want to do looted Barges, Mega-Deffkoptas, etc.

This message was edited 1 time. Last update was at 2016/12/09 15:37:50


 
   
Made in us
Drop Trooper with Demo Charge





Littleton

Alrighty, I'm a huge fan of (balanced) homebrew units so I thought I'd post the guy I've worked on a bit. This is my best effort from converting him over from a Deathwatch character to his tabletop iteration.
Bastalek was assigned as a high value target elimination operative to join a Deathwatch kill team in elimination of a Ork Warboss stealing Space Marine Artifacts. It was during these operations that the Assassin was requested to remain in requisition to the kill team until the major threats in the system were dealt with. Bastalek excels at long range combat and stealth infiltration, destroying enemy leaders and escaping without a trace. His notable accomplishments include the single handed slaying of a tyrannic lictor that had infiltrated an imperial vessel as well as besting the Beast of Icathor IV, carving its carapace for his own armor. Bastalek carries a rifle hand crafted for use in the Inquisition and his rounds can slice through the thickest of armor with a lucky, and well aimed, shot.

Bastalek PTS: 175
WS: 2 BS: 8 S: 3 T: 3 I: 5 A: 2 W: 2 Ld: 9 Sv: 5+


Wargear: Frag Grenades, Krak Grenades, AML Mk1, Chameleonic Carapace

Special Rules: Stealth, Shrouded, Move Through Cover, Infiltrate, Independent Agent (May not join or leave a unit)
Hit & Run
Hard Target: Enemies Shooting at Bastalek do so at -1BS

Living Camoflage: Taken from a great beast from a deathworld, the carapace automatically blends into
the environment making him nearly invisible. The armor grants the wearer an invulnerable save= their current cover save before any reductions (ex, markerlights, or template/ignores cover) against shooting attacks

Inescapable Target: All of Bastalek's shots are precision shots, in addition, rolls of 6 to wound cause look out sir! Rolls to be taken at -2

Strike and Run: When an enemy unit declares a charge, Bastalek may test Init to fire at 1/2 BS and move 1d6" before charge distance is rolled.

Automatic Monofiliment Launcher
Range S AP Type
36" 5 4 Assault 3
Special Rules: Monofiliment Rounds, Rending

Monofiliment Rounds: These rounds, made of a razor sharp material designed to pierce even a microscopic weakeness in armor, split from a bullet into dozens of molecule thin razors as they reach their target
To Hit rolls of 6 cause 1 additional hit (that cannot generate new hits)
To Wound rolls of 6 cause 1 additional wound

This message was edited 3 times. Last update was at 2016/12/11 03:05:56


 
   
Made in us
Not as Good as a Minion





Astonished of Heck

I started working on an Army of the Old Ones a while back, basically Lizardmen for 40K. I never got price points up, but here is the first Troop:

Saurus Troop
Saurus Warrior
WS:4 . BS:3 . S:4 . T:4 . W:1 . A:1 . Ld:8 . Sv:4+
Spawn Leader
WS:4 . BS:3 . S:4 . T:4 . W:1 . A:2 . Ld:8 . Sv:4+

Unit Type: Infantry. Spawn Leader is an Infantry (Character).
Unit Composition: 5 Saurus Warriors

Wargear:
  • Spike Pistol
    - - Range:12" . S:4 . AP:5 . Type: Pistol, Shred
  • Chainsword
  • Assault Grenades
  • Krak Grenades

  • Special Rules:
    * Cold-Blooded: Whenever a unit with at least one model with this special rule takes a Leadership test, it rolls and additional dice and discards the highest result
    * Predatory Fighter: Whenever a model with this special rule rolls a 6 To Hit in close combat, it immediately makes another Attack; roll To Hit and To Wound as normal. Attacks generated by the Predatory Fighter special rule do not generate further Attacks.
    * Scaly Skin: Models with this rule add +1 to their Armour Save Rolls

    Options:
  • May add up to ten more Saurus Warriors
  • May upgrade one Saurus Warrior to a Spawn Leader
  • Any model may exchange Spike Pistol for one of the following:
    - Spike Carbine
    - - Range:18" . S:4 . AP:5 . Type:Assault 2, Shred
    - Scale Shield
  • For every 5 models in the unit, one Saurus Warrior may exchange their Spike Pistol for one of the following:
    - Flamer
    - Heavy Chainsword
    - Power Weapon
    - Fusion Gun
    - - Range: 12" . S:8 . AP:1 . Type: Assault 1, Melta
    - Star Carbine
    - - Rng:18" . S:6 . AP:2 . Type: Assault: 2
  • The Spawn Leader may take items from the Ranged Weapons and/or Melee Weapons lists



  • Automatically Appended Next Post:
    Second Troop.

    Skink Militia
    Skinks
    WS:2 . BS:3 . S:3 . T:2 . W:1 . I:4 . A:1 . Ld:5 . Sv:6+
    Skink Brave
    WS:2 . BS:4 . S:3 . T:2 . W:1 . I:4 . A:2 . Ld:6 . Sv:6+
    Kroxigor
    WS:3 . BS:2 . S:5 . T:4 . W:3 . I:2 . A:3 . Ld:5 . Sv:4+

    Unit Type: Infantry. Skink Brave is Infantry (Character).
    Unit Composition: 9 Skinks, 1 Skink Brave.

    Wargear:
  • Shard Rifle (Skink & Skink Brave)
    - - Range: 30" . S:2 . AP:6 . Type: Rapid Fire, Poisoned (5+)
  • Shard Pistol (Skink & Skink Brave)
    - - Range: 12" . S:2 . AP:6 . Type: Pistol, Poisoned (5+)
  • Twin-linked Spike Cannon (Kroxigor)
    - - Range: 36" . S:5 . AP:4 . Type: Salvo 2/4, Shred

  • Special Rules:
    * Aquatic: Models with this rule treat any water features as open ground when they move. In addition, these models have the Stealth (Water) special rule.
    * Cold-Blooded
    * Skaly Skin (Kroxigor)

    Options:
  • May add up to twenty more Skinks
  • May add up to three Kroxigors
  • Any model may exchange its Shard Rifle for a Shard Carbine...free
  • For every 10 Skink and Skink Brave models in the unit, one Skink may exchange its Shard Rifle for one of the following:
    - Flamer
    - Heat Lance
    - - Range:18" . S:6 . AP:1 . Type: Assault 1, Lance, Melta
    - Shard Long Rifle
    - - Range: 36" . S:X . AP:6 . Type: Heavy 1, Shred, Sniper
    - Star Rifle
    - - Range: 24" . S:6 . AP:2 . Type: Rapid Fire
  • Each Kroxigor may exchange a their weapon for one of the following:
    - Heavy Flamer
    - Twin-linked Shard Cannon
    - - Range: 36" . S:2 . AP:5 . Type: Salvo 2/4, Poisoned (4+)
    - Twin-linked Fusion Pike
    - - Range: 24" . S:8 . AP:1 . Type: Heavy 1, Melta
    - Twin-linked Starcannon
    - - Range: 36" . S:6 . AP:2 . Type: Heavy 2
    - Twin-linked Reaper Launcher
    - - Starshot Missile: Range: 48" . S:8 . AP:3 . Type: Heavy 1
    - - Starswarm Missile: Range: 48" . S:5 . AP: 3 . Type: Heavy 2
  • The Skink Brave may take items from the Ranged Weapons and/or Melee Weapons list.
  • This message was edited 4 times. Last update was at 2016/12/14 02:00:07


    Are you a Wolf, a Sheep, or a Hound?
    Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
     
       
     
    Forum Index » 40K Proposed Rules
    Go to: