Greetings DakkaDakka!
I was pondering two of my favourite things and came up with the following concept:
Why not write rules for the characters in Team Fortress 2 to be used in Warhammer
40k?
So, I went ahead and did so. The rules follow. All feedback is appreciated; even random insults!
The TF2 Team is an entire army. It may always be taken at any points cost - this could end up being an advantage or disadvantage, but that’s what you get!
Options for the models are free, but you can only take three options per army.
All models are Independent Characters with the exception of the Engineer's buildings.
The Scout
WS 5
BS 3 S 4 T 3 W 2 I 8 A 4
Ld 8
Sv 4+
Wargear
Shotgun
Scout Armour
Power Bat
Bolt Pistol
And brudda, I hurt people.
The Scout has the Hammer of Wrath special rule. In addition, any unit he passes within 2” of he may make a single close combat attack against without entering close combat.
He’s Too Damn Fast
The Scout moves as per Jump Infantry, and treats all terrain as clear. If he ends his move inside any terrain other than clear, he must still take a Dangerous Terrain test.
Power Bat
This is a melee weapon with the following profile:
Range: Melee S: +1
AP: 3
May exchange Bolt Pistol with BONK! Atomic Punch:
BONK! Atomic Punch gives the Scout a 5+ Invulnerable Save.
May exchange Shotgun for Soda Popper:
Soda Popper
Range: 12” S: 3
AP: 6 Type: Assault 2, Buildup*
*Buildup: For each full 12” the Scout moves, the weapon’s Strength is increased by one, and its
AP reduced by one.
The Soldier
WS 3
BS 4 S 4 T 4 W 2 I 4 A 3
Ld 7
Sv 3+
Wargear
Missile Launcher
Power Armour
Shovel (Close Combat Weapon)
Shotgun
Missile Lock (Even though he is not a vehicle.)
Rocket Jump
The Soldier may move up to 16” in the Movement phase; if he does, roll a
D6. On a 1 or a 2 he suffers a Wound with saves allowed.
Crockets
If a 6 is rolled To Hit and To Wound, any Missile Launcher (or its upgrades) shots from the Soldier cannot be saved (by anything). If Übercharged by a medic with The Kritzkrieg, this effect happens automatically.
Improved Rockets
The Soldier’s Krak Missiles are treated as Armourbane, his Frag missiles as +1 S, and his Missile Launcher is Assault 1.
May exchange Missile Launcher for the Beggar’s Bazooka
The Beggar’s Bazooka changes the Missile Launcher to Salvo 0/3.
May exchange Missile Launcher for Rocket Jumper
The Rocket Jumper cannot fire. It doubles the Strength of the Soldier, and allows him to move as Jump Infantry plus a further
3D6”. You must declare a direction and number of dice before rolling - if his jump takes him off the board, he is removed as a casualty.
May exchange Missile Launcher for Direct Hit
The Direct Hit grants the Soldier the Skyfire and Interceptor special rules, and loses Blast (even for Frag Missiles).
The Pyro
WS 4
BS 4 S 4 T 4 W 2 I 4 A 2
Ld 10
Sv 3+
Wargear
Flamer
Power Armour
Fire Axe (Close Combat Weapon)
Shotgun
Fireproof
Any Wounds allocated to the Pyro that originate from heat-based weapons such as Flamers and Meltaguns, or powers from the Pyromancy discipline, are negated on a 3+ (after Armour Saves).
Pyromaniac
The Pyro does double Wounds with all attacks with his Flamer or Phlogistinator. (Swarms take four wounds.)
Fearless
May replace his Flamer with the Phlogistinator:
Phlogistinator
Range: Template S: 5
AP: 3 Type: Assault 1, Twin-Linked
May replace his Fire Axe with the Powerjack:
Every time the Pyro kills a model using the Powerjack, he gains a Wound. This can take him above his starting Wounds.
The Demoman
WS 4
BS 4 S 4 T 4 W 2 I 4 A 4
Ld 8
Sv 3+
Wargear
Grenade Launcher
Power Armour
Bottle (Close Combat Weapon)
Sticky Bomb Launcher
Sticky Bomb Launcher
Range: 48” S: 3
AP: 5 Type: Assault 3, Barrage, Blast
Grenade Launcher
The Grenade Launcher may fire Frag or Krak grenades.
Frag Grenades Range: 36” S: 4
AP: 5 Type: Assault 2, Blast
Krak Grenades Range: 36” S: 6
AP: 4 Type: Assault 2
Drunk
At the start of your turn, roll a
D6 and consult the following table according to the result. A roll is still made if the Demoman is locked in close combat.
1:
“Aeraragh, I love ya, man...”: The Demoman is too busy drunkenly rambling. He may not take any action whatsoever this turn.
2:
“HAAAVE ‘AAAT ‘EM LAAAADS!”: The Demoman gains +1S, +1T, and gains Furious Charge until the end of the turn.
3:
“FREEDOOOM!”: The Demoman moves
3D6” in a random direction (use the Scatter Die; if a Hit is rolled, you decide the direction) and then fires all of his weapons at the nearest enemy unit he can see.
4:
“Ooh, they’ll have to glue you back together...IN HELL!”: The Demoman’s attack Strength is doubled until the end of the turn in close combat, and his weapons fire one more shot than normal.
5:
“AAAAAAAAAAAAAAAAA”: The Demoman rolls
4D6” for charge distance this turn but cannot shoot at all.
6:
“They got more...*******...than they got the likes of me...”: The Demoman is drunkenly rambling. He cannot perform any action this turn, but feel free to swear and mutter to yourself - it is entirely in character and may make you feel better.
May exchange Bottle for DeGroot’s Reserve:
DeGroot’s Reserve adjusts the Drunk rule; instead, roll
2D6 and pick the result you want.
May exchange Grenade Launcher and Sticky Bomb Launcher for Nessie’s Nine Iron and The Chargin’ Targe:
The Demoman gains the Hammer of Wrath special rule and + 1 Attack.
Nessie’s Nine Iron
Range: Melee S: +2
AP: 4 Type: Melee, Fleshbane, Rending
The Heavy
WS 3
BS 2 S 6 T 6 W 5 I 1 A 2
Ld 8
Sv 3+
Wargear
Minigun
Power Armour
Close Combat Weapon
Shotgun
What sick man sends BABIES to fight me?!
The Heavy is Fearless and cannot be made to fail a Leadership test for any reason. He is also immune to any tests made against his
Ld (Psychic Shriek, Nightmare Shroud, etc)
Sandvich makes me STRONG!
The Heavy may forgo all shooting to eat a Sandvich. Roll a
D6 - on a 1, 2, or 3 he has run out of Sandviches and cannot use this special rule again for the rest of the game. Regardless of the die result, the Heavy regenerates D3 + 1 Wounds. This cannot take him over his starting Wounds.
Minigun
Range: 12” S: 5
AP: 4 Type: Salvo 4/15, Rending
May exchange Minigun for Natascha:
Natascha
Range: 18” S: 4
AP: 4 Type: Salvo 4/15, Pinning, Shock*
*Shock: If a unit suffers an unsaved Wound from a weapon with this special rule, it treats all terrain as Difficult in its next Movement Phase.
May take The Warrior’s Spirit:
The Warrior’s Spirit
Range: Melee S: User
AP: 2 Type: Melee, Smash
The Engineer
WS 4
BS 4 S 4 T 3 W 2 I 3 A 2
Ld 7
Sv 2+
Wargear
Wrench (Close Combat Weapon)
Artificer Armour
Bolt Pistol
Shotgun
Erectin’ A Sentreh!
The Engineer may erect one building per Shooting phase - place the building model within 3” of the Engineer. The Engineer cannot have more than one of a building in play at any one time. The Engineer may destroy any of his buildings at any time, but this grants a Victory / Kill Point to the enemy in scenarios that use them. None of the buildings may move under any circumstances.
Sentry Gun
BS 4 T 6 W 2
Sv 3+ Type: Artillery
Automated Fire: The Sentry Gun automatically fires all of its weapons at the nearest enemy unit. When it has taken a Wound, randomly select one of its weapons to be destroyed. The Sentry Gun cannot strike blows in close combat but can shoot. It is hit automatically by enemy models in close combat. The Sentry Gun is never removed as a casualty due to lack of crew, but rather must be destroyed.
Gatling Gun
Range: 18” S: 5
AP: - Type: Heavy 4, Twin-Linked
Missiles
Range: 18” S: 6
AP: - Type: Heavy 1
Dispenser
T 4 W 1
Sv 4+
Dispense
Any friendly model in base contact with the Dispenser improves its Armour Save by one to a maximum of 2+ and treats its weapons as firing one more shot than printed.
Teleporter
When “built”, do not place a building model - nominate a point on the table with a coin or counter. Any friendly model arriving from Reserve (except the Spy) may use this point instead of a board edge.
May take the Wrangler:
The Wrangler permits the Engineer’s controlling player to choose the Sentry Gun’s target.
May exchange Wrench for the Gunslinger:
The Gunslinger is treated exactly as a Power Fist, and also grants the Engineer one extra Toughness. In addition, the Mini-Sentry must be built instead of the Sentry.
Mini-Sentry
T 3 W 1
Sv 5+
Mini-Sentry Gun
Range: 18" S: 3
AP: - Type: Heavy 3
Insignificant: The Mini-Sentry never gives Kill Points / Victory Points to the enemy under any circumstances and can be built in addition to any other building.
Ze Medic
WS 4
BS 4 S 4 T 4 W 2 I 4 A 3
Ld 9
Sv 3+
Wargear
Medigun
Power Armour
Narthecium
Syringe Gun
Team Player
If he is in a unit with another Independent Character, the Medic is Fearless.
Medigun
Range: 6” S: X
AP: - Type: Healing*, Übercharge**
*Healing: The Medigun cannot be fired at an enemy unit and can only be fired at friendly models (this bypasses the normal situation where you cannot fire at friendly models). The target regains 1 Wound, and can take the target over its starting Wounds by one. The Medigun is otherwise treated as Assault 1. The Medic cannot heal in close combat, as ze healing leaves little time for ze hurting, but can heal a model that is in close combat.
**Übercharge: When three Wounds have been restored by the Medigun, it may Übercharge. This may only be done once per game. Until your next turn, the target the Medigun most recently fired at and the Medic himself are totally immune to all forms of damage and cannot be removed as casualties under any circumstances.
Syringe Gun
Range: 18” S: 3
AP: 3 Type: Assault 2
May replace his Syringe Gun with the Blutsauger:
Blutsauger
Range: 18” S: 4
AP: 3 Type: Assault 2, Vampiric*
*Vampiric: Any unsaved Wounds caused by this weapon heal the wielder for the same amount. This cannot take the wielder over their starting Wounds.
May replace his Medigun with the Kritzkrieg:
The Kritzkrieg, when its Übercharge is activated, doubles the Strength of the heal target’s attacks, whether shooting or melee, instead of the normal effect.
The Sniper
WS 3
BS 8 S 3 T 3 W 2 I 3 A 1
Ld 6
Sv 4+
Wargear
Sniper Rifle
Scout Armour
Close Combat Weapon
Camo Cloak
Boltgun
Power Scope
The Sniper’s Sniper Rifle is treated as Strength 3, ignoring the 4+ to wound that normally would be the case. For every turn the Sniper does not fire, his Sniper Rifle gains +1 Strength and -1
AP.
May take Jarate:
Jarate is a Grenade that uses the small blast template. All units hit suffer a Wound on a die roll less than would normally be required, for the rest of the game. (So what would normally be a 4+ To Wound would instead require a 3+, and a 2+ To Wound now wounds automatically). Place a counter or coin next to the unit to help you remember. This effect does not stack.
May take the Tribalman’s Shiv:
Tribalman’s Shiv
Range: Melee S: +1
AP: 4 Type: Melee, Specialist Weapon
Ze Spy
WS 5
BS 4 S 3 T 3 W 2 I 7 A 1
Ld 6
Sv 4+
Wargear
Revolver
Scout Armour
Knife
Dashing Rogue
The Spy is not deployed on the table at the start of the game, and is instead kept in Reserve. When he arrives, nominate a random, non-Character enemy model. That model is removed as a casualty and is replaced with the Spy. The unit the Spy is now next to / in takes D3 Wounds with no saves of any kind allowed, and both the Spy and the unit move
D6”.
The Spy, once he has been revealed, may attempt to re-disguise in the Shooting phase. On a 5+, he is removed from play and placed back in Reserve.
The Spy is never counted as destroyed for being in Reserve when the game has ended.
Flammable
The Spy may never take his armour save against weapons that use heat offensively, such as flamers or meltaguns, or psychic powers from the Pyromancy discipline. He gains Hatred(Heat weapon user) against the holders of such weapons or powers.
Knife
Range: Melee S: -1
AP: 1 Type: Melee
Revolver
Range: 24” S: 3
AP: 4 Type: Pistol
May take the Dead Ringer:
With the Dead Ringer, the Spy’s armour save is also invulnerable.
May replace his Revolver with the Ambassador:
Ambassador
Range: 36” S:3
AP:4 Type: Pistol, Sniper, Lucky Shot*
*Lucky Shot: Precision Shots made by the Spy are treated at +2 S and
AP 3.