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Made in us
Dakka Veteran





Hailing from the Planet of Sina they, like many other marine recruiting worlds, are not calm and peaceful.

While an extremely verdant world with green rolling hills and lush forests, with no deserts and several beautiful oceans, Sina is considered one of the deadliest planets in the sector for humans.

Kyojin, massive beasts that look like some dark combination between a man, mountain, and a carnifex, roam the land. Varying in size from about a dozen meters tall to over 50 meters in height, these beasts are nigh invincible, and the largest have been known to be able to take demolisher shells on their outer armor and barely flinch. Their strength is great enough to crush tanks.

Their one weakness, a small patch of unarmored flesh on the backs of their neck.

While capable of killing them via Valkyries, Stormravens, and the like, many are allowed to live in a several hundred mile wide valley (along with a great walled city) so as to train a portion of the populace. Using specialized SkyWire Maneuver gear, they are capable of using buildings, rocks, and trees to get to the back of the Kyojin's neck.

The best of these warriors will be transformed into Space Marines, many of whom will prove to be supremely gifted with jump packs. Many others will be drafted into the Imperial Guard regiments of Sina, where they will be used in special operations.

WS BS S T W I A Ld Sv
4 3 3 3 1 4 1 7 5+

Wargear:
Bolt Pistol
Twin Jaeger Blades
SkyWire Maneuver Gear
Frag Grenades
Flak Armor

Special Rules:
Move through Cover
Hit and Run
Monster Hunter
Scout

Jaeger Blades - Hefty blades designed to leave huge gashes on enemies, they are most effective when combined with the speed granted from their SkyWire gear. Jaeger Blades have the rending special rule. In addition, the strength of Jaeger Blades is equal to 4, or the enemy's toughness -1, whichever results in the lowest needed to-wound roll. However, in assault phases where the unit hasn't charged, Jaeger Blades either become unwieldy but retain the extra attack for 2 of them, or stay at initiative, but lose the extra attack.

SkyWire Maneuver Gear - Attached to the legs, these devices allow the warrior to move at high speeds. SkyWire Maneuver counts as a jump pack.


Basically, you'd have a unit that was fairly fragile and lightly armored, but that has some utility when charging. Their specialized anti-MC rules allow them to be fairly useful in that capacity, since they can wound all MCs with their weapons and get rerolls + rending when they charge. Hit-and-run allows them to keep their effectiveness up as well.

Points wise I'm not sure how to price them. On the one hand, they have a fair number of nifty rules, and are WS4. On the other hand, T3 with a 5+ save doesn't last too long against anything, and they're mainly an assault unit, which makes things very tough for them. I was thinking maybe 7 pts a model, but I'm open to ideas.

EDIT: Changed the rules for Jaeger blades. It just felt more right. Makes them better against T8 MCs, and high toughness non-MCs, while slightly worse against things like Riptides, who instead of wounding on 4s they would not wound on 5s. Addition of rending at all times means they can afford to stay in CC longer if they want to.

This message was edited 1 time. Last update was at 2013/09/15 21:14:54


 
   
Made in us
Shas'la with Pulse Carbine




New Bedford, MA

I like it. You should consider the price of a veteran guardsman and then start tacking on for SRs and equipment from there.

Dark Angels- 7500 pts
Tau- 5000pts
Chaos Daemons- 3000/2000 pts
Dark Eldar(allies)- 1500 pts
Zoom, Zoom, Iyaan.
 KalashnikovMarine wrote:
I just watched a battleship falling in love with a man.... yep. That's enough anime for the day.
 
   
Made in us
Stealthy Kroot Stalker






U.S.

Sounds pretty fun except the Jaeger Blades rules need to be cleaned up so they sound more fluid.

Basically something with two profiles like this:
R- SX AP- Melee, Poison, Rending
R- SX AP- Melee, Poison, +1A, Unwieldly

Also I came up with my own AoT IG rules here if anyone is interested:
http://www.dakkadakka.com/dakkaforum/posts/list/530693.page

My iteration makes them Infantry based Titan(40k) killers. I thought, if SMs can do it, then IG can do it too.
   
Made in us
Inspiring Icon Bearer





Colorado Springs, CO

You need to add in a rule:

Incredibly depressing: roll a dice. On a 2+ you lose hope in the face of overwhelming odds and you do nothing this turn as you lament the inevitable extinction of humanity. On a 1, you remember a flashback involving Eren and you fearlessly fight on!

;-)

One of them filthy casuals... 
   
Made in us
Dakka Veteran





Yeah, the blade rules are a little chunky.

I was trying to come up with a way to represent the blades as being best when they fly into a unit to attack, using their momentum, but worse when they get bogged down in close combat.

I think something like give them two Jaeger Blades:
R: - S:+1 AP:- Rules: Melee, Rending, Poison (5+), Unwieldy, Momentum

Momentum: On a turn this unit charges, these weapons strike at Initiative order, and do not count as unwieldy.

So basically, power axe style, but more helpful against MCs because of poison (5+), and keeping the post-charge downgrade.
   
Made in us
Stealthy Kroot Stalker






U.S.

godswildcard wrote:
You need to add in a rule:

Incredibly depressing: roll a dice. On a 2+ you lose hope in the face of overwhelming odds and you do nothing this turn as you lament the inevitable extinction of humanity. On a 1, you remember a flashback involving Eren and you fearlessly fight on!

;-)
More fluffy and fitting in the 40k setting: A unit that starts its turn within 6" of an enemy MC must take a LD test on -1 or fallback. Units falling back this way automatically regroup next turn.

Edit: You can also go the Power Lance route and give them rending.

This message was edited 1 time. Last update was at 2013/09/19 16:43:36


 
   
Made in us
Dakka Veteran





godswildcard wrote:
You need to add in a rule:

Incredibly depressing: roll a dice. On a 2+ you lose hope in the face of overwhelming odds and you do nothing this turn as you lament the inevitable extinction of humanity. On a 1, you remember a flashback involving Eren and you fearlessly fight on!

;-)


Haha, I think the 40k morale rules build that in quite nicely. Taking morale checks constantly when you drop below a certain level, and these guys are very flimsy, so a couple stray bolter rounds could force them into disarray.
   
 
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