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![[Post New]](/s/i/i.gif) 2015/05/30 22:54:13
Subject: Re:Your own custom unit in 40K
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Pyromaniac Hellhound Pilot
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RaptorusRex wrote:The - Anyway:
Hive Tankette- 50 pts, Fast Attack
Built to navigate the dark labyrinthine tunnels of an Hive City's Underhive, the "Hive Tankette" is a crudely up-armored vehicle converted into a armored fighting vehicle by the gangs that lurk the Underhive- a instrument in the endless Gang Wars that plague almost all Hive Cities. Though the "armor" of any particular Tankette is made from whatever scraps of metal that may be at hand, they are surprisingly resistant to most small arms fire. In desperate situations, a PDF commander may call upon the gangs to do their part- and a slew of Hive Tankettes may follow to do battle.
Unit Type
Vehicle (Tank, Fast)
Unit Composition
1 Hive Tankette
Wargear
-Twin-linked Autogun
-Extra Armour
Stats
BS 3
F 11
S 9
R 9
HP 2
Options
-May take up to 3 additional Hive Tankettes, 20 ppm.
-May replace Twin-linked Autogun with the following:
-Heavy Stubber, 5 pts.
-Twin-linked Flamer, 10 pts.
I think 10 armor (side and rear) is best for it. you could glance it with lasguns otherwise. Im aware its cobbled together from random pieces of metal and built by Hive Gangs but even a Grots creation would surpass this...
Allow it to ignore dangerous terrain tests (due to its small size and maneuverability). It would let it move better around the map. A fast flanking little tank could work.
Also 50 points for essentially a TL Guardsmen turned tank? Make it 20 or even 15 per. I can get some much nastier war machines for 50 points.
Standard issue weapon: Heavy Stubber,
upgrade: Scrap Flamer (Flamer stats). Built from plumbing, metal, autocar fuel and anything a ganger can get his/her hands on, it can be over pressurized to let loose extra fuel and douse more targets in flame, at the risk of the patch work design rupturing!
Can choose to increase the stats of the Scrap flamer to that of a Heavy Flamer shot at the risk of a Gets Hot! roll.
I had an idea for a very crude rocket launcher for it as well. But it would be short ranged and low power (compared to the "real deal")
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This message was edited 2 times. Last update was at 2015/05/30 23:07:02
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2015/05/31 00:30:27
Subject: Re:Your own custom unit in 40K
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Longtime Dakkanaut
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Alright:
Hive Tankette- 30 pts, Fast Attack
Unit Type
Vehicle (Tank, Fast)
Unit Composition
1 Hive Tankette
Wargear
-Heavy Stubber
-Ramshackle Plating
Built from whatever plates of metallic material happen to be at hand for whichever Ganger who builds the Tankette, the armor of a Tankette is a sight to behold: plates of various materials welded and bolted together haphazardly. However, this appearance hides how ridiculously durable the vehicle is- and combined with the sheer speed it can achieve, the Tankette can go places other vehicles would be wrecked in.
A vehicle with Ramshackle Plating ignores Dangerous Terrain tests.
Stats
BS 3
F 10
S 10
R 10
HP 2
Options
-May take up to 3 additional Hive Tankettes, 20 ppm.
-May replace Heavy Stubber with the following:
-"Scrapshop" Gas Torch, 10 pts.
A "Scrapshop" Gas Torch is weapon cobbled together from a wide variety of parts- from plumbing to autocar mufflers- similar in function to the many so-called "flamers" wielded by young men and women in the Underhive. A notable feature is the ability for an operator to over-pressurize it for short periods of time to increase the rate at which the gas ignites, though this has it's risks- with the potential for the vehicle firing it to meet a flaming end.
The "Scrapshop" Gas Torch has two profiles one can elect to use: a normal one, and it's Over-Pressurized profile.
Range Template
S 3
AP 4
Heavy 1
Over-pressurized:
Range Template
S 5
AP 4
Heavy, Gets Hot
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![[Post New]](/s/i/i.gif) 2015/05/31 06:45:35
Subject: Re:Your own custom unit in 40K
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Pyromaniac Hellhound Pilot
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Yay!
I think that would work well as a fast moving anti infantry strike vehicle. exceedingly cheap but if It can catch a bunch of things like Orks or Guardsmen with its flamer or even its stubber it could do some damage.
Its ability to move quickly through terrain to get into good position helps it the most. Having it dash between cover will help it live longer against heavier guns.
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Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2015/05/31 13:24:21
Subject: Re:Your own custom unit in 40K
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Ancient Space Wolves Venerable Dreadnought
I... actually don't know. Help?
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Imperial Support Exo 1-5 in one squad, 16 ppm?
WS BS S T W I A Ld Sv
3 4 3 3 1 3 1 8 4+
Wargear: Exo-Skeleton, Twin-Linked Lasgun
Every model may take up to two (Must take at least one):
Missile Launcher - 15 pts
Plasma Gun - 15 pts
Autocannon - 15 pts
Stormlas (S3 ap- Heavy 10) - 15 pts
Imperial Attack Exo 1-5 per unit,15 ppm?
WS BS S T I A W Ld Sv
4 3 4 4 4 2 1 8 4+
Wargear: Exo-Skeleton, Twin-Linked Shotgun
May take one Flamer per model - 5 ppm
Exo Skeleton gives FnP 5+
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![[Post New]](/s/i/i.gif) 2015/05/31 15:07:32
Subject: Your own custom unit in 40K
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Storm Trooper with Maglight
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Hi!
I just wanted to present one custom unit, an assault squad for my Russian-themed IG ( http://www.dakkadakka.com/dakkaforum/posts/list/646687.page) =). Basically, they are vet guardsmen with carapace armor, Ak-74 style lasguns and rocket launchers & are tasked with breaching enemy lines. Tell me what you think, I'd really like to try them sometimes !
R.S.D Assault Squad - 90pts
Composition : 1 Sarge & 9 Assault Vets
Type : Infantry
WS BS S T W I A Ld Svg+
Sarge 3 4 3 3 1 3 1 8 4+
Assault Vet 3 4 3 3 1 3 1 7 4+
Wargear : Carapace Armor, Krinkov lascarbines, frag & krak grenades, CCW.
Special rules : Combined Squad, HWT, Big-Game Hunters
Options:
- The Sarge may take a weapons from the ranged weapons list
- 2 Assault Vets may take one radio-vox and one heavy flamer (5 and 10ppm),
- 6 Vets may take a RPG launchers (6ppm),
- 3 Vets who did not receive any of the aforementioned upgrades may take sepcial weapons
- the whole squad may have melta bombs and the Sarge a demolition charge (25pts).
- Chimera or Taurox.
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RPG launcher :
This very old design might find his origins before the Great Crusade but it still very useful for the R.S.D soldiers.
R : 36'' S7 AP4 Assault 1, Limited ammo, Rending
OR
R: 36'' S4 AP5 Assault 1, Limited ammo, 3'' Blast.
Limited ammo; albeit being light, a RPG needs ammo and the user can't have more of 4 rockets with him. When 4 shots have been fired with a RPG, the user just toss it.
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Krinkov lascarbine
Light and wieldy, the Krinkov lascarbine is issued to assault units and vehicules crews who need good firepower at short range.
R: 18'' S3 AP- Assault2
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Big-game Hunters :
The Assault Sarge may issued the order "Bring it down" to his squad (an only his squad) once per shooting phase.
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Feedback very much appreciated
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This message was edited 2 times. Last update was at 2015/05/31 15:10:29
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![[Post New]](/s/i/i.gif) 2015/05/31 17:48:26
Subject: Your own custom unit in 40K
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Hurr! Ogryn Bone 'Ead!
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Matt Ward- 17pts WS.BS.S ..T ..W .I ...A .LD.SV 10 10 10 10 10 10 10 13 2+ Unit composition: Matt Ward Unit type: Monstrous Creature Special Rules: -Matt Ward: Whilst still alive on the table your opponent may not make save rolls of any kind. Instead all save rolls your opponent may have are all counted as failing. Furthermore Matt Ward may move or charge up to any distance you desire. All wounds caused by Matt Ward Inflict instant death. -Matt Ward is a HQ choice for a Matt Ward Army.
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This message was edited 6 times. Last update was at 2015/05/31 17:50:17
You know what they say kids, drive it like its a rental.
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![[Post New]](/s/i/i.gif) 2015/05/31 18:15:04
Subject: Re:Your own custom unit in 40K
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Worthiest of Warlock Engineers
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Khantonian Militia Platoon
Composition - 1 Militia Command Squad, 2 - 6 Militia Squad's
Khantonian Militia Command Squad ------------- 20pts
WS BS S T W I A LD
2 3 3 3 1 3 1 6 Militia
3 3 3 3 2 3 1 8 Militia Officer
Unit composition: 1 Militia Officer and 4 Militia
Wargear: Flak armour, CCW and Autogun
Options:
The Officer may take any weapon from the Imperial Guard CC, Pistol and Ranged Weapon list
One Militia may be given a Heavy Stubber - 5pts
One Militia may be given:
Melta Gun - 10pts
Plasma Gun - 10pts
Grenade Launcher - 5pts
Anti Tank Rifle - 8pts
R36 S7 AP4 Heavy 1, Rending
Special Rules:
Orders: The Officer may issue orders like an Imperial Guard Junior Officer. Autoguns count as Lasguns for the purposes of FRFSRF
Khantonian Militia Squad ---------------------------- 30pts
WS BS S T W I A LD
2 3 3 3 1 3 1 6 Militia
2 3 3 3 1 3 2 7 Militia Squad Leader
Unit composition - 10 Militia
Wargear: Flak armour, CCW and Autogun
Options:
May upgrade on Militia to Squad Leader - 4pts
One Militia may take:
Flamer - 5pts
Meltagun - 10pts
Grenade Launcher - 5pts
Anti Tank Rifle - 8pts
R36 S7 AP4 Heavy 1, Rending
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2015/06/01 04:07:21
Subject: Re:Your own custom unit in 40K
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Longtime Dakkanaut
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Sabre Tank Hunter- Heavy Support- 110 pts The dizzying array of Rhino variants available to a Space Marine Chapter mostly stem from the dark days of the Heresy, and the Sabre Tank Hunter is no different. When the need for a dedicated anti-tank vehicle became, various types of "Tank Hunters" were fielded by the Loyalists with a variety of a weapons and chassis modifications being used. However, it was the Imperial Fists that set the standard with the Sabre vehicle. The Sabre makes use of a purpose built forward-facing Autocannon, which makes use of a three-round loading tray to fire a rapid barrage of shots towards an enemy armored vehicle. In addition to this unique armament, the Sabre features reinforced armor when compared to a standard Rhino. It is these two features that prevent the Sabre from becoming absolutely obsolete when compared to the Razorback- along with the latter vehicle's age of 4,000 years. Unit Type Vehicle (Tank) Unit Composition 1 Sabre Tank Hunter Wargear -Sabre Autocannon This forward-fixing 40mm Autocannon is equipped with a autoloading system in the form of it's loading tray, allowing a skilled operator to fire off a round a minute. It is typically loaded with Krak shells, allowing it to easily break through heavy armor in a few shots. Range 30'' S 5 AP 2 Heavy 1, Rending -Searchlight -Smoke Launchers Stats BS 4 F 13 S 11 R 11 HP 2 Options -May take a Siege Shield, 12 pts. -May take items from the Vehicle Equipment list. -May take two side sponsons both of which are armed with the following: -Heavy Bolter, 20 pts. -Lascannon, 40 pts.
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This message was edited 2 times. Last update was at 2015/06/07 18:16:30
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![[Post New]](/s/i/i.gif) 2015/06/03 20:30:11
Subject: Your own custom unit in 40K
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Preacher of the Emperor
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An Autocannon for an anti-tank gun?
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![[Post New]](/s/i/i.gif) 2015/06/05 14:44:57
Subject: Your own custom unit in 40K
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Secret Inquisitorial Eldar Xenexecutor
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That gun has nothing in common with autocannons, and is not statted as an anti tank gun, currently you've built an anti terminator gun that cannot challenge any dedicated battle tanks armour
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![[Post New]](/s/i/i.gif) 2015/06/08 11:22:38
Subject: Re:Your own custom unit in 40K
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Fixture of Dakka
Temple Prime
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Necron Aten-re Tank:
May be taken as a Heavy Support choice by Codex: Necrons or the Dark Harvest list
BS 4, AV 13-12-12, HP 3. 200pts
Type: Vehicle, Skimmer
Special rules: Quantum shielding*, Living Metal
Wargear: Twinlinked gauss exterminator, two twinlinked gauss flux arcs, one twinlinked gauss cannon.
Optioms: The Gauss exterminator may be exchanged for a Twinlinked Tesla destructor for -25 points, or a heat cannon/focused death ray for +25 points. The Gauss cannon may be swapped for a twinlinked tesla cannon for free, or a Heavy Gauss cannon for +15 points.
Each flux arc may be replaced by a twinlinked gauss cannon for +5 points each which may be further replaced by a tesla cannon for free or a heavy gauss cannon for +15 points.
*AV is capped at 14.
A fearsome heavy tank designed by the Imalsep dynasty, the Aten-Re is made for the express purpose of providing for a powerful armored spearhead with a rotating turret able to counter the proper tanks of other races, while still being flexible enough to be a viable weapon against other targets. Though once a design seen primarily in the court of Phaeron Atekh-Re, other dynasties copied the weapon remarkably swiftly.
As the Imalsep Dynasty and it's clients, allies, rivals, and protectorates fully awakens and brings it's dire threat to the inhabitants of the war-torn inciphis Expanse, Aten-Re tanks have started rolling forth from the forges of the Necrons to bring doom and woe to all they meet. First seeing battle in the purge of the Black Legion held world of Yrvixir, the Solarus tanks tore through the predators of the Black Legion with contemptuous ease while traitor Leman Russ tanks were treated to the sight of their shells simply bouncing off.
Those who dared approach the vehicles were met with a blistering array of Gauss or Tesla fire, and the Ebony and Copper warriors of the Imalsep Dynasty enacted a grizzly purge of the world, ending the lives of an entire grand company and armies of heretical guardsmen and cultists. But the foes of Chaos would soon find this weapon finding it's way into other courts, showing that the Necrons are very much capable of innovation in the face of a galaxy ripe for the harvest.
For her role in designing the vehicle, Nemesor Baast-Al was rewarded with resources and the full backing of the Phaeron for her own special project in tandem with the ancient Cryptek Xyvarhotep. A project that as of yet remains one shrouded in absolute mystery, even to the Triarch Praetorians that visit the worlds of the shadow dynasty.
Necron Night Reaver fighter:
May be taken as a Fast Attack choice by Codex: Necrons or the Dark Harvest list
BS 4, AV 11-11-10, HP 3. 170pts
Type: Flier
Special rules: Living Metal, Supersonic, Deep Strike, Vector Dancer
Wargear: Twinlinked tesla destructor, twinlinked Gauss Exterminator
Options: Fighter Ace +35 pts (depending on choice)
Options: Up to four missiles ( one use only)
Missile options:
Tesla disruptor missile (S5 AP- RNG 48" Haywire, Tesla, 10 pts each)
Entropic missile (S5 AP- RNG 48" Entropic Strike, 10 pts each)
Anti-matter lance missile (S6 AP1 RNG 48" Armorbane, 15 pts each)
Shredder-scarab missile (SX, AP2 RNG 48", Fleshbane, rip and tear*, 15 pts each)
Anti-matter blast missiles (S7 AP2 RNG 48" small blast 15 ps each)
*Rip and tear: Multiple wound models struck by a weapon with the following special rule place on token for each wound they take from a shredder-scarab missile, on the next turn, for each token the target suffers an additional armor ignoring wound as the flensing scrabs inside the missile activate inside of the target's body and rip them apart.
Created to wrest control of the skies from other aircraft much as how the Night-shroud devastates large formations, the Doom-scythe carves through whole rows of enemies, and the Night-scythe functions as a potent transport, the Night Reaver is a deadly part of the Necron air force. wresting control of the air from the enemies of the Necrons with ease. Bringing a deadly storm of Gauss and Tesla fire and powerful Necron missiles to it's enemies from great range with incredible speed and maneuverability, the Reaver can be found in virtually all battlefields that see the Necrons deploy their air wings.
From the campaigns of conquest by Imotekh to the purge of the Orphean sector to the rise of the Imalsep dynasty to Trazyn's legendary acts of thievery, the Night Reaver can be found as the Necrons deem that the time to unleash this fearfully potent interceptor is now. Where they once served in the War in Heaven against the creations of the children of the Old Ones, they now once again stalk the skies of the current millennium. While the Night Reaver is officially a fighter, its load out of missiles and potent base weaponry make it dangerous to ground targets as well, with the shredder-scarab missiles being developed by the Imalsep dynasty upon the Cryptek examining the flensing scarabs of the Maynarkh dynasty and being struck with an idea to better purge flying Daemons, Tyranids, and other organic fliers who opposed the rising Dynasty of Shadows in the Inciphis Expanse.
The test of these sherdder scarab missiles would come on the world of Magedrad Tertius in 038M42; being contested by the forces of Chaos under the Daemon Prince Margrul the Foecleaver and the Tyranids of Hive fleet Hydra that was selected by Phaeron Atekh-Re to be purged so that it may be turned into a fabricator world for his grand designs. As always, Atekh-Re and his servants came in with extreme violence and with little fanfare save for the arrival of a ceaseless tide of metallic death. Night Reavers tore through Tyranid and Chaos worshipper alike in the skies as the shredder scarabs ripped winged daemons and flying tyranids from the inside out and clearing the skies for doom scythes and night-shrouds to pummel the ground forces of the enemies into oblivion as his warriors marched, with the Daemon Prince himself being struck by three such missiles and messily turning inside out as the scarabs bathed themselves in his flesh. Within a month, all life on the world had perished and builder scarabs swarmed the world under the guidance of crypteks to remake it according to the wishes of the Imalsep Dynasty.
Necron Canoptek Deathstalker
Canoptek Harvester (210 pts)
WS 6, BS 4, S 7 T 7, W 5, I 2, A 5, Ld 10, Sv 3+, Type: Monstrous creature,
Wargear: Scythe pincers (as warscythes, S User +2, armorbane), Deathstinger (S: User, Instant death on a roll of 5 or better to wound),
Special rules: Deep strike, Fleet, (What was the rule for the stalker to make poison and fleshbane only wound on 6s?), Preferred enemy (Monstrous creatures, Walkers), Monster Hunter, Rage, Reburrow (May choose to re-enter ongoing reserves if it has not deep striked this turn)
Options: Regenerative Matrix (Grants IWND, 20 pts) Gloom Prism (20 pts), Whip coils (30 pts), Overdrive systems (Grants rampage, 30 pts), Minor quantum shield generator (grants a 5++ save, 20 pts)
Created with the express purpose of attacking and killing enemy monstrous creatures and walkers, the Canoptek Deathstalker is yet another creation of the Imalsep dynasty that has spread across the myriad tomb worlds of the slumbering machine-xenos. Rather similar to the Tyranid Dimachaeron in intent, the Canoptek Deathstalker eliminates with overwhelming force what Deathmarks and smaller Canoptek units such as Acranthites and Wraiths cannot through subtlety. Travelling underground, the Harvester is exceedingly capable at suddenly emerging where it is least wanted by the enemy; seeking out high value assets to kill as swiftly as possible. Anything from hive tyrants to Mega-dreads, to space marine chapter masters to greater daemons are in the purview of the Deathstalker to slay.
As the Imalsep Dynasty expands and conquers and more Necron Dynasies awaken, Deathstalkers continue to be seen throughout the galaxy. In a time that many consider the final age of the galaxy, deathstalkers count themselves among the every growing number of new and increasingly horrific varieties of Necrons. First seen by the Imperium when the Imalsep dynasty offered reinforcements to the Maynarkh dynasty to help hold back the tide of the Imperial counter-crusade and deal with pesky distractions such as the Chaos forces of Chemarium, Ork raiders, Eldar reavers and warhosts, Rak'Gol warbands, Hrud Blights, and an upcoming tendril of Hive Fleet Leviathan, in the early forty second millennium; the Death-stalkers proved useful in tracking down and carving apart enemies who proved resilient against ranged fire.
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This message was edited 2 times. Last update was at 2015/06/12 16:49:29
Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2015/06/08 14:37:36
Subject: Re:Your own custom unit in 40K
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Longtime Dakkanaut
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XV22-02 "Hunter" Stealth Battlesuit "One of the Xenos's light walkers was almost impossible to pin down- striking at us from seemingly every direction at once. By the time we had managed to pinpoint it's location, Captain Androcletian lay bleeding- dying. " -Flesh Eaters Tactical Sergeant Disomeles, 4th Company. Built upon the XV22 chassis, the XV22-02 is a Stealth Battlesuit geared towards hunting down and eliminating high-value targets from afar. Having seen combat in a variety of theaters during the Third Sphere Expansion, the "Hunter" has served the Tau Empire well in removing key parts of the enemy command structure from the field. Systems are typical for a Tau battlesuit of it's size, including a Blacksun Filter and Multi-tracker. The XV-22-02 forgoes a jetpack in exchange for a far more powerful sensor suite replete with a highly advanced targeting system, allowing it to both locate it's target- and make sure the inevitable strike from the shadows hits true. Unit Type Infantry (Character) Unit Composition 1 Hunter Shas'vre Wargear -Hunter Battlesuit Hunter Battlesuits include a Blacksun Filter and multi-tracker. In addition, they confer a 3+ armour save. -Ion Lance Based upon the same principles as the Ion weapons used throughout the Tau military, a Ion Lance is a single-shot weapon that fires a powerful burst of highly ionized molecules at a target. The results are instant- armor tears apart, and flesh stands no chance against such a bombardment. Like all Ion weapons, it may be overcharged to produce a single, more powerful burst of ionizing radiation and high-energy particles. Standard Range 42'' S 6 AP 2 Heavy 1, Precision Overcharge Range 42'' S 7 AP 2 Heavy 1, Gets Hot, Blast Special Rules -Independent Character -Supporting Fire -Stealth -Bulky Stats WS 2 BS 3 S 4 T 4 W 2 I 2 A 2 LD 8 SV 3+ Options -May exchange Ion Lance for a Tau Plasma Cannon, 10 pts. Based upon Imperial designs, a Tau Plasma Cannon offers a significant increase in power compared to the Plasma Rifle- though it's shot-per-shot power pales in comparison to a Imperial Plasma Cannon as a result of the safety measures incorporated to prevent overheating. However, a Tau Plasma Cannon fires at a far higher rate than it's human counterpart. Range 36'' S 6 AP 3 Heavy 3 - A Hunter Shas'ui may take one item from the following list: -Advanced Targeting System, 3pts. -Shield Generator, 25 pts. -Positional Relay, 5 pts. -A Hunter Shas'ui may take up to 2 items from the Drones list.
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This message was edited 4 times. Last update was at 2015/06/08 18:58:42
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![[Post New]](/s/i/i.gif) 2015/06/08 16:00:51
Subject: Your own custom unit in 40K
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Heroic Senior Officer
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No precision shot?
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![[Post New]](/s/i/i.gif) 2015/06/08 16:32:43
Subject: Your own custom unit in 40K
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Fixture of Dakka
Temple Prime
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For the Tau or my Necron stuff?
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2015/06/08 16:50:11
Subject: Your own custom unit in 40K
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Fresh-Faced New User
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So this thread is for units of our own creation, while the characters thread is for individuals? fun!
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![[Post New]](/s/i/i.gif) 2015/06/08 16:58:16
Subject: Your own custom unit in 40K
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Ancient Space Wolves Venerable Dreadnought
I... actually don't know. Help?
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You got that right! Hilarious!
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![[Post New]](/s/i/i.gif) 2015/06/08 19:14:45
Subject: Your own custom unit in 40K
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Heroic Senior Officer
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Tau stuff, but it turns out I missed it. Although I am curious?, why did you give the ion lance 42'' range
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![[Post New]](/s/i/i.gif) 2015/06/08 19:49:07
Subject: Your own custom unit in 40K
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Trustworthy Shas'vre
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Tau hunter is interesting, but a couple of thoughts here.
1) Why is it an Independent Character instead of a unit?
2) Ion weapons have a very consistent strength figure and AP is based on the weapon size, with AP 2 fully in the realm of riptide scale weapons. There is a family of Tau weapons with good range, good strength and good AP even when small enough for infantry - Rail Rifles. A Stealth battlesuit with a Rail Rifle and an Advanced Targeting System will be just as nasty a character killer as this one, but harder to target due to better stealth systems.
3) Tau Plasma Cannon stats are in Imperial Armour 3.
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Tau and Space Wolves since 5th Edition. |
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![[Post New]](/s/i/i.gif) 2015/06/08 19:52:27
Subject: Your own custom unit in 40K
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Fixture of Dakka
Temple Prime
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Bobthehero wrote:
Tau stuff, but it turns out I missed it. Although I am curious?, why did you give the ion lance 42'' range
That is a rather odd range yes.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2015/06/09 18:59:08
Subject: Re:Your own custom unit in 40K
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Longtime Dakkanaut
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Flesh Eaters Despoiler Squad- Elites, 95 pts. The Flesh Eaters are an anomaly among the various successors of the Blood Angels legion. Though struggling with both the Red Thirst and the Black Rage, they seem determined to emulate the IX Legion in their trappings. Nowhere is this more obvious than in the various specialists fielded by the Chapter in battle, many of them holdovers from the days of the Legions. The Flesh Eaters were formed from the IX Legion's Assault Squads and Despoiler Squads, and the Chapter continues to field the latter side-by-side with the former. These Marines are drawn from Tactical Squads, and are frequently deployed to clear enemy fortifications and tunnels. Forgoing the Boltgun for either a Bolt Pistol and Chainsword or massed Flamers, these brave individuals charge forth into battle, ignoring the oncoming fire that inevitably greets them. Unit Type Infantry. Space Marine Sergeant is Infantry (Character) Unit Composition 6 Space Marines 1 Space Marine Sergeant Wargear -Power Armour -Bolt Pistol -Chainsword -Frag Grenades Special Rules -And They Shall Know No Fear -Combat Squads -Furious Charge Options -May take up to 4 additional Space Marines, 21 ppm. -Any Space Marine may replace his Bolt Pistol and Chainsword with the following: -Boltgun, free -Flamer, 5 pts. -Any Space Marine may take a Assault Shield, 5 pts each. First built for crowd suppression and riot control at the order of the Adeptus Arbites, Assault Shields later found their way into the hands of the Flesh Eaters who have made good use of them in the Despoiler Squads that make up the spearhead of their forces. Being in essence a long hunk of reinforced thermoplas, the Assault Shield provides valuable protection against small arms. A model with an Assault Shield may re-roll failed armor saves against shooting attacks of S 4 or lower coming from the direction they are facing, but may not Run or make Sweeping Advances.
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This message was edited 6 times. Last update was at 2015/06/10 01:56:37
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![[Post New]](/s/i/i.gif) 2015/06/09 22:24:32
Subject: Your own custom unit in 40K
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Preacher of the Emperor
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Yay, squad full of flamers (potentially). Not yay, assault squad that can't Run or do sweeping advances.
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![[Post New]](/s/i/i.gif) 2015/06/09 22:54:58
Subject: Re:Your own custom unit in 40K
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Veteran Wolf Guard Squad Leader
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I like the idea of A heavier protected, less mobile assault squad. Your assault shields would be a welcome addition...particualrely as he combat shield and HH boarding assault shield rules are somewhat dissapointing in the current rules. for the sake of balance I would suggest only allowing the reroll for attacks coming from the direction the squad is facing, as flanking enemies would be able to bypass the shields defence.
Flamers, cool, but just curious -why 10 points? That's double the normal price.
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This message was edited 1 time. Last update was at 2015/06/09 22:55:08
I let the dogs out |
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![[Post New]](/s/i/i.gif) 2015/06/11 05:24:44
Subject: Re:Your own custom unit in 40K
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Not as Good as a Minion
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Here's a few Tau options I setup back when I was collecting Tau.
RONIN TEAM
Some Pathfinders never find their way completely out of the wilds, and enjoy the disruption approach that are often used by the Stealth suits and the Kroot. These Fire Warriors are encouraged to be left to their own devices, damaging the enemy's deep supply lines, trying to split up enemy forces.
Faction: Tau
Role: Elite
Price: 60 Points
STATS
Ronin
WS:3 - BS:3 - S:3 - T:3 - W:1 - I:2 - A:1 - LD:8 - Sv:5+
Ronin Shas'vre
WS:3 - BS:4 - S:3 - T:3 - W:1 - I:3 - A:2 - LD:8 - Sv:5+
UNIT TYPE
-Infantry. Ronin Shas'vre is Infantry (Character)
UNIT COMPOSITION
-4 Ronin
WARGEAR
-Recon Armour
-Two Pulse Pistols
-Markerlight
-Photon Grenades
-EMP Grenades
SPECIAL RULES
-Stealth
-Scout
-Aid Unseen: While any Ronin unit is in Reserve, your opponent receives no bonuses or Special Rules to their Reserve Roll for all units without the Deep Strike rule. If there are no bonuses or Special Rules to your opponent's Reserve Roll, all of their Reserve rolls receive a -1 for all units that do not have the Deep Strike rule. While any enemy unit is in Reserve, the player can choose not to roll for Reserves for any Ronin unit.
OPTIONS
-May include up to four additional Ronin ...15 pts/model.
-May upgrade one Ronin to Ronin Shas'vre...10pts.
-Any model may exchange their Pulse Pistols for a Pulse Carbine ...free.
-Up to three Ronin may exchange their Pulse Pistols for one of the following:
..*Ion Rifle ...10 pts/model.
..*Rail Rifle ...15 pts/model.
-Ronin Shas'vre may take a blacksun filter ...1 pt.
-Ronin Shas'vre may take up to two drones from the Drones list.
-May include a Recon Drone ...28 pts.
-May include a Grav-inhibitor Drone ...15 pts.
-May include a Pulse Accelerator Drone ...15 pts.
-The entire unit may take the Bonding Knife Ritual special rule ...1 pt/model.
-A Ronin Team may take a Pilotfish as a Dedicated Transport.
Edit: 6-11-2015 Shas'ui changed to Shas'vre. Ronin I changed to 2.
PILOTFISH
The Pathfinders and Ronin were finding that the Devilfish was often too slow and recognizable to be an effective scout transport. The Pilotfish was quickly designed and built to their specifications and enabled them to deploy quickly, efficiently, and quietly.
Faction: Tau
Role: Fast Attack
Price: 55 Points
STATS
Pilotfish
BS:3 - F:11 - S:10 - R:10 - HP: 2
UNIT TYPE
-Vehicle (Fast, Skimmer, Open-Topped)
UNIT COMPOSITION
- 1 Pilotfish
WARGEAR
-2 Twin-linked Pulse Rifles
-Markerlight
-Disruption Pod
-Markerlight Remotes: Markerlights are classed as Assault 1 for all models Embarked on the Pilotfish. In addition, the Vehicle's Markerlight may be fired at full BS no matter the speed of the Vehicle.
SPECIAL RULES
-Deep Strike
-Scout
-Rapid Deployment: Models having just disembarked from a Pilotfish do not count as moving for purposes of shooting Marker Lights.
TRANSPORT
-Transport Capacity: 6 models
OPTIONS
-May replace both twin-linked pulse rifles with one of the following:
..*2 Gun Drones ...free.
..*2 Marker Drones ...free.
..*2 Burst Cannons ...20 pts.
..*Smart Missile System ...30 pts.
-May replace the Disruption Pod with a Stealth Field Generator ...20 pts.
-May take up to two seeker missiles ...8 pts/each.
-May take items from the Vehicle Battle Systems list.
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This message was edited 1 time. Last update was at 2015/06/11 17:13:35
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. |
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![[Post New]](/s/i/i.gif) 2015/06/11 12:01:43
Subject: Re:Your own custom unit in 40K
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Regular Dakkanaut
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Charistoph wrote:RONIN TEAM
Some Pathfinders never find their way completely out of the wilds, and enjoy the disruption approach that are often used by the Stealth suits and the Kroot. These Fire Warriors are encouraged to be left to their own devices, damaging the enemy's deep supply lines, trying to split up enemy forces.
Faction: Tau
Role: Elite
Price: 60 Points
STATS
Ronin
WS:3 - BS:3 - S:3 - T:3 - W:1 - I:3 - A:1 - LD:8 - Sv:5+
Ronin Shas'ui
WS:3 - BS:4 - S:3 - T:3 - W:1 - I:3 - A:2 - LD:8 - Sv:5+
UNIT TYPE
-Infantry. Ronin Shas'ui is Infantry (Character)
UNIT COMPOSITION
-4 Ronin
WARGEAR
-Recon Armour
-Two Pulse Pistols
-Markerlight
-Photon Grenades
-EMP Grenades
SPECIAL RULES
-Stealth
-Scout
- Aid Unseen: While any Ronin unit is in Reserve, your opponent receives no bonuses or Special Rules to their Reserve Roll for all units without the Deep Strike rule. If there are no bonuses or Special Rules to your opponent's Reserve Roll, all of their Reserve rolls receive a -1 for all units that do not have the Deep Strike rule. While any enemy unit is in Reserve, the player can choose not to roll for Reserves for any Ronin unit.
OPTIONS
-May include up to four additional Ronin ... 15 pts/model.
-May upgrade one Ronin to Ronin Shas'ui... 10pts.
- Any model may exchange their Pulse Pistols for a Pulse Carbine ...free.
-Up to three Ronin may exchange their Pulse Pistols for one of the following:
..*Ion Rifle ... 10 pts/model.
..*Rail Rifle ... 15 pts/model.
-Ronin Shas'ui may take a blacksun filter ... 1 pt.
-Ronin Shas'ui may take up to two drones from the Drones list.
-May include a Recon Drone ... 28 pts.
-May include a Grav-inhibitor Drone ... 15 pts.
-May include a Pulse Accelerator Drone ... 15 pts.
-The entire unit may take the Bonding Knife Ritual special rule ... 1 pt/model.
-A Ronin Team may take a Pilotfish as a Dedicated Transport.
Interesting idea. However, I'd change the option for free Pulse carbines a little. At the moment, the debate over 2 Pulse pistols vs a Pulse carbine would be +1 attack in close combat versus better range and pinning; in a unit that isn't that great at close combat anyway. Making it a no brainer which of the two is better. Instead, I'd either charge for the Pulse carbines or to instead offer free Pulse rifles instead. Here, the choice would be ability to assault after shooting and +1 attack in close combat versus better range. Incidentally, having Pulse rifles instead of Pulse carbines means that the remaining Pulse pistol still has a use.
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![[Post New]](/s/i/i.gif) 2015/06/11 12:22:31
Subject: Your own custom unit in 40K
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Preacher of the Emperor
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Cool idea. Three suggestions:
1) They should be able to Infiltrate.
2) The Reserve manipulation rule is too complex and open to interpretation. I'd just change it to the ability to impose a -1 on any enemy reserve roll.
3) WS:3 I:3 Tau infantry?? At the very least the Initiative needs to drop to 2.
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![[Post New]](/s/i/i.gif) 2015/06/11 12:57:50
Subject: Re:Your own custom unit in 40K
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Rough Rider with Boomstick
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Satyr Armored Car
Faction: Imperial Guard
Role: Fast Attack
Price: 30 Points
Stats:
BS 3, AV 11-11-10. HP 3
Type: Vehicle, Fast,
Special Rules: Scout
Wargear:
Multilaser
Options:
Satyr can take items from the Astra Militarum Vehicle Equipment List
Multilaser may be replaced with a Heavy Bolter or Heavy Flamer - Free
Multilaser may be replaced with an Autocannon or twin-linked Heavy Stubber - 5 points
Description: A lightweight armored car used by the Imperial Guard for reconnaissance, light infantry support, and personnel recovery. These vehicles are inexpensive to produce and maintain, and are considered for the most part completely disposable.
Appearance: This vehicle would look a lot like the Russian BA-20 armored car, manufactured from (roughly) 1935 through 1945.
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This message was edited 4 times. Last update was at 2015/06/11 13:00:54
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. |
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![[Post New]](/s/i/i.gif) 2015/06/11 13:00:49
Subject: Your own custom unit in 40K
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Secret Inquisitorial Eldar Xenexecutor
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Faster than a scout sentinel. Cheaper than a scout sentinel and with more hull points and weapons?
It needs to be weaker or more costly
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![[Post New]](/s/i/i.gif) 2015/06/11 13:01:40
Subject: Re:Your own custom unit in 40K
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Rough Rider with Boomstick
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Perhaps 40 points for the base vehicle? I'm open to suggestions.
EDIT: Just occurred to me, could remove the "Fast" aspect of the vehicle and that could balance it out better. That would also make it so that it wouldn't intrude so much upon the Hellhound's area of expertise.
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This message was edited 3 times. Last update was at 2015/06/11 13:07:56
You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. |
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![[Post New]](/s/i/i.gif) 2015/06/11 13:05:59
Subject: Your own custom unit in 40K
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Secret Inquisitorial Eldar Xenexecutor
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I would say 50 base, its essentially a modified taurox (same armour, bs and hull points)
It loses transport but gains fast
Loses twinlinked but gains another gun
Loses all terrain vehicle but gains scout.
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![[Post New]](/s/i/i.gif) 2015/06/11 13:18:32
Subject: Re:Your own custom unit in 40K
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Rough Rider with Boomstick
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Thank you much for the quick reply!
I'll admit I'm leaning towards making it more of a cheaper fire support platform, so perhaps if the "Fast" aspect was removed the point cost could be reduced to somewhere around 40 to 45 points?
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You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. |
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