|
Some guys I play with and I are doing a fan codex campaign. Where we all build our own codex and then we play then over a span of a couple months.
I'm building a codex around booze. I have the units I am basing each unit as. Some of it is just calling space marines by a new name but I'm also building some units from the ground up. Here is what I have so far. I would love some feed back.
DRUNKEN FOOLS
HQ 4- 3 named
the dude
ash
stone cold
(warboss)
(captain)
(Chaplin)
(librarian)
troops 2
rude boyz (orks)
screw heads (space marines)
elites 5
party rockers (assault terminators)
party crashers (terminators)
keg stand (dreadnaught)
head case (lvl 1 psyker)
biggins (nobs)
fast attack 3
bombers (jump marines)
rude bombs (storm boys)
bikers (ork bikers most likely)
heavy support 5
party van (land raider)
long neck (predator)
Chaser (vindicator)
(devastators)
(battle wagon)
SPECIAL RULES
(captian) this rounds on me: all friendly units gain feel no pain special rule. This may only be used once per game and must be declared at the top of the turn.
(warboss) this rounds on you: all friendly units gain fleet special rule. This may only be used once per game and must be declared during the movement phase.
Don't drink and drive: during the turn where “this rounds on me” or “this rounds on you” is used then all non-walker vehicles can not move but otherwise act as normal
too drunk to know difference (and they shall know no fear) see main rule book
THE DUDE 200pts
WS BS S T W I A LD SV
2 2 3 3 6 2 1 10 0/3
psyker, independent character, mastery level 3
the dude was only trying to help: successful deny the witch rolls have to be rerolled
If the dude loses a challenge the challenger must make a leadership test. If the test is successful then nothing happens, if its failed the challenger then makes a toughness test, if that fails he has been given a drink and passes out and is removed from play.
the dudes powers
generate a power from this list before the game. The dude can choose his additional powers from this list or from, biomancy, pyromancy, telepathy
1.screw driver : 1 charge malediction. Target unit treats all ground as difficult and difficult as impassable
2.rum and coke : 1 charge malediction. Target units weapons all have the gets hot special rule
3. gin and tonic:1 charge malediction. Lower target units weapon skill to 1
4.martini :1 charge malediction. Target vehicle suffers from the shaken result of the damage chart it does not lose a hull point
5. whiskey sour: 1 charge malediction . Lower target units toughness value by d3
6. white Russian: 2 charges blessing . Raise targets toughness by d3 and give the feel no pain special rule
|