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So 8e has been released but there seems to be a shocking lack of COCAINE! (DOOMRIDER'S back baby!)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

I put together some rules for DOOMRIDER in 7e so I thought why not give him an upgrade for the new edition?

DOOMRIDER! PL 16 (320pts)
M WS BS S T W A Ld Sv
14" 2+ 2+ 7 6 8 5 10 3+

Weapon:
DOOMRIDER'S sword (some say he snorted coke right off of the edge of it)
RANGE TYPE S AP D ABILITIES
Melee Melee +1 -3 D3 (Dude I can't feel a thing) if a unit survives a round of combat with Doomrider they ignore wounds from then on on a 6+.

Twin meltagun
RANGE TYPE S AP D ABILITIES
12" Assault 2 8 -4 D6 if this weapon is in half range roll 2 dice for damage and pick the highest.

COCAINE nades
RANGE TYPE S AP D ABILITIES
6" Grenade d6 - - - (Man I gotta stop doing drugs *snooort*) this weapon may target a friendly unit, a unit hit by this weapon gains +1 to hit until DOOMRIDER'S controlling player's next turn but when they lose the buff the unit takes d3 mortal wounds.

ABILITIES:
Death to the false emperor

Daemonic but also high: This model has a 4++ invulnerable save.

Pimp of drugs: You can re-roll hit rolls of a 1 made for friendly Emperor's Children units within 6" of this model. Also, friendly Emperor's Children models within 6" may choose to use DOOMRIDER'S leadership instead of their own.

"Dude... Where am I?": Once per turn at the start of the movement phase, DOOMRIDER may select a friendly unit within 6". This unit may redeploy anywhere on the board more than 9" away from an enemy unit. A unit that is moved in this way may not move or advance this turn but may shoot and/or charge.

WHAT'S YOUR POISON!?: At the start of his turn DOOMRIDER! may take one of his 'combat stimulants' (Wink wink) and gain the benefits/negatives till the start of his next turn:
1. Doubles his movement but can't shoot or charge
2. He can ignore wounds taken on a 4+ but his WS and BS become 5+.
3. His strength and toughness become 10, his attacks become 8 but he takes a mortal wound at the end of the turn.

He comes he goes: At the end of turn 2 and subsequent turns, roll a d6; on a roll of a 2-6 nothing happens but on a roll of a 1 DOOMRIDER is removed from play.

Keywords:
Chaos, Daemon, Slaanesh, Emperor's Children
Character, Monster, Daemon Prince, Fly, DOOMRIDER

What do we think? Has the Pimp of pimps made it into 8e unscathed? Do we like his rules, his points, his Cocaine?

DOOMRIDER'S BACK BABY!

This message was edited 1 time. Last update was at 2017/06/22 13:41:03


Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in gb
Regular Dakkanaut






Doomrider was always my favourite character (so much so that I've been working on a conversion of him for some time), so I'd love to see him come back. He doesn't need his rules to be too complex, though - keeping his gear (Daemon weapon, Plasma Gun, and twin Meltas on his bike) and his 'He Comes, He Goes...' rule would probably be sufficient.
Oh, and his ability to move like he has a jump pack, because his bike leaps over stuff with it's flaming wheels.

Someone gave him a theme song at some point, too...
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 MalusCalibur wrote:
Doomrider was always my favourite character (so much so that I've been working on a conversion of him for some time), so I'd love to see him come back. He doesn't need his rules to be too complex, though - keeping his gear (Daemon weapon, Plasma Gun, and twin Meltas on his bike) and his 'He Comes, He Goes...' rule would probably be sufficient.
Oh, and his ability to move like he has a jump pack, because his bike leaps over stuff with it's flaming wheels.

Someone gave him a theme song at some point, too...

I'm also making a conversion for him (that's taking far too long), that's why I made some rules for him. I've added the fly keyword to him so he can jump over things.

The reason he has more rules than normal is to give him a bit more flavour since he's come a long way from just being a speed freak back in 3rd ed (and come through a lot of lines of coke), it makes him a bit more than just a buffed Chaos Lord on a bike.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in gb
Lesser Daemon of Chaos





West Yorkshire

 mrhappyface wrote:

The reason he has more rules than normal is to give him a bit more flavour since he's come a long way from just being a speed freak back in 3rd ed (and come through a lot of lines of coke).


Or has he just rode along, head to the ground doing one huge line through the editions?

5000pts W4/ D0/ L5
5000pts W10/ D2/ L7
 
   
 
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