psycho
Genestealer
ZEITGEIST
Posts: 60
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Post by psycho on Jul 1, 2007 0:23:24 GMT
Game system: 40k Race/Faction : Chaos Choice: Troops Type of model: Unit Name of Model: Clones
20 WS - 4 BS - 4 S - 4 T - 4 W - 3 I - 2 A - 1 Ld - 7 Sv - 4+
Size of Unit: 2-5 Weapons: Bolter
Clones can only be chosen if Fabius Bile has joined the army Clonage: Each time a clone takes a wound, place a new clone in contact with the wounded Model with 1 wound and 6+ armor save. This clone gets no bolter or the clonage abillity. He is equiped with two close combat weapons. This new model is now apart of the unit. When this new clone is killed, it add no vicory points to the enemy. If a weapon would cause instant death, then no clones are made.
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Post by commandervolfost on Jul 1, 2007 8:09:06 GMT
Modified Lasguns
pts Range Str AP Assault Rifle 4 "24 4 6 Pts Range Str AP Notes LasLuger 4 4 4 4 pisol, complicated
Complicated: The LasLuger is very complicated, and thus, very temperamental. The LasLuger is under the "Gets Hot!" special rule.
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Post by christars on Aug 11, 2007 16:15:13 GMT
After-holiday Necroing! Sorry. Had to do that. Game system: Warhammer 40K Race/Faction : Tyranids Choice: 3 as 1 Elites choice Type of model: Single model Name of Model: Tyranid Devil 0-1 Statline: Pts 115 WS 6 BS 3 S 6 T 5 W 3 I 6 A 3 Ld 10 Sv 4+ Size of Unit: 2 Tyranid Devils may be taken as a single Elite choice. They are treated as separate units throughout the game. Weapons: Depending on type. Wargear: Depending on type. Options: The Tyranid Devils are Elite versions of an already existing type of Tyranids, and their physical appearance depends on which type that is. Each Devil can obviously only be of a single type, though two taken as the same Elites choice don't necessarily have to be the same type. - Warrior Devil: For no additional point cost, the Devil may be given the Synapse Creature psychic power, one additional psychic power (except Warp Field) at the same cost as a Zoanthrope would pay, and any bio-upgrades/weapons (except Toxin Sacs and Wings) from the Warrior list, at twice the cost and with the same restrictions. A Warrior Devil may join a unit of Tyranid Warriors (and it may take Venom Cannon/Barbed Strangler even if the Warrior unit also took one of them).
- Lictor Devil: For +50 points, the Devil gains all the special rules for Lictors, Rending Claws and Scything Talons. Note that it is a master of ambush, so if it Deep Strikes into a unit, it counts as charging them. If the enemy/it is in cover, it will always strike first, each turn, regardless of wargear, special rules and such, and the enemy must re-roll succesfull rolls to hit. The Lictor Devil may never be "detected" by wargear or psychic powers (such as an Auspex). The Lictor Devil may Infiltrate rather than Deep Strike, if so wished. Note also that the Lictor Devil always ignores penalties for difficult/dangerous terrain, and it also ignores any benefits the opponent may have had by being in cover.
- Gargoyle Devil: For +40 points, the Devil gains the Wings and Bio-plasma biomorphs, as well as two twin-linked Fleshborers and the Deep Strike special rule. The Gargoyle Devil may join a unit of Gargoyles.
- Ravener Devil: For +45 points, the Devil gains the Beasts special rule, as well as +1 A, +1 I and the Deep Strike special rule. It may take two Scything Talons at no additional point cost, or Scything Talons and Rending Claws at +10 points. It may also take a Devourer (uses unmodified A, so it only gets 6 shots; furhtermore,it is reduced to S4) at +20 points, a Deathspitter at +5 points, or a set of Spinefists (also uses unmodified A, so it only gets 3 shots; furthermore, it is reduced to S5) at +10 points.
Special Rules:Fleet: All Devils are assaultbeasts, meant to rapidly engage the enemy. All variants of the Devil are Fleet. Brood Telepathy: Devils never need to take Synapse Tests, though they get all the normal benefits for being within Synapse Range. Fearless: An important upgrade in the Devils was to remove any stains of fears and doubt; instead, they are constantly driven by the Hive Mind wherever they are. All variants of the Devil are Fearless. Fluff: After years of service to the Hive Mind, some bioforms have shown themselves extremely resillient, tough and clever. Their genetic material may be reassimilated to create more, but sometimes, their genetic material is perfected even further, creating more powerful creatures even better adapted at utterly crushing the enemy. "I knew that the Tyranids were dangerous, but these things are like Devils!" Sergeant Gadrick Verger at the Battle of Jaffree, after a full-scale assault of Ravener Devils, seconds before a Lictor Devil ripped of his head
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Post by christars on Aug 13, 2007 9:26:59 GMT
By now I've gotten quite angry with all that "When six Raveners Deep Strike into a single fleeing Imperial Guardsman, they all die." WHAT?! Therefore, I decided to make a few adjustments to the Deep Strike rules, depending on what type of Deep Striking it is. - Burrowing: The enemy unit that is hit may take a leadership test. If it is passed, they may fire a single shot (regardless of weapon) or make a single attack against the burrowing unit. Note that heavy weapons, powerfists (or other weapons that are "slow"), blast weapons and template weapons may not be used (the first two because they are too slow to use, the last two because firing area-effect weapons at your own feet would be suicide. If these attacks cause the Burrowing unit to Fall Back (count all attacks, even close combat, as shooting), they will do so; if not, they are counted as charging (the battle is conducted as normal). Examples: Raveners, Flayed Ones.
- Swooping: The unit swoops down from above, screaming and howling. The unit may make a single attack against any unit they swoop over, then they will move past it to land at a free location (moving towards the enemy's table edge. Note that they may be required to fly over several units; if they would be required to move more than 18", they move 18" and count as being charged by the unit they land in, as the enemy rush in and tear them apart). Any unit that is swooped over must take a Leadership test; if it is failed, then they are Pinned, if passed, they fire a single shot at the enemy unit (blast weapons and heavy weapons may not be used; template weapons automatically hit D3 enemies). Note that if a unit is Pinned, then the Swooping unit lands over them, the Swooping unit counts as charging. Examples: Gargoyles, Swooping Hawks (the name says it all)
- Teleporting: Probably the most dangerous form of Deep Striking! Roll a D6 for each model in the Deep Striking unit. On a 6, luck was smiling, and nothing is wrong. On a 2-5, the model takes an automatic S4 hit, with no saving throws of any kind allowed. On a 1 - Let's just say ouch. The model died, and is removed utterly, without any saves, rolls, rules or anything. For each 1, the enemy unit suffers an automatic wound without saving throws of any kind. For each 2-5 that did not kill a model, the enemy unit takes an automatic S(D3+1) hit without saving throws of any kind; for each 2-5 that did kill a model, the enemy unit takes an automatic S(D6+1) hit without saving throws of any kind. Each unit must pass a Leadership test or Fall Back. If one side Falls Back, the other may pursue; if none fall back, the Teleporting unit counts as charging. Examples: Terminators, Monoliths (a 1 still kills (or rather destroys) it!)
- Ambush: The Ambushing unit counts as charging, and will strike first in the first round of close combat. The Ambushing unit may elect to try to Deep Strike onto an enemy unit. Example: Lictors
Other ways to Deep Strike? Please comment! Note that Spore Mines follow the normal rules; if they land on the enemy, they just go boom. However, they should be allowed to chose to Deep Strike onto the enemy.
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Post by Hive Fleet Aggredior on Aug 13, 2007 11:32:05 GMT
System: Battlefleet Gothic Faction: Tyranids Type: Battlecruiser Name: Tyranid Norn Queen Cost: 700 Points Hits: 14 Speed: 15 cm Turns: 45º Sheilds: None Armor: 6+ Spores: 6
Armament: Bio-Plasma Discharge Range: 15 cm Firepower: 10 Arc: Front/Left/Right
Pyro-Acid Battery Range: 45 cm Firepower: 12 Arc: Front/Left/Right
Boarding Torpedoes Speed: 15 cm Firepower: 8 Arc: Front
Boarding Torpedoes Speed: 15 cm Firepower: 8 Arc: Front
Launch Bay Speed: Special Firepower: 2 Arc: Left/Right
Launch Bay Speed: Special Firepower: 2 Arc: Left/Right
Launch Bay Speed: Special Firepower: 2 Arc: Left/Right
Launch Bay Speed: Special Firepower: 2 Arc: Left/Right
Launch Bay Speed: Special Firepower: 2 Arc: Left/Right
Special Rules: Cumbersome: A Norn Queen is so large and unmanouverable that may not use Come to New Heading special orders. If it uses All Ahead Full, it does so on 2D6.
Intelligent: Norn Queens are the controllers of the Hive Fleet, and answer to only the Hive Mind. A Norn Queen counts as a Ld. 9 Hive Ship for Synapse purposes and is not affected by Synapse effects.
Escorts: A Norn Queen is the heart of the Tyranid Hive Fleet, and her death will result in the Hive Fleet’s loss of momentum and possible defeat, so she will not be killed without a fight. A Norn Queen must be accompanied by at least 12 Escort Drones and 4 specially designated Tyranid Cruisers. These ships may be in a squadron together with Norn Queen Aggredior.
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Post by Hyper Kinetic on Aug 16, 2007 13:20:37 GMT
I don't mind those Deepstriking experiments, it makes sense fluff-wise, although i think that it would slow the game down a little (whether that is a bad thing or not is debatable). I also think that Deepstriking troops in this way ought to have a point penalty attached to it because aggressive close combatants would use this to impunity otherwise because there is a very real possibility that they could enter CC without getting shot up and so make mince out of anything that is in their road, so maybe a 10% increase of price per model that Deepstrike using those methods would be appropriate due to the sheer chaos that would ensue due to these actions when successful. I have been looking into the Necrons a bit (Blasphemy! Heretic! Heathen! Absorb his biomass! ) because this is the other main army i am interested in (well... outside a Sonic Chaos Army... I love me some sonic weapons but i am waiting on the new codex to come out to look at it), so i picked a second hand copy of the codex. It is a 2002 edition and i read on some other forums that there was a 'sneaky' reprint somewhere that clarifies some of the more confusing rules, so if any of these things have been addressed in there, then ignore this Anyhew, I have found a few things that i do not like about their wargear and skills: - Gauss Weaponry: Does a nice little number on vehicles. Auto-Glance on any roll of 6. But against living opponents? Well, a 6 when wounding Auto-Wounds but still allows saves. Huh? I can punch through vehicles but i still only am average against living objects? Admittedly, this helps when against things tougher than T7 for the basic Gauss Flayer, but this does not come up often at all. Maybe i am missing the point of the current rules, but it would be interesting to see the Gauss Weaponry also reduce armour saves by 1 on a roll of 6 with a small increase of cost to the unit (say 5%). This is also more fluffy as Gauss weaponry is supposed to be able to strip armour like it wasn't there and, at APs 5 and 4 for the majority of the Gauss Weapons, they just currently don't do it. - Disruption Fields: In a similar vein to Gauss Weapons, this helps the unit wielding them auto-glance vehicles on a roll of 6 but it does bugger-all to ordinary troop armour. Again, similar to what i have above, i think it should auto-wound on a roll of 6 and reduce the armour save by 1 with maybe an increase of 1 or 2 points per model wielding it. - Chronometron: The rerolls to Sweeping Advances and Falling Backs are probably handy, but being able to fall back is difficult... I would have this also allow either the Necron player or the opponent (at the whim of the Necron player using the Chronometron) to be forced to re-roll their Sweeping Advance roll when the Necron player using the Chrono is being Swept (unless, of course, i have misinterpreted this rule and it means for all Sweeping Advances, regardless of whether the Necron player is Sweeping or being Swept... then what i have said is redundant ) - Flayed Ones as 0-3 troops without the possibility to Deepstrike without a Monolith or Infiltrate (just to help with variety as i understand that variety is a little lacking within their codex and army lists, particularly as they only have one troop choice. Flayed Ones seem to be the obvious next troop choice... Scarabs are probably just too fast for it). They could still Deepstrike or Infiltrate normally as an Elites purchase though. Meh... that's my rant over
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Post by J.Dogg on Aug 21, 2007 19:06:27 GMT
Game system: Warhammer fantasy Race/Faction : chaos Choice: 3 lord, 3 hero and 5 rare Type of model: Single model (take a gargantuan- creature base from w40k) Name of Model: Khorne Incarnate Statline: Pts 3750 m:8 WS 10 BS 0 S 10 T 10 W 20 I 10 always strikes first A 15 Ld 10 unbrakable
Armour and items: Wargod's armour (0+) Helm of total annihilation Weapons: Soulmangler Rules: Wargod's armour rants the wearer with a 0+ save, and a regenerate save. The helm of total annihilation grant's him with the power to attack any rank in any enemy regiment, and he may split his attacks on different regiments. The soulmangler is just a fancy axe that grants him with a killing blow on 4+ to wound, and 2 extra attacks, but he has to take a toughness test each turn, if he fails, he loses one wound. Avater of the blood god god: He is one of the greatest Daemons ever recorded, therefore he has a 3+ ward save, and magic resistance3, and he adds 5 dispell dice to the pool. Imense horror: As the avatar of the god of war, he has an aura of slaughter, count it as a terror test with a -3 leadership modifier, the enemy also has to take the test even if they managed to hold. Magerage: he must always target mages/wizards. Frenzy: He IS khorne.... he has khornes frenzy(+2 attacks) Fly: He has Imense wings, he flies. Text from the liber chaoticus: The mighty general Adolf van Horstmann had defeated a mighty army devoted to the god of War, khorne. He was proud of his victory, even with the horrendeous losses, he had fought back, and won the battle. He did'nt have the chance to celebrate, before his men shouted in horror as a Terrifying creature soared over them, and landed... The general was smart enough to use cannons... IF they had worked. The mighty creature Slaughtered the rest of the army in less than five minutes. He slaughtered an army of 100 000 men, those men that had won the last battle, none stood a chance against THE god of war HIMSELF. NONE!!! (pages end in bloody splashes....).
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Post by zzapper on Aug 22, 2007 0:01:50 GMT
For a Fex, Slam: 50 pts: May replace all other attacks when the Fex charges. The Fex slams the model in base to base, and causes everything to fly backwards in that area. Uses a Flamer Template for models hit. Partials over 1/2 are automatically converted to hits, under 1/2 are ignored. Conducts a Str 10 hit to every model hit. Also units that have taken casualties, most take a moral test at -1 (A Fex has just throw itself at you). The Fex is now moved to the end of the Template and may not consolidate in any way. It has to take a breather and may not charge the next turn. Against a vehicle, the charge counts as one Strength 10 hit with a single D6 rolled for penetration. The vehicle(s) is now placed in front of the Fex at the end of the Template.
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Post by christars on Aug 22, 2007 15:17:06 GMT
Salamanders!
Game system: 40K Race/Faction : Space Marines - Only Salamanders and their successor chapters Choice: Heavy Support Type of model: Vehicle Name of Model: Predator Incinerator Statline: Pts 155 Front Armour: 13 Side Armour: 11 Rear Armour: 10 WS - BS 4 S - T - W - I - A - Ld - Sv -
Size of Unit: 1 Weapons: Turret-mounted long-barrelled twin-linked Pyrocannon, 2 x Sponson-mounted Inferno Bolters. Wargear: Normal from the Space Marine armoury.
Long-barrelled Pyrocannon Range 36" S5 AP5 Type Heavy 3, Blast, Pinning Inferno Bolter Range 36" S4 AP5 Type Heavy 2, Blast, Pinning
Fluff: It is said that the Salamanders wanted to combine the necessity of ranged heavy support with lots and lots of flames. As such, flamers were not an option. Instead, heavy bolters and assault cannons with increased range were modified to fire small spheres of fragile, flaming, rapid-burning plast filled with promethium. At impact it would explode, showering the enemy with burning promethium, not only scalding flesh but causing massive damage to enemy morale.
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Post by J.Dogg on Aug 30, 2007 19:09:27 GMT
Name: Da BIG BIG trukk Points 1995 bs 2 speed lumbering front 14 sides 13 back 12 tank, war machine Weapons: 4 x Twin-linked Long-barrelled Zzap gun + co-axial Rokkit launcher 2 x Mega Titan-killer Kannon 20 x Gatling Long-barrelled Big shoota 3 ork fields 5 structure points
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Post by J.Dogg on Aug 30, 2007 19:11:20 GMT
Name: Parhanian Doom speed, lumbering Armour: front 14 sides 13 back 12 tank, war machine Weapons: 1 x Mega Titan-killer Earthshaker 1 x Gatling Earthshaker 2 x Gatling Lascannon 1 x Twin-linked Gatling Multilaser Special Options: Transport 20 1 x Imperial field Structure Points: 4
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Post by zzapper on Aug 31, 2007 23:59:49 GMT
Tyranid Special Character: Spiky
Fast Attack
Pts/model WS BS S T W I A Ld Sv Spiky 6 2 5 5 3 6 3+1 10 3+
Biomorphs Implant Attack, Flesh Hooks and Spine Banks: Spiky has developed these biomorphs to aid in its survival away from the hive fleet.
Weapon-Symbiotes Spiky has Rending Claws and Scything Talons
Special Rules Beast: After being out of contact with the Hive Mind, Spiky has become more animal like.
Leaping: Spiky, left from the remnants of an unknown hive fleet has adapted to its environment. To catch fast prey, Spiky has developed strong legs, to enable a fast kill.
Stealth: To hide from bigger predators, this character’s hide and scales have changed to reflect the environment. To represent this, Spiky adds one to all cover saves.
My idea...
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Post by christars on Sept 4, 2007 18:07:36 GMT
More Salamanders!
Game system: Warhammer 40K, Salamanders and their founding chapters only Race/Faction : Space Marines Choice: Heavy Support Type of model: Vehicle Name of Model: 0-1 Land Raider Pyromancer Statline: Pts 280 WS - BS 4 S - T - W - I - A - Ld - Front Armour 14 Side Armour 14 Rear Armour 14
Size of Unit: 1 Weapons: Hull-mounted twin-linked Pyrocannon, two sponson-mounted Firestorm Batteries and one hull-mounted Hellbreath Flamer. Transport Capacity: Eight models in Terminator armour or fifteen Space Marines in power armour. Fire Points: None. Access Points: 3 (front ramp, entrance on each side). Wargear: Power of the Machine Spirit and Additional Armour. Else it takes wargear as normal from the Space Marine armoury. Volatile: Any penetrating hit against the Pyromancer rolls on the Ordnance Penetrating table rather than the normal Penetrating table due to its large payload of volatile promethium. Promethium Assault Launchers: Instead of firing metal fragments, the Pyromancer’s Assault Launchers fire small gobbets of scalding promethium, causing confusion and disorder. Any unit charged by a unit which disembarked from the Pyromancer that turn must take a Leadership test at Ld -2; if they fail, they will strike last in the commencing round of close combat (or at the same speed as powerfists). If the enemy unit is in cover, less promethium will reach them; therefore, they only have a Ld -1 modifier. Note that units normally immune to Leadership tests (Fearless or such) must still take this test, but may re-roll the results due to their grit and determination (or they are simply so stupid that they don’t feel the pain).
Pyrocannon Range 24" S5 AP5 Type Heavy 3, Blast, Pinning Firestorm Battery Range Template S3 AP- Type Assault 3, Twin-linked Hellbreath Flamer Range Template S6 AP3 Type Assault 1
Note on Firestorm Batteries: The templates may be placed completely independently, and may emerge from any point on the Pyromancer’s side (the batteries have great mobility). Roll one D6 for each time a model is hit by the template (even partially, as normally). Note that this may never mean that more models die than there are models under the templates. Note on Disembarking and Firing: For sane reasons, the Pyromancer always fires before any passengers disembark. Since this would break with the normal turn order, simply ignore any models that just disembarked from the Pyromancer for purposes of the Pyromancer firing (so templates may cover them without them getting hit). Note that they count as normal for other weapons firing (like friendly Ordnance).
Fluff: A simple fact on the Salamanders Chapter: They love flames. Not surprisingly, when a Land Raider Crusader that had had its weapon systems almost completely decimated in battle was sent in for refit, it was filled with flamers. This was seen so effective that even after battle the refit was tried out and perfected on other Land Raiders: The Hurricane Bolters were exchanged for small flamers, the Multi-melta was remade to heat up the air in a larger area, sacrificing power for area coverage, and the assault cannons, simply too effective to be completely exchanged, were remade to fire small bullets filled with promethium which would explode at contact with the enemy, causing confusion and disorientation. The Pyromancer never became an official pattern, but several of the Salamanders’ second and further founding chapters have been known to make extensive use of them instead of Crusaders as primary assault carriers or even as terror weapons in themselves.
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Post by crusader on Sept 10, 2007 0:04:13 GMT
Game system: Warhammer 40K Race: Space Marines, only Dark Angels and Successor Chapters Choice: Heavy Support Type of model: Vehicle, Tank Name of Model: 0-1 Land Raider Prosecutor Pts 325 BS 4 Front Armor 14 Side Armor 14 Rear Armor 14 Size of Unit: 1 Weapons: Hull-mounted twin-linked Plasma Destroyer, two twin-linked sponson-mounted Light Plasma Repeaters, one pintle-mounted Heavy Plasma Cannon, and Plasma Assault Launchers. Transport Capacity: Eight models in Terminator armor or fifteen Space Marines in power armor. Fire Points: None Access Points: 3 Wargear: Power of the Machine Spirit and Extra Armor. It can also purchase anything else from the Space Marine Armory. Plasma Destroyer- S 7, AP 2, Heavy 3, Range 36” Light Plasma Repeater- S 6, AP 4, Assault 6, Range 12” Heavy Plasma Cannon- S 8, AP 1, Heavy 1 Large Blast, Range 48” Plasma Assault Launchers- Similar to its frag counterpart, this launcher uses plasma grenades instead (Strike in Initiative order out of cover). Fluff: Designed specifically for the Dark Angels Legion by the foundries on Mars near the end of the Great Crusade. The Land Raider Prosecutor is based on a heavily modified version of the Land Raider Crusader. After the loss of the Land Raider Crusader plans (later to be rediscovered by the Black Templars , the Prosecutor became extremely rare. It became even rarer due to the loss of ability to recreate the exclusive plasma technology. The Prosecutor is only found in the remnants of the Dark Angels Legion.
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Post by crusader on Sept 10, 2007 0:12:12 GMT
Hey christars do you play salamanders?
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