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Gue'nam Wing Mk 2

Started by Charistoph, September 02, 2013, 08:49:01 AM

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Charistoph

HQ
Quote from: Narric on December 02, 2013, 08:42:33 AM
I personally don't like HQs that aren't Ld10. It just seems to not work in my mind.
Good Point, consider the Lion Suit changed, but the Command Team will remain the same, I think.

Quote from: Narric on December 02, 2013, 08:42:33 AM
Also, as the Lion Commander and Angel Commander are practically the same unit with no differentiating rules, it would have been simpler to just make the Angel Suit and upgrade for the Lion Commander.
Good Point, I will note the Special Rules for the Battlesuits in their own Special Rules.  I honestly couldn't think of any other unique SRs for the commanders.

Quote from: Narric on December 02, 2013, 08:42:33 AM
I like the Lion Command team, but why doesn't the angel Commander get a command team?
Room is the only reason I can think of, and not everyone gets a command team.  It's not like it would be hard to change that, though, I suppose.

Quote from: Narric on December 02, 2013, 08:42:33 AM
I assume the Regular Command team is the IG Option in practice. However its strange that only here do you include SRs for a HQ. They're also not easy to comment on, as you didn't include the rules for these rules.
I'd suggest including "Upgrade" to the unit comp for Fire commander and Chained Psyker. Including a statline can make it a little ambiguous otherwise.

Yeah, I need to work on the Chained Psyker a little.  How I want to construct him is not as an offensive Psyker, but purely defensive.  For story, those recognized as having the touch of the Warp fall in to several categories: Seers akin to Navigators, Voices akin to Astropaths and Choir, the Wild, and the Chained. 

The Chained are considered wild and unfocused by the population and the source of Daemon invasions if not properly confined.  This confinement includes a Psychic Hood which also amplifies their ability to block another psyker's abilities.  In addition, in times of crisis the Chains may be used to overload the Chained's mind causing him a painful death, but also causing a local dead zone in the Warp.

In game terms, I'm looking at him as always considered a Mastery Level 2 for Deny the Witch tests, but with no access to Disciplines or Force weapons.  Alternatively, the model may be voluntarily removed from play in its Movement Phase.  Doing so will cause all Warp Charges to be removed and unable to be generated until the unit's next Movement Phase.  But I'm not sure how well something like that would be received.  This model would be something completely within the 40K universe and having no real link to the AC195 universe of Gundam Wing.

The Fire Commander is supposed to be a bog standard infantry "Warlord" if you so choose, so having him as an upgrade is pointless.

Wargear
Quote from: Narric on December 02, 2013, 08:42:33 AM
I'll say here, its an interesting method you've used to minimiss repeated text for wargear selection. I was genuinely surprised the Chaos Codex (and I assume later 6th ed coexi) don't do something similar.
It's mostly similar to most of the 6th Edition Marine codices.  I realized that not all the models will have the same initial weapon, but will want to trade it out for the same kits.

Quote from: Narric on December 02, 2013, 08:42:33 AM
Small error for Shield Generator, as you've writen "A Combat Shield confers a 4+ Invulnerable Save" ;)
Woops, fixed.

Quote from: Narric on December 02, 2013, 08:42:33 AM
Zeomega link seems a little OP, and there is an error.
"In addition, this model and any unit it is attached to may fire in Overtwatch at BS 2"
added in red what I assume you meant to include ;)
Close enough.  How should I address it?  It is meant to replicate the ZERO strategic system used by Dorothy Catalonia on the Libra and how Quatre used it in the Sand Rock.  The system is a direct brain connection to a system to allow the pilot's mind to predict scenarios.  The Link is a "lighter" version meant for strategic use and guiding troops and units, and far less likely to overload the user.

Quote from: Narric on December 02, 2013, 08:42:33 AM
I think the Zeo-Sys could be a little cheaper. there is a chance that every player turn the pilot is going to go on a rampage, which isn't very useful at 60pts extra.
Considering the bonuses, I wanted it expensive enough to considered seriously, even with the downside.  Should I swap the points with the Link?

Elite
Quote from: Narric on December 02, 2013, 08:42:33 AM
A little inconsistancy in the Angel suit. The Angel Commander is S5, while the regular suits are S4. If we assume pilot strength doesn't affect suit strength like Tau Battlesuits, then they should be the same.
This may be an artifact, or it may not.  I'm debating on how strong the Taurus-based Angel suits should be.  Should they be as strong as the "Gundam" and Crisis Suits, or kept weaker to represent some trade offs of superior mobility?

Quote from: Narric on December 02, 2013, 08:42:33 AM
I like the Squad Invul of the Golem suits, however it might be a good idea to include that they lose 4++ when their squad drops to 3-models or less. Otherwise someone will come along, lose one suit, and claim their unit still has 4++.
If they drop to 3 or less, then they don't meet the qualifications for the 4++ any more than when a Chaos Marine loses their stick.  Any suggestions on wording it better?

Quote from: Narric on December 02, 2013, 08:42:33 AM
Error in Water teams:
"Any Water Corporal or Water Sarge may purchase Meltabombs........5pts"
Again, assumption in red ;)
Woops, fixed.

Quote from: Narric on December 02, 2013, 08:42:33 AM
Thats all I can really think to say right now. Looking great so far ^_^
Thank you.  Hopefully I will be able to do the Special Characters justice.  I'm concerned about the point costs and if the Gundams should have their "space" upgrades.  I won't be going as far as Endless Waltz at all, but it is a consideration...
Are you a Wolf, a Sheep, or a Hound?

Quote from: Megavolt-They called me crazy.  They called me insane!  THEY CALLED ME LOONEY!! and boy, were they right."

Charistoph

#16
Fast Attack

Raven Suit Squad                                                          60 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Raven Suit
3
3
4 4 1 3 1 8 4+   Jet Bike  3 Raven Suits
Raven Suit Lt
4
4
4 4 1 3 2 9 4+   Jet Bike (Character)   
Wargear:
  • Raven Battlesuit
  • Boltgun
  • Bolt Pistol
  • Assault Grenades
  • Krak Grenades
Special Rules:
  • Deep Strike
  • Night Fighting
Options:
  • May add up to 7 more Raven Suits.....................20 pts/model
  • Any Raven Suit may exchange their Boltgun for a Close Combat Weapon..........................free
  • For every three Raven Suits in the squad, one Raven Suit may replace their Boltgun with one of the following:
    • Battlesuit Special Weapon
    • Missile Pod................15 pts

  • Upgrade one Raven Suit to Raven Suit Lt........10points
  • The Raven Suit Lt may take Battlesuit Melee Weapons.
  • If a Raven Suit Lt is purchased, all remaining Raven Suits may be upgraded with Iron Souls.......10pts/model

Wind Team                                                          45 pts
You may include up to five Wind Teams in a single Elite choice.
WSBSSTWIALdSvUnit TypeUnit Composition
Wind Rider333413174+Bike3 Wind Riders
Wind Corporal333413174+Bike (Character)1 Wind Corporal
Wind Sarge443413274+Bike (Character)
Wind Lt443413284+Bike (Character)
Wargear:
  • Carapace Armour
  • Light Pistol
  • Light Carbine
  • Assault Grenades
  • Krak Grenades
Special Rules:
  • Combined Squad
  • Combat Orders (Wind Lt)
Options:
  • Any model may exchange their Light Carbine for a Close Combat Weapon..................free
  • One Wind Rider per Squad may take a Ranged Weapon.
  • Any other Wind Rider may purchase one of the following:
    • Claw Missile..........8pts
    • Talon Missile.........8pts

  • If two or four Wind Team Squads are purchased in a single Choice, you may upgrade up to two Wind Corporals to a Wind Sarge................5 pts/model
  • If five Wind Team Squads are purchased in a single Choice, you may upgrade one Wind Corporal to a Wind Lt.......10 pts/model
  • Any Wind Corporal or Wind Sarge may purchase Meltabombs........5pts
  • Any Wind Sarge or Lt may take Melee Weapons.

Wasp Gunship                                                          45 pts
BS
F
S
R
HP
Unit Type Unit Composition
Wasp
3
10
10
10
2
Vehicle (Fast, Skimmer) 1 Wasp
Wargear:
  • Heavy Bolter
Special Rules:
  • Deep Strike
  • Scout
Options:
  • May take up to 3 more Wasps.......45 pts/model
  • Any Wasp may replace its heavy bolter with any of the following:
    • Autocannon................................10 pts
    • Multi-melta.................................10 pts
  • Any Wasp may add one of the following:
    • Two Talon Missiles......................16 pts
    • Two Claw Missiles.......................16 pts
  • In addition, any Wasp may add one of the following:
    • ­Multiple Rocket Pod.....................15 pts
    • ­Two Claw Missiles.......................16 pts
    • ­Two Hunter-Killer Missiles............20 pts
    • Twin-linked Assault Cannon........40 pts

Peregrine Interceptor                                                      145 pts
BS
F
S
R
HP
Unit Type Unit Composition
Peregrine
3
11
10
10
2
Vehicle (Flyer) 1 Peregrine
Wargear:
  • Twin-linked Assault Cannon
  • Six Talon Missiles
Options:
  • May take one more Peregrine.......145 pts/model
  • Any Peregrine may exchange one pair of Talon Missiles for one of the following:
    • Twin-linked Assault Cannon.......25 pts
    • Twin-linked Lascannon...............30 pts
  • Any Peregrine may exchange any pair of Talon Missiles for any of the following:
    • ­Two Pinfeather Missiles.............10 pts
    • ­Two Hunter-Killer Missiles............10 pts
    • Two Cluster Bombs......................15 pts

Pinfeather Missiles
Range
S
AP
Type
36"
7
3
Heavy 1, Interceptor, One Use Only

Cluster Bombs
Range
S
AP
Type
-
4
6
Heavy 2, Bomb, Blast, Ignores Cover, One Use Only
Are you a Wolf, a Sheep, or a Hound?

Quote from: Megavolt-They called me crazy.  They called me insane!  THEY CALLED ME LOONEY!! and boy, were they right."

Charistoph

#17
Heavy Support

Dragon Suit Squad                                                          60 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Dragon Suit
3
3
4 5 3 3 2 7 2+   Infantry  1 Dragon Suit
Dragon Suit Lt
4
4
4 5 3 3 3 8 2+   Infantry (Character)   
Wargear:
  • Dragon Battlesuit
  • Burst Rifle
  • Twin-linked Burst Cannon
  • Assault Grenades
  • Krak Grenades
Special Rules:
  • Extremely Bulky
  • Night Fighting
  • Slow and Purposeful (but may fire Pistol, Assault, Rapid Fire, and Salvo Weapons in Overwatch, but count as having moved.)
Options:
  • May add up to 2 more Dragon Suits.....................60 pts/model
  • Any Dragon Suit may exchange their Twin-linked Heavy Bolter with one of the following:
    • Twin-linked Heavy Bolter.......10 pts
    • Twin-linked Multimelta............10 pts
    • Twin-linked Autocannon.........15 pts
    • Twin-linked Lascannon...........20 pts

  • Upgrade one Dragon Suit to Dragon Suit Lt........10points
  • The Dragon Suit Lt may exchange his Burst Rifle for one of the following:
    • Burst Cannon................5 pts
    • Lightning Claw..............15 pts
    • Beam Sword.................20 pts
    • Dual Lightning Claws....25 pts
    • Power Fist.....................25 pts
  • If a Dragon Suit Lt is purchased, all remaining Dragon Suits may be upgraded with Iron Souls.......10pts/model

Earth Team                                                          60 pts
You may include up to three Earth Teams in a single Elite choice.
WSBSSTWIALdSvUnit TypeUnit Composition
Earth Cannon---72---3+Artillery1 Earth Cannon
Earth Gunner333313175+Artillery1 Earth Gunner
Earth Corporal443313175+Artillery (Character)1 Earth Corporal
Earth Lt443313285+Artillery (Character)
Wargear:
  • Flak Armour
  • Light Pistol
  • Krak Grenades
  • Heavy Rip Cannon (Earth Cannon)
Special Rules:
  • Combined Squad
  • Combat Orders (Earth Lt)
  • Earthworks
Options:
  • The Earth Cannon may replace its Heavy Rip Cannon with one of the following:
    • Heavy Flakk Gun..............free
    • Heavy Plasma Cannon....10 pts
    • Howitzer..........................15 pts
    • Heavy Lascannon............25 pts

  • Any Earth Gunner may purchase one of the following:
    • Claw Missile..........8pts
    • Talon Missile.........8pts
  • If three Earth Team Squads are purchased in a single Choice, you may upgrade one Earth Corporal to a Earth Lt.......10 pts/model


Heavy Rip Cannon
Range
S
AP
Type
48"
7
4
Ordnance 2, Rending

Heavy Flakk Gun
Range
S
AP
Type
36"
6
-
Ordnance 3, Rending, Skyfire, Twin-linked.

Heavy Plasma Cannon
Range
S
AP
Type
36"
7
2
Ordnance 1, Blast, Gets Hot!
Howitzer
Range
S
AP
Type
-Frag
18-72"
6
5
Ordnance 1, Barrage, Large Blast
-Krak
18-72"
8
3
Ordnance 1, Barrage, Blast

Heavy Lascannon
Range
S
AP
Type
48"
9
2
Ordnance 1

Custodian                                                          155 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Custodian
4
4
6 6 5 4 3 8 3+   Monstrous Creature  1 Custodian
Wargear:
  • Custodian Battlesuit
  • Beam Rifle
  • Beam Sword
  • Twin-linked Burst Carbine
  • Needlers
  • Shield Generator
  • Thruster
Special Rules:
  • Night Fighting
Options:
  • May exchange Thruster for Verniers.......50 pts
  • May exchange Beam sword for one of the following:
    • Lightning Claw..............free
    • Power Fist................15 pts
    • Chain Fist.................25 pts

  • May exchange Beam rifle for one of the following:
    • Multi-melta......................free
    • Missile Launcher.............5 pts
    • Plasma Cannon..............5 pts
    • Lascannon....................10 pts

Beam Rifle
Range
S
AP
Type
42"
7
4
Heavy 3

Needlers
Models equipped with Needlers do not suffer the penalty to their Initiative for charging enemies through cover, but fight at their normal Initiative in the ensuing combat.  Needlers may also be fired in the Shooting Phase with the following profile:
Range
S
AP
Type
12"
2
-
Assault 1, Twin-linked

Thruster
A Battlesuit with a Thruster may roll 3D6 to determine their Charge range, and use the highest 2D6.  In Addition, it may make a Run move in the Assault Phase if it did not fire any Heavy or Ordnance weapons.

Verniers
A Battlesuit with Verniers changes their unit type to Flying Monstrous Creature.

Luilfr                                                          115 pts
BS
F
S
R
HP
Unit Type Unit Composition
Luilfr
3
13
12
11
3
Vehicle (Tank) 1 Luilfr
Wargear:
  • Rip Cannon
  • Heavy Bolter
Options:
  • May add one more Luilfr.......115 pts/model
  • Any Luilfr may replace its Rip Cannon with any of the following:
    • Twin-linked Lascannon.........20 pts
    • Dominator battle cannon..........35 pts
  • Each Luilfr may exchange its Heavy bolter for one of the following:
    • ­Burst Cannon....................free
    • Heavy Flamer.......................free
  • Each Luilfr may take items from the Vehicle Equipment List.

Dominator Battle Cannon
Range
S
AP
Type
-Canister
Template
3
5
Heavy 1, Shred, Torrent
-HEAT
72"
8
1
Heavy 1, Armourbane
Are you a Wolf, a Sheep, or a Hound?

Quote from: Megavolt-They called me crazy.  They called me insane!  THEY CALLED ME LOONEY!! and boy, were they right."

Charistoph

Dedicated Transports

Chimera Armoured Transport                            55 pts
As in Imperial Guard codex, more or less.

Centurata                                                          50 pts
BS
F
S
R
HP
Unit Type Unit Composition
Centurata
3
12
11
10
3
Vehicle (Tank, Transport) 1 Centurata
Wargear:
  • Multi-laser
  • Searchlight
  • Smoke Launchers
Transport Capacity:
  • 10 models
Options:
  • May replace the Multi-laser with one of the following:
    • Heavy Flamer.........free
    • Heavy Bolter..........free
  • May take items from the Vehicle Equipment List.

Hornet                                                                40 pts
BS
F
S
R
HP
Unit Type Unit Composition
Hornet
3
10
10
10
2
Vehicle (Fast, Open-topped, Skimmer, Transport) 1 Hornet
Wargear:
  • Multi-laser
Transport Capacity:
  • 10 models
Special Rules:
  • Deep Strike
  • Scout
Options:
  • May replace the Multi-laser with one of the following:
    • Heavy Flamer.........free
    • Heavy Bolter..........free
  • May add one of the following:
    • Twin-linked Heavy Bolter........10 pts
    • Two Claw Missiles......15 pts
    • Two Talon Missiles.....15 pts
    • Multiple Rocket Pod....20 pts
Are you a Wolf, a Sheep, or a Hound?

Quote from: Megavolt-They called me crazy.  They called me insane!  THEY CALLED ME LOONEY!! and boy, were they right."

Charistoph

#19
Special Characters
HQ

Traes Kish'Ren                                                          210 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Traes Kish'Ren
4
4
6 6 6 4 4 10 3+   Flying Monstrous Creature (Character)  1 (Unique)
Wargear:
  • Custodian Battlesuit
  • Beam Rifle


  • Beam Sword
  • Twin-linked Burst Carbine


  • Needlers
  • Shield Generator
  • Verniers
Special Rules:
  • Rites of War
Rites of War:
If Tries Kish'Ren is in your primary detachment, he must be your Warlord.  In addition, all Angel, Custodian, Dragon, Lion, and Raven Battlesuits have the And They Shall Know No Fear special rule.

Sa'xon Masqui                                                          235 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Sa'xon Masqui
5
4
6 6 6 4 4 9 3+   Flying Monstrous Creature (Character)  1 (Unique)
Wargear:
  • Custodian Battlesuit
  • Rip Cannon


  • Beam Sword
  • Twin-linked Burst Carbine


  • Needlers
  • Shield Generator
  • Verniers

Ma'Liado Paz'Croft                                                          255 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Ma'Liado Paz'Croft
5
4
6 6 5 4 4 9 2+   Flying Monstrous Creature (Character)  1 (Unique)
Wargear:
  • Shield Generator
  • Thruster


  • Verniers
  • Needlers
Relics:
  • Daemon Battlesuit
  • Power Whip


  • Heavy Beam Sword
  • Zeomega System
Master of the Soulless: A detachment that contains Ma'Liado Paz'Croft may take Golem Suit Squads as Troops or Elites.
Daemon Battlesuit
The Daemon Battlesuit confers a 2+Armour Save, The Night Fighting special rule, and the Flying Monstrous Creature unit type as described in the Warhammer 40,000 rulebook.

Power Whip
The Power Whip adds D3 attacks to the models Vector Strike.  In addition, it may  be used as a melee weapon with the following profile.
Range
S
APType
-User3Melee, Multiple Attacks, Specialist Weapon
Multiple Attacks: The Power Whip gives D3 Attacks in melee.

Heavy Beam Sword
Range
S
APType
-+23Melee, Rending

Ke'Tra Wit'ner                                                          185 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Ke'Tra Wit'ner
4
4
5 5 4 4 3 9 2+   Infantry (Character)  1 (Unique)
Wargear:
  • Two Power Swords
  • Boltgun
  • Shield Generator
  • Failsafe Detonator


  • Thrusters
  • Stimulant Injector
  • Needlers
Special Rules:
  • Gatherer of Pilots
  • Gue'nam Pilot
  • Independent Character
  • Relentless
  • Smash
Options:
  • May take one of the following:
    • Zeomega System.....40 pts
    • Zeomega Link..............60 pts
Failsafe Detonator
A model with a Failsafe Detonator that loses its last Wound in Combat grants any unit it is with the Hit & Run Special Rule which it must use and is considered to have passed the Initiative test, leaving this model in place.  Before removing the model, but after moving any models that have moved from Hit & Run, or if the model is alone, place a Large Blast marker centered over the model.  Any units with models under template receive one Strength: 6, AP: – hit per model under the template.  The model may also activate the Failsafe Detonator during any Assault Phase.

Stimulant Injector
A Stimulant Injector confers the Feel No Pain special rule.

Gatherer of Pilots
Other units with the Gue'nam Pilot special rule in an army with Ke'Tra Wit'ner as the Warlord do not take up an FOC choice in their slot.

Gue'nam Pilot
All models with the Gue'nam Pilot rule have the Eternal Warrior and Fearless special rules.

Captain Li'Zeena Nox                                                          235 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Captain Li'Zeena Nox
4
4
4 4 3 4 3 9 4+   Jet Bike (Character)  1 (Unique)
Wargear:
  • Raven Battlesuit
  • Burst Carbine


  • Assault Grenades
  • Krak Grenades
Special Rules:
  • Independent Character
  • Love is a battlefield
Flight Instructor: A detachment that contains Captain Li'Zeena Nox may take Raven Suit Squads as Troops or Fast Attack.
Love is a battlefield
If Sa'xon Masqui or Ma'Liado Paz'Croft is within 6" of Li'Zeena Nox or any unit she has joined, he may make a Look Out Sir! attempt with that unit as if he was within it.

Major Li'Zeena Nox                                                          235 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Major Li'Zeena Nox
4
4
5 4 4 4 3 9 3+   Jump Infantry (Character)  1 (Unique)
Wargear:
  • Angel Battlesuit
  • Burst Carbine


  • Two Beam Swords
  • Needlers
Special Rules:
  • Independent Character
  • Love is a battlefield
Royal Guard: A detachment that contains Major Li'Zeena Nox may take Angel Suit Squads as Troops or Elites.
Are you a Wolf, a Sheep, or a Hound?

Quote from: Megavolt-They called me crazy.  They called me insane!  THEY CALLED ME LOONEY!! and boy, were they right."

Charistoph

#20
Special Characters
Elites

Vector VIII & Hermacles                                                          305 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Hermacles
4
3
5 4 3 4 3 9 3+   Jet Pack Infantry (Character)  1 (Unique)
Vector VIII
3
4
5 4 3 4 2 9 3+   Jet Pack Infantry (Character)  1 (Unique)
Wargear:
  • Burst Pistol (Hermacles)
  • Failsafe Detonator (Hermacles)
  • Needlers
  • Beam Sword (Hermacles)
Relics:
  • Railgun (Vector VIII)
  • Advanced Shield System (Hermacles)
Special Rules:
  • Hammer and Anvil
  • Night Fighting
  • Stubborn
  • Split Fire
  • Sneak Shot
Options:
  • Both Vector VIII and Hermacles may be upgraded with an Iron Soul........40 Points
Advanced Shield System
The Advanced Shield System provides a 4+ Invulnerable Save to every model in the unit.

Hammer and Anvil
When the unit charges, if Hermacles or an Independent Character are in the unit, Vector VIII does not charge the full distance or move to be in base contact during Pile In, it just moves to be maintain normal cohesion with the rest of the unit.

Sneak Shot
If not in base contact in melee, the Railgun can be used instead of normal Attacks for a single Str: 10, AP: 1 attack at Initiative 1.

Shu-Fei                                                          185 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Shu-Fei
4
4
5 4 4 4 3 9 3+   Infantry (Character)  1 (Unique)
Wargear:
  • Failsafe Detonator
  • Shield Generator


  • Stimulant Injector
  • Needlers
  • Thrusters
Relics
  • Beam Spear
  • Dragon Fang
Special Rules:
  • Gue'nam Pilot
Beam Spear
Range
S
APType
-+1/User*3/4*Melee, Rending
* The Beam Spear has two profiles for both Strength and AP.  The first is used only on a turn in which a model charges; the second is used at all other times.

Dragon Fang
The Dragon Fang provides the model with the Hammer of Wrath special rule.  In addition, it comes equipped with a Heavy Flamer.

Deuce Mit'Chell                                                          195 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Deuce Mit'Chell
4
4
5 4 4 4 3 9 3+   Infantry (Character)  1 (Unique)
Wargear:
  • Failsafe Detonator
  • Shield Generator


  • Stimulant Injector
  • Needlers
  • Thrusters
Relics
  • Beam Scythe
  • Power Drill
Special Rules:
  • Gue'nam Pilot
  • Stealth
  • Infiltrate
Beam Scythe
Range
S
APType
-+22Melee, Rending, Unwieldy

Power Drill
Range
S
APType
12"63Assault 1, Rending

Fast Attack

Hee'row Ya'way                                                          195 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Hee'row Ya'way
4
4
5 4 4 4 4 9 3+   Jump Infantry (Character)  1 (Unique)
Wargear:
  • Beam Sword
  • Failsafe Detonator
  • Shield Generator


  • Stimulant Injector
  • Needlers
Relics
  • Plasma Storm Gun
Special Rules:
  • Gue'nam Pilot
  • Flight Form
Plasma Storm Gun
Range
S
APType
24"72Assault 2, Gets Hot!
36"72Heavy 1, Blast, Gets Hot!

Heavy Support

Tro'ha Bear'son                                                          200 pts
   WSBSSTWIALdSv  Unit Type  Unit Composition
Tro'ha Bear'son
4
4
5 4 4 4 3 9 2+   Infantry (Character)  1 (Unique)
Wargear:
  • Twin-linked Burst Cannon
  • Failsafe Detonator
  • Combat Shield


  • Stimulant Injector
  • Needlers
Relics
  • Advanced Multi-Lock
  • Heavy Grenade Launcher
  • Long-Barreled Assault Cannon
Special Rules:
  • Gue'nam Pilot
Advanced Multi-lock
The Advanced Multi-lock allows the model to fire an additional weapon in each Shooting phase if it moves.  If the model does not move, it may fire every weapon it has, and may choose two targets to shoot at.  Note that each weapon still may only fire once each Shooting phase.

Heavy Grenade Launcher
Range
S
APType
Frag24"36Assault 2, Blast
Krak24"64Assault 2

Long-barreled Assault Cannon
Range
S
APType
36"64Heavy 4, Rending


And so that's the complete list so far.  I haven't set up to have the upgrades that the Gundam pilots received halfway through the show, and wonder if I even should include them or just set them up as starting that way.  But most importantly, I would like some feedback on the point scales and some of the concerns presented, if possible.
Are you a Wolf, a Sheep, or a Hound?

Quote from: Megavolt-They called me crazy.  They called me insane!  THEY CALLED ME LOONEY!! and boy, were they right."

Narric

Fast Attack
Wind Team
Wind Lt has the unit type of Infantry.

Peregrine Interceptor
Where is the description of the "Bomb" rule for Cluster Bombs?

Heavy Support
Dragon Suit Squad
It may be easier to replace Slow and Purposeful with a more "Specialised" unique rule, as the USAR obviously doesn't quite fit with you intentions.

Burst Cannons are -1AP and Assault iirc, but other than that they're same Str & shot output. Might be better to have Burst Cannons as the Standard Gear, with Heavy Bolters the upgrade for 2-5pts each.

Earth Team
says "three wind teams" in that little bit before the stats ;)

I personally don't see many Artillery units in 40k, and the Rulebook isn't helpful on the subject.

I personally don't think the Claw and Talon Missiles should be included in this unit. The crew are meant to operate the Artillery, not fired their own weaponry.

Luiflr
Is there a difference between a Heavy Rip Cannon, and a Rip Cannon?

Dedicated Transports
Hornet
In terms of usefulness, the Claw and talon Missiles aren't very appealing choices, as they're only one-shots. The TL Heavy Bolters and MRP would win out due to the relatively limitless number of shots they can put out compared to the Claw and Talon missiles.

HQ SCs
Ld9 doesn't look appealing on a normal HQ choice, so on a Special Character it just looks weird. ;)

Ma'Liado Paz'Croft
At Str8, do you really need a chance for AP2? S8 AP3 will take out most enemy units, and for something like Terminators you should soften them up with some AP2 to begin with.

Li'Zeena Nox
You should probably include somewhere that you can't take both Li'Zeena Nox units. To some this would be obvious, but it doesn't hurt to be too cautiuous with this.

Non-HQ SCs
Shu-Fei
His Dragon Fang becomes a Dragon Fan in its rules :P




for the most part, thats all I can comment on. Most of the Point scales seem to be in the right place, but only Playtesting can really tell you for definate.

Charistoph

Quote from: Narric on January 09, 2014, 09:27:16 AM
Fast Attack
Wind Team
Wind Lt has the unit type of Infantry.

Woops, fixed.

Quote from: Narric on January 09, 2014, 09:27:16 AMPeregrine Interceptor
Where is the description of the "Bomb" rule for Cluster Bombs?

Page 81 of the BRB.  Same as for the Sunshark's Pulse Bomb.

Quote from: Narric on January 09, 2014, 09:27:16 AM
Heavy Support
Dragon Suit Squad
It may be easier to replace Slow and Purposeful with a more "Specialised" unique rule, as the USAR obviously doesn't quite fit with you intentions.

It's actually part of the Dragon Suit's special rules, it was just put in the bolded section for convenience instead of listing the Armour.

Quote from: Narric on January 09, 2014, 09:27:16 AMBurst Cannons are -1AP and Assault iirc, but other than that they're same Str & shot output. Might be better to have Burst Cannons as the Standard Gear, with Heavy Bolters the upgrade for 2-5pts each.

Assault 4 vs Heavy 3.  Range 18 vs Range 36.  AP: 5 vs AP: 4.  Assault has better Overwatch capabilities for this suit.  But you have a point.

Quote from: Narric on January 09, 2014, 09:27:16 AMEarth Team
says "three wind teams" in that little bit before the stats ;)

Thank you.  Fixed.

Quote from: Narric on January 09, 2014, 09:27:16 AM
I personally don't see many Artillery units in 40k, and the Rulebook isn't helpful on the subject.

I went by the Thunderfire Cannon, mostly.

Quote from: Narric on January 09, 2014, 09:27:16 AM
I personally don't think the Claw and Talon Missiles should be included in this unit. The crew are meant to operate the Artillery, not fired their own weaponry.

True, but only one is required to fire it, the rest may join in with their own weapons if they so choose.

Quote from: Narric on January 09, 2014, 09:27:16 AM
Luiflr
Is there a difference between a Heavy Rip Cannon, and a Rip Cannon?

I thought I posted the stats on them.  One is Ordnance, the other is Heavy.

Quote from: Narric on January 09, 2014, 09:27:16 AM
Dedicated Transports
Hornet
In terms of usefulness, the Claw and talon Missiles aren't very appealing choices, as they're only one-shots. The TL Heavy Bolters and MRP would win out due to the relatively limitless number of shots they can put out compared to the Claw and Talon missiles.

In most cases, yes, but there are no other AV weapons available to it.  That's where those weapons become useful as an option.  This vehicle is intended to be similar to the military version of the light helicopters like the MD-500 and Jet Ranger.  The additional weapons are mounted on the side and have very limited weight options.  These usually are machine guns, hellfires, stingers, or rocket pods.

Quote from: Narric on January 09, 2014, 09:27:16 AM
HQ SCs
Ld9 doesn't look appealing on a normal HQ choice, so on a Special Character it just looks weird. ;)

Not unusual for non-Independents who will not be using their Leadership for anyone but themselves (see Daemon Princes) or are Fearless.

Quote from: Narric on January 09, 2014, 09:27:16 AM
Ma'Liado Paz'Croft
At Str8, do you really need a chance for AP2? S8 AP3 will take out most enemy units, and for something like Terminators you should soften them up with some AP2 to begin with.

He's already AP: 2 from Smash.  The Rending is purely for Vehicles and because all Beam weapons are Rending.

Quote from: Narric on January 09, 2014, 09:27:16 AM
Li'Zeena Nox
You should probably include somewhere that you can't take both Li'Zeena Nox units. To some this would be obvious, but it doesn't hurt to be too cautiuous with this.

Good point, I may need to make one the upgrade...

Quote from: Narric on January 09, 2014, 09:27:16 AM
Non-HQ SCs
Shu-Fei
His Dragon Fang becomes a Dragon Fan in its rules :P

Whoopsie again.  Dang spell check.

Quote from: Narric on January 09, 2014, 09:27:16 AMfor the most part, thats all I can comment on. Most of the Point scales seem to be in the right place, but only Playtesting can really tell you for definate.

True.  Some people are better at "seeing" the values without putting them in the field, though.
Are you a Wolf, a Sheep, or a Hound?

Quote from: Megavolt-They called me crazy.  They called me insane!  THEY CALLED ME LOONEY!! and boy, were they right."

Narric

Hey dude, is it posssible you could give me some visual reference for what each unit is inspired by from the Gundam series? I assume Lion is the Leos Mobile Suit, and Raven the Aries?

Charistoph

Keep in mind that each isn't supposed to be a 100% port.  I kept each one in mind when I wrote up some of the rules, but I also kept in mind the Warhammer source material when making it.  For example, the Aries is a lighter, over-engined mecha designed for flight, which none of the Tau Battlesuits are really designed for.  I also needed something to represent Corax from the "Primarch Zodiac".  So, I took the Stealth Suits, made them Jet Bikes to account for their extreme maneuverability, and went from there.  A direct port from Gundam Wing would have the Ares as a FMC on its own, maybe even a Jet Pack FMC.

For the Production units:
Lion Suit is the Leo: http://gundam.wikia.com/wiki/OZ-06MS_Leo.
Angel Suit is the Taurus: http://gundam.wikia.com/wiki/OZ-12SMS_Taurus.
Golem Suit is the Virgo: http://gundam.wikia.com/wiki/OZ-02MD_Virgo.
Raven Suit is the Ares: http://gundam.wikia.com/wiki/OZ-07AMS_Aries.
Dragon Suit is the Tragos: http://gundam.wikia.com/wiki/OZ-07MS_Tragos.
Custodian is based on the Tallgeese: http://gundam.wikia.com/wiki/OZ-00MS_Tallgeese.
The Leo Command could be also be Maganac: http://gundam.wikia.com/wiki/WMS-03_Maganac.

For the Characters:
Treis Kish'Ren is based on the Tallgeese II: http://gundam.wikia.com/wiki/OZ-00MS2_Tallgeese_II.
Sa'xon Masqui is based on the Tallgeese: http://gundam.wikia.com/wiki/OZ-00MS_Tallgeese.
Ma'Liado Paz'Croft is based on the Epyon: http://gundam.wikia.com/wiki/OZ-13MS_Gundam_Epyon.
Ke'Tra Wit'ner is based on the Sand Rock: http://gundam.wikia.com/wiki/XXXG-01SR_Gundam_Sandrock.
Vector VIII is based on the Veyeate: http://gundam.wikia.com/wiki/OZ-13MSX1_Vayeate.
Hermacles is based on the Mercurius: http://gundam.wikia.com/wiki/OZ-13MSX1_Vayeate.
Shu-Fei is based on the Shenlong: http://gundam.wikia.com/wiki/XXXG-01S_Shenlong_Gundam.
Deuce Mit'Chell is based on the Deathscythe: http://gundam.wikia.com/wiki/XXXG-01D_Gundam_Deathscythe.
Hee'row Ya'way is based on the Wing Gundam: http://gundam.wikia.com/wiki/XXXG-01W_Wing_Gundam.
Tro'ha Bear'son is based on the HeavyArms: http://gundam.wikia.com/wiki/XXXG-01H_Gundam_Heavyarms.

I didn't bring the images directly over to avoid copyright questions, but linked the gundam wikia to provide an easy access.
Are you a Wolf, a Sheep, or a Hound?

Quote from: Megavolt-They called me crazy.  They called me insane!  THEY CALLED ME LOONEY!! and boy, were they right."

Narric

Thats awesome :D

Quote from: Charistoph on March 29, 2014, 08:59:18 PM
A direct port from Gundam Wing would have the Ares as a FMC on its own, maybe even a Jet Pack FMC.
The idea of a Flying MC needing a Jet Pack seems daft, but having just looked up the rules, it seems like a deadly combination, especially if the unit were dedicated assault.

Just so you know, my current playtest had a Centaurata destroyed by a single Lascannon shot to the side armour. And my current thoughts are the Golems could do with some Anti-tank becuase they're currently just stalling a Dreadnought in Close Combat, with now way to damage it themselves. Maybe give them a piece of equipment  that equates a Krak/Melta grenade?

I'm probably playing them too aggressively, but Missile Raven Squads are fairly decent against MEq units. Definately should take on even 5 lone Tacticals without ranged support, as their 4+ Armour feels very flimsy. But again, i'm playing them potentially over aggressively.

While I can understand the reasoning behind it, the differing BS levels due to Lts can be a little bit bumpy. IG Sergeants are often the same BS as the rest of their squad, so I currently don't see why a Lt of a Gue'nam unit would be one higher.
I assume you took the idea from SM Scouts, but in that case it makes sense in regards to fluff, as the Sergeants are often decades older then their squad, rather than just a couples years in the case of IG, and but assumed extension Gue'nam.

I think thats enough rambling from me :P

Charistoph

Quote from: Narric on March 29, 2014, 09:17:16 PM
Thats awesome :D

Quote from: Charistoph on March 29, 2014, 08:59:18 PM
A direct port from Gundam Wing would have the Ares as a FMC on its own, maybe even a Jet Pack FMC.
The idea of a Flying MC needing a Jet Pack seems daft, but having just looked up the rules, it seems like a deadly combination, especially if the unit were dedicated assault.

Jet Pack units are not usually dedicated to Assault, but gunnery units who can then move to cover after shooting.  But still, can move very rapidly for an Assault unit if chosen.

Quote from: Narric on March 29, 2014, 09:17:16 PM
Just so you know, my current playtest had a Centaurata destroyed by a single Lascannon shot to the side armour.

Well, it's not intended to be a Land Raider, and just a little tougher than a Chimera or Rhino on that section, and just as tough as a Devilfish.

Quote from: Narric on March 29, 2014, 09:17:16 PM
And my current thoughts are the Golems could do with some Anti-tank becuase they're currently just stalling a Dreadnought in Close Combat, with now way to damage it themselves. Maybe give them a piece of equipment  that equates a Krak/Melta grenade?

Possibly.  In the show, one of the ways to "easily" deal with the Virgos were to close in where their shields would have a hard time reacting or be overloaded.  It is intended to be a fire support unit.  Still you have a point, as they are Fearless.  I'll think on it.

Quote from: Narric on March 29, 2014, 09:17:16 PM
I'm probably playing them too aggressively, but Missile Raven Squads are fairly decent against MEq units. Definately should take on even 5 lone Tacticals without ranged support, as their 4+ Armour feels very flimsy. But again, i'm playing them potentially over aggressively.

Maybe too aggressively, I can't say.  But, they are definitely more dedicated to Shooting than other units. 

The Missile Pod is a nasty weapon, and if the show didn't have them used a lot, I might have left it off.  What if they were made Skyfire?

Quote from: Narric on March 29, 2014, 09:17:16 PM
While I can understand the reasoning behind it, the differing BS levels due to Lts can be a little bit bumpy. IG Sergeants are often the same BS as the rest of their squad, so I currently don't see why a Lt of a Gue'nam unit would be one higher.
I assume you took the idea from SM Scouts, but in that case it makes sense in regards to fluff, as the Sergeants are often decades older then their squad, rather than just a couples years in the case of IG, and but assumed extension Gue'nam.

It's a hard thing to say.  I guess it depends on what the Lt is supposed to bring to the squad, really.  This is an odd dichotomy of mixing three different groups together to try and make a whole.  On one hand, I want to show the Lt as some sort of Veteran, so the increased Skill would make sense, but it does make it a pain in the game on the other hand.  Should I just reduce his skills to the squad, but do as the Lts in the non-Suit squads do and give extra USRs?

Quote from: Narric on March 29, 2014, 09:17:16 PM
I think thats enough rambling from me :P

Not rambling, at least you're testing it.  If I wasn't so focused on building up my Templars and Iron Kingdoms, I might have tried it myself by now.

Moving along, I haven't put up any Warlord Traits (a little nervous about those), and Allies.  Thoughts or suggestions on those would be nice.
Are you a Wolf, a Sheep, or a Hound?

Quote from: Megavolt-They called me crazy.  They called me insane!  THEY CALLED ME LOONEY!! and boy, were they right."