Second Sphere

Hobby Creations => Hobby => Topic started by: Narric on February 18, 2013, 11:40:54 am

Title: Narrics' Fandex Ideas & Entries Thread
Post by: Narric on February 18, 2013, 11:40:54 am
Something I managed to put together over the last 24hours. Its not perfect, and I'd definately apreciate some feedback on it.

http://narric-sb0.deviantart.com/art/Imperial-Riders-V1-355009586

I'm pleased with how much I got done. Wish I could do a full codex in the same amount of time :P
Title: Re: Fandex: Imperial Riders
Post by: Mabbz on February 18, 2013, 07:19:22 pm
Right. I've had a quick look, and it looks pretty good. As someone who uses rough riders converted to ride bikes, I like the idea of an army of IG bikers. Therein lies my first issue. No bike troops choices. Admittedly I could convert them to ride basic dirtbikes and say that they use the same rules as cavalry because the bikes are so lightweight, but maybe you could give the veteran squad the choice to take vanguard bikes and carapace armour?

The second thing is the quadbike. Nice idea, but it seems needlessly complicated. Just use a similar idea to heavy weapons teams. Make it a 4 wound model and say it can fire as many guns as it has wounds remaining. Merging bikes with artillery is a nice idea, but rather impractical.

I did like the heavy weapons bikes though. They remind me of the mortar cycles from Red Alert 3: Uprising (which is a great PC game).
Title: Re: Fandex: Imperial Riders
Post by: The Man They Call Jayne on February 18, 2013, 07:27:47 pm
For heavy weapons units, I might suggest tracked bikes, purely for the fluff and the look, they are not as fast, but far more stable and arent slowed down by things that might slow a quadbike.
Title: Re: Fandex: Imperial Riders
Post by: Narric on February 18, 2013, 07:36:24 pm
Right. I've had a quick look, and it looks pretty good. As someone who uses rough riders converted to ride bikes, I like the idea of an army of IG bikers. Therein lies my first issue. No bike troops choices. Admittedly I could convert them to ride basic dirtbikes and say that they use the same rules as cavalry because the bikes are so lightweight, but maybe you could give the veteran squad the choice to take vanguard bikes and carapace armour?

The second thing is the quadbike. Nice idea, but it seems needlessly complicated. Just use a similar idea to heavy weapons teams. Make it a 4 wound model and say it can fire as many guns as it has wounds remaining. Merging bikes with artillery is a nice idea, but rather impractical.

I did like the heavy weapons bikes though. They remind me of the mortar cycles from Red Alert 3: Uprising (which is a great PC game).
I'll add that in in the next version :D

I had an idea,and I tried my best to make rules for it. I like your version better though.

Did you see the image that inspired them?

For heavy weapons units, I might suggest tracked bikes, purely for the fluff and the look, they are not as fast, but far more stable and arent slowed down by things that might slow a quadbike.
So replace 12" movement with Move through Cover? With that suggestion, I can understand. In other peoples minds, it would probably be more stable.

Thanks for the suggestions guys :D
Do correct me if I've misunderstood your coments. :)
Title: Re: Narrics' Fandex Thread: Imperial Riders
Post by: Narric on December 06, 2013, 12:50:58 pm
Codex: Imperial Riders (Part 1)

Wargear
[spoiler]
Melee Weapons
- Hunting Lance   6pts
- Power Weapon   15pts
- Powerfist   25pts
Ranged Weapons
- Shotgun   1pt
- Bolt Pistol   3pts
- Boltgun   3pts
- Plasma Pistol   15pts
Special Weapons
- Flamer   5pts
- Grenade Launcher   5pts
- Sniper Rifle   5pts
- Hunting Lance   6pts
- Meltagun   10pts
- Plasma Gun   10pts
Heavy Ranged Weapons
- Mortar   5pts
- Autocannon   10pts
- Heavy Bolter   10pts
- Missile Launcher   15pts
- Lascannon   20pts
[/spoiler]

HQ
Cavalry Command Squad                              70 Points
[spoiler]The Commanders chosen by the Segmentum Lord, are exemplars of Tactical Genius. Each has proven their worth over many decades of service.  Their squads are equally skilled, and some are even tasked with auxiliary duties, such as Regiment Medic, or Standard Bearer.
Cavalry Command Squads hail from worlds that still highly favour the Horse over the Automatons of the Adeptus Mechanicus, either through technological stagnation, or superstitious distrust. However, this means they are excellent soldiers for mounted Warfare.

   WSBSSTWIALdSvUnit TypeUnit Composition
Cavalry Commander443333395+Cavalry (Character)1
Dragoon343313175+Cavalry4
       

Wargear:
- Lasgun (Company Commander has a Laspistol)
- Close Combat Weapon
- Flak Armour
- Frag Grenades
- Krak Grenades
- The Company Commander also has a Refractor Field


Special Rules:
Lord Dragoon (Cavalry Commander Only)
So long as the Cavalry Commander is alive, he may issue Orders, following the rules as described in Codex: Imperial Guard. He may use First Rank, FIRE! Second rank, FIRE!, Incoming! And Move! Move! Move! Along with the following Lord Dragoon orders:
Crush them Under Hoof!
If this order is successful, choose one friendly unit with the Cavalry unit Type. It must move 24” towards the nearest Enemy unit. If it does not reach the target unit, then it is treated as a failed Charge. If the unit reaches the over side, the target unit suffers four Str:3 AP5 hits per model in the unit that moved. If the 24” movement moves the unit into base contact with another unit behind the target unit, then the unit acts as if it has charged.
Be Ready to Stomp!
If the order is Successful, target one friendly unit with the Cavalry unit Type.
It may not move or shoot this turn, but gains two attacks if it charges, or is charged.
This order cannot target a unit already in Combat.
Get Back in the Fight!
See Codex: Imperial Guard for Details.

Options:
- The Company Commander may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury.
- The Company commander may take Meltabombs for 5pts
- Any Dragoon may replace their Close Combat Weapon for a Laspistol for free.
- One Dragoon may be equipped with a Medi-kit for 30pts
- One other Dragoon may be equipped with a Regimental Standard for 15pts
- One other Dragoon may be equipped with a Vox-Caster for 10pts.
- One other Dragoon may replace their Lasgun with a Heavy Flamer for 20pts
- Any remaining Dragoons that have not been upgraded with an option from above may replace their Lasgun with one option from the Special Weapons list of the Armoury.
- The entire squad may have Carapace Armour for 20pts
- The Entire Squad may have Camo Cloaks for 20pts

[/spoiler]

Motorbike Command Squad                              90 Points
[spoiler]Serving from highly developed Hive Worlds, This squads have the greatest advantage in Urban environments. Some have even served as their home worlds’ Adeptus Arbites, and so are even greater skilled in combat. It is these former Arbites, which form the Command Squads. They ride sturdy Vanguard Bikes, a similar design to the Astartes Bikes of the Space Marines.
   WSBSSTWIALdSvUnit TypeUnit Composition
Motorbike Commander443433395+Bike (Character)1
Vanguard Rider343413175+Bike4
Heavy Weapon bike343423275+BikeUpgrade
       

Wargear:
- Lasgun (Company Commander has a Laspistol)
- Close Combat Weapon
- Flak Armour
- Krak Grenades
- Vanguard Bike
- The Company Commander also has a Refractor Field


Special Rules:
Lord Vanguard (Motorbike Commander Only)
Up to three Units held in reserve may enter the Table on any board edge, on a 2+. The Commander must survive until then. If he doesn’t, they follow the normal rules for units in reserve.
So long as the Motorbike Commander is alive, he may also issue Orders, following the rules as described in Codex: Imperial Guard. He may use First Rank, FIRE! Second rank, FIRE!, Incoming! And Move! Move! Move! Along with the following Lord Vanguard orders:
(http://Break their Lines!)
If the Order is successful, choose a single friendly unit with the Bike Unit Type. That unit must move towards the closest enemy unit in the movement phase. The units’ ranged weapons gain an additional shot during the shooting phase, and they must fire at the enemy unit they moved towards..
Kick up the Cover!
If the order is Successful, target one friendly unit with the Cavalry unit Type.
It gains a 3+ Cover save after the movement phase, in addition, If an enemy units fires past the squad, the target gains +1 to its Cover Save, up to a Maximum of 4+.
Get Back in the Fight!
See Codex: Imperial Guard for Details.

Options:
- The Company Commander may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury.
- The Company commander may take Meltabombs for 5pts
- Any Vanguard Rider may replace their Lasgun for a Laspistol for free.
- One Vanguard Rider may be equipped with a Medi-kit for 30pts
- One other Vanguard Rider may be equipped with a Regimental Standard for 15pts
- One other Vanguard Rider may be equipped with a Vox-Caster for 10pts.
- One other Vanguard Rider may a Heavy Flamer to their Vanguard Bike for 20pts
 - Any remaining Veterans that have not been upgraded with an option from above may replace their Lasgun with one option from the Special Weapons list of the Armoury.
- Replace two Vanguard Riders with a Heavy Weapon Bike, armed with one option from the Heavy Ranged Weapons list of the Armoury
- The entire squad may have Carapace Armour for 30pts

[/spoiler]

Rough Rider Lord of Attilan                              130 Points
[spoiler]The Rough Rider Lords of Attilan are the strongest, Smartest, and most brutal Warriors the Imperium can muster from its non-Space Marine forces. As their name suggest, they are High Ranking Officials of Attilan, and command both Respect and Fear from their own soldiers. To see a Rough Rider Lord on the charge is to see the purest form of ferocity employed on the battlefield.
   WSBSSTWIALdSvUnit TypeUnit Composition
Lord of Attilan5543343104+Cavalry (Character)1 (Unique)
       

Wargear:
- Lasgun
- Power Lance
- Carapace Armour
- Frag Grenades
- Krak Grenades
- Refractor Field


Special Rules:
Skilled Rider, Furious Charge
Lord of Attilan

ll friendly units within 12” of the Lord of Attilan, gain the Fearless Special Rule, as described in the Warhammer 40k Rulebook. However, he may not join any other unit.
So long as he is alive, he is treated as a Senior Officer, as described in Codex: Imperial Guard.

Options:
- May select options from the Melee Weapon and Ranged Weapon lists of the Armoury.
- May be equipped with Meltabombs for 5pts
- May be Equipped with a Camo Cloak for 10pts

[/spoiler]

Cadian Master of the Vanguard                              130 Points
[spoiler]While Motorbike Command Squads are chosen from Adeptus Arbites, the Master of the Vanguard is chosen from the best of the best. The Master of the Vanguard will have twice as much combat experience as any standard Regimental Commander, and has used this time to specialise in Rapid Redeployment Warfare. A Master of the Vanguard can interpret battlefield motion, near on par with a Space Marine Captain. They take is comparison with Pride, but never let it distract them on the battlefield.
   WSBSSTWIALdSvUnit TypeUnit Composition
Master of the Vanguard
5534334105+Bike (Character)1 (Unique)
       

Wargear:
- Laspistol
- Power Weapon
- Flak Armour
- Frag Grenades
- Krak Grenades
- Vanguard Bike
A sturdy machine, smaller than the Astartes Bikes of the Space Marines.
A model with a Vanguard Bike is Unit Type: Bike.
If the Bike was part of their wargear, the Toughness boast is already shown in the riders’ profile.

- Refractor Field


Special Rules:
Skilled Rider, Scout
Lord of Attilan

Provided the Master of the Vanguard is on the table at the start of the turn, any Vanguard Squads entering from Reserve may re-roll which table edge they enter from.
The Master of the Vanguard also has access to the Lord Vanguard Orders, as well as Bring it Down! And Fire on my Target! As described in Codex: Imperial Guard.

Options:
- May select options from the Melee Weapon and Ranged Weapon lists of the Armoury.
- May be equipped with Meltabombs for 5pts
- May be Equipped with a Camo Cloak for 10pts

[/spoiler]

Catachan Reptilian Knight                              130 Points
[spoiler]Catachan Reptilian Knights do not have quite the same pedigree as a Master of the Vanguard, or Rough Rider Lord. No, a Catachan Reptilian Knight Takes his rank by force by hunting and taming one of the vicious Reptilian creatures of Catachan, known as “Cold Ones.” By taming such a beast, the Catachan soldier proves his devotion to the Emperor, and that he is a fearless Warrior. To make sure only does devoted to the Emperor can achieve this task, each aspirant must face several challenges beforehand. These challenges are a secret affair on the world of Catachan. Knights never mentioning the trails they faced before beginning their hunt for a Cold One.
   WSBSSTWIALdSvUnit TypeUnit Composition
Reptilian Knight5533333105+Cavalry (Character)1 (Unique)
       

Wargear:
- Laspistol
- Whip
- Flak Armour
- Frag Grenades
- Krak Grenades
- Reptilian Mount
- Refractor Field


Special Rules:
Skilled Rider, Fear, Fearless, Move through Cover, Fear
Reptilian Knight

The Reptilian Knight treats any naturally formed terrain (Trees, hills, rivers) as open ground. He also gains an additional +1 to his cover save when within the terrain.
He has access to the Junior Officers Orders, as described in Codex: Imperial Guard.
Any named Catachan Character (Straken, Harker, Marbo) may re-roll any test that uses their Leadership Characteristic.

Options:
- May select options from the Melee Weapon and Ranged Weapon lists of the Armoury.
- May be equipped with Meltabombs for 5pts
- May be Equipped with a Carapace Armour for 15pts

[/spoiler]

Lord Commissar
See Codex: Imperial Guard for details.
May upgrade their Unit Type to “Cavalry” for 15pts, or purchase a Vanguard Bike for 20pts, or a Reptilian Mount for 25pts. If an of the former options are taken, they cannot also take a Transport.

Primaris Psyker
See Codex: Imperial Guard for details.
May upgrade their Unit Type to “Cavalry” for 15pts, or purchase a Vanguard Bike for 20pts, or a Reptilian Mounted for 25pts.


Elites
Dragoon Squad                               80 Points
[spoiler]Dragoons are masters of mounted Ranged Warfare. They are able to keep steady, no matter the terrain, or the speed of their steed. Predominantly armed with Sniper Rifles, they roam the battlefield look for the best vantage point to take out enemy leaders. They are often Sergeants of Veteran Cavalry Squads first, and by surviving conflict show their worth to become Dragoons.
   WSBSSTWIALdSvUnit TypeUnit Composition
Dragoon Sergeant343313285+Cavalry (Character)1
Dragoon343313175+Cavalry4
       

Wargear:
- Lasgun
- Close Combat Weapon
- Flak Armour
- Frag Grenades
- Krak Grenades

Special Rules:
- Scout
Options:
- The Dragoon Sergeant may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury.
- The Dragoon Sergeant may take Meltabombs for 5pts
- Any Dragoon May replace their Lasgun with a Shotgun for free.
- One Dragoon may be equipped with a Vox-Caster for 10pts
- One other Dragoon may replace their Lasgun with a Heavy Flamer for 20pts
- Any remaining Dragoons that have not been upgraded with an option from above may replace their Lasgun with one option from the Special Weapons list of the Armoury.
[/spoiler]

Reptilian Cavalry Squad                               80 Points
[spoiler]The Catachans of the Reptilian Cavalry have been chosen to ride a Cold one raised in captivity. This isn’t truly considered a failing to the soldiers, as to be chosen is an honour. The Cold Ones are also strangely different to their wild kin. They almost show a Martial Pride, only letting a single Rider be their master in a single life-time. Mount and Rider rely on each other to survive on the battlefield.
   WSBSSTWIALdSvUnit TypeUnit Composition
Rider Sergeant343313285+Cavalry (Character)1
Catachan Rider343313175+Cavalry4
       

Wargear:
- Laspistol
- Whip
This weapon is as much for combat with an enemy, as it is to keep the Cold One mount in line. Sometimes the mounts gain a spark of their primal self, and become restless. A quick act of discipline ends this sharply. When used on an enemy however, it is greatly more fearsome.
It is treated like a normal Close Combat weapon, but has the Specialist Weapon special Rule, as described in the Warhammer 40k Rulebook.

- Flak Armour
- Frag Grenades
- Krak Grenades
- Reptilian Mount
Models with a Reptilian Mounted are Unit Type: Cavalry. They also gain the Fear and Move through Cover special rules, as described in the Warhammer 40k Rulebook.

Special Rules:
- Fear
- Move through Cover
Options:
- The Rider Sergeant may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury.
- One Catachan Rider may be equipped with a Vox-Caster for 10pts
- Up to five additional Catachan Riders may be added to the squad for 16pts per model
- Up to four Catachan Riders may replace their Whips for a single option from the Special Weapon list of the Armoury.
[/spoiler]

Troops
Veteran Cavalry Squad                               110 Points
[spoiler]When command decides, Veteran Squads are mounted to increase their mobility. Though they lose the ability to take Heavy Weapons Teams, the additional manoeuvrability allows them to maintain their threat to the enemy. They are often tasked with quickly dispersing enemy troops that have occupied defensive positions. With the speed of the steeds, thy can easily flank the enemy positions.
   WSBSSTWIALdSvUnit TypeUnit Composition
Mounted Veteran Sergeant343313285+Cavalry (Character)1
Mounted Veteran343313175+Cavalry9
       

Wargear:
- Lasgun (Sergeant has a Laspistol instead)
- Close Combat Weapon
- Flak Armour
- Frag Grenades
- Krak Grenades
Options:
- The Veteran Sergeant may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury.
- The Veteran Sergeant may take Meltabombs for 5pts
- Any Veteran may replace their Lasgun with a Shotgun for 1pt per model
- One Veteran may be equipped with a Vox-Caster for 10pts
- One other Veteran may replace their Lasgun with a Heavy Flamer for 20pts
- Up to four Veterans may replace their Lasgun with one option from the Special Weapons list of the Armoury.
- The squad may replace its Flak Armour for Carapace Armour for 30pts
[/spoiler]

Veteran Bike Squad                               80 Points
[spoiler]Some Commanders favour the reliability of machines over fragile horses and over steeds. They acquire suitable numbers of revered Vanguard Bikes, and allocate them to their finest Veterans. These Veterans take great pride in their new mechanical steeds.
   WSBSSTWIALdSvUnit TypeUnit Composition
Motorbike Veteran Sergeant343413285+Cavalry (Character)1
Motorbike Veteran343413175+Cavalry5
       

Wargear:
- Laspistol (Veteran Sergeant only)
- Lasgun
- Close Combat Weapon
- Flak Armour
- Frag Grenades
- Krak Grenades
- Vanguard Bike
Options:
- The Veteran Sergeant may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury.
- The Veteran Sergeant may take Meltabombs for 5pts
- Any Veteran may replace their Lasgun with a Shotgun for 1pt per model
- One Veteran may be equipped with a Vox-Caster for 10pts
- One other Veteran may replace their Lasgun with a Heavy Flamer for 20pts
- Up to four Veterans may replace their Lasgun with one option from the Special Weapons list of the Armoury.
- The squad may replace its Flak Armour for Carapace Armour for 30pts
[/spoiler]

Mounted Infantry Platoon
[spoiler]- See Infantry Platoon in Codex: Imperial Guard for details. Each unit has the same options as before, with the exception the Platoon Command and Infantry Squads cannot take Heavy Weapon Teams.
- Units bought as part of a Mounted Infantry Platoon, may not take a Dedicated Transport.
- Captain Al’rahem may be purchased for a Mounted Platoon Command Squad. He gains the Cavalry Unit Type for no additional cost.
- Platoon Command Squads, and Infantry Squads, become Mounted, but cost 15pts extra per unit.
- Conscript squads do not gain additional wargear when part of a Mounted Infantry Platoon.

- Heavy Weapons Squads are replaced with the following entry:
   WSBSSTWIALdSvUnit TypeUnit Composition
Inf-plat Heavy Weapon Bike333423275+Infantry5
       

Wargear:
- Lasgun
- Mortar
- Flak Armour
- Frag Grenades

Special Rules
- Move through Cover
Options:
- Each Heavy Weapon Bike may replace its Mortar with one of the following:
   - Heavy Bolter or Autocannon   5pts
   - Missile Launcher   10pts
   - Lascannon   15pts

- Special Weapons Squads are replaced with the following entry:
Mounted Special Weapon squads are what their name suggests. They are utilised heavily as Line-breakers, and Tank Hunters. Some highly skilled Riders can use Sniper Rifles on the move, and can match a standing infantrymen’s’ aim with ease.
   WSBSSTWIALdSvUnit TypeUnit Composition
Mounted Guardsman333313175+Cavalry6
       

Wargear:
- Lasgun
- Close Combat Weapon
- Flak Armour
- Frag Grenades
Options:
- Up to three Mounted Guardsmen must select one option from the Special Weapon list of the Armoury.
[/spoiler]



Fast Attack and Heavy Support in the next part.
Title: Re: Narrics' Fandex Thread: Imperial Riders
Post by: Narric on December 06, 2013, 12:58:08 pm
Codex: Imperial Riders (Part 2)

Fast Attack
Vanguard Squad                               80 Points
[spoiler]Chosen to harass key enemy positions from unexpected angles, The Vanguard are also Veterans. They are highly trained user of the Vanguard bike, and rarely fail their superiors.
   WSBSSTWIALdSvUnit TypeUnit Composition
Vanguard Sergeant343413285+Cavalry (Character)1
Vanguard Rider343413175+Cavalry4
       

Wargear:
- Lasgun (Sergeant has a Laspistol instead)
- Close Combat Weapon
- Flak Armour
- Frag Grenades
- Krak Grenades
- Vanguard Bike

Special Rules
- Outflank
Options:
- The Vanguard Sergeant may select wargear from the Melee Weapons and Ranged Weapons lists of the Armoury.
- The Vanguard Sergeant may take Meltabombs for 5pts
- One Vanguard Rider may be equipped with a Vox-Caster for 10pts
- One other Vanguard Rider may mount a Heavy Flamer onto their Bike for 20pts
- Any remaining Vanguard Riders that have not been upgraded with an option from above may replace their Lasgun with one option from the Special Weapons list of the Armoury.
[/spoiler]

Rough Rider Squad
See Codex: Imperial Guard for details.
A squad may upgrade their Flak Armour to Carapace Armour for 6pts per model.

Heavy Support
Rapid Support Squadron                               50 Points
[spoiler]A wholly unique unit made specifically for the mounted division of the Imperial Guard. Forgoing the large calibre weapons mounted upon slow tanks, smaller weapons are attached to smaller vehicles called Trackbikes. They are the size of a Land Speeder, and are large enough to seat two crew members, whilst an additional two crew control the Heavy Weapons. To maintain a steedy firing platform, they run on tank track. With a little persuasion, these vehicles can press through near any terrain.
   WSBSSTWIALdSvUnit TypeUnit Composition
Rapid Support Trackbike343443X74+Infantry1
       

Wargear:
- Lasgun
- Two Mortars
- Carapace Armour
- Frag Grenades
- Rapid Support Trackbike
The Rapid Support Quadbike follows the normal rules for Infantry, with the following exceptions:
- Its crew benefit from the Armoured Steed rules for bikes (Already included in profile).
- It has the Hammer of Wrath, Relentless and Move through Cover special rules, as described in the Warhammer 40k Rulebook.


Special Rules
- Very Bulky
- Trackbike Crew
Each Rapid Support Trackbike is crewed by four Trackbike Crew (represented by 1 wound each). Each may fire their Lasguns, and up to two may fire the Heavy Weapons. It needs a minimum of three still alive to fire both its Heavy Weapons.
Options:
- Up to four additional Rapid Support Trackbikes may be added to the squadron for 50pts per model
- Each Rapid Support QuadBike may replace each Mortar with one of the following:
   - Heavy Bolter   5pts
   - Autocannon   5pts
   - Missile Launcher   10pts
   - Lascannon   15pts
[/spoiler]




Unfortunately, I don't know If I included the changes from the suggestions earlier.

Just so you know this thread is know going to be home to all my old fan-dex projects. I'll see about uploading one of the next codexi either tonight after work, or tomorrow.
Title: Re: Narrics' Fandex Thread: Imperial Riders
Post by: Mabbz on December 06, 2013, 04:25:23 pm
Ah, I remember this. I've only skimmed it, since I'm at uni at the moment, but here's my thoughts.

All the units seem fairly similar. This is especially exemplified by comparing Dragoon squads with Vanguard squads. The only difference is that one is a bike unit while the other is a cavalry, and the fact that dragoons have scout while Vanguards can only outflank. They could easily be one unit without detracting from the codex.

The HQ choices seem good, but again it seems like they could probably be merged into a smaller number of entries. Also, I'm not sure why you disallowed the "Fire on my target!" and "Bring it down!" orders, especially since you kept "Incoming!" which seems less sensible to me. Oh, and you put get back in the fight separately from the other standard orders for some reason. Typo?

On the whole, I like the idea. That said, I feel you need to add more variety, since there aren't many truly unique units. How about a techpriest on a bike that is an IC and grants feel no pain to any squad he joins? You could even let him take modified biker servitors (that specifically do not remove his IC status, the same as tau drones) that improve the FNP roll or can take heavy weapons.

Hell, you could add one-man helicopters like an IG deffkopta, or do something with snowmobiles or jet skis or segways, or add a MC similar to knarloc riders. You could even make a couple of special characters for the list.
Title: Re: Narrics' Fandex Thread: Imperial Riders
Post by: Narric on December 06, 2013, 09:16:07 pm
I can understand why the units seem the same. For the most part, I was trying to show at least three different mounts (Horse, Bike and Cold One). Not sure what to really change to make them much different. Maybe making the Horse and Cold One units more Assault Orientated, whilst the Bike units are Shooty? Perhaps if I do that, the Horse units should be cheaper than the Cold Ones?

By IG Deffkopter, I simple think of this recent model by someone on IGMB (model on the right):
[spoiler](http://i641.photobucket.com/albums/uu133/RedCuffs/Questoris%20Ardua/z6.jpg)[/spoiler]

I like the idea of a Techpriest Biker :P I think I'd make him some sort of Special Character to have the Whole FNP bonus, and probably in a similar fashion to Fabulous Bills' "Enhanced Marines" unit :P

Not sure which Fandex to do next. I'll have a quick read through what I have to make my decision. Until theh, more coments on the Imperial Riders is fine for me ^_^
Title: Re: Narrics' Fandex Thread: Angry Marines & Mechanicus
Post by: Narric on December 06, 2013, 09:55:45 pm
Found a single entry that was the start of my atempt at a Mechanicus Codex :P It was mostly inspired by the Mechanicus entries in an old 2nd Ed book :P (Forget the name, sorry)

Some wagrear entries will not have all their info, as I can only post up what I have

Mechanicus
HQ
Tech-priest Enginseer                               100 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Enginseer6544343103+Infantry (Character)1
       

Wargear:
- Bolt Pistol
- Mechanicus Stave
- Flak Armour
- Frag Grenades
- Krak Grenades

Special Rules:
- Independent Character
- Bionic Enhancements
- Tech-Priest
Options:
May replace their Bolt Pistol with:
- Boltgun..........free
- Plasma Pistol..........+15pts
May replace their Flak Armour with:
- Carapace Armour..........+5pts
May be upgraded with:
- up to three Servo Skulls..........+15pts per Skull
- Servo-harness..........+20pts
May be upgraded to one of the following:
- Logis......................+35pts
- Lexmachanic..........+35pts
- Genetor..................+35pts
[/spoiler]

Angry Marines (Part 1)
Wargear
[spoiler]Power Sack Full of Power Door Knobs
The models attack are treated exactly as Monstrous Creature attacks. It also confers a +1 Strength bonus to all close combat attacks, and all hits inflict D3 wounds.

Choppa
Is a Close Combat Weapon which confers +1 Strength to the wielder in close combat.

Angry Launcher - Vehicle Weapon
The Angry Launcher, literally launches Angry Marines into battle. It has the following profile.
RangeStrengthAPType
36"4-Heavy X
Heavy X – The launcher can only fire the number of Angry Marines mounted in it. I may not fire Vehicles with the Walker sub-type.
For every 1 scored when rolling to hit, and wound, An Angry Marine in the launched squad takes a Str4 AP- hit.
After resolving the ranged attack, place the Angry Marine squad in Base-to-base contact with the target unit. The unit counts as having assaulted the target unit in the Assault phase.


Grenade Launchers - Vehicle Weapon
This is a Defensive Weapon with the following profile:
RangeStrengthAPType
24"46Assault 3, Blast

Battering Ram - Vehicle Weapon
A Vehicle with a Battering Ram has the following abilities.
Tank Shocking:- the target unit takes D6 Str4 hits.
Ramming:- The vehicles Front armour is D3 higher.
[/spoiler]

HQ
Captain                              120 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Captain6544253103+Infantry (Character)1
       

Wargear:
- Bolt Pistol
- Close Combat Weapon
- Frag Grenades
- Krak grenades
- Power Armour
- Iron Cigar

Special Rules:
- Independent Character
- Mob rule
- No Matter the Odds
- Fuck Yeah! Combat
- Enduring Rage
- ATSKNF
Options:
May take any of the following:
- Meltabombs..................5pts
- Digital Weapons..................10pts
- Artificer Armour..................10pts
- Auxiliary Grenade Launcher..................15pts
May replace Bolt Pistol and/or Close Combat Weapon with:
- Boltgun..................free
- Storm Bolter..................3pts
- Choppa..................5pts
- Combi-Flamer, -Melta, -Plasma..................10pts
- Storm Shield, Power Weapon, Lightning Claw, Plasma Pisto..................15pts
- Powerfist, Chainfist..................25pts
- Thunder Hammer, Thunder Wrench..................35pts
- Power Feet, Hand of Fury..................35pts
May take one of the following:
- Jump Pack..................25pts
- Angry Marine Bike..................35pts
[/spoiler]

Chaplain                              125 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Chaplain5544353103+Infantry (Character)1 (Unique)
       

Wargear:
- Bolt Pistol
- Crozius Arcanum
- Frag Grenades
- Krak grenades
- Power Armour
- Rosarius

Special Rules:
- Independent Character
- Mob rule
- No Matter the Odds
- Fuck Yeah! Combat
- Honour of the Chapter
- Litanies of Hate
- Enduring Rage
- ATSKNF
Options:
May take any of the following:
- Meltabombs..................5pts
- Digital Weapons..................10pts
- Auxiliary Grenade Launcher..................15pts
- Hated Relic..................20pts
- Tome of Infinite Hatred..................30pts
May replace Bolt Pistol with:
- Boltgun..................free
- Storm Bolter..................3pts
- Choppa..................5pts
- Combi-Flamer, -Melta, -Plasma..................10pts
- Storm Shield, Power Weapon, Lightning Claw, Plasma Pisto..................15pts
- Powerfist, Chainfist..................25pts
- Thunder Hammer, Thunder Wrench..................35pts
- Power Feet, Hand of Fury..................35pts
May take one of the following:
- Jump Pack..................25pts
- Angry Marine Bike..................35pts
[/spoiler]

Master of Mindfucks                              75 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Hate Breeder5544353103+Infantry (Character)1 (Unique)
       

Wargear:
- Bolt Pistol
- Force Weapon
- Frag Grenades
- Krak grenades
- Power Armour
- Psychic Hood

Special Rules:
- Independent Character
- Mob rule
- No Matter the Odds
- Fuck Yeah! Combat
- Psyker (Mastery Lvl 1)
- Grudge
- ATSKNF
Options:
May take any of the following:
- Meltabombs..................5pts
- Digital Weapons..................10pts
- Auxiliary Grenade Launcher..................15pts
May replace Bolt Pistol with:
- Boltgun..................free
- Storm Bolter..................3pts
- Choppa..................5pts
- Combi-Flamer, -Melta, -Plasma..................10pts
- Storm Shield, Power Weapon, Lightning Claw, Plasma Pisto..................15pts
- Powerfist, Chainfist..................25pts
- Thunder Hammer, Thunder Wrench..................35pts
- Power Feet, Hand of Fury..................35pts
May take one of the following:
- Jump Pack..................25pts
- Angry Marine Bike..................35pts
May increase their Psychic Mastery lvl by +1 for 25pts per level, up to lvl 3
[/spoiler]

Pissed-off Guard                              150 Points
[spoiler]You may include a single Piss-off Guard squad for each Captain, Chapter Master Leonidas McButtkicker, or Temperus Maximus. This unit does not count towards you HQ allowance.
   WSBSSTWIALdSvUnit TypeUnit Composition
Angry Guard4444142102+Infantry2
Angry Champion5444153102+Infantry1
       

Wargear:
- Bolt Pistol
- Power Weapon
- Frag Grenades
- Krak grenades
- Artificer Armour

Special Rules:
- Mob rule
- No Matter the Odds
- Fuck Yeah! Combat
- ATSKNF

Transport:
If the squad numbers 10 or less, it may be mounted in either a Drop Pod, or Predator Angrinator
Options:
The whole squad may be equipped with one of the following:
- Jump Packs..................50pts
- Angry Marine Bikes..................75pts
May add up to seven more Angry guard for 25pts per model
For every two Angry Guard, one may replace their Bolt Pistol and/or Power Weapon with:
- Boltgun..................free
- Storm Bolter. Choppa..................5pts
- Combi-Flamer, -Melta, -Plasma..................10pts
- Storm Shield, Lightning Claw, Plasma Pistol..................15pts
- Powerfist, Chainfist..................25pts
- Thunder Hammer, Thunder Wrench, Power Feet..................35pts
Up to three Angry Guard may be upgraded to one of each of the following:
- Apothecary..................35pts
Replacing Bolt pistol with: Narthecium
- Banner Bearer..................20pts
Replacing Bolt Pistol With: Banner of Fuck You
[/spoiler]

Elites
Tech Marine                              70 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Tech Marine554425292+Infantry (Character)1
       

Wargear:
- Bolt Pistol
- Power Weapon
- Frag Grenades
- Krak grenades
- Power Armour
- Servo-Arm

Special Rules:
- Independent Character
- Mob rule
- No Matter the Odds
- Fuck Yeah! Combat
- WORK YOU SCRAP PILE!
- ATSKNF
[/spoiler]

Mentor Scout Squad                              75 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Scout444414184+Infantry5
       

Wargear:
- Bolt Pistol
- Boltgun
- Frag Grenades
- Krak grenades
- Carapace Armour

Special Rules:
- ATSKNF
- Infiltrate
- Move through Cover
- Scouts
- On Loan
Options:
May add up to five more Scouts for 25pts per model
Any model may replace their Boltgun with:
- Shotgun, Sniper Rifle, Combat Blade..................free
One scout may replace their Boltgun for a Missile Launcher for 15pts
The squad may take Camo Cloaks for 3pts per model
[/spoiler]

Terminator Squad                              200 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Terminator Sarge4444242102+Infantry (character)-1
Terminator444414292+Infantry4
       

Wargear:
- Terminator Armour
Terminators
- Paired Storm Bolters
Sarge
- Assault Cannon
- Power Weapon

Special Rules:
- ATSKNF
- Failed to Get Angry
- AAAAAAAAAAAAAAAH!
- Relentless
- Mob rule   
- No Matter the Odds
- Fuck Yeah! Combat

Transport
If the squad numbers 5 or less, it may be mounted in a Drop Pod
Options:
May add up to five more Terminator for 40pts per model
The Sarge may replace his Power weapon for a second Assault Cannon, giving him Paired Assault Cannons, for 20pts
For every three Terminators, one may replace their Paired Storm Bolters for:
- Heavy Flamer and Powerfist..................10pts
- Cyclone Missile Launcher and Powerfist..................25pts
Each terminator may replace a single Storm bolter for one of the following:
- Choppa..................15pts
- Combi-Flamer, -Melta, -Plasma..................20pts
- Storm Shield, Power Weapon, Lightning Claw, Plasma Pistol..................25pts
- Powerfist, Chainfist..................35pts
- Thunder Hammer, Thunder Wrench..................45pts
[/spoiler]

Uber-Pissed Squad                              125 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Pissed Sarge444424293+Infantry (character)-1
Pissed Marine444414283+Infantry4
       

Wargear:
- Boltgun
- Bolt Pistol
- Close Combat Weapon
- Power Armour
- Frag Grenades
- Krak Grenades

Special Rules:
- ATSKNF
- Fuck Yeah! Combat
- Mob rule   
- No Matter the Odds
- Enraged Assault

Transport
If the squad numbers 10 or less, it may be mounted in a Drop Pod, or Predator Angrinator or it can be mounted in a an Angryraven
Options:
May add up to five more Pissed Marines for 25pts per model
The Sarge may replace his Boltgun and/or Bolt Pistol with:
- Storm Bolter..................3pts
- Choppa..................5pts
- Combi-Flamer, -Melta, -Plasma..................10pts
- Storm Shield, Power Weapon, Lightning Claw, Plasma Pistol..................15pts
- Powerfist..................25pts
- Thunder Hammer, Thunder Wrench..................35pts
For every three Pissed Marines, one may replace their Boltgun or Close combat Weapon for:
- Storm Bolter, Choppa..................5pts
- Flamer, Heavy Bolter, Missile Launcher..................10pts
- Plasma gun, Plasma cannon, Heavy Flamer..................15pts
- Lascannon, Powerfist..................25pts
- Thunder Wrench..................35pts
The whole unit may replace their Boltguns with Power Feet for 15pts per model
[/spoiler]

Angry Dreadnought                              125 Points
[spoiler]
   WSBSSFrontSideRearIAUnit TypeUnit Composition
Angry Dreadnought446 (10)12121053Vehicle (Walker)1
       

Wargear:
- Heavy Bolter
- Searchlight
- Grenade Launcher
- Dreadnought Close Combat Weapon

Special Rules:
- Meltdown
- Fuck Yeah! Combat

Transport
May be mounted in a Drop Pod or an Angryraven
Options:
May replace Heavy Bolter with a Plasma Cannon for 25pts
May replace Dreadnought Close Combat weapons for a Plasma Cannon for 25pts
May take extra Armour for 10pts
[/spoiler]

Troops
Angry Tactical Squad                              100 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Sarge444424293+Infantry (character)1
Angry Marine444414283+Infantry4
       

Wargear:
- Boltgun
- Bolt Pistol
- Close Combat Weapon
- Power Armour
- Frag Grenades
- Krak Grenades

Special Rules:
- ATSKNF
- Fuck Yeah! Combat
- Mob rule   
- No Matter the Odds

Transport
If the squad numbers 10 or less, it may be mounted in a Drop Pod, or Predator Angrinator
Options:
May add up to five more Angry Marines for 18pts per model
The Sarge may replace his Boltgun and/or Bolt Pistol with:
- Storm Bolter..................3pts
- Choppa..................5pts
- Combi-Flamer, -Melta, -Plasma..................10pts
- Storm Shield, Power Weapon, Lightning Claw, Plasma Pistol..................15pts
- Powerfist..................25pts
- Thunder Hammer, Thunder Wrench..................35pts
For every three Angry Marines, one may replace their Boltgun or Close combat Weapon for:
- Storm Bolter, Choppa..................5pts
- Flamer, Heavy Bolter, Missile Launcher..................10pts
- Plasma gun, Plasma cannon, Heavy Flamer..................15pts
- Lascannon, Powerfist..................25pts
[/spoiler]

Angry Tactical Squad                              100 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Sarge444424293+Infantry (character)1
Cock-knocker444414183+Infantry4
       

Wargear:
- Choppa
- Bolt Pistol
- Power Armour
- Frag Grenades
- Krak Grenades

Special Rules:
- ATSKNF
- Fuck Yeah! Combat
- Mob rule   
- No Matter the Odds

Transport
If the squad numbers 10 or less, it may be mounted in a Drop Pod, Predator Angrinator, or Angry Raven
Options:
May add up to five more Cock-knockers for 18pts per model
The Sarge may replace his Close combat Weapon and/or Bolt Pistol with:
- Choppa..................5pts
- Power Weapon, Lightning Claw..................15pts
- Powerfist..................25pts
- Thunder Hammer, Thunder Wrench..................35pts
For every three Angry Marines, one may replace their Choppa and Bolt Pistol for:
- Paired Powerfists..................30pts per model
- Thunder Wrench..................35pts per model
[/spoiler]

Dedicated Transports
Predator Angrigator                               125 Points
[spoiler]
   BsFrontSideRearHull PointsUnit TypeUnit Composition
Predator Angrigator41212102Vehicle (Tank)1
 

Wargear:
- Angry Launcher
- Searchlight
- Three Heavy Bolters
- Grenade Launchers

Access Points:
- 1

Fire Points:
- 0

Transport Capacity:
- 10 models
Options:
May replace any Heavy Bolter with a Heavy Flamer for 10pts each
May take extra Armour for 10pts
May take Angry Launcher Sponsons for 35pts
[/spoiler]

Drop Pod                              45 Points
[spoiler]
   BsFrontSideRearHull PointsUnit TypeUnit Composition
Drop Pod41212122Vehicle (Tank)1
 

Wargear:
- Heavy bolter
- Grenade Launchers

Special Rules:
- AAAAAAAAAAAAAAAH!
- Immobile

Transport Capacity:
- 12 models or One Dreadnought
Options:
May replace any Heavy Bolter with a cyclone Missile Launcher for 35pts
May take Locator Beacon for 10pts
[/spoiler]

Angry Raven                              250 Points
[spoiler]
   BsFrontSideRearHull PointsUnit TypeUnit Composition
Angry Raven41212102Vehicle (Skimmer, Fast, Flyer, BBQ WTF IDK!!)1
 

Wargear:
- Two Twin-Linked Heavy Bolters
- Two Twin-Linked Assault Cannons
- Two Angry Launchers
- Ceramite Plating

Special Rules:
- AAAAAAAAAAAAAAAH!

Access Points:
- 3

Fire Points:
- 0

Transport Capacity:
- 12 models and/or One Dreadnought
Options:
May replace any Twin-Linked Heavy Bolter with:
- Twin-Linked Multi-Melta..................free
- Typhoon Missile Launcher..................25pts
May replace any Twin-Linked Assault Cannon with:
- Twin-Linked Plasma Cannon..................free
- Twin-Linked Lascannon..................free
May take any of the following:
- Extra Armour..................15pts
- Locator beacon..................15pts
[/spoiler]

Title: Re: Narrics' Fandex Thread: Angry Marines & Mechanicus
Post by: Narric on December 06, 2013, 10:46:50 pm
I will admit that I didn't get much in terms of Special Rules and wargear for Angry Marines :P However, I do have the original 4chan PDF, so if people aare interested, i can link that ^_^



Angry Marines (Part 2)
Fast Attack
Angry Tactical Squad                              170 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Sarge444424293+Infantry (character)1
Ass-kicker444414183+Infantry4
       

Wargear:
- Close Combat Weapon
- Bolt Pistol
- Power Armour
- Frag Grenades
- Krak Grenades
- Jump Pack

Special Rules:
- ATSKNF
- Fuck Yeah! Combat
- Mob rule
- No Matter the Odds
- AAAAAAAAAAAAAAAH!
- Berserk Charge

Transport
If the squad numbers 10 or less, it may remove its Jump Packs, and be mounted in a Drop Pod, Predator Angrinator, Or Angry Raven
Options:
May add up to five more Ass-kickers for 23pts per model
The Sarge may replace his Close Combat Weapon and/or Bolt Pistol with:
- Choppa..................5pts
- Power Weapon, Lightning Claw..................15pts
- Powerfist..................25pts
- Thunder Hammer, Thunder Wrench..................35pts
For every three Ass-kickers, one may replace their Close Combat Weapon for:
- Power Weapon..................10pts
- Powerfist..................20pts
For every three Ass-kickers, one may replace both their Close Combat Weapon and Bolt Pistol for:
- Paired Powerfists..................20pts
- Thunder Wrench..................35pts
[/spoiler]

Biker Squadron                              170 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Sarge Biker4444 (5)24293+Infantry (character)1
Ass-kicker4444 (5)14183+Infantry2
       

Wargear:
- Close Combat Weapon
- Bolt Pistol
- Power Armour
- Frag Grenades
- Krak Grenades
- Angry Marine Bike

Special Rules:
- ATSKNF
- Fuck Yeah! Combat
- Mob rule
- No Matter the Odds
Options:
May add up to seven more Bikers for 23pts per model
The Sarge may replace his Close Combat Weapon and/or Bolt Pistol with:
- Choppa..................5pts
- Power Weapon, Lightning Claw..................15pts
- Powerfist..................25pts
- Thunder Hammer, Thunder Wrench..................35pts
For every three Bikers, one may replace their Close Combat Weapon for:
- Power Weapon..................10pts
- Powerfist..................20pts
- Thunder Wrench..................35pts
The squad may be Upgraded with Fist Rams for 15pts per model
[/spoiler]

Heavy Support
Belligerant Engine                              225 Points
[spoiler]
   WSBSSFrontSideRearIAUnit TypeUnit Composition
Belligerant Engine54612121153Vehicle (Walker)1
       

Wargear:
- Four Heavy Bolters
- Searchlight
- Grenade Launcher
- Furious Boots

Special Rules:
- Meltdown
- Fuck Yeah! Combat

Transport
May be mounted in a Drop Pod
Options:
May replace any Heavy Bolter with a Dreadnought Close combat Weapon for free, or a Plasma Cannon for 25pts
May take extra Armour for 10pts
[/spoiler]

Pansy Predator                               125 Points
[spoiler]
   BsFrontSideRearHull PointsUnit TypeUnit Composition
Pansy Predator41311102Vehicle (Tank)1
 

Wargear:
- TL-Assault Cannon
- Two Heavy Bolters
- Grenade Launchers
- Searchlight

Special Rules:
- UN-Dedicated Transport
Options:
May replace any Twin-Linked Assault Cannon with Two Plasma Cannons for 30pts
May take Angry Launcher Sponsons for 35pts
May take extra Armour for 10pts
[/spoiler]
Title: Re: Narrics' Fandex Thread: Angry Marines & Mechanicus
Post by: Charistoph on December 06, 2013, 11:05:22 pm
No Traits?

May I suggest:
Angry all the time:  Dreadnoughts and every unit with Chapter Tactics has Crusader, Hatred, Preferred Enemy, and Rage.
Title: Re: Narrics' Fandex Thread: Angry Marines & Mechanicus
Post by: Narric on December 06, 2013, 11:11:06 pm
Keep in mind, I do not own a copy of 6th ed Space Marines, so can't really do much in that respect. These are pretty much what I have already written. I've made a couple changes, but mostly were I've spotted errors in the old work.

Some of the work is either bare bones, only one section made, or in one case, just a single word doc with a title and nothing else :P

Thinking I'll next post up my Exodite, 40k Zombies and "Host" stuff. the last one is going to feel awkward, as I'm not sure what the original dudes thoughts on the project is.
Title: Re: Narrics' Fandex Thread: Angry Marines & Mechanicus
Post by: The Man They Call Jayne on December 07, 2013, 07:57:05 am
The Master of Mindfuckery had a special Perils of the warp on the old AM dex. If he suffered perils, he did not lose a wound. Instead he can take no action until the following turn as he rips the offending deamon from the warp and beats it to death with his bare hands.
Title: Re: Narrics' Fandex Thread: Angry Marines & Mechanicus
Post by: Narric on December 07, 2013, 08:35:43 am
The Master of Mindfuckery had a special Perils of the warp on the old AM dex. If he suffered perils, he did not lose a wound. Instead he can take no action until the following turn as he rips the offending deamon from the warp and beats it to death with his bare hands.
I must've forgotten to write that one back in :P
Title: Re: Narrics' Fandex Thread: Chaos Dwarfs (Fantasy)
Post by: InsaneTD on December 07, 2013, 10:45:58 am
I'd actually use the elysian (sp?) vehicles for the heavy weapons for the riders. It is a bit less mounted unit, I think it works  better for including heavy weapons into the army. Navy support would be something else I think could work with it. Orbital bombardments and fighter strikes.
Title: Re: Narrics' Fandex Thread: Chaos Dwarfs (Fantasy)
Post by: Narric on December 07, 2013, 10:57:15 am
I'd actually use the elysian (sp?) vehicles for the heavy weapons for the riders. It is a bit less mounted unit, I think it works  better for including heavy weapons into the army. Navy support would be something else I think could work with it. Orbital bombardments and fighter strikes.
I hadn't considered the Elysian (correct sp ;)) for a couple of reasons, the first being I don't know their real statlines, and the fact I don't often think of Forge World anyway.

I will admit, I included my personal take of the XV9 in my Tau codex, so i guess that is no harm in includint the Elysian vehicle(s).

No Traits?

May I suggest:
Angry all the time:  Dreadnoughts and every unit with Chapter Tactics has Crusader, Hatred, Preferred Enemy, and Rage.
Another thing I remembered is that some units don't work onthe same logic as Codex units. As example, Terminator Squads are made of Angry Marines who aren't angry enough, and the armour is a form of punishment, rather than an honour. Chapter Traits also doesn't fully account for the various Weapons that only the Angry Marines would be crazy enough to use.


Chaos Dwarfs

This is older then the current edition of Fantasy. I also don't have my copy of the Fantasy rulebook to double check if thsi stuff is written right.

[spoiler]Wargear
[spoiler]Common Magic Items
Sword of Striking...............15pts
Weapon: Confers a +1 To Hit bonus in Close combat
Sword of Battle...............15pts
Weapon: Confers +1 Attack
Sword of Might...............15pts
Weapon: Confers +1 Strength in Close combat
Biting Blade...............5pts
Weapon: Confers the Armour Piercing special rule in Close Combat
Enchanted Shield...............15pts
Shield: Confers a +2 bonus to the wearer’s armour save
Talisman of Protection...............15pts
Talisman: Confers a 6+ Ward Save
Staff of Sorcery...............35pts
Arcane: Confers +1 to Dispel attempts
Dispel Scroll ...............25pts
Arcane: One Use Only; Automatically Dispels an enemy spell
Power Stone...............20pts
Arcane: One Use Only; adds +2 dice to cast a spell
War Banner...............25pts
Banner: Confers +1 Combat Resolution to the unit who carries it in Close Combat


Magic Weapons
Dark Mace of Death...............100pts
Once per battle, the bearer may make a single special attack instead of making regular attacks. All models in base contact with the bearer (friend or foe) automatically suffer D3 wounds each, with no armour saves allowed.
Axe of Fallen Kings...............70pts
Dwarfs only
All Dwarf units in a Chaos Dwarf army, and all units chosen from the Dwarfs Army Book, Hate each other. The Bearer also benefits from +1 Strength, Attacks, and Initiative.
Black Hammer of Hashut...............50pts
Confers +2 Strength bonus in Close Combat. Any model with the Flammable special rule treats attack from the Black Hammer of Hashut as Flamming
Obsidian Blade...............40pts
No Armour Saves can be taken against wounds caused by the Obsidian Blade
Blade of Dread...............30pts
When used against regular warriors (so not against unit champions or Characters) the enemy Leadership is reduced by half the number of wounds inflicted (rounding down) by the bearer of the Blade of Dread.
Wicked Blade...............30pts
The bearer causes Terror

[/spoiler]

Special Rules
[spoiler]Chaos Dwarf
As opposed to their Hold-kin, Chaos Dwarfs can tolerate Greenskins. However, they’re against their own, “lesser” kin as they see it, is near infinite.
Chaos Dwarfs have the Hatred special rule when facing units bought from the Dwarfs army book.
Chaos Dwarfs Flee and Pursue 2D6-1” instead of 2D6”
Chaos Dwarfs do not need to take a Leadership test when Marching.

Animosity
For each, if any, unit(s) with this rule who are not engaged in close combat, roll a D6 at the start of the turn. On a roll of 1, they may not do anything, as they bicker and squabble amongst themselves.
[/spoiler]

Lords
Chaos Dwarf Lord                              145 Points
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Lord3744534410Infantry1
       

Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Chaos Dwarfs
- Immune to Psychology

Mount:
A Single Chaos Dwarf Lord in the army may ride a Great Taurus for 230pts
War Pony.................25pts
Cave Wyrm.................200pts
Options:
May carry one of the following:
- Additional Hand Weapon.................3pts
- Great Weapon.................6pts
- Crossbow.................10pts
- Blunderbuss.................15pts
May replace their Light Armour with Heavy Armour for 6pts
May carry a Shield for 2pts

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................100pts
[/spoiler]

Bull Centaur Lord                              135 Points
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Bull Centaur Lord8635535510Monstrous Beast1
       

Equipment:
- Hand Weapon
- Great Weapon
- Shield
- Light Armour

Special Rules:
- Devastating Charge
- Fear
- Immune to Psychology
Options:
May replace their Great Weapon with an additional Hand Weapon for free

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................75pts
[/spoiler]

Chaos Dwarf Sorceror Lord                              130 Points
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Sorceror Lord3434534110Infantry1
       

Magic:
A Chaos Dwarf Sorcerer Lord is a Lvl 2 Wizard and knows spells from one of the following Lores: Fire, Metal, Shadow or Death

Equipment:
- Hand Weapon

Special Rules:
- Chaos Dwarf
- Immune to Psychology

Mount:
War Pony.................25pts
Cave Wyrm.................200pts
Options:
May carry a Crossbow for 5pts
May know Spells from another Lore for 45pts

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................50pts
[/spoiler]

Heroes
Chaos Dwarf Thane*                             70 Points
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Thane364452339Infantry1
       

Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Chaos Dwarf
- Immune to Psychology

Mount:
War Pony.................25pts
Options:
May carry one of the following:
- Additional Hand Weapon   3pts
- Great Weapon   6pts
- Crossbow   10pts
- Blunderbuss   15pts
May replace their Light Armour with Heavy Armour for 6pts
May carry a Shield for 2pts

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................65pts
[/spoiler]

Bull Centaur Lieutenant*                            100 Points
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Bull Centaur Lieutenant853452449Monstrous Beast1
       

Equipment:
- Hand Weapon
- Great Weapon
- Shield
- Light Armour

Special Rules:
- Fear
- Immune to Psychology
Options:
May replace their Great Weapon with an additional Hand Weapon for free

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................55pts
[/spoiler]

Chaos Dwarf Sorceror Lord                              90 Points
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Sorceror Lord343452319Infantry1
       

Magic:
A Chaos Dwarf Sorcerer Lord is a Lvl 1 Wizard and knows spells from one of the following Lores: Fire, Metal, Shadow or Death

Equipment:
- Hand Weapon

Special Rules:
- Chaos Dwarf
- Immune to Psychology

Mount:
War Pony.................25pts
Options:
May carry a Crossbow for 5pts

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................50pts
[/spoiler]

Hobgoblin Lieutenant                             50 Points
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Hobgoblin Lieutenant453442337Infantry1
       

Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Immune to Psychology

Mount:
Wolf.................15pts
Options:
May carry one of the following:
- Additional Hand Weapon   3pts
- Great Weapon   6pts
- Crossbow   10pts
May replace their Light Armour with Heavy Armour for 6pts
May carry a Shield for 2pts

Magic Items:
May select magic items from the Common / Chaos Dwarfs lists up to a total of.................45pts
[/spoiler]

* Battle Standard Bearer
One Chaos Dwarf Thane or Bull Centaur Lieutenant (who is not the General) in the army may carry the Battle Standard for +25pts.
They may take a Magic Banner (with no limit), but in doing so may not carry any other magic items.

Character Mounts
[spoiler]
   MWSBSSTWIALdSv
Great Taurus650654346
Cave Wyrm650553336
War Pony720221213
Wolf930331313
Special Rules:
Great Taurus - Large target, Terror, Fly, Lesser Drake, 4+ Armour Save
Cave Wyrm - Large target, Terror, Fly, Lesser Drake
War Pony - Cavalry
Wolf - Fast Cavalry
[/spoiler]

Core
Chaos Dwarf Warriors                              12 Points/model
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Warrior343341219Infantry10+
Chaos Dwarf Veteran343341229InfantryUpgrade
       

Equipment:
- Hand Weapon
- Shield
- Heavy Armour

Special Rules:
- Chaos Dwarf
- Immune to Panic
Options:
- Any unit of Warriors may carry Great Weapons for 2pts per model
- Any unit of Warriors may replace the Shields with Blunderbusses for 3pts per model
- Upgrade one Warrior to a Musician for 5pts
- Upgrade one Warrior to a Standard Bearer for 10pts
- Promote one Warrior to a Veteran for 10pts

Magic Items:
A single Warrior Standard Bearer in the army may carry a Magic Standard worth up to 25pts
[/spoiler]

Hobgoblins                              2 Points/model
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Hobgoblin Warrior433331216Infantry20+
Hobgoblin Thug433331228InfantryUpgrade
       

Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Animosity
- Supernumerary
Options:
- Any unit of Hobgoblins may carry Bows for +3pts per model
- Any unit of Hobgoblins may carry Shields for +1pts per model
- Upgrade one Hobgoblin to a Musician for 2pts
- Upgrade one Hobgoblin to a Standard Bearer for 6pts
- Promote one Hobgoblin to a Thug for 12pts
[/spoiler]

Hobgoblin Wolf Riders                              15 Points/model
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Hobgoblin Warrior433331216Infantry5+
Hobgoblin Thug433331228InfantryUpgrade
Wolf930331313CavalryUpgrade
       

Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Animosity
- Supernumerary
- Fast Cavalry
Options:
- Upgrade one Hobgoblin to a Musician for 5pts
- Upgrade one Hobgoblin to a Standard Bearer for 10pts
- Promote one Hobgoblin to a Thug for 15pts
[/spoiler]

Special
Chaos Dwarf Iron Guard                              12 Points/model
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Iron Guard353441219Infantry10+
Chaos Dwarf Guard Master353441229InfantryUpgrade
       

Equipment:
- Hand Weapon
- Great Weapon
- Heavy Armour

Special Rules:
- Chaos Dwarf
- Immune to Panic
- Bodyguard
Options:
- Any unit of Ironguard may carry Shields for +1pt per model
- Any unit of Ironguard may replace their Great Weapons with Blunderbusses for 5pts per model
- Upgrade one Ironguard to a Musician for 6pts
- Upgrade one Ironguard to a Standard Bearer for 12pts
- Promote one Ironguard to a Guard Master for 12pts

Magic Items:
A single Ironguard Standard Bearer in the army may carry a Magic Standard worth up to 50pts
[/spoiler]

Chaos Dwarf Storm Hammers                              13 Points/model
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Chaos Dwarf Storm Hammer353441219Infantry10+
Chaos Dwarf Storm Master353441229InfantryUpgrade
       

Equipment:
- Hand Weapon
- Shield
- Heavy Armour

Special Rules:
- Chaos Dwarf
- Immune to Panic
Options:
- Upgrade one Storm Hammer to a Musician for 6pts
- Upgrade one Storm Hammer to a Standard Bearer for 12pts
- Promote one Storm Hammer to a Storm Master for 12pts

Magic Items:
A single Storm Hammer Standard Bearer in the army may carry a Magic Standard worth up to 50pts
[/spoiler]

Hobgoblin Bolt Thrower                              45 Points
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Bolt Thrower----73----1
Hobgoblin433331216Infantry3
       

Equipment:
- Hand Weapon
Special Rules:
- Animosity
[/spoiler]

Goblins                              5 Points/model
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Goblin423331216Infantry15+
Goblin Boss423331226InfantryUpgrade
       

Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Animosity
Options:
- Any unit of Goblins may carry Spears for +2pts per model
- Any unit of Goblins may carry Shields for +1pts per model
- Upgrade one Goblin to a Musician for 5pts
- Upgrade one Goblin to a Standard Bearer for 10pts
- Promote one Goblin to a Boss for 15pts
[/spoiler]

Orcs                              8 Points/model
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Orc433341217Infantry15+
Orc Boss433341227InfantryUpgrade
       

Equipment:
- Hand Weapon
- Light Armour

Special Rules:
- Animosity
- Choppa
Options:
- Any unit of Orcs may carry Spears for +2pts per model
- Any unit of Orcs may carry Shields for +1pts per model
- Upgrade one Orc to a Musician for 5pts
- Upgrade one Orc to a Standard Bearer for 10pts
- Promote one Orc to an Orc Boss for 15pts
[/spoiler]

Sneaky Gits                              5 Points/model
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Sneaky Git433331216Infantry10+
       

Equipment:
- Pair of Hand Weapon
Special Rules:
- Animosity
- Poisoned Attacks
[/spoiler]

Rare
Bull Centaur Herd                              35 Points/model
[spoiler]
   MWSBSSTWIALdUnit TypeUnit Composition
Bull Centaur843441329Monstrous Beast3+
Herd Master843441339Monstrous BeastUpgrade
       

Equipment:
- Hand Weapon
- Great Weapon
- Shield
- Light Armour

Special Rules:
- Fear
- Immune to Psychology
- Skirmishers
Options:
- May replace their Great Weapon with an additional Hand Weapon for free
- May replace their Light Armour with Heavy Armour for 6pts per model
[/spoiler][/spoiler]
Title: Re: Narrics' Fandex Thread: Chaos Dwarfs (Fantasy)
Post by: InsaneTD on December 08, 2013, 12:19:42 am
They are basically land speeders without the skimmer rule.
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: Narric on December 10, 2013, 05:32:33 pm
Tau Empire (Part 1)

Wargear
I'll be saving space by only writing up the wweapons and gear I have changed/made up.
[spoiler]Ranged Wargear
[spoiler]Pulse Carbine
Whilst the Rifles if for Range, the Pulse carbine is best suited for Urban environments, and situations that do not lend well to long-ranged fire-fights.
RangeStrengthAPType
18"55Assault 2
Instead of firing the Pulse Carbine, the user may fire their Grenades further than normal. Thrown Grenades gain 6” to their range when used by a model with a Pulse Carbine.

Neutron Blaster
Vespid Neutron blasters are a hybrid of technologhy of both Vespid and Tau. Each Blaster has a small crystal, which magnifies, and directs, a small “blast” of nuetrons. This blast is powerful enough to tear through all but the most efficienctly ray shielded armour.
RangeStrengthAPType
24"53Assault 2

Kroot Gun
The Kroot Gun is a larger cousin of the Rifle, and is similarly more technological then a Kroot developed variant. Mounted upon the backs of Krootox, it allows Kroot to threaten light vehicles.
RangeStrengthAPType
48"74Salvo 1/3

Cyclic Ion Blaster
Developed as an Improve Burst Cannon, it can easily target multiple targets. Its ionic nature makes it a little bit unpredictable, though this is often in the Tau’s favour, as the weapon can suddenly find the energy to tear through even Space Marine Tactical Dreadnought armour.
RangeStrengthAPType
24"44Assault 5, Rending

Airbursting Frag Launcher
A simple weaponsystem developed for Horde-like enemies. Its effectiveness against Tyranids and Orks is astounding. It fires a composite pod into the air, which disperses and rains down upon an unsuspecting target. This allows it to be fired in the general area of a foe, without needing direct visual confirmation.
RangeStrengthAPType
18"45Heavy 1, Barrage, Large Blast
[/size][/spoiler]
 
Supporting Wargear
[spoiler]Multi-Tracker
[spoiler]A Model equipped with a Multi-tracker may fire a second firearm, or weapon system.[/spoiler]

Target Lock
[spoiler]A Model with Target Lock gains the Split Fire Special Rule, as described in the Warhammer 40k Rulebook.[/spoiler]

Drone Controller
[spoiler]This is a Mandatory piece of wargear for equipping Drones.
It allows an upgraded model to take up to two Drones. Drones do not count towards a model’s limit on Support Wargear.
The model does not lose their Independent Character Special Rule (if they have it), and any Drones that were controlled by the Character are removed as casualties at the end of the phase the controller was also removed from the table.
All Drones must remain within 6” of the Controlling Character, and always have the same Unit Type and Special rules as their Controller, though never count as Characters, and cannot have the Independent Character special rule.[/spoiler]

Shield Drone
[spoiler]The Shield Drone is a personal Shield Generator, attached to a Gun Drone chassis.
On the table, they have the following profile:
   WS   BS   S   T   W   I   A   Ld   Sv
Shield Drone   2   0   3   3   1   4   1   7   4+
   WSBSSTWIALdSv
Shield Drone203314174+
 
Shield Drones Confer a 4+ Invulnerable save to their Controller, and onto themselves.
Once per game, all the Shield Drones in a squad may be activated to envelope the entire squad. This increases the squad’s Invulnerable save by +1 for each Shield Drone, up to a maximum of 3+. The Controller loses his 4+ save, which is replaced by the squad’s save. This lasts until the end of the turn, and can be activated in any player turn. E.g. A Fire Warrior Squad has one Shield Drone, and its ability is activated, the squad now has a 6+ invulnerable save until the end of the turn.
Shield Drones are additionally equipped with Drone Plating.[/spoiler]
 
Marker Drone
[spoiler]The Marker Drone is a device highly utilised by Pathfinders, for increased Markerlight Support.
On the table, they have the following profile:
   WS   BS   S   T   W   I   A   Ld   Sv
Marker Drone   2   2   3   3   1   4   1   7   4+
   WSBSSTWIALdSv
Marker Drone223314174+
 
Marker Drones are equipped with a Networked Markerlight, and Drone Plating.[/spoiler]

Stealth Field Generator
[spoiler]A Model equipped with a Stealth Field Generator has both Stealth and Shrouded Special rules, as described in the Warhammer 40k Rulebook.[/spoiler][/size][/spoiler]
 
Special Wargear
[spoiler]Advanced Stabilisation
[spoiler]A Model equipped with Advanced Stabilistion, may choose to act as Infantry for a turn, and gains the Relentless Special Rule, as described in the Warhammer 40k Rulebook.[/spoiler]

Command and Control Node
See Commander Shadowsun wargear for details.

Stim Injector
[spoiler]Confer a Feel No Pain (5+) save to the user. Model with three or more wounds have Feel No Pain (4+). This is following the rules as described in the Warhammer 40k Rulebook.[/spoiler]
 
Ejection System
[spoiler]HQ Characters in XV8 or XV88 armour only.
When a Model with an Ejection System would be destroyed, the model is replaced with a single Fire Warrior sized model, representing the Pilot.
The Pilots' statline is as written in their unit entry. They are equipped with a Pulse Pistol, and a Bonding Knife if they had bought one.
The Pilot has the Independent Character Special Rule [/spoiler]

Failsafe Detonator
When a model with a Failsafe Detonator would be removed from the table during the Assault Phase, lay the model on its side. At the end of the Assault Phase,  Friendly models units that are engaged in the combat automatically disengage the enemy, and move D6” away. Once this is done, place a Large Blast template over the laying model, with the hole centred over it. All models under the template are automatically hit, and suffer a Str:8 AP:- wound.
[/spoiler]

Armour
[spoiler][spoiler]Warrior Armour & Drone Plating[/spoiler]
Confers a 4+ Armour Save to the user.

XV15 Stealth Suit
[spoiler]A Model equipped with an XV15 Stealth suit gains the following changes:
- Their Unit Type is changed to Infantry (Jump). They do not lose their “Character” status.
- Their Strength is Increased to 4
- They gain a 4+ Armour Save
- The Suit comes with a Stealth Field Generator
- They never count as Bulky for Transport Capacity purposes.
- The model also has the following Special Rules, as described in the Warhammer 40k Rulebook: Jink, Infiltrate, Relentless, Deep Strike.[/spoiler]
 
XV25 Stealth Suit
[spoiler]A Model equipped with an XV25 Stealth suit gains the following changes:
- Their Unit Type is changed to Infantry (Jetpack). They do not lose their “Character” status.
- Their Strength is Increased to 4
- They gain a 3+ Armour Save
- The Suit comes with a Stealth Field Generator
- They count as Bulky for Transport Capacity purposes.
- The model also has the following Special Rules, as described in the Warhammer 40k Rulebook: Relentless, Night Vision, Deep Strike.[/spoiler]
 
XV3 Command Suit
[spoiler]A Model equipped with an XV3 Command suit gains the following changes:
- Their Unit Type is changed to Infantry (etpack).
- Their Strength is Increased to 4
- Their Toughness is Increased to 4
- They gain a 3+ Armour Save
- The Suit comes with a Stealth Field Generator
- They count as Bulky for Transport Capacity purposes.
A Model upgraded to have XV3 armour, must then choose up to two weapons from the Battlesuit Weapons and/or Special Weapons section of the Wargear list. They may also select up to three options Support Wargear, Battlesuit Wargear and/or Special Wargear sections of the Wargear List.
- The model also has the following Special Rules, as described in the Warhammer 40k Rulebook: Night Vision, Relentless Deep Strike, Hammer of Wrath.[/spoiler]

XV8 Battlesuit
[spoiler]A Model equipped with an XV8 Command suit gains the following changes:
- Their Unit Type is changed to Infantry (Jetpack).
- Their Strength is Increased to 5
- Their Toughness is Increased to 4
- They gain a 3+ Armour Save
- They count as Very Bulky for Transport Capacity purposes.
A Model equipped with XV8 armour will often not have any weapons as standard. Where this is the case, the model must choose up to three options from the Battlesuit Weapons, Support Wargear, and/or Battlesuit Wargear sections of the Wargear List.
- The model also has the following Special Rules, as described in the Warhammer 40k Rulebook: Nght Vision, Relentless, Deep Strike, Hammer of Wrath.[/spoiler]
 
XV88 Broadside Armour
[spoiler]A Model equipped with an XV88 Broadside Armour gains the following changes:
- Their Unit Type is changed to Infantry. They do not lose their “Character” status.
- Their Strength is Increased to 5
- Their Toughness is Increased to 5
- They gain a 2+ Armour Save
- They count as Extremely Bulky for Transport Capacity purposes.
A Model upgraded to have XV88 armour, must then choose a single Battlesuit Weapon system to Twin-link. Twin-linking the weapon does not cost anything extra.
- The model also has the following Special Rules, as described in the Warhammer 40k Rulebook: Move Through Cover, Smash.[/spoiler]
[/spoiler]

Vehicle Wargear
[spoiler]Blacksun Filter
The vehicle gains the Night Vision Special Rule, as described in the Warhammer 40k Rulebook.

Flechette Dischargers
Any enemy model attacking a vehicle with Flechette Dischargers suffers a single Str:4 AP:- hit at the I:8 Initiative step.

Disruption Pod
The vehicle gains the Shrouded Special Rule, as described in the Warhammer 40k Rulebook. Enemy models within 12” ignore the Disruption Pods effects.

Decoy Launchers
Any Missile based weapon that targets a vehicle with decoy Launchers, must re-roll successful To Hit rolls.

Seeker Missiles
Seeker Missiles are one-shot missiles attached to most Tau vehicles. The pilots of these vehicles do not however, control them. Seeker Missiles are fired by models equipped with Markerlights, and always hit on a 2+. They have the following profile:
RangeStrengthAPType
Unlimited83Heavy 1, Ignores Cover
When targeting an enemy vehicle, make a line from the firing pint, to the vehicle, to decide which facing the vehicle is struck.[/size][/spoiler][/spoiler]

Armoury
[spoiler]Support Wargear
- Bonding Knife...........5pts
- Blacksun Filter...........2pts
- Multi-tracker...........5pts
- Target Lock...........5pts
- Drone Controller (+ 1-2 Drones)...........0pts
- Gun Drone...........10pts
- Shield Drone...........20pts
- Marker Drone...........30pts
Battlesuit Weapons
- Plasma Rifle...........20pts
- Fusion Blaster...........15pts
- Missile Pod...........15pts
- Burst Cannon...........10pts
- Flamer...........5pts
Special Weapons
- Cyclic Ion Blaster...........20pts
- Airbursting Fra Launcher...........20pts
Battlesuit Wargear
- Targeting Array...........10pts
- Shield Generator...........20pts
Special Wargear
- Advanced Stabilisation...........5pts
- Command and Control Node...........5pts
- Positional Relay...........5pts
- Vectored Retro-thrusters...........5pts
- Ejection System...........5pts
- Failsafe Detonator...........5pts
- Iridium Armour...........5pts
- Stim Injector...........5pts
Vehicle Wargear
- Sensor Spines...........5pts
- Targeting Array...........5pts
- Multi-tracker...........5pts
- Blacksun Filter...........5pts
- Target Lock...........5pts
- Flechette Dishcarger...........5pts
- Disruption Pod...........5pts
- Decoy Launchers...........5pts
- Seeker Missiles...........5pts
[/spoiler]

HQ
Aun’va – Master of the Undying Spirit                              150 Points
[spoiler]Aun’va is the oldest and Wisest Ethereal still alive. Even now he he offers guidance to many Commanders, and gently guies the Tau towards the Greater Good. His title has been earned, through his continued service on the battlefield. He has personally overseen the end of many races and armies, that opposed the Greater Good, from the barbaric orks, to the superhuman Space Marines of both the Imperium and Chaos. He has begun to show his age, but through stubborn spirit, he will not step down from active duty.
His Ceremonial Staff is a powerful artefact, spreading an aura around Aun’va and his personal guards. Some say the Stave belonged to one of the First Ethereals. The brave few who leashed the young, barbaric and directionless Tau. That such an artefact exists has peeked a great deal of interest from both the Inquisition and Mechanicus alike. For such strange power could only be the reason behind the Ethereal’s soft yet stirn grip on the Tau race. Aun’va’s personal Guard are both young Ethereals. They protect Aun’va and also learn from him, so should his life end, his teachings would not. They are uniquely equipped, with bladed forearm armour that with a practiced hand, can deflect any enemy attack.
Aun’va has also gained a great deal of personal followers, especially in the Tau military. When they reached a critical number, Aun’va decreed them his personal army, with the consent of the Fire Caste Military Leaders.

   WSBSSTWIALdSvUnit TypeUnit Composition
Aun'va1325411104+Infantry (Character)1 (Unique)
Ethereal Guard445523394+Infantry2 (Unique)/td]
       

Wargear:
All
   Warrior Armour
   Pulse Pistol
Aun’va
- Paradox of Duality
This is an ancient artefact, containing immense power. It makes Aun'va and his Guard Toughness 5.
Has the following profile in combat:

RangeStrengthAPType
-User-Melee, Specialist Weapon

- Personal Shield

Ethereal Guard
- Ethereal Honour Blade
- Vambrace Blades
Any enemy model targeting Aun'va or either of the Guard equipped with only combat weapons (E.g. Warp Talons), reduces their Attacks by D3 (to a minimum of 1). Only models in base contact with the Guard suffer this penalty.  This reflects the Guard catching the enemy weapons, and preventing them from being used effectively.
Special Rules:
Aun’va
- Adamantium Will
- Fearless
- Extremely Bulky
- Supreme Ethereal
All Tau units in the Army gain the Crusader Special rule. This is lost upon the death of Aun'va. In addition, upon Aun'va's Death, all Tau units must take a Morale Check. Regardless of result, all Tau units gain Preferred Enemy and Hatred against the army that killed Aun'va (even against Allied armies, both/all enemy detachments are the target).

Ethereal Guard
- Crusader
- Counter-Attack
- Fearless
- Eternal Guard
Upon Aun'va's Death, he becomes an objective. If the Tau player does not at minimum Contest the Objective, they can only win a Draw against their opponent.
The Army of Aun’va
In a Primary detachment that includes  Aun’va, up to three units of Honour Guard may be taken as Troops. They do not count towards minimum Troops choices taken.
[/spoiler]

Commander Shadowsun                              200 Points
[spoiler]Shadowsun (Shaserra in Tau), is the Chosen Commander who leads the Third Sphere campaign. Proclaimed by Aun’va himself to be the Spearhead commander of the Campaigns, her role was also political in nature. Fearing a new civil war after the formation of the Farsight Enclaves, Aun’va, many Commanders, and Shadowsun herself knew the Fire Caste needed a true hero to lead them. The final  decision was for Shadowsun to take the mantle, and she did so in a spectacular fashion. Opening all channels to every corner of the Tau military, She destroyed the proud Statue of Commander Farsight, at the doorstep of the Mont’yr battle dome. This singular act was a beacon to all who witnessed it. The age of Farsight was over, and his teachings had turned taboo. The Fire Caste was once again a unified force, and the trust of the entire Empire’s protection was firmly set upon it. With this first act of inspiration, the Third Sphere began with near limitless energy. Within a month, new worlds were being colonised, and foes defeated. Shadowsun still holds the centre of the Campaign steady, and shows no sign of the shadow that tainted Farsight’s previous accomplishments.
Shadowsun takes to battle in a highly advanced suit of Stealth Armour. Despite its size, it can withstand the same forces as an XV8 Crisis battlesuit, and allows her to carry two destructive Fusion Blasters. Incorporated systems allow Shadowsun to target multiple targets at once, making Imperial Guard Commanders or mechanized forces shudder from fear of her attack.

   WSBSSTWIALdSvUnit TypeUnit Composition
Shadowsun4544344103+Infantry (Character, Jetpack)1 (Unique)
Command-Link Drone2033121-3+Infantry (Jetpack)1 (Unique)
       

Wargear:
- Dual Fusion Blasters
- Command and Control Node
- Drone Controller
- 2x Shield Drones
- XV22 Battlesuit
Confers a 3+ Armour Save. Shadowsun's Strength and Toughness are increased to 4. It also has a built in Stealth Field Generator.
- Command and Control Node
All friendly units within 12" may use Shadowsun's unmodified Leadership for any Leadership based checks. If the unit is falling back, it automatically regroups at the start of the next Tau player turn, provided it is within the Control Nodes range. It may then act as normal, with no penalties.
- Command-Link Drone
Increases the range of the Command and Control Node by 6". This bonus is removed upon the destruction of the Command-link Drone.
- Advanced Targeting System
Shadowsun may use both her Fusion Blasters in the same shooting phase, and may choose two seperate Targets.
Special Rules:
Shadowsun – Independant Character, Night Vision, Bulky, Deep Strike, Relentless, Infiltrate, Jink
[/spoiler]

Commander Farsight                              200 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Farsight5454454103+Infantry (Character, Jetpack, Jump)1 (Unique)
       

Wargear:
- XV8 Battlesuit
- Plasma Rifle
- Shield Generator
- Target Lock
- Bonding Knife
- Dawn Blade
RangeStrengthAPType
-User2Melee, Armourbane, Master-Crafted
Special Rules:
- Independant Character
- Night Vison
- Very Bulky
- Deep Strike
- Hammer of Wrath
- Hatred (Orks)
- Relentless
- Ork Fighters
In a primary detachment that includes Farsight, all units gain Preferred Enemy (Orks). This includes Farsight himself.
- Breakaway Faction
A Primary Detachment that uncludes Farisght may not be allied to any other army. In addition, only Tau units may be selected from Codex: Tau Empire
- Blood Brothers
In a Primary detachment that includes Farsight, any model with access to a Bonding Knife may equip it for free.
Breakaway Faction
In a Primary detachment that includes Farsight, up to three units of XV8 Crisis Battlesuit Teams may be taken as Troops. They do not count towards minimum Troops choices taken.
[/spoiler]
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: Narric on December 10, 2013, 07:17:46 pm
Tau Empire (Part 2)

HQ
Ethereal                              50 Points
[spoiler]Ethereals are the political heartof the Tau Empire. However, even they have a military branch. This is often comprised of Young Ethereals, or Aun’ui by rank, for even they must endure a Trail by Fire before becoming a recognised dignitary. Ethereals predominantly act as advisors to Fire Caste Commanders, though in dire or sometimes unique circumstances, they lead a force by themselves. To know an Ethereal has taken to the battlefield, fills the Tau Military with pride, for few High Ranking Ethereal feel the need to “dirty” their hands. This spurs Fire Warriors to acts of heroism, beyond the normal. This however, lends a shadow upon the fighting force, for should the Ethereal fall, the Cadre will be without guidance from Ethereal hands. Such negative stigma means Fire Caste protect accompanying Ethereals with their lives.
Aun’ui Ethereals often carry their Symbols of office, signifying who they are to young Fire Warriors, whilst Aun’vre Ethereals would carry an honour Blade, a graceful weapon that imbues the wielder with enhanced strength.

   WSBSSTWIALdSvUnit TypeUnit Composition
Ethereal4433233104+Infantry (Character)1
       

Wargear:
- Symbols of Office
In close combat, the Ethereal gains +2 Attacks. The Symbols of Office are then treated like a normal Close Combat Weapon.
- Warrior Armour
- Pulse Pistol
- Personal Shield
A model gains a 5+ invulnerable save when equipped with a Personal Shield.

Special Rules:
- Independant Character
- Inspiring Presence
Options:
- May take options from the Support Wargear section of the Wargear list.
- May replace his Symbols of Office with an Ethereal Honour Blade for free.
- May replace their Warrior Armour and Pulse Pistol with one of the following:
      - XV3 Command suit (Equipped with no weapons)...........25pts
      - XV8 Crisis Battlesuit (Equipped with no weapons)...........40pts
- if the Ethereal has taken XV armour, he may take options from the Support Wargear, Battlesuit Weapons, Special Weapons, Battlesuit Wargear, and Special Wargear sections of the Wargear list, within the limitations set by their chosen armour type.
[/spoiler]

Commanders
[spoiler]The Comanders of the Tau Fire Caste are Veterans of War, surviving all three of their “Trial by Fire” tests. They are often ranked as Shas’El, and Shas’O, Knight and Commander respectively. Coalition Commanders (Shas’Os) are often only employed for the most important engagements, predomintly descisive battles of a campaign. Cadre Commanders (Shas’Els) are the equivalent of Second in Command, and are found at the front of near every Tau battle line.

Coalition Commander                              85 Points
[spoiler]
   WSBSSTWIALdSvUnit Composition
Coalition Commander453343410-Infantry (Character)1 (Unique)
       

Wargear:
Must select one of the following Armour Types:
- XV3 Command Suit (With no weapons)...........20pts
- XV8 Crisis Battlesuit (With no weapons)...........35pts
- XV88 Broadside Suit (With a Twin-linked Railgun)...........55pts

Special Rules:
- Orbital Bombardment
Options:
- May take options from the Support Wargear, Battlesuit Weapons, Special Weapons, Battlesuit Wargear, and Special Wargear sections of the Wargear list, within the limitations set by their chosen armour type.
[/spoiler]

Cadre Commander                              50 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Cadre Commander443333410-Infantry (Character)1
       

Wargear:
Must select one of the following Armour Types:
- XV3 Command Suit (With no weapons)...........20pts
- XV8 Crisis Battlesuit (With no weapons)...........35pts
Options:
- May take options from the Support Wargear, Battlesuit Weapons, Special Weapons, Battlesuit Wargear, and Special Wargear sections of the Wargear list, within the limitations set by their chosen armour type.
[/spoiler][/spoiler]

Bodyguards
[spoiler]Bodyguards are highly trusted and loyal friends of the Commander or Ethereal they follow. Though not able to command a force themselves, they are more than capable soldiers. To be selected to become a Bodyguard, is a both an honour and a burden. The Tau warrior chosen must make the greatest sacrifice known to the Tau; to put another life before one’s own.

XV8 Bodyguard                              40 Points
[spoiler]
For each HQ choice equipped with XV8 or XV88 Armour (Not including other Bodyguard), you may include up to two XV8 Bodyguard as a HQ choice. They join the Character, and form a single unit. They do not count to the maximum number of HQ choices.
   WSBSSTWIALdSvUnit TypeUnit Composition
XV8 Bodyguard345423283+Infantry (Jetpack)1
       

Wargear:
- XV8 Battlesuit (Equipped with no weapons)
Options:
- Each Bodyguard may take options from the Battlesuit Weapons, Battlesuit Wargear and Support Wargear sections of the Wargear list, within their limitations.
[/spoiler]

XV25 Bodyguard                              40 Points
[spoiler]
For each HQ choice equipped with XV3 Armour, you may include up to two XV25 Bodyguard may be taken as a HQ choice. They join the Character, and form a single unit. They do not count to the maximum number of HQ choices.
   WSBSSTWIALdSvUnit TypeUnit Composition
XV25 Bodyguard344323283+Infantry (Jetpack)1
       

Wargear:
- XV25 Battlesuit
- Burst Cannon
Options:
- Each Bodyguard may replace their Burst Cannon with a single option from the Battlesuit Weapons section of the wargear list for +10pts, or a Flamer for free.
- Each Bodyguard may take a single option from the Support Wargear or Battlesuit Wargear section of the Wargear list.
[/spoiler][/spoiler]

Honour Guard                              85 Points
[spoiler]The Warriors that compose the Honour Guard of the Ethereals are always lead by a low ranking Ethereal themselves. Often a simple Aun’la, experiencing their first Trail by Fire.Honour Guards are chosen, not because they’re close friends to the Ethereal, but because they have the ability to protect such an individual. They’re equipped like Fire Warriors, but are trained to a sharper standard,with prospective warriors often failing critical tests. Such high standards ensue Ethereal are given the best protection the Fire Caste can muster. The Aun’la, or Ethereal Guardian, is sometimes further honour to wield an Ethereal Honour Blade to battle. Such individuals are selected because they embody the triats sought for in the greatest Ethereals.
For each Ethereal Character (Including Aun’va), you may include a single unit of Honour Guard as a HQ choice. They join the Character, and form a single unit. They do not count to the maximum number of HQ choices.
   WSBSSTWIALdSvUnit TypeUnit Composition
Ethereal Guardian443323294+Infantry (Character)1
Honour Warrior343313184+Infantry5
       

Wargear:
- Warrior Armour
- Pulse Rifle
- Photon Grenades

Transport:
A unit of Honour Guard which numbers 12 or less (excluding Drones, but including the Ethereal they guard) may be mounted in a Devilfish Transport.
Options:
- The team may contain up to six additional Shas’la for 13pts per model
- Any member of the team may replace their Pulse Rifle with a Pulse Carbine for free.
- Up to two Honour Warriors may replace their Pulse Rifle with a Rail Rifle for 15pts.
- The Ethereal Guardian may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol for free.
- The Ethereal Guardian may replace his Pulse Pistol with an Ethereal Honour Blade for 5pts.
[/spoiler]

Elites
XV8 Crisis Battlesuit Team                              30 Points
[spoiler]Pilots of XV8 Crisis Battlesuit armour all number among the Fire Castes Veterans. They are the bravest, the best and most loyal warriors. All teams are led by a Shas’vre, who is often a notable Hero of a campaign. Pilots are selected by matching numerous requirements, due to the nature of the Neural network interface that allows control of the Battlesuit. Even so, after prolonged periods of usage, Tau warriors suffer  terrible withdraw symptoms, exclaiming the feeling of missing a limb. The most severe cases include Pilots screaming of a lost arm or leg, when all their limbs are intact, often caused by serious damage to the battlesuit itself during conflict. It deeply saddens the Ethereals that despite many an honest effort, they cannot stem this debilitating illness.
Crisis suits are often armed with the medium to heavy weight weapons of the Tau arsenal, for Tau doctrine does not allow for Heavy Weapons being supplied to Fire Warriors. The Battlesuits themselves offer huge boons to mobility, and survivability to the pilot. During times of piece, is it not unheard of for Battlesuit pilots to customise the outward appearance of their suits, though these modifications fall under strict scrutiny of the Earth-caste that implement them.

   WSBSSTWIALdSvUnit TypeUnit Composition
XV8 Shas'vre235423293+Infantry (Character, Jetpack)1
XV8 Shas'ui235423283+Infantry (Jetpack)Upgrade
       

Wargear:
- XV8 Battlesuit (Equipped with no weapons)
Options:
- The Shas’vre may be accompanied by up to two Shas’ui, for 25pts per model
- Each member of the team may take options from the Battlesuit Weapons, Battlesuit Wargear and Support Wargear sections of the Wargear list, within their limitations.
- The Shas’vre may select wargear from the Special Wargear section of the Wargear List.
[/spoiler]

Stealth Suit Teams
[spoiler]The members of the Stealth Teams can often be described as “Lone Wolves,” though not for the same reasons as the Lone Wolves of Space Wolf armies. Stealth team Veterans have a strange tendancy to find themselves more isolated from the main Tau Force they are a part of. However, it was decided to give them the standing order of Ambushing enemy formations, thus weakening the enemy, and allowing easier and greater victory for the Tau. This Veterans do not mind, and find their company to be all that they need. Unlike the Pilots of XV8 Battlesuits, the Warrior inside XV25 or XV15 armour is not wired into the suit. The suit serves a similar purpose to the Power Armour of Space Marines, though with the additional bonus of coming equipped with Stealth Field Technology. This allows the Stealth teams to move with even greater pace, as their advance is often hard to determine.
Teams equipped with heavier XV25 suits, are able to carry many Battlesuit weapon systems, namely the Fusion Blaster, and the Missile Pod. Teams with XV15 suits, are not as resilient as XV25 suits, but still enable the wearer to carry a Burst Cannon to the field.


XV25 Stealth Suit Team                              100 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
XV25 Shas'vre234323293+Infantry (Jetpack, Character)1
XV25 Shas'ui234323283+Infantry (Jetpack)2
       

Wargear:
- XV25 Battlesuit
- Burst Cannon
Options:
- The team may contain up to three additional XV25 Shas’ui for 25pts per model.
- Up to two Shas’ui may replace their Burst Cannons with a single option from the Battlesuit Weapons section of the wargear list for +10pts, or a Flamer for free.
- Each member of the team may take a single option from the Support Wargear or Battlesuit Wargear section of the Wargear list.
- The Shas’vre may select wargear from the Special Wargear, Support Wargear, and Battlesuit Wargear section of the Wargear List.
[/spoiler]

XV25 Stealth Suit Team                              80 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
XV15 Shas'vre234313293+Infantry (Jetpack, Character)1
XV15 Shas'ui234313283+Infantry (Jetpack)3
       

Wargear:
- XV15 Battlesuit
- Burst Cannon
Options:
- The team may contain up to six additional XV25 Shas’ui, for 18pts per model
- Each member of the team may take a single option from the Support Wargear section of the Wargear list.
- The Shas’vre may select wargear from the Support Wargear, and Battlesuit Wargear section of the Wargear List.
[/spoiler][/spoiler]

Troops
Fire Warrior Team                              70 Points
[spoiler]Fire Warrior teams are the core of every Tau force, and are equipped with one of the strongest standard weapons across the entire galaxy. All Fire warriors during their first conflict, undergo what is called a “Trail by Fire.” It is a Rite of Passage that’s marks the beginning of the warrior’s journey through the ranks. The Trail varies from force to force, and campaign to campaign, but the general practice is for a Fire warrior to survive conflict. Warriors that show ability in Leadership, often become Team Leaders, and then Shas’ui in time. Fire Warrior Teams sometimes ride a Devilfish Troop Carrier into battle.
   WSBSSTWIALdSvUnit TypeUnit Composition
Shas'ui233313184+Infantry (Character)1
Shas'la233313174+Infantry5
       

Wargear:
- Warrior Armour
- Pulse Rifle
- Photon Grenades

Transport:
A unit of Fire Warriors which numbers 12 or less (excluding Drones) may be mounted in a Devilfish Transport.
Options:
- The team may contain up to six additional Shas’la for 10pts per model
- Any member of the team may replace their Pulse Rifle with a Pulse Carbine for free.
- A single Shas’la may replace their Pulse Rifle with a Rail Rifle for 15pts.
- The Shas’vre may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol for free.
[/spoiler]

Kroot Carnivore Squad                              105 Points
[spoiler]Kroot are savage humanoids, originating from the world of Pech. Their everlong hunting is to search for the strongest creatures and warriors of the galaxy, and devour them. This is to aide in the Kroot’s evolution, which has made their genetic material predominantly empty, allowing sub-species of breed to arise with unique traits. However, if they hunt the same prey for too long, their genetics become stagnant, and result in evolutionary dead-ends. Two examples of this would be the Kroot Hound and the Krootox. Both have found extensive use in Kroot Mercenary forces. Kroot are guided by a Master Shaper, equivalent to the Tau Ethereal. Lesser Shapers guide Kindreds towards advantageous evolutionary paths, and control which triats of their prey they attached to their genetic code.
   WSBSSTWIALdSvUnit TypeUnit Composition
Shaper444334386+Infantry (Character)1
Kroot434314176+Infantry9
Kroot Hound4-4315256+InfantryUpgrade
Krootox4-6423256+InfantryUpgrade
       

Wargear:
Kroot & Shaper
- Improvised Armour
- Kroot Rifle
Kroot Hounds & Krootox
- Improvised Armour
- Claws

Special Rules:
- Infiltrate
- Fieldcraft
Options:
- The squad may contain up to ten additional Kroot for 8pts per model.
- The squad may contain up to ten Kroot Hounds for 7pts per model.
- Up to three Kroot may ride a Krootox, and replace their Kroot Rifle with a Kroot Gun for 15pts per model. The squad loses its Infitrate Special Rule if this option is taken.
- The Shaper may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol
[/spoiler]

Dedicated Transport
Devilfish Troop Carrier                              60 Points
[spoiler]The Devilfish is a widely used transport vehicle of the Tau. It even has a civilian model. It is a resilient vehicle, and can be equipped to be an offensive carrier. Its interior is completely pressurized from the outside. This enables the Devilfish to enter a battle zone from orbiting Tau Vessels, though this practice is considered highly dangerous with consideration to enemy Anti-aircraft weaponry. It basic weaponry is a fearsome Burst Cannon and a pair of Gun Drones incorporated into its front wings. Thi Drones often detach and act independently from the vehicle, offering distraction to the enemy.
   BSFrontSideRearHull PointsUnit TypeUnit Composition
Devilfish31211103Vehicle (Tank, Skimmer)1
     

Wargear:
- Burst Cannon
- Two Gun Drones

Access Points
- 3

Fire Points
- 0

Transport Capacity
- 12
Options:
- The Devilfish may replace its two Gun Drones with Twin-linked Burst Cannons for 10ptsm, or a Smart Missile System for 20pts
- May select wargear from the Vehicle Wargear section of the Wargear list.
[/spoiler]

Fast Attack
Pathfinder Team                             60 Points
[spoiler]Pathfinders are essentially Fire Warriors, but carry that greater task of supporting the rest of the Tau forces, through a versatile handheld device called a Markerlight, though to the imperial Guard, it is referred to as the “Valkyrie’s Mark,” for those that become marked, number the dead all too soon. Pathfinder Transports are equipped with special equipment that aids in the arrival of allied reinforcements.
   WSBSSTWIALdSvUnit TypeUnit Composition
Shas'ui233313184+Infantry (Character)1
Shas'la233313174+Infantry3
       

Wargear:
- Warrior Armour
- Pulse Carbine
- Markerlights
- Photon Grenades

Special Rules:
- Scout

Transport:
A unit of Pathfinders which numbers 8 or less (excluding Drones) may be mounted in a Devilfish Transport.
Additionally, if a unit of Pathfinders does take a Devilfish, it automatically comes equipped with a Marker Beacon for free.

Options:
- The team may contain up to four additional Shas’la for 10pts per model
- Up to three Shas’la may replace their Pulse Carbine & Markerlight with a Rail Rifle & Target Lock for 10pts.
- The Shas’vre may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol
[/spoiler]
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: Narric on December 10, 2013, 07:50:15 pm
Tau Empire (Part 3)

Fast Attack
Piranha                              40 Points/model
[spoiler]The Piranha is a light armoured vehicle designed for rapid response. Able to cross the battlefield quickly, in large numbers it can easily wither the numbers of even Space Marine Terminators. Its standard Burst Cannon is frequently replaced with a powerful Fusion Blaster, to turn the vehicle into a Tanks worst nightmare.
   BSFrontSideRearHull PointsUnit TypeUnit Composition
Piranha31110102Vehicle (Skimmer)1
     

Wargear:
- Burst Cannon
- Two Gun Drones

Squadron
- Up to four Piranhas may be added to the team for 40pts per model.
Options:
- Each Piranha may replace its two Gun Drones with a Smart Missile System for 20pts
- Each Piranha may select wargear from the Vehicle Wargear section of the Wargear list.
[/spoiler]

Vespid Stingwings                              70 Points
[spoiler]Vespid are Insectoid creatures, hailing from a violently turbulent gas-giant. The Vewpid, and every species of the world, are tough and agile predators. The Vespid themselves are Monarch-based in culture, and are led by Matriarcal Queens.  Prior to Tau contact, the Vespid had lived through an ever-escalating cold war between many of its Hive-Cores. The weapons and technology grew so advanced and deadly, that all-out war would have completely eradicated the young Vespid from existence. With the guidance of Tau Ethereals, who taught the Vespid of a Greater Good, and of unity, the race begain to expand its horizons to the stars, and as thanks, pledged its finest warriors to the Tau Military.
Vespid Stingwings are lightly armoured flying infantry, equipped with a deadly hybrid of Tau and vespid Technology. The Neutron Blaster Carried by Stingwings has given many foes pause for thought. Stingwings often aid as a flanking force, taking enemy positions from unexpected angles, and sowing chaos amongst once steadfast troops.

   WSBSSTWIALdSvUnit TypeUnit Composition
Strain Leader343425294+Infantry (Jump, Character)1
Vespid Stingwing343415z64+Infantry (Jump)3
       

Wargear:
- Warrior Armour
- Neutron Blaster
- Vespid Grenades
The Vespid carry strange grenades seemingly made of the same chitin as their bodies. When deployed, these grenades explode with tiny barbs, spraying them in all directions. With the rapid pace of Stingwings, they soon realized the grenades were best used against units the Vespid flew over, thus increasing the chaos that the Vespid aptly spread.
During the Movement phase, a single enemy unit that the Vespid moved across takes D6 Str 4 AP 4 hits. These hits can cause an enemy unit to fall back, but the Vespid unit does not have to shoot at or Assault the same unit that the grenades affected.


Special Rules:
- Fleet
- Jink
- Acute Senses
- Outflank
Options:
- The team may contain up to seven additional Stingwings for 15pts per model
- The Strain Leader may select wargear from the Support Wargear section of the Wargear List, and is additionally equipped with a Pulse Pistol
[/spoiler]

Gun Drone Squadron                              60 Points
[spoiler]Gun Drones are able to be fielded in small independent units, tasked with ambushing lightly armour infantry and disrupting enemy lines. In large numbers, their combined intelligence means they can act faster than a skilled Eldar combatant.
   WSBSSTWIALdSvUnit TypeUnit Composition
Gun Drone223314174+Infantry (Jetpack)4
       

Wargear:
- Drone Plating
- Twin-linked Pulse Carbine

Special Rules:
- Adamantium Will
- Acute Senses
- Combined Intelligence
The Initiative value of a Gun Drone Squadron will always equal the number of drones that are still on the table, though never falls below 4.
- Outflank
Options:
- The team may contain up to eight additional Gun Drones for 12pts per model
[/spoiler]

Heavy Support
Sniper Drone Team                              80 Points
[spoiler]Sniper Drone Teams are controlled by specially selected Shas’ui. They’re tasked with the elimination of key personal of enemy forces, namely the Warlord, or Force Commander. The Shas’ui is given a tripod mounted device that contains numerous sytems, including a Drone controller and a Stealth Field Generator. The Sniper Drones carry a Rail Rifle, modified for reduced recoil.
Up to three Sniper Drone Teams may be taken as a single Heavy Support choice.
   WSBSSTWIALdSvUnit TypeUnit Composition
Shas'ui243313184+Infantry1
[/tr
Sniper Drone243314174+Infantry3
       

Wargear:
Shas’ui
- Pulse Pistol
- Markerlight
- Targeting Array
- Drone Controller
- Stealth Field Generator
Sniper Drones
- Drone Plating
- Rail Rifle
Special Rules:
- Independent Character (Shas’ui only)
[/spoiler]

XV88 Broadside Team                              70 Points
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
XV88 Shas'vre345523282+Infantry (Character)1
XV88 Shas'ui345523282+InfantryUpgrade
       

Wargear:
- XV88 Broadside Armour
- Broadside Railgun System
The Railgun equipped to the Broadside is a slightly weaker version on the Hammerhead mounted weapon system. This is due to the amount of energy required to fire such a devastating weapon system. Despite mondifications to the output, Broadsides can never match the full system mounted to a Hammerhead.
RangeStrengthAPType
60"101Heavy 1, Twin-linked
- Smart Missile System
Options:
- The Shas’vre may be accompanied by up to two Shas’ui, for 60pts per model
- Each member of the team may take a single option from either the Battlesuit Wargear, or Support Wargear sections of the Wargear list.
- The Shas’vre may select wargear from the Special Wargear and Support Wargear section of the Wargear List.
[/spoiler]

Hammerhead Gunship                             140 Points/model
[spoiler]The Hammerhead is the prime Gunship of any Tau ground force. It has advantageous manoeuvrability for a vehicle of its size, and armour enough to take most heavy weapons fire. Hammerheads carry two of the Taus heaviest weapon systems. The Railgun, and the Ion cannon.
   BSFrontSideRearHull PointsUnit TypeUnit Composition
Hammerhead41312103Vehicle (Tank, Skimmer)1
     

Wargear:
- Ion Cannon
This technology was gifted to the Tau, by the long living and industrious Demiurg. The Demiurg saw great potential in the Tau Empire, after the Tau aided in defending Demiurg ships from Tyranid Hive Fleet Galgos.
RangeStrengthAPType
60"73Heavy 3, Rending
The Ion Cannon always inflicts a single Glancing hit, whenever it hits a vehicle. This is in addition to any other damage it causes.
- Twin-linked Networked Markerlight
- Two Gun Drones

Special Rules
- Interceptor
- Skyfire
Options:
- May replace its Ion Cannon with a Railgun (with Submunition rounds) for 35pts
A fully powered Railgun, in unison with other Hammerheads, can causes such desvastating power to enemy armour that it has been seen to destroy revered Imperial Titans. Such technology is high level heresy to the Imperium, and the Tau must always destroy abandoned Railgun systems before they fall to imperial hands.
AmmoRangeStrengthAPType
Solid72"101Heavy 1
Submunition72"64Heavy 4, Large Blast
The Railgun mounted to a Hammerhead has two modes of firing. It may fire either a solid shot, designed to puncture fearsome enemy armour, or a Submunition shots, which explodes to imflict massive damage to enemy gunlines. Declare which Ammo type you are using at the start of each shooting phase, for each Hammerhead.

- May replace its Gun drones for two Burst Cannons for 10pts, or a Smart Missile System for 20pts
- May select wargear from the Vehicle Wargear section of the Wargear list.
[/spoiler]

Sky Ray Missile Defence Gunship                             170 Points/model
[spoiler]The Sky Ray is the Support gunship of Tau Military. It carries a large payloud of Seeker Missiles, and numerous Markerlights. It is often seen in unison with Pathfinder teams. Some wonder whether such a vehicle acts as they’re transport, as the Sky Ray is only slightly different to the Devilfish in appearance. The closest counter-parts in Imperial military are the Space Marine Whirlwind, and the Imperial Guard Manticore.
   BSFrontSideRearHull PointsUnit TypeUnit Composition
Sky Ray41312103Vehicle (Tank, Skimmer)1
     

Wargear:
- Seeker Missile Rack
The Sky Ray starts the game carrying six Seeker Missiles. At the end of each Tau Player Turn, count how many Seeker Missiles have been used, and roll a D6 for each. On a 5+, a Seeker Missile is Reloaded onto the Rack. It can never carry more than six Seeker Missiles.
- Two Gun Drones
- 2 Networked Markerlights
- Twin-linked Networked Markerlight

Special Rules
- Split Fire
- Skyfire
Options:
- May replace its Gun drones for two Burst Cannons for 10pts, or a Smart Missile System for 20pts
- May select wargear from the Vehicle Wargear section of the Wargear list.
[/spoiler]
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: The Man They Call Jayne on December 27, 2013, 10:07:29 am
Hammerhead Submunition is heavy 4? Fuckin' Ouch.
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: Narric on December 27, 2013, 12:43:40 pm
Is that bad, good, broken? :P

I can't remember my reasoning at the time ^_^;;
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: InsaneTD on December 27, 2013, 12:59:48 pm
Large blast, instakills guard. I can't remember if large blasts stack or if they work like a barge. Either is very painful for anything under them. Four heavy blast markers landing on top of a target will kill a full Marine squad, and would probably kill a full termi squad with that str. Would also be four chances to glance/penetrate a vehicle. Did we mention blasts don't roll to hit? They just scatter, and in the case of this, it will scatter by 2" at most. I do love bs4. :P
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: The Man They Call Jayne on December 27, 2013, 03:23:33 pm
It is hideous. It is a cloud of hypersonic needles being shot at someone. S6 AP4 Heavy 1 Rending is the best I would do.
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: CoffeeGrunt on December 27, 2013, 05:07:08 pm
Is this all just copied from the old Codex? I never had it, but it sounds like what it used to run like.
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: Narric on December 27, 2013, 08:20:14 pm
Large blast, instakills guard. I can't remember if large blasts stack or if they work like a barge. Either is very painful for anything under them. Four heavy blast markers landing on top of a target will kill a full Marine squad, and would probably kill a full termi squad with that str. Would also be four chances to glance/penetrate a vehicle. Did we mention blasts don't roll to hit? They just scatter, and in the case of this, it will scatter by 2" at most. I do love bs4. :P
It is hideous. It is a cloud of hypersonic needles being shot at someone. S6 AP4 Heavy 1 Rending is the best I would do.
OK, it needs toning down :P.

I agree Heavy 1, but not Rending. I can't personally associate Blasts with armour penetrating, with the only exception I can think of being Plasma Cannons. How about just Heavy 2, LB, and possibly drop the Str by 1?

Is this all just copied from the old Codex? I never had it, but it sounds like what it used to run like.
I basically started with the previous codex, and tweaked aspects I thought need it. I personally don't like the "Full Overhaul and Reboot" ideology that seems to go with GW Codex updates. Why Replace what only needed fixing?

I do try and think up new tech. However I would never have imagine the Riptide, or at least the model for it. IT pains my creative side, as every Mecha tutorial I've read states you should never make a Mech unsymmetrical.
I am personally surprised they didn't include the XV9s. I would have jumped at a chance to use them without permission, as I'd convert my own ^_^
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: The Man They Call Jayne on December 27, 2013, 08:25:48 pm
It isn't a blast. It is a cloud of razor sharp flachettes. Some of them are going to hit the weak point in the armour.
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: Narric on December 27, 2013, 08:31:35 pm
So you'd be happy with a Str6 AP3 hit against a blob of Infantry?

How about an alternate route?
The Submunition round has Conussive and Blind.

This can be those "Flechettes" getting into the eyes and optics of the target, making their aim poor in both shooting and combat.

As the Submunition rounds are more intended for anti-infantry, this would emphasis its role, and not take away use of the Solid Shot.
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: The Man They Call Jayne on December 28, 2013, 12:36:23 am
There would be very little concussive force involved I suspect. Making it AP3 steps on the Ion Cannon
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: CoffeeGrunt on December 28, 2013, 01:19:20 am
I think the current setup is very good. You have the Ion Cannon which is all about AP3, or you have the Railgun which is either a focused bolt of DIE against the target, are a smattering of horde-killing fire against a blob.
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: InsaneTD on December 28, 2013, 02:39:11 am
The hammerhead railgun is fine as it is in the codex. Anything more then heavy 1 with large blast is just over powered. And there is nothing in the fluff that says it fits more then twice. Rending would work better the more rolls. Rending was never supposed to be an anti tank rule, the first weapon to ever have it was a chain gun in game and the training for the rule was the amount of bullets hitting a target is what actually did the damage. Which is why it auto wounded at ap1 once upon a time. I think it would work with submunition rounds if you want it a bit stronger.
Title: Re: Narrics' Fandex Thread: Tau Empire (pre-6th ed Codex)
Post by: Narric on December 28, 2013, 07:50:16 am
There is also the fact Rending only works on a 6.....

I guess I can deal with that. :)
Title: Re: Narrics' Fandex Thread: Zombies 40k
Post by: Narric on December 29, 2013, 07:29:10 pm
This one is very bare bones. From what I had to start, I couldn't really find much direction :P Maybe after others seeing the material, something can actually be made of this?

[spoiler]Zombies 40k
Unlike most of my other projects, this codex is simply made for fun. Hence I won’t waste space with a Background and Unit description section, the names should be enough :P We all know what a Zombie is like, and if you don’t, I’m sure you’ll learn by the time you’ve finished reading this. Very little has changed from the original word doc I have. I’ve mostly aimed to update things to 5th edition.

Special Rules
Undead Gaze
Due to the undead's uncanny ability to ‘smell’ living flesh, possibly even due to an unknown sixth sense, zombies are able to pick out their prey even when in complete darkness.
All models with this special rule are treated to have the Night Vision universal special rule.
Braaains!
The virus infuses Zombie units with an unquenchable hunger for living flesh. In addition to this, the unreceptive nerve endings in their own undead bodies make them care even less about what the living defend themselves with.
All models with this special rule are treated to have the Fearless and Feel no Pain universal special rules.
Destroy the Brain
Survivors of virus outbreaks have noted how the infected humans soak up many Lasgun shots with ease.
All models with this special rule cannot take their Feel no Pain save against shots with the Sniper weapon type.
Infection
[spoiler]For every enemy non-vehicle model killed in close combat by a Zombie unit with this special rule, roll a D6. On a 4+ the model is returned as a Zombie, with the following modifcations to their profile:
Weapon Skill: -1
Ballistic Skill: -2
Strength: +1
Toughness: +1
The model’s Wounds, Initiative, and armour save are modified to:
Wounds: 1
Initiative: 1
Armour Save: 5+ (unless originally worse)
The model loses all bonuses from any equipment and/or upgrades it was originally carrying, and is treated from now on to be equipped with just a close combat weapon.
Any vehicle destroyed in close combat by a Zombie unit with this special rule, roll a D6. On a 4+ the Zombie unit gains D3 Zombies, armed the same as the rest of the unit.[/spoiler]


Plagues (instead of wargear)
[spoiler]Alpha Strain Claws
Supporting the theory that the virus is the work of Nurgle or Tzeentch, there have been reports of some specimens with diamond-hard claws protruding from their hands or large scythes along their arms; often being used to break through barricades that would normally stop lesser specimens.
Zombies with Alpha Strain Claws gain the Rending ability for all their close combat attacks.
Blood Cannon
Some weapons combined with a particular strain of the virus causes their users to merge with the weapon, mutating the weapon and indeed the user into a semi-biological launcher that fires large pellets of infected blood instead of their regular projectiles.
The Blood Cannon counts as having the Infection Zombie Trait when hitting, and benefits from the Potent Virus wargear.
RangeStrengthAPType
48"6-Heavy 1
Blood Exertion
Apparently due to some kind of virus-borne instinct, some specimens have been seen to spew forth a mixture of its own blood mixed with other viscous liquids onto its prey, spreading the virus through the prey's eyes, mouth and various wounds.
Blood Exertion counts as a Poisoned Weapon that always wounds on a 3+.
Converter
This weapon has only came to the attention of the Inquisition relatively recently. Under tightly controlled supervision, the few lab tests conducted on this bio-weapon have shown it to exert an unnatural, Warp-like force that has somehow been able to burn through even the thickest of armour. Further tests have shown that the severity of the force diminishes greatly over range, though the average cases of possession still remains the same.
The Converter counts as having the Infection Zombie Trait; though as its ammunition does not use biological liquids from its user, it does not benefit from the Potent Virus wargear.
Convertor TypeRangeStrengthAPType
Regular12"71Assault 1, Melta
Heavy24"71Assault 1, Melta
Potent Virus
These zombies carry a very potent strain of the virus, causing havoc amongst the living infantry. While lab tests have found that it is still blood-borne, the Imperial Inquisition strongly advises that extreme care must be taken when disposing of infected bodies.
Models are Infected on a 2+ instead of 4+.
Undead Reanimation
There have been reports than some specimens take more than a single shot to the head to stop. The Inquisition has been conducting tests to determine whether this is due to a purer form of possession from the Warp.
Models with Undead Reanimation gain +1 wound.[/spoiler]
HQ
[spoiler]Virus Fiend                                           180 Points
Alpha Strain Caster                              115 Points
Alpha Strain Lurker                              85 Points
Alpha Strain Carrier                              80 Points
   WSBSSTWIALdSvUnit TypeUnit Composition
Virus Fiend3375334104+Infantry (Character)1 (Unique)
Alpha Strain Caster2545212104+Infantry (Character)1 (Unique)
Alpha Strain Lurker526414310-Infantry (Character)1 (Unique)
Alpha Strain Carriera3365222106+Infantry (Character)1 (Unique)
       

Special Rules:
- Undead Gaze
- Braaains!
- Infection[/spoiler]
Troops
[spoiler]Zombie Horde                              7 Points/model
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Zombie2044122106+Infantry10

Options:
May include up to Ninety more Zombies for 5pts per model

Special Rules:
- Undead Gaze
- Braaains!
- Infection
- Hunger: Zombies are always in need of fresh flesh to fuel the virus they carry. For this reason, the virus alters the host’s sense to quickly sniff out living blood and flesh. When a target has been found, the Zombie recklessly charges towards it. This rule confers an extra D6” when rolling for charge range.
- Horde: a unit that contains at least one model with this special rule, gains an additional +1 attack per model, for every five models more than the target unit in combat. This rule is not cumulative, and is worked out at the beginning of every  Assault Phase. E.g. A unit of 15 Zombies attacks a Combat squad of 5 Tactical Marines. The zombie unit gains +2 Attacks onto each model.
- No leadership no fear: So long as unit with this special rule is not joined by an independent character, it will NEVER be affected by Leadership based tests and weapons.[/spoiler]

Beast Zombie Pack                              5 Points/model
[spoiler]
   WSBSSTWIALdSvUnit TypeUnit Composition
Beast Zombie30531226-Beast10

Options:
May include up to ten more Beast Zombies for 5pts per model

Special Rules:
Feel No Pain, Hunger, Fleet[/spoiler][/spoiler][/spoiler]
Title: Re: Narrics' Fandex Thread: Zombies 40k
Post by: Narric on January 01, 2014, 10:26:38 pm
So I may be writing an army near completely from scratch :shifty:

Exactly what does the name Orvald Fitzalan make you think?
Title: Re: Narrics' Fandex Thread: Zombies 40k
Post by: Charistoph on January 02, 2014, 02:12:30 am
Could be many things, but I want to say a very interesting Rogue Trader with exotic designs and very excentric stylings.
Title: Re: Narrics' Fandex Thread: Zombies 40k
Post by: InsaneTD on January 02, 2014, 03:46:43 am
Or possibly an inquisitor.
Title: Re: Narrics' Fandex Thread: Hired Guns
Post by: Narric on January 15, 2014, 08:31:07 pm
Something I've recently picked up again. I've tried a supplement like this before, but it kinda flopped. I think I just wasn't very good at doing this sort of thing back then :P also, supplements weren't a thing back then deffinately XD

This is all i've made so far, but I really wanted to show what I'd done, so I've kinda posted this prematurely :P

Hired Guns
This supplement is intended to allow players to field additional and hopefully fun units in their games of 40k.
Some units will be available to every race, whilst some are only available to a select few. This will be written at the start of each entry.

Units chosen from this supplement do not count towards minimum requirements.

Wargear
[spoiler]Bow
RangeStrengthAPType
36"3-Assault 2
Hunting Robes
Confers a 5+ Armour save
Knifesn
Treated as two close combat weapons.
Predator chainsword
RangeStrengthAPType
-+15Melee, Denies Feel no Pain
[/spoiler]

HQ
Rogue Trader                                           70 Points
[spoiler]May be taken as a Battle Brother ally to: Chaos Marines
May be taken as an Ally of Convenience to: Imperial Guard, Tau Empire, Eldar, Orks, Dark Eldar
May be taken as a Desperate Ally to: Space Marines, Grey Knights, Adepta Sororitas, Chaos Daemons
May be taken as a Come the Apocalypse ally to: Necrons, Tyranids

   WSBSSTWIALdSvUnit TypeUnit Composition
Rogue Trader5544354105+Infantry (Character)1 (Unique)
       

Wargear:
- Power Weapon
- Flak Armour
- Frag Grenades
- Krak Grenades

Special Rules:
- Multi-racial Leadership
Regardless of which race they are allied with Rogue Traders seem to have an ability to lead almost anyone. They however often choose the more common ranks, as they’re easier to handle and manipulate.
Rogue Traders may join any Troops unit chosen from a non-“Come the Apocalypse” ally.

- Where’d he get that?
Along with his Standard Wargear, the Rogue Trader may take a single Pistol or Assault weapon chosen from Pg 56-57 from the Warhammer 40k rulebook that is not a Flamer weapon.

Options:
The Rogue Trader may replace his Flak Armour with:
 - Carapace Armour - 10pts
 - Power Armour - 20pts
 - Artificer Armour - 35pts
The Rogue trader may take any of the following:
 - Meltabombs - 5pts
 - Camo Cloak - 15pts
 - A second Pistol or Assault weapon (this one may be a Flamer) - 20pts
[/spoiler]

Elites
Vampyre                                           200 Points
[spoiler]May be taken as a Battle Brother ally to: Chaos Marines, Dark Eldar, Chaos Daemons
May be taken as an Ally of Convenience to: Imperial Guard, Orks
May be taken as a Desperate Ally to: Space Marines, Grey Knights, Tau Empire, Eldar, Adepta Sororitas
May be taken as a Come the Apocalypse ally to: Necrons, Tyranids

   WSBSSTWIALdSvUnit TypeUnit Composition
Vampyre665436310-Infantry (Character)1 (Unique)
       

Wargear:
- Close Combat Weapon

Special Rules:
-   Feel no Pain, 4+ Invulnerable save, Night Vision, Fear, Eternal Warrior
-   Vampyre Fangs
At Initiative step 10, the Vampire may make a single attack at any enemy Character it is base contact with. Roll to hit as normal, but if the attack wounds, the enemy character doesn’t lose a wound, instead, the Vampire gains 1 wound up to a maximum of three.
-   Vampyric Speed
All the Vampires’ close combat attacks have the Rending special rule, and the Vampire may re-roll failed to wound rolls in combat not including his Vampire Fangs attack.
-   The Natural Hunter
The Vampire may move as a Beast, and treats all terrain as open ground except Impassable terrain.
[/spoiler]

Void Engineseer                                           125 Points
[spoiler]May be taken as a Battle Brother ally to: Imperial Guard
May be taken as an Ally of Convenience to: Space Marines, Grey Knights, Tau Empire, Adepta Sororitas, Chaos Marines
May be taken as a Desperate Ally to: Eldar, Orks, Dark Eldar
May be taken as a Come the Apocalypse ally to: Necrons, Tyranids, Chaos Daemons

   WSBSSTWIALdSvUnit TypeUnit Composition
Void Engineseer6544343103+Infantry (Character)1
       

Wargear:
- Power Weapon
- Carapace Armour
- Bolt Pistol
- Frag Greandes
- Krak Grenades

Special Rules:
-   Feel no Pain (4+)
-   Bionic Enchancements
The Engineseers’ armour save is improved by +1, up to a maximum of 2+.
-   Field Repairs
Instead of making a shooting attack or declaring an assault, the Engineseer may repair a friendly vehicle it is in base contact with. On a result of 1 or 2, the repairs failed, and neither the engineseer nor the vehicle may make no further actions this turn. On a result of 3 to 5, the Vehicles gains a single Hull Point. On a 6, the Vehicle gains a single hull point, and one other system is repaired, such as weapons becoming usable or immobilisation being removed.

Options:
The Void Engineseer may replace his Carapace Armour with Power Armour for 20pts
The Void Engineseer may replace their Bolt Pistol with one of the following options:
 - Boltgun - free
 - Plasma Pistol - 15pts
The Void Engineseer may take any of the following options:
 - Servo-skull - 5pts
(re-roll to hit rolls of 1 for shooting attacks)
 - Servo-harness - 20pts
(re-roll failed Field Repairs roll)
[/spoiler]

Exodite Warriors                                           80 Points
[spoiler]May be taken as a Battle Brother ally to: Eldar, Dark Eldar
May be taken as an Ally of Convenience to: Tau Empire, Imperial Guard
May be taken as a Desperate Ally to: Space Marines, Grey Knights, Adepta Sororitas, Orks
May be taken as a Come the Apocalypse ally to: Chaos Marines, Chaos Daemons , Necrons, Tyranids

   WSBSSTWIALdSvUnit TypeUnit Composition
Herald543325295+Infantry (Character)1
Exodite443315185+Infantry6
       

Wargear:
- Bow
- Hunting robes
- Knifes

Special Rules:
-   Acute Senses, Fleet, Infiltrators, Move through Cover
-   Monster hunter (Herald only)

Options:
The unit may include up to twenty more Exodites for 10pts per model
The Herald may replace their knifes with one of the following:
 - Predator Chainsword - 10pts
 - Power Weapon - 15pts
 - Witchblade - 35pts
The unit may be upgrade to Cavalry for 10pts per model
[/spoiler]

Troops
Squats                                           70 Points
[spoiler]May be taken as a Battle Brother ally to: Imperial Guard
May be taken as an Ally of Convenience to: Space Marines, Tau Empire, Eldar
May be taken as a Desperate Ally to: Grey Knights, Adepta Sororitas
May be taken as a Come the Apocalypse ally to: Chaos Marines, Dark Eldar, Chaos Daemons , Necrons, Tyranids, Orks

   WSBSSTWIALdSvUnit TypeUnit Composition
Sergeant433413294+Infantry (Character)1
Squat433413184+Infantry4
       

Wargear:
- Boltgun
- Carapace Armour
- Close combat Weapon
- Frag Grenades
- Krak Grenades

Special Rules:
- Stubborn, Preferred enemy (Orks), Hatred (Orks)
- Stout
The model counts as Stationary when firing Rapid fire Weapons. In addition, they treat Ruins as Open-ground, and gain +1 to their cover save when within them.


Options:
The unit may include up to fifteen more Squats for 15pts per model

Any member of the squad may replace their Boltgun for a Bolt Pistol for no additional cost.

The Squat Sergeant may replace their Boltgun and/or Close Combat Weapon with one of the following:
 - Space Marine Shotgun - free
 - Power Weapon - 15pts
 - Plasma Pistol - 15pts
 - Powerfist - 25pts
 
One model in the unit may replace their Boltgun with one of the following for every six models in the unit:
 - Space Marine Shotgun - free
 - Storm Bolter - 3pts
 - Flamer, Sniper Rifle - 5pts
 - Meltagun - 10pts
 - Plasma Gun    - 15pts

One model in the unit may replace their Boltgun with one of the following for every ten models in the unit:
 - Heavy Bolter - 5pts
 - Heavy Flamer - 5pts
 - Assault Cannon - 10pts
 - Multi-melta - 10pts
 - Missile Launcher (w/ Frag, Krak & Flakk Missiles) - 15pts
 - Lascannon - 35pts
 - Plasma Cannon - 35pts
[/spoiler]

Slann Warband                                           100 Points
[spoiler]May be taken as a Battle Brother ally to: Dark Eldar, Chaos Marines, Tau Empire
May be taken as an Ally of Convenience to: Eldar, Imperial Guard
May be taken as a Desperate Ally to: Space Marines, Grey Knights, Adepta Sororitas
May be taken as a Come the Apocalypse ally to: Dark Eldar, Chaos Daemons , Necrons, Tyranids

   WSBSSTWIALdSvUnit TypeUnit Composition
Priest Leader545425396+Infantry (Character)1
Slann434414286+Infantry4
       

Wargear:
- Bow
- Knifes

Special Rules:
- Scout fleet
- Scale Skin
Model gains +1 to its Armour save.
- Tribal Savage
Movesa as Beasts and gains +1 to their Cover save when in Natural terrain.

Options:
The unit may include up to twenty more Slann for 9pts per model

The unit may replace its armour with one of the following:
 - Improvised Armour - 3pts/model
 - Flak Armour - 9pts/model.

The Priest Leader may replace their Knifes with one of the following:
 - Shotgun - free
 - Power Weapon - 15pts
 - Eviscerator - 25pts
 - Witchblade - 45pts
 
The unit may be upgraded with one of the following options:
 - Poisoned (5+) Close Combat attacks with Knifes - 3pts/model
 - Poisoned (6+) Shooting attacks with Bow - 4pts/model
 - 5+ Invul save - 4pts/model
 - +1 Initiative and Counter-Attack when assaulted - 5pts/model
[/spoiler]
Title: Re: Narrics' Fandex Thread: Hired Guns
Post by: Dra'Tuisisch-Novae on January 16, 2014, 01:02:38 am
This looks pretty solid from where I'm sitting. I must have missed what a "Void Engineseer" is, though - can you fill me in?

One note - as far as I'm aware, in 40k they're referred to as "Vampyres" with a "y'?
Title: Re: Narrics' Fandex Thread: Hired Guns
Post by: Narric on January 16, 2014, 01:05:44 am
The Void Engineseer was my atempt at a more customisable Tech-priest, mostly born of some scraps of 2nd Ed inspired rules :P

I'll adjust the Vampyre entry :P
Title: Re: Narrics' Fandex Thread: Hired Guns
Post by: Dra'Tuisisch-Novae on January 16, 2014, 01:19:20 am
Ah, gotcha. I take it they'd represent a dissident Mechanicus faction that lets them be more flexible (rules and allies-wise)?
Title: Re: Narrics' Fandex Thread: Hired Guns
Post by: Narric on January 16, 2014, 01:23:04 am
Ah, gotcha. I take it they'd represent a dissident Mechanicus faction that lets them be more flexible (rules and allies-wise)?
Or just an Engineseer who has been left to his own devices (hurr hurr) and must make a living as a technology savvy Merc

But yeah, pretty much :P
Title: Re: Narrics' Fandex Thread: ----
Post by: Narric on February 27, 2014, 08:10:02 pm
Can't decide what codex I should work on next. Got my hands on a few Chapter Approved, so I could try my hand at a few of the lists there.

If you have a suggestion, vote for the poll above, or leave a reply ^_^
Title: Re: Narrics' Fandex Thread: IG Armoured company
Post by: Narric on February 28, 2014, 03:54:36 pm
Got bored so did the Armoured Company any way :P

No Warlord Traits yet!!

Codex: Imperial Guard Armoured Company

[spoiler]Armoured Company Detachments
An Army chosen from this Codex follows normal rules for Army Detachments as described in the Warhammer 40,000 rulebook.
Armoured Company Detachment Force Organisation
See Warhammer 40,000 Rulebook for details.
Armoured Company Allies
An armoured Company detachment chosen from this codex follows the same allies’ matrix as Codex Imperial Guard.
This Codex may be allies to Codex Imperial Guard and is treated as Battle Brothers.

Armoured Company Special Rules
[spoiler]Evacuate!
When a tank with this rule is either wrecked or explodes, it is treated to have one passenger which is the Tank Officer.
After rolling any damage the Officer would have taken, place a single model representing the Officer. The rule will include the Model name from Codex Imperial Guard that the model represents, and they have all the standard gear they would normally have.
For example, a Model with “Evacuate! (Company Commander)” would evacuate a model representing a Company Commander from Codex Imperial Guard, with all his standard Wargear (with any changes from upgrades).

Lumbering Behemoth
A model with this special rule is treated as Stationary if it moves at Combat Speed, and is treated as having moved at Combat Speed when it moves at Cruising Speed.
In addition, it may only move 6”+D6” when moving at Cruising Speed.

Armoured Company Orders
The Company Command may issue orders from his tank to his own Tank, or to another within 12”. The Order is resolved in the same way as Orders from Codex: Imperial Guard at Leadership 9. He may use the following orders:
Bring it Down! (see Codex Imperial Guard)
Fire on my Target! (see Codex Imperial Guard)
Move! Move! Move!
If the order is successfully issued, the Ordered unit/tank may immediately move D6”+1” and is counted to have moved Flat-out.

Lord Commissar
All Tanks in the same detachment as the Commissar Command Tank within 6” count as scoring when in the enemy Deployment Zone. This does not include the Commissar Command Tank.[/spoiler]

Forces of the Imperial Guard Armoured Company
Wargear
[spoiler]Ranged Weapons
A model can replace his Laspistol/Bolt Pistol and/or Melee Weapon with one of the following:
- Bolt Pistol, Boltgun   2pts
- Storm Bolter   5pts
- Plasma Pistol   10pts
Melee Weapons
A model can replace his Laspistol/Bolt Pistol and/or Melee Weapon with one of the following:
- Power Weapon   10pts
- Powerfist   15pts
Special Issue Wargear
A model can take up to one of each of the following:
- Melta Bombs   5pts
- Carapace Armour   10pts
Vehicle Equipment
A model can take up to one of each of the following:
- Dozer Blade, Storm Bolter or Heavy Stubber   5pts
- Hunter-killer Missile   10pts
- Extra Armour   10pts
Armoured Company Equipment
A model can take up to one of each of the following:
- Armoured Crew Compartment   10pts
- Mine Sweeper   10pts
- Rough Terrain Modification   15pts
- Track Guards   20pts
- Replace one crewman with a Techpriest Enginseer Crewman   45pts[/spoiler]

Salamander Scout Vehicle
[spoiler]
?
Armour
?
BS
F
S
R
Salamander Scout Vehicle
3
12
10
10
Unit Type:
  • Vehicle (Tank, Fast, Open-topped)
[/spoiler]

Armoured Company Wargear
[spoiler]Techpriest Enginseer Crewman
Once per turn, a tank with a Techpreist Enginseer Crewman may ignore one Weapon Destroyed or Immobilized result.
Armoured Crew Compartment
An Open-topped vehicle with this upgrade is no longer open-topped.
Mine Sweeper
A vehicle upgraded with the Mine Sweeper, ignores any damages caused by mines, or by grenades aimed at the front armour.
Rough Terrain Mods
This upgrade confers the Move through Cover universal special rule as described in the Warhammer 40,000 Rulebook.
Track Guards
With this upgrade “Immobilised” results are treated as “Crew Stunned” results on a D6 roll of 4+.[/spoiler]

HQ
Company Command Tank.................................50 Points 
[spoiler]
Composition:
  • 1
Unit Type:
  • Vehicle (Tank)

Special Rules:
  • Evacuate! (Company Commander)
  • Armoured Company Orders (Company Command Tank only)
  • Lord commissar (Commissar Command Tank only)

Wargear:
  • Heavy Bolter
  • Searchlight
  • Smoke Launchers
Tank:
The Armoured Company Commander must select one of the following Leman Russ tanks:
  • Battle Tank.........100pts
  • Exterminator.......100pts
  • Vanquisher.........105pts
  • Eradicator...........110pts
  • Demolisher..........115pts
  • Punisher.............130pts
  • Executioner.........140pts
The Command Tank is upgraded to BS 4 at no extra cost

Turret Armament:
  • Leman Russ Battle Tank
    - Battle Cannon
  • Leman Russ Exterminator
    - Exterminator Autocannon
  • Leman Russ Vanquisher
    - Vanduisher Battle Cannon
  • Leman Russ Eradicator
    - Eradicator Nova Cannon
  • Leman Russ Demolisher
    - Demolisher Siege Cannon
  • Leman Russ Punisher
    - Punisher Gatling Cannon
  • Leman Russ Executioner
    - Executioner Plasma Cannon
Options:
  • One Company Command Tank per Detachment may be upgraded to a Commissar Command Tank for 25pts. This upgrades the Tank to BS5, and Evacuate! Is changed to Lord Commissar
  • The Company Commander or Lord Commissar may take options from the Ranged Weapon, Melee Weapon and Special Issue Wargear lists.
  • The Command Tank may replace one crewman with a Techpriest Enginseer Crewman for 45pts
  • The Command Tank may replace its Heavy bolter with one of the following:
    • Heavy Flamer.........free
    • Lascannon.............10pts
  • The Command Tank may take a pair of Sponsons equipped with the following:
    • Heavy Bolters or Heavy Flamers.........10pts
    • Multi-Meltas........................................15pts
    • Plasma Cannons.................................20pts
  • The Command Tank may take items from the Vehicle Equipment and Armoured Company Equipment lists.
[/spoiler]

Elites
Storm Trooper Squad.................................85pts
See Codex Imperial Guard for details.

Ogryn Squad.................................130pts
See Codex Imperial Guard for details.

Tank Ace.................................30 Points 
[spoiler]
Composition:
  • 1
Unit Type:
  • Vehicle (Tank)
  • Salamander is Vehicle (Tank, Fast, Open-topped)

Special Rules:
  • Evacuate! (Veteran Sergeant)

Wargear (Salamander):
  • Autocannon
  • Heavy Bolter
  • Smoke Launchers

Wargear (Leman Russ):
  • Heavy Bolter
  • Searchlight
  • Smoke Launchers
Tank:
The Tank Ace must select one of the following tanks:
  • Salamander Scout Vehicle.........70pts
  • Battle Tank.................................100pts
  • Exterminator.................................100pts
  • Vanquisher.................................105pts
  • Punisher.................................130pts
The Tank Ace Tank is upgraded to BS 4 at no extra cost

Turret Armament:
  • Leman Russ Battle Tank
    - Battle Cannon
  • Leman Russ Exterminator
    - Exterminator Autocannon
  • Leman Russ Vanquisher
    - Vanduisher Battle Cannon
  • Leman Russ Punisher
    - Punisher Gatling Cannon
Options:
  • The Veteran Sergeant mayy take options from the Ranged Weapon, Melee Weapon and Special Issue Wargear lists.
  • The Tank Ace may replace one crewman with a Techpriest Enginseer Crewman for 45pts
  • The Tank Ace may replace its Heavy bolter with one of the following:
    • Heavy Flamer.........free
    • Lascannon.............10pts
  • The Tank Ace may take a pair of Sponsons equipped with  Heavy Bolters or Heavy Flamers for 10pts
  • The Tank Ace may take items from the Vehicle Equipment and Armoured Company Equipment lists.
[/spoiler]

Knight Commander Pask.............20pts
One Leman Russ Tank Ace may be upgraded to Knight Commander Pask, as described in Codex Imperial Guard for details. If this option is taken, he may not also be an upgrade for any Leman Russ Squadrons bought in the Heavy Support section.

Troops
Leman Russ Troop Tank.................................35 Points
You may only include up to two Leman Russ Troop Tanks for each Company Command Tank, Commissar Command Tank, or Tank Ace. Each Leman Russ Troop Tank takes a single Troops Choice.
[spoiler]
Composition:
  • 1
Unit Type:
  • Vehicle (Tank)

Wargear:
  • Heavy Bolter
  • Searchlight
  • Smoke Launchers
Tank:
The Leman Russ Troop Tank must be chosen from one of the following Leman Russ tanks:
  • Battle Tank.........100pts
  • Exterminator.......100pts
  • Vanquisher.........105pts

Turret Armament:
  • Leman Russ Battle Tank
    - Battle Cannon
  • Leman Russ Exterminator
    - Exterminator Autocannon
  • Leman Russ Vanquisher
    - Vanduisher Battle Cannon
Options:
  • The Leman Russ Troop Tank may replace its Heavy bolter with one of the following:
    • Heavy Flamer.........free
    • Lascannon.............10pts
  • The Leman Russ Troop Tank may take a pair of Sponsons equipped with the following:
    • Heavy Bolters or Heavy Flamers.........10pts
    • Multi-Meltas........................................15pts
    • Plasma Cannons.................................20pts
  • The Leman Russ Troop Tank may take a pair of Sponsons equipped with  Heavy Bolters or Heavy Flamers for 10pts
  • The Leman Russ Troop Tank may take items from the Vehicle Equipment list.
[/spoiler]

Armoured Fist Squad.................................120 Points
[spoiler]
   
WS
BS
S
T
W
I
A
Ld
Sv
Armoured Fist Sergeant
3
4
3
3
1
3
2
8
5+
Armoured Fist
3
4
3
3
1
3
1
7
5+
Armoured Fist Weapons Team
3
4
3
3
1
3
2
7
5+
       
Composition:
  • 1 Armoured Fist Sergeant
  • 4 Armoured Fists
  • 1 Chimera Transport (inlcude in unit cost)
Unit Type:
  • Infantry
  • Armoured fist Sergeant is Infantry (Character)

Wargear:
  • Flak Armour
  • Lasgun
  • Frag Grenades
  • Krak Grenades
  • Armoured Fists Sergeants has Laspistol and Close combat Weapon
Options:
  • May include up to five additional Armoured Fists for 10pts per model.
  • The Armoured Fists Sergeant may take items from the Ranged Weapons, Melee Weapons, and Special Issue Wargear lists.
  • Two Armoured Fists may be replaced with a Weapons Team with one of the following:
    • Heavy Bolter, Mortar..........10pts
    • Missile Launcher, Autocannon..........15pts
    • Lascannon..........20pts
  • Up to three Armoured fist may replace his Lasgun with one of the following:
    • Flamer, Grenade Launcher..........5pts
    • Meltagun..........10pts
    • Plasma Gun..........15pts
  • The Chimera may take options as described in Codex Imperial Guard.
[/spoiler]

Fast Attack
Scout Sentinel Squadron
See Codex Imperial Guard for details.

Armoured Sentinel Squadron
See Codex Imperial Guard for details.

Reconnaissance Tank.................................25 Points 
[spoiler]
Composition:
  • 1
Unit Type:
  • Vehicle (Tank)
  • Chimera is Vehicle (Tank, Transport)
  • Salamander is Vehicle (Tank, Fast, Open-topped)

Wargear (Salamander):
  • Autocannon

Wargear (All):
  • Heavy Bolter
  • Searchlight
  • Smoke Launchers
Tank:
The Reconnaissance Tank must be chosen from one of the following tanks:
  • Chimera.........35pts
  • Salamander.........75pts
  • Devil Dog.........100pts
  • Hellhound.........110pts
  • Bane Wolf.........110pts

Turret Armament:
  • Chimera
    - Multi-Laser
  • Davil Dog
    - Melta Cannon
  • Hellhound
    - Inferno Cannon
  • Bane Wolf
    - Chem Cannon
Options:
  • The Chimera may replace its Turret Multi-laser with one a Heavy Bolter or Heavy Flamer for free
  • Any vehicle may replace its Heavy Bolter with a Heavy Flamer for free
  • Any vehicle may take items from the Vehicle Equipment list.
[/spoiler]

Heavy Support
See Codex Imperial Guard for details. In addition, these units may take items from the Armoured Company Equipment list.[/spoiler]
Title: Re: Narrics' Fandex Thread: Grey Knights
Post by: Narric on March 01, 2014, 10:28:41 pm
Talk of Grey Knights in other parts of the forums has got me an itch to scratch. I'm currently working on "Cleaning Up" the 5th ed codex, to be less daft, and more sensible. Emperor have mercy on my soul....

Need an opinion on something though, and it is kinda pivotly to the new Codex. Critique is definately requested.

Grey Knights Ranks
[spoiler]As a Grey Knight climbs the Ranks within the Order, so to does his abilities and strength with his Psychic talents This is most apparent in how they wield their Nemesis Weaponry.
Each rank is an individual special rule, conferring its own bonuses. Nemesis Weaponry, though affected by the Grey Knight’s rank, does not also benefit from cumulative effects, such as Strength increase. If a unit contains different Ranks, Models use their individual ranks for Wargear, but the highest rank is used for the purposes of Deny the Witch rolls.
Grey Knight Initiate
Grey Knights with this rank may re-roll failed Deny the Witch rolls.
Grey Knight Justicar
A Grey Knight with the rank of Justicar gains the Adamantium Will special Rule, and gains the benefits of a Grey Knight Initiate.
Grey Knight Brotherhood Champion
A Grey Knight Brotherhood Champion gains the benefits of a Grey Knight Initiate and Justicar. In addition, on the Player turn in which the Brotherhood Champion successfully charges an enemy unit, all members of a squad he has joined can re-roll failed rolls to hit.
Grey Knight Brother-Captain
A Grey Knight Brother-Captain, gains +2 to his Deny the Witch rolls, and gains the benefits of a Grey Knight Initiate.
Grey Knight Grand Master
Grey Knight Grand Masters gain +2 to their Deny the Witch rolls, and project a 12” bubble around them where all successful enemy Psychic tests must be re-rolled, unless the Psyker rolls a double for the test. In addition he gains the benefits of a Grey Knight Initiate.
Lastly, only one Grey Knight with the rank Grand Master may be fielded per Grey Knight Detachment.[/spoiler]

Its a little throwback to the 2nd Edition codex, and yes, Nemesis weapons will be adjusted as well to be reactive to the Ranks ;)

Title: Re: Narrics' Fandex Thread: Grey Knights
Post by: Narric on March 02, 2014, 09:00:52 pm
Finally got the Grey Knight Psychic Powers done:

Grey Knight Psychic Powers
Primaris Power = Hammerhand (1 Warp Charge) – This is a Blessing that targets the Model or Unit that manifested the power. The Model or Unit benefits from +1 Strength this turn. A Model or Unit may only be affected by Hammerhand once per turn.
1. = Might of Titan (1 Warp Charge) - This is a Blessing that targets a single Model or Unit within 6” (Which can be the Psyker and any unit they have joined). The target benefits from +1 Strength this turn. This power is cumulative with Hammerhand, and may be manifested multiple times.
2. = Quicksilver (1 Warp Charge) - This is a Blessing that targets a single Model or Unit within 6” (Which can be the Psyker and any unit they have joined). The target’s Initiative is doubled for this turn.
3. = The Summoning (1 Warp Charge) - This is a Conjuration power that targets a single Model or Unit anywhere on the board that is not engaged in Close combat (This cannot be the Psyker or the unit he has joined). The target is completely removed from the table, and re-enters the board at the start of the next Grey Knight player turn via Deep Strike, though must enter play at least 6” from the Psyker that manifested the power. If the Psyker dies before the unit re-enters play, it must roll on the Deep Strike Mishap table, and if they are not destroyed may enter play anywhere on the board.
4. = Warp Rift (1 Warp Charge) - This is a Malediction power that targets a single enemy Model or Unit within 12” of the Psyker. Each non-vehicle model in the Target unit must take an Initiative test. Any that fail are treated to have suffered an Instant Death wound. Vehicles suffer a single hit with the Haywire special rule. Both types of Monstrous Creature roll 3D6 and pick the lowest for their Initiative test.
5. = Dark Excommunication (1 Warp Charge) - This is a Malediction power that targets the Model/Unit that manifested the power. When the Psyker targets a model in base with the Daemon special rule, they may re-roll all failed To Wound rolls for this turn.
6. = Sanctuary (2 Warp Charge) - This is a Malediction power that targets all friendly Models or Units within 12” (Which can include the Psyker and any unit they have joined). If an enemy unit charges a model or unit within Sanctuary’s range, the enemy unit count as moving through cover, regardless of wargear or special rules.

Smite and Shrouding have been taken off the list due to there already being similar powers in the rulebook ;)
Title: Re: Narrics' Fandex Thread: Grey Knights
Post by: The Man They Call Jayne on March 03, 2014, 06:12:39 am
If it is cast on friendlies it is a blessing surely? Maledictions are cast at enemies.
Title: Re: Narrics' Fandex Thread: Grey Knights
Post by: Narric on March 03, 2014, 07:47:45 am
I went with Malediction becuase it actually affected enemy models, but I can see that it should be a Blessing.
Title: Re: Narrics' Fandex Thread: Grey Knights
Post by: Brassclaw on March 03, 2014, 05:16:05 pm
I went with Malediction becuase it actually affected enemy models, but I can see that it should be a Blessing.

Yeah either change it to blessing or change the wording
Title: Re: Narrics' Fandex Thread: Grey Knights
Post by: Narric on March 03, 2014, 10:52:29 pm
I'm beginning to miss the 0-1 restriction that some armies included for powerful units.

Reading through the background for Grey Knight Purifiers, I really see no excuse to be able to field 60 of the buggers. The Fluff states that there are only ever more than 40 Purifiers IN THE ENTIRE GREY KNIGHT ORDER!! when an increadibly strong Daemonic incursion is about to unfold. Yet the army list allows a single player to field 60 of them, with the same options and upgrades as regular Grey Knights, for only 20pts more for a starting squad with no upgrades, and only a 4pt increae per model, despite the increased Attacks, Additional Power, and having Fearless instead of ATSKNF, to face any army that isn't even Daemons or Chaos!!

I know I'm not really old enough to say this, but good lord why did they take away a mechanic which makes the unit feel the way the fluff describes? I'd almost feel ok with a unit being OP if it was limited to a single instance in an army, as it would reflect both how powerful the unit is, and how desperate the faction is to utilize such an asset.




I little bit off topic from House Rules, but is part of my current project. Maybe I shouldn't compare how a unit is fielded in game to how it is presented in fluff.....

Am I the only one who suffers from this? Or have i contracted some deadly critical mindset?!
Title: Re: Narrics' Fandex Thread: Grey Knights
Post by: Brassclaw on March 04, 2014, 05:09:49 am
The reason why they took 0-1 units away? Probably because they figure that they shouldn't control there customers buying habits and thus lose money over restricting the number of units one would like to buy. Screw game balance and fluff, as long as people buy models GW doesn't really care.

I'm with you on this Narric.
Title: Re: Narrics' Fandex Thread: Grey Knights
Post by: Narric on March 05, 2014, 11:44:35 pm
Realized I can reduce the number of Purifiers by pinching from other Codexi. If we consider Purifiers more like BA Sanguinary Priests and/or SW Wolf Guard, which are
characters that are attached to other units or have the IC special rule. If i go that route, I can make an OP unit, but increase the price to mean that including them is a genuine consideration, not "Oh its a strong unit I must include."
Title: Re: Narrics' Fandex Thread: Grey Knights
Post by: Charistoph on March 06, 2014, 03:08:17 pm
Why not just make them a Unique Character Unit and be done with it?
Title: Re: Narrics' Fandex Thread: Grey Knights
Post by: Narric on March 06, 2014, 05:59:52 pm
Why not just make them a Unique Character Unit and be done with it?
I hjave considered it in the past with other units and armies, but the mechancs just don't seem to work. If you say one per detachment, someone is just going to play a 2k loist to field two of them. IT also means the unit will just be ignored, becuase people won't want such a strict limitation on them.

Going down a middle route of halving the maximum number of Purifiers, and forcing them to be part of seperate units reduces the chance that someone will just hurl them at the closest big thing.

I would probably need to get a Space Wolf or Blood Angel players opinion on the mechanics of Wolf Guard and Sanguinary guard to make the Purifiers work well.....




Reading the fluff for Grey Knigh Techmarines, and I see a glaring hole of logic. IT outright states the Techmarine is apart from the Grey Knight Order, and
Quote from: Grey Knight Codex Pg32
In fact, many stand in direct contradiction top the aims and goals of the Chapter

Yet despite this, the Techmarines of the Grey Knights are also skilled Psykers, and have a unique Psychic power?

I'm sorry, but this is claptrap, unapologetic claptrap.
Title: Re: Narrics' Fandex Thread: Grey Knights & Feral Orks
Post by: Narric on March 08, 2014, 12:13:35 pm
Going to work on Codex: Feral Orks alongside Grey Knights, as GK drives me insane with it lunacy. :P

Grey Knights are almost done. Just trying to tie up lose nonsense.

Speaking of nonsense :shifty: What are peoples opinions of a Monstrous Creature giving rules to act as a Transport Vehicle?
Title: Re: Narrics' Fandex Thread: Grey Knights & Feral Orks
Post by: Charistoph on March 09, 2014, 12:21:55 am
Speaking of nonsense :shifty: What are peoples opinions of a Monstrous Creature giving rules to act as a Transport Vehicle?

1) There are already Gargantuan Creatures with the Transport rule (Harridan? And Squiggoth).

2) Makes perfect sense for Lizardmen, Tyranids, and Feral Orks, to me.
Title: Re: Narrics' Fandex Thread: Grey Knights & Feral Orks
Post by: Narric on March 09, 2014, 12:26:41 am
Didn't realize there were already MC Transports. :P

I am re-working the olde Squiggoth from CA Feral Orks, so garaunteed I'm going to trip up on something FW has done :P
Title: Re: Narrics' Fandex Thread: Grey Knights
Post by: Narric on March 09, 2014, 08:38:57 pm
Wanting some critique on the Psychic powers the Feral Orks shall have in my House rule codex. They're essentially adaptions from the 7th Ed Orcs & Goblins "Spells of the Big Waagh!" list.

Feral Orks Psychic Powers
Primaris Power = The Waaagh! (1 Warp Charge) – This is a Blessing that targets the Psyker and his unit. They are treated to be under the effects of the Waaagh! special rule until the start of the following friendly Feral Ork turn. This is not limited by whether or not the Feral Ork army has called a Waaagh! or not.

1. = Gaze of Mork (1 Warp Charge) - This is a Witchfire psychic power with the following profile:
Range
Strength
AP
Type
24"
4
-
Assault D6

2. = 'Eadbutt (1 Warp Charge) - This is a Malediction Psychic Power. Select a single enemy model with the Character unit type within 24” and within line of sight to the Psyker. If the enemy Deny the Witch roll fails, the enemy character suffers a single Str5 AP2 hit.

3. = Mork's strategy (1 Warp Charge) - This is a Blessing Psychic Power. Select a single friendly Ork unit that is within 18” of the Psyker. The selected unit gains a single special rule until the start of the next friendly Feral Ork turn. No unit may be targeted by Mork’s Strategy more than once per player turn. The special rule is randomly generated from the table below:
D6Result
1
Mork gives the Orks some pointers on how to fight the foe.
The target unit gains the Counter-Attack special rule
2
Mork wants to mess with the enemy stategists for a while
The target unit gains the Hit & Run
3
And Mork spoke unto the Ork "See those bushes over ther? Yeah,  they're easier to get through than that razor wire."
The target unit gains the Move through Cover special rule
4
Mork has suddenly taken a particular dislike to the enemy Psykers, or at least he thinks there are enemy psykers to dislike.....
The target unit gains the Adamantium Will special rule
5
"Before you start chopping, pick up some dirt and throw it in their face." - Sage Words of Mork.
The target unit gains the Blind special rule on close combat attacks
6
Mork whispers dark truths to the Orks, secrets he knows they'll forget all too soon.
The target unit gains the And They Shall Know No Fear special rule

4. = Bash 'Em Ladz (1 Warp Charge) - This is a Blessing Psychic Power. Select a single friendly Ork unit that is locked in close combat within 18” of the Psyker. The selected unit doubles their Initiative (after modifiers) until the start of the next friendly Feral Ork turn.

5. = Fists of Gork (1 Warp Charge) - This is a Malediction Psychic Power. Select a single enemy unit or model within 18” and within line of sight to the Psyker. If the enemy Deny the Witch roll fails each model in the unit is hit on a 4+, with successful hits inflicting a Str4 AP- wound.

6. = Gork's Warpath (2 Warp Charge) - This is a Malediction Psychic Power. Select a single enemy unit or model within 18” and within line of sight to the Psyker. If the enemy Deny the Witch roll fails each model in the unit is struck a Str4 AP- hit. After the unit has made its saves, the Feral Ork player rolls a Scatter dice. If it rolls a scatter, draw a line from the center of the first selected unit in the direction the arrow points. The closest unit to the line and to the first target unit suffers a Str4 AP- hit for each model in the unit. If the scatter dice rolls a direct hit, the Psychic power stops. Gork’s Warpath may only be used once per Feral Ork turn.

Mork's Strategy is 100% me, so I won't be surprised if its OP :P
Title: Re: Narrics' Fandex Thread: Grey Knights & Feral Orks
Post by: The Man They Call Jayne on March 09, 2014, 10:39:11 pm
I would tidy up the wording on Morks stratagy to "until the next friendly Feral Ork turn." Else you lose your power as soon as the enemy turn begins if they are playing Feral Orks.
Title: Re: Narrics' Fandex Thread: Grey Knights & Feral Orks
Post by: Narric on March 09, 2014, 10:47:54 pm
Good point. I've made the distinction in The Waaagh! and Bash'em Lads powers as well.

What about the powers as a whole? anything that seems OP?
Title: Re: Narrics' Fandex Thread: Grey Knights & Feral Orks
Post by: Narric on March 10, 2014, 01:22:05 am
Ah Maid a Characture!!!

Boarboss Badgore                              180 Points
Unit background goes here. - currently too tired to write a backstory. Will try to include one before I finish the codex :P
   
WS
BS
S
T
W
I
A
Ld
Sv
Boarboss Badgore
6
4
5
6
5
4
5
10
3+
       
Composition:
  • 1 Boarboss Badgore (Unique)
Unit Type:
  • Cavalry (Character)
Special Rules:
  • Independant character
  • Furious Charge
  • Mob Rule
  • Waaagh!
  • Crunchtusk's Tusks
Wargear:
  • Waaagh! Cleava
  • Big Shoota
  • Warpainted Shield
  • Old Crunchtusk
Warpainted Shield - This is a "common" piece of wargear
A model with a Warpainted Shield gains 4+ Invulnerable save in close combat, and a 4+ Cover Save against ranged attacks.

Old Crunchtusk
Old Crunchtusk is a Cyboar as old as Badgore himself. Crunchtusk had once been comparable to a new-fangled “Super Cyboar” but now is more of a reliable steed.
Old Crunchtusk makes Badgore unit type Cavalry (Character), and confers a +1 boost to his toughness (already included in his profile), and a 3+ Armour save. Unlike most Cyboars, Old Crunchtusk also confers the Move through cover special rule.

Crunchtusk's Tusks
Crunchtusk has gained a bit of an inferiority complex against any machine or creature larger than him. Badgore hasn’t exactly made things better by strapping jagged chunks of metal and blades to Cruchtusk’s tusks and armour.
When in combat against Monstrous Creatures or Vehicles, Badgore has the Fleshbane and Armourbane special rules respectively.
Title: Re: Narrics' Fandex Thread: Grey Knights & Feral Orks
Post by: Narric on March 16, 2014, 07:39:29 pm
Posted the finished Codex on my blog: http://daemonfiregames.blogspot.co.uk/p/blog-page_2.html

Looking forward to hearing some Critique.

I'm struggling with Grey Knights. Exc rules, the list itself is balanced, I think, now. But now I'm putting special Rules into the mixed, it feels like its just going OP again :-\
Title: Re: Narrics' Fandex Thread: Grey Knights & Feral Orks
Post by: Wargamer on April 16, 2014, 10:56:01 am
Grey Knights cannot, nor should ever be a balanced army. I remember back when they came out a single squad could cost 1,200 points or more. For five models. That is just how nails Grey Knights are meant to be!

You can't make an army out of that. Grey Knights just don't belong in normal 40K.
Title: Re: Narrics' Fandex Thread: Grey Knights & Feral Orks
Post by: Narric on April 16, 2014, 04:11:19 pm
Most of what I've done has been in attempts to scale them down from what they currently are.

240pts per model seems increadibly high. What did they even get for that many pts? Terminator armour, AP1 Force Weapon and each model is a Level 4 Psyker? (equivalent to todays rules for psykers)
Title: Re: Narrics' Fandex Thread: Grey Knights & Feral Orks
Post by: Wargamer on April 16, 2014, 05:57:19 pm
Pretty much. They were all powerful Psykers and could channel Psi-points into their halberds. Each point gave +1 Str and -1 Save. You could basically waltz up to an enemy character and declare everyone in your squad was Str10 with -6 to saves. Plus 40k didn't have invun's then - only Psykers got the equivalent of an invun.
Title: Re: Narrics' Fandex Thread: Adepta Sororitas
Post by: Narric on July 17, 2014, 08:29:37 pm
Had updated this before the downtime, but it doesn't hurt to repost for feedback, especially as I have a second draft to bring forward ^_^

First Draft:
http://sta.sh/0o9ldjgy19w

Second Draft:
http://fav.me/d7pttrr

Changelog (Draft the 2nd)
- Changed “Ecclesiarchy Tempestus Scions” to “Adeptus Arbites.”
- Begun writing in new special characters.
- Grammer and spelling adjustments, and special rule re-wording in places.
- Including wargear that was previously missed, and removal of excess/obselete wargear.
- There are some rules that are still work in progress with this draft, and any input would be greatly appreciated.
Title: Re: Narrics' Fandex Thread: Adepta Sororitas
Post by: Narric on November 02, 2014, 11:44:58 pm
Speaking to a friend of Salamuts gave me some inspiration and feedback to work some more on the Sister of Batle, and so I present my third draft, sitll very much a work in progress, with only a few extra bits from the previous time.

Draft the Third:
http://fav.me/d852p3a

Changelog
    - Small changes to wording of Acts of Faith and some of the actual acts of faith.
    - Introduction of the Order of the Valkyria, and the Canoness of the Valkyria HQ option.
    - Inclusion of Hand Flamers as a Ranged Weapon option.
    - Small changes to upgrade options of certain units.

Order of the Valkyria
This was included due to inspriation from the now finished webcomic series, Wolf and Sister, found here: http://space-wolves-grey.blogspot.co.uk/2011/02/wolf-sister.html
The story is compelling and excellently written, and features artwork from NachoMon (http://nachomon.deviantart.com/)
I have used it as the backstory behind the Order of the Valkyria, and hopefully others will be able to use it as inspiration for most excellent Wolf Sister models for their games of 40k.

Thanks for reading, and don't forget to send me feedback, especially if you have played with the Fandex. 7th edition gameplay would be greatly appreciated, as I have yet to pick up 7th at all.
Title: Re: Narrics' Fandex Thread: Adepta Sororitas
Post by: Narric on November 07, 2014, 10:33:22 pm
Next draft of my Fandex Adepta Sororitas. This time around I was mainly making changes to units whilst adding in some new ones.

http://fav.me/d85lw03

Changelog (Draft #4)
- Addition of “Armour of Faith” and “Artificer Armour”.
- Formatting and layout changes.
- Change of Sororitas Characters to majority having Armour of Faith as standard.
- Canoness of the Valkyria made into a customisable character. Still retains Unique Character status.
- Arbites Command Squad introduced.
- Options adjusted in Adeptus Arbites unit.
- Introduction of Commander Javeretus Dread.
- Introduction of Sanctorum Exorcist, and Sanctorum Exorcist Launcher.
- Introduction of the Condemnor Crossbolt.
- Imperial Defenders Order Trait adjusted.
- Introduction of the Retribution Battery Teams and Retributor Sister Oculus.
- I think I may have missed a few things…..
Title: Re: Narrics' Fandex Thread: Adepta Sororitas
Post by: BigToof on November 09, 2014, 12:00:55 am
I like it Narric!

Quite a bit of work, and it really shows.

Do you consider maybe giving them a special formation or two?

That seems to be all the rage now.

BTW, loved that Sister and Wolf comic.  So sad it's over but it had a hella ending.

I may just have to ally my Sisters and Wolves together now that you bring it up (heavens knows my Wolves need it!).

Best,
-BT
Title: Re: Narrics' Fandex Thread: Adepta Sororitas
Post by: Narric on November 09, 2014, 12:10:55 am
I currently only have the Chaos Space Marine codex as a reference point, and truth be told I have been out of most circulation when it comes to most anything to do with 40k these days. I mainly go by what others say, and assemble this external experience with my own sense of direction to produce what I have here.

And mostly I stick to my personal preferences, which veer away from mass "Special Formations" and the like. I liked the unique characters of 5th and 6th which gave subtle changes to the way the army worked to achieve new tactics, such as taking Haemonculi to have Wracks as Troops, and similar. Special Formations again rely on first hand experience with the army, which I lack, so is another limitation on what I can produce.

I believe a friend of Salamut is wanting to playtest my work, and if he succeeds it would be one of the few times I've ever had constructive feedback from actual playtesting my fandexi have recieved :P
Title: Re: Narrics' Fandex Thread: Adepta Sororitas
Post by: BigToof on November 09, 2014, 12:13:28 am
That's really kind of him.

If he gets something up, I would love to see it written up in a Batrep!

Best,
-BT
Title: Re: Narrics' Fandex Thread: Adepta Sororitas
Post by: Mabbz on November 11, 2014, 03:57:23 pm
Following our game yesterday, I took a closer look at the Exorcist. First up, I'm sticking with my opinion that S5 AP4 on the frag missiles is too much. 5/5 or 4/4 wouldn't be so bad, but as is it's a bit over the top.

Also, 125pts? That seems too cheap for something that can potentially threaten anything and has AV13. The random fire rate makes it less reliable, but it's still pumping out an average of 3.5 shots per turn and is pretty survivable. Is there a reason it's not AV12?

Having said that, I think the sanctorum launcher is overpriced. It's krak missiles aren't as good, it's frags are only a little better and it gains some flakk missiles, but it fire less shots on average and costs 55pts. Granted the constant rate of fire makes it more reliable, but I can honestly say I'd never even consider getting it for that price. 35pts would be closer, although I'm still not sure.
Title: Re: Narrics' Fandex Thread: Adepta Sororitas
Post by: Narric on November 11, 2014, 10:44:36 pm
I've done it as S4 AP5, as this is a Vehicle mounted weapon system exclusively, rather than just the same systemn as what Infantry use.

125pts is what the official Exorcist is listed as. The launcher for that is still 48" S8 AP1, Heavy D6. It just lacks the Frag option. Its AV values again are official codex stats. I ain't changing that, becuase it could drastically change how the unit survives and is used.

I set the 55pt price tag for the reliability of shots, (now) better frag, and the adition of the Flakk option, which is something the Sister do need with Fliers becoming a common Codex entry. I did uhm and arh about including Extra Armour to the Sanctorum, but the official model doesn't have it so I didn't.

Will also be adjusting a few other aspects of the Fandex. And of course removing witchcraft.
Title: Re: Narrics' Fandex Thread: Adepta Sororitas
Post by: Narric on March 13, 2017, 02:06:56 am
Got an idea and throwing this into here so I don't clutter the forum with my dumb ideas.

(https://scontent-lht6-1.xx.fbcdn.net/v/t1.0-9/17265033_1327486110641858_885655444548771145_n.jpg?oh=a7d10f8f1edfa7bf9500ad8aca91065b&oe=59628C87)
Va'vre'Kauyon
Path of the Noble Hunter

Ideology: Though the galaxy is torn from within and without by war and chaos, Commanders and Warriors alike still see honour in the foes they face across they galaxy. Through this observation, a new approach to bringing more races under the banner of the Tau'va began to form, spearheaded by veterans from numerous conflicts across Tau borders. Sometimes shear force and misdirection would not sway an enemy, instead appealing to an enemies sense of honour can be enough.

Unique Rules
Challenge of Honour
During the shooting phase, once per turn per unit a model with this special rule may declare a challenge to an enemy unit within 6" of the unit.
If the challenge is accepted, the Squad leaders from the respective are placed base to base between the units. The squad Leader are both treated as charging. Neither unit may charge, or be the target of shooting or another charge until the combat is resolved. The Squad Leaders resolve combat as normal during the combat step. The pile in step can not move models from the respective units within 1" of an enemy model.
If the Challenge is declined, the unit performs a shooting attack as normal, but may re-roll failed to hit rolls of 1.
A unit that is fleeing cannot issue a challenge.

Mon'wern'a
It takes many years of constant combat experience for a Tau to achieve fast enough reflexes to dodge even the most fatal blows of an opponent.
When in close combat, a model with this rule gains a Reflex save of 6+. When rolling this save recieves a +1 modifier for each point the attacker's toughness is higher to the Model. A D6 roll of one is always a fail.
E.G. A model with this rule in close combat with a toughness 4 Space Marine has a 5+ Reflex save, and a 4+ reflex save when in combat with a Toughness 5 Tyranid.

Ka'por
The Ka'Por, or Fluid Strike as humans call it, arose as warriors who survived close combat began to instinctively identify openings for retaliation. The skill nearly died out as quickly as it surfaced, as hot-headed fire warriors over challenged their skill. It can be taught, but only extended combat can refine a warrior's senses to strike.
When in combat, if an attacker rolls a 1 when rolling to hit against a model with this rule, the model with this rule automatically attacks and automatically hits back, rolling to wound simultaneously with the original attack.

Image credit: https://www.facebook.com/MechaFront/Unique Wargear
Carbine Buckler
The Carbine Buckler was designed when a need for a better close range weapon was identified. While it does not directly improve a warrior's survivability, it does allow for greater offensive power when up close.
RangeStrengthAPType
12"55Assault 2
The Carbine Buckler confers +1 Attack in close combat.

Shimmerblade
The Shimmerblade is designed for rapid draw from its sheath into a flurry of precise attacks. Through the use of lasers, its cutting edge is atoms thick.
RangeStrengthAPType
-User5Melee
A model equipped with a Shimmerblade makes two attacks at Initiative 7, in addition to it normal attacks. If the model charged into combat this turn, in instead makes three attacks at Initiative 7.


Unique Units
Master of the Path                               85Points - HQ choice for a Tau Army.
The Master guides their warrior students through battle. they do not hold the same
   WSBSSTWIALdSvUnit TypeUnit Composition
Master of the Path4433343104+Infantry1 (Unique)
       

Wargear:
  • Shas Armour
  • Shimmerblade
  • Carbine Buckler
  • Photon Grenades
  • EMP Grandes
Special Rules:
  • Independant Character
  • Challenge of Honour
  • Mon'wern'a
  • Ka'por
Path of the Noble Hunter
Models in XV armour gain a Power Sword (Str:User, AP:3), but cost 15pts extra. XV8 Battlesuits may only select two weapon systems.

Gonna cut it short as its 2am when I write this.
Title: Re: Narrics' Fandex Ideas & Entries Thread
Post by: Naoki the curseblood99 on March 13, 2017, 06:15:38 am
How fascinating there
Title: Re: Narrics' Fandex Ideas & Entries Thread
Post by: Scout Sergeant Mkoll on March 13, 2017, 07:47:01 pm
Interesting concept overall. I've been out of the game for a while so I'm hazy on points costs but he looks a little on the cheap side for what he does. 7 attacks before the Ka'Por rule is definitely too much. Space Wolves and Tyranids struggle to hit that number of attacks, and when they do it costs significantly more than 85 points. I know he's not massively durable at T3 and a 4+, but that's why the inevitable bodyguards are there. :P

Unless point costs have changed drastically since I last played I would say 95pts to start with.
Title: Re: Narrics' Fandex Ideas & Entries Thread
Post by: Narric on March 13, 2017, 09:55:58 pm
So is the option increase cost, or decrease attacks?

Keep in mind, a Space Marine, and most Eldar quad leaders, will easily have better then 5+ armour, so the AP isn't much on a problem. At most it can dissuade Ork player from charging, but even then they're likely to die from Str5 AP5 shooting. Weight of attacks can be an argument, but the quality doesn't sustain it.

On the Carbine Buckler, is the +1 attack too much? Would perhaps re-rolling failed armour saves of 1 be a better solution?
Title: Re: Narrics' Fandex Ideas & Entries Thread
Post by: Scout Sergeant Mkoll on March 13, 2017, 10:01:00 pm
The AP can be improved with the power sword option though, which is why it's a concern. That does mean you can't use the buckler, but you then have 2 combat weapons anyway so you don't lose any attacks as a result of doing so.

The buckler change makes sense, it's a defensive tool, it makes more sense for it to provide a defensive boost. If you changed that and reduced the Shimmerblade to 1 attack instead of 2 it'd be about right. Hammer of Wrath etc only provide 1 attack so it brings it slightly in line with that too.
Title: Re: Narrics' Fandex Ideas & Entries Thread
Post by: Narric on March 13, 2017, 11:49:09 pm
This was written at like 2am XD

But yeah, buckler will be defence-ified, and the Shimmerblade bonus attacks reduced to 1 makes sense as well.

The AP can be improved with the power sword option though, which is why it's a concern.
I wouldn't make the shimmerblade an AP3 weapon. That would be too powerful, and would be spammed all over. Keeping it to AP5 means it works best against Orks, and other units with minimal armour. A Tau should not be able to kill a Space Marine so easily, and certainly shouldn't be able to outpace an Eldar (Hence the I7 cap)

The Battlesuits get Power Weapons as it makes sense. Its going to be fighting the tougher foes, and needs that extra edge.