Warhammer 40k Forum and Wargaming Forums banner
1 - 12 of 12 Posts

·
Registered
Joined
·
3,544 Posts
HQ:

The Red Devil:
A powerful being, said to rip through even the heaviest battle tanks with ease, the Red Devil was first encountered on Aegis XVII after the Imperials retook the planet from a Chaos Host. He first appeared in a vision by the Apothecaries. It was a horrible vision – one of a large man sporting a giant blade and a large, rusted helmet, following behind the Commissar’s back during the victory parade. The Astropaths hastily ran to the Commissar’s chambers to warn him, but upon arrival, found only a corpse with a pool of blood where the head should have been.

WS:3 BS:- S:10 T:7 Wo:5 I:4 A:3 Ld:12 Sv:2+/4+ Pts:250

Type: Infantry
Wargear: The Great Knife
Special Rules: Feel No Pain, Slow and Purposeful, You Shall Not Tread This Way…, Fearless, Independent Character, Eternal Warrior

You Shall Not Tread This Way…:
If his foes were to sleep, their minds would go insane with visions of a red pyramid stalking them through endless corridors of madness.
All enemy models within line of sight of the Red Devil suffer -2 to their Leadership

The Great Knife:
The Red Devil wields a large, sharpened blade of unknown material. Believed by his foes to be a Daemon weapon, this blade can slice through ceramite armor as though it were bare flesh.
The Great Knife grants the Red Devil 10 + 2D6 for vehicle penetration. It also counts as a Power Weapon, and causes Instant Death.
I'm assuming where you said 'apothecaries' you meant astropaths?

10 + 2d6 seems a little overpowered to me. Drop it to 6,7 or 8 + 2d6. He can still pop an AV 14, but it's a little harder.

Can leadership go over 12? I've never seen one over 10, and most stats seem to cap out at 10. Sorry if I'm wrong there though.

I'll try add more input in tomorrow if you want it, I'm shattered now.
 

·
Registered
Joined
·
3,544 Posts
Imperials retook the planet from a Chaos Host. He first appeared in a vision by the Apothecaries.
I meant that bit. Shouldn't the Apothecary bit say astropath? If not my bad, but that makes a lot mroe sense lol
 

·
Registered
Joined
·
3,544 Posts
No worries mate.

It would make more sense to have the zombies initiative to 1...Maybe have their stat line as I2, but give them an upgrade for pts that increases it to 4 or 5? Maybe even 6 depending on the point cost.

Or you could have a special rule where if a certain model is on the table, the I is raised to whatever.

Or you could have a leader model, like a sergeant in a tactical squad, that when you add him to the squad (for poitns of course) he raises his squads initiative.

Just some ideas.
 

·
Registered
Joined
·
3,544 Posts
I still don't see why Khorne would have anything to do with zombies, but its your call.
It's stretching it, but maybe khorne created them because he realised the amount of death zombies would create, especially if they, say, came from some massive graveyard in the middle of the night. Plus if the zombie died that could be another skull for the skull throne. This is stretching the line very tightly, but you could probably bend it in some way like that.
 

·
Registered
Joined
·
3,544 Posts
HQ:

The Red Devil:

WS:3 BS:- S:10 T:7 Wo:5 I:4 A:3 Ld:10 Sv:2+/4+ Pts:250

Type: Infantry
Wargear: The Great Knife
Special Rules: Feel No Pain, Slow and Purposeful, You Shall Not Tread This Way…, Fearless, Independent Character, Eternal Warrior

You Shall Not Tread This Way…:
If his foes were to sleep, their minds would go insane with visions of a red pyramid stalking them through endless corridors of madness.
All enemy models within line of sight of the Red Devil suffer -2 to their Leadership

The Great Knife:
The Red Devil wields a large, sharpened blade of unknown material. Believed by his foes to be a Daemon weapon, this blade can slice through ceramite armor as though it were bare flesh.
The Great Knife grants the Red Devil 10 + 2D6 for vehicle penetration. It also counts as a Power Weapon, and causes Instant Death.
I've already made some notes on this, so refer back to that.


********************************************************************************************


Khorne Sorcerer

WS:4 BS:4 S:4(5) T:4 Wo:3 I:4 A:2(3) Ld:10 Sv:3+ Pts:140

Type: Infantry
Wargear: Force Weapon, Bolt Pistol, Mark of Khorne
Special Rules: Fearless, Independent Character, Psyker, BLOOD FOR THE BLOOD GOD!

BLOOD FOR THE BLOOD GOD!:
When the Khorne Sorcerer joins any non-Daemon unit with the Mark of Khorne, the unit’s strength gets increased by +2, instead of the regular +1 given by Mark of Khorne.
Big fluff problem here, khorne=anti-sorcerer. Either replace khorne with tzeentch and change blood for the blood god special rule, or get red of unit all together.


********************************************************************************************


Nurgle Sorcerer

WS:4 BS:4 S:4 T:4(5) Wo:3 I:4 A:2(3) Ld:10 Sv:3+ Pts:140

Type: Infantry
Wargear: Force Weapon, Bolt Pistol, Mark of Nurgle
Special Rules: Fearless, Independent Character, Psyker, FORWARD FOR FATHER NURGLE!

FORWARD FOR FATHER NURGLE!:
When the Nurgle Sorcerer joins any non-Daemon unit with the Mark of Nurgle, the unit’s toughness gets increased by +2, instead of the regular +1 given by Mark of Nurgle.
don't know if any chaos god other than Tzeentch has sorcerers, if so then ok. I would have thought a T +2 would be a bit too powerful, the +1 would be suffice.



Elite:

Burrowers:

WS:3 BS:- S:3 T:4 Wo:1 I:3 A:1(2) Ld:8 Sv:- Pts:8

Type: Infantry
Squad Size: 10-20
Wargear: Slavering Jaws and Rotted Limbs, must select a Mark of Chaos
Special Rules: Feel No Pain, Fearless, Join Us! (see “Zombies”), Killing Shot (see “Zombies”), “They’re Beneath Us!”

“They’re Beneath Us!”:
Men scramble about as undead torsos burst out of the ground, grabbing and biting, before emerging onto the surface to finish off their prey.
Burrowers always arrive in reserve. Place a Large Blast Template over any enemy model and roll to scatter. After the roll has been made, if at least one enemy model is partially under the template, the unit takes X hits at strength 3. X equals the numbers of models in the Burrower horde. As well, the rule “Join Us!” takes effect. Proceed to place all models within the blast template. The Burrowers may not move, shoot, or assault during the phase they entered play.
What happens after this? is that unit in combat?




Hunters:

WS:5 BS:- S:5 T:4 Wo:2 I:3 A:3 Ld:8 Sv:2+ Pts:30

Type: Beast
Squad Size: 3-6
Wargear: Slavering Jaws and Rotted Limbs, The Hunter’s Prey
Special Rules: Fearless, Inhuman Strength

Inhuman Strength:
So powerful are these creatures that if focused on one target, may crush them utterly with one fell swipe.
All attacks dealt by Hunters in close combat count as attacks from Power Weapons. Furthermore, the Hunters may sacrifice their speedy attacks to crush one’s skull beneath it fangs, or deliver a fatal claw to the head. This is an optional attack that allows the Hunter squad to sacrifice their 3 attacks, in order to deliver a single S8 Power Weapon attack in close combat.
Power weapons double the users strength, so that means if they have counts as power weapons, their strength is 10, making the inhuman strength role obsolete. Think about it, why would you choose 1 attack at S8 over 3 attacks at S10? You wouldn't :p I would say do not have the counts-as power weapons, but make them rending attacks.

The Hunter’s Prey:
Hunters prowl undetected around enemy lines, leaping onto bunkers and dashing through forests, searching for their victim…
Hunters arrive from reserve within a secretly nominated piece of difficult terrain. As such, they are not affected by mishap, and if they are to scatter off the difficult terrain, or within 1” of an enemy model, reduce the scatter distance. If there is no room for them to enter play, they are removed as casualties. Hunters must attempt to assault the enemy HQ that was nominated as “the prey”. When/if “the prey” has been killed, the Hunters revert to instinctive behavior and may be used as willed by the owning player. In addition, due to their brutal efficiency, only one squad of Hunters may be taken per battle.
Not sure I like this rule. What if there is no difficult terrain? I would say infiltrate or scout would be better, and allow them to enter play from any table edge. If you want to include the HQ rule, the rule could say "Hunters have a natural sight that identifies the enemy leader. Hunters must always move as quickly towards and assault a HQ unit if there is one on the table. They have the infiltrate rule and may enter from the closest table edge to the enemy HQ." Something like that?


Troops:
Zombies


WS:3 BS:- S:3 T:4 Wo:1 I:3 A:1(2) Ld:8 Sv:- Pts:5

Type: Infantry
Squad Size: 10-30
Wargear: Slavering Jaws and Rotted Limbs, must select a Mark of Chaos
Special Rules: Feel No Pain, Fearless, Join Us!, Killing Blow

Join Us!:
After every round of close combat, every enemy defeated in battle must take a Toughness Test. If failed, that model joins the assaulting squad in question, and will share the same mark. Note that this only applies to models that are considered Infantry.


Killing Shot:
Zombies are vile creatures that, unlike normal men, cannot be felled by mortal wounds. Instead, one must sever the head from the torso to fully kill these creatures.
Every attack, whether in close combat or shooting, directed towards this unit counts as Rending.
Decrease the T to 3, I to 2, and Ld to 5. Gives them a more zombie-feel, and makes it fairer for 5 points a model. There should be a limit on how many models can be turned in the 'join us!' special rule, otherwise you could have a horde of 50 running around. Just would be stupid lol
Like the rending rule.

I would say add in another Troops choice as well. 1 Troop choice sucks arse :laugh:

Fast Attack:

Runners:

WS:3 BS:- S:3 T:4 Wo:1 I:3 A:1(2) Ld:8 Sv:6+ Pts:12

Type: Infantry
Squad Size: 5-10
Wargear: Slashing Jaws and Rending Limbs, Mark of Khorne
Special Rules: Fearless, Join Us! (see “Zombies”),Killing Shot (see “Zombies”), Meeeeeat!

Meeeeeat!:
As deadly as they are swift, these fiends sacrifice resilience in order to move quickly and cover greater ground, for the thought of gorging upon flesh is unbearable.
Leapers may assault up to 12” as detailed in the “Beast” universal rule.
Sacrificing resilience would give them a 2 or T, not a T which equals space marine armour :p Although i do see what you have done with toughness. I would say decrease T to 3, but increase the special rule so they can have fleet of foot or furious charge, something like that.

I would say you need some long range. I know this could be difficult with a zombie army, but you could say have a unit that is a combination on merged flesh and weapon, so like a zombie-turret combination. This is Chaos after all!
 

·
Registered
Joined
·
3,544 Posts
He has said that the fluff isn't finished. but seeing as we don't know your level of knowledge on fluff, gen was just pointing it out. I'm sure he meant no harm mate.

Anyway lets get back on topic!
 

·
Registered
Joined
·
3,544 Posts
On that note, I was thinking along the lines of a Khorne Lord that forces a possessed spirit upon half of the captives that have been turned into zombies by Nurgle. That way, they can spread the infection, and still be Khornate at the same time. Suggestions?
Not sure how that would work, a model being both Khorne and Nurgle "/...
What you think of my suggestions above?

Edit - whoop into my 700th post :D
 

·
Registered
Joined
·
3,544 Posts
Can you whip up a current and complete List of all your units with stats and such and PM me with it or let me know when its done and i'll PM you my E-Mail
I would like to so this as well, would be much easier to help you. So either PM it to both me and SGMAlice or post it here.
 
1 - 12 of 12 Posts
Top