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Discussion Starter · #1 · (Edited)
So I saw Avengers Assemble the other day, and building on my past love of their various characters, I decided to try and make a usable codex for the Marvel superheroes.

My fluff excuse for this is that the Damocles Gulf is actually a tear in warp-space between the 40K Universe and the Marvel Universe, through which these guys have travelled in pursuit of the Marvel supervillains (who are next up on my list). Poor, I know but hey. :p

Anyhow, I've divided the codex into 4 main factions. I know they overlap and this has inaccuracies, but this was the simplest way to do it.

- Avengers
- X-Men
- Fantastic Four
- Marvel Knights

Taking an HQ from a faction unlocks its various characters and units. SHIELD units can be taken regardless, as they are the only troops choices etc.

So, here are the rules we have so far, starting with Avengers.

HQ:

Captain America - 165
WS BS S T W I A LD SV
6 5 5 4 3 5 3 10 4+/2++



Special Rules:
· Independent Character – Unique
· Leader of Heroes: All friendly units may use his leadership value. Moreover, all friendlies within 12” are stubborn and have the Counter-Attack USR.

Wargear:
· HYDRA Mark II pistol: S7 AP2 Pistol
· Captain’s Shield – 2+ invuln, counts-as power weapon
· Super serum: Furious Charge, Feel No Pain
· Frag & Krak grenades

Heavy Support:

Hulk - 200

WS BS S T W I A LD SV
6 3 6 6 4 4 4 8 4++


Special Rules:
· Independent Character – Unique
· Indestructible: For every wound suffered, add +1 to WS, S, T, I, and A
· Feel No Pain
· Furious Charge
· Monstrous Creature (12” assault range)
· Eternal Warrior

Wargear:
· Hulk Smash: All models within 3” take an automatic S8 hit, ignoring armour saves. Vehicles are struck on their side armour.


Elites:

Thor - 175

WS BS S T W I A LD SV
6 4 6 4 3 5 3 10 2+/4++


Special Rules:
· Asgardian: Cannot be targeted by psychic powers.
· Demi-god (Eternal Warrior)
· Independent Character – Unique

Wargear:
· Mjollnir: Master –crafted Thunder hammer that strikes at normal initiative. Also S8 AP1 Assault 1 6”.
· Thunder of the Gods: D3 units within 18” take D6 S7 AP4 hits. Counts as having frag grenades.
· Asgardian Armour


Hawkeye - 120

WS BS S T W I A LD SV
5 7 3 3 2 6 3 9 4+


Special Rules:
· Independent Character – Unique
· Crack shot: May re-roll failed hits. May select wound allocation.
· Agile: Gains a 6+ invun.
· Move Through Cover, Fleet
· Acute Senses
· Stealth, Infiltrate

Wargear:
· Hawk’s Bow
· Special Ammunition:
o Explosive: S6 AP3 Assault 1, Small Blast 24”
o Armour Piercing: S4 AP1 Assault 1 24”
o Poisoned: S3 AP6 Poisoned 2+, Assault 1 24”
o EMP: Assault 1 24”, Target unit 1 model, must take a toughness test or be removed from play
· Fissure knife: power weapon
· Frag & Krak grenades



Fast Attack:

Iron Man - 180


WS BS S T W I A LD SV
5 5 5 4 3 4 3 8 2+/5++


Special Rules:
· Independent Character – Unique
· Maverick: Does not benefit from LD boosts.

Wargear:
· Iron Man armour: Relentless, counting as having a Jump pack, and Jet Pack
o Flechettes: All models in 1 unit (12”) take an automatic S4 AP- hit
o Palm Blasters: 18” Assault 2 S6 AP3
o Guided Missile: Unlimited range Heavy 1 S8 AP3
· Energy-draining Shield



Black Widow - 120

WS BS S T W I A LD SV
7 5 3 3 2 7 3 9 4+


Special Rules:
· Independent Character – Unique
· Dodge: Gains a 4+ cover save
· Agile (See Hawkeye)
· Move Through Cover, Fleet

Wargear:
· Widow’s Kiss:
o Poisoned (4+) S3 AP5 Assault 2 6”
o Explosive S5 AP4 Assault 2 6”
· Dual Pistols: S4 AP3 Pistol (2)
· Synskin: +1 to cover save
· Combat Blades: poisoned (4+)
· Frag & Krak grenades
 

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Discussion Starter · #2 · (Edited)
X-Men:

HQ:

Professor X - 180

WS BS S T W I A LD SV
0 5 3 3 3 10 1 10 2++

Special Rules:
• Psyker (May use up to 2 powers per turn)
• Independent Character – Unique
• Relentless
• Telekinesis: Professor X has access to the following powers
o Mind Control – 1 unit within 12” must roll a D6 and add to I value, then compare to the same for the Professor. If theirs is equal to or lower, then they are controlled by the player for that turn
o Time Distort – All enemy units must pass a LD check at -2LD or cannot do anything next turn. (Will fight as normal if assaulted).
o Teleport – Deep strike anywhere within 24” (may be used from CC).
o Telekinetic blast – Heavy 1 S7 AP2 Small Blast

Wargear:
• Wheelchair – counts as a bike.

Heavy Support:

Cyclops - 140

WS BS S T W I A LD SV
5 5 4 4 3 5 3 10 3+

Special Rules:
• Independent Character – Unique
• Unstable: On a roll of 6 on a D6, a random unit within 12” is hit by Psionic Force.
• Inspiring Leader: All friendly units may use his LD.

Wargear:
• Psionic Force: S9 AP2 Heavy 1 Blast 24”
• Cycolac Plastic Mask

Storm - 175

WS BS S T W I A LD SV
5 4 3 3 3 5 3 9 4+
Special Rules:
• Independent Character – Unique
• Command of the Elements: All enemy units must treat area within 12” of her as difficult and dangerous

Wargear:
• Thunderstorm:
o Lightning: S7 AP4 Heavy D6 (unlimited)
o Thunder: S8 AP3 Large Blast Heavy 1 36”
o Gales: May move D3 enemy units within 24” 2D6”

Rogue - 145

WS BS S T W I A LD SV
5 5 5 4 3 4 3 8 2+/5+

Special Rules:
• Independent character – Unique
• Null: No psychic powers can be used within 18” of her. Nor can she be targeted by psychic powers.
• Replicate: Any model that dies within 6” of her, she may choose to take his wargear AND special rules. Can only have one replicate at a time.

Wargear:
• Blank Touch: In CC, all models in base to base contact must pass a toughness test or suffer an unsaved wound.

Elites:

Wolverine - 190

WS BS S T W I A LD SV
7 4 5 4 4 6 3 8 3++

Special Rules:
• Eternal Warrior
• Independent Character – Unique
• Maverick (See Iron Man)
• Adamantium: is immune to poisoned weapons
• Regenerative: Roll a D6 for every wound lost at the beginning of each turn. Each one is regained on a 5+.

Wargear:
• Twin adamantium claws: lightning claws that strike at S6 and ignore invulnerable saves.
• Sidearm: S4 AP5 Pistol 12”.

Iceman - 100

WS BS S T W I A LD SV
4 4 4 4 3 4 3 9 2+

Special Rules:
• Independent Character – Unique
• Elemental: May remove D3 terrain pieces on a 2+ at the start of the game before deployment.

Wargear:
• Ice manipulation: S4 AP3 Rapid fire 30” … Count-as force weapon.

Gambit - 135

WS BS S T W I A LD SV
5 5 5 4 3 4 3 8 2+/5++

Special Rules:
• Independent Character – Unique
• Agile (see Hawkeye)
• Fleet
• Energy Manipulator (is unaffected by power weapons etc)

Wargear:
• Staff (force weapon)
• Playing Cards: S4 AP2 Assault 4 48” (Gain +1S for every 12”). Count as Frag and krak grenades.


Jean Grey/Phoenix - 200

WS BS S T W I A LD SV
5 4 4 4 3 5 3 8 4+
8 8 6 6 5 7 4 10 2+/4++

Special Rules:
• Independent Character – Unique
• Volatile: On a D6 roll of 6, she is subject to Rage for that turn.
• Transformer: If you wish, roll 2D6. On a roll of 8 or more she transforms into the Phoenix
• Phoenix: Is immune to melta and flamer weaponry, has furious charge and feel no pain. If she dies, on a 3+ she is resurrected on one wound.

Wargear:
• Phoenix Force: Power weapons. S6 AP3 Template Assault 1

Fast Attack

Beast - 120

WS BS S T W I A LD SV
6 4 5 4 3 6 3 9 4+

Special Rules:
• Independent Character – Unique
• Agile (See Hawkeye)
• Move Through Cover, Fleet
• Beast: 12” assault range.

Wargear:
• Claws: power weapons


Nightcrawler - 140

WS BS S T W I A LD SV
6 4 5 4 3 7 3 9 4+

Special Rules:
• Independent Character – Unique
• Agile (See Hawkeye)
• Fleet
• Teleporter: May move up to 12” and assault 12”.

Wargear:
• Demon’s Claws: rending
 

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Discussion Starter · #3 · (Edited)
Marvel Knights:

HQ:

Dr Strange - 200

WS BS S T W I A LD SV
6 5 4 4 4 6 3 10 3+/4++

Special Rules:
• Psyker
• Independent Character – Unique
• Master Magician: May use up to 3 powers per turn.

Wargear:
• Book of the Vishanti – Allows him access to all of his powers
• Eye of Agamotto – S8 AP2 Assault 1 12” (ignores invulns)
• Orb of Agamotto – can premeasure. Master crafted force weapon
• Cloak of Levitation – jump pack
o Manipulate Matter – Dangerous and difficult terrain for all enemy units within 18”
o Magical Projectiles – Assault 4 S6 AP3 12”
o Magical Shield – May automatically pass one save
o Master of Time – May re-roll all failed to hit and wound rolls
o Sorceror Supreme – On death roll 2D6:
 1 – Nothing
 2 – All enemy models in base contact take a S4 AP- wound
 3 – Small Blast S5 AP5
 4 – 1 model within 6” must pass a Toughness test or be removed from play
 5 – resurrected within 12” with one wound
 6 – Large Blast S10 AP1 Ignores Invulnerable saves

Fast Attack:

Ghost Rider - 200

WS BS S T W I A LD SV
6 4 5 4(5) 4 5 4* 10 3++

Special Rules:
• Avenger of the Innocent: A 6 roll on a D6, the Rider is subject to Rage for that player turn.
• Soulless: Cannot be targeted by psychic powers and is an Eternal Warrior
• Penance Stare: 1 enemy model in 12”. Must pass a LD check at -4LD or be removed from play.
• Independent Character – Unique
• Fearless

Wargear:
• Hellfire: Template S6 AP4 Assault1 OR 6” S8 AP1 Assault 1, Melta
• Chain of Vengeance: Power weapon that gives +D6 attacks.
• Bike of the Rider


Spiderman - 150

WS BS S T W I A LD SV
6 4 4 4 3 6 3 8 4+

Special Rules:
• Spider Senses: May re-roll failed armour saves
• Independent Character – Unique
• Fleet, Move Through Cover
• Agile (See Hawkeye)

Wargear:
• Spider’s web: S- AP- Assault 2 12” (Unit may not move or assault next turn, and is reduced to 0 attacks and WS on a 4+).

Elites:

Daredevil - 140

WS BS S T W I A LD SV
6 2 4 4 3 7 3 9 4+

Special Rules:
• Dodge (See Black Widow)
• Independent Character – Unique
• Fleet
• Move Through Cover
• Blind: Can only “see” 3D6”, for shooting and assault purposes

Wargear:
• Devil’s Fists: +2S that re-roll to hit
• Billy Club: 12” assault range, and 1 unit within 12” is moved up to 6”.

Elektra - 130


WS BS S T W I A LD SV
7 4 3 3 3 7 3 9 5+

Special Rules:
• Assassin (May deploy anywhere on the board – enter from reserves)
• Unique
• Dodge (See Black Widow)
• Fleet, Move Through Cover

Wargear:
• Twin sais: twin master crafted power weapons that always wound on a max of 4+
 

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Discussion Starter · #4 · (Edited)
Fantastic Four:

HQ:

Mr. Fantastic - 135

WS BS S T W I A LD SV
5 3 4 4 3 6 3 10 4++

Special Rules:
• Independent Character – Unique
• Super-malleable: Ranged attacks are deflected back at half range on a 4+

Wargear:
• Advanced Engineering Systems: Counts-as power weapon

Fast Attack:

Human Torch - 160

WS BS S T W I A LD SV
5 5 4 4 3 5 3 8 4+

Special Rules:
• Fire-being: Is unaffected by melta or plasma weaponary
• Independent Character

Wargear:
• Fireballs: S5 AP4 Assault 1 12”
• Nova: S10 AP1 Small Blast Heavy 1 24”. May not move/shoot/assault next turn.
• Flame On: May move up to 24”, but cannot shoot or assault – save becomes invulnerable.

Elites:

Invisible Woman - 155

WS BS S T W I A LD SV
5 3 3 3 3 5 3 8 5+/3++

Special Rules:
• Independent Character – Unique
• Psionic:
• Stubborn
• Invisibility: Enemy units must roll 2D6 for range to target her. May only assault her on a 4+.

Wargear:
• Forcefield: Counts-as power weapon. Also S5 AP3 Assault 1 12”.

Heavy Support:

The Thing - 150

WS BS S T W I A LD SV
6 3 8 6 4 5 3 8 3+

Special Rules:
• Independent Character – Unique
• Move Through Cover
• Brawler: Gains 1 attack for every model in base contact with him.
• Stone: enemy attacks must re-roll successful rolls to wound.

Wargear:
• Body of stone
 

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Discussion Starter · #5 · (Edited)
SHIELD:

HQ:

Nick Fury - 130

WS BS S T W I A LD SV
7 5 4 4 3 6 3 10 3+/5++

Special Rules:
• At Any Cost: All SHIELD units have the stubborn USR
• Independent Character - Unique
• Fearless
• Veteran: Any failed rolls to hit in CC against him suffer a S4 power weapon hit.

Wargear:
• Beta Cloth: Fury may enter play via deep strike.
• Firearms S4 AP2 Pistol: Counts-as power weapon in CC
• Frag & Krak grenades

Troops:

SHIELD Squad [10] - 80

WS BS S T W I A LD SV
3 4 3 3 1 3 1 7 5+
4 4 3 3 1 3 2 8 5+

Special Rules:
• Co-ordinated: May re-roll failed LD checks. May choose to Fall Back at any given time.

Wargear:
• HYDRA rifle: S5 AP5 24” Rapid Fire
• HYDRA pistol: S5 AP5 12” Pistol
• Frag & Krak Grenades

Options:
• 1 model may replace its rifle with a Mark II rifle +5, a Mark III rifle +10, or a Mark IV Rifle +15
• 1 model may replace its rifle with a Heavy Rifle Mark I +10, Mark II +15, or Mark III +20
• The Sgt may take a power weapon +15, Mark II pistol +10, or power fist +25

Transport:
• May take an Armoured Truck

SHIELD Special Weapon Team [5] - 40

WS BS S T W I A LD SV
3 4 3 3 1 3 1 7 5+
4 4 3 3 1 3 2 8 5+

Special Rules:
• Co-ordinated

Wargear:
• HYDRA rifle: S5 AP5 24” Rapid Fire
• HYDRA pistol: S5 AP5 12” Pistol
• Frag & Krak Grenades

Options:
• Up to 4 models may replace their rifle with a Mark II rifle +5, a Mark III rifle +10, or a Mark IV Rifle +15
• The Sgt may take a power weapon +15, Mark II pistol +10, or power fist +25

Transport:
• May take an Armoured Truck

SHIELD Assault Team [10] - 120

WS BS S T W I A LD SV
3 4 3 3 1 3 1 7 5+
4 4 3 3 1 3 2 8 5+

Special Rules:
• Co-ordinated
• Deep Strike

Wargear:
• HYDRA pistol
• Close Combat Weapon
• Frag & Krak Grenades
• HYDRA blaster S5 AP3 Assault 2

Options:
• 1 model may replace its rifle with a Mark II rifle +5, a Mark III rifle +10, or a Mark IV Rifle +15
• 1 model may replace its rifle with a Heavy Rifle Mark I +10, Mark II +15, or Mark III +20
• The Sgt may take a power weapon +15, Mark II pistol +10, or power fist +25

Heavy Support:

SHIELD Heavy Weapon Team [5] - 40

WS BS S T W I A LD SV
3 4 3 3 1 3 1 7 5+
4 4 3 3 1 3 2 8 5+

Special Rules:
• Co-ordinated

Wargear:
• HYDRA rifle: S5 AP5 24” Rapid Fire
• HYDRA pistol: S5 AP5 12” Pistol
• Frag & Krak Grenades

Options:
• Up to 4 models may replace their rifles with a Heavy Rifle Mark I +10, Mark II +15, or Mark III +20
• The Sgt may take a power weapon +15, Mark II pistol +10, or power fist +25

Transport:
• May take an Armoured Truck


SHIELD Support Tank - 140


Type BS F S R
Tank 3 13 12 10

Special Rules:
• Prototype technology: Roll a D6 before shooting. On a 1, the gun has jammed and cannot be fired this turn.

Wargear:
• HYDRA Cannon: S5 AP3 Heavy 3 Blast 48”
• HYDRA Gatler Sponsons : S7 AP4 Heavy 2 Twin linked 48”
• Search light and smoke launchers


SHIELD Armoured Walker - 100

Type BS F S R
Walker 3 12 12 10

Special Rules:
• Prototype technology: Roll a D6 before shooting. On a 1, the gun has jammed and cannot be fired this turn.

Wargear:
• HYDRA Gatling Gun
• Twin Linked Heavy Mark I Rifle
• Smoke Launchers and searchlight

Options:
• May replace either with TL Mark I, II or III Heavy Rifle for free, or Gatling Gun for +10, or Predator Missile +15 S9 AP2 Heavy 1 Unlimited range
• May take up two to HYDRA Rocket Pods for +15 each S5 AP5 Large Blast 24”

Fast Attack:



SHIELD Rapid Response Team [5] - 50


WS BS S T W I A LD SV
3 4 3 3(4) 1 3 1 7 5+
4 4 3 3(4) 1 3 2 8 5+

Special Rules:
• Co-ordinated

Wargear:
• Assault Bike
• HYDRA pistol
• Frag & krak grenades

Options:
• Up to two models may take a Mark II rifle +5, a Mark III rifle +10, or a Mark IV Rifle +15
• The Sgt may take a power weapon +15, Mark II pistol +10, or power fist +25
• Sgt may take meltabombs +5


SHIELD Advanced Raptor - 120

Type BS F S R
Flyer, Fast 3 12 12 10

Special Rules:
• Prototype technology: Roll a D6 before shooting. On a 1, the gun has jammed and cannot be fired this turn.

Transport Capacity – 6

Wargear:
• Twin-linked nose mounted Gatling Gun
• Two wing mounted Predator Missiles
• Smoke Launchers

Options:
• May take 2 rocket pods for +30

Dedicated Transport:

SHIELD Armoured Truck - 40

Type BS F S R
Transport, Fast 3 11 11 10

Special Rules:
• Lightweight: If the vehicle is destroyed/explodes, the passengers suffer no effects.

Transport Capacity – 12

Wargear:
• Twin-linked HYDRA Heavy Mark I Rifle
• Smoke Launchers

Options:
• May replace Mark I rifle with the Mark II or III for free




HYDRA Mark I Rifle: S5 AP5 24" Rapid Fire
HYDRA Mark II Rifle: S7 AP2 24" Rapid Fire, Gets Hot!
HYDRA Mark III Rifle: Template S4 AP5 Assault
HYDRA Mark IV Rifle: 18" S8 AP1 Melta Assault
HYDRA Mark I Heavy Rifle: 36" S7 AP4 Heavy 2
HYDRA Mark II Heavy Rifle: 24" S8 AP1 Heavy 2, Melta
HYDRA Mark III Heavy Rifle: 36" S9 AP3 Heavy 1, Lance
HYDRA Mark II Pistol: 12" S7 AP2 Pistol

Any thought, comments or criticisms?
 

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Very cool, And with Hero Clix being of similar scale, one could theoretically make a codex: Justice League, Codex: Freedom Phallanx etc.

I smell a very interesting community project, perhaps even a community expansion Warhammer: Modern, or Warhammer: Secret Wars, Warhammer: Multiverse, Warhammer: Rifts... I don't know... someone smart chime in.
 

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Discussion Starter · #8 ·
Missed these guys out earlier. Cable is X-Men [Elites], Bishop is SHIELD [Elites], Captain Marvel is Avengers [Elites], Archangel is X-Men [Fast Attack], and Colossus is X-Men [Heavy Support].

Cable - 200

WS BS S T W I A LD SV
7 6 5 5 4 6 4 10 3+/4++

Special Rules:
• Psyker
• Independent Character – Unique
• Master Mutant: May re-roll failed rolls to hit and wound

Wargear:
• Bionic Arm (power fist)
• Psimitar (force weapon)
o Mind Control (See Professor X)
o Mind Bolt: S8 AP3 Heavy 1 24”
• Grenade Launcher: S6 AP4 Assault 2

Bishop - 160

WS BS S T W I A LD SV
5 6 4 4 3 4 3 9 4++

Special Rules:
• Independent Character – Unique
• Energy Absorber: For every S7+ wound received and saved, he regenerates/gains 1 wound on a 4+

Wargear:
• Twin Mark II Pistols
• Flex Armour

Captain Marvel - 140

WS BS S T W I A LD SV
5 5 4 4 3 4 3 10 3+

Special Rules:
• Independent Character – Unique
• Psyker
• Cosmic Awareness – may re-roll failed rolls to hit in CC

Wargear:
• Nega-bands – Allow him to fire solar bolts S7 AP2 Rapid Fire 24”
Also allows him to strike at S8 in CC


Archangel - 135

WS BS S T W I A LD SV
6 3 3 3 3 5 3 8 4+

Special Rules:
• Independent Character – Unique
• Hit & Run

Wargear:
• Angel Wings
• Soulsword: S6 power weapon that ignores invulnerable saves
• Angel Pistol: S4 AP5. Instead of causing a wound, target is reduced to I1


Colossus - 150

WS BS S T W I A LD SV
5 4 6 6 4 3 3 8 2+/4++

Special Rules:
• Armoured
• Independent Character – Unique

Wargear:
• Fists of steel



Just to say I do plan on making a Codex: Marvel Villains too, just to compliment the project.
 

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Wow this is realy cool, id like to suggest a Villians version. Perhaps with Dr.Doom as HQ, all his robots would easily fill many slots, then theres the Latverian military(cheap weaker units), and several villians hes worked with over the years including Namor.
 

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Discussion Starter · #11 ·
I'm working on that as you speak. That's a great idea for the Latverian robots, I'll have to include them. Dr Doom's already being worked on, so watch this space!
 

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Discussion Starter · #13 ·
So here it is:

CODEX: Marvel Villains


Comments and criticism would be greatly appreciated.
I'm now working on some "bonus" units related to the two codexes, and in the not too distant future.

 

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Nice, thats some SWEET work there sir! Doom is hardcore angry and that makes me all happy inside. Im also a fan of the robots and hydra making up a lot of units is pretty cool to. I was thinkin that the punisher should be a choice for both heries and villians since hes more of a antihero anyways. But ether then that theres some food stuff here :)
 

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Discussion Starter · #15 ·
Ok, some additional Apocalypse-only units now.

For the heroes:

Squirrel Girl - 80

WS BS S T W I A LD SV
6 4 3 3 2 5 3 10 4+

Special Rules:
• Squirrel Commander: May summon 2D6 squirrel bases per turn
• Agile
• Fleet, Move Through Cover

Wargear:
• Squirrel Claws (rending)
• Nut pouch: Feel No Pain
• Attack Squirrels:

WS BS S T W I A LD SV
4 0 3 3 4 6 4 10 -

Special Rules:
o Furious Charge, Fleet
o (Beasts)
o Swarms (Vulnerable to Blasts/Templates)
o Overwhelm: For every base within 6” of each other, they gain +1 S, T and attack

Wargear:
o Rending Claws



Desak:


WS BS S T W I A LD SV
10 7 6 6 4 7 4 10 2+/3++

Special Rules:
• Fearless, Eternal Warrior
• God Hunter: Desak must always target god units before he can target any other
• Preferred Enemy: Gods

Wargear:
• Godkiller: Power weapon that always wounds gods on a 2+, ignoring invulnerable saves
• Amulet of Power: 18” S9 AP2 Assault 3



Ultimate Marvel:

Team Captain - 600:


WS BS S T W I A LD SV
6 5 5 4 3 6 3 10 4+/2++

Wargear:
 Vibranium Shields (Power weapon, 2++, S6 AP2 Assault 1 12”)
 Sidearms (S4 AP5 Pistol)

- Captain America: Counter Attack
- Captain Britain: Feel No Pain
- Captain France: Furious Charge
- Captain Spain: Infiltrate
- Captain Italy: Fleet

Special Rules:
 Follow Me: The entire formation gains one of the special rules of the Captains
 Fearless
 Commanders: All other units within 12” are stubborn.

Ultimates:

These units are upgrades for the units of the same name found in Codex: Marvel Heroes.

- Nick Fury +75

WS BS S T W I A LD SV
7 8 4 5 4 6 4 10 3++

Special Rules & Wargear as before
Special Ability:
 Precision Strike Strategic Asset

- Ghost Rider +75

WS BS S T W I A LD SV
9 7 7 5(6) 4 6 4* 10 3++

Special Rules & Wargear as before
Special Ability:
 Hellstorm template S10 AP1 Heavy 1




- Hulk +95

WS BS S T W I A LD SV
8 3 8 8 6 6 6 10 4++

Special Rules & Wargear as before
Special Ability:
 Super-smash: D3 destroyer hits in CC

- Iron Man +55

WS BS S T W I A LD SV
6 8 5 5 4 6 4 10 2+/4++

Special Rules & Wargear as before
Special Ability:
 Heavy Missile Pod: Apocalyptic barrage (6) S8 AP2 72”

- Thor +65

WS BS S T W I A LD SV
9 6 6 4 4 6 4 10 2+/3++

Special Rules & Wargear as before
Special Ability:
 Thunder Wrath: All enemy units on the field suffer D6 S7 AP4 hits. Vehicles are hit on their side armour.

- Hawkeye +65

WS BS S T W I A LD SV
6 10 4 4 4 7 3 10 3+

Special Rules & Wargear as before
Special Ability:
 Anti-matter arrows: Inflict instant death 48” SX AP1 Heavy 1 Sniper

- Black Widow +85

WS BS S T W I A LD SV
8 6 4 4 4 9 4 10 3+

Special Rules & Wargear as before
Special Ability:
 Flank March
 

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Discussion Starter · #16 ·
And for the Villains, I went a bit nuts:

Galactus - 4000

WS BS S T W I A LD SV
6 0 10 10 10 4 6 10 2++

Special Rules:
• Destroyer of Worlds: Close combat attacks count as destroyer hits
• Eternal Warrior
• Hungry: Galactus must destroy a unit every turn or lose a wound, and have -1 to T and S
• Heralded. Galactus may only arrive from deep strike, and only if his herald is present.

Wargear:
• Atomiser: Any terrain that Galactus moves through is removed on a 2+

Options:
• Galactus must choose at least one herald from the following list:
o Silver Surfer - 170:

WS BS S T W I A LD SV
6 4 4 4 3 6 2 10 3++

Special Rules:
 Herald: On a 4+, Galactus may enter from reserve T2 onwards
 Surfboard: Absorbs any S6+ attacks

Wargear:
 Cosmic Pulse: S6 AP- all models within 18” – count as difficult terrain
 Power weapon
 Herald’s Swiftness

o Destroyer - 160:

WS BS S T W I A LD SV
6 4 4 4 3 6 2 10 3++

Special Rules:
 Herald
 Inanimate: cannot be affected by psychic powers

Wargear:
 Strikes at S10 in CC
 S8 AP3 template Assault 1
 Herald’s Swiftness

o Fire Lord - 200:

WS BS S T W I A LD SV
6 4 4 4 3 6 2 10 3++

Special Rules:
 Herald
 Immune to all flamer, melta and plasma based weaponry

Wargear:
 Staff of Fire: relic blade, and S6 AP3 Assault 1 hellstorm template
 Herald’s Swiftness

o Stardust – 200:

WS BS S T W I A LD SV
6 4 4 4 3 6 2 10 3++

Special Rules:
 Herald
 Cosmic entity: Cannot be locked in close combat

Wargear:
 Axe-blade: relic blade and S8 AP1 Blast Assault 1
 Herald’s Swiftness




The Dark Gods:

Perrikus - 240

WS BS S T W I A LD SV
10 6 7 6 4 7 4 10 2+/3++

Special Rules:
 Eternal Warrior
 Dark God: All enemy units within 12” must pass a LD check or fall back
 Psyker

Wargear:
 Spear of the Dark: Master-crafted force weapon that ignores invulnerable saves
 Dark Matter Pulse: on a 2+, night fighting rules are activated for that turn


Tserron - 200

WS BS S T W I A LD SV
8 6 6 5 3 6 3 10 2+/5++

Special Rules:
 Eternal Warrior
 Dark God: All enemy units within 12” must pass a LD check or fall back

Wargear:
 Serpentine Body: May re-roll failed armour saves
 Dark Matter Claws: power weapons that ignore invulnerable saves


Adva - 225

WS BS S T W I A LD SV
8 6 6 6 7 6 3 10 2+/5++

Special Rules:
 Eternal Warrior
 Dark God: All enemy units within 12” must pass a LD check or fall back

Wargear:
 Dark Matter Manipulator: on a D6 score of 6, remove one piece of wargear from a model within 12”
 Dark Matter Staff: relic blade that ignores invulnerable saves


D’Chel - 250

WS BS S T W I A LD SV
7 6 7 7 4 5 3 10 2+/3++

Special Rules:
 Eternal Warrior
 Dark God: All enemy units within 12” must pass a LD check or fall back

Wargear:
 Deceptive: Before the game starts, secretly randomly select one enemy unit. Every turn, on a 2D6 score of 10 or higher, that unit is now controlled by the Dark Gods
 Dark Matter Sword: power weapon that ignores invulnerable saves


Majeston Zelia - 300

WS BS S T W I A LD SV
10 8 8 7 5 5 3 10 2+/3++

Special Rules:
 Eternal Warrior
 Dark God: All enemy units within 12” must pass a LD check or fall back
 Dark Matter Entity: If all 5 of the other gods are within 6” of Zelia, on a successful psychic test on 3D6, the gods combine to form the One Dark God
 Psyker

Wargear:
 Dark Matter Hammers: twin thunder hammers
 Dark Matter Storm: All terrain on the board is treated as difficult and dangerous for enemy units for the next turn. Additionally, all enemy units must pass a morale check within 12” at -4LD. Finally, S- AP- 7” blast, vortex unlimited range.



[One Dark God:]

WS BS S T W I A LD SV
10 10 10 10 10 10 10 10 2+/2++

Special Rules:
 Eternal Warrior
 Dark God: All enemy units within 12” must pass a LD check or fall back
 Psyker
 Plus all other Dark God rules

Wargear:
 Strikes at S D in close combat
 May Use the Dark Matter Storm psychic power
 Unstable: Must pass a psychic test every turn on 3D6 or return to the normal Dark Gods.
 

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Spanner in the works...
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Discussion Starter · #17 ·
On a side note, I have started work on the Codex: DC World. It's going to be one codex, but when you write your list, you must choose to be villains OR heroes. However, the issue I've come across is simply the fact that I don't know enough about the DC universe to write a codex that will reflect the characters well enough. I am mostly familiar with the Batman franchise, but am slacking with Flash, Superman, Wonder Woman, the Green Lantern etc etc.

Anyone willing to help me out?
 

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1,825 Posts
Very interesting. Get yourself an agent and start talks with Marvel and DC. They need a new game system and a model for Galactus would be quite intriguing.
 

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Spanner in the works...
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5,349 Posts
Discussion Starter · #19 ·
:laugh: Not a bad idea Dan. Maybe in the future - I have exams/uni to worry about first.
And for Galactus, would the model be like the figure from the comics, or the entity from the Fantastic Four film?
 

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Well there are multiple of each, i think there are three wonder women. Donna, Diana, and Circi, oh and wonder girl. For superman theres Superboy, Steel and Cyberborg Superman and i rhink one more. Obviosly theres several green lanterns, hal jordan, john sonethin, guy gardner, **** rayner and literaly thousands more. With the flash theres barry allan, bart west(i think thats his name) kid flash and i believe other speedsters that affiliate with them. Fir the bats ya got bruce wayne and dick gracin, tim drake is now red robin and im nit sure who is the current robin. Theres a ton more justice league members as well.

Ah crap it just dawned on me that DC just did there reboot and they changed up a bunch of stuff but thats where it was before i stopped reading DC. I wasnt and an still nit a fan if a universe wide reboot.
 
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