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Discussion Starter #1 (Edited)
I was thinking about doing homebrew "Gears of War" rules for Locust and COG.

For everyone who doesn't know Gears heres a little explaination:
Afte years of War between Humanity, a new enemy arrived, even stronger and more dangerous than everything, the Locust.
The Locust lived under the surface of the planet, the only rescue are the "Gears" the soldiers of the COG.
The Gears are normal humans, but the Sargeants and the Soldiers at higher Ranks look like Bodybuilders and most of them fought in the Pendulum Wars and use theyre experiences to do complex strategies.
Not like the Locust, the normal Warriors (Drones) are stupid and lack in creativity.
Their strengh is the hughe number of them

Gearspedia

At first I decided to make rules for Gears and Locust (drones) only
I used the Imperial Guard Veterans, Storm Troopers and SM Scouts as reference

COG
- Gears - Sargeant
WS 3 WS 3
BS 4 BS 4
S 3 S 3 or 4
T 3 T 3
W 1 W 1
I 3 I 3
A 1 A 2
Ld 7 Ld 8
Sv 4+ Sv 4+

Locust
-Drones - Sargeant?(Don't know maybe a "Bolter")
WS 3 WS 4
BS 3 BS 4
S 3/4 S 3/4
T 4 T 4
W 1 W 1
I 3 I 3
A 1 A 2
Ld 7 Ld 8
Sv 4+ Sv 4+

So guys, what do you think?
Is it well balanced? Still need points and weapon-stats.
Some ideas for special Stuff?
 

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Rattlehead
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I disagree that they look like bodybuilders - more like fridges with arms and legs, and a head but a noticeable lack of neck.

But seriously, it's hard to see the stats in that format, but apart from that they look good. You got stats for guns yet? I'd suggest:

Hammerburst:
Range: 24"
Str: 4
AP: 5
Type: Rapid Fire

Lancer:
Range: 18"
Str: 4
AP: 6
Type: Assault 2
Chainsaw Bayonet adds one attack in close combat. Retro Lancer is available for Sergeants and has a PW.

Torque Bow (Special/Heavy Weapon option for Locust):
Range: 36"
Str: 5
AP: 6
Type: Blast, Barrage

Longshot (Special/Heavy Weapon option for COG):
Range: 48"
Str: X
AP: 6
Type: Heavy 1, Sniper

One Locust per squad can be upgraded to a Grinder/Boomer/Butcher etc. with these stats:
WS: 3
BS: 3
S: 5
T: 5
W: 2
I: 2
A: 2
Ld: 7
Sv: 4+

Special Rules:
Relentless

With specifics as follows:
Boomer: Has the Boomer gun:
Range: 36"
Strength: 7
AP: 4
Type: Heavy 2

Grinder: Has a Mulcher
Range: 24"
Str: 5
AP: 5
Type: Heavy 5

Butcher: Is a medic

Burner: Has a Locust Flamethrower
Range: Template
Str: 5
AP: 4
Type: Assault 1

Mauler: Has a Shield and a Maul
Maul is a CCW that adds 1 Strength (Because these things crush cars in the game), Shield gives a 3+/4++

Hope you carry on with this and good luck.

Midnight
 

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Discussion Starter #3
But seriously, it's hard to see the stats in that format, but apart from that they look good. You got stats for guns yet? I'd suggest:
Well, I dont know what happened with the stats, i sat there for like an hour to make those clearly visible :suicide:

Agree with the Weapons, my idea for the Mortar was:

Range 48"
S 6
AP 6
Type Heavy1
explosive
multiple barrage(dont know is that the right word?)

the multiple barrage stuff because the morter splitts up into 5 explosive grenades


Maybe give the Maulers mace an small explosive-template, cause it explodes.
What do you think of Special rules for Lambent and Savage- Locust?
 

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Discussion Starter #4
Have done some update on Locust

Drone
WS: 3
BS: 3
S: 3
T: 4
W: 1
I: 3
A: 1
Ld: 7
Sv: 4+

Equiptment: Locust Armour; Hammerburst-Rifle

Options: Everyone can get one of these:
-Boltok pistol
-Gorgon Pistol
-Lancer

Grenadier
WS: 4
BS: 3
S: 3
T: 4
W: 1
I: 3
A: 2
Ld: 7
Sv: 4+

Equiptment: Gnasher-Shotgun; Boltok Pistol, Frag Grenades

Options: one of the troop can become an Elite-Locust which gains +1 on BS and S

Everyone can Swap the Gnasher for one of these:
-Sawed Off
-Scorcher

Sniper
WS:3
BS:4
S:3
T:4
W:1
I:3
A:1
Ld:7
Sv:4+

Equiptment: Longshot; Locust Armour

Options: every third Locust can swap the Longshor for one of these Weapons:
-One-Shot
-Mortar

Theron
WS:4
BS:4
S:4
T:4
W:1
I:4
A:2
Ld:8
Sv:4+

Equiptment: Locust Armour; Hammerburst-Rifle; Frag Grenades

Options: One Theron-Guard can become a Theron-Sentinel (+1 on Ld and A)
Every Theronguard can swap his Hammerburt for:
-Lancer-Assaultrifle
-Retro-Lancer
-Gnasher
-Sawed-Off
-Theron-Bow
-Cleaver

Boomer
WS:3
BS:3
S:5
T:5
W:2
I:2
A:2
Ld:7
Sv:4+

Equiptment: Locust Armour; Boomshot

Special Rules: Relentless

Options: Every Boomer in the Squad can Swap the Boomshat for one of these:
-Mulcher (Grinder)
-Scorcher (Flamer)
-Cleaver (Butcher)
-Explosive-Mace and Shield (Mauler)
-Digger-Launcher (Digger) ???
-Hammer and Thumper (Tremor) ???

Kantus
WS:3
BS:4
S:3
T:4
W:2
I:3
A:2
Ld:9
Sv:5+

Equiptment: Priests Armour; Gorgon-Pistol; Ink-Grenades(Defensive Grenades)

Special Rules:
Healing Aura=All Locust in the Troop of the Kantus or 6" around him can ignore Injurys (4+)
Stunning Scream=After the Kantus shoot his Weapon(s) he can Scream.
You put a Flame-Template to the Front of the Kantus, and every enemy Troop which is under it have to test their Morality.
If they fail they run away as normal.

Options:
The Kantus can get an Kantus-Armour (3+)
He also can get a second Gorgon Pistol

General
WS:5
BS:4
S:6
T:5
W:3
I:5
A:3
Ld:9
Sv:4+ (or3+)

Equiptment: CCW; Hammerburst

Special rules: the General can give orders (I will think about it, any ideas?)

Options: The General can swap his Hammerburst for every Ballistic-Weapon in the Locus armoury.
The General can swap his CCW for every Meele-Weapon in the Locust armoury.
He also can get Special Effects for xy-Points out of the Locust armoury

As a cute (or ugly) bonus a Wretch
WS:3
BS:0
S:3
T:3
W:1
I:4
A:2
Ld:5
Sv:-

Special Rules:
Deepstrike or Infiltration, Idont know^^


Still thinking about the weapons...
 

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Rattlehead
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Drone: 12pts per model
WS: 3
BS: 3
S: 4
T: 4
W: 1
I: 3
A: 1
Ld: 7
Sv: 4+

Equiptment: Locust Armour; Hammerburst-Rifle, Close Combat Weapon

Options: Everyone can get one of these:
-Boltok pistol (Bolt Pistol)
-Gorgon Pistol (Range: 12" Str: 3 AP: 5 Type: Pistol 3
-Lancer

Grenadier 13pts per model
WS: 3
BS: 3
S: 4
T: 4
W: 1
I: 3
A: 1
Ld: 7
Sv: 4+

Equiptment: Gnasher-Shotgun (Same as Space Marine Shotguns); Boltok Pistol, Frag Grenades, Close Combat Weapon

Options: One Grenadier may be upgraded to a Boomer for 20pts

Everyone can swap the Gnasher for one of these:
-Sawed-Off (As Shotgun, but +1 Strength) for 3 pts per model

Sniper 15pts per model
1-5 Snipers per squad
WS:3
BS:3
S:4
T:4
W:1
I:3
A:1
Ld:7
Sv:4+

Equiptment: Longshot; Locust Armour, Boltok Pistol, Close Combat Weapon

Options: every third Locust can swap the Longshot for one of these Weapons:
-One-Shot (Range: 48" Str: 6, AP: 2, Type: Heavy 1, Pinning, Rending
-Mortar (Range: 48" Str: 4, AP: 6, Type: Heavy 1, Blast, Barrage

Theron 20pts per model
WS:4
BS:4
S:4
T:4
W:1
I:4
A:2
Ld:8
Sv:4+

Equiptment: Locust Armour; Hammerburst-Rifle; Frag Grenades, Boltok Pistol, Close Combat Weapon

Options: One Theron-Guard may be upgraded to a Theron-Sentinel (+1 to Ld and Attacks)
Every Theron Guard can swap his Hammerburst for:
-Lancer Assault Rifle for free
-Retro Lancer for 10pts per model
-Gnasher for free
-Sawed-Off for 3pts per model

One model may take:
Torque Bow for 10pts
Range: 24"
Str: 6
AP: 3
Type: Assault 1, Blast

Boomer
WS:3
BS:3
S:5
T:5
W:2
I:2
A:2
Ld:7
Sv:4+

Equipment: Locust Armour; Boomshot, Close Combat Weapon

Special Rules: Relentless

Options: Any Boomer may swap his Boomshot for one of these:
-Mulcher
-Scorcher (As Heavy Flamer)
-Cleaver (Counts as Close Combat Weapon)
-Explosive-Mace and Shield (+1 Strength Close Combat Weapon and 3++)

Kantus 70pts
WS:5
BS:5
S:4
T:4
W:2
I:4
A:2
Ld:9
Sv:5+

Equiptment: Priest Armour; Gorgon Burst Pistol; Ink Grenades(Defensive Grenades), Close Combat Weapon

Special Rules:
Healing Aura:All Locust within 6" of the Kantus gain the Feel No Pain special rule.
Dodge: Kantus can dodge at terrific speed. He has a 4++ against ranged attacks. This is increased to 3++ in close combat.
Stunning Scream: At the end of the shooting phase, a Kantus may perform a special shooting attack. It has the following profile:
Range: Template
Str: 8
AP: 2
Type: Assault 1

The Stunning Scream rolls to wound against the target's Leadership value instead of the Toughness characteristic.

Options:
The Kantus may take Kantus Armour (3+ Armour Save) for 10pts
He also can replace his Close Combat Weapon with a second Gorgon Pistol or a Power Weapon for 10pts.

General 110pts
WS:6
BS:5
S:5
T:5
W:3
I:4
A:3
Ld:10
Sv:4+

Equiptment: Close Combat Weapon, Hammerburst, Boltok Pistol, Frag Grenades

Special rules: 5+ Invulnerable Save, Relentless Aura of Discipline (Any Locust model within 6" may use his Leadership), Preferred Enemy: COG

Options: The General may swap his Hammerburst for:
-Lancer Assault Rifle for free
-Retro Lancer for 10pts
-Gnasher for free
-Sawed-Off for 3pts
-Troika Heavy Machine Gun for 20pts (As Assault Cannon)

The General can swap his CCW for:
A Power Weapon for 10pts
A Power Fist for 15pts
A Lightning Claw for 10pts

Wretch 5pts per model
WS:3
BS:0
S:3
T:3
W:1
I:5
A:2
Ld:10
Sv:-

Special Rules: Fearless, Fleet

My two cents. In my opinion, COG should get the wargear and the Locust should get the raw stats, just to make them more different.

Midnight
 

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Discussion Starter #6
One model may take:
Torque Bow for 10pts
Range: 24"
Str: 6
AP: 3
Type: Assault 1, Blast
I think every Theron should be able to get the Torque Bow

Special Rules:
Healing Aura:All Locust within 6" of the Kantus gain the Feel No Pain special rule.
Dodge: Kantus can dodge at terrific speed. He has a 4++ against ranged attacks. This is increased to 3++ in close combat.
It's a cool idea to use the Dodge:eek:k:
and Dammit I forgot the the name of Feel No Pain^^(damn german rules I play:biggrin:)

The General can swap his CCW for:
A Power Weapon for 10pts
A Power Fist for 15pts
A Lightning Claw for 10pts
I don't know about the CCW's, they are too Human and WH40k-ish in my opinion...

Wretch 5pts per model
WS:3
BS:0
S:3
T:3
W:1
I:5
A:2
Ld:10
Sv:-

Special Rules: Fearless, Fleet
I don't like the Fearless Stuff, Wreches do flee, but they come back

My two cents. In my opinion, COG should get the wargear and the Locust should get the raw stats, just to make them more different.
Agreed:grin:
 

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Discussion Starter #7
Kantus-High Priest 90pts
WS:5
BS:5
S:4
T:4
W:3
I:4
A:3
Ld:10
Sv:5+

Equiptment: Priest Armour; Gorgon Burst Pistol; Ink Grenades(Defensive Grenades), Close Combat Weapon

Special Rules:
Healing Aura:All Locust within 12" of the Kantus gain the Feel No Pain special rule.
Dodge: Kantus can dodge at terrific speed. He has a 4++ against ranged attacks. This is increased to 3++ in close combat.
Stunning Scream: At the end of the shooting phase, a Kantus may perform a special shooting attack. It has the following profile:
Range: Template
Str: 8
AP: 2
Type: Assault 1

The Stunning Scream rolls to wound against the target's Leadership value instead of the Toughness characteristic.

Options:
The Kantus may take Kantus Armour (3+ Armour Save) for 10pts
He also can replace his Close Combat Weapon with a second Gorgon Pistol or a Power Weapon for 10pts.
The High Priest can also ride a Reaver for xy points.

Reaver
1-3 Reavers per Squat
Type: Jet-Bike
WS:5
BS:2*
S:8
T:4(5)
W:3
I:3
A:2
Ld:7
Sv:5+

Equiptment: Light Armour, Rocket Launcher, Tentakels (count as CCW)
Crew: Rider (Grenadier), Drone (can use his Ranged Weapon normal)

Special Rules:
*Flying: While the Reaver Flys he cannot act in close combat and cannot be attacked in close combat. Also he uses his own BS, while the Drone counts as moved always.
If the Reaver lands, he uses the BF of the Rider and can attack, but also can be attacked in close combat.
Maneuver Distance: The Reavers needs space to maneuver, so a unit of two or more Reavers have to hold a distance of 6" to the sides and 2" to front and/or back, but not more than 12".
Maybe add some Explosion if dead, because in Gears 3 you recive Damadge if they explode.

Options: The Drone and the Grenadier can both replaced with Theron-Guards or Sentinels.
Every Reaver can get an extra armour for 15pts per model which gains a 4+


Rocket Launcher
Range: 36"
Strength: 8
AP: 4
Type: Heavy 1, Blast
 

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Rattlehead
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Kantus-High Priest 90pts
WS:5
BS:5
S:4
T:4
W:3
I:4
A:3
Ld:10
Sv:5+

Equiptment: Priest Armour; Gorgon Burst Pistol; Ink Grenades(Defensive Grenades), Close Combat Weapon

Special Rules:
Healing Aura:All Locust within 12" of the Kantus gain the Feel No Pain special rule.
Dodge: Kantus can dodge at terrific speed. He has a 4++ against ranged attacks. This is increased to 3++ in close combat.
Stunning Scream: At the end of the shooting phase, a Kantus may perform a special shooting attack. It has the following profile:
Range: Template
Str: 8
AP: 2
Type: Assault 1

The Stunning Scream rolls to wound against the target's Leadership value instead of the Toughness characteristic.

Options:
The Kantus may take Kantus Armour (3+ Armour Save) for 10pts
He also can replace his Close Combat Weapon with a second Gorgon Pistol or a Power Weapon for 15pts.
The High Priest can also ride a Reaver for xy points.

Reaver
1-3 Reavers per Squad
Type: Monstrous Creature
WS:4
BS:3
S:5
T:5
W:3
I:4
A:4
Ld:7
Sv:5+

Equiptment: Light Armour, Rocket Launcher with Fragmentation Rockets, Tentacles (count as two CCW, bonus included in profile), Hammerburst Rifle

Special Rules:
Flying: The Reaver moves as Jump Infantry
Volatile: If a Reaver is killed by a blow of a strength exceeding 5, it explodes in a shower of acidic ichor. Treat this as an Ink Rocket that uses the Large Blast template. Place the template over the centre of the Reaver's base. Do not roll for scatter. Once the attack is resolved, remove the Reaver model and any casualties caused by the explosion.

Options: The Drone riders may be replaced with Theron Guards, adding one WS, BS, I, A, and LD to the profile above. This costs 20pts.
Every Reaver can get an extra armour for 5pts per model which bestows a 4+ armour save on the model
The Rocket Launcher may be upgraded to carry Anti-Tank or Ink Rockets for 5pts per profile. It carries enough rockets to last the battle, but you may only fire one Rocket per turn.


Rocket Launcher
Fragmentation:
Range: 36"
Strength: 4
AP: 6
Type: Heavy 1, Blast

Anti-Tank:
Range: 36"
Strength: 9
AP: 4
Type: Heavy 1

Ink Rocket:
Range: 36"
Strength: 1
AP: 5
Type: Heavy 1, Blast, Poison (2+)

Sorry to keep changing your work, but I think that these are more suitable.

Midnight
 

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Discussion Starter #9
Sorry to keep changing your work, but I think that these are more suitable.

Midnight
Dude, dont worry!
Im glad to have someone to help me out with this :victory:

I just think the Reaver is too weak, because he can splatter a COG with one hit of his tentakle, also he have to many attacks, he needs 5 tentakles to stand and he stuck in the Ground after attacking.

Had the same Idea with Monstrous Creature, but its possible that a Reaver flyes all the time in Battle...

What do you think?
 

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Rattlehead
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Strength 5, ignoring armour saves - that's killing most COG units on 2s if it hits them, and it has plenty of attacks. Speaking of which, the attacks include the riders because it's simple if they have one statline in the same vein as Cavalry units.

Having it move as Jump Infantry is fine for representing it flying - Tyranid Harpies are the same, as are Furioso Librarians with Wings of Sanguinus. It's easier to have it move as JI than to remember the rules for it's flight abilities, too.

In the meantime:
Corpser:
Unit Type: Monstrous Creature
Unit Composition: 1 Corpser

WS: 4
BS: 0
S: 8
T: 6
W: 5
I: 5
A: 4
Ld: 5
Sv: 3+

Special Rules:
Fleet, Chitinous Shield, Deep Strike

Chitionous Shield: If the Corpser performs NO actions in it's turn, it gains a 3+ Invulnerable Save until it performs an action. It may use this ability in combat by forgoing all of it's attacks.

Wargear:
Sensory Helm
This hybrid of helmet and mask protects' the Corpser's head and keeps it relatively stable. If it is destroyed, however, the Corpser loses focus and tends to go berserk. Whenever the Corpser takes a wound, the opposing player may instead opt to destroy the Sensory Helm. This adds the Rage special rule to the Corpser, but the Corpser will assault ANY unit, friendly or enemy. It may still use it's chitinous shield, as per normal.

Keep it up!

Midnight
 

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Discussion Starter #11
Corpser, something which I was thinking a realy long time about...
Like the stuff you did, but maybe you should explain the stuff with the sensory helmet a bit.
Goes the Corpser beserker, everytime the corpser takes a wound? Thinks thats a bit hard

Also I read something in anoter Forum, that the Corpser MUST deepstrike (kinnda like that) and that units can get out of the E-hole the corpser causes.
Maybe 30 guys, but not only 1 troop, more like different troops which are together 30 Models (boomers counts 2)

Any suggestions?
 

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Discussion Starter #12 (Edited)
Some Ideas for the COG
(Don't like to do the Brumak or the Siegebeast now)

The folowing aren't rules, more raw Ideas:

Heavy Weap Team: COG with heavy weap.
Veterans (Someting like Marcus & co): Sargeant Profile, maybe Special Rules
Onyx Guards: Using Sargeants with Special Rules

HQ/Unique Guys
Chairman: Armoured as COG, maybe weaker but a shitload of Special Rules and a retinue of Onyx Guards.

Colonel Hoffman: Someting between Chairman and Veteran
Sometin counting as Colonel or General or stuff: Weaker as Hoffman but Stronger as Veteran...


Doing the Stats someday:santa:
 

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Wargear:
Sensory Helm
This hybrid of helmet and mask protects' the Corpser's head and keeps it relatively stable. If it is destroyed, however, the Corpser loses focus and tends to go berserk. Whenever the Corpser takes a wound, the opposing player may instead opt to destroy the Sensory Helm. This adds the Rage special rule to the Corpser, but the Corpser will assault ANY unit, friendly or enemy. It may still use it's chitinous shield, as per normal.
This doesn't really sound right, 'Player may choose to'...
The Rage USR isn't a good thing in most cases and it is highly doubtful that any one would willingly take a unit that is prone to it at the whim of the opposing player.
Methinks maybe something like this would be better:

Wargear:
Sensory Helm
This hybrid of helmet and mask protects' the Corpser's head and keeps it relatively stable. If it is destroyed, however, the Corpser loses focus and tends to go berserk. For every wound the Corpser takes, the owning player rolls a D6, on result of a 1 the Sensory Helm is desstroyed. This adds the Rage special rule to the Corpser, but the Corpser will assault ANY unit, friendly or enemy. It may still use it's chitinous shield, as per normal.

SGMAlice
 

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Discussion Starter #15
Sensory Helm
This hybrid of helmet and mask protects' the Corpser's head and keeps it relatively stable. If it is destroyed, however, the Corpser loses focus and tends to go berserk. For every wound the Corpser takes, the owning player rolls a D6, on result of a 1 the Sensory Helm is desstroyed. This adds the Rage special rule to the Corpser, but the Corpser will assault ANY unit, friendly or enemy. It may still use it's chitinous shield, as per normal.
That was what I was thinking about, thanks ;)

And maybe after a test play, if it helps balancing, the Helmet is destroyed with a 2^^
 

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Grand Lord Munchkin
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COG
Veterans
WS: 3
BS: 4
S: 4
T: 3
W: 1
I: 4
A: 2
Ld: 8
Sv 4+

Veteran Sargeant
WS: 3
BS: 4
S: 4
T: 3
W: 1
I: 4
A: 3
Ld: 9
Sv 4+

Onix Guard
WS: 3
BS: 4
S: 4
T: 3
W: 1
I: 4
A: 3
Ld: 9
Sv 4+

Special Rules like overpowered
I like this, but I would reduce the A value to two. Three seems a bit high.

I would be looking at this for wargear:

Veterans/ vet sergeant: Lancer, snub pistol, cog armor, smoke grenade.

Optional wargear options:
Every member of the squad may exchange their lancer for one of the following options:
Retrolancer------------------------ ? points
Gnasher Shotgun------------------ ? points
Hammerburst---------------------- ? points

The Veteran Sergeant may exchange his snub pistol for one of the following:
Kantus pistol----------------------- ? points
Boltok Pistol----------------------- ? points

The Veteran Sergeant may exchange his lancer for a boomshield at a cost of ? points.
If taken, the model looses the option to take a secondary weapon.

Up to one member of the squad may exchange their lancer for one of the following options:
Longshot: ? points
Torque Bow: ? points
Scorcher: ? points
Mulcher: ? points
(If a mulcher is taken the model may not take the option of equipping a secondary weapon. Also, if a model is equipped with a mulcher it looses all additional attacks that it would otherwise gain in CC from wargear or special rules.)
Boomshot: ? points
Hammer of Dawn: ? points

Secondary Weapons: Any model in the squad may choose to purchase the ability to equip a second shooting weapon at a cost of 2 points. Explanation: If a model were to be equipped with a lancer and a snub pistol, it may equip another ranged weapon without replacing any current wargear. However, it must still pay the secondary weapon in addition to the cost of the option. So if it were to take a retrolancer and a gnasher, it would have to pay the cost of replacing lancer for the retrolancer, the cost of the option, and the cost of the gnasher.

Profiles:
Retrolancer:
Range: 18"
Strength: 4
AP: 5
Rapid Fire
(Grants the model the furious charge USR)

Lancer:
Range: 24"
Strength: 3
AP:-
Assault 2
(Counts as an additional CCW)

Hammerburst
Range: 36"
Strength: 3
AP: 5
Rapid Fire

Longshot: Counts as a sniper (see imperial guard codex)

Gnasher shotgun: Counts as a shotgun (see imperial guard codex)

Kantus Pistol:
Range: 12"
Strength: 3
AP:-
Assault 4

Boltok Pistol:
Range: 12"
Strength: 5
AP: 4
Pistol

Torque Bow:
Range: 36"
Strength: 8
AP: 2
Heavy 1

Mulcher: counts as assault cannon (see imperial guard codex)

Boomshot:
Range: 24"
Strength: 8
AP: 4
Heavy 1, small blast

Scortcher: Counts as flamer (see imperial guard codex).

Hammer of Dawn:
Range: 24"
Strength: 10
AP: 1
Heavy 1, small blast
(Can only be fired once per game)

Snub pistol:
Range: 12"
Strength: 3
AP:-
Pistol

Boomshield:
Grants a 3+ inv save.

I left question make in front of the point values because I have no idea what to price them at, but hopefully you find the rest of it ok. If not, maybe it will give you some ideas.

Edit: Just a thought.
Cover Hugger
Grants the model a +1 to their cover save roll. So if they were to have a 5+ cover save they would pass it on the roll of a 4.
 

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Edit: Just a thought.
Cover Hugger
Grants the model a +1 to their cover save roll. So if they were to have a 5+ cover save they would pass it on the roll of a 4.
thats the stealth usr no need to rename it unless you add some other aditional rule such as it not applying if the unit goes to ground
 

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Grand Lord Munchkin
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thats the stealth usr no need to rename it unless you add some other aditional rule such as it not applying if the unit goes to ground
It was more for flavor, but thank you for the clarification. :p
 

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Discussion Starter #20
I like this, but I would reduce the A value to two. Three seems a bit high.
Yes you are right... after I´ve thought a bit about it i mentioned it is overpowered :D
and well the sarg is worth to afford, cause he can take a lot of nice weapons

I think that the Torque Bow, Mulcher and the HoD should be options for the sarg only...

Also like your idea with the stealth stuff and your weap. stats are a hudge inspiration^^
 
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