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Discussion Starter · #1 · (Edited)
Codex: Coalition(Based on an Palidium Rpg)

If anyone has ever played an RPG called rifts by palladium books you will understand what im talking about.
Basically you play on a world with all these Rifts or portals to different worlds and dimensions. so im making an codex for an army from the rifts who travels to the war hammer 40k universe.

Once th new coalition entered the rift they immediatly setteled on the nearest happitable planet, luckily its far from any of the other factions borders. For the next 13 years they were able to grow and expand with minamal conflict from out side sources. Internal strife is another story, theve gone througth several uprisings and power plays. However Genaral Roddan has been able to re gain control recently in the last few years. The coalition has exspanded to several other planets exapting any races that are strong or have potential(minor factions). However if theyencounter any races that are weak or unwilling to follow the code of the coalition without hesitation they are exsterminated on the spot. In the last 4 years they have encoutered intense oposition frow the Forces of Chaos and the Tua Empire, with skirmishes with the Orks, Tyranids, Necrons, Eldar, and the Dark Eldar. The Coalition and the Empereal Guard have a peace treaty however tensions are high and war is inevitable. The Empire doesnt like that even thougth the Coalition are smaller and weaker in comparison have grown alot in a very short amount of time. While the Coalition rather dominate the Emperie than alie with it.
Led by General Roddan and his andviser and general, Kamila Cora the Coalition is ready to conquer the galaxy.

Army List

HQ

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

War Gear: Ion Pistol, Power Weapon, Concussion Grenades, Blast Packs, Energy shield.

Special Rules: Independent character

Will have access to Borg: 3+ Armour save and Exoskeleton.
RPA: 3+ armour save and special rule Jet Bike.
Juicer: Its a fast life and Fearless
For points cost to be decided. Will also be able to upgrade to Plasma Pistol, Plasma bombs, targeting system and may take hit and run if Juicer or RPA is taken.


Troops

Coalition Dead Boy
Im gonna start with the Dead Boy a human who is highly trained in warfare and equiped with the high tech weapons and armor. Extremly dangerous the Dead Boys have earned much respet and fear.

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

War gear: Heavy Armour, Concusion Grenades, Ion Rifle
Up to two Dead Boys can Replace there Ion Rifle with :
a Plasma Torch or
a plasma gun (not sure on the point cost)

Heavy Support

Glitter Boy
WS-3
BS-4
S-4
T-5
W-2
I-3
A-1
Ld-9+
SV-2+/5+
Wargear:
Targeting System, Stabilization pylons, Boom Gun, Las resistant

Borg
Next Ill go over the Borgs. The Borgs are Cyborgs, men who have givin up part of there body for cybernetic and bionic enhancement. In the case of the Borgs in this army they have gone under full body reconstruction so only ther brain, heart and other vital organs remain. Every thing else has been replaced with machine.

Borg
BS 4
WS 3
S 4
T 4
W 1
I 3
A 1(2)
LD 9
SV 3+

Wargear: Exoskeleton, concussion Grenades, Rail gun and Targeting System.
Special rules: Feel no pain, Slow and Purposeful.
Borgs may have Plasma Bombs for 3pts a model and/or Blast Packs for 2pts a model


Up to four Borgs may replace its Rail gun with either:
the Fire lance
or the particle beam as well as Energy shields for upcoming points cost.


Fast Attack

Samas
The R.P.A or Robot power Armour pilots are the best of the best and make up several of the choices for this army including Samas. The Samas have experienced warfare in the most visceral way, descending on your enemy from several feet up at blazing speeds. They are experts at rushing their enemy and slicing through there defenses and then as fast as they came dissapear.

WS 3
BS 3
S 4
T 4
W 1
I 4
A 2
LD 9
SV 3+
Wargear: plasma pistol, power weapon.

Special Rule: Hit and Run,Jet Bike, deep strike

Elite

Super Soldeir
WS 3
BS 3
S 4
T 4
W 1
I 4
A 2
LD 6
Sv 4+

Wargear: Ion Rifle, Heavy armor, Frag grenades.

When selecting the Super soldeir as an Elites choice for your army you must select one of the following

Juicer: Gains +1 WS/BS +1 Inititive +2 LD,
Scouts, No Fear, Hit and Run
It's a Fast Life: The Juicer sees everything around him moving in slow motion, so he adds a +1 to his cover save's. If no cover is present he uses 5+.

Crazie: +1 WS Feel no Pain and Mommas boy: at the beging of the Turn the unit must make a Ld save if they fail they have Rage and Furios Charge abilitys for the rest of the turn.

Two Juicers may upgrade to a Plasma Gun and/or blast packs depending on upcoming costs.
The Crazies always start with Plasma Pistols and Power Weapons
Armory

Weapons


Plasma Torch R"Template" S5 AP5 No Cover Save, Asualt 2
Rail Gun R40' S5 AP4 Rapid Fire, Heavy 3
Fire Lance R48' S6 AP4 Blast, Heavy 2
Plasma Gun (From the Space Marine Codex)
Particle Beam R50' S9 AP2 Heavy 1, Twin Linked
Particle Beam Cannon R50' S9 AP2 Heavy 1, Twin Linked
Vibro Blade (Counts as a power Weapon)
War Blade (Counts as a Close combat Weapon)
Ion Pistol R18 S4 AP4 Pistol
Ion Rifle R24 S4 AP4 Rapid fire
Boom Gun: R70 S:10 AP:1 Heavy 1

War-Gear
Stabilization pilons: makes unit slow and purposeful
Las resistant: all laser weapons wound only on 6+
Heavy Armour: Grants a 3+ Armor Save
Targeting System: Targeting System-upgrades BS by 1
Exoskeloten: Grants a rerol to one failed armour save per round.
Concussion Grenades (Counts as Frag Grenades out of the Space Marine Codex)
Blast Packs (Counts as Krak Grenades out of the Space Marine Codex)
Plasma Bombs (Counts as Melta bombs out of the Space Marine Codex)
Energy Shield: Grants a 5+ inv save

EDIT: THIS POST IS THE SAME AS MY LAST FEW POSTS AND IS UP TO DATE AS OF 12/02/10 IGNORE STATS ON ANY OTHER POSTS.
ALSO NEED HELP WITH POINTS COST FOR UNITS, WEAPONS AND OTHER GEAR.
 

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Discussion Starter · #2 · (Edited)
Im gonna start with the Head Hunter a human who is highly trained in warfare and equiped with the high tech weapons and armor. Extremly dangerous the head hunter have earned much respet and fear.
Coalition Dead Boy
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
LD 8
SV 4+

War gear: heavy Armour, Frag Grenades, Las-gun
Up to two Head Hunters can Replace there Las-gun with :
a Plasma Torch for 15pts or
a plasma gun for 25 points

Next Ill go over the Borgs. The Borgs are Cyborgs, men who have givin up part of there body for cybernetic and bionic enhancement. In the case of the Borgs in this army they have gone under full body reconstruction so only ther brain, heart and other vital organs remain. Every thing else has been replaced with machine.
NO THIS IS NOT A STAR TREK REFRENCE.
Borg
BS 4
WS 3
S 4
T 4
W 1
I 3
A 1(2)
LD 9
SV 3+/5+

Wargear: Exoskeleton, Frag Grenades, Rail gun and Targeting System.
Special rules: Feel no pain, Slow and Purposeful.
Borgs may have Plasma Bombs for 3pts a model


Up to four Borgs may replace its Rail gun with either:
the Fire lance for +15 points
the ion cannon for +25 points
or the particle beam for +35 points
 

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Discussion Starter · #3 ·
Come on people!

Come on people! Does NOBODY no what RIFTS is? Well even if you dont i could still use your help and ideas espeacialy on how many points these guys are? Also even is you dont know rifts and dont know there back story once there in the Warhhamer 40k universe there open fluff wise, i mean i need help with what they do once they get here, how there replace there men and rebuild there equipment. so if anyone wants to pitch in im all ears!
 

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looks good so far, i take it your just gona use the colalition as a base?
which should give lots of options for troops, elites, fast attack and heavy surport.
i ahve to go through my rifts pdfs and remeind myself what the colalition has, as its been 10 years since i last played.
when you get to stating the dogboys, i surgest baseing em loosely on the IG psyher battle squad
 

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Discussion Starter · #5 ·
im not sure if im gonna go straight coalition bucuase id like to uses leyline walkers and what not, mabe even the dragon hatchlings and also im not good at sculpting, and id have to mod the haelmets to look like the coalition dead boys.

Im planning on doing the crazy and the robot power armor next, if you wanna pitch something in feel free( im not so good with stating)
 

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Discussion Starter · #6 · (Edited)
Super Soldeir
WS 3
BS 3
S 4
T 4
W 1
I 4
A 2
LD 6
Sv 4+

Wargear: plasma pistol, power weapon, Heavy armor, Frag grenades.
Feel No Pain
When selecting the Super soldeir as an Elites choice for your army you must select one of the following

Juicer: Gains +1 WS/BS +1 Inititive +2 LD,
Scouts, infiltrate, Hit and Run
It's a Fast Life: The Juicer sees everything around him moving in slow motion, so he adds a +1 to his cover save's. If no cover is present he uses 5+.

Crazie: +1 WS and Mommas boy: at the beging of the Turn the unit must make a Ld save if they fail they have Rage and Furios Charge abilitys for the rest of the turn..
 

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Discussion Starter · #8 ·
I ohnestly dont know how to make the juicers distinc from the crazies, if you have aby ideas let me know.
 

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Discussion Starter · #9 · (Edited)
The R.P.A or Robot power Armour pilots are the best of the best and make up several of the choices for this army including Samas. The Samas have experienced warfare in the most visceral way, descending on your enemy from several feet up at blazing speeds. They are experts at rushing their enemy and slicing through there defenses and then as fast as they came dissapear.

Samas
WS 3
BS 3
S 4
T 4
W 1
I 4
A 2
LD 9
SV 3+
Wargear: plasma pistol, power weapon.

Special Rule: Hit and Run,Jet Bike, deep strike
 

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Discussion Starter · #10 ·
So next ill be working on either the
Dog boy: Mutiod inteligent dog with human dna and close comabat specialist
Juicer: Super soldeir constantly on chemical enhancment(drugs)
Dragon:need i say more?
 

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I'm doing some background research on rifts at the moment. I should be able to come up with something decent in a while.
Just at a quick glance heres what I think the basic point values should be.

Head hunter: I would put them at around 16 points each. They're similar in stats to a imperial guardsmen. But with better armor.

Borg: They feel like a plaguebearer mixed with a pink horror. so thats about 18 points there. I'm not quite sure about the equipments abilities but I would suggest marking the points to either 20 or 25.

Crazies: These feel like a boosted marine so thats around 20-25, add feel no pain for an additional 5-10. Toss in furious charge for another 5-10. Overall I would say 35. For the insanity I recommend rolling a d6 per unit. On a roll of 1 or 2 a member of the unit goes insane and attacks the unit. (unit takes 2 hits ignoring feel no pain, armor and toughness saves apply.) counting in the insanity I would total their points in at 28-30.

Samas: Once again a boosted marine so thats around 20-25. The invul save bumps it up to 30-40. Hit and run adds in another 5-10. I have no idea what the vibro sword does but i'll add in another 5 points. Overall I figure that these guys would be fast attack in a squad of 1-3 for about 40 to 50 points each.

This is just me waking up so I may edit this later today.
 

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Any new workings on your part? I'm still trying to gather more information on my end.
*edit - heres a thought, why not do someting on the black fairy? It's from one of the source books.*
 

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Discussion Starter · #13 ·
As iteresting as that is, the black farie is a demonic entity of sorts and would be exstremly hard to control by the coalition.

I have thought a bout a spin off coalition force that worships chaos throutgh the means of leyline walkers and shifters opening up rifts to the warp, i could see them using the black farie
 

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Eh, like I said it was an idea. In a hour or so I'm gonna start reading what I have.
I'll probably be able to come up with something then.
 

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Dude, S.A.M.A.S. power armor is the equivalent of SM armor, 3+ armor save, no invulnerable. Also he's still just human, no super soldier so reduce his WS, BS, and Int to 3 and his attacks to 1. He does have a jet pack so Deep Strike Rule and Jump Infantry rules apply.

Glitter Boy
WS:3
BS:3
S:4
T:4
W:1
I:3
A:1
Ld:8
Sv:2+,5+ invl.
Special Rules: Slow and Purposeful, Las resistant:all laser weapons wound only on 6+
Wargear: Boom Gun Range: 72" S:9 A:2 Heavy 1
Cost: 60 points, Heavy Support 1-3

See this is what I mean, if a Sam is equal to a Termie, then what is a Glitter boy? It also applies to WS, BS, you got leave room for improvement. I think you're making these guys to powerful, standard WS, BS, I, should be 3. The Headhunters armor should be 5+ standard with the ability to upgrade to 4+. Standard Deadboy armor should be 4+, I mean look at Tau armor and tell me that doesn't look like the same stuff the CS is sporting.
 

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Discussion Starter · #16 ·
First of all thanks for the feed back and criticism.
Second i have been feeling these guys are a bit too powerful however i conflict with you on several thing:
Dude, S.A.M.A.S. power armor is the equivalent of SM armor, 3+ armor save, no invulnerable.
SAMAS Armour is robot power Armour and is actually a miniaturized robot that you wear there for has servos and hydrolics to increase your strength/speed and is very durable.
Also he's still just human, no super soldier so reduce his WS, BS, and Int to 3 and his attacks to 1. He does have a jet pack so Deep Strike Rule and Jump Infantry rules apply.
Ill drop his WS/Bs to 3 and drop the inv save but the amour save stays.
he has two attacks cuss of the close combat weapon. il drop the I to 4
Glitter Boy
WS:4
BS:4
S:4
T:4
W:1
I:3
A:1
Ld:9
Sv:2+,5+ invl.
Special Rules: Slow and Purposeful, Las resistant:all laser weapons wound only on 6+
Wargear: Boom Gun Range: 72" S:9 A:2 Heavy 1
Cost: 60 points, Heavy Support 1-3
The gliter boy should be much more powerful then this.
See this is what I mean, if a Sam is equal to a Termie, then what is a Glitter boy?
I feel like the coalition doesn't have a equal to the termie with the samas being close but weaker and the Glitter boy being a Power house could reck a termie any day of the week
 

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But, IG are WS, BS 3 and these are men who have trained for years, SM are WS, BS 4 because they are turned into supermen through various methods. Using the main Rifts book, only Juicers and Crazies have the enhanced senses to warrant a mandatory WS, BS 4. But let's start out with the most basic and go from there, so how about this:

Coalition Grunt "Dead Boy"
WS:3
BS:3
S:3
T:3
W:1
I:3
A:1
Ld:8
Sv: 4+
The CS grunt is basically a Guardsmen with better armor, as I said above it looks similar to Tau armor so I go with 4. I know there are two kinds of CS armor, but on a battlefield they would be fielding the heavy armor. As to wargear, well the Weapons in Rifts seem stronger (face it though the MDC system sucked) but I'd still make it a Lasgun equivalent, with access to missile launchers same as SM, plasma gun, or Rail Gun(use HB as template).
 

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Discussion Starter · #18 ·
alright so the dead boy and samas have been updated if you want to check those out. the borg i believe is right on with no changes necessary. What do you think about the crazy?
 

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You have to think about this, look at a SM he has trained his nearly his whole life since he was a child to fight. They sleep for 4 hours a day then wake up and spend the entire day learning how to be perfect killing machines. They have been through innumerable engagements and are masters with the bolter. Plus they are probably over 50 years old, and the veteran sergeants are at least 100. Yet look at their WS, BS, it's 4. So to have a 3 is considered a well trained, competent, rifleman. To have a 4 is a sign that they are near perfect in their skills. That's why I keep making everyone's stats lower.

Borg:
BS 3
WS 3
S 4
T 4
W 1
I 3
A 1
LD 9
SV 3+/5+

Feel no pain, slow and purposeful

I still think the SAMAS should have a 3+ armor save. You said it yourself that the CS doesn't have anything equivalent to the termies, yet they apparently do with it's 2+ save. He should be changed from Jump Infantry to Jetbike, the SAMAS flew more than jumped. What about making the targeting system increase their BS instead of attacks? It would be built into the SAMAS and be a wargear option for the borg.
 

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I wanted to do both Juicer and Crazie in one go, both are similiar. The problem is how do you make the Crazie an attractive choice when in the game the Juicer is clearly superior. That's why I gave the Crazie FNP and not the Juicer even though he does deserve it.
Crazie:
WS: 3
BS: 3
S: 4
T: 4
W: 1
I: 4
A: 2
Ld: 6+
Sv: 5+

Fearless, Feel no pain
Can upgrade to 4+ save
Momma's Boys: Must make a LD test at the beginning of every turn or else they receive the Rage and Furious Charge special rule for that turn.

Juicer:
WS: 4
BS: 4
S: 4
T: 4
W: 1
I: 5
A: 2
LD: 8
Save: 5+

Can upgrade to 4+ save
Scouts, infiltrate, Hit and Run
It's a Fast Life: The Juicer sees everything around him moving in slow motion, so he adds a +1 to his cover save's. If no cover is present he uses 5+.

There's still a lot that could be done, but I have an aversion to creating characters that are to powerful.
 
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