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Discussion Starter #1 (Edited)
If anyone has any ideas reading this, corrections, or things they think should be changed, please comment.

I was thinking about making a codex for a robot army. It would be mostly robots with a couple of humans sprinkled in. Some rules I was thinking of:

Fearless: Obviously robots do not fear. However a unit of humans wouldn't be.
Exciteless: Robots do not get excited for battle and do not get the +1 attack bonus for assualting
Scraps: Robots can function without parts a human counterpart would need. Wounds that aren't saved when there is 1 wound remaining are rolled on the following chart:
1-2: Lose right arm and weapon
3-4: Lose left arm and weapon
5-6: Death

Power weapons or any kind of Instant death ignores the chart and have normal results.

If the arm is rolled and already destroyed it counts death result

There will be units that act as radio towers and give commands to the other robots. When leaving the zone, or deployed outside of it, it must be given a unit to kill or place to go. The robot must follow this until completed or within a tower's range again. If outside of tower and no command it will stand put and shoot at closest enemy unit.

Also certain units will be able to repair other robots.
 

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Discussion Starter #3
troops will probably be set in stone as to armament, but fast attacks and heavy supports will have a good amount of choice. Elites and HQ will have almost full customizability. Just came up with it, so it needs a lot of tinkering. Any ideas? cheapest troops will probably be of a 3/3/3/3/1/3/1/8/4 variety, not sure of point cost.
 

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For troops I would have the "shield wall" variety( a wall of C.C. units that tie up the opposition), followed shortly by walking gunner infantry to mow down the tied up units.
I figure that if it's a robot it should be specialized in a particular role for maximum efficiency.
As a heavy support you might want something similar to a Necron warrior with missile launchers in place of arms and tank treads instead of legs. Or it could be a 4 legged version with 2 arms and a large high powered sniper rifle type weapon on its shoulder.
I think a elite slot should go for the mechanics or whatever the "medic" unit is.
Thats all I have for now. When I have a bit more of a specific area I can give better ideas.
 

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Discussion Starter #5 (Edited)
Alright I need to point it all but:

Troop:
Grunt?
3/3/1/3/1/3/1/9/5+
Fearless, exciteless, scraps, needs radio
Wargear: left arm: light sword, right arm: las pistol
sergant:
4/4/1/4/1/3/1/9/4+
wargear: left arm: medium sword, right arm: bolt pistol
Fearless, exciteless, scraps, needs radio, receiver

light sword: adds 2S and counts as a ccw
las pistol: counts as strength 3 ccw. shooting profile: 12"/3/6/pistol
medium sword: adds 3S and counts as a ccw
Bolt pistol: counts as strength 4 ccw. shooting profile: 12"/4/5/pistol
receiver: If a model is a receiver and within range of a radio tower, then the entire unit counts as being in range.

shooter:
3/3/1/3/1/3/1/9/5+
Fearless, exciteless, scraps, needs radio
Wargear: left arm: light guide sword, right arm: lasblaster
sergant:
4/4/1/4/1/3/1/9/4+
wargear: left arm: medium guide sword, right arm: storm bolter
Fearless, exciteless, scraps, needs radio, receiver

light guide fist: Counts as light sword, but has fingers to grip the gun and gives +1 BS
Medium guide sword: A medium sword that gives +1 BS
las blaster: 24"/3/5/assault 2
storm bolter: 24"/4/5/assault 2

scouts:
3/3/1/3/1/3/1/9/5+
Fearless, exciteless, scraps, needs radio, scout, infiltrate, stealth, extended radio range
Wargear: left arm: light guide sword, right arm: sniper rifle, las pistol
sergant:
4/4/1/4/1/3/1/9/4+
wargear: left arm: medium guide sword, right arm: sniper rifle, bolt pistol
Fearless, exciteless, scraps, needs radio, receiver, scout, infiltrate stealth, extended radio range

sniper rifle: 36"/x/6/sniper
extended radio range: when measuring radio ranges to this unit, double the range

Also I tried to place heavy imporance on the arms so losing an arm in the wound phase is still really harsh. more units on the way, probably elites, but this is probably the troop choices
 

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The pistols count as ccw, but do the swords? If so do the robots still get the extra attack from 2 ccw?
So far its pretty good and I can see how it would be bad to loose a limb.
 

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Discussion Starter #7 (Edited)
The swords are ccw, so the grunts and scouts get an extra attack.

Elites:

Heavy Walker:
Powerfully built war machines, these walkers serve as the punch in a robot army. Each one is personalized and fully customized
4/4/5/13/12/10/3/2
wargear:smoke launchers
small radio tower

small radio tower: Heavy walker is a radio tower with a 6 inch radius.

options:

Each arm may take one of the following (must have two arms):


may take dreadnought close combat weapon(s) with:
storm bolter
Heavy flamer
melta gun

may also take:
twin-linked Heavy bolter
multi-melta
twin-linked: Heavy flamer
Las turret
Missle launcher
Plasma cannon
heavy sniper
twin-linked Las cannon
flame launcher

also may have:
extra armour
further radio range

heavy flamer: template/5/4/heavy 1
melta gun: 12"/8/1/assualt 1 melta
heavy bolter: 36"/4/5/heavy 3
multi-melta: 24:/8/1/heavy 1 melta
Las turret: 30"/3/-/heavy 10
Missle Launcher: my fire frag or krak, Frag: 48"/4/6/heavy 1 blast, Krak 48"/8/3/heavy 1
Plasma cannon: 36"/7/2/heavy 1, blast, gets hot!
heavy sniper: two long barrels that fire explosive charges. It has strength 5 against vehicles and wounds on a roll of 2+. When firing against infantry, It has two shots. When firing against vehicles it counts as a twin-linked instead of two shots. also if the heavy walker has moved, then it loses 1BS when firing the heavy sniper. 60"/x/2/sniper (see rules)
twin-linked lascannon: 48"/9/2/heavy 1
Flame Launcher: fires a shell that at a set distance launches a flame. Must be fired in a straight line. The player shooting picks where it detonates and then uses a template from that spot. The template must be placed as a continuation, so gives the player no choice as to the angle. 6-18"(template)/4/5/heavy 1
extra armour: crew stunned results on the vehicle damage chart becomes crew shaken
further radio range: adds 6 inches to radio range of the tower

repair bot:
cheap and flimsy robots, designed only to repair and not for combat.
1/1/2/2/1/7/1/8/6
units: 1-5
wargear: repair arm
independent character, exciteless, fearless, needs radio, adaptable, unitless, small

repair arm: may attempt to repair the arm of a robot that is within 2 inches in between the movement and shooting phase. on a roll of 4+ the arm is repaired and may be used as normal starting that player turn. may be attempted while locked in melee

adaptable: when joined with another unit it loses the rules needs radio and fearless and takes any rules of the unit it does not have (including taking needs radio and fearless back up), except it may not have scraps. Repair bot always dies on unsaved wounds.
Unitless: repair bots do not have to be deployed in coherency, are allowed to join other units, each as an independent character (So may be in up to 5 units.)
small: if there are other models in the unit, repair bot may not be targeted. however if it has attempted repairs while the unit is in close combat that turn, then it may be targeted by any enemy model that is within 2 inches of a robot the repair bot attempted to repair. Also if it has tried a melee attack, it may be attacked by the model it attack, or any enemy model within 2 inches of the model attacked. also does not count as a body when transporting.
Note: if out of radio range, repair bot will try to repair closest models, but will not move unless entire unit is moving. Cannot leave or join a unit if it is not within radio range

may take up to two more repair arms. each addition one gives +1 attack

still have to price things up. Man coming up with just two is tiring. If you have any character ideas, come up with them. The repair bot will need some work. Also thinking about having a bulkier version of it, as well as an HQ that can repair.
 

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Right now I'm about to catch a nap because I have work in a few hours, but I'll be sure to post some ideas when I get home.
On a side note, I think the repair mechs should be a bit more durable or have a higher str. Even for a mech the tools needed to be a self sufficient repair facility are gonna be heavy.
 

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Discussion Starter #9 (Edited)
I'm going to hit some things for all types and then come back and fix things (and yeah repair needs it) time for the HQ:

Warrior:
5/5/2/4/3/4/3/10/3+
independent character, Fearless, exciteless, tough scraps, radio tower, shooting specialist, arms

possible wargear (needs two)
Close combat weapon
lightning claw
power weapon
power fist
thunderhammer
shield
bolt pistol
storm bolter
flamer
melta gun
sniper rifle
zap gun
cobra rounds

arms: each arm the model stil has gives +1 strength
radio tower: counts as a radio tower with 12" range
shooting specialist: may fire gun on each arm each turn. does not get a +1 Attack bonus if two pistols.
tough scraps: like normal scraps except the chart has been changed to 1-3 loses left arm, 4-6 loses right arm
shield: +1 toughness and 1 better armour save
zap gun: and electric beam that tears through armor. when used against vehicles and rolling to penetrate a 1-5 does nothing, while a 6 causes a single glancing hit: 24"/3/2/assualt 2
cobra rounds: 24"/x/4/rapid fire (poisoned 2+)

May take one of the following:
titanium plating
personal forcefield
forcefield generator
explosive pack
scout, infiltrate, and stealth
jet pack
bike

titanium plating: makes armour save 2+
personal forcefield: gives warrior 3+ invulnerable save
forcefield generator: gives unit a 5+ invulnerable save
explosive pack: Upon death place a small blast template over the warrior. all models touched by it take a strength 8 ap 4 hit. can be activated at any time, but causes death of warrior. also may be used when assualting vehicle. instead of a blast template, the vehicle takes a strength 10 hit.

tower unit:
4/4/2/4/2/3/2/10/3
independent character Fearless, exciteless, tough scraps, mega radio tower, beacon drop, arms

mega radio tower: radio tower with range of 24
beacon drop: once per game place 1 beacon anywhere on the map during movement phase. this counts as a radio tower with 6 inch range

has same wargear and extra options as warrior HQ plus the ability to buy extra beacons

repair master:
4/4/1/4/2/3/1/10/3
independent character fearless, exciteless, tough scraps, large radio tower
wargear:each arm has 3 master repair tools

large radio tower: counts as 18 inch radio tower
master repair tool: during the shooting phase (even if in combat), the repair master may attempt to repair an arm on a friendly robot within 3". One for each tool. On a roll of 3+ on a D6, the arm is repaired. If repairing when locked in combat, may not attack during the assualt phase. may not repair when the unit runs. if only the repair master has moved, the unit does not count as moving. A repair master (if allowed) may attack with repair tools instead of normal attacks. each tool gives a strength 4 attack.

may take one of the extra abilities the warrior has.
 

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Lookin good so far. Any more robots in the plans?
For the record, do the robots look like factory worker robots (very angular and clearly robotic), or are they more like things from battletech and mechwarrior? (still somewhat angular but often humanoid and with multiple points of articulation)
Personally the second option would look cooler on the field.
But thats just my opinion.
 

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Discussion Starter #11
the backstory (which i've been writing at work) is that its a rogue adeptus mechanicus. The robots will have a build looking kind of like space marines (He's not an original tech-priest, and ran away because he couldn't come up with anything and was getting in trouble), so they will be humanoid. also all the basic troops come from the same robot build just different equipment, so will be similar with slight differences. my goal is to have fast attack up by tomorrow night. there are a lot more plans, including more elites, and a better repair unit.
 

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For the repair heres what I think would look good for a robotic army.
HQ: A MC sized unit that is mounted on 2 treads, that has pincer-like arms and has a repair plant on its back. Kinda like a tank with a humanoid torso atop. I figure it would have slow and purposeful, be a fairly good CC tank popper (those claws have to be good for something) and have the ability to repair all friendly robotic units (1 wound per turn in contact?) in base contact on a roll of 3+. Fairly high toughness and strength, but low initiative and WS. And the range shooting would be non existent. If not a HQ, then it would be a fairly solid heavy support choice.

http://www.hobbygen.com/bmz_cache/1/10df0ec8ecfd9164fda384977a4b8f5b.image.401x450.jpg
And after seeing this picture while looking for robotic pics for inspiration I've come up with this idea.
either a fast attack or another heavy support. It moves about at a fairly high speed (possibly moves like jump infantry?), and is possibly a walker. On the left arm is a machine gun and on the left shoulder is a forcefield generator(a 4-5+ invul?). On the right arm is another machine gun and on the shoulder is a heavy chain gun(high amount of low strength shots but has an AP of 5 or 6). And from the chest is a smaller anti-infantry machine gun. I was thinking this could be a template weapon.
what do you think?

If for some reason I don't post for a day or two, I haven't abandoned the idea, its just that i'm sleeping. (my work Schedule is so bizarre that I don't get much sleep. So when I do finally pass out, I do just that. And i'm usually out for around 21-23 hours.
 

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Forgive me but i have not read all of this. I will go back and do so. However you need to have a look at this.
http://www.belloflostsouls.net/2007/07/warhammer-30000-heresy-era-ruleset.html
This is the minidex prepared by the bell of lost souls guys for warhammer 30000. The wars of the horus heresy. Inside there are rules for Adeptus mechanicus robot maniples. Have a look through and at the very least use some of the old robot configs. That way anyone who has these old models can use them with your rules. I am going back to read it all again.
Hope this helps
 

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I like the idea of the limbs, however i feel that it could be a bad idea.
The problems start when you allocate wounds.

Lets say you have 10 models in the unit, and the unit has 6 failed saves.
On average, 2 will lose left arm, 2 right arm, and 2 dead.

Now... lets say the unit takes more wounds. How will wound allocation work?
Do you allocate wounds to them as if they have different wargear?
Or do you just choose which die AFTER you roll your saves?
Either way, i feel its very confusing, and slightly cheesy.

Another issue with it... how are you going to keep track of which models have lost which arms?
The only way i can see it happening is if you magnetize every single models limbs in the army.

For simplicity sake, i would stick with something like FNP.
Dont get me wrong though, i really like your idea with the limbs, however i feel it will create too much confusion.
Perhaps there is some way to simplify it so that keeping track of individual models and wound allocation doesnt become a headache and disrupt the flow of the game???

Also, you may want to include AP1 and AP2 weapons as ignoring the limbs rule, as well as weapons that ignore saves or insta-kill (S=2xT etc).
Technically AP1 and AP2 weapons dont specifically state that they always ignore armour, so the ruling could be twisted in a RAW vs RAI argument.
 

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Good call cheese. All models would need wound markers to indicate damaged arms. FNP for the win
 

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Heres a rule that I thought of for the Radio Control as I didn't really understand the first version:


Radio Controlled: Without the constant control of a Radio Signal, most Robots deactivate causing them to collapse in battle and become empty robotic shells.

If a unit with Radio Controlled is ever outside the range of a Radio Signal then they deactivate. Place a deactivated unit onto it’s side, this unit cannot move, shoot or assault unless they come into range of a Radio Signal. If a unit is deactivated by the end of an Annihilation game, then deactivated units count as victory points for the other player. Deactivated units cannot claim or contest objectives.


Radio Signal: All units that are within 18” of a unit with Radio Signal are not subject to Radio Controlled.
 

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mecha nids

i have sort been thinking of a robo Nid army, it use Trynid rules. it basicly says (in fluff) that the Trynids were a biologicle weapon that got loose and turned on it creaters and the mecha nids were made to try and stop them. do you want to here more?
 

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add this to hs

Techborg 180 points

8/6/10/6/6/1/5/4+

special rules
insane in the mainframe: as techborgs are part space marine part robot they are hidiously unpredictable a the start of the turn roll a d6 1 they suffer the rage usr
2-5 they act as normal 6 techborgs gain the furious charge usr
fleet
What is that!: techborgs always count as initiative 1 and always go last though, even though they are infantry they count as being a monstrous creature in close combat
eternal warrior
needs the radio
unleadable: this creature is so viscous its leadership counts as 10 though it must re-roll all leadership tests if passed
unit type infantry
wargear assault cannon
str 8 ap 4 12'
 
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