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Optionals Book Thread

 Post subject: Re: Optionals Book Thread
PostPosted: Sun Dec 05, 2010 5:35 pm 
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Proposal - Land Raider Variants

* Land Raider Redeemer
* Land Raider Terminus Ultra
* Land Raider Prometheus
* Land Raider Spartan
* Hellfire Land Raider
* Land Raider Ares
* Land Raider Achilles

http://wh40k.lexicanum.com/wiki/Land_Ra ... r_Variants

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 Post subject: Re: Optionals Book Thread
PostPosted: Sun Dec 05, 2010 5:39 pm 
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Proposal Rhino and Predator Variants

Damocles
http://wh40k.lexicanum.com/wiki/Damocles_Command_Rhino

Predator Annihilator
http://wh40k.lexicanum.com/wiki/Predator

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 Post subject: Re: Optionals Book Thread
PostPosted: Thu Jan 20, 2011 2:12 am 
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Do we need a Storm Raven now? The Mk2 baby Thunderhawk would be an ok proxy I think.


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 Post subject: Re: Optionals Book Thread
PostPosted: Thu Jan 20, 2011 5:42 am 
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zap123 wrote:
Do we need a Storm Raven now? The Mk2 baby Thunderhawk would be an ok proxy I think.


it does definitely look like a box, and its about the size of the landraider so IF we need a stormraven it would absolutely be a good proxy
what about stats?


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 Post subject: Re: Optionals Book Thread
PostPosted: Thu Jan 20, 2011 5:52 am 
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Malleus wrote:
zap123 wrote:
Do we need a Storm Raven now? The Mk2 baby Thunderhawk would be an ok proxy I think.


it does definitely look like a box, and its about the size of the landraider so IF we need a stormraven it would absolutely be a good proxy
what about stats?

I think Zap123 was talking about the Baby/Mini T-Hawk not the Brick T-Hawk


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 Post subject: Re: Optionals Book Thread
PostPosted: Thu Jan 20, 2011 6:16 am 
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Yeah, the baby one not the box.....though the Storm Raven is very boxy......


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 Post subject: Re: Optionals Book Thread
PostPosted: Sun Mar 27, 2011 4:41 pm 
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Ifurita wrote:
Eldar unit submission

Name:Eldar Deathspinner
Class: Medium Command tank
Intended role: Carry Farseer, Warlock,Dark Warlock, Great Harlequin, Spiritseer, or Shadowseer.

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Move:35
Save:2+(accounted for from holofield & psychic defenses) or 3+ for area effect weapons.
CAF: +7
Weapons:
Deathspinner Psychic lance Range:250 cm Dice:n/a To hit:n/a Save Mod: special
3xShuriken Catapults Range:50cm Dice:1 Hit 4+ Save mod:0

Deathspinner Psychic lance allows any of the above listed special units to apply their psychic abilities at range (up to 250 cm distant) in a burst template area affect, and amplified with a -1 overall modifier*. All targets under the template are subjected to the effect listed. Can also be used to apply positive effects to friendly troops at range.

*-1 modifier is used to adjust to hit rolls of the effect or to adjust enemy armor saves if they apply to one factor worse than they normally are (due to the psychic effect being boosted dramatically by the lance)

Example: Warlock fires the psychic lance at a group of targets 200 cm distant and applies a mind blast.The stated effect is :"The Warlock projects a mind-shredding blast of psychic energy. Target any model within 25 cm and line of sight. On a 4+ it is hit and destroyed without a saving throw. If the target uses a damage template, roll on the head / bridge damage table. This is an ethereal psychic power."

Instead of a single target however, a burst template is laid down at the chosen impact point, and in this case it allows it to hit multiple targets... 4 stands of infantry. Each target would normally require a 4+ to hit without a save. Instead due to the -1 bonus from the lance, the required roll would be 3+ to hit for each target.

Another example: Warlock fires the same psychic lance at the same group of targets 200 cm distant and applies a psychic lock. Those same 4 stands are affected under the burst template, and would normally require a 4+ roll (as described in the Warlock entry for the eldar) to cause the targets to be pinned, but instead they are pinned on a 3+ due to the bonus for the unit.

Eldritch storm however continues to use the 6cm barrage template as normal but knocks down 2 Void/power fields on a hit and inflicts a single hit on any templated unit (titan or other templated figure) with a -3 TSM (instead of a -2 TSM) if no shields are active due to the boosted power from the psychic lance.

Great Harlequins are unable to use psychic powers but are able to triple the range or effect of their mask effects while in the deathspinner. (either/or, not both)
Dread mask All enemies within 30 cm of the Harlequin suffer -1 morale, or all enemies within 10cm get -3 morale.
Mask of Fear:Creates fear in all enemies within 10cm radius.
Rictus Mask: During orders phase, pick up to 1 unit within 30 cm of the Great Harlequin, or 3 units within 10 cm. Unless it passes a morale test the affected units may not be given orders this turn.

Note:The Lance cannot be fired and then have the passenger disembark and use the stand's psychic abilities again or engage in other attacks that turn. The use of the lance is an exhausting exercise and uses all attacks physical or psychic for that stand for the turn.

Hey !!! Those are mine !!!!!!!!!!!! :o ;D

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 Post subject: Re: Optionals Book Thread
PostPosted: Sun Apr 24, 2011 10:07 am 
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here is a link
to Screams Macharius heavy tank stats
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=20598


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 Post subject: Re: Optionals Book Thread
PostPosted: Mon May 02, 2011 4:32 pm 
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I am not sure if we talked about it yet
but both Eldar Vampire ships should get their own stats
one transporter
one heavy ground attack vessle(2xPulsar laser ;) )
maybe



The Aquliia Lander:

After reading this:
Quote:
The Aquila is a small Imperial landing craft used by the Imperial Navy to transport dignitaries such as Inquisitors or senior Administratum representatives ship-to-ship and from fleet positions to planetary installations. While the Aquila is not a combat aircraft as such, it mounts a single nose-mounted heavy weapon such as an Autocannon for close defence, and is well armoured. Complete resin kit featuring drop down passenger compartment, including a plastic flying base. Master model by Daren Parrwood.


Move: 75cm
Caf: +0
AS: +3
Autocannon: 1x +5
Range: 50cm
TSM: -1

Special:
-HQ

-Each INF. command units may swap theirs Rhinos for an Aquilla for additional 50 Points
while in the air the Aquilla count as Headquater (special abillity HQ)
Inf. command units and comissars may still give orders to imperial units on the ground
even on high level.

If there are no rules for the Cestus assault ram here are my first suggestions.


Move: 120cm
Caf: +2
AS. +2
Weapon: Rocket pods
Range: 75cm
To hit: BP6
TSM: -1
Transport 2 stands

3 for 200 Points

Special: The cestust assault ram may transport 2 stands as any other flyer
but it can although be used to crush into struktures
or even mega gargants and emperore calss titans
though it cannot crush into a strukture which is more or eaqual durable than itselfe
this depense on the targets AS e.g. the CAR may not target an imperial building (AS +4 on 2 dice which means +2 on 1 dice)
but an ork structure(AS +6 2 dice = +3 on 1 dice)

but the CAR may use its rocket pods to weak up the targets AS
when activating the CAR it may shoot at the target
if the target is hit the targets AS is reduced by one point
e.g a imperial building is hit by the rocked pods
now its AS is +5 on 2 dice instead of +4
and the CAR may ram it.

If the CAR rams a structure the passangers may disembark immediately
and attack existing defenders
While the CAR is so fast, defending units may NOT shoot at
the attackers even if on FF

Though the CAR is constructed to crush into strucures
it sometimes happens that the pilots are too keen :)
each time a CAR hits a structure roll a dice
on a 6 the sructure is too durable and has to make an unmodified save
the CAR crashes to the ground and takes an automatic hit with TSM-3
if it makes its save the passengers may disembark normally but the CAR counts as destroyed
if not all stands inside are destroyed too


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 Post subject: Re: Optionals Book Thread
PostPosted: Mon May 02, 2011 8:35 pm 
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Quote:
Do we need a Storm Raven now? The Mk2 baby Thunderhawk would be an ok proxy I think.

Yep sounds good to me
make some nice stats

we need more uses for several of the T-hawk variants


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 Post subject: Re: Optionals Book Thread
PostPosted: Tue May 03, 2011 6:54 am 
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I think that if you try and write rules for every variant of existing units and every new gimmicky thing Forgeworld bring out for 40K then the optionals book will a) never be finished and b) be the size of an encyclopedia!

:D


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 Post subject: Re: Optionals Book Thread
PostPosted: Tue May 03, 2011 3:39 pm 
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I know with all new models&variants
it will never takes an end :-\
but the most significant models or at least the new ones should get their stats
e.g. The Macharius variants
or the Eldar Vampire Hunter(2xPulse Laser)

Well since I never play against players from another Epic community
I do my own rules on all new models without stats
but it would be much nicer if they have the Epic community´s blessing :)

We could fix a thread here and put all new created rules inside
while Warmaster Nice finishes the Optionals Book
Just my 2(hundred) cents

cheers

Ule


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 Post subject: Re: Optionals Book Thread
PostPosted: Tue May 03, 2011 6:02 pm 
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I would propose an optionals book then just publish Datafaxes and do "roll ups" as new units come out and have rules made up.

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 Post subject: Re: Optionals Book Thread
PostPosted: Wed May 04, 2011 8:01 am 
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A link to a optional heavy Imperial AA-gun (88mm) ;)
based on the FW heavy AA-gun

http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=19770


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 Post subject: Re: Optionals Book Thread
PostPosted: Mon Jul 18, 2011 2:39 pm 
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Grakor Urg Margor
(the craziest big boss ork !)


Image

Background
Grakor Urg Margor is a Deathskull big boss ork who is famous for his strategic way and his bold plans (ie his plans don’t only mean “beat’em !” ). Like the others big boss, he has some councilors, followers and slaves from various species but his particularity is to take still with him a human woman and his little daughter who loves to climb on his back including in battlefield. The woman’s role, dressed in a simple babydoll nightie because the orks still do not understand how this could be embarrassing, the preparation of the tea (that the orks call “ti”), drink that Grakor love and in therefore his nobz, boyz and gretchings too. The tea has become among the troops of Grakor almost as sacred as Gork or Mork and woe to the unwary who would overturn or worse, who would destroy it !

The Orks also not hesitate to drink tea in the heart of the battle to reinforce and motivate. Grakor found the woman and her daugther during one of his campaigns of looting on Noctis Prime and then he asked for mushroom beer she offered him tea. Grakor loved it and decided to take the woman and her child with him to prepare the tea regularly. Grakor has since been replaced in many diverse crop fields by tea plantations to provide its army. It is not rare that Grakor is waging a Waaagh ! just to get some tea (and possibly small biscuits).

Special Abilities
Shon’Boss
Until Grakor is alive, the ork player can reroll one initiative dice per game. He can always use another ability in the same turn.

It’s Ti-tim’ !
Can be use only one time by game. The ork player can choose one brawl incluing orks troops. The orks go to drink tea and invite even their opponents to do the same. The opponents are so surprised that the fight does not occur and the scrum for the tour is canceled. The troops are still engaged and eventually blocked in close combat. In addition, the ork player can not target the melee this turn (he will can destroy the tea !). This ability can’t be used the same turn that “Ze efects of Ti !”.

Ze efects of Ti !
Can be use only one time by game in the start of the combat phase. The orks of a mob have just drink a cup of a special tea which exictes them. All the models of the mob shoot normally but get a reroll dice per model (like the Elite ability but only to shoot and for this turn only). This ability affects more than the equivalent of two support card (and which are in the same mod) or the boyz of a clan card.
This ability can’t be used the same turn that “It’s Ti-tim’ !”. The ork player can be say “You must die !” when he use a reroll dice but it is optional.

Optional rules
CAF: the CAF of Grakor varies. Roll a dice in the start of combat phase (the result is the same for all the Grakor’s opponents in the same turn):
1) If the result is “1”, the CAF values +7 and Grakor roll only one dice on close combat (the tea is not good !)
2) If the result is “2”, the CAF values +7 and Grakor roll two dices.
3) If the result is “3”, “4” or “5”, the CAF values +8 and Grakor roll two dices
4) If the result is “6”, the CAF values +8 and Grakor roll three dices (the tea is very good !)

Attack dices: the number of attack dices varies too. Before Grakor fire and after designate his targets, roll one dice.
1) If the result is “1”, Grakor have only one attack dice (the tea is cold)
2) If the result is “2”, “3”, “4” or “5”, Grakor have two attack dices.
3) If the result is “6”, Grakor have three attack dices (the tea is excellent !)

Grakor Urg Margor Summary (infantry stand)
Move: 10cm
Save: 3+ fixed
CAF : +8
Weapons: heavy bolters
Range: 50cm
Attack dices: 2
To hit: 5+
TSM: -2
Notes: Elite, Command Unit, HQ, psychic save 4+, special abilities

Special Card Grakor Urg Margor (Unique)
Content: one Grakor Urg Margor stand, 5 nobz stand, 2 battlewagons
Cost: 400 points
VP: 4
Morale: NA
Point Break: Grakor Urg Margor stand

If you read french : http://fbruntz.fr/lpt/regles/grakor_urg_margor.pdf

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"If you break my tea, I break your ass !" Grakor Urg Margor, the ork big boss who like tea !
(sea http://fbruntz.fr/lpt/regles/regles.html)


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