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Feral and Medieval Worlds for Warhammer 40k (Rough Draft)

Feral and Medieval Worlds for Warhammer 40k (Rough Draft)

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Published by Vladsimpaler
This is me just messing around. But let's get real here, it'd be tons of fun to be fighting against a bunch of savages riding giant lizards with space guns.

Note that this is a VERY rough draft. Emphasis on the rough. This is how I normally start out writing rules for codices and whatnot, so it's sort of an insight to the process. The points values are fairly arbitrary. Note that Medieval Worlds aren't finished yet.
This is me just messing around. But let's get real here, it'd be tons of fun to be fighting against a bunch of savages riding giant lizards with space guns.

Note that this is a VERY rough draft. Emphasis on the rough. This is how I normally start out writing rules for codices and whatnot, so it's sort of an insight to the process. The points values are fairly arbitrary. Note that Medieval Worlds aren't finished yet.

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Published by: Vladsimpaler on Jun 01, 2010
Copyright:Attribution Non-commercial

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02/20/2015

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Codex: New FrontiersFeral World:
WS BS S T W I A LD SV PointsSavage
3 2 3 3 1 3 2 6 -- 2
 
Adventurer
3 3 3 3 1 3 1 7 5+ 5
VeteranAdventurer
3 4 3 3 1 3 1 8 5+ 8
Leader
4 4 3 3 2 4 2 8 5+ 20
Hunter
3 3 3 3 1 3 1 7 -- 4
Warrior
3 2 3 3 1 3 1 7 -- 3
SmallDinosaur
6 0 4 4 2 4 2 9 -- 22
MediumDinosaur
6 0 5 6 3 4 3 9 6+ 65
LargeDinosaur
6 0 7 7 4 4 3 9 5+ 85
Ogryn
3 2 5 5 3 3 3 7 -- 25
Beast
4 0 4 3 1 4 1 6 -- 6
Beastman
3 2 3 4 1 3 1 6 -- 5
Swarm
2 0 1 3 3 3 10 10 -- 25
Hero
4 3 3 3 2 4 2 8 -- 15
Chieftain
5 3 4 4(3) 3 4 3 9 -- 34
Diviner
3 4 3 3 1 3 1 7 -- 20
MajorDiviner
4 5 3 3 2 4 2 8 -- 45Sling: R12" Str 2 Ap -- Assault 1 Poison Darts: R6" Str 3 (Poisoned 5+) Ap 6 Assault 1Bow: R24" Str 2 Ap 6
 
Crystal Sword (+1 S, -2 to enemy saves in close combat)
 
Shield: Gives a (6+) save or gives +1 to the save.
 
Xeno Cavalry: Cavalry, +1 T, gives a 6+ save or gives +1 to your save.
 
Hunters are armed with slings, may take either bows or poison darts. May take Horses, Xeno Cavalry, orXeno Flier. May take Stealth, or Infiltrate, or Scouts, Move Through Cover, Acute Senses. Elites Choice.Squad size of 3-10.
 
Warriors are armed with a dagger or some sort of sharp object. (CCW) May take shields which give a(5+) save, or an additional CCW. May take Horses, Xeno Cavalry, or Xeno Flier. May take FuriousCharge, Fleet of Foot, Counter-Attack. Spears, which when thrown are R6" Str 3 Ap 6 Assault 1. Squadsize of 5-30.
 
Must take a Hero or a Chieftain. Diviner/Major Diviner may be taken as a secondary.
 
squads may take Las/autoguns, flak armor.
 
All Feral World weapons are considered "Primitive".
 
Adventurers may not be taken as a compulsory troops choice, a Leader may not be a compulsory HQ.
 
Large Dino: Heavy Support, Medium and Small Dinos=Elites. Maybe if you don't have a Diviner within12", some sort of instinctual behavior ala Tyranids?
 
HQ Choice: Tribal Chief WS BS S T W I A LD SV PointsHero
4 3 3 3 2 4 2 8 (6+) 15
Chieftain
5 3 4 4(3) 3 4 3 9 (6+) 28
Composition:
1 Hero or Chieftain
Weapons and Wargear:
Primitive Armor, 2 Close combat weapons
Special Rules:
Independent Character, All Warriors within 6" use this model's leadership value.
Options:
Replace a CCW with:Crystal Sword+12Shield+2Laspistol+1May purchase:Head-dress+10May take one of the following mounts:Horse+10 PPMXeno Cavalry+25 PPMXeno Flier+17 PPMMay purchase:Flak Armor +2Lasgun+1
 
Furious Charge+15
 
Rage+5
 
Fleet of Foot+6A Headress means that all Warriors within 12" use this model's LD value instead
 
HQ Choice: Diviner (0-1)WS BS S T W I A LD SV PointsDiviner
3 4 3 3 1 3 1 7 -- 20
MajorDiviner
4 5 3 3 2 4 2 8 -- 35
Composition:
1 Diviner or Major Diviner
Weapons and Wargear:
1 Close Combat weapon
Special Rules:
Independent Character, Psyker. Witch Totem gives +2 to LD when taking psychic tests.
Options:
May choose one of the following psionic powers: Aura of Resistance, Cure Injury,Hammerhand, Mental Blow, Telekinesis, Teleport
 Aura of Resistance:
Grants +1 to the model's invulnerable save or gives a 5+ invulnerable save.
Cure Injury:
One model within 6" (or this model) regains a lost wound.
 Hammerhand:
The Diviner gets +2 Strength and all enemies get -2 to their saves.
 Mental Blow:
One squad within 24" takes d3 Str 4 hits, no armor saves allowed
Telekinesis:
Choose one squad or vehicle within 18". You may move it 2d6" but the squad can't be movedoff of the board. If the squad comes into contact with other models, both squads take Str X Ap Y hits, Xbeing the toughness and Y being the armor save of the models. Vehicles are considered T8 Sv3+ for thispower. If a vehicle hits another vehicle, consider it a ram. If a vehicle hits a squad because of this,consider it a tank shock.
Teleport:
The model (and any squad that it is in) may move to anywhere on the table it has line of sight toprovided that it is not within 1" of an enemy or impassable terrain. It then scatters as if it had Deep Strike.May replace CCW with:Crystal Sword+12 or aWitch Totem+15Force Weapon+15May purchase:Psychic crystals+15 (may take an additionalpsychic power)May take one of the following mounts:Horse+10 PPMXeno Cavalry+25 PPMXeno Flier+17 PPM

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