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Make your own HH unit!


depthcharge12

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Hey brothers,

 

I know most of you must be thinking of inventing a cool unit to make home brew style in your free time or at work/school ;)

 

I'm making this thread so you guys can put your unit, tank, or character that you thought about with stats and rules (and even models if you want to!) here to share with the heresy community. For example, say you wanted to make your own world eater triaari boarding squad, or maybe an iron warrior breachers marines with phosphex bombs they throw over their shields and have heavy flamer bearers behind them to flush out a strongpoint.

 

Or say you want to create a weapon for your particular squad or make upgrades as well. Maybe do different rules for the legion for crusade era? Go for it! THIS THREAD IS ABOUT CREATIVITY, MAKE A UNIT THAT YOU WOULD LOVE TO USE IN A FRIENDLY GAME!!! :)

 

 

Here's mine:

 

Dark Angels Great-Sword brotherhood Points-150

 

Unit size: 3-10

- 1 Sword Master

- 2 Sword Brethren

 

Add up to 7 more Brethren: +35 ppm

 

Stat:

Sword Master WS6 BS4 S4 T4 A3 W2 LD9 SV2+/4++

 

Sword Brethren WS5 BS4 S4 T4 A2 W1 LD8 SV2+/4++

 

 

War gear:

-Cataphractii armor

-Great-Sword

 

Great-Sword rules- S +1 AP 3 Two-handed, Stance attack*

 

*In players turn, player elects to use either Sweeping Strike (reroll misses of 1 to hit), or Heavy Blow (reroll misses of 1 to wound) in close combat until next player turn.

 

 

>Sword master may take grenade harness for +10 points

 

>1 Sword Brethren may take Legion vexilla for +10 points or Legion Standard for +15 points

 

>For every 5 models, 1 brethren may trade his Great-Sword for either:

-Heavy flamer and power weapon = free

-Reaper Autocannon and power weapon =10 points

-Plasma Blaster and power weapon = 10 points

 

 

Special rules: Furious charge, Dark Angels Legion, Chosen (each model is a character)

 

A Dark Angels Great-Sword brotherhood may be taken as an elites choice or as a command squad for a Legion Praetor.

 

 

 

 

Thoughts? What about your unit? :)

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Since we have Legion sized Astartes formations I would like to see a few rules that emphasis the old Moltke and Clauswitz ideas of mass armies meeting together for total annihilation.

Ahh the good old three step plan ;) (it was three wasn't it?)

 

 

What rule would you make to emphasize this?

This is a squad that I would absolutely KILL for. If FW ever came out with something like this, I will dedicate an entire army around these guys. If it was Legion specific, I would dedicate myself to them in a heartbeat. No questions asked, Dark Gods be damned.

 

 

 

 

Legion Immolation Squads                                                                                175 Points

__________________________________________________________________________________________________

 

                                  WS   BS   S   T   W   I   A   Ld   Sv

Legion Immolators      4      4     4   4    1   4   1     9     3+

 

Legion Pyre                 4      4     4    4    1   4   2   10   3+

 

 

Unit Composition

. 4 Legion Immolators

. 1 Legion Pyre

 

Unit Type

.  Infantry

 

Wargear

.  Power armour

.  Phosphex Flamer

.  Bolt Pistol

.  Phosphex bomb (one for each)

.  Chainsword (Legion Pyre only)

 

Special Rules

.  Fearless

.  Cremation Armour

.  Scorched Earth

 

Options

.  The Legion Immolation Squad may take:

- Up to 5 additional Immolators   +30 points each

 

. For every five models in the Legion Immolator Squad, on Immolator may exchange their Phosphex flamer for

- Phosphex Heavy Flamer +5 points

 

.The squad's Pyre may exchange his chainsword for:

- Heavy chainsword  +5

- Power Weapon  +10

- Power Fist  +15

- Single Lightning Claw  +15

 

.The squad's Pyre may take melta-bombs  +5

 

. The squad's Pyre may upgrade to artificer armour  +10

 

 

Special Rules

Cremation Armour - The armour used by the Immolator squads is an offspring of the hardened armour commonly seen among breacher and boarding marines. Cremation armour was created with the single objective to protect those with the task of maintaining close distance to the intense heat of white phosphex. Because of this, the armour is made of a specialized alloy and reinforced plating much like the prototype designs of MK III Power Armour.

 

Cremation armour acts at a normal armour value with no special benefits. However, when forced to take any armour saves from any flame weapons (flamer, heavy flamer, hand flamer, Phosphex, etc.), the wearer is allowed to reroll failed armour saves. Additionally, a model wearing Cremation armour may take armour saves normally against Phosphex weaponry, ignoring its AP value.

 

Scorched Earth - Immolator squads are artisans in the craft of complete annihilation. Theirs is the burden of completely destroying foes down to the very core in the most brutal and agonizing way imaginable that simple mutilation cannot compare. When a city or planet is marked for death, they are at the very core of the destruction, burning anything and everything in their path with slow and methodical precision until nothing but ash and ruin remain behind them.

 

Once per game, the squad may elect to activate the Scorched Earth ability. For this turn, every member of the unit is given the Split Fire special rule and all Phosphex flamers and heavy flamers are granted the torrent special rule with a 6" range. The squad may not assault on the same turn they activate this ability.

 

 

 

Special Wargear

 

Weapon                            Range            STR       AP             Type

Phosphex Flamers             Template           5            2              Assault 1, Gets Hot, Poisoned (3+), Crawling Fire, Lingering Death

 

Phosphex Heavy Flamer    Template          5            2               Heavy 1, Gets Hot, Poisoned (2+), CCrawling Fire, Lingering Death

 

 

 

Lore

 

To be added soon.

This is a squad that I would absolutely KILL for. If FW ever came out with something like this, I will dedicate an entire army around these guys. If it was Legion specific, I would dedicate myself to them in a heartbeat. No questions asked, Dark Gods be damned.

 

 

 

 

Legion Immolation Squads 175 Points

__________________________________________________________________________________________________

 

WS BS S T W I A Ld Sv

Legion Immolators 4 4 4 4 1 4 1 9 3+

 

Legion Pyre 4 4 4 4 1 4 2 10 3+

 

 

Unit Composition

. 4 Legion Immolators

. 1 Legion Pyre

 

Unit Type

. Infantry

 

Wargear

. Power armour

. Phosphex Flamer

. Bolt Pistol

. Phosphex bomb (one for each)

. Chainsword (Legion Pyre only)

 

Special Rules

. Fearless

. Cremation Armour

. Scorched Earth

 

Options

. The Legion Immolation Squad may take:

- Up to 5 additional Immolators +30 points each

 

. For every five models in the Legion Immolator Squad, on Immolator may exchange their Phosphex flamer for

- Phosphex Heavy Flamer +5 points

 

.The squad's Pyre may exchange his chainsword for:

- Heavy chainsword +5

- Power Weapon +10

- Power Fist +15

- Single Lightning Claw +15

 

.The squad's Pyre may take melta-bombs +5

 

. The squad's Pyre may upgrade to artificer armour +10

 

 

Special Rules

Cremation Armour - The armour used by the Immolator squads is an offspring of the hardened armour commonly seen among breacher and boarding marines. Cremation armour was created with the single objective to protect those with the task of maintaining close distance to the intense heat of white phosphex. Because of this, the armour is made of a specialized alloy and reinforced plating much like the prototype designs of MK III Power Armour.

 

Cremation armour acts at a normal armour value with no special benefits. However, when forced to take any armour saves from any flame weapons (flamer, heavy flamer, hand flamer, Phosphex, etc.), the wearer is allowed to reroll failed armour saves. Additionally, a model wearing Cremation armour may take armour saves normally against Phosphex weaponry, ignoring its AP value.

 

Scorched Earth - Immolator squads are artisans in the craft of complete annihilation. Theirs is the burden of completely destroying foes down to the very core in the most brutal and agonizing way imaginable that simple mutilation cannot compare. When a city or planet is marked for death, they are at the very core of the destruction, burning anything and everything in their path with slow and methodical precision until nothing but ash and ruin remain behind them.

 

Once per game, the squad may elect to activate the Scorched Earth ability. For this turn, every member of the unit is given the Split Fire special rule and all Phosphex flamers and heavy flamers are granted the torrent special rule with a 6" range. The squad may not assault on the same turn they activate this ability.

 

 

 

Special Wargear

 

Weapon Range STR AP Type

Phosphex Flamers Template 5 2 Assault 1, Gets Hot, Poisoned (3+), Crawling Fire, Lingering Death

 

Phosphex Heavy Flamer Template 5 2 Heavy 1, Gets Hot, Poisoned (2+), CCrawling Fire, Lingering Death

 

 

 

Lore

 

To be added soon.

http://emptystress.files.wordpress.com/2014/01/wow2.gif

I'd love me some 'actual' Morlocks...

 

Morlock Squad - Clan Avernii 180 Points

 

Unit Composition 3-10 Men

1x Morlock Prime

2x Morlocks

 

May add 0-7 Morlocks - 40 p/pm

 

Stats

Prime - WS6 BS4 S5 T5 W2 I5 A2 LD10 2+/4++

Morlock - WS5 BS4 S5 T5 W2 A2 LD10 2+/4++

 

Wargear - Prime (Gorgon Hammer, Combi-Bolter and Cataphractii)

Morlock (Thunder Hammer or Power Axe, Combi-Bolter and Cataphractii)

 

1 in 5 may swap their combi-bolter for;

Plasma Blaster - 10pts, Heavy Flamer - Free or Reaper Autocannon - 5pts.

 

All/Any may take a cyber-familiar for 15p/pm.

 

In addition ALL members of the Morlocks unit are Characters as per GW 6th Ed. Rulebook and may accept/make challenges and Look Out Sir!

 

My minor contribution, however I will likely edit once on the pc this evening by adding in cc-weapons.

Breacher Assault Squad

 

Unit Composition

Sergeant and 4 Assault Breachers

May add up to 15 Assault Breachers

 

Wargear: Frag and Krak Grenades, Breaching Shield, and Close Combat Weapon

 

1 in 5 get a special melee weapon

 

Special Rules:

Shield Wall: If the unit is charged, the enemy unit doesn't gain any benefits for charging. Also, if every squad member is in b2b contact with a friendly model from his squad they gain +1 to their attacks profile and ignore modifiers for being outnumbered. 

Some excellent ideas. Great idea for a thread, channeling the wishlisting into something more constructive.

 

@ Noctus Cornix - Love the theme. It has to be a Death Guard speciality. Perhaps Iron Warriors too. Not sure I agree with the AP2, that's perhaps a little too powerful combined with the other stats. Terminator armour should stand a reasonable chance against even Phosphex in my opinion. AP3 could still be fairly lethal. 

 

@Marshall2 Crusaders - Another great idea which I'm sure we'll see official rules/models for given time. Since they're more of a defensive formation, even in 'assault' configuration perhaps a bonus to toughness when in base contact with each other as opposed to an extra attack? 

(Iron Hands) Golem Heavy Assault Squad

 

Unit Composition:

*Sergeant & 4 Golem Heavy Assault Marines

*May add uo to 15 more Golems

 

Equipment:

*Power Armour, Jump Packs, Frag Grenades, Meltabombs, Bolt Pistols & Chainfists

*1 in 5 may purchase: Meltagun, Graviton gun or Lascutter

 

Special Rules:

*Legiones Astartes (Iron Hands)

*Tank Hunters

*Feel no Pain (6+)

 

 

(Iron Hands) Absolom Destroyers

 

Unit Composition:

*Sergeant & 4 Absolom Destroyers

*May add up to 5 more Absolom Destroyers

 

Equipment:

*Power Armour, Phosphex Bomb, Chainsword or Combat Blade, Bolter

*Up to 4 Destroyers may purchase: Irad-Cleanser

 

Special Rules:

*Legiones Astartes (Iron Hands)

*Hardened Armour

*Stubborn

@ Noctus Cornix - Love the theme. It has to be a Death Guard speciality. Perhaps Iron Warriors too. Not sure I agree with the AP2, that's perhaps a little too powerful combined with the other stats. Terminator armour should stand a reasonable chance against even Phosphex in my opinion. AP3 could still be fairly lethal. 

 

Thanks, however I thought of it more as a unit seen among several Legions, mostly Word Bearers and seen among others like Death Guard, Iron Warrirors, etc. . I picked AP2 for the simple fact that that is the same stats as Phosphex bombs. Putting it into flamer form wouldn't really change that. That being said, I personally think its a well balanced unit given the strength of their weapons is balanced by their standard power armour saves with little other extra defense and no means of getting around unless you buy them a vehicle. Its honestly not unlike purchasing a tooled support squad with all plasma guns if you ask me. I appreciate the feedback man.

Illuminator Class Battle-Astartes Talon.........80 points

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

Unit Composition
1 Illuminator Class Battle-Astartes

Unit Type
Infantry

Wargear
Pintle Beam Laser
Volkite Rotary
Fractal Polearm
Flare Shield
Atomantic Shielding

Special Rules
Legiones Astartes (Emperor's Children)*
Legiones Astartes (Iron Hands)*
Battle-Astartes Talon

Cybernetica Resilience
Living Icon
Massively OverBulked

Move Through Cover
Reactor Blast

*Uses both Legiones Rules

Options
The Talon may include:
- Up to 5 additional Illuminator Class Battle-Astartes.........+65 points each
Any Illuminator Class Battle-Astartes may exchange both its Volkite rotaries and Charnabal polearms for one of the following:
- Two Lightning Guns**.........+10 points
- Grenade Harness (unlimited uses) and Phoenix Power Spear.........+15 points
- Two Graviton Guns**.........+25 points
- Augury Scanner, Cognis-signum, Helical Targeting Array and Nuncio Vox***.........+35 points

**Counts as a single weapon weapon when fired
***All in the Talon must take this upgrade if any do




Pintle Beam Laser
Range Str AP Type
30" 9 2 Salvo 1/1

Volkite Rotary
Range Str AP Type
30" 3 6 Salvo 6/8, Deflagrate

Fractal Polearm
Range Str AP Type
- As User+1 2 Melee, Rending, +1 Initiative****

****First round of each combat only. Otherwise use the following:
Range Str AP Type
- As User+1 - Melee, Rending

Massively OverBulked
Massively OverBulked Models count as 5 models for the purposes of transport capacity or numbers in assault
Massively OverBulked Models may fire Heavy weapons as though they were stationary, even if they moved in the previous Movement phase. They are also allowed to charge in same turn.

Battle-Astartes Talon
Any Iron Hands detachment or Emperor's Children detachment that includes a model with the Battlesmith Special Rule may take a single Illuminator Class Battle-Astartes Talon
A Battle-Astartes Talon takes up 2 Elite Slots. (this means it may not be taken in an allied detachment)
When first deployed on the battlefield (either at the beginning of the game or as a result of a successful reserve roll), the Battle-Astartes must be deployed within 4" of each other but afterwards operately independently and may not be join or be joined by any other model.
Illuminator Class Battle-Astartes may be deployed in the same transport as another Illuminator Class Battle-Astartes (either at the beginning of the game or as a result of a successful reserve roll). They may not do so once they have disembarked.


Lore
Under thought. To do with Fulgrim and Ferrus working together after fighting along side the Legio Cybernetica. Probably while on their brothership high after the crafting of Fireblade/Forgebreaker. They're part Castellax, part Gorgon Terminator, part dreadnought, part inspiring hero.


It feels a little over costed. Thoughts?

I'm picturing an Alpha Legion squad using the base rules for the pseudo-Sternguard with the special ammo -- I forget the name -- under the title "False Flag Head Hunter Squad."  The only difference is that they're a 0-1 Elites option with the following special rules:

 

Superb Infiltrators: A False Flag squad has the Infiltrate special rule.  Additionally, when deploying a False Flag squad using the Infiltrate rule, you may ignore any distance restrictions aside from the required 1" between units.  False Flag squads may not declare charges in the first player turn of the game, as usual.

 

Undercover: In the first turn of the game, enemy forces may not target a False Flag squad with any shooting attacks or psychic powers, or declare charges against them unless the False Flag squad has already declared a shooting attack against an enemy unit.

 

 

Try to build the undercover-ishness from Deliverance Lost and Unremembered Empire into the game.

I'm picturing an Alpha Legion squad using the base rules for the pseudo-Sternguard with the special ammo -- I forget the name -- under the title "False Flag Head Hunter Squad."  The only difference is that they're a 0-1 Elites option with the following special rules:

 

Superb Infiltrators: A False Flag squad has the Infiltrate special rule.  Additionally, when deploying a False Flag squad using the Infiltrate rule, you may ignore any distance restrictions aside from the required 1" between units.  False Flag squads may not declare charges in the first player turn of the game, as usual.

 

Undercover: In the first turn of the game, enemy forces may not target a False Flag squad with any shooting attacks or psychic powers, or declare charges against them unless the False Flag squad has already declared a shooting attack against an enemy unit.

 

 

Try to build the undercover-ishness from Deliverance Lost and Unremembered Empire into the game.

 

I like it, the way I thought they could infiltrate is to choose a unit on the board and write it down. Then roll for reserves and if they come in, they replace an enemy unit and that enemy unit returns to reserves. The AL unit may choose to either shoot OR assault that turn

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