Wulf Vengis Posted December 17, 2019 Share Posted December 17, 2019 (edited) EDIT: I'll try to organize this thread as necessary to keep it coherent. EDIT: I moved the Grey Hunters down to another post to better organize. I mentioned in Amicus that I might start a d12 conversion project. After doing a little tinkering and tampering, I'm prepared to show off a little preview of what this might look like. Since most of the framework systems herein are just standard Warhammer 40,000, I won't be going into every mechanic and basic rule unless it's been altered to work with 12 sided dice. That being said, I've chosen to build this game around the Codecies and as such am adjusting the rules outside those as i encounter their interactions. Astra Militarum Guardsman M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts 6"/9+/9+/3/3/1/1/6/10+/-/2 The Guardsman is my baseline human, bottom of the pile, Imperial standard currency, this is where it all starts for this project. This is what almost every other unit will compete with. Now, I'm not currently working on the Astra Militarum conversion but i needed this unit to make any progress. I'll come back to them later for special abilities etc. I play Space Wolves so the next unit I chose to focus on was the Fenrisian bread and butter, the Grey Hunters. Now since i wanted to get this unit as playable as possible I completed their conversion, this included their pack leader, attached wolf guard, Wargear options, special abilities, and dedicated transports. EDIT: An unarmored Space Marine for your interest. 11+ save because I figure the black carapace plus the marines own physical speed and power must offer some modicum of protection. M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts 7"/6+/6+/4/4/2/2/7/11+/-/- Edited December 20, 2019 by Wulf Vengis Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/ Share on other sites More sharing options...
Ahistorian Posted December 17, 2019 Share Posted December 17, 2019 What edition are you basing this on? I've idly started a conversion of 3e to d10 mechanics. Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5448113 Share on other sites More sharing options...
Wulf Vengis Posted December 18, 2019 Author Share Posted December 18, 2019 (edited) What edition are you basing this on? I've idly started a conversion of 3e to d10 mechanics.This is based primarily on 8th, with a little research through the earlier editions. + CODEX d12 - SPACE WOLVES TRAITS + Space Wolves Traits Acute Senses: Night Fighting penalties are reduced by one. And They Shall Know No Fear: This unit rerolls failed Morale saves. Berserk Charge: On a turn in which this model makes a successful Charge, it makes two additional attacks in the Fight Phase instead of one. (This Trait replaces the first effect of Shock Assault.) Counter-attack: If a model with this trait is charged, it makes one additional attack in the Fight phase. Bolter Discipline: Models firing Bolt weapons during their Shooting phase roll double the number of attacks if any of the following apply: · The firing models target is within half the weapons maximum range. · The firing model is Infantry, and every model in the unit remained stationary during their Movement phase. · The firing model is a Terminator, Biker, Centurion, Dreadnought, or Hell-brute. Headstrong: Unless this unit contains a Wolf Guard Pack Leader or a Wolf Guard Terminator Pack Leader, or is within 6 inches of a friendly Wolf Guard model, it must declare a charge in its Charge phase if it is possible to do so. Pack Hunters: If this unit is deployed at its maximum model count, you may deploy it as two smaller units. Each of these units counts separately for the purposes of scoring. Shock Assault: If this unit declares a successful Charge, is charged or performs a Heroic Intervention, each model in the unit with this rule makes one additional attack in the Fight phase. Terminator: Models equipped with terminator armor ignore ranged attack penalties after moving, ignore the negative AP modifiers of enemy ranged attacks and cannot Route fleeing opponents. Additionally models equipped with Terminator Armor gain the Terminator Assault trait. Terminator Assault: During deployment this unit can be placed in reserve. At the end of any of your Movement phases place this unit anywhere on the battlefield so that it is no closer to any enemy models than 6 inches. Space Wolves Vehicle Traits Drop Pod Assault: During deployment, this model and it's passengers can be placed in reserve. At the end of any of your movement phases place this model anywhere on the battlefield so that it is no closer to any enemy models than 9 inches. Any passengers will immediately disembark within 3 inches of the Drop Pods base. Explodes: If this model is reduced to 0 wounds, roll a d6 before removing it and before any passengers disembark. On a 6 it explodes and each unit within suffer d3 mortal wounds. Immobile: After this model has been set up it cannot move for any reason, and no units can embark upon it. Self Repair: At the beginning of this models Movement Phase; roll a d6, on a 6 this model regains one wound. Smoke Launchers: Once per game, instead of firing any weapons in the Shooting phase, this model can use its Smoke Launchers; until its next Shooting phase this model is considered Obscured. Space Wolves Weapon Traits Bolt Weapon: These types of weapons deal 2 damage on any Wound Roll of a six. Chain-blade: Models equipped with Chain-blade weapons make one additional attack in the Fight phase. Additionally weapons with this trait have -1AP on hit rolls of 12. Energy: Weapons with this trait fire directed energy. Flamer: Weapons with this trait automatically hit their target and ignore cover bonuses and obscured penalties. Melta: If the target is within half range of this weapon, roll two dice when inflicting damage instead of one. Overheat: On hit rolls of 1, the model equipped with this weapon is slain after all of this weapons shots have been resolved. Plasma: On hit rolls of 12, unsaved wounds from this weapon carry over to the rest of the target unit. Edited December 21, 2019 by Wulf Vengis Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5448208 Share on other sites More sharing options...
Wulf Vengis Posted December 18, 2019 Author Share Posted December 18, 2019 (edited) + CODEX d12 - SPACE WOLVES ARMOURY + Space Wolves Armour Types Astartes Power Armour M/S/T/W/Sv/Inv/Special +1/+1/+1/-/6+/-/- Runic Power Armour M/S/T/W/Sv/Inv/Special +1/+1/+1/-/5+/9++ Runic Terminator Armour M/S/T/W/Sv/Inv/Special -2/+2/+2/-/4+/7++/Models equipped with Terminator Armor have the Terminator and Terminator Assault traits. Astartes Scout Armor M/S/T/W/Sv/Inv/Special -/-/-/-/7+/-/Models equipped with Astartes Scout Armor reduce the penalty from difficult terrain by 1. Terminator Armour M/S/T/W/Sv/Inv/Special -2/+2/+2/-/4+/9++/Models equipped with Terminator Armor have the Terminator and Terminator Assault traits. Space Wolves Melee Weapons Chainfist R/Type/S/AP/D/Special Melee/Melee/×2/-4/2/Chain-blade, When attacking with this weapon, subtract 1 from the hit roll. Chainsword R/Type/S/AP/D/Special Melee/Melee/User/0/1/Chain-blade Frost Axe R/Type/S/AP/D/Special Melee/Melee/+2/-2/1/- Frost Sword R/Type/S/AP/D/Special Melee/Melee/+1/-3/1/- Lightning Claw R/Type/S/AP/D/Special Melee/Melee/User/-2/1/Reroll failed wound rolls for this model. If the model is equipped with two lightning claws, each time it fights it can make 1 additional attack with them. Power Axe R/Type/S/AP/D/Special Melee/Melee/+2/-1/1/- Power Fist R/Type/S/AP/D/Special Melee/Melee/×2/-3/d3/When attacking with this weapon, subtract 1 from the hit roll. Power Maul R/Type/S/AP/D/Special Melee/Melee/+2/-1/1/- Power Sword R/Type/S/AP/D/Special Melee/Melee/User/-3/1/- Thunder Hammer R/Type/S/AP/D/Special Melee/Melee/×2/-3/3/When attacking with this weapon, subtract 1 from the hit roll. Models that are wounded by this weapon and survive must pass an unmodified Leadership test or be unable to attack during their next Combat Phase. Wolf Claw R/Type/S/AP/D/Special Melee/Melee/+1/-2/1/Reroll failed wound rolls for this model. If the model is equipped with two Wolf Claws, each time it fights it can make 1 additional attack with them. Space Wolves Ranged Weapons Bolt Pistol R/Type/S/AP/D/Special 12"/Pistol 1/4/-1/1/Bolt Boltgun R/Type/S/AP/D/Special 24"/Rapid Fire 2/4/-1/1/Bolt Combi-flamer · Boltgun R/Type/S/AP/D/Special 24"/Rapid Fire 2/4/-1/1/Bolt, Combi · Flamer R/Type/S/AP/D/Special 8"/Assault d6/4/0/1/Combi, Energy, Flamer Combi-melta · Boltgun R/Type/S/AP/D/Special 24"/Rapid Fire 2/4/-1/1/Bolt, Combi · Meltagun R/Type/S/AP/D/Special 12"/Assault 1/8/-4/d6/Combi, Energy, Melta Combi-plasma · Boltgun R/Type/S/AP/D/Special 24"/Rapid Fire 2/4/-1/1/Bolt, Combi · Plasmagun When firing this weapon, choose one of the profiles below. · Standard R/Type/S/AP/D/Special 24"/Rapid Fire 1/7/-3/1/Combi, Energy, Plasma · Supercharge R/Type/S/AP/D/Special 24"/Rapid Fire 1/8/-3/2/Combi, Energy, Overheat, Plasma Deathwind Launcher R/Type/S/AP/D/Special 12"/Assault d6/5/0/1/- Flamer R/Type/S/AP/D/Special 8"/Assault d6/4/0/1/Energy, Flamer Frag Grenades R/Type/S/AP/D/Special 6"/Grenade d6/3/0/1/- Heavy Bolter R/Type/S/AP/D/Special 36"/Heavy 5/4/-1/1/Bolt Hunter-killer Missile R/Type/S/AP/D/Special 48"/Heavy1/8/-2/d6/One-shot Krak Grenades R/Type/S/AP/D/Special 6"/Grenade 1/6/-1/d3/- Lascannon R/Type/S/AP/D/Special 48"/Heavy1/9/-3/d6/Energy Meltagun R/Type/S/AP/D/Special 12"/Assault 1/8/-4/d6/Combi, Energy, Melta Plasma Gun When firing this weapon, choose one of the profiles below. · Standard R/Type/S/AP/D/Special 24"/Rapid Fire 1/7/-3/1/Combi, Energy, Plasma · Supercharge R/Type/S/AP/D/Special 24"/Rapid Fire 1/8/-3/2/Combi, Energy, Overheat, Plasma Twin Plasma Gun When firing this weapon, choose one of the profiles below. · Standard R/Type/S/AP/D/Special 24"/Rapid Fire 2/7/-3/1/Combi, Energy, Plasma · Supercharge R/Type/S/AP/D/Special 24"/Rapid Fire 2/8/-3/2/Combi, Energy, Overheat, Plasma Plasma Pistol When firing this weapon, choose one of the profiles below. · Standard R/Type/S/AP/D/Special 12"/Pistol 1/7/-3/1/Combi, Energy, Plasma · Supercharge R/Type/S/AP/D/Special 24"/Rapid Fire 1/8/-3/2/Combi, Energy, Overheat, Plasma Storm Bolter R/Type/S/AP/D/Special 24"/Rapid Fire 4/4/-1/1/Bolt Twin Assault Cannon R/Type/S/AP/D/Special 24"/Heavy 12/6/-2/1/ Twin Heavy Bolter R/Type/S/AP/D/Special 36"/Heavy 10/4/-1/1/Bolt Twin Lascannon R/Type/S/AP/D/Special 48"/Heavy 2/9/-3/d6/Energy Edited December 21, 2019 by Wulf Vengis Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5448212 Share on other sites More sharing options...
Wulf Vengis Posted December 18, 2019 Author Share Posted December 18, 2019 (edited) Ranged weapons affiliated with the Grey Hunters their Wolf Guard and the Dedicated Transports will be up shortly as I'm working on them now. EDIT: These weapons are now finished. See above entry: CODEX d12 - SPACE WOLVES ARMOURY. EDIT: Reserved for HQ. Edited December 21, 2019 by Wulf Vengis Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5448253 Share on other sites More sharing options...
Wulf Vengis Posted December 18, 2019 Author Share Posted December 18, 2019 (edited) What edition are you basing this on? I've idly started a conversion of 3e to d10 mechanics.A few years back (5th edition) I actually tried a similar conversion. I couldn't seem to make the stat-line flow into a d10 the way i wanted it to. I decided a d10 wouldn't work comfortably and reevaluated the games stat-line mechanics. I quickly realized that the d6 system of 40k was really a 2d6 system that ran on a 1-14 scale instead of a 2-12. So i made a mental note of the scale of the project and filed it away for a future me.... I hate past me. Leaves me all the hard work. + CODEX d12 - SPACE WOLVES TROOPS + Grey Hunters Pack A unit of Grey Hunters consists of between five and ten models. 4-9 Grey Hunters and 1 Grey Hunter Pack Leader; each equipped with a Boltgun, Bolt Pistol, Frag Grenades, Krak Grenades, and Astartes Power Armour. Additionally the unit may be accompanied by a Wolf Guard Pack Leader equipped with a Chainsword, Bolt Pistol, Frag Grenades, Krak Grenades and Astartes Power Armour or a Wolf Guard Terminator Pack Leader equipped with a Power Sword, a Storm Bolter and Terminator Armor. Grey Hunter M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts 8"/6+/6+/5/5/2/2/7/6+/-/20 Options Any Grey Hunter may take a: · Chainsword +0 points per model One Grey Hunter may take a: · Wolf Standard +10 points One Grey Hunter may replace his Boltgun with one of the following: · Flamer +6 points · Meltagun +14 points · Plasma gun +10 points If the unit numbers 10 or more models one additional Grey Hunter may replace his Boltgun with one of the following: · Flamer +3 points · Meltagun +7 points · Plasma gun +5 points One Grey Hunter may replace his Bolt Pistol with a: Plasma Pistol +5 points Traits Acute Senses And They Shall Know No Fear Bolter Discipline Infantry Pack Hunters Shock Assault Grey Hunter Pack Leader M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts 8"/6+/6+/5/5/2/3/7/6+/-/20 Options The Grey Hunter Pack Leader may take one of the following: · Chainsword +0 points · Power Axe +5 points · Power Fist +9 points · Power Sword +4 points Traits Acute Senses And They Shall Know No Fear Bolter Discipline Infantry Pack Hunters Shock Assault Wolf Guard Pack Leader M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts 8"/5+/5+/5/5/2/3/8/6+/-/25 Options The Wolf Guard Pack Leader may replace his Chainsword with one of the following: · Plasma Pistol +5 points · Storm Shield +2 points · Frost Axe +10 points · Frost Sword +7 points · Lightning Claw +8/12 points (single/double) · Power Axe +5 points · Power Fist +9 points · Power Maul +4 points · Power Sword +4 points · Thunder Hammer +16 points · Wolf Claw +10/14 points (single/double) The Wolf Guard Pack Leader may replace his Bolt Pistol with one of the following: · Plasma Pistol +5 points · Combi-flamer +8 points · Combi-melta +11 points · Combi-plasma +11 points · Storm Bolter +2 points · Chainsword +0 points · Storm Shield +2 points · Frost Axe +10 points · Frost Sword +7 points · Lightning Claw +8/12 points (single/double) · Power Axe +5 points · Power Fist +9 points · Power Maul +4 points · Power Sword +4 points · Thunder Hammer +16 points · Wolf Claw +10/14 points (single/double) Traits Acute Senses And They Shall Know No Fear Bolter Discipline Infantry Pack Hunters Shock Assault Wolf Guard Terminator Pack Leader M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts 6"/5+/5+/6/6/2/3/8/3+/9++/20 Options The Wolf Guard Terminator Pack Leader may replace his Power Sword with one of the following: · Storm Shield +2 points · Chainfist +11 points · Frost Axe +10 points · Frost sword +7 points · Lightning Claw +8/12 points (single/double) · Power Axe +5 points · Power Fist +9 points · Power Maul +4 points · Power Sword +4 points · Thunder Hammer +16 points · Wolf Claw +10/14 points (single/double) The Wolf Guard Terminator Pack may replace his Storm Bolter with one of the following: · Combi-flamer +8 points · Combi-melta +11 points · Combi-plasma +11 points · Chainfist +11 points · Frost Axe +10 points · Frost sword +7 points · Lightning Claw +8/12 points (single/double) · Power Axe +5 points · Power Fist +9 points · Power Maul +4 points · Power Sword +4 points · Thunder Hammer +16 points · Wolf Claw +10/14 points (single/double) Traits Acute Senses And They Shall Know No Fear Bolter Discipline Pack Hunters Shock Assault Terminator Terminator Assault Dedicated Transports A Grey Hunters Pack may be deployed inside one of the following Transports: · Drop Pod 50 points + options · Razorback 70 points + options · Rhino 60 points + options If the Grey Hunters Pack numbers ten or more models the remaining models may deploy inside an additional Transport: · Drop Pod 25 points + options · Razorback 35 points + options · Rhino 30 points + options + CODEX d12 - SPACE WOLVES TROOPS + Blood Claws Pack A unit of Blood Claws consists of between five and fifteen models. 4-14 Blood Claws and 1 Blood Claw Pack Leader; each equipped with a Chainsword, a Bolt Pistol, Frag Grenades, Krak Grenades, and Astartes Power Armour. Additionally the unit may be accompanied by a Wolf Guard Pack Leader equipped with a Chainsword, Bolt Pistol, Frag Grenades, Krak Grenades and Astartes Power Armour or, a Wolf Guard Terminator Pack Leader equipped with a Power Sword, a Storm Bolter and Terminator Armor. Blood Claw M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts 8"/6+/7+/5/5/2/2/7/6+/-/20 Options One Blood Claw may replace his Bolt Pistol with one of the following: · Flamer +6 points · Meltagun +14 points · Plasma gun +10 points If there are ten or more Blood Claws one may replace his Chainsword with one of the following: · Power Axe +5 points · Power Fist +9 points · Power Sword +4 points or replace his Bolt Pistol with one of the following: · Flamer +6 points · Meltagun +14 points · Plasma gun +10 points One Blood Claw may replace his Bolt Pistol with a: · Plasma Pistol +5 points Traits Acute Senses And They Shall Know No Fear Berserk Charge Bolter Discipline Headstrong Pack Hunters Shock Assault Blood Claw Pack Leader M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts 8"/6+/7+/5/5/2/3/7/6+/-/20 Options The Blood Claw Pack Leader may replace his Chainsword with one of the following: · Power Axe +5 points · Power Fist +9 points · Power Sword +4 points Traits Acute Senses And They Shall Know No Fear Berserk Charge Bolter Discipline Headstrong Pack Hunters Shock Assault Wolf Guard Pack Leader M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts 8"/5+/5+/5/5/2/3/8/6+/-/25 Options The Wolf Guard Pack Leader may replace his Chainsword with one of the following: · Plasma Pistol +5 points · Storm Shield +2 points · Frost Axe +10 points · Frost Sword +7 points · Lightning Claw +8/12 points (single/double) · Power Axe +5 points · Power Fist +9 points · Power Maul +4 points · Power Sword +4 points · Thunder Hammer +16 points · Wolf Claw +10/14 points (single/double) The Wolf Guard Pack Leader may replace his Bolt Pistol with one of the following: · Plasma Pistol +5 points · Combi-flamer +8 points · Combi-melta +11 points · Combi-plasma +11 points · Storm Bolter +2 points · Chainsword +0 points · Storm Shield +2 points · Frost Axe +10 points · Frost Sword +7 points · Lightning Claw +8/12 points (single/double) · Power Axe +5 points · Power Fist +9 points · Power Maul +4 points · Power Sword +4 points · Thunder Hammer +16 points · Wolf Claw +10/14 points (single/double) Traits Acute Senses And They Shall Know No Fear Bolter Discipline Pack Hunters Shock Assault Wolf Guard Terminator Pack Leader M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts 6"/5+/5+/6/6/2/3/8/3+/9++/20 Options The Wolf Guard Terminator Pack Leader may replace his Power Sword with one of the following: · Storm Shield +2 points · Chainfist +11 points · Frost Axe +10 points · Frost sword +7 points · Lightning Claw +8/12 points (single/double) · Power Axe +5 points · Power Fist +9 points · Power Maul +4 points · Power Sword +4 points · Thunder Hammer +16 points · Wolf Claw +10/14 points (single/double) The Wolf Guard Terminator Pack may replace his Storm Bolter with one of the following: · Combi-flamer +8 points · Combi-melta +11 points · Combi-plasma +11 points · Chainfist +11 points · Frost Axe +10 points · Frost sword +7 points · Lightning Claw +8/12 points (single/double) · Power Axe +5 points · Power Fist +9 points · Power Maul +4 points · Power Sword +4 points · Thunder Hammer +16 points · Wolf Claw +10/14 points (single/double) Traits Acute Senses And They Shall Know No Fear Bolter Discipline Pack Hunters Shock Assault Terminator Terminator Assault Dedicated Transports A Blood Claws Pack may be deployed inside one of the following Transports: · Drop Pod 50 points + options · Razorback 70 points + options · Rhino 60 points + options If the Blood Claws Pack numbers ten or more models than the remaining models may deploy inside an additional Transport: · Drop Pod 25 points + options · Razorback 35 points + options · Rhino 30 points + options Edited December 21, 2019 by Wulf Vengis Ahistorian 1 Back to top Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5448337 Share on other sites More sharing options...
Ahistorian Posted December 19, 2019 Share Posted December 19, 2019 I hate past me. Leaves me all the hard work. Are you me? Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5448878 Share on other sites More sharing options...
Wulf Vengis Posted December 19, 2019 Author Share Posted December 19, 2019 (edited) Are you me? That depends what year does your calendar state? + CODEX d12 - SPACE WOLVES DEDICATED TRANSPORTS + Drop Pod A Drop Pod is a single model with a transport capacity of ten Space Wolves Infantry models, it is equipped with a Storm Bolter. Drop Pod M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts -/-/5+/6/6/8/0/8/4+/-/50 Options This model may replace its Storm Bolter with: · Deathwind Launcher +5 points Traits Drop Pod Assault Immobile Razorback A Razorback is a single model with a transport capacity of six Space Wolves Infantry models, it is equipped with a Twin Heavy Bolter. Razorback M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts */12+/*/6/7/10/*/8/5+/-/70 Options This model may replace its Twin Heavy Bolter with one of the following: · Lascannon and Twin Plasma Gun +35 points · Twin Assault Cannon +45 points · Twin Lascannon +40 points This model may be equipped with the following: · Hunter-killer Missile +6 points · Storm Bolter +2 points Damage Some of this model's characteristics change, based on its remaining Wounds value: Remaining W/M/BS/A 6-10+/12"/6+/3 3-5/8"/7+/d3 1-2/4"/8+/1 Traits Explodes Smoke Launchers Rhino A Rhino is a single model with a transport capacity of 10 Space Wolves Infantry models, it is equipped with a Storm Bolter. Rhino M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts */12+/*/6/7/10/*/8/5+/-/60 Options This model may be equipped with the following: · Hunter-killer Missile +6 points · Storm Bolter +2 points Damage Some of this model's characteristics change, based on its remaining Wounds value: Remaining W/M/BS/A 6-10+/12"/6+/3 3-5/8"/7+/d3 1-2/4"/8+/1 Traits Explodes Self Repair Smoke Launchers Edited December 21, 2019 by Wulf Vengis Ahistorian 1 Back to top Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5449017 Share on other sites More sharing options...
Wulf Vengis Posted December 20, 2019 Author Share Posted December 20, 2019 (edited) I'm using the models base points value to equate a semblance of balance between them. This balance is not taking optional upgrades into account (yet). I haven't modified many weapons stats yet, nor have i adjusted many weapons point values yet. EDIT: Reserved for Elites Edited December 21, 2019 by Wulf Vengis Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5449065 Share on other sites More sharing options...
Wulf Vengis Posted December 20, 2019 Author Share Posted December 20, 2019 (edited) EDIT: RESERVED for Fast Attack Edited December 21, 2019 by Wulf Vengis Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5449086 Share on other sites More sharing options...
Wulf Vengis Posted December 20, 2019 Author Share Posted December 20, 2019 (edited) EDIT: Reserved for Heavy Support Edited December 21, 2019 by Wulf Vengis Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5449142 Share on other sites More sharing options...
Wulf Vengis Posted December 20, 2019 Author Share Posted December 20, 2019 (edited) And now for something completely different. + CODEX d12 - ELDAR TRAITS + EldarTraits Aeldari Speed and Grace: If this unit moves or advances in the Movement phase, weapons (excluding heavy weapons) are used as if the unit had remained stationary. Additionally this unit reduces difficult terrain penalties by one. Ancient Doom: During any Fight phase against units with the Slaaneshi Trait, this unit rerolls any failed hit rolls against those units. However, if there are any units with the Slaaneshi Trait within 6 inches of this unit, this unit receives -1 to their Leadership value. Battle Focus: At the beginning of your Psychic phase, this unit grants one additional Warp Charge to each Farseer or Warlock model you control within 12 inches. Crewed Weapon: This model cannot fire unless a model from the same unit is within 3 inches and sacrifices their own ranged attacks. Grav-platform: If this model moves or advances in the Movement phase, it can fire its heavy weapon as if it had remained stationary. Psychic Defense: Models with this Trait can attempt to negate any enemy psychic power targeting them immediately following the casters successful psychic test, on d12 roll of 12+. Eldar Vehicle Traits Eldar Transport: This model can transport units with the Eldar Infantry, Phoenix Lord, Wraithblade, Wraithguard and Heavy Weapon Platform Traits. Each Wraithblade, Wraithguard or Heavy Weapon Platform counts as two infantry models for the purposes of transport capacity. This model cannot transport models with the Jump Pack Trait. Explodes: If this model is reduced to 0 wounds, roll a d6 before removing it and before any passengers disembark. On a 6 it explodes and each unit within suffers d3 mortal wounds. Hover Tank: Distance and range are always measured from this models hull even though it has a base. Additionally this model ignores difficult terrain penalties. Serpent Shield: Any damage suffered by a Wave Serpent is reduced by one to a minimum of one. Additionally, the Serpent Shield grants a 9++ Invulnerable Save. Once per battle, a Wave Serpent can discharge its Serpent Shield in the Shooting phase by rolling a d6. On a 2+ the nearest visible enemy unit within 24 inches suffers d3 mortal wounds, after which the Wave Serpent can no longer benefit from the Serpent Shield Trait. Eldar Weapon Traits Chain-blade: Models equipped with Chain-blade weapons make one additional attack in the Fight phase. Additionally weapons with this trait have -1AP on hit rolls of 12. Energy: Weapons with this trait fire directed energy. Flamer: Weapons with this trait automatically hit their target and ignore cover bonuses and obscured penalties. Lance: Lance weapons are -4AP against targets with a 2+ Armour Save Melta: If the target is within half range of this weapon, roll two dice when inflicting damage instead of one. Plasma: On hit rolls of 12, unsaved wounds from this weapon carry over to the rest of the target unit. Shuriken: These types of weapons are -3AP on wound told of 6. Edited December 22, 2019 by Wulf Vengis Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5449214 Share on other sites More sharing options...
Wulf Vengis Posted December 20, 2019 Author Share Posted December 20, 2019 (edited) +CODEX d12 - ELDAR ARMORY + Eldar Armor Types Eldar Mesh Armour M/S/T/W/Sv/Inv/Special -/-/-/-/9+/-/Improve Psychic Defense roll by two. Damage from weapons with the Energy trait is reduced by one to a minimum of one. Eldar Melee Weapons Aeldari Blade R/Type/S/AP/D/Special Melee/Melee/User/0/1/- Chainsword R/Type/S/AP/D/Special Melee/Melee/User/0/1/Chain-blade Eldar Ranged Weapons Aeldari Missile Launcher When firing this weapon, choose one of the profiles below. · Sunburst Missile R/Type/S/AP/D/Special 48"/Heavy d6/4/-1/1/Energy, Plasma · Starshot Missile R/Type/S/AP/D/Special 48"/Heavy 1/8/-2/d6/Energy Bright Lance R/Type/S/AP/D/Special 36"/Heavy 1/8/-2/d6/Energy, Lance Flamer R/Type/S/AP/D/Special 8"/Assault d6/4/0/1/Energy, Flamer Fusion Gun R/Type/S/AP/D/Special 12"/Assault 1/8/-4/d6/Energy, Melta Plasma Grenade R/Type/S/AP/D/Special 6"/Grenade d6/4/-1/1/Energy, Plasma Scatter Laser R/Type/S/AP/D/Special 36"/Heavy 4/6/0/1/Energy Shuriken Cannon R/Type/S/AP/D/Special 24"/Assault 3/6/0/1/Shuriken Shuriken Catapult R/Type/S/AP/D/Special 12"/Assault 2/4/0/1/Shuriken Shuriken Pistol R/Type/S/AP/D/Special 12"/Pistol 1/4/0/1/Shuriken Starcannon R/Type/S/AP/D/Special 36"/Heavy 2/6/-3/d3/Energy, Plasma Edited December 22, 2019 by Wulf Vengis Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5449220 Share on other sites More sharing options...
Wulf Vengis Posted December 20, 2019 Author Share Posted December 20, 2019 (edited) EDIT: Reserved for Eldar HQ Edited December 22, 2019 by Wulf Vengis Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5449228 Share on other sites More sharing options...
Wulf Vengis Posted December 21, 2019 Author Share Posted December 21, 2019 (edited) +CODEX d12 - ELDAR TROOPS + Guardian Defenders Squad This unit consists of between eleven and twenty-two models. 10-20 Guardians and1-2 Heavy Weapon Platforms. Each Guardian is equipped with Eldar Mesh armor, a Shuriken Catapult and Plasma grenades. Each heavy weapon platform comes equipped with a Shuriken Cannon. Guardian M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts 9"/6+/6+/3/4/1/3/7/9+/12++/10 Traits Aeldari Speed and Grace Ancient Doom Battle Focus Eldar Infantry Psychic Defense Heavy Weapon Platform M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts 9"/12+/6+/3/3/4/1/7/9+/12++/5 Options If this unit contains twenty Guardians you may include a second Heavy Weapon Platform. Any Heavy Weapon Platform may replace its Shuriken Cannon with one of the following: · Aeldari Missile Launcher +20 points · Bright Lance +20 points · Scatter Laser +7 points · Starcannon +13 points Traits Crewed Weapon Grav-platform Dedicated Transport A Guardian Defenders Squad can be deployed inside a Wave Serpent: · Wave Serpent 60 points + options If the Guardian Defenders Squad numbers 20 or more models the remaining models may deploy inside an additional Wave Serpent: · Wave Serpent 120 points + options If deployed this way each of these Wave Serpents gains the Squadron Trait. Storm Guardians Squad This unit consists of between eight and twenty-for models. 8-24 Guardians. Each Guardian is equipped with Eldar Mesh armor, an Aeldari Blade, a Shuriken Pistol, and Plasma grenades. Guardian M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts 9"/6+/6+/3/3/1/3/7/9+/12++/10 Options Up to two Guardians may may replace their Shuriken Pistol and Aeldari Blade, with one the following: · Flamer +6 points · Fusion Gun +14 points Any Guardian may replace their Aeldari Blade with a: · Chainsword +0 points Traits Aeldari Speed and Grace Ancient Doom Battle Focus Eldar Infantry Psychic Defense Dedicated Transport A Storm Guardians Squad can be deployed inside a Wave Serpent: · Wave Serpent 60 points + options If the Guardian Defenders Squad numbers 20 or more models the remaining models may deploy inside an additional Wave Serpent: · Wave Serpent 120 points + options If deployed this way each of these Wave Serpents gains the Squadron Trait. Edited December 22, 2019 by Wulf Vengis Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5449342 Share on other sites More sharing options...
Wulf Vengis Posted December 22, 2019 Author Share Posted December 22, 2019 (edited) + CODEX d12 - ELDAR DEDICATED TRANSPORTS + Wave Serpent A Wave Serpent is a single model with a transport capacity of twelve. It is equipped a Twin Shuriken Cannon and a Twin Shuriken Catapult. Wave Serpent M/WS/BS/S/T/W/A/Ld/Sv/Inv/Pts */6+/*/6/7/13/*/8/5+/9++/120 Options This model may replace its Twin Shuriken Cannon with one of the following: · Twin Aeldari Missile Launcher +40 points · Twin Bright Lance +40 points · Twin Scatter Laser +12 points · Twin Starcannon +24 points This model may replace its Twin Shuriken Catapult for the following: · Shuriken Cannon +10 points Additionally this model may be equipped with any of the following: · Crystal Targeting Matrix +5 points · Spirit Stones +10 points · Star Engines +10 points · Vectored Engines +10 points Damage Some of this model's characteristics change, based on its remaining Wounds value: Remaining W/M/BS/A 7-13+/16"/6+/3 4-6/12"/7+/d3 1-3/8"/8+/1 Traits Eldar Transport Explodes Hover Tank Serpent Shield Edited December 22, 2019 by Wulf Vengis Link to comment https://bolterandchainsword.com/topic/360640-codex-d12/#findComment-5449597 Share on other sites More sharing options...
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