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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 by Wulf Vengis
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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 by Wulf Vengis
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+ 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 by Wulf Vengis
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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 by Wulf Vengis
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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 by Wulf Vengis
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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 by Wulf Vengis
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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 by Wulf Vengis
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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 by Wulf Vengis
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+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 by Wulf Vengis
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+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 by Wulf Vengis
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+ 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 by Wulf Vengis
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