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Post by Kris DETERMINATION on Jun 8, 2017 13:15:07 GMT
I got bored at work, so I made a fan race. If you can guess what I'm referring to, you get a cookie. EDIT: I forgot to add borders to the tables, and it'll be too much work right now to fix them. Oops.EDIT 2: Totally posted this in the wrong forum.Cave Monsters - A race of cave dwelling monsters rising up from the depths to take back their worlds.Name | Quality | Defense | Equipment | Special Rules | Upgrades | Cost | The King [1] | 3+ | 6+ | Trident (A4, AP(2)) | Hero, Monster, Tough (3), Psychic (2), Soul Level | A | 80Pts | The Queen [1] | 4+ | 4+ | Flame Strike (12", A6) | Hero, Monster, Tough (3), Psychic (2), Soul Level | A | 60Pts | The Protector [1] | 4+ | 5+ | Javelins (24", A2, AP(1), Close), | Hero, Monster, Tough (3), Fast, Soul Level, True Hero | B | 80Pts | The Judge [1] | 2+ | 2+ | 4x Blaster (24", A1, Blast(3)), Large Blaster (24", A1, AP(5), Deadly) | Hero, Greater Monster, Dodge | - | 420Pts | Winged Monster [3] | 5+ | 3+ | Spear (12", A2, Close) | Lesser Monster, Soul Steal, Tough (3), Flying | C | 95Pts | Monster Cyclops [3] | 5+ | 3+ | Gaze (12", A1), CCWs (A2) | Lesser Monster, Soul Steal, Tough (3) | D | 70Pts | Monster Fool [3] | 4+ | 3+ | Orbs (24", A2, Close) | Lesser Monster, Orbs, Soul Steal, Tough (3) | - | 110Pts | Monster Knight [3] | 4+ | 5+ | Mace (A4, AP(1)) | Lesser Monster, Impact (2), Fast, Soul Steal, Tough (3) | - | 125Pts |
A | Upgrade With: | Psychic (3) | +20Pts | Flame Strike (12", A6) | +10Pts |
B | Upgrade With: | Great Armour (Def +1) | +10Pts |
| Replace One Javelins | Great Spear (24", A3, AP(3), Close) | +20Pts |
C | Replace Any Spear: | Javelin (24", A2, AP(1), Close) | +10Pts |
| Upgrade one model: | Healing Magic (Unit gets Regeneration) | +25Pts | Monstrous Roar (Fear) | +10Pts |
D | Replace any Gaze: | Intense Gaze (12", A1, AP(3)) | +10Pts | Deadly Gaze (6", A1, AP(7), Deadly) | +15Pts |
| Replace any CCW: | Energy Sword (A2, AP(2)) | +5Pts | Energy Fist (A2, AP(4)) | +10Pts |
Close: This weapon can be used in melee combat. Dodge: This unit can only be hit and wounded on rolls of a 6. Greater Monster: This model is treated as being a Monster. Any enemy model within 12" of this model takes a -1 on Quality tests. Lesser Monster: Any Lesser Monster unit has Fear, and may cast a single spell from the Lesser Monster table as if they had Psychic(1). The unit may only cast one spell per round. Orbs: At the beginning of activation, this unit may choose a point exactly 6" away and may cast spells and shoot from that point. Soul Steal: When this unit kills an enemy model, it recovers 1 lost wound per model. This cannot exceed maximum Tough value or revive dead models. Soul Level: If a model with Soul Level is attached to a unit, treat this ability as Soul Steal. When this model kills an enemy model, advance it along this track (the benefits are cumulative): Kills | Bonus | 1 | Tough (+3) | 2 | Fearless | 3 | +1 to melee rolls | 4 | +1 to shooting rolls | 5 | Tough (+3) | 6 | Greater Monster | 7 | +1 Quality |
True Hero: If this this model is not attached to another unit, and dies while more than half your army point cost is dead, make a 3+ Quality test. On success, remove all wounds from this model and advance it to Soul Level 7 immediately. Lesser Monster Psychic Spells | Shadows (4+): This unit gains Stealth until the end of the turn. | Alter Mind (5+): One enemy unit with 18" must make a morale check. On a fail it takes D3 automatic wounds, on a success, it heals D3 wounds (to a maximum of its Tough value, if any). | Barrage (6+): Make D6 quality tests; for each success, deal one hit to an enemy unit within 18" |
Monster Psychic Spells | Barrage (2+): Make D6 Quality tests; for each success, deal one hit to an enemy unit within 18" | Flame Dance (4+): Target enemy unit within 12" takes D6 automatic hits with AP(1). | Bolster (5+): Target friendly unit within 24" gets +1 to shooting rolls until the end of the round. | Rain Fire (6+): Target enemy unit within 18" takes 2D6 automatic hits with AP(1). |
I put way more effort into this that I wanted to. An hours work while AT work. >.>
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Post by kisshead on Jun 19, 2017 17:12:59 GMT
Zombies - Zombies have taken over the world.Name | Quality | Defense | Equipment | Special Rules | Upgrades | Cost | Walkers[5] | 6+ | 2+ | Claws (A1) | Fear, Slow, Undead | - | 80Pts | Rage Zombies [3] | 5+ | 2+ | Claws (A1) | Fast, Fear, Furious, Undead, Vanguard | - | 60Pts | Tank [1] | ? | ? | ? | ? | ? | ? |
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Post by kisshead on Jun 19, 2017 17:35:10 GMT
Police Forces - Name | Quality | Defense | Equipment | Special Rules | Upgrades | Cost | Police Chief [1] | 4+ | 5+ | Assault Rifle (24", A1) | Authority, Hero, Tough(3) | A | 50Pts | SWAT Captain [1] | 4+ | 6+ | Shotgun (12", A2), Baton (A2) | Breach, Fearless, Furious, Hero, Tough(3) | B | 70Pts | Rookies [3] | 5+ | 3+ | Pistols (12", A1) | | C | 25Pts | Police Squad [3] | 4+ | 3+ | Pistols (12", A1) | Fearless | C | 35Pts | SWAT Officers [3] | 4+ | 4+ | Shotguns (12", A2), Baton (A2) | Fearless, Furious | B | 55Pts |
A | Replace Assault Rifle: | Shotgun (12", A2) | Free | Military Rifle (24", A2) | +10Pts | Heavy Machinegun | +35Pts |
B | Upgrade with Any: | Flash Bangs (Fear) | | Elite (+1A in Melee) | |
| Replace Any Shotgun: | Assault Rifle | | | Replace One Shotgun | Flamethrower (12", A6)
| +15Pts
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C | Upgrade All With One: | Ballistic Vests (+1 Def) | +10Pts |
| Replace All Pistols: | Assault Rifles (24", A1) | +10Pts |
Authority: On activation, this model can make a quality test. On success, another friendly unit within 12" may activate again as if it was their turn. This does not use up that unit's activation for the turn.
Breach: This hero and their unit may attack infantry making use of the Transport special rule, and get +1 on melee rolls when doing so.
Original created by Kris DETERMINATION
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Post by Kris DETERMINATION on Jun 23, 2017 21:38:47 GMT
Forgot the table again. I got really bored at work. Here's the Prism Squad! Name | Quality | Defense | Equipment | Special Rules | Upgrades | Point Cost | Prism Leader [1] | 3+ | 6+ | Prism Blaster (24", A3, AP(1)), Prism Sword (A6, AP(2))
| Hero, Leadership, Tough(3)
| A | 100 | Prism Techie [1] | 3+ | 6+
| Prism Blaster (24", A3, AP(1)), Prism Lance (A4, AP(4))
| Call Ambush, Hero, Tough(3)
| A
| 100 | Prism Support [1] | 3+
| 6+
| Prism Blaster (24", A3, AP(1)), Prism Bow (24", A1, AP(7), Deadly)
| Healing Matrix, Hero, Tough(3)
| A
| 100 | Prism Assault [1] | 3+
| 6+
| Prism Blaster (24", A3, AP(1)), Prism Axe (A4, AP(2), Impact(D3))
| Fast, Fear, Fearless, Flying, Frenzy, Hero, Tough(3)
| A
| 100 | Prism Rogue [1] | 3+
| 6+
| Prism Blaster (24", A3, AP(1)), 2x Prism Dagger (A3, Poison(3))
| Active Camo, Hero, Stealth, Tough(3)
| A
| 100 | Prism Lion [1] | 3+
| 7+ | 2x Prism Blaster (24", A3, AP(1)), Prism Lion Claws (A6, AP(2))
| Ambush, Combine, Fast, Tough(3), Vehicle
| A | 200 | Prism Frog [1] | 3+
| 7+
| 2x Prism Blaster (24", A3, AP(1)), Prism Frog Tongue (A4, AP(4))
| Ambush, Combine, Regeneration, Tough(3), Vehicle
| A | 200 | Prism Eagle [1] | 3+
| 7+
| 2x Prism Blaster (24", A3, AP(1)), Prism Eagle Cry (24", A1, AP(7), Deadly)
| Ambush, Combine, Flying, Tough(3), Vehicle
| A | 200 | Prism Stag [1] | 3+
| 7+
| 2x Prism Blaster (24", A3, AP(1)), Prism Stag Gore (A4, AP(2), Impact(D3))
| Ambush, Combine, Frenzy, Strider, Tough(3), Vehicle
| A | 200 | Prism Wolf [1] | 3+
| 7+
| 2x Prism Blaster (24", A3, AP(1)), Prism Wolf Bite (A6, AP(3))
| Ambush, Combine, Fast, Tough(3), Vehicle
| A | 200 | Prism Titan [1] | 2+
| 10+ | 10x Prism Blaster (24", A3, AP(1)), Ultimate Prism Cannon (48", A3, AP(D6), Blast(D6), Deadly),
Prism Titan Sword (A10, AP(4))
| Decombine, Flying, Titan, Transport (5), Vehicle
| - | - |
List Rules: When taking units only from this list, you may ignore the Hero and Vehicle limit, but may not have two of the same name. A
Upgrade With Any: Prism Compensator (+1 Shooting Rolls) +30Pts Prism Striker (+1 Melee Rolls) +30Pts Prism Hope (Fearless) +5Pts Prism Battle Armor (+1 Defense) +30Pts Upgrade (May Take Multiple Times): Prism Determination (+1A in Melee) +15Pts Prism Rapid Fire (+1A in Shooting) +20Pts Prism Endurance (+1 Tough Value) +20Pts Active Camo - This model is deployed after all other units have been deployed, and may be placed anywhere over 6” away from enemies. Call Ambush - When this model is activated, roll one die. On a 4+, you may place a unit with Ambush currently in reserve within 6" of this model. Do not roll for scatter. Combine - This vehicle has Transport (1). At the beginning of Activation, if you have 5 Prism Vehicles transporting 5 Prism Heroes, all with different names, you may remove all 5 and place a Prism Titan anywhere 12" (or in place of this model, if no room is available) away from enemy models with Tough(X), where X is the combined Tough values of Prism Vehicles removed. Deal X wounds to the Prism Titan, where X is the number of wounds taken by the Prism Vehicles removed. The Heroes become embarked in this model and may only idle. Decombine - At the beginning of activation, you may remove this model and place 5 Prism Vehicles with different names within 1" of each other in its place, or further is there is no room. Embark one of each of the 5 Heroes into each of these vehicles. Distribute X wounds to the Vehicles, where X is the number of wounds this model has. May not activate this ability the same turn as Combine. Frenzy - On a Charge action, this unit may make a quality test. On success, deal two automatics hits. Healing Matrix - Hero models within 18" of this model (include this one) gain Regeneration. Leadership - When this model is activated you may pick one friendly Hero model within 12” and roll one die. On a 4+ the target unit may use any action, even if it had been activated already. EDIT: Removed AP from Prism Daggers, the Poison is good enough. Removed 1A from Prism Blasters.
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Post by Kris DETERMINATION on Jun 30, 2017 19:31:25 GMT
Back here again out of boredom. Did Dark Souls this time. Name | Quality | Defense | Equipment | Special Rules | Upgrades | Point Cost | The Shadow Soul | 5+ | 3+ | Longsword and Shield (A3, AP(1)) | After Image, Shadow Soul, Tough(3) | A | 250 |
The Shadow Soul may only be deployed alone. A Replace Longsword and Shield | Cost | Greatsword (A2, AP(3)) (Def -1) | Free | Dagger and Shield (A4) | Free | Staff and Shield (24", A2) | Free | Staff (24", A2) and Shortsword (A3) (Def -1) | Free | Upgrade Repeatedly |
| 15 Souls | 250Pts |
After Image: Whenever this model activates, it leaves behind a ghostly image. Place a model in base contact with this one. It has Quality 6+ and Defense 2+ and cannot attack or activate. It can hold capture points. Shadow Soul: Whenever this model kills, it gains souls, 1 per infantry model, 5 per monster/vehicles, and 15 per titan. Whenever an enemy unit is activated, this model may activate afterwards, even if it has already activated this turn. Whenever this model leaves play, after two enemy activations or the next round begins, return it to the battlefield either anywhere in your original deployment zone, or within 6" of an After Image. At the beginning of activation, this model may spend souls on the following (costs increase by 1 each time they are purchased): Quality +1 | 5 Souls | Max Quality 2+ | Defense +1 | 4 Souls | Max Defense 9+ | Melee AP +1 | 2 Souls | Max AP(+5) | Shooting AP +1 | 2 Souls | Max AP(+5) | Melee +1A | 3 Souls | Max +A4 | Shooting +1A | 3 Souls | Max +A3 | Advance +1"/Charge +2" | 1 Soul | Max +6"/+12" | Deadly Melee | 5 Souls | One Time | Deadly Shooting | 7 Souls | One Time | Tough +1 | 2 Souls | Max Tough +12 |
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Post by Kris DETERMINATION on Oct 26, 2017 12:24:15 GMT
Back to it. I did this in a day, and I know some of the special rules are a little confusing, but I think I got it right. Based on a fan-legion I made based on the Mechanicus. Attaching a file instead, becuase this forum hates my formatting.
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