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Well this idea has been around for a while, but the point is im planning on writing army lists based on Half-Life 2. It'll be a rebel list aswell as a list for the Combine. Either way, here is my proposed ideas so far(if anyone wants to get on board with this project send me a pm)-
CCW - Follows 40k rules
SMG(attached grenade launcher)-This weapon has the same profile as the SMG basic, how however, for 2 turns in the battle, it may use the profile below to represent the firing of the attached grenade launcher.
Assault 1, Blast
Magnusson Device -This only works against vehicles and is one use only. In the shooting phase, when within range of an enemy vehicle(shown below), roll to hit as if this weapon was a gun. If it hits, then the device is attached. Do not roll for armour penetration. To successfully explode the device you must target the vehicle and roll to hit as normal. If you successfully hit, use the profile below for penetration rather than the gun your using. The model that throws this may shoot a gun in the same turn.
Assault, Large Blast 1
Crossbow -When shooting a vehicle, roll 3d6 to get the value of the armour penetration
Heavy 1, Sniper, Melta
HE Grenade -
Assault 1, Blast
Pheropod -Without this item, ant lions cannot be taken in your army. You must have as many of these as you do ant lion units, in your army. However i suggest to play it say you get as many of these as possible if your using ant lions.
Rocket Launcher - Due to its laser guided nature, the rebel rocket launcher is one of the most effective available to any army. As a result, it has a strength of 9.
Gauss Gun -This gun has two fire modes, state which one you are using before rolling to hit(ignores cover saves)
Heavy 1, Gets Hot!
Gluon Gun -
Hive Hand -
Displacer - This gun has two functions. You can either shoot as normal in the shooting phase or you can decide to teleport instead. If you teleport, you remove the unit from the table and bring them on at the start of your next turn using the deep strike rules. However, you are able to move, shoot and assault as if you had never left.
When shooting rather than teleporting, use the profile below. However, after rolling to hit, any models under the template, partially or wholly, friend or foe, must have a D6" rolled for them. You must roll under each models toughness otherwise the unit is sent to a hell planet where they will suffer a thousand deaths.
Heavy 1, Large Blast
Vortigaunt Psychic Powers
The Vortigaunts main skills come from the use of their psychic powers. Each vortigaunt is skilled in the art of psychic power, however, sometimes the vortigaunts need to combine their efforts to successfully complete a psychic effect. Each psychic power below is available to the Vortigaunts. Only 1 psychic test is ever taken for an entire unit. If it is failed, perils of the warp affects every member of the unit. Elder Vortigaunts roll 3d6 and discard the highest dice when rolling for psychic tests.
Lightning Bolt - Use in the shooting phase. Each individual vortigaunt may use the weapon profile below in their shooting phase
Heavy 3 (3 represents the constant stream of energy)
Xen-strength - Use this power at the start of the assault phase, for this assault phase only, each member of the unit counts as having powerfists. All normal powerfist rules apply.
Heal - Choose any multiwound character within 12" of the unit. Heal D3 wounds. This cannot take a character above their starting number of wounds.
Revive - If the Vortigaunts stay stationary(no movement, shooting or combat) for one entire turn, at the start of the following turn they may use revive to bring back 1 dead HQ choice at half their total wounds, rounding down. The HQ choice appears within 2" of the Vortigaunt unit and can move, shoot and assault as normal.
Rebel Command Squad
Rebel Squad - 6 pts per model
WS: 3 | 3
BS: 3 | 4
S: 3 | 3
T: 3 | 3
W: 1 | 1
I: 3 | 3
A: 1 | 2
Ld: 7 | 8
Sv: 5+ | 5+
Unit size - 5 to 30
(number on the left is the statline for a regular rebel, the number on the right is for the sergeant)
These are the basic troops for the Rebel Army. In the grand scheme of things, they are limited in number, but in terms of Rebel Army composition, they are the most common unit. They are armed with the most readily available weapons with some people having the honour of having something more advanced. In game terms, they are either equipped with an SMG or a Pistol and CCW. The entire unit must be equipped the same. Squad upgrades are as followed:
One Rebel may be upgraded to a Sergeant for +5 points.
He may replace his SMG with a:
Shotgun for +5 points
He may replace his pistol with a
Revolver for +10 points
He may replace his CCW with a:
Power Weapon for +15 points
Powerfist for +25 points
For every 10 models in the unit, one squad member may replace his SMG with a:
Shotgun for +5 points
Rocket Launcher for +20 points
SMG w/ Grenade Launcher(only one per unit) for +20 points
The unit may take up to 3 HE grenades at +10 points per grenade
The unit may take Pherapods for +15 points
Ant Lion Guards
Heavy Weapon Rebel Squads
Man Hack Swarm
Head Crab Swarm
Why would you need al those other options if you can take freeman?
He is quite capable of taking a large force of combines on by himself
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
It was just to stop anyone from saying, where is freeman? Also, he is capable of taking on a quite large combine force, but not all at once. If for every combine you kill throughout Half-life 2, 1 spawned into a room, you would get quite alot. But if you drop Freeman in that room, he'd get his ass handed to him. To relate what you said to 40k, you could say the exact same thing about Bloodthirsters, C'tan and plenty of other big nasties, but without the main force backing up the badass HQ, your going to get your ass handed to you.
But in all seriousness, the whole resistance were Freeman's meatshields. I don't know how he would've taken down 5 stalkers all by himself without support. So yeah, he would need at least a few extra bodies.
But where the hell is the rules for the Gravity Gun!? Or will this be included in Freeman's profile? I wonder how that is gonna work out...
I just finished HalfLife 2, working on Episode One, can't wait to get into Episode Two. I am a big fan of the game, and Valve in general. Awesome. Simply. Awesome.
SMG grenade launcher
Assault 1, Blast"
Assault 1, Blast"
You've got most of the weapons with ridiculous stats, AP 3 blast weapons?
I think that's a little too good for an infantry ASSAULT weapon.
Why are the SMGG and HG different stats?
And like, really, the displacer was the most insanely powerful weapon ever!
A few shots killed the biggest things!
With it right now it doesn't even do damage, and can't hurt T7+
1. If your going be a dick, then go away
2. I rushed this in 20 minutes earlier so i didnt have any time to think about it and to explain everything fully
3. With regards to the displacer, refer to number 2
4. People in my local store are up for this idea so go smoke yourself, cause there is bound to be a few more people who like the idea
Ahh, don't listen to that guy, I like your idea. *Rep*
Especially the combine list, you've just given me a ton of ideas for converting a combine army. Manhack swarm = brilliant
The wargear needs to be balanced.
The Revolver being as strong as a Plasma Gun, and the SMG's AP3 Blast come to mind first.
I like the idea, and you've got the items down, now all you need to work on is balancing them.
5+ \ 0 \ 0 - 3'000+ Pts - Dal'yth Sept
0 \ 0 \ 0 - Work In Progress - Hive Fleet Hammerhead
0 \ 0 \ 0 - WIP
Victory \ Draw \ Defeat
Credit to Legionnaire for the bars.