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  1. #1
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    Locust 'dex for 40k

    As i am thrilled with the 'ween double exp weekend unfortunately I've been punted off it because somebody likes the halo double exp! Anyways, I've decided to do i this time is type up my own version of a locust 'dex. Ok here goes:

    Armoury:

    Weapons:
    range STRENGTH AP type
    2pt-Hammer burst 24" 4 5 rapid fire
    2pt-Boltok pistol 12" 4 5 pistol
    5pt-Gnasher shotgun 18" 5 4 Assault 2
    10pt-Torque bow 24" 6 3 heavy 1*
    8pt-Boom shot 18" 8 4 Assault 1, blast
    6pt-Lancer 24" 4 6 Assault 2,chainsaw
    7pt-Gorgon pistol 12" 4 6 pistol**
    3pt-Sniper rifle 36" x 6 heavy 1, sniper, pinning
    5pt-Scorcher template 5 5 assualt 1 ignores cover saves
    10pts-boom scorcher(boomers only) template 6 5 heavy 1 ignores cover saves

    * if a enemy model dies from a torque bow,place the small blast template over the model,this blast is resolved at strength 6 with an AP of 3.

    ** A gorgon,although a pistol, may fire 4 times in one shooting phase.


    other equipment:

    Mulcher: Carried by grinders,a Mulcher has the following profile:

    Range:36" Strength:6 AP:4 type:Heavy 4,pinning

    boom shield: Carried by maulers,boom shields grant 2+ toughness points (included in the mauler's profile).

    Mauler Broomstick: A mauler may fire during the shooting phase (smacking his mace on the ground). A single strength 5 blast shot.

    Mortar: Used in mortar teams,it has the following profile:

    Range: G48" strength:6 AP:4 type: heavy 1 barrage,pinning

    Helmet: Bestows the wearer +1 toughness.

    Sniper goggles: -1 to all cover saves to the wearer's target.

    Ink grenades: Carried by kantus', they count as blight and frag grenades.

    Mounts:

    Hydra:+200 points

    Reaver +80 points

    Hydra (1 per army): the rider of a hydra grants: +2 strength +2 toughness and +3 extra power weapon attacks.The hydra also has a twin-linked boom shot and a twin linked mulcher which can shoot from the 90 degrees angle from the front.

    Reaver: a hero with a Reaver has: +1 toughness +1 strength and +1 attacks (which counts a power weapon). The Reaver is also equipped with a boom shot to the rear and a mulcher to the front which can shoot in a 90 degree arc.

    Army list

    [CENTER]HQ

    [LEFT]Skorge:300 points

    WS:7 BS S:5 T:5 W:4 I:6 A:4 LD:10 AS:3+

    Wargear: Twin-axed chainsaw*.

    May take a hydra:150+ points

    Special rules:

    *Grants skorge an extra attack in the first round of combat and gives him the "chainsaw" special rule.It also gives 2D6 armour penetration in assault.

    Hideous leader:Any army that includes skorge may take sire squads as troops.

    Fearless.


    The Locust queen:250

    WS:4 BS:4 S:4 T:7 W:5 I:6 A:1 LD:10 2+/4+ inv save

    Wargear:sharp claws (hand weapon).

    If Skorge is not in the army, may take:Hydra, +100 points

    psychic madwoman: The Locust queen knows all locust psychic powers, and may use d3 +1 each turn.

    encouraging voice: Any locust (except sires,tickers and wretches) within 12" gain +2 to their lowest LD.

    Theron leader:100

    WS:4 BS:4 S:3 T:5 W:2 I:5 A:2 LD:9 AS:4+

    Wargear:Torque bow.

    May take anything from the armory/mounts.

    Retinue: May take a retinue of 5 Theron guard (which count as scoring units).

    Kantus:150

    WS:5 BS:5 S:5 T:4 W:3 I:5 A:3 LD:9 AS:-/4+ INV

    Wargear: Gorgon pistol, ink grenades.

    Special rules: Locust (Kantus) scream: Any unit wishing to assualt a kantus or a Assault involving a kantus, the attacking unit must take a morale test. If past may charge as normal, but if failed they may not assualt that turn, and will be pushed 1 D6 straight backwards.

    May take a Reaver/Hydra. May purchase 2 psychic powers up to a cost of +50 points.

    Elites

    Therons: 25 Points each.

    WS: BS: S: T: W: I: A: LD: AS:
    Sentinel: 4 4 5 4 1 3 2 8 4+
    Guard: 4 4 4 5 1 3 1 8 4+

    Wargear: Both therons have a torque bow.

    Unit comp 5-10

    Grenadier Elite:

    WS: BS: S: T: W: I: A: LD: AS:
    4 5 4 4 1 3 2 8 4+

    Wargear:Gnasher shotgun,Boltok pistol,frag grenades.

    Unit comp: 5-15

    Flamer:25 points

    WS: BS: S: T: W: I: A: LD: AS:
    4 5 4 5 1 3 1 8 4+

    Wargear:scorcher.

    Special rules:

    Flamer backpacks: a giant backpack on his back could cause death to himself! If when wounded the opponent rolled a 6, the flamer will be killed instantly with no armour saves.(as he blows his own head off!).

    Flame (boomer) :35 points

    WS: BS: S: T: W: I: A: LD: AS:
    2 4 5 6 3 2 2 7 4+

    Wargear: Boom scorcher.

    Special rules: Slow and purposeful, Flamer backpack (see flamer).

    (boomer) Butcher:25 points

    WS: BS: S: T: W: I: A: LD: AS:
    5 2 5(6) 5 2 3 3 7 5+

    Wargear:Butcher machete.

    Special rules: slow and purposeful.

    Troops

    Wretch:3 points

    WS: BS: S: T: W: I: A: LD: AS:
    2 2 3 2 1 2 1 5 6+

    Wargear :Teeth and claws ( counts as two hand weapons).

    Unit comp: 10+

    Drone: 5 points

    WS: BS: S: T: W: I: A: LD: AS:
    3 3 3 3 1 2 1 6 5+

    Wargear:Hammer burst.

    Every drone may take:

    A helmet: +2 points.

    Unit comp 10-30.

    Grenadier:15 points

    WS: BS: S: T: W: I: A: LD: AS:
    4 4 4 4 1 2 1 7 5+

    Wargear: gnasher shotgun, boltok pistol,frag grenades.

    unit comp: 5-20

    Sniper drone:8 points

    WS: BS: S: T: W: I: A: LD: AS:
    3 3 3 3 1 2 1 6 5+

    Wargearniper rifle,sniper goggles.

    Cyclops:9 points

    WS: BS: S: T: W: I: A: LD: AS:
    4 3 3 3(4) 1 3 1 7 5+

    Wargear: Lancer,helmet.

    special rules: Chainsaw attack.

    Fast attack
    Ticker:5 points:
    WS: BS: S: T: W: I: A: LD: AS:
    - - - - 1 1 - - -

    special rules

    Landmine: A ticker counts as a frag grenade and a krak grenade in combat,just choose which grenade you are using at the beginning of the assault.Furthermore,tickers will never concede a kill point in a annihilation game.

    Independent: Tickers,although deployed as a normal unit,work independently during the game.You may only have 1 unit of tickers.

    Blood mount:75 points

    WS: BS: S: T: W: I: A: LD: AS:
    rider (grenadier elite): 4 5 4 4 2 3 2 8 5+
    Blood mount: 4 0 6 5 2 3 3 7 -

    Wargear: rider:Hammer burst
    blood mount: blood mount claws (counts as power weapon)

    unit comp:1-5

    Sire:45 points

    WS: BS: S: T: W: I: A: LD: AS:
    5 0 5 5 2 2 2 10 4+

    Wargear:viscous claws (counts as rending claws )

    Special rules:

    Fearless.

    Furious charge.

    Unit comp:1+

    Reaver:100 points

    WS: BS: S: T: W: I: A: LD: AS:
    5 2 6 5 3 2 4 5 4+
    WS: BS: S: T: W: I: A: LD: AS:
    3 3 3 3 1 2 1 6 5+

    Wargear:

    Reaver: Rending claws,rear boom shot,front mulcher.
    driver:nothing but his armour.
    co-pilot:Hammer burst.

    unit comp:1-2

    Heavy support

    ( boomer) Mauler:80 points

    WS: BS: S: T: W: I: A: LD: AS:
    5 2 6 8 3 2 3 7 4+

    unit comp:1-3

    Wargear: Boomstick,boomshield

    Special rules: slow and purposeful.

    unit comp:1-3

    Boomer:75

    WS: BS: S: T: W: I: A: LD: AS:
    2 4 5 6 3 2 3 7 4+

    Wargear:boom shot.

    special rules: Slow and purposeful.

    unit comp:1-3

    Grinder:100

    WS: BS: S: T: W: I: A: LD: AS:
    3 3 5 6(7) 3 2 1 7 4+

    Wargear:mulcher,helmet.

    Special rules:slow and purposeful.

    unit comp:1-3

    Drone mortar team:75 points per team

    WS: BS: S: T: W: I: A: LD: AS:
    crew 3 3 3 3 1 2 1 7 5+

    war gear: crew:hammer bursts.

    special rules:

    crew: At the beginning of the shooting phase,you must decide if the crew will fir the mortars or their hammer bursts.

    unit comp: 2 mortars, 3 crew.

    Locust psychic powers:

    Locust scream free: (see kantus profile).

    Lambent! +20 points: If this power is purchased; the wearer may activate his lambent organs at the beginning of the movement phase. He/she is affected of the following things: Furious charge,fearless adn fi killed place the small blast template over the model; anyone hit by the template is wounded on a 4+ (poison weapon). When a lambent person charges,they must pass a morale test.if passed,they may assault as nomral. If failed it will assault the next closest unit (friend or foe) as it goes on a rampage!

    Imulsion ray +30 points: A model with a imulsion ray may fire a vortex of doom each turn (see space marine codex).



    Special rules:

    Grub hole: Any locust unit may deepstrike via grub hole.Locusts will deepstrike normally, with the following exceptions: Locust units deep striking via grub hole,cannot be affected by weapons that can target deep striking units. Furthermore if it lands in impassable terrain,dangerous terrain/dificult terrain etc.Instead of rolling on the mishap table, the unit will be place back in reserve to deepstrike the next turn.If they land on a enemy unit, that enemy unit may roll to see if it can close the grub hole. On a roll of a 5+ the grub hole is closed and the unit is placed back in reserve. If the enemy failed to close it,his unit will be pushed back enough for the locust unit to deepstrike.

    Chainsaw: A model with this special rule may, instead of it's normal attacks in combat, may inflict 1 strength 6 attack with his chainsaw with no armour saves allowed! It also confers 2 D6 armour penetration.

    Boomers: some weapons are for boomers only,these include: butchers flame boomers,maulers,grinders and ordinary boomers.

    Hope you like it!

    Last edited by username1; October 31st, 2009 at 20:43.

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  3. #2
    Junior Member Gorgon's Avatar
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    Changes I would make in Blue

    Weapons:
    range STRENGTH AP type
    Hammer burst 24" 4 5 Assault 1 - Bolter for simplicty
    Boltok pistol 18" 4 5 pistol* - Bolt Pistol for above reason
    Gnasher shotgun 18" 5 4 Assault 2 - Space Marine Shotgun for above
    Torque bow 24" 8 4 Assault 1, blast - I'd make this str6 ap3 heavy 1(due to aiming)*
    *- If the target dies center a small blast on them str6 ap5
    Boom shot 18" 7 4 Assault 1, blast - I'd make this str 8 to balance the decrease in str I would give the Torque Bow
    Lancer 24" 4 6 Assault 2 - I'd make this a str3 bolter that adds an extra d6 penetration against vehicles in close combat for the chainsaw. Maybe also make it an init 1 power weapon.
    Gorgon pistol 12" 5 6 pistol*
    Sniper rifle 36" x 6 heavy 1, sniper, pinning
    Scorcher template 5 5 assualt 1 ignores cover saves - I'd make this just a flamer and then maybe have a heavy scorcher version which would just be a heavy flamer

    other equipment:

    Mulcher: Carried by grinders,a Mulcher has the following profile:

    Range:36" Strength:6 AP:4 type:Heavy 2D6,pinning - I'd consider just making this Heavy 4

    boom shield: Carried by maulers,boom shields grant 2+ toughness points (included in the mauler's profile). - I'd make this either a riot shield 2+ sv in cc or a storm shield

    Mauler close combat weapon: A mauler my fire during the shooting phase (smacking his mace on the ground). A single strength 5 blast shot. - Maybe make this an alternate close combat attack?

    Mortar: Used in mortar teams,it has the following profile:

    Range: G48" strength:5 AP:4 type: heavy 1 barrage,pinning - The mortar pretty much one shots people so I'd bump it to str 6 since I imagine cog humans would be t3 and thus doubled out.

    Helmet: Bestows the wearer +1 toughness. I'd drop this

    Sniper goggles: -1 to all cover saves to the wearer's target.

    Ink grenades: Carried by kantus', they count as blight and frag grenades.
    Last edited by Gorgon; October 31st, 2009 at 00:31.

  4. #3
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    Ok, i'll finish with your pointers Gorgon.

  5. #4
    Junior Member Gorgon's Avatar
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    And since your Locust need enemies and I was bored I give you my take on the COG

    Codex: COG

    Snub Pistol- 18” Str3 AP5 Pistol
    COG models equipped with Boom Shields that move may only fire pistols in the following shooting phase.

    HQ:
    COG Commander- 70 Points

    WS:5 BS:4 S:4 T:4 W:3 I:4 A:2 LD:9 SV: 4+/5+

    Wargear: Lancer, Shotgun, Snub Pistol, Frag and Krak Grenades

    Special Rules: No Surrender!, Hold this Ground

    Options:
    Swap Lancer and/or Shotgun for:
    Hammerburst Rifle- Free
    Sniper Rifle- Free
    Torque Bow- 5 Points
    Boom Shot- 5 Points
    Scorcher- 5 Points
    Mulcher- 10 Points
    Mortar- 15 Points
    Boom Shield- 25 Points

    Swap Snub Pistol for:
    Boltok Pistol- Free
    Gorgon Pistol- 5 Points

    Ink Grenades- 5 Points

    No Surrender- COG Commander’s unit re-rolls failed leadership tests and his unit’s leadership may not be modified
    Hold this Ground- If COG Commander joins a Veteran Gears Unit that unit becomes Scoring

    -
    COG Political Officer- 45 Points

    WS:4 BS:4 S:3 T:3 W:2 I:4 A:1 LD:10 SV: 5+/5+

    Wargear: Snub Pistol, Frag and Krak Grenades

    Special Rules: Inspiration

    Options:
    Swap Snub Pistol for:
    Boltok Pistol- Free
    Gorgon Pistol- 5 Points

    Lancer- 3 Points
    Shotgun- 2 Points
    Ink Grenades- 5 Points

    Inspiration- COG units within 18” of COG Political Officer have their base leadership increased to 10
    ---

    Troops:

    Gears – 50 Points You may purchase up to 5 additional Gears for 10 Points each
    WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 LD:7 SV: 4+

    5 Gear Soldiers

    Wargear: Lancers, Shotguns, Frag and Krak Grenades

    Options:
    Gear Soldiers may swap Lancer and/or Shotgun for:
    Snub Pistol or Hammerburst Rifle- Free

    One Gear Soldier may swap Lancer or Shotgun for:
    Sniper Rifle- Free
    Scorcher- 5 Points
    Mulcher- 15 Points
    Mortar- 20 Points

    If the squad contains 10 Gear Soldiers another may swap Lancer or Shotgun for:
    Sniper Rifle- 5 Points
    Scorcher- 10 Points
    Mulcher- 15 Points
    Mortar- 20 Points

    Dedicated Transport: May Purchase APC
    ---
    Elites:
    Veteran Gears – 75 Points You may purchase up to 5 additional Veteran Gears for 15 Points each
    WS:4 BS:4 S:4 T:3 W:1 I:4 A:1 LD:8 SV: 4+

    5 Veteran Gear Soldiers

    Wargear: Lancer, Shotgun, Frag and Krak Grenades

    Options:
    Veteran Gear Soldiers may Swap Lancer and/or Shotgun for:
    Snub Pistol, Boltok Pistol, or Hammerburst Rifle- Free
    Gorgon Pistol- 5 Points

    One Veteran Gear Soldier may swap Lancer or Shotgun for:
    Sniper Rifle- Free
    Torque Bow- 10 Points
    Boom Shot- 10 Points
    Scorcher- 5 Points
    Mulcher- 15 Points
    Mortar- 20 Points
    Boom Shield- 20 Points

    If the squad contains 10 Veteran Gear Soldiers another may swap Lancer or Shotgun for:
    Sniper Rifle- Free
    Torque Bow- 10 Points
    Boom Shot- 10 Points
    Scorcher- 5 Points
    Mulcher- 15 Points
    Mortar- 20 Points
    Boom Shield- 20 Points

    The entire squad may purchase Ink Grenades for 15 Points


    Dedicated Transport: May Purchase APC or Drill Pod. One Veteran Gears Squad may purchase a Centaur.
    -
    Special Ops Gears- 60 Points
    WS:3 BS:5 S:3 T:3 W:1 I:3 A:1 LD:8 SV: 4+

    5 Gear Soldiers

    Wargear: Lancer, Shotgun, Frag and Krak Grenades

    Gear Soldiers may swap Lancer and/or Shotgun for:
    Snub Pistol, Boltok Pistol, or Hammerburst Rifle- Free
    Gorgon Pistol- 5 Points
    Sniper Rifle- 5 Points
    Torque Bow- 20 Points
    Boom Shield- 25 Points

    Dedicated Transport: May Purchas APC or Drill Pod.
    ---

    Fast Attack:

    King Raven- 100 Points
    BS:3 FA:12 SA:12 RA: 10

    Vehicle Type: Skimmer
    Armament- 3 Mulchers
    Transport Capacity- 10
    Fire Points- 2

    Special Rules: Deep Strike, Grav Chute Insertion (As Valkyrie)
    -
    King Raven Gunship- 150 Points
    BS: 3 FA: 13 SA: 13 RA: 10

    Vehicle Type: Skimmer
    Armament- 3 Mulchers, 2 Krak Missile Launchers (Str 8 AP3), and 2 Multiple Rocket Pods (As in IG Codex)

    Special Rules: Deep Strike
    ---

    Heavy Support:
    Heavy Weapon Gears- 75
    WS:3 BS:4 S:3 T:3 W:1 I:3 A:1 LD:7 SV: 4+

    5 Gears

    Wargear: Lancer, Shotgun, Frag and Krak Grenades

    Options:
    May Swap Lancer and/or Shotgun for:
    Snub Pistol or Boltok Pistol- Free
    Gorgon Pistol- 5 Points

    May swap Lancer for:
    Hammerburst Rifle- Free
    Mulcher- 10 Points
    Mortar- 15 Points

    Dedicated Transport: APC or Drill Pod
    -
    Centaur- 160 Points
    BS:3 FA: 14 SA: 12 RA: 12

    Armament: Centaur Cannon
    Transport Capacity- 5

    Centaur Cannon: Range 60” Str10 AP2 Heavy 1, Small Blast
    ---

    Dedicated Transports

    APC- 50 Points
    BS:4 FA:12 SA:11 RA:10

    Armament: Mulcher
    Transport Capacity- 10
    Fire Points: 2
    -
    Drill Pod- 35 Points
    FA: 11 SA: 11 RA: 11
    Functions like a Drop Pod


    Transport Capacity- 5
    Last edited by Gorgon; October 31st, 2009 at 02:03.

  6. #5
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    pretty good, but i think the king ravens only have two mulchers.

  7. #6
    Junior Member Gorgon's Avatar
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    They have a door gun on each side and one on the nose

  8. #7
    Son of LO
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    i really like this. haven't read through all of it. but where are the locust spells? i might ask a mate to try it out in a few months time with me.
    thanks
    antique_nova
    Superior stamina may win battles, but the ability to quickly recover wins wars.

  9. #8
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    Oh sorry,forgot the psychic powers. What do you mean by trying it out?

  10. #9
    Son of LO
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    trying the rules and codex rules for COG and locust swarm.
    Superior stamina may win battles, but the ability to quickly recover wins wars.

  11. #10
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    What would you use for locusts? (you could simply use marines for COGS). Anyway you have my permission to print the army rules out.
    Last edited by username1; October 31st, 2009 at 20:44.

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