Dof - Warhammer 40K Fantasy

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Thread: Dof

  1. #1
    Join Date
    Sep 2004
    Battlefield: Chopping some Orks :)
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    After an unsuccessful idea of creating a WH:FB army (Al-Ruks) I will try to create something that I am much more experienced with.

    The DoF is a mixture of both the Imperial Guards and Space Marines. The DoF are always ready and if any world is threatened by Heretics, Xenos or Aliens they will react as the second (the first ones are obviously the Imperial Guards). The DoF concentrates mostly on weakening or stopping the enemy untill reinforcements arrive. They use specialised equipment to destroy armoured vehicles, buildings and supplies. If the situation requiers they can be dropped down through "Vultures" (aerial transport). The members of the DoF are not "improved" in any way (unlike the Space Marines) but have access to much better equipment. The DoF has no HQ or planet of origin, they travel in small fleets and when they recieve a call for help they move out.

    The Armory:
    The DoF has much better equipment than the Imperial Guards but not as good as the Space Marines.

    DoF officer wargear list:
    CC weapon- 1 point
    Boltgun- 2 points
    Power Weapon- 10 points
    Power Fist- 15 points
    Plasma Pistol-15 points
    Krak+Frag Grenades- 3 points
    Bionics- 15 points
    "The Gun"- 1 point/ 2 points
    C4- Pistol- 1 point
    Radio*- 5 points
    Explosives*- 15 points
    Camo*- 15 points
    Master Crafted Weapon- 15 points
    Bolt Pistol- 1 point
    Plasma Gun- 25 points

    Ranged Weapons (only new weapons):
    Tornadoe Missile Launcher: Range: 48" Str: 5 Ap: 6 Type: Heavy 4 (Its Jammed&#33
    "The Gun" Range: 24 Str 4 AP: 6 Type: Rapid Fire
    C4- Pistol Range: 12 Str 4 AP:6 Type: Pistol
    "Heavy Gun" Range: 36 Str: 5 Ap: 6 Type: Heavy 3

    DoF Summary:
    Commander WS BS S T W I A Ld Sv
    Commander 4 5 3 3 3 4 3 10 4+
    Soldier 3 4 3 3 1 4 1 8 4+
    Recruit 3 3 3 3 1 4 1 8 5+
    Captain 4 4 3 3 2 4 2 9 4+
    Paratrooper 4 4 3 3 1 4 1 8 5+
    Recon 4 4 3 3 1 4 2 8 5+
    Sarge 3 4 3 3 1 4 1 9 4+

    Special Rules:

    Its Jammed!: If when rolling to hit when using the Tornadoe Launcher you roll a 1 it get completely jammed and useless. The model takes out his C-4 Pistol and uses it for the rest of the battle.

    Sir, yes Sir!: As long as the leader (captain or Commander) is alive everyone on the players side uses the leader's Ld value. But if the leader dies all the squads make an automatic Ld Test. If the succeed they continue on fighting. If they dont they start to Fall Back towards the closest table edge.

    ***To be Continued***

    The Night Bringers
    "May the Darkness Preserve us!"
    Win: 1
    Loose: 1
    Draw: 1

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  3. #2
    Join Date
    Nov 2004
    england, shropshire
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    wouldn't the witch hunters/daemonhunters/alien hunters be the first to respond? to respond to the heretics might expose them to corruption and therefore they may be executed by one of the ordos?
    <a href=' %20it%20cos%20he%20was%20so%20sneaky&#33;)' target='_blank'>;)</a>
    please use this hyperlink, it&#39;s not that sneaky but it&#39;s funny&#33;
    My e-mail is

  4. #3
    Senior Member Archaon's Avatar
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    Sep 2003
    England, Oxford
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    The Jammed rule for the Tornado launcher is a bit extreme. Perhaps have a look at the old assault cannon rules i think it was.

    Perhaps if you roll 2/3 1s you jam the launcher. With 4 dice its quite likely to get a 1
    Archaon's Top Tip for profiting from the End Time: Pillage before you burn

    When I say jump you don't ask me 'How high?' maggot! You jump!

  5. #4
    Senior Member
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    Jul 2004
    Cornwall, UK
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    Halfway between IG and SM, defend the faith?

    They&#39;re called the Sisters Of Battle&#33;

    Your ideas already been done.

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