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I really need help, I made some robo termies but I dont how i will make rules for it, I was thinking about lots of bionics but has any got better rules
how do your termies look ?
anything like Robocop by any chance.
i have often wondered why no race in 40k makes use of
battle robots ( use cant use the term droid as its copyrighted by lucasfilm )
i mean apart from the Tau's drones there are very few robot fighting machines.
i for one have painted up a very very old space marine dreadnought from a spacehulk game in the colouras of the E.D 209 from the first robocop film, it looks o.k.
i have never come up with rules, but i could help if you wanted ?
Just as an aside, back before the Horus Heresy, the forces of the Ad-Mech used robots, but they (ie: artificial intelligences in humanoid/self-contained bodies) were one of the many things that got banned and/or severely restricted during the Emperor's reign.
The only AIs the Imperium has any more are the ones in tanks, titans and spaceships (machine spirits).
Sorry, just felt like inserting some intereting background info =)
Good luck with your rules!
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Last updated 09/01/11
"Never before has another man made me want to go out and buy vasaline"~The Paint Monkey
"All I can remeber is Hazard stripes and -T's dusty brushes. ~danjones87
well they are epic knights (very old) and the fluff is they have brains of space marines that have been saved but badly wounded and can't be put in dreads
Are you making them using real rules or just making up a new unit? Here are some ideas for making up a new unit.
Lets see, for starters, give them feel no pain.
How about this:
Robotic Parts- Because of the extreme durability of the robotic terminators and their ability to keep functioning even with the loss of arms or non vital components, the robotic terminators may, before saving throws, allocate wounds to weapons or wargear that are incorporated into their body. On a roll of a 5+, the terminator suffers nothing, but if it fails, that weapon/wargear piece is destroyed and it may not use it or gain benefits from it for the rest of the game. You may not allocate wounds to terminator armor as this would simply destroy the robot. Robotic terminators may only have at maximum 2 pieces of wargear, not including terminator armor and may only allocate one wound per piece of wargear or weaponry.
You could tinker with the rules for it, but I based the principle on Colonel Schaefers bionics throw where it could disable his robotic arm. The problem you run into with bionics is if you have normal bionics it can lead to nothing really special, but if you have anything above that based on normal bionics, it could make them too strong, having to get through terminator armor and then special bionics.
Originally Posted by The Paint Monkey
i remember reading an old piece of fluff about robots and the imperium- wasnt there like a Terminator style rebellion of the robots back in the mists of terras history? during the rogue trader days there were models of imperial robots
anyway this isnt helping the thread much....
PLAN CLAN MAN!!
He who makes a beast of himself gets rid of the pain of being a man- S. Johnson
There is such a thing as the Legio Cybernetica. Though they aren't robots in the conventional sense, they're more like programmable machiniary pre-programmed by a tech-priest to perform limited battle functions. They can only shoot at what they're directly told to, so are in essense, an extension of the tech-preists own arsenal, and not really robots as they have no AI so to speak.
It may be exciting to try using them like a servitor retinue for a techmarine, but have to pass a leadership test to shoot at what you want them to. I'll give a basic entry:
Battle servitors squad:
Personnel: The squad consists of a Techmarine and 1-5 battle servitors.
Wargear: The techmarine follows the normal profile in codex space marines. Each battle servitor carries a storm bolter.
Character: The Techmarine may choose any wargear and weapons normally allowed in the armoury except for a space marine bike or jump pack. Two servitors in the squad may be upgraded to carry an assault cannon or heavy flamer for (half the normal points cost for termies, can't type it here.)
The profile for battle servitors is as follows:
WS: 2 BS: 2 S: 4 I: 1 W: Sv: 3+ 1 Ld - 25 Pts
The Techmarine must constantly re-programme the servitors with instructions and information, as the machines are incapable of independant action. A leadership test must be passed (using the techmarine's Ld value) in order to shoot. They also follow the slow and purposeful special rule.
Thats a quick idea, but could be fun.