Welcome to Librarium Online!
It is a commonly recorded phenomenon that the Game Designers have a cameo in a game they make. Why not in Warhammer 40000?
OK, I wasn't in the most sane of moods when I thought of this one, but hey.
The Game Designers are mere humans, as you would expect, and there are few of them and few of their footsoldiers. But they are to be feared, for they know the world intricately, and they know all the cheats. The power of the Hive Mind pales before the combined power of the Game Designers. They are (probably) the one thing REALLY stopping the 'Nids from pwning everything boringly.
Immune to Natural Law: What do you expect? Anyone with this rule may ignore all difficult and impassable terrain, but may not end their turn in impassable terrain.
Cheatbook: Anyone with a Cheatbook may reroll all failed Leadership, Morale, Pinning and Psychic tests.
Better Cheatbook: Anyone with a Better Cheatbook may choose whether or not to pass all Leadership, Morale, Pinning and Psychic tests without even rolling the dice.
Strategic Cowardice: May reroll all SUCCESSFUL morale checks.
And They Shall Know No Fear...: Oh come on, EVERYONE knows this one.
Truly Awe-Inspiring: A unit with this rule ignores all successful wounds on 4+ (like Feel no Pain but without any exceptions) and is immune to Instant Death.
Super: A ranged weapon with the Super trait auto-wounds and counts as AP 1 on a To Wound roll of 6, regardless of relative Toughness.
Ultimate True Grit: Any unit with Ultimate True Grit may use any weapon as a close combat weapon to get the +1 Attack for two hand weapons. For example, a Hardcore Hobbyist with a power weapon and a plasma gun would receive +1 Attack from using the plasma gun as a hand weapon. As with the normal True Grit, a unit that is using Ultimate True Grit to gain +1 Attack cannot claim the +1 Attack for charging. Ranged weapons that would count as close combat weapons anyway (pistols or the Vinyliser) do not invoke Ultimate True Grit.
Perils? What Perils?: All psykers in this list ignore all Perils of the Warp from all possible sources.
No Overheat Cheat: Weapons held by units from Codex: The Game Designers ignore the Gets Hot rules, for any and all purposes.
Stolen Units: You are restricted to 1 Stolen Unit for every 2 units taken from this list. All Stolen units take any and all upgrades from their parent list. You cannot use the Stolen Units slots to take a unit that has already left its parent list, so the Games Designers cannot steal Ork Looted Vehicles, Lost and the Damned Chaos Raptors (why they would want to I have no idea), Iron Warriors Basilisks, or anything similar.
Stolen Units ignore any and all conceivable restrictions that were placed on their presence in the old list, so for example you may have Stolen Arco-Flagellants without taking a Priest, and Stolen Daemonhosts may fight alongside Stolen Grey Knights (or even a Stolen Chaos Sorcerer if you really, really want!).
With the exception of Stolen HQ, Stolen Units always take up the slot they originally took in their parent Codex, even if an upgrade given to them would change this slot normally. For example, Chaos Space Marines Troops given the Mark of Nurgle still count as Troops even though they would normally be turned into Elites in a Chaos Space Marines army.
Kudos to anyone mad enough to rush a 6-strong unit of Stolen Tyranid Broodlord & retinue with attached Stolen Witch Hunters Priest and Stolen Imperial Commissar and led by a Stolen Emperor's Champion and all mounted in a Stolen Eldar Wave Serpent!
GW Regular - 70 points
WS BS S T W I A Ld Sv
_6 _6 3 3 2 7 4 10 -
Weapons: Super autopistol and close combat weapon.
Immune to Natural Law, Cheatbook, ATSKNF, Independent Character, Truly Awe-Inspiring
A GW Regular may purchase any number of Hobbyist psychic powers at 15 points each, and does not have to roll randomly for them like normal people (the +5 points for this right are included in the cost of him buying powers). He may also replace his close combat weapon with a power weapon for +10 points or a Paintbrush for +8 points. He may take a GW Honour Guard as mentioned in the Extras section.
GW Employee - 250 points
WS BS S T W _I A Ld Sv
10 10 3 3 4 10 5 10 -
Weapons: Super autopistol and power weapon.
Immune to Natural Law, Cheatbook, ATSKNF, Independent Character, Truly Awe-Inspiring, Ultimate True Grit
A GW Employee may purchase two GW Employee psychic powers and three Hobbyist psychic powers, may upgrade his Cheatbook to a Better Cheatbook for +10 points, may upgrade his power weapon to a Tank Brush for +20 points, and may upgrade his super autopistol to a plasma gun at +10 points or a Vinyliser at +15 points. One GW Employee in your army may upgrade his power weapon to a Force Brush for +50 points.
A GW Employee may be mounted on a Crap Bike for +10 points. He counts as moving on a Bike for all purposes except terrain (as Dangerous Terrain is cancelled by Immune to Natural Law) but receives no other benefits (not even the usual +1 Toughness). He may use a GW Employee psychic power even if he turbo-charges. If not mounted on a Crap Bike he may take an Honour Guard as mentioned in the Extras section.
GW Employees have greater access to Stolen Units than any other being. The 0-X restrictions on Stolen Elites, Stolen Troops, Stolen Fast Attack and Stolen Heavy Support are removed but the ratio of 1 Stolen to 2 Games Designers stays in place. In addition 0-1 Stolen HQ is unlocked (see Extras).
0-1 Stolen Elites
May take any Elites choice from any other Codex. Yes, even non-official ones, like Armoured Company or Harlequins.
Hardcore Hobbyists - 60 points
WS BS S T W I A Ld Sv
_7 _6 3 3 2 7 3 _9 -
Weapons: Super autopistol, power weapon
Immune to Natural Law, Cheatbook, Truly Awe-Inspiring, Ultimate True Grit
You may take 1-3 as a single Elites choice, they work a bit like Daemonhosts. Hardcore Hobbyists may upgrade their pistol to a meltagun for +10 points, a plasma gun for +15 points or a Vinyliser for +20 points, and may upgrade their power weapon to a Tank Brush for +10 points.
Hardcore Hobbyists may use their Teleport power in deployment to arrive on the first turn. At the beginning of every turn roll a D6 on this table, and the Hardcore Hobbyist automatically uses the power you roll without needing to pass a Psychic test, before the Movement Phase begins:
1-2) Teleport: The Hardcore Hobbyist instantly disappears and Deep Strikes somewhere else. They may move, shoot and assault the same turn they Teleport.
3-4) Drink Nice, Hot Tea/Coffee: The Hardcore Hobbyist automatically recovers any lost Wounds.
5-6) Storm of Sheer Awesomeness: Place the large blast template on the Hardcore Hobbyist. Every enemy model even partially under it suffers a Wound on 2+ with normal saves allowed.
In addition to these every Hardcore Hobbyist receives a Hobbyist psychic power for free.
0-1 Gork's Warpath - 60 points per Step
You may purchase up to 6 Steps as Gork is likely to get bored after that long walking on the enemy. Gork's Warpath starts the game in Reserve, and all Reserve rolls to summon it are at -1. When it arrives, choose as many enemy units and/or vehicles as you bought Steps, and place the Blast template on every enemy unit you chose. Anything covered even partially by the template suffers a Strength 10 AP 1 hit as Gork steps on them. Vehicles take the hit against their lowest armour value. Any unit that takes casualties from Gork's Warpath must pass a Morale checkh or Fall Back as per the usual rules.
0-2 Stolen Troops
May take any 2 Troops choices from any other Codex. Yes, even non-official ones.
1+ Hobbyists - 25 points each
WS BS S T W I A Ld Sv
_6 _6 3 3 1 6 3 _8 -
ATSKNF, Feel no Pain, Leader has Cheatbook
Weapons: Super autoguns. Each squad member may replace their super autogun with a super bolter at +1 point or a plasma gun at +10 points - you are NOT obliged to pay for the whole squad to receive the same weapon.Squad leader may replace super autogun with super autopistol and CCW for free, super autopistol and Paintbrush for +8 points or super autopistol and power weapon for +10 points. One squad member other than the squad leader may carry a Vinyliser for +15 points.
Unit size 3-5. Squad leader is a psyker and may purchase up to two Hobbyist psychic powers.
LOTR Players - 9 points each
WS BS S T W I A Ld Sv
_4 _3 3 3 1 4 1 _6 -
Weapons: Swords (count as heavy close combat weapons) and longbows (Range 24" Str 3 AP - Heavy 2, Super)
Unit size 5-30. Horde troopers á la IG.
0-1 Stolen Fast Attack
May take any Fast Attack choice from any other Codex
0-1 Unsupervised Game Store Kids - 50 points each
WS BS S T W _I A Ld Sv
_5 _0 3 3 1 10 4 _0 -
Fearless, Feel no Pain
Must move 12+D6" towards an enemy model of your choice every turn, counts as charging if they slam into an enemy unit as they do so.
Unsupervised Game Store Kids always hit on 3+ and wound on 4+ regardless of enemy Toughness or Weapon Skill.
An Unsupervised Game Store Kid may be mounted on a Crap Bike at +10 points. They count as being on a bike for Dangerous Terrain purposes, and must move 18+D6" every turn instead of 12+D6". They never count as turbo-charging. Ever.
You may take 3 of these brats as a single Fast Attack choice. They deploy independently of one another.
Fast Attack Hobbyists
Identical to normal Hobbyists in capabilities. MUST either be mounted in a Car at +20 points or given the ability to Deep Strike at +2 points per model; with this ability they can Deep Strike on the turn of your choosing even if the scenario chosen does not normally allow Deep Striking.
0-1 Stolen Heavy Support
May take any Heavy Support choice from any other Codex, except for the Ork Looted Vehicle choice.
Golden Demon Winner - 140 points
WS BS S T W I A Ld Sv
_8 _7 3 3 4 8 4 10 -
Weapons: Super autopistol and close combat weapon.
ATSKNF, Immune to Natural Law, Independent Character, Truly Awe-Inspiring, Ultimate True Grit
A Golden Demon Winner may purchase two Golden Demon Winner psychic powers and any number of Hobbyist psychic powers, and may upgrade his Cheatbook to a Better Cheatbook for +15 points. He may also replace his close combat weapon with a power weapon at +20 points, a Power Fist at +15 points ((because he sacrifices his I8...)), a Paintbrush at +5 points or a Tank Brush at +30 points. He may replace his autopistol with a super flamer at +6 points, a plasma gun or meltagun at +10 points, an autocannon, missile launcher or Vinyliser at +20 points, or a plasma cannon or railgun at +30 points.
A Golden Demon Winner may be mounted on a Crap Bike for +10 points. He counts as moving on a Bike for all purposes except terrain (as Dangerous Terrain is cancelled by Immune to Natural Law) but receives no other benefits (not even the usual +1 Toughness).
A Golden Demon Winner must remain stationary to use his powers. You can't do a good paint job while moving!
Space Marine Statues - 35 points
WS BS S T W I A Ld Sv
_4 _4 4 4 2 1 1 10 3+
Weapons: Bolters (NOT Super bolters), close combat weapons, meltabombs
Fearless, Slow and Purposeful, Truly Awe-Inspiring, Ultimate True Grit
Up to two Space Marine Statues may replace their bolter with a flamer at +5 points, a heavy flamer at +10 points, a meltagun or plasma gun at +15 points or a multi-melta at +20 points.
The squad may be mounted in a Rhino at +50 points. If the squad numbers 6 or fewer models then it may be mounted in a Razorback at +70 points or a Car at +20 points.
Unit size 3-10 statues. A Rhino or Razorback taken as their transport option follows the rules for Stolen Units except that it does not towards the 1:2 ratio of stolen units to Games Designers units.
If both Space Marine Statues and Stolen Space Marines appear in your list, then please, try to paint the Space Marines a different colour to the Statues so they can be told apart.
Any choices listed here DO NOT take up slots in the Force Organisation Chart.
GW Honour Guard - 35 points each
WS BS S T W I A Ld Sv
_6 _6 3 3 1 6 3 _8 -
Fearless, Feel no Pain, Ultimate True Grit
Weapons: Super bolters and Paintbrushes
Unit size 1-11. Taken alongside a GW Employee or GW Regular as mentioned above. Depending on unit size, the squad and Independent Character may be mounted in a Car at +20 points, a Stolen Wartrukk at +30 points, a Stolen Rhino or Stolen Chaos Rhino at +50 points, or a Stolen Chimera at +70 points. Stolen transports follow the Stolen Unit rules but do not count towards the 1:2 Stolen to Games Designers ratio.
Car - 20 points
Fast. AV 8 all sides. No weapons. May transport up to 6 models.
May be upgraded to a Convertible for free. Convertibles count as open-topped.
May be upgraded to be 4WD for +10 points. A 4WD Car ignores Dangerous Terrain as The Game Designers make 4WD even better than it is in real life. A Car may not be both 4WD and a Convertible.
May be upgraded with the Cheatspawn Smoke ability for +5 points. The car is constantly popping smoke and so all penetrating hits are automaticaly downgraded to glancing hits.
As explained above, may be given to a GW Honour Guard, Fast Attack Hobbyists, or Space Marine Statues.
0-1 Stolen HQ
May take any HQ choice from any other Codex as per the Stolen Unit rules. The Stolen HQ deploys after Elites but before real HQ units, and does not take a slot on the FOC. It is a dark day indeed that GW has to use another army's leader so you may only have a Stolen HQ if at least one GW Employee is present. If stealing a Greater Daemon, remember ONLY Chaos Space Marine Aspiring Champions may be Daemonvessels.
0-X Stolen Advisors
All Advisors options or similar in all other armies are available to the Games Designers, in the same numbers as they were in their original army. That means 0-5 Priests, 0-5 Commissars, 0-5 Sanctioned Psykers etc etc. Advisors must be attached to Games Designers units of your choice. Each bunch of Advisors all together count towards the 1:2 Stolen to Games Designers ratio, so all the Commissars together count as one Stolen Unit for this purpose, all the Stolen Imperial Priests another, all the Stolen Witch Hunters Priests yet another, etc etc.
0-1 Stolen Emperor's Champion
You know the drill. This is only here because there's only one unit I can think of that doesn't take up a FOC slot and isn't an Advisor and he's the Emperor's Champion. Note that whatever the Black Templars Codex may say you are NOT obliged to take a Stolen Emperor's Champion under any circumstances. Stolen Emperor's Champions cannot take Vows as there's a good chance that there won't be any other Black Templars on the battlefield.
GW Employee psychic powers:
Break Unit +25 points
Cast on a friendly unit within 24". Roll 1D6 on this table to decide what bonus your friendly unit gets:
1) +1 Strength
2) +1 Toughness
3) +1 WS
4) +1 BS
5) +1 I
6) +1 Attack
Any bonuses from Break Unit last until the beginning of the Game Designers player's next turn. You cannot cast Break Unit or Really Break Unit more than once on the same unit per turn.
Really Break Unit +35 points
Cast on a friendly unit within 24". Roll 2D6 on the Break Unit table. Doubles are cumulative so a double 3 would result in +2 WS. The unit that it's cast on must pass a Leadership test or officially count as BROKEN, and therefore lose 1 member to make things fairer. If this takes out the last member of the squad, then that's just the price you pay for breaking units.
Any bonuses from Really Break Unit last until the beginning of the Game Designers player's next turn. You cannot cast Break Unit or Really Break Unit more than once on the same unit per turn.
Weaken Unit +30 points
Cast on an enemy unit within 24". Does not work on vehicles. Roll 1D6 on this table to decide what penalty the enemy gets:
1) -1 Strength
2) -1 Toughness
3) -1 WS
4) -1 I
5) -3 Ld
6) Must reroll all rolls of 6 to hit
Any bonuses from Weaken Unit last until the beginning of the Game Designers player's next turn. You cannot cast Weaken Unit more than once on any enemy unit in the same turn.
Increase Price +60 points
Increase Price is a Shooting attack with the following profile:
Range 18" Str 10 AP 1 Heavy D6
Vehicles penetrated by Increase Price count "Vehicle explodes!" as "Vehicle destroyed!" because a vehicle won't explode from having been too expensive to ever bother buying in the first place.
Golden Demon Winner psychic powers:
Touch Up Paint +35 points
Cast on any unit within 18" (even enemies if you really want to!). Every weapon that unit carries counts as Master-crafted for the duration of the turn Touch Up Paint is cast.
Graffiti +30 points
Cast on any enemy unit within 12". The enemy unit takes D6 automatic wounds with no saves of any kind possible and falls back as if they failed a Morale check, regrouping automatically even if there's a good reason why they couldn't possibly regroup (enemy within 6", below half strength, you know the drill)
Hard-Wearing Paint +20 points
Cast in the Movement phase on any friendly unit within 24". That unit may now move 12" and assault 12" for that turn only, confident that their paint will withstand the strain.
Edit Out, Repaint Elsewhere +50 points
Cast on any enemy or friendly unit that can draw LOS to the Golden Demon Winner even if they are in close combat. The unit is removed from the table. If it left close combat and there are no other friendly units in that combat then the remaining combatants may consolidate as if they'd scored a Massacre. After any consolidation move is resolved, the unit that disappeared instantly Deep Strikes elsewhere. If they are enemy units then they merely count as moving even if they remain stationary on the opponent's next turn. This power cannot be cast on the Golden Demon Winner himself. You cannot cast Edit Out, Repaint Elsewhere more than once per turn on a single unit.
Hobbyist psychic powers:
These powers don't work like normal ones - you pay 10 points for each one (15 for GW Regulars, 20 for GW Employees and Golden Demon Winners) and must roll D6 on the following table to see what power you receive. You may pay an additional +5 points (+10 for GW Employees and Golden Demon Winners) to choose a power instead of rolling randomly. Duplicate powers are rerolled.
1: Red Fire - Flames stolen from the Lore of Tzeentch engulf the enemy This is a Shooting attack with the following properties:
Range 30" Str D3+2 AP 1 Assault D3
Roll for Strength & number of shots separately each turn,
2: Loaded Dice - Cast on the entire battlefield. For every successful casting of Loaded Dice you may reroll one dice roll of your choice on the turn it is cast. Successful castings do not stack up over successive turns - you cannot build up Loaded Dice over the game.
3: Create Banana Skins - If successful, enemies who wish to charge the caster's unit must take a Difficult Terrain test on one less D6 than usual (so usually only 1D6)
4: Excruciating Aggravation - The Hobbyist releases the pent-up annoyance caused by Unsupervised Game Store Kids on an enemy. This is a Shooting attack with the following properties:
Range 12" Str 5 AP - Assault 2D6
5: Haywire - Causes an enemy vehicle to become just that. Pick an enemy vehicle within 12" and roll D3+2 on the Glancing Hits table to see what happens to it.
6: Run for it! - Cast on a friendly unit within 12" (including the caster's unit). That unit instantly moves TWICE its normal Movement distance in any direction and counts as charging in the Assault phase if it slams into an enemy as a result. This does mean that a GW Employee mounted on a Crap Bike who gets Run for it! cast on him can turbo-charge 48". Models who have moved due to Run for it! cannot then shoot or cast Psychic powers in the same turn.
Paintbrush - Normally carried into battle only by the most honoured, these are used to make an enemy's paint job so crap that they are not tabletop quality. Paintbrushes always wound on a 3+ regardless of enemy Toughness. Normal saves are allowed against a Paintbrush.
Tank Brush - The feared signature weapon of the Game Designers. Carried only by the truly honoured, it can even undo the paint of a tank (hence the name!). It is a Paintbrush that ignores Armour saves. Against all Vehicles, Bunkers, and anything else with an Armour value, every hit a Tank Brush scores glances automatically.
0-1 Force Brush - The ultimate weapon, the Force Brush is sacred to the Game Designers. Only a GW Employee may carry it. It is a master-crafted Tank Brush that ignores all Armour and Invulnerable saves and functions as a force weapon.
Vinyliser - A back-mounted tank of long range spray paint used for similar purposes to the Paintbrush. The Vinyliser is an Assault 1 AP - Template weapon. Everything caught in the spray is wounded on a 2+ though normal saves are allowed. A vehicle hit by a Vinyliser takes one automatic glancing hit, which is not doubled by the Vulnerable to Blasts rule. Due to special attachments and the sheer pigheadedness of the Game Desginers the Vinyliser may be used as an additional close combat weapon, so a Golden Demon Winner with a Vinyliser and Tank Brush gets +1 Attack.
Super Autogun: Range 24" Str 3 AP - Rapid fire, Super
Super Autopistol: Range 12" Str 3 AP - Pistol, Super
Super Bolter: Range 24" Str 4 AP 5 Rapid fire, Super
Super Flamer: Template Str 4 AP 5 Assault 1, Super
Si "the Slayer" - 300 points
WS BS S T W I A Ld Sv
_7 _2 6 6 5 7 5 10 3+
weapons: Twin-linked chainaxes, Ygethmor's head, Wulfen talisman
Based on a game he and Raptor 4000 had during Medusa V, Si's Wolf Lord "killed" Ygethmor. He now uses Ygethmor's head as a toilet wipe, and can throw it as if it were a grenade. All enemy models suffer a -1 to all To Hit rolls in close combat on the turn that Si charges them.
Twin linked chainaxe:
A pair of colossal chainaxes that re-roll missies in close combat. They are really heavy close combat weapons so enemy units suffer a -2 to all Armour save rolls when being attacked with them.
Well he does keep a army of the snarling beasties! Once per game, at the end of his own Movement phase, Si may summon D6 13th Company Wulfen at any point within 6" of him. This obeys all rules for deep striking, except that the Wulfen are not killed if they enters terrain or an enemy unit. Should the Wulfen collide with an enemy unit an assault will occur in the ensuing Assault phase, and the Wulfen count as charging.
Rage: Si has some temper problems. Every turn, at the beginning of the Movement phase (before summoning Wulfen) Si must roll a D6; on a 1 or 2 he must immediately move 6+D6" towards the nearest enemy unit. He must charge this unit if possible.
Heh, as a joke codex, its fairly entertaining.
Hobbyists shouldn't get "Immune," they're basic troops, and we don't have the awesome powers of the GW employee.
Neither should the "Little Kid"
Still, entertaining, see if you can find a game to try this out. It's INCREDIBLY unbalanced, but should be fun as hell.
LOTR players?swords by any chance?throw in some animated space marine models (GW HQ has several life sized space marine statues) and it could be fun!
What a great idea you have here:w00t:
This is one of the funniest things i have ever seen. May i give you a Special character idea?
Weapons: Sword of Heironymo (Has it hanging above his fireplace), bolt pistol , Stainless straight silver
Stainless straight silver - Apart from never rusting this warkinfe can cut through the densest foliage with ease. Dan Abnett and any unit he joins may ignore all difficult terrain.
Super camo cloak - Where do you think he got the idea from? Dan Abnett has the original camo cloak and it is unsurpassed in its ability to conceal the human form. Any cover save is upgraded to a 2+
Good for business - Dan Abnett's books are great for business and games workshop will do anything for Dan Abnett. Any Hobbyists within 12" will gain 1+ attack.
Do you want to live forever? - Evadently Dan Abnett doesn't! He always leads from the front
right at the heart of the battle and expects no less from the men around him. Any unit falling back within 12" from Dan Abnett will take D6 bolter hits and then rally if there are any
poor souls left.
"Hey sarge, this lasgun is heavy. I wish we had something lighter."
FF7: ABOUT RANDOM BATTLES
Nice special character idea, but Dan Abnett would just HAVE to have at least one GW Employee psychic power, and probably the Better Cheatbook. He's a famous GW employee after all.
Staff members as Special Characters makes sense but GW themselves could be breathing down my back if I approved them completely.
another special charecter idea,this one on one of the little guys of games workshop-the people who man the tills!
Si "the slayer"
weapons: twin linked chainaxe,power armour,ygethmor's head,wulfen talisman
Ygethmor's head: based on a game he and i had during medusa V,si's wolf lord "killed" ygethmor.he now uses it as a toilet wipe.he can throw this disgusting projectile as if it were a blight grenade with the following profile:
range: as blight grenade
Rules: "it smells,it smells!"-any unit (friend or foe!) within 6" of splash point must make a morale test.if passed,the unit is pinned.if failed,they fall back 3D6".si is immune to this effect.
Twin linked chainaxe: a pair of colossal chainaxes,they re-roll missies in close combat.
Wulfen Talisman: well he does keep a army of the snarling beasties!he may summon 1 wulfen at any point within 6" of him.this obeys all rules for deep striking,exept that the wulfen is not killed if it enters terrain or a enemy unit (should a collision with a enemy unit occour,a close combat is initiated!).one use per battle.
Rage: as khrone bezerkers!