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Discussion Starter · #1 ·
Alright guys, I have created (after too many hours of pointless deliberation) a Warhammer 40k style Halo equivalent. This idea is not new, is not original, is not solely my creation, nor will it be the last of its kind; however I hope that my version will be both concurrently exciting, and unique. I originally thought to create Halo armies to battle using 40k rules off of a now 4 year old thread, and several months later am proud to announce mine to the public.
My HaloHammer as I have come to call it is a hybrid version of Warhammer. Firstly, most importantly, and hopefully obviously is the fact that the points costs of HaloHammer units do not correlate in any fashion with Warhammer 40k points costs. I felt it easier to create an entirely different set of points values to go with stat lines that would not have to be carefully evaluated and remanufactured to abide by known point sets. As such I was able to create more freely a unique system of points. Secondly, armour saves written as, for example 4+/6+, represent an armour value and a shield value, which stack like the ward saves of Warhammer, and not the invulnerable saves of Warhammer 40k. Third, grenades are very different in HaloHammer than in Warhammer 40k. The 4 types of grenades all have a 12 inch range, and are thrown in the shooting phase rather than shooting the main weapon to reflect Halo play style.
I hope you find my HaloHammer to be both widely flexible in army design and well balanced in game play. I obviously need everyone who is willing to test this game out, to give me feedback good bad or indifferent in the chance that I can alter, or abolish rules and statistics. I will try to be as open as possible, and attempt to respond to questions or comments you may have as often as I can spare.
I originally meant to play test this with a group of friends before sending this out, but unfortunately have been unable to do so, and after 2 months I decided it was time to go ahead and send it out here for ya’ll.
Thank you very much and good luck.


First the 4 armies:
Humans HUMANS
Elites Grunts and Hunters HERETICS
Brutes Jackals and Drones COVENANT
Flood FLOOD

Master Statlines at the end: including derivation and breakdown of points costs

HUMAN
HQ:
Commander points: 50
ws bs s t w I a ld sv
Commander 3 4 3 4 2 4 3 10 3+
Equipment: Magnum, Frag Grenades
May purchase: Assault Rifle for 2 points, Battle Rifle for 4 points, Shotgun for 4 points, or dual SMGs for 1 point to replace Magnum
ELITE:
Spartans points: 345
ws bs s t w I a ld sv
Spartan 4 5 4 4 1 5 2 10 3+/4+
Equipment: 5 Spartan soldiers relentless special rule
Battle Rifle, Frag Grenades, one Spartan may take the Spartan Laser for 13 points
Spec Ops points: 240
ws bs s t w I a ld sv
Spec Ops 3 4 3 3 1 3 2 9 5+
Equipment: squad of 8 Spec ops Marines with shotguns
May purchase: Frag Grenades for 5 points each, may replace Shotgun with dual SMGs at no additional cost, may purchase Scouts special rule for 20 points
TROOPS:
Marines points: 190
ws bs s t w I a ld sv
Marine 3 3 3 3 1 3 1 7 4+
Sergeant 3 3 3 3 1 3 2 8 4+
Equipment: 10 man squad of marines with assault rifles
May purchase: one member of the squad may either have a Sniper Rifle or a Rocket Launcher for 10 points, may purchase 5 additional Marines for 95 points, one additional member may take a Sniper Rifle or Rocket Launcher for 5 points, one member may be upgraded to Sergeant with Frag Grenades for 10 points
FAST ATTACK:
Warthog points: 80
F S R BS
Warthog 11 11 11 3 chain gun or recoil cannon
Equipment: 1 Warthog driven by a Sergeant with a Marine passenger using a magnum and a Marine gunner firing a Chain Gun.
May purchase: a Recoil Cannon for 6 points in place of the Chain Gun, passenger may purchase either the Assault Rifle for 2 points, Battle Rifle for 4 points, Shotgun for 4 points, or dual SMG for 1 point in place of the magnum.
Mongoose points: 105
ws bs s t w I a ld sv
Marine 3 3 3 3(4) 1 3 1 7 4+
Sergeant 3 3 3 3(4) 1 3 2 8 4+
Equipment: squad of three Mongoose 1 driven by a Sergeant 2 driven by Marines with assault rifle Marine passengers
May purchase: 1 Mongoose may take a Rocket Launcher for 10pts
Hell Jumper Marines points: 220
ws bs s t w I a ld sv
Marine 3 3 3 3 1 3 1 7 4+
Sergeant 3 3 3 3 1 3 2 8 4+
Equipment: squad of 10 Marines with Assault Rifles
May purchase: Frag Grenades for 50 points and a Sergeant with Frag Grenades for 10 points
HEAVY SUPPORT
Scorpion Tank points: 200
F S R BS
Scorpion 13 13 13 3 50 cal turret 90mm cannon
ws bs s t w I a ld sv
Marine 3 3 3 3 1 3 1 7 4+
Equipment: 90mm cannon and 50 cal turret driven by a sergeant
May purchase: up to four Marine passengers for 12 points each
Passengers may have either an Assault Rifle for 7 points each, Battle Rifle for 9 points each, Shotgun for 9 points each, Sniper for 16 points each, Rocket Launcher for 17 points each or SMG for 3 points each
Due to the exposed nature of the passengers, any damage done to the Scorpion tank will also be dealt to a passenger
Devastators points: 120
ws bs s t w I a ld sv
Devestators 3 3 3 4 1 3 1 8 4+
Equipment: squad of 6 Devestators with assault rifles
Up to three Devastators may have either a Chain Gun for 10 points each, Rocket Pod for 19 points each or Recoil Cannon for 16 points each
May purchase Tank Hunter for 20 points

Assault Rifle 24’’ 4 5 rapid fire
Battle Rifle 30’’ 5 5 rapid fire
Magnum 12’’ 4 5 assault 1
Shotgun 18’’ 5 4 assault 1
SMG 18’’ 3 6 assault 3
Rocket Launcher 48’’ 8 4 heavy 1 blast
Sniper Rifle 48’’ 5 3 heavy 1
Spartan Laser 36’’ 9 1 heavy 1 gets hot
90mm cannon 12-72’’ 10 2 heavy blast 1 within 12’’ problems
50 cal turret 24'' 6 4 heavy 4
Chain gun 24’’ 5 4 heavy 3
Rocket Pod 48'' 8 3 heavy 1
Recoil cannon 36" 7 3 Heavy 2
Statlines: ws bs s t w I a ld sv
Marine 3 3 3 3 1 3 1 7 4+
Sergeant 3 3 3 3 1 3 2 8 4+
Spec Ops 3 4 3 3 1 3 2 9 5+
Devestators 3 3 3 4 1 3 1 8 4+
Commander 3 4 3 4 2 4 3 10 3+
Spartan 4 5 4 4 1 5 2 10 3+/4+ relentless
Fragmentation grenades-12’’ blast S5 AP5 6 plus d6 against vehicles
F S R BS
Warthog 11 11 11 3 chain gun or recoil cannon
Mongoose plus one to toughness
Scorpion 13 13 13 3 50 cal turret 90mm cannon



















HERETICS
HQ:
Zealot Elite points: 135
ws bs s t w I a ld sv
Elite Zealot 7 6 5 5 3 6 4 10 2+/3+
Equipment: Energy Sword, Plasma Rifle, Plasma Grenades, Preferred Enemy, Acute Senses
Ultra Elite points: 100
ws bs s t w I a ld sv
Elite Ultra 6 5 4 4 2 5 3 10 2+/4+
Equipment: Energy Sword, Plasma Rifle, Plasma Grenades, Preferred Enemy, Acute Senses
Elite:
Special Operations Squad points: 255
ws bs s t w I a ld sv
Elite Stealth 5 5 4 4 1 5 3 9 4+/6+
Grunt Stealth 3 3 3 3 1 3 2 6 6+/6+
Equipment: 3 Stealth Elites with Energy Swords, 3 Stealth Grunts with Needlers.
Night Fight rules for targeting, Stealth, Scouts,
Squad may purchase : Preferred Enemy for 20 points, Infiltrate for 25 points
Rangers points: 216
ws bs s t w I a ld sv
Elite Minor 4 4 4 4 1 4 2 8 3+/5+
Elite Major 5 5 4 4 1 4 2 9 3+/4+
Equipment: 4 Elite Minors with Carbines
Squad may purchase: 1 Elite Major with Carbine for 64 points, Acute Senses for 10 points, Move Through Cover for 10 points
Troop:
Assault Squad points: 132
ws bs s t w I a ld sv
Elite Minor 4 4 4 4 1 4 2 8 3+/5+
Elite Major 5 5 4 4 1 4 2 9 3+/4+
Grunt Minor 2 2 3 3 1 2 1 5 6+
Grunt Major 3 3 3 3 1 2 1 6 5+
Equipment: 1 Minor Elite with Plasma Rifle, 6 Minor Grunts with Needlers.
Squad may purchase: 1 Elite Major with Plasma Rifle for 64 points, 4 Grunt Majors with Needlers for 60 points, 6 Minor Grunts may dual wield for 30 points, 4 Major Grunts may dual wield for 20 points, Elite Minor may dual wield for 9 points, Elite Major may dual wield for 9 points, Elites may purchase Plasma Grenades for 5 points each
Support Squad points: 144
ws bs s t w I a ld sv
Elite Minor 4 4 4 4 1 4 2 8 3+/5+
Elite Major 5 5 4 4 1 4 2 9 3+/4+
Grunt Minor 2 2 3 3 1 2 1 5 6+
Grunt Major 3 3 3 3 1 2 1 6 5+
Equipment: 1 Minor Elite with Plasma Rifle, 6 Minor Grunts with Plasma Pistols
Squad may purchase: 1 Elite Major with Plasma Rifle for 64 points, 4 Grunt Majors with Plasma Pistols for 68 points, 6 Minor Grunts may dual wield for 42 points, 4 Major Grunts may dual wield for 28 points, Elite Minor may dual wield for 9 points, Elite Major may dual wield for 9 points, Elites may purchase Plasma Grenades for 5 points each
Fast Attack:
Ghost Squadron points: 180
F S R BS
Ghost 11 10 10 5 grav, fast, turbo boosters, plasma turret
Equipment: 3 Ghosts driven by Elite Majors
Specter points: 80
F S R BS
Specter 10 10 10 5 grav, turbo boosters, plasma turret
Equipment: 1 Spectre driven by an Elite Major
May purchase: 2 passenger Elite Minors may purchase Needlers for 10 points, dual wielding Needlers for 20 points, Plasma Pistols for 14 points, dual wielding Plasma Pistols for 28 points, Plasma Rifles for 18 points, dual wielding Plasma Rifles for 36 points, or Carbines for 18 points
Heavy Support:
Hunters points: 262
ws bs s t w I a ld sv
Hunters 4 3 10 7 3 2 1 9 2+
Equipment: 2 Hunters with Fuel Rod Cannons
Wraith points: 240
F S R BS
Wraith 14 13 12 5 grav turbo boosters plasma turret plasma mortar
Equipment: 1 Wraith tank driven by an Elite Major

Statlines: ws bs s t w I a ld sv
Elite Minor 4 4 4 4 1 4 2 8 3+/5+
Elite Major 5 5 4 4 1 4 2 9 3+/4+
Elite Ultra 6 5 4 4 2 5 3 10 2+/4+
Elite Stealth 5 5 4 4 1 5 3 9 4+/6+
Elite Zealot 7 6 5 5 3 6 4 10 2+/3+
Hunters 4 3 10 7 3 2 1 9 2+
Grunt Minor 2 2 3 3 1 2 1 5 6+
Grunt Major 3 3 3 3 1 2 1 6 5+
Grunt Stealth 3 3 3 3 1 3 2 6 6+/6+
F S R BS
Ghost 11 10 10 5 grav fast turbo boosters plasma turret
Specter 10 10 10 5 grav turbo boosters plasma turret
Wraith 14 13 12 5 grav turbo boosters plasma turret plasma mortar Range S AP Type
Needler 18’’ 3 5 Assault 3
Plasma Pistol 24’’ 4 5 Rapid Fire/ 24’’ 6 5 heavy 1
Fuel Rod Cannon 48’’ 7 4 Heavy 1 blast
Plasma Rifle 24’’ 4 4 Assault 3
Carbine 36’’ 5 5 Rapid Fire
Plasma Turret 24’’ 4 5 Assault 4
Plasma Mortar 60’’ 9 4 Ordinance 1
Energy Sword- power weapon leaping


















COVENANT
HQ:
Brute Chieftain points: 130
ws bs s t w I a ld sv
Brute Chieftain 6 5 5 6 3 5 4 9 2+/5+
Equipment: Gravity Hammer, Spike Grenades, Incendiary Grenades, Brute Shot, Counter-Attack,
ELITES:
Brute Thunderers points: 290
ws bs s t w I a ld sv
Brute Ultra 5 4 4 5 3 4 3 8 3+/6+
Equipment: 3 Brute Ultras with Gravity Hammer, Spike and Incendiary Grenades, Mauler and Furious Charge
Jackal Snipers points: 75
ws bs s t w I a ld sv
Jackal Sniper 2 4 3 2 1 1 1 6 6+
Equipment: 3 Jackal Snipers with Beam Rifles
TROOPS:
Brute Force points: 194
ws bs s t w I a ld sv
Brute Minor 4 3 4 5 2 3 2 7 3+
Brute Major 5 4 4 5 2 3 2 8 3+
Jackal 2 3 3 2 1 1 1 7 6+/3+
Equipment: 2 Brute Minors with Brute Shot, 4 Jackals with Plasma Pistols
Squad may purchase: 1 Brute Major with Brute Shot for 64 points, 2 additional Jackals with Plasma Pistols for 38 points, Brutes may purchase Spikey Grenades for 5 points each, Brutes may purchase Incendiary Grenades for 5 points each
Brute Strength points: 200
ws bs s t w I a ld sv
Brute Minor 4 3 4 5 2 3 2 7 3+
Brute Major 5 4 4 5 2 3 2 8 3+
Jackal 2 3 3 2 1 1 1 7 6+/3+
Equipment: 3 Brute Minors with Brute Spikers, and 2 Jackals with Plasma Pistols
Squad may purchase: 1 Brute Major with Brute Mauler for 60 points, 4 Jackals with Plasma Pistols for 76 points, Brutes may purchase Spikey Grenades for 5 points each, Brutes may purchase Incendiary Grenades for 5 points each, Brute Minors may dual wield for 12 Brute Major may dual wield for 5 points
FAST ATTACK:
Brute Chopper points: 160
F S R BS
Chopper 12 10 10 4 turbo boosters, autocannon, ram rule
Equipment: 2 Brute Choppers driven by Brute Majors
Brute Jumpers points: 260
ws bs s t w I a ld sv
Brute Minor 4 3 4 5 2 3 2 7 3+
Brute Major 5 4 4 5 2 3 2 8 3+
Equipment: 3 Brute Minors, and a Brute Major with Brute Plasma Rifles, jump infantry
Squad may purchase: dual wield for 36 points, Spike Grenades for 5 points each, Incendiary Grenades for 5 points each
Drones points: 170
ws bs s t w I a ld sv
Drone 2 2 3 2 1 2 1 7 5+
Equipment: 10 Drones with Plasma Pistols, Fleet of Wing
HEAVY SUPPORT:
Brute Prowler: 90 points
F S R BS
Prowler 11 11 10 4 plasma turret ram rule
Equipment: 1 Brute Prowler driven by a Brute Major
May purchase: 2 Brute Minor passengers may purchase Brute Shot for 18 points, Mauler for 10 points, dual wielding Mauler for 20 points, Brute Plasma Rifle for 18 points, dual wielding Brute Plasma Rifle for 36 points, or Spiker for 8 points, dual wielding Spiker for 16 points.
Wraith points: 220
F S R BS
Wraith 14 13 12 4 grav turbo boosters plasma turret plasma mortar
Equipment: Wraith

Last man standing gains stubborn, rage and furious charge
Statlines: ws bs s t w I a ld sv
Brute Minor 4 3 4 5 2 3 2 7 3+
Brute Major 5 4 4 5 2 3 2 8 3+
Brute Ultra 5 4 4 5 3 4 3 8 3+/6+
Brute Chieftain 6 5 5 6 3 5 4 9 2+/5+
Jackal 2 3 3 2 1 1 1 7 6+/3+
Jackal Sniper 2 4 3 2 1 1 1 6 6+
Drone 2 2 3 2 1 2 1 7 5+
Plasma Pistol 24’’ 4 5 Rapid Fire/ 24’’ 6 5 heavy 1
Beam Rifle 48’’ 4 3 heavy 2 gets hot
Brute Shot 24’’ 6 5 assualt 1
Mauler 12’’ 4 5 assault 2
Brute Plasma Rifle 24’’ 4 4 assault 3 gets hot
Spiker 12’’ 4 6 assault 2
Autocannon 30’’ 6 4 assault 2
Plasma Turret 24’’ 4 5 Assault 4
Plasma Mortar 60’’ 9 4 Ordinance 1 within 18’’ problems
Spike grenades- S8 AP5 12” 4 plus D6 against vehicles
Incendiary grenades- large blast 12” S4 AP6 no effects on vehicles
Gravity Hammer- double wounds power weapon
F S R BS
Wraith 14 13 12 4 grav turbo boosters plasma turret plasma mortar
Chopper 12 10 10 4 turbo boosters autocannon ram rule
Prowler 11 11 10 4 plasma turret ram rule
Ram rule: +1 on vehicle damage table from ram result


















FLOOD
HQ:
Gravemind influence is synaptic and omnipresent. (no HQ necessary)
ELITES:
Spiker points: 175
ws bs s t w I a ld sv
Flood Spiker 2 4 3 3 2 2 1 10 5+
Equipment: 5 Flood Spikers Fearless, Counter Attack
Elite Flood points: 120
ws bs s t w I a ld sv
Flood Elite 4 2 5 3 1 3 2 10 4+/6+
Equipment: 4 Elite Flood Leaping, Fearless, Counter Attack
May purchase: up to three more Elite Flood for 30 points each, up to 40 points of guns or weapons at points cost
TROOPS:
Human Flood points: 150
ws bs s t w I a ld sv
Flood Human 4 2 4 3 1 3 1 10 5+
Equipment: 10 Human Flood Leaping, Fearless, Counter Attack
May purchase: 5 more Human Flood for 75 points, up to 60 points worth of guns at points cost
Human Flood with Elite Flood points: 165
ws bs s t w I a ld sv
Flood Human 4 2 4 3 1 3 1 10 5+
Flood Elite 4 2 5 3 1 3 2 10 4+/6+
Equipment: 5 Human Flood with 3 Elite Flood Leaping, Fearless, Counter Attack
Human Flood with Brute Flood points: 165
ws bs s t w I a ld sv
Flood Human 4 2 4 3 1 3 1 10 5+
Flood Brute 4 2 5 4 2 3 2 10 -/5+
Equipment: 5 Human Flood with Leaping, Fearless, Counter Attack 3 Brute Flood with Fearless Furious Charge and Counter Attack
FAST ATTACK:
Flood Spores points: 50
ws bs s t w I a ld sv
Flood Spore 3 - 2 2 3 2 3 10 -
Equipment : 5 Flood Spores Fearless, Swarms, Counter Attack
May purchase: Infiltrate for 10 points
Flood Carriers points: 120
ws bs s t w I a ld sv
Flood Carrier 1 - 4 3 1 1 1 10 -
Equipment: 3 Flood Carriers Fearless, Counter Attack
When a Flood Carrier loses its wound it explodes D3 inches strength 4 AP- and then produces 3 Spore models in its position
HEAVY SUPPORT:
Flood Tanks points: 150
ws bs s t w I a ld sv
Flood Tank 4 - 8 4 6 2 2 10 4+ Fearless Slow and Purposeful Counter Attack
Equipment: 3 Flood Tanks Fearless, Slow and Purposeful, Counter Attack
Brute Flood points: 120
ws bs s t w I a ld sv
Flood Brute 4 2 5 4 2 3 2 10 -/5+
Equipment: 4 Brute Flood Fearless, Furious Charge, Counter Attack
May purchase: up to three more Brute Flood for 30 points each, up to 40 points worth of guns or weapons at points cost

Statlines: ws bs s t w I a ld sv
Flood Spore 3 - 2 2 3 2 3 10 - Fearless Swarms Counter Attack
Flood Carrier 1 - 4 3 1 1 1 10 - 3 Spore models Fearless Counter Attack
Flood Human 4 2 4 3 1 3 1 10 5+ Leaping Fearless Counter Attack
Flood Elite 4 2 5 3 1 3 2 10 4+/6+ Leaping Fearless Counter Attack
Flood Brute 4 2 5 4 2 3 2 10 -/5+ Fearless Furious Charge Counter Attack
Flood Spiker 2 4 3 3 2 2 1 10 5+ Fearless Counter Attack
Flood Tank 4 - 8 4 6 2 2 10 4+ Fearless Slow and Purposeful Counter Attack
Range S AP Type points
Needler 18’’ 3 5 Assault 3 5
Plasma Pistol 24’’ 4 5 Rapid Fire 7
24’’ 6 5 heavy 1 gets hot
Fuel Rod Cannon 48’’ 7 4 Heavy 2 blast 16 gets hot
Plasma Rifle 24’’ 4 4 Assault 3 9
Carbine 36’’ 4 5 Rapid Fire 9
Beam Rifle 48’’ 4 3 heavy 2 15 gets hot
Brute Shot 24’’ 6 5 assault 1 9
Mauler 12’’ 4 5 assault 2 5
Brute Plasma Rifle 24’’ 4 4 assault 3 9 gets hot
Assault Rifle 24’’ 4 5 rapid fire 7
Battle Rifle 30’’ 5 5 rapid fire 9
Magnum 12’’ 4 5 assault 1 5
Rocket Launcher 48’’ 8 4 heavy 1 blast 17
Shotgun 18’’ 5 4 assault 1 9
SMG 18’’ 3 6 assault 3 3
Sniper Rifle 48’’ 5 3 heavy 1 16
Spines 36’’ 5 5 Heavy 3 8
Energy Sword- power weapon leaping 10
Gravity Hammer- double wounds power weapon 10


















MASTER STATS

units

Statlines: ws bs s t w I a ld sv points
Elite Minor 4 4 4 4 1 4 2 8 3+/5+ 45
Elite Major 5 5 4 4 1 4 2 9 3+/4+ 55
Elite Ultra 6 5 4 4 2 5 3 10 2+/4+ 75
Elite Stealth 5 5 4 4 1 5 3 9 4+/6+ 55
Elite Zealot 7 6 5 5 3 6 4 10 2+/3+ 100
Hunters 4 3 10 7 3 2 1 9 2+ 115
Grunt Minor 2 2 3 3 1 2 1 5 6+ 8
Grunt Major 3 3 3 3 1 2 1 6 5+ 10
Grunt Stealth 3 3 3 3 1 3 2 6 6+/6+ 15
Statlines: ws bs s t w I a ld sv points
Brute Minor 4 3 4 5 2 3 2 7 3+ 50
Brute Major 5 4 4 5 2 3 2 8 3+ 55
Brute Ultra 5 4 4 5 3 4 3 8 3+/6+ 65
Brute Chieftan 6 5 5 6 3 5 4 9 2+/5+ 90
Jackal 2 3 3 2 1 1 1 7 6+/3+ 12
Jackal Sniper 2 4 3 2 1 1 1 6 6+ 10
Drone 2 2 3 2 1 2 1 7 5+ 8

Statlines: ws bs s t w I a ld sv points
Marine 3 3 3 3 1 3 1 7 4+ 12
Sergeant 3 3 3 3 1 3 2 8 4+ 17
Spec Ops 3 4 3 3 1 3 2 9 5+ 21
Devestators 3 3 3 4 1 3 1 8 4+ 20
Commander 3 4 3 4 2 4 3 10 3+ 40
Spartan 4 5 4 4 1 5 2 10 3+/4+ 55 relentless
Statlines: ws bs s t w I a ld sv points
Flood Spore 3 - 2 2 3 2 3 10 - 10 fearless swarms counter attack
Flood Carrier 1 - 4 3 1 1 1 10 - 30 3 spore models fearless counter attack
Flood Human 4 2 4 3 1 3 1 10 5+ 15 leaping fearless counter attack
Flood Elite 4 2 5 3 1 3 2 10 4+/6+ 30 leaping fearless counter attack
Flood Brute 4 2 5 4 2 3 2 10 -/5+ 30 fearless furious charge counter attack
Flood Spiker 2 4 3 3 2 2 1 10 5+ 35 fearless counter attack
Flood Tank 4 - 8 4 6 2 2 10 4+ 50 fearless slow and purposeful counter attack


weapons

Range S AP Type points
Needler 18’’ 3 5 Assault 3 5
Plasma Pistol 24’’ 4 5 Rapid Fire 7
24’’ 6 5 heavy 1 gets hot
Fuel Rod Cannon 48’’ 7 4 Heavy 2 blast 16 gets hot
Plasma Rifle 24’’ 4 4 Assault 3 9
Carbine 36’’ 4 5 Rapid Fire 9
Plasma Turret 24’’ 4 5 Assault 4 7
Plasma Mortar 60’’ 9 4 Ordinance 1 20 within 18’’ problems

Beam Rifle 48’’ 4 3 heavy 2 15 gets hot
Brute Shot 24’’ 6 5 assault 1 9
Mauler 12’’ 4 5 assault 2 5
Brute Plasma Rifle 24’’ 4 4 assault 3 9 gets hot
Spiker 18’’ 4 6 assault 2 4
Autocannon 30’’ 6 4 assault 2 12

Assault Rifle 24’’ 4 5 rapid fire 7
Battle Rifle 30’’ 5 5 rapid fire 9
Magnum 12’’ 4 5 assault 1 5
Rocket Launcher 48’’ 8 4 heavy 1 blast 17
Shotgun 18’’ 5 4 assault 1 9
SMG 18’’ 3 6 assault 3 3
Sniper Rifle 48’’ 5 3 heavy 1 16
Spartan Laser 36’’ 9 1 heavy 1 22 gets hot
90mm cannon 12-72’’ 10 2 heavy blast 1 27 within 12’’ problems
Chain gun 24’’ 5 4 heavy 3 10
50 cal turret 24'' 6 4 heavy 4 11
Rocket Pod 48'' 8 3 heavy 1 19
Recoil cannon 36" 7 3 Heavy 2 16


Spines 36’’ 5 5 Heavy 3 8
Dual wield doubles attacks and cost
Plasma grenades-blast 12’’ 4 4 d6 + 8 against vehicles
Spike grenades 12’’ S8 AP5 6 plus D6 against vehicles
Incendiary grenades 12’’ large blast S4 AP6 no effects on vehicles
Fragmentation grenades 12” blast S5 AP5 4 plus d6 against vehicles
Energy Sword- power weapon leaping 10
Gravity Hammer- double wounds power weapon 10

vehicles
F S R BS points
Ghost 11 10 10 5 60 grav fast turbo boosters plasma turret
Wraith 14 13 12 4 or 5 220 240 grav turbo boosters plasma turret plasma mortar
Specter 10 10 10 5 80 grav turbo boosters plasma turret 2 plasma rifles
Chopper 12 10 10 4 80 turbo boosters autocannon ram rule
Prowler 11 11 10 4 90 plasma turret ram rule
Warthog 11 11 11 3 70 chain gun or gauss
Mongoose bike 35
Scorpion 13 13 13 3 200 machine gun turret 90mm cannon



Assuming you at least grazed this article, thank you for reading.
I appreciate any comments you are willing to leave me as this is a work in progress.
I hope to add individual movement rates to the units later to further complicate this mess. =)
 

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I've often considered this endeavor.. fandexes are something of a hobby of mine, and I'd love to play a battle as the covenant one of these days :)

I've only really glanced, for the time being.. but one thing I did notice is.. well nothing is really wrong with it, but I've always been of the mind that according to 40k statlines, Human weapons would be a bit more high Str, and Covenant weapons would be a bit more high AP (or perhaps with your version, negate / reduce the effect of energy shielding)

Cheers! and thanks for the contribution! :soldier:
 

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Discussion Starter · #4 ·
I'm actually quite glad you mentioned that, because deep down I feel that in "real life" plasma would be quite considerably more lethal than bullets, on shielding or flesh. However, in accordance with the game, obviously the root of all the statlines, covenant weapons would do more against ap and human weapons would have more strength. I'm actually currently, trying to figure out a process similar to Warhammer where strength affects armour, and concurrently considering having the shield save be modifiable as well since they both affect units ability to save wounds. I however, am attempting to do all of this without making each game last 3 turns maximum because the wounds become lethal too easily. I'll let you know if I make significant progress.
-DAMION
 

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How about adding a Shields characteristic to unit profiles that behaves much in a similar manner to wounds. I think this would be a much more accurate representation of the game.

+So long as a model has Shield points left, they cannot be wounded, nor can they be killed by instant death weapons.
+Instead, all attacks made against a model with Shield points will be resolved against that model's Shield Save, rather than Armour Save.
+Every model with a Shield Save will regenerate one Shield point at the beginning of their player turn on a dice roll equal to or greater than their Shield Save Value.

Example: An Elite would instead have something similar to the following profile...
Ws 4
Bs 4
S 4
T 4
W 1
Sd 1
I 4
A 2
Ld 8
Sv 4+/4+

Until Sd are removed, the Elite will be allowed the equivolent of a 4+ invulnerable save. Once failed, all remaining attacks will be resolved against their normal armour save. On the beginning of the Heretic's turn, the elite will regenerate a single lost Sd on a d6 roll of 4+.

From there you can begin playing with various mechanics to manipulate armour saves, shield save, etc. For example.. you could do something like this:

Armour Saves:
+If the weapon Str is X or greater, the armour save is reduced by 1.
(Or, add another characteristic to each weapon to determine how much a save is reduced by)
+If AP is equal to or less than the unmodified value of an armour save, the save is negated.
+If the weapon has the Penetrating special rule, AP is compared to the modified Sv instead.

Shield Saves:
+Models can make either a shield save, or an armour save, but not both.
+Shield saves cannot be negated by AP.
+If the weapon has the Energy Weapon special rule, Shield saves are modified in the same way as armour saves (but still cannot be negated)

Shield Plus Saves:
+Sv profiles noted with an extra + (example, 3+/4++) cannot be negated or modified.. no matter what.
 

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Discussion Starter · #6 ·
Alright, I have done a very lengthy revision, while simultaneously seeming to change almost nothing... ANYWAYS, with the helpful suggestions of both BossGoreStompa and some of my local amigos, i think i have managed to incorporate some necessary revisions. I included the shield save and a couple specific rules as well as options for every Brute Elite and Spartan to take an upgrade for Overshield and Active Camouflage. i also included movement rates, speed of squad is at slowest members movement rate. Still able to run or go to ground.
BEHOLD:

MASTER STATS

units

Statlines: m ws bs s t w I a ld sd sv points
Elite Minor 7 4 4 4 4 1 4 2 8 1 3+/5+ 45 board rule
Elite Major 7 5 5 4 4 1 4 2 9 1 3+/4+ 55 board rule
Elite Ultra 8 6 5 4 4 2 5 3 10 2 2+/4+ 75 board rule
Elite Stealth 7 5 5 4 4 1 5 3 9 1 4+/6+ 55 board rule
Elite Zealot 8 7 6 5 5 3 6 4 10 2 2+/3+ 100 board rule
Hunters 6 4 3 10 6 3 2 1 9 0 2+ 115 direct hit rule
Grunt Minor 5 2 2 3 3 1 2 1 5 0 6+ 8
Grunt Major 5 3 3 3 3 1 2 1 6 0 5+ 10
Grunt Stealth 5 3 3 3 3 1 3 2 6 0 6+/6+ 15

Statlines: m ws bs s t w I a ld sd sv points
Brute Minor 8 4 3 4 5 2 3 2 7 1 3+ 50 board rule
Brute Major 8 5 4 4 5 2 3 2 8 1 3+ 55 board rule
Brute Ultra 9 5 4 4 5 3 4 3 8 2 3+/6+ 65 board rule
Brute Chieftan 9 6 5 5 6 3 5 4 9 2 2+/5+ 90 board rule
Jackal 4 2 3 3 2 1 1 1 7 1 3+/6+ 12 sd not regenerative
Jackal Sniper 4 2 4 3 2 1 1 1 6 0 6+ 10
Drone 12 2 2 3 2 1 2 1 7 0 5+ 8

Statlines: m ws bs s t w I a ld sd sv points
Marine 6 3 3 3 3 1 3 1 7 0 4+ 12
Sergeant 6 3 3 3 3 1 3 2 8 0 4+ 17
Spec Ops 7 3 4 3 3 1 3 2 9 0 5+ 21
Devestators 5 3 3 3 4 1 3 1 8 0 4+ 20
Commander 6 3 4 3 4 2 4 3 10 0 3+ 40
Spartan 7 4 5 4 4 1 5 2 10 1 3+/4+ 55 board rule relentless

Statlines: m ws bs s t w I a ld sd sv points
Flood Spore 5 3 - 2 2 3 2 3 10 0 - 10 fearless swarms counter attack
Flood Carrier 4 1 - 4 3 1 1 1 10 0 - 30 3 spore models fearless counter attack
Flood Human 7 4 2 4 3 1 3 1 10 0 5+ 15 leaping fearless counter attack
Flood Elite 8 4 2 5 3 1 3 2 10 1 4+/6+ 30 leaping fearless counter attack sd not regenerative board rule
Flood Brute 8 4 2 5 4 2 3 2 10 0 5+ 30 fearless furious charge counter attack board rule
Flood Spiker 5 2 4 3 3 2 2 1 10 0 5+ 35 fearless counter attack
Flood Tank 4 4 - 8 5 6 2 2 10 0 4+ 50 fearless slow and purposeful counter attack


weapons

Range S AP Type points
Needler 18’’ 3 5 Assault 3 5
Plasma Pistol 24’’ 3 5 Rapid Fire 7 ap rule
24’’ 5 5 heavy 1 ap rule gets hot
Fuel Rod Cannon 48’’ 7 4 Heavy 1 blast 16 gets hot
Plasma Rifle 24’’ 3 4 Assault 2 9 ap rule
Carbine 36’’ 4 5 Rapid Fire 9
Plasma Turret 24’’ 3 5 Assault 4 7 ap rule
Plasma Mortar 60’’ 9 4 Ordinance 1 20 within 18’’ problems

Beam Rifle 48’’ 4 3 heavy 2 15 gets hot
Brute Shot 24’’ 6 5 assault 1 9
Mauler 12’’ 4 5 assault 2 5
Brute Plasma Rifle 24’’ 3 4 assault 3 9 ap rule gets hot
Spiker 18’’ 4 6 assault 2 4
Autocannon 30’’ 6 4 assault 2 12

Assault Rifle 24’’ 4 5 rapid fire 7
Battle Rifle 30’’ 5 5 rapid fire 9
Magnum 12’’ 4 5 assault 1 5
Rocket Launcher 48’’ 8 4 heavy 1 blast 17
Shotgun 18’’ 5 4 assault 1 9
SMG 18’’ 3 6 assault 3 3
Sniper Rifle 48’’ 5 3 heavy 1 16
Spartan Laser 36’’ 9 1 heavy 1 22 gets hot
90mm cannon 12-72’’ 10 2 heavy blast 1 27 within 12’’ problems
Chain gun 24’’ 5 4 heavy 3 10
50 cal turret 24'' 6 4 heavy 4 11
Rocket Pod 48'' 8 3 heavy 1 19
Recoil cannon 36" 7 3 Heavy 2 16


Spines 36’’ 5 5 Heavy 3 8

Dual wield doubles attacks and cost

Plasma grenades-blast 12’’ 4 4 d6 + 8 against vehicles
Spike grenades 12’’ S8 AP5 6 plus D6 against vehicles
Incendiary grenades 12’’ large blast S4 AP6 no effects on vehicles
Fragmentation grenades 12” blast S5 AP5 4 plus d6 against vehicles

Energy Sword- power weapon leaping 10
Gravity Hammer- double wounds power weapon 10

Overshield- +1 sd 10
Active camouflage- night fight rules for targeting 10 pts

vehicles
F S R BS points
Ghost 11 10 10 5 60 grav fast turbo boosters plasma turret
Wraith 14 13 12 4 or 5 220 240 grav turbo boosters plasma turret plasma mortar
Specter 10 10 10 5 80 grav turbo boosters plasma turret 2 plasma rifles
Chopper 12 10 10 4 80 turbo boosters autocannon ram rule
Prowler 11 11 10 4 90 plasma turret ram rule
Warthog 11 11 11 3 70 chain gun or gauss
Mongoose bike 35
Scorpion 13 13 13 3 200 machine gun turret 90mm cannon

Direct hit rule- template direct hit takes double wounds

Sd regenerates on a roll of 3+ if you fail the shield save you take a normal armour save
like a warhammer ward save

Ap rule- shield save is modified -1 before applying ap of weapon

Board rule- base contact can attempt to board. 4+ if stationary, 6+ if moving to hit
Double strength and make regular attacks or plant grenade. Roll on vehicle damage table is +1.



enjoy! PS I included the points values that I used to make these guys so people can better track my thinking from the Codexes, which I'm not re-listing for times sake. Take this new list and modify the Codex accordingly for the statlines. Only options that changed are that Brutes Elites and Spartans can purchase Overshield or Active Camouflage.
-DAMION
 
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