Doc_Savage
May 9th, 2006, 02:21 AM
This was originally posted on heroscape.net....
40K
Bloodcat's Massive Heroscape Conversions List:
NEW SKILLS
Acid Blood: When this model is removed from play, any adjacent models not of this type take 1 wound and may save as normal. (Note: My variant of MrWhite of Heroscape.net forum's Acid Blood rules.)
Aura of Slannesh: All special abilities and defenses on enemy model sadjacent to this one are cancelled out as long as they are adjacent.
Blessed Frenzy of Khorne: Model may attack all adjacent enemy models 1 at a time.
Cavalry Lancer: Model may move 2 extra hexes if it will bring it adjacent to an enemy model. Cavalry model gains 1 extra skull on its attack if it does this.
Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice.
Combat Medic: Model may heal 1 wound from an adjacent friendly model on a roll of 10+ on the D20 if it does not attack.
Combi Weapon: For each Range Hex you subtract, add it to your Attack Dice up to 2, or subtract up to 2 Attack Dice to add +1 Range for each Attack Dice removed. May not be used to attack adjacent models.
Cursed Weapon: Every 2 unblocked skulls rolled in attacks against adjacent models heal 1 wound up to its maximum life. If no damage is caused to the enemy adjacent model, this model takes 1 point of damage.
Digi-Lasers: (Created by Pico from the Heroscape.net forums)
When this model attacks an adjacent model, the defending model subtracts 1 die from his defense roll.
Duellist X: Instead of moving and attacking, model may engage in a regular battle with any 1 model in X range with only default Attack dice used for BOTH models. Whoever rolls the most skulls causes 1 wound to the loser.
Energy Field/Storm Shield: Defending model forces attacker to reroll 1 skull.
Force Sword: Every Skull rolled counts as 2 Skulls when fighting against adjacent models.
Frenzied Attackers: When attacking adjacent models, each model may roll to attack a second adjacent model at -1 Attack, and a third at -2 Attack. (Fight each battle in order.) If they defeat all models adjacent to them, they may make an additional move of up to 2 spaces, but it must be towards an enemy model.
Hard to Control: (Created by Pico from the Heroscape.net forums. Modified slightly by me.)
Unless unit ia within 3 hexes of a (Unit type here), units must move directly towards the closest enemy model and engage if they are able to do so.If combat is unable to be initiated, the unit will still make it's full move toward the closest enemy.
Hatred - (Unit type here): (Created by Pico from the Heroscape.net forums)
Model adds 1 die to its attack roll when attacking this unit type.
Heavy Bolter: Model may divide Attack Dice between all enemy models in range. Allocate dice before rolling.
Inferno Pistol: (Created by Pico from the Heroscape.net forums)
Range 2. Attack 3. Enemy models must reroll all rolled shields.
Inspirational: All friendly adjacent models may reroll 1 Attack or Defense die each time it is required.
Intrigues of Tzeentch: After initiative has been rolled, any one order shield on this card may be switched with another from your forces.
Jammer Field X: If this model does not move or fire, it may activate its Jammer Field where X is the range of hexes in all direction from the model. No ranged attacks or special attacks with range may fire through this field until the next turn. Model may only use the Jammer Field 3 times per game. (Token Ability)
Jump Pack: Model ignores up to their height in terrain but may only move in a straight line from their starting hex when they move. (May move as normal and ignore this rule.
Leaping Charge X: After model's normal movement may move X extra hexes with no terrain modifiers if it will bring model adjacent to an enemy model. Model is +1 Attack when doing so.
Mask of Sanguinius: (Created by Pico from the Heroscape.net forums. Modified slightly by me.)
Any model attacking Dante subtract die 1 from their attack if within 4 hexes.
Missile Launcher: Enemy model loses 1 rolled Shield.
Paramedic: If model does not move or attack, may heal 1 wound from an adjacent friendly model on a roll of 12+ on the D20.
Plasma Pistol: Enemy models must reroll all rolled shields. If this is done to models not adjacent to this one, the attacking model takes 1 point of damage even if the attack fails to damage the enemy.
Psi Power: Catalyst X: +1 defense to ALL Genestealers in X range that have 1 wound.
Psi Power: Foot of Gork: Do not move or attack this phase. On a 15+ roll any models in a 2 hex wide by 3 hex long "box" which fits within this model's Range take a 5 Attack hit. If this model fails to make the 15+ roll, it takes a 5 Attack hit.
Psi Power: Guide: If this model does not move or attack this phase it may give 1 friendly adjacent model +2 Range and Attack on a 15+ roll.
Psi Power: Iron Arm: If you do not attack this phase, sacrifice 1 Life Point. Give this or any friendly adjacent model +3 to their Attack or Defense stat (choose one) on a 10+ roll. This wound may be healed later.
Psi Power: Psychic Scream: If this model does not attack this phase all enemy models within 4 hexes may not move or attack for the rest of the turn on a 15+.
Psi Power: Purge: If you do not attack this phase, any 1 enemy model within 4 hexes loses all their specials this turn on a roll of 15+. If the model has any Psi Powers, Telepathy, Psychic Powers, or Telekinesis, it also takes 1 point of damage if the roll is made.
Psi Power: Quickening: If this model does not attack this phase it may give any friendly model in 5 hexes an extra move or attack on their next phase on a 15+ roll.
Psychic Powers: When this model lands on a Glyph, he may move with it until he is removed from play and it stays in the hex he was removed from. Instant use glyphs can also be used this way and may be activated in place of movement on a Sorcerer's action and is then removed as normal. You may only have 1 Glyph at a time and may only do this once per game.
Putrescense of Nurgle: 1 wound on this model may be removed on a roll of 15+ on the D20 at the end of the turn. ALL adjacent models friendly or enemy take this wound unless they make their normal defense rolls.
Rapid Fire: If the models do not move, they are +1 Attack.
Reaper Autocannon: Reroll up to 2 missed Attack Dice, 3 if you did not move this phase.
Sealed Suit/Amphibious: May ignore water entrance movement rule and any weapon or scenario rule involving gas type effects.
Storm Bolter: +1 Attack at enemy targets that are not adjacent to model. May divide all Attack dice between all enemy models in range. Do so before rolling dice.
Synapse (Unit type here) Master X: Friendly models of this unit type within X (number of hexes from model) that are Synapse Slaves ignore their Synapse rules.
Synapse (Unit type here) Slave: If ANY adjacent friendly models are removed from play, this model is also removed from play. Only the original model removed from play counts for this rule.
Targeter/Range Finder: When this model does not move, it is +1 to range.
Telepathy: While this model is in play, you are +2 to your Initiative roll. When this model is removed from play, you are -1 to your Initiative roll.
Teleporter: May ignore ALL movement rules and move to any hex in range. Teleporters may attack before moving if they wish.
Thirst of Sanguinus: Any adjacent enemy model defeated removes 1 wound from this model however the model may NOT move for the rest of the turn. Model is also +2 defense until the end of the turn.
Veteran Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
War Machine: Model may move (x) hexes per turn over flat terrain or down it. At the end of each turn, if a 15+ roll is made, 1 wound may be removed from the model if it was not removed from play. An extra 15+ roll may be made for every friendly War Machine Crew of this type adjacent to it. War Machines gain no benefits or penalties from any other friendly or enemy model special ability, and no benefits from any friendly glyphs.
Web/Net Launcher: Model does not attack as normal. May fire at any 1 hex base enemy model in Range -1. Roll a D20. On 14+, the model is pinned until the end of the turn and may not do anything. Pinned model is at half Defense (rounded UP) and may not use any special abilities.
Zombie: This model has NO Defense dice, but requires 2 unblocked rolled skulls in order to wound. May not move through water, make break away moves, or make any elevation changes higher than 1. Model MUST move towards enemy models when given an order.
Zombie Plague: Any model removed from play by an attack from this model becomes another zombie with this card's zombie stats on a 15+ roll immediately.
Zombie Lord: Any friendly adjacent zombies gain +1 Defense even if they had none before.
NEED MORE THOUGHTS:
Intangibility: Can't do Kitty Pryde, aka Shadowcat without it. Or ghosts! Ive got a couple ideas, but many of them are "What's the point?" type ones. Outside of it being a carry power to allow Intangibles to cart models around semisafely, I am not sure how it would be of an asset. You are either unhurtable and unable to affect the board, or hurtable and able to. Might be good for Capture the Flag though. Can't pick the flag up till you are tangible, and can't affect glyphs either, but become a sitting duck once you are solid. Its got possibilities.. but are they GOOD ones?
Flamethrowers: I know it should be short range, like 2-5 hexes tops depending on Flamer type, but should it hit all models in a straight line? If the model with the Flamer is removed, should there be a damage effect to surrounding models? Do we want the added complexity of burning rules? These are important questions for this kind of weapon.
Martial Arts. Is it even needed? Would it mostly be for adjacent attacks/defenses? Would there be multiple levels? Like regular would be Tim Drake Robin, Shadowcat, and other low level but skilled martial artists, while level 2 would be like Batman, low level Dragon (and on and on and on..) Ball Z, and level 3 would be your Kung Fu Masters, and such. Its one I would like, but I want it to be interesting.
40K UNITS:
Genestealer Squad:
55 points, 4 Models. (Limited, 1 card for every 500 points.)
Life 1, Move 6, Attack 4, Range 1, Defense 2. Medium 4.
CHAOS
(Note: Chaos fights for themselves and not for any of the factions within the game. All single wound multi model cards are considered common, all multi wound single model cards are unique, and any single wound single model or multi wound multi model cards are considered LIMITED and may have 1 card per army per 500 points. (1 in a 100-500, 2 in a 501-1000, and so on.) )
Chaos Space Marine Terminator, Reaper Autocannon & Power Weapon:
90 points, 1 Model.
Life 1, Move 3, Attack 4, Range 8, Defense 6. Medium 5.
Special: Reaper Autocannon: Reroll up to 2 missed Attack Dice, 3 if you did not move this phase. Close Combat Power Weapon: If attacking adjacent target (range 1), do not use Reaper Autocannon rules, but you may force Defender to reroll one of their Defense Dice.
Chaos Space Marine Bolter Squad:
70 Points, 3 Model.
Life 1, Move 4, Attack 3, Range 5, Defense 5. Medium 4.
Special: Rapid Fire: If the models do not move, they are +1 Attack.
Chaos Space Marine Khorne Berzerker Squad:
100 Points, 3 Model.
Life 1, Move 5, Attack 3, Range 2, Defense 6. Medium 4.
Special: Frenzied Attackers: When attacking adjacent models, each model may roll to attack a second adjacent model at -1 Attack, and a third at -2 Attack. (Fight each battle in order.) If they defeat all models adjacent to them, they may make an additional move of up to 2 spaces, but it must be towards an enemy model.
Chaos Space Marine Khorne Berzerker Commander:
100 Points, 1 Model.
Life 3, Move 5, Attack 4, Range 3, Defense 6. Medium 4.
Special: Plasma Pistol: Enemy models must reroll all rolled shields. If this is done to models not adjacent to this one, the attacking model takes 1 point of damage even if the attack fails to damage the enemy.
Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice.
Chaos Space Marine Veteran Squad:
140 Points, 3 models. (2 with Heavy Bolter, 1 with Missle Launcher.)
Life 1, Move 4, Attack 5, Range 6, Defense 5. Medium 4.
Special: Heavy Bolter: Model may divide Attack Dice between all enemy models in range. Allocate dice before rolling.
Missle Launcher: Enemy model loses 1 rolled Shield.
Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
Chaos Space Marine Veteran Anti Tank Squad:
150 Points, 3 models. (Any combination of Lascannons and Heavy Plasma.)
Life 1, Move 4, Attack 6, Range 6, Defense 5. Medium 4.
Special: Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
Chaos Space Marine Terminator Squad:
120 points, 3 Models
Life 1, Move 3, Attack 4, Range 4, Defense 6. Medium 5.
Special: Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice. Combi Weapon: For each Range Hex you subtract, add it to your Attack Dice up to 2, or subtract up to 2 Attack Dice to add +1 Range for each Attack Dice removed. May not be used to attack adjacent models.
Chaos Space Marine Terminator Sorcerer
125 points, 1 Model
Life 4, Move 3, Attack 4, Range 4, Defense 6. Medium 5.
Special: Force Sword: Every Skull rolled counts as 2 Skulls when fighting against adjacent models.
Psychic Powers: When this model lands on a Glyph, he may move with it until he is removed from play and it stays in the hex he was removed from. Instant use glyphs can also be used this way and may be activated in place of movement on a Sorcerer's action and is then removed as normal. You may only have 1 Glyph at a time and may only do this once per game.
Chaos Space Marine Bike Squad (Cocreated with Pico)
80 points, 2 Models.
Life 1, Move 6, Attack 3, Range 4, Defense 6. 2 Hex Long 3.
Special: Storm Bolter: +1 Attack at enemy targets that are not adjacent to model. May divide all Attack dice between all enemy models in range. Do so before rolling dice.
Chaos Space Marine Plasma Bike (Based off a Pico Creation)
50 points, 1 Model. (Limited)
Life 1, Move 6, Attack 4, Range 4, Defense 6. 2 Hex Long 3.
Special: Plasma Pistol: Enemy models must reroll all rolled shields. If this is done to models not adjacent to this one, the attacking model takes 1 point of damage even if the attack fails to damage the enemy.
Chaos Space Marine Command Bike (Based off a Pico Creation)
75 points, 1 Model. (Limited)
Life 1, Move 6, Attack 4, Range 4, Defense 6. 2 Hex Long 3.
Special: Storm Bolter: +1 Attack at enemy targets that are not adjacent to model. May divide all Attack dice between all enemy models in range. Do so before rolling dice.
Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice.
SPACE MARINES
Space Marine Bolter Squad:
70 Points, 3 Models.
Life 1, Move 4, Attack 3, Range 5, Defense 5. Medium 4.
Special: Rapid Fire: If the models do not move, they are +1 Attack.
Space Marine Chaplain: (Modified with help from Pico)
110 Points, 1 Model. (Unique Unit)
Life 3, Move 4, Attack 4, Range 3, Defense 5. Medium 4.
Special: Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice.
Inspirational: All friendly adjacent models may reroll 1 Attack or Defense die each time it is required.
Energy Field/Storm Shield: Defending model forces attacker to reroll 1 skull.
Blood Angels Lost Company Squad: (Cocreated with Pico)
100 Points, 3 Models. (Unique Unit)
Number in squad: 3
Life: 2, Move 5, Attack 4, Range 2, Defense 5, Medium 4.
Special: Frenzied Attackers: When attacking adjacent models, each model may roll to attack a second adjacent model at -1 Attack, and a third at -2 Attack. (Fight each battle in order.) If they defeat all models adjacent to them, they may make an additional move of up to 2 spaces, but it must be towards an enemy model.
Hard to Control: Unless Lost Company units are within 3 hexes of a Space Marine Chaplain, units must move directly towards the closest enemy model and engage if they are able to do so. If combat is unable to be initiated, the unit will still make it's full move toward the closest enemy.
Commander Dante, Lord of the Blood Angels (Created by Pico from the Heroscape.net forums)
145 Points, 1 Model. (Unique Unit)
Life: 4, Move: 5, Attack 5, Range 4, Defense 5, Medium 4.
Special: Inferno Pistol: (Created by Pico from the Heroscape.net forums)
Range 2. Attack 3. Enemy models must reroll all rolled shields.
Mask of Sanguinius: (Created by Pico from the Heroscape.net forums. Modified slightly by me.)
Any model attacking Dante subtract die 1 from their attack if within 4 hexes.
Space Marine Jump Pack: Model ignores up to their height in terrain but may only move in a straight line from their starting hex when they move. (May move as normal and ignore this rule.
Brother-Captain Tycho, Commander of the 3rd Company (Created by Pico of the Heroscape.net forums)
110 points, 1 Model. Unique Unit
Life 4, Move 4, Attack 5, Range 4, Defense 5. Medium 4
Special: Digi-Lasers: (Created by Pico from the Heroscape.net forums)
When this model attacks an adjacent model, the defending model subtracts 1 die from his defense roll.
Combi Weapon: For each Range Hex you subtract, add it to your Attack Dice up to 2, or subtract up to 2 Attack Dice to add +1 Range for each Attack Dice removed. May not be used to attack adjacent models.
Mephiston, The Lord of Death (Created by Pico of the Heroscape.net forums)
160 points, 1 Model. Unique Unit
Life 5, Move 6, Attack 5, Range 2, Defense 5. Medium 5
Special: Force Sword: Each Skull counts as 2 Skulls when fighting engaged models.
Psychic Powers: When this model lands on a Glyph, he may move with it until he is removed from play and it stays in the hex he was removed from. Instant use glyphs can also be used this way and may be activated in place of movement on a Sorcerer's action and is then removed as normal. You may only have 1 Glyph at a time and may only do this once per game.
Thirst of Sanguinus: Any adjacent enemy model defeated removes 1 wound from this model however the model may NOT move for the rest of the turn. Model is also +2 defense until the end of the turn.
Force Sword: Each Skull counts as 2 Skulls when fighting against engaged models.
Space Marine Terminator Squad
120 points, 3 Models
Life 1, Move 3, Attack 4, Range 4, Defense 6. Medium 5.
Special: Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice.
Targeter: When this model does not move, it is +1 to range.
Storm Bolter: +1 Attack at enemy targets that are not adjacent to model. May divide all Attack dice between all enemy models in range. Do so before rolling dice.
Space Marine Scout Squad (Created by Pico)
55 points, 3 Models
Life 1, Move 4, Attack 3, Range 4, Defense 3. Medium 4.
Special: Veteran Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
Space Marine Sniper Scout Squad (Modified from a Pico design)
55 points, 2 Models
Life 1, Move 4, Attack 3, Range 7, Defense 3. Medium 4.
Special: Veteran Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
Space Marine Shotgun Scout Squad (Modified from a Pico design)
60 points, 3 Models
Life 1, Move 4, Attack 4, Range 3, Defense 3. Medium 4.
Special: Veteran Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
Space Marine Heavy Bolter Scout Squad (Modified from a Pico design)
65 points, 2 Models
Life 1, Move 4, Attack 4, Range 6, Defense 3. Medium 4.
Special: Veteran Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
Heavy Bolter: Model may divide Attack Dice between all enemy models in range. Allocate dice before rolling.
Space Marine Assault Squad ( A Pico design)
80 points, 3 Models
Life 1, Move 4, Attack 4, Range 3, Defense 5. Medium 4.
Special: Plasma Pistol: Enemy models must reroll all rolled shields. If this is done to models not adjacent to this one, the attacking model takes 1 point of damage even if the attack fails to damage the enemy.
Space Marine Jump Pack: Model ignores up to their height in terrain but may only move in a straight line from their starting hex when they move. (May move as normal and ignore this rule.
Space Marine Devastator Squad:
120 Points, 3 models. (2 with Heavy Bolter, 1 with Missle Launcher.)
Life 1, Move 4, Attack 5, Range 6, Defense 5. Medium 4.
Special: Heavy Bolter: Model may divide Attack Dice between all enemy models in range. Allocate dice before rolling.
Missle Launcher: Enemy model loses 1 rolled Shield.
Targeter: When this model does not move, it is +1 to range.
Space Marine Anti Tank Devastator Squad:
130 Points, 3 models. (Any combination of Multimelta, Heavy Plasma, and Lascannon.)
Life 1, Move 4, Attack 6, Range 6, Defense 5. Medium 4.
Special: Targeter: When this model does not move, it is +1 to range.
Space Marine Bike Squad (Cocreated with Pico)
100 points, 2 Models.
Life 1, Move 6, Attack 3, Range 4, Defense 6. 2 Hex Long 3.
Special: Storm Bolter: +1 Attack at enemy targets that are not adjacent to model. May divide all Attack dice between all enemy models in range. Do so before rolling dice.
Space Marine Plasma Bike (Based off a Pico Creation)
50 points, 1 Model. (Limited)
Life 1, Move 6, Attack 4, Range 4, Defense 6. 2 Hex Long 3.
Special: Plasma Pistol: Enemy models must reroll all rolled shields. If this is done to models not adjacent to this one, the attacking model takes 1 point of damage even if the attack fails to damage the enemy.
Space Marine Command Bike (Based off a Pico Creation)
75 points, 1 Model. (Limited)
Life 1, Move 6, Attack 3, Range 4, Defense 6. 2 Hex Long 3.
Special: Storm Bolter: +1 Attack at enemy targets that are not adjacent to model. May divide all Attack dice between all enemy models in range. Do so before rolling dice.
Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice.
Last edited by Bloodcat on Dec 29, 2004 - 08:48 PM; edited 1 time in total
40K
Bloodcat's Massive Heroscape Conversions List:
NEW SKILLS
Acid Blood: When this model is removed from play, any adjacent models not of this type take 1 wound and may save as normal. (Note: My variant of MrWhite of Heroscape.net forum's Acid Blood rules.)
Aura of Slannesh: All special abilities and defenses on enemy model sadjacent to this one are cancelled out as long as they are adjacent.
Blessed Frenzy of Khorne: Model may attack all adjacent enemy models 1 at a time.
Cavalry Lancer: Model may move 2 extra hexes if it will bring it adjacent to an enemy model. Cavalry model gains 1 extra skull on its attack if it does this.
Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice.
Combat Medic: Model may heal 1 wound from an adjacent friendly model on a roll of 10+ on the D20 if it does not attack.
Combi Weapon: For each Range Hex you subtract, add it to your Attack Dice up to 2, or subtract up to 2 Attack Dice to add +1 Range for each Attack Dice removed. May not be used to attack adjacent models.
Cursed Weapon: Every 2 unblocked skulls rolled in attacks against adjacent models heal 1 wound up to its maximum life. If no damage is caused to the enemy adjacent model, this model takes 1 point of damage.
Digi-Lasers: (Created by Pico from the Heroscape.net forums)
When this model attacks an adjacent model, the defending model subtracts 1 die from his defense roll.
Duellist X: Instead of moving and attacking, model may engage in a regular battle with any 1 model in X range with only default Attack dice used for BOTH models. Whoever rolls the most skulls causes 1 wound to the loser.
Energy Field/Storm Shield: Defending model forces attacker to reroll 1 skull.
Force Sword: Every Skull rolled counts as 2 Skulls when fighting against adjacent models.
Frenzied Attackers: When attacking adjacent models, each model may roll to attack a second adjacent model at -1 Attack, and a third at -2 Attack. (Fight each battle in order.) If they defeat all models adjacent to them, they may make an additional move of up to 2 spaces, but it must be towards an enemy model.
Hard to Control: (Created by Pico from the Heroscape.net forums. Modified slightly by me.)
Unless unit ia within 3 hexes of a (Unit type here), units must move directly towards the closest enemy model and engage if they are able to do so.If combat is unable to be initiated, the unit will still make it's full move toward the closest enemy.
Hatred - (Unit type here): (Created by Pico from the Heroscape.net forums)
Model adds 1 die to its attack roll when attacking this unit type.
Heavy Bolter: Model may divide Attack Dice between all enemy models in range. Allocate dice before rolling.
Inferno Pistol: (Created by Pico from the Heroscape.net forums)
Range 2. Attack 3. Enemy models must reroll all rolled shields.
Inspirational: All friendly adjacent models may reroll 1 Attack or Defense die each time it is required.
Intrigues of Tzeentch: After initiative has been rolled, any one order shield on this card may be switched with another from your forces.
Jammer Field X: If this model does not move or fire, it may activate its Jammer Field where X is the range of hexes in all direction from the model. No ranged attacks or special attacks with range may fire through this field until the next turn. Model may only use the Jammer Field 3 times per game. (Token Ability)
Jump Pack: Model ignores up to their height in terrain but may only move in a straight line from their starting hex when they move. (May move as normal and ignore this rule.
Leaping Charge X: After model's normal movement may move X extra hexes with no terrain modifiers if it will bring model adjacent to an enemy model. Model is +1 Attack when doing so.
Mask of Sanguinius: (Created by Pico from the Heroscape.net forums. Modified slightly by me.)
Any model attacking Dante subtract die 1 from their attack if within 4 hexes.
Missile Launcher: Enemy model loses 1 rolled Shield.
Paramedic: If model does not move or attack, may heal 1 wound from an adjacent friendly model on a roll of 12+ on the D20.
Plasma Pistol: Enemy models must reroll all rolled shields. If this is done to models not adjacent to this one, the attacking model takes 1 point of damage even if the attack fails to damage the enemy.
Psi Power: Catalyst X: +1 defense to ALL Genestealers in X range that have 1 wound.
Psi Power: Foot of Gork: Do not move or attack this phase. On a 15+ roll any models in a 2 hex wide by 3 hex long "box" which fits within this model's Range take a 5 Attack hit. If this model fails to make the 15+ roll, it takes a 5 Attack hit.
Psi Power: Guide: If this model does not move or attack this phase it may give 1 friendly adjacent model +2 Range and Attack on a 15+ roll.
Psi Power: Iron Arm: If you do not attack this phase, sacrifice 1 Life Point. Give this or any friendly adjacent model +3 to their Attack or Defense stat (choose one) on a 10+ roll. This wound may be healed later.
Psi Power: Psychic Scream: If this model does not attack this phase all enemy models within 4 hexes may not move or attack for the rest of the turn on a 15+.
Psi Power: Purge: If you do not attack this phase, any 1 enemy model within 4 hexes loses all their specials this turn on a roll of 15+. If the model has any Psi Powers, Telepathy, Psychic Powers, or Telekinesis, it also takes 1 point of damage if the roll is made.
Psi Power: Quickening: If this model does not attack this phase it may give any friendly model in 5 hexes an extra move or attack on their next phase on a 15+ roll.
Psychic Powers: When this model lands on a Glyph, he may move with it until he is removed from play and it stays in the hex he was removed from. Instant use glyphs can also be used this way and may be activated in place of movement on a Sorcerer's action and is then removed as normal. You may only have 1 Glyph at a time and may only do this once per game.
Putrescense of Nurgle: 1 wound on this model may be removed on a roll of 15+ on the D20 at the end of the turn. ALL adjacent models friendly or enemy take this wound unless they make their normal defense rolls.
Rapid Fire: If the models do not move, they are +1 Attack.
Reaper Autocannon: Reroll up to 2 missed Attack Dice, 3 if you did not move this phase.
Sealed Suit/Amphibious: May ignore water entrance movement rule and any weapon or scenario rule involving gas type effects.
Storm Bolter: +1 Attack at enemy targets that are not adjacent to model. May divide all Attack dice between all enemy models in range. Do so before rolling dice.
Synapse (Unit type here) Master X: Friendly models of this unit type within X (number of hexes from model) that are Synapse Slaves ignore their Synapse rules.
Synapse (Unit type here) Slave: If ANY adjacent friendly models are removed from play, this model is also removed from play. Only the original model removed from play counts for this rule.
Targeter/Range Finder: When this model does not move, it is +1 to range.
Telepathy: While this model is in play, you are +2 to your Initiative roll. When this model is removed from play, you are -1 to your Initiative roll.
Teleporter: May ignore ALL movement rules and move to any hex in range. Teleporters may attack before moving if they wish.
Thirst of Sanguinus: Any adjacent enemy model defeated removes 1 wound from this model however the model may NOT move for the rest of the turn. Model is also +2 defense until the end of the turn.
Veteran Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
War Machine: Model may move (x) hexes per turn over flat terrain or down it. At the end of each turn, if a 15+ roll is made, 1 wound may be removed from the model if it was not removed from play. An extra 15+ roll may be made for every friendly War Machine Crew of this type adjacent to it. War Machines gain no benefits or penalties from any other friendly or enemy model special ability, and no benefits from any friendly glyphs.
Web/Net Launcher: Model does not attack as normal. May fire at any 1 hex base enemy model in Range -1. Roll a D20. On 14+, the model is pinned until the end of the turn and may not do anything. Pinned model is at half Defense (rounded UP) and may not use any special abilities.
Zombie: This model has NO Defense dice, but requires 2 unblocked rolled skulls in order to wound. May not move through water, make break away moves, or make any elevation changes higher than 1. Model MUST move towards enemy models when given an order.
Zombie Plague: Any model removed from play by an attack from this model becomes another zombie with this card's zombie stats on a 15+ roll immediately.
Zombie Lord: Any friendly adjacent zombies gain +1 Defense even if they had none before.
NEED MORE THOUGHTS:
Intangibility: Can't do Kitty Pryde, aka Shadowcat without it. Or ghosts! Ive got a couple ideas, but many of them are "What's the point?" type ones. Outside of it being a carry power to allow Intangibles to cart models around semisafely, I am not sure how it would be of an asset. You are either unhurtable and unable to affect the board, or hurtable and able to. Might be good for Capture the Flag though. Can't pick the flag up till you are tangible, and can't affect glyphs either, but become a sitting duck once you are solid. Its got possibilities.. but are they GOOD ones?
Flamethrowers: I know it should be short range, like 2-5 hexes tops depending on Flamer type, but should it hit all models in a straight line? If the model with the Flamer is removed, should there be a damage effect to surrounding models? Do we want the added complexity of burning rules? These are important questions for this kind of weapon.
Martial Arts. Is it even needed? Would it mostly be for adjacent attacks/defenses? Would there be multiple levels? Like regular would be Tim Drake Robin, Shadowcat, and other low level but skilled martial artists, while level 2 would be like Batman, low level Dragon (and on and on and on..) Ball Z, and level 3 would be your Kung Fu Masters, and such. Its one I would like, but I want it to be interesting.
40K UNITS:
Genestealer Squad:
55 points, 4 Models. (Limited, 1 card for every 500 points.)
Life 1, Move 6, Attack 4, Range 1, Defense 2. Medium 4.
CHAOS
(Note: Chaos fights for themselves and not for any of the factions within the game. All single wound multi model cards are considered common, all multi wound single model cards are unique, and any single wound single model or multi wound multi model cards are considered LIMITED and may have 1 card per army per 500 points. (1 in a 100-500, 2 in a 501-1000, and so on.) )
Chaos Space Marine Terminator, Reaper Autocannon & Power Weapon:
90 points, 1 Model.
Life 1, Move 3, Attack 4, Range 8, Defense 6. Medium 5.
Special: Reaper Autocannon: Reroll up to 2 missed Attack Dice, 3 if you did not move this phase. Close Combat Power Weapon: If attacking adjacent target (range 1), do not use Reaper Autocannon rules, but you may force Defender to reroll one of their Defense Dice.
Chaos Space Marine Bolter Squad:
70 Points, 3 Model.
Life 1, Move 4, Attack 3, Range 5, Defense 5. Medium 4.
Special: Rapid Fire: If the models do not move, they are +1 Attack.
Chaos Space Marine Khorne Berzerker Squad:
100 Points, 3 Model.
Life 1, Move 5, Attack 3, Range 2, Defense 6. Medium 4.
Special: Frenzied Attackers: When attacking adjacent models, each model may roll to attack a second adjacent model at -1 Attack, and a third at -2 Attack. (Fight each battle in order.) If they defeat all models adjacent to them, they may make an additional move of up to 2 spaces, but it must be towards an enemy model.
Chaos Space Marine Khorne Berzerker Commander:
100 Points, 1 Model.
Life 3, Move 5, Attack 4, Range 3, Defense 6. Medium 4.
Special: Plasma Pistol: Enemy models must reroll all rolled shields. If this is done to models not adjacent to this one, the attacking model takes 1 point of damage even if the attack fails to damage the enemy.
Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice.
Chaos Space Marine Veteran Squad:
140 Points, 3 models. (2 with Heavy Bolter, 1 with Missle Launcher.)
Life 1, Move 4, Attack 5, Range 6, Defense 5. Medium 4.
Special: Heavy Bolter: Model may divide Attack Dice between all enemy models in range. Allocate dice before rolling.
Missle Launcher: Enemy model loses 1 rolled Shield.
Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
Chaos Space Marine Veteran Anti Tank Squad:
150 Points, 3 models. (Any combination of Lascannons and Heavy Plasma.)
Life 1, Move 4, Attack 6, Range 6, Defense 5. Medium 4.
Special: Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
Chaos Space Marine Terminator Squad:
120 points, 3 Models
Life 1, Move 3, Attack 4, Range 4, Defense 6. Medium 5.
Special: Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice. Combi Weapon: For each Range Hex you subtract, add it to your Attack Dice up to 2, or subtract up to 2 Attack Dice to add +1 Range for each Attack Dice removed. May not be used to attack adjacent models.
Chaos Space Marine Terminator Sorcerer
125 points, 1 Model
Life 4, Move 3, Attack 4, Range 4, Defense 6. Medium 5.
Special: Force Sword: Every Skull rolled counts as 2 Skulls when fighting against adjacent models.
Psychic Powers: When this model lands on a Glyph, he may move with it until he is removed from play and it stays in the hex he was removed from. Instant use glyphs can also be used this way and may be activated in place of movement on a Sorcerer's action and is then removed as normal. You may only have 1 Glyph at a time and may only do this once per game.
Chaos Space Marine Bike Squad (Cocreated with Pico)
80 points, 2 Models.
Life 1, Move 6, Attack 3, Range 4, Defense 6. 2 Hex Long 3.
Special: Storm Bolter: +1 Attack at enemy targets that are not adjacent to model. May divide all Attack dice between all enemy models in range. Do so before rolling dice.
Chaos Space Marine Plasma Bike (Based off a Pico Creation)
50 points, 1 Model. (Limited)
Life 1, Move 6, Attack 4, Range 4, Defense 6. 2 Hex Long 3.
Special: Plasma Pistol: Enemy models must reroll all rolled shields. If this is done to models not adjacent to this one, the attacking model takes 1 point of damage even if the attack fails to damage the enemy.
Chaos Space Marine Command Bike (Based off a Pico Creation)
75 points, 1 Model. (Limited)
Life 1, Move 6, Attack 4, Range 4, Defense 6. 2 Hex Long 3.
Special: Storm Bolter: +1 Attack at enemy targets that are not adjacent to model. May divide all Attack dice between all enemy models in range. Do so before rolling dice.
Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice.
SPACE MARINES
Space Marine Bolter Squad:
70 Points, 3 Models.
Life 1, Move 4, Attack 3, Range 5, Defense 5. Medium 4.
Special: Rapid Fire: If the models do not move, they are +1 Attack.
Space Marine Chaplain: (Modified with help from Pico)
110 Points, 1 Model. (Unique Unit)
Life 3, Move 4, Attack 4, Range 3, Defense 5. Medium 4.
Special: Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice.
Inspirational: All friendly adjacent models may reroll 1 Attack or Defense die each time it is required.
Energy Field/Storm Shield: Defending model forces attacker to reroll 1 skull.
Blood Angels Lost Company Squad: (Cocreated with Pico)
100 Points, 3 Models. (Unique Unit)
Number in squad: 3
Life: 2, Move 5, Attack 4, Range 2, Defense 5, Medium 4.
Special: Frenzied Attackers: When attacking adjacent models, each model may roll to attack a second adjacent model at -1 Attack, and a third at -2 Attack. (Fight each battle in order.) If they defeat all models adjacent to them, they may make an additional move of up to 2 spaces, but it must be towards an enemy model.
Hard to Control: Unless Lost Company units are within 3 hexes of a Space Marine Chaplain, units must move directly towards the closest enemy model and engage if they are able to do so. If combat is unable to be initiated, the unit will still make it's full move toward the closest enemy.
Commander Dante, Lord of the Blood Angels (Created by Pico from the Heroscape.net forums)
145 Points, 1 Model. (Unique Unit)
Life: 4, Move: 5, Attack 5, Range 4, Defense 5, Medium 4.
Special: Inferno Pistol: (Created by Pico from the Heroscape.net forums)
Range 2. Attack 3. Enemy models must reroll all rolled shields.
Mask of Sanguinius: (Created by Pico from the Heroscape.net forums. Modified slightly by me.)
Any model attacking Dante subtract die 1 from their attack if within 4 hexes.
Space Marine Jump Pack: Model ignores up to their height in terrain but may only move in a straight line from their starting hex when they move. (May move as normal and ignore this rule.
Brother-Captain Tycho, Commander of the 3rd Company (Created by Pico of the Heroscape.net forums)
110 points, 1 Model. Unique Unit
Life 4, Move 4, Attack 5, Range 4, Defense 5. Medium 4
Special: Digi-Lasers: (Created by Pico from the Heroscape.net forums)
When this model attacks an adjacent model, the defending model subtracts 1 die from his defense roll.
Combi Weapon: For each Range Hex you subtract, add it to your Attack Dice up to 2, or subtract up to 2 Attack Dice to add +1 Range for each Attack Dice removed. May not be used to attack adjacent models.
Mephiston, The Lord of Death (Created by Pico of the Heroscape.net forums)
160 points, 1 Model. Unique Unit
Life 5, Move 6, Attack 5, Range 2, Defense 5. Medium 5
Special: Force Sword: Each Skull counts as 2 Skulls when fighting engaged models.
Psychic Powers: When this model lands on a Glyph, he may move with it until he is removed from play and it stays in the hex he was removed from. Instant use glyphs can also be used this way and may be activated in place of movement on a Sorcerer's action and is then removed as normal. You may only have 1 Glyph at a time and may only do this once per game.
Thirst of Sanguinus: Any adjacent enemy model defeated removes 1 wound from this model however the model may NOT move for the rest of the turn. Model is also +2 defense until the end of the turn.
Force Sword: Each Skull counts as 2 Skulls when fighting against engaged models.
Space Marine Terminator Squad
120 points, 3 Models
Life 1, Move 3, Attack 4, Range 4, Defense 6. Medium 5.
Special: Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice.
Targeter: When this model does not move, it is +1 to range.
Storm Bolter: +1 Attack at enemy targets that are not adjacent to model. May divide all Attack dice between all enemy models in range. Do so before rolling dice.
Space Marine Scout Squad (Created by Pico)
55 points, 3 Models
Life 1, Move 4, Attack 3, Range 4, Defense 3. Medium 4.
Special: Veteran Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
Space Marine Sniper Scout Squad (Modified from a Pico design)
55 points, 2 Models
Life 1, Move 4, Attack 3, Range 7, Defense 3. Medium 4.
Special: Veteran Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
Space Marine Shotgun Scout Squad (Modified from a Pico design)
60 points, 3 Models
Life 1, Move 4, Attack 4, Range 3, Defense 3. Medium 4.
Special: Veteran Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
Space Marine Heavy Bolter Scout Squad (Modified from a Pico design)
65 points, 2 Models
Life 1, Move 4, Attack 4, Range 6, Defense 3. Medium 4.
Special: Veteran Infiltrate: Do not place models in your setup area. They may be placed on any non glyph hex not next to any enemy model nor in their line of sight or placed next to any friendly figure before Turn 2.
Heavy Bolter: Model may divide Attack Dice between all enemy models in range. Allocate dice before rolling.
Space Marine Assault Squad ( A Pico design)
80 points, 3 Models
Life 1, Move 4, Attack 4, Range 3, Defense 5. Medium 4.
Special: Plasma Pistol: Enemy models must reroll all rolled shields. If this is done to models not adjacent to this one, the attacking model takes 1 point of damage even if the attack fails to damage the enemy.
Space Marine Jump Pack: Model ignores up to their height in terrain but may only move in a straight line from their starting hex when they move. (May move as normal and ignore this rule.
Space Marine Devastator Squad:
120 Points, 3 models. (2 with Heavy Bolter, 1 with Missle Launcher.)
Life 1, Move 4, Attack 5, Range 6, Defense 5. Medium 4.
Special: Heavy Bolter: Model may divide Attack Dice between all enemy models in range. Allocate dice before rolling.
Missle Launcher: Enemy model loses 1 rolled Shield.
Targeter: When this model does not move, it is +1 to range.
Space Marine Anti Tank Devastator Squad:
130 Points, 3 models. (Any combination of Multimelta, Heavy Plasma, and Lascannon.)
Life 1, Move 4, Attack 6, Range 6, Defense 5. Medium 4.
Special: Targeter: When this model does not move, it is +1 to range.
Space Marine Bike Squad (Cocreated with Pico)
100 points, 2 Models.
Life 1, Move 6, Attack 3, Range 4, Defense 6. 2 Hex Long 3.
Special: Storm Bolter: +1 Attack at enemy targets that are not adjacent to model. May divide all Attack dice between all enemy models in range. Do so before rolling dice.
Space Marine Plasma Bike (Based off a Pico Creation)
50 points, 1 Model. (Limited)
Life 1, Move 6, Attack 4, Range 4, Defense 6. 2 Hex Long 3.
Special: Plasma Pistol: Enemy models must reroll all rolled shields. If this is done to models not adjacent to this one, the attacking model takes 1 point of damage even if the attack fails to damage the enemy.
Space Marine Command Bike (Based off a Pico Creation)
75 points, 1 Model. (Limited)
Life 1, Move 6, Attack 3, Range 4, Defense 6. 2 Hex Long 3.
Special: Storm Bolter: +1 Attack at enemy targets that are not adjacent to model. May divide all Attack dice between all enemy models in range. Do so before rolling dice.
Close Combat Power Weapon: If attacking adjacent target (range 1), you may force Defender to reroll one of their Defense Dice.
Last edited by Bloodcat on Dec 29, 2004 - 08:48 PM; edited 1 time in total