Warhammer 40,000 (Defiler)

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Jabroniville
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Re: Warhammer 40,000 (Ork Battlewagon)

Post by Jabroniville » Mon Jun 11, 2018 7:54 am

Batgirl III wrote:
Mon Jun 11, 2018 5:12 am
There are some absolutely hilariously well done “joke” WH40k armies out there. My personal favorite is the guy that has the nearly the entire Ultramarines Chapter as the cast of The Simpsons. Given the cost of GW miniatures, I’ve never really indulged in such shenanigans myself...

Except back in junior high, when I played Bretonnians in WHFB, I did give my five Questing Knights paint Jobs inspired by Arthur, Bedevere, Robin, Lancelot, and the Black Knight from Monty Python and the Holy Grail. But that was five models that were otherwise totally stock.
I saw a REALLY good Night Goblin army decked out like Smurfs, all in dark blue with white clothing. It actually looked awesome. Papa Smurf was, of course, an Orc.

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Woodclaw
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Re: Warhammer 40,000 (Ork Battlewagon)

Post by Woodclaw » Mon Jun 11, 2018 10:42 am

Jabroniville wrote:
Mon Jun 11, 2018 7:54 am
Batgirl III wrote:
Mon Jun 11, 2018 5:12 am
There are some absolutely hilariously well done “joke” WH40k armies out there. My personal favorite is the guy that has the nearly the entire Ultramarines Chapter as the cast of The Simpsons. Given the cost of GW miniatures, I’ve never really indulged in such shenanigans myself...

Except back in junior high, when I played Bretonnians in WHFB, I did give my five Questing Knights paint Jobs inspired by Arthur, Bedevere, Robin, Lancelot, and the Black Knight from Monty Python and the Holy Grail. But that was five models that were otherwise totally stock.
I saw a REALLY good Night Goblin army decked out like Smurfs, all in dark blue with white clothing. It actually looked awesome. Papa Smurf was, of course, an Orc.

Image
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slade the sniper
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Re: Warhammer 40,000 (Ork Battlewagon)

Post by slade the sniper » Mon Jun 11, 2018 9:14 pm

So a pink skinned, bow-headed ork grrrl army is A-OK? Would you play against it if it was "counts as" or WYSIWYG... (I don't know what Mrs Sniper wants yet...)?

-STS

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Re: Warhammer 40,000 (Ork Battlewagon)

Post by Batgirl III » Tue Jun 12, 2018 12:49 am

slade the sniper wrote:
Mon Jun 11, 2018 9:14 pm
So a pink skinned, bow-headed ork grrrl army is A-OK? Would you play against it if it was "counts as" or WYSIWYG... (I don't know what Mrs Sniper wants yet...)?

-STS
My approach to WYSWYG varies based on the “scope” of the game. Most wargamers tend to gel the same:


Something like Necromunda or Frostgrave where you likely won’t have but dozen models per player? Then I’m going to be pretty strictly WYSWYG... Although I’m not a dick about it, if you say “This Guy with the chainsaw upgraded to a powersword, but I haven’t replaced the model yet.” before the game and we’re kosher. Pick-up games at the FLGS are looser than match-games in a tourney, too.

With a game of Warhammer 40,000 scope that can easily see 100+ models on the table per player, I use what I call “Three Foot WYSWYG,” basically from tabletop height can I tell at a glance what faction the model is, what general unit type it is, and what it’s primary weapon is: That’s an Ork, it’s Infantry, it’s got a missile launcher; that’s an Ork, it’s Jetpack Infantry, it’s got a pistol and a regular melee weapon; that’s an Eldar, it’s a Hoberbike, it’s got a power-axe... I don’t need to see every grenade, knife, radio, and perfectly detailed unit markings. If the guy with the rocket launcher has a rocket launcher and not a laser-cannon, we’re kosher.

Again, in a casual game, if you ask me prior to play if you can have this thing “count as” that thing, I’ll almost always say yes. Tournaments are out though.
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Batgirl III
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Ork Squiggoth

Post by Batgirl III » Tue Jun 12, 2018 6:44 am

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GARGANTUAN SQUIGGOTH
Warhammer 40,000 Character
Power Level 15 ( 175 PP )

Rotgob, Ork Strategist wrote:Get 'em boyz!

Dakka dakka dakka!

WAAAGH! THE ORKS!

WAAAAAGH!
ABILITIES
Strength 16
Stamina 20
Agility 0
Dexterity 0
Fighting 8
Intellect -2
Awareness 2
Presence 0

SKILLS
Close Combat [Unarmed] 2 (+10), Insight 6 (+8), Intimidation 2 (+2), Perception 10 (+8), Ranged Combat [Ork Weapons] 12 (+12)

ADVANTAGES
Diehard, Improved Grab, Improved Grapple, Improved Hold, Power Attack

POWERS
Titanic Monster ( 61 PP Total )
Beyond Yuge Growth 16 (+16 Strength, +16 Stamina, +8 Speed, -8 Defenses; 180' Tall; E: Innate, Increased Mass [2]; F: Permanent) [ 35 PP ]
Brutally Tuff Impervious Toughness 12 (E: Innate) [ 13 PP ]
Feral Senses Senses 3 (Olfactory: Acute [1], Extended [1]; Visual: Lowlight Vision [1])) [ 3 PP ]
Huge Tusks Damage 4 (Strength-based; E: Split [1]) [ 5 PP ]
Quadruped Immunity 5 (Entrapment) [ 5 PP ]

Armored Howdah ( 44 PP Total )
Armor Impervious Toughness 5 [ 5 PP ]
Big Zzappa Damage 12 (E: Dynamic, Penetrating [10], Ranged) [ 35 PP ]
DAE: Four Big Shootas Damage 10 (E: Improved Critical [1], Ranged, Split [3], Multiattack) [ 2 PP ]
DAE: Supa-Lobba Damage 6 (E: Area [120' Burst], Extended Range [3], Indirect [1], Ranged) [ 2 PP ]

DEFENSE
Dodge (8) Base 13
Parry: (10) Base 10
Fortitude: (22) Base 2
Toughness: (20) ——
Will: (8) Base 6

WORKSHEET
Attack: 10 Effect: 20 Total: 30 (Huge Tusks)
Attack: 12 Effect: 12 Total: 24 (Big Zzappa)
Attack: 12 Effect: 10 Total: 22 (Four Big Shootas)
Attack: —— Effect: 6 Total: 6 (Supa-Lobba)
Dodge: 8 Tough: 20 Total: 28
Parry: 10 Tough: 20 Total: 30
Fort: 22 Will: 8 Total: 30


ABILITIES [ 24 pp ] +
SKILLS [ 10 pp ] +
ADVANTAGES [ 5 pp ] +
POWERS [ 105 pp ] +
DEFENSES [ 31 pp ] =
175 PP TOTAL

Background:
The Squiggoth is a particular breed of Squig that grows to massive proportions. Orks with a particularly low-tek bent, such as Feral Orks and the Snakebite clan, make use of them as transports and/or heavy artillery embankments, steering the monstrous multi-ton quasi-dinosaur beasts into the enemy. Covered in ramshackle armor, bristling with turrets manned by desperate grots and more than willing to trample, gore, crush or eat anything in sight, squiggoths are surprisingly effective. It also shows the biological rivalry between the Tyranids and Orks as each species tries to one-up each other on who can be the biggest and strongest.

Gargantuan Squiggoths are monstrous creatures approximately the size of a small Imperial Titan. Their size is the result of their breeding using the special, high-quality feed formula of the Snakebites Clan. These giants are sometimes used as mounts by the most powerful of Ork Warbosses. This is the variety seen in the Dawn of War video games and it is by far the more recognizable of all Squiggoth types.
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Re: Warhammer 40,000 (Ork Squiggoth)

Post by Gamebook » Tue Jun 12, 2018 7:21 am

The Dawn of War version was based on the gigantic resin model produced by Forge World:

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Batgirl III
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Re: Warhammer 40,000 (Ork Squiggoth)

Post by Batgirl III » Tue Jun 12, 2018 7:33 am

Gamebook wrote:
Tue Jun 12, 2018 7:21 am
The Dawn of War version was based on the gigantic resin model produced by Forge World:
Which was, in turn, based on the Citadel Miniatures model from Epic 40,000.

Image

Games Workshop has decided that the 6 mm scale Epic needs to be remade in 32 mm scale. I’m eagerly awaiting the day Forgeworld starts selling a 12’ tall Imperator Titan.
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Meganob

Post by Batgirl III » Tue Jun 12, 2018 8:14 am

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ORK MEGANOBZ
Warhammer 40,000 Character
Power Level 10 ( 120 PP )

Gasgrakh, Goff Nob wrote:We're da best. Think diffrent do ya? Come and have a go then, ya runty little wimp!
ABILITIES
Strength 7
Stamina 9
Agility 3
Dexterity (0)
Fighting 6
Intellect 0
Awareness 2
Presence 0

SKILLS
Athletics 3 (+10), Intimidation 15 (+15), Perception 3 (+5), Ranged Combat [Ork Weapons] 8 (+10), Stealth 3 (-1)

ADVANTAGES
All-Out Attack, Close Attack (4), Diehard, Great Endurance, Lionhearted, Power Attack, Ranged Attack (2), Startle

POWERS
Bulgin Biceps Enhanced Ability 1 (+1 Strength; F: Limited to Lifting) [ 1 PP ]
Feral Senses Senses 2 (Olfactory: Acute [1], Visual: Lowlight Vision [1]) [ 2 PP ]
Inhumanly Durable Immunity 4 (Diseases [1], Poisons [1]; Gases [2]; F: Limited to Half Effect); Protection 5 [ 7 PP ]

Mega-Armor ( 35 PP Base; F: Removable) [ 28 PP Total ]
'Ard Plating Impervious Toughness 9 [ 9 PP ]
Big Un Size Growth 4 (+4 Strength, +4 Staming; +4 Mass, +1 Size; +2 Intimidation, -2 Defenses) [ 8 PP ]
Poor Manual Dexterity Diminished Ability (-1 Dexterity) [ -2 PP ]
Kombi-Shoota Damage 6 (E: Improved Critical [1], Ranged, Multiattack) [ 19 EP ]
AE: Power Klaw Damage 7 (Strength-Based; E: Penetrating [8]) [ 1 EP ]

DEFENSE
Dodge (6) Base 5
Parry: (6) Base 2
Fortitude: (10) Base 1
Toughness: (14) ——
Will: (8) Base 6

WORKSHEET
Attack: 6 Tough: 14 Total: 20 (Power Klaw)
Attack: 10 Tough: 6 Total: 16 (Kombi-Shoota)
Dodge: 6 Tough: 14 Total: 20
Parry: 6 Tough: 14 Total: 20
Fort: 10 Will: 8 Total: 18


ABILITIES [ 40 pp ] +
SKILLS [ 16 pp ] +
ADVANTAGES [ 12 pp ] +
POWERS [ 38 pp ] +
DEFENSES [ 14 pp ] =
120 PP TOTAL

Background:
A Meganob is what happens when a Nob gets enough teef to get a skilled Mekboy to build them the orky equivalent of Space Marine Terminator Armor, It basically turns the wearer into a zoggin' tank, equipped with a Power Klaw and a large Kombi-Shoota. Though other Orks mock the Meganobz for wearing so much armor, only the dullest would do so within earshot. Even a direct hit from a tank round is unlikely to do more than knock a Meganob over. For many, the only chance of surviving an encounter with an angry Meganob is to outrun him. To counteract this weakness, many Meganobz roar into battle aboard armored Battlewagons. This saves time that would be wasted slogging across the battlefield, and helps the Meganobz get stuck straight into combat. They are usually considered as a Warboss' right hand men and often the ones to be promoted to a Warboss if the original one died.

Ork kulture is a seething orgy of violence where the strong constantly assert their position over upstart, ambitious young Orks. In the extremely tough kratocracy of the Orks, only the largest, toughest, and most aggressive Orks rise to leadership amongst the Greenskins. This makeshift "nobility" results in a class of Ork known as "Nobz" in their guttural language. Nobz are larger, richer and more aggressive than normal Orks, and never miss an opportunity to remind their fellows of it. These mighty Orks lead by example, fighting where the fighting is thickest and "encouraging" any recalcitrant Orks or Grots with cuffs and blows to get them into the battle. Orks instinctively obey those larger than themselves, provided they are a healthy shade of green. A Warboss' decisions are enforced by this ruling caste.
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Batgirl III
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We Die Standing

Post by Batgirl III » Tue Jun 12, 2018 10:21 am

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IMPERIAL GUARDSMEN
Warhammer 40,000 Characters
Power Level 5-6 Minions ( 50 PP )

Tactica Imperialis wrote:A good general does not lead an army to destruction just because he knows it will follow.
General Sturnn, Cadian 412th wrote:To each of us falls a task, and all the Emperor requires of us Guardsmen is that we stand the line, and we die fighting. It is what we do best: We die standing.
ABILITIES
Strength 1
Stamina 2
Agility 1
Dexterity 1
Fighting 5
Intellect 0
Awareness 0
Presence 0

SKILLS
Athletics 4 (+5), Expertise [Imperial Guardsman's Uplifting Primer] 6 (+6), Intimidation 2 (+2), Perception 2 (+2), Vehicles 2 (+3)

ADVANTAGES
Sergeant: Equipment (5), Improved Defense, Leadership, Ranged Attack (4), Teamwork
Infantrymen and Weapon Specialists: Equipment (6), Improved Defense, Ranged Attack (4), Teamwork
Heavy Weapon Operator and Vox Operator: Equipment (8), Ranged Attack (4)

EQUIPMENT ( 40 EP )
The standard Imperial Guard Infantry Squad consists of ten men: One Sergeant, six Infantrymen, one Weapon Specialist, one Vox Operator, and one Heavy Weapon Operator.

Sergeant ( 20 EP ) One member of the squad will be given the following as standard issue:
Flak Armor Protection 3 [ 3 EP ]
Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 15 EP ]
AE: Chainsword Damage 4 (Strength-Based; E: Improved Critical [2]) [ 1 EP ]
AE: Laspistol Damage 5 (E: Ranged) [ 1 EP ]

Infantrymen ( 20 EP ) All other members of the squad will be given the following as standard issue:
Flak Armor Protection 3 [ 3 EP ]
Lasrifle Damage 5 (E: Ranged, Multiattack) [ 15 EP ]
AE: Bayonet Damage 1 (Strength-Based; E: Improved Critical [1], Reach [1]) [ 1 EP ]
AE: Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]

Weapon Specialist ( 20 EP ) One member of the squad may replace his Lasrifle with one of the following:
Flamer Damage 4 (E: Area [60' Cone], Incurable [1], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 15 EP ]
Plasmagun Damage 5 (E: Incurable [1], Multiattack, Penetrating [4], Ranged; F: Side Effect [attacks user on a miss]) [ 15 EP ]
Meltagun Damage 6 (E: Penetrating [5], Ranged; F: Diminished Ranged [1], Inaccurate [1]) [ 15 EP ]

Heavy Weapon Operator ( 20 EP ) One member of the squad will also be given one of the following; Heavy Weapon Operators are PL 6:
(Each Heavy Weapon Operator will be partnered with one of the Infantrymen, who will assist in transporting, set-up, and loading the weapon.)
Autocannon Damage 6 (E: Extended Range [1], Improved Critical [1], Penetrating [4], Ranged, Split [1]; F: Activation [Move, -1]) [ 18 EP ]
Heavy Bolter Damage 6 (E: Extended Range [1], Improved Critical [1], Ranged, Multiattack; F: Activation [Move, -1], Distracting) [ 18 EP ]
Lascannon Damage 7 (E: Penetrating [6], Ranged; F: Activation [Move, -1], Inaccurate [1]) [ 18 EP ]
Missile Launcher (Krak) Damage 7 (E: Penetrating [5], Ranged; F: Activation [Move, -1], Inaccurate [1]) [ 17 EP ]
AE: Missile Launcher (Frag) Damage 5 (E: Area [30' Burst], Extended Range [1], Ranged; F: Activation [Move, -1]) [ 1 EP ]
Mortar Damage 5 (E: Area [30' Burst], Extended Range [1], Indirect [3], Ranged; F: Activation [Move, -1]) [ 18 EP ]

Vox Operator ( 20 EP ) One member of the squad will also be given the following:
Vox Caster Communication 3 (Radio: Long Range; E: Area, Selective, Subtle [1]; F: Limited to units in same Regiment); Enhanced Skill 2 (Expertise: Ciphers +2; Technology +2) [ 18 EP ]

Squad Support Element ( 75 EP ) Surplus Equipment Points of the Sergeant, Infantrymen, and Weapon Specialist will be used purchase one to the following:
Chimera Armored Transport Vehicle Equipment Rank 15 [ 75 EP ]
Valkyrie Assault Carrier Vehicle Equipment Rank 15 [ 75 EP ]

DEFENSE
Dodge (5) Base 4
Parry: (5) Base 0
Fortitude: (3) Base 1
Toughness: (2/5) ——
Will: (5) Base 5

WORKSHEET
Attack: 5 Effect: 1 Total: 6 (Unarmed)
Attack: 5 Effect: 6 Total: 11 (Autocannon)
Attack: 5 Effect: 8 Total: 7 (Bayonet)
Attack: 5 Effect: 5 Total: 10 (Chainsword)
Attack: 5 Effect: 5 Total: 10 (Lasrifle)
Attack: —— Effect: 4 Total: 4 (Flamer)
Attack: —— Effect: 5 Total: 5 (Grenade; Frag)
Attack: 5 Effect: 6 Total: 11 (Heavy Bolter)
Attack: 3 Effect: 7 Total: 10 (Lascannon)
Attack: 3 Effect: 6 Total: 9 (Meltagun)
Attack: 3 Effect: 7 Total: 10 (Missile Launcher; Krak)
Attack: —— Effect: 5 Total: 5 (Missile Launcher; Frag)
Attack: —— Effect: 5 Total: 5 (Mortar)
Attack: 5 Effect: 5 Total: 10 (Plasmagun)
Dodge: 5 Tough: 5 Total: 10
Parry: 5 Tough: 5 Total: 10
Fort: 3 Will: 5 Total: 8


ABILITIES [ 20 pp ] +
SKILLS [ 8 pp ] +
ADVANTAGES [ 12 pp ] +
POWERS [ 0 pp ] +
DEFENSES [ 10 pp ] =
50 PP TOTAL
Thought for the Day wrote:Fact: The graves of warriors who have given their lives for the Emperor now outnumber the stars!
Background:
The Imperial Guard is not a single army but many armies of countless millions of men and fighting machines. At any one time the Imperial Guard fight across a hundred war zone and upon ten thousand planets. Its forces may be fresh and hopeful of a quick victory, or they might be waging wars that have been going on for centuries and claimed billions of lives. Each army and each war is unique in at least some respects.

Regiments join the Imperial Guard uniformed and equipped as their planetary Lord's own forces. Inevitably this means that the appearance of regiments is quite varied. Jungle Fighters from the steaming death world of Catachan are hardly likely to wear the heavy insulating cloths and cloaks of the Valhallans whose world is covered in thick ice and where anyone caught on the surface would quickly freeze. Similarly the barbaric skins and furs of the nomadic Attilans are a far cry from the glittering formal uniforms of the Vostroyans.

Regardless of their appearance almost all newly recruited troops carry the universal lasgun. This weapon is easy and cheap to manufacture and maintain, and hence ideally suited to the needs of planetary forces. Other weapons are more-or-less standard across the Imperium although individual planetary forces may favor one kind over another. The Emperor's demand is simply that troops be equipped and trained ready to fight in his armies.

At the end of the day, though he's been ferried through Hell on a ship that's ten thousand years old to some god-forsaken rock. Though he deployed from high orbit with nothing but a grav chute. Though he is one of ten million men and women raised from his homeworld to fight a war he barely understands. Though he has been given a weapon that fires small suns and may annihilate him as he fires because the knowledge of how it functions has been lost for millennia. Though his company is supported by tractor-tanks that run on anything you can burn. Though he wages war against a devouring hive-mind, demons and a horde of space communists. No one will remember his sacrifice, there will be no records of his deeds, no glorious parades in his honor, and no remembrance of his name. All he earns is a shallow, unmarked grave on a forgotten world light years from home.

Yet for all this thankless sacrifice a Guardsman is a man, just like you. He has no millennia-old genetic engineering, no prophetic leader, no miracles of faith. He has his weapon, his orders, and those beside him. He is the Imperial Guard.

And he will hold the line.

Imperial Guard Veteran Squads:
Imperial Guard Veteran Squads are represented in an M&M3e by using the above build. However up to half of the squad members to be Weapon Specialists. The biggest difference however is that Imperial Guard Veteran Squads are not considered Minions.

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Build Notess:
Compared to modern, real-world infantry, the Imperial Guard are packing a lot more firepower but rather lacking in small unit tactics. Individual Imperial Guard squads just don't operate with the level of individual initiative and localized leadership as modern, real-world armies. Individual Guardsmen are, in fact, actively discouraged from doing so! From the perspective of their supreme commanders this overly centralized command structure is efficient, effective, and cuts down on any potentials for heresy, free-will, or individuality. So they pretty much treat every battle as a combination of the Somme, Stalingrad, and the Chosin Reservoir. There are always more infantry available in the reserves. The best generals in the Imperial Guard won't sacrifice the lives of their men without purpose, but they don't blink at sacrificing the lives of their men with purpose.

In the context of the typical super-heroic setting, the Imperial Guard are pretty much right in line with any other high-tech, fanatical mook army: Star War's Storm Troopers, G.I. Joe's Cobra, or Marvel Comic's HYDRA. Usually in super-heroic settings, the evil mook army tends to be a terrorist organization, criminal syndicate, or at most a paramilitary group. The Imperial Guard are a full fledged army, with the hardware and armored units to prove it. The biggest difference however, is that the Imperial Guard's fanatical faith in their God-Emperor which outdoes the zealotry of just about any religious cult anywhere else in fiction. The rank and file of the Imperial Guard might not be as well-trained as those other mooks, but they make up for it with firepower and zeal.

Min-Rant:
I've played around with just about every faction over the years, but in my heart of hearts I have always been a fan of the Imperial Guard. In fact, back when I started, they were still called the Imperial Army! Specifically the disciplined ranks of the stalwart and well-dressed Mordian Iron Guard. I dunno, something about guys waging grimdark trench warfare against alien gribblies and cosmic horrors in full dress uniform just appeals to me. As a kid, it was the closest I could come to Napoleonic war games, since my friends were way more into the idea of Chaos Daemons and Ork Hordes than Prussian Line Infantry. Then I discovered the Leman Russ tank... I believe the word is "giggity."

As we've mentioned in our earlier discussions, a lot of 40K fans grumble about how much attention the Space Marines get, I don't. I reserve my grumbling for how much attention the bloody Cadian Shock Troopers are given. Ever since GW shifted from pewter to plastic every Imperial Guard kit defaults to the gorram Cadians. The Catachan Jungle Fighters got some attention at first, but its been all Cadians ever since. I can ignore them for the most part when buying rank and file infantry (I've already got oodles of Mordians and can readily find more on eBay) but it is a big problem with vehicles. All the included crewmen are Cadian! Heck, even the dead bodies on their newest terrain pieces are in Cadian uniforms! I understand the production costs behind these things ain't nothing, but couldn't they at least include a few variant heads on the sprue for these big models? Or maybe just sell an accessory pack that would let me convert these Cadians into something more in keeping with the appearance of my regiment? (There are third-party companies doing just that, which makes me think GW is missing a golden opportunity here.)

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Re: Warhammer 40,000 (Imperial Guard)

Post by Woodclaw » Tue Jun 12, 2018 7:56 pm

I'm hijacking this thread with BGIII's permission to repost one of my old builds.

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MEN OF TANITH! DO YOU WANT TO LIVE FOREVER?

Commissar-Colonel Ibram Gaunt

Power Level: 8 (146pp)

Abilities: STR: 16 (+3), DEX: 16 (+3), CON: 16 (+3), INT: 14 (+2), WIS: 18 (+4), CHA: 18 (+4)

Skills: Bluff 4 (+8), Climb 3 (+7), Computers 2 (+4), Diplomacy 5 (+9), Disable Device 3 (+5), Drive 3 (+6), Intimidate 7 (+11), Knowledge (current events) 7 (+9), Knowledge (history) 7 (+9), Knowledge (tactics) 8 (+10), Knowledge (theology & philsophy) 7 (+9), Language 4 (High Gothic, Jantine Battle-Chant, Hyrkan Battle-Chant, Tanith Battle-Chant; Native: Low Gothic [Manzipor dialect]), Medicine 1 (+5), Notice 3 (+7), Search 5 (+7), Sense Motive 5 (+9/+13), Stealth 4 (+7), Survival 3 (+7), Swim 3 (+7)

Feats: Assessment, Benefit 1 (Law Enforcement: Commissar), Benefit 5 (military rank: Colonel), Dedication (to the First and Only), Defensive Attack, Defensive Strike, Diehard, Dodge Focus 3, Equipment 5, Fearsome Presence 4, Improved Defense 2, Inspire 3/4, Leadership, Luck 1, Power Attack, Rousing Speech 1 (Intimidate), Skill Mastery 1 (Diplomacy, Intimidate, Knowledge [tactics], Sense Motive), Withstand Damage

Powers:

Powerblade of Heironymo Sondar (Device 3 [easy to lose]; 9pp)

Devices:

Powerblade of Heironymo Sondar (15pp of effects)
  • Strike 3 (PF: Mighty, Improved Critical 2)
  • Power Field (adds Penetrating [6 ranks] and Lethal Only to the swrod attacks)
  • Holy Relic (Enhanced Feats 1 [Inspire 1])
Equipment: Binoculars (1ep), Micro-bead (as Commlink plus Subtle 1 [military scrambler]; 2ep), Tanith Camo-cloak (as Camo Clothing plus Variable Descriptor [any terrain]; 2ep), Guard Flak Armor (Protection 3; 3ep)

Weapons (array; 13ep)
  • Bolt Pistol (+6 ballistic and explosive damage; crit 19; 40'; Full Power, Lethal Only)
  • Straight Silver [combat knife] (+2 slashing or piercing damage; crit 19; 10' [thrown]; Masterwork)
  • Tube Charges (+6 explosive damage; crit 20; 20' [thrown]; Area [explosion, targeted, 4 ranks only], Full Power, Lethal Only)
4ep in mission specific equipment

Combat: Attack +9; Damage +3 (unarmed), or by weapon of choice; Defense +10 (+4 Flat-footed); Initiative +3

Saves: Toughness +3/+3 without armor, Fortitude +7, Reflex +6, Will +8/+12 [Dedication]

Abilities 38 + Skills 21 (84 ranks) + Feats 35 + Powers 9 + Combat 32 + Saves 11 + Drawbacks 0 = 146

Complications:
  • Enemies (tons): Gaunt's temper and unconventional command style - not to mention willingness to stand up for his soldiers no matter what - have won him tons of bitter enemies and faithful allies among his fellow Imperial Guard's commanders.
  • Guilt (the death of Tanith): when the Chaos arrived to Tanith Gaunt choose to retreat instead of fighting, something that still haunt his dreams.
  • Honor: Gaunt is a very honorable man, even too much for his own good.
  • Reputation (soft and unconventional): Gaunt is a very unconvetional Imperial Guard commander and even more as a Commisar, many think that this made him unfit for either of his roles.
  • Responsibility (Brin Milo): Until he departed at the end of the Saint arc, Gaunt considered Brin Milo - the piper trooper of the Tanith - as sort of surrogate son.
  • Responsibility (to the Taniths): Due to his guilt, Gaunt has taken his role as Tanith's commander much closer to the heart than usual.

:arrow: The commissar, the colonel, the legend. Gaunt is easily one of the most iconic character of the 40k universe. Until Dan Abnett started writing his long-winded series about the Colonel-Commisar the guardsmen were the joke army of the 40k universe.

:arrow: Granted, Abnett himself admitted that when he started writing he didn't know the 40k background all that well, as a result Gaunt was more officier than Commisar and it actually took Abnett a couple of stories to set the record straight explaning the unusual background of his main character. The Ghosts novels are often accused of not being true 40k stories, but rather a reskinning of other military sci-fi tropes in 40k sauce. To be honest I'm very happy this way, I have very little interest to read a 40k novel that follows the usual setting tropes to the letter.

:arrow: The Powerblade of Heironymo Sondar is a device purely because of its status as a relic of the Imperium. For an earlier version of Gaunt remove the powerblade and add a chainsword (which is a piece of equipment)
Chainsword (+3 slashing damage; crit 19; Mighty, Autofire 1 [7 ranks]; 12ep)
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Re: Warhammer 40,000 (Imperial Guard)

Post by Jabroniville » Tue Jun 12, 2018 9:27 pm

Yeah, I didn't even realize there WAS an army of full-dress-uniform Imperials- all I've ever seen are the Rambo-Lite guys and the "Generic Army Dude" guys. I never understood the purpose of the army, given how outlandish everything else looked, until I saw your stuff here, and realized it's supposed to appeal to the "Real Army Nuts" out there who want to play legitimate-looking stuff, instead of the Pauldron Gods, Deformed Maniacs or Giant Alien Menaces out there :).

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Re: Warhammer 40,000 (Imperial Guard)

Post by Davies » Tue Jun 12, 2018 9:32 pm

Woodclaw wrote:
Tue Jun 12, 2018 7:56 pm
To be honest I'm very happy this way, I have very little interest to read a 40k novel that follows the usual setting tropes to the letter.
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Re: Warhammer 40,000 (Imperial Guard)

Post by Batgirl III » Thu Jun 14, 2018 11:54 pm

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IMPERIAL GUARD HERO
Warhmmer 40,000 Character
Power Level 7 ( 100 PP )

Staff Sergeant Vermak, 12th Cadian Shock Regiment wrote:Men, we are the first, last, and often only line of defence the Imperium has against what is out there. You and that fine piece of Imperial weaponry you hold in your hands is all that is keeping humanity alive. Most of you will probably not live to see your second year in the Imperial Guard and most of you will probably never see your home worlds again, but I can guarantee you that when you do fall, with a prayer to the most high and mighty God-Emperor on your lips, you will have earned the right to call yourself a man!
ABILITIES
Strength 3
Stamina 4
Agility 1
Dexterity 2
Fighting 5
Intellect 1
Awareness 1
Presence 3

SKILLS
Athletics 5 (+8), Close Combat [Unarmed] 3 (+9), Close Combat [Chainsword] 1 (+7), Expertise [Departmento Munitorum] 7 (+8), Expertise [Tactica Imperialis] 7 (+8) Intimidation 5 (+8), Perception 4 (+5), Ranged Combat [Imperial Weapons] 6 (+6), Stealth 5 (+5), Treatment 4 (+5), Vehicles 3 (+5)

ADVANTAGES
Close Attack (1), Defensive Roll (1), Diehard, Equipment (8), Great Endurance, Improved Aim, Improved Defense, Improved Initiative (1), Inspire (3), Leadership, Lionhearted, Set-Up

EQUIPMENT ( 40 EP )
An Imperial Guard Hero will be given the following as standard issue:
Auspex Sensor Senses 3 (Radio: Detect Lifeforms, Ranged [2], Radio [1]) [ 3 EP ]
Flak Armor Protection 3 [ 3 EP ]
Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 15 EP ]
AE: Krak Grenade Damage 8 (E: Penetrating [5], Reach [1], Triggered [timer; 1]) [ 1 EP ]
AE: Chainsword Damage 4 (Strength-Based; E: Improved Critical [2]) [ 6 EP ]
AE: Laspistol Damage 5 (E: Ranged) [ 10 EP ]

An Imperial Guard Hero who is an Officer will also be given:
Refractor Field Impervious Toughness 3 (F: Noticeable [1]) [ 2 EP ]

An Imperial Guard Hero who is a NCO will also be given:
Imperial Infantryman's Uplifting Primer Impervious Will 2 [ 2 EP ]

An Imperial Guard Hero may replace his Bolt Pistol and/or Chainsword with one[/i] the following:[/i]
Bolt Pistol Damage 4 (E: Accurate [1], Multiattack, Ranged) [ +0 EP ]
Power Sword Damage 7 (Strength-Based; E: Penetrating [5]; F: Inaccurate [1]) [ +0 EP ]
Plasma Pistol Damage 5 (E: Penetrating [5], Ranged) [ +0 EP ]
Power Fist Damage 9 (Strength-based; E: Penetrating [5]; F: Inaccurate [2]) [ +0 EP ]

Any Imperial Guard Hero may replace his Flak Armor (and Defensive Roll Advantage) with one Equipment Rank and the following:
Carapace Armor Protection 4 (E: Impervious [4]) [ +5 EP ]

DEFENSE
Dodge (6) Base 4
Parry: (6) Base 1
Fortitude: (7) Base 3
Toughness: (4/7/8) —— (Flak Armor)
Toughness: (4/8) —— (Carapace Armor)
Will: (7) Base 6

WORKSHEET
Attack: 9 Effect: 3 Total: 12 (Unarmed)
Attack: 7 Effect: 7 Total: 14 (Chainsword)
Attack: 6 Effect: 5 Total: 11 (Laspistol)
Attack: - Effect: 5 Total: 5 (Grenade; Frag)
Attack: 6 Effect: 8 Total: 14 (Grenade; Krak)
Attack: 8 Effect: 4 Total: 12 (Bolt Pistol)
Attack: 4 Effect: 10 Total: 14 (Power Sword)
Attack: 6 Effect: 5 Total: 11 (Plasma Pistol)
Attack: 2 Effect: 12 Total: 14 (Power Fist)
Dodge: 6 Tough: 8 Total: 14
Parry: 6 Tough: 8 Total: 14
Fort: 7 Will: 7 Total: 14


ABILITIES [ 40 pp ] +
SKILLS [ 25 pp ] +
ADVANTAGES [ 21 pp ] +
POWERS [ 0 pp ] +
DEFENSES [ 14 pp ] =
100 PP TOTAL

Background:
Due to their role as both leaders and instructors, senior NCOs and field officers in the Imperial Guard are expected to lead from the front, driving their men to feats of valor and glory, and setting a strong example for junior enlisted men and officers alike. A good Sergeant can keep his squad together even under the most dire of circumstances, and a good field officer can inspire his regiment to greatness using his command skills, natural gravitas, and the earned trust of his men, to quell fear and rally shaken Guardsmen in their command.

This is not to suggest, however, that all Sergeants and field officers in the Imperial Guard are highly-respected father figures and competent leaders, who have the best interests of their men foremost in mind. In an organization as vast and far ranging as the Imperial Guard, the opposite may be the case. Tyrannical, corrupt, and incompetent Sergeants litter the non-commissioned officers’ corps. Spoiled, cowardly, and indecisive Lieutenants swell the ranks of the Officer pool. Many find that the power they wield goes to their head, and they take to brutalizing their subordinates. Others find themselves in over their heads, and their fear and inability make them capricious and dangerous. Many incompetent or brutal leaders have met their end at the hands of their subordinates, victims of “accidents” or “friendly fire incidents” on the battlefield. In general, however, a strong leader is a blessing to a regiment. Their experience and knowledge is priceless, and surely, without such men and women, the Imperial Guard would suffer greatly.

Build Notes:
The Imperial Guard Hero represents Company Commanders, Colonels, Captains, Lieutenants, senior Non-Commissioned Cfficers, and even the occasional lowly Platoon Sergeant that rises above and beyond the normal ranks of the the Imperial Guard as mere canon fodder. As we established, in comic book terms, most of the Guard's rank and file are "redshirt" Minions akin to HYDRA goons or Cobra mooks. As far as the settings over-all narrative is concerned, most of the Guard's leadership is equally ineffective. However, every now and again you get a truly heroic character like Colonel "Iron Hand" Straken, Captain Al'rahem, Commissar Gaunt, Commissar Holt, or Gunnery Sergeant Harker. These rare heroic figures often become legends known galaxy-wide.
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Rough Riders

Post by Batgirl III » Fri Jun 15, 2018 1:34 am

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IMPERIAL GUARD ROUGH RIDERS
Warhammer 40,000 Character
Power Level 8 Minions ( 50 PP )

Colonel Dravin Gratz, 14th Tharinga wrote:I have seen war in all its forms. I have seen feral world savages braining each other with stones, and I have monitored the death of a whole planet at the hands of a virus bomb. I have seen Space Marines drop to certain death, and win. I have seen Titans crush whole platoons underfoot.

But there is no more stirring sight in war than the charge of massed cavalry.
ABILITIES
Strength 1
Stamina 2
Agility 1
Dexterity 1
Fighting 5
Intellect 0
Awareness 0
Presence 0

SKILLS
Athletics 3 (+4), Close Combat [Archaic Weapons] 3 (+8), Expertise [Riding; Agility-based] 4 (+5), Expertise [Survival] 3 (+3), Intimidation 3 (+3), Perception 2 (+2)

ADVANTAGES
Equipment (5), Minion (Horse; 1), Power Attack, Ranged Attack (4)

EQUIPMENT ( 25 EP )
Each member of the squad will be given as standard issue:
Binoculars Senses 3 (Visual: Extended [2], Infravision [1]) [ 3 EP ]
Flak Armor Protection 3 [ 3 EP ]
Hunting Lance Damage 7 (Strength-based; E: Penetrating [5], Reach [3]) [ 15 EP ]
AE: Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]
AE: Krak Grenade Damage 8 (E: Penetrating [5], Reach [1], Triggered [timer; 1]) [ 1 EP ]
AE: Laspistol Damage 5 (E: Ranged) [ 1 EP ]
AE: Sword Damage 3 (Strength-Based; E: Improved Critical [1]) [ 1 EP ]

Two members of the squad may replace their Hunting Lances with one of the following:
Flamer Damage 4 (E: Area [60' Cone], Incurable [1], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 15 EP ]
Plasmagun Damage 5 (E: Incurable [1], Multiattack, Penetrating [4], Ranged; F: Side Effect [attacks user on a miss]) [ 15 EP ]
Meltagun Damage 6 (E: Penetrating [5], Ranged; F: Diminished Ranged [1], Innaccurate [1]) [ 15 EP ]

DEFENSE
Dodge (5) Base 4
Parry: (5) Base 0
Fortitude: (3) Base 1
Toughness: (2/5) ——
Will: (5) Base 5

WORKSHEET
Attack: 5 Effect: 1 Total: 6 (Unarmed)
Attack: -- Effect: 4 Total: 4 (Flamer)
Attack: -- Effect: 5 Total: 5 (Grenade; Frag)
Attack: 5 Effect: 8 Total: 13 (Grenade; Krak)
Attack: 8 Effect: 8 Total: 16 (Hunting Lance)
Attack: 5 Effect: 5 Total: 10 (Laspistol)
Attack: 3 Effect: 6 Total: 9 (Meltagun)
Attack: 5 Effect: 5 Total: 10 (Plasmagun)
Attack: 8 Effect: 4 Total: 12 (Sword)
Dodge: 5 Tough: 5 Total: 10
Parry: 5 Tough: 5 Total: 10
Fort: 3 Will: 5 Total: 8


ABILITIES [ 20 pp ] +
SKILLS [ 9 pp ] +
ADVANTAGES [ 11 pp ] +
POWERS [ 0 pp ] +
DEFENSES [ 10 pp ] =
50 PP TOTAL
Horse wrote: Horse
Minion Level 1 ( 9 PP )

ABILITIES
STR 4 STA 4 AGI 0 DEX -4
FTR 0 INT -4 AWA 0 PRE -3

POWERS
Animal Senses Senses 2 (Visual: Extended, Low-Light) [ 2 PP ]
Charger Speed 4 (30 MPH) [ 4 PP ]
Large Growth 4 (E: Innate, Permanent) [ 9 PP ]

SKILLS
Perception 4 (+5)

DEFENSES
Dodge 2, Parry 2, Toughness 4, Fortitude 5, Will 1
Background:
Even the Imperial Guard, with its legions of machinery and fighting vehicles, has a place for mounted warriors. Regiments of Rough Riders are sometimes deployed wholesale, especially where terrain is unsuitable for the tracked vehicles of the Imperial Guard. A squad of skilled cavalry can be an effective assault and skirmishing force, able to move rapidly over the broken ground, climb steep slops, and gallop along narrow ravines. However, it is more common to divide mounted regiments and allocate Rough Rider squads to fight alongside conventional infantry regiments where they act as scouts, patrols, and fast response troops. Rough Riders are used to operating out on their own beyond the normal lines of communication, often deep inside enemy territory. Able to forage and subsist off the land, Rough Riders are able to function for an extended duration behind enemy lines with only the minimum of basic supplies. Because they employ living mounts rather than machine, they need neither fuel nor maintenance and, unlike vehicles, they cannot be easily traced with auspex or scanner. As such they are often utilized to harass enemy troop movements by means of hit-and-run tactics.

The mobility and speed of Rough Riders makes them a potent force on the battlefield, able to spearhead an attack as easily as running a flanking maneuver. Rough Riders carry a variety of weapons but the most deadly is, without a doubt, the explosive-tipped hunting lance derived from the lethal spear heads used by cavalry on some death-worlds used to hunt down large carnivorous animals. When they confront the enemy, Rough Riders charge into the opposing lines with their explosive weapons, changing to sword and pistol after the initial onslaught. The thundering momentum of a cavalry charge as it crashes into the ranks of the enemy leaves only death and carnage in its wake. Those foes not impaled are pulped beneath the heavy hooves of powerful steeds.

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L-Space
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Re: We Die Standing

Post by L-Space » Fri Jun 15, 2018 2:09 am

Batgirl III wrote:
Tue Jun 12, 2018 10:21 am
Yet for all this thankless sacrifice a Guardsman is a man, just like you. He has no millennia-old genetic engineering, no prophetic leader, no miracles of faith. He has his weapon, his orders, and those beside him. He is the Imperial Guard.

And he will hold the line.
In a universe of genetically enhanced super soldiers, swarms of ever-evolving insect lizards, and giant green fungus apes that literally live to fight, The Imperial Guards are still usually the first ones on the front-lines. The poor bastards deserve some serious props.
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