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Iron Wolf 85

PostPosted: Wed Oct 15, 2008 6:57 am
Caleidah
Jason Da Psycho
But they can be hurt like any other thing, Wolf?
Saw a str8 Inquisitor with a power sword and two str6 Gray Knights with force weapons?
rofl


*cough* There is no way to kit an Inquisitor so that he ends up being S8.

in a RP you can be whatever you want... I could have a guardsman kill khorne if I did it right.
Ala shadow of the collssis  
PostPosted: Wed Oct 15, 2008 9:53 am
Caleidah
Jason Da Psycho
But they can be hurt like any other thing, Wolf?
Saw a str8 Inquisitor with a power sword and two str6 Gray Knights with force weapons?
rofl


*cough* There is no way to kit an Inquisitor so that he ends up being S8.

Hammerhand?
Doubles strength,
And its a rp, he's got Gray Knights and Space Marine training any ways.
So I use him as str4 normal biggrin
And some addons any way....  

Jason Kharo

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Caleidah

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PostPosted: Wed Oct 15, 2008 6:45 pm

Jesus Christ, having a single monk give an armywide buff?

Yeah, the Templars do it, but you should have a balance to make it suitable for a slightly more swarmy army.
 
PostPosted: Thu Oct 16, 2008 10:09 am
no I meant councel of monks kind of how the eldar have warlock councels or somthing like that.
high priest+monks more power  

Iron Wolf 85


Iron Wolf 85

PostPosted: Tue Oct 21, 2008 9:28 am
fast attack and close combat options I've come up with because New Sol was lacking them let me know what you think

Attack dogs:
Canines have been man's best friend from his humble beginnings on terra to the modern day. The humans of New Sol are no diffrent except they take that connection to the battlefield.
Protected by Polyweave armor these trained and loyal canines can kill with a well trained chomp to the vitals. Some Guardsmen complain that the dogs are better treated than they were, these men were exicuted for heresy.
squad size: 6+handler
role: fast attack

Redeemers: hand to hand combat troops comprised mainly of second class citizans (xenos) and accidents of genetic engineering (ferals), if they survive combat they become full fledged citizans as do their children. Needless to say they are motivated and given decent training, and Polyweave armor to make them into effective combatants. Usally armed with "Energy Pikes" which they use to leathal effectiveness.
squad size: 10-15 + sargent
Role: close combat/ support

(more on their genetics program in later posts)

Mont'Tau commandos
the Tau Minority plays a part on the battlefields of New Sol in the role of Commandos. The blending of the castes and the "Gene Therepy"used by the Republic have yielded an Improvent in the species. The Mont'Tau are taller and more adapted to a life of combat than their Fire cast counterparts. They also do not suffer the visual problems that most tau have at close range. Lastly they have their sent glands removed when they enlist to prevent Etheral presence from affecting them.
They are armed with a combat knife and a silenced carbine which their advanced training allows them to put to good use. They are however lightly armored and though they can hold their own in close combat, they should never fight vehicles.
The tau view their existance as an embarresment to their species and the greater good as a whole. Tau units have a hatred bonus against Mont'tau commandos.
Size: 4-6 men + captian
Role: Support/ anti-infantry specialist/ assasin depending how you equip them (sniper rifiles are fun)
Special: infaltrator.  
PostPosted: Wed Oct 22, 2008 5:03 am
Shouldn't this stuff go into the custom codex thread instead of the fiction thread?  

Vikki Stardust

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Iron Wolf 85

PostPosted: Wed Oct 22, 2008 6:17 am
no I'm coming up with the fluff for it and asking people what they think should be changed. once complete on the fluff I will post in the custom codex thread.  
PostPosted: Mon Nov 10, 2008 4:56 pm
next hero I'm thinking an actual center of power.
Prime Minister, Josef Galle
Born on a fringe mining world Josef Galle is from a diffrent socity than New Sol proper, a tundra world of industry to be precise. He is a hard nosed consertive who gained fame on his homeworld by leading the near extermination of the local ork population. He is a master politican though he has been targeted by a small political group pushing for ork rights...
The very thought of this makes people burst into laughter and has actually caused his poll numbers to climb drasticly.
Because of this he was elected prime minister by the senate that he now presides over.
He is a young firebrand and goes into combat in a custom suit of exo armor, he is often giving speeches form inside his Minister transport. some of these transports are fakes playing pre recorded speeches. Yet the affect is the same, it causes enemies to doubt their loyality, while bolstering that of New Sol.  

Iron Wolf 85


Iron Wolf 85

PostPosted: Tue Nov 11, 2008 8:25 pm
Tank types
OK52 "Meat Grinder" elite tank: battling orkish hordes has become a way of life for the citizans of New Sol and they have developed this tank to cope with the sheer number of troops orks throw against them. Six chainguns on an armored chassis tossing out explosive rounds does wonders against infantry and heavy infantry, thus it's nickname. Most foes are ground to shreds by it's withering rate of fire. It's anti-armor abilities and slow speed however leave it vunrible to other tanks.

"Peacekeeper" main battle tank: designed off a streamlined version of the leman russ and given a silver and blue paint job. the objective of this tank is to defend, thus it is more heavily armored than it's imperal counterpart the trade off however is it lacks sheer firepower of other main battle tanks. it has only two weapons, it's main cannon, and a top secondary weapon usally a flame thrower ot a machine gun.  
PostPosted: Thu Nov 13, 2008 5:19 am
Those Tanks sound alright

The Meat Grinder's chainguns can jam right?  

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Iron Wolf 85

PostPosted: Thu Nov 13, 2008 6:55 am
yes unless it's not supposed to never actually seen the rule on chainguns in 40k
All a jam means is it has to wait a turn to fire that chain gun again, IE clear the jam.
the reason they can jam is due more to enviromental factors than anything else, when used in optimum conditions they can reap a heavy toll on other forces.  
PostPosted: Thu Nov 13, 2008 8:35 pm
There are no rules on Chainguns in 40k at current. My suggestion: The chaingun fires as Heavy 2D3 with the shots resolved at BS3. If doubles are rolled, you jam for a turn.  

Caleidah

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Darkweaver66

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PostPosted: Sat Nov 15, 2008 6:54 am
Quote:
There are no rules on Chainguns in 40k at current. My suggestion: The chaingun fires as Heavy 2D3 with the shots resolved at BS3. If doubles are rolled, you jam for a turn.

i would suggest that if that happens, then by not moving, you can try to unblock them early, so on the turn yoo wouldnt be able to fire, dont move and instead roll a D6, on a result of a 6, they are unblocked and can fire as normal that turn.  
PostPosted: Sat Nov 15, 2008 9:09 pm
Quote:
Quote:
There are no rules on Chainguns in 40k at current. My suggestion: The chaingun fires as Heavy 2D3 with the shots resolved at BS3. If doubles are rolled, you jam for a turn.

i would suggest that if that happens, then by not moving, you can try to unblock them early, so on the turn yoo wouldnt be able to fire, dont move and instead roll a D6, on a result of a 6, they are unblocked and can fire as normal that turn.


That's a little extreme. I'd say that it unjams on a 4+. Let it take place during the movement phase so that you can potentially shoot again.
 

Caleidah

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Darkweaver66

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PostPosted: Sun Nov 16, 2008 2:32 am
not as extreme as you saying that they were blocked for a turn, at least they can still unblock them, whereas what you just said makes them very powerful and if they block, it would be easy to unblock... which is making it too unfair for the opponent i feel. otherwise there isn't much point in making them jam in the first place...  
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