If wRHG was in 40k (random-ass thread)
Started by: 969_DoomsDruid_969 | Replies: 34 | Views: 4,831
969_DoomsDruid_9692Posts: 623
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Standard Profile
BS 4// WS 4// S 4// T 4// W 2// I 4// L 9// A 2// Sv 5+
Serif Winters
BS 6//WS 5// S 4//T 4// W 2//I 5//L 10// A 2// Sv 5+
Jump Infantry(Independent Character),Moirai (my logic with the jump is his talisman)
SPECIAL RULES: Scout, Move Through Cover, Infiltrate, Stealth, Sniper, Monster Hunter, And They Shall Know No Fear, Hit and Run
WARGEAR: Bolas, Hunting Knife
Bolas have two profiles:
18"//S1//AP4//Assault 2, Fleshbane, Concussive
24"//S1//AP2//Assault 2,Fleshbane,Armourbane,Shred,One use only
Hunting Knife is a melee weapon with the following profile:
Melee//S+1//AP4//Melee
Manny Ken
BS 4// WS 6// S 3// T 3// W 3//I 7// L 10// A 5// Sv 5+
Infantry(Independent Character)
SPECIAL RULES: Move Through Cover, Fleet, Hit and Run, Rage, Rampage, Furious Charge, Hatred(Daemons,Nehustan), Preferred Enemy(Daemons,Nehustan),Fearless,Swiftstrike,Fear, It Will Not Die(4+), Feel No Pain (5+), Relentless, Crusader, Adamantium Will (3+, only if psyker power targets him specifically)
WARGEAR:
Pickax is a melee weapon with the following profile:
Melee//S User//AP4//Melee, Master-Crafted, Shred, Rending
Omega
BS 5//WS 5// S 5// T 6// W 4//I 3// L 10//A 6// Sv 3+
Monstrous Creature(Independent Character)
SPECIAL RULES: Feel No Pain (4+), Rage, Rampage, Zealot, Immune To Natural Law, Slow and Purposeful, Crusader, Psyker(Mastery Level One)
PSYKER: Omega knows the Charge Halo power.
Charge Halo- WC1
Cannot Fail.
WARGEAR:
Tentacles are a weapon with two profiles:
12"//S6//AP-//Assault 6,Concussive
Melee//S+1//AP-//Melee,Concussive
Dr. Macbeth
BS 6//WS 5//S 4//T 4//W 2//I 4//L 10// A 2// Sv4+
Infantry(Independent Character),Nehustan
SPECIAL RULES: Move Through Cover, Precision Shots, Zealot, And They Shall Know No Fear, Hatred(Night Creatures,Sanctuary),Preferred Enemy(Night Creatures,Sanctuary),Relentless,Crusader, Psyker(Mastery Level One)
PSYKER:
Perils on a 2 or 1.
Fails only on all 1's.
WARGEAR:
Winchester One-In-A-Thousand is a ranged weapon with the following profile:
24"//S6//AP4//Rapid-Fire
May use Sternguard Rounds(Hellfire and the like).
Medical Supplies grant a (5+) Feel No Pain.
Winston Kitt
BS 4//WS 4//S 4//T 4//W 2//I 5// L 9//A 2//Sv 5+
Infantry(Independent Character),Sanctuary
SPECIAL RULES: Crusader, Psyker(Mastery Level Two)
PSYKER:
Fails only on all 1's.
George(The Gentleman)
BS 4//WS 5//S 4//T 4//W 2//I 5//L 10//A 3//Sv 3+
Infantry(Independent Character), ActaSanctorum
SPECIAL RULES: Precision Strikes, Slow and Purposeful,Relentless
WARGEAR: (to be continued)
Dante Rockwell
BS 8//WS 5//S 4/T 4//W 2//I 5//L 9//A 2//Sv 5+
Infantry(Independent Character),Nehustan,Sanctuary
SPECIAL RULES: Precision Shots, Move Through Cover, Preferred Enemy(Night Creatures), Sniper, Infiltrate, Stealth, Relentless,
WARGEAR: (see now he seems to have lots of guns. So I'll use placeholders)
Heavy bolter, Bolter, Sniper, Bolt pistol
All of the above may use Sternguard rounds(Hellfire and the like)
Iron man hands is a ranged weapon with the following profile:
Template//S5//AP3//Assault 2, Shred, Master-Crafted, Gets Hot
Zalgo
BS 5//WS 4//S 5//T 5//W 3//I 4//L 9//A 3//Sv 5+
Monstrous Creature(Independent Character), Night Creature
SPECIAL RULES: Feel No Pain(4+), Rage, Rampage, Hatred(Nehustan),Preferred Enemy(Nehustan), Impossible Form, Psyker(Mastery Level Three)
PSYKER: Zalgo knows all four powers of the Oil discipline.
Oil discipline is as follows:
Only fails on all 1's.
LeeLee
BS 4//WS 5//S 3//T 3//W 2//I 7//L 10//A 6//Sv 5+
Beast(Independent Character),Sanctuary
SPECIAL RULES: Rampage, Furious Charge, Fleet, SwiftStrike, Hit and Run, Move Through Cover, Acute Senses, Infiltrate, Stealth
WARGEAR: Leelee's Claws is a melee weapon with two profiles:
Melee//S User//AP5//Melee, Rending, Master-Crafted
Melee//S User//AP6//Melee, Blind,Master-Crafted
For those who don't know, Swiftstrike is from the Tyranid codex. It makes your Iniative your strength, so that's nice, and makes me think of Leelee's tactics.
Serena Richards
BS 5//WS 5//S 4//T 4//W 2//I 5//L 10//A 3//Sv 5+
Infantry(Independent Character), ActaSanctorum
SPECIAL RULES: Stealth, Fleet, Move Through Cover, Infiltrate, Relentless, Psyker(Mastery Level Two)
PSYKER: Serena knows all the powers from the Banshee discipline:
Primaris: Symphony of the Force. WC(select amount of warp charges)
Witchfire, following profile:
18"//Strength 4//AP -//Assault WCD6 (1D6 for one WC,2D6 for two WC, etc), Concussive
1. Song of War. WC 2
Executioner from Runes of Fate discipline. Also grants 4+++ from the guardian for that turn.
2. Melody of Narcissus. WC 2
Bedlam from Athaenean discipline.
3. Song of the Elders. WC 1.
Blessing:When a psyker power has been successfully manifested by the caster(including this one), gain a warp charge.
4. Charming Melody. WC 1.
Blessing with 24" range: Cause the affected unit to regroup if fleeing, and gain the Fearless special rule until next turn.
5. Symphony of Destruction. WC 2.
Nova with the following profile:
12"//S 8//AP 3//Assault 2D6,Concussive
6. Melody of the Dying Banshee. WC 2
Witchfire, following profile:
24"//S 10//AP 2//Heavy 1, Large Blast, Pinpoint, Concussive, Strikedown, Gets Hot
Serena can only fail on 1's.
Her last two powers Peril on 2's or 1's.
WARGEAR: Serena has a sword with the following profile:
Melee//S+1//AP4//Melee, Master-Crafted
Al.ice
BS 7//WS 3//S 3//T 3//W 2//I 7//L 10//A 3//Sv 5+
Infantry(Independent Character), Animus
SPECIAL RULES: Shrouded, Rampage, Counter-Attack, Immune to Natural Law, SwiftStrike,Precision Shots, Precision Strikes, Relentless, Psyker(Mastery Level Three)
PSYKER: Al.ice knows all the powers from the Gramarye discipline. Discipline is as follows:
Al.ice fails on 1's.
WARGEAR: Aifeala is a melee weapon with the following profiles:
Melee//S User//AP4//Melee, Barb
Barb: If the target is wounded(regardless of saves), the target generates a Barb token. If the target suffers 5 Barb tokens, they get hit with a SD AP1 automatic hit.
Wilder the Horned Spade
BS 6//WS 4//S 4//T 4//W 2//I 5//L 9//A 2// Sv 4+
Infantry(Independent Character)
SPECIAL RULES: Move Through Cover, Infiltrate, Stealth, Slow and Purposeful, Precision Shots, Split Fire, Relentless
WARGEAR: Wilder's Cards is a ranged weapon with the following profiles:
12"//S 5//AP4//Assault 3, Bladestorm
12"//S6//AP5//Heavy 1, Large Blast, Melta
12"//S3//AP3//Assault 1, Haywire, Concussive, Armourbane
12"//S5//AP$//Assault 1, Large Blast, Concussive, Haywire
The first profile may be altered with Sternguard ammunition.
Dozer
BS 5//WS 5//S 4//T 4//W 2//I 4//L 9//A 3//Sv 5+
Infantry(Independent Character)
SPECIAL RULES: Move Through Cover, Acute Senses, Counter-Attack, Master Strategist, Split Fire, Relentless
WARGEAR: Kinetic Staff is a weapon with the following ranged profiles:
Green: 12"//S 3// AP 5// Assault 5, Master-Crafted
Blue: 12"//S 4//AP 4//Rapid Fire, Master-Crafted
Purple: 18"//S 6//AP 3//Rapid Fire, Master-Crafted,Concussive, Blast
Red: 24"//S 8//AP 2//Heavy 1,Master-Crafted, Concussive,Large Blast, Melta
and the following melee profiles:
Green: Melee//S User//AP 5//Melee, Master-Crafted
Blue: Melee//S+1//AP 4//Melee, Master-Crafted, -1 I
Purple: Melee//S+2//AP 3//Melee,Master-Crafted, Concussive, -2 I
Red: Melee//Sx2//AP 2//Melee,Master-Crafted,Concussive, Armourbane,Fleshbane,Unwieldy
What does this mean?
I decided to do a "what if" of a merge on WH 40k and wRHG. So, I created a bunch of profiles for a bunch of people. I haven't done NPCs, and I haven't done anything like everybody's characters. My opinion is this: It's a public resource/joke thing that I will update periodically if people are having problems. I would appreciate people upgrading the rules so they are closer to representation of people's character.
They should post their ideas, noting that we won't be able to represent everything, especially certain powers, as some can be done as unique psyker powers, but some can't really be represented or wargear(for the same reason). But I've tried to represent the people i could think of as accurately as possible. Please correct me if i am wrong.
I have not done some things (e.g psyker powers) because I want feedback. Yes, I have made a thread and expressly told you guys to tell me I fucked up in great detail. No, I am not a masochist(although, actually...). So yeah. Come at me. Bruh. WH 40K Rules are as follows:
BS: Not BullShit. Ballistic Skill. Aim. Dexterity. I can Hit Good. Dakka. 1-10. You take it away from 7 to get how easy it is to hit(BS 4 you have to roll a 3+). BS 6+ is just in case someone brings debuffs.
WS: Weapon Skill. How good you are with weapons. 1-10. Someone with the same WS as you hits on 4+. Obviously 5 more WS is autohit territory. And WS 0 is autohits for everybody.
S: Strength. How hard you hit. You compare S to T in order to roll to wound(damage)(including in melee). 1-10.
T: Toughness. How hard you tank. 1-10
W: Wounds. How many hits you can take before you kick the bucket. Technically infinite, but 5+ starts to become fuckhueg.
I: Iniative. How fast you hit in melee. The higher I attacks first. 1-10.
L:Leadership. Your morale. Also the test for psyker powers. 1-10.
A: Attacks. How many hits you do in melee. Technically infinite, but 10+ is ridiculous.
Sv: Saves. There is +(armour) with 5+ being (in this case literally, in 40k everyone has armour that would make ours inadequate) a t-shirt save(6+ being essentially non-existent). And ++(invulnerable) which blocks things like AP1 bullshittery. And +++(cover) which can block everything that doesn't have the Ignores Cover USR. Cover is given by cover(6+++/5+++ depending on scenery. Serious walls are sometimes even 4+++) plus Going to Ground(which buffs the save by 1+++, meaning a 5+++ if you aren't completely out in the open), Stealth(like a free go to ground which doesn't make you BS 1 and WS1 for a turn. So it buffs by 1+++) and Shrouded(which can represent a miasma, a magic aura shield thing, or really good dodging skills. Buffs by 2+++).
Range:Obvious. 12" is a decent-ranged pistol.//Strength. Obvious.//AP. Armour piercing. AP must equal (+) saves to pierce it. E.g. (5+) is ignored by AP5. AP- has no AP, making it unable to ever pierce armour.//Then shots and USRs.
Shots: Assault X(shoots X times). Can charge. Rapid Fire(shoots once. Twice if within half of max range.) Can charge. Heavy X(shoots X times). Halve charge distance.
Don't have range.//Strength= User is the user's strength profile.//AP. earlier. read it.//Melee A, USRs.
A + 1 if charging.
A + 1 if you have two weapons.
A + 1 if you have a weapon and a weapon with Pistol (fires once, can charge).
A + 1 if hatred against unit you are attacking.
A + D3 if outnumbered and you have rampage.
Psyker powers require a certain amount of Warp Charge points in order to pull off.
You generate (your Mastery Level) + D3 Warp Charge per turn.
You can put any amount onto any power, but you may only cast one once. If you fail(generally on a 1) then you do not get a Warp Charge. So you generally put more than one on a power so you can make sure you get enough Charges for it to go off.
The following power types are as follows:
Witchfire: Mindbullets. Targets an entire unit.
Focussed Witchfire: Mindbullets. Targets a guy. If you kill said guy and you still have bullets left, they go onto the next guy.
Nova: AoE centred on the caster. Blast to Large Blast to Apocalyptic Blast.
Blessing: BUFFS.
Malediction: DEBUFFS.
A WC1 power is something like "give a unit Stealth and Shrouded". Just for reference.
USRs such as Preferred Enemy, Fleet, Fleshbane, etc. shall be answered if and when people ask. They will then be added to the compendium.
As for the different clans, I was thinking some Chapter Tactic shit. (if you don't know, look it up. It's like, one thing.)
Nehustan: I was gonna go for the Ultramarine thing, with the re-roll thingy which works on everyone and one doctrine can be used per person per game. Assault re-rolls melee, Devastator re-rolls shooting, and Tactical re-rolls everything. So, say Dante does Devastator, then all Nehustan gets it, and then Dante can't use Devastator. Dr. Macbeth could use his Devastator, or Dante could use Tactical, but Dante's Devastator is gone. I am open to suggestions if people don't like this.
Night Creatures: If they pass FNP/IWND then they gain +1 Toughness. If they fail +1 Attacks.
ActaSanctorum: There doesn't seem much of a theme here, so...
Sanctuary: There also doesn't see like a theme, but I'll bite. Everyone gets Zealot? I don't really know to be honest.
Animus: Get a 2++ save for one turn. Because just as planned.
Move Through Cover: does not take Initiative checks when going through difficult and dangerous terrain.
Fleet: Extra D3 inches to movement, including run and charge. May also reroll movement including run and charge if not playing Zone Mortalis or similar campaign rules.
Infiltrate: Can deploy from any table edge regardless of proximity to ally or enemy troops, including the enemy table edge.
Hit and Run: May take an Initiative check in order to run 3D6" in any direction chosen after the Assault phase (melee combat) has ended. This is the only USR which allows you to get out of combat scot free (as long as you pass that I test.)
Rampage: +D3 A when outnumbered in Assault phase.
Furious Charge: +1 S (and +1 I if you play Zone Mortalis or similar campaign rules).
Feel No Pain(FNP): Save taken after To Wound rolls and Cover/Armour/Invulnerable(order of priority) saves. It's pretty much a ++++. Only doesn't come into effect if the wound has Instant Death (or too high strength, which simulates ID).
It Will Not Die(IWND): At the end of every phase (ally or enemy) roll to see if a wound is gained back. REGENERATION
Precision Shots/Strikes: Targets cannot get Look out Mr. Presidented by grunts with ranged/melee respectively. This is actually an ingame thing. Grunts can jump in front of commanders. It's fucking hilarious.
Slow and Purposeful: Halves movement(including run and charge), but allows affected to fire twice.
Relentless: Affected can do all of these things with no penalties:
Move in movement phase.
Fire gun.
and then(cannot do other way round)
run(regardless of weapon types excluding ordnance and artillery).
Both in shooting phase.
Then charge w/out disordered.
Pretty damn good.
Note that the entirety of this is just a random thing I came up with on a Thursday. This isn't a game of anything, it's just a representation I thought would be cool because I am a strange individual. Oh and if you play(which I believe some of you do) then please tell me who you play as (I play Chaos of Tzeentch, Necrons- WITHOUT DECURION BECAUSE I'M NOT A CHEESEMONGER, and Harlequins). UrakoPosts: 636
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View Profile I'm not familiar with warhammer much so I don't have too much to say. Perhaps you could explain some of the special rules and bonuses to weapons so we know what they do?
969_DoomsDruid_9692Posts: 623
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View Profile I did say that if you wanted a USR (universal special rule) explained, then I'd be happy to oblige. But you make a fair point.
Also I just realised the amount of people I haven't done. Including Dozer. Would you be ok with me doing him?
UrakoPosts: 636
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View Profile I did say that if you wanted a USR (universal special rule) explained, then I'd be happy to oblige. But you make a fair point.
Also I just realised the amount of people I haven't done. Including Dozer. Would you be ok with me doing him?
Fine by me. You probably should have asked the users if you could do their characters but it's a bit late now. I would be interested in knowing what USRs he has when you're finished though.
Also, i'm going to go ahead and save you the time and say that if concussive is a damage type and not a bonus, all of his attacks are that. If it is a bonus, apply as needed.
AzureModerator2Posts: 8,579
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View Profile This makes me both nostalgic and sad since it's been so long since I've done any proper Warhammer or DnD that a good deal of the subtleties and nuances of character creation for them have been lost to my memory. That said, I do remember when I played I was Raven Guard or a descendant of Raven Guard, period.
969_DoomsDruid_9692Posts: 623
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View Profile @Urako: It's a bonus. Thanks, and you are correct. I kinda should. fek
@theguywhoremindsmeofoneofmybestfriends: Oh hey, Raven Guard are my favourite SPESS MAHREENS chapter. Cool. Considering you noticed this thread, imma ask you a question: what would be your response to if I did an RP?
EDIT: (for the rake)
Concussive: If an unsaved wound is dealt by a weapon with this special rule, the victim has their BS and WS reduced to 1 until next turn.
AzureModerator2Posts: 8,579
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View Profile @theguywhoremindsmeofoneofmybestfriends: Oh hey, Raven Guard are my favourite SPESS MAHREENS chapter. Cool. Considering you noticed this thread, imma ask you a question: what would be your response to if I did an RP? .
Naturally, my main concern would be your behavior. Not to seem negative, but you seem to have a penchant towards, well, being generally childish. And not in an endearing manner, but rather similar to those who frequent CoD Multiplayer and think swearing and using racial slurs makes you one of the cool kids.
969_DoomsDruid_9692Posts: 623
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View Profile Naturally, my main concern would be your behavior. Not to seem negative, but you seem to have a penchant towards, well, being generally childish. And not in an endearing manner, but rather similar to those who frequent CoD Multiplayer and think swearing and using racial slurs makes you one of the cool kids.
I do indeed. And thank you for putting it in an understanding and not offensive or slighting manner (excepting the CoD bit. I swear far too much and I appreciate this, but I despise CoD: Infinite Rehash in all its forms and I myself am actually often the recipient of said racial slurs). Fair enough. Also I would hate to be one of the cool kids. That's far too meta for an edgy hipster like me ;). I get it. I'm still gonna do one though. Eventually. Probably around June/July.
UrakoPosts: 636
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EDIT: (for the rake)
Concussive: If an unsaved wound is dealt by a weapon with this special rule, the victim has their BS and WS reduced to 1 until next turn.
I'd recommend saving concussive for just purple or red charges then
if you decide to add it.
Kamiroo Wolf2Posts: 393
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View Profile No idea what ANY of this means(thank God for the spoilers o.o), but I find all this very neat! Overall average across the board seems legit for Winston B)
969_DoomsDruid_9692Posts: 623
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View Profile Cool! I don't know how I would implement Winston's powers (which is why I left the psyker thing blank, so if anyone has any ideas they could tell me) but I tried to keep the rest fairly normal.
UrakoPosts: 636
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View Profile Cool! I don't know how I would implement Winston's powers (which is why I left the psyker thing blank, so if anyone has any ideas they could tell me) but I tried to keep the rest fairly normal.
I'm sure there has to be some rule for summoning in that series. make him able to summon stick figures, place stick figure stats and only specify if their weapon is ranged or melee, and give Winston the ability place his special stick figures with special rules/increased abilities based on placed tokens. Just be sure to limit the tokens Winston can use in play or balance it some other way though.
969_DoomsDruid_9692Posts: 623
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View Profile shit that would be complicated. Added Dozer!
Will likely start changing/adding based on suggestions, of which I am not getting!
*mutters
AzureModerator2Posts: 8,579
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View Profile It's only just occurred to me, but Manny has 16 Special Rules. If he had Warhammer Gear, he would be truly terrifying.
UrakoPosts: 636
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View Profile shit that would be complicated. Added Dozer!
Will likely start changing/adding based on suggestions, of which I am not getting!
*mutters
Again, I have never played Warhammer before, but so far most of the attacks and bonuses actually do seem to line up. I trust you saw my suggestion for Winston though.