Codex: Transformers: Difference between revisions

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|'''Eldar'''
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|'''Tau Empire'''
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|'''Tyranids'''
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Revision as of 00:15, 23 May 2016

This article is a stub. You can help 1d4chan by expanding it

The following is a fan effort to incorporate the Transformers as an army in the Warhammer 40,000 tabletop game. With /tg/'s closet love for Transformers, I feel this is at least somewhat appropriate. And in reality, it's not really that difficult to shoehorn these guys into the fluff. Even better, you could use all the old toys as models!

The rules will follow G1 continuity the most, but supplements can be made for Beast Wars, Animated, Prime, the Unicron trilogy, or even the Michael Bayverse*BLAM* Heresy!

Any suggestions for rules, units, etc.? Please feel free to use the Discussion section to suggest it! Please do, these rules are very barebones, so community input and playtesting is mandatory.

If you want to look over/talk about/suggest the racial fluff, the tie-in article is here: Setting:Transformers

Special Rules, Warlord Traits, Etc.

Transform: Transforming is a fundamental part of cybertronian biology. Even in their earliest days, cybertronians could transform from a bipedal humanoid form to an alternate vehicle mode. The vehicles come in all shapes in sizes, but they all give a distinct advantage in combat. Any model or unit with this special rule can choose to transform from a Primary or Alternative form at the beginning of the Movement Phase. You must declare what unit or model is transforming one at a time. Each unit or model with this special rule has an alternate stateline in their profile. You may choose during deployment or if they're in Reserves what form a unit or model starts in. If you choose to transform, it must follow these guidelines:

  • They must stay in that transformed mode until the beginning of the next friendly Movement Phase.
  • A unit cannot perform a Look Out, Sir roll while in an Alternative move unless specifically stated otherwise.
  • If the model is locked into combat as a vehicle, then it cannot attack back unless stated. It must instead wait until the next fight sub phase in order to transform to its Primary form to attack back. Otherwise, it can ram and/or tank-shock as normal.
  • A character cannot issue or accept challenges in Assault while they're in a Alternative vehicle mode unless otherwise stated.
  • If a transformer Vehicle form has the flyer special rule they have the following rules.
    • If they start the game in Primary mode they can start on the table top.
    • A Flyer can't transform on the turn it enters the game from reserve.
    • A Transformer that transformers from flyer to Primary mode can't charge the turn it transforms.
    • A Transformer that transforms from Primary to Vehicle mode can be shot at by weapons with the intercept rule as if it had just entered from reserve.
  • All for every wound lost remove one hull point from a Transformer Vehicle form and for each hull point lost remove one wound from a transformer's primary mode.

Robots in Disguise: Any unit with this special rule is treated as having a 5+ Invulnerable save. In addition, Crew Stunned results are treated as Crew Shaken and Weapon Destroyed results can be ignored on a d6 roll of 6 (though a hull point is still lost).

Autobot: If your Warlord has this special rule, then it cannot have any units with the Decepticon alignment in the same detachment. Decepticon: If your Warlord has this special rule, then it cannot have any units with the Autobot alignment in the same detachment.

Warlord Traits

The following three Warlord traits are accessible to both factions, but the other traits apply to whatever faction the Warlord aligns with. If you choose, you can choose to roll simply a d3 on the appropriate subsections.

  • 1. Armored Flesh: The Warlord receives +1 to their Robots in Disguise Invulnerable save.
  • 2. Indomitable Will: The Warlord and any units within "18 of the Warlord receive the Crusader and Adamantium Will special rules.
  • 3. Unstoppable Construct: Warlord receives the Rage and Hatred special rules

Autobot

  • 4. Gunnery Officer: Warlord and his unit's shooting attacks have the Twin-Linked special rule, and any blast weapons the Warlord has gain the Missle Lock USR.
  • 5. Arch-Defender: Warlord has the It Will Not Die and Counter-Attack special rules
  • 6. Warrior of the Ages: Warlord gets Fear special rule. In addition, while the Warlord is in a challenge he can choose to add d3 attacks to his profile during for the rest of the phase, or subtract d3 attacks from his opponent until the end of the phase.

Decepticon

  • 4. Crafted by Unicron: Warlord's melee weapon receives one of the following special rules on a d3 roll. However, your Warlord must issue and accept challenges. If for whatever reason the Warlord has multiple melee weapons or it has the same special rule you rolled on the table, you make pick which weapon (as long as it's not an Artifact Weapon) receives the effect and reroll on the table until you get a different rule.
    • 1. Master-Crafted
    • 2. Rending
    • 3. Smash
  • 5. Master of Logic: Warlord and d3 units may receive the Outflank and Acute Senses special rules.
  • 6. Ambitious: When the Warlord targets the enemy Warlord and/or his unit with a shooting attack or engages them in assault, he receives +3 to his BS and WS respectively.

Armory

Weapon Table Range S AP Type
Energon Blaster 24" 5 5 Assault 3
Energon Missile 18" 8 3 Assault 1
Energon Sword -" +1 2 Melee, Master Crafted
Flame Breath Template 6 3 Flesbane, Armorbane
Sonic Blaster 24" 6 3 Salvo 4/5, Ignores Cover
Shoulder Cannon 36" 5 4 Heavy 3, Rending

Artifacts of the Primes

Triptych Mask (25 Points): Bearer of the Triptych Mask gains +1 Initiative and counts as always passing Blind tests. In addition, during the shooting phase the bearer can choose an enemy unit with 24" and reduce their cover save by -2. This is not culmitive if you choose the same unit in the next shooting phase.

Emberstone (35 Points): This weapon is treated as a 18" S6 AP1 Beam with the Poisoned (+4) and Melta special rules. Every vehicle that suffered an Explodes! result from this weapon adds 3" to their Explosion radius. In addition, any Infantry models killed by this weapons roll a d6 before removing the model as a casualty. On a 4+, place a small blast over that model and resolve it at S4 AP3. Any casulties caused by these blasts do not cause any more blasts.

Allies Matrix

Faction Transformers: Autobots Transformers: Decepticons
Space Marines Allies of Convenience Desperate Allies
Astra Militarum Allies of Convenience Desperate Allies
Grey Knights Desperate Allies Desperate Allies
Skittari/Adeptus Mechanicus Come the Apocalypse Come the Apocalypse
Chaos Daemons Come the Apocalypse Desperate Allies
Chaos Space Marines Desperate Allies Allies of Convenience
Dark Eldar Desperate Allies Allies of Convenience
Eldar Battle Brothers Allies of Convenience
Harlequins Allies of Convenience Allies of Convenience
Necrons Desperate Allies Battle Brothers
Orks Desperate Allies Allies of Convenience
Tau Empire Allies of Convenience Desperate Allies
Tyranids Come the Apocalypse Come the Apocalypse
Autobots Battle Brothers Desperate Allies
Decepticons Desperate Allies Battle Brothers


Units

HQ

Grimlock (310 Points)

"Men... more little green men..."-Grimlock, facing an oncoming Ork horde.

Transform, Robots in Disguise, Autobot, Warlord Trait: Unstoppable Construct, Rampage, Rip and Tear, Dinobot

Primary WS BS S FA SA BA I A HP
Grimlock (Humanoid) 7 4 10 13 13 11 6 5 6
Alternative WS BS S FA SA BA I A HP
Grimlock (Tyrannosaurus) 5 4 10 13 13 11 5 5 6
  • Unit Composition: Independant Character
  • Unit Type: (Primary) Super-Heavy Walker/(Alternative) Super-Heavy Walker
  • Wargear: Energon Sword (Humanoid), Flame Breath (Tyrannosaurus)

Dinobot: While in Primary mode, Grimlock can use his Energon Sword in melee, while in Alternative mode he can use his Flame Breath as a shooting attack. Also, when in different forms, Grimlock has different special rules as follows:

  • Humanoid: Monster Hunter, Tank Hunter, Prefered Enemy (Characters)
  • Tyrannosaurus: Prefered Enemy (Infantry), Shred

In addition, Grimlock's Hammer of Wrath attack is resolved at AP2 and he is treated as having a 4+ invulnerable save.

Rip and Tear: When rolling to hit in assault, sixes to hit are treated as Strength D.

Starscream (190 Points)

"Decepticons, retreat!"- Starscream making a tactical retreat from a Tau ambush.

Transform, Robots in Disguise, Warlord Trait: Ambitious, Decepticon, Opportunist, Hit and Run

Primary WS BS S FA SA RA A I HP
Starscream 4 5 5 13 12 11 3 4 4
Alternative BS F S B HP
Seeker 5 13 12 11 4
  • Unit Composition: Independent Character
  • Unit Type: (Primary) Walker/ (Alternative) Flyer
  • Wargear: Null Ray, Dreadnought Close-Combat Weapon
Weapon Table Range S AP Type
Null Ray 24" 5 4 Assault 2, Haywire, Null Ray

Null Ray: When a vehicle is hit by the Null Ray, it is immediately treated as Crew Stunned even before rolling on the Haywire table or any additional damage is dealt

Opportunist: If Starscream charges into an ongoing assault, his attacks are treated as having the Smash and Instant Death special rules

Soundwave (210 Points)

"Soundwave superior. Astartes inferior."-Soundwave, replying simply to the fanatic taunts of Logan Grimnar.

Transform, Robots in Disguise, Eject!, Warlord Trait: Indomitable Will, Cassette Player, Decepticon, Piledriver (Rumble)

Primary WS BS S FA SA RA A I HP
Soundwave 5 6 6 13 13 13 4 5 4
Alternative BS F S B HP
Cassette Player 0 13 13 13 4
  • Unit Composition: Independent Character
  • Unit Type: (Primary) Walker/ (Alternative) Vehicle
  • Wargear: Shoulder Cannon, Sonic Blaster, Energon Missile (Ravage), Energon Blaster (Laserbeak)

Cassette Player: Soundwave's Alternative form counts as an Immobalized vehicle with the provided profile. In addition, in his Alternative form, his cover save is increased by +1.

Eject!: Soundwave carries a small brigade of transforming cassette tapes in his chest, which he can deploy to achieve certain objective or attack his foes. In the beginning of the Movement Phase, Soundwave can choose to instead deploy a new unit within 6" of him rather than transforming. He can only deploy one unit per turn, and each one counts as having Objective Secured and Character rules. Each unit has the following profiles:

Piledriver (Rumble): During the shooting phase, Rumble can choose to do a Piledriver attack. When he does this, all models within 8" of him are treated as going through difficult and dangerous terrain until the next friendly shooting phase. This also counts as a Melee weapon with the following profile: Sx2 AP2 Melee, Unwieldy

Name WS BS S T W I A Ld Sv
Ravage (Beast) 4 3 4 4 2 4 3 9 4+
Laserbeak (Jump Infantry) 3 4 3 4 2 4 2 9 5+
Rumble (Infantry, Bulky) 4 4 5 4 2 3 3 8 3+

Elites

Troops

Droids (180 Points)

Transform

Primary WS BS S FA SA RA A I HP
Droids 4 3 5 11 10 10 3 4 3
Droid Commander (Character) 4 3 5 11 10 10 3 4 3
Alternative BS F S B HP
Car 3 11 10 10 3
  • Unit Composition: 3 Droids, 1 Droid commander
    • May add up to 3 more Droids for 60 pts/model
  • Unit Type: (Primary) Walker Sqaudron, Open-topped/ (Alternative) Vehicle Squadron, Open-topped
  • Wargear: Energon Blasters

Decepticon Cult (60 Points)

Feel No Pain, Furious Charge, Decepticon

WS BS S T W I A Ld Sv
Cultist 3 3 3 3 1 3 1 7 6+
Rogue Tech-Priest 3 4 3 4 2 3 2 8 4+/6++
Unit Composition: 9 Cultists, 1 Rogue Tech-Priest
Unit Type: Infantry (Rogue Tech-Priest is Character)
Wargear: Autoguns, Frag and Krak Grenades
Options:
  • May take up to 20 additional Cultists: 6pts each
  • May take a special weapon for every 5 Cultists from the following list:
    • Heavy Stubber: 10pts each
    • Flamer: 10pts each
    • Melta: 10pts each
    • Storm Bolter: 5pts each
  • Rogue Tech-Priest may take:
    • Boltgun: 1pt
    • Power Sword, Power Maul, or Power Axe: 10pts
    • Combi-Melta, Combi-Flamer, or Combi-Plasma: 10pts
    • Plasma Gun: 15pts
    • Storm Bolter: 5pts

Fast Attack

Heavy Support

Lords of War