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Rules
Here's where I'll be posting rules, both my own and created by other people. If you have any good rules, send them in to me! So far, here are the rules for Hellspawn, a horrible one-(man?) army. The Hellspawn's pic will be posted as soon as he is built and painted :) This would be a good special scenario to try out, for fun. If you do use these rules, send me an email and tell me how you liked Hellspawn!
Points WS BS S T W I A Ld Sv
Hellspawn ?????? 7 7 8 8 6 5 6 10 2+/5+
Wargear: Mark of Chaos Undivided, Unholy Carapace (2+ armor save), Psychic power Doombolt
Special Rules
Mind Control: The Hellspawn automatically attempts to possess any units that come within 12" of it. Regardless of phase
(movement, shooting, assault) or who's turn it is, any unit that enters the 12" radius must immidiately pass a Leadership
check or the Hellspawn's player gains control of the unit for the rest of the game. If a unit is not possessed, then leaves
the 12" zone and re-enters, they must pass another Leadership check. Units that break and flee into the 12" zone are
automatically possessed. All possessed units retain their former stats, but are fearless and never have to take any
psychology checks whatsoever. Units with purity seals, Chaos Marks or Eldar Ghosthelms have a +1 modifier bonus to their
Leadership for purposes of posession-checking.
Always an Independant Character: Any units the Hellspawn possesses cannot be led by the Hellspawn itself, even if it is
within 2" of the squad.
Daemonic Will: Force weapons loose the ability to outright kill a Hellspawn.
Fearsome: If the Hellspawn wins an assault their opponents automatically have to fall back without a Morale check being
taken. Opponents that never fall back or ignore Morale checks ignore this effect and will not fall back. In addition,
a Leadership check must be passed before any unit may charge the Hellspawn. If they fail, the charge will not take place.
Fearless: The Hellspawn never falls back and cannot be pinned. They are assumed to automatically pass any Morale test.
In addition, if the Eldar psychic power Mind War is used, if the Hellspawn gets a higher score than the Farseer, the
Farseer takes that many wounds.
Monstrous Creature: The Hellspawn is a foul warp daemon with great strength. It is treated as a Monstrous Creature and
therefore roll 2D6 for armour penetration and ignore their opponents' armour saves in close combat.
Invulnerable: The Hellspawn is an unnatural creature made from the very stuff of Chaos and are therefore very difficult
to destroy. They are treated as being Invulnerable and may take either the 2+ Unholy Carapace saving throw or the
5+ Daemonic Aura invulnerable saving throw, but not both.
Destruction: If the Hellspawn is destroyed, it explodes in a gigantic spray of acids and a giant rip in the warp opens up,
and it is sucked back into the warp. If the Hellspawn is destroyed, place an Ordenance template over the model. All units
fully or partially under the template take a Strength 8, AP 4 hit. Remove the Hellspawn model after this. If the Hellspawn
is destroyed, the psychic link it had with any possessed units is severed so suddenly that most units will die or become
frenzied. Roll a D6 for each model that was under Hellspawn's command. On a 2+, they die outright, regardless of any other
factors, even invulnerable saves. On a 1, their minds are completely driven mad by Chaos, and they become frenzied, and
gain +1 WS and BS, +2 Strength, +1 Toughness, +2 Initiative, +2 Attacks and may charge up to 9" rather than 6"! They also
must charge any unit that is within 9" in the assault phase, as they are completely enraged.
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