Worm Marines, Legion Of The Lost and Legion Of The Stupid

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Worm Marines, Legion Of The Lost and Legion Of The Stupid

Gold Bearer
This post was updated on .
WORM MARINES
Founding Chapter: The Lemmings (Now All Deceased)
Founding: The Silly Founding
Known Descendants: None
Chapter Master: Lumbricina Haplotaxida
Homeworld: Worm marines live underground on many worlds.
Fortress-Monastery: The Wet Garden
Colours: Brown
Specialty: Being Silly
Strength: 867 billion trillion!
Battle Cry: "I'll 'ave you!"


Move 6/AV2 (Power Armour), 2W in hand-hand.


Weapons
Commander - Battle Axe: Attacks an adjacent (including diagonal) target with 4R, needs to beat AV as shooting.

Baseball Bat: Attacks an adjacent (including diagonal) target with 4W, needs to beat AV as shooting, target and anyone else in path is pushed back until they reached a wall or closed door.

Fire Punch: Attacks an adjacent (including diagonal) target with 2R three times as they get hit, hit the ceiling and then hit the ground, needs to beat AV as shooting.

Dragon Ball: Attacks a target within three squares with 3R, target and anyone else in path is pushed back until they reached a wall or closed door.

Sheep Launcher: Heavy weapon (move 4), target any square in your line of sight even if they are blocked by others, attacks the target square with 3R+3W, the eight surrounding squares with the red dice and the surrounding sixteen with the white dice, discard after use.


Orders
Surrender!: Live to fight another day, all marines exit the mission.

Run Away!: Can move at three times normal rate as long as you end up further away from any enemies.

Friendly Fire!: You get points for taking out any targets during the turn.

Switch Sides!: You fight for the aliens for the rest of the mission, you get no points for killing aliens and they get no points for killing you but you get points for killing other squads and they get points for killing you.


Equipment
Air Strike: Everyone in any one room is attacked separately with 2R, discard after use.

Dynamite: Can be placed on any square the commander occupies during the turn and at the start of the alien turn attacks the target square with 4R+4W, the eight surrounding squares with the red dice and the surrounding sixteen with the white dice, discard after use.

Super Sheep: Attacks any target on the board that you can get to without opening a door from the commander's square with 3R+3W, the eight surrounding squares with the red dice and the surrounding sixteen with the white dice, discard after use.

Blowtorch: The commander can create an opening in a directly adjacent wall but can do nothing else that turn.

Ninja Rope: All squad members can move through (over) enemies during the turn, discard after use.

Holy Hand Grenades: All squad members can use their attack to throw a Holy Hand Grenade and counting to three (no more, no less) that attacks a 5x5 area with 3R, discard after use.

Banana Bombs: All squad members can use their attack to throw a Banana Bomb that attacks the target square with 4R, doesn't affect the eight surrounding squares but attacks the surrounding sixteen with 2R.

Targeter: For the Sheep Launcher.
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Re: Worm Marines

Tony1978
No word for that
My work:
http://www.boardgamegeek.com/filepage/39683/the-basical-logic-of-space-crusade (The basical logic of Space Crusade - ENG)
http://www.mediafire.com/?ui42yfyadpmgtn3 (An analysis of boarding squads - ITA)
http://www.mediafire.com/?uzprfbxl9nx6mmt ("A new hope" - Dinamic missions - ITA)
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Re: Worm Marines

Gold Bearer
:) Obviously a joke squad but if somebody did want to try them out they'd need toning down a bit to be balanced. If they were the only squad it wouldn't matter so much. They'd need Friendly Fire and Switch Sides to be replaced my Move It and Fire because those need other squads. It might be an idea to do that anyway to make them more marine players friendly.

It would be good if I could come up with another couple of joke squads to replace the standard three. I'm open to suggestions.
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Re: Worm Marines

Tony1978
Sorry, no idea
My work:
http://www.boardgamegeek.com/filepage/39683/the-basical-logic-of-space-crusade (The basical logic of Space Crusade - ENG)
http://www.mediafire.com/?ui42yfyadpmgtn3 (An analysis of boarding squads - ITA)
http://www.mediafire.com/?uzprfbxl9nx6mmt ("A new hope" - Dinamic missions - ITA)
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Re: Worm Marines

Gold Bearer
Worms are perfect because they're funny and have lots of silly weapons to choose from. I might make the other two Doom and Quake marines. The Doom monsters would be awesome in space crusade. One day I'll add them all to LurchBrick's game if he lets me.
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Re: Worm Marines

Gold Bearer
This post was updated on .
Oh I've got one, Legion Of The Lost. Now there's a legion of the lost and the damned.


LEGION OF THE LOST
This legion gets its name from a flaw in their geneseed that affects their sense of direction.

Founding Chapter: Legion Of The Compass
Founding: The Silly Founding
Known Descendants: None
Chapter Master: Faultus Directionus (Whereabouts Unknown)
Homeworld: Lost so long ago nobody remembers its name.
Fortress-Monastery: The Lost Citadel
Colours: Cyan
Specialty: Getting Lost
Strength: Unknown due to them being spread throughout the galaxy (and probably other galaxies).
Battle Cry: "This way marines, no this way!"

Move 6/AV2 (Power Armour), 2W in hand-hand.

Rules
At the start of every turn but after you decide if you want to use an order, roll a red dice and the alien player rolls a white dice, if the alien player scores higher then the squad are moved be the alien player during that turn. First the marine player makes any attacks they want, then the alien player moves any marines (including the commander), then the marine player can attack with any of them that haven't already attacked (or still have a shot left because of Fire), then the alien player can move any of them that haven't already moved (or still have a move left because of Move It). Six marines in a squad including the commander or eight marines including the commander if played using Mission Dreadnought. All nine standard heavy weapons are available to the legion.

Orders
x2 Move It, x2 Fire.

Equipment
Gene Stimulator: The commander has +1LP and +1 movement.
x2 Orientation Modules: These can be played to ignore an orientation failure.
Bolt Pistols, Blind Grenades, Melta Bomb, x2 Targeters.
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Re: Worm Marines

Tony1978

That remembers me Chaos androids rules in Epic 40k: they simply could (mis)interpret their orders.
My work:
http://www.boardgamegeek.com/filepage/39683/the-basical-logic-of-space-crusade (The basical logic of Space Crusade - ENG)
http://www.mediafire.com/?ui42yfyadpmgtn3 (An analysis of boarding squads - ITA)
http://www.mediafire.com/?uzprfbxl9nx6mmt ("A new hope" - Dinamic missions - ITA)
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Re: Worm Marines

Gold Bearer
Never played epic, played 40k once. I used to play WH Fantasy Battle. Another silly chapter to complete the set.


LEGION OF THE STUPID
This legion gets its name from a flaw in their geneseed that affects their intelligence.

Founding Chapter: Legion Of The Special
Founding: The Silly Founding
Known Descendants: None
Chapter Master: Stupidus Idious
Homeworld: The Hollow Moon (Actually a space dragon egg).
Fortress-Monastery: The Centre Of Learning For 'Special' Marines.
Colours: Pink (Only recently changed due to too many friendly fire incidents).
Specialty: Being Stupid
Strength: Just a few hundred left due to friendly fire incidents.
Battle Cry: "Death to the emperor of chaos!"

Move 6/AV2 (Power Armour), 2W in hand-hand.

Rules
At the start of every turn but after you decide if you want to use an order, roll a red dice and the alien player rolls a white dice, if the alien player scores higher then the alien player chooses who the squad attacks that turn but you can't attack other members of the squad (other squads can be targeted). First the marine player moves any marines (including the commander), then the alien player makes any attacks they want, then the marine player can move any of them that haven't already moved (or still have a move left because of Move It), then the alien player can attack with any of them that haven't already attacked (or still have a shot left because of Fire). Six marines in a squad including the commander or eight marines including the commander if played using Mission Dreadnought. All nine standard heavy weapons are available to the legion.

Orders
x2 Move It, x2 Fire.

Equipment
Genetic Enhancers: Marines have 2LP.
x2 Cognition Modules: These can be played to ignore an intelligence failure.
Bolt Pistols, Blind Grenades, Melta Bomb, x2 Targeters.