Saturday, May 19, 2012

AVENGERS (40K): part 3


AVENGERS III



My third and final run of superhero heroclix gone 40K.




7.  Thor 

WS
  BS
   S
   T
  W
    I
   A
  Ld
  Sv
   7
   5
 7(10)
   5
   3
    5
   3
  10
4+/5+

Flight:  Moves as Jump Infantry and may Deep Strike, for which he only deviates 1D6.

Asgardian:  As a demigod, Thor has a 4+ armor save and 5+ invuln save.  He is also an Eternal Warrior and Fearless.

Mjolnir:  In close combat Thor’s weapon acts as a ThunderHammer that strikes at his normal initiative.  He may also throw the hammer as a shooting attack using his own Strength.  This is a special attack that hits all enemies in a straight line; he rolls to hit each unit a number of times equal to the number of models that lie along the hammer’s path.  At the end of its course Mjolnir comes back to Thor’s hand ready for an assault.

*  Range 12”    S7    AP-    Assault 1*

God of Thunder: Once per game Thor can execute this special combat maneuver, which has 3 steps in this turn:
*  Move:  If arriving from reserve via Deep Strike he can do it then.  If already on the board he can leap into the sky as his Move and immediately Deep Strike back down anywhere on the board, rolling a scatter and 1D6 for possible deviation.
*  Shooting:  Upon impact, his landing causes a shockwave.  After resolving his deep strike landing, place a Large Blast marker with Thor at the center.  All units hit (friend or foe) make a Leadership test, failure reducing their both WS and I to 1 for the coming assault phase.
*  Assault: Thor may then assault as normal, taking advantage of his stunned enemies (or non-stunned ones, if he prefers).

Call Lightning:  Once per game Thor may call down a lightning strike as a shooting attack:
*  Range: unlimited    S10    AP1    Ordinance, Large Blast, One-Shot
*  Thor may not have moved and must have LOS.  Apply his BS5 to the scatter result.

40K Flavor:  Okay, the Space Wolves already have Arjac, but we’ll go beyond that.  Thor would be a rune priest-lone wolf who’s a bit touched by the Emperor, so to speak.  He’s on a solo quest given to him by Russ and the All-Father, though he’s unsure of exactly what his quest is.  He just wanders the galaxy fighting for the Emperor and in this case has joined an IG force.  I suppose being a SW he’d wear powered armor, all wolf-decked out, and maybe even made with some fantasy parts.  He could have a couple Fenrisian wolf companions too.  He’d have a thunder hammer, of course, and some call lightning and other rune priest powers and generally just be cool as hell.

*

8. Quicksilver:

WS
  BS
   S
   T
  W
    I
   A
  Ld
  Sv
   4
   4
   3
   3
   2
   10
   2
   8
--/*

Superspeed:  Quicksilver doubles all movement, so moves 12” in the Movement phase, may Run D6x2, and assaults up to 12”.  He also has Hit & Run, Fleet, Furious Charge (momentum based), and Preferred Enemy (because he can carefully place blows with time to spare).  He may also reroll failed ability checks, given he can try twice in the time it takes most to do it once.

Blur:  He moves so fast it’s nearly impossible to hit him.  Quicksilver has a 3+ Invuln save against ranged attacks and 4+ Invuln against melee attacks.

Dash and Grab:  He specializes in last minute grabs for objectives and counts as a Scoring Unit.

40K Flavor:  Like Hawkeye, Quicksilver is a bit of a wiener, superheroically speaking.  Not sure how to make him cool for the 41st millennium.  Maybe a similar story/suit as my 40K Spiderman, sleek and black and in a running pose, bladed hands for melee use (rending), maybe a burn-out rule as well, where he rolls a D6 at the end of each of his turns and on a 1 his heart finally gives out and he keels over?  So what’s the trade-off for that?  Hmmm...

*


7.  Scarlet Witch

WS
  BS
   S
   T
  W
    I
   A
  Ld
  Sv
  Pts
   3
   3
   3
   3
   2
    4
   2
   9
--/4+
 

Probability Control:  Twisting luck, she has a 4+ Invuln save.

Hex Power:  Her strange power is to manipulate reality.  As such, at the beginning of her turn the Scarlet Witch selects a target unit (friend or foe) within LOS and 36” and makes a Psyke test.  If she passes, all rolls the unit makes have their probability flipped until the beginning of the Witch’s next turn.  An armor save of 3+ fails on a 3+, passes on 1-2.  If the unit hits on a 5+, they now hit on 1-4.  If they need a 2+ to wound, they now wound only on a 1.  She may want to alter a friendly unit for certain advantages, just hope the disadvantages don’t come into play too.

Jinx:  As a shooting attack she may jinx a vehicle.  Make a Psyke test.  If the target is within 24” roll a d6: 1-2 no effect, 3-4 Glancing hit, 5-6 Penetrating hit.     

Eldritch Bolts:  Her shooting attack: Range 18”    S4    AP4    Assault 2

40K Flavor:  The Scarlet Witch I’d make into the strange priestess of a Sisters of Battle cult.  She would be dressed similar to them with flowing cloaks and a head dress and would come with a retinue of Sisters body guards (all in powered armor and bolters): her Coven.  So here’s this scarlet red figure in the middle, a powerful psyker with abilities similar to those above.  I think she’d be kinda cool. 

*

That concludes my Avengers superhero remake, but hopefully not my run of Avengers-themed blog entries...



2 comments:

  1. I really like Thor's special powers (of course) but Sarlet Witch's Hex is an awesome idea!

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    Replies
    1. Thanks! Actually i think it'd be kinda cool to have with Guard, since they kinda stink as it is (no offense), you could hex some sissy unit and BAM! all of a sudden their flipped probabilities are making them badass!

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