Tuesday, June 3, 2014

Amazing Spider-Man 40K


I know this is about a month late for the movie buzz, but I jotted down these notes after seeing the movie and haven’t gotten back to them since.  (The movie, by the way, was better than I expected, but that ain’t saying much… I think they did well on the relationship aspects that are a big part of Spider-Man comics and history, the actors did very well, and the visuals were really cool, but there was also some dumb stuff in there.…  Overall: Meh.)   

As you may have seen from me before, I like to convert other nerd aspects to 40K, like superheroes, for example.  Here’s just some fun stats I came up with for Spidey, Electro, and Rhino. 

These are also under 6th edition rules (FYI).


SPIDER-MAN

WS
BS
S
T
W
I
A
LD
SV
4
6
6
4
3
10*
3
8
- / *

Web-Slinger:  Counts as jump infantry, ignores all terrain, and can move 2D6” in the assault phase even if not assaulting.  He is also Fleet.

Spider Sense:  His danger sense and amazing reflexes give Spider-man Initiative 10 and invulnerable saves: 3+ vs ranged attacks, 4+ in combat.  His speed also gives him Counter-Attack and Rampage special rules in combat.

Web Shooters:   He may use one of two shooting attack profiles:

     -- Rng 18”  S6 AP- Assault D3, Webbing 

     -- Template  S6 AP- Webbing

     * Webbing:  The “to wound” roll against non-vehicle targets is S6 vs the Strength of the target (rather than their Toughness), and  ignores armor all together (cover and invuln saves may be taken).  Each wound gains a Web Marker on the unit.  The target unit cannot move, shoot, fire overwatch, or charge while webbed and when in combat they are reduced to WS1, I1, and make 1 less Attack.  To free themselves they must attack the webbing itself during their assault phase.  Each Web Marker has T4, no save, and 1 wound.  For each hit against vehicles, roll this instead: 1-2 (no effect) 3-4 (cannot move next turn) 5-6 (cannot move or fire next turn).  Vehicle effects last only during the target’s next turn, as they automatically burst free at the beginning of their following turn.  No hull point damage is caused by webbing.


ELECTRO

WS
BS
S
T
W
I
A
LD
SV
3
4
3
4
2
5
1
8
- / 5+

Arc Jump:  Counts as a Jet Bike in all respects as he rides arcs of electricity and may Turboboost.

Energy Deflection: Has a 5+ invuln save.

Dynamo: He is a Level 2 Psyker who rolls 3D6 for psychic tests, discarding a die of his choice.  (In 7th edition, as I understand it, this 3D6 rule would be ignored and he would instead generate 1 extra die to the dice pool.)

     -- Lightning Bolt (1 warp charge): witchfire:  Rng 18” S7 AP2 Assault D6, Haywire

     -- Overdrive (1 warp charge): Malediction:  24” range, takes control of an enemy vehicle model for one turn.  If target is in a squadron and the target ends Electro’s turn out of coherency, the squadron must move to regain coherency on its turn.

      -- Chain Lightning (2 warp charges): witchfire:  Rng 12” S5 AP4 Assault D3, Haywire, Arc

     * Arc: After resolving the attack against a target roll a D6. On a 4+ it jumps to another random enemy unit within 6” for another D3 shots.  Resolve there (at Electro’s normal BS) and roll for another possible Arc.  The attack stops when it fails to Arc or runs out of targets in range (no unit can be hit more than once in the same turn).

     -- Shock Wave (2 warp charges): witchfire nova:  Rng 6” S5 AP- Haywire


RHINO

WS
BS
S
T
W
I
A
LD
SV
5
2
6
6
3
3
3
7
4+ / *

Brute:  Rhino is a thug through and through, albeit a super-powered one.  He has both Feel No Pain and Rampage.

Rhino Charge:  It’s on the charge that the Rhino is most dangerous.  On a turn in which he initiates an assault, he gains the following benefits:  Strength +2, Hammer of Wrath (at his new S8), Fleet, Smash, and Concussive, and his armor save becomes an invuln save (4+).

I think these would be fun to play!  Of course, lone superheroes and villains versus whole units of seasoned future-tech and alien soldiers…?  They may not last too long, but it’d be fun while they did! 

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