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The Great Crusade > House Rules > Waste Landers Codex



Title: Waste Landers Codex
Description: First Two Units Up


Battle Brother Loken - December 16, 2008 10:47 PM (GMT)
so i am making a codex for the waste land humans army
this army is for a friend of mine to use and just for my own enjoyment
but once its finished i aks you to use it and tell me what you think
also i am looking for play testers for the new units

Elites:

Guardains 40 points
Ws Bs S T W I A Ld Sv
4 4 5 5 3 3 4 10 5+
Weapons each model may choose one of the following: Twin Linked Waste Land Rifle, Twin linked Flamers, Heavy Wasteland Gun
Unit Size: 4-25
Special Rules: Feel No Pain, Counter Charge, Fearless,

Troops:

0-1Waste Land Bandits 12 points
Ws Bs S T W I A Ld Sv
3 4 3 3 1 3 1 7 5+
Weapons: Waste Land Long Rifles
Unit Size: 5-15
One model may buy a rocket launcher for 12 points
Any model may swap Waste Land Long Rifle for Waste Land Rifle for free
Special Rules: Move through cover, infiltrate

Waste Lander 6 points
Ws Bs S T W I A Ld Sv
3 3 3 3 1 3 1 7 -
Weapons: Waste Land Rifles or Waste Land Pistols and CC weapon
Unit Size: 10-20
May add Waste Land Veteran for +10 points waste land veteran has +1 WS and +1Ld
Also for +1 point per model may achieve 5+ Sv
May take Armored Transport Truck as dedicated transport if the unit numbers 10

Armored Transport Truck 80 points
Front Side Rear Bs
10 11 10 3
Guns: turret mounted heavy wastelands gun, front mounted heavy wastelands gun
Special Rules: Fast, Open Topped, Top Heavy
Transport: can hold 10 Waste Landers or 5 Waste Land Brutes
May buy a plow for 5 points

Fast:

Dust Devils 16 points
Ws Bs S T W I A Ld Sv
3 3 3 3 1 3 2 8 4+
Weapons: CC weapon, Waste Land Pistol and Rocket Harness
Unit Size: 5-15
Two models may buy Flamers for 5 points each
All models may buy charges (melta bombs) for 1 point each
Special Rules: Deep Strike, Unstable Rockets

Armoury: Range S Ap
Heavy Wastelands Gun: 36” 5 5 Heavy 3
Waste Land Pistol: 12” 3 - Pistol
Waste Land Rifle: 24” 4 - Rapid Fire
Waste Land Long Rifle : 30” - 6 Heavy 1, rending
Rocket Launcher : 48” 8 3 Heavy 1
Flamer: Template 4 5 Assault 1

Special Rules:
Top Heavy: If vehicle moves more than 12” and turns roll a D6 on a 4+ the vehicle flips and counts as stunned.

Unstable Rockets: Count as a jump pack but when ever using jump movement roll a D6 for each model, on a 2+ nothing happens but on a 1 the poor soul blows up and its removed from play.

Anodyr - December 17, 2008 09:08 AM (GMT)
Right, I'll have a stab at this (though its been a while since I've looked at anything from a rules-crunchy point of view, so if any of this comes off as rubbish, please ignore...).

First up, I'm comparing these to Imperial Guard as that seems the best fit to me (though I have noticed the marine/termi style distinction in transport capacity of the armoured truck) stat-wise.

So:

1: You refer to the troops as "waste landers" in the first entry, then "waste land bandits" in the truck description. Is a bandit different to a waste lander?

2. Stat-wise we're looking at an Imp Guard infantryman with increased BS and no save, so the 6 point cost is probably ok.

3. Weapon-wise, some of the stats seem a bit high - the heavy gun has the AP of a krak missile, the pistol has the same AP as a frag-packing grenade launcher, and the rifle has the stats of a heavy stubber with a rapid fire option. Would it not be easier to just us projectile weapon stats for these e.g. autopistol, autogun and heavy stubber?

4. I'd say that upgrading to a 5+ save should only cost 1pt per model, on the grounds that upgrading a guardsman to 4+ (carapace) costs +2pts per model.

5. For the veteran, what made you go with +1 WS rather than +1 A? I'd also increase his cost to 12pts (2x standard trooper).

6. The truck, imo, should be either heavily armoured or fast, not both. Generally armoured vehicles lose something in their mobility as they gain their armour. In this case, you've got a statline that has 1 point less armour than a chimera (wasn't their a guideline figure for the max armour total a "fast" vehicle could have back when they did the vdr..? I'll try to find it and have a look.) but a description that suggests it should be as armoured if not more.

7. I assume the plow counts as rough terrain mod - in which case you could just charge 5 pts like the IG do.

8. "Top heavy" - is that a homebrew rule? If so, I'd say an armoured vehicle that flips/tips on its side is going to be more than just stunned; its going to take a fair amount of effort to get such a vehicle back on its wheels. Would it not be immobilised until thats done? Maybe the ork vehicles have some suitable rules that could work for the waste landers?

Hmm, I think thats it for now, hope it helps. :)

Weiss - December 17, 2008 12:39 PM (GMT)
QUOTE
2. Stat-wise we're looking at an Imp Guard infantryman with increased BS and no save, so the 6 point cost is probably ok.


That's +1 strength man, so 6pts isn't right, in my opinion (I think S is worth more than Sv, personally).

The top heavy rule just seems cumbersome to me - I'd say just use the trukk rules from the Ork Codex (with appropriate modifications). In fact, from what's been written so far, it does look like you're wanting the ork codex with humans.

Personally, I think it would be quite adequate to just use the ork codex - they have the right tech-level for what you have in mind (barring some of the more esoteric weapons) and you can pass off the +1T and Furious Charge as them overdosing on combat stimms, Fallout-style.

ShroudFilm - December 17, 2008 01:19 PM (GMT)
I think the Ork codex would be a great start to base this from, since the whole thing really reminds me of Digganobs! :D

I quite liked the top-heavy thing, but agreed it might get annoying. Plus if an open-topped vehicle rolls, that's bad for the passengers...

Anodyr - December 17, 2008 02:47 PM (GMT)
QUOTE (Weiss @ Dec 17 2008, 01:39 PM)
QUOTE
2. Stat-wise we're looking at an Imp Guard infantryman with increased BS and no save, so the 6 point cost is probably ok.


That's +1 strength man, so 6pts isn't right, in my opinion (I think S is worth more than Sv, personally).


Ah yes, I misread that. In which case I agree that the points cost may be a little off.

Not familiar with it myself, but by the sounds of what the others are saying, maybe Ork codex is the way forward...

Battle Brother Loken - December 17, 2008 03:02 PM (GMT)
i am just takeing the ork and imp stats from the back of the 5th ed rule book and changeing them around a bit
the rifles are kroot rifles
i think stunned is worse than shakken but correct me if i am wrong

@shroudfilm: i built a roll cage on the origanal truck so i thought that it may be right for no damage to the loyal passangers but this may change once i play test it

@weiss: my origanal thought was to just buy the ork codex but my friend wants to play this army and i told him i would make him a bit more custom list.

so you guys think that +1S is to much?
o and the waste land bandits has been fixxed i wrote the entrys at diffrent times :lol:

also i dont have the guard point costs either so i am just going with my gut on must of it

new entry after i get home from my finals today ;)

Weiss - December 17, 2008 03:51 PM (GMT)
A guardsman is 6pts.

As I understand it, kroot rifles use Tau-made ammunition - and therefore do not accurately represent standard "human guns". Just use lasgun, laspistol and heavy stubber stats. Changing the names might also be an idea - reading, typing and saying the current ones is tedious.

Giving them Strength 4 means you think they are just as strong as an Astartes when it comes to kicking the &^$£ out of someone... doubtful for unmodified/non-heroic humans (think of how muscly a standard ork is, and they're still S3).

I would still just use trukk rules for the transports, even if you don't use anything else from the codex.

EDIT: Oh yeah, shouldn't this be in the House Rules section?

Battle Brother Loken - December 18, 2008 02:40 AM (GMT)
i am trying a new link thing useing my schools posting site :P
i changed alot around and added a new unit

Battle Brother Loken - December 20, 2008 12:34 AM (GMT)
play tested the units as they are right now
they did really well against my marines :D

KRUG_666 - December 20, 2008 08:34 AM (GMT)
Loken, I commend you on your project, it looks very promising.
My question is, how does this fit into the Pre-Heresy?

Battle Brother Loken - December 20, 2008 03:20 PM (GMT)
the lost non imperial humans

KRUG_666 - December 20, 2008 07:03 PM (GMT)
Non- Imperial?
Are they Chaos tainted or xenos worshippers?
Over on the Wargamer AU you stated they were for a Guardsmen army...
So are they fighting against the Legions or alongside them?
And yes, I visit alot of forums.... :D

Battle Brother Loken - December 20, 2008 08:14 PM (GMT)
i never said they were guardsmen?
if i did i dont know because it was never intended
and i havent based a religion around them yet
most likely they will be against the leigons

KRUG_666 - December 21, 2008 09:08 AM (GMT)
[quote name='Angorn's_Son' date='Dec 14 2008, 11:48 AM' post='855999']
so i built this out of a ork trukk and soem other things for my guardsmen army

[/quote]

Yes you did say they were for an IG army....

linky

http://www.wargamerau.com/forum/index.php?showtopic=64314

So what is it then?
If they are against the Legions kool....
If not....are they chaos or not?
Im confused....



little horus - January 4, 2009 07:09 PM (GMT)
so he maybe meant a pre heresy traitor guardsman army and use guardsman name instead as its a lot easier to say ;)

Battle Brother Loken - January 11, 2009 06:02 AM (GMT)
no it was just a miss type
and there has been a elite choice put up
i am really looking for testers right now

Battle Brother Loken - February 9, 2009 04:12 AM (GMT)
another update

Hq
Commander 110 points
Ws Bs S T W I A Ld Sv
4 4 3 3 3 4 3 10 4+
Weapons: Waste Land Pistol and CC weapon
Special Rules: High Command, Fearless, may only be taken in armies of 2000 points or more.
May be mounted in Gun Jeep for the cost of a normal Gun Jeep or may be mounted on a horse for 12 pts which counts as a bike.

Elites:

Guardians 40 points
Ws Bs S T W I A Ld Sv
4 4 5 5 3 3 4 10 5+
Weapons each model may choose one of the following: Twin Linked Waste Land Rifle, Twin linked Flamers, Heavy Wasteland Gun
Unit Size: 4-25
Special Rules: Feel No Pain, Counter Charge, Fearless, Relentless

Troops:

0-1Waste Land Bandits 12 points
Ws Bs S T W I A Ld Sv
3 4 3 3 1 3 1 7 5+
Weapons: Waste Land Long Rifles
Unit Size: 5-15
One model may buy a rocket launcher for 12 points
Any model may swap Waste Land Long Rifle for Waste Land Rifle for free
Special Rules: Move through cover, infiltrate

Waste Lander 6 points
Ws Bs S T W I A Ld Sv
3 3 3 3 1 3 1 7 -
Weapons: Waste Land Rifles or Waste Land Pistols and CC weapon
Unit Size: 10-20
May add Waste Land Veteran for +10 points waste land veteran has +1 WS and +1Ld
Also for +1 point per model may achieve 5+ Sv
May take Armored Transport Truck as dedicated transport if the unit numbers 10

Armored Transport Truck 80 points
Front Side Rear Bs
10 11 10 3
Guns: turret mounted heavy wastelands gun, front mounted heavy wastelands gun
Special Rules: Fast, Open Topped, Top Heavy
Transport: can hold 10 Waste Landers or 5 Waste Land Brutes
May buy a plow for 5 points

Fast:

Dust Devils 16 points
Ws Bs S T W I A Ld Sv
3 3 3 3 1 3 2 8 4+
Weapons: CC weapon, Waste Land Pistol and Rocket Harness
Unit Size: 5-15
Two models may buy Flamers for 5 points each
All models may buy charges (melta bombs) for 1 point each
Special Rules: Deep Strike, Unstable Rockets

Armoury: Range S Ap
Heavy Wastelands Gun: 36” 5 5 Heavy 3
Waste Land Pistol: 12” 3 - Pistol
Waste Land Rifle: 24” 4 - Rapid Fire
Waste Land Long Rifle : 30” - 6 Heavy 1, rending
Rocket Launcher : 48” 8 3 Heavy 1
Flamer: Template 4 5 Assault 1

Special Rules:
Top Heavy: If vehicle moves more than 12” and turns roll a D6 on a 4+ the vehicle flips and counts as stunned.

Unstable Rockets: Count as a jump pack but when ever using jump movement roll a D6 for each model, on a 2+ nothing happens but on a 1 the poor soul blows up and its removed from play.

High Command: May take Guardians as troop choices but Waste Land Bandits may not be taken at all and neither can Dust Devils.


i really need testers to tell me if the list is playable or not :D

Battle Brother Loken - February 13, 2009 02:24 AM (GMT)
Hq
Commander 110 points
Ws Bs S T W I A Ld Sv
4 4 3 3 3 4 3 10 4+
Weapons: Waste Land Pistol and CC weapon
Special Rules: High Command, Fearless, may only be taken in armies of 2000 points or more.
May be mounted in Gun Jeep for the cost of a normal Gun Jeep or may be mounted on a horse for 12 pts which counts as a bike.

Waste Land General 60 points
Ws Bs S T W I A Ld Sv
4 4 3 3 3 4 2 9 5+
Weapons: Waste Land Rifle or Waste Land Pistol and CC weapon

Elites:

Guardians 40 points
Ws Bs S T W I A Ld Sv
4 4 5 5 3 3 4 10 5+
Weapons each model may choose one of the following: Twin Linked Waste Land Rifle, Twin linked Flamers, Heavy Wasteland Gun
Unit Size: 4-25
Special Rules: Feel No Pain, Counter Charge, Fearless, Relentless

Troops:

0-1Waste Land Bandits 12 points
Ws Bs S T W I A Ld Sv
3 4 3 3 1 3 1 7 5+
Weapons: Waste Land Long Rifles
Unit Size: 5-15
One model may buy a rocket launcher for 12 points
Any model may swap Waste Land Long Rifle for Waste Land Rifle for free
Special Rules: Move through cover, infiltrate

Waste Lander 6 points
Ws Bs S T W I A Ld Sv
3 3 3 3 1 3 1 7 -
Weapons: Waste Land Rifles or Waste Land Pistols and CC weapon
Unit Size: 10-20
May add Waste Land Veteran for +10 points waste land veteran has +1 WS and +1Ld
Also for +1 point per model may achieve 5+ Sv
May take Armored Transport Truck as dedicated transport if the unit numbers 10

Armored Transport Truck 80 points
Front Side Rear Bs
10 11 10 3
Guns: turret mounted heavy wastelands gun, front mounted heavy wastelands gun
Special Rules: Fast, Open Topped, Top Heavy
Transport: can hold 10 Waste Landers or 5 Waste Land Brutes
May buy a plow for 5 points

Fast:

Dust Devils 16 points
Ws Bs S T W I A Ld Sv
4 3 3 3 1 3 2 8 4+
Weapons: CC weapon, Waste Land Pistol and Rocket Harness
Unit Size: 5-15
Two models may buy Flamers for 5 points each
All models may buy charges (melta bombs) for 1 point each
Special Rules: Deep Strike, Unstable Rockets

Gun Jeep 60 points
Front Side Rear Bs
10 10 10 3
Weapons: Turret mounted Rocket Launcher and two front mounted Heavy Wasteland Gun
Special Rules: Fast
Transport: May carry a Commander

Heavy:

Wall Breaker Tank 220 points
Front Side Rear Bs
14 13 11 3
Weapons: turret mounted Destructor Cannon, sponson mounted Heavy Wasteland Gun, front mounted Rocket Launcher

Armoury: Range S Ap
Heavy Wastelands Gun: 36” 5 5 Heavy 3
Waste Land Pistol: 12” 3 - Pistol
Waste Land Rifle: 24” 4 - Rapid Fire
Waste Land Long Rifle : 30” x 6 Heavy 1, rending, Sniper
Rocket Launcher : 48” 8 3 Heavy 1
Flamer: Template 4 5 Assault 1
Destructor Cannon: 72” 9 2 Large Blast, Ordinance

Special Rules:
Top Heavy: If vehicle moves more than 12” and turns roll a D6 on a 4+ the vehicle flips and counts as stunned.

Unstable Rockets: Count as a jump pack but when ever using jump movement roll a D6 for each model, on a 2+ nothing happens but on a 1 the poor soul blows up and its removed from play.

High Command: May take Guardians as troop choices but Waste Land Bandits may not be taken at all and neither can Dust Devils.




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