Codex: Poor Poor Space Mole Men

Use this area for all discussions of the "gaming" aspect of 40K/Tau.
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Posts: 81

Post#55 » May 08 2007 05:28


how about this:

Space Ninja
4__ 4_ _3_3_ 1_5_3_10_*
Number/Squad: ninjas works alone
Weapons: Homing throwing stars, Cyber-katana

Homing throwing stars: 12" S 4 AP 5 Assault 4, Twin-linked
Cyber-katana: power weapon, reduces the number of attacks of all enemies in base contact by 1 (to a minimum of 1)

Special Rules:
Infiltrate: ninjas always infiltrate. even when you don't want them to.
Bad Ass: ninjas know they kick ass, and consequently count as fearless, reduce the leadership of all enemies within 6" by 1, and are obligated to do back flips periodically throughout the game
Assassinate: a ninja can volunteerly be removed from the table for one full game turn in order to assassinate one enemy model, which is then punted off the table. (props to statisticallyimpossible for this one)
Slice and Dice: A ninja can opt to make one Slice and Dice attack instead of his normal number of attacks. Slice and Dice inflicts D6 S4 Rending attacks on a single enemy model in base to base contact with the ninja.

* If the ninja spends the turn not moving he benefits from a 4+ cover save (blending into the shadows, hiding under a rock, etc.). If the ninja moves, he is easier to see, and so has a 5+ cover save. Ninjas have preternatural dodging abilities, so they have a 4+(Inv) save when in close combat
Last edited by Ultramar40k on May 09 2007 03:43, edited 3 times in total.
Victory needs no explanation; defeat allows none.

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Post#56 » May 08 2007 05:29

Ultramar40k wrote:But you guys get nifty eyepatches and all the grog you want. Us ninjas only get tea and spandex :(.

And don't diss the Dolphin Peoples, they bring us fish and let us ride on their backs. And they earn money working at Space Seaworld(TM) to support us in a ninja-ly endeavors.
What can your mole men do, dig you a hole? :P

It's a very *nice* hole....


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Rogue Sun
Posts: 160

Post#57 » May 08 2007 07:05

I have you all beat:

Chuck Norris

WS 10
BS 10
S 10
T 10
W 10
I 10
A *
LD 10
SV *

Special Character: Chuck Norris may be included AS an army.
Weapons: Chuck Norris doesn't need weapons.

Beard: There is no chin under Chuck Norris' Beard. There is only another fist. Chuck Norris gets as many attacks as it takes to kill his opponent.

Infamy: Guns don't kill people. Chuck Norris kills People. Chuck Norris may choose to kill any model on the table at any time.

Chuck Norris can't die: Chuck Norris has no armor save, because nothing can kill Chuck Norris. Ever.

Special Rules:
Chuck Norris has two speeds. Walk, and Kill: Chuck Norris ignores all terrain.

Chuck Norris is so fast, he can run around the world and punch himself in the back of the head: Chuck Norris may move 6+ 10 D6" a turn.

When Chuck Norris does a pushup, he isn't lifting himself up, he's pushing the Earth down: Chuck Norris wounds everything on a 2+ and may reroll failed wounds. Chuck Norris ignores every type of save.

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Post#58 » May 08 2007 07:14

Chuck Norris may move 6' a turn.

Fixed, but an awesome post otherwise.

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Post#59 » May 08 2007 07:23

My cat's breath smells like cat food.

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Rogue Sun
Posts: 160

Post#60 » May 08 2007 07:51

Orange-Bell wrote:My cat's breath smells like cat food.

That's my swingset, and that's my sandbox. I'm not allowed to go in the deep end. And this is where I met the leprechaun.

He told me to burn things.

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Commander Scarleg
Posts: 420

Post#61 » May 08 2007 08:28

The Space Pirate Ship


Port Barrage Cannons Str 20
Starboard Barrage Cannons Str 20
Prow Torpedos Str 10
Aft Torpedos Str 10
Port Torpedos Str 10
Starboard Torpedos Str 10

Pirates are so awesome that they always win in the case of a boarding action. If they choose to ram the pirate ship takes no damage and the enemy ship automatically runs for it's life.

Pirates never miss and so any incoming bombers of Torpedos are automatically shot down.
Paintball: It's good for the blood!

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Aun'O (Ret.)
Posts: 3480

Post#62 » May 08 2007 08:46

:biggrin: this is just the best thread ever! Couldn't stop laughing when I made it in this morning.

Now we have some ideas going, the Poor, Poor Space Mole Men supported by their swashbuckling but equally near-sighted Space Pirates as they pit themselves against their arch enemies, the Dolphin People of Vergax 12 who can use the cursed but very stylish Space Ninja!

For those on a budget wanting to keep their model count low, they can always opt for The Army of One, Chuck Norris and be guaranteed a win! Perfect marketing pitch for the 12 year old gamer!

Then, there is the metagame technique of both entertaining and dissolving your opponent's logic processes by quoting from The Book of Ralph!

Me fail English? That's unpossible.

Hi, Super Nintendo Chalmers!

Mrs. Krabappel and Principal Skinner were in the closet making babies and I saw one of the babies and then the baby looked at me.

Eww, Daddy, this tastes like Gramma!

I bent my wookie.

The doctor said I wouldn't have so many nose bleeds if I kept my finger outta there

Ralph: "Daddy, I'm scared. Too scared to even wet my pants."
Chief Wiggum: "Just relax and it'll come, son."

I heard your dad went into a restaurant and ate everything in the restaurant and they had to close the restaurant

And, when the doctor said I didn't have worms any more, that was the happiest day of my life

I found a moonrock in my nose!
Please visit my New Online Gallery Scale120

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Post#63 » May 08 2007 08:52

omg this is the best thread ever. i love the people drastically clinging onto the original what inspired tau topic. they are like the best part. next to chuck norris of course. does he count as a titan?
theoretical zombie cats? Schrodinger would be proud.

Posts: 492

Post#64 » May 08 2007 09:11

"These berries taste like burning"
For now I don't write Tacticas, I inspire them.

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Shas'o Amaliel
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Post#65 » May 09 2007 12:41

It is the calm and silent water that drowns a man

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Post#66 » May 09 2007 01:37

Shas'o Amaliel:

pirates are superior

no fair. ninjas don't get conventions because they always turn into backstabbing competitions.

@Rogue Sun: bringing Chuck Norris into 40k just isn't fair for anyone. It would take all of the Chaos Gods, all of the C'tan (before the Outsider ate everyone), all of the Eldar Gods, and the Emperor with all 20 Primarchs to give Chuck Norris a challenge. And even then, who wants to watch a 20 second fight?

And in response to the space pirate ship:

The Ninja Star
Note: This type of vessel is extremely rare. Only one Ninja Star may be in a game, per player.

Turns/180 degrees
Armor/6+ everywhere**

* The shields on the Ninja Star are very advanced, with almost instant regeneration capabilities. In game terms, this means that shields on ninja ships go back up immediately after they have been knocked down (e.g. A Space Pirate Ship escorting a Poor, Poor Mole Man carrier is attacked by the Ninja Star. The Poor, Poor Mole Men shoot first, hoping to knock down the ninjas' shields, but only scores one hit. After all the rolls for the Poor, Poor Mole Men's shooting has finished, the shields on the Ninja Star return to full strength, before the Space Pirates have an opportunity to attack).
** Ninjas are super speedy, and this carries over to their space craft. As such, the Ninja Star has been fitted with thousands of special maneuvering thrusters, allowing it to dodge most enemy fire.
*** Turrets on the Ninja Star are actually ninjas in special space suits that allow them to teleport next to enemy fighters/bombers/etc. and slice them into little tiny pieces. The Ninja Star automatically shoots down all enemy ordinance that it comes into base contact with. Enemy vessels that come into base contact with the Ninja Star with fewer structure points left than it are swarmed by ninjas, reduced to scrap metal in a matter of minutes. Remove the enemy ship from the game.

Special Rules:
Stealthy: The Ninja Star is capable of cloaking itself to avoid damage, and so is only able to be fired upon if the shooting vessel is within 10cm of it or the ninjas fired upon an enemy vessel within 20cm of the firer.
We Like our Privacy: Anyone attempting to board the Ninja Star is immediately stabbed in the back as they come aboard; the Ninja Star cannot be boarded. Ever.
Last edited by Ultramar40k on May 09 2007 01:45, edited 1 time in total.
Victory needs no explanation; defeat allows none.

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Post#67 » May 09 2007 01:45

@ vagrant: The battle tactics i were referring too are modern day varieties. I don't actually do martial arts, but I was confident that Japanese martial arts in general were more agility based, my bad. And, as I said, it was from the people I know, that isn't ment to be a firm generalization of Japanese mind sets.

maybe we should have a "Mole Shaman" On three occasions in the last year contact with mole men has been through the use of the "Mole Shaman", who is actually a Mole Man with immense warp powers.
HQ choice: 80 Pts
Equipment: Psy-Blaster (Str:6 Ap:5 20" assault 2)
Options: *Psy-Gun (Str:4 Ap:5 12" assault 2) and Resonance blade (lethal poisoning) at +5 pts (I'm thinking more like +10 pts) or *Psy-Pistol (Str:4 AP:6 12" rapid fire) and Plasma sword (rending) at +15 pts (*Both add another attack due to two weapons). The Mind Tricks ability (Counts as photon grenades grenades) at +1 pts, the Electric fields ability (EMP grenades) at +2 pts

I was thinking of adding psychic powers. I have already come up with one:
-Moon Beam: The Mole Shaman Draw power from the cult of the ancient moon gods and creates a powerful blast of pure energy. The "moon beam" is:
Heavy 1
cost: 20 Pts

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Afghan Jones
Posts: 276

Post#68 » May 09 2007 02:42

Space Ninjas also come with the Space Ninjutsu Revenge special rule.

At the start of the turn, roll 2D6 for each Space Ninja, on a roll of a double six, they spot amongst the enemy their hated foe who once either:

a) killed their former Space ninja master
b) offended the Space Ninjutsu temple
c) turned away from the Space Ninja path
d) dishonoured the Space Ninja ways
e) used the forbidden 'Mole Fist' technique (the worst offence of all)

Roll a further D6, on a one, the Space Ninja charges forward screaming angrily then stops and commits ritual suicide for behaving so dishonourably. On a 2-5 he gains Preferred Enemy against everyone. On a 6, he does a magical Space Ninja double-jump-somersault (complete with spiffy sound effect) towards the nearest enemy and engages them in assault.
Afghan Jones: Space Pirate for Hire

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Post#69 » May 09 2007 03:07

Space Pirates have "Bout of Randiness". At the start of each Assault Phase, roll 1D6 for each Space Pirate. If more than half of a unit rolls 4+, one of the following effects take place:

Roll 1D6

1) The unit doubles in size.
2) All female models within 4D6 of the unit are Pinned. No ifs, ands, or buts.
3) The unit takes 2D6 S3 hits.

On a 6, effect 1 takes place. On a 3, 4, 5, effect 2 takes place. On a 1 or 2, effect 3 takes place.

Every time effect 2 takes place, the unit gains a cumulative +1 bonus to their "Bout of Randiness" effect rolls.

Quidquid latine dictum sit, altum sonatur.

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Shas'o Amaliel
Posts: 120

Post#70 » May 09 2007 10:37

You guys forgot space hari-kiri. Any round that the ninjas do not cause any wounds in an assault the ninjas must commit space hari-kiri and one model is automatically removed. Furthermore, any ninja killed by anything else commits space hari-kiri just before it happens so is worth no victory points.
Last edited by Shas'o Amaliel on May 09 2007 10:55, edited 1 time in total.
It is the calm and silent water that drowns a man

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Afghan Jones
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Post#71 » May 09 2007 10:42

Technically it would be 'Space hari-kiri'
Afghan Jones: Space Pirate for Hire

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Colonel Marksman
Posts: 444

Post#72 » May 09 2007 11:42


I'm officially confused. I didn't subscribe 2 this topic.

Though, I'm well-pleased with the Chuck Norris stats. :crafty: I know someone who thought something similiar on a fanficiton forum. You wouldn't happen to be the same dude would you?
Tau overpowered? No, everyone else is under.

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