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![[Post New]](/s/i/i.gif) 2010/05/26 03:32:38
Subject: New Faction: Stats, Special Rules, and Fluff Suggestions Wanted
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Been Around the Block
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EDIT: I'm thinking of scrapping the established fluff and reasoning due to disatisfaction with current units. Any comments on these are appreciated as I am currently trying to decide what to change. Any comments about anything (points cost, special rules, wargear, naming, unit size, etc.) shall be taken under advisement, but they can only be taken under advisement if they are posted/pmed. Any advice is quite welcome.
So I was thinking of making some custom army based on the idea that each unit is able to do two tasks competently but not amazingly and can only do one at a time. For example, they shouldn't out assault Orks or Tyranids, shouldn't outshoot Tau or IG, shouldn't be tougher than Space Marines, and shouldn't be faster and more maneuverable than Eldar or Tau. I was thinking that I could do this by making their infantry ranged weapons special in that the unit must go to ground at some point before it shoots and stay that way in order to shoot. That way they won't be able to assault, thus fulfilling the idea of keeping them from doing both actions. I was thinking of giving them average numbers, like 8-15 per squad for basic troops. I am trying to introduce as few new rules as possible, and suggestions involving the use of Universal Special Rules would be extremely helpful. I was wondering if there are any good ideas that Dakka Dakka members could supply or advice to give on whether this is a really stupid idea. I am giving a brief look at this side's situation in terms of fluff in order to hopefully help with any ideas. Any suggestions about the fluff or the disposal of such are appreciated.
Fluff Time!
On a large planet located around a decaying star, there was a strange breed of intelligent species born. The Argits evolved and thrived on their homeworld due to their size and toughness. They have several tough armor plates set about their bodies, but there are many areas around joints and especially the head that are unprotected. Their brains are slightly larger than the brains of humans, but they also have massive amounts of high density nervous tissue spread throughout their bodies that allows them to survive extensive damage to the brain and recover while running on the most basic of instincts. They stand seven feet tall and weigh 275 pounds on average, but their redundancy comes at a cost. They aren't much stronger than humans due to the fact that their extra organs and extensive nervous system takes up a much larger portion of their body than it does in most creatures. They have two pairs of eyes with each pair set up on opposite sides of the front of the head, but only one pair of arms. They look somewhat reptilian in nature but closer observation reveals that mammalian characteristics are dominant, although their head is covered by weak but decorative plating. They are able to look at different objects with each pair of eyes and use this ability to coordinate each arm with one pair of eyes, allowing for effective multitasking with each arm.
Their society developed to embrace order moreso than most, as shown by their want to keep their battle lines calm and march in formation. Some xenologists have actually claimed that this embracing of order is actually more like clingin to perfectionism, as it has been seen many times in combat that the Argit prefer to have their teams take the time to assemble in formation instead of taking to the initiative and gaining an advantage that way. A multitude of actions half done are regarded much worse than several perfectly performed ones, which is reflected in how uneager the Argit were to embrace the concept of mass production as it often meant taking the pieces of goods and then assembling them elsewhere, meaning that in the meanwhile they were just going to sit around and be useless. Mass production was slowly implemented throughout the Argit Nation, and it is only done when all the factory is able to be built upon the mining site and then is able to churn out completed goods by itself. Otherwise, objects and goods are made on site by skilled workers, which is reflected by the fact that most the weapons that they use were constructed in small workshops instead of in large factories.
Their social standing is determined by how much they follow through with the actions they undertake. A general who completed college and then made it through a military academy despite having to redo it numerous times is given more respect than one who skipped entire classes and still passed through due to greater talent or even personal skill. This does mean that most of the actions undertaken by the politicians in the Argit Nation are done as quick as possible in order to prevent a chance of error of staining their records and denying them the respect of their peers. This drive for perfection and following through has resulted in a society with little respect for most individuals that it represents, which has caused an angry and depressive atmosphere to set in. This has also resulted in xenophobia with their run ins with the Imperium of Man and other major powers, as the hostility or force that these nations use to either kill the Argits or force them into accepting unfavorable terms has resulted in the average Argit feeling as though aliens represent threats to their own order. They now believe that if they are to preserve what little order they have, they must defeat those who would deny them this and have begun to build the armies in order to do so.
Their technology is less advanced than that of the major powers, but their ability to wield with some measure of precision has allowed them to still hold ground in spite of their enemies' superiority. One of the most important qualities about their weapons is that they are built to high standards even in the massive factory mines and the skilled workforce is held to similar standards. Any weapon that doesn't fulfill these standards is reworked the most skilled craftsmen in order to produce an effective weapon. The meat of their weapons' production is the large number of workers with only average skills who produce constant amounts of weapons while the lesser workers' follies are corrected by those of the msot skilled. This has resulted in a lack of extremely high quality weapons, but it has also resulted in consistent and higher quality weapons' lines. They use mostly heavily advanced variations of gunpowder weapons that use plasma ignition systems and often have liquid propellants in vehicle mounted variations. They are able to produce weapons like meltas, although their production runs of such devices are less effective then their Imperial counterparts and are often used in groups or linked together to compensate. Most of their weapons are heavier than their equivalents amongst other factions, and as such the weapons that they deploy usually require set up time and entrenchment in order to be usable. This means that they rarely are the attacking force in most battles, as they are in the process of being slowly beaten back across most of their worlds by small parts of the Imperial Guard and multiple cadres of Tau Forces intent upon smashing their fortifications and claiming their worlds for the Greater Good. They may not be the best in technology, but their ability to produce consistent and high quality weapons lines is an important one and keeps them alive in 40K.
They'd probably have around a few hundred worlds with most of them now under attack from IG and Tau. I'm going to guess that if a few Hive Fleet Splinters ever came knocking on their door, they might hold out for a few decades before being utterly consumed.
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This message was edited 11 times. Last update was at 2010/06/14 23:24:41
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![[Post New]](/s/i/i.gif) 2010/05/31 03:13:40
Subject: Re:Need help for making a new faction to base a fan codex on
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Been Around the Block
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Here are the stats for the troops in this army: Argit Soldier Team 10 points per model Team Size: 8-15 models per unit, one model may be made into an Officer at +25 points Type WS BS S T W A I Ld Sv Soldier 3 3 3 4 1 2 3 6 5+ Officer 3 3 3(6) 4 1 3 3 7 4+ Soldier Wargear: Electrothermal-Chemical Rifles, Heavy Gauntlets, Ceramic Armor Electrothermal-Chemical Rifles Profile Range S AP Type 24 4 5 Heavy 2 Heavy Gauntlets: This is the best in close combat ability that could be given to Argit Soldiers that still allows them to retain their rifles. Counts as an additional close combat weapon that doesn't take any hands. The additional attack is always added into the profile. Ceramic Armor: Gives a 5+ Armor save. Soldier Special Rules: None that I can think of at this moment. Any ideas would be appreciated. Officer Wargear: Heavy Gauntlets, Combat Infantry Suit, Ceremonial Longsword, Grenade Packs Combat Infantry Suit: An Argit version of Power Armor that grants a 4+ armor save and doubles the user's strength. Ceremonial Longsword: A longsword that used to be used in ceremonies that is now used as an ad hoc close combat weapon. Counts as an additional two handed handed close combat weapon. Grenade Packs: Grants the entire squad the benefits of assault grenades. The unit may take the following upgrades: Recoilless Rifles: 2 Soldiers per unit may exchange their Electrothermal-Chemical Rifles for these weapons at 20 points each. Recoilless Rifle Profile: Range S AP Type 30 8 4 Heavy 1 Light Flamethrower: One soldier in the unit may exchange their Electrothermal-Chemical Rifle for a combi variation that is combied with a weapon with the following profile at +10 points. Light Flamerthrower Profile: Range S AP Type Template 4 6 Assault 1 Kinda no clue on any other upgrades. Once again, any help, comments, criticism, and suggestions are welcome. EDIT: Sorry for the Double Post. Is this OP?
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This message was edited 10 times. Last update was at 2010/06/02 04:01:18
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![[Post New]](/s/i/i.gif) 2010/06/01 04:34:44
Subject: Re:Need help for making a new faction to base a fan codex on
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Been Around the Block
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Any concepts for elite choices are appreciated. Automatically Appended Next Post: Here's a little story I just thought up. Doesn't really have lots of characterization, but it does help with the power ranking of the Argits in the fluff in relation to the other sides. Also don't have many good alien sounding names, so using human ones. Any ideas for name themes are appreciated. Two hours before the evacuation of Planet Firios due to Minor Imperial Crusade A good sized office building was now the site of a battle as a squad of Space Marines took up position upon the hill overlooking it and fired upon the expectant defenders. Lieutenant Johans Goben quickly flattened himself against the ground as best he could with his bulky CI suit and managed to avoid the hail of bolter fire raining down upon his squad inside. Unfortunately, the rest weren't as lucky and he saw two soldiers get torn apart as the massive round smashed through their armor and exploded, blowing them apart into black-red gore that stained the ruined carpet and the dirty, gray walls. The tell tale whoosh of a flamer could be heard upon the flanks as the two five man squads and a Dreadnought that had been drop podded into position quickly killed off yet more Argit forces. Johans quickly dragged himself flush up to the wall that faced the faced the invaders, and brought himself up, now confident that the enemy wouldn't be shooting at him. The cries of pain of a Argit soldiers could be heard over the burning noises of the flamers, and the Lieutenant shuddered as he thought about what fate awaited his own unit. "How many are left in our unit?" he sent through his radio to the soldiers of his unit. He dared not try to move out into the doorway, for fear that a bolter round might make him into fine mist was well enough to keep him from asking such a vital question in person. "Nine, sir," came the response from a soldier whose name didn't come to mind to Johans. He took a quick peek outside even though it was against his better judgement, and the bolter round that exploded inside the wall next to him proved his judgement to be quite accurate. He still got a good glimpse of at least seven of the blue armored Space Marines. Of what chapter they came from, he didn't know or care. He only cared that they didn't seem to have the special inferno bolt rounds that had been fired by the drop podded Space Marines, which meant that they were only meant to force them to stay into cover while the rest of the enemies did the killing. The more he thought about it, the more frightened he became. He could swear that the flamers' whooshing and burning sounds seemed to be moving closer and closer, as though the enemy was closing some deadly net upon them. He tried to shrug off the notion, but the more thoughtful part of his mind persisted and told him that that was indeed their plan all along. They were going to kill all of the ones on the flanks, before coming up to his own position and frying him to a crisp. Just as he drew his ceremonial sword and prepared for his dreaded fate's arrival, a slight note of static sounded from his radio before being followed up with a message. "Units 5 through 39 have been destroyed in combat with the enemy. Only units 40 through 58 shall withdraw. Units 59 through 64 are to provide rearguard covering fire and what remains of units 1 through 4 may choose their methods of resistance. Glory to our Nation," said the Commander before the comm was ended. Lieutenant Johans breathed a sigh of defeat mixed with a bit of relief. Now that his own commander had declared their fight a lost cased, they no longer had to wait around for their torturous, fiery deaths to come for them. He quickly turned on his radio and sent out a message. "Units 1 through 4, may we all go out together by charging the foes upon the hill instead of letting their flames scorch our hides?" A resounding set of "yes's" and grunts followed, but only one other officer answered. "You may have the honor to lead the charge, Lt. Goben." "It is an honor, Lt. Tillman. May we safeguard our nation from these aliens." And with that, Lt. Johans leaped through the window and charged with his longsword drawn towards the towering figure of a Space Marine Sergeant with a power sword...
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This message was edited 18 times. Last update was at 2010/06/10 22:47:24
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![[Post New]](/s/i/i.gif) 2010/06/02 04:23:53
Subject: Re:New Faction: Units' Stats, Special Rules, Fluff, and Suggestions
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Been Around the Block
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Is the shelling overpowered? Any ideas to replace these Elites are greatly appreciated.
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![[Post New]](/s/i/i.gif) 2010/06/02 17:30:01
Subject: Re:New Faction: Units' Stats, Special Rules, Fluff, and Suggestions
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Tough-as-Nails Ork Boy
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Interesting stuff.
I can see a few possibilities for making the army feel unique. Here are some thoughts.
The independently coordinated use of hands and eyes immediately makes me want them to be armed with single-handed projectile weapons (with close combat attachments, bayonet-style) that are able to fire at separate targets, a sort of army-wide Split Fire rule.
Having a distributed nervous system and being generally bulky and tough makes me want to give them two wounds each, to represent the fact they can take a hit and keep going. This does make them a bit tougher than Space Marines, though. You could drop their Toughness down to 3 but keep the 2 Wounds, making Instant Death from S6+ weaponry a more important consideration for the army. I'd also be tempted to increase them to S4 to give them a chance in combat (plus it's more unusual to have an army with Strength greater than Toughness).
Having four eyes each inclines me towards maybe giving them Acute Senses. Not sure about this one. Either way, it's not a huge boost in power.
Being obsessed with perseverance over skill suggests that they should be not that amazing in combat ( WS and BS 3, probably). However, it does suggest a certain stubbornness. The fact that war is a relatively new thing for them makes me think that their rank-and-file should have reasonably low Leadership (around 7) but their commanders and veterans should have a significant boost (9 or even 10). I also think they should all have the Stubborn USR.
I'd like to see their rules support the idea that their weapons and armour are of a consistently high quality, but I suspect this would be more of a fluff detail. Their leaders should definitely have something to represent their high-quality gear, along the lines of the master-crafted/artificer stuff that the Imperium gets.
So my suggestion would be stats along the lines of WS 3, BS 3, S 4, T 3, W 2, I 2, A 2, Ld 7, Sv 5+.
Squad leaders might be something like WS 3, BS 3, S 4, T 3, W 2, I 2, A 3, Ld 9, Sv 4+.
The basic troops should probably cost around 18 points a model. I'd suggest a standard squad should be 5 models, including 4 Troopers and a Sergeant, for 100 points, plus up to 5 additional Troopers for +18 points per model.
I like the idea that the guns are Heavy to represent the rigid discipline of moving to a spot, settling in and holding it against all comers. However, I think you probably need to up the power a bit to compensate. Bear in mind that even if they're not more effective, their multi-processing brain will probably make them more efficient at firing. Hence, I'd suggest upping the basic rifle to R 30", S 4, AP 5, Heavy 3. The extra range might help a bit (if you're only firing Heavy weapons at 24", you'll be lucky to fire twice before the enemy has you in assault), and the Heavy 3 compensates for the smaller squad size.
You could also think about a matched pair of pistols as a wargear option: R 12", S 4, AP 5, Pistol (fires twice, and counts as two close combat weapons). The flamethrower I would have with a similar setup: two flamer nozzles fed from a single tank, independently targeted, so R template, S 4, AP 5, Assault 2. I would also increase the Recoilless Rifle to Heavy 2.
For a close-combat option, I'd like to see some sort of Fighting Claws (since I see these guys as being sort of hulking wrestler lizardy types in build, it just seems appropriate) that would give them +2 attacks and the Rending special rule. This just seems more alien than a ceremonial sword, it helps to give them a feel different to humans.
Anyway, vague ideas. Take 'em or leave 'em. Good luck.
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![[Post New]](/s/i/i.gif) 2010/06/02 22:47:43
Subject: Re:New Faction: Units' Stats, Special Rules, Fluff, and Suggestions
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Been Around the Block
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This is an interesting suggestion. The problem I could see with this is that the unit then starts to become a heavy infantry unit similar but still distinct from Space Marines. One way this could be averted would be to use more wounds on each model like the Orks do but applied to heavy instead of light infantry. These are very interesting stat suggestions and I will try to make some sort of unit out of them and hopefully playtest them soon if my friends are willing to do so. Any recommendations for a medium infantry variation are also appreciated. Thank you. Automatically Appended Next Post: Also, the increase in range is a good idea, but I was thinking that it might unbalance them when playing against armies like Tau. The fact that the Tau have one of the best basic infantry weapons in the game is a very important part of Tau strategy, and the fact that this unit could match their range and then fir more rounds at them than they can in retalition could be very unfair. Still need to playtest it though, so we'll see. Automatically Appended Next Post: Here are the stats for the troops in this army: Argit Soldier Team Team Size: 5 models at 100 points, with 4 Soldiers and one Officer, with up to 5 additional Soldiers at +18 points per model. Type WS BS S T W A I Ld Sv Soldier 3 3 4 3 2 2 2 7 5+ Officer 3 3 4 3 2 3 2 9 4+ Soldier Wargear: Electrothermal-Chemical Rifles, Heavy Gauntlets, Ceramic Armor Electrothermal-Chemical Rifles Profile Range S AP Type 30 4 5 Heavy 3 Heavy Gauntlets: This is the best in close combat ability that could be given to Argit Soldiers that still allows them to retain their rifles. Counts as an two close combat weapons that doesn't take any hands. The additional attack is always added into the profile. Ceramic Armor: Gives a 5+ Armor save. Unit Special Rules: Stubborn USR, Officer Wargear: Battle Gauntlets, Combat Infantry Suit, Grenade Packs Combat Infantry Suit: An Argit version of Power Armor that grants a 4+ armor save and allows the use of Battle Gauntlets. Battle Gauntlets: This pair of weapons counts as two single handed close combat weapons with the Rending Rule. The additional attack is always factored into the profile. Grenade Packs: Grants the entire squad the benefits of assault grenades. The unit may take the following upgrades: Note that the unit may only chose up to two Recoilless Rifles or Light Flamethrowers, meaning that having both 2 Recoilless Rifles and having 1 Light Flamethrower isn't acceptable. Recoilless Rifles: 2 Soldiers per unit may exchange their Electrothermal-Chemical Rifles for these weapons at 20 points each. Recoilless Rifle Profile: Range S AP Type 30 8 4 Heavy 2 Light Flamethrower: Two soldiers in the unit may exchange their rifles for a Light Flamethrower at +10 points. This weapon may also chose to fire its templates at different units. Light Flamethrower Profile: Range S AP Type Template 4 5 Assault 2 Electrothermal-Chemical Pistols: These weapons were specifically designed to deal with the tendency of the invading aliens to engage them at close quarters where their rifles became cumbersome and their gauntlets proved to be not enough. All Soldiers in the squad may switch out their rifles and their gauntlets for a weapon with the following profile at no cost. Counts as two close combat weapons. Electrothermal-Chemical Pistols Range S AP Type 12 4 5 Assault 2 I hope to also make some more unit profiles as any decent army can't just be troop choices. I think I'll make an HQ pretty soon.
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This message was edited 6 times. Last update was at 2010/06/12 18:55:52
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![[Post New]](/s/i/i.gif) 2010/06/10 22:46:39
Subject: Re:New Faction: Units' Stats, Special Rules, Fluff, and Suggestions
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Been Around the Block
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Argit HQ Choice: Argit Expeditionary Detachment Commander 70 Points A Detachment Commander is an Argit who has braved the worst wars that the Argit Nation has ever seen and managed to come out even and alive if not victorious. Even now, their ranks are dwindling as the encroaching Imperium and Tau conquer or destroy world after world, and now that Chaos has taken notice of their plight, the numbers of loyal Commanders grows ever fewer. Even so, it would be a major mistake to think that the losses sustained by them are due to being weak fighters. Each commander represents a survivor of at least a few campaigns and has the experience necessary not only to lead but also to fight on an individual level with above average ability. They are fighting desperately to hold their worlds and even when faced with the full extent of their enemies' power, they will not cower or stop their fighting. WS BS S T W A I Ld Sv 3 4 4 3 4 4 3 10 4+ Commander Wargear: Battle Gauntlets, Electrothermal-Chemical Rifle, Combat Infantry Suit, Grenade Packs Commander Special Rules: Stubborn, Independent Character Upgrades: Combat Laser - In place of the Electrothermal-Chemical Rifle, the Argit Commander elects to take a powerful Combat Laser. This weapon costs 30 points, but it gives the commander the ability to cause a very large amount of damage to heavily armor targets like vehicles and even Space Marines. It was made in order to help the Argit military fight off the highly resilient vehicles that they were faced with that had proven rather hard to damage with missiles It has the following profile. Combat Laser Range S Ap Type 24 7 3 Heavy 1, Beam Beam: Any weapon with the Beam rule counts as twin-linked due to the ease in which a continuous beam can be aimed and also will reduce the armor value of the vehicle facing that it is fired at by one to a minimum of 10 permanently if it gets a glancing or piercing hit. Electrothermal-Chemical Pistols: The Commander may replace his rifle and Battle Gauntlets with these pistols for no additional cost. Resani Veteran: Resani was the Argit occupied planet which first came into direct contact with the forces of the Imperium, and the Argit military forces there were the first to experience both the nightmarish firepower of the Imperial Guard and the horrifying might of the Adeptus Astartes. This commander receives Preferred Enemy against all Imperium forces and is also able to confer this ability to any unit that he joins. Whenever he assaults an Imperium force, he must also take a morale check. Should he fail it, he immediately flees combat and falls back 2d6. This costs 30 points. Advanced Combat Suit: Using newly developed shield generators and extremely tough armor plating, the Advanced Combat Suit gives the Commander both a 3+ armor save and a 5+ invulnerable save. Unfortunately, the shields on the suit have issues with blocking very powerful attacks and often allows portions of such attacks through. As such any Instant Kill wounds that are saved through the invuln still cause one wound. +20 points. Any comments?
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This message was edited 2 times. Last update was at 2010/06/11 04:20:14
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![[Post New]](/s/i/i.gif) 2010/06/12 19:30:51
Subject: Re:New Faction: Units' Stats, Special Rules, Fluff, and Suggestions
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Been Around the Block
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Here's what I have for an Elite choice. I'll probably need to make a lot of different ones, but these will be the first. Argit Battlemaster Team Team Size: Four Operatives and one Officer for 180 points, with up to 5 additional Operatives at +30 points per model. Type WS BS S T W A I Ld Sv Operatives 4 3 6 3 2 3 2 8 4+ Officer 4 3 6 3 2 4 2 9 4+ Unit Special Rules: Stubborn USR, Old Warfighters Old Warfighters: The Argit Battlemasters are what remains of the Argit military as it was before the Imperium of Man and Tau Empire arrived. They have the most battle experience of anybody except the high ranking officers in the Argit military and are tenacious and unrelenting. Once per game, the unit may choose to make a Steady Advance. Before taking a Steady Advance, the unit must take a leadership test at the beginning of the movement phase. If it is successful, it gains the Relentless USR and the Fearless USR for the rest of the turn. If it fails, the unit cannot do anything for the turn except respond in assault as the members are frozen in fear of what such a maneuver could cost them. Soldier Wargear: Assault Rifles, Heavy Gauntlets, Urban Combat Suit Assault Rifles: Assault rifles are the weapons that used to be the standard issue weapon for the Argit military, and were promptly replaced by more powerful ones when they proved ineffective against most all of the invading aliens. However, with a few tweaks from the Argit armorers, this rifles has now found excellent use as a standard weapon for the Argit Battlemasters. With a well designed, integrated bayonet and the new sabot flechette rounds, the Argit Assault Rifle is able to lay down and sustain incredible rates of fire that are now able to pierce the armor of many of their opponents, though Space Marines remain as resilient as ever. The assault rifle confers an additional attack upon each model that is already integrated into the profile and has the following profile. Assault Rifle Range S Ap Type 24 3 5 Heavy 4 Urban Combat Suit: The standard Combat Infantry suit has long been in service amongst the Argit military, but it has almost always proven inadequate in urban combat where the ability to move rubble and destroy obstacles can be better than giving the suit a smaller profile. The Urban Combat Suit was designed for the old Argit military as a way to improve their soldiers' fighting ability in cities, but due to the Argit preferance to stand off and fire in open plains or other less cluttered areas they rarely came into use. Now that the standard Combat Infantry suit is rare enough that most all of the production must be devoted to simply replacing the ones lost, the Battlemasters chose dust off the Urban Combat Suits and use them instead. The Urban Combat Suit gives its user enhanced strength as well as the normal benefits of the Combat Infantry Suit, all of which are reflected in the profile. Due to the large profile of the suit the models that use it cannot use cover saves gained from hiding behind friendly or enemy units. Officer Wargear: Assault Rifle, Battle Gauntlets, Urban Combat Suit, Grenade Pack Upgrades: For every five models in the unit, one of those models may take a Special Weapon. Special Weapons: Light Flamethrower (10 points), Recoilless Rifle (20 points), Combat Laser (20 points) Automatically Appended Next Post: I was thinking that this unit might be overpowered. Then again, I could also try to increase the points cost to Terminator levels and then beef them up in the wounds in order to make them not so much. Then again, I also need to work on making a less brutish Elite choice. Any comment or criticisms are both encouraged and welcome.
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This message was edited 9 times. Last update was at 2010/06/13 04:57:30
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![[Post New]](/s/i/i.gif) 2010/06/13 04:57:11
Subject: Re:New Faction: Units' Stats, Special Rules, Fluff, and Suggestions
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Been Around the Block
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Now that I put some more thought into it, this might not be the direction I wanted to take this army. Making them comparable to Space Marines isn't a good idea because, well, one of goals here is to make something that can't out do Space Marines. I appreciate kadeton's suggestions, but I think that I will try to take a more medium infantry infantry idea than a heavy one. Probably somewhere in between GEQ and MEQ since Toughness 4 and one wound but armor saves similar to GEQ, like 5+ and 4+. I'll probably need to alter the fluff a bit to do this, but I think that it will result in a more unique army instead of Space Marines but not. Any comments or criticisms of this idea are welcome. This is the sort of trend I was thinking of trying. These are the troops. Argit Search and Destroy Squad 10 points per model Team Size: 10-20 Soldiers per unit, one Soldier may be made into an Officer at +10 points Type WS BS S T W A I Ld Sv Soldier 3 3 3 4 1 2 3 7 6+ Officer 3 3 3 4 1 2 3 8 6+ Unit Type: Infantry Unit Special Rules: None Argit Soldiers: Argit Soldiers are a very important arm of the Argit Nation, as they serve as the most flexible and effective force they have on hand in any situation. Argit Soldiers are able to use both their excellent eyesight and a fair amount of practice to make themselves effective marksman in short periods of time, often less than three years. Though they are less stellar in close combat, the fact is that before the Imperium began its invasions there was almost no need for such training as no Argits were either foolhardy enough or zealous enough to want to see the "whites of their enemies' eyes" as it were. Nonetheless, the Argit Soldiers have put up an excellent fight against the Imperium and have been able to draw out what should have been a single decade of fighting into nearly six with many more on the horizon as the Argit Nation is slowly taken apart by the Imperial Guard. Soldier Wargear: Laser Battle Rifle, Ceramic Armor, Grenade Packs Laser Battle Rifle: A weapon that is issued primarily to Argit units that are sent to fight in plains and deserts where the superior range of the weapon allows them to touch the enemy with only the lightest of return fire, the Laser Battle Rifle was designed to fight Argits and as such is quite lacking in armor piercing ability. However, it should be noted that this weapon is able to achieve a very high rate of fire and due to lasers being recoilless it is able to be quite accurate while firing in full automatic at nearly 1500 pulses per minute. This weapon has the following profile. Range S Ap Type 24 4 -- Assault 1, Multi-Strike Multi-Strike: The sheer number of lasers being fired by the Argit soldiers often results in the armor of their enemies' glowing white hot with heat as the soldiers desperately try to stave off the enemy for during the heat of battle. Eventually, even power armor will break as the heat causes even the thickest ceramite to melt with sustained fire. All rolls of a 6 to wound result in armor saves for those wounds being taken at -2 to the armor value. Ceramic Armor: The best armor that the Argits can equip their troops with have proven to be almost useless against the majority of the weapons wielded by the invading Imperium and Tau Empire. Because of this, most Argits soldiers spend their time in cover where the building becomes their armor. It is here that their armor finds its greatest use, as this hiding in buildings draws flamer equipped Guardsmen and Space Marines like a wounded fish attracts a Great White. It is often to their great dismay to discover that the full body protection of the ceramic plating, while it does little against bolter shells, is very effective at guarding against the heat and flames of these weapons. Any weapon that uses a flame template has its strength reduced by two points for the purposes of wounding Argit's equipped with this armor. It also confers a 6+ armor save. Grenade Packs: Grenades are issued to Argit Soldiers in large numbers so as to prevent them from running out of them when they are needed. Counts as Assault Grenades. Argit Officer: An Argit Officer is somebody who has taken the time to participate in the ancient ritual of sucking up to their superiors and burying them with praise as they follow them around in a sycophantic daze. The officers that they suck up to are the ones who are in charge of whether they are promoted and almost certainly used the same means to get to their positions. The officers of the Argit Nation as a whole are poorly trained and equipped to actually lead or coordinate their forces, and instead are simply given more advanced weapons than the rest of the Argit Soldiers as a token way to indicate that they are officers. Argit Officer Wargear: 2 Heavy Laser Pistols, Ceramic Armor, Grenade Packs Heavy Laser Pistol: Since just about any laser weapon of any size can be made to achieve ungodly fire rates with Argit technology and do so with absolutely no recoil, Argit engineers decided to go all the way and make a pistol that follows the standrad form but has more firepower than most any machine pistol or submachine gun made previously. It fires at over 2400 pulses per minute. Whenever these are taken in pairs, they count as twinlinked. The Heavy Laser Pistol counts as a close combat weapon and has the following stats. Range S Ap Type 12 4 -- Assault 3 Two Soldiers in a Search and Destroy Squad may take a heavy weapon in place of their Laser Battle Rifles. Heavy Laser Disintegrator: This weapon is used by the Argit military as an effective anti-horde weapon that can cause a decent amount of damage to most any other type of target. It fires a very large pulse that is designed to cover multiple targets at once so as to cause as much damage as possible with each pulse. This weapon costs 10 points and has the following profile. Heavy Laser Disintegrator Profile Range S Ap Type 24 4 -- Assault 2, Blast Pinpoint Laser Cannon: This weapon gained its name by being able to destroy vehicles with the utmost accuracy. Though it is lacking in actual penetrative ability as far as armor goes, it is still a very potent weapon that has a high firing rate and due to the recoilless nature of lasers it is quite maneuverable for a weapon of its type. It only has a firing rate of 400 pulses per minute, but there are quite a few tanks that have has their entire fronts melted in by concentrated fir from these weapons. The Pinpoint Laser Cannon costs 15 points and has the following profile. Pinpoint Laser Cannon Profile Range S Ap Type 24 8 -- Assault 2 The Officer of a squad may replace his pistols with one of the following items: Scoped Heavy Laser Disintegrator (15 points): Same profile as the Heavy Laser Disintegrator, but has the Rending special rule. Target Designator (15 points): Allows the unit to reroll two failed to hit rolls during the shooting phase.
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This message was edited 12 times. Last update was at 2010/07/24 06:14:09
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