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Post by: Swastakowey
Awesome, i think the eldar and ork captains already have decent buffs as is so all works out in the end.
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Post by: SkavenLord
Hmm... So something a little like warlord traits for the human captain then?
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Post by: Swastakowey
kind of but i think it should be chosen traits to represent human versatility.
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Post by: SkavenLord
I'm just tossing ideas around but maybe something like...
- Determined (bonus to LD)
- Diplomatic (Can join non-mercenary units as an independent character and the unit may use the captain's LD)
- Competative (Bonus in combat against enemy HQ)
- Diciplined (The captain and the unit it's attatched to does not fall back)
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Post by: Swastakowey
i think all but disciplined suits the captain (as he can flee combat etc) and i think the eldar guy should have disciplined based stuff. So yes to the first 3. care to expand on those for us?
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Post by: SkavenLord
Okay, we'll here goes nothing...
Determined:
The captain is unwilling to back down, even when his pay is at stake!
The captain's leadership is increased to 9 for the battle.
Diplomatic:
Some mercenary captains have shown a good ability to bargain and stay on the good side of their clients. (though this may just be a ploy to get more pay out of their clients). Either way, the captain has shown an ability to get along with (or cunningly manipulate) his clients.. The mercenary captain may join friendly non-merc units as an independent character and the unit may use its LD.
Competitive:
There are several mercenary captains that strive to be better than their targets, whether out of pure arrogance and pride or for the sake of sport. When the captain attacks an enemy HQ, it and the unit it's accompanying gains preferred enemy (whatever the HQ unit is).
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Post by: Swastakowey
SkavenLord wrote:Okay, we'll here goes nothing...
Determined:
The captain is unwilling to back down, even when his pay is at stake!
The captain's leadership is increased to 9 for the battle.
Diplomatic:
Some mercenary captains have shown a good ability to bargain and stay on the good side of their clients. (though this may just be a ploy to get more pay out of their clients). Either way, the captain has shown an ability to get along with (or cunningly manipulate) his clients.. The mercenary captain may join friendly non-merc units as an independent character and the unit may use its LD.
Competitive:
There are several mercenary captains that strive to be better than their targets, whether out of pure arrogance and pride or for the sake of sport. When the captain attacks an enemy HQ, it and the unit it's accompanying gains preferred enemy (whatever the HQ unit is).
If you dont mind some changes:
Ruthless/Loved (which ever you want your mercinary to be):
The captains men are unwilling to back down, especially when pay is at stake! From their love of their captain, or from the fear of his wrath they drive on to do as he says.
The captain's leadership is increased to 9 and he may re roll failed moral tests for the duration of the battle. However this ability is lost if the captain decides to use his cowardice and greed special rule as his men see who he really is.
Charasmatic/deceitful (which ever you want your mercinary to be):
Some mercenary captains have shown a good ability to bargain and stay on the good side of their clients. (though this may just be a ploy to get more pay out of their clients). Either way, the captain has shown an ability to get along with (or cunningly manipulate) his clients.. The mercenary captain may join friendly non-merc units as an independent character and the unit may use its LD. However this ability is lost if the captain decides to use his cowardice and greed special rule as his men see who he really is.
Competitive/Blood Thirsty (which ever you want your mercinary to be):
There are several mercenary captains that strive to be better than their targets, whether out of pure arrogance and pride or for the sake of sport. When the captain attacks an enemy HQ, it and the unit it's accompanying gains preferred enemy (whatever the HQ unit is). This ability is not lost even if he uses his cowardice and greed special rule.
that lets it fit in more with his basic trait of greed and cowardice.
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Post by: SkavenLord
Nice!
Alright, so points are next right? Maybe say, 15 points each?
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Post by: Swastakowey
I was gonna make them free (just choose one) and have it part of the original price. Because the human greed trait isnt that great compared to the ork and eldar one.
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Post by: SkavenLord
Okay, what else do we need to add? (To the captains I mean)
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Post by: Swastakowey
hmmm i think we have a good selection. If you guys have anything to add let me know. If not ill make a version 2 thread with it all on the OP and we can go from there. Automatically Appended Next Post: Oh captains, i think standard equipment will be fine for them.
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Post by: SkavenLord
Standard equipment as in the equipment the usual HQ for their respective codex gets?
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Post by: Swastakowey
I was gonna give them human weapons and the eldar guy some basic eldar ones but i know nothing about orks. What are ork basic weapons?
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Post by: SkavenLord
Sluggas and choppas are the basic weapons. Sluggas are pistol weapons and choppas are basically your usual close combat weapon. For Warbosses, it's big choppas and Power Klaws. Maybe the odd shoota there too.
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Post by: Swastakowey
How much is a power klaw? in points?
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Post by: SkavenLord
25 if I recall correctly.
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Post by: Swastakowey
Awesome ill give the ork the option for a power klaw too. Anything in particular you want to add before version 1.02?
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Post by: SkavenLord
Let's see what it looks like first. Then we'll know what things we need to work on after that.
Are you putting this into a large post or a PDF? If it's a large post, maybe separate the units with the spoilers to divide them.
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Post by: Swastakowey
I was gonna do anew thread with spoilers in the OP and that way we have all the info there to go over it again in a clean nice new place.
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Post by: SkavenLord
Would that be necessary? I remember other threads that were doing this sort of thing (codex-ish stuff) that put all of the stats on the OP of the thread they were working on.
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Post by: Swastakowey
I could do that too
Ill try aim to do it tonight. Dont know why i was making it more complicated haha, just busy over this season at work. Yea ill do a biig write up in this OP
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Post by: SkavenLord
Looks like we're all busy these days.
Can't wait to see what it looks like!
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Post by: SkavenLord
Here's a couple:
Rogue Commissar (does the guy have a name?) - 90 Points - HQ
Sulkreth'Ma (You know, that kroot merc) - 90 Points - Elites (Monsterous Creature)
Not finished writing all of them up but it's a start. Anything on these two I missed?
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Post by: Swastakowey
Stealth on the kroot i think. Other than that i think thats those two in a nut shell. Thanks dude
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Post by: SkavenLord
I'm having a bit of trouble with the rogue mutants. Would you mind telling me what you and DatGuy agreed on for them please?
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Post by: Swastakowey
Ill let you know soonish, give me a couple of hours but its D6 random stats from memory.
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Post by: Dat Guy
Hello, sorry for being gone forever life got real hectic and busy. I see you guys did a lot. I think sticking to this thread is fine and just editing the op. With updates is fine. That rogue commissar. Does not have a name yet you can give him one if you want.
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Post by: Swastakowey
Yea work etc has kept me being on here for more than a few minutes at a time. Not long enough to move things to the OP. So i am also sorry. And name away if thats how you envisioned him.
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Post by: SkavenLord
Welcome back!
Well I was trying to assemble what we agreed on for the units and vehicles (as you probably saw with the commissar and the kroot merc). Well if you're both still busy, why don't you leave the assembling to me. I'll post what the assembled stats we've thought up on the thread and you two can look over them and correct me if I'm wrong or if I'm not sure about something, you can let me know. If either of you have time, you could maybe put some of them together too.
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Post by: Swastakowey
I second that notion
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Post by: SkavenLord
Alright, here are a couple more:
Squat Bikers - 17 points per model - Fast Attack
Rogue Mutants - 5 Points Per Model - Elites
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Post by: Swastakowey
You got the squat bikers right, and the rogue mutants put 5-20 models aT 5 POINTS A MODEL. Also the leader of the mutants was to be an ogryn stat creature that can use the mutants to take hits.
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Post by: SkavenLord
Okay, I think I've added that in. Hope you don't mind, I've thrown in another special rule making the controller mandatory in the unit.
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Post by: Swastakowey
Looks good so far, Keep it up! Thanks dude.
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Post by: Dat Guy
Um wait all squat bikers get a twin linked auto cannon? Seems over top to me. Don't remember discussing it that way....
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Post by: SkavenLord
Obviously I need to read the whole word before putting it in. Thanks for pointing that out. Just edited it.
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Post by: Swastakowey
I thought it said auto guns too, sorry my bad i didnt pick up on that.
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Post by: Dat Guy
Its all cool lol I forgot it was auto guns myself did not mean to sound rude or like a jerk. I actually had to take time after the post to find it was twin linked auto guns.
Thanks for re doing it all though Skavenlord
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Post by: Dat Guy
Ok I admit I am a forum noob how do I write the spoiler icon/tab thing?
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Post by: SkavenLord
That makes two of us. I'm still trying to find out how to put pictures in my posts!
I'm bad at explaining but here goes nothing.
First when you're writing it, press the spoiler button (should be underneath the title) you should get something that looks like this:[ spoiler].
Press it again and it makes another thing that looks like this: [/spoiler (with this at the end: ] ).
Between the two spoilers, write your text in.
Ex. spoiler] I am a walrus [/spoiler]
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Post by: Dat Guy
@ swastakowey what psyker squad are we using? I was searching and it looks like there are two separate ones also what psychic powers as well?
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Post by: Swastakowey
Rogue Psyker Mob
Psychic talent is not a rare thing, though the training to use it is. Despite the dangers of doing so, many dubious organizations and individuals are willing to take the risk of using unsanctioned and untrained psykers on the battlefield - and enough talented but untrained individuals rot in the gutters of the Imperium and beyond to fill this demand. Typically little more than raw recruits with little or no battlefield training, these unprepared and unguarded individuals shine like a mighty beacon in the warp, earning them the unfortunate habit of attracting a number of hungry and hostile daemons...
Rogue Psyker
WS: 2 BS: 2, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 7, Sv: 6+
Cost: 10 points per model
Unit Size: 5-10
Wargear: Laspistol, Sub-flak armour
Special Rules: Brotherhood of Psykers, Psyker (see list) Open Minds
Open Minds
Psykers may only cast 1 power a turn as they know they must use their powers in moderation.
Due to the lack of control these Rogue Psykers have over their powers, they are less than reliable at keeping them under control than your usual battlefield psyker. Because of this, no independent character would be insane enough to join this unit! In addition, the unit suffers Perils of the Warp on any roll of a double when taking a psychic test. When the unit suffers Perils, rather than taking a wound, roll on the following chart to determine the resullt;
1-2: *Pop*
The head of 1d3 psykers burst apart suddenly. Remove that many model from the unit as a casualty, with no saves of any kind whatsoever allowed.
3-4: Kaboom!
Randomly select one Psyker in the unit - they immediately blow apart in a firestorm of psychic violence. Place the large blast template directly over the model and inflict a S4 AP - hit on every model under the template. The exploding model is then removed as a casualty. the unit then takes a blindness test and any unit within D6 inches must also take a blindness test.
5-6: Daemonic Possession!
All models in the unit are possessed by daemons, and rampage wildly around the battlefield. The models gain the Beast unit type and Daemon special rule, including a 5+ invulnerable save. In addition, roll d6 times on the Daemonic Boon table (see Codex: Chaos Space Marines) re-rolling duplicate results as well as spawnhood or Daemon Prince, and apply these results to the unit. They then rampage across the battlefield, becoming a neutral unit that moves towards the nearest unit (friend or foe) each turn and charges if possible. If no charge is possible they must run. The unit moves at the start of your movement phase, and assaults at the start of your assault phase. It is considered to be a denial unit for the purposes of holding objectives, but denies both you and your opponent.
Brother hood of psykers
All psykers count as one unit for the purpose of casting psykic powers.
Rogue Psyker Abilities:
Psychic Bolt.
For every model in the unit it has 2" range, so a full squad of 10 is a 20"range. Further more for every two models determines the number of shots, str and AP, so a full 10 man squad it would be assault 5, str 5 AP 2.
Warp Laser(lame name I know)
it gets 3"for every model so at 10 models its 30 inches and it gets 1 str for each model so it would be str 10 at 10 models. The AP is D6 minus 1 (a roll of 1 is a 0), it also has gets hot rule, if it gets hot 1 random model has to make a save or take a wound.
United Sheild
United Sheild targets a friendly unit within 18", the unit becomes fearless, +1 wound, +1 toughness and their armor save increases by +1, if there is 10 models the effects are doubled and the unit causes fear. However if the unit fails to cast the power the target unit suffers the open mind chart and a character must perish immediately. If no characters then roll to randomly determine a model.
i think thats it
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Post by: Dat Guy
Yes ok thank you, I got to be honest that united shield is really out of this world, imagine using it on wraithguard or nurgle bikers or even a wraithknight!
How about the base power grants +1 toughness and as a full squad then you get +1 wound?
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Post by: Swastakowey
Yes but what if it fails....  Its a huge risk
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Post by: Dat Guy
Ya'll ready for this?
This ones for real yo
How is that I get it all correct?
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Post by: SkavenLord
I think you've got it. Just a couple of things I'd like to ask.
The striker missiles, we're they meant to be kind of like hunter killer missiles? If not, you may want to add a range to them.
Also, do the Gatling Guns already have their own weapon profile or have they been made by you? I can't really see the Gatling gun stats in the Dog Fighter Jet.
Then again, most of the work on this one was between you and Swastakowey so I could be missing something.
Thanks for putting this one together!
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Post by: Dat Guy
The striker missiles are like missiles on any flyer, if missiles for flyers don't have a set specified range I would say 48" and the gatling gun is 18"range str 5 AP 5 or 6 can't remember it might be AP - I believe on a previous unit we created I made the stats for a gatling gun.
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Post by: SkavenLord
So... what do we have left? I know we have the customizable race commander, AI, and A transport vehicle. Anything else?
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Post by: McNinja
Why are the squat bikers 28 points a model? They're worse in every way compared to space marine bikers, which cost less.
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Post by: SkavenLord
I'm guessing it's because of the Furious Charge and the Squat Speed Bike. Either that or I've read the posts wrong (I once accidentally put auto cannons instead of auto guns on the bikes at one point).
What do you think the points should be more like?
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Post by: Swastakowey
How much is a space marine biker?
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Post by: Dat Guy
21 points Automatically Appended Next Post: I would say lets make them 15 to 17 points per model somewhere around there.
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Post by: Swastakowey
yea id lean to 17 as well.
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Post by: SkavenLord
Alright, just edited it.
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Post by: Swastakowey
What else is left does any one remember?
and cheers
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Post by: SignMaster99
Is there anything like Lizardmen in 40k? I wouldn't want 40k to be WHFB in space, but I think some sort of lizard or reptile thing would be cool.
Also, a lot of the races of 40k are humanoid, so something more creature-like (but still sentient unlike Tyrannids) would make a good mercenary.
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Post by: Swastakowey
The loxatyl are the 40k lizardmen (see the original post) Automatically Appended Next Post: And yes a non humanoid would be cool. I think the raak gol are similar to that ( OP again) Automatically Appended Next Post: Feel free to come up with something though
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Post by: SkavenLord
Well there's the AI (working on that now), a transport, and the regular, customizable commander.
I think that's everything
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Post by: Swastakowey
awesome put it all into one post and ill put it into the OP.
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Post by: Britneyfan12
Why the low toughness value on squat bikes? Id imagine a Standard squat profile to be something like: WS4 BS3 S3 T4 W1 I2 A1 LD8 combined with a bike he should gain +1T.
I mean, even pancy eldar guardians on jetbikes has T4 and a 3+armour save.
Maybe give them the option to buy grav guns? as they were historically that army that had access to those back in the ol´ days.
Heres is someones unofficial fandex for inspiration http://www.mediafire.com/view/hkm7trk0lfull7w/Squat+Codex+v1.0.pdf
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Post by: Swastakowey
hmmm alright im all go for that if the other guys are. Kinda makes sense really.
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Post by: Dat Guy
Britneyfan12 wrote:Why the low toughness value on squat bikes? Id imagine a Standard squat profile to be something like: WS4 BS3 S3 T4 W1 I2 A1 LD8 combined with a bike he should gain +1T.
I mean, even pancy eldar guardians on jetbikes has T4 and a 3+armour save.
Maybe give them the option to buy grav guns? as they were historically that army that had access to those back in the ol´ days.
Heres is someones unofficial fandex for inspiration http://www.mediafire.com/view/hkm7trk0lfull7w/Squat+Codex+v1.0.pdf
The reason why is because I used SisterSydneys idea of a light bike that had other benefits without the +1T we are trying to make stuff unique.
I mean if you guys prefer his stat line it doesn't bother me.
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Post by: SkavenLord
Alright, here are the HQs:
Mercenary Captain - 100 points
Cyber Techno - 220
I think there may be a Dark Eldar Captain somewhere in the thread so if it's there, I'll be sure to add that in too.
Also, having a bit of trouble with the transport. Anyone know what we're doing with that?
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Post by: Ashiraya
Why does the human have T4?
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Post by: Dat Guy
Come on man this is a home brew codex can't we have at least one option that is awesome and OP?
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Post by: DerT84
SkavenLord wrote:Alright, here are the HQs:
Mercenary Captain - 100 points
(Human)
WS - 4
BS - 4
S - 3
T - 4
W - 3
I - 3
A - 2
LD. - 8
SV. - 5+
Options:
Must be one of the following:
- Human + 10
- Ork + 15
- Eldar + 15
May take any of the following:
- Refractor Field (Human)/ Cybork Body (Ork)/ Energy Shield (Eldar) - (5+ inv. save) + 15
- Better Pay (+1 LD.) + 5
- Attack Squig (Ork)/ Weapon Training (Eldar)/ Speed Implant (Human) - (+1 A) + 5
- Power Fist (Human)/ Power Klaw (Ork)/ Witchblade (Eldar) + 20
- Bounty (Gives preferred enemy) + 25
Just fyi, SM captain cost less and is better in every way.
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Post by: SkavenLord
DerT84 wrote:SkavenLord wrote:Alright, here are the HQs:
Mercenary Captain - 100 points
(Human)
WS - 4
BS - 4
S - 3
T - 4
W - 3
I - 3
A - 2
LD. - 8
SV. - 5+
Options:
Must be one of the following:
- Human + 10
- Ork + 15
- Eldar + 15
May take any of the following:
- Refractor Field (Human)/ Cybork Body (Ork)/ Energy Shield (Eldar) - (5+ inv. save) + 15
- Better Pay (+1 LD.) + 5
- Attack Squig (Ork)/ Weapon Training (Eldar)/ Speed Implant (Human) - (+1 A) + 5
- Power Fist (Human)/ Power Klaw (Ork)/ Witchblade (Eldar) + 20
- Bounty (Gives preferred enemy) + 25
Just fyi, SM captain cost less and is better in every way.
Yeah, I'm pretty bad when it comes to points costs. What do you suggest?
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Post by: Ashiraya
Dat Guy wrote:
Come on man this is a home brew codex can't we have at least one option that is awesome and OP?
Is it just T4 for the sake of T4?
Is there some actual reason for it?
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