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Mercenary Codex @ 2013/11/28 21:30:03


Post by: Swastakowey


Awesome, i think the eldar and ork captains already have decent buffs as is so all works out in the end.


Mercenary Codex @ 2013/11/30 02:03:48


Post by: SkavenLord


Hmm... So something a little like warlord traits for the human captain then?


Mercenary Codex @ 2013/11/30 02:11:19


Post by: Swastakowey


kind of but i think it should be chosen traits to represent human versatility.


Mercenary Codex @ 2013/11/30 02:36:27


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)


Mercenary Codex @ 2013/11/30 02:38:48


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?


Mercenary Codex @ 2013/11/30 02:52:06


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).


Mercenary Codex @ 2013/11/30 02:59:55


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.


Mercenary Codex @ 2013/11/30 03:21:03


Post by: SkavenLord


Nice!

Alright, so points are next right? Maybe say, 15 points each?


Mercenary Codex @ 2013/11/30 03:22:11


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.


Mercenary Codex @ 2013/11/30 12:07:21


Post by: SkavenLord


Okay, what else do we need to add? (To the captains I mean)


Mercenary Codex @ 2013/12/01 20:40:25


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.


Mercenary Codex @ 2013/12/01 22:43:28


Post by: SkavenLord


Standard equipment as in the equipment the usual HQ for their respective codex gets?


Mercenary Codex @ 2013/12/01 22:45:27


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?


Mercenary Codex @ 2013/12/01 23:24:41


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.


Mercenary Codex @ 2013/12/01 23:53:58


Post by: Swastakowey


How much is a power klaw? in points?


Mercenary Codex @ 2013/12/02 01:11:47


Post by: SkavenLord


25 if I recall correctly.


Mercenary Codex @ 2013/12/02 01:13:10


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?


Mercenary Codex @ 2013/12/02 01:23:01


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.


Mercenary Codex @ 2013/12/02 01:24:05


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.


Mercenary Codex @ 2013/12/02 01:27:42


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.


Mercenary Codex @ 2013/12/02 01:29:24


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


Mercenary Codex @ 2013/12/02 01:32:45


Post by: SkavenLord


Looks like we're all busy these days.

Can't wait to see what it looks like!


Mercenary Codex @ 2013/12/06 19:13:43


Post by: SkavenLord


Here's a couple:

Rogue Commissar (does the guy have a name?) - 90 Points - HQ
Spoiler:


WS 4
BS 4
S 4
T 4
W 3
I 3
A 3
LD 10
SV 4+

Special rules:
- Scout
- Zealot
- Stranded:
The commissar has been stranded by his own unit and left to die on a planet. If the rogue commissar is fighting an Imperial guard army, he gains
Hatred (Imperial Guard) if he's fighting in an army with imperial guard, the mercenaries are treated as desperate allies.

Wargear:
- Power Fist
- Plasma Pistol
- Bionics:
This gives the commissar the following benefits...
- Night Vision
- Feel no pain
- 5+ Invulnerable save


Sulkreth'Ma (You know, that kroot merc) - 90 Points - Elites (Monsterous Creature)
Spoiler:

WS 5
BA 0
S 6
T 5
W 4
I 4
A 4
LD 6
SV -

Special Rules:
- Fleet
- Monster Hunter
- Night Vision
- Scout
- Stealth
- Predator and Prey:
The Sulkreth'ma are always searching for powerful targets, hoping to absorb the traits of the target and grow even stronger. When a Sulkreth'ma kills an HQ, it gains a special rule from the unit. This special rule cannot be granted by wargear and may not have two of the same rule. In addition, if the Sulkreth'ma kills the warlord, it gains the warlord trait of that warlord.


Not finished writing all of them up but it's a start. Anything on these two I missed?


Mercenary Codex @ 2013/12/06 19:18:41


Post by: Swastakowey


Stealth on the kroot i think. Other than that i think thats those two in a nut shell. Thanks dude


Mercenary Codex @ 2013/12/08 19:54:39


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?


Mercenary Codex @ 2013/12/08 20:26:56


Post by: Swastakowey


Ill let you know soonish, give me a couple of hours but its D6 random stats from memory.


Mercenary Codex @ 2013/12/11 21:06:08


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.


Mercenary Codex @ 2013/12/11 21:19:37


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.


Mercenary Codex @ 2013/12/11 21:28:02


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.


Mercenary Codex @ 2013/12/11 21:33:31


Post by: Swastakowey


I second that notion


Mercenary Codex @ 2013/12/15 20:27:59


Post by: SkavenLord


Alright, here are a couple more:

Squat Bikers - 17 points per model - Fast Attack
Spoiler:

Biker
WS - 3
BS - 3
S - 3
T - 3
W - 1
I - 3
A - 1
LD - 7
SV - 4+

Biker Leader
WS - 3
BS - 3
S - 3
T - 3
W - 1
I - 3
A - 1
LD - 7
SV - 4+

Special Rules:
- Furious Charge

Unit Size:
4 - 8 Bikers

Wargear:
- Squat Speed Bike
The bike may move an additional D6 during movement and when turbo boosting but each model must take a dangerous terrain test to do so. They also add +1 to rolls that involve an initiative test. Squat speed bikes are armed with a twin-linked autogun.

Options:

Any model may take a Flamer for 5 points per model.

Squad leader may take a:
- Chainaxe - 10 points
- Power Sword - 15 points

Two bikers may take chainaxes for 10 points per model.

Two models may take melta bombs for 5 points per model.


Rogue Mutants - 5 Points Per Model - Elites
Spoiler:

Mutants
WS - ?
BS - ?
S - ?
T - ?
W - ?
I - ?
A - ?
LD - ?
SV - ?

Mutant Controller
WS - 4
BS - 3
S - 5
T - 5
W - 3
I - 2
A - 3
LD - 6
SV - 5+

Special Rules:
Mutants:
At the start of the game, roll D3 and add 1 for each of the unit's stats except for armor save.
As for the armor save, roll another D3 and consult the chart for the armor save:
- 1 = 4+
- 2 = 5+
- 3 = 6+

Mutant Master
Any unit of mutants must include a mutant controller in their unit.
Mutants may also take hits meant to be for the Mutant Controller.

Unit Size:
5 - 20 Mutants
1 Mutant Controller


Mercenary Codex @ 2013/12/15 21:00:42


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.


Mercenary Codex @ 2013/12/15 21:26:46


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.


Mercenary Codex @ 2013/12/15 21:35:58


Post by: Swastakowey


Looks good so far, Keep it up! Thanks dude.


Mercenary Codex @ 2013/12/16 16:17:34


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....


Mercenary Codex @ 2013/12/16 20:32:22


Post by: SkavenLord


Obviously I need to read the whole word before putting it in. Thanks for pointing that out. Just edited it.


Mercenary Codex @ 2013/12/16 20:55:36


Post by: Swastakowey


I thought it said auto guns too, sorry my bad i didnt pick up on that.


Mercenary Codex @ 2013/12/16 22:00:02


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


Mercenary Codex @ 2013/12/18 22:33:59


Post by: Dat Guy


Ok I admit I am a forum noob how do I write the spoiler icon/tab thing?


Mercenary Codex @ 2013/12/18 22:41:46


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]


Mercenary Codex @ 2013/12/19 18:54:07


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?

Spoiler:
booya I got it I hope lol :p


Mercenary Codex @ 2013/12/19 19:03:34


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


Mercenary Codex @ 2013/12/19 19:35:49


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?


Mercenary Codex @ 2013/12/19 19:56:43


Post by: Swastakowey


Yes but what if it fails.... Its a huge risk


Mercenary Codex @ 2013/12/19 20:47:42


Post by: Dat Guy


Ya'll ready for this?

This ones for real yo
Spoiler:
Dog Fighter Jet

AV 11 all around BS 3 Hull Points 3

Armed with 2 twin linked gatling guns, 4 striker missiles and a bomb bay.

Striker missiles are str 9 AP 3 small blast.

Once per game you may make a bombing run any unit you pass over takes d3+2 poison 2+ AP - hits ignores cover.

Crash and burn em' special rule if this model suffers a explosion result an enemy unit within 6"in a 45° angle that's where the scatter starts for a flyer explosion result.

May replace the gatling guns for two crude Las cannons for 20 points.

This flyers base cost is 170 points.


How is that I get it all correct?


Mercenary Codex @ 2013/12/20 17:38:28


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!


Mercenary Codex @ 2013/12/20 18:44:38


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.


Mercenary Codex @ 2013/12/30 03:28:00


Post by: SkavenLord


So... what do we have left? I know we have the customizable race commander, AI, and A transport vehicle. Anything else?


Mercenary Codex @ 2013/12/30 15:44:21


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.


Mercenary Codex @ 2013/12/30 16:07:17


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 autocannons instead of autoguns on the bikes at one point).

What do you think the points should be more like?


Mercenary Codex @ 2013/12/30 19:28:21


Post by: Swastakowey


How much is a space marine biker?


Mercenary Codex @ 2013/12/30 19:50:39


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.


Mercenary Codex @ 2013/12/30 20:17:24


Post by: Swastakowey


yea id lean to 17 as well.


Mercenary Codex @ 2013/12/30 20:32:24


Post by: SkavenLord


Alright, just edited it.


Mercenary Codex @ 2013/12/30 20:36:57


Post by: Swastakowey


What else is left does any one remember?

and cheers


Mercenary Codex @ 2013/12/30 20:45:48


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.


Mercenary Codex @ 2013/12/30 20:47:46


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


Mercenary Codex @ 2013/12/30 20:52:53


Post by: SkavenLord


 Swastakowey wrote:
What else is left does any one remember?

and cheers


Well there's the AI (working on that now), a transport, and the regular, customizable commander.
I think that's everything


Mercenary Codex @ 2013/12/30 20:54:27


Post by: Swastakowey


awesome put it all into one post and ill put it into the OP.


Mercenary Codex @ 2013/12/31 10:17:30


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


Mercenary Codex @ 2013/12/31 10:39:50


Post by: Swastakowey


hmmm alright im all go for that if the other guys are. Kinda makes sense really.


Mercenary Codex @ 2013/12/31 15:50:32


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.


Mercenary Codex @ 2014/01/08 22:30:00


Post by: SkavenLord


Alright, here are the HQs:

Mercenary Captain - 100 points
Spoiler:
(Human)
WS - 4
BS - 4
S - 3
T - 4
W - 3
I - 3
A - 2
LD. - 8
SV. - 5+

(Ork)
WS - 5
BS - 2
S - 5
T - 5
W - 3
I - 4
A - 2
LD. - 9
SV. - 6+

(Eldar)
WS - 5
BS - 5
S - 3
T - 3
W - 3
I - 5
A - 3
LD. - 9
SV. - 4+

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


Cyber Techno - 220
Spoiler:
WS - 3
BS - 6
S - 4
T - 5
W - 2
I - 4
A - 1
LD. - 10
SV. - 2+

Special rules:

- Fearless
- Eternal Warrior
- Touch of the Machine Spirit:
When the Cyber Techno is either embarked or in base contact with a vehicle, it gains the Power of the Machine Spirit special rule. Rolls on armor penetration when assaulting with the Cyber Techno are resolved with - 1.
- Feel No Pain (4+)
- Precision of the Machine Spirit:
When the Cyber Techno shoots at a vehicle, ignore jinx saves and add 1 to armor penetration shots.
-Machine Apathy:
You may choose during the movement phase to use this ability instead of moving. Take a leadership test. If successful, roll to hit against the vehicle with the Cyber Techno's BS. If successful, a vehicle within 12" has the Crew Stunned result.

Wargear:
-Conversion Cannon: Has the following profile:
Range - 36"
S - 7
AP - 1
Type - Assault 2

If both rolls are 1, the weapon overloads. Put the large blast template over the Cyber Techno. Everything underneath the model suffers a S 10, AP 1, instant death hit


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?


Mercenary Codex @ 2014/01/08 22:47:51


Post by: Ashiraya


Why does the human have T4?


Mercenary Codex @ 2014/01/08 23:45:10


Post by: Dat Guy


 BrotherHaraldus wrote:
Why does the human have T4?


Come on man this is a home brew codex can't we have at least one option that is awesome and OP?


Mercenary Codex @ 2014/01/09 08:44:11


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.


Mercenary Codex @ 2014/01/09 10:40:09


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?


Mercenary Codex @ 2014/01/09 10:56:59


Post by: Ashiraya


Dat Guy wrote:
 BrotherHaraldus wrote:
Why does the human have T4?


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?