I am, at this current time, building a amazing suppliment that is community made (so it will be free) about making edits of current
HQ units. I'm in need of many ideas and things... i will post the "intro" of my book here.
What is this? Who wrote this? What’s it all about??
This is a community supplement, made by Mark Bardsley, a 22 year old ex-university student. The idea of this book is to let others create their own leader for their armies without resorting to using named entries in the codex’s that are either stupid, boring or just plain overpowered in the wrong kind of ways.
With this book, you can take your standard HQ choices and give them their own abilities, special equipment and stats and then you can finally say to others “This is my commander”.
Now, the thought of all this may come to people’s minds “So I can make the most overpowered HQ I can think of?” The answer is yes and no. Yes in the way you can make your normal HQ choices stronger and much more unique and no in making your HQ’s overpowered bastards that can’t die and stomp anything they either look at or touch. The core rule of the book is to “Add more options”, not “Insert X, Y and Z to make unstoppable hero”. Another thing to note about the book is that:
A. Each army is given a fair go, unlike games workshop’s release dates and
B. No one army is favoured over the other in terms of the strength of rules.
Along the lines of new HQ options, there are also additional things like traits, backgrounds and flaws, which can give your HQ’s whole new abilities from their past ranks, jobs and childhoods, and a levelling system for campaign lovers to give even more style to their HQ.
Now, there are 2 systems on how you can use this book, Simple or pro. Simple is where you can pick the majority of options for a point cost and there is pro, where things are determined by the roll of the dice. Of course you’re NOT restricted by these two systems; by all means you can go nuts and give things for free for any HQ choice. But the rulings are here to help greatly balance out any mishaps that do occur in the process of creating your HQ.
Now with that out of the way, let’s get to the contents of this book and hopefully soon you and your local group of gamers can enjoy your own custom hero’s. See you on the battlefield.
Now... this is kind of like a
RPG system you can place on your
HQ's. Also note the following:
- These are defined
HQ's in each codex, but with your personal touches so you can design commanders that suit your tastes instead of everybody picking the same items over and over and over again.
- These will NOT be useable on named codex entries (Kharn, Abbadon for example).
With this.. you could personalize your commander to give you and your army more flavor and fun. Mainly.. background choices are the majority of the time revisions of old rulings that were cut out for no real good reason. Traits are small stat boosts to whatever you desire while flaws make your
HQ's cheaper, but give them a weakness of sorts.
There are Several cataories as are follows.
GENERIC PROPERTIES
When creating your
HQ, you may choose to have a background, a traits and if you wish, some flaws.
Simple rules – Follow the point costs and add them to the cost of your
HQ choice, your only limited by the number of points you have to spend. If you take flaws you may actualy drop the cost of your
HQ unit.
Pro rules – Roll 1-
2D6 and follow the result below, you can take only 1. If you take flaws you may pick another trait or re-roll 1 result.
Backgrounds
People all have backgrounds, from simple upbringings to noble birth. Being born and raised can cause dramatic changes in a person. Being trained in different areas during their lifetimes also are listed here.
Example from the chaos marine section:
Iron Warrior – (100pts, D6 roll of 1) – You’re a chaos marine of the Iron Warriors. The iron warriors were masters of the siege and time and time again you break down many fortresses of the imperium.
Your Force organization chart has changed. You may only field up to 2 fast attack choices now, but you may field 4 heavy support choices. You also may take an Imperial Guard Artillery unit from codex: Imperial Guard in addition to the choices from codex: Chaos Space marines, but you may only take 0-1 instead of the normal 0-3.
Traits
Traits are what people are focused, or gifted at. It’s what they have focused for their entire lives in hard training, constant leadership or just plain gifted. Some give bonuses pure and simple while others give both a bonus and a slight drawback.
Example from space marine section:
Excessive strength (15 points, D6 roll of 3) – Your overbearing strength comes onto its own when it’s needed. But your bulky body hinders your agility
You gain +1 to your strength, but you lose -1 Initiative.
Flaws
Flaws are things that that claw at peoples minds. A weakness of sorts. Flawed people often fall to madness, insanity or worse, but are more often brillant at other aspects.
Example again from chaos space marines:
Paranoia of others (-40pts, D6 roll of 1) – You fear those not part of your personal retinue, for you think they are after you for a sacrifice to the dark gods... you always keep looking behind your back. While not going out of your way to murder each and every one of them, you do everything in your power to stay away from them out and in battle.
During Deployment and Movement, your HQ must ALWAYS be further than 6” from any of your other units. If your HQ enters close combat with a enemy unit and you move units next to him, he will not freak out, but in the consolidation move he moves in a direction away from your own units.
If you would kill to help, please post your ideas here. I'm quite open to anything. Once i have written up the majority of the suppliment i will post it here on dakkadakka with none of that copywritted artworks, etc.