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Made in us
Courageous Silver Helm



Rochester, NY

SkavenLord wrote:
Sounds good to me! Oh also, by overload do you mean something like the gets hot rule or should we try a sort of template-ish thing? If we wanted to add a psychic power to the guy, we could give him a special rule that works like a psyker power that allows him to do this.


Yeah its something like a gets hot but the old technology was better to avoid gets hot so I had to come up with something else. Firing the gun normally you need double ones for it to overload and he is BS 6 so if you f do get double ones you can re roll them, so the percentage of getting double ones is slim, when you over charge the gun its different because you are pushing it to the max.

As for the idea of a special rule that is like a psychic power that's what I did with the Touch of the Machine Spirit rule. This thing is so in tune that coming into contact with a friendly vehicle grants it Power of the Machine Spirit and assaulting an enemy vehicle as long as he hits its an auto pen. I was trying to represent it as an electrical static current or that it knew the right places to touch a vehicle.

I mean if you guyscan think of something else that fits and makes sense go for it. Just remember he is artificial intelligence.

I just thought of something as I was writing, how about he has the Machine Apathy special rule that is 12"range and you need to pass a leadership test to use it but it fails on double 1s also (since its not psychic and no perils occur it just fails on double 1s) its once per turn and you can target a enemy vehicle and you still need to roll to hit (this takes place in the beginning of movement phase like blessing and malediction powers) the target does not receive a cover save. If successful the target vehicle automatically suffers a crew stunned result with no hull points taken off.
If you target a friendly vehicle within 12" its same leadership test and to hit roll but you cause the vehicle to operate normally if it suffered crew stunned or crew shaken.

And now his points get bumped up to 220 points.


Automatically Appended Next Post:
Yeah the overload is a large blast str 10 AP 1 centered on the model. I mentioned it in an earlier post.

This message was edited 1 time. Last update was at 2013/11/21 18:26:31


Yeah...it's kinda like that. 
   
Made in gb
Longtime Dakkanaut




Don't forget that loxatl are described as very resistant to las weapons. perhaps that can be reflected.

How about the lacrymole? the renegades callidus...

DFTT 
   
Made in nz
Heroic Senior Officer




New Zealand

Captyn_Bob wrote:
Don't forget that loxatl are described as very resistant to las weapons. perhaps that can be reflected.

How about the lacrymole? the renegades callidus...


I wanted to give them a bonus vs lasguns but something made me not do so.

Feel free to elaborate on your idea though. The robot is near completion but the more the merrier.


Automatically Appended Next Post:
Dat Guy wrote:
SkavenLord wrote:
Sounds good to me! Oh also, by overload do you mean something like the gets hot rule or should we try a sort of template-ish thing? If we wanted to add a psychic power to the guy, we could give him a special rule that works like a psyker power that allows him to do this.


Yeah its something like a gets hot but the old technology was better to avoid gets hot so I had to come up with something else. Firing the gun normally you need double ones for it to overload and he is BS 6 so if you f do get double ones you can re roll them, so the percentage of getting double ones is slim, when you over charge the gun its different because you are pushing it to the max.

As for the idea of a special rule that is like a psychic power that's what I did with the Touch of the Machine Spirit rule. This thing is so in tune that coming into contact with a friendly vehicle grants it Power of the Machine Spirit and assaulting an enemy vehicle as long as he hits its an auto pen. I was trying to represent it as an electrical static current or that it knew the right places to touch a vehicle.

I mean if you guyscan think of something else that fits and makes sense go for it. Just remember he is artificial intelligence.

I just thought of something as I was writing, how about he has the Machine Apathy special rule that is 12"range and you need to pass a leadership test to use it but it fails on double 1s also (since its not psychic and no perils occur it just fails on double 1s) its once per turn and you can target a enemy vehicle and you still need to roll to hit (this takes place in the beginning of movement phase like blessing and malediction powers) the target does not receive a cover save. If successful the target vehicle automatically suffers a crew stunned result with no hull points taken off.
If you target a friendly vehicle within 12" its same leadership test and to hit roll but you cause the vehicle to operate normally if it suffered crew stunned or crew shaken.

And now his points get bumped up to 220 points.


Automatically Appended Next Post:
Yeah the overload is a large blast str 10 AP 1 centered on the model. I mentioned it in an earlier post.


Ok so this guy has a fair few rules. Do you mind doind a summery post with them all in one post?

This message was edited 1 time. Last update was at 2013/11/21 19:44:51


 
   
Made in us
Courageous Silver Helm



Rochester, NY

Cyber Techno:

He well IT is the old age of lost technology that developed on it's own AI from the Mechanicus from Mars.

WS 3 BS 6 S 4 T 5 I 2 W 4 A 1 LD 10 AS 2+

He is fearless, has eternal warrior, he has a 4+ feel no pain. Touch of the Machine spirit, when it is embarked or in base to base contact with a friendly vehicle it gains the power of the machine spirit special rule as in codex space marines, further more if it assaults an enemy vehicle and hits his attacks roll on the armor penetration table with a -1 to the result.

He has precision of the machine spirit special rule, when shooting at a vehicle he ignores jink saves and further more he adds +1 to to armor penetration chart in addition to his weapon profile. For shooting only.

He has no invulnerable save just to clarify that was on purpose. His equipment is defensive grenades and a
Ancient relic conversion cannon with the following profile:

Assault 2 range 36" str 7 AP 1 and against vehicles only it has the rending special rule. It also has the over load special rule, if both to hit rolls are a result of 1 including after re rolls, the weapon over loads and it centers a large blast over this model and everything underneath it suffers a str 10 AP 1 instant death hit, if a look out sir is attempted against this and fails both models die (excluding if you make your invulnerable save) even if that model that look out sir was not under the blast. This weapon has the option to over charge the gun for heavy 4 (it now over loads on a single 1 but re rolls can negate it still and if it does over load you still get your other shots) Your following shooting phase though roll 1d6 on a 4+ you can fire the gun again if not the gun needs time to cool down. This only happens when you fire in heavy 4 mode.

As for the idea of a special rule that is like a psychic power that's what I did with the Touch of the Machine Spirit rule. This thing is so in tune that coming into contact with a friendly vehicle grants it Power of the Machine Spirit and assaulting an enemy vehicle as long as he hits its an auto pen. I was trying to represent it as an electrical static current or that it knew the right places to touch a vehicle.

He has the Machine Apathy special rule that is 12"range and you need to pass a leadership test to use it but it fails on double 1s also (since its not psychic and no perils occur it just fails on double 1s) its once per turn and you can target a enemy vehicle and you still need to roll to hit (this takes place in the beginning of movement phase like blessing and malediction powers) the target does not receive a cover save. If successful the target vehicle automatically suffers a crew stunned result with no hull points taken off.
If you target a friendly vehicle within 12" its same leadership test and to hit roll but you cause the vehicle to operate normally if it suffered crew stunned or crew shaken.

I give him a points cost of 220 points.

Yeah...it's kinda like that. 
   
Made in nz
Heroic Senior Officer




New Zealand

hmmm i think he passes. Ill give him a yes. He dies kinda easy when you think about it. So i think he fills a big gap in our vehicle lacking list.

How about we do a generic mercinary captain that can have access to a lot of gear and equipment for a tonne of customization?
   
Made in ca
Pustulating Plague Priest






Same here! Looks good to me!

 Swastakowey wrote:
hmmm i think he passes. Ill give him a yes. He dies kinda easy when you think about it. So i think he fills a big gap in our vehicle lacking list.

How about we do a generic mercinary captain that can have access to a lot of gear and equipment for a tonne of customization?


Well if we're going for customization, why don't we make it's race customizable as well?

Something like this:
The first upgrade is an upgrade it must receive that explains what race it is. It gains the statline of your average commander from said race.

Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD!  
   
Made in nz
Heroic Senior Officer




New Zealand

SkavenLord wrote:
Same here! Looks good to me!

 Swastakowey wrote:
hmmm i think he passes. Ill give him a yes. He dies kinda easy when you think about it. So i think he fills a big gap in our vehicle lacking list.

How about we do a generic mercinary captain that can have access to a lot of gear and equipment for a tonne of customization?


Well if we're going for customization, why don't we make it's race customizable as well?

Something like this:
The first upgrade is an upgrade it must receive that explains what race it is. It gains the statline of your average commander from said race.


Awesome!

I reckon we go (feel free to add)

Human
Ork
Eldar

From there they czn choose loadouts and stuff? If so this can be interesting as a generic character.
   
Made in ca
Pustulating Plague Priest






Alright but maybe limit the equipment it can take. Otherwise it's more or less choosing whether it's a warboss, farseer, or commissar but as a mercenary.

Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD!  
   
Made in nz
Heroic Senior Officer




New Zealand

I was gonna make the only difference between them was the statline, they all could take from the same gear (a generic gear list) to tailor them to a role they choose.
   
Made in ca
Pustulating Plague Priest






Ah, okay. Alright, any ideas?

Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD!  
   
Made in nz
Heroic Senior Officer




New Zealand

im thinking we get the normal stuff out of the way, Power weapons, plasma weapons, auto guns, las guns, carapace armour, power armour, grenades.

Then go into a couple of cool gadgets like bionics, special weapons or maybe give some leadership trait options too. Not sure how much alien tech if any should be in there?
   
Made in us
Courageous Silver Helm



Rochester, NY

 Swastakowey wrote:
hmmm i think he passes. Ill give him a yes. He dies kinda easy when you think about it. So i think he fills a big gap in our vehicle lacking list.

How about we do a generic mercinary captain that can have access to a lot of gear and equipment for a tonne of customization?


:O !?!? Dies kinda easy? He has a 2+ armor and a 4+ feel no pain with eternal warrior and toughness 5 with 4 wounds and he is an independent character, this guy is pretty durable for an HQ more so then your average since feel no pain in most instances is like a second save.

Yeah...it's kinda like that. 
   
Made in dk
Hollerin' Herda with Squighound Pack



Denmark

I haven't read the whole thread yet. But what about some generic mercenary rules? Not every unit would have them, but the majority would.
E.g
Eyes on the prize:
The mercenaries are in it for the money, they gain preferred enemy against any unit currently "holding" a mission objective. A unit with this rule cant use sweeping advance against a defeated enemy, if the mercenary unit is currently holding an objective. (its better to let them run, than risk loosing the prize)
(bonus?)Furthermore, if a unit with this rule wishes to move away from a currently held objective, they would need to make a successful leadership test. (They wont trust the other mercenaries with "their" precious prize)

I aint gettin paid enough for this!:
The mercenaries are fighting for gold/teef/thrones/fish, and you cant spend that when you are dead. Whenever a unit with this rule, fails a morale test and fall back, they will only regroup on a double 1, as if they were below half strength. (the HQ characters never have this rule, and would likely get a rule where the fleeing mercenaries could use their leadership when within xx").

I like the idea of building the mercenary captain. I propose 70-80% of the wargear should be available for all the races (ork, human and eldar). With the last 20-30% consisting of race specific items like: Masta krafted kustom flintlokk blastabuss (ork Mercenary captain only) xx pts and Metrosexual evening-gown of bedazzlement and prescience (eldar mercenary captain only) xx pts. The unscrupulous acquisitive employees handbook of dirty tricks vol 14 (human mercenary captain only) xx pts etc.

I suppose the ork would be the brute hard hitting tool. the human a versatile force multiplier and the eldar, something fast, agile and cleverish.

This message was edited 5 times. Last update was at 2013/11/23 20:53:40


 
   
Made in ca
Pustulating Plague Priest






Great ideas! I think we also had a special rule about whether the mercenaries showed up at all but these look great!

As for the wargear, the only issue is... well... Is there any wargear all three of them would use?

Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD!  
   
Made in dk
Hollerin' Herda with Squighound Pack



Denmark

hmm well, grenades/melta bombs, 4+ armour (eavy, carapace and eeh eldar something?) powerfist, power weapon, 5+ inv save (cybork, refractor field, eldar shimmer something) +1 attack (attack squig, murder servo skull, hyper adrenaline combat drug) +1 ld (iron gob, fancy contract with extra cash after battle) master crafted melee or ranged. hatred/preferred enemy against specific unit (big gold/teef bounty on said unit, farseer omen of doom against said unit).

Well, maybe have a rule like:
Untrustworthy scum: Reroll all reserve rolls of 6, as the unit with this rule might be delayed because of a renegotiation of payment.

New unit
Troops
kroot head hunters
stats as regular kroot, including special rules and krootox, kroot hounds options.
extra rules:
Eyes on the prize
I aint gettin paid enough for this!
Untrustworthy scum

May upgrade kroot rifle to include a poisoned +4 blade (counts as being equipped with 2 CCWs) for x pts
cant buy kroot shaper.

This message was edited 2 times. Last update was at 2013/11/23 20:52:50


 
   
Made in us
Courageous Silver Helm



Rochester, NY

I love the eyes on the prize special rule, it makes sense and is fluffy and awesome.

The I ain't getting paid enough for this is cool and makes sense but the average unit made for this army is between 3-5 models. Which does not make it to hard but their leader ship is already low.

You can make it where if they have to take a leader ship check if no friendly model or unit within 6" or 12"even since squad sizes are small you need to pass on double ones or in the case for regrouping they roll on the lowest leader ship in the squad so for that purpose it makes squad leaders lose control.

Yeah...it's kinda like that. 
   
Made in nz
Heroic Senior Officer




New Zealand

The kroot is a unit i will add for sure! ill just use the codex and add mercenary wide rules to the unit. (we have one where they might not arrive to the battle and now your ones to add )

Also
"I like the idea of building the mercenary captain. I propose 70-80% of the wargear should be available for all the races (ork, human and eldar). With the last 20-30% consisting of race specific items like: Masta krafted kustom flintlokk blastabuss (ork Mercenary captain only) xx pts and Metrosexual evening-gown of bedazzlement and prescience (eldar mercenary captain only) xx pts. The unscrupulous acquisitive employees handbook of dirty tricks vol 14 (human mercenary captain only) xx pts etc.

I suppose the ork would be the brute hard hitting tool. the human a versatile force multiplier and the eldar, something fast, agile and cleverish. "

Thats exactly what im after captain wise. I was thinking each one has a unique leadership bonus and or ability to make them specialized a bit.
   
Made in us
Courageous Silver Helm



Rochester, NY

Sorry just have been really busy. I will be continuing to be busy for awhile so my participation will drop.

Yeah I was going to do a generic commander but wanted to get the fun special characters out of the way. Since giving them unique combinations would make them more useful.

As for generic commanders you should give depending on the race certain conditions and bonuses, like an ork commander would have difficulty with human or other non-ork races as his peons. Like that leadership rule the other guy made up about rolling double 1s for Morale, but only if the unit is not the same race as the leader?

Swastakowey you can give the special characters names.

Yeah...it's kinda like that. 
   
Made in nz
Heroic Senior Officer




New Zealand

Once i make the final compy ill add all the names and stuff and fill in the minor gaps that there may be. How about if the ork for example is with humans then any double rolled counts as a failure for leadership tests?
   
Made in ca
Pustulating Plague Priest






We could maybe make the captain's race represent what "race" the merc army represents on the allies chart. Doesn't the allies chart have bonuses and penalties too?

This message was edited 1 time. Last update was at 2013/11/26 17:47:52


Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD!  
   
Made in us
Courageous Silver Helm



Rochester, NY

Yes it does, we have additional races though that the brb doesn't have in that chart. And the leaders shouldn't be as good as other codex versions. Also there should be certain penalties, maybe one major one or two minor ones.

Yeah...it's kinda like that. 
   
Made in ca
Pustulating Plague Priest






How about this, if it's a stand alone army, ignore the penalties. If it's an addition weaken the captain (maybe by statline or throw away a special rule or two.

Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD!  
   
Made in us
Courageous Silver Helm



Rochester, NY

Well to my understanding the mercenary rules was only 2 troops, then on top of that you can choose between 1 elite or fast or heavy. I didn't think you could choose an HQ using them that way, I thought the HQ was for if you are running them as their own codex.

Yeah...it's kinda like that. 
   
Made in ca
Pustulating Plague Priest






Ah. My mistake. Any ideas for penalties?

Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD!  
   
Made in nz
Heroic Senior Officer




New Zealand

ok penalties for human is cowardice and greed:

May Flee from combat leaving his troops behind at the end of the combat phase. If he does so he must flee as per normal and even leaves a challenge. From then on he no longer counts as an independent character. All units within 12" must take a rout test even if fearless as they are confused by the screaming fleeing Captain.

Ork Penalty can be Confuzzed:

The ork captain cannot relate to his troops very well and does not understand how they think and feel. Unless a Unit has the Ork buddy special rule (will add to some units) all units friendly within 12" must take a stupidity test. On a roll of 1 those units may not move or assault as they completely disagree with the Ork captains logic. But if the unit has the ork buddy special rule any unit within 12" has the furious charge special rule.

Eldar Penalty "he is a panzy"

The soldiers dislike the lack of grunt and soldier attitude of their eldar captain. To show him who is boss anyone within 12" has the rage and fleet special rule, However everyone not in 12", knowing not fearing repercussions from their leader must take a stupidity test as above.




Just drafts but i thought why not give each "penalty" a bonus too so its not a bad nor good thing. Feel free to throw out ideas.
   
Made in us
Courageous Silver Helm



Rochester, NY

That is actually all really good and makes sense but what is the greed part for human? I don't see a benefit, its still all really cool.

Yeah...it's kinda like that. 
   
Made in nz
Heroic Senior Officer




New Zealand

ok i agree with the greed thing he has rehearsed his escape many times (after all its how he became captain) and gains the shrouded special rule.

So he can escape combat and challenges once but after that cannot join a unit. But he gets a pretty decent cover save.
   
Made in us
Courageous Silver Helm



Rochester, NY

Its not bad and I'm not trying to argue but I don't see the human being picked by anyone unless its purely fluff reasons.

Yeah...it's kinda like that. 
   
Made in nz
Heroic Senior Officer




New Zealand

ahhh thats why i was gonna give him a motivation skill, like you can choose 1 of 3 motivations (for a price) and that will have a one use buff. And that will make up for him being a weaker HQ
   
Made in us
Courageous Silver Helm



Rochester, NY

That makes sense and I can see a human leader having that.

Yeah...it's kinda like that. 
   
 
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