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![[Post New]](/s/i/i.gif) 2009/06/26 20:17:03
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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Ah, I now hate 1337 speak
A little quirky rule and now I leave the Tau be:
Special rule
Traitors to the cause: This rule applies to all
Shas’ui and Firewarriors. If the Cadre fights a Kroot gang every Shas’ui and Firewarrior in the Cadre hates all members of the opposing Kroot gang.
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![[Post New]](/s/i/i.gif) 2009/06/30 12:48:37
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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Boosting Space Marine Biker
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can we have some rules for eldar
thanks for the tau rules.
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[http://www.youtube.com/user/sneekygreenman] |
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![[Post New]](/s/i/i.gif) 2009/07/27 15:11:22
Subject: Re:The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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Erm, Hadn't been planning eldar rules, I suppose I would make the stats thusly: M Ws Bs S T W I A Ld 5 3 3 3 3 1 5 1 8 And say that they could pick one experience table at the start of their careers and then pick and choose skills from that table only to represent their specialization Start for the Inquisition, I really really need C&C to keep this balanced so please any comments make them known. CHOOSING THE RETINUE You have 1500 Guilder credits to spend on recruiting and arming your Inquisitor and retinue within the following guidelines. • Minimum 2 Fighters: A Retinue must have at least two models plus the Inquisitor. • Inquisitor: Your retinue must have an Inquisitor. But only one, not more, not less! • Henchmen: You can include as many Henchmen as you can afford. • Attendees: A Team can have up to two Attendees but no more. • Fanatics: No more than half the retinue can be made up of Fanatics. • External support: No more than a quarter of the retinue can be made up of external support. • Knives: All fighters are assumed to have a knife even if the miniature doesn’t have one. Inquisitor Cost to recruit: 100 credits+allegiance Inquisitors wield incredible power, enough to destroy worlds and banish daemons back to the warp, the fact that several are present on Balfar IX show what a vastly important matter control of the Pyror is. The Inquisitor must pick an allegiance from the following list for the points cost indicated, the inquisitor then gets the profile of that allegiance plus listed abilities: Ordos Xenos: 50creds Some of the Ordos Xenos have arrived in the Balfar system on the preface of eliminating Tau and Kroot elements harbored within. However in fact they hope to take the Pyror, believing that it can selectively target and kill alien species by detecting and quashing or invading their minds from the warp. M Ws Bs S T W I A Ld 4 4 4 3 4 2 4 2 10 ABILITIES: External support: Only Ordos Xenos inquisitors may choose Deathwatch as external support. Secondary objective: If a retinue lead by an Ordos Xenos inquisitor defeats a Tau or Kroot player then the retinue earns 6D6 credits, representing extra official support. Ordos Hereticus: 40creds Inquisitor Kantran was an Ordos Hereticus Inquisitor and so Ordos Hereticus presence of Balfar IX has a twofold purpose. Firstly to quell the chaotic uprising, and secondly to avenge kantran’s death and regain the Ordos Hereticus’ pride by retrieving the Pyror before the Ordos Malleus sent by the high lords of Terra. M Ws Bs S T W I A Ld 4 5 3 3 4 2 3 2 10 External support: Only Ordos Hereticus inquisitors may choose sisters of battle as external support. Enthralling Oratory: If there is at least one Orator Attendee in the retinue then the restriction on the number of Fanatics to half the retinue is removed.
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This message was edited 1 time. Last update was at 2009/07/27 15:11:47
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![[Post New]](/s/i/i.gif) 2009/07/30 15:11:08
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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Hardened Veteran Guardsman
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Altough no Ordo Malleus  keep it up!
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![[Post New]](/s/i/i.gif) 2009/08/19 16:44:52
Subject: Re:The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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@Werdes: ask and you shall recieve Here I refer to the phykers booklet, I am currently making this based on the outlander phsyker rules. Ordos Malleus: 60creds The Ordos Malleus have sent a force of Grey knights and many inquisitors to set up a cordon around Balfar IX so that, should the Pyror machine belch forth a tide of Daemons on activation, there may be a rapid containment attempt, and should that fail exterminatus may be enacted to halt the spread of Daemonic taint. M Ws Bs S T W I A Ld 4 5 5 4 4 2 3 2 10 External support: Only Ordos Malleus inquisitors may choose Grey knights as external support. Mental wall: All members of an Ordos Malleus inquisitor’s retinue count as having one higher initiative than they do for the purpose of psychic saves. Adeptus Astartes: 50creds Some inquisitors have called in favours owed by chapter masters, or cited ancient oaths to acquisition themselves a team of space marines to perform groundwork while they research the nature of the Pyror machines from the safety of orbiting cruisers or the city-libraries of Balfar’s moons. Alternatively a team of marines has arrived to gain honour searching for the Pyror or quashing foul xenos in Balfar’s maze like undercity. M Ws Bs S T W I A Ld 5 5 5 4 4 3 5 2 10 Honour of the Astartes: Adeptus Astartes teams may not select any external support, if the Emperor’s finest cannot complete a task then no one can. In addition to other members of the retinue an Adeptus Astartes retinue may have space marines. Space marine 120 creds M Ws Bs S T W I A Ld 5 4 4 4 4 2 4 1 10 Weapons and equipment: Space marines may select weapons from the hand to hand, pistols, basic, special, heavy and grenades sections. Space marines and Adeptus Astartes inquisitors may select one of the following types of armour for the points cost indicated and it gives the save indicated: Scout armour 30 creds 4+ Power armour 70 creds 3+ A space marine or Adeptus Astartes inquisitor with power armour counts as having the bulging biceps skill. Terminator armour 130 creds 2+ A space marine or Adeptus Astartes inquisitor with terminator armour has move characteristic 3” but if he charges he gains an additional +2 strength. Minister of the Emperor’s wrath: If shooting with a bolter then a space marine may re-roll ammo rolls once, the second roll must be accepted even if it is worse. Special rules: Blind devotion: As long as the inquisitor is not down or out of action the whole retinue automatically passes all morale tests and the like (this does not include tests that use the model’s leadership value but do not represent actual courage, like psychic saves). This does not apply to hired fighters but does apply to external support. Inquisitors may select any equipment from the Inquisitorial retinue armoury. Any inquisitor may be upgraded to a phsyker for 30cred and then selects physic powers as described in the phsyker booklet. Henchman Cost to recruit: 50 creds Every Inquisitor needs a reliable group of expendable followers to allow the to complete their mission. More often than not once the Inquisitor has finished on the planet they are on they will mindwipe and abandon their henchmen. M Ws Bs S T W I A Ld 4 3 3 3 3 1 3 1 8 Weapons and equipment: Henchmen may select weapons from the Pistols, Hand to hand, Basic and Grenades list.
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This message was edited 1 time. Last update was at 2009/08/19 16:47:01
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![[Post New]](/s/i/i.gif) 2009/08/25 12:29:58
Subject: Re:The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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This message was edited 1 time. Last update was at 2009/08/25 13:29:02
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![[Post New]](/s/i/i.gif) 2009/08/25 22:47:01
Subject: Re:The fate of Balfar IX (=I=munda campaign ruleset)
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Ground Crew
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Wow! You should really think about compiling all these rules, perhaps a pdf or word document. That would be awesome. One thing though, your cost for space marines seems kinda low. But that's just my $.02
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![[Post New]](/s/i/i.gif) 2009/08/26 18:10:20
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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They are in a word document, though it is not well enough presented, when I finish I may make a pdf Also bear in mind that an astartes in power armour is 190 creds, and in necromunda weapons like bolters and plasmas reduce armour saves, so against most medium duty weaponry the power armoured marine will only be getting 5+ or 6+ saves.
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This message was edited 1 time. Last update was at 2009/08/26 18:14:17
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![[Post New]](/s/i/i.gif) 2009/08/26 18:10:46
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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Whoops, double post, sorry.
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This message was edited 1 time. Last update was at 2009/08/26 18:13:14
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![[Post New]](/s/i/i.gif) 2009/08/27 16:15:39
Subject: The fate of Balfar IX (=I=munda campaign ruleset)
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Hardened Veteran Guardsman
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Nice story Septic!
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![[Post New]](/s/i/i.gif) 2009/10/03 21:11:19
Subject: Re:The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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Attendees
Cost to recruit: 70 creds
Defending the Imperium takes all sorts and often the inquisitor requires permanent access to many services to complete his or her task. As such often inquisitors will arm members of their retinue despite said members being incapable of fighting.
M Ws Bs S T W I A Ld
4 1 2 2 3 1 2 1 6
Weapons and equipment: Attendees may select weapons from the pistols, hand to hand and grenades list.
An attendee MUST select one of the following talents, they are free and imbue a special rule as shown:
Scriptor: These expert recorders are often cyber enhanced savants, they are capable of recording the finest details of a battle as it is being fought, or use remembrancer abilities to recall them later on. The reports they compile provide 2d6 experience points for the Inquisitor.
Diplomat: Using incredible persuasion abilities-or possibly latent physic persuasion-a diplomat allows you to re-roll external reserves rolls.
Tech-magos: The Tech-magos begins with all the techno skills.
OTHER TALENTS EVERYBODY?
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![[Post New]](/s/i/i.gif) 2009/12/05 21:12:54
Subject: Re:The fate of Balfar IX (=I=munda campaign ruleset)
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Dakka Veteran
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Researcher: An expert on the local customs and area, a researcher allows one re-roll per campaign turn on anything, this includes the cost of items at the trading post, or whether the Retinue may move another cm. Orator: Using force of conviction and powerful words, while the Orator is on the board an not pinned, down or hiding the Retinue may re-roll any bottle tests it is forced to make. Interrogator: If the retinue captures an enemy fighter you may choose to interrogate him or her. This is a leadership test taken by the fighter, but on a double 1 or 6 the fighter dies, if the test is passed nothing happens, if it is failed then roll a D6 and consult the fol lowing chart: 1-2 The retinue steals 3D6 credits from the captive’s gang. The captive’s gang loses these credits from their stash. 3-4 The retinue can choose to straightaway perform an ambush or hit and run on the captive’s gang (as attacker). 5-6 You have dirt on a local trader, choose one item from the trading post chart to add to your stash for free. Scurrying rat: This fighter may set up anywhere on the table as long as it is out of sight of any enemy fighters, but must start the game hiding. As long as one scurrying rat is alive the gang counts as having a ratskin map.
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This message was edited 1 time. Last update was at 2009/12/23 15:14:48
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