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Made in us
Regular Dakkanaut





Another thread in my series of threads detailing my up-and-coming house rules/revisions opf Necromunda, melding it into =][=munda. As of now I am not going to go into a whole lot of specifics, but I will give a general idea what each model will be and its capabilities. So, with no further ado:

=][=Munda Warbands Rules

Generic Warband Rules

Construction:

Warband Construction will be a merge of Necro and Mordheim. I really like how Mordheim has distinct levels of models, i.e. heroes and grunts. But I also like the individuality and character that Necro brings with each model ina warband. So I am stealing from both!

Additionally, to give both individuality to each model, and to represent how these are more than your average necro gang members, you can buy automatic levels before the game starts. You will roll randomly for stat increases/skills just like in the post-game phase, but even if you purchase two imperial guardsmen henchmen, if you buy additional levels they will most likely end up VERY different from each other.

For balance, you cannot just go buy yourself an Inquisitor and two Space marines and call it a day. To enforce balance (and fluff), each warband must have a Leader (taken from the characters section of their list), and may have one character. After that, you may have one character for every three henchmen.

From a fluff perspective, there will also be certain restrictions. The easiest to give an example of are radical or loyalist inquisitors. A Malleus warband might include a Grey Knight Space Marine - loyalist - or a Daemonhost - radical - but never both. The inclusion of any radical models in the warband prohibits the use of any loyalist models, and vice versa. A Radical Xenos inquisitor will be prohibited from including loyalist forces like Death Watch Marines, but will have access to Xenos models - however, he will not be able to mix his races, if he chooses Eldar allies he may not also include Tau. A more complicated example will be Chaos Coven lists. If the Leader is affiliated with undivided he has access to all 4 gods and their minions, but if he is affiliated with a specific god, then his access will be thusly limited. Even in an Undivided Chaos Coven, however, minions of specific gods will still see their animositiy with their chaotic rivals represented - think about the animosity rule from Orcs and Goblins fantasy.

Characters: Characters are the elite of any warband. The Leader is chosen from the Character section of the Warband list. In this category you will see things like Inquisitors (obviously), Space Marines, Daemonhosts, and more.

Henchmen: These models are the nuts and bolts of any good Inquisitors retinue. Or Chaos Coven, or Eldar Outcasts band, etc. These models are upgraded juves or gangers (depending on the type), with special rul;es and, sometimes, automatic equipment. Models that are more egg-headed - sages, psykers, priests - begin with juve stats and have special rules that are non-combat oriented. These may effect post game rolls, or be in-game but not directly involved with plugging other guys with bullets - things like affecting bottle tests, or perils of the warp tests, etc. Other models like Death Cult Assassins, ImpGuard Vets, Sororitas and more begin with ganger stats and have special rules or gear that directly affect combat.

Automatons: I'm still looking for a good name for this category, but this will be representative of things like servo-skulls, servitors, Nurglings, pets a la Enforcers robot dogs, etc. These models never gain experience and may not be given new or different gear. They are what they are.

Ok, so that said, I have a few of the warbands mostly flushed out. I'll list the various options in some automatic appended posts/replies to this first thread.


Automatically Appended Next Post:
Thus begins the posting of various forces avasilable to =][=munda warbands. I'm not going to go into total detail, but will give a brief synopsis of each choice. Most of these were taken from Codex: Daemonhunters, but others were scraped together from other pieces of fluff.

Ordo Malleus

Characters:
Inquisitor
Details: Do I really have to say more? Leader if he is chosen.
Interrogator
Details: Junior Inquisitor, Inquisitor-Trainee, call him what you will. Without an Inquisitor present he will be the Leader.
Grey Knight Space Marine
Details: Loyalist. Astartes Power Armour, Aegis, Nemesis Force Weapon. Can you say half your warband's points? lol
Space Marine
Details: Astartes Power Armour. Options to make him a tactical, devastator or assault marine will be included. Toying with the idea of additional upgrades/abilities based on the specific Chapter the marine has been seconded from, but that's down the road abit.
Ogryn Bodyguard
Details: Ripper Gun, small brain, and the new Bodyguard skill I'm working on - think the special rule for Drazhar in the DE codex.
Daemonhost
Details: Radical. Powerful, extremely diverse, brings some delicious elements of insanity to your games.
Imperial Assassin
Details: Callidus, Culexus, Vindicaire, Eversor... who doesn't want ruthless, sociopathic murder machines ont heir side?
Tech Magos

Henchmen
Arbites Judge
Details: Lyoalist. Ganger stats. Carapace Armour, Shotgun
Astropath
Details: Juve stats. Allows modification of the dice to determine the skirmish type.
Castigator
Details: Juve stats. Preacher specializing in hell and damnation. Enemy bottle tests at -1
Death Cultist
Details: Ganger stats. Mini Imperial Assassins
Ecclessiarchy Priest
Details: Loyalist. Juve stats. Happy preaching, well, as happy as it gets in the grimdark. Bottle tests at +1
Exorcist
Details: Juve stats. Ability to wound daemons if they fail a Ld test.
Imperial Guard Veteran
Details: Ganger stats. Flak Armour, Lasgun. Choice of combat shooting skills.
Pariah
Details: Juve stats. Cancels psychic powers within a certain range
Penitent Witch
Details: Radical. Juve stats. Friendly models rolls on Perils tests are at -1 (minus is good, as the good results are the low numbers and the horrifying results are the high numbers.
Sanctioned Psyker
Details: Loyalist. Juve stats. Psyker with mastery 1. His rolls are at -2 on the perils chart.
Sage
Details: Juve stats. allows modification of dice when searching battlefields after a win.
Tech Priest
Warp Seer
Details: Radical. Juve Stats. Psyker with mastery level 1.

Automatons
Familiar
Details: Gives additional psychic power and +1 mastery level to the psyker its assigned to
Combat Servitor
Details: HTH servitor
Gun Servitor
Details: Shooting Servitor

Automatically Appended Next Post:
Ordo Hereticus
Where entries are duplicated from the Ordo malleus list I haven't bothered to repeat my brief descriptions

Characters
Inquisitor
Interrogator

Sororitas Canoness
Details: Ganger stats. Power Armour. Additional Advances to seperate her from a standard sororitas. Divine Faith special rule: Sororitas Ld never affected by enemy modifiers.
Space Marine
Imperial Assassin
Tech magos


Henchmen
Arbites Judge
Astropath
Castigator
Crusader

Details: Ganger stats. Suppression Shield, bodyguard skill.
Death Cultist
Ecclessiarchy Priest
Imperial Guard Veteran
Pariah
Penitent Witch
Sanctioned Psyker
Sage

Sororitas Battle Sister
Details: Power Armour. Divine Faith.
Sororitas Dialogous
Details: Power Armour, Divine Faith, Can affect battlefield search rolls in post-game
Sororitas Hospitaler
Details: Power Armour, Divine Faith, Combat Medic Skill
Sororitas Repentia
Details: Power Armour, Divine Faith, Eviscerator
Sororitas Seraphim
Details: Power Armour, Divine Faith, Jump Pack and Combat Flight skill
Tech Priest

Automatons
Familiar
Details: Gives additional psychic power and +1 mastery level to the psyker its assigned to
Combat Servitor
Details: HTH servitor
Gun Servitor
Details: Shooting Servitor
Arcoflagellant
Details: Ganger stats, with major combat bonuses.

This message was edited 7 times. Last update was at 2010/06/16 06:04:02


There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

For the record, Grey Knight power armour is Aegis model power armour. The Aegis is not actually a seperate piece of equipment. If you actually got a full blown =][=munda ruleset going on, I'd be willing to nag my gaming group into trying it.

This message was edited 1 time. Last update was at 2010/06/14 06:35:09


 
   
Made in us
Regular Dakkanaut





Ordo Xenos

Warband may include either Eldar or Tau/Kroot, but not both.

Characters
Inquisitor
Interrogator

Deathwatch Space Marine
Details: Deathwatch weapons. Other goodness (any ideas on how to seperate them from "normal" marines)
Space Marine
Eldar Harlequin
Details: harlequin, harlequin gear, upgrade to a psyker (forget what its called of the top of my head, lol)
Eldar Aspect Warrior
Details: Choice of aspect, aspect weapons and skills
Eldar Warlock
Details: Eldar psyker, eldar weapons
Kroot Shaper
Details: Allows other kroot, better stats than normal kroot
Tau Stealth Suit
Details: convert stealth suit over from 40k, lictor style deployment
Ogryn Bodyguard
Imperial Assassin
Tech Magos


Henchmen
Arbites Judge
Astropath
Castigator
Death Cultist
Ecclessiarchy Priest
Eldar Exodite

Details: Eldar weapons, "cold one"ish mount, eldar skills
Eldar Ranger
Details: Eldar weapons, skills,
Imperial Guard Veteran
Kroot

Details: Kroot weapons. Some special rule to denote their "carnivore" fluff
Kroot Hound
Details: teeth and claws, fast, Some special rule to denote their "carnivore" fluff
Kroot Vulture
Details: Wings, combat flight skill, Kroot weapons. Some special rule to denote their "carnivore" fluff
Pariah
Penitent Witch
Sanctioned Psyker
Sage
Tau Fire Warrior

Details: Tau weapons.
Tech Priest
Warp Seer


Automatons
Familiar
Combat Servitor
Gun Servitor
Tau Drone

Details: Either gun or shield variant


Automatically Appended Next Post:
Fafnir wrote:For the record, Grey Knight power armour is Aegis model power armour. The Aegis is not actually a seperate piece of equipment. If you actually got a full blown =][=munda ruleset going on, I'd be willing to nag my gaming group into trying it.


Fair enough, lol. Like I said, this is a quick rundown, mostly to see if there's anything I forgot. I'll flesh it out more over the next couple of days.


Automatically Appended Next Post:
Here is what I am working with, right now, for an Inquisitor:

Inquisitor Influence Cost: 225

ADD FLUFF

Inquisitor Base Profile

Profile M WS BS S T W I A Ld
Inquisitor 4 4 4 3 3 1 4 1 9
Maximums 4 6 6 4 4 3 6 3 10

Inquisitor Wargear: An Inquisitor may be armed with weapons and equipment from the Hand-to-Hand, Pistols, Basic, Special Weapons, Grenades, Equipment and Inquisitorial Waepons lists at the points cost indicated.

Inquisitor Advances: An Inquisitor rolls 4 times on the advancement table, and may choose any two skills.

Inquisitor Options: An Inquisitor may be upgraded as detailed at the points cost given:

Psyker (10 points): The Inquisitor becomes a Psyker with a Psychic mastery of 1. He must choose a psychic power from the Ordo Malleus Psychic Powers list, and has access to the Psychic skills list when he advances.

Increased Psychic Mastery (10 points): The Psyker’s Psychic mastery is increased by +1. He must choose an additional psychic power from the Ordo Malleus Psychic Powers list. This option requires the Psyker option already be purchased, and may be purchased twice (for a maximum psychic mastery of 3).

Inquisitor Skills: An Inquisitor has access to _______________list_____________ skill charts.

Inquisitor Special Rules

Independent – An Inquisitor has seen more of the dangers of the universe than most humans can even imagine, much less experience on their own. He always counts as having a friendly model within 2”, meaning he can always test to avoid being pinned.

Leader – Any fighter within 6” of the Leader may use the Leadership characteristic of the Leader when taking any Leadership test.

Starting Experience – An inquisitor starts with 180+2d6 experience.

This message was edited 3 times. Last update was at 2010/06/16 03:57:17


There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in gb
Massive Knarloc Rider





Exeter

intrigued!

Check out my (new) blog at https://neonrust.home.blog
 
   
Made in us
Regular Dakkanaut





ghosty wrote:intrigued!


Then comment more! lol

I have some other character archetypes ready for proofreading.

One note though... points costs are a complete GUESSTIMATE on my part, with no playtesting at all... yet, so take them with a grain of salt.


Automatically Appended Next Post:
Interrogator Influence Cost: 195

ADD FLUFF

Interrogator Base Profile

Profile M WS BS S T W I A Ld
Interrogator 4 4 4 3 3 1 4 1 9
Maximums 4 6 6 4 4 3 6 3 10

Interrogator Wargear: An Interrogator may be armed with weapons and equipment from the Hand-to-Hand, Pistols, Basic, Special Weapons, Grenades, Equipment and Inquisitorial Waepons lists at the points cost indicated.

Interrogator Advances: An Interrogator rolls 2 times on the advancement table, and may choose any one skill.

Interrogator Options: An Interrogator may be upgraded as detailed at the points cost given:

Psyker (10 points): The Interrogator becomes a Psyker with a Psychic mastery of 1. He must choose a psychic power from the Ordo Malleus Psychic Powers list, and has access to the Psychic skills list when he advances.

Increased Psychic Mastery (10 points): The Psyker’s Psychic mastery is increased by +1. He must choose an additional psychic power from the Ordo Malleus Psychic Powers list. This option requires the Psyker option already be purchased.

Interrogator Skills: An Interrogator has access to _______________list_____________ skill charts.

Interrogator Special Rules

Independent – An Inquisitor has seen more of the dangers of the universe than most humans can even imagine, much less experience on their own. He always counts as having a friendly model within 2”, meaning he can always test to avoid being pinned.

Leader – Any fighter within 6” of the Leader may use the Leadership characteristic of the Leader when taking any Leadership test. This rule only applies if the warband does not include an Inquisitor.

Starting Experience – An Interrogator starts with 140+2d6 experience.



Automatically Appended Next Post:
Grey Knight Influence Cost: 400

FLUFF

Space Marine Base Profile

Profile M WS BS S T W I A Ld
Grey Knight 4 5 4 5 5 2 4 2 9
Maximums 4 7 7 8 8 4 6 4 10

Grey Knight Wargear: A Grey Knight starts with Astartes Power Armour incorporating a Psychic Hood, a Storm Bolter and a Nemesis Force WEapon. He may be armed with weapons and equipment from the Hand-to-Hand, Pistols, Basic, Special Weapons, Grenades, Equipment and Grey Knight lists at the points cost indicated.

Grey Knight Options: A Grey Knight may be upgraded to one of the following at the points cost given:

Increased Psychic Mastery (10 points): The Grey Knight’s Psychic Mastery is increased by +1. He must choose an additional psychic power from the Ordo Malleus Psychic Powers list at the appropriate points cost. This option may be purchased twice (for a maximum psychic mastery of 2).

Grey Knight Skills: A Grey Knight has access to _______________list_____________ skill charts.

Space Marine Special Rules

Psyker – A Grey Knight is a Psyker with a Psychic Mastery of 0. He has no psychic powers beyond the Shrouding, unless he is upgraded as detailed above.

Shrouding – All Grey Knights are latent psykers. Part of their training is how to shield themselves from the consciousness of their enemies, which they call the Shrouding. A Grey Knight counts as being in partial cover when in the open. This ability is persistent, requires no psychic test and cannot be negated.

True Grit – A Grey Knight starts with the True Grit skill.

Starting Experience – A Space Marine starts with 320+2d6 experience.



Automatically Appended Next Post:
Space Marine Influence Cost: 300

FLUFF

Space Marine Base Profile

Profile M WS BS S T W I A Ld
Space Marine 4 4 4 5 5 2 4 2 9
Maximums 4 7 7 8 8 4 6 4 10

Space Marine Wargear: A Space Marine starts with Astartes Power Armour. He may be armed with weapons and equipment from the Hand-to-Hand, Pistols, Basic, Special Weapons, Grenades, Equipment and Space Marine lists at the points cost indicated.

Space Marine Options: A Space Marine may be upgraded to one of the following at the points cost given:

Devastator (10 points): A devastator may choose equipment from the Heavy Weapons list in addition to those lists listed above. He also has access to the ________________________ skill lists.

Assault Marine (45 points): An assault marine starts the game with Astartes Power Armour, Astartes Jump Pack, and the Combat Flight skill. He also has access to the ________________________ skill lists.

Space Marine Skills: A Space Marine has access to _______________list_____________ skill charts.

Space Marine Special Rules

True Grit – A Space Marine starts with the True Grit skill.

Starting Experience – A Space Marine starts with 280+2d6 experience.



Automatically Appended Next Post:
Ogryn Influence Cost: 150

FLUFF

Ogryn Base Profile

Profile M WS BS S T W I A Ld
Space Marine 5 3 3 4 5 2 3 1 7
Maximums 5 6 3 7 8 4 5 4 8

Ogryn Wargear: An Ogryn starts with a Ripper Gun, and may be armed with weapons and equipment from the Grenades lists at the points cost indicated.

Ogryn Skills: An Interrogator has access to _______________list_____________ skill charts.

Ogryn Special Rules

Bodyguard – An Ogryn has the Bodyguard skill.

Bonded – An Ogryn is bonded to the warband’s leader.

Starting Experience – An Ogryn starts with 140+2d6 experience.



Automatically Appended Next Post:
Daemonhost Influence cost: 180

FLUFF

Daemonhost Base Profile

Profile M WS BS S T W I A Ld
Daemonhost 4 3 3 4 4 1 3 1 10
Maximums 10 10 10 10 10 10 10 10 10

Daemonhost Advances Table

Individual daemonhosts vary greatly. Some may be brutish, hulking monstrosity, slowly yet implacably advancing on an enemy. Others are agile, quick, cunning creatures striking with lightning speed before fading into the shadows. Roll on the following table 5 times to determine the exact characteristics of your daemonhost.

1 - Roll again on the following:
1-3 - +1 Wound
4-6 - +1 Toughness
2 - Roll again on the following
1-3 - +1 Weapon Skill
4-6 - +1 Ballistic Skill
3 - Roll again on the following:
1-3 - +1 Strength
4-6 - +1 Attack
4 - Roll again on the following
1 - +1 Weapon Skill 4 - +1 Toughness
2 - +1 Ballistic Skill 5 - +1 Wound
3 - +1 Strength 6 - +1 Initiative
5 - Roll again on the corresponding Necromunda Skill Chart
1 - Ferocity 4 - Muscle
2 - Combat 5 - Agility
3 - Shooting 6 - Choose any skill from the listed charts
6 - - You may choose ANY skill available in the Necromunda rulebook or the =][=munda addendum (be careful to choose skills you appropriate for a daemonhost); or
- Alternatively, the Daemonhost may have his Psychic mastery increased to 2.

Daemonhost Wargear: A Daemonhost does not use weapons, which means he may never be given additional equipment or lose equipment during the course of the campaign. Daemonhosts manifest a wide range of abilities and attributes however, and so counts as being armed with weapons and equipment from the Hand-to-Hand, Pistols, Basic, Special Weapons, Grenades, Equipment, Heavy and Inquisitorial Waepons lists at the points cost indicated.

Daemonhost Special Rules

Aura of Fear – Daemonhosts are unholy combinations of the empyrean and the material universes, and by all rights should not exist. Daemonhosts cause fear. Because of this, daemonhosts may never lead a warband, no other model may ever use a daemonhost’s leadership value, for anything, ever.

Naturally Unnatural –
Daemonhosts are fusions of flesh and the immaterial. They may never utilize equipment in any way, may never use a weapon apart from the abilities purchased when the fighter was created, may never pilot a vehicle, or in any other way attempt to use equipment or technological things. For example, if a mission called for getting through a door, a daemonhost may never utilize a control panel or attempt to pick a lock. It may, however, try to destroy the door.

Living Weapons –
A daemonhost is a living weapon, but the characteristics of individual daemonhosts vary greatly. Daemonhosts count as having certain weapons, as purchased when the fighter was created. They do not actually have the weapon, do not actually use a technological item, and never run out of ammo. A daemonhost can never be disarmed. When a daemonhost dies, it’s abilities do not get added to the warband roster as equipment, they are lost.

Starting Experience – A daemonhost starts with 140+2d6 experience.

This message was edited 5 times. Last update was at 2010/06/14 08:30:58


There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

I would not make the maximums so far removed from the base stats. Really, in the case of strength and toughness, 1 above base is enough for a maximum. A space marine should not be able to outpunch an autocannon. Also, Grey Knights should have higher WS at max than normal marines.

This message was edited 2 times. Last update was at 2010/06/15 01:13:31


 
   
Made in us
Regular Dakkanaut





Fafnir wrote:I would not make the maximums so far removed from the base stats. Really, in the case of strength and toughness, 1 above base is enough for a maximum. A space marine should not be able to outpunch an autocannon. Also, Grey Knights should have higher WS at max than normal marines.


Thanks for the input!

I can see your point with the S/T maximums, the space marine may be a tad high. As far as grey knight v. normal marine maximums... they're racial maximums, and both are space marines, the GK just has different training. Wouldn't it stand to reason that members of the same race would have the same racial maximums?

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Because Grey Knights are a fair bit above a normal Space Marine. In terms of training, they've seen things and fought against foes that would make a normal Marine gak himself. Their also trained in combining their martial combat skills with their psychic powers (see: Nemesis Force Weapon). In terms of augmentation, they have an additional silver seal underneath their skin, and have withstood the Emperor's Soul Binding ritual. In addition, they've passed the 666 tests required to become a Grey Knight, which are supposed to be absolutely brutal, even for normal Space Marines.

This message was edited 1 time. Last update was at 2010/06/15 02:39:58


 
   
Made in us
Horrific Howling Banshee






?????

I can't even fathom the amount of work you've put into this!!! .... I am diggin it though.... EXCELLENT job !!!! As for the Grey Knight/Space Marine comments .... both of you have very valid points. In the codex, Grey Knights are one higher WS than normal Marines, so maybe a one point increase on the maximum or one point increase to the starting WS would be a good idea.


Automatically Appended Next Post:
oh and the upgrade to the Harlequin is a Shadowseer ......

This message was edited 1 time. Last update was at 2010/06/15 05:20:10


"We shall purge the Maiden Worlds of all who dare try to invade and infect our sacred worlds of salvation" - King Yvenaurael of the Lileath-Aean Exodites.

Listen to "The Receiving End Of Sirens" they are GREAT



 
   
Made in us
Regular Dakkanaut





I know the dakka jumble fo my characteristics table makes it hard to read, but the GK is WS5

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Nimble Pistolier





America

Wow,this is epic,but i could never convince my friends to play.=(

"I dont over react,i just get pissed easily"-Me
FOR THE PELIVIC THRUSTING LEIGIONS!
Starting WHFB empire
1250pts Tyranids
 
   
Made in us
Horrific Howling Banshee






?????

ahhhh I have overlooked the movement characteristic ..... I think it is fine then.

"We shall purge the Maiden Worlds of all who dare try to invade and infect our sacred worlds of salvation" - King Yvenaurael of the Lileath-Aean Exodites.

Listen to "The Receiving End Of Sirens" they are GREAT



 
   
Made in us
Regular Dakkanaut





It occurs to me that I forgot to add representatives of the Mechanicus. The lists above have been augmented.

Additionally, is anyone familiar with Path to Chaos, or Path to Glory, or whatever it was that was in White Dwarf back in 2002 or 2003? For those who don't remember, it was rules to do skirmish style fantasy games with randomly generated fighters. What would people think about randomly generating =][=munda warbands, rather than purchasing them with 1000, 1200, or 1500 points? It would make balance more problematic, but might be kinda fun...

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

It kind of defeats the whole fluff. Inquisitors choose their retinues very carefully. It might work for some unorginized chaos cults or rag-tag Rogue Trader groups, but for Inquisitorial and Imperial forces, it goes against the whole military/religious orginization that they're known for.
   
Made in us
Regular Dakkanaut





Probably, it was just a thought.

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Regular Dakkanaut





Alrighty,after working late until my eyes bleed, here is the basic first draft of the Ordo Malleus warband list.

It's not all pretty yet, and I haven't added a lick of fluff descriptions yet, but there's the nuts and bolts.
 Filename =][=munda - Ordo Malleus v1.doc [Disk] Download
 Description Ordo malleus list v1
 File size 234 Kbytes

This message was edited 1 time. Last update was at 2010/06/16 10:07:13


There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Resourceful Gutterscum





Avondale, AZ

What is the source of your base stats? Are they published stats or ones you have derived?

I am just trying to get my post count up so that people won't think I am a GW sock puppet. 
   
Made in us
Regular Dakkanaut





Depends which ones you're looking at. In the download, the Henchmen are all either juves or gangers with extra rules and upgrades. The characters are my best approximation of how they are described in fluff. For example, a space marine can punch his naked fist through a grox... S4 just doesn't cut it to match that description. They are best guesstimates, which is why I would like you all's opinions.

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Regular Dakkanaut





Started working on a Chaos Coven list, more incoming soon!

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in za
Regular Dakkanaut




VERITAS NUMQUAM PERIT

Just a thought...

Ordo Xenos are dedicated to helping non-human races become extinct.

Why would Ordo Xenos "gangs" be allowed to include xenos?
   
Made in us
Regular Dakkanaut





ironKing wrote:Just a thought...

Ordo Xenos are dedicated to helping non-human races become extinct.

Why would Ordo Xenos "gangs" be allowed to include xenos?


Ordo Malleus is dedicated to combatting demons and the influence of the warp, but that doesn't stop the more radical of their organisation from engaging the services of daemonhosts, wielding daemon-possessed weapons, etc etc etc...

Likewise, there are stories of =][=s visiting craftworlds for years at a time, studying and learning from them, there are stories of =][=s consulting with Eldar and Tau to combat invasions of Orks and Tyranids (seperate ocassions, the orks and tyranids weren't allies ), and stories of =][= consulting with orks in order to get those orks to stop other, worser bad orks from being, well.. bad.

Each =][= has the authority to use whatever methods he or she determines appropriate for the good of the Imperium. That means that an =][= could pal around with Eldar if it serves his goals. Of course, it also means that YOUR =][= is free to assassinate him and declare him excommunicate traitorous for his actions/// which would make for ONE HELL of an =][=munda campaign, in my eyes!

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in pt
Bounding Black Templar Assault Marine





Portugal

Interesting read so far.
I've never played necromunda before, mainly due to the lack of time/money for more figures, but being able to use marines, which I already have painted, might get me into necromunda, I'll keep an eye on this thread for sure.

Sorry I can't help out with rules and such, but as I've said, I have never played necromunda, all I can say is good luck with the project and keep us posted.

This message was edited 1 time. Last update was at 2010/06/27 03:28:10


Audaces Fortuna Juvat
 
   
Made in za
Regular Dakkanaut




VERITAS NUMQUAM PERIT

@DeathGod : fair enough

So im thinking of building up a couple gangs for my friend and I to play with.

1. Loyalist =][= + retinue and warband of foaming mouthed Redemptionists

2. Rogue =][= + ret and warband of scaavies

3. Rogue TechPriest / Magus and Necron Cult (thinking lost Necron warrior as "patriach"), maybe a couple of rabble with toaster bits etc.

Working on ruleset for Necron Cult...

This message was edited 1 time. Last update was at 2010/06/28 19:23:47


 
   
Made in cn
Bounding Assault Marine






Naples, Fl

Great work so far on the profiles and rulesets.

I saw in your earlier campaign batreps that someone was fielding an traitor warband with and Alpha Legion character.
Which warband rules would I use to make one of these? (the ordo maleus?)

.. Black Forest .. Red Sea .. 
   
 
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