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![[Post New]](/s/i/i.gif) 2011/03/14 13:19:35
Subject: Mercenaries
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Plummeting Black Templar Thunderhawk Pilot
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So what does everyone think of having a "Mercenary" codex, which contains a list of generic yet different units, that is available to certain armies? Similar to the dogs of war expansion released for fantasy ages ago. For example, one unit choice could be a band of eldar pirates. These could be fielded by IG, Eldar, DE, and Tau for example. Obviously the idea needs a lot of fleshing out, but there would be several options available to multiple armies.
Does this seem like an idea that anyone would be interested in? If there's a lot of response, I might knock up a quick prototype codex for it.
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![[Post New]](/s/i/i.gif) 2011/03/14 14:34:49
Subject: Re:Mercenaries
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Lone Wolf Sentinel Pilot
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Not trying to ruin your idea, but DE probably won't hire mercenaries.
And I think Orks would be good mercenaries.
I hope it works out.
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This message was edited 1 time. Last update was at 2011/03/14 14:35:31
Overall Record W-L-D = 22-24-15
Bataviran 197th/222nd Catachan "Iron Wolves", arrogant, dedicated and ruthless!
Captain Detlev Vordon, regimental commander.
Colonel Vladimir Russki, regimental commander 222nd Catachan. |
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![[Post New]](/s/i/i.gif) 2011/03/14 16:55:41
Subject: Mercenaries
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Sybarite Swinging an Agonizer
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The Dark eldar even have some mercenaries in their codex. I would love this idea, might convince loner into playtesting them for you. Maybe people can contribute some ideas to you for the codex? Could i devise a unit?
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1250 Eldar
1250 Dark Eldar (still building)
DE Kabal fluff
http://www.dakkadakka.com/dakkaforum/posts/list/338476.page
Human: Why are you so cruel.
DE: Why not. |
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![[Post New]](/s/i/i.gif) 2011/03/14 22:18:27
Subject: Re:Mercenaries
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Battlewagon Driver with Charged Engine
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Personally, I would greatly enjoy a Xenos Mercenaries codex that included some of the lesser alien races; Loxatl broodgroups, Hrud scavengers, and etc.
I'd be happy to draw up a unit or two.
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![[Post New]](/s/i/i.gif) 2011/03/15 00:46:53
Subject: Re:Mercenaries
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Plummeting Black Templar Thunderhawk Pilot
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Im happy to hear any ideas you guys have!
In the meantime, here is a draft with the first proposed unit. Ill try to add an update every time I add a unit.
Filename |
Codex Hired Guns.docx |
Download
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Description |
Draft 1 |
File size |
17 Kbytes
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![[Post New]](/s/i/i.gif) 2011/03/15 01:24:58
Subject: Mercenaries
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Abhorrent Grotesque Aberration
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Sounds like an interesting idea, maybe not a whole new codex, but a supplement for some different Codex's? Although I do love the idea! Kroot, Orks, Humans and Ogryns are just a few races you could have in there.
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![[Post New]](/s/i/i.gif) 2011/03/15 05:03:13
Subject: Re:Mercenaries
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Battlewagon Driver with Charged Engine
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Loxatl Brood-group
The huge, reptilian Loxatl are a common sight for those Imperial armies that have the misfortune to face the Blood Pact in battle. Loxatl brood-groups act as light support elements for the relentless infantry of the Blood Pact, moving with inhuman speed to bring their weaponry to bear on weak places in the enemy line.
While the Blood Pact is by far the largest employer of the Loxatl, brood-groups can be found scattered across the galaxy, in the service of any warlord with coin to spare. Many an army has found victory through the cold cunning and vicious armament of the Loxatl kindreds.
Unit Type; Infantry
Unit Size; 1 Matriach and 4 Broodkin
Cost: 80 pts
Matriarch: WS3 BS4 S4 T5 I4 W2 A2 Ld9 Sv 5+
Broodkin: WS3 BS4 S4 T4 I4 W1 A1 Ld8 Sv5+
Weapons: Flechette blaster
Special Rules:
Faithful Children: As long as the Matriarch is alive, a Loxatl Brood-group has the Stubborn USR
Amphibious: Loxatl treat water features as clear terrain when moving. A brood-group that ends its move within a water feature has 3+ cover from all shooting, but may not fire any weapons that Shooting phase.
Mercenaries (See Codex: Hired Guns)
Loners (See Codex: Hired Guns)
Fleet
Move Through Cover
Unit Options
May add up to 5 additional Broodkin for +14 pts/model
For every 5 models in the unit, 1 broodkin may replace their flechette blaster with one of the following;
-flamer: +5 pts
-grenade launcher: +10 pts
-plasma gun: +10 pts
The Matriarch may replace her flechette blaster with one of the following;
-multilaser: +10 pts
-autocannon: +15 pts
-flechette cannon: +15 pts
Weapon Statistics
Flechette Blaster; S4 AP4 Rng 18" Assault 2
Flechette Cannon: S5 AP4 Rng 24" Assault 2 Blast
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![[Post New]](/s/i/i.gif) 2011/03/15 12:15:21
Subject: Mercenaries
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Plummeting Black Templar Thunderhawk Pilot
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I like this, but for 80 Points you don't get much bang for your buck. Ill add them to the codex aslmost as is, but with a few additions.
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![[Post New]](/s/i/i.gif) 2011/03/15 13:42:23
Subject: Re:Mercenaries
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Plummeting Black Templar Thunderhawk Pilot
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Here is the latest version, with some extra units.
Filename |
Codex Hired Guns.docx |
Download
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Description |
Version 2 |
File size |
26 Kbytes
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![[Post New]](/s/i/i.gif) 2011/03/15 15:20:55
Subject: Mercenaries
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Dakka Veteran
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@liam0404:
Just a thought, everyone might not have MS Word 2007+, you might look into saving them as ".doc" files and not the new ".docx" file format/extension so more people can open/read them.
As for the idea, it's interesting and could be fun. I'll be sure to check back and see what else you've come up with.
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: 1500pts - : 1000pts - : 1500pts
I want you to know that every time I fart under the covers... (Frrp!)
I'm doing it because I care about you and I want to keep you warm.
Don't fight my methane cuddels. Enjoy them!
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![[Post New]](/s/i/i.gif) 2011/03/16 22:55:31
Subject: Re:Mercenaries
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Plummeting Black Templar Thunderhawk Pilot
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Ok, here is the latest incarnation, in PDF friendly format!
Filename |
Codex_Hired_Guns.pdf |
Download
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Description |
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File size |
101 Kbytes
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![[Post New]](/s/i/i.gif) 2011/03/17 20:15:33
Subject: Re:Mercenaries
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Lone Wolf Sentinel Pilot
Inside that little light in your refridgerator
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Is it okay if I create a unit of mercs?
S_P
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Fafnir wrote:What part of "giant armoured ork suppository" do you not understand?
Balance wrote:Nothing wrong with feathers. Now, the whole chicken, that's kinky. |
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![[Post New]](/s/i/i.gif) 2011/03/17 20:41:48
Subject: Mercenaries
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Sybarite Swinging an Agonizer
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liam, can i create a unit of eldar corsairs?
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1250 Eldar
1250 Dark Eldar (still building)
DE Kabal fluff
http://www.dakkadakka.com/dakkaforum/posts/list/338476.page
Human: Why are you so cruel.
DE: Why not. |
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![[Post New]](/s/i/i.gif) 2011/03/18 01:19:05
Subject: Mercenaries
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Plummeting Black Templar Thunderhawk Pilot
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yes guys, please contribute and i'll add it to the codex. Is there any feedback on what's there so far?
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![[Post New]](/s/i/i.gif) 2011/03/18 01:53:29
Subject: Re:Mercenaries
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Lone Wolf Sentinel Pilot
Inside that little light in your refridgerator
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Da Wrekkin' Krew
160 points
Big Mek Bult-grubba and his krew of meks have been roaming the Southern Rim of the Galaxy, plying their trade to anyone that will accept them. They work as fighters, mechanics or junkers, whatever their employer is willing to ask of them. Bult-Grubba and his krew are fearless, accepting any mission, no matter the odds. And every mission is met with success.
Unit:
Big Mek Bult-Grubba, and an entourage of 5 Wrekkas.
Big Mek Bult-Grubba:
Ws:4 Bs:2 S:4 T:4 W:3 I:2 A:3 Ld:10 Sv:4+/5++
Equipment:
Big Choppa
Twin-linked shoota
Junka's Skrapp Arma
Da Korpurul's Gubbinz
Special Rules:
It Ain't Over 'Til It's Over -> Bult-Grubba and his attached squad are Stubborn, using Bult-Grubba's leadership value. Bult-Grubba is such an inspiration that the squad will remain stubborn even after his demise, using Bult-Grubba's leadership value. Bult-Grubba and his squad also have the Feel No Pain special rule, due to their fierce determination.
Junka's Skrapp Arma -> A ramshackle suit of plate mail, made from various pieces of scrap welded together. Confers a 4+ armour save.
Da Korpurul's Gubbinz -> A shiny little medal that Bult-Grubba tore from the corpse of an Imperial Tank commander. It contains a force field generator that gives him a 5++ inv. save.
Furious charge
Waaaagh! -> Bult-Grubba may call a Waaagh! in any turn from turn 2 onwards. This is seperate from the Waaagh! of other ork forces, and only effects Bult-Grubba and his squad.
Options:
Replace Big Choppa with:
Power Klaw - 25 points
Replace Twin-linked Shoota with:
Kustom Mega Blasta - 15 points
Burna - 20 points
Da Wrekkas
Ws:4 Bs:2 S:3 T:4 W:1 I:2 Ld:7 Sv:4+
Equipment:
Burnas
Junka's Skrapp Arma
Special Rules:
It Ain't Over 'Til It's Over -> Bult-Grubba and his attached squad are Stubborn, using Bult-Grubba's leadership value. Bult-Grubba is such an inspiration that the squad will remain stubborn even after his demise, using Bult-Grubba's leadership value. Bult-Grubba and his squad also have the Feel No Pain special rule, due to their fierce determination.
Junka's Skrapp Arma -> A ramshackle suit of plate mail, made from various pieces of scrap welded together. Confers a 4+ armour save.
Master Junkers -> The Wrekkas may use their burnas in the same way as any other burna. However, when fighting vehicles, they may elect to give their attacks the "melta" rule (counting as within half range) and with a strength of 6.
Furious charge
Waaaagh!
The Wrekkas may be upgraded to "Veturrun Wrekkas" for 15 points per Wrekka. This grants them +1 to their strength, wounds, initiative and attacks value.
I don't think this is too overpowered, considering that for a full strength mob (Bult-grubba has a Burna and a PK, and the Wrekkas are all veterans) comes out at 280 points.
Thoughts?
S_P
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Fafnir wrote:What part of "giant armoured ork suppository" do you not understand?
Balance wrote:Nothing wrong with feathers. Now, the whole chicken, that's kinky. |
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![[Post New]](/s/i/i.gif) 2011/03/19 01:27:25
Subject: Re:Mercenaries
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Dangerous Outrider
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I'm pretty sure Space Marines have more/better experience, training, equipment, amour and they're probably bigger than the Lizards as well. plus for a unit with 'inhuman speed' they sure have a low initiative, BeRzErKeR had it right. and why do they have an armour save at all? I'm under the impression that folks who prefer the water wouldn't bog themselves down with armour.
the gladiators wouldn't be able to beat a unit of equal worth of Ork Boyz, Genestealers or Chaos Marines and that's not includng any shooting attacks they may have, even if they charged the Chaos Marines with power weapons they'd still lose.
the Dragon tanks are cool, even if thier entire purpose is to drive as fast as possible into something important
the Scourge, well, it's a fun way to potentially get a rampaging Greater Daemon but I've never seen a unit require so many dice in a single turn, well, aside from units I can just roll all the dice at once for. think yo could just give a few more solid numbers? stops victory coming out of no where because of one dice roll.
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This message was edited 1 time. Last update was at 2011/03/19 01:28:32
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![[Post New]](/s/i/i.gif) 2011/03/19 05:08:52
Subject: Mercenaries
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Twisting Tzeentch Horror
http://www.dakkadakka.com/dakkaforum/user/edit/40180.page
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I would LOVE to have a few mercenaries in my army! Maybe mercenaries for CSM?
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DS:90S+G++MB++I+Pw40k09#+D++A+/eWD344R++T(S)DM+
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![[Post New]](/s/i/i.gif) 2011/03/19 11:48:04
Subject: Re:Mercenaries
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Monstrous Master Moulder
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Kroot, now those are built to be mercs.
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