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![[Post New]](/s/i/i.gif) 2012/02/03 15:18:28
Subject: Bounty Hunter: Stats and Special Rules up, Armoury Up!
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Automated Rubric Marine of Tzeentch
Milwaukee, Wisconsin
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In the grim universe of the dark future, there are many single people who must be hunted down. Every planet has wanted citizens and criminals. A bounty hunter begins his or her journey on their home planet, where most remain for the rest of their lives. There are some, however, who meet with so much success that they are able to afford to move, track down bigger targets, and gain more fortune. These bounty hunters are a step above the other humans that they live around, typically they are able to afford expensive equipment, such as relic weapons, powered exoskeletons, and drugs to boost their physical abilities, making them stronger and faster. These hunters may be recruited at any time by a large variety of clients, their contracts may require hunting anything from a chaos governer, to a simple dangerous criminal, and occasionally even space marines and dangerous Xenos. Similarly to inquisitors, these hunters may range fanatic loyalty to the God-Emperor, to renegades, who are only not arrested themselves because of the people they hunt. The equipment for the job is a bounty hunters most important tool, and so they have a large range of weapons to choose from. Many of these hunters have a militaristic past, such as a guard veteran, a rogue or sanctioned Psyker, a Mechanicus Skiitari, or occasionally a devotee of the Ecclisiarchy.
80 Points
WS BS S T I A W LD SV
4 4 3 3 3 2 2 9 4+
Type: Infantry
Unit Composition: 1 Bounty Huter
Wargear: Flak Armour, CCW(Choose), Sidearm(Choose), Primary(Choose) Frag and Krak grenades.
Special Rules: Infiltrate, Target Secured, Agility Expert, and either Engineer, Close Quarters Specialist, Gunslinger/Marksman, or Psyker
Target Secured: At the beginning of the game nominate an objective, independent or unique character, or any single model unit. This is the bounty hunters target, at the end of the game, if this point is held, or the target is dead, they are worth twice as many victory/objective/kill points as normal. (Note that if an objective is targeted, the bounty hunter counts as scoring, but for the targeted objective only.)
Engineer: Typically Mechanicus affiliated in there past, engineers have skills with vehicles and know about technology more than others. An Engineer may take a servo harness(And blessing of Omnissiah) in addition to any other equipment for 20 points. In addition, an engineer can make any weapon of theirs twin-linked or master-crafted for 10 points
Psyker: These individuals have Psychic talent, and often times have funds to support their needs. These bounty hunters are level 1 Psykers, and may have one of the following powers:
Cloaking - gives the bounty hunter a 5+ cover save, if he is in cover already, he gains stealth
Confusion - target an independent or upgrade character or single model withing 12 inches, this power reduces their WS and BS to one until your next turn, as the attack blurs their vision and perception.
Marksman/Gunslinger: This increases the BS of the bounty hunter to 5, in addition, he/she may purchase a sniper rifle with Armour Piercing Explosive hunter rounds (Wounds on a 3+, rends on a 5+) for 15 points, and may upgrade his sidearm to a dual version, increasing the number of shots by one.
Close Quarters Specialist: This increases the WS of the hunter to 5, and they may purchase poison (4+) for any CC weapon the posses, this also increases their attacks by 1.
Agility Expert: These bounty hunters are used to be fired upon, and are quite agile, they are capable of dodging many blows in CC as well as shooting. This confers a 5+ invulnerable save
ARMOURY:
The bounty hunter typically possesses 3 weapons, A main weapon, a side arm and a close combat weapon
Primary Weapons:
Lasgun - free
Bolter - 2 points
Sniper Rifle - 5 points (Not sure on this one)
Plasma Gun - 10
Meltagun - 5
Flamer - free
Storm Bolter - 3
Xenos Rifle - 5 points (S4 AP5 Assault 3 18')
Side Arm
Neural Shredder - 10 points
Hand Flamer - 5 points
Melta Pistol(Forgetting the name atm) - 5 points
Plasma Pistol - 10 points
Bolt Pistol - free
Las pistol - free
Needle Pistol - 10 points
Xenos Sidearm - 10 points (S4 Ap6 Pistol 2)
Close Combat Weapon
CCW - free
Eviscerator - 10
Power Weapon - 5
Power Maul - 10 (Power weapon, grants +1 strength)
Electrified Whip - 20 (Power Weapon, -1 attack and WS against enemies in btb)
Augments: May take one of the following:
Robot Limbs - 10 points (Grants fnp)
Spider legs - 25 (Grants fleet and +2 attacks)
Hydraulic Power Suit - 15 (gives the bounty hunter +1 S in CC, Grants toughness 3(4) )
Wargear:
Shield Generator - 20 (4+ invul)
Bike - 15(Cannot be taken with spider legs)
Jump Pack - 10(Cannot be taken with spider legs)
Night Vision Goggles - 5 points
Melta Bombs - 5
Blind Grenades - 5
Demo Charge - 10 points
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This message was edited 1 time. Last update was at 2012/02/10 20:11:51
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![[Post New]](/s/i/i.gif) 2012/02/03 15:46:16
Subject: Bounty Hunter: Stats and Special Rules up, Wargear coming soon.
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Longtime Dakkanaut
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I like the concept, centering around the 'Target Secured' rule. Thus, I would modify it a bit, to really push this as his theme.
'If the price is right...', or 'Paid up front...' or some such catch phrase: Due to the cost of hiring the Bounty Hunter, the objective in question is always of the highest value and in the most dire of circumstances when more appropriate imperial forces/assassians are unavailable. If you fail to capture the Bounty Hunter's objective (it does not have to be the Bounty Hunter who captures it), then the opponent automaticly earns another objective point, even if they do not hold it. If they do hold the objective, they earn 2 points.
If kill points is the objective, then if the targeted unit is still alive, the Bounty Hunter's player gives up a kill point, or 2 kill points if the Bounty Hunter is also killed.
Other than that, I would consider making the bounty hunter a bit more random. Basicly, you hire bounty hunters in desperation without knowing exactly what you are going to get, in contrast to tried and true regular forces.
This change lets you add in the different bounty hunter backgrounds without needing lots of special wargear or upgrades.
So a simple d3 random sample background, based on what you put already.
IG Vet: master marksman of ranged warfare and professional gunslinger.
Deathcult: born on a savage world before traveling to even deadlier locales, a master of speed and close combat
Psyker: blessed and cursed with the ability to channel the warp, feared and respected due to this great power.
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This message was edited 1 time. Last update was at 2012/02/03 15:47:47
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![[Post New]](/s/i/i.gif) 2012/02/03 16:02:42
Subject: Bounty Hunter: Stats and Special Rules up, Wargear coming soon.
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Automated Rubric Marine of Tzeentch
Milwaukee, Wisconsin
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DevianID wrote:I like the concept, centering around the 'Target Secured' rule. Thus, I would modify it a bit, to really push this as his theme.
'If the price is right...', or 'Paid up front...' or some such catch phrase: Due to the cost of hiring the Bounty Hunter, the objective in question is always of the highest value and in the most dire of circumstances when more appropriate imperial forces/assassians are unavailable. If you fail to capture the Bounty Hunter's objective (it does not have to be the Bounty Hunter who captures it), then the opponent automaticly earns another objective point, even if they do not hold it. If they do hold the objective, they earn 2 points.
If kill points is the objective, then if the targeted unit is still alive, the Bounty Hunter's player gives up a kill point, or 2 kill points if the Bounty Hunter is also killed.
Other than that, I would consider making the bounty hunter a bit more random. Basicly, you hire bounty hunters in desperation without knowing exactly what you are going to get, in contrast to tried and true regular forces.
This change lets you add in the different bounty hunter backgrounds without needing lots of special wargear or upgrades.
So a simple d3 random sample background, based on what you put already.
IG Vet: master marksman of ranged warfare and professional gunslinger.
Deathcult: born on a savage world before traveling to even deadlier locales, a master of speed and close combat
Psyker: blessed and cursed with the ability to channel the warp, feared and respected due to this great power.
I think that this could be very interesting, I will wait to see if others agree with your assessment..
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![[Post New]](/s/i/i.gif) 2012/02/03 20:22:39
Subject: Re:Bounty Hunter: Stats and Special Rules up, Wargear coming soon.
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Road-Raging Blood Angel Biker
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I like this quite alot. its well balanced so far and it has many merits.
but i do agree with DevianID to really push the bounty hunter theme.
In all really well done so far and i cant wait for you to finish this.
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in Inquisitor, a Space Marine can take a krak grenade, pull out the pin, eat the grenade, throw the pin, and the thrown pin will actually kill a normal man, whereas the Space Marine won't even have indigestion. This has actually happened in a game. Hell, a marine can throw his bolt shells and do more damage than by shooting his boltgun |
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![[Post New]](/s/i/i.gif) 2012/02/04 02:39:25
Subject: Re:Bounty Hunter: Stats and Special Rules up, Wargear coming soon.
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Wicked Canoptek Wraith
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Can he get a jet pack?
But more seriously, the randomization is a cool idea, as you don't often get to pick and choose bounty hunters. Run it like IG conscripts except with a D6.
1 - Engineer (exchange blessings for bolster defenses as it is more universal)
2 - Close Combat Specialist
3 - Gunslinger
4 - Xenos (modified stat line)
5 - Psyker
6 - Pick any one
The wargear options should be extensive, and they should be available for every army except for; you guessed it; Nids.
Infiltrate should probably not be base, but give to the CC specialist.
You could go the other way on the wargear too, and make it all random too, like ork weapons in Rogue Trader.
Utility upgrades are a must, not just weapons.
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Ya, I play Crons, what about it?
Also, they are just shiny space zombies with guns.
6700 |
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![[Post New]](/s/i/i.gif) 2012/02/05 01:39:36
Subject: Re:Bounty Hunter: Stats and Special Rules up, Wargear coming soon.
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Ancient Space Wolves Venerable Dreadnought
The oceans of the world
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Seems like a good idea, but I believe it needs more psychic powers.
Fear: Chosen character is shocked by the sight of the bounty hunter. Model must take a pinning check. If failed they stay in where they are for one turn. If the victim is in a unit, the unit the stays with the model. 12" range.
Come to Momma: This power makes the prey come to the hunter. 24" range. If the psychic test passes, in the enemy's turn the model must move towards the bounty hunter.
Frenzy: 18" range. The model goes into a frenzy and attacks his friends. The strength of the hit depends on the strength of the model that attacked. If the model has initiative of 2 or higher 2 wounds are inflicted. If the initiative is one then one wound is inflicted. If the model is not in a unit, the victim attacks the nearest unit. Saves are taken depending on what weapon attacked them.
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![[Post New]](/s/i/i.gif) 2012/02/06 00:07:25
Subject: Bounty Hunter: Stats and Special Rules up, Wargear coming soon.
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Longtime Dakkanaut
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I like config's random table, except for one thing... the xeno option. In my mind, the stats should be made universal enough that you can model them however you want. Thus, if you want a kroot merc, the stats can fit a kroot merc regardless of what you roll.
That means instead of the xeno option, we can get a jetpack option! Cause, you know, its never been done on a bounty hunter hehe.
With that said, if you want race to be an upgrade to the base statline, balanced so its no cost
Base Ws4 Bs4 S3 T3 I3 W2 A2 LD8 (down from 9--bounty hunters are not leaders) Sv4+
So Kroot is S4 Sv 6+
Ork is BS2 and T4
Eldar is init5 Sv5+
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![[Post New]](/s/i/i.gif) 2012/02/06 10:03:00
Subject: Bounty Hunter: Stats and Special Rules up, Wargear coming soon.
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Secret Inquisitorial Eldar Xenexecutor
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Not sure if it would work in the scope of other upgrades but the ability to take preferred enemy against a specific enemy IC would be great to represent the bounty hunters research and planning against his target of choice.
i.e.:
Flawless Execution - Select an enemy independent character of your choice and gain preferred enemy against this model, if the target is part of a squad this extends to the entire squad.
Baiting the Trap - On an objective based game the bounty hunter may prepare a booby trap on an objective of his choice, make a note of this at the start of the game. The first enemy unit to enter this objective takes D6 Str 3 AP5 hits with pinning as they are bombarded by shrapnel.
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![[Post New]](/s/i/i.gif) 2012/02/06 22:17:19
Subject: Bounty Hunter: Stats and Special Rules up, Wargear coming soon.
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Automated Rubric Marine of Tzeentch
Milwaukee, Wisconsin
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Wow.. I got a lot of responses, sorry this hasn't been updated.. REALLY busy weekend with friends.. I don't have much time to post this but I will update this thread ASAP
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![[Post New]](/s/i/i.gif) 2012/02/10 20:12:06
Subject: Bounty Hunter: Stats and Special Rules up, Armoury Up!
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Automated Rubric Marine of Tzeentch
Milwaukee, Wisconsin
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Weapons and Wargear up.
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