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This has always been a homebrew idea lurking at the back of my head. Currently, the way our ally system works, one allies Chaos Marines to a Waaagh, Imperium to the might of a Craftworld, a Necron Tombworld in its entirety to the Greater Good. Basically, it's a full state versus a full state, where mercenary sub-groups get glossed over in the whole.
Proposal:
-Armies from a primary codex may not ally with another primary codex.
-Codex: Hired Guns
-Each main codex would have special rules for including mercenaries in their army.
-Each mercenary would have special rules for being included *in* an army.
-Taking them uses the same FoC restrictions as taking an Allied Detachment
-Some units are treated as "Codex Allies." That is, they can be can be included in a Combined Arms Detachment of the codex in question.
Hired Guns would include several different subgroups of mercenary-type. Most of the crunch hasn't been laid out, but mercenary-wise there would be:
Corsairs and Harlequins: May not work for Necrons or Tyranids. Harlequins may not work for Chaos.
-Separate out the Harlequin Troupes, Death Jesters, Solitaire, etc.
-Rangers as a Codex Ally to Eldar, can take Specials besides Sniper Rifles.
Freebootaz: Those Orks not belonging to a Clan or Waaaagh, adventuring out for teef, flash, or flashy dakka.
-"Kaptin":
-Rest are being worked on. Flash Gits/stormboyz/etc.
-Heavy Support "Da Kannon:" A giant tracked cannon that can fire multiple shot-types.
Kroot Mercenaries: Shapers in a Kroot army may take melee/ranged weapon options from the armory list of the parent codex hiring them. May choose Evolutionary Adaptations.
-HQ: Kroot Master Shaper/Council
-Elite: Kroot Stalkers
-Fast : Kroot Trackers
-Troops: Kroot Warband
-Fast Attack: Kroot Vultures
-Fast Attack: Kroot Knarloc Riders
-Heavy Support: Great Knarlocs
-Heavy Support: Krootox Battery
Heroes of the Imperium: May *only* be taken by Imperial factions.
Renegades and Desperadoes: Represents everything from human pirates, to Gue'Vesa, to Diggers, to Cultists, to Penal Troopers. May take a Dedicated Transport of the appropriate faction without issue (like that one time Brains stole the grav-transport from the ambassador of Craftworld Iyanden, heh).
-HQ: Rogue Trader/Captain/etc
-Elite: Witch Coven
-Elite: Feral Ogryns (Those Ogryns that did not grow up on Imperial Worlds. Sometimes get picked up by an Ork Waaagh, mutated by Chaos, etc).
-Troops: Desperadoes;
-Fast Attack: Taurox/Buggy squads.
-Heavy Support: Scraptank (Working title for cheap rebel knockoff tanks, like the AT70 Reaver from Gaunt's Ghosts, etc)
More things, mercenary-wise, have yet to be classified, including:
-Minor Xenos, Loxatl, Tarellians, Demiurg, etc.
-"Mercenary Necrons?"
-Those races that faded to twilight, like the Saharduin or the Zoats.
Special Rules for including Mercenaries in your armies:
-Chaos: Mercenaries in an army may take Marks (point costs to-be-determined) and Characters gain the Champion of Chaos special rule.
-Dark Eldar: Any unit may be "Surgically Altered" for 2 points/model, to use the Dark Eldar Haemonculus Fuelled By Pain chart.
-Guard: Desperadoes units are treated as Guard Allies.
-Marines/Sisters: May only ally with Heroes of the Imperium (?)
-Necrons: A unit may be purchased as Mindshackle Thralls for 25 points. The unit becomes Fearless, but loses 1 WS/BS.
-Orks: A squad may be "upgraded" to Diggas, allowing them to use the Mob Rule.
-Tau: The champion of a mercenary squad in a Tau army may take a Pulse Carbine/Rifle for 3 points, Photon/Haywire Grenades for 5 points, and/or a Target Lock/Markerlight for 10 points.
-Tyranids: Any unit purchased must take the "Genestealer Hybrid" template for 2 points/model, giving them +1 WS/-1 BS
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