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Made in de
Implacable Skitarii




Somewhere...

After creating the Partisan Cell (you can find it here), it got me thinking, what would the other, obscured units of the like local law enforcements (not the Arbites), Chapter Serf, rear security units or other civilian branches of the Imperium, as well as other races and armies of WH40k look like ? Civilians are one of the most obscured parts of the lore of 40k. Sure, there is only war, but there must be other things that are the reasons for all the fighting, ouside fighting for the sake of figting. Sure, we can proxy numerous civilian units, but it will not capture correctly the feeling associates with them. Hell, they can even make good elements for an invasion campaign.

So, what unit do you think should be represented ? Post it here ! They do not need to be competitive; fun is enough ! Also, your units will be featured on the OP !

GENERIC CIVILIAN UNITS FOR ALL FACTION:

Civilians (Created by Powerfisting) - Campaign Unit
Spoiler:

Civilians WS2 BS2 S3 T3 W1 I3 A1 Ld3 Sv-
Unit Composition: 5-10 civilians
Unit type: infantry

Special rules: Untrained Masses, Hysteria
Untrained Masses: Civilians are never scoring and are not under the control of either player, but have a faction is accordance with how they are modeled (so human civilians would be Imperial, slightly happier, pastel- colored humans would be Gue'vesa (Tau) Civilians, etc.). In addition, the squad of civilians is worth 1VP to the player of the faction they belong to if they are alive at the end of the game and worth 1VP to any other faction if they die during the game. For instance, Imperial civilians would be worth 1VP to any IoM player should they be alive at the end of the game and worth 1VP to every other codex should they die.

Mass Hysteria: At the beginning of the player turn of the faction to which the Civilians belong, roll 1d6 and move them accordingly away from the nearest non- faction unit, stopping short only for impassable terrain. move the full rolled distance across difficult and dangerous terrain, but take a single automatic casualty when the squad moves onto difficult and dangerous terrain.


Civilian Transport: (Created by Powerfisting) - Campaign Unit
Spoiler:

Civilian Transport: BS2 F10 S10 R10 HP2
Composition: 1 generic civilian vehicle

Unit Type: Vehicle (transport)

Transport capacity: 5 models

Special Rules: Untrained Masses, Hysteria, Not Battle- ready
Untrained Masses: Civilians are never scoring and are not under the control of either player, but have a faction is accordance with how they are modeled (so human civilians would be Imperial, slightly happier, pastel- colored humans would be Gue'vesa (Tau) Civilians, etc.). In addition, the squad of civilians is worth 1VP to the player of the faction they belong to if they are alive at the end of the game and worth 1VP to any other faction if they die during the game. For instance, Imperial civilians would be worth 1VP to any IoM player should they be alive at the end of the game and worth 1VP to every other codex should they die.

Mass Hysteria: At the beginning of the player turn of the faction to which the Civilians belong, roll 1d6 and move them accordingly away from the nearest non- faction unit, stopping short only for impassable terrain. move the full rolled distance across difficult and dangerous terrain, but take a single automatic casualty when the squad moves onto difficult and dangerous terrain.

Not Battle- Ready: Civilian transports roll 2d6 for their Untrained Masses roll and increase vehicle damage roll by 1


All Imperial Factions except Grey Knights and Inquisition:

Worker Militia: Troops - 30 points
A Worker Militia unit does not qualify as a mandatory Troops choice.

The Worker Militia, as its name suggests, composed of the workforce of a city, and is called up in time of war to defend their home alongside the PDF and Astra Militarum units. They are supposed to conduct monthly drills, although in practice a worker may lives his whole life without ever participating in or even seeing one. They receive only surplus equipments of extremely poor quality (many are made from cobbled together parts). This, alongside their lack of training, make them especially poor and of little value in combat. However, despite the lack of a formal structure, they are still being led by an Overseer with basic training, and can prove to be a welcomed addition to manpower when used correctly, as their massive number and the emergency barricades they are trained to erect can mean a difference between victory and defeat. In battle the Militia use basic battle tactics like flanking and taking cover, while firing their stub rifles in massive volleys to overwhelm enemy troops through the sheer number of bullets coming from their large formation.

Spoiler:
Militiaman WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 LD:6 Sv-
Overseer WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 LD:7 Sv-

Unit Composition: 9 Militiamen, 1 Overseer
Unit Type: Infantry

Special Rules: Auxiliary, Quality of Quantity
Auxiliary: A model with this special rule cannot be affected by Orders (in case taken by an Astra Militarum detachment)
Quality of Quantity:If a unit with at least one model this special rule is Falling Back and within 6” of a friendly unit that is not Falling Back and has at least 10 models, it automatically Regroups.

Wargear: Stub rifle

Options:
- May include up to 40 additional Militiamen..........3 pts/model
- Any Militiaman may replace his stub rifle with an autogun..........1pt/model
- For every ten models in the unit, one Militiaman may replace his stub rifle with one of the following:
+ Heavy stubber..........5 pts/model
+ Flamer..........5 pts/model
+ Heavy work tools..........5pts/model
- The entire unit may be equipped with sub-flak armour..........10pts
- May be upgraded with Obstacle Building..........35pts

Obstacle Building: Once per game, a Worker Militia unit that has at least 10 models and has been upgraded with Obstacle Building may elect to set up obstacles in the Shooting phase instead of shooting. Place up to three pieces of Tanglewire or one piece of Tank Trap within 2” of that Worker Militia unit. A Worker Militia unit that use Obstacle Building in the Shooting phase cannot charge in the ensuing Assault phase.


ASTRA MILITARUM:

Vigiles Squad: Troops - 40 points
Each Astra Militarum detachment may include up to one Vigiles Squad. The Vigiles Squad does not qualify as a mandatory Troops choice.

The Vigiles are the firefighters of the Imperium. They alone responsible for putting down the devastating fire that often occurs in the crowded Hive Cities. Without them, many lives would have been lost, and many hives collapsed as their supporting beams burned to cinder. As many areas in Hive Cities are neglected and can disintegrate in moment, the Vigiles wield chainaxes and shot cannons to break into buildings, powerful cryo guns to put out the fire, and wear the heavy Ignis armour that, while cumbersome, provide excellent protection against both fire and collapsing masonry. In case of a planetary invasion, Imperial commanders often call for the service of the Vigiles, knowing their expertise at fighting fire will save many of his troops's lives from the blasphemous flame of the enemies of Man.

Spoiler:
Vigiles WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 LD:6 Sv6+
Watch Captain WS:2 BS:2 S:3 T:3 W:1 I:3 A:2 LD:7 Sv6+

Unit Composition: 4 Vigiles, 1 Watch Captain
Unit Type: Infantry; The Watch Captain is Infantry (Character)

Special Rules: Auxiliary, Firefighter
Auxiliary: The Vigiles cannot be affected by Orders
Firefighter: All enemy Flamer weapons (as defined in the BRB) within 8" of one or more models with this special rule suffer a -1 penalty to their Strength (i.e S5 becomes S4) unless they have S6 or higher.

Wargear: Shot cannon, Fireman's chainaxe, Ignis armour

Options:
- May include up to 5 additional Vigiles..........8 pts/model
- Up to two Vigiles may replace their shot cannons with a cryo gun..........5 pts/model
- The squad may take an Ignis Engine as a Dedicated Transport


Ignis Engine: Dedicated Transport - 35 points

This sturdy truck has served as transport for the Vigiles for thousand of years, quickly brings them alongside their equipments to where they are needed, as well as provide support against the raging fire with their Cryo cannon.

Spoiler:
Ignis Engine BS3 F10 S10 R10 HP3

Unit Composition: 1 Ignis Engine

Unit Type: Vehicle (Transport)

Transport Capacity: Ten models

Fire Points: None

Access Points: The Ignis Engine has one Access Point on each side of the hull and one at the rear

Special Rules: Firefighter
Firefighter: All enemy Flamer weapons (as defined in the BRB) within 8" of one or more models with this special rule suffer a -1 penalty to their Strength (i.e S5 becomes S4) unless they have S6 or higher.

Wargear: Cryo cannon, Ignis plating


CULT MECHANICUS & SKITARII:

Menials: Troops - 40 points
A Menial unit does not qualify as a mandatory Troops choice.

As their name suggests, Menials are the menial and unaugmented human labourers of the Mechanicus, used primarily for unskilled labour too complex for Servitors to economically perform. Menials are not considered true Tech-priests, but are usually indoctrinated with the beliefs of the Cult Mechanicus in a simplified form. Skitarii and, to some extent, new Tech-priests are often recruited from the ranks of the Menials on Mars and the other Forge Worlds. In case of an invasion, Menials are press ganged into fighting for their masters as cannon fodders. The Techpriests see to it that the Menials marching to war, though treated poorly, are equipped with appropriate war gears (in form of surgically grafted tools and armour) for although the lives of these slave mean nothing to them, a well-equipped warrior proves more valuable than an ill-equipped one. These crude upgrades increase their combat efficiency by 35% and life expentancy in battle to a whole day, which is seen by the Magi as well worth the cost. A few Menials receive a glimmer of attention from an inducted member of the Mechanicus (often himself a former Menial) and are elevated to the rank of Improved Menial. But for each one that does so, a hundred perish, unremarked and unremembered.

Spoiler:
Menial WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 LD:6 Sv6+
Improved Menial WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 LD:7 Sv5+

Unit Composition: 10 Menials
Unit Type: Infantry

Special Rules: Auxiliary, Failsafe
Auxiliary: A model with this special rule cannot be affected by a Doctrina Imperative or Canticle of the Omnissiah
Failsafe: If a Menial unit fails a Morale check, it is instantly removed as casualties (excluding any joined Characters)

Wargear: Menial only: Rivet gun
Improved Menial only: Las-lock, Servo-claw

Options:
- May include up to 20 additional Menials..........4 pts/model
- For every five models in the unit, one Menial may be upgraded to an Improved Menial..........6pts/model
- For every five models in the unit, one Menial may replace his rivet gun with one of the following:
+ Wielding torch..........5 pts/model
+ Lascutter..........5 pts/model
- The entire unit be upgraded with one of the following:
+ Rite of Pure Thought..........15pts
+ Obstacle Clearance..........20 pts
+ Fleshcraft..........25pts

Fleshcraft: All models in a unit with Fleshcraft (excluding joined Characters) gains the Feel No Pain and Rage special rules

Rite of Pure Thought: All models in a unit with Rite of Pure Thought (excluding Joined Characters) gains the Fearless special rule, but can no longer make Sweeping Advance or fire Overwatch

Obstacle Clearance:A Menial unit that has at least 10 models and has been upgraded with Obstacle Clearance and is within 2” of a piece of Difficult, Dangerous or Impassable Terrain (these include Battlefield Debris) may choose to gap it in the Shooting phase instead of Shooting. Roll a D6. On a 5+, that terrain piece becomes Open Ground for the duration of the game.


ELDAR:

Infant Capsules: Campaign Unit

While every and each adult Eldar is trained in the arts of warfare and can be called to arms, there are still defenceless children around. The Eldar defend their offsprings with a seldom seen ferocity, as they represent the future of the entire race, and they will fight to the death if that means the children can escape. In time of war, Eldar children are put into special capsules and transported to special purpose shelters to be protected from enemy fire. Their capsules are all provided with a reinforced shell, as well as a mounted shuriken catapult and mechanical arms to push back the attacking troops that threaten the children in an ermergency situation, but they are not warmachines and still need escort from friendly units.

Spoiler:
Infant Capsule WS:2 BS:1 S:2 T:5 W:1 I:1 A:1 LD:5 Sv4+

Unit Composition: 3 Infant Capsules

Unit Type: Infantry

Wargears: Shuriken Catapult

Special rule: Almost Defenceless, Future of the Race
Almost Defenceless: A unit of Infant Capsules is not a scoring unit. In addition, the unit cannot charge, and must Move and if possible, Run toward the closest table edge. They must end their Move or Run move at least 6" from enemy units if possible. The unit automatically Regroups if within 6" of a friendly unit that is not locked in combat or Falling Back.

Future of the Race: An Infant Capsule is worth 1VP to the controlling player if it is alive or reach a table edges at the end of the game and worth 1VP to the opposing player if it dies during the game. A unit of Infant Capsules that is removed from the table as a result of Falling Back does not count as casualties and still grants VPs to the controlling player.


NECRON:

Necron Stasis Tomb (Created by Powerfisting-Tweaked by mr.peasant) - Campaign Unit

Spoiler:
Necron Stasis Tomb BS- F10 S10 R10 HP2

Unit Type: Vehicle (Open-topped)

Unit Composition: 1 Necron Stasis tomb

Special Rules: Stasis Tomb
Stasis Tomb: A Stasis tomb is an immobile vehicle and is a non-scoring unit. It must start on the field and may be deployed within the enemy's deployment zone as per the restrictions found in the Infiltrate special rule.

Reactivation protocol: Each turn, the Necrons stored within the Stasis Tomb has a chance to reactivate. At the start of the player's turn, role a D6. On a 4+, the Necrons awaken and must disembark from the Stasis Tomb, while still suffering from the effects of Awakening Sickness. The target number is reduced by 1 for each subsequent turn after the first, and are automatically deployed at the start of Turn 4.


Awakened Warriors (Created by Powerfisting) - Campaign Unit
Spoiler:
Awakened Warrior WS3 BS3 S3 T4 W1 I1 A1 Ld10 Sv4+

Unit Type: Infantry

Unit Composition: 5 Awakened Warriors

Special Rules: Awakening Sickness
Awakening Sickness: Awakened Necron Warriors are never scoring and worth 1VP to any non-Necron player. At the beginning of a Necron Player's Movement phase, Scatter 1d6 and move the model accordingly, stopping only for impassable terrain. Treat difficult and dangerous terrain normally. Awakened Necron Warriors can only shoot when firing Overwatch


ORK:

Brewer: HQ - 25 points
For each Painboy in a Detachment you may include a single Brewer chosen from this datasheet. These selections do not up Force Organisation slots. Before the battle, immediately after determining Warlord Traits, any Brewer that is not already part of another unit must, if possible, be assigned to any unit with the Infantry or Artillery type in their Detachment; a Brewer cannot leave his unit and is treated as part of it for the entire battle for all rules purposes.

Brewerz, or Brewer Boyz function much like Mekboys or Mad Doks do, knowing the ins and outs of brewing through genetically inherited intuition. They make alcohol out of squigs and mushrooms and other ingredients too disgusting to name. They usually accompany other Boyz into battle to test their newest creations; although they usually go disastrously wrong, sometimes the Brewers will create something that tastes so good (or turns the drinkers into total bonkers that ignore pain and enemy projectiles) that they actually have a powerful effect on the ongoing fight.

Spoiler:
Brewer WS:4 BS:2 S:3 T:4 W:1 I:2 A:2 LD:7 Sv6+

Unit Composition: 1 Brewer

Unit Type: Infantry (Character)

Wargears: Slugga, Choppa, Stikkbombs

Special Rules: 'Ere We Go, Furious Charge, Mob Rule, Hard Stuffz
Hard Stuffz: As long as the Brewer is alive, roll a D6 at the beginning of each friendly turn and consult the chart below to see which effects his draughts have upon himself and his allies. The effect of Hard Stuffz lasts until the beginning of the next friendly turn:

1. Bad Brew: The unit instantly Goes to Ground and suffers D3 Wounds with no Save of any kind allowed.

2-3. Nothing of note: The unit act normally this turn.

4. Intoxicant Rum: The unit gains the Stubborn special rule and +1 Ld

5. Mad Mead: The unit gains the Rage special rule and +1WS

6. Empowering Booze: The unit gains the Feel No Pain special rule and +1T

Options:
- A Brewer may take items from the Orky Know-wots and/or Runts & Squigs lists


TYRANID

Tyranid Harvesters (Created by Powerfisting) - Campaign Unit

Spoiler:
Tyranid Harvesters WS2 BS- S3 T3 W1 I3 A1 Ld4 Sv-

Unit Composition: 1-3 Tyranid Harvester Swarms

Unit Type: Swarm

Special Rules: Shrouded, Always Eating

Always Eating: Tyranid Harvester Swarms Are never Scoring and are never under the control of any player and are worth 1VP to any non- Tyranid player if an entire unit dies. At the beginning of the Tyranid Player's Movement Phase, move d6" in the direction of the nearest enemy unit, ignoring terrain. If a Harvester swarm is within 12" of an enemy unit, it must attempt to charge immediately. Resolve this as a separate assault phase taking place at the beginning of the Tyranid player's turn and resolve the rest of the Tyranid player's turn normally.


Wargears:

Spoiler:
Ignis armour: Confers a 6+ Armour Save, increases to a 4+ against Blast and Flamer weapons, as well as Wounds caused by Partial, Structural or Total Collapse results on the Building Damaga Table. In addition, a model equipped with Ignis armour can always take its Armour Save against Flamers weapons with S lower than 6, no matter their AP.

Sub-flak armour: Confers a 6+ Armour Save

Ignis plating: A vehicle equipped with Ignis plating have a 4+ Invulnerable Save against Blast and Flamers weapons with S6 or lower.

Cryo gun: R Template S2 AP- Assault 1, Freeze
Freeze: Units hit by weapons with this special rule must pass a Strength test immediately or suffer a -3" penalty to their Move, Run and Charge distance (to the minimum of 1") and have their Weapon Skill, Ballistic Skill, Initiative and Attacks reduced by 1 (to the minimum of 1) until the beginning of the next turn. This does not affect Vehicles or Monstrous or Gargantuan Creatures.

Cryo cannon: R Template S4 AP- Heavy 1, Freeze, Torrent

Las-lock R18" S4 AP6 Assault 1

Rivet gun: R8" S3 AP5 Assault 2

Stub rifle: R24" S3 AP- Assault 1

Shot cannon: R6" S5 AP4 Assault 1, Crack!
Crack!: On an armour penetration roll of 6, the target building automatically suffers the Breach! result on the Building Damage Table, but does not lose Hull Point.

Wielding Torch: R Template S3 AP5 Assault 1, Shred

Fireman's chainaxe: R- S+1 AP5 Melee

Heavy work tools: R- SX2 AP2 Melee, Unwieldy, Specialist Weapon, Crack!, Cumbersome
Crack!: On an armour penetration roll of 6, the target building automatically suffers the Breach! result on the Building Damage Table, but does not lose Hull Point.
Cumbersome: A model using a weapon with the Cumbersome rule can only ever make a single attack at WS 1 in any Assault phase, regardless of their profile or any other bonus or special rule.

Lascutter: R- S9 AP2 Melee, Unwieldy, Cumbersome
Cumbersome A model using a weapon with the Cumbersome rule can only ever make a single attack at WS 1 in any Assault phase, regardless of their profile or any other bonus or special rule.

Servo claw: R- S+1 AP5 Melee, Haywire, Specialist Weapon

This message was edited 27 times. Last update was at 2015/06/22 18:10:54


   
Made in us
Dakka Veteran






I've thought of campaign rules for basic civilians to use as objectives. This is probably the most obscured concept in 40k. There is a such thing as a normal person, right?

Civilians
Spoiler:

Civilians WS2 BS2 S3 T3 W1 I3 A1 LD6 Sv-
Unit Composition: 5-10 civilians
Unit type: infantry

Special rules: Untrained Masses, Hysteria


Civilian Transport:
Spoiler:

Civilian Transport: BS2 F10 S10 R10 HP2
Composition: 1 generic civilian vehicle

Unit Type: Vehicle (transport)

Transport capacity: 5 models

Special Rules: Untrained Masses, Hysteria, Not Battle- ready


Special Rules:
Spoiler:
Untrained Masses: Civilians are never scoring and are not under the control of either player, but have a faction is accordance with how they are modeled (so human civilians would be Imperial, slightly happier, pastel- colored humans would be Gue'vesa (Tau) Civilians, etc.). In addition, the squad of civilians is worth 1VP to the player of the faction they belong to if they are alive at the end of the game and worth 1VP to any other faction if they die during the game. For instance, Imperial civilians would be worth 1VP to any IoM player should they be alive at the end of the game and worth 1VP to every other codex should they die.

Mass Hysteria: At the beginning of the player turn of the faction to which the Civilians belong, roll 1d6 scatter and move them accordingly, stopping short only for impassable terrain. move the full rolled distance across difficult and dangerous terrain, but take a single automatic casualty when the squad moves onto difficult and dangerous terrain.

Not Battle- Ready: Civilian transports roll 2d6 for their Untrained Masses roll and increase vehicle damage roll by 1

This message was edited 2 times. Last update was at 2015/06/15 02:25:12


I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in nz
Disguised Speculo





Personally I think any sort of logistical units, militia etc should be WS & BS 2 rather than 3.

For the firefighters, I honestly don't know if their anti-fire rule is worth keeping track of. I also would not make civilian protective equipment a 4+ save - such materials would be of little use vs direct projectiles and instead be better protection against frags, fire, and masonry as you mentioned. Cryo Gun should probably involve a strength test rather than be an automatic effect - this is 40k after all and randomly rolling for random stuff is the way it goes down around here.

Perhaps something like this

Vigiles WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 LD:6 Sv6+
~Shot Cannon, Fireman's Chainaxe, Ignis Armour

Squad size is X, Y units can have cryo gun etc as in the original
.
Ignis Armour: This model's save is increased to a 4+ against blast weapons, damage from collapsing buildings, and fire weapons. In addition, a model equipped with Ignis armour can always take its Armour Save against Flamers weapons with S lower than 6, no matter their AP.
Fireman's Chainaxe: STR +1, AP 6, Unwieldly
Cryo Gun: Units hit by the template must pass a strength test on majority strength or suffer a -3 penalty to move, run and charge distances (to a minimum 1) as well as reducing their WS, BS, INT and ATKS by 1 (to a minimum 1) until the beginning of your next turn.


Re; civilians, I'd say move away from the nearest visibile enemy unit, or at least do so whenever the unit suffers casualties
   
Made in de
Implacable Skitarii




Somewhere...

 Powerfisting wrote:
I've thought of campaign rules for basic civilians to use as objectives. This is probably the most obscured concept in 40k. There is a such thing as a normal person, right?

Civilians
Spoiler:

Civilians WS2 BS2 S3 T3 W1 I3 A1 LD6 Sv-
Unit Composition: 5-10 civilians
Unit type: infantry

Special rules: Untrained Masses, Hysteria


Civilian Transport:
Spoiler:

Civilian Transport: BS2 F10 S10 R10 HP2
Composition: 1 generic civilian vehicle

Unit Type: Vehicle (transport)

Transport capacity: 5 models

Special Rules: Untrained Masses, Hysteria, Not Battle- ready


Special Rules:
Spoiler:
Untrained Masses: Civilians are never scoring and are not under the control of either player, but have a faction is accordance with how they are modeled (so human civilians would be Imperial, slightly happier, pastel- colored humans would be Gue'vesa (Tau) Civilians, etc.). In addition, the squad of civilians is worth 1VP to the player of the faction they belong to if they are alive at the end of the game and worth 1VP to any other faction if they die during the game. For instance, Imperial civilians would be worth 1VP to any IoM player should they be alive at the end of the game and worth 1VP to every other codex should they die.

Mass Hysteria: At the beginning of the player turn of the faction to which the Civilians belong, roll 1d6 scatter and move them accordingly, stopping short only for impassable terrain. move the full rolled distance across difficult and dangerous terrain, but take a single automatic casualty when the squad moves onto difficult and dangerous terrain.

Not Battle- Ready: Civilian transports roll 2d6 for their Untrained Masses roll and increase vehicle damage roll by 1


Exactly what I want to say ! Glad to see someone with the same idea here also, your units make me think, maybe we can expand the threa to include other factions as well
As for your Civilians, I think they should have lower Ld (2-3) and some sorts of weapons like two or three stub pistols to defend themselves with, but can only fire Snap Shot. The other point has been pointed out by Dakkamite in the post above

 Dakkamite wrote:
Personally I think any sort of logistical units, militia etc should be WS & BS 2 rather than 3.

For the firefighters, I honestly don't know if their anti-fire rule is worth keeping track of. I also would not make civilian protective equipment a 4+ save - such materials would be of little use vs direct projectiles and instead be better protection against frags, fire, and masonry as you mentioned. Cryo Gun should probably involve a strength test rather than be an automatic effect - this is 40k after all and randomly rolling for random stuff is the way it goes down around here.

Perhaps something like this

Vigiles WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 LD:6 Sv6+
~Shot Cannon, Fireman's Chainaxe, Ignis Armour

Squad size is X, Y units can have cryo gun etc as in the original
.
Ignis Armour: This model's save is increased to a 4+ against blast weapons, damage from collapsing buildings, and fire weapons. In addition, a model equipped with Ignis armour can always take its Armour Save against Flamers weapons with S lower than 6, no matter their AP.
Fireman's Chainaxe: STR +1, AP 6, Unwieldly
Cryo Gun: Units hit by the template must pass a strength test on majority strength or suffer a -3 penalty to move, run and charge distances (to a minimum 1) as well as reducing their WS, BS, INT and ATKS by 1 (to a minimum 1) until the beginning of your next turn.


Re; civilians, I'd say move away from the nearest visibile enemy unit, or at least do so whenever the unit suffers casualties


Thanks for your suggestion I agree with most of your points, except I think that the anti-fire rule of the Vigiles is not as problematic as you think. Only one squad per Detachment, alongside their DT can be taken, so it's not very hard to keep track of Also, it creates a niche for the unit to fill, so that the players have at least a reason (not a very good one, but still) to consider taking them.
And I think the Fireman's chainaxe should be AP5 without Unwieldy. The Vigiles use them to break into building, so they should have at least a moderate penetration against body armour. And they are already WS2, so no need to cripple them further with Initiative 1
I've changed the units's stats in the OP, check it out

   
Made in us
Dakka Veteran






 xalvissx wrote:
Exactly what I want to say ! Glad to see someone with the same idea here also, your units make me think, maybe we can expand the threa to include other factions as well
As for your Civilians, I think they should have lower Ld (2-3) and some sorts of weapons like two or three stub pistols to defend themselves with, but can only fire Snap Shot. The other point has been pointed out by Dakkamite in the post above


Ok So, something more like this? I took yours and Dakkamite's notes into consideration.

Now, say Imperial Civilians can have stubb- guns but only fire them in overwatch, Tau Civilians should have a special rule that calms them down when near other Tau units, and some other way to write- in a smug reference to 1984

I've got nothing for any other faction. I want to brainstorm ideas for Necron "civilians," who have yet to wake up, but I know nothing about the Necron book.

Civilians
Spoiler:

Civilians WS2 BS2 S3 T3 W1 I3 A1 Ld3 Sv-
Unit Composition: 5-10 civilians
Unit type: infantry

Special rules: Untrained Masses, Hysteria


Civilian Transport:
Spoiler:

Civilian Transport: BS2 F10 S10 R10 HP2
Composition: 1 generic civilian vehicle

Unit Type: Vehicle (transport)

Transport capacity: 5 models

Special Rules: Untrained Masses, Hysteria, Not Battle- ready


Special Rules:
Spoiler:
Untrained Masses: Civilians are never scoring and are not under the control of either player, but have a faction is accordance with how they are modeled (so human civilians would be Imperial, slightly happier, pastel- colored humans would be Gue'vesa (Tau) Civilians, etc.). In addition, the squad of civilians is worth 1VP to the player of the faction they belong to if they are alive at the end of the game and worth 1VP to any other faction if they die during the game. For instance, Imperial civilians would be worth 1VP to any IoM player should they be alive at the end of the game and worth 1VP to every other codex should they die.

Mass Hysteria: At the beginning of the player turn of the faction to which the Civilians belong, roll 1d6 and move them accordingly away from the nearest non- faction unit, stopping short only for impassable terrain. move the full rolled distance across difficult and dangerous terrain, but take a single automatic casualty when the squad moves onto difficult and dangerous terrain.

Not Battle- Ready: Civilian transports roll 2d6 for their Untrained Masses roll and increase vehicle damage roll by 1

This message was edited 1 time. Last update was at 2015/06/15 19:55:34


I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in de
Implacable Skitarii




Somewhere...

 Powerfisting wrote:
 xalvissx wrote:

Now, say Imperial Civilians can have stubb- guns but only fire them in overwatch, Tau Civilians should have a special rule that calms them down when near other Tau units, and some other way to write- in a smug reference to 1984


Eh, how about "The Ethereals are watching you" (I know it sounds fishy): Tau units with the Mass Hysteria special rule ignore it and automatically Regroup while within 6" of one or more friendly non-vehicle Tau units without the Mass Hysteria rule and are not Falling Back.

This message was edited 5 times. Last update was at 2015/06/15 20:18:56


   
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Infiltrating Broodlord





Rapid City, SD

I wonder what Eldar "Civilians" would be like? One could go so far as to saying Eldar Civilians are Guardians/Storm Guardians.

This message was edited 1 time. Last update was at 2015/06/16 00:50:37


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Yes, the average Eldar has more years of combat training than an elite human's lifetime, so "noncombatants" hardly exist. (Ok, there must be a few Eldar babies somewhere....). All Orks and Gretchin likewise have some fighting ability, if only to survive being around other Orks. But for the other races, this is an idea with tons of potential: Even Necrons and Tyranids must have worker castes ill-suited to combat.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
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Infiltrating Broodlord





Rapid City, SD

I am pretty sure the lowest Necron is a warrior as the maintenance is performed by canoptek scarabs and spyders.

Successful trades/sales: tekn0v1king 
   
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Yeah Necron Warriors, despite their name, were the original civilians of the Necrontyr.
   
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 SisterSydney wrote:
Yes, the average Eldar has more years of combat training than an elite human's lifetime, so "noncombatants" hardly exist. (Ok, there must be a few Eldar babies somewhere....). All Orks and Gretchin likewise have some fighting ability, if only to survive being around other Orks. But for the other races, this is an idea with tons of potential: Even Necrons and Tyranids must have worker castes ill-suited to combat.



For Tyranids, I imagine some ripper- type creature bred to consume biomass and material resources on a much logistically higher scale, like the workers Zerg players get in StarCraft 2.

Spoiler:
Tyranid Harvesters WS2 BS- S3 T3 W1 I3 A1 Ld4 Sv-

Unit Composition: 1-3 Tyranid Harvester Swarms

Unit Type: Swarm

Special Rules: Shrouded, Always Working

Always Working: Tyranid Harvester Swarms Are never Scoring and are never under the control of any player and are worth 1VP to any non- Tyranid player if an entire unit dies. At the beginning of the Tyranid Player's Movement Phase, move d6" in the direction of the closest cover- granting structure. If the unit is in cover, do not move the model. If a Tyranid Harvester Swarm is, for any reason, within 18" of an enemy, (Non- Tyranid) unit, roll 2d6 scatter and move accordingly. If a Tyranid Harvester Swarm id not forced to move for two consecutive turns, the Tyranid Player gains 1VP


Necron "civilians" could be represented as small, immobile square Vehicles that are the pods they rest in before their tomb awakens. I don't know anything about Necrons, so if that is off- base, please tell me.

Something like:

Spoiler:
Necron Stasis Tomb BS- F12 S12 R12 HP1

Unit Type: Vehicle

Unit Composition: 1 Necron Stasis tomb

Special Rules: Stasis Tomb


Spoiler:
Awakened Warrior WS3 BS3 S3 T4 W1 I1 A1 Ld10 Sv4+

Unit Type: Infantry

Unit Composition: 1 Awakened Warrior

Special Rules: Awakening Sickness,


Spoiler:
Stasis Tomb: A Necron Stasis Tomb is never scoring and treated as an Immobilized Vehicle under the control of no player. If a Necron Stasis Tomb is removed for any reason, replace the model with an Awakened Necron Warrior

Awakening Sickness: Awakened Necron Warriors are never scoring and worth 1VP to any non-Necron player. At the beginning of a Necron Player's Movement phase, Scatter 1d6 and move the model accordingly, stopping only for impassable terrain. Treat difficult and dangerous terrain normally. Awakened Necron Warriors can only shoot when firing Overwatch

This message was edited 3 times. Last update was at 2015/06/16 02:16:53


I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in us
Infiltrating Broodlord





Rapid City, SD

The problem with that is you wouldn't find just a few necron stasis tombs. You would find thousands....


Automatically Appended Next Post:
you'd also probably run into swarms of scarabs first as well

This message was edited 1 time. Last update was at 2015/06/16 02:07:32


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 Xerics wrote:
The problem with that is you wouldn't find just a few necron stasis tombs. You would find thousands....


Automatically Appended Next Post:
you'd also probably run into swarms of scarabs first as well

True, but one could make a reasonable approximation by blocking lots and lots of individual tombs, I would think.



I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in de
Implacable Skitarii




Somewhere...

Ork:

Brewer: HQ - 25 points
For each Painboy in a Detachment you may include a single Brewer chosen from this datasheet. These selections do not up Force Organisation slots. Before the battle, immediately after determining Warlord Traits, any Brewer that is not already part of another unit must, if possible, be assigned to any unit with the Infantry or Artillery type in their Detachment; a Brewer cannot leave his unit and is treated as part of it for the entire battle for all rules purposes.

Brewerz, or Brewer Boyz function much like Mekboys or Mad Doks do, knowing the ins and outs of brewing through genetically inherited intuition. They make alcohol out of squigs and mushrooms and other ingredients too disgusting to name. They usually accompany other Boyz into battle to test their newest creations; although they usually go disastrously wrong, sometimes the Brewers will create something that tastes so good (or turns the drinkers into total bonkers that ignore pain and enemy projectiles) that they actually have a powerful effect on the ongoing fight.

Spoiler:
Brewer WS:4 BS:2 S:3 T:4 W:1 I:2 A:2 LD:7 Sv6+

Unit Composition: 1 Brewer

Unit Type: Infantry (Character)

Wargears: Slugga, Choppa, Stikkbombs

Special Rules: 'Ere We Go, Furious Charge, Mob Rule, Hard Stuffz
Hard Stuffz: As long as the Brewer is alive, roll a D6 at the beginning of each friendly turn and consult the chart below to see which effects his draughts have upon himself and his allies. The effect of Hard Stuffz lasts until the beginning of the next friendly turn:

1. Bad Brew: The unit instantly Goes to Ground and suffers D3 Wounds with no Save of any kind allowed.

2-3. Nothing of note: The unit act normally this turn.

4. Intoxicant Rum: The unit gains the Stubborn special rule and +1 Ld

5. Mad Mead: The unit gains the Rage special rule and +1WS

6. Empowering Booze: The unit gains the Feel No Pain special rule and +1T

Options:
- A Brewer may take items from the Orky Know-wots and/or Runts & Squigs lists

This message was edited 2 times. Last update was at 2015/06/16 21:09:48


   
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Fun. I think the Necron tomb should have a whole squad of Warriors in it, though, who upon awakening all stagger around drunkenly like your other "civilians."

I also think the Tyranid Harvests shouldn't run from enemies, they should mindlessly try to eat them. Make them slow (no Run moves? The opposite of Fleet, whatever that would be?) and relatively harmless, so the non-tyranid player can be tricked into ignoring them until his prize unit is backed into a corner and swarmed by more Harvesters than it can kill... classic horror movie stuff.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
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Dakka Veteran






 SisterSydney wrote:
Fun. I think the Necron tomb should have a whole squad of Warriors in it, though, who upon awakening all stagger around drunkenly like your other "civilians."

I also think the Tyranid Harvests shouldn't run from enemies, they should mindlessly try to eat them. Make them slow (no Run moves? The opposite of Fleet, whatever that would be?) and relatively harmless, so the non-tyranid player can be tricked into ignoring them until his prize unit is backed into a corner and swarmed by more Harvesters than it can kill... classic horror movie stuff.


Something like this? One Stasis Tomb Now Awakens 5 Warriors.

Spoiler:
Necron Stasis Tomb BS- F12 S12 R12 HP1

Unit Type: Vehicle

Unit Composition: 1 Necron Stasis tomb

Special Rules: Stasis Tomb


Spoiler:
Awakened Warrior WS3 BS3 S3 T4 W1 I1 A1 Ld10 Sv4+

Unit Type: Infantry

Unit Composition: 5 Awakened Warriors

Special Rules: Awakening Sickness,


Spoiler:
Stasis Tomb: A Necron Stasis Tomb is never scoring and treated as an Immobilized Vehicle under the control of no player. If a Necron Stasis Tomb is removed for any reason, replace the model with a squad of Awakened Necron Warriors.

Awakening Sickness: Awakened Necron Warriors are never scoring and worth 1VP to any non-Necron player. At the beginning of a Necron Player's Movement phase, Scatter 1d6 and move the model accordingly, stopping only for impassable terrain. Treat difficult and dangerous terrain normally. Awakened Necron Warriors can only shoot when firing Overwatch


And then for the tyranid suggestion, I like it.

Spoiler:
Tyranid Harvesters WS2 BS- S3 T3 W1 I3 A1 Ld4 Sv-

Unit Composition: 1-3 Tyranid Harvester Swarms

Unit Type: Swarm

Special Rules: Shrouded, Always Eating

Always Eating: Tyranid Harvester Swarms Are never Scoring and are never under the control of any player and are worth 1VP to any non- Tyranid player if an entire unit dies. At the beginning of the Tyranid Player's Movement Phase, move d6" in the direction of the nearest enemy unit, ignoring terrain. If a Harvester swarm is within 12" of an enemy unit, it must attempt to charge immediately. Resolve this as a separate assault phase taking place at the beginning of the Tyranid player's turn and resolve the rest of the Tyranid player's turn normally.

This message was edited 4 times. Last update was at 2015/06/17 02:30:28


I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in de
Implacable Skitarii




Somewhere...

Eldar:

Infant Capsules: Campaign Unit

While every and each adult Eldar is trained in the arts of warfare and can be called to arms, there are still defenceless children around. The Eldar defend their offsprings with a seldom seen ferocity, as they represent the future of the entire race, and they will fight to the death if that means the children can escape. In time of war, Eldar children are put into special capsules and transported to special purpose shelters to be protected from enemy fire. Their capsules are all provided with a reinforced shell, as well as a mounted shuriken catapult and mechanical arms to push back the attacking troops that threaten the children in an ermergency situation, but they are not warmachines and still need escort from friendly units.

Spoiler:
Infant Capsule WS:2 BS:1 S:2 T:5 W:1 I:1 A:1 LD:5 Sv4+

Unit Composition: 3 Infant Capsules

Unit Type: Infantry

Wargears: Shuriken Catapult

Special rule: Almost Defenceless, Future of the Race
Almost Defenceless: A unit of Infant Capsules is not a scoring unit. In addition, the unit cannot charge, and must Move and if possible, Run toward the closest table edge. They must end their Move or Run move at least 6" from enemy units if possible. The unit automatically Regroups if within 6" of a friendly unit that is not locked in combat or Falling Back.

Future of the Race: An Infant Capsule is worth 1VP to the controlling player if it is alive or reach a table edges at the end of the game and worth 1VP to the opposing player if it dies during the game. A unit of Infant Capsules that is removed from the table as a result of Falling Back does not count as casualties and still grants VPs to the controlling player.


 Powerfisting wrote:
 SisterSydney wrote:
Fun. I think the Necron tomb should have a whole squad of Warriors in it, though, who upon awakening all stagger around drunkenly like your other "civilians."

I also think the Tyranid Harvests shouldn't run from enemies, they should mindlessly try to eat them. Make them slow (no Run moves? The opposite of Fleet, whatever that would be?) and relatively harmless, so the non-tyranid player can be tricked into ignoring them until his prize unit is backed into a corner and swarmed by more Harvesters than it can kill... classic horror movie stuff.


Something like this? One Stasis Tomb Now Awakens 5 Warriors.

Spoiler:
Necron Stasis Tomb BS- F12 S12 R12 HP1

Unit Type: Vehicle

Unit Composition: 1 Necron Stasis tomb

Special Rules: Stasis Tomb


Spoiler:
Awakened Warrior WS3 BS3 S3 T4 W1 I1 A1 Ld10 Sv4+

Unit Type: Infantry

Unit Composition: 5 Awakened Warriors

Special Rules: Awakening Sickness,


Spoiler:
Stasis Tomb: A Necron Stasis Tomb is never scoring and treated as an Immobilized Vehicle under the control of no player. If a Necron Stasis Tomb is removed for any reason, replace the model with a squad of Awakened Necron Warriors.

Awakening Sickness: Awakened Necron Warriors are never scoring and worth 1VP to any non-Necron player. At the beginning of a Necron Player's Movement phase, Scatter 1d6 and move the model accordingly, stopping only for impassable terrain. Treat difficult and dangerous terrain normally. Awakened Necron Warriors can only shoot when firing Overwatch


And then for the tyranid suggestion, I like it.

Spoiler:
Tyranid Harvesters WS2 BS- S3 T3 W1 I3 A1 Ld4 Sv-

Unit Composition: 1-3 Tyranid Harvester Swarms

Unit Type: Swarm

Special Rules: Shrouded, Always Eating

Always Eating: Tyranid Harvester Swarms Are never Scoring and are never under the control of any player and are worth 1VP to any non- Tyranid player if an entire unit dies. At the beginning of the Tyranid Player's Movement Phase, move d6" in the direction of the nearest enemy unit, ignoring terrain. If a Harvester swarm is within 12" of an enemy unit, it must attempt to charge immediately. Resolve this as a separate assault phase taking place at the beginning of the Tyranid player's turn and resolve the rest of the Tyranid player's turn normally.


Great ideas good job but what FOC slots do they occupy ? And how much does they cost ? Or they are just campaign units ?

This message was edited 7 times. Last update was at 2015/06/18 01:02:13


   
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 xalvissx wrote:
Eldar:

Infant Capsules: Campaign Unit

While every and each adult Eldar is trained in the arts of warfare and can be called to arms, there are still defenceless children around. The Eldar defend their offsprings with a seldom seen ferocity, as they represent the future of the entire race, and they will fight to the death if that means the children can escape. In time of war, Eldar children are put into special capsules and transported to special purpose shelters to be protected from enemy fire. Their capsules are all provided with a reinforced shell, as well as a mounted shuriken catapult and mechanical arms to push back the attacking troops that threaten the children in an ermergency situation, but they are not warmachines and still need escort from friendly units.

Spoiler:
Infant Capsule WS:2 BS:1 S:2 T:5 W:1 I:1 A:1 LD:5 Sv4+

Unit Composition: 3 Infant Capsules

Unit Type: Infantry (Character)

Wargears: Shuriken Catapult

Special rule: Almost Defenceless, Future of the Race
Almost Defenceless: A unit of Infant Capsules is not a scoring unit. In addition, the unit cannot charge, and must Move and if possible, Run toward the closest friendly table edge. They must end their Move or Run move at least 6" from enemy units if possible. The unit automatically Regroups if within 6" of a friendly unit that is not locked in combat or Falling Back.

Future of the Race: An Infant Capsule is worth 1VP to the controlling player if it is alive or reach a friendly table edges at the end of the game and worth 1VP to the opposing player if it dies during the game. A unit of Infant Capsules that is removed from the table as a result of Falling Back does not counts as casualties and still grant the VPs to the controlling player.


 Powerfisting wrote:
 SisterSydney wrote:
Fun. I think the Necron tomb should have a whole squad of Warriors in it, though, who upon awakening all stagger around drunkenly like your other "civilians."

I also think the Tyranid Harvests shouldn't run from enemies, they should mindlessly try to eat them. Make them slow (no Run moves? The opposite of Fleet, whatever that would be?) and relatively harmless, so the non-tyranid player can be tricked into ignoring them until his prize unit is backed into a corner and swarmed by more Harvesters than it can kill... classic horror movie stuff.


Something like this? One Stasis Tomb Now Awakens 5 Warriors.

Spoiler:
Necron Stasis Tomb BS- F12 S12 R12 HP1

Unit Type: Vehicle

Unit Composition: 1 Necron Stasis tomb

Special Rules: Stasis Tomb


Spoiler:
Awakened Warrior WS3 BS3 S3 T4 W1 I1 A1 Ld10 Sv4+

Unit Type: Infantry

Unit Composition: 5 Awakened Warriors

Special Rules: Awakening Sickness,


Spoiler:
Stasis Tomb: A Necron Stasis Tomb is never scoring and treated as an Immobilized Vehicle under the control of no player. If a Necron Stasis Tomb is removed for any reason, replace the model with a squad of Awakened Necron Warriors.

Awakening Sickness: Awakened Necron Warriors are never scoring and worth 1VP to any non-Necron player. At the beginning of a Necron Player's Movement phase, Scatter 1d6 and move the model accordingly, stopping only for impassable terrain. Treat difficult and dangerous terrain normally. Awakened Necron Warriors can only shoot when firing Overwatch


And then for the tyranid suggestion, I like it.

Spoiler:
Tyranid Harvesters WS2 BS- S3 T3 W1 I3 A1 Ld4 Sv-

Unit Composition: 1-3 Tyranid Harvester Swarms

Unit Type: Swarm

Special Rules: Shrouded, Always Eating

Always Eating: Tyranid Harvester Swarms Are never Scoring and are never under the control of any player and are worth 1VP to any non- Tyranid player if an entire unit dies. At the beginning of the Tyranid Player's Movement Phase, move d6" in the direction of the nearest enemy unit, ignoring terrain. If a Harvester swarm is within 12" of an enemy unit, it must attempt to charge immediately. Resolve this as a separate assault phase taking place at the beginning of the Tyranid player's turn and resolve the rest of the Tyranid player's turn normally.


Great ideas good job but what FOC slots do they occupy ? And how much does they cost ? Or they are just campaign units ?

mine are all campaign units. I love the Eldar babies!

This message was edited 1 time. Last update was at 2015/06/17 18:05:16


I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in de
Implacable Skitarii




Somewhere...

 Powerfisting wrote:


mine are all campaign units. I love the Eldar babies!


Thank you I took inspiration from Sydney's post above

However, what happens if the Tyranid Harvesters move toward an enemy unit that is Falling Back ? And what happens if the Awakened Warriors move off the board ?

This message was edited 1 time. Last update was at 2015/06/17 20:28:09


   
Made in us
Preacher of the Emperor






I love the Eldar Armored Baby Pods. But I kinda want them to be walkers....

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in de
Implacable Skitarii




Somewhere...

All Imperial Factions except Grey Knights and Inquisition:

Worker Militia: Troops - 30 points
A Worker Militia unit does not qualify as a mandatory Troops choice.

The Worker Militia, as its name suggests, composed of the workforce of a city, and is called up in time of war to defend their home alongside the PDF and Astra Militarum units. They are supposed to conduct monthly drills, although in practice a worker may lives his whole life without ever participating in or even seeing one. They receive only surplus equipments of extremely poor quality (many are made from cobbled together parts). This, alongside their lack of training, make them especially poor and of little value in combat. However, despite the lack of a formal structure, they are still being led by an Overseer with basic training, and can prove to be a welcomed addition to manpower when used correctly, as their massive number and the emergency barricades they are trained to erect can mean a difference between victory and defeat. In battle the Militia use basic battle tactics like flanking and taking cover, while firing their stub rifles in massive volleys to overwhelm enemy troops through the sheer number of bullets coming from their large formation.

Spoiler:
Militiaman WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 LD:6 Sv-
Overseer WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 LD:7 Sv-

Unit Composition: 9 Militiamen, 1 Overseer
Unit Type: Infantry

Special Rules: Auxiliary, Quality of Quantity
Auxiliary: A model with this special rule cannot be affected by Orders (in case taken by an Astra Militarum detachment)
Quality of Quantity:If a unit with at least one model this special rule is Falling Back and within 6” of a friendly unit that is not Falling Back and has at least 10 models, it automatically Regroups.

Wargear: Stub rifle

Options:
- May include up to 40 additional Militiamen..........3 pts/model
- Any Militiaman may replace his stub rifle with an autogun..........1pt/model
- For every ten models in the unit, one Militiaman may replace his stub rifle with one of the following:
+ Heavy stubber..........5 pts/model
+ Flamer..........5 pts/model
+ Heavy work tools..........5pts/model
- The entire unit may be equipped with sub-flak armour..........10pts
- May be upgraded with Obstacle Building..........35pts

Obstacle Building: Once per game, a Worker Militia unit that has at least 10 models and has been upgraded with Obstacle Building may elect to set up obstacles in the Shooting phase instead of shooting. Place up to three pieces of Tanglewire or one piece of Tank Trap within 2” of that Worker Militia unit. A Worker Militia unit that use Obstacle Building in the Shooting phase cannot charge in the ensuing Assault phase.


Wargears:

Heavy work tools: R- SX2 AP2 Melee, Unwieldy, Specialist Weapon, Crack!, Cumbersome
Crack!: On an armour penetration roll of 6, the target building automatically suffers the Breach! result on the Building Damage Table, but does not lose Hull Point.
Cumbersome: A model using a weapon with the Cumbersome rule can only ever make a single attack at WS 1 in any Assault phase, regardless of their profile or any other bonus or special rule.

Stub rifle: R24" S3 AP- Assault 1

Sub-flak armour: Confers a 6+ Armour Save

 SisterSydney wrote:
I love the Eldar Armored Baby Pods. But I kinda want them to be walkers....


Eh...that doesn't sound like it is a "non-combatant" "Baby Stomp !"

This message was edited 4 times. Last update was at 2015/06/20 22:38:51


   
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I swear, this is my favorite thread on dakka right now! I love it!

I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in de
Implacable Skitarii




Somewhere...

CULT MECHANICUS & SKITARII:

Menials: Troops - 40 points
A Menial unit does not qualify as a mandatory Troops choice.

As their name suggests, Menials are the menial and unaugmented human labourers of the Mechanicus, used primarily for unskilled labour too complex for Servitors to economically perform. Menials are not considered true Tech-priests, but are usually indoctrinated with the beliefs of the Cult Mechanicus in a simplified form. Skitarii and, to some extent, new Tech-priests are often recruited from the ranks of the Menials on Mars and the other Forge Worlds. In case of an invasion, Menials are press ganged into fighting for their masters as cannon fodders. The Techpriests see to it that the Menials marching to war, though treated poorly, are equipped with appropriate war gears (in form of surgically grafted tools and armour) for although the lives of these slave mean nothing to them, a well-equipped warrior proves more valuable than an ill-equipped one. These crude upgrades increase their combat efficiency by 35% and life expentancy in battle to a whole day, which is seen by the Magi as well worth the cost. A few Menials receive a glimmer of attention from an inducted member of the Mechanicus (often himself a former Menial) and are elevated to the rank of Improved Menial. But for each one that does so, a hundred perish, unremarked and unremembered.

Spoiler:
Menial WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 LD:6 Sv6+
Improved Menial WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 LD:7 Sv5+

Unit Composition: 10 Menials
Unit Type: Infantry

Special Rules: Auxiliary, Failsafe
Auxiliary: A model with this special rule cannot be affected by a Doctrina Imperative or Canticle of the Omnissiah
Failsafe:If a Menial unit fails a Morale check, it is instantly removed as casualties (excluding any joined Characters)

Wargear: Menial only: Rivet gun
Improved Menial only: Las-lock, Servo-claw

Options:
- May include up to 20 additional Menials..........4 pts/model
- For every five models in the unit, one Menial may be upgraded to an Improved Menial..........6pts/model
- For every five models in the unit, one Menial may replace his rivet gun with one of the following:
+ Wielding torch..........5 pts/model
+ Lascutter..........5 pts/model
- The entire unit be upgraded with one of the following:
+ Rite of Pure Thought..........15pts
+ Obstacle Clearance..........20 pts
+ Fleshcraft..........25pts

Fleshcraft: All models in a unit with Fleshcraft (excluding joined Characters) gains the Feel No Pain and Rage special rules

Rite of Pure Thought: All models in a unit with Rite of Pure Thought (excluding Joined Characters) gains the Fearless special rule, but can no longer make Sweeping Advance or fire Overwatch

Obstacle Clearance:A Menial unit that has at least 10 models and has been upgraded with Obstacle Clearance and is within 2” of a piece of Difficult, Dangerous or Impassable Terrain (these include Battlefield Debris) may choose to gap it in the Shooting phase instead of Shooting. Roll a D6. On a 5+, that terrain piece becomes Open Ground for the duration of the game.


Wargears:

Las-lock R18" S4 AP6 Assault 1

Rivet gun: R8" S3 AP5 Assault 2

Wielding Torch: R Template S3 AP5 Assault 1, Shred

Lascutter: R- S9 AP2 Melee, Unwieldy, Cumbersome
Cumbersome A model using a weapon with the Cumbersome rule can only ever make a single attack at WS 1 in any Assault phase, regardless of their profile or any other bonus or special rule.

Servo claw: R- S+1 AP5 Melee, Haywire, Specialist Weapon

 Powerfisting wrote:
I swear, this is my favorite thread on dakka right now! I love it!


Thank you also, can I ask for your permission to move your units to the OP to make it easier for people to see ?

This message was edited 1 time. Last update was at 2015/06/20 22:46:25


   
Made in gb
Regular Dakkanaut




Not exactly "civilian", but here's something for the Dark Eldar:


Raid Slaves

No one - be they Human or any of the countless alien races that inhabit the galaxy - is safe from the predations of the Dark Eldar, who emerge without warning from the darkness of the Void in great raiding parties to whisk away thousands if not millions of poor, unfortunate souls back to their Dark City where they meet a chilling fate. For unlike the terrors of the Orks or Tyranids who slaughter without remorse and from whom death comes in an instant, the Dark Eldar twist and torture those that they capture; slowly eating away at their souls in order to extend their own vile existence. Many of the slaves are often put to labour - to trigger traps and explore the forgotten hallways of the ancient city with their own bodies - while others are pitted against beasts and skilled Wyches in gladiatorial arenas for sport and the amusement of the audience. And then, there are those poor souls who find themselves at the mercy of the Haemonculi, whose skill with scalpel turn their flesh into twisted works of art. For these retched souls, only in death will they find relief.

Battlefield role: Troop
Cost: 40 points

Stats:
Spoiler:
Slave WS: 2, BS: 2, S: 3, T: 3, W: 1, I: 2, A: 1, LD: 5, Sv: -
Slave-master WS: 4, BS: 4, S: 3, T: 3, W: 2, I: 4, A: 2, LD: 8, Sv: 5+


Unit composition: 10 Slaves
Unit type: Slave is Infantry. Slave-master is Infantry (character)

Wargear: Splinter pistol, Close combat weapon (Slave-master only), Kabalite armour (Slave-master only)

Special rules:
Spoiler:
Slave: Fleet, Slave revolt, Soul drain
Slave-master: Fleet, Night vision, Power from pain

Slave revolt: If there are no characters (including Independent characters) in a unit of Slaves, the unit must make a Leadership test. If it fails, the unit is immediately removed as a casualty.

Soul drain: At the start of the Shooting phase, any character (including Independent characters) attached to a unit of Slaves may consume as many Slaves as they wish in order to restore lost Wounds. For each Slave consumed, roll a D6. On a 5+, 1 Wound is restored to the character, up to its normal maximum. The consumed Slave is immediately removed from the game. This action may also be performed when the unit is in combat and the character is in a challenge.


Options:
Spoiler:
May include up to 50 additional Slaves....... 4 ppm

May include 1 Slave-master for every10 Slaves....... 15 ppm

Each Slave-master may replace its Close combat weapon with:
- Chain-flail.... 5 points
- Electrocorrosive whip.... 20 points
- Agoniser..... 25 points

Each Slave-master may take Haywire grenades...... 5ppm

The entire unit may have a specific Ownership...... 3 per Slave


Ownership: Many of the more powerful groups within Dark Eldar society have the riches and opportunity to choose the very best Slaves; selecting those with certain traits that they find to their liking and molding them according to their every whim.
Spoiler:
Kabal: +1 Ld, Splinter pistol is replaced with Splinter rifle
Wych cult: +1 WS, +1 I, Splinter pistol is replaced with 2 Close combat weapons
Haemonculus: +1 Toughness, Gains Gnarlskin armour (Sv: 6+)

This message was edited 1 time. Last update was at 2015/06/21 19:52:18


 
   
Made in de
Implacable Skitarii




Somewhere...

mr. peasant wrote:
Not exactly "civilian", but here's something for the Dark Eldar:


Raid Slaves

No one - be they Human or any of the countless alien races that inhabit the galaxy - is safe from the predations of the Dark Eldar, who emerge without warning from the darkness of the Void in great raiding parties to whisk away thousands if not millions of poor, unfortunate souls back to their Dark City where they meet a chilling fate. For unlike the terrors of the Orks or Tyranids who slaughter without remorse and from whom death comes in an instant, the Dark Eldar twist and torture those that they capture; slowly eating away at their souls in order to extend their own vile existence. Many of the slaves are often put to labour - to trigger traps and explore the forgotten hallways of the ancient city with their own bodies - while others are pitted against beasts and skilled Wyches in gladiatorial arenas for sport and the amusement of the audience. And then, there are those poor souls who find themselves at the mercy of the Haemonculi, whose skill with scalpel turn their flesh into twisted works of art. For these retched souls, only in death will they find relief.

Battlefield role: Troop
Cost: 40 points

Stats:
Spoiler:
Slave WS: 2, BS: 2, S: 3, T: 3, W: 1, I: 2, A: 1, LD: 5, Sv: -
Slave-master WS: 4, BS: 4, S: 3, T: 3, W: 2, I: 4, A: 2, LD: 8, Sv: 5+


Unit composition: 10 Slaves
Unit type: Slave is Infantry. Slave-master is Infantry (character)

Wargear: Splinter pistol, Close combat weapon (Slave-master only), Kabalite armour (Slave-master only)

Sub-splinter pistol: Range: 12"

Special rules:
Spoiler:
Slave: Fleet, Slave revolt, Soul drain
Slave-master: Fleet, Night vision, Power from pain

Slave revolt: If there are no characters (including Independent characters) in a unit of Slaves, the unit must make a Leadership test. If it fails, the unit is immediately removed as a casualty.

Soul drain: At the start of the Shooting phase, any character (including Independent characters) attached to a unit of Slaves may consume as many Slaves as they wish in order to restore lost Wounds. For each Slave consumed, roll a D6. On a 5+, 1 Wound is restored to the character, up to its normal maximum. The consumed Slave is immediately removed from the game. This action may also be performed when the unit is in combat and the character is in a challenge.


Options:
Spoiler:
May include up to 50 additional Slaves....... 4 ppm

May include 1 Slave-master for every10 Slaves....... 15 ppm

Each Slave-master may replace its Close combat weapon with:
- Chain-flail.... 5 points
- Electrocorrosive whip.... 20 points
- Agoniser..... 25 points

Each Slave-master may take Haywire grenades...... 5ppm

The entire unit may have a specific Ownership...... 3 per Slave


Ownership: Many of the more powerful groups within Dark Eldar society have the riches and opportunity to choose the very best Slaves; selecting those with certain traits that they find to their liking and molding them according to their every whim.
Spoiler:
Kabal: +1 Ld, Splinter pistol is replaced with Splinter rifle
Wych cult: +1 WS, +1 I, Splinter pistol is replaced with 2 Close combat weapons
Haemonculus: +1 Toughness, Gains Gnarlskin armour (Sv: 6+)


Well, you did it before me Great unit ! However, who has the sub-splinter pistol ? Maybe it is the remain of an earlier draft, perhaps ?

Also, I think the Ownership upgrades should be costed differently. For example, Wych Cult brings them near the level of Guardsman with 1 BS less (a moot point as they have no ranged weapon), without the armour, frag grenades, less Ld (it is maybe a moot point, as they have Slave Driver attached) for 2 pts more, just for 2 CCW. Without armour and grenades, they won't survive Overwatch to take advantage of their one more attack over Guardsman.
The Kabal Ownership adds Splinter Rifle and +1Ld, which is nice, until I realize they have BS2, and their Ld is low enough a +1 bonus does not matter, and also, they have Slave Drivers attached.
So I think the Wych Cult and Kabal Ownership should cost less, maybe 2 pts/model, or make it a fixed cost for the entire unit (30-35 pts ?)
The Haemonculus is good, though like Mark of Nurgle for the unit

   
Made in us
Dakka Veteran






 xalvissx wrote:
 Powerfisting wrote:
I swear, this is my favorite thread on dakka right now! I love it!
Thank you also, can I ask for your permission to move your units to the OP to make it easier for people to see ?


Absolutely put my stuff in the OP! I'm glad you like them! Menials are cool, btw. I like all the options they get!

I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in gb
Regular Dakkanaut




 xalvissx wrote:
Well, you did it before me Great unit ! However, who has the sub-splinter pistol ? Maybe it is the remain of an earlier draft, perhaps ?


Oops. Good catch, I was initially going to give the Slaves a "Sub-splinter pistol" with Poisoned 5+ but opted for a regular ol' Splinter pistol for simplicity's sake.

 xalvissx wrote:
Also, I think the Ownership upgrades should be costed differently. For example, Wych Cult brings them near the level of Guardsman with 1 BS less (a moot point as they have no ranged weapon), without the armour, frag grenades, less Ld (it is maybe a moot point, as they have Slave Driver attached) for 2 pts more, just for 2 CCW. Without armour and grenades, they won't survive Overwatch to take advantage of their one more attack over Guardsman.
The Kabal Ownership adds Splinter Rifle and +1Ld, which is nice, until I realize they have BS2, and their Ld is low enough a +1 bonus does not matter, and also, they have Slave Drivers attached.
So I think the Wych Cult and Kabal Ownership should cost less, maybe 2 pts/model, or make it a fixed cost for the entire unit (30-35 pts ?)
The Haemonculus is good, though like Mark of Nurgle for the unit


Regarding the Kabal Ownership upgrade, the +1 BS and change to Splinter rifles essentially triples the models' firepower at 0-12". Likewise, while the slight bump in their low Leadership might seem meaningless in the context of the Slave-master being there, it's when the Slave-master and/or or other characters are killed that it becomes meaningful as a flubbed Leadership role might get your unit instantly destroyed courtesy of Slave revolt. At Ld 6, there's at least some reasonable chance that you could make the Leadership test.

I agree of the three, Wych Ownership feels the weakest. Perhaps I could allow them to keep their Splinter pistol or up their Initiative to 4 (instead of 3)? Or maybe, even give them Dodge?


Automatically Appended Next Post:
 Powerfisting wrote:
Something like this? One Stasis Tomb Now Awakens 5 Warriors.

Spoiler:
Necron Stasis Tomb BS- F12 S12 R12 HP1

Unit Type: Vehicle

Unit Composition: 1 Necron Stasis tomb

Special Rules: Stasis Tomb


Spoiler:
Awakened Warrior WS3 BS3 S3 T4 W1 I1 A1 Ld10 Sv4+

Unit Type: Infantry

Unit Composition: 5 Awakened Warriors

Special Rules: Awakening Sickness,


Spoiler:
Stasis Tomb: A Necron Stasis Tomb is never scoring and treated as an Immobilized Vehicle under the control of no player. If a Necron Stasis Tomb is removed for any reason, replace the model with a squad of Awakened Necron Warriors.

Awakening Sickness: Awakened Necron Warriors are never scoring and worth 1VP to any non-Necron player. At the beginning of a Necron Player's Movement phase, Scatter 1d6 and move the model accordingly, stopping only for impassable terrain. Treat difficult and dangerous terrain normally. Awakened Necron Warriors can only shoot when firing Overwatch


Sorry to steal/tweak on your idea. But I think a more fun and "fluffier" idea for the Stasis Tomb would be something as follows, to represent fighting on a Necron tomb world:

Stasis Tomb

Stats:
Spoiler:
F: 10, S: 10, R: 10, HP: 2


Unit composition: 1 Stasis Tomb
Unit type: Vehicle (Open topped)

Special rules:
Spoiler:
Stasis tomb: A Stasis tomb is an immobile vehicle and is a non-scoring unit. It must start on the field and may be deployed within the enemy's deployment zone as per the restrictions found in the Infiltrate special rule.

Reactivation protocol: Each turn, the Necrons stored within the Stasis Tomb has a chance to reactivate. At the start of the player's turn, role a D6. On a 4+, the Necrons awaken and must disembark from the Stasis Tomb, while still suffering from the effects of Awakening sickness. The target number is reduced by 1 for each subsequent turn after the first, and are automatically deployed at the start of Turn 4.

This message was edited 3 times. Last update was at 2015/06/21 20:40:59


 
   
Made in us
Dakka Veteran






mr. peasant wrote:

Automatically Appended Next Post:
 Powerfisting wrote:
Something like this? One Stasis Tomb Now Awakens 5 Warriors.

Spoiler:
Necron Stasis Tomb BS- F12 S12 R12 HP1

Unit Type: Vehicle

Unit Composition: 1 Necron Stasis tomb

Special Rules: Stasis Tomb


Spoiler:
Awakened Warrior WS3 BS3 S3 T4 W1 I1 A1 Ld10 Sv4+

Unit Type: Infantry

Unit Composition: 5 Awakened Warriors

Special Rules: Awakening Sickness,


Spoiler:
Stasis Tomb: A Necron Stasis Tomb is never scoring and treated as an Immobilized Vehicle under the control of no player. If a Necron Stasis Tomb is removed for any reason, replace the model with a squad of Awakened Necron Warriors.

Awakening Sickness: Awakened Necron Warriors are never scoring and worth 1VP to any non-Necron player. At the beginning of a Necron Player's Movement phase, Scatter 1d6 and move the model accordingly, stopping only for impassable terrain. Treat difficult and dangerous terrain normally. Awakened Necron Warriors can only shoot when firing Overwatch


Sorry to steal/tweak on your idea. But I think a more fun and "fluffier" idea for the Stasis Tomb would be something as follows, to represent fighting on a Necron tomb world:

Stasis Tomb

Stats:
Spoiler:
F: 10, S: 10, R: 10, HP: 2


Unit composition: 1 Stasis Tomb
Unit type: Vehicle (Open topped)

Special rules:
Spoiler:
Stasis tomb: A Stasis tomb is an immobile vehicle and is a non-scoring unit. It must start on the field and may be deployed within the enemy's deployment zone as per the restrictions found in the Infiltrate special rule.

Reactivation protocol: Each turn, the Necrons stored within the Stasis Tomb has a chance to reactivate. At the start of the player's turn, role a D6. On a 4+, the Necrons awaken and must disembark from the Stasis Tomb, while still suffering from the effects of Awakening sickness. The target number is reduced by 1 for each subsequent turn after the first, and are automatically deployed at the start of Turn 4.


That's okay! I like your idea more. Its a little simpler than mine was! glad you looked mine!

I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in us
Shrieking Traitor Sentinel Pilot







I kind of feel like the generic civilian units should be Initiative 2. They're just a bunch of scared, defenseless losers waiting to get slaughtered, but as it is they strike first in CC against Necrons and Tau. Tau civilians won't be faster than Fire Warriors, and it also works for Imperium civilians, who would quite likely be malnourished factory workers, or just numb with fear. Sure, the baseline "human" has 3's on the statline, but that's for a trained soldier.

40k is 111% science.
 
   
Made in de
Implacable Skitarii




Somewhere...

mr. peasant wrote:
Regarding the Kabal Ownership upgrade, the +1 BS and change to Splinter rifles


Ummm...I don't remember seeing the upgrade increase BS of the Slaves so...maybe it is a typo.

And about the Stasis Tomb, do you mind if I import it to the OP ?

 fallinq wrote:
I kind of feel like the generic civilian units should be Initiative 2. They're just a bunch of scared, defenseless losers waiting to get slaughtered, but as it is they strike first in CC against Necrons and Tau. Tau civilians won't be faster than Fire Warriors, and it also works for Imperium civilians, who would quite likely be malnourished factory workers, or just numb with fear. Sure, the baseline "human" has 3's on the statline, but that's for a trained soldier.


Sounds reasonable however, I don't actually have the athority to edit it, you know also, if human civilians have Initiative 2, what Initiative score should a Tau civilian have ? Going any lower and I think it is getting somewhat strange, as Initiative 1 is too low for even a race with poor eyesight and is panicking.

   
 
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