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Made in us
Fireknife Shas'el





United States

I've always wanted an extremely customizable army, where you could change just about everything for just about anything, even the most basic of troops. I hope that this codex is not too OTT.

http://www.scribd.com/doc/117611983

The Tirion Combine:
The Tirion Combine is a coalition of over a dozen systems, tucked away in the Ghoul Stars. At first, it was just a single world, the original colony was developed during the Great Crusade of the Imperium of Man. However, all contact to the colony was lost following a warp storm that engulfed the system. Over time, the colony was reduced from a well-off colony of the Imperium to a backwater human planet. After attacks by xenos decimated the colony, everything the Imperium did was undone, leaving the colony and planet little more than a poorly placed iron-age world, and with the older generations of humans who knew how to work the equipment were dead or dying at the hands of the malevolent xenos, and the younger generations eventually made their way to new areas of the planet where technical knowledge was not such a requirement. The technology was lost, buried in natural disasters, destroyed by colonists for parts, or simply left and forgotten. It was not until nearly a thousand years later that much of the ancient equipment was uncovered, however damaged it might have been. Using bits and pieces of knowledge gleaned from the ancient tech, the colony began to slowly regain their former glory.

However, those that found and studied the technology had no knowledge of the Imperium, much less any will to follow a similar technological path. The ancient Imperial tech was used to jump start the worlds own technological advancements, and modern day Combine technology bears next to no resemblance to Imperial tech. The colony spread, slowly at first, but advancements in ship jump drive technology eventually allowed the colony to spread even more, eventually becoming what it is now; a relatively small, yet major, force in the Ghoul Stars.

This message was edited 1 time. Last update was at 2012/12/21 15:46:33


 
   
Made in us
Fireknife Shas'el





United States

It'd be rad as the dickens if someone could actually comment on the army.
   
Made in us
Rough Rider with Boomstick




Places

Actually it looks fairly balanced , i like the ideas of the speciliaztion as well as the armor upgrades -- Perhaps make some equipment only avalilble to 1 unit in the army ( like that once piece i saw ) -- The Mech suits seem alright , but im worried about the Tanks a Strength 10 AP 1 Large Blast Ordanace ? seems a bit off but points make since ... over all stats are excellant and things turned out fairly well , my hat is off to the creator , i might playtest in minute

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Fireknife Shas'el





United States

Thanks! Although I'm not sure which weapon you're referring to. The M-A cannon is the only Ordnance weapon in the codex, but it isn't large blast. Ordnance does not automatically mean Large blast, unless I missed something. That'd be a bit much.
   
Made in us
Rough Rider with Boomstick




Places

What it looks like someone did was take the imperial guard and give them decent equipment

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Fireknife Shas'el





United States

Sort of? Wasn't really my goal, but hey. I tried to make it so it could be the equivalent of any other army if you gear the troops correctly.
   
Made in us
Rough Rider with Boomstick




Places

You did a damn fine job , this is amazing IMHO actually balanced , though i am alittle astonihsed at the lack of infantry baed AP 2 weapons

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in gb
Purposeful Hammerhead Pilot





London

This is really awesome. Thinking i might proxy my tau in and try it out. Stealth for the AS-4 suits and Fire warriors for the AS-10's and Crisis/broadsides for the AS-12's. Something about this army really appeals to me, think i might have to print this for a more in depth read on the train home from work.

Got any ideas for modeling?
Have you done any testing? Id be happy to try out some test games and report in

Great job mate

This message was edited 2 times. Last update was at 2012/12/14 16:17:45


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Made in hu
Pyromaniac Hellhound Pilot





I think some of the points costs are kinda' off. For example, the armours are weirdly overcosted (5 ppm for a 4+ save?).

My armies:
14000 points 
   
Made in gb
Purposeful Hammerhead Pilot





London

 AtoMaki wrote:
I think some of the points costs are kinda' off. For example, the armours are weirdly overcosted (5 ppm for a 4+ save?).

Considering firewarriors are 10 ppm i dont think thats that bad.

Our FLGS
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Made in us
Fireknife Shas'el





United States

Kasrkin229 wrote:You did a damn fine job , this is amazing IMHO actually balanced , though i am alittle astonihsed at the lack of infantry baed AP 2 weapons
Well, if you mean assault type weapons, there aren't any, but there are melee and heavy weapons available that are AP2. There's also sniper rifles, which can be AP2.

Messy0 wrote:This is really awesome. Thinking i might proxy my tau in and try it out. Stealth for the AS-4 suits and Fire warriors for the AS-10's and Crisis/broadsides for the AS-12's. Something about this army really appeals to me, think i might have to print this for a more in depth read on the train home from work.

Got any ideas for modeling?
Have you done any testing? Id be happy to try out some test games and report in

Great job mate
Thanks! And nope, no playtesting. Too busy with life, although it's settling down. If you want to make some battle reports with this codex, that'd be awesome!

AtoMaki wrote:I think some of the points costs are kinda' off. For example, the armours are weirdly overcosted (5 ppm for a 4+ save?).
yeah, I thought about it, but I wasn't sure it was a big deal. I can always lower them by 2 points or so. Have you or anyone noticed anything else?
   
Made in hu
Pyromaniac Hellhound Pilot





 McNinja wrote:
yeah, I thought about it, but I wasn't sure it was a big deal. I can always lower them by 2 points or so. Have you or anyone noticed anything else?


It is a pretty big deal. Currently, the infantry upgrades in this fandex are super-duper overcosted. The 4+ armour save should be around 2-3 ppm, the enhancements should be 5 ppm at maximum (say, the Stealth Field Generator), and the weapons could use a ~5 points drop in cost.

My armies:
14000 points 
   
Made in us
Regular Dakkanaut




OK, so I read through it, and I like it. It has a lot of elements that I like. However, I think that there are some weird things (to me at least). Let me list them out and my thoughts as well.

Training, these are well designed, and you group together the USRs that fit a theme well. However, I feel that spirit of the training is lost if you can stack more then one of them onto every (or almost every) unit that you can take.

Wargear, The CQC weapons are broken, because you have AP2 and AP1 weapons that strike at regular initiative. The modification to the Sniper USR is really confusing, maybe instead give it some of the pieces of the Sniper USR, like Rending, Precision Shot, and maybe Shred. Also, the weapon system options for the M-A weapons is a little strong, espially the one that increases the range of the weapon by 12". I would drop those, IMO. For the Singularity Projector, I would put the max that the weapon profile can have.

Armor, for AS-6 Camosuit I would remove the firing test, it having Shrouded rule is enough, maybe give it 5+ save. AS-12 Goliath Combat Suit with them firing as a Monstrous Creatures they can naturally shot two weapons a turn, invaliding one of their special options.

Engineer Gear, automatically firing weapons have a standard BS of 2, I would match with your turrets, maybe twin-link all of their weapons to compensate for the lowered BS.

Augs, Stealth Field Generator, instead of the firing test, I would give Stealth and/or Shrouded to the model(s). I like the way that combinations of Augs give you interesting and unique traits.

The Combine Army, with Praetorians, their special rule actually increases the likelyhood that an IC will die, by reducing the Look Out, Sir! roll from 2+ to 4+. Reavers should not be able to take AS-12 Goliath Combat Suit, or the AS-6 Camosuit.

Everything else looks good, if a little bare, as you only have like one or two opinions in each FOC slot.
   
Made in us
Fireknife Shas'el





United States

AtoMaki wrote:
 McNinja wrote:
yeah, I thought about it, but I wasn't sure it was a big deal. I can always lower them by 2 points or so. Have you or anyone noticed anything else?


It is a pretty big deal. Currently, the infantry upgrades in this fandex are super-duper overcosted. The 4+ armour save should be around 2-3 ppm, the enhancements should be 5 ppm at maximum (say, the Stealth Field Generator), and the weapons could use a ~5 points drop in cost.


FenixZero wrote:OK, so I read through it, and I like it. It has a lot of elements that I like. However, I think that there are some weird things (to me at least). Let me list them out and my thoughts as well.

Training, these are well designed, and you group together the USRs that fit a theme well. However, I feel that spirit of the training is lost if you can stack more then one of them onto every (or almost every) unit that you can take. -Good point.

Wargear, The CQC weapons are broken, because you have AP2 and AP1 weapons that strike at regular initiative. The modification to the Sniper USR is really confusing, maybe instead give it some of the pieces of the Sniper USR, like Rending, Precision Shot, and maybe Shred. Also, the weapon system options for the M-A weapons is a little strong, espially the one that increases the range of the weapon by 12". I would drop those, IMO. For the Singularity Projector, I would put the max that the weapon profile can have. -I tried to give the CQC weapons a higher cost to compensate for the fact that you could potentially have an AP1 weapon striking at I7. It'd be expensive, but possible. I'll mess with the M-A systems as well.

Armor, for AS-6 Camosuit I would remove the firing test, it having Shrouded rule is enough, maybe give it 5+ save. AS-12 Goliath Combat Suit with them firing as a Monstrous Creatures they can naturally shot two weapons a turn, invaliding one of their special options.- I actually did this to represent the fact that they can be looked over completely, but I see what you mean.As for the AS-12, I'm not sure what you mean. They can pick up to two weapons,then fire those weapons as per the shooting rules for MCs.

Engineer Gear, automatically firing weapons have a standard BS of 2, I would match with your turrets, maybe twin-link all of their weapons to compensate for the lowered BS.- I might decrease it to BS3, but 2 is low. I'm not fond of auto-turrets sucking, and when I first read that in the BRB I did a double take.

Augs, Stealth Field Generator, instead of the firing test, I would give Stealth and/or Shrouded to the model(s). I like the way that combinations of Augs give you interesting and unique traits.- I hadn't considered giving it both if you have the suit an aug.

The Combine Army, with Praetorians, their special rule actually increases the likelyhood that an IC will die, by reducing the Look Out, Sir! roll from 2+ to 4+. Reavers should not be able to take AS-12 Goliath Combat Suit, or the AS-6 Camosuit.- yeah. I'll get on that.

Everything else looks good, if a little bare, as you only have like one or two opinions in each FOC slot.
Thanks both of you for the input! I'll mess around with the points. As for the lack of separate units, that really isn't the point. The point is to craft the army to how you want to play. Even the few specialized units can be augmented, unlike Space Marines where almost everything is set for you. My goal with this is being able to do an IG style horde, a parking lot, a MEQ army, or a TEQ army, or even combine elements of each into one army. The units aren't specialized for you, you craft them to suit whatever role you want them to play.

V.2 will be up in a couple days at most, since classes are done until January.

This message was edited 1 time. Last update was at 2012/12/14 20:12:57


 
   
Made in us
Rough Rider with Boomstick




Places

With infantry weapons I mean like plasma weapons being carried by riflemen - perhaps allow 2-3 troopers ( most likly 2 for a professional military ). As I agree with needing to decrease the cost of upgrades ,
For the engineering , scout ect. Make them like doctrines and make them Force wide , so a commander would select marksmen to boost his over all BS +1 or engineering being with deployed cover like the shield but a 4+ cover rather then invul . From the sheild generator , perhaps adding this as an elite choice

Combine Angriff Grenadiere

10 Models per squad

Assualt riflemen - WS3 BS4 S4. T3. I3. W1

Assualt Sergeant - WS4 BS4 S4 T3 I3. W1

Equipment - MA Assualt Rifle , MA Pistol , Thruster Pack , Offensive and Defensive Grenades ( can't remember what they are called ) *

This squad may replace 2 of their MA Rifles with the following

Particle Rifle ------ 10pts
( what ever you want 2-3 options )

May take a singularity charge -- 20pts - ( acts as the singularity projector with 2D6 spread )

This squad may deep strike

May take any cybernetic upgrades avalible ( exception of armour )

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Regular Dakkanaut




 McNinja wrote:

Armor, for AS-6 Camosuit I would remove the firing test, it having Shrouded rule is enough, maybe give it 5+ save. AS-12 Goliath Combat Suit with them firing as a Monstrous Creatures they can naturally shot two weapons a turn, invaliding one of their special options.- I actually did this to represent the fact that they can be looked over completely, but I see what you mean.As for the AS-12, I'm not sure what you mean. They can pick up to two weapons,then fire those weapons as per the shooting rules for MCs.

Nevermind about the AS-12, I read it wrong.
   
Made in us
Fireknife Shas'el





United States

FenixZero wrote:
. The modification to the Sniper USR is really confusing, maybe instead give it some of the pieces of the Sniper USR, like Rending, Precision Shot, and maybe Shred.
The new Sniper rule is to provide a rule that makes sense. Those with higher BS can do more damage than those with a lower BS. Basically, its like this:

2+ to hit.
I roll a 5.
I subtract 2 from 5 to get 3.
I add 3 to both the S and AP of the weapon, taking a normal M-A Sniper Rifle from S4 AP6 to S7 AP3. It just requires some basic math.
   
Made in us
Regular Dakkanaut




 McNinja wrote:
FenixZero wrote:
. The modification to the Sniper USR is really confusing, maybe instead give it some of the pieces of the Sniper USR, like Rending, Precision Shot, and maybe Shred.
The new Sniper rule is to provide a rule that makes sense. Those with higher BS can do more damage than those with a lower BS. Basically, its like this:

2+ to hit.
I roll a 5.
I subtract 2 from 5 to get 3.
I add 3 to both the S and AP of the weapon, taking a normal M-A Sniper Rifle from S4 AP6 to S7 AP3. It just requires some basic math.

I get that, but I think that would really slow down the game while you figure out the final strength of the rifle.
   
Made in us
Fireknife Shas'el





United States

I disagree. Unless the player can't do basic math in their head. Sure, wounding on a 4+ is simpler, but not real.
   
Made in us
Fireknife Shas'el





United States

Ok I uploaded a newer version with reduced point costs for pretty much everything, plus a few more things. The two new weapons have not been added into each unit's upgrade box, but they are essentially 2 per 10 people/unit and are 5 ppm.
   
 
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