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New Unit: Beacon Corp aka Lantern Corp in 40k Space  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Numberless Necron Warrior





Melbourne, VIC

Hi guys,

All these ideas for a new unit started coming into my head and thought I share it with everyone.

I give you, The Beacon Corp aka Lantern Corp 40k.

Firstly, the basics.. Stats.

Revised
Spoiler:

WS 4 BS 3 S 3 T 3 W 1 I 4 A 2 Ld 8 Sav 4+ (Invulnerable)

Points: 40 each
Unit Composition: 1 - 5
Type: Jump Infantry (Elite)

Wargear:
Assault Grenades
Beacon Gun:
Rng 18" S User AP 5 Assault 2
Beacon Melee:
S User AP 4

Upgrades:
Upgrade one Model to Beacon Leader +1A +20pts

The Unit must choose one of the following types which will affect all Beacon Corp Models in the squad, at no additional cost:
Shooter type +1BS
Brute type +1S
Guardian type +1T

Special:

Beacon Colour:
If playing a tournament/campaign or game requiring pre made Army lists.**Need help with this wording** Choose a Colour from the list below for the remainder of the tournament/campaign (The Unit will be the same colour)
If it is a casual game, roll a D6 to determine what colour your Unit is.
1 - Green: Allows a Re-roll on failed Beacon Power activations (See below)
2 - Blue: Models have +1Ld +1Sav(Inv)
3 - Yellow: If any enemy units fail Morale within 18", Beacon Corp gain +1S +1Ld for the remainder of the game (Only works once)
4 - Red: Gain +1S per Turn not including the first Turn. Maximum +2S.
5 - Black: All attacks are at +1AP but Beacon Power activations are at -1Ld
6 - Player may choose

Beacon Power:
To Activate a Beacon Power, select a Model and pass a test using their Ld. If the test is failed, nothing happens. Only one Beacon Power can be Activated per Game Turn.

In the shooting phase, the Activating Model may fire a
Beacon Cannon
Rng 18" S User x 2 AP 3 Assault 1

In the melee phase, the Activating Model may replace their melee weapon until the start of their next Turn with
Beacon Fist
S User x 2 AP 2 Unwieldy
Beacon Blade
S User + 1 AP 3


I think I am done. Can maybe use them as part of the Mercenary Codex. What are your thoughts?
I am sure you guys know where the idea is from **Spoiler Lantern Corp from Green Lantern fame**
There are many more colours but cannot think of a way to utilise them.

Feel free to criticise and offer suggestions on different colours and types.


-Dert

Overpowered Fluff Version
Spoiler:

Balanced Type:
WS 4 BS 4 S 3 T 4 W 1 I 4 A 2 Ld 8 Sav 5+ (Invulnerable)

Brute Type:
WS 4 BS 3 S 5 T 4 W 1 I 3 A 2 Ld 7 Sav 5+ (Invulnerable)

Guardian Type:
WS 4 BS 3 S 3 T 4 W 1 I 5 A 2 Ld 9 Sav 5+ (Invulnerable)

Points: 45 each
Unit Composition: 1 - 10 (Can be made up of any combination of Type)
Type: Jump Infantry (Elite)

Wargear:
Assault Grenades
Beacon Gun:
Rng 18" S User+1 AP 5 Assault 2
Beacon Melee:
S User AP 4

Upgrades:
Upgrade one Model to Beacon Leader +1W +1A +20pts, adds Split Fire

Special:

Beacon Colour:
At the start of the game before deployment Choose a Colour from the list below (The Unit will be the same colour)
Green: Allows one Re-roll per Phase on failed Beacon Power activations (See below)
Blue: Models have +1Ld +1Sav(Inv)
Yellow: If any enemy units fail Morale within 12", Beacon Corp gain +1S +1T for the remainder of the game (Only works once)
Red: Gain +1S per Turn not including the first Turn. Maximum +3S.
Black: All attacks are at +1AP but Beacon Power activations are at -1Ld


Beacon Power:
To Activate a Beacon Power, select a Model and pass a test using their Ld. If the test is failed, nothing happens.

In the shooting phase, up to two Models may use a Beacon weapon, from below, if Activated.
Beacon Gatling: Rng 18" S User +1 AP 4 Assault 3
Beacon Cannon: Rng 18" S User +3 (Max of 10) AP 2 Assault 1

In the melee phase, up to two Models may use a Beacon weapon, from below, if Activated.
Beacon Smash: S User x 2 (Max of 10) AP 1 Unwieldy
Beacon Blade: S User + 1 AP 3

At the start of the enemy shooting phase, if the Beacon Corp is targeted, up to two Models may try to deploy a shield. Those Models must switch places with Models closest to the enemy shooting unit.
Add +1Sav(Inv) per Activated Shield. Note the Shield only works against that shooter, if targeted by another squad another shield has to be Activated but cannot be done if two Shields have already been Activated.

At the start of the enemy Charge sub-phase, one Model may form an Inertial Barrier. The Model must switch places with the Model closest to the nearest enemy unit.
The enemy is treated as Charging through Difficult Terrain if Activated.

This message was edited 9 times. Last update was at 2013/11/17 00:20:16


 
   
Made in us
Confessor Of Sins




WA, USA

I believe this is a very clear case of you getting a little too carried away with a unit, and not realizing that all of these elaborate, situational, contextual rules actually need to translate into something on the tabletop. Right now, these rules are an utter mess of very specific conditions that makes using them an utter chore. Let's walk through using one unit of these:

First of all, in creating the unit, you create situations where you have loads of mixed types, with their own statistics.

Next, on game start, you pick a special rule for them based on color (painted that? If that's the case, this is really unwise as it says 'no you don't get to use your paint scheme, too bad' )?

Then, in every one of my shooting phases, I have to pick two models and pass two leadership tests to activate different weapons (which are tied to the model's base states and since the individuals of the squad all have unique statlines...even more bookkeeping).

Likewise, this applies in my assault phases.

And again in the ENEMY shooting phase, two more leadership tests for me to manage and remember.

And again in the ASSAULT phase they have another special rule to keep track of.

This is roughly 10 things to work out and remember for this one single unit (3 model types, 1 color type, 2 ranged weapon rules, 2 melee weapon rules, 1 shield rule, 1 anti-charge rule). I'd like to ask you to take a moment to consider how fun this would be to actually play, as this ONE unit has more tests than most ARMIES have to make. Please compare it to other army's units, nothing comes even close to HALF of this burden of special rules for them, and there's solid gameplay reasons for that. This unit would grind the game to a staggering halt as you work through all of these tests, one at a time.


And this is not even getting into the balance crises I see in this unit.

The whole 'choose a color' system is an open invitation to abuse. Since it is chosen at the start of the game, your prize unit ALWAYS has the best power to use against any given enemy, but even a casual glance points out that there are ones that are utterly broken. Likewise, the fact that all of this units' weapons can instantly change to fit any situation screams "I want this unit to win at every fight ever and never lose to anything."

Fighting tanks? No problem.
Fighting infantry? No problem.
Being shot at? No problem.
Being charged? No problem.

This unit has absolutely no weakness, and is packed to the gills with overly complex rules that push it well into the overpowered category.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Conniving Informer






I read this entire thread as bacon instead of beacon.
Especially the rainbow bacon, it made me think of this picture.
I am now hungry.

Have a nice day.

 
   
Made in nz
Disguised Speculo





I haven't the faintest idea as to what I'm reading here.

What the feth is a Beacon Corp for starters, and how does it fit into the 40k universe?

This message was edited 1 time. Last update was at 2013/11/16 07:38:47


 
   
Made in au
Numberless Necron Warrior





Melbourne, VIC

 Dakkamite wrote:
I haven't the faintest idea as to what I'm reading here.

What the feth is a Beacon Corp for starters, and how does it fit into the 40k universe?


Ok, guess I should not have been discreet about it.

The Beacon Corp is based on the Lantern Corp from Green Lantern fame.

@Curran12: Like I said at the start, these ideas kept popping in my head and I just typed them as I went along.
I translating the Lantern Corp fluff wise. I'll start balancing and simplifying them for 40k once I get back home.

I hope knowing the origin may explain why all Complex rules.


-Dert

 
   
Made in us
Confessor Of Sins




WA, USA

And like I said, you got carried away. That happens, but to not call it for what it is does you a disservice. I get the impulse to make something's rules 'fit' the fluff, but you always have to keep thinking in terms of 'how is this going to play on the table against another person?'.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in au
Numberless Necron Warrior





Melbourne, VIC

Ok everything is revised.

Cannot believe how much better it feels to type on a computer compared to a phone.

@Curran12: Yeah I think the main problem was I kept visualising them as a 10 man squad taking on whole armies like the Lantern Corp would rather then 40k as a whole.

I want to keep the Ld test as I feel it adds to the fluff feel, hopefully now, without it being OP. So I only allow 1 test to be made per Game Turn.

Changed it so all Corp models have to be the same type.
Tried to fix the issue of choosing a Favourable colour against X faction.
Removed the powers that have effect in the enemy Turns, added +1Sav to compensate.

Does it look better?

PS. I was originally going to allow them to Fly like FMC as well lol :/


-Dert

This message was edited 1 time. Last update was at 2013/11/16 12:42:25


 
   
 
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