Captain Falcon & Mercenaries in Warhammer 40,000
Behold, Captain Falcon enters the darkness of the 41st millennium....
You hear of many sellswords and mercenaries such as Death Cult Assassins, Galg, or even some Chaos Space Marines.
I'm starting this thread to propose a new faction, Mercenaries, and to encourage custom minis. I photoshopped lots of bits from various pictures to make Captain Falcon. Obviously he isn't in
GW lore, but I thought I'd make him for fun and to hopefully inspire some ideas. I personally would like to hear some thoughts about rules for Captain Falcon in
40k. I have a few myself (below)!
Proposed Faction Rules:
-New Faction: Mercenaries
-Allies of Convenience to all except Chaos Daemons and Tyranids.
-Made up of various races including many that simply fall under "Tau Alien Allies".
-Lots of variety, but draw back is expensive.
-Only may be taken as allies, but the combined army must have an additional warlord from Codex: Mercenaries, as mercenaries truly follow their own commander. Warlord traits of mercenary warlords may benefit the entire combind army as they share their expertise with their employers.
Here are my proposed rules for Falcon:
Captain Falcon:
WS(5),
BS(4), S(4), T(4), W(2), I(5)
Ld(9), A(3),
Sv(-) Unit Type: In (
ch)
Falcon's helmet gives him +1 Initiative, and his belt gives him +1 strength (included in the profile).
Cost: 130 Points
Special Rules:
Fleet, Independent Character, Taunt, Sprinter, Falcon Punch, Comboer, Lightning Reflexes
-
Taunt: All enemy units within 12" of Captain Falcon must shoot at him or his unit if able during their shooting phase. Captain Falcon also must challenge in close combat if able.
-
Sprinter: Declare Captain Falcon is sprinting before moving him. He may move up to 10", but cannot shoot or assault. He gains the shrouded special rule due to his blinding speed.
-
Falcon Punch: In close combat, Captain Falcon make a special attack instead of his regular attacks. This halves his number of attacks that round (rounding down) and counts him as being armed with the following weapon for that fight sub-phase:
Range: (-), S: (x2),
AP: (1), Type: (Melee, Melta, Unwieldy)
Must be declared at the beginning of your fight sub-phase.
-
Comboer: For every hit Captain Falcon rolls in close combat, he may roll an additional attack in the same phase. He may only get an additional attack once per die originally rolled.
-
Lightning Reflexes: Confers a 4+ Invulnerable Save.
Wargear
-Adamantium Synthskin (4+ Feel No Pain), Captain Falcon wears to battle a special suit similar to those worn by imperial assassins, granting him solid protection with maximum flexibility.
-Justice: (Plasma Pistol with 18" range and 2 shots) Falcon is always equipped with his trusty double barreled pistol, which he can use in heated moments of battle.
Warlord Trait:
Vehicle Specialist: All vehicles may move an additional 3" when moving Flat Out.