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Made in us
Rough Rider with Boomstick






Hello all! I know that there is already a thread for custom units in 40k, however I am looking to make this a semi ongoing project and don't wish to gunk up the existing thread too much.

Well this custom unit is part joke, part fluff, and part serious attempt at a usable unit for Warhammer 40k, possibly for Apocalypse depending on how future edits/additions to it go. This unit as the topic title implies is supposed to be representative of the upper echelons of Imperial Command, and the sheer excess that surrounds it. My current concept is a very large command squad type unit with some new unit additions. As it currently stands, the Regimental Command Squad is rather simple, and oriented towards buffing an infantry heavy army. I am however considering optional additions to it to allow the squad to buff armored or artillery formations... Again this is also supposed to be a bit fluffy as units go, so some unusual additions might be cool to add. Really this whole idea is just for giggles, if it works that's a bonus.

Below is the second draft:



Current Unit Concept:


Regimental Command Squad

Faction: Imperial Guard
Role: HQ
Price: 100

WS BS S T W I A Ld Sv
Regimental Commander (In, Ch) 4 5 3 3 3 3 3 9 5+
Lieutenant (In, Ch) 3 5 3 3 2 3 1 8 5+
Regimental Vox Caster (In) 3 4 3 3 1 3 1 7 5+
Regimental Advisor/Adjutant (In) 2 2 2 3 1 2 1 6 5+
Drum Corps (In) 3 4 3 3 1 3 1 7 5+
Local Guide (In) 3 3 3 3 1 3 1 6 5+



Unit Composition:
Regimental Commander
Veteran w/ Regimental Vox Caster
6 Veterans
2 Regimental Advisors

Unit may take one of the following doctrines:
Artillery Regiment: Your CAD or Allied Detachment gains one additional Heavy Support choice that must be filled with a Basilisk Battery, a Manticore Battery, or a Deathstrike Missile Launcher – 30 points
Armored Regiment: Your CAD or Allied Detachment gains one additional Heavy Support choice that must be filled with a Leman Russ Squadron or Hellhound (including Hellhound variants) – 50 points
Infantry Regiment: Your CAD or Allied Detachment gains one additional Troops choice that must be filled with a Platoon. All Platoons and Veterans may re-roll failed Morale and pinning tests. Additionally, at least 3 Troop choices must be filled as opposed to the usual 2 – 60 points

Options:
1 Veteran may take a medipack
2 Veterans may form a Veteran Heavy Weapons Team which must take one item from the Heavy Weapons list
Up to 3 Veterans may take items from the Special Weapons list
1 Veteran may take Defensive Array – 40 points
Regimental Commander may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear, and/or Heirlooms of Conquest lists.

Unit may take the following additions:
Lieutenant – 20 points
Lord Commissar – 65 points
Astropath – 25 points
Local Guide – 50 points
Naval Liaison: Officer of the fleet, Veteran, 2 Adjutants – 40 points
Artillery Commander: Master of the Ordnance, Veteran w/ Vox Caster, Veteran, Adjutant – 40 points
Tempestus Liaison: Tempestor Prime, Scion w/ Vox Caster, 2 Scions – 76 points
Munitorum Liaison: Logistics Officer, Adjutant, 2 Veterans – 40 points
Drum Corps: 6 Drummers – 30 points
Color Guard: 2 Veterans w/ Regimental Standards, 2 Veterans – 54 points
Regimental Guard: 10 Veterans – 60 points

Special Rules:
Supreme Commander: The Regimental Commander may issue 3 orders per turn. The Regimental Commander also has the Senior Officer special rule.

Communications Breakdown: In the event that the Regimental Commander is killed, no orders may be issued by any unit the following turn

Regimental Vox Caster: Allows Regimental Command Squad to issue orders up to 36”

Lieutenant: May issue up to two orders per turn in the event that the Regimental Commander is killed. While the Regimental Commander is alive, the Lieutenant has the Sworn Protector special rule

Lord Commissar: In the event that the Regimental Commander is killed by Summary Execution, the Lord Commissar gains Voice of Command, regardless of whether or not the Lieutenant it still alive

Local Guide: Allows one unit of type Infantry in your army to gain the Deepstrike and Outflank special rules

Defensive Array: Any blast weapons targeting the Regimental Command Squad must scatter an additional D6

Regimental Advisors/Departmental Adjutants: For each ability used, add or subtract one to leadership roles for Orders/Abilities for each Advisor/Adjutant. Note: Advisors/Adjutants can only apply this bonus to the their respective part of the Regimental Command Squad, for example, Adjutants from the Naval Liaison cannot assist the Regimental or Artillery Commander in issuing orders.

Artillery Commander: Instead of shooting, the Master of the Ordnance may issue the orders Smite at Will, Suppressive Fire, or Fire on my Target to 1 Basilisk or Manticore Battery within 12”

Munitorum Liaison: Any allied units within 12” may re-roll failed to hit roles of 1

Drum Corps: Any units of type Infantry from Codex: Astra Militarum within 12” gain the Relentless special rule

Wargear:
Regimental Commander: Las Pistol, Close Combat Weapon, Refractor Field
Lieutenant: Hot-shot Lasgun, Frag Grenades, Krak Grenades
Advisors/Adjutants: Las Pistol, Close Combat Weapon
Drum Corps: Las Pistol, Close Combat Weapon
Local Guide: Stub Gun, Frag Grenades

Additional Notes:
Any unit within the additions category that is not mentioned in the special rules section acts as it normally would – for example, in the Naval Liaison the Officer of the Fleet acts as he normally would, the only difference being that he has Adjutants granting him a bonus to using his abilities.

The Communications Breakdown special rule is supposed to represent the failings of a centralized command, with lower levels waiting for orders that will never come

Currently it is intended that each element of the Regimental Command Squad should be able to issue it’s own orders to it’s own respective parts of the army, for example the Artillery Commander is able to issue orders to artillery batteries in the same turn that the Regimental Commander is issuing orders to other units.

For the Drum Corps, they may be equipped with any instrument you see fit for your forces. They are labeled as “Drummers” for simplicity.

One recommendation (this is by no means a requirement) is that the Veterans that come with each addition to the Regimental Command Squad be painted to match their respective branch. For example, The Veteran that comes with the Naval Liaison could be painted to look like a member of the Imperial Navy as opposed to a standard foot soldier. Again though, just a recommendation, could be cool for fluffy armies.




This message was edited 6 times. Last update was at 2016/05/05 21:49:52


You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Needs more ridiculous and less normalised spamming of the same unit.

More along the lines of how inquisitorial henchmen are. Think of kings in battle, squires, maybe a trumpet player, the ecclesiarchs representative (boosted priest), a reverse summary execution rule (if the commander fails the morale check, roll an initiative test and in turn the commissar is executed as opposed to the commander, though the unit doesn't regroup).

Quartermasters, Accountant of the administration, orgryn body guards, attached inquisitors, attached mechanicum members, blinged out transports with outlandish decals or huge 3D insignia on the top that makes them stand out like a sore thumb.

A rule about arrogance to the last, allow artillery weapons to double tap in one turn onto objectives contested by the enemy to show how little a gaff he ives about his own troops as long as he nukes the enemy.

Everything the imperium seems to be. Insane, uneconomic, a massive painted drop the bombs here target.

Like this:



OH YEAH, GOT TO HAVE AN OPTION TO BE MOUNTED ON HORSES!!

This message was edited 1 time. Last update was at 2015/10/06 07:36:48


My hobby instagram account: @the_shroud_of_vigilance
My Shroud of Vigilance Hobby update blog for me detailed updates and lore on the faction:
Blog 
   
Made in us
Rough Rider with Boomstick






endlesswaltz123 wrote:
Needs more ridiculous and less normalised spamming of the same unit.

More along the lines of how inquisitorial henchmen are. Think of kings in battle, squires, maybe a trumpet player, the ecclesiarchs representative (boosted priest), a reverse summary execution rule (if the commander fails the morale check, roll an initiative test and in turn the commissar is executed as opposed to the commander, though the unit doesn't regroup).

Quartermasters, Accountant of the administration, orgryn body guards, attached inquisitors, attached mechanicum members, blinged out transports with outlandish decals or huge 3D insignia on the top that makes them stand out like a sore thumb.

A rule about arrogance to the last, allow artillery weapons to double tap in one turn onto objectives contested by the enemy to show how little a gaff he ives about his own troops as long as he nukes the enemy.

Everything the imperium seems to be. Insane, uneconomic, a massive painted drop the bombs here target.

Like this:



OH YEAH, GOT TO HAVE AN OPTION TO BE MOUNTED ON HORSES!!


That good sir, sounds excellent, and frankly better than my initial concept! Sounds like some good material to work with, I'll start putting together something more interesting...

You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
Made in us
Rough Rider with Boomstick






After much time and dramatic revision, here is version two of the Regimental Command Squad. This version simplifies things from the original concept - a lot - and adds a lot more functionality to the unit. Again though, early draft. What is really going to need an overhaul at this time will likely be point costs, and the unit does need the option to ride horses. For that I'm considering an Auxilla option giving some sort of buff to Rough Riders. As always, suggestions on making this a viable balanced unit are appreciated.

Here it is:

Regimental Command Squad

Faction: Imperial Guard

Role: HQ
Price: 100

WS BS S T W I A Ld Sv
Regimental Commander (In, Ch) 4 5 3 3 3 3 3 9 5+
Lieutenant (In, Ch) 3 5 3 3 2 3 1 8 5+
Regimental Vox Caster (In) 3 4 3 3 1 3 1 7 5+
Regimental Advisor/Adjutant (In) 2 2 2 3 1 2 1 6 5+
Drum Corps (In) 3 4 3 3 1 3 1 7 5+
Local Guide (In) 3 3 3 3 1 3 1 6 5+



Unit Composition:
Regimental Commander
Veteran w/ Regimental Vox Caster
6 Veterans
2 Regimental Advisors

Unit may take one of the following doctrines:
Artillery Regiment: Your CAD or Allied Detachment gains one additional Heavy Support choice that must be filled with a Basilisk Battery, a Manticore Battery, or a Deathstrike Missile Launcher – 30 points
Armored Regiment: Your CAD or Allied Detachment gains one additional Heavy Support choice that must be filled with a Leman Russ Squadron or Hellhound (including Hellhound variants) – 50 points
Infantry Regiment: Your CAD or Allied Detachment gains one additional Troops choice that must be filled with a Platoon. All Platoons and Veterans may re-roll failed Morale and pinning tests. Additionally, at least 3 Troop choices must be filled as opposed to the usual 2 – 60 points

Options:
1 Veteran may take a medipack
2 Veterans may form a Veteran Heavy Weapons Team which must take one item from the Heavy Weapons list
Up to 3 Veterans may take items from the Special Weapons list
1 Veteran may take Defensive Array – 40 points
Regimental Commander may take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear, and/or Heirlooms of Conquest lists.

Unit may take the following additions:
Lieutenant – 20 points
Lord Commissar – 65 points
Astropath – 25 points
Local Guide – 50 points
Naval Liaison: Officer of the fleet, Veteran, 2 Adjutants – 40 points
Artillery Commander: Master of the Ordnance, Veteran w/ Vox Caster, Veteran, Adjutant – 40 points
Tempestus Liaison: Tempestor Prime, Scion w/ Vox Caster, 2 Scions – 76 points
Munitorum Liaison: Logistics Officer, Adjutant, 2 Veterans – 40 points
Drum Corps: 6 Drummers – 30 points
Color Guard: 2 Veterans w/ Regimental Standards, 2 Veterans – 54 points
Regimental Guard: 10 Veterans – 60 points

Special Rules:
Supreme Commander: The Regimental Commander may issue 3 orders per turn. The Regimental Commander also has the Senior Officer special rule.

Communications Breakdown: In the event that the Regimental Commander is killed, no orders may be issued by any unit the following turn

Regimental Vox Caster: Allows Regimental Command Squad to issue orders up to 36”

Lieutenant: May issue up to two orders per turn in the event that the Regimental Commander is killed. While the Regimental Commander is alive, the Lieutenant has the Sworn Protector special rule

Lord Commissar: In the event that the Regimental Commander is killed by Summary Execution, the Lord Commissar gains Voice of Command and acts in the Regimental Commander's place, regardless of whether or not the Lieutenant it still alive

Local Guide: Allows one unit of type Infantry in your army to gain the Deepstrike and Outflank special rules

Defensive Array: Any blast weapons targeting the Regimental Command Squad must scatter an additional D6

Regimental Advisors/Departmental Adjutants: For each ability used, add or subtract one to leadership roles for Orders/Abilities for each Advisor/Adjutant. Note: Advisors/Adjutants can only apply this bonus to the their respective part of the Regimental Command Squad, for example, Adjutants from the Naval Liaison cannot assist the Regimental or Artillery Commander in issuing orders.

Artillery Commander: Instead of shooting, the Master of the Ordnance may issue the orders Smite at Will, Suppressive Fire, or Fire on my Target to 1 Basilisk or Manticore Battery within 12”

Munitorum Liaison: Any allied units within 12” may re-roll failed to hit roles of 1

Drum Corps: Any units of type Infantry from Codex: Astra Militarum within 12” gain the Relentless special rule

Wargear:
Regimental Commander: Las Pistol, Close Combat Weapon, Refractor Field
Lieutenant: Hot-shot Lasgun, Frag Grenades, Krak Grenades
Advisors/Adjutants: Las Pistol, Close Combat Weapon
Drum Corps: Las Pistol, Close Combat Weapon
Local Guide: Stub Gun, Frag Grenades

Additional Notes:
Any unit within the additions category that is not mentioned in the special rules section acts as it normally would – for example, in the Naval Liaison the Officer of the Fleet acts as he normally would, the only difference being that he has Adjutants granting him a bonus to using his abilities.

The Communications Breakdown special rule is supposed to represent the failings of a centralized command, with lower levels waiting for orders that will never come
Currently it is intended that each element of the Regimental Command Squad should be able to issue it’s own orders to it’s own respective parts of the army, for example the Artillery Commander is able to issue orders to artillery batteries in the same turn that the Regimental Commander is issuing orders to other units.

For the Drum Corps, they may be equipped with any instrument you see fit for your forces. They are labeled as “Drummers” for simplicity.

A Note regarding the Adjutants/Advisors, alongside actually buffing some of the additions, they are also supposed to be representative of the bloated Imperial Bureaucracy, borderline pointless personnel taking up space.

One recommendation (this is by no means a requirement) is that the Veterans that come with each addition to the Regimental Command Squad be painted to match their respective branch. For example, The Veteran that comes with the Naval Liaison could be painted to look like a member of the Imperial Navy as opposed to a standard foot soldier. Again though, just a recommendation, could be cool for fluffy armies.





This message was edited 2 times. Last update was at 2015/12/28 21:17:38


You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
Made in kw
Navigator





Majestic class Escort Carrier HDMS True Unto Death, Battlefleet Pacificus

Sounds awesome.

-Me: Don't tell the commissar but i left my Imperial Infantrymans Uplifting Primer at home, but I do carry a folded Texas flag behind my front plate.
-Friend: Texas flag gives you AV14 all around.

Jury-Rig - makeshift repairs or temporary contrivances, made with only the tools and materials that happen to be on hand, the Machine Spirit is not pleased......

2500pts (Imperial Navy Armsmen)

 
   
Made in us
Dakka Veteran






That is the coolest homebrew unit I've ever seen! So much character here. Good Job. I especially like the adjutants

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
Dakka Veteran






I have another idea: Let the regimental command squad take CSS units as additional upgrades like how SM HQs can take command squads.

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
Lone Wolf Sentinel Pilot






Exalted for awesome. I think some of the upgrades are too expensive to really be worth taking (I'm thinking local guide could be 20, extra CAD slot doctrines should be about 1/2 price), while maybe the base cost should be, I dunno, maybe 120? Either way, it'd be fluffy and awesome as hell to have the big cheeses decide to inspect/participate in a battle for once. Arrogant and blighted, but completely kick-a**. Perfect for apoc sized battles!

Revel in the glory of the site's greatest thread or be edetid and baned!
 BobtheInquisitor wrote:
Every trip to the FLGS is a rollercoaster of lust and shame.

DQ:90S++G+M+B++I+Pw40k13#+D+A++/sWD331R++T(S)DM+ 
   
Made in us
Rough Rider with Boomstick






That is the coolest homebrew unit I've ever seen! So much character here. Good Job. I especially like the adjutants


Thank you very much!

I have another idea: Let the regimental command squad take CSS units as additional upgrades like how SM HQs can take command squads.


This has me thinking... perhaps rather than taking a whole CCS as an upgrade, perhaps some sort of representative could be added to the Regimental Command Squad for each CCS in the army, these of course providing some sort of buff for the CCS.

Exalted for awesome. I think some of the upgrades are too expensive to really be worth taking (I'm thinking local guide could be 20, extra CAD slot doctrines should be about 1/2 price), while maybe the base cost should be, I dunno, maybe 120? Either way, it'd be fluffy and awesome as hell to have the big cheeses decide to inspect/participate in a battle for once. Arrogant and blighted, but completely kick-a**. Perfect for apoc sized battles!


Thank you very much for your input on costs, will definitely be putting that into consideration. I will be doing another revision at some point. In regards to the Local Guide's pricing, my only worry with that is a player somehow abusing it by managing to deep strike an entire 50 man platoon in, but then again I think you're still right - a cost reduction is likely in order.

Also in regards to "Arrogant and blighted", my favorite part of the Regimental Command Squad as of right now is the Commissar's ability to simply take over the entire squad, even though he is not an optimal command choice! (If a Lieutenant is taken he would typically be the better of the two.)

You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
Made in us
Rough Rider with Boomstick






Not technically an update to this custom unit's rules, more of a random thought.

I'm going to start slowly but surely assembling the models for a full sized Regimental Command squad. Some things I already have obviously, I already have models for commanders, veteran bodyguards, and such. What I'll primarily be building upon is getting models for the adjutants/advisors, as well as painting up guardsmen with unique color schemes to represent the particular additions (for example, a blue-uniformed veteran for the Naval Liaison, and highly decorated veterans for the Drum Corps.)

...and on a final note; this college semester is finally coming to it's conclusion so I'm going to try and put aside some time to update this unit again.

EDIT: While I'm here, what are people's thoughts on the Defensive Array upgrade? (That is the item that force blast weapons targeting the Regimental Command Squad to scatter an extra D6) I'm worried that it may be a bit too expensive for what it does, but some input would be appreciated before I move forward with any changes.

This message was edited 1 time. Last update was at 2016/05/05 22:00:21


You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
 
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