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Irregular Squad (Troops, Power Rating 3)
Some regiments, particular those drawn from feral worlds with a strong warrior culture, operate outside the strict boundaries of the Uplifting Primer. Even other, more civilized regiments will often incorporate irregular elements into their ranks, be they reckless desperadoes in need of a firing squad, or gangers conscripted from the midst of vicious anything-goes Hive War. These irregular squads become well-versed in scavenging and skimming a wide variety of gear from the Emperor's sacred supply lines, putting it to good use in independent, off-the-cuff operations that leave their commanders furious as often as grateful.
9-19 Irregular Guardsman: M 6", WS 4+, BS 4+, S3, T3, W1, A1, Ld 5, Sv 5+
1 Irregular Sergeant: M 6", WS4+, BS4+, S3, T3, W1, A2, Ld 6, Sv 5+
If this unit contains between 11 and 20 models, it has Power Rating 6. Every model is equipped with: 1 lasgun; 1 laspistol; frag grenades

Wargear Options
  • Any number of models can each have their lasgun replaced with one of the following: 1 autogun; 1 autopistol; 1 chainsword; 1 laspistol; 1 shotgun.
  • Any number of models can each have their laspistol replaced with 1 autopistol.
  • 1 Guardsman may take a vox-caster.
  • For every 10 models in this unit, 1 other Guardsman can be equipped with krak grenades or have its lasgun replaced with one of the following: 1 hand flamer; 1 heavy stubber; 1 item from the Melee Weapons list; 1 item from the Ranged Weapons list; 1 item from the Special Weapons list.
  • For every 10 models in this unit, 1 other Guardsman can be equipped with krak grenades or have its laspistol replaced with one of the following: 1 hand flamer; 1 item from the Melee Weapons list; 1 item from the Ranged Weapons list.
  • The Sergeant's laspistol can be replaced with 1 item from the Ranged Weapons list.
  • The Sergeant's lasgun can be replaced with one of the following; 1 item from the Ranged Weapons list; 1 item from the Melee Weapons list.

  • Abilities
  • Independent Spirit: If this unit is not within 6" of a friendly COMMISSAR, roll a D6 the first time an OFFICER uses the Voice of Command ability to issue an order to this unit in each turn; on a 4+ the order applies as normal, otherwise you must select a different order for that OFFICER to issue to this unit.

  • Keywords
  • Faction: IMPERIUM, ASTRA MILITARUM, <REGIMENT>
  • Keywords: INFANTRY, IRREGULAR SQUAD


  • Points Costs
  • Irregular Guardsman: 6 points
  • Irregular Sergeant: 6 points
  • Autogun/Lasgun: 0 points
  • Autopistol/Laspistol: 0 points
  • Chainsword: 0 points
  • Frag grenades/Krak grenades: 0 points
  • Shotgun: 0 points

  • Boltgun/Sniper rifle: 2 points
  • Bolt pistol: 1 point
  • Flamer/Grenade launcher/Meltagun/Plasma gun/Plasma pistol: 5 points
  • Hand flamer/Heavy stubber: 3 points
  • Vox-caster: 5 points

  • Power axe/Power maul/Power sword: 5 points
  • Power fist: 10 points



  • Automatically Appended Next Post:
    For all your Necromunda Ganger/Penal Legion needs. These guys are an Infantry Squad with a free Combined Squads, a free laspistol, a free Krak Grenade per five models, and a much, much wider variety of possible weapon combos; you can go lasgun, shotgun, chainsword and pistol, or double pistol.

    The downsides (aside from costing +0.5ppm more, each) are -1Ld and Independent Spirit, which requires a COMMISSAR nearby to get reliable orders off. You won't get nothing, the way Conscripts do, but you won't get what you wanted, either.

    This message was edited 9 times. Last update was at 2021/04/30 11:28:09


     
       
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    First of: nice idea, especially since I would like the option for melee armed guardsmen and think Beastmen are cool.

    One thing though: I think they are a bit cheap. From a rough look I find them stronger than regular Infantry. While they have worse LD (but with how attrition currently works that's not that bad) and a bit unreliable orders (but you would still get something on a bad dice roll, so again no big drawback) they can stack up on 2 Plasmaguns/10 dudes + 2 Krak Grenades. Also the Sergeant seems to be able to get another 2 Plasmaguns (?) as he can replace his pistol and lasgun. That's a lot of special weapons for such a cheap unit.

    Other question: why are plasma/meltaguns 10 points instead of 5 like other BS 4+ IG infantry? To balance out their easy access to special weapons?

    Regarding independent spirit: note that when you don't use lasguns the reroll 1 to wound and reroll 1 to hit order are often kind of equal, so no big loss if one has to choose again.

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    In My Lab

    I'll echo Pyro here-I'd definitely at least limit the Sarge's weapon choices so he can't do akimbo plasma guns.

    I also want to say I really like your work in general, Revlid! You take critiques well, your stuff is good to start, it looks good, and you even include stratagems!

    Clocks for the clockmaker! Cogs for the cog throne! 
       
    Made in de
    Boom! Leman Russ Commander






    To clarify my comment on the orders: I meant that when ypu don't use lasguns the best orders tend to be "bring it down" and "take aim". Regarding the chance to wound a target both are mathematically equal, adding a 7/6 factor to the equation. So if I roll badly on "independent spirit" I just take the other one for the same effect (the only exception being plasmaguns that really want to take aim).

    Another thing: as they are irregulars: what is your opinion in dropping them to 6+ and give them the Option to buy Flak armor for 1ppm (5+) or even carapace for 3ppm (4+)

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     Pyroalchi wrote:

    One thing though: I think they are a bit cheap. From a rough look I find them stronger than regular Infantry. While they have worse LD (but with how attrition currently works that's not that bad) and a bit unreliable orders (but you would still get something on a bad dice roll, so again no big drawback) they can stack up on 2 Plasmaguns/10 dudes + 2 Krak Grenades. Also the Sergeant seems to be able to get another 2 Plasmaguns (?) as he can replace his pistol and lasgun. That's a lot of special weapons for such a cheap unit.
    Thanks for the feedback, and good points all around! You're right that the Leadership dip is of minor consequence (and is ignored with a Commissar) and the Independent Spirit drawback is often inconsequential (and is ignored with a Commissar - so use Commissars!). The main downside to Independent Spirit is if you're using plasmaguns/pistols - which this unit can get a bunch of - at which point you really want to re-roll 1s to hit.

    I've changed Krak Grenades to "or" rather than just coming free with special weapon troopers - you can't use kraks together with a regular, so it was just a freebie option, but this unit didn't really need any more freebies.

    I've also swapped out the special weapon options. Instead of allowing 1 special/pistol/melee weapon per 5 (which, as you note, is a recipe for 4x plasma in a unit of 20 bodies), you instead get 1 special/pistol/melee weapon per 10, and also 1 pistol/melee weapon per 10. So a unit of 20 can have 2 plasma guns and 2 plasma pistols, further emphasizing the short-range focus.

     Pyroalchi wrote:

    Other question: why are plasma/meltaguns 10 points instead of 5 like other BS 4+ IG infantry? To balance out their easy access to special weapons?
    Just a mistake, actually. Fixed, thanks for catching it.

    I feel a little ambiguous about weapon costs being jacked up based on WS/BS, honestly; I feel like that ought to be its own reward as part of the model's stats, but perhaps that's inflexible or naive.

     Pyroalchi wrote:

    Regarding independent spirit: note that when you don't use lasguns the reroll 1 to wound and reroll 1 to hit order are often kind of equal, so no big loss if one has to choose again.
    Yeah, the main reason to want one or the other is if you're Cadia (and these guys are unlikely to be standing still unless they're in combat) or using plasma. Or using snipers, but who does that?

    It's more of a potential hit to "utility" orders like Move Move Move or Get Back In The Fight.


    Automatically Appended Next Post:
     JNAProductions wrote:
    I'll echo Pyro here-I'd definitely at least limit the Sarge's weapon choices so he can't do akimbo plasma guns.
    That was a deliberately included option for Necromunda reasons, but I appreciate it does basically make him an extra plasma gunner within 12". Think it still needs to go, now that you can't take 4 plasma guns? Previously you could take 4 plasma guns and 2 plasma pistols (4 plasma shots at 24", 10 plasma shots within 12"), but now it caps at 2 plasma guns and 4 plasma pistols (2 plasma shots at 24", 8 plasma shots within 12").

    Maybe it'd be healthier to just make the squad a flat 10 models, with 1 special/pistol/melee weapon, 1 pistol/melee weapon, and 1 sergeant? I felt the increased size would help melee applications and give it more of an "irregular" feel, but it does also mean a lot more ablative bodies to keep your gunners healthy. An infantry squad can take 6 losses before you have to hit a gunner/sergeant; 20 of these guys can take 15 losses. It's basically a "free" Consolidate Squads strat, albeit with the 0.5ppm price hike on these guys...

     JNAProductions wrote:
    I also want to say I really like your work in general, Revlid! You take critiques well, your stuff is good to start, it looks good, and you even include stratagems!
    Thank you! This is a great community, and homebrewing for various games has taught me to always value and appreciate feedback.

    This message was edited 2 times. Last update was at 2021/04/26 10:07:13


     
       
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    Tacoma, WA, USA

    RevlidRas wrote:
    Irregular Squad (Troops, Power Rating 3)
    Some regiments, particular those drawn from feral worlds with a strong warrior culture, operate outside the strict boundaries of the Uplifting Primer. Even other, more civilized regiments will often incorporate irregular elements into their ranks, be they reckless desperadoes in need of a firing squad, or gangers conscripted from the midst of vicious anything-goes Hive War. These irregular squads become well-versed in scavenging and skimming a wide variety of gear from the Emperor's sacred supply lines, putting it to good use in independent, off-the-cuff operations that leave their commanders furious as often as grateful.
    9-19 Irregular Guardsman: M 6", WS 4+, BS 4+, S3, T3, W1, A1, Ld 5, Sv 5+
    1 Irregular Sergeant: M 6", WS4+, BS4+, S3, T3, W1, A2, Ld 6, Sv 5+
    If this unit contains between 11 and 20 models, it has Power Rating 6. Every model is equipped with: 1 lasgun; 1 laspistol; frag grenades
    First off, I see a number of issues here.
  • These are guardsmen with -1 Ld with an aded laspistol. Why would Irregulars be better armed than normal Guardsmen?
  • And why isn't the Sergeant armed with the traditional laspistol instead of lasgun?
  • Why are Irregulars allowed to work in squads greater than 10? Only conscripts are allowed to do that. Conscripts don't have Sergeants and don't get weapon options. Are these Conscripts or actual Guardsmen? You should pick one and adjust accordingly.
  • Wargear Options
  • Any number of models can each have their lasgun replaced with one of the following: 1 autogun; 1 autopistol; 1 chainsword; 1 laspistol; 1 shotgun.
  • Any number of models can each have their laspistol replaced with 1 autopistol.
  • 1 Guardsman may take a vox-caster.
  • For every 10 models in this unit, 1 other Guardsman can be equipped with krak grenades or have its lasgun replaced with one of the following: 1 hand flamer; 1 heavy stubber; 1 item from the Melee Weapons list; 1 item from the Ranged Weapons list; 1 item from the Special Weapons list.
  • For every 10 models in this unit, 1 other Guardsman can be equipped with krak grenades or have its laspistol replaced with one of the following: 1 hand flamer; 1 item from the Melee Weapons list; 1 item from the Ranged Weapons list.
  • The Sergeant's laspistol can be replaced with 1 item from the Ranged Weapons list.
  • The Sergeant's lasgun can be replaced with one of the following; 1 item from the Ranged Weapons list; 1 item from the Melee Weapons list.
  • These irregulars have better weapon options than normal Guardsmen. Given that Guardsmen are the standard, it is strange that Ireggulars have better.
    Abilities
  • Independent Spirit: If this unit is not within 6" of a friendly COMMISSAR, roll a D6 the first time an OFFICER uses the Voice of Command ability to issue an order to this unit in each turn; on a 4+ the order applies as normal, otherwise you must select a different order for that OFFICER to issue to this unit.
  • This ability makes no sense. They randomly decide they want a different order and get it? Why not just use the same negative ability that Conscripts get. These are Irregular troops who lack the training and discipline of proper Guardsmen.
  • Irregular Operations: When you place this unit into Strategic Reserves, it is considered to have half its Power Rating for the purposes of determining how many Command points you must pay.
  • This seem odd and extraneous. Either strike the ability entirely or allow them to be placed outflanking instead of not he battlefield just like any other 'deep striking' unit.
    New Stratagem: Sanctioned Beastmen (1 Command Point)
    Though strictly considered abhumans, the more bestial subspecies of homo sapiens variatus have ever-danced on the razor edge of condemnation. In the meantime, the more faithful and physically-imposing are conscripted to redeem their debased flesh in the Emperor's armies.
    Use this Stratagem before the battle, when you are mustering your army. Select an IRREGULAR SQUAD unit from your army; that unit gains the BEASTMEN keyword, and replaces the <REGIMENT> keyword with MILITARUM AUXILLA. Models in that unit have a Weapon Skill characteristic of 3+. In addition, add 1 to the Attacks and Strength characteristics of a model in that unit during any turn in which it made a charge move, was charged or performed a Heroic Intervention.
    This is too much of a unit change for a Stratagem. I suggest making a Sanctioned Beastmen datasheet so that you can properly represent them. I doubt they give these Abhumans as good equipment as a proper human Guardsmen. Much better to give them weapons that play into their physical prowess.
       
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    RevlidRas wrote:
     Pyroalchi wrote:

     JNAProductions wrote:
    I also want to say I really like your work in general, Revlid! You take critiques well, your stuff is good to start, it looks good, and you even include stratagems!
    Thank you! This is a great community, and homebrewing for various games has taught me to always value and appreciate feedback.

    Honestly, you're both great to have on the forums. The Proposed Rules section isn't immune to toxicity, but you two both seem to conduct yourselves very well. Thanks for making this forum a little brighter.

    A few thoughts:
    * Conceptually, I really like these.
    * I like Irregular Operations as a way of representing semi-autonomous forces. I could see a similar rule showing up elsewhere in the game.
    * I don't play my small IG army very often and don't know the faction especially well. How much risk is there that this unit will render guardsmen and/or conscripts irrelevant? I get that the former doesn't have to worry about failing orders, but the latter seems like an unpopular unit that would suddenly have even more competition. Then again, conscripts seem like they're already struggling, so being rendered irrelevant wouldn't be purely the fault of having a new troop option available.
    * Independent Spirit feels a little off to me. The elevator pitch for these guys seems to be, "What if conscripts, but they're badass gangers and mercs with their own cultures and tactics instead of random dudes?" So sending them to bootcamp to teach them to be a less reliable version of the guardsmen you already have seems like it would kind of miss the point of having not-conscripts in the first place. I'd be tempted to strip all order support from these guys and let them choose one of several special rules during list creation instead. So your guys are either sneaky special forces with the Irregular Operations rule OR they're a bunch of mutants with superhuman strength per the Sanctioned Beastman strat. The tricky part then becomes making the various options comparable in utility to avoid having different points costs. (Or just have different points costs, but then we should probably be talking about a bunch of new datasheets instead of a catch-all.

    * I like the Sanctioned Beastmen strat and do not feel it's too much for one strat; it's pretty comparable to the haemoxcyte/bloodbride/trueborn upgrade. However, beastmen as a concept strike me as the sort of thing that's diverse and varied enough to warrant their own datasheet(s). So if I were looking to field a beastmen force, I might not feel that this stratagem scratches that itch. What you have here is probably a good enough way to add a splash of beastmen/mutants into your army rather than themeing an entire army though.

    Summary: I like most of the individual bits here. However, I feel like some of the concepts you're trying to tackle with this unit ought to be either fleshed out or pruned back. This unit doesn't quite make me feel like I'm fielding something akin to a bunch of Escher gangers or an army of beast men, but the nods to those ideas are a good start.

    This message was edited 1 time. Last update was at 2021/04/27 02:41:25



    ATTENTION
    . Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
     
       
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    In My Lab

    Wyldhunt wrote:
    Honestly, you're both great to have on the forums. The Proposed Rules section isn't immune to toxicity, but you two both seem to conduct yourselves very well. Thanks for making this forum a little brighter.
    Thank you. I appreciate the compliment!

    As for beastmen... Let me take a stab at them.

    Beastmen (Troops, Power Rating 4)
    Flavor text that I don't know enough to write.
    9-19 Beastman: Move 7", WS 3+, BS 4+, S4, T3, W1, A1, Ld 5, Sv 6+
    1 Beastman Champion: Move 7", WS 3+, BS 4+, S4, T3, W1, A2, Ld 6, Sv 6+
    If this unit contains 11-20 models, it has Power Rating 8. Each model is equipped with: 1 Laspistol, Frag Grenades, Close Combat Weapon

    Wargear Options
  • Any number of models can replace their Laspistol and Close Combat Weapon with Paired Close Combat Weapons
  • Any number of models can replace their Laspistol and Close Combat Weapon with a Bestial Blade
  • For every five models in this unit, one model may take a Homeworld Banner or a Hunting Horn
  • The Beastman Champion may replace their Laspistol and/or Close Combat Weapon with an item from the Melee Weapons List


  • Abilities
  • Bestial Charge: Add 1 to the Attacks Characteristic of models with this rule in any turn in which the unit successfully made a Charge Move or Heroic Intervention.
  • Homeworld Banner: While this unit has any Homeworld Banners in it, add 1 to the Leadership of all models in this unit.
  • Hunting Horn: While this unit has any Hunting Horns in it, add 1 to Advance and Charge rolls.


  • Keywords
  • Faction: IMPERIUM, ASTRA MILIATRUM, MILITARUM AUXILLA
  • Keywords: INFANTRY, BEASTMEN


  • Points Costs
  • Beastman: 6 Points
  • Beastman Champion: 6 Points
  • Laspistol: 0 Points
  • Frag Grenades: 0 Points
  • Close Combat Weapon: 0 Points
  • Paired Close Combat Weapons: 1 Point
  • Bestial Blade: 3 Points

  • Homeworld Banner: 5 Points
  • Hunting Horn: 10 Points

  • Power Axe: 5 Points
  • Power Maul: 5 Points
  • Power Sword: 5 Points
  • Power Fist: 10 Points


  • Spoiler:
    New Weapons

    Paired Close Combat Weapons
  • Range: Melee
  • Strength: User
  • AP: 0
  • Damage: 1
  • Ability: Make one additional attack with this weapon each time the bearer fights. You may reroll hit rolls of 1 when fighting with this weapon.


  • Bestial Blade
  • Range: Melee
  • Strength: +1
  • AP: -1
  • Damage: 1
  • Ability: Make one additional attack with this weapon each time the bearer fights.


  • New Stratagem: Heedless Charge (2 Command Points)
    Use this stratagem in your Charge Phase by selecting one BEASTMEN unit that Advanced earlier this turn. That unit is eligible to make a charge this turn.


    New Stratagem: Eager To Fight (2 Command Points)
    Use this stratagem in your opponent's Charge Phase by selecting one BEASTMEN unit within 3" of an enemy unit. That unit can Heroically Intervene as if it were a character this turn.

    Clocks for the clockmaker! Cogs for the cog throne! 
       
    Made in de
    Boom! Leman Russ Commander






    Again a cool concept but (in my opinion) still too cheap at 6 ppm. As Alextroy said, I think they should not be priced almost the same as regular guardsmen for having better stats/weapon options. The beastmen with painted CC weapons for example now have 3 S4 attacks (4 in the charge) on WS 3+ rerolling 1s for 7ppm. That's quite am efficient unit. That's 50-100% more attacks at a better WS and S than Hormagaunts that cost 6ppm.
    I think 8 points base + 1 for the painted blades sounds more sensible ( and might still be very efficient).


    @ Irregular squat: maybe (!) give them Auxiliary instead of regiment and let them choose one of the custom traits from the custom regiments without breaking regimental doctrines for the Rest of your dudes. They would loose orders (which would balance ihr their greater weapons flexibility) and their hiveganger/feral worlder style could be reflected by having some "Slum fighters" or "wilderness survivors " mixed in between your Cadian.

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    In My Lab

     Pyroalchi wrote:
    Again a cool concept but (in my opinion) still too cheap at 6 ppm. As Alextroy said, I think they should not be priced almost the same as regular guardsmen for having better stats/weapon options. The beastmen with painted CC weapons for example now have 3 S4 attacks (4 in the charge) on WS 3+ rerolling 1s for 7ppm. That's quite am efficient unit. That's 50-100% more attacks at a better WS and S than Hormagaunts that cost 6ppm.
    I think 8 points base + 1 for the painted blades sounds more sensible ( and might still be very efficient).


    @ Irregular squat: maybe (!) give them Auxiliary instead of regiment and let them choose one of the custom traits from the custom regiments without breaking regimental doctrines for the Rest of your dudes. They would loose orders (which would balance ihr their greater weapons flexibility) and their hiveganger/feral worlder style could be reflected by having some "Slum fighters" or "wilderness survivors " mixed in between your Cadian.
    Erm... No?

    They have 3 S4 AP0 D1 RR1s to-hit attacks on the charge, 2 off the charge, if they spend a point on the Paired weapons.
    They have the same number, minus RR1s, but gaining pistols, for those 6 points.

    And if we're talking an 8 point model, look at Wracks.

    Clocks for the clockmaker! Cogs for the cog throne! 
       
    Made in de
    Boom! Leman Russ Commander






    A sorry, I slipped a line and read the A2 base for the normal beastmen and not just for the champion. You could bring them to 4 in the charge with a priest though.

    I didn't know wracks well, but I think they are also currently very aggressiven priced. You convinced me 8 is to much, but I still think 6 is very low for such a unit and have been repeatedly told homebrew units should not be priced aggressively

    This message was edited 1 time. Last update was at 2021/04/27 05:18:20


    ~6550 build and painted
    819 build and painted
    830 
       
    Made in us
    Humming Great Unclean One of Nurgle





    In My Lab

     Pyroalchi wrote:
    A sorry, I slipped a line and read the A2 base for the normal beastmen and bot just dir the champion. You could bring them to 4 in the charge with a priest though.

    I didn't know wracks well, but I think they are also currently very aggressiven priced. You convinced me 8 is to much, but I still think 6 is very low for such a unit and have been repeatedly told homebrew units should not be priced aggressively
    That's fair, I suppose.

    But they don't shoot as well as Guard and are more expensive with a worse Leadership (and the unit size to make that matter, at least a bit).

    Clocks for the clockmaker! Cogs for the cog throne! 
       
    Made in de
    Boom! Leman Russ Commander






    Fair point. Maybe one should playtest them to get a better feel how efficient they are.

    I hope I did not come around too negative, I would love such a unit and have an eye on Victorias Beatsmen anyway. I just try to be careful as it seems there are currently enough too cheap units running around.

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     alextroy wrote:
    First off, I see a number of issues here.
  • These are guardsmen with -1 Ld with an aded laspistol. Why would Irregulars be better armed than normal Guardsmen?
  • And why isn't the Sergeant armed with the traditional laspistol instead of lasgun?
  • Why are Irregulars allowed to work in squads greater than 10? Only conscripts are allowed to do that. Conscripts don't have Sergeants and don't get weapon options. Are these Conscripts or actual Guardsmen? You should pick one and adjust accordingly.
  • Thank you for the feedback! To answer these in order...
  • As stated in the flavour for this unit, Irregulars are adept scavengers and desperados who tend to disregard the normal order of command or supply. This accounts for their lowered Leadership, as they're less invested in holding the line without a Commissar watching over them, and is also why they tend to have an unsanctioned laspistol or autopistol secreted somewhere in their footlocker.
  • Partly to represent their irregular, custom-build nature, partly to simplify weapon options, and partly bring them in line with other codexes, where every model in the unit is equipped the same to start, and then the "leader" has the option to swap out their gear.
  • Again, because they're Irregular! Conscripts have varying squad sizes because they're not part of the normal/formal Regimental system, and these guys also operate partly outside it. I've no particular problem with cutting them back to a standard 10-man squad, honestly, but that'd probably make them much less effective - and since they're not "Infantry Squads", they couldn't use the Consolidate Squads Stratagem.


  •  alextroy wrote:
    These irregulars have better weapon options than normal Guardsmen. Given that Guardsmen are the standard, it is strange that Ireggulars have better.
    Again, the notion here is that these are scavengers, looters, hoarders, and weirdos; they're not organized or acknowledged enough to get their hands on a Heavy Weapons Team, but they can squirrel away a krak grenade or nab an extra flamer from lockup. In terms of weapon options, the main difference is that they can choose between an auto/lasgun, 2 auto/laspistols, a shotgun, and a chainsword; this is to represent their unconventional approach, personal loadout, and assault focus; equivalent options are available on similar "Guard Equivalent" units (and even within the Guard; veterans can take shotguns, for example). It also caters to the Necromunda ganger models you're "supposed" to represent these with.

    Their special gunners also have a few extra options, but these are Heavy Stubbers (bad, could/should be available on regular Infantry, only here because they're common on Necromunda gangers), Melee Weapons (bad, basically just for fluff and Necromunda gangers) or Pistols (pretty much a wash with regular special weapons).

     alextroy wrote:
    This ability makes no sense. They randomly decide they want a different order and get it? Why not just use the same negative ability that Conscripts get. These are Irregular troops who lack the training and discipline of proper Guardsmen.

    This seem odd and extraneous. Either strike the ability entirely or allow them to be placed outflanking instead of not he battlefield just like any other 'deep striking' unit.

    Independent Spirit: I wanted something to make the Irregulars less reliable, without using the Raw Recruits ability from Conscripts. That ability is awful, but it also wouldn't really fit the Irregulars, who aren't meant to be worse than regular Guardsmen, just... less interested in the chain of command. It's not that they don't know how to follow orders, like Conscripts - it's that they might elect to ignore them and do their own thing. You still get a bonus, you just can't be sure which one. Honestly, the addition of the COMMISSAR exception to the Raw Recruits ability might be enough to solve that on its own - the problem is, I want to encourage them to be used with COMMISSARS (like a Penal Legion), while also keeping the fun "they've got a mind of their own" feel of the ability, when it's probably only got room for one or the other, as a concept.

    Irregular Operations: You're right. I wanted something to encourage you to deploy this unit as Reserves, so they'd be acting like a weird little kill team, but that could just be a Stratagem; it certainly doesn't need to be an ability on the datasheet, much less such a minor one, and it's not core enough to their concept to occupy the space.

     alextroy wrote:
    This is too much of a unit change for a Stratagem. I suggest making a Sanctioned Beastmen datasheet so that you can properly represent them. I doubt they give these Abhumans as good equipment as a proper human Guardsmen. Much better to give them weapons that play into their physical prowess.
    That's definitely fair; I was trying to represent too many things here, and while I think a "counts as Beastmen" Stratagem would be fine in theory, it really doesn't work with the Irregular access to complex, valuable weaponry like plasma pistols. I'll drop it.
       
    Made in gb
    Battleship Captain





    Bristol (UK)

    I love the concept, super cool.

    Perhaps it'd be better to remove the abilities to give them orders all together.
    It would distinguish them more from regular troops, and 40k tend to be a game where minor differences get turned up to 11 so it's noticable in game.

    To that end, I think this suggestion is very cool, simple enough, effective, and thematic.
     Pyroalchi wrote:
    @ Irregular squat: maybe (!) give them Auxiliary instead of regiment and let them choose one of the custom traits from the custom regiments without breaking regimental doctrines for the Rest of your dudes. They would loose orders (which would balance ihr their greater weapons flexibility) and their hiveganger/feral worlder style could be reflected by having some "Slum fighters" or "wilderness survivors " mixed in between your Cadian.
       
    Made in us
    Shadowy Grot Kommittee Memba






    If you want to add in Imperial Guard beastmen, why not start from the existing statlines for Tzaangors and Chaos Beastmen and go from there?

    Chaos Beastmen (25pts for 4, meaning 6.25pts apiece)

    M6 WS3+ BS4+ S4 T4 W1 A1 Ld6 Sv5+

    Equipped with autopistol and chainsword

    Savage Charge: Add 1 to Strength and Attacks characteristic if it made a charge move in the same turn.

    I'd say if you're gonna give that Troops, let it be taken in real-size squads and give it access to stratagems and such, 7ppm seems reasonable.

    Tzaangors: Same core statline, 5++ invuln save, no +1S and +1A but Reroll hits vs Characters and AP-1 on the melee weapon instead of AP-. Also, can be taken in up to 30-man squads and has access to a 2cp fight again stratagem and all those zany Thousand Sons psychic powers.

    They're 9ppm, currently in the single worst codex in the game so maybe a tad overcosted.

    So, 7ppm for JNA's version of beastmen seems perfectly fine to me.

    This message was edited 1 time. Last update was at 2021/04/30 19:35:06


    "Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

    "So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

    "you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

    "...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
       
     
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