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		<title><![CDATA[Latest posts for the thread "Bounty hunter mercenary rules"]]></title>
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				<title>Bounty hunter mercenary rules</title>
				<description><![CDATA[ I really like the idea of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> bounty hunters, and I always thought that there could be rules for them for use with all armies, as an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice.<br /> I came up with this:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Bounty hunter –80pts<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>LD</span> <span class="glossaryitem" onmouseover='gp(157);'>SV</span><br />  6    5   4  4  3 5  3  9    5+  <br /> <br /> Equipment:<br /> Close combat weapon<br /> Laspistol<br /> Frag and Krak grenades<br /> Torso plate- This piece of reinforced under-armour is often worn by Bounty hunters and is known for its lightness. This confers a 5+ armour save.<br /> <br /> Special rules:<br /> Fearless<br /> Not worth the price- All bounty hunters are confident once recruited that they will capture or kill their quarry, but they know when they are beaten. If a bounty hunter suffers 2 unsaved wounds or more in combat then despite the fact he his fearless, he will automatically count as losing the combat by 1. He flees <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+1 for this, towards the nearest friendly unit. He automatically stops 2’ from this unit. If there are no friendly units on the board, he flees toward the nearest board edge. <br /> <br /> Upgrades:<br /> Power weapon-15pts<br /> Power fist-25 pts<br /> Full body plate-25pts<br /> Bolt pistol-2pts<br /> Plasma pistol-10pts<br /> Hot shot Laspistol-6pts<br /> Adamantium Chainsword-25pts<br /> Refractor field-15pts<br /> Melta bombs-5pts<br /> Bounty blade-15pts<br /> Stimulant-18pts<br /> Bike-25pts<br /> <br /> <br /> <br /> Full body plate- This highly reinforced full body armour is light and provides excellent defence, at no loss of agility. This confers a 3+ armour save.<br /> <br /> Adamantium Chainsword- This is a Chainsword made from the finest materials but is very heavy. It is a power weapon that has the rending rule, but the bearer strikes at -1I.<br /> <br /> Bounty blade- This is the most common armament wielded by bounty hunters and is a finely weighted and slender blade. This confers+1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and +2 initiative.<br /> <br /> Stimulant – Used by the more unstable bounty hunters, this combat drug increases the combatants reflexes for a battle. This confers +1I and the fleet special rule.<br /> <br /> <br /> Thoughts? <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 23 Jan 2011 10:22:18]]> GMT</pubDate>
				<author><![CDATA[ Lokirfellheart]]></author>
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				<title>Re:Bounty hunter mercenary rules</title>
				<description><![CDATA[ He seems a little under-costed. I'd make him 90/100pts. Why not just have him wear flak armour and can be upgraded to wear carapace armour for 10pts or power armour for 25pts? The "Not worth the Price rule is a little <span class="glossaryitem" onmouseover='gp(280);'>op</span>, in my opinion. Make it <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+1 and it should be fine. <br /> <br />  <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sun, 23 Jan 2011 10:42:06]]> GMT</pubDate>
				<author><![CDATA[ CommissarCandlestick]]></author>
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				<title>Re:Bounty hunter mercenary rules</title>
				<description><![CDATA[ <blockquote><div><cite>CommissarCandlestick wrote:</cite>He seems a little under-costed. I'd make him 90/100pts. Why not just have him wear flak armour and can be upgraded to wear carapace armour for 10pts or power armour for 25pts? The "Not worth the Price rule is a little <span class="glossaryitem" onmouseover='gp(280);'>op</span>, in my opinion. Make it <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+1 and it should be fine. <br /> <br />  <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0"> </div></blockquote><br /> <br /> A <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> chaos lord is 90 points, and he already has 3+ armour and a 5+ invulnerable. I'll change the <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+1. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> (Edited)]]></description>
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				<pubDate><![CDATA[Sun, 23 Jan 2011 10:51:30]]> GMT</pubDate>
				<author><![CDATA[ Lokirfellheart]]></author>
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				<title>Re:Bounty hunter mercenary rules</title>
				<description><![CDATA[ Combat drugs should also have a drawback, like if he rolls a 1, he takes a wound with no saves allowed.<br /> <br />  <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0"> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 23 Jan 2011 11:49:12]]> GMT</pubDate>
				<author><![CDATA[ CommissarCandlestick]]></author>
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				<title>Bounty hunter mercenary rules</title>
				<description><![CDATA[ Like the Idea <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> Bounty hunters could be a serious unit for The Dark eldar like <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> haha<br /> <br /> Nice Idea!]]></description>
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				<pubDate><![CDATA[Sun, 23 Jan 2011 13:24:33]]> GMT</pubDate>
				<author><![CDATA[ RutgerMan]]></author>
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				<title>Bounty hunter mercenary rules</title>
				<description><![CDATA[ At first glance, I don't feel he should have stats (<span class="glossaryitem" onmouseover='gp(149);'>WS</span>, wounds, attacks) equal to that of a Space Marine Chapter Master.<br /> Also, I believe he should not be a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice but an Elites choice.<br /> Finally, what kind of unit is he?<br /> <br /> Otherwise, I like the idea. I'd definitely enjoy seeing such a character in a game!]]></description>
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				<pubDate><![CDATA[Sun, 23 Jan 2011 23:00:30]]> GMT</pubDate>
				<author><![CDATA[ Just Dave]]></author>
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				<title>Bounty hunter mercenary rules</title>
				<description><![CDATA[ I think he would be better as a 0-1 or something Elite choice rather than an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>; you want a bounty hunter leading your Marine company? Eh? I also agree with Just Dave that his stats could be toned down a hair.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 23 Jan 2011 23:53:08]]> GMT</pubDate>
				<author><![CDATA[ ReardenPro]]></author>
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				<title>Re:Bounty hunter mercenary rules</title>
				<description><![CDATA[ How about:<br /> Choice-Elites Type-Infantry (unless mounted on a bike)<br /> <br /> Bounty hunter –80pts <br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> S T W I A <span class="glossaryitem" onmouseover='gp(82);'>LD</span> <span class="glossaryitem" onmouseover='gp(157);'>SV</span> <br /> 5     5  4 4 3  4 3 9   5+ <br /> <br /> Equipment: <br /> Close combat weapon <br /> Laspistol <br /> Frag and Krak grenades <br /> Torso plate- This piece of reinforced under-armour is often worn by Bounty hunters and is known for its lightness. This confers a 5+ armour save. <br /> <br /> Special rules: <br /> Fearless <br /> Not worth the price- All bounty hunters are confident once recruited that they will capture or kill their quarry, but they know when they are beaten. If a bounty hunter suffers 2 unsaved wounds or more in combat then despite the fact he his fearless, he will automatically count as losing the combat by 1. He flees <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+1 for this, towards the nearest friendly unit. He automatically stops 2’ from this unit. If there are no friendly units on the board, he flees toward the nearest board edge. <br /> <br /> Upgrades: <br /> Power weapon-15pts <br /> Power fist-25 pts <br /> Full body plate-25pts <br /> Bolt pistol-2pts <br /> Plasma pistol-10pts <br /> Hot shot Laspistol-6pts <br /> Adamantium Chainsword-25pts <br /> Refractor field-15pts <br /> Melta bombs-5pts <br /> Bounty blade-15pts <br /> Stimulant-18pts <br /> Bike-25pts <br /> <br /> <br /> <br /> Full body plate- This highly reinforced full body armour is light and provides excellent defence, at no loss of agility. This confers a 3+ armour save. <br /> <br /> Adamantium Chainsword- This is a Chainsword made from the finest materials but is very heavy. It is a power weapon that has the rending rule, but the bearer strikes at -1I. <br /> <br /> Bounty blade- This is the most common armament wielded by bounty hunters and is a finely weighted and slender blade. This confers+1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and +2 initiative. <br /> <br /> Stimulant – Used by the more unstable bounty hunters, this combat drug increases the combatants reflexes for a battle. This confers +1I and the fleet special rule. However, if he rolls any 1 when rolling to hit, he takes 1 wound with no armour saves allowed on a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> roll of 3+, regardless of how many 1s he rolled.<br /> <br /> <br /> Is it better?<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 24 Jan 2011 18:45:34]]> GMT</pubDate>
				<author><![CDATA[ Lokirfellheart]]></author>
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				<title>Re:Bounty hunter mercenary rules</title>
				<description><![CDATA[ If he's  a bounty hunter, you could add in a rule that gives him re-rolls to hit against an enemy <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (chosen at the start of the battle).<br /> <br /> Downsides could be that he must always charge that character or their unit if possible.<br /> <br /> S_P]]></description>
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				<pubDate><![CDATA[Fri, 28 Jan 2011 17:53:16]]> GMT</pubDate>
				<author><![CDATA[ Space_Potato]]></author>
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				<title>Bounty hunter mercenary rules</title>
				<description><![CDATA[ Space potato's ideas seem good, it will make him more of a "bounty hunter"  going after a target.... maby he could be infantry, bike, or jump infantry? This would allow him to be a unique Merc/BH?]]></description>
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				<pubDate><![CDATA[Fri, 28 Jan 2011 19:14:45]]> GMT</pubDate>
				<author><![CDATA[ WarrKing]]></author>
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				<title>Re:Bounty hunter mercenary rules</title>
				<description><![CDATA[ Again, why is this S4 T4? I'm guessing it's not a marine, since you didn't give it power armor standard. Also, why 3 wounds?]]></description>
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				<pubDate><![CDATA[Fri, 28 Jan 2011 19:51:17]]> GMT</pubDate>
				<author><![CDATA[ Irdiumstern]]></author>
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				<title>Bounty hunter mercenary rules</title>
				<description><![CDATA[ Mostly, Im rather curious how a bounty hunter has the same statline as my Wolf Lords? It seems like it should be more in line with the Lone Wolves, also an elites choice. Perhaps 5/4/4/4/2/4/2/8/5+. Of course, Lone wolves come in at 1/4 the points you have suggested, so I'd also suggest dropping that too.]]></description>
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				<pubDate><![CDATA[Fri, 28 Jan 2011 20:15:02]]> GMT</pubDate>
				<author><![CDATA[ Jakka]]></author>
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				<title>Bounty hunter mercenary rules</title>
				<description><![CDATA[ That must me one ripped guy to have a stat line like that <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">.<br /> <br /> I would seriously consider making a cheaper variant, talking about how you would envisioned him modeled and say specifically which armies he can ally with (I'm sorry but I don't see this guy with necrons or nids and chaos would be waay to stubborn to hire a bounty hunter.)<br /> <br /> Also a little too strong to be an elite?  I would recommend <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> but you must fill your other <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot as well in order to take him (I can't imagine a bounty hunter leading a force because he'll probably steal the war fund and take off <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">)<br /> <br /> Points are nowhere near realistic (that guy would beat the %^&* out of my tau Shas'<span class="glossaryitem" onmouseover='gp(555);'>el</span> yet after mandatory upgrades I'm almost double the cost of a bounty hunter.)]]></description>
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				<pubDate><![CDATA[Wed, 2 Feb 2011 13:58:34]]> GMT</pubDate>
				<author><![CDATA[ yshabash]]></author>
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				<title>Re:Bounty hunter mercenary rules</title>
				<description><![CDATA[ This is an interesting idea. Maybe there should be some specific rules about his objective of taking out his target. How about something like this: Before each battle begins, nominate one enemy model. If at the end of battle the bounty hunter is alive, eliminating the target model gives one more additional <span class="glossaryitem" onmouseover='gp(316);'>KP</span> than normal. However, if the target model survives the duration of battle, your opponent gets the bonus <span class="glossaryitem" onmouseover='gp(316);'>KP</span>.<br /> <br /> Maybe he should get special attacks that use enemy <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> as strength. Then again, that would be more like an assassin than a bounty hunter.<br /> <br /> I'm not trying to gank your idea or anything, that's just my two cents.]]></description>
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				<pubDate><![CDATA[Mon, 7 Feb 2011 09:37:33]]> GMT</pubDate>
				<author><![CDATA[ bonerjamz]]></author>
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