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Post by Lord Nefarius on Dec 20, 2004 21:24:35 GMT
this will soon contain forgotten and minor races like the Hruds Space Pirates Mercenaries Bounty Hunters Trophy Hunters Wraithknights temporally the "CuoP" and other various scum of the 41st century... (as long as this thread contains the above lines all packages and rules in this thread are unofficial)
- more to come -
Wraithknights: WS - 4 BS - 0 St - 4 To - 4 Wo - 1 In - 3 At - 1 LD - 9 Save - 3+ Cost - 55pts (don't forget the basic statline upgrades) Race: Craftworld Eldar Wargear: choose one: -- -- Wraithblades (count as 2ccw, always wound on 4+ or better, 6+ to hit cause a -2sv modifier) -- -- WraithHalbert (2handed, -1In, +1S, -1sv modifier, 6+ to-hit cause an additional -2sv modifier). Special Rules: -- -- Fearless Options: -- -- Add CC Training (+1 Ws, and In), 15pts.
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Post by Lord Nefarius on Feb 18, 2005 14:52:55 GMT
Space Pirate Due to the fact that most races have members who join the numerous space pirate fleets the base packages for the space pirate package can be one of the following.
Creation: - no space pirate may exceed Strengh6 at creation including all bonuses from wargear,weapons... - no space pirate may exceed Toughness5 at creation including all bonuses from wargear,weapons... - no space pirate may exceed 5(6)Attacks at creation including all bonuses from wargear,weapons... - no ranged weapon may exceed Strengh6 including all modifications and bonuses from wargear,...
Race and altered points cost for basic statline: Eldar 20pts Dark Eldar 20pts Human 10pts Ork 20pts Kroot 15pts
==Pirate Package (+1WS, BS, At, 5+sv, ccw) 20pts -- -- Add Hook Handed (+1At, can ignore an arm wound on a 5+, may only be armed with single handed weapons) 15pts. -- -- Add Booze (May drink booze before the duel roll D6: 1-2=clumsiness -1 WS, In, 3-4=Dutch Courage: character is fearless 5-6=Drunken Rage: Character gets +D3 At ),20pts -- -- Add First Mate: +1Ld, +1Ws (15pts) -- -- Add Veteran of Pirate Wars: +1 WS, BS (15pts) -- -- Add Brawler: +1 WS, In, At 25pts -- -- Add Gunfighter +2BS 15pts may not be combined with Brawler -- -- Add Bionics (Once the Character's last Wound is taken, he is allowed a D6 roll; on a roll of 6, he continues fighting with a single Wound left), 10pts. -- -- Add extra armour (4+Sv) 10pts
Equipment: (being pirates they use any of the weapons regardless of race)
-=Melee=- (may be taken twice, if 2 weapons of the same type are taken you just receive +1At for the second one,the weapon bonuses are not cumulative) -- -- Add Choppa (-1sv modifier in CC) 10pts -- -- Add Serrated Blade (wounds on 4+ unless this would be easier) 10pts -- -- Add Sword Rapier (+2 In and +1 to hit in CC, requires WS5 or more to use, when armed with a sword rappier you can only parry attacks on a 6 NOT a 5 or 6) 15pts -- -- Add GCCT [Giant Crushing Claw Thingy] (+D3At on charge instead of +1, +D3St [up to a maximum of Strengh 6] on charge , -1sv), 30pts
-=Pistols=- (may be taken twice, if 2 pistols of the same type are taken you only double the amount of shots, not the additional bonus) -- -- Add Betta Slugga (St4 Ap6 Pistol,1reroll for to-hit rolls), 5pts -- -- Add Leutenant's Laspistol (St3 Ap6 Assault2,may still be used in cc to get +1at), 5pts -- -- Add Swift Splinter Pistol (S3 Ap5 Pistol,+1In), 5pts -- -- Add Bolt Pistol (S4 Ap5, Pistol), 5pts -- -- Add Shrukien Pistol (St4 Ap 5 Pistol), 5pts
-=Rifles=- (may be taken in combination with a melee weapon or a pistol,you may either fire the pistol OR the rifle) -- -- Add Shotgun (S3 Ap-- Assault4), 10pts. -- -- Add Kroot Rifle (St4 Ap6, Rapid-fire, counts as 2 CCWs in the CC Phase) 10pts -- -- Add Bolter (S4 Ap5, Rapid Fire), 5pts -- -- Add Splinter Rifle with blades (S3 Ap5 Rapid fire,+1At) 5pts -- -- Add Shrukien Catapult (St4 Ap5 Assault2) 10pts -- -- Add Flamer (S4 Ap5 Template), 10pts.
-=Special=- (take up 2hands) -- -- Add Gattling Autogun (St4 Ap—Assault D6+1, roll for how many shots each turn, if you roll 2 or more 1s for to-hit the gun jams and can't be used until the duel ends) 15pts -- -- Add Long Rifle (Hits on a 2+, wounds on a 4+, -1 to Armour save, 6s to-hit cause an extra -1 Armour save, counts as Assault 2) 20pts -- -- Add Blunderbus (St4 Ap6 Assault3 Blast Template) 15pts -- -- Add Swivel Gun (St D3+3 Ap5,Heavy2), 15pts -- -- Add Parcshot Rifle (St D6 Ap--,Assault [7 minus strengh rolled]), 15pts
-=Weapon Options=- (only for pistols and rifles) -- -- Add Rending modifications(all gun fire has another -1sv mod on a 6 to hit) 15pts -- -- Add Cutlass (-1sv mod can be used if you shoot a rifle sized weapon) 15pts -- -- Add Add weapons modifier (On a roll of 5+ before the Duel the weapons modifications work for once and the weapon counts as master crafted may be used only on one weapon per duel) 20pts
[glow=black,1,100]Credits to Schaferlord's creativity!!!!![/glow]#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys
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nightbringer
Level 2 - Rookie
Enemy of the C'Tan beware!
Posts: 10
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Post by nightbringer on Feb 19, 2005 13:47:12 GMT
Mercenaries: Mercenaries come from many different races as do most renegades and runaways. To represent this they can be from any of the following races, and will use the appropriate statline from the race, but most take the Mercenary package:
Races: Imperial Human Chaos Creature Ork Kroot Eldar Dark Eldar
Creation: - no mercenary may exceed Streng6 at creation including all bonuses from wargear,weapons... - no mercenary may exceed Toughness5 at creation including all bonuses from wargear,weapons... - no ranged weapon may exceed Strengh6 including all modifications and bonuses from wargear,...
The package is as follows, and applies to all mercenaries:
== Mercenary (+1WS, BS, At) 20pts -- -- Add Cunning (+2 I, +1 to initiative rolls in the first round of the duel) 20pts -- -- Add Jumble of Armour (+1 T and 4+ save) 35pts -- -- Add Sniper (Sniper hits on 2+ and wounds on 4+, Heavy 1) 10pts -- -- Add Assassin (2 Close Combat Weapons, +1 I, At and +2 Ws) 30pts -- -- Add Brute (+2 S, Ws, may not carry a ranged weapon) 20pts -- -- Add Banker (+1 I, “Hail of Cash” Str 4 AP6 Assualt 4, in addition, mercenaries in the presence of a banker gain +1 Ld and +1 A on the charge) 20pts -- -- Add Leader (+1 Ld, 3+ armour save, frag grenades) 25pts -- -- Add Bionics (Once the Character's last Wound is taken, he is allowed a D6 roll; on a roll of 6, he continues fighting with a single Wound left), 10pts.
Equipment:
Close Combat Weapons: (There are no cumulative bonuses for taking two of the same weapon except from the +1 A) -- -- Add Payday (Raises users strength by 1) 10pts -- -- Add Serrated Blade (wounds on 4+ unless this would be easier) 10pts -- -- Add Mutha Axe (-2 save modifier in CC) 20pts -- -- Assassin Blades (2 CCW’s, -1 save modifier) 15pts -- -- High-Tech Blade (+1 S, -1 save modifier) 20pts -- -- Add No Dice (Can only be parried against on 6’s, can parry others on 4+) 45pts
Pistols: (may be taken twice, if 2 pistols of the same type are taken you only double the amount of shots, not the additional bonus) -- -- Add Plasma Pistol (S5 AP3 Pistol) 35pts -- -- Add Commando Laspistol (St3 Ap6 Assault2, may still be used in cc to get +1A), 5pts -- -- Add Custom Job (S2 AP- Assualt 5) 10pts -- -- Add Bolt Pistol (S4 Ap5, Pistol), 5pts -- -- Add Quick Job (S3 AP- Assault 2, Gives +2 on the Shooting priority rolls) 10pts
Guns: (may be taken in combination with a melee weapon or a pistol, you may either fire the pistol OR the rifle) -- -- Add Shotgun (S3 Ap-- Assault4), 10pts. -- -- Add Kroot Rifle (St4 Ap6, Rapid-fire, counts as 2 CCWs in the CC Phase) 10pts -- -- Add Bolter (S4 Ap5, Rapid Fire), 5pts -- -- Add Splinter Rifle with blades (S3 Ap5 Rapid fire,+1At) 5pts -- -- Add Shrukien Catapult (St4 Ap5 Assault2) 10pts -- -- Add Flamer (S4 Ap5 Template) 10pts. -- -- Add Present (S6 AP5 Heavy 1) 20pts -- -- Add “Da Secret Weapon” (S5 AP- Assualt 1, may be pulled out in CC and acts as a blade conferring +1 A) 25pts
Specaial: -- -- Add Long Rifle (Hits on a 2+, wounds on a 4+, -1 to Armour save, 6s to-hit cause an extra -1 Armour save, counts as Assault 2) 20pts -- -- Add Netter (Uses two hands, use Bs of target against Bs of firer like you do with Ws, use that to determine if it hits, S4 AP- Assualt 1, if parried, the net is torn and broken through, otherwise, even if no wound is inflicted, the victim may not attack in CC) 30pts -- -- Jet pack (Autoback, frag grenades have no effect against this) 20pts -- -- Earned Armour (3+ save) 15pts -- -- Gattling Gun (S3 AP6 Assault D6, jamming rule applies) 15pts
Weapon Options: (only for pistols and rifles) -- -- Add Rending modifications(all gun fire has another -1sv mod on a 6 to hit) 15pts -- -- Add Custom Sights (+1 Bs and makes you an Auto 1 for CCP) 10pts -- -- Add Bayonet (+1 A in CC phase) 5pts -- -- Motion Sensor (+1 I in first CC phase) 5pts -- -- Laser Targeter (if the weapon wounds the other character takes a LD test unless it’s fearless) 15pts
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Post by Lord Nefarius on Mar 4, 2005 16:30:10 GMT
Founding #21
- this package is available for Imperial Space Marines
WS - 4 BS - 4 St - 3 To - 3 Wo - 1 In - 4 At - 2 LD - 9 Save - 3+ Cost - 35pts (don't forget the basic statline upgrades)
= Founding 21 (Bolter,CCW,Chapter Special), 35pts May choose ONE of the following Chapter Specials: == The Black Dragons (may reroll failed to-hit rolls in cc, +1At) == The Legion of the Damned (5+ Cover Sv, may attempt to escape from a duel at any time on a 5+, if roll is failed then the duelist must wait for the end of the round. At that time, he may reconsider and continue fighting, and can use Conceal again in any subsiquent turns,opponents receive -1LD) == The Lamenters (twisted luck [any to-hit roll of 1 and 2 during the duel automatically hits the character who caused this 1 or 2. this rule applies same for shooting and closecombat and it applies for every character involved in the duel]) == The Minotaurs (once a duel may use "Minotaur's Tactics" [gets autoprior for cc, +1St, +D3 attacks for charging instead of +1,MUST voluntarily flee at end of turn) == The Sons of Anthaeus (+1Wo [may exceed the 2wounds-limit at creation], 5+inv) == The Flame Falcons (+1St if charging, +D3 St3 attacks with -1svmodifier at In5 hitting on 4+ if NOT charging)
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Post by Lord Nefarius on Mar 4, 2005 17:08:25 GMT
thread open for suggestions and ideas. if you post a package,please try to keep to the normal format packages are written in atm (take the wraithknight one for example). don't be upset when your package will not be included one by one though.
p.s.: this post will often get moved down. every package above this post can be seen as reviewed and approved. The rules for Aftermath&Outcasts listed in the 1st post still apply. note that the packages in this thread may be changed a bit more often than others due to balancing and such, but you may officially play them now if above mentioned is not a problem for you!
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