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Post by jackedup on Nov 24, 2014 6:28:29 GMT
I am building a special Warhammer 40k army that consists entirely of unarmed civilians. I will be the third player in any battle, and earn VPs by putting out fires, rescuing people caught in the crossfire, preventing looting, giving First Aid, etc.
So far, I have patrol officers, paramedics, volunteer firefighters, rescue helicopter pilots, and refugee aid food wagons. Throw in some ideas on anything I've missed, and their stats / what they do, etc. Strictly no weapons or killing things.
(PS You laugh, like you think I'm joking. But I'm not.)
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Post by robomummy on Nov 24, 2014 20:43:24 GMT
I'm liking this idea for missions that involve protecting civilians or refugees from a horde of orks or tyranids.
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Post by maeloke on Nov 24, 2014 21:05:54 GMT
I have a hard time thinking of stuff for unskilled civvies to do. If you widen your scope, consider stuff like:
-Evacuation vehicles+pilots of all sorts to take supplies in or refugees out -Engineering corps to reinforce buildings/structures -News/reporting crews to document the conflict -Science teams to deal with biohazard/fallout/weapons cleanup.
What I really wonder about with this project is how you meaningfully interact with the other players that are doing the normal battle thing. Do your actions matter to them? Do theirs matter to you?
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Gardakka
Genestealer
Back! And ready to devour the Imperium of Man.
Posts: 69
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Post by Gardakka on Nov 25, 2014 9:13:50 GMT
I love the idea of having civilians involved, I've been otying with the idea myself for a while but have not been able to come up with anything meaningful to use in a game.
Closest I came up with was for gangs/civilians protecting their buildings - any unit moving within 6" of said building takes D3 wounds, normal saves allowed. I know you said no killing, but that's all I have.
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Post by Hive Bahamut on Nov 25, 2014 10:40:18 GMT
Mechanic/Engineer: Tinker: repair APC, gives 1 model a re roll 1 to hit from shooting/CC
Pilot: Pedal to the Metal: vehicle/flyer may count as stationary for all purposes moving combat speed. APC may move +6" going flat out and gain add +1 to their jink save or gain 6+ if it didn't have it. The normal restrictions for jink do not matter.
Police Officer: Illusion of power: Civilians within 12" may use the officers LD(9) for any morale/fear or pinning tests. This bonus is immediately lost if the officer dies.
Political official: Dirty Money: one use only: roll a d6, on a 4+ the ability is applied to the person who went first. The players must count the points remaining on the table and whoever has more remaining gains a victory point. Whoever loses may NOT harm any civilians next turn.
Quarterback: Coach said give 110%: this character may Look out Sir any model within 6" provided it is either a civilian or another bystander. Any model behind it gains +1 to their cover save.
Ol' Granny: Back in my day: any unit from either faction that is behind this model may not benefit from fleet, move through cover, or gain any re roll for charge range.
This is fun I have more but tired... Hopefully this is what you were looking for.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 26, 2014 5:25:26 GMT
Could have a special anti-vehicle rule that's like "take hostage"/commandeer.
On an assault to hit roll of a 6 the civilians can automatically enter/operate the vehicle as if they have taken the crew hostage/one of their numbers knew how to operate the craft. I'd say on the hit roll since that seems more like when they'd decide their goal with the vehicle, also that doesn't inhibit vehicle destruction if they'd roll a 6 to blow it up(on pen roll).
Could also similarly to orks have a rule that promotes strength in numbers(could be called something like mob rule). Maybe allow a single smash attack to be made on civilian squads numbering over 10, could have it resolve at like str 8 and have it get +1 str to a max of 10 for every civilian numbering over 10.
Also could have like a vandalize rule, where the civilians moving through cover can elect to instead of shooting reduce the cover save of a piece of terrain they're either in or within 2 inches of rather than shoot.
I'd also say they should have a "coward" special rule where they get +1 cover save for going to ground but a -1 Ld modifier for morale tests. That in combination with my "mob rule" suggestion could make for an interesting synergy. But maybe too similar to playing tyranids.
Ooooh, and maybe something like "Idolatry", where because the civilians are mystified/convinced it's some manifestation of whatever supernatural deities they believe in any civilian model within 6" of a psyker can take a look out sir to protect the psyker, regardless if in the same squad.
I'm also a fan of making one or two upgrades available to squads.
Stuff like:
Survivalist: +1 to armor save
Lucky: Stealth and reroll ARMOR saves of 1.
Sneaky: enemy models firing at squad who's entirety has this rule shoots at the unit at -1BS
Resourceful: If a unit with this rule has assaulted a unit and gained a charge bonus, they do not lose the charge bonus until the unit that was assaulted to trigger the bonuses is no longer in combat(aka if the enemy hit and runs out of combat, charge bonuses go away).
Suicidal: any armor saves in close combat attempted by a model with this rule that rolls a 1 immediately inflicts an automatic strength 3 AP:2 hit on the enemy unit inflicting wounds.
Feel free to use as many or as few of those as you want.
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Post by jackedup on Nov 26, 2014 7:47:55 GMT
Thanks guys, keep it coming. I am using some of these ideas for sure.
So far, I have it set up so that I'm the third player in the middle of a fight - trying to "win" by rescuing as many civilians as possible. I'm also making a series of tables, to roll whenever a building gets hit, an ordnance template lands, etc. to see disasters happen.
Basically, fixing disasters (like putting out a fire) gives bonus XP, but it puts the rescue teams at risk. Apart from being burned to death, they may get caught in the crossfire, etc.
Will put up my homebrewed "rulz" once they are less haphazard.
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Post by jackedup on Nov 26, 2014 7:50:37 GMT
I have a hard time thinking of stuff for unskilled civvies to do. If you widen your scope, consider stuff like: -Evacuation vehicles+pilots of all sorts to take supplies in or refugees out -Engineering corps to reinforce buildings/structures -News/reporting crews to document the conflict -Science teams to deal with biohazard/fallout/weapons cleanup. What I really wonder about with this project is how you meaningfully interact with the other players that are doing the normal battle thing. Do your actions matter to them? Do theirs matter to you? Yep, they matter. I roll for disasters based on some of the weapons they use (e.g. battle cannon hitting a building), and the type of disaster requires the right response specialists. Also, Xenos will go after the rescue teams (bonus VP), while the Imperium forces might try to protect them. This goes on while they're fighting over their objectives as usual.
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Post by eskimo on Nov 26, 2014 15:11:46 GMT
Rescue Team + Dogs. -Independant Character/ Unit -Hightened Smell (dogs only) Civilians that suffer casualties from building damage can be found by the dogs. For every casualty in the civilian unit/s the dog must take an initiative test. Each test pasted successfully saves a civilian. For each additional dog in the team you may reroll one dice. The heightened smell works for all units within 6" of a dog and can recover and casualty regardless of game turn.
-Hightened Awareness (team only) Civilian units joined by the rescue team may reroll any failed dangerous tests.
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Post by blackrainbow on Dec 4, 2014 22:19:27 GMT
Perhaps have a team "spend a turn" clearing dangerous terrain as well.
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Post by scrotatohead on Dec 7, 2014 3:12:16 GMT
Pizza Delivery Driver. Jetbike. Always starts the game in reserves. When the Pizza Delivery Driver comes in from reserves, randomly select a unit which will receive the pizzas. The Driver comes onto the board directly opposite the target model on the side that is furthest away from the target model. If the Driver makes base contact with the pizza purchaser, the purchaser must make a leadership test at -1 modifier per wound lost so far, or model lost in the unit. This represents potential disagreement on what was ordered vs. what was delivered. If the pizza purchaser makes the leadership roll, the unit gets back d3 lost models immediately. If the unit has lost no models then the unit recieves 5+ invul and Slow and Purposeful until the end of the battle. If the unit already has a 5+ or better Invul. it recieves FNP instead. If it has both then all it gets is Slow and Purposeful from eating so much pizza. If the target is a single model it gets d3 wounds back plus slow and purposeful. If the pizza buyer has no wounds it receives a 4+ Invul and slow and purposeful for the remainder of the battle.
If the pizza purchaser fails the leadership roll the purchaser and Pizza Delivery Driver remain locked in argument and debate until the start of the Delivery Driver's next turn. The Pizza Purchaser and his unit can take no action in it's next turn. Units charging a pizza purchasing unit do not suffer initiative penalties for going through difficult/dangerous terrain, nor do they suffer the effects of defensive grenades.
At the start of the Pizza Delivery Driver's next turn the Pizza Purchaser again makes a leadership check and applies the rules listed above. This continues until either the Purchaser passes a leadership test, is destroyed by enemy fire (Purchasers can never fail a morale test while locked in debate with a delivery driver...this is serious stuff man!), or the battle ends.
Once the pizza delivery driver concludes his business successfully he moves as quickly as possible to the closest board edge. Once he leaves the board edge he goes back into ongoing reserves in preparation for the next order.
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Post by gman25639 on Dec 8, 2014 16:10:35 GMT
This^ *facepalm* why do I actually want to try this?!
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Post by scrotatohead on Dec 8, 2014 20:36:57 GMT
FedEx Delivery Driver.
Fast Tank. It Will Not Die. Re-rolls all failed Dangerous Terrain Checks. FedEx vehicles can be targeted like any other unit on the table.
Starts each game in Reserves.
When the FedEx Delivery Driver successfully comes out of reserves randomly select one unit currently on the battlefield as the "Delivery Recipient". The FedEx Delivery Driver enters the board directly opposite the Delivery Recipient on the longer of the two board sides. Each turn the FedEx Delivery Driver will move as quickly towards the Delivery Recipient as possible. On the turn the Delivery Driver makes contact with the base of a model within the Delivery Recipient unit, the Driver delivers a package based upon the following tables. These changes take effect immediately and last until the end of the battle. The FedEx Driver is not negatively effected in any way by coming into base contact with a Recipient, and yes, FedEx vehicles are capable of making contact with swooping FMCs and flyers. Packages cannot be refused.
The Delivery Recipient player rolls 1d6 based on the unit type:
Every unit that is not a character, (F)MC, or vehicle/walker/flyer 1-2: "This isn't what I ordered!" The Driver has a package for the Recipient, but it isn't what was ordered. An argument ensues. The Recipient unit may take no action during its next turn. If it is assaulted it can perform no action except Overwatch. Assaulting units are not affected by defensive grenades, and attack at normal Initiative if charging through cover. 3-4: "Finally somebody got something right!" The Recipient receives much needed equipment upgrades just in the nick of time. The unit may choose to receive either upgraded assault weapons (+1 attack on the charge plus re-roll all 1's to Hit when engaged in assault) or upgraded ranged weapons (May choose to Shoot and Run OR Run and Shoot). If the unit is a mix of standard and heavy weapons, the above option applies ONLY to the standard weapons. Heavy weapons in mixed groups would have the same option as a full heavy weapon unit as described next. If the unit is made up entirely of heavy weapons or are the HV weapons in a mixed weapon unit, it may choose to swap out 1d3 model heavy weapon options with legal heavy weapon options from their codex. 5-6: “Somebody up there must not hate us” The unit receives much needed defensive gear. The unit immediately gains Shrouded and may immediately redeploy up to 18” away so long as the models remain outside of 6” from an enemy unit. The unit may perform all legal actions on it’s next turn, including assaulting if allowed by the unit profile.
(F)MC/Character/Walker Deliveries to squadrons or multi-model units apply to only ONE model, selected by the Recipient player 1-2: "This isn't what I ordered!" The Driver has a package for the Recipient, but it isn't what was ordered. An argument ensues. The Recipient unit may take no action during its next turn. If it is assaulted it can perform no action except Overwatch. Assaulting units are not affected by defensive grenades, and attack at normal Initiative if charging through cover. 3-4 . The Recipient can exchange one weapon/biomorph or item of wargear for another item from the appropriate codex, regardless of item point cost, even if it doesn't make any sense, WITHIN reason. Non-(F)MC/Walker models cannot select items designed for (F)MCs, vehicles, walkers, skimmers, etc. Items cannot be exchanged for relics. 5: “Well now, this will come in handy”. The Recipient model may select an additional weapon/biomorph or wargear item from their codex to add to their personal arsenal. This applies even if the new selection would put them over the limit for weapons/items. This does not allow the model to have additional shooting attacks beyond their unit type limit, though it may provide them with additional close combat attacks. Relics may not be chosen. 6: “There must be some sort of mistake!” Shipments got really, really mixed up. The Recipient model can exchange one weapon/biomorph or item of wargear for another item from their opponent’s codex, regardless of item point cost, even if it doesn't make any sense, WITHIN reason. Non-(F)MC/Walker models cannot select items designed for (F)MCs, vehicles, walkers, skimmers, etc. Items cannot be exchanged for relics.
Tank/Skimmer/Flyer 1-2: "This isn't what I ordered!" The Driver has a package for the Recipient, but it isn't what was ordered. An argument ensues. The Recipient unit may take no action during its next turn. If it is assaulted it can perform no action except Overwatch. Assaulting units are not affected by defensive grenades, and attack at normal Initiative if charging through cover. 3-4: “About time they sent us the right parts” The model receives much needed spare parts. The model may choose to repair D3 hull points, or swap out one piece of vehicle wargear/upgrade for another item of wargear/upgrade from their codex. 5: “Let’s see them hide from this!” The Recipient receives much needed targeting equipment. All ranged weapons become twin-linked, Skyfire. If the weapons are already twin-linked or Skyfire, they get the ability they don’t already possess plus they also Ignore Jink and Invisibility. 6: “Must be somebody new in the motorpool.” The Recipient gets some surprise patch-work upgrading. The model may choose to increase movement by 6”, OR increase total armor by 3 points up to a maximum of 14 on a side, OR go from being an open top to a closed top vehicle.
Once the package is delivered, the FedEx Driver makes for the closest board edge at the start of it's next turn. If it successfully exits the board it goes back into ongoing reserve, preparing to delivery another package.
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Post by gman25639 on Dec 9, 2014 7:40:54 GMT
Dangit scrotatohead! I'm actually pissed with the FedEx people right now. I'd definitely try to blow that thing up! Lol fun idea though
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