Post by MrPrInGlEs on Jan 19, 2008 20:04:01 GMT
Mercenaries
Hello after much wait i have finished most of what is needed to play.
so you may go on and make your character. i have work to do on battle system, more feats,storyline and races.Any of those who want to be eldar or pskers hold on, they are coming soon.
Current members, notice that I have increased starting armory points, plz check the armory section: the classes have been revised plz make changes to your profiles to fit the new sytem.
The Story
Captain Kais Ka is a ex-tau stealth suit pilot, But his greed drove him to steal a ship and become a merc. After altering his stolen cargo ship, he has started picking up hired guns like yourselves, for his mercenary team.
Ship and crew
The Kazmeria, Kais Ka's ship, is and old cargo craft that he modified into a stealthy Fighter. Knowing the in and outs of stealth tech, Kais covered the ship in invisibility generators.Then he added weapons and turned the cargo bay in to living quarters/armory.
Crew members
Jaymz
race:Tau
Jaymz is Kais's old tau army buddy who did maintenance on his suit for him. jaymz helped him steal the ship and is the current pilot of the Kazmeria.
Gabriel Colm
race:Human
you don't see Gabriel that much, most of the time she is off making runs to get supplies for the ship.
Nazrond
Race: eldar
Nazrond is the ship's mechanic and co-pilot. He is always tweaking some part of the ship or updating the weapons.
races:(all merc have 3 W and a 2 A if not better)
--------'ws bs s t 'w i a ld Sv pts
'feral Ork:3--3-3 4 3 2 2 7 6+ 9
-'Ork boy:4--2-3 4 3 2 2 7 6+ 9
..Ork nob:4--2-4 4 3 3 3 7 6+ 20
-''ard boy:4--2-3 4 3 2 2 7 4+ 12
~''Marine:4--4-4 4 3 4 2 8 3+ 15
'vtmarine:4--4-4 4 3 4 2 8 3+ 18
Trmnator:4--4-4 4 3 4 2 9 2+ 40
~~''kroot:4--3-4 3 3 3 2 8 6+ 8
~'Shas'la:2--3-3 3 3 2 2 7 4+ 10
~'Shas'ui:2--3-4 3 3 2 2 8 3+ 30
~-''Lictor:6--0-6 4 3 6 3 10 5+ 80(i do not recommend this)
genestler:6--0-4 4 3 6 2 10 5+ 16
Stlrhybrid:5--2-4 4 3 5 2 10 5+ 20
~'Warrior:4--2-4 4 3 4 2 10 5+ 14
~'Biovore:3--3-4 4 3 1 2 5---6+ 40
Ork character details:
Special ork implants
Fungal strength amplifier
The implant Feeds a growth chemical to the fungal tissue of the ork's body, making him stronger.
Add 1 point to the ork's S. 15 points
Fungal DNA Transmitterthis implant makes fungus grow on the ork's arms.
The ork may unleash the spores from the fungas and fill the air with toxin. all units around him suffer a S5 wound and must make an armor save.(They also make great snacks!)30 points
regeneration amplifierThis implant is placed near the heart and enhances the orks natural ability to regenerate(look it up).
At the end of each round, roll a 6-sided die for each wound it has sustained.the ork regains a wound for each result of 6. 40 points
Marines
Vet marines
choose a free feat, infiltrate(any class),furious charge(any level),tank hunters.
Kroot
Kroot implants:
Hyper-active DNA transmitter the kroots adaptive genetic
structure, this just pushes it to the max by injecting dna from many different races.add 1 point to S,T,I,and WS.the implant itself costs 30 points, but before each mission you must pay 5 poinst for supplies to keep it running.
Spine growth enchancerMakes the spines of the kroot grow out. the kroot may, instead of shooting, the kroot may eject the spines.(18"/5S/3AP/assault 2 only usable once a battle)
15 points
chameleon organ adaption6+ cover save in the open 5 points
Tyranid gene splice
the kroot gains the rending abillity.
Old gear:
You may choose to keep one weapon from your old job, like Pulse carbines/rifles, choppas, khornite weapons and any other weapons from the army you originated from.just add it to your base cost.
Also, you may still have old implants, armor, bionics, bio morphs, bio weapons or other things you cant really take off. Just add any gear to your base cost.( this can help, but note that it will effect how fast you lvl up.)
Tau
ideas? cant think of anything
Tyranids:
this is complicated, many nids do not have free will and others have weapons for hands.
Genstealer hybrids: rending, they my take any biomorphs a normal genestealer can.
special tyranid implants
*only use second cost if the merc has the toxin sacs bio-morph
Inter-toxin emitter:
A system that ejects the tyranids toxins from its claws.
Once a battle the Tyranid may Turn it attacks into poison weapons for the round(attack wound on a roll of 3 or higher for that time)30/40 points
disrupter Field emitter
Turns bio weapons into power weapons.20/30 points per set of weapons.
chameleon scale reflector(lictor only)
Upgrade the lictor's chameleon scale abillity to a +4 save andits cover bonus when cover up another +1. 30 pts
Bio-plasma injection system:
Prerequisite:Bio-plasma bio-morph,Plasma weapon
Disables your Bio-plasma abillity, but increases the power of your Plasma weapon by 2. 20 points
Acidic amplifier
Prerequisite:Acid maw bio-morph
Reroll on wounds for the first and second round off combat. 20 points.
Weapons and armor.
only those with rending claws or normal claws may use extra weapons from the armory.
Warriors with lash whips may choose 1 extra 1-handed weapon for each whip.
Synapse on warriors is disabled, they have broken from the hive mind and do not wish to reconnect.
Any armor given to nids has to be custom made, so increase its cost by 10 pts.(ignore this rule for hybrids)
Classes and lvling:
Shooter:Add 1 extra point to your BS, but reduce your WS and I by 1.
you get a free ranged weapon off the list of starter weapons.
pick out 1 free implant.
Fighter
reduce your Bs by 1,choose a weapons style(any)
you Get a free cc weapon and a 1 handed ranged weapon from the starter list.
pick out a extra cc feat.pick another cc feat every 5 lvls
Heavy Weapons
Add 1 point to your toughness, but reduce WS by 1
count as having +1 Bs when shooting with heavy weapons.
Pick out 1 free heavy weapon from the starter list.
any heavy weapons you buy, have a reduced cost by 7. (they can make them instead of buying them)
at lvl 5, 10 ,15 ,20 and so on. the merc gains another point of T.
Rogue
Add 2 points to I. choose a wepon style(ninja,fencing, dagger or bludgeon.)
Pick any weapon from the starter list.
Stealth armor: 5+ cover save when being shoot at and a +2 bonus to cover saves..
Tech specialist
Pick out 2 free implants,
All tech specialists have a pistol
Tech specialists may repair immobilized or weapons destroyed results on vehicles.Roll a 6-sided die, if you roll a 6 the vehicle is repaired. add +1 to the roll for each shooter in your unit and each servo arm it has.
(tyranids may not be tech specialists)
Psker
free force weapon,choose a combat style.(Bludgeon,fencing,brawler, or spear.)
Powers:
psychic storm 12"/4S/2AP/Assault 1 blast
time bend reroll any rolls,saves or tests for the remainder of the turn,but no rerolling rerolls
warp blast24"/5S/Assault 1 blast or
---------------------12"/10S/2AP/assault 1*
Horrifying presence: must take a morale test to attack the psker or fall back if the test is failed.
Warp field:you gain a 2+ save and a +6 inv save
Psychic fury:the psker gains d3 extra attacks this turn.
psychic mend:the target gains 1 wound
Psychic restoration:the target regains all wounds*
*these powers require psychic tests
(please note that there are going to be books to be found to teach more powerful attacks)
Lvling:
lvl----exp
1------0
2------100
3------220
4------300
5------420
6------500
and so on following the pattern.
Level adjustments
Subtract your base cost by 20, if it comes out negative, subtract that many points from the amount you need to lvl up. so a space marine would need 95 exp instead of 100.
But if your result was not a negative, then add that positive number to the amount of points you will need each lvl. so a terminator would need 120 points to lvl up in stead of 100.
Feats
Every other Lvl,you gain a feat. you also get one at Lvl 1
Power attack:
the Merc has honed his skills in making,high powered, inaccurate blows.
Activate his ability at any time and without limit.
Increase your S by 2 for the turn and the following turn, but you will only hit on rolls on 5 or higher for that time also.
Defensive stance
the merc has taunt himself to become impossible to hurt
Activate his ability at any time and without limit.
Increase your Armour save to 2+ in CC for your turn and the following turn, but you may not make any Attacks during that time.
Cleave
You take a swing that hits everyone infront of you.
Prequiste:power attack
Activate his ability at any time and without limit.
Reduce your attacks to 1, but when rolling to hit, it the 1 attack hits it hits 4 enemys.woundng is resolved at +1 S and armor saves are done as they normally would.
Flurry
You start swinging you weapon like crazy
Reduce you WS by 2, but increase your Attacks by 1 for this turn and the following turn.
Weapon focus:
You Understand a certain weapon better than others.
Passive abillty
If a CC weapon, increase your WS and I by 1 when using choosen weapon.
If a ranged weapon increase your Bs by 1 to a max of 5.
Aimed shot
You have learned to shoot at just the right spot for maximum
effectiveness.
Make one shot this round, but increase its S by 2.
Rapid fire
Reduce your BS by 1 and make and extra shot this turn.
Infiltrate
Prequiste: I 5,rouge,shooter or psker
you gain the abillity to infiltrate.
counter attackprerequisite: I 5
as in warhammer 40k rulebook
Fleet of footas in warhammer40k rulebook
Fearlessprerequisite:lvl 3
as in warhammer 40k rulebook
Hit and run prerequisite: I 5
as in warhammer 40k rulebook
furious chargePrerequisite: Lvl 2
Scouting
as in warhammer 40k rulebook
tank hunter+1 S against vehicles
True Grit
as in warhammer 40k rulebook
Combat styleswell after watching tv I got the idea to add combat styles,but i still have more work to do.(styles that dont use cc weapons must wear a pair of gauntlets or have rending claws) Any cc weapon bought may be configured to become any type of weapon for free, this includes powerful weapons like power and rending weapons.
Spear style
This style is a very counter attacking style
Always attack at the same time as the opponent. you gain the counter attack feat when you feat when using this style.
Combat:
roll the opponent's attacks first, all attacks that he missed are added to your total A as bonus attacks for the turn.
Dagger:
daggers can not be heavy weapons or kinetic weapons(on the way)
Add 1 point to you A and I, but decrease your S by 2.
Sneak attack:
when the opponent does not see the attack coming,wound on +3. if the weapon is poisoned and is caught off guard and does not see it coming. then any hits are auto wounds.
Organ stab:
You may make this attack once a round.
If this attack scores a wound, the target may not attack next turn if they are not dead.
Bludgeon
Bludgeons can not be, rending, poison or heavy weapons.
(use any of these moves to once a turn.but they only effect 1 attack, not all.)
Head blow: if a wound is scored with this attack, roll a D6, if you roll a 5+, target is knocked out.(not dead, but gone for the fight)
Kidney shot:if a wound is scored with this attack, the target may not attack next turn.
Ankle Shot:If a wound is scored with this attack the target mores as if moving through difficult for the rest of the fight
Grapple(jujitsu and wrestling combination)
No cc weapons, add 2 points to I.
Grappling: instead of attacking you may perform a grapple. do this by making a grapple check*.if it successful, then you get to perform a grapple attack.
Neck Snap: make a attack like you normally would, but if the attack wounds, then the target will instantly die!
Pin: You and the target cannot move or attack, every round, perform a grapple check. if it is passed then the the pin will stay together. if it is failed the pin is broken and and both you and the target will be able to move again.(but not till next turn)You may perform actions while pinning a target although.(tying them up, hand cuffing them, injecting them with something or interrogation).
Slam : an attack at +2 S and that does does not allow the target to move or attack next turn.
Head lock: made a grapple check each turn, if the target has suffered 2 rounds in the lock, they will pass out.
beatdown: put them on the ground and Beat their face in.
make 3 attacks attack +1S and -1WS. for each round you wish to continue the beatdown, make a grapple check.
*To make a grapple check, roll a d6. if the result it is over X, the grapple check is passed.(where X is their I - your I, min 2+ and max 6+)
Boxing
No cc weapons, Add 1 to A and I,You gain the flurry feat.
Kick boxing
No cc weapons, add 1 to I
Powerful kicks: Each turn you may turn any number off your attacks into to kicks. You attack at +2 S and from 3" away, but any missed kick are added added to your opponent's total attacks the next time they attack.
Brawler
Add a point to S and T, but reduce you I by 2, you gain the power attack feat.
Mixed martial arts
no cc weapons, Plus 1 to T
Powerful kicks: Each turn you may turn any number off your attacks into to kicks. You attack at +2 S and from 3" away, but any missed kick are added added to your opponent's total attacks the next time they attack.
Grappling: instead of attacking you may perform a grapple. do this by making a grapple check*.if it successful, then you get to perform a grapple attack.
Slam : an attack at +2 S and that does does not allow the target to move or attack next turn.
beatdown: put them on the ground and Beat their face in.
make 3 attacks attack +1S and -1WS. for each round you wish to continue the beatdown, make a grapple check.
Fencing
Swords, add 1 to I, you gain the flurry feat.
ninijitsu(rouges only)
Add 2 points to I, unarmed or daggers only.
grappling: instead of attacking you may perform a grapple. do this by making a grapple check*.if it successful, then you get to perform a grapple attack.
Neck Snap: make a attack like you normally would, but if the attack wounds, then the target will instantly die!
Sneak attack:
when the opponent does not see the attack coming,wound on +3. if the weapon is poisoned and is caught off guard and does not see it coming. then any hits are auto wounds.
Organ stab:
You may make this attack once a round.
If this attack scores a wound, the target may not attack next turn if they are not dead.
Duel-weapon combat style:Add 2 points to your WS
Armory(this is a BIG part of the game, it will be added on to all the time)
you get 65 pts minus you base cost to start.If your base cost is higher than 65 more points, you will not have access to the armory until you "pay off your loan" by paying twice the amount you went over 65 pts.(a lictor, who is 80 points. would have to get 30 points to pay back until he would he could buy any gear from the armory.)
Twin-linked weapons: if you buy 2 of the same weapon, may make them Twin-linked at +5 points.
Combi-weapons:you may make a combi weapon by putting together two weapons.
you may put together
only weapons that are either the same size or one being smaller than the other.
only weapons with a * can use aimed shot
only weapons with a ^ can use rapid fire
only CC weapons with a " can use flurry
Starter list
(only pay the costs if you are not getting a free weapon for your class)
pistol 12 inch range/ 4 S/ 5 AP/ Pistol 5points*^
CC weapon 5 points"
Flamethrower 8 inch range/ 4S/ 5AP /hits 3 targets assault 1
10 points
Automatic rifle 24 inch range/ 4S/ 5AP/ rapid fire 5 points *^
Sniper rifle 36 Inch range/ *S/ 6AP/ Heavy 1 ---10 points
*always wounds on a roll of 2 or higher
Missile launcher 48 inch range heavy 1--- 15 points
Frag 4S/ 6AP/ blast
Krak 8S/3AP/
Heavy caliber automatic 36"/5S/4AP/heavy 3----15 points
Heavy Flamethrower 8"/5s/4AP/hits 3 target assault 1----15points
]THERE WILL BE MORE POWERFUL WEAPONS TO BE FOUND[/b]
Advanced Weapons
Photon grenades 5 pts
krak grenades 5 pts
frag grenades 5 pts
meltabombs 10 pts
plasma grenades 10 pts
Medium Calibur automatic4S/5AP/assault 2 10pts
Plasma rifle 24 inch range/S7/AP2/rapid fire,gets hot 20pts
plasma pistol 12 inch range/S7/AP2/pistol,gets hot 20^*
Plasma cannon36 inch range/s7/AP2/heavy 1 blast,gets hot 25pts
Multi-melta 24"/8S/1AP/heavy 1 MELTA 20
melta-gun12"/8S/1AP/assault 1 MELTA 15
Laser cannon48"/9S/2AP/heavy 1 40pts
Rail rifle 36 inch range/S6/3AP/heavy 1 pinning 20pts
power fist/claw20 pts
power weapon15 pts"
lighting claws25 pts
rending weapon10 pts"
thunder hammer25 pts
Heavy cc weapons10 pts
poisoned weapons15 PTS for wound on 4+/25 PTS for wound on 2+"
Gauntlets:need to deal damge when not using cc weapons 10 points
Power gauntlets+2 S when no using cc weapons 15 points
Armor:
6+ save 5 pts
5+ save 10 pts
4+ save 15 pts
3+ save 20 pts
2+ save 30 pts
armor enhancements:
Jump packs:25pts(i will discourge use of this untill most of the squad has them.)
stealth field:
6+ cover 10 points
5+ cover 20 points
4+ cover 35 points
3+ cover 45 points
spikesyou may ram yourself up against the enemy when you charge. when you charge you get a extra, S4 attack on top of your extra charge attack. 10 points
Silence boots:it sounds like nothing is there 15 points
Robotic leaping muscles a combination of implants and armor give you the ability to leap through the air. you gain a 12" charge. 15 points (cant be used with jump packs)
bikesNot a armor enhancement,but i had to put it some where 20 points
Jet Bikes25 points
Implants:
Adrenaline stabilizer: increase I by 1. --5 points
Adrenaline stabilizer: increase WS by 1. --10 points
AuspexIf enemy units ettempt to infiltrate within 4d6 inchs, the mercs my take a free shots at them. 15 points
Multi-trackerfire rapid fire weapons even if you have moved this turn. 15 pts
target lockyou may fire at seperate targets in a squad. 10pts
Inferead sightssee as normal in night fights. 10 pts
Bionicswhen you fail an armor save roll a d6, if a 6 is the result, ignore the wound.this does not work against attacks that ignore armor saves.
combat computer:you gain the preferred enemy ability for 1 type of army chosen at the beginning of the battle. 15 points
Targeting system:Reroll 1 missed shot per round. 15 points
on board computer:(rping aspects increases overall intellect and ability to interface with computers) 20 points
Language translatortranslates common galactic languages
15pts
onboard radiomeh you get the idea 5 pts
Servo armSupplies a extra power fist attack and helps tech specialists with repairs 15 points.
ScannersAllows you to scan objects,people and vehicles to evaluative the targets threat to the group(rping aspects) 10 points
Bionic handyou have replaced your hand with a mechanical one.it is not a power fist but it does increase your s by 2 when you are not using a cc weapon.instead it is used mainly for putting tool and gizmos on.p
Computer jack:easily hack into computers with a jack that
is put on the tip of your finger.(rping aspects but can greatly help in the successfulness of a mission). 10 points
Plasma cutter:used for repairs, may also be an improvised weapon. 6"/6S/3AP 10 points
Multi-tool fingerIt turns into a , wrench , screwdriver and wire-cutters. 10 points
Drug injector(the medical kind)
works as a apothecary's narthecium/reductor 20 points.
Finger cameraits a video camera on the tip of your finger. 10 pts
shield generator
supplies a invulnerable save
6+ 20 points
5+ 30 points
4+ 40 points
3+ 50 points
tyranid gene splicing
flesh hooks counts as frag grenades in cc; counts impassible terrain as normal difficult terrain.10 pts
rending claws your hands become hard and as sharp as steel
you gain the rending ability when you have atleast 1 free hand. 15 points
hardened skin+1 to Armour save 15 points
acid maw reroll wounds on first round you combat 10 points
Implant attackwound twice per hit in cc 25 points
bio plasma make a single extra cc attack at +1 S and twice you I 15 pts
leapngyou gain 12 inch charge and and count as in CC 3"s away. 20 points
toxin sacsPlus 1 to S ---15 points
Second set of arms a set of smaller, slightly weaker arms, arms pop out near you ribs.they give you a extra -2 S attack in cc. of you may let it hod a bio weapon or normal weapon. but fora bio weapon you have to rip it off another tyranid and graft it on to your self.they are easily concealable. 4 points
adrenal glands*increase I by 1. --5 points
adrenal glands*increase WS by 1. --10 points
*adrenal glands may not be used with a adrenal stabilizers
Combat:i will describe the situation to you, and you will attack. then i will roll dice to see if you hit.then i will roleplay out what happens to the bad guys.
Hello after much wait i have finished most of what is needed to play.
so you may go on and make your character. i have work to do on battle system, more feats,storyline and races.Any of those who want to be eldar or pskers hold on, they are coming soon.
Current members, notice that I have increased starting armory points, plz check the armory section: the classes have been revised plz make changes to your profiles to fit the new sytem.
The Story
Captain Kais Ka is a ex-tau stealth suit pilot, But his greed drove him to steal a ship and become a merc. After altering his stolen cargo ship, he has started picking up hired guns like yourselves, for his mercenary team.
Ship and crew
The Kazmeria, Kais Ka's ship, is and old cargo craft that he modified into a stealthy Fighter. Knowing the in and outs of stealth tech, Kais covered the ship in invisibility generators.Then he added weapons and turned the cargo bay in to living quarters/armory.
Crew members
Jaymz
race:Tau
Jaymz is Kais's old tau army buddy who did maintenance on his suit for him. jaymz helped him steal the ship and is the current pilot of the Kazmeria.
Gabriel Colm
race:Human
you don't see Gabriel that much, most of the time she is off making runs to get supplies for the ship.
Nazrond
Race: eldar
Nazrond is the ship's mechanic and co-pilot. He is always tweaking some part of the ship or updating the weapons.
races:(all merc have 3 W and a 2 A if not better)
--------'ws bs s t 'w i a ld Sv pts
'feral Ork:3--3-3 4 3 2 2 7 6+ 9
-'Ork boy:4--2-3 4 3 2 2 7 6+ 9
..Ork nob:4--2-4 4 3 3 3 7 6+ 20
-''ard boy:4--2-3 4 3 2 2 7 4+ 12
~''Marine:4--4-4 4 3 4 2 8 3+ 15
'vtmarine:4--4-4 4 3 4 2 8 3+ 18
Trmnator:4--4-4 4 3 4 2 9 2+ 40
~~''kroot:4--3-4 3 3 3 2 8 6+ 8
~'Shas'la:2--3-3 3 3 2 2 7 4+ 10
~'Shas'ui:2--3-4 3 3 2 2 8 3+ 30
~-''Lictor:6--0-6 4 3 6 3 10 5+ 80(i do not recommend this)
genestler:6--0-4 4 3 6 2 10 5+ 16
Stlrhybrid:5--2-4 4 3 5 2 10 5+ 20
~'Warrior:4--2-4 4 3 4 2 10 5+ 14
~'Biovore:3--3-4 4 3 1 2 5---6+ 40
Ork character details:
Special ork implants
Fungal strength amplifier
The implant Feeds a growth chemical to the fungal tissue of the ork's body, making him stronger.
Add 1 point to the ork's S. 15 points
Fungal DNA Transmitterthis implant makes fungus grow on the ork's arms.
The ork may unleash the spores from the fungas and fill the air with toxin. all units around him suffer a S5 wound and must make an armor save.(They also make great snacks!)30 points
regeneration amplifierThis implant is placed near the heart and enhances the orks natural ability to regenerate(look it up).
At the end of each round, roll a 6-sided die for each wound it has sustained.the ork regains a wound for each result of 6. 40 points
Marines
Vet marines
choose a free feat, infiltrate(any class),furious charge(any level),tank hunters.
Kroot
Kroot implants:
Hyper-active DNA transmitter the kroots adaptive genetic
structure, this just pushes it to the max by injecting dna from many different races.add 1 point to S,T,I,and WS.the implant itself costs 30 points, but before each mission you must pay 5 poinst for supplies to keep it running.
Spine growth enchancerMakes the spines of the kroot grow out. the kroot may, instead of shooting, the kroot may eject the spines.(18"/5S/3AP/assault 2 only usable once a battle)
15 points
chameleon organ adaption6+ cover save in the open 5 points
Tyranid gene splice
the kroot gains the rending abillity.
Old gear:
You may choose to keep one weapon from your old job, like Pulse carbines/rifles, choppas, khornite weapons and any other weapons from the army you originated from.just add it to your base cost.
Also, you may still have old implants, armor, bionics, bio morphs, bio weapons or other things you cant really take off. Just add any gear to your base cost.( this can help, but note that it will effect how fast you lvl up.)
Tau
ideas? cant think of anything
Tyranids:
this is complicated, many nids do not have free will and others have weapons for hands.
Genstealer hybrids: rending, they my take any biomorphs a normal genestealer can.
special tyranid implants
*only use second cost if the merc has the toxin sacs bio-morph
Inter-toxin emitter:
A system that ejects the tyranids toxins from its claws.
Once a battle the Tyranid may Turn it attacks into poison weapons for the round(attack wound on a roll of 3 or higher for that time)30/40 points
disrupter Field emitter
Turns bio weapons into power weapons.20/30 points per set of weapons.
chameleon scale reflector(lictor only)
Upgrade the lictor's chameleon scale abillity to a +4 save andits cover bonus when cover up another +1. 30 pts
Bio-plasma injection system:
Prerequisite:Bio-plasma bio-morph,Plasma weapon
Disables your Bio-plasma abillity, but increases the power of your Plasma weapon by 2. 20 points
Acidic amplifier
Prerequisite:Acid maw bio-morph
Reroll on wounds for the first and second round off combat. 20 points.
Weapons and armor.
only those with rending claws or normal claws may use extra weapons from the armory.
Warriors with lash whips may choose 1 extra 1-handed weapon for each whip.
Synapse on warriors is disabled, they have broken from the hive mind and do not wish to reconnect.
Any armor given to nids has to be custom made, so increase its cost by 10 pts.(ignore this rule for hybrids)
Classes and lvling:
Shooter:Add 1 extra point to your BS, but reduce your WS and I by 1.
you get a free ranged weapon off the list of starter weapons.
pick out 1 free implant.
Fighter
reduce your Bs by 1,choose a weapons style(any)
you Get a free cc weapon and a 1 handed ranged weapon from the starter list.
pick out a extra cc feat.pick another cc feat every 5 lvls
Heavy Weapons
Add 1 point to your toughness, but reduce WS by 1
count as having +1 Bs when shooting with heavy weapons.
Pick out 1 free heavy weapon from the starter list.
any heavy weapons you buy, have a reduced cost by 7. (they can make them instead of buying them)
at lvl 5, 10 ,15 ,20 and so on. the merc gains another point of T.
Rogue
Add 2 points to I. choose a wepon style(ninja,fencing, dagger or bludgeon.)
Pick any weapon from the starter list.
Stealth armor: 5+ cover save when being shoot at and a +2 bonus to cover saves..
Tech specialist
Pick out 2 free implants,
All tech specialists have a pistol
Tech specialists may repair immobilized or weapons destroyed results on vehicles.Roll a 6-sided die, if you roll a 6 the vehicle is repaired. add +1 to the roll for each shooter in your unit and each servo arm it has.
(tyranids may not be tech specialists)
Psker
free force weapon,choose a combat style.(Bludgeon,fencing,brawler, or spear.)
Powers:
psychic storm 12"/4S/2AP/Assault 1 blast
time bend reroll any rolls,saves or tests for the remainder of the turn,but no rerolling rerolls
warp blast24"/5S/Assault 1 blast or
---------------------12"/10S/2AP/assault 1*
Horrifying presence: must take a morale test to attack the psker or fall back if the test is failed.
Warp field:you gain a 2+ save and a +6 inv save
Psychic fury:the psker gains d3 extra attacks this turn.
psychic mend:the target gains 1 wound
Psychic restoration:the target regains all wounds*
*these powers require psychic tests
(please note that there are going to be books to be found to teach more powerful attacks)
Lvling:
lvl----exp
1------0
2------100
3------220
4------300
5------420
6------500
and so on following the pattern.
Level adjustments
Subtract your base cost by 20, if it comes out negative, subtract that many points from the amount you need to lvl up. so a space marine would need 95 exp instead of 100.
But if your result was not a negative, then add that positive number to the amount of points you will need each lvl. so a terminator would need 120 points to lvl up in stead of 100.
Feats
Every other Lvl,you gain a feat. you also get one at Lvl 1
Power attack:
the Merc has honed his skills in making,high powered, inaccurate blows.
Activate his ability at any time and without limit.
Increase your S by 2 for the turn and the following turn, but you will only hit on rolls on 5 or higher for that time also.
Defensive stance
the merc has taunt himself to become impossible to hurt
Activate his ability at any time and without limit.
Increase your Armour save to 2+ in CC for your turn and the following turn, but you may not make any Attacks during that time.
Cleave
You take a swing that hits everyone infront of you.
Prequiste:power attack
Activate his ability at any time and without limit.
Reduce your attacks to 1, but when rolling to hit, it the 1 attack hits it hits 4 enemys.woundng is resolved at +1 S and armor saves are done as they normally would.
Flurry
You start swinging you weapon like crazy
Reduce you WS by 2, but increase your Attacks by 1 for this turn and the following turn.
Weapon focus:
You Understand a certain weapon better than others.
Passive abillty
If a CC weapon, increase your WS and I by 1 when using choosen weapon.
If a ranged weapon increase your Bs by 1 to a max of 5.
Aimed shot
You have learned to shoot at just the right spot for maximum
effectiveness.
Make one shot this round, but increase its S by 2.
Rapid fire
Reduce your BS by 1 and make and extra shot this turn.
Infiltrate
Prequiste: I 5,rouge,shooter or psker
you gain the abillity to infiltrate.
counter attackprerequisite: I 5
as in warhammer 40k rulebook
Fleet of footas in warhammer40k rulebook
Fearlessprerequisite:lvl 3
as in warhammer 40k rulebook
Hit and run prerequisite: I 5
as in warhammer 40k rulebook
furious chargePrerequisite: Lvl 2
Scouting
as in warhammer 40k rulebook
tank hunter+1 S against vehicles
True Grit
as in warhammer 40k rulebook
Combat styleswell after watching tv I got the idea to add combat styles,but i still have more work to do.(styles that dont use cc weapons must wear a pair of gauntlets or have rending claws) Any cc weapon bought may be configured to become any type of weapon for free, this includes powerful weapons like power and rending weapons.
Spear style
This style is a very counter attacking style
Always attack at the same time as the opponent. you gain the counter attack feat when you feat when using this style.
Combat:
roll the opponent's attacks first, all attacks that he missed are added to your total A as bonus attacks for the turn.
Dagger:
daggers can not be heavy weapons or kinetic weapons(on the way)
Add 1 point to you A and I, but decrease your S by 2.
Sneak attack:
when the opponent does not see the attack coming,wound on +3. if the weapon is poisoned and is caught off guard and does not see it coming. then any hits are auto wounds.
Organ stab:
You may make this attack once a round.
If this attack scores a wound, the target may not attack next turn if they are not dead.
Bludgeon
Bludgeons can not be, rending, poison or heavy weapons.
(use any of these moves to once a turn.but they only effect 1 attack, not all.)
Head blow: if a wound is scored with this attack, roll a D6, if you roll a 5+, target is knocked out.(not dead, but gone for the fight)
Kidney shot:if a wound is scored with this attack, the target may not attack next turn.
Ankle Shot:If a wound is scored with this attack the target mores as if moving through difficult for the rest of the fight
Grapple(jujitsu and wrestling combination)
No cc weapons, add 2 points to I.
Grappling: instead of attacking you may perform a grapple. do this by making a grapple check*.if it successful, then you get to perform a grapple attack.
Neck Snap: make a attack like you normally would, but if the attack wounds, then the target will instantly die!
Pin: You and the target cannot move or attack, every round, perform a grapple check. if it is passed then the the pin will stay together. if it is failed the pin is broken and and both you and the target will be able to move again.(but not till next turn)You may perform actions while pinning a target although.(tying them up, hand cuffing them, injecting them with something or interrogation).
Slam : an attack at +2 S and that does does not allow the target to move or attack next turn.
Head lock: made a grapple check each turn, if the target has suffered 2 rounds in the lock, they will pass out.
beatdown: put them on the ground and Beat their face in.
make 3 attacks attack +1S and -1WS. for each round you wish to continue the beatdown, make a grapple check.
*To make a grapple check, roll a d6. if the result it is over X, the grapple check is passed.(where X is their I - your I, min 2+ and max 6+)
Boxing
No cc weapons, Add 1 to A and I,You gain the flurry feat.
Kick boxing
No cc weapons, add 1 to I
Powerful kicks: Each turn you may turn any number off your attacks into to kicks. You attack at +2 S and from 3" away, but any missed kick are added added to your opponent's total attacks the next time they attack.
Brawler
Add a point to S and T, but reduce you I by 2, you gain the power attack feat.
Mixed martial arts
no cc weapons, Plus 1 to T
Powerful kicks: Each turn you may turn any number off your attacks into to kicks. You attack at +2 S and from 3" away, but any missed kick are added added to your opponent's total attacks the next time they attack.
Grappling: instead of attacking you may perform a grapple. do this by making a grapple check*.if it successful, then you get to perform a grapple attack.
Slam : an attack at +2 S and that does does not allow the target to move or attack next turn.
beatdown: put them on the ground and Beat their face in.
make 3 attacks attack +1S and -1WS. for each round you wish to continue the beatdown, make a grapple check.
Fencing
Swords, add 1 to I, you gain the flurry feat.
ninijitsu(rouges only)
Add 2 points to I, unarmed or daggers only.
grappling: instead of attacking you may perform a grapple. do this by making a grapple check*.if it successful, then you get to perform a grapple attack.
Neck Snap: make a attack like you normally would, but if the attack wounds, then the target will instantly die!
Sneak attack:
when the opponent does not see the attack coming,wound on +3. if the weapon is poisoned and is caught off guard and does not see it coming. then any hits are auto wounds.
Organ stab:
You may make this attack once a round.
If this attack scores a wound, the target may not attack next turn if they are not dead.
Duel-weapon combat style:Add 2 points to your WS
Armory(this is a BIG part of the game, it will be added on to all the time)
you get 65 pts minus you base cost to start.If your base cost is higher than 65 more points, you will not have access to the armory until you "pay off your loan" by paying twice the amount you went over 65 pts.(a lictor, who is 80 points. would have to get 30 points to pay back until he would he could buy any gear from the armory.)
Twin-linked weapons: if you buy 2 of the same weapon, may make them Twin-linked at +5 points.
Combi-weapons:you may make a combi weapon by putting together two weapons.
you may put together
only weapons that are either the same size or one being smaller than the other.
only weapons with a * can use aimed shot
only weapons with a ^ can use rapid fire
only CC weapons with a " can use flurry
Starter list
(only pay the costs if you are not getting a free weapon for your class)
pistol 12 inch range/ 4 S/ 5 AP/ Pistol 5points*^
CC weapon 5 points"
Flamethrower 8 inch range/ 4S/ 5AP /hits 3 targets assault 1
10 points
Automatic rifle 24 inch range/ 4S/ 5AP/ rapid fire 5 points *^
Sniper rifle 36 Inch range/ *S/ 6AP/ Heavy 1 ---10 points
*always wounds on a roll of 2 or higher
Missile launcher 48 inch range heavy 1--- 15 points
Frag 4S/ 6AP/ blast
Krak 8S/3AP/
Heavy caliber automatic 36"/5S/4AP/heavy 3----15 points
Heavy Flamethrower 8"/5s/4AP/hits 3 target assault 1----15points
]THERE WILL BE MORE POWERFUL WEAPONS TO BE FOUND[/b]
Advanced Weapons
Photon grenades 5 pts
krak grenades 5 pts
frag grenades 5 pts
meltabombs 10 pts
plasma grenades 10 pts
Medium Calibur automatic4S/5AP/assault 2 10pts
Plasma rifle 24 inch range/S7/AP2/rapid fire,gets hot 20pts
plasma pistol 12 inch range/S7/AP2/pistol,gets hot 20^*
Plasma cannon36 inch range/s7/AP2/heavy 1 blast,gets hot 25pts
Multi-melta 24"/8S/1AP/heavy 1 MELTA 20
melta-gun12"/8S/1AP/assault 1 MELTA 15
Laser cannon48"/9S/2AP/heavy 1 40pts
Rail rifle 36 inch range/S6/3AP/heavy 1 pinning 20pts
power fist/claw20 pts
power weapon15 pts"
lighting claws25 pts
rending weapon10 pts"
thunder hammer25 pts
Heavy cc weapons10 pts
poisoned weapons15 PTS for wound on 4+/25 PTS for wound on 2+"
Gauntlets:need to deal damge when not using cc weapons 10 points
Power gauntlets+2 S when no using cc weapons 15 points
Armor:
6+ save 5 pts
5+ save 10 pts
4+ save 15 pts
3+ save 20 pts
2+ save 30 pts
armor enhancements:
Jump packs:25pts(i will discourge use of this untill most of the squad has them.)
stealth field:
6+ cover 10 points
5+ cover 20 points
4+ cover 35 points
3+ cover 45 points
spikesyou may ram yourself up against the enemy when you charge. when you charge you get a extra, S4 attack on top of your extra charge attack. 10 points
Silence boots:it sounds like nothing is there 15 points
Robotic leaping muscles a combination of implants and armor give you the ability to leap through the air. you gain a 12" charge. 15 points (cant be used with jump packs)
bikesNot a armor enhancement,but i had to put it some where 20 points
Jet Bikes25 points
Implants:
Adrenaline stabilizer: increase I by 1. --5 points
Adrenaline stabilizer: increase WS by 1. --10 points
AuspexIf enemy units ettempt to infiltrate within 4d6 inchs, the mercs my take a free shots at them. 15 points
Multi-trackerfire rapid fire weapons even if you have moved this turn. 15 pts
target lockyou may fire at seperate targets in a squad. 10pts
Inferead sightssee as normal in night fights. 10 pts
Bionicswhen you fail an armor save roll a d6, if a 6 is the result, ignore the wound.this does not work against attacks that ignore armor saves.
combat computer:you gain the preferred enemy ability for 1 type of army chosen at the beginning of the battle. 15 points
Targeting system:Reroll 1 missed shot per round. 15 points
on board computer:(rping aspects increases overall intellect and ability to interface with computers) 20 points
Language translatortranslates common galactic languages
15pts
onboard radiomeh you get the idea 5 pts
Servo armSupplies a extra power fist attack and helps tech specialists with repairs 15 points.
ScannersAllows you to scan objects,people and vehicles to evaluative the targets threat to the group(rping aspects) 10 points
Bionic handyou have replaced your hand with a mechanical one.it is not a power fist but it does increase your s by 2 when you are not using a cc weapon.instead it is used mainly for putting tool and gizmos on.p
Computer jack:easily hack into computers with a jack that
is put on the tip of your finger.(rping aspects but can greatly help in the successfulness of a mission). 10 points
Plasma cutter:used for repairs, may also be an improvised weapon. 6"/6S/3AP 10 points
Multi-tool fingerIt turns into a , wrench , screwdriver and wire-cutters. 10 points
Drug injector(the medical kind)
works as a apothecary's narthecium/reductor 20 points.
Finger cameraits a video camera on the tip of your finger. 10 pts
shield generator
supplies a invulnerable save
6+ 20 points
5+ 30 points
4+ 40 points
3+ 50 points
tyranid gene splicing
flesh hooks counts as frag grenades in cc; counts impassible terrain as normal difficult terrain.10 pts
rending claws your hands become hard and as sharp as steel
you gain the rending ability when you have atleast 1 free hand. 15 points
hardened skin+1 to Armour save 15 points
acid maw reroll wounds on first round you combat 10 points
Implant attackwound twice per hit in cc 25 points
bio plasma make a single extra cc attack at +1 S and twice you I 15 pts
leapngyou gain 12 inch charge and and count as in CC 3"s away. 20 points
toxin sacsPlus 1 to S ---15 points
Second set of arms a set of smaller, slightly weaker arms, arms pop out near you ribs.they give you a extra -2 S attack in cc. of you may let it hod a bio weapon or normal weapon. but fora bio weapon you have to rip it off another tyranid and graft it on to your self.they are easily concealable. 4 points
adrenal glands*increase I by 1. --5 points
adrenal glands*increase WS by 1. --10 points
*adrenal glands may not be used with a adrenal stabilizers
Combat:i will describe the situation to you, and you will attack. then i will roll dice to see if you hit.then i will roleplay out what happens to the bad guys.