Post by MrPrInGlEs on Apr 4, 2008 14:12:02 GMT
This is going to be a somewhat of a blog, i will do updates when i feel like it.(so trygon, plz dont get mad if you find me bumping this back up)
Mercenaries
Races:
Ex-marine:
Stats:
WS:4
BS:4
S:4
T:4
Hp:10
I:4
A:2
Ld:8
Sv:3+
Base cost: 15
Wargear/abillites:
Old power armor: 3+ save
Old bolter 4S/5 Ap
Awol: you are a criminal, most likely you had to kill a comrade or 2 to get your freedom, so avoid the impirium.
Extra feat: the marine gains a extra feat at 1st lvl.
Classes and lvling:
Shooter:
Medic:
Fighter
Heavy Weapons
Rogue
Tech specialist
Psyker
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 attack: prerequisite: 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.
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
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
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
Suits, bikes, etc.:
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
Mercenaries
Races:
Ex-marine:
Stats:
WS:4
BS:4
S:4
T:4
Hp:10
I:4
A:2
Ld:8
Sv:3+
Base cost: 15
Wargear/abillites:
Old power armor: 3+ save
Old bolter 4S/5 Ap
Awol: you are a criminal, most likely you had to kill a comrade or 2 to get your freedom, so avoid the impirium.
Extra feat: the marine gains a extra feat at 1st lvl.
Classes and lvling:
Shooter:
Medic:
Fighter
Heavy Weapons
Rogue
Tech specialist
Psyker
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 attack: prerequisite: 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.
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
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
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
Suits, bikes, etc.:
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