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Rules & Scenario Development House rules - whose rules? Make your own rules, or read up some experiments others have made.

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Old 10-27-2006   #1 (permalink)
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Default TC's "Mad Dok's Creations" random rules dev collection thread

*NOTE: THIS IS NO LONGER JUST FOR THE MENIALS!
ALL OF MY RANDOM CREATED UNITS GO HERE (ALONG WITH LINKS TO THEIR ARTWORK xD)

While reading Dark Adeptus (part of the Grey Knight series. and a VERY good series that is, however biased my opinion may be.) I came across the "Kamikazee" menials as i called them.
basically they are scrawny menails, with barcode of servitude and combat drugs that pump their muscles to about 5-10 times their volume and tear tendons free. subsequently their strength is enought to "piston" a guard's face into the metal ground so hard it makes a nice large impact crater.
Since these guys were Dark Mechanicus and servants of chaos, i could think of no better place to put this than DH! for I am creating this as an "extra" unit to give to DH adversaries, and not just for general chaos use.
after using the combat drug to get enhanced strength though, it's muscles are described as pulling apart their spine, and nothing more from the menial is heard from. I'm assuming this means they're out of commission. BTW this was in part cause i thought it'd be cool to model some of them

Basically here's stats:
Menial x pts WS3 BS0 S3 T3 I4 W1 A1 Ld5 Sv none
(help me think of a points cost?)
equipment: combat drugs
weapons: 2 fists, though menails never get the +1 attack for "duel wielding", but they do get the +1 charge
Special rules: scramble. the menials are feral and are driven into a frenzy by their merciless dark mechanicus rules. in any shooting phase you may have menials unit to move D6 inches forward. if using this rule then the menials are allowed to break unit coherency with the mechanicus leader, but not eachother, and the leader must try to catch up in next mvt phase.
Combat drugs. activated during assault phase. menial gains +2WS, +2S, +1I, +1A and +1T, Ld-1. The menial does NOT get the +1A from combat drugs if it took th charge bonus. at end of assault phase, roll a D6, on a 3+ The menial is then automatically destroyed at end of the assault phase if not "dead" already from combat. If it's alive roll the same test in subsequent turns as 2+ dying. If destroyed this way it does not count torwards combat resolution and VP.

feel free to contribute any ideas, change of stats, etc.
modelling ideas, concept sketches and stats for mechanicus overseer up soon.
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Last edited by Torquemada Coteaz; 11-17-2006 at 06:36 AM. Reason: Err. IDK
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Old 10-28-2006   #2 (permalink)
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Update:

Name: Dark Mechanicus Overseer
Pts:
WS4, BS4, S3(4), T3(4), I3(2), W1, A1(2), Ld9, Sv5+
2 wounds perhaps?
I gave him Ld 9 because of all the implants and surgury, and the whole "worshipping" thing making him very resolute and calculating. His sensory augmentations give him WS and BS 4, sort of like auto-senses taht marines get, but all Mechanicus-ey
Equipment:

Auspex (see Codex: Space Marines.)

Gamma Level Bionics:same as bionics (see Codex: Space Marines.) with an additional +1 Toughness (included above)

Obsidian Data Medium:
Plates of glossy black obsidian, revolving around the heretic tech-priest in complex geometric patterns that could only be achieved through warp-spawned powers. These plates are near-indestructable, and provide excellent defense against ballistic attacks. In combat they are terrible black blades capable of slicing through armour with ease.
In game terms, It counts as a single +1Strength power weapon. The data medium also confers a 6+ invulnerable save to shooting.
In the shooting phase, the controlling player MAY opt to use the data medium as a shooting weapon, with the following statistics:
Name: Range: AP: S: Type:
Data Medium 6in. 4 5 Assault 2;
However if used this way the overseer loses his invulnerable save for that shooting phase

Theta Level Combat Augmentations:
5+ armour save. These combat augs provide 1 extra attack (included above) but causes the owner to become slower in their reactions due to the calculations being performed to spot weaknesses, so Initiative is lowered by one (included above)
Designers note: basically, this gives him some nice bonuses, but he hits so slow that it's JUST above powerfists.

Special Rules:
Dark Mechanicus: Due to their cold, mechanical and calculative nature, the overseer can never gain a +1 charge attack. Since the overseer has 1 weapon, he also may never gain the 2hand +1 attack. Their calculating nature causes their initiative to be 3.

Overseer: Allows Kamikazee menials within 6 inches to reroll their feral moves, though new result must be accepted.



Designers End Note:
Yes i realise that many of these mods may not be fair, and i may have gone overboard.
however you do see that there is no points cost as of yet, and I intend to add that on concensus.
Also, I had fun doing this . constructive criticism & opinions appreciated, I may go about and make those "weapon platforms" from the book on VDR rules too.
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Old 10-28-2006   #3 (permalink)
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Default Death-Servitor Maniples

The previous 2 unit types (though one unit) all do NOT count as DEMONS
the following entry (Death-Servitor Maniples) does count as daemons.
hereis what they are:
Death servitors are daemonically posessed servitores made chiefly of metal. They have 2 charged claws and 2 repeating las-weapons, as well as a soul-sucking needle that comes out of their jaws.

Stats:
Maniples of 2-10 Death-Servitors, no squad leaders.
34 pts?
WS 5, BS2, S5, T4, W1, I4, A1, Ld8, Sv 5+ (also invulnerable)
Repeating Las:
Same as Lasgun except: range 6-18, assault 2, twinlinked.
used mainly for suppression fire.
death servitores love CC so cannot use ranged attacks within 6 iches.
Charged claws: counts as power weapon, does gain +1 duel wield attack
Puncture Needle: every model has one, may be used once per model per game. used in assault, extra powerweapon attack that hits on a 4+ no matter what and wounds on a 3+ no matter what.

*Designer Notes: remember that these have NOT been tested. THey are probably as far fetched as can be, which is why i need your help all you members out there!
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Old 10-28-2006   #4 (permalink)
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Well, I have, unfortunately, not read the book, but I also enjoy making stats to go along with things that I have read. These look good to me, based on your descriptions.

Thoughts: for the Servitors, instead of making the range 6-18", or perhaps in addition, to represent their love for combat, make them have to assault an enemy unit if they are within 6". In addition, give them a Blood Rage of sorts. If they can charge an enemy unit, they must, and say that if they assault or Blood Rage, that they cannot fire any weapons.

Also, for points, I take a normal statline (say, a Chaos Space Marine) and compare stats. I have found that a deviation of 1 for S and T is generally about 1 or 2 points, WS and BS are 2-3 points, wounds are about 15, initiative is about 2-3, attacks are about 4-5, etc. Add or subtract points depending on how far your statline differs from the GW statline. Obviously, when comparing to a GW stat, try to get a statline as close to yours as possible, but with as little Special Rules as possible (which is why CSMs are good in general) because it is hard to judge how much Special Rules cost.
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Old 10-29-2006   #5 (permalink)
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thanks for the points advice
i'll look into that sometime this week (giant 2k words hist paper due too. so imma have to get through that first)
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Old 10-29-2006   #6 (permalink)
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Though I love the idea I just have a few questions. You say in the extra movement that they move forward d6, does this have to be forward? ALso these guys sound a lot like the Arco Flagellants, from the witch hunter army. you knoww they get combat drugs that make them crazy/stronger. They need a "mistress" to keep them in line, just the they need mechanicus leader....
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Old 10-29-2006   #7 (permalink)
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D6 anywhere the owner chooses. Owner can opt to not make the move.
The mechanicus leader is completely optional. He's only there cause he was in the book alongside th menials.
Things im missing:
Industrial Servitors, Dark Mechanicus Combat servitors (shooty and CC) and thhe "sniffer" menail with sensor probes for a head. These are like... all part of the same unit alongside menails and the mechanicus dude, sort of in a kroot-like way.
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Old 10-29-2006   #8 (permalink)
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Quote:
Originally Posted by Torquemada Coteaz View Post
D6 anywhere the owner chooses. Owner can opt to not make the move.
The mechanicus leader is completely optional. He's only there cause he was in the book alongside th menials.
Things im missing:
Industrial Servitors, Dark Mechanicus Combat servitors (shooty and CC) and thhe "sniffer" menail with sensor probes for a head. These are like... all part of the same unit alongside menails and the mechanicus dude, sort of in a kroot-like way.
I like the Kroot-type idea, especially since the Space Marine codex and Imperial Guard codex, a Techmarine and a Techpriest can have servitors accompany them. I think that while the Mechanicus Leader is optional, there should be some sort of leader somewhere in the army to use the Menials. Like having a priest somewhere to use arco-flagellants. If not, who is going to control them? Or gather them up to set them loose?
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Old 10-29-2006   #9 (permalink)
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Well having reread the passage of the book 5 times today. (something i didn't even do once before making the thread... D'oh!)
i realise theres a few mistakes that need correction so basically heres how the unit will be:
One unit (this conts as one unit/slot)
1 "Overseer" - charged whips, machinecode screech
5-30 drugged menials - NO auto-death anymore, tone down /change stats
5-10 combat menials - cc only, armed with breach drills and circular saws
0-1 combat servitor (LARGE with shears and saw)
0-1 combat servitor (LARGE with both arms hvy bolter)
0-1 Industrial Servitor (TANK SIZE. armaments unknown)

Other stuff:
Mechanical Wurm
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Old 11-10-2006   #10 (permalink)
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is the overseer like a Dark Techmarine? if so a Signum might be added instead of the auspex or or a combi signum/auspex thing
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Old 11-10-2006   #11 (permalink)
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actually you've pretty much nailed it.
Overseer = Dark Mechanicus Techpriest (not marine)
so He's pretty much same as the IG techpriest enginseers. except different, cause he's been in the warp a thousand years and had absolutely nothing to do with the iggies...
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Old 11-17-2006   #12 (permalink)
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Right so here's the assassin i made, based on inspiration from sources that won't be mentioned, and sparked by my friend's comment "hey man, you can't just stick an 8 ft sword on a 6 ft guy and call him an assassin..."

Elites: 0-2 Soul Cult Assassins (AKA the So-Called Assassins lmao)
*Must have Inq/Inq Lord to take*
Units: 1-3 Soul Cult Assassins
Stats:
Pts: 97
WS BS S T W I A Ld Sv
5 0 4 4 2 5 3 10 4+
Equipment: Soul Cult Blade (a two hand CC weapon) & Soul Cult Armour
Special Rules:
assassins:
Infiltrate
models count as a unit but may operate independantly
always independent - as Independent Characters, but never join units or ride transports
fearless: always pass morale checks
Soul Cult Blade:
"large/heavy CC weapon" - best save against it is 4+
+D2 Str in CC, roll separately for every model at beginning of every assault phase
hits at normal initiative (no i'm not making this a powerfist, the eviscerator does that fine)
can only ever get +1 charge and not +1 dual cc
Soul Cult Armour:
not armour in the conventional sense, it boosts the assassins' dexterity agility and etc. confers a 4+ invulnerable save
Expert Swordsmen:
may reroll 1 failed to-hit roll per turn in CC
Daemon Cutting:
the sword is blessed, and is anathema to daemons. as soul-cult's warriors the assassins are trained to always aim for the face as the first strike, as such, the assassins strike in normal initiative order against daemons always hit daemons on 3+, and never need more than 4+ to wound.

lmao i had fun with this one.
the connection to the original inspiration is a bit vague, but those who can see it will see the big sworded awesomeness.
*note that the sword on the models must have a blade at least 3/4 as tall as the model.

anyways Assassins are cool
So i've decided to make a DIY Assassin Creation rules, along with at least 25 pieces of wargear (at least 10 new) and possibly a mini-DIY assassin ranged weapon and assassin cc weapon rules as well. I'll work out the entire system and it will be a new thread.
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Old 11-17-2006   #13 (permalink)
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Sounds like the best thing since sliced Xenos...

I like the modeling requirement.
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Old 11-17-2006   #14 (permalink)
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lmao. I made the stats for a guy with the big swords,
so of course if you make a guy for the stats he needs a big sword
oh and instead of Str 3+D3 i made him Str 4 +D2 (1,2,3 = +1/4,5,6 = +2) because all officio assassinorium operatives stats are generic, and i was planning to use that for the DIY assassins. (you can make this same guy in the DIY, however it's gonna take a while for me to crank out the entire set of rules)
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Old 11-18-2006   #15 (permalink)
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I like the dark mechanicus guy, though wouldnt menials be ws 2 bs 2? perhaps i read them incorrectly though ws bs 3 seems a bit much, considering IG conscripts are ws bs 2 and conscripts are still better than civilians
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Old 11-18-2006   #16 (permalink)
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haha yeah. I realise that now.
I didn't even bother referencing anything when i made the menials, and the whole shibang above the Assassin is a mess-up :P
i'll correct them.. sometime...
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