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Post by El Capitan on Apr 21, 2006 13:39:45 GMT 1
Eldar Pirates, Ork Freebooters....whats the point. They have identical rules to other sections of the army list, yet at the same time they are important to the background of each race. So what rules would represnt pirates well? A scou of the internet provided some fairly ludricous ideas that just didnt fit in with Orks....or the 40k universe for that matter :/ so i'm pretty stumped. So far I have devised the 'unrluy' rule...wherby Pirates cannot use the LD of the armies charcters....though is this entriely fitting with the nature of Eldar pirate...not really, though it could be put down to their new found enlightenment. Giving each member of the squad a wargear card under 10 points fits in well with the general idea but is impractical and open to stupid exploitation in games. I've also cinsidered the possibility of giving them disperesed formation, to represent their form of indisciplined raid style warfare. Any more ideas? + when we finsih the squats book they'll have their own pirates...the Blackbeards ;D
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Post by James 40K Champ *** on Apr 21, 2006 18:29:05 GMT 1
YAAAHHAAAAAAAAAAARR!!! I like the sound of dispearse formation, like 3" coherancy? thad be a fair advantage.
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Post by tturen on Apr 24, 2006 4:02:53 GMT 1
Dispersed formation would be fine as would a broad weapons selection list as well as an option for certain controlled wargear items. Pirates should be eclectic!
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Post by carcerdominus on May 6, 2006 11:39:40 GMT 1
Have you thought about letting them teleport in. This would fit with pirate fast attack patterns.
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Post by El Capitan on May 6, 2006 13:13:34 GMT 1
Thats a possibility, or even have them deploying from any table edge, thoughtthats a bit extreme.
Would teleporting fit in with the way the Ork army works?
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Post by carcerdominus on May 7, 2006 13:48:35 GMT 1
Why not it say in the codex that orks use teleport tec to get on the space hulks. And orks use large numbers of troops and it would be hard to move them in quickly and get out just as quickly. If they used there bike the noise from them (think Harleys on steroids) would alter their target way before they got there.
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Post by El Capitan on May 7, 2006 16:56:20 GMT 1
Teleporting would certainly make pirates a new and interesting option to these armies, and it would eliminate teleporting as being purely a space marine ability.
tester rules As a unit description 'In times of war, those living outside the peacetime law are exempt and may even find themselves with the opportunity ith being accepted into military service, the ultimate chance to pick up some loot[orks] / expereince of full military service [eldar]. They are called upon for their abilities, to quickly raid enemy encampments and can make use of dangerous teleporting technology. Their experience, enthusiasm and general lack of self preservation make up for the vigorous training telproting requires.'
can teleport for +50% total unit cost. Pirates are loot in the warp on a D6 roll of 1, prate characters on a D8 roll of 1.
Coherency 3", standard pick of weapons.
Unruly - can only use LD of pirate charcters.
Thaty would give Chaos, Space Marines, Eldar and Orks the opprtunity to teleport troops (or deep strike).
As for other races possibilties - Guard, shock troops? - Tyranids - already have biovores and gargoyles to drop in. - DE, they are fastest army in game and dont really have the technological access. - Squats...give 'blackbeards' pirate unit. Tau, they have the Kroot, err yes.
A note on the 'Lost in the warp'. Against chaos armies, 15 points buys a nurgling base which emans teleporting or warp jumping troops can die. We decided to standardise this rule to be none-chaos exclusive. One tester included if a double 1 was rolled for the scatter then the entire unit would be lost, but this of course means a single dice roll can pretty much result in 5 VP's. Instead the follwoing was decided - Warp spiders jumping die on a D12 roll of 1. Terminators die on d10 roll of 1. Against chaos of course deaths mean daemons (altough not greater daemons as testing revealed). A roll of 1 on the scatter of a displacer field counts as a Lost in the Warp result (pile up the shots and end the myths of invincible 3+ armageddon saves). the Teleport power also gets a lost in the warp result in the case of a snake eyes. The gate has the testing restriction - 1-6" D12 roll, 7-12" D10, 13-18" D12.
Lost in the Warp isnt a made up rule, we've actuallymade teleporting safer (well, when facing Chaos). The individual rolls, mean that every now and again a terminaotr will die, or in the warp spiders case, they cant become the invincible bouncing troops of death without risk. Dispalcer fields needed a restriction as they were causing ridicolous scenes were a surroudned charcter was unstoppable. In terms of the psychic spells it standardises the ruling.
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Post by carcerdominus on May 11, 2006 18:57:14 GMT 1
How about also letting pirates pulling allies from other pirate codex's. Though some would not work like Orks and Squat allies but I could see orks and humans. The idea for pirate to have access to wargear up to 10 points sounds good to but limit units to having all the same thing makes it easier to keep track of.
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