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Offline TheMightyPikachu

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Troop design rules
« on: February 5, 2002, 10:51:33 PM »
   i got em from
Daniel Mellor <ahmrik@yahoo.com>  

TROOP DESIGN RULES
Basically, there are eight steps to be followed in
order to create your troop, elite, fast attack, HQ, or
heavy support choice. It would be a good idea to
follow all of the steps in order to avoid confusion.
Record everything onto a sheet of paper, points values
clearly indicated. The eight steps are:
1. Choose Force Organisation Chart entry.
2. Pick WS and BS.
3. Pick S, I and A.
4. Pick W and T.
5. Pick Ld.
6. Pick Armour.
7. Apply Upgrades.
8. Pick Weaponry, Wargear, and Equipment from
appropriate Codex.

1. Choose Force Organisation Chart Entry
As with all units, your design figure will need to
take up a certain slot entry on the force organisation
chart. Being the first step, it should not be too
difficult to decide where your figure should go. If
for instance, you are creating a Grot Bandit Warboss,
he's going to probably be an HQ choice. On the other
hand, grot stikkbommaz would be a troops choice (as
Ork stikkbommaz are). Elites should be slightly souped
up versions of troops choices, or alternatively based
on current elite choices (stikkbomb chucking stormboyz
for example!). It is however, very important to
remember that points values differ between different
types of unit. Because of this, try not to make a unit
a certain choice because you want to have cheaper
armour, or Weapon skills or whatever.

2. Pick Weapon Skill and Ballistic Skill
Now you have a slot occupied by your unit, its now
possible to work out points values of the profile.
Choosing suitable Weapon Skills and Ballistic Skills
is the first step, and they should resemble whatever
the model is based on. Look up the points values on
the chart below, and apply them beneath the profile
given at the end. As you may notice, some of the
entries below are boxed in with a "-". This means that
such a high value is not permitted to that particular
unit. Units with no ranged weaponry can take a
ballistic skill of 0. Weapon skills and ballistic
skills of 0 are worth no points for all kinds of unit.

WS   HQ   ELITES   TROOPS   FAST ATTACK   HEAVY SUPPORT
1   1   0   0   0   0
2   2   0   0   2   0
3   3   1   1   3   1
4   4   2   2   4   2
5   6   5   6   6   8
6   8   8   10   8   12
7   10   18   20   15   25
8   14   -   -   -   -
9   18   -   -   -   -
10   25   -   -   -   -

BS   HQ   ELITES   TROOPS   FAST ATTACK   HEAVY SUPPORT
1   1   0   0   0   0
2   2   0   0   2   2
3   3   1   1   3   3
4   4   2   2   4   5
5   6   6   6   6   9
6   8   7   8   8   10
7   10   8   8   8   11
8   12   -   -   -   12
9   12   -   -   -   13
10   12   -   -   -   15

3. Pick Strength, Initiative, and Attacks
The second step is to determine the cost of the
attacks. Both Initiative and Strength points values
are based upon how many Attacks the model has. Using
the table below, firstly you will want to work out the
cost of the model's attacks. From here, you can work
out the costs of Strength and Attacks based upon the
value given.
A   HQ   ELITES   TROOPS   FAST ATTACK   HEAVY SUPPORT
1   0   1   1   1   2
2   2   2   2   2   2
3   5   6   5   6   3
4   7   11   11   4   5
5   12   20   20   6   9
6   18   30   35   8   10

Initiative
To work out initiative, take the Attacks Value (not
the points cost), and multiply it by the Initiative
Value. Then, divide the result by two. This is summed
up in the formula below:
Initiative = (Initiative Value x Attacks Value)/3

Strength
Strength, similarly to Initiative, is worked out based
upon the Attacks value. Multiply the Attacks Value
with the Strength Value, and then divide by three (not
two). This is shown in the formula below:
Strength = (Attacks value x Strength Value)/3

4. Pick Wounds and Toughness
As before, the wounds' points cost is determined by
how tough the model is. After all, it's a lot more
effective to have a toughness 5 model with 3 wounds,
than a toughness 2 model with 3 wounds. As before,
work out a points cost for Toughness first, and then
wounds.
T   HQ   ELITES   TROOPS   FAST ATTACK   HEAVY SUPPORT
1   -2   -2   -2   -1   -2
2   0   0   0   0   0
3   1   1   1   1   1
4   2   2   2   2   2
5   5   5   5   5   4
6   8   10   11   8   7
7   11   20   25   12   20
8   14   -   -   -   -
9   25   35   46   26   35
10   50   70   85   65   70

Wounds
Wounds are worked out and determined using toughness
points cost (as opposed to value), multiplied by
wounds value (but not points cost). This is more
clearly shown in the formula below:
Wounds = Toughness x Wounds Value

5. Pick Leadership
Leadership is chosen from the table below. When
choosing a leadership value it is a good idea to
remember that more inspiring models, usually HQ or
sometimes elites have a higher LD. Only leadership
values of more than 4 (5 in the case of HQ) can be
taken.
LD   HQ   ELITES   TROOPS   FAST ATTACK   HEAVY SUPPORT
1   -   -   -   -   -
2   -   -   -   -   -
3   -   -   -   -   -
4   -   -   -   -   -
5   -   1   0   0   0
6   1   2   1   1   1
7   2   3   2   2   2
8   5   4   3   3   3
9   6   5   5   6   4
10   8   10   10   12   8

6. Pick Armour
Armour values also vary between different units, as
well as Toughness, Weapon Skill, and other statistics
on the profile. The table below shows points values
for the different units. As standard firepower tends
to be AP 5 or 6, saves of 4+ become much more
valuable.
Armour   HQ   ELITES   TROOPS   FAST ATTACK   HEAVY SUPPORT
2+   20   24   26   28   20
3+   10   6   6   5   4
4+   7   5   5   4   3
5+   1   2   2   2   2
6+   0   0   1   0   0
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Offline TheMightyPikachu

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Re:Troop design rules
« Reply #1 on: February 5, 2002, 10:52:54 PM »
7. Apply Upgrades

There are many numerous upgrades available, which all
must be applied before any Wargear or weaponry is
added, but after all the profile and armour has been
applied. All of the upgrades must be completely
suitable, and are not just there for beardiness sake.

Troops Upgrades
Troops units may take any upgrades. Upgrades that are
taken cost a percentage shown, which is applied before
additional wargear or weaponry from the race's codex
is applied. If you take more than one upgrade than add
up the percentages, and then finalise the result.
(e.g. 10% + 20% + 50% = 80% of the unit's cost).

Street Fighters- 10%
If the unit is in cover, then their saving throw is
increased by one point (normally 4+ rather than 5+ for
example).

Hardened Fighters- 10%
The unit may ignore negative modifiers for Morale
checks and tests for regrouping (e.g. 50% casualties).
In effect, the unit will always use its standard
Leadership value.

Deep Strike- 10%
Using either teleporting devices or using drop pods,
the unit has the ability to land onto the battlefield
in the midst of battle. The unit may use deep strike
rules, if the scenario being played allows it.

Steadfast- 10%
The unit may attempt to regroup even when below 50%.
(Not applicable to Space Marine units, which already
benefit from this ability).

Guerrillas- 10%
The unit rolls an extra D6 when moving through
difficult terrain, and picks the highest for its
movement as usual. Units with jump packs may not take
this skill.

Tank Hunters- 10%
The unit automatically passes tank shock tests, and
also +1 to their armour penetration rolls against
vehicles.

Counter Attack- 10%
If a close combat is being fought involving this unit
is a draw, the side with this unit automatically wins
the tiebreaker. If both sides have this skill, then
roll as usual.

Fearless- 20%
The unit is fearless, and never have to take any
morale checks they are required to make.

Invulnerable!- See Below
The unit's saving throw becomes invulnerable due to
the mass of bionic parts or that they're just quite
simply really hard! Use the table below to work out a
points value for the unit. Remember that you must pay
for both a normal save (step 6) and an invulnerable,
so a troops unit with a 2+ invulnerable save costs
91pts.
Armour   TROOPS
2+   65
3+   30
4+   10
5+   5
6+   2

Infiltrators- 10%
Infiltrators gain the additional advantage to be able
to infiltrate at the beginning of the game in some
scenarios. They follow all the rules for infiltrators
in the rulebook, and may only begin the game
infiltrated if the scenario allows it.

Agile- 20%
Units may be upgraded to Agile, but it must be clearly
represented on the model. This upgrade is more
suitable for Tyranids, and it represents extremely
fast creatures that are able to easily outpace most
troops. (Similar to hormagaunts). Agile means that the
unit may increase their assault range to 12", and
falls back or advance 3D6".

Elites Upgrades
Similarly to troop choice upgrades, the Elite upgrades
involve many useful additions to characterise units.
However, Elites being the veterans and experienced
units of the army, they have access to a more exotic
choice of skills.

Deep Strike- 10%
Using either teleporting devices or using drop pods,
the unit has the ability to land onto the battlefield
in the midst of battle. The unit may use deep strike
rules, if the scenario being played allows it.

Street Fighters- 10%
If the unit is in cover, then their saving throw is
increased by one point (normally 4+ rather than 5+ for
example).

Hardened Fighters- 10%
The unit may ignore negative modifiers for Morale
checks and tests for regrouping (e.g. 50% casualties).
In effect, the unit will always use its standard
Leadership value.

Steadfast- 10%
The unit may attempt to regroup even when below 50%.
(Not applicable to Space Marine units, which already
benefit from this ability).

Guerrillas- 10%
The unit rolls an extra D6 when moving through
difficult terrain, and picks the highest for its
movement as usual. Units with jump packs may not take
this skill.

Tank Hunters- 10%
The unit automatically passes tank shock tests, and
also +1 to their armour penetration rolls against
vehicles.

Counter Attack- 10%
If a close combat is being fought involving this unit
is a draw, the side with this unit automatically wins
the tiebreaker. If both sides have this skill, then
roll as usual.

Fearless- 20%
Then unit is fearless, and never have to take any
morale checks they are required to make.

Invulnerable!- See Below
The unit's saving throw becomes invulnerable due to
the mass of bionic parts or that they're just quite
simply really hard! Use the table below to work out a
points value for the unit. Remember that you must pay
for both a normal save (step 6) and an invulnerable,
so a troops unit with a 2+ invulnerable save costs
91pts.
Armour   ELITES
2+   50
3+   30
4+   10
5+   5
6+   2

Infiltrators- 10%
Infiltrators gain the additional advantage to be able
to infiltrate at the beginning of the game in some
scenarios. They follow all the rules for infiltrators
in the rulebook, and may only begin the game
infiltrated if the scenario allows it.

Agile- 20%
Units may be upgraded to Agile, but it must be clearly
represented on the model. This upgrade is more
suitable for Tyranids, and it represents extremely
fast creatures that are able to easily outpace most
troops. (Similar to hormagaunts). Agile means that the
unit may increase their assault range to 12", and
falls back or advance 3D6".

Monstrous Creatures- 50%
Some particularly special units are huge monstrosities
twice the size of a space marine, capable of slicing a
fully-grown man in two. They follow all of the rules
in the rulebook (e.g. 2D6 armour penetration against
vehicles), however, the unit is restricted to a 1-3
unit size.

Hard to Hit- 20%
This covers several aspects that could be represented
by the model. The unit could be similar to scouts, in
that they are able to conceal themselves well in
cover, or just simply so fast that they're hard to
get, or even really small! All of these count the
model as always counting as being in cover, and also
adding +1 to it's cover saving throws.

Weapons Platforms- 20% + Cost of weapon
Similar to Eldar weapon platforms, the unit may take a
special heavy weapon. It may be mounted either on an
anti – grav platform like Eldar platforms or even on
‘wheelz' like Orky big gunz! If so, the unit is
restricted to taking this upgrade a maximum of once.
Heavy support may take up to three (see below). The
weapon may be taken from the armoury, though
alternatively you may pick one from the Vehicle Design
Rules weaponry lists, using the upgrades. Two of the
unit's models must be taken as crew, and they must
always man the weapon. If killed, the weapon is
useless (the platform can't be hit). Remember that the
weapon can only fire if stationary for that turn.
Remember that the 20% cost comes from a single model
from the unit (you don't have to pay for it several
times), as does the weapon cost.
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Offline TheMightyPikachu

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Re:Troop design rules
« Reply #2 on: February 5, 2002, 10:54:13 PM »
HQ Upgrades
Monstrous Creatures- 50%
Some particularly special units are huge monstrosities
twice the size of a space marine, capable of slicing a
fully-grown man in two. They follow all of the rules
in the rulebook (e.g. 2D6 armour penetration against
vehicles).

Inspiring
The inspiring sight of the army commander or important
model lifts everyone's spirits. The unit, which the
commander has joined, is fearless for the game, but
the commander may not leave the unit at all. Any other
friendly units within 12" +1 to their leadership.

Agile- 20%
Units may be upgraded to Agile, but it must be clearly
represented on the model. This upgrade is more
suitable for Tyranids, and it represents extremely
fast creatures that are able to easily outpace most
troops. (Similar to hormagaunts). Agile means that the
model may increase its assault range to 12", and falls
back or advances 3D6".

Invulnerable!- See Below
The unit's saving throw becomes invulnerable due to
the mass of bionic parts or that they're just quite
simply really hard! Use the table below to work out a
points value for the unit. Remember that you must pay
for both a normal save (step 6) and an invulnerable,
so a troops unit with a 2+ invulnerable save costs
91pts.
Armour   HQ
2+   65
3+   35
4+   10
5+   5
6+   2

Cavalry- 10%
Similarly to bikes, the model is mounted, and pays 10%
before any other additions of Wargear. Obviously, a
model cannot be mounted on a bike and count as
cavalry. Cavalry is represented as the model being
mounted on a boar, horse, gigantic spider, etc.
Remember that there is no addition to toughness.
Cavalry follow all of the rules covered on page 94 of
the rulebook.

Bike- See Below
The model is mounted on a bike. Rules for bikes are
covered on page 94 of the rulebook. To pay the price
for bikes, add 10% to the model's current points cost
(before any other Wargear or weaponry is added
though). This is for the privilege of the additional
speed. Then, increase the toughness of the model by
+1, paying the extra points (remember that this will
adjust the cost of wounds as well).

Jetpack- 10%
Whether this is a crude rokkit strapped to the back of
the model's back or a highly advanced jumpack, the
model may move 12" in the movement phase instead of
6". The model follows all of the rules for jetpacks
and jumpacks in the rulebook, and ignores any
intervening terrain as usual.

Street Fighter- 10%
If the model is in cover, then its saving throw is
increased by one point (normally 4+ rather than 5+ for
example).

Stubborn- 10%
The model may ignore negative modifiers for Morale
checks and tests for regrouping (e.g. 50% casualties).
In effect, the model will always use its standard
Leadership value.

Guerrillas- 10%
The model rolls an extra D6 when moving through
difficult terrain, and picks the highest for its
movement as usual. Units with jump packs may not take
this skill.

Tank Hunters- 10%
The model automatically passes tank shock tests if he
is with another unit that also have the tank hunter
skill, and also adds 1 armour penetration rolls
against vehicles.

Counter Attack- 10%
If a close combat is being fought involving this model
is a draw, the side with this unit automatically wins
the tiebreaker. If both sides have this skill, then
roll as usual.

Fast Attack Upgrades
Fast attack units are likely to have access to many
useful skills to enhance their abilities in battle.
Because they are designed to support the army with
speed and agility, the unit must take either the
‘Agile', ability, or take a jumpack, bike, be mounted
on a cavalry steed, or take a transport.

Jetpack- 10%
Whether this is a crude rokkit strapped to the back of
the model's back or a highly advanced jumpack, the
unit may move 12" in the movement phase instead of 6".
The unit follows all of the rules for jetpacks and
jumpacks in the rulebook, and ignore any intervening
terrain as usual.

Deep Strike- 10%
Using either teleporting devices or using drop pods,
the unit has the ability to land onto the battlefield
in the midst of battle. The unit may use deep strike
rules, if the scenario being played allows it.

Cavalry- 10%
Similarly to bikes, the unit is mounted, and pays 10%
before any other additions of Wargear. Obviously, a
unit cannot be mounted on bikes and count as cavalry.
Cavalry is represented as the unit being mounted on
boars, horses, gigantic spiders, etc. Remember that
there is no addition to toughness. Cavalry follow all
of the rules covered on page 94 of the rulebook.

Bikes- See Below
The unit is mounted on bikes. Rules for bikes are
covered on page 94. To pay the price for bikes, add
10% to the models' current points cost (before any
other Wargear or weaponry is added though). This is
for the privilege of the additional speed. Then,
increase the toughness of the model by +1, paying the
extra points (remember that this will adjust the cost
of wounds as well).

Agile- 20%
Units may be upgraded to Agile, but it must be clearly
represented on the model. This upgrade is more
suitable for Tyranids, and it represents extremely
fast creatures that are able to easily outpace most
troops. (Similar to hormagaunts). Agile means that the
unit may increase their assault range to 12", and
falls back or advance 3D6".

Transport- Codex cost
The unit may be mounted in a vehicle for the
appropriate points cost shown in the unit's race's
codex. Most of these are shown under an entry in the
codex, listed within the pages somewhere. For example,
in the Chaos Codex, at the end of the troops section,
is listed the Rhino. As the Rhino costs 50pts for the
units that may have them, this is the cost to the
design troop using them. Any vehicle upgrades allowed
may be used. Listed below is an example of what is
available:
Orks: Wartrukk 30pts
Chaos: Rhino 50pts
Space Marines: Rhino 50pts
Eldar: Wave Serpent??? pts
Sister of Battle: Rhino 50pts
Dark Eldar: Raider 50pts
Imperial Guard: Chimera 95pts

Street Fighters- 10%
If the unit is in cover, then their saving throw is
increased by one point (normally 4+ rather than 5+ for
example).

Hardened Fighters- 10%
The unit may ignore negative modifiers for Morale
checks and tests for regrouping (e.g. 50% casualties).
In effect, the unit will always use its standard
Leadership value.

Steadfast- 10%
The unit may attempt to regroup even when below 50%.
(Not applicable to Space Marine units, which already
benefit from this ability).

Guerrillas- 10%
The unit rolls an extra D6 when moving through
difficult terrain, and picks the highest for its
movement as usual. Units with jump packs may not take
this skill.

Tank Hunters- 10%
The unit automatically passes tank shock tests, and
also +1 to their armour penetration rolls against
vehicles.

Counter Attack- 10%
If a close combat is being fought involving this unit
is a draw, the side with this unit automatically wins
the tiebreaker. If both sides have this skill, then
roll as usual.

Fearless- 20%
Then unit is fearless, and never have to take any
morale checks they are required to make.

Invulnerable!- See Below
The unit's saving throw becomes invulnerable due to
the mass of bionic parts or that they're just quite
simply really hard! Use the table below to work out a
points value for the unit. Remember that you must pay
for both a normal save (step 6) and an invulnerable,
so a troops unit with a 2+ invulnerable save costs
91pts.
Armour   FAST ATTACK
2+   65
3+   35
4+   10
5+   5
6+   2

Infiltrators- 10%
Infiltrators gain the additional advantage to be able
to infiltrate at the beginning of the game in some
scenarios. They follow all the rules for infiltrators
in the rulebook, and may only begin the game
infiltrated if the scenario allows it.

Heavy Support Upgrades
Heavy support units are often designed to hit the
enemy hard, using a full brunt of firepower. Their
access to valuable weaponry is often an important
asset to the rest of the army.

Street Fighters- 10%
If the unit is in cover, then their saving throw is
increased by one point (normally 4+ rather than 5+ for
example).

Hardened Fighters- 10%
The unit may ignore negative modifiers for Morale
checks and tests for regrouping (e.g. 50% casualties).
In effect, the unit will always use its standard
Leadership value.

Steadfast- 10%
The unit may attempt to regroup even when below 50%.
(Not applicable to Space Marine units, which already
benefit from this ability).

Guerrillas- 10%
The unit rolls an extra D6 when moving through
difficult terrain, and picks the highest for its
movement as usual. Units with jump packs may not take
this skill.

Tank Hunters- 20%
The unit automatically passes tank shock tests, and
also +1 to their armour penetration rolls against
vehicles.

Counter Attack- 5%
If a close combat is being fought involving this unit
is a draw, the side with this unit automatically wins
the tiebreaker. If both sides have this skill, then
roll as usual.

Fearless- 20%
Then unit is fearless, and never have to take any
morale checks they are required to make.

Invulnerable!- See Below The unit's saving throw
becomes invulnerable due to the mass of bionic parts
or that they're just quite simply really hard! Use the
table below to work out a points value for the unit.
Remember that you must pay for both a normal save
(step 6) and an invulnerable, so a troops unit with a
2+ invulnerable save costs 91pts.
Armour   Heavy Support
2+   50
3+   30
4+   10
5+   5
6+   2

Infiltrators- 10%
Infiltrators gain the additional advantage to be able
to infiltrate at the beginning of the game in some
scenarios. They follow all the rules for infiltrators
in the rulebook, and may only begin the game
infiltrated if the scenario allows it.
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Offline TheMightyPikachu

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Re:Troop design rules
« Reply #3 on: February 5, 2002, 10:54:45 PM »
Weapons Platforms- 20% + Cost of weapon
Similar to Eldar weapon platforms, the unit may take a
special heavy weapon. It may be mounted either on an
anti – grav platform like Eldar platforms or even on
‘wheelz' like Orky big gunz! If so, the unit takes 1-3
weapon platforms. For every single one, multiply the
cost for one by two or three, depending on how many
weapons platforms are being taken. The weapon may be
taken from the armoury, though alternatively you may
pick one from the Vehicle Design Rules weaponry lists,
using the upgrades. Two of the unit's models must be
taken as crew, and they must always man the weapon. If
killed, the weapon is useless (the platform can't be
hit). Remember that the weapon can only fire if
stationary for that turn. Remember that the 20% cost
comes from a single model from the unit (you don't
have to pay for it several times), as does the weapon
cost.

Deep Strike- 10%
Using either teleporting devices or using drop pods,
the unit has the ability to land onto the battlefield
in the midst of battle. The unit may use deep strike
rules, if the scenario being played allows it.


Other remaining aspects
The most difficult part of the design steps is to
finally choose limitations for your units. This should
not be too difficult in most circumstances, as the
size of a unit based on Ork boyz is going to be 10-30
strong, or a unit based upon a Space Marine Tactical
squad will be between 5 and 10 men strong. In some
cases however, where a designed unit is created from
hundreds of random models once seen a millennia ago in
rogue trader or wherever, will be more challenging.
Here, a sensible choice will be required. It would be
a good idea to look at similar units, and study their
unit size. In one or two events however, the unit size
will be compulsory (e.g. an monstrous creature sized
elite unit will be limited to 1-3 size).
That covered; even more difficult is what options are
open to the unit. If the unit is a troops choice armed
with standard weaponry, you can look at other
standardised units, and look at what is available to
them. For example, a boyz unit that has been adapted
to become mad boyz (say, with the fearless and
invincible! upgrade) would be most likely to be
allowed the options given under slugga or shoota boyz
listings (three models may be armed with big shootas
for +8 points, rokkit launchers for +5 pts, etc).

HQ Units' Retinues
Not covered above however, are HQ units, which are
unique in their ability to take retinues, and act as
single, inspirational characters. All HQ units on
their own are Independent characters, unless
accompanied by a retinue. A retinue may be taken, so
long as the HQ unit is a single model. The retinue can
be selected from the model's races codex, but where
several retinues are available (Ork Codex), a sensible
choice will have to be made, and again, it would
depend on the background history of the model, and
also what existing figure it is based on. The retinue
costs the exact same amount as listed in the codex,
and follows all of the options given.

Several models under a single HQ choice selection
Occasionally, it may be suitable to place several
models under a single HQ. Examples in the game at the
moment include Tyranid Warriors, and Dark Eldar
Haemonculi. It is important that the models are
relatively weak, and only when in number should they
cause a more dangerous, yet still balanced, effect on
the game. In most cases, the models will be restricted
on
1-3, although in some cases, depending on how weak,
each model is, this number may differ between units.
Again though, a sensible decision would be required.

Independent Elites, Fast Attack, or Heavy support
choices
Every now and again, it may be suitable for a choice
other than HQ to act as an independent character. For
example, Assassins, Carnifexes, and the like. In this
case, for finding out points values use the HQ choice
lists on the tables from step 1-8, but you may also
have access to HQ and the unit's own force
organisation chart slot's skills and upgrades. So, an
assassin based on a callidus for example would have
access to HQ and Elite upgrades, though a WS of 5
would cost 6pts rather than 5pts.

Some other important notes to mention
These rules are not perfectly fair in every aspect.
They provide guidelines rather than a strict set of
rules that are to be followed, and it is important
that the use of these rules is in the hands other the
two players fighting the game. It is usually a good
idea to include just one or two units from the troops
design rules, as more than this can unbalance the game
in a bad way. After all, the main point of these rules
is to provide modellers and gamers to become a little
more adventurous with their converting skills, but
even more importantly, designed for existing
conversions people have created, rather than to make a
model from the rules. Another important point is to
remember that the unit also may have access to the
model's race's codex. In this case everyone in the
unit must take the same equipment, except for the
additional options you give (above: ‘other remaining
aspects').

and thats all folks!
www.andylc.deviantart.com
did you know I can draw?

Offline Moogoo_the_Great

  • Newbie
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  • Posts: 91
  • Experienced renter-of-movies.
    • The Bolter and Chainsword
Re:Troop design rules
« Reply #4 on: February 5, 2002, 11:23:04 PM »
Interesting. One question, how does one price the waeponry that one gives to the unit?
"If I see one more person renting Crouching Tiger-dubbed I'm gonna blow someone's head off" -Moogoo

Offline Rhaegar

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  • Posts: 181
  • Howling Banshee
Re:Troop design rules
« Reply #5 on: February 6, 2002, 01:08:09 AM »
Hey that's pretty cool.  You should get that  posted on the main site when its back and better formatted or something.

Aulan Cnesha

  • Guest
Re:Troop design rules
« Reply #6 on: February 6, 2002, 07:29:29 AM »
Nice.  1 problem I spotted:  BS cost gets higher even when the number 5 is the best roll you can get.  So I think all BS's above 5 should cost _ points.  Although with troop design rules and VDR you can basically buy a codex and then make whatever you want.  I am glad guardians don't come out to 7 points like the last troops design rules I saw.

Aulan Cnesha

  • Guest
Re:Troop design rules
« Reply #7 on: February 6, 2002, 03:42:59 PM »
Using the VDR cost of shuriken catapults, guardians come out to 17 points each  :'( .  I'm gonna make my own version of this, and try to make it come out to around 150% cost of the normal unit.  That seems about how VDR vehicles are.

Offline BloodDaemon

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  • Posts: 51
  • Death to the false emperor!!!
Re:Troop design rules
« Reply #8 on: March 15, 2002, 11:59:57 AM »
Nice nice nice, 'always wanted to get Khorne into battle, everything on 10 and a 2+ inv save... hmm, maybe that's a realy expensive char!!! doesn't matter, it's the toughness that counts :P
Blood for the Bloodgod!!!

Death_on_demand

  • Guest
Re:Troop design rules
« Reply #9 on: March 15, 2002, 12:08:27 PM »
I'm going to make one nasty mofo genestealer! haha Street Fighters and a 2+ save, that would be RICH

 


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