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keatsmeister
27-06-2005, 14:44
Well, after some time, I've finally had chance to review the Mercenaries project and come up with something workable. This is the generic list which will act as a starting point. Along with this will come appendices covering Legendary Characters and Units, and more specific examples of Mercenary forces like Ork Pirates, etc. For ease of reading this is available as a .doc file (though a little too large to attach to this post)

CODEX MERCENARIES V4.0

BY MICHAEL ‘KEATSMEISTER’ DEATON WITH ROBERT KAYE

keatsmeister@hotmail.com

Welcome to the world of the hired gun and the drifter. Whilst much of the glory and horror of the 41st Millennium can be attributed to Space Marine chapters, Imperial Guard regiments, Black Crusades and various armies, many a battle has been won through the efforts of mercenary forces who would rather have the spoils of war and the money than the glory, though if there’s glory to be had, few mercenaries will turn down a chance for fame and fortune…..

This codex deals with some of the more generic mercenary forces that can be found in the service of Inquisitors and renegades alike. We will be dealing with more specialist mercenary forces like the Tau Outcast, Mal’Caor M’Yen at a later point, though we will be including some specialist and unique units in this codex.

Mercenary forces are usually hired from a single source, usually as a result of having worked through a contact of a more reliable stature and reputation than other potential contacts (though this still says little of that contact’s character). This also helps prevent additional confusion and friendly fire incidents caused by unfamiliar “allies” working under intense fire in close proximity. Of course, one of the main reasons is just the pure economics of the situation. Why pay two uncouth hired guns when you can pay just one?

Before hiring your Mercenaries, you must make a number of decisions. Mercenaries in the 41st Millennium come in a wide range of shapes and sizes. Whilst chance and circumstances may dictate which mercenaries a force will hire, just as often, the prejudices of the hiring force can dictate which mercenaries are hired. The decisions you make will shape the nature of your force.

Author’s Note – With such a variety in the units available, it is absolutely essential that you keep track of just what units you are using, and all the more important for your opponents to know what they face. Therefore, you must show your full roster sheet to your opponent

Army mentality
Ranged preference / Balanced forces / Close quarters preference

General physique
Lithe and quick / Average, rely on technology and/or tactics / Large and tough

There will be a number of other minor tweaks that may be made to the force composition, but the above are key in deciding just what kind of mercenaries your force has hired. You can find a full list of all the force organization traits later on in the codex.


Generic model profiles

These are the profiles around which your forces will be built. Unless stated otherwise in the unit entry, the profile for a unit/character will match the profile below for the troop level and physique. The same generic profile will apply to all units of that same troop level in your force, unless stated otherwise in the unit profile.

Lithe and Quick Build

WS BS S T W I A Ld Sv Pts
Trooper 3 3 3 3 1 4 1 7 6+ 6
Minor Hero 4 4 3 3 2 5 3 8 6+ 30
Legendary Hero 4 4 3 3 3 5 3 9 6+ 45

Come either with +1 to WS and BS, OR Fleet of Foot

Average Humanoid Build

WS BS S T W I A Ld Sv Pts
Trooper 3 3 3 3 1 3 1 7 5+ 6
Minor Hero 4 4 3 3 2 4 3 8 5+ 30
Legendary Hero 4 4 3 3 3 4 3 9 5+ 45

Large build / Stocky

WS BS S T W I A Ld Sv Pts
Trooper 3 3 4 4 1 2 1 7 5+ 8
Minor Hero 4 4 4 4 2 3 3 8 5+ 35
Legendary Hero 4 4 4 4 3 3 3 9 5+ 50

Can exchange 1 point of either Strength or toughness for an additional point of Initiative, or may exchange 1 point of strength AND toughness for an additional wound.


HQ

1+ Mercenary Commander

WS BS S T W I A Ld Sv Pts
Lithe Commander 4 4 3 3 2 5 3 8 5+ 45
Average Commander 4 4 3 3 2 4 3 8 5+ 35
Large Commander 4 4 4 4 2 3 3 8 5+ 45
Legendary Commander +1 +1 +15

Profile – Lithe – Have Fleet of Foot, or may add +1 to WS and BS
- Large/Stocky – May exchange a point of Strength or Toughness for a point of Initiative

Options – May select equipment from the Mercenary armoury

Special Rules
“I’m The Boss Around Here” – A Mercenary Commander is the only Independent Character who may confer any leadership bonus to a squad of mercenaries in the mercenary force.

Independent Character – A Mercenary Commander is an Independent Character and follows all the rules for Independent Characters listed in the Warhammer 40,000 rulebook.

Standard Bearer

WS BS S T W I A Ld Sv Pts
Lithe S.Bearer 4 4 3 3 2 5 3 8 6+ 40
Average S.Bearer 4 4 3 3 2 4 3 8 5+ 30
Large S.Bearer 4 4 4 4 2 3 3 8 5+ 40
Legendary S.Bearer +1 +1 +15


Profile – Lithe – Have Fleet of Foot, or may add +1 to WS and BS
- Large/Stocky – May exchange a point of Strength or Toughness for a point of Initiative

Options – May select equipment from the Mercenary armoury

Special Rules
Standard Bearer – Must carry either a standard or relic from the reliquary section of the armoury at the points cost listed there

Independent Character – A standard bearer is an Independent Character and follows all the rules for Independent Characters listed in the Warhammer 40,000 rulebook.

Bodyguard Detail

WS BS S T W I A Ld Sv Pts
Lithe Bodyguard 3 3 3 3 1 4 1 8 5+ 10
Average Bodyguard 3 3 3 3 1 3 1 8 5+ 8
Large Bodyguard 3 3 4 4 1 2 1 8 5+ 10
Veteran Sergeant +1 +1 +15


Profile – Lithe – Have Fleet of Foot, or may add +1 to WS and BS
- Large/Stocky – May exchange a point of Strength or Toughness for a point of Initiative

According to the mentality of the army, bodyguards gain the following bonuses to their base profile Ranged +1 BS; Close Quarters or Balanced +1 WS;

Squad size – Consists of 5 to 14 Troopers. One bodyguard may be upgraded to a champion at +8 pts. Champions have an additional attack added to their base profile.

Equipment options
Balanced force preference - All models are armed with firearms and frag grenades, or may exchange their firearms for pistols and combat weapons. One bodyguard may exchange his firearm for one of the following; flamer +6pts; grenade launcher +8pts; melta-gun +10pts. One bodyguard may exchange his firearm for one of the following; Heavy Bolter +10pts, Missile Launcher +20pts, Field Gun +20pts

Close Quarters Preference - All models are armed with pistols and combat weapons. One bodyguard may exchange his weapons for one of the following; flamer +6pts; grenade launcher +8pts; melta-gun +10pts; power weapon +10pts. One bodyguard may exchange his weapons for an eviscerator +15pts.

Ranged preference - All models are armed with firearms and frag grenades. Up to two bodyguards may exchange their firearms for one of the following; Heavy Bolter +10pts, Missile Launcher +20pts, Field Gun +20pts

Special Rules
Transport – May be assigned a transport, provided there is sufficient room for the whole bodyguard detail, and the character to whom they are assigned.

keatsmeister
27-06-2005, 14:46
ELITES

Veteran Units

WS BS S T W I A Ld Sv Pts
Lithe Veteran 3 3 3 3 1 4 1 8 5+ 10
Average Veteran 3 3 3 3 1 3 1 8 5+ 8
Large Veteran 3 3 4 4 1 2 1 8 5+ 10
Veteran Sergeant +1 +1 +15

Profile – Lithe – Have Fleet of Foot, or may add +1 to WS and BS
- Large/Stocky – May exchange a point of Strength or Toughness for a point of Initiative

According to the mentality of the army, Veterans gain the following bonuses to their base profile Ranged +1 BS; Close Quarters or Balanced +1 WS;

Squad size – Consists of 5 to 14 Troopers. One Veteran may be upgraded to a Veteran Sergeant at +8 pts. Veteran Sergeants have an additional attack added to their base profile.

Equipment options
Balanced force preference - All models are armed with firearms and frag grenades, or may exchange their firearms for pistols and combat weapons. One veteran may exchange his firearm for one of the following; flamer +6pts; grenade launcher +8pts; melta-gun +10pts; power weapon +15pts. One veteran may exchange his firearm for one of the following; Heavy Bolter +10pts, Missile Launcher +20pts, Field Gun +20pts; Eviscerator +20pts.

Close Quarters Preference - All models are armed with pistols and combat weapons. One veteran may exchange his weapons for one of the following; flamer +6pts; grenade launcher +8pts; melta-gun +10pts; power weapon +10pts. One veteran may exchange his weapons for an eviscerator +15pts.

Ranged preference - All models are armed with firearms and frag grenades. Up to two veterans may exchange their firearms for one of the following; Heavy Bolter +10pts, Missile Launcher +20pts, Field Gun +20pts

Special Rules
Hardened Veterans – Veteran units do not suffer negative modifiers to morale checks.

Transport – May be assigned a transport, provided there is sufficient room for the whole squad.

Death Stalkers

Front Side Rear WS BS S I A Pts
Death Stalker 10 10 10 3 3 6 4 2 65

Type: Walker, Open-topped Crew: One Mercenary Unit Size: 1 to 3 Walkers
Profile: As generic troop profile. Points cost is as generic profile +35pts

Armament: Two arm-mounted heavy bolters. The heavy bolters may be upgraded to assault cannons +20pts. The arms may also have chain weapon attachments at an additional cost of +20pts. Should the walker lose an arm weapon due to damage, it also loses an attack in combat.

Special Rules
Overheating – Death Stalkers can lay down a lot of fire, but are horribly prone to jams and misfires. If a Death Stalker rolls three or more 1s to hit in a single shooting phase, roll once on the glancing hit table.

Specialist Tactical Units

WS BS S T W I A Ld Sv Pts
Lithe Trooper 3 3 3 3 1 4 1 7 5+ 10
Average Trooper 3 3 3 3 1 3 1 7 5+ 8
Large Trooper 3 3 4 4 1 2 1 7 5+ 10
Veteran Sergeant +1 +1 +15

Profile – Lithe – Have Fleet of Foot, or may add +1 to WS and BS
- Large/Stocky – May exchange a point of Strength or Toughness for a point of Initiative

Squad size – Consists of 5 to 10 Troopers. One Veteran may be upgraded to a Veteran Sergeant at +8 pts. Veteran Sergeants have an additional attack added to their base profile.

Equipment options
Balanced force preference - All models are armed with firearms and frag grenades, or may exchange their firearms for pistols and combat weapons. One trooper may exchange his firearm for one of the following; flamer +6pts; grenade launcher +8pts; melta-gun +10pts; power weapon +15pts. One trooper may exchange his firearm for one of the following; Heavy Bolter +10pts, Missile Launcher +20pts, Field Gun +20pts; Eviscerator +20pts. May take Krak grenades at +2pts per model, Meltabombs +4pts per model.

Close Quarters Preference - All models are armed with pistols and combat weapons. One trooper may exchange his weapons for one of the following; flamer +6pts; grenade launcher +8pts; melta-gun +10pts; power weapon +10pts. One trooper may exchange his weapons for an eviscerator +15pts. May take Krak grenades at +2pts per model, Meltabombs +4pts per model.

Ranged preference - All models are armed with firearms and frag grenades. Up to two troopers may exchange their firearms for one of the following; Heavy Bolter +10pts, Missile Launcher +20pts, Field Gun +20pts. May take Krak grenades at +2pts per model, Meltabombs +4pts per model.


Squad Options
The squad must take one of the following tactical options:-
Infiltration Unit – The unit Gains the Infiltrate and Move Through Cover abilities at +2pts per model

Anti-Armour Specialists – The unit gains the Tank Hunter ability at +2pts per model.

Special Rules
Transport – May be assigned a transport, provided there is sufficient room for the whole squad.

0-1 Gunslingers

Amongst those desperadoes who fight for their own ends, many have different ways of achieving their ends, and amongst those who gain notoriety are those who possess immense skill with side-arms, gunslingers. Such individuals include Kal Jerico and ‘Slick’ Devlan, whose exploits can be found elsewhere.

WS BS S T W I A Ld Sv Pts
Lithe Gunslinger 4 5 3 3 2 5 3 8 5+ 45
Average Gunslinger 4 5 3 3 2 4 3 8 5+ 60
Stocky Gunslinger 4 5 4 4 2 3 3 8 5+
Gunslinger Legend +1 +1 +1 +15

Number/squad – Up to 3 Gunslingers can be included in an army, and will count as a single Elites choice. They are deployed as a single unit but do not need to be placed together and operate independently during the game. You may only take one Gunslinger Legend per army.

Weapons: 2 Laspistols

Options: May upgrade the pistols to: - Bolt Pistol/Shuriken Pistol (+2pts for one; +5pts pair), Hellpistol/Splinter Pistol (1pt for one; +3pts pair), Plasma Pistol (15pts for one; +35pts pair)

May select additional equipment from the armoury

Special Rules
Independent Character – A Gunslinger is an Independent Character and follows all the rules for Independent Characters listed in the Warhammer 40,000 rulebook.

Gunslinger – The Gunslinger has been fighting in countless encounters, usually a bar brawl that turns nasty, and has mastered the art of fighting with 2 pistols simultaneously, even in the swirl of close quarters combat. A Gunslinger may fire both pistols at the same time, so could potentially have up to 4 shots. In combat, a Gunslinger counts as having 2 close combat weapons (These weapons count as power weapons if armed with twin plasma pistols. Rolls of 1 to hit in combat still overheat).



TROOPS

Mercenary Units

WS BS S T W I A Ld Sv Pts
Lithe Trooper 3 3 3 3 1 4 1 7 5+ 8
Average Trooper 3 3 3 3 1 3 1 7 5+ 6
Large Trooper 3 3 4 4 1 2 1 7 5+ 8
Veteran Sergeant +1 +1 +15

Squad size – Consists of 5 to 10 Troopers. One Veteran may be upgraded to a Veteran Sergeant at +8 pts. Veteran Sergeants have an additional attack added to their base profile.

Equipment options
Balanced force preference - All models are armed with firearms and frag grenades, or may exchange their firearms for pistols and combat weapons. One veteran may exchange his firearm for one of the following; flamer +6pts; grenade launcher +8pts; melta-gun +10pts. One veteran may exchange his firearm for one of the following; Heavy Bolter +10pts, Missile Launcher +20pts, Field Gun +20pts; Eviscerator +20pts. May take Krak grenades at +2pts per model.

Close Quarters Preference - All models are armed with pistols and combat weapons. One veteran may exchange his weapons for one of the following; flamer +6pts; grenade launcher +8pts; melta-gun +10pts; power weapon +10pts. One veteran may exchange his weapons for an eviscerator +15pts. May take Krak grenades at +2pts per model

Ranged preference - All models are armed with firearms and frag grenades. Up to two bodyguards may exchange their firearms for one of the following; Heavy Bolter +10pts, Missile Launcher +20pts, Field Gun +20pts. May take Krak grenades at +2pts per model

Special Rules
Transport – May be assigned a transport, provided there is sufficient room for the whole squad.

Slaver Units

WS BS S T W I A Ld Sv Pts
Captive 2 0 3 2 1 3 1 5 - 4
Lithe Trooper 3 3 3 3 1 4 1 7 5+ 8
Average Trooper 3 3 3 3 1 3 1 7 5+ 6
Large Trooper 3 3 4 4 1 2 1 7 5+ 8

Squad size – Consists of 3 to 5 Slavers and 5 to 20 Captives.

Slavers are armed with Power Scourges and Pistols. Captives are armed with combat weapons. Captives may take an additional combat weapon at +1pt per model, or may upgrade their weapons to great weapons at +3pts per model.

Special Rules
Freedom! – Should all the slavers in the unit be killed, any surviving captives are removed from play, as they make for the nearest cover and make a break for freedom.

keatsmeister
27-06-2005, 14:47
FAST ATTACK

Mercenary Cavalry

WS BS S T W I A Ld Sv Pts
Lithe Trooper 3 3 3 3 1 4 1 7 5+ 13
Average Trooper 3 3 3 3 1 3 1 7 5+ 9
Large Trooper 3 3 4 4 1(2) 2 1 7 5+ 16
Veteran Sergeant +1 +1 +8
Profile – As Trooper, but add +3pts to the cost of each trooper (+5pts for Winged Cavalry and +8pts for Mighty Mounts).

Squad size – Consists of 5 to 10 Troopers. One Cavalry Trooper may be upgraded to a Veteran Sergeant at +8 pts. Veteran Sergeants may choose from the armoury

Equipment options
Balanced force preference - All models are armed with firearms and frag grenades, or may exchange their firearms for pistols and combat weapons. Up to two troopers may exchange their firearm for one of the following; flamer +6pts; grenade launcher +8pts; melta-gun +10pts; power weapon +15pts. May take Krak grenades at +2pts per model.

Close Quarters Preference - All models are armed with pistols and combat weapons. Up to two troopers may exchange their weapons for one of the following; flamer +6pts; grenade launcher +8pts; melta-gun +10pts; power weapon +10pts. May take Krak grenades at +2pts per model

Ranged preference - All models are armed with firearms and frag grenades. May upgrade firearms to Pulse Carbines at +2pts per model. Up to two troopers may exchange their firearms for one of the following; Grenade Launcher +8pts; .Heavy Stubber +10pts. May take Krak grenades at +2pts per model

Special Rules
Cavalry types – The type of mount used will depend on the physique of the rider. The cavalry unit uses the special rule below which applies to the army’s generic physique.

Lithe and Quick: - Winged mounts – The unit counts as Jump Infantry for movement purposes. The unit may ignore terrain, move up to 12” in the movement phase, and have an assault range of 6”. The unit may NOT Deep Strike. This is unlike most Jump Infantry.

Average Humanoid Build: - Horses/Xeno Mounts – Operate as normal cavalry, and so gain Fleet of Foot

Large build / Stocky: - Mighty Mounts – Move like normal infantry, but have an additional wound (included above), and gain the Furious Assault ability. MAY NOT BE TAKEN WITH RANGED PREFERENCE.


Drop Troops

WS BS S T W I A Ld Sv Pts
Lithe Trooper 3 3 3 3 1 4 1 7 5+ 11
Average Trooper 3 3 3 3 1 3 1 7 5+ 9
Large Trooper 3 3 4 4 1 2 1 7 5+ 11
Veteran Sergeant +1 +1 +8

Squad size – Consists of 5 to 10 Troopers. One Jump/Drop Trooper may be upgraded to a Veteran Sergeant at +8 pts. Veteran Sergeants have an additional attack added to their base profile.

Equipment options
Balanced force preference - All models are armed with firearms and frag grenades, or may exchange their firearms for pistols and combat weapons. Up to two troopers may exchange their firearm for one of the following; flamer +6pts; grenade launcher +8pts; melta-gun +10pts; power weapon +15pts. May take Krak grenades at +2pts per model.

Close Quarters Preference - All models are armed with pistols and combat weapons. Up to two troopers may exchange their weapons for one of the following; flamer +6pts; grenade launcher +8pts; melta-gun +10pts; power weapon +10pts; eviscerator +20pts. May take Krak grenades at +2pts per model

Ranged preference - All models are armed with firearms and frag grenades. May upgrade firearms to Pulse Carbines at +2pts per model. Up to two troopers may exchange their firearms for one of the following; Grenade Launcher +8pts; Meltagun +10pts; Heavy Stubber +10pts; Missile Launcher +20pts; Lascannon +35pts. May take Krak grenades at +2pts per model

Special Rules
Lithe and Quick: - NOT AVAILABLE TO LITHE AND QUICK FORCES

Deep Strike – Drop Troop units may Deep Strike in missions which allow Deep Strike to be used

Light Gunship

Front Side Rear BS Pts
Light Gunship 10 10 10 - -

Type: Skimmer, Agile, Open-topped Crew: One Mercenary Unit Size: 1 to 3 Gunships
Profile: As generic troop profile. Points cost is as generic profile + pts

Armament: Heavy Bolter and two passenger-manned Heavy Stubbers. The heavy bolter may be upgraded to an assault cannon +10pts

Special Rules
Agile – Gunships are agile vehicles. An agile vehicle may shoot as though it is a fast vehicle, but may never move more than 12” in a single movement phase. This means that moving up to 6”, it may fire all weapons, and moving up to 12” it may fire one main weapon and all defensive weapons but may not move further than 12”.

Transport – Light Gunships are armed lightly to act as troop transports, getting the Mercenary forces to the thick of the battle as quickly as possible, and to jump on any opportunities for the spoils of victory… Light Gunships may transport up to 10 models.

HEAVY SUPPORT

Heavy Support Squads

WS BS S T W I A Ld Sv Pts
Lithe Trooper 3 3 3 3 1 4 1 7 5+ 8
Average Trooper 3 3 3 3 1 3 1 7 5+ 6
Large Trooper 3 3 4 4 1 2 1 7 5+ 8
Veteran Sergeant +1 +1 +8

Squad size – Consists of 5 to 10 Troopers. One Veteran may be upgraded to a Veteran Sergeant at +8 pts. Veteran Sergeants have an additional attack added to their base profile.

Equipment options
Balanced force preference - All models are armed with firearms and frag grenades, or may exchange their firearms for pistols and combat weapons. Up to four troopers may exchange their firearms for one of the following; Heavy Bolter +10pts, Missile Launcher +20pts, Field Gun +20pts; Lascannon +25pts.

Close Quarters Preference – All models are armed with pistols and combat weapons. Any model may exchange their weapons for a Great Weapon +2pts. Up to four troopers may exchange their weapons for eviscerators +15pts.

Ranged preference - All models are armed with firearms and frag grenades. Any trooper may exchange their firearm for a Sniper Rifle at +5pts per model. Up to four troopers may exchange their firearms for one of the following; Heavy Bolter +10pts, Missile Launcher +20pts, Field Gun +20pts; Lascannon +25pts

Special Rules
Transport – May be assigned a transport, provided there is sufficient room for the whole squad.


Artillery units

WS BS S T W I A Ld Sv Pts
Lithe Trooper 3 3 3 3 1 4 1 7 5+ 8
Average Trooper 3 3 3 3 1 3 1 7 5+ 6
Large Trooper 3 3 4 4 1 2 1 7 5+ 8

Squad size – Consists of 2 to 5 Artillery pieces. Each artillery piece is manned by two Troopers.

Equipment options
Balanced force preference - All models are armed with firearms and frag grenades, or may exchange their firearms for pistols and combat weapons. Up to four troopers may exchange their firearms for one of the following; Heavy Bolter +10pts, Missile Launcher +20pts, Field Gun +20pts; Lascannon +25pts.

Close Quarters Preference – NOT AVAILABLE TO CLOSE QUARTERS PREFERENCE

Ranged preference - All models are armed with firearms and frag grenades. Any trooper may exchange their firearm for a Sniper Rifle at +5pts per model. Up to four troopers may exchange their firearms for one of the following; Heavy Bolter +10pts, Missile Launcher +20pts, Field Gun +20pts; Lascannon +25pts

Heavy Gunship

Front Side Rear BS Pts
Light Gunship 11 11 10 3

Type: Skimmer, Agile, Open-topped Crew: One Mercenary Unit Size: 1 Gunship

Armament: Heavy Bolter and twin-linked Multiple Launchers. The heavy bolter may be upgraded to an assault cannon +10pts

Special Rules
Agile – Gunships are agile vehicles. An agile vehicle may shoot as though it is a fast vehicle, but may never move more than 12” in a single movement phase. This means that moving up to 6”, it may fire all weapons, and moving up to 12” it may fire one main weapon and all defensive weapons.

Multiple Launcher - Rng 36” Str 6 AP 4 Heavy 2/Blast

keatsmeister
27-06-2005, 14:47
ARMOURY

Unless stated otherwise, all Wargear follows the rules as stated in the rulebook

Single-handed Weapons

Pistol +1pt (Counts as Laspistol)
Bolt Pistol/Shuriken Pistol +3pts
Close Combat Weapon +1pt
Poisoned Blades +7pts – See Codex Eldar
Power Weapon +10/15pts
Plasma Pistol +10/15pts
Choppa +2pts – See Codex Orks
Shield +2pts

Two-handed Weapons

Bolter +3pts
Firearm +1pt (Counts as Lasgun)
Shotgun +1pt
Sniper Rifle +15pts
Hunting Rifle +15pts
Eviscerator +15/25pts
Great Weapon +5pts – See Codex Chaos Space Marines
Heavy Stubber +5pts – See Codex Eye of Terror
Bolas Launcher +10pts
Pulse Rifle +3pts
Pulse Carbine +3pts

Wargear

‘Flak’ Armour +1pt
‘Carapace’ Armour +5pts
‘Power’ Armour +15pts
Frag Grenades +1pt
Krak Grenades +2pts
Master-Crafted Weapon +15pts
Meltabombs +5pts
Cybork body/Refractor Field +15pts
Blessed Charm +35pts
Bionics +10pts See Codex Space Marines
Pet +10pts (May take up to 3)
Kustom Job: Higher rate of fire/More Dakka +5pts
Kustom Job: Larger calibre/Shootier +5pts
Kustom Job: Penetrating rounds/Blasta +8pts

Unit abilities/equipment

Chem-inhalers +10pts per unit – See Codex Imperial Guard
Cameleoline +10pts per unit – See Codex Imperial Guard
Hardened Fighters +15pts per unit – See Codex Imperial Guard

Special Skills/Traits

Infiltrate +5pts
Marksman +25pts (1 per army)
Night-vision +2pts – See Codex Chaos Space Marines
Psyker +5pts
Subdue +2pts
Stalker +1pt
Terrain Master +5pts
Weapons master +5pts

Psychic Abilities

Smite +10pts – See Codex Space Marines
Lightning Arc +10pts – See Codex Imperial Guard
Machine Curse +10pts – See Codex Imperial Guard

MERCENARIES WARGEAR

Bolas Launcher – Range 18” Str 4 AP 4 Assault 1/Pinning

Blessed Charm – Any model equipped with a Blessed Charm will only suffer a single wound from hits that would normally kill instantly. This has no effect on special attacks like Wraithcannons, Force Weapons or Drachn’yen

Hunting Rifle – Range 36” Str 6 AP 4 Heavy 1

Infiltrate – The model may infiltrate in missions that allow Infiltrate to be used.

Kustom Job: Higher Rate of Fire/More Dakka – Any gun with this upgrade counts as Assault 2. More Dakka may only be taken for pistols and Rapid Fire weapons. This upgrade cannot be applied to Plasma Pistols, or the Marksman ability.

Kustom Job: Larger Calibre/Shootier – Add +1 to the Strength of the Weapon. May not be used for Plasma Pistols

Kustom Job: Penetrating Rounds/Blasta – At up to full range, the AP improves by 1. At half range or closer, the AP is improved by 2 to a maximum of AP2. The weapon now follows the ‘Gets hot’ rule. May not be used in conjunction with Plasma Pistols or Bolas Launchers.

Marksman – A model with this ability does not have to test to target another unit, and may also target a specific model within a unit. However the target will count as if being in soft cover. Should the pass be made, remove another model from the targeted unit (Look out sir!)

Pet – See the Creature Feature article printed in White Dwarf

Shield – Provides a 5+ armour save, and counts as an additional combat weapon in combat. For models already equipped with armour, it provides +1 to the armour save, but may not be used to increase a save beyond 4+.

Stalker – A model with the Stalker ability will only raise the alarm in a Raid on 6+ in close combat. This may be used in conjunction with Subdue.

Subdue – Any model that possesses the Subdue skill may attempt to capture an opponent in close combat. Rather than rolling to wound against the target’s toughness, roll against its strength value. Any model that is subdued adds D3 x 5 victory points to the total of the army with Hired Guns, or D3 x 10 if the enemy commander is captured

Terrain Master – A model with this ability can see up to 12” through terrain, rather than 6” as normal. In addition, a Terrain Master adds +1 to his cover save when in terrain of the type he is master of. A Terrain Master must choose a type of terrain in which he is skilled. He gains no additional bonuses when in terrain of a different type. For example, an Urban Terrain Master will gain no bonuses in Desert or Jungle environments.

Weapons Master – A Weapons Master is highly skilled, and often possesses a wide range of personalized weaponry. A Weapons Master may carry a single handed weapon in addition to normal limits. For example, in most cases this will allow the Weapons Master to carry a two-handed weapon and two single-handed weapon.

x-esiv-4c
27-06-2005, 14:54
From a quick review I recommend dropping the BS of the gunslingers from 5 to 4. A BS of 5 is something that a Vindicare assassin has, someone who is a trained marksman and bested by none. Unless these gun-slinger mercs are trained by the Imperium's finest I think that a BS of 5 is just a little high. Other then that it looks good so far. I'll have a better opportunity to read it more indepth later on. Keep up the good work.

boogle
28-06-2005, 13:38
woah, those lists were just too confusing, please sort it out, can't work out whos stats are what and arrghhhh!!!!

keatsmeister
28-06-2005, 16:27
woah, those lists were just too confusing, please sort it out, can't work out whos stats are what and arrghhhh!!!!

Sorry, the list was written elsewhere for submission purposes, and isn't ideally suited for cutting and pasting into a post :o Anyways, the whole schebang, including the legendary units and special characters is available in a Word file for ease of reading.

On the point of the Gunslinger BS, perhaps I should have a look at that. I needed to make it clear that his solution to every situation lies in his trusty sidearms. Perhaps a reduction of both BS and WS ought to keep this balance without creating uber-characters who are better shots than trained marksmen. Besides, with the number of shots they get, they ought to hit something...