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#1 (permalink) |
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Kroot Warrior
Join Date: Mar 2005
Posts: 1
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Hey guys, i've been thinking of building my own codex to kind of go along with the inquisition forces, the main idea of this one is that almost all the units have the 'Marksman' special rules and also many of them have access to, or basically take weapons that can fire at longer distances with lower strength or at closer distances with higher strength.
This army is supposed to be the imperium equivalent of Tau perhaps Main tactic is to take out serious threats before they can reach your troops. Anyways I only started writing this recently so i dont have all the units complete and whatnot so im open to any and all suggestions So here goes.... Ordo Secutorus Order of the Hunter (Litterally Order of the Follower/Tracker/Stalker/w/e) "Cut out the Heart and the soul will fall" Troops: Secutor Squad WS BS S T W A I LD SV Pnts Secutor 4 4 4 4 1 1 3 9 3+ 15 Secutorus Sniper 3 5 3 5 1 1 3 9 3+ 25 0-2 per squad Secutorus Enforcer 4 4 4 4 2 2 3 10 3+ 35 (I couldn't figure out how to work the table thing, sorry :'( , I got confused lol ???) Squad: The squad consists of one Secutorus Enforcer and between 5 and 15 secutors and up to two Secutorus Snipers Weapons: Secutors are armed with Marksman Bolters. Secutorus Snipers are Armed with Marksman Rifles. Secutorus Enforcers are Armed with Marksman bolters. They may exchange there bolter for a Marksman Pistol and a close combat weapon at no additional cost Options: Up to two Secutors may exchange their Marksman Bolter for a Marksman Rifle at +5 points. Secutorus Snipers may exchange thier Marksman Rifle for a Exidus Rifle at +25 points. They may be given ONE special round from the following list; Hellfire, Turbo-Penetrator, Sheild-Breaker at no additional cost, they may be given ONE additional special round at +15 points to a maximum of two special rounds. Each of these rounds may only be fired once per game and follow the special rules detailed in the Vindicare assasin rules. Character: The Secutorus Enforcer may be given up to 100 points of wargear from the Ordo Secutorus Armoury. Special Rules: Hunters: Secutors are trained as Hunter-assasins and follow the "Hunter" special Rules (which I still need to write but basically they will all have the Marksman special trait, mabey some other things but i dont want them so good as to have to make the points per model higher than grey knights lol) Ok that is the only Unit rules i've written but here are the rules (and fluff) on the weapons they carry Weapons Marksman Bolter: The Marksman Bolter is a prototype bolter that utilizes a longer barrel for more accurate ranged firing. It is outfitted with a low power scope allowing the user to fire at targets at much greater distances. Although the increased range is very helpful at chewing up targets long before they can come to grips with the user, the Bolter is still a bolter and is much more effective at standard bolter ranges. The Marsman Bolter has the following Profile: Range: 36 Strength: 3 AP: 5 Assault 1 or Heavy 2 or Range: 24 Strength: 4 Ap: 4 Rapid Fire Marksman Rifle This prototype long range rifle is modeled after its bolter counterpart, utilizing a long barrel and high power scope. It is capable of packing quite a punch at distances, though it can be fired at shorter ranges. Its high rate of fire makes it capable of taking out multiple priority targets before they can retaliate, if properly braced. The Marksman Rifle utilizes High Calibre bolter rounds capable of penetrating most armour. This rifle is of great use at slowing and hindering Vehicle advances, though it is rare that it will actually do any real damage. The Marksman Rifle has the following Profile: Range: 36+D6 Strength: 4 Ap: 4 Heavy 3 or Assault 1 or Range: 24-D3 Strength 5 Ap: 4 Rapid Fire The Marksman Rifle Counts as having 2D6 armor penetration but may only score penetrating hits on a roll of an 11 or a 12 and beats the targets armor, otherwise if the armour penetration roll equals or exceeds targets armour value, the rifle will always score a glancing hit. Marksman Pistol The Marksman Pistol is a prototype compact version of it's bolter counterpart. It is very effective at firing rapidly as its semi-automatic, burst-fire design and long barrel allows the user to fire multiple rounds at ranges normal pistol weapons would have trouble being effective at. The marksman pistol has the following Profile Range: 12+D3 Strength: 4 AP: 5 Pistol Well, thats all I have so far... Im trying to keep the units centered around a Roman/Greek theme if you know what I mean(secutors, Gladiators, Helots, etc.) Anyways any input is welcomed and I would love to see this list completed. Fluff is greatly appriciated as well. |
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#2 (permalink) |
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Shas'El
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Some good stuff in there, though I have a couple of points to raise.
Why the random ranges? Makes things much more complicated (does every weapon in the squad need to be rolled for?). Just add about 6" to the normal ranges for longer range effctiveness. The changing strength of some of the weaponry is a bit odd, bolt rounds don't rely on impact to cause damage, they detonate inside the target. They won't lose strength unless they actually fail to penetrate, and since they use a rocket propulsion system, the further they are from the gun, the faster they will go, the better the penetration. Why do these troops not have standard human statistics (I imgaine that using storm-trooper stats would be okay), I mean tuoghness 5 on a non-modified human just doesn't happen. The enforcer might be able to get away with it, but trim back others. Why can the marksman bolter fire as a regular bolter but with greater AP? Surely it would be 5 not 4. The marksman cannon sounds a bit odd, this is to be a long range heavy bolter more or less right? May I suggest giving it a 42" heavy 1 mode as well as it's normal 36" heavy 3 mode? Nevertheless there are some good ideas in there, lots of alternate modes of fire. Pull the troops back to more normal standards and keep the equipment in line with weaponry already available and this should go a long way. |
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