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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2005
Location: New England - United States of America
Posts: 3,461
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This is my first made-up race, so cut me some slack if it isn't very good.
Overview The 41st millennium is a time of war. The foremost empires clash and struggle. The weak are crushed by the hammer of the strong. But within the galaxy, as invisible as a ghost, a large united number of mobs keep the galaxy's underworld under control. They attempt to destroy anyone who oppresses them or poses a large threat, even if that threat is the Imperium of man. Fielding mass amounts of foot soldiers and mercenaries, networks of spies and operatives, and the most skilled assassins in all the galaxy, they are quickly being noticed by every major empire as a roadblock in their quest of conquest. This colossal organization is known as the Galactic Organized Crime Syndicate. Why Collect a Galactic Syndicate Army?: The Galactic Syndicate have tons of choices, especially with their Troops and Elites, which range from ordinary gangsters to highly paid mercenaries. They also have access to a wide array of weapons crafted from the technology of different races acquired by the galactic black market, some being existing weapons like the weak lasguns to the Syndicate's secret weapon, the Oblivion. Their homemade weapons are also rather powerful, consisting of advanced and cheap nuclear technology. They have stealthy assassins and operatives that are physically weak but have a bunch of abilities that will weaken the enemy and make them hard to hit. Galactic Syndicate Special Notes: The Galactic Syndicate have a Strategy Rating of 1. Vehicles have a leadership of 7. They may take Kroot Mercenaries as allies with an ally Force Organization chart. Army List: HQ: 1+ Boss, 0-1 Kingpin Troops: 1+ Gangsters, Ork Mercenaries, Human Mercenaries, Xeno Mercenaries, Operatives Elites: Assassins, Bandits, 0-1 Farsight Enclave Mercenaries, Hit Squad, Special Weapons Squad Fast Attack: Kamikaze Gangsters, 0-1 Decapitator, Exterminator Squad Transport: Rhino, Smuggler, Shade Heavy Support: Vigilante , 0-1 Oblivion Artillery, 0-1 Incinerator Special Characters: 0-1 Don Karlek, 0-1 Bernardo the Revenant Syndicate Special Rules [i]Autogun[i]: The Syndicate often install an artificial intelligence in their heavier guns programmed to fire automatically. Any weapon with the autogun rule may fire in addition to another weapon. _* * * * * * * * * * * * * * * * Galactic Syndicate Armory * * * * * * * * * * * * * * * * * * * * * * * Weapons _* * * * * * * * * * * * * * * * * * * * * Gun Weapons Shoota Slugga Lasgun Lascannon Bolter Heavy Bolter Flamer Heavy Flamer Sniper Rifle Pulse Rifle Plasma Rifle (Tau) Fleshborer Slaughter Rifle Slaughter SMG Slaughter Pistol Slaughter Gattling Gun Tranquilizer Slayer Karlek Slayer Cyclotron Missile Launcher Portable Cyclotron Missile Launcher Setting Sun Nondestructive Plutonium Rocket Launcher Biohazard Cannon Identifier Nuke Bombarder Oblivion * * * * * * * * * * * * * * * * * * * * * * *Close Combat Weapons Choppa Power Weapon Power Fist Chainsword Farsight Katana Liquidator Colossal Liquidator Revenant Liquidator NRE Slaughter Rifle 2-Handed Assault 2 Range: 24'' Str: 4 AP: 6 An out-dated version of the Slaughter Machine Gun, the Slaughter Rifle is a close relative to the Bolter, but doesn't pierce armor as nicely and shoots in bursts. It is often used by mercenaries that dislike their race's weapons. Slaughter SMG 2-Handed Rapid Fire Range: 24'' Str: 5 AP: 6 The Slaughter SMG is the standard issue weapon of the Syndicate. It fires much like an ordinary bolter, but is mixed with Tau pulse technology to create an exploding pulse shot that is strong and cheap to make, but doesn't pierce armor as well as the Bolter nor the Pulse Rifle. Slaughter Pistol 1-Handed Pistol 1 Range: 24'' Str: 5 AP: 5 The Slaughter Pistol is a smaller version of the Slaughter SMG, but is more expensive to make. It is more expertly crafted than the Machine Gun and fires a round with a high force (comparable to today's 357 Magnum Revolver) that pierces armor better, but sacrifices a higher rate of fire for semi-automatic fire. Being more expensive to make, the Slaughter Pistol isn't given to footsoldiers and is reserved for operatives and high-ranked Syndicate members. Slaughter Gattling Gun 2-handed Heavy 3 Range: 30'' Str: 8 AP: 3 The Slaughter Gattling Gun is a much heavier and multi-barreled version of the Slaughter SMG that is mounted as a turret. The high speed of fire and unleashing rounds with more power than the Slaughter Pistol makes this a very powerful weapon, but doesn't have the ability to pierce power armor. Tranquilizer 1-handed Assault 1 Range: 18'' Str: 3 AP: 3 Notes: Roll a dice. On 3-, nothing happens. On 4, -1 T. On 5, -1 S. On 6, -1 BS and -1 WS. Lasts until your next turn. A common weapon used by assassins and special weapon teams when killing isn't the objective, the Tranquilizer shoots a sedative that can pierce most armor but isn't powerful enough to kill. When the narcotics inside the sedative reach the blood stream, many bad effects may occur. What effect the enemy gets is decided by the roll of a dice. Slayer 2-handed Assault 2 Range: 30'' S: 6 AP: 4 A common weapon within the Galactic Syndicate, the Slayer is a nuclear-powered assault rifle that shoots solid projectiles accelerated via a very minor nuclear reaction. Very efficient, but relatively expensive to produce, the Slayer is saved for bandits and other elite soldiers. Karlek Slayer 2-handed Assault 3 Range: 24'' S: 6 AP: 2 A custom-made Slayer crafted by the most skilled craftsmen and weapon designers in the galaxy, this is the weapon used by the infamous Don Karlek, leader of the Galactic Syndicate. The barrel of the gun is cut shorter and is wider, allowing a higher rate of fire. The gun's ammunition, instead of solid titanium projectiles, is replaced with armor piercing bullets, allowing it to cut through the thickest armor. Cyclotron Missile Launcher 2-handed Heavy 1 Range: 36'' S: 7 AP: 3 Notes: Causes pinning. A vehicle-mounted launcher that fires extra powerful nuclear missiles that explode in a very small radius. To fire, a nuclear cyclotron is activated to start a nuclear reaction that propells the missile out of the small silo with enormous speed. Portable Cyclotron Missile Launcher 2-handed Assault 1 Range: 30'' S: 7 AP: 4 A portable version of the devastating Cyclotron Missile Launcher, the weapon is severely weakened from its larger counterpart, but is able to be carried and fired with a single infantry. The range is decreases because of the smaller size and the cyclotron is weaker so the holder isn't exposed to radiation, but it is still a very powerful weapon. Setting Sun 2-handed Heavy 1 Template S: 8 AP: 4 Notes: Gets Hot A notorious weapon feared by many, especially the Orks, the Setting Sun is an ultra-powerful flamer nuclear powered that can shoot a flame that can rival the heat of the Sun. But the heat is so high that it has a possibility to burn the vehicle its attached to. Nondestructive Plutonium Rocket Launcher 2-handed Heavy 1 S: 6 AP: 1 Notes: When rolling for damage on vehicles, roll a dice. On a 4 or 5 a glancing hit is inflicted. On a 6 a penetrating hit is inflicted. This weapon fires rockets that use plutonium as a source of the nuclear reaction. However, the explosion is designed to not be as destructive as an ordinary plutonium rocket. Because of this sacrifice, the electro-magnetic pulse unleashed from the weapon has more effect on whatever it fires on than the explosion. It works wonders against tanks and can easily piece all armor, but is rather weak. Biohazard Cannon 2-handed Assault 1 Range: 24'' Str: 5 AP: 4 Notes: Causes pinning. A common weapon used by Special Weapons teams and as a light cannon on tanks, the Biohazard Cannon is a cheaply-made weapon that fires a round similar to the Slaughter Machine Gun, but fires much more slowly and is packed with weak biological weapons that enter the body of the victim upon selfdestruction and may paralyze the victim for a little while if their immune system isn't strong. Identifier 1-handed Assault 1 Range: 30'' Str: 0 AP: 0 Notes: One unit shooting at any unit shot by Identifier may check for distance and their BS is increased by 1 when shooting at the unit shot by Identifier. Technology taken from the Tau Markerlighter, the Identifier doesn't increase accuracy for others shooting at the model shot with the Identifier as much as the Markerlighter, but is much lighter and hacks into the microchip stored in the armor to find weak spots and distance away, so units shooting at a unit shot by the Identifier may check their distance when shooting and their BS is increased by 1. Nuke Bombarder Heavy 2 Range: 36'' S: 6 AP: 4 Small Blast Template Barrage A common sight among medium-armored Syndicate vehicles, but less common than the Cyclotron Missile Launcher, Nuke Bombarders are less powerful than the Cyclotron Missile Launcher, but shoot two barrages of tiny nuclear missiles that have very small radiuses, but explode 10 centimeters from each other to cover a moderate area. Oblivion 2-handed Heavy 2 or Ordnance 1 Range: 60'' S: 9 AP: 1 Notes: May change between Oblivion Projectiles (Heavy) or Oblivion Nukes (Ordnance). The secret weapon of the Galactic Syndicate that has been in development for centuries, the Oblivion is a nuclear-power weapon capable of two modes. The first allows for an electric-charged nuclear reaction-accelerated armor-piercing projectile similar to the ammunition of the Karlek Slayer.* The second mode fires a nuclear missile similar to the Cyclotron Missile Launcher, except the radius is considerably larger and the power of the missile is only a little weaker than a nuclear ICBM. When the Syndicate plans to mass produce this weapon of mass destruction, the Imperium will have another enemy to quickly destroy. Farsight Katana 1-handed Close-Combat (counts as additional CC weapon) Same as Power Weapon After many treaties between the Syndicate and Commander Farsight, the Syndicate have manufactured a power weapon for him and his people in exchange for mercenaries from his Enclave. Liquidator 1-handed Close-Combat Weapon (counts as additional CC weapon) S: Same as Holder (7) Notes: Causes pinning, even if they are immune to it. When T of attacked unit is equal or higher than the S of the holder, the S is adjusted to 7. A short sword filled with liquid hydrogen and electrically charged. When struck, the charge electrocutes the victim and the hydrogen freezes them, either resulting in death or temporary paralyzation. Since the paralyzation can flinch even a battle-hardened Space Marine, the Liquidator is a common weapon used by assassins and Special Weapon teams. Colossal Liquidator 2-handed Vehicle Close-Combat Weapon (counts as extra CC weapon) S: 7 Notes: Causes pinning, even if they are immune to it. Anything in front of weapon within 2'' is hit by weapon. 7 is the S, regardless of vehicle strength. A large vehicle mounted version, the Colossal Liquidator is attached to the front of the Decapitator. The large width of the Colossal Liquidator insures that anything in front of it is hit by a devastating blow. Revenant Liquidator 1-handed Close-Combat Weapon (counts as extra CC weapon) Power Weapon S: Same as Holder (7) Notes: Causes pinning, even if they are immune to it. When T of attacked unit is equal or higher than the S of the holder, the S is adjusted to 7. A custom-designed liquidator used by Bernardo the Revenant. The hydrogen inside the blade is much thicker and the charge more deadly, allowing it to pass through armor with ease with a swift-enough slash. This weapon made Bernardo the Revenant famous within the galaxy's underworld. NRE 1-handed Close-Combat Weapon (because used in Assault phase) S: 6 AP: 4 Large Blast Template Notes: Used in assault phase as an attack. When hit, model dies and template put over model. Anything within template is hit, The explosive attached to Kamikaze Gangsters, the NRE is a dangerous nuclear explosive that, upon detonation, blows away anything around the suicide bomber. Many people have been threatened to be attacked by someone with an NRE strapped to their chest if they don't cooperate with the Syndicate. Accesories: Silencer (5 points): Silencers may be added to any Pistol or Rapid Fire weapon. They give the shooters an automatic 4+ cover save against anyone further than 18'' away during their next turn when they fire the silenced weapon and hit. The Silencer only lasts 2 shots however, unless it is the silencer Operative or Assasins receive. Scope (5 points): This may be added to any Pistol, Assault, or Rapid Fire Weapon (except a Flamer). It increases the range of the weapon by 6''. Sniper Scope (10 points): Same as scope, except increases range by 12''. Melee Implant (10 points): A brain implant that enhances the melee skills of whoever has it. Increases the WS and I by 1. Marksmanship Implant (6 points) A brain implant that enhances the shooting skills of whoever has it. Increase the BS by 1. Cloaking Device (15 points): A device that gives the wearer an automatic 5+ cover save. Comes free with Assassins. Vehicle Accessories: Lock-On Interphase (5 points): The vehicle with this has +1 BS. X-Ray Interphase (10 points): Attached to any gun weapon on any vehicle, the X-Ray Interphase uses x-ray technology to easily spot and shoot at hidden enemies. If fighting at night, the weapon with this may shoot as normal and any cover saves are negated when firing with the weapon. Advanced Cloaking Device (50 points): A more advanced cloaking device that makes the wearer extremely hard to see. Comes free with Shade.
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![]() A fantastic sig by Kais. Quote:
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#2 (permalink) | |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2005
Location: New England - United States of America
Posts: 3,461
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HQ
1+ Boss * * * * * Points* WS* BS* S* T* W* I* A* Ld** *Sv Boss* * *65* * * *4* * *4* *4* 4* *2* 3* 2* *9* * 3+ Equipment: Slaughter Pistol, Power Armor Options: The Slaughter Pistol may be exchanged with a Slayer at +5 points. Special Rules: Fearless: A Boss is so governmentally powerful he fears no one. Independent Character: The Boss is an independent character. Mob Leader: The Boss is a leader of a mob, so any non-mercenary units he joins are also fearless. Bosses, although not as powerful as Don Karlek himself, are very powerful figures in the Syndicate. They are the leaders of the mobs that consist of the Syndicate and are the Syndicate governors in a way and are looked up to as a leader to the more petty members. 0-1 Kingpin * * * * * * *Points* WS* BS* S* T* W* I* A* Ld* Sv Kingpin* * 120* * * 5* **4** 4* 4* *3* 4* 3* *9** 3+ Equipment: Chainsword, Slaughter Pistol, Power Armor Options: The Chainsword may be exchanged for a Liquidator at +10 points. Special Rules: Independent Character: The kingpin is an independent character. Drugs: The kingpin is a very big narcotics dealer, and has often taken tons of his own drugs. Before battles, he stocks up on drugs to enhance his performance. Roll a dice. On a 4 or 5, the drugs make him fearless. On a 6+, the drugs make him fearless and be under the Thou Shall Know No Pain rule. VIP: A kingpin is a very powerful person, so non-mercenary soldiers feel more powerful with his presence. Any non-mercenary units he joins are fearless. Oftentimes, a simple dealer in a mob goes big and controls a large portion of the Syndicate illegal trades, mostly narcotics. He is then considered a kingpin, and are often key targets for assassination from enemies. Kingpins, in protection against assassins, train heavily in melee combat. Kingpins often put those melee skills to use by joining in as an adviser to the Boss and a powerful soldier. Troops 1+ Gangsters * * * * * * * * *Points* WS* BS* S* T* W* I* A* Ld* Sv Gangster* * * * 8* * * *3* * 3* *3* 3* *1* 3* 1* *7** 5+ Cleaner* * * * +10** ** 3** *4* *3* 3* *1* 3* 1* *8** 4+ Squad: A squad of gangsters consists of 7-14 gangsters. Equipment: Slaughter SMG Options: A Cleaner may exchange his Slaughter Machine Gun for a Slayer at +5 points. Frag grenades may be bought at +1 point per model. Meltabombs may be bought for +2 points per model. Up to 3 models may buy Flamers at +5 points per model. Character: One gangster per squad may be upgraded to a Cleaner at +10 points. That Cleaner may take one accessory from the Syndicate Armory. Special Rules: Transport: Gangsters may be mounted in a Rhino or a Smuggler. Gangsters are the basic footsoldiers of the Syndicate, doing missions that need to be completed, killing people that need to be killed, and patrolling areas that need to be patrolled. They are not new to being set up in as a full mob member body, and work very well set up as any other army. Ork Mercenaries * * * * * * * * * * * * * * * * * * * * * * *Points* WS* BS* S* T* W* I* A* Ld* Sv Ork Mercenaries* * * * * * * * * * * * 5* * * * 4** * 2* *3** 3* *1* 3* 2* *7* *6+ Ork Mercenary Sergeant* * * * * +10* * * *4* * *3* *3* *3* *2* 3* 2* *8* *6+ Mob: A mob of Ork Mercenaries consists of 10-15 Orks. Equipment: Choppa, Slugga Options: Up to half of the Ork Mercenaries may exchange their Choppa and Slugga for a Shoota at no extra cost. A Ork Mercenary may exchange his weapon for a Slaughter Rifle at +3 points. Character: One Ork Mercenary per mob may be upgraded to an Ork Mercenary Sergeant at +10 points. Special Rules: Transport: Ork Mercenaries may be mounted in a Smuggler. Ork Mercenaries have always been a common sight around Galactic Syndicate outposts. Working and fighting and backstabbing their friends for money, the Ork Mercenaries are considered to be dishonorable, but effective grunts in any Syndicate mob. Human Mercenaries * * * * * * * * * * Points* WS** BS** S* T*W* I* A* Ld* Sv Guardsmen* * * 6* * ** * 3** * 3* * 3 *3* 1* 2* 1* *7* * 5+ Sergeant* * * * +10* ** *3** **3** *3* 3* 1* 2* 1* *8* * 5+ Squad: A squad of human mercenaries consists of 7-14 mercenaries. Equipment: Lasguns Options: Any human mercenary may exchange his Lasgun for a Slaughter Rifle at +3 points per model or a Bolter at +5 points per model. Up to 3 mercenaries may exchange their Lasguns for Flamers at +5 points per model. Any mercenary may buy meltabombs at +2 points per model. Character: One Human Mercenary may upgrade to a Sergeant at +10 points. Special Rules: Transport: They may be mounted in a Smuggler. Xeno Mercenaries * * * * * * * * * * * * * * * * * * * * * * * * *Points* WS* BS* S* T* W* I * A* Ld* Sv Termagaunt* * * * * * * * * * * * * * * * * * 8* * ** 3*** 3* *3* 3** 1* 3* 1* *5* *6+ Farsight Enclave Fire Warriors* ** ** *12* * * 3** *3* *3* 3* *1* 3** 1* *7** 4+ Squad: A squad of Xeno Mercenaries consists of 20-30 Termagaunts, or 6-12 Farsight Enclave Fire Warriors. Equipment: Fleshborer (Termagaunts only), Pulse Rifle (Fire Warriors only) Options: Any non-Termagaunt Xeno Mercenary may exchange their weapon for a Slaughter Rifle at +3 points. Special Rules: Transport: Farsight Enclave Fire Warriors may be mounted in a Smuggler. The Syndicate have made many alliances, one notably being with the Farsight Enclaves. Because of this, Commander Farsight has allowed a significant amount of troops to be enlisted into Syndicate mobs as mercenaries. Gangsters close to the Hive Fleets have captured many gants to take in for testing. Those gants have been inserted with implants that force them to do whatever a Boss says, and not go to thwir independant, barbaric ways of mindless feeding. Operatives * * * * * * * * * * * * *Points* WS* BS* S* T* W* I* A* Ld* Sv Operatives* * * * * * 12* * * *3* * 3* *3* 3* *1* 2* 1* *7* *4+ Special Agent* * * +10* ** * 4* * 3* *3* 3* *1* 3* 1* *8* *4+ Squad: A squad of Operatives consists of 1-5 operatives. Equipment: Identifier, Slaughter Pistol w/ Silencer Options: A Special Agent may exchange his Slaughter Pistol with a Liquidator at +10 points. He may also take one accessory from the Syndicate Armory. Character: One Operative per squad can be upgraded to a Special Agent at +10 points and may take one Accessory from the Syndicate Armory. Special Rules: Silencer: The Silenced Slaughter Pistol given to Operatives is designed to last, so it won't break after 2 shots like the normal Silencer.
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![]() A fantastic sig by Kais. Quote:
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#3 (permalink) | |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2005
Location: New England - United States of America
Posts: 3,461
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Elites
Assassins * * * * * * * * * *Points* WS* BS* S* T* W* I* A* Ld* Sv Assassin* * * * 30* * * *4* * *3* * 3* 3* *2* 3* 2* *8* *4+ Executioner* *+10* * * 4* * *3* * 4* 4**2* 3* 2* *8* *3+ Team: A team of assassins consists of 1-3 assassins. Equipment: Liquidator, Slaughter Pistol w/ Silencer, Cloaking Device, Power Armor (Executioner) Options: Any assassin may exchange his Slaughter Pistol for a Tranquilizer at +6 points. Character: One assassin per team may be upgraded to an Executioner at +10 points and may take one Accessory from the Syndicate Armory. Special Rules: Transport: Assassins may be mounted in a Smuggler or a Shade. Silencer: The silencer does not break after 2 turns. Infiltration: Assassins can infiltrate if the mission permits. Bandits * * * * * * * * Points* WS* BS* *S* T* W* I* *A* Ld* Sv Bandits* * * *20* * * *3* * * 3* *3* 4* *2* 3* *2* *8* *4+ Robber* * * *+10* ** 3* * * 3* *4* 4* *2* 3* *2* *8* *4+ Squad: A squad of bandits consists of 2-8 bandits. Equipment: Slayer, Melee or Marksmanship Implant (+1 WS and I or +1 BS) Options: Any bandit may exchange his Slayer for a Liquidator at +10 point per model. Meltabombs may be bought for the whole squad at +2 points per model. Character: One bandit may be upgraded to a Robber at +10 points. That Robber may take one Accessory from the Syndicate Armory. Special Rules: Transport: Bandits may be mounted in a Rhino or Smuggler. "My comrads and I have been fighting the Tyranid Hive Fleets these last few months and haven't been properly equipped to deal with lesser numbers of powerful soldiers. The ship we had been escorting to Terra was shot down by a very powerful weapon I, and the other troops on board, have never seen before. We crash landed on Terra's moon and were boarded by light-armored ruffians that looked like simple thugs, but were holding devestating weapons that burned through one of my Ultramarine comrads' skin, killing him instantly. Fifteen guardsmen on-board the ship were slaughtered by the weapons, and I watched as my other comrad, Gary, moan in pain and say prayers to the Emperor as a salvo of these guns bombarded him. I was shot in the limbs, and cryed in pain while watching the bandits hull away the Lasguns and Bolters we were escorting to Terra. I was lucky a merchant ship saw the ruin, or I would've had a slow and painful death and no one would ever know about it." Harrison Sullivan, Ultramarine Sergeant Farsight Enclave Mercenaries * * * * * * * Points* WS* BS* S* T* W* I* A* Ld* Sv Shas'ui* * * 50* * * *3* * *3* 5* 4* *2* 3* 2* *8* *3+ Shas'vre* *+10* * * 4* * *3**5* 4* *2* 4* 2* *8* *3+ Team: A team consists of 1-3 Shas'ui. Equipment: XV8 Crisis Battlesuit, Plasma Rifle, Farsight Katana, Multi-Tracker Character: One Shas'ui may be upgraded to a Shas'vre at +10 points. Dear Commander Farsight of the Farsight Enclaves, * * *This is a dark time for both of us. My organization is quickly being noticed by the Imperium, and we lack strong-armored soldiers to reinforce our hideouts and assist in robberies. Our soldiers are talented and greatly-trained, but your supreme technology would be a great addition to my organization. I know you have limited supplies compared to the Ethereal-ruled Tau Empire, and I would love to help abolish this ordeal. My organization have master weapon designers, and have mastered the art of Power Weaponary. I offer to design a Power Weapon, perhaps in the shape of your Dawn Blade for creativity, for your enclave in mass amounts, for a price of course. We will ship these weapons to you if you agree to offer some of your troops to join our organization as mercenaries, including some in XV8 Crisis Battlesuits. They will be highly paid, treated with great respect, and will receive the Power Weapons we will ship to you as a gift. This will solve both of our problems, my lack of armored troops and your lack of supplies. What do you say? Sincerely, Don Karlek, Leader of the Galactic Syndicate Hit Squad * * * * * * * Points* WS* BS* S* T* W* I* A* Ld* Sv Hitman* * * 40* * * *4* * 4** 4* 4* *2* 4* 2* *8* *3+ Squad: A squad of hitmen consists of 1-6 hitmen. Equipment: Slayer, Marksmanship Implant, Melee Implant, Power Armor Options: Any hitman may twin-link his Slayer at +5 points or may exchange his Slayer for 2 Slaughter Pistols (not twin-linked) at +10 points. The Slaughter Pistols may be Silenced at +5 points each. Special Rules: Hit Squad Armor: The armor used by Hitmen is composed of elements from the Space Marine power armor and is inserted with rocket boosters for added agility. Hit Squads go under Jump Pack rules for movement. Special Weapons Squad * * * * * * * * * * * * * * * * * * * * * *Points WS BS S T W I A Ld* Sv Special Weapons Soldier* * * * *35* * * 3** 3* 4* 4* 2 3 2* 8* 3+ Special Weapons Sergeant* * +10* *** 3** 3* 4* 4* 2 4 3* 9* 3+ Squad: A Special Weapons Squad consists of 2-8 Special Weapons Soldiers. Equipment: See below, Power Armor Character: One Soldier per squad may be upgraded to a Special Weapons Sergeant at +10 points. Choose weapons to fill two hands and two accessories from the Syndicate Armory. A Sergeant may take three accessories. Any weapons (except Flamer, Heavy Flamer, and Slaughter Gattling Gun) may be twin-linked at plus half the price of the weapon. Twin-linked 2-handed weapons will use the doubled-barreled model. Lasgun: 2 points Slaughter Rifle: 3 points Bolter: 4 points Slaughter SMG: 5 points Slaughter Pistol: 5 points Chainsword: 6 points Flamer: 6 points Slayer: 8 points Biohazard Cannon: 10 points Sniper Rifle: 10 points Power Weapon: 10 points Heavy Flamer: 10 points Tranquilizer: 12 points Portable Cyclotron Missile Launcher: 13 points Liquidator: 14 points Slaughter Gattling Gun (requires 2 hands of 2 soldiers): 18 points Rogue members of the Cadians, the Special Weapons Squads are considered to be the most reckless soldiers in the underworld of the galaxy. Some being dead-on accurate marksmen, some being masters of hand-to-hand combat, the Syndicate give the Special Weapon Squads a wide armory of weapons to choose from, giving them a chance to defeat nearly any opponent. Fast Attack Kamikaze Gangsters * * * * * * * * * * * * * * Points WS BS S T W* I* A Ld Sv Suicide Bomber* * ** **14* * *4* * 3* 3*3* 1* 3* 1 7* 4+ Team: A team of Kamikaze Gangsters consists of 1-3 Suicide Bombers. Equipment: NRE Special Rules: Transport: Kamikaze Gangsters may be mounted in a Smuggler. "I was walking down the street, and a bunch of mobsters ambushed me and dragged me to an alley. They told me to convince the jury that Jerry Johnson, billionare and suspected drug kingpin, was not guilty under conspiracy, use of drugs, sale of drugs and accessory to murder. I refused, but then a man with explosives strapped to their chest approached me and said they would run into me and blow himself up along with me if I didn't cooperate. I sure did cooperate, but now that I've told the authorities about this, I suspect that another suicide bomber will approach me, and take me down with him next time." Jonathan Wilson, Prosecuter, Imperium Department of Courts and Justice. 0-1 Decapitator Tank * * * * * * * * * *Points* Armor: Front* Side* Rear* WS* BS* S* I* A Decapitator* * 110* * * * * * * * 13* * * 12* * *10** * *4* **3* *5* 4* 3 Type: Tank, Fast Vehicle* *Crew: Syndicate Gangsters Weapons: The primary weapon is always a Colossal Liquidator. The secondary weapon system is either a Biohazard Cannon at +10 points, 2 Chainswords at +20 points, or a Nuke Bombarder for +25 points. Dear Journal, * * *"I couldn't believe my eyes! Today, I saw a large fast-moving tank with a gigantic cyan rod on the front bumper was cruising through the streets today. I watched as about 10 orks had their heads chopped off by the passing rod! I suspect it had to do with the orks I've seen out of my window doing some kind of illegal bartering. I was freaked out by that tank, but at least I don't see orks out of my window anymore. ![]() * * * * Sincerely, * * * * * * Bill Exterminator Bike Squad * * * * * * * * * * * *Points* Armor: Front* Side* Rear* WS* BS* *S* I* A Exterminator* * * *40* * * * * * * * * 11* * *11** *10* ** *4* * *4* * 4* 3* 2 Squad: A squad of Exterminators consists of 1-3 bikes. Type: Bike* *Crew: Syndicate Gangsters Weapons: Two Chainswords (not twin-linked) at +10 points, a Heavy Bolter at +15 points, a Nuke Bombarder at +20 points, or a Cyclotron Missile Launcher at +30 points. Moe's Biker Bar Rules #1. No killin. #2. No smackin. #3. No use of drugs. #4. No buyin Moe's Brain Burster if yur gonna puke in my bar. #5. Anyone caught coming in on an Exterminator Bike will be arrested. I've seen those destructive bikes kill by the dozens with their big ol guns or whirrin swords, so I know that those bikes are bad news. That proves to me that anyone riding them would be bad news.
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![]() A fantastic sig by Kais. Quote:
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#4 (permalink) | |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2005
Location: New England - United States of America
Posts: 3,461
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Transports
Smuggler Armored Transport * * * * * * * * Points* Armor: Front* Side* Rear* BS* S* I* A Smuggler* * 100* * * * * * * * * 13* * *11* * *10* **3* *4* 4* 3 Type: Tank* * Crew: Syndicate Pilot Weapons: 2 Slayers (not twin-linked) Transport: The Smuggler may carry up to 40 models. They may not carry Farsight Enclave Mercenaries (FW are allowed), Hit Squads, or Special Weapons Squads. Up to 3 units may be fitted in the Smuggler. Access Points: There are entrances at the bank and on the sides of the hull. Fire Points: There are 5 fire points on each side of the vehicle and 2 in the front (each next to a Slayer autogun). The mighty Smuggler is the main ground transport of the Syndicate. It's large size allows for many troops to be transported to their destination without the need of convoys. Any unregistered dealers in Syndicate-controlled areas know to run and hide once a Smuggler comes roaring down the road. And if they were spotted, the Slayer autoguns would lay waste to them before they could reach the next block. Shade Stealth Dropship * * * * * * Points* Armor: Front* Side* Rear* BS Shade* * *100* * * * * * * * *11* * * 10* * *10* * *4 Type: Tank, Skimmer* * Crew: Syndicate Pilot Weapons: Nuke Bombarder Systems: An Advanced Cloaking Device comes free. Transport: The Shade may carry up to 6 models and may carry up to 2 Assassin teams, Access Points: There are access points on the bank and both sides of the vehicle. Fire Points: There are 3 fire points on each side of the vehicle, 2 towards the front of the vehicle and 1 toward the back. Orks call it the Big No See and Imperial Guardsmen call it the Overgrown Chameleon, the Shade is considered to be one of the most dangerous transports in the galaxy. Armed with the light, but powerful Nuke Bombarder and near impossible to hit thanks to the cloaking device. Heavy Support Vigilante Heavy Combat Tank * * * * * * * *Points* Armor: Front* Side* Rear* BS Vigilante* * 105* * * * * * * * *14* * *13* * * 12* * *4 Weapons: The Vigilante is armed with a heavy and a light weapon system. The heavy weapon system may be a Cyclotron Missile Launcher at +20 points, a Lascannon at +30 points, a Slaughter Gattling Gun at +35 points, a Nondestructive Plutonium Rocket Launcher at +40, or a Twin-Linked Slaughter Gattling Gun at +50 points. The light weapon system may be Twin-Linked Slayers (autogun) at +10 points, a Nuke Bombarder (autogun) at +15 points, a Heavy Flamer (autogun) at +20 points, or a Twin-Linked Nuke Bombarder (autogun) at +25 points. "I couldn't believe it! There was a disturbance downtown, apparently Syndicate-related, so I grabbed a Rhino from the garage and rode it downtown. I grabbed my Lasgun, ran out of the tank, and started shooting at a large tank. The tank shot a gigantic chaingun and blew away the Rhino like it was made of glass. I'm still shocked to this day at what I saw." a retired Guardsman 0-1 Oblivion Artillery * * * * * * * * * * * * * * * * * Points WS BS S T W* I* A Ld Sv Oblivion Artillery* * * * * * 120* * *3** *4*4 4* 3* 4* 3* 8* 2+ Heavy Oblivion Artillery* +20* * *3* **4*4 4* 3* 4* 3* 8* 2+ Squad: A squad consists of 1-3 Oblivion Artilleries. Equipment: Oblivion, Twin-Linked Biohazard Cannons (autogun) Options: A Heavy Oblivion Artillary may twin-link the Oblivion at no extra cost. Any Heavy Oblivion Artillery may buy one accessory from the Syndicate Armory. Character: Any Oblivion Artillery may be upgraded to a Heavy Oblivion Artillery at +20 points. "Earlier today, I was an aspiring tank driver. Now, I'm an unemployed mess! I was driving a Land Raider full of Space Marines into battle against a Syndicate raid, but stopped the tank to look at a gigantic weapon. It fired two gigantic projectiles that blew through the armor like paper and blew out the engine. I jumped out of the tank, but the Space Marines didn't retreat from the tank quickly enough. The Land Raider exploded and all of the marines inside died. I was blamed for the whole thing! I nearly got a life sentance, but just got banned from the Ultramarines and was heavily fined. That weapon ruined my entire life!" Space Marine Tank Driver 0-1 Incinerator Attack Tank * * * * * * * * * Points* Armor: Front* Side* Rear* BS Incinerator* * *140* * * * * * * * *13* * *13* * *11* * *4 Type: Tank* *Crew: Syndicate Gangsters Weapons: Setting Sun (primary), Twin-Linked Flamers (secondary (autogun)), Biohazard Cannon (secondary (autogun)) Options: The Twin-Linked Flamers may be exchanged with Twin-Linked Heavy Flamers (autogun) at +20 points. "Remember troops. The Syndicate are a tricky bunch, and you'll be blown down like dominos with your weak armor. And if you see a tank with a gigantic flamethrower, 2 small flamethrowers, and an ugly cannon mounted to it, run away! That big flamer will incinerate you! Whatever you do, DON'T try and assault it. You will die! Let the lascannons take care of it, if they aren't already blown away by that flame. Do you understand me!?" Imperial Guardsman Drill Sergeant.
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#5 (permalink) | |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2005
Location: New England - United States of America
Posts: 3,461
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Special Characters
Don Karlek * * * * * * * * * * Points WS BS S T W* I* *A* *Ld* Sv Don Karlek* * *200* * * 4* * 5*4 5* 4* 4* *3* *10* 2+ (4+ invulnerable) Special Character: A Galactic Syndicate army may include Don Karlek as as a special character. He counts as one of your HQ choices. If you take Don Karlek, you are not required to take a Boss. Equipment: Advanced Power Armor, Karlek Slayer (autogun), Liquidator, Daemon Shield, Marksmanship Implant, Melee Implant Special Rules: Independent Character: Don Karlek is an independent character and follows all independent character rules. He counts as an independent character even when Karlek Daemon is summoned. Daemon Shield: A family herloom Don Karlek found outside the boundaries of the galaxy, the Daemon Shield is a Chaos relic that gives its wearer a better connection the Daemon Realm. While Don Karlek is still alive, the Daemons protect him with negative energy unleashed from the shield, giving him a 4+ invulnerable save. After Don Karlek takes his last wound, take a leadership test. If passed, he stays alive just a little bit longer to summon a Daemon from the Daemon Realm. Once the Daemon is summoned, remove Don Karlek as a casualty. Syndicate Leadership: Don Karlek is the notorious founder and leader of the Galactic Syndicate. His presence makes troops more faithful and keep fighting on. Any Syndicate unit (not mercenaries) within 6'' of Don Karlek is fearless. Mostly Fearless: Don Karlek has been through more treachery and fear than any other Syndicate member. His journey beyond the galaxy and constant Tyranid contact has made him not fear anything lesser than what he experienced, and flee quickly from anything stronger. Because of this, he is fearless against any non-Tyranid unit. When falling back from Tyranids, roll 3D6 instead of 2D6. Karlek Daemon * * * * * * * * Points WS BS S T W* I* *A* *Ld Sv Daemon* * * *** * ** 5* *0**5 5* 3* 3* *3* * 8* 3+, 5+ invulnerable Special Rules: Monstrous Creature: The Karlek Daemon is a very large daemon and follows Monstrous Creature rules. When hitting in close-combat, it ignores armor saves and rolls 2D6 for armor penetration against vehicles. Don Karlek Summon: The Karlek Daemon is summoned by Don Karlek, so it costs no points. Reserves: Until it is summoned, it counts as being in reserves, but cannot be taken out until Don Karlek completes a leadership test and dies. Bernardo the Revenant * * * * * * * * * * * * * * * * * * * Points WS BS S T W* I* *A* *Ld Sv Bernardo the Revenant* * * * 110* * 5** 4 *4 4* 3* 4* *2* *9* 4+ Special Character: A Galactic Syndicate army may include Don Karlek as as a special character. He counts as an HQ choice. Equipment: Revenant Liquidator, Tranquilizer, Melee Implant Special Rules: Independent Character: Bernardo the Revenant is an independent character and follows all independent character rules. Undead Psycher: Many people, including Don Karlek himself, saw Bernardo the Revenant die a painful, horrific death on the faraway system of Ryzar. Rumored to be back from the dead, Bernardo the Revenant has gained psychic abilities connected to chaos and the beyond. Apparition comes free, but one more power may be bought. Apparition: This power stays active all the time. The power gives Bernardo the Revenant an invulnerable 5+ cover save. Vengeance of the Dead (15 points): Fired in the shooting phase as a S7 AP5 attack. Back from the Dead (25 points): Roll a dice each turn. On a 5+, one dead unit may return to the board. Army of the Living Dead (30 points): Once per turn, summon 2 Zombies. Shallow Grave (30 points): Fired in shooting phase. Small Blast Template, no scatter. Any models in the template must roll a 4+ save. Any that don't make it are removed as casualties. Zombie * * * * * * *Points WS BS S* T* *W* * *I* A* *Ld Sv Zombie* * * ** * * *3* 2* 3* 3* 1(oo)* 3* 2** 7* 6+ Special Rules: Eaters of the Dead: Zombies must roll a leadership test when defeating units in CC in order to pursue defeat foes or make sweeping advances, or they must consolidate. Thou Shall Feel No Pain: Zombies follow under the Thou Shall Feel No Pain rule. Burning Zombies: When any type of Flamer hits a zombie, the Thou Shall Feel No Pain rule does not apply. Kill a Zombie: To truely kill a zombie, you must shoot it in the head. You must be dead-on accurate. In order to wound a zombie, you must roll to hit above your BS's minimum. Otherwise, you shoot the body. Only flamers and head shots will kill a zombie. Revenant Summon: The Zombie is summoned by Bernardo the Revenant if he uses the Army of the Living Dead psyche power, so it costs no points, but only 14 Zombies may be summoned. When 10 die, zombies cannot be summoned anymore. Please read Beyond the Galaxy and Back for fluff on Don Karlek and Bernardo the Revenant.
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![]() A fantastic sig by Kais. Quote:
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#6 (permalink) |
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Shas'O
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Very big, Very big indeed.
Its noted that this is most definently an army made up of near everything. It seems balenced just you weapon costs could a little more definate and other more balenced, but very nice work indeed
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#7 (permalink) | ||
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Shas'La
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Hmm.. I notice a lot of little things that bug me... which is unfortunate for us. You could, for example, have changed "Slaughter Machine Gun" to "Slaughtergun", to create originality and eliminate some repitition in the weapon names. Also, you could have changed
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The Emperor is our guiding light, a beacon of hope for humanity in a galaxy of darkness. As we serve him, he is our greatest servant. As we pray to him, his thoughts are only for us. And in the dark when the shadows threaten, the Emperor is with us, in spirit and in fact. Adore the Immortal Emperor; Admire the Immortal Emperor; Exalt the Immortal Emperor; Revere the Immortal Emperor; Venerate the Immortal Emperor; Honour the Immortal Emperor; Glorify the Immortal Emperor; Praise the Immortal Emperor; Hail the Immortal Emperor; Worship the Immortal Emperor For without Him we are Nothing. |
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#8 (permalink) | |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2005
Location: New England - United States of America
Posts: 3,461
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I changed the Slaughter Machine Gun to Slaughter SMG. Slaughtergun sounds too informal. I also added a new weapon choice, the Nondestructive Plutonium Rocket Launcher, for the Vigilante, as it doesn't have that much when it comes to tank hunting.
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