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Codex: Build your own Xeno race.
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Old 18 Sep 2009, 15:19   #11 (permalink)
Ethereal
 
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Default Re: Codex: Build your own Xeno race.

Ok, just throwing some ideas out to see what sticks:

Before basic unit stats can be determined we need to know what type of race it is. So we need some very broad categories. My initial suggestions for infantry are below. I am assuming completely untrained civilians (or poorly trained militia/conscripts) with no equipment or upgrades.
[hr]

Organic/Humanoid, Small Mammalian (e.g Human, Eldar, Squats, Tau, Tarellian Dog Soldiers, Rat/Lizard/Goat men)
[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Unit[/td][td]5pts[/td][td]2[/td][td]2[/td][td]2[/td][td]3[/td][td]1[/td][td]4[/td][td]1[/td][td]6[/td][td]-[/td][/tr][/table]


Organic/Reptillian, Insectoid, Large Mammalian (e.g Tyranids/Orks/Orgryns/Ogres/large bestial races such as Clawed Fiends)
[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Unit[/td][td]5pts[/td][td]2[/td][td]2[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]6[/td][td]6+[/td][/tr][/table]


Ethereal/Warp based, Other (Chaos Daemons/Avatar/C'tan)
[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Unit[/td][td]5pts[/td][td]3[/td][td]3[/td][td]3[/td][td]2[/td][td]1[/td][td]4[/td][td]1[/td][td]7[/td][td]6+*[/td][/tr][/table]


Bionic/Cybernetic (Necrons) i.e. built for war
[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Unit[/td][td]5pts[/td][td]2[/td][td]2[/td][td]4[/td][td]4[/td][td]1[/td][td]1[/td][td]1[/td][td]7[/td][td]5+[/td][/tr][/table]


Bionic/Android i.e. a race of advanced AI
[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Unit[/td][td]5pts[/td][td]2[/td][td]3[/td][td]4[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]6+[/td][/tr][/table]

[hr]

The above stats would be your starting point for all infantry, including HQ, from any FOC slot. Before upgrades obviously. I may have missed a category or two?
I've intentionally left some blank as I am at work (lolz) and can't get hold of any codex's for comparison.

I guess the next step would be to introduce one or maybe two special rules for each type, and perhaps too come up with race 'upgrades' which increase base stats or grant extra abilities at a points hike. We could always introduce negative 'upgrades' that reduce points costs, so you could take 'Instability' or 'stupidity' to free up points etc.


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Old 19 Sep 2009, 07:06   #12 (permalink)
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Default Re: Codex: Build your own Xeno race.

I'd been pondering something similar, and I'd considered it needing three creation rules for Weapons, Units and Vehicles plus tables of special rules to purchase (USR's for units and species-based special rules) and pre-set weapon options.

For balance purposes though, I think any rules would likely result in it being more expensive than the equivelant unit: Say you used such rules to make a unit of Space Marines through a hypothetical UCR, the result should clock in 2 or 3 points more expensive per model much like the original Vehicle Creation Rules overcharged.

You could also put limits in place. Max 15 unit choices, max 5 vehicles inc. Transports, max 18 weapons or whatever. Close Combat weapons could be covered as standard weapon types since CCW's are much more standardised than ranged weapons. Maybe a handful of upgrades to create special variants of existing weapons could be put into the mix.

Perhaps also the creation rules for units and weapons could use decimals and round up to the nearest whole number.

Or you could think small to start, the minor race creation rules could be limited to an HQ choice, a Troops choice, a Transport and a Vehicle.

Regardless of what happens though, this could be a pretty complex task to write even an unbalanced set of rules for.
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Old 17 Dec 2010, 13:18   #13 (permalink)
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I would like to see that, I did see one round here somewhere but it was way too complex (at the time I wasn't in the mood for anything complex)
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Old 07 Mar 2011, 10:09   #14 (permalink)
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My initial suggestions for infantry are below. I am assuming completely untrained civilians (or poorly trained militia/conscripts) with no equipment or upgrades.
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Old 25 Feb 2013, 22:58   #15 (permalink)
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I think this is a way to determine it;
Gun-Strength for base cost *(times) AP as a percentage, * % determined by average of shots moving/ staying still range

Multiply by ballistic skill of the model

Add this to the model cost

Model= wound cost * toughness * (WS value times initiative value * attacks * strength)
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Old 22 Mar 2013, 21:41   #16 (permalink)
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How about something like this?:
Create custom units based on this system

200 pts per unit

Footsoldiers:
10 points per model
WS1 BS1 S1 T1 W1 I1 Ld5 Sv6+

Infantry: Free
Monstrous Creature:50 pts
Jump Infantry: 15 pts
Beast:10 pts

+1 WS, BS, S, T: 2pts per addition(+1: 2 pts, +2: 4 pts, etc.)
+1 W, I, Ld: 3 pts per addition
+1 Sv: 4 pts per addition

Dedicated Transports/Vehicles:
15 pts per model
Open-Topped
F10 S10 R10 BS1 TC5
1 Weapon

Tank, Fast,Skimmer, Walker(WS1)(pick one):10 pts
Remove open-topped:10pts
+1TC: 5 pts per addition
+1 weapon(max 4):8 pts per addition
+1BS, WS(walker only),Armor: 10 pts per addition

weapons will be posted later
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Old 26 Mar 2013, 16:04   #17 (permalink)
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Weapons could follow this template:

Range12" S3 AP- Assault1
+12" Range: 5 pts
+1S: 3 pts
+1AP: 6 pts
Heavy: 10 pts
Assault +1: 5 pts
Sniper: 7 pts
Rapid Fire: 7 pts

(+1 stats can be stacked)

Vehicles can take weapons as normal and wlakers can take Dreadnought CC weapon

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