Follow TV Tropes

Following

In development Codex Metroid Space Pirates: A fanmade Warhammer 40k Co

Go To

chaosconsortium Since: May, 2011
#1: Jan 24th 2013 at 5:52:28 AM

As the title suggests I’m in the midst of making a Space Pirate fan Codex, based on the Space pirates from the Metroid series, for Warhammer 40,000.

I’ve done a lot of the stats for everything, but it’s not completed yet, and there are some issues and concepts I need to address. Most notably wether I’m going to have Phazon involved or not.

And that’s why I’m here; I’d like to hear some advice and Ideas on how make a playable balanced codex and here a TV Tropes specifically because I’m more likely to find people familiar with both works.

But enough of my blathering; here’s an outline of the units so far and what there based off and the stats for the two main troop choices. I’ll see if I can upload more of the Codex as things progress (in one go if I can).

HQ: High Command Overseer (Prime 3) High Command Science Team (original unit Buffers, work like homunculus) King Ki-Hunter Ridley (Dah) Phantoon (also Dah)

Troops: Space pirate troopers (the Prime Series) Space Pirate Militia (Metroid Prime 3) Zebesian Space Pirates (Super Metroid, Fusion, Zero Missions, Other M)

Transports: Space Pirate ATC (Prime 3)

Elites: Pirate Commandos (Prime 2 and 3) Shadow Troopers (Prime 1) Cyber Zebesians (Other M, the gold ones from Super) Atomics (Super, Zero Mission) Metroids (yes Metroids) Warp Metroids (Twised reguler Metroids)

Fast Attack Pirate Aero Trooper (Prime Series) Ki Hunters (Super Metroid, Fusion, Zero Missions, Other M) “Jolly Rodger” Attack Drone (Prime 3)

Heavy Support Super Pirate (renamed Elite Prate from Prime 1) Crawl Tank (Prime 3) Puffer Mines (Prime Series mostly) “Davey Jones” Security Drone (Security Drone from Prime 1) Assault Skiff (Prime 3) Heavy Assault Drone (weponised Phazon Harvester from Prime 3) Kraid (Gargantuan monstrous creature for apocalypse)

Other stuff I ‘d like to add: Korakk Rider (mini-boss from Prime 3, large cavalry model) Pirate Sky Raider (Jet bikes basicly)

Thames of the Army

High durability low armour: If there’s one thing I noticed from these guys in the prime series is, with the exception of the absolute dregs, the pirates can take a hit. Most, if not all their units are going to be toughness 4 at lest and there advanced units (like Ki hunters and Commandos) are going to have mutable wound as well! to compensate however most units will have very low armour 5+ maybe 4+ if they’re lucky. A 3+ armour save will be revered and a 2+ is utterly unheard of!

Move though cover: You’ve seen how these things jump around right? So almost the entire army is going to have the Move Though Cover Special Rule.

High Leadership; You have to give them credit, no matter how terrified they are of “The Hunter” they always give Samas everything they’ve got when they fight her. This could be there just as afraid of their higher ups as her but regardless there leadership score must be intense. 9, 10 easy with lots of Fearless to go around.

That’s it for now. I’ll see if I can write the thing up as a PDF or something... and I’d seriously like to talk about the Phazon issue.

edited 11th Feb '13 3:19:05 AM by chaosconsortium

Eventua from The Thirty One Worlds Since: Jan, 2001 Relationship Status: Wishfully thinking
#2: Jan 24th 2013 at 8:15:50 AM

Perhaps Phazon functions as a special rule... ooh, what if, in exchange for spending some points seperate from your army (I'm not really good with the specifics or details) your forces become 'Phazon' and get a stat boost? Maybe?

Medinoc from France (Before Recorded History)
#3: Jan 24th 2013 at 8:21:10 AM

I'm not sure a 5+ armor save counts as "very low". Ordinary Ork Boyz have T4 and a 6+ save, and they're considered the "typical" high-toughness low-armor guys.

"And as long as a sack of shit is not a good thing to be, chivalry will never die."
Rationalinsanity from Halifax, Canada Since: Aug, 2010 Relationship Status: It's complicated
#4: Jan 24th 2013 at 8:29:08 AM

[up][up]Could work the same way Bile did in 5th edition. Roll well and you get improved units at the start, do poorly and they die/go nuts.

Also Ridley deserves to have Eternal Warrior.tongue

Politics is the skilled use of blunt objects.
chaosconsortium Since: May, 2011
#5: Jan 24th 2013 at 8:44:56 AM

Do you want the stats for Ridley? Because I have them and there nasty.

Actually How I was planning to have the Pazon work, if I used it, is you spend X amount of points for “Phazon enhancements” which give the model stat bonuses or USR’s like Feel No Pain and the amount of enhancements one could take depends on the unit. (Troopers could have one per unit, Commandos 2, Overseers 3 ect). Additionally you also had the option of purchasing “Hypermode” which one per game gives any ranged weapons they have an additional shot +1 strength and -1 AP (So a Hypermode Galvanic Accelerator would fire 3 shots rapid fire, at Strength 5 AP 4) as well as giving +1 strength and Attack to the stats themselves.Naturaly this would be expensive as hell.

The main reason I’m umming and arring about Phazon is really a fluff reason more than anything as I fell it dominates too much of the Pirates identity otherwise if that makes sense. Then again it would add a lot to an otherwise generic army.

edited 24th Jan '13 8:48:16 AM by chaosconsortium

SpaceJawa UTINNI! from Right Here Since: Jan, 2001
UTINNI!
#6: Jan 24th 2013 at 9:07:54 AM

Would Dark Samus be a potential HQ unit too due to Prime 3? Or is that too short a time for her to be considered a viable unit for them?

chaosconsortium Since: May, 2011
#7: Jan 24th 2013 at 10:15:17 AM

[up]Depends if I'm using Pahzon or not. If so than yes, otherwise no.

Nomic Exitus Acta Probat from beyond the Void Since: Jan, 2001
Exitus Acta Probat
#8: Jan 24th 2013 at 12:28:20 PM

Funny, I've been thinking about the making Space Pirates in 40k as well. My idea was pretty similar as well, except they'd have ws4 and bs3 instead of the other way around (the Pirates never seemed to be above-average shots, but they're clearly better than the saverage human in melee). Also I place Elite Pirates in elites (come on, it's in the name, and you HS slot looks very bloated).

Options I came up with Pirate Troops:

  • Basic Pirates: stats and wargear mostly similar to what you have, tho galvanic accelerator cannons (gac) had a special rule that allowed them to count as close combat weapons (due to all the Pirates in the 2d with guns mounted inside large claws). Options: replace mell weapon with second gac, making their weapon twin-linked, replace melee weapon with combat shield (5++ save). One in every 5 may replace gac with grenade launcher (s5 ap4 assault 1 small blast 24''). Squad leader may take a power weapon.
    • The unit may select a Pirate Skiff (av 10/10/10 2hp open topped fast skimmer,no weapons, can carry 5 models) or a Pirate Transport (av 11/11/10 3hp fast skimmer, armed with grenade launcher, can transport 10 models) as a dedicated transport.
  • Pirate Militia: worse bs, ws and ld than regular Pirates, but cheaper. Can take combat shields, tho that greatly increases their cost.

Elites:

  • Pirate Commandos: similar stats to regular pirates, but higher ld, both bs and ws are 4 and armour is 3+. They have the Hit and Run special rule. Come with lots of special wargear:
    • Power shield: 4++ save
    • Speed booster: allows the commandoes to forgo shooting to move 12'' instead of 6. Not that they don't count as jump infantry so they can't move over impassable terrain or enemy models.
    • Variable mode cannon: This weapon can be fired in two modes: rapid fire, which is a slightly better version of the basic gac (maybe an extra shot), and grenade launcher (identical to the Pirate Troop grenade launcher). In addition, it can project an energy blade in melee (makes the models count as being armed with a power spear)
  • Elite Pirate: stats somewhat similar to Dark Eldar Grotesques (s and t 5, i3, 3 wounds, 2 attacks), but with better ld (still not high, but better than 4) and armour (probably 4+). Have Fearless, Slow and Purposeful and Rage special rules. Maybe also rending. Come equipped with a plasma launcher (s6 ap2 assault 2 24'' weapon; see Eldar and Tau plasmaguns).

Fast Attack:

  • Pirate Aerotroopers: jump infantry, come armed with twinlinked missile pods (s5 ap4 assault 3 24''). Fast and fire a lot of shots, but expensive and quite fragile. Special rule: suicede attack: Aerotroopers are known to hurl themselves at the enemy as a last-ditch attempt to take them with them. When an Aerotrooper is killed, place a small blast marker is placed where the model was and scatters 2D6 in the direction indicated by the scatter die. Any models (friendly or enemy) under the blast marker take a s4 ap- hit.
  • Combat aircraft (see Metroid Prime 3, forgot their name): av 10/10/10 3hp flyer. Can't remember what weapons they had; think it was missiles of some kind (s7 ap3 maybe, making it decent at hunting flyers and light vehicles).

Heavy Support:

  • Omega Pirate: monstrous creature, stats similar to a Daemon Prince (s and t 6, i3, 4 wounds, 3 attacks, 3+ save). Comes with Fearless, Rage and It Will Not Die special rules. Has two plasma launchers and cloaking device (if the Omega Pirate does not shoot or assault, it gains the Shrouded special rule untill the start of the players next turn).

Special Characters:

  • Ridley: ws 7 bs 5 s5 t5 i5 ld10, 4 wounds 5 attacks, 3+ save. Flying monstrous creature, has Eternal Warrior, Fearless, It Will Not Die, Hit and Run. Additional special rules: Pirate Commander (all friendly Space Pirates within 12 inches can reroll failed ld checks), Tail Swipe (instead of attacking normally in close combat, Ridley may make a single attack against every enemy model he is in base contact with). Ridley is armed with his breath weapon, which has two modes of fire: torrent (s6 ap3 template) or fireball (s7 ap2 range 12'' small blast).
    • May be upgraded to Meta Ridley, which increases his save to 2+/5++ and replaces his breath weapon with the laser beam (think Necron Death Ray, but s8 ap2 to compensate for Ridley's other abilities) and gives him an additional weapon (multi-missile barrage: s5 ap3 assault 6 range 24'') and an additional special rule (meson bombs: when Meta Ridley perfoms Vector Strike on a non-flyer or flying monstrous creature, he deals an additional D6 s5 ap- hits).

edited 24th Jan '13 12:29:15 PM by Nomic

Rationalinsanity from Halifax, Canada Since: Aug, 2010 Relationship Status: It's complicated
#9: Jan 24th 2013 at 1:18:15 PM

Maybe have the Omega Pirate be a Special Character and while Heavy Support is done by Elite Pirates? They seem more suited to be Monstrous Creatures than heavy infantry.

edited 24th Jan '13 1:18:53 PM by Rationalinsanity

Politics is the skilled use of blunt objects.
chaosconsortium Since: May, 2011
#10: Jan 24th 2013 at 3:34:21 PM

[up][up]Strange how great minds think alike.

In what I should have probably done in the start I'll put down the stats for everything I have so far in as well as wargear in their own little posts. Keep a head up everyone.

chaosconsortium Since: May, 2011
#11: Jan 24th 2013 at 3:48:49 PM

HQ

High Command Overseer 75 points

WS 5 BS 4 S4 T5 W4 I4 A3 Ld10 Sv3+

Wargear: Battle Scythe, Galvanic Accelerator Special Rules: Fearless, Independent Character, Move Through Cover

  • May exchange their Galvanic Accelerator for
    • Photon Accelerator Free
    • Nova Cutter +3 Points
    • Galvanic Cannon +5 points
    • Nova Cannon +10 points

  • May exchange their Battle Scythe for a Photonic Scythe +15 points or Photonic Glaive +20 Points

Can take any of the following:

  • Boost Thrusters +10 points
  • Combat Cloaking Filed +10 points
  • EMP Grenades +5 points
  • Thermal Sensors +5 points
  • Personnel Teleporter +15 points

King Ki-Hunter

WS 5 BS 3 S5 T6 W5 I5 A4 Ld10 Sv 4+ Monstrous Creature 260 Points

Special Rules: Fearless, Fleet, Furious Charge, Independent Character, Shred

Wargear: Corrosive Spray [Rng Template S4 AP 2 Assault 1, Armourbane]

Hive Lord: All Ki-Hunters in a detachment including a King Ki-Hunter gain Stubborn.

Defender of the Swarm: While within 12” of a King Ki-Hunter if any other friendly model suffers an unsaved wound the King Ki-Hunter immediately gains the Rage and Rampage Special Rules for one round.

  • The King Ki-Hunter may be upgraded to an Enhanced King Ki-Hunter with a Helix Missile Pod and Boost Thrusters for +40 points.

Enhanced King Ki-Hunter

WS 5 BS 3 S6 T6 W5 I5 A4 Ld10 Sv 3+

  • The Helix Missile Pod may be replaced with a Twin-linked Heavy Proton Cannon +6 points

Ridley Flying Monstrous Creature (Character)375Points

WS 7 BS 4 S7 T6 W6 I6 A5 Ld10 Sv3+

Wargear: Dragons Breath, Whiptail Dragons Breath: Dragons Breath is a shooting attack: Rng 12, S6 AP 4 Assault 1, Torrent Whiptail: In addition to Ridley’s regular attacks Ridley may also make d3 attacks with his tail at S5 AP 3.

Special Rules:Eternal Warrior, Fearless, Feel No Pain, Furious Charge, Hatred (Samus Aran), It Will Not Die, Vector Dancer

Commander of Devastation: If Ridley is included in your primary detachment, he must be the warlord. Additionally any Zebesian Space Pirate and Cyber Zebesian units in the same army gain the Furious Charge and Fearless special rules.

Phantoon Monstrous Creature (Character) 280points

WS 3 BS 4 S4 T6 W5 I2 A2 Ld10 Sv4+

Special Rules: Adamantine Will, Eternal Warrior, Fearless

Will of the Lost: Phantoon is a Psyker at Mastery Level 3 with access to the Pyromancy, Telekinesis and Telepathy disciplines. However as Phantoon is an mass of tortured soles and does not draw this power from the warp, Phantoon never has to make a Psychic Test (and therefore never suffers from Perils of the Warp). Furthermore he can use as many witchfire powers as he wants during the shooting phase as long as Phantoon has the Warp Charges for it.

Ghostly Visage: Phantoon is a multi-dimensional creature whose body cannot fully exist in any single dimension giving it ghost like qualities. As well as having a 3+ invariable save, Phantoon is completely unaffected by terrain and can move completely though Impassable terrain and enemy models, but cannot end it movement inside of impassable terrain or other models.

Ghost in the Machine: Any vehicle unit (friendly and enemy) that starts the begging of movement phase within 24” of Phantoon or that ends its movement phase within 24” of Phantoon must roll a d6. On a 4+ the vertical is unaffected; otherwise the vertical immediately becomes immobilized and cannot fire any of its weapons during the shooting phase (even attacks granted by Power of the Machine Spirit or similar abilities) until the begging of its owners next turn (Where it will have to make another test if it’s still within 24” of Phantoon). Ghost in the Machine is not an attack and cover saves cannot be taken against it. Targets affected by Ghost in the Machine do not loose Hull Points from this ability.

edited 11th Feb '13 3:21:07 AM by chaosconsortium

chaosconsortium Since: May, 2011
#12: Jan 24th 2013 at 3:51:26 PM

Troops

Space Pirate Trooper10 -20 models/unit - 10 points/model

WS 4 BS 3 S4 T4 W1 I3 A1 Ld9 Sv 4+

Wargear: Galvanic Accelerator, Battle Scythe Special Rules: Move though Cover

  • Any Pirate may exchange their Galvanic Accelerator for a Photon Accelerator, Free
  • One Pirate may Exchange their Galvanic Accelerator for a E-Grenade Launcher +8 Points or Photon Cannon +5 Points

  • The untire may be eqiped with:
    • Battle Shields +4 Pnts/modle
    • Boost Thrusters +2 points/Modle
    • EMP grenades +3 points.

  • The unit may be alowed to enter Hypermode for +5 points/modle

Zebesian Space Pirates10 -20 models/unit - 12 points/model

WS 4 BS 3 S4 T4 W1 I4 A2 Ld9 Sv 5+

Wargear: Galvanic carbine Special Rules: Move though Cover, Rending

Pirate Militia10 -20 models/unit - 7 points/model

WS 3 BS 3 S4 T4 W1 I3 A1 Ld9 Sv 5+

Wargear: Galvanic Carbine, Battle Scythe Special Rules: Move Through Cover

  • The entire unit may take Energy Shields for +3 points/model

edited 26th Jan '13 6:28:39 AM by chaosconsortium

chaosconsortium Since: May, 2011
#13: Jan 24th 2013 at 3:52:01 PM

Elites

Space Pirate Commandos 3-8 models - 38 points per/modle

WS 4 BS 4 S5 T4 W2 I4 A2 Ld10 Sv3+

Wargear: Photonic Scythe, Galvanic Cannon, Personnel Teleporter Special Rules: Bulky, Fearless, Move Through Cover

Any Commando may Exchange their Galvanic Cannon for

  • Photon Cannon +3 points
  • E-Grenade Launcher +3 points
  • Nova Cannon +5 points

The entire unit may be eqiped with

  • Boost Thrusters +4 points/modle
  • Combat Cloaking Field +3 points/modle
  • EMP Grenades +2 points/modle
  • Thermal Sensors +2 points/modle

The unit my enter Hypermode +10 points/modle

Shadow Troopers 5-10 modles - 15 points/modle

WS 4 BS 3 S4 T4 W1 I4 A1 Ld9 Sv4+

Wargear: Battle Scythe, Nova Cutter, Combat Cloaking Field

Special Rules: Acute Sensors, Infiltrate, Move Through Cover, Shrouded

  • The unit may exchange their Battle Scythes for Photonic Scythes +12 points/model
  • The unit may exchange their Battle Scythes and Nova Cutters for Nova Eliminators +10 pts/model

The entire unit may take

  • EMP Grenades +2 points/modle
  • Thermal Sensors +2 points/model

Atomics

WS 3 BS 3 S3 T4 W1 I3 A1 Ld 10 Sv 3+ 3-8 modles 18 points/modle

Wargear: Electron Diffusion [Rng 12” S5 AP 6 Heavy 1, Haywire]

Special Rules: Fearless, Move Through Cover, Slow and Purposeful

Metroids (Beats) 5-10 metroids - 22 points/modle

WS 3 BS 0 S2 T4 W2 I3 A1 Ld7 Sv3+

Special Rules: Fear, Fearless, Feel No Pain, Fleshbane

Get It Off! Metroids are parasitic predators that feed by latching onto the victims head. They have the Fleshbane Special rule (included above) and any models wounded by a Metroid, but not destroyed, are reduced to Weapon Skill 1 until the end of their condoling players assault phase.

Energy Leach: For every unsaved wound a Metroid makes in Close Combat roll a d6. On a 4+ the Metroid immediately regains a wound lost earlier in the battle (up to its stating number of wounds).

Ravenous: At the beginning of the Assault Phase if the Metroid unit is not in combat and there is any non-vehicle, non-Metriod unit within 8 inches (friendly or enemy) the Metroid unit must attempt to assault that unit. If there are multiple units in range they will attempt to assault the closet enemy unit first.

If they do assault a friendly unit they are treated as an enemy unit during the assault phase following normal assault rules (they must strike blows and the defending unit must strike back).

  • Any Metroid may be upgraded to a Warp Metroid for +20 points

Warp Metroids:

WS 4 BS 0 S2 T5 W3 I3 A1 Ld 7 Sv 3+ Best

Special Rules: As Metroids plus Deamon.

edited 11th Feb '13 3:24:45 AM by chaosconsortium

chaosconsortium Since: May, 2011
#14: Jan 24th 2013 at 3:52:27 PM

Fast Attack

Pirate Aero Trooper Jump Infantry, 5-10 modles, 13 points each

WS 3 BS 3 S4 T4 W1 I3 A1 Ld9 Sv4+

Wargaer Photon Accelerator

  • Any Aero Trooper may Exchange their Photon Accelerator for
    • Twin-linked Photon Cannon +6 Points
    • Helix Missile Pod +10 Points

Ki-Hunters Jump Infantry, 1-3 hunters, 28 Points

WS 5 BS 2 S5 T4 W2 I5 A2 Ld10 Sv 5+

Wargaer: Acidic Flem: Rng 6" S3 AP 2 Assault 1 Special Rules: Bulky, Hit and Run, Move Through Cover, Shred

  • Hunter Blades: A Ki-hunters melee attacks are AP 4.

“Jolly Rodger” Attack Drone Jump Infantry 4-10 drones 8 points/modle

WS 1 BS 4 S2 T3 W1 I2 A1 Ld10 Sv 5+

Wargaer: Galvanic Accelerator Special Rules: Fearless, Jink, Move Through Cover, Scout

  • Any Drone may exchange there Galvanic Accelerator for a Nova Cutter +5 points

edited 26th Jan '13 6:36:27 AM by chaosconsortium

chaosconsortium Since: May, 2011
#15: Jan 24th 2013 at 3:52:56 PM

Heavy Support

Crawl Tank 4 - 15 Crawlers 12 Points/modle

WS 1 BS 4 S2 T4 W1 I2 A1 Ld10 Sv5+

Wargear: Heavy Photon Cannon Special Rules: Fearless, Move Through Cover, Relentless

  • The unit may enter Hypermode +3 points/model

“Davey Jones” Security Drone Jump Infantry 1-3 Drons 60 points/modle

WS 2 BS 4 S4 T6 W3 I2 A1 Ld10 Sv3+

Wargear: Twin-linked Rapid Kinetic Cannon Special Rules: Fearless, Move Through Cover, Relentless

  • Any Drone may exchange there Twin-linked Rapid Kinetic Cannon with
    • Twin-linked Heavy Photon Cannon Free
    • Twin-linked Nova Cannon +10 points
  • Any Drone may take a Helix Missile Pod +10 points

  • The entire unit may take
    • Thermal Senses +5 points/modle
    • Combat Cloaking Field +10 points/modle

edited 25th Jan '13 6:12:48 AM by chaosconsortium

chaosconsortium Since: May, 2011
#16: Jan 24th 2013 at 3:53:12 PM

Armory

Ranged Weapons:

  • Galvanic Weapons
    • Galvanic Carbine Rng 24" S3 AP 5 Rapid Fire
    • Galvanic Accelerator Rng 24" S4 AP 5 Rapid Fire
    • Galvanic Cannon Rng 28" S4 AP 5 Assault 3

  • Photon Weapons
    • Photon Accelerator Rng 24" S4 AP 5 Assult 1
    • Photon Cannon Rng 24" S4 AP 5 Rapid Fire, Blast
    • Heavy Photon Cannon Rng 32" S6 AP 4 Heavy 2

  • Nova Wepons
    • Nova Cutter Rng 12" S3 AP 1 Pistol
    • Nova Cannon Rng 24" S5 AP 3 Assault 1
    • Nova Eliminator Rng 24" SX AP 3 Heavy 1, Sniper

  • E-grenade Launcher: Rng 12" S6 AP 4 Assault 1, Blast, Gets Hot
  • Helix Missile pod: Rng 24” S5 AP 4 Salvo 1-2, Blast, Twin-linked
  • Rapid Kinetic Cannon Rng 32” S5 AP 5 Heavy 4

Melee Weapons:

  • Battle Scythe; Strength User
  • Photonic Scythe; Strength Users, AP 3
  • Photonic Glave: Strgth +2, AP 2, Two-handed, Unwieldly

Wargear:

  • Battle Shield: Confers a 5+ Invulnerable save.
  • Boost Thrusters: Models with Boost Thrusters may move as Jump Pack models and gain the Hit and Run Special Rule.
  • Combat Cloaking Field: A module with a Combat Cloak gains the Shrouded Special Rule. Additionally enemy models in Close Combat with Models with Combat Cloaking Fields fight at -1 Weapon Skill.
  • Thermal Sensors: A model with Thermal Senses has the Night Vision special rule and ignore Shrouded and Stealth Models.
  • Personnel Teleporter: A model equipped with a Personnel Telporter gains the Deep Strike Special Rule. Additionally during the movement phase, rather than moving normally a unit equipped with Personnel Teleporters may be removed from the bored and re-deployed anywhere else on the bored following the Deep-Strike Rules. Deep-Striking Models with Personnel Teleporters roll one d6 less for scatter.
  • Red Phasite Armour: Confers a 2+ Armour save and a 6+ invulnerable Save.

edited 11th Feb '13 3:26:57 AM by chaosconsortium

chaosconsortium Since: May, 2011
#17: Jan 24th 2013 at 3:55:59 PM

Pirate Unique special rules:

A space reserved for the Space Pirate warlord table if we think of anything good and other unique rules like Phazon Enhancements if we need them.

Hypermode:

Once per game, at the start of your turn, a model with this ability may enter Hypermode. While in Hypermode the model gains +1 strength and attack. Additionally the models ranged weapons gain +1 strength -1 AP and fire one additional shot during the shooting phase. (For example if a unit of Prate Troopers enter Hypermode there Galvanic Accelerators would fire 3 shots rapid fire, at Strength 5 AP 4). Hypermode lasts until the end of your turn. If a unit chooses to use Hypermode all models in the unit must do so.

edited 26th Jan '13 6:39:00 AM by chaosconsortium

Nomic Exitus Acta Probat from beyond the Void Since: Jan, 2001
Exitus Acta Probat
#18: Jan 25th 2013 at 12:37:43 AM

Phantoon would be very OP under those rules. For starters, imagine what immobilising vehicles on 4+ with no save would do to skimmer-heavy armies (skimmers moving flat out count as destroyed if they get immobilised). Also I'm not sure about giving Ridley t7. On the other hand, t5 I gave him is probably too low considering how much punishment he takes in game, but t7 is extremely rare and he doesn't really look massive enough to justify being that much tougher than a Hive Tyrant or a Daemon Prince.

chaosconsortium Since: May, 2011
#19: Jan 25th 2013 at 1:16:32 AM

[up]And that is exactly what this discussion is for. Keep em coming people.

And incadently I've completed listing every unit I've done. feel free ro rip my rules to sheads.

edited 25th Jan '13 6:22:39 AM by chaosconsortium

KnightofLsama Since: Sep, 2010
#20: Jan 25th 2013 at 5:38:57 PM

Being more into 40k for the fluff than the game, but I noticed one thing. You listed Hypermode as an optional extra but I didn't actually see you define what Hypermode actually does.

GeneralTommy WAAAGH! from With Da Orkz Since: Jan, 2001
WAAAGH!
#21: Jan 25th 2013 at 6:49:01 PM

Wouldn't it make more sense to make the Aerotroopers Jet Pack Infantry and not Jump Infantry? Jump Infantry are designed to get into melee and beat people's faces in. Jet Pack Infantry, like the actual Aerotroopers, stay in the air for a stable firing platform. Unless you suddenly want to make Aerotroopers beat people's faces in, which is totally contradictory to the units in Metroid Prime, I think we should make them Jet Pack Infantry.

Still need More Dakka, and it's about time to start a real WAAAAAGH.
Nomic Exitus Acta Probat from beyond the Void Since: Jan, 2001
Exitus Acta Probat
#22: Jan 26th 2013 at 12:07:08 AM

Usually in the fluff jetpack ifantry have less powerful jump packs than jump infantry proper; Tau battlesuits or Eldar corsairs can't stay in the air indefinitely, but they can activate their jump packs to boost themselves behind some cover or something (which is why their base movement is the same as regular infatry, but they can perform an extre move in the assualt phase). Aerotoopers on the other hand are clearly able to fly around as much as they want. Jump infantry isn't useless on non-assault units eighter, as it allows you to get where you want (like to the rear of enemy vehicles) faster.

chaosconsortium Since: May, 2011
#23: Jan 26th 2013 at 6:23:01 AM

Some updates:

  • BS for most units is 3 across the board now. Drones will remain BS 4
  • Overseers are now WS 5. Ridley now toughness 6
  • Helix Missile Pods are now Salvo 1-2, Photon Accelerators are now Assault weapons and Photon Cannons are Rapid Fire, Blast weapons.
  • Hypermode added to Unique Pirate rules and unless there’s major fluff objections I’ll be using some Phazon.

That’s it for updates. Right now I’m thinking about changing the rules for Boost Thrusters, letting the equipped model move like jet pack models. The Personnel Teleporters will have some sort of ability like the Necons Vail of Darkness or something. And I’d like to add the X-ray scope as wargear so any ideas about that (or anything else really) is welcome.

I'll see if I can add a new unit or two within the week so look out for that.Also remind me to fix up Phantoons Special rules when I get the chance.

edited 26th Jan '13 7:12:17 AM by chaosconsortium

Cider The Final ECW Champion from Not New York Since: May, 2009 Relationship Status: They can't hide forever. We've got satellites.
The Final ECW Champion
#24: Feb 2nd 2013 at 4:35:03 PM

I don't know, the space pirates strike me as being a little too dumb to survive in a world as hostile as War Hammer 40,000. War Hammer codexes always gush(or lament) about how unbeatable the army in question is, how it is the greatest threat in the galaxy, ect. Space Pirate Logs usually detail their frustrations, spout staggering overconfidence and self destructive draconian demotivating actions.

Unless you want them to be the chew toys of War Hammer.

On the other hand, if Phazon is being used I think the monstrous creature should be Beserker Knights, Bezerker Lords(more expensive but more attacks and more health) with Omega Pirate strictly as a special character. Red Phazite pirate commanders should be the HQ.

Modified Ura-nage, Torture Rack
Scardoll Burn Since: Nov, 2010
Burn
#25: Feb 2nd 2013 at 7:43:28 PM

Just as an idea for another unit: Atomics are used by the Space Pirates in Zero Mission; they are slow moving and are immune to many times of attacks (Including missiles). They can be overloaded by energy and in the Prime series are attracted to high sources of energy. They fire lightning bolts. They are also used in Super Metroid to power the wrecked ship.

edited 2nd Feb '13 7:48:02 PM by Scardoll

Fight. Struggle. Endure. Suffer. LIVE.

Total posts: 44
Top