Officer Cadet rules. now i know these are a bit clumsy but im still working on them. my plan was to have something similar to the bodyguard of fabius bile where he has experimented on them with random results. Long story short this is a fluffy way to swop ur officers for a veteran at the expense of wargear.
feed back on how to streamline welcome. very welcome.
Officer Cadet rules
O-1 Veteran in any Senior Officer or Heroic Senior Officer command squad may be further upgraded to an Officer Cadet for 4 points. The Officer Cadet has access to the armoury but may not select officer only items (they are not an officer yet!)
The Officer Cadet has the same profile as a veteran
TAKE CHARGE: should the officer in charge be killed during the shooting phase only the officer cadet takes command and rolls on table below.
Officer cadet Table D6 table
Who does he think he is? (the squad take umbrage at his insolence and shoot him dead. All weapons and wargear are lost)
no effect, squad continues as normal
come the moment, come the man. The cadet picks up one weapon from the corpse and strides out to command. His stat line instantly become identical to his former leader as his potential is reached. No other saves or special abilities are transferred.
The squad also gets Furious Charge for their next turn only as they are fired up by his leadership
I would like a rule, say for about 15pts, where you can upgrade your Im guard commander to have the Commisar stats, ie ld 10 and will exicute warped psykers if under the influance and so on. or some sort of vet status. This will give the platoon commanders the more needed inspeiration, keeping the points down.
or just being able to choose where we want the Commisars attached would be better still, just like you could in 2nd ed.
me and my mate had a little skirmish on his kitchen table and found the salamander a powerhouse! honestly! it just moved like hell to the flanks and poured fire into just about everything! well worth 123pts! (pintle storm, HK missile and smoke)
In an organisation so diverse as the Imperial Guard many regiments will contain criminals and individuals with violent or psychotic tempraments. Crude stills for brewing alchohol spring up anywhere a sizable unit is garrisoned and they fist fights that come after are inevitable. Indeed the officers often turn a blind eye to such activities, seeing it as a form of training. However sometimes such things get out of hand and need to be broken up. At this point the Provost Sergeant and his men are called in.
provost Troops are a second line force who when not breaking heads ensure the troops arrive for the battle on time and at the right place. They are armed with either shotguns or laspistols and a baton. (counts as CC weapon)
They must be deployed within 6" of your deployment table edge.
A squad consists of One sergeant and four guardsmen.
A provost troop counts as 0-1 HQ special weapons support squad
The Provost Sergeant is a grizzled and experienced soldier who spends as much time cracking heads in brawls as he does shooting xenos or traitors. This has given both him and his troopers a great grasp of hand to hand combat. He is armed with either a shotgun or a baton (counts as CC weapon) and any pistol type weapon from the armoury bought at extra cost. He or his men may take no other upgrades or special weapons.
Many Provost Sergeants also try and secure some extra muscle from one of the Ogryn units. In any camp with a sizable Ogryn presence the drunken fights get much MUCH harder to break up. Its not uncommon for particularly aggressive or troublesome Ogryns to be invited into the provost team. that way they stay out of trouble and get to crack skulls.
above i outlined my very rough ideas for a provost troop. basicly a small team of very hard veterans who are good at knocking heads together. same stats as hardened veterans bust WS4 BS3 instead of the other way around. Iv tried to keep them as close to the H.V as possible but have a slightly fluffy difference (ie laspistol and baton is the same in game terms as laspistol and chainsword)
but a few ideas have been flying round about having a dog in the team. now this fits in with real world armies as well as things like hive enforcers that have a robo-dog called a cyber-mastif.
the best idea was from mortis to use the "farmer maggots dogs" models. iv looked at the website and they look cock on.
now iv looke dat the stats for the cyber mastif (from necromunda so mov. is inluded)
M6 WS4 BS0 S5 T4 W1 I3 A1 ld-
and i think the S and T seems high for a normal dog.
now the cyber dog was free roaming but i think it would be better for me to always have the animal leashed. Thats why i thought about having a composite profile. thats idea #1. basicly the dog would just increase the handlers attacks and maybe give him +1 toughness like a bike does, and +1 wound. and it would also act as a sensor to detect infiltraitors.
so for 10pts one trooper may be upgraded to a Dog Handler.
his stats change to WS4 BS3 S3 T3(4) W2* I3 A1(3) Ld8
i had to make the combined attacks three as im only arming him with a laspistol and the dog. so his attacks would be the same as a normal trooper with psitol and hand weapon. so on charging he would have 4 attacks. is this to many? is the stat line to much for 18pts?
you see iv propper decided to spend 20 quid on the cadian upgrade pack and the farmer and his dogs to make this unit happen. i really want it to work tho and if im at Space Marine world where is mostly play and i want to use it without being laughed out.
comparing necromunda and 5th ed 40K stats isn't really going to work well (necromunda and 2nd ed maybe though). If you want a stat line I'd suggest going with the space wolves ferisan wolf stat line
4 | 0 |4|4| 1 |4|2| 8 |6+
Now that's for a ferisan wolf, the biggest badest wolves in the universe, so your dogs are going to be significantly weaker than that.
If you're going for a composite profile I'd sat a dog would more likely increase inititive, strength and attacks rather than toughness and wounds. I'd do it more as +2 attacks and inititive 4 and str 4.
hmmm this is getting complicated now. i imagined the handler and dog to basicly be a single unit as if the handler is killed the dog cheeses it and if the dg is killed the handler turns back into a normal trooper. thats why i thought about having 2W as the first one would be the dog. (the dog is a much less valuable asset). and cos iv decided the provost troop would be not an assault squad but able to at least have a stab at holding and thinning out enemy assault squads iv kept them basicly as Hardened Veterans but with WS4 BS3 not the other way round (this fits in with the fluff too- breaking up bar fights day after day tend to sharpen your fighting edge)
so the k-9 team i think should have a profile that covers the handler and animal as one "model" however that squig hound profile really does make sense. That means problems for me because as obviously the handler can only have a pistol and the leash in the other hand the dog and him only have 2A between them. Which he would have with a pistol and CCW. so somehow iv got to make the unit an advantage as well as a nice fluffy unit that looks too cool for skool. But can a dog be as good as a Super Duper Space Marine at fighting? well i could try and model some bionics or implants on the dog to make it look like it has been made extra aggressive and hightend responses or similar but that seems a bit of a copout.
WS4 BS3 S4 T3 W1 I4 A3 Ld8 as a single unit
WS4 BS3 S3 T3 W1 I3 A1 Ld8
for the handler and
WS3 BS0 S3 T3 W1 I2 A2 ld2 SV-
for the hound
and treat them both individually
on a more positive note i have made a brilliant truncheon or baton arm (pics soon) using the left hand for the flamer and grenade launcher and the aerial from the vox caster. it looks very good. very good indeed.
I'd handle (stupid pun not intended) it some what like the Skaven herd Giant Rats in Fantasy.
- have the unit consist of a mix of handlers and dogs, with a ratio of something like 2-3 dogs per man, each having their own stat line (the nature of which I have divulged in previous utterings)
- if a handers dies the dogs he was handling disappear from the table too, because they ran away/died (there's no difference under current 40k rules)
- the handler has a pistol in one hand and the leash in the other (fair enough if you think about it, the dogs are his real weapon)
- Bionic Implants and/or combat drugs for the dog (if you feel you need them) could be upgrades you pay a few extra points for per unit
- According to one of my ex-girlfriends who worked as a veterinary nurse, sniffer dogs and attack dogs are bred and trained differently (so a dog cannot be both a 'sniffer' and an 'attacker') so no needlessly complicated 'sniffing out the infiltrators' rules will not be needed, unless you have a separate unit with separate rules or 2 different choices of dog with different rules (under the later option a unit must consist of all the same type of dog) but it strikes me that sniffers would be a waste of points unless you know the enemy had infiltrators (which doesn't bode well in terms of background and story telling)
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~
After having a sniffer dog and a Gds dogs attached to us when i was on an active tour many moons ago. sniffer dogs were more for drugs, explosive and rescue finding where Gds can sniff out an infultraters and still attack them, after being on the recieving end of a training session and with all the protective gear they still bloody hurt.