- Col. Tartleton wrote:
- HQ: Marshal of the Court
Provost Marshal
Retinue: 0-12
0-1 Lord Advocate (Allows Executioners as Troops)
0-1 Solicitor General (Allows Secutor Squads as Troops)
0-1 Lord Procurator (Enforcers as Scoring)
0-1 Verispex Operator (Detects Infiltrators)
0-3 Castigator (Psyker)
0-1 Prosecutor (Confers Furious Charge)
0-1 Barrister (Confers Counter Attack)
0-3 Bailiff (Arbiter Bodyguards)
0-1 Medic (Confers Feel No Pain)
I would tighten up this squad and limit the options. You currently have it so you can take every rule there. Potions are nice but reduice how many you have access to. even if you put them in to groups where you can have a select number from or somthing like that.
- Col. Tartleton wrote:
- Elite: Executioners
Advocate
4-9 Executioners
Advocate
WS BS S T W I A LD SV
3 4 3 3 1 3 2 8 4+
Executioner
WS BS S T W I A LD SV
3 4 3 3 1 3 1 8 4+
Carapace Armor (4+ Armor Save)
Camo Cloaks (+1 to Cover Saves)
Executioner Shotguns (Range 24 S4 Ap5 Assault 1)
Targeters (May measure distances before firing.)
Choke Grenades (Offensive/Defensive Grenades)
May take a 0-3 Special Weapons:
Webgun (Template S5* Ap4 Assault 1 (Wounds against strength, not toughness.))
Grenade Launcher (Range 24 S4 Ap5 Assault 1, Blast/ Range 24 S6 Ap4 Assault 1)
Special Rules: Scouts, Infiltrate, Stubborn
Executioner Ammo needs its special rule back. Allow it to ignore interviening terrain for instance as they are smart rounds. Also how about adding a pistol version to the unit.
- Col. Tartleton wrote:
- Elite: Misericorde Squad
Point Cost: 15 points/model.
Advocate
2-4 Executioners
Advocate
WS BS S T W I A LD SV
3 4 3 3 1 3 2 8 4+
Executioner
WS BS S T W I A LD SV
3 4 3 3 1 3 1 8 4+
Carapace Armor (4+ Armor Save)
Camo Cloaks (+1 to Cover Saves)
Misery Rifles (Range 48 SX Ap5 Heavy 1, Sniper)
Targeters (May measure distances before firing.)
Choke Grenades (Offensive/Defensive Grenades)
Special Rules: Scouts, Infiltrate, Stubborn
This is a sniper Squad. How about breaking them up in to pairs of sniper teams. While the second one is there the sniper has reroll to hit and wound as the spotter calls out targets. Again with the executioner pistol.
I would like to add a new unit of sorts here.
Dread Executioners
1-3
Carapace Armour
Camo Cloak
Shock Maul
Executioner Pistol
Executioner Shotgun
Manstopper Shotgun
Targetor
Choak Grenades
Options:
Power Weapon
Power Fist
Web Pistol
Special Rules:
Inspiring Preasence (units with in 6" may use the Dread Executioners Ld for moral and pinning tests)
"I am the Law!" (Any unit that takes casualtys from a Dread Executioner in any phase must make a moral test at the end of the phase. This includes units that are in combat with the Dread Executioner and after the results of combat have been resolved.
Fearless
- Col. Tartleton wrote:
- Troops: Arbiters Maniple
Point Cost: 10 points/model.
Proctor
4-9 Arbiters
Proctor
WS BS S T W I A LD SV
3 4 3 3 1 3 2/3 8 4+
Arbiter
WS BS S T W I A LD SV
3 4 3 3 1 3 1/2 8 4+
Carapace Armor (4+ Armor Save)
Shock Mauls (Rending)
Auto Pistol
Supression Shield (5+ Invulnerable Save in close combat)
Proctor may replace either Shock Maul or Auto Pistol with a:
Web Pistol for 5 points.
Webber for 5 points.
Bolt Pistol for 2 points.
Bolter for 2 points.
Power Fist for 15 points.
Power Weapon for 10 points.
Unit may take 0-2 special weapons:
Grenade Launcher for 5 points.
Webber for 5 points.
Unit may take 0-1 heavy weapons:
Heavy Webber for 10 points.
Missile Launcher for 15 points.
May take a Rhino for 35 points or a Repressor for 50 points.
Special Rules: Stubborn, Shieldwall (If the unit is in close order may use their invulnerable saves against shooting)
Shock Mauls: I like the rending. I would also like to see the thunder hammers Stun ability on them. Would rarly go off but is a nice touch.
Suppression Shields: The shield is supose to shock any one that hits it. Any model that causes a wound against a model with a suppression shiled (before/after saves?) will strike at I1 in the next round of combat.
Shieldwall: I like it. I would also like to see provice 4+ Cover to the unit also. And, maybe some rule to provide protection to any tanks behind it.
- Col. Tartleton wrote:
- Fast Attack: Secutor Squad
Solicitor
5 Arbiters
Landspeeder Storm
Carapace Armor (4+ Armor Save)
Manstopper Shotguns (Range 12 S4 Ap6 Assault 2)
Choke Grenades (Offensive/Defensive Grenades)
Special Rules: Stubborn
Love the use of the Landspeeder Storm here. Brillient
- Col. Tartleton wrote:
- Fast Attack: Landspeeder Tempest
Landspeeder Tempest
And this is also very suiting.
There are a few things in there that need explaining but most you gan kind of guess how they would work. But what I am most interested in is the other transport viechle you have there, the Repressor.
I could also imagin a Supression vehicle of sortes, with a big webber cannon on top with water cannons (or 40K equivelent) on the sides, and a massive supression shiled out the front. This would be a Heavy Choice along with sentionels.