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Codex: Kadesh

Started by Narric, July 27, 2013, 10:32:02 PM

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Narric

I'll be honest, this unit is mostly based on a random idea I had whilst looking over the range of parts available from Anvil Industry and Zealot Minatures.

To give a 40k sense of the idea, its essentialy Tau Space Marines. However, as there is currently not a lot about the Kadesh released by Zealot/Thantos, I'm taking extreme creative license in pretty much everything I write. That said, this is just for fun, and would only be used on Vassal at most (or in a friendly game if I ever invite any of you guys over to my place XD) :P

With that said, and hopefully Wargamer chained somewhere out of earshot (I kid, I kid, he can be as critical as he wants :P) I'ma start trying to put my idea into some sort of order. I'll use a standard 40k Unit template, for ease of understanding the unit.



Kadesh Marine Fireteam
Kadesh Marine Fireteams can be used as Elites in a Codex: Tau Empire Primary Detachment, or as Troops in a Secondary Attachment to any Space Marine Codex army (excluding Grey Knights).
Kadesh Marines are the Elite Foot Soldiers of the Kadesh Commonwealth. Male or Female, members of the Marines are all skilled and deadly to begin with. Due to the amount of time required to train them, they are currently few in number, leading them to be used as infiltrators for Guerrilla Attacks, or as Shock Troopers during interstella boarding actions on Starships. When a Fireteam begins its attack, the result is often predictably in their favour. As they use powerful Ion Rifles, energising the targets skin and/or armour, and rapidly heating it to amazing temperatures.

   Pts/ModelWsBsSTWIALdSv
Kadesh Sergeant
20pts
3
3
3
3
2
3
2
9
3+
Kadesh Marine
17pts
3
3
3
3
2
3
2
8
3+

Unit Size:
- 1 Kadesh Sergeant
- 5 to 11 Kadesh Marines
Unit Type: - Infantry      
Equipment:

  • Ion Rifle
    Treat as Pulse Carbine (Codex: Tau Empire)
  • Preatorian Armour
    Treat as Power Armour (Codex: Space Marines)
  • Positional Beacon - Sergeant Only
    Any unit (Friend of Foe) Deep Striking within 12" on a model
    with a Positional Beacon may re-roll its scatter distance.
Options:

  • One Kadesh Marine in the squad may replace
    their Ion Rifle with a Railgun for 15pts
  • The Unit may be given PEQ Laser Targeters
    for 5pts per model

  • Rail Gun
    Treat as Rail Rifle (Codex: Tau Empire)
  • PEQ Laser Targeter
    Increases the BS of the model equipped by +1.



Model
As I said at the start, this is based off some random parts from a few sites. Here is the list of parts for those interested.
Spoiler




That pretty much all I've got right now, but it was fun to think up :P The fluffy bit at the top was kinda thrown together at the end XD

Thanks for reading. Please critique fairly :P

Narric

Vyper

The first thing that I noticed is that you are using ion rifles as pulse rifle stand ins. Might be confusing, as there are already ion rifles in the tau codex, and they are considerably more powerful than pulse weapons.  :P

Narric

Quote from: Vyper on July 28, 2013, 01:00:36 AM
The first thing that I noticed is that you are using ion rifles as pulse rifle stand ins. Might be confusing, as there are already ion rifles in the tau codex, and they are considerably more powerful than pulse weapons.  :P
Forgot about that :P

I called the weapons "Ion Rifles" because thatswhat they're called on the Bitz website. The "Treat as Pulse Rifle (Codex: Tau Empire)" is mostly because I'm lazy, and I don't have the new Tau codex. If those who do have the codex ca agree to let this unit have actual Ion Rifle stats on the weapons, then I'll gladly change it.

The Man They Call Jayne

The Tau Ion rifle is basically a Mini Autocannon. It would be too powerful unless you want to make these guys cost the same as Thousands Sons :P

Should every single person have a Beacon? Or is that meant to be Seargent  specific?

And the Tau Rail Rifle is the same as a pulse rifle, but with +1 S and -4 AP. Its is still a rapid fire weapon. Even taking that into account, 25 points is steep. 15 tops I would have said, given that these guys are already pretty costly and have an average BS. Given that it is going to cost you another 10 points to get BS4, you are looking at 52 points for a guy with a BS4 railgun. A Pathfinder with a Railrifle is only around 25. Sure you have  better armour here, but you can be IDd by a Multilaser.

I would say 15-17 for the guy. 10-15 for the railgun and 5 for the BS boost.
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Narric

My original idea was essentially Power Armoured Tau, not Soulless Automatons wielding psychic bolt-weapons :P I think I'll stick to a Pusle Rifle Statline.

I'd say all of them, for two reasons. 1. It the device is small and hand held, why wouldn't a squad member pick it up when the previus holder is killed? 2. The bitz I was wanting to use for models include a "Comms Unit" as part of the power pack.

I'll adjust pts values then. I don't think saying "but you can be IDd by a Multilaser." is really a good argument, considering the Armour Save. Just because something can be killed easily doesn't mean it should cost less for what it can do whilst alive.

Thantos

Ha nice one Narric! :D these need a model now ...hmm. I already have some concepts for some kadesh elite troopers. Should really make a start on designing something now :P


Narric

Quote from: Thantos on July 28, 2013, 10:26:28 AM
Ha nice one Narric! :D these need a model now ...hmm. I already have some concepts for some kadesh elite troopers. Should really make a start on designing something now :P
I'll be honest, I was going to use Kadesh heads on Exo-lord Models from Anvil :P

Having said that, it will be cool to see what a full kadesh soldier/marine would look like ;)

The Man They Call Jayne

I admit it isn't the biggest deal because of the armour.

As for the whole, dropping it and picking it up again thing, no other bit of wargear works that way that I know of. Once the bearer dies, it is lost. Otherwise you could argue that every time your guy with the Power Axe dies, someone else just picks it up so you always have a Power Axe.
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Narric

#8
Quote from: The Man They Call Jayne on July 28, 2013, 11:14:55 AM
As for the whole, dropping it and picking it up again thing, no other bit of wargear works that way that I know of. Once the bearer dies, it is lost. Otherwise you could argue that every time your guy with the Power Axe dies, someone else just picks it up so you always have a Power Axe.
That is true :P I guess I'm thinking too much like an RP'er.

But don't forget my second point. The idea is based off this, being the standard power pack for every dude.

The Man They Call Jayne

Ah, I see. Well, you could say that that pack allows any friendly unit withing 12" to use the highest leadership of that unit. So one Seargent could provide several units with Ld9.
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Narric

Quote from: The Man They Call Jayne on July 28, 2013, 06:45:18 PM
Ah, I see. Well, you could say that that pack allows any friendly unit withing 12" to use the highest leadership of that unit. So one Seargent could provide several units with Ld9.
My first thought to this is "Why would a special tasks unit give the rank&file troopers morale support?"
Another thought is it kinda takes the thunder away from the HQ (Or equivalent). And that kind of ability is often only given to HQs (or equivalent), and Special Characters.

Lastly, the idea for the Positional Beacon was kinda just thrown in. When I was messing about on Anvil making up a random squad equipment loadout, I didn't think much of it beyond "Cool antenna, reminds me of Tau." The idea of it granting a boon to any "Deep Striking" force, was that they emit a signal that can't be detected on the battlefield without specialised equipment, which DS'ing forces would have access to (either on their orbiting carrier, or as part of their internal systems). Compared to the thrown together fluff I mashed out, there really isn't place for it beyond "I thought the unit needed a unique quirk."

The Man They Call Jayne

In that case keep the relay, but make it a sarge only item. Once he dies, it's gone. Thats a fair system and it makes them a bit more useful. Also makes you advance them more aggressivly.

That said, if you are doing that, give them Pulse Carbines instead of rifles. That way the NEED to move up in order to get their guns into range. No point sitting at 30" while having gear to get your guys down behind enemy lines.
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Narric

#12
Adjustments made.

Just added a list of parts I would (and probably will) use to represent this unit, if anybody is interested.

Narric

Thinking of making a slight change to the "Ion Rifle." Mostly just pinching a flavour of SM Grav-weapons, but implementing it correctly, hopefully.....

Suggested statline for new Ion Rifles:
Spoiler

RangeStrengthAPType
24"X-Assault 1, Ion Tech
Ion Tech: Ion tech uses the enemy's Armour save when rolling To Wound. It currently has no effect on Vehicles, due to vehicles require much larger power sources to cause any real damage.

Lets try an explain my choices :P
Spoiler

  • 24" range - Makes the weapon fairly threatening to most targets from a distance.
  • Str:X - Ensures it cannot be used against vehicles.
  • AP:- - The weapons simply heats and melts the enemy armour, it doesn't "Penetrate it" per se. It also ensures it isn't OTT good at killing enemies. I'd consider making it AP4 at best, if it should have an AP at all.
  • Assault 1 - Did consider Assault 2, but felt it a bit too many shots at 24" range :P
  • Ion Tech - Grav-weapons, but with sense! (maybe)

So what do you people think?

Lord Sotek

Seems pretty balanced.

Maybe allow it to cause "Vehicle Shaken/stunned" results on a 6? Representing that it can't do any lasting damage to something that big, but that the jolt of power can be enough to temporarily scramble the vehicle's systems.
Quote from: Saulus on March 17, 2011, 06:16:56 PM
Often I hear delusional ramble like "I painted and collected my army as ultramarine tyranid hunters....but Pedro is really good, so now I'm using him, but I'm just going to call him Jimbob-Fistpumper, cause that fits with my