Post by RuneCaster_Aris on Sept 17, 2012 13:33:35 GMT -5
Who are Mercenaries?
Mercenaries are usually outcast warriors. Soldiers released from the military for various crimes, or fighters that came home but wanted more. Some of these individuals join mercenary armies, or the Merc. Guild. These soldiers are rarely credited for their actions, and first to blame for failures, however, at the right price they can be an incredibly potent, dangerous aspect to any army.
Rules for Mercs in your army:
"Us, or nobody. Your call."
You may only have 1 Mercenary (Merc) unit in your army for every 200 points, but you may never have more than four units at a time. In campaigns, Merc units not destroyed at the end of each game may replenish their rank before the next game. Merc unit's wiped out during a game are gone and may not be replaced. A new Merc unit may be hired, however.
"You want the best..."
A Merc unit is built in the same way as a normal unit of the same time. However, after all points are allocated, you may add 1 point to any stat for free. In addition, Mercs may add 1 to one of the following weapon attributes: Range, Dam, or AP.
"...Then you pay for the best."
- During a game, A Merc unit below 50% it's starting size/health will take a Mental check if it is worth fighting on, or if they should cut their losses. If they fail the check, they must fall back to the starting board edge in the fastest way possible.
- A Merc unit cannot be considered for victory conditions, (such as holding certain ground, or obtaining some objective).
- Mercs also do not count for figuring out who had more points left on the table (assume a value of 0)
Optional Rules
Merc Guild Members
Each force can take up to 75 points of Merc units for free. However, Merc units may not directly target other Merc units.
Pirate Band
You and your opponent decide on a 75pt or less Merc Unit. Each player rolls a dice, highest number chooses to place the unit on either the left, or the right of the board. At the beginning of each turn, before initiative is rolled, each players may attempt to bribe the pirates. The winner of the bribe gains control of that unit until the next time a bribe is announced.
How to bribe:
- You bribe by "paying" initiative.
- Announce "I'm going to try and bribe the pirates"
- You and your opponent each hide 2 dice, (with a hand, a piece of paper, etc)
- Shift the dice to however much initiative you are willing to pay.
- When both players are ready, reveal the dice to your opponent, the highest number wins.
- During the next initiative roll, subtract the amount paid from your roll.
- A tie goes to the current controller of the unit. ("Why change sides for no gain?")
_____________________________________
Aris's Notes on Merc forces:
If you're like me, you get a certain attachment to your little troops. I find it hard to start up new armies because I put so much thought and time into the current one. But painting/sculpting/building the same thing over and over can get boring. Merc's are a great way to add some new color, feel, and tactics to your army. With 1.0 here, most of us already have our army ready to go, but the want to build new guys is still there when we get or hands on 1.1. These rules will give you a nice branch off for your hobby, but keep it in your current army.
____________________________________
Other fluff that can use these rules:
Specialists: Brought up by Mrharold, if you already have a merc themed army, you can contract hire some "specialists" to help your force out. Again, this will add some new color to your army while letting you pick up that cool new release without necessarily having to delicate a force to and around it.
Knights: Knights are precious in that they hold large political sway, and are heavily armed and armored. A knight in a mecha could be petitioned to join your cause and bring his banner to your field. This would work quite well with most House themed armies.
Political Figurehead: A famous squadron, squad, or else remarkable member of your factions government has joined to bolster moral. The government won't allow one such as this to stay in the fight unless need be, and if they survive to victory it would be a great rallying call.
Mission Specific unit: For those of you playing Campaign style games, a unit that is story specific could fit these rules perfectly. A weapon, individual, vehicle that is so important, influential, or experimental that it is almost unique and shouldn't be lost to enemy fire.
Mercenaries are usually outcast warriors. Soldiers released from the military for various crimes, or fighters that came home but wanted more. Some of these individuals join mercenary armies, or the Merc. Guild. These soldiers are rarely credited for their actions, and first to blame for failures, however, at the right price they can be an incredibly potent, dangerous aspect to any army.
Rules for Mercs in your army:
"Us, or nobody. Your call."
You may only have 1 Mercenary (Merc) unit in your army for every 200 points, but you may never have more than four units at a time. In campaigns, Merc units not destroyed at the end of each game may replenish their rank before the next game. Merc unit's wiped out during a game are gone and may not be replaced. A new Merc unit may be hired, however.
"You want the best..."
A Merc unit is built in the same way as a normal unit of the same time. However, after all points are allocated, you may add 1 point to any stat for free. In addition, Mercs may add 1 to one of the following weapon attributes: Range, Dam, or AP.
"...Then you pay for the best."
- During a game, A Merc unit below 50% it's starting size/health will take a Mental check if it is worth fighting on, or if they should cut their losses. If they fail the check, they must fall back to the starting board edge in the fastest way possible.
- A Merc unit cannot be considered for victory conditions, (such as holding certain ground, or obtaining some objective).
- Mercs also do not count for figuring out who had more points left on the table (assume a value of 0)
Optional Rules
Merc Guild Members
Each force can take up to 75 points of Merc units for free. However, Merc units may not directly target other Merc units.
Pirate Band
You and your opponent decide on a 75pt or less Merc Unit. Each player rolls a dice, highest number chooses to place the unit on either the left, or the right of the board. At the beginning of each turn, before initiative is rolled, each players may attempt to bribe the pirates. The winner of the bribe gains control of that unit until the next time a bribe is announced.
How to bribe:
- You bribe by "paying" initiative.
- Announce "I'm going to try and bribe the pirates"
- You and your opponent each hide 2 dice, (with a hand, a piece of paper, etc)
- Shift the dice to however much initiative you are willing to pay.
- When both players are ready, reveal the dice to your opponent, the highest number wins.
- During the next initiative roll, subtract the amount paid from your roll.
- A tie goes to the current controller of the unit. ("Why change sides for no gain?")
_____________________________________
Aris's Notes on Merc forces:
If you're like me, you get a certain attachment to your little troops. I find it hard to start up new armies because I put so much thought and time into the current one. But painting/sculpting/building the same thing over and over can get boring. Merc's are a great way to add some new color, feel, and tactics to your army. With 1.0 here, most of us already have our army ready to go, but the want to build new guys is still there when we get or hands on 1.1. These rules will give you a nice branch off for your hobby, but keep it in your current army.
____________________________________
Other fluff that can use these rules:
Specialists: Brought up by Mrharold, if you already have a merc themed army, you can contract hire some "specialists" to help your force out. Again, this will add some new color to your army while letting you pick up that cool new release without necessarily having to delicate a force to and around it.
Knights: Knights are precious in that they hold large political sway, and are heavily armed and armored. A knight in a mecha could be petitioned to join your cause and bring his banner to your field. This would work quite well with most House themed armies.
Political Figurehead: A famous squadron, squad, or else remarkable member of your factions government has joined to bolster moral. The government won't allow one such as this to stay in the fight unless need be, and if they survive to victory it would be a great rallying call.
Mission Specific unit: For those of you playing Campaign style games, a unit that is story specific could fit these rules perfectly. A weapon, individual, vehicle that is so important, influential, or experimental that it is almost unique and shouldn't be lost to enemy fire.