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The Exiles - Army Rules

 Post subject: The Exiles - Army Rules
PostPosted: Tue Jan 28, 2014 2:59 pm 
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These are the Net Epic rules for a new force known as The Exiles. This force will largely be based around Plasmablast's imminent Marhaf Legions vehicles and Exodus Wars infantry (Guild and Royal Empire).

The Exiles are outcasts from Terra, scientists who escaped the purge at the end of the Age of Techonolgy. Their forces largely consist of clones - known as Servus - which have been bio-engineered to be highly efficient at using advanced projectile weaponry. They are hard to break due to their sophisticated psycho-programming when being grown in the Warrior Vats; they have been conditioned not to care about their fellow infantrymen, so are not easily intimidated even when their comrades are being slaughtered around them.

If you are interested in learning more about the background for The Exiles, please see this thread:

viewtopic.php?f=18&t=26764

Anyway, I've designed stats for the infantry but haven't done anything yet about the mechanising them yet because I haven't came up with stats for the vehicles. Because of this, bear in mind that the points will be increasing, probably by about 100 points per unit (there are 2 APCs, one which will carry 2 stands (half a detachment) and another which I think will take 6 stands (half a company), both look to have decent guns as opposed the the Space Marines' crappy Rhinos). Please remember also that the points may also seem cheap because they are the same costs as their relative Space Marine counterparts but this is because you only receive 4 stands rather than the Marines usual 6. None of these costings are final by a long stretch, feedback welcomed!


Attachments:
Exiles List.pdf [121.79 KiB]
Downloaded 351 times
Exiles Datasheet.pdf [124.4 KiB]
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 Post subject: Re: The Exiles - Army Rules
PostPosted: Tue Jan 28, 2014 10:56 pm 
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I think you have a good start here. I agree that in keeping with their background their APC's and other vehicles should be better equipped than SM. However, like you have done already they would field smaller detachment/regiments die to their nature. Keep up the good work!

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 Post subject: Re: The Exiles - Army Rules
PostPosted: Wed Jan 29, 2014 4:16 pm 
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Good job Sir! :)

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 Post subject: Re: The Exiles - Army Rules
PostPosted: Wed Jan 29, 2014 8:35 pm 
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Cheers LS! Now I need to start thinking about vehicles. The one thing that I've realised I haven't got minis in mind for are walkers and bikes. Could be a problem...I do like the DRM buggy but it is quite angular as opposed to the curved Plasmablast vehicles. Also, there is a buggy in the Plasmablast range so that's probably a bit redundant for this force. Can anyone recommend any bikes that will goo with the range? I'm also thinking of the Edenite Walkers from a Exodus Wars. Thoughts?

DRM buggy: http://www.microworldgames.com/collecti ... ts/buggy-2

Edenite Walkers: http://www.exoduswars.com/dp/B006LM480O

And a reminder of the Plasmablast vehicles: http://www.plasmablastgames.com/images/ ... 080_15.JPG

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 Post subject: Re: The Exiles - Army Rules
PostPosted: Wed Jan 29, 2014 9:28 pm 
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Hi!

Good stuff!

I don't have much time now to help you out, but I had always thought it would be cool to do something like this.

Thanks!

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 Post subject: Re: The Exiles - Army Rules
PostPosted: Wed Jan 29, 2014 9:48 pm 
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No problem, it's all a bit of a work in progress and will probably take some time and play testing to perfect. It's all a bit of fun though and so far I'm enjoying it! Obviously if things quieter down for you at some point, your opinion and criticisms would be very welcomed. That obviously goes for everyone else who has an interest in this project!
Cheers!

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 Post subject: Re: The Exiles - Army Rules
PostPosted: Wed Jan 29, 2014 11:58 pm 
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what about some sort of drone or robots in the army?

Are these any good for walkers?

Vorace walker http://www.darkrealmminiatures.co.uk/store/product.php?productid=110&cat=11&page=1
Velite http://www.darkrealmminiatures.co.uk/store/product.php?productid=111&cat=11&page=1
Mantagen http://www.darkrealmminiatures.co.uk/store/product.php?productid=113&cat=11&page=1
Mantragan http://www.darkrealmminiatures.co.uk/store/product.php?productid=114&cat=11&page=1

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 Post subject: Re: The Exiles - Army Rules
PostPosted: Thu Jan 30, 2014 12:22 am 
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I like the first one! Kind of reminds me of ED 209 from Robocop! The thing is though, what size are these? I'm assuming they are the same size as standard Dreadnoughts...

The Robot idea was another I was thinking of. After all, these are the greatest minds from the Age of Technology, people well-invested in the failed experiment of A.I.

There are 2 ways that the Exiles would view Robots:

1) That A.I. was and is a project worth continuing along with their Servus programme.

Or

2) The whole reason they had to flee Terra was because of the failure of A.I. They had seen the damage it could cause and wanted no more part of it. For this reason they turned to biotechnology and have since being growing their Servus in place of A.I.

What do you think? Which way would they go?

This is probably more one for the fluff thread, I'll post this there also.

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 Post subject: Re: The Exiles - Army Rules
PostPosted: Sun Feb 02, 2014 8:48 pm 
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I've been thinking about command rules for the Exiles. My feeling is that they will operate like the Marines and Eldar in so far as individual units don't require to be within x cm of a commander. With the level of tech they have, relaying instructions should not be an issue.

However... The bulk of the Exiles' forces consist of the Servus which take their orders from an Exiles leader. What happens if he is killed?

My initial thought is that every time a unit us activated, a morale check must be passed to see if the player can choose orders, if not, orders are chosen by a roll of a die.

1-2 First Fire
3-4 Advance
5-6 Charge

This obviously will make the leaders targets for the enemy but they will be under protection of the usual HQ rules. Given that the Exiles have good Morale Values I don't see this hindering play to the point where the death of a leader could completely turn the game on its head.

Thoughts?

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 Post subject: Re: The Exiles - Army Rules
PostPosted: Sun Feb 02, 2014 8:53 pm 
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Sounds logical. Needs to be tested in practise :)

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 Post subject: Re: The Exiles - Army Rules
PostPosted: Sun Feb 02, 2014 9:05 pm 
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Yep - and I need to get on with those vehicles rules first! ;)

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 Post subject: Re: The Exiles - Army Rules
PostPosted: Thu Dec 11, 2014 2:43 am 
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Can't wait to see the rest!


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