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Imperial Guard: Penal Legions

 Post subject: Imperial Guard: Penal Legions
PostPosted: Fri Dec 19, 2008 2:48 pm 
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INTRODUCTION:
------------------------------------------------------------------------------------------







    Death comes easy in the Imperium of man and in the Penal Legions of the Imperial Guard, this is even more true.
    Murder, pillage, theft, heresy, liberal thought, littering and mutation are but a few ways you can find yourself with an explosive collar around your neck.

    These Legions are formed under the command of the Adeptus Mechanicus and serve as expendable troops to test enemy fortifications, trench lines and mine fields. Any attack with an 80% predicted casualty rate or more is handed off to the Adeptus Mechanicus and their "bomb walkers", as they are callled by the regular army troopers.

    All convicts are given basic training, old outdated equipment and support vehicles. They have an explosive collar locked around their neck which is used for discipline and morale purposes by the Adeptus Mechanicus and Commissar company commanders.
    Penal conscripts who volunteer, may also be fitted with a bomb harness so that he can use his body as a weapon against the enemy to earn the Emperor's blessing with his death.
    A small number of these bomb harnesses are actually duds. Such a dud earns the convict his freedom from the Penal Legions. Seldom does a conscript actually choose his freedom after such selfless acts and may be given a command in the regular army with a Commissars blessing.

    Support for the Penal Legions are in the form of leftover gear and repaired machines, as priority is given to the regular Imperial Guard regiments first.

    The Legions are also home to those innocent of crime, but guilty of mutation from the human genome.
    Beastmen, Ogryns and Ratlings who serve in the Legions exhibit and almost fanatical devotion to the Emperor and his emissaries, the Adeptus Mechanicus and Commissars. These soldiers are exempt from wearing an explosive collar and fight with fearless vigor in the presence of the Adeptus commanders.

    One would think that the combat effectiveness of a Penal Legion and its usefulness to the Imperium would be minimal, but on many occasions the presence and brutal use of these convicts have turned the tide of battle.
    Imperial Warden Bastion Stykes's 22nd Silent Spectres were part of a joint Adeptus Astarte and Imperial Guard strike on a chaos stricken planet in the Oma-Skar system. Rumoured to be a staging base for Traitor Legions, the full strength of the strike force descended on the planet with the Emperor's fury.
    Initially successful, the campaign quickly turned sour from nurgles rot as the Imperial troops reached the massive chaotic cities.
    Seeing an opportunity for his Commands success, Stykes petitioned the Commissars with an offer. An offer they would take to the tainted and diseased men throughout the regiments of the Guard.
    Join the Legions. Serve your Emperor. Rid yourself of taint.

    Stykes's "bomb walker" volunteers tripled during the first week after the petition and he used this resource to his advantage.
    His Legions were ordered to find cells of traitor forces and flush them out with the "bomb walkers". Entire blocks were set for demolition by these brave men who took it upon themselves to sell their soul to the Emperor of mankind, instead of being devoured by the chaotic filth within.

    After the successful campaign in Oma-Skar, Stykes was offered his own Imperial Command in the Guard, but refused, saying:

"There is a certain honestly and brotherhood with these criminals and degenerates. I see more fighting power in their lost souls because they have nothing left to lose"
-Imperial Warden Bastion Stykes: 22nd Silent Spectres

------------------------------------------------------------------------------------------






MY GOAL:
    I'm not sure if someone has already tried such a list, but it doesn't really matter.
    I wanted to go after a more detailed and restrictive army list. Not a normal build. I wanted lots of custom options and choices to give the army a more "fluffy" feel to what I wrote above. An adhoc army of misfits with old outdated and broken down equipment, but a unshakable devotion for their Emperor and earning their possible freedom.

ARMY RULES:
    Based around the Imperial Guard list you start off with your "Adeptus Regulator HQ". This acts as your command hub for your Penal Legion.
    Each HQ enables you to take up to 1-3 Penal Companies.
    Each Company enables you to take 0-2 "Independant Support" and 0-3 "warden Detachments/Upgrades".
    You must have at least 1 "Warden Detachment" and 1 "Independant Support" per Penal Company before you can purchase a fresh company.
    You must have at least 3 companies with at least 1 Support & 1 Warden detachment/upgrade before you may purchase another Regulator HQ section.

    Unless otherwise noted in the formations "notes" section, any upgrade purchased upgrades an existing unit in the formation. (ie. Adding missile launchers to a Penal conscript formation doesn't add more stands, but adds the missile launcher weapon to an existing stand).

UNIQUE TERMS:

Explosive Collar:  Any formation that contains units with an explosive collar may automatically rally by sacrificing one of these units from the formation.(Must have a "controller" in or within 15cm of the unit.

Honour Bound: This unit is considered to have "And they shall know no fear", special rule while a Commissar is attached to its formation.

Bionic Limbs: This unit is considered to have a 6+ Invulnerable save.

Frenzon Dispenser: Upgrade: If a formation carries out an engage action or is engaged, the frenzon dispensers may be activated.(Before any rolls.)
This confers a +1 to the close combat value of each unit with a dispenser due to the shock of the powerful chemicals flooding the system of the trooper, creating a rage against their attackers. All units in the formation must use the dispenser to gain the benefit.
    At the end of close combat, destroy 1 stand of infantry with a "frenzon dispenser", that participated in the combat. (Doesn't give a BM.)

Bomb Harness: Upgrade: Upgrade an existing Penal Conscript or Striker stand for +20 pts.
RANGE: NA    FIREPOWER: CC,1BP,MW     NOTES: Bomb attacks are made as if on overwatch just before an assualt move is made. The barrage template is placed over the nearest enemy unit to the bomb walker. (Remove unit after use.)
Notes: Expendable

FORMATIONS:

Adeptus Regulator HQ:550 pts
Company
1 Adeptus Regulator
Speed: 15cm         Armour: 4+   Close Combat: 4+ Firefight: 4+
Weapon: Power AxeRange: BC      Firepower: CC MW EA +1
       Combi Weapon Range: 15cm   Firepower: Small Arms
       Missile Laun.   Range: 45cm    Firepower: AP5+ (Frag Munitions)
Notes: Character, Controller, Fearless, Reinforced Armour, Leader, Bionic Limbs (Invulernable Save.)

1 Commissar

12 Imperial Guardsmen
Notes: These have the same stats as normal Guardsmen, but have a 6+ Save and "Bionic Limbs"(Invulnrable save.)

Includes 7 Chimera OR 7 Rhino at -100 pts for the formation.

Penal Conscripts: 200
Company
1 Adeptus Mechanicus
Speed: 15cm         Armour: 4+   Close Combat: 4+ Firefight: 4+
Weapon: Power AxeRange: BC      Firepower: CC MW EA +1
       Combi Weapon Range: 15cm   Firepower: Small Arms
       Missile Laun.   Range: 45cm    Firepower: AP5+ (Frag Munitions)

Notes: Character, Controller, Fearless, Reinforced armour, Bionic Limbs (Invulnerable save.)

1 Commissar

12 Penal Conscripts
Speed: 15cm       Armour: NA   Close Combat: 6+  Firefight: 5+
Weapon: Lasguns Range: 15cm  Firepower: Small arms

Notes: Frenzon Dispenser, Explosive Collar.
May purchase 0-4 Missile launchers for +10 pts each.
Missile Launcher   Range: 45cm        Firepower: AP5+ (Frag Munitions)

May purchase an additional Adeptus Mechanicus unit for +50 pts.

       
Penal Strikers: 200
Company
1 Adeptus Mechanicus
Speed: 15cm         Armour: 4+   Close Combat: 4+ Firefight: 4+
Weapon: Power AxeRange: BC      Firepower: CC MW EA +1
       Combi Weapon Range: 15cm   Firepower: Small Arms
       Missile Laun.   Range: 45cm    Firepower: AP5+ (Frag Munitions)

Notes: Character, Controller, Fearless, Reinforced armour, Bionic Limbs (Invulnerable Save.)

1 Commissar

8 Penal Strikers
Speed: 15cm        Armour:NA     Close Combat: 6+ Firefight:5+
Weapon:Lasguns   Range: 15cm  Firepower: Small arms
             LascannonRange: 45cm  Firepower: AT5+

Notes: Frenzon Dispenser, Explosive Collar.
May purchase an additional Adeptus Mechanicus unit for +50 pts.


WARDEN DETACHMENTS/UPGRADES:
    You may take 3 Warden detachments/Upgrades for each Company you have in your Legion.

Imperial Beastmen: 250
Warden Detachment
1 Commissar
8 Imperial Beastmen
Speed: 15cm         Armour:5+    Close Combat: 4+ Firefight:6+
Weapon:Laspistol   Range: 15cm Firepower: Small arms
             ChainswordRange: BC   Firepower: NA
Notes: Honour Bound, Infiltrators, Counts as 2 Warden Detachments.

Imperial Enforcers (Ogryn's): 150
0-2 Warden Detachment
1 Commissar
4 Ogryn's

Notes: Honour Bound
May purchase 5 Chimera for +125 pts OR 5 Rhino for +60 pts


Imperial Ratlings: 100
Warden Detachment
4 Ratlings

Notes: Sniper, Scout
May purchase 2 Rhino's for +20 pts


Imperial Robots: 150
5 Imperial Robots

Notes: 2 Imperial Robot formations count as 1 Warden Detachment.

Imperial Sentinels: 150
Warden Detachment
6 Imperial Sentinels

Imperial Rough Riders: 150
Warden Detachment
6 Imperial Rough Riders

Penal Conscripts: 100
Warden Upgrade: Penal Conscript company only.
+4 Penal Conscripts

Penal Strikers: 75
Warden Upgrade: Penal Striker company only.
+2 Penal Strikers

Bomb Walkers:
Warden Upgrade: Penal Conscripts & Strikers only
+20 pts per Bomb Walker up to a max of 4 per company.

Imperial Gorgon's
Warden Upgrade
+30 pts per Gorgon. You must take enough Gorgon's to transport the entire formation.

Imperial Termites
Warden Upgrade
+10 per Termites. You must have enough Termite's to transport the entire formation.


INDEPENDENT SUPPORT:

Super Heavy Phalanx: 350
0-1 Independent Support
2 Baneblade or Shadowsword super heavy tanks OR a combination of the two.

Flak Battery: 150
0-1 Independent Support
3 Imperial Hydra

Adeptus Mechanicus Tank Section: 250
0-2 Independent Support
4 Leman Russ

Adeptus Mechanicus Fire Support: 150
0-2 Independent Support
3 Hellhounds

Adeptus Mechanicus Artillery Section:
0-2 Independant Support
3 Basilisk +300 pts
OR
0-2 Independant Support
6 Thudd Gunn +150 pts

Last Chancers:
0-1
1 Commissar
8 Last Chancers (same stats as storm troopers with the added following.)

Notes: Infiltrators

The standard Air/Titan allowance of 1/3.

UPGRADES:

* I'm still working on the character load out, but these are the names so far.

Adeptus Controller
Imperial Warden
Imperial Overseer


Thks to BenE for his added work on the list. I respect the way that he's gone with his list, but I feel that I still want to work on the direction that I was heading with the feel, fluff and organization.
Some of his changes I have added to the force list and I think that it may be able to work in its current form.
Time to put some minis together. ;)
thks.





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 Post subject: Imperial Guard: Penal Legions
PostPosted: Mon Dec 22, 2008 6:13 pm 
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Half a Penal Conscript company.

I used a psyker for an adeptus mechanicus.

Not sure if you can see, but 3 of the stands have a guy with a black box with a red X on it. Those are the bomb harness upgrades.


Im thinking my camcorder simply takes crappy still shots because I cant seem to get it right. *le sigh*







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 Post subject: Imperial Guard: Penal Legions
PostPosted: Fri Apr 24, 2009 12:31 pm 
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I quite like it!  I'm using it in a campaign I'm running but have a few questions:
1)Are ratlings the same as normal snipers statswise?
2)What are robots and where are their stats?
3)Which units have explosive collars?
4)Could units be allowed to detonate their bomb harness instead of making a cc attack?





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 Post subject: Imperial Guard: Penal Legions
PostPosted: Fri Apr 24, 2009 12:53 pm 
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We were just talking about the penal legion 'human bombs' just the other day at my group.

Good to see something put up here

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 Post subject: Imperial Guard: Penal Legions
PostPosted: Fri Apr 24, 2009 9:53 pm 
Did you write that fluff? It's rather good.


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 Post subject: Imperial Guard: Penal Legions
PostPosted: Fri Apr 24, 2009 10:16 pm 
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Explosive Collar: Any unit without a "Controller" within 25cm must roll a D6 at the start of its activation. On a 1-2 the unit is destroyed.


That could potentially be a huge number of dice rolls ; Not really in the spirt of Epic's "less is more" design philosophy.


Honour Bound: This unit is considered to be "fearless" while a Commissar is attached to its formation.

Hugely powerful.

Bionic Limbs: This unit is considered to have a 6+ Invulnerable save.

Why not just use the 'Invulnerable Save' special rule, as that grants a 6+ Invulnerable Save?

Frenzon Dispenser: Upgrade: +5 points per unit in the company. Adds +1 to their CC ability for the battle. (ie. CC 6+ = CC 5+) The entire company must be equipped with frenzon dispensers.

How about a flat price for the whole company, instead of a very bitty +5pts per unit.

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 Post subject: Imperial Guard: Penal Legions
PostPosted: Sat Apr 25, 2009 12:51 pm 
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hmm Panzerbunny hasn't logged on since december.  I'll test this list out sometime soon and see what I come up with.


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 Post subject: Imperial Guard: Penal Legions
PostPosted: Sat Apr 25, 2009 7:20 pm 
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i think your list is simpler to follow but maybe too simple.  An amalgamation of the 2 would be good.  Maybe giving a little more variety keeping the special rules to a minimum, i also like the way your bombs work far better than the previous list i was thinking of a good way for them to work and that is one way i thought they might.  I also came up with each bomb harness gives the unit a 1bp MW free attack as if on overwatch just before an assualt move is made to represent the bombers running toward the enemy first and detonating themselves before the combat is joined.  How do your explosive collars work by the way?


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 Post subject: Imperial Guard: Penal Legions
PostPosted: Sat Apr 25, 2009 8:59 pm 
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I thought I'd try my own version for feed back amalgamating the first two so here goes (thanks to both panzerbunny and beelezemetz):

INTRODUCTION:
------------------------------------------------------------------------------------------











   Death comes easy in the Imperium of man and in the Penal Legions of the Imperial Guard this is even more true.
   Murder, pillage, theft, heresy, liberal thought, littering and mutation are but a few ways you can find yourself with an explosive collar around your neck.

   These Legions are formed under the command of the Adeptus Munitorum and serve as an expendable work force or as troops to test enemy fortifications, trench lines and mine fields. Any attack with an 80%  predicted casualty rate or more is handed off to the Adeptus Munitorum and their "Last Chancers", as the regular army troopers call them.

   All conscripts are given basic training and usually old outdated equipment and support vehicles. They have an explosive collar locked around their neck which is used for discipline and morale purposes by the Adeptus Controllers.

   Penal conscripts who volunteer may also be fitted with a bomb harness so that he can use his body as a weapon against the enemy to earn the Emperor's blessing and mercy with his death.

   If by some small miracle the volunteer survives detonating his bomb harness the conscript earns his freedom from the Penal Legions, these occurance are extremely rare and in some regiments unheard of. Seldom does a conscript actually choose his freedom after such a miracle and most go on to become preachers of the Emperors will urging others to take up the mantle of the sacred harness.

   The Legions are also home to those innocent of crime, but guilty of mutation from the human genome.  Ogryns, and Ratlings who are not fit for service in regular regiments often find their way to Penal legions.  The Ogryns of Monglor are one such example, deemed to barbaric and unpredictable to serve alongside regular soldiers they serve the emperor as enforces and Riot suppression squads throughout the Imperiums Penal Colonies.  

   One would think that the combat effectiveness of a Penal Legion and its usefulness to the Imperium would be minimal, but on many occasions the presence and brutal use of these conscripts have turned the tide of battle.
   Imperial Warden Bastion Stykes's 22nd Silent Spectres were part of a joint Adeptus Astarte and Imperial Guard strike on a chaos stricken planet in the Oma Skar system. Rumoured to be a staging base for Traitor Legions the full strength of the strike force descended on the planet with the Emperor's fury.
   Initially successful the campaign quickly turned sour from nurgle rot as the Imperial troops reached the massive chaotic cities.
   Seeing an opportunity for his Commands success, Stykes petitioned the Commissars with an offer. An offer they would take to the tainted, diseased men throughout the regiments of the Guard.
   Join the Legions. Serve your Emperor. Rid yourself of taint.

   Stykes's "bomb walker" volunteers tripled during the first week and he used this resource to his advantage.
   His Legions were ordered to find cells of traitor forces and flush them out with the "bomb walkers". Entire blocks were demolished by these brave men who took it upon themselves to sell their soul to the Emperor instead of being devoured by the chaotic filth within.

   After the successful campaign in Oma Skar, Styke's was offered his own Imperial Command in the Guard, but refused, saying:

"There is a certain honesty and brotherhood with these criminals and degenerates. I see more fighting power in their lost souls because they have nothing left to lose"
-Imperial Warden Bastion Stykes: 22nd Silent Spectres
------------------------------------------------------------------------------------------







ARMY RULES:
   Based around the Imperial Guard list you start off with your "Commissariat HQ" or "Adeptus Regulator HQ" these acts as    your command hub for your Penal Legion.
   Each HQ enables you to take up to 1-3 Penal Companies.
   Each Company enables you to take 0-2 "Independant Support" and 0-3 "Upgrades".
   You must have at least 1 "Upgrade" and 1 "Independant Support" per Penal Company before you can purchase another HQ section.

The army gets 1 free commissar per 500pts.
 
UNIQUE TERMS:

Explosive Collar: Any formation than contains units with an explosive collar may automatically rally by sacrificing one of these units from the formation.

Honour Bound: This unit is considered to be "And they shall know no fear" special rule while a Commissar is attached to its formation.

Frenzon Dispenser: Adds +1 to their CC ability for the battle. (ie. CC 6+ = CC 5+)

Wardens: Formations containing explosive collars are fearless as long as they are within 30cm of a unit with the wardens special rule

Suicide Bombers: Unit is removed after making its cc attack
Units:

Adeptus Regulator
1 Adeptus Regulator
Type: Inf Speed: 15cm         Armour: 4+   Close Combat: 4+ Firefight: 4+
Weapon:Power Axe           Range: BC      CC MW EA +1
      Combi Weapon        Range: (15cm)  Small Arms
      Missile Launcher.   Range: 45cm    AP5+ (Frag Munitions)
Notes: Commander, Fearless, Leader, invulnerable save, Warden.

Colonel-Commissar
Type:inf  speed: 15cm        armour:4+      close combat:3+ firefight:4+
weapon:boltgun             range:(15cm)   small arms -
power fist                 range: BC      assault weapon +1A mw
supreme commander, inspiring, leader, fearless, inv.save

commissariat training squad:
Type: Inf speed:15cm         armour:5+      close combat:4+ firefight:5+
weapon:lasguns             range:(15cm)   small arms
chainswords+boltpistols    range: BC      assault weapon
notes:fearless

Adeptus Controller
Speed: 15cm         Armour: 4+   Close Combat: 4+ Firefight: 5+
Weapon:Power Maul          Range: BC       assualt weapon MW EA +1
      Bolt pistol            Range: (15cm)   Small Arms
      Missile Launch.     Range: 45cm     AP5+ (Frag Munitions)

Notes: Character, Fearless.

Penal Conscript squad
Type: inf Speed: 15cm       Armour:-   Close Combat: 5+  Firefight: 5+
Weapon:Lasguns             Range: (15cm)   Small arms
autocannon 45cm AP5+/AT6+
Notes: Frenzon dispensers(included in stat), explosive collars, only one unit in two has an autocannon.

Penal Conscript fire support squad:
Type: inf speed:15cm       armour:-    close combat:6+    firefight:4+
weapon:2xautocannons      Range: 45cm      AP5+/AT6+
notes:explosive collars      

Wardens:
Type: inf speed:15cm       armour:5+    close combat:5+   firefight:4+
weapon:Hellguns           Range:(15cm)     small arms
      Grenade Launcher   Range:30cm     AP5+
notes:Wardens

Prison Sentry Servitors:
Type: inf speed:15cm      armour:3+    close combat:4+    firefight:5+
Weapon: Autocannon        Range:45cm    AP5+/AT6+
      Augmentations      range: BC     +1EA, MW
NOTES: Fearless, invulnerable save.

Bomb Walkers:
Type: inf speed:15cm      armour:-    close combat:4+    firefight:-
Weapon: Bomb packs      Range:BC     MW. first strike.
       
NOTES: Fearless. infiltrate. Suicide Bomber. Expendable.

Monglor Enforcers:  Ogryns with Honour Bound,

Ratling Crooks:As Snipers with Scout

Army List:
HQ Companies:
0-1 Commissariat HQ - 400pts
1xcolonel-commissar
9xcommissariat training squads
5xchimera

Adeptus Regulator HQ - 300pts
1x Adeptus Regulator
9x Wardens
5x Chimera

Penal Companies:
penal legion infantry company - 300pts
1xAdeptus Controller
11xpenal trooper squad

Independent support (two per company):
Riot suppression Unit: 1xAdeptus Controller x5Monglor Enforcers (May have 3 Chimeras for 75 pts)  150pts
Disruption Force:  6 Ratling crooks  150pts
sentinels: 4xsentinel 100pts
warden platoon: 8 Wardens(may have 4 Valkyrie transport vehicles for +150 points pr 4xchimeras +100pts) 200pts
Artillery Company: 9 Götterdämmerung Howitzers, plus 9 gun emplacements 425
Artillery Battery: 3 Götterdämmerung Howitzers, plus 3 Bruennhilde transporters (lose emplacements) 150
AA Battery: 3 Blitzen AA guns, plus 3 Bruennhilde transporters OR 3 gun emplacements 100
Artillery Battery: 3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore 250
Super-Heavy Tank Platoon: 1 Baneblade or Shadowsword 200
Bombard Battery: 3 Bombards 250
Servitor guard squad: 5 Prison sentry Servitors   250 pts

upgrades(max three per company):
Commissariat indoctrination cadre: 4xcommissariat training squad 100pts
human bombs: 4xhuman bomb unit 75p*
penal conscript platoon: 6xpenal trooper squad 100pts*
hellhound squadron: 3xhellhounds 150p
penal trooper fire support platoon: 4xpenal conscript fire support squads 100p*
penal legion wardens: 2x wardens 50p*
Rapier Platoon: 3 Rapiers 75
Thudd Gun Platoon: 3 Thudd guns 75
Prison Sentry Servitors: Two or Four Servitor units 50 Points Each
(*if attached to the hq, these units maybe mounted in chimeras for 25pts each)




Thats it so far. Hopefully its not too hard to read. Give me your feedback and what you think of the list.

thanks.





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 Post subject: Imperial Guard: Penal Legions
PostPosted: Sun Apr 26, 2009 5:27 pm 
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Nice one!  Thats what happens when you are busy procrastinating instead of writing your 8000 word dissertation due in on monday arghhhhh


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 Post subject: Imperial Guard: Penal Legions
PostPosted: Fri May 22, 2009 11:15 pm 
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wow. seems someone else grabbed the reigns and ran with it hehe.

Beastmen didn't make the cut?*pout* I luv the little guys..*pets them*

I like the change to the bomb harness and honour bound.


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 Post subject: Imperial Guard: Penal Legions
PostPosted: Wed May 27, 2009 1:33 pm 
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I felt the beastmen were a little too mutated from the human genome to fit in with this list.  Once the list has been tested a bit it may work out that a variant will be to add beastmen (make them slightly better than they were) but if they are used you may not take commissariat units.  Or something along those lines.


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 Post subject: Imperial Guard: Penal Legions
PostPosted: Thu May 28, 2009 1:48 pm 
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Come on, call the Human Bombs 'Tigers' :) You know you want to! (More catchy as well as being more controversial!)

I would suggest using Siegemaster infantry instead of regular guardsmen stats. They are second line troops after all. Could lift a bit of equipment from them as well.
Or make them even worse, with 1 heavy stubber per two stands. The problem is here make them too bad and the army behaves very oddly (and relies on against the odds human wave attacks, which may be what you want).

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