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Post by CmdrKiley on Aug 1, 2012 22:55:44 GMT -5
For an SD contribution to the Luftwaffe.
Rocketentruppen Regular Abomination (Squad) M 6 RC 4+ CC 3 A 2 S 2 DR 4 W 2 Composition: 2 Rocketentruppen Equipment: MP40 Special Abilities: Flight
Options: Training Level can be increased to Veterans
This is sort of the easy German adaptation of the American Rocket Trooper. For something slightly different, think of the fluff. Now the rocket pack is reverse engineered from American Tesla Technology. It doesn't quite fit into the Abomination category. The SD figured that these new prototypes would best work with the Fallshirmjager rather than the Wehrmacht, so Luftwaffe personnel get this as a unique unit. However, because this is new and the troops in training are pulled from the new recruits of the Fallshirmjager, as the more experienced paratroops would not want to mess with the unproven technology.
Rocketentruppen Green Abomination (Squad) M 6 RC 5 CC 3 A 2 S 2 DR 4 W 1 Composition: 3 Rocketentruppen Equipment: MP40, Pistol Special Abilities: Dangerous Flight, Esprit de Corps
Options: Training Level can be increased to Regular
Dangerous Flight - Same as Flight except for each model must roll 2d6 prior to moving more than 3". On a result of 2, the rocket pack explodes, 4+d6 1.5" AoE, killing the affected model.
So you have 3 models with submachine guns, which can put out a lot of shots and pretty good for Supression Fire. The added pistol gives them some Move and Shoot capability for their reduced TL. The risk of them going boom would offset high ROF for the unit and the certainly give them the reputation as being an Abomination.
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Post by TrueRonin on Aug 2, 2012 1:15:44 GMT -5
OK, here's what I think. I like the stats, weapons load out and special abilities. What is Vain however? - It is one of the disabilities you can take for Super heroes from OTW#15. Vain: The superhero will begin to rout if they reach a drive of 1 instead of 0. - Exchange the word ”superhero” with ”Individual” and there you have it. I like the idea that she's can be used as a replacement for a Sonderkommando SS, however she should not be able to replace or unlock a Mad Doktor. - She doesn't unlock the SD Mad Doktor but rather the Luftwaffe Experiments MD (for arguments sake and to avoid mix-ups, let's call him Mad Scientist instead), from the Luftwaffe department who had previously studied under the SD in a joint venture, before the Valkyrie programme was activated instead. The Luftwaffe Experiments were ”borrowed” from the SD when the cooperation between the two factions was shut down and the Mad Scientist continued to work on the developments in secret. - The Valkyrie as unlocking unit is not really a mistake though, but rather an ill explained idea... sorry. They idea was that the Mad Scientist would be a "catch all" generic term for an Individual that could either be a Mad Doktor, Vril Engineer or a Krieghexe. Then you'd be back to limitting the support options to either be Abominations or Supernatural/Occult unit choices as allies or upgrades... The Mad Scientist doesn't have to be Sonderbüro 13 trained, he could also be Waffen SS Vril or magick trained instead. The choice could then be represented by a delegate from either of them and be given jump or Assault glider training? He'd still be a Mad Scientist but you'd have to chose beforehand what branch of service he'd studied under before getting assigned to the Valkyrie propaganda programme. The SS and SD units should not be mixed in the same Luftwaffe detachment. - No off course not. This is written into the core rules and I've actually pointed this out in the original post of the Luftwaffe topic too. See above... Perhaps a Luftwaffe version of a Mad Doktor is in order to unlock SD related units. - He's already there... The Experiments Mad Scientist is not written up though, I just mentioned him to be the exact copy of the SD version with a new nametag, but as I was about 20 hours overdue on sleep, I forgot to add the two Waffen SS choices to the description when I wrote this up, hence the confusion I think. See above... - I'll make it clearer, by writing the new idea up in its entirety, when I wake up tomorrow. I like the upgrades, however the Sonderbureau Division Mechanical Parts just don't fit the image. Again, SD/SS shouldn't mix, and well Valkyrie are supposed to be glamorous and very attractive as they are popular subjects of propoganda media. The mechanical enhancements shown in this time period are not very flattering. Her enhancements should be subtle, not only because she in front of the cameras so much but because it enhances her "superior aura". - True... hmmm, perhaps some kind of Exoskeleton reverse engineered from the Abgezhertsoldats; one that can be removed off camera or perhaps rather some refined Combat Drugs, they are only visible by making the Valkyrie exceptionally pale or Marble like in skin texture? One thing I was thinking of was something similar to the Totenkopfring. Given the mystique of the Valkyrie protecting the souls of the dead warriors and taking them to Valhalla. Perhaps she has some icon that represents a Valkyrie, a 'Walkyriring', A Valkyrie model with this ring, moves within base contact of a friendly, human model that has been killed within the same turn, she may recover a lost wound. What it appears to her fellow soldiers is that she's sort of performing a last rites on the dying soldier and taking his valiant soul to valhalla. What she's actually doing is stealing his remaining life force to heal her wounds and enhance her beauty. However she must move within base contact of the dying model and spend 1 AP, before the turn ends in order for this to occur. - I like that idea. When she ”kissed the soldier” as the real Valkyries suppossedly did to the fallen, she actually activates her Valkyrie magick ring and binds the deceased soldier to herself as a newly awakened Draugr and draws in part of the deads soul giving her more life. I like the Luftwaffe varaints of the SD units. For the Gargoyle I was thinking of this. Gargoyles are created beings made from stone sculptures. They have a dual mode. In their stone form, they are similar to a Golem, in their Flight mode they loose the high armor value but gain the Flight attribute. Luftwaffe Gargouilles - Green Occult (Squad) Composition: 2 Gargouilles Stone Mode M2 - RCØ - CC4 - A5 - S4 - DRØ - W2 - Claws Additional Special Rules: Impervious (5+), Unintelligent, Unliving, Unnatural Prescence (6), Unstoppable, Vulnerable (holy), Change Form Flying Mode M6 - RCØ - CC4 - A4 - S4 - DRØ - W2 - Claws Additional Special Rules: Unintelligent, Unliving, Unnatural Prescence (6), Vulnerable (holy), Flight, Change Form Change Form - At the beginning of the units activation, it must choose which form it will take for that turn. All models in that unit must take the same form. The unit remains in that form until the next time it is activated. Should any model in the unit suffer a wound, the unit may not Change Form. - It is a good idea, and I would love to implement it too, but I am worried that the Gargouille would become to powerful, with this flexibility and therefore I came up with something I feel is more limited and less powerful. For an SD contribution to the Luftwaffe. Rocketentruppen Regular Abomination (Squad) M 6 RC 4+ CC 3 A 2 S 2 DR 4 W 2 Composition: 2 Rocketentruppen Equipment: MP40 Special Abilities: Flight Options: Training Level can be increased to Veterans This is sort of the easy German adaptation of the American Rocket Trooper. For something slightly different, think of the fluff. Now the rocket pack is reverse engineered from American Tesla Technology. It doesn't quite fit into the Abomination category. The SD figured that these new prototypes would best work with the Fallshirmjager rather than the Wehrmacht, so Luftwaffe personnel get this as a unique unit. However, because this is new and the troops in training are pulled from the new recruits of the Fallshirmjager, as the more experienced paratroops would not want to mess with the unproven technology. Rocketentruppen Green Abomination (Squad) M 6 RC 5 CC 3 A 2 S 2 DR 4 W 1 Composition: 3 Rocketentruppen Equipment: MP40, Pistol Special Abilities: Dangerous Flight, Esprit de Corps Options: Training Level can be increased to Regular Dangerous Flight - Same as Flight except for each model must roll 2d6 prior to moving more than 3". On a result of 2, the rocket pack explodes, 4+d6 1.5" AoE, killing the affected model. So you have 3 models with submachine guns, which can put out a lot of shots and pretty good for Supression Fire. The added pistol gives them some Move and Shoot capability for their reduced TL. The risk of them going boom would offset high ROF for the unit and the certainly give them the reputation as being an Abomination. - Of the two you've written I like the first one the most. But I'd rather add the ”Raketentruppen” as a unlockable upgrade to a Fallschirmjäger Squad selection, if you add a Luftwaffe Experiments Mad Scientist. You are allowed to take one squad for a Regular Doktor and two selections for a Veteran and turn them into Luftwaffe Experiments selections (AKA Abomination). - All in all, really good ideas... Thanks buddy. I am beginning to see this pet project as a joint venture between the two of us and not entirely my own anymore.
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Post by TrueRonin on Aug 2, 2012 13:05:30 GMT -5
The Ring of the Valkyrie.[/b] A Valkyrie wearing this ring, is able to return the spirits of the dead to the world. In effect binding a Draugr to their ring. It is only possible to bind 1 Draugr to the ring at any time, any further attempts are wasted. It is assumed that the Valkyrie has prepared for battle and has already summoned a Draugr minion to field before the game starts. If this dies during combat, the Valkyrie is allowed to raise a new Draugr from battlefield casualties if she so wishes. The Draugr must stay within 6" of the Valkyrie at all times. If for some reason this is not possible or the Dragur ends up outside this distance, the magick that binds the Draugr breaks and the Draugr is released, remove the two wounds from the Valkyrie and treat the Draugr as dead for all purposes. See below.
As long as the Valkyrie has a Draugr attached to her ring, she essentially has another two extra wounds. These can be removed from her directly or by attacking the Draugr (though killing a Draugr is a bit difficult). In any case these two extra wounds are the first to be removed from the Valkyrie. If the two Wounds are removed the power that binds the Draugr fades and the spirit is released with considerable risk involved for the Valkyrie, see below.
It takes one AP to activate the rings power and the Valkyrie must be in base contact with a dead model. Only recently deceased soldiers can be brought back in this way. It isn't possible to raise any Draugr from battlefield casualties as easily though. Only models that has died in the same turn can be used. The soul of any other has already left the corpse and is unusable under battlefield conditions.
Roll a DR test and if succesful a newly raised Draugr joins the Valkyrie. If the roll fails treat the attempt as if the Draugr had just died. See below.
Death of a Draugr If a Draugr dies there is a risk that the Valkyrie suffers further harm as some of her own lifeforce is siphoned off as the Draugr spirit leaves the material plane. Roll a DR test, if it succeeds all is well and the Valkyrie feels no ill effects from losing the bound soul. If the roll fails however, she immidiately loses another Wound without saves allowed. If this brings her to 0 or below Wounds she dies and her own soul is taken away as well, joining the Draugr in Valhalla in the afterlife.
Draugr[/b] M5 RC5+ CC3 A3 S3 DR0* W0* - Ghost Rifle Additional special rules: Apathetic, Flight, Impervious (3+), Slow, Unintelligent, Unliving, Unnatural Prescence (12)*, Vulnerable (Holy)
* The Draugr has no wounds or will of it's own per se, but rather shares it's lifeforce with the Valkyrie. Allthough they are two models treat them as one for DR, Wounds and Unnatural Prescence purposes. Which means she ignores the -1 DR penalty for being close to the Draugr as well as extend the reach of the aura.
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Post by CmdrKiley on Aug 2, 2012 20:41:51 GMT -5
I like the Draugr idea, but it seems pretty powerful.
Perhaps, simply add Talisman Linked to the Draugr, where the Valkyrie is required to have the Talisman. Should the Valkyrie die or route off the table, the Draugr is released from its bonds and attacks its former enslavers (by coming under control of the opponent per the Talisman Linked rule). Clearly anyone facing an FJ unit with a Draugr in it will be gunning for the Valkyrie just to take advantage of this.
Also, if you think my Gargoyle idea is a bit over powered, I originally thought of a single model with higher armor levels and maybe more Wounds but still not as strong as a Golem, but with Talisman Linked. I changed it to a multi-model unit as I figured that if they could be conjured up in swarms to attack Allied aircraft, they could be plentiful for ground operations. Again the Talisman Linked is a bit of a disadvantage, however unlike the Valkyrie's Draugr, it can be assigned to any Individual model.
Still not crazy about mechanical/cybernetic enhancements for the Valkyrie. Tattoos, talismans, or magic jewelry would be better as a means of enhancing her attributes. Something subtle, as she keeps her enhancements a secret so that everyone thinks they just have some hot looking uber-frau in their squad.
Also, you should include the a Luftwaffe version of the Blattsoldat into the list for SD options.
The first Rocketentruppen idea was just a simple modification of the American one. After writing it up, I figured it was identical to the American one. While keeping things simple , I hate it if eventually every faction has the same units, that only differ by name. Besides it's always fun to throw in a unit that looks pretty powerful, but can go BOOM! at any time. ;)However, while the American Rocket Trooper has the optional Tesla Pistol, the Luftwaffe Rocketentruppen could have an optional Pistol & Hand Grenades.
Another thing I was thinking about was the alien reverse engineered hover tank mentioned in the fluff. Perhaps something lightweight that could be air droppable or delivered in a glider, very similar statwise to a Jeep or Kubelwagen, but it has the Flight and Sure-Footed abilities. It would also come in options of Light Transport, Command and Scout. Where the Scout would come with with an MG42 and Gunner. However to balance this out against taking a Kubelwagen is that it is an Abomination and thus requires an SD unlocking unit and if it reaches 0 Wounds it goes BOOM! (gotta have something that goes boom ;D ) instantly killing all crew and passengers and potentially wounding any models within 1.5" of the vehicle. I mean, it has some sort of unstable alien tech that makes it fly, or it's just some self destruct device to keep it from falling into the hands of the ARPA mechanics.
A scout car version could also be done up the same way using similar stats for an SdKfz 221, in which this would be a Medium Scout Abomination, and probably fill the role as that hover tank mentioned in the fluff.
These would be pretty fun to model up too! Think of a Kublevagen sized saucer with an pintel mount MG-42 and then a larger up-armored version with a turreted MG-42.
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Post by TrueRonin on Aug 4, 2012 8:01:14 GMT -5
Bloody hell, there's no pleasing you... I'll take a look at it, when I get back home tomorrow. @ Kübelwagen. It's hard enough for me to come up with these AE creatures (hence the stealing from other forces), now you want me to experiment with vehicles too... Geez! ;D
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Post by TrueRonin on Aug 5, 2012 11:03:47 GMT -5
I like the Draugr idea, but it seems pretty powerful. Perhaps, simply add Talisman Linked to the Draugr, where the Valkyrie is required to have the Talisman. Should the Valkyrie die or route off the table, the Draugr is released from its bonds and attacks its former enslavers (by coming under control of the opponent per the Talisman Linked rule). Clearly anyone facing an FJ unit with a Draugr in it will be gunning for the Valkyrie just to take advantage of this. - Maybe, I am not so sure. I don't think the item is too powerful though, whether we go my way or yours. We either get a Draugr or we get a Draugr. The gimmick with the ring is, that it allows the Valkyrie to stay alive for longer, since she drops the first two wounds on the Draugr instead of herself is the cool part. I don't believe it to be to powerful, when the Draugr dies she risks taking extra damage too which is my belief is enough to offset the extra power the Draugr brings to the table. It is possible to relegate the Draugr to be bound by Talisman but to me, it doesn't make much sense... Also, if you think my Gargoyle idea is a bit over powered, I originally thought of a single model with higher armor levels and maybe more Wounds but still not as strong as a Golem, but with Talisman Linked. I changed it to a multi-model unit as I figured that if they could be conjured up in swarms to attack Allied aircraft, they could be plentiful for ground operations. Again the Talisman Linked is a bit of a disadvantage, however unlike the Valkyrie's Draugr, it can be assigned to any Individual model. - Could work for sure, but I'd feel much more on the safe side, if we just made the Golem available to the Luftwaffe, as a Talisman linked Gargoyle creature in this way...? But stealing every creature option from other forces is also just plain boring. Lacking a local gaming troupe makes it hard for me to playtest any creatures, so I am going on a hunch every time I add something new, in regards to the general powerlevel of it. Also part of the reason. I feel much safer stealing from existing models. Still not crazy about mechanical/cybernetic enhancements for the Valkyrie. Tattoos, talismans, or magic jewelry would be better as a means of enhancing her attributes. Something subtle, as she keeps her enhancements a secret so that everyone thinks they just have some hot looking uber-frau in their squad. - I've decided to make it a combat drug, a refined version of the one used by the SD for their Abgezhertsoldats. Giving the Valkyrie a pale and gaunt complexion, adding to her mystique and unearthly beauty. Also, you should include the a Luftwaffe version of the Blattsoldat into the list for SD options. - Yes, of course. I simply forgot it as it wasn't in the Core rulebook. The first Rocketentruppen idea was just a simple modification of the American one. After writing it up, I figured it was identical to the American one. While keeping things simple , I hate it if eventually every faction has the same units, that only differ by name. Besides it's always fun to throw in a unit that looks pretty powerful, but can go BOOM! at any time. ;)However, while the American Rocket Trooper has the optional Tesla Pistol, the Luftwaffe Rocketentruppen could have an optional Pistol & Hand Grenades. - The Pistol and Grenades have already been added... As well as the possibility to upgrade 1 of their SMGs to an Assault Rifle. I see your point on the reverse engineering and it'd be a cool thing if there was some risk at things going wrong. But if that is the case the Raketenpacks are off the backs of the FJ. I was thinking of Abgezehrtsoldats with rockets instead, then it wouldn't matter if they went BOOM. This would also remove the Abgezhertsoldats from the Gliders, which would be a rather dangerous combination if they broke free while underway. I think I'll change it acordingly in the force org. and drop the Raketentruppen option for the FJ. - What would be a good solution to a test to go BOOM? Another thing I was thinking about was the alien reverse engineered hover tank mentioned in the fluff. Perhaps something lightweight that could be air droppable or delivered in a glider, very similar statwise to a Jeep or Kubelwagen, but it has the Flight and Sure-Footed abilities. It would also come in options of Light Transport, Command and Scout. Where the Scout would come with with an MG42 and Gunner. However to balance this out against taking a Kubelwagen is that it is an Abomination and thus requires an SD unlocking unit and if it reaches 0 Wounds it goes BOOM! (gotta have something that goes boom ;D ) instantly killing all crew and passengers and potentially wounding any models within 1.5" of the vehicle. I mean, it has some sort of unstable alien tech that makes it fly, or it's just some self destruct device to keep it from falling into the hands of the ARPA mechanics. - You've got plenty of ideas for vehicles, why don't you invent some and let's have a look? A scout car version could also be done up the same way using similar stats for an SdKfz 221, in which this would be a Medium Scout Abomination, and probably fill the role as that hover tank mentioned in the fluff. - I don't remember ever reading about the FJ airdropping any vehicles into battle, but the FJ did have some light vehicles, they used when on the ground afterwards. The Panzer IIL ”Luchs” was one of those and might be your best bet at making the hovertank, the Reconnaisance vehicles Sd Kfz 222-223 and the heavier Sd Kfz 231 ”Achtrad”, could also be viable. Although on loan from the Wehrmacht units operating in the same area they could be used as the base vehicle too. The OKL (Oberkommando Luftwaffe) intended to experiment with some fully Mechanized FJ troops in Normandy, but since the vehicles were mainly on backorder when the allies hit the beaches, the practice only occured in very limited numbers and as such is disregarded by most, to be a part of standard practice. But a fun concept to experiment with though. They intended to train the FJ into StuG reiters and this practice would be a deadly combination if properly implemented, but alas the Allies hit the beaches. - Fielding APC Halftracks, both Sd Kfz 250 and 251 is already possible through the Herman Göring Division that was fighting in Italy, as it was a full Panzerdivision on par with the rest of the German Panzerdivisions but with a more honourable reputation than most. Implementing the Alien technology though I wouldn't know where to start, so again, write something up and show me... These would be pretty fun to model up too! Think of a Kublevagen sized saucer with an pintel mount MG-42 and then a larger up-armored version with a turreted MG-42. - Why not...? See above. Make one up and show me what you've come up with.
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Post by CmdrKiley on Aug 7, 2012 16:41:08 GMT -5
Whenever a model moves more than 3" (normal walking speed) for 1 AP it is assumed to be using its rocket pack and thus it must roll 2d6 at the end of its movement. On a result of 2, the model goes Boom! Should the model use its rocket pack in a Sprint Action, roll 1d6 and a result of 1 the model goes Boom!
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Post by CmdrKiley on Aug 7, 2012 16:43:03 GMT -5
Combat drugs sound feasible, again that's more of SD weird science thing rather than an SS occult thing. Pale and gaunt complexion?? You and I got a different opinion on women! Somehow, I picture the Valkyrie as Famke Jannssen's character Xenia Onatopp. Sort of getting some sort of erotic thrill as her victim grasps on to his last bit of life. Sort of a vampire (but more like the vampires in the movie Lifeforce), but steals the life of a wounded comrade for her own use under the guise of 'capturing the soul of a fallen warrior to bring to valhalla'. Perhaps she gets all pale and gaunt if she hasn't sucked the life force out a man lately.
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Post by CmdrKiley on Aug 7, 2012 17:00:04 GMT -5
As for the vehicles. I sort of envisioned them as lightweight enough due to their advanced construction and materials, or just keeping the anti-grav generators running that they could be transported inside of a transport plane or glider. Due to the lighter weight, they would be easier to fly and pose less of a risk of loosing a valuable piece of experimental hardware. The kubelwagen equivalent, could concievably be within a transport. Possibly some assembly required. The scout car equivalent might be light enough, but may be too big to fit within a plane, let alone be moved in and out of it through the cargo door without breaking it done to base components. However, it could possibly be towed behind a transport plane. With removable glider wings attached for high altitude lift and stabilization, then released at low altitude over the drop zone where it is glided to the ground using its AG to slow it down and land it. The wings are then removed as the vehicle is ready for action. The concept is not new, however with the weird war hand-wavium technology provided by aliens it could be much more feasible. As the only vehicles available to the FJ are classified as an Abomination requiring an unlocking unit, they would not normally be deployed any more frequently than the cyborg apes.
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Post by CmdrKiley on Aug 7, 2012 17:35:48 GMT -5
Speaking of vehicles, my Bing-Fu had turned up some pics of FJs using captured Allied vehicles. It would make sense for an experienced mobile force to make use of assets it comes across(friendly or enemy) while operating behind enemy lines. Perhaps a Special Order that is unique to FJs could simulate this. The Special Order allows the addition of one Light vehicle from the enemy's army list to the FJ Detachment. The vehicle must be assigned to a unit within the detachment. Regular Infantry = Light Transport Regular Infantry + 1 Indivudual Infantry with Command = Light Command Regular Support = Light Scout Note that the Support choice does not get its normal support weapon (i.e. flamethrower, mortar, etc.) but simply upgrades the vehicle to get the weapon it is assigned as a Scout Role (i.e. American Jeep = M2 .50 Cal HMG). However, the crew retain the weapons they would normally have rather than the weapons assigned to the crew of the vehicle. If this Special Order is used twice (by sacrificing another unit selection) for the detachment a Medium vehicle from the enemy army's list may be selected. Normally this is no biggie as Light Transports are essentially the same stats for all factions, other than the fact that the FJ all of a sudden have a vehicle in their hands. However, sacrificing a Support Choice to get a Light Scout may come to some use in getting the M2 HMG in your hands. However sacrificing another unit selection to get the vehicle upgraded to a Medium Scout may be even more advantageous as your opponent now sees your normally vehicle-less army showing up with an M20 Scout Car! There would probably be more options available as the British Scout Cars come available. However, I'm not sure how to handle tanks and I suppose it would probably be too unbalancing.
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Post by CmdrKiley on Aug 7, 2012 17:50:13 GMT -5
I agree, this tends to bland out all the other factions. That's why I'd rather trade some of the armor and wounds for some Flight. It fits the image of a gargoyle and works a bit differently than a standard Golem or Haemonculous.
Same here. Although I do have a group that does play AE, we're not always available to play. I can come up with a dozen ideas to try out between sessions (more on a good day over a lunch break ;D). So the throughput is a bit slow.
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Post by CmdrKiley on Aug 7, 2012 22:02:18 GMT -5
OK here's my swag at the vehicles. Fluegenwagen (or Fliegenwagen, sorry my Deutch isn't all that great, but is sounds cool). Army: German (Luftwaffe) Type: Regular Cavalry Abomination Role: Light Transport Crew: 1 Driver Armament: None M=9 RC=4+ CC=5 A=5 S=6 DR=4 W=2 H=6 Special Abilities: Open Topped, Passenger Space (3), Flight, Self Destruct Options: A swivel-mounted MG-42 may be added to the Flugenwagen. Taking this option changes the vehicle in the following ways: Role: Light Scout; Crew: 1 Driver, 1 Gunner: Armamant: MG-42; Special Abilities: Passenger Space (1), Belt Fed, Self Destruct A Commander may be added to the Flugenwagen. Taking this option changes the vehicle in the following ways: Role: Light Command; Crew: 1 Driver, 1 Commander: Armamant: None; Special Abilities: Passenger Space (2), Command, Self Destruct Crew Attributes Regular Infantry M=3 RC=4+ CC=2 A=3 S=2 DR=4 W=1 Crew Equipment: StG44 Self Destruct - When this model reaches W=0 it automatically self destructs at the end of the turn. Any crew and passengers still within it at the end of the turn are instantly killed and all models within 1.5" of this model suffer 4+d6 damage.
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Post by CmdrKiley on Aug 7, 2012 22:39:08 GMT -5
Kugelblitz (I pretty much took this from the description in the fluff, however I couldn't find a 40mm gun and figured it's going to be a bit big balance-wise and try to keep this within the role of a scout car) Army: German (Luftwaffe) Type: Regular Cavalry Abomination Role: Medium Scout Crew: 1 Driver, 1 Gunner, 1 Loader Armament: 2cm KwK 38/L55 (Turret), MG42 (Hull, Forward) M=8 RC=4+ CC=5 A=6 S=8 DR=4 W=3 H=6 Special Abilities: Flight, Belt Fed, Self Destuct Crew Attributes Regular Infantry M=3 RC=4+ CC=2 A=3 S=2 DR=4 W=1 Crew Equipment: StG44 Self Destruct - When this model reaches W=0 it automatically self destructs at the end of the turn. Any crew and passengers still within it at the end of the turn are instantly killed and all models within 1.5" of this model suffer 4+d6 damage.
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Post by TrueRonin on Aug 10, 2012 0:20:05 GMT -5
Whenever a model moves more than 3" (normal walking speed) for 1 AP it is assumed to be using its rocket pack and thus it must roll 2d6 at the end of its movement. On a result of 2, the model goes Boom! Should the model use its rocket pack in a Sprint Action, roll 1d6 and a result of 1 the model goes Boom! - Good idea. I'll rewrite the rocket troops and make them a ”fire and forget” Abgezhertsoldats unit. Combat drugs sound feasible, again that's more of SD weird science thing rather than an SS occult thing. Pale and gaunt complexion?? You and I got a different opinion on women! - Well, Vampires are also pale and gaunt. In my mind I think of the Valkyrie a bit more like Ilsa the She-wolf of the SS, and her ilk. True that the Valkyrie is a SS occult programme. But Not all the females of the programme began their carreer in the SS. Hence the Career choices from the SD as well as the Luftwaffe. Honestly I'd like to add the Wehrmacht career to it as well as an option, but the bonus to add, I don't know what should be... As for the vehicles. I sort of envisioned them as lightweight enough due to their advanced construction and materials, or just keeping the anti-grav generators running that they could be transported inside of a transport plane or glider. Due to the lighter weight, they would be easier to fly and pose less of a risk of loosing a valuable piece of experimental hardware. The kubelwagen equivalent, could concievably be within a transport. Possibly some assembly required. The scout car equivalent might be light enough, but may be too big to fit within a plane, let alone be moved in and out of it through the cargo door without breaking it done to base components. However, it could possibly be towed behind a transport plane. With removable glider wings attached for high altitude lift and stabilization, then released at low altitude over the drop zone where it is glided to the ground using its AG to slow it down and land it. The wings are then removed as the vehicle is ready for action. The concept is not new, however with the weird war hand-wavium technology provided by aliens it could be much more feasible. As the only vehicles available to the FJ are classified as an Abomination requiring an unlocking unit, they would not normally be deployed any more frequently than the cyborg apes. - True enough. The pictures though are not that much to my liking... except the Kugelblitz. The hovercar would be more likely to appear in the Tesla arsenal I think. Keeping the list simple when it comes to vehicles is more to my liking and I would rather leave the wonderous and powerful machines out of it. If we should bring in vehicles from the SD they should be upgrades to them just like the Geisterpanzer is. Speaking of vehicles, my Bing-Fu had turned up some pics of FJs using captured Allied vehicles. It would make sense for an experienced mobile force to make use of assets it comes across(friendly or enemy) while operating behind enemy lines. Perhaps a Special Order that is unique to FJs could simulate this. The Special Order allows the addition of one Light vehicle from the enemy's army list to the FJ Detachment. The vehicle must be assigned to a unit within the detachment. Regular Infantry = Light Transport Regular Infantry + 1 Indivudual Infantry with Command = Light Command Regular Support = Light Scout Note that the Support choice does not get its normal support weapon (i.e. flamethrower, mortar, etc.) but simply upgrades the vehicle to get the weapon it is assigned as a Scout Role (i.e. American Jeep = M2 .50 Cal HMG). However, the crew retain the weapons they would normally have rather than the weapons assigned to the crew of the vehicle. If this Special Order is used twice (by sacrificing another unit selection) for the detachment a Medium vehicle from the enemy army's list may be selected. Normally this is no biggie as Light Transports are essentially the same stats for all factions, other than the fact that the FJ all of a sudden have a vehicle in their hands. However, sacrificing a Support Choice to get a Light Scout may come to some use in getting the M2 HMG in your hands. However sacrificing another unit selection to get the vehicle upgraded to a Medium Scout may be even more advantageous as your opponent now sees your normally vehicle-less army showing up with an M20 Scout Car! There would probably be more options available as the British Scout Cars come available. However, I'm not sure how to handle tanks and I suppose it would probably be too unbalancing. - The concept of stealing the other factions vehicles shouldn't have to be a SO for it to work. In my mind there is no problem, taking a US M2 Halftrack instead of the SD Kfz 250 for a Medium Role transport for a Motorized Infantry Detachment. Only thing you had to switch around was the weapon. Since the ammunition to these would be in short supply, it wouldn't take long for the Germans for example, to retrofit with an MG42 instead of the M2 Browning. I agree, this tends to bland out all the other factions. That's why I'd rather trade some of the armor and wounds for some Flight. It fits the image of a gargoyle and works a bit differently than a standard Golem or Haemonculous. - Point taken. But stone is solid and harder to destroy than clay is... How could we make a creature less powerful, unless we also shrink it. Making it a Green 3 for 1 monster choice, and really shrink them is the only way maybe? OK here's my swag at the vehicles. Fluegenwagen (or Fliegenwagen, sorry my Deutch isn't all that great, but is sounds cool). Army: German (Luftwaffe) Type: Regular Cavalry Abomination Role: Light Transport Crew: 1 Driver Armament: None M=9 RC=4+ CC=5 A=5 S=6 DR=4 W=2 H=6 Special Abilities: Open Topped, Passenger Space (3), Flight, Self Destruct Options: A swivel-mounted MG-42 may be added to the Flugenwagen. Taking this option changes the vehicle in the following ways: Role: Light Scout; Crew: 1 Driver, 1 Gunner: Armamant: MG-42; Special Abilities: Passenger Space (1), Belt Fed, Self Destruct A Commander may be added to the Flugenwagen. Taking this option changes the vehicle in the following ways: Role: Light Command; Crew: 1 Driver, 1 Commander: Armamant: None; Special Abilities: Passenger Space (2), Command, Self Destruct Crew Attributes Regular Infantry M=3 RC=4+ CC=2 A=3 S=2 DR=4 W=1 Crew Equipment: StG44 Self Destruct - When this model reaches W=0 it automatically self destructs at the end of the turn. Any crew and passengers still within it at the end of the turn are instantly killed and all models within 1.5" of this model suffer 4+d6 damage. Kugelblitz (I pretty much took this from the description in the fluff, however I couldn't find a 40mm gun and figured it's going to be a bit big balance-wise and try to keep this within the role of a scout car) Army: German (Luftwaffe) Type: Regular Cavalry Abomination Role: Medium Scout Crew: 1 Driver, 1 Gunner, 1 Loader Armament: 2cm KwK 38/L55 (Turret), MG42 (Hull, Forward) M=8 RC=4+ CC=5 A=6 S=8 DR=4 W=3 H=6 Special Abilities: Flight, Belt Fed, Self Destuct Crew Attributes Regular Infantry M=3 RC=4+ CC=2 A=3 S=2 DR=4 W=1 Crew Equipment: StG44 Self Destruct - When this model reaches W=0 it automatically self destructs at the end of the turn. Any crew and passengers still within it at the end of the turn are instantly killed and all models within 1.5" of this model suffer 4+d6 damage. - It would be possible to take the stats for a 40mm gun from one of the other nations though. The russian 45mm kanon for instance, wasn't any better even though it was 5mm bigger. It could be used as an equivalent of the German 40mm kanon. Oh, btw. I like these... Though the hovercar should be Tesla american.
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Post by TrueRonin on Aug 10, 2012 0:37:24 GMT -5
Luftwaffe Valkyrie - Veteran Specialist (Individual)[/b] Composition: 1 Valkyrie M3 - RC4 - CC4 - A3 - S3 - DR5 - W2 - MP40, Pistol, Grenades, May be Hero Additional Special Rules: Apathetic, Demoralizing Loss, Every man counts, Impervious (5+), Melee Master, Unique, Vain
If you choose to take the Luftwaffe Valkyrie, you may not field a Sonderkommando SS in the same detachment. The Luftwaffe Valkyrie is used to unlock access to the Luftwaffe Experiments Mad Scientist in your detachment. For each Valkyrie present in the detachment one Mad Scientist choice may be fielded. If the Valkyrie's Training level is increased to Elite they may take up to two.
The Luftwaffe Valkyrie has access to a number of unique Career Advancements. A veteran Valkyrie may take up to two advancements while a Elite Valkyrie may take up to three. These choices represents the career she has had before joining the Valkyrie programme.
1. Luftwaffe - Officer's Training - Command, +1 Drive, "Esprit de Corps" 2. Wehrmacht - Propaganda Radio speaker - Command, Inspiring, +1 Drive 3. Kriegsmarine - +1 Drive, +1 A, Manservant (Regular Individual, MP40, Pistol, Grenades) 4. Sonder Division - Infused with Experimental Combat Drug (+1S, +1A)5. Waffen SS - Ring of the Valkyrie - May raise a dead model to unlife and creates a Draugr that joins the Valkyries unit. 6. Waffen SS - Rune Dagger 7. Waffen SS - Book of Secrets – Choose either Unnatural Prescence (6) or Hunter X ability at the beginning of the game. It costs 1 AP to change ability during play.
Luftwaffe Experiment Raketen Abgezhertsoldat - Green Abomination (Squad) Composition: 3 Luftwaffe Experiment Raketen Abgezhertsoldats M3- RCØ - CC4 - A3 - S3 - DR4 - W2 - Mechanical Claws, Experimental Rocket Packs
Additional Special Rules: Frightening, Flight, Boom!
Boom! At any time, the model moves more than 3" at normal walking speed, there is a chance the Experimental Rocket Pack explodes. To represent this roll 2D6 when the model comes to a halt, if both dice turn up as a 1, the Experimental Rocket pack explodes. On any other roll nothing happens. If the model using the Experimental Rocket pack runs or charges the danger of explosions increases, in this case roll 2D6 and if the dice turns up as any combination of doubles, the rocket pack explodes.
If the pack explodes remove the model and place a 1.5" template in it's stead. Any model below or partially below it, is hit and takes an automatic hit from the shrapnel as if it had been hit by a Handgrenade.
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