Grenadier
03-02-2012, 08:11 PM
I was inspired by the novel Redemption Corps to come up with this idea for friendly games. For lack of a better name I called them "dream teams."
Basically a player can create for his army one special squad of warriors. Based on characters from 40k novels and fluff, or just made up entirely. This squad would be the elite of the elite. True specialists. Any army can do it if they wish.
But here's where it gets fun:
The Main Rule:
You have to stay within your army's race. Keep it sensible. After all since when would a couple of Iron Warriors work alongside Blood Angels? Or an Inquisitor fight alongside a Haemonculus? This rule, though, allows a lot of diversity for Imperials since you can draw from any and all Imperial forces. So you could have a squad comprised of a Space Marine and a couple of Guardsmen, etc. Any combination goes. The only exception is the Tau, who commonly incorporate other races into their empire. So Tau can have humans, Tau, Vespids, and Kroot all in one squad.
Rule Two:
The size of the dream team is limited by the capacity of any transport selected for it. If the unit selects no transport then the maximum size is no larger than 10 models.
Rule three: The weapons, wargear, and any special rules selected for the dream team can only be drawn from those of their race. So no Orks carrying shuriken catapults or Space Marines carrying pulse rifles. In addition, if any member of the squad is given some form of mobility other than a transport vehicle they must all be given this form of mobility. So no squad with a mix of bikes and jump packs. The only exception to this would be Space Marines who have the option to break a 10 man squad into two squads. In which case all 10 members must be Space Marines. If the squad consists of a mix of Space Marines and other Imperial forces they may all be given the same mode of mobility. So theoretically you could have an Inquisitor riding a Space Marine bike.
Lastly, in any Imperial dream team the only members who can wear power armor or terminator armor are of course those who normally can. So don't get the idea to make a mixed Imperial dream team in which a lowly Guardsmen gets to wear terminator armor alongside a Space Marine.
Oh yeah, and if any dream team has jump packs or bikes they get no transport vehicle. And keep in mind the rule about Terminators counting as two models for the purposes of transports.
On to the goodies:
Pick a leader:
Someone has to be the boss of the team. Don't do something like letting an Imperial Guard sergeant command a team that might include a Space Marine or two. Go with a kind of natural leadership position and chain of command. If the squad is like the one above then nominate a marine to lead it. Also, the leader chosen can be any special character (including any who don't count as HQ) or HQ choice available to your race. Or you can just make up your own! If the leader is an existing special character available then use his or her entry in their codex exactly as it is written. If the leader is drawn from any HQ choice then use that choices basic entry as your basis but you're allowed to "tool him up."
Dream teams may be given up to 5 special rules. These special rules can be drawn from any source applicable to their race as well as from the universal rules. Note: these 5 special rules are in addition to any special rule members may have based on what source they're chosen from. We shall call these "inherent special rules." For example, if your dream team included a Black Templar he'll still be able to swear a vow and benefit from any special rules unique to his chapter. The idea is to use these rules to enhance not just the capability of your dream team but to build it's unique character and personality. In some cases you may find "inherent special rules" may conflict with others within the squad. For example, if the squad consists of a sole Black Templar and some other Imperials simply dispense with the Righteous Zeal rule. Our Templar is "held back" by his more clear headed friends!
With the exception of "inherent special rules" the 5 additional rules apply to all members of the dream team. Using the Templar as an example again his chosen vow cannot be conferred to members in his team who are not Black Templars.
The Next Big Rule:
Use common sense. Your goal is not to create some all power squad of guys who'll rampage through the battlefield killing all before them. You want to create a highly unique group of warriors, who by happenstance and misadventure, or necessity came together. Or you're recreating some famous groups from the 40k universe.
Some advice: with regards to weapon choices let's use an Imperial dream team as an example. We can assume that the team, even if it is made up of diverse warriors from different armies, has access to the entire weapon range of the Imperium. Maybe they were given special equipment or just flat out stole it or picked it up on the battlefield. But be reasonable when assigning weapons. Don't do something silly like make a 10 man Devastator squad all armed with lascannons. And don't think about giving a Guardsmen a plasma cannon or lightning claws.
Try to "bring together" the diversity of the individuals chosen. So, if you have an Inquisitor, Space Marine, and some Guardsmen all in one unit try to make it so their inherent special rules and 5 additional reflect a role they're going to fill in a battle. So, if you're trying to recreate Colonel Shaeffer's Last Chancers then try to select rules, weapons, and wargear appropriately. If you're wanting to create some team who excels at infiltration and stealth do the same.
These rules are just loose guidelines intended to give a whole lot of freedom in creating a dream team. And they by no means are perfect and you'll likely need to tweak them a lot to get your team just right.
Basically a player can create for his army one special squad of warriors. Based on characters from 40k novels and fluff, or just made up entirely. This squad would be the elite of the elite. True specialists. Any army can do it if they wish.
But here's where it gets fun:
The Main Rule:
You have to stay within your army's race. Keep it sensible. After all since when would a couple of Iron Warriors work alongside Blood Angels? Or an Inquisitor fight alongside a Haemonculus? This rule, though, allows a lot of diversity for Imperials since you can draw from any and all Imperial forces. So you could have a squad comprised of a Space Marine and a couple of Guardsmen, etc. Any combination goes. The only exception is the Tau, who commonly incorporate other races into their empire. So Tau can have humans, Tau, Vespids, and Kroot all in one squad.
Rule Two:
The size of the dream team is limited by the capacity of any transport selected for it. If the unit selects no transport then the maximum size is no larger than 10 models.
Rule three: The weapons, wargear, and any special rules selected for the dream team can only be drawn from those of their race. So no Orks carrying shuriken catapults or Space Marines carrying pulse rifles. In addition, if any member of the squad is given some form of mobility other than a transport vehicle they must all be given this form of mobility. So no squad with a mix of bikes and jump packs. The only exception to this would be Space Marines who have the option to break a 10 man squad into two squads. In which case all 10 members must be Space Marines. If the squad consists of a mix of Space Marines and other Imperial forces they may all be given the same mode of mobility. So theoretically you could have an Inquisitor riding a Space Marine bike.
Lastly, in any Imperial dream team the only members who can wear power armor or terminator armor are of course those who normally can. So don't get the idea to make a mixed Imperial dream team in which a lowly Guardsmen gets to wear terminator armor alongside a Space Marine.
Oh yeah, and if any dream team has jump packs or bikes they get no transport vehicle. And keep in mind the rule about Terminators counting as two models for the purposes of transports.
On to the goodies:
Pick a leader:
Someone has to be the boss of the team. Don't do something like letting an Imperial Guard sergeant command a team that might include a Space Marine or two. Go with a kind of natural leadership position and chain of command. If the squad is like the one above then nominate a marine to lead it. Also, the leader chosen can be any special character (including any who don't count as HQ) or HQ choice available to your race. Or you can just make up your own! If the leader is an existing special character available then use his or her entry in their codex exactly as it is written. If the leader is drawn from any HQ choice then use that choices basic entry as your basis but you're allowed to "tool him up."
Dream teams may be given up to 5 special rules. These special rules can be drawn from any source applicable to their race as well as from the universal rules. Note: these 5 special rules are in addition to any special rule members may have based on what source they're chosen from. We shall call these "inherent special rules." For example, if your dream team included a Black Templar he'll still be able to swear a vow and benefit from any special rules unique to his chapter. The idea is to use these rules to enhance not just the capability of your dream team but to build it's unique character and personality. In some cases you may find "inherent special rules" may conflict with others within the squad. For example, if the squad consists of a sole Black Templar and some other Imperials simply dispense with the Righteous Zeal rule. Our Templar is "held back" by his more clear headed friends!
With the exception of "inherent special rules" the 5 additional rules apply to all members of the dream team. Using the Templar as an example again his chosen vow cannot be conferred to members in his team who are not Black Templars.
The Next Big Rule:
Use common sense. Your goal is not to create some all power squad of guys who'll rampage through the battlefield killing all before them. You want to create a highly unique group of warriors, who by happenstance and misadventure, or necessity came together. Or you're recreating some famous groups from the 40k universe.
Some advice: with regards to weapon choices let's use an Imperial dream team as an example. We can assume that the team, even if it is made up of diverse warriors from different armies, has access to the entire weapon range of the Imperium. Maybe they were given special equipment or just flat out stole it or picked it up on the battlefield. But be reasonable when assigning weapons. Don't do something silly like make a 10 man Devastator squad all armed with lascannons. And don't think about giving a Guardsmen a plasma cannon or lightning claws.
Try to "bring together" the diversity of the individuals chosen. So, if you have an Inquisitor, Space Marine, and some Guardsmen all in one unit try to make it so their inherent special rules and 5 additional reflect a role they're going to fill in a battle. So, if you're trying to recreate Colonel Shaeffer's Last Chancers then try to select rules, weapons, and wargear appropriately. If you're wanting to create some team who excels at infiltration and stealth do the same.
These rules are just loose guidelines intended to give a whole lot of freedom in creating a dream team. And they by no means are perfect and you'll likely need to tweak them a lot to get your team just right.