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Almost ten years ago I began work on a new human faction independent from the Imperium. The faction basically consisted of two groups originally in conflict over resources who came together and pooled their technological resources. The Zaskians (who specialised in infantry technologies) and Kaldorians (who specialised in warmachines). The pooling of resources allowed the development of Heavy Armour (think Arm Suits from Ghost in the Shell 2nd Gig or Appleseed's Land Mates) and Armour Suits (think Gundam like machines). - Before riptides were cool.

 

 

Obviously the rules with the introduction of 8th Edition are now completely out of date, which might actually be a good thing from a rule variance perspective (which was actually one of the stumbling blocks that slowed development). Obviously before it wasn't really something I could put on the B+C before it became open to all factions.

 

What I had at last look:

 

Kestrel Weapons

 

- Pistols -

 

Strike Pistol: Range - 12 . S - 4 . AP - 5 . Type - Pistol

 

Repeater Pistol: Range - 12 . S - 5 . AP - 5 . Type - Pistol

 

Zaskian Elite Strike Pistol: Range - 12 . S - 4 . AP - 4 . Type - Pistol

 

 

- Standard Weapons -

 

Strike Carbine: Range - 18 . S - 4 . AP - 5 . Type - Assault 2

 

Strike Rifle: Range - 24 . S - 4 . AP - 5 . Type - Rapid Fire

 

Repeater Rifle: Range - 24 . S - 5 . AP - 5 . Type - Assault 2

 

 

- Special Weapons -

 

Flamer: Range - Template . S - 4 . AP - 5 . Type - Assault 1

 

Penetrator: Range - 24 . S - 5 . AP - 1 . Type - Assault 2, Pinning

 

Particle Weapon: Range - 36 . S - 7 . AP - 3 . Type - Assault 1

 

Surge Caster: Range - 12 . S - 10 . AP - 1 . Type - Assault 1

 

Reaper Sniper Rifle: Range - 36 . S - X . AP - 3 . Type - Heavy 1, Sniper, Pinning

 

 

- Heavy Weapons -

 

Strike Repeater: Range - 36 . S - 4 . AP 5 . Type - Heavy 3

 

Heavy Repeater: Range - 36 . S - 6 . AP - 4 . Type - Heavy 3

 

Missile Launcher:

Anti-Infantry: Range - 48 . S - 4 . AP 6 . Type - Heavy 1, Blast

Anti-Armour: Range - 48 . S - 8 . AP 3 . Type - Heavy 1

 

Anti-Armour Grenade Launcher: Range - 36 . S - 8 . AP - 3 . Type - Heavy 1

 

True-strike Missile Pods: Range - 48 . S - 9 . AP - 4 . Type - Heavy 3, Seekers

 

 

- Super Heavy Weapons -

 

Aggressor Dominion Anti-Ship Cannon (Blast Mode): Range - Unlimited . S - D . AP - 1 . Type - Ordnance 10" Blast, Primary Weapon, Pinning

 

Aggressor Dominion Anti-Ship Cannon (Laser Mode): Range - Unlimited . S - 10 . AP - 1 . Type - Ordnance, Primary Weapon, Pinning, Cascade

 

 

- Close Combat Weapons -

 

Vibroblade: Counts as a Power Weapon.

 

Vanquisher Blade: As Power Weapon whose hits are resolved at +2 user's Strength. The user also cannot get an extra attack for an additional close combat weapon when using a Vanquisher Blade.

 

Wrist-Mounted Vibroblade: As Power Weapon. When combined with a second Wrist-Mounted Vibroblade the user gets +2 additional attacks rather than 1.

 

 

- Other Equipment -

 

Exo-Harness: Doubles wearer's Strength to a maximum of 10.

 

Epsilon Class Personal Shield: Gives the wearer a 6+ Invulnerable Save.

 

Delta Class Personal Shield: Gives the wearer a 5+ Invulnerable Save.

 

Gamma Class Personal Shield: Gives the wearer a 4+ Invulnerable Save.

 

Beta Class Personal Shield: Gives the wearer a 3+ Invulnerable Save.

 

Alpha Class Personal Shield: Gives the wearer a 2+ Invulnerable Save.

 

 

- Armour -

 

Carapace Armour: Gives the wearer a 4+ Save.

 

Proto-Armour: Gives the wearer a 3+ Save.

 

Exo-Armour: Gives the wearer a 3+ Save and a 5+ Invulnerable Save.

 

Powered Exo-Skeleton: Gives the wearer a 4+ Save.

 

 

- Super Heavy Vehicle Armoury -

 

Force Shields: As Void Shields except that it requires a 6 to restore a single collapsed Force Shield.

 

Phase Armour: Everytime a hit is scored against a Vehicle or Armour Suits armour (not Force Shields) roll a die, on a 5+ the hit is discarded. Only applicable for Vehicles and Armour Suits equipped with Phase Armour.

 

 

- Weapon Special Rules -

 

Cascade: After getting a penetrating hit on a vehicle or super heavy vehicle with a weapon with this rule calculate the effect point value. The effect point value is calculated by adding every armour point above 10 on a vehicle or super heavy vehicle's highest armour value, plus any remaining structure points, void shields, power fields and force shields. The resulting number is how many times you can roll to penerate again, until either you fail to penetrate, get a glancing hit or destroy the target, at which point you lose any further effect points.

Also when a weapon with this effect hits and successfully wounds a gargantuan creature, the effect point value is calculated by adding every toughness point above 5, plus any remaining wounds. The resulting number is how many times you can roll to wound again, until either you fail to wound, the target successfully makes an armour, invulnerable or cover save or is killed, at which point you lose any further effect points.

 

Seekers: True-strike missile pods do not use their own line of sight to fire, instead they get their line of sight from other target light equipped weapons mounted on the same vehicle.

 

 

 

- Kestrel Unit List Overview -

 

- HQ -

 

01. Senior Officer / General Jacob Korsare

+ Senior Command Squad

 

02. Storm Marine Commander / Commander Trax / Rogue Commander Taal

 

03. Major Deathstrike

 

 

- Elites -

 

04. Reaper Assassins

 

05. Storm Marine Squad

 

06. Ghost Squad

 

 

- Troops -

 

07. Shocktrooper Platoon

+ 1 Platoon Command Squad

+ 2 - 5 Shocktrooper Squads

+ 0 - 3 Advanced Recon Squads

+ 0 - 5 Heavy Weapons Squads

 

08. Peacekeeper Platoon

+ 1 Platoon Command Squad

+ 2 - 5 Peacekeeper Squads

+ 0 - 3 Suppression Squads

 

 

- Fast Attack -

 

09. Land Warrior Squadron

 

10. Wolf Squadron

 

11. Starhawk VTOL Transport Squadron

 

12. Warhawk VTOL Gunship Squadron

 

 

- Heavy Support -

 

13. Eagle Battle Tank Squadron

 

18. Longbow Mobile Artillery Vehicle (LMAV) Battery

 

19. Wasp Hive Support Vehicle (WHSV) Battery

 

15. Juggernaut Heavy Armour Squadron

 

16. Enforcer Heavy Armour Squadron

 

17. Protector Heavy Armour Squadron

 

 

- Transport -

 

18. Warden APC

 

19. Land Warrior

 

 

- Super Heavy Support -

 

20. Aggressor Dominion Land Master (ADLM)

 

21. Defender Dominion Land Master (DDLM)

 

22. G - Class Armour Suit Squadron

+ G - CAS: Black Dragon

 

23. H - Class Armour Suit Squadron

 

24. M - Class Armour Suit Squadron

 

25. U - Class Armour Suit Squadron

 

26. X - Class Armour Suit / X - CAS: Vicious King / X - CAS: Forbidden Edge

 

 

- Air Support -

 

27. Heaven Sword Bomber

 

28. Jax Interceptor

 

29. Merlin Lander

 

30. Falcon

 

 

 

Unit Rules - What rules I had down at the time

 

Major Deathstrike

 

WS - 6

BS - 5

S - 3

T - 3

W - 3

I - 5

A - 4

Ld - 10

Sv - 4

 

Unit Type:

- Infantry (Unique)

 

Special Rules:

- Independant Character

- Eternal Warrior

- Move Through Cover

- Blademaster

- Gunmaster

- Fleet

- Stealth

- Fearless

- Infiltrate

- Scout

- Hit and Run

- Umibozu

 

Wargear:

- Carapace Armour

- Wrist-Mounted Vibroblades

- Dual Zaskian Elite Strike Pistols

- Gamma Class Personal Shield

 

Special Rules Expanded:

Blademaster: Major Deathstrike's close combat attacks made using his Wrist-Mounted Vibroblades have the Rending Universal Special Rule.

 

Gunmaster: Major Deathstrike can fire both Zaskian Elite Strike Pistols in the same shooting phase.

 

Umibozu: In an army that includes Major Deathstrike, Ghost Squads may also be taken as Troop choices. In addition all Ghost Squads get the Umibozu upgrade for free.

 

 

 

Reaper Assassins

 

WS - 5

BS - 5

S - 4

T - 3

W - 2

I - 5

A - 2

Ld - 8

Sv - 4+ (5+ Inv)

 

Unit Composition:

- 1 Reaper Assassin

 

Unit Type:

- Infantry

 

Special Rules:

- Independent

- Fearless

- Infiltrate

- Invulnerable

- Optical Camouflage

- Fleet

 

Wargear:

- Powered ExoSkeleton (4+ Sv)

- Vibroblade

- Strike Pistol

- Optical Camouflage

 

Options:

- You may include up to a maximum of 3 Reaper Assassins as one Elites choice at X points per model, they are deployed as a single unit but do not need to be placed together and operate independently during the game.

 

- Any Reaper Assassin may replace it's Vibroblade with a Reaper Rifle.

 

Special Rules Expanded:

Invulnerable: Reaper Assassins in addition to their 4+ save also have a 5+ Invulnerable save.

 

Optical Camouflage: Enemy models attempting to fire at a model with Optical Camouflage must roll to check their spotting distance by rolling 2D6x3 as if firing at night. If the model is not within spotting range, the firer may not choose to fire at a different target. The firing unit may, however, choose to ignore a model equipped with Optical Camouflage and fire on a more distant target, and in this case will not be required to take a Target Priority test if this target is the next closest. Models equipped with Optical Camouflage count as being in cover if they are assaulted. If firing at models equipped with Optical Camouflage while the Night Fighting special rule is in effect, they can only be see if they are within half the normal range of the unit's vision. Barrage weapons roll an additional D6 for scatter when targeting a model equipped with Optical Camouflage.

 

 

 

Storm Marine Squad

 

Storm Marine

WS - 4

BS - 4

S - 4

T - 3

W - 1

I - 4

A - 1

Ld - 9

Sv - 3+

 

Sergeant

WS - 4

BS - 4

S - 4

T - 3

W - 1

I - 4

A - 2

Ld - 10

Sv - 3+

 

Unit Composition:

- 1 Sergeant

- 4 Storm Marines

 

Unit Type:

- Infantry

 

Special Rules:

- Fearless

 

Wargear:

- Exo-armour (3+ Sv)

- Repeater Rifle

- Strike Pistol

- Anti-Infantry Grenades

- Anti-Armour Grenades

 

Options:

- The Squad may include five additional Storm Marines

 

- The Sergeant may replace his Repeater Rifle with one weapon from the following list:

+ Close Combat Weapon

+ Vibroblade

+ Vanquisher Blade

 

- The Sergeant may have a Exo-Harness

 

- One Storm Marine may replace it's Repeater Rifle with one weapon from the following list:

+ Flamer

+ Penetrator

+ Particle Weapon

+ Surge Caster

 

- If the Squad numbers ten models one additional Storm Marine may replace his Repeater Rifle with one weapon from the list above.

 

- If the Sergeant does not have an Exo-Harness the entire squad may have Jump Packs, if they do they gain the Deep Strike Universal Special Rule.

 

 

 

Shocktrooper Squad

 

Shocktrooper

WS - 3

BS - 3

S - 3

T - 3

W - 1

I - 3

A - 1

Ld - 8

Sv - 4+

 

Sergeant

WS - 3

BS - 3

S - 3

T - 3

W - 1

I - 3

A - 2

Ld - 9

Sv - 4+

 

Unit Composition:

- 1 Sergeant

- 9 Shocktroopers

 

Unit Type:

- Infantry

 

Wargear:

- Carapace Armour

- Strike Rifle

- Strike Pistol

- Anti-Infantry Grenades

- Anti-Armour Grenades

 

Options:

- The Sergeant may replace it's Strike Rifle with one weapon from the following list:

+ Close Combat Weapon for free

+ Vibroblade

+ Vanquisher Blade

 

- The Sergeant may have a Exo-Harness

 

- One Shocktrooper may replace it's Strike Rifle with one weapon from the following list:

+ Flamer

+ Particle Weapon

+ Surge Caster

 

- One Shocktrooper may replace it's Strike Rifle with one weapon from the following list:

+ Missile Launcher

+ Strike Repeater

 

 

 

Peacekeeper Squad

 

Peacekeeper

WS - 3

BS - 3

S - 3

T - 3

W - 1

I - 3

A - 1

Ld - 8

Sv - 4+

 

Sergeant

WS - 3

BS - 3

S - 3

T - 3

W - 1

I - 3

A - 2

Ld - 9

Sv - 4+

 

Unit Composition:

- 1 Sergeant

- 4 Peacekeepers

 

Unit Type:

- Infantry

 

Wargear:

- Carapace Armour

- Strike Carbine

- Strike Pistol

- Anti-Infantry Grenades

- Anti-Armour Grenades

 

Options:

- The Squad may include five additional Peacekeepers.

 

- The Sergeant may replace his Strike Carbine with one weapon from the following list:

+ Close Combat Weapon

+ Automatic Shotgun

+ Vibroblade

+ Vanquisher Blade

 

- The Sergeant may have a Exo-Harness

 

- Any Peacekeeper may replace it's Strike Carbine with an Automatic Shotgun.

 

- One Peacekeeper may replace it's Strike Carbine with one weapon from the following list:

+ Flamer

+ Penetrator

+ Particle Weapon

+ Strike Repeater

 

- If the Squad numbers ten models one additional Peacekeeper may replace his Strike Carbine with one weapon from the list above.

 

 

 

Land Warrior Squadron

 

Land Warrior

BS - 3

F - 11

S - 10

R - 10

 

Unit Composition:

- 1-3 Land Warriors

 

Unit Type:

- Vehicle (Fast)

 

Wargear:

- Twin-linked Strike Repeater

- Smoke Launchers

- Searchlight

 

Transport Capacity:

- Six models

 

Options:

- Any Land Warrior may replace it's Twin-linked Strike Repeater with:

+ Twin-linked Heavy Repeater

 

 

 

Wolf Squadron

 

Wolf

BS - 3

F - 10

S - 10

R - 10

 

Unit Composition:

- 1-3 Wolves

 

Unit Type:

- Vehicle (Fast, Open-topped)

 

Wargear:

- Twin-linked Strike Repeater

 

Options:

- Any Wolf may replace it's twin-linked Strike Repeater with:

+ Twin-linked Heavy Repeater

 

 

 

Eagle Battle Tank

 

Eagle Battle Tank

BS - 3

F - 14

S - 13

R - 11

 

Unit Composition:

- 1 Eagle Battle Tank

 

Unit Type:

- Vehicle (tank)

 

Wargear:

-

 

Special Rules:

-

 

 

 

Juggernaut Heavy Armour

 

WS - 4

BS - 4

S - 6

T - 7

W - 2

I - 4

A - 2

Ld - 10

Sv - 3+

 

Unit Composition:

1 Juggernaut Heavy Armour

 

Options:

Must be equipped with one selection from the following list:

- Tactical Hammer Rifle

- Twin Cleaver Combat Attachments

 

Special Rules:

Fearless

 

Monstrous Creature

 

Tactical Hammer Rifle: Counts as a Heavy Repeater with underslung Anti-Armour Grenade Launcher.

 

Cleaver Combat Attachment: Counts as a Close Combat Weapon, and doubles the Strength of the wielder (to a maxium of 10) in close combat. Also rolls 2D6 for Armour Penetration. When combined with a second Cleaver Combat Attachment it also provides +1 Attack.

 

 

 

Aggressor Dominion Land Master

 

Type: Super-heavy tank

 

Structure Points: 6

 

Force Shields : 4

 

BS - 4

F - 14

S - 14

R - 14

 

Weapons and Equipment:

- Turret Mounted Aggressor Dominion Anti-ship Cannon.

- Four Corner Mounted Anti-Air Turrets with Twin-linked Heavy Repeaters.

- Four True-strike Missile Pods.

- Phase Armour.

 

Special Rules:

Reactor Meltdown: If the Aggressor Dominion Land Master suffers an Apocalyptic Explosion result on the Catastrophic damage chart, it's reactor goes nuclear! This is the same as an Apocalyptic Explosion, except that the range is 6D6", and models within range suffer a Destroyer hit.

 

Power Drainage: On the turn the Aggressor Dominion Land Master wants to fire it's Primary Weapon it cannot have moved, or fired any of it's other weapons. In addition it may not in the following turn it may not move, use it's Phase Armour save, or fire it's primary weapon, though it may fire it's other weapons as normal.

 

 

 

 

 

Unit rundown

 

Reaper Assassins - Cybernetically enhanced assassins equipped with optical camouflage (cloaking devices).

 

Storm Marines - Generational Super soldiers cloned from the best soldier from the Kestrel forces. Each generation is an improvement on the last, with more Storm Marines being able to be created per generation. They are enchanced through a combination of genetics and cybernetics.

 

Ghosts - The Kestrel Alliance special forces. Also equipped with optical camouflage.

 

Shocktroopers - The infantry backbone of the Kestrel Alliance.

 

Peacekeeper - Law enforcement.

 

Land Warriors - Space Humvees...

 

Wolf Squadron - Lightly armoured buggies.

 

Starhawk VTOL Transport - Atmospheric VTOL aircraft transport variant

 

Warhawk VTOL Gunship - Atmospheric VTOL aircraft gunship variant

 

Eagle Battle Tank Squadron - Primary tank of the Kestrel alliance, well armed and armoured.

 

Longbow Mobile Artillery Vehicle (LMAV) - Fairly self explanatory.

 

Wasp Hive Support Vehicle (WHSV) - Another artillery vehicle.

 

Juggernaut Heavy Armour - Military version.

 

Enforcer Heavy Armour Squadron - Law Enforcement version.

 

Protector Heavy Armour Squadron - Bodyguard version designed for the protection of heads of state and high ranking military officers.

 

Warden APC - A wheeled APC. If you've ever played FEAR 3, the APC used in that game was the inspiration.

 

 

Aggressor Dominion Land Master (ADLM) - Monstrous super heavy vehicle, primarily used as mobile anti-space ship platforms.

 

Defender Dominion Land Master (DDLM) - Transport variant of the ADLM, doesn't have the anti-ship weapons.

 

G - Class Armour Suit - The G stands for General, as in it's the primary "mass produced" variant of Armour Suit. They don't have jetpacks or anything fancy like that.

 

H - Class Armour Suit - The H stands for Hurricane, they have jetpacks.

 

M - Class Armour Suit - Mammoth Class, bigger heavier slower artillery variants.

 

U - Class Armour Suit - Umbra Class, special forces variant equipped with stealth technology.

 

X - Class Armour Suit - The experimental class, each X CAS is a unique prototype carrying unique gear.

 

Heaven Sword Bomber - Super Heavy bomber spacecraft that can operate in atmosphere.

 

Jax Interceptor - Space interceptor can also operate in atmosphere.

 

Merlin Lander - Super Heavy space to atmosphere transport.

 

Falcon - Another fightercraft that can operate in and out of space.

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