PDA

View Full Version : Fleshing out the Steelheads



Bean Mk. II
01-03-2012, 01:31 PM
So, I love the Steel Head units that exist, but I think most Mercenary players (and I) would appreciate a wider range of Steelhead units. So, the initial point of the thread is to create a list of Steelhead models and units that we'd need to flesh the Steelheads out into a proper army on their own. Here are my initial thoughts:

field mechanic (or some other utility solo, though I think that field mechanic makes the most sense)
jack marshal (either a commander solo or a unit attachment)
non-character damage solo (maybe a sniper?)
Halberdier UA
Rifle UA

Anything else?

guspm
01-03-2012, 02:13 PM
I think the field mechanic would be a solo, like menoth or RoS. No arcane ability, but reapair and a special action or drive if he is a jack marshal

Bean Mk. II
01-03-2012, 02:36 PM
I agree. What I'm not really sure about is whether there should be two jack marshalls (mechanic and someone else) or just one (mechanic or someone else). I do think the mechanic could reasonably be a marshall, but I feel like there should be another one, and I'm not sure there should be two.

iknowinternet
01-03-2012, 05:50 PM
I would really appreciate a 1 point non-jack marshal mechanic along the lines of the Menoth mechanic. I hate having one point left over in my merc lists that I really don't want to fill with Reinholdt (I play pMagnus, Damiano, and MacBain, so his use is limited there).

Steelheads already kind of have a sniper in Kell Bailoch. No need for any overlap. I think a 2 point no frills weapon master Halberdier captain might be nice. Powerful Charge, Reach, Set Defense, and Sucker. Call it a day.

Bean Mk. II
01-04-2012, 02:31 AM
A few ideas:

Steelhead Mechanic
Mercenary Steelhead Solo

SPD: 6, STR: 6, MAT: 5, RAT: 4, DEF: 13, ARM: 13 CMD: 8
Small Base
FA: 2
Point Cost: 1

Repair [8] - Special Action
Tune Up - Special Action - RNG 5 - If target friendly faction warjack is in range, its attack or damage (pick one) rolls this turn are boosted.

Steelhead Marshal
Mercenary Steelhead Solo

SPD: 6, STR: 6, MAT: 6, RAT: 6, DEF: 13, ARM: 13 CMD: 9
Damage: 5
Small Base
FA: 2
Point Cost: 2

Sword (Melee)
Pow: 4, P+S: 6

Hand Cannon (Ranged)
Pow: 12, P+S: 12, ROF: 1

Jack Marshal
Commander

Iron Sentinel

Flank (Warjack this model controls)

Drive - Pronto

Steelhead Veteran
Mercenary Steelhead Halberdier Unit Attachment

SPD: 6, STR: 6, MAT: 6, RAT: 5, DEF: 13, ARM: 13 CMD: 8
Small Base
FA: 2
Point Cost: 1

Halberd (Melee)
Pow: 6, P+S: 11, Reach, Set Defense, Powerful Charge, Weapon Master

Combined Melee Attack

Sucker!

(if necessary, a rule that ensures that CMAs that this guy leads benefit from Weapon Master)

(I'm not sure, at the moment, what the unit attachment rules look like, but I was thinking this could an up to two units can have up to two each sort of thing)

Steelhead Halberdier Officer
Mercenary Steelhead Halberdier Unit Attachment

SPD: 6, STR: 6, MAT: 6, RAT: 5, DEF: 13, ARM: 13 CMD: 9
Small Base
Damage: 5
FA: 1
Point Cost: 2

Halberd (Melee)
Pow: 6, P+S: 11, Reach, Set Defense, Powerful Charge

Combined Melee Attack

'Jack Marshal

Granted: Flank (Warjack this model controls)

(Or, instead of 'jack marshal and granted flank, granted Gang, or if Gang seems like too much, maybe Tactics: Ranked Attacks and Granted: Defensive Line)


Steelhead Rifleman Officer
Mercenary Steelhead Rifleman Unit Attachment

SPD: 6, STR: 6, MAT: 6, RAT: 6, DEF: 13, ARM: 12 CMD: 9
Small Base
Damage: 5
FA: 1
Point Cost: 2

Military Rifle (Ranged)
Pow: 11, Range: 10, ROF: 1

Combined Ranged Attack

Tactics: War Tempered (can target models in melee with CRAs)

Granted: Reform

steeldragon
01-04-2012, 03:55 AM
I was thinking on a 'generic' UA for small based steelhead units. Maybe a guy with three 'coins' and two or three different effects to be 'paid' with such coins. Probably Pathfinder, the ability to do your action then move and maybe Stealth. Jack Marshal could be nice too.

Bean Mk. II
01-04-2012, 04:07 AM
I could see that, a sort of generic steelhead paymaster attachment. It'd be a little wierd for it to not work with the Cav, but making it a solo would basically leave it the same as Rockbottom. So...

I'll give it some thought. I like the idea, sort of in general.

ForsakenPoptart
01-04-2012, 08:53 AM
What about something like this- I'm envisioning a grizzled veteran sergeant plucked straight from your usual campy military movies.

Steelhead Drill Sergeant:
SPD: 6, STR: 6, MAT: 7, RAT: 6, DEF: 13, ARM: 14 CMD: 9
Small Base
Damage: 5
FA: 1
Point Cost: 3

Halberd (Melee)
Pow: 6, P+S: 11, Reach, Set Defense, Powerful Charge

Weapon Master

Tough

'With me, Boys!'- If Steelhead Drill Sergeant successfully charges during it's activation, all Steelheads currently in his command range gain Pathfinder on all charge movements this turn

Die with your boots on- If the Steelhead Drill Sergeant is boxed, all small (and medium?) Steelhead warrior models within this models command range and with line of sight gain Vengance next turn.

Bean Mk. II
01-04-2012, 10:18 AM
That could be cool.

I guess I kinda like the veteran-as-a-UA idea better, but the drill instructor flavor could be pretty neat. Anyway, thanks for contributing!

Beowulf99
01-04-2012, 02:09 PM
I sort of like the train of thought behind the Drill Sergeant better than a UA for either unit, almost a Fell Caller with abilities that effect model's in his command range. I almost feel like he should have a set of maneuvers that he can call.

For example:

Tactical Maneuvers:
(*Action) 'With me, Boys!'- Friendly Steelhead models currently in this models command range gain Relentless Charge for one Round.

(*Action) 'Covering Fire!'- Ranged attack rolls made by Friendly Steelhead Models in this model's command range this turn may be re-rolled.

(*Action) 'Death or Glory!'- Friendly Steelhead models in this models command range gain Vengeance for one round.

Something like that?

Bean Mk. II
01-04-2012, 02:47 PM
Okay, seems reasonable. Gotta change the abilities, though: riflemen already get re-rolls on CRAs, so a re-roll action is pretty unspectacular. Maybe tough, pathfinder, and something...

Actually, at this point, he seems a lot like the Piper with a decent melee attack. I'm not sure a piper-equivalent is really necessary, now that I think about it.

So, if it's going to be worthwhile, different abilities.

What does relentless charge do, anyway?

No re-rolls...but I do like Battle Hardened--maybe that, for riflemen. maybe not though. Money shot, perhaps, but Damiano does that. Course, he does vengeance, too. Gang, perhaps, for halberdiers or some really sick cav. Reform, but damiano does that, too. Maybe some out of sequence attacks or moves--drills, if you will--but that'd be pretty strong.

Anyway, I'm on board, but I don't think we've got the right set of effects yet. Let me know what you think.

Beowulf99
01-04-2012, 02:58 PM
Ah, I didn't realize that Riflemen already got Re-Rolls on CRA's. So perhaps reform or something similar.

Relentless Charge (Unless I'm mistaken,) gives pathfinder during charges. I'm fairly certain it still exists as a rule, though I've been out of the game for quite a while so I may be thinking MK. 1.

Bean Mk. II
01-04-2012, 03:07 PM
Ah, right, the thing the Uhulans had. I have no idea if it's still in, but that could be cool. kind of a watered down version of the piper's thing, though.

Maybe two special actions. Both target friendly steelhead units within the sergeant's command range. One is:

models in target unit can each immediately advance up to three inches

the other is:

models in target unit can each immediately make one attack

both in the order of your choice

They can be, like, March! and Attack! or something.

iknowinternet
01-05-2012, 09:58 AM
We're on the right track here.

ForsakenPoptart
01-05-2012, 10:22 AM
I sort of like the train of thought behind the Drill Sergeant better than a UA for either unit, almost a Fell Caller with abilities that effect model's in his command range. I almost feel like he should have a set of maneuvers that he can call.

For example:

Tactical Maneuvers:
(*Action) 'With me, Boys!'- Friendly Steelhead models currently in this models command range gain Relentless Charge for one Round.

(*Action) 'Covering Fire!'- Ranged attack rolls made by Friendly Steelhead Models in this model's command range this turn may be re-rolled.

(*Action) 'Death or Glory!'- Friendly Steelhead models in this models command range gain Vengeance for one round.

Something like that?


I wanted to avoid Orders, simply because I feel like it's been done to death, not that it's not a viable mechanic- I just prefer models that just do things on their own. The change to Reletless Charge certainly cleans up the rule, which I like.
I wanted to keep this guy just for the Halberdiers, and not really have any effect on the Riflemen- I figure they're probably two different divisions within the Steelhead organization.
I could see a UA in addition to this guy, I just want some solos for Damiano's theme list. However, if this guy were to morph into a UA, I'd like to see him come with a medic, not a standard bearer- maybe grant them tough and fearless (Morphine is a hell of a drug!)

I also have something in mind along the lines of a WA for either unit that could toss out some cloud effects or rough terrain or something- still thinking about that.

Beowulf99
01-06-2012, 01:54 PM
I wanted to avoid Orders, simply because I feel like it's been done to death, not that it's not a viable mechanic- I just prefer models that just do things on their own. The change to Reletless Charge certainly cleans up the rule, which I like.
I wanted to keep this guy just for the Halberdiers, and not really have any effect on the Riflemen- I figure they're probably two different divisions within the Steelhead organization.
I could see a UA in addition to this guy, I just want some solos for Damiano's theme list. However, if this guy were to morph into a UA, I'd like to see him come with a medic, not a standard bearer- maybe grant them tough and fearless (Morphine is a hell of a drug!)

I also have something in mind along the lines of a WA for either unit that could toss out some cloud effects or rough terrain or something- still thinking about that.

Well how about this, rather than an "Order", perhaps the Drill Sergeant is a new sort of UA. This came to me late last night, and I though it bore mentioning.

The idea is that the Drill Sergeant would basically link 2 Units of Steelheads together, allowing them to benefit from 1 Upkeep, perform CRA/CMA's more broadly, etc...

The down side would be thus: If at any time, the Drill Sergeant is boxed, the Units immediately Flees as though they failed a CMD test, and cannot rally for a round. This would signify the breakdown in leadership that the Drill Sergeant's death put them in.

What do you think?

Coinlord
01-28-2012, 09:29 AM
My ideas are thus:
Steelhead Lieutenant
It's incredibly difficult to get promoted to Lieutenant, and they're always veterans. Most of the time, they're trusted to lead small armies in their captain's stead. I'm thinking solo, probably marshall.

Steelhead Mechanic
While a simple 1pt add on is simple and fun, i think the Steelheads have more to offer. I would like to bring up Bodgers. Oh, just wait.

Ua's
I like the idea of The halb Ua coming with a medic. At the same time, an officer and sniper would be great on the riflemen.

A Steelhead Strike Team
Hear me out.

And thus, i propose...

Steelhead Lieutenant
Spd str mat rat def arm cmd
6-6-6-5-13-15-9

Hand Cannon -rng 12-rof 1-pow 12
Great Sword -pow 4- p+s 10- Reach

4 pts
2 coins
5 damage
Officer
Jack Marshall
Tough
Leading the Charge - The Steelhead Lieutenant may engage in any CMA or CRA made by a friendly steelhead unit within 3". (The Lieutenant must still have range to hit the tartget.)
Granted: Flank [Steelhead] - While in melee combat against a model that is also in combat range of a friendly Steelhead troop, a warjack marshalled by this character gains +2 to the attack roll and an additional damage die.
Paymaster - At any time durring this models activation, you may spend one coin and target a Steelhead unit within this models command range. For one turn, they benifit from one of the following:
-Walk it Off - Affected models gain Tough.
-Blood and Gold - Affected models gain +2 mat and +2 str.

To make it to the rank of Steelhead Lieutenant is truly an honor. Few live long enough to be promoted, and the Lieutenants badges are worn as a symbol of luck and skill. Among the ranks are Amador Damiano's Lt. Lorio Jaspar, and Moira O'Rierdon.
The idea is to have a smattering of all around support solo for our men in boots. In the flavor of Wrath, Jaspar is shown weilding a handcannon and oversized sword, which is why there's no halbard and military rifle. It also hinders a bit in CRA and CMA, which i felt was right. And 4pts is definately a minimum since with Stannis, you pay the same price to run through your own models.

Steelhead Mechanic
Spd str mat rat def arm cmd
6 - 6 - 5 -4 -13 - 13 - 8
Hand Cannon - Rng 12-rof 1-pow12
Hand weapon - pow 3 - p+s 9

2 pts
5 damage
Repair [7]
Toss a Wrench At It - The Steelhead Mechanic's Repair checks may be made on any warjack within 5".
Salvage (*Action) - Steelheads practically invented the saying "Waste Not, Want Not", and have gone so far as to impliment bonuses for materials returned in good condition. With mechanics, this has always been their creed, far before bonuses were offered. If there is a wreck marker in b2b contact with a mechanic while performing this action, add one Salvage marker to the mechanic. For each salvage marker on the model, the mechanic gains +1 to Repair. Each marker may only be Salvaged once.

The Bodger is one of my favorite parts about IKRPG and i think it lends itself well to the Steelheads. Thier way of not really being the best, but making it work really is exemplified here.

Steelhead Halberdier Sgt and Medic
Spd str mat rat def arm cmd
6 - 6 - 5 - 4 -13 - 13 - 9
2pts
Halbards: pow 4 - p+s 10
officer
CMA
Officer Gives: Gang Fighter - Models in this unit gain Gang Fighter.
Medic: Before a model in this unit is destroyed, roll a d6. On a 1, the model is left with one damage and knocked down.

Seems like they would train to benifit from gang figter. I didnt want the medic to give tough, so i softened it up a bit. No reason fodder should be as tough as TROLLS and MACBAIN!

Steelhead Riflemen Sgt. and Sniper
3pts
Seargent
Spd str mat rat def arm cmd
6 - 6 - 5 - 5 - 13 - 12 - 9
Military Rifle - rng 10-rof 1-pow 11
sword - pow 3, p+s 9
officer
Designate Target - While performing a CRA, you may choose which colomn or branch the damge goes to.
Sniper
spd str mat rat def arm cmd
6 - 6 - 4 - 6 - 13 - 12 - 8
Radcliffe Carbine - rng 13 - rof 2 - pow 11
Take up

One problem i noticed with the riflemen is that they will not take down jacks. Ever. I imagine the same is said for beasts. Hopefully they can get some use out of at least disabling a system. It gives you a reason to not just shoot them off in pairs. Steelheads, while run of the mill, are the largest and most wealthy mercenary company in history. There's no doubt in my mind that they could afford bulk supplies of Carbines to distribute to 1/25 of their riflemen.

The Mavricks, Steelhead Strike Team
Mercenary Character Unit
Although the Steelhead Chapter is founded on combined arms and training to military standards, there are some that rise above the call of duty and are truly born to be soldiers. Any organization would be foolish to deploy such talent along a simple battle line, and The Founding House is not stupid. Steelhead Strike teams are extremely rare, their services are incredibly expensive, and they are known to few. They answer directly to their chapter commander, and are frequently excused from that in order to go straight to the top and speak with the founding house. But to those in the know, with money to spend, The strike team is truly an example of what diverse and extreme talent can do when left to their own devises.

Spd str mat rat def arm cmd
6 - 6 - 7 - 6 - 14 - 16 - 9
fearless
5 damage each
5 pts.

Scout
Hand Cannon - rng 12-rof 1-pow 12
sword - pow 3, p+s 9
granted: Prowl + pathfinder

Heavy
Hand cannon - rng12-rof 1-pow12
Halbard - pow 5, p+s 11, Reach
granted: Weapon master + Assault

Leader
Hand Cannon -rng 12-rof 1-pow12
Greatsword - pow 4, p+s 10, reach
granted: thresher + dodge

commissarmoody
02-15-2012, 12:46 PM
Greetings all. I Have to say that I am likening what you have posted up there CL. The sergeants for the Halberdiers and rifle men along with the LTs are a must, they provide the support and leadership a "PURE" steel head force is lacking at the moment.
I Also agree with the need for a mechanic, and would even be down with them using Gobbers like Cygnar.

The Maverick strike team idea seems pretty cool also, don't even need to come up with fancy names for them, just say that ever chapter house has there own set of the misfits 3 and they kind of do there own thing yet always come up roses, with stories and maybe just a little bit richer. For some resin i have an image of the movie "Gunga din"
only instead of the protagonist interrupting a Thug cult. There in IK, trying to steal treasure from an old Orgoth Temple only to be captured by thamarite cultist and have to use there wit and skill at arms to fight there way out and warne the rest of the company about the cultist wear about. I might just knick this idea for some IKRPG. Even the the 3 sergeants names would fit in perfectly for the Steel Heads. Sgt. MacChesney, Sgt. Cutter, and Sgt. Ballantine.
http://en.wikipedia.org/wiki/Gunga_Din_(film)

the only thing that I can think of as really adding is maybe a Steel Head, anti-jack gun/cannon/rifle.
And or maybe some thing like the old organ gun or nordifelt machinegun. Say it was an old Cygnar trench gun that was decumeshound and now found its way into Merc use as a street sweeper and deck clearing gun.
I am provideing the links so that folks know what I am talking about when I say Nordenfelt or Gardner gun.

http://en.wikipedia.org/wiki/Nordenfelt

in action
http://www.youtube.com/watch?v=_GQZBGwQnnc

Tech
http://www.youtube.com/watch?v=gu8GgzDiS90

Being used aginst Menite zelots on the banks of the black river.
http://www.youtube.com/watch?NR=1&v=sDkcG5whNQo&feature=endscreen
shown at 0.52sec and at 1.06

And here is a vid on the gardner gun.
http://www.youtube.com/watch?v=_17ij6cntgI

Coinlord
02-20-2012, 10:02 PM
I'm glad you liked them.
There are two things to keep in mind with Steelheads, and at this point i'm referencing your gun idea. One is that any army can take them, so why would the S.H. cannon be different than the employers? Two is that (ideally) anySteelhead unit should benefit Steelheads in general. Their whole concept is combined arms, so even if it doesn't give a stat bonus, it should feel like it slips easily into place beside the rest, like a missing puzzle piece you didn't know was missing until you found it. How would this fit with all of the rest (either existing or adding in my previous creations)?

commissarmoody
02-20-2012, 10:51 PM
Good point, just because I want them to have a victorian heavy anti-jack, leaver action, hopper fed machine gun doesn't mean they should get one for game balance sake. I was thinking of it surveing the same role that say the Trencher Chain gun or Winter guard field gun. I just want the steel heads to have a ranged jack killer, or at least some thing to wound the jacks so that they are easer for my halberds to take down. Just some old school slug thrower. I need to check out the Cygnar and Khardor stats to come up with some thing in between.
I kind of have this image in my head of the Steel heads not only being mercs, but pretty much the pattern that the Ordic military is based on. So I was thinking of what they would be using saying on the walls of Midfast, Boarsgate, and Scarswall to deter the more advanced Khador jacks from getting to close to the walls. And thats What I came up with.

Trilodean
08-02-2012, 08:06 AM
What does everyone think about a medium based heavy infantry steelhead unit a la man o war? Maybe not in steam powered suits but some type of heavily armored steelheads with 8 damage, reach, CMA, Backstrike, and defensive line. Def 11, Arm 16, P+S 11, no ranged weapon. Min unit of 3 for 6 pts, max unit of 5 for 9.

Coinlord
08-04-2012, 12:04 AM
That'd be cav. You have described the cav, sir.

Trilodean
08-06-2012, 06:09 AM
Cav are on large bases, cost more (outside of Domiano's theme) and only have 5 damage boxes. I did however wish to have Backstrike so I can see the similarity. So what abilities/ weapons would a steelhead heavy Infantry have, I felt a shield and shield wall would be too much like Man of wars, and Weapon master would be too much like trollblood champs. So What do we think would be good to differentiate from other heavy infantry (to include ogrun assault corps) and still have that Steelhead Flavor. Maybe nothing other than CMA but be cheaper like 5 pts for 3, 8 pts for 5?

Coinlord
08-07-2012, 06:57 AM
Well, like I pointed out some time before, Steelheads focus on working together with other Steelhead units. If you're intent on drawing something up, I'd think about going defense instead of offense. Something like:

Guardian [Steelhead]: Attacks targeting Steelhead models in this models back arc within 1" are redirected to this model.
Slam: This model may make slam attacks.

This would let them get those pesky halberds into combat, or provide a screen for the riflemen.

otakud00d
12-10-2012, 04:12 PM
So how would Steelhead Swordsmen work out? Saw them mentioned on another thread.

So far, thinking a similar statline to Halberdiers, but maybe MAT 7 base. They're equipped with P+S10 Battle Blades, brutal charge, and defensive line. Possibly Ranked Attacks - they charge ahead of the halberdiers, then halberdiers attack over them.

Coinlord
12-11-2012, 11:51 AM
I would argue that does the same thing the Halbs are supposed to do for the Cav. Get in there and form a line, then let the horsemen chop over their heads. Halbs fit the same role as sword and shield Steelheads would, but with reach.

If you went in a more duelist direction, you'd fall somewhere between Croes and Kayazy. That's far too specialized for steelheads.

There's not a whole lot of room for swordsmen to cut out their own little niche in the Steelhead line without stepping on toes. If you were keen on it, i'd recommend looking about two posts up. Someone with large shields and swords could be a defensive wall for the halbs to get into combat, but not much else.

otakud00d
12-11-2012, 12:40 PM
Hmm. A shield wall unit with retaliatory strike would be pretty awesome.

Arkaya
12-17-2012, 09:11 AM
Make the Steelhead Swordsman have weapon master, they would become useful with that sorta like the Knights Exemplar. Either large Greatswords or a Sword-shield style

Doppleganger
12-22-2012, 01:29 PM
Perhaps the steelheads could do with some kind of saboteur scout teams say 2 man units with pathfinder that are able to throw out rough terrain AoE's and or stall enemy jacks this might mesh better with other Steelheads as there job would be to keep the enemy in place so the SHH and cav could maneuver into position better or allow SHR to get off multiple volleys with CRA's without getting charged.