Speaking of Warhammer, something I personally enjoy doing for NRPs is coming up with Codex/Army Book-esque rules for my faction and its always fun to share. I know most of us don't have an army but still, this is personally fun for me and I might as well post here to bump up the thread's post numbers :lol Sort of based on 40k 9e, WFB 8e, AoS and sort of written as a 1d4chan tactics page. [hider=My Hider] [u][h2]Codex: Midnight Technocracy[/h2][/u] [i]A legion beyond counting of the living dead, corpses brought back by dark science and twisted technology. They strike fear into the hearts of their foes in definance of the natural cycles of life and death. Techno-zombies rush their enemies, drowning them in a storm of bullet and a tide of bodies in a relentless, unstoppable march as genetically engineered monsters, stalwart living troops and enhanced superhumans slay all who stand before them. Those who fall to the grasp of the undead will soon find themselves marching with them as an empty, shambling puppet of their former selves.[/i] [u][h3]Special Rules[/h3][/u] [list][*][b]Reanimation Network[/b] - Units with this rule gain a 6+ ward save and comeback after combat on a 4+ however they cannot run or charge unless within 12" of a character or commander. Friendly units can also fire into them when they are in melee but any 1's to hit will cause damage to them instead. [*][b]"A Fine Addition"[/b] - Enemy units killed in close combat by friendly units with this rule comeback as basic Reanimated on a 4+ [*][b]The Void Blood[/b] - Characters and commanders with this rule gain Fear and Immunity to Psychology. Every time they kill an enemy unit in close combat, they regain 1 wound on a 5+ [*][b]Unnatural Vigor[/b] - Units with this rule ignore dangerous and hazardous terrain tests.[/list] [u][h3]Play Style[/h3][/u] The Midnight Technocracy is based around tarpitting the enemy with loads of short ranged, inaccurate but massed chaff units that get into melee to tie down their enemies while living units, monsters and their heroes do the real killing. Most of their army is immune to fear (due to being undead) while being able to inflict morale penalties on their enemies. Unlike most armies on the tabletop, they can fire into melee as long as the unit fighting in melee is a zombie. Their greatest weakness however are hordebreakers and assassins. While they can recover and regenerate lost models through their speical rules, character abilities and items, loosing too many models at once means they don't have enough turns to recover them, significantly weakening them by destroying their anvils. Character killers who can single out their characters and commanders will also cripple them as they are heavily reliant on them for both Reanimation Network and their own combat ability. Its a good idea to be more "selfish" with your items and buffs, focusing them on the singular units that can do the most damage or hold your army together. Spam zombies. Summon units all over the place. Fill the board with your chaff and laugh as your enemy struggles to get through an ever larger tarpit until you come in and smash them with monsters, ranged and your eldritch vampires. [/hider]