Here's just my idea of a 'mick the merc'...
WS BS S T W I A Ld Sv
4 4 3 3 3 4 3 10 4+
Special rules and skills: Independent character, Scout, Infiltrate, Cameleoline, Skilled Rider, Relentless, Die Hard.
Weapons: BoltPistol with blessed Ammo ( Str 4, AP 4, disallow invuln saves )
Chainsword, Dented Macharian Cross, frag and krak grenades, trademark item.
Due to his medal, the first instant death attack on Mick is treated as a regular wound.
Trademark Item: Mick's Macharian cross was initially awarded to him when he was in service of the imperial guard and blew up an enemy tank that was about to run his squad of troopers over by standing right in it's path and tossing a grenade under it's track after it had partially rolled over him. Through the many battles afterwards, it has been hit by incoming fire over a dozen times, thus saving his life, making it almost unrecognisable as a macharian cross, save for the tattered linnen colours it's suspended by.
Mick can be fielded with a group of 0-9 veterans at the cost of 10 points each. These have the statistics of a stormtrooper, up to 2 of them may carry a special weapon as per regular stormtroopers. One of them may also be upgraded with a medi pack for +6 points. They also all wear Cameleoline cloaks and share his Die Hard
Can I borrow that?: At the start of the game, before deployment, you may go through your own codex, and the enemy's codex and select up to 30 points worth of wargear from it to equip him, and up to two members of his squad as if these were special weapons. Any item may be selected from these lists, as long as they are not biomorphs or mutations, Mick is not a mutant.
If Mick isn't with a squad, but on his own, he may be fielded on a combat bike, giving him +1 toughness and a heavy bolter on the side ponton which he can fire at his own BS even if he moves up to 12" with it, at the cost of +20 points.
Expert Scout: Mick and his friends always deploy on turn 2, on whatever table edge you choose.
If Mick isn't fielded with his bike, or with a retinue, he may also attempt to 'hijack' an enemy vehicle. On turn 2, when he deploys, roll a die, on a result of 4-6, this is successfull, and he may be deployed with any vehicle from your enemy's allowed transports, with any upgrades you choose, but must deploy on your enemy's table edge. Whatever the former BS of this transport was, it now becomes 4 because Mick and his friends are driving it.
It also gains the 'skilled rider' bonus because of Mick.
If failed, there is no repercussion except that he must deploy ( on foot ) at your enemy's table edge.
One turn after he appears however, the 'former' occupants show up, rather angrily. Your opponent at this point, may form a squad of the most basic kind of troops up to the point value that was 'spent' on the hijacked vehicle and deploy them in the same spot as where Mike deployed.
This squad must come from the most basic troop type that is allowed to use the hijacked transport, in the following order:
Troops, Fast Attack, Elite, heavy Support, HQ
For instance, your enemy is a which hunter.
Mick steals a rhino, with smoke launchers, extra armour and a storm bolter, total points: 67 points.
Your enemy may then deploy up to 67 points worth of sisters or stormtroopers on the field.
If he had stolen a chimera, his enemy could only field stormtroopers, if he had stolen an immolator, the most 'basic' troop that can be fielded equipped with one would be dominions ( on foot now, because their immolator was stolen
Had he stolen a Landraider, the opponent would be allowed to field a very angry insquisitor with retinue ( not a lord, because an elite inquisitor is allowed a landraider too )
This squad also has the 'preferred enemy' rule against Mick and his friends for this game.
Mick may not be fielded with Tyranids due to the fact he doesn't like being eaten. Carnifexes are NOT transports.
Also due to Super heavy tanks being too heavily guarded, Mick may not attempt to steal one of these, nor any titans.