RE: [NetEpic ML] [v5.0] Imperial revision: marines part I

From: <nils.saugen_at_...>
Date: Tue, 7 May 2002 10:15:34 +0200

Looks good!

The Flamers should probably have +2 CAF and the Teleporting Termies should
be left as a Special card optional unit!

Nils

-----Original Message-----
From: jyrki.saari_at_... [mailto:jyrki.saari@...]
Sent: 7. mai 2002 10:12
To: netepic_at_yahoogroups.com
Subject: [NetEpic ML] [v5.0] Imperial revision: marines part I


It's time to start the imperial revision. The first list is the Space marine
list.

Imperial Space Marines
Infantry
Space Marine Armor Saves
Space Marines are the toughest troops of the Imperium. They have genetically
altered bodies and special armor connected to their nervous system to
protect them against the great variety of weapons used in the 40th
millennium. This greater resiliency of them is reflected in their battle
statistics in NetEpic; they could not be killed as easily as a meager
Imperial Guardsman could, who had no armor. Terminator Armor, which is as
strong as a tank, offers even more protection. Combat armored Space Marine
Infantry have a saving throw of 6+ in a D6, and Terminators and similar
units have a save of 5+, which is modifiable to 6+ but not below that. These
armor save values do not apply to Space Marine Scouts and gun batteries,
since Scouts do not wear armor, and batteries have vulnerable equipment
whose destruction would render their stands useless.

>No change

Example: a Basilisk barrage hits a Space Marine Tactical stand and a
Terminator stand. Basilisks have a -2 Target's Save Modifier. The Tactical
Marine, with a basic save of 6+ now has to roll an 8+ on a D6, which is
impossible, and destroyed. On the other hand, the Terminator stand has a
basic save of 5+. The modified save however does not require a (5+2)=7 but
still a 6+ on a D6 since the Terminator armor save cannot be modified below
6. The stand rolls a 6 and saves.

>No change here, but IMO it should be added to the core rules that the
special rule of rolling above 6 applies to the to-hit rolls only.
Tactical Space Marines
Tactical Marines are the most numerous of the infantry and form the core
front line troop in most Space Marine forces.
Models: Tactical Marine and Sergeant models on the GW Space Marine sprue.

>No change
Assault Marines
Space Marine Assault troops all have jump packs that enable them to move
faster and skim above terrain features and man-made obstacles. Their agility
and specialized melee weapons make them superior close combat troops.
Models: Assault Marine models on the GW Space Marine sprue.

>No change
Devastators
These warriors, armed with long-range heavy weapons, constitute the main
support units of the Space Marine infantry. Devastators, hindered by the
heavy equipment and weapons they carry, are less effective in close combat
than Tactical and Assault marines.
Models: 1 or 2 Heavy Weapon models per stand with Tactical Marine and
Sergeant models from the GW Space Marine sprue.

>No change
Flamer Marines
These marines are armed with close range flamers and excel at assaulting the
enemy within entrenched positions. Models: Tactical or Devastator Marine
models on the GW Space Marine sprue (you may add custom weapons to Tacticals
or cut out the magazine and back part of the Devastator weapon, and add
cylindrical fuel canisters to the back of the models).

>No change
Veterans
These are the elite among the marines of a chapter. With their accumulated
combat expertise, Veterans are formidable warriors.
Models: Tactical Marine and Sergeant models on the GW Space Marine sprue.

>No change
Terminators
Veterans sometimes don powerful armor known as Tactical Dreadnought Armor.
These armored troops are known as Terminators and represent the most capable
infantry in any chapter.
Models: Terminator and Tactical Marine (make sure to paint these differently
from line Tacticals) models on the GW Space Marine sprue

>No change
Close-Assault Terminators
Armed with Thunder Hammers, Storm Shields, and Lightning Claws,
Close-Assault Terminators are trained to storm near-impregnable defenses in
tight quarters. Every so often, the larger battlefield sees their presence,
usually when something big needs to be dealt with. As you might expect,
these Terminators can only be purchased as part of a Marine force. When
fielded by the Dark Angels they are called Close-Assault Deathwing, and
assume the Deathwing morale value.
Models: Same as above.

>No change
Teleported Terminators*
Veterans sometimes don powerful armor known as Tactical Dreadnought Armor.
These armored troops are known as Terminators and represent the most capable
infantry in any chapter. Terminators can sometimes be teleported to the
battleground using rare and expensive equipment.
The terminators may be teleported to any location chosen by the player on
the tabletop as a detachment move in any moving phase. Once the location to
teleport to is selected roll the scatter dice and 2D6 (as you would for an
indirect barrage) to determine the exact arrival point of the terminator
detachment. The remaining stands are positioned within unit coherency of the
first stand placed (6 cm).
Models: Same as above.

>There was a discussion about this a while ago and I don't remember any
cosensus having been achieved. The question is: should a terminator company
be allowed to teleport? IMO this could be done, but only one detachment per
turn with the HQ being able to join one detachment. The procedure should be
tha same as in the Grey Knights rules. A teleporting terminator company
should definetely be a special card; a terminator company without
landraiders. Its cost should be about the same (teleporting is powerful) but
its break point should be calculated to include the terminator stands only,
so it would be 7.
Scouts
Space Marine Scouts are the initiates that have yet to prove themselves in
battle. They may infiltrate after initial deployment up to their full charge
move before the battle begins. Scouts do not wear tactical armor and thus
are less protected than other Space Marines.
Models: Scout models on the GW Space Marine sprue, or IG Tactical models on
the GW Imperial Guard sprue.

> IMO the wording on the infiltration sould be clearer. something like: The
scouts often infiltrate the battlefield and sneak near enemy positions to
lanch surprise attacks. To represent this the scouts get an extra move.
After initial deployment but before the battle begins the scouts may be
moved up to their full charge move.

In the old rules the scouts could not be moved closer than 5cm to any enemy
troops. Has this changed in some revision? I could see the justification of
letting the scouts be moved into CC with the infiltration eg. making a
surprise assault.
Summary
                                                                
Tactical:
Move: 10 cm
Save: 6+
CAF: +2
Weapons: Bolters
Range: 50cm
Att. D: 1
To Hit: 5+
TSM: 0
Notes:

Assault
Move: 15 cm
Save: 6+
CAF: +3
Weapons: Pistol/Swords
Range: 25 cm
Att. D: 1
To Hit: 5+
TSM: 0
Notes: Jump Packs

Devastator
Move: 10 cm
Save: 6+
CAF: +1
Weapons: Heavy Weap.
Range: 75cm
Att. D: 2
To Hit: 5+
TSM: -1
Notes:

Flamer
Move: 10 cm
Save: 6+
CAF: +3
Weapons: Flamers
Range: 25 cm
Att. D: 1
To Hit: 4+
TSM: 0
Notes: Ignore cover modifiers to hit

Veteran
Move: 10 cm
Save: 6+
CAF: +3
Weapons: Bolters
Range: 50 cm
Att. D: 1
To Hit: 5+
TSM: 0
Notes: Elite

Terminator
Move: 10 cm
Save: 5+*
CAF: +6
Weapons: Storm Bolters
Range: 35 cm
Att. D: 2
To Hit: 4+
TSM: -1
Notes: Elite

Close-Assault Terminator
Move: 10 cm
5+*
CAF: +8
Weapons: CC Weapons
Range: -
Att. D: -
To Hit: -
TSM: -
Notes: Elite

Scout
Move: 10 cm
Save: None
CAF:+1
Weapons:Bolt Pistols
Range:25 cm
Att. D:1
To Hit:5+
TSM:0
Notes: Infiltration

>Any need to change any stats?

Jyrki Saari

-There is no such thing as free lunch because eating takes time and time is
money.



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Received on Tue May 07 2002 - 08:15:34 UTC

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