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

From: Tom Webb <tom.webb_at_...>
Date: Tue, 7 May 2002 12:35:21 +0100

My Comments below as well




<eivind.borgeteien_at_...> on 07/05/2002 09:40:30

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


My comments below. Agree on all thing unless otherwise stated.
>
> Fra: <jyrki.saari_at_...>
> Dato: 2002/05/07 Tue AM 10:12:19 CEST
> Til: <netepic_at_yahoogroups.com>
> Emne: [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).

------------> How about including theese guys in a company? F ex a flamer
company consisting of 2 flamer detachments an one tactical or soething.
Just a thought...

>>> The salamanders have a flamer company as a unique unit. We should leave
it as it is.

> >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.

----------> I think they should come as a detachment sized Special Card
only. They becomes too cheesy otherwise.

>>> Agreed, although I am VERY tempted by them.

> 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

------------> I find the termies of Netepic too easy to kill and too hard
to use. I suggest that we make them harder to kill with a save of 4+ or 5+
fixed.

>>> Terminators rock, they have excelled every time I have used them. Leave
them as they are.

> 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 - 11:35:21 UTC

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