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

From: Zerloon <zerloon_at_...>
Date: Wed, 08 May 2002 17:35:12 +0200

At 11.12 07/05/2002 +0300, you wrote:
>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

I agree that terminator should have better save, 4+ / 6+ fixed.


> >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.

Teleporting it too powerful, I don't like company teleporting. Agree on
detachment size, but should is a special card.
Received on Wed May 08 2002 - 15:35:12 UTC

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