[v5.0] Imperial revision: marines part III [long]

From: <jyrki.saari_at_...>
Date: Thu, 16 May 2002 11:17:21 +0300

Since next to nobody has commented on the previous post I take it there's nothing wrong with the suggestions. I'll create a couple of polls and we'll move along. I'm trying a new format, which is meant for the emails only; the book format will not be changed at least by me.

-> I'd really like to see the marine bike entry here. And I'd like to see the CAF of the IG bike dropped at least by one. It has always bothered me why IG with average CAF of 0 suddenly are as good in CC as assault marines when they get to drive a motorcycle.

Bike Squads
Marines and Imperials sometimes enter battle mounted on motorcycles armed with bolters. This augments their close combat skills as well as maneuverability. They count as vehicles for terrain restrictions but feature greater speed than regular vehicles in some types of terrain (see terrain chart). Both Space Marine and Imperial Guard armies use bikes.
Models: Biker models on the GW Space Marine sprue, 2-3 to a stand.

Move: 30 cm
Save: 6+
CAF: +3
Weapons: Heavy Bolters
Range: 15cm
Att. D: 1
To Hit: 6+
TSM: 0
Notes:

-> No change

Attack Bikes
These are larger bikes with a sidecar armed with heavy bolters. They count as vehicles for terrain restrictions but feature greater speed than regular vehicles in some types of terrain (see terrain chart). Space Marines may only use them.
Models: GW's metal Attack Bike models (bikes with armed sidecars).

Move: 30 cm
Save: 6+
CAF: +3
Weapons: Heavy Bolters
Range: 25cm
Att. D: 2
To Hit: 5+
TSM: 0
Notes:

-> No change


Dreadnoughts
Through long millennia of their history, Space Marines developed many types of the walking war machines to house the sarcophagi of their ancient warriors who continue to serve their chapters in these metal bodies of destruction. The most recent of these forms is the well-armored sturdy looking Scatolo, which is capable of mounting a variety of weapons. Its predecessor is the still widely used model of the Punisher (this replaces the standard Dreadnought of previous NetEpic versions). The still earlier designs are lighter, sleeker humanoid units, based off the same general body from, with different load-out variants. The Contemptor is a close assault unit, with quad bolters, the Deredeo carries a missile launcher for general heavy weapon support, and the Furibundus carries a lascannon for anti-vehicular work. Due to their size Dreadnoughts count as walkers for terrain restrictions.
Models: The models that inspired the above types are the new metal Dreadnought models of the GW for the Scatolo variants, older plastic ones of the SM/TL range (unavailable now) for the Punisher, and the metal models listed under own names in the GW UK catalog for Contemptor, Deredeo, and Furibundus. However, feel free to use any suitable 1/300 model you have from GW and other ranges.

->When looking at the stats below (the Scatolo) I'd say that the only thing these need is a more speedy way to get into combat. The solution IMO is to allow the dreads use drop pods. The thought of a dreadnought hanging onto a Rhino is just plain comical IMO.

Dreadnoughts

Scatolo (heavy)
Move: 10 cm
Save: 4+
CAF: +1
Weapons: Lascannons
Range: 75cm
Att. D: 2
To Hit: 5+
TSM: -2
Notes:

-> This kind of Dread can only have one twin-linked lascannon in 40k. I suggest dropping one attack and adding a Storm Bolter for close defense.

Scatolo (support)
Move: 10 cm
Save: 4+
CAF: +2
Weapons: Bolters / Barrage Missile
Range: 25cm/50cm
Att. D: 3/Template
To Hit: 5+/4BP
TSM: 0/-1
Notes:

Scatolo (assault)
Move: 10 cm
Save: 4+
CAF: +4
Weapons: Flamer
Range: Template
Att. D: Template
To Hit: 4+
TSM: 0
Notes: Ignores cover

Punisher
Move: 10 cm
Save: 4+
CAF: +3
Weapons: Assault cannon
Range: 50cm
Att. D: 1
To Hit: 5+
TSM: -2
Notes:

-> -2 save for an assault cannon??? Might I humbly suggest 3 attack dice with 0 TSM

Contemptor
Move: 15 cm
Save: 5+
CAF: +4
Weapons: Heavy Bolters
Range: 50cm
Att. D: 1
To Hit: 5+
TSM: 0
Notes:

Deredo
Move: 15 cm
Save: 5+
CAF: +2
Weapons: Missile Launcher
Range: 75cm
Att. D: 1
To Hit: 5+
TSM: -1
Notes:

Furibundus
Move: 15 cm
Save: 5+
CAF: +0
Weapons: Lascannon
Range: 75cm
Att. D: 1
To Hit: 5+
TSM: -2
Notes:

->Ahhh, Chuck, Eddy and Fury. Suddenly I feel a wave of nostalgia overcoming me <sniff!> Does anybody actually use these?

Robots
->even if it is a bit redundant, I'd like to see this one here. In fact, the Imperial Wargear section is IMO a bit confusing addition and I suggest it is eliminated and the units added to the respective armylists.

These represent mechanical battle machines that due to their nature require some programming for them to carry out orders on the battlefield. Instead of regular order counters they must be given a program of what to do in the following situations:

If there are enemies within charge range
If there are enemies within weapon range
If there are enemies within sight
In any other situation

To make a program write down the above situations and select a command which applies to that particular circumstance. The following commands may be given:

Charge: Charge nearest enemy unit. They must enter close combat if within charge range or otherwise move between normal and full charge range towards the nearest enemy.
Capture: Advance towards the nearest objective counter. Can move between half and full normal rate.
Advance: Advance towards the nearest enemy unit. They must move between half and normal rate and fire at the nearest enemy unit in the Advance Fire phase.
First Fire: Fire at the nearest enemy in the First Fire phase.
Ignore: Ignore the described situation.

Each orders phase consult the program (in the order written above) and read down the list of situations and apply the first fulfilled condition (meaning that if there is an enemy within charge reach this condition takes precedence over the "enemy within range" condition). The first condition fulfilled for the majority of the robot models in the detachment is the one that should be applied (in case several conditions apply to different models in the same detachment). Robots are immune to morale checks of any type and firing restrictions imposed by Daemons and Tyranids. Robots ignore the snap fire penalty.
Models: Plastic Robot models on the Old GW Space Marine or Imperial Guard Sprues or any 6mm to10mm scale robot model.

->IMO "Ignore" is unclear. What does the robot do? Is it on no Orders? (and if it is, what's the point of such a directive?) Also, "capture" could be clarified a bit. CAN it move towards an objective or MUST it move? If it must move, add the following: If the robot is within 5cm of a objective counter it does not have to move any closer. Otherwise we'd see nice bundles of robots on top of objectives...

Move: 10 cm
Save: 5+
CAF: +2
Weapons: Autocannon
Range: 75cm
Att. D: 1
To Hit: 5+
TSM: 0
Notes: Special Rules

-> No change

Land Raider
This is the main battle tank of the Space Marine army. Besides anti-vehicle weapons it can also carry two troop stands.
Models: GW plastic or metal models of the name

Move: 20 cm
Save: 2+
CAF: +3
Weapons: Lascannon/Bolters
Range: 75cm/15cm
Att. D: 2/1
To Hit: 5+/6+
TSM: -2/0
Notes: May carry 2 troop stands

->No change

Land Raider Crusader*
The Crusader is a redesigned Land Raider originally built for the Black Templars Space Marines Chapter. Its purpose is to carry their Terminators safe right up to the enemy's positions and give close support to the infantry once unloaded. These tanks are still quite uncommon outside the Black Templars.
Models: Normal GW Land Raider models (or slightly modified to represent the bolters in the side sponsons).

Move: 25 cm
Save: 3+
CAF: +3
Weapons: Hurricane Bolters/Assault Cannon/Multi Melta
Range: 15cm/50cm/25cm
Att. D: 4/1/1
To Hit: 6+/5+/3+
TSM: 0/-1/-2
Notes: May carry 2 troop stands

->IIRC this one was discussed pretty thoroughly. However, we could playtest a bit different stats just for fun:
Move: 20 cm
Save: 2+
CAF: +3
Weapons: Hurricane Bolters/Assault Cannon/Multi Melta
Range: 50cm/50cm/25cm
Att. D: 2/1/1
To Hit: 5+/5+/3+
TSM: 0/-1/-2
Notes: May carry 2 troop stands

-> Rationale: LRC is not supposed to be any faster than normal LR and its armor is actually a bit stronger, hence the speed and save respectively. A hurricane bolter is three twin-linked bolters and the crusader has two of them. This means that each has the effective firepower of a tactical space marine stand, hence the range and attack dice. The interesting part is that according to the point cost formula bot the current Crusader and my own suggestion should cost exatly the same per detachment as the regular LR.

Razorback
Another heavily armed variant of the Rhino that features longer ranged weapons at the expense of diminished troop-carrying capacity. A Razorback's weapons are mounted on the same turret therefore shots cannot be divided among several targets, they must be fired at the same model. Since the turret occupies a considerable space on the Rhino hull, Razorbacks can only carry one troop stand. Razorbacks can either be fielded as a stand-alone Support Card or added to a detachment substituting its normal mode of transport (usually Rhinos) as a Special Card. This changes the detachment break point and VP value as listed on Army Cards and Composition section below.
Models: GW plastic or metal models of the name, or a multi-gun turret on a plastic Whirlwind chassis.

Move: 25 cm
Save: 4+
CAF: 0
Weapons: Plasma Gun/Lascannon
Range: 50cm/75cm
Att. D: 1/1
To Hit: 5+/5+
TSM: -1/-1
Notes: Can not divide fire, may carry 1 stand, Turret

->No Change

Sabre Tank Hunter
The Sabre is one of the many Rhino variants available. It does very little to up-armor the basic Rhino frame, and instead simply replaces the infantry capacity with a standard vehicular autocannon. Light and cheap, this unit is sometimes seen in the Space Marine forces.
Models: Fit a Rhino or Whirlwind models from the GW Space Marine Tanks sprue with a single-Autocannon turret or simply use a Predator model without side sponsons.

Move: 25 cm
Save: 4+
CAF: 0
Weapons: Autocannon
Range: 75cm
Att. D: 1
To Hit: 5+
TSM: -1
Notes: Turret

->The gun has the stats of a lascannon, so why not call it a lascannon?

Land Speeder
This comprises the most common type of skimmer vehicle available to the Space Marine and Imperial Guard armies.
Models: GW plastic or metal models of the name.

Move: 30 cm
Save: 6+
CAF: +3
Weapons: Multi-Melta
Range: 25cm
Att. D: 1
To Hit: 3+
TSM: -2
Notes: Skimmer

-> No change

Rhino
This is the main armored personnel carrier or the Space Marine army. Although lightly armed it can carry two troop stands.
Models: Rhino or Whirlwind (without the launcher and the hole covered up) models from the GW Space Marine Tanks sprue.

Move: 25 cm
Save: 4+
CAF: 0
Weapons: Bolters
Range: 15cm
Att. D: 1
To Hit: 6+
TSM: 0
Notes: May carry 2 stands

->No Change


Predator
Built around the successful Rhino chassis it is armed with several lascannons and can be seen in Marine and Imperial Guard armies.
Models: GW metal models of the name.

Move: 25 cm
Save: 3+
CAF: 0
Weapons: Autocannon/Lascannon
Range: 75cm/75cm
Att. D: 1/2
To Hit: 5+/5+
TSM: -1/-1
Notes: Autocanon in turret

->Why does the autocannon have a -1 TSM? It's not as good anti-tank weapon as a lascannon (also, see the robot stats). Suggest reducing it to 0.


Vindicator
Built in to the Rhino chassis is an enormous gun that fires a large shell capable of destroying its target and intervening cover. Shots from a Vindicator ignore cover modifiers. This vehicle sees service in Marine and Imperial Guard armies.
Models: GW metal models of the name.

Move: 20 cm
Save: 2+
CAF: +2
Weapons: Thunderer
Range: 50cm
Att. D: 1
To Hit: 4+
TSM: -3
Notes:Ignores to hit modifiers for cover

-> Why does Vindicator have a CAF of +2? 0 would be more appropriate since it lacks close defense weapons and a turret.

Mole Mortar
This is a light artillery piece that instead of firing the shell in to the air it send it through the ground to its target; exploding underneath them. Due to its method of travel this weapon ignores shields of any type. In addition if the target is a Titan or Praetorian if hit, roll a further D6 to determine if the target is trapped within the crater that is formed by the explosion. On a roll of 6 the Titan/Praetorian is trapped within the crater. Trapped targets may shoot normally but, if they wish to exit the crater, must do so on Charge Orders. Command and Praetorians must forego firing attacks if they wish to leave the crater. Space Marine, Imperial Guard and Squat armies use this weapon.
Models: Use GW plastic Mole Mortar model (old Squat sprue) or a substitute (a large caliber 1/300 or slightly larger mortar piece fitted in reverse) with two Tactical Marines as crew on a stand.

Move: 5 cm
Save: -
CAF: -3
Weapons: Mole Mortar
Range: 150cm
Att. D: Template
To Hit: 1BP
TSM: 0
Notes:Fires Barrage, special rules

Rapier Laser Destroyer
This is a slow multi-barreled weapon that is used to provide anti-armor support to infantry advances. Space Marine, Imperial Guard and Squat armies use this weapon.
Models: Use GW metal Rapier model or a substitute (a 1/300 Gatling like weapon fitted on a small sized tractor) with two Tactical Marines as crew on a stand.

Move: 5 cm
Save: -
CAF: -3
Weapons: Laser Destroyer
Range: 50cm
Att. D: 1
To Hit: 4+
TSM: -3
Notes:

-> No change

Scorpion AA battery
These are modified Tarantula batteries that serve as AA units. They may only target Flyers, Titans, Praetorians and units in tall buildings. As AA units they may Snap Fire at Flyers as per the flyer rules. Scorpions have robotic brains guiding them therefore do not make morale checks.
Models: Use the GW plastic Lascannon model (Eldar Sprue) or a substitute (1/300 single or double barreled laser or a light AA gun) with two Tactical Marines as crew on a stand.

Move: 5 cm
Save: -
CAF: -3
Weapons: Lascannon
Range: 75cm
Att. D: 1
To Hit: 5+
TSM: -2
Notes:AA unit

-> No change

Stormwind
The Stormwind is a standard Whirlwind fitted with AA missiles instead of the usual barrage missiles.
Miniature: Use the new GW Whirlwind model.

Move: 20 cm
Save: 4+
CAF: 0
Weapons: SAM-launcher
Range: 75cm
Att. D: 2
To Hit: 5+
TSM: -1
Notes:AA unit

-> This is the new unit.

Tarantula
These are robotic point defense weapons that recognize suitable targets and fire in a rapid fashion. To represent this Tarantulas fire in both the First Fire and Advance Fire phases (meaning they fire twice in the same turn, but in different phases). As any unit in First Fire the first shot may be used as Snap Fire. Due to the robotic targeting system the -1 penalty to Snap Fire does not apply. This unit may not move and fire in the same turn. To move it must be given Charge Orders. Tarantulas therefore only receive First Fire orders (to fire normally) and Charge Orders (to move), the Advance order is not used with Tarantulas. Due to their robotic brain they are immune to morale checks of any type and firing restrictions imposed by Daemons and Tyranids.
Models: Use the GW plastic Lascannon model (Eldar Sprue) or a substitute (1/300 single or double barreled laser) with two Tactical Marines as crew on a stand.

Move: 10 cm on charge
Save: -
CAF: -3
Weapons: Lascannon
Range: 75cm
Att. D: 1
To Hit: 5+
TSM: -2
Notes:Fires both in FF & A phases. Snap fires without penalty.

-> No change

Thudd gun
This is a light artillery piece which pumps out multiple shells in succession. Space Marine, Imperial Guard and Squat armies use this weapon.
Models: Use GW plastic Thudd Gun model (old Squat sprue) or a substitute (a thick multi barreled artillery piece) with two Tactical Marines as crew on a stand.

Move: 5 cm
Save: -
CAF: -3
Weapons: Thudd Gun
Range: 75cm
Att. D: Template
To Hit: 2BP
TSM: 0
Notes:Fires Barrage

Whirlwind
This vehicle is basically a Rhino with a multiple missile launcher mounted on the top for extra long-range firepower and support. This is the only heavy artillery weapon available to Space Marines.
Models: GW plastic or metal models of the name.

Move: 20 cm
Save: 4+
CAF: 0
Weapons: Multi-launcher
Range: 150cm
Att. D: Template
To Hit: 2BP
TSM: 0
Notes:Fires Barrage

-> No change

Off table barrages*
These represent standard artillery pieces deployed beyond the confines of the table and also orbital or naval artillery. Off-table artillery is purchased in two parts - the Barrage Units and the Forward Observers. The barrage units are Support Cards while the observers are Special Cards (i.e. a limit of one per company). Any other units cannot call off-table barrages.

Off table barrage units
These are abstract units; players do not need models for them and they cannot be attacked (counter-battery fire or air attacks are ignored for the sake of simplicity).

The Barrage Units are of different types dependent on the size and power of the weapons. Each Barrage Unit typically allows an observer to place one barrage template per turn.

There are no point costs for the off-board artillery; the Firing Player gives up Victory Points for the use of them. Any player planning to use Off-Table Artillery must write down, at the start of the battle, the number of Victory Points he is willing to give up for those barrages. These cards are restricted to 2 VPs per company level card or Greater Daemon. This allocation does not affect the limit of the point's value of the normal units he is fielding. The player then can call barrages, up to his declared maximum, throughout the battle until the total equals the declared start limit. These Off-Table Barrages are called in the First Fire phase as any other weapon. The barraging player need only give up Victory Points for barrages actually used (i.e. Victory Points are not paid for unsuccessful calls). See the sections pertaining to specific armies for the details on their Off-Table Barrage Units.

Forward Observers spotting for off-table barrages
The specified Artillery Forward Observers of each army can only call off-Table Barrages. See the specific Army Booklets for details. All target spotting done by those units should comply with the rules given under "Target Spotting for Indirect Artillery Fire" in the Core Rules booklet together with the additional Forward Observer rules given below. Note that, although spotting is restricted to one target per turn by the Core Rules, an observer may call multiple barrages to the same target.

Additional spotting rules for off-table barrages
If either the observer stand or the vehicle is destroyed then the observer cannot spot for Off-Table artillery (but can continue to spot for on-table artillery as normal).

For Off-Table barrages only, the observer stand must make a communications roll of 3+ on a D6. If the roll is successful then the barrage arrives. Use the normal procedure for an indirect barrage.

Due to different communication networks, an observer may not spot for both on-table artillery and off-table artillery in the same turn.

Due to the delays involved in communications, if an observer is spotting for multiple off-table artillery attacks on one target then the player must declare all the attacks before resolving them all in turn (effectively, the observer calls down all the fire in one call and then hopes for the best). Multiple off-table artillery barrages are not combined but are resolved separately (including separate scatter rolls).

If a force has multiple barrages and/or multiple observers then barrages are not permanently allocated to specific observers. In each turn each observer may call down fire from any or all of the available barrage units subject to the targeting restrictions above and the restriction that each barrage unit may only fire once per turn.

Barrages are called in the FF phase and one by one as any other weapon.
Models: Off-Table Barrage Units are not represented as models on the gaming table. Instead they are spaceships in orbit that fire a barrage down to the surface.

Light Barrage
Range: Special
Attack dice: Template
To-hit: 6BP
TSM: -1
Notes: Cost 1VP per use

Heavy Barrage
Range: Special
Attack dice: Template
To-hit: 10BP
TSM: -2
Notes: Cost 2VP per use

-> No change

Thunderhawk Gunship
This is the standard Space Marine flyer for rapid deployment and is capable of carrying a full detachment of up to 6 Space Marine stands. They follow the rules for flyers and transports.
Detachments carried in this manner lose their normal transports but Break Points remain the same.
Models: GW metal models of the name.

Move: 100 cm
Save: 4+
CAF: +1
Weapons: Rockets/Battlecannon/Bolters
Range: 50cm/50cm/15cm
Att. D: Template/1/3
To Hit: 6BP/4+/6+
TSM: -2/-2/0
Notes: Flyer, carries a full detachment of 6 stands

-> No change

Drop Pods
Although not a flyer, deployment and special attacks occur at the beginning of the flyers phase. The procedure for landing Drop Pods is as follows: The owning player nominates any location on the tabletop and rolls for scatter twice. Once the "landing point" is determined the player places all remaining Drop Pods anywhere within a 20 cm radius of the "landing point". Roll for scatter once for each pod until all pods have landed. Pods that land on any models (friend of foe) cause a hit. Models that are hit must save at -3 to avoid destruction. When landing on a model the pod is unharmed if the victims are regular vehicles or troop stands, if the model has active shields the pod is destroyed and knocks down one shield, if the model is a Titan/Praetorian with no active shields or a Super Heavy/Knight, the pod is destroyed and the model receives a hit at -3 penalty to the save. All pods must be deployed in the same turn (in other words they all land in the same turn) Deathwind Pods must land first and their attack is resolved before further pods land (players may resolve Deathwind Pod landings one at a time or wait until all Deathwind pods have landed and opened). Pods successfully open after landing on a roll of 3+ for each pod. If a pod fails to open on the turn landed it may try again at the start of each subsequent flyers phase until opened. When placing a pod and rolling for it to open the player must state before hand what type of pod (explained below) he is rolling for, before any die rolls are made.

Any unit with First Fire orders (except barrage-firing artillery) may shoot at "landing" Drop Pods if the unit has range; LOS is not required. The results of this fire are worked out before any pods land. Any unopened pod that is destroyed (by shooting or close combat) losses any occupants and special weapons the particular pod had. Some numbered counters might facilitate keeping track of what pod is what.

A Drop Pod company is purchased as a Special Card that is given to a Space Marine Company of any type. Drop Pods substitute the standard means of transport (usually Rhinos) that are lost. Adding Drop Pods to a Company increases its Break Point by +10 and increases the VP value by +3.

Pod Types:

Assault; these carry the company's troop stands and command unit. Each pod carries two troop stands. These troops disembark on Advance Orders.

Move: Special
Save: 4+
CAF: 0
Weapons: -
Range: -
Att. D: -
To Hit: -
TSM: -
Notes: Carries 2 troop stands

Support; these carry a plasma gun platform used for heavy support. These guns always fire on First Fire orders and do not move from their original landing position.

Move: Special
Save: 4+
CAF: 0
Weapons: Plasma Cannon
Range: 75cm
Att. D: 1
To Hit: 5+
TSM: -2
Notes: Always fires in the First Fire segment


Deathwind; this is a special one-shot weapon that clears the landing zone by spraying the area with deadly explosives. The area of effect of Deathwind is a 10cm radius measured from each Deathwind pod (for a total of three Deathwind attacks). They land before the other pods and use their attacks. They still count for Break Point purposes if destroyed even though they are one-shot weapons.

Move: Special
Save: 4+
CAF: 0
Weapons: Deathwind launcher
Range: 10cm radius
Att. D: special
To Hit: 4+
TSM: 0
Notes: One shot weapon

A company transported in Drop Pods must be completely landed during a single turn (you may not select to leave some units on board).
Models: GW metal models of several types. For substitutes refer to the above pod types passage. These are spherical (1-1.5cm diameter) when closed and star (or cross) shaped when open.

-> No change

Titans
Space Marine armies, lacking effective heavy artillery and long-range anti-armor weapons, often field several Titans beside their regular troops. These are Warlords, Reavers, and Warhounds that are attached from the Imperial Titan Legions, which constitute a part of the Tech-Guard in NetEpic. These are fielded as Special Cards (one card per company), and bought by the rules given in the Purchasing Titans section of the Titans chapter in the Core Rules Booklet. For the details of the Titan types and their eligible weapons take a look at the Titans book.

-> The titans are going to their own book IIRC.

Thunderbolt fighter
These are the air superiority fighters of the Imperium. As with all flyers Thunderbolts do not combine their barrages; firing them independently. They follow the flyers' rules and are considered thrusters.
Models: GW metal models of the name.

Move: 100 cm
Save: 4+
CAF: +4
Weapons: Autocannon/Rockets
Range: 25cm/25cm
Att. D: 3/template
To Hit: 5+/4BP
TSM: -1/-1
Notes: Thruster, does not combine barrages

-> This has as good CAF as the Eldar nightwing. Since the Nightwing is supposed to be superior the CAF should be lowered.

Marauder Fighter Bomber
This flyer is armed with heavy weapons and is suited for strafing runs, although it can hold its own in dogfights. As with all flyers Marauders do not combine their barrages they are fired independently. They follow the rules for flyers and are considered thrusters.
Models: GW metal models of the name

Move: 75 cm
Save: 3+
CAF: +2
Weapons: Battlecannon/Lascannon/Rockets
Range: 50cm/50cm/50cm
Att. D: 1/3/template
To Hit: 4+/5+/4BP
TSM: -2/-1/-2
Notes: Thruster, does not combine barrages
-> No change

-> Is there any interest to incorporate the new Lightning fighter and Marauder Destroyer as optional units?

->That's it! Next part: Special Chapters.

Jyrki Saari

-There is no such thing as free lunch because eating takes time and time is money.
Received on Thu May 16 2002 - 08:17:21 UTC

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