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

From: Bernasconi Davide <davide.bernasconi_at_...>
Date: Thu, 16 May 2002 16:21:34 +0200

> -----Original Message-----
> From: Weasel Fierce [mailto:weasel_fierce_at_hotmail.com]
> Sent: giovedì 16 maggio 2002 16.17
> To: netepic_at_yahoogroups.com
> Subject: Re: [NetEpic ML] [v5.0] Imperial revision: marines part III
> [long]
>
>
>
>
>
> >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
>
> Drop to +2, +1 CAF for the attack bikes. A couple motorcycles
> shouldnt be as tough as 5 assault marines or beastmen IMO


If I'm not wrong in the present edition of WH40K, riders have bonus in Attack, Toughness and Save. So I'm for leaving +3


> >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
>
> I fail to see the reason for a skimmer with a single crewman
> capable of using his pistol (the other guy is driving the thing) having
> the same close combat potential as 5 marines with jump packs, grenades and
> chainswords. a +1 would suffice IMO

danger, in this way why not lower also eldar jet-bike and so on ?



> >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
>
> This gun is pointless. 1 BP, and special rules that only work against
> something it will never hurt.

Its best use is vs ork dragster

> Let it ignore cover when firing.


agree

Davide
Received on Thu May 16 2002 - 14:21:34 UTC

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