Re: [NetEpic ML] [5.0]Chaos: CSM equipment
I agree to all below
:)
--- In netepic_at_y..., "AntiChrist" <seimejote_at_t...> wrote:
> --- In netepic_at_y..., <jyrki.saari_at_n...> wrote:
> > Since I am insane enough to actually own all the 40k codexes,
here
> goes. I'm too lazy to quote the whole thingy, but I'll make a
summary.
> >
>
> Me too! =)
>
> > Raptors: The remaining jump pack troops of the traitor legions. A
> rare unit (0-1) in 40k, definetely a special card. They have
> daemonic visage, so perhaps a morale check for troops who get
charged
> by the Raptors is in order?
>
> I prefer the Hit&Run ability, more characteristic...
>
> > Obliterators: Guys who have melded with their weapons and can
morph
> them to different uses. In 40k they have a LARGE list of weapons to
> choose from; I suggest giving them weapons according to their
> orders*. Charge: Higher CAF, Advance: medium ranged weapon with TSM
> of -1 or -2(plasmagun), First Fire: heavy weapon, 2 or even 3
> attacks. Immune to morale checks and Terminator grade armor. Again
a
> 0-1 unit, so a special card.
> >
> > * To all little hairy/scaly/tentacled/butt-headed, traitorous
Chaos
> fans out there: I know they can change weapons in each phase in
40k,
> but the suggested restriction IMO puts a little tactical twist to
> their use and avoids a potential super unit (a terminator with a
75cm
> range, 2 attacks and CAF equivalent to the close assault
> terminators!).
>
> Agree... and make them AA units if on First Fire (CSM need that!)
>
> > Havocs: Chaos devastators. 'Nuff said. A support card.
>
> Agree
>
> > Possessed Chaos Marines: the name says it all. In 40k they have
> higher strength and may take one daemonic ability as an upgrade. Do
> we need another high-CAF unit for the CSMs? A support card if we do.
>
> Maybe winged? (as jump pack)
>
> > Chosen: CSM veterans; may take veteran skills. A support card.
>
> They should replace actual veterans.
>
> > Furies: the flesh hounds of chaos undivided; may fly.
>
> Agree
>
> > Screamers of Tzeentch: flying thingies with hit&run ability.
>
> Agree
>
> > Defiler: a six-legged walker (daemon engine). Dreadnought grade
> armor; armed with a battlecannon, a heavy flamer and a reaper
> autocannon. A support card.
>
> Agree
>
> > The Legions.
> > Undivided:
> > Alpha legion can take chaos cultists as troop choices. They train
> the cultists thoroughly, so the cultists are either scouts
> (infiltrate & move through cover; my suggestion for NetEpic:
> infiltrate), assassins (infiltrate & Furious charge; my suggestion
> for NetEpic: snipers) or Saboteurs (infiltrate & siege specialist;
my
> suggestion for NetEpic: Engineers). May have Daemons only if
cultists
> are present (they do not usually rely on them). Since all non-
> terminator Alpha legionaires on foot may take infiltration as an
> upgrade, I suggest making the regular Alpha legion CSMs
infiltrators.
>
> Having so much infiltrating troops may be overpowered. Giving
> infiltration only to Cultists?
>
> > Black Legion may use any of the special CSM troop types
> (Berzerkers, Noise Marines, Plague Marines and Sorcerers); they are
> the "Codex" CSM army.
>
> Agree
>
> > Iron Warriors are siege specialists; how this should be reflected
> in NE I have no idea. Obliterators are not a 0-1 unit for them
> (change to support card?). May trade two fast attack choices for
one
> heavy support choice (give them a larger formation of Havocs as a
> special card?). May take a basilisk (give them one battery as a
> special card?). May only take daemon princes; no greater or lesser
> daemons.
>
> Agree
>
> > Night Lords are (obviously) good night fighters; if the
> experimental night rules (see incoming 10) are used I'd make them
the
> equivalent of Dark Eldar. They get +1 bonus to their cover save.
May
> trade two heavy support choices for one fast attack choice (give
them
> a larger formation of Bikes as a special card?). Raptors are not a
0-
> 1 unit for them (change to support card?). May only take daemon
> princes; no greater or lesser daemons.
>
> Agree
>
> > Word Bearers may use daemons (greater and lesser) from any power.
> Have retained their Chaplains (called Dark Apostles); suggest
giving
> units within 6cm of a Dark Apostle a re roll to morale checks
> (demagogue). May replace one Elite, Fast Attack and/or one Heavy
> Support choice with a troop choice.
>
> They field a large quantity of daemons. I suggest at least one
> support card should be a daemon troop.
>
> > Khorne:
> > World Eaters are all Berzerkers (mark of Khorne). May only use
> daemons of Khorne.
>
> Agree
>
> > Nurgle:
> > Death Guard are all plague marines (mark of Nurgle) (duh!). May
> only use daemons of Nurgle. Limited number of transport vehicles.
>
> Agree
>
> > Slaanesh:
> > Emperor's Children are NOT all Noise Marines; all noise marines
> have mark of Slaanesh. Sonic weapons. Warp Scream (-1 initiative to
> enemies in CC). May only use daemons of Slaanesh.
>
> Agree
>
> > Tzeentch:
> > Thousand Sons are immune to morale checks, have +1 wound
(improved
> save?), always fire as if stationary (always fire in FF phase?),
> always move as if in difficult terrain (can't double move if
> charging?) and do not receive bonus attack from charge (reduced
> CAF?). All chosen and possessed marines are sorcerers. Only
aspiring
> Champions and characters may use weapons other than bolters (No
> Havocs allowed?). May only use daemons of Tzeentch.
>
> Suggestions for Thousand Sons Automatons are here somewhere...
>
> > > Thanks.
> >
> > You're welcome. Obviously the legions must be belanced with each
> other. A daunting task for some sucke... er, Chaos fan.
> >
> > > -Yar
> > >
> >
> > Jyrki Saari
Received on Thu Dec 05 2002 - 00:49:44 UTC
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