Hi!
I suppose these would be optional rules for now? Or are they proposed as
"core".
By the way guys, as soon as I can get most of the editing done, I was
thinking of opening up sort of a "fluff" discussion and ultimately put all
these into a house rule booklet.
Opinions?
Peter
> > Space marine commander
> > Give this chap a 5+ save. This would reflect his improved gear,
> medipacks of
> > his squad, energy fields and artificer armour (improved power
> amrour in
> > 40K3).
> >
>
> Where is the Space Marine Captain? Does he command the
> Veteran/Terminator Company?
>
>
>
>
> > Marine techmarines:
> > Give them 5+ armour (or 6+ fixed) for the reasons above. They are
> the most
> > technically competent in a marine chapter, they are bound to have
> some
> > secrets. Also, if they havent already got it, give them a save
> modifier.
> >
>
> Good idea.
>
>
>
> > Chaplain:
> > In 40K chaplains always had a rosarius which contained an energy
> field. At
> > least give them a fixed save i NetEpic.
> >
> > IG adeptus mechanicus
> > 6+ save, or fixed if the techmarine gets it, for the reasons
> mentioned
> > above.
> >
>
> Good again.
>
>
>
> > IG engineers
> > I am pretty disappointed with these guys. Historically, engineers
> get to use
> > all manner of fancy stuff, stachel charges, funny grenades,
> flamethrowers
> > etc. In netepic they get bolt pistols....how fun
> >
> > I would definately make them elites.
> > Also, consider some (by NO means all) of the following options:
> > 1: Ignore cover (flamers)
> > 2: Hit on 4+ (flamers and frag grenades)
> > 3: -1 or even -2 hit modifier (satchels and varying explosive stuff)
> > 4: To account for this stuff increase CAF to +1
> > 5: Give a special +2or even +3 bonus to CAF when assaulting armour.
> >
>
> I like the flammer option, and increasing thier CAF by +1.
>
>
>
> > Eldar guardians:
> > Give them range 25 cm. This takes into account that they are some
> of only
> > infantry in the game that dont carry heavy weapons. Just shuriken
> catapults
> > and meltas / flamers.
> > Also. let them hit on 4+ to take the lethality of their weapons
> into
> > account.
> >
>
> I have mixed feelings about this. While I like the idea of making
> the Guardians more historicly accurate, I worry about what a change
> like this would do to play ballance. Every army has a regular troops
> that can shoot 50cm.
>
>
>
> > Eldar with heavy weapons:
> > Reduce their attacks to 1 (eldar dont blaze away, they use
> precision fire),
> > let them hit on 4+ and with a -2 save modifier (akin to the flacon
> tanks
> > weapon) This shows how the eldar fire highly accurate laser beams
> to
> > vapourise heavy targets, at the expense of the massive firepower
> laid down
> > by more "primitive" weapon squads
> >
>
> I've been advocating a change like this for some time. If Weasel and
> I can agree on something, it MUST be good! ;) I WOULD like to see
> them come in units of SIX, however. The -2 save is perhaps a bit
> high, I kind of like it at -1. Would the range stay at 70cm.? I also
> worry about how these units compare to Dark Reapers. Dark Reapers
> and Heavy Guardians need to be made less alike.
>
>
> > Eldar falcon:
> > Give it a shuriken catapult (15 cm. hit on 6+) to represent its
> front
> > mounted shuriken weaponry and help put it on par with imperial
> tanks.
> >
>
> Why not?
>
>
> > Chaos marines:
> > Give the world eaters of Khorne a +1 CAF, 5+ save to the death
> guard,
> > autopass morale rolls to the emperors children, and 4+ psychic save
> (or
> > immunity) to the thousand sons.
> >
>
> I don't know about this! Don't these guys already get a Chaos Reward
> Card?
>
>
> Pretty good ideas though! What does everybody else think?
>
> Warprat ;)
>
>
>
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Received on Tue Apr 25 2000 - 22:57:25 UTC