Okay, as promised here are the dreaded Weasel's Weasels :P My own comments
below. I edited this somewhat to make it a bit shorter.
Any IG army may include a storm trooper company, but only if IG is the main
force. Supporting IG armies may NOT include storm troopers.
JS: My suggestion would be making ALL the Storm Trooper units below special
cards. They are supposed to be rare, and don't really have their own support
as they usually perform commando style raids when concentrated in larger
formations. They are essentially poor man's Space Marines.
Storm trooper armor:
All storm troopers receive a 6+ saving throw against barrage weapons.
Ordinary direct fire weapons are not affected.
JS: I don't think so. Even though STs have a tad better armor than your
basic IG grunt in 40K it's not enough to warrant this.
Specialist training:
Storm trooper units do not need orders from superiors to act. Rather they
may fight normally and may always be given orders. All storm trooper
infantry stands may act as forward observers for off-table barrages. They
may only call up artillery attached to their own company however.
JS: OUCH! the Forward observer thing is IMO a definite no-no. Way too good.
The no command distance thing is as it should be.
Infantry:
Storm troopers are the elite forces of the IG. They wear better armour and
get better weapons than the rank and file. Their improved gear is not enough
to warrant changes in weaponry in NetEpic though. Storm troopers are elite
units.
Paratroopers are airdropped with anti-grav chutes. Rather than deploying
normally, they may drop down in any move phase. Select an aiming point for
your paratroopers and make a scatter roll as for indirect barrages. Deploy
your troop stands within 5 cm. of the landing point.
Paratroopers may have advance orders (allowing them to fire) but cannot move
(they expend all their movement landing). If on charge orders, they may move
up to 10 cm. and may fight close combat as normal.
AA guns may fire at the landing troops but with a -1 penalty to hit.
Paratroopers are elites and have jump packs.
JS: This is OK, the paratroopers would fit well as the proposed airmobile
units.
Commandos are elite infiltrators. They may infiltrate (making a full charge
move before the game starts proper) and are camouflaged. Unless a commando
unit shoots, it may not be targeted at ranges over 25 cm.
Commandos are considered elite units.
JS: I think this unit is redundant; the Stormtroopers ARE commandos to begin
with, rather give the infiltration ability to the basic STs.
Snipers are welltrained marksmen. A sniper stand may be deployed anywhere
within 40 cm. of the players normal deployment zone. Snipers are exceedingly
difficult to spot and may only be fired at if the enemy is within 25 cm.
A sniper can attempt to target command stands on a d6 roll of 4+.
Snipers may only move on charge orders and may only shoot on first fire
orders. A sniper unit do not need to maintain coherency, award VP for every
4 stands destroyed.
Snipers are elites and cannot claim or hold an objective.
JS: Again IMO redundant; ratlings fill this role in IG.
Assault engineers are the elite engineers of the storm trooper companies.
They serve both as conventional engineers, but also serve as shock troops to
storm heavy defenses. For this purpose, they carry flamers, demolition
charges, grenade launchers and other nastiness.
Assault engineers may clear minefields and place / defuse demolition charges
like normal engineers. Also, they get a +1 bonus to CAF when fighting units
inside buildings, bunkers, trenches etc.
Assault engineers cannot lay minefields however. They are certainly elite
units.
JS: No problems about this one.
HQ units are elite and are command units. Any storm trooper unit within 10
cm. may add +1 to all morale checks.
A commander may issue orders to regular IG units within 10 cm.
JS: No problems on this one.
Vehicles:
Storm troopers are specialized elite and assault forces. While primarily an
infantry force, they still have some armoured strength if the need be.
Storm trooper companies may use leman russ tanks, vindicators, hellhounds,
bikes, sentinels and sabres.
All storm troopers have a morale value of 3
JS: As I said above, I wouldn't give the STs any special support as it just
doesn't fit their style.
Special stuff:
The storm troopers have little of the specialist personnel seen in regular
guard armies. They do have the ability to include assasins, off-table
barrages and command sections. They may also upgrade to heavier transport
vehicles.
Stormtrooper HQ
Move: 10cm
Save: none
CAF: +2
Weapons: hellpistols
Range: 50cm
Attack dice: 2
To-hit: 5+
Save modifier: 0
Stormtroopers
Move: 10cm
Save: none
CAF: +1
Weapons: hellguns
Range: 50cm
Attack dice: 1
To-hit: 5+
Save modifier: 0
Paratroopers
Move: 15cm
Save: none
CAF: +2
Weapons: Pistols/swords
Range: 25cm
Attack dice: 1
To-hit: 4+
Save modifier: 0
Commandos
Move: 10cm
Save: none
CAF: +2
Weapons: Pistols/swords
Range: 25cm
Attack dice: 1
To-hit: 5+
Save modifier: 0
Snipers
Move: 10cm
Save: none
CAF: 0
Weapons: Sniper rifle
Range: 75cm
Attack dice: 1
To-hit: 4+
Save modifier: 0
Assault Engineers
Move: 10cm
Save: 6+
CAF: +2
Weapons: engineering weapons
Range: 25cm
Attack dice: 1
To-hit: 4+
Save modifier: -1
Storm trooper company
3 Storm trooper platoons (6stands each), 1 HQ unit (2 HQ stands, Rhino). I
assume Break Point would be 10; morale is 3.
Storm trooper platoon 6 stands, 3 rhinos. I assume Break Point would be 5;
morale is 3.
Commando platoon 6 stands. I assume Break Point would be 3; morale is
3.
Paratrooper platoon 6 stands. I assume Break Point would be 3; morale is
3.
Sniper platoon 4 stands. I assume Break Point would be 4;
morale is 3.
Assault engineer platoon 6 stands, 3 rhinos. I assume Break Point would be
5; morale is 3.
JS: No comments about the stats, IMO they are ok. As I mentioned above, I
think every Stormtrooper card should be a special card to better represent
their rarity.
Jyrki Saari
-There is no such thing as free lunch because eating takes time and time is
money.
Received on Mon Jun 18 2001 - 07:11:26 UTC
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