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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios


Astartes Commandos

Space Marines are masters of lightning strikes and crippling blows. Every space marine learns how to fight in the scout companies and then becomes a full Battle brother, but for some the guerrilla warfare that characterizes the scout actions is a intoxicating way to fight and so they will become Commandos.

The power armor used by Commandos has the same qualities as the camelion cloaks used by scouts allowing them to hide in forward positions and snipe advancing troops. They are trained in harassing and sabotaging the enemy efforts and tasked with assassinating enemy leaders.

Unit cost; 125 pts, Elite choice

Commando....WS....BS....S....T....W....I....A.....Ld....Sv
….....................4.......4.....4.....4.....1.....4....1......8......3+
Sergeant...........4.......4.....4.....4.....1.....4....2......9......3+

Unit size; 5 commandos

Type; infantry

Wargear; Reaper pattern Boltgun, Bolt pistol, Mk4.5 power armor, Frag and krak grenades

Options; may add up to 5 additional members for 25 points each.
One model may replace his Reaper bolter with one of the following weapons for every five members, flamer(free), melta-gun(5 pts), plasma gun(10 pts),

the squad may have incendiary grenades at 3 points per model*

*The squad may choose to throw Incendiaries instead of firing their normal weapons
They are fired at the following profile

Range 6”.....Str4....Ap5.....assault1,large blast(scatters d6) ignores cover

May have a Drop pod at the cost listed in the codex.

Special Rules; ATSKNF, combat squads, infiltrate, scouts,

Reaper boltgun; Reaper boltguns are bolters that have been modified with range finders and special targeting equipment allowing the wielder to hit long range targets with ease.

A Reaper can be fired in two modes

Standard
Range 24”......Str4.....Ap 5.....rapid fire

long range
Range 36”......Str4.....Ap5......heavy1, pinning


This is something i cooked up just now, was thinking that some marines might like sneaking around enemy lines just like the scouts do.

fits logically with fluff of marines sometimes wanting to specialize in a particular field


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Waaagh! Warbiker






Seems ok. Are the grenades fired as a group, like GK temies' holocaust? Or is it one large blast per member? The latter would be very broken, while the former would be fine, in my opinion.

The Seraphs of Thunder: a homebrew, almost entirely converted successor Deathwing. And also some Orks. And whatever else I have lying around. 
   
Made in us
Calculating Commissar





You forgot combat tactics, and thouse are pretty much ordo xeno...
   
Made in us
Stealthy Warhound Titan Princeps






Its a sweet idea... hope you don't mind me posting what I would give them as far as special rules / equipment....

a commando squad for marines, imo, would pack the following gear:

Points cost: 125 points + upgrades, 20 points per additional member.

Squad composition: 4 marines, 1 sergeant

Special Rules: Stealth, Infiltrate, Hit and Run

equipment: Power armor, silenced bolter, silenced bolt pistol, close combat weapon (knife), frag grenades, krak grenades

Silenced weapons: Enemies do not hear the marines comming, and thus do not get down to protect themselves from the fatal barrage before its too late. These weapons ignore cover saves.

Options: 1 marine in 5 may take one of the following weapons: Heavy bolter w/ hellfire shells and suspensor (30 points), plasma gun (10 points), astartes grenade launcher (10 points), or a flamer (5 points). Any number of marines may trade their silenced bolters for shotguns for no additional points cost.

1 marine in five may specialize in demolitions at +30 points per model. a Demolitions marine has a demolition charge and a melta bomb. Demolitions marines always hit on a 4+ with their melta bombs, and may re-roll failed to hit. The range on a marine demo charge is 12" (he's stronger than a guardsmen, he can throw it farther)

the squad may take cluster bombs for +10 points, as per codex Space Marines. The squad may take a locator beacon for +15 points, as per codex Space Marines.




I didn't include a melta gun in their options on purpose... their main function should be to harass infantry and crap, not go tank hunting.
   
Made in gb
Elite Tyranid Warrior






I agree with no melta guns, and OP, you forgot to include Stealth in their rules.

Armys: , , , Skaven
Number of Threads Won: 1 
   
Made in gb
Never-Miss Nightwing Pilot





In the Webway.

If theyre commandos they should have infiltrate and a CC weapon instead.

"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios


I forgot to specify what their armor does

Mark IV.5 armor; specialized power armor that generates a small stealth field, grants a 3+ armor save and the "stealth" special rule

@forestfire. Yes the grenades would be fired as a group. Idea is that one grenade is small and insignificant, lots give a firestorm

@horst. i don't want any heavy weapons in the options because they are an assault oriented annoyance unit(a hvy bolter with a suspensor is still a large thing to carry while sneaking around a forest) a two assault weapons for any use you want deal. (mostly they are consolation for not being able to have melta-guns in assault squads ) I like the silenced weapons deal

@eldar. i was thinking about CC/bpistol instead of bolters. prehaps if they had True Grit bolter would count as a pistol with the one they have already=2 attacks?


Revision 1

Astartes Commandos

Space Marines are masters of lightning strikes and crippling blows. Every space marine learns how to fight in the scout companies and then becomes a full Battle brother, but for some the guerrilla warfare that characterizes the scout actions is a intoxicating way to fight and so they will become Commandos.

The power armor used by Commandos has the same qualities as the camelion cloaks used by scouts allowing them to hide in forward positions and snipe advancing troops. They are trained in harassing and sabotaging the enemy efforts and tasked with assassinating enemy leaders.

Unit cost; 125 pts, Elite choice

Commando....WS....BS....S....T....W....I....A.....Ld....Sv
….....................4.......4.....4.....4.....1.....4....1......8......3+
Sergeant...........4.......4.....4.....4.....1.....4....2......9......3+

Unit size; 4 commandos 1 sergeant

Type; infantry

Wargear; Reaper pattern Boltgun, Bolt pistol, Mk4.5 power armor, Frag and krak grenades

Mark IV.5 armor; specialized power armor that generates a small stealth field, grants a 3+ armor save and the "stealth" special rule

Options; may add up to 5 additional members for 25 points each.
One model may replace his Reaper bolter with one of the following weapons for every five members, flamer(free), melta-gun(5 pts), plasma gun(10 pts),

the squad may have incendiary grenades at 3 points per model*

*The squad may choose to throw Incendiaries instead of firing their normal weapons
They are fired at the following profile

Range 6”.....Str4....Ap5.....assault1,large blast(scatters d6) ignores cover

May have a Drop pod at the cost listed in the codex.

Special Rules; ATSKNF, Combat Squads, Infiltrate, Scouts, True Grit

Sabotage(i was working this out for a neat little trick, prehaps ) If the commandos choose to outflank they may sabotage enemy vehicles with time charges that will explode during the battle.Before the game starts but after both sides have deployed, choose a enemy vehicle and write which one it is, roll a D6 during the opponents move phase. on a roll of 4+ the charges go off. The vehicle is hit by a single Melta bomb charge(see main rule book) on its rear armor,even if it is a walker.

Reaper boltgun; Reaper boltguns are bolters that have been modified with range finders and special targeting equipment allowing the wielder to hit long range targets with ease.

A Reaper can be fired in two modes

Standard
Range 24”......Str4.....Ap 5.....rapid fire

long range
Range 36”......Str4.....Ap5......heavy1, pinning

This message was edited 1 time. Last update was at 2009/11/23 00:01:02


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Elite Tyranid Warrior






Grey Templar wrote:Revision 1

Astartes Commandos

Space Marines are masters of lightning strikes and crippling blows. Every space marine learns how to fight in the scout companies and then becomes a full Battle brother, but for some the guerrilla warfare that characterizes the scout actions is a intoxicating way to fight and so they will become Commandos.

The power armor used by Commandos has the same qualities as the camelion cloaks used by scouts allowing them to hide in forward positions and snipe advancing troops. They are trained in harassing and sabotaging the enemy efforts and tasked with assassinating enemy leaders.

Unit cost; 125 pts, Elite choice

Commando....WS....BS....S....T....W....I....A.....Ld....Sv
….....................4.......4.....4.....4.....1.....4....1......8......3+
Sergeant...........4.......4.....4.....4.....1.....4....2......9......3+

Unit size; 4 commandos 1 sergeant

Type; infantry

Wargear; Reaper pattern Boltgun, Bolt pistol, Mk4.5 power armor, Frag and krak grenades

Mark IV.5 armor; specialized power armor that generates a small stealth field, grants a 3+ armor save and the "stealth" special rule

Options; may add up to 5 additional members for 25 points each.
One model may replace his Reaper bolter with one of the following weapons for every five members, flamer(free), melta-gun(5 pts), plasma gun(10 pts),

the squad may have incendiary grenades at 3 points per model*

*The squad may choose to throw Incendiaries instead of firing their normal weapons
They are fired at the following profile

Range 6”.....Str4....Ap5.....assault1,large blast(scatters d6) ignores cover

May have a Drop pod at the cost listed in the codex.

Special Rules; ATSKNF, Combat Squads, Infiltrate, Scouts, True Grit

Sabotage(i was working this out for a neat little trick, prehaps ) If the commandos choose to outflank they may sabotage enemy vehicles with time charges that will explode during the battle.Before the game starts but after both sides have deployed, choose a enemy vehicle and write which one it is, roll a D6 during the opponents move phase. on a roll of 4+ the charges go off. The vehicle is hit by a single Melta bomb charge(see main rule book) on its rear armor,even if it is a walker.

Reaper boltgun; Reaper boltguns are bolters that have been modified with range finders and special targeting equipment allowing the wielder to hit long range targets with ease.

A Reaper can be fired in two modes

Standard
Range 24”......Str4.....Ap 5.....rapid fire

long range
Range 36”......Str4.....Ap5......heavy1, pinning


Id change it to this:

Commando....WS....BS....S....T....W....I....A.....Ld....Sv
….....................4.......4.....4.....4.....1.....4....1......8......3+
Sergeant...........4.......4.....4.....4.....1.....4....2......9......3+

Unit size: 4 Commandos and 1 Sergeant

Type: Infantry

Wargear: Reaper Boltgun, CCW, Frag and krak grenades

Options:
Up to 5 additional members may be added for 25 points each.
2 models may replace their Reaper Boltguns with:
.....Flamer (free)
.....Melta-gun (5p)
.....Plasma gun(10p)

The squad may take Defensive Grenades for 10p
Cluster Mines may be taken for 10p

Any model may be given the following
.....Melta Bomb (5p)
.....Incendiary Grenades (10p)*

*Any model may choose to throw Incendiaries instead of firing their normal weapons
They are fired at the following profile

Range 6”.....Str5....Ap6.....Assault1, Large Blast (Scatters d6"), Ignores cover

May have a Drop pod at the cost listed in the codex.

Sergeant may be given any options avalibe to the Sergeant of a Tactical Squad.

Unit may buy the following abilities:
.....Sabotage (40p)
.....Ambush (30p)
.....Anti-Teleport Beacon (30p)

Special Rules; ATSKNF, Combat Squads, Infiltrate, Scouts, Stealth, Acute Senses, True Grit

Sabotage - Choose an enemy vehicles before the game starts but after both sides have deployed and write which one it is. Roll for the charge as if it is a unit in reserve. When the reserve roll is made, the vehicle takes an automatic S8 hit on the rear armour, rolling 2D6 for Armor Penatration.

Ambush - The Commandos must start in reserve. They may resolve a single round of long range fire agaist any enemy unit that enters the board, via outflank, before they do. Vehicles are hit on the Side Armour.

Anti-Teleport Beacon - If any enemy unit should deepstrike within 4D6" of the commandos, they may immedatly resolve a round of fire agiast that unit.

A Reaper Boltgun can be fired in two modes

Short Range
Range 18”......Str4.....Ap 5.....Assault 2

Long Range
Range 36”......Str4.....Ap5......Heavy1, Pinning

This message was edited 1 time. Last update was at 2009/11/23 15:55:37


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Number of Threads Won: 1 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

@ antelope, I like the ambush rule but it seems a little OP IMO. And the Anti-teliport beacon, isn't that just a more powerful Auspix?(IMO an anti-teliport beacon would make any DS units scatted an extra D6.

I like the change to the bolters

Revision 2

Astartes Commandos

Space Marines are masters of lightning strikes and crippling blows. Every space marine learns how to fight in the scout companies and then becomes a full Battle brother, but for some the guerrilla warfare that characterizes the scout actions is a intoxicating way to fight and so they will become Commandos.

The power armor used by Commandos has the same qualities as the camelion cloaks used by scouts allowing them to hide in forward positions and snipe advancing troops. They are trained in harassing and sabotaging the enemy efforts and tasked with assassinating enemy leaders.

Unit cost; 125 pts, Elite choice

Commando........WS....BS....S....T....W....I....A.....Ld....Sv
…......................4.......4.....4.....4.....1.....4....1......8......3+
Sergeant...........4.......4.....4.....4.....1.....4....2......9......3+

Unit size; 4 commandos 1 sergeant

Type; infantry

Wargear; Reaper pattern Boltgun, CCW, Mk4.5 power armor, Frag and krak grenades

Mark IV.5 armor; specialized power armor that generates a small stealth field, grants a 3+ armor save and the "stealth" special rule

Options; may add up to 5 additional members for 25 points each.
One model may replace his Reaper bolter with one of the following weapons for every five members, flamer(free), melta-gun(5 pts), plasma gun(10 pts),

the squad may have incendiary grenades at 3 points per model*

*The squad as a whole may choose to throw Incendiaries instead of firing their normal weapons
They are fired at the following profile

Range 6”.....Str4....Ap5.....assault1,large blast(scatters d6) ignores cover

The squad may have a Sensor Scrambler for 15 points. A Sensor scrambler makes all deep striking units within 24" scatter an extra D6.

May have a Drop pod at the cost listed in the codex.

Special Rules; ATSKNF, Combat Squads, Infiltrate, Scouts, True Grit

Guerella warfare; If the commandos choose to outflank they may sabotage enemy vehicles or ambush enemy units.
Before the game starts but after both sides have deployed, choose a enemy unit and write which one it is,
if it is a vehicle roll a D6 during each of your opponents move phases. on a roll of 4+ the charges go off. after the charge goes off it is removed from play. The vehicle is hit by a Str8 hit on its rear armor with 2D6 penetration(even if it is a walker)
If it is any other unit type, the Commandos get a free round of shooting at an assumed range of 12"(for the purposes of what weapons have range) only armor and invulnerable saves may be taken.

Reaper boltgun; Reaper boltguns are bolters that have been modified with range finders and special targeting equipment allowing the wielder to hit long range targets with ease.

A Reaper can be fired in two modes

Standard
Range 18”......Str4.....Ap 5.....assault 2

long range
Range 36”......Str4.....Ap5......heavy1, pinning

This message was edited 1 time. Last update was at 2009/11/23 16:30:37


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Elite Tyranid Warrior






Grey Templar wrote:@ antelope, I like the ambush rule but it seems a little OP IMO. And the Anti-teliport beacon, isn't that just a more powerful Auspix?(IMO an anti-teliport beacon would make any DS units scatted an extra D6.

I like the change to the bolters


Anti-teleport beacon is the same rules as DH Mystics, and you can only fire bolters and 2 special weps at them...

Your version of this is definatly too long ranged for the cost. If you Inflitrated into the center of the board, you'd screw up virtuly all DS attempts. It is far more powerfull than my version, and half the cost.
Auspex's worked vs infiltrators

Ambush - you only get it if YOU outflank, only get it if THEY outflank, and it only works if THEY arrive before YOU.
So you might screw over a Al'Rahem super platoon of outflanking doom(TM), but very few other armies would care. Its a good power, but very situational.

With the boltguns, I thought it didnt make sense to have a infiltrating/outflanking unit having a long range weapon, so I made them better at short range too.

This message was edited 1 time. Last update was at 2009/11/24 07:47:08


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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

The squad may have a Sensor Scrambler for 15 points. A Sensor scrambler makes all deep striking units within 12" scatter an extra D6.

fixed
"Anti-teleport beacon is the same rules as DH Mystics, and you can only fire bolters and 2 special weps at them..."????huh???? i have the Dex and it says all models in DHs squad or another squad 12" if there are two mystics get a free shot at them.

I guess i did not read your changes thoroughly( on me)

i wrote it to represent a prebattle skirmish taking a toll on a unit, but it could only affect a unit that was deployed on the table and the commandos spent time getting back to the battle(presumably they are dodging enemy troops on the way back) therefore they come in via outflank.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Elite Tyranid Warrior






Its like DH Mystics, except for the allowing other units to shoot part. Hence the small points cost, as its not as if they can pull a battlecannon onto the unit.

Armys: , , , Skaven
Number of Threads Won: 1 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Revision 3

Astartes Commandos

Space Marines are masters of lightning strikes and crippling blows. Every space marine learns how to fight in the scout companies and then becomes a full Battle brother, but for some the guerrilla warfare that characterizes the scout actions is a intoxicating way to fight and so they will become Commandos.

The power armor used by Commandos has the same qualities as the camelion cloaks used by scouts allowing them to hide in forward positions and snipe advancing troops. They are trained in harassing and sabotaging the enemy efforts and tasked with assassinating enemy leaders.

Unit cost; 125 pts, Elite choice

Commando........WS....BS....S....T....W....I....A.....Ld....Sv
…......................4.......4.....4.....4.....1.....4....1......8......3+
Sergeant...........4.......4.....4.....4.....1.....4....2......9......3+

Unit size; 4 commandos 1 sergeant

Type; infantry

Wargear; Reaper pattern Boltgun, CCW, Mk4.5 power armor, Frag and krak grenades

Mark 4.5 armor; specialized power armor that generates a small stealth field, It grants a 3+ armor save and the "stealth" special rule

Options; may add up to 5 additional members for 25 points each.
One model may replace his Reaper bolter with one of the following weapons for every five members, flamer(free), melta-gun(5 pts), plasma gun(10 pts),

the squad may have incendiary grenades for 20 points*

*The entire squad may choose to throw Incendiaries instead of firing their normal weapons
They are fired at the following profile

Range 6”.....Str4....Ap5.....assault1,large blast(scatters d6) ignores cover

The squad may have a Sensor Scrambler for 15 points. A Sensor scrambler makes all deep striking units within 12" scatter an extra D6.

May have a Drop pod at the cost listed in the codex.

Special Rules; ATSKNF, Combat Squads, Infiltrate, Scouts, True Grit

Guerella warfare; If the commandos choose to outflank they may sabotage enemy vehicles or ambush enemy units.
Before the game starts but after both sides have deployed, choose a enemy unit and write which one it is,
if it is a vehicle roll a D6 during each of your opponents move phases. on a roll of 4+ the charges go off. after the charge goes off it is removed from play. The vehicle is hit by a Str8 hit on its rear armor with 2D6 penetration(even if it is a walker)
If it is any other unit type, the Commandos get a free round of shooting at an assumed range of 12"(for the purposes of what weapons have range) only armor and invulnerable saves may be taken.

Reaper boltgun; Reaper boltguns are bolters that have been modified with range finders, A full auto capability, and special targeting equipment allowing the wielder to hit long range targets with ease.

A Reaper can be fired in two modes

Full auto
Range 18”......Str4.....Ap 5.....assault 2

long range
Range 36”......Str4.....Ap5......heavy1, pinning



Here's a thought.

What if the sergeant could purchase an Exitus rifle?

This message was edited 1 time. Last update was at 2009/12/09 17:48:37


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Ok so I am building the models right now.

If done soon maybe I will have pics

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Werewolf of Angmar





Anchorage

Large blast for grenades seem a bit... Large. A normal blast would be fine, and make it D3 - these guys aren't closing their eyes and spinning around four times before throwing.

Otherwise looks good. Buying an Exitus Rifle for Sarge... Meh. I dunno. Seems a little overpowered, unless you make the rifle a costly rifle. It'll be interesting to see the models.

Rico.

"Well, looks can be deceiving."
"Not as deceiving as a low down, dirty... Deceiver." 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Large blast was big IMO, but I made it a weapon that the whole squad uses instead of firing their normal weapons.

It is not one grenade, but multiple grenades

D3 what? scatter, but then it would always hit on target.


Exitus was just a OP idea i had. not serious.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in ca
Bounding Ultramarine Assault Trooper




I may have to use a squad as "count as" for these..may Finally kill a mono XD

Mistress of minis wroteurity seals of course! Sorta like a man-kini....only more zealous... 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

How can these kill a mono?

Melta can barely scratch the paint.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in ca
Bounding Ultramarine Assault Trooper




if the Bomb says "2d6" instead of "Add 1D6" then you have a MUCH better chance of getting through the 14 AV on all sides.

Mistress of minis wroteurity seals of course! Sorta like a man-kini....only more zealous... 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

if you mean the grenades you are mistaken. its str4 and you never get 2d6 vs a mono

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Da Head Honcho Boss Grot





Minnesota

Question: If all of the squad's incendiary grenades are thrown at once, why is the point cost for them per model? It doesn't seem like they become any more effective when you have 10 guys with incendiary grenades instead of 5.

Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it.
 
   
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The Conquerer






Waiting for my shill money from Spiral Arm Studios

I guess that is a hole in the logic.

Fixed!

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
 
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