PastelAvenger wrote:Really love the Destroyer Squad, The Virus grenades look nasty if you get lucky with a failed armour save. I'm not sure about the Sepentas but it does make the squad a more viable.
The Jump Packs are now the same as price as a Rhino and I think just reducing them to 50pts is enough of a deduction.
I've got a game coming up in September and I'm going to see if my mate will allow me to use the Justaerin rules, we all agree they are terrible at the moment and yours make them worthy of the fluff
Thanks! Yeah they are very nasty against low armor save armies, Orks and Imperial Militia need to watch out!
Good point on Jump Packs - I think that a generally standard cost of 5 points per model is in order here. I will increase the cost accordingly.
Also yes, please let me know how that will go, and post a battle report if able! Talk the rules over with them and see if they have any thoughts or changes they'd like to see as well. I'm hoping to make this a sort of community deal.
Formosa wrote:I like the virus grenade idea but at the moment they don't do anything, is it a thrown weapon, does it only work at the start of combat, does it replace your attacks or is it in addition to your attacks?
Whoops! This is what happens when you play multiple games, you get it all mixed up.
Virus Grenades are Thrown weapons.
Also as another idea for grenades,
Stasis
Blind
Smoke (one turn only shroud)
Corrosive
Vortex (yeah yeah I know)
As for weapons
Rad cleanser (Irad too)
Phosphex for the unit, only 1 can be thrown a turn anyway.
Possibly a rad grenade cluster attack if they deep strike, I really want to see this unit carry the nastiest weapons the imperium has and rarely uses, dirty bombs etc.
Basically all the fiddly nasty stuff
Corrosive Grenades I think I'd like to see, when I did Virus grenades I tried to think of anything that was completely deadly or destructive. To take a leaf from Rogue Trader, there were also the Anti-Plant grenades, which I'd rename to something like "Bio-destroyer grenades" that cause Organic pieces of cover (determined before the game starts) to lose their Cover Save permanently and count as Dangerous Terrain.
Irad-cleansers are a definite choice, I could've sworn I had those in there but checking now I don't. Good catch! Also regarding Phosphex grenades - since only one can be thrown a turn anyway, I think I'd just leave those to the Sergeant since 3 in a game is probably enough.
Let's play around a little bit with abilities:
Corrosive Grenades: Thrown - Str3 AP6, Corrode (Corrode: Whenever a model is hit by this weapon, reduce its armor save by 1 permanently. Whenever a non-Superheavy vehicle or fortification is hit by this weapon, roll a
d6: on a 4+ reduce its
AV by 1 on the side it was hit)
Combat: Str3 AP6, Corrode, Unwieldy. Useable only against non-Superheavy vehicles and fortifications.
Bio-Destroyer: Thrown: Str1
AP-, Blast, Degrade Organic Cover (Whenever this blast marker covers or partially covers a piece of organic terrain (determined before the game and are things like trees, shrubs, etc), mark it with a Degrade counter. Pieces of terrain with a Degrade counter count as Dangerous Terrain and grant no cover save.)