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![[Post New]](/s/i/i.gif) 2010/07/16 22:05:49
Subject: Space Marine Heavy Support Specialists and *NEW* Chaos Forge Masters
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Lord of the Fleet
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I wanted to create the idea of Marines who were specialised in testing some of the Mechanicus' more exotic weapons, like specialists. I also wanted to incorporate some Fallout themed weapons into the idea, such as the Fat Man. This is what I came up with:-
During the last few centuries, several technological revelations have led some more Mechanicus-based chapters to incorporate new technology and weapons into their ranks. The use of new weapons, such as the Heavy Gauss Rifle, have been tested extensively by Heavy Support Specialists. HSS's are Space Marine Veterans drafted exclusively from 1st Company Devestators or other heavy weapon squads, as they are already trained well in the art of fire support and suppression. The HSS troopers are all trained to use only a few pieces of the new technology avaliable to them, however they are trained to use their equipment to the full extent of their purpose.
HSS troopers have proved their worth many times. However, many chapters are reluctant to accept the new technology into their armouries, as they feel that they are simply acting as "guinea pigs" for Mechanicus field testing.
Heavy Support Specialists - 30 Points per model
0-3 HSS models may be taken as a single Elites or Heavy Support Choice. What choice you take them as affects which wargear they can take (see below)
WS4 BS5 S4 T4 W2 I4 A2 Ld9 Sv3+
Weapons (Elites and Heavy Support)
Bolt Pistol
Boltgun
Power Armour
Frag Grenades
Melta Bombs
Elite Options
Any HSS taken as an Elite choice may choose one of the following options:-
Power Weapon +5pts
Shock Sword +20pts
Immolator +25pts
In addition, they may have any of the following options:-
Stealth Armour +30pts
Melta-Launcher +20pts*
Smoke-Launcher +15pts*
Jump Pack +15pts
A model may not have both Melta and Smoke Launchers.
Shock Sword: The Shock Sword induces a very powerful electrical field surrounding the blade. While similar to the Power Weapon, the Shock Sword causes horrific injuries to those even grazed by the blade, and can be devestating if used with correct techniques.
A Shock Sword is a Power Weapon that gives +2S to the wielder. It also gives the wielder an additional attack if they assault into combat, so a model with a Shock Sword gains 2 extra attacks on the charge.
Stealth Armour: The Stealth Armour uses interlocking layers of ceramite coated with light refracting panels. While it does not grant true invisibility when compared to other technology, it disguises the user to an extent where they are invisible to all but the most determined hunters. Any unit firing at a model with Stealth Armour count as BS2 regardless of their original BS value, unless it would be less than that. In close combat they are always hit on a 4+, unless they would be hit on anything higher than that. A model in Stealth Armour may additionally deploy using the Infiltrate rules if the mission allows it.
Immolator: The Immolator uses technology similar to the Inferno weapons used by the Sisters of Battle. Unlike a flame-thrower which simply blankets a small area in fire, the Immolator fires multiple containers of heavy-grade promethium, making it able to reach areas which would be unaffected by flame-throwers.
Immolators count as a ranged weapon with the following profile:-
Range 18" S5 Ap5 Assault 2, Blast
Melta Launcher: The Melta-Launcher consists of three small tubes mounted to the user's backpack or jump pack, similar in appearence to a vehicle's smoke launcher. Their purpose is to launch Melta Bombs at the target vehicles from a safe range.
A Melta-Launcher may only be used once per battle. During the Assault Phase you may choose one vehicle within 6". The affected vehicle suffers D3 automatic Melta-Bomb hits.
Smoke Launcher: The Smoke Launcher is similar in appearence to the Melta Launcher, but is instead loaded with smoke canisters, designed to create quick patches of cover.
A Smoke Launcher may only be used once per battle. During the Shooting Phase, you may choose a unit within 12". The affected unit gains a 4+ cover save during the next game turn. You may choose to use the smoke launcher on the same model if you wish.
Heavy Support Options
An HSS taken as a Heavy Support choice may choose any of the following options:-
Oxy-acetelyne +15pts
Servo Arm +25pts
Force Field Generator +40pts
Advance Targeting Protocals +20pts
Stabilisers +30pts
In addition, they may choose one of the following options:-
Heavy Gauss Rifle +25pts
Gatling Cannon +35pts
"Stinger" Launcher +30pts
Nuclear Catapult +70pts
Oxy-acetelyne: The HSS trooper has been fitted with systems allowing them to disperse oxy-acetelyne propellent with a single touch. A trooper upgraded in this manner can deliver the heat of a blast furnace from the palm of his hand.
A trooper with Oxy-acetelyne counts as having a Power Weapon.
Servo Arm: The trooper has been upgraded with a servo arm, similar to the ones used by the Techpriests of Mars.
A model with a Servo Arm gains the Blessing of the Omnisiah special rule. In addition, they gain a single S8 hit in combat that ignores armour saves.
Force Field Generator: A force field generator can grant local units an increased form of protection. The force field is able to reflect small arms fire in the same way as the void shields used by the mighty Titan Legions
Any unit with a model within 6" of a model with a Force Field Generator gains a 5+ cover save. Vehicles are unaffected.
Advanced Targering Protocals: Extensive upgrades have been made to the HSS trooper's weapon, allowing them to rectify their fire and relocate to targets of a higher priority.
Once per game in the shooting phase, a model with ATP may choose to re-roll all to-hit rolls that they have made in that shooting phase, accepting the second set of rolls as final.
Stabilisers: The HSS armour has been fitted with gyroscoptic stabilisers that allow the trooper to fire heavier weapons on the move, at the cost of reducing the effective range of their weapons.
A model with Stabilisers counts any weapons they are using as Assault weapons, keeping the same number of shots (eg: Heavy 2 becomes Assault 2). However, the range of any weapons they use is halved, rounding up. This effect is not optional, and is always in play.
Heavy Gauss Rifle: The Heavy Gauss Rifle uses stacks of magnetic coils lining the barrel, which are able to accelerate a projectile to hypervelocity within a few seconds. At those speeds, even a relatively small projectile gains colossal penetrating power.
A Heavy Gauss Rifle has the following profile:-
Range 36" SX Ap1 Heavy 2, Rending.
Gatling Cannon: Several variants of the Gatling Cannon exist. Some use swathes of low-calibre rounds, while some use high-intensity lasers. Some more exotic versions even use high frequency gamma rays. Whatever the method, Gatling Canons are able to wipe out large numbers of enemy troops in an instant.
Gatling Cannons have the following profile:-
Range 24" S5 Ap5 Heavy 2D6**
**Roll each time it is fired.
Nuclear Catapult: The Nuclear Catapult is a very rare weapon: only 3 have been fully tested, and even then, having a 64.2% success rate. The relatively simply mechanism catapults a small warhead ranging from 0.1-0.4 megatons a significant distance. Because there is no propellent involved, the explosive potential of the warhead is increased by replacing the propellent and fuel with more explosive material.
A Nuclear Catapult counts as a ranged weapon with the following profile.
Range 48" S9 Ap3 Ordinance 1, 5" Blast, Gets Hot!***
***If the weapon Gets Hot, instead of automatically wounding the user, resolve the shot as usual, but with the 5" Blast centered over the user.
What do you think?
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This message was edited 1 time. Last update was at 2010/08/05 23:38:39
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![[Post New]](/s/i/i.gif) 2010/07/17 06:08:34
Subject: Re:Space Marine Heavy Support Specialists
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Infiltrating Hawwa'
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Like the ideas, don't like the fluff. Take a look at what amongst your list already exists...because several of the items have similar effects.
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DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this. |
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![[Post New]](/s/i/i.gif) 2010/07/17 07:12:58
Subject: Re:Space Marine Heavy Support Specialists
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Willing Inquisitorial Excruciator
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you forgot rules for the stinger
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"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos
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![[Post New]](/s/i/i.gif) 2010/07/17 07:44:32
Subject: Re:Space Marine Heavy Support Specialists
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Fixture of Dakka
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I like the idea. I think it has a lot of potential. However, some of these wargear seems to be too good. As they are, I don't see any reason why other marine chapters wouldn't want to adopt them. You may want to consider adding some drawbacks, especially to some of the more power wargear. That will help to explain why these equipment aren't in full usage yet....why they are still in the "testing phases".
Some issues:
1) IMO, BS 5 is a little too good. Only HQ-type characters should get this. These guys aren't really sharpshooters. They're really just QA testing out new equipment. I would probably reduce their BS to 4 and lower their cost to maybe 20-25pts base. Or you could lower their BS to 4 but give them 2+ armour saves and raise their costs to 35-40pts. The justification is that they need a special type of armor akin to artificer armor that is able to support these new weapons systems.
2) I'm assuming they form 1 unit, or are they independent like Sanguinary Priests or the 4th edition Tyranid zoanthropes?
3) You should consider a limit of 0-1 unit per army. They should be somewhat rare indeed, unless you intend for armies to be able to take up to 18 of these guys.
4) Power Weapon should be standard +15pts, or at the very least +10.
5) Shock sword way too powerful and cheap. It's a 30pt relic blade that gives +1A on the charge. If you want to keep the same cost, consider a draw back. On a 3+, the HSS gets +1A on the charge but on a 1-2, the shock sword "shocks" him instead and he gets -1A that turn.
6) For Stealth armor, maybe consider a 4+ cover save from shooting or something like the Harlequins Veil of Shadows (need to roll 2D6x2 for spotting range). Much simpler.
7) Immolator seems kind of expensive and underwhelming. Maybe increase range to 24" or reduce cost to 20pts?
8) Melta Launcher seems a little too powerful. For only 20pts, you're just about guaranteed to take out a 250pt land raider in assault. I think this needs to be nerfed. Maybe it launches D6 meltabomb hits in assault (roll to hit as normal) and reduce its cost to 15pts (still usable 1/battle) or 3 meltabombs that hit on no worse than 4+ at 15pts and usable 1/battle.
9) Smoke Launcher - I'm assuming the unit you use it on suffers from the effects of the smoke....that is, it can't fire?
10) Force Field Generator - Kind of expensive. I'd say +30pts, unless it makes vehicles obscured, in which case it should cost +50pts.
11) Stabilisers - Kind of expensive. For +30pts, I'd say it gives the HSS Relentless. Very simple.
12) Heavy Gauss Rifle - what does it wound on? It's not a sniper rifle, is it? Can it damage vehicles?
13) Gatling Cannon - sounds like it needs a drawback. Maybe a Get's Hot! or Feeder Jammed rule to represent the problems of firing at such high velocities. I'd also consider increasing the range to 36" or lowering the cost to 25-30pts to compensate for the drawback.
14) I just can't see how the HSS, a normal person, can carry so many of these upgrades. You should impose a limit of 2 wargear options +1 main weapon/gun. It's highly implausible to see a marine carry a nuclear catapult, stabilisers, protocols, force field generator and servo-arm all at the same time.
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This message was edited 2 times. Last update was at 2010/07/17 08:10:00
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![[Post New]](/s/i/i.gif) 2010/07/17 08:07:53
Subject: Re:Space Marine Heavy Support Specialists
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Lord of the Fleet
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jy2 wrote:I like the idea. I think it has a lot of potential. However, some of these wargear seems to be too good. As they are, I don't see any reason why other marine chapters wouldn't want to adopt them. You may want to consider adding some drawbacks, especially to some of the more power wargear. That will help to explain why these equipment aren't in full usage yet....why they are still in the "testing phases".
Some issues:
1) IMO, BS 5 is a little too good. Only HQ-type characters should get this. These guys aren't really sharpshooters. They're really just QA testing out new equipment. I would probably reduce their BS to 4 and lower their cost to maybe 20-25pts base. Or you could lower their BS to 4 but give them 2+ armour saves and raise their costs to 35-40pts. The justification is that they need a special type of armor akin to artificer armor that is able to support these new weapons systems.
2) I'm assuming they form 1 unit, or are they independent like Sanguinary Priests or the 4th edition Tyranid zoanthropes?
3) You should consider a limit of 0-1 unit per army. They should be somewhat rare indeed, unless you intend for armies to be able to take up to 18 of these guys.
4) Power Weapon should be standard +15pts, or at the very least +10.
5) Shock sword way too powerful and cheap. It's a 30pt relic blade that gives +1A on the charge. If you want to keep the same cost, consider a draw back. On a 3+, the HSS gets +1A on the charge but on a 1-2, the shock sword "shocks" him instead and he gets -1A that turn.
6) For Stealth armor, maybe consider a 4+ cover save from shooting or something like the Harlequins Veil of Shadows (need to roll 2D6x2 for spotting range). Much simpler.
7) Immolator seems kind of expensive and underwhelming. Maybe increase range to 24" or reduce cost to 20pts?
8) Melta Launcher seems a little too powerful. For only 20pts, you're just about guaranteed to take out a 250pt land raider in assault. I think this needs to be nerfed. Maybe it launches D6 meltabomb hits in assault (roll to hit as normal) and reduce its cost to 15pts (still usable 1/battle) or 3 meltabombs that hit on no worse than 4+ at 15pts and usable 1/battle.
9) Smoke Launcher - I'm assuming the unit you use it on suffers from the effects of the smoke....that is, it can't fire?
10) Force Field Generator - Kind of expensive. I'd say +30pts, unless it makes vehicles obscured, in which case it should cost +50pts.
11) Stabilisers - Kind of expensive. For +30pts, I'd say it gives the HSS Relentless. Very simple.
12) Heavy Gauss Rifle - what does it wound on? It's not a sniper rifle, is it? Can it damage vehicles?
13) Gatling Cannon - sounds like it needs a drawback. Maybe a Get's Hot! or Feeder Jammed rule to represent to problems of firing at such high velocities. I'd also consider increasing the range to 36" or lowering the cost to 25-30pts to compensate for the drawback.
14) I just can't see how the HSS, a normal person, can carry so many of these upgrades. You should impose a limit of 2 wargear options (or 3 wargear but only 1 gun besides the bolt pistol). It's highly implausible to see a marine carry a nuclear catapult, gatling cannon, force field generator and servo-arm all at the same time.
1: Ok yeah BS5 wil be changed to BS4
2: Yes that's what I was intending.
3: Good point, I hadn't considered a 0-1 limit.
4: Ok, simple enough
5: Thanks for the idea, I'll add that drawback to the list
7: Maybe adding an extra blast would do it? Or should I change it to Ap4?
8: Yeah, now that I look at it, it does look too powerful. It will be changed to D6 shots that still have to roll to hit.
10: Hmm...OK vehicles will be obscured
11: Simple enough
12: I thought SX automatically meant wounding on 4's. Well no matter, it's meant to be like a sniper rifle so I'll add the sniper rule to it.
13: I think by adding Gets Hot with 2D6 shots, you may end up killing yourself pretty quickly. I'll add some sort of feeder jam rule.
14: Well these guys are meant to be somewhat along the lines of Techmarines, for example, the combination you suggested could have a servo arm on his backpack, a force field built into the backpack itself, and one weapon which he is carrying. If you look at the weapon upgrades it states that they may only choose one weapon upgrade.
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![[Post New]](/s/i/i.gif) 2010/07/17 08:19:31
Subject: Space Marine Heavy Support Specialists
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Lord of the Fleet
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Valkyrie wrote:I wanted to create the idea of Marines who were specialised in testing some of the Mechanicus' more exotic weapons, like specialists. I also wanted to incorporate some Fallout themed weapons into the idea, such as the Fat Man. This is what I came up with:-
During the last few centuries, several technological revelations have led some more Mechanicus-based chapters to incorporate new technology and weapons into their ranks. The use of new weapons, such as the Heavy Gauss Rifle, have been tested extensively by Heavy Support Specialists. HSS's are Space Marine Veterans drafted exclusively from 1st Company Devestators or other heavy weapon squads, as they are already trained well in the art of fire support and suppression. The HSS troopers are all trained to use only a few pieces of the new technology avaliable to them, however they are trained to use their equipment to the full extent of their purpose.
HSS troopers have proved their worth many times. However, many chapters are reluctant to accept the new technology into their armouries, as they feel that they are simply acting as "guinea pigs" for Mechanicus field testing.
0-1 Heavy Support Specialists - 25 Points per model
0-3 HSS models may be taken as a single Elites or Heavy Support Choice. What choice you take them as affects which wargear they can take (see below). The models do not count as a squad, and may be deployed and moved independantly of each other.
WS4 BS4 S4 T4 W2 I4 A2 Ld9 Sv3+
Weapons (Elites and Heavy Support)
Bolt Pistol
Boltgun
Power Armour
Frag Grenades
Melta Bombs
Elite Options
Any HSS taken as an Elite choice may choose one of the following options:-
Power Weapon +5pts
Shock Sword +20pts
Immolator +25pts
In addition, they may have any of the following options:-
Stealth Armour +30pts
Melta-Launcher +20pts*
Smoke-Launcher +15pts*
Jump Pack +15pts
A model may not have both Melta and Smoke Launchers.
Shock Sword: The Shock Sword induces a very powerful electrical field surrounding the blade. While similar to the Power Weapon, the Shock Sword causes horrific injuries to those even grazed by the blade, and can be devestating if used with correct techniques.
A Shock Sword is a Power Weapon that gives +1S to the wielder. When assaulting with a Shock Sword, roll a D6: On a 3+, it gives the wielder an additional attack if they assault into combat, so a model with a Shock Sword would gain 2 extra attacks on the charge. However, on a 1 or 2, dangerous feedback travels along the length of the weapon, injuring the user, reducing his attacks by 1.
Stealth Armour: The Stealth Armour uses interlocking layers of ceramite coated with light refracting panels. While it does not grant true invisibility when compared to other technology, it disguises the user to an extent where they are invisible to all but the most determined hunters.
When firing at a model with Stealth Armour, you must roll 2D6x2 to determine wherever or not the model can be seen. If they are shown to be out of range an alternative target may be chosen.
Immolator: The Immolator uses technology similar to the Inferno weapons used by the Sisters of Battle. Unlike a flame-thrower which simply blankets a small area in fire, the Immolator fires multiple containers of heavy-grade promethium, making it able to reach areas which would be unaffected by flame-throwers.
Immolators count as a ranged weapon with the following profile:-
Range 18" S5 Ap4 Assault 3, Blast
Melta Launcher: The Melta-Launcher consists of three small tubes mounted to the user's backpack or jump pack, similar in appearence to a vehicle's smoke launcher. Their purpose is to launch Melta Bombs at the target vehicles from a safe range.
A Melta-Launcher may only be used once per battle. During the Assault Phase you may choose one vehicle within 6". The affected vehicle suffers D6 close combat attacks that count as Melta-Bomb hits (roll to-hit as normal).
Smoke Launcher: The Smoke Launcher is similar in appearence to the Melta Launcher, but is instead loaded with smoke canisters, designed to create quick patches of cover.
A Smoke Launcher may only be used once per battle. During the Shooting Phase, you may choose a unit within 12". The affected unit gains a 4+ cover save during the next game turn. You may choose to use the smoke launcher on the same model if you wish. However, units affected by the smoke may not fire in the turn in which the smoke is in effect.
Heavy Support Options
An HSS taken as a Heavy Support choice may choose any of the following options:-
Oxy-acetelyne +15pts
Servo Arm +25pts
Force Field Generator +40pts
Advance Targeting Protocals +20pts
Stabilisers +30pts
In addition, they may choose one of the following options:-
Heavy Gauss Rifle +25pts
Gatling Cannon +35pts
"Stinger" Launcher +30pts
Nuclear Catapult +70pts
Oxy-acetelyne: The HSS trooper has been fitted with systems allowing them to disperse oxy-acetelyne propellent with a single touch. A trooper upgraded in this manner can deliver the heat of a blast furnace from the palm of his hand.
A trooper with Oxy-acetelyne counts as having a Power Weapon.
Servo Arm: The trooper has been upgraded with a servo arm, similar to the ones used by the Techpriests of Mars.
A model with a Servo Arm gains the Blessing of the Omnisiah special rule. In addition, they gain a single S8 hit in combat that ignores armour saves.
Force Field Generator: A force field generator can grant local units an increased form of protection. The force field is able to reflect small arms fire in the same way as the void shields used by the mighty Titan Legions
Any unit with a model within 6" of a model with a Force Field Generator gains a 5+ cover save. Vehicles count as obscured.
Advanced Targering Protocals: Extensive upgrades have been made to the HSS trooper's weapon, allowing them to rectify their fire and relocate to targets of a higher priority.
Once per game in the shooting phase, a model with ATP may choose to re-roll all to-hit rolls that they have made in that shooting phase, accepting the second set of rolls as final.
Stabilisers: The HSS armour has been fitted with gyroscoptic stabilisers that allow the trooper to fire heavier weapons on the move, at the cost of reducing the effective range of their weapons.
A model with Stabilisers counts as having the Relentless special rule.
Heavy Gauss Rifle: The Heavy Gauss Rifle uses stacks of magnetic coils lining the barrel, which are able to accelerate a projectile to hypervelocity within a few seconds. At those speeds, even a relatively small projectile gains colossal penetrating power.
A Heavy Gauss Rifle has the following profile:-
Range 36" SX Ap1 Heavy 2, Rending.
The Gauss Rifle wounds on 4+ regardless of the target's toughness.
Gatling Cannon: Several variants of the Gatling Cannon exist. Some use swathes of low-calibre rounds, while some use high-intensity lasers. Some more exotic versions even use high frequency gamma rays. Whatever the method, Gatling Canons are able to wipe out large numbers of enemy troops in an instant.
Gatling Cannons have the following profile:-
Range 24" S5 Ap5 Heavy 2D6**
**Roll each time it is fired.
Feeder Jam: If a double is rolled for the number of shots, the mechanism jams and no shots may be fired next turn. If a double one is rolled, the mechanism jams to a point where it is completly unuseable and no shots may be fired for the rest of the battle.
Stinger Launcher: The Stinger resembles multiple small rockets mounted to a single launch system, much like a Whirlwind launcher. The warheads, while lacking the penetration power of Krak rockets, have shown to be particularly useful in tracking skimmers and jetbikes, such as those utilised by the Eldar.
A Stinger Launcher has the following profile
Range 24" S8 Ap4 Heavy 3
Skimmers do not get the 3+ cover save from moving flat-out against shots from a Stinger. Jetbikes do not get the cover save for turbo-boosting.
Nuclear Catapult: The Nuclear Catapult is a very rare weapon: only 3 have been fully tested, and even then, having a 64.2% success rate. The relatively simply mechanism catapults a small warhead ranging from 0.1-0.4 megatons a significant distance. Because there is no propellent involved, the explosive potential of the warhead is increased by replacing the propellent and fuel with more explosive material.
A Nuclear Catapult counts as a ranged weapon with the following profile.
Range 48" S9 Ap3 Ordinance 1, 5" Blast, Gets Hot!***
***If the weapon Gets Hot, instead of automatically wounding the user, resolve the shot as usual, but with the 5" Blast centered over the user.
What do you think?
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![[Post New]](/s/i/i.gif) 2010/07/17 08:20:57
Subject: Re:Space Marine Heavy Support Specialists
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Fixture of Dakka
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Valkyrie wrote:
7: Maybe adding an extra blast would do it? Or should I change it to Ap4?
I prefer the extra blast.
Valkyrie wrote:
12: I thought SX automatically meant wounding on 4's. Well no matter, it's meant to be like a sniper rifle so I'll add the sniper rule to it.
Not necessarily. It could be a poisoned weapon, which doesn't have a strength value as well or something like the wraithcannon. It only uses the Sniper rules if it is declared as a Sniper weapon.
Valkyrie wrote:
14: Well these guys are meant to be somewhat along the lines of Techmarines, for example, the combination you suggested could have a servo arm on his backpack, a force field built into the backpack itself, and one weapon which he is carrying. If you look at the weapon upgrades it states that they may only choose one weapon upgrade.
I didn't notice the limit of 1 gun/weapon that you had. I guess it's alright then.
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This message was edited 1 time. Last update was at 2010/07/17 08:21:44
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![[Post New]](/s/i/i.gif) 2010/07/18 07:31:02
Subject: Re:Space Marine Heavy Support Specialists
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Spawn of Chaos
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Interesring idea you have there,
I'm a little put off by the "two wounds" thing though, but I suppose it's fair enough that you made them 30 points.
Other than that, seems totally feasible..I just hope a certain guy I know with space marines doesn't find this thread -.-
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"And they shall stammer"
3000+ pts Chaos Space Marines
~500pts Imperial guard
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![[Post New]](/s/i/i.gif) 2010/07/21 03:01:22
Subject: Re:Space Marine Heavy Support Specialists
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Homicidal Veteran Blood Angel Assault Marine
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The stealth armor sounds pretty similar to the Vindicare assassin's stealth suit, but I like that it can make a model infiltrate
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For the Emperor! Kill Maim Burn!... I mean purge the unclean! |
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![[Post New]](/s/i/i.gif) 2010/07/23 16:54:18
Subject: Space Marine Heavy Support Specialists
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Emboldened Warlock
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Like them, but they should only be able to take one special issue weapon each - how are they supposed to get any research done if they have to keep switching between shock sword and immolator, etc?
Make each weapon gets hot! to account for their prototype nature.
Make the immolator 'ignore cover' - its a flame weapon that currently doesnt do that.
Fat Man should have secondary radiation damage - any unit touched by the template must take a dangerous terrain check in their next movement phase, subtracting one from the natural dice roll if the unit did not move.
Also reckon the fatmans range is too large, iirc in Fallout,m its a pretty shortrange weapon - maybe 24"?
Just some thoughts.
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DC:80S++G++M+B++I+Pw40k99+D++A+++/mWD219R++T(T)DM+ |
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![[Post New]](/s/i/i.gif) 2010/07/24 12:12:36
Subject: Re:Space Marine Heavy Support Specialists
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Willing Inquisitorial Excruciator
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in fallout the fatman's range CAN be decent as long as you aim right. so IMO this seems good
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"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos
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![[Post New]](/s/i/i.gif) 2010/07/28 23:39:46
Subject: Space Marine Heavy Support Specialists
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Perfect Shot Dark Angels Predator Pilot
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i really like the smoke launcher idea... iv been thinking of something similar to that
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Follow me if i advance
kill me if i retreat
Avenge me if i die |
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![[Post New]](/s/i/i.gif) 2010/07/29 01:52:31
Subject: Re:Space Marine Heavy Support Specialists
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Horrific Howling Banshee
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Id say give them one wound and make them only HS. That way they are like the third squad in the unfinished trinity Sternguard and Vanguard. Maybe make them 25 pts.
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Quoted from "The Defenestrator":
"Yes, I don't buy into the goody goody image the Tau PR machine has churned out . They're all dirty cold-blooded space-communists if you ask me! Besides, their shiny, selfless "we love everyone for the Greater Good" vibe is so unfitting for the "lulz we're all badass jerks" future of 40k. GW needs to play up their cold, calculating, "join us or die, and probably still die anyway" Borg-y style. That's just me of course."
Altanis wrote Vindicare. Hes like Santa he watches when your sleeping. He knows when your awake. I doesn't matter if youve been bad or good because the inquisition put a hit out on you and a shield breaker round is gonna go through your head when your eating your weaties.
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![[Post New]](/s/i/i.gif) 2010/07/29 19:01:25
Subject: Space Marine Heavy Support Specialists
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Eternally-Stimulated Slaanesh Dreadnought
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Heavy Weapons Specialists might work in a Mentors army. They are the specialists among the space marine chapters.
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![[Post New]](/s/i/i.gif) 2010/08/05 21:00:16
Subject: Re:Space Marine Heavy Support Specialists
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Crazed Cultist of Khorne
Ipswich/Scotland
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I love these rules. Could you do some for Chaos?
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Thou shalt not bend to the will of nerds playing war games, and act upon your own free will.
“It makes a funny noise” is not an excuse for punching Imperial Guardsmen.
2000 points (Blood Reavers)
Please Click on Belzephus
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![[Post New]](/s/i/i.gif) 2010/08/05 21:21:06
Subject: Re:Space Marine Heavy Support Specialists
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Lord of the Fleet
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GruntBuster7 wrote:I love these rules. Could you do some for Chaos?
Yeah I could probably create some for Chaos. Give me an hour or so and I should have something done.
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![[Post New]](/s/i/i.gif) 2010/08/05 21:28:08
Subject: Re:Space Marine Heavy Support Specialists
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Crazed Cultist of Khorne
Ipswich/Scotland
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Thanks very much. I honestly believe that now Havocs have stopped production, Chaos needs some cheap firepower.
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Thou shalt not bend to the will of nerds playing war games, and act upon your own free will.
“It makes a funny noise” is not an excuse for punching Imperial Guardsmen.
2000 points (Blood Reavers)
Please Click on Belzephus
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![[Post New]](/s/i/i.gif) 2010/08/05 23:38:13
Subject: Re:Space Marine Heavy Support Specialists
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Lord of the Fleet
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GruntBuster7 wrote:I love these rules. Could you do some for Chaos?
Ask and thou shalt receive
Chaos Forge Masters
A relatively new sight on the battlefield has been the Forge Masters of Chaos. It appears that they are the Chaos equivalent of Techmarines who have not metamorphed into the creatures known as Obliterators. The Forge Masters seem to research a cross of Daemonic and Imperial technology on a level unseen before, much like the moderatly recent Heavy Support Specialists of the Adeptus Astartes. Each Forge Master researches slightly different techniques: Some, such as Diabolan Keretal, research archaic Daemon Engines, while others, such as Perebutas Orlo have created obscene war-machines that are capable of wiping out entire cities in an afternoon.
Most commonly, groups of Forge Masters will aspire for a single goal, although even then, there is still a level of distrust in the atmosphere, and some Forge Masters have been known to turn their creations on their comrades before fleeing with the schematics of their comrades' work. One notable case is of the Night Lords Forge Master known as Iridiul Arnam, who after creating the first Banelords, set them upon his Forge Caste in a night of slaughter, leaving the planet a barren husk. Iriduil then fled, although plans for the Banelords were discovered soon after by an Iron Warriors fleet.
The Forge Masters most infamous creations include he Banelord, the Plague Tower, and the Harbringer. However, out of the hundreds of reported Forge Masters, only a fraction have created weapons of an apocalyptic scale without creating some sort of damnating Daemon pact. Because of this, most Forge Masters keep their projects at a much smaller level, ranging from minute versions of more powerful weapons, to Warp disruptors capable of spawning horrific creatures from the stuff of nightmares.
Chaos Forge Master - 35 Points
You may take 0-2 Daemonic or Mechanised Forge Masters as a single Elites choice.
Mechanised: WS3 BS5 S4 T4 W2 I4 A2 Ld9 Sv3+
Daemonic: WS4 BS3 S4 T4 W2 I4 A3 Ld8 Sv 3+ / 5++
Wargear: (Daemonic and Mechanised)
Power Armour
Twin Linked Boltgun
Bolt Pistol
Frag and Krak Grenades
Mechanised Upgrades
Artificier Armour 15 Points
Melta Bombs 5 Points
Mechadendrites 20 Points
Proto-Terraformers 30 Points
* Assault Drill 20 Points
* Torsonic Pulse Scrambler 25 Points
* Arc Caster 35 Points
Only one upgrade marked (*) may be chosen
Mechadentrites: Multiple tentacles sprout forth from points along the Forge Master's spine, lashing out at attackers like iron whips. each one possessed by a hostile machine spirit intent on causing harm to anything.
A model with Mechadendrites gains an additional D6 S3 attacks resolved at Initiative 6. Roll to determine the number of attacks each round of combat.
Proto-Terraformer: The Proto-Terraformer was formed using the entropy field utilised by the Hrud. When activated, it causes nearby matter to decay away, affecting both living organisms and architecture. The Proto-Terraformer can also be used to project a devestating entropy beam which causes horrific decay to anything it glances.
The Proto-Terraformer can be used in one of two ways per turn. It can either allow the Forge Master to ignore any terrain it moves through, or it can be used as a ranged weapon with the following profile:
Range: Template S3 Ap3 Assault 1
Assault Drill: Simply named, the Assault Drill resembles a mining drill grafted in place of the Forge Master's hand. The drill produces the same effects as a Power Fist, but with incredible penetrating power, similar to the Chainfists used by Terminators.
An Assault Drill counts as a Chainfist.
Torsonic Pulse Scrambler: There has been great debate to what the Torsonic Pulse Scrambler actually does. One theory sugests that it projects a bass note similar to the sonic weapons used by the Emperor's Children, causing enemies to literally explode when the right , frequency is reached, while others claim that it disrupts the brainwaves of the victim, causing them to die slowly due to failure of the vital systems due to massive brain damage.
A Torsonic Pulse Scrambler counts as a ranged weapon with the following profile:
Range: 24 S6 Ap4 Assault 1, 3" Blast
Any model wounded by a TPS must take a Leadership test, if failed, the model suffers Instant Death (invulnerable saves allowed)
Arc Caster: The Arc Caster resembles a compact shotgun, and is able to project a devestating electrical arc at the enemy. While short ranged, the Arc Caster creates secondary currents that are just as devestating as the first. If the first bolt does not kill the target, the secondary bolts are almost guaranteed to fry them.
An Arc Caster counts as a ranged weapon with the following profile:
Range: 12", S5 Ap3 Heavy 1, 3" Blast, Secondary Bolts
Secondary Bolts: Any to-wound roll of 6 will inflict an additional Ap3 hit on the target. As long as you keep rolling 6's to wound there can be no limit to these secondary wounds.
Daemonic Upgrades
Warp Disruptor 15 Points
Kai Gun 20 Points
Daemon Talons 20 Points
Spawn Host 40 Points
* Nightmare Field 25 Points
* Warp Piercer 70 Points
* Living Armour 55 Points
Only one upgrade marked (*) may be chosen.
Warp Disruptor: The Warp Disruptor causes local Warp fields to refract and shatter, causing massive trauma for any unfortunate psychic individuals in the local vicinity. While a common upgrade for Forge Masters, unsuccessful testing has caused them to tone down the area of effect of the disruptor, to the relief of any psykers in the area.
Psychic powers may not be used or pass through within 6" of a model with a Warp Disruptor. However, the opponent may still opt to use a psychic power within 6" of the Forge Master, but they always roll 3D6 for their Psychic Tests, regardless of other rules.
Kai Gun: Few Kai Guns remain to this day: Massive Warp Storms created what is now known as the "Jervis Effect", whereby huge forges and other wargear producers were wiped from existence. As a result, the few Kai Guns remaining are highly sought after.
Kai Guns count as a ranged weapon with the following profile
Range 24" S6 Ap3 Assault 3
Daemon Talons: Some Forge Masters are slightly tainted in their physical form, due to radiation levels from their experiments or Warp exposure. Their fingers are mutated into long talons, which is only the first step on the path to possession, a path some Forge Masters are willing to risk.
A model with Daemon Talons counts as having a Power Weapon with the Rending USR.
Spawn Host: Forge Masters will often stray too far into the path of Daemonhood, a path oof which there is no return. One of the most extreme measures a Daemonic Master will go to is to intergrate a powerful explosive into their armour, which they will detonate seconds before death to prevent them being "granted" Spawnhood by the Chaos Gods. However, on some occasions the Chaos Gods will still transform them into the dammning form of a Spawn, to the horror of the Forge Master.
When a model with a Spawn Host loses it's last wound, place the 5" Blast marker over it. Any model under the marker suffers a S4 Ap5 hit. Afterwards, roll a D6. On a 1-3, nothing happens, but on a 4+, the Chaos Gods have their way and a Spawn model* is placed where the Forge Master died, automatically becoming locked in assault if in contact with enemy models.
* The Chaos player must provide the Spawn model. If no models are avaliable, then treat this as a 1-3 result instead.
Nightmare Field: The Nightmare Field resembles a long flowing cloak, embedded with the tortured souls of hundreds of the Master's victims. Their howls of pain and screams of terror resonate across the battlefield, draining the souls of any nearby.
During each of the Chaos player's turns, any squad within 6" of the Forge Master must take a Leadership test with -1 Ld. If they fail they must immediatly fall back. This even affects models in close combat, although Fearless units are immune.
Warp Piercer: The Warp Piercer resembles a large Lascannon, connected to a Warp Field instead of a power cell. While already a very potent ranged weapon, it's main power comes from it's ability to weaken the structure of the Warp at the target, allowing Daemons to flood the area, tearing apart any who survive the initial bombardment.
A Warp Piercer counts as a ranged weapon with the following profile:
Range 18", SX Ap3 Heavy 1, 5" Blast
Once the shot has been resolved, roll a D6 and consult the table below.
1-2: No Daemons are produces as the Warp has not been weakened enough.
3: D6 Horrors of Tzeench are produced
4: D6 Bloodletters are produced
5: D6 Daemonettes are produced
6: D6 Plaguebearers are produced
Any models produced use their respective entries from Codex: Chaos Daemons. When placing them, place them anywhere under the marker, becoming locked in combat if placed in base-to-base contact.
* Just like the Spawn Host, if models are not avaliable, none can be placed.
Living Armour: Living Armour appears as a flowing layer of liquid metal coating the Forge Master, resembling an ancient metal known as "quicksilver". The overall effect is the Living Armour is able to retaliate to any damage it takes, the armour literaly reaching out and attacking the enemy.
If a model with Living Armour is hit by any attack within 18" (including CC attacks), the model which inflicted the attack immediatly suffers an attack equal to the weapon which they fired at the Forge Master.
Eg: A model with a Storm Bolter fires at the Living Armour, hitting with both shots. The model then suffers two hits equivalent to a Storm Bolter.
Note that this effect is non-discrimatory, and will affect both friendly and enemy units, regardless of the weapon used. (So yes, this will affect Volcano Cannons, Gauntlets of Ultramar, etc)
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This message was edited 1 time. Last update was at 2010/08/05 23:39:34
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![[Post New]](/s/i/i.gif) 2010/08/06 23:57:20
Subject: Re:Space Marine Heavy Support Specialists and *NEW* Chaos Forge Masters
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Willing Inquisitorial Excruciator
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new flavor for both my marines and chaos? awesomeness on crack
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"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos
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![[Post New]](/s/i/i.gif) 2010/08/20 19:41:43
Subject: Re:Space Marine Heavy Support Specialists and *NEW* Chaos Forge Masters
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Lord of the Fleet
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TyraelVladinhurst wrote:new flavor for both my marines and chaos? awesomeness on crack
Haha thanks, never had that reaction before!
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![[Post New]](/s/i/i.gif) 2010/08/20 20:32:15
Subject: Re:Space Marine Heavy Support Specialists
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Swift Swooping Hawk
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Valkyrie wrote:Psychic powers may not be used or pass through within 6" of a model with a Warp Disruptor. However, the opponent may still opt to use a psychic power within 6" of the Forge Master, but they always roll 3D6 for their Psychic Tests, regardless of other rules.
powers may not be used... within 6"... the opponent may still opt to use a power within 6"... is that intended?
I'd reword it and make it a little better if the option is there to cast anyway. (and stealing some eldar rule)
Any model using a psychic powers that target a unit within 6" of a model with Warp Desruptor or have to trace LoS through any area within a 6" radius of a model with warp disruptor will need to roll an additional D6 and add it to their Ld, any roll over 12 will result in a perils of the warp test.
Valkyrie wrote:Living Armour: Living Armour appears as a flowing layer of liquid metal coating the Forge Master, resembling an ancient metal known as "quicksilver". The overall effect is the Living Armour is able to retaliate to any damage it takes, the armour literaly reaching out and attacking the enemy.
If a model with Living Armour is hit by any attack within 18" (including CC attacks), the model which inflicted the attack immediatly suffers an attack equal to the weapon which they fired at the Forge Master.
Eg: A model with a Storm Bolter fires at the Living Armour, hitting with both shots. The model then suffers two hits equivalent to a Storm Bolter.
This abilty seems a bit much, while a terminator firing a storm bolter wouldn't mind so much... fire warriors, guardians, guardsmen, most standard infantry, would.
Them being T3 and you being T4 the damage done them would be greater, especially anyone that could pierce their own armour.
Then there is the chance to abuse it.
- Your character is in a unit consisting of 5 chaos marines (or whatever, it doesn't matter)
- Random marine squad Y advances with intent to charge
- some generic pistol shots hit and 1 plasma pistol shot from the sarg-type also hits.
- You allocate the plasma hit on your charecter, you can take it, the sarg-type gets hit by a plasma hit also, he can't take it and dies along with possibly the only power weapon in the unit.
- Sarg-type taken care of with no effort at all.
Personally i'd limit the range, possibly only to 12" but that also seems a bit far for armour to lash out...
I'd also change the wording...
If a model with Living Armour passes a save(normal or invulnerable, but not cover) from any attack originating within 12" (including CC attacks), the unit which inflicted the hit immediatly suffers an auto-matic hit that wounds on a 4+ with AP D6 (vechicles are stunned on a 4+)
Eg: A model with a Storm Bolter fires at the Living Armour, hitting with both shots, wounding with one, The master makes his save. The model's unit then suffers one wound on a 4+ with AP D6.
I don't mean to mess with the rules too much, but passing a save and inflicting a hit fits in my head more. Also drop the points somewhat with the reduced effeciency. On another note perhaps the master should turn into a spawn always? with that fancy explosive armour being a way to prevent it rather than being the only way it can happen.
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WLD: 221 / 6 / 5
5 Dragons 2011: 2nd Overall
DT:80+S++G++M+B+I+Pw40k96++D++A++/mR+++T(T)DM+
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