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2011/03/26 21:24:59
Subject: - Need Advice on Custom "Fluff Marines" -
Here are some basic "True Marine" characteristic (and weaponry) changes that my brother and I are working on atm. Hoping to implement them (and more) later as house rules, with appropriate squad size and points adjustments. I think they're fair enough, and give an accurate representation of fluffy marines without making them ridiculously OP.
We will, of course, be moving onto other factions in the future (Nids next), but for now we're doing the always-easy Space Marines.
Weapons that we change will be universally altered for every faction that uses them.
NOTE: I realise that some of these modified weapons may make others slightly redundant (for example, the custom Heavy Bolter and default Assault Cannon are very similar). This doesn't bother us, as we don't use many exotic weapons, but when we finalise our comprehensive set of house rules for Marines we'll look into these issues.
Anyway, tell me what you think so far! Any unforeseen complications or balancing side-effects that you can make out? Overpowered? Have any criticisms or suggestions? Any advice at all on how the changes below might inadvertently affect gameplay and/or balance?
- Can re-roll failed to-wound rolls.
- Can re-roll D6 for vehicle penetration.
NOTES:
- Extra AP and/or Strength for Bolters (to represent the kinetic mass of a bolt), plus rending (to represent the explosive properties of a Bolter round, and the damage that it could cause by exploding within an enemy).
- Chainswords can re-roll failed wounds and armour penetration attempts. After all, a whirring, screeching sword edged with rapidly-moving, razor-sharp, serrated steel cutting teeth ought to do more damage to armour and flesh than a mere knife!
- Improved the WS, BS, S, W, I, A and Ld characteristics of the basic Space Marine statline. Still Toughness 4 (to allow for ID by weapons such as lascannons, lances, krak missiles, meltas, etc), as their fortitude is represented by the Wounds characteristic.
- Veterans, relative to the custom Space Marine statline, get +1 WS and +1 Ld.
- Terminators, relative to the custom Space Marine statline, get +1 WS, +1 T, -1 I (as their armour is bulky, and movement-inhibiting) and +1 Ld. Kept their Invulnerable Save of 5+ (I never understood why they ended up with an Inv. Sv in the first place... I mean what exactly does a Crux Terminatus do?).
- Scouts, relative to the custom Space Marine statline, lose -1 WS, -1 BS, -1 W (as they don't have access to the life support systems of Power Armour) and -1 Ld.
- All Marines gain the Stubborn and Acute Senses USRs, representing their dogmatic religious fervour and enhanced eyesight/hearing/smell respectively, and have the "Resistant to Toxins" custom rule, due to their bolstered immune and blood-filtering bodily systems.
They also have the custom rule "With Fire and Bolter", representing their incredible dedication to (and thus high level of training and experience with) the "Holy Boltgun". I was thinking that maybe Scouts shouldn't get this.
CUSTOM SPECIAL RULES
- With Fire and Bolter: Models armed with Boltguns always count themselves as stationary when firing. - Resistant to Toxins: Successful rolls to wound by weapons with the "Poison" characteristic must be re-rolled.
Thanks in advance for reading (and hopefully commenting). I know it's really trivial , but tell me what you think anyway!
This message was edited 3 times. Last update was at 2011/04/26 09:58:22
"Authoritarian dogmata are the means by which one breeds a submissive slave, not a thinking, fighting soldier of humanity."
- Field-Major Decker, 14th Desert Rifles
2011/03/27 22:08:58
Subject: - Need Advice on Custom "Fluff Marines" -
"Authoritarian dogmata are the means by which one breeds a submissive slave, not a thinking, fighting soldier of humanity."
- Field-Major Decker, 14th Desert Rifles
2011/03/27 22:43:12
Subject: - Need Advice on Custom "Fluff Marines" -