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Well, that's why I put it up here; regular games are a very different thing from a 36k apocalypse match up.
Slow and Purposeful also means you can't overwatch, so that's a pretty serious issue. In any case, I've never understood the "logic" that bionics is somehow slower than organics. Things like SnP, or a docked Initiative value, for being cybernetically enhanced, they just don't really make all that much sense when you think about it. As payoff for the 6+ invy, though, slowed movement is a reasonable option, at least if one thinks in terms of the increased weight of the marine-- it stands to reason at least that the landscape might not handle all that extra mass well, which would slow progress across the ground. I'll add something in to that effect, and probably expand upon it after some thought.
Fearless replaces both ATSKNF and Combat Tactics, which are actually tactically far superior to Fearless if you ask me, so I think that's a very reasonable trade off.
For FNP, not having Apothecaries wasn't ever supposed to be any sort of trade off; upgrading a sergeant to a techmarine costs +45pts, so that's what the squads are paying for it. Maybe it could be more, since you also get a Servo-Arm out of the deal. In fact, I should probably make the upgrade something less than a full Techmarine; with 6th edition wound allocation, the 2+ save is a much bigger deal than it was, at least potentially. Maybe +60pts? Tactical Squads are starting to get pretty expensive! They're still 1-wound models with bolters.
EDIT:
-- Added second paragraph to Unyeilding Body, to the effect that Sons cannot Run, and always charge as if through difficult terrain.
--Increased cost of Techmarine upgrade for regular squads to +60pts; could go to +75pts, but it is more my intention to clarify that the upgrade grants only a Servo-Arm and Blessing, not Artificer Armour or a Power Weapon, or any of the other special rules.
--Increased the cost of the Iron Father to 140pts, because he also has the [/i]Blessing[/i] special rule.
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