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Why do Marines not board Space Hulks in just their underwear?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Longtime Dakkanaut



London

From memory power armour marines had 1d6-2 in CC
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Pacific wrote:
Thanks mate!

Really interesting point someone made above (and I hadn't considered) was the rules for Power Armour in Space Hulk, when compared to Terminator Armour. If it's very unlikely a marine won't get snipped if they get melee'd when wearing Terminator, in Power Armour they stand almost no chance!

So it really just goes to reinforce how utterly deadly Genestealers are.

But that should do nothing to dispel the mental image of a bunch of guys that kind of look like gene-hanced John Cenas, dressed in their tidy whiteys, sprinting down the halls of the Space Hulk being chased by Genestealers
Ranting about 40k rules for a moment...
Spoiler:
Just kinda sad that it's not reflected in the rules right now.

A Genestealer has 3 (4 in a big squad) attacks at S4 AP-1 (-4 on 6s to-wound) D1 (D2 on 6s to-wound, with Toxin Sacs), hitting on a 3+ (2+ if a Broodlord is nearby).

Against an ordinary Terminator, with a Stormbolter and a Fist, the Genestealer does anywhere from .44 wounds (no buffs) to 1.11 wounds (all buffs) on average.

Put another way, a squad of 20 Genestealers with Broodlord support and Toxin Sacs will kill a min squad for sure on the charge, but won't finish off a 10-man squad.

Hell, a squad of 5 Genestealers (no upgrades) charging a squad of 5 Terminators won't kill a single Termi on the charge. And the Terminators? They'll slaughter four of the Stealers right back.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

OK that's interesting, that's significantly lower probability than a stealer vs. termintor in Space Hulk.
Think the Stealers back then were tougher and didn't need toxin sacks and stuff

I'm not sure what the Stealers rules were back in Rogue Trader and at the time of Space Hulk 1st ed (am pretty sure they were in there, albeit looked quite a lot different). I know in 2nd edition they were absolutely nails (in amongst an army that was all nails!) Off top of my head, WS6, 3 attacks, can't remember if they were S4 or S5, but the way the melee system worked in that edition I remember them charging into squads of marines (or anything actually) and you may as well just remove the squad. A particularly dirty trick was using an allied adeptus psyker and using 'Gate' to just run them straight through and directly into close combat.

Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
 
   
Made in gb
Longtime Dakkanaut



London

Ah yes gate, +18" of movement in addition to your flat 12" charge. Hybrids could get it (Nid or standard human power access).

Stealers were 28 points each, 6-12 strong, caused fear, immune to all psychology, 5+ save, WS 7, S6, T4, W1, I7, attacks 4, Ld 10. I ran them in squads of 7 so they only gave away 2VPs.
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

S6 wow! That really did match the fluff of their claws being able to slice through ceramite as though it were tissue paper!

Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
 
   
 
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