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2014/11/21 00:35:42
Subject: Krakens of Shada fandex - Need feedback (*Changes* 9th Dec)
EDIT (8/12/14): Looking at another thread "gave me an idea" for my storm bolters. I'll see what you guys think:
Option 1: Keep the storm bolters as they are in this codex (R24", S4, AP5, Salvo 2/4)
Option 2: R24", S4, AP5, Assault 3, Storm
Storm: every to Hit roll of 6 adds another wound in the wound pool.
(thanks to this post for the idea.)
Option 4: Other! Post your own ideas and thoughts, or point me to other suggestions.
Whichever gets used there will be points rebalances where needed.
I'll leave the poll up for 15 days and see what happens.
IMPORTANT: Due to internet issues, I may not be able to reply right away. Keep giving feedback and such. I will try to reply when I can.
Thank you.
Formerly "Iron Hands supplement"
To the point, the main things I wish to know are:
- Points costs! Too much, too little, just right?
- The units themselves: Too powerful? Underwhelming? Not just for their points cost, but in general.
- Warlord traits and Psyker powers: Too much? Too little?
- Ambiguity: Do any of these rules seem they may have more than one meaning, or seem unclear? This is my top priority on fixing, alongside balancing the rules within.
Some things to note when reading this - The costs on pieces of Wargear (i.e Azazel's Staff) is what I came to the conclusion of their "worth", and is factored into the unit's final cost. It is NOT optional, or an upgrade. It is to show the people interested in how I came about pricing them.
- The Wargear is not added to the statline, unless told otherwise (such as having a bike)
Any and all feedback is appreciated, and will be heavily considered when altering the rules.
I'm happy to answer your questions, and will attempt to do so to the best of my ability.
Edit: I don't mind if you are brutally honest with me. I prefer it that way. If you feel you might be being impolite, or "too harsh" just say so at the end of something that you think comes off that way.
Thank you all in advanced.
Changes (just a summary, so you don't have to search the entire thing every time I say "changed it!")
Spoiler:
(8/12/14) - Minor Changes: includes moving In Death I Serve to the Dreadnought entry to make things neater.
- Reprice: Storm Bolters (10/5pts depending on relentless or not), Azazel, Gadreel, Dreads, Master of the Forge, & Techmarines.
- Helios Veterans change! (AP2 "mode" was replaced), also increased to 25pts/model. Base price placed at 125pts. Sergeant removed.
- Added a question (see the top of this post).
(9/12/14) - Cleared up the "changes" section by deleting older entries.
- Finally removed Ezekiel. I feel he did not bring enough "flavour" to the table. I considered giving Azazel his rule, but have decided not too as Azazel has enough as it it.
- Added Alastor! HQ choice in Cent armour, but he's big enough to take up every HS slot you could have taken. *insert "yo momma so fat she took up all the HS slots*
Alastor has been in the fluff as a single word; his name. He's been an Iron Council member that I've been trying to implement for a couple of weeks. I've expanded his fluff, but decided he should be clad in Cent-armour. I am getting around to fluffing him out some more.
Special rules found in the Codex & Armoury.
Spoiler:
Krakens of Shada Krakens of Shada is a Fan-made Code ("Fandex") or Homebrew Codex. "Krakens of Shada detachment" refers to any detachment(s) using this Fandex. All instances of the word "Codex" refer to this Homebrew Codex unless otherwise specified. For all rules purposes, treat this codex as having the Space Marine Faction.
Suspicious of Strangers: A Krakens of Shada army may only contain detachments made up of units from this codex. Should you have to ally with a detachment from another codex, treat all Battle Brothers as Allies of Convenience, ignoring the last bullet point. Salamanders and Raven Guard (and their successors) are treated as Come the Apocalypse.
Machine Empathy: All character and Vehicle models from this codex gain It Will Not Die. Furthermore, if a vehicle with the Venerable special rule rolls a 6 or more for their IWND roll, they may repair an Immobilised result instead of a Hull Point.
Ways of Helios: All Characters in this codex (including special characters) have the Blessing of the Omnissiah special rule. Additionally, all Characters that are not in Centurion Armour, or the Armour of Helios have a servo-arm.
Combat Squads: (Space Marine codex)
Venerable: (Space Marine codex)
Lumbering Hulk: If a model with this rule moves in the movement phase it gains Slow and Purposeful until the beginning of your next turn. Additionally, they may not run.
WARP MISHAP: This gives the model the Deep Strike special rule. If a dreadnought with this upgrade would mishap, reduce the scatter the minimal distance necessary to avoid the Deep Strike Mishap. This does not prevent scattering off of the board. Additionally, this gives the user a Void Shield on the turn you Deep Strike.
All psykers in this codex may only generate from Technomancy.
SHADIAN BIKE: Models equipped with a Shadian Bike change their unit type to Bike, as described in the 40K rulebook. Shadian Bikes are fitted with a twin-linked storm bolter. "Bike" directs here.
STORM BOLTER: The Helios-pattern storm bolter was made by the Krakens to answer the lacklustre fire power from the Umbra-pattern. It has become quite a popular weapon for the chapter, replacing even the twin-linked boltgun commonly found on bikes.
Range...S...AP...Type - ........... 4 .. 5 .. Salvo 2/4
SERVO-HARNESS: A servo-harness gives the bearer an extra servo-arm, and two twin-linked flamers. In the Shooting phase, the bearer can fire both harness-mounted weapons, or one harness-mounted and another weapon.
Drop pod: Space Marine Codex; remove all options and add "May purchase IWND 4+ for 10 points"
KRAKENS OF SHADA WARGEAR LIST These lists detail the points values of wargear available to the units in your army. Many unit entries will reference the lists within this section for upgrades.
Spoiler:
Melee Weapons A model may replace their bolt pistol and/or Melee Weapon with one of the following:
- Power axe ................. 12pts
- Power sword ............. 12pts
- Lightning claw ........... 15pts
- Power fist ................. 25pts
- Thunder hammer ...... 30pts
Terminator Weapons A model in can replace his Storm Bolter with one of the following:
- Lightning claw .......... 10pts
- Thunder hammer ..... 25pts
A model can replace his power weapon with one the following:
- Lightning claw .......... 5pts
- Storm shield ............ 5pts
- Power fist ............... 10pts
- Chainfist .................. 15pts
- Thunder hammer .... 15pts
Special Weapons A model can swap his boltgun for:
- Flamer ..................... 5pts
- Grenade launcher .... 5pts
- Meltagun ............... 10pts
- Grav-gun ................ 15pts
Heavy Weapons A model can swap his boltgun for:
- Multi-Melta ............ 10pts
- Heavy Bolter ........... 10pts
- Heavy Flamer .......... 10pts
- Grav-cannon ........... 20pts*
- Lascannon ............... 20pts*
- Cyclone Missiles ..... 25pts*
*Helios Fire Support squads only
Special Issue Wargear A model may take up to one of each:
- Enhance Cybernetics ... 5pts
- Melta Bombs .................. 5pts
- Digi Weapons ............. 10pts
- Teleport Homer ........... 10pts
- Jamming Beacon ...... 15pts*
- Servo-harness ......... 20pts**
- Space Marine Bike .. 25pts**
* A maximum of 2 per army may be taken.
** Cannot be taken by models in Terminator armour
HQ
Spoiler:
Alastor, Harbinger of War ~~ 170pts WS4 BS5 S5 T5 W3 I4 A2 Ld10 Sv2+
Unit Type: Infantry (Character)
Unit Composition: 1 (Unique)
Wargear: - Enhanced Cybernetics
- Hurricane Bolters
- Omni-scope
Special Rules: - ATSKNF - Decimator Protocols
- Extremely Bulky
- Harbinger of War
Options: - May include up to 3 Devastator Centurions as Alastor's Retinue* .... 80pts/model
- Alastor's Retinue may take Enhanced Cybernetics .............................. 5pts/model
- May take a Land Raider Crusader as a Dedicated Transport ...................... 240pts
Harbinger of War: Alastor and his unit may still fire overwatch; but only with 1 weapon each. You may not take any Heavy Support choices or Land Raiders as Dedicated Transports (except for Alastor and his retinue). Alastor may not be joined by any models other than his retinue.
[Chapter Relic] Murmur (60pts)
All models in the unit have a 4+ invulnerable save. All models in the unit that are in base contact with Alastor have It Will Not Die. Murmur is equipped with the following weapon:
Range . S . AP . Type
24" ...... * ... 2 ... Salvo 3/5, Graviton, Concussive, Soul Sap
Soul Sap: Regain a single wound for every 2 unsaved wounds from a weapon with this rule
Azazel, Harbinger of Technomancy ~~~~ 200pts WS5 BS4 S4 T5 W3 I4 A3 Ld10 Sv3+
Unit Type: Bike (Character)
Unit Composition: 1 (Unique)
Special Rules: - ATSKNF - Independent Character
- Psyker (Mastery Level 3)
[Chapter Relic] Azazel's Bane (20pts)
Azazel's Stave is a melee weapon with the following profile
Range...S...AP....Type
- ........... 5 .. 1 ... Melee, Force, Unwieldy, Armourbane,
[Chapter Relic] Wyvern (40pts)
Conjured from the warp, Wyvern is Azazel's mount. It takes the form of a bike during battle, granting its rider a 4+ invulnerable save. Wyvern is mounted with the following weapon:
Range ... S ... AP .. Type
24" ......... 4 .... 1 ..... Rapid Fire, Armourbane
Gadreel, Harbinger of Krakens* ~~~~ 280pts WS6 BS5 S5 T5 W4 I5 A4 Ld10 Sv2+
Unit Type: Bike (Character)
Unit Composition: 1 (Unique)
Special Rules: - And They Shall Know No Fear
- Independent Character
- Master Tactician
Master Tactician: Gadreel is in your army, he must be your warlord. Furthermore, Gadreel generates 2 Warlord traits. If you have the option to re-roll them, you must re-roll both or none of the Warlord traits. All duplicates must be rolled again.
[Chapter Relic] Kraken Slayer (30pts)
Kraken Slayer is the weapon used by Gadreel to slay the Kraken known as "Asura" on the chapter's home world.
Range . S AP Type
- .......... +1 .. 3 .. Melee, Shred, Master-Crafted, Specialist Weapon
[Chapter Relic] Asura (50 points)
Asura, the barely awakened Daemon that inhabits this armour, grants the wearer a 2+ Armour Save, 3+ invulnerable save, and the Eternal Warrior special rule. But at what cost is such power given...?
Gadreel's Bodyguard ~~~220pts
You may include one unit of Gadreel's Guard as long as you take Gadreel. This unit is attached to Gadreel at all times and does not take up a HQ slot. Gadreel cannot leave them until they have all been slain.
Special Rules: - ATSKNF - Honour or Death (Gadreel's Champion only)
Options: - May include up to 5 additional Guard ............. 40pts/model
- One Guard may take the Banner of Helios .... 15pts
Armour of Helios: The Armour of Helios confers a 2+ armour save and a 4+ invulnerable save, and has a built in Jump pack. The bearer of this armour has the Bulky special rule and cannot make sweeping advances.
Banner of Helios: All models in the same unit as the bearer gain +1 attack.
KRAKEN'S CHILD: Each forged by Gadreel himself, Kraken's Child is the blade used by the most elite of the chapter. One of the greatest honours within the chapter is to wield one of these blades. Forged in the same manner as the original, Kraken Slayer, these blades all vary in shape and size, but are all ultimately the same in terms of power. This weapon is a melee weapon with the following profile:
Range ... S ... AP ... Type
- ............ +1 .... 2 ..... Melee, Unwieldy
Special Rules: - ATSKNF - Independent Character
- Psyker (Mastery Level 1)
Options:
- May take a Psychic Hood ......... 5pts
- May gain a Mastery Level ........ 25pts
- A Librarian in power armour may:
---- Replace his bolt pistol for a storm bolter ... 5pts
---- Take any items from the Special Issue Wargear list.
---- Replace his bolt pistol, grenades, and armour for Terminator armour ... 25pts
A Librarian in Terminator Armour may take any of the following:
---- Storm bolter ... 10pts
---- Storm shield ... 10pts
---- Items from the Special Issue Wargear list.
Master of the Forge ~~ (Space Marine Codex) ~~ 70pts
Techmarine ~~~~~~~ (Space Marine Codex) ~~ Type: (Inf Ch)
Servitor ~~~~~~~~~~~ (Space Marine Codex) ~~Type: Inf
Unit Type: Infantry (Character) Unit Composition: 1 Master of the Forge
Wargear: - Artificer armour*
- Bolt pistol*
- Boltgun*
- Frag and Krak grenades*
- Servo-arm (Techmarine & Servitor only)
- Servo-harness (Master of the Forge only)
Options:
- May include up to 5 Servitors ......................... 10pts/model
- May include up to 2 Techmarines .................. 30pts/model
A Master of the Forge (MotF) or Techmarine may:
- Take items from the Melee Weapons list.
- Take items from the Special Issue Wargear list.
- Replace his boltgun with a power axe ....... 12pts
- Replace his bolt pistol for a storm bolter ... 5pts
* Master of the Forge and Techmarine only
** Servitor only
Troops
Spoiler:
Tactical Squad ~~ (Space Marine Codex) ~~ 65pts
Unit Type: Infantry
Unit Composition: 5 Space Marines
Wargear: - Power armour
- Boltgun
- Frag and Krak grenades
Special Rules: - ATSKNF - Combat Squads
Options:
- May include 5 additional Space Marines ..... 14pts/model
- For every 5 models in the squad, a Space Marine may take a weapon from the Special Weapon or Heavy Weapon lists. The second weapon must be the same as the first.
- The squad add 1 to their leadership ... 10pts
Special Rules: - ATSKNF - Combat Squads
- Move Through Cover
Options:
- May include 5 additional Shadian Scouts ..... 11pts/model
- The entire squad may take camo cloaks ........ 2pts/model
Kraken Hunters ~~~ 65pts WS1 BS4 S3 T4 W1 I3 A1 Ld8 Sv-
Unit Type: Infantry
Unit Composition: 5 Hunters
Wargear: - Sniper Rifle
- Camo Cloak
Special Rules: - Incredible Agility
- Move Through Cover
- Unyielding Hunters
Options: - May include up to 5 additional Hunters .................................... 13pts/model
- All models in the unit may purchase Improved Optics* ......... 2pts/model
- All models in the unit may improve their Sniper Rifles in the following ways:
- Improve range to 48" .................. 1pts/model
- Twin-Linked ................................. 3pts/model
- Reduce Recoil* ............................ 2pts/model
* Improved Optics gives the bearer the Night Vision USR, and Reduced recoil makes Sniper Rifles Salvo 1/2 (Add the improved range before halving for salvo)
Unyielding Hunters: A model with this special rule has the Fearless, FNP (6+) and Pinning Special Rules. This unit may not be joined by Independent Characters.
Incredible Agility: A model with this special rule has a 5+ Invulnerable save
Wargear: - Seismic Hammer (Ironclad only)
- Power Fist (Siege-class has 2 power fists)
- Extra Armour
- Smoke Launchers
Special Rules: - Fear
- Move Through Cover
- Rampage
- Lumbering Hulk (Siege-class)
Options:
- A Dreadnought Squadron must take one of the following*:
---- Siege Dreadnought ............ 145pts
---- Ironclad Dreadnought ....... 155pts
* If this Dreadnought Squadron is not a troops choice, you may purchase an additional dreadnought of the same type.
- An Ironclad Dreadnought must take one of the following to be mounted under each arm:
---- Meltagun .............................. Free
---- Heavy Flamer ........................ Free
---- Twin-Linked Meltagun .......... 10pts
---- Twin-Linked Heavy Flamer ... 10pts
- It may also take up to 2 Tank Hunter Missiles ... 10pts each
- If the Ironclad Dreadnought is a single model, it may purchase Warp Mishap ... 20pts
Tank Hunter Missiles Range . S . AP . Type
Inf ......... 4 .. 5 ... Heavy 1, One Use, Armourbane
- A Siege-class Dreadnought must take one of the following to be mounted under each arm:
---- Storm bolters .......................... Free
---- Twin-Linked Stormbolter ...... 5pts/each
---- Twin-Linked Heavy Bolter ... 10pts/each
---- Twin-Linked Grav-gun ......... 20pts/each
---- Grav-cannon ...................... 25pts/each**
- It may also take up to 2 Hunter Killer Missiles ... 10pts each
All models in the squadron may:
- Purchase Ironclad Assault Launchers .... 10pts/model
- Purchase the Venerable rule ..................... 15pts/model
- Improve their rear armour by 1*** ............. 10pts/model
- Pass It Will Not Die rolls on a 4+*** ......... 10pts/model
In Death I Serve: A dreadnought squadron in a detachment from this codex may be taken as a Troops selection. The detachment must cost at least 750 points, including the cost of the Dreadnought chosen as a Troops Choice.
Helios Veterans* ~~~ 150pts
WS4 BS5 S4 T4 W1 I4 A1 Ld9 Sv3+
Unit Type: Infantry Unit Composition: 1 Sergeant (Ch), 4 Helios Veterans
Wargear: *No more than two squads may be in an army. Does not count as a compulsory choice for force org.
- Power Armour
- Watcher-Pattern Boltgun
- Frag & Krak Grenades
Special Rules: - ATSKNF - Combat Squads
Options:
- May take up to 5 additional Veterans .................................... 22pts/model
- The entire squad may purchase Enhanced Cybernetics ... 5pts/model
- Any model may take a storm bolter ...................................... 5pts/model
- May take a Drop Pod as a Dedicated Transport ... 35pts
WATCHER-PATTERN BOLTGUN:
The Watcher-pattern, designed by the most talented Masters of the Forge to fire different types of ammunition. A unit firing this weapon may not assault afterwards.
When firing, choose one of the following profiles:
Range . S . AP . Type
Temp ... 5 ... - ... Assault 1, Soul Blaze
24" ....... 1 .. 5 ... Rapid Fire, Poison (2+)
24" ....... 4 .. 5 ... Salvo 1/1, Armourbane
24" ....... 5 .. - .... Rapid Fire, Kraken Blood
Kraken Blood: All to Wound rolls of 6+ ignores all FNP and armour saves.
All models in the same unit firing this weapon must use the same profile.
Options:
- May include up to 5 additional Terminators ........................................ 40pts/model
- The entire squad may purchase Enhanced Cybernetics ................... 5pts/model
- The unit may take a Land Raider Crusader as a Dedicated Transport ... 240pts
- The Sergeant may be upgraded to Sammael, Angel of Death .................... 60pts
Sammael, Angel of Death ~ WS5 BS4 S4 T4 W2 I4 A2 Ld9 Sv2+
Unit Type: Infantry (Character)
Unit Composition: 1 (Unique)
Helios' Shield: Helios' Shield is a Storm Shield. Additionally, it gives his unit a 5+ FNP
Angel of Death: All to-wound rolls of 6 against an enemy model or unit have the Instant Death USR
Heavy Support
Spoiler:
Kraken Dismantlers ~~ 100pts
WS3 BS0 S4 T4 W2 I3 A2 Ld8 Sv-
Unit Type: Beasts
Unit Composition: 5 Dismantlers
Special Rules: - Armourbane
- Incredible Agility
- Mindless Machines
Options:
- May include up to 5 additional Dismantlers ......... 20pts/model
- The entire unit may increase their Strength by 1 ... 5pts/model
Mindless Machines: Models with this special rule have the Fearless and Rending special rule. This unit may not be joined by Independent Characters.
Helios Fire Support Squad ~ 70pts
WS4 BS4 S4 T4 W1 I4 A1 Ld8 Sv3+
Unit Type: Infantry
Unit Composition: 4 Tactical Marines
Wargear: - Power Armour
- Boltgun
- Frag & Krak grenades
Special Rules: - ATSKNF - Combat Squads
Options:
- May include up to 5 additional Devastators ... 14pts/model
- The entire squad must upgraded to Light or Heavy Weapons specialists ... Free
- Up to 5 Heavy Weapon specialist may items from the Heavy Weapons list
- Up to 5 Light Weapon specialist may items from the Special Weapons list
- The squad adds 1 to their Leadership ... 10pts
Special Rules: - ATSKNF - Decimator Protocols
- Slow and Purposeful
- Very Bulky
Options:
- The Centurion Sergeant may take an Omni-scope .................... 10pts
- The entire squad may take Enhanced Cybernetics .......... 5pts/model
- May take a Land Raider Crusader as a Dedicated Transport ... 240pts
HEAVY SUPPORT
Land Raider Crusader ~ 240pts
Unit Type: Vehicle (Tank, Transport)
Unit Composition: 1 Land Raider Crusader
(Space Marine Codex for stats, special rules, and wargear)
Options:
- May take a multi-melta ... 10pts
- May take extra armour ... 10pts
- May take a storm bolter ... 10pts
- It Will Not Die (4+) .......... 10pts
Detachments and Formations
Spoiler:
Helios' Vanguard Detachment
Compulsory: 1 HQ 1 Troop
1 Elite
Optional: 2 HQs 2 Troops
2 Elites
2 Heavy Support
Command Traits - Ideal Mission Commander: Your Warlord may re-roll his Warlord trait
- Relics of the Heresy: All non-vehicle models from a Helios' Vanguard detachment reduce the strength of all opponent's ranged attacks by 1*
* For mixed units of Independant Characters, Relics of the Heresy is resolved using the majority of models. Otherwise, use the unit that is not an IC.
- Iron Council: Each Helios' Vanguard must have a Warlord. While you may only generate the normal amount of Warlord Traits, each nominated Warlord is worth the victory points for Slay the Warlord when slain, and may therefore give "Slay the Warlord" to your opponent multiple times. This means that, before Psychic Powers are generated and Warlord Traits are rolled for; every Warlord, including the one that will gain the trait, must be marked on the roster, and your opponent must be informed.
My Brother's Keeper (300pts) Abel (135pts) WS5 BS4 S4 T5 W3 I4 A2 Ld10 Sv3+ Unit Composition: 1 (Unique)
Cain (125pts) WS5 BS4 S4 T5 W2 I4 A3 Ld10 Sv3+ Unit Composition: 1 (Unique)
Unit Type: Bike (Character)
Wargear: - Power Armour
- Bike
- Bolt Pistol
- Enhanced Cybernetics
- Force Axe
- Frag & Krak Grenades
- Melta Bombs
- Psychic Hood
Special Rules: - ATSKNF - Chapter Tactics
- Independent Character*
- Psyker (Mastery Level 2) ~~~~ (Both Abel and Cain are two separate level 2 Psykers)
Restrictions: This formation may not be your Primary Detachment.
Abel and/or Cain may not be in a unit containing more than three Independent Characters (including Abel and Cain).
Mark of Cain: If Abel is slain, the Mark of Cain absorbs the remainder of Abel's energy, giving Cain a 4+ invulnerable save and 4+ IWND. If Cain dies through means other than Instant Death and/or Removed from Play once the mark is active, but before the end of the game, the enemy is awarded 2 additional Victory Points. (Dying at the same initiative step or from the same unit does not trigger the Mark of Cain)
My Brother's Keeper: If both Abel and Cain are on the table, you generate one additional Warp Charge. If both Cain and Abel are in the same unit, they add 1 to their dice rolls when they cast powers and attempt to Deny the Witch.
Wounded Lamb: When Abel has 2 or less wounds, Abel and his unit can no longer run or turbo-boost. When Abel has 1 wound, he and his unit can only move 6" in the movement phase and loses the ability to fire overwatch. These effects only apply to the whole unit while Cain is in the unit. If Cain is not present, they are only applied to Abel.
WARLORD TRAITS (and psychic powers)
Spoiler:
Your Warlord must always issue and accept a challenge. Additionally, you must use one of the Warlord Charts presented in this supplement.
When re-rolling, you MUST re-roll on the same table.
1 - Perfect time: Your army ignore Night fighting, additionally they gain an additional +1 to their cover save while Night Fighting is in effect.
2 - My Flesh is Weak: Your Warlord adds 1 to any Feel No Pain rolls he makes
3 - Disruption: Any unit attempting to Deep Strike within 12" of the Warlord add an extra D6" to the scatter (does not stack with the Jamming Beacon).
4 - Azazel's Blessing: The Warlord and his unit have the Armourbane Special Rule on all Boltguns, Bolt Pistols, Storm Bolters, or Heavy Bolters, including Hurricane Bolters.
5 - Ready to Strike: Your Warlord and his unit have the Counter Attack Special Rule.
6 - Helios' Champion: For each enemy character slain in a challenge by your Warlord, you gain an additional Victory Point.
Technomancy Primaris: Mechanical Flare ~~~ Warp Charge 1
Mechanical Flare is a Nova with the following profile:
Range ... S ... AP ... Type
9" ........... 4 .... - ...... Assault D6*, Blind
*add a number of D6 equal to the number of Psykers in the unit.
1 Mechanical Sabotage ~~~ Warp Charge 1
Mechanical Sabotage is a Malediction that targets an enemy unit within 18". While this power is in effect, the target unit's ranged weapons all have the Gets Hot special rule. In addition, if the target is a vehicle, it takes a single hit with the Haywire special rule.
2 Kraken's Shield ~~~ Warp Charge 1
Kraken's Shield is a Blessing that targets the Psyker. While in effect, the Psyker and his unit have a 4+ invulnerable save (this cannot be improved in any way, including adding to the dice roll).
3 Energy Siphon ~~~ Warp Charge 2
Energy Siphon is a Malediction that targets an enemy unit within 18". Roll a D6; while in effect the target unit suffers one of the following effects (multiple Energy Siphons are cumulative):
D6 .... Effect
1-2 ... -1 to Initiative and Attacks
3-4 ... -1 to Ballistic Skill and Weapon Skill
5-6 ... -1 to Strength and Toughness
4 Into the Shadows ~~~ Warp Charge 2
Into the Shadows is a Blessing that targets a single friendly unit within 12". Whilst the power is in effect, enemy units may only fire Snap Shots at the target unit, and can only hit them with to-hit rolls of 6 in close combat.
5 On Wings of Fire ~~~ Warp Charge 2
On Wings of Fire is a Blessing that targets the Psyker. The Psyker and his unit immediately move between 6" and 12", unless they are locked in combat or embarked upon a vehicle. This move may not end upon another unit, within 1" of an enemy unit, or in/on Impassible Terrain, but ignores intervening units, ruins, and terrain. The unit may not charge this turn. If you start or end in difficult Terrain you must take a Dangerous Terrain test, even if you are usually immune. If you cannot move between 6" and 12", the unit is destroyed. No model may move more than or less than 12" and 6" respectively.
6 The Flesh is Weak ~~~ Warp Charge 2
The Flesh is Weak is a Blessing that targets the Psyker. Whilst in effect, the Psyker and his unit have the Eternal Warrior, and Feel No Pain (4+) special rules. Additionally, they pass to their IWND rolls on a 4+
This message was edited 33 times. Last update was at 2014/12/09 16:53:00
If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you.
Some possible re-writes and suggestions:
Suspicious of Strangers: A Krakens of Shada army may not contain any other factions (including Space Marines with Chapter Tactics). Additionally, a Krakens of Shada army treats all Battle Brothers as Allies of Convenience.
Not quite sure what you mean by "ignoring the last bullet point for all "allied" factions."
Tactical Marines: Replace third bullet point with the following:
Up to two Space Marines may take one weapon from either the Special Weapons or Heavy Weapons list. Both must choose the same weapon.
Any Tactical Squad Sergeant or Veteran Sergeant may be upgraded to a "fill in fluffy name similar to Techmarine, but not Techmarine here" for free, gaining a Servo-arm and the Blessing of the Omnissiah special rule.
Any HQ character may be upgraded to have a Servo-arm for free, gaining the Blessing of the Omnissiah special rule. Any HQ character with a Servo-arm may upgrade to a Servo-Harness for +25 points. A model with a Servo-harness may not take a Jump Pack.
Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia
Happyjew wrote: Some possible re-writes and suggestions:
Suspicious of Strangers: A Krakens of Shada army may not contain any other factions (including Space Marines with Chapter Tactics). Additionally, a Krakens of Shada army treats all Battle Brothers as Allies of Convenience.
Not quite sure what you mean by "ignoring the last bullet point for all "allied" factions."
Tactical Marines: Replace third bullet point with the following:
Up to two Space Marines may take one weapon from either the Special Weapons or Heavy Weapons list. Both must choose the same weapon.
Any Tactical Squad Sergeant or Veteran Sergeant may be upgraded to a "fill in fluffy name similar to Techmarine, but not Techmarine here" for free, gaining a Servo-arm and the Blessing of the Omnissiah special rule.
Any HQ character may be upgraded to have a Servo-arm for free, gaining the Blessing of the Omnissiah special rule. Any HQ character with a Servo-arm may upgrade to a Servo-Harness for +25 points. A model with a Servo-harness may not take a Jump Pack.
Sorry. To clarify, I meant the last bullet point under AoC.
Allies of Convenience wrote: Are affected by attacks, special rules, or abilities...{/quote] is ignored by Battle Brothers that are treated as AoC.
Hope that clears it up. I'm going to clarify in the main post.
Tactical Marines: Thank you. I was trying to think of better wording to make it less cluttered.
I like the Servo-arm/harness ideas. Also, I realised I put "Servo-harness", that was meant to be a Servo-arm.
I'm adding Terminator Armour to the "may not take" sentence, as I don't personally feel like those two things would work together in that kind of way...
This message was edited 2 times. Last update was at 2014/11/21 09:00:02
If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you.
Formosa wrote: +1 to IWND for 5pts, nope, when combined with the other +1 to IWND means they get it on a 3+, that's worth at least 10pts.
Additionally, they add 1 to their IWND rolls (to a maximum of 4+)
Do you mean this? It caps out at 4+. It doesn't matter how you add all of the bits up. If you manage to get a 3+ IWND from this supplement, you have broken the "to a maximum of 4+" part.
If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you.
raverrn wrote: Is it really necessary for every single special character to have an AP2 melee weapon?
What do you mean?
I understand what you're asking, but these are not so much different from Power Axes, Thunder Hammers, Force Axes, etc.
I'll try to explain this as clearly as possible;
The named characters in this supplement are based (heavily) around the kind of loadout I use on the non-homebrew version. So Azrael is normally represented by a level 2 Psyker on a bike with the Mindforge Stave, Digiweapons, and Melta Bombs. Ezekiel is normally a Termi-armour libby, level 2, Force Axe, Melta Bombs, SS, & Digi. (I hope you get the idea here).
Basically, I wanted to make them much closer to their fluff (their background, clarifying as a just-in-case). For example: Sternguard are supposed to be amazing shooters, since the ammo they use is relatively rare. I don't see a BS4 sterny amongst BS4 Marines as an "exceptional shooter". I don't (personally) feel like they should have any more than 1 attack either, since they would have (in my mind) used their training and time in service honing their sharpshooting skills with the Boltgun, not constantly beating the gak out of an Ork Nob.
Sammael is the angel of death amongst all the men in his chapter. He is by no means the best, but he is the best at a swift death when compared to the others. I wanted to reflect that in his rules.
Basically, in the normal Codex these models would normally have access to these weapons (minus most/all of the special rules from this "supplement"). The AP2 everywhere is basically Power Axes and Force Axes.
I hope I haven't sidetracked or confused you, and I do hope I answered your question.
If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you.
Rules and balance-wise, nothing jumps out as terrible to me, though someone with more skill at looking over fine mathematical details and with a better eye for rules should be able to do that better.
However, I do have a problem with this codex. I'm not going to sugar coat this, so I will be straightforward for your benefit. It is exceptionally boring. There is just nothing unique or interesting going on. Everything is "standard marine but better". Every character has, more or less, the same weapon. I just find it very tedious to read what amounts to nearly identical characters over and over and over again. I understand why, everyone wants their AP2 beatsticks, but come on, man, are you that scared of your characters not being able to wade through a squad of Terminators? Special characters are supposed to be SPECIAL, yours look like they have rolled off of the "generic melee Marine character" factory with almost nothing to give them character or flavor. They -work- but they have no soul.
curran12 wrote: Rules and balance-wise, nothing jumps out as terrible to me, though someone with more skill at looking over fine mathematical details and with a better eye for rules should be able to do that better.
However, I do have a problem with this codex. I'm not going to sugar coat this, so I will be straightforward for your benefit. It is exceptionally boring. There is just nothing unique or interesting going on. Everything is "standard marine but better". Every character has, more or less, the same weapon. I just find it very tedious to read what amounts to nearly identical characters over and over and over again. I understand why, everyone wants their AP2 beatsticks, but come on, man, are you that scared of your characters not being able to wade through a squad of Terminators? Special characters are supposed to be SPECIAL, yours look like they have rolled off of the "generic melee Marine character" factory with almost nothing to give them character or flavor. They -work- but they have no soul.
I appreciate the honesty, and I definitely don't want it sugar coated. I'm not overly fussed about "wading through terminators", or their equivalents. I find that enough fire or punches in the face works just as well as AP2, since (most of the time) they have a SS too.
Would you have any recommendations for the lack of "soul", as you put it? I have no problem with having just one or two AP2 weapons in there, but say I give them non-AP2 weapons: I wouldn't know where to go in terms of AP, str and points cost for them. Are there any characters in other Codices that I should look at for a better look at diversity?
This message was edited 1 time. Last update was at 2014/11/24 16:48:50
If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you.
Well, think of it this way. Look at the roles that each character most shines in:
Azrael - Melee psyker. He has way too much in his weapons to make sitting him back as a support character viable.
Gadreel - Standard CM on bike, but better.
Sammael - Melee beatstick and tank
They have close to the same saves, and really, apart from one being a bike, they all more or less have the exact same function of getting into combat and soaking up a lot of damage given the prolific distribution of armor and good saves. I believe that you are railroading yourself into thinking just in terms of "how does this character win a fight" which isn't a necessarily BAD line of thought, but it leads to characters who all do the same thing, more or less. Try thinking "what makes this character special in my fluff, and how does that translate onto the tabletop?" That way, you are finding ways to make fielding a special character feel special and meaningful, rather than just another guy with a 2+/3-4++ with a big AP2 weapon.
As for examples, look at how the characters in the Dark Angels codex specialize their armies; Belial with Deathwing and Sammael (yeah, I remember us talking about how you're using a ton of Dark Angels names before) with Ravenwing, and Azrael with both. Using those characters has a wider impact across the army and has unique strategies associated with them.
curran12 wrote: Well, think of it this way. Look at the roles that each character most shines in:
Azrael - Melee psyker. He has way too much in his weapons to make sitting him back as a support character viable.
Gadreel - Standard CM on bike, but better.
Sammael - Melee beatstick and tank
They have close to the same saves, and really, apart from one being a bike, they all more or less have the exact same function of getting into combat and soaking up a lot of damage given the prolific distribution of armor and good saves. I believe that you are railroading yourself into thinking just in terms of "how does this character win a fight" which isn't a necessarily BAD line of thought, but it leads to characters who all do the same thing, more or less. Try thinking "what makes this character special in my fluff, and how does that translate onto the tabletop?" That way, you are finding ways to make fielding a special character feel special and meaningful, rather than just another guy with a 2+/3-4++ with a big AP2 weapon.
As for examples, look at how the characters in the Dark Angels codex specialize their armies; Belial with Deathwing and Sammael (yeah, I remember us talking about how you're using a ton of Dark Angels names before) with Ravenwing, and Azrael with both. Using those characters has a wider impact across the army and has unique strategies associated with them.
Hmm. I vaguely remember the DA Codex. But would that be things like "makes X unit stronger by doing this", "Helps you to sneak into your opponent's lines", and "unlocks X unit as a Y choice", or am I missing the point/misunderstanding? I'll dig the DA 'dex out in a minute and have a proper look.
Thank you for the advice, I'll get working on "giving them souls".
This message was edited 2 times. Last update was at 2014/11/26 20:04:30
If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you.
Curran covers it pretty well, but I'll shed some more light on what I was getting at. It's not the abundance of AP2, but more the optimization that I have issue with.
Quite frankly, if you showed up at my LGS with this ruleset, I'd be pretty hostile to it - at first glance you've taken the good things in the codex and made them a little better with almost no downside.
Be honest, how often do you run allies in your lists?
Good example, your version of the big melee beatstick HQ. I'm sure you know he's pretty popular around the internet, but why is he built the way he is and why is he in your supplement?
Does your faction have a particular affinity for bikes, or is his just for the +1 Toughness and enhanced movement?
Does your faction have a particular affinity for wielding two opposed melee weapons, some kind of weird lost fighting style, or is his just for the best way to murder things? Honestly, this one gets me the most, I dare you to find fluff about marines rising bikes with their arms full of powerfields.
Is there a reason you felt the need to improve on the Gorgon's Chain?
You can go down the same thought process for each of the special character, it really, really comes off as you liking a particular loadout and then writing a way to make it a little better - and then couching it as fluffy. Even if you haven't or didn't intend to, that's the feeling I get. And no, 'But they cost more points' doesn't make it any better.
I think, and this is an opinion but it's my opinion so it's awesome, that you need to get cool. Throw out all of the Raukaan relics. Make your own. Give me a force weapon servo-arm. Give me a dreadnought with a servo-harness. Give me a melee beatstick who fights with a bunch of mind-synched servitors. Give me a Terminator Sarge that's a head on a totally metal body and he's got like 3 wounds and We'll Be Back! Give me a suit of Terminator armor with a 1+ save. Give me a Servo Harness with a Rending Flamer.
Go hog wild. Have fun. Drop the fething bikes, seriously.
2014/11/26 23:34:53
Subject: Iron Hands homebrew supplement - Need feedback (*Changes* 26th Nov)
raverrn wrote: Curran covers it pretty well, but I'll shed some more light on what I was getting at. It's not the abundance of AP2, but more the optimization that I have issue with.
Quite frankly, if you showed up at my LGS with this ruleset, I'd be pretty hostile to it - at first glance you've taken the good things in the codex and made them a little better with almost no downside.
Which is why I don't go to your LGS. (I'm just joking of course. )
On a serious not: I don't just show up at my local store and say "Yeah, I'm using these. Too bad, you get no say." or anything like that.
There are a small number of people that don't mind playing against it, and I will always ask before I use them, something to this effect:
"Hey, Bob! do you wanna play a game?"
"Sure, why not. How does X points sound?"
"Sure. Do you mind if I use these homebrew rules?" *hand opponent the rules*
I let him read them, and if they don't want to play against them I'll just pull out my usual army list. if they are fine with it, I use the homebrew list.
I'll even sit there and ask them what they think needs improving.
I know this is far from perfect or finished, that's why I've asked people for input.
Be honest, how often do you run allies in your lists?
Never. I don't like them for two reasons:
1) I never liked allies too much to begin with, but I have tried them. They just never grew on me.
2) It doesn't fit into the fluff I've written for them (See the "Suspicious of Strangers" part in the first spoiler tag for a generalisation)
Good example, your version of the big melee beatstick HQ. I'm sure you know he's pretty popular around the internet, but why is he built the way he is and why is he in your supplement?
I've seen that build mentioned a few times on this forum, I wasn't aware he was such an internet "celebrity". He's built like that because I've built him that way since day 1 of the Space Marine 6th ed Codex coming out. The supplement got released and I switched for more killy-power and the Gorgon Chain. He's that way in the supplement because I don't *really* want a direct Shield Eternal clone, and the possibility of getting a 2+ FNP with the Gorgon Chain is silly (in my opinion). It's relatively similar because I based the guy around his non-homebrew counterpart.
Although Gadreel's Chain of the Kraken (I still need to edit that name to Kraken's Blight) has a major part in the fluff for their eventual fall to Chaos.
Does your faction have a particular affinity for bikes, or is his just for the +1 Toughness and enhanced movement?
The handful of bikes (3 or 4, I believe) are just how I built the models, and build the models in the non-supplement version. There is no real affinity for them. I've kept it (non-homebrew wise) because I feel it's a good tactical choice. T5 and faster movement helps an awful lot, y'know?. Homebrew wise; as I said above, they're based on the non-homebrew version.
Does your faction have a particular affinity for wielding two opposed melee weapons, some kind of weird lost fighting style, or is his just for the best way to murder things? Honestly, this one gets me the most, I dare you to find fluff about marines rising bikes with their arms full of powerfields.
Murder, honestly. It's not so much a fluff thing, I'll give you that.
Hammer attached to back, right hand on motorcylce handle, left hand in Lightning claw. Ride forward, while they're knocked down just jump off the bike, start swingin' a hammer!
That's how I like to envision it.
Is there a reason you felt the need to improve on the Gorgon's Chain?
I changed one thing, which is that the chain did to the shield to be fair. As above "I don't *really* want a direct Shield Eternal clone, and the possibility of getting a 2+ FNP with the Gorgon Chain".
You can go down the same thought process for each of the special character, it really, really comes off as you liking a particular loadout and then writing a way to make it a little better - and then couching it as fluffy. Even if you haven't or didn't intend to, that's the feeling I get. And no, 'But they cost more points' doesn't make it any better.
The basis of the characters are a particular loadout I give them on the non-homebrew. I won't say it's not true. I ended up fluffing the chapter and certain models got particular names. I came up with fluff, and realised that their rules from the SM 'dex doesn't reflect it too well, so I wanted to change that. That is why it feels like they are based off of a particular loadout.
I don't want to just "up their points and make them better"; I want them to have drawbacks too. I've been trying to figure out the ways to do it, but I look in other codices and I see nearly no drawbacks on characters.
I think, and this is an opinion but it's my opinion so it's awesome, that you need to get cool. Throw out all of the Raukaan relics. Make your own. Give me a force weapon servo-arm. Give me a dreadnought with a servo-harness. Give me a melee beatstick who fights with a bunch of mind-synched servitors. Give me a Terminator Sarge that's a head on a totally metal body and he's got like 3 wounds and We'll Be Back! Give me a suit of Terminator armor with a 1+ save. Give me a Servo Harness with a Rending Flamer.
Go hog wild. Have fun. Drop the fething bikes, seriously.
I had to read that a few times, and it made me chuckle.
But, out of interest, why drop the bikes?
Hope I've answered your questions.
If I haven't, let me know. I'll try again tomorrow (I really am tired right now.)
If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you.
2014/11/27 03:03:59
Subject: Iron Hands homebrew supplement - Need feedback (*Changes* 26th Nov)
Right. But you're here asking an opinion, and it's mine. Like I said I'm not saying it's even your intention, but on first read this is "The army I like, but better and fake disadvantages to 'compensate'.
Never. I don't like them for two reasons...
Again, fine. But this pretty much disqualifies that rule as a balancing factor.
I've seen that build mentioned a few times on this forum, I wasn't aware he was such an internet "celebrity". He's built like that because I've built him that way since day 1 of the Space Marine 6th ed Codex coming out...
...There is no real affinity for them. I've kept it (non-homebrew wise) because I feel it's a good tactical choice...
There should, again opinion, be a good fluff reason for your special characters to be on bikes - these guys are supposed to represent your chapter, after all! There's a reason the only characters on bikes at the moment are White Scars and Ravenwing - they represent their forces.
Murder, honestly. It's not so much a fluff thing, I'll give you that.
Does ANYONE pair a Lightning Claw with something besides another LC, currently?
I changed one thing, which is that the chain did to the shield to be fair...
You gave it a significant bonus in the +1 S and also took away one of the biggest downsides, the defense reduction on wounds taken. The +1 to FNP is reduced somewhat by army-wide (or at least character-wide) access to FNP 5+.
I don't want to just "up their points and make them better"; I want them to have drawbacks too. I've been trying to figure out the ways to do it...
There are perfectly acceptable ways to do this - Not adding +1 to every relevant stat, for one. Or giving someone a grat ability or suboptimal loadout, for two. You have to admit, when you SC has the best AP2 weapon and the best AP3 weapon, you're aiming at rules first and fluff second.
I had to read that a few times, and it made me chuckle.
But, out of interest, why drop the bikes?
Because Iron Hands are known for their bike people?
I'd like to also point out I'm being quite critical, but I don't pretend I'm the arbiter of what's right in rules. If you have fun with it and your opponent has fun with it, go right ahead. This just isn't my style.
This message was edited 1 time. Last update was at 2014/11/27 03:07:33
5000 point Iron Hands player here (also big AdMech "count as" player). I like some of the ideas but there is no way this would fly in my group. I don't play in tournies or at the shop, but I have to agree that I'd be like extremely sceptic if you rocked up expecting to play that.
IH have their supplement. It's not the best but it's ok. Why does a home brew need to be that much better and full of fantastic ideas? You don't even have tactical marines or scouts in Troops? My feeling is that you have created something a kin to (half) a new codex for another race and (half) standard marine with much better wargear; rather than space marine chapter supplement.
I'd just recommend from a fluff and existing models argument: Terminator armour for squad sergeants at +x points (FW have some cool minis) & your warlord can take Terminator, Blessing of Omnissiah & Servo-arm paid for as a powerfist (again FW have a cool mini for this). Keep it simple, particularly if you have to convince other people to play you.
Marines aren't boring. IH aren't boring. If I want to shock and awe an opponent I quite like going Seige assault list (IH chapter tactics), MoTF for lots of Relics & Admech allies which count as IG Tank Commander (to field the pretty FW tanks) and Skittari Vets in Chimera. My point being, you don't need to write your own codex to get away from the vanilla.
Sorry to disagree. I just find this excessive. It feels like an unbound army with all the best bits from every codex rolled into one.
<edited to be more polite in places>
This message was edited 2 times. Last update was at 2014/11/27 15:26:33
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2014/11/27 16:25:42
Subject: Iron Hands homebrew supplement - Need feedback (*Changes* 26th Nov)
First of all, I apologise that it's taken so long to reply, my internet has been dropping in and out constantly, making it near impossible to post a reply, let alone view the thread.
I've seen that build mentioned a few times on this forum, I wasn't aware he was such an internet "celebrity". He's built like that because I've built him that way since day 1 of the Space Marine 6th ed Codex coming out...
...There is no real affinity for them. I've kept it (non-homebrew wise) because I feel it's a good tactical choice...
There should, again opinion, be a good fluff reason for your special characters to be on bikes - these guys are supposed to represent your chapter, after all! There's a reason the only characters on bikes at the moment are White Scars and Ravenwing - they represent their forces.
Fair enough. Edit: Although there are plenty of characters in Terminator Armour, but "Dark Angels and Grey Knights are known for their Terminator Armour". There's not much of a "fluff reason" behind other named characters in the official codices being in termi armour, is there?
Murder, honestly. It's not so much a fluff thing, I'll give you that.
Does ANYONE pair a Lightning Claw with something besides another LC, currently?
Chaos Space Marine codex wrote: Drach'nyen: Abaddon carries the arcane Daemon blade known as Drach'nyen... Talon of Horus: Abaddon wears the Talon of Horus - an archaic lightning claw...
Within the 100% cannon, non-fluffed 40K universe? Just Abaddon.
Huron Blackheart, if you wish to count him. It's not directly called a LC, but it LC stats and some extra. He uses that with his Power Axe
Fabius Bile is clutching straws, so I'll leave that to your judgement.
Then there's Marneus Calgar with his "I have two Power Fists and a Power Sword". He can manage to use those just fine. Sure, it's not a LC, but it's still the same concept.
There might be some in other 'dexes, too. I don't know every single character, honestly.
I changed one thing, which is that the chain did to the shield to be fair...
You gave it a significant bonus in the +1 S and also took away one of the biggest downsides, the defense reduction on wounds taken. The +1 to FNP is reduced somewhat by army-wide (or at least character-wide) access to FNP 5+.
Which also made the Gorgon Chain cheaper than the Shield.
I don't want to just "up their points and make them better"; I want them to have drawbacks too. I've been trying to figure out the ways to do it...
There are perfectly acceptable ways to do this - Not adding +1 to every relevant stat, for one. Or giving someone a grat ability or suboptimal loadout, for two. You have to admit, when you SC has the best AP2 weapon and the best AP3 weapon, you're aiming at rules first and fluff second.
Like I've said: I built the model, I liked the loadout. I used the loadout. I ended up writing fluff for them, and I used the loadouts they had to make the fluff. So, in a round about way, yes I am aiming at rules first, that is how I made the model's loadout to begin with. I am now trying to fix it all up by making it closer to the fluff. This means that Gadreel: rider of bikes, swinger of hammers, and itcher of backs is in the fluff. Now to tweak the rules to make him more balanced. Yes, I can change the fluff. I intend on doing it if I have to, but I'd rather try to get the rules right.
I had to read that a few times, and it made me chuckle. But, out of interest, why drop the bikes?
Because Iron Hands are known for their bike people?
No, they aren't. But they still have bikes. They haven't exactly said "Transport on the battlefield is only available in the form of riding inside a vehicle, becoming a Dreadnought, or using your legs! All else is HERESY."
I'd like to also point out I'm being quite critical, but I don't pretend I'm the arbiter of what's right in rules. If you have fun with it and your opponent has fun with it, go right ahead. This just isn't my style.
I understand. As always, I appreciate people being honest without being dickbags about it. So, thank you for the feedback.
@Evil Party Girl
Spoiler:
Evil Party Girl wrote: 5000 point Iron Hands player here (also big AdMech "count as" player). I like some of the ideas but there is no way this would fly in my group. I don't play in tournies or at the shop, but I have to agree that I'd be like extremely sceptic if you rocked up expecting to play that.
Like I've said; I don't expect to use it. I'd ask, and if I'm told no I would accept that, not make a fuss, and just play with my normal codex.
IH have their supplement. It's not the best but it's ok. Why does a home brew need to be that much better and full of fantastic ideas? You don't even have tactical marines or scouts in Troops? My feeling is that you have created something a kin to (half) a new codex for another race and (half) standard marine with much better wargear; rather than space marine chapter supplement.
Then that means the Clan Raukaan supplement is unusable, as there are no units present in there. (don't take that aggressively) This is used alongside the Space Marine codex.
I'd just recommend from a fluff and existing models argument: Terminator armour for squad sergeants at +x points (FW have some cool minis) & your warlord can take Terminator, Blessing of Omnissiah & Servo-arm paid for as a powerfist (again FW have a cool mini for this). Keep it simple, particularly if you have to convince other people to play you.
However, I don't believe a suit of temi armour would be granted to a sergeant if he's not leading other terminator-clad soldiers. If it's been done before, then please point me i the right direction. Terminator armour is, from what I understand, relatively rare. If sergeants are getting it at a whim, it doesn't "feel" it's so rare. I also do not feel that servo arms could be mounted to terminator armour (again, point me in the right direction if it's otherwise stated)
Marines aren't boring. IH aren't boring. If I want to shock and awe an opponent I quite like going Seige assault list (IH chapter tactics), MoTF for lots of Relics & Admech allies which count as IG Tank Commander (to field the pretty FW tanks) and Skittari Vets in Chimera. My point being, you don't need to write your own codex to get away from the vanilla.
I'm aware of that, but I don't particularly fancy forking out more cash for additional armies, especially FW ones.
Don't get me wrong, some GW & FW models look amazing, but I don't have the money for that kind of thing.
Sorry to disagree. I just find this excessive. It feels like an unbound army with all the best bits from every codex rolled into one.
<edited to be more polite in places>
Don't apologise. I want people's opinions for a reason. I want to make this balanced as possible. I want to make it so it IS possible to lose and is not just an auto-win. Maybe it feels different to people reading this, but then not everyone can see flaws in their own creations, can they? I want to be forced to think, not just put models on the table and say "GG I win". Thank you for the honesty. I appreciate the feedback.
Formosa wrote: on the whole im liking this so far, and that's saying something as I usually really dislike people homebrew.
well done
Thank you.
Edit: (28/11): Editing the main post with updates. Should be up shortly, unless my internet starts dropping out again. Edited Edit: Main post updated
This message was edited 5 times. Last update was at 2014/11/28 13:11:10
If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you.
2014/12/04 21:03:28
Subject: Re:Krakens of Shada fandex - Need feedback (*Changes* 4th Dec)
Automatically Appended Next Post: Right, getting down to nuts and bolts.
"In Death I serve" should be under the Dreadnought entry.
Why is Lumbering Hulk a thing? What's the intention?
Warp Mishap is weird. Also, just have it give the model a void shield as opposed to all that wording.
The new Stormbolter is fine, but prices may need to be rejiggered.
Disciples could stand to be worded better. Also it totally works on Dismantlers, is that intentional?
Does Gadreel need the Thunder Hammer if he has a Servoarm?
Same question for his Champion.
Gadreel should have the Daemon special rule. It'd be cool.
The Honor Guard need to be upped in points. Right now they're a damn sight better than terminators - faster, tougher, more attacks. I'd gut-check it at least 50 points.
Banner of Helios needs to be more points, replace the model's melee weapon or both.
Helios Psyker needs to be +15 or +20 points for the Servoarm and Omnisiah.
The +1 LD upgrade should just say +1 LD, not some convoluted other thing.
Scouts shouldn't have +1 LD option. They're scouts!
Don't Sniper Rifles have pinning already?
The dreads are probably a bit too powerful. Rampage is a damn good ability to have on a model that's immune to krak grenades and has 4 attacks already!
Watcher Template rounds need to be reworded or explain how template works with Salvo or something. I know what you were going for, but mechanically it doesn't work.
10x template weapons in a squad is probably too good in any case. Overwatch is a friggin' nightmare. Maybe Blast instead?
The AP2 round, ditto. That's a crapton of AP fire from fairly cheap dudes. AP3 instead?
Helios shield doesn't need to specify 'while he's alive'
Dismantlers probably need to be a little more expensive. They're edging out Genestealers as-is.
Limit the ammount of weapons in a support squad. That kind of thing belongs in the HH books.
Vehicle storm bolter upgrade should be 10 points.
This message was edited 1 time. Last update was at 2014/12/05 01:55:05
2014/12/05 10:37:58
Subject: Re:Krakens of Shada fandex - Need feedback (*Changes* 4th Dec)
I'd just recommend from a fluff and existing models argument: Terminator armour for squad sergeants at +x points (FW have some cool minis) & your warlord can take Terminator, Blessing of Omnissiah & Servo-arm paid for as a powerfist (again FW have a cool mini for this). Keep it simple, particularly if you have to convince other people to play you.
However, I don't believe a suit of temi armour would be granted to a sergeant if he's not leading other terminator-clad soldiers. If it's been done before, then please point me i the right direction. Terminator armour is, from what I understand, relatively rare. If sergeants are getting it at a whim, it doesn't "feel" it's so rare. I also do not feel that servo arms could be mounted to terminator armour (again, point me in the right direction if it's otherwise stated)
Terminators and Veteran Sergeants After the events of the battle of Istvaan V the Iron Hands lost most of their veteran forces. Therefore, suits of Terminator armour are even more rare than is normally the case. Due to this, the deployment of full Terminator Squads is rare. However sergeants are often equipped with suits of Terminator armour as the inspirational value they provide to their squads is invaluable.
---
Sorry still learning how to use dakkadakka, not sure i got the quote thing right.
OK so if this is more of a thought exercise, I like it. I will throw in a few ideas that I have but don't really get to play in my group.
#1 I like that you have characters. Iron Hands have no characters in any published books. Go nuts, we need them.
#2 No terminator squads / first company (it's fluffy, but i thought we were supposed to be in good with the admech and would get resupplied.., apparently not)
#3 Upgrade Tac, Dev, Command, Stern, Vang squads veteran sergants to terminator armour at +X points
#4 No chaplain. Should be Iron Father. WS5 (from Chap) BS5 (from MoTF) otherwise he is a marine "minor hero" (shows how old I am) kitted out in either Artificer + Servo harness or Terminator + Servo Arm. Iron Father lets you take multiple Relics of the Armoury (from FW).
#5 IH Power Axes count are "specialist weapons" when used with Servo Arms (why oh why does SM codex Techmarine have a power axe option at +15 when he comes with Servo Arm)
#6 Captains can buy Power Axe & Servo Arm & Blessing of the Omnissiah at +30 points
#7 "Dedicated dreadnoughts" - A footslogging maxed out tactical squad (i.e. full sized and has a upgraded veteran seargent) if may take a dreadnought (must remain in 2" coherency unless immobolised). Enemy can target dreadnought if it's not the closest model, but it gets 5+ cover; or Enemy can target troops if they're not the closest but they get 5+ cover save.
#8 Techmarines are 40 points and upgraded to Veteran sergeants for +10
#9 Servitors are at Inq prices
#10 Librarian taking Telekinesis can choose 'Objuration Mechanicum' if they want
#11 Vehicles can take Automated Servo Arm wargear that attacks when vehicle is assaulted and assists a techmarine when being repaired
This message was edited 1 time. Last update was at 2014/12/05 11:05:57
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2014/12/05 18:30:49
Subject: Krakens of Shada fandex - Need feedback (*Changes* 4th Dec)
raverrn wrote:Right, getting down to nuts and bolts.
Spoiler:
"In Death I serve" should be under the Dreadnought entry.
To tidy it up? Or for another reason?
Why is Lumbering Hulk a thing? What's the intention?
I wanted the Siege-class to be unable to run, but still be able to fire overwatch providing it does not move. In my mind, I picture this great behemoth of a Dreadnought with these huge arms, moving slowly. More of a gun platform.
The new Stormbolter is fine, but prices may need to be rejiggered.
Does 7pts sound reasonable?
Does Gadreel need the Thunder Hammer if he has a Servoarm? Same question for his Champion.
That was an oversight. I've amended that. His champion has the Armour of Helios. He can't get the arm.
Gadreel should have the Daemon special rule. It'd be cool.
Funnily enough, I did consider it.
The Honor Guard need to be upped in points. Right now they're a damn sight better than terminators - faster, tougher, more attacks. I'd gut-check it at least 50 points.
I ran the numbers (assuming 4s to hit, and T4 targets) TH/SS: 0.83 wounds LC/LC: 2.25 Honour Guard: 1
Slightly better than TH/SS in terms of attacks, about half as good as a LC termy. I'm going to re-price them to 40pts and see how that goes.
Banner of Helios needs to be more points, replace the model's melee weapon or both.
How come? The usual banner it replaced allows for re-rolls of failed leadership + morale within 12" for friendlies, and +1A for the entire squad. That's 10pts more.
Helios Psyker needs to be +15 or +20 points for the Servoarm and Omnisiah.
Why this particular HQ?
Don't Sniper Rifles have pinning already?
Not that I can see.
Watcher Template rounds need to be reworded or explain how template works with Salvo or something. I know what you were going for, but mechanically it doesn't work.
Reworded. They're Assault 1, with a restriction on the gun involving not-charging when using it.
10x template weapons in a squad is probably too good in any case. Overwatch is a friggin' nightmare. Maybe Blast instead?
I'll think it over. 10x is kinda a lot though, I'll agree. EDIT: Does 10D3 halved, rounding down sound good for overwatch? The AP - was supposed to off-set the templates, on paper. But thinking 10D3, realising it can get to 30 sounds daunting; especially auto-hits.
The AP2 round, ditto. That's a crapton of AP fire from fairly cheap dudes. AP3 instead?
I'm sure I made those Salvo 1/1 as well. If I haven't, I'll change that. Edit: I was thinking of the armourbane rounds. I did the math for the AP2 ones; I would do 1 or 2 (with 10 and 20 shots respectively) unsaved wounds (assuming T4, 3++, and no FNP) Without a 3++, it should only equate to approximately 4/8 wounds, again depending on 10 and 20 shots respectively.
Limit the ammount of weapons in a support squad. That kind of thing belongs in the HH books.
Alright. 5/squad sound good? Or stick to 4/squad like devs? Edit: It's at 5/squad right now.
@ Evil Party Girl
Spoiler:
Evil Party Girl wrote:
I'd just recommend from a fluff and existing models argument: Terminator armour for squad sergeants at +x points (FW have some cool minis) & your warlord can take Terminator, Blessing of Omnissiah & Servo-arm paid for as a powerfist (again FW have a cool mini for this). Keep it simple, particularly if you have to convince other people to play you.
However, I don't believe a suit of temi armour would be granted to a sergeant if he's not leading other terminator-clad soldiers. If it's been done before, then please point me i the right direction. Terminator armour is, from what I understand, relatively rare. If sergeants are getting it at a whim, it doesn't "feel" it's so rare. I also do not feel that servo arms could be mounted to terminator armour (again, point me in the right direction if it's otherwise stated)
Terminators and Veteran Sergeants After the events of the battle of Istvaan V the Iron Hands lost most of their veteran forces. Therefore, suits of Terminator armour are even more rare than is normally the case. Due to this, the deployment of full Terminator Squads is rare. However sergeants are often equipped with suits of Terminator armour as the inspirational value they provide to their squads is invaluable.
Well. I'll be a monkey's uncle... That's something to consider.
OK so if this is more of a thought exercise, I like it. I will throw in a few ideas that I have but don't really get to play in my group.
That's fine. I'm always open to new ideas.
#2 No terminator squads / first company (it's fluffy, but i thought we were supposed to be in good with the admech and would get resupplied.., apparently not)
As in the Iron Hands don't have many of those, my codex doesn't, or my codex shouldn't.?
#3 Upgrade Tac, Dev, Command, Stern, Vang squads veteran sergants to terminator armour at +X points
My chapter doesn't have Vanguard Vets. I shall consider adding Termi armour sgts, given the above fluff.
#4 No chaplain. Should be Iron Father. WS5 (from Chap) BS5 (from MoTF) otherwise he is a marine "minor hero" (shows how old I am) kitted out in either Artificer + Servo harness or Terminator + Servo Arm. Iron Father lets you take multiple Relics of the Armoury (from FW).
I don't have chaplains anyway. I like the idea, but I'm trying to avoid having chapter relics available to anyone. I'll consider an Iron Father type-model. I'll look for some fluff on it.
#5 IH Power Axes count are "specialist weapons" when used with Servo Arms (why oh why does SM codex Techmarine have a power axe option at +15 when he comes with Servo Arm)
Edit: I imagine it's because they come with PA + Bolt pistol normally, giving +1 attack. Whereas if you want +1 attack with servo-arms, you'll need two of them.
#6 Captains can buy Power Axe & Servo Arm & Blessing of the Omnissiah at +30 points
Well, the chapter gets servo-arms & Blessing of the Omnissiah for free anyway. Edit: I believe I didn't include captains in the fandex.
#7 "Dedicated dreadnoughts" - A footslogging maxed out tactical squad (i.e. full sized and has a upgraded veteran seargent) if may take a dreadnought (must remain in 2" coherency unless immobolised). Enemy can target dreadnought if it's not the closest model, but it gets 5+ cover; or Enemy can target troops if they're not the closest but they get 5+ cover save.
The only problem with this is that if the dreadnought gets shot, you roll armour pen. Say the 1st result is "Explodes!" what happens to the excess shots? How would you resolve excess shots from killing marines going onto the Dreadnought?
#8 Techmarines are 40 points and upgraded to Veteran sergeants for +10 #9 Servitors are at Inq prices
For #8, why? #9: I'm sorry? I don't understand what you mean by that.
#10 Librarian taking Telekinesis can choose 'Objuration Mechanicum' if they want #11 Vehicles can take Automated Servo Arm wargear that attacks when vehicle is assaulted and assists a techmarine when being repaired
#10: They can only take Technomancy powers, but it has it's own version (same effect, different name). #11: I don't know how to work that in terms of mechanic, but I'll put it in my experimental ideas list.
This message was edited 1 time. Last update was at 2014/12/05 19:55:12
If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you.
2014/12/07 14:38:30
Subject: Re:Krakens of Shada fandex - Need feedback (*Changes* 5th Dec)
The 'dedicated dreadnought' idea is kind of fusion of Siege Dreadnought Talon (buying 3 dreads as a troop choice and at/after deployment they are individual units) and the Helcult from Dataslate: Hellbrutes (buying a dread and 2 cultists which have special rules how they interact). So close precedents exist. Fluff-wise IH are supposed to use lots of dreads (hence we can buy them as heavies as well as elites, like anyone would??). My take in IH is 'man and machine' as well as cybernetic surgery and the like. The dedicated dreadnought is way of getting basic dreads on the field as scoring units. I think the dreads shouldn't have many options (definitely not recommending mortis dreads, venerables etc..) for this idea. Maybe it can just be upgraded with split fire at +x points.
Hmm, good question about left over shots when a dreadnought is wrecked if it's technically part of the unit.
I'd say, the dread has to stay in coherency with the tactical unit and counts as part of the unit for assaulting/being assaulted. It counts as a separate entity regarding enemy shooting. The who's blocking who re: LOS & cover save is a standard rule anyway.
Re: left over shots, unless you're playing 30k with 10 missile launchers/lascannons firing at you from a single unit, it doesn't happen too much (in my games anyway). Under this proposal, let's say a landraider scores two hits and wrecks it on the first one, I think my opponent should just be happy they wrecked the dread and the second shot is lost. Hypothetically, it is not different to a dreadnought that I was voluntarily keeping within 2" of a tactical squad.
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Why cheaper techmarines? Because they suck so bad at 50 points. I almost never use them (except as thunderfire cannon gunners). IH (Clan) have special rules for extra max # techmarines, so from a fluff point, the game designers think we'll take them as a viable unit, vis-a-vis Servitors too - but they are just so little bang for buck. I do think the Inquisitor codex servitors are underpriced though. Maybe a middle ground somewhere with some different wargear options. (Remember I have a Admech count as army too so converted servitors are a mainstay in my lists/count as).
This message was edited 3 times. Last update was at 2014/12/07 15:04:05
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2014/12/07 18:02:01
Subject: Krakens of Shada fandex - Need feedback (*Changes* 4th Dec)
"In Death I serve" should be under the Dreadnought entry. - To tidy it up? Or for another reason?
Just to keep things neat.
Why is Lumbering Hulk a thing? What's the intention? - I wanted the Siege-class to be unable to run, but still be able to fire overwatch providing it does not move.
In my mind, I picture this great behemoth of a Dreadnought with these huge arms, moving slowly. More of a gun platform.
Instead of a special rule that gives you another special rule, better to just come out and say that.
The new Stormbolter is fine, but prices may need to be rejiggered. - Does 7pts sound reasonable?
I was thinking 5 points on models who aren't relentless and 10 on models that are.t
The Honor Guard need to be upped in points. Right now they're a damn sight better than terminators - faster, tougher, more attacks. I'd gut-check it at least 50 points.
I ran the numbers (assuming 4s to hit, and T4 targets)
TH/SS: 0.83 wounds
LC/LC: 2.25
Honour Guard: 1
Slightly better than TH/SS in terms of attacks, about half as good as a LC termy.
I'm going to re-price them to 40pts and see how that goes.
Blood Angels Sanguinary Guard are 40 points for a 2+ save and Jump Packs, but they have a AP3 weapon and no Invuln save. That's what I'm basing my opinion on.
Helios Psyker needs to be +15 or +20 points for the Servoarm and Omnisiah.
Because adding a powerfist to a model should cost points?
The AP2 round, ditto. That's a crapton of AP fire from fairly cheap dudes. AP3 instead?
I'm sure I made those Salvo 1/1 as well. If I haven't, I'll change that.
Edit: I was thinking of the armourbane rounds.
I did the math for the AP2 ones; I would do 1 or 2 (with 10 and 20 shots respectively) unsaved wounds (assuming T4, 3++, and no FNP)
Without a 3++, it should only equate to approximately 4/8 wounds, again depending on 10 and 20 shots respectively.
And you don't see the problem acing ~6 terminators?
2014/12/07 20:47:48
Subject: Re:Krakens of Shada fandex - Need feedback (*Changes* 5th Dec)
Evil Party Girl wrote:The 'dedicated dreadnought' idea is kind of fusion of Siege Dreadnought Talon (buying 3 dreads as a troop choice and at/after deployment they are individual units) and the Helcult from Dataslate: Hellbrutes (buying a dread and 2 cultists which have special rules how they interact). So close precedents exist. Fluff-wise IH are supposed to use lots of dreads (hence we can buy them as heavies as well as elites, like anyone would??). My take in IH is 'man and machine' as well as cybernetic surgery and the like. The dedicated dreadnought is way of getting basic dreads on the field as scoring units. I think the dreads shouldn't have many options (definitely not recommending mortis dreads, venerables etc..) for this idea. Maybe it can just be upgraded with split fire at +x points.
Hmm, good question about left over shots when a dreadnought is wrecked if it's technically part of the unit.
I'd say, the dread has to stay in coherency with the tactical unit and counts as part of the unit for assaulting/being assaulted. It counts as a separate entity regarding enemy shooting. The who's blocking who re: LOS & cover save is a standard rule anyway.
Re: left over shots, unless you're playing 30k with 10 missile launchers/lascannons firing at you from a single unit, it doesn't happen too much (in my games anyway). Under this proposal, let's say a landraider scores two hits and wrecks it on the first one, I think my opponent should just be happy they wrecked the dread and the second shot is lost. Hypothetically, it is not different to a dreadnought that I was voluntarily keeping within 2" of a tactical squad.
I suppose it works out okay.
Since weapons are done one at a time now, units with Anti-Tank + boltguns/other can fire the appropriate one first (Multi-melta for dreads, then follow up with hurricane bolters for the tacs behind them, should the dread drop) If the dread doesn't drop, then tough gak. If it does, then congrats! You can now (try) to kill the marines behind it.
It offers certain strategic value too, as it's a case of "Do I guarantee the dread will swing and risk getting opened up like a tin can, or do I send cannon fodder into the tank weaponry and pray?"
I admit that this is an incredibly interesting concept, and I like the idea behind it. The only problem I see is the Combat Squads rule. How would it interact with 10men + dread?
I don't see any other immediate problem... I'll work on the idea some more and see how it pans out.
Why cheaper techmarines? Because they suck so bad at 50 points. I almost never use them (except as thunderfire cannon gunners). IH (Clan) have special rules for extra max # techmarines, so from a fluff point, the game designers think we'll take them as a viable unit, vis-a-vis Servitors too - but they are just so little bang for buck. I do think the Inquisitor codex servitors are underpriced though. Maybe a middle ground somewhere with some different wargear options. (Remember I have a Admech count as army too so converted servitors are a mainstay in my lists/count as).
I see your point.
I barely use them at 50pts. I figure there's better things to field.
I prefer servo-arm servitors. Fluff wise, my chapter hates plasma (hence the lack of plasma), and heavy bolter Servitors just seem silly to me.
I'll consider a points redo for them, it's just a case of "Will they be balanced?" Mind, it gives me an idea now...
@raverrn
Spoiler:
raverrn wrote:
Why is Lumbering Hulk a thing? What's the intention? - I wanted the Siege-class to be unable to run, but still be able to fire overwatch providing it does not move.
In my mind, I picture this great behemoth of a Dreadnought with these huge arms, moving slowly. More of a gun platform.
Instead of a special rule that gives you another special rule, better to just come out and say that.
The problem is that you cannot fire overwatch at all if you are slow and purposeful. I wanted the player to decide "Do I move into range, but not have overwatch against this unit, or do I stay still?" These types of scenarios would come up an awful lot (in my meta, at least)
The new Stormbolter is fine, but prices may need to be rejiggered. - Does 7pts sound reasonable?
I was thinking 5 points on models who aren't relentless and 10 on models that are.
I'll give it a shot and see how it goes.
The Honor Guard need to be upped in points. Right now they're a damn sight better than terminators - faster, tougher, more attacks. I'd gut-check it at least 50 points.
I ran the numbers (assuming 4s to hit, and T4 targets)
TH/SS: 0.83 wounds
LC/LC: 2.25
Honour Guard: 1
Slightly better than TH/SS in terms of attacks, about half as good as a LC termy.
I'm going to re-price them to 40pts and see how that goes.
Blood Angels Sanguinary Guard are 40 points for a 2+ save and Jump Packs, but they have a AP3 weapon and no Invuln save. That's what I'm basing my opinion on.
I see where you're coming from, but they are a couple editions old. They'll be getting a new codex next weekend(?). They may well get a points redux. I've been doing my prices on the Space Marine codex.
Helios Psyker needs to be +15 or +20 points for the Servoarm and Omnisiah.
Because adding a powerfist to a model should cost points?
But why was you picking out that unit specifically?
Or did you feel only that unit needed to pay for it?
The AP2 round, ditto. That's a crapton of AP fire from fairly cheap dudes. AP3 instead?
I'm sure I made those Salvo 1/1 as well. If I haven't, I'll change that.
Edit: I was thinking of the armourbane rounds.
I did the math for the AP2 ones; I would do 1 or 2 (with 10 and 20 shots respectively) unsaved wounds (assuming T4, 3++, and no FNP)
Without a 3++, it should only equate to approximately 4/8 wounds, again depending on 10 and 20 shots respectively.
And you don't see the problem acing ~6 terminators?
I do, yeah. I didn't actually realise they'd up a regular termy's day so badly. What if they were S4 AP5, or S5 AP-, Rapid-fire, Rending?
They keep their " your armour" properties, but only 16.6% of the time.
That means less than 1 of those 6 regular terminators will die, but can still die.
This message was edited 1 time. Last update was at 2014/12/07 20:53:14
If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you.
2014/12/08 19:50:22
Subject: Re:Krakens of Shada fandex - Need feedback (*Changes* 8th Dec)
New post!
Also, question about the storm bolters and direction of bolt weapons for the codex.
I shall be making it a poll. Stand by!
(info is at the top of the first post)
If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you.
2014/12/09 00:39:45
Subject: Krakens of Shada fandex - Need feedback (*Changes* 8th Dec)
What do you think about this? Like, play some tactical squads in a game. They approach an enemy unit, disembark from their transport, and fire, well, some very limited bolter fire..
Now here is a thing. I cannot immediately believe, just on my own, that you are going to use most of the units in the army list. Your Librarian and Techmarine have options for storm bolters. Do you own or do you intend to build models for librarians and techmarines both with and without storm bolters?
If you are not, then I think that parts of this fandex are a little superfluous.
If you are, are you prepared for the ones that have storm bolters to pay five points for them, even though your salvo 2/4 storm bolters are actually worse for power armored models than normal rapid fire bolters?