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Made in au
[MOD]
Cutting stuff up and bunging it back together in new and interesting ways.






Under the couch

From Under The Couch


One of the trials faced by many gamers as they get older and have to start acting like grown-ups more often is the decline in available time for gaming, which tends to leave many of us having to cut back the number of games we play. The problem with that, of course, is what to do with those piles of miniatures left over from the games that have fallen by the wayside?


This is something I wrestled with as Warhammer 40000 started to lose its shine and Maelstrom’s Edge came along to fill in the void. The obvious solution, of course, is to find ways to incorporate those other miniatures into your new game! And so, with bold visions of an Empire of Mankind raising battle flags along the implacable line of advance of the galactic Maelstrom, I set about converting Space Marine statlines and special rules into something that would fit in alongside MEdge’s Epirians, Karists and as-yet unborn future factions.



You can find the current (draft) version of these efforts at the below links. The first link contains the cards for all of the Marine units created so far. The second contains a reference sheet for all of the Marine weaponry and their Faction-specific objective. Note that these rules are NOT ‘official’ rules for Maelstrom’s Edge, and are not published or endorsed by Spiral Arm Studios (the makers of MEdge). They’re a fan creation that you can use, or not, at your own discretion.


Imperial Marine Unit Cards


Imperial Marine Reference Sheet


(If you don't have them yet, you can pick up the Maelstrom's Edge rules from the webstore as a digital download here, or the print copy in the Battle for Zycanthus starter set here.)


These rules are still in progress – I suspect that point costs on some things still need some upwards tweaking, and the roster is currently fairly sparse, including just a selection of the more common units. More will come later.


One of the biggest challenges that arose when I started making up these cards came from the fact that many Warhammer 40K units have a significantly broader range of options than standard MEdge units do. I have sidestepped this somewhat by limiting the options for these initial units to the more obvious ones, with later unit variants to add in other options. I am also intending to add in a ‘Veteran Sergeant’ card which will be available as an upgrade to other units’ sergeants, adding in a wider range of gear for the unit leader – there simply wasn’t room on the cards to give these options to standard sergeants.



My hope from putting these out there is that gamers with space marine models sitting around gathering dust, or current 40K players looking for something different, will be tempted to give MEdge a go and in the process kick these rules in the tyres a little to see which bits fall off.


So if you try these out, and have any comments, criticisms or other feedback, please feel free to drop me a line here or on the Maelstrom’s Edge Comm Guild Facebook group – https://www.facebook.com/groups/MaelstromsEdge/.

This message was edited 1 time. Last update was at 2017/04/28 19:49:19


   
Made in ca
Dakka Veteran





Canada

This is great! I've been wanting to convert 40k armies for MEdge since the game came out. I poked around at rules for Orks and Necrons a little while ago, maybe I should polish them up for posting...

Also, I must know: what does RPS stand for?

This message was edited 1 time. Last update was at 2017/04/24 18:49:46




 
   
Made in au
[MOD]
Cutting stuff up and bunging it back together in new and interesting ways.






Under the couch

 Jambles wrote:
I poked around at rules for Orks and Necrons a little while ago, maybe I should polish them up for posting...

Go for it!


Also, I must know: what does RPS stand for?

In-universe 'officially' I'm saying it stands for 'Rocket-Propelled Slug'.


It was birthed by Ian Watson, though... In one of his early 40K novels from back in the '90s, he described bolters as making the following sounds when fired - 'Rrraark' as the bolt slides down the barrel, 'Pop' as the propellent in the bolt ignites, 'Swoosh' as it rockets off and then finally a 'Crump!' as it explodes.

So - RPS: Rrraark, Pop, Swoosh. The Crump comes later

   
Made in ca
Dakka Veteran





Canada

 insaniak wrote:
 Jambles wrote:
Also, I must know: what does RPS stand for?

In-universe 'officially' I'm saying it stands for 'Rocket-Propelled Slug'.

It was birthed by Ian Watson, though... In one of his early 40K novels from back in the '90s, he described bolters as making the following sounds when fired - 'Rrraark' as the bolt slides down the barrel, 'Pop' as the propellent in the bolt ignites, 'Swoosh' as it rockets off and then finally a 'Crump!' as it explodes.

So - RPS: Rrraark, Pop, Swoosh. The Crump comes later

*slow clap*

Brilliant!



 
   
Made in no
Nervous Karist Novitiate





I tried making some rules for Orks in Medge too.
What do you think the stat lines for Orks and Grots should be?
I was thinking an Ork should be:
MV: 5, EVS 2, SKL 2 (3), AV 2, MAS 2, FOR 2, WP 2
(Improved SKL in close combat.)
Grot:
MV: 5, EVS 3, SKL 1, AV 1, MAS 1, FOR 1, WP 1
Nob:
MV 5, EVS 2, SKL 3 (4), AV 2, MAS 2, FOR 3, WP 3
(Improved SKL in close combat.)
What do you think?
   
Made in au
[MOD]
Cutting stuff up and bunging it back together in new and interesting ways.






Under the couch

Hmm... Using the same formula that I used for Marines, Orks would come out something like the below...

I'm thinking that the Ork keyword would be the same as Human, with the addition of Mob Rule (maybe granting +1 WP for every 3 Orks in the unit) and a rule granting +1 SKL for melee attacks.

Warboss stats below are based on Eavy armour.
[Thumb - ork.jpg]
Medge Orks


   
Made in au
[MOD]
Cutting stuff up and bunging it back together in new and interesting ways.






Under the couch

Or even...
[Thumb - ork.jpg]
More Ork


   
Made in no
Nervous Karist Novitiate





Cool

I think Nobz could get FOR 3, tho.
Though, personally I think regular Marines should also have FOR 3.

Grots I think should have MAS 1, like Angel Minnows.
And WIL 2 for Grots? Does that mean you can find something more cowardly than them?

Anyone can make their own house rules of course. I'm just discussing it because I think these things are fun to make
   
Made in au
[MOD]
Cutting stuff up and bunging it back together in new and interesting ways.






Under the couch

 dicewar wrote:

I think Nobz could get FOR 3, tho.
Though, personally I think regular Marines should also have FOR 3.

FOR3 would put them on par with the Hunter and Mature Angel, which seems a little excessive. I agree that they possibly should be a little tougher than Tempests or Journeymen, but the available range means that FOR2.5 is actually where they want to be, so it seems better to err on the side of caution...



Grots I think should have MAS 1, like Angel Minnows.

Minnows are MAS2. Drones are MAS1. I went with 2 for the Grots because, while they are generally hunched over, they're actually about man-sized. Having said that, using the low-but-bulky spider as a precedent, they could just as easily fit into MAS1 due to their actual silhouette... With MAS1, FOR1 and AV1, though, they would need some pretty impressive cover-utilisation ability to aviod just turning into grot-flavoured paste instantly after the game starting.


And WIL 2 for Grots? Does that mean you can find something more cowardly than them?

Sure. They may choose discretion over valor, but they is sneaky...


Anyone can make their own house rules of course. I'm just discussing it because I think these things are fun to make

Absolutely! Any of these 40K-conversion rules are totally open to personal interpretation and manipulation.


Automatically Appended Next Post:
 insaniak wrote:

I'm thinking that the Ork keyword would be the same as Human, with the addition of Mob Rule (maybe granting +1 WP for every 3 Orks in the unit) and a rule granting +1 SKL for melee attacks.

On some more consideration, I think they need a separate Keyword for Gretchin (when I make up cards for these, they'll probably just be referred to as Orcs and Goblins, unless something better comes along) so that Runtherds can specifically allow extra grot unit selections. Runtherds would also have a Command bubble, specifically for grots, probably with Command (1) but restricted to commanding grots only.


Mob Rule - rather than WP, I'm thinking it would be fun for Orks to ignore 1 ST for every 3 Orks in the unit. The more orks you have, the harder it will be to pin them down.

This would be complemented by the Warboss's Waaagh! ability, which would be a once-per-game activation - each Ork unit immediately takes a Discipline Check using the Warboss's WP, and if successful removes all their STs.

On the SKL - SKL 4 is actually about right, but to represent their propensity for melee over ranged attacks, I'm wondering if it would be going too far to just have all Ork (not grot) shooting Wild Fire... and then combine it with a high SHO value on all/most of their weapons. So they'll be incredibly inaccurate, but flinging huge amounts of wild ordnance across the table as they move into melee range.



I'm thinking there also needs to be a Gretchin with Command ability, so that all-grot armies are possible...

This message was edited 1 time. Last update was at 2017/05/07 22:18:26


   
Made in no
Nervous Karist Novitiate





Good points, I agree.

Always wild firing is a hillarious idea However, personally I feel like wild fire as a penalty is kind of a core mechanic that shouldn't be messed too much with.

What do you think about faction objective? I'm considering either a Waaaagh tower or some scrap/loot.
   
Made in us
Contagious Dreadnought of Nurgle




In My Lab

Question: If I bought the core rules (the $10 PDF version) and used these, could I run my Marines in Maelstrom's Edge and get a good idea of what the game is like?

I'm still looking to get into it, since the rules are a mere $10, I figure this might be a good way.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Regular Dakkanaut




 JNAProductions wrote:
Question: If I bought the core rules (the $10 PDF version) and used these, could I run my Marines in Maelstrom's Edge and get a good idea of what the game is like?

I'm still looking to get into it, since the rules are a mere $10, I figure this might be a good way.


I'd proxy them for the units in the book, if I were you. I think you'll get a better feel for the game than if you were to use these (more experimental) rules. Others with more experience can chime in here though...

   
Made in us
Contagious Dreadnought of Nurgle




In My Lab

Okay, so I played a game of MEdge with these rules. Forgot half the rules (was playing with another newbie) but hey, had fun!

So here's my first, almost certainly totally unbalanced attempt at converting the Assassins to MEdge.

The end goal is for all the Assassins to fall in the 30-40 point range.

Eversor Assassin

Spoiler:
MV-8"
EVS-6
SKL-6
AV-4
MAS-3
FOR-3
WP-6
Type-Infantry (Human, Solo)

Unit Size-One Eversor Assassin
Equipment-Frenzon, Power Sword, Fleshraker Gaunlet, Poison/Bolt Pistol
Abilities: Dynamic Move, Fearsome (2), Precision Kill, Scout, Bloodthirsty, Dodge (3), Dynamic Move, Fearless, Kill Mission, Vertical Climb (4"), Biometric Overload

[spoiler]Frenzon-Frenzon doubles the number of shots an Eversor Assassin gets in CQ.
Power Sword-Range CQ, Sho -, Pen 5, Dam 2
Fleshraker Gauntlet-Rng CQ, Sho -, Pen 2+, Dam 1
Poison/Bolt Pistol-Two firing modes, bolt and poison
Bolt-Rng 24", Sho 4, Pen 3, Dam 1, Explosive (6+), Pistol
Poison-Rng 24", Sho 4, Pen 4+, Dam 1, Poison (5+), Pistol
Biometric Overload-When slain, or at any time when the Eversor is activated as decided by the controlling player, the Eversor explodes. Center the large blast marker over the Eversor. All units at least partially underneath the blast take 2d3+AoE (LB) hits at Pen 4, Dam 1.
[/spoiler]

Vindicare Assassin

Spoiler:
MV-8"
EVS-6
SKL-6
AV-4
MAS-3
FOR-3
WP-6
Type-Infantry (Human, Solo)

Unit Size-One Vindicare Assassin
Equipment-Spy Mask, Exitus Rifle, Exitus Pistol, Choke Grenades
Abilities: Dynamic Move, Fearsome (1), Precision Kill, Scout, Dodge (3), Dynamic Move, Fearless, Vertical Climb (4")

[spoiler]Spy Mask-All attacks made by the Vindicare Assassin gain either gain +1 to hit or gain Ignores Cover on a hit roll of 3+. This cannot be used with Wild Fire.
Exitus Rifle-Rng 48" (72"), Sho 2, Pen 4, Dam 3, Heavy, Long-Ranged 24", Sniper (5+), and can either gain Field Ignoring (3+), Poison (3+), or Titian Killer (3+)
Exitus Pistol-Rng 24", Sho 2, Pen 4, Dam 3, Pistol, Sniper (5+), and can either gain Field Ignoring (3+), Poison (3+), or Titian Killer (3+)
[/spoiler]

Culexus Assassin

Spoiler:
MV-8"
EVS-6
SKL-6
AV-4
MAS-3
FOR-3
WP-6
Type-Infantry (Human, Solo)

Unit Size-One Culexus Assassin
Equipment-Animus Speculum, Etherium
Abilities: Dynamic Move, Fearsome (4), Precision Kill, Scout, Dodge (3), Dynamic Move, Fearless, Vertical Climb (4"), Life Draining Touch

[spoiler]Animus Speculum-Rng 30", Sho 3d3, Pen 5, Dam 2, Suppress (Psych) d3
Etherium-The Culexus is always considered a Fleeting Target.
Life Draining Touch-The Culexus' Brute Force has the following profile:
Rng CQ, Sho +2, Pen 2+, Dam 3, Melee
[/spoiler]

Callidus Assassin

Spoiler:
MV-8"
EVS-6
SKL-6
AV-4
MAS-3
FOR-3
WP-6
Type-Infantry (Human, Solo)

Unit Size-One Callidus Assassin
Equipment-C'Tan Phase Sword, Poison Knives, NeuroShredder Gauntlet, Synthskin
Abilities: Dynamic Move, Fearsome (2), Precision Kill, Scout, Dodge (3), Dynamic Move, Fearless, Vertical Climb (4")

[spoiler]C'Tan Phase Sword-Rng CQ, Sho +1, Pen 4, Dam 4, Melee, Field Ignoring (5+)
Poison Knives-Rng CQ, Sho +2, Pen 3+, Dam 1, Melee, Poison (3+)
NeuroShredder Gauntlet-Ran 8", Sho 3+SPR, Pen 4+, Dam 2, AoE (SPR), Suppress (Psych) 3d3
Synthskin-The Callidus Assassin may be set up anywhere on the field during deployment, and may not be targeted by any enemy attacks until she herself makes an attack. While she is hidden in this manner, though, she may not score any objectives.
[/spoiler]

Let me know where I made them too powerful, and how they can be toned down.

Edit: Yeah, I'm thinking that's the way to go, with proxying. Ah well-I had fun, anyway, so who gives a poop?

This message was edited 1 time. Last update was at 2017/05/20 03:00:33


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in au
[MOD]
Cutting stuff up and bunging it back together in new and interesting ways.






Under the couch

 JNAProductions wrote:
Question: If I bought the core rules (the $10 PDF version) and used these, could I run my Marines in Maelstrom's Edge and get a good idea of what the game is like?

I'm still looking to get into it, since the rules are a mere $10, I figure this might be a good way.

Late to the party, as you've said you already went with the proxy option, but for the sake of adding an answer - So far as the core rules are concerned, the Marines function exactly the same as everyone else, and I tried to keep any made-up rules to a minimum for them... so there's no real reason you couldn't use them instead of one of the other factions. That was actually a large part of my reasoning for creating these rules... a lot of people have Marine armies, and this is a handy way to dip a toe into a new game while getting to use your existing collection.




Automatically Appended Next Post:
On the Assassins -
I get the statline as the following -
MV 8
EVS 7
SKL 8
AV 4
MAS 2
FOR 3
WP 5

So yours is pretty close, and would work as well

Although they should only be MAS 2, as they're human-sized.

This message was edited 1 time. Last update was at 2017/05/20 19:41:52


   
Made in us
Contagious Dreadnought of Nurgle




In My Lab

Okay, I have a decent amount of skittles Skitarii. Let me draft up some of them. (Also Grey Knights.)

Skitarii Vanguard
X Points

Spoiler:
MV-7
EVS-4
SKL-3
AV-4
MAS-2
FOR-1
WP-3
Model Type-Infantry (Human, Robot)

Unit Size-3 Skitarii Vanguard
Equipment-Radium Carbines
Abilities-Heavy Gunner, Marksman (2), Scout, Rad Saturation

Unit Options
May add up to two more Vanguard-X Points per Vanguard
Up to two models may take a special weapon from the following list:
-Arc Rifle-X Points
-Transuranic Arquebus-X Points
-Plasma Caliver-X Points
Any model may take one of the following:
-Phosphor Pistol-X Points
-Arc Pistol-X Points
Any one model may take an Omnispex-X Points

New Equipment
Radium Carbine-Rng 24", Sho 4, Pen 3, Dam 1, Burst (4+), Short Ranged, Explosive (6+)
Arc Rifle-Rng 36", Sho 3, Pen 5, Dam 1, EMP (2+),
Transuranic Arquebus-Rng 48", Sho 2, Pen 4+, Dam 2, Heavy, Long Ranged, Sniper (5+)
Plasma Caliver-Rng 24", Sho 4, Pen 7, Dam 3, Burst (4+), Short Ranged, Unstable
Phosphor Pistol-Rng 18", Sho 2, Pen 4, Dam 1, Pistol, Paint (3+)
Arc Pistol-Rng 18", Sho 2, Pen 5, Dam 1, EMP (2+), Pistol
Omnispex-The bearer of an omnispex grants his entire unit the Paint (5+) ability on all shots.

New Rules
Rad Saturation-A unit that is subject to a charge from a unit of Vanguard takes one automatic Pen 3+ (Poison 5+) hit for each model in the Vanguard unit, before regular CQ shooting occurs.
Unstable-When firing this weapon, any hit rolls of 1 indicate something has gone wrong with the weapon. The bearer immediately takes a single hit as if shot by the weapon they're using.


Skitarii Rangers
X Points

Spoiler:
MV-8
EVS-4
SKL-3
AV-4
MAS-2
FOR-1
WP-3
Model Type-Infantry (Human, Robot)

Unit Size-3 Skitarii Rangers
Equipment-Galvanic Rifles
Abilities-Heavy Gunner, Marksman (2), Scout, Vert Climb (3")

Unit Options
May add up to two more Rangers-X Points per Ranger
Up to two models may take a special weapon from the following list:
-Arc Rifle-X Points
-Transuranic Arquebus-X Points
-Plasma Caliver-X Points
Any model may take one of the following:
-Phosphor Pistol-X Points
-Arc Pistol-X Points
Any one model may take an Omnispex-X Points

New Equipment
Galvanic Rifle-Rng 42", Sho 3, Pen 4, Dam 1
Arc Rifle-Rng 36", Sho 3, Pen 5, Dam 1, EMP (2+),
Transuranic Arquebus-Rng 48", Sho 2, Pen 4+, Dam 2, Heavy, Long Ranged, Sniper (5+)
Plasma Caliver-Rng 24", Sho 4, Pen 7, Dam 3, Burst (4+), Short Ranged, Unstable
Phosphor Pistol-Rng 18", Sho 2, Pen 4, Dam 1, Pistol, Paint (3+)
Arc Pistol-Rng 18", Sho 2, Pen 5, Dam 1, EMP (2+), Pistol
Omnispex-The bearer of an omnispex grants his entire unit the Paint (5+) ability on all shots.

New Rules
Unstable-When firing this weapon, any hit rolls of 1 indicate something has gone wrong with the weapon. The bearer immediately takes a single hit as if shot by the weapon they're using.


Skitarii Alpha
X Points

Spoiler:
MV-9
EVS-5
SKL-4
AV-4
MAS-2
FOR-3
WP-4
Model Type-Infantry (Human, Robot)

Unit Size-1 Skitarii Alpha
Equipment-None
Abilities-Heavy Gunner, Marksman (3), Scout, Command (1)

Unit Options
May take one of the following:
-Radium Carbine-0 Points
-Galvanic Rifle-0 Points
-Arc Rifle-X Points
-Transuranic Arquebus-X Points
-Plasma Caliver-X Points
May also take one of the following:
-Phosphor Pistol-X Points
-Arc Pistol-X Points
-Taser Goad-X Points
-Arc Maul-X Points
-Power Sword-X Points
May take an Omnispex-X Points
May take an Enhanced DataTether-X Points
May be upgraded to one type of Alpha:
-Ranger Alpha (Gains Vert Climb 3")-X Points
-Vanguard Alpha (Gains Rad Saturation)-X Points

New Equipment
Galvanic Rifle-Rng 42", Sho 3, Pen 4, Dam 1
Radium Carbine-Rng 24", Sho 4, Pen 3, Dam 1, Burst (4+), Short Ranged, Explosive (6+)
Arc Rifle-Rng 36", Sho 3, Pen 5, Dam 1, EMP (2+),
Transuranic Arquebus-Rng 48", Sho 2, Pen 4+, Dam 2, Heavy, Long Ranged, Sniper (5+)
Plasma Caliver-Rng 24", Sho 4, Pen 7, Dam 3, Burst (4+), Short Ranged, Unstable
Phosphor Pistol-Rng 18", Sho 2, Pen 4, Dam 1, Pistol, Paint (3+)
Arc Pistol-Rng 18", Sho 2, Pen 5, Dam 1, EMP (2+), Pistol
Power Sword-Rng CQ, Sho -, Pen +1, Dam 1, Melee
Taser Goad-Rng CQ, Sho -, Pen +3, Dam 2, Melee, Burst (4+)
Arc Maul-Rng CQ, Sho -, Pen +3, Dam 2, Melee, EMP (2+)
Omnispex-The bearer of an omnispex grants his entire unit the Paint (5+) ability on all shots.
Enhanced DataTether-The bearer of an Enhanced DataTether gains +1 to its command ability, and adds 6" to its command range.

New Rules
Rad Saturation-A unit that is subject to a charge from a unit of Vanguard takes one automatic Pen 3+ (Poison 5+) hit for each model in the Vanguard unit, before regular CQ shooting occurs.
Unstable-When firing this weapon, any hit rolls of 1 indicate something has gone wrong with the weapon. The bearer immediately takes a single hit as if shot by the weapon they're using.


Grey Knight Terminator Squad
X Points

Spoiler:
MV-6
EVS-4
SKL-4
AV-6
MAS-3
FOR-2
WP-3
Model Type-Infantry (Human)

Unit Size-1 Grey Knight Terminator
Equipment-Force Sword, Storm Bolter
Abilities-Heavy Gunner, Stoic, Field (1), Teleport, Psychic (Hammerhand), mastery Level (1)

Unit Options
May include up to two additional Terminators-X Points
Any model may trade its Force Sword for one of the following:
-Two Force Swords-X Points
-Force Halberd-X Points
-Warding Stave-X Points
-Nemesis Angel Hammer-X Points
One model may replace its Storm Bolter with one of the following:
-Psilencer-X Points
-Incinerator-X Points
-Psycannon-X Points

New Weapons
Force Sword-Rng CQ, Sho -, Pen +1, Dam d3, Melee
Storm Bolter-Rng 30", Sho 4, Pen 3, Dam 1
Force Halberd-Rng CQ, Sho -, Pen +2, Dam d3, Melee
Warding Stave-Rng CQ, Sho -, Pen +2, Dam d3, Melee, Warding
Nemesis Angel Hammer-Rng CQ, Sho -, Pen +4, Dam 2d3, Melee, Heavy
Psilencer-Rng 30", Sho 8, Pen 2, Dam 1, Psychically Exposive (4+), Burst (5+)
Incinerator-Rng 8", Sho 3+Spr, Pen 5, Dam 2, AoE (Spr)
Psycannon-Rng 30", Sho 6, Pen 6, Dam 2, Burst (5+)

New Rules
Psychic (Hammerhand)-If the unit, at the beginning of its activation, passes a Discipline test, they gain +1 to all Pen rolls in CQ until their next activation. For this Discipline test, treat them as having 2 more STs on them than are actually present. If this is failed two turns in a row, the unit suffers a single Dam 3 hit immediately.
Warding-Reduce all Psych STs taken by the bearer of a Warding Stave and his unit by 1, to a minimum of 0, for each activation. (For instance, if one enemy unit activates, and gives them 3 Psych STs, they would take only 2 of them. If another enemy then activates, and gives them 1 Psych ST, they would not take any.)
Psychically Explosive-As the Explosive Ability, but requires them to pass a Discipline Test immediately before shooting. For this Discipline test, treat them as having 1 more ST on them than are actually present. If this is failed two turns in a row, the unit suffers a single Dam 3 hit immediately.
Mastery Level-The unit may perform a number of Psychic Powers equal to the number in parentheses. If joined by another Psychic unit, each may manifest their full allotment of powers, potentially gaining benefits from each others psychic abilities.


Grey Knight Librarian

Spoiler:
MV-6
EVS-5
SKL-5
AV-6
MAS-3
FOR-4
WP-4
Model Type-Infantry (Human)

Unit Size-1 Grey Knight Librarian
Equipment-Warding Stave, Storm Bolter
Abilities-Heavy Gunner, Stoic, Field (1), Teleport, Psychic (Force), Mastery Level (2)

Unit Options
May replace Warding Stave with one of the following:
-Force Sword-X Points
-Two Force Swords-X Points
-Force Halberd-X Points
-Nemesis Angel Hammer-X Points
May gain the following Psychic Abilities:
-Gate of Infinity-X Points
-Hammerhand-X Points
-Sanctuary-X Points
-Purge Soul-X Points
-Cleansing Flame-X Points
May upgrade to Mastery Level (3)

New Weapons
Force Sword-Rng CQ, Sho -, Pen +1, Dam d3, Melee
Storm Bolter-Rng 30", Sho 4, Pen 3, Dam 1
Force Halberd-Rng CQ, Sho -, Pen +2, Dam d3, Melee
Warding Stave-Rng CQ, Sho -, Pen +2, Dam d3, Melee, Warding
Nemesis Angel Hammer-Rng CQ, Sho -, Pen +4, Dam 2d3, Melee, Heavy

New Rules
Psychic (Hammerhand)-If the unit, at the beginning of its activation, passes a Discipline test, they gain +1 to all Pen rolls in CQ until their next activation. For this Discipline test, treat them as having 2 more STs on them than are actually present. If this is failed two turns in a row, the unit suffers a single Dam 3 hit immediately.
Psychic (Gate Of Infinity)-If the unit, before moving, passes a Discipline test, they may immediately make a Teleportation move, even if they made one last turn. For this Discipline test, treat them as having 3 more STs on them than are actually present. If this is failed two turns in a row, the unit suffers a single Dam 3 hit immediately.
Psychic (Purge Soul)-If the unit, immediately before shooting, passes a Discipline test, they may fire one additional weapon, with the following stats:
Rng 24", Sho 1, Pen *, Dam d6, WP Pen
For this Discipline test, treat them as having 2 more STs on them than are actually present. If this is failed two turns in a row, the unit suffers a single Dam 3 hit immediately.
WP Pen-This attack Pens on a number equal to or greater than the target's WP, or on a 6, whichever is better.
Psychic (Cleansing Flame)-If the unit, immediately before shooting, passes a Discipline test, they may inflict 3d3 Pen 4 Dam 1 Ignores Cover hits on all enemy units within 6". This does not trigger an additional ST for being a primary target. For this Discipline test, treat them as having 5 more STs on them than are actually present. If this is failed two turns in a row, the unit suffers a single Dam 3 hit immediately.
Psychic (Sanctuary)-If the unit, at the beginning of its activation, passes a Discipline test, they gain +1 to their Field ability until their next activation. For this Discipline test, treat them as having 1 more ST on them than are actually present. If this is failed two turns in a row, the unit suffers a single Dam 3 hit immediately.
Psychic (Force)-If the unit, immediately before striking in CQ, passes a Discipline test, they may maximize all damage rolls in CQ. For this Discipline test, treat them as having 2 more STs on them than are actually present. If this is failed two turns in a row, the unit suffers a single Dam 3 hit immediately.
Warding-Reduce all Psych STs taken by the bearer of a Warding Stave and his unit by 1, to a minimum of 0, for each activation. (For instance, if one enemy unit activates, and gives them 3 Psych STs, they would take only 2 of them. If another enemy then activates, and gives them 1 Psych ST, they would not take any.)
Mastery Level-The unit may perform a number of Psychic Powers equal to the number in parentheses. If joined by another Psychic unit, each may manifest their full allotment of powers, potentially gaining benefits from each others psychic abilities.

Clocks for the clockmaker! Cogs for the cog throne! 
   
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Insaniak,

I was hoping to garner a bit of knowledge from you. I was wondering what type of matrix you are using to figure stats/point costs.

Standard Contractor Engineers aren't quite what I'm looking for for my game. I'm thinking more along the lines of Colonial Marines (Aliens movie).

Comparing my vision of them to Contractor Engineers the stat lines match up with the exceptions of the SKL should probably be a 4 and WP should probably be a 3 and perhaps the ability of STOIC. I'm just not sure how that would/should bump the points cost for the unit.

If you or anyone else have any ideas I would appreciate it.

TL/DR part on my reasoning for the stat line remaining mostly the same:

MV/EVS/AV stats are all tied together and the Colonial Marines wore light armor, much like it appears that the Contract Engineers do. So these stats in all likelihood would be representative of the average Colonial Marine stat line.

SKL would change to reflect the better training of a dedicated soldier vs. a mall cop.

WP would change to reflect the actual training of men who do violence for a living vs. a mall cop.
   
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Los Angeles, CA

khorsa_the_dark wrote:
Insaniak,

I was hoping to garner a bit of knowledge from you. I was wondering what type of matrix you are using to figure stats/point costs.

Standard Contractor Engineers aren't quite what I'm looking for for my game. I'm thinking more along the lines of Colonial Marines (Aliens movie).

Comparing my vision of them to Contractor Engineers the stat lines match up with the exceptions of the SKL should probably be a 4 and WP should probably be a 3 and perhaps the ability of STOIC. I'm just not sure how that would/should bump the points cost for the unit.

If you or anyone else have any ideas I would appreciate it.

TL/DR part on my reasoning for the stat line remaining mostly the same:

MV/EVS/AV stats are all tied together and the Colonial Marines wore light armor, much like it appears that the Contract Engineers do. So these stats in all likelihood would be representative of the average Colonial Marine stat line.

SKL would change to reflect the better training of a dedicated soldier vs. a mall cop.

WP would change to reflect the actual training of men who do violence for a living vs. a mall cop.


Just so you know, the Epirian Foundation does have official non-robotic armed forces, known as SecDef (Security/Defense), and we will have models for them at some point...they'll be kind of the elite bad-asses compared to the part-timer contractors.

As for what they'd look like in the rules, the standard Karist Trooper is where you'd want to look for their stats. I know in Aliens they look pretty lightly armored, but the Contractors are supposed to be really lightly armored. The only difference would be maybe WP4, or perhaps instead WP3 combined with the 'Stoic' ability. They're going to have a little machine-assistance on their arms/legs, so will be able to move and fire heavy weapons without penalty (the 'heavy gunner' ability).



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Wow, thanks for the info Yakface. I will go that route then until the SecDef troops get released.

   
 
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