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Made in nl
Crazed Spirit of the Defiler




Introduction:

As we all know Marine CC isn't the greatest at the moment. Marines are too slow baseline to make for a good CC unit, and even Jump Pack assault marines/ vanguard vets have trouble reaching CC becaus while they have a nice movement stat they are frail for their cost and are unlikely to make the charge when arriving from deepstrike given their inherent lack of charge- enhancing rules. What has also bugged me ever since the release of the Primaris Marines is that they lack a unit that is specialized in CC. Sure, Agressors and Reivers can make a decent accounting for themselves when they find themselves in CC but that's not their primary role. Enter the Assault Inceptor. These guys basically have the same role as their ranged brethren: Blow up a high value target on the turn they arrive (and probably get shot/ chopped to bits the turn after) from Deepstrike. However, instead of bolters or plasma guns, they use somewhat buffed Lightning Claws and afterburner-enhanced Jump Packs to make that crucial charge. Anyhow, here's the proposed data sheet:

Assault Inceptor:

M: 10" WS: 3+ BS: 3+ S: 4 T: 5 W: 2 A: 2 (Sergeant gets the obligatory +1A) LD: 7 SV: 3+

Unit and equipment:

This unit consists of 2 Assault Inceptors and 1 Assault Inceptor Sergeant. It can contain up to 3 additional Assault Inceptors (power rating +10). Each model is equipped with two Hi-Power Lightning Claws. Each model in this unit may replace one of their Hi-Power Lightning Claws with a Storm Shield.

Hi-Power Lightning Claws:

S: user + 1 AP: -3 D: 1
Abilities: You can reroll failed wound rolls with this weapon. Additionally, a model wielding two Hi-Power Lightning Claws can make 2 additional attacks with them during each Fight Phase.

Unit abilities:

- And They Shall Know No Fear
- Crushing Charge (same as normal Inceptors)
- Afterburner: This unit may add 1" to it's charge distance rolls and reroll it's charge distance.
- Crushing Assault: This unit may add +1 to it's wound rolls in the Fight Phase in any turn in which it made a successful charge.

Points cost:
- Assault Inceptor: 25 (same as normal Inceptor as written in the Space Wolf Codex)
- Hi-Power Lightning Claw: 11/15 (single/pair)
- Storm Shield: 5

Further notes:

To be honest I have no idea whether this is overpowered, balanced or underpowered, but I've tried to make things balanced and fluffy without doing any math on it (nor do I really plan on doing that right now, might do it if enough people ask for it). The idea behind this unit is simple: Deepstrike as close to a high value target as possible, charge it successfully and rip it to pieces. The Storm Shield option is there should you wish for more durability at the cost of offense. This unit should work well for every chapter out there, but especially well with Blood Angels (+1 to wound on the charge, making for a total of +2 to wound rolls. That means they wound T8 targets on a 3+ on the charge) and Space Wolves (+1 to hit rolls on the charge).

So, what do you all think? I'd like to hear your feedback

Cheers!

Edits:
- Removed the Mortal Wound clause and gave models with 2 Hi-Power Lightning Claws an additional attack (for a total of 4, 5 on the sarge). Mortal Wound potential was too high and giving double Claw wielders an extra attack makes the choice between a Storm Shield and 2 Claws much more meaningful.

This message was edited 8 times. Last update was at 2018/10/01 17:23:30


 
   
Made in us
Decrepit Dakkanaut




The Mortal Wound clause is over the top. Otherwise I guess it's fine?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Lord of the Fleet






London

I would drop the Mortals bit on the Claws, and would also drop the Afterburner rule, no reason why these guys suddenly have it and regular Inceptors don't.
   
Made in nl
Crazed Spirit of the Defiler




 Valkyrie wrote:
I would drop the Mortals bit on the Claws, and would also drop the Afterburner rule, no reason why these guys suddenly have it and regular Inceptors don't.


They have it so they can make the charge after a Deepstrike. If they have to do a regular 9" charge they only have a ~27% chance to make it, and these guys are not in any way tougher than shooty Inceptors which are glass cannons (unless you drop a lot of offensive power for Storm Shields). They need those charge enhancers because they're suicide bombers; like shooty Inceptors they'll only get one chance to make an impact before they're shot off the board most times. Giving them only a 27% chance to make it into CC after DS means they will do nothing in 3/4 of your games because they have no ranged options whatsoever. Even with my charge bonuses they have about a ~66% chance to make it (from the top of my head) which is still a risk, but a much more acceptable one. I know it looks a bit ridiculous at first glance but CC specialists gaining these large bonuses is unfortunately a necessity if you want them to be viable in the current state of the 8th edition game :/ Take a look at the Wulfen entry in the Space Wolf codex for another example, they have a TON of additional rules in order to get them into melee reliably and once there deal additional damage but they're still viewed as just decent and not in any way OP.

I was thinking myself that Mortal Wounds were a bit much, but on the other hand just 3A at S5 AP-3 D1 seems underwhelming on a fragile unit that costs 40 points per model :/ I'll think about it.

edit: Removed the Mortal Wounds and gave 2-Claw wielders an extra attack to compensate.

This message was edited 6 times. Last update was at 2018/10/01 17:27:58


 
   
Made in us
Deathwing Terminator with Assault Cannon






IMO instead of introducing ways to enable deepstrike charges, charges themselves need to be revised as to promote footslogging/transport catapulting as viable/primary means of getting into combat.

Deppstriking IMO is a tactical maneuver to either cut off or disrupt the opponent's tempo, not 'AHHHHHHHHHHHHHH-I'M-TOTALLY-IN-YOUR-FACE-AFTER-BEING-IMMUNE-TO-BEING-ATTACKED-WITHIN-CARESS-OF-TACTICAL-RESERVES'
   
Made in gb
Incorporating Wet-Blending




U.k

I think the unit if it’s based on inceptorsthey shouldn’t have any new special rules like the charge one you have added. It should be just different equipment. And for the equipment the 2 extra attacks is too much too. It should just be one. I dint know of other weapons that allow 2 extra attacks. And the storm shield option just seems like a way to introduce a 3++ save to the unit. It would be the only standard marine kit that primaris used, apart for. Bolt pistols and grenades. It’s like U are trying to see off any of their weaknesses.
   
Made in nl
Crazed Spirit of the Defiler




Andykp wrote:
I think the unit if it’s based on inceptorsthey shouldn’t have any new special rules like the charge one you have added. It should be just different equipment. And for the equipment the 2 extra attacks is too much too. It should just be one. I dint know of other weapons that allow 2 extra attacks. And the storm shield option just seems like a way to introduce a 3++ save to the unit. It would be the only standard marine kit that primaris used, apart for. Bolt pistols and grenades. It’s like U are trying to see off any of their weaknesses.


Their weakness is that they are extremely squishy for a 40 point model, just like ranged Inceptors. As I also explained, a 27% chance to make a charge from deepstrike without ranged options isn't going to cut it. With standard charge rules there is no reason whatsoever to take these guys over their Assault Bolter/ Plasma Exterminator brethren. What I'm trying to do is create a viable assault unit within the framwework of current 8th edition, and given the lethality of the current game that unfortunately entails giving them ridiculous rules. If they had a good chance to survive a turn on the board after a failed charge from deepstrike they would've been perfectly fine with standard charge rules. Alas, that isn't the case. If they don't make the charge on the turn they arrive they're going to be shot off the board before they can act again in 90%+ of cases, leading them to be usueless in about 70% of the games you use them in. Blame GW for ridiculously overvalueing offense over defense in their point costs, not me for trying to create a good Marine CC specialist in an edition that incredibly overvalues shooting.

Lastly, the Storm Shield thing comes at a huge cost to their offensive potential. 2 CC attacks at S5 AP-3 D1 is nothing compared to 6 S5 AP-1 D1 or 2D3 S7 AP-4 D1 shots from 18", especially if even with Afterburner rules there's still a 30% chance you fail your DS-charge and having to take Overwatch. I agree 3++ might be a bit over the top though, could be a 4++, but not lower than that.

 skchsan wrote:
IMO instead of introducing ways to enable deepstrike charges, charges themselves need to be revised as to promote footslogging/transport catapulting as viable/primary means of getting into combat.

Deppstriking IMO is a tactical maneuver to either cut off or disrupt the opponent's tempo, not 'AHHHHHHHHHHHHHH-I'M-TOTALLY-IN-YOUR-FACE-AFTER-BEING-IMMUNE-TO-BEING-ATTACKED-WITHIN-CARESS-OF-TACTICAL-RESERVES'


I agree, but I'm trying to create a solid Marine CC specialist within the existing framework of the 8th edition rules, changing core charge rules themselves is beyond the scope of this topic.

This message was edited 2 times. Last update was at 2018/10/03 10:24:06


 
   
 
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