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Made in us
Road-Raging Blood Angel Biker




United States of America

Hey guys! I don't know if any of you have ever played the Critically acclaimed PC game Crysis, but I think it would be a pretty cool idea to incorporate some of the ideas of the suit into 40K. Now I know we all hate mixing universes here but I thought this would be a neat idea. I hope you guys can give me a moment to read and tell me what you think!

Nanosuit Guard

Nanosuit Guard count as an Elite choice in an Imperial Guard Army

The Imperial Guard are always looking for ways to make their frontline troops more effective at shocking the enemy. This is to allow the rest of the armies elements the crucial moment it needs to strike the killing blow. The Nanosuit soldiers of the 41st Millennium are based off of ancient technology found buried on Earth that was only recently recovered and made into an effective force by the Adeptus Mechanicus.

Nanosuit Guardsmen WS 3 BS 4 S 4 T 3 W 1 I 4 A 2 Ld 7 Sv 3+

Nanosuit Veteran Sergeant WS 3 BS 4 S 4 T 3 W 1 I 4 A 3 Ld 8 Sv 3+

4 Nanosuit Guardsmen and 1 Nanosuit Veteran Sergeant for 120, May add up to 5 more Nanosuit Guardsmen for 22 Points a model.

Wargear: Hot Shot Lasgun, Hot Shot Laspistol, Nano Gauntlet (counts as a close combat weapon), and Nanosuit. The Sergeant is only armed with a Nanosuit, Hot Shot Laspistol, and Nano Gauntlet.

Special Rules: Nanosuit

Nanosuit-At the beggining of the Guard Players movement phase, the Guard Player must declare which mode the Nanosuit soldiers are going to use. This mode effects the entire squad and only one mode may be chosen per turn. The mode Lasts until the beggining of the Guard Players next Turn.

Maximum Armor-The Nanosuit guardsmen's save becomes invulnerable.
Maximum Strength-The Nanosuit Guardsmen's Close Combat attacks ignore armor saves and roll 2D6 armor penetration against vehicles.
Maximum Speed-The Nanosuit Guardsmen gain the Fleet Universal Special Rule.
Customize Weapon-The Nanosuit Guardsmen's attacks become twin-linked.

Up to 2 Nanosuit Guardsme may replace their Hot Shot Lasgun with one of the following, Meltagun for X points, Plasma Gun for X points, Flamer for X points.

The Nanosuit Veteran Sergeant may replace his Hot Shot Laspistol with the following, Plasma Pistol for X points.
The Nanosuit Veteran Sergeant may replace his Nano Gauntlet with one of the following, Power Weapon for X points, Power Fist for X points.

If the Nanosuit Veteran Sergeant replaces his Nanogauntlet with a Power Weapon and he uses Maximum Strength he re-rolls failed rolls to wound. If used with a Power Fist he rolls 3D6 armor penetration against vehicles.

The Nanosuit Guardsmen may take a Chimera as a dedicated Transport.

Let me know what you guys think, and whether or not anything is overpowered or underpowered.

This message was edited 1 time. Last update was at 2011/01/09 07:46:02


The God Emperor Guides my blade! 
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





Im sorry to blow you down, but these are WAY too overpowered! A ten man squad which has 2d6 against vehicles for what is a relatively cheap unit!
A squad with invulnerable 3 up saves for 120 points? ridiculous!
Both of these options are rediculously over powered, the other two are ok but these.. no one would allow them on the table. Im sorry, it is a good idea, but they are too overpowwered, I see no faults in their profile, something which no unit doesnt have. This unit has no weaknesses. For something this over powered it would probably need to be even more exspensive. Sorry to blow you down, but they are too lethal.


Automatically Appended Next Post:
3D6 AGAINST VEHICLES!!?!?!?! WHAT THE!!!?!!?

This message was edited 1 time. Last update was at 2011/01/09 11:06:07


 
   
Made in gb
Kovnik




Bristol

Firstly- 3++?! thats insane?! personally I'd do this-

WS 3 BS 4 S 3 T 3 W 1 I 4 A 2 Ld 7 Sv 3+

Maximum Armor-The Nanosuit guardsmen gain a 5 o r6++ for one turn
Maximum Strength-The Nanosuit Guardsmen gains +1 str
Maximum Speed-The Nanosuit Guardsmen gain the Fleet Universal Special Rule.
Customize Weapon-The Nanosuit Guardsmen's attacks become twin-linked.

Sergeants nano gauntlet can count as a Chainfist if needed


Seems much more fair IMO and in keeping to their points cost. Although Sergeant would need to cost more now I think.

Nerivant wrote:The Custodes are the reason Draigo is staying in the Warp.

ObliviousBlueCaboose wrote:I cant wait until i team up with a cron player an kill a land raider with a lasgun.

Black Templars- Nothing makes you manly like unalterable AV 14! 
   
Made in gb
Lord of the Fleet






London

Maximum Armour = 5++
Maximum Strength = +2S
Maximum Speed = Fleet USR
Customise Weapon = TL Weapons

That's my ideas for changes anyway.
   
Made in gb
Longtime Dakkanaut





Scotland

You shold probably have to 'cycle' the powers as well. You have to use a different power every turn.
Oh and you should have to say 'MAXIMUM ARMOUR' in the cool voice everytime

This message was edited 1 time. Last update was at 2011/01/10 00:22:35


Mary Sue wrote: Perkustin is even more awesome than me!



 
   
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I'm confused why the Sergeant has less weapons than the regular guys.

Shouldn't it be along the lines of "swap Hot-Shot Lasgun for Hot-Shot LasPistol"?

 
   
Made in au
Regular Dakkanaut







Uhhh, I think these are called "Storm Troopers"
   
Made in us
Sybarite Swinging an Agonizer





New Orleans, LA

It also does not really fit in with the fluff of the IG. Yea, no body would allow that.

Try to make something that enhances what the imperial guard do, as opposed to giving them something they clearly do not have.

Armies:
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2000
125 Khador
1500 Beastmen


W/L/D
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United States

i like the idea of cycling powers, but your OP is way too overpowered at the moment. The add str, and the invunerable save as 5++ is much better

"Reality is, when you stop believing in it, doesn't go away"
-Philip K. Dick

Constant Lurker, Slowly getting back into modelling! Someday a P&M Blog link will lurk here! 
   
Made in us
Road-Raging Blood Angel Biker




United States of America

Hey guys I'm glad a lot of you commented.

I guess I did make them a tad overpowered. I like Valkyrie's ideas I think they fit well.

Perkustin said: You shold probably have to 'cycle' the powers as well. You have to use a different power every turn.
Oh and you should have to say 'MAXIMUM ARMOUR' in the cool voice everytime


I like the idea of cycling powers like, can't use the same powers twice in a row. Also I agree it should be in the cool voice!

grayspark said: I'm confused why the Sergeant has less weapons than the regular guys.

Shouldn't it be along the lines of "swap Hot-Shot Lasgun for Hot-Shot LasPistol"?


I was just going along with what GW seems to like to do I always wondered why the sergeants had less weapons than the normal guys. Nurgle Marines anyone!

poontangler said: It also does not really fit in with the fluff of the IG. Yea, no body would allow that.

Try to make something that enhances what the imperial guard do, as opposed to giving them something they clearly do not have.


What I was attempting to do was make something that was better than ogryns but not quite as good as Space Marines. I want guard to have some sort of CC unit that isn't Ogryns. Personally I'm not a big fan of the Ogryns.

Thanks for the feedback guys keep it coming. I hopefully will have revised rules soon!





The God Emperor Guides my blade! 
   
Made in us
Fixture of Dakka





Such a thing is out of scope for the Imperial Guard. The primary resource of the Guard is people, not technology.

The high-tech super-soldiers of the Imperium come of the flavors of Space Marine or Skitari.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Raging Ravener







Perkustin wrote:You shold probably have to 'cycle' the powers as well. You have to use a different power every turn.


+1

Perkustin wrote:Oh and you should have to say 'MAXIMUM ARMOUR' in the cool voice everytime


WIN.

 
   
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[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

Crysis suits might work for a certain minor assassins temple or a branch of the Inquisition, not Imperial Guard.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in us
Sybarite Swinging an Agonizer





New Orleans, LA

I find a lot of Tau players like to do things similar to this. They want a close combat Tau unit. Well the Tau are not close combat oriented. Their doctrine is based around ranged combat just like the imperial guard(Except the IG have no qualms about sending in a butt load of people to get slaughtered)

The Kroot are close combat oriented, so I usually say work on the Kroot.

As I said, and several others have said, try to make the IG better at what they already do.

Armies:
4000+
2000
125 Khador
1500 Beastmen


W/L/D
14/11/10
4/1/3
 
   
Made in us
Lord Commander in a Plush Chair






I would allow it; and with only 2 changes.

1) Maximum armor would only be a 5++(as said earlier 5, 3++ soldiers at 120 points is way off). maybe a 4++

2) Only 1 attack/Guardsman, 2 for the Sgt. Add the +1 attack/model along with the Fleet for maximum speed.

I would allow the 2d6 armor pen for Maximum str, if the base S was retained at 3. 10 models making 11 attacks on av 10 would see roughly 3 misses, 5 glances and 3 pens(average) which is only slightly better than what you would see with giving them all power fists via that option. (Also that unit would cost 230 points, which would equate to the cost of 6 termies, or 5 with all Chainfists)

This message was edited 2 times. Last update was at 2011/01/10 17:16:40


This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
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Terrifying Wraith





Training sheep, Stocking Urchins.

Maximum armour should be gain 6+ invun (in addition to armour) and counts as having bionics.














 
   
Made in us
Sybarite Swinging an Agonizer





New Orleans, LA

Bionics = too much tech

Armies:
4000+
2000
125 Khador
1500 Beastmen


W/L/D
14/11/10
4/1/3
 
   
Made in us
Hurr! Ogryn Bone 'Ead!





I think functional nano-technology is well outside the realm of what a Guardsmen could have. If anyone in the Imperium has it it's probably only a select few like high ranking tech priests and assassins.

That being said you could still make a "Crysis Suit"

I'd make it either an optional upgrade for Penal Legion troopers or a version of Penial Legion troopers that takes up an elite slot. Instead of having the Crysis suit operate using nano-tech, it's a suit that pumps a ridiculous amount of combat stimulants into the unlucky legionaries' bloods stream.

Something like:

WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+ 23pts a model

Special Rules: Desperadoes, Stubborn, Scout, Feel No Pain

Combat Stimulants: Roll 2d6 on the following chart, if doubles are rolled the troopers bodies are overtaxed by the combat stimulants. The unit gains the benefit of the roll twice, but every model in the unit must make an unmodified toughness test or suffer a wound, no saves allowed. In addition, overloaded troopers gain the Rage and fearless special abilities.

1 +1WS
2 +1 I
3 +1 S
4 +1 A
5 Troopers gain Preferred Enemy against all units
6 +1 Toughness

Ultimate Sacrifice: The drugs injected by the Crysis Suit invariably cripple or kill their wearers. At the end of of the game, any surviving Crysis Suit unit counts as being destroyed.
   
Made in us
Jovial Plaguebearer of Nurgle




4+ is not enough, you are cutting the cost compared to a space marine because they are only T3. Most anything they would throw at a T3 4+ fnp guy would be unable to effectively kill them or just instagib them with S6+ and <ap4. If they do not have 3+, you really should just take stormtroopers for cheaper and way less risk. Also, I noticed no BS4? I know you are really paying for the armor but you are talking about 5 pt guy with carapace armor (which is comparatively is 2 pts a guy, as well as BS4) who gets some special abilities.

WS:3 BS:4 S:3 T:3 W:1 I:1 Ld:8 Sv:3+ 25pts per model
(Stormtrooper equipment, replacing carapace with the high tech armor, w/e you wanna call it)

Fnp, desperadoes, Stormtrooper doctrines, stubborn.

(Insert thatguyoverthere's special rules)

The stormtrooper doctrines because the armor undoubtedly requires some bit of tactical insertion (which is what they would be tasked with doing most likely)

Also, if you are going off of a penal standpoint, what of the custodian? Commissar effects of killing a model if failed Ld? Something should be played on this effect.

I like the ideas behind the random effects but if you are going to give them a deadly setback, the upgraded armor's point cost is very offset by its deadly outcome and end game death, they can't contest and auto KP, these can make these guys pretty useless to a mission objective, and their only purpose is to just kill kill kill and die.

Just some thoughts. I love the idea and making a "flaggelant-esque" unit for the guard is quite provocative cuz I love me a good Inquisitor model for my Company Commander.>

The true followers of the God-Emperor will never forget their name! We are the Imperial Guard!
Now and forever serving the God-Emperor, and Him alone! 
   
Made in au
Courageous Questing Knight






Australia

I made a crysis unit a few months ago.

Ws3 BS 4 S4 T4 W1 I3 A1 ld8
13 pts
Weapons: boltgun
Nano suit

May exchange boltgun for SCAR for 1pt

Nano suit.
3+ armour.
Each turns start, Roll D6.
1: neutral 2-6 choose one of the below
Max. Armour 6+ invuln.
Max. Str +2 Str.
Max speed Fleet usr
Stealth: stealth Usr, or night fighting to shoot the unit
Neutral: no benefit


Automatically Appended Next Post:
Oh, scar rrules:
30" s4 ap5 rapid fire

This message was edited 1 time. Last update was at 2011/01/11 07:17:48


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Made in nl
Lone Wolf Sentinel Pilot





Serving with the 197th

Why not take Rough Riders? They can serve as a punchingbag besides Ogryns...
Or take just normal stormtroopers? Deepstrike them and the opponent will probably attack them.

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Captain Detlev Vordon, regimental commander.
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Made in us
Road-Raging Blood Angel Biker




United States of America

Ok so the new updated (and hopefully not as overpowered) Nanosuit Guard are here!

Nanosuit Guard

Nanosuit Guard count as an Elite choice in an Imperial Guard Army. (would replace Ogryns or Stormtroopers in the actual codex)

The Imperial Guard are always looking for ways to make their frontline troops more effective at shocking the enemy. This is to allow the rest of the armies elements the crucial moment it needs to strike the killing blow. The Nanosuit soldiers of the 41st Millennium are based off of ancient technology found buried on Earth that was only recently recovered and made into an effective force by the Adeptus Mechanicus.

Nanosuit Guardsmen WS 3 BS 4 S 4 T 3 W 1 I 4 A 2 Ld 7 Sv 3+

Nanosuit Veteran Sergeant WS 3 BS 4 S 4 T 3 W 1 I 4 A 3 Ld 8 Sv 3+

4 Nanosuit Guardsmen and 1 Nanosuit Veteran Sergeant for 120, May add up to 5 more Nanosuit Guardsmen for 22 Points a model.

Wargear: Hot Shot Lasgun, Hot Shot Laspistol, Nano Gauntlet (counts as a close combat weapon), and Nanosuit. The Sergeant is only armed with a Nanosuit, Hot Shot Laspistol, and an Energized Nano Gauntlet (Power Weapon).

Special Rules: Nanosuit

Nanosuit-At the beggining of the Guard Players movement phase, the Guard Player must declare which mode the Nanosuit soldiers are going to use. This mode effects the entire squad and only one mode may be chosen per turn, once that mode has been chosen it can not be chosen again for the rest of the game, the only exception is Customize Weapon. The mode Lasts until the beggining of the Guard Players next Turn.

Maximum Armor-The Nanosuit guardsmen gain a 5+ invulnerable save that cannot be forced to re-roll as the actual armor hardens not a forcefield.
Maximum Strength-The Nanosuit Guardsmen gain +2 Str.
Maximum Speed-The Nanosuit Guardsmen gain the Fleet Universal Special Rule.
Cloak Engaged-All enemy units attempting to shoot at the Nanosuit Guardsmen shoot as if in nightfighting.
Customize Weapon-The Nanosuit Guardsmen's attacks become twin-linked.

Up to 2 Nanosuit Guardsme may replace their Hot Shot Lasgun with one of the following, Meltagun for X points, Plasma Gun for X points, Flamer for X points.

The Nanosuit Veteran Sergeant may replace his Hot Shot Laspistol with the following, Plasma Pistol for X points.
The Nanosuit Veteran Sergeant may replace his Nano Gauntlet with the following, Power Fist for X points.

The Nanosuit Guardsmen may take a Chimera as a dedicated Transport.

Always up for criticism! Look forward to hearing from you guys again!




Automatically Appended Next Post:
Woops I forgot a rule, this is an important one.

Special Rule-Loner: The Nanosuit Guard always work alone and rarely if ever fight alongside normal Guardsmen, because of this they can never be joined by an independent character and any orders issued to them will automatically fail.

This message was edited 1 time. Last update was at 2011/01/12 03:19:05


The God Emperor Guides my blade! 
   
Made in us
Deadly Dark Eldar Warrior





Arizona

They are too overpowered for their points value. To be balanced, they'd have to be more expensive than terminators. At that point, they'd just be a point sink.

One option is that they could be part of an inquisitorial retinue. They would still need to be at least as expensive as a terminator, however.

Those are my suggestions.

2,500 Iron Templars
My scouts are in ur table half, warping in terminators

1,750+ Twilight Maw
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Made in us
Sybarite Swinging an Agonizer





New Orleans, LA

Sanguinis wrote:

The Imperial Guard are always looking for ways to make their frontline troops more effective at shocking the enemy. This is to allow the rest of the armies elements the crucial moment it needs to strike the killing blow. The Nanosuit soldiers of the 41st Millennium are based off of ancient technology found buried on Earth that was only recently recovered and made into an effective force by the Adeptus Mechanicus.



This bit of fluff conflicts with the nature of the Imperial Guard, and the Imperium it self. The IG are bound by strict doctrine and rarely diverge from them. Finding new technology happens in the Imperium, but the Imperium is very slow to implement it into active service, the Razor Back for example is a new STC they discovered only a few thousand years ago, and many chapters still regard it with mistrust.

Armies:
4000+
2000
125 Khador
1500 Beastmen


W/L/D
14/11/10
4/1/3
 
   
Made in id
Been Around the Block






how about Nanosuit Commissar instead?

[nanosuit voice]Maximum Heresy[/Nanosuit voice]

Sorry for possible necromancy!

This message was edited 1 time. Last update was at 2012/11/25 01:15:07


it take workarounds to make a crossover between Warhammer 40k and Digimon, Teen Titans, Pokemon, Kingdom Hearts, Happy Tree Friends, Mario, Sonic, and MLP:FIM works 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously


Terrible ideas are terrible. This does not match the setting at all, and the IoM don't even use that much nano-tech.

Can we get a lock on this?

This message was edited 2 times. Last update was at 2012/11/25 11:14:09


What I have
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~1660

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Made in se
Wicked Warp Spider






Ios

A lock is harsh for the proposed rules forum. However, altering the idea is in order.

This tech is well outside the scope of the Imperial Guard. Probably out of the scope for Space Marines as well, since they tend towards bulky machinery.

1. This is either Assassin Temple stuff, Ad Mech (?), or Xeno. It doesn't match the profile of Eldar tech, so I'd drop it in the lap of Necron or Tau.
2. Why squad?! The guys in the game weren't really a squad. When did you ever see them in squad coherency? Think "Marbo" at the very least

I really need to stay away from the 40K forums. 
   
Made in us
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Gunblaze West

 Thatguyoverthere wrote:
I think functional nano-technology is well outside the realm of what a Guardsmen could have. If anyone in the Imperium has it it's probably only a select few like high ranking tech priests and assassins.

That being said you could still make a "Crysis Suit"

I'd make it either an optional upgrade for Penal Legion troopers or a version of Penial Legion troopers that takes up an elite slot. Instead of having the Crysis suit operate using nano-tech, it's a suit that pumps a ridiculous amount of combat stimulants into the unlucky legionaries' bloods stream.

Something like:

WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+ 23pts a model

Special Rules: Desperadoes, Stubborn, Scout, Feel No Pain

Combat Stimulants: Roll 2d6 on the following chart, if doubles are rolled the troopers bodies are overtaxed by the combat stimulants. The unit gains the benefit of the roll twice, but every model in the unit must make an unmodified toughness test or suffer a wound, no saves allowed. In addition, overloaded troopers gain the Rage and fearless special abilities.

1 +1WS
2 +1 I
3 +1 S
4 +1 A
5 Troopers gain Preferred Enemy against all units
6 +1 Toughness

Ultimate Sacrifice: The drugs injected by the Crysis Suit invariably cripple or kill their wearers. At the end of of the game, any surviving Crysis Suit unit counts as being destroyed.

Combat stimulats ARE more of a penal legion thing..... so i would like this on my penal troopers however IoM would certainly not want these trooopers that they spent resources on dying after 1 battle either so the penal troopers would not get the suit benefits

This message was edited 3 times. Last update was at 2012/11/25 22:35:18


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Been Around the Block






Do you know, Commissars and Stormtroopers is probably the only Imperial Guard members that ever needs Nanosuits

it take workarounds to make a crossover between Warhammer 40k and Digimon, Teen Titans, Pokemon, Kingdom Hearts, Happy Tree Friends, Mario, Sonic, and MLP:FIM works 
   
Made in gb
Irked Necron Immortal




Swansea

Wow, dare i ask where all you people are whenever someone proposes Batman's stats, or adding Master Chief to 40k? I Mean this OP has actually tried to rationalize what he's proposing within the 40k fluff, and THAT'S what he's being shot down for?

Its obvious he's open to suggestion because he has changed them a few times based on whats been advised, so make more suggestions to aid balance, dont go on about how "THE IMPERIUM WOULD NEVA HAVE NANOSUIT TECH ON GUARDSMEN"

Bit like how Necron's would "NEVA ALLY WITH MARINES" and "Teh Imperium doesn't have JETBIKES!!!!
-cough-Master of ravenwing not withstanding-cough-"

Warhammer 40k is a universe of extremes, in such a place extreme circumstances are common that can lead to unforeseen outcomes, while the imperium wouldn't maintain squads of nanosuit guardsmen, if a tech priests explorator expedition came under attack and he had the tech and the guardsmen, would he think twice about equipping the guardsmen with ancient technology to defend the rest of his mobile treasure trove?

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