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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

So here I am thinking that some space marine armour variants, were better than others, and should have different rules to accomadate them, so here they are.

Power Armour

Mk I Thunder pattern +5ppm

While not usually worn by Space Marines, for it predated the Legions and Emperor's accension, Thunder Armour is still maintained for cerimonial purposes.

A model wearing Thunder Armour has a 3+ armour save. As they did not have life support functions or total enclosed helmets, any wound caused by gas attacks, low oxygen, being underwater, for example, may not have armour saves taken against it. However, a character wearing it is both inspired by it, as is his wariors, so a character wearing it and his squad have +1 Ld.

Mk II Crusade armour +5ppm


Models in Crusade armour have a 3+ armour save. Due to exposed cabling on the legs, it can however be hamstrung by a successful attack by the quick and canny. If the opponent wishes to, it can elect the perform a hamstring maneuver against a model wearing Crusade armour. To do so it must pass an Int test. If passed the model makes a single attack this round of combat. If it hits, the model in Crusade armour has the Unwiedly special rule for the rest of the game, and must always move as if going through difficult terrain. However, if the test is failed then the failing model has WS 1 for this turn and cannot attack further.


Mk III Iron armour +10ppm


A model wearing this has a 3+ armour save. Due to reinforced frontal plates, a model wearing this has a 5+ invulnerable save in Close Combat and against Overwatch. However, a enemy unit charging into combat containing a unit wearing Iron Armour has +1 Str on the charge. This represents them being able to attack the lighter rear plates as they hit the marines from behind.


Mk IV Maximus armour +15ppm
A model with this has a 3+ armour save. In addition, the modified helmet incorperates a degree of enhanced sensory devices that grant the wearer the Acute Senses rule.


Mk V Heresy armour +15ppm

3+ save. Due to lower metals used to reinforce the plate, a weaer of this has feel No Pain, but must choose one of the following downsides at the beginning of the turn.
Overheating- Heat build up in the suit causes the wearer to take a Dangerous terrain test everytime he moves, runs, or charges, although he does not have to take a difficult terrain test.
He may deal with additional weight, in which case he has the Slow and Purposeful Special Rule



Mk IV Corvus armour +15ppm

3+ save. A model armed with this has one of the following rules, chosen at the start iof the game.
Advanced Autosenses- Grants Acute Senses and Night Vision
Stealth- Grants Stealth and Infiltrate special rules


Mk VII Aquila/Eagle pattern +5ppm

Same as today, but grants Night Vision


Mk VIII Errant pattern

The exteremly protective nature of this suits plates grant a 3+ armour save and FNP- 20ppm



TDA



Indomitus (modern) Terminator Armour

Grants a 2+ save, and a 5+ Invulnerable save, and the Deep strike, bulky and relentless special rules. A model wearing Indomitus may not perform a sweeping advance.

Tartaros Armour +10ppm

2+/5++. A model wearing it has Deep Strike, Bulky and Relentless special rules.

Cataphractii Armour +20ppm

2+/5++. Grants the Deep Strike, Very Bulky and Slow and Purposeful special rules, although Overwatch may still be fired. Against Close combat attacks and Overwatch a Cataphractii Terinator has a 4++ save, unless making a disorganised charge.

This message was edited 1 time. Last update was at 2012/09/23 22:39:03


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The Veiled Region

Funny that MK III would have any negative draw-back in Close Combat as it is stated to still be the best Close Combat PA you can get.
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

 Farseer Mael Dannan wrote:
Funny that MK III would have any negative draw-back in Close Combat as it is stated to still be the best Close Combat PA you can get.



Exactly, because of its frontal reinforcement, represented by the 5++ vs CC and OW. However the frontal reinforcement requires less rear protecrtion which represented by the drawback. Literally they are taking a charge to the rear. Essentially the Iron has the same amount of armour as the Crusade, just more of it has been moved to the front.

I'm celebrating 8 years on Dakka Dakka!
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Made in gb
Preacher of the Emperor





Overly complex and too point-heavy. Plus, that's a massive ballache for anyone who modelled their army in a certain way for looks, like the guy who made all of his power weapons chainaxes, then got crushed by the new PW rules.

Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.


Coolyo294 wrote:Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
 
   
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The Veiled Region

 Deadshot wrote:
 Farseer Mael Dannan wrote:
Funny that MK III would have any negative draw-back in Close Combat as it is stated to still be the best Close Combat PA you can get.



Exactly, because of its frontal reinforcement, represented by the 5++ vs CC and OW. However the frontal reinforcement requires less rear protecrtion which represented by the drawback. Literally they are taking a charge to the rear. Essentially the Iron has the same amount of armour as the Crusade, just more of it has been moved to the front.


So would the penalty only happen if they were assaulted from the back? It's not like they are always turning their backs to the enemy every-time they are assaulted.
   
Made in gb
Fluttering Firewyrm of Tzeentch




As much as this is a good idea, do the space marines not have enough excess already? perhaps a couple spec rules, but all that IS excessive. In my opinion.

It's better to die with a smirk, knowing you played your part in Tzneetch's plan  
   
Made in gb
Terrifying Wraith




London, England, Holy Terra

There are differing rules in Deathwatch, which uses a d100 system and only a few characters to think about, but for an entire army constrained to a d6 system it isn't really feasible.

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Made in gb
Lord of the Fleet






London

 Deadshot wrote:
So here I am thinking that some space marine armour variants, were better than others, and should have different rules to accomadate them, so here they are.

Power Armour

Mk I Thunder pattern +5ppm

While not usually worn by Space Marines, for it predated the Legions and Emperor's accension, Thunder Armour is still maintained for cerimonial purposes.

A model wearing Thunder Armour has a 3+ armour save. As they did not have life support functions or total enclosed helmets, any wound caused by gas attacks, low oxygen, being underwater, for example, may not have armour saves taken against it. However, a character wearing it is both inspired by it, as is his wariors, so a character wearing it and his squad have +1 Ld.

You're going to have to re-define which attacks would ignore saves, otherwise I can see a lot of fluff vs rules arguments happening.

Mk II Crusade armour +5ppm

Models in Crusade armour have a 3+ armour save. Due to exposed cabling on the legs, it can however be hamstrung by a successful attack by the quick and canny. If the opponent wishes to, it can elect the perform a hamstring maneuver against a model wearing Crusade armour. To do so it must pass an Int test. If passed the model makes a single attack this round of combat. If it hits, the model in Crusade armour has the Unwiedly special rule for the rest of the game, and must always move as if going through difficult terrain. However, if the test is failed then the failing model has WS 1 for this turn and cannot attack further.

So I pay 50pts for a squad of 10 Marines to have the great opportunity to become Unwieldy and to be slowed down for the entire game? Bargain.

Mk III Iron armour +10ppm


A model wearing this has a 3+ armour save. Due to reinforced frontal plates, a model wearing this has a 5+ invulnerable save in Close Combat and against Overwatch. However, a enemy unit charging into combat containing a unit wearing Iron Armour has +1 Str on the charge. This represents them being able to attack the lighter rear plates as they hit the marines from behind.

Again, upgrading a unit of 10 would cost 100pts, so that even if they are charging into combat, the enemy can dart round behind somehow and gain +1S.

Mk IV Maximus armour +15ppm
A model with this has a 3+ armour save. In addition, the modified helmet incorperates a degree of enhanced sensory devices that grant the wearer the Acute Senses rule.

Too expensive to be viable.

Mk V Heresy armour +15ppm

3+ save. Due to lower metals used to reinforce the plate, a weaer of this has feel No Pain, but must choose one of the following downsides at the beginning of the turn.
Overheating- Heat build up in the suit causes the wearer to take a Dangerous terrain test everytime he moves, runs, or charges, although he does not have to take a difficult terrain test.
He may deal with additional weight, in which case he has the Slow and Purposeful Special Rule

Would never pay even half of this to gain FNP but have to keep taking Dangerous Terrain tests.

Mk IV Corvus armour +15ppm

3+ save. A model armed with this has one of the following rules, chosen at the start iof the game.
Advanced Autosenses- Grants Acute Senses and Night Vision
Stealth- Grants Stealth and Infiltrate special rules


Mk VII Aquila/Eagle pattern +5ppm

Same as today, but grants Night Vision

Why would you take the Maximus Armour when this has the same effects but for 1/3rd of the cost?


Mk VIII Errant pattern

The exteremly protective nature of this suits plates grant a 3+ armour save and FNP- 20ppm

200pts to upgrade a unit of 10? You could just buy another unit of 10 for this price.

TDA



Indomitus (modern) Terminator Armour

Grants a 2+ save, and a 5+ Invulnerable save, and the Deep strike, bulky and relentless special rules. A model wearing Indomitus may not perform a sweeping advance.

Tartaros Armour +10ppm

2+/5++. A model wearing it has Deep Strike, Bulky and Relentless special rules.

Cataphractii Armour +20ppm

2+/5++. Grants the Deep Strike, Very Bulky and Slow and Purposeful special rules, although Overwatch may still be fired. Against Close combat attacks and Overwatch a Cataphractii Terinator has a 4++ save, unless making a disorganised charge.

This message was edited 1 time. Last update was at 2012/09/24 20:58:45


 
   
 
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