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Made in gb
Regular Dakkanaut




Greetings. New to the forums. I mostly got into 40K recently mainly through the books and because my boss at work is an avid IG player. One of the things that caught my interest were the Savlar Chem Dogs , and their penhant for stealing crap right there on the battlefield. Guess I'm a fan of the underdogs who are the underdogs even to the underdogs (How do you like that, Xibit!!). Anyway, my idea was to make a simple supplement for the Dogs, and I suppose that could be used for Penal Legions. It's not meant to completely revamp how the IG play but simply to introduce a couple new game mechanics - namely scavenging and chemical warfare. My rationale for the latter is the heavily polluted mines of Savlar would have produced large quantities of dangerous by-products that the Dogs wouldn’t shy away from using.

So shout YAY if you've always wanted to play a murderous gang of thieving drug addicts who keeps stealing everyone's shizz.

Anyway, here goes:

Special Rules

Penal Legion: Consisting entirely of criminals and the dregs of society, the formation fields no officers and are instead led by militarised Commissars.

Corrosive: Units or weapons with this special rule do not deal damage but instead always deducts 2 point to Armour Value (e.g. 12 -> 10) and 1 point to Armour Saves (e.g. 4+ -> 5+) on a fixed number (written in brackets; e.g. Poison(3+)). Can be stacked twice and lasts until the end of turn.

Spoils of War Comprised of convicts and criminals, the Chem Dogs are as resourceful as they are unsavoury; being excellent scavengers to make up for their tendency of being underequipped. Units with this special rule can scavenge the wargear of killed models within its own unit, friendly infantry units within 12’’ of it that has been destroyed, and enemy infantry units that the Dogs have destroyed. Roll a D6. At 5+, the player selects the wargear. At 3-4, the opponent selects the wargear and the player can choose to refuse. At 1-2, no wargear is scavenged. Then roll another D6 to see the total number of items scavenged. Equipment can only be taken by models with this special rule. Wargear taken can exceed a unit’s normal option limits (e.g 4 HWTs in an Infantry Squad) and can include Xenos and Chaos gear.

Executive Order: If a unit fails an order, the issuing Junior Commissar or Colonel-Commissar can execute one of the unit’s models to ‘motivate’ the others. Roll a D6.On a 3+, you choose the unit that is executed. On a 1-2, your opponent chooses the unit. Note, neither player can choose for the Junior Commissar or Colonel-Commissar to execute himself. Once executed, the model is removed from the board and the order proceeds as though it had passed the test.

More Senior Than You, Boy: A Junior Commissar will not execute a senior Commissar. The reverse however, is not true.

Mines of Savlar: Having had prolonged exposure to the polluted environments of Savlar, units with this special rule suffers random effects. Roll a D6 at the start of the game. If 4+, the units suffer no ill effects. If 2-3, the whole unit suffers -1’’ movement. If 1, the unit suffers -1 Toughness.


Wargear and Weapons
As a general rule, all Heavy Weapons and Special Weapons cost 5 points more than normal, to reflect the Chem Dog's under-equipped status.

Sawn-off Shotgun: New option in the Ranged Weapons list. Costs 5 points.
  • Range: 12’’. Strength: 3. AP: -. Type: Assault2, Pistol


  • Acid Bomb: New option in the Special Weapons list. Costs 10 points.
  • Range: 6’’. S: -. AP: -. Type: Blast, Corrosive(3+), One use only.


  • Improvised Jump-Jet: Single-use jump-pack that allows the unit the option to move 12’’ instead of its usual 6’’ as if it were a Jump unit. However, to use it, the player must role a D6 for each model. At 1, jump-jets suffer catastrophic damage and explode in mid-air; killing the model.

    Rebreather: New option in the Special Issue Wargear list. A gas mask that renders the wearer immune to friendly Poisoned effects and a +1 bonus against enemy Poisoned effects. Also allows certain unit types access to certain stimulants. Costs 5 points.

    Stimulants:
  • Stimm: Masks pain and allows the user to ignore injuries. Gains Feel no pain(6+).

  • Onslaught: Enhances the user’s perception and reaction time. Allows to fire Overwatch at normal BS and increases maximum range weapons by 3’’ at the cost of 1 initiative. Must be declared at the start of the turn.

  • Fury: Instils a berserker-like rage in the user. Gains Fearless.



  • Warlord Traits
    1. One of the Dogs: Warlord and unit gain “Spoils of War” special rule. All units with the ability gain +1 modifier.
    2. Old Grudges: Choose one codex, warlord and unit have Preferred Enemy against units of said codex.
    3. Draconian Disciplinarian: Friendly Chem Dog units within 12" of the warlord don't have to test after 25% of casualties.
    4. Implacable Determination: Warlord and his unit have Relentless. Straken starts with this.
    5. Dirty Cowards: Units can voluntarily choose to fail Morale and Pinning tests. Overrides Stubborn and Fearless.
    6. Surplus of Poisons: All Poison and Corrosive weapons are considered Twin-Linked; rerolling on all failed To Wound results.

    HQ

    Company Command Squad: Much like its normal IG counterpart except with a Colonel-Commissar in place of the Company Commander. Contains 4 Veterans and can take on Regimental Advisors, both with the usual options. However, both can take Rebreathers for 2 pts/model. Costs 70 points.

    Colonel-Commissar:
    Mostly same stats as a standard Company Commander (WS: 4, BS: 4, S:3, T:3, W:3, I: 3 A: 3) but with Leadership 10. Equipped with Flak Armour, Bolt pistol, Close combat weapon, Frag grenades, Refractor field.

  • Special rules: Senior officer, Voice of command, Executive order, Stubborn, Summary execution.

  • Options: May take items from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists.



  • Troop Choices
    Much like standard IG. A standard platoon comprises of 1 Junior Commissar Squad, 2-5 Infantry Squads, 0-5 HWS, 0-3 SWS. Cannot take Conscripts.

    Junior Commissar Squad: A platoon-level command squad led by a Junior Commissar. Think of it as a Platoon Commander with a lethal alternative to a Vox-caster. Comprised of 1 Junior Commissar and 4 Guardsmen. Options for Guardsmen unchanged. The JC and Guardsmen can all take Rebreathers for 2 pts/model. Costs 35 points.

    Junior Commissar:
    Completely same stats as a standard Platoon Commander (WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 3, : 2, Ld: 8, Sv: 5+). Equipped with Flak armour, Laspistol, Close combat weapon, Frag grenades.

  • Special rules: Voice of command, Executive order, More senior than you, boy.

  • Options: May replace Laspistol with Bolt pistol for 1 point. May take items from the Melee Weapons and Ranged Weapons lists. May also take Melta bombs for 5 points.



  • Infantry Squad: Same composition, equipment and options as standard IG. However, gains “Mines of Savlar” special rule and individual models can take “Spoils of War” special rule for 3pts/model. One Guardsman can replace his lasgun with an Acid bomb for 5 points; does not count as the squad’s Special Weapon selection. Can take Rebreathers for 2pts/model. Costs 40 points.


    HWS & SWS: Same as Infantry Squad. Has “Mines of Savlar” special rule and can take “Spoils of War” special rule for 3 pts/model. Can take Rebreathers for 2pts/model. Costs 45 pts and 25 pts respectively.


    Veterans: Same composition, equipment and options as standard IG Veterans. However, has “Mines of Savlar” special rule. Does not have option for “Spoils of War”. Completely different Doctrines from IG Veterans. Cost 60 points.

    Doctrines:
  • Bulldog: All Veterans replace their Lasguns and Laspistols with Shotguns and Sawn-off shotguns respectively. Gains Stimm stimulant. Costs 20 points.

  • Chihuahua: The squad is equipped with Carapace armour and can take up to 3 Special weapons and 2 Heavy flamers. Gains Onslaught stimulant. Costs 30 points.

  • Wolfhound: All Veterans are equipped with Improvised jump-jets and 3 carry Demolition charges on top of their regular equipment. Gains Fury stimulant. Costs 30 points.



  • That's all for now. Will update further with Elite, Fast Attack and Heavy Support if there's any interest.

    This message was edited 6 times. Last update was at 2014/07/11 09:34:00


     
       
    Made in us
    Shrieking Traitor Sentinel Pilot







    Yay! I've always been a fan of the dogs.

    That' said, I think these rules may need a bit of work.
    I don't have time to go over everything right now, but here's a few things:
    Is it really necessary to add an entirely new rule (Executive Order) when the old Summary Execution rule represents the Commisar's work just fine and is simpler?
    Corrosive and Spoils of War are both cool in theory, but a bit complex and confusing. They should be simplified.
    Having the sawed-off shotgun be an Assault 2 AND a Pistol isn't really how GW does it, and might confuse people. Just say it's Assault 2, and add a special rule that it counts as an additional hand weapon in CC.
    I'm assuming the Improvised Jump Jets for the Wolfhound Vets are like jump packs? One use only Jump Packs, maybe, given how cheap the upgrade is? It isn't explained in the rules.

    40k is 111% science.
     
       
    Made in gb
    Regular Dakkanaut




    Thanks for the feedback.

    Re: Executive Orders
    My thought process was to maintain a role for full fledged Commissars. The Junior Commissars' role is simply as a replacement for Platoon Commanders. I've been thinking of maybe taking away Vox-casters as well, since this does render it redundant somewhat.


    Re: Spoils of War
    Now that I look at it again, it definitely feels very clunky. But at the same time, I really want to figure out a looting system for the Chem Dogs since it's such an integral part of what they are. Any ideas?


    Re: Corrosive
    It's probably my poor explanation of the special rule. Essentially, rather than to roll for To Wound, it rolls to see if it corrodes the enemy's armour. Kind of like Poisoned, in that way.


    Re: Sawn-off Shotguns
    I see. I thought the "Pistol" rule simply meant that the weapon counts as both, a Ranged Weapon and a CCW. For instance, the Eldar's Fusion Pistol has both, the "Pistol" and "Melta" rules. Would it be clearer if it was just labelled "Pistol2"?


    Re: Jump-jets
    Yeah. That's what I meant. I think by that point, I was at the point of exhaustion from all that typing. It's meant to be a single-use jump pack. The reason being its single-use status and because 1-2 Veterans will reliably end up dying while using it (possible the ones carrying the Demo Packs!!). The entire idea behind the unit is to locate a high value target, jump in and take it out, with survival not being a major likelihood. Hence, the low cost. Otherwise, the trade-off wouldn't be worth it. So, for about 100 points (with Acid Bomb), you could potentially take out a Leman Russ (or if you're really lucky and the enemy has them clumped up real close, the whole squad).

    P.S.:
    Editted the description of the Improvised Jump-jets to make it more in line with normal jump units and to clarify its single-use status. Also changed Acid Bomb from Special Issue Wargear list to Special Weapon list.

    This message was edited 2 times. Last update was at 2014/07/11 09:38:40


     
       
    Made in us
    Ship's Officer





    Reading, UK

    mr. peasant wrote:
    I really like this and I'm looking forward to more! My comments and suggestions are in yellow but please don't feel obligated to necessarily change your rules if you don't agree. This is your baby, after all.
    Special Rules

    Corrosive: Units or weapons with this special rule do not deal damage but instead always deducts 2 point to Armour Value (e.g. 12 -> 10) and 1 point to Armour Saves (e.g. 4+ -> 5+) on a fixed number (written in brackets; e.g. Poison(3+)). Can be stacked twice and lasts until the end of turn.
    I think this needs to be tweaked. I would potentially treat it as a combination of the poisoned and Necron Scarab rules:

    Corrosive: Corrosive weapons always wound on a fixed value (indicated in brackets in their profile). All non-vehicle models wounded by a Corrosive weapon treat their armour save as being 1 worse than normal (e.g. a 3+ becomes a 4+). Additionally, all vehicles hit by a Corrosive weapon treat their Armour Value as being 1 lower than normal (e.g. AV10 becomes AV9). This effect persists for the rest of the phase and multiple applications cannot stack.


    Spoils of War Comprised of convicts and criminals, the Chem Dogs are as resourceful as they are unsavoury; being excellent scavengers to make up for their tendency of being underequipped. Units with this special rule can scavenge the wargear of killed models within its own unit, friendly infantry units within 12’’ of it that has been destroyed, and enemy infantry units that the Dogs have destroyed. Roll a D6. At 5+, the player selects the wargear. At 3-4, the opponent selects the wargear and the player can choose to refuse. At 1-2, no wargear is scavenged. Then roll another D6 to see the total number of items scavenged. Equipment can only be taken by models with this special rule. Wargear taken can exceed a unit’s normal option limits (e.g 4 HWTs in an Infantry Squad) and can include Xenos and Chaos gear.
    A cool idea, but seems like it would be difficult to implement. I'd split it into two different rules:

    He Won't Miss It - With the Departmento Munitorum's continued reluctance to issue weapons technology to condemned criminals, the Chem Dogs have become highly adept at 'recycling' weaponry, even in the heat of battle. Fallen Dogs are quickly liberated of precious weapons and ammunition. Their corpses, however, are left to rot. If a model with a Special Weapon loses its last wound, and a model from the same unit is within 2", the player may roll a D6. On a 4+, the weapon is recovered (remove the nearby model and replace it with the Special Weapon model). On a 1-3, the Special Weapon is removed as a casualty as normal.

    Spoils of War - Comprised of convicts and criminals, the Chem Dogs are as resourceful as they are unsavoury; their excellent scavenging ability often makes up for their tendency to be under-equipped. When an enemy unit from the following factions: Imperium, Eldar, Tau, Dark Eldar, Ork, or Necron, is completely destroyed by a Unit with this special rule, roll a D6. On a 4+, the controlling player may equip D6 models in the Unit with a single type of ranged or melee weapon from the destroyed unit (each model must equip the same weapon. We assume the Chem Dogs are resourceful enough to find extras or spares!).


    Mines of Savlar: Having had prolonged exposure to the polluted environments of Savlar, units with this special rule suffers random effects. Roll a D6 at the start of the game. If 4+, the units suffer no ill effects. If 2-3, the whole unit suffers -1’’ movement. If 1, the unit suffers -1 Toughness.
    I like it but I'm always a fan of a possibly good (or both bad and good) option, even with detrimental effects. I'd have it be the following:

    Mines of Savlar: Having had prolonged exposure to the polluted environments of Savlar, units with this special rule suffers random effects. Roll a D6 at the start of the game for each unit with this special rule.

    1 - Weakened by the toxic smog, heavy exertion can leave the unit gasping for breath. The unit always moves as if through Difficult Terrain.
    2-5 - Vigilance to daily chem mask drills has resulted in relatively minor instances of metabolic poisoning. No additional effects.
    6 - The unit has developed a natural resistance to the chemical cocktail of the Death World. Each model in the unit is +1 Toughness.


    Wargear and Weapons
    As a general rule, all Heavy Weapons and Special Weapons cost 5 points more than normal, to reflect the Chem Dog's under-equipped status.
    Good call.
    Sawn-off Shotgun: New option in the Ranged Weapons list. Costs 5 points.
  • Range: 12’’. Strength: 3. AP: -. Type: Assault2, Pistol
  • I think I understand that you basically want a 1-handed shotgun that counts as a CCW. I'm not sure if adding the 'pistol' rule is the right way to do it in 7th, but I like it regardless.

    Acid Bomb: New option in the Special Issue Wargear list. Costs 5 points.
  • Range: 6’’. S: -. AP: -. Type: Blast, Corrosive(3+), One use only.
  • I like the Corrosive mechanic. I would add the following:

    Chem-Sprayer: 20 points
  • Range: Template. S: -. AP:4. Type: Corrosive(3+)

  • Chem-Mortars: 15 points
  • Range:48". S: -. AP:4. Type: Blast, Barrage, Corrosive(3+)

  • These might both be too powerful. AP4 w/Corrosive(3+) kills MEQ on a 3+. Could either make it Corrosive(4+) or AP5 to balance it out.


    Improvised Jump-Jet: Allows the unit the option to move 18’’ as if it were a Jump unit once. However, each time it is used, the player must role a D6 for each model. At 1, jump-jets suffer catastrophic damage and explode in mid-air; killing the model.
    I don't like this. It's a bit too Orky for an Imperial Guard unit.

    Rebreather: New option in the Special Issue Wargear list. A gas mask that renders the wearer immune to friendly Poisoned effects and a +1 bonus against enemy Poisoned effects. Also allows certain unit types access to certain stimulants. Costs 5 points.

    Stimulants:
  • Stimm: Masks pain and allows the user to ignore injuries. Gains Feel no pain(6+).

  • Onslaught: Enhances the user’s perception and reaction time. Allows to fire Overwatch at normal BS and increases maximum range weapons by 3’’ at the cost of 1 initiative. Must be declared at the start of the turn.

  • Fury: Instils a berserker-like rage in the user. Gains Fearless.

  • I like the rebreather idea too (and I like that you picked the drugs from the 40k Universe). I think it would give some greater utility to allow the use of each type of Stimulant (one at a time, obviously), but make them have to activate it at the beginning of the player turn, with the effects persisting until the end of the turn (sort of like Psychic Blessings). That way it would be a little bit more tactical and interesting. Might have to adjust the points, however, and it would drastically change the Veteran Doctrines. Maybe they could be more weapon/wargear focused instead?

    M70 Rebreather:A self-contained Nuclear/Chemical/Biological (NBC) protection mask, with an integrated communications system, designed for combat duties in hazardous environments and retrofitted by the Chem-Dogs to administer various chemical stimulants on demand. Models equipped with M70 Rebreathers are wounded by enemy Poisoned weapons at -1 (e.g. Poisoned(3+) becomes Poisoned(4+), etc.) and can choose to activate one of the following Stimulants at the start of the controlling player's turn. All models in the same Unit must activate the same Stimulant and the effects persist until the start of the controlling player's next turn.

  • Stimm: Masks pain and allows the user to ignore injuries. The model gains Feel no pain(6+).

  • Onslaught: Enhances the user’s perception and reaction time at the cost of mental acuity. Allows the model to fire Overwatch at normal BS, -1 to Weapon Skill.

  • Fury: Instils a berserker-like rage in the user. The model gains Fearless.


  • Warlord Traits
    1. One of the Dogs: Warlord and unit gain “Spoils of War” special rule. All units with the ability gain +1 modifier.
    2. Old Grudges: Choose one codex, warlord and unit have Preferred Enemy against units of said codex.
    3. Draconian Disciplinarian: Friendly Chem Dog units within 12" of the warlord don't have to test after 25% of casualties.
    4. Implacable Determination: Warlord and his unit have Relentless. Straken starts with this.
    5. Dirty Cowards: Units can voluntarily choose to fail Morale and Pinning tests. Overrides Stubborn and Fearless.
    6. Surplus of Poisons: All Poison and Corrosive weapons are considered Twin-Linked; rerolling on all failed To Wound results.
    I like these changes.

    Let me know what you think and I'm looking forward to part 2!

    DoW


    "War. War never changes." - Fallout

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    Made in dk
    Hollerin' Herda with Squighound Pack



    Denmark

    NIce and flavourful, I really like DogOfWars suggestions too.

    Other wargear ideas:
    Gas grenades
    range:8 str1 ap4 special: blast, Poison(+4) (the ap4 represents its lethality against unprotected personell, power armour and better are full bodyarmours with helmets etc).

    Maybe a "flamer"spewing toxic gas
    range:template str 1 ap4 special: poison(+4) gets hot (gets hot represent the risk involved in being that close to the gas itself)

    The banewolf tank should definetly be a central element in their armoured department.
    Personally I like the mechanics of soulblaze (dont know if it has changed in 7th ed) Its a great way to represent chemical warfare, maybe find a spot or 2 for that one?

    You should make a small relic list too. Stuff like lucky boots, rebreathers, eldar soulstones, tau gadgets, someones elses really nice powersword, a bit of astartes stuff etc (all having been stolen, lost, restolen, robbed, looted several times, and thats just the last month)
       
    Made in us
    Legendary Master of the Chapter






    A whole lot of it seems excessive.

    It should be kept simple honestly.

    To start Simply allow conscripts to be taken as troops without the PCS and IS Tax

    Lord/Comisssar only HQs (keep em the same for blam action)

    Combat drugs ala Dark eldar style or GW style D3 they can use Stimms for FNP6+, Frenzon for a weaker evesor d3+ attack for each model?, Fury for that fearless would be fine too.

    Lower LD all around

    They dont reallly need any special weapons like poison this or corrosive that honestly.

    Maybe a fun relic or five like normal.

    Edit: Also probably move rough riders into troops.


    This message was edited 2 times. Last update was at 2014/07/11 20:38:55


     Unit1126PLL wrote:
     Scott-S6 wrote:
    And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

    Oh my god I'm becoming martel.
    Send help!

     
       
    Made in us
    Guardsman with Flashlight




    Somewhere...beyond the Dakka...my gun is waiting for me...

    I appreciate the idea of bringing back some of these variations on the Guard. Believe me, I was really hoping for doctrines to make a nice comeback in the 6th Edition Guard book. However, I'm honestly not sure about some of these ideas.

    First of all, Commissars shooting Commissars is a big no-no. Even if the Commissars have, for lack of a better term, gone native in some ways similar to Gaunt, they are still Commissars. They are rigorously indoctrinated and trained. Now, if you were to replace the Commissars with Wardens or something similar out of the Adeptus Arbites, than this would work much, much better.

    Also, 'militarized' Commissars implies there are 'non-military' Commissars. Commissars are entirely military. In fact, the Commissar's duty is explicitly to maintain morale and loyalty within the Imperial Guard. They don't have much authority beyond that point.

    As for 'Spoils of War', I think you may be going about it the wrong way. Later on, you imply that their special and heavy weapons are more expensive. I'm not sure this is the case. If anything, they get a hold of anything more easily, since they are just as likely to be issued weapons and munitions. (They are just a regiment in a scrolling data slate monitored by an uncaring Munitorum, after all.)

    Rather than requiring heavy duty book keeping in figuring out who gets what items and then keeping track of those profiles, you should just offer 'customization' options for existing wargear. Something in keeping with what has been seen before in Imperial hands. Additionally, let's not forget that its highly doubtful a bunch of drugged up thugs would know how to operate a Tau Pulse Rifle, or an Eldar Shuriken Catapult.

    Favorites of mine are things like carrying shotguns that can shoot different profiles depending. Perhaps paying a marginal fee to upgrade their shotguns to fire bolts, letting them pump 12" Str 4, AP 5 Assault 1 shots out. Other things include getting additional close combat weapons, assault 2 lasguns, etc etc. Maybe they managed to snag some special rounds from a few Space Marines supply munitions, allowing them to fire Hellfire shells out of their Heavy Bolter. (24" Str 1 AP - Heavy 1, Blast, Poisoned (2+) - Same from SM Scouts).

    Frankly, I think I'd keep that randomized table in the positive or neutral side of things. Maybe a 1-2 = Slow & Purposeful, 3-4 No effect, 5-6 Fearless or something. Slow and Purposeful doesn't look like a negative at first, but then you realize those foot slogging Conscripts can now never run and never sweep. Fearless looks like a good thing, until you realize that means no going to ground, which leaves them more vulnerable to fire.

    The improvised jump jets just feels...weird. I'm trying to imagine these crazy, drugged convicts making jump units and it doesn't really seem right. How about replacing them with biker gangs? 12" move, relentless, twin-linked shotguns that can upgrade to twin-linked grenade launchers similar to SM Scouts. Maybe if they boost within 3" of a unit, they inflict D3 Str 3 AP - hits for every 3 models in the unit? Sort of a low grade Dark Eldar Reaver Jetbikes. Swinging their chains at targets of opportunity.

    Finally, the rebreathers should be the way they get a very necessary rule - Stubborn. This will help since the Commissars can't be everywhere, and giving Rebreathers is easier to maintain discipline.

    Also, some of those doctrines...man, that's nowhere near balanced. 3 Demo charges for 30 points? Ontop of being Jump Infantry? While still getting to keep 3 Special weapons? Broken. Might want to rethink those a bit. I'd maybe think about dropping the '3 specials, 2 heavy flamers' and just say you can take a heavy flamer in place of a heavy weapon choice.

    The stimulant list is kinda meh. FNP 6+ won't make those 'assault' veterans any more worth it. And Onslaught...yeah, because full BS Plasmas combined with 2 strong Wall of Flame attacks is anywhere near fair. Again, waaaay too much power, especially for only 30 points.

    Anyway, random thoughts for ya.

       
     
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