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		<title><![CDATA[Latest posts for the thread "Index Astartes: Sons of Medusa"]]></title>
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				<title>Index Astartes: Sons of Medusa</title>
				<description><![CDATA[ <a href="https://docs.google.com/document/d/1Owy8TTfBHTGESIloLXKw0PLiJjLUDHzhTilqiaTNP7U/edit" target="_new" rel="nofollow">https://docs.google.com/document/d/1Owy8TTfBHTGESIloLXKw0PLiJjLUDHzhTilqiaTNP7U/edit</a><br /> <br /> These are a set of rules I wrote up for my Sons of Medusa (War Clan Magaera) army. They were originally designed for use in an Apocalypse campaign where the games have been hovering around 30-<span class="glossaryitem" onmouseover='gp(3);'>40k</span> per side lately. Keep that in mind when you're looking at some of the special units.<br /> <br /> That being said, I'm interested in trying to make it as cool/balanced as possible for regular play, so I'd like to hear any thoughts anyone has on this stuff. This consists mostly of new stuff for the Sons of Medusa, but there are also a couple more general changes I made to Marine units, such as giving Dreadnoughts the option to Skyfire, which I think goes a long way to making them a more serious option in 6th. Also, I have since figured out that the Sons don't actually seem to use Iron Fathers, but stick with Chaplains, unlike their Iron Hands counterparts. I've kept the unit in there anyhow because I like the idea of what I've made him, so you can have a look at that.<br /> <br /> <span class="glossaryitem" onmouseover='gp(39);'>FW</span> is perfectly fine with my group, but I've considered taking out the option for the Caestus because those rules are just raunchy <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. Mainly keeping it in there right now because I already own one..... grr.<br /> <br /> Please tell me what you think! Thanks in advance for looking.]]></description>
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				<pubDate><![CDATA[Wed, 12 Dec 2012 22:13:39]]> GMT</pubDate>
				<author><![CDATA[ orkdom]]></author>
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				<title>Index Astartes: Sons of Medusa</title>
				<description><![CDATA[ Very unbalanced. No points increase for regular Marines, yet you give them 6++, the ability to get <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> from Sergeants, and Fearless at the cost of no Apothecaries? No. Tone this all down a lot.]]></description>
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				<pubDate><![CDATA[Thu, 13 Dec 2012 00:03:37]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>Index Astartes: Sons of Medusa</title>
				<description><![CDATA[ At first glance, one thing that could balance this up abit and still fit the fluff might be to give all units with the 6++ the "Slow and Purposeful" special rule, as they move slower than the common marine with all those cybernetics. <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> in 6th this means that they can't run. Also, as AnomanderRake pointed out, a general balancing would be in place.]]></description>
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				<pubDate><![CDATA[Thu, 13 Dec 2012 00:18:08]]> GMT</pubDate>
				<author><![CDATA[ Nerwind]]></author>
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				<title>Re:Index Astartes: Sons of Medusa</title>
				<description><![CDATA[ Well, that's why I put it up here; regular games are a very different thing from a 36k apocalypse match up.<br /> <br /> <b>Slow and Purposeful</b> also means you can't overwatch, so that's a pretty serious issue. In any case, I've never understood the "logic" that bionics is somehow slower than organics. Things like <span class="glossaryitem" onmouseover='gp(489);'>SnP</span>, or a docked Initiative value, for being cybernetically enhanced, they just don't really make all that much sense when you think about it. As payoff for the 6+ invy, though, slowed movement is a reasonable option, at least if one thinks in terms of the increased <i>weight</i> of the marine-- it stands to reason at least that the landscape might not handle all that extra mass well, which would slow progress across the ground. I'll add something in to that effect, and probably expand upon it after some thought.<br /> <br /> <b>Fearless</b> replaces both <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span> and Combat Tactics, which are actually tactically far superior to Fearless if you ask me, so I think that's a very reasonable trade off.<br /> <br /> For <b><span class="glossaryitem" onmouseover='gp(265);'>FNP</span></b>, not having Apothecaries wasn't ever supposed to be any sort of trade off; upgrading a sergeant to a techmarine costs +45pts, so that's what the squads are paying for it. Maybe it could be more, since you also get a Servo-Arm out of the deal. In fact, I should probably make the upgrade something less than a full Techmarine; with 6th edition wound allocation, the 2+ save is a much bigger deal than it was, at least potentially. Maybe +60pts? Tactical Squads are starting to get pretty expensive! They're still 1-wound models with bolters.<br /> <br /> EDIT:<br /> -- Added second paragraph to Unyeilding Body, to the effect that Sons cannot Run, and always charge as if through difficult terrain.<br /> --Increased cost of Techmarine upgrade for regular squads to +60pts; could go to +75pts, but it is more my intention to clarify that the upgrade grants only a Servo-Arm and <i>Blessing</i>, not Artificer Armour or a Power Weapon, or any of the other special rules.<br /> --Increased the cost of the Iron Father to 140pts, because he also has the [/i]Blessing[/i] special rule.]]></description>
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				<pubDate><![CDATA[Thu, 13 Dec 2012 01:04:35]]> GMT</pubDate>
				<author><![CDATA[ orkdom]]></author>
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