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		<title><![CDATA[Latest posts for the thread "Navy Armsmen"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Navy Armsmen"]]></description>
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				<title>Navy Armsmen</title>
				<description><![CDATA[ Imperial Navy infantry has been a -very- long-running project of mine. My <span class="glossaryitem" onmouseover='gp(148);'>WIP</span> codex is over 150 pages...<br /> <br /> I've finally gotten around to working on the rules for the weaponry and I'm pretty sure I've nailed it. If I run it by you I think it can only be judged in the context of other elements in the army, so I'll give you a quick breakdown.<br /> <br /> Represents troops used in boarding parties and surface landing teams<br /> No ground vehicles, only flyers<br /> Heavy use of rules such as deep strike (with Airborne Assault), outflanking, limiting/declaring enemy reserves etc <br /> Specific navy weapons and equipment (unique for creating a 'faction' identity)<br /> *Majority of weapons and munitions are supposed to be limited, so no use of las-weapons for instance<br /> <br /> The idea is to have a strong personality for the army/faction, with its own strengths and -of course- weaknesses.<br /> <br /> Three tiers of infantry quality:<br /> Watchmen (Guardsmen, very limited weapons) platoon<br /> Armsmen (Storm Troopers, special weapons and tactics) 2-3 5/10 man units<br /> Commandos (Navy SEALs/<span class="glossaryitem" onmouseover='gp(213);'>SBS</span>/Combat Divers/Frogmen - Assassins) one 5-man unit <br /> <br /> <br /> <b>Standard Watchman load-out</b><br /> EagleClaw	18”	3	-	Rapid Fire<br /> Ignatius Flam	Template	4	5	Assault 1<br /> <br /> EagleClaw automatic shotgun, unit can switch (once per game) to Ignatius shells, allowing a flamer attack<br /> Kitted with Haywire, Assault and Defensive grenades<br /> <br /> *My idea here is that the weakness of the shottie is balanced by the unique grenades which contrast to the typical cigarette and kak. These 3 nade types give much more flavour to the type of 'Room Clearance' units that would operate in ship-to-ship fighting.<br /> <br /> As for unit special weapons I'm still working on it, because having too many odd little devices that are unique to this Army means that my opponent is unlikely to go along with them. Basically I was thinking that the unit would use tools as improvised weapons, but I'm not sure how to translate them. For instance I was thinking of something like a welding torch that would be in effect a Flame Pistol. <br /> <br /> <b>External heavy weapons</b>: ("Field Guns") these cover the firepower you'd normally get from ground vehicles, but naturally they have no defensive/armour ability<br /> Field Guns are:<br /> MACE- mobile assault cannon emplacement. Twin-linked assault cannon (mobile)<br /> MAUL- melta assault utility. Twin-linked multi-melta (mobile)<br /> FOX- flamer ordnance axis. Inferno cannon (immobile)<br /> <br /> The latter might be a bit overkill I admit, since the use of flyers does give some weight to the Army.<br /> <br /> <b>Standard Armsmen load-out</b> Wear a Voidhelm with built-in Vox<br /> Shotcannon	24”	4	6	Heavy 3<br /> Ignatius HeFlam	Template	5	4	Assault 1<br /> <br /> <b>In-squad heavy weapons</b><br /> Heavy Flamer <br /> Bulkhead cutters (base-to-base strong anti-armour weapon)*not worked out the stats for this yet<br /> <br /> Optional variant Armsmen Mandator Squadron: (Police/Close Protection)<br /> Shock-Staff and Combat Shield (armour)<br /> <br /> Optional special weapons (in separate squad formations of 5men)<br /> Sniper Rifles *Navy actually uses sniper rifles a lot, people have argued that cramped space hulk corridors are no place for snipers, but I see ships with large multi-deck chambers and industrial factory-type environments being perfect places for some Stalingrad action. There is also the very long corridors to consider. Heli-snipers are also key parts of the Navy, I can see <span class="glossaryitem" onmouseover='gp(146);'>WH40k</span> aeronauts shooting from hovering Valks over a city-scape. Cheese!<br /> <br /> <br /> <br /> I'd be really chuffed if you could give me your hardcore veteran opinions on this.<br /> <br /> <br /> <br /> <br /> Edit: the EagleClaw is supposed to be S3 not S4 <span class="glossaryitem" onmouseover='gp(84);'>lol</span>!]]></description>
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				<pubDate><![CDATA[Wed, 30 Jan 2013 14:11:28]]> GMT</pubDate>
				<author><![CDATA[ Iron Wings]]></author>
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				<title>Re:Navy Armsmen</title>
				<description><![CDATA[ I like the idea, and I think it would make an interesting Allied Faction kind of deal, but I don't know if it has the bulk to make up an entire army list.<br /> <br /> The way I see it you only have a few Elite and Troop options, maybe a Heavy option with your gun platforms, and the rest of your Heavy and Fast Attack is filled out with more or less existing Imperial Navy Flyers and maybe a new type of lander.<br /> <br /> To me this makes a perfect Allied detachment and a good way to get flyers like Thunderbolts into Imperial armies without having to take Imperial Guard, or use up slots in your Guard army. You have a small Navy landing party and Flyer support alongside your Sisters of Battle/Guard/Marines etc.<br /> <br /> The rules look interesting and in characterful, nothing too overpowered so far, but point values and the possible builds for units will be everything. Keep it up!]]></description>
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				<pubDate><![CDATA[Wed, 30 Jan 2013 16:23:53]]> GMT</pubDate>
				<author><![CDATA[ CalgarsPimpHand]]></author>
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