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		<title><![CDATA[Latest posts for the thread "Rules for Farsight's Seven"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Rules for Farsight's Seven"]]></description>
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				<title>Rules for Farsight's Seven</title>
				<description><![CDATA[ I felt underwhelmed that the seven heroes of the Enclaves didn't bring anything special. In addition, their often superfluous and unoptimized wargear choices only serve to drive up their cost. Here I try to give them a bit characterful kick in order to make them more desirable.<br /> <br /> Brightsword<br /> Custom Fusion Blades<br /> R18" S8 AP1 Assault 2, Melta<br /> R- S8 AP1 Melee, Armourbane, Blind, Power Shortage<br /> Power Shortage - Before it is Brightswords turn to attack, roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span>. On 3+ attack as normal. Otherwise strike as if using a <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> for the remainder of that assault phase.<br /> <br /> Bravestorm<br /> It Will Not Die<br /> <br /> Sha'vastos<br /> Prototype Puretide Engram Neurochip - After deployment, roll a d3. The bearer may add that <span class="glossaryitem" onmouseover='gp(136);'>USR</span> to the Neurochip for the game.<br /> 1-2 - Shrouded<br /> 3-4 - Split Fire<br /> 5-6 - Move Through Cover<br /> <br /> Ob'lotai<br /> Integrated Stabilizers - He may move and fire heavy weapons counting as stationary.<br /> <br /> Arra'kon<br /> Rising Commander - Units within 6" rerolls 1s to hit in shooting.<br /> <br /> Torchstar<br /> Her Flamers have the Shred rule and she has the Rage <span class="glossaryitem" onmouseover='gp(136);'>USR</span>.<br /> <br /> O'vesa<br /> Experimental Upgrades - Roll a d3 before deployment.<br /> 1-2 - EMP Charge - One model may forgo shooting and instead use and EMP charge with the following Profile:<br /> R = 2*S" S3 AP2 Assault 1, 3" Blast, Haywire, One Us Only.<br /> 3-4 - Combat Stims - One unit is treated as having +1T, does not apply when an attack would normally inflict instant death.<br /> 5-6 - Surveillance Drone Array - One Unit has a Drone with the following profile. The Drone does not take up room in a transport.<br /> WS2 BS3 S3 T4 W1 I4 A1 Ld7 Sv4+<br /> Type: Jetpack Infantry<br /> Equipment: Networked Markerlight]]></description>
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				<pubDate><![CDATA[Thu, 25 Jul 2013 20:32:19]]> GMT</pubDate>
				<author><![CDATA[ acekevin8412]]></author>
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				<title>Re:Rules for Farsight's Seven</title>
				<description><![CDATA[ Give Oblo'tai Slow and Puposeful rather then relentless as it can be conferred to his squad if I remember correctly. It would make for a quite painfull unit with 4 moving missilesides. O'Vesa's abilities are way to good, think about taking him and Oblo'tai and getting 1-4 either T5 broadsides or re-rollable 2+ save broadsides. The other ones are fine by me]]></description>
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				<pubDate><![CDATA[Thu, 25 Jul 2013 20:53:43]]> GMT</pubDate>
				<author><![CDATA[ Dantioch]]></author>
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				<title>Re:Rules for Farsight's Seven</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/542110/5882537.page"><b>Dantioch wrote:</b></a><br/>Give Oblo'tai Slow and Puposeful rather then relentless as it can be conferred to his squad if I remember correctly. It would make for a quite painfull unit with 4 moving missilesides. O'Vesa's abilities are way to good, think about taking him and Oblo'tai and getting 1-4 either T5 broadsides or re-rollable 2+ save broadsides. The other ones are fine by me</div></blockquote><br /> Slow and Purposeful also confers to the attached unit. I guess I should just give him the ability to move and shoot.<br /> T5 Broadsides which would still die to S9 AP2 lascannon fire. Likewise, Crisis suits would still die to Krak Missiles. I think this one is fine. I did overlook rerolling armor on Broadsides though so I'll change that one.]]></description>
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				<pubDate><![CDATA[Thu, 25 Jul 2013 21:33:05]]> GMT</pubDate>
				<author><![CDATA[ acekevin8412]]></author>
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