Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Dec 12, 2008 14:08:48 GMT 1
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Post by Charly on Dec 13, 2008 15:18:52 GMT 1
thats all good, thanks. as for crimson fists (forgive me i dont know there full background and storyline) if the Rynn's World campaign destroyed most of the chapter i cant see them being organised as a standard codex chapter anymore, and therefore will have a different set of units, mainly veterans as stated by mark.
the first focus for codex astartes will be the chapters which strictly follow the codex, once that is complete it can be used as a balanced foundation for the more exotic chapters.
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Post by Charly on Dec 13, 2008 15:56:54 GMT 1
on veterans, i agree with mike its a very tricky area to introduce new units. i think the existing rules we have limiting veterans to no more than 1:1 with regular marines should remain firmly in place. so if you consider a fairly standard 2000pt marine army you might have say 30 marines in total, this would therefore allow for upto 15 veterans.
ive been reading up a bit more on the 5th edition rules for sternguard veterans, they are basically masters of the boltgun, favouring it over other weapons, they also have different types of ammo available to them (which could be bought at extra cost), dragonfire bolts - in fifth edition these dont allow cover saves, so our equivalent mite be a 1" blast or maybe +1 to hit, hellfire rounds - a watered down version of the existing heavy bolter alt. ammo, kraken bolts - an armour piercing round eg -2 to save instead of -1, and vengeance rounds - these have a shorter range and are essentially radioactive rounds (maybe blight grenade style rules?) these also are hazardous to the user! i think not allowing the sternguard access to heavy or special weapons should add some balance to having an extra unit available, points wise the same as the existing veteran tactical squad, which i think should be kept alongside the new units.
as for the vanguard vets, again only allowing them the assault weapons and no special weapons makes them more of a 'pure' veteran assault squad, instead of the special weapon option the squad may chose to carry a new weapon, the double handed relic blade. these can be either a sword or axe and are essentially encient power weapons. possibly strength 8 but must be used double handed (ie no pistoling!). again vanguard vets would be available alongside the chapters 'stardard' veteran unit.
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Post by tturen on Dec 14, 2008 2:57:29 GMT 1
The Chapter Master rules are indeed in WD 209. Basic cost 90 points with 4 wargear slots.
Weapon Master 10 points , Hardended 30pts, Martial Prowess 20pts , Resilent 20pts, Strategist 20pts, and Swift 10pts, are the listed special abilities.
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Dec 14, 2008 4:57:16 GMT 1
Just make certain the Double-Handed Relic blades are better in some way than the powerfist-bolt pistol combo, or no one will use them. The Sternguard sound interesting, with the special bolter ammo. I assume they're generally the rear guard in any fighting withdrawal?
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Post by Charly on Dec 14, 2008 17:17:16 GMT 1
ok thanks for that il find 209 and have a look. sounds pretty cool. im thinking about 8 points for the relic blades so will undercut the powerfist. also possibly making the vanguard vets always have jump packs, this will make the squad almost always over 200pts and into the 3vp boundary.
also i think sternguard are gonna have one combi weapon per squad. just allowing for the new models.
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Post by Charly on Dec 14, 2008 17:25:33 GMT 1
are there any second edition rules for chapter champions? also honour guard units for captains / chapter masters?
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Dec 16, 2008 1:01:07 GMT 1
Honour guard are in the blood angels codex, essentially they are just a combat squad of veterans.
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Post by Charly on Dec 17, 2008 18:19:37 GMT 1
ive been doing a bit research into the 5th edition rules. i was even considering giving it a few triall games. been painting up a new ultramarines army lately so i thought id put the units from that into a 5th edition list, then came the problems...
marneus - usable in second ed as a captain with terminator armour, 2 power fists and a storm bolter. only a usable model as marneus himself in 5th ed.
chaplain - cant have a power sword, or a mastercrafted bolt pistol.
2nd company tactical combat squad - cant have veteran serg, and so cant have his plasma gun, cant have plasma gun unless its a 10 man squad.
4th company tactical combat squad - cant have lascannon unless its a 10 man squad.
terminators - cant have mixed squad, has to be either assault or ranged squad.
veterans - cant have autocannon.
techmarine - cant have a chainsword, or a jump pack.
3rd company assault combat squad - cant take plasma gun, can only take one plasma pistol per 5 men, can only have power fist as sergeant option.
so almost half the army cant be taken without buying a lot more stuff and discarding some of my newly painted miniatures! obviously this wouldnt be a problem if the army was selected for 5th edition, but for someone looking to convert from modified 2nd to 5th edition it just isnt possible without almost buying a new army.
codex astartes continues...
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