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  1. #11
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    Melta pistol should be AP 1 but remain at 6" range. Otherwise its a Meltagun.

  2. #12

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    It does need a buff. Dante's was upgraded as such during the switch from 3rd ed to 4th ed codices.

  3. #13
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    But then to gain the melta benefit you gotta be at 3" range, idk bout you guys but 3" range is a pain to get to.

    I will give you that 12" maybe a little extreme, so maybe what? Range: 6", Strength: 8, AP 1, Melta at Full range? Seems like a decent compromise imho at least.
    Age: 17, Army: Imperial Guard Infantry Spam

  4. #14

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    Quote Originally Posted by Atrotos View Post
    Melta pistol should be AP 1 but remain at 6" range. Otherwise its a Meltagun.
    That's the point. IC had the advantage of being able to tote around a meltagun in pistol form. If you want to get really interesting, how about

    Range:Template S6 AP1 2d6 Armour penetration, does not ignore cover
    Truly an "Inferno" pistol
    Or AP5, ignores cover, & "gets +1 to the vehicle damage table".

    Inquisitor Orders
    -Ordo Xenos: May buy Hellfire Rounds OR Dragonfire Rounds. Choose one of the following
    Eldar/Dark Eldar: Gains 'Preferred Enemy Eldar & Dark Eldar'. May buy Scorpion Chainsword for +2 pts or a Punisher for +10 pts.
    Orks: Gains 'Preferred Enemy Orks'. May buy a Big Choppa for +3 pts or exchange his Boltgun for a Shoota.
    Tyranids*: Gains 'Preferred Enemy Tyranids'. If the Inquisitor has grenades, he may throw them at Monstrous Creatures with the following profile:
    Krak 6" S6 AP4 Assault 1
    Melta 6" S8 AP1 Assault 1
    Tau: Gains 'Preferred Enemy Tau'. May buy a Pulse Rifle or Pulse Carbine for +3 pts(replaces Boltgun).
    Ordo Malleus: May buy Daemonhammer, Psycannon Rounds, Cleansing Incense, other DH weapons, etc. May take Mystics as part of his retinue.
    Ordo Hereticus: May buy Combi-Stake Launchers**, Witchhammer, other WH weapons, etc. May take Chirurgeons as part of his retinue.

    Witchhammer: A thunder hammer that strikes in initiative order against psykers (more expensive than Daemonhammer).
    *A radical Inquisitor may instead graft a Gaunt biomorph onto one of his arms. Radical Inquisitors may not take Grey Knights, Battle Sisters, or Deathwatch Marines, but look really kewl.
    **For every Warrior in the Inquisitiors retinue at the start of the game, the Inquisitor may fire his stake launcher again. This represents his troops carrying extra stakes.

    Also, another idea for Rites of Exorcism: Daemons within 12" of Grey Knights lose the "Fearless" rule and are Ld 7. Too powerful?
    Last edited by Dunadan; 09-18-2009 at 10:25 PM.

  5. #15
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    Losing Fearless, cool, leadership drop, over-powered.

    Ordo Xenos, I pretty much hate the idea of taking equipment from other armies fluffy, yup, cool modeling, yup, having to tote around more codices, no thank you.

    Throwing Grenades was actually an ability i wanted to give to deathwatch assault teams.

    I kinda dislike the idea of separate retinues honestly, I dont see why a Daemon Hunter wouldn't have a Chirurgeon honestly, or a Witch Hunter a mystic.

    I seriously don't know on the Inferno Pistol, making it a template then changing the template rules so it doesn't ignore cover is kinda eh imo.

    The preferred enemy rule would probably be best on Death-Watch once again, which is what i intended to make them fluffy as well, but melee really isnt the place for squishy high point costs Inquisitors imo, eh personal preference I suppose.

    Question: Do we really want all the ammunition being thrown around, seems like a a lot to keep track of in a game with already several units with special rules and abilities.
    Age: 17, Army: Imperial Guard Infantry Spam

  6. #16

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    Ordo Xenos, I pretty much hate the idea of taking equipment from other armies fluffy, yup, cool modeling, yup, having to tote around more codices, no thank you.
    It's optional, and a quick summary could be provided, as none of those weapons are too complex.

    The special ammo allows for cool, fluffy builds. We should keep it IMHO. Also, the HQs you choose should affect what kind of troops and which Ordo of Stormtroopers you can take:
    GK Hero/Ordo Malleus -][-: Grey Knights & Ordo Malleus ST
    SB Hero/Ordo Hereticus -][-: Battle Sisters & Ordo Hereticus ST(Arbites)
    DW Hero/Ordo Xenos -][-: Deathwatch Teams & Ordo Xenos ST
    Taking an 'Elites' choice Inquisitor of an Ordo only grants you Stormtroopers from that Ordo, not the specialty troops.

    Could we keep the radical biomorphed Ordo Xenos Inquisitor?

    Here's an idea for the Deathwatch(based on the old rules from the 3rd Book of the Astronomican and your suggestions)

    Deathwatch Killteam
    Captain 5/5/4/4/2/5/3/9/3+
    Vet Space Marine 4/4/4/4/1/4/2/9/3+
    Captain & 4-9 Marines
    Special Rules: No Charge Bonus*, Deep Strike(can count as teleporting for purposes of teleport homers), Preferred Enemy X, Throw Grenades.
    Wargear: Boltgun, Bolt Pistol*, Close Combat Weapon, Frag grenades, Melta-bombs
    Up to two Marines may replace their Boltgun with one of the following special weapons:
    -H. Bolter w/ Hellfire Shells & Suspensors +15
    -M.40 targeter, boltgun, & ammo +5
    -Flamer +5
    -Meltagun +10
    -Plasma Gun +15
    Any Marine without a special weapon may replace his Close Combat Weapon with a:
    -Power Fist +25
    -Lighting Claw +25
    -Paired Lightning Claws +30(replaces Boltgun as well)
    -Power Weapon +15
    All models not armed with a special weapon of close combat weapon may be issued one of the following special ammunition types for +5 pts a model:
    -Dragonfire Rounds
    -Hellfire Rounds
    -Kraken Bolts
    -Metal Storm Ammunition
    18" S4 AP:- Assault 2

    M.40 targeter, boltgun & ammo: 24" S4 AP5 Heavy 2, Pinning

    'Tactical' or 'Troop' teams will limit the special CC weapons & Melta bombs to the Sgt., and only 1 H.Bolter and/or M.40 bolter may be taken. 'Devastator' teams on the other hand, lose the special weapons & some CC goodness, but can take 4x H.Bolters or M.40s.

    *Instead of hanging on to 'True Grit'.
    Last edited by Dunadan; 09-18-2009 at 10:51 PM.

  7. #17

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    Here's a mashup of Black Templars & Old School Grey Knights
    Grey Knight Initiate Squad
    Instead of taking a retinue of Terminators, a Grey Knight hero may lead a squad of 5-10 GK Initiates.
    Profile:Same as PAGK
    Wargear: Boltgun, Frag & Krak grenades
    Special Rules:
    Relentless(while the GK Hero is alive)
    Aegis
    The Shrouding
    Rites of Exorcism
    Up to two GK Initiates may exchange their Boltgun for:
    -An Incinerator...+15 pts
    -A Psycannon...+20 pts

  8. #18
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    Actually I was gonna do something roughly like...

    GKH: Grey Knights may be taken.
    SBC: Sisters of Battle may be taken.
    DWL: Death-Watch may be taken.

    That way we don't end up with a hodgepodge of units each list, and can be taken as independent lists as a the players wishes etc...

    The reason I did the Inquisitors the way I did was so that you could field a non-MEQ army if you wished to, so tying storm trooper option to the above units kinda defeats that idea, also I did all inquisitors as HQs as I thought it would be a little more fluffy, plus a option for a cheap HQ if one wanted, honestly when was the last time the Imperium had 4 Inquisitors in one battle force? Kinda odd to have them as Elites was my thinking.

    I like the deathwatch kill team, fluffy, not over powered, though 5pts per model per ammo choice is going to be expensive fast, probably better off if you just took an entire set for the unit at 25pts, possibly a loadout option like what IG veterans have would be interesting. But I don't have any ideas for that, I'll see if I got any ideas come mornin.

    Biomorphed Inq? huh, what?

    Hey True Grit really is only needed on GKs with Storm Bolters, lol

    I think throwing melta bombs is kinda a bad idea, frags and krak yes but bombs? Possible yes, odd, I think so at least.
    Age: 17, Army: Imperial Guard Infantry Spam

  9. #19
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    I just can't see a battle where the Grey Knights would take Scouts into battle, I mean they could it just feels...odd? I can't place a finger on it, it just seems an elite force like GKs wouldn't send neophytes into a meat grinder unprepared. It is a possibility though, we need other comments on that one.
    Age: 17, Army: Imperial Guard Infantry Spam

  10. #20

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    The Stormies aren't locked to the MeQ heroes. My thinking was that an Inquisitor OR Hero of an Ordo would unlock both Stormtroopers and the Specialist unit.

    Biomorphed Inq? huh, what?
    Radical Malleus: Daemonhosts
    Radical Hereticus: Bound Psyker(?)
    Radical Xenos: "Go on doc, stick it on; I saw some Orks do this once."

    I think throwing melta bombs is kinda a bad idea, frags and krak yes but bombs? Possible yes, odd, I think so at least.
    Sorry, but I don't see the point of throwing anything less than Melta Bombs at Monstrous Creatures. Krak could be nice against infantry, but Frag could be overpowered (even if it is S3 at 6", you could get a good deepstrike and toss around 10 blast templates. On second thought, that sounds like loads of fun )

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