Here is my first attempt at a homebrew Squat codex. Be gentle with it... ;-) The points values are purposefully a bit high, on the grounds that it's better to start with an over-pointed army and then reduce it if the army seems too weak.
My main problem at the moment is having a special rule for the Guild Bikes - Richard suggested +1BS for a stable firing platform which is what is in version 0.2, but I'd prefer something movement based.
Background for bikes - in White Dwarf 111 the Heavy Weapon Trikes had the ability to move, spin on the spot, fire and then carry on moving (if they didn’t spin out and die!). An alternative to the stable platform/+1BS rule would be to give all Guild Bikes a 6" Assault phase move similar to Eldar Jetbikes which would give them a boost in maneuverability rather than shooting ability. Obviously this would be a ‘ground’ move unlike the hop of the Eldar Jetbikes or Tau Jetpacks which would make it slightly less powerful.
Pros - makes them a bit faster than other Bikes and makes them very flexible tactically.
Cons - could get horribly over-powered when combined with long-range guns on the Heavy Weapon Trikes. Assault phase jumps aren't too bad for Eldar Jetbikes of Tau suits because they don't generally have really long range guns.
Giving them the Assault move would probably require bumping up the cost of the Heavy Weapon Trikes, and maybe also have it require a dangerous terrain test to perform, adding a level of 'do I or don't I?'.
All comments gratefully received,
Ian
Version 0.2 - first version uploaded.
Version 0.21 - changed points for Warriors and Rhinos, moved Gyrocopters to Fast Attack, removed Ordnance from Support Batteries.
Version 0.22 - added more equipment descriptions, swapped basic loadout for Exo Armour, change layout for some options, added Stronghold Standard, changed Guild Bike special rules.
Version 0.30 - fleshed out Living Ancestor, split Warrior Squads into Warrior Squads and Attack Squads, Added Preferred Enemy: Orks, lots more minor changes.
Version 0.31 - tweaked points costs, added Robots, added Exo Armour Trikes as a separate piece of equipment, more minor changes.
Version 0.32 - tweaked points costs, removed and changed some Living Ancestor bits, Exo Armour can no longer fit in a Rhino.
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| Attachment | Size |
|---|---|
| Codex PDF Version 0.2 (06/12/09) | 83.5 KB |
| Codex PDF Version 0.21 (07/12/09) | 84.35 KB |
| Codex PDF Version 0.22 (07/12/09) | 85.74 KB |
| Codex PDF Version 0.30 (09/12/09) | 89.69 KB |
| Codex PDF Version 0.31 (16/12/09) | 97.56 KB |
| Codex PDF Version 0.32 (29/12/09, final version for campaign) | 96.4 KB |
Comments
P.S. If you follow the rules development forum on Warseer, this is not a Varingyr codex because I'm just taking the existing Squat background rather than doing 're-imagining'. The Varingyr thread is well worth a read, though.
http://www.warseer.com/forums/showthread.php?t=89616
Ian
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I reckon your idea is a good one, giving them the assault move would represent the move fire move you described nicely. I like the idea of having a dangerous terrain test too as long range heavy weapons that can hide in cover, jump out and shoot things, then go back into hiding without any risk is just scary :P
Also, is it in the fluff that the bikes are two-stroke? ( Just me being bikey :P)
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Well I've been thinking about your bikes too, and the squats in general. For now I'll stick with just a few points.
If you really want a movement rule for the bikes and since they are obviously a little more combat orientated than regular bikers then how about the following. Squat bikes have superior suspension and stabilising systems. This makes them much less prone to getting stuck in terrain although it does slow them down. They may choose to assault like infantry instead of bikes. (So do not have to take dangerous terrain tests but instead take difficult terrain tests.)
I think basic warriors are a little undercosted to add to units, 5pts is cheaper than an Ork!
The other main point issue is having a turbo-charged rhino for the same cost as a standard one. Yours is fast, and gets the option for a heavy bolter. Blood angel rhinos pay 5pts for fast vehicle status that works only half the time.
The gyrocopters are a little scary as a fast tank and squadron of them. Fast attack choice also makes them quite nasty as you could buy them and lots of heavy fire. At least put them in heavy support.
The support weapons are all listed as ordnance is that really intentional? For small blast weapons the only significant change is to make them better against tanks and -1Ld for pinning tests. You're really going to be pounding people with them at 80pts a team when each gun gets 2 shots! Not sure about my thoughts on this.
Looks pretty fun though.
I see what Richard means about the basic warriors, if you compare them to an imperial guard veteran the warriors are tougher and have better Ld but are 2 points cheaper, although I think you make up the difference with the slightly higher points of your upgrades so i'm undecided tbh.
I think the rhino is probably reasonable considering a chimera is 55pts and can have 2 heavy bolters for that ammount. Although I must admit that I don't know about the fast rule, could someone enlighten me?
I agree with richard about the copters, they are rather scary considering they have a TL heavy weapon and a battle cannon for a fast attack choice, I too think heavy support is the better place for them.
With regard to the robots: If you moved the copters into heavy support you could move the robots into fast attack, give them armour values of F:12 S:11 R:10 and give them the scout rule. Not sure how that would fit with the fluff though.
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Sounds good, added to the list of things to playtest. This would also work around the "Peekaboo with a Big Gun" problem for the Heavy Trikes.
Yep, not sure how that snuck in. They should probably be 7pts minimum, 8 or more if the AP4 rule makes it in, and of course the base cost of the 5-model unit reduced so that they don't initially cost 12 points each...
Oops. Too long since I looked at the BA codex. In that case it will be either 40 or 45 for the basic Rhino, and bump up the Heavy Bolter upgrade to 15 if the basic Rhino is 40. That means that with the gun upgrade it costs the same as a Chimera - less firepower and armour, but faster.
Fast means that the vehicle can move 6" and fire all (one in this case) weapons, move 12" and fire one, or move 18" with no firing, embarking or disembarking. It makes them substantially more mobile.
They're just Skimmers, not Fast Skimmers now, which makes Heavy Support an even better fit. Not sure the squadron idea fits either, it had to be a pretty big Epic game before you saw a full company of ten, so I'll drop it down to one per slot.
It's mainly down to an emotional attachment to the old set of four linked blast markers that the original Thudd Gun used in RT and 2nd ed, and multiple barrage being the closest current mechanic.
Option 1 - drop the points a bit and reduce them to one shot per team, that still leaves three small blast markers in a barrage.
Option 2 - keep the number of shots, drop the Ordnance ability but say that the blast markers are still placed according to the multiple barrage rules.
Option 3 - make them simply Blast 2, but that loses quite a bit of the flavour and means an awful lot of scatter rolls per battery.
My preferred option would be number 2 as I really like multiple barrage as a mechanic.
Scouting robots - unsure on this, they tended more towards the clanking hulk end of things than anything you'd see in Fast Attack.
That'll be a success, then. :-)
Ian
EDIT - version 0.21 with some revised points costs and Gyros shifted to Heavy Support should be up sometime tomorrow morning.
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I think the squadron idea is a good one, taking the IG leman russes as an example, they can be taken in squadrons of up to 3 and the copters have a similar loadout what with the battlecannon and all. Maybe you could come to a compromise and have it 1 - 2 per heavy support slot and maybe have it so they have to be within 12 or something, I remember reading somewhere about a unit that had a similar rule, too late at night for me to remember it though.
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You can have barrages that are not ordnance. Barrage rules are separate I think. Think of mortars for example.
So option 2 for the support weapons.
As to the rhino cost, 40-45pts base cost sounds about right. I'd keep the heavy bolter cost at 10pts though. It's a fair points hike to upgrade from a storm bolter.
One of the sneakier things that's possible in your list is mobile heavy weapons, if it's a rhino then it's still able to let 2 people fire out of the top hatch. If the guys inside are wearing exo-armour that's potentially 2 multi-meltas moving around the table!
OK, the squadrons stay in, it's not like I'll ever have time to scratch-build/convert 9 Gyrocopters anyway unless I find some cheap toy somewhere. Also it gives the option of three Gryocopters and some other heavy support.
Aye. Looking at the barrage section again it even gives an example of the Ork Lobba which is Barrage but not Ordnance. Blast 2 + Barrage it is, then.
And Heavy Bolters/Autocannon from the Thunderers if they get into some else's Rhino. There's a reason why the Thunderers didn't get a transport option. At least it's still limited to 6" movement...
Thanks again for the feedback.
Ian
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Version 0.21 now added to the first post, with some points changes, the Gyrocopter moved to Heavy Support and Ordnance dropped from the Support Batteries.
For the Exo Armour, what do people think about Power Weapons v. Frost Blades v. coming with Powerfists? Model-wise they all have big Power Axes but I quite fancy trying to make a couple of left arm replacements with Powerfists.
Ian
P.S. Sometime this week I'll be making a duplicate thread on Warseer and putting a link here, it'll be interesting to see what the feedback is like there.
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Those changes sound good, I think the idea of giving the exo armour power weapons rather than power fists as standard a good one, maybe have the ability to upgrade to the frostblade equivalent for say 10 pts and a power fist for 15/20 pts.
I didn't notice the living ancestor last night (not enough caffine!), looking at it now the fact that he is T6 and can have a guild bike is a bit worrying as that would give the potential for a T7 psyker speeding round the board with a force weapon!
I like the servo harness idea too, maybe have it as an upgrade though as I assume it will come with a servo arm?
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I'd prefer frostblade equivalents as standard (Rune Axes?) with the option to upgrade to Powerfists, but that's partly just wanting them to have higher Strength.
EDIT - just had another look at the Space Wolves codex, Frostblades and Powerfists cost the same there, so I'll just give Exo Armour the option of either Rune Axe or Powerfist as part of the cost. The Hearthguard are still going to be striking after Marines in any case.
For non Exo Armour models I think I'll swap out the Power Weapon option for a Rune Axe at the appropriate points cost, but only for Hearthguard/Warlord/Guildmaster - the regular unit leaders won't get such big axes!
T6(7) Ancestor - good catch! There's no way that the Ancestor should be immune to S3 weapons. Maybe change to T5, W2, Eternal Warrior which will still be pretty nasty. The Force Weapon option I'm not sure about anyway, even on a 1A model.
Ian
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Two-strokes - yep, managed to find it at last. Excerpt from WD111:
"What have they got left to send us?" he asked. "Land Raiders? We'll need some real firepower to cut through these greenskins"
The Sergeant smiled.
"Not quite Land Raiders, no" he said. "Squats."
"Squats? We'll need half a company to get out of this alive, let alone push forward!"
Even as Bredon spoke, over to the right there was a noise like a dozen thunderstorms all at once. Four squads of Orks went down like wheat in a hurricane, and the others instinctively turned and dug in against this new threat.
Sergeant Tovin smiled as the snarl of half a dozen two-stroke motors grew louder. Through the smoke, the silhouettes of a formation of heavy weapon trikes raced towards the Second Platoon, raining death on the Ork positions.
"We've got our firepower."
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Haha, nice!
Is WD 111 all about squats?
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They were the main feature for that issue, with 20+ pages of new background and an army list. I'll be bringing it along tomorrow.
Ian
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Awesome, i'd love to have a little read through some of the background for them as all i've currently read is what you've posted :P
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Yet another version up.
Exo Armour standard loadout changed to a Bolter and a free choice of Powerfist or Rune Axe (+1S Powerweapon).
A few more points changes.
Revised layout and wording for some of the options, trying to make it clearer that Warlords and Hearthguard can swap out their Bolters after buying Exo Armour.
Added a Stronghold Standard as an option for one Hearthguard model in the army - 30 points, all Squat units within 12" get +1 Attacks and the unit carrying it can re-roll failed Morale checks. More expensive and slightly less powerful than an SM Chapter Banner, but held by a more resilient model.
Equipment section is more fleshed out, and includes all the 'standard' equipment as a list of things to look up in the rulebook summary pages.
Guild Bikes changed from +1BS to making assault moves as Infantry.
Increased cost of Trike Missile Launchers to 10 points.
Living Ancestor powers - I've dug out the old Squat power cards from 2nd ed Dark Millennium:
Domination - target within 12" could be forced to perform one actuion under control of the Squat player.
Hammer of Fury - nearby enemy models all got pushed back from the Ancestor and took S5 hits.
Mental Fortress - nearby friendly models got saving throws against psychic attacks - bear in mind that saves stacked in 2nd ed.
Force Dome - pick a small area of the battlefield, nobody could move or shoot in or out of that area until a really hard Strength test was passed to break it down.
These are quite useful as inspiration, so here goes for some 5th ed equivalents (all require a psychic test):
Domination. In the shooting phase, the Ancestor can choose any enemy model within 12" that has a Leadership value. Both models roll a d6 and add it to their Leadership value. If the Ancestor wins, the enemy model cannot perform any voluntary actions in that player's next turn, and will be hit automatically in close combat.
Hammer of Fury. All enemy units within 12" are forced d6" directly away from the Ancestor model and take a Pinning test. Any models that would be forced into impassible terrain, other models or the table edge will stop. This power does not work on vehicles or units locked in close combat.
Mental Fortress (start of turn power). Until the start of the next Squat turn, all non-vehicle Squat units within 6" of the Ancestor gain a 4+ invulnerable save.
Force Dome doesn't fit that well with the current game. I wondered about keeping the Mental Fortress power as a psychic defence, but thought that the Ancestor getting a Space Wolf-like 24" 4+ anti-psychic piece of wargear would probably fit better. I'm currently thinking in terms of Ancestors having all three powers but only able to cast one per turn.
Ian
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Changes look good!
In terms of the Ancestor, have you considered having the option to upgrade him to say an ' Elder Ancestor ' that lets him use 2 psychic powers per turn in much the same way as a SM librarian can be upgraded to an Epistolary?
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After the 500 point games last night I've made quite a few changes, including adding a change list to the PDF...
The biggest change is fleshing out the Living Ancestor, Here are the powers:
Ancestor Powers
Living Ancestors may normally use one psychic power per turn, and have all Squat psychic powers. Unless otherwise specified, their powers are used at the start of the Squat turn and do not require line of sight.
Domination
The Ancestor can choose any enemy model within 12" that has a Leadership value. Both models roll a d6 and add it to their Leadership value. If the Ancestor wins, the enemy model cannot perform any voluntary actions in that player's next turn, and will be hit automatically in close combat. If the model is in a unit, the rest of the unit can move as long as they stay in unit coherency, Fall Back moves are made as usual.
Hammer of Fury
All enemy units within 12" of the Living Ancestor are forced d6" directly away and take a Pinning test. Any models that would be forced into impassible terrain, other models or the table edge will stop. This power does not work on vehicles or units locked in close combat.
Mental Fortress
Until the start of the next Squat turn, all non-vehicle Squat units have a 4+ invulnerable save whenever they are within 6” of the Living Ancestor.
Force Dome
Until the start of the next Squat turn, any unit wishing to assault the Living Ancestor or his unit will make their assault moves as if moving through difficult, dangerous terrain.
I'm not too sure of the power level of those, but he's not cheap and the few options available get expensive fast. To get around the T6(7) problem on a Bike I've removed the option of a Bike and instead, based on the old Ancestor in a sidecar model, given him a sidecar as a piece of equipment that allows him to move as a Bike if in a unit with a Warlord, Guildmaster or Hearthguard on Bikes.
Full change list:
Removed option for Warrior units to swap Bolters for twin-linked Bolt Pistols.
Removed option of a Guild Bike for the Living Ancestor.
Removed provisional rule giving Bolter weapons AP4.
Removed provisional option of a dedicated transport for Thunderers.
Added Ork Grudge as an army-wide rule.
Added Attack Squad Troops choice.
Added Ancestor Sidecar & Force Rod equipment.
Added Ancestor Powers.
Added Conversion field equipment and options for characters.
Added Grudge Banner to the equipment section, changed name in unit options.
Added Flamer option for Hearthguard.
Added table of contents.
Added Melta Bombs option for Warlord.
Added BS & I reductions to SM Dreadnought reference.
Reduced cost of Support Battery by 5, reduced armour save to 5+ to match other units.
Changes to Living Ancestor stats.
Changed layout for some unit options.
Increased cost of Missile Launcher option for Hearthguard.
Increased base cost of Combat Engineer Squad by 10.
Increased cost of Ancestor’s Force Weapon option.
Ian
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Apocalypse unit - the Land Train!
The Land Trains of the Squats were large mechanised transports originally used for transporting goods and people from Stronghold to Stronghold in adverse conditions. After the betrayal of the Squats by the Orks, many Land Trains were refitted as fighting vehicles.
A Land Train is made up of an Engine which carries the Void Shield generators, plus a number of Battlecars for different purposes. You can't have duplicates of any Battlecar type unless you already have one each of the four basic types. You can't have a third of any type unless you already have two of each of the basic types.
The Land Train originally appeared in White Dwarf 151, with additional Battlecar designs appearing in the Citadel Journal. You can see some photos of Land Trains towards the bottom of this page, here and here. SoL link to catalogue page.
Squat Land Train Engine
BS3 Front 14 Side 14 Rear 13
Superheavy Tank
Structure Points: 3
Void Shields: 2+
Lumbering
Battlecars
Weapons:
Hull-mounted twin-linked Battlecannon.
Turret-mounted twin-linked Battlecannon.
Hull-mounted Doomsday Cannon.
Sponson*-mounted Bolters x 8 (*not shown on the original model, so mounting will depend on your scratch-build).
Doomsday Cannon
Lumbering - the Land Train Engine can move up to 12" per turn if there are no Battlecars attached, otherwise it is limited to 6".
Battlecars - The Engine can tow up to seven Battlecars. The Engine's Void Shields will cover all Battlecars attached to it, and will gain one Void Shield per Battlecar attached. Battlecars only gain Void Shield protection by being attached to the Engine or a Shield Battlecar.
When shooting at the Land Train, you need to specify which Engine or Battlecar is being targetted. If a Battlecar in the middle of the train is destroyed, the two halves of the train can move independently. If the Engine is destroyed, no part of the train can move.
Mortar Battlecar
BS3 Front 12 Side 14 Rear 12
Superheavy Tank
Structure Points: 2
Void Shields: adds one to train
Lumbering
Weapons:
Hull-mounted Siege Mortar (as IG Colossus Siege Mortar but Ordnance Barrage 2).
Sponson*-mounted Bolters x 2 (*not shown on the original model, so mounting will depend on your scratch-build).
Lumbering - Battlecars can move 6" per turn, as long as the Engine is still intact (even if not attached).
Dragon Battlecar
BS3 Front 12 Side 14 Rear 12
Superheavy Tank
Structure Points: 2
Void Shields: adds one to train
Lumbering
Weapons:
180 degree to the front Inferno Gun (see Apocalypse book, Imperial Titans).
Sponson*-mounted Bolters x 2 (*not shown on the original model, so mounting will depend on your scratch-build).
Berserker Battlecar
BS3 Front 12 Side 14 Rear 12
Superheavy Tank
Structure Points: 2
Void Shields: adds one to train
Transport Capacity: 25
Lumbering
Assault Vehicle
Weapons:
Turret-mounted twin-linked Autocannon .
Sponson*-mounted Bolters x 2 (*not shown on the original model, so mounting will depend on your scratch-build).
Assault Vehicle - for the purposes of transported models only, the Battlecar counts as being open topped.
Bomb Battlecar
BS3 Front 12 Side 14 Rear 12
Superheavy Tank
Structure Points: 2
Void Shields: adds one to train
Lumbering
Weapons:
180 degree to the front Rad Bomb.
Sponson*-mounted Bolters x 2 (*not shown on the original model, so mounting will depend on your scratch-build).
Rad Bomb
Rad Bombs wound non-vehicles on a 4+ with no armour or cover saves allowed. Vehicles will be Stunned on a 4+.
Fireshield (additional Void Shield generators), iron Eagle (Gyrocopter spotter) and Skyhammer (AA missiles) Battlecars to come...
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After some more games and discussions, the main change in version 0.31 is to boost the points cost of the basic Troops Squats by a point, and I added the Robots as a distinct unit.
I'd only meant to change the Troops points costs but got a bit carried away... but this will probably be the version to be used for the campaign.
Full list of changes:
HQs - dropped Warlord and Guildmaster to T4 without points reduction.
HQs - increased cost of Guild Bike option for HQs by five points.
Warrior Squad and Assault Squad - increased base cost by a point per model.
Warrior Squad - increased cost of Missile Launcher option to 15 points.
Thunderers - made option to swap Heavy Bolter for Autocannnon for free (after costs in the IG codex).
Thunderers - added Melta Bombs option for Leader.
Thunderers - changed wording of Speed Loaders rule to make it clear that the Loaders can shoot instead of loading if they want to.
Robots have been fleshed out, somewhere between Killa Kans and SM Dreadnoughts in price and ability.
Guild Bikers & Trikes - corrected typo where they still had BS 3(4).
Termites - dropped BS to 3 and removed Drop Pod Assault as it is too reliable for Termites.
Living Ancestor - dropped save from 4+ to 5+.
Living Ancestor - added Medikit/FNP option to represent their medical skills.
Hearthguard - increased base cost by five points per model, reduced Exo Armour by five points (Exo cost now matches SW WG Termy armour cost with equivalent CCW).
Equipment - added Exo Armour Trikes as a separate option from taking both Exo Armour and a Guild Bike, and added the related Power Lance.
Ian
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Lots to look at.
I don't like the ancestor, either he is the equivalent of a psyker or heals his brethren. Medic and super psyker is a bit much, even it it does cost a lot for all that.
As for the powers...
Domination is very potent against characters and still pretty mean against unit leaders but the short range and roll-off means I think it should be neither too potent or lacklustre. Eldar farseers will hate you.
Hammer of fury is rather like a combination of the old fear of the darkness power meets pavanne of slaanesh. In other words sickeningly powerful and virtually absurdly good. No, no, no. A power that effectively pushes everyone out of assault range (unless they have fleet) is quite simply too potent.
Mental fortress is also a power I feel is too good. A 4+ invulnerable save for all units within 6"?! Please don't forget that you've said units, not models for this power and if the ancestor is in a transport current rules would mean you measure from the transport. Kustom force fields for Orks are arguably too good and they have no effect in combat (not to mention only a 5+ save for infantry). For a comparable power look at force dome for the space marines. That gives a 5+ invulnerable save for the librarian and the unit he is with only.
Force dome is nice, not too potent but useful and effective.
Hearthguard need a reason to take a rune weapon or powerfist on its own. Currently they pay the same for the weapon as they do for exo-armour which comes with it.
The stroghold standard seems a bit awesome for 30 points as it combines a grudge banner with +1 attack for all units within 12"! The comparisons I can see are with the marine chapter banner and dark angel 1st and 2nd company standards which give rerolls to morale for units within 12" and +1 attack for just the unit carrying it, priced at 25pts. So is there a mistake or is it really meant to be that brilliant?
Grudge banners also seem a bit cheap. Reroll for leadership tests combined with stubborn means they really aren't going anywhere.
I think the warrior squad are paying a bit too much for their multimelta. It's the same as for hearthguard but warriors do not have the possibility to move and fire. I think 10pts is a bit more in keeping.
I don't think the engineers need krak grenades if they come with melta bombs.
That's it for the moment.
Good work.
Ancestor medic - I'll just drop the option. It's not like RT medic abilities were anything like as powerful as current ones, it was something like spending a turn in BtB contact with a casualty to have a chance of them getting up again. For Marines the medics were more powerful because they got half-points back for dead models they reached, due to retrieving the progenoid glands.
Hammer of Fury at a minimum should be reduced to 6" range, but you'd have to roll pretty high to stop other units getting into combat. On the other hand it's generally only a 6-turn game...
Maybe just make it 18" Pinning checks with no forced movement.
EDIT - the 2nd ed. Hammer of Fury was 9", forced models 3" away (in an edition where models mostly moved 4") AND caused S5 hits!
Mental Fortress - OK, make it like the Mark of Tzeentch, with units getting +1 to their Invulnerable save, or a 6+ Invulnerable if they don't have one? Either that or models within 3-4" get a 4+ Invulnerable, meaning that you have to bunch up in a perfect pie-plate formation to take advantage of it.
I sometimes struggle to find a balance between the insanity of RT and 2nd e. psychic power and the current power level of the game.
Force Dome - I'll have to change the name, I'd not spotted that the SM Librarians had 'borrowed' it!
Hearthguard weapons v. Exo Armour - Wolf Guard only pay 2 points for Terminator Armour over having the SB and PW, so I'm not too bothered about pricing. One thing that would encourage it and that I'd been considering anyway is to stop Exo Armour getting into Rhinos. On the other hand with the lack of Run they'd be screwed in Dawn of War...
Stronghold Standard - I misread the Chapter Banner and got the unit/12" abilities the wrong way around. Oops.
Grudge Banner - what do you think would be a reasonable cost? Would you leave it at 10 points if the squad leaders dropped to Ld8?
Warrior Multimelta - agreed.
Engineer Krak grenades - agreed, I forgot to remove it when moving Meltabombs from an option to standard equipment.
Thanks a lot,
Ian
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Glad to hear that was just a mistake with the stronghold standard.
Grudge banners I think should either be 15-20pts with the leader staying Ld 9 or 10-15pts dropping him to Ld 8. Re-rolls to Ld are very valuable, it's 10pts for undivided icons (for example) but those units are not stubborn.
Hammer of fury is cast at the start of the turn! You can move away if you want. Even a 6" range would be enough to pretty much guarrantee keeping out of combat.
Mental fortress would work if you said the unit "he and the unit he is with" or "models within 6" gain a 4+ invulnerable save. I favour just giving one unit the benefit personally.
Change the name of Force dome to Snare (or Force Snare) perhaps?
With the hearthguard, 20pts for a rune weapon would make sense to me. (Same cost as wolf guard for a frost blade.) Terminator armour restricts the wearers weapon options (a bit) and stops them from being transported in rhinos. They also have a number of other factors. (Such as being 1 wound!)
Final version for the campaign:
Dropped squad leader Leadership to 8.
Living Ancestor’s Medikit/FNP option removed.
Living Ancestor’s powers swapped around in name due to the Space Marine codex having ‘borrowed’ Force Dome. Hammer of Fury has been changed to Pinning checks and S5 hits with no forced movement.
Hearthguard Powerfist/Rune Axe option dropped by 5 points.
Combat Engineers - removed Krak grenades as they also have Melta Bombs.
Warrior Squad Multimelta option dropped to 10 points.
Exo Armour - removed ability to fit in a Rhino.
Stronghold Standard effects swapped around as this was due to mis-reading the SM codex...
Ian
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That last update incorporated most of Richard's suggestions plus a few other bits. My next step is to look at whether the Support Battery should be split out into different types of gun rather than having a slightly odd mix of shooting modes.
This won't affect the campaign because I don't have any Support Batteries in my list.
Model-wise, it's Thudd Guns, Mole Mortars, Tarantulas and Rapiers.
http://solegends.com/citrt/rtb03devastators.htm
http://solegends.com/citrt/rt304thuddgun.htm
http://solegends.com/citrt/rt505imperialrapier.htm
Thudd Gun would be multi-barrage, single fire mode, no special rules. I'd like to make then Heavy 4, Blast to match the model, old rules and Thunderfire, but a battery of three of them might get a bit much...
Tarantulas and Rapiers could happily be combined into a single direct-fire weapon, with either twin-linked Lascannon or Multimeltas.
Mole Mortars would keep their multiple profiles.
Like Eldar batteries, you would buy the teams and then buy the weapons for each team, but to make life easier you can't mix weapons in the same unit.
Ian
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Suggested stats and points.
Buy a pair of crew for 20 points, then add the cost of the artillery.
Thudd Gun (60 points)
Range 12-48", S4, AP5, Heavy 4, Barrage, Small Blast. EDIT the AP should probably drop to either 6 or '-' or it gets too effective against light infantry for the cost.
Tarantula
Twin-linked Lascannon (30 points)
Twin-linked Multimelta (20 points)
Mole Mortar (50 points)
Airburst - Range 12-60", S4, AP5, Heavy 1, Barrage, Large Blast, Ignores Cover, Can't Fire Directly
Ground burst - Range 12-48", S5, AP5, Heavy 1, Barrage, Large Blast
Subterranean burst - Range 12-60", S4, AP-, Heavy 1, Barrage, Large Blast, *Tremor
*Tremor - as SM codex p73.
Ian
n/a