This ability is also somewhat limited by Squat mobility. The troops can't move very quickly, and none of them are Fleet, so a good scatter can trouble them. I do need to define access points as sides and rear, though - whoops!
Someone had a cool picture online, and I couldn't find another better suited. Weapons and Options can add sometimes, but they can also subtract. It's weird. Thunderers with a full heavy weapon range, for example the OOP models can come with pretty much anything.
Well, then they're a catchall - don't really need to use the units a specific way at all. You see this with Marines a lot more so with each edition, it seems. Same for Trikes. Kings could use more, maybe, but they can already do everything I thought they should be able to strong in hand-to-hand and can Deep Strike in Mole Tanks or move fast with bikes.
In this regard, the 3rd edition Necron codex served as an example. Everything was Gauss this or that, no sergeant or exarchs or anything, very small unit range 3 HQs counting their special character, 3 Elites, 1 Troop, 3 Fast Attack, 3 Heavy Support?
They did well even through 4th edition, though, and only need a rewrite because the C'Tan can be insta-gibbed and melee and vehicles have become much more powerful relative to shooting. That, and you don't really need options for more flavor. Thudd guns have no options at all, and they're terrifying. I've thought an awful lot about those. There's an Imperial Guard artillery unit in an Imperial Armour once again for regular games that's very similar.
Sorry if I'm being resistant to suggestions. I'll definitely keep them in mind. Very neat stuff! Palm Beach, FL. Do wrecked vehicles that come back to life still give up their kill points? Can you get multiple kill points by wrecking a vehicle 2 or more times?
Oh, thanks. Was thinking, "Well, if he buys a bike, of course he'll want to join Bikers. Good question on the kill points - I hadn't thought of that! Thinking about it, it seems logical that you could.
That would be a nice counter-point to the powerful ability, too. Let's go with yes, you keep kill points for each time you kill a vehicle allowing for multiple kill points , and I'll test it in my next match. Dances with Squats. Lost in the Warp. This looks excellent. I've only had a chance to scan read and look at your fluff sorry and I love the effort you've put in. I'll probably come back with a few more questions later but first How come the trikes only have a heavy bolter or lascannon?
The models predominantly had multi meltas My 8 certainly do and this option would be a nice nod to us oldies who still run a large number of original models. Same again for thunderers. All those lovely grenade launchers, heavy bolters, meltas and lascannons going to waste.
Keep it up, whilst its not quite how I saw the survival of the squats, it's excellent and clearly a labour of love. The stunties will laud you for its creation. Oh and "the Compact" how I wish I'd thought of that. Orks most certainly do have ding dongs. I hope I can come up with an adequate answer for the heavy weapons. I love efficient, well-written codices that have specialized unit roles that interrelate and work well together.
I liked about half of the Eldar codex very well the half I see as reasonable to field , and was a big fan of the Necron codex. A place for everything, and everything in its place. Thunderers and Trikes with every sort of heavy weapon under the sun they could mount almost anything, as I recall , are a sort of catch-all. Sappers would certainly be out of a job. By restricting choices, not only do units have clearer roles anti-infantry, anti-heavy infantry, anti-tank, anti-heavy tank , but you also have to plan a little more carefully.
Can't just take a Thunderer Squad with one of everything just in case! I'm probably violating canon unforgivably here, as Squats could very well be argued to field any number of heavy weapons they want in any configuration. Then again, canon's been deleted wherever possible anyway.
Multi-meltas would be good to have on Trikes, though I'll take another look at those. I might very well add in all of the other heavy weapons at some point I certainly didn't skip it so far because I was lazy! If you really want to simulate having them, use reasonable costs for them and use instead of what's in the codex - can use any of the Devastator squad variants for weapon costs, added to the cost of a basic Squat PDF 7 points.
Sorry I wasn't criticising per se, just got over excited by seeing someone else interested in my force and not just to slate them or spout twelfth hand nonsense about them and these were the things I noted before I had to do some actual work. My viewpoint is one of a Rogue Trader player since '87 who has recently spent too much time converting my force to be 5th legal using IG. So I'm used to being able to have what i want, where i want and the only person responsible is me.
Will try to use your codex for a couple of games and see what I think. Example 6th edition Codex Space Marines All codices had a standard grey name and the word codex. Early 7th Edition codices continued this styling…. The Codex Astartes is a great and sacred tome of military organisation, strategy and tactics written by Roboute Guilliman, the primarch of the Ultramarines Space Marine Legion.
The supplement, like its siblings, provided army-specific datasheets, rules, and bespoke Crusade content for the Space Wolves chapter of Space Marines. The Ultramarines are considered one of the strongest and most honoured of all the Space Marine Chapters in the Imperium of Man, and were responsible for almost single-handedly holding the Imperium together after the Horus Heresy.
Warhammer Fantasy Battles is dead and gone. Yes and No. Currently they table top is in what is called The Age of Sigmar. The game play of Rogue Trader was heavily oriented toward role-playing rather than strict tabletop wargaming. This original version came as a very detailed, though rather jumbled, rulebook, which made it most suitable for fighting small skirmishes.
Much of the composition of the units was determined randomly, by rolling dice. A few elements of the setting Bolters , Lasguns , Frag Grenades , Terminator Armour can be seen in a set of earlier wargaming rules called Laserburn produced by the now defunct company Tabletop Games written by Bryan Ansell.
These rules were later expanded by both Ansell and Richard Halliwell both of whom ended up working for Games Workshop , although the rules were not a precursor to Rogue Trader. Soon the Games Workshop hobby magazine, White Dwarf , started making army lists and devising strategies for people to use in these Rogue Trader games.
New models were released by Games Workshop for the line and the many people who had always enjoyed Warhammer Fantasy were now thrilled at the idea of Warhammer 40, as a tabletop wargame, which was essentially a dark science fiction or more properly a dark science fantasy setting with many of the same tropes and elements as its dark fantasy counterpart. The 2nd Edition of Warhammer 40, was released in as part of Games Workshop's strategy to appeal to a younger fanbase and greatly expanded the number of factions and armies that could now be played.
The release of this edition was marked by the production of a boxed starter set containing Ork and Space Marine models with dice and a rules book. The animating idea behind this edition of the game was to provide more opportunities for players to participate in larger battles.
Also special characters were introduced to replace the older concept of battlefield heroes the earlier edition only had three generic "heroic" profiles for each army: champion, minor and major hero. New rules were also provided for the use of psychic powers which were essentially the equivalent of the magical system deployed in Warhammer Fantasy. True codexes as they later became known to fans of the game were still not available for these early editions, but the army lists and background information for Warhammer 40, printed in White Dwarf became far more deeply detailed.
Later in the edition's publication run, beginning in , Games Workshop introduced the first codices for each of the playable faction's armies, though they were far smaller and contained a great deal less fictional background information what fans refer to as "fluff" than the codices of later editions.
The 2nd Edition was substantially more colourful and the new codices reflected this fact. More detailed information, such as background and organisation, was included, adding more depth and details to the Warhammer 40, universe. The 3rd Edition of Warhammer 40, was released in and like the 2nd Edition, concentrated on streamlining the rules for larger battles.
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