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Adeptus Mechanicus - Knights

 Post subject: Adeptus Mechanicus - Knights
PostPosted: Tue Aug 30, 2016 4:09 pm 
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Hi all,

We've recently been playing through the armies we have to hand, those being Squats, Marines, Titan Legions and Imperial Guard.

One of the things we've noticed is compared to 40k and how we envisage knights they seem really weak in NetEpic.

Two main areas of concern -

Resilience - they don't have the super heavy ability and they don't have multiple wounds / structure points. One shot on the whole going through their armour kills them.

Close assault factor - wow incredibly low, these things stride across the battlefield wiping whole squads of elite close combat specialists from the board in 40k.. We had a situation the other day when an Imperial Commissar had a higher base CAF than a close combat specialist knight!

Points wise if they could be improved upon in the areas above I think they are viable, but they really do need looking at.

Suggestions (need to figure out how this would look points wise)

Increased CAF base of 7 close combat at least 8, brings them in line with Warhounds which seems reasonable to me..

Give them super heavy or a few structure points to increase the resilience.

Stomp - allow them to hit all troops engaged with them (inf pinning class) with a 5+ 0 TSM hit at the start of combat to show them stomping around (as per 40K)

These guys are desperately in need of some love.. It looks like most factions have evolved and developed but these chaps got left behind.

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 Post subject: Re: Adeptus Mechanicus - Knights
PostPosted: Wed Aug 31, 2016 12:10 am 
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No arguements here. Compared to SM1 knights they are indeed "weak".

I would love to bring back the "DR" (damage rating" mechanic from SM1 back. Its basically a wounds system.

Tyranids already have that, so introducing them to other elements would be easy. It would make them resilient without additional rules.



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 Post subject: Re: Adeptus Mechanicus - Knights
PostPosted: Thu Sep 08, 2016 7:51 pm 
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The "Knights" in current W40K have essentially nothing in common with NEG Knights aside from their names. They are probably closer to Scout Titans anyway. Putting stats to the new 40K Knights would be a good idea, but not to replace the current Knights, which are from very old lore.

I actually have come up with a system for a different purpose that might work well here. I'll have to get that typed up properly and post it. It is for converting MechWarrior models into NEG stats. Since I did not want to make hit location charts for each one, I gave them Wound values based on various factors.

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 Post subject: Re: Adeptus Mechanicus - Knights
PostPosted: Sun Sep 03, 2017 10:37 pm 
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7th edition
stats for a knight paladin
WS4 BS4 S10 Armour F13 S12 R12 I4 A3 HP6 Invun save 4+ on one facing
Damocles Rhino
BS4 Armour F11 S11 R11 HP3
BS4 Armour F14 S14 R14 HP4

8th edition
knight paladin
WS 3+ BS 3+ S8 T8 W24 A4 LD9 Sv3+ Invun save 5+ vrs shooting attacks
WS6+ S6 T7 W11
S8 T8 W16

In general 1 hullpoint from 7th works out to 4 wounds in 8th

If you like a simple way to run this is 1 hit for rhinos and smaller.
2 for heavytanks 3 for superheavy tanks and walkers like the knight.

A simple sample first hit causes -1 for all shooting and 1/2 movement speed
2nd hit for superheavy causes -1 all shooting 1/2 range and no movement

Granted you can add extra damage charts and this means you would have to do all units in the same manner
including titans
Some quick examples
D6 roll of a 1 crewstunned no orders or move next turn acts like advance for shooting
2-5 takes 1 hit
6 takes 2 hits (roll on reactor table if no hullpoints left).

D6 1-4 knocked out can be salvaged
5-6 explodes 1d6 burst hits all on 3+

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