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tneva82 |
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Joined: Mon Oct 25, 2004 12:17 pm Posts: 606 |
As does crisis suit. It's PILOTED by tau. It's not motivated by tau pilot's own movements as say space marine power armour is. . On the epic field of battle, tanks, we's etc are much more interesting targets than infantry. |
nealhunt |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA |
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tneva82 |
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Joined: Mon Oct 25, 2004 12:17 pm Posts: 606 |
For starters that 4+ inv is rarely used extra item(are you willing to have firepower reduced then)? Secondly dead crisis suit is worser, much, than dead terminator. Each terminator doesn't carry 2 highly deadly weapons. They carry 1 small arm gun. See warwalker comments, they are not closer to warwalkers. |
CyberShadow |
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Joined: Thu Jan 02, 2003 6:22 pm Posts: 9348 Location: Singapore |
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Tactica |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241 |
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tneva82 |
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Joined: Mon Oct 25, 2004 12:17 pm Posts: 606 |
So is wraithlord...40k definitions should not be 100% followed anyway. I'm sure some eldar players would love to have their wraithlords as infantry. Somebody challenged (tneva?) that a battlesuit doesn't move on motion of the guy inside - heh, I have no idea. |
HecklerMD |
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Joined: Sun Jan 02, 2005 5:42 am Posts: 201 |
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asaura |
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Joined: Fri Sep 05, 2003 11:34 am Posts: 481 |
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nealhunt |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA |
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Tactica |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241 |
Asaura, Happy to offer some info which may allow you to answer your 40K 'agility' question. I figure its best to explain in lamens terms the various points of 40K which may be on topic to your question, and let you see if any of it applies to what you are thinking about. [Fair warning for most - this is long! I'm offering my summation of some 40K rules to Asaura to answer his question - very OT and will not have much to do with E:A topic at all. You may wish to just skip this post] 40K deals with Infantry in a host of ways. Some of the most common are actual classification type, difficult terrain, speed, charge distance, and whether or not it can ignore the terrain all together. Classification type with further depict whether you start on the field or in reserve in certain mission security levels too - but I'm getting ahead of myself. The troop classification 'type' determines the rest of the characteristics I think you are describing. 40K Infantry: Those that aren't vehicles and don't fit any of the other classifications below. They typically move 6" and charge 6". They treat difficult terrain as "difficult" meaning they roll 2d6 and pick the high dice to see how much they can move that turn. This may not even take them into the terrain they want to enter - which means they are 'cautiously moving toward the terrain'. Some terrain gives cover and Infantry can use cover saves in place of armor if they want. This is your basic space marine, eldar, guard, and Tau firewarrior/pathfinder, terminators, necrons, eldar wraithguard, aspect warriors, orcs, nobs. 40K Jump Infantry: Those that are infantry, but have something affording them great leaps and bounds on the battlefield. In rules, there are those that work as "Jump Packs" or "Jet Packs" (even if you have wings). Both jet and jump packs ignore intervening terrain as the move, and treat all difficult terrain as dangerous if they land in it. Both can move into the same places regular Infantry can. Jump packs move 12 and assault 6. Jet packs move 6 and assault 6... however, Jet packs allow you to move away from the enemy in the assault phase. This is a bonus for things like Tau crisis, stealth, and drones as they are examples of Jet (not Jump) Pack equipped Jump Infantry. The Jet Pack vs. the Jump pack sacrifices some of their distance initially, but makes up for it as it allows them an 'evasion' manouvre to get out of LOF of the enemy before they have a chance to fire. Typical Jump (not Jet) Pack equipped Jump Infantry are swooping hawks, assault marines, and tyranid things with wings. 40K Bikes/Jet bikes: Bikes are still infantry in 40K. They move 12 and charge 6. They can turbo boost by going 24 but cannot go through terrain. When they turboboost, their armor 3+ save becomes a 3+ invulnerable save to shooting until the bikes next move (hard to hit) In combat, they go down like regular troops. Bikes also confer a +1 Toughness (makes them harder to wound). Bikes are not impeded in distance by difficult terrain when moving (outside of turbo boost) but when they go through the terrain, it is dangerous to them (similar to dangerous terrain in E:A, roll a 1, take a no save wound). Jet Bikes are basically regular bikes, but they get to ignore intervening terrain when they move as they can move over it. Examples of regular bikes are marine bikes, marine assault bikes, scout bikes, chaos bikes - Jet Bikes are the likes of Dark Eldar, Eldar, and Necrons. 40K Cavalry: Mounted Cavalry deal with difficult terrain differently than Infantry. They move like infantry with a base move 6, charge 12. In addition though - they may forgo any chance to shoot in effort to move further. This is call Fleeting. Instead of shooting, you may fleet by rolling a single d6 for the entire unit, and thats how much additional move they get during the shooting phase after they've already been moved in the movement phase. Fleeting ignores difficult terrain. In difficult terrain, they roll 2d6, pick the high dice, and multiply by 2. Typical examples of Cavalry are IG Rough Riders, Daemonic Cavalry like Fleshhounds, or Chaos characters with the Daemonic Speed chaos gift. 40K Monstrous Creatures: These are larger - much larger beasties. They move like infantry, jump infantry, or Cavalry depending upon what load out they have. That means they can get really fast and in your face. In difficult terrain, they can barrel through it, so they roll 3 d6 and pick the high dice. These things are as big as many vehicles and as such may always be seen unless a vehicle is blocking them! All the above forms of infantry do not block a Mostrous Creature from LOF. 40K Artillery: These are regular Infantry that have an accompanied large piece of weaponry significant enough that it itself may be damaged even when the crew are not, or vice versa. They work like infantry with the acception that when they are shot at, you have to determine whether you randomly hit the machine or the infantry or both. (This is in effect a warhammer fantasy concept basically) Note: the pice of equipment they are carrying would be armor 10 all the way around and is what E:A would call a light vehicle. ===== Now, infantry classifications asside, there are also Universal special rules such as "Slow and Steady" "Scout", "Fleet", "Infiltrate", and "Deep Strike" which further hinder or help the above. Slow and Steady Means you you ALWAYS count as moving through difficult terrain, even when you are in the open... so your move distance is always random and rarely at full speed whether moving or charging. On the other hand, this creates a very stable mobile firing platform for high rate of fire and heavy weapon systems. Thousand sons Terminators, Thousand Son Marines, and Obliterators are all examples of Slow and Steady Infantry. Note: he new Tau Empire Broadsides will also have the ability to upgrade from Infantry to become Slow and Steady via whats known as the Advanced Stabalization System in the FW:IA3. |
clausewitz |
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Joined: Thu Jul 07, 2005 2:02 pm Posts: 916 Location: Glasgow, Scotland |
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tneva82 |
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Joined: Mon Oct 25, 2004 12:17 pm Posts: 606 |
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asaura |
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Joined: Fri Sep 05, 2003 11:34 am Posts: 481 |
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Honda |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas |
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