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Imperial Robots? How to Base and Use?

 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Mon Jun 02, 2003 3:54 am 
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Greetings all -

I have prolly 20+ of the Imperial robots (Conquerer and Colossus)
from the old IG and SM sprues and am pondering how to base them for use in EA (for scenario-based games, of course! :)

I've considered putting 4 of them on a 'strip' base with a Tech-Marine in the center. I'm not sure if I should keep the two robot-types seperated or mix them. Suggestions?

By the 'ancient fluff' (circa WD 102 or so - I could dig it up for specifics if folks ask), each robot would carry quite a bit of hardware - the Conquerer carries a powerfist (Assault MW), Autocannon and Hvy Bolter (take a peek at a 40k-scale one here: )

Each Colossus has a Seige Hammer (Assault MW?), Hvy Flamer and Bolter (small arms) - you can see one in 40k scale here:

Thanks for any suggestions!
Larry

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Mon Jun 02, 2003 3:57 am 
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I think this would change with how you use them. If you are going to create house rules for them then base them to match.

If you are going to use them as they are in the "use as" list then they are just "ogryn" and I would base then in three or four to a stand.

Just my thoughts.

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Mon Jun 02, 2003 4:25 am 
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We base them separately, as in SM1 & SM2, like Dreadnoughts. ?

I have all those models in detachment strength. SM1 had separate stats for each Robot, now I feel that was too cumbersome.

Fire Power Issue 1 has rules for E40K, -
Speed 15cm;
Range 45cm;
Fire Power 1;
Assault 2;
Armor 6+;
Rapid Fire. ?

Or just use Dreadnought stats. We have 5 Robots per detachment and they're sorted by type mostly, but I have some mixed dets. too., and even complete Robot Companies.

I think basing 4 on a stand is not the way to go, and they should be move as individual models, like Dreads. But I'm very "old School" ... :)

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Mon Jun 02, 2003 4:48 am 
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I concur with L4

I think of them as umanned Dreadies.  Thus, mine are all based individually on 1 cent coins.  If you want to use them in groups, you still can.  It allows maximum flexibility with your minis

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Mon Jun 02, 2003 9:13 am 
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I base them individually using 20mm plastic square bases (though at the moment I am using the Dreads from the plastic Stompers box set as robots). As they are "different" to the current model they make ideal robots.

Imperial Robots Page



For rules, there are rules for robots in one of the Firepower magazines.

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Mon Jun 02, 2003 9:24 am 
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I'd say that you base them 1 to stand, so that in other circumstances (Tournaments, etc) you can use them also as Dreadnoughts. And the smaller the base, the more flexible the squad is.

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Mon Jun 02, 2003 6:14 pm 
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Way back in the days of AT-1 / SM-1, I based my metal robots / Dreadnoughts / Eldar walkers on what I think were quarter inch (maybe 1/2 inch?) metal squares and it was mainly for stability.

By SM-2 / TL, I based them on the round slotta bases they came with and in the case of the plastic robots, I mounted them on 20mmx20mm Epic plastic square bases.

I tried mounting them as singles, but they looked lonely so I added four SMs around them. I like the look of a robot with an accompanying infantry screen.

By Epic-40k, I mounted all the good metal Dreadnoughts, Robots, etc. on pennies.

All of my E-A builds are mounted on pennies.

I like pennies the best of all the mounting types. I also use pennies to base power armor for Dirtside II.

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Mon Jun 02, 2003 7:10 pm 
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If you live in the US, talk to someone who deals with vending machines for lots of free bases.  They get all sorts of tokens and slugs that people put in machines to try to get stuff for free.  I probably still have 50 roughly quarter-sized tokens that people pulled out of the paper machines.  I use them for things like dreads or Warmaster characters.  I'm sure they would work fine for robots or IG Hvy wpns squads (per the other thread).

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Tue Jun 03, 2003 12:37 am 
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Quote (MaksimSmelchak @ 03 2003 June,03:14)
I tried mounting them as singles, but they looked lonely so I added four SMs around them. I like the look of a robot with an accompanying infantry screen.

Nice idea!  I'd like to see some pics if you have any handy :)

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Sun Jun 29, 2003 4:24 pm 
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Tas,

(MaksimSmelchak @ 03 2003 June,03:14)
I tried mounting them as singles, but they looked lonely so I added four SMs around them. I like the look of a robot with an accompanying infantry screen. - Maksim

Nice idea! I'd like to see some photos if you have any handy. -Tas


I don't have any photos of the robots mounted with infantry, but I'll take some next time I get around to it.

I don't know about you, but I have more spare SMs than I'll ever use so adding four to a square base with a robot in the center was one more way to try and diminsih the pile.

That makes me wonder how they'd look on a long rectangular base. I imagine that they'd look better than my old square base guys.

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Sun Jun 29, 2003 5:58 pm 
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I was thinking that my Robots might be part of what I enter into the painting contest. ?:D

Dafrca

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Tue Dec 14, 2004 8:19 am 
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Reposting my own post from SG forums here. My thoughts and comments are within the <> marks. :


LIBRARIAN PSYCHIC POWERS
Choose one. All Librarians in your army replace Smite with the selected power. An additional psychic power can be chosen, also for all Librarians in the army, by paying an additional 25 points per Librarian in your army. Note, that the additional power will be uniform throughout the Librarians as well. The additional power can never be the same as the first one.


Player can also choose to randomly roll for the psychic powers before the game starts. In that case, he must tell whether he has paid for an additional power or not.
Any and all double results must be rerolled (even if it already was a re-roll).
After the player has finished randomising the powers, he can choose to ignore one of the rolls to replace it automatically with Storm of the Emperor's Wrath (unless it was the result of his other roll).
Use the following table:
1-Storm of the Emperor's Wrath
2-Fury of the Ancients
3-Fear of the Darkness
4-Might of Heroes
5-Veil of Time
6-Vortex of Doom

Storm of the Emperor's Wrath: Small Arms, Macro-Weapon, Extra Attacks (+1)


Fury of the Ancients: Small Arms, Disrupt, Extra Attacks (+1)


Fear of the Darkness: Inspiring


Might of Heroes: Assault Weapons, Extra Attacks (+D3)

Veil of Time: +1 CC, +1 FF, +1 Armor Save.


Vortex of Doom: 15 cm MW 5+, Ignore Cover, Titan Killer (1).




UNITS
Command Squads



Veteran Squads
Stats as per Devastators, with 4+ CC, Leader and a Power Weapon. Comes as a detachment of four, costing 350 points. Same upgrades allowed as in Devastator detachment, plus Vindicator upgrade.



Techmarines



Scout Bikers

Bike stand with 5+ save, but has Scouts ability to compensate. Detachment should cost 25 or 50 pts more then the standard Bike detachment, but have no option for Attack Bikes.


Land Raider Crusader

Same cost/statlines as in Black Templar army list.


TRAITS
First, decide how far your Chapter deviates from Codex Astartes doctrine and consult table below:
Codex: No advantages. No drawbacks.
Minor Divergence: ONE advantage from any ONE trait group and one MINOR drawback.
Notable Divergence: TWO advantages from any ONE trait group and one MAJOR drawback.
Significant Divergence: TWO advantages from any TWO DIFFERENT trait groups and one MAJOR and one MINOR drawback.

Note, that some trait groups have same Traits within. This is done on purpose. It has no effect on Chapters with a Minor Divergence, but for those with Notable and Significant divergences it means a lot.

Note that each and every Trait applies to all units of given type/types in the player's army, with no exceptions.

Trait groups:

PIOUS
-Suffer not the work of heretics
-Purity above all
-Suffer not the alien to live

ZEALOUS
-Blessed be the warriors
-Uphold the honor of the Emperor
-Take the fight to them

DUTIFUL
-Never despair
-No mercy, no respite
-Honour your wargear

WISE
-Heed the wisdom of the ancients
-Scions of Mars
-Honour your wargear

COURAGEOUS
-See, but dont be seen
-Be swift as the wind
-Trust your battle brothers

SOMBRE
-See, but dont be seen
-Cleanse and purify
-Never despair

STERN
-Cleanse and purify
-Suffer not the alien to live
-No mercy, no respite

FIERCE
-No mercy, no respite
-Take the fight to them
-Blessed be the warriors


TRAIT ADVANTAGES

Be swift as the wind
All Bike/Scout Bike stands gain a Walker ability for +25 pts per detachment. Opens access to Veteran Bike units. (4-stand Bike detachment, each stand with Leader + Power Weapon and 275 pts cost)


Blessed be the warriors
Assault stands gain +1 to their CC (making it 2+). Increase the size of Assault detachments to six stands and their cost to 275 points. Opens access to Veteran Assault units. (4-stand Assault detachment, each stand with Leader + Power Weapon and 275 pts cost)


Cleanse and purify
Replace Missile Launchers on all Tactical stands with Plasma Guns. (15cm AP5+/AT5+)


Heed the wisdom of the Ancients
New upgrade: Venerable Dreadnoughts. 0-2 Venerable Dreadnoughts, 100 pts each.
Statlines and weapon options for Venerable Dreadnought same as for normal Dreadnoughts with added Invulnerable Save, Commander and Leader abilities. If no Commander or Techmarine has been upgraded to a Supreme Commander, one Venerable Dreadnought in the army may replace its Commander and Leader abilities with Supreme Commander ability for +50 pts.
All detachments that can take the normal Dreadnoughts can take Venerable Dreadnoughts. Note that you have to distinguish both types somehow, in a way that is clear, recognizable and most of all consistent both for you and your opponent.

This Trait cannot be combined with Aspire to Glory drawback.


Honour your wargear
Increase size of Devastator detachments to six units. Increase cost to 350 points.



Never Despair
If a detachment of the Marine player's army loses an assault, the Marine player can request a "final stand" attempt. Roll a D6, on 4+ treat the assault as a draw instead and proceed as per rules for drawn assaults. If the enemy wins in the refight, the Marine detachment is completely destroyed. If the Marine player does not request this option, his opponent can do so.


No mercy, no respite
Tactical and Assault stands gain +1 bonus to their CC for 25 pts per Tactical/Assault detachment. If combined with Blessed be the Warriors trait, No mercy no respite affects only Tactical stands.


Purity above all
If there is no Commander added to a Tactical detachment, one of the stands can be upgraded with an Apothecary for +25 pts.


Take the fight to them
Tactical Squads replace their Bolters with Bolt Pistols and Chainswords, effectively changing their CC to 3+ and FF to 5+. Note that they still retain missile launchers.


Scions of Mars
Remove the Captain option of Commander upgrade. All Techmarines gain Leader ability for +25 points and if there is no Commander of Venerable Dreadnought upgraded to Supreme Commander, one Techmarine can exchange his Leader ability for Supreme Commander ability for +50 points. Techmarine and Commander upgrades cannot be combined in the same detachment.
Terminator detachments cost 25 points less.

See, but dont be seen
Tactical stands gain Infiltrators ability for +50 points per detachment.


Suffer not the alien to live
All detachments gain Fearless ability if within 30 cm from any of ONE of the following armies' units/war engines/landed aircraft :
Eldar
Orks
Tyranids
Note that which of these it is must be written down on the roster BEFORE the Marine player is informed of the nature of the army he will face.


Suffer not the works of heretics
Tactical detachments can increase the AT value of their heavy weapons (Missile launchers or, if combined with Cleanse and Purify trait, the Plasma Guns) by 1 (ML's - 5+, PG's - 4+) for +75 points per detachment. Devastator and Veteran stands (assuming that "standard" veterans are used and not Veteran Assault or Veteran Bike units) receive the same effect, but for 25 pts per stand.


Trust your Battle-Brothers
Tactical stands that are equipped with Bolters gain 1 to their CC for +25 pts per detachment.

Cannot be combined with Take the fight to them trait.


Uphold the honor of the Emperor
Veteran squads (all types) gain an Invulnerable Save, but no longer receive the to-hit modifiers or cover saves for being in cover.


MAJOR DRAWBACKS

Aspire to Glory
0-1 Terminator detachment allowed.
0-1 Veteran detachment (of any type) allowed.
Dreadnought upgrade is limited to ONE dreadnought per upgrade max instead of two.


Eye to Eye
Only up to a total of one detachment from the following list may be present in the army at any given time:
Land Speeder
Bike
Scout Bike

May not be combined with Swift as the Wind trait.


Flesh over steel:
Only up to a total of one detachment from the following list may be present in the army at any given time:
Land Raiders
Predators
Vindicator
Whirlwind

Predator detachment cannot include any Predator Annihilators. No Land Raiders Crusaders are allowed.

Remove option of Land Raider and Vindicator upgrades.

Remove any reference to "plus transport" in the detachments that have this note.
Rhino APC's must now be purchased separately, costing 10 pts each. Same goes for Drop Pods.


MINOR DRAWBACKS

Death before dishonour
If a detachment of the Marine player's army loses an assault, the opponent can request to roll a D6, on 4+ treat the assault as a draw instead and proceed as per rules for drawn assaults. If the enemy wins in the refight, the Marine detachment is completely destroyed.

Cannot be combined with Never Despair trait.


Die standing
No Drop Pods allowed.


Faitful unto Death
All detachments other then Scout and Tactical cost +25 points.
If combined with Be Swift as the Wind, Bike detachments are unaffected.
If combined with Blessed be the Warriors, Assault detachments are unaffected.


Have faith in suspicion
Remove the Librarian option of the Commander upgrade.

No allies with psychic abilities allowed (eg, no Inquisitors, other Librarians etc)


Have pride in your colours
Any stands with Scouts and/or Infiltrators abilites lose them (no price change).

Cannot be combined with See, but dont be seen trait.


We stand alone
No allies of any sort allowed. 0-1 Titans allowed. No Warlord Titans allowed. No Imperial Navy allowed.



Now some examples of Chapters that can be represented using the Trait system:

Imperial Fists:
Trait: PIOUS: Suffer not the works of heretics
Drawback: Death before Dishonour

Raven Guard:
Traits: FIERCE: Blessed be the Warriors, No mercy no respite
Drawback: Flesh over steel

Salamanders:
Traits: SOMBRE: Cleanse and Purify, Never despair
Drawback: Eye to eye

White Scars
Traits: COURAGEOUS: Be swift as the wind, Trust your Battle Brothers
Drawback: Flesh over Steel

Crimson Fists
Traits: STERN: Suffer not the alien to live (ORKS)
Drawback: Faithful unto death

Iron Hands
Traits: WISE: Heed the wisdom of ancients, Scions of Mars
Drawback: Eye to Eye

Blood Ravens
Traits: COURAGEOUS: See, but don't be seen, Trust your battle brothers
Drawback: Flesh over steel


An example of creating a new Chapter using the Trait system:
First, decide the name and the colours. There was a great guide on that in White Dwarf #299, I strongly recommend you check it out if you have any problems. This helps define the basic outlines of the imaginery and is a founding for the future background to build upon.



Then think of what does the name and colours convey, how do you imagine a typical Marine of your Chapter. Think of what qualities does your Chapter emphasize the most.



You can think first of the traits you will use and then look around the trait groups, or do it straight the other way, first choosing the trait group and then select the advantages. Your choice, as long as you feel it's allright it is.



Now, the drawbacks. Think of what fits in with your Chapter's theme. What does not collide with the background you already have created, but also helps to further emphasize the unique qualities of your Chapter.



Finally, total it all up. Later try writing some more background on the Chapter, to help you indentify with their tactics and beliefs.


Be swift as the wind
All Bike/Scout Bike stands gain a Walker ability for +25 pts per detachment. Opens access to Veteran Bike units. (4-stand Bike detachment, each stand with Leader + Power Weapon and 275 pts cost)

Never Despair
If a detachment of the Marine player's army loses an assault, the Marine player can request a "final stand" attempt. Roll a D6, on 4+ treat the assault as a draw instead and proceed as per rules for drawn assaults. If the enemy wins in the refight, the Marine detachment is completely destroyed. If the Marine player does not request this option, his opponent can do so.

Aspire to Glory
0-1 Terminator detachment allowed.
0-1 Veteran detachment (of any type) allowed.
Dreadnought upgrade is limited to ONE dreadnought per upgrade max instead of two.

We stand alone
No allies of any sort allowed. 0-1 Titans allowed. No Warlord Titans allowed. No Imperial Navy allowed.

This makes the Bike detachments quite more useful, but cuts down on Terminators, Veterans and all Titans. Thunderhawks will have to do as my air support, and for dealing with enemy Titans. If I encounter more War Engines, I'll have to think tactiaclly "out of the box" to destroy them. Adding a Librarian to the Veteran Bike detachment and giving all the Librarians Vortex of Doom power should help a little, as should some Land Speeder detachments. See how the Traits I have selected begin to affect the tactics and army composition? I could go on and on explaining this further, but frankly this is not the time or place to go into such divagations.>

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Thu Dec 16, 2004 7:52 am 
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Just to assure you that somebody has, indeed, read this. The amount of material is quite large, however, and I'll have to muse this a bit more to see the (theoretical) impact on the game and form my opinion based on that. Overall it looks good if somewhat detailed (not that it is a bad tihing mind you, I like detail).

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Thu Dec 16, 2004 12:41 pm 
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Is this all your work?, it seems that in the first part you are commenting on somebody else's, in which case I tend to agree with your comments. The Traits are a very interesting idea and could basically be used to structure any chapter variant as you say, it would be interesting to playtest and see how much difference the combinations make.

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 Post subject: Imperial Robots? How to Base and Use?
PostPosted: Thu Dec 16, 2004 1:47 pm 
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My work, but so far it was as much of a straight 40k=>EA translation as possible. The "comments" also mean thoughts and concepts on how this or that can be executed.

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