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Stats for Apothecaries & Techmarines.

 Post subject: Stats for Apothecaries & Techmarines.
PostPosted: Thu Aug 10, 2006 12:37 am 
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Good Lord!  Blarg, you're alive?  Did Real Life™ get in the way of your gaming again?

I'm not sure that it's worth adding the level of detail to include Techs and Apothecaries.  I think that adding an Invulnerable Save is a good representation of an Apothercary, but a Techmarine (in 40k) is a devastating force, especially when fielded with a retinue of gun or combat servitors.  (think more lightly armored Termies led by a Librarian.  He's that nasty.)

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 Post subject: Stats for Apothecaries & Techmarines.
PostPosted: Thu Aug 10, 2006 4:02 pm 
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(Lion in the Stars @ Aug. 09 2006,19:37)
QUOTE
Good Lord! ?Blarg, you're alive? ?Did Real Life? get in the way of your gaming again?

I'm not sure that it's worth adding the level of detail to include Techs and Apothecaries. ?I think that adding an Invulnerable Save is a good representation of an Apothercary, but a Techmarine (in 40k) is a devastating force, especially when fielded with a retinue of gun or combat servitors. ?(think more lightly armored Termies led by a Librarian. ?He's that nasty.)

No, Real Life did not get in the way of gaming. ?My disgust with how Epic: Armageddon is being handled by SG and my disgust with how the AMTL are being handled has generally dissuaded me from posting. ?I've come to the conclusion that there are too many people involved that make design by committee, a poor process to begin with, too irritating to stay heavily involved. ?Don't get me wrong, there are a lot of good people here and I like them, but there are some people that are dragging this process down. ?In addition, some of the consensus, and army champion, decisions that are being made I simply think are wrong and I don't agree with them. ?So instead of wasting my time, wasting everyone elses time, and making other people mad, I've decided to shut-up - except for the occassional item that piques my interest.

In the meantime I am putting together an Excel file that will have all of the stats of all of the units in E:A, consolidated together, and based upon published stats and playtest files. ?I will make changes to the stats based upon published errata, net consensus, and my own thinking. ?Sometimes to get certain unit stats I have to mine this forum and the GW/SG forum for appropriate topics.

<<<--->>>

I'm not so sure that it is worth adding Techmarines and Apothecaries to E:A either, but since they were in Epic before, they have miniatures for them, and WH40K still supports their existence I think they are worth including. ?I'm glad you concur regarding the Apothecary. ?

Personally, being the "old school" kind of Epic player that I am, I'd be very happy keeping the Techmarine as I mentioned. ?Up until recently the Techmarine in WH40K did not have a retinue of servitors firing big guns at his whim - he fixed tanks and that was it. ?In a previous edition of WH40K, and I could be wrong here, the Techmarine may have helped Servitors firing Rapiers, Thudd Guns, Tarantulas, etc. ?But since the Marines no longer have field guns at their disposal the this (may have?) has gone away. ?

If we really wanted to stay true to the current incarnation of the Techmarine in WH40K we can make a "Techmarine with Retinue" upgrade where in addition to the Invulnerable Saves for the vehicles in the formation we can give him additional FF attacks to represent Servitors. ?To be more accurate, though, he would then be an addition to the detachment instead of an upgrade.

Whatever you guys want to do is fine by me, I have my stats, nobody (yet) has made a big stink against my suggestion, so I'm going to stick with it and go lurker again.

Matt





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 Post subject: Stats for Apothecaries & Techmarines.
PostPosted: Thu Aug 10, 2006 4:50 pm 
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(Blarg D Impaler @ Aug. 10 2006,11:02)
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I'm not so sure that it is worth adding Techmarines and Apothecaries to E:A either, but since they were in Epic before, they have miniatures for them, and WH40K still supports their existence I think they are worth including.

That's kind of my thinking, too. Gamewise they probably won't have much of an impact, but it would be nice to have them since they existed in previous editions.

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 Post subject: Stats for Apothecaries & Techmarines.
PostPosted: Fri Aug 11, 2006 5:59 am 
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Always DWWFY !  My SMs still use T/Guns, Raps, Taras and Mortars plus Jet Bikes !  And we still use Medic, Tech, Chap, Lib, Bn Cmd and Rgt Cmd stands ...  And our IG still uses Rhino along with Gorgons and Chimeras ... If we were any more "Old School" ... we'd be dead !! :D  Go for It !!!!!

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 Post subject: Stats for Apothecaries & Techmarines.
PostPosted: Fri Aug 11, 2006 12:27 pm 
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I have some red scorpians to E&C, and I was looking at how to include their apothecaries. I think a long time ago someone suggested using the rules for chaplains for apothecaries (their ability to help/save brothers in a assault) and the rules of librarians for techmarines( servo arm in CC and extra guns/servo bodyguard).

I think this is a great idea and doesn't introduce any new fiddly rules.


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 Post subject: Stats for Apothecaries & Techmarines.
PostPosted: Tue Aug 15, 2006 6:41 pm 
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You could always have them improve armor on one stand by +1 (i.e. 4+ to 3+).  That could be quite rough with Terminators though...

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 Post subject: Stats for Apothecaries & Techmarines.
PostPosted: Tue Apr 24, 2007 5:49 pm 
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The topic of Apothecaries/Painboyz was on my mind the other night as I was painting and basing some Orks.  Rather than have a re-roll, what if:

Apothecary/Painboy - removes one Blast Marker from an infantry formation at the beginning of that formation's Action Phase.

Techmarine/Mekaniak - removes one Blast Marker from a vehicle formation at the beginning of that formation's Action Phase.

And if you had a mixed formation (mechanized infantry, for example), with both an Apothecary and Techmarine attached, that formation could remove two Blast Markers at the beginning of its Action Phase.

I don't know;  it's a small effect, but could be enough to change a formation's luck when things get hairy.  Otherwise, those pretty little models are just so much eye candy!

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 Post subject: Stats for Apothecaries & Techmarines.
PostPosted: Tue Apr 24, 2007 5:52 pm 
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Thats better than Leader.

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 Post subject: Stats for Apothecaries & Techmarines.
PostPosted: Tue Apr 24, 2007 5:53 pm 
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Not a bad idea, Jav.

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 Post subject: Stats for Apothecaries & Techmarines.
PostPosted: Tue Apr 24, 2007 6:33 pm 
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(BlackLegion @ Apr. 24 2007,09:52)
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Thats better than Leader.

Well... I figure it's like Leader, but more limited;  for instance, a Techmarine couldn't remove a BM from a formation that had no vehicles.  So it requires the Apothecary or Techmarine to be logically attached to a unit that has the specific types of units they could treat.

Or, another idea, is that they remove one BM given to a formation for taking casualties.  Then it's very specific (and, logically, a medic doesn't really have an effect on the unit until someone gets shot, anyway).  That mirrors the medic rules in Stargrunt, somewhat.

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 Post subject: Stats for Apothecaries & Techmarines.
PostPosted: Tue Apr 24, 2007 8:36 pm 
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If you are going to have Apothacaries and Techmarines act kind of like leaders, I'd say skip the special rule and just simply give them the Leader special ability.

I'd have no problem having them do either my special rule or act as Leaders.  You guys figure it out.

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 Post subject: Stats for Apothecaries & Techmarines.
PostPosted: Tue Apr 24, 2007 8:41 pm 
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If we drop the experimental "Leader removes 2 BMs" then an extra Leader which is represented by an Apothecarius on the same unit as the Captain/Chaplain/Librarian would be a good idea.

Leaves the Techmarine :)

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