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Epic: Armageddon Apocalypse

 Post subject: Epic: Armageddon Apocalypse
PostPosted: Sat Dec 29, 2007 12:51 pm 
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So much Endtime in the title :)

Well. Now that i own and have read Wh40k Apocalypse and Imperial Armour Apocalypse i will sit down and translate all the units and formations in there for Epic: Armageddon.

Inspired from the rules for flyers i will offer an alternate rulesset for those too.

Datasheets from existing Epic units and formations (Thunderhwak, Artillery Company, etc) i will translate with my own interpretations of their rules, too.

I think it will take some time until finished but i will upload one document per race after it is finished.

Oh, and don't debate if this is needed or not. I do this for my own fun. But perabs some of my interpretations give some useful ideas for existing and future armylist developements. :)

So if you are interested in my (deranged) ideas stay tuned. I hope tomorrow i can start the work on it.

First army will be Space Marines.

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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Sun Dec 30, 2007 3:20 pm 
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Ok first some alternative rules for Aircrafts and two new special abilities because they are needed to understand a few of the datasheets.




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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Sun Dec 30, 2007 4:30 pm 
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I would remove the bit about allowing AT and MW weapons to attack aircraft.  I have near understood how a leman russ can elevate its battle cannon or las cannon to such an extent that it can even try to shoot down aircraft.

If you want to go this route then I would suggest that infantry weapons with an AT value are also given an AA 7/8+ value, since they are more able to swing their guns around and track the aircraft.

Have you Also conciderd allowing aircraft that are within an engage zone of combat to be able to be shot down?

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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Sun Dec 30, 2007 4:43 pm 
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Well a modern Battletank can possibly shoot down a helicopter with his maingun :D Perhabs i should change it to AA7/8+ for Infantry/Light Vehicle weapons and AA8/9+ for Armoured Vehicles.

Aircrafts cant be assaulted because they substract 15cm from any weapon shooting at them and Firefights are only made at 15cm range.
Besides:

Space Marine Datahseets (download button is at the bottom left. You have to wait a few seconds in order to download the file :( :
http://www.speedshare.org/FgX1tzN4Wk





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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Sun Dec 30, 2007 4:55 pm 
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good point about the +15cm to shoot aircraft.  I forgot about that bit.  I might also remove the bot about subracting 15cm from the range of AA weapons and assumt that it has already been acounted for in their stat line.

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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Sun Dec 30, 2007 5:06 pm 
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AA most of the time have already an exceptional range for a weapon of its type (see long barreled autocannons on the hydra which fire 75" in Wh40k instead of 48" of the normal autocannon).
Because of this my version of the Hydra will have autocanons with a range of 75cm (and thus 50cm against aircrafts).

But you will see because Imperial Guard comes next :)

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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Sun Dec 30, 2007 6:55 pm 
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I like what you have done with the marines, I can't wait to see what you will do with Imperial Army.

One suggestion:
The predator assassination squad(ron)
replace their reroll fail to hit rule with

"Choose one enemy formation per assassination squadron (the same formation may be choosen for several squadrons).  Any shot against war engines in that formation gain the sniper ability."

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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Sun Dec 30, 2007 6:58 pm 
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Good suggestion :)

And remember that the rules above use the smaller FW Dropods.
The Codex: Space Marines Dropods can transport double the number of troops and Terminators and Assault Marines too and have can be equipped with an inbuilt Deathwind system.





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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Mon Dec 31, 2007 5:24 pm 
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I never liked the fact that GW upped the size of drop pods from 5 to 10, just to let termies use them.

One new idea nad a question.

Question. ?Does the siege dreads CC and FF attacks ignore cover? ?I assume so form the notes section.

Idea: ?When I was building my tarantula systems a while back I built a radar dish one, and a rule that says that the hyperios platform can only fire an AA shot if it is within 20cm of the radar platform.

You also forgot the option for Tarantula's to have a multi-melta.

finally I would have different Fire fight values for the different platforms
Hunter/hyperios and twin las 6+
multimelta 5+
twin heav bolter 4+

EDIT: Two more thoughts on the tarantulas.

1) should they have scout?  they are designed to protect large areas, that marines can't do.

2) should they have fearless?  Having the rest of their formation destroyed really wont bother a tarantula, since it is outside of its programming.

Next.  Your discription of a battle company is confusing me.

Do you get 6 stands of tacticla marines, 2 stands of assault marines and two stands of devastators?  Or does aunit mean 2 stands (which will give 100 marines rather than 50 and make the price tag a bit more realistic?

I would also change the wording so that it says
Units
13 tactical units (one being the command squad)
4 assault units
4 devastator units
1 captain character
8 rhinos
1 razorback

Upgrades
0-2 Dreadnaughts
0-2 hunters
0-1 chaplin/librarian
replace the razorback with a landraider or land raider prometheus
replace all transport for drop pods.





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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Mon Dec 31, 2007 5:37 pm 
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I think they upped the size, so that an entire Squad can fit inside the Droppod.

@Question: Yes both attacks have Ignore Cover. FF because of ther Heavy Flamer/InfernoGun and CC because the Assault drill punches through cover and lets lose the Heavy Flamer at the poor guys inside.

@Tarantulas: I thought about including the Hyperios/Hunter Control Platform, but because the Detachment would seldom spread out more than 20-30cm i didn't see apoint to inculde the mother that it enables the formation to soak up BM before becoming broken. (hm now as i think about it...they are automatons, so the ControlPlatform for soaking BMs would represent this). Thenagaini thought about adding Fearless but i this wilol make the Detachment too expensive. An assault should wipe them out.
I left Multi-Meltas out on purpose because i sticked to Razorback Turrets for ease of building your own Tarantulas :)
FF is same as on Razorbacks which doesn't change also regardless of the. In Wh40k they only have an Armour Value of 10 all around and even a glancing hit will destroy the Tarantula.

Ooops@Battlecompany. Please double the number :) There should be 12 Tacticals, 4 Assault and 4 Devastator units.
And yes i forgot about adding the options for upgrades for Razorbacks, Land Raiders and Commander (Chaplain/Librarian aren't mandatory).
Adding a 13th Tactical unit as Command Squats is a good idea.
You will see that the Hunter and Dreadnought upgrades canbe taken twice. So the Battlecompany Formation can have 0-4 Dreadnoughts and 0-2 Hunters.

Thanks for your feedback. Once all Datasheetas are done i will go to revisiting them.





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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Mon Dec 31, 2007 5:53 pm 
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No rpobs about the feed back, I'm enjoying this.

With the multi-melta tarantula I use landspeeder multimetlas, since I'm (eventually) going to convert them to Tempests.

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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Mon Dec 31, 2007 5:55 pm 
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I forgot to mention one thing wich is valid for all Datasheets:

The Command Vehicle Upgrade.

It is a Character and adds Leader to the vehicle it is added to. The Armoured Spearhead includes a Land Raider with this Character. Most formation from other armies will have it too.

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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Mon Dec 31, 2007 6:20 pm 
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Sounds like a simple and elegant upgrade to represent the command tanks of the formations.

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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Mon Dec 31, 2007 6:26 pm 
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For the moment i have abit of trouble to represent weapons with the really big blast templates (7" and 10").

I tend to: 7" Template = 2x shots
10" Template = 3 x shots

or

7" Template = better to hit value
10" Template = same to hit value as if the weapon uses the 3" or 5" Template in Wh40k but uses the Barrage Template in Epic to determine which units are hit.

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 Post subject: Epic: Armageddon Apocalypse
PostPosted: Mon Dec 31, 2007 6:43 pm 
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I would give them better to hit valuesand possible disrupt or MW ability.  

Additional shots makes them better than they should be against WE since they can cause two hits instead of 1.

I also think that the barrage template is too big for such weapons.

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