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Some ideas for the Marines (including Traits)

 Post subject: Some ideas for the Marines (including Traits)
PostPosted: Mon Mar 15, 2004 8:50 pm 
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Yep.  They definitely line up with the projected releases.  #1 is Swordwind, #2 is the chaos release, #4 is the Nids release, #3 and #5 are a bit odd, but could definitely be the Necron and Tau releases (at least the projected releases at this point).

And I'm rather interested in the AT/Orkimedies test lists.  I've been itching to buy some new gargants anyway...

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 Post subject: Some ideas for the Marines (including Traits)
PostPosted: Mon Mar 15, 2004 9:25 pm 
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Quote (Warmaster Nice @ 15 2004 Mar.,19:16)
Yes. I think these are just the initial draft army lists. But judging from the way they are batched together i believe it is safe to assume that we will see the contents of each printed book resemble what is released together (eg. CSM, Cultists, Ulthwe, Cadians, Blood Angels in one book.) There does seem to be certain thematic resemblances for each month's releases.

Cheers! :)

The first 4 I get but Blood Angels?  If this was an EoT themed release then Space Wolves would be far more appropriate.

Not that I am complaining mind. My chosen SM army for Epic A is Blood Angels- they had the red spray paint instock when I bought my first few Epic A blisters.

That and I thought that the BA army list would n't be too different from the Codex Astartes Chapters apart from the addition of Death Company and Baal predators. Unlike say the Black Templars who have no devastators. Thus I could start painting and basing my army, playing smaller games using the Codex Astartes army list and then move across to the Blood Angel list if it was released.

And now I find out that BA list will be ready early than I had hoped!!  Woo-hoo!!

:)

James

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 Post subject: Some ideas for the Marines (including Traits)
PostPosted: Mon Mar 15, 2004 9:57 pm 
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Actuallly it makes pretty good sense: Diddn't Jimbo have a pic on his site of what appeared to be an Epic scale Baal Predator?
Also there's the whole "Black Rage and Flesh Tearers possibly turning chaos"-discussion which might have some sort of influence on this choice... But i do agree: If this was an EOT related thing Space Wolves would seem much more appropriate. BTW I wonder how long it will be before we see aa SW list... :cool:

Cheers!

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 Post subject: Some ideas for the Marines (including Traits)
PostPosted: Mon Mar 15, 2004 10:05 pm 
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Typical, I spend ages choosing a SM chapter that I hoped wouldn't be given a list and force me to potentially change/remove various units from my early ideas, steering clear of Space Wolves, etc. and decided on the relitively "plain" Imperial Fists... and what happens! A list is gonna come out for Imperial Fists! There isn't even a mention of Space Wolves on that post and I thought they'd be one of the first to be given a unique list.

Apart from that, I'm glad to see the sheer number of armies that are going to be given unique army lists. Giving the player a huge range of army choices will hopefully make E:A a lot more characterful (especially at tournaments) than some of the other games and previous editions of Epic. Good to see.

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 Post subject: Some ideas for the Marines (including Traits)
PostPosted: Tue Mar 16, 2004 7:38 am 
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Orkimedes = gargantz = lotz = Gargant-size Landa?
If Orkimedes = Armageddon then gargantz + lotz = Tellyporta
If Tellyporta = big teleport device = Big model of Tellyporta
Or gargantz + lotz = Big Landa
Then HUZZAH!!!!!!

Perhaps Deffsta's time has come at last?

Then again, should I start or should I wait for the list?

Things to do:
- List Gargants
- dust Deffsta
- design Landa
- design Tellyporta (you never know..)
- clear space in display cabinet
- submit post #500 to Epicomms..

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 Post subject: Some ideas for the Marines (including Traits)
PostPosted: Tue Mar 16, 2004 8:08 am 
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Now this is good news! I'll be waiting for the Marine and especially Titan Legion lists.   :cool:

And Vanvlak, don't forget the "Deff's Hed" Gargant mob with the Boss Gargant Supa Sta Destroyer.  :p

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 Post subject: Some ideas for the Marines (including Traits)
PostPosted: Tue Mar 16, 2004 9:58 am 
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Titan Legions list...sounds like an excuse for lots of Titans! Plus, will we see the return of knights and ordinati?

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 Post subject: Some ideas for the Marines (including Traits)
PostPosted: Tue Mar 16, 2004 11:59 am 
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Aww nuts. I guess that I am the only who is not ecstatic about Titan Legions. I have two Warhounds in my Epic Marine force that I am (very, very slowly) building - Romulus and Remus.  :D  I wanted one to be an Inferus pattern weapon fit, but I only know the cost of the standard weapon fit.

If the Infernus is a different points cost, I will either have to change the army to accomodate, or get a single standard weapon fit, just in case!  :(

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 Post subject: Some ideas for the Marines (including Traits)
PostPosted: Tue Mar 16, 2004 12:08 pm 
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Quote (Mojarn Piett @ 16 2004 Mar.,08:08)
And Vanvlak, don't forget the "Deff's Hed" Gargant mob with the Boss Gargant Supa Sta Destroyer. ?:p

:D
Hmmm - Boss Darf, I guess - and an enemy of the Emperor to boot!
Mojarn, thanks for prompting post 500!   :p

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 Post subject: Some ideas for the Marines (including Traits)
PostPosted: Tue Mar 16, 2004 12:19 pm 
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I hope they include the Imperator as well, so we can use it "legally" for once...but then again, that means a new Imperator! YES!!!

Indeed Iain, many people are ecstatic about the list now! I wish they would release it earlier, like today!

Cheers

Chris

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 Post subject: Some ideas for the Marines (including Traits)
PostPosted: Tue Mar 16, 2004 3:27 pm 
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I don't know that the megagargants and imperators will be included.  My guess is that weapon fits for the imperials and titan company rules/points will be very tough to balance as it is, without throwing in entirely new units that really push the scope of the rules systems.

Per JJ's commentary, knight households will probably be included in the AT lists, too.  That's an awful lot of new units and rules hitting the table in a single wave.

On the plus side, though, the necron/AT is way out on the release schedule, so _maybe_ that would be enough time to get the massive necessary quantities of playtesting done.


Freshmetal:  I suspect the changes to the IF will be almost strictly organizational and that very few if any of your units will be unusable.


Re. army lists:  Most of them will be "beta" lists, and even some of the entirely new lists should be close enough out of the gate to only need tweaking (BA, DA, IF, the Eldar variants, Cadian) so I would call them "betas" even on the first draft.  I suspect that the Nid splinter fleet (I believe it will be an entirely new Phase III structure) and the AT stuff will require the most testing, followed by Tau and Necrons which are still rough.

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 Post subject: Some ideas for the Marines (including Traits)
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: Some ideas for the Marines (including Traits)
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: Some ideas for the Marines (including Traits)
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: Some ideas for the Marines (including Traits)
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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