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  • File :1232554044.jpg-(55 KB, 550x552, 08.jpg)
    55 KB Anonymous 01/21/09(Wed)11:07 No.3474762  
    Terran Marine | 8 points/model
    Marine - WS 3 | BS 3 | S 3 | T 3 | W 1 | I 3 | A 1 | Ld 6 | Sv 4+
    Veteran - WS 3 | BS 4 | S 3 | T 3 | W 1 | I 3 | A 1 | Ld 7 | Sv 4+

    Unit Size: 5 - 20 Marines
    Wargear: Terran powered armor, Gauss rifle
    Options: The entire squad may be equipped with stimpacks at +1 point per model. One model may be upgraded to a veteran for +2 points. The veteran may exchange his gauss rifle for a CCW and gauss sidearm at no additional cost.

    Gauss Rifle
    Range 24" | Str 4 | AP 6 | Rapid Fire
    Gauss Sidearm
    Range 12" | Str 4 | AP 6 | Pistol

    Stimpacks: Terran marines are drawn from prisons and labor camps; they are the dregs of colonial society, and as such they can make unreliable soldiers, even after the implantation of aggression-inhibitors. As such, they are often given 'stimpacks', or a cocktail of various combat-oriented drugs before being shipped out.

    Once per game, the marine unit may expend its stimpacks, if equipped with them. Until the end of the turn in which they are used, the marine squad becomes Fearless and gains +1 Str and +1 Initiative.

    Stimpacks may be used
    A) When the squad fails a morale check (and as they become fearless, this failed check is ignored), or
    B) At any time when the squad is in close combat (including a turn in which they charge or have been charged). When the stimpacks are used, the marine squad must immediately suffer D3 wounds, saves allowed.
    >> Anonymous 01/21/09(Wed)11:08 No.3474770
    Meh, I'd rather just play the board game.
    >> Anonymous 01/21/09(Wed)11:11 No.3474790
    moar liek Ld 9, 3+ save, amirite?
    >> Anonymous 01/21/09(Wed)11:13 No.3474804
    Powered armor is powered armor. Their save should be 3+. I don't really see anything wrong with the rest of the stats.

    There's nothing to suggest that Terran coilweapon technology is anywhere near advanced enough to be miniaturized. The size of your standard gauss rifles and the fact that it can only be wielded by an operator in powered armor indicates that it's too bulky for anything else. Ditch the gauss sidearm and come up with a different handgun concept.

    Veteran should get an extra attack on his profile.

    That's all I can come up with.
    >> Phobonaut !tTBC.7oEaQ 01/21/09(Wed)11:15 No.3474822
    Terran Marine | 8 points/model
    Marine - WS 2 | BS 2 | S 2 | T 2 | W 1 | I 2 | A 1 | Ld 5 | Sv 6+
    Veteran - WS 2 | BS 3 | S 2 | T 2 | W 1 | I 2 | A 1 | Ld 6 | Sv 6+

    Golden men are pissweak.
    >> Anonymous 01/21/09(Wed)11:17 No.3474830
    Terran Marine | 8 points/model
    Marine - WS 3 | BS 3 | S 3 | T 3 | W 1 | I 3 | A 1 | Ld 6 | Sv 3+
    Veteran - WS 3 | BS 4 | S 3 | T 3 | W 1 | I 3 | A 2 | Ld 7 | Sv 3+

    Unit Size: 5 - 20 Marines
    Wargear: Terran powered armor, Gauss rifle
    Options: The entire squad may be equipped with stimpacks at +1 point per model. One model may be upgraded to a veteran for +2 points. The veteran may exchange his gauss rifle for a CCW and Autopistol at no additional cost.

    Gauss Rifle
    Range 24" | Str 4 | AP 6 | Rapid Fire

    Getting there?
    >> Anonymous 01/21/09(Wed)11:20 No.3474852
    >>3474830
    up the points cost if they're going to have that 3+ save man. make it closer to 12 points.
    >> Anonymous 01/21/09(Wed)11:22 No.3474860
    Allow auxiliary grenade launchers and combat shields as upgrades. Consider allowing models to be upgraded to firebats and medics.
    >> Hugh Mann 01/21/09(Wed)11:22 No.3474861
    Gauss rifles are supposed to be pretty powerful, being able to penetrate even the thickest tank armor under massed fire.
    >> Anonymous 01/21/09(Wed)11:23 No.3474864
    >>3474804

    No, veteran should have addition Ballistic Skill.

    They aren't close-combat fighters.
    >> Anonymous 01/21/09(Wed)11:23 No.3474868
    >>3474861
    The .50 cal is able to do that, so they are statted similar to the .50 cal. which is a heavy stubber in 40K.
    >> Anonymous 01/21/09(Wed)11:24 No.3474872
    >>3474861

    Alright. I'm trying to balance between the fact that terran marines are badasses in big armor with HUEG guns, and the fact that in SC they are a basic unit that you spit out a constant stream of.
    >> Anonymous 01/21/09(Wed)11:24 No.3474873
    Shouldn't the stimpacks give them an extra attack instead?
    >> Anonymous 01/21/09(Wed)11:24 No.3474875
    >>3474852

    Sisters of Battle have almost the same statline; just with higher LD and BS. They also have the various Sororitas Special rules and Bolters. And some weapon options.

    They're 11 points.

    The marines there probably should be upped to 9, but sure as hell shouldn't be 12 as they are.
    >> Anonymous 01/21/09(Wed)11:26 No.3474886
    Would Firebats be different, or are they just marines with flamers?
    >> Anonymous 01/21/09(Wed)11:27 No.3474889
    >>3474875
    Alright, my bad, I could see those for 9 points.

    >>3474873

    Honestly, I think stimms should make them have assault 2 on the weapons at 18 ".
    >> Anonymous 01/21/09(Wed)11:27 No.3474892
    >>3474886
    Firebats are a bit different, they have arm mounted flame throwers and a heavier suit of power armor
    >> Anonymous 01/21/09(Wed)11:28 No.3474895
    >>3474886
    Twin-linked flamers, but yes, still just basically Marines.
    >> Anonymous 01/21/09(Wed)11:28 No.3474903
    >>3474895
    Their armor is heavier so they can take more of a beating
    >> Anonymous 01/21/09(Wed)11:32 No.3474923
    >>3474875
    you can't really compare units of different armies in 1 on 1, special rules apply and just the fact of having certain other units in your army can affect the cost of a model.

    I'm sure SM would be an underpowered army if the only choice they had was basic infantry at 15 points each. The fact that they have options such as the dreadnought or landraider balances out the point cost of other units aswell.

    8 points for a 3+ save with a str 4 gun is low though.
    >> Anonymous 01/21/09(Wed)11:33 No.3474931
    Wonder what the stats for a ghost would be like?
    The only issue I can see is trying to figure out what abilities to give them and how their wargear should work.
    I mean they could equip cloaking devices, lock down charges, assault rifles, or even the signature C-10 canister rifle. But I think the biggest question is, would they be allowed to use their nuke ability or not?
    >> Anonymous 01/21/09(Wed)11:35 No.3474941
    >>3474923
    You're paying four points more than a Guardsman for an identical statline. The cost of the powered armor is easily incorporated into that disparity, as is the AP value on what is otherwise a lasgun.
    >> Anonymous 01/21/09(Wed)11:38 No.3474957
    >>3474931
    Inquisitors can call down Exterminatus, but they can't do it on TT can they?
    >> Oberst Viktor Morte !!iErYIiDEYck 01/21/09(Wed)11:42 No.3474983
    Terran Marine | 12 points/model
    Marine - WS 2 | BS 3 | S 3 | T 4 | W 1 | I 3 | A 1 | Ld 7 | Sv 3+
    Veteran - WS 2 | BS 4 | S 3 | T 4 | W 1 | I 3 | A 1 | Ld 8 | Sv 3+

    Unit Size: 5 - 20 Marines
    Wargear: Terran powered armor, Gauss rifle
    Options: The entire squad may be equipped with Stimpacks at +1 point per model. The entire squad may be equipped with combat shields at +5 points per model.
    Character: One model may be upgraded to a Veteran for +5 points. One model may be upgrade to a Medic at +5 points.

    A medic is equipped with a combat shield (5+ invul) and medipack, which allows the first failed save per turn to be ignored.

    If a squad of Terran Marines fail a Leadership, Morale, or Pinning test, they may choose to use Stimpacks and automatically pass. When the squad uses Stimpacks, they immediately take D3 wounds, with normal saves allowed.
    >> Anonymous 01/21/09(Wed)11:43 No.3474984
    >>3474957
    I see your point, though it is only a tactical nuke strike and not a virus bomb or some other shit
    >> Anonymous 01/21/09(Wed)11:43 No.3474987
    >>3474941

    it's all about what other options they have, space marines cost a lot because you can give them heavy boltersor powerfists, ig cost is so low because... well, they suck, much like gaunts
    >> Anonymous 01/21/09(Wed)11:44 No.3474993
    Stimpacks should be something that makes a difference and employed carefully.
    Maybe something that reduces Toughness permanently or for the turn after, but allows reroll to hit or d3 shots at rapid fire and d2 shots at over 12"
    >> Anonymous 01/21/09(Wed)11:45 No.3474994
    >>3474987
    Terran Marines use standardized equipment a lot.
    Give them a suit of powered armor, a gauss rifle, some stim packs, then throw them out the dropship at something.
    >> Anonymous 01/21/09(Wed)11:47 No.3475007
    >>3474994
    So basicaly, take the Reasonable Marines, replace them all with convicts, and dump them in the Koprulu Sector.
    >> Anonymous 01/21/09(Wed)11:48 No.3475013
    >>3474984
    Starcraft ends up being the equivalent of Apocalypse and a bit more when you add everything in, so maybe best to leave out nuclear strikes and such.
    >> Oberst Viktor Morte !!iErYIiDEYck 01/21/09(Wed)11:48 No.3475017
    >>3475007
    >take the Reasonable Marines
    >replace them all with convicts
    I lol'd.
    >> Anonymous 01/21/09(Wed)11:51 No.3475033
    >>3475017
    I know, it's a bit of a paradox but it does get the point across.
    >> Anonymous 01/21/09(Wed)11:52 No.3475047
    >>3475017
    Can't a man start anew?
    >> Anonymous 01/21/09(Wed)11:52 No.3475049
    WARHAMMER!
    >> Anonymous 01/21/09(Wed)12:10 No.3475164
    veterans? what veterans? terran marines have an in battle life expectancy of 4 seconds! six with medic.
    >> Anonymous 01/21/09(Wed)12:27 No.3475276
    >>3475164
    Ten seconds qualifies you as a veteran.
    >> Hugh Mann 01/21/09(Wed)12:27 No.3475279
    >>3475164
    times have changed. Remember now teir 3 Marines get shields now, it increases their hp by 25% (10 hp)
    >> Anonymous 01/21/09(Wed)12:32 No.3475304
    >>3475279

    And this stops them for being murdered how?

    THe only times marines got away without winning in Broodwar is if someone teched up to lurkers to break containment and didn't have fast hydras to hound your guys.
    >> Oberst Viktor Morte !!iErYIiDEYck 01/21/09(Wed)12:53 No.3475406
    By the way, reinstalled. Damn you /tg/!
    >> Tallarnistan !!UfuiQdKkigU 01/21/09(Wed)12:56 No.3475424
    I'd say more along the lines of:

    Terran Marine | 9 points/model
    Marine - WS 3 | BS 3 | S 3 | T 3 | W 1 | I 3 | A 1 | Ld 6 | Sv 3+

    Unit Size: 5-20 Marines.
    Wargear: Power armor, Gauss rifle
    Options: The entire squad may be equipped with stimpacks at +1 point per model. One model may be upgraded to a Medic at +6 points. If the squad numbers more than 10 models, up to three models may be upgraded to Firebats at +10 points each.

    Gauss Rifle
    Range 24" | Str 4 | AP 6 | Rapid Fire
    Combat Sidearm
    Range 12" | Str 4 | AP 6 | Pistol

    Special Rules:
    Stimpacks: Terran marines are drawn from prisons and labor camps; they are the dregs of colonial society, and as such they can make unreliable soldiers, even after the implantation of aggression-inhibitors. As such, they are often given 'stimpacks', or a cocktail of various combat-oriented drugs before being shipped out.

    Once per game, the marine unit may expend its stimpacks, if equipped with them, at the beginning of any phase. The effect is based on the phase in which the stimpacks are used. The effect lasts until the end of the phase. When used, each model immediately suffers a single S2 hit with no saves allowed. Roll to wound as normal.

    Movement: Unit may move up to 12" this turn and ignores difficult terrain.
    Shooting: Unit fires double it's maximum shots allowed this turn with all weapons at the closest enemy target.
    Assault: Unit may charge up to 12" this turn. Unit also gains the Fearless and Furious Charge special rules.
    >> Tallarnistan !!UfuiQdKkigU 01/21/09(Wed)12:57 No.3475429
    >>3475424

    Medic: One model may be upgraded to a Medic at +6 points. The Medic is equipped with a medikit, combat shield and combat sidearm.

    Medikit: A squad with a medikit allows you to re-roll the first failed armor save the squad suffers per turn. This effect allows the squad to potentially re-roll a failed save against a weapon that ignores armor saves. The re-roll is taken as if the weapon did not ignore armor saves.

    Combat shield: Allows the bearer to ignore the first wound inflicted on the model carrying the shield, even if the weapon inflicting the wound ignores armor saves or causes instant death.

    Firebat: If the squad numbers more than 10 models, up to three models may be upgraded to Firebats at +10 points each. Firebats are equipped with twin-linked flamers. Firebats have the Feel No Pain special rule.
    >> Tallarnistan !!UfuiQdKkigU 01/21/09(Wed)13:03 No.3475449
    I really want to convert an SM army to be StarCraft Terrans now. Wouldn't be all that hard, really...

    Marines: duh... firebats = flamers, medics = apothecaries
    Ghosts: scouts with sniper rifles I'm thinking
    Goliaths: Dreadnoughts
    Vultures: Landspeeders maybe? Or just Bikers.
    Siege Tanks: I'd say Preds for tank mode and Vindis for siege mode.
    >> Anonymous 01/21/09(Wed)13:04 No.3475453
    Quick note - on the SC2 page the "reapers" (or whatever the blatant assault marine ripoffs are called) are listed as having "Gauss Pistols".
    >> Anonymous 01/21/09(Wed)13:05 No.3475460
    >>3475424
    Why not have stimpacks reduce toughness, making them easier to kill instead of killing them outright?
    >> Anonymous 01/21/09(Wed)13:07 No.3475462
    >>3475453
    screw SC2, we're doing this the way God intended.
    >> Anonymous 01/21/09(Wed)13:08 No.3475469
    >>3474983
    make the armor saves 4+, their power armor is little more then a metal space suit
    >> Anonymous 01/21/09(Wed)13:08 No.3475470
    I'd up their leadership by one point across the board. They aren't a completely disorganized rabble, in fact most are psycho-indoctrinated and conditioned, much like 40k Space Marines.
    >> Anonymous 01/21/09(Wed)13:11 No.3475481
    >>3475469

    It's fairly sophisticated ( but still faulty to the same stupid shortcomings in scifi tropes, much like 40k Space Marines ) and it is POWERED armor so I'd argue the 3+. Protoss and Zerg just have Power Weapons\Rending out the ass, that's all.

    Still, I'd work on keeping them cheap. If it hits 10+ points it's way too fucking much. Even 9 points seems too much for what's basically a Veteran Guardsmen with a shittier Bolter.
    >> Tallarnistan !!UfuiQdKkigU 01/21/09(Wed)13:12 No.3475489
    >>3475460

    I thought about that, but making them T2 means they would be insta-gibbed by basically everything in the game. A S2 hit would kill the marine on a 5 or 6, resulting in about 33% casualties... maybe even that's too much. I'm thinking now that this would be more sensible:

    >>Once per game, the marine unit may expend its stimpacks, if equipped with them, at the beginning of any phase. The effect is based on the phase in which the stimpacks are used. The effect lasts until the end of the phase. When used, roll for each model in the squad. For each 6 rolled the squad takes a single wound with no armor saves allowed.

    That cuts stim casualties down to 16.6%, making them actually useable in any numbers. I think stimming up with a squad of 20 and immediately taking an average of six casualties is pretty ridiculous.
    >> Tallarnistan !!UfuiQdKkigU 01/21/09(Wed)13:16 No.3475515
    >>3475469

    Continuity. Power armor is power armor. Having some power armor be 3+ and others be 4+ would get confusing.

    Besides, Carapace is 4+, and carapace can be something as simple as fucking chainmail. Terran marine armor would protect you a fuck lot better than chainmail.

    >>3475470

    Good call there, I'd say Ld7 would be appropriate.

    >>3475481

    Imperial Guard pay 10 points a pop for Storm Troopers, which have weaker guns and armor. I can't feasibly see anything with a +3 save be less than 9-10 points, even with a GEQ statline.
    >> Anonymous 01/21/09(Wed)13:19 No.3475535
    Medics should be able to prevent a single stim pack death however, even though they don't allow armor saves.
    >> Calgar !!E6uXE2v0isQ 01/21/09(Wed)13:20 No.3475540
    WH40K WAS HERE
    STARCRAFT IS A FAGGOT
    >> Anonymous 01/21/09(Wed)13:21 No.3475544
    >>3475515

    Stormtroopers have additional weapon options and can deep strike/infiltrate.
    >> Anonymous 01/21/09(Wed)13:22 No.3475549
    >>3475515
    Stormies are 10 points because they have free grenades, LD8, double the special weapons, an option for meltabombs, and can infiltrate or deep strike.

    A unit's points aren't just in its statline.
    >> Anonymous 01/21/09(Wed)13:22 No.3475556
    With ghosts, C-10 cannister rifles are able to fire many different types of ammunition.

    http://starcraft.wikia.com/wiki/C-10_rifle

    The C-10 is a vesatile rifle that can use:
    Standard sniper rounds
    Explosive anti-tank rounds.
    Lockdown rounds
    EMP rounds.

    There's also the successor of the C-10, the C-20A.

    http://starcraft.wikia.com/wiki/C-20A_rifle
    the C-20A cna be modified for use an asn assault weapon, grenade launcher with:
    EMP Grenade Flash Grenade Hellfire Grenade Irradiate Grenade Lockdown Grenade Sticky Grenades.

    C-20As are usually reserved for special ghosts.
    Sarah Kerrigan used on at new ghettysburg.
    >> Anonymous 01/21/09(Wed)13:22 No.3475558
    how would the abilities of some of the spellcasters be anyways? especially the more powerful ones, like the arbiter and defiler.
    >> Anonymous 01/21/09(Wed)13:24 No.3475567
    >>3475515
    where oh where does it tell you that carapace armor is as simple as chain mail? because i would just you know, ditch my issued flak armor at first chance, which apparently is a simple leather jerkin
    >> Anonymous 01/21/09(Wed)13:25 No.3475580
    >>3475489
    That's the whole point of stimpacks, you sacrifice your durability for a massive offensive bonus, something like one extra shooting attack across the board and movement bonuses.
    >> Anonymous 01/21/09(Wed)13:25 No.3475590
    >>3475556
    To make it simple, let's just say it can count as either a sniper rifle or a grenade launcher. Can either fire frag grenades, krak grenades, or a grenade similar to haywires.
    >> Anonymous 01/21/09(Wed)13:27 No.3475604
    >>3475567
    It doesn't. It does say, however, that carapace armor can be bulky plate mail instead of a sophisticated ballistic armor.
    >> Anonymous 01/21/09(Wed)13:27 No.3475607
    stimpaks make you fearless, add 1 to A and I, and allow you to move an extra d6 in your movement phase.

    however you squad takes d6 wounds with no saves
    and is then reduced to T2
    >> Anonymous 01/21/09(Wed)13:27 No.3475608
    >>3475515
    >Imperial Guard pay 10 points a pop for Storm Troopers, which have weaker guns and armor. I can't feasibly see anything with a +3 save be less than 9-10 points, even with a GEQ statline.
    Well, they have a lot less flexibility, that or we can simply make their upgrades more expensive
    >> Anonymous 01/21/09(Wed)13:30 No.3475633
    >>3475607
    Either one or the other, not both.

    And having a medic should give you some kind of protection from stim's negatives.
    >> Anonymous 01/21/09(Wed)13:30 No.3475634
    Stimpacks
    >Marines on stims benefit from greatly increased speed and reflexes, but are subject to long-term side effects including and not limited to insomnia, weight loss, mania/hypomania, seizures, paranoiac hallucinations, internal hemorrhaging, and cerebral deterioration.

    Declare use of stimpacks on your unit at the beginning of your movement phase. Each Marines toughness is reduced by 1 for the rest of the game.
    Squads with only marines may move an extra d6 inches in the movement phase, terrain tests apply. In the shooting phase, add d2 shots to each marine, with BS unchanged.
    >> Anonymous 01/21/09(Wed)13:31 No.3475652
    Zerg Zergling | 5 points/model
    Zergling - WS 3 | BS 0 | S 3 | T 3 | W 1 | I 4 | A 2 | Ld 4 | Sv 6+

    Unit size: 3-50 Zerglings

    Wargear: Scything Claws.

    Special rules: Beast

    Protoss Zealot | 20 points/model
    Zealot - WS 4 | BS 0 | S 4 | T 4 | W 1 | I 4 | A 2 | Ld 8 | Sv 3+(5+)

    Unit size: 3-10 Zealots

    Wargear: Psi blades (Power weapon), Protoss Power Armour, Protoss Psi Shielding.

    Special rules: Furious Charge.
    >> Anonymous 01/21/09(Wed)13:33 No.3475664
    >>3475634
    TOUGHNESS DOES NOT WORK THAT WAY.

    YOU CANNOT REDUCE A MAN TO THE TOUGHNESS OF A GROT BY THE USE OF C-C-C-COCAAAAAAAAAAAIIIIIIINNNEEEEEE(nanana~)
    >> Anonymous 01/21/09(Wed)13:34 No.3475675
    >>3475652
    I can see 15 a model, but not 20.

    Also zerg should use tyranid rules, with the synapse creature being those immobile zerg leader things, with an unlimited range.
    >> Anonymous 01/21/09(Wed)13:35 No.3475680
    Zealot's saves should be more like 5+/4+. Their actual armor is rather shitty and they hide behind their force fields, which is pretty much an Invulnerable save. But having it be a 3+ invulnerable save would be far too.. generous. Marines have to take a fucking Storm Shield just to get that and also being either Terminators or Vanguard Veterans.
    >> Anonymous 01/21/09(Wed)13:36 No.3475683
    >>3475633
    How about this?
    Stimpaks are used once per turn and reduces toughness to a minimum of 1, after which, stimpacks cannot be used.
    Medics can fortify a marines constitution and can add +1 to his toughness at the beginning of the turn to a maximum of +4. Stimpaks may not be used in the same turn and the unit moves and shoots as normal.
    >> Anonymous 01/21/09(Wed)13:36 No.3475689
    >>3475675
    Nevermind, I didn't notice they had power weapons. 20 is fine, maybe higher.
    >> Anonymous 01/21/09(Wed)13:39 No.3475714
    >>3475664
    If you can reduce a man to a shivering blob of flesh on life support with drugs, you can sure give him the toughness of a grot.
    >> Anonymous 01/21/09(Wed)13:46 No.3475762
    >>3475683

    Medics count as Feel No Pain in command units, infantry units that can't have medics can have Feel No Pain for one turn with the stimpacks option, then remain T2 for the rest of the game.

    Why complicate things when Feel no Pain is the generic 'medic' rule?
    >> Anonymous 01/21/09(Wed)13:50 No.3475783
    >>3475714
    NOT IN THE TIME FRAME OF *PSSH* "YEAAAH, THAT'S THE STUFFOHGODI'MSUDDENLYTOUGHNESS2HOLYDICKNIPPLESWTF"
    >> Anonymous 01/21/09(Wed)13:52 No.3475798
    >>3475783

    How bout give them a turn of awesome, then kill them?

    I never shot up marines I intended to let live.
    >> Anonymous 01/21/09(Wed)13:53 No.3475803
    >>3475762
    Yeah, I forgot about that. Medics also remove movement bonuses to the squad they join because they can't be stimmed.
    >> Anonymous 01/21/09(Wed)13:54 No.3475808
    >>3475798
    I once shot up a Marine in Reno...just to watch him die.
    >> Anonymous 01/21/09(Wed)13:57 No.3475816
         File :1232564260.jpg-(36 KB, 300x448, reno911-lennon-interview-1.jpg)
    36 KB
    >>3475808

    >I once shot up a Marine in Reno...just to watch him die.

    Sir I'm going to have to ask you to put your hands up where I can see them.
    >> Anonymous 01/21/09(Wed)13:57 No.3475817
    >>3475783
    Well, it seems to me that they suffer an instant health loss in starcraft. What's the difference?
    >> Anonymous 01/21/09(Wed)13:57 No.3475818
    >>3475783
    Toughness 2 only takes effect in the assault phase at the earliest. Besides, its the best way to represent something that immediately makes you less durable instead of having a fraction of the squad die.
    >> Anonymous 01/21/09(Wed)13:57 No.3475819
    >>3475680
    Zealots have 100 hp and 60 shields while mehruuns have 40 hp

    >100 hp

    3+ save, nigger
    >> Anonymous 01/21/09(Wed)13:59 No.3475827
    >>3475817
    You can not just convey hit points over into toughness/wounds
    >> Anonymous 01/21/09(Wed)14:00 No.3475841
    >>3475819


    They have actual armor values you dumb ass. Protoss Armor SUCKS BALLS. Shields are much better.
    >> Anonymous 01/21/09(Wed)14:02 No.3475852
    >>3475841
    >Protoss Armor SUCKS BALLS
    OF STEEL

    Unupgraded armour on both, zealots and marines: 0
    >> Anonymous 01/21/09(Wed)14:03 No.3475871
    >>3475841
    0/10
    >> Anonymous 01/21/09(Wed)14:03 No.3475874
    >>3475827
    You can if you explain it by way of stimpacks impeding blood clotting or hyperactive organ function.
    Both of these reduce survivability in trauma patients, which is pretty similar to a shot up marine.
    >> Anonymous 01/21/09(Wed)14:06 No.3475891
    >>3475874

    You realize how stupid you sound, right?
    >> Anonymous 01/21/09(Wed)14:09 No.3475919
    >>3475891
    Not really, please explain.
    >> Anonymous 01/21/09(Wed)14:10 No.3475921
    Terran Ghost

    40 points

    WS 3 | BS 4 | S 3 | T 3 | I 4 | W2 | A 2 | Ld 10.

    Unit Size per model: 1-3 Ghosts.

    Unit Type: Infantry

    Wargear: Stealthsuit, Canister Rifle, EMP missile.

    Any unit firing at a ghost must roll to see the ghost as if night fighting were in effect.

    Ghost may infiltrate and have the Move Through Cover Special Rule. They may not contest objectives.

    Options:

    Any ghost may take optic implants for 5 points. These grant the ghost the Acute Sense USR, and grants the Ghost a +1 bonus to BS.

    Canister Rifle
    Range 36'' SX AP 3 Sniper.

    EMP missile: once per game, declare that a ghost is firing a EMP missile. One ghost or the entire unit may fire. This is considered a 48'' S 8 AP 3 attack that rolls 2d6 to penetrate vehicles. This attack is consider AP 1 against vehicles. Any vehicle glanced or penetrated by a EMP missile is considered stunned, regardless of what result rolled on the damage table.

    APOCALYPSE ONLY:

    Any terran army taking a unit of ghosts gets orbital bombardment as a free strategum.

    I think they need something to represent their ability to guide terran ordinance in normal games.
    >> Anonymous 01/21/09(Wed)14:12 No.3475934
    I expected this thread to be a fucked up troll den but its actually... awesome.

    Bravo /tg/.
    >> Anonymous 01/21/09(Wed)14:13 No.3475949
    >>3475921

    Markerlight.
    >> Anonymous 01/21/09(Wed)14:16 No.3475964
    Protoss Dragoon | 35 points/model
    Dragoon - WS 2 | BS 4 | S 4 | T 6 | W 2 | I 2 | A 1 | Ld 10 | Sv 3+(5+)

    Unit size: 1-5 Dragoons

    Wargear: Phase Disruptor, Dragoon Walker, Protoss Psi Shields

    Phase Disruptor
    Range 36" | Str 7 | AP 4 | assault 1

    Zerg Hydralisk | 10 points/model
    Hydralisk - WS 3 | BS 3 | S 3 | T 3 | W 2 | I 3 | A 1 | Ld 5 | Sv 5+

    Unit size: 5-20 Hydralisks

    Wargear: Toxic Spines, Scything talons

    Toxic Spines
    Range 18" | Str 4 | AP - | Assault 3
    >> Anonymous 01/21/09(Wed)14:16 No.3475965
    >>3475852
    zealots got 1 base armor faget
    >> Anonymous 01/21/09(Wed)14:16 No.3475967
    >>3475852

    IIRC Zerglings also have 0 Armor from the get-go. THAT MEANS THEY SHOULD HAVE POWER ARMOR SAVES AMIRITE?
    >> Anonymous 01/21/09(Wed)14:17 No.3475968
    >>3475934

    I know, I was thinking the same thing.

    Anything can really be accepted on /tg/ granted it's civil and not in a fanboy-like fest that most threads devolve into.
    >> Anonymous 01/21/09(Wed)14:18 No.3475976
    >>3475965
    Korean detected.

    H½H½H½H½ GOSU 1v1?? LT?????? GOGOGOGOGOGO!!!1
    >> Anonymous 01/21/09(Wed)14:19 No.3475981
    >>3475964
    I don't think 35 is enough for a T6 W2 3+/5+ model with a gun that can kill light vehicles. Drop it to T5 and then maybe 35 would work.
    >> Anonymous 01/21/09(Wed)14:19 No.3475986
    >>3475921

    Oh, an I forgot the the alternate fire abilities of the canister rifle:

    Grenade fire mode:
    36'' S3 AP6 Heavy 1 Blast
    Anti-tank fire mode:
    36'' S6 AP4 Heavy 1

    an astute person may notice these are just the normal stats for frag and krak grenades, only with 36'' heavy instead of 24'' assault.
    >> Anonymous 01/21/09(Wed)14:19 No.3475988
    OP here. I like all the ideas floating around. Are we seeing /tg/ get... shit... done??
    >> Anonymous 01/21/09(Wed)14:20 No.3475991
    >>3475964
    Dragoon should be something like AV 10 10 10 with a cover save of +4
    >> Anonymous 01/21/09(Wed)14:22 No.3475998
    >>3475968
    Well, the trolls and the flamers are coming out now but I think we can be proud that a Starcraft homebrew thread reached 80+ posts before the shitstorm.
    >> Anonymous 01/21/09(Wed)14:22 No.3476000
    >>3475991

    Then they would be squadron units, which would necessitate wither a point drop or a AV raise. I'm going with 11 11 11 if that happens.
    >> Anonymous 01/21/09(Wed)14:22 No.3476003
    >>3475988

    No, you're seeing the initial sound and fury before inevitable ennui.
    But sometimes it's pretty impressive.
    >> Anonymous 01/21/09(Wed)14:23 No.3476005
         File :1232565785.png-(10 KB, 145x145, faget.png)
    10 KB
    >>3475976
    http://www.battle.net/scc/protoss/pstats.shtml
    http://www.battle.net/scc/terran/ustats.shtml
    http://www.battle.net/scc/zerg/zstats.shtml
    >> Anonymous 01/21/09(Wed)14:24 No.3476012
    Terran Goliath | 50 points/model
    Goliath - WS 3 | BS 3 | S 5 | FA 11 | SA 11 | RA 10 | A 1 | Ld 6

    Wargear: Autocannon (as in "ratatatata" not "BLAM BLAM BLAM" like in the IG), Hellfire Missiles

    Autocannon
    Range 24" | Str 5 | AP 4 | Assault 2

    Hellfire missiles
    Range 36" | Str 8 | AP 3 | Heavy 2
    >> Anonymous 01/21/09(Wed)14:24 No.3476015
    >>3476000
    11/11/11 would be retarded. Then a dragoon would be immune to gauss fire.

    They should be T5 models. Still resistant to gauss fire but can be taken down. T6 W2 3+ is insanely tough for a 35 point model.
    >> Anonymous 01/21/09(Wed)14:25 No.3476025
    >>3475921
    OR
    You could just use a vindicare with different wargear.
    >> Anonymous 01/21/09(Wed)14:25 No.3476031
    >>3476000
    But I like more the idea of a light walker than a lol Wraithlord since you can lockdown dragoons
    11 11 11 is a bit much if you ask me since it should be harm with light guns or 10 10 10 and ignore everything but destroy and explod
    >> Anonymous 01/21/09(Wed)14:26 No.3476035
    >>3476012
    Protip: Vehicles don't have an LD value, and it needs an initiative value (probably I2)

    Otherwise I like it. Although I think hellfires should be S7, not S8.
    >> Anonymous 01/21/09(Wed)14:26 No.3476036
    What's the stats for wraithguard to compare with dragoons?
    >> Anonymous 01/21/09(Wed)14:27 No.3476037
    >>3476012

    Why does a vehicle have a leadership value?

    Can it fire these weapon simultaneously?

    the "auto-cannon" should fire 3 shots.

    That's all.
    >> Anonymous 01/21/09(Wed)14:28 No.3476043
    >>3476036
    WS4 BS4 S5 T6 W1 I4 A1 LD10 3+ save

    35 points
    >> Anonymous 01/21/09(Wed)14:30 No.3476060
    >>3476035
    Well hellfire kind of Rape BC
    >> Anonymous 01/21/09(Wed)14:31 No.3476066
    GAMEBREAKAN

    Terran Siege Tank | 200 points/model
    Siege Tank - FA 13 | SA 12 | RA 10 | BS 3

    Wargear: Arclite cannon & Arclite siege cannon

    Arclite cannon
    Range 36" | Str 7 | AP 4 | Heavy 3

    Arclite siege cannon
    Range 18"-72" | Str 10 | AP 1 | Ordnance 1
    >> Anonymous 01/21/09(Wed)14:32 No.3476072
    Basically, wraithguard have a gun that's a little better (1/3 the range, for all intents and purposes they both wound on 2s, wraithguard is AP2 instead of 4 and is better against heavy vehicles, while dragoon is better against light vehicles), but have that wraithsight thing, have 1 wound, and don't get an invuln.
    >> Anonymous 01/21/09(Wed)14:32 No.3476074
    >>3476025

    Thought about it, but I don't know their statline. Besides, Ghosts perform other battlefield duties besides just sniping people.
    >> Anonymous 01/21/09(Wed)14:32 No.3476077
    >>3476060
    So did stimmed marines but we kinda want to leave out things stupid things that were done for the sake of computer game balance.
    >> Anonymous 01/21/09(Wed)14:33 No.3476083
    >>3476066
    No way it's AP1. IMO it should be the same as a basilisk shot, including minimum and maximum range.
    >> Anonymous 01/21/09(Wed)14:33 No.3476084
    >>3476037
    lern2 rules

    Vehicles can fire all weapons (except ordnance) while stationary.

    Also, Goliath is a walker.
    >> Anonymous 01/21/09(Wed)14:34 No.3476090
    >>3476066

    so, it's a shittier hammerhead?
    >> Anonymous 01/21/09(Wed)14:36 No.3476101
    >>3476083
    That's why it's game breakan.

    Every faction needs it's cheese unit.

    For Eldar it's falcons, for tau it's gundam, for terran it's SIEGEAN GAEMS
    >> Anonymous 01/21/09(Wed)14:37 No.3476104
    >>3476066
    This is what I think of the siege cannon.

    S9 AP3 24-96 inch range, Ordinance Barrage. Doesn't have the option to fire non-barrage, meaning it must be still in order to fire it.
    >> Anonymous 01/21/09(Wed)14:38 No.3476114
    >>3476090
    I don't even
    Railguns aren't ordnance
    The siege tank isn't a skimmer


    ORDANCE MEANS 5" RADIUS BLAST 2d6PH FOR VEHICLE PENETRATION JESUS SHITTING EMPEROR IT'S A MONOLITH'S WORST NIGHTMARE
    >> Anonymous 01/21/09(Wed)14:39 No.3476121
    >>3476104
    Maybe S9 AP2.
    >> Anonymous 01/21/09(Wed)14:39 No.3476125
    >>3476104
    ...all vehicles need to be still to fire ordnance weapons genius.
    >> Anonymous 01/21/09(Wed)14:40 No.3476130
    OP Here

    Vulture Attack Bike | 20 pts/model

    Biker - WS 2 | BS 3 | S 3 | T 3(4) | W 1 | I 3 | A 1 | Ld 7 | Sv 4+
    Veteran - WS 3 | BS 4 | S 3 | T 3(4) | W 1 | I 3 | A 2 | Ld 8 | Sv 4+

    Unit Size: 1 - 5 Vultures
    Unit Type: Bike
    Wargear: Grenade Launcher (Frag and Krak)

    One Biker may be upgraded to a veteran biker at +5 points.
    The entire squad may be equipped with Spider Mines at +5 points/model.

    Spider mines: Mines may be deployed once per game during the shooting phase; treat this as though each biker is firing a Heavy weapon. Place a single mine marker in base contact with each Vulture; you must declare whether these mines are krak or frag mines at the time of deployment. Each turn roll a D6. If an enemy model is within D6" of the mines, remove the mine marker and resolve a single hit with either a frag grenade or krak grenade launcher against the enemy model. (for frag, use the small blast marker centered on the model). If a mine has multiple models that it might target, choose the closest - spider mines have only basic programming, and will emerge from the ground when they sense vibration and immediately seek out the closest valid target.
    >> Anonymous 01/21/09(Wed)14:40 No.3476133
    >>3476125
    Uh, no. Are you retarded?

    All vehicles must be still to fire ORDINANCE BARRAGE weapons.

    Do you seriously think a russ can't fire its battle cannon on the move? Do you SERIOUSLY think a demolisher can't move while firing its 24 fucking inch cannon?
    >> Anonymous 01/21/09(Wed)14:41 No.3476138
    >>3476066
    The armor values should be lower to compensate for the strong weapon.

    Also, I think that it should be S9|AP1, not S10|AP1. Nukes still do more damage.

    Alternately, they have to go into "siege mode" so one could rule that they can only do so on turns that they do not move - or that they take up that entire turn setting themselves up in Siege mode.
    >> Anonymous 01/21/09(Wed)14:43 No.3476153
    >>3476138
    The siege tank combines a MBT and artillery piece. It's SUPPOSED to be heavily armed AND armoured.
    >> Anonymous 01/21/09(Wed)14:43 No.3476165
    someone wanna archive this shit
    >> Anonymous 01/21/09(Wed)14:44 No.3476173
    >>3476130
    spider mines should be stronger than that

    +1 str for both frag and krak
    >> Anonymous 01/21/09(Wed)14:45 No.3476176
    >>3476173

    So resolve it like a frag/krak missile hit, not a grenade hit.
    >> Anonymous 01/21/09(Wed)14:45 No.3476179
    >>3476130
    I think that's perfect.

    >>3476138
    Armor is fine.

    Siege mode is redundant. Make it ordinance barrage, they can't shoot it the same turn they move. Just take away the option of firing it direct.
    >> Anonymous 01/21/09(Wed)14:45 No.3476183
    >>3476176
    Indeed.
    >> Anonymous 01/21/09(Wed)14:49 No.3476210
    Interesting, but a note on the fluff...

    Not all Terran Marines are convicts, just a majority. They need bodies for the meat grinder, so they get them from prisons, but there are men and women that volunteered/enlisted. In fact, before the dissolution of the Confederacy, Alpha Squadron was made up almost entirely of elite soldiers, with the sort of rigorous training and discipline described that you would expect of the S.A.S or Navy SEALS.

    Just thought I'd point that out. It's one of the reasons why in the original manual they said that marines came "from all walks of life" rather than just "prisons". There were even rumors at one point of at least one planet experimenting with cloning technology to get more reliable soldiers...
    >> Anonymous 01/21/09(Wed)14:51 No.3476223
    >>3476210
    Larry?
    >> Anonymous 01/21/09(Wed)14:54 No.3476245
    >>3476223
    Are you kidding me, Jake?
    >> Anonymous 01/21/09(Wed)14:54 No.3476247
    Hey, how about we stat battlecruisers from a Battlefleet Gothica viewpoint?
    >> Anonymous 01/21/09(Wed)14:55 No.3476256
    Reapers:

    Terran Reaper | 15 points/model

    Reaper - WS 3 | BS 3 | S 3 | T 3 | W 1 | I 4 | A 2 | Ld 6 | Sv 4+
    Skirmisher - WS 4 | BS 4 | S 3 | T 3 | W 1 | I 4 | A 2 | Ld 7 | Sv 4+

    Unit Size: 4 - 12 Reapers
    Wargear: Jump Packs, Twin Gauss Pistols (count as Twin-linked), Mine Launchers.

    Type: Jump Infantry

    Options: The entire squad may be equipped with stimpacks at +1 point per model. One model may be upgraded to a skirmisher for +2 points.

    Gauss Sidearm
    Range 12" | Str 4 | AP 6 | Pistol

    Special Rules:

    Stimpacks: see the Terran Marine entry in the codex (what did we decide the rules for these would be again?)

    Raiders: Reapers have Move Though Cover USR.

    Mine Launcher. These count as melta bombs.

    Suicide units: Reapers are sent out to fight and die, not return home as heroes. It is something of a relief to Terran society that they are able to dispose of their worst criminals in this way. Reapers do not give up kill points.
    >> Anonymous 01/21/09(Wed)14:55 No.3476260
    >>3476247
    YAMATO CANNON WWWWWZHZHZHZZHZHZHPEEEWWWWWBRRRRROOOOUGHSSSGHHHHH
    >> Anonymous 01/21/09(Wed)14:55 No.3476263
    >>3476223
    Moe?
    >> Anonymous 01/21/09(Wed)14:56 No.3476266
    >>3476256
    You are the cancel that is killing Codex: Terran Dominion
    >> Anonymous 01/21/09(Wed)14:56 No.3476268
    >>3476247
    Counts-as Firestorm.
    >> Anonymous 01/21/09(Wed)14:56 No.3476271
    To the op:

    id say 3+ save and ld8/9

    3+ save because of power armor. As was stated, power armor is power armor. Even Sisters have them at 3+.

    ld8 because you never see a marine run away anywhere in starcraft. That alone warrants for more ld than standard Tau or Guard.

    Costing 8/model is fine. They are sisters with lower BS, slightly weaker weapon, and no acess to faith even with the changes i proposed.


    Likewise, vultures should be 3+ save
    >> Anonymous 01/21/09(Wed)14:57 No.3476272
    >>3476260
    I concur with this Anon.
    >> Anonymous 01/21/09(Wed)14:57 No.3476274
    >>3476247
    Shitty, but with really awful versions of Nova cannons.

    Hell, actually, the Nova Cannon could just be a lance battery used every other turn at a gigantic strength 2 or so, and otherwise it has... some lances and batteries. It's pretty much guaranteed to be the match of four escorts and little else.
    >> Anonymous 01/21/09(Wed)14:58 No.3476286
    Maybe you don't know how big BFG scale is.

    A battlecruiser would be an Escort, and the yamato cannon would be a lance.

    It's a Firestorm.
    >> Anonymous 01/21/09(Wed)15:00 No.3476299
    >>3476266
    >cancel
    wat
    >> Anonymous 01/21/09(Wed)15:00 No.3476302
    >>3476266

    Ok, then how would YOU stat them?
    >> Anonymous 01/21/09(Wed)15:02 No.3476313
    If I'm being VERY generous with a battlecruiser's size, and decide it's a few kilometers long, I'd say that maybe it's a dauntless light cruiser.
    >> Anonymous 01/21/09(Wed)15:02 No.3476315
    >>3476066

    I would go with lower S on the weapons.

    Something Like

    Arclight: S7, AP4
    Siege S8 (or 9), AP2, large blast
    >> Anonymous 01/21/09(Wed)15:03 No.3476321
    >>3476315
    Siege is without a doubt and ord barrage. I agree on the other parts.
    >> Anonymous 01/21/09(Wed)15:03 No.3476322
    Terran Battlecruiser | 2000 points
    AV 14/13/12 | BS 3
    Type: Super-Heavy Flyer
    Structure Points: 10

    Yamato Cannon
    Range 240" | Str D | Ap 1 | Ordnance 1, Destroyer

    Plasma Torpedoes
    Range 60" | Str 7 | Ap 2 | Ordnance 15

    Laser Battery x 2
    Range 48" | Str 9 | Ap 2 | Heavy 2

    Options:
    The Battlecruiser may add two extra laser batteries in addition to its two existing ones for 50 points each.

    For 100 points, the battlecruiser may be uprgraded with a Colussus Reactor. If this upgrade is taken, then the Yamato Cannon and Plasma Torpedoes now count as heavy weapons instead of ordnance.

    Special Rules:

    Large Target: The Battlecruiser is the symbol of Terran might and casts a massive shadow over the battlefield, However, this makes it an easy target as well. Units firing at the Battlecruiser use their own BS to hit, just like against any other vehicle.

    Heavy Armor: The Battlecruiser is heavily armored and contains some of the most advanced countermeasure equipment available. The Battlecruiser has a 4+ invulnerable save.

    Yamato Cannon: The Yamato Cannon is the single most destructive weapon available to the Terrans. If it hits a vehicle with structure points or void shields, that vehicle loses D3 structure points or void shields regardless of the result of the damage roll.
    >> Anonymous 01/21/09(Wed)15:03 No.3476323
    >>3476286
    This.
    >> Anonymous 01/21/09(Wed)15:06 No.3476352
    >>3476302
    I would leave them out.

    This is a thread statting SC units, not DoW 2.1
    >> Anonymous 01/21/09(Wed)15:08 No.3476360
    >>3476322
    >BC
    >BS 3

    I don't think so, Gary.
    >> Anonymous 01/21/09(Wed)15:08 No.3476362
    >>3476322
    I don't agree with the price.

    It's not *that* much better than a Manta, and the Manta can carry like 1500-2000 points worth of shit inside it.
    >> Anonymous 01/21/09(Wed)15:08 No.3476368
    >>3476313

    http://www.youtube.com/watch?v=pHZJqtTrvv4

    I'd say from this cutscene it's not particularly huge, the equivalent of the Chaos flying fortress in Aeronautica Imperialis. Which probably suits Starcraft more.
    >> Anonymous 01/21/09(Wed)15:09 No.3476381
    >>3474822
    Protoss Archon
    Marine - WS 6 | BS 6 | S 1 | T 8 | W 1 | I 2 | A 1 | Ld 5 | Sv 2++ (Inv)
    Psi arc:
    S 10 AP 1 template.
    Counts as power first and force weapon in close combat
    >> Anonymous 01/21/09(Wed)15:10 No.3476384
    >>3476322
    making Ordnance weapons heavy weapons is a downgrade...
    >> Anonymous 01/21/09(Wed)15:10 No.3476390
    >>3476360
    >>3476362
    So, cut down the price to maybe around 1000-1500 and up the BS to 4?
    >> Anonymous 01/21/09(Wed)15:12 No.3476403
    >>3476381
    >S1

    No.

    S5

    Psychic strenght capable of ripping even Macha's hymen asunder.
    >> Anonymous 01/21/09(Wed)15:12 No.3476405
    >>3476384
    Yeah, I forgot Ordnance had its own special rules. Lemme reword that.


    >For 100 points, the battlecruiser may be uprgraded with a Colossus Reactor. If this upgrade is taken, then the Yamato Cannon and Plasma Torpedoes may both be fired in the same turn in addition to any other weapons the Battlecruiser has.
    >> Anonymous 01/21/09(Wed)15:14 No.3476421
    >>3476390
    I'd say 1500 with BS4 sounds right. Maybe a little more, say 1650. A Warlord titan is 2500.
    >> Anonymous 01/21/09(Wed)15:15 No.3476424
    >>3476405
    Superheavies can already fire ordinance with other weapons.
    >> Anonymous 01/21/09(Wed)15:16 No.3476436
    why are we statting battlecruisers? from what I understand they are so big that normal firearms carried by the units in starcraft shouldn't be able to hurt it. To me it's a game breaking model when converted to being used in this.

    Also why not stat the reapers? you are statting the shields used by marines and those aren't introduced until sc2
    >> Anonymous 01/21/09(Wed)15:18 No.3476449
    >>3476424
    I thought they just ignored movment related firing restrictions. The Apoc rulebook doesn't say anything about ignoring Ordnance restrictions.
    >> Anonymous 01/21/09(Wed)15:18 No.3476452
    Anyway, if the plasma torps are ordinance, reduce the number of shots. No one has 15 fucking ordinance templates.

    It should either be Heavy 15, or Ordinance 5, 5 inch blast.

    The yamoto should be Ordinance, 10 inch blast, slow firing, destroyer, primary weapon.
    >> Anonymous 01/21/09(Wed)15:19 No.3476457
    >>3476436
    >Also why not stat the reapers?

    because of the blatant seraphim/assmarine ripoff
    >> Anonymous 01/21/09(Wed)15:19 No.3476463
    >>3476449
    Dude. A baneblade has 2 friggin ordinance weapons. Use some common sense. I know it's in there somewhere, the imperial armor rules specify it.
    >> Anonymous 01/21/09(Wed)15:19 No.3476468
    Lurker

    30 points
    WS 3 | BS 3 | S 5 | T 4 | W 2 | I 2 | A 2 | Ld 6 | 5+

    Unit size: 1-3.
    Wargear: Spine Launchers, claws and teeth.

    Spine Launcher: S5 Ap3 Heavy 1 Template twin-linked.

    The Spine Launcher is placed with 24'' of the Lurker. it must be entirely within line of sight and within range. Count the models under the template. Unlike a flamer, The lurker MUST roll to hit targets under the template, and then roll to wound.

    Special Rules:

    Underground Monster: A Lurker burrows into the ground when not moving. It gains a 4+ cover save in the open if it has not moved last turn, and it gets a plus one to cover saves when in cover. Lurkers in cover already which have not moved are immune to frag grenades and always strike first.

    Lurkers may deep strike.
    >> Anonymous 01/21/09(Wed)15:22 No.3476494
    Better yet.

    The plasma torp is Apocalypse barage (5). I think that sounds good. That'd make it similar to the horrible death missile launchers a warlord has.
    >> Anonymous 01/21/09(Wed)15:25 No.3476511
    >>3476457
    ok change them a little bit to something ok, even if they are just ripoffs, have them keep the standard rifle but make them jump infantry and give them deepstrike, but make it an option to the original marine instead its own stats.

    I've also got an issue with the 3+ saves on the marines unless a shitton of protoss and zerg units basically ignore it, sc powerarmor is not as tough as 40k powerarmor
    >> Anonymous 01/21/09(Wed)15:25 No.3476514
    >>3476463
    dude where's my baneblade.jpg
    >> Anonymous 01/21/09(Wed)15:26 No.3476520
    >>3476457
    How is "Marine in even bigger Power Armor" a total ripoff?
    >> Anonymous 01/21/09(Wed)15:26 No.3476521
    So, basically, here's what I see for the battlecruiser's weapons.

    The yamoto is a Volcano Cannon, that's slow firing.

    Plasma torps are an AP2 version of the apocalypse missiles.

    The laser batteries are fine as they are, but give them AA mounts. Alternatively, give the yamoto something like Hydra emplacements.
    >> Anonymous 01/21/09(Wed)15:28 No.3476537
    >>3476511
    3+

    That's final.


    also, ARCHIVE ON SUPTG NAO
    >> Anonymous 01/21/09(Wed)15:29 No.3476542
    >>3476511

    First off, all jump infantry can deep strike in 5th. read the rule book. A better solution would be for them to use the mines like combi-meltas.

    Secondly, Marines die a lot to zerglings and zealots because zerglings have rending and zealots have power weapons. We've been over this.
    >> Anonymous 01/21/09(Wed)15:29 No.3476551
    Battlecruisers in BFG terms would be something like the following:

    Escort/1 HP
    Move speed 20 cm
    Turns: 45 degrees (fuckers are slow in the cinematics)
    Shields: 0 (they don't have any!)
    Turrets: 2 (they have some point defense)
    Armor: 4+ or 5+ I can't decide, although 4+ seems more likely.

    Weapons:
    Weapons batteries: FP2 30cm Left/front/right
    Yamato Cannon* (lance): S2 30cm Front

    30 pts

    *Yamato cannon may be fired every other turn.

    Basically they're approx escort-sized and actually have decent firepower but are unmaneuverable (low speed and turns for escorts) as far as escorts go.
    >> Anonymous 01/21/09(Wed)15:30 No.3476558
    Terran Dropship | 200 points

    Unit Type: Super Heavy Flyer, Orbital Lander
    AV: 11/11/10 | BS: N/A
    Structure Points: 3
    Carrying Capacity: A Terran dropship may take the following loads:
    Up to twelve infantry models,
    OR up to two non-tank vehicles
    OR up to one tank.

    Weapons: To maximize speed and carrying capacity, the Dropship is completely unarmed.

    Special Rules:
    Rapid Deployment: Instead of stopping and landing in dangerous combat zones, dropship pilots have learned to quickly unload their troops by opening the loading ramp and skimming at low altitude. Models inside the Dropship may disembark anywhere along the Dropship's flight path. Infantry are treated as if they had normally disembarked from a moving vehicle and vehicles are treated as if they had moved six inches. Alternatively, the Dropship may use regular Orbital Lander rules.
    >> Anonymous 01/21/09(Wed)15:31 No.3476569
    >>3476542
    But zerglings don't have rending, they have scything talons.
    >> Anonymous 01/21/09(Wed)15:32 No.3476578
    >>3476558
    No 3 structure points for something that transports 12 models. 1 structure point, drop cost to compensate.

    Why? An orca has 3 structure points and it carries over 50 infantry.
    >> Oberst Viktor Morte !!iErYIiDEYck 01/21/09(Wed)15:33 No.3476585
    >>3476368
    http://www.youtube.com/watch?v=a2ll8swEeX0

    Looks pretty damn big here, but perhaps not giant scale space craft, but still big.
    >> Anonymous 01/21/09(Wed)15:34 No.3476595
    >>3476585
    it's bigger than the harbinger bomber, but I'd top its size at approx the size of an imperial escort, which is over 1km long.
    >> Anonymous 01/21/09(Wed)15:35 No.3476601
    >>3476585
    Well, in BFG, a Manta is considered a bomber, launched by the dozen. Anything bigger than that but under 2km or so is an escort. Up to 3km is a light cruiser, and it keeps going up, until you get to 20km+ battleships.
    >> Anonymous 01/21/09(Wed)15:36 No.3476609
    >>3476558
    2 tanks
    or
    4 goliaths/vultures
    or
    8 infantry (let's make it 20?)
    >> Anonymous 01/21/09(Wed)15:36 No.3476612
    >>3476578
    Then 2 structure points with a cost of 150. You could get two Dropships for a single Orca with around 90 points to spare.
    >> Hugh Mann 01/21/09(Wed)15:38 No.3476636
    i put in an archive request. We must archive this, or at least copy/paste EVERYTHING
    >> Anonymous 01/21/09(Wed)15:38 No.3476638
    ITT:

    Starcraft fags stat out overpowered/under priced units from their video game to use in 40k.
    >> Anonymous 01/21/09(Wed)15:39 No.3476639
    >>3476609
    Well, the dropship isn't THAT large. Honestly, the reason why its so cheap is so that there'd be a large number of them to get your guys around. Equalling or outmatching an Orca, which is larger and more expensive, just seems a bit broken.
    >> Anonymous 01/21/09(Wed)15:39 No.3476641
    ITT:

    Starcraft fags stat out overpowered/under priced units from their video game for 40k.
    >> Anonymous 01/21/09(Wed)15:41 No.3476652
    >>3476639
    The 2 tanks thing is game mechanics, unless you really think a siege tank takes up the same amount of room as 4 marines.

    Watch the intro for Ghost, they have something like 6/8 marines and a ghost in there and at best there's room for maybe 4 more to stand.

    Then look at the size comparison of the siege tank art to a marine. that thing's as big as like 20 marines. No way it'd fit inside the dropship depicted in the art.
    >> Hugh Mann 01/21/09(Wed)15:42 No.3476665
    archive guys, archive archive archive. Including that guy who said it before me and didn't
    >> Anonymous 01/21/09(Wed)15:44 No.3476684
    Mutalisk:

    20 points
    WS 3 | BS 3 | S 4 | T 4 | W 1 | I 5 | A 2 | Ld 6 | 5+

    Unit size: 3-6 Mutalisks

    Unit Type: Jump Infantry (that's what dethcoptas are, right?)

    Wargear, Wings, Teeth, Symbiotic Spitter

    Symbiotic Spitter: 18'' S4 AP6 Assault 3

    Mutalisks have the Fleet special rule

    Flying beast: Mutalisk fly low to the ground in order to hunt targets; but lack any real means to land on solid ground. any mutalisk not moving must roll a scatter die (rerolling hits) and move 6'' in that direction. Additionally, mutalisks never suffer dangerous and difficult terrain tests.
    >> Anonymous 01/21/09(Wed)15:45 No.3476698
    It's already on suptg.
    >> Anonymous 01/21/09(Wed)15:49 No.3476727
    >>3476684
    Deffkoptas are jetbikes.
    >> Anonymous 01/21/09(Wed)15:50 No.3476736
    >>3476652
    One tank should be more than enough for a 150 point flying transport. Hell, the tank itself would probably be more expensive than the Dropship.
    >> Anonymous 01/21/09(Wed)16:00 No.3476847
    >>3476684
    Also, fleet can't be used by bikes, if they are jet bikes. And they're sure as fuck not jump infantry.
    >> Anonymous 01/21/09(Wed)16:15 No.3476977
    Someone should gather these.



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