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Rules & Scenario Development House rules - whose rules? Make your own rules, or read up some experiments others have made.

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Old 11-27-2006   #1 (permalink)
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Default combat attachments for bolters

tried it the other day with mixed results

a chapter trait: Let None Escape
For 7pts each a tactical squad marine can be upgraded to having true grit and a MkIV Close Combat Attachment for his bolter.

The MkIV Close Combat Att. is a small chain blade, used instead of a bayonet by some chapters.
counts as a master-crafted CCW


thinking of others,
maybe a tazer-like weapon attachment that drops enemy Int. by 2
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Old 11-27-2006   #2 (permalink)
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Like the tazer idea-though Id say only for the first turn of CC,or maybe have it act like a shock maul (I dont have the rules to hand,anyone help)?
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Old 11-27-2006   #3 (permalink)
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hmm yeah
*waits here for someone to say a lascannon attachment, cocks pistol*
just one question, why is it master crafted? (i'm pretty sure master crafted is one reroll a turn per player right?)
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Old 11-27-2006   #4 (permalink)
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Yep
And master crafted doesn't fit with idea-master crafted is supposed to represent a truly superior piece of equipment,lovingly made and maintained.Also leads to people saying "well Ive got a chainsword which is just the same thing but bigger wheres my re roll"
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Old 11-27-2006   #5 (permalink)
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You could have that act as an initiativ modifier, like Hunting Lances for rough riders: +2I when they charge? Except yours would be more than one use...
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Old 11-27-2006   #6 (permalink)
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thats very expensive. am iright in thinking that would bring each marine up to 22 points?
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Old 11-27-2006   #7 (permalink)
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Quote:
Originally Posted by DeAd_cOmMaNdO View Post
thats very expensive. am iright in thinking that would bring each marine up to 22 points?
Going with +7, yeah, 22pts. That is a bit much... hunting lances are +2I, +2S, power weapons and they're only 3 points. I'd lower it to maybe 2 points, since there's no +2S, and no power weapon, but you do get to use them more than once.
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Old 11-27-2006   #8 (permalink)
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sorry(was very tried), by master-crafted, I wanted the attachment to reroll a failed-to-hit roll

a chapter trait: Let None Escape
For 5pts each a tactical or vetern squad marine can be upgraded to having true grit and a MkIV Close Combat Attachment or a MkIII High Voltage Tazer for his bolter.

The MkIV Close Combat Att. is a small chain blade, used instead of a bayonet by some chapters.
lets each equiped marine reroll 1 failed-to-hit roll in close combat


MkIII High-Voltage Tazer
A tazer-like weapon attachment that drops enemy (one per tazer) Int. by 2 for the first turn of combat.
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Last edited by The Horror in the Shadows; 11-27-2006 at 11:47 PM.
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Old 11-27-2006   #9 (permalink)
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its the same thing as master crafted. ans most people consider the +3 points/model for true grit expensive, so even +5 may be a lot. but its a cool idea
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Old 11-27-2006   #10 (permalink)
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MkIII High-Voltage Tazer could be made out of a tau pulse rifle end, i guess

been using the tips of chaos + marine chainswords, then green stuffing the join to the bolter after moving the barrel to the top. looks good when painted
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Old 11-28-2006   #11 (permalink)
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Thats a good idea what about because of the high price that if a unit tries to flee role a die on a role of say 4+ the attachment fires at the unit and stops them from leaving combat? what ya think thanks
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Old 11-28-2006   #12 (permalink)
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Thats a bit much no? hows about a +5, cause thats a lot of power for a CCW to have....in my oppinion is all.
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Old 11-29-2006   #13 (permalink)
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Add Counter-attack to the chapter trait: Let None Escape
so really it's like :Trust your battle brothers but with a reroll in close combat

new one
Chapter trait:No-Where to run
For 2pt per tactical or veteran squad model with a bolter may be upgraded to have a MkVI grappling line

MkVI grappling line
allows the model to move up vertical (only) impassible terrain as in difficult terrain
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Last edited by The Horror in the Shadows; 11-29-2006 at 12:21 AM.
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Old 11-29-2006   #14 (permalink)
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Quote:
Originally Posted by The Horror in the Shadows View Post
Add Counter-attack to the chapter trait: Let None Escape
so really it's like :Trust your battle brothers but with a reroll in close combat

new one
Chapter trait:No-Where to run
For 2pt per tactical or veteran squad model with a bolter may be upgraded to have a MkVI grappling line

MkVI grappling line
allows the model to move up vertical (only) impassible terrain as in difficult terrain
lol that would be wicked! haha imagine models shooting from the top of scenery totally unexpected..lol
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Old 11-30-2006   #15 (permalink)
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scouts: silencers
tactical squad bolters:underslung shotgun, single-shot HB round, Chemical gas round, caseless rounds, flashlight, Anti-grav plates

some of ideas i've got in the works as combat attachments just to make tactical more fluffy and interesting. havent come up pts yet and they are untested, so any ideas are welcome on pts or improvements on the rules

silencers/flash nuller: during night-fight missions, the scout squad may fire bolters/bolt pistols as assault 1 (as rapid-firing a silenced weapon damages the silencer) pinning (as the squad doesnt know where the rounds are coming from, the smart thing is to take cover)

underslung shotgun:attachs a shotgun to the underside of the bolter, may be fired more then once. May fire bolter or shotgun in one turn not both.

single-shot HB round: fires a single-use heavy bolter round. counts as heavy 1 when firing the round may not use bolter in same turn.

Chemical gas round: single use round, fired as normal, Str2 Ap- pinning
designed for slowing the enemy not killing them out-right.

caseless rounds:as caseless rounds are smaller than standead, the bolter's clip holds many more rounds in it, the bolter can fire 1 extra shot when been used in rapid-fire range i.e. 12'' for a total of 3 shots per bolter.no increase at ranges higher than 12''

flashlights: (For the lovers of doom3) may reroll 1 dice in night fight distance/to see check

Anti-grav plates:bolter becomes assault weapon but because of its weightlessness and fear on of losing his bolter in the heat of battle, the marine only gets 1 attack in close combat reguardless of other rules(e.g. charging)
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Old 11-30-2006   #16 (permalink)
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at this rate i think the thread needs renaming to: New Traits
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Old 11-30-2006   #17 (permalink)
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soon maybe
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Old 11-30-2006   #18 (permalink)
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Would be a good thread to start, so this one can stay focused on bolter development-Im really liking some of these ideas!
Im sure people have there own traits for their personalised chapters or would like some ideas!
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Old 11-30-2006   #19 (permalink)
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plan to make mission for the flashlight and the chain blade, something like squad of marines go into a research base and have to fight their way to various objectives, i'll post that in scensrios when i finish working out the bugs. probly b 250 pts of marines vs. 500pts of other
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Old 11-30-2006   #20 (permalink)
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if anyone uses these rules i'd like to here any feedback, problems etc. u have
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Old 11-30-2006   #21 (permalink)
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Holy inscriptions:any chaos/traitor/renegade model in base-to-base combat with the marine has a -1 Ld
Weighted stock: the marine gains +1str. on the charge in additon to any other rule but always strikes at int3, due to the weight of the bolter. may not be used with anti-grav plates
Damaged/old/badly maintained: the model with the bolter is 3pts cheaper, but the bolter now suffers from 'gets hot' rule
Zarthax poison round:single-use only. wounds on a 3+ and causes D3 wounds Ap-. only avaible to ICs and sergents due to highly toxic nature (kills space marines just as easy as the normal humans)

Anti-grav plates: bolter becomes assault 2 weapon but because of its weightlessness and fear on of losing his bolter (and the rare tech.) in the heat of battle, the marine only gets 1 attack in close combat reguardless of other rules(e.g. charging). May only be used with the scions of mars trait due the rareness of the tech.
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Old 12-01-2006   #22 (permalink)
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i like the damaged weapons one - that would be great in scenarios where the marines are defending and their ammo is running out.
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Old 12-03-2006   #23 (permalink)
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latest list with some points.going with (free) chapter trait: Bolter Attachments which allows for 1-3 attachments to be taken. Note that some attachments are rare and need other traits to work.

Holy inscriptions: (1pt) any chaos/traitor/renegade model in base-to-base combat with the marine has a -1 Ld. All bolter armed troops

Weighted stock: (1pt) the marine gains +1str. on the charge in addition to any other rule but always strikes at int3, due to the weight of the bolter. May not be used with anti-grav plates. Tactical and Veteran squads

Damaged/old/badly maintained: the model with the bolter is 3pts cheaper, but the bolter now suffers from 'gets hot' rule. Tactical and scout squads.

Zarthax poison round: (10pts) single-use only. Wounds on a 3+ and causes D3 wounds Ap-. Only avaible to ICs and sergeants due to highly toxic nature (kills space marines just as easy as the normal humans)

MkVI grappling line (1pt)
allows the model to move up vertical (only) impassable terrain as in difficult terrain. May be attached to all weapons except pistols (too small) Tactical, Veterans, Devstator and scout squads

silencers/flash nuller: (1pts) during night-fight missions, the scout squad may fire bolters/bolt pistols as assault 1 (as rapid-firing a silenced weapon damages the silencer) pinning (as the squad doesn’t know where the rounds are coming from, the smart thing is to take cover). scout squads and Veterans

underslung shotgun: (2pts) attaches a shotgun to the underside of the bolter, may be fired more then once. May fire bolter or shotgun in one turn not both.Tactical and veteran squads

single-shot HB round: (2pts) fires a single-use heavy bolter round. counts as heavy 1 when firing the round may not use bolter in same turn.
Tactical and devastor squads

Chemical gas round: (2pts) single use round, fired as normal, Str2 Ap- Blast, pinning designed for slowing the enemy not killing them out-right.Tactical squads

Caseless rounds: (2pts) as caseless rounds are smaller than standard, the bolter's clip holds many more rounds in it, the bolter can fire 1 extra shot when been used in rapid-fire range i.e. 12'' for a total of 3 shots per bolter. No increase at ranges higher than 12'' except in assault weapons which gains plus 1 shot at their normal range limits. Tactical and veteran squads

flashlights: (1pt) (For the lovers of doom3) may reroll 1 dice in night fight distance/to see check. all bolter armed troops

Anti-grav plates: (3pts) bolter becomes assault 2 weapon but because of its weightlessness and fear on of losing his bolter (and the rare tech.) in the heat of battle, the marine only gets 1 attack in close combat regardless of other rules(e.g. charging). May only be used with the scions of mars trait due the rareness of the tech. Tactical and Veteran squads and tech-marines

MkIV Close Combat Attachment: (2pts) is a small chain blade, used instead of a bayonet by some chapters. lets each equipped marine reroll 1 failed-to-hit roll in close combat. Tactical and Veteran squads

MkIII High-Voltage Tazer (2pts)
A tazer-like weapon attachment that drops enemy (one per tazer) Int. by 2 for the first turn of combat. Tactical and Veteran squads

Phalanx shield: (2pts) when equipped the shield attaches to the bolter and interlinks with the shields on the sides. The bolter becomes assault 1 18’ due the weight and bulk of the tower shield but gains a 5+ cover save. The unit moves as in difficult terrain but assaults as normal. Tactical squads

Subjugators: (2pts)Are used to capture enemy models in close combat for live study by the adepts of the machine cult and other organizations of the imperium. Can be many different attachments due to different natures of the foes, but all function the same way, commonly chained spikes of blessed metals.
The model with the subjugator counts as having 1 attack in close combat at str.6 if the attack wounds and defending model loses 1 wound with no armour save (as the armour is not damaged) but may take inv. Saves as normal, while the model is alive if the model is killed by the defending model then the wound is restored. Defending model attacks as normal, but may not retreat, its unit (if any) may fallback(player’s choice if there is a failed Ld). If the defending model is reduced to 0 wounds it is captured and, the unit and the captured model are then teleported from the field and may not return. Captured models are worth double VP’s. Tactical and Veteran squads

Fire retardant canister: (1pt) single use only. Makes unit ignore the first flamer, heavy flamer attack it suffers. Tactical and Veteran squads

Machine Spirit guidance: (3pts) may reroll 1 failed to hit with bolter and the range of the bolter is increased to 27’’. May only be used with the scions of mars trait due the rareness of the tech. Tactical and Veteran squads and Tech-marines
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