People! What is up with the inattention to the fluffy forums?
To get people interested again, let's all post special character ideas, cool rules, anything that strikes your fancy - the only rules are:
-Keep it clean. This should be rote by now.
-Keep it relatively within army fluff - no caring Necrons, autocratic Tau, or cuddly Chaos (with the potential exception of Slaaneshi marines - zing!)
-The post doesn't have to be a fair unit/rule, but it should be defend-able in the story - if your tactical marines all have a 2+ invuln. and cost 1 point each, something is wrong.
-Have fun. We of the grimness and darkness enjoy inventive ideas, even if the characters themselves don't.
To kick it off, I'll post two that have been kicking around in my head for a while:
Alexander Sansabeo - Statline of a Space Marine sergeant, Independent Character, Relentless, FNP, Must choose one of the following wargear: Plasma Cannon, Plasma Gun, Plasma Pistol, or Dual plasma pistols (2x the cost of a standard plasma pistol). Comes with frag grenades, a bolt pistol, and a chainsword. Cost: 200 points base. Does not include mandatory weapon choice (viz. the plasma weapons).
Special Rules: Plasma Guru, Plasma Pistol Slinger, Feud
Plasma Guru - Sansabeo may save one "Gets Hot!" result on a D6 3+ per turn, in his squad and/or within 6". It should be noted that if the D6 roles is failed, Sansabeo also takes a wound, in addition to the model who carries(d) the weapon. If the model is himself, roll for two wounds. Additionally, he has +1 BS when shooting a plasma weapon.
Plasma Pistol Slinger - Sansabeo is a master of plasma weaponry and trains more or less exclusively with such weapons. He may use two plasma pistols (counts as twin-linked) in shooting or in combat. He may not use both plasma pistols in the same turn as the chainsword or bolt pistol. At the beginning of each shooting phase/assault he may elect which to use, but not both in one turn - he cannot switch weapons between the shooting phase an assault of the same turn. It should be noted that Sansabeo does not have the special rule "Gunslinger".
Feud - Sansabeo may not be part of a squad or in a transport with a Techmarine (not including those who drive the tank) or a Master of the Forge.
Sansabeo is somewhat of an anomaly in the Archangels chapter - he was trained as a Techmarine, for a while. Then, his belief in the exclusive divinity of the Emperor lead to conflicts with his mentor to the point of being kicked off of Mars. Sansabeo didn't really care; firstly he felt slighted by the Adeptus Mechanicus for their belief in the Machine God, and secondly his one true desire - to serve the Emperor with a plasma weapon in his hands. His reasoning can be summed up in a friendly debate with the captain of the 2rd Company.
"Brother Captain, we must never burn the Xenos. Or rather, never with conventional flame weapons. It is accepted that in the melee their corruption could taint us, and that those killed with the holy Bolter must be purged beyond their mere ballistics wounds, but unless it is done with meltas or plasma, all the purging is doing is spreading smaller parts of the Xenos everywhere. It may even propagate the Orks. Better to do it with holy Plasma and purify the enemy, in the name and service of the Emperor."
When Sansabeo was shipped back from Mars, he managed to smuggle on his half-completed servo-pack, which holds and helps him aim his weapons.
Since his return, he has proved invaluable with his nigh-on prophetic ability to predict when a plasma weapon is about to fail and his guru-like ability to repair them just before they go critical, repeatedly saving Marines and their irreplaceable weaponry. He would have been promoted to Captain long ago but for the animosity of the Techmarines.
Shooting into close combat - The rule that I'm considering is giving all units in melee a cover save - for argument's sake a 5+. If that save is failed (from the shooter's perspective, i.e. they miss), then the shooter takes a D6 3+ test, and if fails, deals the wound(s) to the allied squad in combat. Does not apply to troops choices under 10 points per model.
The official reason that we cannot shoot into combat is that we might hit our buddies... from ten feet away. Huh? Never mind the improbably terrible aim of 40k units, this always struck me as a failed port from Fantasy (where the weapons may in fact be inaccurate enough, without proper training, to shoot into combat). Fire discipline can do a lot to improve accuracy, and just based on the actual fluff of 40k, it's not like they don't have the time.
To get people interested again, let's all post special character ideas, cool rules, anything that strikes your fancy - the only rules are:
-Keep it clean. This should be rote by now.
-Keep it relatively within army fluff - no caring Necrons, autocratic Tau, or cuddly Chaos (with the potential exception of Slaaneshi marines - zing!)
-The post doesn't have to be a fair unit/rule, but it should be defend-able in the story - if your tactical marines all have a 2+ invuln. and cost 1 point each, something is wrong.
-Have fun. We of the grimness and darkness enjoy inventive ideas, even if the characters themselves don't.
To kick it off, I'll post two that have been kicking around in my head for a while:
Alexander Sansabeo - Statline of a Space Marine sergeant, Independent Character, Relentless, FNP, Must choose one of the following wargear: Plasma Cannon, Plasma Gun, Plasma Pistol, or Dual plasma pistols (2x the cost of a standard plasma pistol). Comes with frag grenades, a bolt pistol, and a chainsword. Cost: 200 points base. Does not include mandatory weapon choice (viz. the plasma weapons).
Special Rules: Plasma Guru, Plasma Pistol Slinger, Feud
Plasma Guru - Sansabeo may save one "Gets Hot!" result on a D6 3+ per turn, in his squad and/or within 6". It should be noted that if the D6 roles is failed, Sansabeo also takes a wound, in addition to the model who carries(d) the weapon. If the model is himself, roll for two wounds. Additionally, he has +1 BS when shooting a plasma weapon.
Plasma Pistol Slinger - Sansabeo is a master of plasma weaponry and trains more or less exclusively with such weapons. He may use two plasma pistols (counts as twin-linked) in shooting or in combat. He may not use both plasma pistols in the same turn as the chainsword or bolt pistol. At the beginning of each shooting phase/assault he may elect which to use, but not both in one turn - he cannot switch weapons between the shooting phase an assault of the same turn. It should be noted that Sansabeo does not have the special rule "Gunslinger".
Feud - Sansabeo may not be part of a squad or in a transport with a Techmarine (not including those who drive the tank) or a Master of the Forge.
Sansabeo is somewhat of an anomaly in the Archangels chapter - he was trained as a Techmarine, for a while. Then, his belief in the exclusive divinity of the Emperor lead to conflicts with his mentor to the point of being kicked off of Mars. Sansabeo didn't really care; firstly he felt slighted by the Adeptus Mechanicus for their belief in the Machine God, and secondly his one true desire - to serve the Emperor with a plasma weapon in his hands. His reasoning can be summed up in a friendly debate with the captain of the 2rd Company.
"Brother Captain, we must never burn the Xenos. Or rather, never with conventional flame weapons. It is accepted that in the melee their corruption could taint us, and that those killed with the holy Bolter must be purged beyond their mere ballistics wounds, but unless it is done with meltas or plasma, all the purging is doing is spreading smaller parts of the Xenos everywhere. It may even propagate the Orks. Better to do it with holy Plasma and purify the enemy, in the name and service of the Emperor."
When Sansabeo was shipped back from Mars, he managed to smuggle on his half-completed servo-pack, which holds and helps him aim his weapons.
Since his return, he has proved invaluable with his nigh-on prophetic ability to predict when a plasma weapon is about to fail and his guru-like ability to repair them just before they go critical, repeatedly saving Marines and their irreplaceable weaponry. He would have been promoted to Captain long ago but for the animosity of the Techmarines.
Shooting into close combat - The rule that I'm considering is giving all units in melee a cover save - for argument's sake a 5+. If that save is failed (from the shooter's perspective, i.e. they miss), then the shooter takes a D6 3+ test, and if fails, deals the wound(s) to the allied squad in combat. Does not apply to troops choices under 10 points per model.
The official reason that we cannot shoot into combat is that we might hit our buddies... from ten feet away. Huh? Never mind the improbably terrible aim of 40k units, this always struck me as a failed port from Fantasy (where the weapons may in fact be inaccurate enough, without proper training, to shoot into combat). Fire discipline can do a lot to improve accuracy, and just based on the actual fluff of 40k, it's not like they don't have the time.