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| Rules Development Here's the board for all you people with house rules etc you want to share or get opinions on |
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| | #1 (permalink) |
| It's a Trap! ![]() Join Date: Mar 2005 Location: Texas Age: 17
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Okay, my idea is for something like a jump pack, but an actual continuous flyer instad of one used for short jumps to move quicker. This upgrade is available for any non HQ unit equiped with a jump pack, wings etc. Cannot be given to crisis suits, winged warriors or any other unit with a medium size base. The fuel supply or wing size needed would just be too much. Jet pack +2 points *The unit equiped with the jet pack always has a 5+ cover save. *The unit now can only move 6" but can move 6" during the assault phase in any direction and can move over any terrain but can't land in impassable terrain. It can land in any other type. *When targeting the unit, always add 3" to the distance needed to reach it. For flamer and template weapons, just put it over the bases. The flames, wire, net, explosion, etc. would raise up or explode every where so it negates the advantages. What do you guys think? |
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| | #2 (permalink) |
| Senior Member ![]() Join Date: Oct 2005 Location: Japan
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I don't want to be rude or offensive here, but +2 points for those added abilities is simply ridiculously cheap. Why would flying give you a cover save? I don't really see what these rules add to the game, especially when you're giving them to every army except Tau. It would be better for you to devise a unit that fills a hole in a current army and give them dedicated flying infantry which you tailor to match the army and properly balance their point cost against their power. |
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| | #3 (permalink) |
| It's a Trap! ![]() Join Date: Mar 2005 Location: Texas Age: 17
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It doesn't give them to every army but tau. It can be given to stealth suits, probably vespids if they turn out to actually have jump pack rules, and droids. It just can't be given to crisis suits. The reason that it is cheap is because most units with jump packs are already considerably more expensive than normal ones and many are cc and this actually slows them down. The cover save is because of their constant movement, clouds, things like that, like the to hit a skimmer rule. The rules are just for some fun because me and my friends think that there should be a way to have guys who actually stay in the air all the time. |
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| | #4 (permalink) |
| Senior Member ![]() Join Date: Oct 2005 Location: Japan
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1. Then it should not be called a cover save. It should be called an invulnerable save. Cover saves are for when you are in cover, or for the (extremely rare) case where you have such exceptional camouflage that you can hide in the open. Your flyers are not in cover- if they're high enough to be hiding in clouds, they are far too high to participate in the battle. This may seem very anal-retentive, but it if you're going to write special rules you need to keep your terminology impeccably clear as not doing so can create exploits and loop-holes. 2. My mistake about the Tau. Do Imperial Guard get any jump packers? 3. I still disagree about the cost. You don't lose out on that much movement. Jump packers move 12" normally but can only move in the assualt phase if they assault. Your units move 6" normally and 6" every assualt phase. This means that all you lose is 6" on the turn you assault with them (if you assault with them at all.) You gain so much more maneuverability though, that with a crowded table top you could effectively make your units immune to shooting. I play Craftworld Eldar and Tau, and between those armies I have quite a few units that can move freely in the assault phase. Let me tell you, it is an increadible bonus. I can basically guaruntee that those units will not be shot at until they are exactly where I want them by moving them back into cover in the assault phase. My opponents hate trying to pin my stuff down long enough to shoot it. The only limitation is a lack of terrain tall enough to obscure most stuff that has this special rule because most of those models are on flying stands. Infantry-sized models with this special ability are insanely good. Imagine Dark Eldar Scourges with this ability. I'd say that this special ability alone is worth no less than 5 points- more if the unit in question carries extremely good weapons. 4. Another problem with your rules is that units get all the benefits for being airborn while maintaining all the benefits of being on the ground- cover, etc. I think at the least you should make them unable to take advantage of terrain in any way while using your special rules. But that gets fiddly with the controlling player having to remember if his units are flying or not every turn. If you're dead-set on making flying infantry, maybe you aught to look into the "Flying High" special rules of 2nd edition. Though they had problems of their own, they rather elegantly solved the problem with a logic of: "If something is close enough to the ground to affect the battle, its probably close enough to be affected by the battle." This rule may be just for fun, but you asked for our opinion and I'd be amiss if I wasn't honest with you- I would probably refuse to play anyone who wanted to use those rules as you've written them now, and I'd probably be highly suspicious of them from that point on even if they weren't using the rules. The seem to me of trying to get something for nothing (or nearly nothing), inventing penalties that aren't in any way measurable to the advantages they give. |
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| | #5 (permalink) |
| It's a Trap! ![]() Join Date: Mar 2005 Location: Texas Age: 17
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Okay, I agree about number 4 and number 2 and the cost still may be a little low, but the cover save stays because a flamer or blast is going to negate it because it covers every where.
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| | #6 (permalink) |
| Junior Member Join Date: Nov 2005 Location: Planet Earth Age: 19
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Yeah I like the rules for the jet packs, but I think you should change the points cost to 15 points or so...2 points is way too cheap for potentially insane rules like that. Sounds good though, Lord Astennoth
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