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Posted: Thu Oct 02, 2008 12:55 am
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Posted: Thu Oct 02, 2008 9:33 am
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Posted: Thu Oct 02, 2008 9:41 am
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Posted: Thu Oct 02, 2008 2:41 pm
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Posted: Tue Oct 07, 2008 11:43 am
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Posted: Tue Oct 07, 2008 9:28 pm
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Posted: Wed Oct 08, 2008 7:28 pm
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one of the things I was thinking of was an elite tank called the Reclamer. It's a close combat orented tank, pulling in other vehicles, grinding them down, and chopping them up (and crushing infantry when the situation calls for it) it leaves cubes of raw materals behind it.
Caliope Rocket truck: I found equipping a light fast truck with a large number of morters to simulate the rockets effect. The Caliope is lightly armored, and fast when compared to a tank. I tinkered with the design and it came out like a large Cargo Truck carrying a whole lot of rockets in the trailor. Making it mobile and quickly deployed artilery.
Repulic Areo troopers: The power and skill of the space marines is known across the galaxy, after encountering these supersoldgers on the battlefield (and nearly being discovered because of it) New Sol responded with the Areo trooper a heavily armed and armored "Marine killer" unit. They use ARRs (Automatic Resoiless Rifiles) to take out light vehicles and heavy infantry. and jetpacks to get away before the enemy can react. Their major drawback is their pricetag this has kept New Sol from fielding them in large numbers. The areo trooper is not designed for sustained hand to hand combat he is a hit and run enemy. (otherwise he risks being ripped apart by a very angry Space Marine)
Military Engineers: the Castle and Cogs symbol of the engineers is the equlivent of a skull and crossbones in the eastern fringe. Specalizing in fortifications, traps, and hidden explosives, as well as hiding theselves. Encased in cyberneticaly enhanced battle armor they are also adept at using their engineering torches and Emp grenades to leathal effect in close combat both against infantry and tanks.
Combat engineers: capable of making effective and useful battlefield repairs quickly, these are not their trap building cousins, these men are armed with a high caliber revolver, a flak vest, and their toolkits. On the brightside this means they are cheap and fast, but it also means they are not frontline troops. They are no match for a squad of guardsmen (mostly due to the revolver's short range and the superior number of opponents)
I'm thinking of more and these ones can be upgraded.
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Posted: Wed Oct 08, 2008 10:23 pm
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Quote: It's a close combat orented tank, pulling in other vehicles, grinding them down, and chopping them up (and crushing infantry when the situation calls for it) it leaves cubes of raw materals behind it.
Something better (for the sake of explanation) might be a walker. Put all of the destruction and deconstruction assemblies on its underside so that it can lower itself down and "digest" the vehicle from top to bottom.
Quote: Caliope Rocket truck: I found equipping a light fast truck with a large number of morters to simulate the rockets effect. The Caliope is lightly armored, and fast when compared to a tank. I tinkered with the design and it came out like a large Cargo Truck carrying a whole lot of rockets in the trailor. Making it mobile and quickly deployed artilery.
You saw my old thoughts on this. Just make sure that it doesn't get too overpowered. AT MOST, maybe a Heavy 3 S6 AP4 missile firing at BS3. The truck itself should be AV10-10-10 open topped.
Quote: Repulic Areo troopers: The power and skill of the space marines is known across the galaxy, after encountering these supersoldgers on the battlefield (and nearly being discovered because of it) New Sol responded with the Areo trooper a heavily armed and armored "Marine killer" unit. They use ARRs (Automatic Resoiless Rifiles) to take out light vehicles and heavy infantry. and jetpacks to get away before the enemy can react. Their major drawback is their pricetag this has kept New Sol from fielding them in large numbers. The areo trooper is not designed for sustained hand to hand combat he is a hit and run enemy. (otherwise he risks being ripped apart by a very angry Space Marine) Good way of balancing them, kind of like Scourges. Good heavy weapons, but a high pricetag and mediocre skills in CC. Just make sure that the price reflects the benefits well (meaning that they need to be spendy). Also, to fit the fluff, maybe they could have the Hit and Run USR.
Quote: Military Engineers: the Castle and Cogs symbol of the engineers is the equlivent of a skull and crossbones in the eastern fringe. Specalizing in fortifications, traps, and hidden explosives, as well as hiding theselves. Encased in cyberneticaly enhanced battle armor they are also adept at using their engineering torches and Emp grenades to leathal effect in close combat both against infantry and tanks.
Maybe a possible rename to "Terror Engineers" would be better if they specialize in traps and hidden explosives. Something you might want to look at for reference would be Codex: Catachan to get a reference on the specialized booby traps that they were able to lay. I'd say to make it so that they have to choose their weapons, though. Make the cutting torches something like a combi-melta where they only carry enough fuel for a single blast. Same on their flamer possibilities.
Quote: Combat engineers: capable of making effective and useful battlefield repairs quickly, these are not their trap building cousins, these men are armed with a high caliber revolver, a flak vest, and their toolkits. On the brightside this means they are cheap and fast, but it also means they are not frontline troops. They are no match for a squad of guardsmen (mostly due to the revolver's short range and the superior number of opponents)
I liked the earlier ideas on these that you had in the old thread. For repairing vehicles, make it so that they need to have 2+ models in contact with the vehicle at the end of the movement phase to repair the vehicle on a d6. Every additional model in b2b makes for an additional repair die.
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Posted: Thu Oct 09, 2008 9:23 am
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Posted: Thu Oct 09, 2008 1:55 pm
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Posted: Fri Oct 10, 2008 10:01 pm
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Posted: Sun Oct 12, 2008 3:28 pm
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Posted: Sun Oct 12, 2008 3:33 pm
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Posted: Sun Oct 12, 2008 5:26 pm
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It was intended to conflict itself a little, much of the 40k fluff does. I was thinking of phrasing it like an inquisition report. Just because he's direct does not mean he can't be quiet about it. He eliminated those consperiters that created him, but he did so quietly. They were exicuted for "decieving the populace, and subverting the government." Smith doesn't lie, but he doesn't volenteer information either. If you were to walk up to him and ask him to his face "Are you a Deamon?" he'd reply "I was born of the warp" but how many people are going to be that direct? His position is mostly cermonial, but his opinion is highly respected in the senate. He is a greater deamon, but exercises his power responsibily. He does not tolerate chaos deamons within the Republic, their presence is irritating to him like someone poking you with a little pin. Bigger the deamon bigger the poke... He is like an internal affairs office, he keeps the senate from falling to petty disputes, or chaos corrruption, and keeps the republic free of cults. There is actually a hall of defeated, a large hall housing the helms of those Chaos commanders who have tried to begin cults within the republic.
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