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Fixing Chapter traits


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Just a free for all wishlist/discussion thread to avoid bringing the other thread off topic.

 

I actually kind of like how Space Marine tactics don't affect vehicles, so I'd rather see a guard style differentiation than just letting ultramarine predators ignore tie up rules.

 

I think Ultramarines, Salamanders and Raven Guard are kind of okay. Salamanders aren't good right now but would be good if marines in general were better.

 

Raven Guard vehicles receive cover as long as they are even 1% obscured by terrain.

Salamanders tactic affects vehicles.

Ultramarine vehicles get +1 to overwatch when within 6 of any Ultramarine infantry units.

 

Imperial Fists

I'd just swap the stratagem and the trait around. Ignoring cover all the time just gives us the silly situation where Fists vs Iron Warriors ends up with nobody caring about cover. Add "When entirely in cover or within 1" of a fortification/barricade, Imperial Fists models automatically pass morale tests." Imperial Fist vehicles get reroll 1s to hit if they don't move, reroll all misses if they don't move within range of rites of battle.

 

Maybe change the stratagem to +1 to hit against buildings or units in cover, that would be good in combo with always active bolter drill.

 

Black Templars

Keep the charge reroll, add "at the start of the fight phase roll a d6 for every 5 black templar models in combat. For every 4+ gain a command point." Maybe it should only be 5+ but the 4+ only sounds broken if you're taking 20 man squads and somehow getting them into combat so why not encourage that.

 

Iron Hands

Characters and vehicles heal one wound at the start of every player turn. Infantry and bikers gain +1 save against AP-1. 6+ Feel no pain just slows the game down.

 

White Scars

Keep their current rule and add the Black Legion ability to treat rapid fire weapons as assault (effects vehicles as well while the fall back and charge does not). Vehicles also gain the ability to shoot at -1 or advance when falling back.

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I often play Imperial Fists and I really wouldn’t want them to lose their ability to ignore cover. It’s one of the best chapter tactics available.

 

As for the idea of different effects on vehicles similar to the AM Codex I definitely support that, provided they were geared sensibly towards vehicles and weren’t too general.

The Ultramarine tactic comes with something of a built-in penalty for things like predators. The falling back unit can shoot, but at -1. And because the predator has moved (in falling back), it’s at a further -1 for moving and firing heavy weapons.

So although you wouldn’t be able to tie up an Ultramarine predator (or whatever), you could still reduce its firepower significantly. Which seems fair.

If BT receive some buff, it is better emphasised on anti-psyker abilities.

 

"6+ FNP against mortal wounds in psychic phase, characters on 5+"

 

"Enemy psyker in 18" suffer perils on any doubles, not only double 6 and 1s"

 

Add a kicked mode for "Abhor the witch", pay 3CPs for the same psyker, roll D6 for every psychic power casted by that psyker in that turn, 4+ to deny it

 

With such enhancement, templars may still be not strong on themself, but would seen competitive play.

 

More melee buff for templars is just in the wrong way. Templars must pick units from the Astartes Codex, and the Astartes Codex doesn't provide any decent melee unit.

Black Templars aren't magic, it doesn't make sense for psykers to just start exploding around them.

 

There are tons of potentially powerful melee units in the marine book.

 

If Land Raider mounted Crusader squads could actually be included into a decent list they'd be a decent melee unit because of those chaplain and lieutenant synergies.

Black Templars aren't magic, it doesn't make sense for psykers to just start exploding around them.

 

They deny witch power by sheer force of will.

They should have a 6+ deny the witch 5+ on chars. Pay CPfor 4+.

 

Rightous Zeal should be ready roll charges and don't suffer battleshock while in CC.

 

After all BT are hordy and stubborn.

GW read your own god damn lore. It's not that hard.

The deny aspect aside, I would never trade the Helm for Halo. The Helm is one of the best relics in C:SM. Also one of the best enablers for a black tide and melee list. Sense your less likely leave your buffers stranded and can buff your fire support while buffing your line Squads.

 

It also reduces the number of characters we have to play for appropriate coverage. Long and short of it, Crusader Helm gives the rough equivalent to 2 characters worth of covered areas

Yeah as much as it makes sense to swap Helm and Halo from a fluff perspective, I wouldn't want that. We Ultras already have the best or second best (Ravens) tactic, the best trait, a solid Strategem, and ALL the special characters including a Primarch.

 

Save some for the other chapters, bro. :p

After giving it some thought, BT could stay with Re Roll charges. Add 2+ to charge distance.

Would make a decent Alpha strike force, and make it a lot more reliable.

Also Abhor the Witch 6+ deny the witch on the units and re roll hits against psyker.

 

Fluffy and thematic.

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