Evil Eye Posted Friday at 11:55 AM Share Posted Friday at 11:55 AM Some time ago I started work on a homebrew 40K ruleset which built upon the 3E "core" but with various tweaks and extra features pilfered from other editions and other systems altogether (notably Warzone's rules for flamethrowers setting dudes on fire!). Real life and several computer failures ensued but I have finally decided to sit myself down and work on it again. Anyway, one thing that did occur to me was giving Marines 2 wounds as base, with the exception of Scouts who are still 1 wound. I had this idea for a few reasons; mostly it would make them feel more Marine-y without going overboard, and in Space Marine 2 the Tyranid Warriors are roughly equivalent to Marines in threat level, being quite dangerous even one on one (Warriors were 2 wounds in 3E and 4E). Any thoughts on how this might work? I'm thinking the PPM for your basic Marine could go up to about 14 or 15 as a result. Link to comment https://bolterandchainsword.com/topic/387864-2-wound-marines-in-classic-40k/ Share on other sites More sharing options...
Cleon Posted Friday at 04:30 PM Share Posted Friday at 04:30 PM Now, where was it in 3-5 where multi wound infantry were horrifically broken due to wound sharing tricks? - you'll need to avoid that and force wounds to be taken on the same guy (more of an issue in specialist squads as I think it was load out dependent) I'd start with a flat multiplier between 1.3 and 1.5 on a squad basis as the extra survivability would increase the life and useability of weapons too. Maybe 1.4 to split the difference and give it a try. Evil Eye 1 Back to top Link to comment https://bolterandchainsword.com/topic/387864-2-wound-marines-in-classic-40k/#findComment-6168983 Share on other sites More sharing options...
Evil Eye Posted Friday at 05:53 PM Author Share Posted Friday at 05:53 PM 1 hour ago, Cleon said: Now, where was it in 3-5 where multi wound infantry were horrifically broken due to wound sharing tricks? That was 5th, where you were allowed to "spread around" wounds, leading to the dreaded Nob Biker Deathstar- I'm 100% going to be making sure that is not a thing. I swear GW had some kind of collective aneurysm around that time; the latter half of 3rd all the way through most of 4th were superb, and then suddenly at the very tail end of 4th leading into 5th things got...bad. Similar story for WHFB, 6th was REALLY solid until the very end, where the Wood Elf and Bretonnian books were busted wide open and very indicative of the overall vibe of 7th (which was more about who could field the biggest killiest thing rather than the more strategic, manoeuvring-based gameplay of 6th). Link to comment https://bolterandchainsword.com/topic/387864-2-wound-marines-in-classic-40k/#findComment-6168994 Share on other sites More sharing options...
Doghouse Posted 2 hours ago Share Posted 2 hours ago Personally I would probably bump a tactical marine up by about 9 or 10 points if I were doing this because T4 and a 3+ save make the second wound very efficient. I wouldn't go as as high as 14-15 points because they still die instantly to S8+ weapons through Instant Death which mattered a lot in 4th. For heroes I'd say +15 points increase if you wanted add one to them and probably the same for Terminators or even maybe +20pts because it doubles their resilience vs plasma, power weapons, and failed invulnerable saves. Link to comment https://bolterandchainsword.com/topic/387864-2-wound-marines-in-classic-40k/#findComment-6169335 Share on other sites More sharing options...
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