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  1. #1
    Aushilfspinsler

    Registriert seit
    22.06.2014
    Beiträge
    72

    Standard Infanterie&Fahrzeuge

    Ich hab mal etwas rumgebastelt und Regeln entworfen wie man Infanterie und Fahrzeug ein Adeptus Titanicus implementieren kann.
    Diese sind zwar weitestgehend unbedeutend für die Titanen selber, können aber auch zu lästigen Ablenkungen führen. Die Infanterie&Fahrzeuge werden eher ihre eigenen Kämpfe austragen, welche von den Titanen in großem Maße beeinflusst werden können. Umgekehrt ist das eher unwahrscheinlicher. Ich finde aber das ist fluffgerecht. Wie als wenn man Wh40k spielt und plötzlich regnet es Trümmer aufs Schlachtfeld, weil auf dem Nebentisch bei Raumflotte Gothic ein Kreuzer in den Planeten gcrasht ist Mag nicht jedermanns Bier sein, aber mir gefällt diese Idee

    Hier der Link zu der Datei auf Facebook, da ich hier nix hochladen kann:
    https://www.facebook.com/download/30...o7U-Vm6qAG97bu

  2. #2
    Miniaturenrücker
    Avatar von LocalHoRst
    Registriert seit
    12.12.2001
    Beiträge
    1.078

    Standard

    Da ich kein Facebook habe, kann ich die Datei leider nicht ansehen.
    Finde die Idee allerdings cool.

  3. #3
    Aushilfspinsler

    Registriert seit
    22.06.2014
    Beiträge
    72

    Standard

    Dann eben Copy&Paste...


    .....

    Infantry, Vehicles and Super-heavy Tanks in Adeptus Titanicus V1.0


    General rules
    Infantry, Vehicles and Super-heavy Tanks follow the rules for Knight Banners. There are some exceptions and additional rules which will be explained if applicable.

    Detachments
    Infantry Squads and Vehicles Squadrons are organized in Detachments. A Detachment can be called Company, Fellowship, Brotherhood, etc but they behave all the same.
    All Squads and Squadrons in a Detachment are activated together in the same way as Titan Squadrons but they never can use the benefits of Coordinated Strikes.
    There are three kinds of Detachments. You may field any amount and type of Detachment:

    Primary Detachments which consist of a mixture of Infantry Squads and Vehicle Squadrons. Each Squad/Squadron has to be selected from a certain category. Some categories are mandatory and some are entirely optional. You can only include a choice from the Super-Heavy category if the Super-heavy Vehicle Company consists of only a single super-heavy vehicle (each super-heavy vehicle is its own squadron). Super-heavy Vehicle Companies which consists of more than one super-heavy vehicle automatically form their own Detachment.
    A Primary Detachment consists of the following choices:
    HQ: 1-3
    ELITES: 0-4
    TROOPS: 2-6
    FAST ATTACK: 0-3
    HEAVY SUPPORT: 0-3
    SUPER-HEAVY: 0-1

    Armour Detachments which consist of 3 Vehicle Squadrons selected from the Heavy Support category.

    Super-Heavy Detachments which consist of a single Super-heavy Tank Company selected from the Super-Heavy category.

    Composition of Infantry Squads, Vehicle Squadrons and Super-heavy Tank Companies
    Infantry is organized in Squads, Vehicles in Squadrons and Super-heavy Tanks in Companies. The Command Terminals describe their exact composition. Of course, Infantry/Vehicles/Super-heavy Tanks don’t have any kind of shields nor a reactor.
    Infantry aren’t individual infantrymen. Instead Infantry consists of a bases with 3 or 5 models mounted on it. A base should be 2” long and 1/2” wide.

    Infantry Squads, Vehicle Squadrons and Super-heavy Tank Companies in the Strategy Phase
    Squads/Squadrons/Companies can be issued orders in the same way as a Titan. They cannot be issued Damage Control or Shutdown orders. If a Squad/Squadron fails its Command Test it only prevents other Squads/Squadrons in the Detachment to be issued Orders. Other Detachments, Titans, Banners, Super-heavy Tank Companies, etc may be attempted to be issued Orders as normal.
    Infantry Squads in the Movement Phase
    Infantry can move in the Movement Phase in the same manner as Knight Banners. Infantry Squads can enter buildings but treat them as Difficult Terrain. All Infantry Bases of the Squad have to remain in base contact or have to be within the same building (or building section if the building is very large). If this isn’t possible the Squad becomes Shaken.
    If an Infantry Squad is issued First Fire Orders and is the target of an Infantry Squad with a Charge order then it may attack the charging Squad with every weapon without the Melee characteristic but only with one dice. Doing so it needs a 6 for the Hit rolls. This doesn’t prevent the Infantry Squad to attack in its own activation.

    Vehicle Squadrons in the Movement Phase
    Same as Knight Banners. Vehicles in a Squadron have to be within 3” of another Vehicle of the Squadron.

    Super-heavy Tank Companies in the Movement Phase
    Same as Titans. Super-heavy Tanks in a Company have to be within 3” of another Super-heavy Tank of the Company.

    Infantry Squads, Vehicle Squadrons and Super-heavy Tank Companies in the Damage Control Phase
    Squads, Squadrons and Companies cannot be activated in this phase.

    Infantry Squads in the Combat Phase
    Follow the same procedure as for Knight Banners. As Infantry Squads are highly mobile and adaptable Line of Sight for the whole Squad can be determined from every model on any base of the Squad. That means if one model from one base can see the target then every other base in the Squad can shoot from this point too. Bases in the same Squad don’t block the view of others. All bases have to attack the same target unless the Squad has Split Fire orders in which case each base can attack another target. If a base has more than one weapon it has to attack the same target with all weapons.
    Squads cannot make Smash Attacks.
    If an Infantry Squad is attacked by another Infantry Squad within 2” it and any other Infantry Squad within 2” of the attacking Squad may also attack. All attacks are simultaneous. Calculate the losses of each side. All Squads of the side which suffered the most losses are the losers and have to move with maximum speed away from the winning Squad or Squads. The winning Squad or Squads may now perform half a move in any direction (which is called a Consolidation Move) and don’t become Shaken even if any Squad suffered losses.

    Vehicle Squadrons and Super-heavy Tank Companies in the Combat Phase
    Same as Knight Banners.

    Attacking Infantry Squads
    Same rules as for Knight Banners. The battlefield is rarely empty so there is plenty of cover for Infantry. If an Infantry Squad didn’t move all attacks suffer a (possibly additional) -1 modifier to all Hit rolls if the attack doesn’t has the Melee trait. Note that some Infantry Squads have a dedicated transport vehicle attached. If it can be seen then the -1 modifier for stationary Infantry isn’t applied.

    Infantry in Buildings
    Infantry Squads treats Buildings as Difficult Ground. If a Squad enters a building each base can move freely within the building (or building section if the building is very large) without the need of remaining base to base contact with other bases of its Squad. As Infantry Squads are highly mobile and adaptable Line of Sight for the whole Squad can be determined from every model on any base of the Squad. That means if one model from one base can see the target then every other base in the Squad can shoot from this point too. Bases in the same Squad don’t block the view of others. All bases have to attack the same target unless the Squad has Split Fire orders in which case each base can attack another target. If a base has more than one weapon it has to attack the same target with all weapons. The inside of buildings never blocks line of sight for Infantry.
    Infantry inside a Building can only draw line of sight to targets outside of the building if a base is positioned at a wall. Line of sight can’t be drawn from and to a base which is completely inside of the Building. Only weapons with the Inferno or Flame trait can attack Infantry in a Building without the need of Line of Sight.
    Infantry within a Building which is attacking Infantry also in the same building may add +1 to their weapons Strength representing blasts to be more efficient in such close confines. Weapons with the Flame trait cause 1 additional hit instead.
    If a Building containing Infantry is destroyed then each Squad suffers a number of Strength 8 hits equal to the number of its bases.

    Attacking Vehicle Squadrons and Super-heavy Tank Companies
    Same as Knight Banners.

    New and Altered Weapon Traits:
    All weapons: Unless noted otherwise all weapons gain +1 Accuracy if attacking a target within half its range.
    Barrage: Instead of +1 Accuracy this weapon suffers -1 Accuracy if attacking a target within half range.
    Melee: Infantry and Vehicles can only attack a Titan’s legs with a weapon with the Melee trait
    Draining: Infantry, Vehicles and Super-heavy Tanks don’t have a reactor. If they use a Draining weapon they are not allowed to move or turn during the current round. If they use a Draining Weapon with First Fire Orders then they can’t use it again in the Combat Phase.
    Maximal Fire: Infantry, Vehicles and Super-heavy Vehicles don’t have a reactor. For every 1 rolled the attacking unit suffers a Direct Hit.
    Flame: Hits automatically
    Deflagrate: If at least one hit is scored then one additional hit is scored.
    Range: 0”: The weapon has a range of 0” so in order to attack the unit has to touch the target unit.
    Twin-linked: The weapon can re-roll failed Hit rolls.
    Small Arms: This weapon can only damage Infantry
    Heavy: -1 Hit modifier if the unit has moved
    Lingering Death: Place a 1” template where this weapon has hit and leave it in place for the duration of the game. Any unit moving through this area suffer one hit by the weapon.




    Damaging Infantry Squads
    Hits affect Infantry differently than Knight Banners as follows:
    Glancing Hit: Titan grade weapons are very powerful. Even a glancing hit may cause grievous wounds or even death. If the Strength of an attack is 6 or more an Armor roll of 1 still causes a Direct Hit.
    Direct Hit: The Squad loses a base.
    Devastating Hit: The Squad loses two bases.
    Critical Hit: The Squad loses three bases.
    The controlling player choses which base is lost.

    Damaging Vehicle Squadrons
    Hits affect Infantry differently than Knight Banners as follows:
    Glancing Hit: Titan grade weapons are very powerful. Even a glancing hit may render a Vehicle inoperable or can outright destroy it. If the Strength of an attack is 8 or more an Armor roll of 1 still causes a Direct Hit.
    Direct Hit: The Squadron loses a vehicle.
    Devastating Hit: The Squadron loses two vehicles.
    Critical Hit: The Squadron loses three vehicles.
    The controlling player choses which vehicle is lost.

    Damaging Super-heavy Tank Companies
    Same as Knight Banners.

    Transports
    Some vehicles can transport Infantry or are even large enough to transport other Vehicles. To embark on Transport the Squad/Squadron just moves that at least one base or Vehicle is in contact to the Transport (it doesn’t matter which one you move). To disembark just place the disembarking Squad/Squadron with all its models in contact to the Transport. After disembarking the Squad/Squadron can move normally. A Squad/Squadron can only embark OR disembark once during one activation where it is allowed to move. It can’t embark, move the Transport and then disembark during the same activation.
    It is possible to transport Squad/Squadrons from a different Detachment. Both Detachments have to activate at the same time as if they were a single Detachment.

    Dedicated Transports
    Some Infantry Squads may include a dedicated transport vehicle which is part of the Squad. It has to be within movement distance to the Infantry. For example, a Rhino has a Speed of 12” so it has to be within 12” of a base of its parent Infantry. A Dedicated Transport can only transport the Squad it was added to.
    If a Squad with a Dedicated Transport is hit and armor rolls are made the owning player can decide if an Infantry base or a Dedicated Transport takes the damage if the Dedicated Transport is within 3” of its parent Infantry. Note that you can’t put a result which will cause damage on one type of unit to a type which can’t be damaged. For example, if a Terminator Squad with attached Land Raider as Dedicated Transport is hit and the armour roll results in a 9 it has to be placed on the Terminators because a 9 is not enough to damage the Land Raider.

    Shaken Infantry Squads and Vehicle Squadrons
    If an Infantry Squad loses a base (or Dedicated Transport), a Vehicle Squadron loses a Vehicle or a Super-heavy Tank Company loses a Super-heavy Tank it becomes Shaken. Mark it with the Shutdown symbol on the order dice. Its speed is halved and it will suffer a -1 modifier to all Hit rolls.
    A successful Command roll in the Issue Orders step in the next turn will remove the dice. The Squad may be issued orders in the following turn.








































    Legiones Astartes in Adpetus Titanicus

    Legion rules:
    - A Glancing Hit on a Legion Infantry Squads only becomes a Direct Hit if the Strength of the attack is 7 or more (instead of 6 or more as with other Infantry).
    - Legion Squads, Squadrons and Companies only get Shaken after losing half the starting strength of the Squad/Squadron/Company. Every loss of a base/vehicle/super-heavy tank after that will result in the Squad/Squadron becoming Shaken.

    HQ
    Legion Praetor 20pts
    Character: A Praetor is an Upgrade to an existing Sergeant of a Squad.
    Master of the Legion: You may only take one Legion Praetor in your army.
    High Commander: Any Centurion in the army may get the same Order as the Praetor without the need of a Command test. If the Praetor fails his Command Test then no further unit (not only his Detachment) may be issued Orders as usual.
    Rites of War: The Praetor may change the organization of any or all Primary Detachments. Select one:
    - Orbital Assault: All Squads which can add a Rhinos Dedicated Transport may select Dreadclaw Droppod instead. Legion Dreadnoughts may take Legion Drop Pods as Transport and Contemptor Dreadnoughts may take Dreadclaw Drop Pods as Transport. Terminator Squads may Teleport. Legion Rapier Weapons Batteries may take a Legion Drop Pod. You may only include Squads/Squadrons in this Detachment who are able to do this.
    - Armoured Spearhead: All Squads which can add a Rhinos as Dedicated Transport may select a Land Raider Phobos or Proteus instead if the whole Squad can be transported. All Squads HAVE to be transported.
    - Angels of Wrath: All Squads which can add a Rhino as Dedicated Transport may select a Storm Eagle Gunship instead. You may only select Squads which are transported in vehicles with the Skimmer rule or have the Skimmer, Jumppack or Jetbike trait themselves. You can only select Heavy Support choices if they have the Skimmer trait.
    - Pride of the Legion: Veteran and Terminator Squads are Troop choices. Command Squads and Command Terminator Squads may take a Land Raider Phobos and Proteus as Dedicated Transport.

    Legion Centurion 15pts
    Character: A Centurion is an Upgrade to an existing Sergeant of a Squad or Command Squad
    Commander: Any Squad with a Sergeant and Squadron with a Command Tank in the Detachment may get the same Order as the Centurion without the need of a Command test. If the Centurion fails his Command Test then no further unit (not only his Detachment) may be issued Orders as usual.
    The Centurion may be a Consul and exchange the Commander trait with one of the following:
    - Chaplain: The Squad may re-roll all Weapon Skill hit rolls and doesn’t fall back after a lost combat against Infantry within 2”.
    - Master of Signals (not for Terminators, Outriders or Sky Hunters): You can use the Bombardment Stratagem every turn.
    - Legion Champion/Librarian: Add an additional Power Weapon
    - Siege Breaker: All Legion Medusas Siege Tanks are armed with Phosphex Shells

    Legion Command Squad 10pts
    Ballistic Skill: 3+, Weapon Skill 3+, Speed: 3”, Command: 4+, Scale 0
    8-10: Direct Hit
    11-13: Devastating Hit
    14+: Critical Hit
    Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
    Bodyguard: This Squad has to be upgraded with a Praetor or Centurion. This Squad doesn’t use up a HQ slot.
    The Squad consists of one Sergeant armed with Bolt Pistols&Chainswords and a Power Weapon.
    The Squad may add a Rhino or Land Raider Proteus (+25pts) as Dedicated Transport

    - Bolt Pistols&Chainswords, Small Arms
    Range: 6”, Dice: 3, Strength: 2
    - Power Weapon
    Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee

    Legion Terminator Command Squad 15pts
    Ballistic Skill: 3+, Weapon Skill 3+, Speed: 3”, Command: 4+, Scale 0
    8-10: Direct Hit
    11-13: Devastating Hit
    14+: Critical Hit
    Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
    Cataphracti Armour: A Glancing Hit on this Squads only becomes a Direct Hit if the Strength of the attack is 9 or more.
    Bulky: Bases of this Squad count as two bases for transportation purposes
    Bodyguard: This Squad has to be upgraded with a Praetor or Centurion. This Squad doesn’t use up a HQ slot.
    The Squad consists of one Terminator Sergeant armed with Combi Bolters and Power Weapons.
    The Squad may add a Land Raider Proteus (+25pts) as Dedicated Transport

    - Combi Bolters
    Range 12”, Dice: 3, Strength: 2, Twin-linked, Small Arms
    - Power Weapon
    Range: 0”, Dice: 2, Strength: 5, Acc: +2, Melee

    ELITES
    Legion Veteran Tactical Squad
    Legion Destroyer Squad

    Legion Terminator Squad 15pts
    Ballistic Skill: 3+, Weapon Skill 3+, Speed: 3”, Command: 4+, Scale 0
    8-10: Direct Hit
    11-13: Devastating Hit
    14+: Critical Hit
    Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
    Cataphracti Armour: A Glancing Hit on this Squads only becomes a Direct Hit if the Strength of the attack is 9 or more.
    Bulky: Bases of this Squad count as two bases for transportation purposes

    The Squad consists of one Terminator Sergeant armed with Combi Bolters and Power Weapons.
    The Squad may add one additional Terminator Team (15pts)
    Each base may add a Reaper Autocannon, Heavy Flamer or Plasma Blaster (+5pts)
    The Squad may add a Land Raider Phobos (+20pts) as Dedicated Transport if it consists only of one base or a Spartan (+25pts).

    - Combi Bolters
    Range 12”, Dice: 3, Strength: 2, Twin-linked, Small Arms
    - Reaper Autocannon
    Range 18”, Dice: 1, Strength: 4, Twin-linked
    - Heavy Flamer
    Range 3”, Dice: 2, Strength: 3, Flame
    - Plasma Blaster
    Range 9”, Dice: 1, Strength: 4, Maximal Fire
    - Power Weapons
    Range: 0”, Dice: 2, Strength: 5, Acc: +2, Melee

    Techmarine Covenant(?)
    Apothecary Detachment (?)
    Legion Dreadnought Talon

    Contemptor Dreadnought Talon (15pts)
    Ballistic Skill: 3+, Weapon Skill 3+, Speed: 4”, Command: 4+, Scale 1
    9-12: Direct Hit
    13-14: Devastating Hit
    15+: Critical Hit
    Walker: Contemptor Dreadnoughts move like Infantry and can enter buildings.
    Dreadnought Talon: After deployment the Squadron doesn’t have to maintain unit coherency and each Dreadnought acts as an individual Vehicle Squadron.

    The Squadron consists of one Contemptor Dreadnought. The Squadron may add up to two additional Contemptor Dreadnoughts (15pts).
    Each Contemptor Dreadnought may have two of the following: Dreadnought Close-Combat Weapon with TwinBolter, Twin Heavy Bolter, Multi-melta, Twin Autocannon, Plasma Cannon, Volkite Culverine, Keres Pattern Assault Cannon, Twin Lascannon and up to one Conversion Beamer.
    The Squadron may add up to two additional Contemptor Dreadnoughts (15pts).

    - Dreadnought Close-Combat Weapon
    Range 0”, Dice: 1, Strength: 5, Acc: +2, Melee
    - Twin Bolter
    Range 12”, Dice: 1, Strength: 2, Small Arms
    - Twin Heavy Bolters
    Range 18”, Dice: 1, Strength: 3, Small Arms, Twin-linked
    - Multi-melta
    Range 6”, Dice: 1, Strength: 8 OR Range 12”, Dice: 1, Strength: 4
    - Twin Autocannon
    Range 24”, Dice: 1, Strength: 4, Twin-linked
    - Plasma Cannon
    Range: 18”, Dice: 1, Strength: 4, Maximal Fire
    - Volkite Culverine
    Range 24”, Dice: 1, Strength: 3, Deflagrate, Small Arms
    - Keres Pattern Assault Cannon
    Range 12”, Dice: 1, Strength: 3, Rending
    - Twin Lascannon
    Range 24”, Dice: 1, Strength: 5, Twin-linked
    - Conversion Beamer
    Range 24”, Dice: 1, Strength: 6

    Legion Rapier Weapons Battery
    Legion Mortis Dreadnought
    Contemptor-Mortis Dreadnought
    Contemptor-Cortus Class Dreadnought Talon
    Legion Quad Launcher Support Batters

    TROOPS
    Legion Tactical Squad (20pts)
    Ballistic Skill: 3+, Weapon Skill 3+, Speed: 4”, Command: 4+, Scale 0
    7-9: Direct Hit
    10-12: Devastating Hit
    13+: Critical Hit
    Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
    Fury of the Legion: If the Squad didn’t move it may double the number of dice if it attacks with Bolters or Bolt Pistols&Chainsword. This may not be used if the Squad becomes the target of a charge.

    The Squad consists of one Tactical Sergeant and one Tactical Team. All are armed with Bolters.
    The Squad may add up to two additional Tactical Teams (10pts each)
    The Tactical Sergeant may have a Power Weapon (+5pts)
    All bases may exchange their Bolters for Bolt Pistols&Chainswords. This will change the Weapon Skill to 2+.
    The Squad may add a Rhino as Dedicated Transport if it consists of only two bases.

    - Bolters
    Range 12”, Dice: 3, Strength: 2, Small Arms
    - Bolt Pistols&Chainswords, Small Arms
    Range: 6”, Dice: 3, Strength: 2
    - Power Weapon
    Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee
    Legion Assault Squad (20pts)
    Ballistic Skill: 5+, Weapon Skill 2+, Speed: 8”, Command: 4+, Scale 0
    7-9: Direct Hit
    10-12: Devastating Hit
    13+: Critical Hit
    Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
    Jump Packs: The Squad may move over any Terrain (ignoring its effects) and unit but may not stop on units or Impassable terrain.

    The Squad consists of one Assault Sergeant and one Assault Team. All are armed with Bolt Pistols&Chainswords.
    The Squad may add up to two additional Assault Teams (10pts each)
    The Assault Sergeant may have a Power Weapon (+5pts)
    Each base may have Melta Bombs (10pts each)

    - Bolt Pistols&Chainswords
    Range 6”, Dice: 5, Strength: 3
    - Power Weapon
    Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee
    - Melta Bombs
    Range: 0”, Dice: 5, Strength: 8, Melee, Acc: +2, Limited (1)

    Legion Breacher Siege Squad

    Legion Tactical Support Squad (30pts)
    Ballistic Skill: 3+, Weapon Skill 3+, Speed: 4”, Command: 4+, Scale 0
    7-9: Direct Hit
    10-12: Devastating Hit
    13+: Critical Hit
    Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
    Support Squad: May not fill compulsory Troop choices.

    The Squad consist of one Tactical Support Sergeant and one Tactical Support Team. All are armed with Flamers.
    The Squad may add up to two additional Tactical Support Teams (15pts each)
    The Tactical Support Sergeant may have a Power Weapon (+5pts)
    All bases may exchange their Flamers for Rotor Cannons, Volkite Calivers, Volkite Chargers, Plasma Guns or Meltaguns. All must have the same weapon.
    The Squad may add a Rhino if it consists of only two bases.

    - Flamers
    Range: 3”, Dice: 5, Strength: 2, Flame, Small Arms
    - Rotor Cannons
    Range: 15”, Dice: 5, Strength: 2, Rapid, Small Arms
    - Volkite Calivers
    Range: 15”, Dice: 5, Strength: 3, Deflagrate, Small Arms, Heavy
    - Volkite Chargers
    Range: 8”, Dice: 5, Strength: 3, Deflagrate, Small Arms
    - Plasma Guns
    Range: 12”, Dice: 3, Strength: 4, Maximal Fire
    - Meltaguns
    Range 3”, Dice: 2, Strength: 8 OR Range 6”, Dice: 2, Strength: 4
    - Power Weapon
    Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee

    Legion Reconnaissance Squad (15pts)
    Ballistic Skill: 3+, Weapon Skill 3+, Speed: 5”, Command: 4+, Scale 0
    7-9: Direct Hit
    10-12: Devastating Hit
    13+: Critical Hit
    Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
    Support Squad: May not fill compulsory Troop choices.
    Scouts: The Squad has a unit coherency of 3”

    The Squad consists of one Reconnaissance Sergeant.
    The Squad may add one Reconnaissance Team (15pts)
    All are armed with Bolters

    The Reconnaissance Sergeant may have a Power Weapon
    All bases may exchange their Bolters for Bolt Pistols&Chainswords. This will change the Weapon Skill to 2+.
    Each base may exchange their Bolters for Sniper Rifles (+5pts each)
    Each base may have Melta Bombs (+10pts each)

    The Squad may add a Rhino or Storm Eagle Gunship as Dedicated Transport
    - Bolters
    Range 12”, Dice: 3, Strength: 2, Small Arms
    - Bolt Pistols&Chainswords, Small Arms
    Range: 6”, Dice: 3, Strength: 2
    - Sniper Rifles
    Range 16”, Dice: 1, Strength: 5, Small Arms, Heavy
    - Power Weapon
    Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee
    - Melta Bombs
    Range: 0”, Dice: 5, Strength: 8, Melee, Acc: +2, Limited (1)







    DEDICATED TRANSPORTS
    Legion Rhino Armored Carrier (free)
    Ballistic Skill: 5+, Weapon Skill 6+, Speed: 12”, Command: 4+, Scale 1
    7-9: Direct Hit
    10-12: Devastating Hit
    13+: Critical Hit
    Dedicated Transport: The Rhino can transport two bases of Infantry of the Squad it was added to.

    - TwinBolter
    Range 12”, Dice: 1, Strength: 2, Small Arms

    Legion Drop Pod
    Legion Dreadnought Drop Pod

    FAST ATTACK
    Legion Seeker Squad

    Legion Outrider Squad (15pts)
    Ballistic Skill: 3+, Weapon Skill 4+, Speed: 16”, Command: 4+, Scale 0
    7-9: Direct Hit
    10-12: Devastating Hit
    13+: Critical Hit
    Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
    Bikes: The Squad moves like Vehicles. It can’t be transported unless specifically mentioned
    Turboboost: On Full Stride Orders any attack against this Squad suffers -1 to hit.
    The Squad consists of one Outrider Sergeant and may add up to two additional Outrider Teams. All are armed with 3 TwinBolters.
    The Outrider Sergeant may have a Power Weapon (+5pts)
    Each base may have Melta Bombs (+10pts each)

    - TwinBolters
    Range 12”, Dice: 1, Strength: 2, Twin-linked
    - Power Weapon
    Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee
    - Melta Bombs
    Range: 0”, Dice: 5, Strength: 8, Melee, Acc: +2, Limited (1)

    Legion Attack Bike Squadron

    Legion Jetbike Sky Hunter Squadron (20pts)
    Ballistic Skill: 3+, Weapon Skill 4+, Speed: 16”, Command: 4+, Scale 0
    7-9: Direct Hit
    10-12: Devastating Hit
    13+: Critical Hit
    Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
    Jetbike: The Squadron may move over any Terrain and unit but may not stop on units and counts as Infantry for combat purposes.
    Turboboost: On Full Stride Orders any attack against this Squadron suffers -1 to hit.

    The Squadron consists of one Sky Hunter Sergeant and may add up to two additional Sky Hunter Teams. All are armed with 3 HeavyBolters.
    The Sky Hunter Sergeant may have a Power Weapon (+5pts)
    Each base may have Melta Bombs (+10pts each)
    Each base may replace one Heavy Bolter for a Multi-melta, Volkite Culverin or Plasma Cannon

    - HeavyBolters
    Range 18”, Dice: 1, Strength: 3, Small Arms
    - Multi-melta
    Range 6”, Dice: 1, Strength: 8 OR Range 12”, Dice: 1, Strength: 4
    - Plasma Cannon
    Range: 18”, Dice: 1, Strength: 4, Maximal Fire
    - Volkite Culverine
    Range 24”, Dice: 1, Strength: 3, Deflagrate, Small Arms
    - Power Weapon
    Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee
    - Melta Bombs
    Range: 0”, Dice: 5, Strength: 8, Melee, Acc: +2, Limited (1)

    Primaris-Lightning Strike Fighter
    Tarantula Sentry Gun Battery
    Anvillus Pattern Dreadclaw Drop Pod
    Legion Land Speeder Squadron
    Legion Storm Eagle Assault Gunship

    Legion Javelin Attack Speeder Squadron (15pts)
    Ballistic Skill: 3+, Weapon Skill 4+, Speed: 16”, Command: 4+, Scale 1
    7-9: Direct Hit
    10-12: Devastating Hit
    13+: Critical Hit
    Skimmer: The Squadron may move over any Terrain (ignoring its effects) and unit but may not stop on units.

    The Squadron consists of one Javelin Attack Speeder and may add up to two additional Javelin Attack Speeders (15pts each). All are armed with a HeavyBolters and Twin Cyclone Missile Launcher.
    Each Javelin Attack Speeder may replace its Heavy Bolter for a Heavy Flamer or Multi-melta and the Twin Cyclone Missile Launcher with a Twin Lascannon.

    - HeavyBolter
    Range 18”, Dice: 1, Strength: 3, Small Arms
    - Heavy Flamers
    Range 3”, Dice: 2, Strength: 3, Flame
    - Multi-melta
    Range 6”, Dice: 1, Strength: 8 OR Range 12”, Dice: 1, Strength: 4
    - Twin Cyclone Missile Launcher
    Range 12”, Dice: 1, Strength: 4, Twin-linked OR Range 12”, Dice: 2, Strength: 3, Twin-linked, Small Arms
    - Twin Lascannon
    Range 24”, Dice: 1, Strength: 5, Twin-linked

    Xiphon Pattern Interceptor

    HEAVY SUPPORT
    Deathstorm Drop Pod

    Legion Heavy Support Squad (25pts)
    Ballistic Skill: 3+, Weapon Skill 5+, Speed: 4”, Command: 4+, Scale 0
    7-9: Direct Hit
    10-12: Devastating Hit
    13+: Critical Hit
    Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.

    The Squad consist of one Sergeant and may add one Heavy Support Team (+25pts). All are armed with Heavy Bolters.
    Each base may replace the Heavy Bolters with one of the following: Heavy Flamers, Autocannons, Missile Launchers, Multi-meltas, Plasma Cannons, Volkite Culverins or Lascannons. All bases must have the same weapons.
    The Sergeant may add a Power Weapon. (+5pts)
    The Squad may add a Rhino

    - Heavy Bolters
    Range 18”, Dice: 7, Strength: 3, Heavy, Small Arms
    - Heavy Flamers
    Range 3”, Dice: 5, Strength: 3, Flame
    - Autocannons
    Range 24”, Dice: 5, Strength: 4, Heavy
    - Missile Launchers
    Range 12”, Dice: 5, Strength: 4, Heavy OR Range 12”, Dice: 10, Strength: 3, Heavy, Small Arms
    - Mutli-meltas
    Range 6”, Dice: 2, Strength: 8, Heavy OR Range 12”, Dice: 2, Strength: 4, Heavy
    - Plasma Cannons
    Range 16”, Dice: 10, Strength: 4, Heavy, Maximal Fire
    - Volkite Culverines
    Range 24”, Dice: 6, Strength: 3, Deflagrate, Small Arms, Heavy
    - Lascannons
    Range 24”, Dice: 5, Strength: 5, Heavy
    - Power Weapon
    Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee

    Legion Predator Strike Armour Squadron (15pts)
    Ballistic Skill: 3+, Weapon Skill 5+, Speed: 12”, Command: 4+, Scale 1
    9-12: Direct Hit
    13-14: Devastating Hit
    15+: Critical Hit
    Command Tank: While the Command Tank is part of the Squad, add 2 to the result of any Command checks for it.

    The Squadron consists of one to three Predators (15pts each).
    Each is armed with a Predator Cannon, Flamestorm Cannon, Executioner Plasma Destroyer, Heavy Conversion Beamer or Magna-melta Cannon.
    Each may be armed with two HeavyBolters, two HeavyFlamers or two Lascannons (+5pts each)
    If the Squadron consists of three vehicles then one may be a Command Tank.

    - Predator Cannon
    Range 24”, Dice: 2, Strength: 4
    -Flamestorm Cannon
    Range 3”, Dice: 3, Strength: 3, Flame
    - Executioner Plasma Destroyer
    Range 18”, Dice: 3, Strength: 4, Maximal Fire
    - Heavy Conversion Beamer
    Range 24”, Dice: 1, Strength: 7, Heavy
    - Magna-melta Cannon
    Range 6”, Dice: 2, Strength: 8, OR Range 9”, Dice: 2, Strength: 4
    - Heavy Bolter
    Range 18”, Dice: 1, Strength: 3, Small Arms
    - Heavy Flamer
    Range 3”, Dice: 1, Strength: 3, Flame
    - Lascannon
    Range 24”, Dice: 1, Strength: 5

    Legion Land Raider Battle Squadron (20pts)
    Ballistic Skill: 3+, Weapon Skill 5+, Speed: 8”, Command: 4+, Scale 1
    10-13: Direct Hit
    14-16: Devastating Hit
    17+: Critical Hit
    Command Tank: While the Command Tank is part of the Squad, add 2 to the result of any Command checks for it.
    Transport: The Land Raider Phobos and Proteus can transport two bases, the Land Raider Achilles can transport 1 base.
    Assault Vehicle (Land Raider Phobos only): Squads may embark and disembark during the same move.

    The Squadron consists of one to three two Land Raiders (20pts each).
    All may be upgraded to Land Raider Phobos which gives them the Assault Vehicle Ability (+5pts each).
    One may be a Land Raider Achilles.
    If the Squadron consists of three vehicles then one may be a Command Tank.

    Land Raiders are armed with two Twin Lascannons and a Twin Heavy Bolter. The Land Raider Achilles is armed with a Quad Mortar and two Twin Multi-meltas.

    - Twin Lascannon
    Range 24”, Dice: 1, Strength: 5, Twin-linked
    Twin Heavy Bolter
    Range 18”, Dice: 1, Strength: 3, Small Arms, Twin-linked
    - Quad Mortar
    Range 18”, Dice: 2, Strength: 4, Barrage OR Range 30”, Dice: 4, Strength: 3, Barrage, Small Arms
    - Twin Multi-melta
    Range 6”, Dice: 1, Strength: 8, Twin-linked OR Range 9”, Dice: 2, Strength: 4, Twin-linked

    Legion Fire Raptor Gunship
    Achilles-Alpha Pattern Land Raider

    Legion Artillery Tank Squadron (20pts)
    Ballistic Skill: 3+, Weapon Skill 6+, Speed: 12”, Command: 4+, Scale 1
    7-9: Direct Hit
    10-12: Devastating Hit
    13+: Critical Hit
    Command Tank: While the Command Tank is part of the Squad, add 2 to the result of any Command checks for it.
    Artillery: A Primary Detachment may only choose one Artillery Squadron. In an Armour Detachment all or no Squadrons have to be Artillery Tank Squadrons.

    The Squadron consists of one to three Whirlwinds, Basilisks or Medusas (20pts each). All have to be of the same type.
    A Whirlwind is armed with a Whirlwind Launcher, a Basilisk with an Earthshaker Cannon and a Medusa with a Medusa Siege Gun
    If the Squadron consists of three vehicles then one may be a Command Tank.

    - Whirlwind Launcher
    Range 24”, Dice: 1, Strength: 2, Small Arms, Barrage, Flame
    - Earthshaker Cannon
    Range 60”, Dice: 1, Strength: 5, Barrage, Ordnance
    - Medusa Siege Gun
    Range 18”, Dice: 1, Strength: 8, Barrage, Ordnance
    - Medusa Siege Gun with Phosphex Shells
    Range 18”, Dice: 1, Strength: 3, Barrage, Ordnance, Small Arms, Lingering Death


    Legion Vindicator Siege Tank Squadron (15pts)
    Ballistic Skill: 3+, Weapon Skill 6+, Speed: 12”, Command: 4+, Scale 1
    9-12: Direct Hit
    13-14: Devastating Hit
    15+: Critical Hit
    Command Tank: While the Command Tank is part of the Squad, add 2 to the result of any Command checks for it.

    The Squadron consists of one to three Vindicators (15pts each). They are armed with a Demolisher Siege Cannon
    If the Squadron consists of three vehicles then one may be a Command Tank.

    - Demolisher Siege Cannon
    Range 12”, Dice: 1, Strength: 8, Ordnance

    Legion Spartan Assault Tank Squadron (25pts)
    Ballistic Skill: 3+, Weapon Skill 5+, Speed: 8”, Command: 4+, Scale 1
    10-13: Direct Hit
    14-16: Devastating Hit
    17+: Critical Hit

    Transport: The Spartan can transport five bases.
    Assault Vehicle: Squads may embark and disembark during the same move.
    Rare: A Detachment may only include a single Spartan Assault Tank Squadron. In a Primary Detachment each Spartan uses up one Heavy Support slot.

    The Squadron consists of one to three Spartans (25pts each).
    As part of a Primary Detachment the Squadron consists of one Spartan Command Tank.
    The Spartan is armed with two Quad Lascannons and a Twin Heavy Bolter.

    - Quad Lascannon
    Range 24”, Dice: 2, Strength: 5, Twin-linked
    - Twin Heavy Bolter
    Range 18”, Dice: 1, Strength: 3, Small Arms, Twin-linked

    Legion Caestus Assault Ram
    Sicaran Venator Tank Destroyer

    Legion Sicaran Battle Tank Squadron (20pts)
    Ballistic Skill: 3+, Weapon Skill 5+, Speed: 12”, Command: 4+, Scale 1
    9-13: Direct Hit
    14-15: Devastating Hit
    16+: Critical Hit
    Command Tank: While the Command Tank is part of the Squad, add 2 to the result of any Command checks for it.
    Rare: A Detachment may only include a single Sciaran Battle Tank Squadron. In a Primary Detachment each Sicaran uses up one Heavy Support slot.

    The Squadron consists of one to three Sicarans (20pts each).
    As part of a Primary Detachment the Squadron consists of one Sicaran Command Tank.

    Each is armed with a Twin Accelerator Autocannon. Each may be armed with two HeavyBolters or two Lascannons
    If the Squadron consists of three vehicles then one may be a Command Tank.

    - Twin Accelerator Autocannon
    Range 24”, Dice: 3, Strength: 4, Twin-linked, Rending
    -Flamestorm Cannon
    - Heavy Bolter
    Range 18”, Dice: 1, Strength: 3, Small Arms
    - Lascannon
    Range 24”, Dice: 1, Strength: 5

    Legion Kharybdis Assault Claw

    Legion Whirlwind Scorpius Squadron (15pts)
    Ballistic Skill: 3+, Weapon Skill 5+, Speed: 12”, Command: 4+, Scale 1
    9-12: Direct Hit
    13-14: Devastating Hit
    15+: Critical Hit
    Command Tank: While the Command Tank is part of the Squad, add 2 to the result of any Command checks for it.
    Rare: A Detachment may only include a single Whirlwind Scorpius Squadron. In a Primary Detachment each Whirwind Scorpius uses up one Heavy Support slot.

    The Squadron consists of one to three Whirlwind Scorpius (15pts each).
    As part of a Primary Detachment the Squadron consists of one Whirlwind Scorpius Command Tank.
    Each is armed with a Scorpius Multi-Launcher
    If the Squadron consists of three vehicles then one may be a Command Tank.

    - Scorpius Multi-Launcher
    Range 24”, Dice: 2, Strength: 4, Small Arms, Barrage, Heavy

    Legion Deredeo PatternDreadnought
    Leviathan Pattern Siege Dreadnought Talon






    SUPER-HEAVY
    Legion Stormblade Super-heavy Tank
    Legion Cerberus Heavy Tank Destroyer
    Legion Typhon Heavy Siege Tank

    Legion Falchion Super-heavy Tank Destroyer Company (50pts)
    Ballistic Skill: 3+, Weapon Skill 6+, Speed: 4”, Command: 4+, Scale 2, Manoeuvre: 2
    10-13: Direct Hit
    14-15: Devastating Hit
    16+: Critical Hit
    Structure Points: 8
    Command Tank: While the Command Falchon is part of the Squad, add 2 to the result of any Command checks for it.

    The Company consists of one Command Falchion and up to two Falchions (50pts each).
    Each Falchion is armed with a Twin Volcano Cannon and two Quad Lascannons.

    - Twin Vulcano Cannon
    Range 60”, Dice: 1, Strength: 10, Twin-linked, Draining, Arc: Front
    - Quad Lascannon
    Range 24”, Dice: 2, Strength: 5, Twin-linked

    Legion Malcador Assault Tank

    Legion Fellblade Super-heavy Tank Company (50pts)
    Ballistic Skill: 3+, Weapon Skill 5+, Speed: 4”, Command: 4+, Scale 2, Manoeuvre: 2
    10-13: Direct Hit
    14-15: Devastating Hit
    16+: Critical Hit
    Structure Points: 8
    Command Tank: While the Command Fellblade is part of the Squad, add 2 to the result of any Command checks for it.

    The Company consists of one Command Fellblade and up to two Fellblades (50pts each).
    Each Fellblade is armed with a Twin Fellblade Accelerator Cannon, a Twin Heavy Bolter, a Demolisher Siege Cannon and two Quad Lascannons.

    - Twin Fellblade Accelerator Cannon
    Range 32”, Dice: 1, Strength: 8, Twin-linked, Ordnance
    - Demolisher Siege Cannon
    Range 12”, Dice: 1, Strength: 8, Ordnance, Arc: Front
    - Quad Lascannon
    Range 24”, Dice: 2, Strength: 5, Twin-linked
    - Twin Heavy Bolter
    Range 18”, Dice: 1, Strength: 3, Small Arms, Twin-linked

    Legion Glaive Super-heavy Special Weapons Tank Company (50pts)
    Ballistic Skill: 3+, Weapon Skill 5+, Speed: 4”, Command: 4+, Scale 2, Manoeuvre: 2
    10-13: Direct Hit
    14-15: Devastating Hit
    16+: Critical Hit
    Structure Points: 8
    Command Tank: While the Command Glaive is part of the Squad, add 2 to the result of any Command checks for it.

    Heavy Beam: Draw a line from the Glaive to its target. All units this line touches are hit automatically.

    The Company consists of one Command Glaive and up to two Glaives (50pts each).
    Each Fellblade is armed with a Volkite Carronade, a Twin Heavy Bolter and two Quad Lascannons.

    - Volkite Carronade
    Range 12”, Dice: 1, Strength: 7, Deflagrate, Heavy Beam
    - Quad Lascannon
    Range 24”, Dice: 2, Strength: 5, Twin-linked
    - Twin Heavy Bolter
    Range 18”, Dice: 1, Strength: 3, Small Arms, Twin-linked

    Legion Thunderhawk Transporter
    Legion Thunderhawk Gunship

    Legion Mastodon Heavy Assault Transport (50pts)
    Ballistic Skill: 3+, Weapon Skill 3+, Speed: 4”, Command: 4+, Scale 2, Manoeuvre: 2
    10-13: Direct Hit
    14-16: Devastating Hit
    17+: Critical Hit
    Structure Points: 6
    Void Shields: 3+, 4+, 4+, X
    Transport: The Mastodon can transport eight bases. It can transport up to two Dreadnoughts or Contemptor Dreadnoughts (counting as two bases each)
    Assault Vehicle: Squads/Squadrons may embark and disembark during the same move.
    Command Tank: While the Command Mastodon is part of the Squad, add 2 to the result of any Command checks for it.

    The Company consists of one Command Mastodon and up to two Mastodons (50pts each).
    Each Mastodon is armed with a Siege Melta Array, Two Heavy Flamers, Two Lascannons and a Skyreaper Battery

    - Siege Melta Array
    Range 3”, Dice: 2, Strength: 8, Arc: Front, OR Range 6”, Dice: 2, Strength: 4, Arc: Front
    - Lascannon
    Range 24”, Dice: 1, Strength: 5
    - Heavy Flamers
    Range 3”, Dice: 1, Strength: 3, Flame
    Skyreaper Battery
    Range 24”, Dice: 2, Strength: 4, Twin-linked

  4. #4
    Erwählter
    Avatar von Tzeech
    Registriert seit
    26.05.2008
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    ich weis nicht, ich kom nicht drauf klar das nen E-Waffe nen Titan was anhaben könnte von nen marine..



  5. #5
    Wyrd Henchman Tabletop-Fanatiker
    Avatar von Darios
    Registriert seit
    02.04.2005
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    jup. generell würde ich viele der Sachen "runterskalieren" sprich da spielt sich bei mir fast alles in der Range von 1-4 ab. Alles drüber nur in Ausnahmen. Ich würde Infantrie weglassen, und lediglich Fahrzeugschwadronen implementieren.

  6. #6
    Aushilfspinsler

    Registriert seit
    22.06.2014
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    Ja Energiefäuste könnte ich auf Stärke 4 reduzieren. Meine Stärke-Werte sind ungefähr die Hälfte der 40k-Werte.
    Aber warum sollte ein Marine nicht mit ner E-Faust zB nen Knie von einem Titanen Stück für Stück zu Klump schlagen? Gib ihm genug Zeit (genügend 6en)und das Ding ist durch.

  7. #7
    Erwählter
    Avatar von Tzeech
    Registriert seit
    26.05.2008
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    na ja... wenn ich mir die größen verhältnisse anschaue..dann ist ehr die chance von melterbomben als mit der E-Faust das Kniegelenk zu zertrümmern...gerade beim Warlord o Reaver. Warhound evtl könnte das klappen



  8. #8
    Aushilfspinsler

    Registriert seit
    22.06.2014
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    Hab wieder was rumgebastelt. Ich zitiere mich mal von Facebook:
    Version 1.1 meiner Infantry&Vehicle Regeln. Noch mehr Einheiten hinzugefügt mit Werten. Mortis Dreadnoughts ein paar Fast Attack Auswahlen und Flugzeuge fehlen noch.
    Apropos Flugzeuge: Die Regeln für Teleportation, DropPods und Flugzeuge hab ich bereits im Kopf und muss sie nur noch aufschreiben.
    Ich denke auf daran das Konzept individueller Trupps/Schwadronen aufzugeben. Das sind einfach zu viele Befehlswürfel und Titanen würden erheblich weniger Overkill ohne den Gebrauch von Split Fire verursachen.
    Auch könnte ich mir Kommandoterminals für Kompanien vorstellen, welche Slots für Trupp/Schwadronen-Karten haben anstelle von Waffenkarten. Natürlich müssten dafür die Bewaffnugn und Ausrüstung gestreamlined werden. Trupps würden maximale Stärke haben, alle Panze rin der Schwadron wären die gleichen und alle hätten die selben Waffen, etc.
    Kommandoterminals für Kompanien könnten Line Company, Specialist Company (quasi das was Rites of War in meinen aktuellen Regeln machen), Armour Company, Artillery Company, etc. Super-Heavy Company würde wie die aktuellen Knight Kommandoterminals aussehen.
    Was meint ihr?
    Dreadnoughts hauen jetzt übrigens mit Stärke 6 zu. Immerhin hat der Stärke 10 in Wh40k und haut mehrmals zu und die Schnellfeuer-Schlachtkanone des Paladin-Knights ist bei 40k schwächer hat aber Stärke 7 in Adeptus Titanicus. Ich denke das passt so. Melterbomben bekommen noch das Attribut "Anti Tank" was sie wirkungslos gegen Infanterie macht

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