September 17, 2024, 12:26:23 AM

Author Topic: BFG:R Space Marines  (Read 15296 times)

Offline Talos

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Re: BFG:R Space Marines
« Reply #15 on: November 07, 2012, 10:09:40 PM »
@afterimagedan Fair point on the drawbacks; probably easier to make it more expensive (10-15pts) and no drawbacks, admittedly.

Crusade fleet is cool, right? Right?

Offline AndrewChristlieb

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Re: BFG:R Space Marines
« Reply #16 on: November 08, 2012, 03:48:41 PM »
Well how about codex marines can take (3-5?) space marine captians which must be assigned to a capitol ship. Once per battle he can automatically pass one leadership test or command check, no roll required. 25 points
I don't make the rules, I just think them up and write them down.

Offline Talos

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Re: BFG:R Space Marines
« Reply #17 on: November 08, 2012, 03:55:45 PM »
 Not a bad idea but considering the hate for hive mind imperative I don't think many will jump on that bandwagon.

Offline AndrewChristlieb

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Re: BFG:R Space Marines
« Reply #18 on: November 08, 2012, 04:03:44 PM »
Not sure what the hive mind imperative is but this is a carbon copy of strand of fate from the Chaos powers.
I don't make the rules, I just think them up and write them down.

Offline eyeslikethunder

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Re: BFG:R Space Marines
« Reply #19 on: November 08, 2012, 04:22:23 PM »
@afterimagedan Fair point on the drawbacks; probably easier to make it more expensive (10-15pts) and no drawbacks, admittedly.

Crusade fleet is cool, right? Right?
the crusade fleet works for me

i like the strike cruiser upgrade changes they make more sense

Offline Talos

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Re: BFG:R Space Marines
« Reply #20 on: November 09, 2012, 04:39:33 AM »
@AndrewChristlieb In original nid rules you could buy hive mind imperatives that allow you to automatically succeed a synaptic control test, which is what the subcommander resembles to me. As far as I know we removed this option from nids because we did not like it.

Offline afterimagedan

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Re: BFG:R Space Marines
« Reply #21 on: November 09, 2012, 06:37:15 AM »
@AndrewChristlieb In original nid rules you could buy hive mind imperatives that allow you to automatically succeed a synaptic control test, which is what the subcommander resembles to me. As far as I know we removed this option from nids because we did not like it.

Hive mine imperatives were such a huge waste of points. They are more points than the hive reroll and were not as good.

Offline Sigoroth

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Re: BFG:R Space Marines
« Reply #22 on: November 12, 2012, 10:29:17 PM »
Dear god no, no chapter rules. The only thing approaching chapter rules I can think of would be for things like their behaviour when in mixed fleets. For example: Space Wolves are arseholes and don't listen to anyone. Any Space Wolves ship that has joined your fleet for any reason must be controlled by a third party. No collusion allowed. Or Dark Angels: Dark Angels are dicks, and will likely wander off to attend to their own crap and leave you holding the bag. Roll a dice for any Dark Angels ship that has joined your fleet at the start of each of your movement phases; it will automatically disengage on a roll of a 1. Ultramarines are nobs and will take over your fleet, Blood Angels are lunatics and will simply fly straight at the enemy, Black Templars will no doubt believe your ships harbour heretics and will fire on your half the time, etc.

Offline horizon

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Re: BFG:R Space Marines
« Reply #23 on: November 13, 2012, 03:28:21 AM »
Pretty good ideas actually.  8)

Offline AndrewChristlieb

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Re: BFG:R Space Marines
« Reply #24 on: November 13, 2012, 05:18:29 AM »
Forces of Chaos: Bezerker Tide . . . . . . . . . . Free
Bloodlust drives a ship’s crew forward in a battle
frenzy, ignoring their own vessels’ defenses. Carriers
flush their bays of attack craft to meet their foe as
crews leave their posts en-masse to board the enemy.
Any ships with the Mark of Khorne conducting a
boarding action may roll D3 extra critical damage
rolls if desired, but then it may not take any special
orders (including Brace for Impact) in the next turn.
Carriers with this Mark may launch up to D3 more
attack craft markers of any type if less than 20cm of
their target. If they do so, they must Reload
Ordnance and not launch in the next turn.

Forces of Chaos: Veil of Lust . . . . . . . . +20 points
The dissonant noise becomes so palpable, even the
sensors and auguries of enemy vessels are affected.
Any ships with the Mark of Slaanesh may take and
be obscured by a Veil of Lust. Ship firing on this
vessel using the gunnery table suffers a right-column
shift before any other modifiers are applied.

Forces of Chaos: Siren’s Summon . . . . +25 points
Vivid sounds and images of unspeakably dark
pleasures permeate the hulls of enemy vessels and
enrapt entire crews to inaction.
Up to two capital ships with the Mark of Slaanesh
(including the flagship) may take the Siren‟s
Summon. While within 15cm of a vessel with
Siren‟s Summon, enemy ships cannot take special
orders or make leadership checks of any type,
including Brace For Impact.

Forces of Chaos: Warp Beasts . . . . . . . +25 points
The garish, terror-spawned leviathans of the warp
are but playthings to Tzeentch, and he can bind these
creatures to the hulls of vessels to be unleashed in a
torrent of coruscating fire and nightmare color.
Up to two capital ships (including the flagship) can
have daemonic entities and warp beats swirl about its
hull, including daemonships. Once per battle, a
single enemy ship within 15cm takes D6 hits in the
end phase (shields have no effect).

Forces of Chaos: Strand of Fortune . . . +25 points
Tzeentch may offer glimpses of the future to his
servants, even those serving his chosen champion.
Any ship led by a Lord of Tzeentch (and not the
Warmaster!) may be granted a Strand of Fortune.
Once per battle it automatically passes a command
check or leadership test- no roll required.

Forces of Chaos: Hives of Nurgle . . . . . +10 points
Pustules, hives, and sores fester upon the ship’s
cankered hull, seeping an obscuring haze of
corroded debris, waste and filth out into space.
Any capital ships with the Mark of Nurgle may also
take Hives of Nurgle. The murky haze distorts the
ship‟s silhouette; vessels within 15cm do not benefit
from a left column shift when firing at it.

Forces of Chaos: Ark of Pestilence . . . . . +5 points
During the Gothic War, hulks were found to be
relatively intact but with their entire crews slain and
their bodies rotted by horrific disease.
Up to three capital ships with the Mark of Nurgle
(including the flagship) may also become Arks of
Pestilence. Ships boarded by them are also infected
by plague in addition to all damage inflicted
normally, affecting it the same way as if it suffered a
single Fire critical (repaired normally). Ships hulked
in this manner do not remain “on fire” and roll
normally on the catastrophic damage table.


I really dont see the problem with space marines getting some abilities to reflect their backgrounds. Sig I really hope your joking because those are just silly (not that im disagreeing with them just the game playability :D).

I do think any options should be somewhat generic with each chapter being subject to one or two characterstics.
I don't make the rules, I just think them up and write them down.

Offline horizon

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Re: BFG:R Space Marines
« Reply #25 on: November 13, 2012, 05:31:41 AM »
Well, Sig isn't joking. He dislikes chapter specifics and only would allow the silly ones he invented.

And as long as chapter specifics stay out of the main Marine document I am fine with it to a certain level as I still dislike chapters getting a +1 h&r bonus for example over others per example. Imo it still should be fleet list changes and not rule bonusses.

Shouldn't your list be in the Chaos thread?

Offline AndrewChristlieb

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Re: BFG:R Space Marines
« Reply #26 on: November 13, 2012, 05:34:19 AM »
Those are the ones from the powers of chaos list in the FAQ. Put them up to show why I dont see a problem with the Space marines getting special rules, after all the CSM already have them.
I don't make the rules, I just think them up and write them down.

Offline eyeslikethunder

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Re: BFG:R Space Marines
« Reply #27 on: November 13, 2012, 06:54:22 PM »
Very good point Andrew

Offline horizon

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Re: BFG:R Space Marines
« Reply #28 on: November 13, 2012, 07:00:35 PM »
But that are more God Bonusses. That is different then chapter tactics in space.

Offline afterimagedan

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Re: BFG:R Space Marines
« Reply #29 on: November 13, 2012, 07:27:17 PM »
But that are more God Bonusses. That is different then chapter tactics in space.

Yes, but that is talking about lore, and not game mechanics. Chaos get those options for upgrades. SM do not. He is saying that the chapter bonuses would fill that roll.