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Land Speeder Storm

 Post subject: Land Speeder Storm
PostPosted: Mon Jul 27, 2009 8:41 pm 
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Has anyone thought about making rules for the Land Speeder Storm variant yet?

Would be a nice addition to the Marines in Netepic, methinks.  :grin:

Here's my attempt:

30cm move |  6+ save  |  2+ CAF  |  Hvy. Bolter | 25cm Range  | 1 AD  | 5+ to-hit  | 0 TSM

Special: Carries 1 Stand

Can be bought as an upgrade for Assault Marine detachments (and maybe scouts), but they lose their Rhinos then

Cost: 100 points for 6 Land Speeder Storm

The idea is to downgrade the weaponry in exchange for transport capability. Alternatively one could give it a 6+ to-hit on 25cm but with the point defense attribute.

What do you think?


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 Post subject: Land Speeder Storm
PostPosted: Mon Jul 27, 2009 10:13 pm 
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why not sounds good
maybe you have to raise the point costs up to 150-200 :agree:
there a lot more units which need netepic stats

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 Post subject: Land Speeder Storm
PostPosted: Tue Jul 28, 2009 3:56 am 
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For those of us that don't bother keeping up with the latest GW nonsense, what's the Storm's story?

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 Post subject: Land Speeder Storm
PostPosted: Tue Jul 28, 2009 8:21 am 
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@Zap: Land Speeder Storm is some sort of Transport version of the land speeder. Here is the blurb from the GW site:

Type: Vehicle (Fast, Skimmer, Open-topped)
Wargear: Heavy Bolter; Jamming beacon; Cerberus launcher
Transport Capacity: Five models (Scouts only)
Special Rules: Deep Strike; Scouts

hmm, another option would be to restrict it to scouts, raising the cost to 150, since scouts have no rhinos to swap. I have no idea what the jamming beacon or the cerberus launcher do, but one could let them do an infiltration move on normal movement rate I guess to simulate the beacon and deep strike


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 Post subject: Land Speeder Storm
PostPosted: Tue Jul 28, 2009 12:06 pm 
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Quote: (sanjuro @ 27 Jul. 2009, 21:41 )

30cm move |  6+ save  |  2+ CAF  |  Hvy. Bolter | 25cm Range  | 1 AD  | 5+ to-hit  | 0 TSM

Special: Carries 1 Stand

I'm OK with your stats :)

Restrict support card to Scouts only.

I'm also okto give them the Infiltration ability but we should not forget that with such an ability, scouts could travel 100cm at first turn (infiltration (30cm)+ charge order (2*30cm) - disembark penalty for LS (5cm) + scout charge (20cm) - disembark penalty for scouts (5cm) = 100cm).

About the cost, at least 150 points maybe a little more (175 ?) with the infiltration ability ?




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 Post subject: Land Speeder Storm
PostPosted: Tue Jul 28, 2009 12:16 pm 
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Sounds fine scream  :grin:

by restriciting it to scouts, it won't be too hard a weapon. Fits perfectly into the marines mobility scheme, imho. will give it a try in my next game at 175 points.


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 Post subject: Land Speeder Storm
PostPosted: Tue Jul 28, 2009 12:25 pm 
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It could also be possible to create a special card to could only be taken by the scout company with 3 detachments + 1 command LS storms that would cost 500 points.

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 Post subject: Land Speeder Storm
PostPosted: Tue Jul 28, 2009 2:04 pm 
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yay, sounds nice.  :agree:

But 3 dets of LS with a 100cm range could be a bit hard. Maybe a good idea for one of the chapters which rely heavily on CC and speed. Space Wolves for example.


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 Post subject: Land Speeder Storm
PostPosted: Wed Jul 29, 2009 1:15 am 
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Marine detachments typically come with organic transports.  Given that, I think if you were going to do it you would need to make it a full detachment of 6 Scout stands + 6 Storm.  This also stops nonsense like dumping the Scouts in the enemy backfield then haring off with the Speeders to annoy something else.  I'm thinking it would need to be 350 points given the utility and size.  

Should it be restricted to specific chapters, or specific companies?

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 Post subject: Land Speeder Storm
PostPosted: Wed Jul 29, 2009 6:42 am 
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Quote: (zap123 @ 29 Jul. 2009, 02:15 )

Marine detachments typically come with organic transports.  

Given that, I think if you were going to do it you would need to make it a full detachment of 6 Scout stands + 6 Storm.  

This also stops nonsense like dumping the Scouts in the enemy backfield then haring off with the Speeders to annoy something else.

I'm thinking it would need to be 350 points given the utility and size.  

Should it be restricted to specific chapters, or specific companies?

- nice idea to create a card with the 6 scouts stands + 6 LS storms, this avoid adding a retriction rule.

- 350 for 6 scouts + 6 LS storms is reasonable, just over the 150+175 suggested. Should give it a try.

- No specific chapters restriction, the LS Storm can be picked by SM Codex chapters. Any SM companies that has access to scout support may field this support card.

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 Post subject: Land Speeder Storm
PostPosted: Wed Jul 29, 2009 8:38 am 
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I agree,

LS and Scouts should form one detachment. As a support card it should be available in the standard army list.

I would propose to give LS storm company card only to some mobile chapters, if at all. Not too sure whether such a company makes sense since it would cost you around 1000 points.


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 Post subject: Land Speeder Storm
PostPosted: Wed Jul 29, 2009 10:33 am 
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I think that a LS+Scout Company Card would work if its chapter specific.

Other then that I think they should only be availible as Scout+LS detachments.

100cm charge first round might be harsh, but I think its kind of cool too.
Scouts shouldnt have THAT good BP so any such card might find itself broken first round even though it could prolly take out lots of fun stuff


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 Post subject: Land Speeder Storm
PostPosted: Wed Jul 29, 2009 1:06 pm 
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good point malleus.

I guess a BP of 6 would be appropiate for 12 units, using the standard scout morale of 3 for the whole detachment. So the land speeders have a slightly worse morale than normal.


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 Post subject: Land Speeder Storm
PostPosted: Wed Jul 29, 2009 1:58 pm 
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I think they should be allowed to infiltrate similar to the Pathfinders in the Tau armylist.

Pathfinder: Pathfinders are the forward scouts of the Tau army. Expert infiltrators, they move onto the
battlefield in front of the main army. Once the battle is joined they mark the most valuable targets for the
heavier Tau guns to destroy. Tau Pathfinders may make an infiltration even when aboard their Devilfish
transport (in this case the Devilfish may only make a normal move, not doubled for a Charge move).
Pathfinders are armed with both Pulse Carbines and Markerlights, and each stand may choose to fire one or the
other each turn.


Gargoyles can make 50 (infiltrate) 45+35 = 130 cm in their first turn if they are in a Harridan or just 45+35=80 if they don't hang onto the harridan and infiltrate as well..

Harridan: These are huge bat-like creatures that float as much as they fly. Harridans are Floaters, Synapse creatures
and have 3 wounds. Harridans can Infiltrate and may transport one brood of 5 Gargoyle stands. Gargoyles carried
this way may make their Infiltration move after the Harridan has made it’s Infiltration movement, but both must pay
the 5 cm penalty for unloading.

/Peter




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 Post subject: Land Speeder Storm
PostPosted: Wed Jul 29, 2009 11:48 pm 
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If one of you marine players wants to give it a try next battle and let us know how it goes that'd be cool.  If it seems fair we can squeeze it in I'm sure :)

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