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Ideas for MkI "Saturnyne" pattern terminator rules


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After seeing some beautiful conversions and drawings of the MkI pattern armor (and being stuck on a 4 hour train), I got to thinking of some rules for them. I'd love FW to eventually come out with some or an enterprising third party to mass produce them, but for the moment, I can spend it fantasizing :)

 

I love the community thoughts on this, as I know IHF and the Volkite gun club loving coming out with wacky fun rules.

 

MkI TDA squad - 245 points

 

BS5 WS4 S4 T4 W1 A2 I4 LD9 SV1+*

 

Unit Type: Infantry (Very Bulky)

 

Unit Size: 3

(Two terminators and one Terminator Sargeant)

 

Wargear:

Saturnyne Tactical Dreadnought armor

Combi Bolter

Power Fist

Data Djinn slave

 

- May take up to two more TDA marines...........+45 points per model

 

- Any model may swap combi bolter for one of the following:

...............Heavy Flamer +5 points

...............Tri Barrel rotor cannon** +15 points

...............Volkite Caliver +5 points

...............Plasma Cannon +20 points

 

- For every two models, one may take a carapace mounted:

..............Heavy Bolter +5 points

..............Twin Linked missile launcher +10 points

 

- Terminator Sargeant may switch his power fist for:

.............Power Talon +10 points

.............Thunder Hammer +5 points

 

 

Rules:

 

*Saturnyne TDA:

This armor was adapted from protective suits used in plasma reactors. It makes the marine inside a veritable juggernaut and weapons platform, but restricts most forms of movement. Models in this armor have a 1+ save. This means that the model will still fail a save on the roll of a 1, but AP2 weapons do not ignore its armor save. AP1 weapons will, however, ignore this model's armor save. This armor also affords a 5+ invulnerable save.

 

Models in this armor have the slow and purposeful rule and reduce their charge and fall back distance by 1". Successful Initiative rolls made by this unit must also be rerolled.

 

Data Djinn slaves:

These integrated independent machine spirits allow a marine to engage a variety of threats on the move while still maintaining unit cohesion. One model in this unit may choose in the shooting phase to fire at a different enemy unit then its squad. Also, if the unit has any carapace mounted weapons, they may be fired at a separate unit within LoS as well.

 

 

Special Weapons Rules:

 

*Tri Barreled rotor cannon:

This weapon was being largely phased out of use due to its voracious ammo appetite and quickly melting barrels, however, it still gained much affection by those who used it.

 

Range 24" S5 AP3 Heavy 3+D3 Rending, Gets Hot!

 

Power Talons:

Fashioned after the Emperor's own talon gauntlet, this weapon was incredibly hard to produce, but found its way into the hands of the first pioneers of the TDA project. Hooked barbs at the ends would peel away armor just as easily as flesh.

 

Melee S+2 AP2 Shred, Specialist weapon

 

 

So what are your thoughts? Are they underpriced? Do they make sense at all?

Thanks

 

Edit: added Very Bulky...herp derp

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I like it. Just a quick suggestion (because I love this stuff): Include a rule that one unit per detachment may upgrade their twin-linked missile launchers to also/only fire rad missiles for, say, +5 points. This gives the chance to field a 'heavy' Destroyer type unit without going overboard.

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Funnily enough, I'd also made some rules for Saturnine pattern armour recently, which I was gonna save for a rainy day :P

 

Saturnine Pattern Terminator Armour:

Any model with the Legiones Astartes special rule eligible to take Cataphractii pattern armour as part of its options may instead take Saturnine pattern armour for free.

 

Models in Saturnine pattern armour have the Slow and Purposeful and Bulky special rules, and may never make Sweeping Advances. The armour affords a 2+ Armour save and a 4+ Invulnerable save, and any close combat attacks made by models equipped with Saturnine armour gain the Unwieldy special rule.

 

Additionally, models equipped with Saturnine pattern armour may select one of the following servo-mounted weapons (any weapon selected gains the Servo Mount special rule):

  • Combi-bolter               + 8 points
  • Volkite caliver             + 12 points
  • Heavy bolter               + 20 points
  • Heavy flamer              + 20 points
  • Graviton gun               + 25 points

 

Servo Mount:

As long as a model with a Servo Mounted weapon is eligible to make a ranged attack, the model may make an additional ranged attack with the weapon with the Servo Mount special rule. However, Servo Mounted weapons may never fire Snap Shots.

 

 

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0-1 Elites choice

 

Purgation Unit

 

(See above entry for unit, size, options, etc.)

 

This TDA armored unit is loaded with rad munitions, oxygen burners, and a variety of other toxic weaponry. These squads are sent into the thickest part of xeno clusters and habitats to utterly scour clean the landscape of their filth.

 

- One Model may exchange their combi bolter for.....phosphex petard +20 points

 

- Unit Sargeant may take.............rad grenade harness +10 points

 

- Models equipped with twin linked missile launchers may exchange their krak and frag rounds for rad missiles +10 points

 

 

Special Weapons Rules -

 

Phosphex Petard:

A weapon of unimaginable lethality, both to its victims as well as its user. This weapon sprays compressed liquid phosphex that ignites on contact with the air.

 

Range: Template S4 AP2 Gets Hot!, Fleshbane

 

Rad grenade harness:

Made in a similiar fashion to later production of grenade harnesses, this weapon launches two short half life rad munitions to weaken particularly large xenoforms.

 

Range: 12" S3 AP3 Poison (3+), Rad Phage*

 

*A wound caused by this weapon reduce the affected model's toughness by -1.

 

There for you phosfanatics ;)

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^ If When I finally put my Xenocide cadre ROW idea together properly, and build a related army, that 0-1 restriction shall go. Would love these guys to be trundling along behind massed Destroyer squads, supported by Phosphex-shelling Medusae, Contemptor & Deredo dreadnoughts, and a small Ordo Reductor cadre. wub.png

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I like it. Only critique would be the armour save Depthcharge12. Swap it with what IHF posted and you'd be golden.

See, I think that TDA should be resistant to plasma. In the fluff, it's mentioned being adapted from armor used in plasma reactors.

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Might I ask what prompted the choice of the Caliver over the Culverin for the Saturnyne Terminators? Seeing other heavier weaponry such as the plasma cannon would suggest to me that a Culverin would be more befitting a choice for the unit.

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Might I ask what prompted the choice of the Caliver over the Culverin for the Saturnyne Terminators? Seeing other heavier weaponry such as the plasma cannon would suggest to me that a Culverin would be more befitting a choice for the unit.

I was thinking about that, but I wanted a cheap option - similiar to how regular termies are able to take chargers.

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I think my main concern is that there's no precedence for a 1+ in the current rules that I can think of. That and if they used it then someone at GW would say "Well that's a good idea. Let's give it to everyone.... Except SM."

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For the Armor save you could make it a 2+ that they can always take against Weapons with Ap2 so long as their S Value is lower than 9/10?

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