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5 comments:
Nifty house rules! My group has some similar, one thing that we did that you didn't is we have made heavy bolters in tac and CSM squads Assault 3 weapons.
It just makes sense when you look at a heavy bolter compared to the other heavy weapons. It's not an accurate fire weapon like a the other heavies, we can totally see it as a move and shoot from the hip weapon.
The rules for Space Marines can be made to be as awesome as their fluff this way:
1) bolters are now Assault weapons, as you point out above.
2) all space marines have the Stubborn, Night Fighting, Feel No Pain, and Counterattack abilities.
3) all space marines have a main weapon (a bolter, special weapon, or heavy weapon, depending on their role), a bolt pistol, and some sort of close combat weapon. That combined with Counterattack gives even a heavy-weapon marine 3 attacks in almost all situations. Dare any opponent try to charge them?
4) bring back Overwatch or give the Marines a stand-and-shoot ability (I'd like to see that as a standard ability for ever race). Assaulting a Tactical squad would be brutal - 10 bolt pistol shots (at BS 4 but -1 to hit, that's still 5 hits and 2-3 wounds), then 30 attacks from the Marines when it's their turn.
5) Give Devastators the Long Fang ability to split their fire (even if there can only be 4 heavy weapons).
6) Give Terminators 2 wounds.
So, for the most part I'm suggesting having the Wolves rules as the base for a new SM Codex, minus the Wolf Guard, the special characters, the HQ units, and the Mark of the Wulfen.
Yeah, you know I edited my post because you reminded me that my buddies made Heavy Bolters Assault 3, 24". Makes sense.
I think we'll see marines re-buffed in sixth edition.
I'd like to see power armored units reroll failed dangerous terrain tests, too.
Ugh, I hope their points cost sky rockets if these are implemented in the fabled sixth ed lol.
The games are already too centered around them anyways XD
*my views are not influenced by playing DE...*
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