Jump to content



Photo

Fixing the Imperial Fists


  • Please log in to reply
2 replies to this topic

#1 ak-73

ak-73

    Member

  • Members
  • 4,057 posts

Posted 04 May 2014 - 09:39 AM

There's a wide-spread consensus that the official Imperial Fists rules are... not great. While there is an old thread which is arguably better, it's not really up-to-date anymore:

http://community.fan...-chapter-rules/

So I would like to improve on the fists.

 

The first thing that has to go is +10 WP. No more IF psyker lulz. In the light of Apocalypse's Primarch chart, +5 T & +5 WP seems more justified.

 

The second most important thing would be Solo & Squad Mode, as that impacts which remaining traits must be modeled via skills and talents. Given the new chapter rules in 40K 6E, Bolter Drill & Siege Masters, this has to reflect in Squad Modes. Since Siege-Mastery is more fundamental to the IF and Bolter Drill seems to be more Squad Mode-based. So the basic ideas for those abilities fom RoB could remain - just the execution improved.

 

And here's where it starts:

A. How to model Siege Master instead? I was thinking Evaluate-based and with AP addition/subtraction instead of multiplication.

B. The Defensive Stance cannot remain as-is. It's useless. Nobody will sacrifice Cohesion for that, much less 3 points. I agree that a willpower- and tenacity-based mode would be right. But fearless? For the Deathwatch RPG, this is, by itself, meh. One would need to cheapen the power and tack on something more useful in siege warfare... like shifting position and the effect area. Shifting position is important in siege warfare. Sadly, this has already been covered by Regroup.

C. Tactical Bolter Drill should give a bonus that can be stacked with Bolter Drill talent... like one bonus DoS if the attack hits.

 

About Advances:

The IF's cheap access to Tactics is ridiculous. It makes the Ultras look like chumps. Eye of Vengeance is supposed to help with siege warfare but it only makes them be good snipers.

 

 

One of the main problem is that being siege warfare experts isn't easy to model.

 

Alex


My 40K Blog (essentially a Best Of FFG Forums):

http://www.40kroleplay.weebly.com

House Rules, Rule Clarifications, Game Aids, New Creatures, consolidated official Deathwatch Squad Mode rules, 40K Tabletop to 40K Roleplay comversions, etc.


#2 Alrik Vas

Alrik Vas

    Member

  • Members
  • 194 posts

Posted 04 May 2014 - 02:24 PM

No Wall is a Barrier

Cost: Some cohesion, whatever

Effect: For Rounds equal to the Willpower of the Imperial Fist Battle Brother who initiated this squad mode, double effect of Penetration of Heavy Weapons versus Fortifications and Vehicles.  When using Demolitions on Fortifications and Vehicles, increase the damage of explosives by 2d10 per degree of success. (think of this last part kind of like the Modified Payload talent)

 

Siege and anti-armor.  Probably OP as all get-out.  But yeah.  Setting charges and using the ol' multi-melta pretty much win super hard.  you could probably carve through a scout titan with that.


Edited by Alrik Vas, 04 May 2014 - 02:26 PM.


#3 ak-73

ak-73

    Member

  • Members
  • 4,057 posts

Posted 05 May 2014 - 03:03 AM

The mechanics are interesting but this is more an attack pattern and the penetration stuff is better modeled as a Solo Mode ability - as that is basically available at all times. Also the Attack Pattern is taken by Tactical Bolter Drill; given 40K 6E you can't dispose of that.

 

How about not starting from scratch but modifying the abilities?

Tactical Bolter Drill: Adds 1 DoS to Pistol/Basic Bolt Weapons fire, if the attack hits. Improvement(Rank 4): 2 DoS instead

Hold at all Costs: Cohesion Cost 2; Sustained: No. Fearless and +10 T/WP. Improvement(Rank 5): +20 T/WP instead.

 

The latter would make the IF tough to move/dominate. The beauty of it is that HaaC now can be used for siege warfare - to hold a position or to actually advance towards an entrenched position of the enemy.

 

For the Solo Mode "Siege Master", your suggestions are relevant. However, one has to carefully consider how it interplays with the Evaluate skill and the Techmarine's special ability and how it competes with Dig-In.

 

Alex


Edited by ak-73, 05 May 2014 - 03:06 AM.

My 40K Blog (essentially a Best Of FFG Forums):

http://www.40kroleplay.weebly.com

House Rules, Rule Clarifications, Game Aids, New Creatures, consolidated official Deathwatch Squad Mode rules, 40K Tabletop to 40K Roleplay comversions, etc.





© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS