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Post by Ponen19 on Nov 23, 2012 15:06:10 GMT -5
After looking through the Guard stuff I saw a few weird things.
The "Steel Sorority" unit seems kinda odd. The fluff says they're these bad-a$$ lady troopers but the stats make them into upgradeable conscripts.
The "Rogue Trader" unit was a genius idea, and most of the upgrades reflect how versatile Rogue Traders actually are. My only concern was some of the upgrades. Jetpacks seem more of a jump-infantry ability, not a deepstrike ability. And the ruling that allows the plasma gun and heavy stubber is kind of confusing. Does flak armour count as an upgrade in this instance? If so then they can't take a plasma gun.
Other than those two things I like what you did with it. The "Ork Hunters" look like a cool unit and some of the indepent characters have some interesting abilities. Like I said before, I really like the "Rogue Trader" unit, it really seems like how an actual Rogue Trader would function in a 40k game.
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Post by velauzehraptor on Nov 24, 2012 20:34:01 GMT -5
Reading through it and really liking it! So far the only thing I can spot is lin'sey has no need for relentless, otherwise everything else looks fine rules wise.
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Post by velauzehraptor on Nov 27, 2012 22:02:22 GMT -5
I reread the Ork one today and I LOVE the Kommissar dude, whens the next one due?
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