From: "Shim" 
Newsgroups: rec.games.miniatures.warhammer
Subject: [E40K] A few Imperial ideas...

Why can't Terminators be fielded as close combat units? They can in 40K,
so...

  Space Marine Terminator Squad ...................... 19 points
  Consists of one Space Marine unit (Save)
     Extra cost to:
        Upgrade to Close Attack Unit (Assault) ....... +2 points
        Mount in a Land Raider ....................... +35 points

This replaces the already existing "Terminators" entry in the Space Marine,
Space Marine Armour and Supreme Commander detatchments. To use, you can
either modify the models - add swords & similar - or change the paint
scheme... I have Blood Angels, so my CA Termies get yellow helmets.
                       _______________________

Another problem I've noticed is that for those of you who like to field
_cheap_ Guard detatchments, there's no easy way to mobilise them without
paying through the nose for the privilege - Chimeras are double the cost of
a Marine APC. To counter this (and bring my Epic army into line with my 40K
one, where Guard Rhinos are a much-beloved frontline combat unit) I give you
the following suggestion; all Imperial Guard units which may be mounted in
Chimeras should add the following line to their army list entries:

        Mount in a Rhino ............................. +7 points

(Incidentally, I need Rhino models somewhat heavily - I've only got about 12
of the things, and a few companies of Marines don't want to walk. No real
urgency, but if anyone in the UK has some they wouldn't mind parting with
cheaply (and preferably unpainted) I'd be rather grateful...)
                       _______________________

Well, we've had Guard Rhinos and Marine Attack Terminators... what now? How
about Chimeras? In Titan Legions, we had the Chimedon (Heavy Cannon),
Chimerax (Quad-Autocannon), Chimerro (Hunter-Killer Missile) and the vanilla
Chimera (Multilaser). Let's see what we can do, shall we?

  Chimera Armoured Fighting Vehicle .................. 19 points
  Consists of one Chimera unit.
     Extra cost to:
        Upgrade to Chimerax (Flak) ................... +10 points *
        Upgrade to Chimerro (+1 Anti-Tank shot) ...... +10 points *
* = Choose only one.

This should be added to the Support section of the Imperial Guard Infantry
and  Armour detatchment lists, giving mobile - though less effective than
their slower counterparts -  AT & AA support to fast-moving detatchments.
                       _______________________

But I've been concentrating on the groundpounders - why not come up with
some new flyers? Let's see... how about specialised support units?

0-1 LONG-RANGE SUPPORT AIRCRAFT DETATCHMENT (NEW):
Make up to 10 choices from this list.

  HQ - Choose one aircraft to act as the commander, for no additional cost.

  Heavy Support Aircraft ............................. 15 points
  Consists of one Large Flyer unit.
     Extra cost to:
        Upgrade to Tanker (Refuel) ................... +45 points *
        Upgrade to AWACS (Countermeasures) ........... +35 points *
 * = Must pick one; may only pick one.

  Escort Plane ....................................... 30 points
  Consists of one Thunderbolt unit.

As can be seen, I've created a new unit and two special abilities there.
However, these are a unique detatchment - they never appear on the board.
Another interesting feature is that these aircraft are *always* in the air,
like waiting flyer detatchments, yet can be intercepted as though they had
launched a mission. They may not be given a mission during the battle. Also,
they are always available - there is no need to roll for them as reserves.

Name              Speed Range Firepower Assault Armour Special
Heavy Flyer       Flyer  N/A      0       1/0     4+   Off-table.

Don't scream at the profile... these things are meant to be mince. Now do
you see why I added Thunderbolt escorts? Anyway, here's the special
abilities:

**Refuel:
     Each aircraft with this ability can refuel one flyer detatchment which
has just carried out a mission without it having to return to base. This
will allow that detatchment to perform a mission straight away on the next
turn, without missing a turn to prepare. Damaged aircraft miss only one
turn, not two.
**Countermeasures:
     AWACS aircraft guide intercepting fighters to their targets with great
ease. For each aircraft possessing Countermeasures, one Flyer detatchment
carrying out an Intercept mission may add 1 to the "Intercept value" of
their Assault statistic for the duration of the mission.

I've made them quite expensive to represent the value they add to flyers,
but they probably won't be much use in games under 3,000 points.
                       _______________________

But the massive support aircraft aren't the only fancy pieces of airborne
kit the Navy can play with. Somewhere out there, there'll be some
interesting variations on the Marauder or Thunderbolt - and here's some.
These can be added to the normal Imperial Navy list.

  Wild Weasel Fighter ................................ 40 points
  Consists of one Wild Weasel unit.
  Lance Attack Fighter ............................... 55 points
  Consists of one Lance unit.
  Heavy Bomber ....................................... 55 points
  Consists of one Heavy Bomber unit.

Name              Speed Range Firepower Assault Armour Special
Wild Weasel       Flyer 15cm  2xDisrupt   2/1     5+
Lance Fighter     Flyer 40cm  Death Ray   1/0     5+
Heavy Bomber      Flyer 20cm  HvyBarrage  2/1     5+

The Wild Weasel fighter is a Thunderbolt variant carrying extensive jamming
and electronic warfare equipment. Many versions also carry smoke launchers,
strobe lights, or similar equipment to disorient infantry as well.
The Lance Attack fighter is basically a Thunderbolt fighter with the entire
fuselage rebuilt around a single immense laser cannon. The recharge time on
this allows it to fire only once in an attack run, but with devastating
effect. Against Titans this aircraft has notched up a kill score greater
than that of any other class fielded by the Navy - and a higher fatality
rate. These planes are deathtraps, so be sure to escort them agressively.
The Heavy Bomber is a Marauder retro-fitted to carry a large payload of
high-explosive bombs. The amount of firepower generated by a bombing run of
several of these is capable of dislodging even Chaos Marines from their
positions.
                       _______________________

Mind you, there's also a problem in that, when I want to play without using
my Marines and field a force purely of Guard, I can't get any units behind
enemy lines easily - no Drop Pods or Thunderhawks. So, I've got three
choices. Firstly - come up with some kind of Guard Paratroopers, like Drop
Pods... but who in (or out) of their right mind would drop Paras straight
into a pitched battle? Not me, that's for sure. Secondly, I could come up
with a Guard equivalent to the Thunderhawk, but that doesn't seem to fit
with the background... and, besides, there's already the Thunderhawk. I
don't want to duplicate existing units. Thirdly - Helicopters! [Cue Wagner]

IMPERIAL GUARD AIRMOBILE DETATCHMENT (NEW):
Make up to 10 choices from this list.

  HQ - Choose one unit to act as the commander, for +25 points.

  Attack Helicopter .................................. 25 points
  Consists of one Attack Helicopter unit.
     Extra cost to:
        Upgrade to Fire Support (Barrage, FP 0) ...... Free

  Transport Helicopter ............................... 20 points
  Consists of one Transport Helicopter unit.

Name              Speed  Range Firepower Assault Armour Special
Attack Helicopter 45cm   30cm      3        1      5+   Skimmer
Transport  "      40cm   20cm      1        1      5+   Skimmer, Transport
(4)

As you can see, these are all very fast skimmers. I felt that making them
flyers didn't seem right - this way, they can hang around and support their
infantry cargoes. The Transport Helicopter is equivalent to a large
Blackhawk or UH-1; the Attack Helicopter is the rough analogue of an Apache
or Cobra. Infantry comes from another detatchment; in effect, this
detatchment is a transport pool. A transport pool with teeth, though :)
                       _______________________

"...a transport pool". There's an idea to play with. How about a transport
pool as a single detatchment of transport vehicles, so it could be used for
moving any detatchment short of vehicular support:

IMPERIAL GUARD TRANSPORT POOL (NEW):

  HQ - Choose one unit to act as the commander, for +25 points.

Main Force - Make up to ten choices from this list.
  Chimera Armoured Fighting Vehicle .................. 19 points
  Consists of one Chimera unit.
     Extra cost to:
        Upgrade to Chimerax (Flak) ................... +10 points *
        Upgrade to Chimerro (+1 Anti-Tank shot) ...... +10 points *
* = Choose only one.

  Rhino APC Squadron ................................. 7 points per unit
  Consists of 1-3 Rhino units.

Support - Make up to ten choices from this list, not exceeding the number of
choices made on the main list.
  Chimera Armoured Fighting Vehicle .................. 19 points
  Consists of one Chimera unit.
     Extra cost to:
        Upgrade to Chimerax (Flak) ................... +10 points *
        Upgrade to Chimerro (+1 Anti-Tank shot) ...... +10 points *
* = Choose only one.
                       _______________________

Covered a lot, haven't I? Ten or so new units, and three new detatchments.
Not bad for one post... :)

As I said before, I'd like feedback... please? Please? ;)

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