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Raider Capacity Should Be...
9 or less
0%
 0% [ 0 ]
10
11%
 11% [ 6 ]
11
42%
 42% [ 24 ]
12
40%
 40% [ 23 ]
13
2%
 2% [ 1 ]
14
0%
 0% [ 0 ]
15
2%
 2% [ 1 ]
16 or more
3%
 3% [ 2 ]
Total Votes : 57
 

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Lord Asvaldir
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PostSubject: Re: Transport Capacity   Wed Feb 07 2018, 20:29

Yeah if we had the option to take characters on jetbikes/skyboard it wouldn't be as big of an issue to not have room for characters in oru vehicles, but we can't do that and I don't see it changing anytime soon.

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SushiBoy013
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PostSubject: Re: Transport Capacity   Wed Feb 07 2018, 21:48

I like the concept of having an "HQ slot" on a transport. You could take that a step further and say, whichever character is filling in that slot is permitted to utilize their aura from the transport, possibly side stepping the big rule book's take on auras and transports.

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dumpeal
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PostSubject: Re: Transport Capacity   Wed Feb 07 2018, 21:52

@SushiBoy013 wrote:
I like the concept of having an "HQ slot" on a transport. You could take that a step further and say, whichever character is filling in that slot is permitted to utilize their aura from the transport, possibly side stepping the big rule book's take on auras and transports.

And as you only have 1 HQ slot in your transport, you need to choose at the begining of your turn which HQ you put in it, if more than 1 HQ is in the raider
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FuelDrop
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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 00:37

Make it a wargear option: Overlord's throne.
A vehicle with this upgrade gains an additional transport slot which can only be occupied by a character. If that character has an aura, the vehicle gains the aura while occupied.
Available on raiders and ravagers!

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Lord Asvaldir
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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 06:15

That would be a sweet upgrade, plus it would be a great modeling opportunity.

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|Meavar
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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 07:01

@Lord Asvaldir wrote:
That would be a sweet upgrade,  plus it would be a great modeling opportunity.
And you just explained why it is not in the codex. Wink
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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 12:48

Available on Ravagers would be sweet.

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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 15:13

@CptMetal wrote:
Available on Ravagers would be sweet.

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Count Adhemar
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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 15:14

It's a shame the codex is already written because I think that would be a fantastic addition to it!

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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 16:06

If I could put an archon in a ravager, I'm not sure I would. It would make a very expensive target to the ennemy. Maybe if it would add a flickerfield or some defense.
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Count Adhemar
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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 16:09

@dumpeal wrote:
If I could put an archon in a ravager, I'm not sure I would. It would make a very expensive target to the ennemy. Maybe if it would add a flickerfield or some defense.

I suspect Ravagers would rapidly become Haemonculi's Thrones.

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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 16:10

I must agree. It sounds awesome and would allow some really fancy conversions, but beyond that I see little use.

But certainly, it would be a hell of a ride for an Archon.

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Lord Asvaldir
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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 16:23

@|Meavar wrote:
@Lord Asvaldir wrote:
That would be a sweet upgrade,  plus it would be a great modeling opportunity.
And you just explained why it is not in the codex. Wink

Unfortunately true, it's a real shame GW has been clamping down recently on any unit choice or upgrade that doesn't have an official model, even when it's not hard to convert such models.

Yeah haemonculi sitting in a ravager making it t7 would not be bad.

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The Shredder
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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 16:25

@Lord Asvaldir wrote:
Unfortunately true, it's a real shame GW has been clamping down recently on any unit choice or upgrade that doesn't have an official model, even when it's not hard to convert such models.

Quite. Apparently even swapping arms - on models that have interchangeable arms - is seen as too complicated by GW staff. Rolling Eyes
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URIEN
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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 17:07

@Lord Asvaldir wrote:


Yeah haemonculi sitting in a ravager making it t7 would not be bad.

Ravager's don't have the [COVEN] keyword and thus cannot gain the +1 toughness.

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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 19:36

Are you sure about that? I'm fairly certain they have all three subfaction keywords
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URIEN
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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 19:49

Yep. Double checked to be sure. The Ravager is [KABAL] only.

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PostSubject: Re: Transport Capacity   Thu Feb 08 2018, 21:13

Darn that's a bummer.

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PostSubject: Re: Transport Capacity   Fri Feb 09 2018, 04:02

@Lord Asvaldir wrote:
Right I think that's what we all want, but I doubt GW is about to change the special/heavy weapon requirements for most of our units which means our transport capacity would need to go up. Truthfully though I don't think that will happen either.

There's 2 special and 2 heavy in the 10 man Kab box. Hence, I feel justified if I fandex things to 2 special or heavy per 5, as, technically, the box accommodates this. To my mind, this wouldn't penalize players from going in for 8 or 9 Kabs and throwing in an Archon or two.

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PostSubject: Re: Transport Capacity   Fri Feb 09 2018, 04:25

That's true but you could make the same case about pretty much any infantry box. Standard marines have even more special/heavy weapons, doesn't mean GW is going to let them have more than one each of special/heavy weapons in a standard marine squad. A total of 4 special/heavy weapons in a troop squad would just be too much.

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|Meavar
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PostSubject: Re: Transport Capacity   Fri Feb 09 2018, 07:40

Standard guardsman boxes don't have any heavy weapons, nor do they have plasmaguns or meltaguns...
Even the start collecting thing, for IG has a squad and a single heavy weapon team. Thus there is no way to be able to field it legally without undersized units.
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PostSubject: Re: Transport Capacity   Fri Feb 09 2018, 07:51

@|Meavar wrote:
Standard guardsman boxes don't have any heavy weapons, nor do they have plasmaguns or meltaguns...
Even the start collecting thing, for IG has a squad and a single heavy weapon team. Thus there is no way to be able to field it legally without undersized units.

It seems to only apply to Xeno's....

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PostSubject: Re: Transport Capacity   Fri Feb 16 2018, 14:40

I think they should just set the squad sizes back to what they were in 5th and we would be golden, but I do agree that we need a jetbike, skyboard or wings for our HQs!
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