Modelling vs rules - 40K (2nd)

ManicMan

Member
while not greatly on top of my list, It's kinda nice to have more then one thing going at a time and be able to paint something different while painting something else.. okay, long intro..

Went through my old Space Wolves, sorting out what I got and stuff (also moving them from basically being dumped into a box to being in storage trays which don't chip up and knock-off all the paint and glue). I've been doing up some cause really bad paint and bits and I've been debating on the Emblem.. Space Wolves were based on... well, they are sci-fi barbarians with a more Norse/Viking flavour, and at the time were the ones which are most different from the standard marine, and where they 'officially' say that normal Space Marine units should all wear the same armour type, Space Wolves were more 'This is my armour and damn if I'm gonna upgrade it to a new model' style, where units were often mix of types and with the most variation of carvings and logos and pelts etc. Anyway.. when coming to the chapter Emblem, where most have a unified logo (Ultramarines have the Greek omega upside down, and Imperial fist have the Yellow.. erm.. kinda Nazi based fist... Space Wolves don't have a set emblem. Each Wolf Lord has there own, mostly picked from either one of a bunch of standard logos or make up there own. The Main one often shown is that of Ragnar Blackmane.. who isn't even the Chapter leader (Logan Grimnar was the Chapter Leader yet.. Didn't even get a figure for quite some time after my time). They also point out how even when a Wolf Lord has the emblem, different troops under their command will often render it in different ways.. thus the old RT era Wolf logo is perfectly find in a unit mixed with a newer Blackmane Wolf, or an Iron Wolf, or whatever.

again.. this is a very long intro.. I was debating what Emblem and decided to come up with my own Wolf Lord and do a Logo based on him. Sure, I got Ragnar but so? Going through some scraps I got, I decided to do a nice on in Terminator armour (wolf Lords are allowed it in rules, but of the 'pre-made' ones, Only Logan had it).. While I'm still debating the Logo, I was going through what bits I got and what would look nice and It started a small problem.. (finally getting to the point).

Rules vs Model. I was thinking it would be great to use ONE lighting claw.

Now, in the Rules, this isn't possible. Lighting claws only come as a Pair. Now, famously, Bjorn the Fell-handed was known for having a single Lighting Claw on his left hand, with Power Armour no less.. this carried on with him when he was made into a dreadnought, thus his Dreadnought has a Lighting claw arm instead of a power fist. Yet Rules say Bjorn could NEVER have done this.. But if I'm coming up with my own Wolf Lord, why the hell can't I do 'specials' in the same way as pre-made 2nd Characters (some of which being based on characters which were made by the stuff in the RT days). OF course, game wise, It would be the standard case of just asking your rival 'Do you mind if I play my custom character rules'.. I don't really get to play and I haven't played a game of 40K in... a very long time and no real signs of playing one anytime soon, so I guess it doesn't really matter.

of course, if you say 'Go with what you feel', fine ^_^ this also creates the problem of points/rules.. I can give him Terminator armour with lighting claws for 49 points.. what would they be for only 1 claw though? a pair without armour is 14 so.. 7? fine enough, but then it comes to the stats.. just what would the stats for a single lighting claw be? half of what a pair is? which makes is.. kinda weird.. the same as a power fist? a bit of a mix of Power fist and lighting claw?

Like I said, not greatly important due to not playing, but it's kinda nice to have something which is atleast semi-legal to play if something ever arose, so I like having a nice list of what I got, and what the stats and everything are for when/if something happens.
 
Not sure what the stock rules are on lightning claws, The Battle Bible says:

Lightning Claws
Str
Dmg
Save Mod
Armor Pen
Special
8
D3
-5
8+D3+D20+D6
One parry per Claw
If you score multiple hits against a vehicle — or anything else with an Armor Value — you may
combine them into a single hit with an Armor Penetration of 8+3D6+D20.

Starting from this, 'halving' the effect seems simple.
  • Only one parry instead of two
  • You cannot use the 'combine hits for higher armor penetration' rule
The question for me is in this case, if this halves the points, or if what you loose only makes up 1/3 of the capabilities of the pair, or 1/4, or whatever.
 

ManicMan

Member
Second Edition for Lighting Claws is:
Weapon
Range​
Strength​
Damage​
Save Mod.​
Armour Pen​
Special​
Lighting Claws
Close Combat Only​
8​
D3​
-5​
Special​
Close Combat (See main rules), Parry​

checking up in the main rules.. doesn't say one parry per claws, but ... kinda makes sense.. as for Penetration... god knows.. just keeps saying 'Special' and it's been far too long for me to either remember, or even remember well in the book it's listed.. and I don't think they existed in RT to check for that.. so.. I'll go with what you said the stats are ^_^

showing how rusty I am.. the Claws would give 2 attacks, so you would roll that twice... so having would just be doing it once..
 

ManicMan

Member
does vary. for example, a Bonesword is D6+D12+6, Pistols are mostly D6+<3 - 5>.
Though it does say on the page before (page 80), "Test for Armour penetration as follows: roll a D6 and add it to the strength of the weapon causing the hit. If the weapon normally causes variable number of wounds, roll the dice indicated and add them to the total as well. this is the thickness of armour penetrated.

Lascannon (in the example) is D6+9 + 2D6 so can penetrate between 12 and 27 (mm? makes sense.. cause 27mm thick is.. pretty thick armour) where a Bolter is D6 + 4
 
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