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Starting wargear for heroes and henchmen

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neurohalo
User offline. Last seen 1 year 1 day ago. Offline
Joined: 06/23/2009

Hi everyone. I've been reading the rules for Thunderhawk Down and am looking forward to starting up a game with my gaming group. I've been hoping for some squad level skirmish game for years, and this looks great so far.

I have a few questions regarding the armory:

What wargear does each hero and henchman start with? Is it their starting wargear? Or do they have to buy all of their wargear? For instance, does a henchman striking scorpion have to buy his chainsword, shuriken pistol and mandiblaster as starting wargear so that he costs 160 points, while a henchman tactical marine, with a bolter and close combat weapon, only costs 90? Or do they both cost their basic point cost, 80 for each, with their wargear included?

Also, there are only a few bits of armor listed on the armory tables. Does each model start with his codex listed armor?

I also wanted to point out a few errors on the stat sheets. On the eldar armory table, page 32, the banshee mask, mandiblasters, swooping hawk wings and warp jump generator are marked with the footnote for 'Farseer Skill required" and not 'Autach Skill Required."

I just need a bit of clarification. Thanks in advance, and thanks again for working on these rules. I'm looking forward to trying them out.

Nate
User offline. Last seen 1 day 2 hours ago. Offline
Joined: 05/10/2009

Hi

All henchmen, and heroes for that matter, start with their basic equipment. So a scorpion starts with chainsword, pistol and mandiblaster. Anything beyond that needs to be purchased from the appropriate armoury. So 80 credits is the answer for both the marine and scorpion.

Models are assumed to have their standard armour, be it power armour for a marine, or flak armour for a guardsmen. At this point, aside from the nano-bonded armour upgrade, there are very few models that can improve or exchange their armour.

Good eyes on the armoury error. That would be my mistake. It will be remedied in the next beta (if not sooner). Thanks.

Cheers,
Nate

neurohalo
User offline. Last seen 1 year 1 day ago. Offline
Joined: 06/23/2009

Thanks for the reply.

And good job on the game.

Eternal Hunger
User offline. Last seen 22 weeks 3 days ago. Offline
Joined: 02/03/2010

It was pointed out to me that there are numerous examples of units having starting gear that's worth more than double their points; making it possible to purchase a unit, sell his equipment, kick him from the group, and come out ahead.

Since the game is still beta, what would be a good plan for correcting this beyond peer pressure.

Nom Nom Nom

Exemplar
User offline. Last seen 24 weeks 2 days ago. Offline
Joined: 02/08/2010

Lower the cost of equipment. The Demolitionist Vet with a Det Charge, for instance. The det charge is 1) once-per-game 2) dangerous 3) short range 4) often difficult to use... make it cost 80 (instead of 100) and no more infinite space bucks. I would say each other example of such should be evaluated individually - either lowering the cost of the gear or raising the cost of the dude.

Eternal Hunger
User offline. Last seen 22 weeks 3 days ago. Offline
Joined: 02/03/2010

Once per game? The det-pack is listed in the book as a One Use item, same as the medipack.

Nom Nom Nom

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