Possible Stats for SST:EVO ?

Iain McGhee

Mongoose
I posted the other night saying that I'd put up my proposed list of changes to the current SST stats to facilitate their use with the EVO rules, until the official ones come out. Most of this is pretty obvious and some stats and rules may well be altered/eliminated in EVO. I haven't put up full stats for everything as we've all got rulebooks :)

Feel free to comment on anything you think is incorrect. Or better still, things you KNOW are different.

GENERAL STUFF
1:All stats are the same as a Private for the troop type (except Officers ?)
2:All piercing weapons are now armour -1 (or equivalent reduction)
3:Accurate weapons now get +3 to hit roll regardless of model size and may target any size 3+ model in their fire zone.
4:All models with more than 2 hits ignore hits minus one failed armour saves.
5:Saves are now armour scores. Any model with dodge retains it.
6:All weapons (except Plasma Bug Discharge ?) use direct fire rules for their primary target.
7:No model can buy traits, other than Talents for Brain Bugs and SICON agents (expect these will be replaced by specific abilities in EVO,such as SICON agents detecting tunnelers as already mentioned in S+P)
8:All Pack and Internal weapons get the "Cannot fire as a reaction and only once per turn" entry. Same as current rules.
9:No PL or unit limits at present. Suggest one large Bug or Marauder per 2 Squads (except if part of Marauder or PAMI Squad)
10:Any unit traits (Jump etc) remain as usual

ARACHNIDS
1:All (except Brain) have Reckless, Swarm and Unstoppable traits.
2:Any model that can Tunnel uses the rules on the cards for now.
3:Any model that can fly uses the current rules for now.
4:All large bugs can't react (except Plasma AA) or suffer suppression effects and ignore terrain of up to 1" height.

POWER SUIT MOBILE INFANTRY
1:Squads are Sergeant and 4-7 Troopers at 25pts each (all use Trooper stats)
2:All PAMI get Enhanced Battle Systems (as for Grizzlies and Land Warrior) but may be suppressed.
3:Up to 2 Troopers may replace their Morita with a Javelin (Warheads as Longbow), Triple Thud or Infantry Flamer. Alternatively M8s or M9s. Costs as normal. Javelin models may take one Pee-Wee warhead eachfor usual cost. Including squad Marauders.
4:No grenade options, but allow Shock Sticks to give them some chance against Arachnids in close combat. Same stats and costs.
5:Underbarrel GL only has Bugshot rounds.
6:Marauder suits use the Fenos Advanced Combat Systems rules for suppression and AA ability. (Grizzly Sixguns don't have AA, perhaps only a few missiles and some carrying units now get AA ability) or possibly the Grizzly Ignores Suppression rule instead.
7:Officers keep their stats but lose the ability to take traits. May possibly have the ability to give an additional action to a Squad like Brits Command Section in BF:EVO. No penalties for losing them other than those for losing any figure.

PATHFINDERS
1:Pathfinders keep their improved reaction and cover rules.
2:Squads as normal, including all options except grenades and munitions.
3:Reaver warhead does D10+4 and gives -4 to armour saves. Heard it's being removed completely.
4:Give them the Infiltrate and Stealthy rules from the BF:EVO Force Recon cards

I'm sure I've missed stuff, but that's enough to be going on with I think.
 
General Stuff.

10. Jump has been limited to 12 (from 15) from Grizzlies this suggests all jumps should become a max of 12.

PAMI

I would suggest being able to buy a corp for the unit at 10 points, and allowing that to form a seperate fire team.

Also looking at how the Grizzlies have been stripped down I would remove the ability to give 1 PAMI a Marauder suit, you can just buy an individual marauder instead.

Aslo I would change the Hell infantry flamer so it does D3 Damage Dice rather than use the template, as they have dropped the template for the tanker and given it D6 DD. (this should be applied to any units that previously used the flame template) Also flame now no longer ignores obscurement or cover *SIGH*.

Not sure what to do with the Skinnies as I don't know that book that well. Other than the changes mentioned above I think it sounds great.
 
PAMI

Not sure about splitting the squads since neither the LAMI or the Skinnies can do so (at present)

I'd give the flamer 2D10, same as if you fired it direct (using the Tanker Spit as a guide)

Marauders in squads: you're probably right about them becoming independant models but I'm quite fond of adding a Chickenhawk to my "general purpose" squads as per the current rules so I thought I'd keep it in.
 
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Iain McGhee said:
PAMI

Not sure about splitting the squads since neither the LAMI or the Skinnies can do so (at present)

I'd give the flamer 2D10, same as if you fired it direct (using the Tanker Spit as a guide)

Marauders in squads: you're probably right about them becoming independant models but I'm quite fond of adding a Chickenhawk to my "general purpose" squads as per the current rules so I thought I'd keep it in.

LAMI are poorly / rush trained grunts, hence they have concentrated fire zones, they are too stupid to be able to deal with a whole 6" FZ... of course they can't be trusted to go running off on their own. The Skinnies - who cares they are just eldar wannabies...

The PAMI are highly trained troops, of course they should be able to opperate in fire teams. I would imagine their squad disposition will be similar to the EFTF or USMC infantry squads, with the option to add extra fire teams rather than extra models.

2xD10 for the flamer sounds fine to me.

There is nothing to stop you running a Chickenhawk alongside your troops, but I doubt it will be available to PAMI squads (they ain't going to put one in a box set of PAMI are they.......).
 
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