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Guard Combat Drugs
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Old 31 Oct 2006, 02:26   #1 (permalink)
Shas'Saal
 
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Default Guard Combat Drugs

the Chem inhalers aside, I would like to see have seen some alternative doctrines for guard infantry to have combat drugs with more combat specific results, not just morale

any thoughts on house rules

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Old 31 Oct 2006, 02:34   #2 (permalink)
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Default Re: Guard Combat Drugs

Well, I wouldn't think it would be too hard to transfer some of the Dark Eldar combat drugs over to guard...
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Old 31 Oct 2006, 02:52   #3 (permalink)
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Default Re: Guard Combat Drugs

Gland Warriors could be considered speed-enhancing drugs.
Hardened Fighters could represent agression and reflex enhancers.
Light Infantry could be...

... or perhaps not. :P

But you can actually make a few other Doctrines representational of combat drugs... heck CoD could be some kind of stimm that makes soldiers react more quickly and pile into combat together if you realy want to stretch it.

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Old 31 Oct 2006, 06:07   #4 (permalink)
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Default Re: Guard Combat Drugs

Get holf of the inquisitor rule book, and translate the effects into 40 k terms, just leave out all of the dice rollin'
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Old 31 Oct 2006, 07:34   #5 (permalink)
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Default Re: Guard Combat Drugs

Interesting. Could be fun to add "Slaught" to their inhalers. ;D
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Old 31 Oct 2006, 18:52   #6 (permalink)
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Default Re: Guard Combat Drugs

i was thinking more towards psychon...

Also you could say that commlinksre-resent some type of trigger for teh unit, when they turn to flee, the commander presses the "invincibility" button
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Old 31 Oct 2006, 22:53   #7 (permalink)
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Default Re: Guard Combat Drugs

Quote:
Originally Posted by Dra'Tuisich-Novae
Gland Warriors could be considered speed-enhancing drugs.
Hardened Fighters could represent agression and reflex enhancers.
Light Infantry could be...

... or perhaps not. :P

But you can actually make a few other Doctrines representational of combat drugs... heck CoD could be some kind of stimm that makes soldiers react more quickly and pile into combat together if you realy want to stretch it.
I have to agree with the Novae and say that your best bet would be either the Chapter Approved 'Gland Warriors' or using the Imperial Guard Doctrines.
 
Old 05 Nov 2006, 12:33   #8 (permalink)
Shas'La
 
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Default Re: Guard Combat Drugs

using doctrines seems like the best idea. If you tried to translate from other games it would get overly complex.

Ive gotta say, hallucinogen grenades would be fun!
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Old 05 Nov 2006, 13:36   #9 (permalink)
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Default Re: Guard Combat Drugs

In my fluff the Teutonian 633rd snipers use a drug called Breath which slows down the body functions and puts the user into a sort of matrix style 'bullet time' this allows them to place shots on moving targets alot better. I suppose you could use sharpshooters to represent this drug.
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Old 06 Nov 2006, 18:41   #10 (permalink)
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Default Re: Guard Combat Drugs

you can always tack on some other doctrine abilities and just assume that the 'hardened fighters' or 'die hard' qualities are due to drugs and not training. this seems to me the simplest way of fluffing it out without bending the codex rules or inventing new ones.
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