>>5350201There's a lot of awesome stuff we can do fluffwise, the "Cool and Awesome" things Talos could do to upgrade his boys. But all of them are moot points if they don't translate into the rules. So we have to think of everything we do in the purview of rules like strategems, tactics and abilities. I'm starting to think QM had a good reason to suggest we replace Ferrus Manus. "Calculated Fury" and "The Flesh is Weak" are exactly the stuff I can see Talos sons doing word for word.
So here's what i'm thinking. We are going to be the fifth of Four other chapters who share a similar disposition to us.
Tech Chapters: Iron Warriors, Iron Hands, Salamanders
Defensive Strategists: Imperial Fists
Each has their own special rule, special war gear, special units and so on. What will separate the 2nd Legion's from the others?
As examples:
40k
>Imperial Fists are Siege Masters who dispense copius amounts of ordinance - they ignore light cover and bolt weapons can score additional hits>Salamnders love to craft their weapons and armor to peak perfection - their units can re-roll rolls to wound the enemy, while enemies cannot re-roll rolls to wound them>Iron Hands augment their bodies to be metallic for incredible resilience to exhaustion and injury - They have a 'Feel No Pain' type rule and can suffer many more wounds before suffering characteristic degredation >Iron Warriors are a different kind of Siege Master - they ignore light cover and hurt units more when they take cover inside a building. Fuck your cover.30k
>Imperial Fists have +1 BS to boltguns, prototype Autocannons, terminators have better access to teleporters/deep strike, and have legion unique gauntlet and shield. The shields can give them bonuses to Toughness and charge attacks. They are immune to suppression/pinning while in Light Cover>Salamnders can have entire units equipped with Master-Crafted weapons, or gain +5 invulnerable saves against melta/flamer/volkite/plasma, or easily trample through cover cause they are big and strong. All characters gain access to Artificer weapon>Iron Warriors suffer no morale checks from units lost to shooting and their grenades and bombs have the wreck rule. Their vehicles can get extra armor. Their techmarines all get better access to Cortex Controllers so their robots fight just as smart as any other unit without limited Programmed Behavior rule>Iron Hands reduce the strength of incoming ranged attacks. Their praetors can become Iron Fathers, so they get an extra servo arm, Feel-No-Pain rule, and battlesmith rule. Their vehicles have easier access to repair abilities and all characters have easier access to cyber familiars. They can favor Graviton Guns over Flamers, and choose to bring in Land Raiders instead of Rhinos. They work with Legio Cybernetica so they can include robots in their army as elitesWhat is it that makes the 2nd's Marines Unique? Do we want Harder Sons? Sons with better gear? Defensive minded sons? That sort of thing.