Suggested adjustment/clarifications for transmutation (hatching) troopers

Discussion in 'Rules suggestions' started by BrianJ, Apr 17, 2026.

  1. BrianJ

    BrianJ Well-Known Member

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    In many of my games something pertaining to seed trooper led to a rules checking process and sometimes significant discussion. It would be appreciated if these rules/troopers could get a look next rules update to help facilitate cleaner and smoother play around these unique and narratively cool troopers!

    Suggestions:

    - clarification about when the silhouette changes from 0 to 2.
    1) can a model emerge prone when hatching or, because the seed is not in the prone state, the model must first reveal as a standing S2 before then going prone in that order.
    2) if an msv3 trooper declares shoot at an S0 marker that is showing as an S2 marker will the S0 trooper be hit by attacks if the S0 would not be in LoF? If “no” would it cancel the camo state since no arm roll was made?

    - suggest standardization of the stats and equipment of the seeds and what equipment carries over from seed to developed form. Give Cadmus seed a combat jump (PH = ##) to allow seed stats to be the same.

    - consideration of not gating hatching on ARO to be a successful dodge but simply following a declared dodge. (Getting stuck as an egg is not fun)
     
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