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So, after pondering with the thought for a few weeks, I've finally sat down and started writing on my Fandex. If someone could please tell me if any of these units are unbalanced points or gearwise, please tell me. Thank you.
Notes:
This is being updated. I will try to post new units as often as I can.
And now, without further ado-do, here they are:
RENEGADE MARINES
The main backstory is that after the 21st founding, many of the chapters created fell to Chaos. a few of these, including x, y and z (need names) were unaffected, but were banned from all Terran territory. Now, they fight to restore their honour to the Emperor.
ALLIES MATRIX
Spoiler:
Battle Bro's:
-none-
Allies of Convenience:
Imperial Forces, G-Knights, Eldar, Tau
Desperate Allies:
D-Eldar, Orks
Come The Apocalypse:
'Crons, 'Nids, Chaos
CHAPTER TACTICS (ish)
Chapter x
Spoiler:
All units in a force with this chapter tactic may choose to run and shoot in the same phase, but all shots are resolved at BS1.
Chapter y
Spoiler:
D3+3 Units have the Inflitrate and Scout special rules.
Chapter z
Spoiler:
All units charging in close combat with this Chapter Tactic must take a Ld-test. If it succeeds, the unit scores D6 hits against the enemy unit at S4 AP6.
HQ:
Sarge - Points Vary
Spoiler:
WSBS S T W I A LdSv 6 5 4 4 2 5 3 10 3+
Must be either a Gunslinger Sarge - 70 Points
Or a Bolter Boy Sarge - 75 Points
The Cap'n may take things from the wargear list.
The Cap'n may take Power Armour - 5 Points
ELITES:
Mad Boys - 13 Points per model
Spoiler:
WSBS S T W I A LdSv 5 3 4 4 1 4 1 8 4+
9-15 Mad Boys, 1 Mad Cap'n
Wargear: Bolt Pistol, Close Combat Weapon, Stripped Power Armour
Special Rules: Renegades of the Empire, Runnin' For Honour
Options: One model per every 5 may replace his Bolt Pistol with:
Hand Flamer - (points)
Plasma Pistol - 15 Points
Any model may exchange their Close Combat Weapon with a:
Chainaxe - 1 Points
The Cap'n may take things from the CC and Handgun section.
The Cap'n may take Power Armour - 5 Points
Tank Burners - 20 Points per model
Spoiler:
WSBS S T W I A LdSv 4 4 4 3 1 4 8 5+
4-9 Tank Burners, 1 Burner Cap'n
Wargear: Bolter, Close Combat Weapon, Bolt Pistol (Cap'n only)
Special Rules: Renegades of the Empire
Options:
Up to 3 models may take a Missile Launcher 15 Points
The Cap'n may take things from the CC and Handgun Wargear sections
The Cap'n may take Power Armour - 5 Points
May take an Assault Rhino as a Dedicated Transport.
FAST ATTACK:
Jumpin' Jacks - 15 Points
Spoiler:
WSBS S T W I A LdSv WSBS S T 1 4 1 8 4+
4-15 Jacks, 1 Cap'n
Wargear: Bolt Pistol, Chainsword, Stripped Power Armour
HEAVY SUPPORT:
Predator
Vindicator
DEDICATED TRANSPORTS:
Assault Rhino - 40 points
Spoiler:
BS 4 FA 11 SA 11 RA 10 Vehicle, Open-topped
Wargear: Bolt Burster, Frag Assault Launchers
Transport Capacity: 15 Models
Access Points: Rear hatch and side doors
CAN NOT TRANSPORT MODELS IN TERMINATOR ARMOUR
LORDS OF WAR:
LORE:
Spoiler:
This one's quite a long read, so get some coffee or tea or summin so you can relax.
After the failed and cursed 21st founding, many of the chapters founded there were hunted by the Empire. Not even x, y and z (names) could slip away, even though they were the only three chapters without mutations. The Emperor sent forces to wipe them out, to remove any possible taint of Chaos Within them, and only a few managed to escape. Now, they are hunted by the Empire. They fight for one thing and one thing only: Forgiveness from the Emperor. They will fight anyone who opposes the Empire, just to prove their worth in combat.
Without strict rules holding them back, they start to adapt to new fighting techniques, fighting with two Pistols, or two swords, or literally trowing themselves onto the enemies and using their bodies as weapons.
Only a few of them have full sets of Power Armour. Due to their mobile combat style, they sometimes find themselves restricted in movement. Therefore, they have stripped away some of their armour, including large parts of the chest plate, upper leg parts and all arm protection above their elbows, which makes them much more mobile.
They fight for their Emperor, to regain their lost honour, and to be able to fight with their brothers-in-arms from other chapters.
SPECIAL RULES:
Spoiler:
Renegades of the Empire: To make sure their honour is restored, the Squad Leader in a unit with this special rule must always accept a challenge when possible.
Firing Frenzy: All models within 6 inches of a model with this special rule re-rolls failed to hit rolls of 1.
Runnin' For Honour: A unit with this special rule may shoot, run and assault in the same phase, but all shooting is done at BS1.
WEAPONS:
Spoiler:
Close Combat Weapons (WARGEAR SECTION)
Power Weapon 15 Points
Lightning Claw 15 Points
Power Fist 25 Points
Thunder Hammer 30 Points
Not really. Very little of it makes sense; do you suppose you could take the fundamentals and break down why things are there? Two-bolt-pistol Marines with two base Attacks, 4+ power armour, and the wargear options that don't actually tell you who can have what in particular are confusing me.
AnomanderRake wrote: Not really. Very little of it makes sense; do you suppose you could take the fundamentals and break down why things are there? Two-bolt-pistol Marines with two base Attacks, 4+ power armour, and the wargear options that don't actually tell you who can have what in particular are confusing me.
Yeah, sorry, I'll fix. I just haven't had the time to do that stuff.
AnomanderRake wrote: Not really. Very little of it makes sense; do you suppose you could take the fundamentals and break down why things are there? Two-bolt-pistol Marines with two base Attacks, 4+ power armour, and the wargear options that don't actually tell you who can have what in particular are confusing me.
Yeah, sorry, I'll fix. I just haven't had the time to do that stuff.
The fluff and special rules are all about how they restore their honor and fight all nobly. The units are all scrappy stripped down "space pirate" feeling, especially in the (in my humble opinions) extremely silly names.
The fluff and special rules are all about how they restore their honor and fight all nobly. The units are all scrappy stripped down "space pirate" feeling, especially in the (in my humble opinions) extremely silly names.
Thats kind off the idea. The names are there just to make them feel less strict, they instead give them names that they like.
Yeah, but how is this significantly different? Getting a defensive attitude and bringing the vinegar isn't going to draw a lot of positive help that you need.
That said, I still find the names silly. They do not feel right for the setting in the least. It sounds more like Orks than Marines.
The Fluff is way off though. The Imperium doesn't deport people, they wipe them out.
Either the Imperium declare Excommunicate Traitoris or sends them on a Penitent Crusade, see Mantis Warriors. There is no in between. They don't just kick Space Marine Chapters out of their territory.
J3f wrote: The Fluff is way off though. The Imperium doesn't deport people, they wipe them out.
Either the Imperium declare Excommunicate Traitoris or sends them on a Penitent Crusade, see Mantis Warriors. There is no in between. They don't just kick Space Marine Chapters out of their territory.
Alright, I kind off fixed it. How about the Empire tried to wipe them out, and only a few managed to escape?
That still doesn't really fit the fluff, unfortunately because at that point your force is so small that it doesn't really exist on the army-wide scale that you want. Plus there are some other major questions in your lore that need answering:
1. If this is the last tatters of a chapter, how do they recruit? this is important to ask because it seems that they do not maintain their gear, so why do they have facilities for training and surgery of new recruits, but not armor?
2. On the subject of armor, it is a misconception that power armor is bulky. When worn by a Space Marine, it is not. They are wried into the suit so that it only amplifies their existing strength and agility. It makes absolutely no sense for them to remove it to fight faster because their speed would not change in the least.
3. Likewise, if they are loyal Astartes trying to prove their value and purity, they have broken all kinds of sacred rules in doing so for the Imperium. Modifying your holy power armor is practically tech-heresy, not the kind of thing that shows your loyalty. Plus they are rocking out brand new weapons that have never existed in the Imperium. While this may not seem a big deal, keep in mind that the Imperium is slow and dogmatic. That kind of thing IS a big deal and the Imperium is not the type of place to ask questions.
Now on to a few crunch concerns:
1. Assault Rhino - This is just "Rhino at the same cost, but massively better on all aspects". Not good. Needs scaling back in a major, major way.
2. Tank Burners - Also broken, for 150 points I get 10 krak missile shots and use my Troops requirement. Why not just make an army of these things? It is one shot, but when I can drop down 50+ of these for relatively little cost, it doesn't matter. They are an "I WIN" button and need massive re-tooling or scrapping.
3. Mad Boys - Couple of concerns here. Why is their BS lower? They are Space Marines, they don't just get worse at shooting. Is it a way of offsetting their low points cost? Not a cool move if so. Also, why if they are clearly your melee unit do they not have 2 attacks? Finally, why is their cost so low?
curran12 wrote: That still doesn't really fit the fluff, unfortunately because at that point your force is so small that it doesn't really exist on the army-wide scale that you want. Plus there are some other major questions in your lore that need answering:
1. If this is the last tatters of a chapter, how do they recruit? this is important to ask because it seems that they do not maintain their gear, so why do they have facilities for training and surgery of new recruits, but not armor?
2. On the subject of armor, it is a misconception that power armor is bulky. When worn by a Space Marine, it is not. They are wried into the suit so that it only amplifies their existing strength and agility. It makes absolutely no sense for them to remove it to fight faster because their speed would not change in the least.
3. Likewise, if they are loyal Astartes trying to prove their value and purity, they have broken all kinds of sacred rules in doing so for the Imperium. Modifying your holy power armor is practically tech-heresy, not the kind of thing that shows your loyalty. Plus they are rocking out brand new weapons that have never existed in the Imperium. While this may not seem a big deal, keep in mind that the Imperium is slow and dogmatic. That kind of thing IS a big deal and the Imperium is not the type of place to ask questions.
Now on to a few crunch concerns:
1. Assault Rhino - This is just "Rhino at the same cost, but massively better on all aspects". Not good. Needs scaling back in a major, major way.
2. Tank Burners - Also broken, for 150 points I get 10 krak missile shots and use my Troops requirement. Why not just make an army of these things? It is one shot, but when I can drop down 50+ of these for relatively little cost, it doesn't matter. They are an "I WIN" button and need massive re-tooling or scrapping.
3. Mad Boys - Couple of concerns here. Why is their BS lower? They are Space Marines, they don't just get worse at shooting. Is it a way of offsetting their low points cost? Not a cool move if so. Also, why if they are clearly your melee unit do they not have 2 attacks? Finally, why is their cost so low?
1: Fixed-ish. My first attempt at Codex-ing, expect more mistakes. 2:Alright, moving them to Heavy Support and making them carry Bolters. 3: Hm. I'll think over the unit.
1: I was thinking of making the Marines like Elite units and having like Cadians as main inf, but it felt weird. And also, recruiting could be explained this way: They kidnap new Marine recruits (I have NO idea how it really works in the 40K universe), and then training the children, giving them the extra organs, reinforced bones et cetera. 2: Well, . 3: The most probable explanation I can come up with is that they were tainted a teeeeeensy bit by Chaos, making them slightly aggresive towards the Empire, which explains their Allies Of Convenience stance towards them. They are still faithful to the Empire, almost more than other chapters, mostly because of a feeling of guilt over the other Chapters who 'gave in'. Yeah, they're so faithful they'll tear their armour apart, just to gain more soldiers that can fight the enemies of the Empire. I promise, I will make the fluff better when I make this into something real.
Automatically Appended Next Post: No, stop the presses! I just came up with an idea:
They are like Cadian-Marine people that have attacked and killed Marine squads, stealing their armour and weapons, and travelling around the galaxy in huge Spaceships, luring in and attacking innocent Marines, Cadians and civilians. Eh?
This message was edited 2 times. Last update was at 2015/01/28 18:06:31
Space Marines are an incredibly time and resource intensive investment. They take dozens of surgeries, but also psycho and hypnotic indoctrination to an extreme level. It isn't something you can just bodge together and make work. Also, just to close any thought on your other idea, Space Marines are sterile. Part of the surgeries that make a Marine and Marine shuts down those bits.
I dont know where i am... please... i dont know where i am
i would like to comment on chapter tactics x. i think that is pretty good being able to infiltrate atleast 4 units.
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