I like the new Techmarine figure and wanted to try a list that puts it to use.
Space Marines
1500 pts
Trait: Scions of Mars
Drawback: Die Standing (I don't have any drop pods any so this is a freebie)
HQ (280 pts)
Techmarine, full servo-harness
+
Retinue:
2 x Tech Servitors
2 x Gun Servitors w/heavy bolters
+
Razorback, twin-linked lascannon, extra armor
Troops 1 (178 pts)
Tactical Squad
Vet. Sgt, terminator armor, lightning claws
5 x Space Marines, bolter
1 x Space Marine, flamer
7 x frag
Troops 2 (182 pts)
Tactical Squad
Vet. Sgt, terminator armor, lightning claws
5 x Space Marines, bolter
1 x Space Marine, meltagun
7 x frag
Troops 3 (187 pts)
Tactical Squad
Vet. Sgt, terminator armor, storm bolter, power fist
4 x Space Marines, bolter
1 x Space Marine, plasma gun
1 x Space Marine, missile launcher
7 x frag
Troops 4 (210 pts)
Tactical Squad
Sergeant, bolter
3 x Space Marines, bolter
1 x Space Marine, plasma gun
1 x Space Marine, lascannon
Razorback, twin-linked lacannon, extra armor
Heavy 1 (253 pts)
Land Raider, smoke
Fast 1 (210 pts)
Bike Squad
Biker Sgt, terminator honors, power fist
1 x Biker, meltagun
1 x Biker, plasma gun
2 x Bikers
Total: 1500 pts
2 heavy bolters
1 t/l heavy bolter
1 lascannon
4 t/l lascannon
1 missile
3 plasma guns
2 meltaguns
1 t/l plasma pistol
2 flamers
3 power fists
Idea: Scions of Mars to use the TM as HQ and run vet sgts in tactical squads with termie armor. Keep the TM near the other vehicles in case repairs are needed. Use the Land Raider to transport one of the tac squads with LC termie vet sgts, also for claiming quarters. Use bike squad for claiming quarters and support as needed.
Will these guys survive more than a few turns?
Edit: removed cyclone missile launcher from squad 3, added frag and extra marine.