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Made in es
Slippery Ultramarine Scout Biker




Barcelona, Spain

Mchagen wrote:
This is what my group is currently play-testing for space marines. Some of it is about where it should be, some of it isn't quite right yet. There's more that needs to be done beyond a simple 'fix marine armor save' or 'improve boltguns.' The codex is in bad shape in many areas.

Spoiler:
. SPACE MARINES UPDATE
- Non-vehicle marine models that have 1 attack increase to 2.
- Terminator models that have 2 attacks increase to 3. Terminator models with 2 wounds increase to 3.
- All Centurion models have 5 wounds, 3 attacks. Centurion Devastators 65 points
- Non-unique Captains may add Chapter Master upgrade, 28 points, re-roll any failed hits for Chapter units within 6” and +1 wound.
- Tactical Squads and Intercessor Squads with 10 models generate 1 CP.
- Company Veterans 15 points per model.
- Sternguard Squads 14 points per model, remove special issue boltgun, add boltgun, add special issue ammunition 3 points per model
- Assault Squads with Jump Packs add Death From Above: After completing a charge move, add +1 to hit in their next Fight phase.
- Thunderfire Cannon, add stratagem Tremor Shells ability to base weapon profile.

- Missile Launcher: 20 points
- Plasma Cannon: Heavy 3
- Sniper rifle: 0 points
- Chainfist/Eviscerator: 14 points
- Chainswords add -1 AP
- Drop Pods add Drop Pod Assault: Remove minimum distance on disembarking units from enemy. Units that disembark from a Drop Pod halve charge rolls that turn (rounding down).
- Rhino add rear hatch, two models may shoot from, same as open-topped rule.
- Predator/Razorback 65 points
- Whirlwind 65 points, add Missile Barrage: If this model remained stationary in its previous Movement phase, add 1 shot for every 5 models in the target unit.
- Vindicator 135 points, Demolisher cannon: Heavy 3, when attacking units with 5 or more models add D6 to the number of shots.


VEHICLE models without the DREADNOUGHT keyword may move up to half their Move Characteristic (rounding up) and still fire Heavy weapons without penalty.

VEHICLE models without the FLY keyword can Fall Back and shoot, but suffer -1 to hit in their next shooting phase and may only target the nearest enemy unit.

DREADNOUGHT models may move and fire 1 Heavy weapon without penalty or may advance and fire one assault weapon without penalty.


Chapter Tactics
White Scars: Whenever a WHITE SCARS unit with this tactic Advances it moves an extra 2" in addition to the distance rolled (BIKER units with the Turbo-boost ability therefore move an additional 8" when Advancing). Also, when advancing a WHITE SCARS unit treats Rapid Fire weapons as Assault.


Stratagems
Remove: Chapter Master and Tremor Shells.

Linebreaker Bombardment 1-3CP
Use this Stratagem in your shooting phase before attacking with 1-3 Vindicators [the amount of CP used is equal to the number of Vindicators chosen]. When using this Stratagem on multiple Vindicators, each must be within 6” of another friendly <CHAPTER> Vindicator. Each Vindicator(s) chosen cannot fire their demolisher cannon(s) this phase – instead, select a visible point on the battlefield within 24" of each vehicle. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 5 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers D3 mortal wounds for each attacking Vindicator, on a 6+ that unit instead suffers 3 mortal wounds for each attacking Vindicator.

Killshot 1CP
Use this Stratagem in your Shooting phase if a Predator is within 6" of 1 other friendly <CHAPTER> Predators. If you do so, you can add 1 to the wound rolls for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase. If a Predator is within 6” of 2 other friendly <CHAPTER> Predators, instead add 1 to the wound and damage rolls for attacks that target MONSTERS or VEHICLES this phase.


Empyric Channeling 1CP
Use this Stratagem at the start of a Psychic phase if an ADEPTUS ASTARTES PSYKER is within 6" of at least 1 other friendly <CHAPTER> PSYKERS. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.

Scions of Guilliman 1CP
Use this Stratagem when an ULTRAMARINES INFANTRY or ULTRAMARINES BIKER unit is selected to attack in
a Shooting or Fight phase. All models must target the same unit, but add -1 AP to their attacks (to a max of -4).

Orbital Bombardment 2CP
This Stratagem can be used once per battle, in the Shooting phase, if you have an ADEPTUS ASTARTES Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within 5" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, the unit being rolled for suffers D3 mortal wounds.

Cluster Mines 1CP
Use this Stratagem after a Scout Bike Squad has moved. Place a 1” Cluster Mine token within 3” of the Scout Bike Squad and more than 3” from enemy units. An enemy unit that completes its move within 3" of a Cluster Mine token immediately suffers D3+1 mortal wounds, then the token is removed. Cluster Mine tokens can not be targeted or assaulted and do not block movement or line of sight.

Bolter Drill 2CP (for all chapters)
Use this Stratagem in any phase before an INFANTRY unit shoots. That unit adds 1 to the number of shots on bolt weapons until the end of that phase. For example: rapid fire 1 becomes rapid fire 2 on a boltgun. For the purposes of this Stratagem, a bolt weapon is any weapon profile whose name includes the word ‘bolt’ (e.g. boltgun, bolt rifle, heavy bolter, boltstorm gauntlet). Pedro Kantor’s Dorn’s Arrow is also a bolt weapon. Bolter Drill cannot be used with special issue ammunition.

Masterful Marksmanship 1CP
Use this Stratagem when a Sternguard Veteran Squad is selected to attack in the Shooting phase. When shooting a boltgun, to hit rolls of 5+ count as damage 2 instead of 1.

Fortified Position 1CP
Use this Stratagem after setting up an IMPERIAL FISTS INFANTRY unit (excluding Scout Squads) during deployment. Mark a single terrain feature that unit is on or that is within 1”. That terrain feature adds an additional 1 to saving throws. An army composed of units of IMPERIAL FISTS and other IMPERIUM units that are not IMPERIAL FISTS may only use this Stratagem once.

Machine Empathy 1CP
Use this Stratagem just before an IRON HANDS VEHICLE attacks in the Shooting phase. Until the end of the phase, that vehicle ignores negative modifiers to-hit caused by moving, advancing, or falling back and uses the top row of the model's damage table (if it has one), regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.

Implacable Fury (replaces Born in the Saddle) 1CP
Use this Stratagem when a WHITE SCARS BIKER or WHITE SCARS INFANTRY unit Advances. That unit does not suffer the penalty for advancing and firing Assault weapons this turn. In addition, if that unit is a BIKER unit it may charge this turn, if it is an INFANTRY unit, Rapid Fire weapons counting as Assault may shoot twice if the target is within half range.


Tactical Flexibility 1CP
When using this stratagem, a Tactical Squad or Intercessor Squad may choose one of the following during the phase or turn specified;
-In your Shooting phase, up to 2 models may shoot twice this turn but must fire at the same target (can be a separate target for each model). May not use with bolter drill.
-In your Shooting phase, all models in the unit may throw a grenade this turn.
-In the opponent's Charge phase, this units' overwatch hits on 5+ until the end of the opponent's turn.
-In your Movement phase, this unit may fall back and still shoot, but subtract 1 from hit rolls this turn (Ultramarines ignore hit penalty).
-At the end of your turn, if this unit secures an objective marker (defend or secure objectives) roll a D6, on a 3+ score an extra VP.

Armor of Contempt 1CP
Use this Stratagem at the start of any phase. Select an ADEPTUS ASTARTES VEHICLE; until the end of the phase, that unit adds 1 to its save characteristic. This is not cumulative with the increased saving throw from cover.

Devastation Protocol 2CP
Use this Stratagem before a Devastator Squad attacks in the Shooting phase. Choose one of the following when that unit attacks that phase;
Each attacking model equipped with a Heavy weapon must target a separate unit but can shoot twice. Each model must target the same unit both times.
Each attacking model equipped with a Heavy weapon must target the closest enemy unit, but all models with Heavy weapons have +1 to hit and re-roll failed wound rolls. (Note: the closest unit is measured from each model in the attacking unit).



Warlord Traits
Iron Resolve: Add 1 to the Wounds characteristic of your Warlord. In addition, the first time this model is reduced to 0 wounds roll a D6, on a 4+ your warlord is not slain and instead has 1 wound remaining.

WHITE SCARS–Feigned Flight: Friendly WHITE SCARS units within 6" of your Warlord may Fall Back and Charge.
IMPERIAL FISTS–Counter Volley: Once per turn, immediately after an enemy unit has attacked in the Shooting phase, choose an Imperial Fists INFANTRY unit that is within 6" of your Warlord. That unit may shoot but subtract 2 from hit rolls. This does not prevent that unit from shooting in their next turn.
IRON HANDS–Enhanced Bionics: Your warlord ignores wounds on a 5+ instead of on a 6.



Librarius Discipline
---Remove Psychic Scourge, replace with; Warp Barrier WC6 If manifested, until the start of your next psychic phase no units (friend or foe) may be placed from reserve or placed via a psychic power w/in 12" of the psyker.
--Fury of the Ancients has a warp charge value of 7. If manifested, roll 3D6 and select a visible enemy model within that many inches of the psyker (if no enemy models are within this range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers D3 mortal wounds.
--Psychic Fortress WC7, If manifested, select a friendly ADEPTUS ASTARTES unit within 6” of the bearer. Until the start of you next psychic phase, that unit automatically passes morale and ignores wounds on a 5+.
--Veil of Time WC7 If manifested, select a friendly ADEPTUS ASTARTES INFANTRY unit within 12" of the psyker. Until the start of your next psychic phase that unit may re-roll failed saving throws.

As it was interesting to read a full change on general SM rules, I don't think it would fix most of the issues. Also, this rules add too much instead of changing things, and some are quite good and many unnecessary. I would rethink the unit rules mainly, the strategems are quite acceptable, but 28pts for full re-rol to hit is too much. Keep thinking and testing, and if you come up with a better version of this changes, go ahead and post it!
Cheers

"Eventually, everything falls to a bolter" 
   
 
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