Forgive me if this is the wrong place to post this, but I've had Space Hulk on the brain & almost no chances to play it lately. I wanted to use some other models so I cooked this up. I'd love for people to try these out & give me some feedback. I know there's old 1st edition rules for this, but I wanted something closer to 3rd edition's spirit of simplicity.
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All marines move like terminators but have different action point values.
The idea here is that these squads replace the terminators in regular missions. I don't know how well it'll work in general, but mixing different types of marines on the board at once might break this system fast.
Scouts have 6APs, roll base d2 in close combat
(1-3 = 1, 4-6 = 2)
Power Armor has 5APs, roll base d3 in close combat
(1/2 = 1, 3/4 = 2, 5/6 = 3)
Terminators have 4APs, roll base d6 in close combat
NEW WEAPONS
bolt weapons:
bolt pistols, bolters, & storm bolters all kill genestealers on a 6 (5+ with sustained fire).
Pistols - 1d6, range 6 (3 on overwatch), grants a +1 close combat bonus when combined with a power weapon or chainsword; jams during overwatch on roll of 1 (represents running out of ammo)
bolters - 1d6, range 12 (6 on overwatch), jams during overwatch on roll of 1 (as above, actually running out of ammo)
storm bolters - silly boy, you know how these work
chainsword:
automatically destroys doors for 2APs, +1 close combat bonus when combined with a pistol
flamer:
as heavy flamer except kills on 3+
frag grenades:
2 AP to throw; range 6; roll d6, 1=lands one square short, 6=one square too far;
section effect (but no persistent effect), kills scouts & genestealers on 5+ & power armor marines on 6+
heavy bolter:
as assault cannon in all respects except rolls 2d6; no malfunction; jams; once per game may shoot hellfire shell (treat as heavy flamer shot in all respects)
missile launcher:
may fire either krak or frag missiles for 2AP, may not be combined with another action
carries three of each type of missile
krak missile rolls 2d6; kills on 4+ on either
frag missile acts as a flamer hit (kills on 3+) except unlimited range & no persistent effect
plasma pistol:
as bolt pistol EXCEPT rolls 2d6; kills on 4+ on either (sustained fire to 3+); overheats on doubles & must immediately be vented for 1 AP/CP or model is killed
BASIC SQUADS
All sergeants have +1 to their close combat rolls & can redraw command points, all marines carry frag grenades
Scout squad:
sergeant w/ bolt pistol & power sword or plasma pistol & chainsword
scout with missile launcher or heavy bolter & 1 hellfire shell
three scouts with bolt pistol
Assault squad:
sergeant w/ lightning claws or thunder hammer & storm shield
marine w/ flamer or plasma pistol & chainsword
three marines w/ bolt pistol & chainsword
Combat squad:
sergeant w/ bolt pistol & power sword or plasma pistol & chainsword
marine w/ flamer or missile launcher
three marines w/ bolters
Tactical squad:
sergeant w/ bolt pistol & chainsword or combi-flamer
marine w/ flamer
marine w/ missile launcher
seven marines w/ bolters
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Some thoughts:
Bolt pistols should maybe be range 12/6 like bolters but have no sustained fire. I also thought about making a scout with a combat blade & pistol d3 like a power armor marine. Not sure if the combo of frag grenades & flamers in squads is too powerful, but that's what playtesting is for.
If anybody wants to try these out in standard missions & let us know your thoughts, no matter if they're scathing or complementary, I'd be extremely grateful.
Edits: spelling; additional thoughts
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