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Made in us
Cog in the Machine





USA

As a Salamander player, I want to cram as many meltas and flamers into my army as I can. In the previous codex, I could fit a melta or flamer in and tac squad and with the special rule (cleanse and purify) I could fit 2 at a cost. Now, I can only fit 1 per a 10 man squad! I wanted to make mobile heavy hitting tac squads, but now I can't. Any ideas on how to fix this?

"Into the fires of battle, unto the anvil of war!"

 
   
Made in us
Power-Hungry Cultist of Tzeentch






uhm mayber for the special weapon you can take a Melta and for a heavy weapon take Multi-Melta. if im not mistaken vanilla tac squads can take heavy weapons right?

-FrostTooth

3000 points - Space Wolves
500 points-Pre HeresyThousand sons
500 points-Death Guard

"For Russ and the WolfTime!" 
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

FWIW, in my Fandex (linked in my signature) I've included Heavy Flamers as they are really a heavy weapon and feature in the fluff.

I'm not a huge fan of 2x special weapons in Tac squads however, 1 special, 1 heavy is most suitable for Tacs IMHO.

Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.

"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
Made in ca
Dakka Veteran






Vulkan's Forgemaster wrote:As a Salamander player, I want to cram as many meltas and flamers into my army as I can. In the previous codex, I could fit a melta or flamer in and tac squad and with the special rule (cleanse and purify) I could fit 2 at a cost. Now, I can only fit 1 per a 10 man squad! I wanted to make mobile heavy hitting tac squads, but now I can't. Any ideas on how to fix this?


In my Space Marine Fan Codex I've been working on, while heavy flamers won't be an option, your Tactical Squads will be able to take a second plasma gun, meltagun, or flamer.

If you want to use the actual Codex, I suggest asking your opponents if they mind you swapping out a multi-melta for a flamer or a plasma cannon for a meltagun.

CURRENT PROJECTS
Chapter Creator 7th Ed (Planning Stages) 
   
Made in us
Killer Klaivex




Oceanside, CA

Play blood angels.
Problem solved.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Pete Haines



Springfield, MA

Blood Angel tac squads look the same to me.

The only reason they have the 10 model thing to get weapons is to encourage people to use 10 man squads. There probably isn't many people who'd care, but I can see why 2 specials might not be as balanced. I have 3 ideas;

1 is to put in a troop choice called a combat squad. It is just like the tac squad but should have more limited gear options and can't add more members. It gets 1 special weapon. Marines as far back as I remember used to have this choice.

You could make your Salamanders using CSM, but this changes alot of other things.

The option I like better is to just say the 2nd special weapon costs double price and replaces your heavy option.

"A rule is only as good as the reasoning behind it."

I played Ordo Malleus since before it had a codex. 
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

I'd suspect he was referring to BA Assault Squads ability to take 2 special weapons...

Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.

"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
Made in us
Cog in the Machine





USA

Im not going to change to Blood Angels. Are combat squads available in the new codex? If so, would that be changed by Vulkan's special rule?

"Into the fires of battle, unto the anvil of war!"

 
   
Made in us
Pete Haines



Springfield, MA

Not sure I understand the question. The only way I know the new books get combat squads is to take 10 man squads and split them. I don't see how Vulkan's rule would matter.

"A rule is only as good as the reasoning behind it."

I played Ordo Malleus since before it had a codex. 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Combat Squads are just split up 10 man squads. You can only have 1 Special Weapon and 1 Heavy Weapon per 10man team.

You may not take any special or heavy weapons if the squad numbers less than 10men. The only exception is when they split into Combat Squads, as it's one troop choice up until deployment.

Vulkan's Rule removes Combat Tactics, not Combat Squads. Combat Tactics allow Space Marines to fail any leadership test they are required to make. (IE, they get shot at by an Orks, they can fail by choice and retreat, coupled with ATSKNF, lets them make a quick strategic retreat.)

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
 
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