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Made in gb
Automated Space Wolves Thrall




Codex: US Forces:

Please Note: I am not American, all the units are supposedly correct and are the result of a lot of research, please be aware they may not be quite precisely correct, especially with the National Guard unit.

As the Storm of Storms approaches and Warp Storms open throughout the Sol system, the armed forces of the United States are among the first to become aware of the threat. In preparation for whatever enemy may come out of the Maelstroms the US mobilises all Army, Navy, Air Force, National Guard and Coast Guard forces to prepare for the imminent threat while retreating out of all previous warzones to concentrate their defences. Martial law is declared and all able men and women are called to fight in their country's defence, whether they want to or not. With over one hundred million personnel, twenty thousand aircraft and one thousand ships at their command, the US stand one of the best chances against the nightmares of the forty-first millennium.

Units:

HQ:
- Major
- General (Coming Soon)

Troops:
- Infantry Platoon
- National Guard
- US Marines (Coming soon)

Dedicated Transports:
- Stryker
- UH-60 Blackhawk

Elites:
- SEALs
- US Army Rangers
- Army Engineers (Coming Soon)
- M3 Bradley

Fast Attack:
- Airborne
- F-16 Fighting Falcon
- F-22A Raptor
- M114 HMMWV
- AH-6 Little Bird
- M2 Bradley

Heavy Support:
- M109A6 Paladin
- M1A1 Abrams
- A-10 Thunderbolt II
- AV-8B Harrier II
- AH-64D Apache

Lords of War:
- F-117 Nighthawk

Armoury:

M4 Carbine:
R24" S3 AP- Assault 2

M9A1:
R12" S3 AP- Pistol

MP5:
R18" S3 AP- Assault 3

M320 Grenade Launcher:
R18" S4 AP6 Assault 1, Blast, One Use

M14 DMR:
R36" S4 AP6 Rapid Fire, Precision Shot

M110 Sniper System:
R60" SX AP4 Heavy 1, Sniper, Shred

M249:
R30" S3 AP6 Salvo 3/6

AT4:
R60" S8 AP3 Heavy 1

FGM-148 Javelin:
R96" S9 AP2 Heavy 1, Guided, Armourbane

FIM-92 Stinger:
R60" S7 AP3 Heavy 1, Skyfire, Guided, One Shot

Stinger Launcher:
R48" S7 AP3 Heavy 1, Skyfire, Guided

M120 Mortar:
R60" S6 AP4 Heavy 1, Blast, Barrage

M777:
R24-360" S8 AP4 Ordnance 1, Large Blast, Barrage.

M240 Machine Gun:
R36" S4 AP- Heavy 4

Vehicle:

M2:
R48" S4 AP6 Heavy 4, Rending

Mk19:
R24" S4 AP6 Heavy 3, Blast

M134 Minigun:
R18" S3 AP6 Heavy 10, Pinning

GAU-19:
R30" S4 AP5 Heavy 8, Rending

M126 155mm:
R24-240" S10 AP5 Ordnance 1, Large Blast, Barrage

M256 120mm:
HE: R60" S6 AP4 Ordnance 1, Large Blast
AP: R96" S10 AP2 Ordnance 1, Blast

AGM-114/65 Hellfire/Maverick:
R96" S8 AP3 Heavy 1, Blast, Armourbane, Guided, One Use.

M230:
R30" S6 AP4 Heavy 5, Rending, Pinning

Rocket Pod:
R24" S7 AP5 Heavy 3D6, One Use

M242 Bushmaster:
R48" S6 AP4 Heavy 3, Rending.

TOW Missile Launcher:
R72" S8 AP3 Heavy 1, Guided.

M61A1 Vulcan:
R30" S6 AP5 Heavy 12

GAU-12 Equalizer:
R36" S6 AP4 Heavy 8, Pinning

GAU-8 Avenger:
AP: R48" S8 AP4 Heavy 8, Rending
HE: R48" S5 AP3 Heavy 8, Shred

GBU-82 JDAM:
RBomb" S7 AP4 Ordnance 1, Large Blast, Guided, Shred

AGM-88 HARM:
R120" S10 AP3 Heavy 1, Blast, Guided, Anti-Radiation*, One Shot

Anti-Radiation: A weapon with this special rule may only be fired at a unit with the Skyfire special rule (With the exception of flyers).

AIM-9 Sidewinder:
R48" S8 AP4 Heavy 1, Guided, Skyfire, One Shot

AIM-120 AMRAMM:
R96" S9 AP4 Heavy 1, Guided, Skyfire, Armourbane, One Shot

GBU-31 JDAM:
RBomb S10 AP3 Heavy 1, Massive Blast, Guided, Fleshbane, Armourbane, Pinning One Use

B61 Bomb:
RBomb SD AP3 Heavy 1, Apocalyptic Blast, Fleshbane, Radiation*, Disintergration*, One Shot

Radiation: Any unit hit by the B61 but not destroyed is counted as being irradiated. A unit that has been irradiated takes a number of hits equal to the number of models in the unit at S4 AP2 Every turn for the rest of the game

Disintergration: Any unit under the Blast template that has an Armour save less than a 2+ is instantly destroyed, with no saves of any kind allowed. If there is a vehicle inside the Blast template a vehicle takes D6 penetrating hits.

Special Rules:

Guided: A weapon with this special rule gains +1 to it's Ballistic Skill when fired and the Ignores Cover Special Rule. With weapons that also have the Blast type, the template only scatters D6" instead of the usual 2D6". However if a One is rolled to hit, the controlling unit may not fire another weapon with the guided type next turn.

Thrust Vectoring: By angling the nozzles of an aircraft's engines, an aircraft's maneuverability can be greatly improved, allowing much greater ability in dogfighting and ground attack capabilities. A flyer with the Thrust Vectoring Special Rule May pivot up to 180° in the assault phase and move up to 18" in addition to it's normal movement in the movement phase.

Bound Force Organization Chart:

Minimum:
1 HQ
1-2 Troops

Maximum:
1-3 HQ
2-6 Troops
0-3 Elites
0-4 Fast Attack
0-4 Heavy Support
0-1 Lords of War

Allies Chart:

- Space Marines (All types)esperate Allies

- Chaos Space Marines: Come The Apocalypse...

- Chaos Daemons: Come The Apocalypse...

- Tau: Desperate Allies

- Astra Militarum: Allies of Convenience

- Adepta Sororitas: Desperate Allies

- Necrons: Desperate Allies

- Eldar: Come The Apocalypse...

- Dark Eldar: Come The Apocalypse...

- Tyranids: Come The Apocalypse...

- Orks: Desperate Allies

- United Kingdom Armed Forces: Allies of Convenience

- Bundeswehr: Allies of Convenience

- Armee de France: Battle Brothers

- Russian Armed Forces: Desperate Allies

- Chinese Armed Forces: Come The Apocalypse...

Warlord Traits:

1 - Through Discipline!: Through many years experience, the commander has learned that strict discipline prevents failiure. The Warlord, and any unit he joins are subject to the Fearless Special rule.

2 - Career Soldier: Spending their entire lives dedicated to their duty, this commander has learned to believe in their cause no matter what. The Warlord, and any unit he joins, is subject to the Zealot Special Rule.

3 - True Grit: The commander is a veteran of several major battles, being shot countless times along the way. The Warlord, and any unit they join, are subject to the Feel No Pain (5+) Special Rule.

4 - Rapid Assault: This Commander is not one for idling by, preferring to always be on the attack. The Warlord, and any unit he joins, may run after shooting in the shooting phase

5 - Defender: This Commander is an expert in holding ground, never losing a single foot to the enemy. The Commander gains the Bolster Defenses Special Rule.

6 - Expert Tactician: This Commander is a master of all manner of tactics and strategies, knowing exactly what is needed and where at any time. When rolling for reserves, add +1 to any result.

HQ:

Major...40 points
Unit Composition: One Major
Unit Type: Infantry (Character)
WS4 BS5 S3 T3 W3 I4 A2 Ld10 Sv4+
Wargear: M9A1, Frag Grenades, Combat Armour.
Special Rules: Stubborn, Precision Fire, Fire Support.
Options:
- May take one of the following:
M4 Carbine...1 pt
MP5...3 pts
M14 DMR...5 pts
M110 Rifle...10 pts

Troops:

Infantry Platoon:
Composition:
- 1-3 Infantry Squads
- 0-1 Heavy Weapons Squad

Infantry Squad...70 points
Unit Type: Infantry
Unit Composition: 7 Infantry, 1 Staff Sargeant
Infantry: WS3 BS4 S3 T3 W1 I4 A1 Ld7 Sv4+
Staff Sargeant: WS3 BS4 S3 T3 W1 I4 A1 Ld9 Sv4+
Wargear: M4 Carbine, M9A1, Frag Grenades, Combat Armour
Special Rules: Combat Squads
Options:
- One model may take an M320 Grenade Launcher...5 points
- One model may replace their M4 Carbine with an M14 DMR...free
- Up to two models may replace their M4s with M249s...5 points each
- One model may take an FGM-148...25 points
- May take a Stryker or UH-60 Blackhawk as a Dedicated Transport...see Dedicated Transports

Heavy Weapons Squad...45 points
Unit Composition: 3 Models
WS3 BS4 S3 T3 W2 I4 A1 Ld7 Sv4+
Wargear: M4 Carbine, M9A1, Combat Armour
Special Rules: Night Vision
Options:
- Three models much exchange their M4 Carbine for one of the following:
M249...5 pts each
M240...10 pts each
M2 Browning...15 pts each
Stinger Launcher...20 pts each
M120 Mortar...25 pts each
FGM-148 Javelin...35 pts each

National Guard...60 points
Unit Composition: Ten Models
Unit Type: Infantry
WS2 BS3 S3 T3 W1 I3 A1 Ld7 Sv4+
Wargear: M4 Carbine, Frag Grenades, Combat Armour
Special Rules: Combat Squads
Options:
- May add an additional twenty models to the unit...6 pts each
- For every ten models in the unit one model may exchange their M4 Carbine for a M249 Machine Gun or AT4...10 pts each
- One model may be upgraded to a Staff Sargeant (+1 Ld, +1 WS, +1 BS)...5 pts

Dedicated Transports:

Stryker...50 points
Unit Composition: One Stryker
Unit Type: Tank (Fast)
BS4 FA11 SA11 RA10 HP3 Tank (Fast)
Transport Capacity: 12 Models
Access Points: One at rear
Fire Points: None
Wargear: Extra Armour
Special Rules: Night Vision
Options:
May take one of the following:
M2 Machine Gun...10 pts
Mk19 Grenade Launcher...20 pts

UH-60 Blackhawk...65 points
Unit Composition: One UH-60
Unit Type: Flyer (Hover)
BS4 FA11 SA10 RA10 HP3 Flyer (Hover)
Transport Capacity: 14 Models
Access Points: Two doors (1 each side)
Fire Points: None
Wargear: None
Special Rules: Night Vision
Options:
- May take a pair of sponsons armed with:
M240 Machine Guns...20 pts
M134 Minigun...30 pts
GAU-19s...40 pts
- May take one of the following:
Four FIM-92 Stinger...20 pts
Four AGM-114 Hellfires...40 pts
Twin-Linked M230 Cannon...40 points

Elites:

S.E.A.Ls...75 points
Unit Composition: Three SEALs
Unit Type: Infantry
WS4 BS5 S3 T3 W1 I5 A2 Ld9 Sv4+
Wargear: MP5, M9A1, Close Combat Weapon, Frag and Krak Grenades, Combat Armour
Special Rules: Fearless, Night Vision, Combat Squads, Relentless, Stealth, Shrouded, Infiltrate, Move Through Cover
Options:
- May add an additional five models to the unit...25 pts each
- Up to four models may replace their MP5s for one of the following:
M240 Machine Gun...10 pts each
AT4...15 pts each
Stinger Launcher...20 pts each
- Any model may exchange their MP5 for a:
M4 Carbine...Free
M14 DMR...2 pts each
M110 Sniper System...5 pts each

Army Rangers...88 points
Unit Composition: Eight Rangers
Unit Type: Infantry
WS4 BS4 S3 T3 W1 I4 A1 Ld8 Sv4+
Wargear: M4 Carbine, M9A1, Frag Grenades, Close Combat Weapon, Combat Armour
Special Rules: Night Vision, Combat Squads, Stubborn, Scout
Options:
- Up to four models may exchange their M4 Carbines for one of the following:
M249 Machine Gun...5 pts each
M110 Sniper System...5 pts each
M240 Machine Gun...10 pts each
- Any model may exchange their M4 Carbine for a M14 DMR...3 pts per model
- The unit may take a UH-60 Blackhawk as a Dedicated Transport...See Dedicated Transports

M3 Bradley...85 points
Unit Composition: 1 Bradley
Unit Type: Tank (Fast)
BS4 FA11 SA11 RA11 HP3 Tank (Fast)
Wargear: M242 Bushmaster, Extra Armour
Special Rules: Scout, Night Vision
Options:
- May add an additional two Bradleys to the unit...85 pts each
- Any Bradley may take a hull-mounted M240 Machine Gun...10 pts
- Any Bradley may take up to two TOW Missile Launchers...20 pts each
- Any Bradley may take Camo Netting...15 pts
- Any Bradley may take a Dozer Blade...5 pts

Fast Attack:

Airborne Group:
Composition: 1-5 Airborne Squads

Airborne...88 points
Unit Type: Infantry
Unit Composition: 8 Models
WS3 BS4 S3 T3 W1 I4 A1 Ld8 Sv4+
Wargear: M4 Carbine, M9A1, Frag and Krak Grenades, Combat Armour
Special Rules: Deep Strike, Combat Squads, Night Vision
Options:
- Up to three models may take an AT4 in addition to their standard weapons...15 pts each
- Any model may exchange their M4 Carbine for a MP5...free

M2 Bradley Squadron...105 points
Unit Composition: 1 Bradley
Unit Type: Tank
BS4 FA12 SA11 RA11 HP3 Tank
Transport Capacity: 6 Models
Access Points: One at rear
Firing Points: Three on either side
Wargear: M242 Bushmaster, Extra Armour.
Special Rules: Night Vision
Options:
- May add up to two additional M2 Bradley's...105 pts each
- Any Bradley may take a hull-mounted M240 Machine Gun...10 pts
- Any Bradley may take a M2 Machine Gun...10 pts
- Any Bradley may take up to two TOW Missile Launchers...20 pts each

F-16C Fighting Falcon...140 points
Unit Composition: One F-16
BS4 FA10 SA10 RA10 HP3 Flyer (Supersonic)
Wargear: M61A1 Vulcan, Extra Armour.
Special Rules: Night Vision, Supersonic
Options:
- Must take one of the following:
Six AIM-120 AMRAAMs...60 pts
Six AGM-65 Mavericks...60 pts
- May take two FIM-92 Stingers on the wing tips...10 pts
- May take up to four GBU-82 JDAMs...15 pts each

F-22A Raptor...240 points
Unit Composition: One F-22
Unit Type: Flyer (Supersonic)
BS4 FA11 SA10 RA10 HP3 Flyer (Supersonic)
Wargear: M61A1
Special Rules: Night Vision, Stealth, Shrouded, Skyfire, Interceptor
Options:
- May take up to six AIM-120 AMRAMM missiles...10 pts each
- May take two AIM-9 Sidewinders...10 pts
- May take two GBU-82 JDAMs...30 pts

M114 HMMWV Squadron...40 points
Unit Composition: 1 Humvee
Unit Type: Vehicle (Fast)
BS4 FA10 SA10 RA10 HP2 Vehicle (Fast)
Transport Capacity: Six Models
Access Points: Two Side Doors
Fire Points: None
Wargear: Pintle-Mounted M240
Special Rules: Fast
Options:
- May add an additional two HMMWVs to the unit...40 pts each
- Any Humvee May exchange the Pintle-Mounted M240 for one of the following:
Pintle-Mounted M2 Machine Gun...10 pts each
Pintle-Mounted Mk19 Grenade Launcher...15 pts each
Pintle-Mounted M134 Minigun...15 pts each
Pintle-Mounted TOW Missile Launcher...25 pts each

AH-6 Little Bird Squadron...45 points
Unit Composition: 1 AH-6
Unit Type: Flyer (Hover mode)
BS4 FA10 SA10 RA10 HP2 Flyer (Hover)
Wargear: Extra Armour
Special Rules: Night Vision
Options:
- May add an additional two AH-6s to the unit...45 pts each
- Must take one of the following:
Twin-Linked M134 Minigun...20 pts
Four FIM-92 Stinger Missiles...20 pts
Twin-Linked Rocket Pod...20 pts
Twin-Linked GAU-19...30 pts
Four AGM-114 Hellfire Missiles...40 pts
- May take two FIM-92 Stinger Missiles...10 pts

Heavy Support:

M109A6 Paladin Battery...120 points
Unit Composition: One Paladin
Unit Type: Tank
BS4 FA11 SA11 RA10 HP3 Tank
Wargear: M256 Howitzer
Special Rules: Night Vision
Options:
- May add an additional two Vehicles to the unit...120 points each
- Any Tank may take a Pintle-Mounted M2 Browning...15 pts

M1A1 Abrams Platoon...145 points
Unit Composition: One Tank
Unit Type: Tank
BS4 FA13 SA12 RA12 HP4 Tank
Wargear: M256 Cannon.
Special Rules: Night Vision, Power of the Machine Spirit
Options:
- May add an additional two M1A1's to the unit...145 pts each
- Any M1A1 May be upgraded to an M1A2 (+1 Front Armour, +1 Side Armour, Co-Axial M240 Machine Gun)...40 pts each
- Any vehicle upgraded to M1A2 standard May be further upgraded to M1A2 TUSK standard (+1 to side and rear armour values, Extra Armour)...30 pts each
- Any Vehicle May take a Pintle-Mounted M2 Browning...15 pts
- Any Vehicle May take a Pintle-Mounted M240 Machine Gun...10 pts

A-10 Thunderbolt II...230 points
Unit Composition: One A-10
Unit Type: Flyer
BS4 FA12 SA11 RA10 HP3 Flyer
Wargear: GAU-8 Avenger, Extra Armour
Special Rules: Night Vision, Strafing Run, Tank Hunter
Options:
- May take up to six AGM-65 Maverick Missiles...10 pts each
- May take up to three GBU-82 JDAMs...15 pts each
- May take up to two AIM-9 Sidewinders...10 pts each

AV-8B Harrier II...130 points
Unit Composition: One Harrier II
Unit Type: Flyer (Hover Mode)
BS4 FA11 SA10 RA10 HP3 Flyer (Hover)
Wargear: GAU-12 Equalizer, Extra Armour
Special Rules: Night Vision, Vector Strike
Options:
- May take up a combination of up to six of the following:
AIM-120 AMRAMM...10 pts each
AGM-65 Maverick...10 pts each
Or:
Two AGM-88 HARM...20 pts each
- May take two AIM-9 Sidewinder...10 pts

AH-64D Apache...155 points
Unit Composition: 1 Apache
Unit Type: Flyer (Hover Mode)
BS4 FA11 SA11 RA11 HP3 Flyer (Hover)
Wargear: M230, Extra Armour
Special Rules: Night Vision, Split Fire
Options:
- May take up to eight AGM-114 Hellfire...10 pts each
- May take a Twin-Linked Rocket Pod...20 pts
- May take two AIM-9 Sidewinders...20 pts

Lords of War:

F-117 Nighthawk...220 points
Unit Composition: One Nighthawk
Unit Type: Flyer
BS4 FA11 SA11 RA11 HP4 Flyer
Wargear: None
Special Rules: Night Vision, Acute Senses, Stealth, Shrouded, High Altitude*
Options:
Must take one of the following:
Two GBU-31 JDAMs...50 pts each
Two B61 Bombs...100 pts each
High Altitude: A unit with the Skyfire special rule firing at a F-117 Nighthawk does so at -1 Ballistic Skill
































"Chapter Master Smashf****r, reporting for duty!" 
   
Made in gb
Nasty Nob






Seems a bit good in general per my interpretation of the background.

Modern day soldiers might possibly have better BS than 40k guys, depending on how good you think Imperial training is, but better Initiative seems very unlikely, as does WS which is better than conscripts; modern day soldiers have pretty much no serious training for hand-to-hand fighting. Leadership also seems very high; the Imperial guard are highly indoctrinated fanatics who are expected to face alien monsters and supernatural entities, taking utterly horrific casualties. The US army are nothing like as motivated as that.

Weapons seem generally more long-ranged and powerful than I would expect. Assault rifles shouldn't really be better than autoguns, modern pistols are unlikely to be better than S 2, S 4 for 7.62 NATO seems really high, the M2 you have is way better than a heavy stubber, even though the most common heavy stubber design is blatantly meant to be based on the M2, etc. Body armour is also suspiciously good, although that might be a bit more plausible.


The M320 grenade launcher stats seem odd. I see no reason to make it one use or to not allow it an anti-armour grenade. I'd call it 'heavy' rather than 'assault' though, given that it needs to be manually loaded and carefully aimed.

You seem to hand Shrouded out pretty casually. I wouldn't really consider it appropriate for anything which doesn't have actual science-fiction style cloaking or magical invisibility, especially not stacked on top of stealth. Stealth is plenty for special forces.

Your SEALS are hilariously over-the-top. Relentless? More effective than Space Marines?

Your vehicles seem more realistic, possibly even a little underpowered in the case of the Abrams.

Your Harrier seems to have Vector Strike. Did you mean Vector Dancer or Thrust Vectoring (which seems like a pointlessly overpowered version of Vector Dancer you didn't actually use for anything)?

Power of the Machine Spirit seems like an odd choice for the Abrams. I'd expect it's gun to be Heavy rather than Ordinance too, so it can fire on the move. If you want more penetration, give it AP 1 or a slightly lower S with Armourbane. Not sure why it's AP round has the Blast rule.

On the plus side, the points costs seem fairly well balanced for the capabilities you have given them and it seems the overall play style should encourage 'realistic' tactics (i.e. infantry hugging cover and shooting a lot, vehicles being highly mobile).

   
Made in us
Hurr! Ogryn Bone 'Ead!




over there

I love this, i will actually build this army with my ig stuff and anything i can get at hobby lobby, this is so amazing.

The west is on its death spiral.

It was a good run. 
   
Made in us
Loyal Necron Lychguard






Palm Beach, FL

The US would ally with the Necrons long before it'd ally with China?
   
Made in nz
Major




Middle Earth

This is actually pretty close to a project I was going to do.

For suggestions I'd make the M256 S8 AP2 Armorbane rather than S10. Yes that makes it as good as a vanquisher cannon but considering how primitive IG main guns are I think that fits. Rather than POTMS make the Abrams gun Heavy and give it fast (to represent the speed and accuracy of the main gun at said speeds)

We're watching you... scum. 
   
Made in us
Hurr! Ogryn Bone 'Ead!




over there

The national guard are way off, they are really a reserve for the army, and have the same level of training. That is from my understanding, i am by no means a military expert, if someone has experience in this area please correct me.

Why not a militia unit with ar 15s and infiltrate and hit and run, that is kind of the usa's shtick after all, thosr tactics won us our independence, no offense to any non us people especially the British, please dont get angry for my reference to the revolutionary war (what do you guys call it anyway? I have always wondered about that)


Automatically Appended Next Post:
Also why no napalm, that is part of our arsenal.

This message was edited 1 time. Last update was at 2014/07/10 14:12:14


The west is on its death spiral.

It was a good run. 
   
Made in gb
Confessor Of Sins





Newton Aycliffe

Wolf Lord Hjemskir wrote:

Allies Chart:
- United Kingdom Armed Forces: Allies of Convenience

- Bundeswehr: Allies of Convenience

- Armee de France: Battle Brothers

- Russian Armed Forces: Desperate Allies

- Chinese Armed Forces: Come The Apocalypse...


This was pretty good =P
They will ally with Unknown Space forces, but not with the Chinese or Russians...

More seriously, i'd also suggest the Northrop Grumman B-2 Spirit as LoW. Just like Thunderhawk > Tau Manta


DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage.
Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass. 
   
Made in de
Implacable Skitarii




Somewhere...

A very good idea that has been transformed into a complete army list

However, there are still some points that (I think) have to be changed:

About Wargears, they are somewhat over the top:

-The Guide special rule: Drop Ignore Cover.

-M14 DMR: Should be Assault 1, and with the range of 30". It is DMR, not specialized sniper rifle.

-The M110 Sniper System: for 5 pts, you can snipe across the board, re-roll failed to Wounds rolls, and with the superb BS of the S.E.A.Ls, one squad of them can wipe out ICs and MCs with ease.
I suggest dropping its range to 48" (on par with Tau Longshot Pulse Rifle) and raising the cost to 10ppm. Also IRL the M110 has nowhere the range of a tank gun.

-M249: Should be Salvo 2/4 with Pinning. An Assault Cannon with a tremendous ROF is still only Heavy 4.

-AT4: Drop the range to 36", and make it Assault 1, but with a special rule preventing the user from assaulting after shooting. Because IRL the AT4 has nowhere the range of a tank gun.

-FGM-148 Javelin: Drop the range to 72" (equal to most table top battle tanks) No Armourbane, because with the Guide special rule they are nearly guaranteed to one-shot most vehicles.

-Make the M240 a Heavy Stubber (Ap6, Heavy 3).

-M2: Heavy 4, 48" Rending ? No. Make it 36", S5 AP6, Heavy 3.

About the units:

Most of your infantry units have I4. Remember they are only normal, unaugmented human, therefore should have I3; there is no way they can match SM in speed.

Infantry unit's composition is somewhat strange. Maybe in real life is the way they work, but i think you should bring them somewhat in line with other Codex Armies.

-For the Infantry Squad, I suggest changing their basic composition to 4 Infantry, 1 Staff Sargeant, and add the option to add 5 additional models to the squad.
-The Army Rangers and S.E.A.Ls are the same above, minus the Sergeant

The BS of the basic squad is somewhat high IMO. I think changing them to BS3 is more approriate, and of course with a price drop. And only one in five model can replace their M4 with M249. The cost for M14 DMR should be 5 points

Heavy Weapon Squad should have BS3, and drop the option for M249. Drop point cost for FGM-148 Javelin to 25 points, for M240 to 5 points.

National Guard unit can take M249 for 5 points, and AT4 for 15 points.

The S.E.A.Ls, Oh God the S.E.A.Ls. While their point cost is balance for their capabilities, I suggest changing them for fluff reason. No Shrouded, and no Relentless, and drop their cost. Drop their I to 4.
If you insist on keeping Relentless, I suggest equipping them with the Future Force Warrior system, which grants them Relentless and 6+ FNP. And of course HQ units can also take the FFW system. Raise the point cost for M110 to 10 ppm, and drop the cost for M240 to 5 ppm.

The Army Rangers should be Troop, and only 3 models can take special weapons. And drop their WS to 3. And their point cost, too. In that way they can act as IG Veterans equivalent. Raise the point cost for M14 DMR to 5ppm; drop the cost for M240 to 5ppm.

All the price changes for wargears above are use with the modified versions in the beginning of my post.

That'll be all, for now. Keep up the good work. (And use the spoiler tag, to make it easier to read )

 The Home Nuggeteer wrote:
The national guard are way off, they are really a reserve for the army, and have the same level of training. That is from my understanding, i am by no means a military expert, if someone has experience in this area please correct me.

Why not a militia unit with ar 15s and infiltrate and hit and run, that is kind of the usa's shtick after all, thosr tactics won us our independence, no offense to any non us people especially the British, please dont get angry for my reference to the revolutionary war (what do you guys call it anyway? I have always wondered about that)


Automatically Appended Next Post:
Also why no napalm, that is part of our arsenal.


The US has guerrila forces nowadays ? It's strange to say the least.


This message was edited 10 times. Last update was at 2014/07/10 16:11:19


   
Made in us
Hurr! Ogryn Bone 'Ead!




over there

Not really but where i live everybody has a gun, if junk went down they would be the first in line to be a militia.

The west is on its death spiral.

It was a good run. 
   
Made in us
Regular Dakkanaut






you're missing an HQ....

the f-35

 
   
 
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