Here's a pre-release version of the Marauder card deck. It has Battle Cards (to play during the game for buffs and nerfs), Mission Cards (with your victory conditions) and Stat Cards (you have these instead of a Codex and they list all your units along with points, gear and special rules).
http://quirkworthy.files.wordpress.com/2013/08/marauder-faction-deck-v6.pdf
It's probably not the same as the version that comes with their starter box, but it can give you some idea of how they play. Stat cards are on the last two pages. The bracketed text after each unit's name shows its type and point cost. Types are Trooper (T), Leader (L), Specialist (S), Rare (R). You can have as many Troopers and Leaders as you like, and your other unit types cannot outnumber them. Most games are 70 points.
Marauders are all-rounders, more so than the Enforcers if you ask me. If you use Suits as the base for your squad at 70 points, you won't have many models on the board.
If you're using
40K models this might help:
Commandos are your troopers. These could be represented by Shootaboyz.
The Commando with a flamer could be a Burnaboy.
A fancier-looking Sluggaboy could be a Captain.
You could use Gretchin with long rifles as Goblin Snipers.
A Flash Git or Loota could perhaps count as a Hulk.
A
PK Nob could be a Warlord.
Standard MAwbeasts are your other Trooper. These could be Squigs.
Bomb Squigs could be Mawbeast Bombers.
Marauder vehicles are the Guntrack, an artillery piece, and the Stuntbot. The Stuntbot looks to be about Killa Kan sized and has similar gear so you could use a Kan. Don't know about the Guntrack as I don't know how big the Mantic model is and I wouldn't want to end up
MFA.
I'd keep about 10 models to count as Commandos, your basic trooper, and a couple of everything else. Maybe keep slightly more models to count as Mawbeasts and Snipers as they're so cheap.
Here is an introduction to Marauder tactics:
http://manticblog.com/2014/02/20/deadzone-tactics-marauders/