redoing the codex composition of
40k
My plan is to go through every codex and break down every unit point by point in order to make the list building stage more enjoyable as well as armies more unique on the tabletop. I would appreciate it if people would help break down various units so that they can be posted on here.
Space Marines: Codex
DA' RULES:
1. Models must always purchase at least one weapon available to them.
2. You may not mix and match doctrines in a single unit with the rare exception being if an independent character has a different doctrine.
3. Those who abuse the system shall be shot on sight.
Space Marines are often cited as having to much gear that you don't want/get to use. By starting off with 0 gear( except of course their trusted power armor) you can equip them as you please.
Troops:
Space Marine Squad: 45pts
WS 4
BS 4 S 4 T4 W1 I4 A 1 Ld8 Sv3+
WS 4
BS 4 S 4 T4 W1 I4 A 1 Ld8 Sv3+ (sgt)
Wargear:
Power armor
Special Rules:
ATSKNF, Chapter Tactics, Combat Squads, (Sgt only) character
May take up to 5 more marines- 9ppm
Each space marine may take from the following:
May take a bolter- 2pt
May take a bolt pistol and
ccw- 1pt
May take frag grenades- 1pt
May take krak grenades- 1pt
Up to 1 space marine may instead take from the heavy weapons list for every 5 space marines in the squad..
The entire squad of Space Marines may purchase the following
Jump pack-4
ppm 2*
Space Marine Bike-12ppm* 2*
Each space Marine may purchase a doctrine. These are mutually exclusive, but do not require that every member purchase the doctrine.
Tactical Doctrine-4ppm*
Assault Doctrine-4ppm*
Devastator Doctrine-4ppm*
Tactical Doctrine-Space Marines that purchase the Tactical Doctrine cannot be in units with the Assault or Devastator Doctrine. Bolter type weapons fired by models with the Tactical Doctrine gain the Shred special rule.
Assault Doctrine-Space Marines that purchase the Assault Doctrine cannot be in units with the Tactical or Devastator Doctrine. Space Marines with the Assault doctrine gain the Move Through Cover special rule and may re-roll failed charge ranges. Any model that purchased the Assault squad doctrine may purchase a hand-flamer or a plasma pistol.
Devastator Doctrine-Space Marines that purchase the Devastator Doctrine cannot be in units with the Tactical or Assault Doctrine. Models with this doctrine snap-fire weapons at bs2. Any model that has purchased the Devastator Doctrine may purchase items from the Heavy Weapons list.
The squad may take a rhino, razorback, or drop pod as a dedicated transport.
1-May not be purchased by Assault Doctrine Space Marines.
2. May not be purchased by Devastator Doctrine Space Marines.
Next we'll work with space marine scouts which are usually 11ppm with a host of abilities.
Space Marine Scouts: 35pts( 5 scouts)
Ws3 Bs3 S4 T4 W1 I4 A1 Ld8 Sv4+
Ws3 Bs3 S4 T4 W1 I4 A1 Ld8 Sv4+(Sgt)
Wargear:
Scout Armor
Special Rules:
ATSKNF, Chapter Tactics, Combat Squads, scout, (Sgt only) character
May purchase up to 5 more scouts- 7ppm.
Each scout may take from the following:
May take a sniper rifle -3pts
May take a bolter- 2pt
May take a space marine shotgun-2pts
May take a bolt pistol and
ccw- 1pt
May take frag grenades- 1pt
May take krak grenades- 1pt
Up to 1 scout may instead take from the heavy weapons list for every 5 scouts in squad.
Sgt has access to special, ranged, and melee weapons and melta bombs.
The entire squad may upgrade with the following:
Infiltrator doctrine*-2ppm
Camo Cloaks - 2ppm
Space Marine bike- 7ppm
Infiltrator doctrine- models with doctrine gain the infiltrate and move through cover special rules.
The squad may take a land speeder storm as a dedicated transport:
Elites:
Again starting with Terminators, another unit that gets scolded for lack of options.
Terminators: 75pts (5 terminators)
WS 4
BS 4 S 4 T4 W1 I4 A 2 Ld9 Sv2+5+
WS 4
BS 4 S 4 T4 W1 I4 A 2 Ld9 Sv2+5+ (sgt)
Wargear:
Terminator armor
Special Rules:
ATSKNF, Chapter Tactics, Combat Squads, (Sgt only) character
May purchase up to 5 more Terminators 15ppm.
Each Terminator may pick from the following:
May take a storm bolter- 5pts
May take a power weapon-15pts
May take a storm shield-15pts
May take a power fist - 20pts
May take a thunder hammer-25pts
Up to 1 terminator may instead take from the heavy weapons list for every 5 terminators in squad.
Sgt has access to special, ranged, and melee weapons and melta bombs.
This one is harder but here I go:
Veterans: 90(5 veterans )
WS 4
BS 4 S 4 T4 W1 I4 A 2 Ld9 Sv3+
WS 4
BS 4 S 4 T4 W1 I4 A 2 Ld9 Sv3+(Sgt)
Wargear
Power Armor
Special Rules
ATSKNF, Chapter Tactics, Combat Squads, (Sgt only) character
May take up to 5 more veterans- 18ppm
Each veteran may take from the following:
May take a Bolter-2pts
May take a Bolt pistol and
ccw-1pt
May take Frag grenades-1pt
May take Krak grenades -1pt
May take Special issue ammunition (bolters only)-5pts
May take a combi-bolter-7pts
May take a flamer -5pts
May take a melta gun-10pts
May take a plasma gun-10pts
May take a power weapon-15pts
May take a storm shield-15pts
May take a power fist - 20pts
May take a thunder hammer-25pts
Sgt has access to special, ranged, and melee weapons and melta bombs.
May take a land raider of any variant as a dedicated transport.
The entire squad of Veterans may purchase the following
Jump pack- 4ppm.
Space Marine Bike-12ppm
Each veteran may purchase a doctrine. These are mutually exclusive, but do not require that every member purchase the doctrine.
Vanguard doctrine-4pts
Sternguard doctrine-4pts
Vanguard doctrine- Veterans with this doctrine gain the move through cover and precision strikes special rule.
Sternguard doctrine- May reroll to hit of 1 from shooting attacks and may take items from the heavy weapons list.
May take a rhino, razorback, or drop pod as a dedicated transport.
Up next: Heavy Support centurions - will post them when they're finished.