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Made in us
Ruthless Interrogator





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.

This message was edited 2 times. Last update was at 2015/04/15 12:43:07



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Yellin' Yoof




4th corner's corner

I don't think the points values were meant to be reverse engineered. A space marine without weapons is not 9 points. The weapons are a package deal and the total cost is an overall value. By your list I can get a jump pack marine with pistol and ccw for 12pts. Seems a little cheap. Perhaps making it mandatory to purchase a preset weapons package would be the way to go. I think I see what you are intending - to make the codex simpler but the way you wrote it it will lead to all kinds of abuse.

Standing with my enemies, hung on my horns. With haste and reverie, killing with charm. I play, I'm sick and tame, drawing the hordes. I wait, and show the lame, the meaning of harm. The skulls beneath my feet, like feathers in sand. I graze among the graves, a feeling of peace.
 
   
Made in us
Ruthless Interrogator





 rhinosaur wrote:
I don't think the points values were meant to be reverse engineered. A space marine without weapons is not 9 points. The weapons are a package deal and the total cost is an overall value. By your list I can get a jump pack marine with pistol and ccw for 12pts. Seems a little cheap. Perhaps making it mandatory to purchase a preset weapons package would be the way to go. I think I see what you are intending - to make the codex simpler but the way you wrote it it will lead to all kinds of abuse.


That could indeed be what they intended, but the point is that unused gear= wasted points.
Also to be fair, I’m going to do this for EVERY infantry unit in the game. It is not Space Marine specific.
The said jump marine is indeed an ok deal at 12ppm which actually might be an incentive to take them over bikes.( However if you give them a drop pod, ccw, and a bolt pistol they come out to 85pts which is actually MORE expensive then what they currently have so it balances out.)
I just realized however that the bikes are undercosted on regular space marines so I’ll make it required to purchase a bolter to get the bike.




Automatically Appended Next Post:
So the real reason for the jump packs coming out sp cheap is because I had incorrectly factored it two points too cheap. So if you want to run the marine with a bolt pistol and ccw it costs 14pts minimum. If you want grenades it brings it back up to 16 which is the original price of an assault marine: Then if you want to be able to purchase a hand flamer or a plasma pistol for him it costs another 4pts to buy the. Assault doctrine which brings the total to 20ppm before purchasing any special weapons.

This message was edited 1 time. Last update was at 2015/04/15 12:38:27



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Painlord Titan Princeps of Slaanesh





This is what i had suspected all along. Marines and termi are insanely over priced.

The atsknf and combat squad rule should cost points.
Then you can itemize space wolf counter attack and keen senses. Their devastator fire discipline. DA Grim resolve.
   
 
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