Okies,
Please keep in mind these rules have had play testing but not against a full 1500 pts force or anything like that. But have been through some giant skirmishes with some nifty results and memorable moments.
As to the rather complete weapon list I like continuity (even when uberising guns) so I did them all to make sure they worked in their respective groups... But I did try a Real Marine gunned predator once Auto cannon and Hvy Bolters (hehehehe)
Anyway, I would like to quantify a point system for them and dakkites seem to the only bunch I would trust with this. Also would like some feed back on these guys vs a tourney style army etc...
Not to mention what you think in general and stat tweaks
Usiel - Enjoy!
<!--[if !supportEmptyParas]--> <!--[endif]-->
Real Marines for 40k
Force Organisation
1 Tactical Squad per 1500 pts of enemies
Or
1 Assault Squad per 1500 pts of enemies
Or
1 Half strength (5) Terminator Squad per 1500 pts of enemies
Marines
<!--[if !supportEmptyParas]--> Battle Brother/Brother Sergeant:
WS: 5
BS: 5
S: 6
T: 5
W: 2
I: 6
A: 2 (3 Bolters Only)
Ld: 9
Sv: 3+ (Re-roll) / 4+
<!--[endif]-->
Veteran Sergeant:
WS: 5
BS: 5
S: 6
T: 6
W: 3
I: 6
A: 4
Ld: 10
Sv: 3+ (Re-roll) / 4+
<!--[endif]-->
Veteran in Terminator Armour
WS: 5
BS: 5
S: 6
T: 7
W: 3
I: 5
A: 4
Ld: 10
Sv: 2+ (Re-roll) / 3+
<!--[endif]-->
Weapons
Bolt Weapons
Bolt Pistol:
Rng: 12?
Str: 4
Ap: 5
Type: Pistol 2
Special: Rending <!--[endif]-->
Boltgun:
Rng: 24?
Str: 4
Ap: 5
Type: Assault 4
Special: Rending
<!--[endif]-->
Storm Bolter:
Rng: 24?
Str: 4
Ap: 5
Type: Assault 4
Special: Rending, Twin-Linked
Heavy Bolter:
Rng: 38?
Str: 5
Ap: 4
Type: Heavy 6
Special: Rending
Plasma Weapons <!--[endif]-->
Plasma Pistol:
Rng: 12?
Str: 7
Ap: 2
Type: Pistol 2
Special: Gets Hot!
<!--[endif]-->
Plasma Gun:
Rng: 24?
Str: 7
Ap: 2
Type: Rapid fire 2
Special: Gets Hot!
<!--[endif]-->
Plasma Cannon
Rng: 36?
Str: 7
Ap: 2
Type: Heavy 2
Special: Blast, Gets Hot!
Flame Weapons <!--[endif]-->
Flamer:
Rng: Template
Str: 4
Ap: 5
Type: Assault 2
Special: Ignores Cover, Re-roll to wound
<!--[endif]-->
Heavy Flamer
Rng: Template
Str: 5
Ap: 4
Type: Assault 2
Special: Ignores Cover, Re-roll to wound
Missile Weapons <!--[endif]-->
Missile Launcher (Krak):
Rng: 48?
Str: 8
Ap: 3
Type: Heavy 2
Special: Rending, Blast
<!--[endif]-->
Missile Launcher (Frag):
Rng: 48?
Str: 4
Ap: 5
Type: Heavy 2
Special: Large Blast <!--[endif]-->
Laser Weapons <!--[endif]-->
Lascannon
Rng: 48?
Str: 9
Ap: 2
Type: Heavy 1
Special: Lance, Re-roll to wound
Projectile Weapons <!--[endif]-->
Assault Cannon
Rng: 24?
Str: 6
Ap: 4
Type: Heavy 8
Special: Rending, Pinning <!--[endif]-->
Auto Cannon
Rng: 48?
Str: 7
Ap: 4
Type: Heavy 4
Special: Pinning <!--[endif]-->
Shot Gun
Rng: 12?
Str: 3
Ap: -
Type: Assault 2
Special: Re-roll to wound <!--[endif]-->
Sniper Rifle
Rng: 36?
Str: X
Ap: 6
Type: Heavy 1
Special: Re-roll to Hit, Sniper, Pinning, Rending
Melta Weapons
Meltagun
Rng: 12?
Str: 8
Ap: 1
Type: Assault 1
Special: Melta, Re-roll to Wound, Lance (at Melta Range only)
Multi-melta
Rng: 24?
Str: 8
Ap: 1
Type: Heavy 1
Special: Melta, Re-roll to Wound, Lance (at Melta Range only)
<!--[if !supportEmptyParas]-->Special Rules
<!--[if !supportEmptyParas]--><!--[endif]-->Universal Rules:
All Marines have the following Universal Special Rules.
And They Shall Know No Fear
True Grit (Bolters Only)
Acute Senses
Counter-Attack
Feel No Pain
Infiltrate
Indirect Fire:
Marines using blast template weapons are trained to use the weapon to maximum effect, sometimes targeting the ground among enemies instead of an individual. Marines do not have to place the centre of a blast template over a model.
Deadly Fighters:
Marines are considered always armed for close combat, whether they are using a sol pattern combat knife or their bare power armoured fists a marine is lethal. Marines are considered to always have an additional close combat weapon.
One Squad Army:
Each marine in a squad may fire at separate units and targets but must make the usual Ld tests for closest target etc.