[v5.0] Imperial revision: marines part II

From: <jyrki.saari_at_...>
Date: Fri, 10 May 2002 10:55:23 +0300

It's time to move on. You can still comment on the part I things but here's something new for the weekend. As usual, I'll be off line during weekend but I'm sure there will be many interesting mails when I return in monday :)

Special Units

HQ Units
Headquarter units command Space Marine companies. Any Imperial formation (troop stands or vehicles) receive a +1 to morale checks if they are within 10cm of the Space Marine command units.
Models: Commander and Tactical Marine models on the GW Space Marine sprue.

->Why don't we just call these captains? Otherwise, no change.

Assault Company HQ Units
Space Marine Assault troops all have backpacks that enable them to move faster and skim above terrain features and man-made obstacles. SM Assault Company HQ units also have jump-packs to keep pace with the units they command. All other abilities remain the same with standard SM HQ units.
Models: Commander and Assault Marine models on the GW Space Marine sprue.

-> See above.

Terminator HQ Units
Officers of Terminator Companies wear Tactical Dreadnought Armor like their troops and carry Terminator Storm Bolters. The command abilities remain the same with standard SM HQ units.
Models: Terminator models on the GW Space Marine sprue.

->A nitpick: the first company is commanded by the lieutenant commander of the chapter. Should we mention this somehow?

Space Marine Commander
This unit represents the commander of the Space Marine chapter and his close aides. Due to the vast tactical experience accumulated by the Commander a player can select one of two special abilities (one at a time, once per turn):

� Forced March: All Imperial units within 10cm of the commander receive a +5 cm to the base move (+10 cm if the unit has Charge Orders).
� Tactical Genius: All unmoved Imperial units within 10cm may shift their given orders one "category" in either direction along the following progression:

Charge--Advance--First Fire

Example: If a nearby unit is on Advance Orders, the unit may shift to either First Fire or Charge Orders (units on Charge orders and First Fire orders, of course, can only shift in one direction, thus Charge does not wrap around to First Fire).

As with all command units, all Imperial units within 10cm of this unit add +1 to morale tests.
Models: Commander and Tactical Marine models on the GW Space Marine sprue.

->Even though it is self evident I suggest we specify that only one of these may be present in any given battle. Some players are known of doing strange things. And we should call him Chapter Master.

Librarians
This unit represents a squad of powerful psykers. Librarians are considered command units therefore they do not require orders to be placed for them (like all command units they are considered to be on Charge Orders for movement and First Fire for firing). The Librarian may use one of the following three powers available to it one at a time and once per turn:

Purge Psyker: This power may be used to attack enemy psykers within 50cm range. No line of sight is required since the psyker mentally locates the target. If the enemy psyker is an Eldar Warlock, Slann Mage, Ork Weirdboy, another Librarian, Squat Living Ancestors or any other living psyker, that is not a Daemon, Chaos Android, Eldar Wraithguard or Dreadnought, the Librarian rolls 2 D6 while the enemy psyker rolls 1 D6. In the case of the Slann Great Mage it rolls 2d6 while the Librarian rolls 1d6, due to its great psychic powers. If the Librarians roll is higher the enemy psyker is slain and removed from the battle. If the enemy's roll is higher there is no effect unless the roll is double the Librarians roll. In this case the Librarian is slain due to psychic feedback.

Mind Blast: The Librarian may attack any model within 25cm range and line of sight. On a roll of 4+ the model is destroyed, no armor saves allowed! In the case of models with a hit location template (like Titans) that have no active shields roll for damage in the head/bridge location. This attack does not function against models without minds like robots and others.

Destroy Daemon: The Librarian may attack one demonic creature within a 25 cm range and line of sight. The Librarian rolls 2D6 against the enemy's roll, which is dependent on the type of the model. For Greater Daemons and the Eldar Avatar 3 D6, Wraithguard and Eldar Dreadnoughts 2 D6 and 1 D6 for minor Daemon stands and Chaos androids. If the Librarian wins the die roll the enemy model is destroyed and removed. If the enemy wins there is no effect unless the result is greater than twice the Librarians roll. In this case the Librarian is slain due to psychic feedback. If the scores are equal re-roll.

The Librarian powers are considered non-physical psychic attacks. Such special powers are used in addition to shooting attacks in the same phase the model fires (in case of the Librarians, the First Fire phase).

Models: Librarian and Tactical Marine models on the GW Space Marine sprue.

->No change.

Chaplains
Chaplains are the religious leaders of the Space Marine forces as well as formidable warriors due to their unshakable determinism. With the courage inspired by their presence, all Imperial troops within 10cm of the Chaplain stand may add +1 to its close combat score. The bonus applies to all troop stands, bikes and models on horseback (such as Imperial Roughrider).
Models: Chaplain and Tactical Marine models on the GW Space Marine sprue. Chaplains wear black armor regardless of the chapter.

->No change.

Medics
Space Marine Medics are the Healers of the chapter who carry sophisticated medical equipment to help the wounded soldiers. Any Imperial Troops within 10cm of a medic receives a 5+ save in addition to any normal save the model has. Only troop stands, bikes, and riders may receive this benefit, vehicles may not gain this addition save. No detachment may benefit from more than one Medic's ability at a given time. That is, a model can have only one additional save due to the Medic being within 10cm.
Models: Medic and Tactical Marine models on the GW Space Marine sprue. Medics wear white armor regardless of their chapters.

->Since the Medic's ability is referred as an additional saving throw, it should be stated that this save is not modifiable. Also, some time ago it was discussed about the viability of this ability in face of Vortex missiles and Warp Hunters, since something sucked into warp isn't going to be saved by first aid. I'll generate a poll about this.

Tech-Marines
Tech-Marines are the other class of Healers of the Space Marine Chapters. They are trained by the Adeptus Mechanicus in the workings of the Imperial machines. All Imperial vehicles - except Titans and Praetorians that are too large to be repaired quickly on the battlefield - within 10cm of the Tech-Marine stand gains 5+ save in addition to their normal save. A model may only benefit once regardless of the number of Tech-Marines (or other Imperial Healers) within range, thus overlap and multiple saves are not allowed.
Models: Tech-Marine and Tactical Marine models on the GW Space Marine sprue. Tech-Marines wear red armor.

->See above: exchange "Medic" for "Techmarine".

Forward Observers*
Accuracy in indirect barrages is a very important factor in supporting the front line troops. The capabilities of the target spotter are often more deciding then the proficiency of the firing battery, for giving accurate coordinates and deciding on the ammunition to use falls onto his shoulders. To fulfill this task, Space Marines have expertly trained Forward Observers to aid their artillery batteries. The following rules define the Space Marine Forward Observers:

� An artillery barrage directed by a Forward Observer scatters 1D6 instead of 2D6,
� Forward Observers can not request fire if they are involved in CC,
� Forward Observers are command units for the purposes of targeting, and all relevant targeting rules apply,
� Forward observers, operating close to enemy lines, are heavily camouflaged. The SM stand (not the Rhino) can't be shot at from more than 25cm. However, if the Rhino is seen, the enemy can shoot a barrage that covers both models. The FO stand can also be shot at in a turn it shoots, subject to the targeting rules.
Models: Any Space Marine models on the GW Space Marine sprue.

>No change.

Legion of the Damned*
These mysterious troops, clad in marine armor, but painted as burning skeletons, occasionally come to the aid of Space Marine forces. They are a truly horrifying sight on the battlefield, fighting with fierce abandon, outpacing even their fellow marines. There are only a few units of these fearsome shadow warriors; so only one Legion special card may be fielded in any given Space Marine force.
These troops are so terrifying that any unit they enter into close combat with must make morale check or go on Fall Back orders. Additionally, enemy troops must succeed in a Morale check if they wish to try and enter close combat with a Legion stand.
Models: Use Tactical Marine models from the GW Space Marine sprue.

->No change.

Grey Knights
Grey Knights are the Marine Chapter whose sole purpose is to confront and destroy Chaos. Unlike regular units these may not be placed on the tabletop at the start of the game. The Grey Knights may be teleported to any location chosen by the player on the tabletop as a detachment move in any moving phase. Once the location to teleport to is selected roll the scatter dice and 2D6 (as you would for an indirect barrage) to determine the exact arrival point of the Grey Knight detachment. The remaining stands are positioned within unit coherency of the first stand placed (6 cm). Each Grey Knight stand receives a psychic save versus non-physical psychic attacks (4+ on D6). This unit may only be brought to a battle if the opponent is Chaos (and no other). Grey Knights are not subject to morale checks required by charging Greater Daemons and may fire upon Daemons normally. The Grey Knights close ombat attacks are considered psychic attacks and cannot be saved using chaos cards (see chaos rules for more information on chaos cards). Its shooting attacks are considered physical psychic attacks.
Models: Terminator models on the GW Space Marine sprue. Grey Knights always have silver or bronze colored armor.

->So what orders do the Grey Knights have when they're teleported in? I'd say that the player can choose between advance and charge and that the same applies to teleporting regular terminators as well. Also, it should be explicitly stated that Grey Knights can be taken by any Imperial force facing chaos, not just marines.

Inquisitors
These are the watchdogs of the Imperium, always on the alert to punish those that stay from Imperial Doctrine and destroy those tainted by Chaos. Inquisitors count as command units and therefore never need to be given orders. Due to the fear (or inspiration) they instill, all Imperial troops within 25cm of the Inquisitor are immune to morale checks. Also Inquisitors possess a psychic saving throw versus non-physical psychic attacks (4+ on D6). Due to cutting edge technological devices an Inquisitor receives a fixed save of 4+ or more on a D6. Inquisitors are not subject to morale checks required by charging Greater Daemons and may fire upon Daemons normally.
Models: Chaplain or any other Special Marine models on the GW Space Marine sprue.

->Remove the "or more" in the fixed save sentence. Otherwise no change.

Ordo Malleus Inquisitor*
The Ordo Malleus Inquisitor is specially trained in the ways and weaknesses of Chaos. These die-hard servants of the Emperor are armed with rare psych-out weaponry, made from the metabolic wastes of the Emperor himself. Armored in elaborate power armor, with electoos making esoteric patterns on their bodies, the Ordo Malleus Inquisitors go forth to cleanse the galaxy.
The Ordo Malleus Inquisitor is a Command Unit. It may only be taken when the Imperial force it is supporting faces Chaos. The stats listed below for the Psycannon are for fire against normal troops. Against Daemonic troops, it has a Save Modifier of -2 and such units damaged by the Psycannon require 2 Chaos Cards to save instead of the normal 1. Additionally, Daemons killed by the Inquisitor in close combat may not use Chaos cards to save themselves. Unlike a normal Inquisitor, Ordo Malleus Inquisitors in no way boost the morale of nearby troops.
Models: Same as above.

->No change.

Special Units in Close Combat
Special units cannot use their non-combat abilities for that phase if involved in Close Combat. We can hardly expect a Medic to operate in the field while fighting hand-to-hand against a Minotaur. It goes for Tech-marines, Rune Priests and such, but not for the Chaplains, for their ability is combat related.

Stat Summary:

HQ
Move: 10 cm
Save: 6+
CAF: +4
Weapons: Bolt pistols
Range: 25cm
Att. D: 2
To Hit: 5+
TSM: 0
Notes: Imperial troops within 10cm add +1 to morale, HQ Unit, Elite.

Assault HQ
Move: 15 cm
Save: 6+
CAF: +4
Weapons: Bolt pistols
Range: 25cm
Att. D: 2
To Hit: 5+
TSM: 0
Notes: Jump Packs, Imperial troops within 10 cm add +1 to morale, HQ, Elite.

Terminator HQ
Move: 10 cm
Save: 5+*
CAF: +7
Weapons: Storm Bolters
Range: 35cm
Att. D: 2
To Hit: 4+
TSM: -1
Notes: Imperial troops within 10cm add +1 to morale, HQ Unit, Elite.

Space Marine Commander
Move: 10 cm
Save: 6+
CAF: +5
Weapons: Various
Range: 50cm
Att. D: 2
To Hit: 5+
TSM: -1
Notes: HQ Unit, Imperial troops within 10cm add +1 to Morale tests, special abilities, Elite.

-> IMO the chapter master should have better save. After all, he has access to all kinds of interesting force field thingies.

Librarian
Move: 10 cm
Save: 6+
CAF: +4
Weapons: Bolt pistols
Range: 25cm
Att. D: 1
To Hit: 5+
TSM: 0
Notes: HQ Unit, Elite.

Chaplain
Move: 10 cm
Save: 6+
CAF: +4
Weapons: Bolt pistols & Various
Range: 25cm
Att. D: 2
To Hit: 5+
TSM: 0
Notes: Imperial troops within 10cm +1 to CAF, HQ Unit, Elite.

-> As the Chaplain wears a rosarius shouldn't his save be unmodified?

Medic
Move: 10 cm
Save: 6+
CAF: +2
Weapons: Bolt pistols
Range: 25cm
Att. D: 1
To Hit: 5+
TSM: 0
Notes: Imperial troops within 10cm save on 5+, HQ Unit, Elite.

Tech Marine
Move: 10 cm
Save: 6+
CAF: +2
Weapons: Bolt pistols
Range: 25cm
Att. D: 1
To Hit: 5+
TSM: 0
Notes: Imperial vehicles within 10cm save on 5+, HQ Unit, Elite.

SM Forward Observer*
Move: 10 cm
Save: 6+
CAF: +2
Weapons: Bolt pistols
Range: 25cm
Att. D: 1
To Hit: 5+
TSM: 0
Notes: Special rules, HQ Unit.

Legion of the Damned
Move: 10 cm
Save: 6+
CAF: +4
Weapons: Bolters
Range: 50 cm
Att. D: 1
To Hit: 5+
TSM: 0
Notes: Opponents take morale check before CC, Elite.

Grey Knight
Move: 10 cm
Save: 5+*
CAF: +6
Weapons: Various
Range: 35 cm
Att. D: 2
To Hit: 4+
TSM: -1
Notes: Psychic save of 4+, Special rules, Elite.

Inquisitor
Move: 10 cm
Save: 4+ fixed
CAF: +6
Weapons: Various
Range: 35 cm
Att. D: 2
To Hit: 4+
TSM: -1
Notes: Psychic save of 4+, Imperial units within 25 cm immune to morale tests, HQ unit, Elite.

Ordo Malleus Inquisitor
Move: 10 cm
Save: 4+ fixed
CAF: +6
Weapons: Psycannon
Range: 50 cm
Att. D: 1
To Hit: 4+
TSM: 0
Notes: -2 TSM Against Daemons, Psychic saves of 4+, Elite, HQ Unit. Special rules.

*Save modifiable to 6+ but no further.

That's all for now. Next stop: vehicles but in the meantime comment away. The participation so far has been excellent.

Jyrki Saari

-There is no such thing as free lunch because eating takes time and time is money.
Received on Fri May 10 2002 - 07:55:23 UTC

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