Re: [NetEpic ML] More Marine Chapters

From: Weasel Fierce <septimus__at_...>
Date: Wed, 07 Jun 2000 13:50:18 GMT

>Flesh Eaters
>Flesh Eaters 4th company is a special assault company called "Jaws of
>Doom".
>They are equipped with two power gloves instead of normal pistol/sword
>combo.
>
>Jaws of Doom
>Move 15cm
>
>Saving Throw: 6+
>
>CAF: +5
>
>Weapons: Power Gloves
>
>Range: 0
>
>Attack Dice: -
>
>Roll To Hit: -
>
>TSM: 0
>
>Detachment
>Break Point: 5
>Morale: 2
>VP: 3
>Cost: 200
>

They should be more expensive than regular assault marines since they are
lots better.

>Company
>Break Point: 15
>Morale: 2
>VP: 3
>Cost: 600
>
>Iron Hands
>Iron Hands are siege specialists renowned for their heavy weapon skills.
>Instead of normal veteran company the no.1 company is veteran Devastator
>company. The veteran company may be fielded as Terminators normally, but
>they don't carry their heavy weapons and have normal terminator stats.
>
>Move 10cm
>
>Saving Throw: 6+
>
>CAF: +2
>
>Weapons: Heavy Weapons
>
>Range: 75cm
>
>Attack Dice: 2
>
>Roll To Hit: 4+
>
>TSM: -1
>
>Notes: Elite
>
>Detachment
>Break Point: 5
>Morale: 2
>VP: 4
>Cost: 400
>
>Company
>Break Point: 15
>Morale: 2
>VP: 11
>Cost: 1200
>
>2nd company is Battle Company with tactical detachment replaced with flamer
>marines.
>

Brilliant.

>Raptor Legion
>This armylist is based on a 40k armylist made by T.A Lahdeoja. The list and
>history can be found here: http://www.hut.fi/~tube/40karmy.html.
>
>Raptors are planetary assault specialists who differ from Codex Astartes in
>several respects:
>
>1st company is veteran assault company, they have special jump packs and
>may
>be dropped from high altitude. After drop location is selected, roll
>scatter
>die and 2D6 (as you would for an indirect barrage) to determine the exact
>arrival point of the assault detachment. Put first stand down at the place
>indicated. The remaining stands are placed so that they are not closer than
>5cm to any other Raptor stand. The Raptors have Charge orders when dropped.
>Enemy troop stands within 10cm of the drop point may snap fire at the
>descending Raptors with normal penalty. Any AA units may also fire at the
>Raptors if they are within weapon range of the drop point. Note that the AA
>units need not have LOS to the drop point since they fire at the Raptors
>when they are still in the air. Obviously, the 1st company doesn't have
>Rhinos.
>
>4th company is a bike company. If it is fielded the player may choose to
>field one Baneblade and/or one Shadowsword as support cards. These may ONLY
>be chosen if 4th compay is in play and, additionally, a techmarine must be
>purchased.
>
>Raptor Legion Marines hate Emperor's Children traitor marines, and other
>beings originally from the Emperor's Children Legion. A Raptor Legion model
>must shoot, if possible, at a Slaaneshian model in favour of other targets
>and if within charge reach, must charge such a model.
>
>
>Veteran assault company
>Move 15cm
>
>Saving Throw: 6+
>
>CAF: +4
>
>Weapons: Pistols/Swords
>
>Range: 25cm
>
>Attack Dice: 1
>
>Roll To Hit: 5+
>
>TSM: 0
>
>Notes: Elite, Special Rules.
>
>Detachment
>Break Point: 3
>Morale: 2
>VP: 3
>Cost: 250
>
>Company
>Break Point: 10
>Morale: 2
>VP: 9
>Cost: 750
>

THis is good, but why not use regular drop pod rules?

>Silver Skulls
>The 2nd company of Silver Skulls is an airmobile assault company with
>Rhinos
>replaced with thunderhawks. They are trained to jump from low altitude so
>the Thunderhawks need not land to unload the troops but must still have
>strafe orders. The troops must have charge orders if they are unloaded this
>way. The only support cards that may be chosen for this company are flyers.
>The thunderhawks need not stay in formation with the marines after they
>have
>disembarked. The captain has his own thunderhawk which is NOT a command
>unit.
>
>Detachment
>Break Point: 4
>Morale: 2
>VP: 4
>Cost: 300
>
>Company
>Break Point: 15
>Morale: 2
>VP: 11
>Cost: 1000
>

Very good and a force addition that the marines should have

>White Scars
>White Scars have a long tradition of lightning war and mobility and they
>have been especially trained to hit and run tactics.
>
>White Scars assault troops may be moved out of close combat the turn after
>they entered it IF the player controlling them wins initiative. They are
>treated as having charge orders. If they stay in CC they must fight until
>the CC is resolved even if the player wins initiative in the subsequent
>turns.
>
>Provided they have not fought in CC White Scars tactical troops on charge
>orders may fire in advance phase but they receive -1 to hit penalty.
>
>The White Scars have a special vehicle company called "Fist of Khan" which
>has 2 detachments of Razorbacks, one detachment of Predators and a command
>Predator.
>
>Fist of Khan
>Break Point: 5
>
>Morale: 2
>
>VP: 8
>
>Cost: 500
>
>Since White Scars emphasize mobility, they have discarded the more static
>units. White Scars may not take Rapiers, Thudd Guns, Tarantulas, Mole
>Mortars or Scorpions.
>
>

SOunds fine. It may need playtesting though.

I feel kinda sad that you are not employed by GW...not only would we see a
lot more army lists but they would propably be a lot more sensible :) :)

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Received on Wed Jun 07 2000 - 13:50:18 UTC

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