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Rules & Scenario Development House rules - whose rules? Make your own rules, or read up some experiments others have made.

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Old 03-05-2007   #1 (permalink)
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Default CC Space Marines! :O

My friend Squat Commando and I were throwing around ideas the other day for weird and strange custom rules and something came up. How about a chapter that forfeits all ranged combat?

Now this as I begin with Ideas here please remember:

This idea is intended as a calculation of what is possible and not just some thing to look at and say, "CHIAPETOFDOOM your a dumb-head." Thank you.



Alright lets begin

I was thinking, my fluff for this chapter (fluff people dont kill me here with specs on power weapons or such if I miss something) would go along with maybe something that out on the outer fringe they have access to mass quantities of energy or whatever it is that fuels Power Weapons. This Chapter is also a group of warriors dedicated to fighting in the arts of close combat. They excel in melee. Thus we were thinking of some random traits.

-The ability to use NO ranged weapons whatsoever. No bolters, no bolt pistols, no lascannons, nothing. All anti vehiclular assaults would have to be done with melta bombs or Power-Fists. (Im sure there are problems with this but I still like the idea of major flaws in a chapter)

-Instead of using a bolter, the average astartes warrior would utilize either a BASIC power weapon (power sword,axe,mace,whatever)

-Power weapons would decrease in cost by 10 points by elimination of the power weapon base cost. (used above in the normal space marine equipment)
(for instance Power Fists would cost 10 points less for this chapter.)

-Either A full perhaps 4 space marines (the same amount as a devestator, purgatory(Grey Knights is it?) or other heavy squads would be able to carry a weapon like lightning claws or power fists or thunder hammers.)

As far as I can recall, along with perhaps the rules that you might implement for a Close Combat Space marines army, I was wondering what other people think about this.

If its too overpowered, please tweak it down and explain why (give points and such perhaps), If you think of more ideas, please add them in (give relative points to why it should work), Please dont just tell me it sucks.

Thanks for the input, Im just messing with ideas for a fun custom army with my friend and Id like to make it fairly even if I can still.
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Old 03-05-2007   #2 (permalink)
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samuri. thats all i have to say. samuri.

i lied, i do have a bit more to say. this sounds like a wicked idea but i'm not sure if it'll translate well into the game. that many power weapons seems a bit unhinged. maybe limit basic marines to heavy ccws similar to ork choppas or khorne chain axes. let me think about this for a bit and i might get back to you.
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Old 03-05-2007   #3 (permalink)
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samuri. thats all i have to say. samuri.

i lied, i do have a bit more to say. this sounds like a wicked idea but i'm not sure if it'll translate well into the game. that many power weapons seems a bit unhinged. maybe limit basic marines to heavy ccws similar to ork choppas or khorne chain axes. let me think about this for a bit and i might get back to you.
Yeah. Since they have adbundant supplies, maybe basic marines have a power weapon with a weaker field that produces the effect of a choppa/chainaxe? Sorta a 'counts as'?. I personally don't like the idea of no bolt pistols (maybe they can ONLY fire them they turn they assault?). Also, I am assuming these guys wouldn't use tanks then? A good dreadnought would be a furioso type. I like the idea so far though. If I churn ou tsome more suggestions, i'll post them to you here.
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Old 03-06-2007   #4 (permalink)
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Thanks for the feedback folks,

I don't think I'd like to invent any "diet-coke"-esque power weapons. If the regualar space marines do not have power weapons, I don't know.

Would a str modifying weapon that doesn't ignore armor be better? I suppose as long as I still had the "subtracted 10 pts from the cost of the up to four power weapon upgrades"(not to mention if you upgraded the sarge) It would still hold up to the fluff of being chapter that comes from a planet where power weapons are abundant.

Maybe some sort of 2 handed chain weapon is in order here...hmm...or even a new breed if it sounds plausible...(eviscerator rip off )

Anyways on the subject of boltguns

These guys will be forfeiting all ranged combat. Thats why I buffed up their close combat. It's just my version of the rules though. If you want them to use boltpistols and like this idea go ahead!

This might leave room for a two handed weapon that's deadlier or something...

And on the topic of vehicles

I did not want to include any vehicles whatsoever, but dreddies are always fun, plus they represent those who can still fight on who were once infantry.

So I suppose it works.

Im not every familiar with the furioso class of dreadnought so any information as to where I can learn more about it would be just dandy, I think it would be a good addition to the group of CC Space Marines!

Thanks people, as always your input is valued, as long as it's not "That ideas STUPID! Chia must be some sort of GROT brained SGUIG-herder!"...well unless your being sillay . If you have ideas with points costs too throw that in too, I love that kinda thing.
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Old 03-06-2007   #5 (permalink)
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The Furioso is a Blood Angles-type dreadnought with TWO dreadnought CCWs. It has a storm bolter on one, and a melta gun on the other (but yours wouldn't have that, I gather).

I think this sounds interesting. I think for normal squads, make power weapons like meltaguns, plasma guns and flamers: one member of the squad may pay X points to use one. And like you said, power fists, lightning claws and thunder hammers can be substituted for heavy weapons. Good stuff!
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Old 03-06-2007   #6 (permalink)
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The Furioso is a Blood Angles-type dreadnought with TWO dreadnought CCWs. It has a storm bolter on one, and a melta gun on the other (but yours wouldn't have that, I gather).

I think this sounds interesting. I think for normal squads, make power weapons like meltaguns, plasma guns and flamers: one member of the squad may pay X points to use one. And like you said, power fists, lightning claws and thunder hammers can be substituted for heavy weapons. Good stuff!
You could, as I do, switch the storm bolter out for a heavy flamer and... POOF. Perfect dread.
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Old 03-06-2007   #7 (permalink)
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Plasmas, flamers, and meltas as > Power Weapons? Heavy weapons as > Power Fists, Lightning Claws, and Thunder Hammers!?!

*looks at Inquisitor Rosenadel like Doc Brown!* "GREAT SCOTT!"

That's exactly what my half witted mind was trying to comprehend but couldn't quite fire the nueron for!

Thanks!

Thats a good combination too Lord Erus on the Furioso with the heavy flamer...but I really want to utilize a lack of ranged combat...

Is there something else I could do?

Is there a such thing as a venerable furioso? and if not perhaps this chapter would have them, being masters of melee and such. Or maybe I should just leave the dreddie as is. I was thinking of adding a single special chapter rule at the end anyways that would cover all of the units...

Thanks for the continueing input...Sorry that my thoughts are so scattered and shot all over the page. I appreciate the help though in organization! As soon as I get the extra money I'm gonna start work on these fellas.
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Old 03-13-2007   #8 (permalink)
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I was thinking really hard on what to do for my normal space marine squadmates...as the heavies and such are already going to be upgradable for cheaper power weapons...and I thought...

What If I just do a plain old chainswords, but to represent an excellency in close combat, since my marines don't use ranged combat, I could increase their WS by 2...or is that to much do you folks think? I didn't think 1 was big enough to suit my tastes. I could reduce my BS by 2 too, not that it matters since we arent using ranged combat.

How does that sound? Thanks for any feedback.
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Old 03-13-2007   #9 (permalink)
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increasing the WS by 1 should be enough, with WS5 your troops would be hitting most enemies as if they had the preferred enemy trait anyway. And a WS6 is better than a chapter master which is a level of skill even such CC oriented marines shouldn't have in my opinion.
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Old 03-13-2007   #10 (permalink)
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Thanks Baron spikey, I only play nids really against IG so Im not familiar with SM traits or what the norm is, I don't mean to overclock my space marines too much. 5 will be good then

Thanks for the advice.
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Old 03-13-2007   #11 (permalink)
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You're welcome for the special weapons = power weapons idea, though I have no idea who Doc Brown is...

There is not a venerable Furioso as such, but as you said, your chapter would probably have an upgrade since that is the only kind of dread they use. Venerable dreads are 0-1, so you need not fear the rule's abuse.

A good gauge for "the norm" is Imperial Guard trooper stats, which pretty much means 3's all around.
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Old 03-13-2007   #12 (permalink)
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You dont know who Doc Brown is? Dear God man, how have you not seen 'Back to the Future'?!
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Old 03-13-2007   #13 (permalink)
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You dont know who Doc Brown is? Dear God man, how have you not seen 'Back to the Future'?!
Oh! Yeah, I forgot that was his name! Yeah, well, I guess I pretty much am a genius... I'm working on a flux capacitor as I type...
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Old 03-13-2007   #14 (permalink)
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Alright then well I think I have a fairly good ruleset for my new space marines. I don't think I've forgotten anything. Let's summerize the changes.

-No ranged weapons.

-WS+1

-Power weapons cost -10 points overall

-Reg squads utilize basic chain weapons instead of bolters. Meltas, Flamers, Plasmas can be upgraded to power weapons (basic), Heavy weapons can be Thunder Hammers, Lightning Claws, Power Fists.

***-I suppose this would apply to termies too, however I would probobly ONLY use assault termies lol and I think they can only have thunderhammers and shields right? I don't know if they termies would really be useful though.

-Only Vehicles are Furioso Dreadnoughts

-Only up to 1 Venerable Furioso Dreadnought

Ok that looks good! My little Space Marine commander is pleased. He sits on my desk night after night ranting about how he has no army.

One more thought. I thought a friend of mine once said something about Venerable Dreadnoughts being able to command? Can they be commanders? I think that would be pretty cool.
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Old 03-13-2007   #15 (permalink)
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only in space wolves armies
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Old 03-13-2007   #16 (permalink)
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only in space wolves armies
Baron's got it right. Used to be true for Iron Hands, but the new SM codex overruled their special rules.
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Old 03-15-2007   #17 (permalink)
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These are really cool ideas, and I was thinking... have you looked at the Grey Knights?

Think Nemesis Force weapons... +2 Strength on all marines, Sgt's, Captains, and Termies get p. toys and the Master gets a Force weapon.

I like this idea... though perhaps the force weapon should be changed to say, 2 Lighting Claws... with +2 Strength.

Points... points points points.... umm 16 Points? Per model, as per preffered enemy rules, or pehaps 17 points.

Also, these guys need the ability to get Furious Charge somehow.

Oh, and the Thunder Hammer guys, will they be able to get Storm Shields as well?

I like this idea... I could make SUCH a FUN army list with this.

Oh, and, btw, will you allow Termie Honors? Do you have a SM Codex? You need one if you're going to continue writing this, I feel sorta weird explaining all these rules, its not exactly legal.
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Old 03-15-2007   #18 (permalink)
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I only play two armies, Grey knights (pure) and nids.

So I know what youre talking about grey knight wise but I really dont understand what terminator honors are or how chaplains work as I never have fought space marines lol (the most numerous army )

(HEY, theres only an IG player (Squat Commando) and me in my tiny crap town, so lay off folks )

I dont want to turn them into a grey knights weapon fighting style, I just wanted them to be Close combat space marines. Hrmm I don't know what to do about that. Grey knights have alot of extra close combat stuff for their point cost... My space marines don't seem to do that...and they don't even have storm bolters lol. Oh well. Maybe I can think up some special rule.

Keep sending in ideas. Im still concidering this...maybe lowering my guys point cost, or raising weapons skill would work. *shrug* Or maybe I should just turn them into Grey Knight wannabes and make it a Str +2 lol

Who knows...
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Old 03-15-2007   #19 (permalink)
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Keep it to the WS raising. Gives them a more unique flair. Although the nemesis type idea for your sargeants would be cool. Representing their affinity for power weapons, etc..
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