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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 11-16-2006   #1 (permalink)
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Default Death Marines

Ok, so this is an idea for extremely specialized Space Marine squads. They are based on the commandos from the game "Star Wars Republic Commando". Which I recommend to one and all.

Ridiculous? Yes. But that's how these things go...

Razorwind Kill-Squad
Pts. WS BS S T W I A Ld Sv
?___5__5_4_4_2 5 2 10 _3+
Equipment: Omni-Rifle, Bolt Pistol, Power Weapon, Auspex.

Options: One Razorwind Marine may replace his Omni-Rifle and Bolt Pistol with up to one special weapon from the options listed: Assault Cannon: 20 pts., Heavy Flamer: 15 pts., Frag-Rifle: 10 pts., Heavy Bolter with suspensors: 20 pts., Missile Launcher: 20 pts. One Marine may be upgraded to carry a Narthecium at +30 pts.

Frag Grenades: +1 pt; Krak Grenades: +2pts; Photon Grenades: +1 pt.

Omni-Rifle: R S AP Type
Inferno Bolter 24” 5 5 Rapid Fire
Snap Rifle 36” X 5 Heavy 1, Rending
Shell-gun 12” 6 1 Assault 1
May chose to shoot with one of the above weapon types in one turn. Not all members of a unit must shoot with the same weapon type. Strength X wounds on a 4+, regardless of the target’s toughness, and rolls 2D6 for armour penetration.

Frag Rifle: R S AP Type
12” 8 - Assault 1
Becomes AP 3 if the target is within 6”. Cannot harm vehicles.

Special Rules:
Squad Refractor Field: Highly experimental and unstable, this is a device that shields the entire squad from blasts that their armour cannot handle. This gives the entire squad a 4+ invulnerable save from shooting, but not while in close combat. For each round of shooting that the squad uses the Squad Refractor Field, roll a D6. On a roll of 1 or 2, the squad may no longer use the Squad Refractor Field.

Razor Armour: This is experimental armour from the Adeptus Mechanicus. It is quite impervious, as the only better protection in the Imperium is Terminator armour. It makes the Squad’s armour save re-rollable, and grants the squad a 6+ re-rollable invulnerable save. It also lets the Squad always shoot as of they were stationary. The only exception is the snap rifle mode of the Omni-Rifle and the optional heavy weapons. They may also assault if they fire the Inferno Bolter mode of the Omni-Rifle, but will not gain a dual wielding bonus for their bolt pistol that assault phase.

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Old 11-16-2006   #2 (permalink)
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wow. at first glance this is awesome.
2 things:
1) this reminds me of the tyrannic war vets, which SHOULD be for all SM armies but isn't (even though it was formally integrated into the Codex Astartes) and that makes me mad *<-- ignore this dont reply just a rant*
2) why not just make the invulnerable save 5+?
anyways these guys are really cool, and probably at least 40 some points a piece
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Old 11-16-2006   #3 (permalink)
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Quote:
Originally Posted by Torquemada Coteaz View Post
wow. at first glance this is awesome.
2 things:
1) this reminds me of the tyrannic war vets, which SHOULD be for all SM armies but isn't (even though it was formally integrated into the Codex Astartes) and that makes me mad *<-- ignore this dont reply just a rant*
2) why not just make the invulnerable save 5+?
anyways these guys are really cool, and probably at least 40 some points a piece
I was young and foolish... about 3 months ago...

I think it was so that even if their 4+ gave out, they would still have the 6+. I think it should be only in CC... but like I said this is just for fun.

Sorry, I know you said not to respond, but Ultramarines have had more experiece fighting Tyranids than any other chapter, with perahps the exceptionof the Scythes of the Emperor (who are far too few in number to be a chapter anymore) and Lamenters, who have special rules anyway.
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Old 11-17-2006   #4 (permalink)
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ah ok :P 3+/6+ rerollables seem overpowered
how bout just 3+ reroll / 6+ non reroll? I think that would work
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Old 11-17-2006   #5 (permalink)
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All I can say is ouch!
Although I remember a time when Assassins used to be WS8, BS8, S5 and T5!
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Old 11-17-2006   #6 (permalink)
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25 pts a piece for them marines is enough
or bump up to 34?
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Old 11-17-2006   #7 (permalink)
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Republic Commando is a great game! These rules look really good, and the weapons look cool! As soon as points for them are agreed, I'll try them out! (My marines will be shelved no longer!)
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Old 11-17-2006   #8 (permalink)
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Quote:
Originally Posted by Torquemada Coteaz View Post
25 pts a piece for them marines is enough
or bump up to 34?
Oh, I dunno. I think 34 might actually be more appropriate. They do, after all, all have snap rifles, inferno bolters, and a small missile launcher...

And actually, thinking about this now, reduce all the optional weapons by 10 pts, because that Omni-Rifle is pretty good, and therefore worth a good bit...

Well, yeah, overpowered is what this was about... I didn't want to give them a real big invul, but 6+ seemed really weak. But yeah, 3+ reroll/6+ invul sounds better. It will help with points, too.
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Old 11-17-2006   #9 (permalink)
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[quote=Inquisitor Rosenadel;3575]Well, yeah, overpowered is what this was about...quote]
haha i forgot about that.
I just though maybe it wasn't the idea to make theseguys the new deathwatch times 2
but i realise that waht they are xD
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Old 11-17-2006   #10 (permalink)
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Those stats are pretty kick ass if you ask me, which you don't.

I'd say 35pts a piece, just so I'm different, and it's easier for calculations (Unless you intend on having 35 of these guys ). But otherwise great, but yeah, that Omni-rifle is pretty good, so drop optional weapons by 5 or 10 points.
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Old 11-17-2006   #11 (permalink)
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yeah 35 sounds fair. its just 1 pts extra.
but GW does use a lot of non-zero/five ending pts values.
oh well.
screw them TWVs I'm using these guys instead
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Old 11-17-2006   #12 (permalink)
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i can have how many assault cannons? *drools*
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Old 11-17-2006   #13 (permalink)
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I know *draws clippers*







Dang, where'd I put my shotgun...
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Old 11-17-2006   #14 (permalink)
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squad size is still 5-10 right? (or 1 squad leader of some sort and 4-9)
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Old 11-17-2006   #15 (permalink)
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Quote:
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squad size is still 5-10 right? (or 1 squad leader of some sort and 4-9)
Ah! I knew I forgot something! No, actually these are a squad of 4, no more no less. Modeled almost straight from Republic Commando... so I guess it would be 140 points, plus whatever upgrades (35x4).

Actually, no, just one special weapon. Sorry I forgot to add that. It's been fixed now.

But you know what, if you want 4 assault cannons, go for it! This is not for super-serious play! This is for avenging you fallen battle brothers with a bit of over-powered, Star Wars inspired, BAMF!
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Old 11-17-2006   #16 (permalink)
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ah.
phew no 10x assault cannon death
which is also a bad thing
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Old 11-20-2006   #17 (permalink)
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Quote:
Originally Posted by Inquisitor Ralei View Post
All I can say is ouch!
Although I remember a time when Assassins used to be WS8, BS8, S5 and T5!
and a chief librarian was the lord of all he saw
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Old 01-09-2007   #18 (permalink)
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(Are we talking 2nd ed with the 3\/1L Assassins?) These rules are REALLY nasty. I really think that this squad deserves it's own scenario.
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Old 01-10-2007   #19 (permalink)
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Quote:
Originally Posted by Khadhar'phak View Post
(Are we talking 2nd ed with the 3\/1L Assassins?) These rules are REALLY nasty. I really think that this squad deserves it's own scenario.
Hm, well I'll have to devise one, then! I'll post it when it's ready/I get around to it...
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