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 Assault Squad suggestion 1

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yabba
Novice Scribe
Novice Scribe



Posts : 49
Join date : 2010-10-25

Assault Squad suggestion 1 Empty
PostSubject: Assault Squad suggestion 1   Assault Squad suggestion 1 EmptyWed Oct 27, 2010 12:25 pm

Marine:...Weapon Skill 4Balistic Skill 4Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 8Armour Save of 3+

Sargent:.Weapon Skill 4Balistic Skill 4Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 8Armour Save of 3+

Comp: 1 Sgt, 4 Marines
Type: Infantry
Wargear: Bolter, Bolt Pistol, CC Weapon, Frag and Krak Grenades,
Special Rules: ATSKNF; Combat Squads; Chapter Tactics

Options;
May include up to 5 additional marines at ...pts

May take Jump packs at ...pts per marine. The entire squad must be equipped this way if chosen.

One marine may swap their CC weapon for a flamer ...pts; meltagun ...pts; or plasma gun ...pts. If the unit contains 10 models then a second marine may also make this swap.

Any model may have a combat shield for ...pts

The Sergeant may exchange his Bolt Pistol for a Plasma pistol for ...pts and/or he may also swap his cc weapon for a power weapon for ...pts.

If not using jump packs, may take a rhino or a razorback as transport. If the squad contians 10 Marines and they do not have jump packs they may take a drop pod.

One Assault Squad per company maybe upgraded to Veteran Status for ..pts;. Once per game the may reroll any of their own following failed dice rolls: any Shooting, any Close Combat; any Leadership

One Sergeant per Company maybe upgraded to Chosen Man for ..pts;. While he is alive, once per game the squad can chose to pass or fail a Ld test rather than roll. In addition he may replace the following:
His CC Weapon with a Power Weapon for ..pts; Powerfist for ..pts; Thunderhammer for ..pts; or Lightning Claw for ..pts; Relic Blade for ..pts;
His Bolter for Plasma Pistol for ..pts; Combi Weapon for ..pts; Storm Bolter for ..pts; Sternguard Bolter for ..pts;

Special rules:

Devastating Assault: Some marine chapters train their assault squads to charge with jump packs, all guns blazing. Others use the immense bulk of the Marine to incapacity the defenders. If the assault squad is equipped with jump packs they cause 1 automatic S4 AP- hit on the turn they assault.

USR: Counter Attack
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Dwane Diblie
Journeyman Scribe
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Posts : 69
Join date : 2010-10-22
Age : 45
Location : Sydney

Assault Squad suggestion 1 Empty
PostSubject: Re: Assault Squad suggestion 1   Assault Squad suggestion 1 EmptyWed Oct 27, 2010 3:38 pm

Some interesting ideas here. I like the base with out Jump Packs. Might put them in the stansport options as that might make things clearer as its one or the other.

With the Sternguard ammo, are you thinking Deathwatch? I think you mentioned it in the Tac Squad somewere. If so then make it standard with the points payed for him. Not an upgrade. If thinking otherwise then have it as its one option and not in amung teh weapon options. I know I would love to have him with Stormbolter and Special Ammo.

Devo Assult looks interesting. I think it maybe a bit powerful with auto hits and therefor propose that it is a little dangerous to the marines and therefor they must take a Dangerous terrain test when preforming this manuver.
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yabba
Novice Scribe
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Posts : 49
Join date : 2010-10-25

Assault Squad suggestion 1 Empty
PostSubject: Re: Assault Squad suggestion 1   Assault Squad suggestion 1 EmptyFri Oct 29, 2010 3:38 pm

yabba wrote:
Marine:...Weapon Skill 4Balistic Skill 4Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 8Armour Save of 3+

Sargent:.Weapon Skill 4Balistic Skill 4Strength 4Toughness 4Wounds 1Initiative 4Attacks 2Leadership 8Armour Save of 3+

Comp: 1 Sgt, 4 Marines
Type: Infantry
Wargear: Bolter, Bolt Pistol, CC Weapon, Frag and Krak Grenades,
Special Rules: ATSKNF; Combat Squads; Chapter Tactics

Options;
May include up to 5 additional marines at ...pts

May take Jump packs at ...pts per marine. The entire squad must be equipped this way if chosen.

One marine may swap their CC weapon for a flamer ...pts; meltagun ...pts; or plasma gun ...pts. If the unit contains 10 models then a second marine may also make this swap.

Any model may have a combat shield for ...pts

The Sergeant may exchange his Bolt Pistol for a Plasma pistol for ...pts and/or he may also swap his cc weapon for a power weapon for ...pts.

If not using jump packs, may take a rhino or a razorback as transport. If the squad contians 10 Marines and they do not have jump packs they may take a drop pod.

One Assault Squad per company maybe upgraded to Veteran Status for ..pts;. Once per game the may reroll any of their own following failed dice rolls: any Shooting, any Close Combat; any Leadership

One Sergeant per Company maybe upgraded to Chosen Man for ..pts;. While he is alive, once per game the squad can chose to pass or fail a Ld test rather than roll. In addition he may replace the following:
His CC Weapon with a Power Weapon for ..pts; Powerfist for ..pts; Thunderhammer for ..pts; or Lightning Claw for ..pts; Relic Blade for ..pts;
His Bolter for Plasma Pistol for ..pts; Combi Weapon for ..pts; Storm Bolter for ..pts; If armed with a bolter or storm bolter may take Sternguard Ammo for ..pts;

Special rules:

Devastating Assault: Some marine chapters train their assault squads to charge with jump packs, all guns blazing. Others use the immense bulk of the Marine to incapacity the defenders. If the assault squad is equipped with jump packs they cause 1 automatic S4 AP- hit on the turn they assault.

USR: Counter Attack
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