Marine:...
Sargent:.
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