Post by Joelercoaster on May 7, 2014 14:40:06 GMT -6
H'okay, so.
Some of you may remember seeing, back in the day, a White Dwarf that included rules for Movie Marines - fluff-based Marines that let you take more or less a single squad as your army. Stats and weapons were changed, a Marine was probably around the 150 pt mark, yadda yadda. They also had "stunt doubles", which gave you a 4+ to avoid dieing after any other saves, which was a bit much... outside of that I thought it was an interesting take on how to take Marines and make them play like Marines. You know, because Marines.
They were, however, awkwardly overpowered.
So I have a project in mind that I've wanted to do since then. Fluff Marines. I want them to be dirty, but balanced. A full tactical squad should hit about the 2k mark. Remember, too, that these are "just" tactical marines. We need to be leaving room for improvement, as there are Vets, Terminators, Captains, etc all above them in terms of special rules/skills.
Off the top of my head, here's what I would think should be the guideline for a basic Tactial.
WS BS S T I W A Ld Sv
5 5 6 6 5 3 3 8 2+/5++
Wargear:
Sphez Mahreenz Armors (in profile)
Bolter: S6 AP4 Assault 6 30" Rending
Bolt Pistol: S6 AP4 Assault 3 18" Rending
Combat Knife: S: user AP5 Rending
Frag Grenade: S 4 AP5 12" Large Blast, Fragmentation (re-roll successful cover saves)
Krak Grenade: S6 AP3 12" Blast
Melta Bomb: S10 AP1, Melta (may be used in assault, replacing normal attacks - goes at standard Init)
Special Rules (because, you know, Mahreenz)
And They Shall Know No Fear
Tactical Withdrawal (Hit and Run)
The Emperor Protects - if a Marine takes a hit that would inflict instant-death or remove a model from play, it instead does d3 wounds instead
Feel No Pain
Probably something like Adamantine Will, because F psykers.
Move Through Cover (because they used to be scouts)
No, Not Stealth (because their armor is bulky, yo)
Like I said, my goal is to probably hit 150-175pts for the base trooper. That way the Sgt could be about 250-300, with 250-275 for the heavy/special weapons. Maybe leave 100-150 points for upgrades. Auspex, for example. Could be a thing. Who knows.
Ideas on fluff based mechanics, how to properly incorporate chapter tactics, and how to otherwise keep this Marine-like without going so far that it's stupid and no one wants to play against it are super-welcome.
Some of you may remember seeing, back in the day, a White Dwarf that included rules for Movie Marines - fluff-based Marines that let you take more or less a single squad as your army. Stats and weapons were changed, a Marine was probably around the 150 pt mark, yadda yadda. They also had "stunt doubles", which gave you a 4+ to avoid dieing after any other saves, which was a bit much... outside of that I thought it was an interesting take on how to take Marines and make them play like Marines. You know, because Marines.
They were, however, awkwardly overpowered.
So I have a project in mind that I've wanted to do since then. Fluff Marines. I want them to be dirty, but balanced. A full tactical squad should hit about the 2k mark. Remember, too, that these are "just" tactical marines. We need to be leaving room for improvement, as there are Vets, Terminators, Captains, etc all above them in terms of special rules/skills.
Off the top of my head, here's what I would think should be the guideline for a basic Tactial.
WS BS S T I W A Ld Sv
5 5 6 6 5 3 3 8 2+/5++
Wargear:
Sphez Mahreenz Armors (in profile)
Bolter: S6 AP4 Assault 6 30" Rending
Bolt Pistol: S6 AP4 Assault 3 18" Rending
Combat Knife: S: user AP5 Rending
Frag Grenade: S 4 AP5 12" Large Blast, Fragmentation (re-roll successful cover saves)
Krak Grenade: S6 AP3 12" Blast
Melta Bomb: S10 AP1, Melta (may be used in assault, replacing normal attacks - goes at standard Init)
Special Rules (because, you know, Mahreenz)
And They Shall Know No Fear
Tactical Withdrawal (Hit and Run)
The Emperor Protects - if a Marine takes a hit that would inflict instant-death or remove a model from play, it instead does d3 wounds instead
Feel No Pain
Probably something like Adamantine Will, because F psykers.
Move Through Cover (because they used to be scouts)
No, Not Stealth (because their armor is bulky, yo)
Like I said, my goal is to probably hit 150-175pts for the base trooper. That way the Sgt could be about 250-300, with 250-275 for the heavy/special weapons. Maybe leave 100-150 points for upgrades. Auspex, for example. Could be a thing. Who knows.
Ideas on fluff based mechanics, how to properly incorporate chapter tactics, and how to otherwise keep this Marine-like without going so far that it's stupid and no one wants to play against it are super-welcome.