Warhammer 40,000/Tactics/Chapter Approved/Movie Marines: Difference between revisions

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For those that remember back when White Dwarf was more than just an advertisement for more models, there was one issue where rules were made that threw out the sense of scaling and made that those SPEHSS MEHRENS were the massive walking tanks that all the authors, GW Marketers, and twelve-year-olds believe them to be for the sake of marketing. Part of this was inspired by the trailer to a certain computer game, where a squad of Space Marines managed to hold the line against a horde of Orks, with only one survivor (maybe). This isn't like Dawn of War II, where you have at least tactically aligned squads and practically unkillable characters of unparalleled value.

In more crunchy terms, this was more akin of a Kill Team sort of army in a non-Kill-Team setting. Of course, this also was madly unbalancing, with really high prices and obscenely powerful weapons (Seriously, they even wrote a rule called The Screen Writers Hate Us which encapsulates the reasoning for this unbalancing). One should note, however, that despite being in White Dwarf, it was never officially Chapter Approved, largely because of the stuff mentioned above. Despite this, one unlucky anon is making it a task to make it even a little more balanced for the sake of seeing its disastrous effects upon the meta.

File:CodexMovieMarines.pdf
The original document, from which this work has sprung

Why Play Movie Marines in 7E?[edit | edit source]

If you're a little kid (which raises questions as to how you got here), then this is the ultimate validation of your fantasies, as the big buff heroes can take down entire armies of the baddies with nary a scratch.

If you're old enough to see past that bullshit, then you'll find a good test in survivability, moreso than even the Grey Knights. Each man is their own force, and each one is vital. You have no psykers, limited melee effectiveness aside from the leaders, and you only have a few answers for every unit on the field since each model counts as a unit. It's also for those of you who don't have all that dosh for the models everyone else got.

Rules[edit | edit source]

  • Force of One: In exchange for being able to join another unit, this model can instead allow all units within 6" of him to test for Morale or Pinning using his Leadership.
  • Want Some of This?: A unit that fails their morale check in combat can opt to not only break from combat or stay in combat, but they can also opt to set their grenades off, sacrificing themselves. When this is done, a blast template is placed, with the center being where the model is. This blast takes the properties of one sort of grenade the model has equipped, and once resolved the model is removed from play.

Army List[edit | edit source]

  • 1 Sergeant/Apothecary (HQ)
  • 0-1 Space Marine Dude (Elite)
  • 1-6 Space Marine/Space Marine with Plasma Gun/Grav-Gun (Troops)
  • 1-3 Assault Space Marine (Fast Attack)
  • 0-1 Rhino/Razorback (Fast Attack)
  • 0-2 Space Marine with Heavy Bolter/Meltagun/Missile Launcher/Lascannon (Heavy Support)

Weapons[edit | edit source]

Range S AP Type
Chainsword -- User 5 Melee, Rending
Combat Knife -- User -- Melee, Shred
Lightning Claw -- +1 3 Melee, Specialist Weapon, Shred
Power Fist -- x2 2 Melee, Specialist Weapon, Unwieldy
Power Axe -- +2 2 Melee, Rending, Unwieldy
Power Sword -- +1 3 Melee, Rending
Power Maul -- +3 4 Melee, Concussive
Assault Cannon 36" 7 3 Heavy 4, Rending
Autocannon 60" 8 3 Heavy 8
Bolt Pistol 24" 6 4 Pistol, Rending
Bolter 36" 6 4 Assault 2, Rending
Combi-Weapon (Primary) 36" 6 4 Assault 2, Rending
Combi-Flamer (Secondary) Template * * Assault 1, Flamer, One Use
Combi-Grav (Secondary) 24" - 2 Salvo 3/4, Concussive, Graviton, One Use
Combi-Melta (Secondary) 24" 9 1 Assault 1, Melta, One Use
Combi-Plasma (Secondary) 36" 7 2 Assault 4, Gets Hot!, One Use
Flamer Template * * Assault 1, Flamer
Grav-Pistol 24" - 2 Pistol, Concussive, Graviton
Grav-Gun 32" - 2 Salvo 3/4, Concussive, Graviton
Heavy Bolter 48" 7 3 Heavy 6, Rending
Lascannon 60" 8 2 Heavy 1, Instant Death, Puncture
Meltagun 24" 9 1 Assault 2, Melta
Missile Launcher (Super-Flakk) 60" 8 3 Heavy 2, Skyfire, Interceptor
Missile Launcher (Super-Frag) 60" 6 5 Heavy 2, Large Blast
Missile Launcher (Super-Krak) 60" 10 2 Heavy 2
Plasma Pistol 24" 7 2 Pistol, Gets Hot!
Plasma Gun 36" 7 2 Assault 4, Gets Hot!
Storm Bolter 36" 6 4 Assault 4, Rending
  • Flamer: Shots wound on a 4+, and ignore armor on a 6. The wounded unit must test Initiative every turn afterwards, putting it out when it passes and taking another hit (using the profile of the weapon that hit it) if it fails. Against open-topped vehicles, it counts as a single penetrating hit. This weapon has no effect on any other vehicles or flyers.
  • Puncture: Draw a straight line from the weapon. Any targets hit or penetrated by this weapon will have the weapon go past them, subtracting 1 from the strength until it either goes out of range, misses, fails to penetrate a vehicle, or fails to wound a non-vehicle unit. When rolling for penetration, the user can roll 2d6 and take the best result for the initial roll, but not for any re-rolls.
NOTE
FOR ALL INTENTS AND PURPOSES, GRENADES AND MELTA BOMBS SHALL BE IDENTICAL TO THOSE USED IN THE BASIC WARHAMMER 40,000 RULEBOOK.

Wargear[edit | edit source]

  • Power Armor: Power Armor confers a 3+/4++ saving throw.
  • Auspex: Wielder can exchange their shooting in order to reduce the cover save for one enemy within 12" by 1 (meaning a 4++ Cover Save is now 5++) for the shooting phase.
  • Narthecium: Wielder can confer Feel No Pain to all units within 6" of himself.
  • Signum: Wielder can exchange their shooting in order to boost the BS of a friendly unit within 6" by +1 for the remainder of the shooting phase.
  • Stunt Doubles: Buying a Stunt Double for the model allows them to re-roll all failed save rolls once per shooting or combat phase.

Units[edit | edit source]

HQ[edit | edit source]

Sergeant[edit | edit source]

Type Points WS BS S T W I A Ld Sv
Sergeant 1 Infantry (C) 200 7 5 6 6 4 6 5 10 3+/4++

Wargear: Power Armor, Chainsword, Bolt Pistol, Frag Grenades, Krak Grenades, Auspex
Rules: ATSKNF, Fleet, Force of One, Infiltrate, Move Through Cover, Want Some of This?

The Space Marine Sergeant can:

  • Be upgraded to be a Star Sergeant, granting him +1A and Fearless - 15 Pts
  • Purchase Melta Bombs - 5 Pts
  • Purchase a Stunt Double - 10 Pts
  • Replace his Chainsword with a Power Weapon - 15 Pts
  • Replace his Chainsword/Bolt Pistol with a Bolter - Free
  • Replace his Chainsword/Bolt Pistol with a Lightning Claw - 20 Pts
  • Replace his Chainsword/Bolt Pistol with a Powerfist - 20 Pts
  • Replace his Bolt Pistol with a Grav-Pistol - 15 Pts
  • Replace his Bolt Pistol with a Plasma Pistol - 15 Pts
  • Replace his Bolt Pistol with a Storm Bolter - 5 Pts

Apothecary[edit | edit source]

Type Points WS BS S T W I A Ld Sv
Apothecary 1 Infantry (C) 125 5 5 6 6 3 5 4 10 3+/4++

Wargear: Power Armor, Signum, Bolter, Frag Grenades, Krak Grenades, Auspex, Narthecium
Rules: ATSKNF, Force of One, Fleet, Infiltrate, Move Through Cover, Want Some of This?

  • Don't You Dare Die On Me! - When a friendly unit goes down within 12" of the Apothecary, then they may remain in play, but placed on their side. On the next movement phase, the Apothecary must make a charge move to reach the fallen unit. If he passes the charge, then he will immediately move to aid his ally and the unit regains a Wound. If he fails the charge, then roll a d6; on 1-3, the unit dies, he was too late to save them. On a 4-6, the Apothecary may try again on the next movement phase.

The Apothecary Can:

  • Purchase Melta Bombs - 5 Pts
  • Purchase a Stunt Double - 10 Pts
  • Replace his Chainsword with a Power Axe - 15 Pts
  • Replace his Chainsword/Bolt Pistol with a Bolter - Free
  • Replace his Chainsword/Bolt Pistol with a Combi-Weapon - 10 Pts
  • Replace his Bolt Pistol with a Grav-Pistol - 15 Pts
  • Replace his Bolt Pistol with a Plasma Pistol - 15 Pts
  • Replace his Bolt Pistol with a Storm Bolter - 5 Pts

Elite[edit | edit source]

Space Marine Dude[edit | edit source]

Type Points WS BS S T W I A Ld Sv
Space Marine Dude 1 Infantry (C) 150 5 6 6 6 3 5 4 9 3+/4++

Wargear: Power Armor, Signum, Bolt Pistol, CCW, Boltgun, Frag Grenades, Krak Grenades, Auspex
Rules: ATSKNF, Infiltrate, Move Through Cover, Want Some of This?

The Space Marine Dude can:

  • Purchase a Stunt Double - 10 Pts
  • Replace his Bolter with a Combi-Weapon - 10 pts
  • Replace his Bolter with a Flamer - 5 Pts
  • Replace his Bolter with a Grav-Gun - 15 Pts
  • Replace his Bolter with a Heavy Bolter - 10 Pts
  • Replace his Bolter with a Meltagun - 10 Pts
  • Replace his Bolter with a Missile Launcher (With Super-Frag and Super-Krak Missiles) - 15 Pts
    • Purchase Super-Flakk Missiles for his Missile Launcher - 15 Pts
  • Replace his Bolter with a Plasma Gun - 10 Pts
  • Replace his Bolter with a Storm Bolter - 5 Pts

Troops[edit | edit source]

Space Marine[edit | edit source]

Type Points WS BS S T W I A Ld Sv
Space Marine 1 Infantry 100 5 5 6 6 2 5 3 9 3+/4++

Wargear: Power Armor, CCW, Bolter, Frag Grenades, Krak Grenades, Auspex
Rules: ATSKNF, Infiltrate, Move Through Cover

The Space Marine can purchase:

  • Purchase a Stunt Double - 10 Pts


Space Marine with Plasma Gun[edit | edit source]

Type Points WS BS S T W I A Ld Sv
Space Marine with Plasma Gun 1 Infantry 110 5 5 6 6 2 5 3 9 3+/4++

Wargear: Power Armor, Plasma Gun, CCW, Frag Grenades, Krak Grenades, Auspex
Rules: ATSKNF, Infiltrate, Move Through Cover

The Space Marine with Plasma Gun can purchase:

  • Purchase a Stunt Double - 10 Pts

Space Marine with Grav-Gun[edit | edit source]

Type Points WS BS S T W I A Ld Sv
Space Marine with Grav-Gun 1 Infantry 115 5 5 6 6 2 5 3 9 3+/4++

Wargear: Power Armor, Grav-Gun, CCW, Frag Grenades, Krak Grenades, Auspex
Rules: ATSKNF, Infiltrate, Move Through Cover

The Space Marine with Grav-Gun can purchase:

  • Purchase a Stunt Double - 10 Pts


Fast Attack[edit | edit source]

Assault Space Marine[edit | edit source]

Type Points WS BS S T W I A Ld Sv
Assault Space Marine 1 Infantry 100 5 5 6 6 2 5 3 9 3+/4++

Wargear: Power Armor, Chainsword, Bolt Pistol, Frag Grenades, Krak Grenades, Auspex
Rules: ATSKNF, Fleet, Infiltrate, Move Through Cover

The Assault Space Marine can purchase:

  • Purchase a Stunt Double - 10 Pts
  • Replace their Bolt Pistol with a Plasma Pistol - 15 Points

Space Marine with Flamer[edit | edit source]

Type Points WS BS S T W I A Ld Sv
Space Marine with Flamer 1 Infantry 105 5 5 6 6 2 5 3 9 3+/4++

Wargear: Power Armor, Flamer, CCW, Frag Grenades, Krak Grenades, Auspex
Rules: ATSKNF, Infiltrate, Move Through Cover

The Space Marine with Flamer can purchase:

  • Purchase a Stunt Double - 10 Pts

Rhino[edit | edit source]

Type Points Front Side Rear BS HP Capacity
Rhino 1 Vehicle (Tank, Transport) 130 13 12 11 5 3 10

Equipment: Extra Armor, Pintle-Mounted Storm Bolter, Searchlights, Smoke Launchers

The Rhino can:

  • Purchase a Dozer Blade - 5 Pts
  • Purchase a Hunter-Killer Missile - 10 Pts.

Razorback[edit | edit source]

Type Points Front Side Rear BS HP Capacity
Razorback 1 Vehicle (Tank, Transport) 200 13 12 11 5 3 6

Equipment: Extra Armor, Searchlights, Smoke Launchers, Twin-Linked Heavy Bolter

The Razorback can:

  • Purchase a Dozer Blade - 5 Pts
  • Purchase a Hunter-Killer Missile - 10 Pts.
  • Replace the Twin-Linked Heavy Bolter for a Lascannon and Twin-Linked Plasma Gun - 15 Pts
  • Replace the Twin-Linked Heavy Bolter for a Twin-Linked Autocannon - 15 Pts
  • Replace the Twin-Linked Heavy Bolter for a Twin-Linked Lascannon - 15 Pts

Heavy Support[edit | edit source]

Space Marine with Heavy Bolter[edit | edit source]

Type Points WS BS S T W I A Ld Sv
Space Marine with Heavy Bolter 1 Infantry 110 5 5 6 6 2 5 3 9 3+/4++

Wargear: Power Armor, Heavy Bolter, CCW, Frag Grenades, Krak Grenades, Auspex
Rules: ATSKNF, Infiltrate, Move Through Cover,

The Space Marine with Heavy Bolter can purchase:

  • Purchase a Stunt Double - 10 Pts

Space Marine with Lascannon[edit | edit source]

Type Points WS BS S T W I A Ld Sv
Space Marine with Lascannon 1 Infantry 125 5 5 6 6 2 5 3 9 3+/4++

Wargear: Power Armor, Lascannon, CCW, Frag Grenades, Krak Grenades, Auspex
Rules: ATSKNF, Infiltrate, Move Through Cover

The Space Marine with Lascannon can:

  • Purchase a Stunt Double - 10 Pts

Space Marine with Meltagun[edit | edit source]

Type Points WS BS S T W I A Ld Sv
Space Marine with Meltagun 1 Infantry 110 5 5 6 6 2 5 3 9 3+/4++

Wargear: Power Armor, Meltagun, CCW, Frag Grenades, Krak Grenades, Auspex
Rules: ATSKNF, Infiltrate, Move Through Cover

The Space Marine with Meltagun can:

  • Purchase a Stunt Double - 10 Pts

Space Marine with Missile Launcher[edit | edit source]

Type Points WS BS S T W I A Ld Sv
Space Marine with Missile Launcher 1 Infantry 125 5 5 6 6 2 5 3 9 3+/4++

Wargear: Power Armor, Missile Launcher (with Super-Frag and Super-Krak missiles), CCW, Frag Grenades, Krak Grenades, Auspex
Rules: ATSKNF, Independent Character, Infiltrate, Move Through Cover

The Space Marine with Missile Launcher can:

  • Purchase a Stunt Double - 10 Pts
  • Purchase Super-Flakk Missiles - 5 Pts