Author Topic: New Army faction  (Read 5839 times)

Offline Archer

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New Army faction
« on: May 25, 2006, 03:32:29 AM »
  A project I have been working on for some time...  I've play-tested a good amount of this list and I would like some others to give it a try and see if I achieved a fairly decent balance.  This list is based on the 40k Vanilla Marines list.  The only unit type not tested on this list is the Sniper Teams- I really am not sure how vicious a unit of snipers will be.

  I also have one for Imperial Guard, The Tau and have been working on one for Battle-sisters.

  Constructive critique... and reports on how they work for you please.

****


Dominon Colonial Marines Force List
Experimental Army List Modified 19 May 2006

Dominion Colonial Marines
Troops choice 4-8 models plus sergeant; 1 special per 4 non-specialists
Model                   CC   RW   Pw   Ldr   AC   W   Str   Mv    Ar   Size   Cost
Marine                   10   10   6   12   3   1   6   3   21   2   24
Marine Sgt   10   10   6   13   3   1   6   3   21   2   25
Marine Spec.   10   10   6   12   3   1   6   3   21   2   24+
Weaponry:
  Trooper-  Browning Heavy Carbine, bayonet
  Sergeant- Chainsword, Browning Heavy Pistol or Heavy Carbine, Bayonet
  Weapon Spec- Knife and one of the following at the exta points listed: Magna A/T gun (+6), PSION Plasma Carbine(+7), Browning HB (+7), Intek Heavy Las (+10), Zhukov Flamer (+9) or  RPG 20 (+12)
 
Special Abilities:
 Trooper- Resolve 3.  Specialist- Resolve 3, Fireteam.  Sergeant- Resolve 3, Tactical Sense
 
Weapon Stats 
                        -   0 – 6   6.1 – 12   12.1 – 24   24.1 – 36   36.1 – 48
Weapon                  DAM   CC   PB   SR   MD   LR   EX
Browning Carbine   11   -3   -1   +0   -1   -   -
Browning H. Pistol   10   -1   +2   0   -   -   -
Plasma Carbine*   12x2   -3*   +0   +0   -1   -2   -
Chainsword   ST +4   0   -   -   -   -   -
RPG 20                   14x2   -   -   -2   -3   -4   -4
Browning HB   12   -   +2x3   +1x2   -1   -   -
Flamer                   10   Template               
Magna A/T Rifle   13x2   -3   +1   0   -2      
Intek LasCannon   15x2   -   -   -2   -3   -4   -5
Power Blade   Str +4 x2   +0               
Power Fist   Str +3 x2   +0               
 RPG-20 is an A/T weapon and is A-V -1.  Frag from this weapon is damage 11
Heavy LasCannon is a difficult weapon to sight-in.  If an action is spent to steady, remove the pb and sr penalty
Plasma weapons- on a roll of 16+, this weapon overheats.  Roll against leadership or the weapon is useless.  In CC, 15 or less not to break it.
Magna A/T rifle is AV-5 with an RoF of 1/2
Powerfist on a successful hit: force an opposed strength check- target failure knocks them prone

Colonial Marine Assault Troops
Elite Troops choice 4-8 models plus sergeant; up to 1 special weapon trooper
Model                   CC   RW   Pw   Ldr   AC   W   Str   Mv    Ar   Size   Cost
Marine                  10   10   6   12   3   1   6   5/3   21   2   35
Marine Sgt   10   10   6   13   3   1   6   5/3   21   2   36
Marine Spec.   10   10   6   12   3   1   6   5/3   21   2   35+

Weapons: All are armed with Browning Heavy Pistol and Chainsword.  Up to two models may take Plasma Pistols at +5 points each.  Sergeant may exchange his pistol for a plasma pistol at +5 points, a Power Sword at + 4 points and/or a Power Fist at +6 points.  Specialist may take a Magna AT Rifle (+6) or a Zhukov Flamer (+9)

Abilities: CC Training 1; Resolve 3
Sgt: CC Training 1; Resolve 3; Tactical Sense

Colonial Marine Scouts
Elite choice 3 to 6 models plus sergeant; 1 special per 3 non-specialists
Model                     CC   RW   Pw   Ldr   AC   W   Str   Mv    Ar   Size   Cost
Marine Scout   10   10   6   12   3   1   6   3   19   2   29
Marine Scout Sgt   10   10   6   13   3   1   6   3   19   2   31
Marine Scout Spec.   10   10   6   12   3   1   6   3   19   2   29+

Weapons: Heavy Pistol and Sword, Browning Heavy Carbine or Shotgun/Pistol.  Specialist may take a HB(+7) or an RPG 20 (+12)
Abilities: Resolve 3; Infilitrate
 Sergeant: Resolve 3; Infiltrate; Tactical Sense
                                       -   0 – 6   6.1 – 12   12.1 – 24   24.1 – 36   36.1 – 48
Weapon                                DAM               CC   PB   SR   MD   LR   EX
Browning Carbine              11   -3   -1   +0   -1   -   -
Browning H. Pistol               10   -1   +2   0   -   -   -
Remington 12 Shotgun   9   -   Template   -   -   -   -
Chainsword/sword                   ST +4   0   -   -   -   -   -
RPG 20                        14x2   -   -   -2   -3   -4   -4
Browning HB                   12   -   +2x3   +1x2   -1   -   -

Remington 12 Shotgun: Cluster Effect 3.  (rending) AV-2 versus Necroorganic
RPG 20: AP Dmg 11 small blast template


Colonial Marine Scout Sniper Squad
Elite choice 2 to 4 models plus sergeant;
Model                      CC   RW   Pw   Ldr   AC   W   Str   Mv    Ar   Size   Cost
Marine Scout   10   10   6   12   3   1   6   3   19   2   50
Marine Scout Sgt   10   10   6   13   3   1   6   3   19   2   52

Weapons: Dominion Sniper Rifle, Browning Heavy Pistol

Abilities:  All- Infiltrate, Camouflage, Resolve 3, Fireteam, Sniper

                        -   0 – 6   6.1 – 12   12.1 – 24   24.1 – 36   36.1 – 48
Weapon             DAM   CC   PB   SR   MD   LR   EX
Dominion SR   12   -4   -2   +0   +1   +2   0
Browning H. Pistol   10   -1   +2   0   -   -   -

Dominon Sniper Rifles have AV-2

John "Archer" Tinney

"Ready?"
"Why do your people always ask if someone is ready, just before you do something massively unwise?"
"Tradition."

- Jeffrey Sinclair and Delenn, Babylon 5: "War Without End, Part One" y

Offline DenGrasse

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Re: New Army faction
« Reply #1 on: September 07, 2007, 05:57:15 AM »
interseting, but many boosted.... how looks the elite troopers?


Offline Archer

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Re: New Army faction
« Reply #2 on: October 29, 2007, 05:48:28 AM »
interseting, but many boosted.... how looks the elite troopers?

The only elites in the army are the non-standard Marine units.

Scouts- statline as Marine but armed with carbines shotguns or pistol/sword combo.  Infiltrate as norm.

Scout sniper purchased as small units and all have Form Fireteam.

Termies- just plain mean and expensive.  Slightly improved statline from suits

Assault Marines- Marines with Jumppacks.

Vehicles are not too shabby/over powering.  Rhino transports are purchased as support but its up to three per purchase. (not cheap either)

Dread is pretty tough but the EDD is tougher.

  The list has been revised since I posted this and the force tested once.  It needs more testing.  If anyone would like a copy, I will gladly send it out. :)
John "Archer" Tinney

"Ready?"
"Why do your people always ask if someone is ready, just before you do something massively unwise?"
"Tradition."

- Jeffrey Sinclair and Delenn, Babylon 5: "War Without End, Part One" y

Offline DenGrasse

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Re: New Army faction
« Reply #3 on: January 17, 2008, 06:22:32 AM »
so that you play this in w 40k world? i mean for background, world etc.

Offline Archer

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Re: New Army faction
« Reply #4 on: January 17, 2008, 12:08:05 PM »
More for convention scenarios and a change of pace for some of the local players.

  Matches have been fun and bloody. :)
John "Archer" Tinney

"Ready?"
"Why do your people always ask if someone is ready, just before you do something massively unwise?"
"Tradition."

- Jeffrey Sinclair and Delenn, Babylon 5: "War Without End, Part One" y