Got some hobby time today... and it resulted in this
Then I decided to draft up some rules and quickly came up with this. I hope to try them out soon.
Rules for Space Marines for AT
Largely, infantry and Space Marines follow the rules for
knights and adhere to the rules for knights. Space Marines are grouped into units of the same type of model. They can get the same orders, and
move and act in the same way. Essentially if you read the rules for knights, and replace the word banner with the word unit, and the word knight with the word model or base of infantry, then the knight rules work well for units of space marines.
General Rule:
Insignificant: Infantry, Rhinos, and Land Raiders do not stop the movement of any titan Scale 5 or larger. Titans may walk over these models. If the end their movement on top of one of these models simply move the insignificant model out from under the titans base by the shortest route possible. If there is debate about where the model should end up the owning player makes the decision.
Insignificant: Infantry, Rhinos, and Land Raiders do not stop the movement of any titan Scale 5 or larger. Titans may walk over these models. If the end their movement on top of one of these models simply move the insignificant model out from under the titans base by the shortest route possible. If there is debate about where the model should end up the owning player makes the decision.
Space
Marine Infantry
A unit of Space
Marine infantry consists of 2-4 bases, which cost 10 points each.
Scale:
1 10 points per base
Ballistic
Skill 3+ Weapon Skill 3+
Speed
6” Command 4+
Power
Armor
Infantry
Bases
|
Attack
Strength
|
|
1-3
|
4+
|
|
1-4
|
4+
|
-
|
Direct
hit 4-6, Devastating Hit 7-9, Critical Hit 10+ Structure Points 2: 0 0
Agile:
Infantry Bases may move through difficult terrain with no penalty.
Cover
Seeking: While in difficult terrain subtract two from all armor rolls against
them.
Transportable:
If they start their turn within 3” of a unit with transport, they my board the
unit. Remove the infantry from the table and note that they are within the
transport. They may disembark entirely within 3” of a transport at the start of their activation.
Weapons
Bolters-
Range
Short 0-3” Acc -
Long 3”-6” Acc -1
Dice
1 Strength 1
Traits:
Rapid
Close
combat weapons
Short
1”
Long
–
Str
1 Dice 2
Special rule for Close combat weapons-If attacking a titan in melee infantry may only ever target the legs.
Options
Options
If
the squad numbers 2 or less bases they can be given the meltagun trait for 15
pts per base. (See Questoris Support Banner sheet). In total, only half the
bases you have in your force may have meltaguns.
Rhinos
A unit of Rhinos consists of 1 to 2 Rhinos. You must assign each squad of rhinos
to a space marine infantry unit that it has the ability to carry. Those marines
may start the game in those Rhinos.
Scale:
2 15 points per rhino
Ballistic
Skill 3+ Weapon Skill 5+
Speed
12” Command 4+
Rhino
Armor
Rhinos
|
Attack
Strength
|
|
1-5
|
6+
|
|
1-2
|
4+
|
-
|
Direct
hit 6-8 Devastating Hit 9-11, Critical Hit
12+ Structure Points 2: 0 0
Agile:
Rhinos may move through difficult terrain with no penalty, but cannot enter building or go on top off something taller than itself. I.e. no Rhinos on buildings.
Transports:
Each Rhino may transport 2 bases of space marine infantry.
Weapons
Twin
Bolters
Range
Short 0-3” Acc +1
Long 3”-6” Acc –
Dice
1 Strength 1
Traits:
Rapid
Land Raiders
A unit of Land Raiders consists of 1 to 2 Land Raiders. You may assign each squad of Land Raiders to a space
marine infantry that it has the ability to carry. The marines may start the
game in the Land Raiders.
Scale:
2 50 points per Land Raider
Ballistic
Skill 3+ Weapon Skill 5+
Speed
10” Command 4+
Land
Raider Armor
Land
Raiders
|
Attack
Strength
|
|
1-7
|
8+
|
|
1-2
|
4+
|
-
|
Direct
hit 10-13 Devastating Hit 14-16, Critical
Hit 1+ Structure Points 3: 0 0 0
Agile: Land Raiders may move through difficult terrain with no penalty, but cannot enter building or go on top off something taller than itself. I.e. no Land Raiders on buildings.
Transports:
Each Land Raider may transport 2 bases of space marine infantry.
Weapons
Twin
Heavy Bolters
Range
Short 0-6” Acc -
Long 6”-10” Acc -1
Dice
1 Strength 2
Traits:
Rapid
2
Twin Laser Cannons
Range
Short 0-6” Acc -
Long 6”-12” Acc -
Dice
4 Strength 6
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