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Location of the most recent breach into Malifaux, Latest area to be occupied by the forces of Cryx, Stronghold of the Dark Legion, Homeworld of the 'Night Reapers' Space Marine Chapter, Council of Seven allocated Deadzone and the lair of some opinionated git called GMort who they let hang out with them...when he's not distracted by Steampunk, Gothic culture or Cosplay...
Saturday, 3 September 2011
Games Workshop New Releases
Labels:
Games Workshop
Friday, 2 September 2011
Forge World Newsletter 282
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Labels:
Forge World
Thursday, 1 September 2011
A Beginners Guide to Deathwatch - Part 1
I've had a couple of e-mails expressing interest in the basics of Deathwatch as a role-playing game so I thought I'd jot down a few thoughts and then it turned into an article, lol.
A Brief Overview.
For those of you who are unaware the Deathwatch is a Chapter of Space Marines with a somewhat unusual structure. In basic terms the Deathwatch is made up of Marines from various Chapters who serve for an agreed period of time from a single mission to an entire campaign depending on circumstances. Certain Chapters have supplied Marines from the organisations creation while others started to do so at a later point in time and on extremely rare occasions the odd Marine just turns up and pledges service for reasons of their own. They also supply the chapter with various items of equipment from their own armouries for the Deathwatch to use, though the Deathwatch has some unusual items that it has acquired on it's own while fighting various of the Xenos races which are it's primary concern.
Once a Marine joins the Deathwatch (for however long that may be) he paints his armour black with the exception of his right shoulder pad (which will display his chapter symbol) and his left (which now sports the inquisitorial symbol) and has certain generic war-gear relating to his speciality. In extremely rare circumstances a Marine will just turn up at a Watch Station with his armour completely black with no Chapter symbol at all and offer himself in service to the Deathwatch. These 'Black Shields' may be excepted (or not) at the Watch captains discretion but are rarely (if ever) turned away.
The upshot of this is you and your friends get to play as a bunch of Marines from various Chapters and then go off and kill shit ;-)
You'll need somebody willing to be the GM (Games Master) who will make up (or use pre-made) missions for you to complete (hopefully) and also to act as all the NPC's (Non Player Characters) that you'll meet up with on the way.
The emphasis of Deathwatch is less political that that of Dark Heresy and Rogue Trader and is far more biased towards combat (well you are playing a genetically engineered killing machine) though the systems themselves are (almost) completely compatible.
You'll need some d10's as well as most tests involve you rolling two of them (one nominated as units and the other nominated as tens) in order to get a result between 01 and a 100 and then comparing the result to the appropriate characteristic (with whatever applicable modifiers added or subtracted) in order to see if you pass the test. Obviously a higher characteristic is therefore more desirable but not necessarily essential as long as your not rubbish at everything that is, lol.
I suppose you'll want to create a character now then?
Character Creation.
The Core Rulebook has rules for a number of loyalist chapters to choose from and the 'Rites of Battle' supplement deals with the successor chapters of a number of them but the system is fairly flexible if you want to create a Marine from a different Chapter or (like me) a chapter you have invented previously. Rites of Battle has quite detailed rules for 'custom' chapters but we'll leave that for another article methinks.
Stage 1: Generate Characteristics.
All Space Marines start with a wide variety of Skills, Talents and Traits that they get by virtue of being Space Marines as well as certain benefits gained from their special implants. Deathwatch Marines also get extra training over and above what a normal Marine has to represent his specialist training. I'm not going to go into detail of all these freebies in this overview but suffice to say that a Space Marine starts off bastard hard before you even begin to roll dice, lol.
His actual stats start at a base level of 30 + 2d10 giving a result of 32-50 (0's being tens in this case) and this will obviously shape your character somewhat in your mind. For example, an Intelligence score of 32 combined with Strength and Toughness scores of 50 gives an immediate idea of a character stereotype (though not necessarily one you had in mind). You get one re-roll to a single characteristic which in the previous example might be a good idea to use on Intelligence if your planning a Techmarine or Apothecary character ;-)
Stage 2: Select Chapter.
The Core Rulebook has rules for Black Templars, Blood Angels, Dark Angels, Space Wolves, Storm Wardens (made-up purely for the Deathwatch book I believe) and Ultramarines with 'Rites of Battle' adding the Imperial Fists as well as rules for successors. Each Chapter choice has different modifiers to your characteristics appropriate to their background and some appropriate restrictions as well (you obviously can't be a Black Templars Librarian for example). Their are also different 'Modes' for each character (but we'll talk about those in later articles) as well as an appropriate 'Demeanour' which represents their beliefs. In basic terms your stuck with your chapters Demeanour but can pick your personal one (my character is 'calculating' for example).
Stage 3: Select Speciality
Stage 4: Movement, Wounds, Fate and Experience Points.
Movement speed is based on your Agility score with a +1 bonus to take into account your Power Armour.
Fate is a pool of points that can be temporarily used to re-roll fluffed tests amongst other things or in more extreme cases permanently burned in order to save your character from certain death. For example you could use a Fate point to alter a test down by 10 in order to prevent your character missing his jump and falling down a hole but would need to be 'burned' forever if your character had just been eaten whole by a Carnifex and you wanted to avoid your characters permanent demise. You'll get between 3 and 5 Fate points depending on your roll but 3 is the most likely result.
Wounds are an indicator of how much damage you can take and will be a number between 19 and 23.
You also get 1000 experience points to spend on your character in order to flesh-out his background a little. For those of you familiar with other systems in the range a Space Marine has basically spent 12000 XP before he even starts so is far superior to any starting character from Dark Heresy or Rogue Trader. There are a number of advance tables that your character can pick from to spend his points but that's a discussion for another time.
Stage 5: Starting Equipment.
Deathwatch Marines have a set of war-gear appropriate to their speciality that they can take on any mission as standard. Anything else will need to be requested from the armoury before the beginning of missions. Everybody gets Power Armour, a Bolt Pistol, 3 Frag Grenades, 3 Krak Grenades, a Combat Knife, Repair Cement (used to patch up holes in armour during missions) and a Chapter Trapping (a small item with minor benefits appropriate to your chapter). Each speciality then gets additional gear as appropriate (Assault Marines gets a Jump Pack and a Chainsword, Devastators get a Heavy Bolter, etc.).
Stage 6: Characters Life.
This is the stage in which you fill out the characters appearance, personal beliefs and all that Role-playing stuff ;-)
Okay, I think that's enough for now. I'll go into more detail about some of the game mechanics next time.
Thoughts and comments are (as usual) most welcome.
Labels:
Beginners Guide to Deathwatch,
Deathwatch,
RPG
Wednesday, 31 August 2011
Change of E-Mail and Other News.
For those of you who e-mail me with requests for list help, article requests or just to complain about my use of swear words and pictures of girls in their underwear to liven up blog posts I have created a dedicated e-mail address. Things were getting lost and overlooked amongst my other stuff at my usual address so this seemed like the best solution.
If you need to contact me for anything blog related can you please use the new e-mail address of,
gmortschaotica@hotmail.co.uk.
I'm also in the process of starting a Facebook page with links to my posts for those amongst you who like to get their information in that manner but there won't be much on it yet,
Facebook profile
I've discovered that I get a lot more comments from my 'real world' friends when I link to my posts on my Facebook page so I'm seeing if the same applies in this case, lol.
This is the first time I've attempted something like this so I'll probably make a complete fuck-up of it for the first few weeks so please be patient ;-)
Oh, and here's a picture of an attractive girl with a flame-thrower as a reward for your patience...
Thoughts and Comments are (as usual) most welcome.
If you need to contact me for anything blog related can you please use the new e-mail address of,
gmortschaotica@hotmail.co.uk.
I'm also in the process of starting a Facebook page with links to my posts for those amongst you who like to get their information in that manner but there won't be much on it yet,
Facebook profile
I've discovered that I get a lot more comments from my 'real world' friends when I link to my posts on my Facebook page so I'm seeing if the same applies in this case, lol.
This is the first time I've attempted something like this so I'll probably make a complete fuck-up of it for the first few weeks so please be patient ;-)
Oh, and here's a picture of an attractive girl with a flame-thrower as a reward for your patience...
Thoughts and Comments are (as usual) most welcome.
Labels:
Public Service Announcement
Stormraven Extension Kit.
For those of you who (like me) thought that the Stormraven was just a little bit too stumpy, the good people at Chapterhouse studios have decided to help you/us out ;-)
If your interested then they can be found on the Chapterhouse website right here.
Thoughts and comments are (as usual) most welcome.
Labels:
Chapterhouse Studios
Monday, 29 August 2011
Well That's Cheered Me Up No End.....
Awesome picture, But once you add Aaron Dembski Bowden's monologue to it it's even funnier,
I… I don’t think that Avatar is going to make it home to his kids.
There were several deleted streams of dialogue, where Lorgar talks smack to this guy. Ultimately, I went with this totally true and honest extract:
Lorgar did a little dance. ”Where you going in such a hurry, Chuckles? I broke your legs with my megahammer. You’re going nowhere.”
The Avatar didn’t answer. It started crawling, bleeding this stuff like souls and fire and magic shit like that.
Lorgar laughed. He laughed like a winner. “This is why I don’t have tabletop rules, man. Because I’m H to the Ardcore.”
The Avatar still didn’t answer. It was in pain, and its life totally sucked, and everything else was on fire, too. The Avatar was sad about that, because all that stuff on fire was his house or his base or whatever.
Lorgar caught up with the crawling fellow, and pressed a boot into the creature’s spine.
“Where’s my money, man? Why you gotta make me do this? Why you gotta make it into a thing?”
“Dude…” said the incarnated essence of an alien god of war. “I just need a few more days.”
“You’ve had plenty of days. You’ve had all kinds of days. Now I’m totally going to kill you, guy.”
Lorgar raised his megahammer, and totally killed the guy.
“Screw this place,” he said afterwards. “I’m going to go kill half of the Imperium for a laugh.”
He looked at the Avatar’s corpse as it dissolved into ash, like in Dawn of War.
“Later, dater.”
Labels:
Black Library
Games Workshop Newsletter
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Labels:
Games Workshop
Sunday, 28 August 2011
Primarchs - Rogal Dorn
Despite his appearances in several Horus Heresy books and the background to the Imperial Fists Chapter we don't know a lot about Rogal Dorn outside of his specialities.
We know that he was an expert in the manufacture, preparation and utilisation of defensive structures and planned extensively before committing himself to any action. As expected for a Primarch with his particular area of expertise he was also apparently a military genius. He also had the unfortunate habit of telling the truth at all times which on occasion was known to piss off his brother Primarchs and was primarily responsible for exasperating his feud with Perturabo of the Iron Warriors, lol.
As for his combat abilities we know that he was slower than Konrad Curze as indicated by the fact that Curze kicked the shit out of him without taking as much as a scratch in return but some of that can be attributed to the fact that he was caught by surprise, I suppose. His weapon of choice was a Sword which is somewhat amusing considering that the only artefact to bear his name (The Fist of Dorn) is a Thunder-hammer. It is also mentioned that the sacred weapon of the Soul Drinkers Chapter, namely the Soulspear was personally wielded by Dorn but there's no mention of that in his background either. I'm therefore going to arm him with a Power Sword of some description (probably a Relic Blade) and the usual 'Primarch' armour I've given the others. If for some reason you want to use the 'Fist of Dorn' currently wielded by Lysander instead then that's up to you but personally I wouldn't.
I've also been a bit lax in giving the Primarchs range weapons as they're so rarely mentioned using them. However there are a few more traditionally minded Primarchs who'd be likely to have them and I'd presume that Dorn would be one of them. I'm guessing they'd be a bit more heavy duty than a standard Marine one though.
I'm going to bias the majority of his special abilities towards defence rather than offence as I need to save some ideas for when I finally get around to Perturabo, lol. Also as these Primarchs are only going to be realistically used in Apocalypse games I'm going to give the Primarchs player some Strategic Assets for free and I'm (in the interests of fairness) going to add some retrospectively to the other Primarchs when I get around to it. If for some reason your using these guys in a 'normal' game then ignore that section.
With that lot as a starting point then,
Rogal Dorn, Primarch of the Imperial Fists.
WS 7, BS 6, S 6 (8), T 6, W 5, I 6, A 6, Ld. 10, Save 1+/3+inv.
Composition : 1 (Unique)
Unit Type : Infantry
Wargear:
Master Crafted Relic Blade (Strength bonus already included in profile), Primarch Armour, Primarch Bolter*, Frag and Krak Grenades.
* Primarch Bolter - A Primarchs weapons all utilise the most advanced technologies available - Range 36", Strength 5, AP 4, Rapid Fire, Master Crafted.
Special Rules:
Acute Senses, And They Shall Know No Fear, Eternal Warrior, Independent Character, Might of the Primarch, Relentless, Rites of Battle**, Siege Master***, Will of the Primarch.
**Rites of Battle - The Imperial Fists endurance is legendary throughout the Imperium and beyond - All Imperial Fists can use their Primarchs Leadership score for morale and pinning tests and gain the 'Stubborn' special rule.
***Siege Master - There is no method of fortification that the Master of the Imperial Fists is unfamiliar with for both it's defence and it's destruction. - At deployment Dorn may choose to increase the Cover Save of any building or terrain feature in his deployment zone (containing at least one Imperial Fist) unit by one. Therefore a 4+ cover save would become 3+ and so on. This benefit stacks with any existing benefits a unit already possesses such as Camo Cloaks or the like. Additionally a single building can be designated as Dorns 'Command Centre'. This building has a 2+ save that cannot be reduced in any way and counts as Armour 14 for the purposes of any attempt to destroy it (regardless of the buildings outward appearance).
Centuries of warfare have given Dorn an uncanny knack for detecting weakness in the defences of his enemies. Any Imperial Fist unit within 12" of Rogal Dorn may reduce the Cover save (if any) of a target unit by one. If Dorn himself is part of the unit then it can reduce the enemies Cover Save by two.
Strategic Assets:
Rogal Dorns controlling player gains one of each of the following Strategic assets though they may ONLY be used by Dorn or Imperial Fist units.
Battlefield Assets - Bunkers, Minefields, Obstacles.
Front Line Assets - Supreme Headquarters (this must be centred on the building allocated as Dorns 'Command Centre' as specified in the 'Siege Master' special rule.
Thoughts and comments are (as usual) most welcome.
We know that he was an expert in the manufacture, preparation and utilisation of defensive structures and planned extensively before committing himself to any action. As expected for a Primarch with his particular area of expertise he was also apparently a military genius. He also had the unfortunate habit of telling the truth at all times which on occasion was known to piss off his brother Primarchs and was primarily responsible for exasperating his feud with Perturabo of the Iron Warriors, lol.
As for his combat abilities we know that he was slower than Konrad Curze as indicated by the fact that Curze kicked the shit out of him without taking as much as a scratch in return but some of that can be attributed to the fact that he was caught by surprise, I suppose. His weapon of choice was a Sword which is somewhat amusing considering that the only artefact to bear his name (The Fist of Dorn) is a Thunder-hammer. It is also mentioned that the sacred weapon of the Soul Drinkers Chapter, namely the Soulspear was personally wielded by Dorn but there's no mention of that in his background either. I'm therefore going to arm him with a Power Sword of some description (probably a Relic Blade) and the usual 'Primarch' armour I've given the others. If for some reason you want to use the 'Fist of Dorn' currently wielded by Lysander instead then that's up to you but personally I wouldn't.
I've also been a bit lax in giving the Primarchs range weapons as they're so rarely mentioned using them. However there are a few more traditionally minded Primarchs who'd be likely to have them and I'd presume that Dorn would be one of them. I'm guessing they'd be a bit more heavy duty than a standard Marine one though.
I'm going to bias the majority of his special abilities towards defence rather than offence as I need to save some ideas for when I finally get around to Perturabo, lol. Also as these Primarchs are only going to be realistically used in Apocalypse games I'm going to give the Primarchs player some Strategic Assets for free and I'm (in the interests of fairness) going to add some retrospectively to the other Primarchs when I get around to it. If for some reason your using these guys in a 'normal' game then ignore that section.
With that lot as a starting point then,
Rogal Dorn, Primarch of the Imperial Fists.
WS 7, BS 6, S 6 (8), T 6, W 5, I 6, A 6, Ld. 10, Save 1+/3+inv.
Composition : 1 (Unique)
Unit Type : Infantry
Wargear:
Master Crafted Relic Blade (Strength bonus already included in profile), Primarch Armour, Primarch Bolter*, Frag and Krak Grenades.
* Primarch Bolter - A Primarchs weapons all utilise the most advanced technologies available - Range 36", Strength 5, AP 4, Rapid Fire, Master Crafted.
Special Rules:
Acute Senses, And They Shall Know No Fear, Eternal Warrior, Independent Character, Might of the Primarch, Relentless, Rites of Battle**, Siege Master***, Will of the Primarch.
**Rites of Battle - The Imperial Fists endurance is legendary throughout the Imperium and beyond - All Imperial Fists can use their Primarchs Leadership score for morale and pinning tests and gain the 'Stubborn' special rule.
***Siege Master - There is no method of fortification that the Master of the Imperial Fists is unfamiliar with for both it's defence and it's destruction. - At deployment Dorn may choose to increase the Cover Save of any building or terrain feature in his deployment zone (containing at least one Imperial Fist) unit by one. Therefore a 4+ cover save would become 3+ and so on. This benefit stacks with any existing benefits a unit already possesses such as Camo Cloaks or the like. Additionally a single building can be designated as Dorns 'Command Centre'. This building has a 2+ save that cannot be reduced in any way and counts as Armour 14 for the purposes of any attempt to destroy it (regardless of the buildings outward appearance).
Centuries of warfare have given Dorn an uncanny knack for detecting weakness in the defences of his enemies. Any Imperial Fist unit within 12" of Rogal Dorn may reduce the Cover save (if any) of a target unit by one. If Dorn himself is part of the unit then it can reduce the enemies Cover Save by two.
Strategic Assets:
Rogal Dorns controlling player gains one of each of the following Strategic assets though they may ONLY be used by Dorn or Imperial Fist units.
Battlefield Assets - Bunkers, Minefields, Obstacles.
Front Line Assets - Supreme Headquarters (this must be centred on the building allocated as Dorns 'Command Centre' as specified in the 'Siege Master' special rule.
Thoughts and comments are (as usual) most welcome.
Labels:
Primarchs
Saturday, 27 August 2011
Deathwatch - Space Hulk Recon Mission - Part 1
For those of you who e-mailed me asking for me to do more about our Deathwatch sessions then I'll try to do a bit of narrative about them after each session (usually Saturdays) but I'll need to start making notes as I go along if I have to make them accurate as well as interesting, lol. I'll also attempt a brief overview of the game system for the girl who asked about it via another e-mail but that will have to be next week now.
Space Hulk Recon Mission - Part 1
Brother Mortis stood at the back of the briefing room and awaited the details of their next mission. Though the seating in the room was designed with Space Marine dimensions in mind his mechanical systems meant that he himself outweighed the average Marine by a significant margin so he had refrained from utilising them.
The briefing started with the usual analysis of a dozen Xenos threats that were making themselves known across the sector. The Tau had consolidated themselves on several contested worlds, Tyranids were still infesting several worlds despite the Xenophage Virus his own team had introduced to their Primary Hive Ship weakening them considerably and the usual Chaos cults were appearing almost as fast as they were being exterminated by Imperial authorities(1). However all these potential threats were now de-prioritised in favour of a Space Hulk that had been spat from the warp dangerously close to their current position.
The Hulk in question had appeared several times over the millennia but had never been boarded by agents of the Imperium (to the Deathwatches knowledge at least). The mission was simple, Recon the vessel as thoroughly as possible and withdraw should any significant threat be encountered. A Strike Cruiser was allocated to get the team close to the monstrosity before the team was inserted into the vessel via Thunderhawk.
The Deathwatch command appeared to be taking no chances with the safety of the Cruiser either as a significant number of kill-teams were aboard as well as several Keepers and a wide variety of support personnel. The team had equipped themselves from the armoury before leaving the station and had been allowed access to far superior equipment than was normally allocated to them.
Mortis himself had taken a sacred symbol of the favour of the Machine God in the form of an Astartes Omnissiah Axe and several others carried ancient Combi-Weapons of various descriptions. Brother Marcus had taken a Plasma Cannon in place of his usual Heavy Bolter, such a weapon was deadly in the hands of any Marine but was considerably more dangerous in the hands of a Devastator with the unerring accuracy shown consistently by Brother Marcus. Before the mission began the teams Librarian, Brother Claton utilised the Emperors Tarot(2) to glean some basic information about the vessel and as a result was nominated team leader for this particular endeavour.Mortis plugged his Mind Impulse Unit into the console and awaited the sacred flow of machine code directly into his own cogitator circuits, The sensation was not unpleasant as he interfaced easily into the co-pilot controls of the Thunderhawk and ran the usual checks on all the vehicles secondary weapon systems. Meanwhile Brother Marcus settled himself into the Pilot seat and went through his own set of rituals. Though his primary role in the kill-team was as heavy weapon support he was also a trained as a pilot(3) and often flew the team to their destinations in the same way that Brother Mortis himself usually took over driving duties on the occasions that vehicle support was authorised on missions. Many other teams used supplemental staff for such duties but Kill-Team Epsilon prided itself on being a completely self reliant unit...not to mention the fact that they had a certain reputation for destruction and mayhem that meant that volunteers for such duties were understandably few and far between(4)...
As the Thunderhawk got closer to the monstrous vessel it became obvious that it consisted of the carcasses of literally hundreds of space going vessels only a few of which were Imperial in origin. Fortunately one of the starships haphazardly embedded in the outer sections of the hulk had once been in the service of mankind and seemed to have three intact landing bays of sufficient size. As there seemed little to choose between them our pilot simply headed for the one in the centre....
Continued in Part 2 ;-)
(1) I think our GM was trying to keep the nature of our opposition in the upcoming mission a bit of a surprise which was somewhat ruined by our team Librarians Augury power, lol.
(2) There's a Librarian ability that basically allows you a glimpse of the future which in game terms translates as certain information about the upcoming mission. Brother Claton's roll on the table meant that our GM had to tell us the most dangerous opposition that we would face and five other forces which then turned out to be a shit-load of Orks, lol.
(3) Once your BS is high enough and you've took the basic 'do more damage' and 'don't miss' upgrades there's usually enough XP left over for a Devastator to get himself a secondary role and it also makes the RPG elements a bit more fun for that player.
(4) Guest appearances in our missions by NPC's are usually fatally brief with the exception of Vetrov Vetrovski (our liaison officer from the 'Pilgrims loss' campaign who seemed to be fucking immune to all danger no matter what the circumstance and who's accent seemed to change from Russian to Italian and back again sometimes during a single sentence.....)
Thoughts and comments are (as usual) most welcome.
Labels:
Deathwatch,
RPG
Friday, 26 August 2011
E-Mail in : Shooty Marines
This is the last 'list help' e-mail I've got to sort out and then it's just the 'Deathwatch' ones to work through.
E-mail In :
GMort,
I know that you favour shooty lists over punchy ones so what's the shootiest Space Marine list you can come up with?
Reply:
I presume you mean 'Vanilla' Marines as you didn't specify a particular codex. One of he 'shootiest'* Marine lists I know of is the following but I didn't come up with it...It's a Stelek one but I'll repeat it here so you don't have to dig it out from amongst the bazillions of lists that he churns out ;-)
* is that even a real word?
2000 Pts - Steleks Critical Mass : Maximum Firepower Liist.
HQ: Space Marine Librarian in Power Armour (1#, 100 pts)
1 Space Marine Librarian in Power Armour @ 100 pts (Null Zone; The Gate of Infinity)
Elite: Dreadnought (1#, 125 pts)
1 Dreadnought @ 125 pts (Twin-Linked Autocannon; Twin-Linked Autocannon)
Elite: Dreadnought (1#, 125 pts)
1 Dreadnought @ 125 pts (Twin-Linked Autocannon; Twin-Linked Autocannon)
Elite: Dreadnought (1#, 125 pts)
1 Dreadnought @ 125 pts (Twin-Linked Autocannon; Twin-Linked Autocannon)
Troops: Tactical Squad (6#, 175 pts)
4 Tactical Squad @ 175 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Hunter-killer Missile; Twin-Linked Lascannon)
Troops: Tactical Squad (6#, 175 pts)
4 Tactical Squad @ 175 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Hunter-killer Missile; Twin-Linked Lascannon)
Troops: Tactical Squad (6#, 175 pts)
4 Tactical Squad @ 175 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Hunter-killer Missile; Twin-Linked Lascannon)
Troops: Tactical Squad (6#, 175 pts)
4 Tactical Squad @ 175 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Hunter-killer Missile; Twin-Linked Lascannon)
Fast Attack: Land Speeder Squadron (2#, 180 pts)
2 Land Speeder Squadron @ 180 pts (Typhoon Missile Launcher x2)
Fast Attack: Land Speeder Squadron (2#, 180 pts)
2 Land Speeder Squadron @ 180 pts (Typhoon Missile Launcher x2)
Fast Attack: Land Speeder Squadron (2#, 180 pts)
2 Land Speeder Squadron @ 180 pts (Typhoon Missile Launcher x2)
Heavy Support: Predator (1#, 95 pts)
1 Predator @ 95 pts (Hunter-killer Missile; Heavy Bolter (each side))
Heavy Support: Predator (1#, 95 pts)
1 Predator @ 95 pts (Hunter-killer Missile; Heavy Bolter (each side))
Heavy Support: Predator (1#, 95 pts)
1 Predator @ 95 pts (Hunter-killer Missile; Heavy Bolter (each side))
Total Roster Cost: 2000
That's a lot of fire-power by anybodies standards, lol.
E-mail In :
GMort,
I know that you favour shooty lists over punchy ones so what's the shootiest Space Marine list you can come up with?
Reply:
I presume you mean 'Vanilla' Marines as you didn't specify a particular codex. One of he 'shootiest'* Marine lists I know of is the following but I didn't come up with it...It's a Stelek one but I'll repeat it here so you don't have to dig it out from amongst the bazillions of lists that he churns out ;-)
* is that even a real word?
2000 Pts - Steleks Critical Mass : Maximum Firepower Liist.
HQ: Space Marine Librarian in Power Armour (1#, 100 pts)
1 Space Marine Librarian in Power Armour @ 100 pts (Null Zone; The Gate of Infinity)
Elite: Dreadnought (1#, 125 pts)
1 Dreadnought @ 125 pts (Twin-Linked Autocannon; Twin-Linked Autocannon)
Elite: Dreadnought (1#, 125 pts)
1 Dreadnought @ 125 pts (Twin-Linked Autocannon; Twin-Linked Autocannon)
Elite: Dreadnought (1#, 125 pts)
1 Dreadnought @ 125 pts (Twin-Linked Autocannon; Twin-Linked Autocannon)
Troops: Tactical Squad (6#, 175 pts)
4 Tactical Squad @ 175 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Hunter-killer Missile; Twin-Linked Lascannon)
Troops: Tactical Squad (6#, 175 pts)
4 Tactical Squad @ 175 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Hunter-killer Missile; Twin-Linked Lascannon)
Troops: Tactical Squad (6#, 175 pts)
4 Tactical Squad @ 175 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Hunter-killer Missile; Twin-Linked Lascannon)
Troops: Tactical Squad (6#, 175 pts)
4 Tactical Squad @ 175 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Hunter-killer Missile; Twin-Linked Lascannon)
Fast Attack: Land Speeder Squadron (2#, 180 pts)
2 Land Speeder Squadron @ 180 pts (Typhoon Missile Launcher x2)
Fast Attack: Land Speeder Squadron (2#, 180 pts)
2 Land Speeder Squadron @ 180 pts (Typhoon Missile Launcher x2)
Fast Attack: Land Speeder Squadron (2#, 180 pts)
2 Land Speeder Squadron @ 180 pts (Typhoon Missile Launcher x2)
Heavy Support: Predator (1#, 95 pts)
1 Predator @ 95 pts (Hunter-killer Missile; Heavy Bolter (each side))
Heavy Support: Predator (1#, 95 pts)
1 Predator @ 95 pts (Hunter-killer Missile; Heavy Bolter (each side))
Heavy Support: Predator (1#, 95 pts)
1 Predator @ 95 pts (Hunter-killer Missile; Heavy Bolter (each side))
Total Roster Cost: 2000
That's a lot of fire-power by anybodies standards, lol.
Labels:
Army Lists,
Space Marines
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