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Offline Zarath

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Green Shadows Chapter
« on: October 13, 2002, 01:03:05 PM »
Green Shadows Chapter







Special rules:

Scouts: All models in the Green Shadows Chapter are specially trained scouts and may always deploy after the opponent has set-up
and may deploy anywhere outside the enemy’s deployment zone and more than 18” from an enemy. This rule don’t include Land speeders
and Whirlwinds who deploy normally.

And They Shall Know No Fear: See Space Marine codex

Move Through cover: All models in the Green Shadows Chapter roll and an extra dice when moving through cover. Land speeders and
Whirlwinds may re-roll a failed difficult terrain test

HQ

Scout Chaplain
           
                        Pts/Model     WS     BS     S     T     W     I     A     Ld     Sv
Scout Chaplain        85            5        5       4      4      3      5     3      9       4+

Weapons: Crozius Arcanum and Rosarius.

Options: The Scout Chaplain can be given any equipment allowed by the Space Marine armoury
except Terminator and Artificer Armour.

Special Rules:
Independent Character: A Scout Chaplain is a independent character and follows all the independent
character special rules.

Elites

Veteran Scout Squad

                           Pts/Model     WS     BS     S     T     W     I     A     Ld     Sv
Veteran Scout             18           4        4       4      4      1     4      1      9       4+
Veteran Sergeant       +12           4        4       4      4      1     5      2      9       4+

Squad: The Squad consists of between 5-10 Veteran Scouts.

Weapons: Bolt Pistol and Close Combat Weapon.

Options: Any model in the squad may exchange their bolt pistol and close combat weapon for
a sniper rifle at 8 pts, a bolter or shotgun at no extra cost.

Up to two models may be armed with one of the following weapons:
Heavy bolter at 15pts, auto cannon at 20pts, missile launcher at 20pts.

The entire squad may be equipped with frag grenades at an additional cost of +1pt per model
and krak grenades at an additional cost of +2pts per model.

One Veteran may upgraded to a veteran scout sergeant at an additional cost of  +12pts. The veteran scout sergeant may choose additional equipment from the Space Marine Armoury

Terminator Honours: If the squad is led by a veteran sergeant, the rest of the squad may have terminator honours at +10pts per model

Special Rules:
Superb Snipers: Veterans using sniper rifles that roll a 6 to hit wound automatically


Troops

Scout Squad:
See Space Marine Codex

Fast Attack

Scout Bike squadron:
See Space Marine Codex

Land Speeder Scout Squadron

   Pts/Model     Front      Side     Back
Speeder          45             10          10         10

Squadron: Speeders are fielded in squadrons with 1-3 vehicles

Type: Fast, Skimmer, Open- topped

Crew: Space Marine Scouts

Weapons: Heavy Bolter

Options: The Heavy Bolter can be upgraded to a Multi-Melta at an additional cost of +15pts

Heavy Support

Heavy Weapon Scout Squad

                       Pts/Model     WS     BS     S     T     W     I     A     Ld     Sv
Scout                    13             4        4       4      4      1     4      1      8       4+
Veteran Scout       +13           4        4       4      4      1     4      2       9      4+

Squad: The Squad consists of one Scout Sergeant and 4-9 Scouts

Weapons: Bolters or Bolt Pistol and Close Combat Weapon

Options: Up to four Scouts may be armed with one of the following weapons:
Heavy bolter at +20pts, Autocannon at +25pts, Missile launcher at +25pts

Character: The Sergeant can be upgraded to a Veteran Sergeant at +13pt

Land Speeder Shadow

                  Pts/Model     Front      Side     Back
Speeder          60             11          10         10

Squadron: 1 vehicle

Type: Fast, Skimmer, Open- topped

Crew: Space Marine Scouts

Weapons: Twin-linked Lascannon and 2 heavy bolter

Options: The Heavy Bolters can be upgraded to a Multi-Meltas at an additional cost of +20pts each
 

what do you think

want opinions
« Last Edit: October 15, 2002, 05:56:00 AM by Zarath »
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Offline spacepiper

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Re:Green Shadows Chapter
« Reply #1 on: October 13, 2002, 05:06:42 PM »
I really like this idea, but why are your landspeeders so cheap?
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Offline Zarath

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Re:Green Shadows Chapter
« Reply #2 on: October 14, 2002, 04:16:10 AM »
they maybe is to cheap but its because they are open-topped.
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Offline miclantecuthli

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Re:Green Shadows Chapter
« Reply #3 on: October 14, 2002, 05:20:17 AM »
I like almost everything, but I don't understand the whirlwind. It can't move and shoot and isn't really made for scouting missions. It would be nice if they had a special land speeder or attack bike as Heavy support choice.

You'll get more help in the space marine section, on the 40k.ca boards, they're made for this kind of questions.
« Last Edit: October 14, 2002, 05:22:40 AM by miclantecuthli »
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Offline Zarath

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Re:Green Shadows Chapter
« Reply #4 on: October 14, 2002, 08:14:31 AM »
i´ll ask there

thanks anyway
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Offline Nindalf

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Re:Green Shadows Chapter
« Reply #5 on: October 14, 2002, 09:02:28 AM »
I really like this idea... yet there is one thing... does this chapter have any dis-advantages? It sorta needs that to keep it unbroken :)

Offline miclantecuthli

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Re:Green Shadows Chapter
« Reply #6 on: October 14, 2002, 09:08:34 AM »
The disadvantage is rather obvious: it lacks the armour of other space marine chapters: only a light armoured tank, open-topped land speeders, no power armour and no terminators.
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Offline miclantecuthli

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Re:Green Shadows Chapter
« Reply #7 on: October 14, 2002, 10:06:21 AM »
What colour will you use to paint them? I know that it'll be green, but wich green will you use?
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Offline spacepiper

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Re:Green Shadows Chapter
« Reply #8 on: October 14, 2002, 05:58:35 PM »
Ahh yes I see now. I too would rather like to see you lose the whirlwind (its not very sneaky) and maybe replace it with some bikes or other types of land speeders. Also, make attack bikes Heavy choices.
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Offline FrOzEn jAcKaL

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Re:Green Shadows Chapter
« Reply #9 on: October 14, 2002, 06:50:38 PM »
Question;

If this is supposed to be a SCOUT army, then why is everything basically the same? Shouldn't a Scout Chaplain have a Sniper Rifle, and wouldn't a Landspeeder be Heavy, since it is more of a HEAVY vehicle compared to what a Scout squad would be? I'm just asking, how is it a Scout army, when nothing has really changed from the normal codex? How is it a Scout army then? Why don't you add some special units, like an Elite choice for the army (kinda like scouts), and make Dreadnoughts Heavy, and any vehicles are heavy (except for Rhinos/Razorbacks), and have a special "Fast" unit of "Scout bikes"...

I think you've got the basic idea, but have to work with the Force Organization, as nothing has changed from the codex-thus not a "special" scout army...


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Offline Lomendil

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Re:Green Shadows Chapter
« Reply #10 on: October 14, 2002, 09:36:24 PM »
Its a good Scout Army . Maybe a Land Speeder Typhoon would be better suited than a Whirlwind , unless you really like the model ! Raise the value of Scout Land Speeders to 45 points as I think they are a bit too cheap at 35 . I don't know why Farseer Rawe Yirran thinks you haven't changed anything as this list is quite different from standard Space Marines . And why would a Chaplain have a sniper rifle ? The Crozius is his badge of office , and you want a pistol for the =1 Attack . Perhaps the option to take a normal marine captain in scout armour and give him a sniper rifle would fit better. A suggestion for colour - a 3 tone green camo scheme would look pretty cool .

Offline LehmanRuss

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Re:Green Shadows Chapter
« Reply #11 on: October 15, 2002, 03:49:09 AM »
I don't feel the Veteran Scout squads should be allowed to take Terminator Honors.  Having Terminator Honors indicates you're skilled enough to be entrusted with the right to wear Terminator armor if the mission deems it needed, but your chapter doesn't have terminators it seems.  I think the veteran scout squad would be better with rules more like what the space wolf scout squads do.
« Last Edit: October 15, 2002, 07:01:23 AM by LehmanRuss »
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Offline Zarath

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Re:Green Shadows Chapter
« Reply #12 on: October 15, 2002, 05:50:06 AM »
i took the honours beecouse i thought theylle need som cc troops. the whirlwind is there because i would like to use it but i may drop it.  the land speeders points are changed it was a little to cheap
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Re:Green Shadows Chapter
« Reply #13 on: October 15, 2002, 06:10:25 AM »
Well from my view of these rules, the army doesnt seem to have many weaknesses other then any heavy armour.
The rule allowing them to deploy anywhere further then 18" away from your opponent seems failry unreasonable.
Imagine trying to win with a shooty army against these guy's in a night fight?
They'd deploy after you, they'd already have 3 table quarters(I prossume), you wont be able to see them and finally about half of them will get a free infiltrate move.
Of course i realise the odds of rolling a night fight, having a shooty army and facing these guys arent to high.
Just imagine if it did happen. :o

Offline Zarath

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Re:Green Shadows Chapter
« Reply #14 on: October 15, 2002, 06:17:27 AM »
skip that last infiltrate move? that would be to good ;D

deploying last is very good but i think a shooty army has some troops to deploy to stop me from deploying
close to his vulnerable squads


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Offline Osar Siris

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Re:Green Shadows Chapter
« Reply #15 on: October 15, 2002, 06:34:32 AM »
Though the vehicle looks fine to me, you could always try to VDR the thing. I kinda like the idea of more landspeeder variants. If you look in the space marine section of forge world you can see a speeder that looks cool to me. It has an armored crew compartment and twin-linked assault cannon. If you do more landspeeders, don't forget that for them to have decent survivability they need to move fast, so you don't want too many with multiple weapons.

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Offline Zarath

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Re:Green Shadows Chapter
« Reply #16 on: October 15, 2002, 08:20:34 AM »
k
but you could make a special rule that alloed them to fire multiple weapons but i don´t no
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Offline miclantecuthli

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Re:Green Shadows Chapter
« Reply #17 on: October 15, 2002, 11:05:21 AM »
Don't do that, the rules for moving and shooting are the key rules in 40K, I don't think that it's a good idea to change those.
Ground Control to Major Tom
Your circuit's dead, there's something wrong
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Re:Green Shadows Chapter
« Reply #18 on: October 15, 2002, 10:27:06 PM »
I think the Whirlwind isn't so bad. It doesn't need LOS to bomb stuff so the Scouts can deploy it somewhere and use it as mobile fire support. After all, it can always drive away.
Termie honors don't seem right... if you want CC, you could try have Scouts armed with Power weapons... someone in the Chapter ought to use them.

Offline Age

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Re:Green Shadows Chapter
« Reply #19 on: October 16, 2002, 05:28:27 PM »
Stick in somewhere the space wolves scouts. i mean thats fair. scout chapter, bound to have scouts as good as the spcae wolves. Maybe have some sentinels in there? they could look quite cool space marined
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