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'Field police' rules speculation


Aramis K

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So the Field Police got a bit of fluff in Inferno. Early crusade era marines attached to wilder units to keep them in check.

 

I thought it'd be interesting to speculate on some rules (I don't think they get any in the book) and will maybe try and build one, though quite what he'd be doing with my Alpha Legion I can't say. Maybe they were undercover cops all along...

 

I thought about a consul type, but decided to make it upgrade to Sgt for one tactical or assault squad.

 

Vet stats but Ld10. +40 points.

Equipped with bolter, stasis grenade, power weapon, and archaeotech pistol (S6 AP3).

Can take artificer armour, and jump pack if with Assault Marines.

I don't like the idea of him executing marines, but should have a sidearm so he could. Observer more than summary justice, and often placed to ensure justice is served to enemy Astartes as much as watch his own side.

 

Special rules:

Any Legion Astartes unit on the same side within 24" who can draw line of sight to the Field Police marine gets the Stubborn special rule.

 

The Field Police marine causes Fear to units with the Legion Astartes rule.

 

Squad led by a Field Police marine must take a pinning test when he dies.

 

http://i.imgur.com/PgtrzPe.jpg

 

Edit: I missed the fancy grenade in the pic. Rad seems wrong, so added a Stasis grenade, dark angels edition. Nice to subdue target.

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^kind of. The Wolves no longer need MPs after a while with Russ.

 

There's a lot in Inferno's VIth Legion section about how the VIth and XIIth Legions actually have inverted mirror journeys.

 

The VIth, without a firm guiding hand, moral center and stability of the helix, start off as uncontrollable butchers. They eventually become the guys who are usually trying to do the "right" thing.

 

The XIIth begin as incredibly disciplined, with a controlled but incredible capacity for violence. After Angron.. well. We know where that goes.

This is a completely different take on this same topic, but I'm thinking of using the concept of Marine Legion Field Police for skirmish Kill Team games.  Field Police Kill Teams basically pit a Legion Kill Team, representing the Disciplinary Cadre that usually enforces order on their own Legion but might sometimes apply those skills on newly conquered planets, against the "Resistance" forces of a local planet that recently got brought into Imperial Compliance, represented by Imperial Militia & Cults list.

 

 

There are some considerations like:

 

- how to give Imperial Militia & Cults Provenances?  Maybe just let them choose 1 for free

 

- Volkite weapons, how do they work (in Kill Team)?  Every model is its own unit, so maybe say Deflagarate can affect a unit within 2" (i.e. normally unit coherency), etc.  There will be a few other 30k-specific things like this.

 

 

Basically, it's an excuse to put together a small Squat modeling project or something I think, lol.

I know this is a weird take on Volkite weapons in Kill Team but we house ruled them having Twin-Linked for the next turn if they caused a wound in order to give some bonus from having Deflagrate.

 

Volkite charger does 0.296 wounds against Space Marine plus deflagrate 0.066 and in total 0.362 wounds. Having just single model units with single wound it would mean just the 0.296 wounds.

 

Adding twin-linked changed this equation into 0.395 which is a bit better than Deflagrate taken into account but remember that you can't get twin-linked in first turn.

 

Shred came into my mind too but it would cause 0.444 wounds which is even more and in my opinion is too much.

 

Having hits spilling over to next unit is too pointless as you can prevent that from happening easily by keeping some distance.

For Horus Heresy Kill Team look here:

http://heralds-of-ruin.blogspot.de/p/kill-team-rules.html?m=1

Way better rules then the GW ones, but just look yourselves.

 

Field Police: Just take a Chaplain, because that's what it is basically.

He causes fear, he makes a unit fearless and I think a 24" bubble of stubborn is way too good for 40 points.

^kind of. The Wolves no longer need MPs after a while with Russ.

 

There's a lot in Inferno's VIth Legion section about how the VIth and XIIth Legions actually have inverted mirror journeys.

 

The VIth, without a firm guiding hand, moral center and stability of the helix, start off as uncontrollable butchers. They eventually become the guys who are usually trying to do the "right" thing.

 

The XIIth begin as incredibly disciplined, with a controlled but incredible capacity for violence. After Angron.. well. We know where that goes.

 

Amazing take and great analogy indeed. Always felt sour of what became of the XIIth. If only a small part of the old WE would have survived camouflaged as one of the companies of the Rout...

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