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Unique units and squads


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In the comfort of your own home, and with understanding game buddies, you can create rules for whatever you like. In tournament settings you will not be able to bring along home-designed units. However, you can always make creative use of the 'counts-as' rule. A chapter using the 13th Company Rules might be able to represent the Wulfen as beserker-warriors of some kind.

Additional to The Commisar's comments, it should be noted that marines are by their nature elite fighting forces of the Imperium of Man.

 

It is unclear what you mean by 'Special Forces', but if it is to make an army of marines that makes all other marine Chapters, including the first founding ones like the Ultramarines and Dark Angels look like Imperial Guardsmen by comparison, then I would not like that idea.

 

If however you meant that they like stealth and camoflage, then look into the Ravenguard and Raptors chapters, or use lots of scouts, infiltrating veterans Etc.

 

Making up new rules is a last resort. Using the current rulesets in an original way is much more creative and satisfying. :D

If you want to make elite units, use the chapter traits. Want infiltraters? See but don't be seen!

 

Want two flamers in every squad? Cleanse and purify (i think that's the name of it)

 

Want both? Have both!

 

By using chapter traits you can make your army uniquely specialist so that it can take on a unique character of your own.

 

And you can use it everywhere, tournaments, clubs etc.

 

Hope I helped,

 

Petrol

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