SPACE MARINES

The Space Marines, for those seventeen people who play miniature wargames or real-time strategy games but haven't been exposed to Wankhammer, are the gengineered defenders of the Imperium of Man. In a dystopic future where heresy comes in both thought, deed, and genetic makeup, it is the eugenic supermen of the Space Marines that make up the first line of defense and offense against the enemies of Mankind. This is of course why Marine heresies are... tolerated to a degree, as long as they don't threaten the Imperium as a whole.

And now, it's time for me to pillage the tradition.

SPACE MARINES IN STARSHIP TROOPERS

After-action reports against the Arachnids, especially after the Battle of Klendathu, raised a particular worry to the Strategically Integrated Coalition Of Nations (SICON). While the Mobile Infantry (M.I.) was perfectly capable of engaging and destroying any and all Bug threats save the relatively rare and specialized Plasma Bug at range, once Arachnid forces entered a twenty meter zone around a M.I. position the statistical probability of those infantry being overrun and killed in melee approached unity.

M-7 Tactical
M-7 Assault
M-7 Counters
M-(h) Termies
Weapons
- Melee
- Squad
- Heavy
Traits

Artwork
Rant of the Week

With the near impossibility of hiding the results of brutal melee combat between Arachnids and M.I. after Big K and the resulting outcry from the civilians of the United Citizens' Federation (UCF) for better protection for the warfighter, SICON introduced the M4 series of exosuits. When the M4A1 "Grizzly" turned out to be too maintenance-intensive for broad use and the later M4A2 "Cougar" did not entirely solve the problem, the procurement offices went back to basics. While certainly the Atlas Rigs of the Grizzly and the finely articulated plates of the Cougar made extremely effective warfighters, simpler systems would be more cost effective. SICON procurement also believed that the Invasion Companies--to remain part of the Order of Battle until they could be reduced by attrition or promotion--would require some sort of light armored support to not be a completely wasted investment in the time being. For this reason, SICON developed the M-7 series of powersuits.

The traditional M-1 series of M.I. powersuit consisted of 'hard' plates of dense composite armor nanofabrics around a less dense but more flexible undersuit of armor nanofabric. While all of these had excellent anti-ballistic properties, they were insufficient to protect against the razor-sharp scythes of the Bugs. Like the M4 series, the M-7 powersuit instead covers the wearer in as many truly hard components as possible, borrowing armor cermets from the M8 and M9 series of Marauders. Replacing the large, vulnerable clear faceplate of the M-1 with armor penetrated only by eyeholes and integrating the M1's flip-down snoopers into the goggle-like eyes of the M-7 increased survivability of the trooper inside by a considerable margin at the cost of a measure of situational awareness. The added weight required a heavier jump jet system than the M-1, and the demand by SICON that the new suit have solid-armored gloves instead of the M-1's soft-armored finger-mittens meant that even standard M.I. weapons had to be modified to be compatable with the new suit's thicker hands.

In operational testing Mobile Infantrymen have complained primarily about three negative characteristics of the M-7: first and foremost, it is far less comfortable than the M-1 because it is less supple. While a full range of motion is still supported by the M-7, because of its structure it forces the user to fit it rather than the other way around; Infantrymen (and women) have complained of chafing, especially along the groin, shoulders, and fingers. Secondly, its helmet limits peripheral vision, preventing troopers from reacting to threats outside of their immediate view until "they were right on top of them." Finally, the jetpack--essentially an armored and compressed WASP pack--simply does not make up for the additional weight, leading to a shorter jump which tends to make M-7 suits fall out of formation when assigned to work with M-1s. It is SICON's current belief that the M-7, being able to keep up with the M8 "Ape" Marauder, makes a sufficient heavy-armor Mobile Infantry suit for high-risk operations, especially with the development of new weapons intended to maximize the Infantryman's killing power before the Bugs get too close.

Currently, the M-7 is still officially in the late operational testing phase and has been issued to front-line units on a limited basis to test the effectiveness of the Heavy Mobile Infantry concept in SICON's combined-arms doctrine.

M-7 POWER SUIT TACTICAL SQUAD

Every M-7 powersuit tactical squad consists of one M-7 sergeant (unit leader) and four M7 troopers, generally called "Marines," for a total of 320 points. They follow all Mobile Infantry army rules except that their Alert Status range is only 6", not 10" as normal. Any M-7 trooper, corporal, sergeant, NCO, or lieutenant may opt to not wear their helmet and thus have a 10" Alert Status range, but this is only possible on planets with nontoxic, Terrestrial-pressure atmospheres and reduces their save to 4+ against all weapons except Flame weapons, from which they get no save.

Weapon: XTW-300-a gyrojet assault rifle.

Unit Options: If an M-7 corporal is added for 100 points, then up to four additional Marines may be added to the squad for +50 points each. This unit may act as an independent squad.

Equipment Options: An M-7 powersuit squad may be equipped with Lizard Lines for +7 points per model.

The Most Expendable of the Best and Brightest: M-7 Marines may each be bought heroic traights up to +15 points. The corporal may have heroic traits up to +20 points, and the sergeant may have heroic traits up to +25 points.

Weapon Options: M-7 Marines may carry M-902F Frag Grenades for +5 points per model and/or M-904C Chem Grenades for +10 points per model. Two M-7 Marines may exchange their XTW-300-a gyrojet assault rifles for:

The sergeant may exchange his XTW-300-a gyrojet assault rifle for any two Melee Weapons described below, one in each hand.

M-7 Powersuit Squad

Type Value Size Move Close Combat Target Save Kill Traits
M-7 Marine 50 1 4" D6 5+ 3+ 8+ Jump/8"
M-7 Corporal 100 1 4" D6 5+ 3+ 8+ Jump/8"
M-7 Sergeant 120 1 4" D6 5+ 3+/6+ 8+ Jump/8"

M-7 POWER SUIT LIEUTENANT

Any M-7 trooper, corporal, sergeant, NCO, or lieutenant may opt to not wear their helmet and thus have a 10" Alert Status range, but this is only possible on planets with nontoxic, Terrestrial-pressure atmospheres and reduces their save to 4+ against all weapons except Flame weapons, from which they get no save.

Weapon: XTW-300-a gyrojet assault rifle.

Equipment Options: An M-7 Lieutenant may be equipped with Lizard Lines for +7 points per model.

The Most Expendable of the Best and Brightest: An M-7 Lieutenantmay each be bought heroic traights up to +100 points.

Weapon Options: An M-7 Lieutenant may carry M-902F Frag Grenades for +5 points and/or M-904C Chem Grenades for +10 points and/or one M-908P Plasma munition for +20 points. The Lieutenant may exchange his XTW-300-a gyrojet assault rifle for any two Melee Weapons described below, one in each hand.

M-7 Powersuit Lieutenant

Type Value Size Move Close Combat Target Save Kill Traits
M-7 Lieutenant 145 1 4" D6+1 5+ 3+/6+ 8+ Independent
Jump/8"

AVAILABLE M-7 COUNTERS

Marine Template - GIF, 30KB: Standing, no weapon (Photoshop in your own!)


The initial successes of M-7 powersuits, combined with the successes of heavier exosuits in melee combat, eventually lead SICON to experiment with the idea of close-combat specialists given additional mobility in the form of an uprated WASP jetpack. The WASP Mk.II sat around for quite some time (and indeed portions of it were adopted for use in exosuit jump systems) because it was too heavy for the M-1 series of powersuits, and therefore there were enough to adapt for M-7 use. The heavier M-7 frame could easily support the bulky Mk.II and the M-7's increased survivability would make it work at least as well in melee as Cougar exosuits.

The result are powerful Mobile Infantrymen who, with jump packs comparable to that of an exosuit's and yet still in the powersuit weight range, can jump faster and farther than any previous. Initial estimates suggest they will make highly mobile riflemen and close-combat specialists. The primary weakness of M-7 Assault Marines is their inability to carry heavy weapons.

M-7 POWER SUIT ASSAULT SQUAD WITH WASP MK.II JUMP PACKS

Every M-7 powersuit assault squad consists of one M-7 sergeant (unit leader) and four M7 troopers, generally called "Marines," all with WASP Mk.II jump packs for a total of 420 points. They follow all Mobile Infantry army rules except that their Alert Status range is only 6", not 10" as normal. Any M-7 trooper, corporal, sergeant, NCO, or lieutenant may opt to not wear their helmet and thus have a 10" Alert Status range, but this is only possible on planets with nontoxic, Terrestrial-pressure atmospheres and reduces their save to 4+ against all weapons except Flame weapons, from which they get no save.

Weapon: XTW-300-a gyrojet assault rifle.

Unit Options: If an M-7 corporal is added for 100 points, then up to four additional Marines may be added to the squad for +50 points each. This unit may act as an independent squad.

Equipment Options: An M-7 powersuit squad may be equipped with Lizard Lines for +7 points per model.

The Most Expendable of the Best and Brightest: M-7 Marines may each be bought heroic traights up to +15 points. The corporal may have heroic traits up to +20 points, and the sergeant may have heroic traits up to +25 points.

Weapon Options: M-7 Marines may carry M-902F Frag Grenades for +5 points per model and/or M-904C Chem Grenades for +10 points per model. Two M-7 Marines may exchange their XTW-300-a gyrojet assault rifles for:

Any number of Marines may exchange their XTW-300-a gyrojet assault rifle for any two Melee Weapons described below, one in each hand.

M-7 Powersuit Assault Squad

Type Value Size Move Close Combat Target Save Kill Traits
M-7 Assault Marine 70 1 4" D6 5+ 3+ 8+ Jump/24"
M-7 Assault Corporal 120 1 4" D6 5+ 3+ 8+ Jump/24"
M-7 Assault Sergeant 140 1 4" D6 5+ 3+/6+ 8+ Jump/24"

M-7 POWER SUIT LIEUTENANT

Any M-7 trooper, corporal, sergeant, NCO, or lieutenant may opt to not wear their helmet and thus have a 10" Alert Status range, but this is only possible on planets with nontoxic, Terrestrial-pressure atmospheres and reduces their save to 4+ against all weapons except Flame weapons, from which they get no save.

Weapon: XTW-300-a gyrojet assault rifle.

Equipment Options: An M-7 Lieutenant may be equipped with Lizard Lines for +7 points per model.

The Most Expendable of the Best and Brightest: An M-7 Lieutenantmay each be bought heroic traights up to +100 points.

Weapon Options: An M-7 Lieutenant may carry M-902F Frag Grenades for +5 points and/or M-904C Chem Grenades for +10 points and/or one M-908P Plasma munition for +20 points. The Lieutenant may exchange his XTW-300-a gyrojet assault rifle for any two Melee Weapons described below, one in each hand.

M-7 Powersuit Lieutenant

Type Value Size Move Close Combat Target Save Kill Traits
M-7 Assault Lieutenant 165 1 4" D6+1 5+ 3+/6+ 8+ Independent
Jump/24"

 


With the unexpected cost overruns of the Exosuit program and the recognition that Light Infantry found in any sort of front-line operation still desperately needed Exosuit-grade armor and weaponry came further development of the M-7 suit. In operational testing the M-7 suit was still almost too mobile. Doctrine suggested that in a mixed unit of M-7 suits and Light Infantry the M-7s would stay on the bounce at running pace, supplying cover fire for the unarmored troopers while they run from location to location, increasing the mobility of Light Infantry to some extent. Under actual battlefield conditions, however, M-7 Marines would end up attempting flanking maneuvers or other standard Mobile Infantry tactics, splitting up the force and leading to excessive casualties amongst the unsupported Light Infantry as M-7 suits without a W.A.S.P. Mk-II jump booster simply lacked the mobility to do what their officers or noncoms, using the doctrine they had learned as 'proper' armored cap troopers, demanded of them.

Therefore SICON developed a heavy extension of the M-7 suit, dubbed the M-7(h) with the (h) of course standing for "heavy." Initially it was simply an up-armored version; but additional armor required additional servos which meant it had to be expanded to fit them. The M-7(h) is so visually and internally distinct from the original M-7 powersuit that it is essentially an entirely new machine; only the most basic chassis remains the same. Generally called a MicroApe (or Mr. Waddles) for its appearance, the M-7(h) is technically an exosuit by weight class and armor protection. Unlike the M4 series, however, the M-7 is a much simpler machine with relatively little maintenance attached to it. Unlike the complex Atlas Rig system and the finely engineered overlapping armor plates of the Cougar and Grizzly, the M-7(h) is made of as few slab-like plates as possible, controlled by myomer muscles stretched under them and extended into its hunched back. More constricting than original M-7 armor and yet still not painful to wear for extended periods, the psychological suggestion of limited mobility is practically engineered into the suit. To counteract this each part of the suit is gyrostabilized to allow for firing solutions against targets even in a full run, albeit at a drastically reduced rate of fire. Finally, the mixture of heavy armor and internal volume dedicated almost solely to additional musculature means that the M-7(h) has no jump ability whatsoever, and there are no reasonable points to attach an external rig.

The M-7(h) infantryman is usually a full-fledged cap-trooper, but not a particularly good one. He knows enough to survive capsule drops, but he isn't fast or nimble enough in body or mind to be properly Mobile. On the one hand, he is a liability to other powersuit units. On the other hand, he is still overqualified and too much of an investment to be simply placed in an Invasion Company. On the gripping hand, he has the perfect mix of skills to be a walking armored brick analogous to the infantry tanks of old armored doctrine. As a result, SICON, on the basis of efficiency and psychological reports, has begun to deploy M-7(h) Marines as organic attached liason support to Infantry Companies, where they serve the role of a mobile pillbox. Capable of moving just as fast as Light Infantry but no faster but still able to provide fire support in a full run as the original attached M-7 units were intended to, the M-7(h) is intended to spearhead an assault where their heavier armor will provide protection for the infantrymen provide them who return the favor with massed fire.

Because of its cost and rather narrow mission, the M-7(h) is rare, rarer than the M-7 suit, and kept only with the most elite Invasion Companies. They are, however, highly valued within these companies.

M-7(h) EXOSUIT

M-7(h) MicroApe exosuits are added to Invasion Companies as a Priority Three support choice, with 0-1 M-7(h) exosuit squads per platoon. Because M-7(h) exosuits are support units, they do not have 'officers' besides sergeants.

An M-7(h) MicroApe exosuit squad consists of one M-7(h) Marine Sergeant and two M-7(h) Marines for a total of 410 points. They follow all Mobile Infantry army rules except that their Alert Status range is only 6", not 10" as normal. Any M-7 trooper, corporal, sergeant, NCO, or lieutenant may opt to not wear their helmet and thus have a 10" Alert Status range, but this is only possible on planets with nontoxic, Terrestrial-pressure atmospheres and reduces their save to 4+ against all weapons except Flame weapons, from which they get no save.

Weapon: XTW-300-b twin gyrojet assault rifle and XCC-176-PF Shock Fist.

Unit Options: Up to two additional Marines may be added to the squad for +120 points each.

Firing on the Run: M-7(h) Marines may combine a Move and Shoot action (as a single action) to fire any Squad weapon as if it were a Pack weapon. This means that the weapon in question may only fire once a turn (no Fire action and then a Fire/Move action).

Brick!: M-7(h) Marines always get a save roll attempt on each hit against them, including those from a Kill result. A Target result requires one save; a Kill result requires two.

Weapon Options: Two M-7 Marines may exchange their XTW-300-b twin gyrojet assault rifles for:

Any model may exchange his XCC-176-PF Shock Fist for any other Melee Weapons described below:

One model may additionally replace his XCC-176-PF Shock Fist for a targeting unit (no effect) and:

M-7(h) Exosuit Squad

Type Value Size Move Close Combat Target Save Kill Traits
M-7(h) Marine 120 1 4" D6 5+ 2+ 9+ Hits/2
M-7(h) Sergeant 170 1 4" D6 5+ 2+ 9+ Hits/2

AVAILABLE M-7(h) COUNTERS

None yet


WEAPONS

Melee Weapons

Melee Weapons

Name Range Damage Type Traits
XPW-100 Gyrojet Pistol 12" 2xD10-2 Ammo Hog Auto
Piercing/1
PW-55-f Hand Flamer 4" D10+2 Squad Flame
LZ (Stream)
Retaliate
XPW-250-p Plasma Pistol 15" 2xD10-1 Charge/1(2) Auto
Retaliate
XCC-200 Chainsaw Sword Close combat As user +1 -- Parry
CC-176-S Shock Sword Close combat As user +2 -- Parry
Piercing/2
CC-176-A Shock Axe (2 hands) Close combat 2x as user +2 -- Parry
Piercing/2
XCC-176-PF Shock Fist Close combat 3x as user +D10 -- Point-Blank

 

Squad Weapons

Squad Weapons

Name Range Damage Type Traits
XTW-300-a Gyrojet Assault Rifle 20" 2xD10-2 Ammo Hog Auto
Piercing/1
XSW-250-a Plasma Assault Rifle 20" 2xD10-1 Charge/1(2) Auto
Retaliate
XSW-300 Microwave Rifle 10" D10+2 Squad Multihit
Piercing/2
XTW-300-b Twin Gyrojet Assault Rifle 20" 2xD10-1 Ammo Hog Auto
Piercing/1

 

Heavy Weapons

Heavy Weapons

Name Range Damage Type Traits
XSW-350 Gyrojet Machine Gun 32" 2xD10-2 Ammo Hog Ready
Auto
Piercing/1
XSMW-X29 Lance Infantry Laser 50" D10+2 Pack Ready
Piercing/2
XSW-375 Microwave Cannon 20" 2xD10+2 Pack Ready
LZ (1.5")
Multihit
Piercing/2
XSW-400 Plasma Cannon (low) 32" 2xD10-1 Pack (needs charge of 1 after high-power shot) Ready
Piercing/1
Retaliate
(high setting)
50" 2xD10+4 Charge/0.5(1) Ready
Flame
Killshot
LZ (1.5")
Persistent

 

NEW TRAITS

Ammo Hog: Either because of a slightly higher rate of fire or a marginally lower magazine capacity, Ammo Hogs tend to burn through ammunition compared to normal Squad weapons. They follow all normal Squad weapon rules except that when fired as a reaction they run out of ammunition on a to-hit roll of a 1 or a 2.

Charge/X(Y): This weapon uses a power source to fill an internal capacitor that can only hold a specific number of bursts before requiring recharge. In this notation, a weapon with the Charge Trait charges up by X number of Fire Actions per turn (at the end of the turn, after the Air Phase) and can hold up to Y Fire Actions. Because of the care with which their limited charge must be kept, they follow standard Squad Trait rules for reaction fire but in case of an Out-Of-Ammo result they remain Out-Of-Ammo for an entire turn as they try to refill a nearly completely discharged battery.

Point-Blank: These melee weapons have absolutely no reach beyond that of the person weilding it. To be used, the model with the Point-Blank weapon must be physically touching the target model. Additionally, the target may opt to react with a melee attack and strike first if its Size (and reasonably, reach) exceeds that of the attacker. As always, models that for whatever reason do not go on Alert Status cannot react.


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