Big change this version is that artillery pieces are gone and Support Weapons are back to being Tarantulas. Oh, and Scouts are now wildly different. That's about it, honestly.
Attachment:
Mediafire Link (PDF)No Full Version this time - wouldn't be that different in any case.
1.0d -> 1.0e
Detachments: Tacticals gain Fire Support option.
Devastators gain Fire Support option.
Terminators to 275 (Teleport to +75). Gain Hunter option.
Scouts lose Rhinos. Now have Land Speeder Storms by default. Cost to 250.
Predators lose Armoured Support.
Vindicators lose Armoured Support.
Fire Support is now Armoury. Three Space Marine Heavy Bolter Tarantula MkIs and two Space Marine Lascannon Tarantula MkIs (flimsy INF AT\P4+ and AT4+ respectively). Cost 175 (compare to Dreadnoughts if you feel that's too low). Options reduced to Dreadnought and Fire Support.
Dreadnoughts gain Fire Support.
Options:Armoured Support has been heavily revised to allow up to three additional vehicles in a variety of configurations.
Fire Support now adds one or two Thunderfires at +75 each.
Support Weapons is now Tarantulas. Adds two HB and one LC for +100.
Explanation for changes (and why I didn't make some other changes).
Why I Didn't Reduce Costs on the Tacticals and Devastators.Well, I went and compared them to their Black Legion counterparts some more, and thought some more, and pondered. At 250 points for Tacticals, the ratio between them and the BL was 1.26 (50 vs. 39.375), while at 275 it was 1.38 (54.167 vs. 39.375). 1.38 might be slightly higher than I feel is justifiable, but ATSKNF almost definitely makes a base of tacticals more than 25% more effective. Ditto for Devastators.
If throughout further playtesting it is found that they really should be further reduced (since they can't drop pod, Air Assault or Razorback spam), then we'll see. Who knows, maybe I'll throw up my hands, put the whole list on increments of ten, and damn the eyes of everyone who disagrees.
Why I Screwed Over ScoutsBecause Scouts should not be cheap throwaway interdiction troops. They're the future of the Chapter, among other reasons. Nor does it make sense to have them in Rhinos in the background (they're
infiltrators) or in regards to other rulesets (Scouts have rarely been able to take Rhinos as a dedicated transport - in fact, I'm pretty sure they couldn't when Epic came out - and they can't again). Scouts have a transport option
other than Rhinos now, and it makes sense for them to use it.
Why I Got Rid of ArtilleryBecause there were two things in the list which couldn't really move worth a damn - them and Tarantulas (well, and Dreadnoughts, but Dreadnoughts are cool. Everybody loves Dreadnoughts). Tarantulas still make sense in a Space Marine army since they're not crewed, and thus are a minimal investment of manpower. Artillery pieces don't.
Why Tarantula MkIs Are Just Fine, Thank YouThey make a lot of sense for Marines - they hold ground well, and do it without many bodies. It makes sense for Marines to use them. The movement can be interpreted as grav-lifts, crew assistance, or a necessary abstraction to facilitate gameplay - depending on individual taste. I'll likely claim all three in the background. Hopefully, the mixture of AP and AT and the general flimsiness should make them balanced.
I hope people enjoy this version, and would love to hear what people think. I will forcibly restrain myself from
acting on it for a while, but I'd love to hear it.

Since I move 2000+ miles in three weeks, that's going to be it for a while.

Thanks again.