Here are the updated pages. Each is hidden, as before, since they're huge. I've included notes about relevant pages.Page 1
(basic Space Marine kill team rules)Page 2
(Space Marine weapon and equipment lists)Page 3
(weapons and equipment rules - ammunition and basic weapons)Page 4
(weapons and equipment rules - hand-to-hand weapons)Page 5
(weapons and equipment rules - hand-to-hand weapons continued, heavy weapons, miscellaneous, pistols, special weapons)Page 6
(weapons and equipment rules - specialized equipment)Page 7
(Space Marines special operatives)Page 8
(skills - Black Templars, Blood Angels, Dark Angels, Imperial Fists, Iron Hands)Page 9
(skills - Raven Guard, Salamanders, Space Wolves, Ultramarines, White Scars)Page 10
(Chapter Honours - Black Templars, Blood Angels)Page 11
(Chapter Honours - Dark Angels, Imperial Fists, Iron Hands)Page 12
(Chapter Honours - Raven Guard, Salamanders)Page 13
(Chapter Honours - Space Wolves, Ultramarines)Page 14
(Chapter Honours - White Scars)
Aside from the change to the Space Wolves Veteran Sergeant's access to Terminator armour and the missing underline for the Miscellaneous equipment on page 5, and the missing images/quotes (of course), I think that the work is mostly done. All that pending playtesting results, of course. Beyond that, my chief concerns are the weapons and equipment that are in red text - are those additions balanced, especially considering those that should
be included in the Chaos Space Marines kill team rules, but which are not? In all honesty, I think they should be added
to the Chaos Space Marines kill team faction rules. So the ones with which I am most concerned are the special issue ammunition and graviton weapons.
Oh, and I'm considering whether or not to change the Raven Guard rules. As I described previously, these rules are identical to the special rules for a Genestealer Cult. The difference, I suppose, is that a Genestealer Cult kill team is typically much larger than a Space Marines kill team, so there's a little more bang for their buck there. What I'm considering for the Raven Guard is one of two options. First, simply allowing Raven Guard fighters (that aren't equipped with heavy weapons and which aren't new recruits) to have access to jump packs. The second option combines access to jump packs as the first, and replacing the Strike from the Shadows
special rule with some special rule capitalizing on jump packs (much like the White Scars' special rule encourages them to take Space Marine bikes).
Oh, and I'm considering whether or not to give Blood Angels kill teams access to jump packs (again, for all fighters except new recruits and those equipped with heavy weapons).
Now that I think about it, it might be better to just leave the Raven Guard alone (their current rule reflects how most players think of them and the smaller kill team size means that it doesn't infringe too much on the Genestealer Cults) and simply giving Blood Angels fighters access to jump packs.