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BETA TEST
V.09b
SPACE MARINE
SPECIAL OPERATION
Not much of a story on these guys yet.  Sorry, but you can add them to your Imperial & Chaos space marine armies.  This section is still in development and I hope to have more in the near future.
Note:  All special ops. squads count as support.  These squads are not part of the original Space Marines.  So you need your opponents permission before you use them.

SPACE MARINE
SPECIAL OPERATION
SQUADS
GREEN SPACE MARINE SQUAD
Idea submitted by my good friend Uncle Lucky
100 pts..
These Marines are just beginning there long career as hi-tech worriers.  Due to there lack of experience and communication skills, they stay in tight groups of 5 and are usually the first to brake.
 
Troop Move WS BS S T W I A LD.
Green Space Marines 4 3 3 4 4 1 2 1 6
SQUAD:          The squad consists of 5 Green space marines

WEAPONS:    Bolter, Combat Knife, & Frag Grenades

ARMOR:          Power Armor (3+ save)

WARGEAR:    Up to one Green Space Marine can exchange his bolter for a special
                         weapon

 
SPACE MARINE
SPECIAL FORCES
SQUAD
280 pts.
0-1 The Special Forces are veteran scouts with experimental stealth armor.  They can't be detected by scanners, bionic eyes, or any other electronic device.  Special Camo makes it hard to hit them.  Only one Special Forces Squad my be added to your army.
 
 
Troop Move WS BS S T W I A LD.
Special Forces 4 5 5 4 4 1 5 3 10
 

SQUAD:          The squad consists of 4 Special Forces & 1 Sniper

WEAPONS:    Master Crafted Plasma Pistol (see wargear card) & Combat Knife

ARMOR:          Stealth Armor (5+ save)

WARGEAR:    Any Model may be equipped with weapon from the assault &
                         grenades sections of the Space Marine wargear list.

                         The Sniper may be given a Needle Sniper Rifle a cost of 0 pts.

SPECIAL:       Stealth Armor scrambles most electronic scanning devices.  They can be
                         detected by normal initiative rules.  Special Camoline gives them a -2 to
                         be hit if they don't move.

                         Self Defense training gives each model one additional parry in HTH.

                         Rapid Fire, Infiltration and Dispersed formation rules apply as normal
 

SPACE MARINE CORPS
OF
ENGINEERS
185 pts.
The Corp. of engineers specialize in bomb disposal & anti vehicle duties.  Outfitted with heavy blast armor they risk life and limb taking on the most dangerous of tasks.
 
Troop Move WS BS S T W I A LD.
ENGINEERS 4 4 4 4 4 1 4 1 8
 

SQUAD:          The squad consists of 5 Space Marine Engineers

WEAPONS:    Melta gun & Melta bombs

ARMOR:          Blast Power Armor (2+ save, 3+ on 2D6 Vs. Template weapons)

WARGEAR:    Any Model may be equipped with weapon from the assault &
                         grenades sections of the Space Marine wargear list.

SPECIAL:       Blast Power Armor is made of thick plates of titanium.  The Plates are
                         over lapped & woven together with carbon thread.  This allows the
                         armor to absorb most of the shock from an explosion.

                         Explosives Experts, this allows the engineers to detect all (type) traps
                         and mines with in 12".  They can also disarm them on a 4+ on a D6.

                         Rapid Fire rules apply as normal
 

VETERAN
SPACE MARINE
SQUAD
450 pts.
Veteran space marines are the most valuable addition to any army.  Vets are the best all around fighters.  Also known as the Brotherhood Of Death they fight hard till the end.  These warriors shun heavy weapons because slow them down, but gladly exchange them for axu. grenade launchers.
-
Note: If a Vet. Space Marine squad is added to a Dark Angel army they are considered part of the Raven Wing
 
Troop Move WS BS S T W I A LD.
vet. space marine 4 5 5 4 4 1 5 1 9
 

SQUAD:          The squad consists of 9 Vet. Space Marines & 1 Vet. Sergeant

WEAPONS:    Bolt pistol, Bolter W/ Axu. grenade Launcher, Krack & Frag Grenades

ARMOR:          Power Armor (3+ save)

WARGEAR:    Any Model may be equipped with weapon from the assault &
                         grenades sections of the Space Marine wargear list.

                         The Sergeant may be given a 1 wargear card.

                         Up to 4 models may exchange their bolter for a weapon from the
                         Special Weapon list.

SPECIAL:       Rapid Fire, Split formation and Dispersed formation rules apply as
                         normal.


SPACE MARINE
SPECIAL OPERATION
CHARACTERS
SPACE MARINE
HUNTER
 45 pts.
Space Marine Hunters are snipers specially trained to kill characters.  When they fulfill there purpose in life they head back home.
Troop Move WS BS S T W I A LD.
Space Marine Hunter 4 5 5 4 4 1 5 1 9
 
WEAPONS:    Bolt  Pistol & Needle Sniper Rifle /w Targeter.

ARMOR:          Scout Armor (4+ save)

WARGEAR:    Any Model may be equipped with weapon from the assault, special
                        & grenades sections of the Space Marine wargear list.

                         Space Marine Hunters may have up to 2 Wargear Cards

SPECIAL:        Space Marine Hunters can only target characters.  Normal rules
                         of engagement do not apply except in H2H.  If there are no enemy
                         characters left.  The Space Marine Hunter must return to the
                         deployment zone.

                         Rapid Fire &  Infiltration rules apply as normal.