In the grim darkness of the far future, there is only...BEARS.
I was bored so I thought I'd make a bear codex. Here goes.
HQ
Bear Lord
Mighty veterans of countless battles, Bear Lords are fearsome foes indeed, capable of ripping through bone and armour alike in their destructure war-stance.
180pts
WS:7
BS:3 S:6 T:5 W:3 A:4 I:6
Ld:10
Sv 4+
Unit type: Beast
Wargear:
*Bear claws (counts as two twin-linked power weapons)
*Frag and crack grenades
Upgrades:
*May be upgraded with
Bear Armour for +35 points
*May take Melta Bombs for +5pts
Panda Ragebearer
Adherants of the the rage-God Feih, these brutal creatures rend flesh and armour alike in a single-minded fury against all things living.
150pts
WS:5
BS:3 S:5 T:5 W:2 A:3 I:5
Ld:10
Sv 4+
Wargear:
*Enchanted Rune-Claws (counts as two twin-linked rending power weapons)
*Frag and Krak Grenades
*May replace one Rune-Claw with twin-linked laspistol for no extra cost
Special Rules:
*The Ragebearer and any unit he joins are subject to Rage and Furious Charge special rule
*Ragebearer may only join bear units
Elites
Badger
Ever since the Great Concordat of M38.54, the Badgers have sent tithes of their mightiest warriors to assist the bears in battle. They are wily, fearsome foes, renowned for their viciousness.
3 Badgers-50 points
Badger-
WS:4
BS:2 S3 T:3 W:1 A:2 I:4
Ld:8
Sv: 5+
Cete-Lord-
WS:5
BS:3 S:3 T:3 W:1 A:3 I:5
Ld:9
Sv:5+
One Badger may be upgraded to Cete-Lord for 10 points.
Unit type: Beast
Equipment:
*Badger claws (counts as two twin-linked close combat weapons)
*Frag Grenades
Special Rules:
*Furious Charge
Penguins
With the annexation of the Arctic by the Great Bear Lord Yroffson in ~M27, the penguins became subjects of the bears, subject to a yearly tithe of warriors. They have excelled themselves in battle countless times, earning the respect of the Bears. Indeed the saying "Bold as penguins" is a great compliment in Bear society.
10 Penguins-200 points
Penguin Warrior-
WS:5
BS:3 S:3 T:3 W:1 A:2: I:5
Ld:8
Sv:4++
Penguin Sargent-
WS:6
BS:3 S:3 T:3 W:1 A:3 I:5
Ld:9
Sv:4++
One Penguin Warrior may be upgraded to a Penguin Sargent for +20 points.
Unit Type: Infantry
Wargear:
Power Sword
Mithrel Sheild(grants 4+ invulnerable save)
Frag and Krak Grenades
Penguin Sargent may take melta bombs for +5 points
Any Penguin Warrior and/pr the Penguin Sargent may take-
Lasgun +1 point
Boltun +2 points
Troops
Black Bear
Black bears are ferocious preditory animals, renowned for their tracking skills.
4-10 Black Bears, 10 points per bear
WS:4
BS:3 S:4 T:3 W:1 A:2 I:4
Ld:7
Sv: 6+
Unit type: Beast
Wargear:
*Bear claws (counts as two twin-linked close-combat weapons)
*Frag Grenades
Up to 3 Black Bears may exchange their Bear Claws for Plasma Guns at +15pts/model
Brown Bear
1 Brown Bear 25 points*
WS:5
BS:4 S:5 T:4 W:1 A:3 I:5
Ld:9
Sv:4+
Wargear:
*Bear Claws(counts as two twin-linked close combat weapons)
*Frag and Krak Grenades
*You may take up to 3 brown bears in a single troop choice.
Koala Bears
Koala Bears are docile creatures, only ever taking to battle against people who call them "bears".
10 Koala Bears 100 points
WS:3
BS:3 S:3 T:3 W:1 A:2 I:4
Ld:8
Sv:6+
Unit Type: Infantry
Wargear:
*Laspistol
*Boomerang(one-shot 12" S5 Assault 1 rending)
Fast Attack
Bear Catapult
Whenever a Bear general needs his Bears on the front line in double time, he can rely on the Bear Catapult to propel them there.
1 Bear Catapult(artillery) 3 crew(infantry)-150 pts
Bear Catapult: 12/12/12
Crew:
WS:3
BS:3 S:4 T:3 I:3 W:1 A:1
Ld:8
Sv:5+
Unit Type: Artillery
Wargear:
*Frag and Krak Grenades (crew)
Special Rules:
When firing the bear catapult, place a marker anywhere on the board, then roll for scatter (Bear Catapult always scatters even on a hit). If the marker scatters into dangerous or impassable terrain then the bear has met his untimely demise smeared on a rock or other piece of scenery and therefore may not deploy. If the marker is not in dangerous or impassible terrain, place a Brown Bear where it scattered.
Bear Cyclists
Bringing swift death to enemies of the Bears, these ferocious warriors make surgical strikes at the enemy's weakpoints.
3 Bear Cyclists(Cavalry) 60 points
Bear Cyclist
WS:4
BS:4 S:5 T:4(5) W:1 A:2
Ld:8
Sv 4+
Cyclist Sargent
WS:4
BS:4 S:5 T:4(5) W:1 A:3
Ld:9
Sv 4+
Unit type: Bike
Wargear:
*1 Bear Claw (counts as a single twin-linked close combat weapon)
*1 Bolt Pistol
*Frag and Krak Grenades
*Cyclist Sargent may take Melta Bombs for +5 points
*Cyclist Sargent may replace Bolt Pistol with Plasma Pistol for +15 points
Heavy Support
Armoured Bear
Armoured Bears, or panserbjørne, are the elite warriors of Bear society. Solitary and more pensive than other bears, they clad themselves in mithrel armour the night before battle, swearing to remove it only when their fur is soaked red with the blood of their enemies.
1-3 Armoured Bear(Infantry) 50 points each
WS:5
BS:4 S:5 T:5 W:1 A:3
Ld:10
Sv:2+
Unit type: Beast
Wargear
*2 twin-linked Bear Claws (counts as two twin-linked power weapons)
*Frag and Krag Grenades
*One Armoured Bear may take a back-mounted Plasma Cannon for +20 points
Chainsaw Bear
Only the most fearsome bears are allowed access to the arsenal at Fjørgbørøgsøømjør where the Bears' most advanced and deadly weaponry is stored.
1 Chainsaw Bear(Infantry)40 points each
WS:5
BS:4 S:4 T:4 W:1 A:4 I:6
Ld:10
Sv:4+
Unit type: Beast
Wargear
*2 Blancmange Chainsaws (Counts as two twin-linked power weapons that strike at Strength 8)
*Frag and Krak Grenades
Special Charectors
Mr Biggles and his Amazing Flying Contraption
Mr Biggles is the greatest living flying ace in the Bear Air Force, renowned both for his piloting ability and for his uncontrollable rage. Indeed it is suspected that he remains in the Bear Army because the Bears don't know how to get him to leave them alone.
Butchering friend and foe alike in his Motke blood-rage, Mr Biggles is truely one of the most destructive forces in the universe, a law unto himself. Despite this, he is also known for his distrinctive flying goggles and checkered scarf, a relic of his youth spent killing fighter pilots.
400 points
Mr Biggles:
WS:8
BS:5 S:6 T:6 W:4 A:6 I:7
Ld:10
Sv 4+
Wargear
*2 Power Claws(Counts as two twin-linked power weapons that strike at Strength 10 and roll an extra
D6 for armour penetration)
*Frag and Krak Grenades
*Moonshine(Once per game in the assault phase, Mr Biggles may drink his Moonshine, granting him Initiative 10 and 10 attacks. However when the enemy strikes back, they will automatically hit owing to Mr Biggles' drunken stupour. These effects last for the rest of the game.)
Mr Biggles' Amazing Flying Contraption(flier, fast)
AV Front:12 ,Side:12, Back:12
Equipment
*3 Twin-linked psycannons
*3 Twin-linked plasma cannons
*Extra Armour
Special Rules:
*
Hurtling descent-Mr Biggles starts the game as a pilot in his magnificent machine, he may disembark from it in one of 2 ways:
1-If his flying contraption is wrecked or destroyed, he will bail out, scattering from the base of the flyer as normal. If he scatters into dangerous or impassable terrain, he instead stops short of it and takes a wound (it takes more than a rock to kill Mr Biggles!)
2-In his movement phase, Mr Biggles may launch his contraption into an enemy squad if it is within movement range. If he does this, the squad suffers
2d6 Strength 8
AP 2 hits from the impact of the plane, place a crater or wreckage under the squad and place Mr Biggles anywhere 1" away from the squad. He may shoot and assault as normal in the assault phase
*
Uncontrollable Rage-Mr Biggles' fury is so strong that he is compelled to attack the nearest thing, even if it is fellow Bears. In the shooting phase, Mr Biggles
must shoot at the nearest unit, regardless of whether it is friend or foe. In the assault phase, if Mr Biggles has disembarked, he must assault the nearest unit, again regardless of friend or foe.