I read a forum from way back when saying that the sons of Antaeus are just chaos marines with the mark of nurgle.....who said this was slowed lol, they are space marines, and dang good ones too [these are their special models and rules]
[{cursed knights and abominations are just another
hq and troop choice, you can field only one
lr crusader at a time though, and you can field models from Codex: Space marines}]
Augmented skeleton: During the inception of the Sons of Auntaeus Chapter its creators extensively modified the gene-seed to create marines of exceptional durability and toughness.
Every model in the chapter has +1 toughness added to its profile. Cursed founding Space Marines (even bikers) with augmented skeleton still suffer instant from a weapon of Strength '8' or higher.
Points: +5 per space marine; +10 per model with more than 1 wound. HQ 0-1 CURSED KNIGHTS
these individuals are Space Marines who appear to have escaped thaie chapter's curse. They are strong, tall and proud in form and yet this veneer of perfection hides a curse often more extreme than that affecting their brethren.
Name________________pts/model__WS__Bs__S__T__W___I__A___Ld__SV+
Cursed knight___________28_______4___4___4__4__1___4__2___9___3+
Cursed champion_______+10_______4___4___4__4__1___4__3___9___3+
Number/Squad:The Squad consists of 5-10 Cursed Knights
Weapons; Bolter, or bolt pistol and close combat weapon.
Options: one cursed knight may take take heavybolter+5 pts, missile launcher+10pts, lascannon+15pts. In addition one may be armed with one of the following: flamer+6pts, meltagun+10pts, plasma gun+6pts.
The entire squad may be given frag grenades at +1 pts a model, and krak grenades at +2pts a model.
Character: One cursed knight can be upgraded to a cursed knight champion at an additional cost of +10 pts. The champion has access to the armory of Codex: Space marines
transport: The entire squad may be mounted in a rhino at an additional cost of +50pts
Special rules:
And they shall know no fear
Genetic corruption: cursed knights d not purchase a chapter trait, as they do not share the same genetic gifts and flaws as their brethren, instead they are subject to far worse. and more unpredictable curse. to represent this at the start of the battle after both sides have set up but before the first turn takes place, roll a
d6 and consult the table below.
1 Bezerk Rage: The warriors attack each other in an anamilastic fury. Make an Armor save for each warrior, removing any who fail, those are removed will count as casualties for the purposes of calculating victory points. Survivors are at +1 Strength.
2-5 Stable mutation: All knights are at +1 Strength and Initiative.
6 created a monster: The ability of each knight are enhanced to super human levels. Each knight is granted +1 strength, initiative and attack, unfortunately not even the constitution of a knight can handle it for long, and after the battle the knights will die. Any survivors will count as casualties for the purpose of calculating victory points.
Elites
Abmoniations Those brethren suffering the worst extremes of the chapters curse are often segregated from the main body of Space Marines. The space marine may be physically mutated and driven beyond the point of insanity, and the heat of battle will cause the curse to manifest itself in a horrific display of savagery and violence. They are frequently fielded together in squads where, should they fall prey to their selfdestructive curse, they will at least take some of their enemy with them.
Name_______________pts/model__WS__BS_S___T__W__I___A___Ld___Sv
abomination__________17_________4___4__4___4___1__4___2___8____3+
number/squad: 5-10 abominations
Weapons: bolters, or bolt pistol and close combat weapon.
Options: the point cost for the chapter trait is added to an Abomination's basic cost.
Transport: the entire squad may be mounted in a Rhino at an additional cost of +50pts.
Special Rules Death Spasm: Each time an Abomination roll a '6' to hit in close combat you must make an additional attack. You must keep rolling until no more 6's appear. However, if the result of any of these extra attacks is a '1' then the space marine undergoes a uncontrolled and possibly fatal mutation, changing form and strangling all those nearby with rapidly mutating protoplasmic appendages. For every one of the extra close combat hits that roll a '1' to hit, the attack will be inflicted against the Abomination;s squad instead of the enemy.
Fearless: So crazed are the Abominations that they give no consideration whatsoever for their own safety on the battlefield. Abominations are Fearless, and therefore are assumed to automatically pass any Morale and Pinning tests they are required to make.