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Toughness 5 space marines and not chaos? o.O  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Furious Raptor






Earth

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.

This message was edited 5 times. Last update was at 2009/03/23 01:18:31


1500 vs 1500 -40k
2500 vs 2500 -fantasy

 
   
Made in us
Furious Raptor






Earth

I know its kind of long but hey what the hell, i was sick of reading a false codex.

This message was edited 1 time. Last update was at 2008/11/24 03:40:52


1500 vs 1500 -40k
2500 vs 2500 -fantasy

 
   
Made in us
Furious Raptor






Earth

this is a forum bump

This message was edited 1 time. Last update was at 2008/11/24 22:02:43


1500 vs 1500 -40k
2500 vs 2500 -fantasy

 
   
Made in us
Furious Raptor






Earth

wow

1500 vs 1500 -40k
2500 vs 2500 -fantasy

 
   
Made in gb
Morphing Obliterator





this should be in the proposed rules section, not the army list section.

i really really suggest you get the space marine codex before you try and make an off-shoot of that army. what youre trying to do now is like trying to do trigonometry without knowing how to multiply. the conventions have changed quite a bit between the previous codex and the current one so before i can take a really detailed look at what you have written you need to get the codex.

after a very brief skim read:

from a rules perspective most of it looks ok. the points costs of some things arent quite on but that can be changed.

from a fluff perspective, why have the inquisition not declared the chapter excommunicate? random mutation has always been the hallmark of chaos and entire chapters (and their homeworlds) have been expunged for far less. it just doesnt make sense that in the totalitarian society that is the imperium, something like this would just slip by. you also need to expand on the background of the chapter.




taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in us
Furious Raptor






Earth

i know i should have put in the proposed rules, but they are not made up by me, i got them from a white dwarf issue.

1500 vs 1500 -40k
2500 vs 2500 -fantasy

 
   
Made in ca
Long-Range Ultramarine Land Speeder Pilot






LordBoJangles wrote:i know i should have put in the proposed rules, but they are not made up by me, i got them from a white dwarf issue.


Really? Hmm well either way they are probably not playable anymore since there are no such things as chapter traits of which these units speak of not getting(Well of course you don't get traits. There are none in the SM codex!).

DQ:80+S+++G+MB++I+Pw40k96#++D++A++/sWD-R++++T(T)DM+

Note: D+ can take over 12 hours of driving in Canada. It's no small task here.

GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
 
   
Made in us
Furious Raptor






Earth

its chapter approved, you can still play them if your opponent says so.

1500 vs 1500 -40k
2500 vs 2500 -fantasy

 
   
 
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