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2013/03/23 21:40:47
Subject: Codex: Relictors (a chapter of space marine that uses chaos/xeno relics)
Well, as my codex got lost and the thread pretty much died before the codex was completed, I am making a new thread. Please give me feedback and share your thoughts.
For those that DO not know, they are a codex adherent space marine chapter that has been proclaimed "Excommunicate Traitoris". This was after the Grey Knights nearly destroyed the chapter, which had been considered corrupted due to their usage of chaos weaponry and (aforementioned) powers.
Their differences to the Codex Astartes are mainly just the fact that they utilize daemonic weaponry and psychic powers. They also have more librarians than other chapters. The biggest difference is that their decisions are made by a group of chosen veterans called the Conclave.
Relictors Army Wide Special Rules
Spoiler:
ATSKNF Combat Squads
Slowly Receding Sanity:
Chaos is seductive and many powerful warriors have fallen to it's clutch. The Relictors chapter, while trained in the use of it's "gifts", are not immune to it.
All chaotic artifacts have set "corruption levels". When the corruption levels of the wargear carried by a model are summarized together, consult the following chart to see the effects.
The bonuses provided by corruption are cumulative.
NOTE! Corruption points are calculated upon wargear or special rule purchasing acquisition or psychic power generation. Inquisitorial units are immune to this rule's effects.
Level of Corruption & Provided bonus:
Corruption Level 5(Resisting Seduction): +1I, -1BS (to a minimal value of 2)
Corruption Level 10(Hearing Voices): +1 A
Corruption Level 15(Innocence Lost): Relentless, -1Ld
Corruption Level 20(Faith Eternal, No More): It Will Not Die, -1WS, -1Ld (to a minimum of 2)
Corruption Level 25(Succumbed to insanity): Eternal Warrior, -1WS, -1Ld (to a minimum of two)
The changes to Force Organization and the Ally Matrix
Spoiler:
Force Organization: Due to the Relictors being reduced to roughly 500 members by the Grey Knights, they lack recruiting worlds and the opportunity to grow.
All scout and scout biker units are each, restricted to 0-1 per army. Scout units are also now elites, and are WS/BS4
Also, every individual heavy support choice counts as 0-1. Devastators are 0-2. This is due the Relictors having scarce supplies of armor and they are rarely able to access manufactorums.
The Relictors use more librarians than other chapters. Up to two librarians can be taken per HQ slot.
The Ally matrix (from C:SM)
As the Relictors have different ideals to most other Space Marine chapters, they have a different ally matrix:
Battle Brothers: N/A
Allies of Convenience: Space Marines, Dark Eldar, Eldar, IG, Orks
Desperate Allies: Chaos Daemons, Blood Angels, CSM, Space Wolves
Come the Apocalypse: Tyranids, Grey Knights, Sisters of Battle, Black Templars, Dark Angel
The Force Organization itself
Wargear
Chaotic Artefacts
Spoiler:
Marks of Chaos (any mark increases corruption by 6 points):
Any character in this codex, that is not inquisitorial may take a single mark of chaos. If the character is a psyker, they may not have the Mark of Khorne.
Mark of
.............Khorne: The character gains Furious Charge and Rage
.............Nurgle: The character gains +1T
.............Tzeenzch: The character gains +1 to their invulnerable save. If they do not have one, they gain a 6+ invulnerable save.
.............Slaanesh: The character receives +1I
Accursed Crozius(3 points of corruption)
A Crozius Arcanum affected by the powers of the Warp. It once served as a sacred badge of office for a Chaplain of the chapter. Rng.....S......AP.....type
..n/a....+2......4.......melee, concussive, crusader, zealot, accursed*
Accursed:Any enemy unit assaulting a character carrying an Accursed Crozius gains the Hatred special rule towards the character, and any unit they have joined.
Dark Armament(25pts) (6 corruption points)
Dark Armaments are weapons of great enigma. They are coated in mystery, just as their wielders are in armor. All that is known from these weapons is, that somehow they serve as a conduit between The Immaterium, and the Materium. They are like beacons to the creatures of the Warp. Even the Dark Gods themselves. The Dark Armaments use their Warp-connecting capabilities to change their powers depending on the moods and desires of their current wielder... At the beginning of each FRIENDLY assault phase, roll a D3 and consult the following table to see the rules of the dark blade.
1. (Fury of the Slain):The Dark Armament's manifestation is infused with the rage of hundreds of screeching, raging and furious souls of all the foes it has slain...
RNG ..S ...AP ..... type
n/a...+2.....3.....melee, two-handed
2. (Orgasmic Frenzy): Lord Slaanesh of Excess him/herself has "blessed" the weapon with a desire to inflict pain and suffering to any, and all. Even the weapon's wielder...
RNG.........S..........AP......type
n/a..........user.......3.....melee, two-handed, Initiative +2
3. (A Berserk's Tally): The armament glows red hot. It floods it's wielder with a maddening fury and desire to drive towards their cause, until it ultimately destroys him...
RNG.........S.....AP......type
n/a........user.....3......melee, two handed, +2 attack
Firebreeders(20pts) (3 points of corruption)
Firebreeders are power weapons, corrupted by the Warp and then discovered by the chapter for later use. The Relictors have discovered just a few, but enough to reverse-engineer their own, if weaker version of the weapons. The weapons are wreathed in flames that dance around their wielders and obey their commands...
Burning Lance
RNG............S.............AP.......type
n/a........user/+1........3/4.......melee, soul blaze
(The weapon is S: user, AP: 4, but gains +1 S and 1 improved AP upon charging.)
Once per game, any Firebreeder may be used as a ranged weapon using the following profile:
RNG...........S....AP....type
template....5.....5......assault 1, soul blaze
Unstable flames:
If the wielding character dies before using the ranged attack, place the large blast template where the model was. (This doesn't scatter.) Every model under the template, friendly or not, takes a S5 AP5 hit with the "soul blaze" effect.
If the weapon was "fired" before the wielder's death, ignore this rule.
The Blade of Eternal Darkness(35pts) (4 points of corruption)
++RECORD DELETED++
Rng.......S.....AP.....type
..n/a.....+1.......3......melee, daemon weapon*, darkness eternal**
*Daemon Weapon: A Daemon weapon grants the user an extra D6 attacks in close combat, determined at the start of each fight sub-phase. If a "1" is rolled for the amount of attacks, the wielder immediately takes a wound with no armor saves allowed. The bonus attacks gained from this rule are lost this turn.
**Darkness Eternal: If the bearer of the blade defeats an enemy character in a challenge, the controlling player may declare the next game turn as night fighting.
Xenos Relics
Spoiler:
Necrodermis Armor This suit of power armor has been coated with the mysterious Necrodermis. How the material has come to the hands of the Relictors, is a mystery of great magnitude. Necrodermis armor is in all intents and purposes a suit of artificer armor. In addition, the save can never be completely removed, but instead any weapon that would normally ignore the armor save merely substracts 1 from the required saving throw.The saving throw is then reduced each time a weapon capable of penetrating a Sv2+ is fired at the character. The Sv is returned to normal at the end of each player turn.
Shard of the Monolith A weapon forged from a very shard of "Living Metal", gained from a destroyed or damaged monolith. It "repairs" it's carrier, come the need... Rng......S.....Ap....type
..n/a....+2......1.....melee, unwieldy, specialist weapon, shard of the monolith*
*Shard of the Monolith: If the character carrying this blade takes a wound, he will gain the "It Will Not Die" special rule. If the wound inflicts Instant Death, the weapon's effect is ignored.
Toxin Carbine & Heavy Toxin Carbine A rifle infested with highly contagious viral compounds. Toxin Carbine:
Rng.....S.....AP.....type
12".......4......5.......assault 1, rending(5+), viral outbreak*, Gets Hot!
Heavy Toxin Carbine:
Rng.....S.....AP.....Type
24"......5.......4.......salvo 2/3, rending (5+), viral outbreak*, Gets Hot!
*Viral Outbreak: Should the compounds harnessed by the weapon break free in the tissues of the target, a needlessly agonizing death ensues.
Any rolls to wound of a 6 cause instant death, if the shot inflicts an unsaved wound.
Agonizer A weapon that sends a powerful neuro-shock through the body of any unfortunate victim. Most likely "acquired" from a Dark Eldar. Rng.........S.......AP.....type
.n/a......user.......3......melee, neural shock*
Neural Shock: An agonizer always wounds at a 4+, regardless of the enemy's toughness.
Unique Relics
Spoiler:
All of these relics are limited to 0-1 per army (each), and may be taken by any non-unique HQ unit in this codex.
Captains may replace their CCW/Bolt Pistol with any ONE of these. If they are in terminator armor, may replace power weapon/storm bolter instead.
Librarians may replace their Force Weapon/ bolt pistol with any ONE unique relic, or storm bolter/force weapon if in TDA.
A chaplain may only replace their bolt pistol with ONE unique relic (or storm bolter, if in TDA).
The Original Firebreeder (45pts) (7 points corruption)
This weapon is the very first, and most powerful one of all the many Firebreeders discovered by the chapter. Many attempts have been made by chapter artificers to copy the weapon's power, but ultimately all have failed. Rng......S.....AP.....type
.N/A....+2.......3......melee, two-handed, soul blaze, daemon weapon (see The Blade of Eternal Darknes sentry), the ultimate flamebreeder, Rending(6+)
The Ultimate Flamebreeder:
The flames dancing around this blade are truly something else. They are completely superior to the ones in any other Firebreeder, not only in brightness but magnitude and heat alike.
Once per game this weapon can be fired as a ranged weapon, just like a normal Firebreeder. Although, this weapon's power is something MUCH more potent. It does not lose the "soul blaze" special rule, when fired.
Rng.............S.....AP....type
template.....6......5......assault 1, soul blaze,Armorbane, Gets Hot!*
*Gets Hot!: As the Original Firebreeder is a template weapon when used at range, it does not roll to hit. Instead, to see if the Gets Hot! rule applies, roll a D6 prior to firing. On a roll of a 1, apply the usual effect of Gets Hot!
Unstable flames:
If the wielding character dies before using the ranged attack, place the large blast template where the model was. (This doesn't scatter.) Every model under the template, friendly or not, takes a S5 AP5 hit with the "soul blaze" effect.
If the weapon was "fired" before the wielder's death, ignore this rule.
The Screaming Flail(15 corruption, 25pts) (If Bardane is in the army, he must take the weapon):
A chaotic flail, imbued by Slaanesh with the essence of an unknown force. It's three flail-ends are all made out of humane faces that constantly whisper in Artekus's Mind and corrupt him with the word of Slaanesh. Rng.....S.....AP.....type
.N/A...user....2......melee, concussive, strikedown, daemon weapon
*Daemon weapon: The user gains +D6 attacks in every assault phase. These are determined in the beginning of the fight sub-phase. If a "one" is rolled when determining the amount of attacks, the user takes a wound without armor saves allowed and does not gain bonus attacks from the weapon.
The Excoriator's Blade:(8 corruption, 30pts, can be taken by DeCario)
A blade once wielded by the the mighty champion of Tzeenzch known as The Excoriator. The soul of a Greater Daemon has been sealed inside, making the blade capable of cutting through even the thickest of armors... Rng....S....AP....type
.N/A....+1....2....melee, specialist weapon, greater daemonic essence
Greater Daemonic Essence: To represent the Greater Daemon sealed inside the Excoriator's blade, any successful invulnerable saves made against this weapon must be re-rolled..
Librarian Psychic Powers:
The Relictors chapter Librarians have access to the psychic disciplines of Divination, Biomancy, Telekinesis and Pyromancy. If a librarian has the mastery 3 upgrade, they are allowed to generate one power from either Tzeench, Slaanesh or Nurgle disciplines. If this is done, no powers may be generated from the Relictors discipline.
Any power generated from Tzeenzch, Slaanesh or Nurgle increases corruption by 4 points.
Discipline: Relictors(3 points of corruption upon generation of at least one power)
Spoiler:
Primaris: The winds of the Warp(1 warp charge)
The librarian calls a hefty wind, infused with warp energies.
TWotW is a witch-fire power with the following profile:
RNG..............S......AP....type
unlimited......5.......5......salvo3/5
1-2 Chaotic Streak(1 warp charge)
The librarian focuses his powers onto a certain point and phases himself, and his unit through the material realm in a single, swift and aggressive maneuver.
Witch-fire, "draw" a line of 4d6, move the Librarian and any unit he is with to the end of the line. Every model, friendly or foe under the line takes a S6 AP5 hit with the concussive special rule.
Any unit the librarian is with, has to immediately take a dangerous terrain check after resolving this power's effects.
NOTE! This power requires no rolls to hit, but a line of sight is required. The models are placed in base contact within each other, as if they had just deep struck. Any models that end up in difficult or dangerous terrain, take the dangerous terrain test as normal. Move any models that would land upon impassable terrain back the minimal required mount to prevent this from happening.
3-4 Warp Surge(1 warp charge)
The librarian bestows chaotic power on his target, either as a blessing or a curse.
Warp Surge can be targeted at any one allied or enemy model within it's range of 18". It behaves exactly like a malediction when targeting an enemy and like a blessing when aimed at a friendly model. The model must immediately take a toughness, strength and initiative check. Each failed check adds +1 to the appropriate characteristic for the rest of the turn, but the model immediately takes a single wound with no armor saves allowed at the end of their next player turn. If casted on a model owned by the user of the power, the hits are taken at the end of the current turn.
5 Warp Portal(2 warp charges)
The caster opens a rift between Real-space and the Warp, effectively altering the courses of any nearby deep striking units and changing the battlefield through heavy distortion.
Warp Portal is effectively a witch-fire power. Place the large blast template within 6" of the librarian casting, and scatter it D6 inches. The caster's ballistic skill has no effect regarding this power.
Any friendly non-vehicle units that are placed in the reserve may immediately arrive within the area of the large blast, without further scatter. If any terrain piece is at least 75% under the template, remove it from the table. Any difficult terrain under the template automatically becomes dangerous, and any clear terrain becomes difficult for the rest of the game.
6 Chaotic Possession (1 warp charges)
The librarian concentrates on creating a special warp rift around his allies, effectively allowing daemons passing from their own world to the material one. The daemons seek out nearby vessels to set into...
This power is a blessing. The unit nearest to the librarian(if he has joined unit, it counts as the nearest one) gain the "preferred enemy" special rule and +1 WS/BS characteristics for the remainder of the turn. Nominate one weapon from each model (the librarian excluded) to receive one better AP.
The Army List
Radical Inquisition Any RI units listed below count towards the respective FO slots, as listed. They have their own entry merely for the sake of convenience. Radical Inquisitorial units may only be taken if a radical inquisitor is included in the army.
If any Radical inquisitor, or inquisitorial unit is added in a Relictors army, C:CSM can no longer be taken as allies.
Troops: Inquisitorial Storm-troopers(60pts)
Spoiler:
Storm-trooper:
WS....BS....S....T....W.....I......A....Ld....Sv ..3.......4......3....3.....1.....3.....1......7.....4+
Storm-trooper Veteran:
WS....BS....S....T....W.....I......A....Ld.....Sv ..3......4.......3....3.....1.....3.....2......8......4+
Compulsion:
1 Veteran
4 Storm-troopers
Up to five additional storm-troopers may be added for a cost of 10 points per model
*Targeter: If a model has a targeter, their ranged attacks have the "ignores cover"USR.
Special Rules:
Preferred Enemy and Hatred: CSM and Chaos: Daemons
Options:
The veteran may replace their Hot-shot laspistol, Hot-shot lasgun and/or close combat weapon with:
Bolt pistol/Boltgun.............................................free
Power Weapon...............................................10pts
Plasma Pistol.................................................10pts
Up to two storm-troopers may exchange their Hot-shot lasgun with:
A Flamer..............................................................5pts
A Grenade Launcher.........................................5pts
A Meltagun.........................................................10pts
A Plasma Gun...................................................15pts
Dedicated Transport:
The unit may take A Rhino as a dedicated transport for 35pts, a Razorback for 40pts, or an Inquisitorial Chimera for 55pts
Special Rules:
A Will of Iron*
Independent Character
*A Will of Iron
The Inquisitor has an astonishing will and determination to prevail. He can choose whether to pass or fail any Morale, or Pinning Check he is required to make. This applies even if failure would be automatic. The Will of Iron special rule is conferred to any unit he has joined.
Options:
May exchange CCW with:
Power Weapon....................................................10pts
Plasma Pistol......................................................10pts
Lightning Claw....................................................10pts
Daemon-hammer...............................................20pts
Dark Armament or Firebreeder........................20pts
May replace Bolt Pistol with:
Plasma Pistol.......................................................10pts
Lightning Claw......................................................10pts
Combi-Melta, -Plasma or -Flamer....................10pts
Storm Shield..........................................................15pts
May replace Carapace Armor with one of the following:
Power Armor...........................................................5pts
Artificier Armor.......................................................10pts
Termintaor Armor..................................................20pts
Necrodermis Armor..............................................35pts
The Inquisitor may be upgraded to one of the following:
Psyker, Mastery 1.................................................15pts
Psyker, Mastery 2.................................................30pts
Psyker, Mastery 3.................................................45pts
The inquisitor's powers may be generated from the disciplines of Pryomancy, Telekinesis, Divination or Biomancy.
An Inquisitor may also be accompanied by a retinue. If they are, they may not leave the retinue unit until it is completely destroyed.
Special Rules:
Preferred Enemy & Hatred: CSM and Chaos: Daemons
Inquisitor's Bodyguard*
*Inquisitor's Bodyguard:
The Acolyte will stop at nothing to make sure the Inquisitor he accompanies stays alive and prospers.
The warrior acolyte must always attempt a "Look Out Sir!", if the inquisitor they are accompanying is hit and may re-roll it if the inquisitor has only one wound remaining. They also may not attempt a "Look Out Sir!" on any other character in the unit, except the inquisitor.
Also, if at least one warrior acolyte is present in the squad, the inquisitor gains +1WS.
Warrior Acolyte options:
Any warrior acolyte may replace their Hot-Shot lasguns with:
Flamer........................................................................5pts
Grenade Launcher...................................................5pts
Meltagun..................................................................10pts
Plasmagun.............................................................15pts
Up to two warrior acolytes may switch their Hot-shot laspistols/CCWs with:
Power Weapon.......................................................10pts
Plasma Pistol.........................................................15pts
Power Fist...............................................................15pts
Familiar(15pts)
WS.....BS.....S.....T.....A.....W...I....Ld.....Sv ...2.........2.....3.....3.....1......1...3.....5......5+
Unit type:
Infantry
Wargear:
CCW
Special Rules:
Mindlock:
If the Inquisitor for some reason is not in the unit at the beginning of the turn, roll a D6. On a 4+, the Familiar is locked in place and cannot do anything.
Familiar:
Every familiar in the unit allows the inquisitor to generate one extra psychic power. These extra powers may not be taken from the same discipline.
If two or more powers are already taken from a discipline, any extra choices generated via a Familiar must be generated from another one.
Special Rules:
Calculus Logi: If there is at least one Lexmechanic in the retinue, the inquisitor has +1BS. If there are two, the bonus applies to the entire squad.
Options:
May take two of the following:
Bolt pistol/Boltgun...........................................................1pts
Poisoned Weapon(4+)...................................................5pts
Boltgun/Toxin Carbine combi weapon......................10pts
Power Weapon or Plasma pistol...............................10pts
Agonizer*.........................................................................15pts
Power Fist.......................................................................15pts
One acolyte may take one of the following:
Any Firebreeder..............................................................15pts
Dark Armament..............................................................25pts
Astartes Daemonhost(40pts per model)
Spoiler:
When a psychically active aspirant fails the many trials to become a librarian the Relictors find another use for the failure, with the aid of a malleus inquisitor they subject the aspirant to the horrors of the Warp, drawing a daemon out of the Immaterium and binding it within the unfortunate aspirant, thus even in failure a use is found.
WS......BS.....S.....T......I.......A.......W....Ld....Sv ...5..........3.....5.....5......5.....D6......3....10....5++
Unit Compulsion
1-3 Daemonhosts
Unit Type:
Infantry (character)
Wargear:
Chains of Binding (CCW)
Special Rules:
Fearless
Fear
Brotherhood of Psykers
Psyker(Mastery 1)
Hammer of Wrath
Rending
Unpredictable: A daemonhost unit must choose a discipline from Telepathy, Telekinesis, Pyromancy or the discipline of their appointed host. At the beginning of every movement phase, the unit has to choose a new discipline. No discipline may be chosen twice in a row.
Options:
The unit may be upgraded to any ONE of the following types.
Host of Tzeenzch: The unit gains +1 to its invulnerable save, +1 BS and it may also roll on the Tzeenzch psychic power table. 10pts per model.
Host of Nurgle: The unit gains +1T, FNPUSR and slow and purposeful, in addition it may roll on the Nurgle psychic powers table. 10pts per model.
Host of Slaanesh:The daemon adds +1 to its I value and gains the hit and run USR, in addition when ever the unit runs it adds +3 to its roll, the model may also roll on the Slaanesh psychic powers table. 10pts per model.
Host of the Blood God: The daemon adds +1 to its WS, gains rage and counter attack USR, the unit also adds +2 to its deny the witch rolls. Models with the host of the Blood God may no longer take any sorts of psychic powers. 5 pts per model.
If a model upgrades to any of the above, the whole unit MUST take the same upgrade, the unit may NEVER join OR be joined by another unit or character.
Relictors SM Units
HQ
Librarian DeCario(195pts)
Spoiler:
WS......BS......S.....T.....W.....I......A...Ld.....Sv ...5.........4.......4.....4......3.....5.....3...10.....2+/5++
Unit Type:
Infantry(Character)
Compulsion:
DeCario
Wargear:
Terminator Armor
Power Fist
Force Sword
Psychic Hood
Special Rules:
ATSKNF Psyker(Mastery 2)
(DeCario may generate his powers from any of the disciplines allowed for the Relictors, but one of them MUST be from the Relictors Discipline, also he may not generate powers from any of the chaos disciplines.)
Independent Character
Options:
Decario may replace his Force Weapon with The Excoriator's Blade for 30pts.
Wargear:
Power Armor
Iron Halo
Bolt Pistol
Frag&Krak grenades
Mark of Slaanesh(included in profile)
Special Rules:
ATSKNF Master of the Conclave*
*Master of the Conclave:
Artekus is the chapter master of the Relictors and the leader of the inner circle of the chapter, only known as the Conclave.
To represent this, Conclave command squads can be taken as Elites choices, and they also count as scoring. Artekus may also be accomanied by the most elite veterans of the Conclave, he may be accompanied by a Conclave Command Squad, just like a captain. Every model in this squad(except independent characters hat have joined it) gains +1WS.
Captain:(85pts)
Follows the rules from Codex: Space Marines, using the following changes:
Spoiler:
1. Replace "Relic Blade" from the options with "Dark Armament" and reduce price by 5 points.
2. Add choice of Boltgun/Toxin Carbine combi-weapon, 10pts.
3. Add choice to replace PA with "Necrodermis armor" for 25pts.
4. Add "May replace bolt pistol/chainsword(or storm bolter/power weapon if in TDA) with:
Firebreeder for 20pts".
Shard of a Monolith for 35pts".
Toxin Carbine(10pts) or an Agonizer(20pts).
Accursed Crozius for 20pts.
Or a Blade of Eternal Darkness for 35pts.
5. May also take a single mark of chaos from the "chaotic wargear" section for 15 points.
Conclave Command Squad (115pts)
Spoiler:
1. Same statlines, options, unit type, wargear and compulsion as "Command Squad (C:SM)
2. Add Options for Conclave Champion (Company Champion):
May replace Power Weapon with:
Firebreeder...........................................................25pts
Accursed Crozius................................................20pts
Blade of Eternal Darkness................................30pts
3. Add the following choices for "any veteran" to replace their chainsword/bolt pistol with:
Firebreeder.............................................................20pts
Accursed Crozius..................................................20pts
Agonizer..................................................................20pts
Toxin Carbine........................................................15pts
Boltgun/Toxin Carbine combiweapon..............10pts
4.The Conclave Veteran may also take a single mark of chaos from the section of "Chaotic Wargear"
Librarian: (70pts)
Spoiler:
1. May take a single mark of chaos (except Khorne) as listed in the chaotic wargear section for 15pts.
2. May exchange their Force Weapon for:
Dark Armament........................................20pts
Firebreeder...............................................15pts
Accursed Crozius....................................20pts
Shard of Monolith....................................35pts
3. May their replace bolt pistol(or storm bolter if in TDA) with:
Boltgun/Toxin Carbine............................15pts
Toxin Carbine...........................................15pts
4. Replace Epistolary upgrade with "May be upgraded to:
Psyker, Mastery 2...............................25pts
Psyker, Mastery 3...............................50pts
The Librarian is, of course, Mastery 1 as a default.
Chaplain(100pts)
Spoiler:
1. May replace Crozius Arcanum with Accursed Crozius for 10pts.
2. Add special Rule:
Incorruptible Zeal:
The Chaplain is a zealot above all and a master of inspiring bravery and vigilance. They, if any, are capable of refusing the attractions of the Warp.
Any Chaplain, and any unit they have joined, is completely immune to the effects of "Slowly Receding Sanity"
Troops:
Tactial Squad
Spoiler:
1. Reduce unit cost from 90 to 80
2. Add special weapon choice: Toxin Carbine: 15pts
3. Add Hvy weapon choice: Heavy Toxin Carbine: 10pts
4. Add Sergeant options:
May replace bolt pistol(or boltgun)/ccw with one of the following:
Firebreeder..............................................................25pts
Agonizer....................................................................20pts
Boltgun/Toxin Carbine combi-weapon...............10pts
Elites: Space Marine Scouts (70pts)
Spoiler:
1. Switch Scouts from "troops" to "elites"
2. Limit scouts to 0-1 units (same for scout bikers)
3. Add: "one scout may replace his boltgun with a Toxin Carbine for 15pts"
4. Make scouts +1WS/BS, thus making them WS/BS 4
5. Grant the sergeant the opportunity to replace his boltgun and/or bolt pistol with:
A Combi Toxin Carbine............................................10pts
A Toxin Carbine.........................................................15pts
Elites Assault/Tactical terminators(200pts)
Spoiler:
See Codex: Space Marines for appropriate rules
Sternguard veteran squad(125pts)
Spoiler:
1. Add option for Boltgun/Toxin Carbine combi weapon, 5pts/model
2. Add options to "Up to two veterans may replace their boltguns with:"
-Toxin Carbine, 5pts
-Heavy Toxin Carbine, 10pts
Venerable-, Ironclad- and "normal" dreadnoughts
Spoiler:
Follow exactly the rules as listed in Codex: Space Marines.
Techmarine and Master of the Forge
Spoiler:
For both units, (Master of the Forge is an HQ) follow the rules listed in "Codex: Space Marines"
Fast Attack Assault squad(95pts)
Spoiler:
Add options to "Up to two Assault Marines may replace their bolt pistols with:"
-Meltagun, 10pts
-Plasmagun, 15pts
-Toxin Carbine, 15pts
Add sergeant option to replace bolt pistol/chainsword with:
A Firebreeder, 20pts
An Accursed Crozius, 20pts
Vanguard Veterans(120pts)
Spoiler:
Add Squad leader option to replace power weapon with:
A Firebreeder, 25pts
A Dark Armament, 25pts (replace "Relic Blade" option)
An Accursed Crozius, 25pts
A Blade of Eternal Darkness, 30pts
A Shard of the Monolith, 35pts
And option for veterans to replace their chainsword/bolt pistol with:
A Firebreeder, 20pts
An Accursed Crozius, 25pts
Scout Bike Squad/Bike Squad/Attack Bike Squad
Spoiler:
Add an option for the Bike Squad sergeant to replace their bolt pistol with a Firebreeder, 20pts.
Scout Bikes are upgraded to have +1WS and +1BS, but have a limitation of 0-1 squads per army.
Otherwise refer to the rules as listed in Codex: Space Marine.
Land Speeders
Spoiler:
Follows exactly the rules as listed in C:SM, except for a limitation of 0-1 per Land Speeder Squadron or Land Speeder Storm
Heavy Support For every Hvy Support choice used by this Codex, see Codex: Space Marines and follow rules as listed. Enable the following upgrades for all vehicles:
Dirge Casters and/or Warpflame Gargoyles, 5pts each
Daemonic Possession (tank models only), 15pts.
This message was edited 3 times. Last update was at 2013/03/26 05:51:46
rabid1903 wrote: This is very interesting... I like it, though I don't have the time to really dig into it now.
I'm especially a fan of the corruption points, it reminds me of DoW 2: Chaos Rising.
Me too, actually. I kinda' must have had them in the back of my mind while I came up with an idea to add a special aspect to the weapons. That was the easiest way.