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Codex - Angry Marines 7th Edition
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==Angry Marines Rules== ===Special Rules=== If there is no description of the rules for any special rule or piece of equipment in the Codex - Angry Marines itself, you can find their rules in the Chaos Space Marines Codex, the Space Marines Codex, the Astra Militarum Codex or the Warhammer 40k Rulebook. *Angry Marine - The Angry Marines are an unorthodox but highly effective Chapter of the Adeptus Astartes. All models with the Angry Marine rule have the following special rules: :* And They Shall Know No Fear - More like AND THEY SHALL FUCK YOU UP. (You can find it in the Space Marines codex) :* Combat Squads - Ten angry marines is a lot of pissed off. It's like a goddamn sack of badgers. So, when you accrue a squad of ten, it's only natural that you be allowed to split them into two five-man units, called combat squads. The decision for this most angry fission, as well as which models go into each combat squad, must be made when the unit is deployed. Both squads can be deployed in separate locations. The one exception to this is a unit that arrives by Drop Pod/angry Rhino-- the player can choose to split such a unit into combat squads when it disembarks. If you decide to split a unit into combat squads, then each is treated as a separate unit for all game purposes. (There is a better description in the Space Marines Codex) :* Furious Charge - Listen, Angry marines are furious motherfuckers. They love nothing more than putting power fist to face. To represent this, every angry marine immediately experiences a catharsis of rage unlike any other and gains the usr furious charge. :* ALWAYS ANGRY! - Models with this Special Rule re-rolls failed to Hit rolls of 1. This applies only to close combat attacks. :* COVER IS FOR PUSSIES - Only cowards would hide in ruins rather than run towards the enemy. ::*Cover saves granted by terrain are reduced by one (for instance, a 4+ becomes a 5+) for any model with this special rule. Additionally, any unit with at least one model with this special rule cannot go to ground, willingly or not. If they are forced to go to ground (by pinning or some other rule), one random model in the squad with this special rule suffers a wound with no armour or cover saves of any kind allowed. :* Move Through Cover - Angry Marines give no fuck. Man, fuck bushes and shrubs and crenellations and shit. Angry Marines simply plow right through that bullshit. To represent Angry Marines cunt-punching through difficult terrain, any Angry Marine with a close combat weapon (and an Angry Marine caught without a CCW is not Angry Marine) gains the Move Through Cover special rule. :* GET THE FUCK OUT OF MY HEAD - The uncontrollable anger and hatred of the Angry Marines leaves their minds open to psychic influence. However, anyone who dares to fuck with their minds risks serious mental damage. ::*A unit with at least one model with this special rule have -1 penalty for Deny the Witch! tests, though, if they pass it, not only is the power negated, the psyker who manifest this power also takes a S4 hit with no armour or cover saves allowed. (This means that if you do not find a way to get a +1 or better to their Deny the Witch! tests (such as from Adamantium Will, or the Psyker special rule) for a unit with at least one model with this special rule, the unit can not make Deny the Witch! tests at all.) * THIS WAY YOU FUCKS - Angry Marine Sergeants sometimes need to crack some skulls to aim their brothers in the right direction. When these fights take place mid-drop, this can go either way. :*When a unit of Angry Marines uses its Jump Packs or a unit of Black Brothers uses its NEED A LIGHT? rule to arrive via Deep Strike, you may reduce scatter by any number you wish, up to the total amount of scatter. However, the squad suffers a number of S4 AP- hits equal to that number, distributed as evenly as possible. * Inspiring Rage!!! - a unit with at least one model with this special rule, has the Rage special rule. *HERESY! BLAM!: this rule is almost identical to the Summary Execution special rule, as per Codex: Astra Militarum. However, only Fuklaw is enough of a badass to execute Angry Marines. the only difference is that, An Angry Commissar, irritated Commissar or very irritated Commissar will never execute a model with the Angry Marine special rule. in addition to this, when you the D6; on a 3+ must choose a model with the highest Leadership that does not have the Angry Marine special rule (not including himself) to be executed, on a 1-2 your opponent may choose which model (that does not have the Angry Marine special rule) is executed Instead. *Unending '''RAGE''': If an enemy unit successfully falls back from a combat or is destroyed in close combat by a model with this Rule or a unit that has a model with this Rule taht has joined that unit, the model with this Rule will give a rousing battle cry of 'WE GOT THE FUCKS NOW!!!'. The model with this Rule and any unit he has joined may then make a 2d6" move towards any enemy unit, instead of making a sweeping advance or consolidating. If at least one model moves into base-to-base contact with an enemy unit, the Angry Marines count as having charged the unit, and will gain the appropriate bonuses (such as +1 attack for charging) in the next Assault phase. the model have Feel No Pain against wounds caused by Overwatch (if he have the Feel No Pain rule from another source, he instead add 1 to the result of the Feel No Pain rolls against wounds caused by Overwatch) if this occurs, since 'THOSE FUCKERS WERE NOT TAKEN BY SURPRISE! BUT I AM SO PISSED OFF THAT I IGNORES THE BULLETS THAT HIT ME!,' in the words of a Warlord of the Angry Marines. ===Warlord Traits=== The Angry Marine warlord can roll his warlord trait from Command traits, Tactical traits, and Personal traits (but not Strategic traits) charts from core rulebook or from specific Angry Marine traits chart below. {| border="1" cellspacing="0" cellpadding="5" align="left" ! 1. IT'S KINDA FUN. ! 2. OH NOW IT'S ON YOU COCKSUCKER. ! 3. JUST WHO IN THE HELL DO YOU THINK I AM? |- | Despite disrespect towards ranged weapons, a common trait amongst Angry Marines, the warlord finds shooting stuff a bit more entertaining than most Angry Marines. The warlord may exchange his pistol or one of his close combat weapon for either a boltgun, plasma gun, melta gun, grav gun, or a flamer, free of cost. the new firearm counts as a melee weapon with -1 BS (to a minimum of 1) and you can assault in the same turn as the weapon is fired, even if it was a Rapid fire or salvo weapon. | Rage is a hell of an anesthetic and an even greater motivator to stay alive. As long as he has only one Wound left, the Warlord has the Feel No Pain special rule. If the warlord already has this rule, he will instead gain a 5++ invulnerable save. If the warlord already has an invulnerable save, his save is improved by 1 (e.g. a 5++ save becomes a 4++ save), though tthis cannot push his invulnerable save to 1++ or better. | The warlord takes offense at a rival leader goading him to a challenge, citing: "THAT SCRAWNY LITTLE FUCKFACE THINKS HE CAN BEAT ME. HE'S GOING TO LEARN THE MEANING OF RIP AND TEAR!". Whenever the warlord is challenged by the enemy, he gains +1 to his Initiative and Attacks. Additionally, if the warlord wins a challenge given by the enemy and he is down to 1 wound; roll a d6 and if the result is 5+, the warlord can regenerate d3 wounds. |- ! 4. I'LL SHOVE THOSE FUCKING FLASHES INTO YOUR ASS. ! 5. FUCK SCORING. ! 6. GET OVER HERE YOU FUCK. |- | Nothing pisses off the warlord more than fucking defensive grenades, and those assholes who use them. The warlord and his unit have Hatred against any squad with at least one model equipped with defensive grenades, and ignore the effects of defensive grenades when charging into close combat. | "Holding objectives is boring. Let's blow them to hell and go fuck some shit up!" If, at the start of your shooting phase, your warlord is within 3" of an objective and there are no scoring or denial enemy units within 3" of it, your warlord squad may remove the objective instead of running or shooting and if playing with objective cards and a destroyed objective comes up draw a different one | The warlord is not amused by his enemies hiding in cover and their cowardice pisses him off to no end,at least, more so than usual. This leads him to rapidly and blindly charge at enemies cowering in cover with seething fury. When assaulting into cover, the Warlord gains Initiative 7 and Feel No Pain against wounds caused by Overwatch (if he have the Feel No Pain rule from another source, he instead add 1 to the result of the Feel No Pain rolls against wounds caused by Overwatch) that turn. However, the rest of his squad does not charge with him: he automatically leaves any squad he is attached to, who may not assault the same unit as the Warlord (although they may attempt to assault a different one). |} <br style="clear: both; height: 0px;" /> ===Angry Marines Psychic Powers=== Master of Mindfuckery and Chief Mindfucker Moarfistin generate ther powers from the Biomancy, Daemonology (Sanctic), Pyromancy, Telekinesis, Telepathy, and Iratomancy disciplines. The Iratomancy psychic discipline is described below. {| border="1" cellspacing="0" cellpadding="5" align="left" ! Power Number ! Power Name ! Charge Level ! Description |- | Primaris Power | EAT SHIT | Warp Charge 2 | EAT SHIT is a Focused Witchfire power with a range of 12". The Psyker may choose one of its Melee weapons to attack the target with: it does so as if it and its target were in combat. (The enemy can not attack back.) |- | 1 | FUCK HEAT | Warp Charge 1 | FUCK HEAT is a Blessing that targets a single friendly unit within 24". While this power is in effect, the target unit's weapons are not subject to the Gets Hot! rule. Additionally, the unit is immune to Pyromancy psychic powers, Flamer weapons (as defined by the rulebook), and all weapons or psychic powers that have the Melta and/or Soul Blaze special rules. |- | 2 | FFFFFFFF- | Warp Charge 2 | FFFFFFFF- is a Blessing that targets all friendly units within 24". While this power is in effect, target units has the Rampage Special Rule. |- | 3 | [[RIP AND TEAR]] | Warp Charge 1 | RIP AND TEAR is a Malediction that targets a single enemy infantry unit within 24". Whilst the power is in effect, the target unit have a -1 modification when making armor save rolls; this power can be cumulative with other modifications |- | 4 |FUCK YOUR PSYCHIC SHIT!! | Warp Charge 3 |FUCK YOUR PSYCHIC SHIT!! is a blessing that gives all infantry units within 6" a 3+ to Deny the Witch rolls, or, by expending only 2 warp charges, may instead give a single unit within 12" a 3+ Deny the Witch rolls. |- | 5 |ALL THE RAGE!!! | Warp Charge 1 |ALL THE RAGE!!! is a blessing that targets the Psyker. While this power is in effect all models in the Psyker and his unit gain +2 attacks and the Fearless special rules. |- | 6 |I'M COMING FOR YOU FUCKER!! | Warp Charge 1 |I'M COMING FOR YOU FUCKER!! is a blessing that targets only the Psyker. The Psyker gains +3 Attacks and +1 to his Initiative and Strength, and he and his unit must declare an assault at the nearest enemy unit. If no enemy unit is within charge range, then the Psyker's intense rage means he suffers an unsavable wound. If in an Assault, the Psyker must challenge an independent character if possible. |} <br style="clear: both; height: 0px;" />
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