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Codex Maverick Marines
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=Special Rules= ==Abilities== '''And They Shall Know no Fear''' '''Duel Wield''' β Each member of the Chapter holds the art of duel wielding anything and everything near and dear. As such, all Maverick Marines duel wield weapons in pairs and thus gains an additional attack for duel wielding weapons. Ex: Power boy with one attack base gains +1 attack making it 2 attacks. '''Rain of Lead''' - Similar to duel wielding, this applies to ranged weapons that are duel wielded such as bolters. In the event of the Rapid Fire Weapons both weapons make all shots applying to said special rule. Ex. Bolter has Rapid Fire 2, duel wielding bolter grants 4 attacks per Rapid Fire (2 Rapid Fire shots per bolter). '''Marked for Insanity''' β Due to the nature of the Chapterβs curse, the mental degradation in heavy combat intensifies in speed and causes greater damage. Before the start of each turn, each unit with this special rule not within a 12β radius of a Screaming Bitch must roll a d6. On a 6 (six) the unit suffers hindering mental degradation. An opponent can cause an additional roll when a unit loses in combat or suffers more than a 50% loss in a single turn. In the event of mental degradation, the model gains the Fearless Special Rule and charges the nearest enemy and will continue to do so until removed from play. ''''Suck it up, Bitch'''' - Due to the nature of their work, the Maverick Marines replace much of their flesh with cybernetics any chance they get. They sometimes even go as far to purposely mutilate and injure themselves to receive these new implants. Maverick Marines gain a 6+ Feel No Pain. ==Chapter Tactics== '''So that we may survive''' - Due to their ability to reverse engineer xenos technology, the Mavericks have been able to employ much of this technology in the creation and modification of their own weapons. These weapons can be found in the Wargear section of the Armoury. '''Big Boss''' - ''Angror'' - When placed at the head of an all Ripper Clan force, the army generates an additional attack on the "to hit" roll of a 6. Note that these additional attacks do not generate further attacks. ==Warlord Traits== *'''The Lord Sue''': All enemy units within 6" get a -1 to Leadership, and all friendly units within 6" get +1 attacks; however, they ''never'' attack first. *'''Angel of Metal Feet''': Add +2 to the Warlord's charge rolls. The Warlord gets +1S in the Fight phase. *'''Skullfuckington's Progeny''': All units within 6" get -1 AP on all weapons. *'''Sir Thrashington''': All Maverick Marine Troops within 6" get +1 to their specialized stat (+1A for Chain Gangers, +1T for Shields, +1S for Power Boys). *'''The Chosen of Floppycock''': All friendly units within 6" get +2" on their advance rolls and can reroll charges. *'''Champion of the <s>Xenos</s>''': Your Warlord may take one relic free of cost. ==Psychic Powers== ===Librarius=== #'''Veil of Time (WC6):''' Select a whole {{W40Kkeyword|ADEPTUS ASTARTES}} ''unit'' of any kind 18" away from the user; until the start of the next Psychic Phase that unit re-rolls charge and advance rolls, and also gets to go first in Fight Phases even if it didn't charge. So it's not only offensive by letting you reach your opponent faster, but it's also defensive by letting you thin swarms out before they get to roll 50 hits on you. 9" charges are still below 50% chance, so if you sorely want it to charge right after deepstriking go play {{W40Kkeyword|Black Templars}} instead. This power also lets you use flamers earlier. Overall one of the most broadly useful power in the Discipline. #'''Might Of Heroes (WC6):''' Until the next Psychic Phase, a single {{W40Kkeyword|ADEPTUS ASTARTES}} ''model'' of any kind within 12" gains +1S +1T & +1A. An awesome power if you have a special snowflake that is already insane in combat (like a dreadnought), makes a powerful character turn into the hulk. Jokes aside, this power is better for challenges than for murdering rank and file, as the strength and attacks will ensure hits and wounds get to your opponent, and the toughness will blunt the attack of your opponent should he survive. Can also be used to help ''manipulate your opponent into picking a different target'' to bring down - if you have two heavy targets, like land raiders or dreadnoughts, up front to be shot, and you put this on one of them, your opponent will usually kill the other one, and dictating the flow of battle is always useful. #*DON'T FORGET to use this power to save vehicles that need saving. Perhaps none of your characters or dreds are in positions to beat things up in melee, but you have a predator next to your librarian that could REALLY benefit from being T8 for a round of your enemy's shooting. Even if the S and A go to waste, the extra T can help keep your big stuff alive. #*Can be useful to transform a mediocre model (say, an Assault Marines Sergeant with a heavy melee weapon like a power fist, thunder hammer or eviscerator) in a decent melee combatant. Moving from 2 to 3 power weapon attacks can be useful if you need to beat up a vehicle or something. #'''Psychic Scourge (WC6):''' Make a Leadership value + 1D6 contested against the Leadership value + 1D6 of an enemy unit within 18" of the psyker. If you beat the enemy they take D3 mortal wounds, equal them they take 1 Mortal Wound, and nothing happens if your total is lower. ''Basically worse Smite''. Its only use is to be used AFTER your Librarian casted Smite, as they can't cast the same power twice. {{W40Kkeyword|Ultramarines}} have it easier, but arguably a waste on Tigurius - he's got better things to do with half the Librarius discipline than essentially cast Smite twice. #* Do note, Smite has to be cast on THE CLOSEST VISIBLE enemy unit, where as Psychic Scourge does not, meaning, though it's a little more counterable, it's better for sniping out models with Mortal Wounds. #'''Fury of the Ancients (WC7):''' Range 3D6", aka worse than 18" Smite. Target any visible enemy MODEL within that range and draw a line from the caster to that MODEL, each UNIT under the line takes a mortal wound. Even with multiple small units surrounding the librarian you need a good roll and positioning to make this work. Worse than Psychic Scourge, which is worse than Smite - Its only reason to exist is because your librarian already casted Smite ''AND'' another one already used Psychic Scourge, as matched play restricts non-Smite powers to only once per turn. #'''Psychic Fortress (WC5):''' Select an {{W40Kkeyword|ADEPTUS ASTARTES}} ''unit'' 18" away from the user; until the start of your next Psychic Phase, that unit automatically passes morale tests and gains a 4+ chance to ignore Mortal Wounds caused by psychic powers. Mostly protection ''against'' Smite, as marines already have high re-rollable Ld. Like with Might of Heroes, if your opponent brought psykers, this can be used to manipulate them into killing the target of your choosing. #*{{W40Kkeyword|Black Templars}} can't bring their own Librarians to buff their Crusaders...but 8E of [[Duncan_Rhodes|multiple separate detachments]] means you can simply bring ones from another chapter. #'''Null Zone (WC8):''' Until the start of your next Psychic Phase, enemy units within 6" can't take invulnerable saves and cut the results of their Psychic tests in half, like a ''nova''. A bit difficult to use (but that's what Tigurius and Empyric Channeling are for) as it won't matter against Terminators unless you brought AP-4 weapons, but powerful against enemies that ''depend'' on their invulns or psychic powers, like Harlequins, Daemons, Hive Tyrants and Daemons. If you spend a Command Point, Null Zone will go off 68% of the time, slightly better than Tigurius' reroll as Tigurius must reroll both dice to take advantage of his special rule.
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