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==Supplement for Codex: Astra Militarum; 1st Membranes Regiment== The following is a supplement intended for use in conjunction with the latest version of Codex: Astra Militarum (or Imperial Guard), using much of same unit entries, army lists and points costs as such. ===Special Rules=== *'''Sanity is for the Weak'''- All units in a 1st Membranes Detachment count as having Insane Heroism! for any doubles rolled for Morale checks. However, all units in this Detachment also rolls 3D6 when testing for receiving orders, taking the highest two dice. *'''Psychic Regiment'''- A unit with this rule has the Psychic Brotherhood (Mastery Level 1) rule and may take its powers from any of the Psychic Disciplines. If it takes powers solely from Biomancy, it may roll an additional power on the Biomancy Discipline table, representing the regiment's specialization in biomancy powers. A unit with this rule also suffers from the Not This Again! and Psychic Instability special rules as detailed below. **'''Psychic Instability'''- The rank and file of the 1st Membranes are not fully trained psykers, and such suffer from incomplete training. Any rolls of doubles when testing for Psychic powers will cause a Perils result. **'''Not This Again!'''- When a unit with this rule suffers a perils, any 1st Membranes Character within 6" immediately removes D3 models in the periling unit closest to it and no roll is made on the Perils table. If no such models are within 6" then, in addition to the Perils roll, remove D6 models from the unit and replace them with an equal number of Daemonhosts within 6" of the unit (at least 1" away). The Daemonhosts are neutral and are not counted as part of either army and must always move, run and assault towards the closest non-neutral unit in the opposing player's turn (after all enemy units have made their moves). *'''Psychic Brotherhood and Combined Squads'''- When multiple infantry units combine into a single unit, the resulting combined unit counts as Psychic Brotherhood Mastery Level X, with X being the number of Infantry units combined and generates powers normally post-combination. ===Warlord Traits=== A Warlord from this Detachment may select his Warlord traits from any of the rulebook Warlord Trait tables, the Warlord Trait table from Codex: Astra Militarum, or from the unique list below: 1.'''Precise Executioner'''- The Warlord may execute within 12" of a periling unit with Not This Again! and only ever executes a single model 2.'''Warp-Tested Leader'''- The Warlord and the unit he is has the Adamantium Will special rule 3.'''Wyrd Commander'''- The Warlord gains the Psyker (Mastery Level 1) special rule, but can only take a single Primaris power 4.'''Blustering Orator'''- Orders received from a model with this Warlord Trait are tested for on a normal 2D6 instead of 3D6 for Sanity is for the Weak. 5.'''Urban Siege Master'''- Units within 6" of the Warlord roll an additional D3 for armor penetration and have the Move Through Cover (Ruins) special rule 6.'''Auspicious Diviner'''- The Warlord has a 4+ Invulnerable save ===Army List and Allies=== A 1st Membranes Detachment uses the same army list found in Codex: Astra Militarum with a few a key differences. A 1st Membrane Detachment cannot use any of the unique characters listed in Codex: Astra Militarum and may not include Wyrdvane Psykers. The 1st Membranes Regiment allies in the exact same way as the Astra Militarum faction with the following exceptions: Adeptus Mechanicus, Skitarii and Black Templar are all Desperate Allies (the former due to stolen Imperator Titans and the latter due to witch hate). The following units cost an additional points amount and have the '''Psychic Regiment''' special rule. Note that Characters within these units do not benefit nor gain the '''Psychic Regiment''' rule and thus do not have '''Psychic Brotherhood'''. *Company command squads: +25pts *Platoon command squads: +25pts *Infantry squad: +30pts *Heavy weapons teams: +25pts *Special weapons teams: +25pts *Conscript squads: +30pts per 10 conscripts *Veteran squad: +30pts *Any Artillery unit: +25pts ===Unique Wargear=== All Infantry or Artillery units in a 1st Membranes Detachment may purchase any of the following upgrades *'''Foiled Tinsteel Helmet - 15pts''': This simple device prevents the majority of the whispers and horrors coming in from the Warp, guaranteed! A unit equipped with Foiled Tinsteel Helmets gains a +1 bonus to deny the witch rolls *'''Entrenching Tools - 20pts''': Besides their psychic potential, the 1st Membranes are highly skilled in urban and siege warfare. When a unit equipped with this goes to ground, it has a +1 bonus to its cover save *'''Pre-sense Goggles - 10pts''': A unit equipped with these gains the Night Vision and Acute Senses special rules *'''Beginner Psykers' Guide To Casting - 15pts''': A unit equipped with this may re-roll a single D6 when making a Psychic test to cast one power per friendly Psychic Phase *'''Basic Psykana Training - 10pts''': A unit with this upgrade only perils on double rolls of 1's or 6's instead of all doubles from '''Psychic Instability''' *'''Advanced Pskyana Veterans - 15pts''': A unit with this upgrade is not affected by '''Psychic Instability''' ===1st Membranes Heirlooms of Conquest=== Any HQ choice with access to Heirlooms of Conquest may take items from the Heirlooms of Conquest from Codex: Astra Militarum, or the list found here *'''Ghost-whisper Vox - 10pts''': Orders issued from a commander equipped with this automatically pass if issued to a 1st Membranes unit equipped with a vox-caster *'''The Sorting Helmet - 10pts''': Select a single unit before psychic powers are generated. That unit may choose a single power instead of generating it randomly *'''Paradoxical Melta Bomb - 10pts''': This is a Melta bomb without the One Use Only special rule *'''Primarch's Tarot Card - 15pts''': An army that includes a model with this may re-roll the dice to Seize the Initiative and may bring in a single unit from reserves automatically *'''Bound Sigil - 30pts''': A unit that include a model equipped with this generates an additional D3 Warp Charges each Psychic phase. However, whenever the unit suffers Perils, it counts as not having a character within 6" to execute a model, rolling the D6 to lose Guardsmen/generate Daemonhosts. *'''Advanced Psyker's Manual to Casting - 35pts''': A unit that includes a model with this may re-roll up to two dice when testing to activate any psychic power(s) in a friendly Psychic phase. ===Unique Characters/Units=== ====Daemonhosts - N/A==== Daemonhosts are generated through the Not This Again! special rule {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Daemonhost || 4 || - || 4 || 4 || 1 || 3 || * || 8 || - |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 1+ Daemonhosts<br> :'''Unit Type''': Infantry<br> :'''Wargear''': Close combat weapon :'''Special Rules''': Daemon *'''Frantic Rage''': At the beginning of each Assault Phase in which a Daemonhost is in close combat, roll a D6, the amount rolled is the number of Attacks the Daemonhost has that round of combat :'''Note''': For modeling purposes you may use an actual Daemonhost model or any generic Daemon model (Bloodletter, Pink Horror, etc.) ====Sergeant Revok - 25pts==== Sergeant Revok is an upgrade to a single Veteran Sergeant in your army {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Sgt. Revok || 4 || 4 || 3 || 3 || 2 || 3 || 2 || 9 || 5+ |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': Unique<br> :'''Unit Type''': Infantry (Character)<br> :'''Wargear''': Flak armor, force sword, laspistol, frag grenades, krak grenades, melta bombs :'''Psyker''': Revok generates his powers from the Divination or Telepathy Psychic Disciplines :'''Special Rules''': Psyker (Mastery Level 1), Stubborn *'''Suspicious Fate'''- Look out Sir! rolls for Sergeant Revok are automatically passed. In addition, a single model from his unit may be removed as a casualty per Phase in order to re-roll a single D6. ====Commissar Tiberius, the Bilious Leader - 85pts==== Commissar Tiberius is a HQ choice for your army {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | Cmsr Tiberius || 5 || 5 || 3 || 3 || 3 || 3 || 3 || 10 || 4+ |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': Unique<br> :'''Unit Type''': Infantry (Character)<br> :'''Wargear''': Carapace armor, force sword, bolt pistol, frag grenades, krak grenades, refractor field :'''Psyker''': Revok generates his powers from the Telepathy Psychic Discipline :'''Warlord Trait''': Precise Executioner :'''Special Rules''': Psyker (Mastery Level 2), Aura of Discipline, Chain of Command, Independent Character, Stubborn *'''It's For My Own Good'''- Whenever Commissar Tiberius suffers a Perils of the Warp, he is removed from play as he takes his bolt pistol and shoots himself *'''Think Harder You Maggots'''- If in a unit with the Psychic Regiment special rule, that squad harnesses Warp Charges on a 3+ instead of 4+. ====Biomancer Medicae - 35pts==== The Biomancer Medicae is a support HQ choice for your Detachment, and does not take up any HQ slot. You may have 0-4 in your Detachment. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv |- | B. Medicae || 3 || 4 || 3 || 3 || 1 || 3 || 2 || 8 || 5+ |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': Unique<br> :'''Unit Type''': Infantry (Character)<br> :'''Wargear''': Flak armor, laspistol, frag grenades *'''Medic Pack'''- This confers the Feel No Pain special rule to the Biomancer Medicae and attached units :'''Psyker''': The Biomancer Medicae generates powers from the Biomancy Psychic Discipline :'''Special Rules''': Psyker (Mastery Level 1), Independent Character *'''Rejuvenation''': In addition to all other powers, the Biomancer Medicae knows the Rejuvenation psychic power. Rejuvenation (Warp Charge 1) is a Blessing that targets a friendly 1st Membrane unit within 6", if successful the unit immediately regains D3 wounds up to its starting amount, starting with Characters, then Heavy Weapon teams, and then other models.
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