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Codex - Angry Marines 7th Edition
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===Elite=== ====Angry 'Serfs'==== A lot of things piss the angry marines right off. Chaos, Xenos, Slaanesh, running out of tacos on taco nights, but one thing that really gets them mad are the Grey Knights. More accurately it's not the knights per se but their 'holier-than-thou-you've-seen-us-we-kill-you' attitude. This often means that 'TOO MANY GOOD FUCKING MEN DIE!!!' by imperial hands instead of 'FIGHTING THE GOD DAMN ENEMY!!' This leads directly to the tension between the two chapters. This also means that after a long fight against chaos where soldiers would normally be liquidated for having seen chaos in all its power the angry marines put their power feet down and take over responsibility for all the surviving guardsmen. In fact, one chapter legend says that power feet were invented to crush inquisitors' toes even through their power armor so as to distract'em long enough to evac guardsmen. After a grueling testing period to make sure they're free of taint, the angry marine induct them as SERFS OF THE ANGRY MARINES!! To get around the stupid fucking rules about space marines leading guardsmen, they give them enough commissars to make sure they 'DON'T FUCKEN COWARD OUT' and throw away thier 'FUCKING FLASHLIGHTS' so they can actually hurt stuff! Then they can get shipped off to some other war zone where they do the BORING SHIT of shooting the enemy and defending landing zones and doing stuff the angry marines don't want to, with the expectation that the angry marines will have to come running 'TO SAVE THEIR FUCKING ASSES AGAIN' the second anything sneezes at them. However, more than one angry captain has been surprised at the competence of these serfs. For no one (NO ONE YOU FUCKTARD !) holds the line like the Angry serfs, who are ever-thankful for their rescue from the Inquisitorial firing squads they were destined for, simply for fighting the greatest foe that has beset humanity. You can take up to three Angry Serf squads per one Elite slot. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points |- | Angry Serf || 3 || 4 || 3 || 3 || 1 || 3 || 1 || 7 || 4+ || Infantry || 9 Angry Serfs || 85 |- | Sergeant || 3 || 4 || 3 || 3 || 1 || 3 || 2 || 8 || 4+ || Infantry (Character) || 1 Sergeant || |- | Apprentice of Mindfuckery || 3 || 2 || 3 || 3 || 1 || 3 || 1 || 8 || 4+ || Infantry (Character) || |- |irritated Commissar || 4 || 4 || 3 || 3 || 1 || 3 || 2 || 9 || 4+ || Infantry (Character) || |- | Heavy Weapon Team || 3 || 4 || 3 || 3 || 2 || 3 || 2 || 7 || 4+ || Infantry || |} <br style="clear: both; height: 0px;" /><br> Wargear: :Angry Serfs, irritated Commissar and Sergeant: :*Carapace Armour :*Boltgun (Angry Serf only) :*Frag grenades :*Krak grenades (irritated Commissar only) :*Close combat weapon (Sergeant and irritated Commissar only) :*bolt pistol (Sergeant and irritated Commissar only) :Apprentice of Mindfuckery: :*Carapace Armour :*Force pocket knife - Close combat weapon with Force :*Close combat weapon :Heavy weapon team: :*Carapace Armour :*Heavy Bolter :*two Boltguns :*Frag grenades Options: *May take up to 10 additional Angry Serf for 8 pts/per model. *The Sergeant and/or irritated Commissar may replace their bolt pistol and/or Close combat weapon with the following weapons: :*Power sword/bat/wrench +15 pts/per model. :*Boltgun for free :*Hand flamer +5 pts/per model. :*Infernus pistol +15 pts/per model. :*Plasma pistol +15 pts/per model. :*Grav pistol +15 pts/per model. :*Melta bombs +5 pts/per model. (you do not need to swap neither bolt pistol or Close combat weapon to take Melta bombs.) :*may take a locator beacon as described in the Codex: Space Marines for +10 pts. (you do not need to swap neither bolt pistol or Close combat weapon to take a locator beacon.) *Any Angry Serfs may replace his Boltgun with two bolt pistols for +1 pts/per model. *one Angry Serf may be upgraded to an irritated Commissar for 25 pts. *if the squad has an irritated Commissar in it, may one Angry Serf be upgraded to an Apprentice of Mindfuckery for 15 pts. *For every five models in the squad, may one Angry Serf replace his Boltgun with an item from the '''Special Weapons''' list *For every ten models in the squad You may replace two Angry Serfs with one Heavy Weapon Team armed with a heavy bolter for +10 pts/per model. *The Heavy Weapon Team can replace it's Heavy Bolter for: :*Autocannon: free :*Missile luncher: +5 pts/per model. ::*may also take flakk missiles +10 pts/per model. :*Lascannon +10 pts/per model. :*Assault Cannon: +10 pts/per model. *The Unit may select an Angry Rhino as dedicated transport. Special Rules: *fuck that, heavy piece of shit! : If the Heavy Weapon Team does not shoot with their Heavy Weapon, they can shoot as if they are two models on the same base. *Bulky (Heavy Weapon Team only) *Look at the fuckers run!: If a unit of angry serfs ever fails a leadership test all the angry marines take a moment to point and laugh and then show them HOW REAL MEN FIGHT! All angry marines within 18 inches get to re-roll their charge distances the next time they charge. *HOLD THAT FUCKING POINT: An Angry Serf squad is always a scoring unit, even though they are not normally Troops. *Cover them!: :*If an enemy unit within 12" of an Angry Serf squad attempts overwatch fire on any friendly unit that contains at least one model with the Angry Marine rule, the angry serfs may immediately take overwatch shots on this enemy squad. Wall Of Fire rule does not apply. The Serfs' firing is resolved before that of the enemy unit. If at least one enemy model is removed as a causality, the enemy unit must pass a leadership test on 3D6; if it fails, it's own overwatch has been cancelled. *Rage (only irritated Commissar) *Stubborn (only irritated Commissar) *HERESY! BLAM! (only irritated Commissar) *Psyker (Mastery Level 1) (Apprentice of Mindfuckery only) *It's For Your Own Good (You can find it in the Astra Militarum codex) (Apprentice of Mindfuckery only) *GET THE FUCK OUT OF MY HEAD (Apprentice of Mindfuckery only) Psyker: Apprentices of Mindfuckery generates Powers from The Pyromancy, Telekinesis and Iratomancy disciplines. ====Kill-a-Tors==== When a member of the Adepta Sororitas first sees a Kill-a-Tor, she usually assumes that the Angry Marines are performing (illegal) arco-flagellation without the consent of the Ecclesiarchy or the Inquisition. However, before the Battle Sisters gets a chance to declare them heretical and attempt to set them on fire, a nearby Inquisitor or an Angry Commissar will kindly inform them that Kill-a-tors are the unfortunate failed Angry Marines aspirants. These aspirants do not fail due to any kind of ''lack'' of angry, however; instead, they are ''SO FUCKING ANGRY'' that their implants explode out of sheer rage. Rather than waste such a potent source of anger, the Angry Marines turn their failed aspirants into Kill-a-Tors, so even the failures may massacre xenos until death takes them. This is not entirely correct. Kill-a-Tors are massive combat servitors, armed with massive, blunt weapons, including (but not limited to) chain flails, oversized power fists, giant mallets, and (in at least one recorded instance) an adamantium 2x4 with a ridiculously large iron nail. The servitors have been genetically engineered to massive size, plus they all have such a look of indescribable rage on their face that their angry marine masters are quite proud. AND THEY DON'T GIVE A SHIT ABOUT THE FAGGY MOTHERFUKIN' RULES THE REST OF THESE PANSYASSES ARE FORCED TO FOLLOW! {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points |- | Kill-a-Tors || 4 || 0 || 4 || 4 || 2 || 4 || D6+1 || 5 || 4+ || Infantry (40mm base) || 3 Kill-a-tors || 40 |} <br style="clear: both; height: 0px;" /><br> Wargear: *Two power Swords<br> *Carapace Armour<br> Options: *May take up to 7 additional kill-a-tors for 40 pts/per model. *Any Kill-a-Tor may replace both of his two power swords for: :*Two Power bats, Power Lances or power wrenches: free :*Two Lightning Claws: +5 pts/per model. :*Two Power Fists: +10 pts/per model. :*Two Chainfists: +15 pts/per model. :*Two hunder Hammers: 15 pts/per model. Special Rules: *Bulky *Fearless *Rage *Counter-Attack *Furious Charge *Feel No Pain *COVER IS FOR PUSSIES *Random Attacks: :*At the start of each Fight Subphase roll D6+1 for each model in the unit. This is the total number of attacks the unit may make in this round of melee. Allocate these attacks to each model individually, starting with models in base-to-base contact. No model may be allocated more than 7 attacks (9 attacks when charging; base maximum of 7, +2 from Rage). The extra attack for the second weapon is already accounted for. *Broken Minds: If there is no Techmarine (including Master of the Armoury Ragman) in the unit of Kill-a-Tors, they: :*Must move towards the closest enemy unit, Run towards the closest enemy unit, and charge the nearest enemy unit (if they are within 12" of the unit). Note that Kill-a-tors may charge even if they Run. :*Cannot enter transport or start the game in transport. *The Fuckers Need Fucking Supervision: You may take one unit of Kill-a-Tors for each Techmarine you have (including Master of the Armoury Ragman) as a form of retinue for the angry techmarine. These Kill-a-Tor units don't take up Elite slots on the Force Organization Table. ====Terminator Squad==== Though a loyal chapter, the Angry Marines suffer from an incredible level of internal strife and in-fighting, as without the release of their rage that is given through the almost ritualistic clubbing to death of a enemy the Angry Marines will often turn on each other. Generally this is all in good fun since nobody turns a power field on when they're 'CLUBBING A FELLOW ANGRY MARINE!!' However, sometimes the fun of 'BASHING SOME FUCKER'S HEAD IN JUST FOR SHITS AND GIGGLES' can get a tad intense and occasionally personal. The largest intra-chapter squabble they Angry Marines have ever seen is known as Battle of the Fuckin' Flyin' Monkey Wrench, and it was actually an attempted Coup d'Γ©tat by the chapter's very own tech marines. Having endured for centuries the maltreatment of holy equipment such as plasma guns, bikes but most of all of the sacred Tactical Dreadnought Armour, the Angry Techmarines had had 'QUITE E-FUCKINING-NUFF' and they plotted rebellion. After a battle against bugs that lasted about a week too long and featured one too many cases of Angry Marines ripping apart their armor in the midst of battle to beat the enemy to death with a pauldron or two, the chapter's techmarines just snapped. They'd had more than enough, more than even an Angry Marine should have to deal with; they were, in fact 'TOTALLY FUCKING HONKED OFF!!!'. Once the remains of the chapter had returned to the Fortress of FUCK-ALL, the techs awoke every Belligerent Engine in the chapter's basement, donned their power feet, girded their loins, opened every Holy Can of Wup-Ass in the sacred armory and started smashing every brother who had ever mistreated their wargear, which was to say, every last one of them. The fight quickly exceeded even this chapter's level of depravity and destruction, forcing Temperus Maximus to step in 'TO STOP THE WHINNY-ASS BABY'S FROM FIGHTING!!' Even with his direct intervention the fight continued for two weeks. The climax of the battle came when the (then) Master of the Armory Furytus fighting Temperus in single combat and losing. In the after math of the revolt Temperus demanded that Furytus step down, but Furytus refused, and the techmarines sided with their master by refusing to fix or repair anything. In the face of Temperus' unholy anger the techmarines fell back, or in Temperus words, 'THEY PUSSYED THE FUCK OUT'. They fell back to the armory where they held out for over a year. Meanwhile the Angry Marines still had jobs to do, asses to kick and fuck-all to give to the enemies of the Emprah! However, after a year the Angry Marines were brought to a stand still as their armor broke apart, their guns (what few they had) ran out of ammunition, their tanks had no fuel, and the coffee had run out. Temperus, in a rare display of diplomacy met Furytus half way. Furytus stood down from his post, allowing Enfurus Ragman to take the position and the Angry Marines would agree to treat their wargear better. They would even agree to consign the use of Terminator armor to those brothers who had shown they could take care of their equipment... of course should they ever backslide they will get fed to Techmarines and their Belligerent Engines. Once they are so restricted on the means of venting their rage, those marines who wear Terminator armor get so mad, so unendingly violent, that they get calm. Silently they stride forward, their rage solidified into an icy-cold fire with the strength of diamonds that burns in their chests. Those enemies fleeing from the terminators' brethren often run toward them, thinking that these silent warrior will have mercy where the screaming ones will not, and in a sense they're right. They get the mercy of a quick death. [[Image:Terminator Squad.JPG|800px]] {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points |- | Angry Terminator || 5 || 3 || 4 || 4 || 1 || 4 || 2 || 9 || 2+ || Infantry || 4 Angry Terminators || 175 |- | Angry Terminator Sargeant || 5 || 3 || 4 || 4 || 1 || 4 || 2 || 9 || 2+ || Infantry (Character) || 1 Angry Terminator Sargeant || |} <br style="clear: both; height: 0px;" /><br> Wargear: *Two Power Swords<br> *Terminator Armour<br> Options: *may take up to 5 additional Angry Terminators, 35 pts/per model. *Any model may replace one or both of its power swords with one of the following: :* Power Bat, Power Lance, Power Wrench, or stormbolter: for free :*Lightning Claw: +1 pts/per Weapon. :*Power Chair: +5 pts/per Weapon. :*Storm Shield +5 pts/per Weapon. :*Adamantium 4x2 with a nail through it +5 pts/per Weapon. :*Power Fist: +10 pts/per Weapon. :*Thunder Hammer: +15 pts/per Weapon. :*Chainfist: +15 pts/per Weapon. :*Dual Power Fist +20 pts/per Weapon. *For every five models in squad, may one Angry Terminator replace one of it's power swords with: :*Heavy Flamer: +10 pts/per model. :*Plasma Cannon: +10 pts/per model. :*Assault Cannon: +15 pts/per model. *The Unit may select an Land Raider (any type) as a dedicated transport. Special Rules: *Counter-Attack *Stubborn *Angry Marine *Stone-Cold Anger: Angry Terminators and Angry Terminator Sargeant have Hatred (Everything!) instead of Furious Charge from the Angry Marine Special Rule. in addition to this, They can never get the Rage Special Rule, It also applies to the Inspiring Rage !!! Special Rule. ====Belligerent Engine (Dreadnought)==== [[Belligerent Engine]]s are siege walkers, analogous to the Dreadnoughts of other Space Marine chapters. Within the Angry Marines, however, the requirement for interment into a Dreadnought Sarcophagus is more lax compared to other chapters. While other chapters will only put heroes of the chapter in a Dreadnought, Angry Marines will inter any battle brother than shows exceptional rage, considering anyone who GETS SO FUCKING ANGRY THAT THEY EXPLODE as a hero of the chapter. Also, while most Astartes consider being entombed into a Dreadnought to be an honor as they are able to serve the Emperor, even after death, Angry Marines consider this the SINGLE MOST FUCKING PISS-OFF THING EVER. Unable to feel the thrill of tearing out their enemy's spine and using it to beat another enemy to death and being trapped inside a sardine can, this leaves the Marine inside eternally frustrated and turns their former volcano-esque anger into something close to a star about to go supernova, finding killing the enemies of man in the most brutal ways imaginable as the only outlet for their overflowing and ever-growing rage. This leads to all Belligerent Engines to be highly effective and terrifying but unstable siege engines, blindly charging into enemy ranks to KILL THOSE FUCKING FUCKS SHOOTING AT ME or unloading their payload of weapons with frightening effect. [[Image:Belligerent Engine (2).jpg|200px]] {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! FA !! SA !! RA !! A !! I !! HP !! Unit Type !! Composition !! Points |- | Belligerent Engine || 5 || 3 || 6 || 12 || 12 || 10 || 4 || 4 || 3 || Vehicle (Walker) || 1 Belligerent Engine || 120 |- | REALLY FUCKING PISSED OFF Belligerent Engine || 6 || 4 || 6 || 12 || 12 || 10 || 4 || 4 || 4 || Vehicle (Walker) || |} <br style="clear: both; height: 0px;" /><br> Wargear: Two power fists with inbuilt stormbolters, hull mounted "smoke" launcher, searchlight<br> Options: <br> *May be upgraded to a REALLY FUCKING PISSED OFF Belligerent Engine for 35 pts. *may take Power of the Angry Machine Spirit: +15 pts. *may take Extra Armour: +10 pts. *May exchange any of it's power fists and inbuilt stormbolters for the following: :*Flamestorm cannon: +10 pts/per Flamestorm cannon. :*Plasma cannon: +10 pts/per Plasma cannon. *May exchange any of it's power fists (in-built weapons are retained) for: :*Tearing claws: +1 pts/per Tearing claws. :*Chainfist: +5 pts/per Chainfist. :*"Siege" Drill: +6 pts/per "Siege" Drill. *May exchange any of it's storm bolters for: :*Heavy flamer: +10 pts/per Heavy flamer. :*Meltagun: +10 pts/per Meltagun. *May add one of the following carapace-mounted weapons: :*Sticky web cannon: +10 pts. :*Angry grappa: +15 pts. :*Two rocket propelled chainsaws: +20 pts.<br> *May buy any of the following: :*Frag launcher: +10 pts. :*Adamantium Plate: +10 pts. :*Burning carapace: +20 pts. *The Unit may select a Drop Pod as dedicated transport. Tearing Claws - Long sharp blades which replace a powerful fingers of dreadnought fist are not as good at punching through armor, but they tear even the heaviest infantry like it's nothing. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Weapon name !! Range!! S!! AP!! type |- | Tearing Claws|| - || U || 3 ||Melee, Specialist Weapon, Shred, Frenzied attack. |} <br> <br> <br> *Frenzied attack: At the start of his initiative step in close combat Belligerent Engine who chose to use tearing claws would get +1 attacks extra for every lost hull point. Belligerent Engine with two Tearing Claws would get +2 attacks extra for every lost hull point. "Siege" Drill - "Siege" Drills obviously are designed to crack open the bunkers and other buildings, and then rip to shreeds every fucking covard who was hiding inside. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Weapon name !! Range!! S!! AP!! type |- | "Siege" Drill|| - || x2 || 2 ||Melee, Specialist Weapon, Armourbane, Fiery breach. |} <br> <br> <br> *Fiery Breach: If "Siege" Drill with in-built heavy flamer sucessfuly penetrates transport or building it deals D6 S5 AP4 hits to it's passengers or occupants before rolling to damage. Sticky Web Cannon - During one of the expeditions deep into enormous chapter armory angry techmarines found few ancient-looking containers with so-called "web pistols" - archeotech weapon, known to cover it's target in sticky glue to tie down it's movement. Unable to recreate ancient technology in such a compact form, they still managed to make dreadnought-sized web cannon and stick it on the most furious of Belligerent Engines to ensure no one could escape their wrath. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Weapon name !! Range!! S!! AP!! type |- | Sticky Web Cannon|| Template || - || - ||Heavy 1, Torrent, Got You!. |} <br> <br> <br> *Got You!: Every enemy model hit by the template, (except vehicles, monstrous creatures and/or Gargantuan Creatures) get -1 penalty to initiative, weapon skill (to a minimum of 1), and it's maximum movement distance (in every phase, except fight subphase) reduced in half (round up). Angry Grappa - To put it simply angry grappa is just a huge harpoon gun with adamantium chain and powerful motor, used to tow the Belligerent Engine itself close to big things like tanks or monsters. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Weapon name !! Range!! S!! AP!! type |- | Angry Grappa|| 12" || 8 || 2 ||Heavy 1, Tow. |} <br> <br> <br> *Tow: If angry grappa managed to remove hull point from vehicle or wound from monstrous creature or Gargantuan Creature, the Belligerent Engine may re-roll one or more of the dice when determining charge ranges that turn. *Frag Launcher: Count as frag grenades. *Adamantium plate: Add +1 to front and side armor (to 13/13/10) *Burning Carapace: Through array of flamethrowers and gas torches Belligerent Engine hull is constantly covered in fire. Belligerent Engine with burning carapace have 5+ cover save in the open and -1 BS due to being covered in smoke. alle close combat attacks Belligerent Engine makes have the Soul Blaze special rule, and have -1 penalty on to hit rolls with grenade type weapon against the Belligerent Engine. Belligerent Engine with burning carapace count as constantly highlighted with searchlight.<br> Special rules: *Venerable (You can find it in the Space Marines codex) (only REALLY FUCKING PISSED OFF Belligerent Engine) *Rage *Angry Marine *Hatred (Everything!) *KILL EVERYTHING!: :*in the Movement Phase, if an enemy Units removed any hull points on the Belligerent Engine In his last Shooting phase and the Belligerent Engine is not locked in combat, the Belligerent Engine Must move towards the nearest of the enemy units who have removed one or more hole points. :*in the Shooting Phase and Assault Phase, if an enemy Units removed any hull points on the Belligerent Engine In his last Shooting phase or At least one enemy unit within its charge range, and the Belligerent Engine is not locked in combat, the Belligerent Engine Must shoot at the nearest of these enemy units, And then charge that enemy unit if possible. *MUST... MOVE... TO... KILL...: Immobilized Belligerent Engine still can move D3 inches in movement phase and charge D3 inches in assaupt phase, thought if it successfully charges it doesn't receive any charge bonuses. *YOU CANNOT STOP ME: Belligerent Engine ignore Crew Stunned and Crew Shaken results. *DEATH IS NOT AN EXCUSE: ::At the start of your movement phase roll D6 for every wrecked Belligerent Engine on the field wit at least one enemy model within 12" of it - on 6+ Belligerent Engine comes back from dead with 1 hull point (though immobilised and weapon destroyed results aren't removed). If there is enemy models within 6" of Belligerent Engine, it comes back from dead on 5+. *Burning Mind - Belligerent Engine pass Deny the Witch tests on 5+ (GET THE FUCK OUT OF MY HEAD -1 penalty is included). ====Techmarine==== Techmarines have a strange place within the Angry Marines Chapter. The main issue is that no Angry Marine has the patience to become a Techmarine, so all of the Chapter's Techmarines are <s>[[Blood Ravens|stolen]]</s> borrowed from other Chapters. Unfortunately, this means that the Techmarines only have average levels of holy anger and righteous zeal (although this alone means they have little in common with the emotionally blunt and monotone Techmarines from their parent Chapter). However, this does have its uses; their more clinical attitude means they often act as intermediaries in joint combat actions, as the Captains are usually too busy CRUSHING FUCKING HERETIC HEADS to come to the meetings. While their brothers are disdainful of their lack of "proper" anger, they are respectful of the skill of the Techmarines, as the children of the Omnissiah can bring warmachines back to life with a single well-placed smack (and a curse, of course!). Because of this skill, Techmarines have a surprisingly high status in the Chapter, where others of a similar level of anger would be left behind as WORLD EATER PUSSY WANNABES. However, the Angry Marines still won't listen to the Techmarines' complaints about the rampant destruction of Chapter property; indeed, the return to the armoury after battle is one of the few times the Techmarines of the Chapter match the fury of their battle-brothers. [[Image:Techmarine with Power Wrench (2).jpg|150px]] {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points |- | Techmarine || 4 || 4 || 4 || 4 || 1 || 4 || 1 || 8 || 2+ || Infantry (Character) || 1 Techmarine || 40 |- | Servitor || 3 || 2 || 3 || 3 || 1 || 3 || 1 || 6 || 4+ || Infantry (Character) || - || |} <br style="clear: both; height: 0px;" /><br> Wargear: *Techmarine: :*Artificer Armour :*Frag and Krak grenades :*Bolt Pistol :*Boltgun :*Power wrench *Servitor: :*Servo-arm Options: *may take Auspex as described in the Codex: Space Marines for +5 pts. *may take melta bombs for +5 pts. *may take Digittal weapons as described in the Codex: Space Marines for +10 pts. *may take a locator beacon as described in the Codex: Space Marines for +10 pts. *may take a Space Marine Bike for +20 pts. *May take a Conversion Beamer as described in the Codex: Space Marines for +25 pts. *may take items from the '''Ranged Weapons''' and/or '''Special Weapons''' lists. *May replace his Boltgun, Power wrench, and/or Bolt Pistol with one of the following: :*Power maul: +10 pts. :*Lightning Claw: +15 pts. :*Thunder Hammer: +25 pts. :*Power Jackhammer: +30 pts. * The Techmarine may be joined by up to 6 Servitors for 9 points each. Every two Servitors in the unit modifies WORK, YOU PIECE OF SHIT! rolls by +1. :*Any Servitors may replace their servo-arm with one of the following: ::*Multi-melta +3 pts/per model. ::*Heavy bolter +5 pts/per model. ::*Plasma Cannon +15 pts/per model. Power Jackhammer: A power jackhammer is a massive jackhammer or drill with a power field gleaming around the tip. Angry Techmarines often replace their hand wholesale with a power jackhammer. {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Weapon Table!! Range !! S !! AP !! Type |- | Power Jackhammer || - || +2 || 2 || Melee, Specialist Weapon, Armorbane |- |} <br style="clear: both; height: 0px;" /><br> Special Rules: *Techmarine: :*Not a real Angry Marine! - Techmarines do count as Angry Marine models Even if they do not have the Angry Marine Special Rule, or Have the Angry Marine Gene Seed Implants in them. in addition to this, They have the following Special Rules: ::* And They Shall Know No Fear ::* Move Through Cover ::* Furious Charge ::* Hatred (Angry Marines (But not other Techmarines and/or Master of the Armoury Enfurus Ragman)) They do not confer this rule to any unit They joins. ::* Preferred Enemy (Angry Marines (But not other Techmarines and/or Master of the Armoury Enfurus Ragman)) They do not confer this rule to any unit They joins. ::* Sensible Anger - Techmarines can never get the Rage Special Rule, It also applies to the Inspiring Rage!!! Special Rule. :*Independent Character :*Stop Hiding, You Shits! - Choose one piece of terrain before the start of the game. That terrain's cover save is reduced by one. :*WORK, YOU PIECE OF SHIT! - With a curse and a well placed impact, the Techmarine urges a broken machine to get back into the fucking fight. In each of your Shooting phases, instead of firing his weapons, a model with this Special Rule can choose to repair a single friendly Vehicle that he is in base contact with or embarked upon. to repair a Vehicle, roll a D6 and adds his strength to the result (counting bonus from melee weapons but not the power jackhammer) if the result is 11 or more then the Vehicle has one weapon destroyed or immobilize result repaired; if the Vehicle has not suffered a weapon destroyed or Immobilized result, the vehicle gains a hull point it had lost back. Add a one to the result if the model has a power wrench. *Servitor: :*Mindlock - as described in the Codex: Space Marines ====Black Brothers==== The Black Brothers are a group of veteran Angry Marines with a penchant for setting things on fire. Their yellow armor scorched black and loaded with torches and burners, each of the Black Brothers carry a Flamer of Wrath to best set those fucks on fire. [[Image:Black brother(2).jpg|350px]] {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition !! Points |- | Black Brother || 5 || 2 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ || Infantry || 4 Black Brothers || 110 |- | Black Sergeant || 5 || 2 || 4 || 4 || 1 || 4 || 2 || 8 || 3+ || Infantry (Character) || 1 Black Sergeant || |} <br style="clear: both; height: 0px;" /><br> Wargear: *Power Armor *two Hand Flamers of Wrath *Frag and Krak grenades <br> Options: *May include up to 15 additional Black Brothers for 22 pts/per model. *Any model may replace one or both of its Hand Flamers of Wrath with one of the following: :*Flamer of Wrath: free :*model may replace both of its Hand Flamers of Wrath, with a Heavy Flamer of Wrath: +10 pts/per model. :*Power Sword, Power Bat, Power Lance or Power Axe: +5 pts/per model. :*Lightning Claw: +5 pts/per model. :*Power Fist: +15 pts/per model. :*Thunder Hammer: +20 pts/per model. *The entire squad may take jump packs: +3 pts/per model. *The Black Sergeant may may take up to one of each item, in the following list: :*Melta Bombs: +5 pts. :*Cigar: +1 pts. :*Combat Shield: +5 pts. *If they do not select jump packs, The Unit may select a Land Raider Redeemer as dedicated transport.<br> Special Rules: *Inspiring Rage!!! (only Black Sergeant) *Angry Marine *THIS WAY YOU FUCKS *TOO MUCH SMOKE! - Because they continiously produce smoke, the Black Brothers can only use a Land Raider Redeemer as a transport and cannot enter any other kind of transport. *Flames of Wrath - Due to wielding flamers and being covered in flames themselves the Black Brothers are always followed by a large cloud of black smoke. While this makes them easy to track, hitting the individual Brothers is a difficult task made more difficult the more Brothers are part of a squad. :*A unit composed entirely of models with this Special Rule always has a cover save of at least 6+, even if it's in the open. For every five brothers in the squad this save improves by 1; if they are inside a Land Raider Redeemer, will the Land Raider not get the cover save. When in actual cover the squad may choose to use the save provided by the actual cover or by the Flames of Wrath rule. in addition to this, all Melee Attacks this Unit makes have the Soul Blaze special rule. *NEED A LIGHT? - Black Brothers are so eager for battle, that they jump out of Thunder Hawks, and use their flamethrower's powerful thrust to descent (relatively) safely on the heads on sorry fuckers underneath them, while setting everything on fire. :*Black Brother and Black Sergeant have the Deep Strike special rule (this rule is not affected by the Deep Strike special rule you get from jump packs), though they always scatter (use arrow on hit result). After deep striking every model (friend or foe, except Black Brothers themselves) within 6" of the Black Brothers squad will get S3 AP5 hit with Ignore Cover special rule, and for every five Black Brothers/Black Sergeant in the squad, the strengths of this attack is increased by 1.
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