Codex - Scary Marines: Difference between revisions
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The Star Fangs, also known colloquially as the Scary Marines, are a highly unusual Chapter that are darkly rumored to be a loyalist splinter of the heretic Legion of the Night Lords. It is -extremely- rare that they should get pulled into an open fight and even then it is completely on their terms, or planned out to begin with. An engagement with an enemy is preceded by weeks, months, if not years of terror warfare designed to plummet enemy morale. Against normally fearless enemies more specialized methods are required but the results are all the same: a broken enemy ripe for the taking.
Star Fangs Special Rules
The Star Fangs are a terrifying and highly effective Chapter of the Adeptus Astartes. Many units in the SF forces share similar strengths represented in the following rules:
- We Are the Shadows- Any Star Fang unit with this rule have the And They Shall Know No Fear, Fear, and Shrouded universal special rules.
- Combat Squads- Star Fang units with this rule have the option to take up to 10 models per squad, and may divide into two separate 5 model combat squads.
- The decision to split the unit into combat squads, as well as which models go into each squad, is made before the unit is deployed. All fire teams can be deployed in separate locations. After dividing and deploying each fire team, each is treated as a separate unit for all games purposes from that point on. Multiple fire teams may embark on the same transport without "merging".
- The Shrouding- All games with the Star Fangs involved start with the Night Fighting special rule and Night Fighting can only end on a roll of 6 with no +1 for turns passed. During the Shrouding, all shooting attacks made by units with the We Are the Shadows special rule are Pinning.
- Terror Warfare- At the beginning of every game roll a D6 for every enemy unit on the field. If a 1 is rolled, the unit immediately suffers a permanent -1Ld modifier. In addition, if a unit fails a Morale check of any kind, they also suffer a -1Ld modifier in the same manner. The effects of this rule are cumulative.
Anti-Warlord Traits
Every attack by the Star Fangs has an objective, a goal, and usually it involves the elimination of enemy leadership. To this end, the most skilled Star Fang operatives are tasked with inducing crippling paranoia in their target. A Star Fang army MUST roll on the following chart:
1. YOU'RE ONE OF THEM! | 2. NONONONO, IT'S YOU! | 3. THEY'RE EVERYWHERE! |
---|---|---|
The opposing warlord hits his own unit on any roll of a 1 to hit with shooting or close combat attacks. He may not hit himself with this attack and Precision Hits are not counted. | The opposing warlord automatically fails Morale checks when testing against the effects of Fear. | The opposing warlord loses -1Ld on a 1, 2 or 3 from Terror Warfare |
4. P-POISON?! | 5. YOU! YOU'VE GOT TO HELP ME! | 6. YOU'RE NOT GOING TO GET ME! |
The opposing warlord takes a wound with no armor or invulnerable saves allowed if he rolls a 6 for Terror Warfare. | No enemy units can use the enemy Warlord's leadership for Morale or Pinning checks and do not gain Heroic Morale from his presence. | Anytime the opposing Warlord wishes to participate in a challenge, roll a d6. On a 4+ the opposing Warlord must automatically refuse challenges issued to him until he can issue or except another challenge. |
Star Fang Equipment
The Star Fang forces mainly employ the standard weapons of the Adeptus Astartes, but they also possess a number of specialized weaponry more suited to their style of warfare.
Weapon Table | Range | S | AP | Type |
---|---|---|---|---|
Terror Bolts | 30" | 4 | - | Rapid Fire, Blind, Pinning |
Stalker Pattern Boltgun | 36" | 4 | 5 | Heavy 2, Sniper |
Ranged Weaponry
Stalker Pattern Boltgun - The primary weapon of the Night Reaper Squads, these are bolters with powerful scopes and extended barrels that fires rounds with low sound signatures, meant for covert fighting. A solidified mercury slug replaces the mass-reactive warhead for lethality at sub-sonic projectile speed. A gas cartridge also replaces both the propellant base and main charge for silent firing
Terror Bolts - These bolts pack a strong explosive package of sonic shriek units and mini flash packets as opposed to a more lethal payload. While the armor-piercing tip of the bolts have been removed, the payload itself allows a squad to demoralise an enemy unit from afar for a close combat unit to mop up easily
Melee Weaponry
Miscellaneous Equipment
Hallucinogen Grenades - Counts as Plasma Grenades as described in the Warhammer 40k Rulebook
Vehicle Wargear
Relics of Imminent Demise
HQ Units
Sleeper Agents
Unique HQ Units
The Shroudlord, Your End - 235pts
"Do not gentle into that dark night, for my blade will be last in your sight"
Name | WS | BS | S | T | W | I | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|---|
Shroudlord | 7 | 5 | 4 | 4 | 4 | 7 | 4 | 10 | 2+/4++ |
- Unit Composition: 1 (Unique)
- Unit Type: Infantry
- Wargear: Power Armor, Iron Halo, Hallucinogenic Grenades
- Wraith Claws - These are a pair of Rending, Master-crafted Lightning Claws with the Instant Death special rule.
- Cloak of the Void - Once per game the Shroudlord may benefit from Invisibility as per the psychic power for one game turn, activated at the beginning of the controlling player's turn.
- Anti-Warlord Traits:
- The Shroudlord may roll up to three times on the Anti-Warlord Traits table, re-rolling duplicates.
- Special Rules: We Are The Shadows, Eternal Warrior, Independent Character, Infiltrate, Scout
- For Whom The Bell Tolls - At the beginning of the game, choose one Independent Character in the enemy's army to be the personal target of the Shroudlord. The Shroudlord gains WS10 and +D6 Attacks when in a challenge with that model. Should the model refuse combat, or another models accepts in his place, the Shroudlord instead gains S7 and +2D6 Attacks as he hacks his way to his victim.
- Terror - Enemy units normally immune to the effects of Fear must test for Fear when within 6" of the Shroudlord. All other enemy units test for Fear with a -3Ld modifier.