Codex Maverick Marines: Difference between revisions
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Wargear- Mk. IV Techmarine Armour | Wargear- Mk. IV Techmarine Armour | ||
Serpent's Lash | Serpent's Lash | ||
The Grand Servo - The servo-harness used by one of the Chapter's founding members used 4 servo arms instead of the traditional 2 arms, flamer, and plasma cutter. | The Grand Servo - The servo-harness used by one of the Chapter's founding members used 4 servo arms instead of the traditional 2 arms, flamer, and plasma cutter. | ||
Master-Crafter Bolter | |||
'''Relic of the Ages''' - The First is the embodiment of the Chapter's past lest they forget where they come from. Any Aspirant, non-character, model within 1" must make a Heroic Intervention if this model is reduced to 1 wound. | '''Relic of the Ages''' - The First is the embodiment of the Chapter's past lest they forget where they come from. Any Aspirant, non-character, model within 1" must make a Heroic Intervention if this model is reduced to 1 wound. | ||
'''Rites of Battle''' - | '''Rites of Battle''' - | ||
'''Master of the Forge''' - Not only does The First stand as the First and only official Captain for the Chapter, but he is also asked with the duty of fulfilling the role as the head Techmarine for the Mavericks. When within 1" of a Chapter (Maverick Marines) vehicle at the end of the movement phase | '''Master of the Forge''' - Not only does The First stand as the First and only official Captain for the Chapter, but he is also asked with the duty of fulfilling the role as the head Techmarine for the Mavericks. When within 1" of a Chapter (Maverick Marines) vehicle, at the end of the movement phase, may repair D3 damage. Roll 2D3 discarding the lowest. | ||
Revision as of 23:29, 4 March 2018
The Maverick Marines are a homebrew shitstorm of personal humor that only the insane understand. It contains truths as to how I envision this custom Chapter to be, it is not wholly accurate. A new page will be created at some point for a more "serious" army. Check out the Maverick Marines for some lore on the chapter, the Adventures of Admiral Floppycock and Rogue Trader Skullsfuckington III, or adventures from the Deathwatch.
Maverick Marines | ||
---|---|---|
Battle Cry | For Humanity!!! | |
Number | Unknown | |
Founding | Unknown | |
Successors of | Unknown | |
Successor Chapters | None | |
Chapter Master | The True Maverick | |
Primarch | Unknown | |
Homeworld | None | |
Strength | 1000+ | |
Specialty | Unknown | |
Allegiance | Imperium | |
Colours | Varies throughout the Chapter |
Special Rules
Abilities
And They Shall Know no Fear
Duel Wield – 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 – Due to the nature of the Chapter’s 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 12” 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.
Looters - The Chapter posses the unique symbiotic relationship with the Rogue Trader House Bellend. As such they frequently hunt down and capture xenos technology of study, reengineering, and adaptation into their armory. As such, it is not uncommon to see weapons looted from various xenos races among their ranks or reengineered byproducts from their studies upon the battlefield.
'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
For Glory! - 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
Psychic Powers
The Maverick's utilize standard Codex: Space Marines powers.
Units
For auxiliary allied and enemy units please check out the Profanus Auxiliary Codex.
Characters
The True Maverick
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts/Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|
True Maverick | 6" | 2+ | 2+ | 4 | 4 | 6 | 4 | 9 | 2+/5+ |
Previously known as Davious, with the death of the former Chapter Master during his sted within the Deathwatch, he was recalled by the Maverick's with the utmost urgency to take up the mantel of Chapter Master. He is famous for dawning dark blue artificer armor with red trim sporting "blank" silver chameleon colored pualdrons. His favored weapons are Shadow and Midnight, two master crafted thunderhammers forged from a black meteoric ore known to the Chapter is Night's Embrace. They possess distinctively shorter handles giving them the appearance of the smiting hammers of ancient Terra. They are also uncharacteristically light and emit a eerie crackling green energy field. It is believed that Davious forged them himself from a reengineered Necron technology recovered during the Tol Campaign.
Name | Range | S | AP | W | Note |
---|---|---|---|---|---|
Shadow | Melee | x2 | -3 | 4 | This weapon does not suffer the normal -1 to hit for being a thunderhammer. |
Midnight | Melee | x2 | -3 | 4 | This weapon does not suffer the normal -1 to hit for being a thunderhammer. |
Wargear- Artificer Armor Shadow and Midnight • Master crafted thunderhammers of unusual properties, weight, and size Frag/Krak Grenades Maverick Micro Generator
Special Rules: And They Shall Know No Fear The True Maverick - The head of the Mavericks is the embodiment of every Path followed by an Aspirant. The True Maverick knows 2 psyker powers from the Codex: Adeptus Astartes.
Faction Keywords: Imperium, Adeptus Astartes, Chapter (Maverick Marines)
Keywords: Infantry, Character, Aspirant, Chapter Master, The True Maverick, Weird (Psyker)
Angror the Chained
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The only surviving Aspirant to have overcome the Chapter's curse and rise from the ranks of The Marked to the status of a fully fledged Chaplin for the Mavericks. Angror was placed within the Ripper Clan, a Clan within the ranks of the Marked that preferred the duel wielding chain weapons. Under the tutelage of Chaplin Jorkan, Angror managed to keep a sliver of sanity seeing him promoted to the role of Gang Boss for his squad. Of course this was under the ever careful and watchful eye of Jorkan. During the Helketish Campaign the Chaplin led two gangs, including Angror's, numbering 48 Astartes in total against an Ork Waaagh! wreaking havoc on the outlying worlds of the Helket System. During the third month of the conflict Jolkar led Angror's gang into the head of the Waaagh! as the spearhead to a battalion of Militarum soldiers accompanied by two divisions of armoured vehicles. This, however, proved to be a fatal. As the tip of the spear reached out to pierce the heart, the movement of the armored divisions were quickly hampered by a tide of Ork Killakants and Battle Wagons leaving the slowly advancing infantry to be cut off from much needed reinforcements and supplies. Cut off and surrounded, Jorkan led a desperate last stand falling to the Warboss's power klaw but not before striking a grievous wound against the foul creature. Using the opening to his advantage Angror lunged forward assailing the Warboss with a flurry of attacks, each cut causing the creature to slow. As the clash intensified the Marked Maverick struck the fatal blow piercing his chainswords through the beasts armor rent chest. Overcome with rage Angror continued a relentless attack into the retreating hoard with the few battle brothers that had managed to survive, some with tremendous injuries that would have killed a mere mortal a dozen times over. Upon being returned to the Chapter, The True Maverick personally recommended that Angror be granted the rank of Aspirant and a position within the Chaplaincy under the conditions that he is to be kept sequestered from all contact within the Chapter. When it is required to call upon his services he is chained to a pillar to prevent him from hurting himself or killing a fellow battle brother due to his overly aggressive, and extremely violent tendencies. When it is known that Angror has taken to the battlefield armies shutter at the thoughts of what destruction he will leave in his wake and the unfortunate fates of anyone that crosses his path.
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts/Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|
Angror the Chained | 6" | 2+ | 5+ | 4 | 4 | 5 | 4 | 9 | 2+/4+ |
Name | Range | S | AP | W | Note |
---|---|---|---|---|---|
Sunder | Melee | +1 | -1 | 1 | This weapon may make an additional attack during each Fighting Phase |
Ripper | Melee | +1 | -1 | 1 | This weapon may make an additional attack during each Fighting Phase |
Wargear- Artificer Armor Sunder and Ripper Special Rules: And They Shall Know No Fear
Faction Keywords: Imperium, Adeptus Astartes, Chapter (Maverick Marines)
Keywords: Infantry, Character, Aspirant, Chaplin, Angror
Chief Weird Yankins
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Yankins takes his name from the name he has given to the powers of the Warp that he utilizes upon the battlefield. Yank, according to Chief Weird Kroklious, are the forces and raw energy of the Warp that are 'yanked' from the immaterial into the material universe.
Wargear- Hard Rod of Force - force staff used by Yankins Artificer Armor Krak/Frag Grenades Forced and Eased - two master crafter plasma pistols (one of he only Mavericks to use pistols) Psykic Hood
Special Rules: Master of "The Yank" - Chief Weird Yankins is the Chief Epistolary Librarian within the Maverick Marines Chapter. Hard Rod of Force - Is a force staff utilized by Chief Weird Yankins. S-User AP-1 D-D6.
The First
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts | Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
The First | 6" | 2+ | 2+ | 4 | 4 | 5 | 4 | 9 | 2+ |
The First refers to the First Captain of the Maverick Marines and is actively the second in command of the Chapter. As is tradition, The First wields the chapter relic spear known as Serpent's Tongue, a relic from an unknown time and age. It displays many similarities to Eldar technology and even emits an eerie wail similar to that of the Eldar Screaming Banshees. However, the blade crackles with an uncharacteristic purple energy not known to be used by any of the encountered Eldar, leaving its true origins shrouded in mystery. Clad in relic artificer armor recovered from the Horus Heresy, The First is a reminder of the ignorance of the past and serves as a symbol to strive forward instead of dwelling on the past. In many cases he is sought out by battle brothers and aspirants seeking advise before they will bother the duties of the Screaming Bitches.
Name | Range | S | AP | W | Note |
---|---|---|---|---|---|
Serpent's Lash | Melee | +2 | -3 | D3 | |
Servo Arm | Melee | x2 | Each servo makes 1 additional attack at -1 to hit. |
Wargear- Mk. IV Techmarine Armour Serpent's Lash The Grand Servo - The servo-harness used by one of the Chapter's founding members used 4 servo arms instead of the traditional 2 arms, flamer, and plasma cutter. Master-Crafter Bolter
Relic of the Ages - The First is the embodiment of the Chapter's past lest they forget where they come from. Any Aspirant, non-character, model within 1" must make a Heroic Intervention if this model is reduced to 1 wound. Rites of Battle - Master of the Forge - Not only does The First stand as the First and only official Captain for the Chapter, but he is also asked with the duty of fulfilling the role as the head Techmarine for the Mavericks. When within 1" of a Chapter (Maverick Marines) vehicle, at the end of the movement phase, may repair D3 damage. Roll 2D3 discarding the lowest.
Faction Keywords: Imperium, Adeptus Astartes, Chapter (Maverick Marines)
Keywords: Infantry, Character, Aspirant, The First
HQ
Clan Maverick Perpetuator
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts | Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Perpetuator | 6" | 2+ | 2+ | 4 | 4 | 5 | 4 | 9 | 3+ | 74 | 5 |
In short, a Perpetuator is a Captain of the Maverick Marines in charge of a company as per the Codex Astarties. However, they are rarely seen upon the field of battle as they seem to appear and disappear from the ranks when another Chapter is known to be nearby. This leads to the belief of many that the Mavericks do not have an official rank for a Captain among the rankings of their structure. Generally speaking, a Perpetuator is chosen by The First from among the ranks and file of a "company" for a specific engagement where they will be fighting along side another Chapter or Imperial regiment. After the engagement comes to a close the individual will meld back into the ranks from which they came leaving not name or trace of their role as Perpetuator.
Maverick Cover Band
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts | Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Cover Band | 6" | 2+ | 2+ | 4 | 4 | 5 | 4 | 9 | 3+ | 74 | 5 |
Not as awesome as The Mavericks, but still impressive enough.
Weird
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts | Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Weird | 6" | 3+ | 3+ | 4 | 4 | 4 | 3 | 9 | 3+ | 93 | 6 |
This Cult made up by the Chapters Librarians and their respective acolytes. Each Librarian of the chapter is known as a “Weird”, as their psykic powers are often random to which the psyker replies, “Hmm, weird…” Wierds are known to have a fear of heights, and rightfully so crashing when riding with the Heresy Riders. As such, Weirds do not take jump packs or bikes.
Wargear – Power Armor • Artificer armor +10pts Duel Force Sword • May be exchanged for: o Duel Force Axes o Duel Force Lightning Claws o Duel Relic Blades of Prospero Krak/Frag Grenades
Special Rules: Psychic Sneeze – When a Weird sneezes it causes a tear in reality from which bale fire pours out into real space incinerating everting in its path.
Aspirant Weird
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts | Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Aspirant Weird | 6" | 3+ | 3+ | 4 | 4 | 4 | 4 | 9 | 2+/5+ | 145 | 9 |
Like a regular weird... but better.
Wargear – Artificer Armor Force Lightning Claws • May be exchanged for: o Duel Force Swords o Duel Force Axes o Duel Relic Blades of Prospero Maverick Micro Genertor • May be upgraded to a Re-engineered Xenos Generator +5pts Krak/Frag Grenades
Special Rules: Psychic Sneeze – When a Weird sneezes it causes a tear in reality from which bale fire pours out into real space incinerating everting in its path.
Screaming Bitches
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts | Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Screaming Bitch | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 9 | 3+ | 72 | 5 | |
Turrets Screaming Bitch | 6" | 3+ | 3+ | 4 | 4 | 3 | 4 | 9 | 3+ | 115 | 7 |
Called Fathers by their brothers in arms, the Screaming Bitches consists of the Chapters entire population of Chaplains and their prospective acolytes. As each and every Maverick Marine loathes being called a ‘Bitch’, the Chaplains took to naming themselves the Screaming Bitches to inspire those under them. Upon the battlefield ally and foe alike can hear the profane screaming of these Chaplains egging their host ever onwards to great and more heroic deeds.
Wargear – Power armor • May upgrade to artificer armor (+1power) • Duel Crosius • May replace for a Crosius Staff
Special Rules: And they shall know no fear "You little Bitch you" – Yelling to his brothers the Chaplin instill fear less they miss hitting their target. Friendly faction models within 6" Re-Roll to hit on the roll of a 1. “Broke Dick Horse Fuckers!” the Chaplain is able to inspire his brothers to fight ever onwards. Friendly faction models within 12” gain the Fearless Special Rule. Friendly faction models already possessing the Fearless Special Rule gain the Relentless Special Rule.
Elite
Clan Maverick Aspirant
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts/Model | Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Aspirant | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 2+/5+ | 30 | 13 | |
Aspirant Champion (Sergeant) | 6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 9 | 2+/5+ | 30 |
The Aspirants clad themselves in defined and ornamental breastplates and robes and carry with them chapter modified pikes resembling crudely of those carried by the Adeptus Custodes, with a host of other weaponry. While the chapter does possess some terminator armor, they are so few in number that the Maverick Marines have developed a new type of artificer armor and micro field generators from reengineered xenos technology and chapter innovations that provide similar effects to that of the legendary armor. Those that are deemed worthy enough to fight within the relic terminator armor fall back upon old chapter doctrines and duel wield weapons in place of weapon combinations.
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Each group of Aspirants is led by an elected Champion from within the group. The Champion takes on the role of squad leader and is subject to change based on the needs of the encounter. These individuals are marked out from their brothers with a stripe down the center of the helmet painted in ritualistic fashion. Their paint their armor a shining silver with overlaying layers of semi-transparent paint giving it a chameleon like effect appearing blue, green, silver, and dress further in ashen-grey robes for reasons unknown except by tradition. Ranking is determinedby the solid color trim of the right pauldron around a perfectly mirrored silver interior: red being jr members, gold being more senior members, black being Aspirant Screaming Bitches, yellow being Aspirant Weirds, and white being used by the Suicidal Doctors. There is one further rank of dark blue, emulating the chosen color scheme of the current True Maverick. These individuals act as Captains and battle group leaders for deployed forces.
• May upgrade artificer armor to Terminator armor (free) o Maverick Bolt Staff is replaced with one of the following: • Duel Assault Cannons • Duel Storm Bolters • Pair Lightning Claws • Duel Chain Fists • Duel Power Fists • Duel Thunder Hammers
Wargear – Maverick Artificer Armor Maverick Micro Generator • May upgrade for a Reengineered Xenos Micro Generator (+10pts/model) Maverick Bolt Staff may be exchanged for: • Duel Power Swords(free) • Duel Lightning Claws(free) • Duel Power Fists(+5pts/model) • Reengineered Xenos Weapon (+15pts/model) May take the following ammunition: • Screamer Rounds • Bitch Rounds • Bore Rounds
Special Rules – And They Shall Know No Fear
Reapers
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts/Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|
Reaper | 6" | 3+ | 3+ | 4 | 4 | 2 | 1 | 8 | 3+ | ||
Grim Reaper | 6" | 3+ | 3+ | 4 | 4 | 2 | 1 | 9 | 3+ |
Specializing in subterfuge and assassinations, Reapers are very rarely deployed on the battlefield by the Chapter and are not recorded as officially part of the Maverick Marine's Chapter in Imperial Records. They darken their weapons and armor according to the mission they are dispatched on. They have been seen in shadow grey to jungle green but never bright or pronounced colors and never sporting any symbols or iconography that would denote them as being part of the Maverick Marines. Such is their stealth and secrecy that very few, if any, other Chapters know of their existence. They favor the Maverick Bolter Rifle over other forms of long ranged weaponry but they are accustomed to taking all forms of weapons to better suite the needs of the operation. Their distinct trademark is the carrying of two combat blades into combat that have been scavenged from fallen xenos foes. Typically they are dispatched on missions in threes and are led by a Grim Reaper.
Wargear- Maverick Bolter Rifle Power Armor Duel Combat Blades
Special Rules: And They Shall Know No Fear Cloak of Dark - (See Stealth Special Rule) Deadeye - A model with this special rule may dictate a specified model that the Reaper will shoot at and wound. Reaper - The roll of a six causes mortal wounds.
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts/Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|
The Reapers Shadow | 6" | 3+ | 2+ | 4 | 4 | 3 | 2 | 9 | 3+ |
Said to have been born from the darkness itself, The Reaper's Shadow is a legendary operative known to have completed over 200 solo operations and uncountable team missions. Records within the Chapter on who this individual may have been are lost due to 'clerical' errors. Though he has been known and seen working with a team of Reapers he has always remained apart using his brothers as decoys and stratagems while he is able to maneuver into a more advantageous position.
Wargear- Power Armor Reaper's Bolt Rifle Wings of Death - Duel combat blades Reaper's Shadow
Special Rules: And They Shall Know No Fear Cloak of Dark - (See Stealth Special Rule) Deadeye - A model with this special rule may dictate a specified model that the Reaper will shoot at and wound. Reaper - The roll of a six causes mortal wounds. Death's Advance - This model marks a specific model within the opponents forces. They denote this on a piece of paper and save it aside. If this model kills its target the Maverick Marines gain an additional victory point.
Suicidal Doctors
Apothecaries are a touchy subject at the best of times for the Chapter as they perform some the most bazar forms and rituals for healing. This includes but is not limited to the healing shiv and scary file. M WS BS S T W A Ld Sv 6” 3+ 3+ 4 4 2 5 8 3+
• May take Aspirant Artificer Power Armor o May upgrade to Terminator armor
Wargear – Power armor Duel Healing Shivs
Special Rules: Cry Baby Bitch - The unit this model is attached to receives a +2 to their Feel No Pain roll.
Reborn
Techmarine
Troops
Chain Gangers
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts | Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Chain Ganger | 6" | 3+ | 5+ | 4 | 4 | 1 | 1 | 7 | 3+ | |||
Mek Boy | 6" | 3+ | 5+ | 4 | 4 | 1 | 1 | 8 | 3+ |
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Those that desire less speed and more killing join the Thrasher Clan. The Thrasher Clan is further divided into three sub Clans and Cults: Chain Gangers, Power Boys, and Shields. Apart from the Heresy Riders, Thrashers suffer the some the greatest mental degradation within the Chapter due to their love of battle and constant fighting. It is commonly spoken that one does not join the Thrasher Clan, rather are called by the sweet voices in their heads of promised glories, battle, and the kill.
The Chain Gangers is considered to be the bloodiest and most brutal of the Thrasher Clan as they will always arm themselves with chain weaponry in either hand. Their favored weapon in the chainsword but have also been known to use chain axes, chain fists, and one handed chain glaives called Maracas by its members. It is not uncommon to find the Chain Gangers on the battlefield where the fighting is thickest and most bloody. They often decorate their armor in chain and wrap their arms and gauntlets in chain. They paint their armor a dark blue with red trim and a silver chameleon colored shoulder pad in honor of the favored color scheme of the True Maverick.
• One model may be upgraded to a Power Boy for every ten (ten) models in a unit
Wargear – Power Armor • May upgrade to artificer armor (+20pts/model) Chainsword x2 • May be exchanged for other chain weapons o Chain Ax (+5pts/model) o Modified Chain Glaive (+10pts/model) • May be exchanged for duel wielding bolters (Free) • One model may take a single heavy weapon for every ten models when a squad takes bolters o Heavy Bolter (+5pts) o Plasma Cannon (+10pts) o Melta-Cannon (+15pts) o Las-Cannon (+20pts) Krak/Frag Grenades
Special Rules: And they shall know no fear Ganger – Gangers do not adhere to the traditional 10 man units but rather mob together into units of 20 provided there are that many Chain Gangers assigned to a company. Gangers will not mob together then in separate companies. Chain Collector – Decorating their armor in chain heavy around the gauntlets and shins of their armor, member of the Chain Gangers mob are still semi-effective in close combat. *Chain Gangers that exchange their close combat weapons for bolters do not gain the Duel Wield Special Rule while in close combat. Name S AP Chain User 5 Marked for Insanity – Due to the nature of the Chapter’s curse, the mental degradation in heavy combat intensifies in speed and causes greater damage. Before the start of each turn, each Thrasher unit not within a 12” radius of a Screaming Bitch must roll a d6. On a 6 (six) the Thrasher unit suffers hindering mental degradation. An opponent can cause an additional roll when a unit of Thrashers 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.
Shields
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts | Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Shields | 6" | 3+ | 5+ | 4 | 4 | 1 | 1 | 7 | 3+ | |||
Mek Boy | 6" | 3+ | 5+ | 4 | 4 | 1 | 1 | 8 | 3+ |
Answering the age old question, ‘can you effectively duel wield shields for better protection?’ Yes, yes you can. The Shields are known to duel wield shields for maximum protection on the battlefield. They often work in concert with their Thrasher Clan Mates providing a moving wall of cover. When the distance closes the shield lines break and the Chain Gangers flood through the gaps into the enemies ranks. Though they offer little in the way of combat ability, each member of the shield clan carries a shield in the shape of an angelic wing. Mysterious energies crackle across it offering great protection from incoming fire and when in close combat that energy discharges when the shield is bashed into an enemy opponent. Unlike their Chain Ganger brothers, Shields prefer to paint their armor jet black with silver and red trim, carrying the blackened wing shaped shields trimmed with silver.
Wargear - Power Armor • May upgrade to artificer armor (+20pts/model) Duel Combat Shields • May be exchanged for Storm Shields (+50pts) Krak/Frag Grenades
Special Rules: And they shall know no fear Duel Wield Shields! – Crackling in strange xenos energies reengineered by the Clan Maverick, these angel winged shields stop the most devastating incoming fire providing a moving wall of cover for their battle brothers behind them. Friendly faction models and allies directly behind a unit of Shields also gain the invulnerable save of the shields from ranged attacks. Marked for Insanity – Due to the nature of the Chapter’s curse, the mental degradation in heavy combat intensifies in speed and causes greater damage. Before the start of each turn, each Thrasher unit not within a 12” radius of a Screaming Bitch must roll a d6. On a 6 (six) the Thrasher unit suffers hindering mental degradation. An opponent can cause an additional roll when a unit of Thrashers 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.
Power Boys
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts | Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Power Boy | 6" | 3+ | 5+ | 4 | 4 | 1 | 1 | 7 | 3+ | |||
Mek Boy (Sergeant) | 6" | 3+ | 5+ | 4 | 4 | 1 | 1 | 8 | 3+ |
The Power Boys is similar to that of the Chain Gangers but they prefer to utilize power weapons instead of chain weapons. By comparison, the members of the Power Cult are far more sane and rational than their bloody brothers and sergeants for Chain Gangers and Shields are drawn from their ranks known as Mek Boys; individuals that have gone above and beyond the standard desire to use power weapons but have begun making their own stylized power weapons.
Wargear – Power Armor • May upgrade to artificer armor (+20pts) Chainsword x2 • May be exchanged for other chain weapons • May be exchanged for duel wielding bolters • May be exchanged for power weapons o Swords (+10pts) o Axes (+20pts) o Lightning Claws (+25pts) o Fists (+50pts) Krak/Frag Grenades
Special Rules: And they shall know no fear Marked for Insanity – Due to the nature of the Chapter’s curse, the mental degradation in heavy combat intensifies in speed and causes greater damage. Before the start of each turn, each Thrasher unit not within a 12” radius of a Screaming Bitch must roll a d6. On a 6 (six) the Thrasher unit suffers hindering mental degradation. An opponent can cause an additional roll when a unit of Thrashers 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. Keeper of the Mark - Power boys are equally susceptible to the curse of Insanity. However, they do poses some better control over it. This not only effects him but his squad as well. A unit of Thrashers that upgrades one model to a Power Boy may re-roll Mark of Insanity to obtain a more desired result.
Heavy Support
Fast Attack
The Speed Cult includes two sub Clans, the Sky Jumpers and Heresy Riders.
Sky Jumpers
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts/Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sky Jumpers | 6" | 3+ | 3+ | 4 | 4 | 1 | 1 | 7 | 3+ |
The Sky Jumpers are the assault marines utilizing jump packs as their main mode of transportation across a battlefield. They are often seen jumping through the skies behind enemy lines clearing out swaths of bloody enemies. They utilized a variety of weapons but always in pairs and never pistols, because pistols are for asshole Imperial Guard Commissars.
Heresy Riders
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts/Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|
Bikers | 12" | + | + | 4 | 5 | 1 | 1 | 7 | 3+ | ||
Speed Freak | 12" | + | + | 4 | 5 | 1 | 2 | 8 | 3+ | ||
Tamers | 2d6" | + | + | 4 | 5 | 1 | 1 | 7 | 3+ | ||
Borg Boys | 12" | + | + | 4 | 5 | 1 | 1 | 7 | 3+ |
The Heresy Riders get their name for the utilizing of strange xenos mounts, converted xenos technology, and even the occasional captured tyranid can be seen being rode into battle. With the exception of the 2nd Company, the Heresy Riders possess some of the worst and quickest mental degradation allowing them to combine looted or captured items with their innate ability of understanding of mechanics to create vehicles to suit their needs for speed. As a default within the Chapter, all Maverick Marines despise being called ‘Bitches’, as such, they refuse to utilize any vehicle that requires two space marine operators such as attack bikes and land speeders as one will always have to ride ‘bitch’ and be the “biker bitch”.
Walker
Maverick Marine Armory
Ranged
Pistol Weapons | Range | Type | S | AP | D | Abilities | Points Per Weapon |
---|---|---|---|---|---|---|---|
Hand Flamer | 6" | Pistol D3 | 3 | 0 | 1 | this weapon automatically hits its target. | 8 |
Infernus Pistol | 6" | Pistol 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | 20 |
Plasma Pistol | - | - | - | - | - | When attacking with this weapon, choose one of the profiles below. | 7 |
-Standard | 12" | Pistol 1 | 7 | -3 | 1 | - | |
-Superchare | 12" | Pistol 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain. | |
Special Weapons | Range | Type | S | AP | D | Abilities | Points Per Weapon |
Flamer | 12" | Assault D6 | 4 | 0 | 1 | this weapon automatically hits its target. | 9 |
Meltagun | 12" | Assault 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | 17 |
Storm bolter | 24" | Rapit Fire 2 | 4 | 0 | 1 | - | 2 |
Plasma gun | - | - | - | - | - | When attacking with this weapon, choose one of the profiles below. | 13 |
-Standard | 24" | Rapit Fire 1 | 7 | -3 | 1 | - | |
-Superchare | 24" | Rapit Fire 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. | |
Charger Weapons | Range | Type | S | AP | D | Abilities | Points Per Weapon |
Flamer Charger | 12" | Assault/Pistol D6 | 4 | 0 | 1 | When attacking with this weapon, You must choose either to use the Assault or Pistol Type. This weapon can only be fired once per battle. This weapon automatically hits its target. | 5 |
Melta Charger | 12" | Assault/Pistol 1 | 8 | -4 | D6 | When attacking with this weapon, You must choose either to use the Assault or Pistol Type. This weapon can only be fired once per battle. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | 9 |
Plasma Charger | - | - | - | - | - | When attacking with this weapon, You must choose either to use the Assault or Pistol Type. This weapon can only be fired once per battle. When attacking with this weapon, choose one of the profiles below. | 7 |
-Standard | 12" | Assault/Pistol 2 | 7 | -3 | 1 | - | |
-Superchare | 12" | Assault/Pistol 2 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. | |
Heavy Weapons | Range | Type | S | AP | D | Abilities | Points Per Weapon |
(Twin) Assault cannon | 24" | Heavy 6(+6) | 6 | -1 | 1 | - | 21(+14) |
(Twin) Heavy bolter | 36" | Heavy 3(+3) | 5 | -1 | 1 | - | 10 (+7) |
Twin Autocannon | 48" | Heavy 4 | 7 | -1 | 2 | - | 33 |
(Twin) Heavy flamer | 8" | (2)Heavy D6 | 5 | -1 | 1 | this weapon automatically hits its target. | 17 (+17) |
(Twin) Multi-melta | 24" | Heavy 1(+1) | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | 27(+27) |
(Twin) lascannon | 48" | Heavy 1(+1) | 9 | -3 | D6 | - | 25(+25) |
(Typhoon) Missile launcher | When attacking with this weapon, choose one of the profiles below. | 25(+25) | |||||
-Frag missile | 48" | Heavy (2)D6 | 4 | 0 | 1 | - | |
-Krag missile | 48" | Heavy 1(+1) | 8 | -2 | D6 | - | |
Plasma cannon | - | - | - | - | - | When attacking with this weapon, choose one of the profiles below. | 21 |
-Standard | 36" | Heavy D3 | 7 | -3 | 1 | - | |
-Superchare | 36" | Heavy D3 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. | |
Vehicle Weapons | Range | Type | S | AP | D | Abilities | Points Per Weapon |
"Smoke" Launcher | 12" | Heavy 2D3 | 4 | -1 | 1 | - | 11 |
Heavy Plasma cannon | - | - | - | - | - | When attacking with this weapon, choose one of the profiles below. | 30 |
-Standard | 36" | Heavy D3 | 7 | -3 | 1 | - | |
-Superchare | 36" | Heavy D3 | 8 | -3 | 2 | For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved. |
Weapon | Points Per Weapon |
---|---|
Grappa | 15 |
Assault bolter | 15 |
Astartes shotgun | 0 |
Auto bolt rifle | 0 |
Bolt pistol | 0 |
Bolt pistol gauntlet | 25 |
Bolt rifle | 0 |
(Twin) Boltgun | 0(+2) |
Frag grenade and Krag grenade | 0 |
Conversion Beamer | 20 |
Cyclone missile launcher | 50 |
Demolisher cannon | 0 |
Flamestorm cannon | 30 |
Handheld Plasma Cutter | 7 |
Heavy flamer array | 50 |
Hurricane Bolter | 4 |
Plasma Incinerator | 18 |
Power Heavy Bolter | 15 |
Rageus Stormcannon | 17 |
Sniper rifle | 4 |
Stormstrike missile launcher | 21 |
Wrist-mounted Krag grenade launcher | 4 |
Special Ammunition
Ammo Type | Range | S | AP | Description |
---|---|---|---|---|
Screamer Rounds | - | 5 | -2 | |
Bitch Rounds | 1/2 Range | 4 | -2 | |
Bore Rounds | +4" | 6 | -3 |
Melee
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. (Ex. Base attack 1 + chainsword = 2 attacks. Duel Wielding base attack 1 + duel wielding attack 1 + chainsword + chainsword = 4 attacks) |
Chain-Axe | Melee | Melee | User | +1 | -1 | |
Power sword | Melee | Melee | User | -3 | 1 | |
Power fist | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
Lightning claw | Melee | Melee | User | -2 | 1 | You can re-roll failed wound rolls for this weapon. |
Thunder hammer | Melee | Melee | x2 | -3 | 3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
Maverick Stave | Melee | Melee | +2 | -3 | 3 | Attached to the modified halberd style weapon is a rapid shot pistol that can used in melee as opposed to making an attack with the stave. |
Vehicle
Walker
Special Wargear/Relics
Weapon | Range | Type | S | AP | D | Abilities | Points Per Weapon |
---|---|---|---|---|---|---|---|
Maverick Bolt Stave | |||||||
Maverick Stave | Melee | Halberd | +2 | -3 | D3 | ||
Maverick Stave Bolt Pistol | 12" | Pistol D3 | 3 | 0 | 1 | Assault: This weapon can be used in melee combat. |