Codex - Scary Marines

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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 Fearless, 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. At the beginning of every game turn roll a D6. If a 6 is rolled, the Shroud immediately lifts and the game is played normally until the end. 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 turn roll a D6 for every enemy unit on the field. If a 1 is rolled, the unit immediately suffers a permanent -1Ld modifier. If the unit is Fearless it becomes Ld10 instead. The effects of this rule are cumulative. In addition, if a unit fails a Morale check of any kind, they also suffer a -1Ld modifier in the same manner.

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. The opposing Warlord must automatically refuse challenges issued to him unless he is the only model left in his unit


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