Codex - Zathian Avengers

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Revision as of 10:56, 24 May 2016 by 1d4chan>MrBlades
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WORK IN PROGRESS!!!

This Codex sprang from a thought experiment. It went like this; "I like Star Wars. I like 40k. They should get together and have a messed up flipper baby!" This is that flipper baby.

Fluff

The Zathians were a race on the fringed of the Star Wars galaxy. They liked science, sword fighting, and stuff. They had to be the best at everything so they studied everyone else's stuff to see if they could make it better. When the Tyranids hit the other side of the galaxy the Zathians were in the best position to do something about it. BUT...they failed (obviously). Part of the Zathian Fleet managed to avoid be caught for a while and so they lived. The 'Nids got bored playing hide and go seek and left. The Zathians said "We should probably do something about them..." and decided to chase down the Hive Fleet. On the way to the Milky Way the Zathians decided to do a bunch of genetic modification and other assorted sciency stuff. The end result being most of the ground forces being Ogryn sized with Marine/Eldar reflexes and Ded 'Ard exoskeletons. Oh, and the have Guardians. (Think Jedi in power armor with guns.) Also droids.


Special Rules

  • Zathian - Models with this rule have the Fearless, Feel No Pain, Monster Hunters, and Rampage Special Rules.
    • Note: Zathians have different profiles depending on if they are male or female (M or F). The controller must take note of which models are M or F on the army list. Some units do not have this option (such as Talons, Vanguards, and Special Characters).
  • Ejector System (X) - When a vehicle with this special rule suffer a Wrecked or Explodes! effect roll a d6, on a 2+ for Wrecked or a 4+ for Explodes! X pilots jump free and are treated as a unit with the pilot profile. If the pilots successfully escape they are placed as if they were forced to disembark from a transport vehicle. If the vehicle was a flyer the pilots are placed within 3” of the vehicle and then scatter as if they Deepstriked.
  • Field Repairs - If the model is in base contact with a friendly vehicle at the start of the Shooting Phase he/she may attempt to repair it in place of shooting. Roll a d6 and on a 5+ the model immediately repairs one Weapon Destroyed, Immobilized, or lost Hull Point. In addition, any models with Warforged special rule in the same unit gains the It Will Not Die special rule.
  • Greater Precognition - Models with this Rule have a 3+ Invulnerable Save. In addition, models with this rule fire Snap Shots at BS3.
  • Guardian Pilot - A vehicle with this Special Rule fires all weapons not on an A.I. Mount at BS5 and the model may fire Snapshots while Jinking at BS2 instead of 1. Also, the vehicle ignores stunned and shaken effects. Additionally, If the vehicle with this Special Rule suffer a Wrecked or Explodes! effect the Pilots that disembark are Guardian Pilots.
  • Precognition - Models with this Rule have a 4+ Invulnerable Save. In addition, models with this rule fire Snap Shots at BS2.
  • Regenerative Implants - A model with this special rule may reroll any failed Feel No Pain roll. They also count as having the It Will Not Die special rule.
  • Slayer of the Mighty - A model with this special rule must always issue and accept any available Challenges. Also in melee the model may reroll all to hit rolls against Monstrous Creatures, Gargantuan Creatures, and any model in a Challenge. If there is more than one model with this special rule that could accept (or issue) a challenge, the controlling player chooses which model accepts (or issues) the challenge.


Psychic power tables