Codex - Zathian Avengers

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Revision as of 12:59, 30 May 2016 by 1d4chan>MrBlades (Wargear)
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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.
  • Warforged - Models with this rule have the Optic Filters, Fearless, and Feel No Pain special rules. In addition, they are immune to the effects of Fleshbane and Poisoned Special Rules. Instead, either the attacking model or weapon’s basic strength is used. If the attack has no strength listed, it wounds only on a roll of 6. Also the model cannot be affected by any Biomancy psychic powers (except Smite). However, attacks with the haywire special rule wound them on a 4+ and ignores armor saves on a 6+.
  • Warleader - A model with this special rule takes up a HQ slot, even if they are part of a unit that fills another slot in the FOC. Note: this means they can be the Warlord

Weapons

Ranged Weapons

Range S AP Type
Battle Pistol 12" 5 4 Pistol, Rending
Blaster Cannon 48" 10 2 Heavy 2
Concussion Missile 48" 8 3 Heavy 1, Large Blast, Concussive, One Use
Disruptor Pistol 6" 10 2 Pistol, Recharge, Lethal (2)
Disruptor Rifle 12" 10 2 Assault 1, Recharge, Lethal (3)
Flame Thrower Template 5 4 Assault 1, Poisoned (5+)
Flamewall Projector Template 6 4 Assault 1, Poisoned (5+), Torrent OR Assault 2, Poisoned (5+)
Grenade Rifle 18" 5 5 Assault 2, Blast
Heavy Repeating Blaster 36" 7 4 Heavy 8, Rending (5+)
Ion Cannon 36" 4 - Heavy 4, Haywire
Ion Pistol 12" 3 - Pistol, Haywire
Ion Rifle 24" 3 - Assault 2, Haywire
Light Repeating Blaster 30" 6 4 Salvo 4/6, Rending
Precision Blaster Rifle 36" 6 3 Rapid Fire, Pinning, Rending
Proton Torpedo 48" 10 1 Heavy 1, One Use, Armourbane, Lethal (3)
Shatter Carbine 24" 6 1 Assault 2, Armourbane, Pinning
Shatter Rifle 48" 8 1 Heavy 1, Armourbane, Pinning
Shredder Cannon 36" 7 2 Heavy 2, Armourbane, Shred, Lethal (d3)
Underslung Disruptor 9" 10 2 Assault 1, Recharge, Lethal (d3)
Underslung Flame Template 4 5 Assault 1, Poisoned (6+)
Underslung Grenade 18" 5 5 Assault 1, Blast
Underslung Ion 12" 3 - Assault 1, Haywire
War Rifle 24" 5 4 Assault 4, Rending

  • Lethal (X) - If a weapon with special rule causes an unsaved wound, the target loses X wounds instead of 1. If X is a die roll (d3, d6, ect…), roll separately for each wound.
  • Recharge - After this weapon fires it may not fire again until a full game turn has passed.
  • Flamewall Projector - Causes 2d3 automatic hits from Overwatch.


Melee Weapons

Range S AP Type
Bladed Limbs - User 5 Melee
Dire Axe - X2 1 Melee, Armourbane, Two-Handed, Unwieldy
Fullblade - +2 2 Melee, Two-Handed, Lethal (2)
Talon - User 3 Melee, Specialist Weapon, Shred, Rending
Wartalon - User 2 Melee, Shred, Armourbane


Lightsabers

  • Most Lightsaber variants may be used as both a ranged and melee weapon in the same turn.
    • Lightsabers may not fire Snap Shots.
  • All Lightsaber variants have the Energy Blade special rule when used as a melee weapon. It grants the Force, Armourbane, and Fleshbane special rules.
    • Models equipped with a Lightsaber (of any type) may make a single Thrust attack in place of the normal attacks the model would be allowed (including any bonus attacks from charge, Rampage, etc.). A Thrust attack is made with the following profile:
Range S AP Type
Thrust - X2 1 Melee, Energy Blade, Master-Crafted, Shred

  • If a model is equipped with two Lightsabers (in addition to the +1 Attack for being armed with two weapons) the Lightsaber’s ranged attack becomes Assault 2 and the model may make two Thrust attacks in place of its normal attacks.


Range S AP Type
Lightsaber (Melee) - User 2 Melee, Specialist Weapon, Energy Blade
Lightsaber (Ranged) 12" User 2 Assault 1, Fleshbane
Lightsaber Claws - User 2 Melee, Specialist Weapon, Shred, Energy Blade
Lightsaber Spear (Charge Melee) - +1 1 Melee, Specialist Weapon, Energy Blade, +1I
Lightsaber Spear (Non-Charge Melee) - User 2 Melee, Specialist Weapon, Energy Blade, +1I
Lightsaber Spear (Ranged) 12" User+1 1 Assault 1, Fleshbane
Lightsaber Staff (Melee) - +2 2 Melee, Two-Handed, Energy Blade
Lightsaber Staff (Ranged) 12" User+2 2 Assault 1, Fleshbane


Armor

Save Invulnerable Save Other Effects
Active Camouflage 4+ - Stealth, Shrouded, Optic Filters
Armored Flightsuit 4+ - Optic Filters
Skirmisher Armor 3+ 6++ Optic Filters
Titan Armor 2+ 3++ Anti-Toxin(2), Relentless, Extremely Bulky, Optic Filters
Warrior Armor 2+ 5++ Anti-Toxin(1), Very Bulky, Optic Filters

  • Anti-Toxin (X) - Poisoned weapons are worse by X. (Therefore against Anti-Toxin (1), Poison (4+) becomes Poison (5+) and so on). Note: This does not affect the Fleshbane or Sniper special rules.
  • Optic Filters - The model has the Night Vision special rule and is immune to the Blind special rule.

Wargear

  • Energy Shields - These provide the vehicle with a 5+ Invulnerable Save.
  • Flight Pack - Models with a Flight Pack are Jump Infantry and Very Bulky. Also, models with a Flight Pack may Swoop exactly like Flying Monstrous Creatures. Models Swooping with a Flight Pack gain the Relentless special rule.
    • Note - Only a model with an Armored Flightsuit or Skirmisher Armor may take a Flight Pack.
  • Force Shield - User may rerolls failed Invulnerable Saves, this shield occupies an arm.
    • Note - This ceases to function when in range of an active Myrkr Device.
  • Myrkr Device - May be used in active or passive mode. The player decides at the start of his movement phase which mode it will be in.
    • Passive Mode - Grants the wielder a +2 to Deny The Witch Rolls.
    • Active Mode - Grants the following:
      • Psykers within 12” can’t activate any psychic powers or force weapons.
      • The model and his/her unit can’t be affected by psychic powers, friendly or not.
      • All Guardians within 12” lose the benefit of the Precognition and Greater Precognition special rules and are at -2 I and -1A.
      • Tyranids within 12” lose the benefits of Synapse.
      • Any Psychic effect that comes within 12” ceases to function.
  • Positional Relay - Grants the following:
    • Friendly units attempting to arrive by Deep Strike within 6” of a model with this special rule do not scatter.
    • When barrage weapons are being used by the controlling player, line of sight may be drawn from any model in their force with a Positional Relay.
  • Reinforced Shields - These provide the model a 4+ Invulnerable Save.
  • Vanguard Shield - All hits are at -1 AP (AP2 becomes AP3 and so on), this shield occupies an arm, all successful saves taken against Hammer of Wrath hits from this model must be rerolled

Psychic Powers

Units

HQ

Troop

Warrior Squad

Points Cost - 400

WS BS S T W I A Ld Sv Unit Type
Warrior (M) 5 4 6 6 2 4 2 9 2+/5++ Infantry
Warrior (F) 5 4 5 6 2 5 2 9 2+/5++ Infantry
Squad Leader (M) 5 4 6 6 2 4 2 9 2+/5++ Infantry (Character)
Squad Leader (F) 5 4 5 6 2 5 2 9 2+/5++ Infantry (Character)
Guardian (M) 6 6 6 6 2 6 3 10 2+/4++ Infantry (Character)
Guardian (F) 6 6 5 6 2 7 3 10 2+/4++ Infantry (Character)
Knight (M) 7 5 6 6 3 6 3 10 2+/4++ Infantry (Character)
Knight (F) 7 5 5 6 3 7 3 10 2+/4++ Infantry (Character)


Special Rules:

  • Zathian
  • Psyker (Mastery Level 1) - (Guardian and Knight Only)
  • Precognition - (Guardian and Knight Only)
  • Slayer of the Mighty - (Knight Only)

Wargear:

  • Warrior Armor
  • Battle Pistol
  • War Rifle
  • Assault Grenades
  • Power Weapon - (Except Guardian and Knight)
  • Lightsaber - (Guardian and Knight Only)

Options:

  • The unit may take a Glaive Gunship as a Dedicated Transport.
  • Any model may upgrade their Battle Pistol with:
    • Ion Pistol - +5 Points.
    • Disruptor Pistol - +15 Points.
  • Any model may upgrade their War Rifle with:
    • Underslung Flame - +5 Points.
    • Underslung Grenade - +5 Points.
    • Underslung Ion - +10 Points.
    • Underslung Disruptor - +15 Points.
  • Any model may replace their War Rifle with a:
    • Flame Thrower - Free.
    • Grenade Rifle - Free.
    • Ion Rifle - Free.
    • Disruptor Rifle - +10 Points.
    • Light Repeating Blaster - +15 Points.
    • Ion Cannon - +15 Points.
    • Shatter Carbine - +15 Points.
  • The unit may take Melta Bombs - +25 Points.
  • The Squad Leader may replace their Power Weapon with a:
    • Pair of Talons - +10 Points.
    • Dire Axe - +20 Points.
    • Fullblade - +20 Points.
  • The Squad Leader may be upgraded to a:
    • Guardian - +40 Points.
    • Knight - +60 Points.
  • The Guardian or Knight may replace their Battle Pistol with a:
    • Additional Lightsaber - 15 Points.
    • Force Shield - +20 Points.
  • The Guardian or Knight may replace their Lightsaber with a:
    • A pair of Lightsaber Claws - +10 Points.
    • Lightsaber Staff - +15 Points.
    • Lightsaber Spear - +15 Points.
  • The Guardian may be upgraded to a Psyker (Mastery Level 2) - +20 Points.
  • The Knight may replace their Battle Pistol and Lightsaber with a Fullblade - +15 Points.
  • The Guardian or Knight may take the Warleader upgrade - +10 Points.
  • The Guardian, Knight, or Squad Leader may take a Myrkr Device - +25 Points.

Dedicated Transport

Elite

Fast Attack

Heavy Support