Codex Maverick Marines
The Maverick Marines are a half serious, half homebrew shitstorm of personal odd humor. Check out the Maverick Marines for some lore on the chapter, the Adventures of Admiral Floppycock and Rouge Trader Skullsfuckington III, or adventures from the Deathwatch.
Maverick Marines | ||
---|---|---|
Battle Cry | BIIIIIIIIIIIIIIIIIIIIIIIIIIITCH!!! | |
Number | Unknown | |
Founding | Unknown | |
Successors of | Unknown | |
Successor Chapters | None | |
Chapter Master | The True Maverick (a.k.a. "Daddy") | |
Primarch | Unknown | |
Homeworld | None | |
Strength | 1000+ | |
Specialty | Close combat and siege | |
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 Rouge 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.
Stratagems
Warlord Traits
Psychic Powers
The manifestation of psykic powers is often random. Due to this fact, the simple act of a sneeze can cause a cascading effect where the raw energies of the Warp erupt from the Librarian with such great force that it annihilates everything before him. This usually results in a, "hmm, weird..." as he jots down the notes in a book. When activating Psychic Powers during the Psychic Phase, the Weird rolls on the following table manifesting the powers at random. A Aspirant Weird (+20pts/model +1power) or a Named Weird Character may select one of the powers from the list below or from the 8th edition Codex: Space Marines.
Role | Power Name | Warp Charge | Description | Effect |
---|---|---|---|---|
1 | Psychic Sneeze | The Weird sneezes causing a rip in real space. Balefire reaches out from the Warp destroying anything in front of it. | ||
2 | ||||
3 | ||||
4 | ||||
5 | ||||
6 |
Formations
Shield Guard
Blitzkrieg
WE'RE THE SPEED!!! ON SPEED!!!! The Heresy Riders coke up and jump on their "bikes" and head straight for the enemy lines. Led by Rundarious, Captain of the Heresy Riders, all fast attack vehicles under his command may either be counted as troops or fast attack, not including fliers.
Rolling Fundar
Operation: Wait Here - Heavy weapons galore! Entrench and besiege! Led by a Reborn, the forces of the Rolling Fundar utilize heavy weapons, siege engines, and heavy support. They dig into a particular location and fortify it, refusing to give ground.
Operation: FUCK YOU! - Alternatively, with the aid of heavy weapons and siege engines, the forces of the Maverick Marines can break into the most heavily fortified of fortresses and positions. The Mavericks are led by a Reborn and utilize only siege weapons, heavy weapons, heavy support, and artillery.
Campaigns/Scenarios
Rise of the Hipsters of Chaos
On the platforms orbiting Profanus Prime the seeds of a new Chaos Cult had taken root. The strike cruise Rear Guard, under the command of The First and several gangs belonging to the Thrasher Clan and Aspirants, docked to take on new supplies and recruits offered up by House Bellend as their tithe and continued support of the Chapter. During the loading process, the first heads of the new Cult reared their heads. The local PDF managed to quell the first of the riots, but it soon became apparent that these would increase exponentially and word was sent to the Maverick Marines. By the time the report reached the Astarties the riots at stretched as far as the loading docks. Marines formed defensive lines, the weapons of the rioters merely scratched their paint and annoyed them. With strict orders not to engage and hold to the Chapter's belief the Gangs held strong until the first Cultists were seen parting the crowds led by an oddly large human wielding a strange disk device in his hand that spun with unnatural speed. Pushing to the front, Shields threw down their angelic shields and activated the sparking energy fields. Behind them Aspirants leveled their Maverick Bolter Staves like the warriors of ancient Terra and Chain Gangers revved their blades in anticipation of the blood to come.
Unit Type | Unit Strength |
---|---|
The First | x1 |
Screaming Bitch | x1 |
Aspirants | x10 |
Maverick Shields | x20 |
Chain Gangers | x10 |
Unit Type | Unit Strength |
---|---|
Hipster Cultist Leader | x3 |
SJWs | x20 |
Hipsters | x40 |
Liberals | x10 |
Environmentalists | x10 |
Details: Special Rules - Maverick Marines - Fearless (All Maverick Marines gain Fearless and will not retreat) Blood Lust (With each turn the Chaplin looses control of the Chain Gangers. This does not take effect until turn 3.Ex. Turn 3: -1 to roll. Turn 4: -2. Turn 5: -3) Hipster Cultists - The Media (Worshiping their god, The Media, Cultist gain +5 Feel no pain) Mindless (Possessing a singular mind, Hipster Cultists gain the Fearless Special rules when forces are over 50% strength) Power of the Disk Spinner (Cultists are immune to Perils of the Warp due to their "concentration") Deployment - Maverick Marines are deployed in a box or semi-circle formation in a 6"x6" box centered on a 4'x4' board. The Cultists are deployed 18" from their table edge.
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+ | 3+ | 5 | 4 | 5 | 3 | 10 | 2+/5+ |
Previously known as Davious, with the death of the former Chapter Master during his stead within the Deathwatch he was recalled by the Maverick Marines 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. Their are also uncharacteristically light and emit a eerie crackling green energy field. It is believed that Davious forged them himself from a reengineered xenos technology recovered on campaign for that prime Eldar booty.
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 BIIIITCH - The True Maverick inspires those under his command to the greatest feats and acts of bravery granting them the Fearless Special Rule. All models within a 16" radius do NOT roll for Marked for Insanity otherwise they will be called Little Bitches. The True Maverick - Forgoing his old name, the Chapter Master of the Maverick Marines takes the mantel of The True Maverick leading the Chapter ever onwards to aid in the better of humanity through technological advances. A single type of basic weaponry from the Chapter Armory may be counted as master crafted for Maverick Marines forces. This does not apply to Chapter relics, artifacts, or named characters and their wargear. Eldar Bitches!!! - Davious has a fetish for Eldar Bitches and will do anything to get them. When fighting the Eldar, The True Maverick marks an Eldar target and writes it on a piece of paper shielding it from their opponent until the mission has been completed. If this target is removed from play it is "captured" by Davious. The completion of this action grants one extra victory point. When the adversary is not Eldar, Davious gains the Hatred _____ Special rule because - "BRING ME MY BITCHES!"
Screaming Bitch Vroom Vroom
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Said to be the only Screaming Bitch to have fallen to the mental degradation, he possesses a keen understanding and insight unnatural to those in the same condition. He has long forgone the traditional weapons of his office for the weapons more prized by the Chapter, the chainsword for their gory and bloody deeds and LOUD NOISES! During the Battle at Trasnetor, Screaming Bitch Brathious lead charge after charge against the green hoard without rest or resupply. Aided by the 3rd Company Ganger Squad Brathious and his men plunged deep into the heart of the Waaaagh! when they confronted Big Mek Mad Mak McDakka. The ork boys formed a circle around the two, isolating the Screaming Bitch from his squad. In the ensuing battle Brathious managed to land several hits on the Big Mek but each blow was traded for blow. McDakka found this to be amusing but was eager to rejoin the Waaaagh! and subdued the Screaming Bitch ordering his boys to take him and keep him alive so that they could continue their duel at another time. Before the order could be carried out, Brathious threw down his Crosius and took up two chainswords from his fallen brothers that had been killed buy the green skins and lunged at the Big Mek, chains roaring at full tilt. Sparks flew, metal screamed as they were blocked by the Mek's power klaw. As the Fates wove their tapestries the sky burst into all manner of light as things began to descend from the sky in balls of fire. Taking the advantage, Brathious downed the Big Mek into submission. One of the balls crashed nearby and a hush fell across the hoard. Silence was broken by the screeching of Tyranids and the angry roars of the Orks. Revving the chainswords Brathious let out the tremendous Ork war cry "WAAAAAAAAAGH!!!" The Orks followed suite bellowing their cries of war and surged forwards towards their new foe. For near on a year the Maverick Marines fought side by side with the Orks against the Tyranid threat with Screaming Bitch Brathious leading and fighting among the hoards of the green skins. The Orks aptly named him Big Boss Vroom Vroom for his love and use of chainswords. At the close of the conflict Big Mek Mad Mak McDakka was elevated to the role of Warboss and hold the Maverick Marines as allies. The Maverick Marines in turn treat the Orks of Clan McThunda as allies and often call upon them to fight in large and bloody conflicts where the space Marines are unable to spare the soldiers required.
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts/Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|
Vroom Vroom | 6" | 2+ | 5+ | 5 | 4 | 5 | 4 | 10 | 2+/4+ |
Wargear- Artificer Armor Blood and Gore Special Rules: And They Shall Know No Fear Big Boss - Due to the nature of the Chapters encounter with the Orks of Clan McThunda, an army under the leadership and protection of Screaming Bitch Vroom Vroom can take Ork allies as battle brothers instead of allies of convenience. Vice Versa, an Ork army can take Maverick Marine allies if they are led by Screaming Bitch Vroom Vroom.
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 Mavericks
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts | Pwr | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Mavericks | 15 | |||||||||||
Lil' Dummer Boy | 5" | 2+ | 5+ | 4 | 4 | 4 | 4 | 9 | 2+ | |||
Lord Cros | 5" | 2+ | 5+ | 4 | 4 | 4 | 4 | 9 | 2+ | |||
Usious the Enraged | 5" | 2+ | 5+ | 4 | 4 | 4 | 4 | 9 | 2+ | |||
Hesious the Debased | 5" | 2+ | 5+ | 4 | 4 | 4 | 4 | 9 | 2+ |
Just as every adventuring party needs a bard, every war host needs a heavy metal band. This unit consists of 4 band members and may be taken as a command squad with or without another HQ unit or named Character.
Wargear- Artificer Armor Instruments of Rock! The Great Speakers of War
Special Rules: EAVY ME'AL THUNDA! - The ground and air rumble with every note struck causing dangerous terrain within 6" of this unit. The air shimmers with the waves of pure sound making it harder for the opponent to target this unit with ranged attacks. Opponents are at a -1 BS to hit the Mavericks. The Band - The band is able to chose one of the following Special Rules each turn. Born to be Kings - Instilling a sense of higher purpose all friendly faction units within 12" may use the highest leadership value within the 12" range of the Mavericks. Time to Rock! - All friendly faction models within 12" may re-roll failed "to hit" rolls. The Boys are Back - All friendly faction models automatically regroup and do not retreat. ROCK THIS JOINT! - The air distorts into waves of shimmering sound making it harder to target the units within 9" of the Mavericks. Opponents making ranged attacks are at a -1 BS to hit models within 9" and -2 BS to hit the Mavericks directly.
HQ
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+ | 105 | 7 |
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.
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. |