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Pre-heresy Space Marine Legions

Creating Your Commander 1. Select your HQ type. You can choose a named character from Warhammer 40.000 back ground. If you are unable to find a suitable character then you can make a generic character There are four types of character you can choose from, each coming with different their own set of wargear and rules Captain
Capta in W S 7 B S 6 S 4 T 4 W 3 I 5 A 3 L d 1 0 S v 3 +

Reclusiarch
Reclusiar ch W S 6 B S 5 S 4 T 4 W 3 I 5 A 3 L d 1 0 S v 3 +

Wargear: -Power Armour -Boltgun -Bolt Pistol -Close Combat Weapon -Frag & Krak Grenades - Iron Halo+ Epistolary
Epistola ry W S 5 B S 5 S 4 T 4

Unit Type: -Infantry Special Rules: -...And they shall know no fear -Rites of Battle

Wargear: -Power Armour -Bolt Pistol -Crozius Arcanum+ -Frag & Krak Grenades - Rosarius+ Forge Father

Unit Type: -Infantry Special Rules: -Honour the Chapter -Litanies of hate -Eternal Warrior

W 3

I 5

A 3

L d 1 0

S v 3 +

Forge Father

W S 5

B S 6

S 4

T 4

W 3

I 5

A 3

L d 1 0

S v 2 +

Wargear: -Power Armour -Bolt Pistol -Force Weapon+ -Frag & Krak Grenades -Psychic Hood+

Unit Type: -Infantry Special Rules: -...And they shall know no fear -Psyker -Eternal Warrior

Wargear: -Artificer Armour -Boltgun -Power Weapon -Servo-harness -Frag & Krak Grenades

Unit Type: -Infantry Special Rules: -...And they shall know no fear -Blessing of the Omnissiah -Eternal Warrior

2. Select your characters wargear The following table lists all available wargear that you can use; Close Combat Weapons
Power Weapon Frost Blade Glaive Encarmine Relic Blade Power Fist Chain Fist Thunder Hammer Lightning Claw Wolf Claws

Ranged Weapons
Bolt Pistol Boltgun Combi-Bolter Combi-Weapon Combi-flamer Combi-Melta Combi-Plasma Conversion Beam

Wargear
Jump Pack Master-crafted Weapon Space Marine Bike Space Marine Jet-bike Teleport Homer Melta Bombs Digital Weapon Auxiliary Grenade Launcher Storm Shield

Armour
Artificer Armour Terminator Armour

Weapons with an * next to them cannot be taken as additional wargear. They are only taken as standard wargear.

If you feel any of the above weapons do not represent the weapon your chosen character wields, then you may adjust one of the above weapons to suit it. Please use your discretion to keep it fair and characterful. If in doubt pass your idea by other people or the organisers to see if they are happy with it. Models with the Psyker special rule can choose up to two psychic powers from the table below. 3. Decide on special Rules These are selected from the USR in the Warhammer 40.000 rule book. You can select up to one USR from each table. Any USR that your character takes are also conferred upon any non-vehicle units in his chosen army. Counter-attack Fleet Furious Charge & Rage Hit & Run Tank Hunter Infiltrate/Scout Preferred Enemy Stubborn Stealth Move through Cover Acute Senses/ Night Vision

4. Select your Legion Traits Use the list of traits to choose your traits to represent your chosen legions means of fighting. You may choose the number of traits as stated in the table below; 1 Positive Trait 2 Positive Trait Positive Traits Be swift as the wind Cleanse and Purify Heed the wisdom of the ancients Never Despair Purity above all Scions of Mars Trust your battle-brother Take the Fight to Them Large Formations Informants Psychic Cults Battle Fury Battle Ready Honour Your Wargear 1 Minor Negative Trait 1 Major Negative Trait

Assault Squads as Troop Choices and gain (2+) unit restriction and Biker squads count as Elites Choices. Tactical Squads lose (2+) unit restriction. May replace a Missile Launcher with a Flamer and a Lascannon with a Meltagun or plasma gun Dreadnaughts may count as Heavy Support At the end of the game, an extra game turn is played on a 4+ May upgrade a single model in a Troop choice unit to be a Apothecary with a Narthecium for +25pts Unit Sergeants may have Terminator Armour at +25pts. Units may re-roll failed Morale checks May replace Boltgun with Close combat weapon Tactical squads can increase their unit size up to either 15 or 20 models May take PDF units as Troops choices. See below All models in the unit count as Psykers for +50pt per unit Models with WS gain Righteous Zeal rule. See Codex: Black Templars Models in Power Armour get with a close combat weapon (knife) for free Devastator unit may be taken as Elite and Heavy Support Choices

Storm Bird Assault War Through Faith Forged in Battle

May deploy as a battle group via deep strike May take chaplains as Elite Choices May include Tech-marines as Elite Choices. Unit Sergeant may take a Servo-arms instead of power fist at +20pts

Major Negative Trait Aspire to Glory Eye to Eye Flesh over Steel Minor Negative Trait Death Before Dishonour Die Standing Faithful unto Death Have Pride in your Colours

May not use any models in Terminator Armour. May not use Dreadnaughts May not be used along with Be swift as the wind. 0-1 restrictions on Assault Marine squads & Bike Squads. May not take Land Speeder Squadrons or Jet Bike Squads 0-1 restrictions on Land Raiders, Predators, Whirlwinds & Vindicators. Each transport option selected uses up a Fast Attack slot on the Force Organisation Chart. At the end of the game, the opposition may request a game turn. Roll a dice; on a 4+ an extra turn is played. May not use Drop Pods The Chapter has one less Elite, Fast Attack and Heavy Support choice on the force selection chart No model My use the infiltrate or scout USR

Bestiary
Range Weapons Autocannon Assault Cannon Boltgun Bolt pistol Dragon Bolts Flamer Heavy bolter Heavy Flamer Lascannon Meltagun Missile launcher (Frag) (Krak) Multi-melta Plasma Cannon Plasma un Plasma pistol Reaper autocannon Vengeance Rounds Demolisher Range 48 24 24 12 24 Templa te 36 Templa te 48 12 48 48 24 36 24 12 36 30 Stren gth 7 6 4 4 4 4 5 5 9 8 4 8 8 7 7 7 7 4 A P 4 4 5 5 5 5 4 4 2 1 6 3 1 2 2 2 4 5 Type Heavy 2 Heavy 4, *one per army Rapid fire Pistol Rapid Fire, Ignores Cover Assault 1 Heavy 3 Assault 1 Heavy 1 Assault 1, Melta Heavy 1, Blast Heavy 1 Heavy 1, Melta Heavy 1, Blast; Gets Hot! Rapid fire, Gets Hot! Pistol, Gets Hot! Heavy 2, Twinlinked Rapid Five

24

10

Ordnance 1, Large

cannon Whirlwind Vengeance Castellan

Blast 12-48 12-48 5 4 4 5 Ordinance, Barrage 1 Ordinance, Barrage 1, Ignores cover I A -

Vehicles Rhino Landspee der Whirlwind Predator Vindicator Land Raider Dreadnau ght

W S 4

B S 4 4 4 4 4 4 4

S 6(1 0)

F a 1 1 1 0 1 1 1 3 1 3 1 4 1 2

S a 1 1 1 0 1 1 1 1 1 1 1 4 1 2

R a 1 0 1 0 1 0 1 0 1 0 1 4 1 0

4 2

Wargear Rules Artificer Armour Grants a 2+ armour save Auxiliary Grenade Launcher May be fired along with another weapon.
Ran ge Streng th A P Type

Iron Halo Grants a 4+ Invulnerable Save. Glaive Encarmine Close combat weapon, Two-handed, Ignores armour, Master-crafted

Kra 12 6 4 Assault 1, k Fra 12 3 6 Assault 1, g Blast Chainfist Treated as a Power fist with 2D6 armour penetration Combi-weapon Boltgun with a secondary weapon. The boltgun can be fired normally; the secondary weapon can only be fired once. Conversion Beam Once Location is decided (after scatter), measure to centre of the template and consult chart below

Jump Pack Unit type changes from Infantry to Jump Infantry. May use the Deep Strike rules. Krak Grenades See page 63 of the Warhammer 40.000 rulebook. Lightning Claw Close Combat Weapon, Ignores Armour, May re-roll failed To-Wound rolls.

Range

Streng th

AP

Type

<18 1842 4272 72<

6 8 10 MISS

4 1

n/ a Crozius Arcanum Treated as a Power weapon

Heavy 1, Blast Heavy 1, Blast Heavy 1, Blast Master-crafted Weapon May re-roll a single failed To-Hit roll per turn. Weapon upgrade Melta Bomb See page 63 of the Warhammer 40.000 rulebook. Narthecium The model grants its unit the Feel No Pain USR Power Fist Close combat weapon, Doubles users Strength. Strike at Initiative 1 Power Weapon Close combat weapon, Ignores Armour/ Psychic Hood Model may try to nullify enemies Psychic Power. Both players roll a D6 and add the models Ld. If the Model scores higher than its opponent, the Psychic power is nullified. IT the Opponent score is equal or higher than the models, the Psychic power is cast normally. Relic Blade Close combat weapon, Two-handed, Ignored Armour, +2 strength.

Cyclone Missile Launcher Treated as a Missile Launcher. May fire the Cyclone Missile Launcher in addition to a Combi-bolter Digital Weapon May re-roll a single failed To-Wound roll per turn. Frag Grenades See pages 36 & 63 of the Warhammer 40.000 rulebook. Frost Blade Close combat weapon, Ignores Armour, +1 Strength Force Weapon Close combat weapon, Ignores Armour. If the model armed with a force weapon inflicts a wound on a model that does not slay it, it may take a Psychic Test. If successful the model suffers Instant Death. Normal rules for Psychic test apply.

Rosarius Grants a 4+ Invulnerable save. Servo-arm Grants an additional attack, counting as a Power Fist Servo-Harness Give the model two Servo-Arms, a Twinlined Plasma Pistol and a flamer. Space Marine Bike Unit type changes from Infantry to Bike. The Bike is armed with a Twin-linked Boltgun. Rider is granted +1 Toughness.

Storm Shield Grants a 3+ Invulnerable Save Teleport Homer Models Deep striking with in 6 of a model carrying a teleport homer do not scatter. Models carrying a teleport homer cannot use it the turn they arrive. Terminator Armour Grants a 2+ Armour save and 5+ Invulnerable save. The model gains the Relentless USR Thunder Hammer Doubles users Strength. Strike at Initiative 1. Vehicles struck by a thunder hammer automatically suffer a Crew Shaken. Models struck by a thunder hammer which

Space Marine Jet-Bike Unit type changes from Infantry to JetBike. The Bike is armed with a Twin-linked Boltgun. Rider is granted +1 Toughness. Special Ammunitions Models Issued with special ammunitions may choose between different ammunition types when firing. They can choose to fire either; -Dragonfire Bolts -Vengeance Rounds. Vehicle Upgrades Dozer Blade May re-roll failed Dangerous Terrain rolls.

do not die have their Initiative reduced to 1 for a turn. Wolf Claws Ignores armour saves. May choose to re-roll failed To-Hit or To-Wound rolls. Player must choose at the beginning of the round of combat

Dreadnaught Close Combat Weapon Counts as a power fist but the user strikes at Initiative order.

Extra Armour Vehicles with extra armour treat Crew Stunned result as Crew Shaken result instead.

Hunter-killer Missile Treated as a Krak missile with unlimited range. They use the vehicles Ballistic Skill when fired and count as an additional main weapon. Searchlight Search lights are used when the night fight rules are in effect. The equipped vehicle must still use the night fight rules to pick a target. For the rest of the shooting phase, any other unit that fires at the target unit does not need use the night fight special rules. The vehicle using the search light can be targeted during the following enemy shooting phase without the night fight special rules. Smoke Launchers See page 62 of the Warhammer 40,000 rulebook

Psychic Powers Avenger May be used in the shooting phase. Requires a successful psychic test. If successful the psyker may make a shooting attack with the following profile; Range Streng A Type Fury of the Ancients May be used in the shooting phase. Requires a successful psychic test. If successful Form a line from the psyker to any point on the table with in line of sight. Every unit touched by this line suffers D3 strength 5 AP hits and must take a Pinning

th P Templa 5 3 Assault te 1 Fear of the Dark May be used in the shooting phase. Requires a successful psychic test. If successful every enemy units within 12 of the psyker must take a Morale test at -2 Ld. All normal modifiers and exceptions apply. Force Dome May be used at the beginning of the Movement phase. Requires a successful psychic test. If successful the psyker and his unit gain a 5+ Invulnerable save.

test. If the line would cross a friendly unit the power finishes. Might of Heroes May be used in any Assault phase. Requires a successful psychic test. If successful the psyker or a chosen friendly model in the same unit gains +D3 attacks for that assault phase. Gate of Infinity May be used at the beginning of the Movement phase. Requires a successful psychic test. If successful the psyker and his unit are removed from the table and placed within 24 using the Deep Strike rules. If the psyker is alone there is no risk. If the unit deep strike attempt scatters and a double is rolled, one member of the unit is removed as a casualty (the survivors scatter normally) Quickening May be used at the beginning of the psykers Assault phase. Requires a successful psychic test. If successful the psyker has the Fleet USR and Initiative 10 for the duration of the assault phase. Smite May be used in the shooting phase. Requires a successful psychic test. If successful the psyker may make a shooting attack with the following profile; Ran ge 12 Streng th 4 A P 2 Type Assault 1, Blast

Machine Curse May be used in the shooting phase. Requires a successful psychic test. If successful the psyker may make a shooting attack with a range of 24 that only effect vehicles. If the vehicle is hit, it suffers a single glancing hit. Might of Heroes May be used in any Assault phase. Requires a successful psychic test. If successful the psyker or a chosen friendly model in the same unit gains +D3 attacks for that assault phase.

Might of the Ancients May be used at the start of the psykers assault phase. Requires a successful psychic test. If successful the psyker has strength 6 and rolls 2D6 armour penetration for the remainder of that assault phase. Null Zone May be used in the shooting phase. Requires a successful psychic test. If successful all enemy units within 24 of the psyker must re-roll successful Invulnerable saves for the remainder of the player turn.

Veil of Time May be used at the start of the movement phase and lasts until the end of the players turn. Requires a successful psychic test. If successful the psyker can re-roll all failed to hit, to wound, armour saves, invulnerable saves, leadership & Morale rolls. Vortex of Doom May be used in the shooting phase. Requires a successful psychic test. If successful the psyker may make a shooting attack with the following Profile Ran Streng A Type ge th P 12 10 1 Heavy 1, Blast

Sorcerer Unit spells Units with the Psychic Cult Trait may choose a single Cult to follow. They now psychic powers from that cult. Nominate a model as the focus/ point of activation. If the unit suffers perils of the warp, this model must take the test and suffer any consequences. Curiae +10pts - Foresight This power can be used at the start of the players turn. It requires a successful Psychic Test. If successful then the casters unit can re-roll a failed Leadership test that turn. This power lasts until the start of the players next turn. Pyrae +10 - Immolate This power can be used during the shooting phase. It requires a successful Psychic Test. If successful then the model can make a ranged attack with the following profile; Ran Streng A Special ge th P Immola 12 8 1 Assault 1, te Melta Pyrae +10pts - Scorch This power can be used during the shooting phase. It requires a successful Psychic Test. If successful then the model can make a ranged attack with the following profile; Range Streng A Special th P Scorc Templa 3 3 Assault h te 1 Patora +25pts - Illusions This power can be used at the start of the players turn. It requires a successful Psychic Test. If successful then all enemy units wishing to target the unit with shooting must pass a Leadership test at -1. If successful they can target the unit as normal. If they fail they can choose a new target. Vehicles cont as Leadership 10 for tests. This power lasts until the start of the players next turn. Patora +25pts - Healing Aura This power can be used at the start of the players turn. It requires a successful Psychic Test. If successful the unit gains the Feel No Pain USR. This power lasts until the start of the players next turn. Athanaeans + 10pts - Whispers This power can be used at the end the start of the deployment phase. It requires a successful Psychic Test. If successful the player may re-deploy a single unit before the first turn begins.

Pavonae +15pts - Kine Shield This power can be used at the start of the players turn. It requires a successful Psychic Test. If successful then the unit receives a 4+ Cover save. This save cannot be modified. This power lasts until the start of the players next turn.

Pavonae +15pts - Telekinetic Blast This power can be used during the shooting phase. It requires a successful Psychic Test to work. If successful then the model can make a ranged attack with the following profile; Ran Streng A Speci ge th P al
Telekinetic Blast 24 10 Heavy 1

Rules
...And They Shall Know No Fear Space Marines automatically mass test to regroup and can take tests if the squad is below half strength, though other criteria apply. Space marines can act normally after regrouping. If caught by a sweeping advance are not destroyed space marines are subject to the No Retreat! Rule in this round of close combat. Units of servitors are subject to this rule if the unit contains at least one space Marine. Battle Group The entire force enters as a single choice during the first turn using the deep strike rules. Place your character, and then scatter. Once the final location is decided, place the remainder of the force within 6 of the character model. Battle Groups have the Internal Guidance System rule. Blessing of the Omnissiah Model with this rule may attempt to repair a vehicle during the shooting phase instead of shooting. It must be in base contact. Roll a D6 and add the following modifiers; -Each servitor with servo arm in unit +1 -Model is has a servo-harness If the result is a 5+ then either a destroyer weapon result or immobilised result will be repaired (owners choice). Model can7 repair if gone to ground or falling back. Drop Pod Assault Drop pods always enter the battle by deep strike. St beginning of your first turn, choose half of your drop pods (round up). Units chosen arrive on the players first turn. The remaining drop pods are held in reserve. Immobile Once entered the battle field, drop pods cannot move. They count as immobilised for the remained of the game Internal Guidance System If a deep striking model would scatter in to impassable terrain or another model (friend or foe), then shorten the distance the model scatters by the minimum required in order to avoid the obstacle.

Liturgies of Battle One the turn the model charges, it and all members of its unit it has joined can re-roll failed to-hit rolls.

Mindlock Unit of servitors must test for Mindlock at the start of each friendly turn. Roll D6. If the result is 4+ the test is passed and the unit can function normally that turn. If the result is a 1, 2 or 3 the test is failed. The unit and any character may not move, shoot or assault that turn. Unit will fight normally if already in combat. Servitors automatically pass the Mindlock test is accompanied by a Forge Father or tech marine. Rites of Battle All friendly units within 12may use the models Leadership.

Repair If a Rhino is immobilised, the player can attempt to repair if in their shooting phase. Roll a D6 and on a 6 the vehicle is not longer immobilised. Hit & Run* See page 75 of the Warhammer 40,000 rule book Honour of the Chapter The Model and the unit he has joined are fearless

Counter-attack See page 74 of the Warhammer 40,000 rule book Deep Strike See page 95 of the Warhammer 40,000 rule book

Eternal Warrior See page 74 of the Warhammer 40,000 rule book Fearless See page 75 of the Warhammer 40,000 rule book Feel No Pain See page 75 of the Warhammer 40,000 rule book Fleet* See page 75 of the Warhammer 40,000 rule book Furious Charge See page 75 of the Warhammer 40,000 rule book

Infiltrate * See page 75 of the Warhammer 40,000 rule book Invulnerable Saves See page 20 of the Warhammer 40,000 rule book Move Through Cover* See page 75 of the Warhammer 40,000 rule book Night Vision/Acute Senses See page 75 of the Warhammer 40,000 rule book Preferred Enemy See page 75 of the Warhammer 40,000 rule book

Psyker Stealth See page 50 of the Warhammer 40,000 rule See page 76 of the Warhammer 40,000 rule book book Rage Stubborn See page 76 of the Warhammer 40,000 rule See page 76 of the Warhammer 40,000 rule book book Relentless Swarms See page 76 of the Warhammer 40,000 rule See page 76 of the Warhammer 40,000 rule book book Rending Tank Hunters See page 31 of the Warhammer 40,000 rule See page 76 of the Warhammer 40,000 rule book book Scout* Turbo-Boosters* See page 76 of the Warhammer 40,000 rule See page 76 of the Warhammer 40,000 rule book book Skilled Rider Vulnerable to blasts/template See page 76 of the Warhammer 40,000 rule See page 76 of the Warhammer 40,000 rule book book Slow an Purposeful See page 76 of the Warhammer 40,000 rule book Rules With * next to them are automatically lost by Independent characters joining a unit that does not have the same rule. These rules are also lost by a unit that is joined by an independent character that does not have the same special rule.

Force Organisation
Forces follow the usual Force Organisation Chart from the Warhammer 40,000 rule book. The only difference is that the force can only have a single HQ choice. This will be your character.

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