NEW STUFF
This is a miscellaneous article, including rules for a variety of
new stuff for various armies, including new units, characters, and so forth.
As detailed these unique squads and characters can be added to existing
army lists as an optional addition.
DOC MEK BLAG AND HIS MkI EXPLODING LEG
(AND OTHER DIVERSE BODY PARTS)........................... 18 points
Doc Mek Blag (as alluded to in pg.24 of Codex Orks) is in truth
one of the more adventurous and inventive of the Painboyz. However, as
"adventurous" is hardly a word one wishes to hear when describing one's
doctor, Doc Mek Blag usually finds himself employed by Warbosses to
experiment with Orks who have been volunteered. One of Doc Mek Blag's more
innovative toys are the Mk I Exploding Legs (and Other Diverse Body Parts).
These cunning devices appear to be crude bionic accessories, at least until
Doc Mek Blag hits the large red button . . .
Doc Mek Blag is, in every way, identical to the Painboy detailed in
Codex Orks. The exception is that any army including Doc Mek Blag can
upgrade any one Bad Moon Boyz, Blood Axe Boyz, Deathskulls, or Evil Sunz
Boyz Mob with Mk I Exploding Body Partz. These models cannot be mounted
on bikes, boars etc. but must make their way on foot. No model in the
squad may have more than 4 body parts (two legs and two arms, eh?).
Exploding body parts cost 5 points each, and function as well as normal
arms and legs (ie, the Ork in question looks and acts just normal). This
fairly pleasant state of affairs ends when Doc Mek Blag hits the button,
which he can do at any time (unless he's dead). When he does, each of the
Boyz equipped with explosive body partz, well, explodes. The exact profile
of each Orky explosion depends on the actual number of Partz installed:
1 part ............... 1" blast, S4, -1 save
2 partz .............. 2" blast, S5, -2 save
3 partz .............. 2" blast, S6, -3 save
4 partz .............. 3" blast, S7, -4 save
DARKAD THE RELENTLESS, MASTER LIBRARIAN OF THE BLACK LEGION...... 399 points (wargear included)
Darkad was one of the first to join the Luna Wolves at the start of its
embarking on the Great Crusade. Over the years, he rose through the
ranks before being inducted into the Librarius as a Lieutenant. In that
capacity he served alongside Abaddon and the Warmaster on countless worlds,
coming to love the Warmaster as a father, as all of his Legion did. When
Horus declared his rebellion and began to move against the distant
Emperor, Darkad had earned the name the Relentless, and had taken the
position of Master Librarian. Under his guidance, the Librarians of the
Black Legion followed the Warmaster, and fought their bretheren on the
long and bloody path back to Earth.
The loss of the Warmaster affected Darkad as deeply as any, as did the
degeneration of the Traitor Legions within the heart of the Eye. When
Abaddon secretly gathered the loyal remnants of Horus' Legion, Darkad
stood with him, and took part in the raid against the Emperor's Children
which proved the inception of the Black Legion.
In the years since, Darkad has proved himself to be a constant threat to
the Imperium. When the Order of Tranquility Chapter of Space Marines
was declared excommunicate and driven from the scene of their disgrace at
Syldraen, Darkad intervened, slaughtering the Inquisitorial detachment and
taking the Order survivors into his service. In a later engagement, he
fought and killed the Grand Master of the Grey Knights, a battle of
psychic and physical prowess which strained both to the limits. The
Grand Master took Darkad's eye, but lost his life. For these and other
crimes the Inquisition in general and the Grey Knights in particular pursue
Darkad the Relentless with feverish zeal.
Gifted as he is with both the mystical disciplines of Tzeentch and the
battle fury of Khorne, Darkad is a devastating force of darkness which
continues to plague the Imperium.
Darkad the Relentless may be included in any Chaos army as a Chaos Lord.
M4 WS9 BS7 S7 T5 W3 I7 A3 L10
Weapons: Double Bolter built into his gauntlet. Darkad fights with one
Lightning Claw and a Daemon Weapon.
Armour: Chaos Terminator Armour (2+ on 2d6), Displacer Field (3+).
Wargear: Darkad carries a Daemon Weapon (the bonuses for which are already
worked into his profile) and a Displacer Field. Khorne has gifted him
with a Collar of Khorne. (Due to the presence of the Collar, Darkad
cannot be targetted by psychic effects. However, he can cast his own
psychic abilities freely. Note that Darkad cannot target himself with his
own psychic powers nor can he include himself in their areas of effect;
thus, he can Smite the enemy, but the Collar will nullify any attempts
to Quicken himself.)
Marks of Chaos: Darkad bears the marks of Khorne, Slaanesh and Tzeentch.
Strategy: Darkad has a strategy rating of 5.
Special: Darkad is a 4th level psyker of Tzeentch.
CHAOS WULFEN COMPANY SQUADS........................................145 points
The Space Wolves are among the most virtuous of all the Space Marine Chapters.
Their history dates to the birth of the Imperium itself; their Primarch,
Leman Russ, fought with the Emperor and was brother to Lion El'Johnson,
Rouboute Guilleman, and Sanguinius. However, over the millennia, a flaw
has been found in the Fourth Legion. As Space Wolves age, their canines
grow to sharp fangs; their senses are preternaturally sharp, and many
are possessed by a battle fury in war.
Darker, more insidious, is the Curse of the Wulfen. Buried in the spiraling
helices of each Wolf's D.N.A. is a howling beast, an inhuman monster waiting
to emerge. This dark legacy is not spoken of openly by the Space Wolves,
but they know of it, and they know of the price it can claim. They remember
the price paid by the Thirteenth Great Company.
The Marines of that Great Company were lost to their bretheren forever,
claimed by the mutating D.N.A. implanted into them. This flaw had dogged
them for centuries before the Company fell to its grim touch. Today,
the Wulfen Company's few scattered survivors live in the service of the
Dark Gods. The Space Wolves destroy them whenever they are found, but it
is not a work of hatred, for the Wulfen Marines are beasts, claimed by
insanity and rage, living only to destroy. Chaos Lords who employ these
Marines keep them caged and chained, releasing them only to slay at their
masters' behest. For a Space Wolf Marine, the Wulfen Company is a
warning of what lurks within them all, and of the price of failing in
their hold on sanity for even a moment.
M6 WS5 BS3 S5 T4 W2 I3 A2 L5
Any Chaos Army may include Wulfen Squads.
Squad: a Wulfen squad consists of 5 Wulfen Marines.
Equipment: Wulfen Company Marines do not use conventional weapons. They
wear Power Armour (3+).
Special: Space Wolves enhanced senses rules apply to Wulfen Squads. Wulfen
Marines are immune to psychology, save that they Frenzy, and can not be
broken. Wulfen will always run as fast as possible towards the closest
enemy squad and engage in close combat whenever possible. In close
quarters, Wulfen Marines fight with tooth and claw, using their profile
above. Space Wolves suffer from Hatred against Wulfen Marines.
Wulfen Squads must be accompanied by an Aspiring Champion, a packmaster
guiding the Wulfen. If the Packmaster is slain each Wulfen will move their
full movement in a random direction, fighting to the death any models
they encounter, friend or foe (they will not fight other Wulfen). Packmasters
are purchased as Aspiring Champions and follow all the rules and options
for Aspiring Champions as detailed in Codex Chaos.
Wulfen Marines look like werewolves in Space Marine armour. The armour
should retain the general Space Wolves colour scheme and Chapter heraldry,
although battered and scarred. See Codex Space Wolves for details on the
Wulfen Company and their unique Heraldry.
AMARIS VAN TARRAL, ACE MECHANIC OF THE IMPERIAL GUARD ............ 51 points
The Imperial Guard is a massive and unwieldy force, spread across
the galaxy. The mind-boggling mass of its fighting troops is only matched
by the mass of the bureaucracy assigned to make it "function". This
unwieldy force means that the commanders in the field often have to
improvise or experiment when requests for repairs, materials, or additional
equipment become lost amid the machinery of leadership. Thus, it is no
surprise that mechanics like Amaris Van Tarral are considered to be worth
their weight in gold.
Amaris Van Tarral is not simply a good mechanic, or even a great
mechanic. He is in fact a superb mechanic, added to a supernatural ability
to uncover, scrounge, improvise and modify required parts, and a fairly
liberal attitude towards what is acceptable in regards to Imperial
regulations. This attitude has been quite apparent in the past, as seen,
for example, the time that Van Tarral got a Leman Russ Demolisher rolling
again by reconstructing a totally new drive shaft and engine assembly from
a crashed Eldar Jetbike, a piece of a wing of an Imperial Navy fighter,
the left pinkie finger of a Warlord Titan, and twelve Imperial tons of
empty spam cans. The finished Demolisher featured several rather large
and unsightly lumps around its engine compartment, and when viewed from the
rear resembled nothing so much as a grocery store display, but it worked.
And in the final equation, that is what defines Van Tarral's attitude to
field repairs: Will It Work?
Any Imperial Guard force may include Amaris Van Tarral as a
Character.
M4 WS3 BS3 S3 T3 W1 I3 A1 L9
Van Tarral may be attached to the army's command squad, but may
move as an independent character if the Imperial Guard player desires.
WEAPONS: Van Tarral carries a Laspistol, but is not a combat-oriented
individual.
ARMOUR: Flak (5+/6+ save)
WARGEAR: Van Tarral does not have Wargear, as anything he picks up
inevitably finds its way into the mechanical innards of a tank.
SPECIAL: If Van Tarral is on foot and adjacent to a damaged vehicle, he
can atempt to repair it. He may not fire or fight in hand to hand
that turn. Roll a d6: on a 1 or 6 the location cannot be repaired,
while on a 2-5 it is fixed. As an alternative, Van Tarral may
ride in a vehicle, in which case, at the end of each turn,
one random damaged location is repaired on a 4+.
IMPERIAL GUARD BEASTMAN SQUADS.......................... 55 points
The Imperial Guard is an army designed to fight a war of attrition. This
intensity of purpose is reflected on every level, from command to squad
organization, from tactics to equipment. In practice, this approach works
well, and has guaranteed long-term stability for the Imperium for ten
thousand years.
Sometimes, however, standard Imperial Guard squads are insufficient, and
Space Marines are not available. When a breach must be assaulted, or
heavily fortified positions taken, or vicious close quarters fighting pursued,
regular Guard regiments are supplemented by the most vicious of the
abhuman strains: beastmen.
Beastmen in the Guard form specialized squads, purchased as Auxilia, led into
battle by their own Packmasters. They are extremely focused, relentless
and brutal, and have an excellent reputation as stormtroopers. Further,
Guard commanders are more inclined to use them as heavy losses among their
ranks can be easily and quickly replaced, and the fact that they are
abhumans reduces any feelings of guilt on the part of the commanders sending
them to their deaths.
M4 WS4 BS3 S3 T4 W2 I3 A1 L7
Beastmen squads include 9 beastmen and 1 Beastman Packmaster.
Equipment: Beastmen carry axes or maces. Beastmen may be equipped with
primitive shields at +1 point per model, or second hand weapons at +1 points,
or shotguns at +2 points. There is no need to equip all members of the
squad identically. The entire squad may be upgraded to carry frag grenades
at a cost of +10 points.
Packmasters wear flak armour (5+/6+ save) and are equipped with a chainsword
and a plasma pistol.
Up to 1 model in the squad may be upgraded to carry a special weapon.
Special: a Guard army including Beastmen may not include Stormtroopers
or Space Marine allies. Space Marine armies may not take Beastmen as allies.
ICE DANCER ASPECT WARRIORS (Eldar) ..................... 34 points per model
The Aspect Warriors are the elite warriors of the Eldar Craftworlds,
Eldar who have found the Path of their lives carrying them to war. Assuming
an aspect of Kaela Mensha Khaine, God of War, each Warrior Aspect fights
a specific style of war with unique and often eclectic wargear. The Ice
Dancers are a rare Aspect, with rarely more than one shrine in a Craftworld,
and indeed many Craftworlds have no Ice Dancers at all.
The Ice Dancer relies on mobility in war, being among the fastest
of the Warrior Aspects, and employs a unique Eldar weapon first used in
the dark days following the Fall, when the Craftworlds fled the destruction
of their worlds and their race, a weapon known as the Coldthrower. Bearing
their smooth, mirrored masks and pale fighting armour, dancing among the
enemy and smothering them in binding claws of cold, the Ice Dancers are
often employed as much for their psychological warfare value as anything
else. In many ways the Ice Dancers epitomize the distinct, specialized,
and above all flamboyant Eldar armies.
M6 WS4 BS4 S3 T3 W1 I5 A1 L9
Squad: A squad consists of between 3 and 7 models.
Weapons: Hand to Hand Combat Blade, Coldthrower.
Wargear: All Ice Dancers have Icefields.
Armour: Ice Dancer Aspect armour (4+ save).
COLDTHROWER: The Coldthrower operates by venting chemicals onto its targets
which rapidly freeze whatever they touch, turning atmospheric
moisture into ice and killing mortal opponents by thermal shock.
Coldthrowers use the Flamer template included in the Warhammer
40,000 game. Any models covered must roll under their I on 1d6
or they are automatically wounded, causing d3 wounds with a -5
save modifier. Field saves may not be used against Coldthrowers.
Against vehicles, any location covered becomes clogged with ice.
The crew and vehicle are not actually harmed, but any weapon ports
will become blocked, wheels or treads clogged, and so forth.
Weapons mounted on the location may fire, but must roll a d6 each
time they do so; on a 3+, roll once on the vehicle's damage table
for the location the weapon is mounted in. If the treads, wheels
or legs are hit the vehicle is restricted to Slow speed (or to 2"
movement per turn, if a Walker). Any friendly models in base to
base contact with the afflicted vehicle may decline their shooting
phase to attempt to chip away at the ice; roll a number of dice
equal to the number of models chipping, and if any roll a 5 or 6
then the ice is cleared.
ICEFIELDS: The Icefield projects an aura of cold around the Ice Dancer as
they move, chilling the air and casting frost across exposed
surfaces. If Ice Dancers move between 5 and 6 inches in their
Movement phase, any models within 2" suffer a S3 hit with no
save modifier. If they move over 6 inches, any models within 2"
suffer a S5 hit with no save modifier. In addition, if they move
over 5", any vegetation within 2" is destroyed (withering or
shattering).
SPACE MARINE SNIPERS .............................................. 85 points
The armies of the Imperium are the largest and most dangerous
forces in the galaxy, and among all of their number the Space Marines are
the most mobile, the most resolute, and individually the most powerful.
Trained and equipped to respond quickly and with devastating force the
Marines defend the Imperium where the Titans cannot walk, where the
Imperial Guard has no time to mobilize, where the fighters of the Navy
cannot reach. Using such mainstays as Thunderhawk Gunships and their
notorious Drop Pods, the Space Marines are an army to themselves.
Among their number the Space Marines rank many specialists, from
Apothecaries to Techmarines, the finest warriors chosen out for virtue and
intelligence to train for specific tasks. One of the less common but still
important warriors among their number are the Snipers.
The Snipers of the Space Marines are elite warriors trained in the
arts of ranged combat and stealth. They are feared and respected for their
legendary abilities to bring down the wrath of the Emperor from concealed
positions, their fire totally unexpected and totally unstoppable. To their
foes the Snipers are the incarnation of Imperial might -- cold, resolute,
merciless.
Any Space Marine army may include Snipers as a part of their
Characters allotment.
M4 WS5 BS5 S4 T4 W1 I5 A1 L9
SPECIAL RULES: Space Marine Snipers are trained to set up in positions of
commanding battlefield view, using their long ranged attacks to disrupt
enemy advances and slay enemy characters. Snipers may choose to target the
nearest enemy Character, or the nearest squad, vehicle or monstrous target
as usual. Snipers use the rules for Infiltration and may begin the game
in hiding and in Overwatch. Snipers do not suffer a -1 modifier for
firing on Overwatch. Any shots directed at Snipers suffers an additional
-1 modifier (therefore light cover counts as -2, hard as -3, etc).
Space Marine Snipers are Space Marines and so benefit from Space Marine
Rapid Fire and Shaken rules.
ARMOUR: Snipers wear Power Armour (3+ save).
WEAPONS: Bolt Pistol, Frag Grenades.
WARGEAR: Snipers may purchase additional equipment from the Grenades and
Assault Weapons sections of the wargear list. Snipers may have 1
Wargear Card, which must be the Vindicator Rifle.
VINDICATOR RIFLE (Wargear Card, Space Marine Snipers only, 18 points).
The Vindicator is a deadly ranged weapon, perfectly suited to the remote
role of the Sniper. Short Range 0-48", Long Range 48-72", +2 to hit at
Short range, +1 to hit at Long range.
The Vindicator can fire four types of ammunition. Specify which type of
ammunition is being fired before resolving. After each shot, roll 1d6:
on a 4+, that ammunition type is exhausted and can no longer be used. If
all four specialty types are exhausted, the Vindicator can always fire S4
bolter shells.
ARMOUR-PIERCING: S8, d3 wounds, -5 save, AP 9+3d6.
ACID: S6, d6 wounds, -2 save. 2" template.
PHASEFLIER: S7, -2 save. If the target has an armour save which is rolled
on 2d6, any saves attempted against Phaseflier ammunition must
be rolled on 1d6. This does not affect a Bloodthirster's armour.
FIELDBREAKER: Deals no damage, but any force field armour the target may
have is destroyed. The Marine only carries one Fieldbreaker round,
and so may only attack with it once. Declare if he is using it
before the shot is taken.