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Codex: Glorious Fists


Spacefrisian

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I'am not really happy as what the standard marine dex offers so ill try my hand on something different using my Diy chapter.

 

Special rules:

And they Shall know no fear

 

Combat tactics

 

Glorious Charge: Before Charging the unit may attempt to gain a higher momentum and strength to their attacks. Upon a succesfull Leadership test they are treated as if they have the Furious Charge special rule. This cannot be done if a member is carrying a heavy weapon (with exception of Terminator units who still can use this).

 

The Units.

Note: If a unit replaces another he also gains the same statts.

 

HQ:

Master Of Sanctity: 125 points

Where normally a Chapter Master would be the Supreme commander of a Space Marine force the Glorious Fists are being led in to battle under command of a Master of Sanctity.

 

Replaces Chapter Master Orbital Bombartment becomes Liturgies of Battle and Honour of the Chapter.

As a Master of Sanctity has to lead his troops where it matters the most some options are changed.

 

they cannot take the following from the Chapter Master entry list:

-Auxilery grenade launcher, Digital lasers, Relicblade

 

Reclusiarch: 110 points (has -1 WS and Ld compared to C:SM Captain)

Replaces Captain (also has Liturgies of Battle and Honour of the Chapter.), When a Jumppack is chosen as wargear than units of at least 5 men strong of Assaultmarines may be taken as Troops.

 

Captain: Replaces Chaplain

 

Gains the option of taking: (replaces Boltpistol and/or ccw)

-Powerweapon: 15 points

And Take:

-Auxilery Grenade Launcher

 

Librarian:

The Glorious Fists have a small disdain for those who seem to have an affinity to the warp, even though they do see the value of such warriors (unlike their Black templar Brothers).

0-1, cannot be upgraded to Epistolary.

 

Troops:

Tactical Squad: Points and Statts no change.

Added option.

-they may replace their Boltgun for A boltpistol for free, this also removes the option of taking a Heavy weapon. Instead one model may exchange his Closcombat weapon for:

-Powerweapon 10 points

-Powerfist 20 points

-Crusader Standard 15 points (unit Gains the Stubborn special rule as long as the bearer is alive)

 

Scouts: No change, No Tellion

 

Added special rule:

Reinforce: a unit of Scouts armed with Boltpistol/ Closecombat weapon may join a unit of Tactical Marines forming 1 unit (made of 2 squads). They still remain 2 seperate killpoints but are other wise treated as one unit in battle.

 

Transport:

Rhino/ Razorback: No change

 

Droppod: can carry 10 models

 

Elite:

Dreadnought (any Type) no change

 

Terminator (any type): No change

 

Tech Marine: No change

 

Glory Guard:

The Glory guard are the most elite men amongst the Glorious Fists, they fulfill the function of several units such as Vanguard, Sternguard and Command Squads.

 

(replaces Vanguard and Sternguard) 130 points 4 models+ Sergant, may add up to 5 more for 20 points each.

Statts+ wargear options as Vanguard

May also replace Boltpistol and or Closecombat weapon for:

-Flamer: 5 points, Meltagun: 10 points, Plasmagun: 15 points, Stormbolter:5 points

 

may take jumppacks at 5 points per model.

A model not given special equipment (excluding Jumppack) may be upgraded to:

-Apothecary 15 points

-Standard bearer 10 points

-Champion 15 points

 

Must select one of the following skills: Furious charge, prefferred enemy, Counter charge

 

Can also be taken as part of a HQ in wich case they become a HQ option, but do not fill up a slot.

 

Fast:

Assaultmarines, Bikes (any type), Landspeeder (any type): no change

 

Heavy:

Devastators, Predator, Vindicator, Landraider (any type) no change

 

Predator Hellstorm: 125 points

Developped during the Siege of Varrok 3 by Tech Marine Artemis Purh. The Tank allowes for a more versatile range of fire power, allowing it to either combat infantry or vehicles as their drivers see fit. In addition to this it can deliver an even greater explosive round to the enemy of which its name comes from the so called "Hellstorm Missille".

Statts/ options as predator.

 

Has a Twinlinked Missille launcher as turret weapon and missille launchers as Sponses.

 

Special:

Concentrated fire: if the Hellstorm hasn't moved and all of its missilles are functional it may fire them at full power once per game. this attack is treated as follows.

 

Range: 48" S8 Ap3 Heavy 1, Large Blast, ignore cover

 

 

Thats the basic idea, and yes i left some units out on purpose.

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You might want to write each of these up in more detail, maybe with fluff, and try putting them back on. It can really help if you have the fluff laid out like in a dex and ready to be read complet with special rules, point cost and the like. not a bad start/concept but needs some definition. Feel free to PM me if you need help with that. Looking forward to seeing more.
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