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Steel Crusaders (7th Edition)


Bjorn Firewalker

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This is my proposed Codex Supplement for an Iron Hands army, updated for 7th Edition. The previous version, written for 5th Edition, is posted here.

NAME: Steel Crusaders

 

PRIMARCH: Ferrus Manus.

 

FOUNDING: M36.

 

SYMBOL: A black cross on a white field, with the Crusader's original Chapter symbol superimposing the cross; this is worn on the right pauldron.  For example, Crusaders from the Thunderchiefs the have a white thunderbolt halving a red field (their Chapter symbol) centered on the cross.

 

COLORS: Steel-gray and blood-red.

 

BATTLE CRY: "For all Mankind!" is the official battle cry, but Crusaders may use their parent Chapters'.  For example, the Thunderchiefs battle cry "Destroy the weak!" was most frequently heard during the Battle for Kalevala, as the Chapter contributed the most Marines to the battle.

 

 

I changed the name of a contributing Space Marine Chapter, from "Thunder Lords" to "Thunderchiefs" as the former is already used for an Ultramarines successor Chapter (see here.)

<> BELIEFS

 

They appear as silver shadows, cast wherever the Crusade for Knowledge takes the magi.  They are the scalpel with which the Fabricator-General may remove vital technology from Man's enemies: Steel Crusaders, Space Marines seconded to the Adeptus Mechanicus.  With the Mechanicus aiding the Marines by improving arms already far superior to another Chapter's, the Crusaders are rightfully feared by those they face in battle, and rightfully hated by those who covet their technological secrets-- or whose secrets they seized in the Machine God's name.

 

The Crusaders know Man, physically weak compared to other species, depends on technology to survive; from a hunter's knife to a guardsman's lasgun, technology alone provides the strength to match and even overcome Man's enemies.  The Crusaders will face any foe to save the human race-- or create one as they loot Eldar ruins and other xeno sites, defying Inquisitors who dare deny them the artifacts they seek.

 

<> HISTORY

 

During Goge Vandire's Reign of Blood, the Fabricator-General founded the Steel Confessors: a "ceramite wall" to protect the Adeptus Mechanicus from the Ecclesiarch's excesses.  Basing its organization upon the Death Watch, the Confessors accept Marines from the Iron Hands and its successors; these Marines serve the duration of a crusade (an average of 20 years), before returning to their Chapter.

 

As the Confessors were not a Space Marine Chapter, the Fabricator-General deemed it unnecessary to ask the other High Lords for permission.  After Vandire's fall, the Confessors were tasked with "preventing the spread of techno-heresy,"-- in other words, deny the Inquisition an excuse to interfere with the Mechanicus' affairs.

 

In 997.M41, a Tyranid Hive Fleet attacked the forge world of Kalevala, the Confessors' main base.  The Marines repulsed the foul xenos, but at heavy cost: a 69% casualty rate.  The surviving officers found fault in what was once "healthy competition" between the Confessors' parent Chapters, e.g., the Sons of Medusa Techmarines were unable to repair the Brazen Claws' Storm Panther tanks, because they were not cross-trained to maintain equipment another Chapter developed, denying the Confessors heavy support.

 

Ferrus Manus' sons formed a Tech Council to coordinate inter-Chapter efforts, plan joint training exercises, standardize communication protocols and Rites of Maintenance.  The Steel Confessors changed colors to commemorate those lost on Kalevala.  When the Astronomican began failing, the Fabricator-General ordered a "Crusade for Knowledge" to repair the Golden Throne; the Confessors volunteered to a man, and were renamed the "Steel Crusaders."

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<> SPECIAL ISSUE WARGEAR additions

 

>> INFANTRY TARGET DESIGNATOR (AUSPEX-SIGNUM), 10 points

 

This device combines an auspex and a signum's functions, allowing a squad leader to direct his unit's firepower, or a Techmarine to destroy technology and prevent its capture.

 

The target designator grants Ballistic Skill 5 to its bearer or "designator," whose profile should be modified to represent this.

 

Instead of shooting, the designator may grant one other shooter Ballistic Skill 5-- including vehicles-- as long as the shooter is in the same army.  The designator must have line-of-sight to the target, but if the shooter is armed with a Barrage weapon, the shooter will not need line-of-sight to the target; if the target is within 12", the target's cover saves are simultanously be reduced by 1 until the phase ends.

 

The player must declare he is using the target designator, and identify the designator, before any rolls To Hit are made.

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<> SPECIAL WEAPONS additions

 

>> COMPENSATED WEAPONS

 

A flame or melta weapon may have a coaxial bolter to compensate for its short range.  The player cannot simultaneously fire both weapons.

 

Tactical Marines favor a "compensated weapon" over the combi-weapon, whose secondary component is limited to One Use Only.  Terminators favor mounting a coaxial bolter to their melee weapon, as they cannot handle bolt pistols with an acceptable level of dexterity.  Though the resulting weapon is heavier, the weight penalty is inconsequential to a Steel Crusader.

 

The COMPENSATING BOLTER has the following profile:

 

Range 18", S 4, AP 5.  Rapid Fire.

 

> COMPENSATED FLAMER, 6 points

 

Range Template, S 4, AP 5.  Assault 1.

 

> COMPENSATED GRAV-GUN, 16 points

 

Range 18", S *, AP 2.  Salvo 2/3, Concussive, Graviton

 

> COMPENSATED MELTAGUN, 11 points

 

Range 12", S 8, AP 1.  Assault 1, Melta.

 

> COMPENSATED CHAINFIST, 16 points

 

Range -, S x2, AP 2.  Melee, Armourbane, Point-blank Shot, Unwieldly.

 

> COMPENSATED POWER FIST, 11 points

 

Range -, S x2, AP 2.  Melee, Point-blank Shot, Unwieldly.

 

> COMPENSATED LIGHTNING CLAW, 6 points

 

Range -, S User, AP 3.  Melee, Point-blank Shot, Shred.

 

 

Notice "Point-blank Shot" has replaced "Specialist Weapon" in this profile. I figure the ability to use the compensating boltgun to shoot someone at point-blank range, will make up for the fact a lightning claw wielder won't get +1 Attack in the absence of a second lightning claw.

> "POINT-BLANK SHOT" special rule

 

The unit may make one (1) bonus attack per player turn, using the compensating bolter (if he bears a compensated weapon) or the auxiliary grenade launcher to launch a krak grenade (if he bears a grenadier weapon).  If the unit has two (2) compensated weapons, or one compensated and one grenadier weapon, choose which one to use.  This is in addition to any other bonus attacks, e.g., the +1 from charging.

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>> GRENADIER WEAPONS

 

These mount a twin-barrel auxiliary grenade launcher, with each barrel firing grenades loaded from a separate magazine.

 

When using FRAG GRENADES, the launcher has the following profile:

 

Range 12", S 3, AP 6.  Assault 1, Blast.

 

When using KRAK GRENADES, the launcher has the following profile:

 

Range 12", S 6, AP 4.  Assault 1.

 

 

The "auxiliary grenade launcher" and its profile are listed in 'Codex: Space Marines' (5th Edition). I reduced the points cost from the original (15 points IN ADDITION to the cost of the weapon it's mounted on), as this was more expensive than a heavy bolter, yet the auxiliary grenade launcher is far less useful.

> GRENADIER CHAINFIST, 25 points

 

Range -, S x2, AP 2.  Melee, Armourbane, Point-blank Shot, Unwieldly.

 

> GRENADIER POWER FIST, 20 points

 

Range -, S x2, AP 2.  Melee, Point-blank Shot, Unwieldly.

 

> GRENADIER LIGHTNING CLAW, 10 points

 

Range -, S User, AP 3.  Melee, Point-blank Shot, Shred.

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>> SHOCK WEAPONS

 

A shock weapon is a power sword or ax whose energy field extends with each hit, forming a shock wave; grants an additional, long-range attack; and allows a single blow to down multiple foes.

 

These weapons are much treasured, for few artificers retain the technology and skills for their construction.  Only the greatest of heroes may have one, the wielders determined via ritual dueling.

 

The SHOCK WAVE has the following profile:

 

Range Template, S 2, AP 6.  Shock Weapon, Concussive.

 

> SHOCK CLAYMORE, 30 points

 

This is a sword.  Steel Crusaders are trained in both one-handed and two-handed sword stances, and may change stances at will.

 

When used as a ONE-HANDED weapon, a shock claymore has the following profile:

 

Range -, S +2, AP 3.  Melee, Master-crafted, Shock Weapon, Unwieldly.

 

When used as a TWO-HANDED weapon, a shock claymore has the following profile:

 

Range -, S +1, AP 2.  Melee, Master-crafted, Shock Weapon, Two-handed.

 

> SHOCK HALBERD, 30 points

 

This is an ax.

 

Range -, S +2, AP 2.  Melee, Shock Weapon, Shred, Unwieldly.

 

> "SHOCK WEAPON" special rule

 

The shock weapon may be "fired" as a ranged weapon; the number of "shots fired" may be equal to the weapon bearer's number of attacks.  If the blade resolves a hit, the shock wave grants an automatic hit on the same target.

 

If the weapon bearer rolls a 6 To Wound, that Wound will have the Instant Death special rule, and the SHOCK WAVE will have the following profile:

 

Range Template, S 3, AP 5.  Shock Weapon, Concussive.

 

 

This is for fans of Asian cinema. See what Jet Li's character can do in 'Swordman II', what Jubei can do in 'Ninja Scroll', and what Optimus Prime can do (wielding the Star Saber) in 'Transformers: Prime'.

<> HQ additions

 

>> IRON PRAETOR (CHAPTER MASTER), 130 points

 

The Crusaders' mission may require the strength of multiple Clans, forming a Cohort.  The Cohort commander is a Captain with the honorary rank of "Praetor."

 

WS 6, BS 5, S 4, T 4, W 4, I 5, A 4, Ld 10, Sv 3+

 

Unit Type: Infantry (Character)

 

Wargear: Power armor, bolt pistol, chainsword, frag/krak grenades, iron halo, target designator.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Independent Character, Orbital Bombardment.

 

Options: See Chapter Master entry in 'Codex: Space Marines'.

 

>> IRON CAPTAIN, 90 points

 

WS 6, BS 5, S 4, T 4, W 3, I 5, A 3, Ld 10, Sv 3+

 

Unit Type: Infantry (Character).

 

Wargear: Power armor, bolt pistol, chainsword, frag/krak grenades, iron halo, target designator.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Independent Character.

 

Options: See Captain entry in 'Codex: Space Marines'.

 

>> TERMINATOR CAPTAIN, 120 points

 

WS 6, BS 5, S 4, T 4, W 3, I 5, A 3, Ld 10, Sv 2+

 

Unit Type: Infantry (Character).

 

Wargear: Terminator armor, storm bolter, power sword, iron halo, target designator.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Independent Character.

 

Options: May replace his power sword with a shock weapon (+15 points).  For other options, see Terminator Captain entry in 'Codex: Space Marines'.

 

>> MORLOCK (HONOR GUARD), 30 points

 

The Morlock is a bodyguard to a Space Marine leader, i.e., a Chapter Master or Captain.  He is not a Champion, and will not voluntarily issue a challenge; if a Space Marine leader's bodyguards act so recklessly, the leader himself may be left unprotected.  If an enemy challenges the Space Marine leader, his Morlocks may intervene so the Space Marine leader is not distracted from his duty.

 

Up to ten (10) Morlocks may accompany each Iron Praetor.  Up to five (5) Morlocks may accompany each Iron Captain.  These selections do not use up a Force Organization slot.

 

WS 4, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 10, Sv 2+

 

Unit Type: Infantry

 

Wargear: Artificer armor, bolt pistol, combat shield, power weapon, frag/krak grenades.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), No Distractions, Look Out-- Argh!

 

Options: May take a jump pack (+3 points) or Space Marine bike (+7 points).  For other options, see Honor Guard entry in 'Codex: Space Marines'.

 

> "LOOK OUT-- ARGH!" special rule

 

If a Wound is allocated to a Space Marine leader, the Morlock automatically passes his Look Out, Sir test if he can make one.  The Wound must be allocated to the Morlock.  If there is more than one model with this special rule when a Wound is allocated to a character, the owning player chooses which model to re-allocate the Wound to.

 

 

This is taken from 'Codex: Astra Militarum'.

> "NO DISTRACTIONS" special rule

 

A Morlock must declare a Glorious Intervention whenever possible, and will automatically pass the test to take a Space Marine leader's place in an ongoing challenge.  When a Glorious Intervention is declared, the intervening Morlock will fight with the following profile:

 

WS 5, BS 4, S 4, T 4, W 1, I 5, A 3, Ld 10, Sv 2+

 

The profile is in effect until the Morlock or the enemy challenger is removed as a casualty.

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>> COMBAT ENGINSEER VEHICLE, 115 points

This Rhino variant has a bow-mounted servo-harness.  A Techmarine commands the vehicle, which has transport capacity for accompanying servitors.

 

After his entombment, Venerable Father Hephaestus designed the Combat Enginseer Vehicle, so enemy fire would not distract a Techmarine from his work.

 

BS 4, Armor F13 S11 R10, HP 3

 

Unit Type: Vehicle (Tank, Transport).

 

Wargear: Storm bolter, servo-harness, dozer blade, searchlight, smoke launchers.

 

Transport Capacity: Six (6) models.

 

Special Rules: Blessing of the Omnissiah, Bolster Defenses, Self-Repair.

 

Options: May take a target designator (+10 points), or items from the Space Marine Vehicle Equipment list.

 

> "SELF-REPAIR" special rule

 

If the vehicle lost a Hull Point, or suffered a "Weapon Destroyed" or "Immobilized" result, the model may attempt to repair itself in a subsequent turn, instead of shooting.  Roll a D6 in the Shooting Phase; on a 4+, you may immediately restore a Hull Point, or repair a "Weapon Destroyed" or "Immobilized" result.

 

 

I'm not the only person to think of letting a Techmarine do his job from the safety of an armored vehicle. See the Rhino Recovery and Repair Vehicle.

>> SERVITOR, 10 points

 

A Crusader who fails to secure critical technology-- worse, allow it to fall into enemy hands-- must ritually put a bolter round in his head, teaching his brothers the consequences of failure.  Those who survive their self-lobotomy are converted into servitors, slaves to technology they once mastered.

 

Iron Fathers are known to disguise servitors as Marines, and use the slave-machines to draw attention (and gunfire), buying time to recover data or repair a machine.  As the servitors march to their doom, one may pray this sacrifice will redeem them in before Machine God, though the slave-machines no longer understand this.

 

WS 3, BS 3, S 4, T 4, W 1, I 3, A 1, Ld 8, Sv 4+

 

Unit Type: Infantry.

 

Wargear: Servo-arm.

 

Special Rules: Mindlock.

 

Options: May take melta bombs (+5 points).  For other options, see Servitors entry in 'Codex: Space Marines'.

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<> IRON CAPTAIN ARNOLD DARKSWORD, 200 points

"Enhanced Marines" are products of a Tech-Priest's experimentation on Marine volunteers, using cybernetic implants to enhance the Marines' skills and senses.  Iron Capt. Arnold Darksword is one such Marine, given the Pattern Number 19440606 "Assault Breaker" enhancement.  An adamantium lattice sheathes his bones, making them unbreakable.

 

Born Arnold Blackridge, he was experimented on as a recruit in the Iron Hands Chapter.  Despite concerns regarding the Marine's emotional stability, the Iron Hands considered experiment a success, and Blackridge was renamed "Darksword."

 

Unconfirmed rumors suggest the Traitor Primarch Angron developed the Assault Breaker enhancement.

 

WS 6, BS 5, S 5, T 5, W 5, I 5, A 3, Ld 10, Sv 2+

 

Unit Type: Infantry (Character)

 

Wargear: Artificer armor, compensated power fist, shock claymore, frag/krak grenades, iron halo, target designator.

 

Warlord Traits: Flesh is Weak, Merciless Resolve.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Crusader, Feel No Pain (4+), Furious Charge, Independent Character.

 

Options: May replace his compensated power fist with a grenadier power fist (+9 points).

 

> "ASSAULT BREAKER" special rule

 

Once (1) per game, Capt. Darksword may disable the limiters preventing his own enhanced strength from damaging his body.  During this turn, Capt. Darksword will fight with the following profile:

 

WS 6, BS 5, S7, T 5, W 5, I 5, A 5, Ld 10, Sv 2+

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Crusader, Feel No Pain (3+), Fearless, Furious Charge, Independent Character.

 

Disabling the limiters will strain even a Marine's physical and mental.  In the following turn, Capt. Darksword must Go to Ground.

 

According to Wikipedia, Schwarzenegger is a German surname that means "person from the Black Ridge."

 

>> IRON CAPTAIN JIANG WU, 200 points

 

Iron Capt. Jiang Wu is an Enhanced Marine, given the Yun-Fat pattern "God of Guns" enhancement.

 

A Sergeant the Red Talons Chapter, Wu fought with distinction in the Battle for Kalevala, and was promoted above battle-brothers with greater seniority.  He has since volunteered for the most dangerous missions, to prove himself worthy of this honor.

 

He is the only Crusader to refuse to wear Terminator armor, claiming the suit is "hobbling."

 

WS 5, BS 6, S 4, T 4, W 4, I 6, A 4, Ld 10, Sv 3+

 

Unit Type: Infantry (Character)

 

Wargear: Artificer armor, bolt pistol, compensated meltagun, frag/krak grenades, iron halo, target designator.

 

Warlord Traits: Merciless Resolve, Target Protocols.

 

Special Rules: And They Shall Know No Fear, Bolt Ballet, Chapter Tactics (Iron Hands), Crusader, Incredible Reflexes, God of Guns, Independent Character.

 

> "BOLT BALLET" special rule

 

Once (1) per turn, Wu He can perform a "Bolt Ballet" instead of his normal attacks, by spinning about with both guns blazing.  Only weapons of the same type may be used, e.g., he may use an infernus pistol with the meltagun component of a compensated weapon, but not with the compensating boltgun. 

 

Center the Large Blast marker over Wu.  All enemy models under the marker, receive one (1) automatic hit; vehicles may be hit on any facing within a straight line from Wu.  Then roll To Wound and for Armor Penetration as normal.

 

> "INCREDIBLE REFLEXES" special rule

 

Wu may re-roll one (1) failed saving throw in each Assault phase.

 

> "GOD OF GUNS" special rule

 

Wu's weapons have the Sniper special rule.  He uses Ballistic Skill 6 when firing Snap Shots.  When he serves as a designator, he grants one other shooter Ballistic Skill 6.

 

His name is pronounced similarly to "John Woo." Get it?

 

<> EPISTOLARY ARBIN XINGER, 135 points

 

Epistolary Arbin Xinger is an Enhanced Marine, given the Stewart-Patrick pattern "Eye of Heaven" enhancement.

 

As a Librarian to the Sons of Medusa Chapter, Xinger was twice censured for analyzing records of the Astronomican's fluctuations.  Though Xinger denies receiving any "hidden prophecies" from this method-- certainly not those that led to Moirae Schism, and the exile of the Sons of Medusa from their parent Chapter-- he seems capable of predicting enemy actions before they're taken, making Xinger's contribution critical to a successful Crusade.

 

WS 5, BS 4, S 4, T 4, W 3, I 6, A 2, Ld 10, Sv 2+

 

Unit Type: Infantry (Character)

 

Wargear: Artificer armor, bolt pistol, combat shield, frag/krak grenades, psychic hood.

 

Chapter Relic: Longinus.

 

Warlord Trait: Student of History.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Independent Character, Psyker (Mastery Level 3).

 

> LONGINUS (FORCE/POWER LANCE)

 

This is a lance.  Its namesake, Insat Longinus-- Epistolary to the Iron Hands, and later, Chief Librarian to the Sons of Medusa-- used the weapon to banish a Daemon Prince known as "The Unholy," in M36.

 

On a turn in which Xinger charges, the weapon has the following profile:

 

Range -, S +1, AP 2.  Melee, Force, Rending.

 

At all other times, the weapon has the following profile:

 

Range -, S User, AP 3.  Melee, Force, Rending.

 

<> VENERABLE HEPHAESTUS, 210 points

 

An Iron Father and a Master of the Forge in the Thunder Lords Chapter, Hephaestus was entombed during Gothic War.  The Venerable Father seems wary of letting his mind rest; after serving on a crusade, he often volunteers for the next, instead of sleeping.

 

He may take a turret-mounted conversion beamer.

 

WS 5, BS 5, S 6, Armor F13 S12 R10, I 4, A 2, HP 3

 

Unit Type: Vehicle (Walker, Character).

 

Wargear: Extra armor, power fist with integral plasma cutter, chainfist with integral heavy flamer, two (2) servo-arms, searchlight, smoke launchers, target designator.

 

Warlord Traits: Adept of the Omnissiah, Merciless Resolve.

 

Special Rules: Bolster Defenses, Blessing of the Omnissiah, Crusader, Lord of the Armory, Move Through Cover, Self-Repair, Venerable.

 

Options: May replace both servo-arms with one (1) conversion beamer (+20 points).

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<> ELITES additions

 

>> PIONEER (SCOUT), 15 points

 

A Pioneer is chosen for his skill and experience, as his goal may be heavily guarded or even booby-trapped, its current master determined to destroy the technological treasure rather than let others seize it; the Mechanicus is understandably reluctant to entrust a typical, untested Marine Scout with such missions.  Pioneers give their Chapter symbols subdued colors; they are exempt from the Crusaders' "color code," for stealth is demanded of their mission.

 

WS 4, BS 4, S 4, T 4, W 1, I 4, A 1, Ld 8, Sv 4+

 

Unit Type: Infantry.

 

Wargear: Scout armor, camo cloak, boltgun, bolt pistol, frag/krak grenades.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads, Infiltrate, Move Through Cover, Scouts.

 

Options: See Scout Squad entry in 'Codex: Space Marines'.

 

 

In real-world armies, the scout has to watch for signs of the enemy, including signs the enemy is LAYING AN AMBUSH for the main force. Using new recruits as scouts, as the 'Codex Astartes' dictates, will just get everyone killed.

 

>> PIONEER SERGEANT, 25 points

 

WS 4, BS 5, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 4+

 

Unit Type: Infantry (Character).

 

Wargear: Scout armor, boltgun, bolt pistol, camo cloak, frag/krak grenades, target designator.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads, Infiltrate, Move Through Cover, Scouts.

 

Options: See Scout Squad entry in 'Codex: Space Marines'.

 

>> INFERNO DREADNOUGHT, 150 points

 

The Inferno Dreadnought has a turret-mounted missile launcher, in the same position as a Terminator's Cyclone missile launcher; this allows the entombed Marine to use the weapon with the same proficiency he had in life.

 

WS 4, BS 4, S 6, Armor F13 S12 R10, I 4, A 2, HP 3

 

Unit Type: Vehicle (Walker).

 

Wargear: Extra armor, power fist with integral storm bolter, seismic hammer with integral meltagun, missile launcher, searchlight, smoke launchers.

 

Special Rules: Move Through Cover.

 

Options: May replace his power fist and storm bolter, or his seismic hammer and meltagun, with a plasma cannon (+20 points), assault cannon (+30 points), twin-linked autocannon (+15 points), or twin-linked lascannon (+35 points).  For other options, see Ironclad Dreadnought entry in 'Codex: Space Marines'.

 

>> VENERABLE INFERNO DREADNOUGHT, 175 points

 

Iron Hands Techmarines designed the Ironclad Dreadnought, balancing close combat proficiency with mid-range firepower; the Red Talons developed the design into the Inferno, with thinner side armor compensating for a turret-mounted missile launcher's weight.  As the designers, only Ferrus Manus' sons have Venerable Ironclad and Inferno Dreadnoughts.

 

WS 5, BS 5, S 6, Armor F13 S12 R10, I 4, A 2, HP 3

 

Unit Type: Vehicle (Walker).

 

Wargear: Extra armor, power fist with integral storm bolter, seismic hammer with integral meltagun, missile launcher, searchlight, smoke launchers.

 

Special Rules: Move Through Cover, Venerable.

 

Options: May replace his power fist and storm bolter, or his seismic hammer and meltagun, with a plasma cannon (+15 points), twin-linked autocannon (+10 points), twin-linked assault cannon (+30 points), or twin-linked lascannon (+30 points).  May take Ironclad assault launchers (+10 points). For other options, see Ironclad Dreadnought entry in 'Codex: Space Marines'.

 

>> TERMINATOR, 40 points

 

WS 4, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 2+

 

Unit Type: Infantry.

 

Wargear: Terminator armor, storm bolter, compensated power fist.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads.

 

Options: May replace his compensated power fist with a grenadier power fist (+9 points), compensated chainfist (+5 points), or grenadier chainfist (+14 points).  For other options, see Terminator Squad entry in 'Codex: Space Marines'.

 

>> ASSAULT TERMINATOR, 40 points

 

WS 4, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 2+

 

Unit Type: Infantry.

 

Wargear: Terminator armor, two (2) compensated lightning claws.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads.

 

Options: May replace one (1) compensated lightning claw with a grenadier lightning claw (+9 points).  For other options, see Terminator Assault Squad entry in 'Codex: Space Marines'.

 

>> TERMINATOR SERGEANT, 50 points

 

WS 4, BS 5, S 4, T 4, W 1, I 4, A 3, Ld 9, Sv 2+

 

Unit Type: Infantry (Character).

 

Wargear: Terminator armor, storm bolter, power sword, target designator.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads.

 

Options: A shock weapon may replace his power sword (+15 points).  May replace his storm bolter and power sword with two (2) compensated lightning claws (free).  For other options, seeand Terminator Assault Squad entries in 'Codex: Space Marines'.

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<> FAST ATTACK additions

 

>> CYCLONE ATTACK BIKE, 45 points

 

This attack bike has a sidecar-mounted Cyclone missile launcher; the weapon is slaved to the rider's helm, automatically targeting what his eyes focus on.  The bikers favor hit-and-run attacks, charging to fire a salvo, retreating to reload the launchers, and returning to launch another attack.

 

WS 4, BS 4, S 4, T 5, W 1, I 4, A 2, Ld 8, Sv 3+

 

Unit Type: Bike.

 

Wargear: Power armor, bolt pistol, Cyclone missile launcher, frag/krak grenades, Space Marine bike.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands).

 

Options: A chainsword may replace the biker's bolt pistol (free).

 

>> PIONEER BIKER (SCOUT BIKER), 20 points

 

WS 4, BS 4, S 4, T 5, W 1, I 4, A 1, Ld 8, Sv 4+

 

Unit Type: Bike.

 

Wargear: Scout armor, bolt pistol, Space Marine shotgun, frag/krak grenades, Space Marine bike.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads, Infiltrate, Scouts.

 

Options: See Scout Bike Squad entry in 'Codex: Space Marines'.

 

>> PIONEER BIKER SERGEANT, 30 points

 

WS 4, BS 5, S 4, T 5, W 1, I 4, A 2, Ld 9, Sv 4+

 

Unit Type: Bike (Character).

 

Wargear: Scout armor, bolt pistol, Space Marine shotgun, frag/krak grenades, target designator, Space Marine bike.

 

Special Rules: And They Shall Know No Fear, Chapter Tactics (Iron Hands), Combat Squads, Infiltrate, Scouts.

 

Options: See Scout Bike Squad entry in 'Codex: Space Marines'.

 

>> LAND SPEEDER VIPER, 85 points

 

This mates a Land Speeder drive system with the Rhino hull, whose armored cockpit protects its crew.  It has a turret-mounted heavy bolter, under the nose.

 

BS 4, Armor F11 S11 R10, HP 2

 

Unit Type: Vehicle (Skimmer, Fast).

 

Wargear: Storm bolter, heavy bolter, Typhoon missile launcher, searchlight.

 

Special Rules: Deep Strike, Scout.

 

Options: May take a target designator (+10 points).  For other options, see Land Speeder Squadron entry in 'Codex: Space Marines'.

 

 

This is my version of the Hellkite.

<> DEDICATED TRANSPORTS additions

 

>> HIPPO, 35 points

 

This Rhino variant has "open-topped" transport capacity for ten (10) models, including Terminators and Thunderfire cannons; the cannon may fire from the vehicle.

 

It was developed to compensate for shortfalls in Land Raider numbers.

 

BS 4, Armor F11 S11 R10, HP 3

 

Unit Type: Vehicle (Tank, Transport).

 

Wargear: Storm bolter, searchlight, smoke launchers.

 

Transport Capacity: Ten (10) models; or one (1) Thunderfire cannon and its Techmarine Gunner.

 

Special Rules: Repair, Open-topped Transport.

 

Options: May take items from the Space Marine Vehicle Equipment List.

 

> "OPEN-TOPPED TRANSPORT" special rule

 

The +1 damage modifier for "open-topped" vehicles, does not apply to the vehicle itself.

 

>> LAND SPEEDER VENOM, 60 points

 

This mates a Land Speeder drive system with the Rhino hull, whose armored cockpit protects its crew.  It has a turret-mounted heavy bolter under the nose.

 

BS 4, Armor F11 S11 R10, HP 2

 

Unit Type: Vehicle (Skimmer, Fast, Transport).

 

Wargear: Storm bolter, heavy bolter, Typhoon missile launcher, searchlight, jamming beacon.

 

Transport Capacity: Six (6) models.  May transport one (1) Terminator in addition to four (4) models; or two (2) Terminators in addition to two (2) models.  May transport one (1) Centurion in addition to three (3) models; or one (1) Centurion in addition to one (1) Terminator and one (1) model; or two (2) Centurions.

 

Special Rules: Deep Strike, Open-topped Transport, Scout.

 

Options: May replace its heavy bolter with a Cerberus launcher (free).  May take a target designator (+10 points).  For other options, see Land Speeder Squadron entry in 'Codex: Space Marines'.

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<> HEAVY SUPPORT additions

 

>> PANTHER, 160 points

 

This mates two Rhino drive systems, with a second set of the caterpillar tracks; a Leman Russ battle tank turret with the Trident close defense system, which mount the Leman Russ sponsons turned sideways and on each side of the turret; and the Predator chassis.

 

The Panther is beginning to replace Predator battle tanks and Vindicator siege tanks in the Iron Hands and its successor Chapters.

 

BS 4, Armor F14 S12 R10, HP 3

 

Unit Type: Vehicle (Fast, Tank).

 

Wargear: Trident heavy bolter, Vanquisher battle cannon, searchlight, smoke launchers.

 

Options: Trident heavy flamers may replace its Trident heavy bolters (free).  A Demolisher cannon may replace its Vanquisher battle cannon (+20 points).  May take a target designator (+10 points), and items from the Space Marine Vehicle Equipment list.

 

> TRIDENT HEAVY BOLTERS

 

Range 36", S 5, AP 4.  Heavy 3, Auto-targeting System, Twin-linked.

 

> TRIDENT HEAVY FLAMERS

 

Range Template, S 5, AP 4.  Assault 1, Ignores Cover, Twin-linked.

 

> VANQUISHER BATTLE CANNON

 

When using VANQUISHER shells, the Vanquisher battle cannon has the following profile:

 

Range 72", S 8, AP 2.  Heavy 1, Armourbane.

 

When using BLAST shells, the Vanquisher battle cannon has the following profile:

 

Range 72", S 8, AP 2.  Heavy 1, Large Blast.

 

> "AUTO-TARGETING SYSTEM" special rule

 

When firing this weapon, the shooter uses his normal Ballistic Skill when shooting at Flyers, Flying Monstrous Creatures, and Skimmers.  He is not forced to make Snap Shots against other targets.

 

The "Auto-targeting System" is from the Hydra's description in 'Codex: Imperial Guard' (5th Edition).

 

>> STORM PANTHER, 150 points

 

The Brazen Claws developed the Panther battle tank's design,  replacing the Trident close defense system with a Whirlwind multiple missile launcher.  It is beginning to replace Whirlwind artillery tanks, which are vulnerable when operating in restricted terrain, e.g., forests and cities.

 

BS 4, Armor F14 S12 R10, HP 3

 

Unit Type: Vehicle (Fast, Tank).

 

Wargear: Whirlwind multiple missile launcher, Exterminator autocannon, searchlight, smoke launchers.

 

Options: A Demolisher cannon may replace its Exterminator autocannon (+40 points).  May take a target designator (+10 points), and items from the Space Marine Vehicle Equipment list.

 

> EXTERMINATOR AUTOCANNON

 

Range 48", S 7, AP 4.  Heavy 4, Twin-linked.

 

I reduced the Panther and the Storm Panther's costs by 10 points, compared to their description here. This is to account for the fact they lack a Leman Russ battle tank's hull-mounted heavy bolter, which is worth 10 points.

 

>> LAND MASTER, 270 points

 

The Modular ASsembly TEchnology Raider or "Land Master" is a Land Raider variant.  It has a turret-mounted quad lascannon, and two sponson-mounted twin-linked heavy bolters.  By relocating the lascannons and their generators, the design increases its transport capacity.

 

BS 4, Armor F14 S14 R14, HP 4

 

Unit Type: Vehicle (Tank, Transport).

 

Wargear: Quad lascannon, two (2) twin-linked heavy bolters, frag assault launchers, searchlight, smoke launchers.

 

Transport Capacity: Twelve (12) models.

 

Special Rules: Assault Vehicle, Power of the Machine Vehicle.

 

Options: May replace its quad lascannon with a laser destroyer (free) or Executioner plasma cannon (free).  Two (2) Flamestorm cannons may replace its twin-linked heavy bolters (free).  May take a target designator (+10 points).  For other options, see Land Raider entry in 'Codex: Space Marines'.

 

> EXECUTIONER PLASMA CANNON

 

Tech-Priest Enginseers, serving within the Cadian 423rd Armored Regiment, modified a Leman Russ Executioner named "Hand of Steel" so its plasma cannon may fire an incandescent plasma blast.  The Iron Hands received records of the modifications made, and applied these modifications to their own weapons.

 

When using its DEFAULT SETTING, the Executioner plasma cannon has the following profile:

 

Range 36", S 7, AP 2.  Heavy 3, Blast, Gets Hot.

 

When using its SPECIAL SETTING, the Executioner plasma cannon has the following profile:

 

Range 36", S 7, AP 2.  Heavy 1, Large Blast, Blind, Gets Hot.

 

This is a reference to Knight Commander Pask, from 'Codex: Astra Militarum'.

 

> LASER DESTROYER

 

Range 36", S 9, AP 2.  Ordnance 1, Twin-linked.

 

> QUAD LASCANNON

 

Range 48", S 9, AP 2.  Heavy 2, Twin-linked.

 

>> LAND MASTER TICONDEROGA, 225 points

 

This Land Raider variant has an Explorator Augury Web, a vertical launching system for the Skyspear missile, and two sponson-mounted Icarus stormcannons.

 

The Ticonderoga was developed to provide long-range air defense.  Many Space Marine leaders chose the Ticonderoga as a Command Vehicle, for an Explorator Augury Web reverse-engineered from the Land Raider Proteus'.

 

BS 4, Armor F14 S14 R14, HP 4

 

Unit Type: Vehicle (Tank, Transport).

 

Wargear: Vertical Launch Skyspear missile, two (2) Icarus stormcannons, searchlight, smoke launchers.

 

Transport Capacity: Six (6) models.

 

Special Rules: Assault Vehicle, Explorator Augury Web, Power of the Machine Vehicle, Scout.

 

Options: May take a target designator (+10 points).  For other options, see Land Raider entry in 'Codex: Space Marines'.

 

> ICARUS STORMCANNON

 

Range 48", S 7, AP 4.  Heavy 4, Auto-targeting System.

 

> VERTICAL LAUNCH SKYSPEAR MISSILE

 

Range 60", S 7, AP 2.  Heavy 2, Armourbane, Savant Lock, Skyfire.

 

As noted here, I plan to model the vertical launch Skyspear missile by mounting the Whirlwind missile tips directly on the Land Raider roof, pointing upwards.

 

> "EXPLORATOR AUGURY WEB" special rule

 

While the Land Master Ticonderoga is in play, the owning player may declare that the tank's Explorator Augury Web is being used in either Disruption or Relay modes, at the start of any of turns, before any Reserve rolls are made; the Web's effects last until the start of the next player turn.

 

In DISRUPTION MODE, the enemy suffers -1 to his Reserve rolls.

 

In RELAY MODE, The owning player may re-roll his Reserve rolls, including successful rolls.  In addition, enemy units using the Infiltrate special rule to deploy, may not be placed within 24" of a Land Master Ticonderoga; this has no other effect on the deployment of enemy units.

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>> LAND MONSTER HERCULES, 270 points

 

The Modular Ordnance Neutral Stability TEchnology Raider or "Land Monster" is a Land Raider variant with a bow-mounted Earthshaker cannon in an enclosed crew compartment, and two sponson-mounted twin-linked heavy bolters.

 

A Land Raider is a precious resource; a forge world able to produce it, more so.  When the Iron Warriors attempted to seize such a vital planet, named "Promethean" for a hero of the Salamanders Chapter, the Steel Crusaders came to its defense.  The Traitor Legion had the initial advantage, thanks to artillery support from captured guns and Astra Militarum members who turned traitor.  To counter this, the Iron Fathers were authorized to modify the Land Raider.

 

The mighty vehicle's transport capacity was sacrificed for ammunition stowage.  Named for the demigod who freed Prometheus from torture and imprisonment, the tank could destroy a Traitor Basilisk or Vindicator from afar, while it and its crew were shielded from all but a direct hit.

 

BS 4, Armor F14 S14 R14, HP 4

 

Unit Type: Vehicle (Tank).

 

Wargear: Earthshaker cannon, two (2) twin-linked heavy bolters, searchlight, smoke launchers.

 

Special Rules: Power of the Machine Vehicle.

 

Options: Two (2) Flamestorm cannons may replace its twin-linked heavy bolters (free).  May take a target designator (+10 points).  For other options, see Land Raider entry in 'Codex: Space Marines'.

 

> EARTHSHAKER CANNON

 

Each Earthshaker shell incorporates safety systems to prevent it from detonating within 36" of the gun mount.

 

When used as a BARRAGE weapon, the Earthshaker cannon has the following profile:

 

Range 36-240", S 9, AP 3.  Ordnance 1, Barrage, Large Blast.

 

When used as a DIRECT FIRE weapon, the Earthshaker cannon has the following profile:

 

Range 72", S 9, AP 3.  Ordnance 1, Kinetic Energy Effects, Unexploded Ordnance, Large Blast.

 

> "KINETIC ENERGY EFFECTS" special rule

 

When using the Earthshaker cannon as a direct fire weapon, roll To Hit and To Wound against all models in a 36" line, measured from the gun mount.  Roll To Hit and for Armor Penetration against the Armor Value of each facing of each vehicle in a 36" line, measured from the gun mount, e.g., against both sides of a vehicle whose path-of-travel is perpendicular to the Earthshaker cannon's line-of-fire, or against both front and rear armor of a vehicle whose path-of-travel is parralel to the cannon's line-of-fire.

 

If the shell hits but fails To Wound a model in this 36" line, or fails to achieve Armor Penetration against one facing of a vehicle in this 36" line, the shell has fallen to the ground.  If the shell achieves Armor Penetration against one facing of a vehicle, but fails to achieve this against another facing of the same vehicle-- e.g., it pierces the rear armor of a fleeing vehicle, but fails to pierce its front armor-- the shell has fallen inside the vehicle.  Place a counter where the shell fell; the Unexploded Ordnance special rule immediately takes effect.

 

> "UNEXPLODED ORDNANCE" special rule

 

All units moving within 6" of the unexploded Earthshaker shell, must take a Dangerous Terrain test.  On a 1, the shell immediately detonates.

 

Players who are shooting at a unit within 6" of the Unexploded Ordnance, and players who are shooting from a unit within 6" of the shell, must roll an additional D6 before rolling To Hit.  On a 1, a stray shot has hit the shell, which immediately detonates.

 

If the unexploded Earthshaker shell fell inside a vehicle, this vehicle must take a Dangerous Terrain test whenever it moves-- it is transporting the shell-- and when firing its weapons.  Passengers must take a Dangerous Terrain test when disembarking the vehicle.  On a 1, the shell immediately detonates.

 

A Techmarine or Tech-Priest Enginseer using the Blessing of the Omnissiah, or a Warpsmith using his Master of Mechanisms skill, may disarm the Unexploded Ordnance.

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  • 3 weeks later...

Thank you for replying, Heir of the Void!

 

As for the Shock Claymore, I wanted to balance its strengths and weaknesses, so it wouldn't seem overpowered compared to other special weapons in 'Warhammer 40,000'. If you want an in-game reason, when used one-handed, the Space Marine swings his arms back and forth, building up momentum for a more powerful blow; when used two-handed, the claymore is held (and used) like a spear, allowing the Marine to accurately aim the point at gaps in his enemy's armor.

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Your Wecome. I alway enjoy when people respond to my stuff, so I try to chip in.

I guess that makes sense, but I figured that He can't carry anything in his offhand, can he? Suddenly everything makes sense.

 

Also, I'm working on Wargear options for Knights, and seeing as you appear to be the Mechanicus type, I was wondering if I could ask if you had any ideas?

So far, I've come up with a Jump pack, grenade launcher, defense lasers, cermaite plating, Internal FIeld Bracing, and missle launcher.

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I edited some of the earlier entries in my fan-made 'Codex: Space Marines' supplement, adding units such as Imperial Knights, and equipment such as the ramming shield (reverse-engineered from a Knight's ion shield, and mounted on Space Marine tanks). I attempted to edit my earlier posts to reflect the changes, but am having difficulty copying and pasting them from the text file on my computer; therefore, I am posting the revisions to my Deviant Art account, at http://armamentdawg.deviantart.com/art/Steel-Crusaders-Codex-Space-Marines-Supplement-499479998. I hope this is acceptable.

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  • 2 weeks later...

Further editing made to the Deviant Art submission, most importantly to how the ramming shield works. The equipment no longer offers an improved invulnerable save when a vehicle performs a Tank Shock or Ramming attack. However, it can absorb excess heat from vehicle-mounted weapons (I took inspiration from the 'Star Trek: Deep Space Nine' episode Civil Defense), meaning the vehicle is less likely to take damage from its own weapons, when firing those subject to the "Gets Hot" special rule.

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