I made these just for fun. I thought they would be nice addition to the next
incoming.
Flesh Eaters
Flesh Eaters 4th company is a special assault company called "Jaws of Doom".
They are equipped with two power gloves instead of normal pistol/sword
combo.
Jaws of Doom
Move 15cm
Saving Throw: 6+
CAF: +5
Weapons: Power Gloves
Range: 0
Attack Dice: -
Roll To Hit: -
TSM: 0
Detachment
Break Point: 5
Morale: 2
VP: 3
Cost: 200
Company
Break Point: 15
Morale: 2
VP: 3
Cost: 600
Iron Hands
Iron Hands are siege specialists renowned for their heavy weapon skills.
Instead of normal veteran company the no.1 company is veteran Devastator
company. The veteran company may be fielded as Terminators normally, but
they don't carry their heavy weapons and have normal terminator stats.
Move 10cm
Saving Throw: 6+
CAF: +2
Weapons: Heavy Weapons
Range: 75cm
Attack Dice: 2
Roll To Hit: 4+
TSM: -1
Notes: Elite
Detachment
Break Point: 5
Morale: 2
VP: 4
Cost: 400
Company
Break Point: 15
Morale: 2
VP: 11
Cost: 1200
2nd company is Battle Company with tactical detachment replaced with flamer
marines.
Raptor Legion
This armylist is based on a 40k armylist made by T.A Lahdeoja. The list and
history can be found here:
http://www.hut.fi/~tube/40karmy.html.
Raptors are planetary assault specialists who differ from Codex Astartes in
several respects:
1st company is veteran assault company, they have special jump packs and may
be dropped from high altitude. After drop location is selected, roll scatter
die and 2D6 (as you would for an indirect barrage) to determine the exact
arrival point of the assault detachment. Put first stand down at the place
indicated. The remaining stands are placed so that they are not closer than
5cm to any other Raptor stand. The Raptors have Charge orders when dropped.
Enemy troop stands within 10cm of the drop point may snap fire at the
descending Raptors with normal penalty. Any AA units may also fire at the
Raptors if they are within weapon range of the drop point. Note that the AA
units need not have LOS to the drop point since they fire at the Raptors
when they are still in the air. Obviously, the 1st company doesn't have
Rhinos.
4th company is a bike company. If it is fielded the player may choose to
field one Baneblade and/or one Shadowsword as support cards. These may ONLY
be chosen if 4th compay is in play and, additionally, a techmarine must be
purchased.
Raptor Legion Marines hate Emperor's Children traitor marines, and other
beings originally from the Emperor's Children Legion. A Raptor Legion model
must shoot, if possible, at a Slaaneshian model in favour of other targets
and if within charge reach, must charge such a model.
Veteran assault company
Move 15cm
Saving Throw: 6+
CAF: +4
Weapons: Pistols/Swords
Range: 25cm
Attack Dice: 1
Roll To Hit: 5+
TSM: 0
Notes: Elite, Special Rules.
Detachment
Break Point: 3
Morale: 2
VP: 3
Cost: 250
Company
Break Point: 10
Morale: 2
VP: 9
Cost: 750
Silver Skulls
The 2nd company of Silver Skulls is an airmobile assault company with Rhinos
replaced with thunderhawks. They are trained to jump from low altitude so
the Thunderhawks need not land to unload the troops but must still have
strafe orders. The troops must have charge orders if they are unloaded this
way. The only support cards that may be chosen for this company are flyers.
The thunderhawks need not stay in formation with the marines after they have
disembarked. The captain has his own thunderhawk which is NOT a command
unit.
Detachment
Break Point: 4
Morale: 2
VP: 4
Cost: 300
Company
Break Point: 15
Morale: 2
VP: 11
Cost: 1000
White Scars
White Scars have a long tradition of lightning war and mobility and they
have been especially trained to hit and run tactics.
White Scars assault troops may be moved out of close combat the turn after
they entered it IF the player controlling them wins initiative. They are
treated as having charge orders. If they stay in CC they must fight until
the CC is resolved even if the player wins initiative in the subsequent
turns.
Provided they have not fought in CC White Scars tactical troops on charge
orders may fire in advance phase but they receive -1 to hit penalty.
The White Scars have a special vehicle company called "Fist of Khan" which
has 2 detachments of Razorbacks, one detachment of Predators and a command
Predator.
Fist of Khan
Break Point: 5
Morale: 2
VP: 8
Cost: 500
Since White Scars emphasize mobility, they have discarded the more static
units. White Scars may not take Rapiers, Thudd Guns, Tarantulas, Mole
Mortars or Scorpions.
Jyrki "Armylist" Saari ;)
Received on Wed Jun 07 2000 - 11:58:26 UTC