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Codex: Obsidian Serpents


FreakCell

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I believe this is my first post on this forum. thus i have no clue how to format this so it looks good on screen. if any one could help me (or better yet do it for me) it would be greatly appreciated.

The idea behind the chapter

The Obsidian Serpents are a North American themed chapter, specifically the east coast. Now when (or if) you read it, you may ask “what the hell are all of these Navajo words doing in here?” The reason for that is because I have yet to find a good Iroquois or Algonquin dictionary, so words like inlali and wohali are merely place holders.

And yes if you have not guessed yet this is a pre-Columbian America I’m basing this chapter on.

I know that I am not the first to come up with the idea of a Native American Space Marine army, but I believe I am the first to attempt a codex. If I am wrong, and there is a codex like this out there, pleas show me a link to it, I would like to see it.

I also wanted a chapter that was comprised of fewer, more powerful soldiers, even more so than the current space marine codex.

 

The Basic Story

The basic fluff surrounding the chapter is that they are treasure hunters, searching for lost artifacts and advanced technologies across the galaxy. Because of this they are one of the most technologically advanced and well equipped of the chapters, often bringing bizzar and lethal equipment they have either found or reproduced into battle.

Their homeworld of Aanaga is a bit unique to other space marine homeworlds in that it is not a harsh or dangerous planet, but a rather pleasant one, very similar to what Terra once was. However because of this the Obsidian Serpents have an especially difficult time finding eligible recruits, as there are no environmental factors to weed out the weak. As a consequence, Obsidian Serpents are not the most hardy or strongest of space marines.

Obsidian Serpent Codex

This Codex is in no way complete, both in game terms and in fluff, and is subject to severe change at a moment’s notice. My knowledge of the Warhammer 40,000 rules is limited so there are probably many errors and contradictions in this Codex so bear with me

 

Special Obsidian Serpent Weapons and Equipment

Fang Emblem

A badge of honor and rank, the Fang Emblem has a powerful built in force field generator, protecting its wearer from all manner of threats.

Confers a 4+ invulnerable save.

Totem-Honah

The Totem-Honah is one of the more puzzling of weapons in the Obsidian Serpents’ arsenal. Often constructed of wood of tree species unknown to the Imperium, the Totem-Honah has been the cause of some concern by the Ecclesiarchy and the Adeptus Mechanicus alike. Lacking any visible power generator, its ability to smash open tanks and cause the very ground to tremble has caused many members of the Ecclesiarchy and the Adeptus Mechanicus to consider the Totem-Honah to be a product of sorcery, for how else could a wooden weapon be able to have that kind of destructive force?

 

A Totem-Honah Counts as a Thunder Hammer that strikes with the bearer’s initiative. It cannot be used in conjunction with a Storm Shield. A model armed with a Totem-Honah cannot gain an extra attack for wielding a pistol or having the true grit universal special rule. A model cannot wield two Totem-Honahs.

Warp Bow

The Warp Bow itself is nothing extraordinary, for it acts and functions just like any other bow (though perhaps a bit better), so is not what you would expect in a futuristic battle field. The ammunition the Warp Bow uses though is where the Warp Bow gains its potency. The Warp Bow fires arrows with highly volatile charges at their tips, which when detonated can cause the borders between the physical world and the warp to temporarily open up, sucking in or severely disfiguring anything that comes close to it. Because of the Warp Bows charges instability, any attempt to fire them from a gun or cannon would result in them detonating within the barrel, rendering them useless and the firer dead. Even with the precaution of launching these arrows with a Warp Bow, accidents are not uncommon, and wielding a Warp Bow is a dangerous undertaking.

The Warp Bow is a two handed ranged weapon that can be fired one of three ways as described below. Any rolls to wound that land on a 6 cause instant death. The Warp Bow is not affected by True Grit.

 

 

Fang Shot

 

The fang shot is an arrow that produces a force field that actually causes space to bend around it. This ability to warp the very fabric of reality means it can pierce any physical obstical, no matter how dense or thick.

 

Range Str Ap Type

 

24 8 2 Assault2

 

Warp Shot

 

The warp shot is the most widely used of arrows for its ability to cause infantry and anything else within its affect radius to suddenly disappear into the abyss.

 

Range Str Ap Type

 

24 6 2 Heavy 1, Blast, Gets Hot!*

 

Comet Shot

 

Similar to the Fang Shot, the Comet Shot works on a much larger and more unstable scale. In addition to its ability to distort space, it also sends out waves of energy that can fry circuitry and crack hardware.

 

Range Str Ap Type

 

24 8 1 Heavy 1, Rending, Gets Hot!*

 

*If the Warp Bow overheats, the bearer is killed instantly with no armor saves allowed, invulnerable saves can be taken as normal. This is not Instant Death, so the Eternal Warrior universal special rule has no effect.

Twin-Linked Boltgun

For any vehicle from the Space Marine Codex that has Storm Bolters, they instead have Twin-Linked Boltguns. Any upgrades that these vehicles have that would normally give them Storm Bolters give them Twin-Linked Boltguns instead.

Advanced Plasma Weapons

It is unknown how the Obsidian Serpents came upon this technology, but they have found a way to make plasma weapons that will not overheat. The rest of the imperium refuses however, to manufacture these weapons because the Obsidian Serpents will not divulge how they discovered this Technology. Because of this the Obsidian Serpents are under suspicion of dealing with
xenos
engineers, and are thus considered by some to be heretics and traitors.

Plasma guns, Plasma Pistols, and Plasma Cannons do not have the Gets Hot! Special rule. However plasma weapons issued to Obsidian Serpents cost more points than normal

Pulse Totem

Any unit deep striking within 6 inches of a model with a Pulse Totem will not scatter.

Advanced Repair Kit

Techmarines and Forge Masters on Bikes have the feel-no-pain universal special rule. And any unit they join that is mounted on bikes has the feel-no-pain universal special rule.

 

Thunder Lance

Many Space Marine bikers ride into battle wielding spears that have an advanced tip that upon contact with another object will discharge a powerful blast of plasma energy that can sear through tank armor.

The Thunder Lance is a strength 6 Power Weapon and any attacks made with a Thunder Lance have the Lance ability.

Blade of a Thousand Tears

The Blade of a Thousand Tears is a two-handed melee weapon that ignores armor saves and invulnerable saves and causes instant death. The bearer and any unit he is attached to must re-roll any successful leadership test, including those for psychic powers. There may only be one Blade of a Thousand Tears per army.

HQ

 

Warchief- 135

Ws Bs S T W I A L Sv

6 5 4 4 3 5 3 10 3+

Wargear

Fang Emblem, Power Weapon, Bolt Pistol, Frag and Krak Grenades

Options

If not in Terminator Armor, may be given True Grit- 20

May be given Artificer Armor- 15

May take Melta Bombs- 5

May replace his Boltpistol and/or Power Weapon with

A Boltgun- 3

A Twin-Linked Boltgun- 3

A Plasma Pistol- 20

A Warp Bow- 40

Thunder Hammer- 30

Totem-Honah- 30

Storm Shield- 15

Power Fist- 25

Lightning Claw- 15

Thunder Lance (only if mounted on a Bike)- 10

Blade of a Thousand Tears- 50

May exchange his Bolt Pistol, Power Armor, Power Weapon, and Frag and Krak Grenades for Terminator Armor, Power Weapon, and a Twin-Linked Boltgun.

May replace his Teminator Twin-Linked Boltgun with

A Twin-Linked Melta Gun- 15

A Twin-Linked Plasma Gun- 40

A Power Fist- 10

A Lightning Claw- 10

A Thunder Hammer- 20

May replace his Terminator Power Weapon with

A Power Fist- 10

A Lightning Claw- 10

A Thunder Hammer- 20

A Totem-Honah- 20

A Chain Fist- 15

A Storm Sheild- 10

If Terminator Armor is not chosen he may have one of the following

Jump Pack- 25

Space Marine Bike- 35

Special Rules

ATSKNF
, Combat Tactics, Orbital Bombardment, Independent Character, Eternal Warrior.

 

Forge Master- 120

Ws Bs S T W I A L Sv

5 6 4 4 3 4 2 10 2+

Wargear

Artificer Armor, Boltgun, Servo Harness, Fang Emblem, Frag and Krak Grenades

Options

May replace his Boltgun with

A Bolt Pistol- free

A Twin-Linked Boltgun - 4

A Plasma Pistol- 20

May be given one of the following

A Power Weapon- 15

A Thunder Hammer- 25

May take Melta Bombs- 5

May be mounted on a Space Marine Bike- 35

May be given up to two pieces of special Techmarine equipment from the Special Techmarine Equipment list.

May replace his Artificer Armor with Wonder Armor- 25

Wonder armor gives a 2+ armor save that can only be negated by power weapons and weapons with an AP of 1. It also gives the wearer the Eternal Warrior universal special rule.

Special Rules

ATSKNF
, Combat Tactics, Independent Character.

Heart of Steel

If a Forge Master is within 12 inches of a Dreadnaught, Wendigo, Razorback, Predator, or Land Raider, he and any unit he Is attached to is fearless.

 

 

Special Techmarine Equipment

Only one of each of the Special Techmarine Equipment can be chosen in one army.

Shield Generator-40 *

All models within a unit accompanied by a Techmarine with a shield generator gain +1 to their invulnerable save against shooting attacks, to a maximum of 2+. This means that any model with no invulnerable save gain a 6+ invulnerable save.

 

Nova Rifle- 30 **

The Nova Rifle is a ranged weapon with the following profile.

Range Str Ap Type

12 8 1 Rapid Fire, Melta, Gets Hot!

Death Wind- 30 **

The Death Wind is a ranged weapon with the following profile

Range Str Ap Type

Template 8 - Assault 1

 

Heart Seeker-30 **

The heart Seeker is a ranged weapon with the following profile. It does not require a line of sight to use, and does not scatter.

Range Str Ap Type

24 4 4 Assault 1, Blast

 

Wind of the Spirit Walk- 45

The Techmarine and any unit he is attached to can deep strike. They do not scatter.

 

Eyes of the All Seeing Owl- 40

At the beginning of the game, after all units have been deployed but before the first turn, nominate an enemy unit. All ranged units using ranged attacks against that unit benefit from a +1 bonus to their ballistic skill.

 

* Replaces Servo Harness

** Replaces any ranged weapon

 

Muktenine- 110

 

Ws Bs S T W I A L Sv

 

5 4 4 4 2 4 2 10 2+

 

Wargear

 

Crozius Arcanum, Boltgun, Artificer Armor, Fang Emblem, Frag an Krak Grenades

 

Options

 

May replace his Boltgun with

 

A Bolt Pistol- free

 

A Twin-Linked Boltgun- 3

 

A Plasma Pistol- 20

 

May replace his Crozius Arcanum for

 

A Totem-Honah- 30

 

The Blade of a Thousand Tears- 50

 

May take

 

A Jump Pack- 15

 

A Space Marine Bike- 35

 

Special Rules

 

Liturgies of Battle, Honor of the Chapter, Independent Character, Eternal Warrior.

 

Me
dicin
e Man- 100

Ws Bs S T W I A L Sv

5 4 4 4 2 4 2 9 3+

Wargear

Power Armor, Force Weapon, Psychic Hood, Boltgun, Frag and Krak Grenades

Options

Upgrade to a High Shaman, giving him +1 wound, +1 Leadership, and allowing him to use 2 psychic powers per turn-60

Replace Boltgun with:

A Boltpistol- free

A Twin-Linked Boltgun- 3

A Plasma Pistol- 20

May replace his force weapon for the Blade of a Thousand Tears for 50 points.

Special Rules

ATSKNF
, Combat Tactics, Psycher, Independent Character.

 

Elites

 

Wendigo- 150

Ws Bs S F S R I A

5 3 7 12 12 11 4 3

Wargear

Dreadnaught Close Combat Weapon x2

Searchlight

Smoke Launchers

Built in Storm Bolters x2

Options

Extra Armor- 20

Replace 1 Twin-Linked Boltguns with a Heave Flamer- 10

Replace both Twin-Linked Boltguns with 2 Heavy Flamers- 20

Replace 1 Dreadnaught Close Combat Weapon with a Seismic Hammer- 30

May take Extra Armor- 15

Special Rules

Move through cover

 

Techmarine- 50

Ws Bs S T W I A L Sv

4 4 4 4 1 4 1 8 2+

A Techmarine does not take up a slot in the force organization chart. You may have 0-5 Techmarines in your army.

Wargear

Artificer Armor, Servo-Arm, Boltgun or Bolt Pistol, Frag and Krak Grenades.

Options

May replace his Boltgun with

A Twin-Linked Boltgun- 3

A Plasma Pistol- 20

May be given one of the following

A Power Weapon- 15

A Thunder Hammer- 30

If mounted on a bike may be given a thunder lance- 10

May be given Melta Bombs- 5

May be mounted on a Space Marine Bike- 35

May be given one piece of special Techmarine equipment

Special Rules

ATSKNF
, Combat Tactics, Independent Character, Blessing of the omnissiah.

 

 

Apothecary- 50

Ws Bs S T W I A L Sv

4 4 4 4 1 4 2 9 3+

An Apothecary does not take up a slot in the force organization chart. You may have 0-5 Apothecaries in your army.

Wargear

Power Armor, Bolt Pistol, Narthecium, Frag and Krak Grenades

Options

The apothecary may replace his Bolt Pistol for

Twin-Linked Boltgun- 3

A Plama Pistol- 15

A Chain Fist- 20

May be mounted on a Space Marine Bike- 35

The Apothecary may be upgraded to a High Healer, giving him +1 wound and allowing him and any squad he is attached to re-roll any failed Feel No Pain saves- 30

Special Rules

ATSKNF
, Combat Tactics, Independent Character.

Terminators- 200

Ws Bs S T W I A L Sv

Terminator 4 4 4 4 1 4 2 9 2+

Sergeant 4 5 4 4 2 4 2 9 2+

Squad

One Sergeant, four Terminators

Wargear

Terminator- Terminator Armor, Twin-Linked Boltgun, Power Fist.

Sergeant- Terminator Armor, Twin-Linked Boltgun, Power Fist.

Options

May include up to 5 additional Terminators for 40 points per model

For every 5 Terminators, one Terminator may replace his Twin-Linked Boltgun with

An Assault Cannon- 5

A Twin-Linked Melta Gun- 15

A Heavy Flamer- 30

A Twin-Linked Plasma Gun- 40

A Las Cannon- 40

Any Terminator may replace his Power Fist with a Chain Fist- 5

The Sergeant may replace his Power Fist with

A Lightning Claw- Free

A Chain Fist- Free

A Thunder Hammer- Free

A Totem-Honah- 5

 

Assault Terminators- 200

Ws Bs S T W I A L Sv

Assault Terminator 4 4 4 4 1 4 2 9 2+

Sergeant 5 4 4 4 2 4 2 9 2+

Squad

One Segeant, four Assult Terminators

Wargear

Assault Terminator- Terminator Armor, 2x Lightning Claws

Sergeant- Terminator Armor, 2x Lightning Claws

Options

Any model may replace both his Lightning Claws for

A Thunder Hammer and a Storm Shield- free

A Totem-Honah- free

 

Prowlers- 100

Ws Bs S T W I A L Sv

Prowler 4 4 4 4 1 4 1 9 3+

Shadow Stalker 4 5 4 4 2 4 2 9 3+

Squad

One Shadow Stalker, four Prowlers.

Wargear

Prowler- Boltgun, Bolt Pistol, Power Armor, Frag and Krak Grenades.

Shadow Stalker- Boltgun, Bolt Pistol, Power Armor, Frag and Krak Grenades, Power Weapon

Options

May include up to five additional Prowlers for 20 points per model

Any Prowler may replace his Boltgun with

A Combat Blade- Free

A Sniper Rifle- Free

Two Prowlers may replace their Boltguns with

A Heavy Bolter- 10

A Missile Launcher- 10

A Flamer- 5

A Melta Gun- 5

A Plasma Gun- 30

A Warp Bow- 40

The Shadow Stalker may Exchange his Boltgun, Bolt Pistol and/or Power Weapon for

A Plasma Pistol- 20

A Lightning Claw- 15

A Power Fist- 25

A Warp Bow- 40

The Shadow Stalker may take

Melta Bombs- 5

Pulse Totem- 20

The whole squad may add a 4+ poison to their melee attacks for +5 point per model.

Special Rules

ATSKNF
, Scouts, Infiltrate, Move Through Cover, Combat Tactics, Acute Senses.

The Shadow Stalker may be given any of the following

Trueshot- 10

The Shadow Stalker can shoot at a different target than the rest of the squad

Wind Runner- 10

So long as the Shadow Stalker is alive, the entire squad has the Fleet universal special rule.

 

Sidewinders- 150

Ws Bs S T W I A L Sv

Sidewinder 4 4 4 4 1 4 1 8 3+

Sergeant 5 4 4 4 2 4 2 9 3+

Squad

One Sergeant, four Sidewinders

Wargear

Sidewinder- Power Weapon, Bolt Pistol, Frag and Krak Grenades, Power Armor, Jump Pack.

Sergeant- Power Weapon, Bolt Pistol, Frag and Krak Grenades, Power Armor, Jump Pack.

Options

Up to three Sidewinders may replace their Bolt Pistols for

A Plasma Pistol- 20

A Thunder Hammer- 30

A Lightning Claw- 15

A Power Fist- 25

A Totem-Honah- 35

Up to three Sidewinders may replace their Power Weapon for

A Thunder Hammer- 30

A Lightning Claw- 15

A Power Fist- 25

A Totem-Honah- 35

A Storm Shield- 15

The Sergeant may replace his Bolt Pistol and/or Power Weapon for

A Plasma Pistol- 20

A Lightning Claw- 15

A Power Fist- 25

A Storm Shield- 15

A Thunder Hammer- 30

A Totem-Honah- 35

The Sergeant may be given Melta Bombs- 5

Special Rules

ATSKNF
, Combat Tactics, Deep Strike

Extreme Reflex

Sidewinders have a 5+ invulnerable save.

Dreadnaught- see Space Marine Codex

 

Troops

 

Braves- 100

Ws Bs S T W I A L Sv

Brave 4 4 4 4 1 4 1 8 3+

Sergeant 4 5 4 4 2 4 2 9 3+

Squad

One Sergeant, four Braves.

Wargear

Brave- Power Armor, Boltgun, Bolt Pistol, Frag and Krak Grenades.

Sergeant- Power Armor, Boltgun, Frag and Krak Greanades, Power Weapon.

Options

May include up to five additional Braves for 16 points per model.

Any Brave may replace his Boltgun for a Twin-Linked Boltgun for three points each.

One Brave may replace his Boltgun with one of the following

A Flamer- 5

A Melta Gun- 5

A Plasma Gun- 30

If the squad has 10 members another Brave may replace his Boltgun with

A Heavy Bolter- 10

A Missile Launcher- 10

A Flamer- 5

A Heavy Flamer- 10

A Melta Gun- 5

A Multi-Melta- 10

A Plasma Gun- 30

A Plasma Cannon- 40

A Warp Bow- 40

The Sergeant may replace his Bolt Gun and/or Power Weapon for

Twin-Linked Boltgun- 3

A Plasma Pistol- 20

A Lightning Claw- 15

A Power Fist- 25

A Storm Shield- 15

A Thunder Hammer- 30

A Totem-Honah- 35

 

Inali

Ws Bs S T W I A L Sv

Inali 4 4 4 4 1 4 1 8 3+

Sergeant 5 4 4 4 2 4 2 9 3+

Squad

4 Inali, 1 Sergeant

Wargear

Inali- Bolt Pistol, Hand Weapon, Power Armor, Frag and Krak Grenades

Sergeant- Power Armor, Bolt Pistol, Frag and Krak Greanades, Power Weapon.

Options

Up to three Inali may replace their Bolt Pistol with

A Plasma Pistol- 20

A Lightning Claw- 15

A Power Fist- 25

A Thunder Hammer- 20

Up to three Inali may replace their Hand Weapon for

A Power Weapon- 15

A Lightning Claw- 15

A Power Fist- 25

A Thunder Hammer- 25

A Chain Fist- 15

The Sergeant may replace his Bolt Pistol and/or Power Weapon for

A Twin-Linked Boltgun- 3

A Plasma Pistol- 20

A Lightning Claw- 15

A Power Fist- 25

A Thunder Hammer- 25

A Chain Fist- 15

A Storm Shield- 15

A Totem-Honah- 25

The Sergeant may be given Melta Bombs- 5

The Seargent may be given any of the following special abilities for the points listed

Runs With The Earth- 20

So long as the Sergeant is alive, the whole squad has the Move Through Cover universal special rule.

Wardance- 20

While the Sergeant is alive, all models in the squad receive +1 to their Initiative.

Special Rules

ATSKNF
, Combat Tactics, Fleet

Wohali- 100

Ws Bs S T W I A L Sv

Wohali 4 4 4 4 1 4 1 8 3+

Sergeant 5 4 4 4 2 4 2 9 3+

Squad

4 Wohali, 1 Sergeant

Wargear

Wohali- Bolt Pistol, Hand Weapon, Jump Pack, Power Armor, Frag and Krak Grenades

Sergeant- Power Armor, Bolt Pistol, Frag and Krak Greanades, Power Weapon.

Options

Up to three Wohali may replace their Bolt Pistol with

A Plasma Pistol- 20

A Lightning Claw- 15

A Power Fist- 25

A Thunder Hammer- 20

Up to three Wohali may replace their Hand Weapon for

A Power Weapon- 15

A Lightning Claw- 15

A Power Fist- 25

A Thunder Hammer- 25

A Chain Fist- 15

The Sergeant may replace his Bolt Pistol and/or Power Weapon for

A Twin-Liked Boltgun- 3

A Plasma Pistol- 20

A Lightning Claw- 15

A Power Fist- 25

A Thunder Hammer- 25

A Chain Fist- 15

A Storm Shield- 15

A Totem-Honah- 25

The Sergeant may be given Melta Bombs- 5

The Seargent may be given any of the following special abilities for the points listed

Counting Coup- 20

So long as the Sergeant is alive, the entire squad has the Hit-and-Run universal special rule.

Way of the Piercing Talon- 10

As long as the Sergeant is still alive, in the turn that the squad charges, all models in the squad have the Rending universal special rule.

Special Rules

ATSKNF
, Combat Tactics

 

Scouts- 75

See Space Marine Codex, except they cannot take shot guns, and the sergeant may take the Marker Light special rule.

Marker Light- 10

Any weapon that aims its shot within 6 inches of a Sergeant carrying a Marker Light that scatters reduces its scatter length by 1 inch.

 

Fast Attack

 

Thunder Riders- 100

Ws Bs S T W I A L Sv

Thunder Rider 4 4 4 4(5) 1 4 1 8 3+

Sergeant 5 4 4 4(5) 2 4 2 9 3+

Squad

One Sergeant, two Thunder Riders.

Wargear

Power Armor, Space Marine Bike, Bolt Pistol, Frag and Krak Grenades, (Sergeant has a Power Weapon).

Options

May include up to 5 additional Thunder Riders for 25 points per model

Up to two Thunder Riders may exchange their Bolt Pistols for

A Flamer- 5

A Melta Gun- 10

A Plasma Gun- 20

All Thunder Riders may be given a Thunder Lance for 10 points each

The Sergeant may replace his Bolt Pistol with

A Plasma Pistol- 20

A Power Fist- 25

A Thunder Lance- 15

A Warp Bow- 40

Special Rules

ATSKNF
, Combat Tactics

Long Tailed Comets- 100

Ws Bs S T W I A L Sv

Comet 4 4 4 4 1 4 1 8 3+

Sergeant 4 5 4 4 2 4 2 9 3+

Squad

One Sergeant, four Comets.

Comet- Power Armor, Boltgun, Frag and Krak Grenades, Jump Pack.

Sergeant- Power Armor, Boltgun, Frag and Krak Greanades, Power Weapon, Jump Pack

Wargear

Power Armor, Jump Pack, Bolt Pistol, Boltgun, Frag and Krak Grenades, (Sergeant has a Power Weapon).

Special Rules

Options

Up to four Comets may exchange their Boltgun for

A Heavy Bolter- 10 *

A Missile Launcher- 10 *

A Flamer- 5

A Heavy Flamer- 10 *

A Melta Gun- 5

A Multi-Melta- 15*

A Plasma Gun- 30

A Plasma Cannon- 40 *

A Warp Bow- 40 *

* If more than one of these weapons is chosen, than the squad counts as a heavy support choice instead of a fast attack choice.

The Sergeant may exchange his Boltgun for

A Twin-Linked Boltgun- 3

A Plasma Pistol- 20

Heavy Support

 

Earth Breakers- 100

Ws Bs S T W I A L Sv

Earth Breaker 4 4 4 4 1 4 1 8 3+

Sergeant 4 5 4 4 2 4 2 9 3+

Squad

One Sergeant, four Earth Breakers.

Wargear

Earth Breaker- Power Armor, Boltgun, Frag and Krak Grenades.

Sergeant- Power Armor, Boltgun, Frag and Krak Greanades, Power Weapon.

Special Rules

ATSKNF
, Combat Tactics

The Many Headed Hawk

The Earth Breaker squad may divide its shots between two targets instead of firing all of it shots at one target

Options

May include up to five additional Earth Breakers- 16 points per Earth Breaker

Up to five Earth Breakers may exchange their Boltguns for one of the following

A Heavy Bolter- 15

A Missile Launcher- 15

A Heavy Flamer- 15

A Multi-Melta- 15

A Plasma Cannon- 30

A Lascannon- 35

A Warp Bow- 40

The sergeant may exchange his Boltgun for

A Bolt Pistol- free

A Twin-Linked Boltgun- 3

A Plasma Pistol- 20

A Power Fist- 25

A Warp Bow- 40

 

Predator
- see Space Marine Codex.

 

Land Raider
- see Space Marine Codex.

 

Whirlwind
- see Space Marine Codex.

 

Special Characters

Warmaster Koman- 300

Ws Bs S T W I A L Sv

6 6 4 4 3 5 4 10 2+

Wargear

Artificer Armor, Fang Emblem, Frag and Krak Grenades.

Koman’s Fangs

Koman’s Fangs counts as a Lightning Claw that ignores all saves of any kind, including invulnerable saves.

Viper’s Wrath

Viper’s Wrath is a ranged weapon with the following profile.

R Str Ap Type

24 6 3 Assault 3, Rending

Special Rules

ATSKNF
, Combat Tactics, Independent Character, Eternal Warrior.

Chaplain Long Fang- 260

Ws Bs S T W I A L Sv

6 3 6 4 3 5 3 10 2+

Wargear

Crozius Arcanum, Artificer Armor, Fang Emblem, Frag an Krak Grenades

Bear Heart

Gives Long Fang +2 to his strength (already included in his profile)

Overdrive

Once per game, Long Fang can send his Bear Heart generator into overdrive, causing him to go into a state of immense power. At the beginning of any turn, declare that Chaplain Long Fang Is using his overdrive ability. Until the next turn, Chaplain Long Fang has strength 10, gains +2 attacks, can move 12 inches instead of 6, and attacks as if he were a monstrous creature.

Beginning in the next turn and lasting until the end of it, Chaplain Long Fangs armor temporarily shuts down, thus he cannot attack or move in any way. All rolls to hit against Chaplain Long Fang in melee will automatically hit. Armor saves and invulnerable saves can be taken a normal.

In the turn after Chaplain Long Fangs armor shuts down, it starts back up again. For the rest of the game Chaplain Long Fang is strength 4 and cannot send his Bear Heart generator into overdrive.

Options

Chaplain Long Fang can be equipped with a Jump Pack- 20

Special Rules

Combat Tactics, Liturgies of Battle, Honor of the Chapter, Independent Character, Eternal Warrior.

 

Unto The Hills He Rides- 150

Ws Bs S T W I A L Sv

5 4 4 5 2 5 3 10 3+

Wargear

Power Armor, Fang Emblem, Space Marine Bike, Frag and Krak Grenades.

Lance of the Singing Eagle

The Lance of the Singing Eagle is a strength 8 Thunder Lance

Special Rules

One With The Steed

Unto The Hill He Rides’ bike adds +1 to his toughness (already included in his profile), but unlike most units with bikes his +1 toughness affects his ability to be instantly killed. Thus it takes a strength 10 hit to cause instant death to Unto The Hills He Rides.

Death Keeper- N/A

Ws Bs S T W I A L Sv

5 4 4 4 2 5 3 10 3+

Wargear

Pair of Sawtooth Knives (power weapons), Power Armor, Warp Bow, Frag and Krak Grenades, Melta Bombs.

Special Rules

Infiltrate, Move Through Cover, Independent Character, Fearless.

The Lone Coyote

Death Keeper works alone and thus cannot join any unit.

Eagle Eye

Enemies do not get a cover save from any shooting attacks made by Death Keeper.

Fire Venom

Fire Venom gives Death Keeper a poison attack that always wounds on a 2+.

Bow Master

If his Warp Bow overheats, Death Keeper has a 5+ invulnerable save when determining whether he survives or not.

 

 

Thank you for reading, and Yeha-Noha.
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:lol:

 

I really like the idea for this codex.

 

I don't understand why the psyker is called a medicine man though, shouldn't that be an apothacary.

 

I think the warp bow shouldn't have additional ammo.

 

And I think your marines should have somethink unique about them too in the form of a universal-rule like fleet or preferred enemy.

 

Besides that really like this

Ragnar02- Thanks for the read, I appreciate it. the reason Obsidian Serpant Librarians are called medicine men is because in a number of American societies medicine did not necessarily always mean pharmaceuticals. Medicine could also mean luck or spiritual purity. There is a story of a chief who at one point ate with metal utensils, white men tools, so it was said his medicine was bad. However I probably will eventually call Apothecaries Medicine Men and call Librarians something like Skokum, which if I remember correctly means black magic in some American language. I also need to add a chaplain in the list.

 

wizard12- D'oh! your right. I just changed it, thanks for pointing it out.

 

If anyone else can tell me if they see a goof or something that's not clear give me a holler. And if someone can tell me how I indent that would be cool too.

Kurasuke- Though i did hear of this i highly doubt it. With names like Lion El' Jonson, Caliban, and Luther, any american influence would be minimal at best. Even though the Dark angels may wear feathers, feathers does not necessarily equal American.

 

 

On a different note, can someone tell me how to indent my paragraphs? with all the words smashed into the side of the screen, the Codex is a bit hard to read.

Kurasuke- Thanks for the read. What are these tables you speak of and how would I create them? I am what one would call a N00bzorZ.

 

I just added a new HQ choice, the Muktanine. These guys are basically chaplains who have the eternal warrior special rule but cannot be equipped with terminator armor. For some reason the lines for his entry are spaced really far apart and I have no idea how to fix that.

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