Jump to content

Steel Crusaders


Bjorn Firewalker

Recommended Posts

This is my third attempt to assemble Marines with the following bonuses. (If you're curious, here's the first, and here's the second.) Hopefully, it won't seem too wanked- excessive to a Slaanesh worshipper wanked. Here goes...

[sTEEL CRUSADERS]

 

PRIMARCH: Ferrus Manus.

 

SYMBOL: A raptor's talon superimposing a cross, worn on the left shoulder.

 

COLORS: Steel-gray and blood-red.

 

BATTLE CRY: "For all Mankind!" is the official battle cry, but Crusaders often prefer their parent Chapters'.

 

They appear as silver shadows, cast wherever the Quest-- 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.

 

Marines, from the Iron Hand Chapter and its successors, serve the duration of a crusade (an average of 20 years). Upon entry, the Chapter symbol is moved to the right shoulder, and the Marine repaints his armor.

 

FOUNDING: M36.

 

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. 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 the 41st millennium, 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, from the Confessors and their parent Chapters, found fault in what was once "healthy competition" between the Clans, e.g., the Sons of Medusa Techmarines' were unable to repair the Brazen Claws' Predator Hellfire 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."

Link to comment
https://bolterandchainsword.com/topic/214916-steel-crusaders/
Share on other sites

[sPECIAL WEAPONS AND EQUIPMENT]

 

COAX-FLAMER, 7 points

 

A flamer may have a battle tank-like coaxial bolter to compensate for its short range; both weapons carry multiple shots, but the player cannot simultaneously fire both weapons. Marine flamers have a coaxial pistol (12" range) not usable in close combat; vehicle-mounted flamers have a coaxial boltgun (24" range).

 

SERVO-TURRET, 17 points

 

A Terminator may replace the Cyclone missile launcher with the servo-turret, freeing both hands for a shield, power sword, or other close combat weapons; the turret is slaved to the Terminator's helm, automatically targeting what the Marine's eyes focus on. A coax-flamer, plasma gun with improved cooling system (the "Gets Hot!" rule doesn't apply), or storm bolter may be mounted.

 

The servo-turret is often adorned with a bronze skull or beast's head, jaws framing the muzzle so a firing weapon resembles a fire-breathing monster; foes have mistaken the back-mounted weapon for a Marine's head, saving his life. The Terminator may allocate one (1) wound to the servo-turret, counting it as "Weapon Destroyed" instead; he may not allocate wounds from "Template," "Blast," or "Sniper" weapons.

 

TARGET DESIGNATOR, 10 points

 

This signum-like communication device allows a squad leader to direct his unit's firepower, or an Iron Father to destroy technology and prevent its capture. The target must be within the designating unit's line-of-sight. Unlike a signum, the device allows any Crusader to shoot a target with the designating unit's Ballistic Skill; the player must declare he is using this ability, and identify the designating unit, before firing.

 

DESIGNATED MARKSMAN BOLTGUN, 5 points: Range 36", Strength 5, AP 4. Heavy 2, Sniper.

 

This sniper weapon is chambered for heavy bolter shells. If a "God of Guns" has the designated marksman boltgun, the weapon becomes "Rending."

 

Designated marksmen provide counter-sniper fire to Marine squads; one (1) out of five (5) models may be upgraded to designated marksman.

[sHOCK WEAPONS]

 

A shock weapon is a two-handed power blade or thunder hammer. Its energy field extends with each hit; grants an additional, long-range attack; and allows a single blow to fall multiple foes. The field resolves hits (measured with a flamer template) at Strength 2, ignoring armor saves; if the blade or hammer resolves a hit, the field grants an automatic hit on the same target.

 

These weapons are much treasured, for few artificers retain the technology and skills for their construction. Only the greatest of heroes may have one; its rarity means an entire Chapter may have two shock weapons, the wielders determined via ritual dueling.

What can I say? I like Ninja Scroll.

SHOCK CLAYMORE, 32 points: A two-handed sword, its blade resolves hits at Strength 6, allowing the user to re-roll one (1) failed "to hit" roll per player turn.

 

SHOCK HALBERD, 32 points: A two-handed ax, its blade resolves hits at Strength 6, allowing the user to re-roll one (1) failed "to wound" roll per player turn.

 

SHOCK HAMMER, 35 points: The hammer resolves hits at Strength 10, adding +1 to rolls on the vehicle damage table.

 

If an "Assault Breaker" has a shock claymore or halberd, the weapon becomes "Rending." It will resolve hits at Strength 8, when the Marine goes berserk.

[ENHANCED MARINES]

 

The techpriests may experiment on Marine volunteers, using cybernetic implants to enhance his skills and senses. A Crusader may have one (1) of these enhancements; a Clan (Company) may have five (5) Enhanced Marines.

 

"ASSAULT BREAKER" PATTERN, +70 points

 

This grants +1 Strength and Toughness (to 6 maximum), +2 Wounds, and applies the "Feel No Pain" rule. He may re-roll failed "to wound" rolls in close combat.

 

One (1) turn per game, the Enhanced Marine may go berserk; gain +2 Strength (to 8 maximum); and use the number of enemy models in base contact, as his Attacks characteristic, i.e., gain +3 Attacks if in base contact with three Orks, +4 Attacks if in base contact with four, etc. During this turn, the "Furious Charge" rule applies; the Marine will automatically pass a "Morale" or "Pinning" test.

 

Going berserk strains even a Marine's physical and mental reserves; in the following turn, the Marine loses -3 Strength (to 2 minimum) and -1 Attacks (to 1 minimum), during which he must "fall back" or "go to ground."

 

The procedure sheathes the bones in adamantium, making them unbreakable. Unconfirmed rumors suggest Angron, the World Eaters' Primarch, developed it.

Think of the "Assault Breaker" as an Ersatz Khorne berserker.

STEWART-SINGER PATTERN "EYE OF HEAVEN," +55 points

 

This grants three (3) powers from the "Librarian Psychic Powers" list, and the ability to use three (3) psychic powers each turn.

An Ersatz Mephiston.

YUN-FAT PATTERN "GOD OF GUNS," +30 points

 

This grants +1 Ballistic Skill and Initiative (to 6 maximum), making the Marine's weapons count as having the following bonuses:

 

Pistols (except hand flamers) count as "Pistol, Rapid Fire, Sniper."

 

Bolt, melta, and plasma guns count as "Assault 2, Sniper."

 

Missile launchers and multi-meltas count as "Heavy 2, Sniper."

 

Flamers count as "Twin-linked."

[HQ]

 

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."

 

Unless otherwise noted, each unit has wargear and options appropriate for its type, as listed in 'Codex: Space Marines'.

 

IRON PRAETOR (CHAPTER MASTER), 150 points: WS 5, BS 6, S 4, T 4, W 3, I 5, A 3, Ld 10, Sv 2+

 

A Praetor is an "Independent Character," able to order an "Orbital Bombardment." He has artificer armor, an Iron Halo, and target designator.

 

Up to ten (10) Morlocks may accompany him.

 

IRON COMMANDER (CAPTAIN), 110 points: WS 5, BS 6, S 4, T 4, W 3, I 5, A 3, Ld 10, Sv 3+

 

A Commander is an "Independent Character." He has an Iron Halo and target designator.

 

Up to five (5) Morlocks may accompany him.

 

MORLOCK (HONOR GUARD), 50 points: WS 5, BS 4, S 4, T 4, W 1, I 4, A 3, Ld 10, Sv 3+

 

As an Iron Hands leader's bodyguard, a Morlock will re-roll failed "morale" and "pinning" tests, as well as failed "to hit" and "to wound" rolls, against all enemies within 6" of his leader.

 

He has a combat shield, bolt pistol, and power weapon. If the leader has a jump pack, his Morlocks must have jump packs; if the leader is a Terminator, his Morlocks must be Terminators, replacing the pistols with Typhoon missile launchers or servo-turrets.

 

A Morlock is not a Clan Champion, and will not give or answer a challenge to single combat; the Iron Hands leader may be left unprotected, if his bodyguards act so recklessly.

 

IRON FATHER (CHAPLAIN-TECHMARINE), 100 points: WS 4, BS 5, S 4, T 4, W 2, I 4, A 2, Ld 10, Sv 2+

 

An Iron Father is an "Independent Character"-- "Honor of the Chapter" and "Liturgies of Battle" rules only apply when he attempts to "Bolster Defenses," use the "Blessing of the Omnissiah," or if he is within 6" of a mission objective.

 

He has artificer armor with Iron Halo, servo-harness, a target designator, and melta bombs to prevent technology from falling to enemy hands; a conversion beamer may replace the servo-harness. If the Iron Father is not riding a Space Marine bike, up to four (4) servitors may accompany him.

 

SERVITOR, 10 points: WS 3, BS 3, S 4, T 4, W 1, I 3, A 1, Ld 8, Sv 4+

 

A servitor is subject to the "Mindlock" rule. It has a servo-arm; a heavy bolter, multi-melta, or plasma cannon may replace this arm.

 

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.

And now, the special characters.

VENERABLE FATHER HEPHAESTUS, 240 points: WS 5, BS 5, S 6, Armor F-13 S-13 R-10, I 4, A 4

 

Hephaestus is a "Venerable" Ironclad Dreadnought, able to "Move through Cover." Unique among the Iron Fathers, the "Honor of the Chapter" and "Liturgies of Battle" rules apply to all models within 8" of Hephaestus. He may attempt to "Bolster Defenses" or use the "Blessing of the Omnissiah."

 

He has a Dreadnought close combat weapon with integral plasma cutter (twin-linked plasma pistol), a chainfist with integral heavy flamer, a turret-mounted conversion beamer, and Ironclad assault launchers. He may exchange the conversion beamer and Ironclad assault launchers for two (2) servo-arms, for free; the servo-arms grant +3 close combat attacks, made at Initiative 2 and Strength 8.

 

An Iron Father in the Sons of Medusa 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.

 

IRON COMMANDER JOHANN WU, 190 points: WS 5, BS 6, S 4, T 4, W 4, I 6, A 4, Ld 10, Sv 3+

 

Iron Commander Johann Wu is an "Independent Character," with the "God of Guns" enhancement granting lightning reflexes and a 5+ Invulnerable Save. He has an Iron Halo and target designator; he may have a jump pack, but he will not let Terminator armor "hobble" him. Wu often has a pistol and long gun firing the same ammunition, e.g., bolt pistol and boltgun, plasma pistol and plasma gun, infernus pistol and meltagun; he is ambidextrous, and may simultaneously fire both weapons.

 

Wu can perform a "Gun Ballet" instead of his normal attacks, spinning about with blazing guns to inflict one (1) automatic hit on all enemies in base contact. The "ballet" may be performed with combi-weapons of a same type; a plasma pistol and combi-plasma gun's secondary weapon may be used, a plasma pistol and combi-plasma gun's primary (bolt) weapon may not.

 

A sergeant the Red Talons Chapter, Wu's marksmanship earned him promotion above battle-brothers with greater seniority. Wu often throws himself in desperate battles to demonstrate his worth, leaving his Morlocks behind as he charges forth with blazing guns; to the Marines who promoted him, such "courage" justifies their decision.

[ELITES]

 

PIONEER (SCOUT), 15 points: WS 4, BS 4, S 4, T 4, W 1, I 4, A 1, Ld 8, Sv 4+

PIONEER SERGEANT, 25 points: WS 4, BS 4, S 4, T 4, W 1, I 4, A 2, Ld 9, Sv 4+

 

A Steel Crusaders Pioneer is subject to the "Counterattack," "Infiltrate," "Move through Cover," "Scout," and "Behind Enemy Lines" rules.

 

A Pioneer wears Scout armor and a camo cloak; the Sergeant has a target designator.

 

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' "dress code," for stealth is demanded of their mission.

 

INFERNO DREADNOUGHT, 150 points: WS 4, BS 4, S 6, Armor F-13 S-12 R-10, I 4, A 3

VENERABLE I-DREADNOUGHT, 190 points: WS 5, BS 5, S 6, Armor F-13 S-12 R-10, I 4, A 4

 

The Inferno Dreadnought is able to "Move through Cover." He is armed with two (2) Dreadnought close combat weapons, one with an integral storm bolter, one with an integral meltagun; a chainfist or seismic hammer may replace a close combat weapon; a heavy flamer may replace the bolter or meltagun. The "Venerable" Inferno Dreadnought has a target designator.

 

The Inferno Dreadnought has turret-mounted, twin-linked assault cannon; a twin-linked lascannon, missile launcher or plasma cannon (not twin-linked) may replace the assault cannon. He may take Ironclad assault launchers; these are arm and shoulder-mounted, to clear the turret.

 

Iron Hands Techmarines designed the Ironclad Dreadnought, balancing close combat proficiency and firepower; the Red Talons modified the design to create the Inferno, with thinner side armor compensating for a gun turret's weight. As the designers, only Ferrus Manus' sons have Venerable Ironclad and Inferno Dreadnoughts.

[FAST ATTACK]

 

DEATHWIND BIKE, 60 points: WS 4, BS 4, S 4, T 4 (5), W 2, I 4, A 2, Ld 8, Sv 2+

 

This attack bike has a sidecar-mounted Deathwind missile launcher; the weapon is slaved to the rider's helm, automatically targeting what the rider's 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.

 

LAND SPEEDER VIPER, 100 points: BS 4, Armor F-11 S-10 R-10

LAND SPEEDER VENOM, 60 points: BS 4, Armor F-11 S-10 R-10

 

These have an enclosed crew compartment (pilot and gunner sit in tandem), and a turret-mounted heavy bolter under the nose; an assault cannon or multi-melta may replace the heavy bolter. "Deep Strike" and "Scout" rules apply.

 

Typhoon missile launchers arm the Viper; the Venom replaces the launchers with seats, providing "open-topped" transport capacity for four (4) models.

Think of them as Ersatz Mil Mi-24 gunships.
Quick edit on 15NOV2010: Clarification regarding the Hippo's "open-topped" description.

[DEDICATED TRANSPORTS]

 

HIPPO, 35 points: BS 4, Armor F-11 S-11 R-10

 

This Rhino variant has "open-topped" transport capacity for ten (10) models, including Terminators and Thunderfire cannons; the cannon may fire from the vehicle, but at -1 Ballistic Skill. The crew compartment remains enclosed; the vehicle itself receives no damage penalties for being "open-topped," but passengers remain vulnerable to blast and template weapons.

 

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

[HEAVY SUPPORT]

 

PREDATOR EXTERMINATOR, 75 points: This variant has a turret-mounted, twin-linked autocannon.

 

LAND RAIDER CRUSADER-2, 250 points: This variant has two (2) twin-linked heavy bolters in each (Land Raider Prometheus) sponson.

 

LAND RAIDER REDEEMER-2, 250 points: This variant has a Flamestorm cannon with coaxial storm bolter in each sponson.

 

PREDATOR HELLFIRE ALPHA, 125 points: BS 4, Armor F-13 S-11 R-10

PREDATOR HELLFIRE BETA, 80 points: BS 4, Armor F-13 S-11 R-10

 

These mount a Whirlwind multiple missile launcher on the turret's left side; they cannot simultaneously fire both weapons. The Alpha uses the Predator Annihilator turret; the Beta uses the Predator Exterminator turret.

 

It was developed to address the Whirlwind's vulnerability in restricted terrain, like forests and cities.

This is what I have in mind.

PREDATOR HYPERIOS, 100 points: BS 4 (5), Armor F-13 S-11 R-10

 

This mounts a Hyperios antiaircraft missile launcher (not twin-linked) on a Predator Exterminator turret's left side; its auto-targeting system grants +1 Ballistic Skill against aerial targets. Both weapons can simultaneously engage the same aerial target; the missile launcher cannot engage any ground targets.

 

SABER TANK HUNTER, 130 points: BS 4, Armor F-13 S-11 R-10

VANQUISHER CANNON: Range 72", Strength 8, AP 2. Heavy 1, rolls an additional D6 for armor penetration.

 

This Rhino variant has a bow-mounted Vanquisher battle cannon; the treasured vehicle is deployed only when its peerless reach and armor-piercing ability are needed.

 

LAND RAIDER HERCULES, 320 points: BS 4, Armor F-14 S-14 R-14

EARTHSHAKER CANNON: Range 12-72", Strength 9, AP 3. Ordnance 1, Barrage, Large Blast.

 

This variant has an Earthshaker cannon in an enclosed crew compartment-- note the weapon's minimal range is less than a Basilisk's-- and two (2) twin-linked heavy bolters in each (Land Raider Prometheus) sponson.

 

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 Traitor Guard. To counter this, the Iron Fathers were authorized to modify the Land Raider.

 

The mighty vehicle's transport capacity was sacrificed for the bow-mounted Earthshaker cannon. 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.

Take the Land Raider Ares. Replace the Demolisher cannon with a Earthshaker. Go forth and ;) -beat your opponents.
  • 4 months later...
Well, since someone posted a similar idea (the Rhino recovery version), I might as well share this one.

 

Edited 29MAR2011, to make the design more practical.

HUMMER, 135 points: BS 4, Armor F13 S11 R10

 

Officially named the "Assault Breacher Vehicle," this Rhino variant has a bow-mounted servo-harness, target designator, and transport capacity for five (5) servitors. An Iron Father commands the vehicle, and may "Bolster Defenses" or use the "Blessing of the Omnissiah" while its armored hull protects him. Other special rules do not apply.

 

The slave-machines may emplace melta bombs, or push a mine plow.

 

After his entombment, Venerable Father Hephaestus designed the Assault Breacher Vehicle so enemy fire would not distract an Iron Father from his work. The nickname "Hummer" is of unknown origin, but widely used, despite the Iron Commanders' discouragement.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.