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Codex: Star Shields


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This is the homebrew section for the Star Shields, containing special rules, wargear, and the army lists. For more Star Shields fluff, check out the background section in the Liber Astartes section.
STAR SHIELDS SPECIAL RULES

FOCUSED MARCH
Star Shields have superhuman balance, leverage, and strength; more than the average Space Marine. Like a mythical juggernaut there is little that can slow them down when they move, not the pounding recoil of a heavy bolter, not the most rugged environments. The downside is that Star Shields are hesitant to throw themselves into melee for fear of their momentum being used against them.
Infantry models with this rule may re-roll Dangerous Terrain tests. Any model with this rule may declare a Focused March at the start of their Movement. When a model declares a Focused March, all models in its unit move as if in Difficult Terrain. Any models in the unit with the Focused March special rule may then fire heavy weapons this turn, even though they have moved.
Models with the Focused March rule never gain an attack bonus when launching an assault. Models without this rule do not gain the benefits of a Focused March. All other rules for shooting when deep striking, disembarking, and/or firing from a vehicle’s firing points apply.

AND THEY SHALL KNOW NO FEAR, COMBAT SQUADS
See Codex: Space Marines, page 51.

WARGEAR

This section contains new additions to the Star Shields armoury. See the Wargear section, page 97 of Codex: Space Marines for their standard Wargear.

CHILLING WEAPONS
Chilling weapons utilize a volatile cryogenic gas called Boream, harvested from nebulae throughout the Bulwark stars. Boream exists at temperatures approaching absolute zero, necessitating vacuum-containment to properly store it. Extreme care must be taken to avoid accidental breaches; nevertheless these versatile capsules can be used in a variety of Space Marine munitions. When released, Boream expands into a heavy cloud that freezes flesh and machinery in seconds. The cloud disperses rapidly, but the sudden shift of temperatures can cause even adamatium and ceramite plating to shatter like brittle glass.

Chilling weapons have the Rending and Get’s Hot! (Get’s Cold! may be more accurate) rules, as described on page 31 of the Warhammer Rulebook. In addition, any unit or vehicle that suffers a wound, a glancing hit or penetrating hit from a Chilling weapon is treated as being in Dangerous Terrain until the end of their next turn, as armor, flesh, critical components and vehicle crews are affected by the lingering Boream cloud. Units affected by a Chilling weapon must make Dangerous Terrain tests when falling back or attempting a sweeping advance.

WEAPONS

KODIAK BOLTGUN
The Kodiak-pattern is a unique bolter variant, similar in appearance to a traditional boltgun but with heavier protective plating and an insulated firing chamber (as opposed to the vented firing chambers of most chemical-propellant weapons). It is designed to fire a unique bolt filled with Boream gas, which after impact releases the chemical directly into the target, flash-freezing flesh and machinery from the inside out. The gas therefore cannot disperse over a wide area and is considerably safer to use.
Kodiak Boltgun
RangeStrengthAPType

24"

4

5

Heavy 2, Rending


LANCER
The Lancer is a weapon discovered in the depths of Ursalis. Its components are not completely understood, even by the Tech Adepts of Mars, but it appears to use laser technology in combination with Boream gas to freeze targets and then create supersonic fractures in the weakened armor, resulting in a visual effect like the webbing effect of splintering glass.
Lancer
RangeStrengthAPType

24”

6

2

Heavy 1, Lance, Chilling


MAULER GRENADE LAUNCHER
The Mauler is based on the Astartes grenade launcher, built to contain and insulate its payload of Boream grenades, which has the drawback of being unable to carry standard frag and krak grenades. Instead, maulers provide tactical close-range firepower against lightly armored targets. Its shell contains a proximity detector that detonates before impact, blanketing the foe with Boream gas and leaving the target vulnerable to a well-timed assault.
Maulers have also been miniaturized into combi-weapons, as described on page 97 of Codex: Space Marines.
Mauler Grenade Launcher
RangeStrengthAPType

12”

3

6

Assault 1, Blast, Chilling


STALKER-PATTERN BOLTGUN
The Star Shields first encountered the Stalker-pattern boltgun while they were fighting alongside the Ultramarines during the Gustov Incursion. It is said the Ultramarines commander was so impressed with the Star Shields’ defensive tactics that he presented one to Star Shields’ as an exchange of honors, and it proved so popular with the Star Shields that they acquired sizeable cache of them from the Adeptus Mechanicus.
See Codex: Space Marines, page 88 for details.

WAR SAW
The warriors of Ursalis have retained many ancient forms of chain-weaponry from the Dark Age of Technology. Dependable, lethal and sturdy, war saws are capable of shredding through almost anything, be it the ice floes of Ursalis or the thickest plates of power armor. In the hands of a Star Shield Space Marine, a war saw can split a Chaos Terminator from head to groin with one mighty swing.
A war saw is a two-handed chainaxe. Successful armor saves made against a war saw must be re-rolled. A model wielding a war saw cannot get an additional attack for having an additional close combat weapon.

GRENADES

BOREAM GRENADES
Boream Grenades release clouds of super-cold Boream gas, freezing flesh and machinery and slowing even the most savage assault to a crawl. Most squads of Star Shields equip themselves with Boream grenades to defend themselves from whatever host of Eldar, Orks, or Tyranids that manage to weather their onslaught of firepower.
Boream grenades are defensive grenades, as detailed in the Warhammer 40,000 Rulebook, page 36.

ARMOR

TERMINATOR ARMOUR
With their reflexes already slowed to near-human levels, veteran Star Shields do not take well to the standard suits of Terminator armor, which were designed with the superhuman reactions of the average Space Marine in mind. The famed Star Shields artificer Serpiero spent decades producing the first Ursus-pattern suit of Terminator armor, which sacrificed speed for durability and stamina, able to trample their way through everything from war-torn cities to cramped space hulk corridors without.
Star Shields models in Terminator armor have the Move Through Cover and Slow and Purposeful special rules. They cannot perform a sweeping advance.
A model wearing Terminator armor has a 2+ armor save and a 5+ invulnerable save.
Any model wearing Terminator armor can be teleported onto the battlefield. They may always start the game in reserve and arrive using deep strike rules, even if it is not part of the mission being played.
Terminators count as two models for the purposes of transport capacity and cannot embark Grizzlies, Rhinos or Razorbacks.

STAR SHIELDS PSYCHIC POWERS

Star Shields Librarians focus their powers on manipulating gravity and magnetism to crush the enemy. They are also able to telepathically communicate with machinery, re-wiring electronics and soothing the Machine Spirit on a psychic level.

ANCHOR
The Librarian intensifies the pull of gravity on a target, slowing them to sluggish speed and sometimes crushing a hapless victim under the weight of their own bodies.
At the beginning of his turn, the Librarian targets a single non-vehicle enemy unit within 24". That unit is treated as being in Difficult and Dangerous Terrain until the start of the Librarian's next turn.

ATTUNEMENT
The Librarian places his hand on a vehicle, joining his mind to craft and crew, eroding confusion and malfunction alike.
At the start of his Shooting phase, the Librarian makes a psychic test on a vehicle he is in base contact with. If he passes a Crew Shaken result or Crew Stunned result (owning player's choice) is removed from the vehicle.

HEARTSEEKER
The Librarian casts a handful of metal pellets at hypervelocity speeds, puncturing armour and ricocheting through the soft tissues within.
This power is a psychic shooting attack.
Profile:
RangeStrengthAPType

Template
4

5

Rending


IMPLODE
With a mixture of gravity, magnetism and sheer psychic will, the Librarian lifts a target as large as a Land Raider off the ground and attempts to crush it into a ball of twisted metal.
This power is a psychic shooting attack.
Profile:
RangeStrengthAPType

12"
8

2

Heavy 1, Lance, Rending


KRAK MAGNET
The Librarian creates a well of magnetic energy focused on an enemy tank, allowing his allies’ explosive ordnance to strike more accurately.
At the start of his Shooting Phase the Librarian targets a single enemy vehicle within 36”. Until the start of the Librarian’s next turn, any Krak weapons (grenades, missiles, etc.) used on the affected vehicle will hit on a 3+ or better.

LEVITATE
The Librarian envelopes a friendly vehicle with a field of light gravity and magnetic properties, carrying it a few feet above the ground for a brief period of time as though it weighed no more than a feather.
This power is used as the start of the Librarian's Movement phase. He selects a friendly vehicle within 6", which automatically passes all dangerous terrain tests until the start of the Librarian's next turn. If the Librarian is slain while using this power on a vehicle, the effect immediately ends and that vehicle must take a Dangerous Terrain test.

SPACE WALK
The Librarian envelopes his allies in a sheath of lightened gravity, allowing them to move with enhanced speed.
This test is taken at the start of the Librarian’s turn. If he passes, he and any Infantry unit he has joined count as having the Relentless rule until the end of that turn.

SENSOR GHOST
The Librarian extends his will into his enemy's sensors (or sensory organs), creating illusions that hamper their targeting.
At the start of his turn the Librarian targets a single enemy unit or vehicle within 36". That unit is treating as if Night Fighting (see the Warhammer 40,000 rulebook, pg. 95) until the start of the Librarian's next turn.

ARMY LIST: HQ

HELM SHIELDBANE
The Great Bear, Lord of Chapterhouse

Helm is the current master of the Star Shields, a warrior who towers over his fellow battle-brothers. In the three centuries since taking command, he has changed the poorly-armed, under-populated colonies of the Bulwark Stars into fearless sentinel worlds. Planets that once lived in fear of alien conquerors now dig in their heels and refuse to give an inch, standing fast until they witness the sight of Star Shields drop pods streaking out of the sky. Such is his reputation that the mere word of Helm’s presence on the battlefield has stirred the most desperate defenders to new heights of courage, turning impending defeat into sudden victory. For the common folk of the Bulwark the Great Bear is their guiding light, the voice of the Emperor on the distant Imperial frontier, and his word is law.

Helm himself was born to far more humble roots, a child of the Iron Bear High Clan. When he was but a cub, his village was attacked by Subclan mutants, the men butchered and the women taken for far worse fates. With nothing but his father’s hammer and the hunger for revenge, Helm stalked his tribe’s killers across the mountains and caught up to them in an icy valley. Howling for vengeance, Helm triggered an avalanche with his hammer, burying dozens of mutants before he charged into the valley himself. The raiders counter-attacked, all tentacles and claws and filth-encrusted blades, and while Helm took a score of wounds deep enough to fell men thrice his size, Helm’s hammer arm refused to slow until at last he crushed the skull of the mutant king and hurled his body form a cliff.

Helm’s tale would have ended there, but as the freed women stood vigil over his dying body, a warrior in shining black armor appeared, a Chaplain of the Star Shields. The silent warrior beckoned, and though it took all of his remaining strength, Helm stood and vanished in a bolt of lightning, vanishing into the legends of those left behind. As a Space Marine, Helm grew from a grim, scarred youth into a jovial giant, calmly joking even in the most horrendous carnage. His care-free attitude masked his uncanny intellect, and Helm rose through the ranks to become Captain of 1st Company, distinguishing himself on hundreds of battlefields with his sometimes unorthodox strategies. After avenging his former Chapter Master Moruthe Cole and destroying a massive Iron Warriors warband at Cogris, Helm was elected unanimously to master of the Star Shields.

As the End Times loom, Helm knows he will be tested as never before: the distant Bulwark Stars are keenly aware of the fading Astronomican, and alien threats sense the Emperor’s dying light and prepare to make their final push into the Imperium. Helm has announced many sweeping changes throughout the region, progressive strategies that stretch the Imperium’s tolerance of those who cavort with aliens and forbidden science. The entirety of these plans are known only to a select few, and may doom the Star Shields should they be revealed prematurely, but to Helm’s mind they are necessary. The Chapter will be the first line of defense against the Enemy Without, and though they may fall, Helm will ensure that a thousand foes will burn for every human and astartes that falls.WSBSSTWIALdSv
Helm Shieldbane5554433102+

250 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry
  • 1 Helm Shieldbane (unique)
  • Atlas armour
  • Shieldbane
  • And They Shall Know No Fear
  • Focused March
  • Slow and Purposeful
  • Unerring Vigilance
  • Eternal Warrior
  • Orbital Bombardment
  • Independent Character

WARGEAR
Atlas Armor: The ornate Atlas armor was crafted by the High Artificer Alondo to contain Helm’s gigantic form.
The Atlas armor is a suit of Terminator armor with a 4+ Invulnerable save, a forearm-mounted Kodiak boltgun and a mauler grenade launcher. Helm can fire both weapons in the same Shooting phase.

Shieldbane: The eponymous Shieldbane is a massive battle hammer forged by the Iron Priests of the Space Wolves and presented to Helm after the Siege of Cogris. Helm has since modified it, incorporating into its design a unique piece of archeotech called a null-field generator, which is capable of pushing physical matter through the strongest energy shields.
Shieldbane is a thunder hammer. Invulnerable saves made against wounds from Shieldbane must be re-rolled.

SPECIAL RULES
Unerring Vigilance: Amicable and calm even in the heaviest fighting, Helm’s courage and wit are infectious, his thunderous laugh drowning out despair, and even the coldest battle-brother begins to exhibit a dry sense of humor in his presence. As the steward of the Bulwark Stars, Helm is responsible for protecting their isolated human colonies. He has taken a proactive approach in training the local militias, turning their rag-tag forces into sentinels worthy of the Emperor.
As long as Helm is on the field, all friendly models are Fearless.


ALONDO KES
WSBSSTWIALdSv
Alondo Kes4554232102+

225 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry
  • 1 Alondo Kes (unique)
  • Artificer armour
  • Servo-harness
  • Plasma gun
  • Boream and krak grenades
  • And They Shall Know No Fear
  • Focused March
  • Slow and Purposeful
  • Blessing of the Omnissiah
  • Lord of the Armoury
  • Secrets of Plasmafire
  • Knowledge of the Ages
  • Independent Character

SPECIAL RULES
Secrets of Plasmafire: Alondo claims to have discovered the secrets of plasma-weapon stabilization. Still in the development stage, the process is apparently very costly, so the prototypes are jealously guarded by Alondo’s inner circle of Techmarines.
Masters of the Forge and Techmarines in an army that includes Alondo Kes may ignore the Get's Hot! rule for plasma pistols, plasma guns, and plasma cannons (this includes any combi-plasma boltguns, and plasma weapons on servo-harnesses).

Knowledge of Ages: As one of the Imperium’s oldest living Techmarines, Alondo is the intellectual match of the finest minds of the Adeptus Mechanicus. Gifted (or cursed) with perfect recall, Alondo is able to guide the repair efforts of his apprentices on the battlefield in a way that seems almost instinctive.
Masters of the Forge and Techmarines in an army that includes Aulondo Kes, including Alondo himself, may re-roll failed Blessing of the Omnissiah attempts.


VALKUS DARKMIND
WSBSSTWIALdSv
Valkus Darkmind5554232103+

230 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry
  • 1 Valkus Darkmind (unique)
  • Power armour
  • Psivo-arm
  • Bolt pistol
  • Boream and krak grenades
  • And They Shall Know No Fear
  • Focused March
  • Slow and Purposeful
  • Blessing of the Omnissiah
  • Master Technopath
  • Independent Character
  • Psyker

WARGEAR
Psivo-arm: The psivo-arm is cybernetically linked to Valkus' technopathic brain, a component form his Servitor conversion. It is carved with geometric runes of arcane power, useful as both a weapon and a form of protection from enemy psykers.
The psivo-arm acts as a psychic hood and a Force weapon that strikes at Strength 8, Initiative 1.

SPECIAL RULES
Master Technopath: Even as a boy, Valkus had the power to join his mind to machinery and utilize them with an instinctive surety. Now that he is more machine than man, his powers have only increased. He is also able to link his mind to nearby servitors, temporarily “possessing” them to wield their weaponry from afar or use them as a psychic energy sink to discharge his powers before they get out of control.
Valkus knows all of the Star Shield psychic powers. He can use two powers per turn. In addition, if Valkus does not shoot during his turn, one unit of Servitors within 6" of Valkus may use his Ballistic Skill. If Valkus suffers a Perils of the Warp result, he may allocate the effect to any Servitor model within 6" of him on a roll of a 4+, before saving rolls are taken.


ANCIENT KHARU
Cry of Apostacy, a space hulk being used by the Dark Eldar to pillage across the galaxy. There were no signs of his men, and there was little left of Kharu himself to save, but the flames of defiance still burned in his eyes. Upon his return to the Chapter, Kharu was rigorously tested to ensure that his experiences had not twisted him into a dark shadow of his former self, but at last the Chaplains proclaimed him pure, and with great care Kharu was interred in a Dreadnought to fight for the Chapter once more.

Kharu revealed much of what he had discovered in the Webway, including the location of Commorragh, black city of the Dark Eldar. It was this knowledge that led to Kharu’s capture, for the foul xenos would not permit the Captain to escape with such knowledge intact. Kharu refuse to speak of his experiences as the Dark Eldar’s prisoner, though it is clear to any who listen that Kharu feels a greater shame for the fates of his men than the humiliation and pain he received at the hands of the Dark Eldar’s despicable haemonculi. He sees the faces of his torturers on every Eldar – dark or otherwise – and when he engages them in battle all pretense of control slips away to a bloodthirsty rage that cannot be calmed until every last Eldar has been crushed in his mechanized fists or fled before him.

It was an unprecedented show of trust that Chapter Master Shieldbane reinstated Kharu with his former rank as Captain of the 8th Armored Reserve Company. Kharu himself has yet to display the symptoms of absent-mindedness and lethargy so common to Dreadnoughts that forgo rest, insisting that like the bears of Ursalis, he will sleep “when his winter comes.” However, the Chapter notes the increasing frequency of his berserker rages, and if they know that if he cannot reign in his darker urges, Kharu will soon be unfit to take to the field at all, let alone serve as a Captain. Until then, Kharu continues to serve with distinction, as bold and cunning as he ever was – so long as he does not catch sent of any Eldar...

Ancient Kharu is a Dreadnought and has all of the same rules for Walkers. His Leadership characteristic is for the benefit of any friendly units under his command.WSBSSFront ArmourSide ArmourRear ArmourIALd
Ancient Kharu5561212103311

200 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Vehicle (walker)
  • 1 Ancient Kharu
  • Twin-linked heavy bolter
  • Dreadnought close-combat weapon with built-in mauler grenade launcher
  • Smoke launchers
  • Searchlight
  • Extra armour
  • Venerable
  • Hammer Drop
  • Vengeance for Every Drop of Blood

Options:
  • Upgrade Kharu's twin-linked heavy bolter to a lancer: +15 points

SPECIAL RULES
Hammer Drop: As Captain of the 8th Company, Ancient Kharu leads the Star Shield’s armored reserve forces and is often called upon to deliver heavy reinforcements to the most desperate hot-zones.
In an army led by Ancient Kharu, Venerable Dreadnoughts, Ironclad Dreadnoughts, Dreadnoughts and Thunderfire Cannons in Drop Pods scatter one dice fewer than normal.

Vengeance for Every Drop of Blood: No indignity endured by Ancient Kharu can match the shame he feels for the fates of his men in the hands of the Dark Eldar. The mere thought of the Eldar’s presence sends him into a murderous frenzy, and despite his duties Kharu is only too willing to abandon his duties in search of vengeance.
Kharu has the Preferred Enemy (Eldar) and Preferred Enemy (Dark Eldar) rules. If he is fielded against either force, he has the Rage and Move Through Cover rules.


CAPTAIN URSON KAEL
WSBSSTWIALdSv
Urson Kael5554343103+

175 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry
  • 1 Urson Kael (unique)
  • Power armour
  • Chainsword
  • Heavy bolter
  • Boream and krak grenades
  • Eye of Perdition
  • Iron Halo
  • And They Shall Know No Fear
  • Focused March
  • Slow and Purposeful
  • Devastator Wall
  • Independent Character
  • Orbital Bombardment

WARGEAR
Eye of Perdition: The Eye of Perdition is a strange hybrid of human and xenos technology, which has assimilated fully into Kael’s own Space Marine implants. It not only tracks and enhances his targeting accuracy, but allows him to direct the firing of an entire squad of battle-brothers.
The Eye of Perdition counts as a signum that up to four models in a unit Kael has joined can use. In addition, Kael counts his own heavy bolter as being twin-linked.

SPECIAL RULES
Devastator Wall: Kael cites the heavy bolter as the secret of his success in space hulk battles. With a well-armed firing line of Devastators, he is able to build an impenetrable wall of bolter rounds that can cut apart hordes of Orks, Tyranids and more.
Urson Kael and any unit he joins can choose to fire their heavy bolters using their standard profile, or the profile shown below. They cannot use both in the same turn (either the whole unit uses the standard heavy bolter profile or the Urson Kael’s special profile).
Profile:
RangeStrengthAPType

Template

5

4

Heavy 1, Pinning



CAPTAIN ROAN DRAKE
7th Company Captain: Armies that include Drake ignore the 0-3 restriction on purchasing Fast Attack units.WSBSSTWIALdSv
Roan Drake6454354102+

200 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Jump Infantry
  • 1 Roan Drake (unique)
  • Artificer armour
  • Storm bolter
  • Dragonslayer
  • Iron Halo
  • Frag, boream, and krak grenades
  • Jump pack
  • And They Shall Know No Fear
  • Chapter Champion
  • Fleet
  • Independent Character

WARGEAR
Dragonslayer: Dragonslayer is a beautifully-crafted, rune-etched blade, the last of a set of twelve forged by the Star Shields’ most famed Techmarine, the artificer Serpiero. Its brothers have been destroyed or lost over the ages, and Captain Drake is only permitted to carry the blade into battle under oath to return it, even in death.
Dragonslayer is a relic blade. It grants Drake +D3 attacks when launching an assault.

SPECIAL RULES
Chapter Champion: Roan Drake is the Chapter’s finest swordsman, with a trophy room of blades taken from the enemies of the Imperium. He seeks worthy challengers on the battlefield, and with every champion laid low on his blade the Star Shields are spurred to fight with renewed vigor.
Roan may re-roll all failed rolls to hit and to wound against models with the Independent Character rule or non-vehicle units that only contain one model. In addition, whenever he slays either type of model, all Star Shield units within 6" of Drake gain +1 Attack for the rest of that turn (so it's a good idea to determine Drake's hits first).

STAR SHIELDS CAPTAIN
WSBSSTWIALdSvCaptain5554343103+

100 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Unit Type
  • 1 Captain
  • Power armour
  • Chainsword
  • Boltgun or bolt pistol
  • Boream and krak grenades
  • Iron Halo
  • And They Shall Know No Fear
  • Focused March
  • Slow and Purposeful
  • Independent Character

Options:
  • May be granted Orbital Bombardment authorization: +25 pts
  • Replace boltgun or bolt pistol and/or chainsword with:
    • - a storm bolter or war saw: +3 pts
      - a combi-flamer, -mauler, -melta, or -plasma: +10 pts
      - a boltgun with special issue ammunition or a Kodiak boltgun: +15 pts
      - a heavy bolter or multi-melta: +20
      - a stalker-pattern boltgun, storm shield, power weapon, or plasma pistol: +20 pts
      - a relic blade: +25 pts
      - a power fist: +30 pts
      - a thunder hammer: +35 pts
Replace power armour with artificer armour: +15 ptsTake frag grenades: +1 ptTake melta bombs: +5 ptsTake an auxiliary grenade launcher: +15 ptsReplace power armour, boltgun or bolt pistol, chainsword, boream and krak grenades with Terminator armour and storm bolter: +40 ptsReplace Terminator armour's storm bolter with:
  • - a combi-flamer, -mauler, -melta, or -plasma: +5pts
    - a heavy flamer or Kodiak boltgun: +5 pts
    - a lightning claw: +10 pts
    - a thunderhammer: +25 pts
    - an assault cannon: +30 pts
Replace Terminator armour's power sword with:
  • - lightning claw or storm shield: +10 pts
    - power fist: +20 pts
    - thunder hammer or chainfist: +25 pts



HONOUR GUARD
WSBSSTWIALdSv
Shield Bearer455413293+Honour Guard445413293+

115 Points
Unit TypeUnit CompositionWargearSpecial RulesDedicated Transport
  • Infantry
  • 5 Honour Guard
  • Power armour
  • Chainsword
  • Boltgun or bolt pistol
  • Boream and krak grenades
  • And They Shall Know No Fear
  • Focused March
  • Drop Pod
  • Rhino
  • Razorback
  • Any unit of Honour Guard may take a Grizzly.
  • If the unit has Terminator armour, may choose a Land Raider of any variant.

Options:
  • One Honour Guard can carry either:
    • - a Company Standard: +15 pts
      - the Chapter Banner (one per army, see High Guard): +30 pts
One Honour Guard can be upgraded to a Shield Bearer with a storm shield and:
  • - power weapon or stalker-pattern boltgun: +20 pts
    - power fist: +25 pts
    - thunder hammer: +30 pts
Any Honour Guard can replace his boltgun or bolt pistol and/or chainsword with:
  • - a storm bolter or war saw: +3 pts
    - a flamer: +5 pts
    - a meltagun, combi-flamer, -mauler, -melta, or -plasma: +10 pts
    - a plasma gun, plasma pistol, power sword or lightning claw: +15 pts
    - a storm shield +20 pts
Two Honour Guard may replace their boltgun or bolt pistol with:
  • - a Kodiak boltgun, heavy bolter, multimelta or missile launcher: +15 pts
    - a power fist: +25 pts
Any Honour Guard can have the following:
  • - frag grenades: 1 pt
    - melta bombs: +5 pts
An Honour Guard squad taken for Captain Roan Drake or a Force Commander with a jump pack can have jump packs but no heavy weapons: +50 ptsAn Honour Guard squad taken for a Force Commander with a Space Marine bike can have Space Marine Bikes but no heavy weapons: +90 ptsThe Honour Guard squad can replace their power armour, chainsword, Boream and krak grenades, and boltgun or bolt pistol with Terminator armour with power weapon and storm bolter: +75 ptsOne Terminator Honour Guard may be upgraded to a Terminator Shield Bearer with a storm shield and:
  • - a thunder hammer or chainfist: +30 pts
    - a lancer: +35 pts
Any Terminator Honour Guard may replace his storm bolter with:
  • - a combi-flamer, -mauler, -melta, or -plasma: +5 pts
    - a lightning claw: +15 pts
Any Terminator Honour Guard may replace his power sword with:
  • - lightning claw: +10 pts
    - power fist: +20 pts
Two Terminator Honour Guards may replace their storm bolters with:
  • - heavy flamer: +5 pts
    - assault cannon: +30 pts
    - cyclone missile launcher: +30 pts



FORCE COMMANDER
7th Company Commander: If your army includes a Force Commander on a Space Marine Bike or Jump Pack, the 0-3 limit on Fast Attack options is recinded.WSBSSTWIALdSv
Force Commander5554343103+

100 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry
  • Force Commander
  • Power armour
  • Chainsword
  • Boltgun or bolt pistol
  • Boream and krak grenades
  • Iron Halo
  • And They Shall Know No Fear
  • Focused March
  • Independent Character

Options:
  • Replace boltgun or bolt pistol and/or chainsword with:
    • - a storm bolter or war saw: +3 pts
      - a combi-flamer, -mauler, -melta, or -plasma: +10 pts
      - a boltgun with special issue ammunition or a Kodiak boltgun: +15 pts
      - a heavy bolter or multi-melta: +20
      - a stalker-pattern boltgun, storm shield, power weapon, or plasma pistol: +20 pts
      - a power fist: +25 pts
      - a thunder hammer: +30 pts
Replace power armour with artificer armour: +15 ptsTake frag grenades: +1 ptTake melta bombs: +5 ptsTake an auxiliary grenade launcher: +15 ptsReplace power armour, boltgun or bolt pistol, chainsword, boream and krak grenades with Terminator armour and storm bolter: +40 pts
Replace Terminator armour's storm bolter with:
  • - a combi-flamer, -mauler, -melta, or -plasma: +5pts
    - a heavy flamer or Kodiak boltgun: +5 pts
    - a lightning claw: +10 pts
    - a thunderhammer: +25 pts
    - an assault cannon: +30 pts
Replace Terminator armour's power sword with:
  • - lightning claw or storm shield: +10 pts
    - power fist: +20 pts
    - thunder hammer or chainfist: +25 pts
If Terminator armour is not chosen, can have one of the following
  • - Jump Pack: +25 pts
    - Space Marine Bike: +30 pts


MASTER OF THE FORGE
WSBSSTWIALdSv
Master of the Forge4554232102+

100 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry
  • 1 Master of the Forge
  • Artificer armour
  • Servo-harness
  • Boltgun or bolt pistol
  • Boream and krak grenades
  • And They Shall Know No Fear
  • Focused March
  • Independent Character
  • Blessing of the Omnissiah
  • Bolster Defences
  • Lord of the Armoury

Options:
  • Replace servo-harness and boltgun or bolt pistol with:
    • - a conversion beamer: +20 pts
      - a servo-arm and plasma cannon: +25 pts
Replace boltgun with:
  • - a storm bolter: +5 pts
    - a combi-flamer, -mauler, -melta, or -plasma: +10 pts
    - a plasma pistol or plasma gun: +15 pts
Take melta bombs: +5 ptsTake digital weapons: +10 ptsTake either:
  • - a war saw: +5 pts
    - a power sword: +15 pts
    - a thunder hammer +30 pts



LIBRARIAN
WSBSSTWIALdSv
Librarian5454232103+

100 Points
Unit TypeUnit CompositionWargearSpecial RulesPsychic Powers
  • Infantry
  • 1 Librarian
  • Power armor
  • Force weapon
  • Boltgun or bolt pistol
  • Boream and krak grenades
  • Psychic Hood
  • And They Shall Know No Fear
  • Focused March
  • Independent Character
  • Psyker
A Librarian has any two of the following powers:
  • Anchor
  • Attunement
  • Heartseeker
  • Implode
  • Krak Magnet
  • Levitate
  • Sensor Ghost
  • Space Walk

Options:
  • Upgrade to an Epistolary: +50 pts
  • Replace boltgun or bolt pistol with:
    • - a storm bolter: +3 pts
      - a combi-flamer, -mauler, -melta, or -plasma: +15 pts
      - a plasma pistol: +15 pts
      - a Kodiak boltgun: +15
May replace power armour, boltgun or bolt pistol, boream and krak grenades with Terminator armour and:
  • - no additional weapon: +25 pts
    - storm bolter: +30 pts
    - combi-flamer, -mauler, -melta, or -plasma: +35 pts
    - storm shield: +40 pts



CHAPLAIN
WSBSSTWIALdSv
Chaplain5454232103+

100 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry
  • 1 Chaplain
  • Power armour
  • Boltgun or bolt pistol
  • Boream and krak grenades
  • Crozius Arcanum
  • Rosarius
  • Narthecium
  • Focused March
  • Independent Character
  • Honour of the Chapter
  • Liturgies of Denial

Options:
  • Replace boltgun or bolt pistol with:
    • - a storm bolter: +3 pts
      - a storm shield: +5 pts
      - a combi-flamer, -mauler, -melta, or -plasma: +15 pts
      - a Kodiak boltgun or stalker-pattern boltgun: +15 pts
      - a plasma pistol: +15 pts
Take frag grenades: +1 ptTake melta bombs: +5 ptsMay exchange power armour, boltgun or bolt pistol, boream and krak grenades for Terminator armour and:
  • - storm bolter: +30 pts
    - a combi-flamer, -mauler, -melta, or -plasma: +35 pts
    - a storm shield: +35 pts
May replace Terminator armour Crozius Arcanum with Crozius Grandis for +20 pointsIf Terminator armour is not chosen, may have one of the following:
  • - Jump Pack: +15
    - Space Marine Bike: +35

WARGEAR
Crozius Grandis: The crozius grandis is a heavier, more potent version of the crozius arcanum. It is a thunder hammer.

SPECIAL RULES
Liturgies of Denial: According to Star Shields oratory, the Emperor calls for his chosen warriors to hold fast and weather the blows of the enemy without fear or pain. To offer the enemy any response save cold rebuttal – even hate and rage – is to acknowledge them as a threat to the Emperor’s rule, and so the Star Shields are taught to inflict the greatest insult an enemy can suffer: to be denied.
In the first round of an assault, all successful rolls to wound a Chaplain and a unit he has joined must be re-rolled.

ELITE

CAPEN BERDAM
WSBSSTWIALdSv
Capen Berdam4454(6)54283+

175 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Monstrous Creature (unique)
  • 1 Capen Berdam
  • Power armour
  • Spear of the Hunt
  • Frag, boream and krak grenades
  • Stonehide
  • Brother Bear
  • Fog of War

WARGEAR
Spear of the Hunt: This hardy weapon was forged by a Master of the Forge as thanks to Capen for rescuing his men from a rampaging Killa Kan.
The Spear of the Hunt is a Relic blade with a Kodiak boltgun incorporated into the shaft.

Stonehide: Stonehide is a ghost bear, a species that many on Ursalis only know of in legend. Already massive, the Chaplains believe he has yet to reach his full size, at which point he may tower over the mightiest Bloodthirster.
Together, Capen and Stonehide count as a single model and Monstrous Creature, with +2 Toughness (included in Capen's profile) and D3 additional attacks in close combat that act as chainfists (strength 10, ignores armor saves, +D6 for rolling armor penetration).

SPECIAL RULES
Brother Bear: Aside his adopted brother Stonehide, Capen has faced the most frightening horrors ever to raise arms against the Imperium, but Stonehide’s independent nature means that the two often walk alone, fighting for their battle-brothers from afar.
Capen is Fearless and has the ability to outflank. He and Stonehide count as unit of one, and cannot join or be joined by other units. If Capen is slain in close combat, Stonehide immediately counter-attacks, making D3+1 attacks to the offending unit (use the rules listed in the Stonehide wargear entry above). Stonehide then immediately falls back.
Once Capen has been slain, Stonehide cannot regroup under any circumstances, and simply tramples any enemy unit that engages him: all models in a unit that attempts to assault or overrun Stonehide instead take a single Strength 5 hit (armor saves allowed) and combat immediately ends with Stonehide automatically falling back. Once Stonehide has fled off the table he counts as a casualty as normal.

Fog of War: As a ghost bear, Stonehide emits a constant cloud of thick fog that lingers around him regardless of his environment, an ability that seems to be psychic in nature. Even standing next to Stonehide is no guarantee that you will be able to see him.
Capen and Stonehide have a 5+ cover save that counts as an Invulnerable save in close combat.


0-1 HIGH GUARD
WSBSSTWIALdSv
High Guard445423292+

225 Points
Unit TypeUnit CompositionWargearSpecial RulesDedicated Transport
  • Infantry
  • 5 High Guard
  • Terminator armour
  • Fang of Rahab
  • Wrist-mounted Kodiak boltgun
  • Star shield
  • Focus Locator
  • And They Shall Know No Fear
  • Focused March
  • Protect the Relic
  • May take a Land Raider of any variant as a Dedicated Transport.

Options:
  • Add up to 7 additional High Guard: +45 pts/model
  • One High Guard can carry the Chapter Banner (only one per army, see Honour Guard): +30 pts
  • For every five models in the squad, one High Guard may replace their Kodiak boltgun and star halberd with one of the following:
    • - a heavy flamer: free
      - an assault cannon: +10 pts/model
      - a lancer: +15 pts/model
The unit may take meltabombs: +5 pts/model
WARGEAR
Focus Locator: A Focus Locator is an irreplaceable piece of archeotech uncovered in the depths of Chapterhouse. The finest Techmarines have been unable to divine its internal components, and the High Guard were created solely to safeguard this relic during its use in battle. With it, the Star Shields have been able to deploy with a speed and effectiveness that rivals the skills of rapid deployment specialists throughout the Imperium.
Before Movement, declare that you are using the Focus Locator. The High Guard cannot move or assault on the turn they are using a Focus Locator, but they can shoot normally. While deployed, friendly units that Deep Strike within 12" of the Focus Locator do not scatter, and units that deploy near an active Focus Locator add +1 to their dice rolls when determining when they arrive. The High Guard can deactivate the Focus Locator at the start of any turn after activating it, but they cannot activate it on the turn they themselves arrive on the field.

Fang of Rahab: The Fangs of Rahab are unique power axes, halberds and swords, legend to have been forged from the diamond-like teeth of the legendary ice worm of Ursalis. The translucent, crystalline blades are able to safely contain a potent disruption field that can cut through the thickest armor with frightening ease, but the energy dissipates rapidly and require time to recharge after use.
A Fang of Rahab is a power weapon that grants its wielder +1 Strength and the Rending rule in the first round of an assault.

Star Shield: The record of these fine shields’ creation is unknown: some believe the Chapter produced them as icons of the Star Shields, while others believe the Chapter was named for them. A star shields produces a well of heavy gravity before the wielder that slows a charging enemy to a crawl.
A star shield acts as a storm shield. In addition, enemy units that charge a model holding a star shield lose any attack bonuses granted to them by their charge.

SPECIAL RULES
Protect the Relic: The High Guard’s first duty, even before defending the Chapter Master, is to safeguard the Star Shields’ Focus Locator, ensuring that even if the Star Shields fall, the relic will survive to serve the Emperor again.
If the High Guard is reduced to a single model, immediately remove him from play: he teleports to safety, taking the irreplaceable Focus Locator with him.


TERMINATOR VETERANS
UnitWSBSSTWIALdSv
Terminator Veteran Sergeant445413292+Terminator Veteran4454132102+

200 Points
Unit TypeUnit CompositionWargearSpecial RulesDedicated Transport
  • Infantry
  • 1 Terminator Veteran Sergeant
  • 4 Terminator Veteran
  • Terminator armour
  • Storm bolter
  • Power weapon
  • And They Shall Know No Fear
  • Focused March
  • Combat Squads

  • The squad can select a Land Raider of any type as a dedicated transport.

Options:
  • May include up to five additional Terminator Veterans: 40 pts/model
  • Replace Terminator Veteran’s storm bolter with:
    • - a combi-flamer, -mauler, -melta, or –plasma: +5 pts/model
      - a lightning claw: +15 pts/model
      - a storm shield: +15 pts/model
Replace Terminator Veteran’s power weapon with a lightning claw: +10 pts/modelThe Terminator Veteran Sergeant may replace his storm bolter with:
  • - a lightning claw: free
    - a combi-flamer, -mauler, -melta or –plasma: +5 pts
    - a storm shield: +15 pts
The Terminator Veteran Sergeant may replace his power fist with:
  • - a lightning claw: free
    - a thunder hammer or chainfist: +15 pts
The squad may take melta bombs: +5 pts/modelFor every five models in the squad, one Terminator Veteran may choose one of the following options:
  • - replace his storm bolter with a heavy flamer: +5 pts
    - replace his storm bolter with a Kodiak boltgun: +10 pts
    - replace his storm bolter with an assault cannon: +30 pts
    - take a cyclone missile launcher: +30 pts



VETERAN SQUAD
7th Company Veterans If Roan Drake or a Force Commander with a Jump Pack or Space Marine bike are taken, one Veteran squad may replace their special-issue ammunition with jump packs and the Heroic Intervention rule (see Codex: Space Marines page 62) for free, but they cannot take any heavy weapons.UnitWSBSSTWIALdSv
Veteran Sergeant445413293+Veteran4454132103+

125 Points
Unit TypeUnit CompositionWargearSpecial RulesDedicated Transport
  • Infantry
  • 1 Veteran Sergeant
  • 4 Veterans
  • Power armour
  • Chainsword
  • Boltgun
  • Special-issue ammunition
  • Boream and krak grenades
  • And They Shall Know No Fear
  • Focused March
  • Combat Squads
  • Drop Pod
  • Rhino
  • Razorback
  • One Veteran squad can select a Grizzly of any type as a Dedicated Transport.

Options:
  • May include up to five additional Veterans: +25 pts/model
  • The Veteran Sergeant may replace his chainsword and/or his boltgun with:
    • - a bolt pistol or war saw: free
      - a power weapon or lightning claw: +15 pts
      - a plasma pistol: +15 pts
      - a power fist: +25 pts
      - a storm shield: +30 pts
The Veteran Sergeant may take melta bombs: +5 ptsAny model may replace his boltgun with:
  • - a storm bolter, combi-flamer, -mauler, -melta, or –plasma: +5 pts
Two Veterans may replace their boltguns with:
  • - a flamer, meltagun, heavy bolter, a multi-melta or a missile launcher: +5 pts
    - a Kodiak boltgun, plasma cannon or heavy flamer: +10 pts
    - a stalker-pattern boltgun or lascannon: +15 pts
Two Veterans may replace their chainswords with:
  • - a war saw: +5 pts
    - a power weapon: +15 pts
    - a power fist: +25 pts
The squad may take frag grenades: +1 pt/model


TECHMARINE
UnitWSBSSTWIALdSv
Techmarine445413282+

50 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry
  • 1 Techmarine
  • Artificer armour
  • Servo-arm
  • Boltgun or bolt pistol
  • Boream and krak grenades
  • And They Shall Know No Fear
  • Focused March
  • Independent Character
  • Blessing of the Omnissiah
  • Bolster Defences

Options:
  • Upgrade servo-arm to a servo-harness: +25 pts
  • Replace boltgun or bolt pistol with:
    • - a storm bolter: +3 pts
      - a combi-flamer, -mauler, -melta or –plasma: +10 pts
      - a plasma gun or plasma pistol: +15 pts
If a servo-harness is not taken, may replace boltgun or bolt pistol with a plasma cannon: +25 ptsTake either:
  • - a power weapon: +15 pts
    - a thunder hammer: +30 pts
If a plasma cannon is not taken, may have a Space Marine bike: +35 pts

SERVITORS
Codex: Space Marines page 138 for details.


VENERABLE DREADNOUGHT
Codex: Space Marines page 137 for details.


IRONCLAD DREADNOUGHT
Codex: Space Marines page 137 for details.



TROOP

DEVASTATOR SQUADS
Codex: Space Marines page 142 for details.WargearSpecial Rules
  • Star Shields Devastators replace their bolt pistols with chainswords.
  • Star Shields Devastators replace their frag grenades with boream grenades.
  • And They Shall Know No Fear
  • Focused March
  • Combat Squads

Additional Options:
  • Up to four Space Marines may replace their boltguns with one of the following:
    • - a Kodiak boltgun: +15 pts
The Space Marine Sergeant may replace his boltgun and/or chainsword with:
  • - a war saw: +5 pts
    - a combi-mauler: +10 pts
    - a heavy bolter, Kodiak boltgun or multi-melta: +15 pts
    - a stalker-pattern boltgun: +20 pts
The Space Marine Sergeant may take frag grenades: +1 ptOne unit of Devastators can upgrade their Sergeant to Sergeant Relius for +75 pts
SERGEANT RELIUS
WSBSSTWIALdSv
Sergeant4544242103+

75 Points
Unit TypeUnit CompositionWargearSpecial RulesDedicated Transport
  • Infantry
  • 1 Sergeant Relius (unique)
  • Power armour
  • Chainsword
  • Heavy bolter
  • Boream and krak grenades
  • Signum
  • And They Shall Know No Fear
  • Focused March
  • Wardrums
  • A unit of Devastators led by Sergeant Relius may take a Grizzly as a Dedicated Transport.

SPECIAL RULES
Wardrums: Relius and his squad may fire their heavy weapons when disembarking from a vehicle or when arriving from deep strike as though they had not moved. All other restrictions apply.


TACTICAL MARINE SQUAD
Codex: Space Marines page 134 for details.WargearSpecial Rules
  • Star Shields Tactical Marines replace their bolt pistols with chainswords.
  • Star Shields Tactical Marines replace their frag grenades with boream grenades.
  • And They Shall Know No Fear
  • Focused March
  • Combat Squads

Additional Options:
  • One Space Marine may replace his boltgun with one of the following:
    • - a heavy bolter, Kodiak boltgun, multi-melta or missile launcher: +10 pts
      - a plasma cannon: +15 pts
      - a lascannon: +20 pts
If the squad numbers ten models, one additional Space Marine may replace his boltgun with one of the following:
  • - a heavy bolter, Kodiak boltgun, multi-melta or a missile launcher: free
    - a plasma cannon: +5 pts
    - a lascannon: +10 pts
The Space Marine Sergeant may replace his boltgun and/or chainsword with:
  • - a war saw: +5 pts
    - a combi-mauler: +10 pts
The squad may take frag grenades: +1 pt/model


SCOUT SQUAD
Codex: Space Marines page 134 for details.WargearSpecial Rules
  • Star Shields Scouts replace their frag grenades with boream grenades.
  • And They Shall Know No Fear
  • Focused March
  • Combat Squads
  • Infiltrate
  • Move Through Cover
  • Scouts

Additional Options:
  • One Scout may replace his boltgun with:
    • - a Kodiak bolter: +10 pts
The Scout Sergeant may replace his boltgun and/or bolt pistol with:
  • - a combi-mauler: +10 pts
The entire squad may take frag grenades: +1 pt per model


0-3 Fast Attack

An army that does not include Captain Roan Drake or a Force Commander with a jump pack or bike is limited to 3 Fast Attack choices.

ASSAULT SQUAD
Codex: Space Marines page 139 for details.WargearSpecial Rules
  • Star Shields Assault Marines replace their frag grenades with boream grenades.
  • And They Shall Know No Fear
  • Focused March
  • Combat Squads

Additional Options:
  • The Space Marine Sergeant may replace his bolt pistol and/or chainsword with:
    • - a war saw: +5 pts
      - a mauler grenade launcher: +15 pts
The squad may take frag grenades: +1 pt/modelThe squad may take combat shields: +5 pts/modelOne Assault Squad can upgrade its Space Marine Sergeant to Sergeant Redsky: +75 pts
SERGEANT REDSKY
WSBSSTWIALdSv
Sergeant Redsky4444242103+

75 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry
  • 1 Sergeant Redsky (unique)
  • Power armour
  • Bolt pistol
  • Chainfist
  • Frag, boream and krak grenades
  • Meltabombs
  • And They Shall Know No Fear
  • Focused March
  • Stormcrows

Options:
  • If the unit has jump packs, Sergeant Redsky can have a jump pack for free.

SPECIAL RULES
Stormcrows: Redsky and his unit have the Tank Hunters rule.

LAND SPEEDER SQUADRON
Codex: Space Marines page 139 for details.


SPACE MARINE BIKE SQUAD
Codex: Space Marines page 140 for details.

Additional Options:
  • The Biker Sergeant may replace his bolt pistol with:
    • - a combi-mauler: +10 pts
One Bike Squad can upgrade its Space Marine Sergeant to Sergeant Gorim: +100 pts
SERGEANT GORIM
WSBSSTWIALdSv
Sergeant Gorim4454(5)23293+

100 Points
Unit TypeUnit CompositionWargearSpecial Rules
  • Bike
  • 1 Sergeant Gorim (unique)
  • Power armour
  • Bonerender
  • Frag, boream and krak grenades
  • Space Marine bike
  • And They Shall Know No Fear
  • Focused March
  • Bearhounds

WARGEAR
Bonerender: Bonerender was claimed from an Ork Warboss after Gorim ran the greenskin down with is bike. It is a war saw with the Rending rule.

SPECIAL RULES
Bearhounds: Despite his anti-authoritarian attitude, Gorim is fiercely loyal to the Star Shields and fights all the harder to protect his battle-brothers.
Whenever Gorim’s unit assaults an enemy unit already engaged in melee, they may add D6” to their assault range. He and his squad have the Furious Charge and Preferred Enemy rules for the first round of combat.

ATTACK BIKE SQUAD
Codex: Space Marines page 140 for details.


LAND SPEEDER STORM
Codex: Space Marines page 139 for details.


LAND SPEEDER SQUADRON
Codex: Space Marines page 139 for details.


SCOUT BIKE SQUAD
Codex: Space Marines page 141 for details.Special Rules
  • And They Shall Know No Fear
  • Focused March
  • Combat Squads
  • Infiltrate
  • Scouts

Additional Options:
  • The Scout Biker Sergeant may replace his bolt pistol with:
    - a combi-mauler: +10 pts
  • The squad may take frag grenades: +1 pt per model


HEAVY SUPPORT

DREADNOUGHT
Codex: Space Marines page 137 for details.


THUNDERFIRE CANNON
Codex: Space Marines page 142 for details.


LAND RAIDER
Codex: Space Marines page 142 for details.


LAND RAIDER CRUSADER
Codex: Space Marines page 142 for details.


LAND RAIDER REDEEMER
Codex: Space Marines page 143 for details.


GRIZZLY
BSFront ArmourSide ArmourRear Armour
5121210

55 Points
Unit TypeUnit CompositionWargearTransport CapacityFiring PointsEntry Points
  • Vehicle (Tank)
  • 1 Grizzly
  • Two sponson-mounted heavy bolters
  • Smoke launchers
  • Searchlight
  • 6 (a Grizzly with Rampart side-saddles can carry 8 models)
  • 2
  • 1 (Rear)

Options:
  • Replace sponson-mounted heavy bolters with:
    • - sponson-mounted frostthrowers: +10 pts
      - Rampart side-saddles: +25 pts
      - sponson-mounted lancers: +45 pts
May take any of the following:
  • - two storm bolters: +10 pts each
    - a hunter-killer missile: +10 pts
    - a dozer blade: +5 pts
    - extra armour: +15 pts


WARGEAR
Frostthrowers: Frostthrowers are extensively modified flamethrowers, designed to spray nearby enemies with clouds of frigid Boream gas. Most of the frostthrower’s housing is designed solely to protect against accidental breaches of its vacuum containment system.
Profile:
RangeStrengthAPType
Template54Heavy 1, Chilling


Rampart Side-Saddle: This unique armored firing platform is installed on the sponsons of a Grizzly, featuring servo-stabilizers tied into the Grizzly's targeting systems.
A Rampart counts as an additional Fire Point that uses the Grizzly's Ballistic Skill. Passengers that fire from a Rampart count as part of the Grizzly's wargear (and thus use the Tank's rules for shooting, not a passenger's).

PREDATOR
Codex: Space Marines page 143 for details.


WHIRLWIND
Codex: Space Marines page 143 for details.


VINDICATOR
Codex: Space Marines page 143 for details.


DEDICATED TRANSPORTS

RHINO
Codex: Space Marines page 135 for details.


RAZORBACK
Codex: Space Marines page 135 for details.


DROP POD
Codex: Space Marines page 135 for details.

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I've sought of skimmed through. These don't look to bad but I would change the name of the Crozius Maximus. Crozius Arcanum means arcane cross, a Crozius Maximus means a maximum cross. Doesn't really make sense.

 

Mm, good call. *Laughs* Thanks for giving it a read over.

Er, you might want to make sure you haven't copy and pasted any of the stats and points directly from Codex: Space Marines :cuss

 

I did. Any stats and points mentioned above are changes to those found in the book, but if you happen to spot a stat block or item that is copied verbatim from the book, that is unintentional and I'll be only too quick to fix it. Thank you! ^_^

"Secrets of Plasmafire: A Star Shields army that includes High Artificer Alondo ignores the Get's Hot! rule for plasma pistols, plasma guns, and plasma cannons."

 

 

 

 

does this override forgefire? or is it such an unstable weapon that it still has the gets hot! rule?

"Secrets of Plasmafire: A Star Shields army that includes High Artificer Alondo ignores the Get's Hot! rule for plasma pistols, plasma guns, and plasma cannons."

does this override forgefire? or is it such an unstable weapon that it still has the gets hot! rule?

 

Secrets of Plasmafire removes the Get's Hot! rule from Forgefire. I added it for completeness, since it is an Imperial plasma weapon, albeit a unique one.

Er, you might want to make sure you haven't copy and pasted any of the stats and points directly from Codex: Space Marines :blink:

 

I did. Any stats and points mentioned above are changes to those found in the book, but if you happen to spot a stat block or item that is copied verbatim from the book, that is unintentional and I'll be only too quick to fix it. Thank you! :)

Just checking to make sure :blink:

Is it just me or is it implied gorim was a member of a unit of bear cavalry?

i like the fluff a lot, but i think the rules could use some tweaking. The special characters definitely need to go up in cost.

Does your unique land raider have a transport capacity? If not then it looks pretty balanced, but you have to remove the "assault vehicle" special rule.

also, i skimmed the fluff but the battle on the forgeworl with the iron warriors i stopped to read and i loved it

Gorim definitely rode a bearhound in his day. He was embedded with a pack of Space Wolves as a way of getting him out of Captain Drake's hair, but he just came back six shades more boisterous and loud, and sporting a few Fenrisian wolf pelts along with his sabrebear cloak.

 

I do think the rules could use some adjusting. Any suggestions?

 

Oh yeah, the Hephaestus has a 10 model capacity. I think I might change is so it is no longer an assault vehicle and can't carry Terminators; Star Shields won't likely be fielding many Assault units, including Assault Terminators. Or maybe just 6 model capacity, so it's like an uber-razorback?

 

Thanks for the feedback!

Id say 10 model capacity and 260 ptbut not an assault vehicles seems fair. Let it keep the ability to transport termies. They need a way to get around. That also means you can remove the frag assault launchers. Also you gave it extra armor but listed extra armor as an options. Dont give them the armor stock.

other changes, id say u just need to increase the cost if the special characters. They seem a bit OP IMO.

I don't really jive with their special rule; in particular, giving them Rending in CC. They're supposed to be a "heavy weapons" army, no? Why can they Rend in combat? Give them +1S on their first turn or even in Assaults in which they did not charge to represent their increased muscle mass and reliance on Heavy Weapons. In other words, tone it down a bit. :lol:

 

You might feel that +1S isn't a balance for the loss of Combat Tactics...but honestly I do, especially when taking into account that they have a 48" S8, AP2 Lance weapon.

 

It's not clear to me that they can't Assault after firing Heavy Weapons, but I assume they cannot?

I don't really jive with their special rule; in particular, giving them Rending in CC. They're supposed to be a "heavy weapons" army, no? Why can they Rend in combat? Give them +1S on their first turn or even in Assaults in which they did not charge to represent their increased muscle mass and reliance on Heavy Weapons. In other words, tone it down a bit. :)

 

You might feel that +1S isn't a balance for the loss of Combat Tactics...but honestly I do, especially when taking into account that they have a 48" S8, AP2 Lance weapon.

 

It's not clear to me that they can't Assault after firing Heavy Weapons, but I assume they cannot?

 

My outlook is that when they do get into close combat, they go at it like Babe Ruth - swinging just as hard as their enhanced strength will allow. But I do get what you mean. If you look at the stat blocks added to the units, I changed a lot of the HQ and Elite units to have -1 WS, -1 I, and +1 Strength. Only one model (Roan Drake) has Initiative 5. Still, you bring up a good point and I like your idea.

But how to balance it? If my HQ's and Elites already have Strength 5, they'll be Strength 6 in the first round. Relic blades become useless.

Maybe keep the lower WS and I, and give them the +1 in the first round?

Or maybe return all the stat block to normal, and instead of +1 Strength have all weapons that strike at Initiative 1 (power fists, etc.) instead strike at Initiative 2? Just to represent their improved musculature? What do you think?

 

I could limit the Lancer's range. 36" seems a little fairer.

 

That's right; a unit with Heavy Weapons can move and fire those weapons, but they can only move by taking a Difficult Terrain test. Since they've fired their weapons, they can't make assaults that turn. They aren't Slow and Purposeful.

You have done a lot of work on this and i like the fact that they are not relentless...

 

maybe make them stronger but slower to react? (S5, I3?). Id have no problem facing this army...

 

Basically they hit slower but they hit hard...but due to their slower reactions, favour heavy firepower than assault, right?

You have done a lot of work on this and i like the fact that they are not relentless...

 

maybe make them stronger but slower to react? (S5, I3?). Id have no problem facing this army...

 

Basically they hit slower but they hit hard...but due to their slower reactions, favour heavy firepower than assault, right?

 

That could work. Maybe I could return the Weapon Skills to normal, and then limit the Initiative?

 

But what about the rank and file Marines? It would see pretty off balance to have an army of S5 models.

Yea, dropping their Initiative might help you. Also, do what the BA dex did and drop Relic Blades. This chapter's known for keeping around heavy ranged weaponry that other chapters have completely forgotten exist...why would they also keep around ancient melee weapons? ;) Lost in the works. Perhaps drop Thunder Hammers too, to balance out with your Lance weaponry.
i reckon thunderhammers and powerfists kind of fit but thats just me...great idea on dropping relic blades there thade! ;)

heh, thanks. They dropped it in BA because they assume you'll have a Priest on hand and they don't want models at S7 in CC. I don't blame them. :P

which is good list design in my opinion! they should give with one hand and take with the other (i think andy chambers said that)

 

I just see big, slow but strong marines as wielding big, slow, strong weapons...

I do too...but I think given how strong they will be at range, their melee should suffer. Take Tau for instance. I see this chapter as a between Tau and Vanilla Marines...slightly stronger at shooting, slightly weaker at assault (but not inept at it, like Tau can be).

Okay, I think we've got some good ideas here.

 

Should I drop the entire Army's Initiative to 3, or just the HQ and Elites? Because most models in the army don't have improved Strength.

 

How about instead of a +1 Strength bonus, they strike with Power Fists, Thunder Hammers and Chainfists at Initiative 2? I could limit the number of Attacks to 3. That way they have that strength granted by their weapons, but the fluff still works because their bodies are more expertly balanced for using heavy weapons.

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