SnakeoilSage Posted August 21, 2011 Share Posted August 21, 2011 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 MARCHStar 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 SQUADSSee 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 WEAPONSChilling 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 BOLTGUNThe 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 RangeStrengthAPType24"45Heavy 2, Rending LANCERThe 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 RangeStrengthAPType24”62Heavy 1, Lance, Chilling MAULER GRENADE LAUNCHERThe 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 RangeStrengthAPType12”36Assault 1, Blast, Chilling STALKER-PATTERN BOLTGUNThe 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 SAWThe 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 GRENADESBoream 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 ARMOURWith 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.ANCHORThe 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.ATTUNEMENTThe 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.HEARTSEEKERThe 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: RangeStrengthAPTypeTemplate45Rending IMPLODEWith 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: RangeStrengthAPType12"82Heavy 1, Lance, Rending KRAK MAGNETThe 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. LEVITATEThe 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 WALKThe 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 GHOSTThe 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 ChapterhouseHelm 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.WSBSSTWIALdSvHelm Shieldbane5554433102+ 250 Points Unit TypeUnit CompositionWargearSpecial RulesInfantry1 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 WARGEARAtlas 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 RULESUnerring 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 WSBSSTWIALdSvAlondo Kes4554232102+ 225 Points Unit TypeUnit CompositionWargearSpecial RulesInfantry1 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 RULESSecrets 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 WSBSSTWIALdSvValkus Darkmind5554232103+ 230 Points Unit TypeUnit CompositionWargearSpecial RulesInfantry1 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 WARGEARPsivo-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 RULESMaster 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 ArmourIALdAncient Kharu5561212103311 200 Points Unit TypeUnit CompositionWargearSpecial RulesVehicle (walker)1 Ancient KharuTwin-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 pointsSPECIAL RULESHammer 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 WSBSSTWIALdSvUrson Kael5554343103+ 175 Points Unit TypeUnit CompositionWargearSpecial Rules Infantry1 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 WARGEAREye 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 RULESDevastator 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: RangeStrengthAPTypeTemplate54Heavy 1, Pinning CAPTAIN ROAN DRAKE 7th Company Captain: Armies that include Drake ignore the 0-3 restriction on purchasing Fast Attack units.WSBSSTWIALdSvRoan Drake6454354102+ 200 Points Unit TypeUnit CompositionWargearSpecial RulesJump Infantry1 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 WARGEARDragonslayer: 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 RULESChapter 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 RulesUnit Type1 CaptainPower 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 ptsReplace 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 WSBSSTWIALdSvShield Bearer455413293+Honour Guard445413293+ 115 Points Unit TypeUnit CompositionWargearSpecial RulesDedicated TransportInfantry5 Honour GuardPower 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 ptsOne 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 ptsAny 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 ptsTwo 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 ptsAny Honour Guard can have the following:- frag grenades: 1 pt- melta bombs: +5 ptsAn 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 ptsAny Terminator Honour Guard may replace his storm bolter with:- a combi-flamer, -mauler, -melta, or -plasma: +5 pts- a lightning claw: +15 ptsAny Terminator Honour Guard may replace his power sword with:- lightning claw: +10 pts- power fist: +20 ptsTwo 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.WSBSSTWIALdSvForce Commander5554343103+ 100 Points Unit TypeUnit CompositionWargearSpecial Rules InfantryForce CommanderPower 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 ptsReplace 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 ptsReplace Terminator armour's power sword with:- lightning claw or storm shield: +10 pts- power fist: +20 pts- thunder hammer or chainfist: +25 ptsIf Terminator armour is not chosen, can have one of the following- Jump Pack: +25 pts- Space Marine Bike: +30 pts MASTER OF THE FORGE WSBSSTWIALdSvMaster of the Forge4554232102+ 100 Points Unit TypeUnit CompositionWargearSpecial Rules Infantry1 Master of the ForgeArtificer 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 ptsReplace boltgun with:- a storm bolter: +5 pts- a combi-flamer, -mauler, -melta, or -plasma: +10 pts- a plasma pistol or plasma gun: +15 ptsTake 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 WSBSSTWIALdSvLibrarian5454232103+ 100 Points Unit TypeUnit CompositionWargearSpecial RulesPsychic PowersInfantry1 LibrarianPower 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 WSBSSTWIALdSvChaplain5454232103+ 100 Points Unit TypeUnit CompositionWargearSpecial Rules Infantry1 ChaplainPower 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 ptsTake 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 ptsMay 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: +35WARGEARCrozius Grandis: The crozius grandis is a heavier, more potent version of the crozius arcanum. It is a thunder hammer.SPECIAL RULESLiturgies 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 WSBSSTWIALdSvCapen Berdam4454(6)54283+ 175 Points Unit TypeUnit CompositionWargearSpecial RulesMonstrous Creature (unique)1 Capen BerdamPower armour Spear of the Hunt Frag, boream and krak grenades Stonehide Brother Bear Fog of War WARGEARSpear 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 RULESBrother 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 WSBSSTWIALdSvHigh Guard445423292+ 225 Points Unit TypeUnit CompositionWargearSpecial RulesDedicated TransportInfantry5 High GuardTerminator 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/modelWARGEARFocus 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 RULESProtect 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 UnitWSBSSTWIALdSvTerminator 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 ptsThe Terminator Veteran Sergeant may replace his power fist with:- a lightning claw: free- a thunder hammer or chainfist: +15 ptsThe 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.UnitWSBSSTWIALdSvVeteran 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 ptsTwo 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 ptsTwo Veterans may replace their chainswords with:- a war saw: +5 pts- a power weapon: +15 pts- a power fist: +25 ptsThe squad may take frag grenades: +1 pt/model TECHMARINE UnitWSBSSTWIALdSvTechmarine445413282+ 50 Points Unit TypeUnit CompositionWargearSpecial Rules Infantry 1 TechmarineArtificer 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 ptsIf 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 RulesStar 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 ptsThe 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 ptsThe Space Marine Sergeant may take frag grenades: +1 ptOne unit of Devastators can upgrade their Sergeant to Sergeant Relius for +75 pts SERGEANT RELIUS WSBSSTWIALdSvSergeant4544242103+ 75 Points Unit TypeUnit CompositionWargearSpecial RulesDedicated TransportInfantry1 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 RULESWardrums: 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 RulesStar 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 ptsIf 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 ptsThe Space Marine Sergeant may replace his boltgun and/or chainsword with:- a war saw: +5 pts- a combi-mauler: +10 ptsThe squad may take frag grenades: +1 pt/model SCOUT SQUAD Codex: Space Marines page 134 for details.WargearSpecial RulesStar 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 ptsThe Scout Sergeant may replace his boltgun and/or bolt pistol with:- a combi-mauler: +10 ptsThe entire squad may take frag grenades: +1 pt per model0-3 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 RulesStar 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 ptsThe 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 WSBSSTWIALdSvSergeant Redsky4444242103+ 75 Points Unit TypeUnit CompositionWargearSpecial RulesInfantry1 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 RULESStormcrows: 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 ptsOne Bike Squad can upgrade its Space Marine Sergeant to Sergeant Gorim: +100 pts SERGEANT GORIM WSBSSTWIALdSvSergeant Gorim4454(5)23293+ 100 Points Unit TypeUnit CompositionWargearSpecial RulesBike1 Sergeant Gorim (unique)Power armour Bonerender Frag, boream and krak grenades Space Marine bike And They Shall Know No Fear Focused March Bearhounds WARGEARBonerender: 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 RULESBearhounds: 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 RulesAnd 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 Armour5121210 55 Points Unit TypeUnit CompositionWargearTransport CapacityFiring PointsEntry PointsVehicle (Tank)1 GrizzlyTwo sponson-mounted heavy bolters Smoke launchers Searchlight 6 (a Grizzly with Rampart side-saddles can carry 8 models)21 (Rear) Options:Replace sponson-mounted heavy bolters with:- sponson-mounted frostthrowers: +10 pts- Rampart side-saddles: +25 pts- sponson-mounted lancers: +45 ptsMay 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 ptsWARGEARFrostthrowers: 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: RangeStrengthAPTypeTemplate54Heavy 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. Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/ Share on other sites More sharing options...
Coryphaus 101 Posted August 21, 2011 Share Posted August 21, 2011 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. Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2853411 Share on other sites More sharing options...
SnakeoilSage Posted August 21, 2011 Author Share Posted August 21, 2011 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. Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2853434 Share on other sites More sharing options...
Dark Apostle Thirst Posted August 21, 2011 Share Posted August 21, 2011 Er, you might want to make sure you haven't copy and pasted any of the stats and points directly from Codex: Space Marines :D Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2853500 Share on other sites More sharing options...
SnakeoilSage Posted August 22, 2011 Author Share Posted August 22, 2011 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! ^_^ Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2853592 Share on other sites More sharing options...
Pigeons Posted August 22, 2011 Share Posted August 22, 2011 "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? Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2853596 Share on other sites More sharing options...
SnakeoilSage Posted August 22, 2011 Author Share Posted August 22, 2011 "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. Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2853640 Share on other sites More sharing options...
Dark Apostle Thirst Posted August 22, 2011 Share Posted August 22, 2011 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: Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2853715 Share on other sites More sharing options...
fawx Posted August 22, 2011 Share Posted August 22, 2011 Mate, I skimmed through, not sure of the rules and playability But it has to be said, I take off my hat to you. you have put loads of work into this. Fawx Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2853914 Share on other sites More sharing options...
SnakeoilSage Posted August 22, 2011 Author Share Posted August 22, 2011 Thank you! Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2854160 Share on other sites More sharing options...
rpnightsend Posted August 23, 2011 Share Posted August 23, 2011 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 Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855032 Share on other sites More sharing options...
SnakeoilSage Posted August 23, 2011 Author Share Posted August 23, 2011 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! Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855174 Share on other sites More sharing options...
rpnightsend Posted August 23, 2011 Share Posted August 23, 2011 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. Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855219 Share on other sites More sharing options...
thade Posted August 23, 2011 Share Posted August 23, 2011 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? Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855244 Share on other sites More sharing options...
SnakeoilSage Posted August 23, 2011 Author Share Posted August 23, 2011 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. Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855340 Share on other sites More sharing options...
chaplain belisarius Posted August 23, 2011 Share Posted August 23, 2011 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? Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855354 Share on other sites More sharing options...
SnakeoilSage Posted August 23, 2011 Author Share Posted August 23, 2011 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. Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855368 Share on other sites More sharing options...
chaplain belisarius Posted August 23, 2011 Share Posted August 23, 2011 but if they are I3-it would balance it out a lot. I like your chapter-they remind me of the blood ravens before they got silly... Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855378 Share on other sites More sharing options...
thade Posted August 23, 2011 Share Posted August 23, 2011 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. Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855384 Share on other sites More sharing options...
chaplain belisarius Posted August 23, 2011 Share Posted August 23, 2011 i reckon thunderhammers and powerfists kind of fit but thats just me...great idea on dropping relic blades there thade! ;) Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855395 Share on other sites More sharing options...
thade Posted August 23, 2011 Share Posted August 23, 2011 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 Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855399 Share on other sites More sharing options...
chaplain belisarius Posted August 23, 2011 Share Posted August 23, 2011 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... Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855403 Share on other sites More sharing options...
thade Posted August 23, 2011 Share Posted August 23, 2011 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). Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855406 Share on other sites More sharing options...
chaplain belisarius Posted August 23, 2011 Share Posted August 23, 2011 But lower initiative should make up for this perhaps? Good point on being a bit like tau... Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855409 Share on other sites More sharing options...
SnakeoilSage Posted August 23, 2011 Author Share Posted August 23, 2011 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. Link to comment https://bolterandchainsword.com/topic/236731-codex-star-shields/#findComment-2855410 Share on other sites More sharing options...
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