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Old November 15th, 2008, 05:21   #1 (permalink)
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Default Pariah Marines?

First of all, are there any pariah/untouchable/souless space marines out there?

Second of all, would it be feasible to make a chapter out of them?

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Old November 15th, 2008, 05:33   #2 (permalink)
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Iffie. Humans with the pariah gene are VERY rare and much sought after by the =][= as well as other races like the Necrons (duh).
To have a chapter made up of em would be difficult as if they survive the hostile universe they've then got to go through SM training.
Cool idea though, come up with a special squad instead perhaps like the Deathwatch and some rules. Id be interested in playing it.

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Old November 15th, 2008, 05:38   #3 (permalink)
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Definatly a really cool idea to think about. I don't think they'd ever get to chapter strength though, seeing as they are pretty well sought out for. But MAYBE a squad
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Old November 15th, 2008, 10:09   #4 (permalink)
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There's the Exorcists, a Chapter in which every Marine was possessed by a lesser daemon and then exorcised. Apparently they don't register in the warp because they're then immune to Chaos, sort of the same thing as pariahs, without the distrust and such.
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Old November 15th, 2008, 20:18   #5 (permalink)
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Originally Posted by Marius the Possessed View Post
There's the Exorcists, a Chapter in which every Marine was possessed by a lesser daemon and then exorcised. Apparently they don't register in the warp because they're then immune to Chaos, sort of the same thing as pariahs, without the distrust and such.
That would be one messed up chapter! Haha i could see them all getting flash backs and put in padded rooms for there own 'safety'.

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Old November 15th, 2008, 22:07   #6 (permalink)
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Or it could jsut be one of those really small chapters with like 300-400, like the Lamenters or Soul Drinkers
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Old November 16th, 2008, 03:49   #7 (permalink)
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hmm.

elites:
ordo hereticus null-marine kill team 0-1

the sisters of battle are powerful warriors, superior to even the inquisition's storm troopers. with their powers of faith, they are even a match for the mighty adaptus astartes. however, they are still weak, to an extent, against particularly powerful witches. due to the perpetual shortage of culexes assassins, it was decided that upon the discretion of an inquisitor, a null-marine kill team, composed of veteran space marines from every chapter and every specialty, united only by their experience, purpose, and most importantly, their pariah trait, would be formed. this team can operate either in support of a culexes assassin to wipe out a particularly powerful witch or witch gathering, or by themselves to destroy those psykers too powerful for the adapta soritas and unable, for whatever reason, to be attacked by a culexes.

null-marine 30 pts
bs 5
ws 4
s 4
t 4
i 4
a 2
w 1
ld 9
sv 3+

null-marine captain 70 pts
bs 6
ws 5
s 4
t 4
i 5
a 4
w 3
ld 10
sv 3+

squad: 5-9 null-marines and 0-1 null-marine captain

equipment: all null-marines are equipped with bolter, bolt pistol, close combat weapon, frag grenades, and krak grenades. the null-marine captain is equipped with bolter, bolt pistol, power weapon, frag grenades, and krak grenades. all null-marine bolt weapons have witchkiller rounds (see below)

options:

the captain may:
exchange his bolter for a combi-flamer at +5, a combi-melta at +10, a combi-plasma at +10, or a storm bolter at +2.
exchange his bolt pistol for a plasma pistol at +10
exchange his bolt pistol and power weapon for two lightning claws at +20
exchange his power weapon for a powerfist at +15 or a lightning claw at +10.
take a jump pack at +20
take an iron halo at +30

up to 5 null-marines may exchange their bolters for a combi-flamer at +5, a combi-melta at +10, a combi-plasma at +10, or a storm bolter at +2.

up to 2 null-marines may exchange their bolter for a repulsor-mounted heavy bolter at +5, a repulsor-mounted multi-melta at +20, a repulsor-mounted missile launcher at +10, or a repulsor-mounted plasma cannon at +15.

up to 2 null-marines may exchange their bolt pistol and chainsword for two lightning claws at +20 or two powerfists at +30.

up to 2 null-marines may exchange their chainsword for a powerfist at +15, a power weapon at +10, or a lightning claw at +10.

any marine that has taken a close combat upgrade may take a jump pack for +20 points.

rules:
collective null zone: one pariah is disturbing enough. a squad of them is utterly terrifying. all units within 6" of a null-marine kill team have a leadership penalty of x and must take a leadership check every turn they remain in that radius. x is the number of null-marines in the squad divided by three and rounded up. add 1" to the radius for every null-marine in the squad. this includes friendly units.

soulless: this squad is immune to any psychic power.

witchkiller rounds: they are specially designed for null-marine teams after an early debacle where a kill-team was simply unable to overcome the unnatural energies protecting a witch. these rounds may be fired from any bolt weapon (bolt pistol, bolter, storm bolter, combi-weapon, heavy bolter) carried by the kill-team. use the following profile for null-marines firing witchkiller rounds:
assault 1
12"
s (strength of bolt weapon +1)
ap (ap of bolt weapon -1)
does not allow invulnerable saves
re-roll to hit and wound on all models with 'psyker' rule.

primary objective: the kill-team is trained in killing psykers. all psyker units on the board must be destroyed before the kill-team may attack any other unit. if engaged in assault before all psykers are destroyed, they will fight as normal.

preferred enemy: null-marine kill teams are raised to destroy psykers. they have the rule preferred enemy: psyker.

combat squad: the null-marine squad, if it numbers 10, may combat squad at the beginning of the game.

origins:
due to their diverse origins, kill-teams have a variety of tactics. one must be picked for +x points per null-marine.
death from above, +5 points: these null-marines are the most ferocious of all the kill-teams. they must purchase a drop pod at +20 points. they gain furious charge.
death from the shadows, +5 points: these null-marines are famed for stealth. they may infiltrate no matter what.
death from afar, +10 points: these null-marines are renowned for their sharp shooting. they may re-roll failed to hit and to wound shooting rolls.

powerful? very. but remember, they're pricy. a heavy bolter null-marine with death from afar clocks in at 45 points...close to a terminator. used right, they're devastating, but lose them and you'll regret it...
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Old November 16th, 2008, 05:26   #8 (permalink)
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Thanks for the posted stats, these look really interesting!

Last edited by Nerdynick; November 18th, 2008 at 01:18..
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Old November 17th, 2008, 14:50   #9 (permalink)
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I'm not convinced there would be enough even for such a small unit. If they are supposed to be really rare, hunted by a whole list of people, and THEN asked to go through the marine creation process I doubt there'd be many left.

I don't know what proportion of aspirant marines die or don't make the grade, but for every null that made the grade far more would not, and there can't be that many to begin with, not ones that managed to evade the inquisition, the Culexus temple, the necrons and the eldar. Psykers are supposedly plentiful by comparison, and (most) chapters only manage to get a handful of those trained up successfully.

Maybe I just like the idea that Culexus assassins are rare.

If not a chapter of marines though, what about something else? A null inquisitor able to decent into a daemon world un peturbed, or a null who has managed to work their way up to a high rank in the guard on some forgotten planet? Regiment corrupted by a chaos worshiping commander's been done a thousand times, but one controlled by a creepy freaky pariah man, that could make a change.

Last edited by matus; November 17th, 2008 at 14:53..
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