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  1. #1
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    ok i play marines most of the time simply cos marines rule but they are all in love with the stupid bluddy emporer so ive come up with an original chapter and rules for them not much fluff sorry for you fluff lover but basicly its a marine army who has had enough of doing what they are told by their so called emporer and have left him and his lies behind now they they fight for themselves slowly growing more powerful until the day they have the power to destroy the 'godlike' emporer and his mindless folowers

    the color scheme is black bodies silver heads and crossed out chapter symbol on 1 shoulder

    NON BELIEVERS

    special rules-

    specified training= non beleiver units can be trained for specific tasks each squad may take the number specified for the unit

    -stable shootetrs 2pts per model, all stable shooters have received aditional weapon training inplace of close combat training, they receive -1 wepons skill but may always count as having not moved for the purposes of rapid fire

    combat masters 12 pts per model, all combat masters receive -1 balistic skill but gain + 1 initiative in close combat

    -covert opratives-5pts per model, covert masters add 1 to their cover save eg 5+ becomes 4+ this does not give a cover save when there normaly wouldnt be one

    -panic bringers-4pts each, enemy models within 12 recieve -1 leadership this cannnot be applied more then once (you cant have 2 squads within 12 of an enemy to give them -2)

    big game hunters +10pts per model, always hit on 3+ against monsterous creatures and receive +1 to their wounding rolls vs monsterous creatures 4+ becomes 3+ note a roll of 1 always fails this represents their knolege of weak points

    hull busters-10pts per model, need 1 less to hit vehichles eg 5+ to hit skimmers, receive an aditional dice when rolling for penetration with melta weapons including bombs then ignore the lowest dice ,this represents their knoledge of weak points

    carefull landers and skilled riders 5pts per model,reroll failed difficult terrain tests with bikers and jump packs you must accept the 2nd result

    techies 10pts per model, can repair vehichles using a servo arm on a roll of 4+ instead of 6

    we are our own= non beleivers never ally with any imperial armies

    hatred of order= non beleivers gain + 100 victory points for every oposing hq killed

    hatred of faith= non beleivers always hit on 3+ in close combat if an oposing army contains a chaplain this affect does stop if the chaplain is killed

    limited numbers= a non beleiver army may never be more then 2500 pts in size

    regrets- unsure if they have made the right decision to leave the imperium, all units recieve -1 leadership when facing a imperial army

    limited control= non beleivers taking leadership tests always use the leadership of the makority of the squad this also applies when independent characters join squads


    armoury

    the non beleiver armoury is the same as the one detailed in the space marine codex with the following modifications

    characters may take up to 125pts worth of wargear(includes training)

    non beleivers do not have sacred standards or holy relics

    new wargear-

    bathed in blood 15pt,seeing your enemy drenched in blood is a terrifying site to represent this any model attempting to charge the model must make a leadership test if they fail they may not charge

    marks of freedom 2pts -on their shoulders some non beleivers have the insignia of their former chapter but it has been crossed out with an X any model with marks of freedom ignores the special rule regrets

    cloak of shrouding 15pt, a model wearing a cloak of shrouding receives a 5+ cover save which cant be used in close combat

    chaplains skull,truth tellers only (counts as a rosarius)


    HQ's
    ANARCHISTS,GRAND ANARCHISTS 0-1

    pts ws bs s t w i ld sv
    anarchist 60 5 5 4 4 2 5 9 3+
    grand anarchist 75 5 5 4 4 3 5 10 3+

    weapons= marks of freedom

    options= may take equipment from the non beleiver and space marine armouries, may take any number of training options

    special rules-

    destroyer of order= anarchists gain +1weapon skill for each opposing hq involved in the same combat, grand anarchists gain +1 weaponskill initiative and attacks for each opposing hq involved in the same combat

    TRUTH TELLER

    pts ws bs s t w i ld sv
    truth teller 70 5 5 4 4 2 5 9 3+

    weapons= power weapon,chaplains skull

    options= may take equipment from the non beleiver and space marine armouries, may take any number of training options

    more to come soon ill probably post the elites troops fast attack and heavys in a couple of days and the special characters if i can be bothered some fluff ideas would be good


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  3. #2
    Senior Member Carcaroth's Avatar
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    er hate to burst your bubble dude but there already is a non-believer army and it is called Red Corsairs and they use the chaos marine codex.
    Wir Werden Vorherrschen!

    "I cast Lvl. 3 Eroticism. You turn into a real beautiful woman."

  4. #3
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    *pulls out his chaos codex and takes a look* hmm seemed familiarish but i only found pictures where are there rules ? any way there are diferences like special rules and stuff so there

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