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Steel Crusaders, Codex supplement part 1

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NAME: Steel Crusaders.

PRIMARCH: Ferrus Manus.

FOUNDING: M36.

SYMBOL: A black cross on a white field, with the Crusader's original Chapter symbol superimposing the cross; this is worn on the right pauldron. For example, Crusaders from the Thunderchiefs have a white thunderbolt halving a red field (their Chapter symbol) centered on the cross.

COLORS: Steel-gray, with blood-red vambraces and greaves.

BATTLE CRY: "For all Mankind!" is the official battle cry, but Crusaders may use their parent Chapters'. For example, the Thunderchiefs battle cry "Destroy the weak!" was most frequently heard during the Battle for Kalevala, as the Chapter contributed the most Marines to the battle.

<> BELIEFS

They appear as silver shadows, cast wherever the Crusade for Knowledge takes the magi. They are the scalpel with which the Fabricator-General may remove vital technology from Man's enemies: Steel Crusaders, Space Marines seconded to the Adeptus Mechanicus. With the Mechanicus aiding the Marines by improving arms already far superior to another Chapter's, the Crusaders are rightfully feared by those they face in battle, and rightfully hated by those who covet their technological secrets-- or whose secrets they seized in the Machine God's name.

The Crusaders know Man, physically weak compared to other species, relies on technology to survive; from a hunter's knife to a guardsman's lasgun, technology alone provides the strength to match and even overcome Man's enemies. The Crusaders will face any foe to save the human race-- or create one as they loot Eldar ruins and other xeno sites, defying Inquisitors who dare deny them the artifacts they seek.

<> HISTORY

During Goge Vandire's Reign of Blood, the Fabricator-General founded the Steel Confessors: a "ceramite wall" to protect the Adeptus Mechanicus from the Ecclesiarch's excesses. Basing its organization upon the Deathwatch, the Confessors accept Marines from the Iron Hands and their successors; these Marines serve the duration of a crusade (an average of 20 years), before returning to their Chapter.

As the Confessors were not a Space Marine Chapter, the Fabricator-General deemed it unnecessary to ask the other High Lords for permission. After Vandire's fall, the Confessors were tasked with "preventing the spread of techno-heresy,"-- in other words, deny the Inquisition any excuse to interfere with the Mechanicus' affairs.

In 997.M41, a Tyranid Hive Fleet attacked the forge world of Kalevala, the Confessors' main base. The Marines repulsed the foul xenos, but at heavy cost: a 69% casualty rate. The surviving officers found fault in what was once "healthy competition" between the Confessors' parent Chapters, e.g., the Sons of Medusa Techmarines were unable to repair the Brazen Claws' Storm Panther artillery tanks because they were not cross-trained to maintain equipment another Chapter developed, denying the Confessors heavy support.

Ferrus Manus' sons formed a Tech Council to coordinate inter-Chapter efforts, plan joint training exercises, standardize communication protocols and Rites of Maintenance. The Steel Confessors changed colors to commemorate those lost on Kalevala. When the Astronomican began failing, the Fabricator-General ordered a "Crusade for Knowledge" to repair the Golden Throne; the Confessors volunteered to a man, and were renamed the "Steel Crusaders."

<> RANGED WEAPONS additions

>> ANGELUS BOLT PISTOL

This bolt pistol incorporates the Angelus boltgun's trigger assembly, increasing its rate-of-fire, recoil, and difficulty of use. For these reasons, it is reserved for the highly trained Morlocks and Vanguard Veterans.
^
Range 12", S 4, AP 5. Assault Pistol.

> ASSAULT PISTOL special rule

A weapon with this special rule fires two (2) shots when fired, but is otherwise treated as a Pistol.

>> AVENGER GATLING CANNON
^
Range 36", S 6, AP 3. Heavy 12, Rending.

>> BANEBLADE CANNON

Mounted on Fireblade super-heavy tanks.
^
Range 72", S 9, AP 2. Primary Weapon 1, Apocalyptic Blast.

>> COAXIAL AUTOCANNON

A Fireblade super-heavy tank mounts a coaxial autocannon beside its primary weapon. The coaxial weapon uses the Hydra autocannon's long barrel for increased range; it serves as a ranging gun, and as defense against enemy infantry.
^
Range 72", S 7, AP 4. Heavy 2, Coaxial Weapon.

> COAXIAL WEAPON special rule

The coaxial weapon must be fired at the same target as the main weapon; the player cannot simultaneously fire both weapons. If the player fires the coaxial weapon before a shell-firing main weapon, and scores one or more hits on the target, he may re-roll failed To Hit or scatter rolls for the main weapon.

>> COAXIAL BOLTGUN

A Panther battle tank mounts a coaxial boltgun beside its primary weapon. The coaxial weapon uses the Stalker pattern boltgun's long barrel for increased range.
^
Range 36", S 4, AP 5. Rapid Fire, Coaxial Weapon.

>> COAXIAL HEAVY BOLTER

Mounted on Thunderhawk Master gunships, on Freeblade Knights bonded to the Iron Hands and their successors.
^
Range 36", S 5, AP 4. Heavy 3, Coaxial Weapon.

>> DEMOLISHER PRIME CANNON

A naturalized stability system allows a moving vehicle to act as if it is super-heavy, and accurately fire this ordnance weapon.
^
Range 24", S 10, AP 2. Primary Weapon 1, Large Blast.

>> DESIGNATED MARKSMAN BOLTGUN, 7 points

This sniper weapon is chambered for heavy bolter shells.

Designated marksmen provide counter-sniper fire to Space Marine squads.
^
Range 36", S X, AP 4. Heavy 2, Anti-materiel Weapon.

> ANTI-MATERIEL WEAPON special rule

If an Anti-materiel Weapon rolls a 6 To Hit, that shot is a "Precision Shot." Wounds from Precision Shots are allocated against a model(s) of your choice in the target unit, as long as it is in range and the shooter's line-of-sight, rather than following normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it, can still make a Look Out, Sir roll. Note that Snap Shots can never be Precision Shots.

An Anti-materiel Weapon's shooting attacks always wound on a To Wound roll of 4+, regardless of the target's Toughness. In addition, any To Wound roll of 6 is resolved at AP 2.

Against vehicles, shooting attacks from Anti-materiel Weapons count as Strength 5.

>> EARTHSHAKER PRIME CANNON

Many forge worlds the Iron Hands and their successors are sworn to protect, provide materiel to the Astra Militarum; this gives Ferrus Manus' sons access to artillery needed to counter the Iron Warriors' siege weapons.

The Earthshaker Prime cannon has the following profile as a BARRAGE weapon:
^
Range 36-240", S 9, AP 3. Primary Weapon 1, Barrage, Large Blast.

It has the following profile as a DIRECT FIRE weapon:
^
Range 72", S 9, AP 3. Primary Weapon 1, Large Blast, Unexploded Ordnance.

> UNEXPLODED ORDNANCE special rule

This barrage weapon's shell or missile has safety systems to prevent it from exploding within 12" of the gun mount, and the weapon from damaging itself. If the weapon hits but fails To Wound or to achieve Armor Penetration a model within 12" of the gun mount, the shell has fallen to the ground. Place a counter where the shell fell; the Unexploded Ordnance special rule immediately takes effect.

All units moving within 6" of the unexploded shell, must take a Dangerous Terrain test; on a 1, the shell immediately explodes. A direct attack may be used to detonate the shell.

A Techmarine or Tech-Priest Enginseer using the Blessing of the Omnissiah, or a Warpsmith using his Master of Mechanisms skill, may disarm the Unexploded Ordnance.

>> EXECUTIONER PLASMA CANNON

Tech-Priest Enginseers, serving within the Cadian 423rd Armored Regiment, modified a Leman Russ Executioner named "Hand of Steel" so its plasma cannon may fire an incandescent plasma blast. The Iron Hands received records of the modifications made, and applied these modifications to their own weapons.

The Executioner plasma cannon has the following profile in BURST MODE:
^
Range 36", S 7, AP 2. Heavy 3, Blast, Gets Hot.

The Executioner plasma cannon has the following profile in CHARGED MODE:
^
Range 36", S 7, AP 2. Heavy 1, Blind, Gets Hot, Large Blast.

>> EXTERMINATOR AUTOCANNON

Mounted on the Storm Panther artillery tank, and in gun pods for aerial gunships.
^
Range 48", S 7, AP 4. Heavy 4, Twin-linked.

>> HAND FLAMER, 5 points

The weapon's small size allows a Marine to position the muzzle through firing ports, cracks in walls, and other items his enemy may cower behind.
^
Range Template, S 3, AP 6. Pistol, Ignores Cover.

>> HELLHAMMER CANNON

Hellhammer shell contain unstable subatomic cores, which detonate with blinding lights, deafening roars, and shock waves that crush all in their path.
^
Range 36", S 10, AP 1. Primary Weapon 1, Ignores Cover, Massive Blast.

>> HELLSTRIKE MISSILE
^
Range 72", S 8, AP 3. Ordnance 1, One Use Only.

>> ICARUS ALPHA STORMCANNON
^
Range 48", S 7, AP 4. Heavy 3, Dual-purpose Weapon, Interceptor, Targeting Link (Dual-purpose Weapon).

> DUAL-PURPOSE WEAPON special rule

When firing this weapon, the shooter uses his normal Ballistic Skill when shooting at Flyers, Flying Monstrous Creatures, and Skimmers. He is not forced to make Snap Shots against other targets.

> TARGETING LINK special rule

When a vehicle, mounting a weapon with this special rule, fires at a target within 36", this weapon's targeting system may be used to aim other weapons mounted on the same vehicle, granting the others the special rule listed in parentheses.

>> INFERNO PISTOL, 10 points
^
Range 6", S 8, AP 1. Pistol, Melta.

>> QUAD HEAVY BOLTER
^
Range 36", S 5, AP 4. Heavy 6, Twin-linked.

>> QUAD LASCANNON

This multi-barrel weapon may focus its fire in a "killshot" to ensure a target's destruction.

The quad lascannon has the following profile in STANDARD MODE:
^
Range 48", S 9, AP 2. Heavy 2, Twin-linked.

The quad lascannon has the following profile in KILLSHOT MODE:
^
Range 48", S D, AP 2. Heavy 1.

>> RAPID-FIRE BATTLE CANNON
^
Range 72", S 8, AP 3. Ordnance 2, Large Blast.

>> RAPID-FIRE THUNDERHAWK CANNON

Mounted on Thunderhawk Master gunships. Its autoloader, based a Freeblade Knight's rapid-fire battle cannon's reliable design, gives the weapon a tremendous rate-of-fire.
^
Range 72", S 8, AP 3. Primary Weapon 2, Massive Blast.

>> STORMFIRE BOLTER, 7 points.

This storm bolter incorporates a counter-recoil mechanism to allow an increased rate-of-fire.
^
Range 24", S 4, AP 5. Assault 4.

>> THERMAL CANNON
^
Range 36", S 9, AP 1. Heavy 1, Large Blast, Melta.

>> TRIDENT HEAVY BOLTERS
^
Range 36", S 5, AP 4. Heavy 3, Dual-purpose Weapon, Targeting Link (Dual-purpose Weapon), Twin-linked.

>> TRIDENT HEAVY FLAMERS
^
Range Template, S 5, AP 4. Assault 1, Ignores Cover, Targeting Link (Ignores Cover), Twin-linked.

>> TURBO-LASER DESTRUCTOR

Mounted on Fireblade super-heavy tanks and Thunderhawk gunships. Its increased range and strength gives the Fireblade an advantage against the Iron Warriors Traitor Legion's Baneblade super-heavy tanks.
^
Range 96", S D, AP 2. Primary Weapon 1, Large Blast.

>> VANQUISHER PRIME CANNON

Mounted on Panther battle tanks and Morragul gunships. A naturalized stability system allows a moving vehicle to act as if it is super-heavy, and accurately fire this ordnance weapon.

The weapon has the following profile when firing VANQUISHER shells:
^
Range 72", S 8, AP 2. Primary Weapon 1, Armourbane.

The weapon has the following profile when firing BLAST shells:
^
Range 72", S 8, AP 3. Primary Weapon 1, Large Blast.

>> VERTICAL LAUNCH FLAKK MISSILE

Mounted on Freeblade Knights, the missiles are launched from a hatch behind their tilting plates. The launcher replaces the carapace weapons, reduces a Knight's height, and makes him easier to transport.

A booster rocket launches the missile from its tube, increasing the effective range by 25%. If one missile fails to hit a target, the vertical launching system can rapidly fire a second.

The missile cannot be fired at Ground Targets within 12" of its launcher.
^
Range 60", S 7, AP 4. Heavy 1, Skyfire, Twin-linked.

>> VERTICAL LAUNCH SKYSPEAR MISSILE

Iron Master Samu El Jaxxon scaled up the vertical launch flakk missile's booster rocket, increasing the Skyspear missile's effective range by 20%. If the missile fails to hit its target, the vertical launching system can rapidly fire a second missile.

The missile cannot be fired at Ground Targets within 12" of its launcher.
^
Range 72", S 7, AP 2. Heavy 1, Armourbane, Savant Lock, Skyfire, Twin-linked.

>> WHIRLWIND ALPHA MISSILE LAUNCHER

During the Second War for Armageddon (941.M41), the Blood Angels modified the Whirlwind multiple missile launcher for increased rate-of-fire, and designed the Dragonfire missile to replace the weapon's Incendiary Castellan and Vengeance missiles. The Adeptus Mechanicus recognized the Whirlwind Alpha pattern after conducting "battlefield tests," allowing its use to spread.

The Whirlwind Alpha missile launcher has the following profile as a BARRAGE weapon:
^
Range 12-48", S 5, AP 4. Ordnance 1, Barrage, Ignores Cover, Large Blast, Twin-linked.

It has the following profile as a DIRECT FIRE weapon:
^
Range 36", S 5, AP 4. Ordnance 1, Ignores Cover, Large Blast, Twin-linked, Unexploded Ordnance.

<> MELEE WEAPONS addition

>> IRON THUNDER GAUNTLET (THUNDERSTRIKE GAUNTLET)

This is a Thunderstrike gauntlet with the Centurion warsuit's gun mount, allowing a heavy bolter, heavy flamer, or lascannon to be mounted behind the wrist.

It has the following profile:
^
Range -, S D, AP 2. Melee, Colossal, Hurl, Point-blank Shot (heavy bolter, lascannon, meltagun).

> COLOSSAL special rule

A model with this weapon will Pile In and fight at Initiative 1.

> HURL special rule

If an Iron Thunder gauntlet-armed Imperial Knight destroys an enemy Monstrous Creature or vehicle in the Fight sub-phase, he can choose to hurl it (Gargantuan Creatures, Super-heavy vehicles, and buildings cannot be hurled). If a vehicle was destroyed because it suffered an "Explodes!" result on the Vehicle Damage table, resolve any damage before hurling it. Any passengers must make an Emergency Disembarkation (see 'Warhammer 40,000: The Rules') before their transport vehicle is hurled.

To hurl an enemy model, immediately resolve a shooting attack against an enemy unit within 12" that is not locked in combat, using the following profile:
^
Range 12", S *, AP -. Heavy 1, Large Blast, The Bigger They Are...

A hurled model is removed from the battlefield after the attack is resolved.

> POINT-BLANK SHOT special rule

The unit may make one bonus attack in each Fight sub-phase, using the weapon listed in parentheses, if so equipped; as this weapon has Range - when it makes the attack, the unit's Weapon Skill is used to determine whether hits are scored. If the unit has multiple weapons with this special rule, choose which one to use. This bonus attack is made at the unit's normal Initiative, and is in addition to any other bonus attacks, e.g., the +1 from charging.

Blast, Graviton, and Template weapons are not used for point-blank shots; this can cause self-inflicted injuries.

> THE BIGGER THEY ARE... special rule

This attack's Strength is always equal to the hurled Monstrous Creature's Toughness value, or half the hurled vehicle's front Armor Value, after rounding up fractions.

>> REAPER CHAINSWORD
^
Range -, S D, AP 2. Melee.

<> ARMOR addition

>> AVERNUS ARMOR (TERMINATOR ARMOR)

These suits of Terminator armor have a "servo-turret" replacing the Cyclone missile launcher, and do not prevent Sweeping Advances. The turret mounts a twin-linked boltgun and a flamer, though a Terminator cannot simultaneously fire both weapons; is adorned with a silver skull, orbits framing the boltgun muzzles, jaws framing the flamer; and is slaved to the Terminator's helm, automatically targeting what his eyes focus on. The servo-turret is designed to intimidate; its presence makes Ferrus Manus' sons fight harder, the way a Chapter Standard does. When firing weapons, the Avernus armor resembles a fire-breathing monster, drawing attacks towards the turret instead of a Marine's head; this has saved Marine lives.

The Avernus or "Bird-less"-- so named because myths describe the beast as a source of miasma, killing all birds who fly over it-- is the deadliest predator on Medusa, the Iron Hands' homeworld. Sharp spines protect its serpentine body; a bony shell protects its head, which resembles a human skull; its teeth, shaped to crush bone, are strong enough to rend steel. Its fangs have forward-facing holes, which project venom to blind its prey.

Ferrus Manus designed the Avernus armor as a gift to Clan Avernii, whose members formed his Morlocks (Honor Guards). The servo-turret freed a Terminator to wield close combat weapons in both hands, but it was challenging to develop; when Clan Avernii accompanied its Primarch to Isstvan V, the suits of Avernus armor were still on Medusa, undergoing trials to ensure the turret's machine spirit would reliably function in battlefield conditions. After Manus' death, the completed suits were distributed among the Iron Fathers who led the Iron Hands and their successors.

Avernus armor confers a 2+ armor save and a 4+ invulnerable save; Iron halo and rosarius-equipped passengers can re-rolls invulnerable saving throws of 1. Furthermore, models in Avernus armor have the Bulky, Deep Strike, Fear, the Primarch's Gift to His Sons, Relentless, and Servo-turret special rules.

> SERVO-TURRET special rule

The Terminator may allocate one wound to the servo-turret, counting it as "Weapon Destroyed" instead; this weapon is randomly chosen. He cannot allocate wounds from Blast, Graviton, or Template weapons.

> THE PRIMARCH'S GIFT TO HIS SONS special rule

Friendly units within 12" of the Avernus armor, with Chapter Tactics (Iron Hands), re-roll failed Morale checks and Pinning tests. The Avernus armor wearer, and all friendly Space Marines in the same unit, have +1 Attack; additional Avernus armor wearers will not increase the number of attacks.

<> SPECIAL WEAPONS additions

>> COMPENSATED WEAPONS

A flame or melta weapon may have a coaxial bolter to compensate for its short range. The player cannot simultaneously fire both weapons.

Tactical Marines favor a "compensated weapon" over the combi-weapon, whose secondary component is limited to one use only. Terminators favor mounting a compensating bolter to their melee weapon, as they cannot handle pistols with an acceptable level of dexterity. Though the resulting weapon is heavier, the weight penalty is inconsequential to a Steel Crusader.

The COMPENSATING BOLTER has the following profile:
^
Range 18", S 4, AP 5. Rapid Fire.

> COMPENSATED FLAMER, 5 points
^
Range Template, S 4, AP 5. Assault 1.

> COMPENSATED FLAMESTORM CANNON

A Land Master mounts a compensating bolter beside its Flamestorm cannon, as the heat from the latter will warp a coaxial boltgun's long barrel.
^
Range Template, S 6, AP 3. Assault 1.

> COMPENSATED GRAV-GUN, 15 points
^
Range 18", S *, AP 2. Salvo 2/3, Concussive, Graviton.

> COMPENSATED HEAVY FLAMER, 10 points
^
Range Template, S 5, AP 4. Assault 1.

> COMPENSATED MELTAGUN, 10 points
^
Range 12", S 8, AP 1. Assault 1, Melta.

> COMPENSATED CHAINFIST, 15 points
^
Range -, S x2, AP 2. Melee, Armourbane, Point-blank Shot (boltgun), Unwieldly.

> COMPENSATED LIGHTNING CLAW, 5 points
^
Range -, S User, AP 3. Melee, Point-blank Shot (boltgun), Shred.

> COMPENSATED POWER FIST, 10 points
^
Range -, S x2, AP 2. Melee, Point-blank Shot (boltgun), Unwieldly.

>> GRENADIER WEAPONS

These mount a twin-barrel auxiliary grenade launcher, with each barrel firing grenades loaded from a separate magazine.

The launcher has the following profile when firing FRAG GRENADES:
^
Range 12", S 3, AP 6. Assault 1, Blast.

The launcher has the following profile when firing KRAK GRENADES:
^
Range 12", S 6, AP 4. Assault 1.

> GRENADIER BOLTGUN, 10 points

The player cannot simultaneously fire both ranged weapons.
^
Range 18", S 4, AP 5. Rapid Fire.

> GRENADIER CHAINFIST, 25 points
^
Range -, S x2, AP 2. Melee, Armourbane, Point-blank Shot (krak grenade), Unwieldly.

> GRENADIER LIGHTNING CLAW, 15 points
^
Range -, S User, AP 3. Melee, Point-blank Shot (krak grenade), Shred.

> GRENADIER POWER FIST, 20 points
^
Range -, S x2, AP 2. Melee, Point-blank Shot (krak grenade), Unwieldly.

>> SHOCK CLAYMORE

A shock claymore is a power sword whose energy field extends with each hit, forming a shock wave; grants an additional, long-range attack; and allows a single blow to down multiple foes. As few artificers retain the technology and skills to construct these weapons, ritual dueling is used to determine who wields them.

Steel Crusaders are trained in the one-handed sword stance, in which the weapon is swung to-and-fro, building momentum for a powerful blow; and the two-handed sword stance, in which the weapon is thrust into gaps in an opponent's armor; they may change stances at will.

A shock claymore has the following profile as a ONE-HANDED weapon:
^
Range -, S +2, AP 3. Melee, Master-crafted, Shock Weapon, Shred, Unwieldly.

A shock claymore has the following profile as a TWO-HANDED weapon:
^
Range -, S +1, AP 2. Melee, Armourbane, Master-crafted, Shock Weapon, Two-handed.

The SHOCK WAVE has the following profile:
^
Range Template, S 3, AP 6. Shock Weapon, Concussive.

> SHOCK WEAPON special rule

The shock claymore may be "fired" as a ranged weapon; the number of "shots fired" may be equal to its bearer's number of attacks. If the blade resolves a hit, the shock wave grants an automatic hit on the same target.

If the bearer rolls a 6 To Wound, that Wound will have the Instant Death special rule, and the SHOCK WAVE will have the following profile:
^
Range Template, S 4, AP 5. Shock Weapon, Concussive.

>> THUNDERHAWK CLUSTER BOMBS
^
Range -, S 6, AP 4. Bomb 1, Apocalyptic Barrage (6), One Use Only.

<> SPECIAL ISSUE WARGEAR additions

>> HELLFIRE MISSILE

Originally designed for slaying Tyranid bio-monstrosities, these missiles incorporate a bio-acid warhead that voraciously eats through flesh.

Each time a Hellfire missile-armed weapon fires, the controlling player can choose whether to fire a Hellfire missile or to use the weapon's ordinary profile.
^
Range 36", S 1, AP -. Heavy 1, Large Blast, Poisoned (2+).

>> INFANTRY TARGET DESIGNATOR (AUSPEX-SIGNUM)

This device combines an auspex and a signum's functions, allowing a squad leader to direct his unit's firepower, or an Iron Master (Iron Father and Master of the Forge) to destroy technology and prevent its capture.

The target designator grants Ballistic Skill 5 to its bearer or "designator," whose profile should be modified to represent this.

Instead of shooting, the designator may grant one other shooter (including vehicles and flyers) Ballistic Skill 5, while the shooter is in the same army. The designator must have line-of-sight to the target, but if the shooter bears a Barrage or Bomb weapon, the shooter will not need line-of-sight to the target; if a target is within 18", the target's cover saves are simultaneously be reduced by 1 until the phase ends.

The player must declare he is using the target designator, and identify the designator, before any rolls To Hit are made.

>> MINDSCRAMBLER GRENADE

The Adeptus Mechanicus gives the Iron Hands access to weapons otherwise reserved for its Skitarii legions, such as the mindscrambler grenade: a container for the Cthellan electrogenesis squid's egg-sac, which generates a bio-electric surge when detonated, inflicting heavy neural trauma on both living creatures and sentient machines.

Mindscrambler grenade-armed models use their normal Initiative when charging enemies through Difficult Terrain, and in the ensuing combat.

It has the following profile as a SHOOTING weapon:
^
Range 8", S X, AP 4. Assault 1, Blast, Haywire, Neural Trauma.

It has the following profile as an ASSAULT weapon:
^
Range -, S 3, AP 4. Haywire.

> NEURAL TRAUMA special rule

When it hits, a weapon with this special rule always wounds on a To Wound roll of 4+.

>> SPECIAL ISSUE AMMUNITION

In addition to the normal profile for their bolt weapon, models with special issue ammunition can choose, in each of their Shooting phases, to instead use one of the profiles below, until the next Shooting phase begins. All models with special issue ammunition in a unit, must use the same profile.

> DRAGONFIRE BOLT

It has the following profile when fired from an ANGELUS BOLT PISTOL:
^
Range 12", S 4, AP 5. Assault Pistol, Ignores Cover.

It has the following profile when fired from a BOLTGUN:
^
Range 24", S 4, AP 5. Rapid Fire, Ignores Cover.

It has the following profile when fired from a COAXIAL BOLTGUN:
^
Range 36", S 4, AP 5. Rapid Fire, Coaxial Weapon, Ignores Cover.

It has the following profile when fired from a COMPENSATED WEAPON:
^
Range 18", S 4, AP 5. Rapid Fire, Ignores Cover.

It has the following profile when fired from a STORMFIRE BOLTER:
^
Range 24", S 4, AP 5. Assault 4, Ignores Cover.

> HELLFIRE ROUND

It has the following profile when fired from an ANGELUS BOLT PISTOL:
^
Range 12", S 1, AP 5. Assault Pistol, Poisoned (2+).

It has the following profile when fired from a BOLTGUN:
^
Range 24", S 1, AP 5. Rapid Fire, Poisoned (2+).

It has the following profile when fired from a COAXIAL BOLTGUN:
^
Range 36", S 1, AP 5. Rapid Fire, Coaxial Weapon, Poisoned (2+).

It has the following profile when fired from a COMPENSATED WEAPON:
^
Range 18", S 1, AP 5. Rapid Fire, Poisoned (2+).

It has the following profile when fired from a STORMFIRE BOLTER:
^
Range 24", S 1, AP 5. Assault 4, Poisoned (2+).

> KRAKEN BOLT

It has the following profile when fired from an ANGELUS BOLT PISTOL:
^
Range 18", S 4, AP 4. Assault Pistol.

It has the following profile when fired from a BOLTGUN:
^
Range 30", S 4, AP 4. Rapid Fire.

It has the following profile when fired from a COAXIAL BOLTGUN:
^
Range 48", S 4, AP 4. Rapid Fire, Coaxial Weapon.

It has the following profile when fired from a COMPENSATED WEAPON:
^
Range 24", S 4, AP 4. Rapid Fire.

It has the following profile when fired from a STORMFIRE BOLTER:
^
Range 30", S 4, AP 4. Assault 4.

> VENGEANCE ROUND

It has the following profile when fired from an ANGELUS BOLT PISTOL:
^
Range 6", S 4, AP 3. Assault Pistol, Gets Hot.

It has the following profile when fired from a BOLTGUN:
^
Range 18", S 4, AP 3. Rapid Fire, Gets Hot.

It has the following profile when fired from a COAXIAL BOLTGUN:
^
Range 24", S 4, AP 3. Rapid Fire, Coaxial Weapon, Gets Hot.

It has the following profile when fired from a COMPENSATED WEAPON:
^
Range 12", S 4, AP 3. Rapid Fire, Gets Hot.

It has the following profile when fired from a STORMFIRE BOLTER:
^
Range 18", S 4, AP 3. Assault 4, Gets Hot.

>> SPECIAL ISSUE HEAVY BOLTER AMMUNITION

In addition to the normal profile for their heavy bolter, models with special issue heavy bolter ammunition can choose, in each of their Shooting phases, to instead use one of the profiles below, until the next Shooting phase begins. All models with special issue heavy bolter ammunition in a unit, must use the same profile.

> HEAVY DRAGONFIRE BOLT

It has the following profile when fired from a DESIGNATED MARKSMAN BOLTGUN:
^
Range 36", S X, AP 4. Heavy 2, Anti-materiel Weapon, Ignores Cover.

It has the following profile when fired from a HEAVY BOLTER:
^
Range 36", S 5, AP 4. Heavy 3, Ignores Cover.

It has the following profile when fired from a QUAD HEAVY BOLTER:
^
Range 36", S 5, AP 4. Heavy 6, Ignores Cover, Twin-linked.

> HEAVY HELLFIRE ROUND

It has the following profile when fired from a DESIGNATED MARKSMAN BOLTGUN:
^
Range 36", S X, AP 4. Heavy 2, Anti-materiel Weapon, Poisoned (2+).

It has the following profile when fired from a HEAVY BOLTER:
^
Range 36", S 1, AP 4. Heavy 3, Poisoned (2+).

It has the following profile when fired from a QUAD HEAVY BOLTER:
^
Range 36", S 1, AP 4. Heavy 6, Poisoned (2+), Twin-linked.

> HEAVY KRAKEN BOLT

It has the following profile when fired from a DESIGNATED MARKSMAN BOLTGUN:
^
Range 48", S X, AP 3. Heavy 2, Anti-materiel Weapon.

It has the following profile when fired from a HEAVY BOLTER:
^
Range 48", S 5, AP 3. Heavy 3.

It has the following profile when fired from a QUAD HEAVY BOLTER:
^
Range 48", S 5, AP 3. Heavy 6, Twin-linked.

> HEAVY VENGEANCE ROUND

It has the following profile when fired from a DESIGNATED MARKSMAN BOLTGUN:
^
Range 24", S X, AP 2. Heavy 2, Anti-materiel Weapon, Gets Hot.

It has the following profile when fired from a HEAVY BOLTER:
^
Range 24", S 5, AP 2. Heavy 3, Gets Hot.

It has the following profile when fired from a QUAD HEAVY BOLTER:
^
Range 24", S 5, AP 2. Heavy 6, Gets Hot, Twin-linked.

<> SPACE MARINE VEHICLE EQUIPMENT additions

>> AUTO-TARGETING SYSTEM

An auto-targeting system-equipped vehicle ignores cover saves or cover save bonuses that moving Flat Out, the Supersonic and Jink special rules provide.

>> CAMO NETTING

Cameleoline sheets may be mounted on a Space Marine vehicle's sides. The light-reactive material imitates the appearance of nearby terrain, concealing the vehicle behind it.

The camo netting-equipped vehicle has a +1 cover save; if it does not already have a cover save, it gains a 6+ cover save.

>> FRAG SHIELD LAUNCHERS (FIRE BARRELS)

These are scaled up frag grenades, fired from a vehicle's smoke launchers. Safer to use than short-fused barrels of Promethean fuel the Astra Militarum tank crews lash onto their vehicles' hulls, they provide close defense against enemy infantry.

The first time an enemy unit attempts to charge a frag shield launchers-armed vehicle, that unit suffers six (6) Strength 4 AP 5 hits. The hits are Randomly Allocated.

>> INFERNUM HALO-LAUNCHER

This device launches spreads of sanctified chaff-flares.

While Jinking, an Infernum halo-launcher-armed vehicle can re-roll failed cover saves.

>> ION SHIELD

Knights carry ion shield generators, which project an energy field accross a narrow arc, intercepting enemy attacks while allowing a Knight's own weapons to return fire; Iron Hands Techmarines performed maintenance and repairs for the ion shields of Freeblade Knights bonded to their Chapter, learning to reverse-engineer and then apply the shield to their vehicles in the process. A Knight's Throne Mechanicum automatically remodulates the shield, ensuring optimum perfomance; on Space Marine vehicles, a Vehicle Commander must constantly remodulate the "ramming shield," which reduces its efficiency.

When a shield-equipped vehicle is deployed, the player must declare which facing its shield is covering, as each Shooting phase begins; the shield may be repositioned in the next Shooting phase, before any attacks are launched. The choices are: front, left side, right side, rear. The vehicle has a 4+ invulnerable save against all hits on that facing, until the next Shooting phase begins. The shield cannot be used to make saving throws against close combat attacks, unless it is front-facing, and the equipped vehicle performs a Tank Shock or a Ramming attack; this effect ends when the vehicle reaches the distance declared, or when it suffers an "Immobilized" result.

The shield may also absorb excess heat from vehicle-mounted weapons. If a shield-equipped vehicle fires a weapon that Gets Hot and receives a roll To Hit of 1, it only suffers a glancing hit on a further roll of 1.

>> OVERCHARGED ENGINES

This may be mounted on Rhino variants, transforming them into Fast Tanks. This includes the Combat Enginseer Vehicle, Hippo, Razorback, and the Rhino itself; it excludes the Land Speeders Viper and Venom, the Panther and Storm Panther tanks.

The Blood Angels and their successors kept the engine's Standard Template Construct (STC) template for themselves until 587.M41, when the Iron Hands and Blood Angels exchanged vows of allegiance and support, after the Battle of Yawlen's Chasm. The Iron Hands then served as mediators when the Blood Angels negotiated with the Mechanicus, giving the template to the Fabricator-General once Sanguinius' Sons were promised greater materiel support.

>> PISTOL PORT

One pistol port can be cut into each of a Land Raider or Rhino's side doors, giving them fire points; two ports can be cut into a Rhino's rear ramp. Passengers may fire pistol weapons from these ports.

The Land Raider and Rhino are designed with electrostatic field emitters at their access points; when the doors open, the field prevents contaminants from entering, and air from escaping, allowing the vehicle to dispense with airlocks. When using a pistol port, a shooter must extend the pistol muzzle beyond the electrostatic field, before firing.

>> REAR GRAPPLES

A Stormraven's rear grapples can transport one Dreadnought or one Thunderfire cannon. The Dreadnought's rear armor or the Thunderfire cannon suffers a Strength 10 if a Zooming Stormraven is wrecked or suffers a "Crash and Burn!" result; the hit is Strength 4 if the Stormraven is Hovering.

>> THUNDERHAWK MASTER MULTIROLE POD

A Thunderhawk Master's multirole pod gives it a Transport Capacity of 26 models. It can transport Jump Infantry and Bikes.

A multirole pod has no Fire Points.

A multirole pod-equipped Thunderhawk Master is treated as Open-topped for embarking and disembarking purposes. The +1 damage modifier for Open-topped vehicles does not apply to the Thunderhawk Master itself.

>> THUNDERHAWK MASTER REAR GRAPPLES

A Thunderhawk Master's rear grapples can transport one Land Raider or smaller vehicle; this vehicle may contain passengers. A transported vehicle's rear armor suffers a Strength 10 hit if a Zooming Thunderhawk Master is wrecked or suffers a "Crash and Burn!" result; the hit is Strength 4 if the Thunderhawk Master is Hovering.

A transported vehicle's sponson-mounted weapons can fire from the Thunderhawk Master.

If the flyer lands, i.e., it does not move in a turn, it may UNLOAD VEHICLES; the transported vehicle moves instead.

If the flyer has moved 6" or more, it may perform a GRAV CHUTE INSERTION. Nominate any point over which the flyer moved this turn, and deploy the transported vehicle as if it were Deep Striking onto that point. If the transported vehicle scatters, it must immediately take a Dangerous Terrain test; if the vehicle cannot be deployed, it is destroyed.

>> VEHICLE TARGET DESIGNATOR

The target designator grants Ballistic Skill 5 to its mount or "designator," whose profile should be modified to represent this.

Instead of shooting, the designator may grant one other shooter (including infantry and flyers) Ballistic Skill 5, while the shooter is in the same army. The designator must have line-of-sight to the target, but if the shooter bears a Barrage or Bomb weapon, the shooter will not need line-of-sight to the target; if a target is within 36", the target's cover saves are simultaneously be reduced by 1 until the phase ends.

The player must declare he is using the target designator, and identify the designator, before any rolls To Hit are made.

<> GIFTS OF THE GORGON (CHAPTER RELICS) additions

>> REACHES OF FAITH (FLAMERS, LIGHTNING CLAWS, POWER FISTS), 40 points

The Reaches of Faith are two gauntlets with retractable claws and integral flamers; they may be used as lightning claws or power fists, at will. In battle, the gauntlets are wreathed in flames, instilling fear in their wielder's enemies. These wielders include Gabriel Santar, Clan Avernii's Captain (the Iron Hands Legion's First Captain), who was martyred in the Drop Site Massacre (006.M31); and Hervel Khatir, Clan Raukaan's Iron Chaplain, who was martyred in the Purging of Contqual (812.M41).

The Reaches of Faith grant a Marine the Fear special rule. In addition, each has the following profile with CLAWS EXTENDED:
^
Range -, S User, AP 3. Melee, Blind, Master-crafted, Shred.

Each has the following profile with CLAWS RETRACTED:
^
Range -, S x2, AP 2. Melee, Blind, Concussive, Master-crafted, Unwieldly.

Each may be fired as a RANGED WEAPON with the following profile:
^
Range Template, S 4, AP 5. Assault 1, Blind.

>> LOGIC OF FAITH (BAAL PREDATOR), 180 points

This "Reclusiam field shrine" is a modified Baal Predator serving as a Chaplain's personal transport. A pulpit is mounted atop the turret, from which the Chaplain's sermons are voxed across a battlefield. The chassis incorporates power fields and inscribed prayers to invoke divine protection, protecting it and the Chaplain from harm.

The Iron-hearted Angels (Blood Angels successors) gifted the Logic of Faith to the Sons of Medusa, who gifted it to the Steel Crusaders in turn. It bears a Chapter relic and icon of victory-- the remains of a Son of Medusa whose sacrifice allowed the Chapters to seize victory in one of the Badab War's fiercest battles-- inspiring the Marines to achieve greater feats of valor. An Iron Chaplain and his handpicked crew will prostrate themselves before this icon, before boarding the vehicle.

Chaplain Casman of the Blood Ravens Chapter is credited with developing the Reclusiam field shrine: a means to provide his battle-brothers the spiritual guidance they need, no matter where they find themselves.

An Iron Chaplain or Terminator Chaplain may take the Logic of Faith as a Dedicated Transport.
^
BS 5, Armor F13 S11 R10, HP 3

Unit Type: Vehicle (Tank, Fast, Transport).

Wargear: Twin-linked assault cannon, extra armor, ion shield (5+), overcharged engines, searchlight, smoke launchers.

Transport Capacity: One Iron Chaplain or Terminator Chaplain.

Fire Points: One model (the Chaplain) may fire from the pulpit.

Access Points: The Logic of Faith is treated as Open-topped for embarking and disembarking purposes. The +1 damage modifier for Open-topped vehicles does not apply to the Logic of Faith itself.

Special Rules: Divine Protection, Expert Driver and More, Fiery Orator, Icon of Victory, The Primarch Guides My Hand, Self-repair (5+).

Options: Frag shield launchers may replace its smoke launchers (+10 points). May take two (2) sponson-mounted heavy bolters (+20 points), heavy flamers (+20 points), or lascannons (+40 points). May take a pintle-mounted heavy bolter (+10 points) or multi-melta (+10 points), and items from the Space Marine Vehicle Equipment list.

> DIVINE PROTECTION special rule

Embarked passengers have a 4+ invulnerable save. Iron halo and rosarius-equipped passengers can re-rolls invulnerable saving throws of 1.

> EXPERT DRIVER AND MORE special rule

The vehicle may move an additional 6" in the Movement phase; this extra movement does not affect the number of weapons this vehicle may fire. The vehicle may move an additional 6" when moving Flat Out or Zooming.

> FIERY ORATOR special rule

If a friendly unit with Chapter Tactics (Iron Hands) starts its turn within 12" of the field shrine, this unit will gain the Zealot special rule for the rest of the player turn.

> ICON OF VICTORY special rule

If a friendly unit from the Armies of the Imperium is within 24" of the field shrine, this unit will have Ld 10.

> THE PRIMARCH GUIDES MY HAND special rule

If attacks from the vehicle roll a 6 To Wound, that Wound has the Instant Death special rule; this includes those from an embarked Chaplain, from the vehicle's weapons, and from Ramming attacks.

> SELF-REPAIR special rule

If the vehicle lost a Hull Point, or suffered a "Weapon Destroyed" or "Immobilized" result, the model may attempt to repair itself in a subsequent turn, instead of shooting. Roll a D6 in the Shooting phase, adding the following modifiers where applicable:
^
+1 for each servo-arm-equipped model in the character's unit.
^
-1 for each servo-harness component to suffer a "Weapon Destroyed" result.

On a 4+, you may immediately restore a Hull Point, or repair a "Weapon Destroyed" or "Immobilized" result.

<> DISCLAIMER

By Sidewinder (aim9snake@hotmail.com), 2009 (as "Steel Vultures"), 2010, 2014-2016. Based on the franchise created and copyrighted by Games Workshop. Reclusiam field shrine created by Brother Casman (www.bolterandchainsword.com/to…).
This is a supplement for 'Codex: Space Marines'.

Part 2 (HQ, Troops, Elites): armamentdawg.deviantart.com/ar….

Part 3 (Fast Attack, Heavy Support, Apocalypse Formations): armamentdawg.deviantart.com/ar….

I originally proposed this Chapter as the "Steel Vultures" in bbs.stardestroyer.net/viewtopi… (the current name was proposed in www.bolterandchainsword.com/to…), the Stormfire bolter in www.bolterandchainsword.com/to…, the Avernus armor in www.bolterandchainsword.com/to…, special issue heavy bolter ammunition in www.bolterandchainsword.com/to… , and the Reaches of Faith (lightning claws with integral flamers, from the novel 'Wrath of Iron') in www.bolterandchainsword.com/to…. Brother Casman originally proposed the Logic of Faith as the "Reclusiam field shrine" in www.bolterandchainsword.com/to….

EDITED 25AUG2016: Added Stormfire bolter to Ranged Weapons additions. Revised the Demolisher, Earthshaker, and Vanquisher cannons' profiles, making them Primary Weapons.

15JUN2016: Added the following sentence to the vertical launch flakk and Skyspear missiles: "The missile cannot be fired at Ground Targets within 12" of its launcher."

29MAY2016: Removed the special rules listed in the comments below
. It's tempting to give my Marines superweapons, but these weapons must have limits, or I'll be denounced as Matt Ward 2.0 (see 1d4chan.org/wiki/Matthew_Ward&… details).

11NOV2015: Revised the quad lascannon's profile to include the "Killshot mode" described in 'Warhammer 40,000: Apocalypse' (2013 Edition).
© 2014 - 2024 ArmamentDawg
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>>    Removed from the Earthshaker cannon and turbo-laser destructor:

>    PENETRATIVE EFFECTS special rule

If a target is within 36" of the weapon's gun mount, roll To Hit and To Wound against this model; if the target is a vehicle, roll To Hit and for Armor Penetration against the Armor Value of each facing the shot will hit, e.g., against both sides of a vehicle whose path-of-travel is perpendicular to the weapon's line-of-fire, or against both front and rear armor of a vehicle whose path-of-travel is parallel to the cannon's line-of-fire.

If a shell-firing weapon hits but fails To Wound or to achieve Armor Penetration a model within 36" of the gun mount, the shell has fallen to the ground.  If the shell achieves Armor Penetration against one facing of a vehicle, but fails to achieve this against another facing of the same vehicle-- e.g., it pierces the rear armor of a fleeing vehicle, but fails to pierce its front armor-- the shell has fallen inside the vehicle.  Place a counter where the shell fell; the Unexploded Ordnance special rule immediately takes effect.

>>    Removed from the Earthshaker cannon:

>    UNEXPLODED ORDNANCE special rule

All units moving within 6" of the unexploded shell, must take a Dangerous Terrain test.  On a 1, the shell immediately detonates.

Players who are shooting at a unit within 6" of the Unexploded Ordnance, and players who are shooting from a unit within 6" of the shell, must roll an additional D6 before rolling To Hit.  On a 1, a stray shot has hit the shell, which immediately detonates.

If the unexploded shell fell inside a vehicle, this vehicle must take a Dangerous Terrain test whenever it moves-- it is transporting the shell-- and when firing its weapons.  Passengers must take a Dangerous Terrain test when disembarking the vehicle.  On a 1, the shell immediately detonates.

A Techmarine or Tech-Priest Enginseer using the Blessing of the Omnissiah, or a Warpsmith using his Master of Mechanisms skill, may disarm the Unexploded Ordnance.

>>    Removed from the shock claymore:

>    SUBMOLECULAR DISSONANCE special rule

When a shock claymore-armed model makes its close combat attacks, one of its Attacks will be a Submolecular Dissonance Attack, which is rolled separately.  A Submolecular Dissonance Attack has the Armourbane and Fleshbane special rules.