Flesh Tearers, Black Templars & Deathwatch

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Flesh Tearers, Black Templars & Deathwatch

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FLESH TEARERS
The Flesh Tearers are a descendant chapter of the Blood Angels and have inherited a genetic flaw that's even more prevalent and has caused the chapter to be less than half the size of most others as they fall victim to the 'red rage' faster than they can recruit replacements. In response to their low number of troops and standard weapons, each marine has become trained with a wide variety of weapon classes which are commonly mixed within the same squad.


Rules
Devastator, Tactical and Assault Marine aren't equipment as such, Equipment Malfunction can't be played on them. If you're using the weapon level rules and Equipment Malfunction is played on the Chain Sword then it doesn't become a Power Sword but doesn't lose any dice, just the Chain weapon rules. Out Of Ammo can be played on the Devastator or Tactical marine.


Heavy Weapons
Incinerator, Flamer, Icer, Electro-Cannon.


Orders
Close Attack: All marines fight with one extra red and white dice in hand-hand until the end of the turn.

Close Combat: All marines fight with one extra red dice in hand-hand until the beginning of the squad's next turn.

Move It, Fire.


Equipment
Chain Sword: Replaces the commander's Power Sword, roll 1R separately when attacking a bulkhead in hand-hand and treat it as having 0AV and can attack diagonally causing the opponent to roll one dice less.

Chain Blade: One Bolter can attack bulkheads in hand-hand with 2W and treat them as having AV0 and can attack diagonally causing the opponent to roll one dice less.

Devastator Marine: A heavy weapon is replaced with either a Super Heavy Bolt Gun (5R), a Super Heavy Plasma Gun (4R, Plasma Gun rules but with the total of the highest plus the lowest dice on the two lines next to the target line), a Super Heavy Missile Launcher (4R on the target square, total of the two highest on the eight surrounding squares and single highest dice on the surrounding sixteen) or a Super Heavy Las Cannon (4R, standard Las Cannon rules but shots can be split up to four ways). Super heavy weapons can't be fitted with a Targeter, have a maximum movement of four and can't move and shoot in the same turn.

Tactical Marine: A heavy weapon is replaced with a Light Icer (1R+1W, causes the target to miss their next turn if their AV is at least equaled) + Chain Sword (1R, treats bulkheads as having 0AV and can attack diagonally causing the opponent to roll one dice less), a Light Plasma Gun (1R+1W, standard Plasma Gun rules) + Power Fist (1R+2W), a Light Incinerator (2R, fires in a cone shape with the total of the dice in a 1, 3, 5, 7 pattern) + Power Maul (1R+2W), a Light Flamer (2W, standard Missile Launcher rules but with the total on all nine squares) + Power Axe (2R) or a Light Melta Gun (4R, standard Plasma Gun rules but loses two power for each square after the first) + Power Sword (1R). Tactical weapons can be fitted with a Targeter and have a maximum movement of six.

Assault Marine: A heavy weapon is replaced with either a Plasma Pistol (2W, standard Plasma Gun rules but with a range of 12 squares), Flame Pistol (2W, shoots a 3x3 area within 12 squares of the centre square) or Las Pistol (2W, shoots a 2x2 area with at least one square within 12 squares and can shoot twice with one white die for each shot) and either a Power Axe (2R+2W), Power Fist (1R+4W) or Chain Sword (1R+2W, roll 1R separately when attacking a bulkhead in hand-hand and treat it as having 0AV can attack diagonally causing the opponent to roll one dice less).

Bolt Pistols, x2 Targeters.



BLACK TEMPLARS
The Black Templars are a descendant chapter of the Imperial Fists and are unusual in that they train their scouts by placing them in marine squads. This makes their squads more versatile but also makes it more difficult for the commander to coordinate them.


Rules
Instead of order cards Black Templars get one scout with a Light Bolt Gun and Chain Sword (move 8, AV1, hand-hand 1R treating bulkheads as having AV0 and can attack diagonally causing the opponent to roll one dice less, fire 2W with a maximum range of twelve squares, able to attack in between movement) at Sargent and an additional scout with a Light Bolt Gun and Combat Knife (move 8, AV1, hand-hand 2W, fire 2W with a maximum range of twelve squares, able to attack in between movement) for each of the next three ranks, the fifth and final scout is armed with a Hellfire Cannon and Combat Knife (move 6, AV1, hand-hand 2W, can fire as a Heavy Bolter or as a Missile Launcher, if fired as a Missile Launcher an entire turn has to be spent reloading before it can fired as a Missile Launcher again). Scouts take their turns before the rest of the squad.


Heavy Weapons
Plasma Gun, Assault Cannon, Flamer, Gauss Cannon, Melta Gun.


Equipment
Armour Of Faith: To be wounded in hand-hand during your own turn an opponent must beat the commander's AV as if you were being fired at.

Black Sword: Replaces the commander's Power Axe, attacks with 2R+3W (1R with Equipment Malfunction).

Power Suspensors: Marines (including the commander but not scouts) add one square to their maximum movement.

Suspensored Bolter Blades: Scouts with Light Bolt Guns fight in hand-hand with two extra white dice (Chain Sword still attacks bulkheads with 1R).

Holy Orb Of Antioch: Can be thrown by the commander without using an action attacking a 9x9 area in total, causing the damage rolled on 1R+1W on the target square, the damage rolled on the highest dice on the eight squares surrounding it, the damage rolled on the red dice on the surrounding sixteen squares, the damage rolled on the white dice on the surrounding twenty-four squares and the damage rolled on the lowest dice on the surrounding thirty-two squares. Targets that take up multiple squares are attacked multiple times if more than one square is in the area of effect. Discard after use.

Bolt Pistols, x2 Targeters.



DEATHWATCH
The Deathwatch are an elite organisation made up of chosen individuals from all of the chapters. This makes their squads slightly less coherent but they have access to unique and powerful weaponry.


Rules
Up to eight honour badges, one equipment card for each, trade in six for a promotion. Instead of order cards the Deathwatch choose another chapter of origin (not scout or terminator chapters) for one marine at Sargent and an extra marine for each rank after, and the commander as the fifth. They can chose one equipment card each from their respective chapters but it only applies to that marine and you can't have more then one marine from each chapter. If the equipment card replaces a Bolter from the origin chapter then it replaces a Guardian Spear and if it replaces a heavy weapon from it's origin chapter (including a specific heavy weapon) then it can replace any Deathwatch heavy weapon. If you're using Mission Dreadnought then you select a chapter and an equipment card for the two extra marines regardless of rank but those are the only two marines who can use the Mission Dreadnought weapons.


Commander Weapons
Omnissian Power Axe: 2R+1W + Deathwatch Shotgun: 2R+1W, fires in a cone shape 1, 3, 5, 7, etc pattern and attacks targets that are both in sight and in the area of effect, roll separately for each target, a target on the first row is hit with the total of the dice, targets in the second row are hit with one less power, targets in the third row with two less power, etc.

Xenophase Blade: 1R (2R+2W in total), during your own turn you attack with an extra red dice for every 2AV of the target and an extra white dice as well if their AV is an odd number + Deathwatch Power Fist: 1R+2W and fitted with a Light Melta Gun: 4R, standard Plasma Gun rules but loses two power for each square after the first.

Krixian Chainglaive: 4R, treats bulkheads as having AV0 and can attack diagonally causing the opponent to roll one dice less.


Marine Weapons
1-3 Guardian Spears: 3W in shooting and hand-hand and can attack diagonally causing the opponent to roll one dice less.

0-1 Techxorcism Gun: Heavy weapon, 2R, 4R against a mechanical target.

0-1 Atomizer Cannon: Heavy weapon, 4R, standard Plasma Gun rules but loses one power for every three squares traveled including the first.

0-1 Frag Cannon: Heavy weapon, 1R, +1W for each AV of the target, fires in a cone shape 1, 3, 5, 7, etc pattern and attacks targets that are both in sight and in the area of effect and has to roll under the target's AV to damage them, roll separately for each target, a target on the first square is hit with the total of the dice, targets in the second row are hit with one more power, targets in the third row with two more power, etc.


Equipment
Triflame Vambrace: The commander has a forearm mounted flame gun with a range of twelve squares and three modes of fire, Burst: Attacks a 3x3 area with 2W, Concentrated: Attacks a 2x2 area with 1R+1W, Wide: Fires in a cone shape with 2R in a 1, 3, 5 pattern. Doesn't count as your attack if you don't move during the same turn.

Infernus Heavy Bolter: One heavy weapon is replaced with a suspensored combi-weapon that can fire as a Heavy Bolter or as a Heavy Flamer (2R on a 3x3 area) and can move up to six squares. Becomes a standard Heavy Bolter with Equipment Malfunction.

Hellfire Flamer: One heavy weapon is replaced with a Hellfire Flamer that attacks a 4x4 area with 2R and can target out of sight squares as long as at least one of them is in sight, if any of the targets in the area of effect are a type of tyranid or genstealer then roll 4W and apply the total of the six dice to those targets. Becomes a standard Heavy Flamer with Equipment Malfunction.

Heavy Thunder Hammer: One Guardian Spear is replaced with a Heavy Thunder Hammer that attacks in hand-hand with 3R and can attack diagonally causing the opponent to roll one dice less. Can sacrifice the marine instead of attacking to hit all adjacent targets with the total of 4R+4W. Becomes a standard Thunder Hammer with Equipment Malfunction.

Blind Grenades, Melta Bomb, x2 Targeters: Can be fitted to the Infernus Heavy Bolter and/or Hellfire Flamer as well as the standard weapons.


Weapon Levels
Guardian Spear - L2: Can shoot the same target after attacking in hand-hand. L3: Can shoot and attack in hand-hand during the same turn.

Techxorcism Gun - L2: 4R+2W against a mechanical target. L3: 4R+4W against a mechanical target.

Atomizer Cannon - L2: Loses 1 power for every 5 squares traveled after the first. L3: Loses 1 power for every 8 squares traveled after the first.

Frag Cannon - L2: Can fire at a single target replacing the red dice with a white dice. L3: Can fire at a single target without rolling the red dice.

Deathwatch Shotgun - L2: Can fire at a single target with 3R+1W, -1 for each square after the first. L3: Can fire at a single target with 3R+2W, -1 for each square after the first.

Triflame Vambrace - L2: Can fire two modes and another gun if you don't move during the same turn. L3: Can fire all three modes and another gun if you don't move during the same turn.

Heavy Bolter - L2: Can fire twice at the same target if you don't move during the same turn. L3: Can fire twice and at separate targets if you don't move during the same turn.

Heavy Flamer - L2: The highest dice on the sixteen squares surrounding the nine target squares. L3: The total on the surrounding sixteen squares and the highest dice on the surrounding twenty-four.

Hellfire Flamer - L2: The highest dice on the twenty squares surrounding the sixteen target squares. L3: The total on the surrounding twenty squares and the highest dice on the surrounding twenty-eight.