Legions Of The Drunk, The Stoned & The Fearful

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Legions Of The Drunk, The Stoned & The Fearful

Gold Bearer
LEGION OF THE DRUNK

Founding Chapter: Legion Of The Sloshed
Founding: The Silly Founding
Known Descendants: None
Chapter Master: Beerus Guttus
Homeworld: New Ireland
Fortress-Monastery: The Sacred Brewery
Colours: Dark Puke Yellow
Specialty: Getting Drunk
Strength: 1000 but only 500 at any one time, others are asleep.
Battle Cry: "Shurrender or die!"

Move 6/AV2 (Power Armour), 2W in hand-hand.

Rules
Squad members can't move diagonally and can't move more than three squares in a straight line unless they're next to a wall that they can lean on. At the start of every turn but after you decide if you want to use an order, roll a red and a white dice, if the white dice scores highest then all dice that don't roll zero this turn must be rerolled once before applying other rerolls. Six marines in a squad including the commander or eight marines including the commander if played using Mission Dreadnought. All nine standard heavy weapons are available to the legion.

Orders
x2 Move It, x2 Fire.

Equipment
Heavy Electro-Cannon: Commander shoots with 3R using Electro-Cannon rules, Equipment Malfunction turns it into a normal Electro-Cannon.
x2 Caffeine Injectors: These can be played to ignore a sobriety failure.
Bolt Pistols, Blind Grenades, Melta Bomb, x2 Targeters.


LEGION OF THE STONED

Founding Chapter: Legion Of The Herb
Founding: The Silly Founding
Known Descendants: None
Chapter Master: Scruffus Hippedus
Homeworld: New Jamaica
Fortress-Monastery: The Righteous Hemp Factory
Colours: Copper (not shiny enough to be a distraction)
Specialty: Getting High
Strength: 1000 but only 250 at any one time, others are asleep.
Battle Cry: "I'm Hungry!"

Move 6/AV2 (Power Armour), 2W in hand-hand.

Rules
At the start of every turn but after you decide if you want to use an order, roll a red and a white dice for each squad member, if the white dice scores highest then they miss their turn as their mind wanders. Six marines in a squad including the commander or eight marines including the commander if played using Mission Dreadnought. All nine standard heavy weapons are available to the legion.

Orders
x2 Move It, x2 Fire.

Equipment
Pipe: The commander can reroll any dice this turn (can reroll any amount but at the same time) before applying other rerolls, discard after use.
Bong: The commander and any adjacent (including diagonally) marines when the card is played can reroll one dice this turn (or two at the same time if they already have a reroll), discard after use.
Hash Tablets: All marines (not the commander) can reroll any dice rolls this turn (must reroll all the dice) before applying other rerolls, discard after use.
Bolt Pistols, Blind Grenades, Melta Bomb, x2 Targeters.


LEGION OF THE FEARFUL

Founding Chapter: Legion Of The Spooked
Founding: The Silly Founding
Known Descendants: None
Chapter Master: Greatus Cowardus
Homeworld: New Switzerland
Fortress-Monastery: The Impenetrable Safe-House
Colours: Bright Yellow
Specialty: Running Away
Strength: 1000 but only around 125 at any one time, others are cowering at home.
Battle Cry: "No foe is too swift to run away from if you start at a great enough distance! "

Move 6/AV2 (Power Armour), 2W in hand-hand.

Rules
At the start of every turn but after you decide if you want to use an order, roll a red and a white dice, if the white dice scores highest then all squad members must move as far as possible away from the highest value enemy in their line of sight and the closest one if two or more of the same value are in their line of sight (decide one randomly if they're the same distance away) and can't attack this turn. Six marines in a squad including the commander or eight marines including the commander if played using Mission Dreadnought. All nine standard heavy weapons are available to the legion.

Orders
x2 Move It, x2 Fire.

Equipment
Explosive Heavy Bolts: Heavy Bolter shoots with 1R+3W.
Explosive Bolts: All marines armed with a Bolters shoot with 3W.
Power Converters: Any marines (including the commander) are able to add two squares to their movement if they perform no other action during the turn (has to be used when they flee).
Bolt Pistols, Blind Grenades, Melta Bomb, x2 Targeters.