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Warhammer 40,000 Codex: Kinghts Radiants (As Space Marines)


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I'll be posting units here whenever I manage to come up with halfway decent stats. Commentary and criticism are not only welcome but requested. And probably necessary.

First up are Devastator Marines Dustbringers

Cost: 100 Points.
Unit Composition: 4 Dustbringers, 1 Dustbringer Sergeant

Stats:

WS: 4
BS: 4
S: 4
T: 4
W:1
A: 1
Ld: 8 (9 Sergeant)

Wargear:
Power Armor
Bolterguns
Bolt Pistols
Frag Grenades
Krak Grenades
Signum (Sergeant)
Special Rules:
Immortal Words
Brotherhood of Psykers (Mastery Level 1)
Combat Squads

Psyker:

Dustbringer Squads generate their powers from the Pyromancy, Telekensis, and Dustbringer (Division/Friction) Disciplines

Options:

May take up to 5 additional Dustbringers...............20 pts/model
Up to 4 Dustbringers may take Weapons From the Heavy Weapons List
For every 2 extra Dustbringers purchased, 1 additional Dustbringer may buy Heavy Weapons
The Squad may upgrade to Mastery Level 2.........30 pts
The Dustbringer Sergeant may take melta bombs.Free
The Space Marine Sergeant or Veteran Sergeant may replace his boltgun with a
chainsword ............................................................Free
The Space Marine Sergeant or Veteran Sergeant may take items from the Melee
Weapons and/or Ranged Weapons lists................Free
The unit may select a Drop Pod, Rhino, or Razorback as a Dedicated Transport.

Special Rules:

Immortal Words: Not really sure what this will do yet, but it needs to replace Chapter Tactics and And they Shall Know No Fear, so it better be pretty good.

Dustbringer Powers (Under Construction):

1. Spatial Funnel (Warp Charge 1): Channeling the power of Division to split space, a tunnel is created that make it easier to aim weapons at range. Increases the units Ballistic Skill by one, and increases the range of its shooting attacks by 50%.
2. Divide and Burn (Warp Charge 2): Shooting Witchfire. May use either of 2 fire modes listed below. For every 3 (or 4) models in the squad, an additional shot is fired using the same profile.
• Blaze: Assault 1 S5 AP3 Large Blast 24'' Range
• Lance: Assault 1 S10 AP2 36'' Range

Edited by Heir of the Void
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Windrunners (Assult Marines) - 110 Points

 

Jump Infantry

 

Sargent is Jump Infantry (Charater)

 

Stats:

WS: 4
BS: 4
S: 4
T: 4
W:1
A: 1
Ld: 9 (10 Sergeant)

 

Wargear:
Power Armor
Bolterguns
Bolt Pistols
Frag Grenades
Krak Grenades

Special Rules:
Immortal Words
Brotherhood of Psykers (Mastery Level 1)
Combat Squads

Bulky

 

Psyker:

Dustbringer Squads generate their powers from the Biomancy, Telekensis, and Windrunner(Gravity/Pressure) Disciplines

 

Options:

May take up to 5 additional Windrunners................................................22 pts/model

The Squad may upgrade to Mastery Level 2..........................................30 pts

May upgrade the Space Marine Sergeant to a Veteran Sergeant...........10 pts

Up to two Winrunners may replace their bolt pistols with one of the following:
- Flamer...................................................................................................5 pts/model
- Plasma pistol.........................................................................................15 pts/model

The entire squad may remove their jump packs, changing their unit type to Infantry.
The Space Marine Sergeant or Veteran Sergeant changes his unit type to Infantry
(Character) instead. They may then take a Drop Pod or Rhino for free as a Dedicated
Transport.

 

Windrunner Powers (UNDER CONSTRUCTION):

1: Gravity Charge: Increases Charge Distance by d6 inches, and the squad gains Hammer of Wrath, +1 Attacks, and +1 initiative.

2: Full lashing: This unit gains +3 initiative and during the Fight Sub-phase (NEEDS MORE BENEFITS)

3: Reverse Lashing: All shots fired at this unit this turn are Snap Shots. A template that would cover the squad scatters an extra 2''.

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Looks good so far, maybe limit their powers to just the ones from their order so that they fit the theme a bit better.

 

Related: here's my current Space Marine commander, Brother Captain Kaladin (the dots on his forehead are supposed to be the Ork glyph for slave)

sml_gallery_12133_6_7394.jpg

 

Looks awesome.

As for limiting their powers, I considered that, but given that Taticals, who are squires who have not yet chosen an order, roll on the basic tables in the BRB, I though that it would make more thematic sense for them to have the option to roll of the general tables.

However, I'm trying to configure the power tables for each order such that you would want to roll on them at least once, because you're garrenteed to get a useful power; for example, Spatial Funnel is always useful to Dustbringers, as they should be trying to shoot every turn. I'm also trying to create the power charts for each order, if you missed the association thread, this is how the orders corrspond to the roles in a Space Marine force:

Truthwatchers: Apothecaries

 

Skybreakers: Bikers

 

Lightweavers: Chaplains

 

Elsecallers: Librarians

 

Stonewards: Terminators

 

Willshapers: Scout Commanders

 

Dustbringers: Devastator Marines

 

Windrunners: Assault Marines

 

Edgedancers: Vehicle Commanders Pilots

 

Bondsmiths: Techmarines

 

If you have any ideas for powers for any orders, please post them.

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