Additional Rules Epic 40K - Imperial
Fang Squads Dark Talon Marines Only
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Notes
OK, bear with me, this is a bit convoluted. I wanted to make my Marine force that little bit
different. I knew that I wanted a fairly restricted force, with no Imperial Guards, but the
problem was that I loved a couple of the Imperial Guard Artillery models. Also, I had an
irrational love for Razorbacks - for me they represent a wonderful tank, with a decent amount
of firepower and still the ability to transport a stand. To make matters more complicated,
I wanted to be able to use these units for most of my games, and be able to keep them out of
a game without messing up my entire force. So, I decided on a personal favourite plan of adding
a seperate detachment, which could then simply be disregarded when picking a force for games
where I didn't want, or was not able, to use the units.
In the end, I decided on two extra detachments, one dealing with the Imperial Guard Artillery,
leaving me the other to add more Razorbacks and other favourite things - including Leman Russ tanks,
which I also love. With the Artillery detachment, the Storm Squads, sitting at the back of the army,
I thought that it would be appropriate for the other detachment to be the assault detachment, with
the two working together. So, Fang Squads were born.
Then came the question of who to lead my detachment. I had already decided not to use a standard
commander, and after splitting up the characters and using the Chaplain and Techmarine for the
Storm Squad, I was left with the Librarian and Medic. This was perfect, as I could really see these
two characters leading the charge to take a vital tactical point, the Librarian destroying enemies
with psychic powers while the Medic patched up the wounded or delivered peace to those beyond his
help.
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Background
Dark Talons Fang Squads are designed for assault and boarding actions, as well as sweeping through
streets and restricted areas and securing them. The toughest warriors and equipment are combined together
to provide a hard hitting force, able to deal out a horrendous ammount of firepower and still handle
themselves in close combat against the toughest enemies. They rely on the support of their bretheren,
particularily Storm Squads, and so have limited heavy weaponry or anti-armour weapons, although
they do place emphasis on survivability, close combat firefights and weight of number of arms.
Fang Squads are normally lead by a Librarian, who is found at the front of the fighting, using his
psychic abilities to assault the enemy and protect the squad from fire. Also included in the squad is
a Medic, who is able to make sure that the force remains at its optimum level and recover the Gene-Seed
of the fallen.
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Using These Rules
These detachments are designed for Dark Talons Marines (my own Chapter), and while you may use them
you must get your opponents consent before you do, and let him know before he picks his army list. Be
aware that they may unbalance certain forces or scenarios.
To use this detachment, simply add it to the normal Imperial Army list and choose detachments made from
this list as normal.
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Fang Squad
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Command: You must choose a commander
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0-1 | Librarian (One stand - Hero, Psyker) | 35 |
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Extra:
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Jump Packs
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Free
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Rhino 1
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+7
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Razorback 1
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+15
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0-1 | Medic (One stand - Hero) | 30 |
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Extra:
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Jump Packs
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Free
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Rhino 2
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+7
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Razorback 2
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+15
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1
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Detachment HQ (See Notes)
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+25
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Main Force: Make up to 10 choices from the following list.
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1-2
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Assault Marine Squads (1 or 2 stands, Assault, Jump Packs)
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17 each
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Extra:
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Rhino 3
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+7
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Chimera 3
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+14
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Razorback 3
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+15 each
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1
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Terminator Squad (Save)
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19
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Extra:
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Rhino 4
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+7
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Chimera 4
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+14
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Razorback 4
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+15
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1-2
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Dreadnoughts
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27 each
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Extra:
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Rhino 5
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+7 each
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Chimera 5
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+14 each
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Support: Make up to 10 choices from the following list,
but you may not exceed the number of Main Force choices
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1-2
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Razorbacks
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15 each
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1-2
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Predators
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27 each
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1-2
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Vindicators
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22 each
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1-2
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Hellhounds
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12 each
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1-2
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Demolishers
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22 each
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Chain of Command: Librarian > Medic > Terminators > Dreadnoughts > Space Marines > Any Unit
Any part of this detachment can be designated HQ, subject to the chain of command. If the
original HQ is destroyed then the next unit in the chain of command becomes the new
HQ.
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Notes:
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1-4
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Choose one only
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5
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Choose one only. If more than one transport is required then all transports for
a single squad must be of the same type.
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Statistics
All of the statistics for these units can be found in the Epic 40K Armies Book. However,
I should just remind you that all Marine vehicles are Stubborn and all Marine infantry
are Stubborn and are able to Rapid Fire. Also, since these vehicles are crewed by
Marines, even those traditionally found in the Imperial Guard army list, they are all
Stubborn. (The fact that this ability is free is offset by the limited numbers and
types available.)
Also, if the detachment contains no vehicles (dreadnoughts are allowed) then it may
deploy from drop pods using the normal rules.
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Special Rules
| Item | Rules |
| Medic |
Any infantry stands (not Dreadnoughts) within 5cm of the Medic stand gain the Save ability,
as he sees to the wounded. However, stands which already have this ability gain no advantage
- no infantry stand can have two saves and there is only so much that he is able to do.
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| Stubborn |
Stubborn units may re-roll the dice for any failed leadership tests.
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| Rapid Fire |
Infantry with the Rapid Fire ability double their firepower when they are on overwatch.
Units with the Heavy Weapon specialisation lose the Rapid Fire ability.
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| Hero |
Heros have a Save and their assault value is doubled.
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| Psyker |
In close combat or a firefight, the side which has the most Psykers receives a +1 modifier. Psykers
are also able to use Fate cards.
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| Assault |
Assault units receive +1 to their assault value, but reduce their range to 15cm.
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| Jump Packs |
Jump Pack units double their speed during the Assault phase, and triple it if they charge into
close combat. They also jump over terrain and may ignore terrain as long as they dont end their
move in it.
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| Save |
Units with the save ability roll a dice for each hit taken, discounting it on the roll of a 4+.
Blast markers are still placed on units which make their save.
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Date: 30/04/2001
Feedback on these rules: cybershadow@epic40k.co.uk
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