Additional Rules
Epic 40K - Imperial

Storm Squads
Dark Talon Marines Only



Back To The Main Page
Back To Additional Rules



Notes

I was faced with a problem when starting to collect Marines. I knew that I only wanted Marines (I couldn't face painting all those Guards and I simply don't like the way they play so much), except that I really like a few of the Guard artillery models - in particular the Basilisk and Hydra. I couldn't believe that humanities finest warriors would leave themselves so vulnerable and out-classed with respect to air attacks and heavy weaponry. Fine, they are supposed to be a lightening strike force, but they should have a way of covering their advance, no matter how fast it is.

So, I decided to construct an artillery detachment for my Marines. Allowing me to field those units available to other Imperial players as Guard allies, but letting me have them without worrying about the Guards themselves. Now, before people start screaming about how this gives all of the advantages without the disadvantages, I am not simply using the Imperial Guard artillery detachment. I felt that although these vehicles should be available, they would be in more limited numbers. I didn't want them to take over.

This left me with the outline of my new detachments, Storm Squads, but I wanted something to make it a bit more different. Looking at the Marine plastic characters available, I decided to split them up, instead of putting them all on a single command base. I didn't want a normal commander, and I felt that a Librarian would not be appropriate sitting with the Artillery. The perfect choice was a Techmarine, and I wanted a second command stand, in keeping with the other detachments. Then I saw the Chaplain. Suddenly I had the image of a Chaplain standing on the brow of a hill, screaming retribution at the enemy while behind him the Artillery send thundering shells skywards. I was hooked on that vision alone.

Background

The Dark Talons are a remote and low profile Chapter, specialising in street fighting and boarding actions. However, they are a self-contained force, and have units designed to take the battle to whatever situation or warzone is necessary. One of these unit types are Storm Squads. These squads are designed to suppress enemy fire, allowing other units to advance while being covered from air attack and other enemy support.

The Dark Talons keep a number of standard pattern Imperial artillery vehicles and tanks which outsiders are never allowed to inspect, freely mixing traditionally Imperial Guard equipment with more standard Marine equipment, and so no-one really knows how many are in their care. The Chapter is extremely devotional, and the Chaplains are given the position of spotters and battlefield observers, directing the fire and advising squads in the thick of the fighting. These Chaplains are somewhat of an enigma to outsiders. All other Marines are almost completely silent, never speaking, even in the heat of battle and possessing an almost telepathic ability to function as a unit. However, the Chaplains are known for their fanatic cries, sometimes heard even above the roar of the artillery, calling down damnation and retribution on all enemies of the Chapter. Additionally, the Chapter has a large number of Techmarines who continuously maintain the vehicles and adjust and improve whenever they get the opportunity.

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, and they may not be taken if your force includes and Imperial Guard detachments (Imperial Guard Infantry, Imperial Guard Tank, Imperial Guard Artillery, Imperial Guard Super Heavy Tank or Imperial Guard Bodyguards with the Supreme Commander).

To use this detachment, simply add it to the normal Imperial Army list and choose detachments made from this list as normal. No more than half your armies detachments may be Storm Squads.

Storm Squad
Command: You must choose a commander
0-1Chaplain (One stand - Hero)30
Extra: Rhino 1 +7
Razorback 1 +15
Land Raider 1 +45
0-1Techmarine (One stand - Hero)30
Extra: Rhino 2 +7
Razorback 2 +15
Land Raider 2 +45
1 Detachment HQ (See Notes) +25
Main Force: Make up to 10 choices from the following list.
1-2 Devastator Marine Squad (1 or 2 stands, Heavy) 20 each
Extra: Rhino 3 +7
Chimera 3 +14
Land Raider 3 +45
1-2 Whirlwinds 26 each
1 Heavy Artillery (Basilisk) 41
1 Siege Artillery (Manticore or Bombard) 54
1 Hydra 28
Support: Make up to 10 choices from the following list, but you may not exceed the number of Main Force choices
1-3 Marine Support Weapons 18 each
Extra: Rhino 4 +7 each
Chimera 4 +14 each
1-2 Dreadnoughts 27 each
Extra: Rhino 5 +7 each
Chimera 5 +14 each
Land Raider 5 +45 each
1-2 Land Raiders 45 each
1 Leman Russ 32
Chain of Command: Chaplian > Techmarine > Dreadnoughts > Land Raiders > Space Marines > Leman Russ > 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.
Notes:
1-3 Choose one only
4-5 Choose one only. If more than one transport is required then all transports for a single squad must be of the same type.

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 (since Heavy stands lose Rapid Fire, only the two commands stands posses this ability). 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.)

Special Rules

ItemRules
Chaplain A Chaplain may remove one additional blast marker from its detachment in the end phase, as he provdes a focus for the troops and clears their doubts and worries.
Techmarine The Techmarine is able to repair vehicles and get them running again. Any vehicle within 5cm of the Techmarine gains the Save ability.
Stubborn Stubborn units may re-roll the dice for any failed leadership tests.
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.
Hero Heros have a Save and their assault value is doubled.
Heavy Heavy Weapon stands add +1 to their Firepower, increase their range to 45cm and half their Assault value (rounding up).
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.

Top of Page

Date: 30/04/2001
Feedback on these rules: cybershadow@epic40k.co.uk