Additional Rules Epic 40K - Imperial
Storm Squads Dark Talon Marines Only
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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.
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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.
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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, 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.
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Storm Squad
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Command: You must choose a commander
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0-1 | Chaplain (One stand - Hero) | 30 |
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Extra:
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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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Land Raider 1
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+45
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0-1 | Techmarine (One stand - Hero) | 30 |
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Extra:
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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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Land Raider 2
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+45
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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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Devastator Marine Squad (1 or 2 stands, Heavy)
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20 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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Land Raider 3
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+45
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1-2
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Whirlwinds
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26 each
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1
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Heavy Artillery (Basilisk)
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41
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1
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Siege Artillery (Manticore or Bombard)
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54
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1
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Hydra
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28
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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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1-3
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Marine Support Weapons
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18 each
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Extra:
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Rhino 4
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+7 each
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Chimera 4
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+14 each
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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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Land Raider 5
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+45 each
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1-2
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Land Raiders
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45 each
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1
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Leman Russ
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32
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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.
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Notes:
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1-3
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Choose one only
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4-5
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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 (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.)
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Special Rules
| Item | Rules |
| 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.
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| Techmarine |
The Techmarine is able to repair vehicles and get them running again. Any vehicle within
5cm of the Techmarine gains the Save ability.
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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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| Heavy |
Heavy Weapon stands add +1 to their Firepower, increase their range to 45cm and half their
Assault value (rounding up).
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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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