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INDEX: ASTARTES

Welcome, brother, to the Battle Company unofficial supplement for Codex: Space Marines. This document will enable you to field a Battle Company of Space Marines in a way that should hopefully make it more of a viable option. A pure Battle Company has access to powerful specialist maneuvers and strategies that change a collection of squads into an army that actively co-operates within its constituent parts. However, be assured that this doesn't mean abandoning your vehicles or your veterans, as they can still be brought to support the main Battle Company. This list functions as a way to shift the spotlight to the basic and often much neglected basic Marines of the Codex. I hope this document is to your liking, and may it bring you a decent win ratio! Composition A Battle Company army is built as follows: You must take one Captain and two Tactical Squads base. For every 2 Tactical Squads taken you may take 1 Assault or Bike Squad, 1 Devastator Squad and 1 Support Unit. You must take one Captain and two Tactical Squads base. For every 2 Tactical Squads taken you may take 1 Assault or Bike Squad and 1 Devastator Squad. For every 15 Tactical Marines taken, 1 Support Unit may be added, up to a maximum of 4 at 60 Marines and beyond. Any non-HQ unit in the Space Marine Codex not mentioned in this section can be taken as a Support Unit. Special and Combined Maneuvers A number of Battle Company units have access to special maneuvers. These can be used as long as the squad Sergeant is still alive. They can be used in the Shooting Phase by passing a Leadership check so long as: The unit has not already shot, ran or performed another Maneuver of either type. The unit is not pinned. The unit is not locked in combat.

Once the test is passed, the maneuver is immediately carried out and the squad may not act further in that phase. In addition to these, there are a number of maneuvers that can only be done with two units. These are also performed in the Shooting Phase so long as both squads used in the maneuvers pass a Leadership check, meet the normal conditions and meet the unit requirements of the maneuvers. All Maneuvers are covered in more detail in the following sections. Know this, son of Guilliman. The father of our Chapter watches over us always. He knows your soul, your strengths and, aye, even your doubts. The chain of command must not be broken or we are nothing. Discipline and order are everything on the battlefield and the army that lives by that credo will always triumph. -Marneus Calgar, Chapter Master of the Ultramarines

ANGELS OF DEATH
ADEPTUS ASTARTES BATTLE COMPANY
by Master Bryss

Special Maneuvers Tactical Advance: The Tactical Squad advances steadily in the face of the enemy. The squad moves forward 4 and all models with Bolters or Heavy Bolters gain the Relentless special rule this turn. A squad performing Tactical Advance cannot be Pinned in the next enemy turn. Assault Jump: The Assault Squad leaps into the ranks of the enemy, sowing confusion and commencing a brutal attack. The squad makes a 12 charge into an enemy unit, ignoring the effects of cover and Difficult Terrain. Focused Fire: The Devastator Squad pours firepower into one exact location. All weapons in the squad become TwinLinked and members add +2 to their Ballistic Skill for the purpose of scatter reduction. Combined Maneuvers Flush Out: One squad uses grenades to draw the enemy out of their fortified position, allowing another squad a clear shot. This manoeuvre requires one Tactical, Assault or Devastator Squad within 6 of an enemy unit and any other Tactical, Assault or Devastator Squad. The squad within 6 of the enemy unit fires the equivalent of a Frag Missile at the enemy squad. After that, the other squad shoots them normally, ignoring cover saves. If any enemy models are left alive, they take a Pinning check at -2. Crossfire: Two squads fire simultaneously on one enemy unit. This maneuvers requires two squads, which must be either Tactical or Devastator Squads Select one of the two squads to shoot with. Their weapons count as twin-linked and any weapons under S6 gain +1 to their Strength that turn. Pincer Strike: Two squads envelop an enemy unit to prevent it from escaping. This maneuvers requires two squads, which must be either Tactical or Assault Squads Both squads charge the same enemy unit. They count as having Furious Charge, and if they win combat and the enemy unit is reduced to below the number of Marines left, the enemy unit counts as Trapped! by default, and must be destroyed.

Only a madman knows no fear. A warrior knows what fear is, he feels it in his stomach, he understands fear better than any other mortal can. What makes us strong is that we have conquered fear, overcome it not once but many times, over and over again, until the process has become instinctive. but no matter how many battles you fight and how many victories you win, your fear will never completely leave you. Learn to live with that fear. Learn to master your fear. But never forget that there are things in this universe that even you cannot face and live, abominations so terrible that their very appearance will sear the flesh from your face and shrivel your eyes. Such things cannot be fought, and to confront them would be nothing but a futile waste of life. In those situations remember your vows to serve the Emperor, and remember also that you serve him best alive and not sacrificed upon the altar of vain glory. -Memorum Libris de Petronius Caligarus, Ultramarines Captain

Take It Out!: Two squads leap at a large target in order to cripple it. This maneuver requires two Assault Squads. Both squads assault an enemy vehicle or a monstrous creature. One squad may use its krak grenades or one melta bomb if the Sergeant has them, against the target, automatically hitting. New Units The following section covers two new units intended to shift the focus of this supplement to cover the 8th and 9th companies respectively, and is followed by a guideline of changes to existing units while using this supplement.

Publius Arcturus, 8th Company Captain of the Sons of Orar WS BS S T W I A LD SV 6 5 4 4 3 5 3 10 3+ Cost: 163 points Unit Composition: 1 (Unique) Unit Type: Jump Infantry Wargear: Power Armor, Jump Pack, Iron Halo, Thunder Hammer, Bolt Pistol, Melta Bombs, Frag and Krak Grenades Special Rules: And They Shall Know No Fear, Combat Tactics, Assault Company, War-Forged Veterans Assault Company: Chapters that adhere to the Codex Astartes such as the Sons of Orar maintain one full company of Assault Marines. In an army led by Arcturus the roles of Tactical and Assault Marines are switched. This means you must take two squads of Assault Marines base, and for every two Assault Squads taken one Tactical Squad, one Devastator Squad and one Support Unit can be taken. War-Forged Veterans: Arcturus is accompanied by the best of the 8th Company. Two Assault Squads in an army containing Arcturus may take one of the following special rules; Fleet, Rending, Preferred Enemy, Scout.

Tellus Argentus- 9th Devastator Company, White Consuls WS BS S T W I A LD SV 6 5 4 4 3 5 3 10 3+ Cost: 140 points Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: Power Armor, Iron Halo, Combi-Plasma, Bolt Pistol, Chainsword, Signum, Frag and Krak Grenades Special Rules: And They Shall Know No Fear, Combat Tactics, Assault Company, War-Forged Veterans Devastator Company: Chapters that adhere to the Codex Astartes such as the White Consuls maintain one full company of Devastator Marines. In an army led by Argentus the roles of Tactical and Devastator Marines are switched. This means you must take two squads of Devastator Marines base, and for every two Assault Squads taken one Tactical Squad, one Assault or Bike Squad and one Support Unit can be taken. Sharpshooters: Arcturus is accompanied by the best of the 9th Company. One Devastator Squad in an army containing Arcturus may take one of the following special rules; Relentless, Tank Hunters, Stealth, Scout.

Changes to Units The Captain: Unchanged and may take a Command Squad as normal. Command Squad: Gain three new options, as follows: The entire squad may be given Jump Packs for +50 points. The squad may be accompanied by a Chaplain for +80 points. The squad may be accompanied by a Librarian for +100 points. Cato Sicarius 2nd Company, Ultramarines: Cost decreased to 160. The Talassarian Tempest Blade is replaced with a Power Sword. The Mantle of the Suzerain is replaced with Artificer Armor. Battle-Forged Heroes can be used on two Tactical Squads. Rites of Battle can be used when testing for Tactical and Combined Maneuvers

Questions and Answers Headquarters Units as Part of A Command Squad: Any HQ unit that buys or is part of a Command Squad must remain with the squad until all other members die. They can be singled out in combat in the same way as if they were normal Independent Characters. Tactical Squad: Yes, why wouldnt they? Theyre Captains. Gains the Tactical Advance maneuver* A Tactical Squad of 9 models or less may purchase 1 Special or Heavy Weapon for the listed cost plus an additional 5 points. Why dont Sicarius, Arcturus and Argentus have too much snazzy gear? I wanted the focus to be on the squads, not the characters. Do you have any serious, intelligent questions? Yes, why are you answering questions you wrote yourself in such a sarcastic manner? As a parody of some of the silly things asked in GW FAQs. Why are there no Maneuvers for Bikes? Bike armies are good enough already. If Pincer or Assault Jump is used, and one or both squads fail to charge an enemy in Difficult Terrain, or are out of charge range, what happens? If either squad fails to reach the enemy, the maneuver fails, and they are free to act as normal that Shooting Phase. However, they cannot try to charge the same unit again in the Assault Phase, nor can they try another Maneuver. Does taking Sicarius, Arcturus or Argentus count as the compulsory Captain in the army? Yes, why wouldnt it? Theyre Captains. Can Sicarius, Arcturus and Argentus take Command Squads?

Assault Squad: Gains the Assault Jump maneuver

Devastator Squad: Gains the Focused Fire maneuver The cost of all heavy weapons is reduced by 5 points, with the exception of the Lascannon, which is reduced by 10

Rhino: Cost increased to 40.

Razorback: Cost of all weapon upgrades reduced by 5, with the exceptions of the Twin-Linked Heavy Flamer, which becomes free, and the Lascannon and Twin-Linked Plasma Gun, which is increased by 5.

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