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Old 04-19-2007   #1 (permalink)
BrainDeleted
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Default Cursed Founding Marines

Lamenters 1500 points

HQ:320

Cursed Knights=320 points
10 Cursed Knights with Bolt pistols and Close Combat Weapons
Cursed Knight Champion with Combat Shield,Plasma Pistol,Power Weapon,and Melta Bombs

Elites:170

Abominations=170 points
10 Abominations

Troops:463

Tactical Squad=146 points
7 Marines
Missile Launcher
Plasma Gun

Tactical Squad=151 points
7 Marines
Lascannon
Plasma Gun

Tactical Squad=166 points
7 Marines
Plasma Cannon
Plasma Gun

Fast Attack:230

Land Speeder Squadron=230 points
2 Land Speeder Tornadoes with Heavy Bolters and Assault Cannons
Land Speeder Typhoon with Heavy Bolter

Heavy Support:316

Devastator Squad=188 points
6 Marines
3 missile Launchers
Multi-Melta

Vindicator=128 points
Smoke Launchers

Total=1500 points

Chapter approve rules for Cursed Founding Chapters and Lamenters:

HQ: 0-1 Cursed Knights, Commander, librarian, Chaplain, Command Squad
Elites: Dreadnought, Abominations, 0-1 Terminator squads, 0-1 Terminator Assault squads
Troops: Tactical Squads
Fast Attack: Assault Squads, 0-1 Bike squadrons, 0-1 Land Speeder Squadrons
Heavy Support: Devastators, 0-1 Vindicators, 0-1 Predator Destructors, 0-1 Predator Annihilators, 0-1 Whirlwinds
No Razorback Transports, Terminator Command Squads, or Land Raiders

Ill Fated: Cursed Founding Chapters don't get the "And they shall know no fear" rule

Outcasts: May not use heroes of the Imperium, grey knights, death watch, or assassins as allies

Lamenters Chapter Trait
Aura of Doom: Any enemies wishing to charge models with this trait must first pass a Leadership test if fail they may not charge the model that turn but may chose a different target to charge, units that automatically pass leadership tests ignore this

ok rules for abominations and cursed knights as chapter approved:

Cursed Knights:

5-10 per squad armed with bolter or bolt pistol/ccw
same options as a tactical squad, May upgrade 1 member to Champion at +10
Champion may choose from codex SM armory
Can be transported in a rhino.
"And they shall know no fear" Cursed knights get this rule
Genetic Corruption: Cursed knights don't get a chapter trait but at the beginning of the first turn roll a D6 the results are as follows:

1=make an armour save for each knight those who fail die the rest are a +1 strength for the rest of the game

2-5=all knights are at +1 strength and initiative for the rest of the game

6=all knights are at +1 strength, attack, and initiative for the rest of the game but count as dead for victory points

Abominations:


5-10 per squad armed with bolter or bolt pistol/ccw, automatically have the chapter trait at no extra cost
Fearless
Death Spasm:every time a '6' is rolled to hit in close combat you must make an additional attack and keep going as long as you roll '6's, but if any of the extra attacks rolls a '1' to hit then the attack is inflicted against the abominations instead of the enemy

None of these rules are legal but so what the guys I play with are fine with the rules I just like them cause they make SM more interesting for me to play so any comments?

Last edited by Lord Commander Erus..; 04-19-2007 at 04:08 PM. Reason: Posted too specific of information on stats and pts. values
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