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Old 04-19-2007   #1 (permalink)
Adeptus Arbrites
 
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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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Old 04-20-2007   #2 (permalink)
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you cant use them in tournaments, but in normal pick up games its fine, but you should either tell your opponent you are using a non-standard list or ask his permission.

several problems with your list
are the cursed knights stand alone HQ? i think they would be like a command squad, and you have to use them with an independant character.
for the 2nd tactical squad, i would use a missle launcher on them instead. its more versitile, and if you used it against a heavier tank the rest of the squads firepower would be wasted. also, missle launchers are cheaper.

for the devestator squads, i would use all missle launchers. again, more versitile and also for the melta you have to get close. missle launchers have much longer range.
if you use a meltas in a devvy squad you should use all 4 at once. i would put them in a razorback with lascannons. much more useful, as they can rocket across the board and the razorback can always plug away with the lascannons.

finally, you should use power of the machine spirit with your vindicator. you can always fire the ordanance weapon then, and the BS2 of the machine doesnt affect the ordanance.
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