
"The only justifiable risk is one that can do more harm to the enemy than it can to you. All risks must be calculated in your favour. Otherwise you are fighting for the enemy!"
Tactica Imperium
subplots scenarios house rules dangerous plants
Here is the beginning of a new section, the home- brewn special characters. For a start, I put up these few rules. The stats here have been playtested and found playable. Please send in your own characters, adjustments,... em@il And always remember to ask your opponent before the battle if you want to take one of these.
Scout Sergeant Cardicus
Cardicus was not created by me, but I liked him so much I just had to include him here.
| Troop type | M | WS | BS | S | T | W | I | A | Ld | Pts |
| Cardicus | 4 | 6 | 6 | 4 | 5 | 2 | 6 | 2 | 10 | 114 |
Cardicus does not make break tests and is immune to psychology. However, if a squad that he is leading breaks and runs, he must follow them, but is not required to take the same movement and can instead take a normal move in an effort to provide cover. Cardicus can act as a leader, but may only lead marine scout squads. In addition, any scout squad that Cardicus leads, may purchase chameleoline for everyone in the squad at a cost of 10 points per model.
| Troop type | M | WS | BS | S | T | W | I | A | Ld | Pts |
| Feron | 4 | 6 | 6 | 5 | 5 | 2 | 6 | 2 | 10 | 90 |
| Bodyguard | 4 | 5 | 5 | 4 | 4 | 1 | 5 | 1 | 9 | 40 |
Special: Feron can carry on fighting if flamed, although he takes hits as normal. Feron may be escorted by a personal bodyguard of up to 5 Veteran Tactical Marines at the cost of 40 points per model. Each of these may have a special weapon or wargearcard at an additional +5 points per Marine (plus points for weapon / card). Their points value is payed from the squad section of the army.
Special II: At an additional 30 points Feron can wield the "Might Of Sanguinius". It is a special Power Axe bestowed upon mighty Champions of the Blood Angels. it has the following characteristics: always hits with Str. 6 and Savemod. -3 even if single- handed. Can only be parried if opponent discards parrying weapon afterwards.
MARSHALL RULE
The Marshall rule can only be given to a normal trooper, no character model may be chosen. Only one Marshall can ever be in one army. The Marshall cost triple the points of the normal trooper
| Troop type | M | WS | BS | S | T | W | I | A | Ld | Pts |
| Marshall | same as model he replaces | Pts x3 | ||||||||
Special: Whenever the Marshall is hit, roll a D6. On a roll of 3+, the Marshall laughs loudly at his enemies and shrugs off any ill effect. This refers to any effect, not just normal hits. Even weapons which would normally kill the Marshall without needing to roll will only kill the Marshall on a 3+ (remember the Terminator? Conan? John Wayne? Jackie Chan? Leo [Matrix]? Heroes never die!). The Marshall will never run away from an enemy, even if he´s broken or if he failed a psychology test. In these cases he will just stay where he is, facing the enemy.
Note: The Marshall counts as having moved in his turn if he saved in his opponent´s last turn (heavy weapon marshall, heh?!)
If any situation occurs in which you´re not sure, what to do, try and think: "What would the Marshall do?"
"In an army balance is the key to success. A commander who puts his faith in heavy weaponry alone will be outmanoeuvred. A commander who relies on close combat without suport will lose his force to enemy fire. Each element must work in harmony, so that the effectiveness of the army is greater than the sum of its parts."
Tactica Imperium
© ´02 by der HeXeR
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