Space Marine Codex
Edition
History |
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Organization |
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Army List |
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Special Rules |
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Armory |
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Credits |
The
Storm Lord's are a second founding chapter of the illustrious White Scars Space
Marines. Created directly after the Horus Heresy, the Storm Lords initially
took on black amour with the icon of a lightning bolt on their left shoulder
pad. Using similar fast attack techniques as the White Scars, they were immediately
sent to harass the Chaos forces retreating to the Eye of Terror. More than once
they came up against mighty Chaos strongholds, especially those of the Iron
Warriors. Under these conditions, the lightning strikes their forefathers were
famed for were of little use, and the Storm Lords broke against enemy citadels
like waves against cliff faces.
Out
of necessity, the Storm Lord changed their tactics. The larger attack bikes
and different variations of land speeder overshadowed the regular bikes.
Melta weapons became widespread due to the damage they could do even
the strongest barricades, their shortened range negated by mounting on the nimble
vehicles the Storm Lords use. With the greater firepower that the melta guns
provided, matched to the stronger attack bikes and speeders, the Storm Lords
soon found enemy units and fortifications crumbling against their assaults.
Their
successes with melta weapons became contagious, and it is rumored that the Storm
Lords have a defect in their gene seed that that makes these a preferred weapon,
much as the Wulfen defect exists in the Space Wolves.
As such, melta weapons are found in almost every unit, and in every possible
configuration for vehicles.
And
so they have continued to this day. The Storm Lords have become masters of shock
assaults on enemy positions, and in addition are very capable at anti-armor
operations. All of their units are fully mobilized, allowing them to quickly
reach areas that are unexpected, and penetrate quickly into an enemy’s rear.
Common missions for the storm lords include pacification of rebel Imperial
Governors and the destruction of traitor Marine citadels.
Owing
to their fast striking fighting style that precludes the use of standard issue
heavy support weapons, the Storm Lords are not well equipped to handle large
masses of foes. This was clearly demonstrated at the Battle of Kharg, where
Ork Waaaagh Morsnik destroyed the entire 4th Brotherhood (the Chapter Master
at the time ordered his own execution without honors).
This similar handicap shows itself in defensive missions, a position
that is not well suited to the Storm Lords rapid assault style.
During the recent war on Armageddon, the 3rd and 7th Brotherhoods
were wisely held as a reserve force, crushing and stopping the ork invaders
in a series of violent strategic counter attacks.
The
Storm Lords are based on the Death World of Sandcaster.
Sandcaster is a mixture of volcanic mountain regions, and thick carnivorous
jungle. There is a single, very heavily fortified hive called Epsilon located
in the largest jungle area of the main continent. The worst punishment that
can be delivered in Epsilon hive is to be thrown over the walls into the jungle.
The Storm Lords operate a stronghold that is located deep under the North Pole,
where basic training is conducted, and operations organized.
An
arid desert planet, Murnuth II, (located in a nearby system), is used as well
to complete their specialized bike, and scout training.
Murnuth II is also known in the system as a prison world.
Potential
Storm Lord Space marines are identified by the chaplains though a variety of
means including personal observation, and almost all of them come from Sandcaster
itself (there have been a few extraordinary cases, such as the individual known
as Cheritus, who was chosen from the planetary defenders of Armageddon). New
entrants must serve time as a scout first before being accepted as a full marine
and being granted the gene seed implant. To become a Scout, the Neophyte must
survive 2 weeks on Murnuth II without any supplies or weapons. Given the bloodthirsty
and deranged inhabitants of the prison world, this can be rather difficult.
If they survive this, they are accepted into the Scouts, and the first series
of training and implants are carried out.
Scouts
serve for a period of 5 years, after which if they have proved their worth,
they may make the attempt to become a fully-fledged Marine. The test for this
stage is simple, they must make their way unaided from the central Hive Epsilon
to the entrance to their subterranean stronghold, a distance of 3,000 imperial
miles, with nothing more than a bolt pistol and close combat knife.
Upon their safe arrival, they are welcomed as marines, and the gene seed
implantation process commences. The survival rate for is much higher for potentials
on the desert prison world of Murnuth II than in the jungles of Sandcaster.
The
Storm Lords have abandoned some of the traits of their White Scar predecessors.
While they still revere Jaghatai Khan, they no longer ritually scar themselves
for initiation as the White Scars do. The Storm Lords have also forsaken most
forms of heavy support as they find them too slow, while the White Scars’s inventory
still shows armor and artillery support.
One of the little idiosyncrasies the Storm Lords have picked up is that the skull banner poles on their bike are all facing backwards. No one has ever asked a Storm Lord why this is, and they do not seem to be inclined to talk about it.
The
Chapter is divided into ten Brotherhoods, with the 1st Brotherhood representing
a Veteran Company, and the 10th operates in a similar manner as a Scout
company.
Here
any similarity to standard Codex Astartes Chapters stops. All of the remaining
Brotherhoods are similar in nature to battle Companies, and all have a large
proportion of bikes, attack bikes and various land speeder types.
Originally, all Storm Lord Space Marines wore black armour, with the color lining on the shoulder pads identifying their brotherhood. All wore black helmets, with the following exceptions:
Veterans:
White helmets |
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Assault
Squads: Red helmets |
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Devastators:
Green helmets |
Brotherhood |
Color |
1st |
Gold |
2nd |
Silver |
3rd |
White |
4th |
Red |
5th |
Yellow |
6th |
Green |
7th |
Black |
8th |
Gray |
9th |
Bronze |
10th |
Blue |
Their armor colors were changed, however, to reflect the chapter’s new focus of melta based weapons, and in respect to their dead marines. Currently their chapter markings are as follows. The right hand side of each marine and storm lord vehicle is painted a bright red, as a reminder of the cleansing power flame and melta weapons bring to the emperor’s enemies, and the left is left in white, as a remembrance of the honor due to their fallen brethren. Today the helmet color of each marine indicates their brotherhood, much as the shoulder lining used to, based on the accompanying color list. Scouts generally wear camouflage uniforms appropriate to their operational environment, with their shoulder pads marked in the Storm Lord color scheme. Apothocaries, Chaplains, and Techmarines wear their normal colored armor, with only their shoulder pads indicating their chapter affiliation.
The
Storm Lords Space Marine Chapter is organized as follows:
Headquarters
Khalus
Khan
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Jharek,
Chapter Banner Bearer
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Chief
Librarian Gitasi Khan
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Tech-master
Fharsek Khan
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Lord
Apothecary Draskhe Khan
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1st Brotherhood
Captain
Busobai Khan |
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High
Chaplain Khesati Khan
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2nd - 9th Brotherhoods
Captain |
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1-3
Chaplains |
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1
Company Standard Bearer
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10th
Brotherhood
Captain
Mhorekk Khan |
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Chaplain
Juseki
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Notes
As
you will notice, there are only a few Devastator Squads. This is because the
Storm Lords regard them as too slow and unwieldy for the lightning strikes they
favor. Nevertheless, occasionally they are transported by Rhino or Razorback
into hard cover and used to cover the advance of the foot troops.
The exact squad sizes above are rarely used, being mostly for identification. The Sniper Scout squads are exactly that, squads completely equipped with sniper rifles. All the Captains and the highest ranking Chaplain, Librarian, Apothecary and Techmarine are granted the privilege of adding the title Khan to their names, the highest honor a Storm Lord can receive.
Army
List
HQ:
Space Marine Hero, Librarian, Chaplain, Command Squad*
Elites:
Terminator Squad*, Terminator Assault Squad*, Veteran Squad
Troops:
Tactical squad*, Storm lords Bike Squadron, Scout Squad
Fast Attack: Assault Squad (cannot remove jump packs), Scout Bike Squadron, Land Speeder Squadron, Land Speeder Tornado, Land Speeder Typhoon
Heavy Support: Attack Bike Squadron, Predator Annihilator, Predator Destructor, Land Raider (may only be used as a Terminator transport), Whirlwind.
*Must be equipped with a transport or be mounted on bikes (see rules)
Born in the Saddle
Storm Lords are the best natural bikers in the Imperium. They can control their bikes over the most difficult ground and maintain control with their legs while handling weapons.
They may re-roll any failed Difficult Terrain test but must accept the new result.They may also use and additional close combat weapon while riding a bike for +1A where this equipment is available to them. Normally this is not possible as one hand must be used to control the bike
This ability is possessed by bike-mounted Command and Veteran squad, Bike squadrons, Attack Bike squadrons, Scout Bike Squadrons, and independent characters equipped with Space Marine Bikes.
Bike Squadrons
Storm Lord Bike squadrons may be up to 10 models strong. All squadron members not armed with a plasma gun, melta gun, or flamer may be armed with an additional close combat weapon at +1 point. They may use these in conjunction with their bolt pistols for +1 attack.
Mounted Veterans
Storm Lord Veteran squads and Command squads may be mounted on bikes for an additional +20 points per model. Their basic weaponry will be bolt pistol and additional close combat weapon, no heavy weapons can be carried, but all other weapon upgrades remain available. If one model in the squad is mounted, than the rest of the squad must be as well.
Counter Attack
Storm Lords mounted on bikes can react quickly to any attack. To represent this unengaged Storm Lords on bikes (but not Attack Bikes) which are part of a unit that has been assaulted may move up to 6" to get into base contact.
Flankers
The Storm Lords often deploy Scout bike squadrons in wide, flanking positions to exploit hasty or ill advised enemy moves. It is widely reckoned that every mistake made against the Storm Lords is paid for in blood. Any bike mounted Storm Lord Scout unit may begin the game in reserve - regardless of whether reserves can be used in the mission being played. When they enter the table they may arrive from any point on the table edge not available to the enemy.
Hit and Run
Storm Lords mounted on Bikes (but not squads including attack bikes) may choose to leave close combat. Declare this at the end of the Assault Phase after all morale checks have been taken. The Bikes fall back 3D6" in any direction and than regroup at the end of the move. Enemy models may only consolidate. Note that units which have been forced to fall back because they failed a morale test may not make a second fall back move in the same turn.
Drop
Pods
If
a Storm Lords army elects to deploy from drop pods, than the requirement to
mount Terminators in Land Raiders and to provide transport vehicles for Veteran,
Command, and Tactical Squads is waived - the army may not, therefore, contain
any Rhinos, Razorbacks, or Land Raiders (not at all, no exceptions)
As the Storm Lords are a second founding chapter of the White Scars, and have similar tactics, 40k players have two options - either play the force as a generic Space Marine force using the generic codex, or use the special rules marked for the White Scars, and these are listed above. They were taken from WHITE DWARF #256 pg 84. We have also adapted the Storm Lords by specifying that each character must be equipped with a thunder hammer when possible.
Power Lances
The Storm Lords fight so much from their saddles that their techmarines have built appropriate weapons to suit this style - the power lance being an example of this. It is an alternative type of power weapon costing 15 points which is available as a one-handed weapon with no special limitations to their Armory. The power lance grants +1 initiative to any bike mounted model that is charging or counter-attacking. Once an opponent gets inside their guard, though, the improved weapon length becomes a disadvantage, and they get -1 initiative whenever they are not charging or counter-attacking.
Holy Relic
Horsetail Talismans - these replace the normal Codex Space Marines Holy Relic costing 40 points. The Horsetail Talisman is a powerful reminder of the Chapter's origins. It can be revealed in each and every White Scars Movement Phase during which the Bearer has moved and is no longer in a vehicle. Any unit of Storm Lords (not vehicles other than Bikes and Attack Bikes) that has at least one model within 6" of the bearer of the Talisman when it is revealed may move an extra D6" rather than firing in the following shooting phase. This is similar to fleet of foot move, although it represents crazed riding as well as powerful running.
Chapter Banner
If the Storm Lords have a Chapter Banner, than it will combine the abilities of a Horsetail Talisman and a normal Sacred Banner.
This codex is unofficial, and the work of Thomas Garbelotti and an unknown party. It must be noted that the majority of this was downloaded once from a long forgotten web site, and if you are, or know if the author, please contact us at storm_lord@giak.com so that we may provide them with the credit they deserve. Warhammer 40K, and the Space Marines are the sole property of Games Workshop.
The rules and Armory are based on White Dwarf #256, sole property of Games Workshop and are used here without permission.