Editing
Codex - Emperor's Nightmare
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Unique Wargear, Special Rules and Psychic Powers= ==Wargear== '''Secundus Darkfire Rounds''' - Special Ammunition, any enemy hit by a weapon with Darkfire Rounds counts as visible for the purposes of Night Fight. '''Secundus Hellfire Rounds''' - Models armed with hellfire rounds may fire them using a sniper rifle instead of a boltgun. This uses the rifles maximum range of 36". '''Darkfire Flare Rifle''' - 24" range, S4, AP-, Assault 1. Darkfire Rounds. If the target is hit by the Flare Rifle, the rest of the wielder's squad can reroll any misses when shooting at the same target in that phase. '''Narthecium Glaive''' - Melee weapon. S+1, AP3, Requires two hands. Alternatively, can be used to make 1 poisoned (2+) attack at AP-. If an enemy takes an unsaved wound from this special attack, they must pass a strength test. If this is failed the target suffers instant death as the massive injection of industrial-strength tranquilizers send them into a coma and paralyze all bodily functions. '''Tactical Dreadnought Armour''' - Among most chapters terminator armour is used to deploy whole squads of marines as unstoppable shock troops. The Nightmares do not have the numbers for these usual tactics and instead spread the suits evenly among the chapter instead of concentrating them in the veteran 1st company. Consequently the terminators deployed by Primus Battlegroup are a more adaptable breed. Independent characters wearing terminator armour receive the Among Equals special rule. When withdrawing from combat terminators may elect to retreat towards other terminators, so long as there is a clear path. '''Signs of the Sleepless''' - +1A, +1I, -1Ld. The character with Signs of the Sleepless must take a Leadership test at the start of each of the controlling player's turns. If failed at any point the unit succumbs to psychosis for the rest of the game, and any to hit rolls of 1 for shooting or close combat will hit his own unit or the nearest friendly unit within range. '''Prophetic Dreams''' - After both sides have set up roll a dice for each non-vehicle enemy unit on the table. On the roll of 1, the character has been forewarned of the unit in his dreams and gains Preferred Enemy against it for the rest of the game. '''Dreamcatcher''' - Once per game, a character with a Dreamcatcher may add or subtract 1 from his Leadership. This ability may be used at any time and lasts until the end of the player turn. '''Redundant Systems''' - Counts as Extra Armour and Power of the Machine Spirit. Redundant Systems can only shoot ordnance weapons in direct fire mode and their range is halved if the vehicle has moved. '''MI Shoulder Mount''' - Based on the same mind impulse sensor technology that allows a crippled marine to pilot a dreadnought. Shoulder mounts were originally designed to attach ranged weaponry onto Icelus dreadnoughts while keeping the hands of the walker free for melee combat. Their use has since spread to the rest of the chapter's dreadnoughts. Although historical examples exist, mass deployment of dreadnought shoulder weapons is a unique trait of the Emperor's Nightmare chapter. Shoulder mounted weapons have a 90 degree arc of fire fixed on the right shoulder of the walker. If a dreadnought possesses a CCW with an integrated storm bolter, it may be moved to a shoulder mount for free and retained if the CCW is destroyed or exchanged for another weapon. ==Unique Psychic Powers== '''Living Nightmares''' - The Librarian reaches into the minds of his foes, seeding horrid waking dreams into their consciousness which leave them disoriented at best. Pick an enemy unit within 18" and roll a D6 and consult the table below. :1 - ''You take me for a fool!?'' - The foes see through the hallucinations. Your opponent may move the target 2D6" in any direction, and that unit may not be affected by Living Nightmares for the rest of the game :2 - ''Irritation'' - The foes are distracted by the dancing images. The target is at -1I and will move and charge 1 inch less than they otherwise would. :3 - ''Confusion'' - The victims are baffled and frightened by what he sees. He must pass a Ld test at -1 each time he wishes to move, shoot, use a psychic power, or assault in the next turn. If this is failed the action is not taken. :4 - ''Panicked response'' - The victims believe these wicked phantasms to be real, and fire wildly at them until their ammunition is spent. The enemy is now low on ammunition, and unless they spend a full turn reloading all their weapons (Not moving, shooting or assaulting) they fire one less shot than they should (To a minimum of zero) and they lose their +1A for having a pistol and close combat weapon in assault. :5 - ''Horror''- The victims are badly shaken by their visions. They are at -1 to their WS, BS and Ld for the next turn. :6 - ''Despair'' - Their minds ravaged by the intensity of their horrific waking nightmares. The enemies flee wildly, clawing at themselves and attacking hallucinations and each other. The target must immediately fall back, and takes 2D6 hits of a strength equal to the unit's majority strength. '''The Blackest Night''' - The Librarian swathes the battlefield in impenetrable gloom, enabling his fellows to advance unseen. This power grants 1 friendly unit within 24" a 5+ cover save. If they are already in cover, it simply adds +1 to the save given. ==Special Rules== '''Sleep Beckons:''' Although the chapter's Dreadnoughts are supported by interfaces which prevent their chassis from becoming non-functional when the sleep takes them, these technologies are complex and a touch crude. At the beginning of the game, after deployment but before the first turn, roll a die for each non-Icelus dreadnought in your army. On the roll of a 1, sleep threatens to take the afflicted Dreadnought. From the second turn onwards, take a Leadership test for each afflicted Dreadnought, with a penalty equal to the turn number minus one; Dreadnoughts without a leadership score count as LD10 for the purposes of this roll. If this is failed. the Dreadnought falls asleep; its Weapon Skill and Ballistic Skill are each reduced by two, to a minimum of 1. If there is another non-afflicted Dreadnought or a Techmarine on the field, Weapon Skill and Ballistic Skill are each reduced by only one, by a minimum of 1. '''Redundant Crew:''' Because of the danger that a vehicle's crew will fall asleep at any moment. The crew of Nightmare fighting vehicles include an extra member when possible. Each crew member is extensively cross-trained to allow them to take over in the event that another marine is incapacitated. If a vehicle is shaken or stunned at the start of your shooting phase, roll a dice. On a roll of 4+ all shaken effects are ignored and the vehicle may shoot normally. On a roll of 1 this ability is lost because one of the crew has fallen asleep. Crew Stunned results can be negated on a 6+. A roll less than six has no effect, even if the tank has extra armour. '''Among Equals:''' The rarity and priceless nature of the chapter's terminator armour has forced the Nightmares to be flexible when deploying them. Because of this scarcity, Terminator combat squads are sized at 3 instead of 5. They often stand together or split apart at a moment's notice to fit the situation on the battlefield. Each and every terminator is a leader in his own right and will command or follow his brothers without hesitation. Any number of models or squads wearing terminator armour may join together into a single unit, as though each model bore the independent character rule. Once attached to a squad these models may not leave it if the total number of models in the unit would drop below 3. You may join OR split models once at the beginning of the movement, shooting and assault phase. Any action you take must respect unit coherency rules at all times.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information