Codex Maverick Marines

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The Maverick Marines are a homebrew shitstorm of personal humor that only the insane understand. It contains truths as to how I envision this custom Chapter to be, it is not wholly accurate. A new page will be created at some point for a more "serious" army. Check out the Maverick Marines for some lore on the chapter, the Adventures of Admiral Floppycock and Rogue Trader Skullsfuckington III, or adventures from the Deathwatch.


Maverick Marines
Battle Cry "For Humanity!"
Number Unknown
Founding Unknown
Successors of Unknown
Successor Chapters None
Chapter Master The True Maverick
Primarch Unknown
Homeworld None
Strength 1000+
Specialty Unknown
Allegiance Imperium
Colours Varies throughout the Chapter

Special Rules[edit]

Abilities[edit]

And They Shall Know no Fear

Duel Wield – Each member of the Chapter holds the art of duel wielding anything and everything near and dear. As such, all Maverick Marines duel wield weapons in pairs and thus gains an additional attack for duel wielding weapons. Ex: Power boy with one attack base gains +1 attack making it 2 attacks.

Rain of Lead - Similar to duel wielding, this applies to ranged weapons that are duel wielded such as bolters. In the event of the Rapid Fire Weapons both weapons make all shots applying to said special rule. Ex. Bolter has Rapid Fire 2, duel wielding bolter grants 4 attacks per Rapid Fire (2 Rapid Fire shots per bolter).

Marked for Insanity – Due to the nature of the Chapter’s curse, the mental degradation in heavy combat intensifies in speed and causes greater damage. Before the start of each turn, each unit with this special rule not within a 12” radius of a Screaming Bitch must roll a d6. On a 6 (six) the unit suffers hindering mental degradation. An opponent can cause an additional roll when a unit loses in combat or suffers more than a 50% loss in a single turn. In the event of mental degradation, the model gains the Fearless Special Rule and charges the nearest enemy and will continue to do so until removed from play.

'Suck it up, Bitch' - Due to the nature of their work, the Maverick Marines replace much of their flesh with cybernetics any chance they get. They sometimes even go as far to purposely mutilate and injure themselves to receive these new implants. Maverick Marines gain a 6+ Feel No Pain.

Chapter Tactics[edit]

So that we may survive - Due to their ability to reverse engineer xenos technology, the Mavericks have been able to employ much of this technology in the creation and modification of their own weapons. These weapons can be found in the Wargear section of the Armoury.

Big Boss - Angror - When placed at the head of an all Ripper Clan force, the army generates an additional attack on the "to hit" roll of a 6. Note that these additional attacks do not generate further attacks.

Warlord Traits[edit]

  • The Lord Sue: All enemy units within 6" get a -1 to Leadership, and all friendly units within 6" get +1 attacks; however, they never attack first.
  • Angel of Metal Feet: Add +2 to the Warlord's charge rolls. The Warlord gets +1S in the Fight phase.
  • Skullfuckington's Progeny: All units within 6" get -1 AP on all weapons.
  • Sir Thrashington: All Maverick Marine Troops within 6" get +1 to their specialized stat (+1A for Chain Gangers, +1T for Shields, +1S for Power Boys).
  • The Chosen of Floppycock: All friendly units within 6" get +2" on their advance rolls and can reroll charges.
  • Champion of the Xenos: Your Warlord may take one relic free of cost.

Psychic Powers[edit]

Librarius[edit]

  1. Veil of Time (WC6): Select a whole ADEPTUS ASTARTES unit of any kind 18" away from the user; until the start of the next Psychic Phase that unit re-rolls charge and advance rolls, and also gets to go first in Fight Phases even if it didn't charge. So it's not only offensive by letting you reach your opponent faster, but it's also defensive by letting you thin swarms out before they get to roll 50 hits on you. 9" charges are still below 50% chance, so if you sorely want it to charge right after deepstriking go play Black Templars instead. This power also lets you use flamers earlier. Overall one of the most broadly useful power in the Discipline.
  2. Might Of Heroes (WC6): Until the next Psychic Phase, a single ADEPTUS ASTARTES model of any kind within 12" gains +1S +1T & +1A. An awesome power if you have a special snowflake that is already insane in combat (like a dreadnought), makes a powerful character turn into the hulk. Jokes aside, this power is better for challenges than for murdering rank and file, as the strength and attacks will ensure hits and wounds get to your opponent, and the toughness will blunt the attack of your opponent should he survive. Can also be used to help manipulate your opponent into picking a different target to bring down - if you have two heavy targets, like land raiders or dreadnoughts, up front to be shot, and you put this on one of them, your opponent will usually kill the other one, and dictating the flow of battle is always useful.
    • DON'T FORGET to use this power to save vehicles that need saving. Perhaps none of your characters or dreds are in positions to beat things up in melee, but you have a predator next to your librarian that could REALLY benefit from being T8 for a round of your enemy's shooting. Even if the S and A go to waste, the extra T can help keep your big stuff alive.
    • Can be useful to transform a mediocre model (say, an Assault Marines Sergeant with a heavy melee weapon like a power fist, thunder hammer or eviscerator) in a decent melee combatant. Moving from 2 to 3 power weapon attacks can be useful if you need to beat up a vehicle or something.
  3. Psychic Scourge (WC6): Make a Leadership value + 1D6 contested against the Leadership value + 1D6 of an enemy unit within 18" of the psyker. If you beat the enemy they take D3 mortal wounds, equal them they take 1 Mortal Wound, and nothing happens if your total is lower. Basically worse Smite. Its only use is to be used AFTER your Librarian casted Smite, as they can't cast the same power twice. Ultramarines have it easier, but arguably a waste on Tigurius - he's got better things to do with half the Librarius discipline than essentially cast Smite twice.
    • Do note, Smite has to be cast on THE CLOSEST VISIBLE enemy unit, where as Psychic Scourge does not, meaning, though it's a little more counterable, it's better for sniping out models with Mortal Wounds.
  4. Fury of the Ancients (WC7): Range 3D6", aka worse than 18" Smite. Target any visible enemy MODEL within that range and draw a line from the caster to that MODEL, each UNIT under the line takes a mortal wound. Even with multiple small units surrounding the librarian you need a good roll and positioning to make this work. Worse than Psychic Scourge, which is worse than Smite - Its only reason to exist is because your librarian already casted Smite AND another one already used Psychic Scourge, as matched play restricts non-Smite powers to only once per turn.
  5. Psychic Fortress (WC5): Select an ADEPTUS ASTARTES unit 18" away from the user; until the start of your next Psychic Phase, that unit automatically passes morale tests and gains a 4+ chance to ignore Mortal Wounds caused by psychic powers. Mostly protection against Smite, as marines already have high re-rollable Ld. Like with Might of Heroes, if your opponent brought psykers, this can be used to manipulate them into killing the target of your choosing.
    • Black Templars can't bring their own Librarians to buff their Crusaders...but 8E of multiple separate detachments means you can simply bring ones from another chapter.
  6. Null Zone (WC8): Until the start of your next Psychic Phase, enemy units within 6" can't take invulnerable saves and cut the results of their Psychic tests in half, like a nova. A bit difficult to use (but that's what Tigurius and Empyric Channeling are for) as it won't matter against Terminators unless you brought AP-4 weapons, but powerful against enemies that depend on their invulns or psychic powers, like Harlequins, Daemons, Hive Tyrants and Daemons. If you spend a Command Point, Null Zone will go off 68% of the time, slightly better than Tigurius' reroll as Tigurius must reroll both dice to take advantage of his special rule.

Units[edit]

For auxiliary allied and enemy units please check out the Profanus Auxiliary Codex.

Characters[edit]

The True Maverick[edit]

Name M WS BS S T W A Ld Sv Pts Pwr
True Maverick 6" 2+ 2+ 4 4 6 4 9 2+/3+ 220 12

The roll of Chapter Master is given to the most experienced member among the Chapter. This individual must have walked the many paths of the Chapter. When such a individual is not found among the ranks this roll if temporarily fulfilled by The First until a suitable Chapter Master can be found. Previously known as Davious, with the death of the former Chapter Master during his 800 year sted within the Deathwatch, he was recalled by the Maverick's with the utmost urgency to take up the mantel of Chapter Master. During his time within the Deathwatch it was said that he had recovered a staff used by a Necron Lord. The staff was then said to have been dismantled and destroyed. Some time after this was supposed to have taken place, Davious crafted a weapon known as "Remembrance" which bore striking similarities to the staff he had recovered from the battlefield. The weapon emits an eerie green power field when activated and from the corner of the eye appears to shimmer as if it is there and not there.

Name Type Range S AP W Note
Remembrance Melee Melee +2 -3 D3 (See Chart Below)
Remembrance Ranged (Focused) - Assault 1 24" 5 -2 D3 When the weapon's beam is focused it does an additional D3 wounds to Vehicles. +1 Strengths and AP when target is within 1/2 range.
Ranged (Dispersed) - Pistol D6 8" 4 -1 1
         Wargear- Artificer Armor
                  Remembrance
                  Frag/Krak Grenades
                  Reengineered Micro Generator
         Abilities:
                  And They Shall Know No Fear
                  Reengineered Micro Generator - Grants the wearer a 3+ Invulnerable Save.
                  The True Maverick - The head of the Mavericks is the embodiment of every Path followed by an Aspirant. The True Maverick knows 2 psyker powers from the Codex: Adeptus Astartes.
                  Chapter Master - All friendly Chapter (Maverick Marines) units within 6" may re-roll failed to hit rolls.
                  Proof of Command - Must attempt to enter single combat with an enemy Character that is within 6" of this model. Neither side may use Heroic Intervention whilst dueling.
                  Hero of the Chapter - All friendly Chapter (Maverick Marines) units within 6" may use this model's leadership instead of their own.
                  Envy of Command - If this model is included in your army, this model must be the warlord.
Name Xenos Effect
Remembrance
Eldar +D3 additional base Melee attacks
Dark Eldar +D3 additional base Melee attacks
Necron -1 Leadership to Necron units damaged by this weapon.
Tau This weapon allows re-roll to hit rolls of a 1 when making ranged attacks
Orks +D3 additional base (Dispersed) ranged attacks
Tyranids Grants the user +1 Wound to their base stat for the duration of the game.

Faction Keywords: Imperium, Adeptus Astartes, Chapter (Maverick Marines)

Keywords: Infantry, Character, Aspirant, Chapter Master, The True Maverick, Weird (Psyker)

The First[edit]

Name M WS BS S T W A Ld Sv Pts Pwr
The First 6" 2+ 2+ 4 4 5 4 9 2+ 175 8

The First refers to the First Captain of the Maverick Marines and is actively the second in command of the Chapter. As is tradition, The First wields the chapter relic spear known as Serpent's Tongue, a relic from an unknown time and age. It displays many similarities to Eldar technology and even emits an eerie wail similar to that of the Eldar Screaming Banshees. However, the blade crackles with an uncharacteristic purple energy not known to be used by any of the encountered Eldar, leaving its true origins shrouded in mystery. Clad in relic artificer armor recovered from the Horus Heresy, The First is a reminder of the ignorance of the past and serves as a symbol to strive forward instead of dwelling on the past. In rare cases where a Chapter Master is not seen within the current ranks of the Chapter, the First will take on the roll as a temporary Chapter Master.

Name Range S AP W Note
Serpent's Lash Melee +1 -3 D3
Servo Arm Melee x2 Each servo makes 1 additional attack at -1 to hit.
         Wargear- Mk. IV Techmarine Armour
                  Serpent's Lash
                  The Grand Servo - The servo-harness used by one of the Chapter's founding members used 4 servo arms instead of the traditional 2 arms, flamer, and plasma cutter.
                  Master-Crafter Bolter
                      Relic of the Ages - The First is the embodiment of the Chapter's past lest they forget where they come from. Any Aspirant, non-character, model within 1" must make a Heroic Intervention if this model is reduced to 1 wound.
                      Rites of Battle - Friendly Chapter (Maverick Marine) units may re-roll to hit rolls of a 1.
                      Lord of the Forge - Not only does The First stand as the First and only official Captain for the Chapter, but he is also asked with the duty of fulfilling the role as the head Techmarine for the Mavericks. When within 1" of a Chapter (Maverick Marines) vehicle, at the end of the movement phase, may repair D3 damage. Roll 2D3 discarding the lowest.
                       


Faction Keywords: Imperium, Adeptus Astartes, Chapter (Maverick Marines)

Keywords: Infantry, Character, Aspirant, The First

Angour the Chained[edit]

The only surviving Aspirant to have overcome the Chapter's curse and rise from the ranks of The Marked to the status of a fully fledged Chaplin for the Mavericks. Angror was placed within the Ripper Clan, a Clan within the ranks of the Marked that preferred the duel wielding chain weapons. Under the tutelage of Chaplin Jorkan, Angror managed to keep a sliver of sanity seeing him promoted to the role of Gang Boss for his squad. Of course this was under the ever careful and watchful eye of Jorkan. During the Helketish Campaign the Chaplin led two gangs, including Angror's, numbering 48 Astartes in total against an Ork Waaagh! wreaking havoc on the outlying worlds of the Helket System. During the third month of the conflict Jolkar led Angror's gang into the head of the Waaagh! as the spearhead to a battalion of Militarum soldiers accompanied by two divisions of armoured vehicles. This, however, proved to be a fatal. As the tip of the spear reached out to pierce the heart, the movement of the armored divisions were quickly hampered by a tide of Ork Killakants and Battle Wagons leaving the slowly advancing infantry to be cut off from much needed reinforcements and supplies. Cut off and surrounded, Jorkan led a desperate last stand falling to the Warboss's power klaw but not before striking a grievous wound against the foul creature. Using the opening to his advantage Angror lunged forward assailing the Warboss with a flurry of attacks, each cut causing the creature to slow. As the clash intensified the Marked Maverick struck the fatal blow piercing his chainswords through the beasts armor rent chest. Overcome with rage Angror continued a relentless attack into the retreating hoard with the few battle brothers that had managed to survive, some with tremendous injuries that would have killed a mere mortal a dozen times over. Upon being returned to the Chapter, The True Maverick personally recommended that Angror be granted the rank of Aspirant and a position within the Chaplaincy under the conditions that he is to be kept sequestered from all contact within the Chapter. When it is required to call upon his services he is chained to a pillar to prevent him from hurting himself or killing a fellow battle brother due to his overly aggressive, and extremely violent tendencies. When it is known that Angror has taken to the battlefield armies shutter at the thoughts of what destruction he will leave in his wake and the unfortunate fates of anyone that crosses his path.


Name M WS BS S T W A Ld Sv Pts/Pwr
Angror the Chained 6" 2+ 5+ 4 4 5 4 9 2+/4+





Name Range S AP W Note
Sunder Melee +1 -1 1 This weapon may make an additional attack during each Fighting Phase
Ripper Melee +1 -1 1 This weapon may make an additional attack during each Fighting Phase
         Wargear- Artificer Armor
                  Sunder and Ripper
                  Reclaimed Maverick Micro Generator
         
         Special Rules:
                  And They Shall Know No Fear
                  Litanies of Hate
                  Spiritual Leader
                  The Lingering Mark - At the end of each Fight Phase that Angror is still locked in melee combat roll a D6. On the roll of a 5+  

Faction Keywords: Imperium, Adeptus Astartes, Chapter (Maverick Marines)

Keywords: Infantry, Character, Aspirant, Chaplin, Angror

Chief Weird Tutillius[edit]

Yankins takes his name from the name he has given to the powers of the Warp that he utilizes upon the battlefield. Yank, according to Chief Weird Kroklious, are the forces and raw energy of the Warp that are 'yanked' from the immaterial into the material universe.

         Wargear- 
         Special Rules:

HQ[edit]

Perpetuator[edit]

Name M WS BS S T W A Ld Sv Pts Pwr
Perpetuator 5" 2+ 2+ 4 4 6 4 9 2+/3+ 120

The Mavericks do not have an official position for a Captain among the Chapter. Chosen from among the rank and file of an Aspirant "company", an individual is selected of exceptional skill and ruthless efficiency that has walked upon many Paths. This is generally determined by 23 potential candidates that forgo their names and dawn identical power armor and weapons. A contest of strength and resolve ensues, ensuring that the most fitting is given command. The victor is given the honorary title of Perpetuator for the given battle and sometimes campaign. They are more commonly seen when the Chapter must ally themselves within and other Astartes Chapter to which they do not work with on a regular basis. At the end of the conflict the Perpetuator resumes his name and melts back into the ranks from which he was selected. It is believed among the Chapter that by forgoing the individual name and taking up the name of the Chapter itself, they speak for the Chapter as a whole, undivided entity.

Any HQ, and some Elite, units may elect to become a Perpetuator for the additional paints required by the unit. Note that the model being upgraded to the rank/role of Perpetuator keeps their original stats, rules, and abilities. However, the upgraded unit receives special access to the armory offered up to this elite and honored role.

Weird[edit]

Name M WS BS S T W A Ld Sv Pts Pwr
Aspirant Weird 6" 3+ 3+ 4 4 4 4 9 2+/4+ 145 9

Though the Chapter possesses an unusual number of Psykers, those that dedicate themselves join the Path of Knowledge and are given the title of Weird. These outwardly outlandish Librarians dawn bright red power armor marked with silver and gold trim, often sporting etched runic iconography of the chapter wreathed in eldritch light. This has given pause to many fellow Astartes to question the true loyalties of the Mavericks as a whole, but time and time again the Maverick Weirds have proven to be among some of the most disciplined and reliable Psykers. This is in part to the early training given to all Aspirants known as the Enumerations. This is a technique that allows even a base Psyker to throw up mental wards and barriers that would otherwise allow the effects of an enemy Psyker to gain a measure of power over them. This practice is increased ten fold by the Librarians to ensure the loyalty and ultimately, safety, of the Chapter's Psyker.


         Wargear – Artificer Armor
                   Force Lightning Claws
                   • May be exchanged for:
                      o Duel Force Swords 
                      o Duel Force Axes 
                      o Duel Relic Blades of Prospero
                   Maverick Micro Genertor
                   • May be upgraded to a Re-engineered Xenos Generator +5pts                
                   Krak/Frag Grenades
         Special Rules:
                Psychic Sneeze – When a Weird sneezes it causes a tear in reality from which bale fire pours out into real space incinerating everting in its path.

Watchman[edit]

Name M WS BS S T W A Ld Sv Pts Pwr
Watchman 5" 3+ 3+ 4 4 3 4 9 2+/4+ 115 7

Within the Chapter, none are more valued and reveared as the Watchmen. The Watchmen oversee the earliest portions of a candidates indoctrination into the Chapter and is responsible for the oversight of the Weirds and their wards. Upon the field of battle they serve as rallying points for Mavericks and allies alike fervently preaching the Imperial Truth and quoting passages from the Tome of Three. Those that wish to embark on the Path of the Overseer, must master the paths that they are to watch over. This produces Astartes not only able to detect the corrupting influences of the Chaos Gods, but to also understand the minds of the Weirds those under them.

         Wargear – Artificer Armor
         
         Special Rules:
                   And they shall know no fear
                   Litanies of Hate
                   Spiritual Leader

Elite[edit]

Aspirant[edit]

Name M WS BS S T W A Ld Sv Pts/Model Pwr
Aspirant 5" 3+ 3+ 4 4 2 2 8 2+/3+ 44 13
Aspirant Champion (Sergeant) 5" 3+ 3+ 4 4 2 3 9 2+/4+ 44

Aspirants are often seen as the Elite, although base troop, of the the Mavericks. These warriors clad themselves within finely etched armor as remembrance of their value within the Chapter, Imperium, and ultimately humanity. This is in contrast to the ashen grey robes they wear to remind them of humility, their humble beginnings as nothing more than a human risen to the ranks of the Astartes. Each Aspirant is armed with a Maverick Stave to which they are allowed to select their preferred weapons and modes for combat. Due to the lack of Tactical Dreadnought Armor, the Chapter has had to devise and engineer a heavy set of armor that the Chapter now uses among nearly all Aspirants.

Each group of Aspirants is led by an elected Champion from within the group. The Champion takes on the role of squad leader and is subject to change based on the needs of the encounter. These individuals are marked out from their brothers with a stripe down the center of the helmet painted in ritualistic fashion. The traditional paint scheme of an Aspirant taking their first steps upon their chosen Path paint their armor a dark silver and as they walk the many Paths chameleon overlays are added to signify the Paths they have walked.

      Wargear – Artificer Armor
                Advanced Maverick Micro Generator
              
      Special Rules –
                And They Shall Know No Fear

Reapers[edit]

Name M WS BS S T W A Ld Sv Pts/Pwr
Reaper 6" 3+ 3+ 4 4 2 1 8 3+
Grim Reaper 6" 3+ 3+ 4 4 2 1 9 3+

Specializing in subterfuge and assassinations, Reapers are very rarely deployed on the battlefield by the Chapter and are not recorded as officially part of the Maverick Marine's Chapter in Imperial Records. They darken their weapons and armor according to the mission they are dispatched on. They have been seen in shadow grey to jungle green but never bright or pronounced colors and never sporting any symbols or iconography that would denote them as being part of the Maverick Marines. Such is their stealth and secrecy that very few, if any, other Chapters know of their existence. They favor the Maverick Bolter Rifle over other forms of long ranged weaponry but they are accustomed to taking all forms of weapons to better suite the needs of the operation. Their distinct trademark is the carrying of two combat blades into combat that have been scavenged from fallen xenos foes. Typically they are dispatched on missions in threes and are led by a Grim Reaper.

         Wargear- Maverick Bolter Rifle
                  Power Armor
                  Duel Combat Blades
         Special Rules:
                  And They Shall Know No Fear
                  Cloak of Dark - (See Stealth Special Rule)
                  Deadeye - A model with this special rule may dictate a specified model that the Reaper will shoot at and wound.
                  Reaper - The roll of a six causes mortal wounds.
                  
Name M WS BS S T W A Ld Sv Pts/Pwr
The Reapers Shadow 6" 3+ 2+ 4 4 3 2 9 3+

Said to have been born from the darkness itself, The Reaper's Shadow is a legendary operative known to have completed over 200 solo operations and uncountable team missions. Records within the Chapter on who this individual may have been are lost due to 'clerical' errors. Though he has been known and seen working with a team of Reapers he has always remained apart using his brothers as decoys and stratagems while he is able to maneuver into a more advantageous position.

         Wargear- Power Armor
                  Reaper's Bolt Rifle
                  Wings of Death - Duel combat blades
                  Reaper's Shadow
         Special Rules:
                  And They Shall Know No Fear
                  Cloak of Dark - (See Stealth Special Rule)
                  Deadeye - A model with this special rule may dictate a specified model that the Reaper will shoot at and wound.
                  Reaper - The roll of a six causes mortal wounds.
                  Death's Advance - This model marks a specific model within the opponents forces. They denote this on a piece of paper and save it aside. If this model kills its target the Maverick Marines gain an additional victory point.

Suicidal Doctors[edit]

Apothecaries are a touchy subject at the best of times for the Chapter as they perform some the most bazar forms and rituals for healing. This includes but is not limited to the healing shiv and scary file. M WS BS S T W A Ld Sv 6” 3+ 3+ 4 4 2 5 8 3+

         • May take Aspirant Artificer Power Armor 
            o May upgrade to Terminator armor 
         Wargear – Power armor
                   Duel Healing Shivs
         Special Rules:
                   Cry Baby Bitch - The unit this model is attached to receives a +2 to their Feel No Pain roll.

Reborn[edit]

Techmarine

Troops[edit]

Chain Gangers[edit]

Name M WS BS S T W A Ld Sv Pts Pwr
Chain Ganger 6" 3+ 5+ 4 4 1 1 7 3+
Mek Boy 6" 3+ 5+ 4 4 1 1 8 3+

Those that desire less speed and more killing join the Thrasher Clan. The Thrasher Clan is further divided into three sub Clans and Cults: Chain Gangers, Power Boys, and Shields. Apart from the Heresy Riders, Thrashers suffer the some the greatest mental degradation within the Chapter due to their love of battle and constant fighting. It is commonly spoken that one does not join the Thrasher Clan, rather are called by the sweet voices in their heads of promised glories, battle, and the kill.

The Chain Gangers is considered to be the bloodiest and most brutal of the Thrasher Clan as they will always arm themselves with chain weaponry in either hand. Their favored weapon in the chainsword but have also been known to use chain axes, chain fists, and one handed chain glaives called Maracas by its members. It is not uncommon to find the Chain Gangers on the battlefield where the fighting is thickest and most bloody. They often decorate their armor in chain and wrap their arms and gauntlets in chain. They paint their armor a dark blue with red trim and a silver chameleon colored shoulder pad in honor of the favored color scheme of the True Maverick.

      •	One model may be upgraded to a Power Boy for every ten (ten) models in a unit
      Wargear – Power Armor
                   • May upgrade to artificer armor (+20pts/model)
                     Chainsword x2
                   • May be exchanged for other chain weapons
                      o Chain Ax (+5pts/model)
                      o Modified Chain Glaive (+10pts/model)
                   • May be exchanged for duel wielding bolters (Free)
                   • One model may take a single heavy weapon for every ten models when a squad takes bolters
                      o Heavy Bolter (+5pts)
                      o Plasma Cannon (+10pts)
                      o Melta-Cannon (+15pts)
                      o Las-Cannon (+20pts)
                     Krak/Frag Grenades
      Special Rules:
         And they shall know no fear
         Ganger – Gangers do not adhere to the traditional 10 man units but rather mob together into units of 20 provided there are that many Chain Gangers assigned to a company. Gangers will not mob together then in separate companies.
         Chain Collector – Decorating their armor in chain heavy around the gauntlets and shins of their armor, member of the Chain Gangers mob are still semi-effective in close combat. 
                         *Chain Gangers that exchange their close combat weapons for bolters do not gain the Duel Wield Special Rule while in close combat.
                              Name	S	AP
                             Chain	User	5
         Marked for Insanity – Due to the nature of the Chapter’s curse, the mental degradation in heavy combat intensifies in speed and causes greater damage. Before the start of each turn, each Thrasher unit not within a 12” radius of a Screaming Bitch must roll a d6. On a 6 (six) the Thrasher unit suffers hindering mental degradation. An opponent can cause an additional roll when a unit of Thrashers loses in combat or suffers more than a 50% loss in a single turn. In the event of mental degradation, the model gains the Fearless Special Rule and charges the nearest enemy and will continue to do so until removed from play.

Shields[edit]

Name M WS BS S T W A Ld Sv Pts Pwr
Shields 6" 3+ 5+ 4 4 1 1 7 3+
Mek Boy 6" 3+ 5+ 4 4 1 1 8 3+

Answering the age old question, ‘can you effectively duel wield shields for better protection?’ Yes, yes you can. The Shields are known to duel wield shields for maximum protection on the battlefield. They often work in concert with their Thrasher Clan Mates providing a moving wall of cover. When the distance closes the shield lines break and the Chain Gangers flood through the gaps into the enemies ranks. Though they offer little in the way of combat ability, each member of the shield clan carries a shield in the shape of an angelic wing. Mysterious energies crackle across it offering great protection from incoming fire and when in close combat that energy discharges when the shield is bashed into an enemy opponent. Unlike their Chain Ganger brothers, Shields prefer to paint their armor jet black with silver and red trim, carrying the blackened wing shaped shields trimmed with silver.

         Wargear - Power Armor
                   • May upgrade to artificer armor (+20pts/model)
                   Duel Combat Shields
                   • May be exchanged for Storm Shields (+50pts)
                   Krak/Frag Grenades
         Special Rules:
                   And they shall know no fear
                   Duel Wield Shields! – Crackling in strange xenos energies reengineered by the Clan Maverick, these angel winged shields stop the most devastating incoming fire providing a moving wall of cover for their battle brothers behind them. Friendly faction models and allies directly behind a unit of Shields also gain the invulnerable save of the shields from ranged attacks.
                   Marked for Insanity – Due to the nature of the Chapter’s curse, the mental degradation in heavy combat intensifies in speed and causes greater damage. Before the start of each turn, each Thrasher unit not within a 12” radius of a Screaming Bitch must roll a d6. On a 6 (six) the Thrasher unit suffers hindering mental degradation. An opponent can cause an additional roll when a unit of Thrashers loses in combat or suffers more than a 50% loss in a single turn. In the event of mental degradation, the model gains the Fearless Special Rule and charges the nearest enemy and will continue to do so until removed from play.

Power Boys[edit]

Name M WS BS S T W A Ld Sv Pts Pwr
Power Boy 6" 3+ 5+ 4 4 1 1 7 3+
Mek Boy (Sergeant) 6" 3+ 5+ 4 4 1 1 8 3+

The Power Boys is similar to that of the Chain Gangers but they prefer to utilize power weapons instead of chain weapons. By comparison, the members of the Power Cult are far more sane and rational than their bloody brothers and sergeants for Chain Gangers and Shields are drawn from their ranks known as Mek Boys; individuals that have gone above and beyond the standard desire to use power weapons but have begun making their own stylized power weapons.

     Wargear – Power Armor
              •	May upgrade to artificer armor (+20pts)
               Chainsword x2
              • May be exchanged for other chain weapons
              • May be exchanged for duel wielding bolters
              • May be exchanged for power weapons
                  o Swords (+10pts)
                  o Axes (+20pts)
                  o Lightning Claws (+25pts)
                  o Fists (+50pts)
                Krak/Frag Grenades
      Special Rules:
         And they shall know no fear
         Marked for Insanity – Due to the nature of the Chapter’s curse, the mental degradation in heavy combat intensifies in speed and causes greater damage. Before the start of each turn, each Thrasher unit not within a 12” radius of a Screaming Bitch must roll a d6. On a 6 (six) the Thrasher unit suffers hindering mental degradation. An opponent can cause an additional roll when a unit of Thrashers loses in combat or suffers more than a 50% loss in a single turn. In the event of mental degradation, the model gains the Fearless Special Rule and charges the nearest enemy and will continue to do so until removed from play.
            Keeper of the Mark - Power boys are equally susceptible to the curse of Insanity. However, they do poses some better control over it. This not only effects him but his squad as well. A unit of Thrashers that upgrades one model to a Power Boy may re-roll Mark of Insanity to obtain a more desired result.

Heavy Support[edit]

Fast Attack[edit]

The Speed Cult includes two sub Clans, the Sky Jumpers and Heresy Riders.

Sky Jumpers[edit]

Name M WS BS S T W A Ld Sv Pts/Pwr
Sky Jumpers 6" 3+ 3+ 4 4 1 1 7 3+

The Sky Jumpers are the assault marines utilizing jump packs as their main mode of transportation across a battlefield. They are often seen jumping through the skies behind enemy lines clearing out swaths of bloody enemies. They utilized a variety of weapons but always in pairs and never pistols, because pistols are for asshole Imperial Guard Commissars.

Heresy Riders[edit]

Name M WS BS S T W A Ld Sv Pts/Pwr
Bikers 12" + + 4 5 1 1 7 3+
Speed Freak 12" + + 4 5 1 2 8 3+
Tamers 2d6" + + 4 5 1 1 7 3+
Borg Boys 12" + + 4 5 1 1 7 3+

The Heresy Riders get their name for the utilizing of strange xenos mounts, converted xenos technology, and even the occasional captured tyranid can be seen being rode into battle. With the exception of the 2nd Company, the Heresy Riders possess some of the worst and quickest mental degradation allowing them to combine looted or captured items with their innate ability of understanding of mechanics to create vehicles to suit their needs for speed. As a default within the Chapter, all Maverick Marines despise being called ‘Bitches’, as such, they refuse to utilize any vehicle that requires two space marine operators such as attack bikes and land speeders as one will always have to ride ‘bitch’ and be the “biker bitch”.

Walker[edit]

Maverick Marine Armory[edit]

Ranged[edit]

Pistol Weapons Range Type S AP D Abilities Points Per Weapon
Hand Flamer 6" Pistol D3 3 0 1 this weapon automatically hits its target. 8
Infernus Pistol 6" Pistol 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 20
Plasma Pistol - - - - - When attacking with this weapon, choose one of the profiles below. 7
-Standard 12" Pistol 1 7 -3 1 -
-Superchare 12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Special Weapons Range Type S AP D Abilities Points Per Weapon
Flamer 12" Assault D6 4 0 1 this weapon automatically hits its target. 9
Meltagun 12" Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 17
Storm bolter 24" Rapit Fire 2 4 0 1 - 2
Plasma gun - - - - - When attacking with this weapon, choose one of the profiles below. 13
-Standard 24" Rapit Fire 1 7 -3 1 -
-Superchare 24" Rapit Fire 1 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
Charger Weapons Range Type S AP D Abilities Points Per Weapon
Flamer Charger 12" Assault/Pistol D6 4 0 1 When attacking with this weapon, You must choose either to use the Assault or Pistol Type. This weapon can only be fired once per battle. This weapon automatically hits its target. 5
Melta Charger 12" Assault/Pistol 1 8 -4 D6 When attacking with this weapon, You must choose either to use the Assault or Pistol Type. This weapon can only be fired once per battle. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 9
Plasma Charger - - - - - When attacking with this weapon, You must choose either to use the Assault or Pistol Type. This weapon can only be fired once per battle. When attacking with this weapon, choose one of the profiles below. 7
-Standard 12" Assault/Pistol 2 7 -3 1 -
-Superchare 12" Assault/Pistol 2 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
Heavy Weapons Range Type S AP D Abilities Points Per Weapon
(Twin) Assault cannon 24" Heavy 6(+6) 6 -1 1 - 21(+14)
(Twin) Heavy bolter 36" Heavy 3(+3) 5 -1 1 - 10 (+7)
Twin Autocannon 48" Heavy 4 7 -1 2 - 33
(Twin) Heavy flamer 8" (2)Heavy D6 5 -1 1 this weapon automatically hits its target. 17 (+17)
(Twin) Multi-melta 24" Heavy 1(+1) 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 27(+27)
(Twin) lascannon 48" Heavy 1(+1) 9 -3 D6 - 25(+25)
(Typhoon) Missile launcher When attacking with this weapon, choose one of the profiles below. 25(+25)
-Frag missile 48" Heavy (2)D6 4 0 1 -
-Krag missile 48" Heavy 1(+1) 8 -2 D6 -
Plasma cannon - - - - - When attacking with this weapon, choose one of the profiles below. 21
-Standard 36" Heavy D3 7 -3 1 -
-Superchare 36" Heavy D3 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
Vehicle Weapons Range Type S AP D Abilities Points Per Weapon
"Smoke" Launcher 12" Heavy 2D3 4 -1 1 - 11
Heavy Plasma cannon - - - - - When attacking with this weapon, choose one of the profiles below. 30
-Standard 36" Heavy D3 7 -3 1 -
-Superchare 36" Heavy D3 8 -3 2 For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.



Weapon Points Per Weapon
Grappa 15
Assault bolter 15
Astartes shotgun 0
Auto bolt rifle 0
Bolt pistol 0
Bolt pistol gauntlet 25
Bolt rifle 0
(Twin) Boltgun 0(+2)
Frag grenade and Krag grenade 0
Conversion Beamer 20
Cyclone missile launcher 50
Demolisher cannon 0
Flamestorm cannon 30
Handheld Plasma Cutter 7
Heavy flamer array 50
Hurricane Bolter 4
Plasma Incinerator 18
Power Heavy Bolter 15
Rageus Stormcannon 17
Sniper rifle 4
Stormstrike missile launcher 21
Wrist-mounted Krag grenade launcher 4

Special Ammunition[edit]

Ammo Type Range S AP Description
Screamer Rounds - 5 -2
Bitch Rounds 1/2 Range 4 -2
Bore Rounds +4" 6 -3

Melee[edit]

Weapon Range Type S AP D Abilities
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. (Ex. Base attack 1 + chainsword = 2 attacks. Duel Wielding base attack 1 + duel wielding attack 1 + chainsword + chainsword = 4 attacks)
Chain-Axe Melee Melee User +1 -1
Power sword Melee Melee User -3 1
Power fist Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.
Lightning claw Melee Melee User -2 1 You can re-roll failed wound rolls for this weapon.
Thunder hammer Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.
Maverick Stave Melee Melee +2 -3 3 Attached to the modified halberd style weapon is a rapid shot pistol that can used in melee as opposed to making an attack with the stave.



Vehicle[edit]

Walker[edit]

Special Wargear/Relics[edit]

Weapon Range Type S AP D Abilities Points Per Weapon
Maverick Bolt Stave
Maverick Stave Melee Halberd +2 -3 D3
Maverick Stave Bolt Pistol 12" Pistol D3 3 0 1 Assault: This weapon can be used in melee combat.