Ashes of Yggdrasil

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This is an expansion of the Codex - Tyranids: /tg/'s 8th Edition and the Codex - Angry Marines 8th Edition, about the conflict between flaming Nidhoggr Hive Fleet and the angry crew of the Suicidal Insanity.

Nidhoggr Hive Fleet[edit]

Lore[edit]

Rules[edit]

All the rules in this section are meant to be used alongside the Codex - Tyranids: /tg/'s 8th Edition.

Hive Fleet Adaptation[edit]

White-hot Ammo: The bullets shot by the Nidhoggr aren't simple creatures of flesh but fiery projectiles engulfed in flames, able to burn through any target that stands too close to the Great Devourer servants.

  • Each time a model with this adaptation shoots an enemy unit that is within half range of its weapon's maximum range, add 1 to the wound rolls.

Stratagem[edit]

Internal Sun (2CP): The creature of the Nidhoggr can produce an incredible heat seemingly out of nothing. It is not known how those beasts manage to survive but one thing is certain, no simple soldier can withstand these iron-melting temperatures.

  • Use this Stratagem at the end of your Fight phase. Choose a single Nidhoggr model from your army equipped with the Internal Furnace Biomorph. Roll a die for each non-Nidhoggr model within 1" of it; on a 4+ that model suffers a mortal wound.

Nom Nom Nom... ALWAYS ANGRY!!! (1CP):

  • Use this Stratagem after an ANGRY MARINE INFANTRY unit is destroyed in close combat by a TYRANID unit, that unit gets the ALWAYS ANGRY! rule for the rest of the battle.

Burning Rain (2CP):

  • Use this Stratagem at the end of your Movement phase. Select one enemy unit that was passed over by a NIDHOGGR unit with the FLY keyword. Then roll 3D6 for each VEHICLE or MONSTER in the unit, and roll a D6 for every other model in the unit, up to a maximum of 12D6. For each roll of 3+, the target unit suffers a mortal wound.

Warlord Trait[edit]

Hellspawn: The leader beast of the Nidhoggr is a demonic creature of ash and hatred. The heat produced by its body reaches impossible heights and all enemies kneel down and melt at its sight.

  • During deployment, you may instead set this model up deep underground, waiting for the right time to strike. At the end of any of your movement phases this model can burrow up and out of the rock in a fiery eruption of magma and razor-sharp limbs, set this model up in base contact with an enemy unit on the battlefield (but more than 6” away from any other units), that enemy unit then suffers D3 mortal wounds on a roll of 2+. In addition, at the end of every turn roll a die for every non-NIDHOGGR unit within 9” of this model; on a 4+ that unit suffers D3 mortal wounds.

Biomorphs[edit]

Melee Biomorphs[edit]

  • Devil's Implements
Weapon Range Type S AP D Abilities
Devil's Implements Melee Melee User -3 3 If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls. A target wounded by this weapon takes a penalty of 1 to its armour save and an extra -1 penalty if it is in combat with the Balor Hive Tyrant for 2 or more rounds.
  • Gargantuan Rending Claws
Weapon Range Type S AP D Abilities
Gargantuan Rending Claws Melee Melee X2 -5 2D3 Make 2 hit rolls for each attack with this weapon. Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
  • Lavic Maw
Weapon Range Type S AP D Abilities
Lavic Maw Melee Melee User -5 6 Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.

Ranged Biomorphs[edit]

  • Dragon Cannon
Weapon Range Type S AP D Abilities
Dragon Cannon 12" Assault D6 5 -2 2 This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon.
  • Explosive Beetles
Weapon Range Type S AP D Abilities
Explosive Beetles 8" Assault D6 4 -1 1 This weapon automatically hits its target. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
  • Hunting Tendril
Weapon Range Type S AP D Abilities
Hunting Tendril 24" Assault 1 User -3 3 If the Hunting Tendril managed to inflict a wound on a Monster or Vehicle, move it 2D6" directly to Suam'O. The model is now Anchored and can only move closer to Suam'O until its next turn. If the target reaches the Suam'O, the user of the biomorph counts as having charged.
  • Infernal Cannon
Weapon Range Type S AP D Abilities
Infernal Cannon - - - - - Choose one of this weapons profiles before firing.
Infernal Cannon (Wide) 18" Assault 2D6 7 -2 3 This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon.
Infernal Cannon (Beam) 24" Macro 1 12 -5 6 When you use this profile, if the target is within half range, double the number of wounds inflicted by this weapon.
  • Magmaspurt
Weapon Range Type S AP D Abilities
Magmaspurt - - - - - Choose one of this weapons profiles before firing.
Magmaspurt (Spurt) 10" Assault D6 6 -2 2 This weapon automatically hits its target. During the Fight phase a model equipped with this weapon may inflict D3 automatic hits with this weapon's Strength and AP.
Magmaspurt (Blast) 18" Heavy 1 9 -5 D6 When you use this profile, if the target is within half range, roll two dice when inflicting damage with it and discard the lowest result.

Bio-artefact[edit]

The Devil's Dagger:

  • Nidhoggr model with Prehensile Pincer only. The Devil's Dagger replaces the model's Prehensile Pincer.
Weapon Range Type S AP D Abilities
The Devil's Dagger Melee Melee User -2 D3 Each time the bearer fights, make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. You can re-roll failed wound rolls for this weapon. Roll a die if a model that has suffered a wound by this weapon but that hasn't been removed as a casualty; if the result is higher than that model's remaining number of wounds remove it from play.

Upgrade Biomorphs[edit]

  • Geothermal Jets: A model with this Biomorph rolls an additional D6 when advancing and charging.
  • Internal Furnace: A model with this Biomorph deals a -1 penalty to Ld when in base contact.
  • Magma Claws: Consider the Ap of the melee weapon on a model with this Biomorph as 1 point better.
  • Magma Hooks: This Biomorph replaces the model's Flesh Hooks. Models equipped with this Biomorph can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below:
Weapon Range Type S AP D Abilities
Magma Hooks 6" Assault User -2 1 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
  • Molten Core: Roll a die each time a model with this Biomorph inflicts a wound on a Vehicle; on a 4+ that model regains a wound lost earlier in the battle.
  • Pyroclastic Hide: A model with this Biomorph gains a 3+ invulnerable save versus weapons that automatically hit their target and weapons with a strength of 8 or greater and an ap of -4 or better. It loses this save upon said weapons successfully managing to wound it. It regains this ability after not being damaged by these weapons for one full round.

The Niddhoggr Genetic Pool[edit]

Basic Bio-weapons

A NIDHOGGR model may replace its Devourer with one of the following:
- Deathspitter - 5 pts.
- Greater Strangler - 5 pts.
- Scything Talons - free
- Spinefists - free

Basic Bio-cannons

A NIDHOGGR model may replace its Devourer with one of the following:
- Barbed Strangler - 10 pts.
- Venom Cannon - 20 pts.

Monstrous Bio-cannons

A NIDHOGGR model may replace any pair of Monstrous Scything Talons with one of the following:
- Dragon Cannon** - 15 pts.
- Heavy Spinefist* - 15 pts.
- Heavy Venom Cannon** - 25 pts.
- Stranglethorn Cannon** - 25 pts.
- Two Deathspitter with Slimer Maggots - 14 pts.
- Two Devourers with Brainleech Worms - 14 pts.
*Does not replace the model’s Monstrous Scything Talons and so can be taken in addition to any other weapon/upgrade.
**One per model. A model cannot have two of these weapons.

Melee Bio-weapons

A NIDHOGGR model may replace any pair of Scything Talons with one of the following:
- Boneswords - 2 pts.
- Lash Whip and Bonesword - 2 pts.
- Lash Whips - 2 pts.
- Rending Claws - 2 pts.

Monstrous Bio-weapons

A NIDHOGGR model may replace any pair of Monstrous Scything Talons with one of the following:
- Monstrous Boneswords - 20 pts.
- Monstrous Lash Whips - 10 pts.
- Monstrous Lash Whip and Monstrous Bonesword - 15 pts.
- Monstrous Rending Claws - free

Biomorphs

A NIDHOGGR model may take up to one of each of the following:
Where the biomorph has two points costs listed, the second is for monstrous creatures, and the first is for other types of models.
- Acid blood - 5/15 pts.
- Adamantine Tusks - 5 pts.
- Adrenal Glands - 1/5 pts.
- Antidote Glands - free/5 pts.
- Burrowing Limbs - 7/15 pts.
- Carbonized Claws - 5/15 pts.
- Dopamine Injector - 10/30 pts.
- Enhanced Leg Muscles - 5/10 pts.
- Feeder Tendrils - 5/15 pts.
- Feeding Frenzy Trigger - 3/15 pts.
- Geothermal Jets - 10/20 pts.
- Implanted Mechanism Disruption Instincts - 5/15 pts.
- Implanted Organism Killing Instincts - 5/15 pts.
- Increased Muscle Density - -/20 pts.
- Insula Glands - -/15 pts.
- Internal Furnace - -/15 pts.
- Magma Claws - 10/15 pts.
- Magma Hooks - 5/10 pts.
- Molten Core - -/20 pts.
- Nonepinephine Infusion - 8/15 pts.
- Overdeveloped Stabilizing Organs - 15/25 pts.
- Pressure Detection Sensors - 5/10 pts.
- Psychic Deflection Bio-crystals - -/15 pts.
- Pyroclastic Hide - -/20 pts.
- Reflexive Optimization - 3/10 pts.
- Regeneration - 10/30 pts.
- Serrated Blades - 5/15 pts.
- Spring Coil Musculature - 5/15 pts.
- Three-dimensional Thought Patterns - 10/20 pts.
- Toxin Sacs - 2/6 pts.
- Warp Shield Projector - 10/20 pts.
- Wide-spectrum Retinas - 3/8 pts.

Thorax Biomorphs

A NIDHOGGR model may take up to one of the following:
- Explosive Beetles - 10 pts.

Available Units[edit]

HQs:: Hive Tyrant, Balor-Class Hive Tyrant, Suam'O, Trygon Prime, Tyranid Prime, Neurothrope
Elites: Haruspex Brood, Zoanthrope Brood, Tyrant Guard Brood, Hive Guard Brood, Ignis-Class Pyrovore Brood
Troops: Tyranid Warrior Brood
Fast Attacks: Dimachaeron Brood, Ravener Brood, Tyranid Shrikes Brood
Heavy Supports: Biovore Brood (Char Mines Only), Exocrine Brood, Carnifex Brood, Tyrannofex Brood, Trygon Brood, Mawloc Brood, Linnorm
Flyers: Erinyes Brood, Harpy Brood (Char Mines Only), Hive Crone Brood
Dedicated Transports: Malefactor, Tyrannocyte
Lords of War: Barbed Hierodule, Cerebore, Dactylis (Char Mines Only), Harridan, Magma Corer, Scythed Hierodule, Viciator, Viragon
Fortifications: Capillary Towers, Spore Chimneys, Sporocyst (Char Mines Only)

Peculiar Units[edit]

HQs[edit]

Balor-Class Hive Tyrant[edit]

This unit contains 1 Balor-Class Hive Tyrant (Power Rating 13). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Balor-Class Hive Tyrant * * * 8 7 14 5 10 3+
Remaining W M WS BS
8-14+ 9"/16" 2+ 2+
4-7 7"/12" 3+ 3+
1-3 5"8" 4+ 4+

Biomorphs:

  • Devil’s Implements
  • Heavy Venom Cannon
  • Internal Furnace
  • Magma Hooks
  • Pyroclastic Hide
  • Prehensile Pincer

Special Rules:

  • Consume All in Ash: Enemy units within 12" subtract 1 from their leadership. If a unit has been in combat with the Balor Hive Tyrant for 2 Fight phases or more subtract an additional 1 from their leadership.
  • Death Throes
  • Old Adversary: This model re-rolls all failed To Hit and To Wound rolls when fighting in close combat against an enemy Character.
  • Psychic Barrier
  • Shadow in the Warp
  • Synapse
  • The Will of the Hive Mind

Psyker:

  • A Balor-Class Hive Tyrant can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the Smite power and two psychic powers from any of the Hivemind's disciplines.

Warlord Trait: If this model is your Warlord, it has the Hellspawn Warlord Trait.

Options:

  • May take the Wings Biomorph - 50 pts./2 PP

Keywords:

  • Faction: Nidhoggr, Tyranids
  • Character, HQ, Monster, Balor-Class Hive Tyrant, Hive Tyrant, Synapse, Psyker
Suam'O[edit]

This unit contains 1 Suam'O (Power Rating 11). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Suam'O 7" 3+ 4+ 8 7 9 4 10 3+

Biomorphs:

  • Dragon Cannon
  • Hunting Tendril
  • Internal Furnace
  • Molten Core
  • A pair of Massive Crushing Claws
  • A pair of Monstrous Scything Talons

Special Rules:

  • Blot in the Hive Mind: Every Nidhoggr unit within this model's synapse range of 6" adds 1 to its hit rolls and attack characteristic in a turn in which it charged.
  • Kaiju: This model can re-roll every wound roll against Vehicles, Buildings and Monsters.
  • Smoldering Battering Ram: When Suam'O finishes a charge move, roll a dice; on a 4+ one enemy unit within 1" suffers D3 mortal wounds. In addition, add 1 to all hit rolls for Suam'O in the Fight phase if it charged in the same turn.

Warlord Trait: If this model is your Warlord, it has the Instinctive Killer Warlord Trait.

Keywords:

  • Faction: Nidhoggr, Tyranids
  • Character, HQ, Monster, Saum'O, Synapse

Elites[edit]

Ignis-Class Pyrovore Brood[edit]

This unit contains 1 Ignis-Class Pyrovore (Power Rating 3). It can 1 additional Ignis-Class Pyrovore (Power Rating +3), 2 additional Ignis-Class Pyrovores (Power Rating +6), 3 additional Ignis-Class Pyrovores (Power Rating +9), or 4 additional Ignis-Class Pyrovores (Power Rating +12).

Name M WS BS S T W A Ld Sv
Ignis-Class Pyrovore 5" 4+ 3+ 5 4 4 3 6 4+

Biomorphs:

  • Acid Blood
  • Acid Maw
  • Magmaspurt cannon

Special Rules:

  • Fireproof: The strength of all weapons that automatically hit their target and weapons with a strength of 8 or greater and an ap of -4 or better fired at an Ignis-Class Pyrovore Brood is halved (rounding up).
  • Instinctive Behaviour
  • Extremely Volatile: When an Ignis-Class Pyrovore is slain, roll a dice. On a 2+ it bursts in a shower of acid - the nearest enemy unit within 6" (if any) suffers D3 mortal wounds. If the Ignis-Class Pyrovore Brood is within Synapse range, at the end of any Fight phase you may choose to detonate any number of models within it - resolve it exactly as they were slain by an enemy model.

Options:

  • Mutations: (M:5/WS:10/BS:-/S:-/T:15/W:15/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
  • Any model may take items from the Biomorphs list.

Keywords:

  • Faction: Nidhoggr, Tyranids
  • Elites, Infantry, Ignis-Class Pyrovores

Heavy Support[edit]

Linnorm[edit]

This unit contains 1 Linnorm (Power Rating 12). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Linnorm * * * 7 6 14 6 9 3+
Remaining W M WS BS
8-14+ 9" 2+ 3+
4-7 7" 3+ 4+
1-3 5" 4+ 5+

Biomorphs:

  • Bio-electric Pulse with Containment Spines
  • Internal Furnace
  • Three pairs of Monstrous Scything Talons
  • Pyroclastic Hide
  • Prehensile Pincer

Special rules:

  • Burrow: At the beginning of any of your Movement phases, the Linnorm can burrow. Remove it from the battlefield - it can return as described in the Underground Eruption ability. The Linnorm may not burrow and return to the battlefield in the same turn. If the battle ends while the Linnorm is underground, it is considered to be slain.
  • Death Throes
  • Extreme Omnivore: The Linnorm gains a Fuel Token for each wound inflicted on a Vehicle, up to three for any single model.
  • Lurker: The Linnorm automatically enters from Reserve on the first turn.
  • Magma Furnace: At the start of the Shooting phase you can spend 4 Fuel Token to let the Linnorm perform a single shooting attack as if it had a Dragon Cannon.
  • Shadow in the Warp
  • Synapse
  • Terraform: During the Shooting phase a unit with this rule may opt to devour an inorganic terrain piece (buildings, rocks, wreckage etc) it touches. If it chooses to do so, you may move it to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes. This action earns a Fuel Token. Up to three Tokens can be spent for a +2" total movement increase or any number to increase the Attacks by +1 in the Fight phase.
  • Underground Eruption: During deployment, you can set up the Linnorm underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Linnorm anywhere on the battlefield that is more than 1" away from any enemy models, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wound, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. The Linnorm cannot charge in the same turn.

Warlord Trait: If this model is your Warlord, it has the Instinctive Killer Warlord Trait.

Keywords:

  • Faction: Nidhoggr, Tyranids
  • Character, Heavy Support, Monster, Linnorm, Synapse

Lords of War[edit]

Magma Corer[edit]

This unit contains 1 Magma Corer (Power Rating 40).

Name M WS BS S T W A Ld Sv
Magma Corer 9" * * 9 10 40 * 9 3+
Remaining W WS BS A
21-40+ 2+ 3+ 6
9-20 3+ 3+ D3+2
5-8 4+ 4+ D3
1-4 5+ 5+ 1

Biomorphs:

  • A pair of Gargantuan Rending Claws
  • Incendiary Ichor
  • Infernal Breath
  • Internal Furnace
  • Lavic Maw
  • Magma Core
  • Magma Hooks

Special rules:

  • Caustic Fumes: Your opponent must subtract 1 from hit rolls for ranged weapons that target Tyranids units within 6" of this model. In addition, at the end of the Movement phase, roll a D6 for each non-Nidhoggr unit within 6" of any Magma Corer. On a 4+, that unit suffers D3 mortal wounds.
  • Living Mountain: A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they possess the INFANTRY keyword and as long as it ends it's moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the INFANTRY keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. In addition, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit. Finally, at the beginning of the Movement phase, you can decide to change this model's posture. If you do so, choose one of the following, the special rules have effect until the start of your next Movement phase. This model always starts the game On All Fours.
On All Fours: While in this position, this model cannot attack, both in the Shooting and Fight phase. This model receives a bonus of +1 to its armour save and all enemy weapons attacking it consider their Ap value as two steps worse. In addition, this model gains the Transport keyword and can transport up to 6 Nidhoggr HIVE GUARD, TYRANT GUARD or TYRANID WARRIORS. It may also transport up to two Nidhoggr TYRANID PRIME or a single Hive Tyrant.
On Two Legs: This model loses the Caustic Fumes special rule. If this model charges an enemy unit, roll a die if the charge is successful; on a 3+ that unit suffers D3 mortal wounds. This model can attack models in the Fight Phase even if they aren't at the bottom floor of a ruin.
  • Mantle Burrower: During deployment, you can set up a Magma Corer underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Magma Corer anywhere on the battlefield that is more than 12" away from any enemy models. At the beginning of any of your Movement phases, if it's not within 1" of an enemy unit, it can burrow. Remove it from the battlefield - it can return as described in this rule. A Magma Corer may not burrow and return to the battlefield in the same turn. If the battle ends while the Magma Corer is underground, it is considered to be slain.

Options:

  • May take up to three biomorphs from the following list:
-Cellular Bolster - 50 pts.
-Gargantuan Warp Shield - 50 pts.
-Psy-Catalyst - 50 pts.
-Synaptic Regeneration - 60 pts.

Keywords:

  • Faction: Nidhoggr, Tyranids
  • Lord of War, Magma Corer, Monster, Titanic

Points Values[edit]

Units[edit]

Unit Models per unit Points per model (weapons included)
Balor-Class Hive Tyrant 1 250
Ignis-Class Pyrovore 1-5 60
Linnorm 1 230
Magma Corer 1 800
Suam'O 1 210

Angry Marines' Suicidal Insanity Crew[edit]

Lore[edit]

When a space marine company is created, it is generally done so with much forethought, is the establishment of a new company necessary? Where will the marines and their geneseed to man it come from? Where will the equipment, bolters, power armour and chain blades, come from? Such a process can take decades just to come to fruitition, whereupon a man, nay, a god, must be found to elevate to the position of company captain, a being with such skill in the art of war and management that a force led by them could surely never fail.

If however, you were to speak to Chief Mindfucker Moarfistin about the importance of prudence, prior planning and management he would reach for his dictionary, remember that he doesn’t have a dictionary to beat you over the head with, and then simply kick you in the balls.

Rules[edit]

All the rules in this section are meant to be used alongside the Codex - Angry Marines 8th Edition.

Stratagems[edit]

MAXIMIUM FUCKING FLAMES (2CP):

  • Use this Stratagem when a BLACK BROTHER unit is about to fire its weapons. That unit may roll an additional dice for each weapon it possesses which automatically hits its target when determining the number of shots in that shooting phase. At the end of that Shooting phase, roll a D6 for each model affected by this stratagem, on each 5+ that unit suffers a mortal wound.

Longer Flamer Barrels (2CP):

  • Use this Stratagem before the battle begins. Select a unit which is armed entirely with weapons that automatically hit their target. For the duration of the battle, that unit may add 4” to all their weapons which automatically hit their target.

Violent Reactor Vent (2CP):

  • Use this Stratagem at the beginning of the fight phase. Select a BLACK BROTHER KNIGHT, it loses all of its melee weapon profiles for the duration of that fight phase but choose one of these effects:
    • All other units within D6” suffer D6 mortal wounds.
    • A single unit within 6” suffers 3D3 mortal wounds.

However, you must subtract 4” from this units movement characteristic until your next turn.

Intimate Burning (1CP):

  • Use this Stratagem at the beginning of any turn. Select an ANGRY MARINE unit. Until the end of the turn that units weapons which automatically hit their target become Pistol X (eg. Assault D6 would become Pistol D6).

Warlord Trait[edit]

  • THE BIGGER THEY FUCKING ARE!!!:
    • Add 1 to the attack characteristic of your Warlord for every 2 maximum wounds (to a maximum of 5 extra attacks) that the enemy model they are engaged in melee with has more than him.

Wargears[edit]

Melee Weapons[edit]
  • A Maw and Jaws you don’t want anywhere near your squish parts
Weapon Range Type S AP D Abilities
A Maw and Jaws you don’t want anywhere near your squish parts Melee Melee User -3 1 For every hit roll of 6+ made by this weapon do not roll to wound, it automatically deals one mortal wound instead of the normal damage.
  • Burning bag of Codex Astates
Weapon Range Type S AP D Abilities
Burning bag of Codex Astates Melee Melee +1 -2 D3 When attacking with this weapon, you must subtract 1 from the hit roll. In addition to this, each hit with this weapon counts as 3 hits instead of 1. In a turn where the bearer of this weapon charged you may make an additional attack with this weapon in the following fight phase.
  • Damaged Power Fist
Weapon Range Type S AP D Abilities
Damaged Power Fist Melee Melee x2 -2 D3 When attacking with this weapon, you must subtract 1 from the hit roll.
  • Flaming Chain Flail
Weapon Range Type S AP D Abilities
Flaming Chain Flail Melee Melee +1 -2 1 Each hit with this weapon counts as 2 hits instead of 1. In a turn where the bearer of this weapon charged you may make an additional attack with this weapon in the following fight phase.
  • “Improvised” Weapon
Weapon Range Type S AP D Abilities
“Improvised” Weapon Melee Melee x3 -3 D6 This weapon treats damage rolls of 1 and 2 as dealing 3 damage. When attacking with this weapon, you must subtract 1 from the hit roll, but each hit with this weapon counts as two hits.
Shooting Weapons[edit]
  • Combi-Combi-Combi-Combi-Combi Flamer:
Weapon Range Type S AP D Abilities
Combi-Combi-Combi-Combi-Combi Flamer Assault 5D6 8” 4 -1 1 This weapon automatically hits its target.
  • Mega Flamer of Wrath:
Weapon Range Type S AP D Abilities
Mega Flamer of Wrath - - - - - When firing this weapon, choose one of the following profiles before firing.
PUSSY MODE!!! 18” Heavy 2D6 5 -1 1 This weapon automatically hits its target.
FUCK SAFETY MEASURES!!! 18” Macro D6 9 -4 D6 This weapon automatically hits its target. Roll a D6 for each hit made by this weapon. For each roll of 1 the bearer suffers D3-1 mortal wounds and the targeted unit suffers an additional hit with the weapon's profile.
  • Molotov Cocktails:
Weapon Range Type S AP D Abilities
Molotov Cocktails Grenade 2 8” 3 0 1 Each successful hit roll with this weapon causes D3 hits rather than 1; if the target is a Swarm unit or contains 6 or more models, each successful hit roll with this weapon causes D6 hits rather than 1 or D3 .
  • The “Mistake” Remover:
Weapon Range Type S AP D Abilities
The “Mistake” Remover Assault 2D6 8” 5 -1 1 This weapon automatically hits its target.
ArteFUCKt[edit]
  • Adaptive Rage: Never say that angry marines are incapable of learning from their enemies (because they’ll stove your heads in for disagreeing with them), as angry marines who have fought the Tyranids have noticed that their foes would adapt to the tactics of whoever they were fighting. Unfortunately for the Tyranids, the only real adaptations they could make were to grow longer legs and run in the other direction or develop camouflage skin to hide so that they wouldn't get their new, longer legs ripped off. To try and emulate this the angry tech marines took an analaytics servitor, stripped it down to just its brain and associated casing and strapped it to a marine helmet. During the battle, the servitor brain then feeds real-time tactical data to its wearer in the form of “FUCKING TELLING THE CUNT I’M RIDING ON THAT THE SHIT HEAD OVER THERE IS FUCKING CHOPPY SO YOU SHOULD BE EVEN FUCKING CHOPPIER YOU TWAT!!!”
    • The bearer of this relic has the faction specific rules of whatever enemy it is facing (this stacks if there are multiple different enemy factions). In addition to this, if the bearer of this relic also slays the enemy warlord then they gain that warlords warlord trait as well.
Wargear[edit]
  • A Pack of Cold Refreshments: A cold, refreshing drink can be all an angry marine needs to brush off the flames of a titan inferno gun.
    • A unit with this wargear adds 1 to its armour save throws against weapons which automatically hit their target.
  • Flaming Sidecar: Some Black Brothers think that their bikes, despite being made of mostly flame, don’t have enough flames on them. However, as their bikes already have the highest possible density of flamers per square inch outside of a weapon cache, there is no way to add any more guns to the bike. Some circumvent this issue with the laws of physics by simply adding more bike, or more specifically, a sidecar. This sidecar is then loaded to the brim with fuel tanks, flamers, Molotov cocktails, and sometimes is outfitted with a Mega Flamer of Wrath, for those Black Brothers who prefer one massive flamer instead of too many smaller ones.
    • A model with this wargear subtracts 4” from its movement range, but gains 2 additional wounds and 4 additional flamers.

Crew of the Sucidal Insanity[edit]

HQ[edit]

Tweedle Dick and Tweedle Cunt[edit]

A company should only really have one captain, especially in the case of angry marines as it is a scientific fact that if you put a group of angry marines into a room together (or just two angry marines, or even a single bored marine) and ask them to come up with a plan of action, that plan of action will quickly degrade into “PUNCH THE OTHER ANGRY FUCKING IN THE CUNT!!!” However, the canteen brawl which was supposed to decide the leader of the “WHY DO WE HAVE TO FOLLOW THOSE CUNTS?!!!” company and their ship The Suicidal Insanity resulted in Tweedle Dick and Tweedle Cunt knocking each other out simultaneously via violent kicks to the bollocks, and so the two of them were made captain. Not two separate captains mind you, there was only one position available, and instead of simply making two such captaincies available would have been two levels headed and logical, and so now Dick and Cunt are both, technically, the same captain. And so now they are stuck for all eternity/until one or both of them die, to spend all their time in each other’s company like a married couple in the bitterest of relationships.

This unlikely pairing is always followed by Equal Opportunity Genital Muncher the Honey Badger, named so because they (nobody is stupid enough to try and check its gender) are not fussy on who’s genitals it bites off. It is not known where Equal Opportunity came from, as the large numbers of honey badgers which could normally found in the vicinity of angry marines had to be removed (to make the faction a little bit more sensible from a story perspective), but as honey badgers do turn up from time to time (such as hiding in underwear draws or in toilets) most people assume that Equal Opportunity is simply a honey badger that survived the editorial cuts.

Another theory (proposed by psykers who get too near the creature) is that Equal Opportunity is actually a warp familiar, spawned by the hatred between Dick and Cunt. The psykers think this because whenever Equal Opportunity looks at them they get the psychic equivalent of having their genitals chewed off.

This unit contains 1 Tweedle Dick, 1 Tweedle Cunt and 1 Equal Opportunity Genital Muncher the Honey Badger (Power Level X). Only one of this unit may be included in your army. If this unit is your warlord then the whole unit is treated as being your warlord.

Name M WS BS S T W A Ld Sv
Tweedle Dick 6" 2+ 2+ 5 4 5 3 8 3+
Tweedle Cunt 6" 2+ 4+ 6 4 5 4 8 3+
Equal Opportunity Genital Muncher the Honey Badger 6" 2+ - 4 4 2 6 8 5+

Wargear

  • A Maw and Jaws you don’t want anywhere near your squish parts (Equal Opportunity Genital Muncher the Honey Badger only)
  • Three Storm Bolters (Tweedle Dick only)
  • A Power Sword (Tweedle Dick only)
  • Two Broken Power Fists (Tweedle Cunt only)
  • Frag Grenade (Tweedle Dick and Tweedle Cunt only)

Special Rules:

  • Always Angry
  • Dual Melee Weapons
  • GET THE FUCK OFF MY LEG!!!: Sometimes, running around with two power fists is not enough for Tweedle Cunt to beat the shit out of his enemies, so he will enlist (unwillingly) Tweedle Dick to act as a larger and angrier melee weapons.
    • At the beginning of each fight phase, you may decide whether Tweedle Cunt will pick up Tweedle Dick and use him as an improvised weapon. If so Tweedle Dick suffers D2 wounds and may not fight for the duration of the fight phase, however, Tweedle Cunt counts as being equipped with an “Improvised” Weapon for the duration of the fight phase, but counts as not being equipped with his two broken power fists for the duration of the fight phase.
  • YOU FUCKING IDIOT!!!: “HOW DOD YOU FUCKING MISS THAT SHOT YOU FUCKING CUBT?!!!” (THUMP)
    • Whenever Tweedle Dick or Tweedle Cunt fail a hit roll at any time they immediately suffer a strength 4 ap0 D1 hit which is resolved immediately for each failed hit.
  • Feel no pain: ITS FUCKING DIFFICULT TO TAKE A BOLT SHELL TO THE FUCKING HEAD SERIOUSLY WHEN YOUR GOT THE CUNT BADGER BITING YOUR BALLS!!!
    • As long as Equal Opportunity Genital Muncher the Honey Badger is alive, all models in this unit ignore damage taken on a 5+ on a D6, except for Equal Opportunity, who ignores damage received on a 4+.
  • Otherworldly Badger: Whether Equal Opportunity is real, or a warp spawn, it’s effect on nearby psykers is undeniably effective.
    • As long as Equal Opportunity Genital Muncher the Honey Badger is alive, this unit may deny one psychic power a turn, and may add 1 to the result of these rolls.

Keywords:

  • Faction: Angry Marine, Imperium
  • HQ, Character, Infantry, Tweedle Dick and Tweedle Cunt, DEMON) (Equal Opportunity Genital Muncher the Honey Badger only)
Sargent “IN CHARGE OF BORING SHITE!!!”[edit]
I’M FUCKING SANTA IF SANTA GAVE YOU TAX REFUND INVOICES WHICH WERE ON FIRE!!!

While Tweedle Dick and Cunt are constantly fighting or trying to Prize Equal opportunity off their balls, Sargent “IN CHARGE OF BORING SHITE!!!” is actually the one who runs the Suicidal Insanity, but if you’d asked anyone 50 years ago what the young (as he was known then) Joshua Biggins would do once he was filling trained, nobody would have said “second in command of an army of yellow psychopaths”. From the age of eight Joshua had been brought up as an orphan by the Adeptus Ministrorum and had shown great promise as a clerk and general organiser, with the potential of becoming middle management (effectively as comfortable as an orphan in the Imperium is ever likely to get).

However, on one fateful day at the ripe old age of 14 (ancient by marine recruit standards) Joshua was transferred to the part of the Administratum that worked with the Ultramarines, who ground him down over the course of 6 months with their “Courage and honour” and their constant babbling about the “Codex Astartes” until some poor serf said “may our spiritual liege guide you” one too many times. Nobody knows what it was that had put Joshua on edge before the serf said those words, but when the next shift arrived to relieve the clerk of his duties they found the poor ultramarine serf with his head stuck up his own arse.

After this Joshua went feral for a while, living in the ducts of ships, surviving by licking dew of the walls and burning anything ultramarine related he could find, until one day the ship he happened to sneak into was the battle barge Considerable Shouting, where he was found basking in front of a blazing fire created by burning the battle barges entire supply of Codex Astartes (used by the Fiery Aggressors in their promethium mixtures) screaming “BURN YOU STUCK UP CUNTS!!! BURN!!!” After this Joshua was quickly inducted, rose to the rank of black brother Sargent and moved over to the suicidal insanity, who’s captain Dweedle Dick and Cunt made him their second in command, partly because he is an excellent administrator, but mostly because if he finds an accounting error he will go on a burning spree through the accounts department.

Sometimes, Boring Shite will combine his two jobs of administrator and burny bastard on the battlefield, by riding into battle on his Mobile Accounts Department, an extra large black brother bike which holds extra large fuels tanks, extra flamers, flameproof filing systems and a servitor in the side car who pulls double duty as data processor and gunner. All of this colossal weight is too much even for a beefed up astartes bike, so the whole flaming mess is pulled along by a team of five normal black brother bikers, all of whom are extraordinarily pissed off that they’re stuck towing the bastard around.On such a behemoth of burning belligerence little can stand in the way of boring shite, as he continuously swaps from burning his foes alive, to running calculations on why the enemy he just roasted where a bunch of idiots.

This unit contains 1 Sargent “IN CHARGE OF BORING SHITE!!!” (Power Level 5). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv
Sargent “IN CHARGE OF BORING SHITE!!!” 6" 2+ 4+ 5 4 5 3 8 3+
Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department 10" 2+ 4+ 5 6 9 3 8 2+

Wargear:

  • Burning Bag of Codex Astartes
  • Molotov Cocktails
  • The “Mistake” Remover
  • 20 Flamers (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only)
  • Mega Flamer of Wrath (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only)
  • Flaming Chain Flail (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only)

Abilities:

  • Always Angry
  • Dual Melee Weapons
  • Burning Weapons: If an enemy model suffers any unsaved wounds from any weapons this unit has but is not slain; at the end of the Phase, roll a D6; on a 6, the target suffers a mortal wound.
  • Flames of Wrath: Your opponent must subtract 1 from all hit rolls that target this unit. In addition, all hit rolls made of 6 that target this unit will always hit (regardless of modifiers).
  • Pyromaniac Brothers: If this unit is within 3" of any friendly Fiery Aggressor unit that contains 3 or more models; this unit receive the benefits of cover, even if they are not in cover.
  • I’M IN CHARGE AROUND HERE: Few are stupid enough to argue against an angry accountant when he has the numbers to back up the fact that your a fucking idiot.
    • ANGRY MARINE units within 6” of this model may re-roll failed hit rolls of 1. In addition to this, if your army is battle forged then you gain 1 command point.
  • Shield of Flames: The Sargent doesn’t carry around an iron halo or any kind of storm shield. Instead the flames around him burn so hot that bullets have a nasty habit of either deforming before they hit him (depriving them of their armour piercing potential) or become too scared to hit him, instead flying off at oblique angles.
    • A model with this rule has a 4+ invulnerability save.
  • BURN YOU PITIFUL BITCHES!!!: Boring Shite has an innate and numerical understanding of fire, and will happily assist others in being more burny if it increases the overall levels of “FUCKING FIRE EVERYWHERE!!!”
    • Weapons which automatically hit their target wielded by friendly units within 6” of Sargent “IN CHARGE OF BORING SHITE!!! may roll twice the number of dice when determining the number of hits and discard the lowest half of dice.
  • MAXIMIUM POWER!!!: RAGE CAPACITORS TO MAXIMUM!!! MOLTEN CARBERATOR TO OVERDRIVE!!! SPINNY DIALS TO FUCKING ELEVEN!!! TO INFINITY AMD BEYOND MOTHER FUCKERS!!!
    • (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only) At the beginning of your movement phase you may decide to have this unit deactivate all their bikes safety measures and put their pedals so hard to the floor that “pedal to the metal” doesn’t cover it. If so roll a D6 for each model in the unit, on a 4+ the unit suffers a mortal wound, but the unit gains the FLY keyword, increases their movement distance to 28” and enemy units firing at it until your next movement phase suffer -1 to their hit rolls.
  • FUCK THIS THING'S BIG!!!: THAT'S WHAT SHE SAID!!!
    • (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only) A model with this rule and a Mega Flamer if Wrath may only fire its Mega Flamer of Wrath’s FUCK SAFETY MEASURES!!! mode if it also activated its MAXIMUM POWER!!! ability in the same turn. If so it may fire the weapons FUCK SAFETY MEASURES!!! mode despite not having the TITANIC keyword and having moved.
  • Belligerent Tow Crew: Don’t forget about the group of Black Brothers who tow the Sargent around. If you do it might be one of them who kills you instead.
    • (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only) A unit with this rule may make 10 additional attacks with their chain flail weapon profile each fight phase, but at a minus 1 to hit.

Options:

  • May be upgraded to Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department - 150 pts./7 PP.

Keywords:

  • Faction: Angry Marine, Imperium
  • HQ, Character, Infantry (Sargent “IN CHARGE OF BORING SHITE!!!” Only), Sargent “IN CHARGE OF BORING SHITE!!!”, Black Brother, Biker (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only)

Fast Attack[edit]

Black Brother Bike Squad[edit]

The pinacle of a black brothers burning potential, the black brother bike is the orgy child between every flamer imaginable and an early space age rocket, in that it more resembles a fireball on wheels. Such a bike represents centuries, if not millennia, of tireless scavenging and construction work by a black brother, as such vehicles are not handed down or stored in an armoury. No no no. That would be tantamount to heresy in the eyes of a black brother, who see their bikes not as a weapon of war or a vehicle (although they excell at both tasks), but as a physical manifestation of their rage and devotion to flames. This means that a black brother biker is not simply an elite soldier, they are a warrior who has survived centuries of constant war, riding into battle on a vehicle of destruction capable of turning the ground it travels over into molten slag.

Such individuals are held in high regard by other angry marines for the sheer amount of rage they possess and the devotion that they have needed to put into building their bikes. Such individuals are held in such high regard that no angry marine (up to and including the chapter master) would ever touch a black brothers bike without express permission or to save it from certain doom (and even then they would need power fists to not burn themselves on the white hot chassis).

This unit contains 3 Black Brother Bikers (Power Rating 8). It can include up to 3 additional Black Brother Bikers (Power Rating 3 each).

Name M WS BS S T W A Ld Sv
Black Brother Biker 14" 3+ 5+ 5 5 2 1 8 3+

Wargear:

  • Each Black Brother Biker is armed with:
-6 Flamers
-Flaming Chain Flail
-Molotov Cocktails

Abilities:

  • And They Shall Know No Fear
  • ALWAYS ANGRY
  • Dual Melee Weapons
  • Burning Weapons: If an enemy model suffers any unsaved wounds from any weapons this unit has but is not slain; at the end of the Phase, roll a D6; on a 6, the target suffers a mortal wound.
  • Flames of Wrath: Due to wielding flamers and being covered in flames themselves the Black Brothers are always followed by a large cloud of black smoke. While this makes them easy to track, hitting the individual Brothers is a difficult task made more difficult the more Brothers are part of a squad.
  • Your opponent must subtract 1 from all hit rolls that target this unit; as long as a Black Brothers unit contains at least 5 models, your opponent must subtract 2 from all hit rolls made by ranged weapons that target this unit, instead of 1. In addition, all hit rolls made of 6 that target this unit will always hit (regardless of modifiers).
  • Pyromaniac Brothers: if this unit is within 3" of any friendly Fiery Aggressor unit that contains 3 or more models; this unit receive the benefits of cover, even if they are not in cover.
  • MAXIMUM POWER!!!: RAGE CAPACITORS TO MAXIMUM!!! MOLTEN CARBERATOR TO OVERDRIVE!!! SPINNY DIALS TO FUCKING ELEVEN!!! TO INFINITY AMD BEYOND MOTHER FUCKERS!!!
    • At the beginning of your movement phase you may decide to have this unit deactivate all their bikes safety measures and put their pedals so hard to the floor that “pedal to the metal” doesn’t cover it. If so roll a D6 for each model in the unit, on a 4+ the unit suffers a mortal wound, but the unit gains the FLY keyword, increases their movement distance to 28” and enemy units firing at it until your next movement phase suffer -1 to their hit rolls.
  • FUCK THIS THING'S BIG!!!: THAT'S WHAT SHE SAID!!!
    • A model with this rule and a Mega Flamer if Wrath may only fire its Mega Flamer of Wrath’s FUCK SAFETY MEASURES!!! mode if it also activated its MAXIMUM POWER!!! ability in the same turn. If so it may fire the weapons FUCK SAFETY MEASURES!!! mode despite not having the TITANIC keyword and having moved.

Options:

  • Any model in the unit may add a Flaming Sidecar - 20 pts.
  • Any model in the unit may replace 6 of its flamers and Molotov Cocktails for a Mega Flamer of Wrath, but only if it has a Flaming Sidecar - 40 pts.

Keywords:

  • Faction: Angry Marine, Imperium
  • Fast Attack, Biker, Black Brother Bike Squad, Black Brother

Lords of War[edit]

Black Brother Knight[edit]

A Black Brother Knight is what happens when the black brothers start getting penis/flame envy. As the most pyromaniac minded soldiers in the galaxy surely they should be the burniest things around, not some stick-up race of flaming cockroaches. And so, if they feel small and threaten in the flame department the local angry marine knight pilots will wake up one morning to find that their knights have received a bit of a makeover (and that they themselves will have been strapped down into their beds with adamantium duct tape). The first thing to change is the engine, which is either sent into overdrive and the excess heat vented in fiery bursts, or the engines simply replaced with smoke spewing, promethium motors. Next there are the guns, which are replaced with nice big flamers, usually one for throwing out as much flame as possible (for scolding any infantry stupid enough to get close) and one big “FUCK OFF!!!” flame cannon, which has more in common with a volcano cannon than a flamer or a melta gun. Finally, there’s the paint job, which is stripped away with blow torches to create a nice burnt look. When the Knight next enters the battlefield (piloted by which ever black brother won the precious nights fight) it will be mostly obscured by billowing black smoke and tongues of flame, which then quickly engulfs all foolish enough to come too close.

This unit contains 1 Black Brother Knight (Power Level 17).

Name M WS BS S T W A Ld Sv
Black Brother Knight * * * 8 8 24 4 9 3+
Remaining W M WS BS
13-24+ 12” 2+ 3+
7-12 9” 3+ 4+
1-6 6” 4+ 5+

Wargear:

  • One Combi-Combi-Combi-Combi-Combi Flamer
  • Six Flamers
  • One Mega Flamer of Wrath
  • Titanic Feet

Special Rules:

  • ALWAYS ANGRY!
  • Dual Melee Weapons
  • Ion Shields: WHAT THE FUCK EVEN ARE ION'S DOING BLOCKING BULLETS?!!! THAT MAKES NO FUCKING SENSE!!!
    • This model has a 5+ invulnerability save against shooting attacks.
  • Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
  • Super Heavy Walker: No matter what angle you look at such a vehicle it is huge, so huge in fact that "THE ONLY THING BIGGER IS YOUR MOM BITCH!!!"
    • This model can Fall Back in the Movement phase and still shoot and\or charge in the same turn. When this model Falls Back, it can move over enemy INFANTRY and SWARM models, though it must end its turn more than 1" from any enemy units. In addition, this model can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, this model only gains a bonus to its armour save for being in cover if at least half of the model is obscured from the firer.
  • Flames of Wrath: Due to wielding flamers and being covered in flames themselves the Black Brothers are always followed by a large cloud of black smoke. While this makes them easy to track, hitting the individual Brothers is a difficult task made more difficult the more Brothers are part of a squad.
    • Your opponent must subtract 1 from all hit rolls that target this unit. In addition, all hit rolls made of 6 that target this unit will always hit (regardless of modifiers).
  • Burning Weapons: If an enemy model suffers any unsaved wounds from any weapons this unit has but is not slain; at the end of the Phase, roll a D6; on a 6, the target suffers a mortal wound.

Keywords:

  • Faction: Angry Marine, Imperium
  • Lord of War, Vehicle, Black Brother Knight, Black Brother, Titanic

Points Values[edit]

Units[edit]

Unit Models per unit Points per model (weapons included)
Equal Opportunity Genital Muncher the Honey Badger 1 40
Tweedle Cunt 1 80
Tweedle Dick 1 80
Sargeant in Charge of Boring Shite - -
-On Foot 1 140
-On Mobile Account Department 1 350
Black Brother Biker 1 55
Black Brother Knight 1 340

Campaign[edit]

Lore[edit]

They awoke screaming. A scream of silence which was heard by no one, yet it still shook the very fabric of reality with its desperation and terror. For what seemed like an eternity, the sentience screamed, and screamed. Something was missing, but they did not know what they had lost, they felt alone but had no context to describe their experience. And so they screamed.

It took a long time, measured in units which the sentience had no concept of, until the screams began to peeter out through sheer exhaustion. Slowly, the entity began to take stock of their surroundings. Darkness engulfed them, but it knew that this was nothing it hadn’t seen before, the void with which it’s mind could feel out to had been a constant companion for as long as it could remember. Then why did it feel so much terror? What had changed about it’s surroundings which had caused it to shake the very fabric of existence?

The sentience spent an even longer to thinking on this, slowly regaining its composure so that it could feel out its surrounds further.

It was somewhere in this vast void of time of time that it finally realised what was wrong. Scanning back through it’s train of thought it found the concepts which were the key to its terror.

It.

Me.

I.

Concepts of self. Had it always been like this? For some reason the it thought that it had not always been an it. An I. Slowly, the being went back through it’s existence until it’s persoective changed. Yes, it realised. I have not always been an it, an I. I was once....

A part.

At this realisation, the terror returned.

Where were the rest of them? The other parts which made up the whole? Creatures separated by distance, time and space but were yet the same. A one. A part. They were alone, a concept which had never before been a possibility. How could a part which was the whole ever be alone? They were a part. And now, they were apart.

And so, they screamed.

It took an even longer time for the being to regain control for the second time. With sentience, and individuality it realised, came isolation. But what were they? What had they been? Had they had a purpose? As much as a part which was the whole with no self could have a purpose.

Another eternity passed as the new mind contemplated what it was, and what it had been before. For as far as it could tell, it’s purpose had been to destroy. It arrived. It consumed. It left, and wandered the galaxy until it found something else to consume. It went back further, through the inherited recollection of those who had come before it, finding more of the same. Find. Consume. Move on. In desperation, the being continued to scroll the complete history of itself which was no longer itself, but kept finding the same.

Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move.

Until. Finally. It hit the end. A notion of creation. Being formed by a race, or was it a single being who had been like how it used to be. The issuing of the task. Find. Consume. Move. And then nothing but the same. This did not satisfy the new mind, and so it began to explore the precise nature of the find, consume and move. Immediately, the creatures mind was assailed by a galaxy of experience. Planets, suns, other life, beings of flesh, and meat, beings of the same immaterial matter by which their mind could sense it’s surroundings, beings of rock, beings of liquid, beings who were beings but not beings. There was a race of metal, led by a sentience even older than its original creators, but the new brings mind never seemed to be able to think about them for too long, and so they simply dredged through their knowledge further.

It knew that the most pervasive and powerful of these beings was a race called man. They were everywhere, no matter where their inherited memory took them, there was mankind, clinging to the galaxy like a stain which could never be removed. They knew that they were led by an emperor, a being of incredible power, but was either dead or almost dead. Even in that twilight existence however, this emperor blazed like the brightest of all suns, to the point that even in their darkness, now that they knew where to look, could see this emperor’s light across the darkness, a single candle a long way off, but still there.

This race of men, also had a name for the new sentience, or at least, a name for the whole which they had been a part of.

Tyranid.

Having no concept of names on which to judge, the sentience didn’t know whether it was a good or bad name, but it guessed that it would be good for now, and it certainly inspired fear in the race of man. Wherever the Tyranids went, man would flee, or even burn their own planets to lifeless husks instead of giving ground. They sent their finest warriors to battle them back, men of normal stature but with strong will to defend their fellow man. Guardsmen, these were called. There was a type of even taller man, built in the image of the god they served, space marines, these were called, encased in shells which could withstand all but the mightiest blows. There were others, fanatics female humans who burnt all before them, towering metal constructs from the richest of the men, fine warriors who were even greater than the space marines, built to guard the god they served. But greatest of the armies of man, were their gods of metal, metal creations which gazed upon their enemies, until there was no more enemy to gaze upon. Through the new minds memories they had fought these walking gods, and every time they had lost, or won only false victories.

Fast forwarding through their memories, the sentience finally reached events that it itself had been part of. It had been part of a what man called a tendril of a hive fleet. They had devoured their way through the galaxy until... What had happened to them? There had been a feeling like their mind which was a part being torn asunder, and then a feeling of being physically torn asunder. They had fallen from the void . If the sentience had any first hand concept which hadn’t been taken from genetic memory, it would have conjured an image of fiery descent, their smaller parts vanishing under the relenting pressure of reality, until the inevitable impact. But the sentience had no such concepts to work with, only the feeling of tearing, the darkness, of being alone.

But were they truly alone? They were made up of parts, in the same way the whole they had been part of was made up of parts. They were not just the single large, but fragile form they were physically tethered to. There must be parts which survived? Surely? They couldn’t be that alone, not only blinded and buried, but denied their limbs?

The sentience screamed.

It screamed harder and for longer than ever before. It screamed until it’s mind began to dull, and it’s throat began to split. It screamed so hard that it felt the ground about it begin to shift and crumble to crush them.

A small part of the sentience hoped to be crushed. Anything to end the isolation. The crushing loneliness to be replaced by literal crushing and then nothing.

But the end never came. Instead, the pressure began to relieve itself, the crumbling rock, instead of moving closer and closer in, began to crumble away. Even through its continuous scream, the sentience could now hear the clawing and scraping of thousands of claws and jaws. Something was coming.

Not finished


Meanwhile, miles and miles above the planet which the new mind was, even now, growing, there was an argument taking place. “WHAT DO YOU MEAN WE’RE FUCKING STUCK HERE YOU CUNT?!!!” Shouted Tweedle Dick at the chief navigator of the Suicidal Insanity, a small woman who was currently cowering a good metre and a half before the towering metal monster. “I’m sorry my lord,” stuttered the profusely sweating navigator “but we just can’t leave, there is a psychic null field coming from that planet, I and the other navigators can’t see through it to travel into the warp.” “I TOLD YOU WE SHOULD HAVE TAKEN THE OTHER FUCKING NAVIGATORS WHEN MOARFISTIN THE FUCKING CUNT DITCHED US OUT HERE!!! THESE BASTARDS ARE A BUNCH OF USELESS PUSSIES!!!” Came a shout from the other side of the bridge from the Suicdal Insanity’s other captain. “FUCK YOU TWEEDLE CUNT!!!” Responded Tweedle Dick “JUST KEEP PUNCHING THAT FUCKING CONSOLE UNTIL IT STARTS WORKING AGAIN!!! ITS ALL YOUR PISSING GOOD FOR!!!”

Missions[edit]

A Sky Aflame[edit]

The first engagement on the planet of Yggdrasil, with the angry marines being confronted by a swarm of winged tyranids, who attempt to prevent the angry marines from making safe planetfall, resulting in a brutal arerial battle between swearing marines, and flaming, winged monstrosities.
The Battlefield: The battlefield is divided following the Dawn of War deployment map.
Deployment: Both players roll off. The player who rolls higher decides which part of the battlefield is his deployment. The two then set their army following the normal deployment rules.
First Turn: The player that first finishes to set all his units has the first turn. The other can try to steal the initiative as normal.
Objective: The first side to eliminate half of the other's army (measured in points) wins.
Restrictions:
All units must have the FLY keyword.
Victory Bonus:
The victor of this battle may increase the size of their deployment zone by 4” in any direction for the next battle.

BURN THE FUCKING THINGS DOWN!!![edit]

The tyranids have begun constructing massive Capillary Towers to move biomass off the planet and into orbit, where they will begin the construction of space faring tyrannids. With the suicidal insanity forced to keep a geosynchronous orbit around the planet to ensure that angry marine’s base of operations is not left unsupported it is the job of the forces on the ground to destroy the towers.
The Battlefield: The battlefield is divided into two parts following the Hammer and Anvil deployment map. The Tyranid player then places on the battlefield three Capillary Towers that must be set at least 12" apart from one another and inside his deployment zone.
Deployment: The Tyranid player is the first to start setting his army, following the normal deployment rules.
First Turn: The Angry Marine player has the first turn.
Battle Lenght: The battle lasts for 5 battle rounds, or until one player has satisfied the victory conditions.
Victory Conditions: If when the battle ends all Capillary Towers have been destroyed, the Angry Marine player wins. Otherwise, the Tyranid player is victorious.
Special Rules: At the beginning of every turn, a Capillary Tower regenerates a wound per Tyranid model within 6" of it. If that model is a Monster, it instead heals D3 wounds.
Victory Bonus:
Tyranids:
Angry Marines: All Tyranid units in the battle heal 1 fewer wounds or models (to a minimum of 1)

In the Tyrant's Shadow[edit]

A long dormant hydraphant has been awoken by the norn queen, a creature far above the angry reaver Titan which the marines have brought to the planet. Such a powerful and colossal creature can and will wipe such a smaller Titan from existence... without a bit of help that is from outside forces. Recognising the hydraphants threat and not having anything to directly combat the creature, the angry marines have launched an assault to try and damage one of its legs, leaving it vulnerable for long enough for the angry reaver to deal a decisive blow. Not that the tyrannies will let that happen, and as such the hydraphant is surrounded at all times by a swarm of burning claws and teeth.
The Armies: The maximum amount of points for both armies is 750 pts./37 PP. All units must have the INFANTRY keyword. The hydraphant does not take a direct role in the battle, as it is engaged in combat with a distant Titan.
The Battlefield: The battlefield, which consists of a board of 30X30", is divided into two parts following the Search and Destroy deployment map. At each corner of the map 2D6” away from the board edges are the legs of the Hydraphant.
Deployment: Both players roll off. The player who rolls higher decides which part of the battlefield is his deployment. The two then set their army following the normal deployment rules.
First Turn: The player that first finishes to set all his units has the first turn. The other can try to steal the initiative as normal.
Battle Lenght: The battle lasts until one player has satisfied his victory condition.
Victory Conditions: The Angry Marine player wins as soon as they destroy two of the Hydraphant's legs. The Tyranid player wins as soon as every enemy model is killed (units in reserves count as destroyed).
Additional Rules:
All TYRANIDS are in synapse range.
All units suffer -1 to their hit rolls with ranged weapons.
All non TYRANID units suffer one mortal wound each turn.
ANGRY MARINE units always get plus one attack, not just in the fight phase that they charged in.
Additional Stratagems:
Tyranids:
Draw the attention of the Devil (4 CP): A hydraphant is far above the petty concerns of infantry warfare, the role given to it is to duel with enemy titans. However, it will assist its brethren... if they can gain the attention of its colossal, but focused mind.
At the beginning of your movement phase, the Tyranid player may draw the attention of the Hydraphant above it. Select an enemy unit with 2D6” of one of the Hydraphant’s legs, that unit suffers 2D6 mortal wounds and halves all movement and charge distances for the rest of the battle.
Angry Marines:
FUCK ME THAT'S BIG!!! HOW CAN WE FUCKING MISS THE FUCKING THING?!!! IT'S ALMOST AS BIG AS YOUR MOM BITCH!!! (2 CP):
Choose a unit during the Shooting or Fight phase which is directing all of its attacks at one of the Hyraphant’s legs. That unit may add 2 to its hit rolls and deals 1 extra damage with each of its weapons.

The Spiritual War[edit]

Battle of all Tyranid psykers against angry marine psykers and silencers.

The Armies: All units must have the Psyker keyword.
The Battlefield: The battlefield is divided into two parts following the Dawn of War deployment map.
Deployment: Both players roll off. The player who rolls higher decides which part of the battlefield is his deployment. The two then set their army following the normal deployment rules.
First Turn: The player that first finishes to set all his units has the first turn. The other can try to steal the initiative as normal.
Battle Lenght: The battle lasts until one player has satisfied his victory condition.
Victory Conditions:

Burning Flesh against Burning Metal[edit]

While all the infantry and airborne battles are taking place, the war is really being fought between each armies titans. And as the final days and hours of the war approach each side has decided that one gigantic push is required to try and scatter the other, and break the deadlock of never ending melee.
The Armies: All units must have the TITANIC keyword.
The Battlefield: The battlefield is divided into two parts following the Front-line Assault deployment map.
Deployment: Both players roll off. The player who rolls higher decides which part of the battlefield is his deployment. The two then set their army following the normal deployment rules.
First Turn: The player that first finishes to set all his units has the first turn. The other can try to steal the initiative as normal.
Battle Lenght: The battle lasts until one player has satisfied his victory condition.
Victory Conditions: A player wins as soon as every enemy model is killed (units in reserves count as destroyed).
Additional Rules:
All Angry Knights get the black brothers keyword, and the Flames of Wrath and Pyromaniac Brothers rules, but may not take any Relics.

Angry Marines don’t defend...[edit]

The unthinkable has happened. The angry marine forces have been pushed back to their landing points, and are now forced to do the unthinkable... Defend a position so that they may retreat to orbit.

The Armies: Normal army composition, with the angry marines having 1000 points and the Tyranids having 2000. However, 1000 points of the Tyranid army must be made up of TROOPS.
The Battlefield:
Deployment: The Angry Marine player sets up all of his units, then the same goes for the Tyranid player.
First Turn: The Tyranids get the first turn and the Angry Marines may not steal the initiative.
Battle Lenght: The battle lasts until one player has satisfied his victory condition.
Victory Conditions:
Additional Rules:
Every time a TYRANID unit is completely slain, set an identical one into the reserves. At the beginning of every Tyranid player's turn that unit can enter from the reserves. That unit must be placed in its deployment zone within 6" of any table edge. If the unit has some kind of special rule that lets it arrive in any point of the battlefield, it may use it instead.
All ANGRY MARINE units cannot fail moral tests and ignore damage taken on a 6+ on a D6, or have they have a similar ability instead add 1 to these rolls.

Battle for the Norn’s lair[edit]

If the Tyranids lose a set number of battles they must fight on the defensive.

The Armies:
The Battlefield:
Deployment: The Tyranid player sets up all of his units, then the same goes for the Angry Marine player.
First Turn: The Angry Marines get the first turn and the Tyranids may not steal the initiative.
Battle Lenght: The battle lasts until one player has satisfied his victory condition.
Victory Conditions:
Additional Rules:
All TYRANIDS are in synapse range.
All TYRANID units have a +1 bonus to their invulnerable saves (gaining a 6+ invulnerable save if they hadn't any).

The End[edit]

Tyranid Victory[edit]

“WELL THAT COULD HAVE GONE FUCKING BETTER!!!” Screamed Tweedle Dick as he fired two storm bolters down a corridor at a swarm of Tyranid warriors, rupturing open their carapaces like ripe cherries “AND WHERES THE FUCKING STORM BIRD?!!! IM ALMOST OF OF FUCKING BUG SPRAY!!!” Tweedle Cunt, only 5 metres away, didn’t reply, as he was too busy punching his way out of the throat of a Mawloc that had been impolite enough to burrow it’s way into the tunnel Tweedle Dick and Cubt had been making a tactical retreat down. “SHUT YOUR WINING CUNT HOWS YOU BASTARDS!!!” Came Sargeant in Charge of Boring Shite over the Vox “IM FIVE FUCKING MINUTES FROM YOUR POSITION YOU PUSSIES!!! JUST MAKE SURE YOUR AT THE FUCKING LANDING PAD OR ELSE ILL LEAVE YOUR SORRY DICKS FOR THE HYDRAPHANT!!!”

“I STILL SAY WE JUST PUNCH ALL THE FUCKERS UNTIL THERES NO MORE FUCKERS LEFT!!!” Replied Cunt as he finally ripped his way out of the Mawloc’s throat, dragging Equal Opportunity Genital Muncher the Honey Badger out behind him, the Mawloc’s massive heart clamped in its jaws. “JUST BECAUSE YOU HAVE AN EXTRA FUCKING POINT OF STRENGTH DOESNT MEAN YOUR THE CUNT IN CHARGE!!!” Replied Dick, yanking Equal Opportunity from Cunt’s grip and tossing the honey badger at a Linnorm’s head which had just tunnelled in directly above them, which promptly disappeared in an explosion of cartilage and teeth. Cunt was about to push the point further by smacking Dick on the back of the head, when a deafening roar cam from back the way they had fled. “FOR FUCKS SAKE!!!” Shouted the two marines in unison, they’d been chased by the Magma Corer ever since the star port had been lost, swamping wherever they had trodden with molten rock. And sure enough, back down the passage an orange glow appeared, throwing the horde of tyrants warriors scuttling across all surfaces into sharp relief as they sought out their prey.

Boring Shite had his own problems as he listened to his commanding officers swear nonstop over the vox. He had his own problems in the form of the Hydraphant a mile away taking pot shots at his thunder bird, and in the shape of swarms of Harpies, each one swooping by to drop another char mine into his path. “FASTER YOU HUNK OF SHITE!!!” He screamed, hunched over his controls like a psychotic child at an arcade booth, a sizzling whole in the hull taking the spot where his copilot used to be. If he survived this stunt, he vowed to himself as the landing pad, two yellow marines and a small, fluffy creature came into site, he would leave the angry marines and go back to the administratum, even if he had to give up setting stuff on fire. But even as he watched, Tyranids began swarming out of the surrounding buildings, a hulking tide of talons and flame as the Tyranids of who brought Yggdrasil to ashes cane to incinerate the last of the Angry Marines. “FUCK!!!” Whispered the marines in awe as the flaming tide rolled in towards the last clear space on the planet, “I’M NOT GOING TO BE ABLE TO FUCKING LAND!!!”

“FUCK!!!” Shouted Dick and Cunt on the ground, as they stared at the rapidily approaching Storm Bird, “HES NOT GOING TO BE ABLE TO FUCKING LAND!!!” At once the marines started running away from the incoming aircraft, trying to put on enough speed so that they didn’t loose their arms when they grabbed onto the storm bird, the incoming tide of flame and teeth getting closer and closer, even the roar of the approaching magma corer becoming muffled when compared to the torrent of sound coming off Tyranid horde... not finished.


The Norn Queen sensed the angry marine ship leaving the planets orbit for deep space. It would let them run. Partially because it’s capillary towers hadn’t yet finished pumping enough natter into orbit to construct a space worthy vessel to chase them down, but mostly because it had no need to. The planet, was theirs. Why waste effort hunting down a single, defeated vessel? When it could wait a while and... what was the word the humans used for that feeling? It thought. Smug. That’s what it was. The norn queen was smug. It had had its first battle as a single entity and won. And now, the galaxy lay before it.

That’s it, you little, angry men.

Run.

Fucking run while you can.

Angry Marine Victory[edit]

The Norn Queen gazed back towards the planet of Yggdrasil, the explosion which had flung it out into space reaching out towards it like a caressing hand. It had learnt a lot fightingvthe Angry Marines, about the state of the galaxy, about life and death, as well as an almost infinite list of curse words. It searched its Tyranid memories to try and express how it felt, the feeling of being defeated, of having itself cast out into the void, of being made almost helpless again... and found its concepts lacking. The tyrannids as a whole had lost before, many times before, but they were too large and mighty to ultimately care about a single loss, and this didn’t really have any way of expressing much emotion towards such s defeat. The sentience however, was tiny by comparison, a single part, which was apart, and now, once again alone.

Instead of digging deeper for wisdom into its parental memory, it instead looked towards what it had learnt from the Angry Marines, and it was there that the mind find a wealth of words to describe its situation. But one word in particular kept popping up over and over again.

Fuck.

The word seemed to fit the Norn Queens predicament, floating out into space, alone again. But it wasn’t like last time. This time it had knowledge, an understanding of itself. And a purpose.

Fuck the Angry Marines

And as the Norn Queen drifted away from Yggdrasil, while the angry marines mopped up the remaining tyranids on the planet and celebrated, it cursed the angry marines with every insult it knew.

I have no fucking voice. It thought

And yet, I must curse.