Talk:Codex - Rising Sons

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It's time I did this as long as I have what little spare time I got. - Ben (talk) 17:17, 22 June 2015 (UTC)

Also I encourage everyone to lend a hand with this. Especially with the points cost (I'm kinda bad with evaluating points costs). - Ben (talk) 22:31, 22 June 2015 (UTC)

Units, Relics and such[edit]

Post here your thoughts about unit formations as well as various things you want for them.


I don't think they need anything more than a bunch of characters and chapter tactics. Mezmerro (talk) 17:40, 22 June 2015 (UTC)

You think so? I see them as a more melee oriented White Scars. Still this will change depending on user feedback. For now I'll post what I have. Will wait for more suggestions. This includes you Mezmerro. - Ben (talk) 17:48, 22 June 2015 (UTC)
Chapter tactics mechanics already have ways to make chapters melee-oriented, like with BT crusader everywhere and crusader squads that run forward when shot at or Carcharodon activated Rage and chainswords upgrades. You may as well give that treatment to Rising Sons - add their custom totally-not-tacticals or give their tacticals melee upgrades. Mezmerro (talk) 18:34, 22 June 2015 (UTC)
Also thought about it. Also what do you think of giving their Terminator Squads the Chaos Terminators treatment? As in giving them more freedom in terms of weapons loadout. Of course as long as it is balanced (wanting to give them Combi-Weapons and melee weapons other than their equivalents of Thunder Hammers and Lightning Claws). - Ben (talk) 18:39, 22 June 2015 (UTC)
At current meta no mater what your'e gong to make with termies, they're still shit. Everyone have tons of plasma or grav guns everywhere, because overpowered MCs everywhere. I haven't seen a single non-IC terminator on the board for over a year outside fun games. Even CSMs stopped dropping cobi-melta termies for anti-tank. Mezmerro (talk) 19:06, 22 June 2015 (UTC)
So it won't be a big fuss if I try to make Terminators a little more useful instead of being simply cheaper like in 7th Edition? - Ben (talk) 19:08, 22 June 2015 (UTC)
Also I included Kaminari Guns, which should make their Storm Bolters shootier. - Ben (talk) 19:27, 22 June 2015 (UTC)
My ideas are like this. If these guys are White Scars Successors, then they should have equivalents of Stormseers, but with the Chaplain part more visible. AKA: Either Librarians with Zealot, or Chaplains with Mastery Levels and Psychic Hoods. - Ben (talk) 18:27, 22 June 2015 (UTC)

Weapons[edit]

Spears[edit]

Was thinking about adding Naginatas of two flavors. One that every power/artificer can wield in both hands (Terminators would wield them in one hand due to their greater strength granted by the exoskeleton), and a Terminator exclusive Glaive that is more powerful. What do you think? - Ben (talk) 21:36, 22 June 2015 (UTC)

I think we already have those things. They are called Relic Blades Mezmerro (talk) 04:19, 23 June 2015 (UTC)
The Relic Nodachi is the Relic Blade here. Though maybe there should also be a non-Relic version too for Assault Squads.
Nah. I thought about something that wouldn't be in fluff terms something like this (though Relic versions would also be nice to see).
Power Lances have a User S, AP4. When a model with them charges, then they become S+1, AP3 on the turn the model with a Power Lance charges.
I was thinking as something more of one of these, but with small bonuses against Beasts, Cavalry and Bikers/Jetbikers. Dunno however if these Naginatas would get a +1 to S against them, or get a +1 to AP, or both.
In case of those Terminator Glaives, I thought of them as having the same profile a Power Lance has when a model with it is charging. S+1, AP3.
Thus a charging Terminator would get a +2, AP2 on the charge. But I also thought of giving it an additional bonus against larger enemies. Still dunno how would that look and if it should be against anything from Bulky to Extremely Bulky, or should also have bonuses against Monstrous and Gargantuan Creatures.
Maybe make it so that against Beast, Cavalry, and Bikes/Jetbikes models with Naginatas have the Counterattack USR, while Terminator Glaives also have this, but additionally against all Monstrous and Gargantuan Creatures, as well as models whose sizes range from Bulky, Extra Bulky, to Extremely Bulky.
Or maybe just give them normal Power Lances and buffed ones by +1 to S and AP with Rending? - Ben (talk) 09:35, 23 June 2015 (UTC)
S+1 AP3 two-handed is a standard profile for glavies in the game, be it Vanila command squads relic blades, Night Lords nostraman chan glavie, GK nemesis halberds. Naginata is basically a glavie with weaboo aesthetics - which could be summed as lighter and thinner blade made of shittier metal (the later part we may drop, as in 40k you forge everything from plasteel and adamantium). So yes, you may name it whatever you want, but mechanically speaking they're still going to be relic blades. Deal with it.
Naginata is NOT a spear, and should not have any charging bonuses. It's shorter than a proper spear, have curved blade, and is designed for swinging rather than thrusting.
If you're going to use glavie one handed, you're losing the leverage they have from two-handed grip, the leverage that grant them that +1S to start with, so it basically turns into unwieldy sword. Why haven't you taken sword instead? Mezmerro (talk) 09:44, 23 June 2015 (UTC)
Darn. Stupid me.Then I'll have to switch this and that.
Wait. Maybe it can be still salvaged.
Then I'll give them run of the mill spears and greater spears. - Ben (talk) 09:55, 23 June 2015 (UTC)
Wait a second. Naginatas can actually be used as spears in order to dismount a cavalry man from his horse.
Still I'll include traditional Power Lances just in case. - Ben (talk) 10:12, 23 June 2015 (UTC)
So what? You an use a zveihander as a spear with a proper half-swording technique. This does not mean you should give zveihanders two profiles in WHFB, because it's still inferior to actual spear in what spear does the best. After all that's why actual Japs had Yaris. In 40k terms you can use nemesis force halberds or relic blades as spears too (at least two unique relic blades even have word "spear" in their name), but then again they have no charge bonuses. Mezmerro (talk) 10:42, 23 June 2015 (UTC)
Was thinking about giving Yaris as Terminator exclusive weapons. OK, then I'll make the Naginatas into a poor man's Manreaper. Ya know. The Swipe Attack and such. - Ben (talk) 10:56, 23 June 2015 (UTC)
I have a horrible feeling that it's going to be contaminated with a same weaboo bullshit as the rest of melee weapons you made so far, with extra initiative for no reason or lack unwieldy and power fist price, that makes manreapers balanced in 30r. Mezmerro (talk) 11:07, 23 June 2015 (UTC)
Nah. That's only the swords with the initiative thing. Decided to make two Naginata types. One that would have the same profile as a Power Lance while NOT charging (and with aforementioned Sweep Attack identical to that what Deathshroud Terminators have with their Power Scythes), and Veteran's Power Naginata that has the same profile as a Power Lance WHILE charging (minus the +1S). Also they don't get bonuses while Charging. Check the profiles I made.
Header text Header text Header text Header text Header text
Name Range S AP Type
Naginata - User 4 Melee, Two-Handed, Sweep Attack
Veteran's Power Naginata - User 3 Melee, Two-Handed, Sweep Attack
  • Sweep Attack - A model with a weapon with this rule may instead strike enemy models at base contact with a number of attacks equal to the number of enemy models that are in base contact with it.
Though maybe I should give the Unwieldy USR...dunno. Naginatas aren't probably supposed to be that heavy like Death Guard Power Scythes. - Ben (talk) 11:22, 23 June 2015 (UTC)
Found something interesting. The Bisento. From it's description it would be either a larger Naginata or something resembling a Glaive. Maybe it would make something of a Terminator exclusive weapon with the same stats and rules as a Death Guard Power Scythe? - Ben (talk) 12:26, 23 June 2015 (UTC)

Oh, is this the place to comment that you should really... cut like all of the weapons. At best they are a wall of text I really would rather not deal with. At worst they make me ask if you are also annoyed at the stats of a masterwork Bastard sword. Mostly the same goes for the ranged weapons that just pick up a random keyword. --173.5.9.152 02:02, 5 April 2016 (UTC)

Blunt Weapons[edit]

About blunt weapons, Japs have some that would be used for Rising Sons. Kanabos would look sweet. Ararebo would make for a good Power Maul, while Kanabo would make for a good Thunder Hammer replacement. - Ben (talk) 16:05, 23 June 2015 (UTC)

Inspiring Presence and Mocking Stance is broken[edit]

Wording needs fixing, and I'm of the opinion it's trying to do too many things. Currently all enemy units on the battlefield take -1WS from some asshole posturing in the middle of the battlefield. And I'm hard pressed to think of a reason a "mocking stance" would reduce an enemy's WS in the first place.

If I were to rewrite it: All friendly Rising Sons units within 6" may use the Warlord's leadership for all morale and pinning checks. In addition, an enemy model in a challenge with the Warlord loses -1WS if their leadership is lower than the Warlord's.

Or you could do it as a roll-off at the beginning of each Assault phase. Ld+D6 and compare. If the Warlord's score is higher than the enemy's, they lose -1WS or something like that (so it can affect Ld10 models as well).

AWWWW SHIIIII...fixing this. - Ben (talk) 20:12, 23 June 2015 (UTC)
Fixed. Now Inspiring Presence and Mocking Stance works how it should, and it affects everyone who is not a HQ choice. - Ben (talk) 20:19, 23 June 2015 (UTC)

Back To Work[edit]

Finally. After getting my shit together with my studies, I finally finished with defending my master's degree. Now I can go and finish the Codex and get to do other things. Thus resuming work. - Ben (talk) 18:19, 18 October 2015 (UTC)

Rising Sons Armoury[edit]

Melee Weapons[edit]

Yamato Blades[edit]

Weapons whose origin can be traced from the earliest feudal times of the Yamato sector.

Swords[edit]

Yamato Swords are, despite hearing legends about their incredible performance, no different from normal blades when it comes to sharpness. Thus a Power Katana is no different from a more traditional Power Sword (even coming in Force Weapon types), while a Relic Nodachi is no different from a Relic Blade.

However, if there is one thing that the Yamato Swords are superior to other Power Weapons, then it is their light construction and way of unsheathing them by the Rising Sons. Combined with their training, Yamato Swords are known to cut with ridiculous speed when in the hands of a Rising Son.

Name Range S AP Type
Katana - User - Melee, Quickdraw,
Wakizashi - User - Melee, Quickdraw, Dual Wield Orientation
Power Katana - User 3 Melee, Quickdraw
Power Wakizashi - User 3 Melee, Quickdraw, Dual Wield Orientation
Force Katana - User 3 Melee, Quickdraw, Force
Force Wakizashi - User 3 Melee, Quickdraw, Dual Wield Orientation, Force
Nodachi - +2 3 Melee, Two-Handed, Quickdraw
Force Nodachi - +2 3 Melee, Two-Handed, Quickdraw, Force
Relic Nodachi - +2 2 Melee, Two-Handed, Rending, Quickdraw
Quickdraw - Items with this special rule grant the model wielding it a +1 to Initiative for the first round in close combat. If a model charges with such a weapon, then he gets instead a +1 to Weapon Skills when charging an enemy.
Dual Wield Orientation - Items with this rule become Specialist Weapons when wielded with a Katana or Power Katana. The latter two also become Specialist Weapons. Note that the weapons have to be paired with those that correspond with each other. Thus a Wakizashi can only be paired with a Katana, while a Power Wakizashi with a Power Katana.
  • Katana...Free.
  • Wakizashi...Free.
  • Power Katana...15pts.
  • Force Katana
  • Power Wakizashi...5pts.
  • Force Wakizashi
  • Nodachi...20pts.
  • Force Nodachi
  • Relic Nodachi...25pts.
  • Quickdraw could be replaced by Counter-attack. Counter-attack technically doesn´t work on weapons so if you think people are stupid you could just make it a special rule that says Quickdraw: A model that is attacking using a weapon with this special rule has the Counter-attack special rule.
Dual Wield Orientation is unnecessary, just ship the weapons together to avoid that whole special rule.

Naginatas[edit]

Naginatas are an offshoot of the more traditional Katana. These weapons sport a shorter blade on a long handle. Although they are more similar to a spear, the Naginata doesn't function the same way as the spear can. Although lacking the same qualities like a spear, it can be used to cleave multiple opponents.

Kabuki Glaives are weapons unique to Kabuki Warriors. Having an even more powerful powerfield than the Naginatas, these weapons cut even more efficiently than the latter ones. There are even force versions of these weapons for Kabuki Mystics. Despite this, there are certain high ranking individuals among the Rising Sons were given their own glaives by the enigmatic warrior artists.

Of all these weapons however, there is none more powerful than the Bisento.

Even bigger than the glaives used by the Kabuki, the Bisento is large and massive. So big that only those in Terminator Armour can wield it, and even then they have difficulties in using it. Yet when such a weapon cleaves, then it does so with a terrifying power.

Name Range S AP Type
Power Naginata - User 3 Melee, Two-Handed, Sweep Attack
Kabuki Glaive - - 2 Melee, Two-Handed, Sweep Attack
Kabuki Force Glaive - - 2 Melee, Two-Handed, Sweep Attack, Force
Bisento - +1 2 Melee, Two-Handed, Unwieldy, Sweep Attack
Sweep Attack - A model with a weapon with this rule may instead strike enemy models at base contact with a number of attacks equal to the number of enemy models that are in base contact with it.
  • Power Naginata...15pts.
  • Kabuki Glaive...20pts.
  • Bisento...15pts.
  • Consider replacing Sweep with Rampage, it´s much simpler.

Axes[edit]

Axes are rarely used in the Yamato Sub-Sector, as they are among the Rising Sons. These however never appear in the form used usually by other Space Marine Chapters or likewise other Imperial forces.

The ones used by Rising Sons are either in the form of smaller, lighter hatchets, or great, two-handed war axes that exist to cleave enemies with every terrifying strike, or if they are lucky, to heavily damage their powerful armours. Only powerful force fields of technology or mystical energies can actually help one survive blows from such weapons. These Ono, as the axes are called, are given to those Rising Sons in command who are known to be incredibly aggressive fighters, or to Jump Pack equipped fighters.

Name Range S AP Type
Ono Hatchet - +1 3 Melee
Ono Axe - +2 2 Melee, Unwieldy
Ono Force Axe - +2 2 Melee, Unwieldy, Force
Ono War Axe - +3 2 Melee, Two-Handed, Unwieldy, Sunder Armour
Sunder Armour - Attacks from a model with a weapon with this rule reduces the Invulnerable Save value of an enemy model by one with a successful hit. Only those who have armours granting Invulnerable Saves are affected. Those who have Invulnerable Saves through other means (such as through a Iron Halo) are unaffected. Sunder Armour stacks with every hit, but cannot go under 6++.
  • Ono Hatchet...10pts.
  • Ono Axe...15pts.
  • Ono Force Axe
  • Ono War Axe...25pts.
  • Ono Hatchet and Ono Axe are blatant copies of Frost Weaponry, except 5 pts cheaper...
Sunder Armour is waaay to long and convoluted. Sunder Armour: Succesful invulnerable saves made against wounds caused by a weapon with this special rule must be re-rolled.

Yamato Spears[edit]

Just like the Yamato Blades, the Yamato Spears are one of those weapons used by the Rising Sons. They do differ in a certain way from normal spear weapons. These are utilized to fell down Beasts and Cavalries. Even Bikers and Eldar Jetbikers experienced a terrifying defeat at the hands of those Rising Sons that were armed with such weapons.

The Yaris, as they are called, are incredibly long and require a long amount of training to be wielded properly, thus only the Veterans of the 1st Company are given these spears. Compared to the naginatas, they are actual, true spears designed to thrust into enemies with great penetrative power.

There are two types of these spears. The Katakamayari used by the Sternguards and Vanguards, as well as the traditional Yari wielded by Terminators. The first is armed additionally with a hook that is used in order to keep enemies from escaping. The latter are the original spear that is used by Terminators.

Terminator Armours aren't designed for chasing enemies (unless it's the Tartaros), thus the Katakamayaris are used exclusively by those who wear traditional armour. In order to make up the differences, the yaris used by Terminators have been made even more lethal. So much in fact that they can be useful against larger enemies, yet still not as powerful to fight against the largest monstrosities.

Name Range S AP Type
Katakamayari - User/+1 4/3 Melee, Two-Handed, Grapple, Beast Slaying Strike, Cavalry Slaying Strike, Dismounting Strike
Terminator Yari - +1/+2 3/2 Melee, Two-Handed, Rending, Beast Slaying Strike, Cavalry Slaying Strike, Giant Slaying Strike
Grapple - Enemy units that want to fall back from fighting a model armed with a weapon with this rule do so on a -1 penalty to their Fall Back distance.
Beast Slaying Strike/Cavalry Slaying Strike/Giant Slaying Strike - Weapons with these rules gain a +1 to S against Beasts (Beast Slaying Strike), Cavalry and both Bikes and Jetbikes (Cavalry Slaying Strike), models that are Monstrous Creatures/Flying Monstrous Creatures with the Bulky and/or having Extra Bulky and Extremely Bulky USR (Giant Slaying Strike).
Dismounting Strike - Models armed with this weapon nullify enemy Cavalry models' Fleet USR when in base contact. Additionally all Bike and Jetbike mounted models do not benefit from the +1T bonus when in base contact.
  • Katakamayari...20pts.
  • Terminator Yari...20pts.
  • Pointy Stick: A model attacking with a weapon with this special rule has the Hatred (Beasts, Bikes, Cavalry and Monstrous Creatures) special rule.
Sooo much text, limit yourself. I get that they are supposed to be good against all those units, but the simple effect of them being high strength and low AP already makes them pretty good against those units. I assume the intention is for the worse profile to be used on the charge. I get that you are have written a masters, but if it´s as hard to understand your codex as it is to understand your masters then you are doing something wrong. Keep it simple.

Yamato Blunt Weapons[edit]

Despite having an arsenal of unique bladed and spear weapons, the Rising Sons do have blunt weapons of their own.

While the blades are designed to cut clean and fast, to cleave multiple adversaries, or, like in the case of the spears, to impale them with extreme prejudice, the blunt weapons of the Yamato are designed to smash through the hardest of armours, if not outright pulverize their targets.

The Ararebo is the most common of them. A small club with iron studs and a powerfield.

The Spirit Priest Staff works the same way as a normal Librarian Force Staff, but with the addition of two bladed edges, as well that it's sheathed in a much more stronger powerfield, it gives the user better penetrative power along with the same qualities a Force Weapon has.

Then there is the Power Kanabo, which is essentially a massive club and the equivalent of a Thunder Hammer. Yet even the latter is nothing compared to its larger version.

This Greater Kanabo can be only used by Terminators, and even then using it is difficult due to the weight and need of both hands as it is very unwieldy...yet when it strikes, even Terminator Armour won't save the unfortunate person from it.

Name Range S AP Type
Ararebo Power Club - +2 4 Melee, Concussive
Spirit Priest Staff - +2 3 Melee, Concussive, Force
Power Kanabo - 2x 2 Melee, Unwieldy, Concussive
Greater Kanabo - 10 2 Melee, Two-Handed, Unwieldy, Concussive, Rending, Pulverize
Pulverize - A weapon with this rule causes Instant Death on a roll of 6.
  • Ararebo Power Club...15pts.
  • Spirit Priest Staff
  • Power Kanabo...30/15pts.
  • Greater Kanabo...30pts.
  • Perhabs most of this could be moved to the Rising Sons page instead of having it in the codex, are all these necessary? I think they are going to bug the game down more than anything.

Standard Melee Weapons[edit]

Rules for the following Melee Weapons can be found in both Codex: Space Marines and the Warhammer 40000 Rulebook:

  • Chainfist...15pts.


  • Powerfist...25/10pts.


  • Lightning Claw...15/5pts.


  • Seismic Hammer


  • Servo Arm


  • Siege Drill

Ranged Weapons[edit]

Raijin Pattern Bolter Weapons/Kaminari Guns[edit]

Raijin is a name for a terrifying spirit that is attributed with lightning among the people of the Yamato Sub-Sector. It is said that the fury of this spirit is so great that instead of calling him Raijin, they call him Kaminari-Sama (trans: Lightning Lord). If they didn’t, then he’d enact judgement in the form of a lightning bolt and take away people’s belly buttons. Another interpretation would be that the Raijin is an extension of the Kami Emperor’s will, and that it taking away people’s belly buttons may be seen that the person somehow offended the Emperor.

The Rising Sons are a little superstitious in these situations, and in order to not anger both the Kami and the lightning spirit (and have their belly buttons taken away) they decided to create weapons that would reflect the Raijin’s nature.

The Raijin Pattern Bolt Weapons (also known as Kaminari Guns) are the result of the Son’s years of studies and technological trials and errors. These weapons have a more enhanced auto-loading system and built in targeting mechanism from STC the marines managed to uncover during their first two centuries since their founding. All of this combined with greatly above marvelous craftsmanship. While being fired, Kaminari Guns sound like thunderstorms with each bolt round fired.

Because of this, Kaminari Guns are very difficult and take a very long time to produce. Thus only the Chapter’s Veteran members are granted these weapons after their introduction into the 1st Company.

Name Range S AP Type
Kaminari Bolt Pistol 12" 4 5 Pistol, Master Crafted, Shred
Kaminari Boltgun 24" 4 5 Rapid Fire, Master Crafted, Shred
Kaminari Combi-Bolter 24" 4 5 Rapid Fire, Master Crafted, Shred
Kaminari Storm Bolter 24" 4 5 Assault 2, Master Crafted, Shred
Kaminari Heavy Bolter 36" 5 4 Heavy 3, Master Crafted, Shred
Kaminari Twin-Linked Heavy Bolter 36" 5 4 Heavy 6, Master Crafted, Shred
  • Kaminari Bolt Pistol...5pts.
  • Kaminari Boltgun...5pts.
  • Kaminari Combi-Bolter...15/10pts.
  • Kaminari Combi-Bolter (Dragon Fury Flamer)...20/15pts.
  • Kaminari Storm Bolter...10/+5pts.
  • Kaminari Heavy Bolter...15/13pts.
  • Kaminari Twin-Linked Heavy Bolter...+5pts.

Dragon Fury Flamers[edit]

Dragon Fury Flamers are a product of need when the Chapter fought Tyranids for the first time.

Utilizing a bizarre concoction made out of blessed promethium and plant substances the marines mixed into it, this resulted in an even more volatile, hard to extinguish pyrogel that is also incredibly sticky.

Enemies hit by something like this are burned alive while trying to remove the sticky substance. This is especially useful against Tyranids, as the gel goes inside the smaller creatures’ spaces between their carapaces, literally cooking them inside their own armours.

However, due to the difficulty in which the Rising Sons can acquire the substance that grants the devastating capabilities of the Flamers, these weapons are utilized by the Veterans after their introduction into the 1st Company. Though some of the Chapter's vehicles are equipped with these weapons.

Name Range S AP Type
Dragon Fury Hand Flamer Template 3 6 Pistol, Fleshbane
Dragon Fury Flamer Template 4 5 Assault 1, Fleshbane
Dragon Fury Flamer (Combi-Bolter) Template 4 5 Assault 1, One Use Only, Fleshbane
Dragon Fury Heavy Flamer Template 5 4 Assault 1, Fleshbane
Dragon Fury Twin-Linked Heavy Flamer Template 5 4 Assault 1, Fleshbane, Twin-Linked
Dragon Fury Flamestorm Cannon Template 6 3 Assault 1, Fleshbane
  • Dragon Fury Hand Flamer...15pts.
  • Dragon Fury Flamer...10pts.
  • Dragon Fury Flamer (Combi-Bolter)...15/10pts.
  • Dragon Fury Flamer (Kaminari Combi-Bolter)...20/15pts.
  • Dragon Fury Heavy Flamer...15pts.
  • Dragon Fury Twin-Linked Heavy Flamer...10pts.
  • Dragon Fury Flamestorm Cannon...+10pts.

Standard Ranged Weapons[edit]

Rules for the following Ranged Weapons can be found in both Codex: Space Marines and the Warhammer 40000 Rulebook:

  • Bolt Weapons:
- Bolt Pistol...Free.
- Boltgun...Free.
- Combi Bolter...10pts.
- Storm Bolter...5pts.
- Heavy Bolter...20/10pts.
- Hurricane Bolter
  • Flamer Weapons:
- Hand Flamer...10pts.
- Flamer...5pts.
- Heavy Flamer...10pts.
- Flamestorm Cannon
  • Plasma Weapons:
- Plasma Pistol...15pts.
- Plasma Gun...15pts.
- Plasma Cannon...20/15/5pts.
  • Melta Weapons:
- Inferno Pistol...15pts.
- Meltagun...10pts.
- Multi-Melta...10pts.
- Melta Cannon
  • Grav Weapons:
- Grav-Pistol...15pts.
- Grav-Gun...15pts.
- Grav-Cannon and Grav-Amp...35pts.
  • Missile Weapons
- Missile Launcher (Krak and Frag Missiles...15pts.
- Missile Launcher (Krak, Frag and Flak Missile)...25pts.
- Cyclone Missile Launcher...25pts.
- Deathwind Missile Launcher
- Skyhammer Missile Launcher
- Skyspear Missile Launcher
- Stormstrike Missile Launcher
- Typhoon Missile Launcher...25pts.
- Whirlwind Multiple Missile Launcher
  • Auto Weapons:
- Assault Cannon...20/10pts.
- Autocannon
- Twin-Linked Autocannons...5pts.
  • Conversion Beamer...20pts.
  • Cerberus Launcher
  • Astartes Grenade Launcher...5pts.
  • Space Marine Shotgun...Free.
  • Sniper Rifle...1pt.
  • Icarus Stormcannon Array
  • Laser Weapons:
- Lascannon...40/20pts.
- Twin-Linked Lascannon...15pts.
  • Thunderfire Cannon
  • Orbital Strike
  • Demolisher Cannon


  • I think this is a little shorter... Although even if it´s all available in the codex you might still want to write it down, because you decided to make it more than just a Chapter Tactic it´s going to be a pain in the ass to play with two codices at the same time.

Wargear[edit]

Special Issue Wargear[edit]

  • Kabuki Mask - The Kabuki are an enigmatic group within the Rising Sons who are seen as an oddity by everyone in the Imperium. Both warriors and artists, these fighting artists see war as a form of art and a way to venerate The Emperor. The unique masks that they wear are a form of ancient STC that the Chapter discovered when it was still fleeting and was in the process of adopting the Yamato culture as their own. The masks incorporate a unique mechanism that generates something of a mist around them that conceals them from enemy fire. The mechanisms behind this are a secret to the Chapter's Techmarines and the Tech-Priests of Yamato.
The Kabuki Mask grants the model the Shrouded USR.


  • Kabuki Mystic Mask - The Kabuki Mystics are enigmatic psyker individuals that, apart of being lethal battle psykers, are, like their non-psychic brethren, performers and artists who happen to see war as a form of art through which one can express his devotion to HIM ON TERRA. A mystic's mask is made out of the same crystal and technology as a traditional Librarian's Psychic Hood, yet it additionally grants the same concealing mist as the traditional Kabuki Mask.
The Kabuki Mystic Mask counts as a Psychic Hood n terms of functionality and grants the Shrouded USR.


  • Steel Ofuda - A very unique item that is forged by the Techmarines and sanctified by the Spirit Priests, the Steel Ofuda is one of the ultimate honors a Daimyo of the Rising Sons can be awarded for his long time of faultless duty. The Steel Ofuda is a talisman made to resemble the ordinary ofuda talismans that scare away impure and evil spirits, yet it is made out of the strongest materials the Chapter can acquire, the same technology used in Iron Halos, as well as inscribed with symbols and blessed to protect the wearer from psychic powers.
The Steel Ofuda counts as an Iron Halo and grants a 4++ Invulnerable Save. Additionally it grants the Adamantium Will USR. If a model already has this rule, it instead gains a +1 to its Deny The Witch Rolls.


Rules for the following Special Issue Wargear can be found in both Codex: Space Marines and the Warhammer 40000 Rulebook:

  • Armorium Cherub...5pts.


  • Auspex...5pts.


  • Camo Cloak...2pts.


  • Cluster Mines...20pts.


  • Combat Shield...5pts.


  • Company Standard...15pts.


  • Digital Weapons...10pts.


  • Frag Grenades


  • Krak Grenades


  • Grav-Amp


  • Hellfire Shells


  • Ironclad Assault Launchers


  • Jump Pack...15pts.


  • Locator Beacon...10pts.


  • Melta Bombs...5pts.


  • Narthecium


  • Omniscope...10pts.


  • Servo Harness...25pts.


  • Signum


  • Space Marine Bike


  • Special Issue Ammunition


  • Storm Shield...10pts.


  • Teleport Homer...5pts.


Armour[edit]

  • Kabuki Armour - A flamboyantly decorated armour used by the Kabuki Warriors and Mystics, it incorporates a gravitic harness that allows the wearer to jump incredibly high and move with great speed. These suits were created, along with the Kabuki Masks, back in the younger years of the Chapter's existence out of ancient STC data. The secrets of their production only known to the Techmarines and Yamato Tech-Priests.
The Kabuki Armour grants the user the Move Through Cover USR and allows them to move additional 6".


  • Spirit Priest Armour/Terminator Armour - Armour that not only is wonderfully ornamental, but also incorporates dozens of hexagrammic wards and holy symbols that come from the Chapter's home sub-sector, as well sport a force field that is powered by the user's soul. Spirit Priests gain this armour after they finish their training and set off to aid their brothers. Certain members do however gain unique versions of these armours in the form of Terminator issue versions.
The Spirit Priest Armour is a Artificer Armour that grants the user a 4++ Invulnerable Save and additionally counts as a Psychic Hood. Terminator versions, apart of the same additions the first grants, also have the same rules as Terminator Armours have.


Rules for the following Armours can be found in both Codex: Space Marines and the Warhammer 40000 Rulebook:

  • Artificer Armour


  • Terminator Armour

Rising Sons Vehicle Upgrades[edit]

  • Firecracker Launchers - Hulls of the Dragon Fortress Land Raiders are decked with launchers that fire salvoes of grenades designed to blind, confuse and damage enemies that either charge the vehicle, or to soften them up before unleashing its destructive arsenal.
Firecracker Launchers cause a vehicle to be armed with both Defensive and Frag Grenades. Additionally the vehicle may launch a volley of these grenades before firing its ranged weapons if the targets are in a range of 12".


  • Mobile Pagoda - Fitted on Rhinos, Predators, Land Raiders and Dreadnoughts, these small shrines act to remind that the Kami-Emperor is always with the marines and is always watching them.
Units with a Leadership value in a range of 12" of the machine may re-roll failed Leadership Tests if they roll a 1 and re-roll failed Pinning Tests.


Rules for the following Vehicle Upgrades can be found in both Codex: Space Marines and the Warhammer 40000 Rulebook:

  • Ceramite Plating


  • Dozer Blade...5pts.


  • Extra Armour...10pts.


  • Frag Assault Launchers


  • Hunter-Killer Missile...10pts.


  • Ironclad Assault Launcher


  • Locator Beacon


  • Searchlights


  • Siege Shield...10pts.


  • Smoke Launchers


  • Storm Bolter...5pts.

Relics of the Yamato[edit]

Golden Armour of The Wolf Knight (40 pts)[edit]

Legends say that in the times when the Yamato Sub-Sector was still young, Chaos Daemons poured into the materium to haunt mortals. These were said to be dark times for the sub-sector, but one day a warrior, wearing a golden armour with a helmet in the shape of a snarling wolf's muzzle appeared and drove off the denizens of the warp. Since then no daemon has ever set his feet on any of the planets, yet the warrior disappeared mysteriously. It was said that the golden warrior was a physical manifestation of the Kami-Emperor's will. When the Rising Sons fought against Chaos Daemons in the Parulis Purging, their very first battle against Chaos on a sub-sector wide scale when they were first founded, Brother Kouga was isolated by a pack of Flesh Hounds from the rest of his squad. Readying himself for a last stand, a mysterious chunk of golden metal fell from the sky right between Kouga and the daemons of Khorne. The hounds were suddenly terrified by the mysterious chunk. The marine picked it and threw himself at the warp spawned beasts and defeated them. After the purging, the Spirit Priests and Techmarines took the chunk and used Kouga's power armour to forge a new suit that resembled the one the warrior from legends wore. It is said that those brothers who wear the armour are granted great power and a thirst to slay every daemon of Chaos that crosses their path.

The Golden Armour of The Wolf Knight is an Artificer Armour that grants the wearer a 3++ Inv Save, as well as a +1 to WS, S, T and I. Additionally the model with this relic gains Hatred (Chaos Daemons). Models with the Daemon USR from Codex: Chaos Space Marines and Codex: Chaos Daemons (or any supplements for both) are subject to the Fear USR and every time they want to charge or hit the model with the Golden Armour of The Wolf Knight, they must pass a Leadership test with a -2 modifier.

Zanbato (30 pts)[edit]

The Zanbato is said to be the ultimate blade. A Nodachi of unparalleled killing power, but it only figured in fiction and legends, as there were no evidence of it existing...until it was proven otherwise. While looking for recruits on Sekai, a group of Rising Sons uncovered a strange coffin-like casket, and within it a blade that looked like a Nodachi of their own production, yet broader and heavier. When the marines were readying to take it back for analysis, a group of Dark Eldar led by an Incubi ambushed them. Without hesitation the marines launched at their ambushers. The battle was tough and only brother Kojiro and the Incubi were left. The xenos' Klaivex was incredibly powerful as it shattered his brothers blades due to its mass and slew them without any resistance. Kojiro picked up the mysterious Nodachi, it's powerfield activating the moment he touched it, and using both its mass and power he slew the Incubi that tried to parry the strike, only to instantly realize that the blade the marine wielded was cutting through his Klaivex and a second later into his flesh. After this the weapon has been stored in the chapter's reliquary and dispensed only to those who are worthy of slaying the enemies of the Kami-Emperor with it.

The Zanbato is a Master Crafted Relic Nodachi with the following stats:
Name Range S AP Type
Zanbato - 2x 2 Melee, Two-Handed, Rending, Unwieldy, Master Crafted, Penetrative Strike
  • Penetrative Strike - a model with this rule has a chance to completely ignore an Invulnerable Save. Roll a 1D6 and compare with your opponent's Invulnerable Save roll. If the roll for penetration is higher than that of your opponent's Invulnerable Save roll, then the save is ignored.

Cyclone (30pts)[edit]

A relic Bike that was given to the Rising Sons by their fellow brothers from the Mantis Warriors many millennia ago, the Cyclone was first driven by the legendary Daimyo, and later Shogun Hongo. This bike has a mantis-like look and includes a extremely powerful engine, not to mention the structure being heavily reinforced. Cyclone was numerous times damaged and destroyed, often to the point of being wiped out, only to reappear back in the Reliquary as if freshly build.

In later years, the use of the Cyclone was more frequent due to what happened to the Mantis Warriors during the Badab War. While others saw the chapter as untrustworthy, the Rising Sons started to use the bike more frequently as to show solidarity with their Mantis brethren and completely ignoring how others reacted to this.

Cyclone is a Space Marine Bike that grants a +2 to T, as well grants the Feel No Pain, Hammer of Wrath, and Skilled Rider USR. If the model already has Feel No Pain USR, then he gets a +1 to it instead. Models that wield a Two-Handed weapon cannot take Cyclone.

Kami Omamori (30pts)[edit]

A unique talisman created millennia ago by the very first Spirit Priest (along with a group of shrine priests from Otera), this item is infused with an incredible power that makes all impure creatures shrivel in fear, as if the Kami Emperor channeled a portion of HIS power through it. Nobody knows the materials from which it was created, nor the techniques.

One however can know that this talisman empowers the Spirit Priest wearing it and protects from misfortune.

The Kami Omamori an upgrade for the Spirit Priest Armour/Terminator Armour. It grants a 3++ Invulnerable Save and a +1 to Deny The Witch and Perils of The Warp rolls. Additionally models with the Daemon USR from Codex: Chaos Space Marines and Codex: Chaos Daemons (or any supplements for both) in a range of 12" are subject to the Fear USR and every time they want to charge or hit a model in the vicinity of the Kami Omamori, they must pass a Leadership test with a -2 modifier.