USING A CURSED FOUNDING CHAPTER IN
WARHAMMER 40,000
The following rules allow you to represent a chapter of Space
Marines from the Cursed Founding in a game of Warhammer 40,000. They are completely
optional, and so you must get your opponent's permission before creating a Cursed Founding
army.
With the exception of the following changes, the army is
selected and acts in the same manner as a normal Space Marine chapter. The special rules
"And They Shall Know No Fear..." and "Drop Pods" are used by the
Cursed Founding Marines whenever applicable, and a Cursed Founding army is allowed to use
the Planetfall scenario whenever a normal Marine chapter would be able to.
Unswerving Loyalty: All Cursed Founding
chapters still in the Imperium's service are extremely loyal, willing to die for the
Imperium should they be required to. For this reason all Cursed Founding Marines gain +1
Ld.
Mutated Geneseed: All Cursed Founding
Marines have mutated geneseed. This gives them some bonuses and some drawbacks.
Sometimes these can be minor; at other times they can be major changes that alter the
Marines' bodies and sometimes even their minds. All Marines in the same army will have the
same positive and negative side effects for their mutations. Before you fight a battle,
roll to se what effects the mutations have, or select one positive and one negative effect
(if you choose to do this then it must be modelled on the Marines). When playing in a
tournament or campaign, it is recommended you determine the effects before the event
begins, using the organizer as a witness.
POSITIVE MUTATIONS |
D6 |
Result |
1 |
Enhanced Bone Structure: The
Marines' bone structure is altered in such a way that it lends the Marines extra
protection in battle. This gives them a +1 Toughness. |
2 |
Enhanced Senses: The Marines'
senses have been increased tremendously, and they seem to have a sixth sense when it comes
to determining the location of their enemy. All Marines gain +1 Initiative, double their
Initiative when locating sentries, and can detect any hidden models (ie Lictors) within
8" of them. |
3 |
Psychic Shield: The Marines' minds
have been altered, providing them with latent psychic powers. This usually manifests
itself in the form of a psychic shield. This shield gives the Marines a 6+ invulnerable
save. |
4 |
Biological Weapon: Some part of the
Marines' bodies has been changed, mutated into something that can be used as a weapon,
such as sharp bony ridges on their arms. These mutations give the Marines +1
Strength. |
5 |
Increased Speed: The mutations
within the chapter have made the Marines faster, giving them the ability to move quicker
from one location to another. This allows the Marines to move an extra D6" in the
Shooting Phase if they opt not to fire their weapons. This is not affected by difficult
terrain. |
6 |
Rage: The Marines have a heightened
aggression which is triggered in battle, but controllable when not in battle (though in
rare instances it cannot be controlled). The Marines set upon their foes with fury,
striking blows that cannot be blocked or evaded. This allows the Marines to hit their
opponents on a 3+ in hand to hand combat, regardless of his WS or the WS of his opponent. |
NEGATIVE MUTATIONS |
D6 |
Result |
1 |
Sloth: The Marines' mutations cause
them to move more slowly, due to shorter legs, lanky calf muscles, or some other physical
defect. All Marines move as if they were in difficult terrain, regardless of whether they
are in such terrain or not. |
2 |
Frail: The Marines' bodies are not
as strong as they should be. This can be due to weak bones, thin skin, or some other
condition. the Marines lose -1 Toughness. |
3 |
Clumsy: The Marines have become
ponderous, clumsy creatures, unable to move well. They are always hit by their opponents
on a 3+ in hand to hand combat regardless of WS, and will take a wound if a 1 is rolled
while they are moving through difficult terrain, regardless of the other die/dice rolls
(normal saving throws apply). |
4 |
Mania: The Marines suffer from
bouts of maniacal anger, sometimes turning upon each other even in the midst of
battle. Roll a D6 each turn. If a 1 is rolled, D6 members of the squad fall upon
each other with a mad rage. Fight a round of hand to hand between the Marines, treating
them as if they were all in base to base contact with each other. |
5 |
Seizures: Occasionally the Marines
will fall into seizures, with no explanation as to the cause. Maybe it's a random pattern
of light flashes, or a series of sounds. Whatever the reason, these seizures will cause a
Marine to fall helpless to the ground and begin to thrash about. Roll a D6 for each of
your squads and characters every turn. On a 1, the character or D6 members of the squad
fall to the ground thrashing uncontrollably and may do nothing for the remainder of the
turn. If the model affected is in hand to hand combat, he may not attack his opponent
while having the seizure, but cannot be hit except on a 5+. |
6 |
Confusion: Sometimes the Marines
get confused, being unable to tell friend from foe. This can cause disastrous
results. Roll a D6 for each squad or character. On a roll of 1, they become
confused. If they are in hand to hand, they disengage immediately and fall back, confused
as to whether or not they are fighting the right enemy. If they are not in hand to hand,
they will fire any weapon they have at the nearest squad or character, whether they are
fellow Marines or the Marines' opponents. The confusion only lasts for one turn,
after which the squad or character regroups or may choose their own target (unless you
roll a 1 for them again!). |
Assault Marines, Bikers, and Scout Bikers are unaffected by
movement bonuses and penalties.
The following positive/negative mutation combinations cannot
occur together in a chapter. If you come up with one of these combinations, reroll
either the positive or negative mutation.
Positive Mutation |
Negative Mutation |
Increased Speed |
Sloth |
Enhanced Bone Structure |
Frail |
Note that although Rage and Clumsy have similar but opposite
effects, the two can be cumulative; ie, your troops can be able to hit your opponents on a
3+, but they will be able to hit your troops on a 3+ as well.
Unexplained Deaths: On rare occasions, a
Cursed Founding Marine will fall to the ground dead, with nothing to explain it. His body
will self-destruct, or his mind fall apart. Whatever the cause, he simply falls dead with
no chance for revival. Roll a D6 each turn. On a 1, a member of one random squad falls to
the ground dead, with no saving throw possible.
Modified Points Cost: Due to the bonuses
presented by being members of the Cursed Founding (and even with the few penalties),
Cursed Founding Marines cost more than normal Marines. For this reason, the following
points costs are used instead of those presented in Codex Space Marines. Veteran Sergeant
upgrades remain the same in additional points, and vehicles and Dreadnoughts also
remain the same as they are not affected by the above rules.
Hero |
40 points |
Commander |
55 points |
Force Commander |
75 points |
Chaplain |
85 points |
Librarian |
85 points |
Command Squad Marine |
25 points |
Veteran Marine |
25 points |
Terminators |
50 points |
|
|
Assault Terminators |
50 points |
Tactical Marines |
20 points |
Scouts |
16 points |
Assault Marine |
28 points |
Bike Marines |
45 points |
Scout Bikers |
40 points |
Devastators |
20 points |
|
|