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CODEX: Marr
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Old 01 Sep 2007, 00:00   #1 (permalink)
Shas'La
 
Join Date: Jun 2007
Location: North Carolina
Posts: 378
Default CODEX: Marr

I am using the Marro models from heroscape
http://www.hasbro.com/heroscape/defa...new&char_id=54
which are around the size of a human thier fluff is kinda like Tyranids with the whole leader controlling the minds of his minions, but I am not going to go into that as I dont want it to have Hivemindish rules. I will represent the Leaders Mind control ability with possibly a Phychic attack that causes pinning.

( = ( 8 ) ARRRRGGHHH stupid emotes ... lol

my Idea for basic stat line

Plasma Blaster S 4 ap 6 Range 18" Assualt 1

Marro Warrior
WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 LD 8 SV 5+
Marro Champion
WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 LD 9 SV 5+
The Champion is able to create a marro Warrior each turn similar to a Necron Tomb Spyder

any Ideas too help
im still working on this


Heres more


Plasma Blasters S 4 Ap 6 18" Assualt 1
Plasma Gun S 7 Ap 2 24" Rapid Fire, Gets hot
Plasma Pistol S 7 Ap 2 12" Pistol, Gets hot
Plasma Pistol S 7 Ap 2 12" Pistol, Gets hot
Plasma Cannon S 7 Ap 2 36" Heavy 1, Gets hot
Plasma Aura S 4 Ap 4 Template Assualt 1
Plasma Melter S 8 Ap 1 12" Assualt 1 Melta gets Hot
Marro Cannon S 6 Ap 5 36" Heavy 2
Heavy Cannon S 6 Ap 4 48" Heavy 2

ARMOURY
PP=Phychic Power
(75) may ride a Marro Dragon which allows him to move as a JumpPack
the Dragon also may attack in CCW with these stats WS 3 S 6 A 3 T as Owner dies when owner dies
(15) Plasma Pistol and CCW
(25) 1 Handed Plasma Gun and CCW
(25) Scythe a Power Sword that adds +3S
(10) Implant Armour 1+ save
(20) Mind Armour 4+ Invulnerable save Warlords only
(10) Sorceror Upgrade
(15) PP Mind Shackle S 3 Ap 3 24" Assualt 2 pinning
(25) PP Mind Zap S 6 Ap 3 24" Assualt 2
(20) PP Mind Shout in the Assualt phase you may have D3 more attacks
(40) PP Phycho Mind Mutation S 10 Ap 1 12" Assualt 1 pinning
(5) Battle Cry reroll failed morale checks within 24" of this char
(10) Warlord Presence every Marro within LOS may use this chars LD
(5) Reflex Injection gains fleet of Foot and Acute Senses

HEADQUARTERS

Marro Warlord 80
WS 5 BS 5 S 3 T 4 W 3 I 4 A 3 LD 10 SV 4+
may take 100 points worth of equipment from the armoury
may become a Sorceror for (10) points and then may choose
PP for up to 60 points this counts to 100 point limit
Character
IC Rules
may have a Retinue of 2-4 Marro Guard

Marro Council 40 points a piece
WS 4 BS 5 S 3 T 3 W 2 I 4 A 2 LD 10 SV 4+
Unit Size 2-3
May each take up to 55 points of equipment from the armoury
up to 3 may become a Sorceror for (10) points and then may choose
PP for up to (20) points this counts to 100 point limit
Character
IC Rules

ELITES

Marro Guard 25 points
WS 4 BS 4 S 3 T 4 W 1 I 3 A 1 LD 9 SV 4+
Unit Size 2-10
may take Plasma Blasters or CCW
2 may upgrade thier CCw to Scythes for (25) points per model
up to four may upgrade thier Plasma Blasters to Plasma Guns for (15) apiece
Plasma Pistol and CCW (15) Plasma Aura (15) Plasma Melter (15)
or up to two may upgrade thier plasma Blasters for
Plasma Cannons (35) Heavy Marro Cannons (12)
Marro Cannons (

Death Chanters 22 points
WS 3 BS 3 S 3 T 4 W 1 I 3 A 1 LD 8 SV 5+
Unit Size 3-6
Plasma Pistols and CCW
Reflex Injection
may reroll difficult terrain test
and have 1+ coversave

Terrorizer 140 points
Front AV 14 Side AV 13 Rear AV 12 WS 4 A 4 S 7
Type: Walker
Equipment: Power Weapon and a Plasma Cannon
may replace Plasma Cannon with another Power weapon
for a +1 A or a Heavy Marro Cannon

TROOPS


Marro Warrior 9 points
WS 3 BS 4 S 3 T 4 W 1 I 3 A 1 LD 8 SV 5+
Marro Champion +16 points
WS 3 BS 4 S 3 T 4 W 1 I 3 A 2 LD 9 SV 5+
Unit Size 8-16
Plasma Blasters
up too 2 Marro Warriors may use Special Weapons
Plasma Gun (10) Plasma Pistol and CCW (10)
Plasma Aura (10)
or up too 1 Marro Warrior may use a Heavy Weapon
Plasma Cannon (30) Heavy Marro Cannon (
Marro Cannon (6)
CHAMPION
may take up to 25 points from the armoury
Water Clone
If the Marro Champion and his unit have not been moved and have not shot.
in your assualt phase you may roll 1D6 if you roll a 6
a Marro Warrior with a Plasma Blaster is made place
it within unit coherency with the Marro Champion
If you roll a 1 the Marro Champion takes a wound which he may save.
You may not exceed unit Size with Water Clone


FAST ATTACK

Flying Death Chanters 30 points
WS 3 BS 3 S 3 T 4 W 1 I 3 A 1 LD 8 SV 5+
Unit Size 3-6
Plasma Pistols and CCW
Reflex Injection
may reroll difficult terrain test
may reroll dangerous terrain test
and have 1+ coversave
move as jumppacks


Marrden Hounds 14
WS 4 BS 2 S 3 T 4 W 1 I 5 A 3 LD 7 SV 4+
Unit Size 4-16
Equipment: Claws and Teeth
move as Calvary
Marro Plague in the shooting phase
for any non Marro units within 6" of the
Marrden Hounds roll a D6 on a 6 the unit takes D6 S 3 hits
saves allowed

Marro Dragon 75 points
WS 3 Bs 2 S 6 T 5 W 2 I 5 A 3 LD 8 Sv 4+
Unit size 1-3
Claws and Teeth
move as jumppacks
Monstrous Creature

Hell Rider 30 points
BS 4 Front AV 10 Side AV 10 Rear AV 10
Type: Tank
Plasma Gun (10) or Plama Blaster
Transport up to 10 Marros who move as infantry
may use this


HEAVY SUPPORT

Death Hound 1500 (100 points
BS 4 Front AV 13 Side AV 12 Rear AV 12
Type: Tank
Plama Blaster
may replace plasma blaster with Twin linked Plasma Gun (20)
Twin Linked Plasma Melter (15) Twin Linked Plasma Cannon (40)
may have a pair of side sponsors Plasma Melters (40) Plasma Guns (50)
Plasma Cannons (60)

Death Hound 1200 (75)
BS 4 Front AV 13 Side AV 11 Rear AV 10
Type: Tank
Plama Blaster
may replace plasma blaster with Twin linked Marro Cannon (20)
Twin Heavy Marro Cannon (30)
may have a pair of side sponsors Marro Cannons (40) Heavy Marro Cannons (55)


Heavy Marro Warrior 9 points
WS 3 BS 4 S 3 T 4 W 1 I 3 A 1 LD 8 SV 5+
Marro Champion +16 points
WS 3 BS 4 S 3 T 4 W 1 I 3 A 2 LD 9 SV 5+
Unit Size 8-16
Plasma Blasters
up too 4 Marro Warriors may use Special Weapons
Plasma Gun (20) Plasma Pistol and CCW (15)
Plasma Aura (15)
or up too 4 Marro Warrior may use a Heavy Weapon
Plasma Cannon (40) Heavy Marro Cannon (12)
Marro Cannon (
CHAMPION
may take up to 25 points from the armoury
Water Clone
If the Marro Champion and his unit have not been moved and have not shot.
in your assualt phase you may roll 1D6 if you roll a 6
a Marro Warrior with a Plasma Blaster is made place
it within unit coherency with the Marro Champion
If you roll a 1 the Marro Champion takes a wound which he may save.
You may not exceed unit Size with Water Clone
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Old 16 Jan 2008, 12:11   #2 (permalink)
Shas'Saal
 
Join Date: Jan 2008
Posts: 163
Default Re: CODEX: Marr

weird but cool
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Quote:
Originally Posted by Tau Online at: 19:13 25/09/09

ChilliMasta you are the best poster on this forum well done have a Karma! :P
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Old 23 Jan 2008, 06:29   #3 (permalink)
Shas'La
 
Join Date: Jun 2006
Location: Look outside...
Posts: 357
Default Re: CODEX: Marr

Now although this would not be what you're really looking for, you could probably do this using the IG rules. Here's what I could do in five minutes.
Doctrines: Grenadiers, Rough Riders.
use HSO as HQ and Grennies as Troops. You could also use Rough Riders as Hounds.
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Old 15 Mar 2008, 13:00   #4 (permalink)
Kroot Shaper
 
Join Date: Feb 2008
Posts: 98
Default Re: CODEX: Marr

weird. in a good way.
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