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United Earth Directorate For Warhammer 40K

Redoing Terrans in Warhammer would be stupid to me, so I will do this more like a list of additonal choices the Space Marines can select.

SPECIAL RULES
Shields: The Protoss are a powerful, advanced, warrior race, but they are frail as individuals, and few in number. To protect their valuable lives from the ceaseless wars they must fight, the Protoss have mastered using their psychic energy to create shields around themselves. As well as granting the Protoss a 3+ armor save, it allows them to re-roll failed saves for Wounds.

Psychic Resistance: Many of the Protoss are potent psykers, and even those who aren't have enough psychic might and skill to resist the powers of others. Whenever a psychic power is targeted on a Protoss squad or character that requires a Psychic test, that unit can resist it by rolling a D6 and adding the higest Leadership value in the squad. The power user must roll higher on a D6 adding his Leadership to penetrate the Protoss' defenses. If the psyker rolls under the Protoss squad's score, the power fails. Minor Psychic powers have no effect on the Protoss.

Shields:

-HQ-

The HQ choices for the UED Marines are the same as those for regular Space Marines.

-ELITES-

Ghost

Taken as children due to their latent psychic powers, Ghosts are trained to be Covert ops specialists, and assassins without peer.

Unit Name Points/Model WS BS S T W I A Ld Sv
Ghost 75 4 4 4 5 1 5 1 10 3+

Number/Squadron: 1-3.

Weapons: C-10 Canister Rifle (equals Exitus Rifle).

SPECIAL RULES
Base Stats: Use the Vindicare Assassin for Ghosts.

Nuclear Barrage: One of the Ghost's primary tasks is targeting nukes for their superiors. So long as they have any nukes left, a Ghost can target a laser beam at an enemy squad within 36" during the opponent's Shooting Phase, and the nuke lands at the beginning of the opponent's Assault Phase before any Assault moves. If the Ghost is still alive by the end of that Shooting Phase, the nuke does not scatter, but if the Ghost does die, use the inaccuracy scatter for the Daemonhunter's Orbital Strike.

Psychic Agent

The UED has allowed a very small number of their psykers, who would otherwise become Ghosts and have their powers neutralized instead evolve to full psykers.

Unit Name Points/Model WS BS S T W I A Ld Sv
Psychic Agent 75 4 4 4 4 1 5 2 10 3+

Number/Squadron: 1-5 can be taken as a single Elites choice. They are not required to maintain coherency.

Weapons: Laspistol.

SPECIAL RULES

Psyker: Psychic Agents have been permitted to develop their psychic powers. They must purchase at least 1 Psychic Power from the list in the Armoury below.

-TROOPS-

Marine

The Space Marines of the UED are identical to Space Marines as they appear in Codex: Space Marines, except as shown below.

SPECIAL RULES
Stim Pack: UED Space Marines can be equipped with Combat Drugs at a cost of 10 pts per unit in the squad.

Firebat

A slight ste up from the Marines, Firebats are the demolition crews of the UED.

Unit Name Points/Model WS BS S T W I A Ld Sv
Firebat 75 2 3 6 6 2 3 1 9 3+

Number/Squadron: 5-10.

Weapons: Plasma-based Perdition Flamethrowers (acts as a twin-linked flamer).

SPECIAL RULES
Protoss: The Dragoon follows all the special rules for Protoss above.

Stim Pack: UED Firebats can be equipped with Combat Drugs at a cost of 10 pts per unit in the squad.

Backfire: On a hit roll of 1, treat the flamer as a plasma weapon.

-FAST ATTACK-

Goliath

Roughly equivalent to an Eldar War-Walker.

Unit Name Points/Model WS BS S T W I A Ld Sv
Goliath 75 -- 3 2 4 1 2 -- 10 4+

Number/Squadron: 1-8.

Weapons: Machine Gun and Missiles.

SPECIAL RULES
Replenish:

Shields:

-HEAVY SUPPORT-

Siege Tank

Unit Name Points/Model Front Armor Side Armor Back Armor BS
Siege Tank 75 14 14 12 4

Crew: 2 Space Marines.

Weapons: Assault Cannon/Siege Cannon.

SPECIAL RULES
Firing Mode: Siege Tanks have two firing modes; attack mode and siege mode. When in attack mode, the Siege Tank can move and shoot as normal, but it must shoot its assault cannon. When in siege mode, however, it can fire its siege cannon. Note however that the siege cannon cannot target anything within 12" of the tank. During the movement phase, the tank can either sit or move and fire its turret gun or it can lock itself in place and not move, thus entering siege mode. It counts as having moved to return to battle mode, so once it does, it must wait another turn to be able to move. During Assault phase, if the thank is in siege mode and being assaulted, it can return to battle mode, but it cannot leave combat, as it cannot yoet move. For its respective weapons, these are their profile:

Range Strength AP Type
Assault Cannon 36" 6 4 Heavy 3
Siege Cannon 48" 10 2 Heavy 1

Nuclear Silo

Used often as a last-ditch weapon, or a retributive strike,

Unit Name Points/Model Front Armor Side Armor Back Armor BS
Nuclear Silo 70 14 14 14 N/A

Deployment: 1-3 silos can be taken as a single Heavy Support choice.

Crew: None. Ghosts in the field target for silos. If all Ghosts perish, then unexpended silos cannot fire.

Weapons: 1 nuclear missile (cannot be reloaded).

SPECIAL RULES
Immobile: Obviously, being a large silo, the nuke silo is an immobile structure.

Targeted: Much like support weaponry, nuke silos are targeted for. Due to this, the silo itself has no Ballistic Skill or Range. Launched nukes use this profile:

Range Strength AP Type
Nuclear Missile N/A 10 1 Ordinance 1

Friendly Fire: If a silo is destroyed before it launches its ordinance, than the missile detonates where the silo was, damaging any units within the area of the template.

-SPECIAL CHARACTERS-

Admiral Gerard DuGalle

One of the finest soldiers and leaders the United Earth Directorate has ever produced, DuGalle was placed in charge of the UED Expeditionary Force, assigned to the Command Ship Aleksander.

Unit Name Points/Model Front Armor Side Armor Back Armor BS
Admiral DuGalle Lots 14 14 12 4

Special Character: A 4000-point UED army may include DuGalle. If selected, he counts as an HQ choice on the Force Organization Chart.

Aleksander: Dugalle's Battlecruiser is a mighty weapon, several actually. It has Triple-Linked Armor Saves, Four Lascannon Batteries, and the Yamato Gun.

SPECIAL RULES

Yamato Gun: During the Shooting Phase, DuGalle can order his Battlecruiser to fire its primary superweapon, the Yamato Gun. If the Yamato Gun is fired, it cannot be fired again until a turn goes by when it doesn't fire. Thus, if fired during Turn 2, it could not be fired again until Turn 4. It uses the following profile:

Range Strength AP Type
Yamato Gun 24" 9 2 Blast 1

Commander Jim Raynor

Unit Name Points/Model WS BS S T W I A Ld Sv
Jim Raynor 250 4 4 5 7 4 4 3 10 4+

Special Character:

Equipment:

SPECIAL RULES

Field Medic

These brave nurses follow the marines into the battlefield without weapons in order to keep up the Marines in combat.

Unit Name Points/Model WS BS S T W I A Ld Sv
Field Medic 10 4 4 5 7 4 4 3 10 3+

Weapons: None.

Free Choice: Field Medics do not count as one of your Force Selections. Instead, you may include one Field Medic per squad in the army. The medic may not leave the squad she is assigned to and a squad may not have more than one Field Medic included.

Equipment: Power Armor, Storm Shield

SPECIAL RULES
Healer: The medical knowledge of the Field medics is so outstanding that they can patch up even the seemingly dead. Any model that dies in the squad that the Field Medic is a part of is laid down, rather than removed, and treated as if they have bionics. If they succeed, they get up again with one wound, while failure has them removed as a casualty.

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