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Subject: Codex: Tan Army Men d36williams







Fresh-Faced New User





Knee deep in good humor, in the name of completeness, and submitted for your entertainment; from the greatest era of Humanity hails its most subversive foe. Beige, brown, and Green Army Man's worst enemy:



Codex: Tan Army Men

Terra, Mars and Ophelia VII rank as the three wealthiest planets in the galaxy. Number four also resides in Sol, but is not the planet foreigner's expect. Mercury is the fourth wealthiest planet in the galaxy, and boasts homes to many of the Galaxy's best and brightest minds and wealthiest stars!



Mercury is the ancient getaway you always imagined and could never afford! Mercury tarries as close as 0.3 Astronomical Units from the Sun!



From the Sun?



From the Sun! That's right, in the God Emperor's Garden Glen! The Galaxy's wealthiest and elite vacation in relativistic time, vacationing for minutes while years pass elsewhere. The rich wile away the hours while years stretch on through out the empire. Their money just grows and grows!



The human colonies are located on the north and south poles respectively, deep within craters from ancient weapons bombardments. There Solar radiation is abated by living deep within the mountainous shadowy protection of the craters. Proximity to Holy Terra, galactic class transportation, and wealth beyond imagine lie at the finger tips of the exclusive elite who reside there.



Among the elite count off worlders like visiting Knight pilots, wealthy business owners, and transportation Monarchs. The permanent residents include many of the Old Rich of the Terran galactic neighborhood; they get to watch their children grow into adulthood witnessing a Galaxy of change, as humanity covers the stars in broad brush strokes of blood. Of course, no one on Mercury grows old, though children grow into adults.



During a long period of soft separatism during the Age of Apostasy, Mercury suffered a long economic down turn while wealthy powers had to return to Mars and Holy Terra to represent their interests. Other wealthy powers isolated themselves on Mercury, letting go of outside holdings as they burrowed in.



In this time of poverty many Mercurians turned to raiding the soil for black market artifacts. For one lucky shyster, all their vulgar dreams came true. The thief found a golden gilded doorway, proud and paramount. They devised explosives and even a used a huge machine to rend the gate to no avail, so the thief left dissatisfied but with a mark on the map.



The society was down and the culture clannish. In that time the thief met a lover. Together they fell in with an unscrupulous gang and there they became willful participants to the rites of Slaneesh.



Already a thief together they became murderers, ensnaring vacationers and slaying them in sadistic sex rites. Together their profundity grew as their insane acts had no bounds. Their cult grew powerful, a star ascendant among the upper crust of Terran society.



With the cult's power, the thief remembered the map, and the gilded gate. Together they developed a macabre plan.



Though Galactic historians record it as a season of epic natural disaster, the esoteric citizens of Mercury know another story. One of betrayal, entrapment, and mass murder. In an act defining the Secret Society underpinning Mercurian civilization, the cult summoned Slaneesh's powers and created a stable wormhole through the door. Imperium historians believe a disastrous accident during a solar flare caused the loss of millions of lives in a fiery implosion; the secret society knows that every one of them actually died of torture and murder, as they all had vested financial and material interests in the act.



Beyond that gilded gate those hated heretics found an operating STC , the only of it's kind, and the first the galaxy had ever known. The cultists puzzled over it, bewildered. They tried for months before the thief puzzled through a sequence. Suddenly all the members of the cult and the thief's lover were gone in a flash of blinding light. In their place were tan heaps of synthetic flesh, gesticulating on the floor and leaving a trail of slime as they rocked and vibrated.



The thief laughed in mania, completely unnerved by all the thief had seen and all that had been done. Selling souls wholesale to Slaneesh to open a portal through a Dark Age door only to see all their fellows dropped and reduced to oversized walnuts of flesh was more than the thief could handle. Struck, startled, rattled, damaged, the thief heard a voice in their mind, comforting and easy. Receding control the thief gave up will and a true demon of Slaneesh came in.



The demon stood watch over a Mercurian night as the flesh things grew, first human size, then much larger. Hours after they first formed, they became responsive. They turned towards the nearest humanoid then stood in stupor. Looking to the warp, the demon saw an ancient history of Golem like warriors forged from the riped out souls of humans. The demon laughed with glee anticipating a galaxy of fun to be had, and the replenishable army at it's fingertips.



The demon established a powerful enclave on Mercury. It entirely trades in mercenaries and distant wars. The demon enjoys a position of privilege and isolation, and proximity to Holy Terra; a position it does not wish to compromise. Thus it trawls for souls in the broader galaxy now, only rarely killing a wayward tourist. The Tan Army Men radiate out, hidden in inert storage containers, smuggled, right from the heart of the the Imperium's most awesome transportation network exchange.



Upon reaching the fringes of humanity, the Tan Army Men arise and enact their demonic master's will. They always endeavor to harvest souls for their master and bodies for reproduction. They kidnap newly emerging worlds, and kill all who travel to them, until word gets out that the planet is unreachable. Then they torture and kill all the world's inhabitants.



Out there, at the boundaries of mapped reality, beyond their master's will, the Tan Men came upon a fellow entity also organizing itself in groups of six. The Tan Men asked if the others were also adherents to Slaneesh, as they were; conformity to Slaneesh's six was to be respected. And the green skinned men said "No."



The Tan Army Men knew then that the Green Army Men must be purged.



Weapons of the Tan Army Men



All Tan Army Men are assumed to have:

Carbine Rifles: Str 4, Ap -, Rapid Fire, 36" range

Bayonets: CC , users Str

Frag Grenades



Special Weapons

-- Radar Scanner -- (metal detector) - Special Rule: Check Point Charlie - 15 pts

-- Rampaging Bayonet -in place of Bayonet; Power Lance; 25pts - Special Rule: Brazen Offender

-- Radio Operator - Special Rule Radio Communications - 15 pts

-- Urban Edition -- Carbine Rifle but smaller, resembles 20th century machine gun of uzi proportions; Salvo 2/3 Str 4 Ap -, 24" - 15pts

-- Targeting Grenade -- Special Rule Advanced Targeting - 30pts

-- Bazooka - Heavy 1, STR 9 AP 2 - 20 pts

-- Flamer -- 10 pts



Special Artifact

Puzzle Box of Slaneesh - the Puzzle Box makes the Tan Army Man holding it a Level 1 Psyker who only has the power of levitation. Possessing the Puzzle Box prohibits Enemy Among Us rules as it is impossible to smuggle ahead. - 45pts



A normal Tan Army Man has this stat line and costs 12 pts:

WS 3

BS 3

S 4

T 4

W 1

I 4

A 1

LD 7

SV 5+

Special Rules: Brush It Off; Infernal Fate; Vulgar Predator



Tan Army Men prey on the fringes of the Imperium. The few Inquisitors who have heard rumors of them believe they are Xenos in origin, and an external threat. Their ideal prey are new and promising worlds, with ambitious migrants, and streams of colonists arriving in bloated slow spacecraft.



The Tan Army Men are a flexible army that depends on individual models in Units to give squads a particular focus. Gifts from their demonic masters make up for their lack of speed and amplify their leadership's power. Wide spread infiltration makes up for their lack of vehicles and deep striking.



Troops



Troop Category:

Tan Army Men appear indifferent to the suffering they cause, and serve as a perfect vehicle to carry out the demon's heinous crimes throughout the galaxy. These robots understand little of what they do, and are entirely at the command of their Mercurian leader. Though they exude no presence in the warp, they do have souls and are not able to be possessed by demons.



Secret Makers

6 Tan Army Men (12 pts each) 72 pts

--may take one special weapon or heavy weapon

--Special Rule: Enemy Among Us;



Lamentation Squad

6 Tan Army Men (12 pts each) 72 pts

..must take 4 Urban Editions 15 pts each (60pts total)

..may take one special weapon or heavy weapon

--Special Rule: Enemy Among Us;

......min 132 pts



Deceiver Squad

6 Tan Army Men lying on their bellies 82pts

--Special Rule: Enemy Among Us; Shadowed Gunman



Ambition is the guiding light for all who could rise to great prominence as a demon of Slaneesh! But why be a Greater Demon of Slaneesh, when she can be a greater demon of you? Just as she consumed the heart of a galactic empire to gain her place, cannot I consume the Imperium Of Mankind?





Heavy Support



Sound Bombers

A whistling sound from a falling mortar shell precedes a calamitous sound wave that rends the battlefield, the warp and reality itself.

1 Tan Army Man Mortar Operator 12pts

...must take one Mortar... Heavy 1, Ordinance, Large Blast, 72" range, Str 7 AP 3, 30 pts

5 Tan Army Men Squad Mates... 12 pts each.

--Special Rule: In Communication;

......totals 102 points



Secret Maskers

6 Tan Army Men - 72 pts

...May take up to four heavy or special weapons



Dey waz weird, they wuz, and they sez I'm da Weird Boy! Fighten da fight, liek gud Ork do, I saw inside the Tan Army Man, a soul trapped, a passenger on a ride, carried along, a prisoner on an autonomous journey. Helpless to act, always a witness, inundated with the suffering of their victims, knowing their victims are fated to become prisoners just like themselves. And dee's Weir'd ones hate the shade Green! --- Weird Boy Grom'it



Fast Attack

Phantom Claws

6 Tan Army Men 12 pts each

--designate a sergeant model. This model is designated a character and has the special equipment: Puzzle Box of Slaneesh - 45pts

--may take up to 4 flamers

--may take up to one special or heavy weapon aside from flamers on sixth model



You opened the box. You summoned us. We came.



Elites



Torture Scribes

The Tan Army Men understand little of what they do. Their instructions are demonstrated on the bodies of these aged and elite Tan Army Men.

6 Disfigured Tan Army Men 16pts each (96pts)

--Reckless Attack: +1 A;

--each model may upgrade Bayonet to Power Lance ... 15pts

--as long as the unit has a model with a Power Lance the unit has Brazen Offender

--may select a sergeant and equip the model with a Puzzle Box of Slaneesh - 45pts

--Special Rules: Enemy Among Us;



Certain Destroyers

6 Disfigured Tan Army Men 16 pts each (96 pts)

-Demonic Guidance grants +1 BS .

-Unit has Radio Communications, Radar Scanner +40 pts

-One model has Targeting Grenades - 30 pts

-four other models may choose special or heavy weapons.

-sixth model may have a Rampaging Bayonet for 15pts

.....(166 pts min)



Leaders

Torture Master .. 90 pts

A Tan Army Man who has most endured the demonic master's torture. By cruel experience, this model is the most technically skilled of the Tan Army Men, and usually their leader.

WS 5

BS 4

S 4

T 5

W 2

I 4

A 2

LD 8

SV 5+

-Has Rampaging Bayonet

This golem is well experienced with its own anatomy, elevating its Brush It Off FNP to 3+

Special Rule: Enemy Among Us; Independent Character



Demonic Channel -- ... 225 pts

The Tan Army Man leader of regional expeditions; this Tan Army Man maintains a constant rapport with its demon master. Integrating demonic talismans into the Tan Army Man's weapons, the Demon shields its local avatar with a psychic sheath of protection and projects its awesome destructive power through the warp.

WS 6

BS 5

S 4

T 4

W 4

I 5

A 4

LD 9

SV 3++

-- Level 2 Psyker, has psychic rules of a Demon.

-- has a Force Bayonet, resolved like a Force Lance, Brazing Offender

-- Malefic Ammunition - Str 7 Ap 2 12" Range, Gets Hot, Assault 1

-- Psychic Gestalt - A Tidal Wave of stored cosmic tension is released on the battle field, in the form of a One Use Only Large Blast Heavy 1 Barrage Ordinance w/Orbital rules, Str 10 Ap 2, psychogenic explosion, anywhere on the battle field.

Special Rules: Enemy Among Us, Independent Character; Brush It Off 5+; Demonic Sanction gives 3+ Invuln Save





Special Rules:

Brush It Off: Tan Army Men make horrifying marches into enemy gunfire. Often times weapons tearing their malleable skin and blowing holes in their torsos fail to even phase the advancing Tan Army Men. 5+ FNP

Infernal Fate: Flamer weapons reroll to hit and to wound when used against the Tan army men.

Brazen Offender Model grants its unit Furious Charge

Radio Communications: Model may opt to grant its unit twinlinked rather than firing

Check Point Charley: Model may opt to grant its unit Sky Fire rather than firing

Advanced Targeting: Model may opt to throw a Targeting Grenade in shooting phase, in place of a shooting attack; counts as assault 1; player gets to select whether the unit has Tank Hunters or Monster Hunters.

Enemy Among Us: Using their advanced knowledge of Imperial logistics, they are able to infiltrate anticipated hot zones with ease. Grants Infiltrate;

Vulgar Predator Taking pleasure in pain gives the combatants a relentless edge. Close Combat attacks get rerolls to hit; A nasty distaste for each other grants Allies of Convenience with Tyrannids.

In Communication Player must Combat Squad this unit into squads of 3 & 3; Player can elect to use a Tan Army Man from this either of this unit's squads to grant the Mortar Operator the model's Line Of Sight instead of shooting; this counts as Assault 1;

Shadowed Gunman if no movement that turn, when shooting, on rolls of 6s to hit, the player can allocate those wounds as if they had the sniper special rule; has the benefits and penalties of Gone to Ground rule automatically, except they can move 6" in the movement phase normally, even when they have "gone to ground"



Allies Chart:

Battle Brothers: Dark Eldar, Mercenaries of the Galaxy, Chaos Space Marines, Chaos Demons

Allies of Convenience: Tyrannids, Tau

Come the Apocalypse: Imperial Allies; Eldar; Green Army Men; Orks







*****



Afterward: These rules are meant for fun, or when you're stranded in a snow storm in Donner's Pass and you need to decide who to eat, and you have two armies of army men. These two situations only! That aside, what do you think of the method for building an army presented here? For example a Secret Masker squad can have Sky Fire and Twin Linked, but would only be able to carry two other heavy weapons. Powerful buffs are available, but they cost guns. I'll try to edit point costs over the next week/holidays to bring them in line with criticism from commenters. This is both in jest and serious. No reason to make an inferior codex.





Knee deep in good humor, in the name of completeness, and submitted for your entertainment; from the greatest era of Humanity hails its most subversive foe. Beige, brown, and Green Army Man's worst enemy:Terra, Mars and Ophelia VII rank as the three wealthiest planets in the galaxy. Number four also resides in Sol, but is not the planet foreigner's expect. Mercury is the fourth wealthiest planet in the galaxy, and boasts homes to many of the Galaxy's best and brightest minds and wealthiest stars!Mercury is the ancient getaway you always imagined and could never afford! Mercury tarries as close as 0.3 Astronomical Units from the Sun!From the Sun! That's right, in the God Emperor's Garden Glen! The Galaxy's wealthiest and elite vacation in relativistic time, vacationing for minutes while years pass elsewhere. The rich wile away the hours while years stretch on through out the empire. Their money just grows and grows!The human colonies are located on the north and south poles respectively, deep within craters from ancient weapons bombardments. There Solar radiation is abated by living deep within the mountainous shadowy protection of the craters. Proximity to Holy Terra, galactic class transportation, and wealth beyond imagine lie at the finger tips of the exclusive elite who reside there.Among the elite count off worlders like visiting Knight pilots, wealthy business owners, and transportation Monarchs. The permanent residents include many of the Old Rich of the Terran galactic neighborhood; they get to watch their children grow into adulthood witnessing a Galaxy of change, as humanity covers the stars in broad brush strokes of blood. Of course, no one on Mercury grows old, though children grow into adults.During a long period of soft separatism during the Age of Apostasy, Mercury suffered a long economic down turn while wealthy powers had to return to Mars and Holy Terra to represent their interests. Other wealthy powers isolated themselves on Mercury, letting go of outside holdings as they burrowed in.In this time of poverty many Mercurians turned to raiding the soil for black market artifacts. For one lucky shyster, all their vulgar dreams came true. The thief found a golden gilded doorway, proud and paramount. They devised explosives and even a used a huge machine to rend the gate to no avail, so the thief left dissatisfied but with a mark on the map.The society was down and the culture clannish. In that time the thief met a lover. Together they fell in with an unscrupulous gang and there they became willful participants to the rites of Slaneesh.Already a thief together they became murderers, ensnaring vacationers and slaying them in sadistic sex rites. Together their profundity grew as their insane acts had no bounds. Their cult grew powerful, a star ascendant among the upper crust of Terran society.With the cult's power, the thief remembered the map, and the gilded gate. Together they developed a macabre plan.Though Galactic historians record it as a season of epic natural disaster, the esoteric citizens of Mercury know another story. One of betrayal, entrapment, and mass murder. In an act defining the Secret Society underpinning Mercurian civilization, the cult summoned Slaneesh's powers and created a stable wormhole through the door. Imperium historians believe a disastrous accident during a solar flare caused the loss of millions of lives in a fiery implosion; the secret society knows that every one of them actually died of torture and murder, as they all had vested financial and material interests in the act.Beyond that gilded gate those hated heretics found an operating, the only of it's kind, and the first the galaxy had ever known. The cultists puzzled over it, bewildered. They tried for months before the thief puzzled through a sequence. Suddenly all the members of the cult and the thief's lover were gone in a flash of blinding light. In their place were tan heaps of synthetic flesh, gesticulating on the floor and leaving a trail of slime as they rocked and vibrated.The thief laughed in mania, completely unnerved by all the thief had seen and all that had been done. Selling souls wholesale to Slaneesh to open a portal through a Dark Age door only to see all their fellows dropped and reduced to oversized walnuts of flesh was more than the thief could handle. Struck, startled, rattled, damaged, the thief heard a voice in their mind, comforting and easy. Receding control the thief gave up will and a true demon of Slaneesh came in.The demon stood watch over a Mercurian night as the flesh things grew, first human size, then much larger. Hours after they first formed, they became responsive. They turned towards the nearest humanoid then stood in stupor. Looking to the warp, the demon saw an ancient history of Golem like warriors forged from the riped out souls of humans. The demon laughed with glee anticipating a galaxy of fun to be had, and the replenishable army at it's fingertips.The demon established a powerful enclave on Mercury. It entirely trades in mercenaries and distant wars. The demon enjoys a position of privilege and isolation, and proximity to Holy Terra; a position it does not wish to compromise. Thus it trawls for souls in the broader galaxy now, only rarely killing a wayward tourist. The Tan Army Men radiate out, hidden in inert storage containers, smuggled, right from the heart of the the Imperium's most awesome transportation network exchange.Upon reaching the fringes of humanity, the Tan Army Men arise and enact their demonic master's will. They always endeavor to harvest souls for their master and bodies for reproduction. They kidnap newly emerging worlds, and kill all who travel to them, until word gets out that the planet is unreachable. Then they torture and kill all the world's inhabitants.Out there, at the boundaries of mapped reality, beyond their master's will, the Tan Men came upon a fellow entity also organizing itself in groups of six. The Tan Men asked if the others were also adherents to Slaneesh, as they were; conformity to Slaneesh's six was to be respected. And the green skinned men said "No."The Tan Army Men knew then that the Green Army Men must be purged.Carbine Rifles:4,-, Rapid Fire, 36" rangeBayonets:, usersFrag Grenades-- Radar Scanner -- (metal detector) - Special Rule: Check Point Charlie - 15 pts-- Rampaging Bayonet -in place of Bayonet; Power Lance; 25pts - Special Rule: Brazen Offender-- Radio Operator - Special Rule Radio Communications - 15 pts-- Urban Edition -- Carbine Rifle but smaller, resembles 20th century machine gun of uzi proportions; Salvo 2/3-, 24" - 15pts-- Targeting Grenade -- Special Rule Advanced Targeting - 30pts-- Bazooka - Heavy 1,2 - 20 pts-- Flamer -- 10 ptsPuzzle Box of Slaneesh - the Puzzle Box makes the Tan Army Man holding it a Level 1 Psyker who only has the power of levitation. Possessing the Puzzle Box prohibits Enemy Among Us rules as it is impossible to smuggle ahead. - 45ptsA normal Tan Army Man has this stat line and costs 12 pts:S 4T 4W 1I 4A 15+Special Rules: Brush It Off; Infernal Fate; Vulgar PredatorTan Army Men prey on the fringes of the Imperium. The few Inquisitors who have heard rumors of them believe they are Xenos in origin, and an external threat. Their ideal prey are new and promising worlds, with ambitious migrants, and streams of colonists arriving in bloated slow spacecraft.Tan Army Men appear indifferent to the suffering they cause, and serve as a perfect vehicle to carry out the demon's heinous crimes throughout the galaxy. These robots understand little of what they do, and are entirely at the command of their Mercurian leader. Though they exude no presence in the warp, they do have souls and are not able to be possessed by demons.6 Tan Army Men (12 pts each) 72 pts--may take one special weapon or heavy weapon--Special Rule: Enemy Among Us;6 Tan Army Men (12 pts each) 72 pts..must take 4 Urban Editions 15 pts each (60pts total)..may take one special weapon or heavy weapon--Special Rule: Enemy Among Us;......min 132 pts6 Tan Army Men lying on their bellies 82pts--Special Rule: Enemy Among Us; Shadowed GunmanA whistling sound from a falling mortar shell precedes a calamitous sound wave that rends the battlefield, the warp and reality itself.1 Tan Army Man Mortar Operator 12pts...must take one Mortar... Heavy 1, Ordinance, Large Blast, 72" range,3, 30 pts5 Tan Army Men Squad Mates... 12 pts each.--Special Rule: In Communication;......totals 102 points6 Tan Army Men - 72 pts...May take up to four heavy or special weapons6 Tan Army Men 12 pts each--designate a sergeant model. This model is designated a character and has the special equipment: Puzzle Box of Slaneesh - 45pts--may take up to 4 flamers--may take up to one special or heavy weapon aside from flamers on sixth modelThe Tan Army Men understand little of what they do. Their instructions are demonstrated on the bodies of these aged and elite Tan Army Men.6 Disfigured Tan Army Men 16pts each (96pts)--Reckless Attack: +1 A;--each model may upgrade Bayonet to Power Lance ... 15pts--as long as the unit has a model with a Power Lance the unit has Brazen Offender--may select a sergeant and equip the model with a Puzzle Box of Slaneesh - 45pts--Special Rules: Enemy Among Us;6 Disfigured Tan Army Men 16 pts each (96 pts)-Demonic Guidance grants +1-Unit has Radio Communications, Radar Scanner +40 pts-One model has Targeting Grenades - 30 pts-four other models may choose special or heavy weapons.-sixth model may have a Rampaging Bayonet for 15pts.....(166 pts min).. 90 ptsA Tan Army Man who has most endured the demonic master's torture. By cruel experience, this model is the most technically skilled of the Tan Army Men, and usually their leader.S 4T 5W 2I 4A 25+-Has Rampaging BayonetThis golem is well experienced with its own anatomy, elevating its Brush It Offto 3+Special Rule: Enemy Among Us; Independent Character-- ... 225 ptsThe Tan Army Man leader of regional expeditions; this Tan Army Man maintains a constant rapport with its demon master. Integrating demonic talismans into the Tan Army Man's weapons, the Demon shields its local avatar with a psychic sheath of protection and projects its awesome destructive power through the warp.S 4T 4W 4I 5A 43++-- Level 2 Psyker, has psychic rules of a Demon.-- has a Force Bayonet, resolved like a Force Lance, Brazing Offender-- Malefic Ammunition -2 12" Range, Gets Hot, Assault 1-- Psychic Gestalt - A Tidal Wave of stored cosmic tension is released on the battle field, in the form of a One Use Only Large Blast Heavy 1 Barrage Ordinance w/Orbital rules,102, psychogenic explosion, anywhere on the battle field.Special Rules: Enemy Among Us, Independent Character; Brush It Off 5+; Demonic Sanction gives 3+ Invuln SaveTan Army Men make horrifying marches into enemy gunfire. Often times weapons tearing their malleable skin and blowing holes in their torsos fail to even phase the advancing Tan Army Men. 5+Flamer weapons reroll to hit and to wound when used against the Tan army men.Model grants its unit Furious ChargeModel may opt to grant its unit twinlinked rather than firingModel may opt to grant its unit Sky Fire rather than firingModel may opt to throw a Targeting Grenade in shooting phase, in place of a shooting attack; counts as assault 1; player gets to select whether the unit has Tank Hunters or Monster Hunters.Using their advanced knowledge of Imperial logistics, they are able to infiltrate anticipated hot zones with ease. Grants Infiltrate;Taking pleasure in pain gives the combatants a relentless edge. Close Combat attacks get rerolls to hit; A nasty distaste for each other grants Allies of Convenience with Tyrannids.Player must Combat Squad this unit into squads of 3 & 3; Player can elect to use a Tan Army Man from this either of this unit's squads to grant the Mortar Operator the model's Line Of Sight instead of shooting; this counts as Assault 1;if no movement that turn, when shooting, on rolls of 6s to hit, the player can allocate those wounds as if they had the sniper special rule; has the benefits and penalties of Gone to Ground rule automatically, except they can move 6" in the movement phase normally, even when they have "gone to ground"Dark Eldar, Mercenaries of the Galaxy, Chaos Space Marines, Chaos DemonsTyrannids, TauImperial Allies; Eldar; Green Army Men; Orks*****These rules are meant for fun, or when you're stranded in a snow storm in Donner's Pass and you need to decide who to eat, and you have two armies of army men. These two situations only! That aside, what do you think of the method for building an army presented here? For example a Secret Masker squad can have Sky Fire and Twin Linked, but would only be able to carry two other heavy weapons. Powerful buffs are available, but they cost guns. I'll try to edit point costs over the next week/holidays to bring them in line with criticism from commenters. This is both in jest and serious. No reason to make an inferior codex. This message was edited 13 times. 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