Scythes of The Emperor For Deathwatch-1

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Fear the Reaper

Using Scythes of the Emperors Space Marines in Deathwatch


By
I apologised on 4chan

The Scythes of the Emperor are a Codex Astartes-compliant, Loyalist Chapter of Space Marines
who are a Successor Chapter of either the Salamanders or the Ultramarines and of unknown
Founding.
The Scythes of the Emperor was designated Space Marines Chapter 874, and was founded
approximately in the years 500 - 600.M41, making them one of the Imperium's relatively newest
brotherhoods of Space Marines.
he Scythes' first Chapter Master was Thorcyra, an excellent strategic leader. He led the Scythes
for several centuries until his death during the escape of his Chapter from the jaws of Hive Fleet
Kraken on Sotha.

As the Chapter grew in strength, their policing actions around their Eastern Fringe homeworld of
Sotha expanded. After eradicating human and alien pirates from the nearby Imperial mining
colonies, the Scythes moved on to counter several Ork migrations in the lower Segmentums of the
Imperium.

It was in the years following the Imperium's Damocles Gulf Crusade against the newly emergent
Tau Empire in 742.M41 that the Scythes of the Emperor would come to the forefront of Imperial
warfare and defence in the Eastern Fringes of the galaxy. The Scythes led the first Imperial
landing onto Tau territory when the Crusade invaded the world of Sy'L'Kell. After establishing the
landing zone, the Brimlock Dragoons Regiment of the Imperial Guard moved on to expand the
Imperial foothold. The Dragoons were nearly destroyed by a Tau ambush which the Scythes,
leading Imperial Guard Storm Troopers, broke through, averting a near disaster for the Imperial
landing. After claiming Sy'L'Kell, the Crusade moved to cross the Damocles Gulf. After a brutal first
fleet engagement with the Tau, the Imperials landed on the major Tau colony world of Dal'yth
Prime. Joining members of the venerated Ultramarines and Iron Hands Chapters, the Scythes
were part of several spearhead assaults launched by the Crusade's Space Marine contingent and
maintained constant night patrols against Tau infiltrators during the months-long fighting on
Dal'yth.
Among the planets overwhelmed by the locust-
tide of Tyranid hive fleet Kraken was the chapter's
homeworld Sotha. Even for a well-defended
Chapter planet, there was little hope against such
vast numbers and relentless hunger, and in the
end the Chapter brethren were killed in the last
stand on the planet. All brethren were presumed
destroyed, but a small number had escaped in
order to preserve their chapter and geneseed.

Sotha, along with so many other planets in the


inexorable advance of the Kraken, was reduced to
the state of an asteroid by the Tyranid swarms.
Two hundred Marines broke through the Tyranid
assault. With much of the region overwhelmed by
the Tyranids, there was nowhere to escape. The
last of the Scythes eventually landed on the Miral
death world. Somewhere on the surface of this
planet, a huge rocky outcrop called the Giant's
Coffin rose from the jungle. The surviving forces of
the Scythes prepared to make this their final
stronghold. The Giant's Coffin was a tremendous
natural citadel whose steep cliffs would slow the
invaders and the rocky promontories would
provide excellent firing positions for heavy
weapons.4

The fate of the planet is unknown, although at the


end of the Tyranid onslaught, little more than a
company of the Scythes of the Emperor remained.
They now travel the Eastern Fringes of the galaxy in their battle-barge The Heart of Sotha,
seeking new recruits to rebuild the Chapter's depleted numbers and attacking the Tyranids
wherever and whenever they rear their ugly heads.

Scythes of the Emperors characters


Scythes of the Emperors Space Marines gain 5+ to their Toughness and +5 to their
WP and the Hold your ground! Solo ability.

Demeanour: Stubborn
Scythes of the Emperor possess a dogged but hard-headed tenacity. Once a
chosen course of action is decided upon, a Scythe's Marine will persevere to see it
through no matter the cost. Although they're adherence to authority is just as
persistent, and often a Scythes of the Emperor can only be persuaded to change his
plans at the direct command of his superior officer. That said they are still perfectly
willing to adapt to changing circumstances a little. He will not wade blindly through a
raging river if the bridge has been destroyed, but he will endeavour to find a way
across the river all the same.
Scythes of the Emperors pasts
1: Okassis Orkslayer: You took part in fending off the Orkoid hordes of Waaaagh Rokgrim
from the planets in the Okassis system.

2: Salem Witchunter: You took part in the scouring of the Witchkings of the dead Salem
System, where combat between the chapter and heretic miners was a mixture of ship to
ship and deadly boarding actions.

3: Devlan Campaign Veteran: You served alongside the Devlan Siege Troops to break the
Heretic forces of the Olavinte Hive who had openly rebelled against the Emperor.

4: Lamenters Overseer: You have fought alongside marines from the Lamenters chapter
ostensibly to watch them for further signs of rebellion during their Penitent Crusade in the
aftermath of the Badab War.

5: Damocles Gulf Crusader: You took part in the Crusade against the Tau Empire, and
helped turn the tide against them during the battle for Sy'L'Kell.

Solo Ability: Hold your Ground!


The Scythes of the Emperor can maintain an organised
defence under even the most chaotic of conditions. A
Scythes of the Emperor adds 1 to the overall squads
cohesion value regardless of if he's the squad leader
and in addition to any other bonuses. This effect does
not increase with multiple Scythes of the Emperor
Space Marines present in the Kill-Team.

Scythes of the Emperor Advancements

Command: 400 Skill


Survival +10 400 Skill (requires Survival)
Tactics:(Any) 400 Skill
Blademaster 800 Talent (requires WS of 30)
Bolter Drill 1000 Talent
Duty Unto Death 800 Talent
Hardy 800 Talent (Req T40)
Last Man Standing 500 Talent
Resistance (poisons) 500 Talent
Sound Constitution x2 500 Talent
Stalwart Defence 800 Talent
Unbowed and Unbroken 1500 talent (requires Fel30)
Chapter Relics
Reaper of Iax
This fearsome weapon was first used by the chapters 1st Company Captain Yamaraj to annihilate
the massed hordes of the Plague Zombies of the Northern Agricultural settlements on Iax that
threatened the entire planet.
An Assault Cannon of the highest craftmanship, this weapon can cut down the largest of hordes
with contemptuos ease. This is primarily down to the improved shells the weapon uses, a highly
difficult to reproduce but supremely effective plasma propelled round that sends unstable bolts of
white hot plasma and exceptional speeds into the enemy at an incredibly rate.
There are limited stocks of these shells available, and the weapon has been modified to only work
with them, when those shells finally run out, the weapon will no longer be usable.

Reaper of Iax (Master Crafted Assault Cannon)


Mounted - 150m, -/-/10, 3d10+5 E, Pen 8, 200 Clip, Rld 3 full rounds, Volatile, Tearing,
Devestating 3, Wt80, 100 requisition, Hero Reknown

Power Scythe
Whilst largely a Codex Chapter, the Scythes of the Emperor do occaisionally make use of their
namesake weapon in combat. This Power Scythe, with adjustable telescoping handle and variable
angle blade are a fine example of this.

Power Scythe, Melee, 2d10+8E, Pen:6, Powerfield, Unbalanced, wt13kg, 25 Req, Famed
reknown (note: Is not considered to be either Master Crafted or of Exceptional Quality, and these
upgrades may be added to it should you wish.)
Chapter Trappings
Items of the Game
Some members of the chapter are known for being avid players of games of both strategy and
luck, whilst the upper echelons prefer the tactical nuances of Regicide, some of the lower ranks
have been know to favour card and dice games such as Knucklebones and Vandiro.
(pick 1)
Regicide set: This small set helps keep the marines tactical abilities sharp. +3 when making a
Tactics test.
Bone Dice: Confers Slight of Hand as a trained skill
Tarot Deck: Allows the Marine to perform Carouse actions as a trained skill.

Chainscythe

A somewhat prozaic weapon, Chainscythes have a limited popularity within the chapter, simple
models are Chainblades attached to a long haft, whilst more sophisticated Chainscythes do exist.
When not in use, this type of chainscythe can be folded down into a small baton carried on the
marines hip or in his hand. At the touch of a button it quickly expands out into a deadly close
combat weapon that is capable of slicing a man in two.

Chain Scythe (Melee) — 2d10+4R Pen:2 Tearing, Unbalanced 13kg 5 requisition

Chapter Specific Squad Mode Abilities


Improved Fire support (offensive)
Action: Half
Cost: 2
Sustained: Yes
Effects: While this ability is in effect, the kill-team does not suffer the –20 to hit when using
suppresing fire and overwatch actions. In addition Battle-Brothers may take actions normally whilst
maintaining Overwatch, with the exception of firing his weapon or switching his weapon (engaging
in close combat is allowed, and the Battle-Brother may draw a close combat weapon in his other
hand to do so, but he cannot drop his firearm and maintain the Overwatch.)
Improvements. If the battle brother is rank 3 or more, calling for improved fire support becomes a
free action, also all attacks made against hordes count as Devestating (1)
Improved Strongpoint (defensive)
Action: full action
Cost: 4
Sustained: Yes
Effects: Nominate either himself or another member of kill team within support range as the center
of the strongpoint. The center must remain stationary for the ability to remain in effect. The center
may then call up to 3 targets either as a free action in his turn or as a reaction. Battlebrothers in
support range of the center (including the center himself) then gain +20 BS and WS against a
called target, may reroll damage against it, and may use their reactions to make standard attacks
against it. A target remains marked in this way until either the center moves (ending strong point)
or the center marks a new third target.
Improvements: If the battle brother is rank 5 or more, then the Center may target up to 5 targets
instead.

Primarchs Curse: Sons of Guiliman


Sometimes younger chapters can be in awe of the older more established Chapters. Working
alongside Marines from such hallowed chapters as the Salamanders, Blood Angels and of course
the Ultramarines can be intimidating, especially if the chapter in question is a successor of one of
these former legions.

Level 1 (Deference to the Spiritual Liege)


This Space Marine perceives those around him as being of a superior and more authorative
chapter, as a result he will often feel the need to try and prove himself. This marine will always
advise for taking the most glorious and difficult missions where available, and is always found in
the thick of things trying to prove his worth.

Level 2 (Sons of the Codex)


This Space Marine has developed a strict adherence to the Codex Astartes, and distrusts those
who would deviate from it.
This Battle-Brother may no longer gain the benefits of any squad mode actions called by a non-
codex chapter. (If the Battle-Brother is unaware if the chapter is non-codex or not, then it is
assumed he would give them the benefit of the doubt)

Level 3 (Loyalty to the Founders)


Surrounded by marines from glorious chapters, this Battle-Brother often feels unworthy to take
command. This Battle-Brother will never actively seek to be the squad leader unless convinced to
do so on a challenging Fellowship test, or there are no first founding chapters represented in the
Kill-Team. If there are Ultramarines present in the Kill-Team then this test becomes Hard (-20) and
even if placed as the leader the squad loses 2 coherency.

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