CODEX

SONS OF DARKNESS
Last updated: 97-07-24.


INDEX

HISTORY.
PSYKERS OF SONS OF DARKNESS CHAPTER.
SPECIAL RULES.
BLOODTHIRST.
BLOOD RAGE.
HATRED.
FEARLESS.
PSYKER LIMITATIONS.
ALLIES.
THE DOOM SQUAD.
SONS OF DARKNESS ARMY LIST.
SPECIAL CHARACTER.
Commander Jilosasin.
COLOUR SCHEME.


HISTORY

The Sons of Darkness originally were marines of the Night Lords chapter, and followed their Primach Night Haunter blindly. Night Haunter belonged to Horus and followed him deeper and deeper down toward the abyss. This fall toward Chaos happened gradually so most of the Night Lords were never aware of the change they went through. It was only chaplain Angst who had the mental strength to realize what they were doing.
This deviation away from worshiping the Emperor, in favor for a new unknown power, became more and more evident for him and he decided that something must be done before all hope was gone. A confrontation with Night Haunter was not an option, the primarch was simply to powerful. No, Angst decided for a more subtle way, he would try to awaken as many of his brothers as possible from this hypnosis of damnation and guide them back to the true faith again.
This could not be done in the open so he created an inner sphere which he lead. In the beginning the deliverance went quite well, but as time went by, the corrupted brothers sank deeper and deeper into damnation.
This spare-time occupation of Angst had not gone by unnoticed. Higher ranked chaplains started to wonder what the hell he was doing. When they discovered what his teachings were accomplishing, a fight broke out between the loyalists and the traitors. With the support of both Night Haunter and Horus, the loyalist marines were extremely outgunned and outmanned. So, instead of fighting to the last man, Angst and his men decided to flee and try to warn the Emperor what Horus' intentions were.
However, as their ship travelled through warpspace, a sudden warpstorm forced them to seek refuge in realspace again. The storm had thrown them completly off course and they were completely lost, they didnt dare to use warpspace again in fear of being thrown even further away by a new storm. They had no way of warning the Emperor now.
They drifted in space for many years like outlaw warriors fighting everything they considered to be the enemies of the Emperor. They didnt know that the Heresy had ended and in the climactic battle, the Emperor had been mortally wounded by Horus.
Upon returning to Imperial space, it had become obvious that the remaining Sons of Darkness, as they were now called, had mutated under Horus' influense. Most of the marines were extremly pale and they all had a problem controlling themselves in battle. Their behavior was much like addiction, and only killing the enemy in close combat would appease their hunger, the hunger for blood.
Their developed need for blood was real. The 'haemastamen' organ had mutated so they could no longer produce their own supply of blood. It has very often become a sight that when a marine has slain his enemy he tears out the poor victim's heart and eats it.
Many occult and frightening ceremonies had also been established under Horus' influence. In their forced exile, Angst had decided to ban all but one of them. The exeption was the annual Bloodfeast, where the youngest true marine (i.e not scout) is sacrified to the Emperor's honor. They believed this would cleanse their souls, and consciences, from their unholy bloodthirst. The blood is mixed with a liquor (much like a red wine) and shared between the battle brothers. The drinking vessel was fashioned out of the dead's silver encased skull.
Their faith was strong, but they knew that when the Inqusiton reached them they would receive their punichment for their participation in the heresy and they would gladly receive it.
Of course, they havent received forgiveness for their heresy yet. But the Imperium decided not to execute them if they agreed to constantly ( with only short breaks for new recruits allowed) crusade against all the powers of chaos. They agreed...
The chapter is based on a large battlestation which is unusually mobile. It can move between different starsystems rather quickly. Their usual tactic is to stay in a starsystem which borders on the Eye of Terror. This has resulted in numerous encounters with the Eldar, especially those of the craftworld Ulthwe. In the early parts of this private crusade, the Sons of Darkness and the Eldar of these craftworld did battle often. Soon they discovered that their differences were nothing compared to the common enemy of Chaos. They often ally with each other to fight chaos.
Recruitments are made from several hive-worlds, where only the lower classes are accepted as aspirants. The chapter does not have a home planet to draft aspirants from. Instead they take their opportunities as they present themselves. The Sons of Darkness use the Codex Astartes as a frame. However, they feel unworthy of its honorand have forced themselves to adopt it to their own way of life.
Codex markings and honours are used very sparingly, a sign that they still don't deserve them. Those who have received any sort of Imperial honour have done so with the performance of extremely heroic deeds.
Their Terminator armour still shows marks from the time when they were allied with Horus, while their long exile has caused their power armour to range from Mk.5 to Mk.7 variants.




PSYKERS OF SONS OF DARKNESS CHAPTER

Horus had told Night Haunter that every available psyker was needed for this Crusade and the threat from chaos was an exaggeration. This resulted in most of the new librarians (and many of the older ones, as well) becoming easily corrupted.
Angst was luckily able to awaken some of the older psykers before they were lost forever in a Chaotic stupor. While Angst tried to gather more strength, these experienced psykers were forced to hide their true nature from the corrupted brother-psykers. Only the strongest survived the Battle of Liberation.
In warpspace, these powerful battle-psykers felt a sudden power surge. For a moment they thought this only was a bad omen, but soon it became apparent just how much influence Horus had with the Chaos Powers. The warpstorm came over them...
The Sons of Darkness train their psykers in their own way, and only those who have been found strong and powerful are allowed to join their private crusade against chaos. The rest must wait until they get stronger or stay forever on the battlestation, nursing the shrine and cleansing their souls.


SPECIAL RULES


BLOODTHIRST ( - HB - )
Their bloodthirst derives from a mutation in their geneseed. The mutation means that they have a morbid need of tasting the enemys blood. They also have a hard time controling themselves in close combat and they have to make a LD test if they are the winner of a H2H fight (i.e enemy dies). If he/they fail the LD test he/they completely screen themselves from their surroundings and slit the thorax and tear out the heart of the poor victim, and eat it up. I.e if they win and fail the LD test they must remain stationary and do nothing during next movement, tests are made seperately for every miniature.
A new test is made next round.

BLOOD RAGE ( - HB - )
They will automaticly frenzy if a wound is delivered (friend or foe) in the H2H they participate in. The wound must not be saved or reflected in anyway, there must be some blood shed if this rule shall work.

HATRED ( - Chaos - )
Sons of Darkness hate Chaos because what they have done to them. They are therefore subject to Hatred facing creatures of Chaos.

FEARLESS ( - HB - Chaos - )
They don't fear chaos - Fear caused by chaos doesn't affect any Sons of Darkness marine and Terror counts as Fear. (Scouts dont counts as marines.)
They are still affected as normal by Tyranids, Harlequins, etc.

PSYKER LIMITATIONS
Sons of Darkness may only take one psyker from their own armylist. He must be a of level three or level four.
This does not effect the ability to ally with other chapter with lots of more psykers.

ALLIES
They can ally with anyone (and I do mean anyone!) who fights chaos. If not fighting chaos they can only ally with either any other marine chapter or Eldar.
Imperial agents may only be part of the army if they fight against the foul chaos forces.


**( - Chaos - ) --- means that the rule is only affective against creatures of Chaos.
**( - HB - ) --- means it's a home made rule.


THE DOOM SQUAD:

To some brothers the mutation in the genseed contuine to mutate during their first few years as a novice. Normaly the poor bastard dies a slow painful death, these are the the Curesed Novices. The inhuman pain drives them slowly towards madness. Their only salvation is death. To meet this inevitable death in a worthy way they will battle Chaos. But they are not marines, not even scouts. Therefore the Doom squad have been created. Most of them dies in their first battle.
Some of those who survive but who are badly wounded will be send down to the labratorys and surgicaly examined by the medics who will try to find the cause to the mutation. Some times a novice survives for very long time in the Doom squad but the end is always the same. Of these experienced novices a very limited number have the option to be inserted in a dreadnought armour, but only those with a stable mentalitly and a mutation limited to a specific area that allows the medics to remove the mutated body parts of the novice.

0 -1 Doom squad: 94 pts.

A doom squad consists of one Sgt. and four Cursed novices. The equipment options are limited for the squad. Only the Sgt. have not this restriction if you uppgrade him to a veteran Sgt.

Space Marine Sergeant

M WS BS S T W I A LD
4 4 4 4 4 1 4 1 9

Wargear: Flamer and Chainsword.
Armour: Scout armour



Cursed Novice

M WS BS S T W I A LD
4 3 3 4 3 1 4 1 7

Wargear: Power sword and chain sword.
Armour: Scout armour.


Options: You may uppgrade the sergeant to a veteran seregant - normal rules apply.
The squad may also opt to take shootguns in aditions to normal equipment. At normal cost. You dont have to upgrade the whole squad.

Special:
These are not true marines therefore does the special Marine rules not apply for them. Except for the Sgt. who is a true marine.

They can have a Dispersed formation and use the Infiltration rule.



SONS OF DARKNESS ARMY LIST:


Characters:_____________________________Up to: 50%
Squads:_______________________________Atleast: 25%
Support:_______________________________Up to: 50%


I use the same wargear lists as the Ultramarines, which you can find in their Codex.
The army list is the same as the Blood Angels codex list with the following exeptions:

  1. The army commander is a Major hero Chaplain Commander with strategy rating 5. He costs 125 pts and have the same equipment and stats as a codex Major hero chaplain but he can have 3 wargear cards. He takes the place of the codex Captain and he have the same options as him. You can still purchase a Captain but he may not lead the army. You may also purchase unlimited (max 50% characters still apply) of other ordinary chaplains.
  2. All characters in power armour can take a jump pack as an wargear (not Wargear Card).
  3. You are only allowed to take ONE psyker from the Sons of Darkness armylist. He must be of level three or four.
  4. Veteran squad can be equiped as an assault squad or a tactical squad.
  5. Veteran squad have no fixed size. The size of the squad may vary from 3 marines to 15. One is a sergeant, the remaining marines are ordinary veterans.
  6. All marines can buy additional assault weapons from the assault weapons list.
  7. The Doom squad. You can opt to take one Doom squad instead of any Scout squad. You are not allowed take both a Scout squad and a Doom squad. The Doom squad can use Disperse formation and infiltration rules. 0 - 1 Doom squad - 94 pts. One sergeant and four cursed novices. They all wear scout armour. The Sergeant is equipped with a flamer and a chain sword. The novices have a power sword and a chain sword.
  8. Special characters: Chaplain Commander Jilosasin - 150 pts.
  9. All marines costs an additional +2 points. For exampel a tactical squad of Sons would cost 320 pts with standare equipment. This points cost may change over time.
  10. I cant use the Death Company (of cource since I do not play the Blood Angels).

SPECIAL CHARACTER

Chaplain Commander Jilosasin___________________150 pts + wargear cards.

Personal history of Jilosasin:

He once belonged to the cursed doom squad. But he never suffered from the pain, nay he rather enjoyed it. It made him feel alive - as he usualy says. His pain was not one of the severest, but it was strong enough. He survived many battles in the doom squad. His mutation began to stabilize and the pain to ease a little. The medics and chaplains noticed the change and he was taken out of the doom squad.
He was reintrodused into a specially adjusted marine training - soon becoming a true marine, although a very mutated and devoted marine. He was put in a assault squad were his natural gift for close combat helped him to be promoted to sergeant very rapidly.
His devotion was noticed by the chaplains, and after 50 years of combat he was given the chance to enter the holy academy "Revelation". This of course was a great honor for him. Now he entered the secret shrine and started to learn about the whole and true history of the chapter. The perils and the differences of the four Chaos powers was unveild. He was a hard-working student and after many years he finaly was allowed to fight the foul and tainted ones again. Now wearing his new black power armour. He fought in countless shirmishes with the tainted ones. He was the one leading the rescue expedition into the Eye of Terror, where an Eldar space cruiser had been sucked in to it. His heroic deeds were many, and he advanced upwards in the Chapter hierarchy. He finaly reached the position of Chaplain Commander, subordinated only to the Grand Commander himself.
With his respectable age of 763 he is known to be one of the the now oldest living marines. And he is only in his middle-age...

His high age is due to the mutation Vampire which makes him age very slowly, even compared to the marines.

Chaplain Commander Jilosasin

M WS BS S T W I A LD
4 8 6 5 5 4 7 3 10

Armour: Power armour (3+) and Rosarius (4+ unmodified save)

Weapons: Crozium Arcanum, bolt pistol, chain sword, frag and krack grenades.

Wargear: Jump pack. He can have 2 wargear crads of free chose.


SPECIAL:
He have a strategy rating of 5.
He is subject to all normal Marine rules and all special Sons of Darkness rules: Rapid fire, Bloodthirst, Blood Rage, Hatred and Fearless( - chaos - ).

In addition to those rules are these Three personal rules: He automatically pass all Ld based tests. And he have these mutations - Vampire and Regenation.

Vampire:
The mutant's metabolism changes so that it can no longer survive without a regular intake of warm, fresh blood. The mutant's apperance gradually becomes pale and its temperature drops to a sepulchral chill.
At the start of your turn roll a D6: on a result of 4, 5 or 6 the mutant must expend a blood point or remain immobile, unable of carry out any actions for the reminder of the turn. If the mutant is attacked while immobile it must expend a blood point or it is unable to defend itself. Should the mutant be reduced to zero blood points (through such forced activity) it dies, just as surely as if it had been reduced to zero wounds.
The mutant regains one blood point for each wound that it inflicts on an opponent in H2H combat. Wounds inflicted with ranged weapons do not allow the mutant to regain any blood points. In a four turn battle he start with 2 blood points. He have no limit upwards.

Regenation:
If he have won a H2H he can at any point (in your own turn) opt to spend one blood point to start the regenation power. The power will only work if he previously in the game have delivered one wound to an enemy in H2H and if he rolls a 4, 5 or 6 on a D6. Each blood point spent regenates one wound. He can even try to regenate if he have reached 0 Wounds, to start the regenation when on 0 Wounds he must first roll a 6 on a D6.

All Marines of Sons of Darkness who is within 8" of him will pass all Ld based tests. In addition all Sons who can see him may reroll a failed Ld test (the squad leader must face him if they shall count as seeing him).




COLOUR SCHEME.

This are the colour schemes for the battle-brothers of the Sons of Darkness chapter. Captains, Banner bearer and Psykers follows the ordinary marine colour scheme but they have often been modified in one way or the other.

MARINES and SCOUTS :

Fire Dragon Crimson mixed with Purple ink(the old ink)
Arms/shoulder pads - Black. Shoulder pad rims are gold.
Helmet - Gold with red eyes.

Power weapon (power swords, lightning claws) blades are metalic blue
The teeth of the chainsword/fist is silver.
Holster,amo bags and grenades are dark green.

All marines have a pale face if it is visible.

TERMINATORS:

Shoulder pad rim are gold.
Left shoulder markings are gold and silver.
Exo skeleton are gold.

CHAPLAINS:

Black.
Shoulder pad rim are gold.
Eagle/helmet - Gold or bone coloured.

Chaplain Terminator:
Black armour.
Exo skeleton is black.

TECHMARINES:

Gold.
Arms - Black.
Shin armour and feets - Fire Dragon Crimson mixed with Purple ink.

MEDICS:

White. With a black eagle (mk 7).
Arms - Black.
Helmet - Black with red eyes.

DOOM SQUAD:

Everything - Black. Red helmet eyes.
Faces are painted light blue with dark blue war paint.

VEHICLES:

I only have two Land Raiders.
One is fire dargon crimson/purple ink mix and black. (Very nice BUT it took for ages to paint)
The other is black with metalic tracks. (about 40 minutes to paint - spray paint for the body and a flat size 16 brush for the tracks It’s quite nice too but a little simple for my taste)


THE END.


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Copyright 1995 09 01 Patrik Jansson (Solitaire).