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These are just a few unit ideas I thought of.
March of the Holy: The presence of the Inquisition will often lead to great uprising upon a planet. However, the uprising is not to dispose of the attackers, they are in fact followers of the God-Emperor, their faith swollen in presence of His greatest servants. The huge masses of people often arm themselves and offer their services to the Inquisitorial agents upon the world, that sometimes result in a success.
200Points = 40 Peasant Crusaders
Peasant Crusader WS3 BS2 S3 T3 W1 I2 A1 Ld6 Sv6+
Overseer: WS3 BS3 S3 T3 W2 I3 A2 Ld7 Sv5+
Weapons: Various weapons such as clubs, spears, Molotovs and old revolvers etc. Treat this as a ranged weapon with the following profile:
Range 12" S2 Ap6 Assault 1
Upgrades: The unit may take up to 2 Flamers for 15pts each.
The unit may be given the Martydom rule for 25pts
The unit may be lead by up to 4 Overseers for 15pts each
Up to half the unit may replace their ranged weapons with swords, giving them +1I
Special Rules: Ultimate Zealots: If the majority of the models in a March of the Holy are within LoS and 24" of an Inquisitor, they gain the Rage and Fearless USR's
Martydom: The Zealots have gained some sort of explosive device, which they plan to use for the ultimate sacriface to Him. You may activate Martydom when any member of the March of the Holy is killed in any player's turn. Place the large blast marker over the model. Any models under the marker take a S7 Ap4 hit. Vehicles are resolved against the side armour.
Delanvius Zeth - The Ultimate Zealot
Delanvius Zeth is said to be the most devout follower of the God-Emperor who has ever existecd. He has dedicated every minute of his life to prasing Him and has dedicated his future to exterminating those who defy His word. Malleus researchers have proven that Zeth has a psychic link to the Warp far greater than even the Imperium's greatest psykers, although the full potential of his abilities may never be unlocked. Nevertheless, he still uses his already potent abilities to great effect in battle.
Points - 230
WS5 BS5 S3 T4 W3 I4 A3 Ld10 Sv4+
Wargear
Plasma Pistol
Power Sword
Psychic Conduit
Carapace Armour
Icon of the Just
Psychic Conduit: This orb shaped object acts as a safety device to prevent excess build-up of lethal Warp energy. It also allows Zeth to unleash a momentary burst of pure Warp energy that can destroy even the toughest of foes. It counts as a ranged weapon with the following profile:
Range: Template S: D6+4 Ap: D3 Heavy 1
Special Rules:
Fearless
Rage
Psychic Powers: (May only use one/turn)
Distort Focus: Use at beginning of opponents turn. Choose an enemy unit within 12", both players roll D6 and compare the results, if Zeth scores higher, then the player controlling Zeth may control the affected unit for that turn, including moving, shooting and assault.
Summon the Fallen Martyrs: Use at any part of Zeth's turn. Zeth may summon D3+1 models that immediatly form a retinue. This retinue may not increase in size higher than 6. Any models that cannot be placed are lost. They have the following profile:
WS4 BS4 S3 T3 W1 I3 A2 Ld8 Sv4+
Weapons: Boltgun, Carapace Armour, Poisoned CCW (4+)
Emperor Incarnate: May only be used once per battle. Used at beginning of Zeth's turn. Zeth immediatly gains +D6 to his S and T values, which last until the start of Zeth's next turn, at which point he takes a single wound, with no saves of any kind allowed.
Spirit of the Fallen Angel: Use at beginning of the game turn. Choose a friendly unit within 12". That unit gains FNP, until Zeth is killed, uses another power or is assaulted/assaults.
Thoughts?
Valk
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