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This fandex is a collaboration of many ideas that ive been working on for a while
ill add fluff as i write it but as a general overview so you guys can understand where im coming from with the army here you go...
The codex is based around a Legion of Chaos warriors that were lost in the warp, they came upon a planet where only the spectres of the dead remained, these spectres were the spirits of the dead, living new lives to be enacted in our realm, when the skullscreamers tried to leave they found themselfs in a place of death and spirits, the entire galaxy was filled with the dead living these prelude lives to be relived when they were reincarnated.
Eventually they found their way back through the use of arcane technology, however this gives them a massive advantage, because whenever a skullscreamer dies they can be brought back to life by returning to the otherworld (which is what this realm is called) and reclaiming their kin, these warriors are returned from this place so many times that their armour is ethereal and they can call on spirits of the otherworld which defy even the powers of the warp, but to do so costs great energy.....
heres the codex so far, sos that its in excel.... i was in a fit of madness when i first began to write it and i cant be bothered translating it yet to word.
Automatically Appended Next Post: Brief point on shaman powers, instead of casting normally as a psker the shaman instead simply removes a wound from his profile, even if this would be his last the power still goes through, however no other test is required, and because of the nature of the otherworld powers they are immune from the effects of the perils of the warp
Automatically Appended Next Post: would really appreciate comments and critisisms btw
no i dont at the moment im very sorry, im working on it as we speak, ive also got alot of handwritten stuff that i havnt computerised yet, including rules for the remaining units and other things
Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend???
Suggestions: Soul Stores 30 PPM, same price as a normal marine. Armour saves on Marta's cloak, or this will be seen as OP by MANY people. Apocalyptics and marines have less special/heavy weapons, probably 3 max. Make bone ammo decrease cover by 1, not negate it. Change the invul on Defaeco to 3+.
Instead of reposting the damn thing at every change ill just post the whole thing up then edit it as we go
Spoiler:
Armoury Weapons Ancient Beast Range S AP Type Template 8 - Assault 1 The big daddy of plasma-flamers, this weapon’s capacitors are lethal in the extreme
Beast Range S AP Type Template 6 - Assault 1
The beast fires pulses of incinerating plasma out in a fan
Bone Lance Range S AP Type 36" 9 1 Heavy 1, Lance
A spear of bone 2 metres long is super-heated in plasma coils and fired, it will bore through almost Any armour
Bone Rifle Range S AP Type 36" X 1 Heavy 1, sniper*
These weapons propel bone shards in powerful pulses that tear enemies apart *cover saves may not be taken against shots from a Bone rifle, additionally for every unsaved wound the enemy unit takes ad a +1 modifier to any pinning rolls Flame Grenade Launcher Range S AP Type 36" 4 5 Heavy 3, Blast, Barrage
This massive grenade launchers cluster grenades incinerate entire areas of ground.
Plasma bolter Range S AP Type 12" 6 4 Assault 2
A small plasma chamber has been added to each Screaming Bolter to give it destructive rounds equal in intensity to a small sun Screaming Bolter Range S AP Type 24 4 4 Assault 2
These weapons are retro fitted with powerful converters allowing for the bones of the dead to be fired in bursts as lethal explosive shrapnel
Screaming Bolt Pistol Range S AP Type 12 4 4 Assault 1, pistol
A smaller version of the Screaming bolter but certainly no less dangerous
Siren Range S AP Type 12" 6 3 Assault 2, melta
The melta chambers on these weapons have been modified to fire rapid pulses of destructive energy.
Skull Cannon Range S AP Type 36" 6 3 Heavy 4
This weapon uses quickly rotating barrels and lethal payloads in their shells to cut through infantry. The weapon has a shoulder mounting.
Skull Missile Launcher Range S AP Type 48" 6 - Heavy 1, Blast Scream 48" 8 1 Heavy 1, Gets Hot Wail
This weapon may be fired as either of the two profiles each turn, if more than one Skull Missile launcher is present on a unit then all Skull missile launchers must fire with the same profile.
Close Combat weapons
Skull Sword This powerful device crackles with energy and seems to deal damage greater than it should, Bone swords are power weapons which confer +1 strength to the user, note having two bone swords increases the users strength by +1 each for a total of +2!
Dragon Hide Shields These Shields are powerful defensive artefacts that surround their wielders with a defensive matrix, ranged attacks always count as AP- against a model with a Dragonhide shield and close combat attacks that would ignore armour saves count as ordinary attacks, (Note this includes power weapons dreadnought close combat arms and the bonus for being a monstrous creature.) Instead of the weapons ignoreing an armour save they instead reduce the armour save of the model being wounded by one for that roll.
Close combat weapons invariably these weapons take the form of bone edged scythes. However they still come under the rules for cc weapons in the 40K rulebook.
Power Weapons these weapons are as a rule a powered version of the close combat weapons used by lesser warriors, they come under the rules for power weapons in the 40K rulebook
Armour
Skullscreamer power armour Skullscreamer power armour is archaic plate from long, long ago before the great crusade, it has been refitted over the years with the bones of the otherworld beasts that roam throughout the Otherworld and gives protection equal to that of the sturdiest power armour of the time, additionally because of the nature of the Skullscreamers they seem to be slightly ghostly making it harder to hit them with ranged weapons. Skullscreamer power armour confers a 3+ armour save and a 6+ cover save.
Apocalypse armour Larger more heavily armoured version of the Skullscreamer power armour, the appearance of Apocalypse armour is archaic and brings great attention from their allies. The Dragon bone plating gives powerful protection from almost all attacks. Apocalypse armour confers a 2+ armour save and a 4+ invulnerable, models in Apocalypse armour also have the Relentless universal special rule.
Harbinger armour Harbinger armour is an advanced form of power armour which draws its locomotive power from a powerful spirit entombed in its core, because of the lack of fibre bundles etc., there is more room for additional plating, the armour is intensely well plated. Harbinger armour confers a 2+ armour save and a 6+ cover save.
Equipment
Bone Ammunition An opponent making a cover save against wounds caused by a weapon with bone ammunition will have its cover save reduced by one.
Skullscreamer Bike these bikes are joined to their riders and so the +1 toughness given to the riders affects the instant death rule as normal. All models on a Skullscreamer bike have the Relentless universal special rule and the bike has a twin linked Screaming bolter.
Skullscreamer Jumppack these powerful devices have extra stabilization thrusters and jets to make them more accurate for low altitude drops. A model with a Skullscreamer jumppack scatters d6 less when arriving from deepstrike
Frag and Krak grenades these grenades follow the rules for offensive and Krak grenades in the 40K rulebook
Vehicle Upgrades
Darksoul grenade launchers The air is blackened as these grenades hit home; These grenade launchers function in exactly the same way as smoke launchers except that they improve any cover save the model may have by +1 and all models wishing to shoot at the vehicle must test to see it using night fighting rules. (Note that if the model does not have a cover save these grenades do not give it a save)
Extra Armour
Extra plates of armour allow for greater protection the vehicle counts crew stunned as crew shaken Ethereal hull the vehicle has travelled to the other world so many times it is partially ghostly moving through terrain as if it wasn’t there. Vehicles may ignore the effects of terrain as long as they do not start or end their move inside it, furthermore any cover save the vehicle may have is increased by +1
Skullscreamer Datasheets HQ Tyranic Marta, the Herald of the Otherworld 290 Points WsBs S T W I A LdSv 7 4 5 6 3 6 4 10 3+
Unit type, Biker Wargear Dragon Bone power armour, Othertide, Misery, Skin of the otherworld beast, Bone Ammunition
Dragon Bone power armour Tyranic's power armour was crafted with the bones of an otherworld dragon, powerful spells of bonding and enchantment provide Tyranic with amazing levels of protection that can turn lascannon beams from his speeding form. The armour confers a 3+ armour save and a 4+ invulnerable save
Othertide Tyranics Bike has been modified to travel in short hops through the otherworld, allowing Tyranic to appear as a ghost on the battlefield, driving through terrain, the bike also transmits this field to everyone around him the bike confers +1 toughness to a maximum of 6(included in Tyranics Profile) and the move through cover universal special rule, also this rule is conferred to anyone in his squad provided they are on a bike. The bike also changes Tyranics unit type to biker. Also the bike has been fitted with a twin linked Plasma Bolter instead of the standard Screaming bolter
Misery This weapon has been through a thousand battles and yet it never seems to blunt scratch dent or otherwise be marred. The weapon seems to pass straight through enchantments and armour alike, no one is safe from Tyranics Blade. Misery counts as a power weapon that rerolls to wound
Skin of the otherworld beast This unholy skin has been flensed from the hide of the beast that roams the otherworld, preventing people from living their lives. Those around the standard find themselves slowly disintegrating as the Beasts essence strips them of life All enemy models in base contact with Tyranic at the start of the assault phase must take d3 wounds with armour saves allowed.
Special Rules Independent character, Fearless, Feel no Pain
Angelus Umbra, the Harbinger of the Screaming Skull 240 Points WsBs S T W I A LdSv 6 0 6 4 4 5 5 10 2+
Unit Type, Jump Infantry Wargear Harbinger Armour, Modified jumppack, Swords of the Apocalypse Modified Jumppack Angelus descends from special aircraft and he descends through the stratosphere to make planet fall as a result his Jumppack has been modified to resist the re-entry ground shock and heat, in fact it has been so well modified that all members of his squad have also modified their jumppacks as well. Angelus and his squad may charge on the turn they deepstrike.
Swords of the Apocalypse The Blades that Angelus wields have been crafted from the bones of a Carnifex and have energy fields and curses layered all over their lethal edges The Swords of the Apocalypse count as Skull swords, and for every unsaved wound inflicted by attacks made with the Swords of the Apocalypse, Angelus may make an additional attack, these attacks are also affected by this rule.
Special rules Independent Character, Fearless, Before the battle, Herald of the Apocalypse, Feel no Pain
Before the Battle Angelus will pick out a character or important target to fight against and he will slowly take all of that targets allies and defences away from it until it is on its own. Before the game nominate one independent character or model with toughness 5 or above, that model may never join a squad have a retinue or be joined by any other models, any models in its squad or retinue form a new unit as if the independent char etc. was killed. Any special rules that would normally be in play if the character dies (For instance the tyrant guards’ special rule activated when the Tyrant dies) are negated and ignored.
Herald of the Apocalypse Angelus and any models in his squad are always held in reserve, after deployment and all scout moves have been made you may choose to deploy Angelus anywhere on the board within 18" of any model you own. If you choose to deploy Angelus in this way then he counts as having a 2+ cover save, which he may reroll if failed for the first turn of gameplay, this represents him descending through the atmosphere at a rate so fast that his own momentum protects him from harm. His Squad also has this special rule.
Cruor Defaeco, The High Shaman of the Screaming Skull 260 Points WsBs S T W I A LdSv 6 0 5 4 4 5 5 10 3++
Wargear Ethereal Skullscreamer Power armour armour, The Vortex of Screaming Skulls, The staff of souls, Shamans Totem
Ethereal Skullscreamer Power armour Hundreds of trips to the otherworld have given Cruor the Appearance of a ghost, his saving throw is invulnerable.
The Vortex of Screaming Skulls The terrifying vortex prevents enemies from concentrating on the ethereal shaman as they rush forwards to defend him from harm. All successful rolls to hit against Cruor in close combat must be rerolled.
The Staff of souls The Staff of souls is a powerful artefact that absorbs the life essence of those the shaman slays and allows this power to be used to fuel the shamans spells. The Staff of souls is a power weapon that increases its users strength by one, (shown in Cruors profile) in addition make a note of every unsaved wound crour deals in close combat, these wounds may be used to fuel Cruors shaman powers, note these wounds do not affect Cruors longevity and he may still die even if he has still got "spare" wounds in his staff of souls.
Shamans Totem Cruor has the Bone Spear, Leech Life, and Ripple effect. He may attempt to take 2 shaman powers per turn and each removes one wound from his profile (which may be regained as normal) Crours's bone spear power is always s 6 ape 3 and his ripple effect power forces leadership checks on 3d6 discard the lowest. And his Leech life power causes d3 wounds that do not allow armour saves. (note Cruors bone spear power may be used whenever a squad would assault him as normal but only a maximum of 2 times per assault phase).
Special Rules Independent character, Fearless, Shaman, Feel no Pain
Skullscreamer Shaman Powers
Leech Life: 15 points An arcane word rips from the Shamans mouth tearing the life away from those around him. Leech Life inflicts one wound to the user and causes d6 wounds to each Independent Character or squad in base contact with the shaman. The wounds allow armours saves but for every wound caused increase the number of wounds that the shaman has by 1, Note that the shaman may never have more than 10 wounds for any reason, this power is used in the assault phase before blows are struck.
Bone Spear: 20 points The shaman summons lethal spears of bone from the ground to impale those who would assault him. This power may be used whenever the shaman would be assaulted, Remove 2 wounds from the shaman and all models in the assaulting unit are hit with a strength 5 ap 4 hit, walkers are hit on their side armour.
Entomb: 25 points The shaman encases a squad in molten bone This power may be used at the beginning of the movement phase, the power removes 3 wounds from the shaman, the targeted squad may not act until the beginning of your next turn, they may not be shot at, assaulted or have any other Psyker or shaman powers directed at them. The squad or Independent character may not be in close combat and must be within 24".
Ripple effect: 30 points The Shaman releases a wave of devastating energy that decimates those it touches Target a unit within 12" that unit must take a leadership check, if the unit passes it, then there is no effect, if it fails the unit loses wounds equal to the number of points it failed the test by, these wounds do not allow armour saves, but invulnerable saves may be taken as normal. If unsaved wounds are caused you may target an additional unit within 12" of the original unit and repeat this powers effects, this unit may generate additional targets.
Skullscreamer Lord 150 Points
WsBs S T W I A LdSv 4 4 4 4 3 4 2 10 3+/5++
Unit Type, Infantry
Wargear Skullscreamer power armour, Screaming Bolter, Bone Ammunition, Frag and Krak Grenades, Close combat weapon, Screaming bolt pistol
Special Rules Fearless, Feel no Pain, Independent character
Options He may exchange his close combat weapon and/or Screaming bolt pistol with one of the following. Bone Sword 15pts Pair of Bone Swords 30pts Dragon hide shield 20pts
If apocalypse armour is not chosen then he may take: Skullscreamer jumppack for 25 points Skullscreamer bike for 30 points
If a Skullscreamer Bike is chosen then he may exchange the twin linked screaming bolter for a twin linked Plasma bolter for 25 points
He may exchange his power armour with: Harbinger armour for 20 points Apocalypse armour for 30 points
if apocalypse armour is chosen then he must be equipped with one of the following. A power weapon and a Twin linked Plasma Bolter for 20 points A Skull sword and a twin linked Plasma bolter for 30 points a pair of Skull swords for 35 points A Skull sword and a dragon hide shield for 60 points
Shaman 200 Points
WsBs S T W I A LdSv 4 4 4 4 3 4 2 10 3+/5++
Unit Type, Infantry
Wargear Skullscreamer power armour, Screaming Bolter, Bone Ammunition, Frag and Krak Grenades, Close combat weapon, Screaming bolt pistol
Special Rules Fearless, Feel no Pain, Independent character Options
He may exchange his close combat weapon and/or Screaming bolt pistol with one of the following. Skull Sword 15pts Pair of Skull Swords 30pts Dragon hide shield 20pts
If apocalypse armour is not chosen then he may take: Skullscreamer jumppack for 25 points Skullscreamer bike for 30 points
If a Skullscreamer Bike is chosen then he may exchange the twin linked screaming bolter for a twin linked Plasma bolter for 25 points
He may exchange his power armour with: Harbinger armour for 20 points Apocalypse armour for 30 points
if apocalypse armour is chosen then he must be equipped with one of the following. A power weapon and a Twin linked Plasma Bolter for 20 points A Skull sword and a twin linked Plasma bolter for 30 points a pair of Skull swords for 35 points A Skull sword and a dragon hide shield for 60 points
He must choose 2 of the Shaman powers from the list for their listed points cost.
Elites Apocalytes 40PPM WsBs S T W I A LdSv 4 4 4 4 1 4 1 10 2+/4++
Unit Type, Infantry
Wargear Apocalypse armour, power weapon, twin linked screaming bolter
Special rules Feel no Pain, Fearless
Unit Size 3-10 Apocalytes 0-7 Soul Stores but the total squad size may never exceed 10
Dedicated Transport The squad may take a Skullscreamer Landraider
Options Any Apocalyte may exchange his power weapon and/or Twin Linked screaming Bolter for one of the following: A power weapon and a Twin linked Plasma Bolter for free A Skull sword and a twin linked Plasma bolter for 10 points A pair of Skull swords for 15 points A Skull sword and a dragon hide shield for 40 points
Up to three Apocalytes may also take one of the following: A Shoulder mounted Siren for 10 points A Shoulder mounted Beast for 15 points A Skull Cannon for 15 points A Shoulder mounted Plasma bolter for 20 points
Bone Lords 60PPM WsBs S T W I A LdSv 5 0 5 5 3 1 1 10 3+
Unit Type, Infantry
Wargear SS Power Armour, Close Combat Weapon.
Special rules Fearless, Feel no Pain
Unit Size 3-5 Bone Lords
Dedicated Transport The squad may take a Skullscreamer Rhino, or Skullscreamer Landraider
Options Any bone lord may take an additional close combat weapon for 5 pts.
Any bone lord may exchange one or two close combat weapons for one of the following Bone Sword for 20 points Dragon hide Shield for 35 points
Any Bone Lord may take one of the following; Skullscreamer Bike for 25 pts. Skullscreamer jumppack for 25 pts. Any Bone Lord may Exchange his SS Power armour for Harbinger armour for 20 points
Stalkers 25PPM WsBs S T W I A LdSv 2 5 4 4 1 1 1 10 3+
Unit Type, Infantry
Wargear Skullscreamer Power armour, Skull rifle, close combat weapon.
Special Rules Fearless, Feel no pain, Stalk
Stalk Each squad that starts in reserve must designate one enemy unit of infantry, jump infantry, beasts cavalry or monstrous creatures. When the squad becomes available, place them on the board within 24” of the designated squad, you may then move them 6” in any direction. This does not count as a move and the squad may still fire ranged weapons as if standing still. This represents the squad stalking their prey for days, finally coming within range to strike.
Unit Size 5-10 Stalkers
Options Any Stalker may exchange their close combat weapon and/or Bone rifle with one of the following Bone sword 15pts Pair of bone Swords 30pts Plasma Bolter 15pts Siren 15pts
Troops Skullscreamer Marines 30 PPM
WsBs S T W I A LdSv 3 5 4 4 1 4 1 10 3+
Unit Type, Infantry
Wargear Skullscreamer power armour, Screaming Bolter, Bone Ammunition, Frag and Krak Grenades, Close combat weapon, Screaming bolt pistol
Special Rules Fearless, Feel no Pain
Squad Size 3-10 Skullscreamer Marines The squad may be joined by up to 5 Soul Stores but the squad size may never be higher than 10
Dedicated Transport The squad may take a Skullscreamer Rhino
Options Up to 3 models may replace their Screaming Bolter with one of the following Siren 5pts Beast 10pts Plasma Bolter 15pts
Soul Stores 30PPM
WsBs S T W I A LdSv 5 3 4 4 1 4 2 10 3+
Unit Type, Infantry
This model does no take up any force organization chart slots and may never be feilded as a separate unit, Soulstores may only join squads of Skullscreamer marines and Apocalytes, you may only buy Soulstores for your force if a shaman (Including Cruor Defaeco) is also present in your list.
Wargear Skullscreamer power armour, Plasma bolter
Special rules Feel No pain, Fearless, Soulstone
Soulstone: You may choose to remove this model instead of paying the cost for the shaman powers if the shaman using the power is in 6" of this squad
Options The Soulstore may take Bone Ammunition for 5 points
This model may be equipped with Apocalypse armour; if you do it may only be a part of an Apocalyte squad, if this model does not have Apocalypse armour it may only be a part of a Skullscreamer Marine squad. This upgrade costs 15 points. If Apocalypse armour is chosen this model must be equipped with one of the following: A power weapon and a Twin linked Plasma Bolter for free A Skull sword and a twin linked Plasma bolter for 10 points A pair of Skull swords for 15 points A Skull sword and a dragon hide shield for 30 points
He may also take one of the following: A Shoulder mounted Siren for 10 points A Shoulder mounted Beast for 15 points A Skull Cannon for 15 points A Shoulder mounted Plasma bolter for 20 points
Access points 3, one hatch on each side and one rear
Transport 10 models in Skullscreamer power armour or harbinger armour
Options The vehicle may take any of the following Bone ammunition 5pts Ethereal Hull 15pts Extra Armour 15pts
May take one of the following Pintle Mounted twin linked Screaming Bolter for 5 points Pintle mounted twin linked Plasma Bolter for 10 points Pintle mounted Skull cannons for 25 points Pintle mounted Flame Grenade launcher for 15 points
Fast attack Skullscreamer Bikers 50PPM WsBs S T W I A LdSv 5 4 4 5 1 5 2 10 3+
Unit Type, Bikers
Wargear Skullscreamer power armour, Skullscreamer Bike, Screaming bolt pistol, Close combat weapon, Frag’n’Krak Grenades
Special Rules Fearless, Feel no Pain
Unit Size 3-10 Bikers
Options Any models may upgrade the twin linked Screaming bolter on their bike to a twin linked Plasma bolter for 10 points Any models may replace their close combat weapon and/or bolt pistol with one of the following: Bone sword for 15 points Pair of bone swords for 30 points Bone sword and dragon hide shield for 30 points
The entire squad may take Bone ammunition for 5 points per model
Harbingers 40PPM WsBs S T W I A LdSv 5 4 4 4 1 4 2 10 2+
Unit Type, Jump infantry
Wargear Harbinger Armour, Skullscreamer Jumppack, close combat weapon, Herald of Doom
Special Rules Fearless, Feel no Pain
Unit Size 5-10 Harbingers
Options The entire squad may take bone ammunition for 5 points per model Any model may exchange their close combat weapon for a bone sword for 15 points per model
Herald of doom The herald releases a clutch of razor sharp spines that bore into their targets then stick into them, after a few seconds of frantic scrabbling to get the embedded spines out they explode. The herald is a close combat weapon which can be fired with the following profile in the shooting phase Range S AP Type 12" 5 5 Assault 3
Heavy Support Skullscreamer predator 90 points Armour Bs F S R 5 13 12 10
Options May take sponsons with one of the following: Ancient Beasts 40pts Sirens 20pts Skullcannons 60pts Bone Lances 40pts Flame Grenade Launchers 40pts
May replace turret weapon with a Turret mounted twin linked bone lance for free
May take any of the following Ethereal hull 15pts Extra Armour 15pts Bone Ammunition 5pts
May take one of the following Pintle Mounted twin linked Screaming Bolter for 5 points Pintle mounted twin linked Plasma Bolter for 10 points Pintle mounted Skull cannons for 25 points Pintle mounted Flame Grenade launcher for 15 points
Ghosts 20PPM
WsBs S T W I A LdSv 3 5 4 4 1 1 1 10 3+
Unit Type, Infantry
Wargear Skullscreamer power armour, Screaming bolter, Screaming bolt pistol, Close combat weapon, Frag and Krak grenades, Bone Ammunition
Special Rules Fearless, Feel no pain, From another Place
From another Place The dedicated transport of this squad may only carry Ghosts, in addition, Ghosts may only ride in the transport they bought as part of their unit, the transport may always claim to be hull down as it is almost invisible from coming back from the other world, additionally any unit attempting to charge the squad must pass a leadership check or they are considered to have lost sight of the squad temporarily
Unit Size 5-10 Ghosts Skullscreamer rhino Dedicated transport with the Ethereal Hull upgrade
Options Up to Five ghosts may exchange their Screaming bolter with one of the following Bone lance 30pts Skull Missile Launcher 20pts Flame Grenade launcher 20pts Ancient Beast 15pts
Skullscreamer Landraider 200 points Armour Bs F S R 5 14 14 14
Unit Type, Vehicle (Tank)
Equipment and Wargear Darksoul Launchers
Special rules Bone Hull, Assault Vehicle
Bone Hull The Land raiders of the Skullscreamers have seen battle so many times that their very hull has to be remade in the morphing bone of the Skullscreamers to protect their cargo. Each Skullscreamer Land raider has a 6+ invulnerable save against any Penetrating or glancing hit inflicted on it.
Fire points 6 along the sides of the hull
Access Points 3 One forward hatch and one hatch on each side of the Vehicle
Transport 10 Models in Skullscreamer Power armour, Harbinger armour or Apocalypse armour
Options The Land Raider may take sponsons with one of the following, if Sponsons are taken then the tank loses its fire points and may only transport 5 models in Apocalypse armour Ancient Beasts 40pts Sirens 20pts Skullcannons 60pts Bone Lances 40pts Flame Grenade Launchers 40pts
May Take a Hull Mounted Weapon as one of the following Ancient Beast 20pts Siren 10pts Skullcannon 30pts Flame Grenade Launcher 20pts
May also take any of the following: Ethereal Hull 15pts Extra armour 15pts Bone Ammunition 5pts
May take one of the following Pintle Mounted twin linked Screaming Bolter for 5 points Pintle mounted twin linked Plasma Bolter for 10 points Pintle mounted Skull cannons for 25 points Pintle mounted Flame Grenade launcher for 15 points
Automatically Appended Next Post: Gawd that is huge, but there it is, so have a look, thrs a couple of new units as well
as far as im concerned the codex has everything it needs now, i just need to tweak things to make them right methinks
Automatically Appended Next Post: Heeeeey, seeing as soulstores are effectivly conduits for a Shamans power could we make it so that they may only be taken if there is a Shaman in the list?
pretty much whats happened is that a Skullscremaer marine becomes so shattered in battle that he is no longer in control of his mind, then a Shaman puts a portion of his soul into a stone that then controls the marine, the shaman can then strip that energy to fuel one of his spells, so im thinking that it would be a good idea to say that there has to be a Shaman present to take them?
Automatically Appended Next Post: Noticed a couple more things which need work, updating them now...
This message was edited 17 times. Last update was at 2011/12/08 00:03:28
Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend???
Automatically Appended Next Post: Is there anything you think its missing?
Automatically Appended Next Post: just play tested a bone lord with harbinger armour bone sword and Dragonhide shield against a squad of terminators, he diddnt kill them all in 4 turns... it took 7 lol but they diddnt even inflict a wound, thisis chaos termie champs with lightning claws.... i think im gonna make it so that instead of the Dragonhide shield ignoreing the anti armour effects of weapons is what ill say is it lets the user take an armour save at -1 against power weapons and weapons that would ignore armour
This message was edited 2 times. Last update was at 2011/05/06 21:10:10
Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend???
ok thats the final update unless someone notices something amiss
c and c still very much welcome
Automatically Appended Next Post: Ok battle report
Playe a 1500 pts game with the codex against a tau player today, Opposing fronts annihilation we ended up with and i started, found early on that my Bone lords are actually really bad in cc, they can absorb a ton of hits but they will often never get a chance to swing, however this is good as they are primarily a wall.
My list was
Tyranic
three bone lords on bikes, DHS and Bone sword with harbinger armour
2 squads 5 marines in rhinos with three sirens and all the wargear i could by for the rhino's, FGL's are not nearly as powerful as we thought they would be so thats good to know
and a predator with Skull cannon sponsons FGL and twin linked bone lance turret
Think he ran 2 squads fire in DF's
command squad with fire knifes *3 total and 2 drones
2 deathrain setups
one broadside squad
one hammerhead
and two pathfinder squads (4 man with DF's)
Turn one was quite sedate, moved the rhino's forwards 12 into the open although behind cover from his braodsides and Dorksouled, he failed to hit the with the night fighting rules even the suits failed to do anything with the acute senses. My bikers screamed around into cover and giggled their heads of
turn two was much the same, lots of shooting very little impact, my shots began to take their toll on his multitude of in-the-open suits my bikes screamed futhur into cover and kept giggling as nothing was shooting at them
Turn three my bikers finally get into combat and butcher the last remaining pathfinder squad, (my shooting having finally inflicted some wounds) Lost a rhino but apart form that nothing doing
Turn four i get close enough to use my melta shooting on one of the sirens, blow up a DF but fail to do anything else that turn except kill off a few more FW, finally take a wound on a bone lord, (miracle) after about 2 turns of shooting
and unfortunatley we had to end our game there due to time shortages
so thats a nice solid win for the skullscreamer legion
1:0:0 for 1
This message was edited 1 time. Last update was at 2011/05/10 05:28:02
Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend???
ok had anouther game ages ago and forgot to post the update, me vs nids, and i used the T7 bikers again, this time i managed to lose one to a carney but other than that it was a tie, Killed sooooo many gaunts, had to deal with like 4 Tervigons
anyhoo
1:1:0
Automatically Appended Next Post: raises a point however i will be capping Tyranics profile thing to stop him giving T7 again, its just to op
This message was edited 1 time. Last update was at 2011/05/17 01:28:50
Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend???
Yeah Im thinking about getting it revamped slightly. I went over it a few days ago and there are a couple of things I would change now that the new dex;es are coming out.
IE instead of darksoul simply giving +1 cover and forcing enemies to shoot at the vehicle using night fighting, i was thinking +1 cover and everything within 6" of the vehicle must be shot at using nightfighting for that turn.
Or perhaps a darkness generator that I can add to tanks for say... 15 points? that makes enemies shoot at the tank and everything within six inches with night fighting... idk but that was an idea
Skullscreamers 2000
My best friend wrote:See nerds can get hot gorgeous girlfriends... does she have a friend???
Pirate Vampire Counts - WIP
Feastmaster Ogre Kingdoms - WIP
Fire Lords Space Marines - working towards 1500pts
Word Bearers Chaos Space Marines - Modelling project
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