A Thunderbolt pilot in the early stages of a xeno hunt on a Tau-infested planet, Airman Kelly is at first glance just another pilot. However, in an unfortunate miscommunication with a resident chapter of the Astartes resulting in a pitched three-way battle between the Tau, Astartes, and Guard regiment, Kelly found his own squadron shot down while the ground forces still desperately needed air cover to aid in halting the advance of what seemed to be an entire army of Crisis Suits led by none other than Farsight himself. The young pilot strafed the enemy time and again, relentlessly hacking away at the golden-armoured monstrosities until concentrated missile fire finally disabled his craft. Rather than simply going down with his plane, Kelly ejected and as fate would have it, landed directly in the center of a group of battlesuits. Miraculously enough, he managed to kill two and nearly wound another before the cowardly Tau turned tail and ran, leaving Kelly to safely regroup with the ground forces and live to fight the next day.
Since then, he has risen to a position of fable within the Guard regiments he serves with, time and again being shot down, guns blazing, before managing to make his way back to friendly lines, through a mixture of stealth, guerrilla fighting, and sheer determination to live. Not a day goes by that the ground troops don't give a cheer as he flies swift and low over the enemy lines, racking their nerves and sending them to the abyss from whence they came.
Unit Type: Pilot (Upgrade to Thunderbolt)/Infantry (Independent Character)
Wargear: Flak Armor, Hot-Shot Laspistol, Close-Combat Weapon
Points... I'm not sure, I've never really been much for hero point costs since IG heroes range the gamut from a simple upgrade to a tank for 50 points to an undying commissar of badass for 185. Any points suggestions? I'd guess in the 70's range. He'd be purchased as an upgrade to a Thunderbolt, like Pask to a Russ.
Special Rules:
Fly-by: During the movement phase, Kelly can nominate a 12-inch strip of land over which to fly low and at high speed, rattling the enemy and reinforcing the morale of the ground troops. Any enemy unit within 4" of this strip must take a Pinning test at -1 Ld or go to ground. Additionally, all friendly units with line of sight to this strip gain a +1 to all leadership rolls for the duration of this turn.
Bail Out!: Kelly has lost many a Thunderbolt in the heat of battle, and as such is a master of rapid ejection and parachuting in combat. If his craft is shot down, he must take a leadership test immediately. If he fails, he is stuck in the Thunderbolt and presumed killed in the crash. If he succeeds, he ejects and pops into the air. On the next turn, he must make a deep strike test with the same rules as a SM Drop Pod as he guides himself skillfully to the safest location nearby. After this he becomes an infantry unit with the following set of rules. He may also move and shoot as normal this turn, but may not assault.
Guerrilla Fighter: With how many times he's been shot down behind enemy lines, Kelly has become adept at using stealth to his advantage. Once shot down, he gains the Stealth, Hit and Run, and Move Through Cover rules.
Eternal Pilot: If Kelly can manage to yet again make it back to friendly lines, he is met with many pats on the back, hi-fives, and cups of recaf before being rapidly transported back to the nearest airbase. If he reaches a friendly board edge, he is removed from play and neither he nor the Thunderbolt count as casualties; treat it as if they'd never been placed on the board. If he bails out but does not manage to make it back to the lines, the Thunderbolt's points are counted for Victory and Kill points, but not his own points.
Thunam, fallen captain of the Emperors Children, was presumed dead after a power fist obliterated his rear. Slaanesh, greatly aroused by such a fatality, imprisoned his soul into the confines of his pleasure palace. Still loyal to the God Emperor, Thunam rampaged across the realm until he discovered a room housing an incredibly tall mirror. The space marine wasted a second to glance, only to discover that his entire rear area was horribly disfigured. He was disgraced! For the Emperors Children strived for bodily perfection, how can he serve the Emperor now that his magnificent booty had been defiled? Ashamed and depressed, Thunam succumbed to the temptations of Slaanesh. But no, The Fetish Prince was not finished with him yet. For the next millennia, Slanneshi Deamons resembling giant fists tortured him into insanity. After 600 years, the Prince of Pleasure finally became bored of his pet, so Chaos God released the space marine back into the world. Armed with the memory of immeasurable pain, Thunam razes the galaxy, finding the space marine who ended his life, and repay him in kind.
WS: 6 BS: 5 S: 3 T: 4 W 3 I: 7 A: 4 LD: 10
Unit Type: Infantry
Wargear:
Slaaneshi Pain Fist - A terrifying weapon covered with tongues, spikes and claws. The Slaaneshi Pain fist is a power fist. In addition its wielder may strike at normal initiative if he is at the rear, or behind an enemy model.
Torment Armor – Thunams power armor that has survived for millennia, now scarred with the excretories left behind during his torture. The Torment Armor confers a 3+ Armor save
Special Rules:
600 Years of Pain and Pleasure – The torture Tunam experienced has withered his strength significantly. He gets -1 strength (already included in profile). However he absolutely does not feel any pain. He has the Feel No Pain special rule
‘Behind you’ – Thunam knows where it hurts the most. At the beginning of any close combat round in which Thunam is involved, he may be moved to the rear area of any model, assuming that there is space and that model is part of the same combat.
‘That’s a nice flank you have there, it would be a shame if something happened to it’ Instead of attacking normally, Tunam may opt to do a brachioproctic insertion if he is at the rear of an enemy character, If he does, he makes a single attack using his Slaaneshi Pain Fist. Rolling to hit, wound and save still apply. If the target suffers an unsaved wound, he is now stunned and cannot do anything in the game. During the beginning of each players close combat phase, the sodomized model must take a toughness check. If the check fails, the model takes 1 wound and is still stunned. If the check passes then the model takes a 1 wound but is no longer stunned. As long as the fisted model is stunned, Tunam cannot do anything else in the game.
Fluff: Born on the planet Chulak. An agri world that has a large swamp section to it. The Tau invaded and claimed the world for the greater good. Much of the local population didn't like this, and many of them went on to fight a long guerrilla war against them, Meyer(15 at the time) was among them. Over time and despite his age he proved himself to be a worth commander, and fighter. His ability to attack Tau/Gue'vesa, and disappear back into the swamps, lead to the creation of his nickname "Swampy" . After 3 years of fighting, the rebels were able to weaken Tau defenses enough so that the Imperium was able to reclaim the planet among them several Storm Trooper Companies. A few of the Storm Troopers higher ranking officers learned of what Meyer had done, saying that "While many a man turned traitor, this young lad held out for the glory of man and the Imperium and fought on." They granted his wish, and allowed him entrance into the Storm Trooper units, despite the fact that he had never Schola Progenium. He quickly rose through the rank, and eventually became leader of Storm Trooper Company himself.
Wargear: Hot Shot Lasgun, Hot Shot Las Pistol, Frag grenades, Krak Grenades, Refractor field, Close quarters weapon
Special rules: Storm Troopers: Meyer's squad must be given Carapace armor. Move Through Cover: Meyer and his squad get the move through cover USR Stealth: Meyer and his squad get the Stealth USR Storm Trooper Company If taken Storm Trooper are now available as troop choices, but Veteran squads become unavailable. Autonomy: He cannot issue orders.
Fluff:
Born on the planet Chulak. An agri world that has a large swamp section to it. The Tau invaded and claimed the world for the greater good. Much of the local population didn't like this, and many of them went on to fight a long guerrilla war against them, Meyer(15 at the time) was among them. Over time and despite his age he proved himself to be a worth commander, and fighter. His ability to attack Tau/Gue'vesa, and disappear back into the swamps, lead to the creation of his nickname "Swampy" . After 3 years of fighting, the rebels were able to weaken Tau defenses enough so that the Imperium was able to reclaim the planet among them several Storm Trooper Companies. A few of the Storm Troopers higher ranking officers learned of what Meyer had done, saying that "While many a man turned traitor, this young lad held out for the glory of man and the Imperium and fought on." They granted his wish, and allowed him entrance into the Storm Trooper units, despite the fact that he had never Schola Progenium. He quickly rose through the rank, and eventually became leader of Storm Trooper Company himself.
Wargear: Hot Shot Lasgun, Hot Shot Las Pistol, Frag grenades, Krak Grenades, Refractor field, Close quarters weapon
Special rules:
Storm Troopers: Meyer's squad must be given Carapace armor.
Move Through Cover: Meyer and his squad get the move through cover USR Stealth: Meyer and his squad get the Stealth USR Storm Trooper Company If taken Storm Trooper are now available as troop choices, but Veteran squads become unavailable.
Autonomy: He cannot issue orders.
At first glance, I'd say seeing as he fought as a guerilla in swamps, wouldn't camo vets work better than stormtroopers? I only ask as IIRC stormtroopers and veterans have the same stats just no hot-shot las.
Perhaps a rule saying that veterans can take hotshot for x points per model? (I'd work out x by working out points for veterans equipped as 10 stormtroopers minus hot-shot and then seeing the cost difference.
Arkus Amit is a Captain of the 9th Legion almost as infamous as Kharn of the 12th. His prowess as a swordsman is only matched by his brutality and battle-rages. He was later selected by Raldoron to found a 2nd founding chapter, becoming the first Chapter Master of the Flesh Tearers.
WS6 BS5 S4 T4 W3 I5 A4 Ld10 Sv2+
Wargear: artificer armour, frag and krak grenades, melta bombs, bolter, bolt pistol, iron halo
Flesh Tearer: A relic chainsword, Amit's namesake. This is a close combat weapon. It grants +4 to Strength and AP4. It has the Shred, Rending and Two-handed USRs.
Special Rules: Preferred Enemy (all), Independent Character, ATSKNF, Furious Charge
Bloody Handed: For every 5 enemy models in the combat, Amit gains +1 attack.
You need to put a cap on max extra attacks. Otherwise you charge an Ork Blob @ 4 base+1 on charge+6 for 30 Orks. 11 S8 AP4 hits w/ Shred? that is a bit OP, IMO
Unit Type: Infantry (Character)
Wargear: The Fulgurite, The Impervious Storm
Special Rules: Independent Character, And They Shall Know No Fear, Combat Tactics, Inspiring Presence, Like Lightning
[The Fulgurite]Created when an electromagnetic storm struck and subsequently transformed a substance thought to be indestructible. To this day it still crackles with the lightning that made it. Range: - / Str: +2 / AP: 2 / Melee, Master-Crafted, Disrupt (successful Invulnerable saves made against its attacks must be re-rolled)
[The Impervious Storm]When the protection of the chapter's leader became dire, a miracle of innovation took place. Both a finely-forged suit of Power Armour and the power generator of a Storm Shield were combined, providing armour which combines both mobility and protection. Adamas' saving throw of 3+ is Invulnerable. In addition, he also benefits from the Eternal Warrior special rule.
[Like Lightning]Adamas benefits from the Counter-Attack and Crusader special rules. [Inspiring Presence]This is the same as the so-called Warlord Trait. As such, Adamas cannot roll for further traits.
Note: Adamas has been my Chapter Master design for a while now. He embodies what his chapter stands for (Inspiring Presence) and is a fierce combatant in melee (Counter-Attack, A4) and persues his enemies with utter determination (Crusader). The Fulgurite is a very-powerful Relic Blade (AP2, Disrupt). Impervious Storm represents how very-difficult it is to get rid of him (T4, 3++, EW). I think 180 points is decent for such a character.
Special Rules: Night Vision
Power from Pain
Skilled Rider
Champion of the Arena
Independent Character
Options: May replace close combat weapon with:
-Venom Blade for 5 points
-Power weapon for 10 points
-Agoniser 20 points
May replace jetbike's splinter rifle with:
-Heat lance for 12 points
-Blaster for 15 points
May choose one of the following:
-Grav-talon for 10 points
-Cluster caltrops for 20 points
Champion of the Arena: Taking the Grand champion allows taking reaver units of at least 5 models as troop choices (and therefore makes those units scoring)
Voidstaff: This is a double-headed warscythe that re-rolls hits & wounds, and has this shooting attack: R=12", S=7, AP=2, Spec=Assault 2. Strength bonus included in profile
Reality Thickener: Causes enemies within 2" to strike at I1, regardless of any items of Wargear, Special rules etc
Triarch Grav Pack: Makes him Jump Infantry
Special Rules Reanimation Protocols, Ever-Living, IC, Fearless, Preffered Enemy (CSM), Triarch Favoured, Several steps Ahead.
Triarch Favoured: Due to being a favourite of the Triarch, there are always some Praetorians under his command. May have one unit of Triarch Praetorians as troops.
Several steps Ahead: Active only if Tokarn is your Warlord. Steals the Initiative on 4+, may reroll 2 reserve rolls per game.
Blindsided: If Nemesor Tokarn or his unit is assaulted, Caldrek & his unit immediately piles in to the Nemesor's Combat, from behind the enemy unit. This counts as charging.
Wargear: Sempiternal Weave, Phase Shifter (Saves included in profile), Triarch Grav Pack (makes him Jump Infantry), Reality Thickener, Hyperstorm Blades.
Reality Thickener: Causes enemies within 2" to strike at I1, regardless of any items of Wargear, Special rules etc
Hyperstorm Blades: These have the following profile in the shooting phase: R: 12" S:6 AP:2 Type: Assault 2 They also count as AP2 power weapons that grant +1 S and +2 A (Pair of CCWs, bonuses included in profile)
Wargear: artificer armour, jump pack, frag and krak grenades, melta bombs, pair of lightning claws, iron halo
Special Rules: Independent Character, Fearless
Catulan Reaver Squad: 1 squad of 10 Raptors must be selected as Troops, and Kalus must join this unit. Once he has jinxed this unit, he may not leave it, and he loses the Independent Character special rule. This unit benefits from the Furious Charge special rule, and inflicts D3 Hammer of Wrath hits per model.
Special Rules:
Fearless, Independent Character, Blessed of Slaanesh, Biker Lord
Blessed of Slaanesh: Mikael Ryk seeks perfection of all forms from perfection of his blade to the perfect ecstasy and his pursuit has caught the attention and blessing of Slaanesh. As such, Mikael has heightened reflexes significantly superior to that of his kin. Mikael benefits from a greatly increased initiative (already included in profile) and a 4+ Invulnerable save as he can quickly dodge incoming attacks.
Biker Lord: Mikael can take a squad of Chaos Bikers along with him as his personal retinue. This squad does not count against the FOC
Wargear:
Power Armor, Bolt Pistol, Frag Grenades, Krak Grenades, Chaos Bike with Twin linked Blastmaster (Toughness increase already included in profile and can only fire Varied Frequency), Blade of the Impeccable
Blade of the Impeccable: This is a Daemon blade of Slaanesh with which Mikael has made legendary with his talent to find and target weak points in his opponents armor. This blade also benefits from the Rending USR.
His stats
WS 6
BS 5
S 5
T 5
W 3
I 5
A 3
Ld 10
Sv 2+ Aitficer Armour 4+ Iron Halo
Power weapon
Bolt Pistol
Dig Weapons
all the normal stuff the Chapter Master Has....
Special Rule
Mistake
when I use the Orbatl Bombartment I can choose not to use it. (thats if i Fail) or not
but i cannot use it again for that turn.
next turn i can use it.
He can take a Command Squard
(Because of the little amount of Veterans the army has)
the story is that this army is a new army. They only have 3 company’s.
Oh man I used to love making my own ICs during 4th ed.
I had a 'captain' I'd always use... Browning Highpower... he'd be kitted out with a combat shield and two plasma pistols (I counted it as a twin-linked plasma pistol).
Kol Bardar, Senior Assault Sergeant, 34th Company, XVII Legio Word Bearers
80 points
Type: Infantry (unique)
WS5 BS4 S4 T4 W2 I4 A3 Ld9 Sv3+
Wargear: power armour, boltgun, bolt pistol, frag and krak grenades, boarding shield, power fist
Special Rules: ATSKNF, Fearless
Boarding Veterans: 1 Assault Squad must select boarding shields for 5 points per model. They must remove their jump packs. Kol Bardar joins this unit, replacing the Sergeant. This unit gets the Relentless USR.
Automatically Appended Next Post: Sarpedon, Chief Librarian and Chapter Master of the Soul Drinkers
285 points
Type: Infantry (unique)
WS6 BS5 S5 T6 W5 I5 A6 Ld10 Sv3+
Wargear: power armour, psychic hood, bolt pistol, frag and krak grenades
Axe of Mercaeno: This is a master-crafted force axe. Sarpedon may re-roll any failed psychic check.
Special Rules: Extremely Bulky, Psychic Mastery Level 2, ATSKNF
The Hell: This is the only psychic power available to Sarpedon. It is a Level 2 Hex power. All enemy units within 24 inches must pass a Ld test on -2 or immediately make a Flee move.
Mutant: Sarpedon's body is heavily mutated. This is represented by stat changes already included, as well as the Feel No Pain and Eternal Warrior USRs. Sarpedon also causes Fear.
Arachnid: Sarpedon ignores Dangerous and Difficult Terrain entirely, and has the Fleet USR.
Options:
Sarpedon may replace the Axe of Mercaeno with the Soulspear for 100 points.
Soulspear: Range: - Strength: - AP: 1
The Soulspear always wounds on a 2+ in close combat, and inflicts Instant Death. Against vehicles, it inflicts an automatic penetrating hit per attack that hits.However, due to Sarpedon's lack of expertise on welding this weapon, he strikes at Initiative 1 with 3 attacks ONLY.
McNinja wrote:So that guy is OTT. Also, Too Horrible to Die isn't a thing, unless it's part of the BA codex. Is there a reason this guy is basically Mephiston?
I think he means one of the new 6th USRs, though I don't havthe book, to hand, remember what it does, etc...
McNinja wrote:So that guy is OTT. Also, Too Horrible to Die isn't a thing, unless it's part of the BA codex. Is there a reason this guy is basically Mephiston?
Read some of the soul drinker novels, then you'll get why he's so frickin tough. Though I'll even agree he is somewhat OTT compared to what I'd imagine him to be.
McNinja wrote:So that guy is OTT. Also, Too Horrible to Die isn't a thing, unless it's part of the BA codex. Is there a reason this guy is basically Mephiston?
I think he means one of the new 6th USRs, though I don't havthe book, to hand, remember what it does, etc...
I'm fairly certain he means It Will Not Die, but still.
McNinja wrote:So that guy is OTT. Also, Too Horrible to Die isn't a thing, unless it's part of the BA codex. Is there a reason this guy is basically Mephiston?
I think he means one of the new 6th USRs, though I don't havthe book, to hand, remember what it does, etc...
I'm fairly certain he means It Will Not Die, but still.
Lol whoops I indeed meant It will not die, I've been playing far too much Skaven recently
but yeah, read the Soul Drinkers novels, the guy is freaking unkillable
Yeah he's pretty stinkin' big as I understand him, I think Extremely Bulky is good. Also I'd bump up his toughness in exchange for one strength personally. I haven't read the full series but I read the first and I felt like he was tougher than he was strong, no?
felixander wrote:Yeah he's pretty stinkin' big as I understand him, I think Extremely Bulky is good. Also I'd bump up his toughness in exchange for one strength personally. I haven't read the full series but I read the first and I felt like he was tougher than he was strong, no?
Same here, frankly I'd have his base statline like so:
WS6 BS5 S5 T6 W5 I5 A5 Ld10 Sv3+
Just some minor changes really, also, I'd think I'd like to see something reflecting his ability to book it. Maybe fleet or the ability to ignore Difficulty terrain (him and his spider legs being pretty agile and hoppy)
Just so you know, you could easily just give the weapon the Fleshbane, Instant Death, and Unwieldy rules, then throwing in the bit about the swanky only-penetrating hits and only 3 attacks.
Hrontore Sesha the Bringer of Death () Ws= 6 BS= 4 S= 5 T= 4(5) W= 4 I= 5 A= 4 LD= 10 Sv=2+
Special rules • Independent Character • And they shall know no fear • Combat tactics • Eternal warrior • It will not Die • Orbital Bombardment
War gear • Artificer armour • Death Bringer- Master crafted Power scythe(Power Axe,flesh bane,Unweildly)(ideas for DMG of weapon?) 1. on a roll of 6 to hit add +1 A per 6 rolled • Master crafted Bolter w/ Aux grenade Launcher (Stalker pattern except 1 shot at 36" 2 shots at 24" • Michaels Pendant-convers a 4+ invulnerale save • Hover Bike(jetbike, 2 twin liked bolters) +50Pts
Leader of my homebrew chapter. C&C. ideas for points cost? also he has a brother(techmarine)wanted to try to get special effects if they're together but idk where to start for the brother. If you need any background /fluff jus ask. im tryna make him legit and not OP.
Hrontore Da Death Bringer wrote:Hrontore Sesha the Bringer of Death ()
Ws= 6 BS= 4 S= 5 T= 4(5) W= 4 I= 5 A= 4 LD= 10 Sv=2+
Special rules
• Independent Character
• And they shall know no fear
• Combat tactics
• Eternal warrior
• It will not Die
• Orbital Bombardment
War gear
• Artificer armour
• Death Bringer- Master crafted Power scythe(Power Axe,flesh bane,Unweildly)(ideas for DMG of weapon?)
1. on a roll of 6 to hit add +1 A per 6 rolled
• Master crafted Bolter w/ Aux grenade Launcher (Stalker pattern except 1 shot at 36" 2 shots at 24"
• Michaels Pendant-convers a 4+ invulnerale save
• Hover Bike(jetbike, 2 twin liked bolters) +50Pts
Leader of my homebrew chapter. C&C. ideas for points cost? also he has a brother(techmarine)wanted to try to get special effects if they're together but idk where to start for the brother.
If you need any background /fluff jus ask. im tryna make him legit and not OP.
I typed up a long page and then my browser crashed. here's the short version:
245 points. Melee weapon is almost too powerful. Give him Frag/Krak grenades and a bolt pistol. Why does he have -1 BS from another SM Chapter Master when he has a Stalker Pattern bolter?
Fluffwise don't SMs cut all ties to their previous lives and only consider their battle brothers to be "family"? Plus given the rigorous testing to become a Space marine it's unlikely that the two brothers would both survive, right?
Maybe someone with my SM Fluff know-it-all will be able to help validate this.
Hrontore Da Death Bringer wrote:Hrontore Sesha the Bringer of Death () Ws= 6 BS= 4 S= 5 T= 4(5) W= 4 I= 5 A= 4 LD= 10 Sv=2+
Special rules • Independent Character • And they shall know no fear • Combat tactics • Eternal warrior • It will not Die • Orbital Bombardment
War gear • Artificer armour • Death Bringer- Master crafted Power scythe(Power Axe,flesh bane,Unweildly)(ideas for DMG of weapon?) 1. on a roll of 6 to hit add +1 A per 6 rolled • Master crafted Bolter w/ Aux grenade Launcher (Stalker pattern except 1 shot at 36" 2 shots at 24" • Michaels Pendant-convers a 4+ invulnerale save • Hover Bike(jetbike, 2 twin liked bolters) +50Pts
Leader of my homebrew chapter. C&C. ideas for points cost? also he has a brother(techmarine)wanted to try to get special effects if they're together but idk where to start for the brother. If you need any background /fluff jus ask. im tryna make him legit and not OP.
I typed up a long page and then my browser crashed. here's the short version:
245 points. Melee weapon is almost too powerful. Give him Frag/Krak grenades and a bolt pistol. Why does he have -1 BS from another SM Chapter Master when he has a Stalker Pattern bolter?
Fluffwise don't SMs cut all ties to their previous lives and only consider their battle brothers to be "family"? Plus given the rigorous testing to become a Space marine it's unlikely that the two brothers would both survive, right?
Maybe someone with my SM Fluff know-it-all will be able to help validate this.
what makes the weapon op in your opinion?are you referring to the on a 6 pick up an extra attack per? aren't there weapons that do this already like a chaos lord weapon IIRC.i should also mention that the materials the weapon is made out of is in no means normal frag and krak shall be added per standard as all SM can take them the 4 BS is because he leaed more towards close combat as a scout and IIRC scouts are BS 3 so +1 for the stalker gives him BS4
i know the chaces of both making it is slim.thats what make sit interesting right? i guess i could also play it as the two got close while in their original chapter. thanks for the critique keep it comming
It's unlikely, but possible, though they would not have that much more of a bond than any other battle-brother. Perhaps slightly more, but not much. If they were guardsmen, they would, but Space Marines spend too much time with everyone to have one single close friend, unless they are higher up in power. A captain could be closer to one other captain than the rest, but I don't see a battle-brother being close to one than another.
Also, T4(5) doesn't exist in 6th edition. It's T5. The toughness is permanent.
Automatically Appended Next Post:
Hrontore Da Death Bringer wrote:
what makes the weapon op in your opinion?are you referring to the on a 6 pick up an extra attack per? aren't there weapons that do this already like a chaos lord weapon IIRC.i should also mention that the materials the weapon is made out of is in no means normal
frag and krak shall be added per standard as all SM can take them
the 4 BS is because he leaed more towards close combat as a scout and IIRC scouts are BS 3 so +1 for the stalker gives him BS4
i know the chaces of both making it is slim.thats what make sit interesting right? i guess i could also play it as the two got close while in their original chapter.
thanks for the critique keep it comming
The weapon is OP because it is AP2 and wounds on a 2+. That's pretty big, even if he is hitting at I1, and combined with his extra attacks makes it almost OP (almost, not quite,as Thunder Hammers will wound on 2s 90% of the time and are AP2). He basically has a Thunder hammer, but can have a crapton of attacks. It's what, 9 attacks on the charge if he gets all sixes? Also, can the hits get more hits? If I roll a 6, and I roll to hit for the extra attack, and I get another six, do I get another attack? Basically is it a Blood Talon dreadnought or Drazhar-like ability?
McNinja wrote:It's unlikely, but possible, though they would not have that much more of a bond than any other battle-brother. Perhaps slightly more, but not much. If they were guardsmen, they would, but Space Marines spend too much time with everyone to have one single close friend, unless they are higher up in power. A captain could be closer to one other captain than the rest, but I don't see a battle-brother being close to one than another.
Also, T4(5) doesn't exist in 6th edition. It's T5. The toughness is permanent.
the T 5 is for when hes on his bike
Automatically Appended Next Post:
Hrontore Da Death Bringer wrote:
what makes the weapon op in your opinion?are you referring to the on a 6 pick up an extra attack per? aren't there weapons that do this already like a chaos lord weapon IIRC.i should also mention that the materials the weapon is made out of is in no means normal
frag and krak shall be added per standard as all SM can take them
the 4 BS is because he leaed more towards close combat as a scout and IIRC scouts are BS 3 so +1 for the stalker gives him BS4
i know the chaces of both making it is slim.thats what make sit interesting right? i guess i could also play it as the two got close while in their original chapter.
thanks for the critique keep it comming
The weapon is OP because it is AP2 and wounds on a 2+. That's pretty big, even if he is hitting at I1, and combined with his extra attacks makes it almost OP (almost, not quite,as Thunder Hammers will wound on 2s 90% of the time and are AP2). He basically has a Thunder hammer, but can have a crapton of attacks. It's what, 9 attacks on the charge if he gets all sixes? Also, can the hits get more hits? If I roll a 6, and I roll to hit for the extra attack, and I get another six, do I get another attack? Basically is it a Blood Talon dreadnought or Drazhar-like ability?
Yea that was how it was as like the blood talon or drazhar ability. and yes if he keeps on rolling sixes then ithey would sttill accumulate. im starting to see with the fleshbane thing kinda op but if i drop that would everything be in order or would a flat +D3 attacks since its an agelic weapon he acquired/gifted be a better fit. or maybe since its a death scythe then insta death on sixes?
i was in that range for points also. how do people get the cost jus a side question.
My beef with it is the mixture of the Fleshbane and extra attacks. Being able to throw down that much hate on MCs is pretty intense... I would remove Fleshbane. You're already hitting at S7!
He'll strike at S 6 power axes only add +1 to strength in 6th. Flesh bane will be dropped as trying a play test with him showeed that was really bad and as stated kind of op. but does everything else seem in order?
Honestly, I think the best solution for his scythe would be to make it in line with what Tesla does for Necron shooting. I also agree with dropping Fleshbane
Deathbringer
S +1, AP2, Range -, Unwieldly, Master Crafted, Reaper*
Reaper*: When rolling to hit with this weapon, any rolls of a 6 cause 2 hits instead of one. This additional hit may be allocated to any model that could be wounded by this weapon.
McNinja wrote:It's unlikely, but possible, though they would not have that much more of a bond than any other battle-brother. Perhaps slightly more, but not much. If they were guardsmen, they would, but Space Marines spend too much time with everyone to have one single close friend, unless they are higher up in power. A captain could be closer to one other captain than the rest, but I don't see a battle-brother being close to one than another.
im sorry i should have stated the current character under Review is my Chapter Master. and his Brother is Probably going to be tweaked off the MOTF Statline. so yes they are up there in the chain of command
Automatically Appended Next Post:
RegalPhantom wrote:Honestly, I think the best solution for his scythe would be to make it in line with what Tesla does for Necron shooting. I also agree with dropping Fleshbane
Deathbringer
S +1, AP2, Range -, Unwieldly, Master Crafted, Reaper*
Reaper*: When rolling to hit with this weapon, any rolls of a 6 cause 2 hits instead of one. This additional hit may be allocated to any model that could be wounded by this weapon.
i like that idea. i coveys what im trying to do. thanks for that Regal.
McNinja wrote:It's unlikely, but possible, though they would not have that much more of a bond than any other battle-brother. Perhaps slightly more, but not much. If they were guardsmen, they would, but Space Marines spend too much time with everyone to have one single close friend, unless they are higher up in power. A captain could be closer to one other captain than the rest, but I don't see a battle-brother being close to one than another.
im sorry i should have stated the current character under Review is my Chapter Master. and his Brother is Probably going to be tweaked off the MOTF Statline. so yes they are up there in the chain of command
Wedge Talon, Chapter Master of the Hunter Eagles, 270pts (is this enough?) WS 7 BS 5 S 4 T 4 W 3 I 4 A 3 Ld 10 Sv 2+
Unit Type: Jump Infantry (Character, Unique)
Special Rules: ATSKNF The Great Loss Commander of the Skies The High-Flying Eye Aerial Attack Independent Character Orbital Bombardment Aerial Tactics
The Great Loss: Wedge Talon has the Prefered Enemy: Chaos, Hatred: Chaos Space Marines and Crusader rules. His accompaning unit also gain benefit from the crusader rule while Wedge is alive/acompanying them. The High-Flying Eye: Wedge Talon may chose to use the skyfire rule when shooting Aerial Attack: Wedge Talon and his unit are able to assault the turn they deep strike. If so they may not shoot and count as moving 12" for the purposes of charging. To represent how hard it is to perform such an attack, no extra attacks are gained from charging nor from having 2 or more non-speacialist close melee weapons. Aerial Tactics: Wedge Talon (and any jump unit he is attached to) only scatter D6" when deep striking. In addition, Wedge and his unit, instead of moving normally in the movement phase, may instead elect to go into ongoing reserves. When they return the MUST deep strike. Wedge Talon must always be your warlord if included as part of the primary attachement and automatically has the 'Coordinated Assault' command trait. Commander of the Skies: Assault Marines are troop choices and Vanguard Veterans are scoring units.
Wargear: Artificer Armour Auxillary Grenade Launcher Iron Halo The Eagle's Talons This is a twin pair of lightning claws with the following profile: range - str +1 ap 3 type shred ,melee, slice*, specialist weapon Note, Wedge Talon gets the +1 attack as they are a PAIR, *Slice, opponent must re-roll successful armour saves taken against this weapon
Options: May be accompainied by up to 3 Calthalian Hunter Eagles.....15pts per Calthalian Hunter Eagle Calthalian Hunter Eagles: Wedge Talon is normally accompanied by up to 3 of the finest Calthalian Hunter Eagles. He gains +1 I as long as 1 Hunter Eagle is alive. In addition, the Calthalian Hunter Eagles have their own stats, listed below:
Calthalian Hunter Eagle WS 4 BS 1 S 3 T 3 W 1 I 5 A 3 Ld 9 Sv -
Unit Type: Jump Beast
Special Rules: Quick Reflexs: Confers a 5+ invunerable save. Eagle's Eye: All attacks made by Calthalian Hunter Eagles are Precision Strikes Companion: Calthalian Hunter Eagles DO NOT interfer with the 'Independent Character' rule, e.g. an Independant Character can still join a unit if accompanied by a model with this rule.
Wargear: Sharp Talons: range - str user ap 6 type shred
Note: Calthalian Hunter Eagles DO NOT interfer with the 'Independent Character' rule Wedge Talon has, he may still join other units even when accompanied by them.
Hrontore Da Death Bringer wrote:i was in that range for points also. how do people get the cost jus a side question.
To quote myself again for ease here you go - this is how I do it:
Ovion wrote:It's a good amount of comparison and experience in the end.
When I create a character I'll first look at similar characters, I'll price things according to the cost of units / characters / wargear in the relevant codex.
If all else fails I'll generally cost it at 10pts base per stat point, wargear or rule, and then modify accordingly.
It helps to work from the 'base' version of the character / unit (if available). Ensure it is never cheaper than running its 'standard' equivalent and don't do anything too absurd or gamebreaking.
I generally reccomend rounding up, and that overcosting is far better than undercosting, as if someone looks at your unit and goes 'yeah, that's overpriced' or 'It costs that much and only does that?' They're going to let you use it.
Or, to look at it from the other side - if someone else put your unit down infront of you, said 'these are the rules, can I use it?' what would you say? (Realisticly.)
Additionally - come up with decent names. If it and its gear and rules are named well, people are that much more likely to accept it. It's not a huge factor, but I'm far more likely to accept 'Julian Lestat, 4th Lord of the Knights Errant' with his elegant singing swords to 'Super Marine God Man' with his pwnhammer.
Ovion wrote:And for a more indepth 'guide': The easiest way is to select the closest thing that already exists, then 'adjusting' the points like so:
Unit Type: +/-10pts depending on whether it's shifted from infantry to something better, or from something better to infantry, WS, BS, S, T, W, I, A- +/- 10pts per point of difference Ld- +/- 5pts per point of difference, Sv- +/- 10pts per point of difference.
Wargear:
Step 1: Cost all the wargear the base character has, that your character doesn't have, and subtract it.
Step 2: Cost all the new / different wargear your character has, and add it. Standard Wargear, use at the standard cost of the closest unit to yours (another HQ choice, an Elites choice etc.) If that wargear is a modified base, go with base cost +5pts per change made. (You can also give a guestimate up and down based on negatives / if it seems overcosted.)
Step 3: Any new and unique wargear, attempt to cost using the closest existing gear as a base, then adjusting based on differences.
Special Rules:
Step 1: Cost all the special the base character has, that your character doesn't have, and subtract it.
Step 2: Cost all the new / different special rules your character has, and add it. Guesstimate and use at the standard cost of the closest unit to yours (another HQ choice, an Elites choice etc.) If that special rule is a modified base, go with base cost +5pts per change made. (You can also give a guestimate up and down based on negatives / if it seems overcosted.)
Step 3: Any new and unique rules, attempt to cost using the closest existing rule as a base, then adjusting based on differences.
Options:
Price accordingly.
When done add 10% of the current cost / 10pts (whichevers lower.) as a 'anything you missed tax' then round up to the nearest 5 or 10 pts so it doesn't end up something silly like 173, or 228.
Always err on the side of Overcosted if you're in doubt, it'll lead to people being more accpting of it.
Furthermore, always ensure you've spelt your charcater properly. And try to lay it out nicely / give things cool names.
i.e. - Wolf God Hammer sounds a bit crap, try and do something interesting, like Borealis Thunder Hammer.
Once you've done all this, forget this unit is your baby, that you've just spent ages carefully crafting the bugger, sit back and think like your opponent, objectively look at the unit, its stats, rules and cost, and think 'If someone else had made this, would I be happy to let them use it and play against it?'
If the answer is YES, put it up for review / playtest it, etc - there may have been somethign you missed / an unforseen effect / synergy that makes things a bit overpowered.
Adjust up or down accordingly dependant on performance (or leave it as is and call it finished if it seems to play fine.)
Matt.Kingsley wrote:Wedge Talon, Chapter Master of the Hunter Eagles, 210pts (is this enough?)
Spoiler:
WS 7
BS 5
S 4
T 4
W 3
I 4
A 6
Ld 10
Sv 2+
Unit Type: Jump Infantry (Character, Unique)
Special Rules:
ATSKNF The Great Loss
Accurate Desent
The High-Flying Eye
Ariel Attack
Independent Character
The Great Loss:
Wedge Talon has the Prefered Enemy: Chaos, Hatred: Chaos Space Marines and Crusader rules. His accompaning unit also gain benefit from the crusader rule while Wedge is alive/acompanying them.
Accurate Desent:
Wedge Talon (and his unit) only scatter D6" when deep striking
The High-Flying Eye: Wedge Talon re-rolls all rolls to hit when shooting. In addition, he and his unit can choose to use the skyfire rule in their shooting phase.
Ariel Attack:
Wedge Talon and his unit are able to assault the turn they deep strike. As well as that, Wedge and his unit, instead of moving normally in the movement phase, may instead elect to go into ongoing reserves. When they return the MUST deep strike. Wedge Talon must always be your warlord if included as part of the primary attachement and automatically has the 'Coordinated Assault' command trait. Assault Marines are troop choices and Vanguard Veterans are scoring units.
Orbital Bombardment
Wargear:
Power Armour
Auxillary Grenade Launcher
Iron Halo
The Eagle's Talons
This is a twin pair of lightning claws with the following profile:
range - str +1 ap 2 type shred melee, specialist weapon*
Note, Wedge Talon gets the +1 attack as they are a PAIR,
Calthalian Hunter Eagles:
Wedge Talon is accompanied by 3 of the finest Calthalian Hunter Eagles. He gains +1 I as long as 1 Hunter Eagle is alive. In addition, the Calthalian Hunter Eagles have their own stats, listed below:
Calthalian Hunter Eagle
WS 4
BS 1
S 3
T 3
W 1
I 5
A 3
Ld 9
Sv -
Unit Type: Jump Beast
Special Rules:
Quick Reflexs:
Confers a 5+ invunerable save.
Stubborn
Eagle's Eye:
All attacks made by Calthalian Hunter Eagles are Precision Strikes
Wargear:
Sharp Talons:
range - str user ap 6 type shred
Note: Calthalian Hunter Eagles DO NOT interfer with the 'Independent Character' rule Wedge Talon has, he may still join other units even when accompanied by them.
Letting any unit he joins assault after deep striking is pretty crazy... You almost never see it in current rules and even so it's very limited (Vanguard Vets but they CAN"T be joined by an IC and are very expensive as well as Zagstruck (orks) which costs a lot, can only have 1 other power weapon in the squad, he's an upgrade only character, and guys die on the assault! Plus they scatter full 2d6 =P). I know having a drop army is annoying that you come in and have to wait, but having the ability to gear up ANY squad you want and have such a precise strike followed by a charge is a little over the top to me. I know BA Vanguard Vets can do that (as stated earlier) but they are 45 points each with jump pack/Power weapon for a reason. As written you can attach him to a 10 man Assault Terminator Squad and have them DS 0-6" and then assault. I wouldn't let you play any character with that rule without it being very seriously balanced. Plus it makes the game less of a strategy game for you and more of a "HA I KILL EVERYTHING BEFORE YOU CAN DO ANYTHING" game. Moving on...
Stat line says he has 2+ SV but has Power Armor. He should have Artificer armor, yeah? (Minor I know haha)
The High-Flying Eye: Wedge Talon re-rolls all rolls to hit when shooting. In addition, he and his unit can choose to use the skyfire rule in their shooting phase.
Um I'm assuming you mean "all failed to hit rolls when shooting", yes? This seems REALLY powerful for being a melee oriented character...
I feel like you should limit Skyfire to Assault weapons if you have to keep it, as written he can jump into a Dev squad (and then assault out of it next turn of course) and suddenly he's REALLY powerful in a role he seems like he wasn't intended to fill.
His melee weapons are VERY good, they've limited AP2 melee weapons to almost exclusively Unwieldy weapons and this guy just says that! haha I wouldn't say quite over powered, but it gets close!
Does he have Frag/Krak grenades? You Marines forget how lucky you are to have those on everything haha
How much are the eagles?
I would cost him at 310 points WITHOUT the ability to charge after Deep Strike (Make eagles a 0-3 choice and cost them separately). Math:
Spoiler:
Chapter Master = 125
+ 1WS +10
+3A +40 (I costed the first one at +10 and the other 2 at +15 each. As things become more and more powerful they should cost more to balance it)
Artificer Armor +15
Jump Pack +25
The Great Loss +20 (I was unsure how to score this but I figured +5 per extra rule since they aren't overly powerful ones like Eternal Warrior and then added an extra 5 to cover any oversight)
Accurate Descent +20
The High-Flying Eye +20
Ariel Attack +30 (this is WITHOUT assaulting on Deep strike. Also I would divide this ability into two different abilities by putting the AsMar Troops/Scoring Vets into another rule like Command of the Skies or something like that. VERY minor but it'd help clarify things when discussing him with an opponent since they do very different things.)
Aux GL +5 (Curious about how this is mounted/modeled. Underslung or maybe slung over the shoulder?)
The Eagle's Talons +45 (15 for one Lightning Claw + 10 for a second (since it confers +1A basically) + 10 (+1s) + 10 (AP2))
Eagles + 20 each (20 points EACH?!?! Yup. I think the comparison to an Assault Marine in melee is the closest we can do. They're at -1S, -1T, +1i, +2A, and have Shred. So they get to attack first, reroll wounds and get one more attack. Slightly less effective than an Assault Marine though (but put them in the back line of an assault and their downfalls are covered) I'd also call the 3+ to 5++ moot (personally). AND THEN you give the whole squad they join Stubborn and all together give your super IC another Initiative. =/ 20 points each)
If you want to keep him as is with the DS charge rules I'd peg on at LEAST another 70. Overpowered = Overcosted =)
"BUT HE COSTS TOO MUCH" Than cut down his powers. He does too much as is (He makes other Chapter Masters look like fools compared to him in mobility. And shooting. Oh and in shooting. the High Flying Eye - Cut it! You shouldn't really need it and seems over the top. I get it that Skyfire is cool because he can jump up to the level of aircraft but he can't get close to matching their speed which is why they need 6s to hit.
The Great Loss - Maybe take out Crusader? I don't know the fluff but I feel like that should reflect it well? I'd cost it down to 10 points
Eagles - Consider cutting it down to a wargear choice with +1i and +1A for 20 points. Otherwise I'd say drop an attack and stubborn and you could price them closer to 12 each
Stat line - Drop AT LEAST one of his attacks. 6 is ungodly. Calgar is the only CMaster in the C:SM book that has more than the base 3 attacks, and he only goes up to 4. If Draigo and Mephiston have base 4 attacks I have SERIOUS trouble believing this guy gets 6!
Automatically Appended Next Post:
RegalPhantom wrote:Honestly, I think the best solution for his scythe would be to make it in line with what Tesla does for Necron shooting. I also agree with dropping Fleshbane
Deathbringer
S +1, AP2, Range -, Unwieldly, Master Crafted, Reaper*
Reaper*: When rolling to hit with this weapon, any rolls of a 6 cause 2 hits instead of one. This additional hit may be allocated to any model that could be wounded by this weapon.
Uh, so we all say it's over powered and then you want to give him an extra hit on a 6 and make them automatic hits? Tesla has that because it's an AP- shooting attack and it's only powerful because it gets extra hits. Adding an extra HIT on a power axe is even more powerful than it was originally and then you make it TWO extra hits. Add him to the list of characters I wouldn't even consider playing. He was better off as he was before without fleshbane
Murderous Assault: For every unsaved wound inflicted in the immediately previous assault phase, Hellistarchus gains 1 additional attack.
Death to the False Emperor!: May be activated at any point once per game. For the rest of that turn, all friendly units within 12 of Hellistarchus, including himself, gain +D3 attacks for charging rather than +1.
Re-tooled for sixth. Also, it is 4 am and if the fluff seems... odd, that's why.
Pyralis Agis, Chapter Master of the Forge Knights.............................................150 points A naturally gifted marksman and self-titled “professional AdMech pisser-offer,” Pyralis Agis made waves after becoming the Chapter Master of the Forge Knights, doing everything from building a personal weapon from scratch to punching out an Inquisitor for, well, being an Inquisitor.
Pyralis, and the Forge Knights, fight for the survival of humanity, and will do almost anything to protect and evacuate civilians, much to the chagrin of a few other Chapters.
------------------------------------------------------------------------------ WS:5 BS:8 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv:3+ ------------------------------------------------------------------------------ FOC: Pyralis is an HQ choice for Codex: Space Marines Composition: 1 (Unique) Unit Type: Infantry (Character) Wargear: Power Armor Advanced Camo Cloak: This cloak grants Pyralis the Shrouded special rule. Kraken Pattern Modular Sniper Rifle: This weapon uses an internal block of metal as an ammunition source, slicing off tiny bits and firing them using a gravitic impeller system. This is weapon uses the following profile: R:36” S:6 AP:3 Heavy 1, Rending, Pinning
Once per shooting phase, Pyralis may use one of the following weapon systems. Each system can only be used once per game: -Anti-Armor System: Increases the weapon’s AP to AP2, but the weapon loses Rending. -Range System: Increases the weapon’s range to 48”. -Suppression System: Increases shots to Heavy 3, but the weapon becomes AP6 instead of AP3.
Special Rules: Combat Tactics Chapter Tactics: If you include Pyralis in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all Scout, Sternguard, and Tactical units may take Camo Cloaks for +3 points per model and Stalker Pattern Bolters for +3 points per model. And They Shall Know No Fear Scout Infiltrate Night Vision Utterly Precise: If Pyralis rolls a 6 to hit (on the original roll, not any re-roll), then the weapon loses Rending but becomes S7 AP 2 when rolling to wound.
The only thing I'm not too sure about is Utterly Precise. I don't know if it should be as is, or Rend on a 4/5+, or if it should be treated as if two shots hit (so roll for two wounds).
Aegis armour: This is artificer armour that includes a psychic hood. Kleitus' Deny the Witch rolls are passed on a 3+, and he also has a 5+ invulnerable save, increased to 4+ against psychic powers.
Force Gauntlet: This unusual force weapon can be used with either of the following profiles, pick one for each round of combat:
Claw: Range Melee Strength as User AP 3 Specialist Weapon Shred Force
Fist: Range Melee Strength User x 2 AP 2 Specialist Weapon Force
Special Rules: Independent Character, Psyker: Mastery Level 2, ATSKNF
Combat psyker: Kleitus always has the Hammerhand psychic power as detailed in C:GK, as well as 1 other power generated either from C:SM or the rulebook.
Wargear: Warscythe, Mindshackle Scarabs, Phase shifter (included in profile), Sempiternal weave(included in profile).
Special Rules: Ever-Living
Independent Character
Preferred Enemy (Everything!)
Reanimation Protocols
Vicious phase attacks. Rending on a roll of 5+. Due to the ruthless nature of Khaldun he has focused on the timing of phasing in and out to achieve maximum carnage.
Wraith-host. When attached to a squad of Canoptek Wraiths one member of that squad gains free whip coils as well as another piece of available wargear.
Subjugation: If Khaldun is part of a assault that ends in a drawn combat (both sides must have at least one unsaved wound) 1 d6 is rolled on a roll of 3 or higher the opponent acts as if it has lost combat by 3 wounds i.e -3 to Ld.
Khaldun was one of the first to achieve Lordship after becoming a Destroyer. His lust for blood and destruction could never be sated. During the battle of Nhakti he was commisioned to watch over some battle tuned canoptek wraiths, a demeaning labor assigned to him by an overly pompous nemesor. But through this task Khaldun learned to appreciate the savagery that only wraiths could display. After returning triumphant, Khaldun tracked down a cryptek that delighted in augmentation and demanded to be rid of the repulsor platform and have the body of a wraith at his command. The work took decades but now there is a new terror rising, Khaldun the first of the Canoptek Lords.
Wargear: Terminator Armour, Storm Shield, Bane Of The Heirophant
Bane Of the Heirophant: Halestan killed a towering Bio-Titan with this massive chainblade, and its razor-sharp edges are just as keen against smaller foes. It uses the following profile:
S-X2, AP-2, Armourbane, Unwieldy
Special Rules: And They Shall Know No Fear, Independent Character, Opportunistic
Opportunistic: Halestan knows the weak points of his enemies and knows when to attack and when to defend. He has the Counter-Attack and Acute Senses special rules.
Independant character
Mark of Nurgle
Feel No Pain
Fearless
Eternal Warrior
Tears of Pestilence (Gurens sorrow for those that have not embraced the love of Father Nurgle is so great that he constantly sheds tears of rancid blood. Models in base contact with Guren during his initiative step suffer a str3, ap-, 4+ poisoned, automatic hit)
Born of Plagues (So intense is his love for his adopted father that Guren has subjected himself to many living warp diseases. Should he die leave him on the battlefield. All non follower of Nurgle units ending their movement within 6” suffers d6 str1 ap- 4+ poisoned hits due to the viruses that come spilling forth.)
Brothers of Nurgle (Guren hates to see those that have embraced the love of nurgle hurt therefore he cannot pass on wounds with look out sir to any follower of nurgle.)
Equipment
Plauged Fist (Gurens swollen fist has fused with the powerfist on his arm. It is a Powerfist with 4+ poison)
Frag Grenades
Krak Grenades
Defensive Grenades
plague sword
Storm Bolter
Terminator Armor
Of all the marines that have fallen to the will of Nurgle. Few have entered the fanaticism of Guren. Guren believes Nurgle to be his true father and his old life a lie where he was shown the terror of a world without Nurgles patriarchal love. He was a member of the Death Guard but was left for dead on a xenos planet during the great crusade. He considered his abandonment an incredible betrayal. He buried himself in sorrow until he was found by a daemon of Nurgle, they fought for several days until Guren slew the demon but its noxious blood soaked into his Powerfist corrupting him with dark warp energies. Nurgle saw the potential strength in Guren and slowly twisted him to servitude. Guren having lost his old brotherhood and fearing that his infectious arm would be his end fully dedicated himself to Nurgles cause wishing to spread Nurgle’s gifts to the entire galaxy.
Seraph the Sorrowful, Former Chapter Master of the Angels Sanguine
Seraph was Master of the Angels Sanguine until M41 89. His reckless and aggressive nature led the Angels into an unwinnable fight against an entire Word Bearers crusade in the Ghoul Stars, losing nearly 4 companies in the process. In shame, he resigned his commission and disappeared, journeying into the Great Eye in search for redemption.
Sorrow: When Seraph was banished, he left behind the Master's hereditary blade, Traitorsbane. He was, however, allowed to forge for himself another weapon. He created a massive great sword in the tradition of ancient Terran questing knights. This is a melee weapon with the following profile: Strength: user + 4 AP: 2 Unwieldy Two-handed
Special Rules: Eternal Warrior, Feel No Pain, Furious Charge, Rage, Fearless
Redemption: Seraph seeks out enemy champions, hoping to find redemption in the eyes of his brethren. He must always issue or accept a challenge.
Luc Sedirae, Captain, 13th Company, XVI Legio Astartes 'Sons of Horus'
175 points
Type: Infantry (unique)
WS6 BS5 S4 T4 W3 I6 A3 Ld10 Sv3+
Wargear: power armour, bolt pistol, bolter, frag and krak grenades, iron halo, pair of lightning claws
Special Rules: Independent Character, ATSKNF
First to the fray: Sedirae is a glory hound, always first to recklessly charge into combat. He has the Rage, Furious Charge USRs, conferred to any squad he joins. He must always issue or accept challenges, also he and his squad must always attempt a charge if they are within legal charge range of an enemy squad.
CalasTyphon216 wrote:Luc Sedirae, Captain, 13th Company, XVI Legio Astartes 'Sons of Horus'
175 points
Type: Infantry (unique)
WS6 BS5 S4 T4 W3 I6 A3 Ld10 Sv3+
Wargear: power armour, bolt pistol, bolter, frag and krak grenades, iron halo, pair of lightning claws
Special Rules: Independent Character, ATSKNF
First to the fray: Sedirae is a glory hound, always first to recklessly charge into combat. He has the Rage, Furious Charge USRs, conferred to any squad he joins. He must always issue or accept challenges, also he and his squad must always attempt a charge if they are within legal charge range of an enemy squad.
Options:
Sedirae may purchase a jump pack for 30 points.
Just one thing. How does he use the bolt pistol and the bolter if he has a pair of lightning claws?
CalasTyphon216 wrote:Luc Sedirae, Captain, 13th Company, XVI Legio Astartes 'Sons of Horus'
175 points
Type: Infantry (unique)
WS6 BS5 S4 T4 W3 I6 A3 Ld10 Sv3+
Wargear: power armour, bolt pistol, bolter, frag and krak grenades, iron halo, pair of lightning claws
Special Rules: Independent Character, ATSKNF
First to the fray: Sedirae is a glory hound, always first to recklessly charge into combat. He has the Rage, Furious Charge USRs, conferred to any squad he joins. He must always issue or accept challenges, also he and his squad must always attempt a charge if they are within legal charge range of an enemy squad.
Options:
Sedirae may purchase a jump pack for 30 points.
Just one thing. How does he use the bolt pistol and the bolter if he has a pair of lightning claws?
Built in perhaps? Anyway, CSM Lords can do something similar so I wouldn't give him too much flak.
Master of the continent-spanning forges of the Iron Hands Legion, the creations of Lord Agamemnon contributed greatly to the Imperial forces during the Great Crusade, including the MkII Plasma Core, the Ultima guidance system and the CV179 Ramjet, which is still used in the Marauder Destroyer aircraft.
As the Traitor Leigions began to close in on the Sol System, Agamemnon toiled to devise new weapons against the renegade Astartes: a variant of the still-newly introduced Thunderfire Cannon which could scythe through ranks of Astartes Warriors. Despite his efforts, the Vulcan, as it came to be known, was destroyed by a renegade artillery strike before it's maiden test. Agamemnon was also caught in the attack, his body broken beyond it's physical limits.
Unwilling to let such a brilliant mind be left behind, the Iron Hands were able to recover Agamemnon's form. Too damaged for even the support systems of a Dreadnought, his body was placed in stasis until a viable form of life support could be created. It wasn't until the later years of M38 that Techlord Cristae was able to create a heavier form of the Dreadnought life-support systems, specifically for Agamemnon. Larger, better armed and equipped with scaled up Techmarine equipment allowing Agamemnon to continue his pioneering work despite the confines of his near-destroyed physical form. Despite this, Agamemnon still strives to complete what he considered to be his finest masterpiece, a fully functioning Vulcan Blaster.
Techlord Agamemnon - HQ Choice - 250 Points
Vehicle, Walker (Imagine a Dreadknight/Techmarine)
WS4 BS5 S6(10) AV:F13 S12 R10 I4 A2 Ld10
Weapons Left Arm incorporating a Thunderfire Cannon
DCCW Dreadnought Servo Harness
Vulcan Charge
Vulcan Charge: The Thunderfire Cannon used by Agamemnon has been heavily modified to incorporate the unstable Vulcan Charge. While powerful, the Charge requires plenty of time to dissipate excess radiation.
Agamemnon may choose to fire the Vulcan Charge instead of firing the normal Thunderfire Cannon, with the following profile:
Range: 12" S10 Ap1, Heavy 1, Beam, One Shot
In addition, the Thunderfire Cannon is also loaded with Agamemnon's experimental Blackstar Ammunition, which is not subject to the One-Shot rule.
Range: 24", S1 Ap6, Heavy 4, Haywire, Gets Hot
Dreadnought Servo Harness: A scaled up version of the equiment used by Techmarines, the harness incorporates two Servo Arms, a TL Plasma Gun and a TL Heavy Flamer. Agamemnon may choose to fire one Servo Weapon and the Thunderfire Cannon, or both Servo Weapons.
Special Rules Blessing of the Machine God
Tactical Adaptability
Blessing of the Machine God - Same as per C:SM, except that Agamemnon may choose to repair himself.
Tactical Adaptability - One Tactical Squad in an army led by Agamemnon (not any form of Allied Detachment) may be upgraded with Special Issue Ammunition for 20 Points.
Wargear: power armour, bolt pistol, frag and krak grenades
Venom: This is a master-crafted combi-melta. It uses Special Ammunition as detailed in C:SM.
Foebane: This is a large greatsword carried by Arkos. It is a melee weapon with the following profile: Strength User + 2 AP 3 Two Handed
Special Rules: Independent Character, Fearless, 5+ Invulnerable save.
Scion of Alpharius: Arkos must always be the army's Warlord. All Chaos Space Marine units in power armour gain Infiltrate, Stealth and Acute Senses. Only units in power armour may be selected in Arkos' detachment. Arkos does not roll on the Warlord chart, rather he gains the Night Attacker trait.
@CalasTyphon: These aren't mostly your own characters. I admire your tenacity, but judging by the first words of the thread:
Meridia wrote:Basically come up with you own characters, the story behind them and the rules for them on the battlefield. Feel free to contribute characters or to suggest changes if you disagree with anything.
Special rules: independant character, fearless, Blessing of the Dark Gods, demagogue, Summoner of chaos
Accursed Rozarius: Power Maul, counts as Chaos Icon.
Plasma Blaster 18" str 7 AP 2 assault 2
Blessing of the Dark Gods : The Dark gods have shown favor to Xil, and has blessed him with their protection, giving him a 4+ invulnerable.
Demagogue: Xil malisek speaks prayers throughout the battle and chants curses at the enemy. Emboldeing his troops and disheartening the opposition. Any freindly unit within 6" of Xil and Fearless. Any enemy unit within 6" must take a morale check at the end of each assault phase. as though they suffered 25% causalities
Summoner of Chaos: Xil is gifted with great power over the warp and can open portals to the material world with ease. Once per game Xil may summon a non-independent character, non-vehicle, Chaos Daemon unit from reserve without rolling for it's reserve, and it will not scatter. The unit must be placed within 6" of XIl. The new unit may assault the turn is enters.
Special rules: independant character, fearless, Blessing of the Dark Gods, demagogue, Summoner of chaos
Accursed Rozarius: Power Maul, counts as Chaos Icon.
Blessing of the Dark Gods : The Dark gods have shown favor to Xil, and has blessed him with their protection, giving him a 4+ invulnerable.
Demagogue: Xil malisek speaks prayers throughout the battle and chants curses at eh enemy. Emboldeing his troops and disheartening the opposition. Any freindly unit within 6" of XIl and Fearless. Any enemy unit within 6" must take a morale check at the beginning of each turn as though they suffered 25% causalities
Summoner of Chaos: Xil is gifted with great power over the warp and can open portals to the material world with ease. Once per game Xil may summon a non-independent character, non-vehicle, Chaos Daemon unit from reserve without rolling for it's reserve, and it will not scatter. The unit must be placed within 6" of XIl. The new unit may assault the turn is enters.
As has been stated before, being able to DS and charge is pretty powerful, especially when it doesn't scatter. AND that it can happen on a big squad of Bloodcrushers makes it scary, but not nearly as terrible as others we've seen.
Demagouge: Is it player turn or game turn? Maybe reword it to be at the end of the controlling player's shooting phase with a larger radius? Just an idea, but some clarification would be great.
What's a plasma blaster? Plasma Pistol? Combi-Plasma? And how many Attacks does he have?
Breakdown of cost:
Spoiler:
Chaos Lord = 90
TermiArmor +30
Plasma Blaster +5 (Dunno what the weapon is so subject to change!)
-1 WS -10
+1T +10-15
+1i +10
+1 InvSv +10
Demagouge +15-20
Summoner +20-30
So 180-200.
Matt.Kingsley wrote:Wedge Talon, Chapter Master of the Hunter Eagles, 270pts (is this enough?) WS 7 BS 5 S 4 T 4 W 3 I 4 A 3 Ld 10 Sv 2+
Unit Type: Jump Infantry (Character, Unique)
Special Rules: ATSKNF The Great Loss Commander of the Skies The High-Flying Eye Aerial Attack Independent Character Orbital Bombardment Aerial Tactics
The Great Loss: Wedge Talon has the Prefered Enemy: Chaos, Hatred: Chaos Space Marines and Crusader rules. His accompaning unit also gain benefit from the crusader rule while Wedge is alive/acompanying them. The High-Flying Eye: Wedge Talon may chose to use the skyfire rule when shooting Aerial Attack: Wedge Talon and his unit are able to assault the turn they deep strike as long as they do not run or shoot in the movement phase. Every model performing the manouver cause D6 Hammer of Wrath hits instead of the normal 1. Those model may also only make 1 normal attack and are auto-hit with an attack with a strength value equal to the toughness of one enemy model they are in base contact with (use the heighest value in the case of multiple enemy model is base contact). Aerial Tactics: Wedge Talon (and any jump unit he is attached to) only scatter D6" when deep striking. In addition, Wedge and his unit, instead of moving normally in the movement phase, may instead elect to go into ongoing reserves. When they return the MUST deep strike. Wedge Talon must always be your warlord if included as part of the primary attachement and automatically has the 'Coordinated Assault' command trait. Commander of the Skies: Assault Marines are troop choices and Vanguard Veterans are scoring units.
Wargear: Artificer Armour Auxillary Grenade Launcher Iron Halo The Eagle's Talons This is a twin pair of lightning claws with the following profile: range - str +1 ap 3 type shred ,melee, slice*, specialist weapon Note, Wedge Talon gets the +1 attack as they are a PAIR, *Slice, opponent must re-roll successful armour saves taken against this weapon
Options: May be accompainied by up to 3 Calthalian Hunter Eagles.....15pts per Calthalian Hunter Eagle Calthalian Hunter Eagles: Wedge Talon is normally accompanied by up to 3 of the finest Calthalian Hunter Eagles. He gains +1 I as long as 1 Hunter Eagle is alive. In addition, the Calthalian Hunter Eagles have their own stats, listed below:
Calthalian Hunter Eagle WS 4 BS 1 S 3 T 3 W 1 I 5 A 3 Ld 9 Sv -
Unit Type: Jump Beast
Special Rules: Quick Reflexs: Confers a 5+ invunerable save. Eagle's Eye: All attacks made by Calthalian Hunter Eagles are Precision Strikes Companion: Calthalian Hunter Eagles DO NOT interfer with the 'Independent Character' rule, e.g. an Independant Character can still join a unit if accompanied by a model with this rule.
Wargear: Sharp Talons: range - str user ap 6 type shred
Note: Calthalian Hunter Eagles DO NOT interfer with the 'Independent Character' rule Wedge Talon has, he may still join other units even when accompanied by them.
Deadshot wrote:I am taking a wild guess here, as I have always thought of the name Plasma Blaster and pictured a Stormbolter Plasma. Assault 2 Plasmagun.
You are correct, the plasma blaster is 18" S7 AP 2 assault 2. IRRC it was introduced by forgeworld. to replace stormbolters in their DDCCW
Wargear: artificer armour, plasma pistol, frag and krak grenades
Flaying blade: Cartach fashioned this blade after observing his Ninth Legion counterpart Amit the 'Flesh Tearer' in combat. It is a power sword with the Rending USR. In addition, Cartach causes Fear.
Special Rules: Independent Character, Fearless, 5+ invulnerable save
Firnir Stealth Squad: Cartach must be accompanied by a squad of 10 Chaos Space Marines. He must join this squad at the start of the game, and they may not purchase a dedicated transport, nor may any other character join this unit. This unit must include an Aspiring Champion with a power axe and melta bombs, 1 marine with a meltagun, 1 marine with a flamer, and 1 marine with a pair of lightning claws. This squad gains the Pinning, Infiltrate and Scout USRs.
4oursword wrote:Chapter Master Halestan of The Purgators- 180pts
WS-6 Bs-5 S-4 T-4 W-3 I-5 A-4 LD-10 SV-2+3++
Wargear: Terminator Armour, Storm Shield, Bane Of The Heirophant
Bane Of the Heirophant: Halestan killed a towering Bio-Titan with this massive chainblade, and its razor-sharp edges are just as keen against smaller foes. It uses the following profile:
S-X2, AP-2, Armourbane, Unwieldy
Special Rules: And They Shall Know No Fear, Independent Character, Opportunistic
Opportunistic: Halestan knows the weak points of his enemies and knows when to attack and when to defend. He has the Counter-Attack and Acute Senses special rules.
Price calculation
Captain 100
Termy Armour 40
Chainfist (essentially all it is) 30
Storm Shield 15
Special rule free (exchanged for Combat Tactics it seems).
All in all, 185.
That's exactly why I didn't bother commenting but I was hoping we'd be on the same page as for costing
Captain = 100
+1 Attack +10
Termi +40
Bane of the H +15 (CDX cost of a Chainfist)
Opportunist +10 (If he's with a squad of SM, which he is almost guarenteed to be, then loosing the CTactics doesn't matter and Counter Attack effects the whole squad)
Storm Shield +15 (5 points higher that CDX cost because you're replacing the Storm Bolter rather than Power Sword with it)
190
Nearly same result but I just wanted to point out my opinion on the price points. I don't think the destination is different, just a different route to get there!
sub-zero wrote:Magnus Carbohal is a direct decendant of Lord Macragge Marneus Calgar. From the time of his birth he was supervised and trained by Marneus himself. His rise through the ranks from initiate to capt. of the first company was watched by Lord Macragge with great interest and over whelming pride
Wargear:Mek's tools-Cybork body-Choppa-DAWAAAGH!! Supa Lazar!
Special Rules:Independent Character-Furious Charge-Mob Rule-WAAAGH!!!-Colosseum of Commorragh Trials
Special Tings:Colosseum of Commorragh Trials-provides FNP and Preferred Enemy(all or Dark Eldar your thoughts)-DA WAAAGH!! Supa Lazar!- A Range 48" S8 AP2 Heavy 2 Large Blast (During a WAAAGH!!! this gun can shot more than one time but after the first shot you must roll for Gets Hot! and every shot afterwards add 1 to the gets hot roll (example 2nd shot 2+ 3rd shot 3+ 4th shot 4+ 5th 5+ 6th shot 6+) but the model does not take a wound just stops fireing (he is used to it).
Backround:Cogsnag started off as a normal Big Mek then he took a arty shell to the body. afterwhitch a Painboy patched him up with cybork peices made from necron parts from the battle then he gets caught by the dark eldar who take him to the colosseum to fight. he fights for years then finally gets enough parts to make a gun a Lazar gun and blasts himself out of there. somehow he escapes Commorragh and find a ork tribe. who give him some propa mek tools a good Choppa and thats where he is now.
so what you guys think i will take any help you can to make him better.
That gun is absolutely ridiculous. You're telling me that on a WAAGGHH he can reasonably drop down 6 of those Large Blasts? More if you get really lucky? I'll be nice and stop at saying it's stupid. I'm all about the idea of having a Big mek with a nasty gun but that thing is pretty crazy...
I don't get why he would have preferred enemy: everything, if you must definitely keep it to DE.
felixander wrote:That gun is absolutely ridiculous. You're telling me that on a WAAGGHH he can reasonably drop down 6 of those Large Blasts? More if you get really lucky? I'll be nice and stop at saying it's stupid. I'm all about the idea of having a Big mek with a nasty gun but that thing is pretty crazy...
I don't get why he would have preferred enemy: everything, if you must definitely keep it to DE.
Wargear:Mek's tools-Cybork body-Choppa-DA WAAAGH!! Supa Lazar!
Special Rules:Independent Character-Furious Charge-Mob Rule-WAAAGH!!!-Colosseum of Commorragh Trials
Special Tings:Colosseum of Commorragh Trials-provides FNP and Preferred Enemy( Dark Eldar)-DA WAAAGH!! Supa Lazar!- A Range 42" S8 AP2 Heavy 1 Large Blast (During a WAAAGH!!! this gun can shot one more time but must take a Gets Hot! roll)
Backround:Cogsnag started off as a normal Big Mek then he took a arty shell to the body. afterwhitch a Painboy patched him up with cybork peices made from necron parts from the battle then he gets caught by the dark eldar who take him to the colosseum to fight. he fights for years then finally gets enough parts to make a gun a Lazar gun and blasts himself out of there. somehow he escapes Commorragh and find a ork tribe. who give him some propa mek tools a good Choppa and thats where he is now.
Wargear:Mek's tools-Cybork body-Choppa-DA WAAAGH!! Supa Lazar!
Special Rules:Independent Character-Furious Charge-Mob Rule-WAAAGH!!!-Colosseum of Commorragh Trials
Special Tings:Colosseum of Commorragh Trials-provides FNP and Preferred Enemy( Dark Eldar)-DA WAAAGH!! Supa Lazar!- A Range 42" S8 AP2 Heavy 1 Large Blast (During a WAAAGH!!! this gun can shot one more time but must take a Gets Hot! roll)
Backround:Cogsnag started off as a normal Big Mek then he took a arty shell to the body. afterwhitch a Painboy patched him up with cybork peices made from necron parts from the battle then he gets caught by the dark eldar who take him to the colosseum to fight. he fights for years then finally gets enough parts to make a gun a Lazar gun and blasts himself out of there. somehow he escapes Commorragh and find a ork tribe. who give him some propa mek tools a good Choppa and thats where he is now.
First yes Big Meks do page 97of the ork codex
second i designed him more to be a unique (forgot to put that in there) because i feel we need a Big Mek Hero.
Automatically Appended Next Post: Points: i say 175 what do you guys think?
name:Big Mek Cogsnag
Unit:1 (unique)
WS 4 BS 2 S4 T4 W3 I3 A3 Ld8 Sv 6+ 4++
Wargear:Mek's tools-Cybork body-Choppa-DA WAAAGH!! Supa Lazar!
Special Rules:Independent Character-Furious Charge-Mob Rule-WAAAGH!!!-Colosseum of Commorragh Trials
Special Tings:Colosseum of Commorragh Trials-provides FNP and Preferred Enemy( Dark Eldar)-DA WAAAGH!! Supa Lazar!- A Range 42" S8 AP2 Heavy 1 Large Blast (During a WAAAGH!!! this gun can shot one more time but must take a Gets Hot! roll)
Backround:Cogsnag started off as a normal Big Mek then he took a arty shell to the body. afterwhitch a Painboy patched him up with cybork peices made from necron parts from the battle then he gets caught by the dark eldar who take him to the colosseum to fight. he fights for years then finally gets enough parts to make a gun a Lazar gun and blasts himself out of there. somehow he escapes Commorragh and find a ork tribe. who give him some propa mek tools a good Choppa and thats where he is now.
bouseherb wrote:First yes Big Meks do page 97of the ork codex
second i designed him more to be a unique (forgot to put that in there) because i feel we need a Big Mek Hero.
Automatically Appended Next Post: Points: i say 175 what do you guys think?
name:Big Mek Cogsnag
Unit:1 (unique)
WS 4 BS 2 S4 T4 W3 I3 A3 Ld8 Sv 6+ 4++
Wargear:Mek's tools-Cybork body-Choppa-DA WAAAGH!! Supa Lazar!
Special Rules:Independent Character-Furious Charge-Mob Rule-WAAAGH!!!-Colosseum of Commorragh Trials
Special Tings:Colosseum of Commorragh Trials-provides FNP and Preferred Enemy( Dark Eldar)-DA WAAAGH!! Supa Lazar!- A Range 42" S8 AP2 Heavy 1 Large Blast (During a WAAAGH!!! this gun can shot one more time but must take a Gets Hot! roll)
Backround:Cogsnag started off as a normal Big Mek then he took a arty shell to the body. afterwhitch a Painboy patched him up with cybork peices made from necron parts from the battle then he gets caught by the dark eldar who take him to the colosseum to fight. he fights for years then finally gets enough parts to make a gun a Lazar gun and blasts himself out of there. somehow he escapes Commorragh and find a ork tribe. who give him some propa mek tools a good Choppa and thats where he is now.
I'm sorry I do like the concept but 175 for a S8 AP2 large blast? that you can shoot twice when you WAARGH? No way. No way in the seven hells. You're talking about something that will obliterate a 1000 point Paladin deathstar by itself. Something that will drop a 20 man plague marine block in 1 shot. Think at least 200.
Well, I mean honestly you're gonna have to be playing someone stupid to have them group up 20 plague marines into base 2 base contact when they know you have the gun haha
And frankly the guy can't WAAGGH on the first turn so you have at least one turn of shooting to land a single S8 shot on him to ID him. I don't think that the gun is over powered anymore. I think Calas is over reacting a bit.
Big Mek = 35 points
+1W +10
4++ Cybork Body +20
Feel No Pain +10
PE: DE +5 (cause we can't let you have it for free )
That puts you at 80 points. There's no way that gun is worth 95 points as you modified it. I'd leave his gear as is and say 150. Powerful gun for 70 points on a BS2 model? Sounds like a decent pricing to me.
felixander wrote:Well, I mean honestly you're gonna have to be playing someone stupid to have them group up 20 plague marines into base 2 base contact when they know you have the gun haha
And frankly the guy can't WAAGGH on the first turn so you have at least one turn of shooting to land a single S8 shot on him to ID him. I don't think that the gun is over powered anymore. I think Calas is over reacting a bit.
Big Mek = 35 points
+1W +10
4++ Cybork Body +20
Feel No Pain +10
PE: DE +5 (cause we can't let you have it for free )
That puts you at 80 points. There's no way that gun is worth 95 points as you modified it. I'd leave his gear as is and say 150. Powerful gun for 70 points on a BS2 model? Sounds like a decent pricing to me.
BS2 means nothing on a blast weapon
especially with no partials against vehicles
and the fact that the ork army lacks long range area effect high strength armor ignoring weapons...
Just some DIY chapter characters I've been working on. Tell me what you think. Points costs may not be too low/high for them, just an FYI!
Adamas, Supreme Commander of the Teraforce Chapter (190 Points) WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: The Fulgurite, Impervious Storm
Special Rules: IC, ATSKNF, Combat Tactics, Rites of Battle
[The Fulgurite] A Master-Crafted AP2 Relic Blade with the Instant Death special rule.
[Impervious Storm] Terminator Armour with a 2+ Armour save and a 3+ Invulnerable save.
[Rites of Battle] When Adamas is in play all Teraforce units can use his Leadership value for Morale and Pinning tests.
Master Chaplain Velen (180 points) WS5 BS5 S4 T4 W2 I4 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Cruciform Flame, Hadean Bolter, Terminator Armour, Iron Halo
Special Rules: IC, Combat Tactics, Honour of the Chapter, Liturgies of Fury
[Cruciform Flame] A Master-Crafted Power Sword with the Soul Blaze special rule.
[Hadean Bolter] A Storm Bolter with the Fleshbane special rule.
[Liturgies of Fury] Velen, and any unit he is with, may re-roll both failed to-hit and to-wound rolls during close-combat.
Chief Librarian Maraad (185 points) WS5 BS4 S4 T4 W2 I4 A2 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Dawnlight, Force Shield, Terminator Armour, Psychic Hood
Special Rules: IC, ATSKNF, Combat Tactics, Psyker Mastery 3, Adamantium Will, Defensive Arts
[Dawnlight] A Master-Crafted Maul with the Force special rule.
[Force Shield] A specialised Storm Shield. If an Invulnerable save is failed, Maraad may re-roll the attempt. This counts as using one psychic power. Only one failed Invulnerable save per turn can attempt a re-roll.
[Defensive Arts] In lieu of rolling for random psychic powers, Maraad may automatically know the following powers; Endurance, Fire Shield, Telekine Dome, and Invisibility. If this action is chosen, he cannot choose anymore psychic powers.
Forgemaster Daelo (200 points) WS4 BS5 S4 T5 W2 I4 A2 LD10 SV2+
Unit Type: Bike (Character)
Wargear: Archaeos, Master-Crafted Power Axe, Servo-Arm, Artificer Armour, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Combat Tactics, Blessing of the Omnissiah, Bolster Defences, Lord of the Armoury, Mechanum Technopathus
[Archaeos] Daelo's personal Astartes Bike. It comes equipped with a Conversion Beamer and twin-linked Boltguns.
[Mechanum Technopathus] Just like the rule of the Necron character Anrakyr the Traveller, but slightly weaker. Where Anrakyr rolls on 3+, Daelo rolls on 5+. He may then control the vehicle and make it fire on a desired target (destroyed weapons cannot fire but crew shaken/stunned results are ignored).
Scout Veteran Deremiis (185 points) WS4 BS5 S4 T4 W2 I4 A2 LD10 SV4+
Unit Type: Infantry
Wargear: Rail Sniper, Camo Armour, Bolt Pistol, Frag and Krak Grenades
Special Rules: ATSKNF, Combat Tactics, Lone Soldier, Scout, Infiltrate, Move Through Cover
[Rail Sniper] 36" S5 AP3 Heavy 1 Rending Pinning [Camo Armour] Carapace Armour with an attached Camo Cloak.
[Lone Soldier] Deremiis can never join or be joined by other friendly units.
Xayaan, Captain of the 4th Company (180 points) WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Unit Type: Jump Infantry (Character)
Wargear: Pair of Master-Crafted Lightning Claws, Artificer Armour, Iron Halo, Jump Pack, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Combat Tactics, Sky Hunter
[Sky Hunter] Xayaan, and any unit he is with that is equipped with Jump Packs, benefit from the Fleet and Crusader special rules.
Acteon, Captain of the 3rd Company (195 points) WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Volcano Fist, Assault Cannon, Terminator Armour, Iron Halo
Special Rules: IC, ATSKNF, Combat Tactics, Ruination
[Volcano Fist] A Master-Crafted Power Fist that strikes at S10 AP1 and has the Armourbane special rule.
[Ruination] Acteon benefits from the Tank Hunter special rule when in close-combat with enemy armour.
CalasTyphon216 wrote:
I'm sorry I do like the concept but 175 for a S8 AP2 large blast? that you can shoot twice when you WAARGH? No way. No way in the seven hells. You're talking about something that will obliterate a 1000 point Paladin deathstar by itself. Something that will drop a 20 man plague marine block in 1 shot. Think at least 200.
Necron DDA is a 72" S9 AP1 Pie for 175. That has to stay still to fire as well, as if the mek moved it would have to be snap fired, which templates/ordnance cant do. Granted, he can fire twice, but as mentioned, a single S8 is bye-bye Mek.
RegalPhantom wrote:Honestly, I think the best solution for his scythe would be to make it in line with what Tesla does for Necron shooting. I also agree with dropping Fleshbane
Deathbringer
S +1, AP2, Range -, Unwieldly, Master Crafted, Reaper*
Reaper*: When rolling to hit with this weapon, any rolls of a 6 cause 2 hits instead of one. This additional hit may be allocated to any model that could be wounded by this weapon.
Uh, so we all say it's over powered and then you want to give him an extra hit on a 6 and make them automatic hits? Tesla has that because it's an AP- shooting attack and it's only powerful because it gets extra hits. Adding an extra HIT on a power axe is even more powerful than it was originally and then you make it TWO extra hits. Add him to the list of characters I wouldn't even consider playing. He was better off as he was before without fleshbane
wow i miss quoted his statement .How would you have it then? i wanna make it fair as possible, he is still after all under review and by no means done. by before do you mean picking up the extra attack on a 6? Or just a normal power axe with just his base attacks. Are you reading it as i pick up 2 hits on a 6 for 3 total. I was referring to as since its a precision strike that it counts as just the initial hit and 1 for it being a precision strike. please clarify i want to make him ok so that maybe 7/10 people i ask would give it a go for playing him.
thats what i thought. but i open to more suggestions. maybe just a flat out D3 attacks. but i wanted something to make it special. maybe the D3 and a +/-3 for anything psychic done against him. idk still tossing around ideas
bouseherb wrote:First yes Big Meks do page 97of the ork codex
second i designed him more to be a unique (forgot to put that in there) because i feel we need a Big Mek Hero.
Automatically Appended Next Post: Points: i say 175 what do you guys think?
name:Big Mek Cogsnag
Unit:1 (unique)
WS 4 BS 2 S4 T4 W3 I3 A3 Ld8 Sv 6+ 4++
Wargear:Mek's tools-Cybork body-Choppa-DA WAAAGH!! Supa Lazar!
Special Rules:Independent Character-Furious Charge-Mob Rule-WAAAGH!!!-Colosseum of Commorragh Trials
Special Tings:Colosseum of Commorragh Trials-provides FNP and Preferred Enemy( Dark Eldar)-DA WAAAGH!! Supa Lazar!- A Range 42" S8 AP2 Heavy 1 Large Blast (During a WAAAGH!!! this gun can shot one more time but must take a Gets Hot! roll)
Backround:Cogsnag started off as a normal Big Mek then he took a arty shell to the body. afterwhitch a Painboy patched him up with cybork peices made from necron parts from the battle then he gets caught by the dark eldar who take him to the colosseum to fight. he fights for years then finally gets enough parts to make a gun a Lazar gun and blasts himself out of there. somehow he escapes Commorragh and find a ork tribe. who give him some propa mek tools a good Choppa and thats where he is now.
Make the gun Small Blast, that should fix most issues people have with it.
CalasTyphon216 wrote:
BS2 means nothing on a blast weapon
especially with no partials against vehicles
and the fact that the ork army lacks long range area effect high strength armor ignoring weapons...
Are you kidding? I'll gladly have it scatter 2 less inches if it was held by a SM.
OK well there's a LOT of blast weapons out there so you better start complaining about a lot of things!
So he's trying to balance out one of his army's weaknesses and that's a bad thing? I feel like that's a major selling point on having a Unique character. Sorry he isn't just another big nob with power klaw!
When it comes down to it, bouseherb, it matters more about what your opponent will say and I believe that he'll say yes. Especially if he's at 150 points and you tell him the gun alone cost 70.
Also, it's not like AP2 Large Blasts are unheard of for Ork Meks. The Shokk Attakk Gunn is one of the basic pieces of kit, and can do even more damage than this one.
I don't have the newest Marine Codex (haven't played them since 4th) so I can't say anything about costs, but I can give some general comments.
Adamas: Seems fine, if unexciting. I'd just give him a storm shield, which is effectively what he has, and maybe make his armour do something else. Velen: His wargear is more interesting than Adamas, but other than that he is fine if a bit boring. I'd try to spice him up a bit too. Maraad: Seems undercosted considering he's a psyker with a mastercrafted weapon and 2+/3++ and psyker mastery 3. I'd change the Force Shield to say "If Maraad would fail an invulnerable save, you may take a psychic power test using his unmodified leadership. If passed, you automatically pass the save instead. However, this counts as Maraad using 1 psychic power during your next turn, and you can not use this effect more than 3 times during a single turn. Daelo: Seems fine Deremiis: His weapon seems underwhelming, and I'd rather see him so that he can only be in a squad of scout snipers (making him a sniper team leader and a bit more difficult to take out) Xayaan: Again, seems fine, but possibly undercosted. Aceton: Probably your most interesting character. It seems good, but again, perhaps slightly overcosted.
Trajan is a rare soul amongst the Astartes: He is a null-Alpha level Pariah. In any other Chapter this might have been an impediment to his career, but in the daemon fighting Exorcists, he was highly regarded. His rise was meteoric, in turn being senior Sergeant of the 3rd Company, Captain of the 3rd, and eventually Captain of the esteemed 1st Company. Trajan fought in major Chapter engagements at the head of his company, winning many honours. He was eventually slain after facing down Doombreed at the Skirmish on Perditus, though in death he bought enough time for his company to bring up heavy weapons and banish Khorne's favoured daemon prince.
230 points
Type: Infantry (unique)
WS6 BS5 S4 T4 W4 I5 A4 Ld10 Sv2+
Wargear: Terminator armour, iron halo, Incinerator (see Codex: Grey Knights)
Justicio Imperator: This is a massive broadsword, dating back to the Age of Strife. It is a melee weapon with the following profile: Strength: User x 2 AP: 1 Unwieldy, Two Handed, Armorbane.
Pariah: No psychic powers may be cast within 6 inches of Trajan. Trajan and any squad he has joined pass their Deny the Witch roll on a 3+. No psykers may be selected in the same army list as Trajan.
I don't have the newest Marine Codex (haven't played them since 4th) so I can't say anything about costs, but I can give some general comments.
Adamas: Seems fine, if unexciting. I'd just give him a storm shield, which is effectively what he has, and maybe make his armour do something else.
Velen: His wargear is more interesting than Adamas, but other than that he is fine if a bit boring. I'd try to spice him up a bit too.
Maraad: Seems undercosted considering he's a psyker with a mastercrafted weapon and 2+/3++ and psyker mastery 3. I'd change the Force Shield to say "If Maraad would fail an invulnerable save, you may take a psychic power test using his unmodified leadership. If passed, you automatically pass the save instead. However, this counts as Maraad using 1 psychic power during your next turn, and you can not use this effect more than 3 times during a single turn.
Daelo: Seems fine
Deremiis: His weapon seems underwhelming, and I'd rather see him so that he can only be in a squad of scout snipers (making him a sniper team leader and a bit more difficult to take out)
Xayaan: Again, seems fine, but possibly undercosted.
Aceton: Probably your most interesting character. It seems good, but again, perhaps slightly overcosted.
Adamas: Would putting in "inflicts Instant Death on to-wound rolls of 6" make him better? Also what if his armour let off an electrical charge, similar to the ability Brayarth Ashmantle has? It'd be something like "all enemy models in base-contact with Adamas suffer an automatic S4 AP- hit". The original idea of his armour had a SS power generator installed inside the armour, thus freeing up one hand for whatever else was required.
Velen: Teraforce chaplains are more akin to their pre-Heresy counterparts (orators of Imperial Truth rather than religious preachers), hence why Velen does not have a Crozius Arcanum or Rosarius. What else could make him interesting?
Maraad: I was never good at points costs estimation. Good point about the potential abuse factor too. Limiting it would probably balance him.
Deremiis: The Rail Sniper is meant to be the "Imperial answer to a Tau Rail Rifle". Could bump it up to S6 like the RR, or exclusively give it Hellfire Ammo (2+ Poison) so that it fits the idea I have of Deremiis being anti-infantry.
Xayaan: Inspired by fluff I've read about Corax, Khan, and their respective legions (in that Xayaan is meant to embody lightning-fast "alpha-strike" assault tactics).
Acteon: Inspired by what I read about Iron Warriors' Primarch Perturabo being anti-armour/siege warfare-ish. He'd be at the frontlines blasting holes through enemy armour.
felixander wrote:That's exactly why I didn't bother commenting but I was hoping we'd be on the same page as for costing
Captain = 100
+1 Attack +10
Termi +40
Bane of the H +15 (CDX cost of a Chainfist)
Opportunist +10 (If he's with a squad of SM, which he is almost guarenteed to be, then loosing the CTactics doesn't matter and Counter Attack effects the whole squad)
Storm Shield +15 (5 points higher that CDX cost because you're replacing the Storm Bolter rather than Power Sword with it)
190
Nearly same result but I just wanted to point out my opinion on the price points. I don't think the destination is different, just a different route to get there!
He was an experiment in Dakka's Intelligence, to be honest. He's a Wolf Lord with TDA, Chainfist and Storm Shield and nothing more.
All of the following models must be taken together as First Claw. This is considered 1 unit. All models in this unit are considered characters for the purposes of Look out sir, precision shots, etc.
Talos Valcoran
55 points
Type: Infantry (unique)
WS4 BS4 S4 T4 W2 I4 A2 Ld10 Sv3+
Wargear: Power armour, frag and krak grenades
Aurum, Blade of the Angels: This is a master-crafted power sword that gives +1 Strength.
Malcharion's Bolter: This is a twin-linked bolter. All failed to wound rolls made by this weapon may be re-rolled.
Special Rules: Fearless, 5+ invulnerable save, Hatred: Space Marines
Prophet: An army including Talos may re-roll 1 dice roll per owner's player turn.
Xarl
60 points
Type: Infantry (unique)
WS5 BS4 S4 T4 W2 I5 A2 Ld9 Sv3+
Wargear: power armour, frag and krak grenades, bolter, bolt pistol
Executioner: This is a heavy chainsword with the Rending USR.
Special Rules: Fearless, 5+ invulnerable save, Hatred: Space Marines
Blade master: Xarl can re-roll all failed to hit rolls in close combat.
Uzas
50 points
Type: Infantry (unique)
WS5 BS3 S5 T4 W2 I4 A2 Ld7 Sv3+
Wargear: power armour, master-crafted bolter, bolt pistol
Chainaxe: This is a close combat weapon that is AP4.
Special Rules: Fearless, 5+ invulnerable save, Hatred: Space Marines, Rage, Causes Fear
Reckless: Uzas must pass a LD test on his own Ld every turn at the start of the charge sub phase. If he fails, he drags the rest of First Claw with him, and they must all attempt to charge the nearest enemy unit. Ignore this rule if there are no enemy units within legal charge range.
Mercutian
50 points
Type: Infantry (unique)
WS4 BS4 S4 T4 W2 I4 A2 Ld9 Sv3+
Wargear: power armor, bolt pistol, close combat weapon, heavy bolter, frag and krak grenades
Special Rules: Fearless, 5+ invulnerable save, Hatred: Space Marines
Suppressing Fire: If Mercutian did not move in the previous turn, his Overwatch fire is at full BS.
Variel
55 points
Type: Infantry (unique)
WS4 BS4 S4 T4 W2 I4 A2 Ld9 Sv3+
Wargear: power armor, bolt pistol, close combat weapon, frag and krak grenades
Narthecium: Grants Feel No Pain to himself and his unit.
Special Rules: Fearless, 5+ invulnerable save, Hatred: Space Marines
Cyrion
55 points
Type: Infantry (unique)
WS4 BS4 S4 T4 W2 I4 A2 Ld9 Sv3+
Wargear: power armor, bolter, bolt pistol, close combat weapon, frag and krak grenades
Special Rules: Fearless, 5+ invulnerable save
Living off fear: Whenever an enemy unit charged by First Claw fails a Fear test, Cyrion gains +1 attack until the start of the next turn.
gragstak is a deathskull loota who during battle with blood angels took down a storm raven gunship.since that day he has been obsessed with destroying flyers and he has da rite tools ta do it! his weapon is a scavenged auto cannon combined with a assualt cannon and it is truly awesome at taking out flyers.
Ws:4 bs:3 s:4 t:4 w:3 I:4 A:3 ld:8
Sv:4+
Wargear: eavy armor, choppa, supa gitfinda, da big deffgun
supa gitfinda : grants the ork the skyfire usr
da big deffgun: this weapon is heavly upgunned to become more powerfull but due to the assualt cannon being slightly damaged it has a reduced rate of fire.
Str: 8 ap: 3 heavy 3
special rules: furious charge, sharpshoota, boss of da lootas.
Sharpshoota: any rolls of six to hit automatically penetrate. This represents gragstak hitting a weakpoint in the vehicles armor.
Boss of da lootas : if gragstak is leading a unit of lootas they are fearless
I would change sharpshoota to give Interceptor. Otherwise if your opponent doesn't have a Flyer ( Ie, both Chaos, Eldar, Tau, Nids, Black Templar, Dark Angels, Space Wolves) then he becomes your worst shot with a powerful weapon to boot. And besides, 6 to pen isn't really that powerful, as it only affects AV 14 in this case.
Automatically Appended Next Post: Also need a range for his gun.
I'd say lower Gragstrakk's BS, Init and Wounds to 2. No real reason for him to have more- that way, he's basically on a Nob/Big Mek statline. He doesn't need the Initiative or Wounds, because he shouldn't be in CC that often, and he doesn't need the BS because of the Sharpshooter rule (which, by the way, is way cool).
Old even among the Eldar, he left his brethren in disgust long before the Fall in order to sustain what he felt was the duty of the Eldar, to extinguish the Necron menace from the galaxy. Long has he hunted these soulless creatures, destroying several slumbering tomb worlds and successfully delaying the awakening many others. Even now as the Necron menace awakens, Elrich scours the galaxy for tomb worlds, crippling as many tomb worlds as he can before the Eldar race faces their inevitable reckoning.
(Not sure what to put for point cost)
WS6 BS5 S3 T3 W3 A4 I7 Ld10 Sv5+
Special Rules:
Independent Character
Dodge: With heightened reflexes and milenia of experience, Elrich is capable of predicting his opponents next move and dodging them. He benefits from a 4+ invulnerable save.
Fleet
Ancient Rivalry: Elrich has long battled against and studied the Necrons thus understands this opponent very well. Elrich and all pathfinders in an army containing Elrich benefit from Preferred Enemy: Necrons.
Stealth
Ancient Hunter: Elrich knows when it's time to strike for the kill and when it's time to let his prey, persay, bleed out. At the end or start of the assault sub phase, Elrich may move 2D6" away from combat (if he is in any) on a roll of 3+.
Wargear:
Lance of Kurnous: An ancient rifle that legend says the Eldar God Vaul crafted for Kurnous (Eldar God of the Hunt), It is as beautiful a craftsmanship as it is deadly and its deadliness is only multiplied in the hands of Elrich. The Lance of Kurnous has the following profile:
Range: 36" S:X AP:3 Type: Assault 2, Sniper (wounds on a 4+)
Blades of Kurnous: An ancient pair of long hunting knives rumored to have belonged to Kurnous, Elrich uses them with dazzling efficiency when he is forced into close combat. These blades have the following profile:
S:X(Poisoned 4+) AP:- Rending (6+) These blades do not grant Elrich an additional attack upon what his profile dictates.
Special Rules:
-Independent Character
-Ever Living
-Phaeron
-Reanimation Protocols
-Night Vision
-Shroud Emitter-Barak is able to emit a shroud of darkenss like on Dowyn Kelar.Useable only at beginning of his Movement Phase.This gives him and
any unit he is attached to a 4+ or 5+ cover save (haven't worked out if 4+ cover saves is too much) till his next Movement Phase then not useable till the following movement phase.Useable in a vehicle.
Barak may take a Catacomb Command Barge as a Dedicated Transport.
I didn't put his background becasue it goes together with my own Dynasty's History and I didn't want to have a really long post on here.
Special Rules:
-Independent Character
-Ever Living
-Phaeron
-Reanimation Protocols
-Night Vision
-Shroud Emitter-Barak is able to emit a shroud of darkenss like on Dowyn Kelar.Useable only at beginning of his Movement Phase.This gives him and
any unit he is attached to a 4+ or 5+ cover save (haven't worked out if 4+ cover saves is too much) till his next Movement Phase then not useable till the following movement phase.Useable in a vehicle.
Barak may take a Catacomb Command Barge as a Dedicated Transport.
Special Rules:
-Independent Character
-Ever Living
-Phaeron
-Reanimation Protocols
-Night Vision
-Shroud Emitter-Barak is able to emit a shroud of darkenss like on Dowyn Kelar.Useable only at beginning of his Movement Phase.This gives him and
any unit he is attached to a 4+ or 5+ cover save (haven't worked out if 4+ cover saves is too much) till his next Movement Phase then not useable till the following movement phase.Useable in a vehicle.
Barak may take a Catacomb Command Barge as a Dedicated Transport.
I made some changes to my Teraforce Chapter characters on page 44. Hopefully they will bring balance or make them better.
- Adamas: Fulgurite now has the Instant Death special rule.
- Maraad: His "Force Shield" ability (re-rolling a failed Invulnerable save) can only be attempted once per turn.
- Xayaan: Swapped out Furious Charge for Crusader (both the latter and Fleet look like they would work well together).
- Daelo: Changed the name of his Anrakyr-like ability from "One with the Machine Spirit" to "Mechanum Technopathus".
I have only supplied a single ACTUAL character that I planned on using to this thread and wanted to put in more and was thinking "What can I make that we haven't seen yet..."
Duurg is an especially friendly Ogryn who has seen more years of service than many would believe. He has died and been rebuilt multiple times but maintains his almost childish friendliness off of the battlefield. He likes long walks on the beach, poetry, kittens, pulverizing anything near him in a fit of rage, and Frank Sinatra.
Wargear:
Duurg's "Sharpshooter": Duurg has long prided himself on being the best shot of anyone he meets (as no one will disagree) and carries a specially modified Ripper Gun to meet his "superior accuracy" as well as being outfitted with a powered bayonet:
Range: 12" S: 4 AP: - Assault 2, Blast
and the following melee profile
Range: Melee S: +1 AP: 4 Two-Handed
Extensive Cybernetics: Duurg has died more times than he can count and been pieced back together (Granted, he can only count to 3). The extensive cybernetics and bionics networked together to hold him together have been set to induce a serious burst of furiosity as well as regenerate wounds for the aging Ogryn. These grant Duurg Feel No Pain and It Will Not Die as well as +1i and +2A on the charge instead of the standard +1 A for charging.
Improved Flakk Armor: Supplying him with a 4+ armor save. (I didn't want to give him Carapace armor because I just felt like that wasn't fitting)
Frag Grenades
Special Rules:
Unique, Character, Stubborn, Extremely Bulky (or whatever it's called that takes up 3 slots)
A Leader In the Herd: While Duurg is not a Bone 'ead he has the tendency to become especially over zealous and lead his squad where he feels it should. Duurg's Squad MUST be joined by a Commissar (for an additional 35 points) whom may receive any wargear options available to Lord Commissars on page 92 of the Imperial Guard Codex. If at the beginning of your movement phase there is not a Commissar of either rank then the squad must take a Leadership check immediately, even if embarked in a transport. If this is passed then the squad continues normally. If it fails this leadership test then Duurg convinces the squad that all must be abandoned as they charge the enemy head long; the squad immediately moves directly for the closest enemy (if inside of transport they disembark and then move per normal) and MUST attempt to assault them even if they are far out of range of their charge distance (His squad may assault out of the vehicle in this case only). If the enemy is outside of 18" they may not fire Overwatch (if they are within that distance the enemy hear the Ogryn coming long before they see them)
I have NO idea why Ogryn are BS3 in the Codex and I reflected this on the character simply for fluffiness. He's got some really good buffs from the cybernetics and age but also can be detrimental as seen by having i1 and a lack of furious charge (though he does get that back on the charge). At first glance he seems undercosted but when you consider he doesn't have much in the way of weaponry he just is a firepower soak. Sorry if it's overly wordy!
HappyMathTime for his cost
Spoiler:
Ogryn = 40 points
+1T +15
+1W +15
-1i -10
+"Sharpshooter" +20 (Figured +10 for shooting and +10 for what's basically a crappy power maul)
+Cybernetics +35 (FnP +15, It Will Not Die! +10 *will probably remove this ability*, and charge bonuses +10)
+4+ Save +10
+Leader ~ -10 (not sure how to price this completely but it can be really negative as it will VERY likely open you to overwatch!)
-Furious Charge -5
+"Cool Tax" +10
Feel free to critique the math as I'm not completely sold on it.
Agnaar Wolfheart Daemon Prince of Nurgle HS 235 (CD) Unique
WS-7 BS-5 S-5 T-6 W-4 I-5 A-4 LD-10 Sv- 2+4++
Mark of nurgle
Terminator armor
Cloud of Flies
Noxious touch
Breath of Chaos
Father of Plaguewolves- one units of beasts of nurgle may be taken as troops.
Angaar was once a Space Wolf charged with the care of a pack of Fenrisian wolves. After the death of his packs den mother to a plague following an encounter with nurgle deamons, Angaar attempted to immunize his pack to all known plagues poisons and venom. He proposed the idea to his wolf lord who gave him leave to complete the work.
The process took decades but he was eventually successful. The wolves themselves however suffered grave side effects. They no longer grew hair on their skin, instead secreting a vile ooze that infected many of the plagues and poisons that the pack was now immune to.
After reporting his success, Angaar and his pack were sent to scout a ork encampment, but when returning to their own lines the Space Wolves open fire on the freakish looking pack. Angaar, enraged, returned fire. Cursing his brethren for slaughtering his pack. His curses rang across the warp. Father Nurgle, who had been influencing Angaar since the death of the pack mother, Answered. Gifting Angaar and his pack with his blessing.
I have a much more detailed story for this guy, this is just the highlight points. Never actually used him like this, in games he is just a nurgle DP but this thread got me thinking it would make a cool SC. Also he may have to count as a HQ for being unique and having the Father of Plaguewolves ability, but CD dp are HS.
Zogwitz Hammasplatta Now known as Prawfut Bludskin, Prawfut of the Red Waaagh!
HQ 210 pts
Not really sure about this point cost. His stat line is the same as a warboss except +1S. His wargear is equivalent to a 110pt Warboss except he has a 3+ armor instead of 4+. (cybork 5++ = Daemonic 5++) I just added 100pts due to the better armor and strength and his Prawfut of the Red Waaagh! and Not dem gitz! Da u'ver uns! abilities. I honestly have no idea what point value to associate with the two special abilities lol.
WS - 6 BS - 2 S - 5 T - 5 W - 3 I - 4 A - 4 LD - 9 Sv - 3+ 5++
Boss Pole
Power Klaw
shoota/rokkit kombi weapon
Furious charge
mob rule
Waaagh!
Warp Forged Eavy Armor : Created in the Forge of Souls this armor gifts the bearer with a 3+ armor save as well as a 5+ daemonic invulnerable save
Prawfut of the Red Waaagh! : As long as Prawfut Bludskin is on the table, All allied Daemons have the Waaagh! Special rule.
Not dem gitz! Da u'ver uns! : Chaos Daemons are considered battle brothers. Chaos Space Marines are Come the Apocalypse
*note may not take a greater daemon from any god except Khorn.
Zogwitz was never the brightest ork, but smartz was for the mekk boyz, he was good at killin. As a Nob for Great Boss Tuska, Zogwitz was with Tuska when he made his journey into the eye of terror. Zogwitz was with Tuska all the way to the end, The last Nob to fall before finally Tuska was defeated. Zogwitz lay bleeding and broken onto the planet made of blood and flesh, unable to move but not quite dead, when Tuska died. He lay there conscious as dawn broke over the battlefield, and witnessed the fallen bodies of the orks reassemble then start moving.
His body too was healing. Boss Tuska was alive and grinning, eager to get the battle for this newest planet underway. Zogwitz tried explaining that they had already battled, that they had all died, that only the powers of the ork gods could have brought them back. Nobody believed him. The battle repeated again, and again, and again. Finally, frustrated that he was the only ork to see what was really happening, Zogwitz decided to break off from the battle and get some answers. He trecked across the barren flesh planet for days when finally he was confronted by an towering daemon.
"why do you run puny ork"
"im not runnin ya ugly git, an i cant die. Da ork gods wont let us die 'ere"
"Fool! this is the realm of Khorn! God of slaughter! Lord of Battles! The Blood God!"
"HA! u'z dunno wot yer talkin' bout, da orks are da lords of battle. we wuz made fer killin 'n slotter."
With a cry of "Blood for the Blood God!" the enormous daemon charged. Zogwitz met the daemon head on and fought with all the skill, tricks, and dirty cheats he knew. and in the end was victorious. Standing over the broken daemon Zogwitz reached down with his power claw and decapitated it while grinning and saying "Yes, Blud fur da Blud Gawd"
The world reeled, something struck Zogwitz, he was knocked flat on his back. An intense pain entered his head, along with an overpowering voice.
"YOU ARE WEAK! I AM THIS WORLD! I AM WHAT TEARS YOU ASUNDER! I AM WHAT MAKES YOU WHOLE!"
Zogwitz became overjoyed... Da ork gods were talking to him!
"I AM KHORN, GOD OF BLOOD, GOD OF DESTRUCTION"
Zogwitz understood now! Da ork gods was pretendin to be this Khorn fellow! smiling to himself at the brilliance that only an ork god could pull off such a ploy he said.
"Great god Khorn, I kill in yer name. I know youz is my god cuz i cant die 'ere. I killed dis big ugly git ova 'ere an dat makes me da boss of dem u'ver gitz, so send me back wit sum o dem u'ver gitz so I can kill da gitz dat can die."
Crystal, Warrior of Slaanesh...Replaces the Company Commander in a Commpany Command Squad...90pts (?)
WS 4
BS 5
S 3
T 3
W 3
I 6
A 5
Ld 10
Sv 5+
Infantry (Unique)
Special Rules:
Fearless
Favoured of Slaanesh:
Crystal, through her acts of worship and stunning beauty has been gifted with near-immortality by Slaanesh. She has a 5+ Invunerable Save and the Eternal Warrior special rule
Leader of the Traitor Guard:
If included as part of your primary attachment, Crystal is always your Warlord.
Orders:
Crystal may issue up to 3 orders a turn and has access to the 'First Rank, fire! Second Rank, Fire!', 'Incoming!', 'Move! Move! Move!' and 'Get Back in the Fight!' orders as well as 2 special orders listed below
Speed of Slaanesh: All models in the unit have the fleet special rule, and gain +2I until the start of your next shooting phase. For the Dark Prince!: All models in the unit gain the Zealot rule until the start of your next shooting phase.
Wargear:
Laspistol
Frag Grenades
Krak Grenades
Flak Armour
Whip of the Dark Prince:
Range -
Str User
AP 5
Type Rending, Whip*
*Whip: One model in base contact has his/her/its A and I stats reduced by 1
Archon Nezra Yllitihian, A succesor the Kabal of the White Flames:
One of the main challengers for the command of one the most influential Kabals in all of Commoragh. Known for being a merciless commander, Nezra has always been destined for greatness and gained great fame for his encounters with the Space Wolves.On the planet Istar IV he encountered Space wolves deployed to bring complience to the world. Luring them into a trap, Nezra and his allies trapped the Wolves and butchered them without pause. When the Wolves, recieved word of the encounter, a large strike force was headed towards the last known location. Still pulsing with adrenaline Nezra decided to meet the force head on. As the wolves charged unto the awaiting Dark Eldar forces, Nezra's trap took fruit, He activated a series of web-way portals in front of the charging wolves, transporting them into wych-cult arenas in Commoragh and where the blood claws stood, Wyches and Reavers came screaming out. The Space Wolf Lord Enthir stood in horror as he watched hundreds of blood claws dissappear. in the void and the rest of his army overrun in a blink of an eye. In a blind rage the Space WolfLord charged into Nezra, and upon reaching his foe, the last of the webways opened engulfing the two. The two appeared in Nezra's personal Wych Cult Arena surrounded by thousands of invigorated Dark Eldar freshly renewed by the slaughter that had happened moments before. There the two warriors battled for all Commoragh to see. Nezra stood ready to accept the fury that was a WolfLord, and when the Wolflord struck out his blows only struck air. Nezra was far too quick and agile for the Wolf Lord and merely danced around him. The crowd erupted in cheer and laughter to see the so-called Lord fumble around like a calf-ling. Nezra unhooked his weapon, The Fel-Glaive, an ornate weapon crafted by himself, part-sword, part-spear, Nezra was able to wield this weapon with a deadly grace. Supposedly, he practices how many bodies he can cleave in a single swing using traitors. It stands at 6. Like wise, with a thrust of his spear, the internal power systems allow the barbed spear tip to puncture even the hardest of substances and upon exiting rips apart everything it touched. Encircling the Wolf lord, he begins his Dance of Death, a series of a multitude of slashes, thrusts, feints and parrys as he chips away at the guard of the wolf lord. After minutes of probing and testing the guard, the Lord slips and Nezra makes his move. A lightning fast thrust into the square of the Wolf Lord's chest and begins to slowly and torturously sliding the blade up, as his Fel-Glaive slices the Wolf lord in half. Nezra has become known for his use of the web-way portal and his lightning fast attack. He himself has never yet been bested in combat and one day hopes to challenge Vect for control of commaragh.
Nezra Yllithian-200pts
WSBS S T W I A LdSv 8 8 3 3 4 8 5* 10 4+
Special Rules: Fleet, Night Vision, Power from Pain, Dodge* Eternal Warrior, Undefeated"
Dodge: To represent how agile Nezra is, He has a 3+ invulnerable save which is increased to a 2+ in Close Combat.
Undefeated: Whenever Nezra issues a challenge, and wins, he immediatly recovers a wound he lost earlier in the game and gains 1 attack. Should he be bested in a challenge, units 2D6+6" must take a Ld minus the amount Nezra lost battle by. Just like determing the Ld test for losing an assault. If they fail they must immediatly fall back, aghast at seeing their Archon fall in battle. Unless they are fearless.
The Fel-Glaive is an AP3 power weapon that uses the following profile:
During each assault phase declare which style you are going to use:
Dance of Death, Use the amount of profile attacks to strike against the enemy, you may re-roll to wound to represent the guard of the enemy failing.
Blade Sweep: place a small blast template of Nezra all models at least partially under the template are hit, roll to wound normally.
Lightning Strike: draw a 3" line in any direction from Nezra. All models under the line are hit. This style gives you +2 S and makes your spear AP 1, with Instant Death on a roll to wound of a 6
lepermessiah10 wrote:Archon Nezra Yllitihian, A succesor the Kabal of the White Flames:
One of the main challengers for the command of one the most influential Kabals in all of Commoragh. Known for being a merciless commander, Nezra has always been destined for greatness and gained great fame for his encounters with the Space Wolves.On the planet Istar IV he encountered Space wolves deployed to bring complience to the world. Luring them into a trap, Nezra and his allies trapped the Wolves and butchered them without pause. When the Wolves, recieved word of the encounter, a large strike force was headed towards the last known location. Still pulsing with adrenaline Nezra decided to meet the force head on. As the wolves charged unto the awaiting Dark Eldar forces, Nezra's trap took fruit, He activated a series of web-way portals in front of the charging wolves, transporting them into wych-cult arenas in Commoragh and where the blood claws stood, Wyches and Reavers came screaming out. The Space Wolf Lord Enthir stood in horror as he watched hundreds of blood claws dissappear. in the void and the rest of his army overrun in a blink of an eye. In a blind rage the Space WolfLord charged into Nezra, and upon reaching his foe, the last of the webways opened engulfing the two. The two appeared in Nezra's personal Wych Cult Arena surrounded by thousands of invigorated Dark Eldar freshly renewed by the slaughter that had happened moments before. There the two warriors battled for all Commoragh to see. Nezra stood ready to accept the fury that was a WolfLord, and when the Wolflord struck out his blows only struck air. Nezra was far too quick and agile for the Wolf Lord and merely danced around him. The crowd erupted in cheer and laughter to see the so-called Lord fumble around like a calf-ling. Nezra unhooked his weapon, The Fel-Glaive, an ornate weapon crafted by himself, part-sword, part-spear, Nezra was able to wield this weapon with a deadly grace. Supposedly, he practices how many bodies he can cleave in a single swing using traitors. It stands at 6. Like wise, with a thrust of his spear, the internal power systems allow the barbed spear tip to puncture even the hardest of substances and upon exiting rips apart everything it touched. Encircling the Wolf lord, he begins his Dance of Death, a series of a multitude of slashes, thrusts, feints and parrys as he chips away at the guard of the wolf lord. After minutes of probing and testing the guard, the Lord slips and Nezra makes his move. A lightning fast thrust into the square of the Wolf Lord's chest and begins to slowly and torturously sliding the blade up, as his Fel-Glaive slices the Wolf lord in half. Nezra has become known for his use of the web-way portal and his lightning fast attack. He himself has never yet been bested in combat and one day hopes to challenge Vect for control of commaragh.
Nezra Yllithian-200pts
WSBS S T W I A LdSv 8 8 3 3 4 8 5* 10 4+
Special Rules: Fleet, Night Vision, Power from Pain, Dodge* Eternal Warrior, Undefeated"
Dodge: To represent how agile Nezra is, He has a 3+ invulnerable save which is increased to a 2+ in Close Combat.
Undefeated: Whenever Nezra issues a challenge, and wins, he immediatly recovers a wound he lost earlier in the game and gains 1 attack. Should he be bested in a challenge, units 2D6+6" must take a Ld minus the amount Nezra lost battle by. Just like determing the Ld test for losing an assault. If they fail they must immediatly fall back, aghast at seeing their Archon fall in battle. Unless they are fearless.
The Fel-Glaive is an AP3 power weapon that uses the following profile:
During each assault phase declare which style you are going to use:
Dance of Death, Use the amount of profile attacks to strike against the enemy, you may re-roll to wound to represent the guard of the enemy failing.
Blade Sweep: place a small blast template of Nezra all models at least partially under the template are hit, roll to wound normally.
Lightning Strike: draw a 3" line in any direction from Nezra. All models under the line are hit. This style gives you +2 S and makes your spear AP 1, with Instant Death on a roll to wound of a 6
No. No way. 3+ invul normally, 2+ in combat? even Lelith doesnt have that. And with a clone field as well? you do realise there is a reason you can't normally stack clone field and shadow fields. At least shadowfield fails once you fail 1 save.
And Eternal Warrior on top of that? For 200 points?
No way. No frakking way. Make it 4+ normally, 3+ in combat, ditch eternal warrior, THEN maybe he can be 200. If not you're looking at 300 MINIMUM
OK - first, Your layout is almost painful, MASSIVE block of text is bad, use editing, put in line breaks and paragraphs. The BG isn't very well written, jumping all over the place and wants tidying up some, with clarifications on certain parts. The idea is there, it just needs polishing. Second, he is rather undercosted, You've started with Vects statline, then given him extra crap. On top of that, you've given him a better dodge roll than Lelith Hesprax AND basically given it a shadowfield that can't be removed ASWELL AS a Clone Field. Also - did you forget to give him IC, or is he meant to be not an IC?
lepermessiah10 wrote:Archon Nezra Yllitihian, A succesor the Kabal of the White Flames:
Spoiler:
BG: One of the main challengers for the command of one the most influential Kabals in all of Commoragh. Known for being a merciless commander, Nezra has always been destined for greatness and gained great fame for his encounters with the Space Wolves. Pretty much ALL DE commanders are merciless, the culture doesn't really promote anything else.
On the planet Istar IV he encountered Space wolves deployed to bring complience to the world. Luring them into a trap, Nezra and his allies trapped the Wolves and butchered them without pause. When the Wolves, recieved word of the encounter, a large strike force was headed towards the last known location. Still pulsing with adrenaline Nezra decided to meet the force head on. So, the Wolves need to here word and then hours / days later when they arrive to respond he's still pulsing with adrenaline from the initial engagement?
As the wolves charged unto the awaiting Dark Eldar forces, Nezra's trap took fruit, He activated a series of web-way portals in front of the charging wolves, transporting them into wych-cult arenas in Commoragh and where the blood claws stood, Wyches and Reavers came screaming out. The Space Wolf Lord Enthir stood in horror as he watched hundreds of blood claws dissappear. ??? in the void and the rest of his army overrun in a blink of an eye.
In a blind rage the Space WolfLord charged into Nezra, and upon reaching his foe, the last of the webways opened engulfing the two. The two appeared in Nezra's personal Wych Cult Arena surrounded by thousands of invigorated Dark Eldar freshly renewed by the slaughter that had happened moments before. Archons don't have personal Wych Cult Arenas, it would be the arena of the Cult that bears his patronage.
There the two warriors battled for all Commoragh to see. Nezra stood ready to accept the fury that was a WolfLord, and when the Wolflord struck out his blows only struck air. Nezra was far too quick and agile for the Wolf Lord and merely danced around him. The crowd erupted in cheer and laughter to see the so-called Lord fumble around like a calf-ling. Nezra unhooked his weapon, The Fel-Glaive, an ornate weapon crafted by himself, part-sword, part-spear, Nezra was able to wield this weapon with a deadly grace. Supposedly, he practices how many bodies he can cleave in a single swing using traitors. It stands at 6. Like wise, with a thrust of his spear, the internal power systems allow the barbed spear tip to puncture even the hardest of substances and upon exiting rips apart everything it touched.
Encircling the Wolf lord, he begins his Dance of Death, a series of a multitude of slashes, thrusts, feints and parrys as he chips away at the guard of the wolf lord. After minutes of probing and testing the guard, the Lord slips and Nezra makes his move. A lightning fast thrust into the square of the Wolf Lord's chest and begins to slowly and torturously sliding the blade up, as his Fel-Glaive slices the Wolf lord in half. Nezra has become known for his use of the web-way portal and his lightning fast attack. He himself has never yet been bested in combat and one day hopes to challenge Vect for control of commaragh. So do most Archons.
Special Rules: Fleet Night Vision Power from Pain Dodge 3+*(2+*) Eternal Warrior Undefeated"
Fel-Glaive: The Fel-Glaive is an AP3 power weapon that uses the following profile: During each assault phase declare which style you are going to use: Dance of Death: Use the amount of profile attacks to strike against the enemy, you may re-roll to wound to represent the guard of the enemy failing. Blade Sweep: place a small blast template of Nezra all models at least partially under the template are hit, roll to wound normally. Lightning Strike: draw a 3" line in any direction from Nezra. All models under the line are hit. This style gives you +2 S and makes your spear AP 1, with Instant Death on a roll to wound of a 6 This is ridiculous, a S5, AP1 hit at I8, that auto-hits 2-3 models AND can hit people / vehicles outside of the combat / snipe specific models? yeeeah
Dodge: To represent how agile Nezra is, He has a 3+ invulnerable save which is increased to a 2+ in Close Combat. WHY is he faster than Lelith? There's no reason I can see for this other than to get round the no Clone Field + Shadowfield limit...
Undefeated: Whenever Nezra issues a challenge, and wins, he immediatly recovers a wound he lost earlier in the game and gains 1 attack. Should he be bested in a challenge, units 2D6+6" must take a Ld minus the amount Nezra lost battle by. What units, within 2D6+6" of what? Just like determing the Ld test for losing an assault. If they fail they must immediatly fall back, aghast at seeing their Archon fall in battle. Unless they are fearless. The fearless thing is pointless, as they wouldn't need to take it anyway, not that he's EVER going to lose a challenge.
So, you've used Vect as a base, when you really should have used a standard Archon, but hey... Once you cancel out everything else between Vect and Nezra, and run a SENSIBLE price on the rest, I get this: Wargear: Blast Pistol +15 Combat Drugs +10 Web-way Portal +35 Phantasm Grenade Launcher +25 ( FG: Lightning Strike ) +45 Special Rules: Dodge 3+*(2+*) +50 Eternal Warrior +35
TOTAL: +215 If he's meant to an Independent Character an additional +10 for +225. So we add this to Vects cost and you get 455 (or 465). Round it up to 460 (470)
Spectral Swords High Captain Caedem.
One of the last surviving loyalist captains and the last loyalist high captains, caedem is the master of urban warfare and firefights, equipped with specialized ammo, a power sword, and artificer armor, he is the tough foe to overcome.
wsbs s t w i a ldsv 4 5 4 4 3 4 3 10 2+
equipment: special issue ammunition, boltgun, powersword, artificer armor, bolt pistol, iron halo.
special rules atsknf, combat tactics, independent character, fire support, preferred enemy tau.
Fire support: If caedem is taken in an army, sternguard veterans count as troop choices.
keltikhoa wrote:Zogwitz Hammasplatta Now known as Prawfut Bludskin, Prawfut of the Red Waaagh!
HQ 210 pts
Spoiler:
Not really sure about this point cost. His stat line is the same as a warboss except +1S. His wargear is equivalent to a 110pt Warboss except he has a 3+ armor instead of 4+. (cybork 5++ = Daemonic 5++) I just added 100pts due to the better armor and strength and his Prawfut of the Red Waaagh! and Not dem gitz! Da u'ver uns! abilities. I honestly have no idea what point value to associate with the two special abilities lol.
WS - 6 BS - 2 S - 5 T - 5 W - 3 I - 4 A - 4 LD - 9 Sv - 3+ 5++
Boss Pole
Power Klaw
shoota/rokkit kombi weapon
Furious charge
mob rule
Waaagh!
Warp Forged Eavy Armor : Created in the Forge of Souls this armor gifts the bearer with a 3+ armor save as well as a 5+ daemonic invulnerable save
Prawfut of the Red Waaagh! : As long as Prawfut Bludskin is on the table, All allied Daemons have the Waaagh! Special rule.
Not dem gitz! Da u'ver uns! : Chaos Daemons are considered battle brothers. Chaos Space Marines are Come the Apocalypse
*note may not take a greater daemon from any god except Khorn.
Warboss = 60 points
+1WS +10
Power Klaw +25
Kombi +5
Warp Forged +20 (I figured 3+ 'eavy armor to be +10 and Cybork body at the normal +10)
Prawfut +15
Not dem, gitz! +20
Total = 155
I feel like those last two are really hard to score. Giving the entire allies section Fleet (beyond the orks who always have it, obviously) is really good. But what if it's a 1000 point game? Well you aren't gonna be using many Daemons in then. BUT whatever, that's how pricing characters go! And I did not subtract points for downgrading CSM, because obviously the whole point of this guy is to take Daemons as allies and not CSM!
While I'm definitely not behind his fluff I'd definitely still play him. I would reword the whole thing to bump up your "Khorne only" section. That should include normal troops.
Artor Amhrad, Chapter Master of the Astral Knights
Artor Amhrad led his Chapter in their final fight against the World Engine. He is remembered as a great Imperial hero who made the ultimate sacrifice, and the Bell of Lost Souls toiled 772 times for him and his lost brothers.
Carmine: This weapon was gifted to Amhrad by the Mechanicum for unknown services rendered. It is a rare plasma blaster, a technology not manufactured since the Heresy. Range 18 Strength 7 AP 2 Assault 2
Raptoria: This is the heirloom blade of the Astral Knights. It is famous for being unbreakable, until it shattered in the skull of the Necron Overlord on the World Engine. This is a master-crafted Relic Blade that has the Rending special rule.
Last Stand: Amhrad made the ultimate sacrifice to cripple the World Engine. When Amhrad loses his last wound in close combat, he detonates his meltabombs to take his foes with him. All enemy units within D6 inches of Amhrad's final position have to pass an initiative test or suffer a single S8 AP1 Melta hit.
Last Fight: Before the Tempestus' inevitable crash into the surface of the world engine, Amhrad opened his private armouries to his brothers to use in their glorious final stand. Any Sergeant may select wargear normally restricted to captains, such as relic blades, digital weapons, etc, at the points cost under the Captain's wargear list. Any tactical squad, assault squad, terminator squad, vanguard squad, sternguard squad may select up to double the usual amount of special or heavy weapons. Eg a 10 man tactical squad may take 2 special and 2 heavy weapons.
psychadelicmime wrote:Spectral Swords High Captain Caedem.
Spoiler:
One of the last surviving loyalist captains and the last loyalist high captains, caedem is the master of urban warfare and firefights, equipped with specialized ammo, a power sword, and artificer armor, he is the tough foe to overcome.
wsbs s t w i a ldsv 4 5 4 4 3 4 3 10 2+
equipment: special issue ammunition, boltgun, powersword, artificer armor, bolt pistol, iron halo.
special rules atsknf, combat tactics, independent character, fire support, preferred enemy tau.
Fire support: If caedem is taken in an army, sternguard veterans count as troop choices.
Pints cost: 175
any ideas on balance?
Not gonna lie, he sucks.
Space Marine Captain = 100 points
-2WS -20 points
-1i -10
Artificer +15
Boltgun w/ Special +10
Power Sword +15
Fire Support +25 (because it's awesome!)
Total = 135
I would not cost him at that, I would actually fix him. Give him the normal WS and Init of a Space Marine Captain (+2 WS, +1i to what he has now) and Frag and Krak Grenades (Why do all SM Characters seem to forget these? ) and leave him at 165
Warboss = 60 points
+1WS +10
Power Klaw +25
Kombi +5
Warp Forged +20 (I figured 3+ 'eavy armor to be +10 and Cybork body at the normal +10)
Prawfut +15
Not dem, gitz! +20
Total = 155
I feel like those last two are really hard to score. Giving the entire allies section Fleet (beyond the orks who always have it, obviously) is really good. But what if it's a 1000 point game? Well you aren't gonna be using many Daemons in then. BUT whatever, that's how pricing characters go! And I did not subtract points for downgrading CSM, because obviously the whole point of this guy is to take Daemons as allies and not CSM!
While I'm definitely not behind his fluff I'd definitely still play him. I would reword the whole thing to bump up your "Khorne only" section. That should include normal troops.
Thanks, ya Prawfut and not dem gitz is really hard to calculate. the reason i placed the Khorne only restriction on only greater daemons was because Fateweaver + Orks would be ridiculous, and i would much prefer ork troops over any daemon troops right now. so restricting ally troops to only bloodletters seems pretty useless. Perhaps something like the herald rule saying he can only join allied troop units that are khorn?
for the same reason as a daemon player you can take all pink horrors and 2 bloodthirsters. or all Plaguebearers with Fateweaver and a LoC. The idea makes Daemons battle brothers. The fact that Im restricting even the greater daemons is pretty substantial. If Eldrad and Vect can run around as butt buddies (sorry... allies) in the same unit then i dont see the need to limit the daemons any father. Besides they are allies... he may THINK hes the boss but the allied boss is actually what brings troops to the table.
Meh, I'm just of the opinion that just because someone else makes up something stupid doesn't mean you can. I think there absolutely should be a rule disallowing special characters like that.
Also, what makes the Daemons work alongside the Orks to begin with? I get that the Ork thinks they're his BFFs but it doesn't really seem to clarify why the feeling is mutual.
Once again though, not the worst thing out there.
Khorne has a think and says "Hm, join with ultraviolent killy guys, to kill other, Imperial or other xenos guys (or slaanesh "Raaaar!") or other Khorne for extra murdering killy blood, and then! kill the orks!
felixander wrote: Meh, I'm just of the opinion that just because someone else makes up something stupid doesn't mean you can. I think there absolutely should be a rule disallowing special characters like that.
Also, what makes the Daemons work alongside the Orks to begin with? I get that the Ork thinks they're his BFFs but it doesn't really seem to clarify why the feeling is mutual.
Once again though, not the worst thing out there.
I know what you mean. the fluff could be refined better. Honestly its just an attempt to make Chaos Orks which i think is a brilliant idea
lol in fact i just had a great idea... instead of Daemon Princes they would have Daemon Nobz! haha
psychadelicmime wrote:Spectral Swords High Captain Caedem.
Spoiler:
One of the last surviving loyalist captains and the last loyalist high captains, caedem is the master of urban warfare and firefights, equipped with specialized ammo, a power sword, and artificer armor, he is the tough foe to overcome.
wsbs s t w i a ldsv 4 5 4 4 3 4 3 10 2+
equipment: special issue ammunition, boltgun, powersword, artificer armor, bolt pistol, iron halo.
special rules atsknf, combat tactics, independent character, fire support, preferred enemy tau.
Fire support: If caedem is taken in an army, sternguard veterans count as troop choices.
Pints cost: 175
any ideas on balance?
Not gonna lie, he sucks.
Space Marine Captain = 100 points
-2WS -20 points
-1i -10
Artificer +15
Boltgun w/ Special +10
Power Sword +15
Fire Support +25 (because it's awesome!)
Total = 135
I would not cost him at that, I would actually fix him. Give him the normal WS and Init of a Space Marine Captain (+2 WS, +1i to what he has now) and Frag and Krak Grenades (Why do all SM Characters seem to forget these? ) and leave him at 165
I forgot about initiative and ws bonuses , thanks for the points fix, will add the grenades!
another character: Scout Sergeant Mulciber, may be bought as an upgrade for a scout squad for 50 points.
wsbs s t w i a ldsv 4 4 4 3 2 4 1 9 4
wargear: eviscerator class sniper rifle, tempestas grenades, tripwired charges.
special rules atsknf, stealth, move through cover, scout.
eviscerator class sniper rifle: this is a sniper rifle that wounds on a 3+.
tempestas grenades: during the shooting or assault step (only one, not both) once per turn, mulciber may throw a tempestas grenade. A tempestas grenade is a strength 5 ap4 blast weapon with a 12 inch range.
tripwired charges: before the game starts the controlling player may select one piece of terrain to booby trap with tripwired charges, he must write down the terrain piece but cannot tell his opponent until his opponent has moved a unit into or onto the booby trapped terrain, once the booby trap is triggered every model in the affected unit suffers a strength 4 ap5 hit, after the booby trap is triggered, it cannot be triggered again, if a vehicle is hit, it suffers one strength 6 ap- hit on it's rear armor.
Old even among the Eldar, he left his brethren in disgust long before the Fall in order to sustain what he felt was the duty of the Eldar, to extinguish the Necron menace from the galaxy. Long has he hunted these soulless creatures, destroying several slumbering tomb worlds and successfully delaying the awakening many others. Even now as the Necron menace awakens, Elrich scours the galaxy for tomb worlds, crippling as many tomb worlds as he can before the Eldar race faces their inevitable reckoning.
(Not sure what to put for point cost)
WS6 BS5 S3 T3 W3 A4 I7 Ld10 Sv5+
Special Rules:
Independent Character
Dodge: With heightened reflexes and milenia of experience, Elrich is capable of predicting his opponents next move and dodging them. He benefits from a 4+ invulnerable save.
Fleet
Ancient Rivalry: Elrich has long battled against and studied the Necrons thus understands this opponent very well. Elrich and all pathfinders in an army containing Elrich benefit from Preferred Enemy: Necrons.
Stealth
Ancient Hunter: Elrich knows when it's time to strike for the kill and when it's time to let his prey, persay, bleed out. At the end or start of the assault sub phase, Elrich may move 2D6" away from combat (if he is in any) on a roll of 3+.
Wargear:
Lance of Kurnous: An ancient rifle that legend says the Eldar God Vaul crafted for Kurnous (Eldar God of the Hunt), It is as beautiful a craftsmanship as it is deadly and its deadliness is only multiplied in the hands of Elrich. The Lance of Kurnous has the following profile:
Range: 36" S:X AP:3 Type: Assault 2, Sniper (wounds on a 4+)
Blades of Kurnous: An ancient pair of long hunting knives rumored to have belonged to Kurnous, Elrich uses them with dazzling efficiency when he is forced into close combat. These blades have the following profile:
S:X(Poisoned 4+) AP:- Rending (6+) These blades do not grant Elrich an additional attack upon what his profile dictates.
Just so you know, you don't have to specify the D6 roll Sniper wounds on, nor do you have to denote th rending rolls unless they are unusual., and sniper always wounds on a 4+ and rending always tends on a 6.
Old even among the Eldar, he left his brethren in disgust long before the Fall in order to sustain what he felt was the duty of the Eldar, to extinguish the Necron menace from the galaxy. Long has he hunted these soulless creatures, destroying several slumbering tomb worlds and successfully delaying the awakening many others. Even now as the Necron menace awakens, Elrich scours the galaxy for tomb worlds, crippling as many tomb worlds as he can before the Eldar race faces their inevitable reckoning.
(Not sure what to put for point cost)
WS6 BS5 S3 T3 W3 A4 I7 Ld10 Sv5+
Special Rules:
Independent Character
Dodge: With heightened reflexes and milenia of experience, Elrich is capable of predicting his opponents next move and dodging them. He benefits from a 4+ invulnerable save.
Fleet
Ancient Rivalry: Elrich has long battled against and studied the Necrons thus understands this opponent very well. Elrich and all pathfinders in an army containing Elrich benefit from Preferred Enemy: Necrons.
Stealth
Ancient Hunter: Elrich knows when it's time to strike for the kill and when it's time to let his prey, persay, bleed out. At the end or start of the assault sub phase, Elrich may move 2D6" away from combat (if he is in any) on a roll of 3+.
Wargear:
Lance of Kurnous: An ancient rifle that legend says the Eldar God Vaul crafted for Kurnous (Eldar God of the Hunt), It is as beautiful a craftsmanship as it is deadly and its deadliness is only multiplied in the hands of Elrich. The Lance of Kurnous has the following profile:
Range: 36" S:X AP:3 Type: Assault 2, Sniper (wounds on a 4+)
Blades of Kurnous: An ancient pair of long hunting knives rumored to have belonged to Kurnous, Elrich uses them with dazzling efficiency when he is forced into close combat. These blades have the following profile:
S:X(Poisoned 4+) AP:- Rending (6+) These blades do not grant Elrich an additional attack upon what his profile dictates.
Just so you know, you don't have to specify the D6 roll Sniper wounds on, nor do you have to denote th rending rolls unless they are unusual., and sniper always wounds on a 4+ and rending always tends on a 6.
yeah, I'm sort of new to snipers, never used them. Have some deathmarks but they have yet to see combat.
psychadelicmime wrote:
another character: Scout Sergeant Mulciber, may be bought as an upgrade for a scout squad for 50 points.
wsbs s t w i a ldsv 4 4 4 3 2 4 1 9 4
wargear: eviscerator class sniper rifle, tempestas grenades, tripwired charges.
special rules atsknf, stealth, move through cover, scout.
eviscerator class sniper rifle: this is a sniper rifle that wounds on a 3+.
tempestas grenades: during the shooting or assault step (only one, not both) once per turn, mulciber may throw a tempestas grenade. A tempestas grenade is a strength 5 ap4 blast weapon with a 12 inch range.
tripwired charges: before the game starts the controlling player may select one piece of terrain to booby trap with tripwired charges, he must write down the terrain piece but cannot tell his opponent until his opponent has moved a unit into or onto the booby trapped terrain, once the booby trap is triggered every model in the affected unit suffers a strength 4 ap5 hit, after the booby trap is triggered, it cannot be triggered again, if a vehicle is hit, it suffers one strength 6 ap- hit on it's rear armor.
any idea on balancing?
Well for starters is there a reason he has one less T and A than a normal Scout Sergeant? Do you want him to replace Scout Sergeant?
MINOR: I don't like the name Eviscerator Sniper Rifle. An Eviscerator is a giant 2h chainsword. So I (personally) imagine that duct taped on a sniper rifle Once again that's just me!
EDIT: To clarify I meant Toughness and Attack, not the "other" T and A.
Bestial Ax of Cincinnatus: Forged at the heart of the Bengal Warrior's chapter home world the Bestial Ax of Cincinnatus was made specifically for cleaving large foes and monstrous titans. The power of the weapon's strike has felled many of mighty beasts and can easily tear through the hide of Torah's largest enemies. The Bestial Ax of Cincinnatus counts as a master crafted Thunder Hammer.
Monster Hunter: Torah gained fame in the Imperium through his numerous bouts with beasts much larger than himself. His numerous incursions with monstrous enemies has given him a unique insight on how best to fell large enemies. This has also given him a tendency to seek out the largest and most terrifying beasts on the battlefield. Torah always hits on 3's against all enemy walkers or models with toughness 5 or higher and may re-roll any failed to hit rolls. However if any of these enemy models are within 6 inches of Torah he and his retinue must always charge that enemy on that turn. Torah must always declare a challenge and can never decline it against enemies of this type. He cannot resist the urge to add to his reputation.
Counter Attack: Self explanatory
Titan Bane Armor: Because of Torah's numerous battles with enemies much larger than himself the Tech Priets of Cincinnatus have forged special armor for Torah to help him avoid severe wounds against his large foes. Titan Bane Armor gives Torah a +4 invulnerable save.
Bestial Veteran: Despite being stabbed, slashed, gutted and chomped on on numerous occasions against monsters in the past Torah has never been slain by one of them. This special rule gives Torah the Eternal Warrior special rule.
And They Shall Know No Fear: Self explanatory.
Background:
Among the Bengal Warriors chapter's many famous heroes and champions few have quite the ferocity and brutality of Torah the Berserk. Starting out as a young hot headed welp of the Sky Claws (Kept the name of that unit for this chapter) Torah always ran into battle with careless abandon slaying foe after foe. As he matured he began to see his enemies in a very simple point of view: the bigger enemy the bigger the kill. Eventually Torah began attacking more and more large enemies often times abandoning his squad mates and disobeying his commanding lord's orders to fight large beasts or enemy Walkers. Despite his notoriety, his insane quest for beast slaying helped him move up the ranks of the Bengals Warriors chapter and he became a part of a Tiger Guard retinue of his 2nd company lord, Carsonis Tiger Born. It was under Carsoni's tutelage that Torah began to learn more of the disciplined side of combat and began to study the art of war and tactics.
It was some years later after becoming a Tiger Guard that Torah finally gained a name for himself during a campaign against hive fleet Levithan. Torah again traveled with Carsonis to help liberate planets along the fringe of the Imperium and helped Carsonis slay many foes. But it was on one fateful day of that campaign when the hive fleet unleashed there largest beasts upon the Bengal Warriors Chapter that the hour grew desperate for the them. During the battle wave after wave of Trygons attacked Carsonis's retinue slaying all but Torah and himself. The two fought valiantly but in the final moment Carsonis was slain and for a small measure of time on the battlefield all hope was lost. Filled with rage at the site of his fallen mentor and battle brother Torah charged at the enemy head on slaying all the remaining Trygons on the battlefield in brilliant and ferocious fashion. Torah's display of courage and brutality reignited the morale in the remaining troops of the 2nd company and the Imperial defenders and the Tyranid menace was pushed back and the campaign was eventually won.
After it was over, Torah was promoted to Lord of the 2nd company and took up Carsonis's mantle. He would continue his beast slaying ways slaying more large Tyranid foes in campaigns against hive fleet Kraken and hive fleet Behemoth, then mega armored Warbosses in numerous battles against the Orcs, and monstrous daemon princes against the dreaded legions of Chaos. Torah's hot-headedness and need to add to his saga of monster hunting has gotten him and those accompanying him into battle into numerous difficult and dangerous situations, in some cases his entire retinue eaten alive by the monsters he seeks to slay. But despite his insane quest to kill the largest beasts on the battlefield Torah has a mind for the battlefield and has rarely been defeated and always comes out the victor against enemies twice his size or more.
Because of his blood lust for monster slaying, Torah is always is always seen flying with a jump pack to get to the enemy quicker and is always seen flying with a retinue of other hot headed Sky Claws willing to risk their well being alongside Torah to continue their never ending quest to slay the biggest and toughest beasts to enter their line of vision on the battlefield.
Yeah came up with this story for my Wolf...er Tiger Lord after numerous occasions of this guy just merking Trygons and other large enemies on the battlefield during games so I hope you enjoyed reading my fluff. Here's a few pics of him =D
McNinja wrote: @Kilted Samurai: Not bad, but monster hunter is already a special in sixth edition. Other than that, he seems ok.
lol whoops haven't read all the new special rules yet but in any case replace Monster Hunter with something like that in name i guess. Lol it's all made up in the end though so who cares.
What I mostly see in this thread Is people making their own 40 k chars which are uber awesome, huge points costs
All marneus - Logan - Abby etc wannabes. guys we play warhammer not herohammer.
avedominusnox wrote: What I mostly see in this thread Is people making their own 40 k chars which are uber awesome, huge points costs
All marneus - Logan - Abby etc wannabes. guys we play warhammer not herohammer.
That is definitely not true. There have been a good bit of models who have been reasonably priced under 200 who are INTERESTING and balanced. However, certain people do post a ton of just non-unique characters that are all stupidly over-powered, sadly. And especially the unoriginal or "This guy was in a book so I'll make a sheet for him"
Bryenth was a renowned hunter amongst the Necrontyr, famous for taking on seemingly impossible prey alone. When the biotransference came along, it was inevitable that he'd join the ranks amongst the Deathmarks, however, he was fortunate enough to be allowed to retain his skill.
One Deathmark squad in the army may upgrade a model to Bryenth for 51 points
WS5 BS5 S4 T4 W1 I2 A2 Ld10 Sv 3+
Unit Type: Infantry
Wargear:
Synaptic Disintegrator
Void blades
Special Rules:
Deep Strike
Infiltrate
Ethereal Interception
Ethereal Ambush: When entering play via Deep Strike as according to Ethereal Interception, Bryenth and his unit of Deathmarks may fire upon an enemy unit that has been marked as according to the rule Hunters from Hyperspace.
Hunters from Hyperspace
Reanimation Protocols
Stealth
avedominusnox wrote: What I mostly see in this thread Is people making their own 40 k chars which are uber awesome, huge points costs
All marneus - Logan - Abby etc wannabes. guys we play warhammer not herohammer.
I would definitely suggest looking through the thread. While some of my characters are Calgar-esque in point cost, I did create Guardsman Steve and The Vessel, so there are at least two units in this thread that aren't OP with huge point costs.
Well, aside from the ones in the OP of this thread.
Automatically Appended Next Post:
Decio wrote: Someone should make a mediocre man; everything becomes mediocre. Like the depressing gun from the Hitchhiker's Guide to the Galaxy
Marneus "Mundane" Mediocre...............................however many points. Like 100 or so. Whatever.
Marneus Mediocre is the blandest, most mediocre man in the entire Imperium. Rising through the ranks of that one chapter he's a part of, his banality knows no bounds. It is whispered that he is so massively adequate his very presence kills any emotion around him, turning even the most rabid berzerker into a lackadaisical, barely competent, blasé couch potato. Those who he goes to war with oftentimes send him out ahead of the main force, if only to have him get captured so the enemy will turn into mediocre soldiers.
...WS...BS...S...T...W...I...A...Ld...Sv ......3.....3.....4...4....3...4...4...10....4+
FOC: I mean, I guess he could be an HQ, if you want.
Composition: 1 (Not really unique)
Wargear:
Axe of Banality- Crafted by the most apathetic Artificer he barely looked for, the Axe of Banality has slain everything from the rowdiest sheep to the most crafty and swift of horseflies. This is a power axe with AP3.
Aegis of Adequacy- Forged in the fires of his living room, this rather unimpressive armor was crafted by Marneus himself. However, his skills are rather mediocre, so the armor is relatively sub-par. This is a suit of Power armor that confers a 4+ armor save.
Bolter
Special Rules:
And They Shall Know No Fear
Aura of Indifference- All models, friendly and enemy, within 12" of Marneus hit (in close combat and shooting) on a 5+, unless it would normally be worse.
Combat Tactics
Soemthing like make his statline an exact average of every infantry model in the game, given him a 4+ armour save along with nothing more than a basic CCW and basic Assault 1 Str4 24" range weapon. Special rule? Makes everything happen on a 4+ in an area around him.
King Pariah wrote:Bryenth, Phantom amongst the Stars
Bryenth was a renowned hunter amongst the Necrontyr, famous for taking on seemingly impossible prey alone. When the biotransference came along, it was inevitable that he'd join the ranks amongst the Deathmarks, however, he was fortunate enough to be allowed to retain his skill.
One Deathmark squad in the army may upgrade a model to Bryenth for 51 points
WS5 BS5 S4 T4 W1 I2 A2 Ld10 Sv 3+
Unit Type: Infantry
Wargear:
Synaptic Disintegrator
Void blades
Special Rules:
Deep Strike
Infiltrate
Ethereal Ambush: When entering play - whether by Deep Strike or Outflanking - Bryenth and his unit of Deathmarks may assault an enemy unit. This initial strike is resolved at I10 as the enemy never saw them coming. All following rounds of combat are resolved at the normal initiative step.
Hunters from Hyperspace
Reanimation Protocols
Stealth
I like the idea of a master hunter deathmark, but I don't like it how he turns a shooty unit into an assaulting one. Remember that if they enter via deep strike, even with this rule they can't shoot and assault as their Synaptic Disintigrators are Rapid Fire weapons. I'd maybe just make Ethereal Ambush this: "When ~ and his unit enters the battlefield, if they marked an enemy unit with the Hunters from Hyperspace ability, they may immediately shoot at that unit at full ballistic skill, even if they entered the battlefield during an opponents turn". This actually makes the character useful, as his ability doesn't negate the purpose of his squad, which is to shoot and shoot well. I'd also consider making it so the ability only works if they entered the battlefield on an opponents turn, just as an element of cool factor and to prevent units from being able to shoot twice in the same turn.
McNinja wrote:
snip
I like the idea, but I would maybe make him have an ability which makes every large dice roll automatically become the statistically average result:
Power of Averages - The dice gods are not welcome where Marneus stands, and everything around him seems to occur in the most average way it possibly could. As long as Marneus is on the battlefield, or inside a transport that is on the battlefield, instead of rolling any die when performing an action, determine the statistically average result that would occur over time. If there would be a remainder result, roll for the remainder as normal (ex1: charging through open terrain produces an average distance of 7", as the most likely roll on 2D6 is a seven. Ex2: a 10 man space marine squad (BS4) firing 20 bolter rounds will hit 2/3's of the time, producing 12 hits with a remainder of 2. Roll 2D6, and you generate an additional hit for each 3+ rolled).
I like the idea, but I would maybe make him have an ability which makes every large dice roll automatically become the statistically average result:
Power of Averages - The dice gods are not welcome where Marneus stands, and everything around him seems to occur in the most average way it possibly could. As long as Marneus is on the battlefield, or inside a transport that is on the battlefield, instead of rolling any die when performing an action, determine the statistically average result that would occur over time. If there would be a remainder result, roll for the remainder as normal (ex1: charging through open terrain produces an average distance of 7", as the most likely roll on 2D6 is a seven. Ex2: a 10 man space marine squad (BS4) firing 20 bolter rounds will hit 2/3's of the time, producing 12 hits with a remainder of 2. Roll 2D6, and you generate an additional hit for each 3+ rolled).
avedominusnox wrote: What I mostly see in this thread Is people making their own 40 k chars which are uber awesome, huge points costs
All marneus - Logan - Abby etc wannabes. guys we play warhammer not herohammer.
lol chill bro it's just all in good fun. I believe the title of the thread was "Your own Unique Characters in 40K" so what did expect to see? If you don't like it you can always go to a different thread lol
Tyranid Cerethrope. (stats similar to zoenthrope) Points... 70
ws..bs...S..T..W..I...A...Ld..Sv 3......4....4...4..1...8..1...10...6(2+)
Beast. Independent Character. (elite choice)
Claw and talon, MTC
Creature is a synapse resonator - synapse to 12 inches. May move towards enemy but never assaults.
Synapse, Shadow of Warp
Focused Warp Field gives a 2+ Inv save.
Immune to psykers outside of 12". This is lost if casting shadow.
Casting Shadow: cerethrope may increase synapse by diverting hive mind power
Inv-save 3+; synapse 18, Inv-save 4+ synapse 24. No test required.
Psychic powers, catalyst.
1 defense attack: Only used if assaulted
Hive Warp pulse. Force weapon. R 6" S 10, AP 2
The cerethrope may focus its Hive mind energy in a last stand pulse. This is a psychic attack.
If passed, all figures in base contact are hit. Units in range but not in base contact may reallocate hits. This Includes nids.
Invunerable saves must be repeated.
If the cerethrope survives an assault, it may break off and move 3D6 away from enemies. This move can pass through infantry.
Following this defensive attack and for the next player turn, the cerethrope has no field as it recharges.
Beast. Independent Character. (elite choice)
Claw and talon, MTC
Creature is a synapse resonator - synapse to 12 inches. May move towards enemy but never assaults.
Synapse, Shadow of Warp
Focused Warp Field gives a 2+ Inv save.
Immune to psykers outside of 12". This is lost if casting shadow.
Casting Shadow: cerethrope may increase synapse by diverting hive mind power
Inv-save 3+; synapse 18, Inv-save 4+ synapse 24. No test required.
Psychic powers, catalyst.
1 defense attack: Only used if assaulted
Hive Warp pulse. Force weapon. R 6" S 10, AP 2
The cerethrope may focus its Hive mind energy in a last stand pulse. This is a psychic attack.
If passed, all figures in base contact are hit. Units in range but not in base contact may reallocate hits. This Includes nids.
Invunerable saves must be repeated.
If the cerethrope survives an assault, it may break off and move 3D6 away from enemies. This move can pass through infantry.
Following this defensive attack and for the next player turn, the cerethrope has no field as it recharges.
While I'm not terribly familiar with Tyranids I have to say no. A 2+ invuln save is one of those things get shot down a lot on here for obvious reasons. Being an Independent Character means you can easily plop him in front of any squad as a firepower soak. Also the Hive Warp Pulse is confusing. Can it be used during the shooting phase while in melee or is it an attack it uses instead of a melee attack? Does it hit everything within 6" or does it have a range of 6"?
Either way I feel like it's too strong because it can easily be dropped in a myaoguiasd spore pod and LOS all the wounds to other guys you stuff him with and then he autodecimates anything he wants.
Ill bite aswell, this is a dark eldar archon i have been dying to actualize for a while.
Barzai Serlineth
Archon stats -1 ws, bs.
Special rule:
shade cloak
Barzai has a 3++ save. In close combat he ignores d3 hits
Shadow affinity: For unbeknownst reasons, barzai has a deep connection to mandrakes, several of the icy figures populate his throne room on a regular basis. He may infiltrate with a squad of mandrakes when they do so. To reperesent his unexplanable kinship with darkness, the mandrakes begin the game with a pain token
Wargear:
Webway portal
runed guantlets.
Two guantlets that count as both a huskblade and soultrap, also they confer an attack for two cc weapons.
In the shooting phase, they confer him the following shooting profile that is counted as a psychic shooting attack which requires no psychic test.
Range: 12" str8 ap2 assault 1 lance
*Focusing and binding his psychic might, barzai is able to
utilize power that should be untouchable to an eldar of the webway thanks to these mysterious adornments.*
While I'm not terribly familiar with Tyranids I have to say no. A 2+ invuln save is one of those things get shot down a lot on here for obvious reasons. Being an Independent Character means you can easily plop him in front of any squad as a firepower soak. Also the Hive Warp Pulse is confusing. Can it be used during the shooting phase while in melee or is it an attack it uses instead of a melee attack? Does it hit everything within 6" or does it have a range of 6"?
Either way I feel like it's too strong because it can easily be dropped in a myaoguiasd spore pod and LOS all the wounds to other guys you stuff him with and then he autodecimates anything he wants.
The pulse is only used when the cerethrope is assaulted. It hits everything within 6" friend or foe. Remember the cerethrope cannot assault. It really has no attack, and this pulse could suffer a psyche hazard death. I would give it lurk in that it travels within a troop, but does not necessaraly have to hide in cover.
The warp field only protects it, and since only one successful wound kills it, I think the 2+ inv is adpropo. If it diverts energy to extend synapse, then it becomes more vunerable. It gives no cover to troops, but it allows better control of units way out there.
One of my common problems is my opponents focus on the synapse critters quickly. This creature is like taking a comm link.
I alluded to another nid issue is the glut of elites. What might help is allow support units to be a part of a troop.
Although you could take as a brood, it would follow IG TOEs to allow some critters to be attached to troop choices or even HQ units. Like Missiles, auto cannons, laz cannons, mortars can equip a troop,
Allow two support nids: zoenthrope, biovore, venomthrope, hive guard, or a cerethrope to augment a troop choice.
For a few more points you could possibly add preferred enemy or other psychic command abilities like onslaught to the cerethrope.
ok dakka here is a buddy of mines character i wanna know what you think of him. real talk. he can bring him cause its a no bs play test but i wanna know what you all think about him and points cost and such fire away. some of us are already very skeptical of it
Romonde
WS 8 BS 5 S 6 T 5(7) W 4 I 6 A 5 LD 10 Sv 2+/3+ inv Point 300
War gear
Daemon Armour : Give a 2+ armour save
Frag Grenade: See 40k rule book
Blight Grenades: These are defensive grenades, which mean that enemy units do not gain there, bonus attacks for charging if they are assaulting.
Chaos Bike: See 40k rule book
Vere Umbrae: Is a Daemon Weapon given to him by Malal. It adds an extra 2D6 attacks rather then a d6. In close combat with vehicles it will penetrate on 4+. Any wounds caused on the enemy inflict instant death, regardless of the targets toughness. Can be fired in the shooting phase with the following profile. If two 1 are rolled at the same time when checking for number of extra attack. Malal pull Romonde back to the warp. Remove from battle field.
Range 24" Strength 3 AP 2 Type Assault 2d6 Special Rules
Fearless: See 40k rule book
Independent Character: See 40k rule book
Blessing of the Gods: Immune to all enemy and alias psychic power and Stat changes.
Lord of Bikes: Chaos Bikers count as troop and as fast attack
Warp Riders: Romonde and the unit he join are place in reserve. Even in missions that do not normally allow. Romonde and his unit follow all Deep Strike rules. Once deployed they are free to act as normal(my move, shot, and assault)
Mark of True Chaos: Stats have been moded. Warptime always on
My initial reaction is that's ridiculous. Going by Dark Eldar standards... that should probably be another 50-100pts looking over it. But then I'm not entirely up on Chaos, and am too tired to do up a full blown review right now. (Maybe later.)
Furthermore, that's frankly rather poorly worded and layed out. Try using a clearer layout like this:
Ovion wrote: My initial reaction is that's ridiculous.
Going by Dark Eldar standards... that should probably be another 50-100pts looking over it.
But then I'm not entirely up on Chaos, and am too tired to do up a full blown review right now. (Maybe later.)
Furthermore, that's frankly rather poorly worded and layed out.
Try using a clearer layout like this:
Hrontore Da Death Bringer wrote: ok dakka here is a buddy of mines character i wanna know what you think of him. real talk. he can bring him cause its a no bs play test but i wanna know what you all think about him and points cost and such fire away. some of us are already very skeptical of it
Romonde
WS 8 BS 5 S 6 T 5(7) W 4 I 6 A 5 LD 10 Sv 2+/3+ inv Point 300
Spoiler:
War gear
Daemon Armour : Give a 2+ armour save
Frag Grenade: See 40k rule book
Blight Grenades: These are defensive grenades, which mean that enemy units do not gain there, bonus attacks for charging if they are assaulting.
Chaos Bike: See 40k rule book
Vere Umbrae: Is a Daemon Weapon given to him by Malal. It adds an extra 2D6 attacks rather then a d6. In close combat with vehicles it will penetrate on 4+. Any wounds caused on the enemy inflict instant death, regardless of the targets toughness. Can be fired in the shooting phase with the following profile. If two 1 are rolled at the same time when checking for number of extra attack. Malal pull Romonde back to the warp. Remove from battle field.
Range 24" Strength 3 AP 2 Type Assault 2d6 Special Rules
Fearless: See 40k rule book
Independent Character: See 40k rule book
Blessing of the Gods: Immune to all enemy and alias psychic power and Stat changes.
Lord of Bikes: Chaos Bikers count as troop and as fast attack
Warp Riders: Romonde and the unit he join are place in reserve. Even in missions that do not normally allow. Romonde and his unit follow all Deep Strike rules. Once deployed they are free to act as normal(my move, shot, and assault)
Mark of True Chaos: Stats have been moded. Warptime always on
300 points? He's funny.
Spoiler:
Chaos Lord =90
+2 WS +25
+2S +25
+1T +15
+1W +15
+1i +10
+2A +25
2+Sv +15
3++Sv +20 (A SM Capt gets a SS for +15, this isn't trading out a weapon and it doesn't prevent you from getting +1 weapon for 2 weapons (though he doesn't have a bolt pistol, an oversight?) for an extra 5 points)
Chaos Bike +30
Vere Umbrae +35 (+25 for Daemon + 10 for extra D6 of attacks and shooting) probably more, but that's me
Blessing of duh Gawdz +10-15
Lord o bykes +10-20
Warp Riders +NO NOT ALOUD. I've said it before but this stupid Deep Strike with charge out of it is stupidly insanely and everyone wants it for a reason. Because it's idiotically over powered. If he insisted I wouldn't allow it for under 50. A special character shouldn't be about breaking the rules to simply be overpowered. It should be about creating a new flavor and interesting play style. This is not that. It's guarenteeing he gets to obliterate you with no repercussion.
Mark of True Chaos +30 (minimum. Warp Time costs 25 points, and the guarentees it goes off, once again with no chance of trouble)
355-370 WITHOUT the overpowered Deep striking.
I wouldn't let him run it for under 400 as is, and honestly just wouldn't let him run it, even if he was my best friend. It does nothing but make it Hero Hammer. If that's what you guys wanna play ok, but you better be running an equally overpowered Hero.
Looks like a cool idea, I called up my buddy to double check some stuff as I'm not 100% on Necrons stuff but we agreed on this.
Whips need to be 10 like it is for Wraiths. It's a reaaaalllly good upgrade for him
Phase Shifter should have the price dropped as it's going from 4++ to 3++ rather than from nothing. Maybe 20?
You didn't charge for Wraithflight which should be a big cost for a model like this. 30?
Heat Ray for 10 points? You're trippin! Dual shot MultiMelta or heavy flamer? For 10 points? 30 if you ask me. Thing just cracks open tanks for him to charge into.
Overmind is a cool idea, but not behind makin' Spyders as Troops. They'd be awesome, but I just don't see it. That's a personal thing though! Also just as a side note Swarms can't score, right?
-10 for "missed stuff"
+5 whips
-25 Phase S
+30 Flight
+10 Heat Ray
So I'm looking at just an extra 10 points total. I'd roll it into the Cool Tax cost and keep it at 300, but as I've pointed out before I like getting to the location by the same path. Obviously I'm all ears to hear feedback on your thoughts, especially since I'm not an expert on Necrons and am not the Judge of this thread =P
A highly skilled XV-88 pilot who is promoted to Commander, in order to participate in a unique field test of a powerful broadside based command suit.
XV88-8X Experimental Command Broadside Battlesuit (2+ Save) 2x Twinlinked Railguns (Two underslung arms, 2 shoulder) Hardwired Drone Controller 2x Experimental IDX-22 Shield Drones (3+ Invul) Hardwired Multitracker Custom Med-injector (Grants FNP, once per game, successful FNP save while Blastpath has 2 or less wounds, heals him to full 4 wounds)
USR's Slow and Purposeful Independant Character
Point Justification: Standard Broadside + Additional Railguns + Wargear = 200 + Med Injector Special Function =225
A highly skilled XV-88 pilot who is promoted to Commander, in order to participate in a unique field test of a powerful broadside based command suit.
XV88-8X Experimental Command Broadside Battlesuit (2+ Save)
2x Twinlinked Railguns (Two underslung arms, 2 shoulder)
Hardwired Drone Controller
2x Experimental IDX-22 Shield Drones (3+ Invul)
Hardwired Multitracker
Custom Med-injector (Grants FNP, once per game, successful FNP save while Blastpath has 2 or less wounds, heals him to full 4 wounds)
USR's
Slow and Purposeful
Independant Character
Point Justification: Standard Broadside + Additional Railguns + Wargear = 200 + Med Injector Special Function =225
Uuuuhhhh gonna need some clarification on your points justification. "UUHhhh Broadside costs some points, threw some on top for the extra guns. Then some more for Wargear. And uh I got a number because.... science." doesn't seem like a seller to me
Spoiler:
Broadside =70
+2 BS +20
+1T +10
+2W +20
+2LD +10
Extra TL Railgun +50 (This one was tough, but it's 50 points for a Railgun on a Hammerhead, and that isn't twin linked, so I think the cost covers out for the platform switch)
- Smart Missile -20
IDX-22 +40 (I figured 20 each, 5 points more than a normal Shield Gen)
Custom Med-Inj +25 (I feel like I'm reading this wrong: If he makes a FNP save while at 2 or less wounds he heals back to full? If so I'd keep it at 25.)
Slow&P +10 (the ability to move and fire these are pretty awesome and he should never need to run or charge, so it's a benefit)
235
This guy is powerful, especially when he shoots at a command squad and gets a 6 to hit as he can allocate it and insta gib most ICs! But I wouldn't say over the top and at least typical of what you'd expect of a Tau gun-head, if not a little too typical
Just because I play Alpha Legion and I just converted up the twins
Alpharius and Omegon, Twin Primarchs of the Alpha Legion
Points cost: 350 each
Type(both): Infantry (unique)
Alpharius: WS7 BS7 S6 T5 W4 I6 A5 Ld10 Sv3+
Omegon: WS7 BS7 S6 T5 W4 I6 A5 Ld10 Sv3+
Wargear(both): power armor, bolter, bolt pistol, frag and krak grenades, power swords, iron halos
Special Rules(both): Independent Character, Fearless, Stealth, Infiltrate
Legion Tactics: All friendly Alpha Legion units gain the Stealth, Infiltrate, Move through cover special rules.
I am Alpharius: Whenever either Alpharius or Omegon are removed from play as a casualty, roll a D6. On a 2+, you may replace any other Astartes model in power armor not carrying a special or heavy weapon or a special close combat weapon other than a power sword, with whichever twin was removed. On a 1, the enemy has gotten lucky and incapacitated one of the actual primarchs.
Primarch(s): Alpharius and Omegon both have the Eternal Warrior and FNP special rules. Attacks made by Alpharius and Omegon benefit from the Rending, Shred, Hatred and Preferred Enemy special rules. In addition, Alpharius and Omegon cause Fear. Units that are normally immune to Fear, such as those with the ATSKNF or Fearless special rules, will still be subject to Fear. Fear tests caused by Alpharius and Omegon are taken at -4 to Ld, and must be re-rolled if successful. Finally, Alpharius and Omegon are immune to Fear, regardless of the source (another primarch, for example)
Twins: If Alpharius and Omegon are taken together in the same unit, they may each re-roll a single save per turn. In addition, Look Out Sir saves for either are automatically passed, and these wounds are automatically re-allocated to the other twin.
While waiting for my Ordered CCS to come so I can build my HQ for my renegade guard, I wanted to present to you my Company commander.he will not be the real deal of homebrew SC but it's just fun cause I needed a motivation to think how to build most characterful models in the army.
He is basically build around straken with some changes.
So i present to you Renegade commander Bane.
(i ll make sure when I ll finish converting my whole 1750 pts army I ll make a blog).
Wargear: flak armor, krak and frag grenades, shotgun, refractor field.
Special rules:
Combat drugs: At the beginning of the game right after deploying bane and his CCS roll a dice.On result of 4+ the drugs injected in banes veins are strong. For the whole game bane benefits from rage, Furious charge and FNP. If you roll 1 the drugs are low and banes body cannot sustain the lack of the dose. All statistics are -1 for the whole game except from wounds.
A life imprisoned: bane has been imprisoned for more than 20 years in one of the most brutal prison facilities the IG has.
He has seen death past many times before his eyes. Bane has the fearless USR and he confers it to his squad.
Not much of an officer: Bane is more a renegade warband leader than an officer. He cannot by that use the orders a normal commander can.
He can however use the "Get back in the fight" order and also "Fight for me and i ll give you venom!" order, which gives the unit ordered a d6 immediate move and makes it fearless until the beginning of your next turn. Bane can issue 2 orders per turn.
Strongest man alive: Bane has taken so many combat drugs than even his DNA is altered, he has worked out his body so much that he is as tall as an astartes. Bane benefits from a 3+ save, his strength is boosted as included on his profile and his attacks ignore armor saves and also he adds d6 when rolling for armor penetration.
Fanatical devotion: Bane is a fanatic and pursues imperials and loyalists everywhere as he blames them for his hard life in prison.
Everyone who follows him will fight for him and die as all heretics that are members of the warband Have adapted his beliefs.
He gives furious charge and counter attack to all friendly units within 12".
I think he can be costed at 120 pts. He is 25 points higher than straken.
What do you think guys?
Looks like a cool idea, I called up my buddy to double check some stuff as I'm not 100% on Necrons stuff but we agreed on this.
Whips need to be 10 like it is for Wraiths. It's a reaaaalllly good upgrade for him
Phase Shifter should have the price dropped as it's going from 4++ to 3++ rather than from nothing. Maybe 20?
You didn't charge for Wraithflight which should be a big cost for a model like this. 30?
Heat Ray for 10 points? You're trippin! Dual shot MultiMelta or heavy flamer? For 10 points? 30 if you ask me. Thing just cracks open tanks for him to charge into.
Overmind is a cool idea, but not behind makin' Spyders as Troops. They'd be awesome, but I just don't see it. That's a personal thing though! Also just as a side note Swarms can't score, right?
-10 for "missed stuff"
+5 whips
-25 Phase S
+30 Flight
+10 Heat Ray
So I'm looking at just an extra 10 points total. I'd roll it into the Cool Tax cost and keep it at 300, but as I've pointed out before I like getting to the location by the same path. Obviously I'm all ears to hear feedback on your thoughts, especially since I'm not an expert on Necrons and am not the Judge of this thread =P
Just as a note, C'Tan Shards (which are what he is using as his base) already have a better version of Wraithflight, so it was included in the cost. I also think that the model is over-costed by about 10 to 20 points, even with the custom model tax, and would be ok seeing this at a price in the 280 - 290 range.
Looks like a cool idea, I called up my buddy to double check some stuff as I'm not 100% on Necrons stuff but we agreed on this.
Whips need to be 10 like it is for Wraiths. It's a reaaaalllly good upgrade for him Phase Shifter should have the price dropped as it's going from 4++ to 3++ rather than from nothing. Maybe 20? You didn't charge for Wraithflight which should be a big cost for a model like this. 30? Heat Ray for 10 points? You're trippin! Dual shot MultiMelta or heavy flamer? For 10 points? 30 if you ask me. Thing just cracks open tanks for him to charge into. Overmind is a cool idea, but not behind makin' Spyders as Troops. They'd be awesome, but I just don't see it. That's a personal thing though! Also just as a side note Swarms can't score, right? -10 for "missed stuff" +5 whips -25 Phase S +30 Flight +10 Heat Ray
So I'm looking at just an extra 10 points total. I'd roll it into the Cool Tax cost and keep it at 300, but as I've pointed out before I like getting to the location by the same path. Obviously I'm all ears to hear feedback on your thoughts, especially since I'm not an expert on Necrons and am not the Judge of this thread =P
I see what you mean about the Phase Shifter, Wraiths have it as standard. The Heat Ray is upped to 20 points. Im not charging the Wraithflight, because again, Wraiths have it as standard (and he is one big-ass wraith). I thought th Whips were a 5point upgrade, my bad.
Now it looks like:
FO: HQ Squad: 1 Canoptek Overmind (IC) Points Per: 300 Unit Type: Jump MC Stats: WS5, BS4, S6, T6, W4, I2, A5, Ld10, Sv2+. Wargear: Sempiternal Weave, Phase Shifter, Whip Coils, MSS, Heat Ray Special Rules: Wraithflight, Canoptek Overmind
Canoptek Overmind: Any Canoptek unit (Spyders, Scarabs or Wraiths) May be taken as troops.
I see what you mean about the Phase Shifter, Wraiths have it as standard. The Heat Ray is upped to 20 points. Im not charging the Wraithflight, because again, Wraiths have it as standard (and he is one big-ass wraith). I thought th Whips were a 5point upgrade, my bad.
Now it looks like:
FO: HQ Squad: 1 Canoptek Overmind (IC)
Points Per: 300
Unit Type: Jump MC Stats: WS5, BS4, S6, T6, W4, I2, A5, Ld10, Sv2+.
Wargear: Sempiternal Weave, Phase Shifter, Whip Coils, MSS, Heat Ray
Special Rules: Wraithflight, Canoptek Overmind
Canoptek Overmind: Any Canoptek unit (Spyders, Scarabs or Wraiths) May be taken as troops.
Edit2: I was going to use a Tomb Stalker as a couns as
I got ya that he's a giant Wraith hence giving him Wraithflight. But the cost isn't accounted for and you're costing his base off of a C'tan Shard, right? So he has Wraithflight for no cost.
WS:7 BS:4 S:5 T:4 W:4 I:6 A:4 LD:10 SV: 3+/4++
Mortis Mal 230 pts.
Equipment: Mortis Mal; Tilochus (power maul roll a D3 and gain that many attacks), Bolt pistol with vengence rounds, Artificer Armour, Jetpack, Iron Halo.
Special Rules:
Mortis Mal 'Death shall take us both'
In the event that Mortis Mal loses a challenge and dies,
roll a d6 on 5+ make a S6 Attack at Mortis Mal's WS directed at his Challenger.
if it hits, roll to wound, if it wounds, it causes Instant Death, No save allowed. This may not be used in conjunction with
Look out sir during the challenge or any other special rule that would result in Mortis' survival.
IHateNids wrote: OK, put it back in to bring it up to 300 again.
Take it out. C'tan Shards have a better version of Wraithflight, and considering that C'tan Shards are already overcosted in the Necron Codex, you should not be adding points.
Matt.Kingsley wrote: There's no need to add cost for wraithflight as It is based off a C'Tan shard, which has a similar rule
OK am I missing something? It says they ignore Difficult and dangerous terrain EFFECTS. C'tan shards are not Jump MC. So they ignore the effects of it but can't move through things and can only move 6"; while a jump MC can move through things and move 12". The above character is a Jump MC.
I was wrong earlier when I said Wraithflight wasn't costed as you are right, it's a matter of that he has to pay for being upgraded to a Jump MC I'm not saying the points cost is wrong I'm just confused as to what you're seeing I'm not =(
No, you aren't missing anything, I'm just saying that there is no need to add a cost for wraithflight, which in his latest build, he seems to have done.
But, yes, he needs to add cost for upgrading to JMC
Wargear Bolt Pistol Frag, Krak and Blight Grenades Familiar Personal Icon The Liche Blade: once one of the sacred Black Swords of the Black Templars following the fall of Skanda where Michael killed the Emperors Champion Durant the blade has become corrupted to the glory of Nurgle with the smallest cut killing its victim sometimes bringing those slain back from the dead Counts as a Force sword with the flesh bane rule with all unsaved wounds caused by Michael adds D6 wounds to a zombie unit or D6 wounds to greater or big zombies within 6 (cannot increase a model beyond its wounds) though all Black Templar units in close combat with him gains hatred though only against Michael,
Special Rules: fearless fear Mastery level 3 Prophet of Nurgle: Michael a mark of Nurgle which grants him +2 toughness (included in profile), it also gives him the feel no pain, and it will not die rule which any unit with the Mark of Nurgle gains if it is joined by Michael Vilepox
Psychic Powers Gift of Chaos, Wind of Chaos, Necromancy
Necromancy: Warp Charge 2 At the start of the Chaos Players turn Michael may summon a horde of Zombie, take a psychic test if passed Michael may summon 7D6 Zombies or D6 Big Zombies or one greater Zombie (can only summon one greater Zombie per game) check below for stats which form a new unit,
Zombies (infantry size base) WsBS S T W I A LDSV 2 0 3 3 1 2 2 10 -
Wargear slavering jaws and grasping hands (2 close combat weapons (bonus attack included
Special rules Join Us!: At the end of every Assault phase during which the Zombies have fought in close combat, before ‘pile in’ moves, roll a D6 for every casualty caused in the combat (friendly and enemy). On a roll of a 5, they are resurrected as a Zombie – add a model to the Zombie unit. If the Plague Zombies unit was wiped out that turn this rule has no effect. If multiple Plague Zombie units are involved in the same combat, evenly divide the new models between the units, if Michael Vilepox is within 6 Join us will pass on a 2+
Fearless Feel no Pain Strength in Numbers: for every 5 zombies increase the entire units WS by1 to a maximum of 5 Poisoned weapons 5+ Zombie
big Zombies (terminator base sized) WsBS S T W I A LDSV 3 0 4 5 2 2 3 10 6
Wargear slavering jaws and grasping hands (2 close combat weapons (bonus attack included
Special Rules Fearless Feel no Pain Poisoned attacks 5+ It will not die Zombie
Greater Zombie (monstrous creature) WsBS S T W I A LDSV 3 0 5 6 3 1 D6 +1 10 5
Wargear slavering jaws and grasping hands
Special rules: fearless fear feel no pain It will not die Poisoned attacks 4+ Zombie
Zombie: All zombies will never count as scoring units in addition if Michael Vilepox is slain all zombies, big Zombie or Greater Zombies are instantly removed, (Victory point is awarded to your opponet for each unit removed)
What do you think a bit too much don't really care game wise just thought would be cool if he was like a Necromancer
power armour. plasma pistol. thing that gives a 5+ invul save.
Siege expert
Dousun as an iron warrior is skilled at siege war but as a lord of the iron warriors he is better than the average trooper and can direct the guns of his troops and siege weapons into the week points of
fortications.
When models in the same army as dousun fire at a fortication they get to roll an extra D6 and pick the highest number when rolling for penetration.
Mace of the techno virus
The mace that Dousun wields is imbued with the power of the techno virus that reduces the mighty creations of the imperium to what they should be a true manifestation of chaos.
When dousun attacks a vehicle in combat he gains an extra d6 dice for penetration.
True son of Olympia
Like many of the iron warrior’s dousun hails from Olympia and like the many mountains that covered his planet he is as immoveable in the heat of battle. This attitude can even spread to his fellow warriors and enhance the implacable advance of the Iron warriors.
Dousun and the squad he joins has the fearless rule.
I did this guy for an iron warriors because from what i feel from the new chaos rumors iron warriors are not going to get alot. So for fluffy games i will use a true son of olympia.
also sorry about the spelling.
Matt.Kingsley wrote: There's no need to add cost for wraithflight as It is based off a C'Tan shard, which has a similar rule
OK am I missing something? It says they ignore Difficult and dangerous terrain EFFECTS. C'tan shards are not Jump MC. So they ignore the effects of it but can't move through things and can only move 6"; while a jump MC can move through things and move 12". The above character is a Jump MC.
I was wrong earlier when I said Wraithflight wasn't costed as you are right, it's a matter of that he has to pay for being upgraded to a Jump MC I'm not saying the points cost is wrong I'm just confused as to what you're seeing I'm not =(
The C'tan rule and the Wraithflight rule are very similar, however it seems to me that the only real difference is that Wraiths would become I1 for charging through Difficult terrain, even though they aren't slowed by it. C'tan simply ignore everything.
Amadeus Volkstein, Master of the Oracles of Change
The Chaos Sorcerer-Lord known as Amadeus Volkstein was once Epistolary Vanneus. He was a talented psyker, excelling at divination. On day, he saw something in his visions that led him to a long-lost world in the Halo Stars. In a temple-shrine, he found a massive battle-axe, marked with runes and etchings. Out of curiosity, he picked it up. This was his downfall. Scholars now believe this was none other than the Axe of Eternity, a weapon once belonging to Hathor Maat of the Thousand Sons. When Vanneus picked up the axe, it consumed his soul, and in the blink of an eye, a dedicated Emperor fearing Astartes was no more, replaced by a pawn of the Changling God. Upon his return, Vanneus led his Chapter, whose original name has been struck from the records, into worship of Tzeentch. The now renamed Oracles of Change follow their master's prophesies and forseeings as he roams the galaxy in search of the fabled Black Library.
195 points
Type: Infantry (unique)
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear: plasma pistol, frag and krak grenades
Armor of Change: This is a highly artificed and bastardised suit of armour. It incorporates Mark 5 greaves from Vanneus' original armor, as well as Mark 2 Crusade pattern gauntlets and backpack torn from the corpse of an Iron Warrior. His chestplate, however, is a trophy stolen from Captain Raphael of the Blood Angels, whom Volkstein defeated and killed in single combat. It gives a 2+ armor save and 5+ invulnerable save.
Axe of Eternity: This demonically possessed weapon steals the souls of those it touches, including Vanneus' own. This is a master-crafted force axe. Volkstein automatically passes psychic checks for the purpose of inflicting instant death with it.
Special Rules: Mark of Tzeentch, Independent Character, Psyker: Mastery Level 2, Fearless
Oracle: Volkstein only has access to the Divination lore. In addition, he may pick which powers he gets rather than rolling for them.
He isn't my character, but more of a collaboration between me and my little brother, back when he played Catachans in 4th edition? I think it was, and I played 'Nids. We had a Space Wolf player and a Tau player, and every single one of us felt this character's wrath at some point or another. He started as a simple conversion, then grew to a sort of inside joke when we named him, then eventually he became a legend. Partly due to the colorful-ness of the character, and partly due to the ridiculous dice rolls my brother always seemed to get for him. And he never seemed to die, ever. To this day, this lone Guardsman with a Meltagun has never, ever died.
This guy wasn't epic because we wrote a back story and rules for him - he was epic because he EARNED a back story and special rules.
We called him Kain "Smoker" Kussman. His beginnings were humble. He was a Catachan Jungle Fighter with a Flamer, and a cigar in his mouth. That's it. The cigar was made from a tiny piece of antennae from a vox-backpack. That was his conversion. A cigar. We figured it would be badass to light a cigar with a flamethrower, and one of the Catachan heads has a kind of lopsided mouth yelling where the stogie fit perfectly.
After a few games, he never really stood out, but never died - that is until we converted him to have a Meltagun. That's when fate aligned and it seemed as though The Emperor himself blessed that model with an epic fate. Then he became a target. Everyone wanted him dead as his infamy grew. Everyone wanted to be the first to kill Kussman. But somehow, every game, he survived, even when my brother lost the fight.
A few of his exploits/near deaths:
I came the closest. I thought I had him dead once. I had his last unit, down to 3 models, trapped at the edge of the table, until I got too bloodthirsty, and my Zoanthrope floated into LoS from a heavy weapon and got sniped, and because it was the only thing holding together my unit with synapse, my Gaunts subsequently failed their Ld. test, he passed his to not flee, and Kussman and his two Guardsman finished off the entire brood, dealing me my first defeat, and ruining my then flawless winning streak.
His squad once ambushed the Space Wolf player's HQ first turn (remember the rules for ambushing Catachans and their extra LoS through jungle), shot him and his wolf bodyguard up, he failed a Ld. test and fled off the board.
It was Kussman who one-shotted the Tau player's (then feared) Hammerhead when he Ambushed and shot it from behind, earning a "Vehicle Explodes!" result which then damaged some nearby Fire Warriors, turning the battle in Kussman's favor.
After all that he got promoted to General, and I wrote some special rules for him. Nothing too OP or ridiculous, but we thought he earned it.
Kain "Smoker" Kussman is now on his second incarnation as a model.
Kain Kussman
90 pts.
(Same stats as the old "Heroic Senior Officer" model, pretty much equivalent to a current-day Company Commander. The only exception is the fact that he has a Meltagun, and the following rules):
-On the Front Lines: Kussman's, and the squad he joins, has the Fearless universal special rule. Additionally, Kussman may never join any other units except a Company Command Squad (Where he replaces the Company Commander) or a squad of Veterans.
-Fanatical Loyalty: Kussman's men both fear and revere him as a man chosen by the Emperor, and have been to hell and back with him. Any Wounds that Kussman takes may be allocated to members of his squad, in the same manner as the Look Out - Arghh! rule in the Imperial Guard Codex.
-Cauterize: Kussman despises weakness in himself and his own men, often cursing them for complaining before cauterizing their wounds with the white-hot barrel of his own Meltagun. Kussman, and the unit he joins, has the Feel No Pain special rule.
I figured that limiting the units he can join stops some ridiculous combos (i.e. blobs with Feel No Pain, or Ogryns with the same.)
Company Champion 'Alpharius', 5th Company, Alpha Legion
Little is known of this individual. His only appearance was during the Yarrant Campaign against the Space Wolves during the Heresy, where he challenged and decapitated the Wolf Lord Harvold Backbreaker in single combat. He was sighted in Mark 3 armour, carrying a combat shield and a power sword of unusual design. He announced himself as 'Alpharius', although the chances of him being the actual Primarch are low.
Type: Infantry (unique)
120 points
WS6 BS4 S4 T4 W2 I5 A3 Ld9 Sv3+
Wargear: Power armor, bolt pistol, bolter, combat shield, frag and krak grenades
Nemesis: This is a power weapon of unusual design. It can be used with either of the following profiles, pick at the start of each combat phase.
One handed: As per normal power sword but gives +1 attack.
Two handed: Strength: user + 1 AP 2 Two-handed. When using this profile, the combat shield may not be used.
Special Rules: Independent Character, Hatred: Space Marines, Fearless
Name: Sir Bushwookie(I'm very imaginative) - 55 points (Marbo is statistically better)
All anyone knows is that he was knighted by the king/planetary governor of his home planet and was apparently killed during the massacre at big toof river. No-one knows his first name, he was called bushwookie by his comrades due to his slight obsession with using his ghillie suit. Almost no-one will ever find out who he really is because as far as the Departmento Munitorium is concerned he's dead.
Special rules:
Infiltrate
Is it a bush?(forest/bushes)-When given the cameoline Ghillie suit all models must re-roll shots to hit unless they are within 8".
Master sniper- Model may fire up to 6" over the maximum range on a roll of 6.
Preferred enemy(orks) <- that may make him a bit over-powered.... well against orks anyway
War-gear:
Cameoline ghillie suit:(may not be taken with carapace armour) Gives the wearer the 'is it a bush special rule' and the shrouded special rule. -20 points
Carapace armour:Increases Armour save to a 4+. -15 points
Bolt-action stub rifle: an ancient design that had been passed onto this strange boy by his family. It is able to hit targets rapidly while retaining its accuracy at extremely long range.
Range--strength--AP--Type
40" -- X -- 5 -- Sniper, Heavy 2
Combat knife: A basic knife nothing special apart from maybe that it makes him rather bad in close combat, as it requires him to get close to the enemy and in doing so reduces the force of which he hits the enemy with.
To me this character seems rather over-powered but he is terrible in CQC so hopefully that will counter it.
Sir Bushwookie wrote: Name: Sir Bushwookie(I'm very imaginative) - 55 points (Marbo is statistically better)
All anyone knows is that he was knighted by the king/planetary governor of his home planet and was apparently killed during the massacre at big toof river. No-one knows his first name, he was called bushwookie by his comrades due to his slight obsession with using his ghillie suit. Almost no-one will ever find out who he really is because as far as the Departmento Munitorium is concerned he's dead.
Special rules:
Infiltrate
Is it a bush?(forest/bushes)-When given the cameoline Ghillie suit all models must re-roll shots to hit unless they are within 8".
Master sniper- Model may fire up to 6" over the maximum range on a roll of 6.
Preferred enemy(orks) <- that may make him a bit over-powered.... well against orks anyway
War-gear:
Cameoline ghillie suit:(may not be taken with carapace armour) Gives the wearer the 'is it a bush special rule' and the shrouded special rule. -20 points
Carapace armour:Increases Armour save to a 4+. -15 points
Bolt-action stub rifle: an ancient design that had been passed onto this strange boy by his family. It is able to hit targets rapidly while retaining its accuracy at extremely long range.
Range--strength--AP--Type
40" -- X -- 5 -- Sniper, Heavy 2
Combat knife: A basic knife nothing special apart from maybe that it makes him rather bad in close combat, as it requires him to get close to the enemy and in doing so reduces the force of which he hits the enemy with.
To me this character seems rather over-powered but he is terrible in CQC so hopefully that will counter it.
Sir Bushwookie
I'm just going to make some suggestions. Simplify the stat-line to include all bonuses, and make sure you write the rules in a clear, easy to understand method, even if it requires the use of a whole page (admittedly, it's something that GW isn't the best at doing). Also, Master Sniper as written does nothing, so I would just add additional range onto his weapon. I'd also make sure that all distances are in multiples of 6" (it's internally consistent with the rest of 40k). I'm not sure on costing, but I'll re-write what you have so it's a bit clearer.
Sir Bushwookie - 55pts
WS 3 ,BS 5, S 2, T 3, W 2, I 3, A 2, LD 8, Sv 5+
Wargear: Flak Armour, Bolt-Action Stub Rifle, Combat Knife
May Replace his Flak Armour with
- Carapace Armour for 15pts
- Cameoline Ghillie Suit for 20pts
Bolt-Action Stub Rifle: An ancient rifle that has been in Sir Bushwookie's family for tens for longer than any can remember. It is rumoured to pre-date the emperor. It is able to hit targets rapidly and at range. It uses the following profile:
Range 48", S X, AP 5, Heavy 2, Sniper
Carapace Armour: Improved armour that confers a 4+ armour save.
Cameoline Ghillie Suit: An unique suit that combines both Cameoline and bits of folliage to create a suit that allows the wearer to be nearly invisible among cover. The suit gives Sir Bushwookie the shrouded special rule. Additionally, enemies shooting at Sir Bushwookie must re-roll all successful "to-hit" rolls unless they are 6" or less from Sir Bushwookie, with the second result being final (remember you can not re-roll a re-roll, so any hits caused by re-rolls of missed shots are final).
felixander wrote: I like the above changes for presenting the character, but I like him in general. Is he an Elites choice or an HQ that doesn't take up a slot?
I don't really know, me and a friend were using him as part of a narrative story.
Maybe an upgrade for a ratling squad. Or an elite that doesn't take up a slot.
Sir Bushwookie wrote: Name: Sir Bushwookie(I'm very imaginative) - 55 points (Marbo is statistically better)
All anyone knows is that he was knighted by the king/planetary governor of his home planet and was apparently killed during the massacre at big toof river. No-one knows his first name, he was called bushwookie by his comrades due to his slight obsession with using his ghillie suit. Almost no-one will ever find out who he really is because as far as the Departmento Munitorium is concerned he's dead.
Special rules:
Infiltrate
Is it a bush?(forest/bushes)-When given the cameoline Ghillie suit all models must re-roll shots to hit unless they are within 8".
Master sniper- Model may fire up to 6" over the maximum range on a roll of 6.
Preferred enemy(orks) <- that may make him a bit over-powered.... well against orks anyway
War-gear:
Cameoline ghillie suit:(may not be taken with carapace armour) Gives the wearer the 'is it a bush special rule' and the shrouded special rule. -20 points
Carapace armour:Increases Armour save to a 4+. -15 points
Bolt-action stub rifle: an ancient design that had been passed onto this strange boy by his family. It is able to hit targets rapidly while retaining its accuracy at extremely long range.
Range--strength--AP--Type
40" -- X -- 5 -- Sniper, Heavy 2
Combat knife: A basic knife nothing special apart from maybe that it makes him rather bad in close combat, as it requires him to get close to the enemy and in doing so reduces the force of which he hits the enemy with.
To me this character seems rather over-powered but he is terrible in CQC so hopefully that will counter it.
Sir Bushwookie
I'm just going to make some suggestions. Simplify the stat-line to include all bonuses, and make sure you write the rules in a clear, easy to understand method, even if it requires the use of a whole page (admittedly, it's something that GW isn't the best at doing). Also, Master Sniper as written does nothing, so I would just add additional range onto his weapon. I'd also make sure that all distances are in multiples of 6" (it's internally consistent with the rest of 40k). I'm not sure on costing, but I'll re-write what you have so it's a bit clearer.
Sir Bushwookie - 55pts
WS 3 ,BS 5, S 2, T 3, W 2, I 3, A 2, LD 8, Sv 5+
Wargear: Flak Armour, Bolt-Action Stub Rifle, Combat Knife
May Replace his Flak Armour with
- Carapace Armour for 15pts
- Cameoline Ghillie Suit for 20pts
Bolt-Action Stub Rifle: An ancient rifle that has been in Sir Bushwookie's family for longer than any can remember. It is rumoured to pre-date the emperor. It is able to hit targets rapidly and at range. It uses the following profile:
Range 48", S X, AP 5, Heavy 2, Sniper
Carapace Armour: Improved armour that confers a 4+ armour save.
Cameoline Ghillie Suit: A unique suit that combines both Cameoline and bits of folliage to create a suit that allows the wearer to be nearly invisible among cover. The suit gives Sir Bushwookie the shrouded special rule. Additionally, enemies shooting at Sir Bushwookie must re-roll all successful "to-hit" rolls unless they are 6" or less from Sir Bushwookie, with the second result being final (remember you can not re-roll a re-roll, so any hits caused by re-rolls of missed shots are final).
Special Rules: Infiltrate
Thanks! it looks much better the way you have put it. The main reason for not using multiples of 6 was that it was part of a narrative game I was in.(I deliberately made it complicated for him).
Also would he be an elite or a HQ choice in your opinion?
Hey guys, I'm going to be using this character for an upcoming campaign and would love to hear your feedback! I'll be using JustDave's Eldar Fandex (he also has good Chaos and Space Marine fandexs).
Farseer Astrea had tread on the path of the Howling Banshee for so long that she had almost been completely been consumed by war and transformed into an Exarch; However, the Farseers of her Craftworld had forseen her potential as a Farseer and after many fruitless attempts to change her fate she finally turned away from the Path of the Warrior. She still finds herself mind straying towards the blood lust that almost consumed her and still struggles to fight off the urges. As a way to focus her mind she carries a special pair of Mirrorblades that contain empty soul stones which she fills with her lust for battle.
Mr. Spoon costs 2 pts, and may be taken as an addition to a single Conscript Squad in any Imperial Guard army. He has the following profile:
WS . 2
BS .. 2
S .... 3
T .... 3
W ... 1
I ..... 3
A .... 1
Ld ... 5
Sv ... 5+
Unit Type: Infantry.
Wargear: Same as a Conscript.
Special Rules: Encyclopaedic Knowledge, Unfit, Hit with the Ladies, Unlucky B*stard.
- Encyclopaedic Knowledge: A Conscript Squad that includes Mr. Spoon may pre-measure movement, shooting and/or assault distances, and gains the Preferred Enemy USR (all enemies).
- Unfit: If a Conscript Squad that includes Mr. Spoon attempts to Run, Mr. Spoon is automatically removed as a casualty.
- Hit with the Ladies: If Mr. Spoon is engaged in a combat that includes one or more female models, count both his WS and I values as 1.
- Unlucky B*stard: If an enemy unit inflicts wounds upon a Conscript Squad that includes Mr. Spoon (even if Mr. Spoon is locked in combat but not within 2" of a friendly model in base contact), Mr. Spoon must be allocated those wounds with the highest S values, and must always be allocated the maximum number of wounds possible.
Mr. Spoon costs 2 pts, and may be taken as an addition to a single Conscript Squad in any Imperial Guard army. He has the following profile:
WS . 2
BS .. 2
S .... 3
T .... 3
W ... 1
I ..... 3
A .... 1
Ld ... 5
Sv ... 5+
Unit Type: Infantry.
Wargear: Same as a Conscript.
Special Rules: Encyclopaedic Knowledge, Unfit, Hit with the Ladies, Unlucky B*stard.
- Encyclopaedic Knowledge: A Conscript Squad that includes Mr. Spoon may pre-measure movement, shooting and/or assault distances, and gains the Preferred Enemy USR (all enemies).
- Unfit: If a Conscript Squad that includes Mr. Spoon attempts to Run, Mr. Spoon is automatically removed as a casualty.
- Hit with the Ladies: If Mr. Spoon is engaged in a combat that includes one or more female models, count both his WS and I values as 1.
- Unlucky B*stard: If an enemy unit inflicts wounds upon a Conscript Squad that includes Mr. Spoon (even if Mr. Spoon is locked in combat but not within 2" of a friendly model in base contact), Mr. Spoon must be allocated those wounds with the highest S values, and must always be allocated the maximum number of wounds possible.
Everyone can premeasure now. So just Preferred Enemy.
felixander wrote: Hey guys, I'm going to be using this character for an upcoming campaign and would love to hear your feedback! I'll be using JustDave's Eldar Fandex (he also has good Chaos and Space Marine fandexs).
Farseer Astrea had tread on the path of the Howling Banshee for so long that she had almost been completely been consumed by war and transformed into an Exarch; However, the Farseers of her Craftworld had forseen her potential as a Farseer and after many fruitless attempts to change her fate she finally turned away from the Path of the Warrior. She still finds herself mind straying towards the blood lust that almost consumed her and still struggles to fight off the urges. As a way to focus her mind she carries a special pair of Mirrorblades that contain empty soul stones which she fills with her lust for battle.
wargear
super dakka gun 3d6 s4 ap 6 assault x
force feild all models in 12 inches have a 5+ invun save
monkey wrench close combat wepon
Judging by standard loadout the distance on the gun is 3d6 and it's number of shots is undefined. Also if he gets in close combat all his enemies get a 5++ too. WOO!
Background ( from the ork codex) The ork empire of charadon is the largest and most long standing of its kind. Controlled by a pyromanic berserker known as the Arch-arsonist, the empire has been the bane of ultima Segemtum for countless centuries.
pts 165? ( Im not too sure here,maybe a wee bit more)
WS-5 BS-2 S-5 T-5 W-4 I-4 A-5 LD-9 SV 3+ 5+INV
Equipstuff
Da gorka skorcha
Da flame retardation suit
Da Shish kebaba
Stikkbombs
Special rules:
Independent character
Waaagh
Mob rule
Furious charge
Burn it all!
Da exit plan
Da gorka skorcha is a kustom-built man-portable and highly volatile heavy flamer with the following profile: template str 5 ap 4 assault 1, twinlinked, soul blaze.
Da flame retardation suit a speshul full armour suit, granting the wearer a 3 + armour save, a 5 + inv save and lastly a 3 + inv save against flame and melta weapons.
Da shish kebaba is a 'uge choppa on FIRE! with the following profile: melee, str user +2, ap - 2-handed, rending, soul blaze.
Burn it all: All skorchas in the army counts as twinlinked (not burnas) be they kombi skorchas or vehicle mounted skorchas.
Furthermore, burna boyz also counts as a troop choice, and become a 1+ unit. they may select a trukk or looted wagon as a dedicated transport. A looted wagon taken as a dedicated transport, may not have the boomgun upgrade
Da exit plan when the Arch-arsonist loses his last wound, he will go out in a big boom as the squig-enhaced-hyper-prometheum tank detonates. Unless he is engaged in close combat, roll a dice, on 2+ the controlling player may move him 1d6 in any direction, ignoring difficult and dangerous terrain. Place the large blast marker directly above him, with the following profile. str 5 ap 4 soul blaze, pinning. If a was rolled, the opposing player gets to choose his direction. If the Arch-arsonist was locked in combat, place the large blastmarker directly above him, without moving him first and work out the damage as normal.
Thanks to Felixander for pointing out the bit with the boomgun upgrade.
<did a quick search myself, and there is indeed severall Arch-arsonists running around in this forum, some closely resembling this guy, never even knew
Background ( from the ork codex) The ork empire of charadon is the largest and most long standing of its kind. Controlled by a pyromanic berserker known as the Arch-arsonist, the empire has been the bane of ultima Segemtum for countless centuries.
pts 165? ( Im not too sure here,maybe a wee bit more)
WS-5 BS-2 S-5 T-5 W-4 I-4 A-5 LD-9 SV 3+ 5+INV
Equipstuff
Da gorka skorcha
Da flame retardation suit
Da Shish kebaba
Stikkbombs
Special rules:
Independent character
Waaagh
Mob rule
Furious charge
Burn it all!
Da exit plan
Da gorka skorcha is a kustom-built man-portable and highly volatile heavy flamer with the following profile: template str 5 ap 4 assault 1, twinlinked, soul blaze.
Da flame retardation suit a speshul full armour suit, granting the wearer a 3 + armour save, a 5 + inv save and lastly a 3 + inv save against flame and melta weapons.
Da shish kebaba is a 'uge choppa on FIRE! with the following profile: melee, str user +2, ap - 2-handed, rending, soul blaze.
Burn it all: All skorchas in the army counts as twinlinked (not burnas) be they kombi skorchas or vehicle mounted skorchas.
Furthermore, burna boyz also counts as a troop choice, and become a 1+ unit. they may select a trukk or looted wagon as a dedicated transport.
Da exit plan when the Arch-arsonist loses his last wound, he will go out in a big boom as the squig-enhaced-hyper-prometheum tank detonates. Unless he is engaged in close combat, roll a dice, on 2+ the controlling player may move him 1d6 in any direction, ignoring difficult and dangerous terrain. Place the large blast marker directly above him, with the following profile. str 5 ap 4 soul blaze, pinning. If a was rolled, the opposing player gets to choose his direction. If the Arch-arsonist was locked in combat, place the large blastmarker directly above him, without moving him first and work out the damage as normal.
I'd definitely say that 165 points is pretty good! This is the second (or maybe even third?) version of this guy I've seen in this thread, but still an interesting iteration.
Spoiler:
Warboss = 60 points
+1W + 15
+1A +10
Gorka Skorcha +15
Retardation suit +25 (10 + 5 + 10 *Cybork + 'Eavy Armour + 3+ SV w/ Fire invuln*)
Shish Kebaba +20-25 (A S8 AP2 Rending Soulblaze weapon that hits at i4 with 6 attacks on the charge is pretty devastating...
Burn It All +10 (You need to add that Looted Wagons should not be aloud to take a Boomgun, which technically it can do since they'd take it as a dedicated transport and then just not start in it)
Da Exit Plan +5-10
Jarlaxle - Pirate King of Commoragh - Corsair or Dark Eldar HQ
WS6BS6 S 3 T 3 W 3 I 6 A 3LD9SV5+/2++
205pts
Unit Type: Infantry
Wargear (Codex): Shadow Field (DE), Plasma Grenades, Haywire Grenades
Rainbow Cloak: Grants Shrouded. Once per game, Jarlaxle can use the Telepathy Power: Invisibility on his own unit without needing to take a psychic test (this is an innate ability that cannot be negated).
Boots of Swiftness: Grants Crusader and Move Through Cover.
Guarding Eyepatch: Jarlaxle counts as Psyker Mastery Level 5 for purposes of Deny the Witch.
Endless Daggers: Has the following profiles:
Shooting: 12" S3 AP4 Assault 2d6, Bleeding, Shred
Close Combat: - User AP4 +d3A, Bleeding, Shred
Bleeding: If a model takes an unsaved Wound from this weapon, they must pass a Toughness test at the end of each turn (including the turn they take the Wound). If the test is failed, they take a wound with no Armour or Cover saves allowed.
Special Rules: Independent Character, Fleet.
Temporary Immunity: Jarlaxle has at his disposable various rings and trinkets that are designed to absorb certain types of attacks. At the beginning of Jarlaxle's turn, choose a weapon keyword from the following list: Melta/Fusion, Flamer, Plasma, Laser/Las-. Jarlaxle may re-roll his Saves against weapons that share the chosen weapon's keyword anywhere in its name. Example: Jarlaxle chooses Laser/Las- and is targetted by a Guard unit armed with Lasguns and a Lascannon and their Chimera with a Multi-laser and Heavy Bolter. He may re-roll his Saves against everything except the Heavy Bolter.
Inspired by the anti-hero of the same name from Forgotten Realms, Jarlaxle seems prepared for every situation with a myriad of gadgets at his disposal. Hard to pin down, he'll be easy to take down in combat with weight of attacks.
Barbous Helvangan, The lost driven, taly barer, master of the endless hunt. - Space Wolves
Unit type: Space wolves lone wolf special character - Elites choice
stat line:
WS 6
BS -
S 5(+2 = S7)
T 4
W 3
I 5
A 3
Ld 9
Sv 2+ 3++
Wargear:
Runic power armour, Shield of Morkai, Axe of the lost, wolf tail necklace, Drangir and Seri
Special Rules:
Axe of the lost:
The axe of the lost is a large axe bearing the name talisman of all to die in the service of the alfather as a lone pack's man, it is a relic of those who died trying to fulfill their vow of vengance apon their given foe, it is counted as a master crafted frost axe which incures the "knockback" special rule. The following strength bonus incurred from the frost axe is included in brackets next to his base strength in his profile above.
Satisfaction in the kill:
Barbous will never choose to shoot any sorts of weapon at an enemy, he must always engaged them in close combat because of this. There for his stat line BS is -.
Shield of Morkai
The shield of Morkia is an elabourate shield with a goulish image of the double wolf's head of Morkia, the death wolf. To those who look apon it, all they will see is that of death coming to claim them over the shouts of a large and angry Space wolf. The shield is a storm shield that incures the following bonuses:
Hammer of wrath (one attack at basic strength at I10 on the charge)
Fear
Fearless
Drangir and Seri
The only things still moving to which Barbous call's brother, they are two cyber wolves that accompany him into battle.
Rage
Beast slayer
(See rules in lone wolf section)
Hatred - Demons
Lone wolf
(See rules in lone wolf section)
Independant character
Eternal Warrior
Back Story:
Barbous was once a proud brother within the Space wolves 4th company, a young warrior with a proud heart and many glorious victories to be seen before him. He was ascended to grey hunters at an earlier age than his blood claw brothers due to his very nature as a cool and keen hunter. Unlike the young pups to which he shared the same name with.
He called his pack brother to the most but found himself out in the cold to his grey hunter brevthern due to his lack of bousterous lout-ness expressed by many others in his pack. The wolf priests looked apon him and knew from that instance what his fate would be.
Barbous was taken from his pack, his nature showed that he could not fit in with the close hearted companion ship that was the space wolves, he was instead adopted into the scouts. To which he found himself making much more of a brotherly bond between these otherwise anti social kin. Though not expressed in any sort of way that would normally be seen, each and every brother within the scout pack of the 4th would lay down their lives for their next brother.
It was not before too long however that Barbous' fate changed dramatically. Apon the world of Hypathaes VII, his pack was asigned to the task of hunting down and determining the forces of a Chaos lord known only as the Butcher of Vraks.
14 weeks they spent in that hole, 14 weeks to which the tracked blood pits and mass graves as the Chaos lord and his warband made their way across the planet. It was not until the sent was lost within a vast Imperial Shrine, desacrated by chaos that the lord striked.
Caught in the open, Barbous' pack was cut down in bolter fire, the quick work of the traitors made the carapace armoured scouts useless at best. Though some fought back, all fell to the reactive shell fire.
Barbous was left, stranded, wounded with two of his lungs punctured and one of his hearts blown out of his chest. He was a bloody ruin of his former self. As he slowly blacked out he looked onwards as the lord too his leave, seeing his brothers dead apon the floor he whispered slowly... as the lights in his eyes dimmed, to take the path of the packless, and hunt his quarry to the ends of universe. No matter what happened, that chaos lord will died.
When the Wolf priests found him, many thought he could not be saved, that his wounds were too severe, they tried to repair him, and suceeded in the utmost, but left him in a state that made him less man than when he became spacemarine. Half of his left side was replaced with augmented machinery as corsity of the Iron Priests, with his lower jaw replaced with an adamantium line.
When he finally awoke, he found himself in his new shell, he found new strength in his body, and within the Fang. Taking from his bed in the warding halls, he strode out with only one word apon his lips; "Where is Logan Grimnar?". He walked through the training halls and the feasting halls, stepping through the door to which only wolf gaurd may enter. As he walked through a large and armoured terminator wolfguard lowered his storm bolter at him and said in a commanding voice "Halt young one, what is your business here?" His beard long and white as it flowed in the cool breeze of the Fang's halls. Barbous looked up at him, for only being in robes and paused for a moment before lowering his head and saying "I am packless".
The Wolf guard looked apon him and then nodded, knowing what that ment if a packless member wished to walk the wolf guard's halls. "May the alfather be with you young one, and let us hope that Morkia does not walk within your shadow" Turning, the wolf guard said in a booming voice to the other wolf guard within the hall "LET HIM PASS!".
Barbous walked the hall of the wolf guard, watched as he felt the eyes of every member looked apon him with a grim stare. Walking the long fall he finally reached the end of the hall to which spanned the throne of the Great wolf, Logan Grimmnar himself. Stopping but a few metres from the throne, the old man apon it raised himself from it to look apon the young blood before him. Logan looked him up and down, looked at the machinery to blight his figure... finally he nodded to himself as he agreed with himself in thought. WIth a resonating he said "Why do you come before my throne at this late hour?" already knowing the young wolf's answer all too well...
"My King, I am Barbous Helvangan, I am of the 4th company's scout packs, but naught now my King, for my Brothers lay dead before me and my path is now set apon one course and one course alone." Looking up at him as a small tear came to his eye through his otherwise grim and chizeled features.
Looking down apon him, Logan heard, and understood "Then, you wish to bring yourself apon the path of the packless? Do you swear to take apon yourself the Oath? To find your prey and to hunt it down? To avenge your brothers or die in the attempt?"
Looking up to him, he kneels down apon the stone flooring before saying in a low and snarled tone "I swear as you and your Guard as witness, that I will"
Turning to the side, Logan looked apon one of the figures within the shadows, and called him to step forwards "And what of you, Harad? Do you accept to reliquish him from your service on terms of honour?"
Nodding, the wolf lord replied with a simply with a "Aye, I do." Turning back, Logan looked apon Barbous and said in a loud tone
"Very well then, Barbous! Your fate has been written, I command you to fulfill your honour as my Guard and your lord as witness. To seek out and strike down the evil that has befallen your pack or die in the attempt. I hold you to your Oath, kinsmen. Now... Go, prepare yourself.
Barbous walked out of the halls of the wolf guard and headed straight for the armoury, with new resolve and purpose he nodded to the Iron Priest as he walked in. None questioned or stood in his path as word spreads quickly of new lone wolves.
Taking up the weapons he would need, he started to train tirelessly for the day when his fate will be met. Every hour of every minute from that day forth, he spent training, and training, honing his skills with axe and blade. Forgoing all forms of balistics training. He wished to see the death of his prey with his own eyes and with his own hands.
It would take many years before his fate finally came, he killed the chaos lord apon the same planet to which his brothers died apon, but naught before the lord had ascended to demon hood, leaving Barbous with the head of his sworn enemy, but without the victory he wished. Taking it back, he presented his trophy and logan gave him the chance to join the wolf guard. Barbous knew however that such a fate was not for him, for his task was not yet done in his eyes, he declined the offer, and instead stayed on as a lone wolf. To such, logan instead requisitioned a special gifts to him from the Iron Priests, two relics, one, The axe of the lost, and the second, the shield of Morkai. Accepting these gifts he now uses them to continue the hunt for his sworn enemy. Given any chance he will strike out at chaos in a bid to draw his true prey from the ether.
(I have no idea really about the points... I guess I could just add up the base costs of a frost axe, storm shield, runic armour and necklace that comes to 80, plus the fact he has a wolf lord's stat line practically, so 180. But from there I don't know really.)
Squallish wrote: Jarlaxle - Pirate King of Commoragh - Corsair or Dark Eldar HQ
Spoiler:
WS6BS6 S 3 T 3 W 3 I 6 A 3LD9SV5+/2++
205pts
Unit Type: Infantry
Wargear (Codex): Shadow Field (DE), Plasma Grenades, Haywire Grenades
Rainbow Cloak: Grants Shrouded. Once per game, Jarlaxle can use the Telepathy Power: Invisibility on his own unit without needing to take a psychic test (this is an innate ability that cannot be negated).
Boots of Swiftness: Grants Crusader and Move Through Cover.
Guarding Eyepatch: Jarlaxle counts as Psyker Mastery Level 5 for purposes of Deny the Witch.
Endless Daggers: Has the following profiles:
Shooting: 12" S3 AP4 Assault 2d6, Bleeding, Shred
Close Combat: - User AP4 +d3A, Bleeding, Shred
Bleeding: If a model takes an unsaved Wound from this weapon, they must pass a Toughness test at the end of each turn (including the turn they take the Wound). If the test is failed, they take a wound with no Armour or Cover saves allowed.
Special Rules: Independent Character, Fleet.
Temporary Immunity: Jarlaxle has at his disposable various rings and trinkets that are designed to absorb certain types of attacks. At the beginning of Jarlaxle's turn, choose a weapon keyword from the following list: Melta/Fusion, Flamer, Plasma, Laser/Las-. Jarlaxle may re-roll his Saves against weapons that share the chosen weapon's keyword anywhere in its name. Example: Jarlaxle chooses Laser/Las- and is targetted by a Guard unit armed with Lasguns and a Lascannon and their Chimera with a Multi-laser and Heavy Bolter. He may re-roll his Saves against everything except the Heavy Bolter.
Inspired by the anti-hero of the same name from Forgotten Realms, Jarlaxle seems prepared for every situation with a myriad of gadgets at his disposal. Hard to pin down, he'll be easy to take down in combat with weight of attacks.
I think Temporary Immunity is kind of ridiculous, because while there are plenty of armies that won't be effected by it, but some armies are completely, absolutely screwed by it (Imperial Guard). I would take it out all together, he has a ton of special rules anyways. I'd change his Eyepatch to just give him a 3+ Deny the Witch roll. Does the Rainbow Cloak (Might need a new name for that, Rainbows + Dark Eldar = and rainbows + hiding = ) confer Shrouded to just himself? His squad? His vehicle? Who? I don't see why he needs Shrouded when he's already got a 2++
DONUTSREVENGED wrote: Barbous Helvangan, The lost driven, taly barer, master of the endless hunt. - Space Wolves
Spoiler:
Unit type: Space wolves lone wolf special character - Elites choice
stat line:
WS 6
BS -
S 5(+2 = S7)
T 4
W 3
I 5
A 3
Ld 9
Sv 2+ 3++
Wargear:
Runic power armour, Shield of Morkai, Axe of the lost, wolf tail necklace, Drangir and Seri
Special Rules:
Axe of the lost:
The axe of the lost is a large axe bearing the name talisman of all to die in the service of the alfather as a lone pack's man, it is a relic of those who died trying to fulfill their vow of vengance apon their given foe, it is counted as a master crafted frost axe which incures the "knockback" special rule. The following strength bonus incurred from the frost axe is included in brackets next to his base strength in his profile above.
Satisfaction in the kill:
Barbous will never choose to shoot any sorts of weapon at an enemy, he must always engaged them in close combat because of this. There for his stat line BS is -.
Shield of Morkai
The shield of Morkia is an elabourate shield with a goulish image of the double wolf's head of Morkia, the death wolf. To those who look apon it, all they will see is that of death coming to claim them over the shouts of a large and angry Space wolf. The shield is a storm shield that incures the following bonuses:
Hammer of wrath (one attack at basic strength at I10 on the charge)
Fear
Fearless
Drangir and Seri
The only things still moving to which Barbous call's brother, they are two cyber wolves that accompany him into battle.
Rage
Beast slayer
(See rules in lone wolf section)
Hatred - Demons
Lone wolf
(See rules in lone wolf section)
Independant character
Eternal Warrior
Back Story:
Barbous was once a proud brother within the Space wolves 4th company, a young warrior with a proud heart and many glorious victories to be seen before him. He was ascended to grey hunters at an earlier age than his blood claw brothers due to his very nature as a cool and keen hunter. Unlike the young pups to which he shared the same name with.
He called his pack brother to the most but found himself out in the cold to his grey hunter brevthern due to his lack of bousterous lout-ness expressed by many others in his pack. The wolf priests looked apon him and knew from that instance what his fate would be.
Barbous was taken from his pack, his nature showed that he could not fit in with the close hearted companion ship that was the space wolves, he was instead adopted into the scouts. To which he found himself making much more of a brotherly bond between these otherwise anti social kin. Though not expressed in any sort of way that would normally be seen, each and every brother within the scout pack of the 4th would lay down their lives for their next brother.
It was not before too long however that Barbous' fate changed dramatically. Apon the world of Hypathaes VII, his pack was asigned to the task of hunting down and determining the forces of a Chaos lord known only as the Butcher of Vraks.
14 weeks they spent in that hole, 14 weeks to which the tracked blood pits and mass graves as the Chaos lord and his warband made their way across the planet. It was not until the sent was lost within a vast Imperial Shrine, desacrated by chaos that the lord striked.
Caught in the open, Barbous' pack was cut down in bolter fire, the quick work of the traitors made the carapace armoured scouts useless at best. Though some fought back, all fell to the reactive shell fire.
Barbous was left, stranded, wounded with two of his lungs punctured and one of his hearts blown out of his chest. He was a bloody ruin of his former self. As he slowly blacked out he looked onwards as the lord too his leave, seeing his brothers dead apon the floor he whispered slowly... as the lights in his eyes dimmed, to take the path of the packless, and hunt his quarry to the ends of universe. No matter what happened, that chaos lord will died.
When the Wolf priests found him, many thought he could not be saved, that his wounds were too severe, they tried to repair him, and suceeded in the utmost, but left him in a state that made him less man than when he became spacemarine. Half of his left side was replaced with augmented machinery as corsity of the Iron Priests, with his lower jaw replaced with an adamantium line.
When he finally awoke, he found himself in his new shell, he found new strength in his body, and within the Fang. Taking from his bed in the warding halls, he strode out with only one word apon his lips; "Where is Logan Grimnar?". He walked through the training halls and the feasting halls, stepping through the door to which only wolf gaurd may enter. As he walked through a large and armoured terminator wolfguard lowered his storm bolter at him and said in a commanding voice "Halt young one, what is your business here?" His beard long and white as it flowed in the cool breeze of the Fang's halls. Barbous looked up at him, for only being in robes and paused for a moment before lowering his head and saying "I am packless".
The Wolf guard looked apon him and then nodded, knowing what that ment if a packless member wished to walk the wolf guard's halls. "May the alfather be with you young one, and let us hope that Morkia does not walk within your shadow" Turning, the wolf guard said in a booming voice to the other wolf guard within the hall "LET HIM PASS!".
Barbous walked the hall of the wolf guard, watched as he felt the eyes of every member looked apon him with a grim stare. Walking the long fall he finally reached the end of the hall to which spanned the throne of the Great wolf, Logan Grimmnar himself. Stopping but a few metres from the throne, the old man apon it raised himself from it to look apon the young blood before him. Logan looked him up and down, looked at the machinery to blight his figure... finally he nodded to himself as he agreed with himself in thought. WIth a resonating he said "Why do you come before my throne at this late hour?" already knowing the young wolf's answer all too well...
"My King, I am Barbous Helvangan, I am of the 4th company's scout packs, but naught now my King, for my Brothers lay dead before me and my path is now set apon one course and one course alone." Looking up at him as a small tear came to his eye through his otherwise grim and chizeled features.
Looking down apon him, Logan heard, and understood "Then, you wish to bring yourself apon the path of the packless? Do you swear to take apon yourself the Oath? To find your prey and to hunt it down? To avenge your brothers or die in the attempt?"
Looking up to him, he kneels down apon the stone flooring before saying in a low and snarled tone "I swear as you and your Guard as witness, that I will"
Turning to the side, Logan looked apon one of the figures within the shadows, and called him to step forwards "And what of you, Harad? Do you accept to reliquish him from your service on terms of honour?"
Nodding, the wolf lord replied with a simply with a "Aye, I do." Turning back, Logan looked apon Barbous and said in a loud tone
"Very well then, Barbous! Your fate has been written, I command you to fulfill your honour as my Guard and your lord as witness. To seek out and strike down the evil that has befallen your pack or die in the attempt. I hold you to your Oath, kinsmen. Now... Go, prepare yourself.
Barbous walked out of the halls of the wolf guard and headed straight for the armoury, with new resolve and purpose he nodded to the Iron Priest as he walked in. None questioned or stood in his path as word spreads quickly of new lone wolves.
Taking up the weapons he would need, he started to train tirelessly for the day when his fate will be met. Every hour of every minute from that day forth, he spent training, and training, honing his skills with axe and blade. Forgoing all forms of balistics training. He wished to see the death of his prey with his own eyes and with his own hands.
It would take many years before his fate finally came, he killed the chaos lord apon the same planet to which his brothers died apon, but naught before the lord had ascended to demon hood, leaving Barbous with the head of his sworn enemy, but without the victory he wished. Taking it back, he presented his trophy and logan gave him the chance to join the wolf guard. Barbous knew however that such a fate was not for him, for his task was not yet done in his eyes, he declined the offer, and instead stayed on as a lone wolf. To such, logan instead requisitioned a special gifts to him from the Iron Priests, two relics, one, The axe of the lost, and the second, the shield of Morkai. Accepting these gifts he now uses them to continue the hunt for his sworn enemy. Given any chance he will strike out at chaos in a bid to draw his true prey from the ether.
(I have no idea really about the points... I guess I could just add up the base costs of a frost axe, storm shield, runic armour and necklace that comes to 80, plus the fact he has a wolf lord's stat line practically, so 180. But from there I don't know really.)
He's interesting, but I think +2 S on top of base +1S seems rather ridiculous. I'd definitely consider making the wolves accompanying him an upgrade option. As for points: 270 (235 if he leaves the pups at home). Either way a lot more than 180. Let me know any discrepancies with the costing, just trying to help out! Math in the spoiler below.
Spoiler:
Wolf Lord =100
+1S +10 Points
-5BS -10 points (though it shouldn't matter since you traded out his guns... so it's not really a detriment to not be able to shoot as he couldn't anyways)
Runic Armor +20 points
Shield of Morkai +35 points (+30 for SS and + 5 for Hammer of Wrath)
Axe of the Lost +35 points (+25 for Frost Axe, +5 for MC, +5 for Knockback)
Wolf Tail +5 points
Fearless +5 Points
Rage +5 points
Beast Slayer +10 Points
Hatred +5
Eternal Warrior +15
Drangir and Seri +35
Wargear:
Two assault cannons, cyclone missile launcher, signum receiver
(The two assault cannons count as twin-linked)
*Signum receiver and signum:
Signum: 5 points
- +2 to the ballistic skill of everyone in the squad
Signum receiver: 3 points
- +1 to the ballistic skill of everyone in the squad, only applies if at least one model bearing a signum is (still) alive.
The signum upgrades are pretty unbelievably undercosted, even if it were per member. Here's what I would do:
Signum Transmitter: A model with the Signum Transmitter may forego shooting for one shooting phase to confer +1 BS unto his squad for that shooting phase. +10 Points
Signum Receiver: +5 Points per model.
Also is this character a Sergeant upgrade or an Independent character? Currently he is neither =) You need to add in "Replace the Terminator Sergeant for Terminator Sergeant Darius for +X points".
Also, is he able to fire both the Cyclone Missile Launcher and TL Assault Cannon at the same time? Better add a rule in about that! But if he does he better not be able to move, even for TDA that's a lot of firepower coming out!
felixander wrote: I think Temporary Immunity is kind of ridiculous, because while there are plenty of armies that won't be effected by it, but some armies are completely, absolutely screwed by it (Imperial Guard). I would take it out all together, he has a ton of special rules anyways. I'd change his Eyepatch to just give him a 3+ Deny the Witch roll. Does the Rainbow Cloak (Might need a new name for that, Rainbows + Dark Eldar = and rainbows + hiding = ) confer Shrouded to just himself? His squad? His vehicle? Who? I don't see why he needs Shrouded when he's already got a 2++
Immunity only affects himself and has no effect in close combat.. so it's not as bad as you might think. Guard have many non-Las weapons. His Eyepatch effectively gives him 4+ Deny the Witch, but the wording I chose is the easiest to have it affect the squad. Rainbow cloak is more from the Forgotten Realms hero, suffice to say, he chooses what colouration it has. Shrouded, as per the BRB, only needs one model in the unit to have it for them to benefit, thus it affects the unit, hence his price tag. He's a defensive character who can handle Hordes well and absorb wounds if sitting out front.
felixander wrote: I think Temporary Immunity is kind of ridiculous, because while there are plenty of armies that won't be effected by it, but some armies are completely, absolutely screwed by it (Imperial Guard). I would take it out all together, he has a ton of special rules anyways. I'd change his Eyepatch to just give him a 3+ Deny the Witch roll. Does the Rainbow Cloak (Might need a new name for that, Rainbows + Dark Eldar = and rainbows + hiding = ) confer Shrouded to just himself? His squad? His vehicle? Who? I don't see why he needs Shrouded when he's already got a 2++
Immunity only affects himself and has no effect in close combat.. so it's not as bad as you might think. Guard have many non-Las weapons. His Eyepatch effectively gives him 4+ Deny the Witch, but the wording I chose is the easiest to have it affect the squad. Rainbow cloak is more from the Forgotten Realms hero, suffice to say, he chooses what colouration it has. Shrouded, as per the BRB, only needs one model in the unit to have it for them to benefit, thus it affects the unit, hence his price tag. He's a defensive character who can handle Hordes well and absorb wounds if sitting out front.
Guard have many non-Las weapons yes but it is one they rely heavily on against a character like yours, a re-rollable 2++ is pretty huge against it. DE have the only 2++ and I think many people are wary about letting someone use a rerollable 2++, even if only against a certain type of weapon. I would re-word the eye patch to 4+ though, my bad on the miscalc on it, don't have BOB handy.
Personally I wouldn't play against him without the Temporary Immunity effect being removed, even with my Eldar. But that's just me.
Artificer Armour:
The upgraded communications system of this artificer armour allows Ramsus to call down his Orbital Borbardment even if had previously moved in the same turn.
Special Rules: Independent Character, And They Shall Know No Fear, Rites of Battle, Orbital Bombardment, Distrustful, Knowledge is Power.
Distrustful Ramsus' fanaticism and single-minded devotion to the hunt for the Fallen is such that he has grown extremely weary of anyone outside the Unforgiven. Due to this paranoia, any allied army, except those of Codex: Dark Angels, are considered a tier below when checking for alliance level. E.g - Allies chosen from the Codex: Space Marines are treated as "Allies of Convenience" instead of "Battle Brothers"
Knowledge is Power Ramsus is aware that every bit of information, no matter how tiny and insignificant, can lead to one of the Fallen. As such, he always deems as top priority the capture of the enemy leader, regardless of who it may be.
If the leader of the enemy army is killed during the game:
- place a new objective where he fell, if your mission involves objectives;
- add a second Kill Point to your side, if you're playing a KP-relevant mission;
- add 1d6x10 VP's, if you're playing for VP's.
Tyranids are not affected by this rule.
DONUTSREVENGED wrote: Barbous Helvangan, The lost driven, taly barer, master of the endless hunt. - Space Wolves
Spoiler:
Unit type: Space wolves lone wolf special character - Elites choice
stat line:
WS 6
BS -
S 5(+2 = S7)
T 4
W 3
I 5
A 3
Ld 9
Sv 2+ 3++
Wargear:
Runic power armour, Shield of Morkai, Axe of the lost, wolf tail necklace, Drangir and Seri
Special Rules:
Axe of the lost:
The axe of the lost is a large axe bearing the name talisman of all to die in the service of the alfather as a lone pack's man, it is a relic of those who died trying to fulfill their vow of vengance apon their given foe, it is counted as a master crafted frost axe which incures the "knockback" special rule. The following strength bonus incurred from the frost axe is included in brackets next to his base strength in his profile above.
Satisfaction in the kill:
Barbous will never choose to shoot any sorts of weapon at an enemy, he must always engaged them in close combat because of this. There for his stat line BS is -.
Shield of Morkai
The shield of Morkia is an elabourate shield with a goulish image of the double wolf's head of Morkia, the death wolf. To those who look apon it, all they will see is that of death coming to claim them over the shouts of a large and angry Space wolf. The shield is a storm shield that incures the following bonuses:
Hammer of wrath (one attack at basic strength at I10 on the charge)
Fear
Fearless
Drangir and Seri
The only things still moving to which Barbous call's brother, they are two cyber wolves that accompany him into battle.
Rage
Beast slayer
(See rules in lone wolf section)
Hatred - Demons
Lone wolf
(See rules in lone wolf section)
Independant character
Eternal Warrior
Back Story:
Barbous was once a proud brother within the Space wolves 4th company, a young warrior with a proud heart and many glorious victories to be seen before him. He was ascended to grey hunters at an earlier age than his blood claw brothers due to his very nature as a cool and keen hunter. Unlike the young pups to which he shared the same name with.
He called his pack brother to the most but found himself out in the cold to his grey hunter brevthern due to his lack of bousterous lout-ness expressed by many others in his pack. The wolf priests looked apon him and knew from that instance what his fate would be.
Barbous was taken from his pack, his nature showed that he could not fit in with the close hearted companion ship that was the space wolves, he was instead adopted into the scouts. To which he found himself making much more of a brotherly bond between these otherwise anti social kin. Though not expressed in any sort of way that would normally be seen, each and every brother within the scout pack of the 4th would lay down their lives for their next brother.
It was not before too long however that Barbous' fate changed dramatically. Apon the world of Hypathaes VII, his pack was asigned to the task of hunting down and determining the forces of a Chaos lord known only as the Butcher of Vraks.
14 weeks they spent in that hole, 14 weeks to which the tracked blood pits and mass graves as the Chaos lord and his warband made their way across the planet. It was not until the sent was lost within a vast Imperial Shrine, desacrated by chaos that the lord striked.
Caught in the open, Barbous' pack was cut down in bolter fire, the quick work of the traitors made the carapace armoured scouts useless at best. Though some fought back, all fell to the reactive shell fire.
Barbous was left, stranded, wounded with two of his lungs punctured and one of his hearts blown out of his chest. He was a bloody ruin of his former self. As he slowly blacked out he looked onwards as the lord too his leave, seeing his brothers dead apon the floor he whispered slowly... as the lights in his eyes dimmed, to take the path of the packless, and hunt his quarry to the ends of universe. No matter what happened, that chaos lord will died.
When the Wolf priests found him, many thought he could not be saved, that his wounds were too severe, they tried to repair him, and suceeded in the utmost, but left him in a state that made him less man than when he became spacemarine. Half of his left side was replaced with augmented machinery as corsity of the Iron Priests, with his lower jaw replaced with an adamantium line.
When he finally awoke, he found himself in his new shell, he found new strength in his body, and within the Fang. Taking from his bed in the warding halls, he strode out with only one word apon his lips; "Where is Logan Grimnar?". He walked through the training halls and the feasting halls, stepping through the door to which only wolf gaurd may enter. As he walked through a large and armoured terminator wolfguard lowered his storm bolter at him and said in a commanding voice "Halt young one, what is your business here?" His beard long and white as it flowed in the cool breeze of the Fang's halls. Barbous looked up at him, for only being in robes and paused for a moment before lowering his head and saying "I am packless".
The Wolf guard looked apon him and then nodded, knowing what that ment if a packless member wished to walk the wolf guard's halls. "May the alfather be with you young one, and let us hope that Morkia does not walk within your shadow" Turning, the wolf guard said in a booming voice to the other wolf guard within the hall "LET HIM PASS!".
Barbous walked the hall of the wolf guard, watched as he felt the eyes of every member looked apon him with a grim stare. Walking the long fall he finally reached the end of the hall to which spanned the throne of the Great wolf, Logan Grimmnar himself. Stopping but a few metres from the throne, the old man apon it raised himself from it to look apon the young blood before him. Logan looked him up and down, looked at the machinery to blight his figure... finally he nodded to himself as he agreed with himself in thought. WIth a resonating he said "Why do you come before my throne at this late hour?" already knowing the young wolf's answer all too well...
"My King, I am Barbous Helvangan, I am of the 4th company's scout packs, but naught now my King, for my Brothers lay dead before me and my path is now set apon one course and one course alone." Looking up at him as a small tear came to his eye through his otherwise grim and chizeled features.
Looking down apon him, Logan heard, and understood "Then, you wish to bring yourself apon the path of the packless? Do you swear to take apon yourself the Oath? To find your prey and to hunt it down? To avenge your brothers or die in the attempt?"
Looking up to him, he kneels down apon the stone flooring before saying in a low and snarled tone "I swear as you and your Guard as witness, that I will"
Turning to the side, Logan looked apon one of the figures within the shadows, and called him to step forwards "And what of you, Harad? Do you accept to reliquish him from your service on terms of honour?"
Nodding, the wolf lord replied with a simply with a "Aye, I do." Turning back, Logan looked apon Barbous and said in a loud tone
"Very well then, Barbous! Your fate has been written, I command you to fulfill your honour as my Guard and your lord as witness. To seek out and strike down the evil that has befallen your pack or die in the attempt. I hold you to your Oath, kinsmen. Now... Go, prepare yourself.
Barbous walked out of the halls of the wolf guard and headed straight for the armoury, with new resolve and purpose he nodded to the Iron Priest as he walked in. None questioned or stood in his path as word spreads quickly of new lone wolves.
Taking up the weapons he would need, he started to train tirelessly for the day when his fate will be met. Every hour of every minute from that day forth, he spent training, and training, honing his skills with axe and blade. Forgoing all forms of balistics training. He wished to see the death of his prey with his own eyes and with his own hands.
It would take many years before his fate finally came, he killed the chaos lord apon the same planet to which his brothers died apon, but naught before the lord had ascended to demon hood, leaving Barbous with the head of his sworn enemy, but without the victory he wished. Taking it back, he presented his trophy and logan gave him the chance to join the wolf guard. Barbous knew however that such a fate was not for him, for his task was not yet done in his eyes, he declined the offer, and instead stayed on as a lone wolf. To such, logan instead requisitioned a special gifts to him from the Iron Priests, two relics, one, The axe of the lost, and the second, the shield of Morkai. Accepting these gifts he now uses them to continue the hunt for his sworn enemy. Given any chance he will strike out at chaos in a bid to draw his true prey from the ether.
(I have no idea really about the points... I guess I could just add up the base costs of a frost axe, storm shield, runic armour and necklace that comes to 80, plus the fact he has a wolf lord's stat line practically, so 180. But from there I don't know really.)
He's interesting, but I think +2 S on top of base +1S seems rather ridiculous. I'd definitely consider making the wolves accompanying him an upgrade option. As for points: 270 (235 if he leaves the pups at home). Either way a lot more than 180. Let me know any discrepancies with the costing, just trying to help out! Math in the spoiler below.
Spoiler:
Wolf Lord =100
+1S +10 Points
-5BS -10 points (though it shouldn't matter since you traded out his guns... so it's not really a detriment to not be able to shoot as he couldn't anyways)
Runic Armor +20 points
Shield of Morkai +35 points (+30 for SS and + 5 for Hammer of Wrath)
Axe of the Lost +35 points (+25 for Frost Axe, +5 for MC, +5 for Knockback)
Wolf Tail +5 points
Fearless +5 Points
Rage +5 points
Beast Slayer +10 Points
Hatred +5
Eternal Warrior +15
Drangir and Seri +35
Wargear:
Two assault cannons, cyclone missile launcher, signum receiver
(The two assault cannons count as twin-linked)
*Signum receiver and signum:
Signum: 5 points
- +2 to the ballistic skill of everyone in the squad
Signum receiver: 3 points
- +1 to the ballistic skill of everyone in the squad, only applies if at least one model bearing a signum is (still) alive.
The signum upgrades are pretty unbelievably undercosted, even if it were per member. Here's what I would do:
Signum Transmitter: A model with the Signum Transmitter may forego shooting for one shooting phase to confer +1 BS unto his squad for that shooting phase. +10 Points
Signum Receiver: +5 Points per model.
Also is this character a Sergeant upgrade or an Independent character? Currently he is neither =) You need to add in "Replace the Terminator Sergeant for Terminator Sergeant Darius for +X points".
Also, is he able to fire both the Cyclone Missile Launcher and TL Assault Cannon at the same time? Better add a rule in about that! But if he does he better not be able to move, even for TDA that's a lot of firepower coming out!
(on iPod)
I have to say that really his base profile of 5s was because I was trying to show the fact that he has undergone heavy augmentation. The plus 2 str is because frost axes are plus 2 due to being sharper and frost blades being plus 1 str. The 180 ish was for his base wargear on his person as per the normal codex. Not his final cost. The wolves could be an upgrade I suppose as you don't see many specials with upgrades. I was mostly picking the rules that would best suit his character. Like hatred for demons, rage, a shield that incures hammer of wrath attacks without being the anvil of fenris shield which gives one extra attack on the charge. Really I see him being on par with Logan in terms of points or near to due to his state line and all. His inability to shoot comes with reason, you could mount him with a quad gun perhaps as he stumbles through the battle field, making him unable to shoot makes sure the player will keep to his character as that is one of his flaws. The 2 plus save comes from the runic armour and the 3 plus invun comes from the shield. Your points seem ok for him but I dunno if that is enough for him, remember that he is rerolling to hit and wound against mcs walkers and t5 + plus the fact that he concedes a victory point for surviving and not dying. The eternal warrior was a spur of the moment addition but I might toss that rule out and make him t5 instead. Dripping his str 5 to 4 and letting the axe give him str 6 ap 2 attacks.
This is my character, made as the chapter master for my unforgiven chapter, The Divine Blades.
I have no idea about the point cost, being slightly new to the game myself. I quite like him and would appreciate feedback immensely!
The Wandering Angel, Jericho
Jericho has always been secretive, even for a dark angel. He was chosen to be the chapter master in part by the writings of the previous grand master of the chapter and mentor to Jericho, Arimar Zachariel. He is prideful, and a tactician that would make his primarch proud. He exiles himself repeatedly, returning only when his chapter needs him, it is said he is hunting down fallen, or otherwise trying to restore his chapter's honor. However there have been rumors, spoken by neophytes in hushed tones, that his prowess is due to sorcery,his solitary journeys to report the goings-on to dark masters. Jericho wields the chapters greatest relics, including both their most valued and cursed one, Sanctis, the armour of the fallen angel, Luther.
Special rules ATSKNF, Fearless, Angelic intervention, Eternal Warrior, Eye of the lion
Sanctis This armour is rumored to have been worn by the lions right hand himself, Luther. Ancient technologies were implanted so as to make luther more than the equal of a regular space marine, +1 to Initiative and toughness, and confers a 3++ invuln save to Jericho and a 4++ to his squad.(has been added to the stat count)
Apollyon Master-crafted Power sword, +2 S
Apollyon is a sacred relic to the divine blades, and assures the confidence of his battle-brothers, all friendly units within 6" are fearless.
Duskbringer Master-crafted Plasma pistol, allows units to re-roll Gets Hot!
Angelic Intervention Jericho returns when he is needed most, if you began the game with jericho in reserves, he may deepstrike, on a roll of 6+ he may assault in the same turn.
Eye of the Lion A fragment of Lion El'Jonson's armor, it is highly prized by Jericho, worn on a chain around his neck.
After deployment but before you start the game, roll a D6, on a roll of 1, Jericho has slumped into a miasma, and may not move if deployed or deepstrike for two turns.
On a roll of 2-3, Jericho is in a fury over a slight, presumed or not. He gains the rage USR.
On a roll of 4-5, Jericho is heard whispering something to himself, as if conferring with someone, He may re-roll to wound rolls.
On a roll of 6, Jericho and his squad gain an extra wound, due to the mystic powers of the relic
Sargent Jenkin ( can only be put in a HWS) A giant of a man he can carry an autocannon and prefers to hold it on full auto. He inspires his troops and though he cant shoot for Sh*t, his blasting inspires the others in his squad to forget ammo-conservation and blast away. He usually likes standing with a commanding field of fire even if his squad has to run in front of the infantry and having been shot at with a variety of evil and poisonous for many years has left him tougher than other guardsmen. He is highly respected by the weapons crews (he keeps them alive!) and knows exactly when to withdraw Ws 3 Bs 2 str 4 T 4 W 2 I 3 A 2 Ld 9 Sv 5+
Special rules He can see the barn but....... - The Sargent is a terrible shot and any shots ranging past 36" count as snapfiring ( applies only to jenkin)
Uhhhh theyre getting kinda close...... - If an enemy unit gets within charging range( 12' for jump or fleet inf and 6" for regular) the squad will snap fire then the controlling player will roll 2d6 choose the highest and move that far back towards the controlling players deployment board edge.
FIRE FIRE FIIIIIRRRREEEEE!!!!!! - Jenkin's squad can choose to fire faster than normal for one turn giving heavy bolters and autocannons 2 extra shots and lascannons one, doing this makes the machine spirits angry and they gain the Gets Hot! rule for that turn.
Modding is cheating jenkins! - Jenkin has "personally" modified his autocannon to shoot faster than normal( he secretly made a Mek do it in exchange for "getting knocked out" on prisoner duty) and it is treated as heavy four
There looks good - Jenkin and his squad start the game infiltrating on the highest point on the battle field (not dangerous terrain or enemy held buildings)
Heroic Junior Officer: Kolso has a command radius of 12", and may issue 1 order to every unit within his command radius as long as it is the same order. They use his leadership when taking the order.
Kasrkin Officer: You may purchase Kolso for either a Stormtrooper squad, or a Company command squad. If put in a Company Command squad, then the squad receives Carapace armor free of charge, and can have up to 10 members instead of the regular 5.
Insane Heroism: Kolso will not back down from a fight, and will not even let death take him that easily. Each time he takes an unsaved wound, roll a dice. On a 3+, the wound is ignored; Kolso simply toughs it out, taking it in stride.
Wargear:
Carapace Armor Hotshot Lasgun Power Sword Frag and Krak Grenades
Heroic Junior Officer: Kolso may has a command radius of 12", and may issue 1 order to every unit within his command radius as long as it is the same order. They use his leadership when taking the order.
Kasrkin Officer: You may purchase Kolso for either a Stormtrooper squad, or a Company command squad. If put in a Company Command squad, then the squad received Carapace armor free of charge, and can have up to 10 members instead of the regular 5.
Insane Heroism: Kolso will not back down from a fight, and will not even let death take him that easily. Kolso has a 4+ invuln save as shown in his stats. In addition, each time he takes an unsaved wound, roll a dice. On a 3+, the wound is ignored; Kolso simply toughs it out, taking it in stride.
Wargear:
Carapace Armor
Hotshot Lasgun
Power Sword
Frag and Krak Grenades
Definitely wanna tone it down there. You're giving him a 4++ for no reason, and then he ignores wounds on a 3+ after he fails that. His initiative is too high. That's like, dark eldar on speed high.
moom241 wrote: Definitely wanna tone it down there. You're giving him a 4++ for no reason, and then he ignores wounds on a 3+ after he fails that. His initiative is too high. That's like, dark eldar on speed high.
Heroic Junior Officer: Kolso has a command radius of 12", and may issue 1 order to every unit within his command radius as long as it is the same order. They use his leadership when taking the order.
Kasrkin Officer: You may purchase Kolso for either a Stormtrooper squad, or a Company command squad. If put in a Company Command squad, then the squad receives Carapace armor free of charge, and can have up to 10 members instead of the regular 5.
Insane Heroism: Kolso will not back down from a fight, and will not even let death take him that easily. Each time he takes an unsaved wound, roll a dice. On a 3+, the wound is ignored; Kolso simply toughs it out, taking it in stride.
Wargear:
Carapace Armor Hotshot Lasgun Power Sword Frag and Krak Grenades
Overlord Devros the Invincible of the Devostrehk Dynasty
Overlord Devros' world awoke recently in the late M41, and were almost immediately beset by attackers from the Alaitoc Craftworld, ever alert for the presence of an awakening tomb world. Devros and his personal lychguard were among the first to awaken, and began to repel the invasion. Despite the mighty Eldar onslaught from all sides, no wound would seem to stick for long, and indeed, seemingly no amount of ordinance could stop the overlord and his guards for long. Devros and his bodyguard held out for weeks before an advancing fleet under the command of Nemesor Zahndrekh forced the Eldar retreat. Upon making contact with the Nemesor, Devros agreed to join the Sautekh Dynasty as a token of his gratitude for their help. With his tomb now active, his service to the Sautekh continues, in the hopes of one day being able to repay the debt he owes.
Devros' forces, renowned even before the great sleep for their incredible tenacity, prefer to act defensively, with large guns and massive firepower being screened by walls of lychguard. Devros himself is never far from the front lines, always preferring to take the personal approach, and attacking all who challenge with the smug assurance that nothing they ever do can bring him down. Indeed, those who fight against his forces often find themselves unable to find a weak point to exploit and smash down to stop the relentless barrage.
*Note* This is more or less the story I wanted to go with for my generic overlord in my army setup. I wanted to have my own dynasty, but at the same time, wanted to use Zahdrekh and Obyron, as I love their fluff and crunch. Either way, I am open to suggestions on any way this could be improved. The fighting style more or less reflects how I like to set up my army, with no flyers, big guns, and immortal squads with plenty of surprise melee skill to anyone who thinks they have a shooty army trapped in CC.
(300 pts) WS 4 BS 4 S 4 T 6 W 3 I 2 A 4 Ld 10 Sv 2+
Wargear- Sword of the Undying Sempiternal Weave Phylactery Shield of the Eternal
-Shield of the Eternal- A massive shield carried by Devros that greatly boosts his ability to unerringly advance towards his foe. The Shield of the Eternal counts as a dispersion shield with a 3+ invulnerable save.
-Sword of the Undying- Devros' personal weapon forged for him by the shortly after joining with the Sautekh, it imbues he and his faithful warriors with a tenacity never seen in anyone else. The Sword of the Undying counts as a Hyperphase Sword as well as a Resurrection Orb that grants a +2 bonus to Devros and his squad's reanimation attempts, instead of the usual +1. This bonus does not stack with any other Resurrection orbs in the squad.
Special Rules- Ever-Living Reanimation Protocols Fearless Counter-Attack It Will Not Die Will Not Stay Down Take on Any Challenge Toughest Warriors in the Galaxy
-Will Not Stay Down- Devros is determined to live up to his name. He has a 4+ Feel No Pain Save. In addition, he may re-roll his reanimation roll should he fail.
-Take on Any Challenge- Devros always prefers to take on the toughest person in the squad, just to make their inevitable defeat all the more apparent. If Devros' Squad is challenged or issues a challenge, regardless of what is in both the attacker or defender's squad, Devros, and the enemy unit with the highest number of base wounds in the combat must accept. If another hostile unit with higher base wounds joins, the challenge is immediately broken as Devros issues a challenge to the new opponent. In addition, bolstered by his bravery, any squad he joins is granted fearless and counter-attack for as long as he remains in the squad.
-Toughest Warriors in the Galaxy- When Devros is in use, Lords within his court may take Hyperphase Swords and Dispersion shields as a weapon upgrade for 5 points a model. In addition, any models with Dispersion Shields gain + 1 Toughness.
*Note* Yes I know his defensive stats are absurd. That's exactly what I was going for, a lord who absolutely, positively, REFUSES to die. I tried to reflect this in his cost, as well as giving very little in the way of offense, only having a power sword and the regular 3 attacks of an overlord. In addition, I wanted him to be a good excuse to see more shield lychguard around, as with the added toughness they should be quite the attractive proposition. I am, once again, open to criticism on this.
Dragonfodder wrote: Overlord Devros the Invincible of the Devostrehk Dynasty
Spoiler:
Overlord Devros' world awoke recently in the late M41, and were almost immediately beset by attackers from the Alaitoc Craftworld, ever alert for the presence of an awakening tomb world. Devros and his personal lychguard were among the first to awaken, and began to repel the invasion. Despite the mighty Eldar onslaught from all sides, no wound would seem to stick for long, and indeed, seemingly no amount of ordinance could stop the overlord and his guards for long. Devros and his bodyguard held out for weeks before an advancing fleet under the command of Nemesor Zahndrekh forced the Eldar retreat. Upon making contact with the Nemesor, Devros agreed to join the Sautekh Dynasty as a token of his gratitude for their help. With his tomb now active, his service to the Sautekh continues, in the hopes of one day being able to repay the debt he owes.
Devros' forces, renowned even before the great sleep for their incredible tenacity, prefer to act defensively, with large guns and massive firepower being screened by walls of lychguard. Devros himself is never far from the front lines, always preferring to take the personal approach, and attacking all who challenge with the smug assurance that nothing they ever do can bring him down. Indeed, those who fight against his forces often find themselves unable to find a weak point to exploit and smash down to stop the relentless barrage.
*Note* This is more or less the story I wanted to go with for my generic overlord in my army setup. I wanted to have my own dynasty, but at the same time, wanted to use Zahdrekh and Obyron, as I love their fluff and crunch. Either way, I am open to suggestions on any way this could be improved. The fighting style more or less reflects how I like to set up my army, with no flyers, big guns, and immortal squads with plenty of surprise melee skill to anyone who thinks they have a shooty army trapped in CC.
(300 pts)
WS 4
BS 4
S 4
T 6
W 3
I 2
A 4
Ld 10
Sv 2+
Wargear-
Sword of the Undying
Sempiternal Weave
Phylactery
Shield of the Eternal
-Shield of the Eternal-
A massive shield carried by Devros that greatly boosts his ability to unerringly advance towards his foe. The Shield of the Eternal counts as a dispersion shield with a 3+ invulnerable save.
-Sword of the Undying-
Devros' personal weapon forged for him by the shortly after joining with the Sautekh, it imbues he and his faithful warriors with a tenacity never seen in anyone else. The Sword of the Undying counts as a Hyperphase Sword as well as a Resurrection Orb that grants a +2 bonus to Devros and his squad's reanimation attempts, instead of the usual +1. This bonus does not stack with any other Resurrection orbs in the squad.
Special Rules-
Ever-Living
Reanimation Protocols
Fearless
Counter-Attack
It Will Not Die
Will Not Stay Down
Take on Any Challenge
Toughest Warriors in the Galaxy
-Will Not Stay Down-
Devros is determined to live up to his name. He has a 4+ Feel No Pain Save. In addition, he may re-roll his reanimation roll should he fail.
-Take on Any Challenge-
Devros always prefers to take on the toughest person in the squad, just to make their inevitable defeat all the more apparent. If Devros' Squad is challenged or issues a challenge, regardless of what is in both the attacker or defender's squad, Devros, and the enemy unit with the highest number of base wounds in the combat must accept. If another hostile unit with higher base wounds joins, the challenge is immediately broken as Devros issues a challenge to the new opponent. In addition, bolstered by his bravery, any squad he joins is granted fearless and counter-attack for as long as he remains in the squad.
-Toughest Warriors in the Galaxy-
When Devros is in use, Lords within his court may take Hyperphase Swords and Dispersion shields as a weapon upgrade for 5 points a model. In addition, any models with Dispersion Shields gain + 1 Toughness.
*Note* Yes I know his defensive stats are absurd. That's exactly what I was going for, a lord who absolutely, positively, REFUSES to die. I tried to reflect this in his cost, as well as giving very little in the way of offense, only having a power sword and the regular 3 attacks of an overlord. In addition, I wanted him to be a good excuse to see more shield lychguard around, as with the added toughness they should be quite the attractive proposition. I am, once again, open to criticism on this.
I feel like giving all the Lychguard +1T is just pretty ridiculous. And rerolling the Reanimation (Technically Ever Living for him, right? As with Reanimation if his squad dies he doesn't get the roll, or was this intentional?). I'll agree that he's over priced, but over priced doesn't always = balance, sadly. I don't think he's overpowered, but I don't think I'd be entirely interested while playing against him.
Dragonfodder wrote: Overlord Devros the Invincible of the Devostrehk Dynasty
Spoiler:
Overlord Devros' world awoke recently in the late M41, and were almost immediately beset by attackers from the Alaitoc Craftworld, ever alert for the presence of an awakening tomb world. Devros and his personal lychguard were among the first to awaken, and began to repel the invasion. Despite the mighty Eldar onslaught from all sides, no wound would seem to stick for long, and indeed, seemingly no amount of ordinance could stop the overlord and his guards for long. Devros and his bodyguard held out for weeks before an advancing fleet under the command of Nemesor Zahndrekh forced the Eldar retreat. Upon making contact with the Nemesor, Devros agreed to join the Sautekh Dynasty as a token of his gratitude for their help. With his tomb now active, his service to the Sautekh continues, in the hopes of one day being able to repay the debt he owes.
Devros' forces, renowned even before the great sleep for their incredible tenacity, prefer to act defensively, with large guns and massive firepower being screened by walls of lychguard. Devros himself is never far from the front lines, always preferring to take the personal approach, and attacking all who challenge with the smug assurance that nothing they ever do can bring him down. Indeed, those who fight against his forces often find themselves unable to find a weak point to exploit and smash down to stop the relentless barrage.
*Note* This is more or less the story I wanted to go with for my generic overlord in my army setup. I wanted to have my own dynasty, but at the same time, wanted to use Zahdrekh and Obyron, as I love their fluff and crunch. Either way, I am open to suggestions on any way this could be improved. The fighting style more or less reflects how I like to set up my army, with no flyers, big guns, and immortal squads with plenty of surprise melee skill to anyone who thinks they have a shooty army trapped in CC.
(300 pts) WS 4 BS 4 S 4 T 6 W 3 I 2 A 4 Ld 10 Sv 2+
Wargear- Sword of the Undying Sempiternal Weave Phylactery Shield of the Eternal
-Shield of the Eternal- A massive shield carried by Devros that greatly boosts his ability to unerringly advance towards his foe. The Shield of the Eternal counts as a dispersion shield with a 3+ invulnerable save.
-Sword of the Undying- Devros' personal weapon forged for him by the shortly after joining with the Sautekh, it imbues he and his faithful warriors with a tenacity never seen in anyone else. The Sword of the Undying counts as a Hyperphase Sword as well as a Resurrection Orb that grants a +2 bonus to Devros and his squad's reanimation attempts, instead of the usual +1. This bonus does not stack with any other Resurrection orbs in the squad.
Special Rules- Ever-Living Reanimation Protocols Fearless Counter-Attack It Will Not Die Will Not Stay Down Take on Any Challenge Toughest Warriors in the Galaxy
-Will Not Stay Down- Devros is determined to live up to his name. He has a 4+ Feel No Pain Save. In addition, he may re-roll his reanimation roll should he fail.
-Take on Any Challenge- Devros always prefers to take on the toughest person in the squad, just to make their inevitable defeat all the more apparent. If Devros' Squad is challenged or issues a challenge, regardless of what is in both the attacker or defender's squad, Devros, and the enemy unit with the highest number of base wounds in the combat must accept. If another hostile unit with higher base wounds joins, the challenge is immediately broken as Devros issues a challenge to the new opponent. In addition, bolstered by his bravery, any squad he joins is granted fearless and counter-attack for as long as he remains in the squad.
-Toughest Warriors in the Galaxy- When Devros is in use, Lords within his court may take Hyperphase Swords and Dispersion shields as a weapon upgrade for 5 points a model. In addition, any models with Dispersion Shields gain + 1 Toughness.
*Note* Yes I know his defensive stats are absurd. That's exactly what I was going for, a lord who absolutely, positively, REFUSES to die. I tried to reflect this in his cost, as well as giving very little in the way of offense, only having a power sword and the regular 3 attacks of an overlord. In addition, I wanted him to be a good excuse to see more shield lychguard around, as with the added toughness they should be quite the attractive proposition. I am, once again, open to criticism on this.
I feel like giving all the Lychguard +1T is just pretty ridiculous. And rerolling the Reanimation (Technically Ever Living for him, right? As with Reanimation if his squad dies he doesn't get the roll, or was this intentional?). I'll agree that he's over priced, but over priced doesn't always = balance, sadly. I don't think he's overpowered, but I don't think I'd be entirely interested while playing against him.
Yeah, I know the stats are off, this was kind of a first draft that I gotta mess with. As for the other thing, I want to make some kind of incentive for sword 'n shield lychguard for the army, as I want the character to be a defense specialist. As for the ever-living, it's just an add-on for reanimation that lets you make reanimations despite some of the conditions that would stop it, such as aforementioned wiped out squads.
edit- perhaps instead of +1 T, the swords/shields are upgraded from 3+ 4++ to a 2+4++? As for the lord, probably drop the Will Not Stay Down rule. I do like the idea of re-rolling reanimations, but if I am already boosting that, probably overkill to give re-rolls too. I added the FnP part of that entirely based on a thought of how mean a Necron with FNP would be. Losing that rule would also probably make me more comfortable dropping him to 250-ish pts region.
Edward, the Depressed Survivor. Replace one Guardsman in an Infantry Squad with Edward for 40 points WSBS S T W I A LdSv 3 4 3 3 1 4 2 6 5+
Wargear: Lasgun, Camera, Flak Armor, Frag Grenades, Camera Range Strength AP Rules 12" 1 - Blind, allows user to take a close-up of an enemy in range. Works especially during close combat and is treated as a Pistol
Special Rules: Move Through Cover, Independant Character (starts as an upgrade and cannot move more than 12" away from his squad if the Sergeant is alive)
Weird Luck: Failed armor saves and successful wounds against Edward are re-rolled. Also, if whenever wounds are allocated to Edward roll a D6. On a 4+ the wound is allocated to the nearest model to him within 4."
Survival First! : During the enemy shooting phase, Edward will run 2D6" towards the nearest cover
Quick Recovery: If Edward flees, he will regroup at the start of the next turn and moves D6" in any direction
Edward's Companion: Jerry the Smart is taken as an upgrade to Edward's squad for 20 points WSBS S T W I A LdSv 3 4 3 3 1 4 1 7 4+
Wargear: Carapace Armor, Lasrifle, Book
Lasrifle: Range Strength AP Rules 24" 3 5 Rapid Fire
Book: Instead of firing his lasrifle, Jerry may read his book. He remains in his spot for the next turn and is ignored by everyone.
Special Rules; Independent Character (same variant as Edward), Move Through Cover, Stealth
Dragonfodder wrote: Overlord Devros the Invincible of the Devostrehk Dynasty
Spoiler:
Overlord Devros' world awoke recently in the late M41, and were almost immediately beset by attackers from the Alaitoc Craftworld, ever alert for the presence of an awakening tomb world. Devros and his personal lychguard were among the first to awaken, and began to repel the invasion. Despite the mighty Eldar onslaught from all sides, no wound would seem to stick for long, and indeed, seemingly no amount of ordinance could stop the overlord and his guards for long. Devros and his bodyguard held out for weeks before an advancing fleet under the command of Nemesor Zahndrekh forced the Eldar retreat. Upon making contact with the Nemesor, Devros agreed to join the Sautekh Dynasty as a token of his gratitude for their help. With his tomb now active, his service to the Sautekh continues, in the hopes of one day being able to repay the debt he owes.
Devros' forces, renowned even before the great sleep for their incredible tenacity, prefer to act defensively, with large guns and massive firepower being screened by walls of lychguard. Devros himself is never far from the front lines, always preferring to take the personal approach, and attacking all who challenge with the smug assurance that nothing they ever do can bring him down. Indeed, those who fight against his forces often find themselves unable to find a weak point to exploit and smash down to stop the relentless barrage.
*Note* This is more or less the story I wanted to go with for my generic overlord in my army setup. I wanted to have my own dynasty, but at the same time, wanted to use Zahdrekh and Obyron, as I love their fluff and crunch. Either way, I am open to suggestions on any way this could be improved. The fighting style more or less reflects how I like to set up my army, with no flyers, big guns, and immortal squads with plenty of surprise melee skill to anyone who thinks they have a shooty army trapped in CC.
(300 pts) WS 4 BS 4 S 4 T 6 W 3 I 2 A 4 Ld 10 Sv 2+
Wargear- Sword of the Undying Sempiternal Weave Phylactery Shield of the Eternal
-Shield of the Eternal- A massive shield carried by Devros that greatly boosts his ability to unerringly advance towards his foe. The Shield of the Eternal counts as a dispersion shield with a 3+ invulnerable save.
-Sword of the Undying- Devros' personal weapon forged for him by the shortly after joining with the Sautekh, it imbues he and his faithful warriors with a tenacity never seen in anyone else. The Sword of the Undying counts as a Hyperphase Sword as well as a Resurrection Orb that grants a +2 bonus to Devros and his squad's reanimation attempts, instead of the usual +1. This bonus does not stack with any other Resurrection orbs in the squad.
Special Rules- Ever-Living Reanimation Protocols Fearless Counter-Attack It Will Not Die Will Not Stay Down Take on Any Challenge Toughest Warriors in the Galaxy
-Will Not Stay Down- Devros is determined to live up to his name. He has a 4+ Feel No Pain Save. In addition, he may re-roll his reanimation roll should he fail.
-Take on Any Challenge- Devros always prefers to take on the toughest person in the squad, just to make their inevitable defeat all the more apparent. If Devros' Squad is challenged or issues a challenge, regardless of what is in both the attacker or defender's squad, Devros, and the enemy unit with the highest number of base wounds in the combat must accept. If another hostile unit with higher base wounds joins, the challenge is immediately broken as Devros issues a challenge to the new opponent. In addition, bolstered by his bravery, any squad he joins is granted fearless and counter-attack for as long as he remains in the squad.
-Toughest Warriors in the Galaxy- When Devros is in use, Lords within his court may take Hyperphase Swords and Dispersion shields as a weapon upgrade for 5 points a model. In addition, any models with Dispersion Shields gain + 1 Toughness.
*Note* Yes I know his defensive stats are absurd. That's exactly what I was going for, a lord who absolutely, positively, REFUSES to die. I tried to reflect this in his cost, as well as giving very little in the way of offense, only having a power sword and the regular 3 attacks of an overlord. In addition, I wanted him to be a good excuse to see more shield lychguard around, as with the added toughness they should be quite the attractive proposition. I am, once again, open to criticism on this.
I quite like the sound of this guy, but +1T for a DS is a bit much. Just make it a bouncy SS
Overlord Devros' world awoke recently in the late M41, and were almost immediately beset by attackers from the Alaitoc Craftworld, ever alert for the presence of an awakening tomb world. Devros and his personal lychguard were among the first to awaken, and began to repel the invasion. Despite the mighty Eldar onslaught from all sides, no wound would seem to stick for long, and indeed, seemingly no amount of ordinance could stop the overlord and his guards for long. Devros and his bodyguard held out for weeks before an advancing fleet under the command of Nemesor Zahndrekh forced the Eldar retreat. Upon making contact with the Nemesor, Devros agreed to join the Sautekh Dynasty as a token of his gratitude for their help. With his tomb now active, his service to the Sautekh continues, in the hopes of one day being able to repay the debt he owes.
Devros' forces, renowned even before the great sleep for their incredible tenacity, prefer to act defensively, with large guns and massive firepower being screened by walls of lychguard. Devros himself is never far from the front lines, always preferring to take the personal approach, and attacking all who challenge with the smug assurance that nothing they ever do can bring him down. Indeed, those who fight against his forces often find themselves unable to find a weak point to exploit and smash down to stop the relentless barrage.
*Note* This is more or less the story I wanted to go with for my generic overlord in my army setup. I wanted to have my own dynasty, but at the same time, wanted to use Zahdrekh and Obyron, as I love their fluff and crunch. Either way, I am open to suggestions on any way this could be improved. The fighting style more or less reflects how I like to set up my army, with no flyers, big guns, and immortal squads with plenty of surprise melee skill to anyone who thinks they have a shooty army trapped in CC.
(250 pts) WS 4 BS 4 S 5 T 6 W 3 I 2 A 4 Ld 10 Sv 2+
Wargear- Sword of the Undying Sempiternal Weave Phylactery Shield of the Eternal
-Shield of the Eternal- A massive shield carried by Devros that greatly boosts his ability to unerringly advance towards his foe. The Shield of the Eternal counts as a dispersion shield with a 3+ invulnerable save.
-Sword of the Undying- Devros' personal weapon forged for him by the shortly after joining with the Sautekh, it imbues he and his faithful warriors with a tenacity never seen in anyone else. The Sword of the Undying counts as a Hyperphase Sword as well as a Resurrection Orb that grants a +2 bonus to Devros and his squad's reanimation attempts, instead of the usual +1. This bonus does not stack with any other Resurrection orbs in the squad.
Special Rules- Ever-Living Reanimation Protocols Fearless Counter-Attack It Will Not Die Take on Any Challenge Toughest Warriors in the Galaxy
-Take on Any Challenge- Devros always prefers to take on the toughest person in the squad, just to make their inevitable defeat all the more apparent. If Devros' Squad is challenged or issues a challenge, regardless of what is in both the attacker or defender's squad, Devros, and the enemy unit with the highest number of base wounds in the combat must accept. If another hostile unit with higher base wounds joins, the challenge is immediately broken as Devros issues a challenge to the new opponent. In addition, bolstered by his bravery, any squad he joins is granted fearless and counter-attack for as long as he remains in the squad.
-Toughest Warriors in the Galaxy- When Devros is in use, Lords within his court may take Hyperphase Swords and Dispersion shields as a weapon upgrade for 5 points a model. In addition, any models with Dispersion Shields gain a 2+ armor save.
Ok, as I was posting you updated this, so I'll respond to your new post.
I think that you should change is profile back to the standard overlord S and T of 5 and 5. I also think that you should just give him a standard Hyperphase Sword, and then give him a rez orb with the upgraded ability. It just makes a bit more sense than giving him one piece of wargear that also is another piece of wargear.
I'd also simplify Take on Any Challenge to be "Devros must issue and accept a challenge whenever possible. Additionally, when challenging, you may choose an enemy character in the combat. That character automatically accepts the challenge." Also, models with Fearless and Counter-Attack already confer those abilities onto their units, so you don't need the last line of the rule.
The change to it Will not die is fine, but remember you have to cost it appropriately.
Toughest Warriors in the Galaxy. This ability is still extremely over-powered. Even on a 1 wound model, a 2+/4++ plus special abilities for 5 points is extremely cheap. Coupled by the fact that even without a Scythe, the lord can still take MSS, it is just going to be broken in CC. You already toned it down. It needs to be toned down further.
Also, as a quick cost estimate.
Spoiler:
Overlord Base = 90 Additional Attack = 10 points (Standard Overlords have 3, you have 4) Hyperphase Sword = Free Dispersion Shied = 15 points (this is based on a rough estimate, since Lychguard get the shield for 5 points but have to give up a 10 point warscythe.) Sempiternall Weave = 15 points Phylactery = 15 points Resurection Orb = 30 Improved Rez Orb = 30 (you are giving the squad what is pretty much FNP (3+), you have to really pay for this ability) Fearless = 5 points Counter-Attack = 5 points Take on Any Challagne = 5 points It Will Not Die = 15 points Toughest Warriors in the Galaxy = at least 30 points as is. Custom Character Tax ~ 10% Subtotal = 260 Final = 285
(285 pts) WS 4 BS 4 S 5 T 5 W 3 I 2 A 3 Ld 10 Sv 2+
Wargear- Hyperphase Sword Orb of the Undying Sempiternal Weave Phylactery Shield of the Eternal
-Shield of the Eternal- A massive shield carried by Devros that greatly boosts his ability to unerringly advance towards his foe. The Shield of the Eternal counts as a dispersion shield with a 3+ invulnerable save.
-Orb of the Undying- Devros' personal orb gifted to him shortly after joining with the Sautekh, it imbues he and his faithful warriors with a tenacity never seen in anyone else. The Sword of the Undying counts as a Hyperphase Sword as well as a Resurrection Orb that grants a +2 bonus to Devros and his squad's reanimation attempts, instead of the usual +1. This bonus does not stack with any other Resurrection orbs in the squad.
Special Rules- Ever-Living Reanimation Protocols Fearless Counter-Attack Eternal Warrior It Will Not Die Take on Any Challenge Toughest Warriors in the Galaxy
-Take on Any Challenge- Devros always prefers to take on the toughest person in the squad, just to make their inevitable defeat all the more apparent. Devros must issue and accept a challenge whenever possible. Additionally, when challenging, you must chose the enemy character with the highest number of base wounds in the combat. That character automatically accepts the challenge. If another character with higher base wounds joins the combat, Devros must instead enter a challenge with that character, breaking off the challenge that he was previously in.
-Toughest Warriors in the Galaxy- When Devros is in use, Lords within his court may take Hyperphase Swords and Dispersion shields as a weapon upgrade for 15 points a model. In addition, all units (Including Devros) that have a dispersion shield are granted a 6+ Feel No Pain.
I added eternal warrior instead of the t6, as I still want him to be immune to instant death, no sense in having a defensive monster of a hero that can be sniped by s10 attacks or instant death effects. I also reduces his number of attacks and trying (again) for the dispersion shield buff, this time saying it grants a 6+ FnP. I figure a 1-in-6 chance of still resisting anything but a s10 attack would not be too bad.
Let's try, too : My first ever (i don't even have created standard units, yet). Let see if she has some value :
Greycinder - (250 pts) Independent character.
Army : Fandex Ratzen (bascially rats in space. Shoota type. Panic easily, but have far more chances to hit at shorter ranges)
WS 3
BS 6
S 2
T 2
W 1
I 8
A 3
Ld 6
Sv 5+
Unit type : Infantry
Wargear : Furtherifle automatic (36" S.x AP6 Heavy 3 & Sniper)
War dagger (0" S.user AP- Melee)
War vest (give +5 save. Already counted in her stats)
Fragmentation grenades (More or less frag grenades)
Night visor (user ignore Night Fighting effects)
Special rules : Claw Dancer (temporary name)
Die I command you
Infiltrate
Look at how manly I am
Move through cover
Scout
Shrouded
Sniper
Stealth (all)
Fluff : Ratzens don't feel like sending their females at war, limiting their use to rear jobs, even if Field Medics are often females. Females are needed to have childs.
Greycinder was perfectly aware of her role. But she wanted more. She wanted a lot, but really a lot, of children. And a big, big house, with a lot a trees all around. And a good, a very good job with a very, very cute salary. And a pretty rich husband. And... well, she wanted a lot of things.
After a while, she came to the decision the only mean to have all that for sure was to be special.
And what's more special than a war hero ? A female war hero ? Boy, she could already see all the solicitors from here...
But becoming a military personal is not really easy for a girl. War need solidity, stamina, strength. All things Ratzens males don't have too much to spare, then a female...
She persevered. Studying specialties needing less muscular prowess, like marksmanship, learning combat techniques based on her natural speed more than her strength.
She started participating battles, learning how to infiltrate enemy lines and killing unsuspecting important enemies from far away.
Slowly, but surely, she started to make a name for herself. The first time soldiers, recognizing her name, greeted her as one of them, without even trying to pinch her cute butt, warmed her heart and she remember it fondly.
Now, she's somebody. Somebody good enough to be sent on various operations, without answering to an army in particular. Somebody thrusting enough to let her choose in what team she'll be the most useful, or even to let her go alone she'd see fit.
Now, she know she will have all she sigh at. The house, the husband, the salary. The children too numerous to count.
She just has to survive a little more time.
Special rules :
Claw Dancer Ratzens have a problem at close combat, being particularly brittle. Some Ratzens train their innate speed to dodge attacks. A model having this special rule gain a +5 invulnerable save against all Close Combat attack.
Die I command you Ratzen are shoota fanatics. They often become so good their shots look like they have an auto-targeting system in-built. A model having this special rule must reroll all missed To Hit dices with a ranged weapon, as if the weapon had the Twin-Linked rule. This second roll is final.
Look at how manly i am This model has something that make other Ratzen wanting to impress it, or at less not to lose face before it. A unit that contains at least one model with this special rule re-roll all failed morale check
By the way, most Ratzen infantry units have the following Special Rule :
We are all going to die ! Most Ratzens are prompt to panic. Particularly, they are quick to see their doom, when other races are still fighting. Big opponents with high wound and heavy vehicles can send entire Raztens armies flying if let unchecked... If a unit contains at least one model with this special rule and, in the current turn, lose a model without inflicting at least one casualty, it need to test it's morale.
Ace Pilot Rayne Vos.....................................100 points
Spoiler:
Rayne may be purchased as an upgrade to a Valkyrie troop transport or vendetta gunship. Doing so grants the following special rules:
Keen focus:
Rayne may always fire the normal amount of weapons allowed to fire at BS 3, even after a successful evade roll!
Premonition:
It's no fluke that Rayne as stayed alive. Unsuccessful jink and evade rolls may be re-rolled.
Veteran Ace:
Rayne is able to push his aircraft to the limit. His Valkyrie gains the "Vector Dancer" Special rule. Additionally, no other pilot is able to keep up; therefore, no other Valkyires or Vendettas can be fielded within the same fast attack slot.
When Rayne's Valkyrie is destroyed, Rayne is as well.
Matt.Kingsley wrote: Dragonfodder, when you changed the sword of undying to the orb of undying, you left the bit about it counting as a hyperphase sword
Yup. He just has a hyperphase sword in his wargear now.
-Orb of the Undying-
Devros' personal orb gifted to him shortly after joining with the Sautekh, it imbues he and his faithful warriors with a tenacity never seen in anyone else. The Sword of the Undying counts as a Hyperphase Sword as well as a Resurrection Orb that grants a +2 bonus to Devros and his squad's reanimation attempts, instead of the usual +1. This bonus does not stack with any other Resurrection orbs in the squad
Hakanor the Fireborn, formerly Chapter Master Prometian, Lord of Hakanor's Reavers warband, formerly the Magma Warriors
Hakanor is a daemon prince of Chaos, formerly one of the Imperium's most respected warriors and leaders. Unusually amongst the scions of Chaos, he has mostly retained the size and stature of a space marine, though that makes him no less deadly than any other prince of Chaos.
May be taken for both C:CSM and C:SM to represent that the Magma Warriors have only recently turned to Chaos and still maintain the discipline and tactics of other Codex chapters.
Points: 285 points
Type: Infantry (unique)
WS7 BS5 S5 T5 W5 I6 A5 Ld10 Sv2+
Wargear: Artificer armor, iron halo, wings (counts as infantry but can move as jump infantry and gets hammer of wrath etc)
Hellfire Sword: This was a precious relic of the Magma Warriors before Hakanor's betrayal. Now warped by the flames of hell, it is a powerful weapon that slays all it faces. This is a daemon weapon (AP2 +D6 attacks). Unlike other daemon weapons, if a 1 is rolled for the +D6 attacks, Hakanor simply gets +1 bonus attack rather than taking a wound or forfeiting his attacks. It also functions as a heavy flamer.
Special Rules: Independent Character, Daemonic (fearless and 5++ save), Eternal Warrior
Chapter tactics: Burn them all!: Replace Combat Tactics with Relentless
Pimp squig: As attack squig, attacks in profile
Stegadon attack bike: As regular bike, inc exhaust cloud, but gives a 3+ instead of a 4+
Bosspole
Chain klaw: As chainfist.
TL shooter.
(That's 45 points for the chain part of the fist, the +1 save and the +1 str.)
Pimp squig: As attack squig, attacks in profile
Stegadon attack bike: As regular bike, inc exhaust cloud, but gives a 3+ instead of a 4+
Bosspole
Chain klaw: As chainfist.
TL shooter.
(That's 45 points for the chain part of the fist, the +1 save and the +1 str.)
It looks fine, it a touch boring. My only concern is that the model doesn't need +1 to strength, as it already has a power klaw (and strength can't exceed 10).
^ this .... also what do you guys think about mine?
Sargent Jenkin
Spoiler:
( can only be put in a HWS)
A giant of a man he can carry an autocannon and prefers to hold it on full auto. He inspires his troops and though he cant shoot for Sh*t, his blasting inspires the others in his squad to forget ammo-conservation and blast away. He usually likes standing with a commanding field of fire even if his squad has to run in front of the infantry and having been shot at with a variety of evil and poisonous for many years has left him tougher than other guardsmen. He is highly respected by the weapons crews (he keeps them alive!) and knows exactly when to withdraw
Ws 3 Bs 2 str 4 T 4 W 2 I 3 A 2 Ld 9 Sv 5+
Special rules
He can see the barn but.......
- The Sargent is a terrible shot and any shots ranging past 36" count as snapfiring ( applies only to jenkin)
Uhhhh theyre getting kinda close......
- If an enemy unit gets within charging range( 12' for jump or fleet inf and 6" for regular) the squad will snap fire then the controlling player will roll 2d6 choose the highest and move that far back towards the controlling players deployment board edge.
FIRE FIRE FIIIIIRRRREEEEE!!!!!!
- Jenkin's squad can choose to fire faster than normal for one turn giving heavy bolters and autocannons 2 extra shots and lascannons one, doing this makes the machine spirits angry and they gain the Gets Hot! rule for that turn.
Modding is cheating jenkins!
- Jenkin has "personally" modified his autocannon to shoot faster than normal( he secretly made a Mek do it in exchange for "getting knocked out" on prisoner duty) and it is treated as heavy four
There looks good
- Jenkin and his squad start the game infiltrating on the highest point on the battle field (not dangerous terrain or enemy held buildings)
Somedude593 wrote: ^ this .... also what do you guys think about mine? Sargent Jenkin
Spoiler:
( can only be put in a HWS) A giant of a man he can carry an autocannon and prefers to hold it on full auto. He inspires his troops and though he cant shoot for Sh*t, his blasting inspires the others in his squad to forget ammo-conservation and blast away. He usually likes standing with a commanding field of fire even if his squad has to run in front of the infantry and having been shot at with a variety of evil and poisonous for many years has left him tougher than other guardsmen. He is highly respected by the weapons crews (he keeps them alive!) and knows exactly when to withdraw Ws 3 Bs 2 str 4 T 4 W 2 I 3 A 2 Ld 9 Sv 5+
Special rules He can see the barn but....... - The Sargent is a terrible shot and any shots ranging past 36" count as snapfiring ( applies only to jenkin)
Uhhhh theyre getting kinda close...... - If an enemy unit gets within charging range( 12' for jump or fleet inf and 6" for regular) the squad will snap fire then the controlling player will roll 2d6 choose the highest and move that far back towards the controlling players deployment board edge.
FIRE FIRE FIIIIIRRRREEEEE!!!!!! - Jenkin's squad can choose to fire faster than normal for one turn giving heavy bolters and autocannons 2 extra shots and lascannons one, doing this makes the machine spirits angry and they gain the Gets Hot! rule for that turn.
Modding is cheating jenkins! - Jenkin has "personally" modified his autocannon to shoot faster than normal( he secretly made a Mek do it in exchange for "getting knocked out" on prisoner duty) and it is treated as heavy four
There looks good - Jenkin and his squad start the game infiltrating on the highest point on the battle field (not dangerous terrain or enemy held buildings)
1. He needs a base cost. 2. You misspelled sergeant. 2 He needs wargear, right now this guy is literally showing up to battle stark naked. 3. I'd re-word 'he can see the barn' as "Sergeant Jenkin can only snap fire at targets farther than 36" away from him" 4. I'm not sure what 'they are getting kinda close' is supposed to do. Does Jenkin's squad fall back? Does the enemy? Either way, this needs a lot of work. I'd change it substantially and make it "Sergeant Jenkins and any squad he is attached to MUST fire overwatch at the first squad that charges them each turn. They re-roll failed hits when firing overwatch fire, and after overwatch has resolved immediately move the squad D3 inches away from the charging unit (make this move before the enemy moves their models). 5. You really did misspell sergeant a lot. Just to be clear, Sergeant is the military rank, Sargeant is a last name along side the name of a couple of towns in the US. 6. I'd make FIRE etc "At the start of your shooting phase, Sergeant Jenkins and any model firing a heavy weapon in his squad may decide to have their weapons become twin-linked for the remainder of the shooting phase (note that either every model or no model does this). If they do, their weapons also gain the "Get's Hot" USR". 7. I'd change "modding is cheating" to a custom weapon instead of a rule. 8. There Looks Good clashes with They Are Getting Close, in that as soon as an enemy gets close, they are probably going to fall back right off the roof of the building they are in. I'd maybe make this rule "Jenkin's and his squad gain the infiltrate USR. However, they may only infiltrate into ruins or any other terrain that provides a 4+ cover save or better."
So he needs a cost, equipment, and his rules need refinement, but other than that he looks good.
Here is an idea for a necron Psyker (I know this is unfluffy, but I just wanted to make one)
Overlord Truz'ek, Narkos Dynasty
Points: 200
FOC: HQ (C:Necorns)
WS:4
BS:4
S:5(7)
T:5
A:3
W:3
I:2
Ld:10
Sv:2+/3++
Wargear:
Sempiternal Weave, Phase Shifter (Included in profile), Force Warscythe (S bonus in profile), MSS, Orb of the Immaterium.
Orb of the Immaterium: Truz'ek carved this gleaming orb out of a Chaos Sorceror's staff. Over the course of 5 thousand years he has learnt to harness its power. Truz'ek can roll on any of the tables available to CSM (note he cannot choose any psychic powers form C:CSM) or he can choose any of the below.
This generates Truz'ek D6 Warp Charge points a turn. He may cast up to D3 Psychic Powers per turn at the beginning of the controling player's Shooting Phase.
Special Rules
Reanimation Protocols, Ever Living, Unstable Conduit
Unstable Conduit: the Orb Truz'ek crafted himself is not the safest of devices. It has been known to melt him, blow him up, or send the closest enemy into the area from whence the Orb originated. If Truz'ek takes a PotW, roll a D6and consult the table below, in addition to taking a wound as normal.
Options
May take a CCB for the usual 80 poins
PotW Table:
1; Center the blast template over Truz'ek. Every model friend or foe takes one wound with armour saves allowed
2; the closest model friend or foe must take an initiative test or be removed from play.
3; every model in 12" including Truz'ek (stacks with PotW wound) take a wound on a 3+. No armour saves allowed
4; Truz'ek is removed from the table. He re-enters play through deep strike next turn, even if Scenario rules usually dont allow it
5; Truz'ek takes one Ap1 auto hit that wounds on a 2+ with the IDUSR.
6; Nothing extra happens
Psychic Powers
Marked: Every friendly unit allied or not within LOS to Truz'ek gains TL against the target of this power
Lightning Maelstrom: Psychic Shooting attack. R infinite S6 AP3 shots, Ignores Cover
power a: Target enemy unit cannot move next turn
power b: Psychic Shooting attack. AT Only. R24" S9 AP1 Lance
Doom: as per C:Eldar.
Names for poers a&b would be appriciated as much as any other feedback.
IHateNids wrote: Here is an idea for a necron Psyker (I know this is unfluffy, but I just wanted to make one)
Overlord Truz'ek, Narkos Dynasty
Spoiler:
Points: 200
FOC: HQ (C:Necorns)
WS:4
BS:4
S:5(7)
T:5
A:3
W:3
I:2
Ld:10
Sv:2+/3++
Wargear:
Sempiternal Weave, Phase Shifter (Included in profile), Force Warscythe (S bonus in profile), Orb of the Immaterium.
Orb of the Immaterium: Truz'ek carved this gleaming orb out of a Chaos Sorceror's staff. Over the course of 5 thousand years he has learnt to harness its power. Truz'ek can roll on any of the tables available to CSM (note he cannot choose any psychic powers form C:CSM) or he can choose any of the below.
This is a Ressurection Orb exactly as described in C:Necrons. It also allows Truz'ek to cast three Psychic Powers per turn at the beginning of the controling player's Shooting Phase.
Special Rules
Reanimation Protocols, Ever Living, Unstable Conduit
Unstable Conduit: the Orb Truz'ek crafted himself is not the safest of devices. It has been known to melt him, blow him up, orsend the closest enemy into the area from whence the Orb originated.
Unfinished, will be editing later.
A Necron psyker is something I'd consider playing, but a level 3 psyker? That's really heavy man. Aside from GK (^$#&%$#& them) you can only find Mastery Level 3 on named characters, so jumping from no psykers in the army to lvl 3 seems pretty heavy...
Yeah, Ive edited it. Trying to go for a whole "might remove the planet from this dimension at any moment" thing in th new one. Almost done the re-write
Draft 3: I upped the points: Ultimately, she's a Repentia Cannoness She was a Canoness of some standing, but after failing to protect a relic from Chaos (and her fellow sisters from that mission all being horrificly murdered) she donned the mantle of the Repentia. However, after over a decade as a Repentia she's still going strong (although she has been augmented by certain bionics now), each battle tweaking her Eviscerators further and further, honing her strength and skills in close combat, she now once again leads her sisters into the fray, though this time heading an entire force of those seeking forgiveness. (This is all very basic and I'm sure I'll refine it later, first fluff draft and all)
The way I see her, is she's a purely Melee character that's been throwing herself into the most brutal frays she can, that will either have to walk across the field with some repentia, or go in a vehicle she can't assault out of. So she's likely to be shot at for 2-3 turns and get overwatched before even reaching combat (if she does) and then will strike after the enemy. At T3, even with 3+ / 6+ invun and a (potentially re-rollable) FnP roll, she's still really quite fragile.
PS - This making units late at night when half concious on the fly thing isn't what I normally do, it's a lot less... refined than my normal method. xD
-Mindscythe- This staff rips past dimensional barriers to hit targets through even the mightiest armor This weapon is a melee weapon with the following profile-
Range - S X AP - Type Melee, Haywire, Poisoned 2+
-Shadoweave Mantle- This model's save is invulnerable. In addition, this grants stealth to this model and any unit he is currently attached to.
-Dimensional Strider- This finely-crafted invention of Dagon's allows for quick movement by using pocket dimensions. Dagon, and any squad he is attached to count as Jump Infantry. Additionally, once per game, you may make two jump moves in the same turn.
Special Rules- Ever-Living Reanimation Protocols Psychomancer's assistants
Psychomancer's Assistants- While Dagon is present in your army, he may bring with him a royal court of up to 5 crypteks. These crypteks may only be upgraded as follows-
Psychomancer- + 10 points - Replaces this unit's staff of light with a mindscythe, and this unit now counts as jump infantry. Cryptek Special gear (one per court) Shadoweave Mantle-+ 25 pts Prototype Dimensional Strider-+ 25 pts An unfinished, unstable version of the stabilizer used by Dagon. This allows, once per game, for this unit or any unit it's attached to, to count as jump infantry for one turn. If this unit is already attached to a unit of jump infantry, they make 2 jump moves that round instead.
All this jump infantry stuff came based on the mention that he is a psychomancer, and the only thing that he has been known to make is obyron's ghostwalker mantle, which lets him shift into dimensions to teleport all over the board any time he wants. The special abilities all came from the idea of "well, we have jump infantry overlords, why not have jump infantry crypteks?" Thought this would be a nifty way to make a fast, footslogging force or add some more punch to an already jump-heavy list.
Reconnaissance Commander Kerin of the Void Wanderers
Void Wanderers are somewhat of an oddity among the loyalist space marine chapters. The chapter has a pre-occupation with ancient stores of knowledge and technology. What is even more unusual is that despite this focus, they have a somewhat cold, business like relationship with the Adeptus Mechanus, as most other technologically oriented chapters either have close ties, or in more extreme circumstances even share in their worship the Machine God. Thus to many of the Imperium, they are seen as historians, collectors, acheologists, or perhaps just adventurers, ever curious as to what the next vault will hold.
However, finding a vault of ancient technology can be difficult, and actually gaining access to it even more so. Quite often such achives are well defended, either by Xenos, traitors, or ancient traps and constructs left by a species whose spark had been ignited and burned out long before the time of man. Thus the chapter has learned the importance of mobility and stealth, far beyond your average chapter. And within the Void Wanderers, none of the chapter have a greater understanding of the shadows than Commander Kerin, Captain of the 3rd company.
Kerin first made a name for himself during a disastrous mission on Verax Beta. Using traps and defenses in an ancient, pre-imperial human ruin, a band of traitors managed to cut down the vast majority of the detachment that Kerin's scout squad was attached too, including his Sergeant. However, after regrouping the 7 survivors of his squad, they managed to infiltrate through the ruins, unseen, sabotage their supplies and the power generator, and then escape before the Traitors realized that their emplaced weapons had lost power and half their ammo was missing. Even though the detachment had to withdraw, even with the sabotage they still did not have the capacity to take the base without reinforcements, the captain of the 5th company was greatly impressed by his work and leadership. Shortly afterwards, Kerin was promoted to a Devestator squad, but as he moved through the ranks of the chapter, he missed the lighness and mobility of his scout armour, and always felt that the power armour he wore was holding him back.
Years later, as a Sergeant in a Tactical squad of the 3rd Company, he encountered a similar situation on the world of Ilex. After the final push towards the cache, again held by a small band of traitor Astares, they encountered a vast number of traps and emplaced defenses that threaten to decimate their fighting strength should they push towards the ancient ruins. The captain was frustrated, he did not like the losses that he would face to capture the position, but saw no other option until Kerin approached him with a solution. About a third of the forces would abandon their power armour for lighter scout armour, and make use of the heavy foliage near the position to advance while the remaining forces appeared to withdraw, only so that they could arrive via Thunderhawk and Drop Pod after the defenders position was weakened. Through a long and slow advance, Kerin's teams were able to take out three quarters of the emplaced weapons before they were detected, but within moments Kerin sent his signal and Drop Pods and their Thunder Hawk were on route to renew the offensive. The enemy's own emplaced guns were turned against them, and although the fighting was bloody, eventually the Void Wanderers proved victorious. One of the unfortunate casualties was the Captain, who was gunned down by traitors after he slew the commander of the warband in single combat. As a result of his skill, and the vacancy that was now open, the Ruling Council of the chapter decided that Kerin was the most eligible Man for a position as Company Captain, one which he has honored to this day.
Reconnaissance Commander Kerin:
Cost: 195 Points
HQ Unit Composition/Type
1 Kerin/Infantry(Independent Character, Unique)
Counts as a captain for the purposes of taking a command squad
WS 6, BS 5, S 4, T 4, W 3, I 5(6), A 3, Ld 10, Sv 3+
Wargear: Hunter's Edge, The Storm Repeater, Artificer Scout Armour, Camo Cloak, Frag and Krak Grenades, Meltabombs, Specialist Ammo, Iron Halo
Special Rules: ATSKNF, Chapter Tactics (Void Wardens), Independent Character, Infiltrate, Move through Cover, Scout
Hunter's Edge: A power sword gifted to Kerin after he became Captain of the 3rd Company. It is remarkably light, seeming to fly through the air effortlessly. It is a Power Sword that gives a bonus of +1 to initiative (shown on profile).
The Storm Repeater: A unique weapon claimed by Kerin found in a cache of wargear dating back to the Great Crusade. It is a 1 handed pistol that fires as a Storm Bolter. Additionally, it benefits from specialist ammo, however, replace "Rapid Fire" with "Assault 2".
Artificer Scout Armour: A masterfully crafted set of scout armour that offers protection comparable to power armour. It confers a 3+ armour save.
Chapter Tactics (Void Wardens): If you include Kerin, then all units in your army exchange the combat tactics special rule for this rule. All models in tactical squads, devastator squads, sternguard squads, command squads that are not equipped with bikes, or vanguard squads without jump packs may exchange their power armour for Scout Armour, Camo Cloaks, and the Infiltrate, Scout, and Move through cover USR's at a cost of 1 point per model. Additionally, any model in a tactical or sternguard squad may exchange their boltgun for a Space Marine Shotgun or Sniper Rifle for free. Additionally, any squad in scout armour that numbers 5 models may take a Landspeeder Storm as a dedicated transport for a cost of 60 points. Note that while this is 10 points more than a normal Land Speeder Storm, it does not occupy a spot in the Force Organization chart. If more than one model in your army has chapter tactics, you must choose which applies.
Cost Breakdown:
Spoiler:
Captain: 100 Points
Power Armour for Scout Armour and Rules - 10
Power Weapon - 15
+1 - 10
Storm Bolter - 3
As a pistol - 7
Specialist Ammo - 20
Artificer Armour - 15
Melta Bombs - 5
Special Rule - 10 points
Total = 195
I dislike smart/stealth marines. At an impressionable stage I liked the Star Foxes from Chapter Approved, but they at least have great models. Failing that they all seem supercilious about how much cleverer they are to have thought of not getting shot at.
The gun is inexplicable. Chapter tactics are deliberately on-table effects that do not change units' options or points. If they are for specifically converted units (ones in scout armor), those units had may as well get their own unit entries too. This especially since most of them can get lascannons, multi-meltas, and plasma cannons, which cannot make sense with scout armor.
HOWEVER, thinking about power issues of power and scout armor has confused me about my own stealthy marine character. Should his unit really have power armor and plasma cannon options?
Squad Captain Savombo of First Companyt
No other calculating sociopath has ever been so popular than thecurrent leader of the Intruder Squad. Every one of Captain Savombo's predecessors in that role was selected for equal parts charisma and callousness. They command a formation which does not exist, has no exclusive resources and no regular membership. The Captaincy itself is just another position in the hundred-strong First Company and is formally inferior to every other officer, but it can commandeer personnel from any company or specialty, and never defers operational control to any but the highest ranks.
Many of the Squad's Captains have been heroic assault sergeants who earned their position burning cities and purging hab-blocks. Intruder Captains of this origin have sometimes inflated their self importance and strategic reach over extended terms of autonomy and isolation. The previous incumbent had been a disastrous experiment with direct Librarian command of the squad, emphasizing its specialist nature, since the Librarium could never directly lead the chapter.
Captain Savombo was a return to essentials. He had lead a Devastator squad of the Fifth Company for twenty-three years, and was a testament that brutality is best accomplished by patience and resolve. His tactical foresight and his judgment of character produced unusually conclusive results from the slow-burning operations his squad is meant to undertake. His operations have been so expansive that many brother marines aspire to take part, and so subtly interlinked that many others suspect that they already unknowingly have.
Rules 80 points
stat-line as chaplain or librarian, but leadership nine.
Equipment: power armor, combi-plasma, bolt pistol, close combat weapon, locator beacon.
Rules: ATSKNF, Intruder Squad.
Intruder Squad: Captain Savombo is only selected as an upgrade for a tactical squad that does not take a dedicated transport. They always enter play by outflank.
DONUTSREVENGED wrote: Barbous Helvangan, The lost driven, taly barer, master of the endless hunt. - Space Wolves
Spoiler:
Unit type: Space wolves lone wolf special character - Elites choice
stat line:
WS 6
BS -
S 5(+2 = S7)
T 4
W 3
I 5
A 3
Ld 9
Sv 2+ 3++
Wargear:
Runic power armour, Shield of Morkai, Axe of the lost, wolf tail necklace, Drangir and Seri
Special Rules:
Axe of the lost:
The axe of the lost is a large axe bearing the name talisman of all to die in the service of the alfather as a lone pack's man, it is a relic of those who died trying to fulfill their vow of vengance apon their given foe, it is counted as a master crafted frost axe which incures the "knockback" special rule. The following strength bonus incurred from the frost axe is included in brackets next to his base strength in his profile above.
Satisfaction in the kill:
Barbous will never choose to shoot any sorts of weapon at an enemy, he must always engaged them in close combat because of this. There for his stat line BS is -.
Shield of Morkai
The shield of Morkia is an elabourate shield with a goulish image of the double wolf's head of Morkia, the death wolf. To those who look apon it, all they will see is that of death coming to claim them over the shouts of a large and angry Space wolf. The shield is a storm shield that incures the following bonuses:
Hammer of wrath (one attack at basic strength at I10 on the charge)
Fear
Fearless
Drangir and Seri
The only things still moving to which Barbous call's brother, they are two cyber wolves that accompany him into battle.
Rage
Beast slayer
(See rules in lone wolf section)
Hatred - Demons
Lone wolf
(See rules in lone wolf section)
Independant character
Eternal Warrior
Back Story:
Barbous was once a proud brother within the Space wolves 4th company, a young warrior with a proud heart and many glorious victories to be seen before him. He was ascended to grey hunters at an earlier age than his blood claw brothers due to his very nature as a cool and keen hunter. Unlike the young pups to which he shared the same name with.
He called his pack brother to the most but found himself out in the cold to his grey hunter brevthern due to his lack of bousterous lout-ness expressed by many others in his pack. The wolf priests looked apon him and knew from that instance what his fate would be.
Barbous was taken from his pack, his nature showed that he could not fit in with the close hearted companion ship that was the space wolves, he was instead adopted into the scouts. To which he found himself making much more of a brotherly bond between these otherwise anti social kin. Though not expressed in any sort of way that would normally be seen, each and every brother within the scout pack of the 4th would lay down their lives for their next brother.
It was not before too long however that Barbous' fate changed dramatically. Apon the world of Hypathaes VII, his pack was asigned to the task of hunting down and determining the forces of a Chaos lord known only as the Butcher of Vraks.
14 weeks they spent in that hole, 14 weeks to which the tracked blood pits and mass graves as the Chaos lord and his warband made their way across the planet. It was not until the sent was lost within a vast Imperial Shrine, desacrated by chaos that the lord striked.
Caught in the open, Barbous' pack was cut down in bolter fire, the quick work of the traitors made the carapace armoured scouts useless at best. Though some fought back, all fell to the reactive shell fire.
Barbous was left, stranded, wounded with two of his lungs punctured and one of his hearts blown out of his chest. He was a bloody ruin of his former self. As he slowly blacked out he looked onwards as the lord too his leave, seeing his brothers dead apon the floor he whispered slowly... as the lights in his eyes dimmed, to take the path of the packless, and hunt his quarry to the ends of universe. No matter what happened, that chaos lord will died.
When the Wolf priests found him, many thought he could not be saved, that his wounds were too severe, they tried to repair him, and suceeded in the utmost, but left him in a state that made him less man than when he became spacemarine. Half of his left side was replaced with augmented machinery as corsity of the Iron Priests, with his lower jaw replaced with an adamantium line.
When he finally awoke, he found himself in his new shell, he found new strength in his body, and within the Fang. Taking from his bed in the warding halls, he strode out with only one word apon his lips; "Where is Logan Grimnar?". He walked through the training halls and the feasting halls, stepping through the door to which only wolf gaurd may enter. As he walked through a large and armoured terminator wolfguard lowered his storm bolter at him and said in a commanding voice "Halt young one, what is your business here?" His beard long and white as it flowed in the cool breeze of the Fang's halls. Barbous looked up at him, for only being in robes and paused for a moment before lowering his head and saying "I am packless".
The Wolf guard looked apon him and then nodded, knowing what that ment if a packless member wished to walk the wolf guard's halls. "May the alfather be with you young one, and let us hope that Morkia does not walk within your shadow" Turning, the wolf guard said in a booming voice to the other wolf guard within the hall "LET HIM PASS!".
Barbous walked the hall of the wolf guard, watched as he felt the eyes of every member looked apon him with a grim stare. Walking the long fall he finally reached the end of the hall to which spanned the throne of the Great wolf, Logan Grimmnar himself. Stopping but a few metres from the throne, the old man apon it raised himself from it to look apon the young blood before him. Logan looked him up and down, looked at the machinery to blight his figure... finally he nodded to himself as he agreed with himself in thought. WIth a resonating he said "Why do you come before my throne at this late hour?" already knowing the young wolf's answer all too well...
"My King, I am Barbous Helvangan, I am of the 4th company's scout packs, but naught now my King, for my Brothers lay dead before me and my path is now set apon one course and one course alone." Looking up at him as a small tear came to his eye through his otherwise grim and chizeled features.
Looking down apon him, Logan heard, and understood "Then, you wish to bring yourself apon the path of the packless? Do you swear to take apon yourself the Oath? To find your prey and to hunt it down? To avenge your brothers or die in the attempt?"
Looking up to him, he kneels down apon the stone flooring before saying in a low and snarled tone "I swear as you and your Guard as witness, that I will"
Turning to the side, Logan looked apon one of the figures within the shadows, and called him to step forwards "And what of you, Harad? Do you accept to reliquish him from your service on terms of honour?"
Nodding, the wolf lord replied with a simply with a "Aye, I do." Turning back, Logan looked apon Barbous and said in a loud tone
"Very well then, Barbous! Your fate has been written, I command you to fulfill your honour as my Guard and your lord as witness. To seek out and strike down the evil that has befallen your pack or die in the attempt. I hold you to your Oath, kinsmen. Now... Go, prepare yourself.
Barbous walked out of the halls of the wolf guard and headed straight for the armoury, with new resolve and purpose he nodded to the Iron Priest as he walked in. None questioned or stood in his path as word spreads quickly of new lone wolves.
Taking up the weapons he would need, he started to train tirelessly for the day when his fate will be met. Every hour of every minute from that day forth, he spent training, and training, honing his skills with axe and blade. Forgoing all forms of balistics training. He wished to see the death of his prey with his own eyes and with his own hands.
It would take many years before his fate finally came, he killed the chaos lord apon the same planet to which his brothers died apon, but naught before the lord had ascended to demon hood, leaving Barbous with the head of his sworn enemy, but without the victory he wished. Taking it back, he presented his trophy and logan gave him the chance to join the wolf guard. Barbous knew however that such a fate was not for him, for his task was not yet done in his eyes, he declined the offer, and instead stayed on as a lone wolf. To such, logan instead requisitioned a special gifts to him from the Iron Priests, two relics, one, The axe of the lost, and the second, the shield of Morkai. Accepting these gifts he now uses them to continue the hunt for his sworn enemy. Given any chance he will strike out at chaos in a bid to draw his true prey from the ether.
(I have no idea really about the points... I guess I could just add up the base costs of a frost axe, storm shield, runic armour and necklace that comes to 80, plus the fact he has a wolf lord's stat line practically, so 180. But from there I don't know really.)
He's interesting, but I think +2 S on top of base +1S seems rather ridiculous. I'd definitely consider making the wolves accompanying him an upgrade option. As for points: 270 (235 if he leaves the pups at home). Either way a lot more than 180. Let me know any discrepancies with the costing, just trying to help out! Math in the spoiler below.
Spoiler:
Wolf Lord =100
+1S +10 Points
-5BS -10 points (though it shouldn't matter since you traded out his guns... so it's not really a detriment to not be able to shoot as he couldn't anyways)
Runic Armor +20 points
Shield of Morkai +35 points (+30 for SS and + 5 for Hammer of Wrath)
Axe of the Lost +35 points (+25 for Frost Axe, +5 for MC, +5 for Knockback)
Wolf Tail +5 points
Fearless +5 Points
Rage +5 points
Beast Slayer +10 Points
Hatred +5
Eternal Warrior +15
Drangir and Seri +35
Wargear:
Two assault cannons, cyclone missile launcher, signum receiver
(The two assault cannons count as twin-linked)
*Signum receiver and signum:
Signum: 5 points
- +2 to the ballistic skill of everyone in the squad
Signum receiver: 3 points
- +1 to the ballistic skill of everyone in the squad, only applies if at least one model bearing a signum is (still) alive.
The signum upgrades are pretty unbelievably undercosted, even if it were per member. Here's what I would do:
Signum Transmitter: A model with the Signum Transmitter may forego shooting for one shooting phase to confer +1 BS unto his squad for that shooting phase. +10 Points
Signum Receiver: +5 Points per model.
Also is this character a Sergeant upgrade or an Independent character? Currently he is neither =) You need to add in "Replace the Terminator Sergeant for Terminator Sergeant Darius for +X points".
Also, is he able to fire both the Cyclone Missile Launcher and TL Assault Cannon at the same time? Better add a rule in about that! But if he does he better not be able to move, even for TDA that's a lot of firepower coming out!
Hmm...you have some great ideas! Maybe the Signum could to the +2 BS to everyone in the squad still, but would be 15 points. The Signum Reciever could cost 10 points. Also, I forgot to mention that he' s an upgrade for any Terminator Sergeant for an amount of points that I haven't yet decided on. I agree that he can only fire either the CMRL ( Cyclone Multiple Rocket Launcher, as I call it! ) or the assault cannons.
200 pts
Rogue Trader Moore and Retinue ( Techpriest 1 servitor, 4 Company veterans, 2 House Guards)
Rogue Trader Moore Stats
WS 3 BS 5 S 3 T 4 W 4 I 3 A 3 LD 9
Dynasties Lance*
S5 AP 5 rapid fire 30"
Hammer of the Moore's
AP 2 / 2x S
Retinue Members
Techpriest is standard, servitor can be upgraded as wanted
Veterans standard, all equipment available
House Guards
WS 3 BS 4 S3 T3 W3 I3 A2 LD8
House Guards may carry Power weapons or Dynasties Lance rifles
Rogue Trader Moore of the Moore Dynasty is the eight member of her family line and has taken direct control of maintaining and salvaging from a death world used as a collection point for vast amounts of waste collected to be used in nearby forgeworlds. Under the terms of the contract Moore is required to maintain at least one member of the Adaptus Mechanicus at all times with her during business in order to retain the contract.
The Dynasties Lance is an ancient autogun design carried by Moore and her House Guards using poorly understood ammunition that explodes before reaching the target and piercing the best armour they have yet to encounter.
Moore has never announced her intentions upon the planet and rumours are rife due to resources expended to maintain control as the skittarri maintained an iron grip before them.
Ordo Malleus Inquisitor Sirocco Timbre 150 pts WSBS S T W I A LdSv 4 4 4 4 3 4 3 10 3+, 4++
Wargear: Power Armor, Power maul, *Incinerator, Frag+Krak grenades, Iron Halo-esque object
Servo-arms: +1 T and +1 S (already included), plays the cello so no options for this bit. Also carries amplifiers, speakers, and a stereo.
*Jim Bob's Super Flamer Range: 12"* Template S: 6 AP: 4 Rules: Assault 1 *Place the template within 12" of the firer and then allocate hits as normal. When doing this the large part of the template may not be closer to the firer than the small part.
Special Rules: Independent Character, Fearless,
Gravitas: Timbre is extremely charismatic and is a man of few words. When he speaks, people listen to the deep, serious tone. What he commands shall be done in an appropriately thematic and slow-mo matter. All friendly models within 6" gain Fearless
Retinue: 0-2 Heavy Weapon Men, 1-3 Warrior Acolytes, 2-5 Crusaders, and a Culexes Assassin
the HW guys have options: Flamer, Grenade Launcher 5pts Meltagun, Plasma gun 10 pts Heavy bolter, Heavy Flamer, 15 pts.
The Warrior acolytes have speakers that replace one of their basic equipment. The speakers inspire; all models within 18" are Stubborn. They have the normal options for acolytes
Need some advice as to how to assign points and such; feedback would be really nice as I might create this guy for use as an ally to my IG army
I know this guy would be about as useful to the Tau as an air conditioner on Hoth but what the hell;
Commander Darkstar - 175pts
Head of an expeditionary team to explore the outer edges of the Eastern Fringe, Commander Il'ay'an was one of the first to come across the evidence of the treachery of Commander O'Shova and his breakaway faction. Fearing further disputes within the Empire, the local Ethereal Caste tasked Il'ay'an with the capture and recovery of O'Shova and his lieutenants, equipping him with expeimental wargear and weapons. The XV8-1 Battlesuit used by Il'ay'an, now renamed as the Darkstar Armour, shares many similarities to the standard XV8 used by standard Shas'O commanders. Where it differs is in the loadout: aware of O'Shova's close-combat skills, Darkstar was equipped with a formidable close-combat weapon, unusual given the Tau's relative lack of melee expertise. During his quest Darkstar's Earth Caste Engineers made huge developments in their developing and manufacturing processes, with several new weapons added to the fleet's arsenal which otherwise are unavailable to the rest of the Empire.
Darkstar's hunt for O'Shova has taken him to the very edges of the Tau Empire and beyond. While many worlds have been won in the name of the Greater Good. Darkstar cares not for such victories; only the execution of the criminal O'Shova will quell the passion for revenge in his heart.
WS4 BS5 S5 T5 W3 I4 A3 Ld10 Sv3+
Weapons and Equipment Darkstar Battlesuit
Missile Pod
Darkstar Battlesuit: This upgraded XV8 includes a Networked Markerlight, Target Lock, as well as a Hardlight Blade
- Hardlight Blade: Range: Melee, S5 Ap3, Melee, Concussive
Special Rules Independant Character
Grudge: No army or allied detachement may take O'Shova if the army already includes Darkstar.
Specialists: Unlike the standard Tau combat doctrines, Darkstar's retinue has been trained for close-quarters combat, designed to strike at the very heart of an enemy force. As such, each member of the retinue is automatically equipped with a Power Weapon, Flamer and Assault Grenades, they may not take any other weapon option, but may purchase Drones and other wargear as standard.
Tear Out The Heart and the Body Dies: Before the game starts, nominate an enemy Character. If Darkstar and his retinue arrive by Deep Strike, they do not scatter if arriving within 6" of the nominated character. In addition, they have the Preferred Enemy and Fearless rules against such models.
Aerial Defence: Darkstar often reinforces his attacks with squads of specialist "Sunburst" Battlesuits, should his target try to escape via airlift. An army including Darkstar may take Sunburst Battlesuits as a Heavy Support option.
Sunburst Battlesuit - 35pts each.
1-5/unit
WS2 BS3 S5 T5 W1 I2 A1 Ld8 Sv2+
Weapons and Equipment XV88 Battlesuit
Lamprey Aerial Mines
Burst Cannon
Aerial Targeting System
The Burst Cannon may be exchanged for a Flamer or Markerlight for free.
The Lamprey Mines may be exchanged for 2 Seeker Missiles for free
Aerial Targeting System: A model with this upgrade gains the Skyfire and Intercept rules on a turn it does not move.
Lamprey Aerial Mines: The Lamprey Mine is a small Drone-based explosive designed to remain adrift and target hostile aerial vehicles. It has the following profile:
Range: 48", S8, Ap3, Heavy 1*
*When firing the Lamprey, nominate a point anywhere within range (does not have to target an enemy model) and place a round 5" marker at that point and scatter as normal. (Counts as a Blast weapon for Snap-Fire). If a Jetbike, Skimmer or Flyer moves into the marker at any point of it's movement, voluntary or otherwise, it immediatly takes a S8 Ap3 hit on the side armour. Any other type of model cannot be affected by a Lamprey.
At the beginning of each of the Tau player's turns roll a D6 for every Lamprey still in play: On a 4+, the mine remains, on a 1-3, it has been shot down, shorted-out or run out of fuel; remove it from play.
Note that Lampreys will remain in play until they are removed as described above, or are hit by an enemy flyer.
A lot of people are posting characters but not giving any feedback. If you expect people to comment on your character you should be giving feedback on others as well.
Decio wrote: Ordo Malleus Inquisitor Sirocco Timbre 150 pts
Spoiler:
WSBS S T W I A LdSv 4 4 4 4 3 4 3 10 3+, 4++
Wargear: Power Armor, Power maul, *Incinerator, Frag+Krak grenades, Iron Halo-esque object
Servo-arms: +1 T and +1 S (already included), plays the cello so no options for this bit. Also carries amplifiers, speakers, and a stereo.
*Sweeping Flames: Incinerator fires like the Hellhound flame cannon thing (forgot the exact rule, place one end within 12" or something)
Special Rules: Independent Character, Fearless,
Gravitas: Timbre is extremely charismatic and is a man of few words. When he speaks, people listen to the deep, serious tone. What he commands shall be done in an appropriately thematic and slow-mo matter. All friendly models within 6" gain Fearless
Retinue: 0-2 Heavy Weapon Men, 1-3 Warrior Acolytes, 2-5 Crusaders, and a Culexes Assassin
the HW guys have options: Flamer, Grenade Launcher 5pts
Meltagun, Plasma gun 10 pts
Heavy bolter, Heavy Flamer, 15 pts.
The Warrior acolytes have speakers that replace one of their basic equipment. The speakers inspire; all models within 18" are Stubborn. They have the normal options for acolytes
Need some advice as to how to assign points and such; feedback would be really nice as I might create this guy for use as an ally to my IG army
Seems interesting, I'd say that the warrior acolytes replace their Laspistol with the speakers. Sweeping Flames doesn't seem to depict firing his incinerator farther. I'd just create an original piece of wargear using those options:
Jim Bob's Super Flamer
Range: 12"* Template S: 6 AP: 4 Rules: Assault 1
*Place the template within 12" of the firer and then allocate hits as normal. When doing this the large part of the template may not be closer to the firer than the small part.
Valkyrie wrote: I know this guy would be about as useful to the Tau as an air conditioner on Hoth but what the hell;
Commander Darkstar - 175pts
Spoiler:
Head of an expeditionary team to explore the outer edges of the Eastern Fringe, Commander Il'ay'an was one of the first to come across the evidence of the treachery of Commander O'Shova and his breakaway faction. Fearing further disputes within the Empire, the local Ethereal Caste tasked Il'ay'an with the capture and recovery of O'Shova and his lieutenants, equipping him with expeimental wargear and weapons. The XV8-1 Battlesuit used by Il'ay'an, now renamed as the Darkstar Armour, shares many similarities to the standard XV8 used by standard Shas'O commanders. Where it differs is in the loadout: aware of O'Shova's close-combat skills, Darkstar was equipped with a formidable close-combat weapon, unusual given the Tau's relative lack of melee expertise. During his quest Darkstar's Earth Caste Engineers made huge developments in their developing and manufacturing processes, with several new weapons added to the fleet's arsenal which otherwise are unavailable to the rest of the Empire.
Darkstar's hunt for O'Shova has taken him to the very edges of the Tau Empire and beyond. While many worlds have been won in the name of the Greater Good. Darkstar cares not for such victories; only the execution of the criminal O'Shova will quell the passion for revenge in his heart.
WS4 BS5 S5 T5 W3 I4 A3 Ld10 Sv3+
Weapons and Equipment Darkstar Battlesuit
Missile Pod
Darkstar Battlesuit: This upgraded XV8 includes a Networked Markerlight, Target Lock, as well as a Hardlight Blade
- Hardlight Blade: Range: Melee, S5 Ap3, Melee, Concussive
Special Rules Independant Character
Grudge: No army or allied detachement may take O'Shova if the army already includes Darkstar.
Specialists: Unlike the standard Tau combat doctrines, Darkstar's retinue has been trained for close-quarters combat, designed to strike at the very heart of an enemy force. As such, each member of the retinue is automatically equipped with a Power Weapon, Flamer and Assault Grenades, they may not take any other weapon option, but may purchase Drones and other wargear as standard.
Tear Out The Heart and the Body Dies: Before the game starts, nominate an enemy Character. If Darkstar and his retinue arrive by Deep Strike, they do not scatter if arriving within 6" of the nominated character. In addition, they have the Preferred Enemy and Fearless rules against such models.
Aerial Defence: Darkstar often reinforces his attacks with squads of specialist "Sunburst" Battlesuits, should his target try to escape via airlift. An army including Darkstar may take Sunburst Battlesuits as a Heavy Support option.
Sunburst Battlesuit - 35pts each.
1-5/unit
WS2 BS3 S5 T5 W1 I2 A1 Ld8 Sv2+
Weapons and Equipment XV88 Battlesuit
Lamprey Aerial Mines
Burst Cannon
Aerial Targeting System
The Burst Cannon may be exchanged for a Flamer or Markerlight for free.
The Lamprey Mines may be exchanged for 2 Seeker Missiles for free
Aerial Targeting System: A model with this upgrade gains the Skyfire and Intercept rules on a turn it does not move.
Lamprey Aerial Mines: The Lamprey Mine is a small Drone-based explosive designed to remain adrift and target hostile aerial vehicles. It has the following profile:
Range: 48", S8, Ap3, Heavy 1*
*When firing the Lamprey, nominate a point anywhere within range (does not have to target an enemy model) and place a round 5" marker at that point and scatter as normal. (Counts as a Blast weapon for Snap-Fire). If a Jetbike, Skimmer or Flyer moves into the marker at any point of it's movement, voluntary or otherwise, it immediatly takes a S8 Ap3 hit on the side armour. Any other type of model cannot be affected by a Lamprey.
At the beginning of each of the Tau player's turns roll a D6 for every Lamprey still in play: On a 4+, the mine remains, on a 1-3, it has been shot down, shorted-out or run out of fuel; remove it from play.
Note that Lampreys will remain in play until they are removed as described above, or are hit by an enemy flyer.
Thoughts?
An interesting character, though I'm not sure about giving out power weapon, flamer, and assault grenades for free. I feel like the character is a little over priced but I'm not 100% on Tau loadouts so... yeah.
As for the Sunburst guys I wasn't a big fan of them. 2+ Save and T5 for 35 points and come with weapon loadouts? I'm not sold on those guys. It's great to see some Tau AA options but if you're going to do that maybe bump them up to 50-60 points and replace the Burst cannon with Missile Pods so that they can have some different choices.
felixander wrote:An interesting character, though I'm not sure about giving out power weapon, flamer, and assault grenades for free. I feel like the character is a little over priced but I'm not 100% on Tau loadouts so... yeah.
As for the Sunburst guys I wasn't a big fan of them. 2+ Save and T5 for 35 points and come with weapon loadouts? I'm not sold on those guys. It's great to see some Tau AA options but if you're going to do that maybe bump them up to 50-60 points and replace the Burst cannon with Missile Pods so that they can have some different choices.
Just ideas.
He's probably a bit overcosted / about right for the commander. I'll cover the rest below.
Valkyrie wrote:I know this guy would be about as useful to the Tau as an air conditioner on Hoth but what the hell;
Commander Darkstar - 175pts
Head of an expeditionary team to explore the outer edges of the Eastern Fringe, Commander Il'ay'an was one of the first to come across the evidence of the treachery of Commander O'Shova and his breakaway faction. Fearing further disputes within the Empire, the local Ethereal Caste tasked Il'ay'an with the capture and recovery of O'Shova and his lieutenants, equipping him with expeimental wargear and weapons. The XV8-1 Battlesuit used by Il'ay'an, now renamed as the Darkstar Armour, shares many similarities to the standard XV8 used by standard Shas'O commanders. Where it differs is in the loadout: aware of O'Shova's close-combat skills, Darkstar was equipped with a formidable close-combat weapon, unusual given the Tau's relative lack of melee expertise. During his quest Darkstar's Earth Caste Engineers made huge developments in their developing and manufacturing processes, with several new weapons added to the fleet's arsenal which otherwise are unavailable to the rest of the Empire.
Darkstar's hunt for O'Shova has taken him to the very edges of the Tau Empire and beyond. While many worlds have been won in the name of the Greater Good. Darkstar cares not for such victories; only the execution of the criminal O'Shova will quell the passion for revenge in his heart.
WS4 BS5 S5 T5 W3 I4 A3 Ld10 Sv3+
Weapons and Equipment Darkstar Battlesuit
Missile Pod
Darkstar Battlesuit: This upgraded XV8 includes a Networked Markerlight, Target Lock, as well as a Hardlight Blade
- Hardlight Blade: Range: Melee, S5 Ap3, Melee, Concussive
Special Rules Independant Character
Grudge: No army or allied detachement may take O'Shova if the army already includes Darkstar.
Specialists: Unlike the standard Tau combat doctrines, Darkstar's retinue has been trained for close-quarters combat, designed to strike at the very heart of an enemy force. As such, each member of the retinue is automatically equipped with a Power Weapon, Flamer and Assault Grenades, they may not take any other weapon option, but may purchase Drones and other wargear as standard.
Tear Out The Heart and the Body Dies: Before the game starts, nominate an enemy Character. If Darkstar and his retinue arrive by Deep Strike, they do not scatter if arriving within 6" of the nominated character. In addition, they have the Preferred Enemy and Fearless rules against such models.
Aerial Defence: Darkstar often reinforces his attacks with squads of specialist "Sunburst" Battlesuits, should his target try to escape via airlift. An army including Darkstar may take Sunburst Battlesuits as a Heavy Support option.
Sunburst Battlesuit - 35pts each.
1-5/unit
WS2 BS3 S5 T5 W1 I2 A1 Ld8 Sv2+
Weapons and Equipment XV88 Battlesuit
Lamprey Aerial Mines
Burst Cannon
Aerial Targeting System
The Burst Cannon may be exchanged for a Flamer or Markerlight for free.
The Lamprey Mines may be exchanged for 2 Seeker Missiles for free
Aerial Targeting System: A model with this upgrade gains the Skyfire and Intercept rules on a turn it does not move.
Lamprey Aerial Mines: The Lamprey Mine is a small Drone-based explosive designed to remain adrift and target hostile aerial vehicles. It has the following profile:
Range: 48", S8, Ap3, Heavy 1*
*When firing the Lamprey, nominate a point anywhere within range (does not have to target an enemy model) and place a round 5" marker at that point and scatter as normal. (Counts as a Blast weapon for Snap-Fire). If a Jetbike, Skimmer or Flyer moves into the marker at any point of it's movement, voluntary or otherwise, it immediatly takes a S8 Ap3 hit on the side armour. Any other type of model cannot be affected by a Lamprey.
At the beginning of each of the Tau player's turns roll a D6 for every Lamprey still in play: On a 4+, the mine remains, on a 1-3, it has been shot down, shorted-out or run out of fuel; remove it from play.
Note that Lampreys will remain in play until they are removed as described above, or are hit by an enemy flyer.
Thoughts?
I actually really like this character, he's fun and interesting, bringing some different toys to the table.
That said:
A: He should probably be T4, to boost his toughness, give him a Shield Generator OR Iridium Armour.
B: The retinue units should have to pay 10pts per for their gear, otherwise that's fine.
C: The Sunburst suits should be T4 also, there's no reason for them to be T5, though being they can't take any other gear as is, I'd give them a Shield Generator each and bump the cost to 40per.
D: You forgot flying monstrous creatures. I would say any Skimmer, Jetbike, Jump unit, FMC or Flyer.
E: I would also change it slightly to each turn you roll a scatter dice, +1 or 2d6: on a hit result it 'crashes / fails / etc' otherwise it moves that far in that direction.
F: Make it so that it can just take the Markerlight and 1 Seeker for the relevant points, rather than replacing weapons.
G: I'd actually give the suit the Lamprey Mine launcher, a Burst Cannon and a Rail Rifle. It can only fire 1 a turn, but it gives it a little more tactical options.
ALSO - With your permission, I'd like to include this character and the Sunburst suits (though probably with a different name, Sunburst is already a suit type) in my Tau Extended codex.
Jericho has always been secretive, even for a dark angel. He was chosen to be the chapter master in part by the writings of the previous grand master of the chapter and mentor to Jericho, Arimar Zachariel. He is prideful, and a tactician that would make his primarch proud. He exiles himself repeatedly, returning only when his chapter needs him, it is said he is hunting down fallen, or otherwise trying to restore his chapter's honor. However there have been rumors, spoken by neophytes in hushed tones, that his prowess is due to sorcery,his solitary journeys to report the goings-on to dark masters. Jericho wields the chapters greatest relics, including both their most valued and cursed one, Sanctis, the armour of the fallen angel, Luther.
Special rules ATSKNF, Fearless, Angelic intervention, Eternal Warrior, Eye of the lion
Sanctis This armour is rumored to have been worn by the lions right hand himself, Luther. Ancient technologies were implanted so as to make luther more than the equal of a regular space marine, +1 to Initiative and toughness, and confers a 3++ invuln save to Jericho and a 4++ to his squad.(has been added to the stat count)
Apollyon Master-crafted Power sword, +2 S
Apollyon is a sacred relic to the divine blades, and assures the confidence of his battle-brothers, all friendly units within 6" are fearless.
Duskbringer Master-crafted Plasma pistol, allows units to re-roll Gets Hot!
Angelic Intervention Jericho returns when he is needed most, if you began the game with jericho in reserves, he may deepstrike, on a roll of 6+ he may assault in the same turn.
Eye of the Lion A fragment of Lion El'Jonson's armor, it is highly prized by Jericho, worn on a chain around his neck.
After deployment but before you start the game, roll a D6, on a roll of 1, Jericho has slumped into a miasma, and may not move if deployed or deepstrike for two turns.
On a roll of 2-3, Jericho is in a fury over a slight, presumed or not. He gains the rage USR.
On a roll of 4-5, Jericho is heard whispering something to himself, as if conferring with someone, He may re-roll to wound rolls.
On a roll of 6, Jericho and his squad gain an extra wound, due to the mystic powers of the relic
I don't mean to be pushy, but I would appreciate feedback immensely, as it is I think he is quite overpowered, I would price him at about 300-350 points ATM.
The changes I'd make would be to reduce him to 4++ invuln, take away the eye of the lion wargear, take away the fearless bubble, and maybe price him at 220.
I really enjoy the mystique of the character, as we don't quite know if he is truly on the imperium's side, as I think is appropriate for a DA character. With the changes I would ballpark the price at around 220? I think one of the problems I have with him right now is he is not quite unique enough to be very different than a vanilla chapter master, and I'm a bit too inexperienced to think up a way to change that without making him OP.
If it helps you at all his persona is fairly lethargic and solitary, he rarely opens up to anyone but is loyal to a fault. He was recruited from a hive world and has looked up to the previous chapter master, Zachariel, since his initiation. Also I like that I've included Luther somewhat in my chapter's story, as he gets very little coverage for being such an important part of the Dark Angels backstory.
Thank you for reading through this absolute wall of text, and I do hope I've not inconvenienced you all.
^ Whoa! 300 points? I think that might be a bit overpriced, but I don't have a points price rundown to use so, ah..
Could you give the list of points added per rule/ wargear/ stat?
It's a bit of work, but I'm sure it would be helpful to those wishing to critique Jericho. Nice name BTW. thought it's an ancient city
Automatically Appended Next Post: Jim Bob's Super Flamer
Range: 12"* Template S: 6 AP: 4 Rules: Assault 1
*Place the template within 12" of the firer and then allocate hits as normal. When doing this the large part of the template may not be closer to the firer than the small part.
Thank you for the reply, I quite like the name, a stroke of genius after a night of painting. And for the 300 points, I'd rather put him as overcosted than under, seeing as I'd probably be lucky to field him as it is
As it stands here's how I view Jericho.
Vanilla,
WS 6 BS 4 Str 4 T 4 W 3 I 4 A 3 LD 10
frag and krak grenades, jump pack, ATSKNF, Power sword/plasma pistol
I'd say let's make it 120 points for vanilla.
20 points for Eternal Warrior
15 for fearless
40 for Sanctis (2+/3++ AND 4++ bubble, Not to mention I and T +1. Whoah!)
25 for Apollyon (str 6 master crafted power sword with fearless bubble)
15 for Duskbringer (hopefully I won't need this piece of wargear if the rumors about our upcoming codex prove true)
15-25 for Angelic Intervention (Maybe 25 points if it includes accompanying squad? assaulting deepstriking TH/SS and LC termies Makes me drool.)
25 points for Eye of the Lion (even with the 1 roll drawback, he either becomes more awesome on the charge, kills more stuff, or makes his squad as powerful as GK termies, as I'm planning a Termy Honor guard.)
275 points total If angelic intervention affects honor guard 260 if not, with 25-40 added for being a homebrew character, and voila!
I made guesswork on the points values for some of the rules though, as I am not versed completely yet in the way of the Spehss Mehrine.
Zachariel wrote: Thank you for the reply, I quite like the name, a stroke of genius after a night of painting. And for the 300 points, I'd rather put him as overcosted than under, seeing as I'd probably be lucky to field him as it is
As it stands here's how I view Jericho.
Vanilla,
WS 6 BS 4 Str 4 T 4 W 3 I 4 A 3 LD 10
frag and krak grenades, jump pack, ATSKNF, Power sword/plasma pistol
I'd say let's make it 120 points for vanilla.
20 points for Eternal Warrior
15 for fearless
40 for Sanctis (2+/3++ AND 4++ bubble, Not to mention I and T +1. Whoah!)
25 for Apollyon (str 6 master crafted power sword with fearless bubble)
15 for Duskbringer (hopefully I won't need this piece of wargear if the rumors about our upcoming codex prove true)
15-25 for Angelic Intervention (Maybe 25 points if it includes accompanying squad? assaulting deepstriking TH/SS and LC termies Makes me drool.)
25 points for Eye of the Lion (even with the 1 roll drawback, he either becomes more awesome on the charge, kills more stuff, or makes his squad as powerful as GK termies, as I'm planning a Termy Honor guard.)
275 points total If angelic intervention affects honor guard 260 if not, with 25-40 added for being a homebrew character, and voila!
I made guesswork on the points values for some of the rules though, as I am not versed completely yet in the way of the Spehss Mehrine.
Sanctis is crazy under costed.
Artificer armor = 15 points
Storm Shield = 25 points
OH there's 40 points alone. Now you take into affect that you still get the +1 attack from two 1h weapons unlike the SS and then there's the bubble... OH YEAH AND THEN +1 T and Init.
As for Eye of the Lion... chance of +1W to the whole squad? Nope. I know you have the same chance of him being a lump of coal, but I think both sides of the table should be toned down a bit. Just imagine that 30 man Death Company + Librarian + etc all getting an extra wound
Zachariel wrote: Thank you for the reply, I quite like the name, a stroke of genius after a night of painting. And for the 300 points, I'd rather put him as overcosted than under, seeing as I'd probably be lucky to field him as it is
As it stands here's how I view Jericho.
Vanilla,
WS 6 BS 4 Str 4 T 4 W 3 I 4 A 3 LD 10
frag and krak grenades, jump pack, ATSKNF, Power sword/plasma pistol
I'd say let's make it 120 points for vanilla.
20 points for Eternal Warrior
15 for fearless
40 for Sanctis (2+/3++ AND 4++ bubble, Not to mention I and T +1. Whoah!)
25 for Apollyon (str 6 master crafted power sword with fearless bubble)
15 for Duskbringer (hopefully I won't need this piece of wargear if the rumors about our upcoming codex prove true)
15-25 for Angelic Intervention (Maybe 25 points if it includes accompanying squad? assaulting deepstriking TH/SS and LC termies Makes me drool.)
25 points for Eye of the Lion (even with the 1 roll drawback, he either becomes more awesome on the charge, kills more stuff, or makes his squad as powerful as GK termies, as I'm planning a Termy Honor guard.)
275 points total If angelic intervention affects honor guard 260 if not, with 25-40 added for being a homebrew character, and voila!
I made guesswork on the points values for some of the rules though, as I am not versed completely yet in the way of the Spehss Mehrine.
Sanctis is crazy under costed.
Artificer armor = 15 points
Storm Shield = 25 points
OH there's 40 points alone. Now you take into affect that you still get the +1 attack from two 1h weapons unlike the SS and then there's the bubble... OH YEAH AND THEN +1 T and Init.
As for Eye of the Lion... chance of +1W to the whole squad? Nope. I know you have the same chance of him being a lump of coal, but I think both sides of the table should be toned down a bit. Just imagine that 30 man Death Company + Librarian + etc all getting an extra wound
Looking back on it, I definitely made an uh-oh there, I'd say about 55-60 points for Sanctis then?
I'm trying to make Sanctis more than just artificer armor, after all, I wrote it into Jericho's fluff to fill the plot hole where Luther goes from being worse than a regular astartes (albeit with more smarts and chaos-steroids) to going mono-a-mono with the lion.
Ouch, I just imagined it. Good news is that it won't happen since Jericho is a dark angel character
Seriously though. I'd perhaps change the 1 roll to a hit to deepstrike/LD penalty for a turn, depending on whether he started in reserves or not. Perhaps tone the 6 roll down to re-rolling failed LD and invuln rolls? Less powerful but getting another chance on the 5+ termy invuln would definitely help turn tables, of course it might still be OP.
Thank you for the criticism by the way, I am quite intent on making this character work, as I find his premise interesting and I wish to make my chapter a little bit more unique.
The second in a series of characters I'm making up for the local group, converting models and giving rules to go along with them for friendly play, Tyranthia, Embodiment of the Aspects, an Eldar...well, ghost, I guess.
Made a thread for her, as I'm doing with the rest of this series, but thought to get some attention here as well, since no one has posted in either this or the first one I did (for Proteus, a Tzeentchian daemon).
The character is rather nonstandard, so I have no idea where to start on points, nor if some of her abilities are overpowered (or not useful enough).
Peer review for the stats..... and the connection between the two.
Aedes Centurions
Full History: (it's long, but trust in me, it's good.)
Spoiler:
Expats of the most ruthless ancient human Empires' that vied for control over of humanity during the Age of Strife, the warrior Aedes were not known as Centurions until relatively recently. They were once holistic and spiritual monks that had long grown tired of war, earning their sanctuary upon a paradise planet for enforcing the will of the ancient Korzack rulers known fearfully as the Zenamareka. Here, retired far from the centers of conflict, the Aedes enjoyed their peace, they abandoned their weapons with the promise of the Korzack's honor , held sacred above all else, to protect those that had built them an Empire. Holding true, the Korzacks protected their planet, allowing the Aedes to ignore the drawn conflicts of humanity's first struggles across the galaxy, instead studying the eb and flow of the warp by practicing a series of slow artistic movements that was believed to channel the energy of the universe directly into their being and achieve balance above all else. That was before the ancient Korzack rulers, the Zenamareka, returned to their haven, demanding that they serve in their armies to crush a rogue faction upon Terra led by a mysterious figure known only as The Emperor. The Aedes refused to lapse from their well earned retirement and take up arms once more, so the Zenamareka became tyrannical, for they feared that if anyone was capable of uniting humanity against their Iron rule among their vast Empire, it would be this clandestine upstart.
To the horror of the Aedes, the Zenamareka of the Korzacks set fire to the paradise world, devastating the Aedes's food supply and prized natural ecosystems they had learned to draw spiritual guidance from. Infuriated, but seeing no other choice they begrudgingly agreed to defend the Korzack Empire so long as they would never again call upon them, an agreement even the Zenamareka knew rang hollow. The ensuing war would have devastated the entire Segmentum Solar before the Emperor even left Terra had it not been for an individual known as Satasia who had heard of the brutality the Aedes had endured from the Zenamareka. Though she shared their blood as Baronness, she was not corrupted by the enticement of power the Zenamareka had long grown drunk from. Taking advantage of their arrogance and pride of their seemingly invincible nation as they mocked the Emperor's swift rise upon Terra, Satasia quietly contacted the Aedes in attempt to channel their anger to overthrow the tyrants of the Korzack people. They eagerly agreed, and to her surprise she found that their lack of weapons to no disadvantage, for their long meditations and studies of the warp were not just exercises into strive for inner peace, but a long held secret of martial art - balance, as well as chaos arise not from without, but from within.
Unarmed, but far from defenseless, Satasia used her Aedes to launch a revolt against the Tyrants of the Korzack people who fought as though the Zenamareka themselves were beneath their flesh, furious that Satasia would have the audacity to challenge their inescapable authority. Yet, the Aedes fought like nothing the galaxy, let alone the Zenamareka had ever seen, the balance between the Hellish Warp, and the divine wrath of humanity's presence there imbued in every blow with fury of an entire warpstorm. Legends tell that those Aedes who had truly mastered the art could rain blows upon plasteel and ferrocrete like medusa breacher shells, literally nothing stood before the ancient Aedes advance as the Korzack Empire folded upon itself. At the news of their repeated defeats, the Zenamareka grew desperate and paranoid as Satasia continued to march with her growing revolt back to the capital of the Korzacks. With their invincibility disproved in a crushing defeat upon the cusp of the inner rings of their realm, the Zenamareka Tyrants turned upon first upon the Korzack people as punishment for their failure. By their command, entire populations of Korzacks were swiftly exterminated on scale that would not be seen on again until the Age of Apostasy. When this lead to even more revolts, the Zenamareka turned upon each other, accusing the weaker lords of conspiring with Satasia against them. The civil war became wholesale slaughter as the Zenamareka devoured each other, their armies not stopping even after they achieved absolute victory over the civilian populace. In an act of valor that came to define her, Satasia sought to stem the bloodshed decimating her people and led the charge upon Anterio, the capital of the Korzacks, with two hundred billion Korzacks against nearly ten billion - all that remained of the trillions of Korzacks that once controlled much of the Eastern Stars. The battle raged nonstop for eight years to the day until finally, bloody and worn, Satasia lifted the last of the eight heads of the Zenamareka in triumph, her Aedes standing at her side.
Though only a few hundred thousand Korzacks remained of the most devastating civil war any single nation of man had ever, or will likely ever see again, there was an unrest at what had become of the Emperor. His armies were legion, aided by vast technologies that the Korzacks had all but lost in their attempt to destroy their tyrants, and even the Aedes were outmatched by the zealotry of the Emperor's most trusted servants, the Adeptus Astartes. Satasia knew she had no other choice, she must submit her people to a new tyrant and gamble their fates to an unknown ruler. When the time came, and Horus himself greeted Satasia into the Emperor's court, the integration of the Korzacks was uneventful, and the Aedes were allowed to return home, recognized and exalted for their efforts that paved the way for the Emperor's ascension. Yet, as the Imperium turned against itself the Aedes were forgotten, and left to watch from afar as their beloved Emperor's kingdom was laid low by the very person that had first ushered them into it. Centuries passed without a word to the Aedes, and darkness arose in the eastern lands of their own world as some Aedes dove too deeply into their studies of the warp. Madness echoed through the mountains there, spreading like fire as the Aedes once again were drawn to war, this time upon each other.
For the final time, the Aedes fought, and fought, and fought some more as the centuries dragged on and on. Technology disintegrated as the Aedes were pushed back by their brethren too far off the path of balance. Their culture fractured, their knowledge and art fell into myth, and legend. The Emperor was a mere distant tale of a God who could lift mountains into the sky, and paint the sun across the horizon. Centuries turned into millenia, until the Age of Apostasy almost four thousand years after the Aedes returned home, they were rediscovered by I Demetri Dominov, decedent of my mother, Satasia Dominov, who by that time had long passed into Sainthood. Though they no longer possessed the incredible skills of their mythical fore bearers, the Aedes Centurions as they became called in their rebirth were a force to be reckoned with even before my Korzacks equipped them to the standards fit for Imperial service to my Emperor. Now, trusted beyond any of my servants, they guard what any normal Korzack can not, and are forever idolized in my realm for their ancient traditions that span what knowledge we have lost in the vast eons we cannot know.
- Personal Log of Demetri Dominov to Inquisitor Faelgorion, Ordo Xenos, Pyscho-Lexiscribed by the Red Baroness M.41.00341
Stats (be sure you've read the Lore, you may not fully enjoy this part without it.)
Spoiler:
Lore Recap
The Aedes Centurions guard key installations of the Korzacks that are often so valuable they provide the means of survival for the entire population. As such, they are prized not only for their tireless valor, but also for their skills in close combat, as they are unparalleled in the Korzack military. This is important, because the Korzacks disdain all abhumans as they view them as mutants. Each squad not only hails from a different tribe who's traditions and taboos have been preserved by it's Praxi to be passed down upon to the next generation of orphaned Korzacks that will replace their ranks, there is a sense of brotherhood between all Centurions that echos even above the Adeptus Astartes the Aedes once worshiped as Gods, for each squad is often all that remains of the tribe and once slain the traditions are immediately passed to the next generation of recruits that often do not share any genetic resemblance to the original Aedes that had seeded the tribe - but are followed to a fault. The Aedes Centurions are adorned with thick carapace armor, made of Anterio Iron- a lightweight, flexible, and incredibly strong alloy they themselves are the keepers to the secrets of its manufacture. The Aedes are not especially good at ranged combat, but excel at bringing the fight to the enemy, particularly upon the backs of giant Ursa creatures known as Kuma's from their home world, whose earsplitting roars are rudimentary sonic weapons capable of mulching a grove of trees and anyone unfortunate enough to be standing within have made them the legendary symbol of the Korzack Imperial Guard.
Korzack special rule - The Korzacks abhor mutants, as they themselves have, by Inquisitorial mandate a forcibly administered genetic mutation that [Classified by Inquisitor Faelgorion]. Their twisted self image and constant belittling from those who are not Korzacks rises a strong self hatred that forms an undying prejudice towards all other mutants and those who label them as one. They will never ally with abhumans or their arch rivals, the Cadians under any circumstances who share in their hatred for one another that has lasted for well over six thousand years.
Elites
Aedes Centurion Praxi
WS - 4, BS - 2, Str 3 (4), T 4, W 1, I 2, A 2, Ld 7, Sv 4+
Aedes Centurion
WS - 4, BS - 2, Str 3 (4), T 4, W 1, I 2, A 2 Ld 6, Sv 4+
Composition:
1. Tribal Praxi 2. Centurion
Unit Type: Korzack Infantry Bear Calvary*
Wargear: Augmented Carapace Armor (4+ Sv. gives 4T, but loses 1 I) Cresent Glaive - An immensely destructive weapon - Grants +1 to Str and Rending Frag Grenades
Special Rules:
Furious Charge Stubborn
Optional:
May have an additional 8 Centurions at 12 points per model
Kuma mount 30 points per model - The unit is now Cavalry and counts as a Fast Attack Choice.
Kuma - must be bought with a Centurion Rider
WS - 3 BS- 1 Str 5, T 5, W 3, I 4, A - 1*, Ld -*, Sv 6+
Wargear -
Sonic Roar - Template weapon Str. 4 ap 5
Upgrade - Anterio Iron Armor, grants a 5+ save.
Special Rules: Stubborn Furious Charge Rending Spirit Bond: The Kuma uses the Ld of it's rider. *Bear Cavalry: Cavalry, must be modeled upon a 65mm base and cannot be transported. The Hammer of Wrath ability is resolved from the Kuma's profile. The Centurions may attack from atop their mounts using their own profile. They must attack the same target as the Kuma. If the Kuma is slain, so is the Centurion.
2;37 am here, Points values and other small edits will have to wait...
Ouch, I just imagined it. Good news is that it won't happen since Jericho is a dark angel character
Well that would be good to know... it's a shame people don't seem to like telling us what Codex they'll be using their characters with... if only we could fix that I KNOW Post it at the top of your character sheet ;D
Seriously though. I'd perhaps change the 1 roll to a hit to deepstrike/LD penalty for a turn, depending on whether he started in reserves or not. Perhaps tone the 6 roll down to re-rolling failed LD and invuln rolls? Less powerful but getting another chance on the 5+ termy invuln would definitely help turn tables, of course it might still be OP.
Rerolling failed Invuln saves is pretty crazy. Eldar have that and have to pay very costly with it. How about a 6 his squad rerolls to hitrolls in the first round of combat (Charging or being charged). It just seems like 2-5 give decent upgrades, and then a 6 is amazing and 1 is horrendous haha You're character so you can do what you want. I think the LD penalty would be good, but to go in line with the rest of the permanent results his sword looses the Fearless bubble and he personally suffers -1 LD.
Thank you for the criticism by the way, I am quite intent on making this character work, as I find his premise interesting and I wish to make my chapter a little bit more unique.
Well you're in trouble then because I realized the easiest way to set points for this guy... He is just Azrael, Supreme Grand Master with some small changes. So 290-305 by that. Just suggestions.
Spoiler:
He trades 1 BS for 1 WS, we'll just call it even.
He trades 1 W for 1 T, definitely an even trade if you ask me.
-1 attack = -10 points
Sanctis is the Lion's Helm except: 3++ for him = +20 points
Apollyon is the Lion's Wrath except: 6" Fearless bubble = 15 points
Duskbringer from Combi-Plasma = +10 -15? points
Jump Pack = +20 points
Angelic Intervention = +10-20 points (This is tough because I'm assuming you'll have something that gives him +1 to reserve rolls meaning he has a 33% chance to DS -> Charge which is REALLY powerful)
Automatically Appended Next Post:
Nightbringer's Chosen wrote: The second in a series of characters I'm making up for the local group, converting models and giving rules to go along with them for friendly play, Tyranthia, Embodiment of the Aspects, an Eldar...well, ghost, I guess.
Made a thread for her, as I'm doing with the rest of this series, but thought to get some attention here as well, since no one has posted in either this or the first one I did (for Proteus, a Tzeentchian daemon).
The character is rather nonstandard, so I have no idea where to start on points, nor if some of her abilities are overpowered (or not useful enough).
If you want feedback on her post her here and post feedback on other people's characters. I am sure the mods would love you for not cluttering up the boards with more posts ^_^
Peer review for the stats..... and the connection between the two.
Aedes Centurions
Spoiler:
Elites
Aedes Centurion Praxi
WS - 5, BS - 2, Str 4 (5), T 3 (5), W 1 (3), I 4, A 4, Ld 8, Sv 4+
Aedes Centurion
WS - 5, BS - 2, Str 4 (5), T 3 (5), W 1 (3), I 4, A 3 Ld 8, Sv 4+
Composition:
1. Tribal Praxi
2. Centurion
Unit Type:
Infantry
Bear Calvary*
Wargear:
Augmented Carapace Armor (4+ Sv., Allows Aedes to mount Kuma to become Unit Type: Bear Cavalry* and grants base Str value)
Lunar Glaive - An immensely destructive power weapon that can focus it's electric charge into a focused lasbeam with the following ranged profile: R- 12", Str. 4, Ap 6
Frag Grenades
Optional: Kuma mount - The unit may count either as an Elite or Fast Attack Choice.
Special Rules:
Mounted (while mounted, may use the Str, T, and W values of the Kuma, but counts as very bulky.)
Furious Charge
Stubborn
Kuma - must be bought with a Centurion Rider
WS - 3 BS- 1 Str 5, T 5, W 2, I 4, A - 1*, Ld 6, Sv 6+
Wargear -
Sonic Roar - Template weapon Str. 5 ap 4
Upgrade - Anterio Iron Armor, grants a 4+ save.
Special Rules:
Stubborn
Furious Charge
Spirit Bond: The Kuma uses the Ld of it's rider so long as he remains in base contact.
*Bear Cavalry: Unlike other types of cavalry, Bear's (especially the Xenos species found upon the Aedes homeworld) are difficult to ride, and sometimes advantageous to simply abandon and unleash them upon the enemy while the Centurion fights alongside. Other times, such as a unit with the Smash or Strikedown ability, the Aedes may be thrown from his mount which happens automatically they suffer an unsaved wound. In either case, place the Aedes model next to the Kuma. The Aedes refers to the unmodified values of his profile for as long as he is separate from the Kuma. The Kuma gains four additional attacks to its profile so long as it is not mounted. The Aedes can opt to remount the Kuma at the begining of the movement phase before any movement occurs and may act normally. If the Aedes is slain before he can return to his mount, the Spirit Bond is broken and the Kuma will immediately become enraged at the death of his rider. For the next turn, the Kuma cannot not move from the base of it's rider. It becomes Fearless, gains the Rampage Special ability, and becomes a Monstrous Creature until the end of the turn. At the begining of the next turn, the Kuma gently picks up his slain rider in his jaws and flees the battle (remove both as a casualty.)
2;37 am here, Points values and other small edits will have to wait...[/spoiler]
I read the TL : DR version of the fluff and I think it's definitely interesting!
I understand that the WS5 is probably supposed to signify man and bear fighting together, but I think that would be better represented by WS 4 with the extra attacks you've added, not both. You're going to have to tell those Grey Knight players as to why your dude on a bear is better than his Purifiers at close combat S5 is reasonable (Mutant + bear) but getting +2 Toughness for the bear seems a lot. Space Wolves ride in on giant bionic wolves and only get +1T, I think you're better off with sticking with that. Same with 3 wounds. I think that if you really wanted T5/W3 you can do it, but the bears have to be modeled BIIIGGG and you will really need to cost up the guys a lot.
Lunar Glaives, what kind of power weapon? Just going to model them as you want or do they have set powers?
I'm assuming this is for Imperial Guard (which you never really told us)
I'd definitely put Kuma as simply an upgrade bear for a Praxi and post the stat line of a Praxi on her rather than making people assume what happens
Sonic Roar - Not too sold on it. I'd make it S3 AP6 and allow the rider to fire an additional weapon. I guess if you reallllly modified the model to make it obvious that's cool, but as is that's a really, really powerful growl. Killing Guardsmen on a 2+ to wound roll? Hrmm.
*Bear Cavalry rule, definitely interesting and adds some realism, but I'd remove it, personally.
I read the TL : DR version of the fluff and I think it's definitely interesting!
I understand that the WS5 is probably supposed to signify man and bear fighting together, but I think that would be better represented by WS 4 with the extra attacks you've added, not both. You're going to have to tell those Grey Knight players as to why your dude on a bear is better than his Purifiers at close combat S5 is reasonable (Mutant + bear) but getting +2 Toughness for the bear seems a lot. Space Wolves ride in on giant bionic wolves and only get +1T, I think you're better off with sticking with that. Same with 3 wounds. I think that if you really wanted T5/W3 you can do it, but the bears have to be modeled BIIIGGG and you will really need to cost up the guys a lot.
Lunar Glaives, what kind of power weapon? Just going to model them as you want or do they have set powers?
I'm assuming this is for Imperial Guard (which you never really told us)
I'd definitely put Kuma as simply an upgrade bear for a Praxi and post the stat line of a Praxi on her rather than making people assume what happens
Sonic Roar - Not too sold on it. I'd make it S3 AP6 and allow the rider to fire an additional weapon. I guess if you reallllly modified the model to make it obvious that's cool, but as is that's a really, really powerful growl. Killing Guardsmen on a 2+ to wound roll? Hrmm.
*Bear Cavalry rule, definitely interesting and adds some realism, but I'd remove it, personally.
Ah yes you're completely right for most of these points - and they're meant to be replacements for Orgryns and Cavalry in the IG. In the actual lore, mature Kuma's are the size of small tanks and are monstrous creatures. The ones the Aedes ride are far from that size and strength and would be put upon a Orgyrn model's base. (the reason why they're T5 with 3 W - that's what Orgryns have).
WS5 is meant to represent the martial prowess of the Aedes as some of the best in the Universe. I'll bring it down to 4 though because it really has to be better than a normal IG.
Here's what I'd change:
I'll make the Aedes T4, Sv 4+ with a +1 bonus to T while mounted - -1 to initiative (their carapace armor makes them tougher but slower.)
Aedes Centurions are now:
Spoiler:
Elites - Base 130 points
WS, 4 BS 1, St 3(4), T4, W1, I2, A2 Ld 6, Sv 4+
Praxi A3, Ld 7, Sv 4+
Crescent Glaive: Gives Aedes +1 to Strength and is a Rending weapon. (In brackets - Aedes have no ranged profile)
Furious Charge
Stubborn
7 Centurions and 1 Praxis
May have an additional 8 Centurions for 12 points per model.
In addition, a unit of Centurion's may be mounted upon Kuma's for an additional 30 points per model. If Kuma's are taken, all models of the unit must take this upgrade and the unit becomes a Fast Attack Choice and counts as Cavalry granting it the following profile:
Kuma's are now: WS 3 - BS 1, S 5, T 5, W 3, I 4, A-1 Ld 7 Sv 5+
Sonic Roar - Str 4 Ap 5 -> same as a CSM Doom Siren
Furious Charge
Stubborn
Rending
Bear Cavalry* -> Counts as cavalry, each model must be based upon a 65mm base and cannot be transported: Wounds are automatically allocated to the Kuma using its T and W and Save. When it dies, the Aedes Centurion is slain as well.
The Hammer of Wrath ability is resolved from the Kuma's profile, and when attacking, the Kuma and its rider use their own WS , Str, and A profiles -but must attack the same unit.
Peer review for the stats..... and the connection between the two.
Aedes Centurions
Full History: (it's long, but trust in me, it's good.)
Spoiler:
Expats of the most ruthless ancient human Empires' that vied for control over of humanity during the Age of Strife, the warrior Aedes were not known as Centurions until relatively recently. They were once holistic and spiritual monks that had long grown tired of war, earning their sanctuary upon a paradise planet for enforcing the will of the ancient Korzack rulers known fearfully as the Zenamareka. Here, retired far from the centers of conflict, the Aedes enjoyed their peace, they abandoned their weapons with the promise of the Korzack's honor , held sacred above all else, to protect those that had built them an Empire. Holding true, the Korzacks protected their planet, allowing the Aedes to ignore the drawn conflicts of humanity's first struggles across the galaxy, instead studying the eb and flow of the warp by practicing a series of slow artistic movements that was believed to channel the energy of the universe directly into their being and achieve balance above all else. That was before the ancient Korzack rulers, the Zenamareka, returned to their haven, demanding that they serve in their armies to crush a rogue faction upon Terra led by a mysterious figure known only as The Emperor. The Aedes refused to lapse from their well earned retirement and take up arms once more, so the Zenamareka became tyrannical, for they feared that if anyone was capable of uniting humanity against their Iron rule among their vast Empire, it would be this clandestine upstart.
To the horror of the Aedes, the Zenamareka of the Korzacks set fire to the paradise world, devastating the Aedes's food supply and prized natural ecosystems they had learned to draw spiritual guidance from. Infuriated, but seeing no other choice they begrudgingly agreed to defend the Korzack Empire so long as they would never again call upon them, an agreement even the Zenamareka knew rang hollow. The ensuing war would have devastated the entire Segmentum Solar before the Emperor even left Terra had it not been for an individual known as Satasia who had heard of the brutality the Aedes had endured from the Zenamareka. Though she shared their blood as Baronness, she was not corrupted by the enticement of power the Zenamareka had long grown drunk from. Taking advantage of their arrogance and pride of their seemingly invincible nation as they mocked the Emperor's swift rise upon Terra, Satasia quietly contacted the Aedes in attempt to channel their anger to overthrow the tyrants of the Korzack people. They eagerly agreed, and to her surprise she found that their lack of weapons to no disadvantage, for their long meditations and studies of the warp were not just exercises into strive for inner peace, but a long held secret of martial art - balance, as well as chaos arise not from without, but from within.
Unarmed, but far from defenseless, Satasia used her Aedes to launch a revolt against the Tyrants of the Korzack people who fought as though the Zenamareka themselves were beneath their flesh, furious that Satasia would have the audacity to challenge their inescapable authority. Yet, the Aedes fought like nothing the galaxy, let alone the Zenamareka had ever seen, the balance between the Hellish Warp, and the divine wrath of humanity's presence there imbued in every blow with fury of an entire warpstorm. Legends tell that those Aedes who had truly mastered the art could rain blows upon plasteel and ferrocrete like medusa breacher shells, literally nothing stood before the ancient Aedes advance as the Korzack Empire folded upon itself. At the news of their repeated defeats, the Zenamareka grew desperate and paranoid as Satasia continued to march with her growing revolt back to the capital of the Korzacks. With their invincibility disproved in a crushing defeat upon the cusp of the inner rings of their realm, the Zenamareka Tyrants turned upon first upon the Korzack people as punishment for their failure. By their command, entire populations of Korzacks were swiftly exterminated on scale that would not be seen on again until the Age of Apostasy. When this lead to even more revolts, the Zenamareka turned upon each other, accusing the weaker lords of conspiring with Satasia against them. The civil war became wholesale slaughter as the Zenamareka devoured each other, their armies not stopping even after they achieved absolute victory over the civilian populace. In an act of valor that came to define her, Satasia sought to stem the bloodshed decimating her people and led the charge upon Anterio, the capital of the Korzacks, with two hundred billion Korzacks against nearly ten billion - all that remained of the trillions of Korzacks that once controlled much of the Eastern Stars. The battle raged nonstop for eight years to the day until finally, bloody and worn, Satasia lifted the last of the eight heads of the Zenamareka in triumph, her Aedes standing at her side.
Though only a few hundred thousand Korzacks remained of the most devastating civil war any single nation of man had ever, or will likely ever see again, there was an unrest at what had become of the Emperor. His armies were legion, aided by vast technologies that the Korzacks had all but lost in their attempt to destroy their tyrants, and even the Aedes were outmatched by the zealotry of the Emperor's most trusted servants, the Adeptus Astartes. Satasia knew she had no other choice, she must submit her people to a new tyrant and gamble their fates to an unknown ruler. When the time came, and Horus himself greeted Satasia into the Emperor's court, the integration of the Korzacks was uneventful, and the Aedes were allowed to return home, recognized and exalted for their efforts that paved the way for the Emperor's ascension. Yet, as the Imperium turned against itself the Aedes were forgotten, and left to watch from afar as their beloved Emperor's kingdom was laid low by the very person that had first ushered them into it. Centuries passed without a word to the Aedes, and darkness arose in the eastern lands of their own world as some Aedes dove too deeply into their studies of the warp. Madness echoed through the mountains there, spreading like fire as the Aedes once again were drawn to war, this time upon each other.
For the final time, the Aedes fought, and fought, and fought some more as the centuries dragged on and on. Technology disintegrated as the Aedes were pushed back by their brethren too far off the path of balance. Their culture fractured, their knowledge and art fell into myth, and legend. The Emperor was a mere distant tale of a God who could lift mountains into the sky, and paint the sun across the horizon. Centuries turned into millenia, until the Age of Apostasy almost four thousand years after the Aedes returned home, they were rediscovered by I Demetri Dominov, decedent of my mother, Satasia Dominov, who by that time had long passed into Sainthood. Though they no longer possessed the incredible skills of their mythical fore bearers, the Aedes Centurions as they became called in their rebirth were a force to be reckoned with even before my Korzacks equipped them to the standards fit for Imperial service to my Emperor. Now, trusted beyond any of my servants, they guard what any normal Korzack can not, and are forever idolized in my realm for their ancient traditions that span what knowledge we have lost in the vast eons we cannot know.
- Personal Log of Demetri Dominov to Inquisitor Faelgorion, Ordo Xenos, Pyscho-Lexiscribed by the Red Baroness M.41.00341
Stats (be sure you've read the Lore, you may not fully enjoy this part without it.)
Spoiler:
Lore Recap
The Aedes Centurions guard key installations of the Korzacks that are often so valuable they provide the means of survival for the entire population. As such, they are prized not only for their tireless valor, but also for their skills in close combat, as they are unparalleled in the Korzack military. This is important, because the Korzacks disdain all abhumans as they view them as mutants. Each squad not only hails from a different tribe who's traditions and taboos have been preserved by it's Praxi to be passed down upon to the next generation of orphaned Korzacks that will replace their ranks, there is a sense of brotherhood between all Centurions that echos even above the Adeptus Astartes the Aedes once worshiped as Gods, for each squad is often all that remains of the tribe and once slain the traditions are immediately passed to the next generation of recruits that often do not share any genetic resemblance to the original Aedes that had seeded the tribe - but are followed to a fault. The Aedes Centurions are adorned with thick carapace armor, made of Anterio Iron- a lightweight, flexible, and incredibly strong alloy they themselves are the keepers to the secrets of its manufacture. The Aedes are not especially good at ranged combat, but excel at bringing the fight to the enemy, particularly upon the backs of giant Ursa creatures known as Kuma's from their home world, whose earsplitting roars are rudimentary sonic weapons capable of mulching a grove of trees and anyone unfortunate enough to be standing within have made them the legendary symbol of the Korzack Imperial Guard.
Korzack special rule - The Korzacks abhor mutants, as they themselves have, by Inquisitorial mandate a forcibly administered genetic mutation that [Classified by Inquisitor Faelgorion]. Their twisted self image and constant belittling from those who are not Korzacks rises a strong self hatred that forms an undying prejudice towards all other mutants and those who label them as one. They will never ally with abhumans or their arch rivals, the Cadians under any circumstances who share in their hatred for one another that has lasted for well over six thousand years.
Elites
Aedes Centurion Praxi
WS - 4, BS - 2, Str 3 (4), T 4, W 1, I 2, A 2, Ld 7, Sv 4+
Aedes Centurion
WS - 4, BS - 2, Str 3 (4), T 4, W 1, I 2, A 2 Ld 6, Sv 4+
Composition:
1. Tribal Praxi
2. Centurion
Unit Type:
Korzack
Infantry
Bear Calvary*
Wargear:
Augmented Carapace Armor (4+ Sv. gives 4T, but loses 1 I)
Cresent Glaive - An immensely destructive weapon - Grants +1 to Str and Rending
Frag Grenades
Special Rules:
Furious Charge
Stubborn
Optional:
May have an additional 8 Centurions at 12 points per model
Kuma mount 30 points per model - The unit is now Cavalry and counts as a Fast Attack Choice.
Kuma - must be bought with a Centurion Rider
WS - 3 BS- 1 Str 5, T 5, W 3, I 4, A - 1*, Ld -*, Sv 6+
Wargear -
Sonic Roar - Template weapon Str. 4 ap 5
Upgrade - Anterio Iron Armor, grants a 5+ save.
Special Rules:
Stubborn
Furious Charge
Rending
Spirit Bond: The Kuma uses the Ld of it's rider.
*Bear Cavalry: Cavalry, must be modeled upon a 65mm base and cannot be transported. The Hammer of Wrath ability is resolved from the Kuma's profile. The Centurions may attack from atop their mounts using their own profile. They must attack the same target as the Kuma. If the Kuma is slain, so is the Centurion.
2;37 am here, Points values and other small edits will have to wait...
That is some long and interesting fluff. Wait, why do they hate Cadians?
Rules wise, wouldn't riding a Kuma basically encourage people to shoot the mount from under the rider?
I think the Kuma stats should be folded into the rider's stats in the same way the CSM mounts give bonuses.
For instance, instead of creating a separate statline, the Kuma could add 2 to toughness and wounds or something
and resolve the Hammer Of Wrath as a separate rule. (Hammer of Wrath hits are resolved at Strength 5)
Ahzek Ahriman, First Captain, Chief Librarian, Magister Templi of the Corvidae, Thousand Sons Legion
(pre-heresy)
Type: Infantry (unique)
240 points
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear: artificer armor, iron halo, master-crafted bolt pistol, frag and krak grenades
Staff of Ahriman: This is a master-crafted force stave. It allows Ahriman to nullify any enemy psychic power cast within 24 inches of him, on a 3+. Note that this is NOT a unusual force weapon.
Special Rules: Independent Character, Fearless
Master of the Corvidae: Ahriman is a level 3 psyker. He only has access to the lore of divination, however instead of rolling for his powers he may choose them.
Inner doubts: Ahriman is wary of using his powers, for fear of the flesh change. Every time Ahriman suffers a PoTW, he must, in addition to it's effects, pass a Ld test. If he fails, he may not cast any psychic powers for the rest of the game.
CalasTyphon216 wrote: Ahzek Ahriman, First Captain, Chief Librarian, Magister Templi of the Corvidae, Thousand Sons Legion
(pre-heresy)
Type: Infantry (unique)
240 points
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear: artificer armor, iron halo, master-crafted bolt pistol, frag and krak grenades
Staff of Ahriman: This is a master-crafted force stave. It allows Ahriman to nullify any enemy psychic power cast within 24 inches of him, on a 3+. Note that this is NOT a unusual force weapon.
Special Rules: Independent Character, Fearless
Master of the Corvidae: Ahriman is a level 3 psyker. He only has access to the lore of divination, however instead of rolling for his powers he may choose them.
Inner doubts: Ahriman is wary of using his powers, for fear of the flesh change. Every time Ahriman suffers a PoTW, he must, in addition to it's effects, pass a Ld test. If he fails, he may not cast any psychic powers for the rest of the game.
For inner doubts, I'd change it to either mention specifically that he has to take this test even though he is fearless, or I'd change Fearless to Stubborn.
wargear: 2 traitorbane plasma pistols, artificer armor, digital weapons, iron halo.
Special rules: Independent character, combat tactics, atsknf.
traitorbane plasma pistols: Traitorbane plasma pistols are extremely rare pre heresy plasma pistols that remove the gets hot rule.
points: 170 pts
what do you think?
SM Codex Captain = 100 points
15 Plasma Pistol = 15 x 2 = +30 points
Artificer = +15
No 'gets hot' = 0 points (you have a .25% chance to fail your to hit and then armor roll... not too worried about if they don't get hot.)
-1 WS = -10 points
= 135 points
SOOO.... why not just use a standard SM Captain with 2 Plasma Pistols? Nothing wrong with doing that and just giving him some fluff if that's what you want!
No gets hot is probably worth 5pts for the pair tbh. (Tau Plasma Weaponry is -1Str with no Gets Hot! and costs 20pts each, so it's possibly even being generous.) And Digital Weapons are 10pts.
Might as well make it an even 150 and call it a day, it's certainly not something people will really have a problem with facing at least.
Ovion wrote: No gets hot is probably worth 5pts for the pair tbh. (Tau Plasma Weaponry is -1Str with no Gets Hot! and costs 20pts each, so it's possibly even being generous.)
And Digital Weapons are 10pts.
Might as well make it an even 150 and call it a day, it's certainly not something people will really have a problem with facing at least.
If you're actually gonna cost it then yeah 5 points. But you are talking about a 24" range weapon on a model with a 5+ save so it's fulfilling a very different role and it's a difference of a 33% chance to pass that armor save and a model with 2+ has a 83% chance of passing... very different!
Glix Rathred
Dark Mechanicus TechSage
79 Years Old
From: Gredharth VII
Glix was born to two loving parents on Gredharth VII. He lived a perfect childhood, and worked on a farm with his dad for most of his life. One day, a strange capsule crashed into the planet close to his farm. He wanted to check it out, but he got distracted on the way, and two goons who were dressed really funny kidnapped him.
They took him to their lair, and asked him to make them a servo skull for them. Glix shook his head and told them he didn't know how. They beat him savagely, and threw him a manual written in strange symbols. He had no clue how to read the symbols, and was beaten again. They threw him a Common-Chaos dictionary, and he learned how to read and write Chaos texts very well, despite not knowing what they sound like. He digested the Manual with haste, and soon found himself building all sorts of wicked creations in the strange men's lair. Satisfied, the strange men took him to the major port of the planet, and accompanied him to a strange hive world, where he was sold to men in even stranger clothes, who beat him even more for things he didn't know.
This continued for many years, and Glix's body grew heavy with modification and attachments. He had his body entirely stripped down and augmented, and retrofitted with tubes and other crap that made him look totally nuts. At the age of 35, having completed his training as a Chaos Techsage in total secrecy of the imperium that he had grown to hate so much, he was picked up by a warband of traitors from a local PDF unit. With these warriors, Glix began the slow and maddening journey towards true chaos.
They fought many battles against the imperium of man, and other things... Glix grew incredibly powerful. The Tanks and Armor of the imperium was a trivial matter to repair and maintain, so glix naturally turned his attention to all of the foreign technology possible. He grew wise in these, although inevitably falling short in his expectations. After many years, Glix was given orders to accompany a small group of men into the eye of terror. This was his chance. They landed on J)'KI'&O""go and were greeted by four Chaos Space Marines... Towering warriors of flesh and steel. Glix's PDF regiment soon followed, and were brought into the fold of the Iron Warriors. Glix fought many more battles with these savage demigods, and finally, he was given the position of chief maintainer with the Iron Warriors. This was a huge honor, naturally, but the Iron Warriors were prepared to give him the ultimate honor, becoming a Space Marine himself. He underwent gene therapy and was implanted with Space Marine DNA.
Right, so he's a chaos techpriest. I'll write more later. Maybe.
Ovion wrote: No gets hot is probably worth 5pts for the pair tbh. (Tau Plasma Weaponry is -1Str with no Gets Hot! and costs 20pts each, so it's possibly even being generous.)
And Digital Weapons are 10pts.
Might as well make it an even 150 and call it a day, it's certainly not something people will really have a problem with facing at least.
If you're actually gonna cost it then yeah 5 points. But you are talking about a 24" range weapon on a model with a 5+ save so it's fulfilling a very different role and it's a difference of a 33% chance to pass that armor save and a model with 2+ has a 83% chance of passing... very different!
I missed Digital weapons, good catch!
Plasma Pistols cost 5pts more than Plasmaguns for some reason (strange being generally, the Pistol / Rifle variants often cost the same)... so going by a direct comparison (-1Str, remove Gets Hot!) apparently is worth 10pts a gun OR double the base cost, and this is on what are effectively 25pt Termitors with worse WS/BS/I.
In charge of the maintaining the Devostrehk machinery, Scarab-Lord Grimnos had always preferred the company of machines to that of others. During the time of bio-transferrence, he was the first to volunteer for a metal body among the fellow lords of his dynasty. Since then, his mastery of machinery has proven to be of immense value to the dynasty, with their armies kept in excellent condition during the great sleep. He absolutely enjoys proving the superiority of his machines in battle, and will delight in any foolish mortals who challenge the might of his swarm for themselves...
(220 pts) WS 4 BS 4 S 5 T 5 W 3 I 2 A 3 LD 10 SV 3+
-Scarab Gauntlet- A ancient device that has unparalleled control over canoptek machines, with this gauntlet, Grimnos can control his scarabs as if they were an extension of his own body. This weapon counts as a Gauntlet of Fire, with the Entropic Strike special rule.
Special Rules Ever-Living Reanimation Protocols Fearless Scarab Cloud
-Scarab Cloud-
The scarab lord is always surrounded by a cloud of scarabs, which can expand out to cover an advance, or retract in order to protect their lord. At the start of each of your turns, declare whether or not the cloud is Dispersed or Focused. If no declaration has been made (I.E. the player is going second and could not have declared yet)- the scarabs are assumed to be "Dispersed" Dispersed- The scarabs spread out in a wide patter to cover and protect the advance of the squad. Grimnos, and any squad he is attached to, have a +2 to their cover save, and count as having a resurrection orb in the squad. In addition, in the assault phase, mindshackle scarab attempts are made against every every unit in base contact with the squad, but only on 2d6 leadership. This counts as a use of mindshackle scarabs for that phase. Focused- The scarabs cling tightly to their lord, protecting him from harm. Grimnos has a 4+ invulnerable save, and he counts as having a resurrection orb that applies to only himself. In addition, mindshackle scarab attempts are made against every unit in base-to-base contact with the lord, maximum of 4. This counts as a use of mindshackle scarabs for that phase.
Point-Cost Estimate
Spoiler:
Overlord- 90 MSS- 15 Phylactery- 15 Gauntlet of Scarabs - 10 (5 for half of a voidblade, 5 for gauntlet of fire) Fearless- 5 Scarab cloud (includes a dispersion shield with no reflect (15) and a res orb (30) -45, + 15 for "extra" scarabs, +10 for other specials) 70
Based on zahndrehk, who is overlord (90) + weave, orb, and shifter for another 90 in wargear, and of his 180 total in wargear+ base, his abilities to dole out and take away buffs from armies and bring in anything from deep-strike any time your opponent does cost him- 5 more points.)
Updated with ws6 and some fluff.
Absalom, Procurator of the Emperor's malice.
WSBS S T W I A LDSV 6 5 4 4 3 5 3 10 2+
wargear: 2 traitorbane plasma pistols, artificer armor, digital weapons, iron halo.
Special rules: Independent character, combat tactics, atsknf.
traitorbane plasma pistols: Traitorbane plasma pistols are extremely rare pre heresy plasma pistols that remove the gets hot rule.
points: 170 pts
Fluff: The spectral swords have always been a slightly different chapter with their habit of not getting along with most other imperial commanders, their believe that he emperor is not divine, the composition of each of their companies include 50 scouts as well as the normal 100 space marines, and the fact that 60% of the chapter seceded to the tau. Those that were left grew hateful of their traitor brethren and the accursed tau. After losing an entire company to a traitor marine ambush, the survivors of the ill fated 7th company, along with the most skilled scouts and marines from the other 3 companies formed task force lambda, their purpose was to aid other imperial forces that were under attack by traitor marines and tau. Their leader is known as Absalom, the last of the 7th company's command squad.
Whisper: This is a monstrously huge pole-axe created to replace the heqa staff he lost on Prospero. This can be used either as a force axe or a force stave. Attacks may be freely split between the 2 modes.
Special Rules: Fearless, Mark of Tzeentch, Psyker (Mastery level 2), Soulblaze
Scarab Occult: The unit of Chaos Terminators accompanying Sobek become Scoring, and gain the Fearless, Soulblaze and Counter Attack USRs.
Cairbre's origin is not really known. He didn't appear to be a resident in the Imperium because no record of him has been found either as a citizen, Guardsman or Marine. However, what is known is that he arrived on Riocht, the old Chapter planet for the renegade Trodai an Bas, accompanied by a band of Khornate Berzerkers. Showing his worth to the rebels many times over, he was eventually invited to become a member of the chapter and one of the Lords that governed it and its lands.
Wargear: Cairbre's Spear, Shield of Aethalstan, Wings, Power Armour
Special Rules: Arrogant, Inspiring Aura, Eternal Warrior, Fearless, Mark of Khorne (included in profile), Rage, Counter-Attack, 5+ Invulnerable Save
Cairbre's Spear: Counts as Power Lance. In addition, when charged, Cairbre will strike at I10.. Finally, if swooping, Caibre can throw the spear. It has a range of 30" and it will inflict 3 S5 AP2 hits. Shield of Aethalstan: A relic taken from the Sons of Aethalstan chapter. Once per battle, when your opponent(s) has resolved hits in either the Shooting or Assault phase, Cairbre can raise this shield to grant him a 3+ Invulnerable Save. Arrogant: If a character is present in a unit, Cairbre must challenge him. Cairbre may not refuse challenges. Inspiring Aura: Every friendly unit within 12" gains the Fealess special rule.
Cairbre's origin is not really known. He didn't appear to be a resident in the Imperium because no record of him has been found either as a citizen, Guardsman or Marine. However, what is known is that he arrived on Riocht, the old Chapter planet for the renegade Trodai an Bas, accompanied by a band of Khornate Berzerkers. Showing his worth to the rebels many times over, he was eventually invited to become a member of the chapter and one of the Lords that governed it and its lands.
Wargear: Cairbre's Spear, Shield of Aethalstan, Wings
Special Rules: Arrogant, Inspiring Aura, Eternal Warrior, Fearless, Mark of Khorne (included in profile), Rage, Counter-Attack, 5+ Invulnerable Save
Cairbre's Spear: Counts as Power Lance. In addition, when charged, Cairbre will strike first. Finally, if swooping, Caibre can throw the spear. It will inflict 3 S5 AP2 hits. Shield of Aethalstan: A relic taken from the Sons of Aethalstan chapter. Once per battle, when your opponent(s) has resolved hits in either the Shooting or Assault phase,, Cairbre can raise this shield to grant him a 3+ Invulnerable Save. Arrogant: If a character is present in a unit, Cairbre must challenge him. Cairbre may not refuse challenges. Inspiring Aura: Every friendly unit within 12" gains the Fealess special rule.
Few things: 1. define 'will strike first' 2. what is the range for him throwing the spear? 3. I reckon he is overcosted. Sure, At WS7, S8, good initiative and ots of attacks he will do a lot of damage. However, T4 with only a 5+ invul normally and a 3+ once, he will get gunned down by a single tactical squad
Marshal Amadeus Gorgon of the Black Templars
++220 Points++
WS 6
BS 5
S 4
T 4
W 3
I 5
A 4
LD 10
SV 2+/3+
Wargear:
Armor of Crusade
Confers a 2+ armor save.
Sword of Eternal Vengence
Range: -
S: User
AP: 2
Type: Melee, Shred, Master-Crafted.
Shield of Impenetrable Faith:
Counts as a storm shield but also prevents instant death from high strength weapons.
Special Rules:
Rites of Battle. (See Codex: Black Templars)
Crushing Blade:
Marshal Gorgon may choose to use his Sword of Eternal Vengence with two hands and will drop the Shield of Impenetrable Faith. Doing so he will strike with double his base strength at Iniative step 1. Further he will also lose his 3+ inv save until the following turn unless he is out of close combat.
Wargear: Choppa
Kustom Mega Blasta
Killy Harness (As per servo Harness)
Cybork Body [5+ Invulnerable save]
Dead Ard' Armor [3+ armor save]
Stikkbombs (Assualt Grenades)
Kustom Force Field (as per codex)
Mek Tools (as per Codex Orks)
3 Grot Oilers
Special Rules:
Da Big Mek: As per Codex Orks
Teleportas!: Orkimedes is just as dangerous a tactician as he is a brilliant Ork Mek, Before the game begins you make give the deep strike rules to 1d3 Infantry or walker bases within Codex Orks (this includes any Independent characters joined with them. Due to this not being perfected technology though should the Ork player need to roll on the mishap chart they must use this chart instead.
1 = NO, NOT DAT BUTTON! The Teleporta technology launches the orks into the warp or sends them in multiple directions simultaneously. Either way it's a grim fate for the unit and they are counted as destroyed immediately with no saves of anykind... no one ever said the Teleportas were safe...
2 = Feels like Gork Stomped me Skull! Though successfully launching the Orks a energy feedback courses through the bodies of it's passengers ... killing even lesser orks from the sheer voltage causing a nasty case of exploding head. The entire unit is able to deepstrike but before placing the unit every model must roll a Toughness test or be subjected to an automatic wound. LOS may not be used on these wounds
3 = Wut!? I didn't enter dat into da Komputer!, Seems the enemy was able to track down the nefarious signals of the Teleporta. This unit is under the "misplaced" result on the Deep strike results.
4-6 = Gah! We seem ta be experiencing sum Teknikal difficulties, Orkimedes' contraption is at least not killing anyone at this time but it's due to a lack of proper power. This unit is under the effects of the "delayed" of the basic Deepstriking results.
A Mek Beyond Compare: When a challenge is issued to Orkimedes or his unit he may allow a walker model within 6 inches to accept the challenge in his wake.