Background: Armandis Trion was a powerful commander of the Triarch Praetorians during the age of the Necron Empire. Given his rank in the Praetorian, he was granted a highly refined body during the biotransference, one worthy of is stature of a leader of the silent king's personal legion. Like the rest of the Praetorians, he remained awake while the rest of his species slumbered, and over time came to suspect that the greatness of the Necrontyr was forever lost. He saw other empires rise and fall, just as theirs had, and began to feel that his kind were merely a memory of the distant past. Even as the tomb worlds stirred he kept largely to himself, living as a hermit with only occasional contact with other Praetorians. Then, one day, he heard of the Silent King's return, and his war against the scourge that is the Tyranid Hive. He than moved to seek out and find his King, secretly shamed that he not only felt that his king had abandoned his people, but that he himself had been guilty of the same crime.
Armandis Trion - 190 Points
WS 4, BS 4, S 5, T 5, W 3, I 2, A 3, Ld 10, Sv 2+
Special Rules:
Ever-Living
Reamination Protocols
Independent Character
Fearless
Triarch Commander
Calm
Stormscythe: A special warscythe crackling with electrical energy. It is a warscythe that may also make shooting attacks with the following profile:
Range: 12", S 5, AP - Assault 2, Tesla
Triarch Commander: If your army includes Armandis Trion, Triarch Praetorian squads are taken as a troops choice instead of as an elites choice.
Calm: Millenia of combat and meditation have caused Armandis to be largely immune to the taunts and challenges of the lesser races. Armandis Trion can not be chosen to be removed from combat should you refuse a challenge (if Armandis is the only character in the unit, then challenges can be refused with no penalty).
felixander wrote: Oh man that'd be pretty terrible (depending on which side you are on) if you got 3 units of 30 boyz deep struck next to your enemies =P
thanks for the input, I always was sad orks never had a special mek other than wazzadakka and i feel this character isn't stupidly powerful and represents exactly what mek do which is utility for the army.
@ Orkimedes :So there's never an option that's good for the Orks? That's not how Ork Random Technology works!
6 ought to be "WAAOOO!!: The Tellyporta once again causes some energy feedback, but instead of slowing down or killing the Tellyporta'd Orks, it supercharges them! The Orks that Deepstriked with the Tellyporta may Assault the turn they arrive, and count as having 1 higher Initiative on that turn"
First Captain Sigismund, The Emperor's Champion, Imperial FIsts Legion
Type: Infantry (unique)
295 points
WS7 BS5 S4 T4 W4 I6 A4 Ld10 Sv2+
Wargear: frag and krak grenades
The Champion's Mantle: This is a suit of highly ornamented armour, crafted for the Emperor's Champion. It provides a 2+ armor save and 3+ invulnerable save.
The Black Sword: This is a melee weapon with the following profile: Strength 8 AP 2 Two-handed
Illumination: This is a ranged weapon with the following profile: Range 18 Strength 7 AP 2 Assault 2 Get's Hot!
Special Rules: Independent Character, Hatred (Chaos Space Marines), Preferred Enemy (Chaos Space Marines)
The Emperor's Champion: Confers a 12 inch bubble of Fearless to all friendly units. Has the Eternal Warrior, Feel No Pain, Relentless, Furious Charge and Counter Attack USRs.
Shield Wall: Sigismund may be accompanied by a squad of Huscarls. These are an Elites choice, but as long as Sigismund accompanies them, they are Scoring.
Huscarls: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
Unit composition: 5-20
25 points each
Type: Infantry (unique)
Wargear: power armor, bolt pistol, bolter, chainsword, frag and krak grenades
boarding shield: May re-roll all failed armor saves, but may not run or overrun
Options: Up to 5 members of the squad may purchase power weapons, power fists, plasma pistols, combi-weapons or thunder hammers, at the cost listed under Space Marine Captains in C:SM
Special Rules: ATSKNF, Combat Tactics, Stubborn, Counter-Attack
Shield Wall: When the Shield Wall is charged, the unit may take a Ld test. If passed, they inflict 1 Hammer of Wrath attack each, as they slam their shields into the charging enemy.
dirge is the captain of the ultramarines 5th detachment, operating to secure rare and powerful artifacts to aid the marines in protection of mankind, dirge is entrusted with several of these, with these unparalleled items he surpasses even marneus calgar
wargear
power armour
bolt pistol
power sword
iron halo
frag and krak grenades
blood stone-any turn that dirge causes a wound his invunerable save is modified to 2++
options
may replace power sword with molinder-a master crafted power hammer that is dealt at strength 10 and automatically scores explodes on a penetrating hit, may also use orbital bombardment which re rolls the scatter dice+70
may take book of brilliant things- allows all phsycer powers to be used by dirge+50 points
may take cloak of the war god- modifies all stats, except invulnerable save by +1 +100
special rules
secure the artifacts- if dirge has been slain then the marines must have 1 unit, scoring or not within 3" of dirge when the game ends or they automatically lose, unless wipeout has been achieved, any unit within 3" gains fearless
relic hunters, any squad that wins a combat may take 1 piece of wargear from a dead model, however due to inexperience if it is a weapon all attacks are made at initative 1, and all shots are at balistic skill 3
dirge is the captain of the ultramarines 5th detachment, operating to secure rare and powerful artifacts to aid the marines in protection of mankind, dirge is entrusted with several of these, with these unparalleled items he surpasses even marneus calgar
wargear
power armour
bolt pistol
power sword
iron halo
frag and krak grenades
blood stone-any turn that dirge causes a wound his invunerable save is modified to 2++
options
may replace power sword with molinder-a master crafted power hammer that is dealt at strength 10 and automatically scores explodes on a penetrating hit, may also use orbital bombardment which re rolls the scatter dice+70
may take book of brilliant things- allows all phsycer powers to be used by dirge+50 points
may take cloak of the war god- modifies all stats, except invulnerable save by +1 +100
special rules
secure the artifacts- if dirge has been slain then the marines must have 1 unit, scoring or not within 3" of dirge when the game ends or they automatically lose, unless wipeout has been achieved, any unit within 3" gains fearless
relic hunters, any squad that wins a combat may take 1 piece of wargear from a dead model, however due to inexperience if it is a weapon all attacks are made at initative 1, and all shots are at balistic skill 3
XV-252 Battlesuit: This experimental battlesuit was created following the salvaging of a plate of Artificer Armour. The suit uses a similar material to keep protection and mobility high, whilst still using Stealth Fields.
This suit gives Ke'tor the Deep Strike and Night Vision USRs. It includes an integral stealth field generator (as per codex tau). It gives a 2+ Armour Save and comes with the Plasma Blaster.
XV-252 Battlesuit: This experimental battlesuit was created following the salvaging of a plate of Artificer Armour. The suit uses a similar material to keep protection and mobility high, whilst still using Stealth Fields.
This suit gives Ke'tor the Deep Strike and Night Vision USRs. It includes an integral stealth field generator (as per codex tau). It gives a 2+ Armour Save and comes with the Plasma Blaster.
Stealth Suit 30 2+ Sv 20 no penalty to JSJ movement 5 Shield Gen 20 Night Vision 5 Epic Gun 20
What you guys think?
Why would they use Artificer Armour when they already have Iridium Armour? Why not just give it an experimental power system / lighter iridium armour? There is no reason for him to be T5, he should really be T3 or T4.
The Plasma Blaster is crazy. It's basically 2 36" range Assault Plasma Rifles with the Haywire rule. This thing is on average going to kill 2-3 men, or cause 5+ Hull Points Damage + 1-3 Pens. It's almost garunteed to kill any vehicle in 1 round of shooting. So it needs to be costed accordingly. (2x Plasma Rifle - 40pts, Assault 4 instead of Rapid Fire - 10pts, 36" Range - 10pts, Haywire - Probably another 10pts. = 70pts) You're also throwing an incredibly hard to kill character (T5, 3W, 2+/4+*, 2+C/3+C) in with an incredibly hard to kill unit (3-18 wounds with a 3+ / 4+C / 2+C save) that's all incredibly mobile, can infiltrate, can deepstrike, etc.
Kudos on giving it the correct XV designation though!
As it is for the cost: Stealth Suit 30, Shas'vre +10, +1 WS +10, +2 BS +20, +2 T +20, +2 W +20, +1 A +10, +1 Ld +5, Iridium Armour +20, No penalty +5, Shield Generator +20, BSF +3, Plasma Blaster +70. Total: 243. Round it up to 250, which I feel is fair
XV-252 Battlesuit: This experimental battlesuit was created following the salvaging of a plate of Artificer Armour. The suit uses a similar material to keep protection and mobility high, whilst still using Stealth Fields.
This suit gives Ke'tor the Deep Strike and Night Vision USRs. It includes an integral stealth field generator (as per codex tau). It gives a 2+ Armour Save and comes with the Plasma Blaster.
XV-252 Battlesuit: This experimental battlesuit was created following the salvaging of a plate of Artificer Armour. The suit uses a similar material to keep protection and mobility high, whilst still using Stealth Fields.
This suit gives Ke'tor the Deep Strike and Night Vision USRs. It includes an integral stealth field generator (as per codex tau). It gives a 2+ Armour Save and comes with the Plasma Blaster.
Stealth Suit 30
2+ Sv 20
no penalty to JSJ movement 5
Shield Gen 20
Night Vision 5
Epic Gun 20
What you guys think?
You forgot to cost half the model. You use a stealth suit as the base in the points breakdown, when the model's statline is that of a Shas'O or Shas'El (don't care enough to dig out the codex to check with). Also, as somebody mentioned, the plasma rifle is already 20 points if I recall correctly, so the gun is at least 40.
You forgot to cost half the model. You use a stealth suit as the base in the points breakdown, when the model's statline is that of a Shas'O or Shas'El (don't care enough to dig out the codex to check with). Also, as somebody mentioned, the plasma rifle is already 20 points if I recall correctly, so the gun is at least 40.
4 times the shots and gains Haywire? I'm still thinking 40 is cheap =P
dirge is the captain of the ultramarines 5th detachment, operating to secure rare and powerful artifacts to aid the marines in protection of mankind, dirge is entrusted with several of these, with these unparalleled items he surpasses even marneus calgar
wargear
power armour
bolt pistol
power sword
iron halo
frag and krak grenades
blood stone-any turn that dirge causes a wound his invunerable save is modified to 2++
options
may replace power sword with molinder-a master crafted power hammer that is dealt at strength 10 and automatically scores explodes on a penetrating hit, may also use orbital bombardment which re rolls the scatter dice+70
may take book of brilliant things- allows all phsycer powers to be used by dirge+50 points
may take cloak of the war god- modifies all stats, except invulnerable save by +1 +100
special rules
secure the artifacts- if dirge has been slain then the marines must have 1 unit, scoring or not within 3" of dirge when the game ends or they automatically lose, unless wipeout has been achieved, any unit within 3" gains fearless
relic hunters, any squad that wins a combat may take 1 piece of wargear from a dead model, however due to inexperience if it is a weapon all attacks are made at initative 1, and all shots are at balistic skill 3
A squad of stealth suits may take Ke'tor instead of an upgrade to a Stealth Suit Shas'Vre. (note this allows for 6 + Ke'tor) Type: Character, Jump Infantry (Jet Pack)
XV-252 Battlesuit: This experimental battlesuit was created following the salvaging of a plate of Artificer Armour. The suit uses a similar material to keep protection high, whilst maintaining optimal mobility, whilst still using Stealth Fields.
This suit gives Ke'tor the Deep Strike and Night Vision USRs. It includes an advanced stealth field generator (confers shrouded to Ke'tor and his squad). It gives a 2+ Armour Save and comes with the Plasma Blaster.
as regards to dirge, to take all the wargear, hammer, cloak and book would cost 150+100+70+50=370 as the additional wargear is options at point costs, he costs as much as a 9 mant terminator squad, which can be a problem if killed as you have to keep a squad nearby him ordestroy the enemy to avoid losing, plus he has no eternal warrior so may be a splat compared to 3 ironclad dreads that go for him, he is quite powerful, but at the same time a major points cost, nearly double most other characters, plus has a couple of major drawbacks
right, guess its time i post something as felixander suggested over a month ago. my custom DE character.
Sarkoth Vortoth is the leader of the Kabal of the Reaping Blade. Formally a Klaivex of the now lost Incubi Temple of the Reaping Blade, he became an archon when tragedy fell upon the temple. He and a squad of fellow Incubi were taking part in a raid against the Imperium. When Sarkoth and his fellow Incubi returned, they discovered that the Temple of the Reaping Blade was no more. While they were away, the temple was attacked and destroyed by a Kabal that was a rival to the one that sponsored the Reaping Blade temple.
Sarkoth flew into a rage, and promptly lead the last few Incubi on a counter attack against the Kabal. As luck, or perhaps fate, would have it, most of the Kabal's forces were out on a realspace raid. Sarkoth and his fellows cut their way through to the inner sanctum, where Sarkoth himself cut down the archon after a brief duel.
With the kabal leaderless, and Sarkoth having no temple to return to, he chose to take over the kabal himself, renaming it the Kabal of the Reaping Blade. A few members of the kabal rebeled and tried to overthrow Sarkoth, to restore the kabal to its former state and set up a new archon from among the remaining Dracons. Sarkoth removed each threat in a direct and brutal fashion, often leading his former Incubi brothren against them himself. After many failed attempts, all disgruntled kabalites were either dead, or had learned to accept what had happened and remain silent.
Sarkoth, as a former Incubi, still retains his wargear from those times. He continues to weild demiklaives in combat, and still wears his warsuit. He rarely stays behind when his kabal on a raid. He can often be seen leading them from the front, accompanied by his former Temple members. When not on a raid, he participates in the training of new Incubi recruits, working to restore his lost temple to its former glory.
Character Profile: Archon Sarkoth Vortoth, 200pts
WS7 BS4 S3 T3 W3 I7 A4 Ld10 Sv3+
Corrupted Spiritstone: Taken from an Autarch which Sarkoth bested in single combat, this soulstone was broken and repurposed by a master Haemonculous in exchange for half the slaves taken in that raid. The constant agony the the trapped soul is under powers a forcefield generator fitted to Sarkoth's chest plate. Grants a 4+ Invulnerable save.
Special Rules: Independent Character, Fearless, Eternal Warrior, Night Vision, Power from Pain, Fleet
Former Incubus: Sarkoth must take a squad of Incubi as his retinue. They follow all the rules and have the same cost and options as a normal Incubi squad, but do not take up an Elite slot. Sarkoth must be attached to the squad at the beginning of the game and may not leave the squad unless it is destroyed. He also has the Onslaught and Murderous Assault Klaivex powers.
hivetyrant765 wrote: right, guess its time i post something as felixander suggested over a month ago. my custom DE character.
Spoiler:
Sarkoth Vortoth is the leader of the Kabal of the Reaping Blade. Formally a Klaivex of the now lost Incubi Temple of the Reaping Blade, he became an archon when tragedy fell upon the temple. He and a squad of fellow Incubi were taking part in a raid against the Imperium. When Sarkoth and his fellow Incubi returned, they discovered that the Temple of the Reaping Blade was no more. While they were away, the temple was attacked and destroyed by a Kabal that was a rival to the one that sponsored the Reaping Blade temple.
Sarkoth flew into a rage, and promptly lead the last few Incubi on a counter attack against the Kabal. As luck, or perhaps fate, would have it, most of the Kabal's forces were out on a realspace raid. Sarkoth and his fellows cut their way through to the inner sanctum, where Sarkoth himself cut down the archon after a brief duel.
With the kabal leaderless, and Sarkoth having no temple to return to, he chose to take over the kabal himself, renaming it the Kabal of the Reaping Blade. A few members of the kabal rebeled and tried to overthrow Sarkoth, to restore the kabal to its former state and set up a new archon from among the remaining Dracons. Sarkoth removed each threat in a direct and brutal fashion, often leading his former Incubi brothren against them himself. After many failed attempts, all disgruntled kabalites were either dead, or had learned to accept what had happened and remain silent.
Sarkoth, as a former Incubi, still retains his wargear from those times. He continues to weild demiklaives in combat, and still wears his warsuit. He rarely stays behind when his kabal on a raid. He can often be seen leading them from the front, accompanied by his former Temple members. When not on a raid, he participates in the training of new Incubi recruits, working to restore his lost temple to its former glory.
Character Profile: Archon Sarkoth Vortoth, 200pts
WS7 BS4 S3 T3 W3 I7 A4 Ld10 Sv3+
Corrupted Spiritstone: Taken from an Autarch which Sarkoth bested in single combat, this soulstone was broken and repurposed by a master Haemonculous in exchange for half the slaves taken in that raid. The constant agony the the trapped soul is under powers a forcefield generator fitted to Sarkoth's chest plate. Grants a 4+ Invulnerable save.
Special Rules: Independent Character, Fearless, Eternal Warrior, Night Vision, Power from Pain, Fleet
Former Incubus: Sarkoth must take a squad of Incubi as his retinue. They follow all the rules and have the same cost and options as a normal Incubi squad, but do not take up an Elite slot. Sarkoth must be attached to the squad at the beginning of the game and may not leave the squad unless it is destroyed. He also has the Onslaught and Murderous Assault Klaivex powers.
Ah so you changed him from a Vect clone, huh? =P
I think this guy is also really good! Did you lower his BS from 7 to 4 for a reason? I know he doesn't use his BS for anything but you might as well leave it at the stock 7.
Mathie says 210, but I'm ok with him at 190-200 as he seems overloaded on wargear that isn't a huge deal. I'm still saying that you should remove the Phantasm and add in the stock Plasma Grenades that all Archons get anyways. I think it's unlikely that you'll see someone else get the charge on you!
Spoiler:
Archon = 60 points
Bloodstone +15
DemiK +20
Onslaught +15
Incubi Suit +15
Murderous +10
Corrupted +20
Clonefield +20
Phantasm +25
Fearless +10
Retinue = 0 (I'm thinking that a mandatory single unit that gets no upgrades but doesn't take up a FOC is pretty unremarkable)
yep, i changed him. i actually emailed you weeks ago about this. im thinking of a chaos character right now, since the new codex is coming out soon.
i lowered the BS because hes a CC guy, not a shooter. he was once an incubus in fluff, afterall. plus, it lets me lower his cost the PGL is there because it gives the whole unit assault grenades, rather than just him. didnt even charge for the warsuit, figured it balanced out him not getting the stock pistol, ccw, and plasma grenades archons usually get, as well as his lower BS.
CalasTyphon216 wrote: Shield Wall: Sigismund may be accompanied by a squad of Huscarls. These are an Elites choice, but as long as Sigismund accompanies them, they are Scoring.
Units are scoring when their army uses them to stand around securing objectives. After he became the champion, if not before, Sigismund existed to disregard military objectives and pursue vendettas.
Combat Tactics,
This exists for the fifth edition codex to facilitate chapter tactics.
The giant pile of buffs does not need any work or tweaking at all, because he would still be just another punchy combat character.
TYRANT: how is playing him different from an archon? 4++ et al are details that do not change what you do with the model in game.
felixander wrote: Oh, does the whole unit need assault grenades now?
yep. only the guys with grenades benefit from them.
and pelican, playing him is like having an archon, but also like having a beefed up klaivex. hes a combo of the two. gets all the klaivex stuff, as well as some nifty archon toys (clonefield, PGL).
Overlord Karoch of The Canoptek sector
Points: 180
It was Karoch that created the canoptek sector after studdying the tyranigs for hundreds of years. Wraiths were replicas of small trygons. Canoptek scarabs were rippers. He saw the tyranids as sucsess so he collied them carefully in battle. He looked at the tyranid remains that were left when he found the idea of the first canoptek necron which was the spyder. The spyders helped himbuild his army of wraiths and the most powerful of them all, the tomb stalker. With his army he wiped out many tau and eldar. Next he showed off to the true bugs who he squashed the first time but the second time took off Karoch's legs. He knewnrhat he needed stronger bugs so he made the canoptek acanthrites who squashed the bugs once again. These bugs were his best and they would kill. before the rest of the army is even in sight. Karoch lead many armies with the tyranids as his worst enemy. He swore that some datly he would wipe out the bugs once and for all with a new bug. The necrons grew to think tahat karoch was growing to get to much power. They therefore no longer treated him as a Necron. They destroyed all of his acanthrites and sent karoch away in the galaxy.
Many years later Karoch returned in his wraith body fourm. He hlslithered up to imotekh the stromlord and challanged him to a duel. It was a one on one. If karoch won he would be welcomed back to the necrons. If he lost all of his canoptek creations would be mealted into monolith parts.
Karoch duled with his scarab body. His scarab body helped his escape imotekh's flamer. Imotekh then used staff do the destroyer lord and shot karoch's right arm which had a warscythe in it. Imotekh took off karoch's other arm with his transdimentional beamer in it. Karoch then turned to scarabs and turned imotekk.
Karoch then rejoined the nocrons a minor overlord. He kept his canoptek army and fought on with his army. Imotekh was resurrected after the duel. From the time when imotekh met karoch he had had a grudge against him. Nownhis grudge had reached the top level.
Karoch
unit type: infantry(independant charecter)
WS 5
BS 5
S 5
T 6
A 3
W 3
I 2
LD 10
SV 2+
Wargear: wrascythe, mindshackle scarabs, transdimentional beamer, veil of darkness, whip coil, phase shifter.
Special rules: deep strike, ever living, reanimating proticols, furrious charge, enthropic strike.
Options:
May be mounted to a single scarab swarm allowing Karoch to move upnto 18 inches and still fire his weapons. When the swarmis dead he must roll a 4 or under. If over 4 take a. Armour save if he fails he suffers a wound.
May take a destroyer body (10 points), a wraith body ( with wraithflight and phase attacks(20 points)), canoptek spyder body (with claw array( 30 points)) or a canoptek scarab made body allowing him to have a 2+ invulnurable save, the abillity to move 18 inches and shoot, and gain 2 D6 more attacks (90 points)
You should make it so he can only take body options without a mount.
The scarab body... well, the 2+* alone is worth 50pts, the extra attacks easily 20-30pts and the movement another 10-20ps. So really the scarab thing should be 80-100.
I'd reccomend tidying up and fleshing out his fluff too. It's a little... simple, all over the place and block-of-texty atm.
Wargear: Power Armor, Iron Halo, Frak & Krak Grenades, Praetor of Regius, Bolt Pistol
Special Rules: ATSKNF, Combat Tactics, Tactical Acumen, Rites of Battle
Rites of Battle: As in the Cato Sicarius entry.
Tactical Acumen: All Devastator or Assault Squads in your army may be counted as scoring for the duration of the game. Assault Squads and Devastator Squads are 0-2.
Praetor of Regius: Passed down to each successive Captain of the 3rd Company, the Praetor of Regius is a Relic Blade. Explicitly crafted for slaying enemy leaders and deadly in the hands of a master duelist, the sword may be used, in lieu of attacking, purely for defense. Captain Anteus may, instead of making any attacks in close combat, re-roll all failed Armor or Invulnerable saves. Also, instead of striking at Strength 6, Captain Anteus may elect to make his attacks at Strength 4 while adding +1 to his number of attacks.
Points Cost: 180
I was going for a Battle Company Captain esque feel. What do you all think?
Wargear: Power Armor, Iron Halo, Frak & Krak Grenades, Praetor of Regius, Bolt Pistol
Special Rules: ATSKNF, Combat Tactics, Tactical Acumen, Rites of Battle
Rites of Battle: As in the Cato Sicarius entry.
Tactical Acumen: All Devastator or Assault Squads in your army may be counted as scoring for the duration of the game. Assault Squads and Devastator Squads are 0-2.
Praetor of Regius: Passed down to each successive Captain of the 3rd Company, the Praetor of Regius is a Relic Blade. Explicitly crafted for slaying enemy leaders and deadly in the hands of a master duelist, the sword may be used, in lieu of attacking, purely for defense. Captain Anteus may, instead of making any attacks in close combat, re-roll all failed Armor or Invulnerable saves. Also, instead of striking at Strength 6, Captain Anteus may elect to make his attacks at Strength 4 while adding +1 to his number of attacks.
Points Cost: 180
I was going for a Battle Company Captain esque feel. What do you all think?
As for Tactical Acumen, is it Assault Squads are 0-2 and Devastators are 0-2 or you may only have a total of 2 either of those squads? 2 Scoring Devastators are pretty crazy good.
ReRolling armor and invuln saves? That's pretty great! Put him in a melee squad, have the sergeant get wasted in a challenge while this guy takes all this hits for the squad ensuring they aren't gonna take any damage. I'd change it so he only does it in challenges. And then probably lower his points a little bit
Wargear; 'Serrated Fangs', Jump Pack, Iron Halo, Frag and Krak grenades, Teleporter Homer (if in Terminator Armour)
Wargear options; Artificer Armour or 'The Sharks Skin'*
Special rules; ATSKNF, Combat Tactics, Independant Character, Chapter Tactics, Combat High, Orbital Bombardment, Rage*
Chapter Tactics; The Megalodon's Astra prefer close combat over anything else and if possible will attempt to get into close combat when possible. As such, any infantry unit in the Space Marines codex may replace their Boltgun with a CCW for free. Additionally all units with the Combat Tactics exchange the Combat Tactics special rule for the Furious Charge USR, and when in close combat gain the Stubborn USR.
Combat High: If the Megalodon's Chapter Master defeats a unit in close combat or wins a close combat challenge he gains the Feel No Pain USR.
Serrated Fangs: A unique pair of relic Lightning Claws of unknown origin. Counts as AP-2* with the Rending USR. The extra attack for having two weapons is included in the profile.
The Sharks Skin: An antique suit of Terminator Armour which conveys a 3+ Invulnerable save*
Okay, so obviously the inspiration for this character was from Tyberos. I placed asterisks beside the items I would like the most comments on. Whether I should have the items in question or not, or if they should be changed. Price wise, I was thinking 240ish without the terminator armour, 260ish with it. So, please let me know what you think! Totally willing to nerf the crap out of it, if I've made something too strong.
THE DREADBRINGER (200 points) WS4 BS4 S4 T4 W3 I2 A2 LD10 SV3+
Unit Type: Infantry (Character)
Wargear: Abyssal Staff, Nightmare Shroud, Gloom Prism
Special Rules: Independent Character, Fearless, Ever-Living, Reanimation Protocols, Lord of Fear
[Lord of Fear] Dreadbringer benefits from the "Fear" special rule. Additionally, all Morale and Leadership tests caused by both his wargear and the Fear rule are taken on a roll of 3D6, discarding the lowest result.
Wargear; 'Serrated Fangs', Jump Pack, Iron Halo, Frag and Krak grenades, Teleporter Homer (if in Terminator Armour)
Wargear options; Artificer Armour or 'The Sharks Skin'*
Special rules; ATSKNF, Combat Tactics, Independant Character, Chapter Tactics, Combat High, Orbital Bombardment, Rage*
Chapter Tactics; The Megalodon's Astra prefer close combat over anything else and if possible will attempt to get into close combat when possible. As such, any infantry unit in the Space Marines codex may replace their Boltgun with a CCW for free. Additionally all units with the Combat Tactics exchange the Combat Tactics special rule for the Furious Charge USR, and when in close combat gain the Stubborn USR.
Combat High: If the Megalodon's Chapter Master defeats a unit in close combat or wins a close combat challenge he gains the Feel No Pain USR.
Serrated Fangs: A unique pair of relic Lightning Claws of unknown origin. Counts as AP-2* with the Rending USR. The extra attack for having two weapons is included in the profile.
The Sharks Skin: An antique suit of Terminator Armour which conveys a 3+ Invulnerable save*
Okay, so obviously the inspiration for this character was from Tyberos. I placed asterisks beside the items I would like the most comments on. Whether I should have the items in question or not, or if they should be changed. Price wise, I was thinking 240ish without the terminator armour, 260ish with it. So, please let me know what you think! Totally willing to nerf the crap out of it, if I've made something too strong.
Dunno who Tyberos is but yeah you really gotta price him high. Furious charge across the board is crazy and AP2 Lightning Claws at i6? Youch... Definitely has to be priced very high
Yeah... army wide FC and Stubborn, 4-6 Str4 I6, Ap2, Rending attacks with rerolls to wound, a 2+ / 3+* / 4+* with FnP, 4 wounds AND Jump Infantry (can you even have Jump with Termi armour?)
THASZAR THE INVINCIBLE (225 Points) WS5 BS5 S5 T5 W3 I2 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Dispersion Blades, Sempiternal Weave, Phase Shifter
Special Rules: Independent Character, Reanimation Protocols, Ever-Living, Stubborn, It Will Not Die
(Dispersion Blades) These are a pair of "Unusual Power Weapons". Additionally, any ranged attacks directed at Thaszar, or a unit he is with, may be deflected as per the rules for "Dispersion Shields".
May I post up mine?
He's from my custom race, but incredibly highly priced (insane stat levels) at around 700pts, and can't be used in normal battles.
Just a teaser.
Ovion wrote: Yeah... army wide FC and Stubborn, 4-6 Str4 I6, Ap2, Rending attacks with rerolls to wound, a 2+ / 3+* / 4+* with FnP, 4 wounds AND Jump Infantry (can you even have Jump with Termi armour?)
Not even sure where to begin on that...
Well no, the thing was either Jump infantry OR Terminator. The I6 was a maybe, and I have him at I5. Same goes for the AP2 claws and Rage. I wanted to know opinions on those. As I'm prefectly willing to completely avoid giving those.
I've decided though, that I'll remove the Terminator option. I don't like the idea of a slow stompy commander.
Other thing is, even with only a 4+ invuln he'll still get squished by any str8+ ap2 hits in CC, or str8+ ap2+ ranged shot.
Also, only wanted stubborn for CC, so no stubborn when not in CC.
Ovion wrote: Yeah... army wide FC and Stubborn, 4-6 Str4 I6, Ap2, Rending attacks with rerolls to wound, a 2+ / 3+* / 4+* with FnP, 4 wounds AND Jump Infantry (can you even have Jump with Termi armour?)
Not even sure where to begin on that...
Well no, the thing was either Jump infantry OR Terminator. The I6 was a maybe, and I have him at I5. Same goes for the AP2 claws and Rage. I wanted to know opinions on those. As I'm prefectly willing to completely avoid giving those.
I've decided though, that I'll remove the Terminator option. I don't like the idea of a slow stompy commander.
Other thing is, even with only a 4+ invuln he'll still get squished by any str8+ ap2 hits in CC, or str8+ ap2+ ranged shot.
Also, only wanted stubborn for CC, so no stubborn when not in CC.
It really wasn't clear tbh. I forgot that he'd be Str5 on the charge too... ohwell...
Marine Characters are nuts - and T4 isn't exactly bad, most of my guys are T3 / T4. Invaribly with a 6+ / 4+ / 3+ save, with little to no invuns.
Althera, the Silent One, is the last survivor of Craftworld Stelros. Her craftworld was small, and not so lucky as Iyanden - they had no errant hero to swoop in and save them. At the last, she and her brother were holding the doors to the Shrine of Asuryan against an infinite horde when the Flame spoke to them. It offered an escape. Her twin refused to abandon his home, the madness of despair forcing him to believe that there was something left to save. Altena, as she was then known, saw Asuryan's Offer for what it was. A chance at vengeance. She stepped into the flame, and was reborn.
Althera and her unit take up a single Troops choice in any Eldar army.
Unit: Althera plus four Dire Avengers. Up to 5 additional Dire Avengers may be added to the unit at a cost of 12 points per model.
Transport: The entire unit may be mounted in a Wave Serpent (See entry) or a Falcon Grav Tank (if less than 6 models, see Heavy Support entry)
Equipment: Althera is armed with a Diresword, Shuriken Pistol, and Avenger Shuriken Catapult. Dire Avengers are armed with Avenger Shuriken Catapults.
Special Rules: Defend, Bladestorm, Fleet of Foot, Guerilla Fighters, Tyranid Hunter
Defend: As Dire Avenger Exarch ability
Bladestorm: As Dire Avenger Exarch Ability
Fleet of Foot: As Eldar, Althera and her unit benefit from the Fleet universal special rule.
Guerilla Fighters: Althera is a veteran of several rough campaigns, and has drilled her Shrine in several guerilla tactics. Althera and her Dire Avenger unit benefit from the Move Through Cover and Stealth universal special rules.
Tyranid Hunter: Althera is a dedicated warrior who specifically hates the Hive Mind. She and her unit have the Preferred Enemy universal special rule when fighting Tyranids.
Llymrei Points: 80
Llymrei of Iyanden was a Guardian during the battle against Kraken, walking the Path of the Smith. When her heavy weapons unit was overrun, she refused to die, fighting with her shuriken catapult when the vibro-cannon was destroyed, her knife when her catapult ran dry, and then the severed limbs of a tyranid warrior when her knife snapped. In the wake of the battle, she found herself filled with rage and hatred, beyond the point where returning to the Path of the Warrior could help her. Instead, she embarked upon the Path of the Seer, with her last act as a Smith being to craft a pair of witchblades from the scything talons she had fought with.
Now she works closely with the Outcasts and Storm squads, hunting down the Tyranid wherever her visions guide her to them.
Llymrei may join any unit in an Eldar army. She does not take up a Force Organisation Chart slot, but must replace one Warlock from the Farseer's retinue or be bought as a Leader for a Storm Guardian squad, Guardian Jetbike squad, Ranger squad or Wraithguard unit.
Unit: Llymrei
Equipment: Llymrei's Talons, Rune Armour, Runes of Warding, Cameleoline Cloak
Llymrei's Talons are a pair of unique Witchblades crafted from the psycho-reactive scything talons of a Tyranid Warrior. In addition to the normal rules for fighting with an additional close combat weapon and Witchblades, Llymrei may automatically cast Mind War as the Farseer psychic power on any enemy that suffers a wound from one of her attacks.
Special Rules: Warlock, Fleet of Foot, Spiritseer
Fleet of Foot: As an Eldar, Llymrei benefits from the Fleet universal special rule.
Spiritseer: See Warlock ability
Warlock: Llymrei is a dangerous warmind, having mastered the path of the Warlock. She knows the Heavy Desctruction and Enhance powers (Bonus already included in stat line)
Wargear: Terminator Armor, Mark of tzeentch, Soul Reaper, storm bolter.
Soul Reaper: A giant, grim looking scythe with the ability to steal the soul of anything it slays. Soul Reaper counts as a Deamon Weapon and force weapon.
Special Rules: Independent Character, Eternal Warrior, Psyker (Level 2), Wrath of Tzeentch, Fearless.
Wrath of Tzeentch: Kephtuuf must be careful when using psykic power, less he is destroyed by the very power he attempts to control. If Kephtuuf does suffer a wound from perils of the warp, he is immediatly slain, regardless of eternal warrior. Then place the small blast template on top of Kephtuuf. All models under the template suffer a Strength 3 hit.
An example of a DIY Astartes idea I had - the "White Legion"!
WHITE LEGION STRIKE SQUAD (120 Points) [Strike Marine] WS4 BS4 S4 T4 W1 I4 A1 LD8 SV3+
[Strike Marine Sergeant] WS4 BS4 S4 T4 W1 I4 A2 LD9 SV3+
Unit Composition: 1 Sergeant and 4 Strike Marines
Unit Type: Infantry
Wargear: Storm Bolter, Power Sword, Power Armour, Frag and Krak Grenades, Pulsefire Ammunition
Special Rules: ATSKNF, Combat Tactics
[Pulsefire Ammunition] All Bolt Pistols, Boltguns, Storm Bolters, Heavy Bolters, and Autocannons get +1 Strength.
Options: (largely absent until I obtain a copy of the HH:B book)
- Include up to five additional Strike Marines (+20 pts per model)
- Sergeant may take
-- Melta Bombs: (as per C:SM)
-- Teleport Homer: (as per C:SM)
NeoAigaion wrote: An example of a DIY Astartes idea I had - the "White Legion"!
WHITE LEGION STRIKE SQUAD (120 Points) [Strike Marine] WS4 BS4 S4 T4 W1 I4 A1 LD8 SV3+
[Strike Marine Sergeant] WS4 BS4 S4 T4 W1 I4 A2 LD9 SV3+
Unit Composition: 1 Sergeant and 4 Strike Marines
Unit Type: Infantry
Wargear: Storm Bolter, Power Sword, Power Armour, Frag and Krak Grenades, Pulsefire Ammunition
Special Rules: ATSKNF, Combat Tactics
[Pulsefire Ammunition] All Bolt Pistols, Boltguns, Storm Bolters, Heavy Bolters, and Autocannons get +1 Strength.
Options: (largely absent until I obtain a copy of the HH:B book)
- Include up to five additional Strike Marines (+20 pts per model)
- Sergeant may take
-- Melta Bombs: (as per C:SM)
-- Teleport Homer: (as per C:SM)
NeoAigaion wrote: An example of a DIY Astartes idea I had - the "White Legion"!
WHITE LEGION STRIKE SQUAD (120 Points) [Strike Marine] WS4 BS4 S4 T4 W1 I4 A1 LD8 SV3+
[Strike Marine Sergeant] WS4 BS4 S4 T4 W1 I4 A2 LD9 SV3+
Unit Composition: 1 Sergeant and 4 Strike Marines
Unit Type: Infantry
Wargear: Storm Bolter, Power Sword, Power Armour, Frag and Krak Grenades, Pulsefire Ammunition
Special Rules: ATSKNF, Combat Tactics
[Pulsefire Ammunition] All Bolt Pistols, Boltguns, Storm Bolters, Heavy Bolters, and Autocannons get +1 Strength.
Options: (largely absent until I obtain a copy of the HH:B book)
- Include up to five additional Strike Marines (+20 pts per model)
- Sergeant may take
-- Melta Bombs: (as per C:SM)
-- Teleport Homer: (as per C:SM)
why not just play grey knights?
Because my DIY Astartes are advanced, not zealous anti-Chaos fanatics.
C&C IG I have been playing way too much Red Alert 2 recently so here is a couple of RA2 units:
Yuri: 90 points
WS3 BS:4 S:3 T:3 W:3 A:2 LD:9 Sv:5+
Unit Type:HQ, independent character
Mind Shriek: Focusing his power, Yuri unleashes a devastating assault on the minds of anyone near him.*(1)
Range 6" (in a circle around Yuri) S D6+3 AP 2 Type: Heavy*(2)
Your mind is mine to control: Yuri attempts to control the mind of an enemy.
Range: 24" S- AP- type-
Once an enemy squad has been selected Yuri must pass a leadership test, if successful the selected enemy must fail a leadership test to fall prey to Yuri's mind.
If successful the enemy squad is under Yuri's control for a turn. meaning that they can move and shoot at their former allies.
Note: vehicles are affected by this power but they count as Ld10
*(1) All units are affected even if they are in Yuri's army.
*(2) I couldn't think of a type, as it can only be used if he hasn't moved during the previous movement phase.
*(3) Only 1 Yuri may be taken in an army
Desolator : A madman with a taste for melting people. 50 points *(1)
WS;3 BS:4 S3 T3 W2 I2 A1 Ld7 Sv 4+
Unit type: Elite.
Chemical injector:
This prototype weapon is only used when the utter annihilation of enemy infantry is required. It has only been used once and was implanted into the ground as a means to halt and infantry advance, the chemical solution was so effective that it killed its user along with all infantry in a 50m radius. It was subsequently bombed.
Range 12" *(2) S10 Ap4 Type Heavy 1, Poisoned (2+)
Chemical gun: more or less a weaker version of the injector the injector.
Range: template (flamer) S8 Ap4 Type assault 1, Poisoned (3+)
Special rules
Independent character(s) Only 3 may be taken in a single army.
Highly explosive: On any unsaved wound a single roll can be made, as if the shot had pierced the chemical tank. On a roll of 5 or 6 the desolater instantly dies.
*(1) Only 3 desolators may be taken in an army
*(2) It is a 12" radius around the desolator
Sniper Team: A highly elite pair of snipers, solely trained on Brittanya. 50 points *(1)
Unit type: Elite
Unit composition: 2 Brittanyan Snipers
WS:3 BS:7 S:3 T:3 W:1 I:4 A2 Ld:8 Sv 4+
Bolt-Action Stub rifle: An ancient pattern of rifle said to predate even the Emperor. It's ability to strike quickly and silently is renown across Brittanya yet only the best get to use this truly remarkable weapon.
S6 AP5 Range 48" Type: Heavy 2, Sniper.*(2)
Options:
Spotter duty: One sniper may exchange his weapon for a Spotters scope and lasgun.10 points *(1)
Sir Bushwookie: One sniper may be swapped for Sir Bushwookie. 55 points *(3)
Cameleoline ghillie suit: A unique suit made up of Cameleoline and bits of flora in the users surrounding area. Any shots the hit must be re-rolled unless within 6", also confers the shrouded special rule.
Spotter scope: If a sniper has missed a shot it may be re-rolled with BS3. And yes it stacks with Sir Bushwookie's re-rollable shots.
Sir Bushwookie: Quite possibly the best of the Brittanyan snipers with a kill count of over 500 orks and countless other "enemies".
WS:3 BS:9 T:3 W:2 I:4 Ld:10 Sv:4+
Bolt-Action Stub rifle: Same as above.
Cameleoline ghillie suit: Any rolls to hit must be re-rolled unless within 6", also confers the shrouded special rule.
*(1): Brittanya - My Imperial Guard regiments home world.
*(2) On a rending hit against a vehicle the shot counts as strength 9.(Before someone moans at me).
*(3) Sir Bushwookie may only be taken once in an army.
I will leave vehicles for another day, more then likely tomorrow or later tonight.
I'm officially nuts to do this.
Archangel Champion Statline
WS 9
BS 3
S 6
T 5
W 4
I 10
A 5
Ld 10
Sv (You'll hate this guy) 2+/2++
Wargear: Plasma Pistol (Lynx have invented plasma tech much like the Imperium's)
Psylink Armour - Crafted from highly psycho-reactive silver and tainted emerald only harvested from the Lynx world of Eridanus, this armour offers the best protection available within the veteran armies of the Lynx.
Psylink Armour endows the wearer with a 2+ armour save.
Soulguard - Soulguard is a giant Greatsword, forged from treated silver and the most pure of Psytrix Crystals. It contains the Essence of a Greater Angel of [?] (not sure on the name yet), the hilt is solid silver and encrusted with sapphires and rubies, and the blade is a full 1.5 metres long. Runes etched onto the smooth crystal surface of the blade keep it forever sharp and honed to a monomolecular degree. This incredible weapon dates back to long before the Horus Heresy, more than 10,000 years ago, and how the Archangel acquired it, no-one knows. What is evident, though, is that in the Archangel's hands, it is no longer a mere sword, it is a blazing arc of pure destruction.
Soulguard is a two-handed master crafted force weapon. When attacking vehicles it automatically glances if the Archangel makes a successful hit, but still rolls to penetrate. Each turn the Archangel Champion may use one of his psychic tests to awaken the Angel within the blade and unleash it's fury. Upon passing this psychic test roll 2D6 and consult the chart below (this table is experimental and is subject to change):
2D6 roll 2 Vampiric Soul Soulguard turns an ominous violet, and begins sucking energy from the Archangel Champion at a furious rate to fuel it's own powers. The Archangel Champion immediately suffers -1 to his Strength, Toughness and Attacks Characteristics, but for this turn, each time he inflicts a wound on the enemy, he heals one of his own up to a maximum of 5 wounds. Any wounds over his maximum (4) at the start of your next turn are lost.
3 Syren Wave A piercing shriek howls through the air as Soulguard unleashes a wave of pure destruction that rips the very fabric of space apart. The Archangel Champion immediately makes a shooting attack using the following profile:
Range Template
Strength 8
AP 3
Type Assault 1
4 Protect and Renew The Angel bound to Soulguard draws energy from the surrounding and feeds it straight to the Archangel, invigorating him and allowing him to shrug off the most damaging of wounds. Upon rolling this result, the Archangel immediately gains a 4+ FNP roll and +1 to his toughness for this turn only.
5 Divinity The Archangel begins to glow with a heavenly aura that blinds the opponent and hides his comrades from the hail of fire that was only moments ago guided with incredible accuracy. All friendly models (including the Archangel Champion himself) within 6" of the Archangel gain a 5+ cover save. This does not apply in close combat.
6 Voidfire Glowing with a ghostly flame, Soulguard sets alight those who are unfortunate enough to suffer it's wrath. Soulguard immediately gains the Soul Blaze special rule for this turn only.
7 Exhaustion The Angel within Soulguard is tired and needs to recuperate from expending so much energy. For this turn, Soulguard loses it's Force Weapon and Master-Crafted special rules. Next turn, if you roll this result again, treat it as either a 6 or an 8.
8 Voidfrost Those who are touched by Soulguard's icy blade immediately feel sluggish and unable to move on as their bodies begin to freeze solid. If the Archangel Champion inflicts an unsaved wound in close combat this turn the unit who took the wound immediately become Slow and Purposeful for the rest of the turn. Their Initiative is also reduced by 1.
9 Daemonbane The Angel inhabiting Soulguard becomes filled with a zealous hatred for all things daemonic, and will try to banish any daemon it comes into contact with. If a daemon is struck by the Archangel Champion in close combat this turn, it suffers a wound on a 2+ and must re-roll any successful invulnerable saves.
10 Blessed Soul Yelling praises to Nervianiel, the Archangel is infused with an aura so strong it empowers his very soul. For this turn only, the Archangel counts as WS 10, S 7 and gains an extra attack in close combat.
11 Sancitfy Soulguard unleashes a blast of roiling flame that burns away the sins of the corrupt and leaves little more than a few piles of ash that are soon blown away by the wind. After rolling this result, the Archangel Champion immediately makes a shooting attack using the following profile:
Range 24"
S 5
AP 6
Type Soul Blaze
12 Boundless Power Soulguard is encased in a halo of light as it is infused with the will of Nervianiel. Anything it touches is reduced to nought but ash, dust and powder. The Archangel immediately suffers a wound, no saves allowed, but he inflicts instant death, auto-penetrates vehicles and ignores Eternal Warrior in close comabt.
==END OF TABLE==
Soulguard has the following baseline stats:
Range Melee
Strength User +1
AP 2
Wings of Purity The Archangel sports a pair of biomechanical hybrid wings that were crafted for him by the efforts of the Tau and the most skilled of Lynx smiths. They allow him to fly across the battlefield effortlessly, and make him look like a true Angel of Death as he descends onto his hapless foes.
The Wings of Purity change the Archangel Champion's Unit Type to Jump Infantry, and also increase his initiative to 10. However, the sheer size of the wings means he may not enter any transport vehicle.
==END OF WARGEAR==
Special Rules:
Independent Character, Preferred Enemy (Daemons)
Dimension Shield Dimension Shields are used by only the most resilient and powerful of Lynx. They open miniaturised, stable portals to the Warp that phases both bullet and blade alike out of the material realm. Only the luckiest of foes will be able to penetrate this defence and maim the Lynx who wields this awesome power. Dimension shields confer a 2+ invulnerable save.
Focuspsyker NOTE: This rule has been altered due to this character possessing unique powers and equipment. Full explanation of this races special rules, wargear and other characters will soon be found here.
Focuspsykers are more naturally powerful Lynx who have mastered their innate talents to such a point they are a formidable match even for a Tzeentchian Daemon.
Focuspsykers may use two psychic powers per turn, and always take their tests on 2D6, regardless of any other rules. When taking a psychic test, roll for the entire squad as a whole. Independent Characters or Characters with a different psyker level are rolled for separately. If the squad fails and suffers a Perils of the Warp, remove D3+2 models as casualties. If a model has Eternal Warrior (or any other rule that akes them immune to instant death), they are reduced immediately to one wound.
Focuspsykers may not take any psychic tests if they more than 48” away from an Psytrix Conduit Crystal.
To Hell and Back The Archangel Champion has fought battles with the most terrifying daemons of the Warp, faced down alien horrors and insurmountable odds without a flicker of fear, and seen death far too many times to be even remotely stirred by it's sight.
To Hell and Back grants the Archangel Champion the Fearless, Stubborn and Furious Charge special rules.
Soul of Steel There are accounts of the Archangel surviving the most devastating of weapons and the most punishing volleys, even those that should have slain him outright. Each time he has raised himself from the ground and fought on in the name of Nervianiel.
Upon the Archangel's death, roll a D6. on a 4+, he stands back up, bloody but defiant, and with a single wound. On a 1, 2 or 3, the punishment is too much for even him to handle, and he falls to the floor unconscious.
Shard of Nervianiel As one of the four shards of Nervianiel, the Archangel is immune to instant death of any kind.
Anti-Khorne One of Nervianiel's greatest plans was to make 4 champions, each specifically designed to combat one of the 4 Ruinous Powers and their daemonic servants. The Archangel Champion is the Anti-Khorne, possessing the martial prowess and skill of the most skilled of Bloodthirsters, but a strong sense of honour and fairness in battle.
Against daemons who have the Mark of Khorne or are direct servants of Khorne, the Archangel Champion counts as WS 10, Str 8, and also forces them to re-roll successful invulnerable saves take against wounds inflicted by him in close combat. However, against daemons of Slaanesh (who is Khorne's counterpart) his WS is reduced to 6, his Initiative to 6 and his attacks to 3, as the aura of Slaanesh disorientates and confuses him.
That's about it, and he's also probably the most powerful character make on this thread so far. Now I have to price him.
So, the price?
650+ pts And he's only allowed in Apoc games. As are the other 3 shards.
*Braces for obvious rage*
Hopefully this isn't too overpowered/undercosted. (I probably should have waited until I had my codex in front of me and could estimate points costs better.)
Shas'El Mon'tyr Kais Shovah 175 pts
WS 5
BS 5
S 5
T 4
W 3
I 6
A 4
Ld 10
Sv 3+/4++ (Shield gen.)
Long-held Grudge: You may not use Ethereals, including Aun'va in an army containing Shas'El Mon'tyr.
Authority: You may select Shas'El Mon'tyr as your 1+ Crisis suit commander
Earth Caste Connections: You may select one item of special issue wargear. This may be purchased by any unit with access to the armory as though it weren't special issue.
Unless accompanied by his bodyguard or drones, Shas'El Mon'tyr is an independent character
You may take up to 4 bodyguards for an additional 80 Points per bodyguard
Mon'tyr's Bodyguards
WS 3
BS 4
S 5
T 4
W 3
I 3
A 3
Ld 10
Sv 3+
To this date, no one has been able to locate early records of Shas'El Montyr Kais Shovah's exploits. He seemingly appeared out of nowhere, piloting a heavily customized golden battlesuit based on an outdated crisis suit model. His methods are unorthodox, and his strange penchant for close-range combat is worrying, but his skills are undeniable. He has enough friends in high places that he has managed to avoid being sidelined so far, but as he has made powerful enemies in the etheral caste, his days are numbered. The large, sword shaped object mounted on the back of his battlesuit is just a bonding knife, obviously.
Captain Syrus, 4th Company, Heralds of Vengeance Chapter
Hektor Syrus rose to command of the 4th company in the last year of M41. He was noted as being a good line officer, solid and dependable, but not exceptional in any way. He also holds the record for the shortest ever captaincy in the history of his chapter. His captaincy was a result of his predecessor's death and him being the most senior sergeant available, rather then any heroics on his part. And yet, in the fires of the 13th Black Crusade, Syrus would prove his worth. In his first and only battle plan, 2 hours after his promotion, he brilliantly pinned down and systematically annihilated a Black Legion spearhead on Cadia, utilising the mountainous terrain to his advantage. His short-lived captaincy ended shortly after that, when his company were ambushed by Justaerin Terminators. Syrus fell to the Despoiler's sword, howling his defiance and with his blade in his hand. He will be remembered as a lesson to his Chapter, that a man's hidden worth is proven when it rises to the fore in the fires of battle.
Type: Infantry (unique)
175 points
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+
Wargear: power armor, bolt pistol, power axe, frag and krak grenades
Reaper: This is a master-crafted bolter. If Syrus hasn't moved in the previous movement phase, he may fire this weapon twice.
Special Rules: Independent Character, ATSKNF, Combat Tactics
Fated: Syrus is fated to fall to the Despoiler. Unless he is in base contact with Abaddon, Syrus has a 3+ invulnerable save and Eternal Warrior.
High Ground: Syrus, and all friendly units form C:SM with the Combat Tactics special rule, gets Move Through Cover and Stealth whilst in hills or hill-like terrain pieces
Senior Lt Jonus Remaus ( Points 60)
WS4 BS4 S3 T3 W2 I3 A3 LD9 SV4+
Unit Type: Infantry (Veteran Squad upgrade to sergeant)
Wargear: Liberus (Power sword), Lasgun Carbine, Las pistol, Frag and Krak Grenades, Grav Chute
Special Rules: Deep strike, Iron discipline, From the skies!
From The skies: Any Vet squad that Remaus is bought for gains the ability to deep strike.
Hopefully this isn't too overpowered/undercosted. (I probably should have waited until I had my codex in front of me and could estimate points costs better.)
Shas'El Mon'tyr Kais Shovah 175 pts WS 5 BS 5 S 5 T 4 W 3 I 6 A 4 Ld 10 Sv 3+/4++ (Shield gen.)
Long-held Grudge: You may not use Ethereals, including Aun'va in an army containing Shas'El Mon'tyr.
Authority: You may select Shas'El Mon'tyr as your 1+ Crisis suit commander
Earth Caste Connections: You may select one item of special issue wargear. This may be purchased by any unit with access to the armory as though it weren't special issue.
Unless accompanied by his bodyguard or drones, Shas'El Mon'tyr is an independent character
You may take up to 4 bodyguards for an additional 80 Points per bodyguard
Mon'tyr's Bodyguards WS 3 BS 4 S 5 T 4 W 3 I 3 A 3 Ld 10 Sv 3+
To this date, no one has been able to locate early records of Shas'El Montyr Kais Shovah's exploits. He seemingly appeared out of nowhere, piloting a heavily customized golden battlesuit based on an outdated crisis suit model. His methods are unorthodox, and his strange penchant for close-range combat is worrying, but his skills are undeniable. He has enough friends in high places that he has managed to avoid being sidelined so far, but as he has made powerful enemies in the etheral caste, his days are numbered. The large, sword shaped object mounted on the back of his battlesuit is just a bonding knife, obviously.
I'll do a bit more in-depth run down of this later - but the basics: Why is he I6? There is NO reason at all for it. He's supposedly got a penchant for close-range combat, but he and his bodyguards are just Fireknives, and kitted out for mid-to-long range combat. How and why does he have a Power Sword? The closest thing to a Power Weapon in the entire Tau codex is a stolen ancient artifact mounted on a battlesuit.
I'll do a full run down of points and abilities after dinner.
I'll do a bit more in-depth run down of this later - but the basics:
Why is he I6? There is NO reason at all for it.
He's supposedly got a penchant for close-range combat, but he and his bodyguards are just Fireknives, and kitted out for mid-to-long range combat.
How and why does he have a Power Sword? The closest thing to a Power Weapon in the entire Tau codex is a stolen ancient artifact mounted on a battlesuit.
I'll do a full run down of points and abilities after dinner.
That's because I meant for it to be Farsight in disguise (the name is Farsight's with the titles switched around), and also a bit of a Gundam parody. Maybe I went a bit overboard in the stat increases, but I was trying to make a sor of Farsight Mk2. More for your points' worth, less clunky restrictions, but not letting you take as big of a blob. Something that would be somewhat apealing to take instead of a crisis commander.
Now that I think about it, High initiative, doesn't really make sense on a unit with no melee weapons. Crisis standard I 3 would be more suitable.
I'll do a bit more in-depth run down of this later - but the basics:
Why is he I6? There is NO reason at all for it.
He's supposedly got a penchant for close-range combat, but he and his bodyguards are just Fireknives, and kitted out for mid-to-long range combat.
How and why does he have a Power Sword? The closest thing to a Power Weapon in the entire Tau codex is a stolen ancient artifact mounted on a battlesuit.
I'll do a full run down of points and abilities after dinner.
That's because I meant for it to be Farsight in disguise (the name is Farsight's with the titles switched around), and also a bit of a Gundam parody. Maybe I went a bit overboard in the stat increases, but I was trying to make a sor of Farsight Mk2. More for your points' worth, less clunky restrictions, but not letting you take as big of a blob. Something that would be somewhat apealing to take instead of a crisis commander.
Now that I think about it, High initiative, doesn't really make sense on a unit with no melee weapons. Crisis standard I 3 would be more suitable.
Just 'Farsight Mk.2' is a tad boring, I'd have hoped for something a little more intersting fluff wise....
I'd honestly have given him a pair of Pulse Carbines and HWMT ejected, it feels more... Tau, and makes him more than just a Farsight 2. Plus the model would look awesome.
Rainyday wrote:
Spoiler:
Hopefully this isn't too overpowered/undercosted. (I probably should have waited until I had my codex in front of me and could estimate points costs better.)
Shas'El Mon'tyr Kais Shovah 175 pts
WS 5 BS 5 S 5 T 4 W 3 I 6 A 4 Ld 10 Sv 3+/4++ (Shield gen.)
Jump Infantry (Jet Pack)
Wargear
XV83-S custom battlesuit, Hard-wired Multi-tracker, Hard-wired drone controller, Plasma Rifle, Missile Pod, Shield Generator, Bonding knife, Ejection system
Special Rules:
Long-held Grudge: You may not use Ethereals, including Aun'va in an army containing Shas'El Mon'tyr.
Authority: You may select Shas'El Mon'tyr as your 1+ Crisis suit commander
Earth Caste Connections: You may select one item of special issue wargear. This may be purchased by any unit with access to the armory as though it weren't special issue.
Unless accompanied by his bodyguard or drones, Shas'El Mon'tyr is an independent character
OK, I was going to use a Shas'O as base (and I think I will to compare in a minute)... but going Farsight base it is:
170
+1 BS +10
-1 Wound -10
+1I +10
Missile Pod +12
Ejection System +15
Improved Ejected Stats +20
Removing Special Issue from 1 piece of Wargear in the suit Armoury +10
I'm going with losing the Dawn Blade cancels out the lessened restrictions).
Drone Controller means you must take 1-2 drones, so assume 2 Gun for +20
So +87pts over farsight for 257pts - rounded up to 260pts to be thorough.
Shas'o Base:
75
+1 WS +10
-1 W -10
+3I +30
HWMT + 5
HWDC +0
2x Gun Drone +20
Plasma Rifle+20
Missile Pod +12
Shield Generator +20
Bonding Knife +5
Ejection System +15
Improved ES +20
No ethereals -5
Remove SI from 1 piece wargear +10
+152
227, round up to 230pts
Curiously enough, 30pts cheaper off the Shas'o, unless I missed something - if you're dropping it down to I3 + general overpriced-ness of Tau crap, I'd say lets go for 200pts
You may take up to 4 bodyguards for an additional 80 Points per bodyguard
Mon'tyr's Bodyguards
WS 3 BS 4 S 5 T 4 W 3 I 3 A 3 Ld 10 Sv 3+
Jump Infantry (Jet Pack)
Wargear
XV8 battlesuit, Plasma Rifle, T-L Missile Pod, Hard-wired multi-tracker, Ejection system
Comes to 133 per. We'll be nice and round down to 120per as is.
When ejected from their battlesuits, use the following profiles for Shas'El Mon'tyr Kais and his bodyguards:
Shas'El Mon'tyrWS 5 BS 3 S 3 T 3 W 2 I 4 A 2 Ld 10 Sv 4+
Mon'tyr's Guard WS 2 BS 3 S 3 T 3 W 1 I 2 A 1 Ld 9 Sv 4+
Jump Infantry (jet pack)
Gear:
Shas'El Mon'tyr: Pulse Pistol, Power Sword, Drone Controller, bonding knife
Bodyguard: Pulse Pistol
Covered above
To this date, no one has been able to locate early records of Shas'El Montyr Kais Shovah's exploits. He seemingly appeared out of nowhere, piloting a heavily customized golden battlesuit based on an outdated crisis suit model. His methods are unorthodox, and his strange penchant for close-range combat is worrying, but his skills are undeniable. He has enough friends in high places that he has managed to avoid being sidelined so far, but as he has made powerful enemies in the etheral caste, his days are numbered. The large, sword shaped object mounted on the back of his battlesuit is just a bonding knife, obviously.
If you want later / tomorrow, I'll run it through my trademark Ovion-ising process where I whack it into Excel, neaten up the layout and rules, then see if I can balance it / make it more interesting / potentially add my own cool twists and turn it into something balanced that I'd be happy / interested in addign to my own Extended Codex.
DemetriDominov wrote: Hey, do you have a hard copy of RA2 still, or did you download it someplace? I'd love to play that game again, I grew up on it!
I'm guessing you're asking me.
Yes I have it on disk. I you want one why not just buy it of a website or like decio said get the ultimate edition. Or in my case wait for Generals 2 to be released.
For 650+ points? Still haven't decided on that yet. Probs about 700-780 pts The idea was more of a Shadowsword as an affordable (less than £30) model. Actually, I'll make a -1 T adjustment, and maybe -1 W but just keep in mind that Mephiston has this: T 6 W 5 Sv 2+ So I'd say if I was going to nerf the Archangel, I'll do it through his sword/powers.
I have a hard copy, with RA2 RA1 and RA3 in separate disks.
Must be at least 15 different disks for counterstike, ra2, ra1, ra3 and such.
Sir Bushwookie wrote:
I'm guessing you're asking me.
Yes I have it on disk. I you want one why not just buy it of a website or like decio said get the ultimate edition. Or in my case wait for Generals 2 to be released.
Anton Vass, Night Lords Champion (165pts)
Vass may be selected as an HQ choice in a Chaos Space Marines list.
WS 6, BS 5, S 4, T 4, W 3, I 5, A 3, Ld 10, Sv 3+/4++
Unit: Jump Infantry, Character
Special Rules: Champion of Chaos, Fearless, Independent Character, Deep Strike, Nightshroud, Master of the Skies
Equipment: Stormbringer, Bolt Pistol, Power Armor, Frag Grenades, Krak Grenades
Nightshroud: Anton Vass has a 4+ Invulnerable save and is subject to the Warpflame Strike rule, as per the Warp Talons entry.
Master of the Skies: Units of Raptors count as Troops in any army including Anton Vass.
Stormbringer: This ancient lance, plucked from the heart of a fallen Eldar on one of the Crone Worlds, grants a swiftness to the bearer's attacks. It is a two-handed AP3 close combat weapon that increases the wielder's Initiative and Strength by 1 point.
Vass may be selected as an HQ choice in a Chaos Space Marines list.
WS 6, BS 5, S 4, T 4, W 3, I 5, A 3, Ld 10, Sv 3+/4++
Unit: Jump Infantry, Character
Special Rules: Champion of Chaos, Fearless, Independent Character, Deep Strike, Nightshroud, Master of the Skies
Equipment: Stormbringer, Bolt Pistol, Power Armor, Frag Grenades, Krak Grenades
Nightshroud: Anton Vass has a 4+ Invulnerable save and is subject to the Warpflame Strike rule, as per the Warp Talons entry.
Master of the Skies: Units of Raptors count as Troops in any army including Anton Vass.
Stormbringer: This ancient lance, plucked from the heart of a fallen Eldar on one of the Crone Worlds, grants a swiftness to the bearer's attacks. It is a two-handed AP3 close combat weapon that increases the wielder's Initiative and Strength by 1 point.
I like him! Not terribly overkitted, some might say simple, but a somewhat balanced guy! Chaos loadouts are a lot cheaper so he seems very balanced on points. Do you plan on actually trying him out?
Wargear: frag and krak grenades, bolt pistol, sigil of corruption, master-crafted power sword
Daemonforged armour: Erebus' power armor is greatly enhanced in his decades of service. It provides a 2+ armor save.
Black Crozius: This is a master-crafted power maul. It has the Soul Blaze USR.
Special Rules: Fearless, Independent Character, Veterans of the Long War, Zealot, Beseech the Dark Gods, Demagogue, Champion of Chaos
Dark Apostle: Erebus' Warlord Trait, if he is taken as the Warlord, is automatically Black Crusader. In addition, Erebus ignores Spawn and Daemon Prince while rolling on the Chaos Boon table. Re-roll these results. He may also modify his roll on the table by up to D6.
Scion of Chaos: Erebus has served the Chaos Gods well and has received their blessings. He has the Eternal Warrior and Feel No Pain USRs.
Options:
Erebus may replace his power sword with the Anathame for 35 points. The Anathame is functionally identical to the Murder Sword (see C:CSM)
Erebus may replace his Black Crozius with the Black Mace for 45 points (see C:CSM)
Archon Azuri Jaderider- 240Pts?
w b s t w i a ldsv 8 8 4 4 4 7 5 10 3+/5+
Fleet,Night Vision,Power from Pain,IC
Riposte-any armour save of 6 in cc, make a single attack at base strength at the same initiative step
Onslaught- any to wond roll of 6 grants 1 free bonus attack
eternal Warrior
Fearless
Ghosting- offers a 5+ invul and adds +1 to clone field
Demi-Klaives-Power weapon
combat Drugs
soul Trap
Phantasm greanade launcher
Clone field
Bloodstone
blaster- thiking of droping this
what you think. all standard wargear for an archon sides the special ones from incubi which he draws his bg. all those points acounted for. C&C welcom
D3+1 Clone field sounds pretty nasty, especially in Challenges! You better believe that a lot of people will be declining those! BUT it's definitely not unbelievable powerful, but any Power Fist Space Marine Sergeants that get charged are gonna be sad to hear their hits automatically get denied.
Not really overpowered, but cool! I'd play against him if his cost equaled out.
325 - 335 Points
Spoiler:
Archon = 60 points
+1 WS +10 points
+1 BS +5
+1 S +10
+1 T +15
+1 W +10
+1 A +10
Riposte +10
Onslaught +15
Eternal Warrior +15-20
Fearless +10
Ghosting +15-20
Incubi Armor +10
DemiKlaives +35 (Base power weapon + DemiKlaive = 35 and that's not even taking into account how much better a Klaivex is than a Power Weapon!)
Combat Drugs +10
Soul trap +10
Phantasm +25
Clone Field +20
Bloodstone +15
Blaster +15
He's an EXTREMELY over geared Archon with TONS of stat increases, most of which are pretty huge. a S/T 4 Archon with an extra wound and attack alone is nasty, but then you add on a DemiKlaive? A lot of his upgrades are uneeded. I'd drop the Blaster, Eternal Warrior, Fearless and S/T boost to leave him all kinds of happy at ~260.
Riposte-any armour save of 6 in cc, make a single attack at base strength at the same initiative step
Onslaught- any to wond roll of 6 grants 1 free bonus attack
eternal Warrior
Fearless
Ghosting- offers a 5+ invul and adds +1 to clone field
Demi-Klaives-Power weapon
combat Drugs
soul Trap
Phantasm greanade launcher
Clone field
Bloodstone
blaster- thiking of droping this
what you think. all standard wargear for an archon sides the special ones from incubi which he draws his bg. all those points acounted for. C&C welcom
I will do an indepth thing on this in a minute once I've finished cooking dinner.
The things that stand out to me are:
Why S/T4?
Why Eternal Warrior?
Why WS/BS 8?
Riposte-any armour save of 6 in cc, make a single attack at base strength at the same initiative step
Onslaught- any to wond roll of 6 grants 1 free bonus attack eternal Warrior
Fearless Ghosting- offers a 5+ invul and adds +1 to clone field Demi-Klaives-Power weapon combat Drugs soul Trap Phantasm greanade launcher Clone field Bloodstone blaster- thiking of droping this
what you think. all standard wargear for an archon sides the special ones from incubi which he draws his bg. all those points acounted for. C&C welcom
I will do an indepth thing on this in a minute once I've finished cooking dinner. The things that stand out to me are: Why S/T4? Why Eternal Warrior? Why WS/BS 8?
looking to make someone who can give vect a run for his money
why S/t 4- hes been physically altered sill working on draw back for alteration. suggestions EW?- dropping didnt want him to die over small stuff but looking over no one in DE has Eternal Warrior maybe Drazhar ws/Bs 8? Lilith thats why. she hurts badly lol
i also noticed thay Ovion and Felix are always here to comment. thx for that and the help with my last character. ill prolly have 1 more for ya
Riposte-any armour save of 6 in cc, make a single attack at base strength at the same initiative step
Onslaught- any to wond roll of 6 grants 1 free bonus attack eternal Warrior
Fearless Ghosting- offers a 5+ invul and adds +1 to clone field Demi-Klaives-Power weapon combat Drugs soul Trap Phantasm greanade launcher Clone field Bloodstone blaster- thiking of droping this
what you think. all standard wargear for an archon sides the special ones from incubi which he draws his bg. all those points acounted for. C&C welcom
(To clarify, in the Space Wolves Codex, Eternal Warrior is conferred by Saga of the Bear which is 35pts, so since then I've costed it as that.)
At the end of the day, this guy has a lot of things that are really just combining favourite parts of other characters. There's NO reason for the +1WS, BS, S, T, W, Riposte or Eternal Warrior. He has no drawbacks whatsoever, and is basically a Marine Character, with DE speed. He's basically Drazhar++ (so should have been obvious an extra 10pts wouldn't have been enough... The Dark Eldar way is either to go A: Fast and Light, or B: Slow and Heavy. ( Regular Dark Eldar / Coven Dark Eldar )
Honestly, I would go something like this: Archon Azuri Jaderider
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) Fleet Night Vision Power from Pain Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) Onslaught Fearless
Ghostweave Incubus Warsuit: This incredibly rare Armour is a combination of the elegant suits of the Scourges and the heaiver plate of the Incubi. Ghostweave Incubus Armour provides a 3+ Armour Save and a 5+ Inulnerable Save.
Enhaned Clone Field: The Enhanced Clone Field works in the same way as a Clone field except you roll D3+1 instead of D3 at the beginning of each round of combat.
This brings him down to the points you wanted initially, he's fast, he's brutal in close combat with those Demiklaives and retains the High WS you wanted, with the tradeoff of reduced BS (though still 6) He loses the things you don't really need, while retaining the core of DE-ness, making him the glass hammer that DE should be. He'll be hitting before just about everything with either 5-6 Str5 AP2 or 7-8 Str3 AP2 hits and retains
why S/t 4- hes been physically altered sill working on draw back for alteration. suggestions EW?- dropping didnt want him to die over small stuff but looking over no one in DE has Eternal Warrior maybe Drazhar ws/Bs 8? Lilith thats why. she hurts badly lol
i also noticed thay Ovion and Felix are always here to comment. thx for that and the help with my last character. ill prolly have 1 more for ya
When it's something I can help with, I'm happy to - I enjoy fanmade stuff (as my signature should clearly show ), and am happy to help with balance. If you've got more, post away! (Alternatively, you can start your own thread, post in my DE-Extended Codex thread with DE characters, or PM me)
The standard in DE for improved toughness is reduced speed. (Though having looked at Drazhar again, I had forgotten the S/T bonus there. regardless.) Though I feel even 'cut down' Jaderider is better than Drazhar (mostly due to well... combat drugs, PGL, invun save, etc.) and he's basically a kitted out Incubi Archon.
Hope this helps! (Disclaimer - some of this may have been a little rambly, but the science is sound!)
The daemon-herald known as Serrys is undoubtedly one of Slaanesh's most favoured creations, having been gifted with a sentience and cunning which rivals even the greater daemons of her patron. The Imperium's first recorded meeting with the daemon was during the Siege of Terra, aboard Horus' flagship - The Vengeful Spirit. It was here that the Emperor of humanity did battle with the Warmaster of Chaos, meanwhile, his entourage of space marines was scattered throughout the decks of the ship. At the battle's plateau, Rogal Dorn beamed aboard to lend what aid he could and to discover the fate of his master. On his quest to re-unite with the Emperor and Sanguinius, Dorn came into contact with Serrys, the Chosen of Slaanesh. Striking from the shadows, she slew the two Imperial Fists marines accompanying Dorn in an eyeblink. Without hesitation, the Primarch engaged in what would become a lengthy, protracted duel between the Emperor's Finest and the Princess of Slaanesh. Even with his mighty strength, the Primarch failed to land a telling blow, Serry's form twisted and writhed between the Warp and realspace with each swing, all the while her claws biting deep into Dorn's flesh as she rent his armour in vital joints. After suffering a number of dangerously-deep cuts, Dorn started to tire. Serrys, however, had been rapidly gaining speed in the delicate dance she had been weaving around the Primarch and had reached a point where even her unholy senses were starting to falter under the sheer rapidity. In the end, one false step was all it took for Serry's clawed feet to become entangled and fall to her knees before Dorn, who quickly silenced her with a telling blow from his great hammer. It has been speculated that without her intervention, Dorn may have arrived while the fight between Horus and the Emperor was in full force and could have intervened to prevent the Emperor from being almost killed, in this regard, Serrys can be considered the small spanner which put a halt to the machine that was the great Imperium and is still reviled and cursed by the descendants of Dorn to this day.
Serrys' Rules
Ws 6 Bs 4 S 4 T 3 W 3 I 8 A 5 Ld 10 Sv 4+ 140pts.
Daemonic Gifts:
Aura of Aquiessence, Rending Claws, Unholy Might (inc. in profile), Soporific Musk, Pavane of Slaanesh, Instrument of Chaos
Special Rules:
Daemon, Independent Character, Fleet, Alluring Dancer, Princess of Ecstasy
Alluring Dancer:
- All enemy models in base contact with Serrys fight with -1A (to a minimum of 1), Her graceful speed and near-perfect footwork memorising to both the mortal and immortal.
Princess of Ecstasy:
- As the chosen of Slaanesh, Serry's enjoys privileges that no other servant of her patron is entitled to, gifting her with additional combat prowess is one of many gifts that Slaanesh has given her. Serry's attacks rend on a 5+ and in addition, any model which suffers a wound but is not killed from one of Serry's attacks must pass an initiative test at the end of every subsequent assault phase they are locked in combat with Serrys or be removed as a casualty, a model can be made to take more than 1 Initiative test.
Riposte-any armour save of 6 in cc, make a single attack at base strength at the same initiative step
Onslaught- any to wond roll of 6 grants 1 free bonus attack eternal Warrior
Fearless Ghosting- offers a 5+ invul and adds +1 to clone field Demi-Klaives-Power weapon combat Drugs soul Trap Phantasm greanade launcher Clone field Bloodstone blaster- thiking of droping this
what you think. all standard wargear for an archon sides the special ones from incubi which he draws his bg. all those points acounted for. C&C welcom
(To clarify, in the Space Wolves Codex, Eternal Warrior is conferred by Saga of the Bear which is 35pts, so since then I've costed it as that.)
At the end of the day, this guy has a lot of things that are really just combining favourite parts of other characters. There's NO reason for the +1WS, BS, S, T, W, Riposte or Eternal Warrior. He has no drawbacks whatsoever, and is basically a Marine Character, with DE speed. He's basically Drazhar++ (so should have been obvious an extra 10pts wouldn't have been enough... The Dark Eldar way is either to go A: Fast and Light, or B: Slow and Heavy. ( Regular Dark Eldar / Coven Dark Eldar )
Honestly, I would go something like this: Archon Azuri Jaderider
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) Fleet Night Vision Power from Pain Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) Onslaught Fearless
Ghostweave Incubus Warsuit: This incredibly rare Armour is a combination of the elegant suits of the Scourges and the heaiver plate of the Incubi. Ghostweave Incubus Armour provides a 3+ Armour Save and a 5+ Inulnerable Save.
Enhaned Clone Field: The Enhanced Clone Field works in the same way as a Clone field except you roll D3+1 instead of D3 at the beginning of each round of combat.
This brings him down to the points you wanted initially, he's fast, he's brutal in close combat with those Demiklaives and retains the High WS you wanted, with the tradeoff of reduced BS (though still 6) He loses the things you don't really need, while retaining the core of DE-ness, making him the glass hammer that DE should be. He'll be hitting before just about everything with either 5-6 Str5 AP2 or 7-8 Str3 AP2 hits and retains
why S/t 4- hes been physically altered sill working on draw back for alteration. suggestions EW?- dropping didnt want him to die over small stuff but looking over no one in DE has Eternal Warrior maybe Drazhar ws/Bs 8? Lilith thats why. she hurts badly lol
i also noticed thay Ovion and Felix are always here to comment. thx for that and the help with my last character. ill prolly have 1 more for ya
When it's something I can help with, I'm happy to - I enjoy fanmade stuff (as my signature should clearly show ), and am happy to help with balance. If you've got more, post away! (Alternatively, you can start your own thread, post in my DE-Extended Codex thread with DE characters, or PM me)
The standard in DE for improved toughness is reduced speed. (Though having looked at Drazhar again, I had forgotten the S/T bonus there. regardless.) Though I feel even 'cut down' Jaderider is better than Drazhar (mostly due to well... combat drugs, PGL, invun save, etc.) and he's basically a kitted out Incubi Archon.
Hope this helps! (Disclaimer - some of this may have been a little rambly, but the science is sound!)
Jeezus! that was alot but i understood it all. thx for the balancing and the extension of future help. and please kill me with science, you cant argue with sound science. can i keep my riposte? i loike how it capttures the counter fighter i wanted him to be. ill drop the blaster to compensate. hell be with other incubi aand they dont shoot so.
Almost completely outshines Drazhar, but it IS costed soundly... xD
Doubly shows how much eternal warrior and save bonuses are worth really.
It'd also be nice to see a lil background on him tbh.
Almost completely invalidates outshines Drazhar, but it IS costed soundly... xD
Doubly shows how much eternal warrior and save bonuses are worth really It'd also be nice to see a lil background on him tbh.
Automatically Appended Next Post: Seems sound.
Almost completely invalidates outshines Drazhar, but it IS costed soundly... xD
Doubly shows how much eternal warrior and save bonuses are worth really It'd also be nice to see a lil background on him tbh.
im working on that now. how he started out, then incbi then archon. ill post it when i get done but to be honset judge lightly my story telling skill aren't world class. ill do my best and im glad to hear my archon can take on a pheonix lord(drazhar)
Iranna wrote: Serrys, Exalted Handmaiden of Slaanesh
Spoiler:
The daemon-herald known as Serrys is undoubtedly one of Slaanesh's most favoured creations, having been gifted with a sentience and cunning which rivals even the greater daemons of her patron. The Imperium's first recorded meeting with the daemon was during the Siege of Terra, aboard Horus' flagship - The Vengeful Spirit. It was here that the Emperor of humanity did battle with the Warmaster of Chaos, meanwhile, his entourage of space marines was scattered throughout the decks of the ship. At the battle's plateau, Rogal Dorn beamed aboard to lend what aid he could and to discover the fate of his master. On his quest to re-unite with the Emperor and Sanguinius, Dorn came into contact with Serrys, the Chosen of Slaanesh. Striking from the shadows, she slew the two Imperial Fists marines accompanying Dorn in an eyeblink. Without hesitation, the Primarch engaged in what would become a lengthy, protracted duel between the Emperor's Finest and the Princess of Slaanesh. Even with his mighty strength, the Primarch failed to land a telling blow, Serry's form twisted and writhed between the Warp and realspace with each swing, all the while her claws biting deep into Dorn's flesh as she rent his armour in vital joints. After suffering a number of dangerously-deep cuts, Dorn started to tire. Serrys, however, had been rapidly gaining speed in the delicate dance she had been weaving around the Primarch and had reached a point where even her unholy senses were starting to falter under the sheer rapidity. In the end, one false step was all it took for Serry's clawed feet to become entangled and fall to her knees before Dorn, who quickly silenced her with a telling blow from his great hammer. It has been speculated that without her intervention, Dorn may have arrived while the fight between Horus and the Emperor was in full force and could have intervened to prevent the Emperor from being almost killed, in this regard, Serrys can be considered the small spanner which put a halt to the machine that was the great Imperium and is still reviled and cursed by the descendants of Dorn to this day.
Serrys' Rules
Ws 6 Bs 4 S 4 T 3 W 3 I 8 A 5 Ld 10 Sv 4+ 140pts.
Daemonic Gifts:
Aura of Aquiessence, Rending Claws, Unholy Might (inc. in profile), Soporific Musk, Pavane of Slaanesh, Instrument of Chaos
Special Rules:
Daemon, Independent Character, Fleet, Alluring Dancer, Princess of Ecstasy
Alluring Dancer:
- All enemy models in base contact with Serrys fight with -1A (to a minimum of 1), Her graceful speed and near-perfect footwork memorising to both the mortal and immortal.
Princess of Ecstasy:
- As the chosen of Slaanesh, Serry's enjoys privileges that no other servant of her patron is entitled to, gifting her with additional combat prowess is one of many gifts that Slaanesh has given her. Serry's attacks rend on a 5+ and in addition, any model which suffers a wound but is not killed from one of Serry's attacks must pass an initiative test at the end of every subsequent assault phase they are locked in combat with Serrys or be removed as a casualty, a model can be made to take more than 1 Initiative test.
Iranna.
You're an Eldar player creating a Slaanesh army? This is the worst kind of disgrace and I refuse to review your character.
Also I don't have my Daemons Codex so I can't comment on points but otherwise seems like a decent character. Does it fill an HQ slot or does it fill a Herald slot?
Automatically Appended Next Post:
Hrontore Da Death Bringer wrote: EW?- dropping didnt want him to die over small stuff but looking over no one in DE has Eternal Warrior maybe Drazhar
ws/Bs 8? Lilith thats why. she hurts badly lol
Creating a character just so that it outshines all of the other special characters is no excuse. Every character should have it's place to shine and making a character just to stomp everything's face is quickly gonna lead to your opponents shutting down any character you bring in.
Ovion... don't forget that when you're pricing out the weapon it's a 20 point upgrade from a Klaivex, where as the toon is being upgraded from a basic CCW. I priced it at 35 points to add in the cost of a basic Power Weapon, though 25 is probably more accurate as it's+1S and AP2 haha
Iranna wrote: Serrys, Exalted Handmaiden of Slaanesh
Spoiler:
The daemon-herald known as Serrys is undoubtedly one of Slaanesh's most favoured creations, having been gifted with a sentience and cunning which rivals even the greater daemons of her patron. The Imperium's first recorded meeting with the daemon was during the Siege of Terra, aboard Horus' flagship - The Vengeful Spirit. It was here that the Emperor of humanity did battle with the Warmaster of Chaos, meanwhile, his entourage of space marines was scattered throughout the decks of the ship. At the battle's plateau, Rogal Dorn beamed aboard to lend what aid he could and to discover the fate of his master. On his quest to re-unite with the Emperor and Sanguinius, Dorn came into contact with Serrys, the Chosen of Slaanesh. Striking from the shadows, she slew the two Imperial Fists marines accompanying Dorn in an eyeblink. Without hesitation, the Primarch engaged in what would become a lengthy, protracted duel between the Emperor's Finest and the Princess of Slaanesh. Even with his mighty strength, the Primarch failed to land a telling blow, Serry's form twisted and writhed between the Warp and realspace with each swing, all the while her claws biting deep into Dorn's flesh as she rent his armour in vital joints. After suffering a number of dangerously-deep cuts, Dorn started to tire. Serrys, however, had been rapidly gaining speed in the delicate dance she had been weaving around the Primarch and had reached a point where even her unholy senses were starting to falter under the sheer rapidity. In the end, one false step was all it took for Serry's clawed feet to become entangled and fall to her knees before Dorn, who quickly silenced her with a telling blow from his great hammer. It has been speculated that without her intervention, Dorn may have arrived while the fight between Horus and the Emperor was in full force and could have intervened to prevent the Emperor from being almost killed, in this regard, Serrys can be considered the small spanner which put a halt to the machine that was the great Imperium and is still reviled and cursed by the descendants of Dorn to this day.
Serrys' Rules
Ws 6 Bs 4 S 4 T 3 W 3 I 8 A 5 Ld 10 Sv 4+ 140pts.
Daemonic Gifts: Aura of Aquiessence, Rending Claws, Unholy Might (inc. in profile), Soporific Musk, Pavane of Slaanesh, Instrument of Chaos
Special Rules: Daemon, Independent Character, Fleet, Alluring Dancer, Princess of Ecstasy
Alluring Dancer: - All enemy models in base contact with Serrys fight with -1A (to a minimum of 1), Her graceful speed and near-perfect footwork memorising to both the mortal and immortal.
Princess of Ecstasy: - As the chosen of Slaanesh, Serry's enjoys privileges that no other servant of her patron is entitled to, gifting her with additional combat prowess is one of many gifts that Slaanesh has given her. Serry's attacks rend on a 5+ and in addition, any model which suffers a wound but is not killed from one of Serry's attacks must pass an initiative test at the end of every subsequent assault phase they are locked in combat with Serrys or be removed as a casualty, a model can be made to take more than 1 Initiative test.
Iranna.
You're an Eldar player creating a Slaanesh army? This is the worst kind of disgrace and I refuse to review your character.
Also I don't have my Daemons Codex so I can't comment on points but otherwise seems like a decent character. Does it fill an HQ slot or does it fill a Herald slot?
Automatically Appended Next Post:
Hrontore Da Death Bringer wrote: EW?- dropping didnt want him to die over small stuff but looking over no one in DE has Eternal Warrior maybe Drazhar ws/Bs 8? Lilith thats why. she hurts badly lol
Creating a character just so that it outshines all of the other special characters is no excuse. Every character should have it's place to shine and making a character just to stomp everything's face is quickly gonna lead to your opponents shutting down any character you bring in.
Ovion... don't forget that when you're pricing out the weapon it's a 20 point upgrade from a Klaivex, where as the toon is being upgraded from a basic CCW. I priced it at 35 points to add in the cost of a basic Power Weapon, though 25 is probably more accurate as it's+1S and AP2 haha
lol on your first comment from eldar too slaneesh. i wasnt trying to outshine them just be able to fair well against them. outdoing cannon is always bad and i took your pricing for the klaivek too
Silas the Silent commands one of Abaddon's Black Companies. He is noted as a good strategic planner, an indifferent duelist, and a crack shot. Silas and his 14th company are often utilised as rearguard, a duty that whilst vital but tedious, suits the quiet and inward captain well.
Type: Infantry (unique, character)
190 points
WS5 BS6 S4 T4 W3 I5 A3 Ld10 Sv3+
Wargear: power armor, sigil of corruption, bolt pistol, power sword, frag and krak grenades
Silence: This is a tigrus-pattern bolter. Tigrus patterns are the pinnacle of boltgun technology, being lightweight, compact, with a sniper scope attached. Range 30 Strength 4 AP 5 Assault 2
Special Rules: Independent Character, Fearless
Sharpshooter: Silas can allocate his hits when using Silence.
Pick your targets!: Silas' unit have Precision shots.
Meet them! Deny them!: Silas can use this once per game. Use it when Silas' unit is charged. SIlas' unit immediately looses 1 round of shooting at normal BS. Silas' unit then charges the unit that declared a charge against Silas' unit.
You're an Eldar player creating a Slaanesh army? This is the worst kind of disgrace and I refuse to review your character.
Also I don't have my Daemons Codex so I can't comment on points but otherwise seems like a decent character. Does it fill an HQ slot or does it fill a Herald slot?
Bah, I have a dual personality... the oher half of me is an old Glaswegian woman named Morag. She loves slaanesh...
Thanks! She's a Herald for all intents and purposes so takes up 1/2 an HQ slot effectively.
Hrontore Da Death Bringer wrote: EW?- dropping didnt want him to die over small stuff but looking over no one in DE has Eternal Warrior maybe Drazhar
ws/Bs 8? Lilith thats why. she hurts badly lol
Creating a character just so that it outshines all of the other special characters is no excuse. Every character should have it's place to shine and making a character just to stomp everything's face is quickly gonna lead to your opponents shutting down any character you bring in.
Ovion... don't forget that when you're pricing out the weapon it's a 20 point upgrade from a Klaivex, where as the toon is being upgraded from a basic CCW. I priced it at 35 points to add in the cost of a basic Power Weapon, though 25 is probably more accurate as it's+1S and AP2 haha
Was counting it as replacing the default CCW, Splinter Pistol and Plasma Grenades (about 4-6pts worth of gear) that the Archon has.
Could bump it up to 250 for Character Tax though.
Curiously enough, costing him against Drahzar, I get 255.
Spoiler:
Eternal Warrior -35
Darting Strike -10
Master of Blades
( MoB: Murderous Assault ) -10
Combat Drugs +10
Soul Trap +10
Phantasm Grenade Launcher +25
Enhaned Clone Field +30
Bloodstone +15
+1 WS +10
-1 BS -10
-1 S -10
-1 T -10
+1 A +10
Total: +25
Well, I might as well punt out some more of my characters!
Phobos, Guardian of Insanity.
Phobos was once one of Slaanesh's most revered creations, utterly beguiling in her appearance and a deadly duellist. Even the great Slaanesh could not help but marvel in her performances, convincing himself that she was, indeed, his greatest creation. Time and time again Phobos proved herself in battle, turning the grim, horrifying screams of battle into a deadly, yet graceful, art. It was on the Eldar maiden world of Haranshemash where Phobos became an all-together more terrifying being of Chaos.
The battle of Haran was subject to a lengthy Daemonic Invasion, sought after all four Great Powers in turn for one reason or another. At the head of Slaanesh's vast horde was Phobos the Ascendant, Slaanesh's Exalted Handmaiden. Wherever Phobos fought, a great orgy of violence and bloodshed ensued and enemy forces were enchanted by her graceful pirouettes that signalled their fore-coming doom. At the Invasion's crux, the largest clash between the two forces cam to pass. Phoenix Lords did battle with Greater Daemons, Farseers had massive psychic wars in an unseen realm with the scions of Tzeentch and Aspect Warriors tested their mettle against the legions of Khorne.
The servants of the Laughing God too were present, their lithe forms leapt from place to place in a routine of utter beauty and death, giving even the Daemonettes of Slaanesh difficulty in landing a telling blow.
Phobos, alone and separated from her Carnivale was assaulted by a large menagerie of Harlequins at the defining moment of the battle. Though graceful and elegant, none of them could match the Damon in skill or stamina and one by one they fell to her blows. Then, the Solitaire stepped forth, challenging Phobos to a duel, to which she happily accepted. For nearly an hour these two great warriors did battle, neither gaining a decisive foothold, their dance becoming ever-faster all the while. Phobos however, grew tired of the duel and became impatient. She lunged at the Harlequin, grabbing him by the throat. She pushed him to the ground and tent his body apart, in a fury which would humble a Bloodletter. Finally, Phobos drained the Harlequin of his essence, mistaking it for his soul.
In a screaming cacophony Phobos collapsed in a heap, her body was a mass of shifting impossibility; the result of the Materium and Immeterium colliding within her body. In a dazzling flash, her form imploded and what was left was beyond evil. Phobos the Ascendant had become something all-together more horrid - the Guardian of Insanity, a contorting mass which should never have came into being.
She slaughtered all in her path, beauty had met it's inner rage and it took both Jain Zar and Fuegan to finally kill the rampaging monstrosity.
Slaanesh had gained a powerful new servant that day, and although Haranshemash was denied to him, his efforts proved worthwhile.
Phobos' Rules
WS 6 BS 0 S4 T3 W4 I9 A6 Ld 10 Sv 4+ Pts. 190
Daemonic Gifts:
Aura of Aquiessence, Rending Claws, Unholy Might (inc. in profile), Soporific Musk, Instrument of Chaos, Daemonic Flight
Special Rules:
Daemon, Fleet, Rapturous Miasma, Delirium Spike
Rapturous Miasma:
Phobos is permanently surrounded by a thick haze of surreal incense and maddening aromas. All models in base contact with Phobos must pass an Initiative Test or they will fight with 1 attack at Initiative 1 for the remainder of the assault.
Delirium Spike:
Even Phobos’ mere touch is enough to incite madness in even the most hardened warriors. Any of Phobos’ attacks which successfully rend also cause Instant Death, her victims are reduced to quivering blobs of gibbering madness.
Iranna wrote: Well, I might as well punt out some more of my characters!
Phobos, Guardian of Insanity.
Phobos was once one of Slaanesh's most revered creations, utterly beguiling in her appearance and a deadly duellist. Even the great Slaanesh could not help but marvel in her performances, convincing himself that she was, indeed, his greatest creation. Time and time again Phobos proved herself in battle, turning the grim, horrifying screams of battle into a deadly, yet graceful, art. It was on the Eldar maiden world of Haranshemash where Phobos became an all-together more terrifying being of Chaos.
The battle of Haran was subject to a lengthy Daemonic Invasion, sought after all four Great Powers in turn for one reason or another. At the head of Slaanesh's vast horde was Phobos the Ascendant, Slaanesh's Exalted Handmaiden. Wherever Phobos fought, a great orgy of violence and bloodshed ensued and enemy forces were enchanted by her graceful pirouettes that signalled their fore-coming doom. At the Invasion's crux, the largest clash between the two forces cam to pass. Phoenix Lords did battle with Greater Daemons, Farseers had massive psychic wars in an unseen realm with the scions of Tzeentch and Aspect Warriors tested their mettle against the legions of Khorne.
The servants of the Laughing God too were present, their lithe forms leapt from place to place in a routine of utter beauty and death, giving even the Daemonettes of Slaanesh difficulty in landing a telling blow.
Phobos, alone and separated from her Carnivale was assaulted by a large menagerie of Harlequins at the defining moment of the battle. Though graceful and elegant, none of them could match the Damon in skill or stamina and one by one they fell to her blows. Then, the Solitaire stepped forth, challenging Phobos to a duel, to which she happily accepted. For nearly an hour these two great warriors did battle, neither gaining a decisive foothold, their dance becoming ever-faster all the while. Phobos however, grew tired of the duel and became impatient. She lunged at the Harlequin, grabbing him by the throat. She pushed him to the ground and tent his body apart, in a fury which would humble a Bloodletter. Finally, Phobos drained the Harlequin of his essence, mistaking it for his soul.
In a screaming cacophony Phobos collapsed in a heap, her body was a mass of shifting impossibility; the result of the Materium and Immeterium colliding within her body. In a dazzling flash, her form imploded and what was left was beyond evil. Phobos the Ascendant had become something all-together more horrid - the Guardian of Insanity, a contorting mass which should never have came into being.
She slaughtered all in her path, beauty had met it's inner rage and it took both Jain Zar and Fuegan to finally kill the rampaging monstrosity.
Slaanesh had gained a powerful new servant that day, and although Haranshemash was denied to him, his efforts proved worthwhile.
Phobos' Rules
WS 6 BS 0 S4 T3 W4 I9 A6 Ld 10 Sv 4+ Pts. 190
Daemonic Gifts: Aura of Aquiessence, Rending Claws, Unholy Might (inc. in profile), Soporific Musk, Instrument of Chaos, Daemonic Flight
Special Rules: Daemon, Fleet, Rapturous Miasma, Delirium Spike
Rapturous Miasma: Phobos is permanently surrounded by a thick haze of surreal incense and maddening aromas. All models in base contact with Phobos must pass an Initiative Test or they will fight with 1 attack at Initiative 1 for the remainder of the assault.
Delirium Spike: Even Phobos’ mere touch is enough to incite madness in even the most hardened warriors. Any of Phobos’ attacks which successfully rend also cause Instant Death, her victims are reduced to quivering blobs of gibbering madness.
Iranna.
I like the fluff and the rules, would be more than happy to play against that
Lord Commander Cyrus
Cyrus was a Captain of the Emperor's Children, promoted to Lord Commander by Fulgrim after the Battle of Terra. He was noted as a consummate duelist, not quite the equal of beings such as Lucius or Sigismund but formidable nonetheless. His dominated the arena duels, revelling in his corruption by Slaanesh, slaying all who stood before him. On one fated day, he drew Lucius as his opponent. Knowing Lucius was the superior swordsman, he fought defensively and cautiously. As fate would have it, Lucius made a single imperfect move, the chance reflection of light off his opponent's mirror-sheened armour blinding him for a single nanosecond. Lucius' death at Cyrus' hands would prove the doom for Cyrus however, as Slaanesh resurrected his preferred champion within his slayer's body. Cyrus' last thoughts were on the treachery and fickleness of his patron deity.
Type: Infantry (unique)
205 points
WS7 BS5 S4 T4 W3 I6 A3 Ld10 Sv2+
Wargear: plasma pistol, frag and krak grenades
Armor of Mirrors: This is a highly polished, silver suit of warplate. It provides a 2+ armor save. If Cyrus passes his armor save with a roll of a 6, his opponent is reduced to WS1 for the duration of the next combat phase.
Power rapier: This is a close combat weapon. Strength 3 AP 2 Shred
Special Rules: Independent Character, Fearless, Mark of Slaanesh
So I really want to play this character and I posted her before (and even bumped it) to no response... but since people other than me are finally commenting on other people's HQs and I recently updated her... take 3...
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. She carries a special pair of Mirrorblades, Anterion's Wrath and Lusciocus's Peace, named after her parents that were crafted by her father to remind her of the balance needed to be a true Battleseer. The swords contain empty soul stones which she fills with her lust for battle, allowing her to focus her mind on any task at hand and then emptying that rage once in the thick of battle.
Wargear:
Anterion's Wrath and Lusciocus's Peace, Phantasm Helm, Rune Forged Armour, Spirit Stones, Runes of Warding
Phantasm Helm: This is the helm Astrea had specially made to increase her Ghosthelm to incorporate parts of a Banshee Mask. The Phantasm Helm grants the normal rules for (3+ ignores Perils of the Warp) and her unit is treated as having Assault grenades for charging through Cover. Also, models suffer a -2 Leadership modifier when taking their Leadership test for Counter-Attack.
Rune Forged Armor: This is set of Rune armor with a 3+ armor save in addition to the 4+ Invulnerable save.
Anterion's Wrath and Lusciocus's Peace: These are a pair of specially enhanced Mirrorswords (+1 attack, so +2 for having 2 melee weapons) that bestow +1 Strength and re-rolls all failed To Hit rolls in Assault.
Range: Melee S: User + 1 AP: 3
Special Rules:
Fleet, Independent Character, Acrobatic, Psyker, Fortune, Doom
Astrea may be fielded on a Jetbike for additional 30 points.
The character has a lot of potential but some fluff-bending is required to what you have presently;
- When an Eldar switches from path to path, they do not keep the wargear of their previous paths. So it would be very difficult to explain why the Farseer has a pair of Mirrorswords, a Banshee Mask and an Exarch bodysuit.
- Only Howling Banshee Exarchs are trained in the use of Mirrorswords proficiently enough to use them - not even Autarchs have the skill to wield them.
With those points in mind I've altered her a small bit;
Farseer Astrea
Ws 5 Bs 5 S3 T3 W3 I5 Ld10 Sv -- 195pts.
Wargear: Runes of Warding, Runes of Witnessing, Ghosthelm, Spirit stones, Plasma Grenades, Armour of the Morai-Heg, Anterion & Lusciocus.
Armour of the Morai-Heg: This armour was hand-crafted by Astrea during her time in the Howling Banshee temple. After joining the ranks of the craftworld's Farseers, she has enchanted it with various runes and wards of protection. It confers a 3+ armour save and a 4+ invulnerable save.
Anterrion & Lusciocus: These twin-blades were created by Astrea's father and incorporate spirit stones at their hilts through which Astrea's psychic power can flow through. They count as a pair of witchblades that confer +1A in close combat (+2 in total) and wounds caused by them count as AP3 to represent Astrea's psychicly charged strikes.
Special rules: Fleet, IC, Psyker Battleseer
Battleseer: Astrea is one of the many feared Battleseers, famed for their terrifying skills and power in combat, especially in duels. Astrea gains the Hatred special rule in CC.
Psychic Powers: Fortune, Doom, Mind War (To represent her war-like tendencies)
I'll agree that there needs to be some explanation about her still holding onto Banshee wargear but going from witchblade to +1 Attack AP3 witchblade seems like a huge jump from AP-. But I'm updating the wargear so that it doesn't contain Aspect gear, good call! I also recosted her using the normal 4th ed codex (from the balanced Fandex) and her points went up by 5 whole points
wargear
kustom mega armour, attack squig, krown of da waagh, supa shoota, cybork body
kustom mega armour
bilegut had special mega armour built for him with deffkopta parts, at each movement phase roll a d6 1- krash bang wallop, place the blast marker over bile gut, all models under suffer a strength 6 ap- hit and bilegut may not move
2-5 normal function, kustom mega armour functions as normal
6- boostas online, bileguts secret boostas activate, allowing him to leave his squad and move 12" in any direction but may not assualt, even if waagh is called
krown of the waagh, functions as a waagh banner
supa shoota-fires 24"
special rules
feel no pain, exhaust fumes, mega jaw, animal instinct
exhaust fumes-his kustom armour belches dangerous gas out as he clanks across the field place the falmer template touching bilegut, then roll the scatter dice, if a hit is scored then choose which was it faces, any model under and bile gut suffer a strength D3+1 ap- hit
mega jaw- barking out orders, the orks operate better out of fear, any squad bilegut is in may re roll failed morale tests
animal instict- bilegut becomes so blood frenzied in close combat his body may continue fighting after dead, if bilegut is slain he may still make his attacks in that assault phase, and removed at the end
I like him! Honestly, he is very over priced. He has less attacks than a normal Warboss, any reason? When does Exhaust come into play? During the movement phase? Shooting? Does it work in close combat?
I'd drop Mega Jaw and give him Fearless (which automatically confers onto his squad now), make custom armor give him the 12" move on 5-6, add Hammer of Wraith onto his charge (not his squad's) to show his Kustom armor boosting him into melee), add on an attack, and add on a wound.
155-165 as is, 185-190 with changes.
Spoiler:
Warboss = 60
Mega Armor = 40 points
Kustom A = 0 points (I feel like it's drawbacks are higher than it's benefits!)
+1 T = 15 points
Attack Squig = 0 (to offset the -1 A in profile)
24" Shoota = 5 points
Feel No Pain = 10-15 points
Exhaust = 5 points
Mega Jaw = 10 points
Animal Instinct = 10-15 points
The Supa Shoota is confusing- is it a Supa Shoota in the terms of a Dakkajet's Supa Shoota? Or is it just an extended-range Twin-linked Shoota, like Mega Armour comes with?
Anvildude wrote: The Supa Shoota is confusing- is it a Supa Shoota in the terms of a Dakkajet's Supa Shoota? Or is it just an extended-range Twin-linked Shoota, like Mega Armour comes with?
it is an extended range shoota, i need a new name as i have an outdated ork codex to reference from
i have an idea, you can take 1 hq choice, the standard one i assume, eg captain, warboss etc for 130% points cost
take any standard options as usual, eg power klaw space marine bike
take 1 special option wargear from an elite or fast attack squad, eg waagh banner, assualt cannon, in any form of wargear, but that effect
take any save that is available, but for triple the cost the wargear that would confer that save
take any special rule that is used in the army, even by unique characters for a cost, if this effect is confered to a squad then it costs triple
take any universal special rule, for a cost, if confered to unit then costs triple
take one rule from any unit in the army, for a cost
choose a name
this would be an easy way for gw to make fun unique characters in 40k which are still limited, but can be fun to play with and give you the chance to have the edge over an opponent as they can suit your army well
any thoughts, on say the pricing of universal special rules or anything i missed
Take any of the following:
-Adrenal Glands…………………………………….15 points
-Toxin Sacs……………………………………………15 points
-Implant Attack……………………………………..20 points
-Regeneration……………………………………….40 points
Psychic Powers:
-Warp Field
-Dominion
Special Rules:
Synapse Creature
Shadow in the Warp
Psyker
Immobile: The Kestelvore is so massive that it cannot move its bulk across the battlefield. Once it emerges from its mycetic spore it remains in place, launching its deadly cargo across the battlefield.
The Kestelvore is placed on the battlefield and does not move for the entirety on the battle.
Mycetic Spore Cannon: Sitting at the back of the battlefield, the Kestelvore launches mycetic spores filled with Hormoguants at targets nearly a mile away, flooding the heart of the enemy with writhing bodies and razor sharp claws.
Range Strength AP Type
Minimum 36” - - Mycetic Spore
Maximum 96”
Roll 3D6. That many Hormoguants are placed in the mycetic spore and launched at the enemy, using D6 and scatter die to decide where it lands. Using the large blast marker, determine if any enemy units are under the marker and move them them 1” outside the marker. On impact the Hormoguants may assault on the turn they arrive though if they are outside of synapse range they are subject to instinctive behavior. At the start of the next tyranid turn the mycetic spore is removed from play. If attacked the spore is replaced with a blast crater and becomes dangerous terrain. The spawned Hormoguants have no biomorphs.
Guard Spawn: The Kestelvore cannot move to defend itself against enemies at close range. Instead if under attack, it will release broods of Hormoguants that would normally be launched at the enemy. The flood of creatures overwhelms the attackers in a flood of razor sharp claws, and prevents them from attacking the their progenitor.
If under threat from attack, you may chooser to roll 9D6 and spawn that many Hormoguants within 12” of the Kestelvore. Guants spawned in this way have the Rage and Furious Charge rule until the end of the next Tyranid turn. The Kestelvore may not spawn more Hormoguants and launch more spores for the next four turns, however the spawned Hormoguants may continue to move up the battlefield.
Synaptic Feedback: The Kestelvore has such a potent synaptic ability it rivals that of the Dominatrix in level. The potency is so strong that if it is killed, all non synapse creatures around in are instantly killed by the feedback its death causes, even those it is no currently commanding
If killed, all non synapse units within 12” of the Kestelvore suffer 3D6AP- hits with no saves of any kind allowed
Mycetic Spore
WSBS S T W I A LdSv - - - 4 2 - - - 2+
Weapons and Biomorphs:
-Armored Shell
Almost a large as a biotitan, the Kestelvore is a cross between the Termaguant breeding Terivgon and the spore mine launching Biovore. Dropped by bioships from orbit, the impact of the mycetic spore with the beast inside is said to shake the ground itself. As the creature unfolds from its organic drop pod, sections of the spore remain, acting as nearly impenetrable armor for the garguantuan creature. Its bulk means it can’t move but this makes it no less dangerous. Like the Tervigon, inside its bulk are thousands upon thousands of Hormoguant eggs which mature in a matter of minutes inside the living incubator. Unlike the Tervigons though the young are not released around the Kestelvore to ravage the lands. Instead they enter mycetic spores that the Kestelvore grows inside itself and are launched out of a massive cannon on the beasts back, similar to the Biovore’s spore mine launcher on a massive scale. Unlike normal mycetic spores, these have no rudimentary intelligence or bioweapons, instead they are simple armored pods with three fins in the back. The Kestelvore cannot see the great distances to aim the spores, instead like the Hive Guard they “see” through the eyes of other tyranid creatures, allowing them to angle the spores fins for better aim with its potent synaptic link. The fins also produce a peculiar shirking noise as they fly. While not very loud, it gives defenders enough time to dive out of the way and avoid being crushed by the incoming projectile
The Kestelvore is another rarity among the Hive Fleets but like the Biovore it is an example of the fleets continued evolution and adaption. As the hive mind learned that the defenders would expect to see spores attacking from above and attempt to shoot them down, it created a beast to launch the spores below the sensors of the enemy. Not only that but it allows for a more direct way to target the smaller bioforms into the heart of the enemy, thereby wasting less biomass.
It would be awesome tactically though - your gaunts are getting mowed down by Khorne's greatest? No matter, fire a few mycetic spores their way, that'll sort them out!
I'd make it so you can fire the spore several times a turn and reduce the points to 1000 or something.
hm... my first inkling, is the 'standard' Mycetic Spore isn't that big... for 1500pts I'd be expecting a 1ft cubed blob of biomass with obscene stats...
I'll go over it more indepth and see what I can see.
Calab Valadan was the Commander, or 2nd in command, of the Astral Claws 5th Battle Company. He was a vicious and fanatical warrior, utterly devoted to Huron and his cause. During the siege of Badab, most of his men, including his Captain, were lost defending the power generators from the Carcharodons. Alone, he had the fortune to link up with Huron's honor guard, and was part of his party when they encountered Zhrukal Androcles in the catacombs. He helped get the critically injured Huron onto the escape shuttle, and was afterwards promoted to the captaincy as a reward for his loyalty. Caleb led Marauder Company in the Red Corsairs for decades. He had the misfortune to be on the hull of his ship, the Echo of Damnation, when Variel the Flayer betrayed his Chapter. Caleb's soul was flayed alive for eternity by the denizens of the warp.
Type: Infantry (Character)
Composition: 1 (unique)
Points: 165 points
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+
Wargear: power armor, bolt pistol, bolter, power axe, frag and krak grenades, sigil of corruption
Special Rules: Independent Character, Fearless, Rage, Furious Charge
Leader of Men: All friendly models in the same detachment as Caleb have Ld10 and can re-roll any failed Ld tests
that would add confusion, as most ICs have same stats as the base unit, their main feature is unique rules and wargear, which is usually just different wargear
it would be a good form of reference for these unique characters, if used in real battles
A team of two rival artists with so much animosity towards each other they and their gangs fought like starving rats in the under hives of Salomongari III. With extraordinary effort by the Inquisition, the war was put to a halt and the two gang leaders brought together. Now, a fragile but lasting pact has formed between the two as they travel the galaxy professing the Emperor's name in their own unique way. Though they may not be the strongest fighters in the galaxy, they are undoubtedly the most influential. The course of entire battles have been reversed by the incredible slight of hand these two artists are gifted with.
Found in the Elites section of the IG (or renegades), but like priests and engiseers, do not take up an option in the force organization chart, but may only be taken once. Robui and Banski are two model unit and may not be joined by another.
Special Abilities - Tag Artist, Legacy of "Team Robui!", Scout, Infiltrate move through cover, unstoppable.
Unstoppable - the unit can move through impassible terrain, but must take a dangerous terrain test if it ends its movement on it.
Tag Artist: Any turn that Robui remains stationary during his shooting phase and is not in close combat, he may Tag a piece of terrain with an artful display. He must achieve this by passing an initiative test - if he fails he must wait until the next turn. Anyone (friend or foe) who can draw a line of sight to the object is immediately affected by "Relic of the Emperor / Pagans to the Dark Gods".
Legacy of "Team Robui!": Some grudges go too deep to be buried. Luckily, instead of open war, both artists are incensed by their rival's work! Every piece that Banski makes, including joint efforts, adds a counter to Robui, and every Tag made by Robui adds one to Banski's pool. These counters are spent in the Relic to The Emperor / Pagan's of the Dark Gods section.
Special Abilities - Tag Artist, Legacy of "Team Robui!", Scout, Infiltrate. move through cover, Joint effort. Unstoppable.
Joint effort - If Banski remains within unit coherency, he may add an additional effect on a single Tag from the Relic to the Emperor / Pagans of the Dark Gods chart.
Tags -
Thought of the day: a symbol of prayer and clarity, once per turn a single friendly unit within sight of the tag may reroll a single dice when taking a leadership test.
(2 more to come - they cost nothing)
Relic to the Emperor / Pagans of the Dark Gods
(Costs 2 charges) Praise to Machine / Curse of Tzeentch
- One model from every friendly unit within sight of the symbol may reroll their missed shots during the shooting phase. Foes who can see the Tag must reroll as single hit from every unit during their own shooting phase.
(Costs 3 charges) Wrath onto the traitor / Death to the False Emperor!
- Friendly units within sight of the Tag gain Furious Charge - Foes gain counterstrike.
(Costs 4 counters) Only in death does duty end / Blood for the Blood God!
The object becomes an active Objective worth a victory point and grants every unit within six inches of it Stubborn and Counterstrike.
..... That's a lot of rules... I need a break to think some more though.
Considering it is based of the graffiti artists I doubt he plans on actually using them. Or at least I hope not. Pop culture doesn't belong in 40k if you ask me.
Jago Sevatarion, First Captain of the Night Lords, Prince of Crows
Type: Infantry (character)
Points: 205
Composition: 1 (unique)
WS6 BS5 S4 T4 W4 I6 A4 Ld10 Sv3+
Wargear: power armour, bolt pistol, bolter, frag and krak grenades
Chain-spear: This weapon needs no name, and is as infamous as its' wielder. This is a close combat weapon. Strength 6 AP 3 Rending Two-handed Shred. It also incorporates a teleport homer.
Uncanny reflexes: Sevatar has a 4+ invulnerable save.
Minor psyker: Sevatar may re-roll 1 dice per player turn that can be either a to-hit roll, a to-wound roll, or a saving throw.
Legion Tactics (Night Lords): Sevatar's Warlord trait is 'Lord of Terror' (see C:CSM). Sevatar must be the warlord if selected in the Primary detachment.
'Little Horus' Aximand, Captain, 5th Company, Sons of Horus
Type: Infantry (character)
Points: 170
Composition: 1 (unique)
WS6 BS5 S4 T4 W4 I5 A4 Ld10 Sv3+
Wargear: power armour, bolter, bolt pistol, frag and krak grenades
Mourn-it-all: This is a power sword that inflicts Instant Death
Special Rules: Independent Character, Fearless
Mournival member: All Sons of Horus units in the same detachment as Aximand gain Fearless as long as they can draw line of sight to Aximand.
Skilled Duelist: Axminad gains +1 WS and I in a challenge.
Automatically Appended Next Post: Perturabo, Lord of Iron, Master of Olympia, Primarch of the Iron Warriors
Type: Infantry (character)
480 points
WS7 BS6 S6 T6 W5 I7 A6 Ld10 SV2+
Wargear: frag grenades
The Iron Cuirass: This is a massive suit of cataphractii terminator armor. It provides a 2+ armour save, 3+ invulnerable save, Relentless and Feel No Pain. It also incorporates a set of bolters mounted on each forearm. They can be fired with the following profile: Range 24 Strength 6 AP 3 Heavy 8
Forgebreaker: This is a thunder hammer that is AP1. It also has the Armorbane USR. It does not have the Unwieldy USR.
Special Rules: Eternal Warrior, Fearless, It Will Not Die, Independent Character, Very Bulky
Lord of Iron: Perturabo has both the Shatter Defences and Bolster Defences special rules as per C:SM and C:CSM. He can, however, shatter or bolster 3 pieces of terrain rather than 1.
Special Rules:
Independent Character, Relentless, Stealth, Infiltrate
Concept model:
Spoiler:
Seems generally fine... I would honestly make it Assault 2 / Heavy 4, Rending.
I'd also potentially make him S3 as well to justify him lugging around the massive prototype weapon.
Matt.Kingsley wrote: Salvo 2/4 would be better, imho (same thing, really, but clearer rules-wise)
It's completely different....
Salvo 2/4, means if he moves, he can fire 2 shots 18", then not assault OR not move and fire 4 shots at 36", then not assault.
Assault 2 or Heavy 4 means he can move and fire 2 shots at 36", then assault OR move and snapshot 4 shots at 36", then assault, OR not move and fire 4 shots at 36", then not assault.
Assault or Heavy has been used several times, things springing to mind are ones such as the Splinter Cannon and Psycannon.
The Relentless may be overkill, so remove that one. It was meant for 5th rules, on 6th edition I vote for the 4 snapshot instead of 2 aimed, higher chance for rending.
Improvised armour: this is power armor that incorporates a jump pack. It also gives +2 to Sharrowkyn's existing cover save, or a 4+ cover save if he did not have one already.
Needle carbine. This is a ranged weapon with the following profile: Range 48 Strength 4 AP 1 Fleshbane Rending Heavy 1
Special Rules: Hatred (Chaos Space Marines), ATSKNF, Infiltrate, Stealth, Scout
Saboteur: Sharrowkyn can be deployed by deepstriking, and he does not scatter if he chooses to do so.
Improvised armour: this is power armor that incorporates a jump pack. It also gives +2 to Sharrowkyn's existing cover save, or a 4+ cover save if he did not have one already.
Needle carbine. This is a ranged weapon with the following profile: Range 48 Strength 4 AP 1 Fleshbane Rending Heavy 1
Special Rules: Hatred (Chaos Space Marines), ATSKNF, Infiltrate, Stealth, Scout
Saboteur: Sharrowkyn can be deployed by deepstriking, and he does not scatter if he chooses to do so.
My first instinct is it's severely undercosted.
Shrouded would be better tnan the wordy ruled you've got, and why does an improvised jumppack give shrouded anyway?
The weapon is more like a heavy sniper rifle than an actual carbine with a random AP1.
I'll do a more thorough writeup and costing when I've got my codexes to hand and not stuck in traffic on the bus...
Improvised armour: this is power armor that incorporates a jump pack. It also gives +2 to Sharrowkyn's existing cover save, or a 4+ cover save if he did not have one already.
Needle carbine. This is a ranged weapon with the following profile: Range 48 Strength 4 AP 1 Fleshbane Rending Heavy 1
Special Rules: Hatred (Chaos Space Marines), ATSKNF, Infiltrate, Stealth, Scout
Saboteur: Sharrowkyn can be deployed by deepstriking, and he does not scatter if he chooses to do so.
My first instinct is it's severely undercosted.
Shrouded would be better tnan the wordy ruled you've got, and why does an improvised jumppack give shrouded anyway?
The weapon is more like a heavy sniper rifle than an actual carbine with a random AP1.
I'll do a more thorough writeup and costing when I've got my codexes to hand and not stuck in traffic on the bus...
HE IS FROM KRYPTOS AND ANGEL EXTERMINATUS, WHICH EXPLAINS HIS WARGEAR
ignore caplocks i couldn't be bothered retyping lol
Improvised armour: this is power armor that incorporates a jump pack. It also gives +2 to Sharrowkyn's existing cover save, or a 4+ cover save if he did not have one already.
Needle carbine. This is a ranged weapon with the following profile: Range 48 Strength 4 AP 1 Fleshbane Rending Heavy 1
Special Rules: Hatred (Chaos Space Marines), ATSKNF, Infiltrate, Stealth, Scout
Saboteur: Sharrowkyn can be deployed by deepstriking, and he does not scatter if he chooses to do so.
My first instinct is it's severely undercosted.
Shrouded would be better tnan the wordy ruled you've got, and why does an improvised jumppack give shrouded anyway?
The weapon is more like a heavy sniper rifle than an actual carbine with a random AP1.
I'll do a more thorough writeup and costing when I've got my codexes to hand and not stuck in traffic on the bus...
HE IS FROM KRYPTOS AND ANGEL EXTERMINATUS, WHICH EXPLAINS HIS WARGEAR
ignore caplocks i couldn't be bothered retyping lol
I don't know what that means.
In regards to gear:
My question was how does improvised armour (normally worse than regular armour) give shrouded? Furthermore, combined with Stealth, its rule gives him a 3+ cover in the open.
The Needle 'Carbine' reads as a MASSIVELY improved Sniper Rifle.
As for pointing it up:
Spoiler:
Base SM Captain:100pts
We'll assume the 4+ cover is replaced by the Iron Halo, and Hatred replaces Combat Tactics.
-1 WS -10
-1 W -10
-1 Ld -5
+ 2 Power Swords +20
Jump Pack +25
+2 Cover Save+10
Needle Carbine +30 (basically treating it as a Lascannon)
Infiltrate +10
Stealth +10
Scouts +10
No Scatter +10
Total - 200pts.
So you're guy is half the price he should be.
Improvised armour: this is power armor that incorporates a jump pack. It also gives +2 to Sharrowkyn's existing cover save, or a 4+ cover save if he did not have one already.
Needle carbine. This is a ranged weapon with the following profile: Range 48 Strength 4 AP 1 Fleshbane Rending Heavy 1
Special Rules: Hatred (Chaos Space Marines), ATSKNF, Infiltrate, Stealth, Scout
Saboteur: Sharrowkyn can be deployed by deepstriking, and he does not scatter if he chooses to do so.
My first instinct is it's severely undercosted.
Shrouded would be better tnan the wordy ruled you've got, and why does an improvised jumppack give shrouded anyway?
The weapon is more like a heavy sniper rifle than an actual carbine with a random AP1.
I'll do a more thorough writeup and costing when I've got my codexes to hand and not stuck in traffic on the bus...
HE IS FROM KRYPTOS AND ANGEL EXTERMINATUS, WHICH EXPLAINS HIS WARGEAR
ignore caplocks i couldn't be bothered retyping lol
I don't know what that means.
In regards to gear:
My question was how does improvised armour (normally worse than regular armour) give shrouded? Furthermore, combined with Stealth, its rule gives him a 3+ cover in the open.
The Needle 'Carbine' reads as a MASSIVELY improved Sniper Rifle.
As for pointing it up:
Spoiler:
Base SM Captain:100pts
We'll assume the 4+ cover is replaced by the Iron Halo, and Hatred replaces Combat Tactics.
-1 WS -10
-1 W -10
-1 Ld -5
+ 2 Power Swords +20
Jump Pack +25
+2 Cover Save+10
Needle Carbine +30 (basically treating it as a Lascannon)
Infiltrate +10
Stealth +10
Scouts +10
No Scatter +10
Total - 200pts.
So you're guy is half the price he should be.
He is an Istvaan 5 survivor, who managed to link up with other survivor groups rather than his own legion. He had to improvise-repair his armour. Being a Raven Guard, it turned out really stealthy. If you read the extract from Angel Exterminatus, which comes out in 2 days, he headshots Fulgrim with the needle carbine
To be fair, ignoring a hypothetical situation where an enemy unit has the ability to destroy select pieces of wargear, having two power swords is no different than having one power sword and a regular close combat weapon, so the cost should probably be closer to 15 points, dropping his points total to 195 (holding that all other cost assumptions are valid. I'd say that no scatter is probably worth 20 points, not 10, but that is offset by the fact that he doesn't have Independent Character).
48" AP1 Carbine? Yeah, not happening. Headshotting someone does not = AP 1. Marines get headshots all the time; doesn't make Boltguns AP1 automatically.
Its a needle weapon, you can be wearing terminator plate and it still won't matter when i put a needle through the gap between your eye lens and it's setting
Special rules: If a unit fails to kill Captain Nurgling in a round of combat, they must take a morale test. If they fail, they leave the table in shame, their years of training leaving them incapable of killing a foot tall giggling snotball.
Special rules: If a unit fails to kill Captain Nurgling in a round of combat, they must take a morale test. If they fail, they leave the table in shame, their years of training leaving them incapable of killing a foot tall giggling snotball.
To apply this to an actual unit template:
Army: Chaos Daemons?
BG: ???
??? - At the end of a Phase, if a unit is locked in combat with Captain Nurgling, that unit must take a morale test. If failed, that unit is removed from the game - leaving in shame, their years of training leaving them incapable of killing a foot tall giggling snotball.
Missing a few things there... xD
Might be an interesting unit if fleshed out properly.
Stats:
WSBS S T I W LdSv .4.....4...3.3.3.1...8.4+ Elite Storm Trooper
.4.....4...3.3.3.1...8.4+ Sergeant
Equipment: Hot Shot Lasgun, hot shot laspistol, CC weapon, Frag/Krak grenades
Special Rules: Deep Strike, Special Ops
Sergeant may replace hot shot lasgun/pistol for
bolt pistol/bolt gun - free
power weapon/plasma pistol - 10 points
Any trooper may replace their hot-shot lasgun with
flamer/grendade launcher - 5 points
meltagun - 10 points
plasma gun - 15 points
The squad may take a Chimera armored transport
The sergeant may be upgraded to Commander _____ for 50 points
Commander _____
Stats
WSBS S T I W LdSv ..4....5...3.3.3.3..9..4+
Equipment: Hot Shot Lasgun, hot shot laspistol, Power Sword, Frag/Krak grenades
Special Rules: Deep Strike, Special Ops
Supreme Commander: In an army that includes Commander _____, In any army that includes _____ storm troopers are troops.
I'd just make them base 150 points including the commander. Cool idea though! Another thing that would be cool is an IC who can just attach to the Storm Troopers
I might just combine them yeah...
I was thinking about a single IC, but wasnt sure how to work the points etc. Maybe something like
Commander _____ - 80 points
Stats
WSBS S T I W LdSv ..4....5...3.3.3.3..9..4+/5++
Equipment: Hot Shot Lasgun, hot shot laspistol, Power Sword, Frag/Krak grenades, refractor shield
Special Rules: Deep Strike, Special Ops
Supreme Commander: In an army that includes Commander _____, In any army that includes _____ storm troopers are troops.
CalasTyphon216 wrote: Its a needle weapon, you can be wearing terminator plate and it still won't matter when i put a needle through the gap between your eye lens and it's setting
Same with a diamond tipped rocket-propelled bolt. From a Bolter. It's a stupid weapon bro, change it. Fabius Bile's needler is AP 4/5 IIRC, not 1.
Biles Xyclos Needler is:
Range 18", SX, AP 6, Type: Assault 3, Poisoned (2+)
For a Needle Carbine - I'd honestly say 18", SX, AP4, Assault 1, Fleshbane, Rending would be more than adequate.
Also:
Spoiler:
A carbine (play /ˈkɑrbiːn/ or /ˈkɑrbaɪn/[1]), from French carabine,[2] is a longarm similar to — but shorter than — a rifle or musket. Many carbines are shortened versions of full rifles, firing the same ammunition at a lower velocity due to a shorter barrel length.
The smaller size and lighter weight of carbines makes them easier to handle in close-quarter situations such as urban or jungle warfare, or when deploying from military vehicles. The disadvantages of carbines relative to rifles include inferior long-range accuracy and a shorter effective range.
Having read part of Angel Exterminatus, I will be completely rewriting Sharrowkyn's rules soon
Automatically Appended Next Post: Here goes:
spoilers from angel exterminatus included
Spoiler:
Nykona Sharrowkyn, 66th Company Raven Guard (version 2)
Points: 255
Type: Jump infantry (unique)
WS7 BS6 S4 T4 W3 I6 A4 Ld10 Sv2+
Wargear: frag and krak grenades, 2 power swords
Improvised armor and jump pack: Sharrowkyn's improvised and scrounged armour offers a significant reduction in sound, emissions, and radar cross section, making it incredibly difficult to see him. It provides a 2+ armor save. The rules for Night Fighting always apply when shooting at Sharrowkyn, with the exception that searchlights etc cannot be used. This armor also incorporates a jump pack.
Needle carbine: This customised weapon came within a fraction of killing Fulgrim on Hydra Cordatus. This has 2 profiles: Range 36 S 4 AP 2 Heavy 1, Fleshbane, Rending, Instant Death, and Range 18 S 5 AP 4 Fleshbane Rending Assault 3
Special Rules: Independent Character, Fearless, Hatred (Chaos Space Marines)
Uncanny Reflexes: Sharrowkyn has a 4+ invulnerable save.
Wraith-slipping: Sharrowkyn is a shadowmaster of the highest degree of skill, making it near impossible to land blows on him. All successful hits against him in combat must be re-rolled.
Preternatural skill: Sharrowkyn is a born swordsman, with raw talent that ranks him as one of the best duelists in the Legions. Indeed, he dueled and slew Lucius of the Emperor's Children, with an ease that left Lucius' last thought as that of surprise. Sharrowkyn may re-roll all failed to wound rolls in combat.
CalasTyphon216 wrote: Having read part of Angel Exterminatus, I will be completely rewriting Sharrowkyn's rules soon
Automatically Appended Next Post: Here goes:
spoilers from angel exterminatus included
Spoiler:
Nykona Sharrowkyn, 66th Company Raven Guard (version 2)
Points: 255
Type: Jump infantry (unique)
WS7 BS6 S4 T4 W3 I6 A4 Ld10 Sv2+
Wargear: frag and krak grenades, 2 power swords
Improvised armor and jump pack: Sharrowkyn's improvised and scrounged armour offers a significant reduction in sound, emissions, and radar cross section, making it incredibly difficult to see him. It provides a 2+ armor save. The rules for Night Fighting always apply when shooting at Sharrowkyn, with the exception that searchlights etc cannot be used. This armor also incorporates a jump pack.
This is a mix of better an worse. Certainly simpler. I'd also call it Improvised Power Armour being there's already Improvised Armour and it confers a 6+ save.
Needle carbine: This customised weapon came within a fraction of killing Fulgrim on Hydra Cordatus. This has 2 profiles: Range 36 S 4 AP 2 Heavy 1, Fleshbane, Rending, Instant Death, and Range 18 S 5 AP 4 Fleshbane Rending Assault 3
Good gods... a Carbine is a Short Rifle, that tends to have low rate of fire - it's a weapon that has a lower range than the equivalent, and is quite innacurate at long range.
You have it now working as A: An instant-deathing cannon, that, hitting on 2's (and even if he misses, he can re-roll and hit on a 6) and wounding on 2's will end enemies if they fail their invulnerable save, that can allocate the wound a a to-hit of 6's. It also work on armour 10-12.
B: A Str5 rending SMG, wounding on 2's, autowounding on 6's and will be effective against AV10-11, and will work on AV12+.
This is not a carbine - and a Needle weapon should not be an effective Tank Killer.
A needle Carbine would be more like this:
Range 18", StrX, AP4, Assault 1, Fleshbane, Rending is plenty good enough considering, and should be accurate.
Special Rules: Independent Character, Fearless, Hatred (Chaos Space Marines)
Uncanny Reflexes: Sharrowkyn has a 4+ invulnerable save.
Wraith-slipping: Sharrowkyn is a shadowmaster of the highest degree of skill, making it near impossible to land blows on him. All successful hits against him in combat must be re-rolled.
just... iridiculous
Preternatural skill: Sharrowkyn is a born swordsman, with raw talent that ranks him as one of the best duelists in the Legions. Indeed, he dueled and slew Lucius of the Emperor's Children, with an ease that left Lucius' last thought as that of surprise. Sharrowkyn may re-roll all failed to wound rolls in combat.
Cost Breakdown:
Spoiler:
Base SM Captain:100pts
+1 WS +10
+1 W +10
+ 2 Power Swords +25
2+ Armour Save +15
Perm Night Fighting +15
Jump Pack +25
Needle Carbine; Cannons +35
Needle Carbine; SMG +25
Wraith-Slipping +15
Preternatural Skill +15
Total: 290
Round it up to 300 to cover anything missed / Homebrew Tax
And here's an improved layout for you ^-^
Nykona Sharrowkyn, 66th Company Raven Guard
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
Fearless
Hatred (Chaos Space Marines)
Uncanny Reflexes
Preternatural Skill
Wraith-Slipping
Improvised Armour:
Sharrowkyn's improvised and scrounged armour offers a significant reduction in sound, emissions, and radar cross section, making it incredibly difficult to see him.
Improvised Power Armour provides a 2+ armor save. Furthermore, the rules for Night Fighting always apply when shooting at Sharrowkyn.
and Sharrowkyn is unnafected by anything that removes the effects of Night Fighting. i.e. Searchlights.
Needle Carbine:
This customised weapon came within a fraction of killing Fulgrim on Hydra Cordatus.
The Needle Carbine is a weapon that can be used with either of the following profiles:
Range-36", Str-4, AP-2, Type- Heavy 1, Fleshbane, Rending, Instant Death.
Range-18", Str-5, AP-4, Type- Assault 3, Fleshbane, Rending.
Uncanny Reflexes:
Sharrowkyn has a 4+ invulnerable save.
Wraith-slipping:
Sharrowkyn is a shadowmaster of the highest degree of skill, making it near impossible to land blows on him.
All successful hits against him in combat must be re-rolled.
Preternatural skill:
Sharrowkyn is a born swordsman, with raw talent that ranks him as one of the best duelists in the Legions.
Indeed, he dueled and slew Lucius of the Emperor's Children, with an ease that left Lucius' last thought as that of surprise.
Sharrowkyn may re-roll all failed to wound rolls in combat.
IF you use the Needle Carbine with the following profile:
Needle Carbine:
This customised weapon came within a fraction of killing Fulgrim on Hydra Cordatus.
The Needle Carbine is a weapon that can be used with either of the following profiles:
Range-18", Str-X, AP-4, Type- Assault 1, Fleshbane, Rending.
Then you can drop the cost to 250-260pts.
Furthermore, here's a template(s) for you and other folk to use!:
Unit (Under Review)
Since I don't know how to point this guy I will ask for help
Commander Canas
Ws/ bs/ s/ t/ w/ I/ a/ ld/ sv/
4/ 6/ 4/ 4/ 3/ 5/ 3/ 10/ 4+(4+ invulnerable due to elder shield)
Wargear: armor, frag,krak, force sword and then one tome (further in the post) elder shield (4+inv save
Special rules: hatred(chaos) eternal warrior, Ind char.
Tomes: flux range20" s user+1ap5 special: assault2, force charge, rending
Nosferatu range 20" s user+2 ap5 special: assault1, force charge,siphon4+
Luna range20" s user ap1 special: assault 2 armorbane, force charge
Special rules: force charge is when you forgo a shooting attack with this weapon, you may use it to charge a force weapon as if you were a psyker
Siphon if the attack successfully wounded (they failed to save) then roll a dice one a roll of 4+ recover one wound, does not siphon from vehicles.
So what do you think? What point values should the character and each tome get?
I'd put the guy at 200 points, give or take 30 points. He's a bit odd, doesn't seem to have a lot of synergy with anything or any obvious comparison in terms of SCs. Not to say he's bad, I'm just not sure if he's meant to be shooty or assaulty.
As for the tomes, I'd say 10, 20 and 20 respectively. 20" range is a bit odd as well, kick it up to 24 or down to 18.
Sorry I am posting on my phone, kind of hard getting a layout to work. He is mostly meant for shooty, but can do assault. I will probably move flux to 24" and the other two to 18"
Also what point value would you give to a weapon that has range 24" strength 4 ap5 assault 2 omnifire(skyfire,interceptor, and can be used in close combat) and gauss
No no, I try to come up with various cross over things to help me understand rules. If I get something right then that means I am understanding what the rule is if not then I work on it. It just a challenge not something I am seriously going to add in
A gauss rifle is either AP 3 or AP 4, with STR of 3/4 as it is specifically said that it was designed to punch through a marine armor, which I'd consider to be either a 4(.1) save or a 3(.9) save.
Well, let's look at it like this:
Bolter: Fires .75 cal (not mil, Cal) diamond tipped, rocket propelled rounds that detonate inside their target. They are strength 4 Ap 5.
Starcraft Marine Guns: Fire 8mm spikes at subsonic speeds. You've put them at St4 AP5 with Skyfire, intercept, may be shot in close combat and has Gauss. I can't see a justified reason for any of those rules, or ST4. Furthermore, as well as hitting as hard as a Bolter, it is also easier to use being Assault 2 at the Bolter's maximum range.
I would put it at S3 Ap6 (not sure about Ap, tbh).
Automatically Appended Next Post:
Bobthehero wrote: A gauss rifle is either AP 3 or AP 4, with STR of 3/4 as it is specifically said that it was designed to punch through a marine armor, which I'd consider to be either a 4(.1) save or a 3(.9) save.
But we can't realistically compare marine armour across games. For all we know their marine armour is only equivalent to Flak armour.
Ok hmm, I guess I was way off, though I would think that it would be able to at least hit targets in the sky, I mean the air craft in that game are at least as high up, and the round fires at hypersonic speeds anyway
liquidjoshi wrote: Well, let's look at it like this:
Automatically Appended Next Post:
Bobthehero wrote: A gauss rifle is either AP 3 or AP 4, with STR of 3/4 as it is specifically said that it was designed to punch through a marine armor, which I'd consider to be either a 4(.1) save or a 3(.9) save.
But we can't realistically compare marine armour across games. For all we know their marine armour is only equivalent to Flak armour.
Considering it can absorb small arm fire (autoguns equivalents and whatnot) its at the very least as sturdy as Carapace armor, even assuming its only the equivalent of Flak armor, this makes the Gauss rifle AP 5 at least.
Well the way I saw it was that you stuck a normal 3 across the board human and the real way he was able to compete was he had decent armor (I gave it 4+) and a weapon that could penetrate through tough carapace and even do damage to vehicles and protoss technology
I also realized I made a mistake on terms, I was thinking rapid fire when I said assault 2 I was thinking of another character as well
felixander wrote: Considering it is based of the graffiti artists I doubt he plans on actually using them. Or at least I hope not. Pop culture doesn't belong in 40k if you ask me.
I'm leaving my original post alone, but if you really think that, more than 9/10's of 40k would be gone without the influences of the outside world.
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) Hatred (Chaos Space Marines) Eternal Warrior Force Charge
Options: Must select one of the following: Tome of Nosferatu +15 Tome of Flux +20 Tome of Luna +20
Elder Shield: The Elder Shield provides a 4+ Invulnerable save.
Force Charge: During the Shooting Phase Commander Canas may choose to generate a single Warp Charge Point.
Tome of Flux: The Tome of Flux is a shooting weapon with the following profile: Range-20", Str-User+2, AP-5, Type-Assault 2, Rending.
Tome of Nosferatu: The Tome of Nosferatu is a shooting weapon with the following profile: Range-20", Str-User+2, AP-5, Type-Assault 1, Siphon. Special Rules: Siphon: When a model suffers an unsaved wound from this weapon, roll a D6. On a result of a 4+, the firing model regains a wound lost earlier in the game.
Tome of Luna: The Tome of Luna is a shooting weapon with the following profile: Range-20", Str-User, AP-1, Type-Assault 2, Armourbane.
And an alternate unit to fit your 'more shooty' request Commander Canas
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) Hatred (Chaos Space Marines)
Options: Must select one of the following: Tome of Nosferatu +15 Tome of Flux +20 Tome of Luna +20
Gauss Pistol: The Gauss rifle is a weapon with the following profile: Range-15", Str-3, AP-3, Type-Pistol.
Gauss Rifle: The Gauss rifle is a weapon with the following profile: Range-30", Str-3, AP-3, Type-Rapid Fire.
Elder Shield: The Elder Shield provides a 4+ Invulnerable save.
Tome of Nosferatu: The Tome of Nosferatu is a shooting weapon with the following profile: Range-18", Str-6, AP-5, Type-Assault 1, Siphon. Special Rules: Siphon: When a model suffers an unsaved wound from this weapon, roll a D6. On a result of a 4+, the firing model regains a wound lost earlier in the game.
Tome of Flux: The Tome of Flux is a shooting weapon with the following profile: Range-18", Str-6, AP-5, Type-Assault 2, Rending.
Tome of Luna: The Tome of Luna is a shooting weapon with the following profile: Range-18", Str-User, AP-1, Type-Assault 2, Armourbane.
Adding in an SC2 inspired pistol and rifle, reducing Initiative and removing the Eternal Warrior.
Well that looks better, I think I will stick with the first one, no offense, though I think that's a great estimation of a gauss rifle/ pistol much better than mine.
Also how much would a power that gave +1 to deny the witch rolls at the cost of having successful attacks be resolved at +1 strength cost? I was thinking of doing a race that had better psyk barriers but were weaker to the effects of psychic attacks
You could always put back Eternal warrior for +35pts, bringing him to 140 base (155-160 once you've chosen his 'power')
That said: I don't see any reason a 'shooty' character would have an instant death causing force weapon, or I5... by removing that and just going Power Sword, you remove the Warp Charge issue, simplifying the unit.
Whacking eternal warrior on everything is something a lot of people seem to do, that's really unnecessary, it's also worth a lot of points (35 for just this rule according to the Space Wolves book). But ohwell.
Define... resolved at +1 strength?
All Attacks against the unit are resolved at +1 strength?
Psychic Powers with a Strength value against the user are resolved at +1 Str?
I'm not sure what Deny the Witch bonuses are worth, or what units already have things that boost Deny the Witch, so can't really help on costing (unless someone can point me at a unit(s) with such things)
Wargear: power armor, bolter, bolt pistol, frag and krak grenades
Daemon axe: This axe once belonged to the Warsmith. It is a melee weapon with the following profile: +1 Strength, AP 2, Unwieldy, Daemon Weapon, Two-handed
Necrodermis arm: This gives Honsou +1 to his armor save (for a total of 2+) and It Will Not Die special rule.
Special Rules: Independent Character, Shatter Defences (see C:CSM), Veterans of the Long War
Dark Fate: Honsou has the Eternal Warrior USR
Blessing of the Gods: Honsou has a 4+ invulnerable save.
Ah, I enjoy being able to legitimately put Feel No Pain on the majority of my homebrew, nay am obligated to do so being the majority of my stuff is DE Coven based units
I really need to get round to updating my units to 6th ed, then put them back for review.... Also thinking of creating a Haemonculi Special Character that increases the FnP save of units with Altered Physique to 4+.
Well the thing is either rule fits his back story of enduring through a ice storm with no protection then getting tossed through the warp and then surviving in the volcanic world he got flung to I was just trying to figure out what rule(s) fit that kind of profile
Since I don't know how to point this guy I will ask for help
Commander Canas
Ws/ bs/ s/ t/ w/ I/ a/ ld/ sv/
4/ 6/ 4/ 4/ 3/ 5/ 3/ 10/ 4+(4+ invulnerable due to elder shield)
Wargear: armor, frag,krak, force sword and then one tome (further in the post) elder shield (4+inv save
Special rules: hatred(chaos) eternal warrior, Ind char.
Tomes: flux range20" s user+1ap5 special: assault2, force charge, rending
Nosferatu range 20" s user+2 ap5 special: assault1, force charge,siphon4+
Luna range20" s user ap1 special: assault 2 armorbane, force charge
Special rules: force charge is when you forgo a shooting attack with this weapon, you may use it to charge a force weapon as if you were a psyker
Siphon if the attack successfully wounded (they failed to save) then roll a dice one a roll of 4+ recover one wound, does not siphon from vehicles.
So what do you think? What point values should the character and each tome get?
Inspired by the GBA Fire Emblem huh? Ok, first things first, what codex is this guy for? From the stat-line I'd guess Space Marines, but you can never be certain. Secondly, are his tomes weapons like a bolter, or are they supposed to be psychic shooting attacks (I'm guessing the former, but he is a shaman/druid after all). Third, I think force charge is supposed to activate the force weapon if he didn't make a shooting attack that turn. As it is, it is slightly confusing, why not just make it a property of his weapon, like this:
Blade of the Druid:
S: User, AP3 Rules: Force Charge
Force Charge: On any turn that Canas does not shoot during the shooting phase, this weapon gains the instant death USR.
Just a wee bit cleaner and it doesn't create the implications of having a force weapon on a character with no mastery level.
Well yeah, the character is initially off of fire emblem, I have basically taken his character and made it my own. He probably will end up being in a meq army, unless I find(or make) a better fit. It is supposed to be more like a bolter since he is not channeling warp through his mind. As for the third that works, for the characters fluff he got it from a dying gk, but I might just call it that to avoid confusion. Also does a force weapon insta death every unsaved wound or just one (I know wrong thread for it, just was wondering whether the Druid blade was more powerful, I was trying to keep it at the same level
Since I don't know how to point this guy I will ask for help
Commander Canas
Ws/ bs/ s/ t/ w/ I/ a/ ld/ sv/
4/ 6/ 4/ 4/ 3/ 5/ 3/ 10/ 4+(4+ invulnerable due to elder shield)
Wargear: armor, frag,krak, force sword and then one tome (further in the post) elder shield (4+inv save
Special rules: hatred(chaos) eternal warrior, Ind char.
Tomes: flux range20" s user+1ap5 special: assault2, force charge, rending
Nosferatu range 20" s user+2 ap5 special: assault1, force charge,siphon4+
Luna range20" s user ap1 special: assault 2 armorbane, force charge
Special rules: force charge is when you forgo a shooting attack with this weapon, you may use it to charge a force weapon as if you were a psyker
Siphon if the attack successfully wounded (they failed to save) then roll a dice one a roll of 4+ recover one wound, does not siphon from vehicles.
So what do you think? What point values should the character and each tome get?
Inspired by the GBA Fire Emblem huh? Ok, first things first, what codex is this guy for? From the stat-line I'd guess Space Marines, but you can never be certain. Secondly, are his tomes weapons like a bolter, or are they supposed to be psychic shooting attacks (I'm guessing the former, but he is a shaman/druid after all). Third, I think force charge is supposed to activate the force weapon if he didn't make a shooting attack that turn. As it is, it is slightly confusing, why not just make it a property of his weapon, like this:
Blade of the Druid:
S: User, AP3 Rules: Force Charge
Force Charge: On any turn that Canas does not shoot during the shooting phase, this weapon gains the instant death USR.
Just a wee bit cleaner and it doesn't create the implications of having a force weapon on a character with no mastery level.
If you scroll down a bit, I provided a cleaner revision (same unit, just made clearer) that should help understanding Though the Blade of the Druid thing sounds better.
Canas is back wrote: Well yeah, the character is initially off of fire emblem, I have basically taken his character and made it my own. He probably will end up being in a meq army, unless I find(or make) a better fit. It is supposed to be more like a bolter since he is not channeling warp through his mind. As for the third that works, for the characters fluff he got it from a dying gk, but I might just call it that to avoid confusion. Also does a force weapon insta death every unsaved wound or just one (I know wrong thread for it, just was wondering whether the Druid blade was more powerful, I was trying to keep it at the same level
Force Weapons instadeath every wound caused when you choose to activate it.
And fluff-wise, just having a force weapon doesn't mean you can use it, you do rather need to be a psyker to activate it, you'd be better off figuring out some other reason for it to be instant-death-y
Bardan Falk is a Warsmith renowned for his massive physique, reckoned to be amongst the largest of the Astartes, along with Polux of the Fists, Abaddon of the Sons, and others. During the joint expedition into the Eye of Terror with the Emperor's Children, Falk began to be influenced by a daemonic entity. He eventually ascends to Daemon Princehood after the events of Hydra Cordatus.
Type: Infantry (character)
Codex: Chaos Space Marines
Composition: 1 (unique)
Points: 180 points
WS6 BS5 S5 T5 W4 I5 A4 Ld10 Sv2+
Wargear: chainfist
Cataphractii-pattern terminator armour: This is terminator armor that provides a 4+ invulnerable save rather than 5+. It also has the Slow and Purposeful USR
plasma blaster: Range 18 S 7 AP 2 Assault 2 Get's Hot
Towering Giant: Stat bonuses included, also has the Eternal Warrior USR.
Iron Within, Iron Without: Bardan Falk is a member of Perturabo's Triarchs. All friendly units from the same detachment within 12 inches gain Fearless. In addition, Falk's Warlord trait grants Hatred to himself and his unit.
Lord Castellan Savius Kormidius
Wrath of the Emperor
Orbit, a system in the Korvus Sector, was saved by an unnamed chapter of space marines whose valiant efforts only slowed its approach and were eventually wiped out, however, the precious time bought by the precious lives of marines was sufficient for the coming of the Kormidius Crusade of Black Templar. Led by Castellan Savius Kormidius whose fury and benevolence was well known in equal measure. Troops under his command continue to fight despite the most terrible of losses. Despite only having a Rank of Castellan, the people of Orbit made him Lord of the Orbit System which High Marshall Helbrecht agreed readily as Orbit was a valuable asset to any crusade the High Marshal sent. With 4 Forge Worlds in Close Proximity to on another and ease of access and great defensive position against any invading fleet, Kormidius Reluctantly accepted the title of Lord Castellan Of Orbit. As Kormidius is a free spirited individual, unable to be kept to the confines of a desk therefore is rarely found in the Orbit system save that to resupply the ships in his crusade and defend the people who call him, Lord Castellan.
Points: 275
WS 6
BS 5
S 5
T 4
W 4
I 4
A 4
Ld 10
Ar 2+
War gear:
-2 Power Fists
-STorm Bolter
-Mantle of Orbit : Grants Kormidius a 3+ Invul Save
-Terminator Armor
Special Rules:
-Eternal Warrior
-Rites of Battle
-Benevolence of the Lord Castellan: All friendly units with LoS to Kormidius has stubborn USR and are able to re-roll Leadership tests
-Fearless
-Stubborn
-Fury
-Free Spirited: Kormidius embarrassingly enough does not take vows lead by Emperor's Champion seriously and therefore does not gain any benefit from vows.
-Righteous Zeal
Diamagnus Kormidius, Son of the Lord Castellan
Diamagnus Kormidius is the adopted son of the Lord Castellan, Savius Kormidius. While His father Crusades to rid the imperium of its enemies, Diamagnus manages the system of Orbit and ensures the crucial Forge Worlds are well-defended and able to service and produce munitions to supply the crusades of the Black Templar. Unlike his father, Diamagnus does not enjoy the heat of a melee but in the careful planning of battles. Diamagnus enjoys the providing of protection for his subordinates in the field of battle by giving support for those who fight under him. Diamagnus is a brilliant tactician who ever seeks to impress his father with the victories he earns in the face of unsurmountable odds. Despite sharing in the hatred of the enemies of man, Keeps a level head during battle.
Points: 150
BS 5
WS 4
S 4
T 4
I 4
W 2
A 2
Ar 3+
Ld 10
War Gear:
-Wrath Hammer : Heavy Bolter Str 6 Ap 4 Heavy, 6
-Iron Halo
-Bolt Pistol
-Culling Blade: 4+ Rending CCW
Special Rules:
-Brilliant Tactician: May roll 2 Warlord Traits only if Diamagnus is selected as Warlord
- Rites of Battle
- Covering Fire: Diamagnus tries his best to support his allies even when they are in combat and is able to fire into an ongoing assault, however the wounds allocated are on the closest models in LoS (allies included because it was an 'accident' ), Wounds allocated do not count towards combat resolution.
-Combat Tactics: only affects Diamagnus and the squad he is attached to.
SUPREME PRAETOR OF THE WHITE LEGION (350 points) WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Technarch Artificer Armour, All Spark Blade
Special Rules: Independent Character, Fearless, Adamantium Will, Technological Resilence
Warlord Trait: **the one that makes the Warlord a Scoring unit (Implacable??)**
[Technarch Artificer Armour]When Astartes armour was combined with the ingenuity of the Technarch Republic, it produced the finest armour known to the White Legion. Confers a 2+ Armour save and a 3+ Invulnerable save.
[All Spark Blade]Technarchy science created this weapon, and it was gifted to the White Legion's leader upon his victory over the Zeltraax xenos species that invaded the Republic's territory. To this day, it still crackles with the energy that gave it form - that of a blade which can carve through almost anything! Rng: - / Str: +1 / AP: 2 / Type: Melee, Master-Crafted, Tachyon Strike*
* Tachyon Strike: Any successful Invulnerable saves made against attacks from the All Spark must be re-rolled.
[Technological Resilence]The sheer protective power of not only the armoured suit, but the wearer himself, allows him to survive hits and blows that would fell even a gigantic beast. The Supreme Praetor benefits from the following; Eternal Warrior and It Will Not Die.
WS6 BS5 S5 T5 W4 I5 A4 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Technarch Artificer Armour, All Spark, Searing Sun
Special Rules: Independent Character, Fearless, Adamantium Will, Technological Resilence
Warlord Trait: **the one that makes the Warlord a Scoring unit (Implacable??)**
[Technarch Artificer Armour]When Astartes armour was combined with the ingenuity of the Technarch Republic, it produced the finest armour known to the White Legion. Confers a 2+ Armour save and a 3+ Invulnerable save.
[All Spark]Technarchy science created this weapon, and it was gifted to the White Legion's leader upon his victory over the Zeltraax xenos species that invaded the Republic's territory. To this day, it still crackles with the energy that gave it form. Rng: - / Str: User / AP: 2 / Type: Melee, Master-Crafted, Tachyon Strike*
* Tachyon Strike: Any to-wound rolls of 6 will ignore Invulnerable saves.
[Searing Sun]Thanks to Technarchy scientists, this ancient relic of the White Legion was repaired, and upgraded to inflict devastation upon the enemies of the bearer. Rng: 18" / Str: 6 / AP: 2 / Assault 2, Deflagrate
[Technological Resilence]The sheer protective power of not only the armoured suit, but the wearer himself, allows him to survive hits and blows that would fell even a gigantic beast. The Supreme Praetor benefits from the following; Eternal Warrior, It Will Not Die, and Feel No Pain.
What is the Deflagrate ability? Is it like Soul Blaze? And what's Adamintium Will?
Overall I don't think he's completely over-powered for his price, but a lot of people get worked up at the idea of a weapon that ignores invulnerable saves. And 2+/3++ with It Will Not Die and T5 means it'll take 32.5 plasma shots in one turn to take him down. Now, I know that Draigo has that, but everyone kicks and screams about him haha I don't think he's horribly undercosted.
MATHTIME!
Spoiler:
Space Marine Captain 100 points
+1S +15
+1T +15
+1W +15
+1A +10
Immovable Object +10 (Scoring)
Artificer Armor +15
Storm Shield +15
All Spark +45 (Power Sword 15 + AP 2 10 + MC 5 + Tachyon 15)
Searing Sun +25 (Storm Bolter 5 + S6 10 + AP2 10 + Deflagrate ??)
Techno-Res +55 (EW 25 + IWND 15 + FNP + 15)
All This gak Makes Him Unstoppable tax: 30 Points to keep him at 350
There, without know what AdamanWill or Deflagration does, he doesn't seem undercosted.
Happy 100th post!
PS - And it'll take 436 Lasgun shots to take him down.
Deflagrate is the special rule attached to the "Volkite" weapons in Horus Heresy: Betrayal. It works in a similar way to Necron "Tesla" weapons.
"After the weapon's normal attacks have been resolved count up the number of unsaved wounds. Resolve a number of automatic hits equal to the number of unsaved wounds. These do not generate more additional hits."
Jesus... that's pretty nasty! But any rules outside of the basic 40k set you should probably add into regular posts. Honestly, I feel like this guy is really stinking powerful and probably belongs in games like you'll find in that set where people are running Primarchs.
Made an update to the Supreme Praetor. Hopefully it will be better and not so OP. I normalised his stats, nerfed his All Spark Blade, and took away the FNP rule (for starters).
NeoAigaion wrote: Made an update to the Supreme Praetor. Hopefully it will be better and not so OP. I normalised his stats, nerfed his All Spark Blade, and took away the FNP rule (for starters).
MATHTIME! 2.0!
Spoiler:
Space Marine Captain 100 points
+1A +10
Immovable Object +10 (Scoring)
Artificer Armor +15
Storm Shield +15
All Spark +40 (Power Sword 15 + AP 2 10 + MC 5 + Tachyon Strike 10)
Techno-Res +40 (EW 25 + IWND 15)
All This gak Makes Him Unstoppable tax: 30 Points to keep him at 350
OK that's a lot better. I'd consider posting him ~250-260. I'd definitely play this guy (Especially since I don't use 2+ armor
felixander, you may want to get ready for "Mathtime 3.0" soon. I've had some further thoughts on Adamas' design.
Contrary to the battle doctrine of his legion (not chapter), Adamas likes to crash straight into the enemy, destroy them, and move onto the next. Much like a natural disaster LOL!!
To this end, I've thought up the following draft for him:
- Legion Praetor statline (the same as a Wolf Lord I believe)
- dual Paragon Blades (+1 S, AP2, murderous strike (instant death on to-wound roll of 6))
- same Technarch Artificer Armour as before, but this time dropping IWND (so its now just 2+, 3++, and EW)
- Warlord Trait "Legendary Fighter"
- IC, Fearless, Crusader, Counter-Attack
In this possible incarnation, Adamas would be a (potential) nightmare in melee. Thanks to his defences, he would close in on his targets, and slice them apart with his twin blades.
Thoughts/comments?
"Charge forward, keep going, and never stop!" - one of his many recorded sayings.
Warsmith Golg, Triarch, commander of the Contrador
Golg was a Warsmith of the Iron Warriors, and one of Perturabo's inner circle. He was killed in action when Alexis Polux and his Imperial Fists boarded the Contrador. Though he struck off Polux's boarding shield and left arm with his chainfist, Polux's massive stature overpowered Golg, whose head was vaporised by Polux's power fist. To add insult to injury, Polux and his men then stole Golg's ship and escaped the system.
Type: Infantry (character)
Composition: 1 (unique)
Points: 175 points
WS6 BS5 S4 T5 W3 I5 A4 Ld10 Sv2+
Wargear: power armour, chainfist, combi-melta, frag and krak grenades
boarding shield: may re-roll all failed armor saves. May not run or sweeping advance
bionics: gives +1 to Toughness and armor save (included already)
Special Rules: Independent Character, Hatred, Fearless
Meet them! Deny them!: Golg and his unit have the Counter Attack USR.
NeoAigaion wrote: felixander, you may want to get ready for "Mathtime 3.0" soon. I've had some further thoughts on Adamas' design.
Contrary to the battle doctrine of his legion (not chapter), Adamas likes to crash straight into the enemy, destroy them, and move onto the next. Much like a natural disaster LOL!!
To this end, I've thought up the following draft for him:
- Legion Praetor statline (the same as a Wolf Lord I believe)
- dual Paragon Blades (+1 S, AP2, murderous strike (instant death on to-wound roll of 6))
- same Technarch Artificer Armour as before, but this time dropping IWND (so its now just 2+, 3++, and EW)
- Warlord Trait "Legendary Fighter"
- IC, Fearless, Crusader, Counter-Attack
In this possible incarnation, Adamas would be a (potential) nightmare in melee. Thanks to his defences, he would close in on his targets, and slice them apart with his twin blades.
Thoughts/comments?
"Charge forward, keep going, and never stop!" - one of his many recorded sayings.
Wargear
-Bolt Pistol
-Plasma Pistol
-Sword of the Unforgiven - Rumored to be the legendary Lion Sword of Lion El'Jonson, the blade Cypher carries but never draws or uses emanates raw power, protecting and shielding Cypher from harm. The Sword of the Unforgiven provides Cypher with a 3+ Invulnerable Save.
-Redemption and Retribution - The twin, wrist-mounted combat blades Cypher wields in close combat. Named Redemption and Retribution, these blades are deadly and razor-sharp, crafted by the Fallen Angel himself. Redemption and Retribution count as a single power weapon.
Special Rules
Independent Character
Preferred Enemy
Fearless
Master of Concealment - Cypher has hidden himself from the ever-watching eyes of the Unforgiven for millennia. It is rumored he can vanish before someone's very eyes, or at least seem to. Cypher has the Stealth universal special rule, but adds +2 to his cover save rather than +1, to a maximum of 2+.
Escape - The Fallen Angel has eluded the iron-hard grasp of the Dark Angels more than once, disappearing from a battlefield as suddenly as he appeared. Cypher has the Hit and Run universal special rule.
Wargear
-Bolt Pistol
-Plasma Pistol
-Sword of the Unforgiven - Rumored to be the legendary Lion Sword of Lion El'Jonson, the blade Cypher carries but never draws or uses emanates raw power, protecting and shielding Cypher from harm. The Sword of the Unforgiven provides Cypher with a 3+ Invulnerable Save.
-Redemption and Retribution - The twin, wrist-mounted combat blades Cypher wields in close combat. Named Redemption and Retribution, these blades are deadly and razor-sharp, crafted by the Fallen Angel himself. Redemption and Retribution count as a single power weapon.
Special Rules
Independent Character
Preferred Enemy
Fearless
Master of Concealment - Cypher has hidden himself from the ever-watching eyes of the Unforgiven for millennia. It is rumored he can vanish before someone's very eyes, or at least seem to. Cypher has the Stealth universal special rule, but adds +2 to his cover save rather than +1, to a maximum of 2+.
Escape - The Fallen Angel has eluded the iron-hard grasp of the Dark Angels more than once, disappearing from a battlefield as suddenly as he appeared. Cypher has the Hit and Run universal special rule.
Master of Concealment should probably just be stealth + shrouded, and instead of hit and run, he should maybe have a 'shunt' style ability, or an ability like Trazyn which allows him to replace another model on the field.
[Paragon Blade] Melee, +1 Strength, AP2, Murderous Strike*
* To-wound rolls of 6 inflict Instant Death. [Technarch Armour] This counts as Artificer Armour that also confers the "Eternal Warrior" rule.
Wargear
-Bolt Pistol
-Plasma Pistol
-Sword of the Unforgiven - Rumored to be the legendary Lion Sword of Lion El'Jonson, the blade Cypher carries but never draws or uses emanates raw power, protecting and shielding Cypher from harm. The Sword of the Unforgiven provides Cypher with a 3+ Invulnerable Save.
-Redemption and Retribution - The twin, wrist-mounted combat blades Cypher wields in close combat. Named Redemption and Retribution, these blades are deadly and razor-sharp, crafted by the Fallen Angel himself. Redemption and Retribution count as a single power weapon.
Special Rules
Independent Character
Preferred Enemy
Fearless
Master of Concealment - Cypher has hidden himself from the ever-watching eyes of the Unforgiven for millennia. It is rumored he can vanish before someone's very eyes, or at least seem to. Cypher has the Stealth universal special rule, but adds +2 to his cover save rather than +1, to a maximum of 2+.
Escape - The Fallen Angel has eluded the iron-hard grasp of the Dark Angels more than once, disappearing from a battlefield as suddenly as he appeared. Cypher has the Hit and Run universal special rule.
Really like this, have a couple of gripes though: BS7 seems a bit too high. No rule for firing both pistols?
Wargear -Bolt Pistol -Plasma Pistol -Sword of the Unforgiven - Rumored to be the legendary Lion Sword of Lion El'Jonson, the blade Cypher carries but never draws or uses emanates raw power, protecting and shielding Cypher from harm. The Sword of the Unforgiven provides Cypher with a 3+ Invulnerable Save. -Redemption and Retribution - The twin, wrist-mounted combat blades Cypher wields in close combat. Named Redemption and Retribution, these blades are deadly and razor-sharp, crafted by the Fallen Angel himself. Redemption and Retribution count as a single power weapon.
Special Rules Independent Character Preferred Enemy Fearless Master of Concealment - Cypher has hidden himself from the ever-watching eyes of the Unforgiven for millennia. It is rumored he can vanish before someone's very eyes, or at least seem to. Cypher has the Stealth universal special rule, but adds +2 to his cover save rather than +1, to a maximum of 2+. Escape - The Fallen Angel has eluded the iron-hard grasp of the Dark Angels more than once, disappearing from a battlefield as suddenly as he appeared. Cypher has the Hit and Run universal special rule.
Really like this, have a couple of gripes though: BS7 seems a bit too high. No rule for firing both pistols?
Otherwise, awesome.
Don't need a unit specific special rule for it anymore - Thanks to the Gunslinger rule, all models with 2 pistols can fire both. (Page 52 of the rulebook)
Wargear -Bolt Pistol -Plasma Pistol -Sword of the Unforgiven - Rumored to be the legendary Lion Sword of Lion El'Jonson, the blade Cypher carries but never draws or uses emanates raw power, protecting and shielding Cypher from harm. The Sword of the Unforgiven provides Cypher with a 3+ Invulnerable Save. -Redemption and Retribution - The twin, wrist-mounted combat blades Cypher wields in close combat. Named Redemption and Retribution, these blades are deadly and razor-sharp, crafted by the Fallen Angel himself. Redemption and Retribution count as a single power weapon.
Special Rules Independent Character Preferred Enemy Fearless Master of Concealment - Cypher has hidden himself from the ever-watching eyes of the Unforgiven for millennia. It is rumored he can vanish before someone's very eyes, or at least seem to. Cypher has the Stealth universal special rule, but adds +2 to his cover save rather than +1, to a maximum of 2+. Escape - The Fallen Angel has eluded the iron-hard grasp of the Dark Angels more than once, disappearing from a battlefield as suddenly as he appeared. Cypher has the Hit and Run universal special rule.
Really like this, have a couple of gripes though: BS7 seems a bit too high. No rule for firing both pistols?
Otherwise, awesome.
Don't need a unit specific special rule for it anymore - Thanks to the Gunslinger rule, all models with 2 pistols can fire both. (Page 52 of the rulebook)
IIRC his original statline from the CSM codex when it was out was
WS:5 BS6 S:4 T:4 W:3 I:8 A:3 Ld: 10
all for 151pts. Correct me if i'm wrong i like him the way he has him a tad over costed IMO. i think in a post i saw on here they (GW) updated him and he was BS8. though that was a rumor i believe. Also Redemption and Retribution nice touch for a bit of uniqeness
chair leg o justiss - Fear the chair leg of justice, for it is cruel and wise. This weapon can be treated as a 1 handed thunder hammer, or a 1 handed power sword.
justiss depaar'ment - This mighty pistol with dual barrels and dual drum fed pops out rounds as large as a guardsmen heads and rips through most armor effortlessly.
Strength - 6 Ap 4, rending, assault 6
El' Prezident Armuor - The armor looks like that of a very old Sherman tank and is treated as power armor along with a 3++ invulnerable save.
Preferred Enemy - everything, justice will be served!
Fearless
Rage - ITS CLOBBERIN TIME!
Master of the Army - Any orks falling back or pinned or gone to ground, when this waghh is yelled, is automatically rallied and runs a auto 6 or auto charges a full 12 inches ignoring any terrain but still taking dangerous checks as needed.
The shout of the President - For the turn during the waghh all orks have the Rage universal rule. (this works for El' Prezident's special waghh and normal waghhs)
Wrath of the president - every time a ork squad is destoryed or fleed the field, roll a d6, on a 1 the president goes mad with anger attacking his unit with d6 attacks with whatever profile for the chair leg chosen by the foe. This happens during the movement phase and doesnt effect the player turn nor the turn for the unit. Resolve the hits and call a free waghh. This doesn't use the waghh the player is given. This waghh also doesn't use the presidents special waghh. The unit can act normally after hits are resolved.
**Should two waghhs take place in the same turn the waghh is then upgraded to El prezident's special waghh
Trusted Advisors - El Prez confers his special rules to his squad except for the wrath of the president. As such El Prezident can't leave the unit he has joined till they are all dead, and can only join a unit of the most trusted nobs.
What do you guys think of this, for about 210 pts?
Of all the reavers that fly above the spires in the death races, there is one reaver that has come out on top every time. Azure, as she is known, first mounted a reaver jet bike when she managed to kill one during a controversial death race as a young hellion, jumping from her skyboard, and decapitating the arena champion as he flew past, while mounting it herself, stealing the bike and finishing the race, alive and first. She had an uncanny ability to swerve at the very last moment, more so than her reaver opponents, winning time and time again, her winnings are so Much that she rivals some of the lesser kabals in monetary terms, and far outstrips them in terms of respect and fear. She deigns to join realspace raids followed by hopeful reavers trying to catch her attention, often to their demises, while she herself flies past in a blur if blood and metal, tear the enemy to shreds.
Azure, reaver champion (HQ choice) unit type; bike (eldar jet bike) ( unique) independent character.
WsBS s t w I a Ldsv 7 7. 3 3(4) 3 8 3 10 3+
Custom reaver jet bike; Azure's jetbike has been modified to such and extent that when using her bladevane ability, wounds it causes wound on a 3+, with armour saves allowed . The custom reaver jetbike can also quickly be modifed by azure on the eve of battle, before the deployment of both armies, roll a d6 and consult the following chart;
1- arm of pain- taken from the back of a dead techmarine, azure has modified a servo arm to hold whatever weapon she sees fit to carry into battle. It grants her weapons the twin linked ability to her ranged weapons and grants +1 attack in close combat.
2- haywire charges - azure outfits here reaver with haywire grenades stored just behind the under slung weapon of her reaver, so as to attack vehicles as she zooms past. Whenever azure turbo boosts over a vehicle, she can choose to release some of the haywire charges, azure is able to bladevane said vehicle and roll d3 hits against it, results resolved on the haywire table of the warhammer 40000 rulebook.
3- enhanced engines, during the movement phase, azure can move an extra d6" in any direction.
4- advanced targeting systems - azure outfits her jetbike with advanced targeting, which show all the critical points on her target, on a roll of 6 to wound with any ranged or close combat weapon, she gains the rending ability.
5- mobile armoury, she outfits her jetbikes with as many weapons as possible though with reduced speed, if this result is rolled, choose d3 results on this table except this result, and apply these abilities to azure. Note that she cannot use her eldar jet bike move if there is more than one result chosen.
6- ran out of time, azure ran out of time modifying her bike she gets -1 initiative for the rest of the game and -1 attacks, also, her reaver bladevanes hit with str 4 ap -.
Spear of Lhilitu; the spear of lhilitu is a power lance that always has the following profile;
Spear of lhilitu str. ap type
User/+1*/9**. 3/2* power lance
* on charge, ** when charging a vehicle.
Under slung stinger gun; azure once famously persuaded a haemonculus to convert his own dreaded stinger pistol into a reaver-mounted underslung stinger gun, the stinger gun always wounds on a 2+. Its profile is as follows
Stinger gun; range strap type
18" X 5 assault 2 poisoned (2+)
Special rules; skilled rider, night vision, power from pain, alluring presence, speed over power.
Alluring presence; when azure rides to war, she is often see being followed by dozens if eager reaver hopefuls, whenever azure is taken in the FOC, reaver jet bikes become a troops choice.
Speed over power; azure detests slow moving things, any unit that can take a skimmer transport, I.e. raider or venom, must do so, haemonculi, wracks, talos and cronos engines and grotesques cannot be taken in an army containing azure.
sLeEpYrOcK wrote: What do you guys think of this, for about 210 pts?
Of all the reavers that fly above the spires in the death races, there is one reaver that has come out on top every time. Azure, as she is known, first mounted a reaver jet bike when she managed to kill one during a controversial death race as a young hellion, jumping from her skyboard, and decapitating the arena champion as he flew past, while mounting it herself, stealing the bike and finishing the race, alive and first. She had an uncanny ability to swerve at the very last moment, more so than her reaver opponents, winning time and time again, her winnings are so Much that she rivals some of the lesser kabals in monetary terms, and far outstrips them in terms of respect and fear. She deigns to join realspace raids followed by hopeful reavers trying to catch her attention, often to their demises, while she herself flies past in a blur if blood and metal, tear the enemy to shreds.
Azure, reaver champion (HQ choice) unit type; bike (eldar jet bike) ( unique) independent character.
WsBS s t w I a Ldsv 7 7. 3 4(5) 3 8 3 10 3+
Wargear :
Custom reaver jetbike, armour of vileth, spear of Lhilitu, underslung stinger gun, Splinter pistol, combat drugs.
Custom reaver jet bike; Azure's jetbike has been modified to such and extent that when using her bladevane ability, it automatically wounds on a 3+, with amour saves allowed, also, she can move an extra 2d6" in the assault phase, regardless of if she turbo boosted or not. If she is deployed with a squad of reavers, she confers the extra 2d6" move to her squad, this effect last the entire game and doesn't not negate if azure herself is killed. The custom reaver jetbike can also quickly be modifed by azure on the eve of battle, before the deployment of both armies, roll a d6 and consult the following chart;
1- arm of pain- taken from the back of a dead techmarine, azure has modified a servo arm to hold whatever weapon she sees fit to carry into battle. It grants her weapons the twin linked ability to her ranged weapons and grants +1 attack in close combat.
2- haywire charges - azure outfits here reaver with haywire grenades store just behind the under slung weapon of her reaver, so as to attack vehicles as she zooms past. Whenever azure turbo boosts over a vehicle, she can choose to release some of the haywire charges, azure is able to bladevane said vehicle and roll d3 hits against it, results resolved on the haywire table of the warhammer 40000 rulebook.
3- enhanced engines, during the movement phase, azure can move an extra d6" in any direction.
4- advanced targeting systems - azure outfits her jetbike with advanced targeting, which show all the critical points on her target, on a roll of 6 to wound with any ranged or close combat weapon, she gains the rending ability.
5- mobile armoury, she outfits her jetbikes with as many weapons as possible though with reduced speed, if this result is rolled, choose d3 results on this table except this result and apply these abilities to azure.
6- drugged up- azure controls a large portion of the commoragh drug trade due to her wealth, which has its benefits in a realspace raid, roll two dice and choose one result when resolving combat drugs.
Spear of Lhilitu; the spear of lhilitu is a power lance that always has an AP of 2 and counts as str 9 when charging vehicles.
Armour of vileth- armour said to be imbued with the dark powers of vileth, this armour give a 3+ invulnerable save to the wearer. Due to the arrogance of the wearer being intensified by the dark powers of the ancient armour, the bear also has the furious charge special rule.
Under slung stinger gun; azure once famously persuaded a haemonculus to convert his own dreaded stinger pistol into a reaver-mounted underslung stinger gun, the stinger gun always wounds on a 2+. Its profile is as follows
Stinger gun; range strap type
18" X 5 assault 2 poisoned (2+)
Special rules; skilled rider, stealth, night vision, power from pain, master of the skies, speed over power
Alluring presence; when azure rides to war, she is often see being followed by dozens if eager reaver hopefuls, whenever azure is taken in the FOC, reaver jet bikes become a troops choice.
Speed over power; azure detests slow moving things, any unit that can take a skimmer transport, I.e. raider or venom, must do so, and wracks, talos and cronos engines and grotesques cannot be taken in an army containing azure.
far too cheap for 210, she's close too 350+ with some of those abilities.
1. Alluring presence
2. enhanced engines, during the movement phase, azure can move an extra d6" in any direction + she can move an extra 2d6" in the assault phase + she confers the extra 2d6" move to her squad. That's too fast a unit to do anything about, especially when she's going round butchering on a 2+ and Str 9 vs Vehicles.
sLeEpYrOcK wrote: What do you guys think of this, for about 210 pts?
Of all the reavers that fly above the spires in the death races, there is one reaver that has come out on top every time. Azure, as she is known, first mounted a reaver jet bike when she managed to kill one during a controversial death race as a young hellion, jumping from her skyboard, and decapitating the arena champion as he flew past, while mounting it herself, stealing the bike and finishing the race, alive and first. She had an uncanny ability to swerve at the very last moment, more so than her reaver opponents, winning time and time again, her winnings are so Much that she rivals some of the lesser kabals in monetary terms, and far outstrips them in terms of respect and fear. She deigns to join realspace raids followed by hopeful reavers trying to catch her attention, often to their demises, while she herself flies past in a blur if blood and metal, tear the enemy to shreds.
Azure, reaver champion (HQ choice) unit type; bike (eldar jet bike) ( unique) independent character.
WsBS s t w I a Ldsv 7 7. 3 4(5) 3 8 3 10 3+
Wargear :
Custom reaver jetbike, armour of vileth, spear of Lhilitu, underslung stinger gun, Splinter pistol, combat drugs.
Custom reaver jet bike; Azure's jetbike has been modified to such and extent that when using her bladevane ability, it automatically wounds on a 3+, with amour saves allowed, also, she can move an extra 2d6" in the assault phase, regardless of if she turbo boosted or not. If she is deployed with a squad of reavers, she confers the extra 2d6" move to her squad, this effect last the entire game and doesn't not negate if azure herself is killed. The custom reaver jetbike can also quickly be modifed by azure on the eve of battle, before the deployment of both armies, roll a d6 and consult the following chart;
1- arm of pain- taken from the back of a dead techmarine, azure has modified a servo arm to hold whatever weapon she sees fit to carry into battle. It grants her weapons the twin linked ability to her ranged weapons and grants +1 attack in close combat.
2- haywire charges - azure outfits here reaver with haywire grenades store just behind the under slung weapon of her reaver, so as to attack vehicles as she zooms past. Whenever azure turbo boosts over a vehicle, she can choose to release some of the haywire charges, azure is able to bladevane said vehicle and roll d3 hits against it, results resolved on the haywire table of the warhammer 40000 rulebook.
3- enhanced engines, during the movement phase, azure can move an extra d6" in any direction.
4- advanced targeting systems - azure outfits her jetbike with advanced targeting, which show all the critical points on her target, on a roll of 6 to wound with any ranged or close combat weapon, she gains the rending ability.
5- mobile armoury, she outfits her jetbikes with as many weapons as possible though with reduced speed, if this result is rolled, choose d3 results on this table except this result and apply these abilities to azure.
6- drugged up- azure controls a large portion of the commoragh drug trade due to her wealth, which has its benefits in a realspace raid, roll two dice and choose one result when resolving combat drugs.
Spear of Lhilitu; the spear of lhilitu is a power lance that always has an AP of 2 and counts as str 9 when charging vehicles.
Armour of vileth- armour said to be imbued with the dark powers of vileth, this armour give a 3+ invulnerable save to the wearer. Due to the arrogance of the wearer being intensified by the dark powers of the ancient armour, the bear also has the furious charge special rule.
Under slung stinger gun; azure once famously persuaded a haemonculus to convert his own dreaded stinger pistol into a reaver-mounted underslung stinger gun, the stinger gun always wounds on a 2+. Its profile is as follows
Stinger gun; range strap type
18" X 5 assault 2 poisoned (2+)
Special rules; skilled rider, stealth, night vision, power from pain, master of the skies, speed over power
Alluring presence; when azure rides to war, she is often see being followed by dozens if eager reaver hopefuls, whenever azure is taken in the FOC, reaver jet bikes become a troops choice.
Speed over power; azure detests slow moving things, any unit that can take a skimmer transport, I.e. raider or venom, must do so, and k,wracks, talos and cronos engines and grotesques cannot be taken in an army containing azure.
far too cheap for 210, she's close too 350+ with some of those abilities.
1. Alluring presence
2. enhanced engines, during the movement phase, azure can move an extra d6" in any direction + she can move an extra 2d6" in the assault phase + she confers the extra 2d6" move to her squad. That's too fast a unit to do anything about, especially when she's going round butchering on a 2+ and Str 9 vs Vehicles.
Well the alluring presence was to make her allow reavers as troops, as playing a reaver based army would be amazingly good fun, but I see your point, though she doesn't butcher too badly does she? Str 5 on charge isn't too powerful, is it? And marines can have super OP characters, so why can't dark eldar? I think maybe bring the spear down to str 7 or something maybe then? What would you change?
What do you guys think of this, for about 210 pts?
Of all the reavers that fly above the spires in the death races, there is one reaver that has come out on top every time. Azure, as she is known, first mounted a reaver jet bike when she managed to kill one during a controversial death race as a young hellion, jumping from her skyboard, and decapitating the arena champion as he flew past, while mounting it herself, stealing the bike and finishing the race, alive and first. She had an uncanny ability to swerve at the very last moment, more so than her reaver opponents, winning time and time again, her winnings are so Much that she rivals some of the lesser kabals in monetary terms, and far outstrips them in terms of respect and fear. She deigns to join realspace raids followed by hopeful reavers trying to catch her attention, often to their demises, while she herself flies past in a blur if blood and metal, tear the enemy to shreds.
Azure, reaver champion (HQ choice) unit type; bike (eldar jet bike) ( unique) independent character.
WsBS s t w I a Ldsv 7 7. 3 4(5) 3 8 3 10 3+
Wargear :
Custom reaver jetbike, armour of vileth, spear of Lhilitu, underslung stinger gun, Splinter pistol, combat drugs.
Custom reaver jet bike; Azure's jetbike has been modified to such and extent that when using her bladevane ability, it automatically wounds on a 3+, with amour saves allowed, also, she can move an extra 2d6" in the assault phase, regardless of if she turbo boosted or not. If she is deployed with a squad of reavers, she confers the extra 2d6" move to her squad, this effect last the entire game and doesn't not negate if azure herself is killed. The custom reaver jetbike can also quickly be modifed by azure on the eve of battle, before the deployment of both armies, roll a d6 and consult the following chart;
1- arm of pain- taken from the back of a dead techmarine, azure has modified a servo arm to hold whatever weapon she sees fit to carry into battle. It grants her weapons the twin linked ability to her ranged weapons and grants +1 attack in close combat.
2- haywire charges - azure outfits here reaver with haywire grenades store just behind the under slung weapon of her reaver, so as to attack vehicles as she zooms past. Whenever azure turbo boosts over a vehicle, she can choose to release some of the haywire charges, azure is able to bladevane said vehicle and roll d3 hits against it, results resolved on the haywire table of the warhammer 40000 rulebook.
3- enhanced engines, during the movement phase, azure can move an extra d6" in any direction.
4- advanced targeting systems - azure outfits her jetbike with advanced targeting, which show all the critical points on her target, on a roll of 6 to wound with any ranged or close combat weapon, she gains the rending ability.
5- mobile armoury, she outfits her jetbikes with as many weapons as possible though with reduced speed, if this result is rolled, choose d3 results on this table except this result and apply these abilities to azure.
6- drugged up- azure controls a large portion of the commoragh drug trade due to her wealth, which has its benefits in a realspace raid, roll two dice and choose one result when resolving combat drugs.
Spear of Lhilitu; the spear of lhilitu is a power lance that always has an AP of 2 and counts as str 9 when charging vehicles.
Armour of vileth- armour said to be imbued with the dark powers of vileth, this armour give a 3+ invulnerable save to the wearer. Due to the arrogance of the wearer being intensified by the dark powers of the ancient armour, the bear also has the furious charge special rule.
Under slung stinger gun; azure once famously persuaded a haemonculus to convert his own dreaded stinger pistol into a reaver-mounted underslung stinger gun, the stinger gun always wounds on a 2+. Its profile is as follows
Stinger gun; range strap type
18" X 5 assault 2 poisoned (2+)
Special rules; skilled rider, stealth, night vision, power from pain, master of the skies, speed over power
Alluring presence; when azure rides to war, she is often see being followed by dozens if eager reaver hopefuls, whenever azure is taken in the FOC, reaver jet bikes become a troops choice.
Speed over power; azure detests slow moving things, any unit that can take a skimmer transport, I.e. raider or venom, must do so, and k,wracks, talos and cronos engines and grotesques cannot be taken in an army containing azure.
far too cheap for 210, she's close too 350+ with some of those abilities.
1. Alluring presence
2. enhanced engines, during the movement phase, azure can move an extra d6" in any direction + she can move an extra 2d6" in the assault phase + she confers the extra 2d6" move to her squad. That's too fast a unit to do anything about, especially when she's going round butchering on a 2+ and Str 9 vs Vehicles.
Well the alluring presence was to make her allow reavers as troops, as playing a reaver based army would be amazingly good fun, but I see your point, though she doesn't butcher too badly does she? Str 5 on charge isn't too powerful, is it? And marines can have super OP characters, so why can't dark eldar? I think maybe bring the spear down to str 7 or something maybe then? What would you change?
I'll do a clear cut review of this when we get back from the store.
Wargear: jump pack, frag and krak grenades, 2 power swords
Improvised armour: provides a 2+ armor save and a 4+ cover save
Needle carbine: Range 36 S4 AP3 Assault 3 Fleshbane Rending
Special Rules: Fearless, Stealth, Shrouded, Fleet, Hit and Run.
Wraith-slip: Sharrowkyn's Initiative is always 1 point higher than the highest initiative amongst the enemy units he is in combat with. He automatically passes all Initiative tests, and may re-roll all movement rolls, i.e. moving through cover, assaulting, consolidation, sweeping advance etc.
Blademaster: Sharrowkyn's close combat attacks ignore armor and always wound on a 4+, unless they would otherwise wound on a 3+ or better. He may re-roll all fail to hit and wound rolls in combat. In addition, he has a 3+ invulnerable save in combat. He inflicts D3 Hammer of Wrath attacks instead of 1, and are at S4 AP2.
What do you guys think of this, for about 210 pts?
Of all the reavers that fly above the spires in the death races, there is one reaver that has come out on top every time. Azure, as she is known, first mounted a reaver jet bike when she managed to kill one during a controversial death race as a young hellion, jumping from her skyboard, and decapitating the arena champion as he flew past, while mounting it herself, stealing the bike and finishing the race, alive and first. She had an uncanny ability to swerve at the very last moment, more so than her reaver opponents, winning time and time again, her winnings are so Much that she rivals some of the lesser kabals in monetary terms, and far outstrips them in terms of respect and fear. She deigns to join realspace raids followed by hopeful reavers trying to catch her attention, often to their demises, while she herself flies past in a blur if blood and metal, tear the enemy to shreds.
Azure, reaver champion (HQ choice) unit type; bike (eldar jet bike) ( unique) independent character.
WsBS s t w I a Ldsv 7 7. 3 4(5) 3 8 3 10 3+
Wargear :
Custom reaver jetbike, armour of vileth, spear of Lhilitu, underslung stinger gun, Splinter pistol, combat drugs.
Custom reaver jet bike; Azure's jetbike has been modified to such and extent that when using her bladevane ability, it automatically wounds on a 3+, with amour saves allowed, also, she can move an extra 2d6" in the assault phase, regardless of if she turbo boosted or not. If she is deployed with a squad of reavers, she confers the extra 2d6" move to her squad, this effect last the entire game and doesn't not negate if azure herself is killed. The custom reaver jetbike can also quickly be modifed by azure on the eve of battle, before the deployment of both armies, roll a d6 and consult the following chart;
1- arm of pain- taken from the back of a dead techmarine, azure has modified a servo arm to hold whatever weapon she sees fit to carry into battle. It grants her weapons the twin linked ability to her ranged weapons and grants +1 attack in close combat.
2- haywire charges - azure outfits here reaver with haywire grenades store just behind the under slung weapon of her reaver, so as to attack vehicles as she zooms past. Whenever azure turbo boosts over a vehicle, she can choose to release some of the haywire charges, azure is able to bladevane said vehicle and roll d3 hits against it, results resolved on the haywire table of the warhammer 40000 rulebook.
3- enhanced engines, during the movement phase, azure can move an extra d6" in any direction.
4- advanced targeting systems - azure outfits her jetbike with advanced targeting, which show all the critical points on her target, on a roll of 6 to wound with any ranged or close combat weapon, she gains the rending ability.
5- mobile armoury, she outfits her jetbikes with as many weapons as possible though with reduced speed, if this result is rolled, choose d3 results on this table except this result and apply these abilities to azure.
6- drugged up- azure controls a large portion of the commoragh drug trade due to her wealth, which has its benefits in a realspace raid, roll two dice and choose one result when resolving combat drugs.
Spear of Lhilitu; the spear of lhilitu is a power lance that always has an AP of 2 and counts as str 9 when charging vehicles.
Armour of vileth- armour said to be imbued with the dark powers of vileth, this armour give a 3+ invulnerable save to the wearer. Due to the arrogance of the wearer being intensified by the dark powers of the ancient armour, the bear also has the furious charge special rule.
Under slung stinger gun; azure once famously persuaded a haemonculus to convert his own dreaded stinger pistol into a reaver-mounted underslung stinger gun, the stinger gun always wounds on a 2+. Its profile is as follows
Stinger gun; range strap type
18" X 5 assault 2 poisoned (2+)
Special rules; skilled rider, stealth, night vision, power from pain, master of the skies, speed over power
Alluring presence; when azure rides to war, she is often see being followed by dozens if eager reaver hopefuls, whenever azure is taken in the FOC, reaver jet bikes become a troops choice.
Speed over power; azure detests slow moving things, any unit that can take a skimmer transport, I.e. raider or venom, must do so, and k,wracks, talos and cronos engines and grotesques cannot be taken in an army containing azure.
far too cheap for 210, she's close too 350+ with some of those abilities.
1. Alluring presence
2. enhanced engines, during the movement phase, azure can move an extra d6" in any direction + she can move an extra 2d6" in the assault phase + she confers the extra 2d6" move to her squad. That's too fast a unit to do anything about, especially when she's going round butchering on a 2+ and Str 9 vs Vehicles.
Well the alluring presence was to make her allow reavers as troops, as playing a reaver based army would be amazingly good fun, but I see your point, though she doesn't butcher too badly does she? Str 5 on charge isn't too powerful, is it? And marines can have super OP characters, so why can't dark eldar? I think maybe bring the spear down to str 7 or something maybe then? What would you change?
I'll do a clear cut review of this when we get back from the store.
Mynameisalie wrote: Wait, so he's good at ranged, close and stealth combat?
Well my character's screwed.
EDIT: Ninja'd for the second time in 2 minutes.
He is from Angel Exterminatus. He manages to infiltrate, with limited resources and back up, into a world held by the majority of 2 entire Legions, sneak through their security, then shoot a Primarch in the head and nearly kill him. Then he manages to exfil without being shot, despite having said two legions hunting him. Then he duels and kills in single combat one of the greatest swordsmen of the Astartes.
Mynameisalie wrote: Wait, so he's good at ranged, close and stealth combat?
Well my character's screwed.
EDIT: Ninja'd for the second time in 2 minutes.
He is from Angel Exterminatus. He manages to infiltrate, with limited resources and back up, into a world held by the majority of 2 entire Legions, sneak through their security, then shoot a Primarch in the head and nearly kill him. Then he manages to exfil without being shot, despite having said two legions hunting him. Then he duels and kills in single combat one of the greatest swordsmen of the Astartes.
OK, as promised - A solid review. Be forewarned - I'm not going to pull any punches, this will be a concise breakdown of the entire unit, ending with it being transferred to my plain-text template for easier viewing, a full costing estimate, and if I feel up to it, a proposed fix.
What do you guys think of this, for about 210 pts? Of all the reavers that fly above the spires in the death races, there is one reaver that has come out on top every time. Azure, as she is known, first mounted a reaver jet bike when she managed to kill one during a controversial death race as a young hellion, jumping from her skyboard, and decapitating the arena champion as he flew past, while mounting it herself, stealing the bike and finishing the race, alive and first. She had an uncanny ability to swerve at the very last moment, more so than her reaver opponents, winning time and time again, her winnings are so Much that she rivals some of the lesser kabals in monetary terms, and far outstrips them in terms of respect and fear. She deigns to join realspace raids followed by hopeful reavers trying to catch her attention, often to their demises, while she herself flies past in a blur if blood and metal, tear the enemy to shreds. Not sure what to say about this - fairly typical ott best-something-ever BG
Azure, reaver champion (HQ choice) unit type; bike (eldar jet bike) ( unique) independent character. WsBS s t w I a Ldsv 7 7. 3 4(5) 3 8 3 10 3+ Why T4 base? there's no particular explanation for this... Also any particular reason for I8?
Wargear :
Custom reaver jetbike, armour of vileth, spear of Lhilitu, underslung stinger gun, Splinter pistol, combat drugs.
Custom reaver jet bike; Azure's jetbike has been modified to such and extent that when using her bladevane ability, it automatically wounds on a 3+, with amour saves allowed, also, she can move an extra 2d6" in the assault phase, regardless of if she turbo boosted or not. If she is deployed with a squad of reavers, she confers the extra 2d6" move to her squad, this effect last the entire game and doesn't not negate if azure herself is killed. The custom reaver jetbike can also quickly be modifed by azure on the eve of battle, before the deployment of both armies, roll a d6 and consult the following chart; This is kind of nuts, and something prevalent through your entire character - it's so overloaded with extra rules. There's no particular need for it to autowound with Bladevanes, and the bonus 2D6 means he and his squad can move up to 5 feet with 2 turns every turn. And that it permanently confers the rule? eesh.
1- arm of pain- taken from the back of a dead techmarine, azure has modified a servo arm to hold whatever weapon she sees fit to carry into battle. It grants her weapons the twin linked ability to her ranged weapons and grants +1 attack in close combat. What self respecting Dark Eldar would stoop to taking ugly, inferior Monkeigh technology!? Otherwise reasonably mediocre. 2- haywire charges - azure outfits here reaver with haywire grenades store just behind the under slung weapon of her reaver, so as to attack vehicles as she zooms past. Whenever azure turbo boosts over a vehicle, she can choose to release some of the haywire charges, azure is able to bladevane said vehicle and roll d3 hits against it, results resolved on the haywire table of the warhammer 40000 rulebook. At the end of the day, this one's probably fine. 3- enhanced engines, during the movement phase, azure can move an extra d6" in any direction. oooh can go up to 5 and a half feet a with 3 turns per turn! When you're moving equivalent to a Railgun round a turn, or faster than a flyer, something's confusing and wrong.... 4- advanced targeting systems - azure outfits her jetbike with advanced targeting, which show all the critical points on her target, on a roll of 6 to wound with any ranged or close combat weapon, she gains the rending ability. Rending doesn't do a huge amount here, but it's still reasonably brutal. 5- mobile armoury, she outfits her jetbikes with as many weapons as possible though with reduced speed, if this result is rolled, choose d3 results on this table except this result and apply these abilities to azure. This one makes no sense - roll this option, get D3 results for free! With no drawbacks! You claim it's with reduced speed, but it isn't. Just bonuses. 6- drugged up- azure controls a large portion of the commoragh drug trade due to her wealth, which has its benefits in a realspace raid, roll two dice and choose one result when resolving combat drugs. Just yanking Sliscus' ability.
Spear of Lhilitu; the spear of lhilitu is a power lance that always has an AP of 2 and counts as str 9 when charging vehicles. Holycrap this thing is brutal - 6, AP2, Str 5 on the charge... even Str3 Ap2 otherwise is pretty nasty now. Throw in Str9 vs Vehicles on top of everything else and it's damn near the ultimate all-purpose multi-tool.
Armour of vileth- armour said to be imbued with the dark powers of vileth, this armour give a 3+ invulnerable save to the wearer. Due to the arrogance of the wearer being intensified by the dark powers of the ancient armour, the bear also has the furious charge special rule. I would say a perm 3+* is equivalent to a 2+* that fails first wound + furious charge. Also, what's a Vileth.
Under slung stinger gun; azure once famously persuaded a haemonculus to convert his own dreaded stinger pistol into a reaver-mounted underslung stinger gun, the stinger gun always wounds on a 2+. Its profile is as follows
Stinger gun; range strap type 18" X 5 assault 2 poisoned (2+) Hate the name... not inherently a bad weapon. I would call it a Stinger Carbine.
Special rules; skilled rider, stealth, night vision, power from pain, master of the skies This is pointless, being it only affects the Baron and squads of Hellions, so for the purposes of this, I'll be ignoring it., speed over power
Alluring presence; when azure rides to war, she is often see being followed by dozens if eager reaver hopefuls, whenever azure is taken in the FOC, reaver jet bikes become a troops choice. This ability is more powerful now. So I'll rate it as worth more than it used to be.
Speed over power; azure detests slow moving things, any unit that can take a skimmer transport, I.e. raider or venom, must do so, and wracks, talos and cronos engines and grotesques cannot be taken in an army containing azure.
If you're doing this, you should probably prohibit Haemonculi, but I think in general, having to take transports is really not a negative, and the restrictions are specific to rarely used units (says the guy with the coven) so I think it'll be a null value.
Cost Breakdown:
Spoiler:
Archon Base - 60 +1 T +10 +1 I +10 Alluring Presence +20 Armour of Vileth; 3+* +25 AoV; FC +10 Spear of Lhilitu; AP2 Power Lance +25 SoL; Str9 vs Vehicles +10 Combat Drugs +10 Custom Reaver Jetbike; Eldar Jetbike +22 CRJB; 3+ Bladevanes +10 CRJB; 2D6" Add.Movement +15 CRJB; Squad Upgrade +20 CRJB; Perm.Upgrade +10 CRJB; Arm of Pain +10 CRJB; Haywire Charges +10 CRJB; Enhanced Engines +10 CRJB; Advanced Targeting Systems +15 CRJB; Mobile Armoury +15 CRJB; Drugged Up +10 CRJB; Underslung Stinger Gun +15 Skilled Rider +10 Stealth +10 Total: 362. Character Tax + Roundup: 370
At the end of the day, this character suffers from what a lot of characters from people new to making their own content suffer from: Overloaded with special rules and crazy weapons, needlessly ripping rules from other characters, undercosted (often quite severely). With experience you should learn to tone it down, and make it something reasonable
Alright - the unit filtered through my template and updated to be more accurate / easier to understand.: Azure, reaver champion
Spoiler:
Army: Dark Eldar BG: Of all the reavers that fly above the spires in the death races, there is one reaver that has come out on top every time. Azure, as she is known, first mounted a reaver jet bike when she managed to kill one during a controversial death race as a young hellion, jumping from her skyboard, and decapitating the arena champion as he flew past, while mounting it herself, stealing the bike and finishing the race, alive and first. She had an uncanny ability to swerve at the very last moment, more so than her reaver opponents, winning time and time again, her winnings are so Much that she rivals some of the lesser kabals in monetary terms, and far outstrips them in terms of respect and fear. She deigns to join realspace raids followed by hopeful reavers trying to catch her attention, often to their demises, while she herself flies past in a blur if blood and metal, tear the enemy to shreds.
FO: HQ Squad: Azure, reaver champion Unit: Azure, Points Per: 370, Models: 1*, Unit Type: Eldar Jetbike (Character), WS-7, BS-7, S-3, T-4(5), W-3, I-8, A-3, Ld-10, Sv-3+*. Alluring presence: Reaver Jetbikes become Troops choices. Speed over Power: Units that can take a Dedicated Transport must take a Dedicated Transport. Grotesques, Wracks, Talos Pain Engines and Cronos Parasite Engines cannot be taken.
Special Rules: ( EJB: Hammer of Wrath ) ( EJB: Jink ) ( EJB: Relentless ) ( C: Precision Shots ) ( C: Precision Strikes ) ( AoV: Furious Charge ) Night Vision Power from Pain Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) Skilled Rider Stealth
Armour of vileth: Armour said to be imbued with the dark powers of vileth, due to the arrogance of the wearer being intensified by the dark powers of the ancient armour it is said to grant special abilities. The Armour of Vileth confers a 3+ invulnerable save and the Furious Charge special rule.
Spear of Lhilitu: The spear of Lhilitu is a Power Weapon that uses the following profile: Range--, Str-User/User+1*/9**, AP-2, Type-Melee. *Only used during the turn the model charges. **Only in assault against Vehicles.
Custom Reaver Jet Bike: Azure's jetbike has been heavily modified. Her bladevane ability, it automatically wounds on a 3+, with amour saves allowed. Also, she can move an extra 2d6" in the assault phase, regardless of if she turbo boosted or not. If she is deployed with a squad of reavers, she confers the extra 2d6" move to her squad, this effect last the entire game and doesn't not negate if Azure herself is killed.
The custom reaver jetbike can also quickly be modifed by Azure on the eve of battle, before the deployment of both armies, roll a d6 and consult the following chart: 1 - Arm of Pain: Taken from the back of a dead techmarine, Azure has modified a servo arm to hold whatever weapon she sees fit to carry into battle. The Arm of Pain confers the Twin-Linked rule to all of Azures ranged weapons and +1 Attack. 2 - Haywire Charges: Azure outfits here reaver with a store of haywire grenades just behind the under slung weapon of her reaver, so as to attack vehicles as she zooms past. When moving with Turbo Boosters, Azure may choose to drop these charges on an enemy vehicle. Mark the start and end points of the unit's move, and trace an imaginary line between the two points. Once the move is complete, the unit inficlts D3 Haywire hits on one Vehicle unit that lies under the line, resolved immediately. Cover saves may be taken as normal. You cannot use the effect of Azures Bladevanes during a turn you use Haywire Charges. 3 - Enhanced Engines: During the movement phase, Azure can move an extra D6" in any direction. 4 - Advanced Targeting Systems: Azure outfits her Jetbike with an advanced targeting array, which shows all the critical points on her target. Azures Ranged and Melee weapons gain the Rending rule. 5 - Mobile Armoury: Azure outfits her jetbikes with as many weapons as possible though with reduced speed. If this result is rolled, choose D3 results on this table except this result and apply these abilities to Azure. 6 - Drugged Up: Azure controls a large portion of the commoragh drug trade due to her wealth, which has its benefits in a realspace raid. Roll twice on the chart when determining which combat drugs are available and choose which result applies.
Underslung Stinger Gun: Azure once famously persuaded a haemonculus to convert his own dreaded stinger pistol into a reaver-mounted underslung stinger gun. The Stinger Gun is a ranged weapon that uses the following profile: Range-18", Str-X, AP-5, Type-Assault 2, Poisoned (2+).
I'm honestly not sure what could do to fix this.... the first call would be cutting down on the special rules... Beyond that, I have no idea.
Ovion wrote: OK, as promised - A solid review.
Be forewarned - I'm not going to pull any punches, this will be a concise breakdown of the entire unit, ending with it being transferred to my plain-text template for easier viewing, a full costing estimate, and if I feel up to it, a proposed fix.
What do you guys think of this, for about 210 pts?
Of all the reavers that fly above the spires in the death races, there is one reaver that has come out on top every time. Azure, as she is known, first mounted a reaver jet bike when she managed to kill one during a controversial death race as a young hellion, jumping from her skyboard, and decapitating the arena champion as he flew past, while mounting it herself, stealing the bike and finishing the race, alive and first. She had an uncanny ability to swerve at the very last moment, more so than her reaver opponents, winning time and time again, her winnings are so Much that she rivals some of the lesser kabals in monetary terms, and far outstrips them in terms of respect and fear. She deigns to join realspace raids followed by hopeful reavers trying to catch her attention, often to their demises, while she herself flies past in a blur if blood and metal, tear the enemy to shreds.
Not sure what to say about this - fairly typical ott best-something-ever BG
Azure, reaver champion (HQ choice) unit type; bike (eldar jet bike) ( unique) independent character.
WsBS s t w I a Ldsv 7 7. 3 4(5) 3 8 3 10 3+
Why T4 base? there's no particular explanation for this...
Also any particular reason for I8?
Wargear :
Custom reaver jetbike, armour of vileth, spear of Lhilitu, underslung stinger gun, Splinter pistol, combat drugs.
Custom reaver jet bike; Azure's jetbike has been modified to such and extent that when using her bladevane ability, it automatically wounds on a 3+, with amour saves allowed, also, she can move an extra 2d6" in the assault phase, regardless of if she turbo boosted or not. If she is deployed with a squad of reavers, she confers the extra 2d6" move to her squad, this effect last the entire game and doesn't not negate if azure herself is killed. The custom reaver jetbike can also quickly be modifed by azure on the eve of battle, before the deployment of both armies, roll a d6 and consult the following chart;
This is kind of nuts, and something prevalent through your entire character - it's so overloaded with extra rules.
There's no particular need for it to autowound with Bladevanes, and the bonus 2D6 means he and his squad can move up to 5 feet with 2 turns every turn.
And that it permanently confers the rule? eesh.
1- arm of pain- taken from the back of a dead techmarine, azure has modified a servo arm to hold whatever weapon she sees fit to carry into battle. It grants her weapons the twin linked ability to her ranged weapons and grants +1 attack in close combat.
What self respecting Dark Eldar would stoop to taking ugly, inferior Monkeigh technology!?
Otherwise reasonably mediocre.
2- haywire charges - azure outfits here reaver with haywire grenades store just behind the under slung weapon of her reaver, so as to attack vehicles as she zooms past. Whenever azure turbo boosts over a vehicle, she can choose to release some of the haywire charges, azure is able to bladevane said vehicle and roll d3 hits against it, results resolved on the haywire table of the warhammer 40000 rulebook.
At the end of the day, this one's probably fine.
3- enhanced engines, during the movement phase, azure can move an extra d6" in any direction.
oooh can go up to 5 and a half feet a with 3 turns per turn!
When you're moving equivalent to a Railgun round a turn, or faster than a flyer, something's confusing and wrong....
4- advanced targeting systems - azure outfits her jetbike with advanced targeting, which show all the critical points on her target, on a roll of 6 to wound with any ranged or close combat weapon, she gains the rending ability.
Rending doesn't do a huge amount here, but it's still reasonably brutal.
5- mobile armoury, she outfits her jetbikes with as many weapons as possible though with reduced speed, if this result is rolled, choose d3 results on this table except this result and apply these abilities to azure.
This one makes no sense - roll this option, get D3 results for free! With no drawbacks!
You claim it's with reduced speed, but it isn't. Just bonuses.
6- drugged up- azure controls a large portion of the commoragh drug trade due to her wealth, which has its benefits in a realspace raid, roll two dice and choose one result when resolving combat drugs.
Just yanking Sliscus' ability.
Spear of Lhilitu; the spear of lhilitu is a power lance that always has an AP of 2 and counts as str 9 when charging vehicles.
Holycrap this thing is brutal - 6, AP2, Str 5 on the charge... even Str3 Ap2 otherwise is pretty nasty now. Throw in Str9 vs Vehicles on top of everything else and it's damn near the ultimate all-purpose multi-tool.
Armour of vileth- armour said to be imbued with the dark powers of vileth, this armour give a 3+ invulnerable save to the wearer. Due to the arrogance of the wearer being intensified by the dark powers of the ancient armour, the bear also has the furious charge special rule.
I would say a perm 3+* is equivalent to a 2+* that fails first wound + furious charge.
Also, what's a Vileth.
Under slung stinger gun; azure once famously persuaded a haemonculus to convert his own dreaded stinger pistol into a reaver-mounted underslung stinger gun, the stinger gun always wounds on a 2+. Its profile is as follows
Stinger gun; range strap type
18" X 5 assault 2 poisoned (2+)
Hate the name... not inherently a bad weapon. I would call it a Stinger Carbine.
Special rules; skilled rider, stealth, night vision, power from pain, master of the skies This is pointless, being it only affects the Baron and squads of Hellions, so for the purposes of this, I'll be ignoring it., speed over power
Alluring presence; when azure rides to war, she is often see being followed by dozens if eager reaver hopefuls, whenever azure is taken in the FOC, reaver jet bikes become a troops choice.
This ability is more powerful now.
So I'll rate it as worth more than it used to be.
Speed over power; azure detests slow moving things, any unit that can take a skimmer transport, I.e. raider or venom, must do so, and wracks, talos and cronos engines and grotesques cannot be taken in an army containing azure.
If you're doing this, you should probably prohibit Haemonculi, but I think in general, having to take transports is really not a negative, and the restrictions are specific to rarely used units (says the guy with the coven) so I think it'll be a null value.
Cost Breakdown:
Spoiler:
Archon Base - 60
+1 T +10
+1 I +10
Alluring Presence +20
Armour of Vileth; 3+* +25
AoV; FC +10
Spear of Lhilitu; AP2 Power Lance +25
SoL; Str9 vs Vehicles +10
Combat Drugs +10
Custom Reaver Jetbike; Eldar Jetbike +22
CRJB; 3+ Bladevanes +10
CRJB; 2D6" Add.Movement +15
CRJB; Squad Upgrade +20
CRJB; Perm.Upgrade +10
CRJB; Arm of Pain +10
CRJB; Haywire Charges +10
CRJB; Enhanced Engines +10
CRJB; Advanced Targeting Systems +15
CRJB; Mobile Armoury +15
CRJB; Drugged Up +10
CRJB; Underslung Stinger Gun +15
Skilled Rider +10
Stealth +10
Total: 362.
Character Tax + Roundup: 370
At the end of the day, this character suffers from what a lot of characters from people new to making their own content suffer from:
Overloaded with special rules and crazy weapons, needlessly ripping rules from other characters, undercosted (often quite severely). With experience you should learn to tone it down, and make it something reasonable
Alright - the unit filtered through my template and updated to be more accurate / easier to understand.:
Azure, reaver champion
Spoiler:
Army: Dark Eldar
BG: Of all the reavers that fly above the spires in the death races, there is one reaver that has come out on top every time.
Azure, as she is known, first mounted a reaver jet bike when she managed to kill one during a controversial death race as a young hellion, jumping from her skyboard, and decapitating the arena champion as he flew past, while mounting it herself, stealing the bike and finishing the race, alive and first.
She had an uncanny ability to swerve at the very last moment, more so than her reaver opponents, winning time and time again, her winnings are so Much that she rivals some of the lesser kabals in monetary terms, and far outstrips them in terms of respect and fear.
She deigns to join realspace raids followed by hopeful reavers trying to catch her attention, often to their demises, while she herself flies past in a blur if blood and metal, tear the enemy to shreds.
FO: HQ Squad: Azure, reaver champion
Unit: Azure, Points Per: 340, Models: 1*, Unit Type: Eldar Jetbike (Character),
WS-7, BS-7, S-3, T-4(5), W-3, I-8, A-3, Ld-10, Sv-3+*.
Alluring presence:
Reaver Jetbikes become Troops choices.
Speed over Power:
Units that can take a Dedicated Transport must take a Dedicated Transport.
Grotesques, Wracks, Talos Pain Engines and Cronos Parasite Engines cannot be taken.
Special Rules:
( EJB: Hammer of Wrath )
( EJB: Jink )
( EJB: Relentless )
( C: Precision Shots )
( C: Precision Strikes )
( AoV: Furious Charge )
Night Vision
Power from Pain
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
Skilled Rider
Stealth
Armour of vileth:
Armour said to be imbued with the dark powers of vileth, due to the arrogance of the wearer being intensified by the dark powers of the ancient armour it is said to grant special abilities.
The Armour of Vileth confers a 3+ invulnerable save and the Furious Charge special rule.
Spear of Lhilitu:
The spear of Lhilitu is a Power Weapon that uses the following profile:
Range--, Str-User/User+1*/9**, AP-2, Type-Melee.
*Only used during the turn the model charges.
**Only in assault against Vehicles.
Custom Reaver Jet Bike:
Azure's jetbike has been heavily modified.
Her bladevane ability, it automatically wounds on a 3+, with amour saves allowed.
Also, she can move an extra 2d6" in the assault phase, regardless of if she turbo boosted or not.
If she is deployed with a squad of reavers, she confers the extra 2d6" move to her squad, this effect last the entire game and doesn't not negate if Azure herself is killed.
The custom reaver jetbike can also quickly be modifed by Azure on the eve of battle, before the deployment of both armies, roll a d6 and consult the following chart:
1 - Arm of Pain: Taken from the back of a dead techmarine, Azure has modified a servo arm to hold whatever weapon she sees fit to carry into battle.
The Arm of Pain confers the Twin-Linked rule to all of Azures ranged weapons and +1 Attack.
2 - Haywire Charges: Azure outfits here reaver with a store of haywire grenades just behind the under slung weapon of her reaver, so as to attack vehicles as she zooms past.
When moving with Turbo Boosters, Azure may choose to drop these charges on an enemy vehicle.
Mark the start and end points of the unit's move, and trace an imaginary line between the two points.
Once the move is complete, the unit inficlts D3 Haywire hits on one Vehicle unit that lies under the line, resolved immediately.
Cover saves may be taken as normal.
You cannot use the effect of Azures Bladevanes during a turn you use Haywire Charges.
3 - Enhanced Engines: During the movement phase, Azure can move an extra D6" in any direction.
4 - Advanced Targeting Systems: Azure outfits her Jetbike with an advanced targeting array, which shows all the critical points on her target.
Azures Ranged and Melee weapons gain the Rending rule.
5 - Mobile Armoury: Azure outfits her jetbikes with as many weapons as possible though with reduced speed.
If this result is rolled, choose D3 results on this table except this result and apply these abilities to Azure.
6 - Drugged Up: Azure controls a large portion of the commoragh drug trade due to her wealth, which has its benefits in a realspace raid.
Roll twice on the chart when determining which combat drugs are available and choose which result applies.
Underslung Stinger Gun:
Azure once famously persuaded a haemonculus to convert his own dreaded stinger pistol into a reaver-mounted underslung stinger gun.
The Stinger Gun is a ranged weapon that uses the following profile:
Range-18", Str-X, AP-5, Type-Assault 2, Poisoned (2+).
I'm honestly not sure what could do to fix this.... the first call would be cutting down on the special rules...
Beyond that, I have no idea.
I believe you are correct, haemy's should be prohibited too, vileth is one of the dark muses, mostly associated with arrogance, the high initiativeis due o the fact she jumped a reaver during a death race from a sky board and one, both the strength and toughness should be lowered one, the reason for the extra 2d6" move was to show the unparalleled speed that she has produced from her bike, I'm willing to change that though, bike move faster than flyers a turn anyway, or, mine do, that's the idea I had with her, all about speed, as for the moving armoury rule, it should have "this also disallows the extra 2d6" movement by her and the squad she is deployed with due to taking her time tinkering with her own bike", I know I was yanking sliscus's ability, but hey, its a good one >.<, your point about the spear is a good one, I'll lower her strength to 3 and same with toughness, master of the skies, that shouldn't be there, that should be alluring presence, I don't know what happened there, thank you for you words of wisdom, I'll edit the character, maybe make the spear ap3? Ap2 on charge?
losing the 2D6 bonus for 4 and making the weapon AP2/3 and a drop in toughness... probably get away with 350...
Flyers can move between 18" and 60" a turn (18"-36" move + 12"-24" Turbo Boost.) with a single pivot at the end of the standard move.
Reavers having a potential of 0"- 48" (0"-12" move + 0"-36" Turbo Boost), and able to turn / hide wherever as a result.
Adding 2D6" makes it 2"-60" (then a further D6" makes it 3" to 66") or, equal to / greater than a fighter jet in motion.
Ovion wrote: losing the 2D6 bonus for 4 and making the weapon AP2/3 and a drop in toughness... probably get away with 350...
Flyers can move between 18" and 60" a turn (18"-36" move + 12"-24" Turbo Boost.) with a single pivot at the end of the standard move.
Reavers having a potential of 0"- 48" (0"-12" move + 0"-36" Turbo Boost), and able to turn / hide wherever as a result.
Adding 2D6" makes it 2"-60" (then a further D6" makes it 3" to 66") or, equal to / greater than a fighter jet in motion.
Fair enough, I've dropped the 2d6" rule, dropped the toughness and strength values one, added a nerfing result on the jet bike table (reduces unit and attack values by 1) and a few other things, removed the armour, given a shadow field instead. Taken out stealth USR.
Automatically Appended Next Post:
Ovion wrote: losing the 2D6 bonus for 4 and making the weapon AP2/3 and a drop in toughness... probably get away with 350...
Flyers can move between 18" and 60" a turn (18"-36" move + 12"-24" Turbo Boost.) with a single pivot at the end of the standard move.
Reavers having a potential of 0"- 48" (0"-12" move + 0"-36" Turbo Boost), and able to turn / hide wherever as a result.
Adding 2D6" makes it 2"-60" (then a further D6" makes it 3" to 66") or, equal to / greater than a fighter jet in motion.
I've edited the profile above, do you think that is better?
Special Rules: Independent Character;
And They Shall Know No Fear;
Rites of Battle;
Orbital Bombardment;
Battle Barge Comm Uplink;
Distrustful;
Know your enemy.
Battle Barge Comm Uplink: The upgraded communications system of this artificer armour allows Ramsus to call down his Orbital Borbardment even if he moved in the same turn.
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"
Know Your Enemy 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. An Army led by Ramsus gains one more Victory Point for the "Slay the Warlord" Secondary Objective (making it 3 VP's in Purge the Alien), except when playing against Tyranids.
Iron Tetrarch Coldatus Arcturus 240 points Leader of the Logician's Segmentum Solar cells "The Technomancy of Old is lost, but the information remains with the Omnissiah. We can only rediscover it through our own innovation and ... progress." -Coldatus Arcturus' parting words to the Adeptus Mechanicus.
Iron Tetrarch Arcturus was a former Archmagos Myrmidonos of the Adeptus Mechanicus, charged with stamping out the very heresy he has become. Upon the destruction of a cell of Logicians Hereteks in the Calixian Sector, Archmagos Arcturus captured a copy of their holy text In Defense of the Future: A Logical Discourse. Of course, rather than turn the text into the Protectors or the Myrmidons, Arcturus kept it and began reading it.
Now, he has fled renegade from the Adeptus Mechanicus, looking to acquire, and even develop, new technologies to assist in Mankind's dominion of the stars, whether or not the Imperium of Man's Ecclesiarchy or the stringent restrictions of the Adeptus Mechanicus agree.
WS:4 BS:5 S:4 T:6 W:4 I:4 A:2 Ld:10 Sv: 2+/4++
Type: Infantry (Unique, Character)
Special Rules: Independent Character, Fearless, Feel No Pain
Iron Tetrarch Arcturus has been fighting against tech-priests his entire lifetime, first on the side of the Mechanicus, then on the side of the Hereteks. He has the Preferred Enemy (Techpriest Enginseer), Preferred Enemy (Warpsmith), and Preferred Enemy (Techmarine) special rules.
Proteus Protocol: Iron Tetrarch Arcturus has eluded capture thus far by discovering the long-lost art of uploading his consciousnesses to Machines. If Arcturus is within 2" of a friendly vehicle, he may use the Look Out Sir! rule to allocate hits (before they are rolled to wound!) on him to the vehicle instead. The transfer takes time, however, and so he is considered to have Gone to Ground against the shooing attack.
Unaffiliated with the Legions: Arcturus is associated with a human cult, not really the Chaos Space Marines. Therefore, units of Chaos Space Marines are Elites choices in an army led by Iron Tetrarch Arcturus.
Unaffiliated with the Gods: Arcturus does not consider the Chaos Gods (or any other gods, for that matter) to be anything more than xenos to be understood and overcome. He never rolls on the Chaos Boons table and lacks the Champion of Chaos special rule.
Wargear: Digital weapons (see Codex: SM), Mechadendrils (not included in profile above), Servo-Arm, Power Axe, Master-Crafted Plasma Pistol
Opus Machinae: A relic left from his days as a Myrmidon, the Opus Machinae is a force field that confers a 4+ invulnerable save.
Cerebral Annihilator: This product of Logician research and innovation is a device that overloads and destroys the neurons in an opponent's brain. [Range: - S: Special AP: -] Any model hit by the Cerebral Annihilator must take a Toughness test. If the test is failed, then the target suffers a wound with the Instant Death special rule.
Rod of Apostasy: This is a product combining the psycho-reactive circuits of many Imperial anti-psyker machines with a basic power staff. It damages the recipient's connection to the Warp and for a short time after hitting them. [Range: - S: +2 AP:4, Apostasic] Apostasic: Any hit by the Rod of Apostasy suffers -1 to its leadership for the rest of the game turn. A psyker hit by the Rod of Apostasy must also re-roll successful psychic checks for the same duration.
Gladius Vex is the current Brass Angels chapter master. He is a master tactician and ruthless fighter often seen at the forefront of his army. It is his duty to find where the fighting is thickest and slaughter the most enemy Generals as possible, as payment for the Brass Angels crimes. He does this with the sacred weapon, the Burning Chalice, in the hopes that someday the horrors of the Raxus Heresy may be forgotten.
Wargear: Arfificer Armor, Frag and Krak grenades, The Burning Chalice*, Inferno Pistol, Iron Halo
Special Rules: And They Shall Know No Fear, Zealous Vigour**, Combat Tactics, Orbital Bombardment
*The Burning Chalice is a huge eternally flaming sword locked with a sacred chain to the current Brass Angels chapter master's arm. It will continue to flicker with a zealous fire until the day when Brass Angels heresy has been atoned for.
The Burning Chalice: Strength- user +1, AP- 2, Special Rules- Instant Death
**Zealous Vigour- So angered is he by the betrayal of former Chapter Master Wenton Marx, and the tide of endless crusades that lies in front of him, Gladius will not stop until his quest is finished and the Brass Angels may once again find peace in the Emperor's light.
When Gladius would lose his last wound, roll a d6, on a 4+ he regains it and stays in the fight. The next time he loses it, he regains the wound on a 5+, and then a 6+ the next time. After he has lost his last wound three times, he will die if he loses it again, his zealous vigour finally leaving him.
Gladius Vex is the current Brass Angels chapter master. He is a master tactician and ruthless fighter often seen at the forefront of his army. It is his duty to find where the fighting is thickest and slaughter the most enemy Generals as possible, as payment for the Brass Angels crimes. He does this with the sacred weapon, the Burning Chalice, in the hopes that someday the horrors of the Raxus Heresy may be forgotten.
Wargear: Arfificer Armor, Frag and Krak grenades, The Burning Chalice*, Inferno Pistol, Iron Halo
Special Rules: And They Shall Know No Fear, Zealous Vigour**, Combat Tactics, Orbital Bombardment
*The Burning Chalice is a huge eternally flaming sword locked with a sacred chain to the current Brass Angels chapter master's arm. It will continue to flicker with a zealous fire until the day when Brass Angels heresy has been atoned for.
The Burning Chalice: Strength- user +1, AP- 2, Special Rules- Instant Death
**Zealous Vigour- So angered is he by the betrayal of former Chapter Master Wenton Marx, and the tide of endless crusades that lies in front of him, Gladius will not stop until his quest is finished and the Brass Angels may once again find peace in the Emperor's light.
When Gladius would lose his last wound, roll a d6, on a 4+ he regains it and stays in the fight. The next time he loses it, he regains the wound on a 5+, and then a 6+ the next time. After he has lost his last wound three times, he will die if he loses it again, his zealous vigour finally leaving him.
Oh man, that layout hurts my eyes....
Try this one:
Spoiler:
Army: Space Marines
BG: Gladius Vex is the current Brass Angels chapter master. He is a master tactician and ruthless fighter often seen at the forefront of his army. It is his duty to find where the fighting is thickest and slaughter the most enemy Generals as possible, as payment for the Brass Angels crimes. He does this with the sacred weapon, the Burning Chalice, in the hopes that someday the horrors of the Raxus Heresy may be forgotten.
FO: HQ Squad: Gladius Vex, Chapter Master of the Brass Angels
Unit: Gladius Vex, Points Per: 220, Models: 1*, Unit Type: Infantry (Character),
WS-6, BS-5, S-4(5), T-4, W-3, I-6, A-4(5), Ld-10, Sv-2+/4+*.
Wargear:
Arfificer Armor
Frag Grenades
Krak Grenades
The Burning Chalice
Inferno Pistol
Iron Halo
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
( C: Look Out, Sir (4+) )
And They Shall Know No Fear
Zealous Vigour
Combat Tactics
Orbital Bombardment
The Burning Chalice:
The Burning Chalice is a huge eternally flaming sword locked with a sacred chain to the current Brass Angels chapter master's arm.
It will continue to flicker with a zealous fire until the day when Brass Angels heresy has been atoned for.
The Burning Chalice is a weapon with the following profile:
Range--, Str-User+1, AP-2, Type-Melee, Instant Death
Zealous Vigour:
So angered is he by the betrayal of former Chapter Master Wenton Marx, and the tide of endless crusades that lies in front of him, Gladius will not stop until his quest is finished and the Brass Angels may once again find peace in the Emperor's light.
When Gladius would lose his last wound, roll a d6, on a 4+ he regains it and stays in the fight.
The next time he would lose it, he regains the wound on a 5+, and then a 6+ the next time.
The next time he would lose his last wound, he falls his zealous vigour finally leaving him.
My main question would be - is he meant to just die if he fails that 4+ / 5+ / 6+, or is he meant to fail the 4+, then roll for the 5+, and if fails that, roll for the 6+, then dead?
My next question would be - why randomly I6 and +1A?
THEN - Costing:
Spoiler:
Space Marine Chapter Master -125
+1 I +10
+1 A +10
Artificer Armour +15
The Burning Chalice (This is basically a Huskblade that gives +1 Str) +45
Inferno Pistol +15
Zealous Vigour +20
-IC -10
Total = 230.
If he IS meant to be an IC, the Special Rules should read like this:
Spoiler:
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
And They Shall Know No Fear
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
Zealous Vigour
Combat Tactics
Orbital Bombardment
And he should be 240pts.
The problems there, coming from the layout and a few minor clarification issues imo... it's not that bad a character at the end of the day, and only slightly undercosted.
In my continuing quest to try and convert people to using a clear cut, codex-y layout, and to aid in the balancing of units - Ovion out!
Supreme Grand Master Tiberius knight
Points (500)?
WSBS S T W I A LDSV 7 5 4(5) 4(5) 5 5 5 10 2+3+
Equipment:
Lions’ Shards, Angels’ Wing, Hammer of Purity, Digital Laser array
Lions’ Shards – After the great battle in the holy monastery on Caliban
where Lion’el Jonson suffered his mortal wound from the fallen traitor
Luther several shards from the great Primarch’s armor were all that were
found. These were masterly crafted into a suit of terminator armor that
gives increased statistics (already included in the above profile.)
Angels’ Wing - Angels’ wing is an electrified storm shield designed to be
particularly effective versus power weapons harnessing an opposite energy to
punish anyone who strikes the shield with one. Angels’ wing is a storm
shield, in addition when Tiberius knight makes a success full invulnerable
save roll from a power weapon, fist, or equivalent in close combat the
attacking model suffers a strength 5 hit as the shield deflects the blow.
Hammer of Purity - The hammer of purity was a gift from an unknown member of
the inner circle of the Dark Angels. It is a master crafted Thunder hammer
that grants Tiberius Knight preferred enemy.
Digital Laser array - The digital laser array is an artifact of unknown
origin that is connected into the Lions’ shards that allows Tiberius Knight
to fire a highly dense laser by simply looking in a direction and nodding
his head.
Range Strength Ap Type
24 8 1 Assualt 2, melta
Special Rules:
Eternal Warrior, Prefered enemy, Feel no pain, Angel’s Doctrine, Spirit of
the Rock
Angel’s Doctrine - As a former member of the Dark Angel’s Inner Circle
Tiberius Knight follows both a mix of the Dark angels combat doctrine and
the Codex marines doctrine like the Angels close friends the Imperial fists.
An army including Tiberius knight may take Deathwing Terminator squads as
troops, and space marine bike squads as troops. In addition to this Due to
the Angels of Purities focus on the most advanced technology all Deathwing
terminator squads and space marine bike squads in Tiberius’sarmy follow the
rules for “Special issue ammunition” as detailed in the Codex Space Marine
under the Sternguard verterans.
Spirit of the Rock – Named in reverence of the terrible warp storm that
ripped Caliban into two turning the planet into “The Rock”, Tiberius
performs a series of circular swings with the dreaded Hammer of Purity that
can take foes down 10 fold. Instead of performing his regular attacks
Tiberius may perform a Spirit of the Rock attack. He may perform 1 attack
on all enemy models within 2 inches of him.
We use him in giant apocolypse games (20,000+ per side)
Everyone in our group has equally crazy characters.
Wargear: 2 Dreadnought Close Combat Weapons, Skorcha, Kustom Mega-Blasta, Kustom Force Field
Special rules:
Dere's An 'Ole in It, Boss!- The Mek- Boss may repair a hull point/result on the vehicle damage chart on a 6 at the start of the movement phase (it may still move/shoot/assault if he does so) or on a 4 in the shooting phase ( he may not move/shoot/assault that turn).
Character (with retinue of 5 lootas(1 mek)) or up to 4 experimental Kanz.
Da Steam Brigade: 60 pts per model.
Standard Kanz but large enough to fit a specially trained Boy. They have BS: 3, WS: 4.
Big Fing- He may be picked out from his retinue following the rules for sniper rifes. He does not benefit from cover provided by models on the table.
Any suggestions? Points changes? I am actually going to make and use this thing, so help is required
WS: 4
BS: 3
S: 6
Front Armour: 13
Side Armour: 12
Rear Armour: 10
Hull Points: 3
Wargear: 2 Dreadnought Close Combat Weapons, Skorcha, Kustom Mega-Blasta, Kustom Force Field
Special rules:
Dere's An 'Ole in It, Boss!- The Mek- Boss may repair a hull point/result on the vehicle damage chart on a 6 at the start of the movement phase (it may still move/shoot/assault if he does so) or on a 4 in the shooting phase ( he may not move/shoot/assault that turn).
Independent Character
Any suggestions? Points changes? I am actually going to make and use this thing, so help is required
An IC vehicle? Nope! Take it out. you can't have him hiding behind a Boyz screen if he's gonna be a walker. Plus then he could Challenge stuff and that's just super unfair.
195-205
Spoiler:
Deff Dred 75 points
+1 BS +10
+1 S +15
+1 AV +15-25 (this one is really hard to consider.
Skorcha +5
Kustom Mega +15
KFF +50
Dere an 'ole +10
How many attacks does he have? And I think you should give him +1 WS for being a special Dred.
Well, considering the 6th changes... I think he'd be able to be picked out. Maybe add a Special Rule about how big 'e is, that a unit firing at him may allocate up to half their shots at him, and his LoS! is 3+, or something.
Also, "'ole!" is actually weaker than a basic Mek's rule, at least in that, to get the 4+, he cannot Move or Assault, which Mek's Tools don't prevent.
Army: Space Marines
BG: Gladius Vex is the current Brass Angels chapter master. He is a master tactician and ruthless fighter often seen at the forefront of his army. It is his duty to find where the fighting is thickest and slaughter the most enemy Generals as possible, as payment for the Brass Angels crimes. He does this with the sacred weapon, the Burning Chalice, in the hopes that someday the horrors of the Raxus Heresy may be forgotten.
FO: HQ Squad: Gladius Vex, Chapter Master of the Brass Angels
Unit: Gladius Vex, Points: 240, Models: 1*, Unit Type: Infantry (Character),
WS-6, BS-5, S-4(5), T-4, W-3, I-5, A-4(5), Ld-10, Sv-2+/4+*.
Wargear:
Arfificer Armor
Frag Grenades
Krak Grenades
The Burning Chalice
Inferno Pistol
Iron Halo
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
( C: Look Out, Sir (4+) )
And They Shall Know No Fear
Zealous Vigour
Combat Tactics
Orbital Bombardment
The Burning Chalice:
The Burning Chalice is a huge eternally flaming sword locked with a sacred chain to the current Brass Angels chapter master's arm.
It will continue to flicker with a zealous fire until the day when Brass Angels heresy has been atoned for.
The Burning Chalice is a weapon with the following profile:
Range--, Str-User+1, AP-2, Type-Melee, Instant Death
Zealous Vigour:
So angered is he by the betrayal of former Chapter Master Wenton Marx, and the tide of endless crusades that lies in front of him, Gladius will not stop until his quest is finished and the Brass Angels may once again find peace in the Emperor's light.
Gladius gets +1 Attacks, included in profile.
When Gladius would lose his last wound, roll a d6, on a 4+ he regains it and stays in the fight.
The next time he would lose it, he regains the wound on a 5+, and then a 6+ the next time.
The next time he would lose his last wound, he falls his zealous vigour finally leaving him.
By the way, what I mean't was that the first time his wounds drop to zero, you roll a d6, on a 4+ he stays in the fight with one wound and if by chance he is not wounded again in the battle, he won't die.
If his wounds drop to zero he has to roll the 5+ and continues
The third time his wounds drop to zero he has to roll the 6+, if he fails he is dead for good.
The Initiative wasn't thought out and is back to 5, and the extra Attack comes from his Zealous Vigour.
I can tell that is severely undercosted at a glance. Bjorn the Fell-Handed is 270pts, and that Iron Father is significantly more powerful. I'll cost it once I've eaten my prosciutto tortellini and spiced ham.
Heavy rotator cannon: This is an experimental weapon, short ranged but utterly lethal. Range 24 S8 AP4 Heavy 8
Advanced targeting systems: Has the Skyfire and Interceptor USRs, all weapons count as twin-linked, may shoot each weapon at a different target
Special Rules:
Unbreakable Iron: Has a 5+ invulnerable save
Alright - my initial reaction is what is its Initiative? and that 24" isn't particularly short ranged.
Anyhoo - costing:
Spoiler:
Ironclad Dreadnought - 135
+1 WS +10
+1 BS +10
+1 RA +10
+1 A +10
+1 HP +10
-Built-in Meltagun -10
-Extra Armour -15
+4 HK Missiles +40
Heavy Rotator Cannon +40 (I'm treating this as a pair of Assault Cannons for price)
Advanced Targeting Systems; Skyfire +15
ATS; Interceptor +15
ATS; Twin-Linked +40 (costing each weapon as TL)
ATS; Split Fire +10
Unbreakable Iron +10
Yeah... that thing is stupidly over powered. Able to fire 12 shots mixed between up to 5 targets in a single turn AND has Skyfire? OH and that shooting can be used as Interceptor? So you can fire 8 shots at one target and 4 more between 4 other targets twin linked at BS5?
Also, I personally hope you'll only post characters you plan on using. You've posted something like 6 characters in the past 2 days and the majority of them are not actually Unique as the thread states. And the majority of the things you post are very over-powered.
You seem to really like making characters from the fluff and maybe you'd be better off starting another thread for that. I'd really like to see this thread stay on track of unique homebrew characters that people want to use but need some opinions on balancing, fluffing, and crunching their characters. There are a lot of people who are posting here looking for help and clogging up with characters you have no intention of using isn't helping.
That's simply my opinion and while it's not meant to be rude, it's sincere.
Warboss Grinda 200 Points Unit Type: Biker WS6, BS2, S5, T5, W4, I4, A4, Ld10, Sv2+/5++. Wargear: Warbike, Spikey Klaw, Slugga, Hard Bitz, Bosspole, Stikkbombz, Cybork Body, Spikey Claw: A specially modified Power Klaw that allows Warboss Grinda the ability to strike quickly at foes as he fights his way through the enemy ranks. He may choose to use either profile below: Range: -, S: User AP3 Melee Range: -, S: x2 User AP2 Unwieldy, Specialist Weapon, Melee Hard Bitz: Warboss Grinda has had his Mek Boyz fabricate special plating to attach directly onto his body to ensure he gets to keep fighting. This confers a 2+ Armor save.
Special Rules: Independent Character, Waaagh!, Furious Charge, Mob Rule, Da Big Boss
MATHTIME!
Spoiler:
Warboss 60 points +1 WS +15 +1 W +15 Spikey Klaw +35 Hard Bitz +20 (MegaArmor upgrade is 40 but you get a free 25 point power klaw in there + TL Shootah. Figured 10 extra points for taking it on bike?) Bosspole +5 Cybork +10 Warbike +40
RELICTORS CHAPTER MASTER ARTEKUS BADANE WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Power Armour, Inferno Boltgun, Master-Crafted Daemonblade, Blight Grenades, Icon of Dark Glory
Special Rules: IC, ATSKNF, Chapter Tactics
[Inferno Boltgun] This is a Boltgun that fires Inferno Bolts, and is therefore counted as AP3.
[Icon of Dark Glory] Confers a 5+ Invulnerable save.
[Chapter Tactics] All Relictors in an army that includes Artekus Badane exchange Combat Tactics for Preferred Enemy (Chaos). Additionally, all Relictors characters (Sergeants, etc) may exchange one of their melee weapons for a Daemonblade.
SALAMANDERS CHAPTER MASTER TU'SHAN WS6 BS5 S5 T4 W3 I5 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Promethean Might, Artificer Armour, Drakehide Cloak, Deathfire Gun, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Chapter Tactics
[Promethean Might] A Master-Crafted Thunderhammer that strikes at S10 AP2.
[Drakehide Cloak] Confers a 3+ Invulnerable save.
[Deathfire Gun] Can be fired as either a Flamer or Meltagun during the Shooting phase.
[Chapter Tactics] All Salamanders in an army that includes Tu'Shan have Master-Crafted Thunderhammers, and also twin-linked Flamers, Heavy Flamers, Meltaguns, and Multi-meltas.
NeoAigaion wrote: RELICTORS CHAPTER MASTER ARTEKUS BADANE WS6 BS5 S4 T4 W3 I5 A3 LD10 SV2+ Unit Type: Infantry (Character) Wargear: Power Armour, Inferno Boltgun, Master-Crafted Daemonblade, Blight Grenades, Icon of Dark Glory Special Rules: IC, ATSKNF, Chapter Tactics [Inferno Boltgun] This is a Boltgun that fires Inferno Bolts, and is therefore counted as AP3. [Icon of Dark Glory] Confers a 5+ Invulnerable save. [Chapter Tactics] All Relictors in an army that includes Artekus Badane exchange Combat Tactics for Preferred Enemy (Chaos). Additionally, all Relictors characters (Sergeants, etc) may exchange one of their melee weapons for a Daemonblade.
SALAMANDERS CHAPTER MASTER TU'SHAN WS6 BS5 S5 T4 W3 I5 A3 LD10 SV2+ Unit Type: Infantry (Character) Wargear: Promethean Might, Artificer Armour, Drakehide Cloak, Deathfire Gun, Frag and Krak Grenades Special Rules: IC, ATSKNF, Chapter Tactics [Promethean Might] A Master-Crafted Thunderhammer that strikes at S10 AP2. [Drakehide Cloak] Confers a 3+ Invulnerable save. [Deathfire Gun] Can be fired as either a Flamer or Meltagun during the Shooting phase. [Chapter Tactics] All Salamanders in an army that includes Tu'Shan have Master-Crafted Thunderhammers, and also twin-linked Flamers, Heavy Flamers, Meltaguns, and Multi-meltas.
1. you mean aura of dark glory, not icon. 2. exchanging ccws for daemonblades on the sergeants is too good, unless you make it a 30 point option or thereabouts 3. Tu'shan's hammer doesnt need 'strikes at S10 AP2. He is S5 with a thunder hammer. He already strikes at S10 AP2. just say master-crafted thunder hammer also before i forget. Daemonblades? do you mean the Grey Knights ones?
Born of royalty of the Najon dynasty, Edalaz carries with her a legacy of Imperial expansionism her family is famous for. Trade and wealth are synonymous with power and military strength to Edalaz, as it is her profession to gain the means necessary to raise armies for the Imperium. Though not an Inquisitor herself, she wields an almost equal power over entire swathes of the Imperium. It is the power of economics, with sanctions and tariffs used as her weapons of peace to prevent war in the many destabilized regions of the Imperium, while promoting the growth of industry and armies in the civilized regions. When diplomacy fails however, as it often does in a time of near constant strife, Edalaz is sworn to protect the Imperium at all costs. While largely enjoying a life of luxury, Edalaz's skills and extensive knowledge has also warranted her the duty of Xenohunter, taking her far and beyond her comfortable spheres of influence among the aristocracy she was born into. Though if she must depart from her flagship, an Emperor Class Battleship, the Mizzarii, it is with the full support of her extensive charter of diplomatic - assets - as she refers to them.
Allied Detachment - Edalaz must always be taken as an Allied HQ choice in the force organization and may ally with any faction other than Tyranids, Orks, and Necrons. She is battle brothers with all IoM forces, and only a desperate ally to the forces of Chaos - the heretic!
Points - 170
Ws - 4, Bs - 4, S - 3, T - 3, W - 2, A - 2, I - 3, Ld - 9, Sv - 4+
Weapons - Darknova Assault Rifle, Darknova Pistol, and Powersword.
Darknova - Born of arcane technology, these weapons utilize dark matter that binds the universe together. Not much is understood of these weapons, though their destructive power is truly awe inspiring even though they pose incredible danger to those that use them, even moreso than Plasma technology. These weapons function by stripping away the fabric of reality, creating miniature black holes on impact that utterly destroy their targets as their mass touches an event horizon of crushing proportions. Should the fail safes of the mechanism rupture, and the dark matter be released, antimatter and other particles of energy are flung in every direction before a devastating implosion of real space crushes everything within the null zone. Upon rolling a double 1 on any roll to hit the weapon is automatically destroyed as is any model within 6 inches. No armor or invulnerable saves of any kind are allowed - the universe itself splits and weeps for your loss before the hole slowly mends back together.
Equipment - Carapace Armor
Frag and Krak grenades
Triangulation Auspex - Confers the "Target Marked" special rule.
Chronoshifter - A powerful device that allows it's controller to bend time and space around it. Edalaz may move an additional D6 during the movement phase and reroll a single dice per turn - the final result stands.
Special Rules
Diplomat - If your army includes Edalaz, it may designate a single unit to fire upon any enemy unit within range after both sides have deployed, but before any moves are made. If there is another Edalaz, these shots are resolved simultaneously.
Naval Support - Edalaz is never without her trusted Battleship, the Mizzarii. She is considered a Master of Ordinance from the Imperial Guard Codex with the following exceptions:
Target marked: She may move and call in ordinance on the same turn - but still may not shoot normally if she hails her ship. Though, if she moves, she may only call in one strike at a time. If she remains stationary during the movement phase, she may call in all of her ordinance. If she is slain, the ability to call in strikes is lost with her.
She may outfit the Mizzarii to fire in ordinance barrages of up to 3 additional cannons at 40 points each. In addition, she may purchase (in any combination) the following types of ordinance:
@CalasTyphon216: Yes, Badane's Daemonblade would function as per the ones in the GK Codex.
CHAPTER MASTER OF THE PRAETORS OF ORPHEUS WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Master-Crafted Paragon Blade, Master-Crafted Boltgun, Artificer Armour, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Combat Tactics, Special Ammunition
The following are homebrew chapters named after the War Hounds and Dusk Raiders. Despite them being the pre-heresy names of traitor legions, they are actual chapters with battle tactics similar to that of those traitors they are named after.
CHAPTER MASTER OF THE WAR HOUNDS WS6 BS5 S4 T4 W3 I5 A5 LD10 SV3+
Unit Type: Infantry (Character)
Wargear: Pair of Master-Crafted Power Axes, Power Armour, Iron Halo, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Chapter Tactics (replace Combat Tactics with Furious Charge and Rage)
CHAPTER MASTER OF THE DUSK RAIDERS WS6 BS5 S4 T5 W4 I5 A4 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Master-Crafted Power Halberd, Executioner Pistol, Artificer Armour, Iron Halo, Rad Grenades
Special Rules: IC, ATSKNF, Chapter Tactics (replace Combat Tactics with Relentless and for a unit with the CM to count as Scoringt) [Power Halberd] AP3 Power Weapon that grants +2 Initiative and has the Sweep Attack rule.
[Executioner Pistol] 12" S7 AP2 Pistol Sunder (re-roll failed armour penetration)
I posted this guy in some thread like this a while back and took on some criticism, so have a read and tell me what you think, would appreciate some honest criticism
Fluff at a glance, storm trooper captain, worked for inquisition, very limited augmentation, pretty cool guy
Captain Aedan Duran, Pts: 90 (plus company command squad)
WS4 BS4 S4 T3 W3 I4 A3 Ld9 Sv 4+
Unit Type: Infantry (Character)
Wargear: Power Sword, Custom Hellgun, Hot-shot laspistol, Carapace Armor, Frag grenades, Melta bombs, Refractor Field
Special Rules:
Senior Officer: Issues order as Company commander, range 12", two per turn, knows all standard orders plus his own unique order "Fire and Maneuver"
Fire and Maneuver: Ordered unit may make a shooting attack then immediately make a run move.
How a real Soldier Fights: Duran's Company Command Squad has the Special operations Special Rule as Stormtroopers, and may infiltrate or Deep Strike.
Special Forces: Stormtroopers may be selected as Troops choices in an Army led by Duran.
Wargear:
Custom Hellgun: May fire as Hot-shot lasgun or Bolter
NeoAigaion wrote: @CalasTyphon216: Yes, Badane's Daemonblade would function as per the ones in the GK Codex.
CHAPTER MASTER OF THE PRAETORS OF ORPHEUS WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Master-Crafted Paragon Blade, Master-Crafted Boltgun, Artificer Armour, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Combat Tactics, Special Ammunition
The following are homebrew chapters named after the War Hounds and Dusk Raiders. Despite them being the pre-heresy names of traitor legions, they are actual chapters with battle tactics similar to that of those traitors they are named after.
CHAPTER MASTER OF THE WAR HOUNDS WS6 BS5 S4 T4 W3 I5 A5 LD10 SV3+
Unit Type: Infantry (Character)
Wargear: Pair of Master-Crafted Power Axes, Power Armour, Iron Halo, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Chapter Tactics (replace Combat Tactics with Furious Charge and Rage)
CHAPTER MASTER OF THE DUSK RAIDERS WS6 BS5 S4 T5 W4 I5 A4 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Master-Crafted Power Halberd, Executioner Pistol, Artificer Armour, Iron Halo, Rad Grenades
Special Rules: IC, ATSKNF, Chapter Tactics (replace Combat Tactics with Relentless and for a unit with the CM to count as Scoringt) [Power Halberd] AP3 Power Weapon that grants +2 Initiative and has the Sweep Attack rule.
[Executioner Pistol] 12" S7 AP2 Pistol Sunder (re-roll failed armour penetration)
furious charge and rage instead of combat tactics is insane. way, way too good. You're talking about 5 lightning claw termies hitting with 25 S5 attacks. Do either one, not both.
also, please put points costs on your stuff
Boris Polarbar
A big man who carries an auto cannon, hits twice as hard as any normal man and famously (to his regiment) survived a Heavy Flamer blast and blew the attacker to pieces along with a fine list of recorded kills. He may not be unstoppable but he is always the last man standing in his squad and has the will to come back to fight another day.
WS: 3
BS: 3
S: 3
T: 3
W: 2
I: 3
A: 2
Ld: 7
Sv: 5+
Wargear
Autocannon, Lasgun, Close Combat Weapon, Frag Grenades
Replace any 2 guardsmen for Boris for 10 points. Mounted on a Heavy Weapons Team base
Quixos the Great, Lord Inquisitor of the Ordos Malleus, Heretic Diabolus
Quixos was once the greatest daemon hunter in the Inquisition, until a shard of daemonclaw lodged itself in his heart. Corrupted and insane, he attempted to build a replica of the Cadian pylons to destroy the Eye of Terror. During the hunt for Quixos, Eisenhorn, Ricci and Grumman, all powerful Inquisitors, walked into Quixos' chamber, where he slew Ricci and Grumman in 2 blows. Eisenhorn ended him on the shattered length of Barbarisator, his last words being a psychic scream, ironically denouncing his slayer as 'Heretic!'. His ashes were launched into a sun.
175 points
Type: Infantry (unique)
WS5 BS5 S5 T4 W3 I5 A4 Ld10 Sv3+
Wargear: power armor, frag and krak grenades, bolt pistol
Daemonshard: Quixos can draw on the power of the shard lodged in his chest. It also sustains and empowers him beyond natural human limits. Stat bonus are included to his S, T and I. In addition, Quixos has the Feel No Pain USR and a 5+ invulnerable save.
Kharnagar the Deathly: A great daemon, captured and channeled into a sword of prodigious power. This is a close combat weapon that strikes at S6 AP3.
Special Rules: Independent Character, Fearless
Heretic: Inquisitor Quixos is a HQ choice for Codex: Grey Knights. However, being a heretic, the only units that may be taken in the same army as him are Inquisitorial Henchmen and Chimaeras. The 0-1 limit on Henchmen is removed, and they are Troops choices.
Psyker: Mastery Level 2. Has access to the Biomancy and Telepathy Lores.
Lotet wrote: Boris Polarbar
A big man who carries an auto cannon, hits twice as hard as any normal man and famously (to his regiment) survived a Heavy Flamer blast and blew the attacker to pieces along with a fine list of recorded kills. He may not be unstoppable but he is always the last man standing in his squad and has the will to come back to fight another day.
WS: 3
BS: 3
S: 3
T: 3
W: 2
I: 3
A: 2
Ld: 7
Sv: 5+
Wargear
Autocannon, Lasgun, Close Combat Weapon, Frag Grenades
Replace any 2 guardsmen for Boris for 10 points. Mounted on a Heavy Weapons Team base
What you just described is a guardsmen heavy weapons team
Lotet wrote: Boris Polarbar
A big man who carries an auto cannon, hits twice as hard as any normal man and famously (to his regiment) survived a Heavy Flamer blast and blew the attacker to pieces along with a fine list of recorded kills. He may not be unstoppable but he is always the last man standing in his squad and has the will to come back to fight another day.
WS: 3
BS: 3
S: 3
T: 3
W: 2
I: 3
A: 2
Ld: 7
Sv: 5+
Wargear
Autocannon, Lasgun, Close Combat Weapon, Frag Grenades
Replace any 2 guardsmen for Boris for 10 points. Mounted on a Heavy Weapons Team base
What you just described is a guardsmen heavy weapons team
^ Truth.
Why not make him a Sergeant upgrade for 25 points, BS 4 and LD9? Or something else special like that
Lotet wrote: Boris Polarbar
A big man who carries an auto cannon, hits twice as hard as any normal man and famously (to his regiment) survived a Heavy Flamer blast and blew the attacker to pieces along with a fine list of recorded kills. He may not be unstoppable but he is always the last man standing in his squad and has the will to come back to fight another day.
WS: 3
BS: 3
S: 3
T: 3
W: 2
I: 3
A: 2
Ld: 7
Sv: 5+
Wargear
Autocannon, Lasgun, Close Combat Weapon, Frag Grenades
Replace any 2 guardsmen for Boris for 10 points. Mounted on a Heavy Weapons Team base
What you just described is a guardsmen heavy weapons team
^ Truth.
Why not make him a Sergeant upgrade for 25 points, BS 4 and LD9? Or something else special like that
Make him an upgrade, give him Str4 ( which is roughly twice as strong as Str3) to account for being able to carry the Autocannon, and Look Out Sir (2+) (though not a character) which would fit nicely with his fluff.
Born of royalty of the Najon dynasty, Edalaz carries with her a legacy of Imperial expansionism her family is famous for. Trade and wealth are synonymous with power and military strength to Edalaz, as it is her profession to gain the means necessary to raise armies for the Imperium. Though not an Inquisitor herself, she wields an almost equal power over entire swathes of the Imperium. It is the power of economics, with sanctions and tariffs used as her weapons of peace to prevent war in the many destabilized regions of the Imperium, while promoting the growth of industry and armies in the civilized regions. When diplomacy fails however, as it often does in a time of near constant strife, Edalaz is sworn to protect the Imperium at all costs. While largely enjoying a life of luxury, Edalaz's skills and extensive knowledge has also warranted her the duty of Xenohunter, taking her far and beyond her comfortable spheres of influence among the aristocracy she was born into. Though if she must depart from her flagship, an Emperor Class Battleship, the Mizzarii, it is with the full support of her extensive charter of diplomatic - assets - as she refers to them.
Allied Detachment - Edalaz must always be taken as an Allied HQ choice in the force organization and may ally with any faction other than Tyranids, Orks, and Necrons. She is battle brothers with all IoM forces, and only a desperate ally to the forces of Chaos - the heretic!
Points - 170
Ws - 4, Bs - 4, S - 3, T - 3, W - 2, A - 2, I - 3, Ld - 9, Sv - 4+
Weapons - Darknova Assault Rifle, Darknova Pistol, and Powersword.
Darknova - Born of arcane technology, these weapons utilize dark matter that binds the universe together. Not much is understood of these weapons, though their destructive power is truly awe inspiring even though they pose incredible danger to those that use them, even moreso than Plasma technology. These weapons function by stripping away the fabric of reality, creating miniature black holes on impact that utterly destroy their targets as their mass touches an event horizon of crushing proportions. Should the fail safes of the mechanism rupture, and the dark matter be released, antimatter and other particles of energy are flung in every direction before a devastating implosion of real space crushes everything within the null zone. Upon rolling a double 1 on any roll to hit the weapon is automatically destroyed as is any model within 6 inches. No armor or invulnerable saves of any kind are allowed - the universe itself splits and weeps for your loss before the hole slowly mends back together.
Equipment - Carapace Armor
Frag and Krak grenades
Triangulation Auspex - Confers the "Target Marked" special rule.
Chronoshifter - A powerful device that allows it's controller to bend time and space around it. Edalaz may move an additional D6 during the movement phase and reroll a single dice per turn - the final result stands.
Special Rules
Diplomat - If your army includes Edalaz, it may designate a single unit to fire upon any enemy unit within range after both sides have deployed, but before any moves are made. If there is another Edalaz, these shots are resolved simultaneously.
Naval Support - Edalaz is never without her trusted Battleship, the Mizzarii. She is considered a Master of Ordinance from the Imperial Guard Codex with the following exceptions:
Target marked: She may move and call in ordinance on the same turn - but still may not shoot normally if she hails her ship. Though, if she moves, she may only call in one strike at a time. If she remains stationary during the movement phase, she may call in all of her ordinance. If she is slain, the ability to call in strikes is lost with her.
She may outfit the Mizzarii to fire in ordinance barrages of up to 3 additional cannons at 40 points each.
In addition, she may purchase (in any combination) the following types of ordinance:
Bionics: Boosts to stat line included. Also gives Feel No Pain.
Special Rules: Independent Character, Stubborn, Fearless
First and Only: All infantry models from Codex: Imperial Guard can purchase camo cloaks at +2 points per model.
Men of Tanith, do you want to live forever?: Once per game, Gaunt can shout the battle cry of the Tanith. All friendly units from C:IG within 12 inches of Gaunt gain Fearless and Furious Charge for the remainder of the turn.
Respected Commander: Gaunt can give 3 orders a turn, has a command radius of 18 inches, and can give any of the orders that the Company Commander has access to. (see C:IG)
Boris Polarbar
A big man who carries an auto cannon, hits twice as hard as any normal man and famously (to his regiment) survived a Heavy Flamer blast and blew the attacker to pieces along with a fine list of recorded kills. He may not be unstoppable but he is always the last man standing in his squad and has the will to come back to fight another day.
WS: 3
BS: 3
S: 3
T: 3
W: 2
I: 3
A: 2
Ld: 7
Sv: 5+
Wargear
Autocannon, Lasgun, Close Combat Weapon, Frag Grenades
Replace any 2 guardsmen for Boris for 10 points. Mounted on a Heavy Weapons Team base
What you just described is a guardsmen heavy weapons team
^ Truth.
Why not make him a Sergeant upgrade for 25 points, BS 4 and LD9? Or something else special like that
Make him an upgrade, give him Str4 ( which is roughly twice as strong as Str3) to account for being able to carry the Autocannon, and Look Out Sir (2+) (though not a character) which would fit nicely with his fluff.
I wasn't expecting a multi-quote from people across the world. he was supposed to be a joke (hence the ) and a model I intended to make, how hard could it be to make a slightly tall and bulky guardsman? he's just meant to represent the local badass who was well known in his local slum tavern boxing ring. he can break a Nobz jaw but is not big enough to take the Nob down, he carries a pack of medical supplies to keep himself slipping into the darkness when wounded and he relies on his squad leader for courage. his squad mates might see a man who has survived crippling punishment but he just had enough muscle and armor to stop or redirect hits to his vitals on many occasions. as far as stories go, his will end long before any other hero on this thread who isn't already doomed. though his cannon will serve the Imperial Guard for a long time and will outlive him and everyone who knew him.
Bionics: Boosts to stat line included. Also gives Feel No Pain.
Special Rules: Independent Character, Stubborn, Fearless
First and Only: All infantry models from Codex: Imperial Guard can purchase camo cloaks at +2 points per model.
Men of Tanith, do you want to live forever?: Once per game, Gaunt can shout the battle cry of the Tanith. All friendly units from C:IG within 12 inches of Gaunt gain Fearless and Furious Charge for the remainder of the turn.
Respected Commander: Gaunt can give 3 orders a turn, has a command radius of 18 inches, and can give any of the orders that the Company Commander has access to. (see C:IG)
from what i remember, he only has bionic eyes. 5 dont see him getting +1 S, T and a 3+ Sv.
(Note: all points are very-rough estimations, and will not precisely match the unit in question)
This vehicle is meant to represent a marvel of Mechanicus/Grey Knight technology. They would only bring it out in the most extreme of dire circumstances, for its power is feared even by those who would use it.
GREY KNIGHTS LAND RAIDER "ARGENTUM" (400+ points ???) Ballistic Skill 5 / Armour Facings 14 / Hull Points 4 Wargear: Hull-Mounted Psylance Cannon, Two Sponson-Mounted Twin-Linked Psyflame Cannons, Searchlight, Smoke Launchers, Extra Armour, Armoured Ceramite, Auxiliary Drive, Flare Shield, Truesilver Armour, Warp-Stabilisation Field
Special Rules: Power of the Machine Spirit, Ferromantic Invulnerability, Psychic Pilot, Reinforced Aegis
* Note: Due to the sheer amount of firepower contained within, the Land Raider Argentum cannot be used as a transport vehicle.
[Psylance Cannon] Somehow the Ordo Malleus and the Mechanicus managed to fit this weapon of pure untamed destruction into the hull of the vehicle. The weapon manifests raw psychic power, firing it at such speed that it tears through armour with near-zero effort. Anything less, particularly Psykers or daemonflesh, is destroyed in less time than it takes to blink. The Psylance Cannon has the following profile: [Range: 96"] [Strength: 10] [AP: 1] [Ordnance 1, Lance, Firing-Concentration*]
* Firing-Concentration: As the weapon is, in part, fired by the willpower of the Grey Knight operating the weapon, it needs precision timing and calculations in order to fire with 100% accuracy. As such, the Psylance Cannon can only fire if the Argentum is stationary, and cannot be used to fire Snap Shots.
[Psyflame Cannons] These are just regular Flamestorm Cannons using Psyflame Ammunition.
[Armoured Ceramite] The Argentum is not subject to weapons with the Melta rule.
[Auxiliary Drive] The Argentum ignores Immobilized results on a D6 roll of 4+.
[Flare Shield] Only works against attacks that strike the Front arc of the vehicle. If a Template or Blast type weapon hits, it is reduced in Strength by -2, whereas other attacks are reduced by -1. This has not affect on melee attacks or Destroyer weapons.
[Ferromantic Invulnerability] The Argentum is unaffected by Lance weapons, and reduces the effects of all Penetrating Hits by -1 (has no effect on Destroyer weapons).
Melta doesn't work, Lance doesn't work, -2/-1 S to weapons hitting it on the front, -1 on Pen table. To be honest, I would rather pack up and go home than play it.
Funnily enough.... as a DE player, that wouldn't be an issue, as you'd just Haywire it to death... ('course without Haywire it's basically unkillable).
The gun is ridiculous, the armour is ridiculous.... You know what, when I get home (need to pop into town for supplies) I'll actually write it up and cost it, to specifically show how nuts that thing is. (My initial reaction is the mid 500pts range)
Well I'm glad Eldar and DE have a way to deal with it (and insanely easily decimate it), but with that weapon I find it unlikely you'll get to use it. Not even Titans get that kind of armor.
Agent Mikhail was formerly Major-General Mikhail of the Valhallan 18th. He was recruited by the Inquisition black ops program D-111, and is currently the commander of Talon Unit, coordinating operations from his command Chimaera.
Type: infantry (character)
Replaces the Company Commander in a Company Command Squad for 85 points
WS4 BS4 S3 T3 W3 I3 A3 Ld9 Sv4+
Wargear: Carapace armour, power axe, frag and krak grenades, melta bombs, camo cloak, refractor field
Mars-pattern stub-carbine 'Metalstorm': Range 18 S4 AP4 Assault 3
Tigrus-pattern needle pistol: Range 6 S1 AP2 Fleshbane Pistol
Special Rules:
Network coordination: As long as Mikhail's squad has a vox caster, and the squad he is ordering has a vox caster, his order range is 24 inches. In addition, Mikhail knows the same orders as a Company Commander (see C:IG), and may issue 3 orders a turn.
Automatically Appended Next Post: Agent Pieres
Formerly Captain Pieres of the Elysian 15th Drop Troops. Recruited during the Finus Pacification. Currently Team leader of Talon One.
Type: Infantry (character)
Replaces the Sergeant in 1 Veteran Squad for 50 points
Wargear: Caraoace armour, camo cloak, laspistol, close combat weapon, frag and krak grenades
Tigrus-pattern shotgun: Pieres uses a customised combat shotgun, loaded with his own specialty rounds. Range 12 S4 AP5 Assault 2
Special Rules:
Supressing Fire!: Pieres can issue the First Rank Fire Second Rank Fire order, but only to his own squad.
Automatically Appended Next Post: Agent Rohan
Rohan was Interrogator to Lord Inquisitor Percival, the founder of D-111. He now serves as his master's eyes and ears in the field.
Type: Infantry (character)
replace a Commissar in a Company Command Squad for 30 points (ie pay 30 for a commissar and then pay 30 for Rohan)
NeoAigaion wrote:(Note: all points are very-rough estimations, and will not precisely match the unit in question) This vehicle is meant to represent a marvel of Mechanicus/Grey Knight technology. They would only bring it out in the most extreme of dire circumstances, for its power is feared even by those who would use it.
GREY KNIGHTS LAND RAIDER "ARGENTUM" (400+ points) Ballistic Skill 4 / Armour Facings 14 / Hull Points 4 Wargear: Hull-Mounted Psylance Cannon, Two Sponson-Mounted Twin-Linked Psyflame Cannons, Searchlight, Smoke Launchers, Extra Armour, Psy Shield, Truesilver Armour, Warp-Stabilisation Field Special Rules: Power of the Machine Spirit, Ferromantic Invulnerability, Psychic Pilot, Reinforced Aegis * Note: Due to the sheer amount of firepower contained within, the Land Raider Argentum cannot be used as a transport vehicle.
[Psychic Support] Once per turn, either the Psylance cannon or the Psy Shield can be used. The Psylance Cannon has the following profile: [Range: 72"] [Strength: 8] [AP: 1] [Ordnance 1, Lance, Firing-Concentration*] * Firing-Concentration: As the weapon is, in part, fired by the willpower of the Grey Knight operating the weapon, it needs precision timing and calculations in order to fire with 100% accuracy. As such, the Psylance Cannon can only fire if the Argentum is stationary, and cannot be used to fire Snap Shots.
[Psy Shield] The psychic might required to fire the Psylance cannon can also be channeled into a massive wall of energy, protecting those behind the Land Raider. The Psy Shield may be activated at any point during the player turn, as long as the Psylance Cannon has not been fired, and lasts until the end of the enemy player turn. While the shield is active, all models behind the front of the Land Raider and within 3" of either side of the Land Raider benefit from a 4+ Invulnerable Save. The Land Raider also benefits from this save.
[Psyflame Cannons] These are just regular Flamestorm Cannons using Psyflame Ammunition.
My suggestions.
NeoAigaion wrote:At some point between breakfast and lunch, I'll post up my revision of the LR Argentum. Clearly it is not liked in its current form.
Well, you could keep it as is for 600 points and make it Apoc only.
I like McNinja's changes, though I think the Psy Shield should be a Cover save, instead of Invuln. Same basic effect for shooting attacks, and doesn't effect Melee (which would be silly).
However, I was fine with either version (cost right, of course). Though you do realize that the Psylance is a single-target/hit weapon as-is, right? Ordinance is not a Blast (or large Blast) template.
Also, twin-linking the Psyflame cannons is overkill. It's already a larger chance to wound because of the Psy, so there's no need to re-roll the few misses as well.
A character that I am working on for my C'Tan Cult Fandex. Admittedly he is very rough right now so I'm looking for a lot of feedback, and don't be afraid to be harsh.
Verdrek the Mad: 250 Points
WS4/BS4/S5/T5/W3/I2/A3/LD10/Sv3++
Wargear: The Conqueror's Blade: In addition to using the following profile, while wielding the Conqueror's Blade, Verdrek can never require a roll greater than a 4+ to hit is foe in close combat, and enemies will never hit Verdrek on any roll less than a 4+, no matter the difference in weapon skill.
S+2 AP3 Melee
Special Rules:
Hatred (Everything)
RP Ever-Living
Independent Character
C'Tan Aura: Verdreks reanimation at the hands of the Deciever has left a permanent cloak of energy around him. He has a 3+ Invulnerable Save and benefits from the 'It Will Not Die" USR.
Chosen of the C'Tan: Verdrek is an important pawn in the Deceivers schemes, and as such has been blessed to help him overcome is opponents. Every time Verdrek suffers an unsaved wound, roll on this table and apply the results. Note that while cumulative, these bonuses can never raise any statistic above 10.
1 – I need them to win. The Deceiver intends for Verdrek to loose to further his schemes. Verdrek suffers an additional wound with no saves of any kind that does not cause his controlling player to roll on this table.
2 – Strike Harder – Add 1 point to Verdrek's Strength. This effect lasts until the end of the battle.
3 – Strike Faster – Add 1 point to Verdrek's Initiative. This effect lasts until the end of the battle.
4 – Kill them all – Verdrek gains an additional attack. This effect lasts until the end of the battle.
5 – Make them suffer – Add 1 point to Verdrek's WS and BS. This effect lasts until the end of the battle.
6 – You must be victorious – Choose any result from this table and apply it.
Paranoid: Any army that includes Verdrek may not take allies. Additionally, Verdrek can never take a royal court.
Regal he sounds like fun i'd play him. the only wounded on a 4+ could be a special armor blessing from the C'tan instead of a sword add on. also are table results 2-4 cumulative?if so is there a cap?if its cumulative i'd bump his price up a little bit determining how cumulative the bonuses are.
Automatically Appended Next Post: My Succubus for my DE
Unit: Succubus Zilvraeniss Jaderider, Points Per:135, Models: 1*, Unit Type: Infantry (Character), WS-8, BS-6, S-3, T-3, W-4, I-8, A-5, Ld-9, Sv-6+ / 4++ Wargear: wychsuit Hydra glove:simlar to Hydra gauntlets but there is only one and confers D3 Attacks Power Combi-Staff/ Bow: Staff: Range--, Str-User+1, AP-3, Type-Melee, Reach. Reach: A model using this weapon can attack all enemy models in the combat. Bow: Range-18", Str-X, AP--, Type-Assault 1, Poisoned (3+), Rending.
Special Rules: Fleet Night Vision Power from Pain Independent Character Dodge(4+)- Zilvraeniss swiftly Moves across the battlefield and can effortlessly dart aside from enemy bullets and blows as if time were standing still. Zilvraeniss has a 4++ inv save in and out of CC.
LAND RAIDER ARGENTUM "Revised" (360+) BS: 5 / AV: 14 / HP: 4 Wargear: Hull-Mounted Psylance Cannon, Two Sponson-Mounted Psyflame Cannons, Extra Armour, Truesilver Armour, Psionic Shield Generator
Special Rules: Power of the Machine Spirit, Psychic Pilot, Reinforced Aegis
[Psylance Cannon] This weapon is as close as it gets to an Imperial version of the Eldar Distortion Cannon. It has the following profile:
(Range: 72") (Strength: 10) (AP: 1) (Heavy 1, Lance, Concentrated Fire*)
*Concentrated Fire: Due to the concentration required, in part, by the Grey Knight operating the weapon, the Argentum must always remain stationary to fire the Psylance Cannon, and cannot be used to fire Snap Shots.
[Psyflame Cannons] Flamestorm Cannons using Psyflame Ammunition.
[Psionic Shield Generator] The Argentum's defensive armament, it too is operated by the willpower of a Grey Knight. It confers a 4+ Invulnerable save onto the Argentum against ranged attacks (has no effect in close-combat).
Any better now? Still a worthy opponent, but by no means it is still chess-grade invincible!!
NeoAigaion wrote: LAND RAIDER ARGENTUM "Revised" (360+) BS: 5 / AV: 14 / HP: 4 Wargear: Hull-Mounted Psylance Cannon, Two Sponson-Mounted Psyflame Cannons, Extra Armour, Truesilver Armour, Psionic Shield Generator
Special Rules: Power of the Machine Spirit, Psychic Pilot, Reinforced Aegis
[Psylance Cannon] This weapon is as close as it gets to an Imperial version of the Eldar Distortion Cannon. It has the following profile:
(Range: 72") (Strength: 10) (AP: 1) (Heavy 1, Lance, Concentrated Fire*)
*Concentrated Fire: Due to the concentration required, in part, by the Grey Knight operating the weapon, the Argentum must always remain stationary to fire the Psylance Cannon, and cannot be used to fire Snap Shots.
[Psyflame Cannons] Flamestorm Cannons using Psyflame Ammunition.
[Psionic Shield Generator] The Argentum's defensive armament, it too is operated by the willpower of a Grey Knight. It confers a 4+ Invulnerable save onto the Argentum against ranged attacks (has no effect in close-combat).
Any better now? Still a worthy opponent, but by no means it is still chess-grade invincible!!
Hrontore Da Death Bringer wrote: Regal he sounds like fun i'd play him. the only wounded on a 4+ could be a special armor blessing from the C'tan instead of a sword add on. also are table results 2-4 cumulative?if so is there a cap?if its cumulative i'd bump his price up a little bit determining how cumulative the bonuses are.
Yes, the bonuses are cumulative, with the normal "no stat may be raised higher than 10" rider (which I've added for clarity). However, there is an effective cap in that he only gets to roll every time he's wounded, meaning that even with It will not die and RP, his stats are effectively limited by the number of unsaved wounds he can endure. For me right now the big thing is that I didn't specify whether or not he retains his stats bonuses if he returns with RP/EL, so I'm torn between having him retain or loose his bonuses after coming back.
ws:5
bs:3
S:6
T:5/6 (6with mega armor)
W:4
I:5
A:5
LD:9
SV: 4/3 (3 with mega armor)
Equipment: custon blasta (lascanon combi flamer), big chopa, Da canopena (power klaw), hard armor, mega armor, kustom force field, shokk attack gun, burna, and cybork body.
any unit he joins receives ard armor at no cost and another can be perched regularly with points.
Special rules: all noraml ork rulesa + counter atttack
1.) Ooo dats shiny (can use the weapons of a wrecked vehicle or turret once per vehicle/turret rolling on LD if failed recived a electric shock wond no armor save but invl alowed S4 ap-- if dobble ones wonded but still get to use weapon. if failed the vehicles weapons cant be used and only one weapon per vehicle.
2.) OY! You gits get har now! lets reserves reroll if failed once every 2 turnes
Mek Boss GrimmBite came into existence on a freebooter Killa krusa after it had crashed into a space hulk.
He was one of 10 ork survivors including capn deff klaw leader of the free booters.
The hulk was home to a large infestation of feral tyranid so Grimmbite learned quickly his place as a mek boy learning to remotely activate long dormant turret systems to help bolster there defensive and attack power.
He obtained many serious wounds during there stay on the space hulk lacking a pain boy of any kind was forced to make personal modifications and most orks who survived there ether died of there wounds or are more cybork then ork.
After some time had past and there numbers replenished the crew where able to clear out the majority of the infestation and gain control of the hulk.
After which capn deff claw kicked out his commanding staff with these orders"OY! you gits get to them shuttles and go find me some more boys wes got to fill dis har spacy hulk wif some new boys.
After leaving the hulk in the now repaired (sort of) killa krusa the ARD Grot grimmbite toured around looking for some more boyes to bring back to his capn but finding very few boys started taking in other pirates/outcasts amongst these where Eldar/ dark eldar, human renegades(more often mutants) and pirates ( but not dem spiky humys), kroot and a Tarellian he called Mr Happy (after all he was having such fun killing all those humans when he meet him) before rejoining capn deff klaw as his first mate.
They now roam the void looking for work and plunder be it with eldar, dark eldar, space marines, imperial guard, tau and other alien races (never chaos at-least intentional).
(Hope that's ok im not exactly a awesome writer but that's what i got for him so far)
False Idols: Should Ubak' remain in base to base contact with an Imperial Shrine terrain piece for one turn then said terrain piece will now function as though it were the Shrine To Chaos.
Iconoclast: Any unit to which is assigned gains a single re-roll per turn when rolling to penetrate a vehicle or fortification whilst in close combat with it.
Looted Armour: Any Command Platoon accompanied by Ubak' is automatically equipt with carapace armour for no additional cost
Rebreather: Recieves a 6+ FnP save against all weapons with the "poisoned" effect
Orphelius was a Captain of the Blood Angels 1st Company, in line to be the next Chapter Master. His arrogance and poor judgement however led him to be deceived by Tzeentchian heretics, resulting in the lost of half a system to a Chaos invasion and the decimation of his company. In disgrace, he was stripped of his titles and honors and cast out of the Chapter on a redemption quest. His journey into the Eye changed him, and he when he returned to his Chapter he was humble and contrite, redeemed of his sins of pride. Rejoining as a battle brother, he eventually rose higher than before, becoming 18th Chapter Master of his Chapter, and died honourably in a suicidal last stand to allow civilians to escape.
240 points
Type: Infantry (unique)
WS6 BS5 S4 T4 W4 I6 A4 Ld10 Sv2+
Wargear: terminator armor, combi-flamer
Fireglaive: This is a power sword that may be fired once per game as a firestorm cannon
Special Rules: Independent Character, Eternal Warrior, Feel No Pain, ATSKNF, Fearless
Honor in Death: When Orphelius loses his last wound in combat, all friendly units form C:BA within 6 inches immediately gain Fearless, Counter Attack and Furious Charge for the rest of the game
Wargear: Power Klaw, Twin-Linked Shoota, Attack Squig, Bosspole, Stikkbombz, Da Tusk Armour
Da Tusk Armour: the multitude of tusks won in battle adorning Tuska's body have created a strong defense of bone. This confers a 3+ save.
Special Rules: Independent Character, Eternal Warrior, Furious Charge, Mob Rule, Waaagh!, Prefered Enemy (Daemon), Another fur ma trophy rakk!
Another fur ma trophy rakk!: Always seeking to challenge the biggest and strongest, Tuska must declare and accept challenges. Also, he must move and/or assault the closest enemy monsterous creature or unit if it contains an independent character. While in a challenge, Tuska recieves the Feel No Pain special rule.
Wargear: Power Klaw, Twin-Linked Shoota, Attack Squig, Bosspole, Stikkbombz, Da Tusk Armour
Da Tusk Armour: the multitude of tusks won in battle adorning Tuska's body have created a strong defense of bone. This confers a 3+ save.
Special Rules: Independent Character, Eternal Warrior, Furious Charge, Mob Rule, Waaagh!, Prefered Enemy (Daemon), Another fur ma trophy rakk!
Another fur ma trophy rakk!: Always seeking to challenge the biggest and strongest, Tuska must declare and accept challenges. Also, he must move and/or assault the closest enemy monsterous creature or unit if it contains an independent character. While in a challenge, Tuska recieves the Feel No Pain special rule.
Seems fine to me... don't really know about Ork costing without looking though, so can't entirely comment on that. xD
Wargear: Power Klaw, Twin-Linked Shoota, Attack Squig, Bosspole, Stikkbombz, Da Tusk Armour
Da Tusk Armour: the multitude of tusks won in battle adorning Tuska's body have created a strong defense of bone. This confers a 3+ save.
Special Rules: Independent Character, Eternal Warrior, Furious Charge, Mob Rule, Waaagh!, Prefered Enemy (Daemon), Another fur ma trophy rakk!
Another fur ma trophy rakk!: Always seeking to challenge the biggest and strongest, Tuska must declare and accept challenges. Also, he must move and/or assault the closest enemy monsterous creature or unit if it contains an independent character. While in a challenge, Tuska recieves the Feel No Pain special rule.
Seems fine to me... don't really know about Ork costing without looking though, so can't entirely comment on that. xD
For a regular warboss with similar upgrades, its about 125 points. I just made him more pricey due to his special rules.
I have one SW character I used in a escalation league.
Lone Wolf Bjarki.
Growing up on a deathworld is hard, but for Bjarki, it was even harder still. No matter his skill, or noble bearing no man would be his shield brother nor would any stand at his back in the frequent battles that each tribe wages. All believed him cursed, an ill omen, and he existed at the fringes of Fenrisan society.
Even at the battle of three sails, when the grim watches descended on wings of fire to take a handful of near dead warriors from the carnage of the front lines, Bjarki was passed over, despite the mound of bodies that lay under his feat.
Angered at this final slight by his gods, he took a small longship and made the treacherous voyage to Aeshiem and climbed to the gates of the Fang, roaring a challenge to the warriors of the gods.
Impressed, Bran Redmaw overruled his Wolf Priests and Bjarki joined Bran's great company. The Rune Priests quickly determined that Bjarki bore the Pariah gene, and that was the source of his curse. Though he still did not share the easy camaraderie that the other wolves enjoyed, the psycho conditioning of the space marines meant that Bjarki could move amongst them and still retain respect.
Now when Redmaw comes upon a troublesome psycher or demon he unleashes the lone wolf, the mind hunter, who shakes the warp from his skin like water off a pelt.
Lone Wolf Bjarki:
Counts as a HQ choice. 200 pts.
WS: 6 BS: 5 T: 4 W: 2 I:5 Ld 10 Sv 3+/4+
Unit type: infantry
Wargear:
Two Frost Blades
Stalker Pattern Bolter with lifeseeker sight. (Bolter with sniper, -1 to cover saves, Night vision)
wolf tooth necklace.
Camoline cloak (+1 to cover saves)
melta bombs
frag grenades
Special rules:
Acute Senses
Counter Attack
Saga of the Hunter
Fearless
Eternal Warrior
Lone Wolf: Bjarki cannot join units
Pariah: All units with a model within 12' count as leadership 7, unless their leadership would be lower. Psychic powers that target Bjarki or include him in their area effect automatically fail, but still expend a warp tolken.
Soul Drain: In close combat, Bjarki can elect to make a single soul drain attack instead of making close combat attacks. Choose one model in base to base. Both that model and Bjarki roll one d6 and add their leadership. If the target's combined value is less then Bjarki's, then it loses as many wounds as it lost combat by with no saves possible.
Durandal wrote: I have one SW character I used in a escalation league.
Lone Wolf Bjarki.
Growing up on a deathworld is hard, but for Bjarki, it was even harder still. No matter his skill, or noble bearing no man would be his shield brother nor would any stand at his back in the frequent battles that each tribe wages. All believed him cursed, an ill omen, and he existed at the fringes of Fenrisan society.
Even at the battle of three sails, when the grim watches descended on wings of fire to take a handful of near dead warriors from the carnage of the front lines, Bjarki was passed over, despite the mound of bodies that lay under his feat.
Angered at this final slight by his gods, he took a small longship and made the treacherous voyage to Aeshiem and climbed to the gates of the Fang, roaring a challenge to the warriors of the gods.
Impressed, Bran Redmaw overruled his Wolf Priests and Bjarki joined Bran's great company. The Rune Priests quickly determined that Bjarki bore the Pariah gene, and that was the source of his curse. Though he still did not share the easy camaraderie that the other wolves enjoyed, the psycho conditioning of the space marines meant that Bjarki could move amongst them and still retain respect.
Now when Redmaw comes upon a troublesome psycher or demon he unleashes the lone wolf, the mind hunter, who shakes the warp from his skin like water off a pelt.
Lone Wolf Bjarki:
Counts as a HQ choice. 200 pts.
WS: 6 BS: 5 T: 4 W: 2 I:5 Ld 10 Sv 3+/4+
Unit type: infantry
Wargear:
Two Frost Blades
Stalker Pattern Bolter with lifeseeker sight. (Bolter with sniper, -1 to cover saves, Night vision)
wolf tooth necklace.
Camoline cloak (+1 to cover saves)
melta bombs
frag grenades
Special rules:
Acute Senses
Counter Attack
Saga of the Hunter
Fearless
Eternal Warrior
Lone Wolf: Bjarki cannot join units
Pariah: All units with a model within 12' count as leadership 7, unless their leadership would be lower. Psychic powers that target Bjarki or include him in their area effect automatically fail, but still expend a warp tolken.
Soul Drain: In close combat, Bjarki can elect to make a single soul drain attack instead of making close combat attacks. Choose one model in base to base. Both that model and Bjarki roll one d6 and add their leadership. If the target's combined value is less then Bjarki's, then it loses as many wounds as it lost combat by with no saves possible.
Okay, first things first. Soul Drain. Since he's already fearless, soul drain is kinda op with him being at LD 10, also you didn't put down attacks. Reasonably he should be 7 to match his Pariah special rule. Also, make it so on a 5+ he's unaffected by psychic powers (having something that negates psychic powers and reduces other units LD to 7 is kinda to powerful, especially with the soul drain special rule.
Reaper: This is a heavily modified automatic combat shotgun, jury rigged to take a 20 round box of custom armor piercing rounds. Range 18 S 4 AP 4 Assault 4 Shred
Special Rules: Independent Character, Stubborn
Rally to me!: all units from the same detachment, if fleeing, automatically regroup if they pass within 12 inches of Durra.
Durandal wrote: I have one SW character I used in a escalation league.
Lone Wolf Bjarki.
Growing up on a deathworld is hard, but for Bjarki, it was even harder still. No matter his skill, or noble bearing no man would be his shield brother nor would any stand at his back in the frequent battles that each tribe wages. All believed him cursed, an ill omen, and he existed at the fringes of Fenrisan society.
Even at the battle of three sails, when the grim watches descended on wings of fire to take a handful of near dead warriors from the carnage of the front lines, Bjarki was passed over, despite the mound of bodies that lay under his feat.
Angered at this final slight by his gods, he took a small longship and made the treacherous voyage to Aeshiem and climbed to the gates of the Fang, roaring a challenge to the warriors of the gods.
Impressed, Bran Redmaw overruled his Wolf Priests and Bjarki joined Bran's great company. The Rune Priests quickly determined that Bjarki bore the Pariah gene, and that was the source of his curse. Though he still did not share the easy camaraderie that the other wolves enjoyed, the psycho conditioning of the space marines meant that Bjarki could move amongst them and still retain respect.
Now when Redmaw comes upon a troublesome psycher or demon he unleashes the lone wolf, the mind hunter, who shakes the warp from his skin like water off a pelt.
Lone Wolf Bjarki:
Counts as a HQ choice. 200 pts.
WS: 6 BS: 5 T: 4 W: 2 I:5 Ld 10 Sv 3+/4+
Unit type: infantry
Wargear:
Two Frost Blades
Stalker Pattern Bolter with lifeseeker sight. (Bolter with sniper, -1 to cover saves, Night vision)
wolf tooth necklace.
Camoline cloak (+1 to cover saves)
melta bombs
frag grenades
Special rules:
Acute Senses
Counter Attack
Saga of the Hunter
Fearless
Eternal Warrior
Lone Wolf: Bjarki cannot join units
Pariah: All units with a model within 12' count as leadership 7, unless their leadership would be lower. Psychic powers that target Bjarki or include him in their area effect automatically fail, but still expend a warp tolken.
Soul Drain: In close combat, Bjarki can elect to make a single soul drain attack instead of making close combat attacks. Choose one model in base to base. Both that model and Bjarki roll one d6 and add their leadership. If the target's combined value is less then Bjarki's, then it loses as many wounds as it lost combat by with no saves possible.
Okay, first things first. Soul Drain. Since he's already fearless, soul drain is kinda op with him being at LD 10, also you didn't put down attacks. Reasonably he should be 7 to match his Pariah special rule. Also, make it so on a 5+ he's unaffected by psychic powers (having something that negates psychic powers and reduces other units LD to 7 is kinda to powerful, especially with the soul drain special rule.
He's using the Pariah Soulless rule from the 3rd ed Necron book.
HOWEVER, The Pariahs were boosted by the Necrodermis if I remember rightly.
Personally, I would make it that he simply reduces the Leadership of everyone within 12" by 1 (-2 for Psykers).
I'd also just make him immune to Psychic Powers (including Force Powers).
A simpler 'natural' Pariah ability.
I'm also confused as to the Soul Drain ability, as he's a Pariah, therefore has no powers, and that feels like a Psychic Power tbh.
I'd potentially say make it reduce enemy models in CC attacks by 1 with it, just to match the 'natural uneasiness' abilities of the Pariah.
'Eavy Shoota: being a Deathskull, Skykilla has "borrered" weapons from across the galaxy, and tested all of them on his loyal boyz.
This powerful gun came from a faraway battlefield. He cannot recall where, but claims that there were puddles.
Rock Armour: Skykilla's meks have developed a very light form of Mega Armour. It meanz 'e can hop outta sky an' crump 'eadz real soon. But the impact caused upon landing causes a big smash, and slows him down. Upon impact, any model, friendly or enemy, within 6" of Skykilla's landing site are moved outside of a 6" "bubble" around him. They must maintain unit coherency. In addition, he takes a difficult terrain test on 2D6 for movement.
Rules:
Independent Character (may only join Stormboyz)
Stealin' Fings!: Stormboyz in an army with Skykilla may take any weapons in the Ork Armoury, but must pay for them.
Too Fast For Ya?- has hit and run (C: Tau).
Please do review and thrash it about a little. I think it's undercosted, but I wan't to know by how much
I converted a model : A Space Marine riding a Pegasus !
It looks cool but i have no idea of what rules i might use for for friendly games.
jet bike rules ?
modified fantasy rules ?
Any feedback would be appreciated , thanks.
(pics are in my gallery if interested)
well here it is Mr carter, I need a bit of help with the points
Army: I am thinking space wolves, but definitely MEQ BG:
FO: HQ Squad: Jethro Miles Carter
Unit: Jethro Miles Carter, Points Per: , Models:1 , Unit Type: infantry(character; unique)
WS7, BS4, S5, T4, W4, I6, A4, Ld10, Sv3+.
Wargear:
Power armor
3rd watch- power sword with preferred enemy (demon, ork, CSM)
Frost blaster:
Range18”, Str3, AP5, Type assault 1 slow (if you hit the unit takes an initiative test with a penalty of one to the roll, if the unit fails, their attacks in the next assault are reduced by one)
Special Rules:
Independent character, fearless, rage, furious charge
Options:
May take a storm shield (25 points) or a reflective shield (grants a 4+ invulnerable save and when you roll a 6 to save using it, you can immediately snapshot the shot back at the firing model/unit [quoted ovion because he put it best] (20 points)
I converted a model : A Space Marine riding a Pegasus !
It looks cool but i have no idea of what rules i might use for for friendly games.
jet bike rules ?
modified fantasy rules ?
Any feedback would be appreciated , thanks.
(pics are in my gallery if interested)
I wish every post in this thread were like this. There is no doubt in my mind that you have built a model that should be a flying monstrous creature, not a one. Beyond that, fmc are so flimsy that you should not let the points value get too high. I'd say the stats of a chaplain/librarian, but he might be hard to use with only two wounds.
So, take a captain, make him a flying mc with some bonus from the steed (t5), and since it is so majestic maybe he counts as a company standard (reroll morale checks and +1 to combat res). With some wargear that should be 185-210 points.
This is a fantastic project.
Canas: that is very busy and I am not sure of the point.
It looks awesome, but not monstrous like a dragon or something. I would say a simple jump pack-ed chaplain or similar.
For me wings only are not enough for a jet bike, if you would put some extra thruster on it somehow
I don't know fantasy rules, there can be some matching.
An animal that can carry not just its own weight but >900 pounds of space marine is large. It does not matter what size the actual model is; models are out of scale all the time; you have to infer that the animal is huge.
Maulerfiend points cost + Chaos Lord points cost, + 10-20 points because he's cavalry or something... it depends if you want it to be a galloping 12" steed or a brutal behind lines big gun monster.
Erik Rockfist was born directly after an inter-tribal conflict on Fenris. His father had died in the battle. As a child, he was strong, silent, and shy, and was expected to become a blacksmith. Instead, he chose the path of the warrior, and quickly became renowned as a soldier.
At forty-five, he fathered Arjac Rockfist. He watched his son grow into an amiable, talkative metal-smith, but was taken to The Fang while his son was still merely nineteen. He passed initiation within 2 months, but the Wolf Lords were at loss. Too old to become a Bloodclaw, yet he had never fought with the Wolves of Fenris, so could not become a Grey Hunter. Erik was summoned to Logan Grimnar's chamber with the Wolf Lords. Grimnar was asked to decide where Erik should be placed. Grimnar took one look at him and said two words.
"Wolf Guard".
The Lords were silently shocked, but none argued withe the great wolf. Erik Joined Grimnar's company, and fought glorious campaigns against the Chaos Heretics and the Orks for three centuries, and even earned himself a suit of Tactical Dreadnought Armour.
But then came the fateful day.
During a battle against the Orks in Sub-sector Aurelia while the Blood Ravens were fighting to defend their recruiting worlds, a force of Space Wolves was deployed to defend Calderis. Leading them was Erik Rockfist. His force ambushed the Orks while they were raiding a village. The Orks set about the Space Wolves with vigor and enthusiasm, but were quickly outclassed and outfought. The boys ran for their lives, and their Warboss tried unsuccessfully to rally them by screaming obscenities and shooting at them.
The Warboss was cornered and alone. Erik desired the privilege of killing him, and walked across the battlefield towards him.
The fight was quick and brutal; the Warboss was a great fighter, that was how he had achieved his rank; but Erik was better. He caught his foe with his arms raised, seized the chance and shot him several times in the chest. Somehow, the bullets of his Storm Bolter cut through the Ork's thick green hide. The Warboss gurgled and fell, but as he went down, his dead fingers clutched the trigger of his weapon known to the Orks as a "Big Shoota". High calibre bullets stitched the air, and by chance one struck the right side of his chest, and by sheer fate powered through his armour.
Erik lay, dying on the field of battle.
The way he had always wanted to die.
His vision blurred, then darkened as Wolf Priests ran about him and shouted, tending to his wound.
But it was too deep.
He had gained the Allfather's Peace.
That was the day he was interred within an Ironclad.
Fist of Russ: As ruler of Russ, Leman forged a might force fist that was held in awe by all of Fenris. It has now been interred within the right hand of the Son of Russ Dreadnought sarcophagus.
Range StrAP Type
- User+3 1 Assault (user)
Force Weapon
Special Rules: Move Through Cover, Venerable, Strength of Russ
Strength of Russ: Every turn on a 6+ Erik may regenerate a hull point/damaged/imobillised result. Also, whenever an enemy scores a hit and causes damage to him, he may ignore the result on a 6+.
I'm going ahead with this model, and will post pictures as soon as it's done. As with all of my posts here, please do make recommendations and such.
no way mate
front 14 AND ignoring melta? AND venerable? with a S10 AP1 I4 force weapon?
Strength of russ is terrible btw, no regenerating hull points or ignoring damage
also the fluff is bad, even the wolves, deviant though they might be, cannot recruit a middle-aged man into the astartes. If you read The Emperor's Gift, the primary character notes he nearly didnt get to be an astartes cause he was in his mid teens
Erik Rockfist was born directly after an inter-tribal conflict on Fenris. His father had died in the battle. As a child, he was strong, silent, and shy, and was expected to become a blacksmith. Instead, he chose the path of the warrior, and quickly became renowned as a soldier. At forty-five, he fathered Arjac Rockfist. He watched his son grow into an amiable, talkative metal-smith, but was taken to The Fang while his son was still merely nineteen. He passed initiation within 2 months, but the Wolf Lords were at loss. Too old to become a Bloodclaw, yet he had never fought with the Wolves of Fenris, so could not become a Grey Hunter. Erik was summoned to Logan Grimnar's chamber with the Wolf Lords. Grimnar was asked to decide where Erik should be placed. Grimnar took one look at him and said two words. "Wolf Guard". The Lords were silently shocked, but none argued withe the great wolf. Erik Joined Grimnar's company, and fought glorious campaigns against the Chaos Heretics and the Orks for three centuries, and even earned himself a suit of Tactical Dreadnought Armour. But then came the fateful day. During a battle against the Orks in Sub-sector Aurelia while the Blood Ravens were fighting to defend their recruiting worlds, a force of Space Wolves was deployed to defend Calderis. Leading them was Erik Rockfist. His force ambushed the Orks while they were raiding a village. The Orks set about the Space Wolves with vigor and enthusiasm, but were quickly outclassed and outfought. The boys ran for their lives, and their Warboss tried unsuccessfully to rally them by screaming obscenities and shooting at them. The Warboss was cornered and alone. Erik desired the privilege of killing him, and walked across the battlefield towards him. The fight was quick and brutal; the Warboss was a great fighter, that was how he had achieved his rank; but Erik was better. He caught his foe with his arms raised, seized the chance and shot him several times in the chest. Somehow, the bullets of his Storm Bolter cut through the Ork's thick green hide. The Warboss gurgled and fell, but as he went down, his dead fingers clutched the trigger of his weapon known to the Orks as a "Big Shoota". High calibre bullets stitched the air, and by chance one struck the right side of his chest, and by sheer fate powered through his armour. Erik lay, dying on the field of battle. The way he had always wanted to die. His vision blurred, then darkened as Wolf Priests ran about him and shouted, tending to his wound. But it was too deep. He had gained the Allfather's Peace. That was the day he was interred within an Ironclad.
Fist of Russ: As ruler of Russ, Leman forged a might force fist that was held in awe by all of Fenris. It has now been interred within the right hand of the Son of Russ Dreadnought sarcophagus.
Range StrAP Type - 10 1 Assault (user) Force Weapon
Special Rules: Move Through Cover, Venerable, Strength of Russ
Strength of Russ: Every turn on a 5+ Erik may regenerate a hull point/damaged/immobilised result. Also, whenever an enemy scores a hit and causes damage to him, he may ignore the result on a 6+. He ignores all weapons that use Melta and require extra dice for AP.
I'm going ahead with this model, and will post pictures as soon as it's done. As with all of my posts here, please do make recommendations and such.
Get rid of the ignore Melta. It is extremely overpowered with all of his other skills, especially ignoring damage. I'll let you keep the regeneration of hull points, but take that force fist down a few notches. I'd say make it S(user+3), no double at maximum, and even then I'd still put the price up to a good 390/400. Make his force fist incorporate either a stormbolter or a meltagun, but not both. The assault cannon is fine, just don't make it a heavy one, or you can exchange it for a twin-linked las or a single plas cannon. That's pretty much all the feedback I have. Enjoy.
Canas is back wrote: well here it is Mr carter, I need a bit of help with the points
Army: I am thinking space wolves, but definitely MEQ BG:
FO: HQ Squad: Jethro Miles Carter
Unit: Jethro Miles Carter, Points Per: , Models:1 , Unit Type: infantry(character; unique)
WS7, BS4, S5, T4, W4, I6, A4, Ld10, Sv3+.
Wargear:
Power armor
3rd watch- power sword with preferred enemy (demon, ork, CSM)
Frost blaster:
Range18”, Str3, AP5, Type assault 1 slow (if you hit the unit takes an initiative test with a penalty of one to the roll, if the unit fails, their attacks in the next assault are reduced by one)
Special Rules:
Independent character, fearless, rage, furious charge
Options:
May take a storm shield (25 points) or a reflective shield (grants a 4+ invulnerable save and when you roll a 6 to save using it, you can immediately snapshot the shot back at the firing model/unit [quoted ovion because he put it best] (20 points)
I make it 160-180 pts, but I don't know, as can be seen above I am known to undercost stuff.
well here it is Mr carter, I need a bit of help with the points
Army: I am thinking space wolves, but definitely MEQ BG:
FO: HQ Squad: Jethro Miles Carter
Unit: Jethro Miles Carter, Points Per: , Models:1 , Unit Type: infantry(character; unique)
WS7, BS4, S5, T4, W4, I6, A4, Ld10, Sv3+.
Wargear:
Power armor
3rd watch- power sword with preferred enemy (demon, ork, CSM)
Frost blaster:
Range18”, Str3, AP5, Type assault 1 slow (if you hit the unit takes an initiative test with a penalty of one to the roll, if the unit fails, their attacks in the next assault are reduced by one)
Special Rules:
Independent character, fearless, rage, furious charge
Options:
May take a storm shield (25 points) or a reflective shield (grants a 4+ invulnerable save and when you roll a 6 to save using it, you can immediately snapshot the shot back at the firing model/unit [quoted ovion because he put it best] (20 points)
I make it 160-180 pts, but I don't know, as can be seen above I am known to undercost stuff.
Erik Rockfist was born directly after an inter-tribal conflict on Fenris. His father had died in the battle. As a child, he was strong, silent, and shy, and was expected to become a blacksmith. Instead, he chose the path of the warrior, and quickly became renowned as a soldier.
At forty-five, he fathered Arjac Rockfist. He watched his son grow into an amiable, talkative metal-smith, but was taken to The Fang while his son was still merely nineteen. He passed initiation within 2 months, but the Wolf Lords were at loss. Too old to become a Bloodclaw, yet he had never fought with the Wolves of Fenris, so could not become a Grey Hunter. Erik was summoned to Logan Grimnar's chamber with the Wolf Lords. Grimnar was asked to decide where Erik should be placed. Grimnar took one look at him and said two words.
"Wolf Guard".
The Lords were silently shocked, but none argued withe the great wolf. Erik Joined Grimnar's company, and fought glorious campaigns against the Chaos Heretics and the Orks for three centuries, and even earned himself a suit of Tactical Dreadnought Armour.
But then came the fateful day.
During a battle against the Orks in Sub-sector Aurelia while the Blood Ravens were fighting to defend their recruiting worlds, a force of Space Wolves was deployed to defend Calderis. Leading them was Erik Rockfist. His force ambushed the Orks while they were raiding a village. The Orks set about the Space Wolves with vigor and enthusiasm, but were quickly outclassed and outfought. The boys ran for their lives, and their Warboss tried unsuccessfully to rally them by screaming obscenities and shooting at them.
The Warboss was cornered and alone. Erik desired the privilege of killing him, and walked across the battlefield towards him.
The fight was quick and brutal; the Warboss was a great fighter, that was how he had achieved his rank; but Erik was better. He caught his foe with his arms raised, seized the chance and shot him several times in the chest. Somehow, the bullets of his Storm Bolter cut through the Ork's thick green hide. The Warboss gurgled and fell, but as he went down, his dead fingers clutched the trigger of his weapon known to the Orks as a "Big Shoota". High calibre bullets stitched the air, and by chance one struck the right side of his chest, and by sheer fate powered through his armour.
Erik lay, dying on the field of battle.
The way he had always wanted to die.
His vision blurred, then darkened as Wolf Priests ran about him and shouted, tending to his wound.
But it was too deep.
He had gained the Allfather's Peace.
That was the day he was interred within an Ironclad.
Fist of Russ: As ruler of Russ, Leman forged a might force fist that was held in awe by all of Fenris. It has now been interred within the right hand of the Son of Russ Dreadnought sarcophagus.
Range StrAP Type
- User+3 1 Assault (user)
Force Weapon
Special Rules: Move Through Cover, Venerable, Strength of Russ
Strength of Russ: Every turn on a 6+ Erik may regenerate a hull point/damaged/imobillised result. Also, whenever an enemy scores a hit and causes damage to him, he may ignore the result on a 6+.
I'm going ahead with this model, and will post pictures as soon as it's done. As with all of my posts here, please do make recommendations and such.
rather than the hull point regeneration, just give it "It will not die" special rule
I think the tank is undercosted, if only by a little bit.
It holds a lot of anti-light vehicle and horde power with a nice invuln and strong front armor. It's hard to find a solid comparison as it it somewhere between a Devilfish and a Predator.
If you take a Dakka Pred (85) and then give all of it's weapons +1 S, +1 side AV, 4++, and make it a skimmer, I think it's pretty agreeable that it's at least close. BUT the problem is the codex that it's used with, or presumably, that it isn't used with a real codex. I'll assume you are using it with a Fandex Xantul codex, which questions how well does it fill the roll compared to other stuff? If you have tons of S8/S6 weaponry then it's probably ok. But if this is to fill a flaw in the fandex then it should be brought up a bit.
As for the squad they're IG Vets meets Fire Warriors. Vets are 7 points a piece. then give 'em all Carapace armor, +1 LD, Stubborn, and better guns? I'd stand 'em at 13 points each. Vets with carapace armor are 10 points each, then you add better guns and +1 LD for easily 2 points/model. Plus Stubborn? 13.
felixander wrote: I think the tank is undercosted, if only by a little bit.
It holds a lot of anti-light vehicle and horde power with a nice invuln and strong front armor. It's hard to find a solid comparison as it it somewhere between a Devilfish and a Predator.
If you take a Dakka Pred (85) and then give all of it's weapons +1 S, +1 side AV, 4++, and make it a skimmer, I think it's pretty agreeable that it's at least close. BUT the problem is the codex that it's used with, or presumably, that it isn't used with a real codex. I'll assume you are using it with a Fandex Xantul codex, which questions how well does it fill the roll compared to other stuff? If you have tons of S8/S6 weaponry then it's probably ok. But if this is to fill a flaw in the fandex then it should be brought up a bit.
As for the squad they're IG Vets meets Fire Warriors. Vets are 7 points a piece. then give 'em all Carapace armor, +1 LD, Stubborn, and better guns? I'd stand 'em at 13 points each. Vets with carapace armor are 10 points each, then you add better guns and +1 LD for easily 2 points/model. Plus Stubborn? 13.
"Xantul Republic" is just a filler-name at the moment, until I find a better one (or not).
You're spot on though, with both choices. They were intended to be "hovering Predators" and "IG Vets/Stormtroopers meets Tau FW".
Welcome to future-tech mankind - what it should have been!!
Here I can get for for rules for an Imperial Saint riding on a domesticated Carnifex named Bubbles can have rules.
I've been considering it for a while now, I scrapped my WHFB Empire army because my list was shot down by criticism and budget. So, this Empire General has been sitting in my desk without his horse for some time. If anything, it would count as some sort of Dreadnought.
I'd like to base this model on an Imperial loyalist army, so xenos and chaos are a no-go even though they have the MC's in the game.
This particular modification of the Storm Eagle STC was designed by Iron Father Wayland in the aftermath of the Drop Site Massacre. It is designed for speed, agility, and evasion, but somewhat lacking in armor.
Special Rules:
And they shall Know no Fear
Combat Tactics
Independent Character
Orbital Bombardment
The Red Thirst
Deepstrike
Veteran Chapter:
If Chapter master Aurelius is The Warlord in a Codex Blood Angels Army, 1 unit of 5 Assault Terminators with thunder hammers may be taken as a Troops choice.
Master of the Thunder hammer:
Aurelius is a master of the use of Thunder hammers, and his Attacks Strike at Initiative.
I am currently working on a backstory for him and it is unfinished at the moment.... sorry guys....
Special Rules:
And they shall Know no Fear
Combat Tactics
Independent Character
Orbital Bombardment
The Red Thirst
Deepstrike
Veteran Chapter:
If Chapter master Aurelius is The Warlord in a Codex Blood Angels Army, 1 unit of Assault Terminators with thunder hammers may be taken as a Troops choice.
Master of the Thunder hammer:
Aurelius is a master of the use of Thunder hammers, and his Attacks Strike at Initiative.
I am currently working on a backstory for him and it is unfinished at the moment.... sorry guys....
5 S8 attacks base at initiative? 10 storm shield terminators as troops? not sure if troll or not
The 4th attack is the added one from having 2 hammers i also thought it might be a bit much but thought i would try my luck on what people thought on the intitiative thing haha
And forgot to put in only a squad of 5 termies...
After seeing a few high-powered characters, here is my attempt at some humor.
Ork biker Orkel Knevil, 'Da Dare Daemon'.
In a space hulk somewhere, Orkel was an ork lad earmarked for the kult of speed, but his love of powerful bikes took him in an unusual direction: He loved stunts! Jumping over flamin' pits, slaloming obstacles, jumping over as many trukks as possible, sometimes crashing and burning just to stand back up with a grin and a thumbs up towards his riotous fans (despite a broken bone or three, or being on fire at the time). So his love was the thrill of danger and the howls of wild fans. Life was good in the Hulk where he brought much-needed entertainment to the tribe... Then one day, a slanneshi demon wandering the warp managed to scratch its way through the power fields of that hulk and into Orkel's soul... Orks are vaguely resistant to possession, so that daemon fought an uphill battle, and then found itself marveling at the crazy antics of this particular ork! Never letting pain slow him down, seeking the sharpest thrill of speed and reckless danger, fans howling their approval all the while!
It was a match made in heaven. (or in the warp?)
The Daemon settled comfortably in a partially-possessed Orkel (who found himself with red skin and -real- horns instead of a horned helmet, oh well, the show must go on and his fans think he uses 'faster' warpaint.) and granted him minor puissance to assist the continuing thrills, just enough for Orkel to make a name for himself and earn an awesome bike, and a special issue telescopic bionik arm which allows him to pole-vault his bike over obstables even if a handy rise isn't available. Ever seeking wilder thrills and greater danger, Orkel now takes his unique skills to the battlefield, where he will attempt his craziest stunt yet! Jumping over enemy tanks while being shot at! All for the sake of giving his fans a good show!
Point value: I don't really care, Orkel's for a laff. 80-100 points maybe?
Unit type: Upgrade character for a deffkopta squad - this guy's so good at jumping obstacles that he qualifies as 'jetbike' instead of regular biker. (His high-speed supa-bike helps) Also, the only kamera krew that can keep up with him are kopta pilots.
Stats: WS 4 BS 2 S4 T5 W2 I4 A3 Ld 9 Sv 4+
Wargear: Twin-linked big shoota, telescopik arm
Special rules: Furious charge, Scout, Hit and run, The daemon's dare, 'Watch dis boyz!'.
Telescopik arm: An unusual bionik that can extend three meters and often serves as impromptu pole vault. In combat it allows him to perform two hammer of wrath attacks on the charge instead of one and otherwise counts as a power spear.
The daemon's dare: Orkel isn't one to let a broken arm or two stop him from performing, and withering enemy fire or exploding koptas just make for more thrills! He benefits from Feel no Pain and is Fearless. Lastly, the daemon's own luck grants him an uncanny knack for riding just ahead of mushrooming explosions. He and his unit have a 4++ invulnerable save against blasts, templates, lines, exploding vehicles, nova powers or anything that remotely looks like an area of effect. Even including non-wound effects like Jaws of the World Wolf or a big mek's SAG going haywire.
'Watch dis boyz!': The goal of Orkel, if he's tank-shocked by an enemy tank, or if he moves in base contact with an enemy tank (or even a friendly one and yes, he's allowed to move in contact for this stunt) he can attempt to jump over that vehicle, roll a dice:
1 or less: The stunt fails! Orkel crashes in a spectacular explosion, is carried off on a stretcher yet still manages to give a thumbs up to his adoring fans. He is removed as a casualty but does not award a victory point if he's the last casualty in his unit and is lost this way (all part of the show, he'll be back for another try).
2-6: He jumps over the vehicle, the crowd goes wild! Stabbing his arm in it to better pole vault means he inflicts one S9 AP2 hit on the vehicle's side armor during the jump. Then roll a D6, that's how many inches away he'll land measured from the opposite facing of the vehicle.
-If he lands on another vehicle, roll again but with a cumulative -1. He could conceivably jump over five tanks in a row!
-If he lands in clear or difficult/dangerous terrain, the koptas join him in coherency. Any models ending up in DT make a dangerous terrain test.
-If he lands on infantry, his koptas join him as above and the infantry scatter out of the way as if they had been tank-shocked.
-If his landing is blocked by impassable terrain, a table edge or a monstrous creature, he crashes as per 'The stunt fails!', the koptas aren't crazy enough to follow him then.