Ovion wrote: You should check out the rending pony I believe it was.
what page was THAT on ?
It's not on a page, it's an official GW unit.
Ever heard of the GW Chaos Doomsday Device? I ain't got the stats but it was an AV14 all around box that isn't allowed to move and rolls for random results of what it should do each turn.
NeoAigaion wrote:Daran, "He who walks in Death" WS5 BS4 S4 T4 W2 I4 A2 LD10 SV2+
Unit Type: Infantry (Character)
Wargear:
- Artificer Armour
- Death Blade
- Bolt Pistol
- Bio-Injectors
- Frag and Krak Grenades
Special Rules:
- Independent Character
- Fearless
[Death Blade]
Range: - / Str: User / AP: - / Melee, Instant Death
[Bio-Injectors]
Confers Feel No Pain (4+) and It Will Not Die
I'm thinking close to (but not exactly) 200 points. Anyone??
Well, Stat wise lets start with a veteran. 25. +25 for +1 ws and W, +15 for the 2+, +15 for Fearless, +20 for the Death Blade, +30 for bio-injectors. 130. So you were a little over points wise
Ovion wrote:Ha, I had not, but I've found The Rules Here Now checking my bitz box for parts to make it, and ordering a pony.
I have got to check that out.
Automatically Appended Next Post: Okay so got a t'au guy here. Got the inspiration from my fathers Pathfinders w/rail rifles and it got me thinking about the Assassins of the GK. So without further ado I present: Tau Fire Caste Sniper Shas'O
Ws: 3 Bs:5 S:5 T:4 W:4 I:3 A:3 Ld: 10 Sv: 2+/4++
Wargear: XV8 Battlesuit with 2 Overcharged Rail Rifles, Shield Generator, Hard-wired multilock, Hard-wired Drone Controller, 2x Sniper Drones, Iridium Armor, Stimulant Injectors.
Overcharged Rail Rifle: S6 AP2 36" heavy 1
Special Rules: As Shas'O
Pts: 200
May Be accompanied by 0-2 Sniper Bodyguards at: 75 pts each
Sniper Bodyguards have 1 twin-linked Rail Rifle and shield generator, hardwired drone controller, and may take up to 1 sniper-drone for 15 pts
Other than that stats are as Bodyguard.
Calistor Uru, Sanguinary High Priest of the Blood Owl chapter
WS5 BS5 S4 T5 W2 I4 A3 LD10 SV3+
Unit Type: Infantry (Character)
Wargear:
- Power Armour
- Bolter
- Bolt Pistol
- Talon Of Sanguinius
- Frag and Krak Grenades
Special Rules:
- Independent Character
- Fearless
- Unyielding Hero
[Blood Talon] This chapter relic is said to contain, in addition to a sizable fragment of one of the original Blood Chalices of Sanguinius, a pinion feather from the Beatific Primarch himself. The Talon is a Narthecium and Reductor set of unsurpassed quality, conferring Feel No Pain and Furious Charge to any units within Six inches. In addition, the peerless craftsmanship of the Talon allows it to be used as an additional close combat weapon, with the Rending USR.
[Unyielding Hero] Calistor Uru is a stubborn man, in a chapter renowned for stubborn warriors. He is Relentless, and passes FnP rolls on a 4+
CaptainHelion wrote: Calistor Uru, Sanguinary High Priest of the Blood Owl chapter
WS5 BS5 S4 T5 W2 I4 A3 LD10 SV3+
Unit Type: Infantry (Character)
Wargear:
- Power Armour
- Bolter
- Bolt Pistol
- Talon Of Sanguinius
- Frag and Krak Grenades
Special Rules:
- Independent Character
- Fearless
- Unyielding Hero
[Blood Talon] This chapter relic is said to contain, in addition to a sizable fragment of one of the original Blood Chalices of Sanguinius, a pinion feather from the Beatific Primarch himself. The Talon is a Narthecium and Reductor set of unsurpassed quality, conferring Feel No Pain and Furious Charge to any units within Six inches. In addition, the peerless craftsmanship of the Talon allows it to be used as an additional close combat weapon, with the Rending USR.
[Unyielding Hero] Calistor Uru is a stubborn man, in a chapter renowned for stubborn warriors. He is Relentless, and passes FnP rolls on a 4+
Him being a stubborn man and all youd think hed have Stubborn point breakdown:
Preist in PA: 50, +10 FOR bs, 10 for T, 15 for W, +10 for A, +30 at least for the BT, and 10 for Unrelenting hero. 135 ish
Oh hush. I was thinking of giving him Stubborn, but Fearless won out, based on simply passing things being awful easy to deal with. Thanks for the breakdown, though. I'll likely price him at 140, just to smooth over any friendly disagreements.
CaptainHelion wrote: Oh hush. I was thinking of giving him Stubborn, but Fearless won out, based on simply passing things being awful easy to deal with. Thanks for the breakdown, though. I'll likely price him at 140, just to smooth over any friendly disagreements.
just one of the things that makes me smile and your right it is better and overcosting is better than undercosting as we say
I've just been working on the fluff for my army, and came up with this guy. I'd like to hear people's opinions.
The fluff: Zerathian Guardsmen are proud but humble men; as such, little is known about their outstanding deeds. Some stories simply cannot be suppressed, however; such is the story of Master Sergeant Cornelius “Lefty” McCracken. During a skirmish with Orks in the Ryza warzone, MSgt. McCracken lost his hand when a nearby Shokk Attack gun exploded. Before the wound could even begin to bleed, McCracken picked up a piece of red hot shrapnel and cauterized the wound. In spite of the immense pain, he picked up his power sword and continued to fight, inspiring his men and driving fear into the hearts of the Orks. Not long after, the Orks retreated, believing McCracken to be some sort of inhuman super soldier. Word spread amongst the Waaagh!, and from that point on, Orks tended to give a wide berth to any Guardsman in Zerathian camouflage... especially if he had only one hand.
The crunch: Master Sergeant Cornelius "Lefty" McCracken............................................50 points
One Veteran Squad in your army may replace its Veteran Sergeant with Master Sergeant "Lefty" McCracken.
WS:4 BS:4 S:4 T:3 W:1 I:3 A:2 Ld:8 Sv:5+
Wargear: Flak Armour, Power weapon. (Due to his injury, he is unable to wield both a CCW and a laspistol)
Special Rules: ATSKNF, Any Orks that enter into Close Combat with McCracken's squad must make Fear tests as long as McCracken himself is alive.
wfischer wrote: I've just been working on the fluff for my army, and came up with this guy. I'd like to hear people's opinions.
The fluff: Zerathian Guardsmen are proud but humble men; as such, little is known about their outstanding deeds. Some stories simply cannot be suppressed, however; such is the story of Master Sergeant Cornelius “Lefty” McCracken. During a skirmish with Orks in the Ryza warzone, MSgt. McCracken lost his hand when a nearby Shokk Attack gun exploded. Before the wound could even begin to bleed, McCracken picked up a piece of red hot shrapnel and cauterized the wound. In spite of the immense pain, he picked up his power sword and continued to fight, inspiring his men and driving fear into the hearts of the Orks. Not long after, the Orks retreated, believing McCracken to be some sort of inhuman super soldier. Word spread amongst the Waaagh!, and from that point on, Orks tended to give a wide berth to any Guardsman in Zerathian camouflage... especially if he had only one hand.
The crunch: Master Sergeant Cornelius "Lefty" McCracken............................................50 points
One Veteran Squad in your army may replace its Veteran Sergeant with Master Sergeant "Lefty" McCracken.
WS:4 BS:4 S:4 T:3 W:1 I:3 A:2 Ld:8 Sv:5+
Wargear: Flak Armour, Power weapon. (Due to his injury, he is unable to wield both a CCW and a laspistol)
Special Rules: ATSKNF, Any Orks that enter into Close Combat with McCracken's squad must make Fear tests as long as McCracken himself is alive.
I like it but a few points: why S4? What makes him stronger? (Fluff wise, I like his background) and why ATSKNF? Just fluff points, I likes me some detailed backgrounds but the character himself is very well crafted and I can imagine the modeling opportunities
wfischer wrote: I've just been working on the fluff for my army, and came up with this guy. I'd like to hear people's opinions.
Spoiler:
The fluff: Zerathian Guardsmen are proud but humble men; as such, little is known about their outstanding deeds. Some stories simply cannot be suppressed, however; such is the story of Master Sergeant Cornelius “Lefty” McCracken. During a skirmish with Orks in the Ryza warzone, MSgt. McCracken lost his hand when a nearby Shokk Attack gun exploded. Before the wound could even begin to bleed, McCracken picked up a piece of red hot shrapnel and cauterized the wound. In spite of the immense pain, he picked up his power sword and continued to fight, inspiring his men and driving fear into the hearts of the Orks. Not long after, the Orks retreated, believing McCracken to be some sort of inhuman super soldier. Word spread amongst the Waaagh!, and from that point on, Orks tended to give a wide berth to any Guardsman in Zerathian camouflage... especially if he had only one hand.
The crunch: Master Sergeant Cornelius "Lefty" McCracken............................................50 points One Veteran Squad in your army may replace its Veteran Sergeant with Master Sergeant "Lefty" McCracken.
WS:4 BS:4 S:4 T:3 W:1 I:3 A:2 Ld:8 Sv:5+
Wargear: Flak Armour, Power weapon. (Due to his injury, he is unable to wield both a CCW and a laspistol) Special Rules: ATSKNF, Any Orks that enter into Close Combat with McCracken's squad must make Fear tests as long as McCracken himself is alive.
I don't know why exactly, but I rather like this character... So - help and advice!
Orks don't really get scared, and if something is killy, that's just more fun! They may retreat, but mostly to get more boys. Also, wouldn't he just get a bionic replacement after the battle? The Bionic replacement would explain the +1 Strength too. Causing Fear in orks, simply by being that 'killy' that the weaker ones are backing off temporarily to let the bigger boyz deal with it is probably fine.
I would give him a Laspistol, aswell as his Power Sword, then I'd give him Hatred (Orks) and Preferred Enemy (Orks).
Spoiler:
So as is, 50pts is pretty spot on. Base: Vet - 6 Sgt +10
If you add Hatred and PE Orks: +Hatred & PE +10 for 60pts total.
And because I feel nice - Shiny unit layout / templatey thing. Master Sergeant Cornelius "Lefty" McCracken
Spoiler:
Army: Imperial Guard BG: See above.
FO: Troops Squad: Veteran Squad Unit: Master Sergeant Cornelius "Lefty" McCracken, Points Per: 60, Models: 1*, Unit Type: Infantry (Character), WS-4, BS-4, S-4, T-3, W-1, I-3, A-2, Ld-8, Sv-5+. Master Sergeant Cornelius "Lefty" McCracken is an upgrade to a Veteran Squad Sergeant Wargear: Flak Armour Laspistol Power Sword
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) ( C: Look Out, Sir (4+) ) And They Shall Know No Fear Fear (Orks) Hatred (Orks) Preferred Enemy (Orks)
wfischer wrote: I've just been working on the fluff for my army, and came up with this guy. I'd like to hear people's opinions.
The fluff: Zerathian Guardsmen are proud but humble men; as such, little is known about their outstanding deeds. Some stories simply cannot be suppressed, however; such is the story of Master Sergeant Cornelius “Lefty” McCracken. During a skirmish with Orks in the Ryza warzone, MSgt. McCracken lost his hand when a nearby Shokk Attack gun exploded. Before the wound could even begin to bleed, McCracken picked up a piece of red hot shrapnel and cauterized the wound. In spite of the immense pain, he picked up his power sword and continued to fight, inspiring his men and driving fear into the hearts of the Orks. Not long after, the Orks retreated, believing McCracken to be some sort of inhuman super soldier. Word spread amongst the Waaagh!, and from that point on, Orks tended to give a wide berth to any Guardsman in Zerathian camouflage... especially if he had only one hand.
The crunch: Master Sergeant Cornelius "Lefty" McCracken............................................50 points One Veteran Squad in your army may replace its Veteran Sergeant with Master Sergeant "Lefty" McCracken.
WS:4 BS:4 S:4 T:3 W:1 I:3 A:2 Ld:8 Sv:5+
Wargear: Flak Armour, Power weapon. (Due to his injury, he is unable to wield both a CCW and a laspistol) Special Rules: ATSKNF, Any Orks that enter into Close Combat with McCracken's squad must make Fear tests as long as McCracken himself is alive.
I like it but a few points: why S4? What makes him stronger? (Fluff wise, I like his background) and why ATSKNF? Just fluff points, I likes me some detailed backgrounds but the character himself is very well crafted and I can imagine the modeling opportunities
I'm assuming that having to do everything with one hand might increase the strength in that arm. As for ATSKNF, I was drawing from the bit in the fluff where his men were inspired by his continued fighting. It was a toss-up between Fearless and ATSKNF, but Fearless seemed (to me) a little OP and/or out of character for IG.
Orks don't really get scared, and if something is killy, that's just more fun! They may retreat, but mostly to get more boys. Also, wouldn't he just get a bionic replacement after the battle? The Bionic replacement would explain the +1 Strength too. Causing Fear in orks, simply by being that 'killy' that the weaker ones are backing off temporarily to let the bigger boyz deal with it is probably fine.
I would give him a Laspistol, aswell as his Power Sword, then I'd give him Hatred (Orks) and Preferred Enemy (Orks).
Spoiler:
So as is, 50pts is pretty spot on. Base: Vet - 6 Sgt +10
If you add Hatred and PE Orks: +Hatred & PE +10 for 60pts total.
And because I feel nice - Shiny unit layout / templatey thing. Master Sergeant Cornelius "Lefty" McCracken
Spoiler:
Army: Imperial Guard BG: See above.
FO: Troops Squad: Veteran Squad Unit: Master Sergeant Cornelius "Lefty" McCracken, Points Per: 60, Models: 1*, Unit Type: Infantry (Character), WS-4, BS-4, S-4, T-3, W-1, I-3, A-2, Ld-8, Sv-5+. Master Sergeant Cornelius "Lefty" McCracken is an upgrade to a Veteran Squad Sergeant Wargear: Flak Armour Laspistol Power Sword
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) ( C: Look Out, Sir (4+) ) And They Shall Know No Fear Fear (Orks) Hatred (Orks) Preferred Enemy (Orks)
Orks wouldn't be afraid of him per se, but since they believe him to be some sort of inhuman super soldier, it would certainly cause them to think twice.
As for a bionic implant, I kinda feel like he'd refuse it simply because he'd feel he doesn't need it to get the job done.
I also considered giving him a shooting weapon as well as his power weapon and making it to where he couldn't use both in the same round or something, but I kinda liked the idea of him being a strictly CC BAMF. Sorta that whole "drive me closer so I can kill them with my sword" attitude.
Formosa wrote: Captain Cortez
Points: 230
Type: infantry, unique
Ws 6
Bs5
S 4
T 4
I5
W 3
A3
Ld 10
Save: 3++
Wargear: master crafted power fist, bolt pistol, frag, krak grenades
Special rules; it will not die, eternal warrior, atsknf, stubborn
point breakdown: 100 cappy, +25 for PFst, +5 for MC, +20 for EW, +15 for IWND, +5 for stubborn: 170. Seems you overestimated a wee bit friend any fluff?
EDIT: you forgot the Iron Halo unless his base save is 3+ and his invouln is 3++ then add 15 as per Storm Shield
WS 6
BS 4
S 6(8)
F 13
S 12
R 10
I 5
A 4
HP 4
Unit Type: Walker
Wargear:
Searchlight
Smoke Launcher
The Iron Carapace
Weapons:
Master-crafted relic blade (+2 strength ap2 fleshbane)
Dreadnought Talon (+1 attack Included)
2x Heavy Flamers
Special Rules:
Blood frenzy: for every successful attack made Drakassi makes another attack (no Blood Frenzy on Blood Frenzy attacks)
Red Vision: Drakassi is nigh-blinded by fury and therefore if engaged in a melee containing any units from his own army on a roll of 4+ he attacks his own troops with half(rounded up) of his attacks.
Fleet
Venerable: (As in C:SM)
Hatred: CSM Relic of the Chapter: When destroyed leave Drakassi on the table. He then becomes an extra objective for the controlling players’ side.
Capitan of the Ice Drakes 4th Company during their campaign around the Eye of Terror, liberating dozens of worlds from chaos control. It was during a ground assault on a corrupted Hiveworld in the Nemesis sub-sector that their strike cruiser Divine Redemption was shot out of low orbit, and all remaining munitions and marines were evacuated via Drop Pod. Stuck fighting a groundwar without hope of reinforcement the company fought on all the harder against the cultists. It was during this campaign that Capitan Drakassi was felled by an ambush. His soldiers fought to reclaim his body, finding him in a comatose state activated by his sus-an membrane. Working feverishly for days the company apothecary was unable to bring him out of it. The company techmarine was the one who finally came up with the idea of interring him in the chapters most ancient relic, the Iron Carapace, a Dreadnought carapace designed to wreck havoc in close quarters. Upon his interment he resumed command of the company in these most dire of situations, though he leads with vengeance and hatred against his enemies, recklessly attacking anything within arms reach.
Automatically Appended Next Post: Got another one for you:
Mal'in, Chosen of Malice and chapter master of the Consecrators chapter
Spoiler:
HQ for any C:SM or C:CSM as he is excommunicate traitorous but fights in the emperors name to this day.
WS 6
BS 5
S 4
T 4
Wo 4
I 6
Ld 10
Sv: 2+/3++
Wargear:
Mace of Malice (+2 strength Ap 3 unwieldy)
Shield of Fury (counts-as storm shield compacted into a combat shield with some archaic knowledge from centuries ago.)
Nitrogen-cooled Plasma Pistol (Rg:12" S6 AP2)
Mark of Malal (Hatred: Chaos)
Special Rules:
ATSKNF Champion of Malal: Mal'in must accept any challenge and must issue a challenge whenever fighting forces of chaos
Whirlwind of fury: Mal'in fights with blinding speed and efficiency. Whenever he kills a combatant in Close Combat he gets an extra attack in that attack phase.
Fearless
Excommunicate Traitorous: May not fight alongside any C:SM chapters loyal to the Emperor, as they consider him to be chaos filth.
Unknown points
Based around the Forgotten Chaos God Malal or Malice, who exists to oppose the will of the other gods of chaos and was dropped whenever GW took over the franchise, the Consecrators like the number 11 and blood rituals including cannibalism and human sacrifice. Came to blows and bested some SoB over these rituals and where therefore excommunicated.
Thatguyhsagun wrote:Came up with some more characters for my Ice Drakes 4th company lemmie know what you all think!
Spoiler:
Chaplain Ant’en……………………………..135
Ws 5
Bs 4
S 5
T 4
W 2
I 4
A 2
Ld 10
Sv 3+/4++
Wargear:
Righteous Fury: Counts at a master-crafted Crozius Arcanum
Bolt pistol
Rosarius
Jump Pack
Cybernetic Torso: Grants +1 strength
Frag/krak grenades
Power armor
Special rules:
Independent character, ATSKNF, Honor of the chapter, fearless, liturgies of battle
Chplain Ant’en was attacked to the Ice Drakes 4th company during their tour in the Nemesis sub-sector, and was onboard the Divine Redemption when it was destroyed by a Chaos Space Marine strike cruiser in a surprise attack. He ordered the immediate evacuation of every able-bodied marine and all ammunition stores onboard. He then led the ground charge of the new reinforcements, attached to the 4ths assault squad Vent’o. Decades ago on his first campaign as a chaplain around the Eye, the chaplain took a direct hit from an armor-piercing rocket while defending a hive world in the Sentinel sector, which destroyed most of his torso. Ant’en refused to go down so easily however, and rose, inspiring those around him with his righteous fury. He took untold number of cultists before finally falling to his wounds. Still, he was too stubborn to die and demanded to fight on. The company techmarines completely rebuilt his upper torso and most of both arms, making him stronger and more resilient, and his spirit has become stronger.
Epistolary Librarian Nanto……………………………215
Ws 5
Bs 4
S 4
T 4
I 4
W 2
A 2
Ld 10
Sv 2+/3++
Wargear:
Terminator armor
Storm Shield
Force sword
Psychic hood
Psychic Shade: grants mastery level 3 and cannot be killed and must always be as close to Nanto as possible. For game purposes move him the minimum distance away for purposes of CC.
Special Rules: ATSKNF, IC, CT, Psyker, Bulky.
Epistolary Nanto was a part of Capitan Drakassi’s counsel during the campaign around the Eye, as well as a squad of 1st company Terminators. They had been teleported planetside during the battle in the Nemesis subsector, and had been in the thick of the fight, slaughtering cultists, renegade guardsmen and Chaos Marines with unending terror. It was only upon the Chaos retreat that they were made known of the fate of the 4th’s strike cruiser. Try as he might, Nanto was unable to telepathically send a message to Chief Librarian of the Ice Drakes, so he sent out a Psychic Scream, hoping anybody would hear and come to aid. He also attempted to open a Gate of Infinity to the Fortress-ship of the Ice drakes. He never made it, the warp was able to push in and collapse the Gate, and Nanto only just escaped with his life. However the journey was not for naught. During his time in the warp Nanto saved the soul of a long-forgotten Psyker who has forever since watched over Nanto, boosting his Psychic Prowess.
Veteran Sgt. Dak………………………………..+20 pts (replaces term. Sargent)
Ws 4
Bs 4
S 4
T 4
W 2
I 4
A 2/3
Ld 9
Sv 2+/5++
Wargear
Terminator Armor
Twin lightning claws
Special Rules: ATSKNF, CS, CT, Bulky
Sgt. Dak was assighed to the 1st company 2nd Terminator squad, a designated assault squad, which was later assigned to be Epistolary Nanto’s retinue. A long-time veteran he has learned to take brutal punishment and keep moving under any circumstances.
Veteran Sgt. Ven’to…………………………………………..+40 pts (Replaces assault sgt.)
Ws 5
Bs 4
S 4
T 4
W 1
I 4
A 2/3
Ld 9
Sv 3
Wargear:
Frag/krak grenades
Power armor
Inferno Pistol (6”, s8 ap1, melta)
Power Sword
Melta bombs
Jump pack
A veteran of untold campaigns, Ven’to has bested thousands of opponents in combat and his skill with a blade rivals even that of a space marine Capitan. He leads his assault squad into the heart of battle and strikes with unmatched fury. He was recruited alongside Ant’en, later to become the company Chaplain, and they are often found sparring and sharing in rituals when not fighting alongside one-another on the battlefield.
Ws 6
Bs 5
S 4
T 4
W 4
I 5
A 3
Ld 10
Sv 2+/4++
Wargear:
Terminator Armor
Fist of Flame: This ancient relic consists of an arm-mounted heavy flamer similar to the Gauntlet of the Forge used by Vulkan He’stan.
Relic Lightning Claw: Master-crafted lightning claw
Mag-loc storm bolter: can be used in place of flamer.
Iron Halo
Special Rules: ATSKNF, IC, CT, Bulky
Everlasting Flame: The promethium specially refined to be used within the Fist of Flame sticks to any surface it contacts. Any model that takes a wound from the Fist of Flame continues burning, and must make a save every further turn until a 6 is rolled, at which time the flame burns out or is otherwise quenched.
My joke character:
Can only be used in games of 3k points or more
The Dude.......................1300
Spoiler:
Troops choice for any C:SM army
ws 8
bs 8
s 8
t 8
w 8
I 8
a 8
ld 10
sv 2+/3++
Wargear:
The dudes bold pistol (S7 AP 3 assault 2d6 24")
The dude chainsword (Armorbane, fleshbane, rending, 2d6 to Armor penetration)
Dude armor (FNP, EW, 3++)
Dude Grenades: s 6 ap 4 small blast assault 1d6 12"
Anti-armor dude grenades: S10 ap 1 assault 1d6 12"
Rocket Boots: counts as jump pack
Special Rules:
Ew, FNP, Hit-and-run, Fleet
Army of One: The Dude will never die until the mission is completed. As long as there is one objective unclaimed by his side roll a d6 when The Dude is killed. On a 1-2 nothing happens. 3-4 he comes back with half his wounds. 5+ he comes back with half his wounds and instantly charges the nearest enemy unit within 12". This can only be used once.
Ever Powerful: The Dude will always strike first, and all attacks ignore armor and invulnerable saves.
Always gets the girl: The Dude always gets the girl. as long as he is within 6" of an objective he auto passes all Ld Checks.
Like a Boss: The dude can fire his pistol twice at a unit up to 12" away
Cool Guys Don't Look at Explosions: When the dude throws a grenade or destroys a vehicle he automatically runs 2d6" in the opposite direction
Kill 'em All: Every kill The Dude makes he gets another attack/shot.
Trollz for the Troll godz: roll a d6 at the start of the game, and the following happens to your army:
1: Cherry bombs: 2d6 s7 ap4 small blasts go off in your ranks and do not scatter (Placed by enemy)
2: I've got your gear!!: All IC's on the owners side not attached to a squad must chase after The Dude until they make it to base contact with him, and count as being armed with fists (S: as user, AP-) until they take their gear back
3: friendly fire doesn't count! 15 basic marines from any squad make an armor save (Chosen by the enemy) as the dude fires upon his own side.
4: Bucket o' water: All vehicles lose 1 HP unless they are "amphibious"
5: Sabotage: The entire army is delayed by a gremlin set off in the armory, and only the dude may be deployed everything else is removed and placed in reserve.
6: Poppin' caps: The dude was too busy to pull a prank, maybe next game
Got another guy for yall:
Vet. Sgt and Acting Commander Donovan:...........................130
Spoiler:
Ws: 4
Bs: 6
S: 4
T: 4
W: 3
I: 4
A: 3
Sv: 3+/4++
Wargear: Thunder of the Drake, Power Armor, Iron Halo, Signum (perm.+1 BS included) Assault grenades, Krak grenades
Special rules: as SM captain, Master of the devastators: may take 0-1 devastated squads as troops.
Thunder of the Drake: This venerated Master-Crafted Heavy Bolter can sustain a greater rate-of-fire and comes loaded with specialist ammunition and fires in multiple profiles:
Diamond Tip: Able to pierce the thickest hide in exchange for the explosive core.
S: 4 AP: 2 Type: Heavy 5
Cryofreze Rounds: These Nitrogen-core bolts explode with a devastating freezing effect.
S: 5 AP: 5 Type: Heavy 3, blast Special: Ignores Cover
Nightburst Bolts: These bolts carry a special flash-charge that creates a dazzlingly bright effect when they explode.
S: 5 AP: 4 Type: Heavy 5 Special: Nightburst (Any unit hit with these bolts have the Nightfighting rule and treat open ground as difficult terrain as they are near-blinded by the flash. If Nightfighting is already in use they are blinded and may not shoot due to the sudden burst in the dark of the night destroying their night vision)
All rounds are range 36”. The Bolter may also fire in the standard mode but gains an extra 2 shots to represent the increased fire capacity.
As the 4th companies most veteran sergeant Donovan was raised to acting-Capitan upon Drakassi’s internment in the casket. While Drakassi is still the better commander and leads in battle, Donovan is more calm-minded and a much better strategist now that Drakassi is blinded by fury, and so assumes overall command. Donovan showed an affinity to the Devastator squads and the heavy weapons they use. Upon his elevation to veteran-sergeant he was given the most venerated heavy weapon the company could boast. With it he received several types of ammunition, each master-crafted on mars by master-artificers of the Ice Drakes in secret. Each is then individually blessed by a hundred priests and hand-loaded into a heavy-bolter magazine. These are then put in cryo-storage and shipped off to the Ice-Drakes flying fortress where they are then blessed by a further hundred priests before being gifted to Donovan.
Feel like he needs refinement, any suggestions?
Master Artificer Sha’doe……………………….. 170
Spoiler:
Ws: 5
Bs: 5
S: 5
T: 4
W: 3
I: 4
A: 2 (+1 at S8 I1)
Ld: 9
Wargear:
Artificered Terminator armor (2+/5++ with the ability to re-roll failed invulnerable saves of 1)
Master Servo-harness: This Servo-harness has been hand-crafted by Sha’doe for use in the field over several years. It incorporates 1 servo-arm, a plasma cutter (TL plasma gun) heavy flamer and a pressure-bolter (Fires in the following profile: S5 AP4 Type: assault 2, 12”)
The Titan Axe: This master-crafted axe grants the user +3 strength (as opposed to 2) and strikes at I 1.
Special rules: as MOTF but:
Desperate times: Due to their status of being stranded Sha’doe tries feverishly to repair vehicles. He may re-roll any failed repair attempts.
Repair tools: he counts as having 2 servo-arms due to the Pressure-bolter being used to rivet armor panels into place.
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 4 4 4 3 4 2 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +25 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma for +10 points
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 5 4 4 3 5 3 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +30 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma and Inferno Bolts for +15 pts
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
Now THAT is what I call backstory. I love it. As for the character, seems a little OP for 205, making 1k Sons troops, being a psyker lvl 3, the axe and inferno bolts. But its a GREAT character. Maybe 215 or 220? Again, really like the background.
wfischer wrote: I've just been working on the fluff for my army, and came up with this guy. I'd like to hear people's opinions.
The fluff: Zerathian Guardsmen are proud but humble men; as such, little is known about their outstanding deeds. Some stories simply cannot be suppressed, however; such is the story of Master Sergeant Cornelius “Lefty” McCracken. During a skirmish with Orks in the Ryza warzone, MSgt. McCracken lost his hand when a nearby Shokk Attack gun exploded. Before the wound could even begin to bleed, McCracken picked up a piece of red hot shrapnel and cauterized the wound. In spite of the immense pain, he picked up his power sword and continued to fight, inspiring his men and driving fear into the hearts of the Orks. Not long after, the Orks retreated, believing McCracken to be some sort of inhuman super soldier. Word spread amongst the Waaagh!, and from that point on, Orks tended to give a wide berth to any Guardsman in Zerathian camouflage... especially if he had only one hand.
The crunch: Master Sergeant Cornelius "Lefty" McCracken............................................50 points
One Veteran Squad in your army may replace its Veteran Sergeant with Master Sergeant "Lefty" McCracken.
WS:4 BS:4 S:4 T:3 W:1 I:3 A:2 Ld:8 Sv:5+
Wargear: Flak Armour, Power weapon. (Due to his injury, he is unable to wield both a CCW and a laspistol)
Special Rules: ATSKNF, Any Orks that enter into Close Combat with McCracken's squad must make Fear tests as long as McCracken himself is alive.
I like it but a few points: why S4? What makes him stronger? (Fluff wise, I like his background) and why ATSKNF? Just fluff points, I likes me some detailed backgrounds but the character himself is very well crafted and I can imagine the modeling opportunities
I'm assuming that having to do everything with one hand might increase the strength in that arm. As for ATSKNF, I was drawing from the bit in the fluff where his men were inspired by his continued fighting. It was a toss-up between Fearless and ATSKNF, but Fearless seemed (to me) a little OP and/or out of character for IG.
Orks don't really get scared, and if something is killy, that's just more fun!
They may retreat, but mostly to get more boys.
Also, wouldn't he just get a bionic replacement after the battle?
The Bionic replacement would explain the +1 Strength too. Causing Fear in orks, simply by being that 'killy' that the weaker ones are backing off temporarily to let the bigger boyz deal with it is probably fine.
I would give him a Laspistol, aswell as his Power Sword, then I'd give him Hatred (Orks) and Preferred Enemy (Orks).
Spoiler:
So as is, 50pts is pretty spot on.
Base:
Vet - 6
Sgt +10
If you add Hatred and PE Orks:
+Hatred & PE +10 for 60pts total.
And because I feel nice - Shiny unit layout / templatey thing. Master Sergeant Cornelius "Lefty" McCracken
Spoiler:
Army: Imperial Guard
BG: See above.
FO: Troops
Squad: Veteran Squad
Unit: Master Sergeant Cornelius "Lefty" McCracken, Points Per: 60, Models: 1*, Unit Type: Infantry (Character),
WS-4, BS-4, S-4, T-3, W-1, I-3, A-2, Ld-8, Sv-5+.
Master Sergeant Cornelius "Lefty" McCracken is an upgrade to a Veteran Squad Sergeant
Wargear:
Flak Armour
Laspistol
Power Sword
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
( C: Look Out, Sir (4+) )
And They Shall Know No Fear
Fear (Orks)
Hatred (Orks)
Preferred Enemy (Orks)
Orks wouldn't be afraid of him per se, but since they believe him to be some sort of inhuman super soldier, it would certainly cause them to think twice.
As for a bionic implant, I kinda feel like he'd refuse it simply because he'd feel he doesn't need it to get the job done.
I also considered giving him a shooting weapon as well as his power weapon and making it to where he couldn't use both in the same round or something, but I kinda liked the idea of him being a strictly CC BAMF. Sorta that whole "drive me closer so I can kill them with my sword" attitude.
have any more fluff bout these Guard? Seem tough, for meatshields.
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 5 4 4 3 5 3 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +30 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma and Inferno Bolts for +15 pts
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
Now THAT is what I call backstory. I love it. As for the character, seems a little OP for 205, making 1k Sons troops, being a psyker lvl 3, the axe and inferno bolts. But its a GREAT character. Maybe 215 or 220? Again, really like the background.
Considering that char is priced directly out of the CSM book & MoT on a sorc always turns TS's into troops, I'd honestly say he's right on. Just his wargear along w/ base price is 175 (again, priced right out of the CSM codex) and I basically made his weapon the same price as the Axe of Blind Fury.
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 5 4 4 3 5 3 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +30 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma and Inferno Bolts for +15 pts
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
Now THAT is what I call backstory. I love it. As for the character, seems a little OP for 205, making 1k Sons troops, being a psyker lvl 3, the axe and inferno bolts. But its a GREAT character. Maybe 215 or 220? Again, really like the background.
Considering that char is priced directly out of the CSM book & MoT on a sorc always turns TS's into troops, I'd honestly say he's right on. Just his wargear along w/ base price is 175 (again, priced right out of the CSM codex) and I basically made his weapon the same price as the Axe of Blind Fury.
See it would help if I had the new chaos dex ^.^ sorry just my speculation, and It was clearly wrong, I apologize
Azkoth Vryce, Lord Sorcerer of the Thousand Sons “The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity. Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 5 4 4 3 5 3 10 3+
Unit type – Infantry (Character) Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades Chaos Artefact – Howling Axe of Woe Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites Options – Azkoth may: • exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +30 points. • exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma and Inferno Bolts for +15 pts
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
Now THAT is what I call backstory. I love it. As for the character, seems a little OP for 205, making 1k Sons troops, being a psyker lvl 3, the axe and inferno bolts. But its a GREAT character. Maybe 215 or 220? Again, really like the background.
Considering that char is priced directly out of the CSM book & MoT on a sorc always turns TS's into troops, I'd honestly say he's right on. Just his wargear along w/ base price is 175 (again, priced right out of the CSM codex) and I basically made his weapon the same price as the Axe of Blind Fury.
The Howling Axe is worth a bit more than the Axe of Blind Fury. But to confirm pricing:
Spoiler:
Sorc - 60 +1BS +10 +1W +10 +1I +10 +1A +10 Inferno Bolts +10 Mark of Tzeentch +15 Sigil of Corruption +25 Spell Familiar +15 Howling Axe +45 +Fearless +10 +2 Mastery Levels +50 +Veterans of the Long War +5
Total: 240 So you're a little under at 205.oops forgot Fearless and Sigil of Corruption Total 275 So a LOT under at 205. But then the Termi Armour gets to be a lil cheaper.
Giving him the Terminator Armour as-is at +25pts is fine because the inferno bolts are already included in the original profile, but I would not give the option for the combi-weapons.
Alessio Cortez, Captain of the 4th Company, Master of the Charge, Crimson Fists Chapter
200 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S4 T4 W4 I5 A4 Ld10 Sv3+
Wargear: Power armor, iron halo, master-crafted bolter, bolt pistol, frag and krak grenades
Fist of Polux: This power fist belonged to Alexis Polux, the founder of the Crimson FIsts. This is a master crafted power fist with the Concussion USR.
Special Rules: Independent Character, Fearless, Combat Tactics
Chapter Tactics: Cortez and his company are brave to the point of insanity. Exchange Combat Tactics for Fearless.
Unkillable: Cortez is renowned for being immune to such trivial concerns as mortal wounds and missing limbs: Cortez has the Eternal Warrior, Feel No Pain and It Will Not Die USRs. In addition, if Cortez is hit by a weapon that 'removes from play', he instead suffers a single wound.
Tenacious: Cortez considers the only truely important order to be 'advance'. Cortez and his squad have the Relentless USR.
Ork Hunters: Cortez seeks revenge for the near destruction of his company by the Orks. Cortez and any Veteran squad (Sternguard, Vanguard, any Terminators, Honor guard, command squad) in his detachment gain the Preferred Enemy (Orks) USR.
Formosa wrote: Captain Cortez
Points: 230
Type: infantry, unique
Ws 6
Bs5
S 4
T 4
I5
W 3
A3
Ld 10
Save: 3++
Wargear: master crafted power fist, bolt pistol, frag, krak grenades
Special rules; it will not die, eternal warrior, atsknf, stubborn
point breakdown: 100 cappy, +25 for PFst, +5 for MC, +20 for EW, +15 for IWND, +5 for stubborn: 170. Seems you overestimated a wee bit friend any fluff?
EDIT: you forgot the Iron Halo unless his base save is 3+ and his invouln is 3++ then add 15 as per Storm Shield
Haha better to over estimate I suppose, captain Cortez of the crimson fists already has a ton of fluff on him, supposedly one of.the toughest space marines ever to live.
I like to keep things simple, so a master crafted power fist, a 3+ invulnerable ( he was infact the first model to ever have a 3+ inv in 3rd), it will not die and eternal warrior, he is a crimson fist so is stubborn, he was never.portrayed as being any more fearless than a run of the mill space marine or a particularly great leader, but was hard as nails. Plus we can't have him better than Kantor
The Exalted, Master of the Warband of the Exalted, formerly Captain Vandred Anrathi of 10th Company, Night Lords Legion
220 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S5 T5 W4 I5 A3 Ld10 Sv2+
Wargear: 2 lightning claws
Cataphractii armour: This is terminator armor that gives a 4+ invulnerable save and replaces Relentless with Slow and Purposeful
Special Rules: Independent Character, Daemonic, Mark of Tzeentch
Void Master: Every infantry and dedicated transport unit in the same detachment gains the Deep Strike USR, to reflect teleportation, dreadclaws, stormbirds, thunderhawks, and other more esoteric means of transportation.
CalasTyphon216 wrote: The Exalted, Master of the Warband of the Exalted, formerly Captain Vandred Anrathi of 10th Company, Night Lords Legion
220 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S5 T5 W4 I5 A3 Ld10 Sv2+
Wargear: 2 lightning claws
Cataphractii armour: This is terminator armor that gives a 4+ invulnerable save and replaces Relentless with Slow and Purposeful
Special Rules: Independent Character, Daemonic, Mark of Tzeentch
Void Master: Every infantry and dedicated transport unit in the same detachment gains the Deep Strike USR, to reflect teleportation, dreadclaws, stormbirds, thunderhawks, and other more esoteric means of transportation.
Veeerrrryyyy interesting. I like void master but seemed a little OPimho, but then I realize due to scatter you may lose half your units and I smile So point breakdown:
Spoiler:
Base Term. Lord:105
+1 Toughness-10 pts
+1 Strenght-10pts
+1 wound-15 pts
2 lightning claws-22
SnP is technically a downgrade so -5
Daemonic (?)
+15-MoT +15-4++ from Caphractii armor
Void Master-30ish seems fair
217 so you are perfect at 220
Vryce wrote: Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 4 4 4 3 4 2 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +25 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma for +10 points
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
*Edited stats.
Made some stat changes, should bring him more inline w/ cost. However, there's absolutely no way you're going to convince me that a weapon w/ -worse- stats than the Axe of Blind Rage & -also- gives USR's to an opponent is worth 10 pts more.
If I remember correctly, aren't the Night Lords one of the few legions to not use daemons or align themselves with any god? They really don't like Chaos, they just dislike the Imperium far more.
McNinja wrote: If I remember correctly, aren't the Night Lords one of the few legions to not use daemons or align themselves with any god? They really don't like Chaos, they just dislike the Imperium far more.
Also, not a clue what that Daemonic rule is.
More or less true. But like most CSM, they will align themselves w/ a warhost that does if they get something in return.
McNinja wrote: If I remember correctly, aren't the Night Lords one of the few legions to not use daemons or align themselves with any god? They really don't like Chaos, they just dislike the Imperium far more.
Also, not a clue what that Daemonic rule is.
THe character is from Aaron Dembski-Bowden's excellent Night Lords series, basically he got possessed against his will by a Tzeentch daemon.
The Daemonic rule gives a 5+ invulnerable save and causes Fear
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 4 4 4 3 4 2 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +25 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma for +10 points
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
*Edited stats.
Made some stat changes, should bring him more inline w/ cost. However, there's absolutely no way you're going to convince me that a weapon w/ -worse- stats than the Axe of Blind Rage & -also- gives USR's to an opponent is worth 10 pts more.
Ohcrap - just noticed I missed the Sigil and Fearless in my pointing. *goes and fixes that*
It's basically a Power Axe, with the Daemon Weapon and Force rules, and only gives Hatred and Furious Charge to Space Wolves. So against 1 in 16 armies, and only when they specifically charge him (and his unit) - not exactly a massive drawback there
Axe of Blind Fury requires you have Mark of Khorne which is 10-15pts on the models that can take the Axe, gives rage (matters for princes. ) and reduces the models WS by 1.
But sure, lets go with 35pts
So with your changes:
Spoiler:
Sorc - 60
+1W +10
Inferno Bolts +10
Mark of Tzeentch +15
Sigil of Corruption +25
Spell Familiar +15
Howling Axe +35
+Fearless +10
+2 Mastery Levels +50
+Veterans of the Long War +5
Wargear: Power armor, aura of dark majesty, bolt pistol, frag and krak grenades
Malcharion's bolter: Range 24 S4 AP4 Assault 2
Aurum: This is a master crafted power sword with AP2. If used with 2 hands, gains the Two-Handed USR and gives +1 S. Blood Angels gain Hatred against Talos.
Special Rules: Fear, Veterans of the Long War, Night Vision
Prophetic Voice: Talos or any 1 friendly model within 12 inches may re-roll any 1 dice per turn.
Murderer, not a warrior: Gains 1 re-roll to hit in combats where friendly models outnumber enemy models. Does not apply in a challenge. May decline challenges without normal setbacks such as being unable to fight. Enemy models gain 1 re-roll to hit in a challenge.
Xarl, Blademaster
Type: Infantry (character)
WS6 BS4 S4 T4 W2 I5 A3 Ld8 Sv3+
Wargear: Power armor, bolt pistol, bolter, frag and krak grenades
Executioner: S6 AP4 Rending Two-handed Melee
Special Rules: Fear, Veterans of the Long War, Night Vision
Dodge: Xarl has a 5+ invulnerable save, increased to 4+ in combat.
Murderer, not a warrior: Gains 1 re-roll to hit in combats where friendly models outnumber enemy models. Does not apply in a challenge. May decline challenges without normal setbacks such as being unable to fight. Enemy models gain 1 re-roll to hit in a challenge.
Cyrion
Type: Infantry (character)
WS4 BS5 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: Power armor, bolt pistol, close combat weapon, bolter, frag and krak grenades
Special Rules: Fear, Veterans of the Long War, Night Vision
Touched by Slaanesh: Whenever a model is removed from play within 3 inches of Cyrion, roll a dice. On a 5+ he gains +1 S and I until the start of his next turn.
Murderer, not a warrior: Gains 1 re-roll to hit in combats where friendly models outnumber enemy models. Does not apply in a challenge. May decline challenges without normal setbacks such as being unable to fight. Enemy models gain 1 re-roll to hit in a challenge.
Uzas
Type: Infantry (character)
WS5 BS3 S4 T4 W2 I4 A3 Ld6 Sv3+
Wargear: Power armor, bolt pistol, master-crafted bolter, chainaxe, frag and krak grenades
Special Rules: Fear, Rage, Counter Attack, Fearless (not conferred to First Claw), Veterans of the Long War, Hatred (everything), Night Vision
Touched by Khorne: If Uzas is in range for a legal charge, he must pass a Ld test on his unmodified Ld or attempt to charge. If he is within 3 inches of Talos he may use Talos' Ld instead
Murderer, not a warrior: Gains 1 re-roll to hit in combats where friendly models outnumber enemy models. Does not apply in a challenge. May decline challenges without normal setbacks such as being unable to fight. Enemy models gain 1 re-roll to hit in a challenge.
Mercutian
Type: Infantry (character)
WS4 BS4 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: Power armor, bolt pistol, close combat weapon, frag and krak grenades
Modified heavy bolter: Range 36 S5 AP4 Salvo 2/4
Special Rules: Fear, Veterans of the Long War, Stubborn (not conferred to First Claw), Night Vision
Murderer, not a warrior: Gains 1 re-roll to hit in combats where friendly models outnumber enemy models. Does not apply in a challenge. May decline challenges without normal setbacks such as being unable to fight. Enemy models gain 1 re-roll to hit in a challenge.
Variel
Type: Infantry (character)
WS4 BS4 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: power armor, bolt pistol, close combat weapon, bolter, frag and krak grenades
Narthecium: Grants FNP to First Claw
Special Rules: Fear
Dispassionate Killer: Enemy models must re-roll successful Fear tests.
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 4 4 4 3 4 2 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +25 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma for +10 points
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
*Edited stats.
Made some stat changes, should bring him more inline w/ cost. However, there's absolutely no way you're going to convince me that a weapon w/ -worse- stats than the Axe of Blind Rage & -also- gives USR's to an opponent is worth 10 pts more.
Ohcrap - just noticed I missed the Sigil and Fearless in my pointing. *goes and fixes that*
It's basically a Power Axe, with the Daemon Weapon and Force rules, and only gives Hatred and Furious Charge to Space Wolves. So against 1 in 16 armies, and only when they specifically charge him (and his unit) - not exactly a massive drawback there
Axe of Blind Fury requires you have Mark of Khorne which is 10-15pts on the models that can take the Axe, gives rage (matters for princes. ) and reduces the models WS by 1.
But sure, lets go with 35pts
So with your changes:
Spoiler:
Sorc - 60
+1W +10
Inferno Bolts +10
Mark of Tzeentch +15
Sigil of Corruption +25
Spell Familiar +15
Howling Axe +35
+Fearless +10
+2 Mastery Levels +50
+Veterans of the Long War +5
235
To be honest, I agree with Vryce. AOBR gives +2 S. -1 WS and BS is generally equal in points to +2S (10 per), plus the Howling Axe does not have Rage, which would add an additional attack, assuming he didn't fail the DW roll. The additional of both Unwieldy and the Space Wolves stuff is greatly detrimental to the effectiveness of the Axe, the SW stuff less so but still a slight hindrance should he both play against SW and they charge the unit. Hell, I'm not even convinced the Axe should cost 35 points - A power Axe is 15 points, plus Daemon weapon, plus Force, plus the SW rules... I do not think the DW and Force rules are worth an additional 20 points. Considering that the Force Weapon is built into the cost of the Sorcerer, the weapon should not cost 35 points.
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 4 4 4 3 4 2 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +25 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma for +10 points
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
*Edited stats.
Made some stat changes, should bring him more inline w/ cost. However, there's absolutely no way you're going to convince me that a weapon w/ -worse- stats than the Axe of Blind Rage & -also- gives USR's to an opponent is worth 10 pts more.
Ohcrap - just noticed I missed the Sigil and Fearless in my pointing. *goes and fixes that*
It's basically a Power Axe, with the Daemon Weapon and Force rules, and only gives Hatred and Furious Charge to Space Wolves. So against 1 in 16 armies, and only when they specifically charge him (and his unit) - not exactly a massive drawback there
Axe of Blind Fury requires you have Mark of Khorne which is 10-15pts on the models that can take the Axe, gives rage (matters for princes. ) and reduces the models WS by 1.
But sure, lets go with 35pts
So with your changes:
Spoiler:
Sorc - 60
+1W +10
Inferno Bolts +10
Mark of Tzeentch +15
Sigil of Corruption +25
Spell Familiar +15
Howling Axe +35
+Fearless +10
+2 Mastery Levels +50
+Veterans of the Long War +5
235
Just so we're clear here, if GW used the same guidelines that have appeared here for stat increases & special abilities - Typhus would cost over 300 pts. Food for thought.
While serving as a Emperor's champion Vendrake was betrayed by a squad of traitor guard and left for dead. He was rescued by the eagle warriors chapter and was inducted into a assault squad. Within eight years he had risen to the rank of sergeant due to his deadly skill with a blade. He requested to serve with the Salamanders chapter, not knowing his original chapter the eagle warriors captain he had served with and developed a personal friendship with granted his requested. On Vulkan he crafted his tool of his trade. The black blade the last word the tricksters agies and the armor of the swordsman. When disaster struck the Knights of Stern chapter he called upon his friends in the salamanders and eagle warriors chapters to aid them. Ever since he has served with the knights of stern hoping to best serve the imperium.
Unit type character (unique)
wargear
The trickster's agies
Combat shield that grants a 4+ invulnerable save and subtracts 1 attack from a enemy characters attacks for the first round of CC
The black blade
If a enemy character with higher strength engages Vendrake that character initiative is reduced to one. And if a character engages Vendrake with a higher initiative then Vendrake's strength is increased by 2
The armor of the duelist
Artificer armor that makes Vendrake immune to instant death
The last word
bolt pistol with a 18 inch range and hellfire rounds
Special rules
warrior diplomat
All space marine war gear options in Vendrake's army cost 5 pts. less and all tanks cost 15 pts. less
While serving as a Emperor's champion Vendrake was betrayed by a squad of traitor guard and left for dead. He was rescued by the eagle warriors chapter and was inducted into a assault squad. Within eight years he had risen to the rank of sergeant due to his deadly skill with a blade. He requested to serve with the Salamanders chapter, not knowing his original chapter the eagle warriors captain he had served with and developed a personal friendship with granted his requested. On Vulkan he crafted his tool of his trade. The black blade the last word the tricksters agies and the armor of the swordsman. When disaster struck the Knights of Stern chapter he called upon his friends in the salamanders and eagle warriors chapters to aid them. Ever since he has served with the knights of stern hoping to best serve the imperium.
Unit type character (unique)
wargear
The trickster's agies
Combat shield that grants a 4+ invulnerable save and subtracts 1 attack from a enemy characters attacks for the first round of CC
The black blade
If a enemy character with higher strength engages Vendrake that character initiative is reduced to one. And if a character engages Vendrake with a higher initiative then Vendrake's strength is increased by 2
The armor of the duelist
Artificer armor that makes Vendrake immune to instant death
The last word
bolt pistol with a 18 inch range and hellfire rounds
Special rules
warrior diplomat
All space marine war gear options in Vendrake's army cost 5 pts. less and all tanks cost 15 pts. less
Ws6 Bs 4 S4 T4 W4 I 10 Sv 2+
fluff is nonsensical and warrior diplomat is ridiculously good. also no points value
Wargear: Power armor, aura of dark majesty, bolt pistol, frag and krak grenades
Malcharion's bolter: Range 24 S4 AP4 Assault 2
Aurum: This is a master crafted power sword with Fleshbane. Blood Angels gain Hatred against Talos.
Special Rules: Fear, Veterans of the Long War, Night Vision
Prophetic Voice: Talos or any 1 friendly model within 12 inches may re-roll any 1 dice per turn.
Xarl, Blademaster
Type: Infantry (character)
WS6 BS4 S4 T4 W2 I5 A3 Ld8 Sv3+
Wargear: Power armor, bolt pistol, bolter, frag and krak grenades
Executioner: S6 AP4 Rending Two-handed Melee
Special Rules: Fear, Veterans of the Long War, Night Vision
Dodge: Xarl has a 5+ invulnerable save, increased to 4+ in combat.
Cyrion
Type: Infantry (character)
WS4 BS5 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: Power armor, bolt pistol, close combat weapon, bolter, frag and krak grenades
Special Rules: Fear, Veterans of the Long War, Night Vision
Touched by Slaanesh: Whenever a model is removed from play within 3 inches of Cyrion, roll a dice. On a 5+ he gains +1 S and I until the start of his next turn.
Uzas
Type: Infantry (character)
WS5 BS3 S4 T4 W2 I4 A3 Ld6 Sv3+
Wargear: Power armor, bolt pistol, master-crafted bolter, chainaxe, frag and krak grenades
Special Rules: Fear, Rage, Counter Attack, Fearless (not conferred to First Claw), Veterans of the Long War, Hatred (everything), Night Vision
Touched by Khorne: If Uzas is in range for a legal charge, he must pass a Ld test on his unmodified Ld or attempt to charge. If he is within 3 inches of Talos he may use Talos' Ld instead
Mercutian
Type: Infantry (character)
WS4 BS4 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: Power armor, bolt pistol, close combat weapon, frag and krak grenades
Modified heavy bolter: Range 36 S5 AP4 Salvo 2/4
Special Rules: Fear, Veterans of the Long War, Stubborn (not conferred to First Claw), Night Vision
Variel
Type: Infantry (character)
WS4 BS4 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: power armor, bolt pistol, close combat weapon, bolter, frag and krak grenades
Narthecium: Grants FNP to First Claw
Special Rules: Fear
Pure win. You get all of dem internet cookies. Exalted!
Maybe a points decrease? 350 seems kinda steep.... You could give Talos mastery level 1 and forewarning(from Divination). Also, maybe have Aurum be AP 2?
Wargear: Power armor, aura of dark majesty, bolt pistol, frag and krak grenades
Malcharion's bolter: Range 24 S4 AP4 Assault 2
Aurum: This is a master crafted power sword with Fleshbane. Blood Angels gain Hatred against Talos.
Special Rules: Fear, Veterans of the Long War, Night Vision
Prophetic Voice: Talos or any 1 friendly model within 12 inches may re-roll any 1 dice per turn.
Xarl, Blademaster
Type: Infantry (character)
WS6 BS4 S4 T4 W2 I5 A3 Ld8 Sv3+
Wargear: Power armor, bolt pistol, bolter, frag and krak grenades
Executioner: S6 AP4 Rending Two-handed Melee
Special Rules: Fear, Veterans of the Long War, Night Vision
Dodge: Xarl has a 5+ invulnerable save, increased to 4+ in combat.
Cyrion
Type: Infantry (character)
WS4 BS5 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: Power armor, bolt pistol, close combat weapon, bolter, frag and krak grenades
Special Rules: Fear, Veterans of the Long War, Night Vision
Touched by Slaanesh: Whenever a model is removed from play within 3 inches of Cyrion, roll a dice. On a 5+ he gains +1 S and I until the start of his next turn.
Uzas
Type: Infantry (character)
WS5 BS3 S4 T4 W2 I4 A3 Ld6 Sv3+
Wargear: Power armor, bolt pistol, master-crafted bolter, chainaxe, frag and krak grenades
Special Rules: Fear, Rage, Counter Attack, Fearless (not conferred to First Claw), Veterans of the Long War, Hatred (everything), Night Vision
Touched by Khorne: If Uzas is in range for a legal charge, he must pass a Ld test on his unmodified Ld or attempt to charge. If he is within 3 inches of Talos he may use Talos' Ld instead
Mercutian
Type: Infantry (character)
WS4 BS4 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: Power armor, bolt pistol, close combat weapon, frag and krak grenades
Modified heavy bolter: Range 36 S5 AP4 Salvo 2/4
Special Rules: Fear, Veterans of the Long War, Stubborn (not conferred to First Claw), Night Vision
Variel
Type: Infantry (character)
WS4 BS4 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: power armor, bolt pistol, close combat weapon, bolter, frag and krak grenades
Narthecium: Grants FNP to First Claw
Special Rules: Fear
Pure win. You get all of dem internet cookies. Exalted!
Maybe a points decrease? 350 seems kinda steep.... You could give Talos mastery level 1 and forewarning(from Divination). Also, maybe have Aurum be AP 2?
You could make Mecurtan's HB Rending as well?
Lucarikx
Cheers mate
I might make Aurum AP2 rather than Fleshbane
mastery level 1 seems too good, after all he doesn't use his forewarning in combat situations, only before/after
Mercutian's heavy bolter i feel I have changed enough, rending is a bit over the top
I might also add a rule to reflect that the night lords fight like murderers rather than soldiers
Automatically Appended Next Post: Updated with an additional rule and some changes
Thinkin bout a sallie-theamed dreaddy to make Vulkan proud
Prometheus-Pattern Ironclad Dreadnought.....................140
Ws:4 Bs:4 S:6(10) F:13 S:13 R:10 I:4 A:2
Wargear: Flame Hurricane (3x TL flamers), Seismic Hammer with built-in meltagun
Options: Upgrade Flame Hurricane to Melta Hurricane(3x TL meltaguns) for +10 points
Everything else is as Ironclad in C:SM except no second arm
Thatguyhsagun wrote: Thinkin bout a sallie-theamed dreaddy to make Vulkan proud
Prometheus-Pattern Ironclad Dreadnought.....................140
Ws:4 Bs:4 S:6(10) F:13 S:13 R:10 I:4 A:2
Wargear: Flame Hurricane (3x TL flamers), Seismic Hammer with built-in meltagun
Options: Upgrade Flame Hurricane to Melta Hurricane(3x TL meltaguns) for +10 points
Everything else is as Ironclad in C:SM except no second arm
Would it not be a Hurricane Flamer and Hurricane Melta?
These things are 3x TL Flamer or 3x TL Melta... eesh.
If you say a Flamer on a dreadnought is 5pts each, then a TL Flamer is worth roughly 7.5pts, meaning 3 is 22.5pts.
Lets call it 25pts, and lets say a DCCW with Storm Bolter is worth roughly 25pts, so that point is fine...
So base, 140 is more than likely fine.
Then the Meltaguns... 10pts base, 15 for TL, 45 for 3xTL, meaning replacing Flamers with Meltaguns should probably be 20pts.
It's probably fine at 140+20 for 3 TL Meltaguns.. but it is a rather brutal dread.
Thatguyhsagun wrote: Thinkin bout a sallie-theamed dreaddy to make Vulkan proud
Prometheus-Pattern Ironclad Dreadnought.....................140
Ws:4 Bs:4 S:6(10) F:13 S:13 R:10 I:4 A:2
Wargear: Flame Hurricane (3x TL flamers), Seismic Hammer with built-in meltagun
Options: Upgrade Flame Hurricane to Melta Hurricane(3x TL meltaguns) for +10 points
Everything else is as Ironclad in C:SM except no second arm
Would it not be a Hurricane Flamer and Hurricane Melta?
These things are 3x TL Flamer or 3x TL Melta... eesh.
If you say a Flamer on a dreadnought is 5pts each, then a TL Flamer is worth roughly 7.5pts, meaning 3 is 22.5pts.
Lets call it 25pts, and lets say a DCCW with Storm Bolter is worth roughly 25pts, so that point is fine...
So base, 140 is more than likely fine.
Then the Meltaguns... 10pts base, 15 for TL, 45 for 3xTL, meaning replacing Flamers with Meltaguns should probably be 20pts.
It's probably fine at 140+20 for 3 TL Meltaguns.. but it is a rather brutal dread.
Basing it off n ironclads (AV13's) so base cost should be 160?
No one ever said Aurum is a GLaive ENcarmine
Glaive Encarmines, as of Fear to Tread, are used exclusively by the Sanguinary GUard. Aurum was stolen from a BLood Angels Captain. Since even Raldoron, the 1st Captain, didn't have a glaive encarmine, I assummed quite reasonably that Aurum could be simply a very well made power sword. The rules I gave it are similar to the rules for Sammael's raven sword, reflecting its properties as a relic, master crafted sword
Thatguyhsagun wrote: Thinkin bout a sallie-theamed dreaddy to make Vulkan proud
Prometheus-Pattern Ironclad Dreadnought.....................140
Ws:4 Bs:4 S:6(10) F:13 S:13 R:10 I:4 A:2
Wargear: Flame Hurricane (3x TL flamers), Seismic Hammer with built-in meltagun
Options: Upgrade Flame Hurricane to Melta Hurricane(3x TL meltaguns) for +10 points
Everything else is as Ironclad in C:SM except no second arm
Would it not be a Hurricane Flamer and Hurricane Melta?
These things are 3x TL Flamer or 3x TL Melta... eesh.
If you say a Flamer on a dreadnought is 5pts each, then a TL Flamer is worth roughly 7.5pts, meaning 3 is 22.5pts.
Lets call it 25pts, and lets say a DCCW with Storm Bolter is worth roughly 25pts, so that point is fine...
So base, 140 is more than likely fine.
Then the Meltaguns... 10pts base, 15 for TL, 45 for 3xTL, meaning replacing Flamers with Meltaguns should probably be 20pts.
It's probably fine at 140+20 for 3 TL Meltaguns.. but it is a rather brutal dread.
Basing it off n ironclads (AV13's) so base cost should be 160?
Na, 140 base is probably fine. It's an Ironclad replacing a DCCW and Stormbolter, for 3 TL flamers.
So 140 base, then 160 if it has the Hurricane Melta.
The Deathless (??? pts) WS4 BS4 S4 T5 W2 I4 A2 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Artificer Armour, Master-Crafted Bolt Pistol
Special Rules: IC, Fearless, Fear, Feel No Pain, It Will Not Die
[Deathly Form]
- Close-combat attacks are AP- and Murderous (to-wound of 6 is Instant Death)
Dinas Chayne - Bajolur-Captain of the Lucifer Blacks
Chayne was chief of Lord Commander Namatjira's Lucifer Black bodyguards. When the Alpha Legion started to exterminate the 670th Expedition after siding with the Cabal, Chayne attempted to escort his master off the flagship that was overrun with Alpha Legionnaires. Meeting the true Alpharius in the hanger, Chayne was the only member of his unit able to fend the Primarch off in combat. Not only that, his masterful bladework forced Alpharius back and he managed to bury his sword to the hilt in Alpharius' chestplate, thus becoming the only known unaugmented human to wound a Primarch in hand to hand combat. Unable to retrieve his sword, and with a grudging acknowledgement of 'Thats all you'll get' from the Primarch, he was promptly killed.
Points: 95
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS4 S4 T3 W3 I5 A3 Ld9 Sv4+
Wargear: Carapace armor, las pistol, power sword, frag and krak grenades, refractor field
Special Rules: Independent Character
Superb Swordsman: Has a 4+ invulnerable save in close combat. Has the Shred USR in a challenge.
Those who are aware of my little post on my little thread will know this character, but I thought it would be best to post his full story in this post, in his rather unbalanced, but much fuller form.
-Power To The People Most of the time, a typical infantryman is doomed when confronted with an armored vehicle. However, after years of experience in anti tank warfare reinforcing his natural aptitude with his grenade launcher, Anselm Venables has learnt to "snipe" a vehicle, and is able to disable specific functions of an armored vehicle and crippling it.
Effect:
Roll two extra D6 when Venables manages to hit an armored vehicle. Apply the following effects based on the result:
Total value of 2: Instant kill on the vehicle in question.
Total value of 3-4: Vehicle cannot move or shoot for two turns.
Total value of 5-6: One of the vehicle's armament is permanently disabled.
Total value of 7-8: The vehicle cannot move for two turns, but can continue shooting.
Total value of 9-12: No result, presume regular calculations.
- “Mines Everywhere” Whenever an opponent’s model mobilizes his unit, roll two D6. If the combined result is 4 or less, the opponent’s models (measured on a squad by squad basis) are hit by Anselm’s mines, which has a Strength of 8 and AP of 3. If an armored vehicle is hit, consider it a hit on the back armor. This characteristic continues even after Anselm is killed in combat.
“Selfish Bastard” In the cases in which an enemy model fires on Anselm, and there are other models 10’‘ around his vicinity, allocate the shots to other models.
Venables can upgrade his armor for additional points. Can take both
- Carapace Armor for 5pts
-Camo Cloak for 5pts
Lore:
Anselm Venables is a medium ranking member of the Undertaker’s guild with a famed reputation as the “Armor Hunter”, having neutralized countless numbers of armored targets over the course of his career. While quite amiable and talkative outside of combat, Venables was a distinct loner and individualist in the heat of war, prioritizing his own survival above everything else. In his first deployment in the Damocles Gulf Crusade, he sacrificed his whole platoon to take down two Hazard battle suits. When questioned about his behavior, Venables was known to have ambivalently stated to have “sacrificed his comrades as bait” for much larger beasts. This event nearly had Venables executed, but the surprisingly merciful Imperial authorities at the time decided it was best to deploy Venables alone as penance for his actions. Anselm Venables not only managed to survive, but thrived in reconnaissance duties and destroying tanks. His experiences in this niche of warfare was recorded in his memoirs, and was particularly popular among light infantry regiments which were unable to field anti-armor vehicles so openly.
Over the course of his duties in the Damocles Gulf Crusade (M41 742-745), Anselm Venables destroyed over 300 Tau battle suits with carefully planned ambushes. This was the reason why Anselm Venables came to be known as the “Armor Hunter” by both the Imperium and the Tau. This was a particular triumph for his home planet Frontier World Nihilum, which its Imperial Guards were too poor and hated to own tanks.
The seemingly random destruction caused by Venables was ignored as a joint effort by the Tau for quite some time, until a Pathfinder team discovered that the countless number of battlesuits scrapped was done by a single man. In M41 745, the Tau sent seven XV25 stealth teams to eliminate the previously hidden threat against their armor columns, as the stealth Team was asked never to return until the mission was completed. The Search and Destroy Operation lasted an intense nine days, in which thirteen Tau warriors were killed directly, and seven became too injured to continue the mission, and subsequently died from blood loss and infection. The last surviving Tau Shas'ui “Silent Knife” managed to hit Anselm, vaporizing one of his arms. As Silent Knife walked returned from the mission, he stepped on a mine which Anselm had planted two months earlier. Surprisingly, both of these figures survived, as they were rescued and extracted by their respective forces. Silent Knife, for his glorious duel against a potent and damaging foe, was promoted to Shas'el, and was given a Crisis Suit for use in combat. Curiously, among the Tau, Silent Knife's mission was changed into a one-on-one duel, and Venables was changed from a lowly guardsman to a veteran Deathwatch Space Marine, even under the outcry of the Tau fire warriors who knew the true identity of Anselm Venables.
Meanwhile, Anselm Venables, surviving a close death, was considered by the Imperial Authority to have skills too valuable to waste, and was to retire from the Imperial Guard to become an instructor at the Schola Progenium. While this was a great honor for any individual guardsman to be bestowed upon, Venables dreaded the day of his retirement, as it meant that he would never be able to visit foreign worlds, forever “stuck in a glorified prison and indoctrination camp”.
During his recovery, in which he was given a prostate arm by the Adeptus Mechanicus, a rogue trader by the name of Elizabeth Cail took notice of his skills and his dissatisfactions of his “blessings”. As she planned on traveling to Tau territory for negotiations and trades, Cail thought that it would be useful to have a feared Imperial soldier to become her bodyguard, and, against the mech loving Tau, she found Venables to be a perfect fit. After some “discussions”, Anselm deserted on the day he was to be transported to the Schola in Cadia, and joined Cail’s crew.
With his new master, Anselm Venables travelled to the far reaches of Tau territory, demonstrating sheer intimidation value against Tau Battle suit operators whom he had taken many of their fellow brothers in arms. When Silent Knife, now a much talked about hero among his race, saw Anselm Venables smile smugly at him, he was publicly humiliated, stripped of his ranks, and promptly committed suicide in shame. By using Venables, along with other intimidating and respected Imperial soldiers and diplomats, Cail found it quite easy to sway the negotiations and trades to her favor, and brought back a large stockpile of Tau Weaponry, which she delivered to the Ordo Xenos and Adeptus Mechanicus for inspection. For his achievements in Cail’s journey, Venables had his names cleared from charges of desertion and cowardice. Free to do whatever he wished, Venables decided to stick with the Rogue Trader, knowing that with her, he would be able to quench his desires of visiting countless strange worlds, and encountering the even more intriguing Xenos Scums.
Even as he travels around the various fringes of the known galaxy with Cail and her accommodating crew, Anselm was known to have fondly talked about his desire to visit the Eye of Terror, even when he knew very well the perils that lie within But found his unquenchable desire for adventure still somehow stronger, and is fortunately restrained by his more pragmatic master from undertaking such suicidal journeys.
I think he may be the less badass, less traumatized grenade launcher wielding counterpart of Marbo. After all, Anselm's stats ARE based on Marbo's and I modified it to be more "range-y",and have more explosions.But I do fear that he has become a Marty Sue though. Whenever I read Anselm's lore, he seems a little TOO perfect, and I think I need to make him a little bit more f-ed up. Maybe I SHOULD emphasize Venables using his fellow guardsmen as baits for his "hunts". But that's for another time I think.
That being said, I would love to see the interaction between Ciaphas Cain and Marbo, whose personalities are both so similar and different.
Wargear: Power armor, plasma pistol, combat blade, frag and krak grenades, refractor field
Serpent: This is a relic blade. Once per game, Phocron can either throw his sword as a 6 inch ranged shooting weapon during his shooting phase, or can drop in at the start of a combat phase. The hidden plasma charge explodes as a S7 AP2 Blast, and is considered an assault weapon if used in the shooting phase. If used during the combat phase, center the blast over either Phocron or any 1 enemy model in base contact with him. Once this is used, Phocron no longer has Serpent as part of his war gear
Warlord trait: Master of Deception
Special Rules: Independent Character, Fearless, Inspiring Presence
Hydra's Heads: All cultist units in the same detachment gain +1 WS and BS, replacing their improvised armor with flak armor for free. However, they may not select any Marks or gifts of mutation.
We are many: Whenever Phocron is removed from play, roll a dice. On a 2+, replace any character from the same detachment with Phocron. Phocron is then equipped with whatever wargear the replaced model was equipped with, replacing all wargear he originally had.
So got my hands on some Tau and had some extra pulserifles left, and looked over to my IG (have like 1500 pts I never use) and the idea for a Gue'vesa vet squad was born! Gue'vesa veteran squad Ws:3 BS:4 S:3 T:3 W:1 I:3 A:1 Ld:7 Sv:5+ 7ppm All options as vet squad but include: Any Gue'vesa squad may take pulserifles or pulsecarbines for +1 ppm
Thought about using some squads for my FLGS, since the old rules were "outdated." Also wanna do the entire army over as Gue'vesa thoughts? Items excluded would be: Comissars (obvious) regimental standard (they don't have a regiment anymore) Penal Legion (no prisoners) no named characters (obvious) Including: weapons teams can use 1 railgun (Broadside type) as well as sentinels (broadside type), Leman Russ's can use a hammerhead-type ion cannon, any infantry can exchange lasguns for Pulesweapons for +1 points, Baneblades (always wanted one ) can exchange its turret for a TL Hammerhead Railcannon, lascannons for railrifles (The S:6 AP:3 kind) HB for TL pulserifles, and the Demlisher cannon for an Ion Cannon, Chimeras can take a turret railgun (S6 AP3), any infantry may take a Devilfish dedicated transport
Sith Robes: Gives a 5+ armor save and the Shrouded USR
Sith Lightsabers: 2 close combat weapons. Has the Ignores armor, Fleshbane, Armorbane, Shred USRs.
Special Rules: Eternal Warrior, It Will Not Die, Feel No Pain, Adamantium Will, Fleet
Supreme Bladesman: Has a 3+ invulnerable save, increased to 2+ in combat.
Infinite Hatred: Hatred for every round of combat, rather than just the first.
Aura of Darkness: All enemy units within 6 inches suffer from -1 WS, BS and I. Causes Fear, and successful Fear tests must be rerolled.
Psyker Mastery Level 5: May re-roll all failed psychic tests, and is immune to Perils of the Warp. Knows the following powers:
Sith Lightning: Warp Charge 1. Witchfire. Range 24 S7 AP2 Assault 2D6 + 2 Blind Concussion Disable: Any models suffering an unsaved wound but not killed by this attack are unable to move in the next turn.
Force Push: Warp Charge 1. Focused Witchfire. Range 18 S6 AP- Assault 1 Slam: Target model may not move in the next turn. Shove: Target model is pushed in a random direction 2D3 inches.
Force pull: Warp Charge 1. Focused Witchfire. Range 18 S6 AP- Assault 1 Slam: Target model may not move in the next turn. Grab: Target model is pulled directly towards Sidious 2D3 inches.
Force Crush: Warp Charge 2. Focused Witchfire. Range 12 S10 AP1 Assault 1 Instant Death Fleshbane Crush: If target is a vehicle, it automatically explodes, and any passengers are automatically removed from play.
Sith Robes: Gives a 5+ armor save and the Shrouded USR
Sith Lightsabers: 2 close combat weapons. Has the Ignores armor, Fleshbane, Armorbane, Shred USRs.
Special Rules: Eternal Warrior, It Will Not Die, Feel No Pain, Adamantium Will, Fleet
Supreme Bladesman: Has a 3+ invulnerable save, increased to 2+ in combat.
Infinite Hatred: Hatred for every round of combat, rather than just the first.
Aura of Darkness: All enemy units within 6 inches suffer from -1 WS, BS and I. Causes Fear, and successful Fear tests must be rerolled.
Psyker Mastery Level 5: May re-roll all failed psychic tests, and is immune to Perils of the Warp. Knows the following powers:
Sith Lightning: Warp Charge 1. Witchfire. Range 24 S7 AP2 Assault 2D6 + 2 Blind Concussion Disable: Any models suffering an unsaved wound but not killed by this attack are unable to move in the next turn.
Force Push: Warp Charge 1. Focused Witchfire. Range 18 S6 AP- Assault 1 Slam: Target model may not move in the next turn. Shove: Target model is pushed in a random direction 2D3 inches.
Force pull: Warp Charge 1. Focused Witchfire. Range 18 S6 AP- Assault 1 Slam: Target model may not move in the next turn. Grab: Target model is pulled directly towards Sidious 2D3 inches.
Force Crush: Warp Charge 2. Focused Witchfire. Range 12 S10 AP1 Assault 1 Instant Death Fleshbane Crush: If target is a vehicle, it automatically explodes, and any passengers are automatically removed from play.
Another ridiculously OTT fan character. Can people just not balance?
Again, another member of my Nihilum Guard group:
The Clair Twins, leaders of the Storm Initiate Bikers (300 Points)
WS: 4
BS: 4
S: 3
T: 4 (Bikers, so gets +1 toughness value)
W: 4 (Total of the two models)
I: 6
A: 2
Ld: 9
Sv.: 5
Composition:
-2 Models, consider as one independent Character.
Characteristics:
Jink
Hammer of Wrath
Relentless
Fearless Charge Hit and Run War Gear
-Heavy Stubber
-Krak Grenades
-Chainsword
Armor
Flak Jacket Heavy Motorcycle (consider the Clair Twins as bikers).
Let Not Even Death Stop You
Before every mission, the Clair Twins have been known to give those under them a certain chem that has the mystical property of extending one’s will onto their bodies after their doom. Whenever a Infantry or Biker model is killed, it can still go through one more movement and shooting phase before it is finally pronounced dead with +1 value to BS and WS. If Instant death is applied, the chem is nullified. This trait can applied for 5pts for every squad.
Lore:
The Bikers of the Storm Initiate choose their recruits through their periodic raids, kidnapping the children of the parents they have murdered. The Clair twins were adopted under this rather typical circumstances along with countless number of other children, and ran through the harsh and bitter training necessary to prepare them for a lifetime of moral-depraved work. As the nature of the Storm Initiates do not care for anything but martial prowess, the Clair twins rose through the ranks of these bikers with vigor, their heavy stubbers always blazing.
Unfortunately, excessive talent brought unwanted attention and violence. Despite their undying loyalty to the boss, the twins’ charisma and their specially concocted chem created schisms among the raiders who were eager to either put the Clair twins as their leaders, or maintain status quo. The boss and the twins, still under friendly terms, came to an understanding that it would be best that the twins and their supporters were exiled. With this decision in mind, the Twins voluntarily inducted themselves to the Imperial Guard, never to come back to their home planet again. Only to face the horrors of war with their lightly armored bikes. Storm Initiate bikers’ experiences in hit and run tactics came into good use in their battles against the Ork War bands, which the Nihilum Guards specialize against.
The Clair Twins and their followers were last seen in the Damocles Gulf Crusade and were most certainly wiped out by the Tau; as skillful as a rider the Storm Initiates were, their bikes were unsuitable against the unflinchingly accurate sniper drones and pulse rifles. That being said, the bodies of the Clair Twins have never been found, and they have currently been proclaimed as MIA.
I know this post is for characters but would anyone mind if I posted the rules for a chaos superheavy I've been working on. Its an adapted stormlord but with some changes to make it much more chaosy and fit better with my custom warband
Hive Fleet Lazarus wrote:I know this post is for characters but would anyone mind if I posted the rules for a chaos superheavy I've been working on. Its an adapted stormlord but with some changes to make it much more chaosy and fit better with my custom warband
if you got a name for him mes technically a character
Leety wrote:Again, another member of my Nihilum Guard group: The Clair Twins, leaders of the Storm Initiate Bikers (300 Points) WS: 4 BS: 4 S: 3 T: 4 (Bikers, so gets +1 toughness value) W: 4 (Total of the two models) I: 6 A: 2 Ld: 9 Sv.: 5
Composition: -2 Models, consider as one independent Character.
Characteristics: Jink Hammer of Wrath Relentless Fearless Charge Hit and Run War Gear -Heavy Stubber -Krak Grenades -Chainsword
Armor Flak Jacket Heavy Motorcycle (consider the Clair Twins as bikers).
Let Not Even Death Stop You Before every mission, the Clair Twins have been known to give those under them a certain chem that has the mystical property of extending one’s will onto their bodies after their doom. Whenever a Infantry or Biker model is killed, it can still go through one more movement and shooting phase before it is finally pronounced dead with +1 value to BS and WS. If Instant death is applied, the chem is nullified. This trait can applied for 5pts for every squad.
Lore: The Bikers of the Storm Initiate choose their recruits through their periodic raids, kidnapping the children of the parents they have murdered. The Clair twins were adopted under this rather typical circumstances along with countless number of other children, and ran through the harsh and bitter training necessary to prepare them for a lifetime of moral-depraved work. As the nature of the Storm Initiates do not care for anything but martial prowess, the Clair twins rose through the ranks of these bikers with vigor, their heavy stubbers always blazing.
Unfortunately, excessive talent brought unwanted attention and violence. Despite their undying loyalty to the boss, the twins’ charisma and their specially concocted chem created schisms among the raiders who were eager to either put the Clair twins as their leaders, or maintain status quo. The boss and the twins, still under friendly terms, came to an understanding that it would be best that the twins and their supporters were exiled. With this decision in mind, the Twins voluntarily inducted themselves to the Imperial Guard, never to come back to their home planet again. Only to face the horrors of war with their lightly armored bikes. Storm Initiate bikers’ experiences in hit and run tactics came into good use in their battles against the Ork War bands, which the Nihilum Guards specialize against.
The Clair Twins and their followers were last seen in the Damocles Gulf Crusade and were most certainly wiped out by the Tau; as skillful as a rider the Storm Initiates were, their bikes were unsuitable against the unflinchingly accurate sniper drones and pulse rifles. That being said, the bodies of the Clair Twins have never been found, and they have currently been proclaimed as MIA.
Let Not Even Death Stop You is wayyyy OTT, especially for +5 pts a squad. It makes them BETTER after you kill them and they don't die right away! that being said, maybe at +5 points per model OR 50 points a squad (come on, zombie guard that shoot better and hit harder? worth it!) or make it a 0-1 choice
Fire points-Up to ten models may fire from the Warplord’s firing platform. The ten infantry models are treated as being in an open topped vehicle for the purposes of firing and transport
Assault Ramp-Any bikes carried by the Warplord may assault the same turn they disembark unless the Warplord has tank shocked or has infiltrated or outflanked that same turn. Infantry models may not assault the turn they disembark
Weapons and Equipment
-Hull-mounted Bloodfire bolter
Ranges 60” S6 AP3 Heavy 20, primary weapon
-Hull-mounted twin-linked heavy bolter
-Two Sponsons, each with one lascannon and either a twin-linked heavy flamer or a twin-linked heavy bolter
-Searchlight and smoke launchers
Options
The Warplord may replace its two side sponsons with armour plates, increasing its side armour to 14 at no extra cost
It may instead add two extra sponsons, each with one lascannon and one twin-linked heavy flamer or heavy bolter for 100 pts
The Warplord may be given any of the following upgrades from Codex Chaos Space Marines
-Havoc Launcher +12 pts
-Dirge Casters +10 pts
-Pintle-mounted combi-bolter +10 pts
-Pintle-mounted combi-flamer, melta or plasma +15 pts
-Pintle-mounted multi-melta +20 pts
-Demonic possession +15 pts
The sponson mounted twin-linked heavy flamer or twin-linked heavy bolter may be replaced with twin-linked multi-meltas for +35 pts or reaper autocannons for +40 pts
The hull-mounted twin-linked heavy bolter may be replaced with a twin-linked multi-melta for +35 pts or a reaper autocannon for +40 pts
The Warplord may be equipped with two additional combi-bolters mounted on the sides of the firing platform for +15 pts. These weapons may be fired in addition to any infantry models firing from the platform. They may be only be fired if there is at least one infantry model embarked on the firing platform of the Warplord.
Or
The Warplord may exchange half of its infantry carrying capacity for a hades autocannon with the following profile foe +65 pts.
Range 48” S7 AP 4 Heavy 4, Twin-linked, Skyfire, Interceptor
The autocannon may only be fired if there is there is at least one model on the firing platform to operate the weapon. The autocannon is fired at the models unmodified ballistic skill in exchange for the model not being able to fire their own weapon
The Warplord may replace its Hull-mounted Bloodfire bolter with a Hull-mounted Warp Blast Cannon for +25 pts
Range 36” S10 AP 1 Ordinanace 1, 10” Blast, Primary Weapon, no cover saves allowed
Special Rules
Blood for the blood god!-The Warplord channels all of its unholy might into its primary weapon. If the Warplord doesn’t move if may fire its Bloodfire bolter twice in the following shooting phase (at the same target or different ones) It may not do this if it infiltrated the previous turn or if equipped with the Warp Blast Cannon
Hive Fleet Lazarus wrote:I know this post is for characters but would anyone mind if I posted the rules for a chaos superheavy I've been working on. Its an adapted stormlord but with some changes to make it much more chaosy and fit better with my custom warband
if you got a name for him mes technically a character
Leety wrote:Again, another member of my Nihilum Guard group:
The Clair Twins, leaders of the Storm Initiate Bikers (300 Points)
WS: 4
BS: 4
S: 3
T: 4 (Bikers, so gets +1 toughness value)
W: 4 (Total of the two models)
I: 6
A: 2
Ld: 9
Sv.: 5
Composition:
-2 Models, consider as one independent Character.
Characteristics:
Jink
Hammer of Wrath
Relentless
Fearless Charge Hit and Run War Gear
-Heavy Stubber
-Krak Grenades
-Chainsword
Armor
Flak Jacket Heavy Motorcycle (consider the Clair Twins as bikers).
Let Not Even Death Stop You
Before every mission, the Clair Twins have been known to give those under them a certain chem that has the mystical property of extending one’s will onto their bodies after their doom. Whenever a Infantry or Biker model is killed, it can still go through one more movement and shooting phase before it is finally pronounced dead with +1 value to BS and WS. If Instant death is applied, the chem is nullified. This trait can applied for 5pts for every squad.
Lore:
The Bikers of the Storm Initiate choose their recruits through their periodic raids, kidnapping the children of the parents they have murdered. The Clair twins were adopted under this rather typical circumstances along with countless number of other children, and ran through the harsh and bitter training necessary to prepare them for a lifetime of moral-depraved work. As the nature of the Storm Initiates do not care for anything but martial prowess, the Clair twins rose through the ranks of these bikers with vigor, their heavy stubbers always blazing.
Unfortunately, excessive talent brought unwanted attention and violence. Despite their undying loyalty to the boss, the twins’ charisma and their specially concocted chem created schisms among the raiders who were eager to either put the Clair twins as their leaders, or maintain status quo. The boss and the twins, still under friendly terms, came to an understanding that it would be best that the twins and their supporters were exiled. With this decision in mind, the Twins voluntarily inducted themselves to the Imperial Guard, never to come back to their home planet again. Only to face the horrors of war with their lightly armored bikes. Storm Initiate bikers’ experiences in hit and run tactics came into good use in their battles against the Ork War bands, which the Nihilum Guards specialize against.
The Clair Twins and their followers were last seen in the Damocles Gulf Crusade and were most certainly wiped out by the Tau; as skillful as a rider the Storm Initiates were, their bikes were unsuitable against the unflinchingly accurate sniper drones and pulse rifles. That being said, the bodies of the Clair Twins have never been found, and they have currently been proclaimed as MIA.
Let Not Even Death Stop You is wayyyy OTT, especially for +5 pts a squad. It makes them BETTER after you kill them and they don't die right away! that being said, maybe at +5 points per model OR 50 points a squad (come on, zombie guard that shoot better and hit harder? worth it!) or make it a 0-1 choice
Or how about an increase on the Claire Twins themselves, bumping from 300pts to 600pts, while maintaining the +5 per squad?
Fire points-Up to ten models may fire from the Warplord’s firing platform. The ten infantry models are treated as being in an open topped vehicle for the purposes of firing and transport
Assault Ramp-Any bikes carried by the Warplord may assault the same turn they disembark unless the Warplord has tank shocked or has infiltrated or outflanked that same turn. Infantry models may not assault the turn they disembark
Weapons and Equipment
-Hull-mounted Bloodfire bolter
Ranges 60” S6 AP3 Heavy 20, primary weapon
-Hull-mounted twin-linked heavy bolter
-Two Sponsons, each with one lascannon and either a twin-linked heavy flamer or a twin-linked heavy bolter
-Searchlight and smoke launchers
Options
The Warplord may replace its two side sponsons with armour plates, increasing its side armour to 14 at no extra cost
It may instead add two extra sponsons, each with one lascannon and one twin-linked heavy flamer or heavy bolter for 100 pts
The Warplord may be given any of the following upgrades from Codex Chaos Space Marines
-Havoc Launcher +12 pts
-Dirge Casters +10 pts
-Pintle-mounted combi-bolter +10 pts
-Pintle-mounted combi-flamer, melta or plasma +15 pts
-Pintle-mounted multi-melta +20 pts
-Demonic possession +15 pts
The sponson mounted twin-linked heavy flamer or twin-linked heavy bolter may be replaced with twin-linked multi-meltas for +35 pts or reaper autocannons for +40 pts
The hull-mounted twin-linked heavy bolter may be replaced with a twin-linked multi-melta for +35 pts or a reaper autocannon for +40 pts
The Warplord may be equipped with two additional combi-bolters mounted on the sides of the firing platform for +15 pts. These weapons may be fired in addition to any infantry models firing from the platform. They may be only be fired if there is at least one infantry model embarked on the firing platform of the Warplord.
Or
The Warplord may exchange half of its infantry carrying capacity for a hades autocannon with the following profile foe +65 pts.
Range 48” S7 AP 4 Heavy 4, Twin-linked, Skyfire, Interceptor
The autocannon may only be fired if there is there is at least one model on the firing platform to operate the weapon. The autocannon is fired at the models unmodified ballistic skill in exchange for the model not being able to fire their own weapon
The Warplord may replace its Hull-mounted Bloodfire bolter with a Hull-mounted Warp Blast Cannon for +25 pts
Range 36” S10 AP 1 Ordinanace 1, 10” Blast, Primary Weapon, no cover saves allowed
Special Rules
Blood for the blood god!-The Warplord channels all of its unholy might into its primary weapon. If the Warplord doesn’t move if may fire its Bloodfire bolter twice in the following shooting phase (at the same target or different ones) It may not do this if it infiltrated the previous turn or if equipped with the Warp Blast Cannon
so like a stormlord with an assault ramp and increased carrying capacity?
Wargear: artificer armor, bolter, frag and krak grenades
forearm mounted storm shield: this is a storm shield. however, it is not considered to be using one hand for the purpose of two-handed weapons
Venom: This is a massive two-and-a-half-handed broadsword. Strength +3 AP2 Melee Two-handed Armorbane Unwieldy
Special Rules: Independent Character, Fearless, Inspiring Presence
Massive Stature: Pech is equivalent in size to his Primarchs. Bonus to statline included. Also has the Eternal Warrior USR.
Warlord Trait: Master of Deception
The forearm mounted storm shield aka a combat shield? storm shields are too big and bulky to be arm mounted due to their enhanced generator. Maybe just give him a backpack-mounted enhanced refractor field (3++)?
Fire points-Up to ten models may fire from the Warplord’s firing platform. The ten infantry models are treated as being in an open topped vehicle for the purposes of firing and transport
Assault Ramp-Any bikes carried by the Warplord may assault the same turn they disembark unless the Warplord has tank shocked or has infiltrated or outflanked that same turn. Infantry models may not assault the turn they disembark
Weapons and Equipment
-Hull-mounted Bloodfire bolter
Ranges 60” S6 AP3 Heavy 20, primary weapon
-Hull-mounted twin-linked heavy bolter
-Two Sponsons, each with one lascannon and either a twin-linked heavy flamer or a twin-linked heavy bolter
-Searchlight and smoke launchers
Options
The Warplord may replace its two side sponsons with armour plates, increasing its side armour to 14 at no extra cost
It may instead add two extra sponsons, each with one lascannon and one twin-linked heavy flamer or heavy bolter for 100 pts
The Warplord may be given any of the following upgrades from Codex Chaos Space Marines
-Havoc Launcher +12 pts
-Dirge Casters +10 pts
-Pintle-mounted combi-bolter +10 pts
-Pintle-mounted combi-flamer, melta or plasma +15 pts
-Pintle-mounted multi-melta +20 pts
-Demonic possession +15 pts
The sponson mounted twin-linked heavy flamer or twin-linked heavy bolter may be replaced with twin-linked multi-meltas for +35 pts or reaper autocannons for +40 pts
The hull-mounted twin-linked heavy bolter may be replaced with a twin-linked multi-melta for +35 pts or a reaper autocannon for +40 pts
The Warplord may be equipped with two additional combi-bolters mounted on the sides of the firing platform for +15 pts. These weapons may be fired in addition to any infantry models firing from the platform. They may be only be fired if there is at least one infantry model embarked on the firing platform of the Warplord.
Or
The Warplord may exchange half of its infantry carrying capacity for a hades autocannon with the following profile foe +65 pts.
Range 48” S7 AP 4 Heavy 4, Twin-linked, Skyfire, Interceptor
The autocannon may only be fired if there is there is at least one model on the firing platform to operate the weapon. The autocannon is fired at the models unmodified ballistic skill in exchange for the model not being able to fire their own weapon
The Warplord may replace its Hull-mounted Bloodfire bolter with a Hull-mounted Warp Blast Cannon for +25 pts
Range 36” S10 AP 1 Ordinanace 1, 10” Blast, Primary Weapon, no cover saves allowed
Special Rules
Blood for the blood god!-The Warplord channels all of its unholy might into its primary weapon. If the Warplord doesn’t move if may fire its Bloodfire bolter twice in the following shooting phase (at the same target or different ones) It may not do this if it infiltrated the previous turn or if equipped with the Warp Blast Cannon
so like a stormlord with an assault ramp and increased carrying capacity?
Basically, yes but I also wanted a mobile gun platform. MY chaos warband is very assault oriented and I wanted something to provide covering fire as well as transport and have a lot of different weapons and configurations
Shas'o Hue'lam received his first command during the Medusa V campaign. Tasked with defending a series of outposts in the mountains of the Charybdis Crest, Hue'lam's forces surprisingly did not encounter too many Orks. Instead, Hue'lam's forces had their baptism of fire against the Necrons encroaching on the mountains and various patrols of Space Marines. At the end of the campaign, Hue'lam received the Silver Knife for his services.
Points: 175
Shas'o Hue'lam
WS-BS-S-T-W-I-A-Ld-Sv 4-5-5-4-3-3-10-3+
Equipment: XV8 Crisis Suit with Plasma Rifle, Fusion Blaster, Multi-tracker, Hard-wired Black Sun Filter, Hard-wired Drone Controller with 2 Shield Drones
Shas'o Hue'lam may purchase additional equipment from the Tau Armoury
Special Rules:
Veterans of Medusa V - Any Firewarrior team in an army led by Shas'O Hue'lam may receive +1 BS and +1 Ld for +3 points per model. Any XV8, XV88, or Stealth Suit units may receive this upgrade for +12 points per model.
Memories of War - Any army that includes Shas'o Hue'lam counts any Space Marine allies as "Allies of Convenience" instead of "Battle Brothers." Additionally, the entire army counts as having the "Hatred Necrons" and "Preferred Enemy: Necrons" universal special rule.
The Silver Knife - Tau armies led by Shas'o Hue'lam are inspired by the presence of this hero of the Fourth Sphere Expansion. Any friendly Tau units with at least one model within 12 inches of Shas'o Hue'lam may use his leadership value for any leadership or moral tests.
orchewer wrote: A character I came up with for my Tau army ...
Shas'o Hue'lam received his first command during the Medusa V campaign. Tasked with defending a series of outposts in the mountains of the Charybdis Crest, Hue'lam's forces surprisingly did not encounter too many Orks. Instead, Hue'lam's forces had their baptism of fire against the Necrons encroaching on the mountains and various patrols of Space Marines. At the end of the campaign, Hue'lam received the Silver Knife for his services.
Points: 175
Shas'o Hue'lam
WS-BS-S-T-W-I-A-Ld-Sv 4-5-5-4-3-3-10-3+
Equipment: XV8 Crisis Suit with Plasma Rifle, Fusion Blaster, Multi-tracker, Hard-wired Black Sun Filter, Hard-wired Drone Controller with 2 Shield Drones
Shas'o Hue'lam may purchase additional equipment from the Tau Armoury
Special Characters shouldn't generally have Armoury access. If they have options, it's generally 1-2 specific things
Special Rules:
Veterans of Medusa V - Any Firewarrior team in an army led by Shas'O Hue'lam may receive +1 BS and +1 Ld for +3 points per model. Any XV8, XV88, or Stealth Suit units may receive this upgrade for +12 points per model.
The Firewarriors is probably fine, but the suits should probably be 13-14pts.
Memories of War - Any army that includes Shas'o Hue'lam counts any Space Marine allies as "Allies of Convenience" instead of "Battle Brothers." Additionally, the entire army counts as having the "Hatred Necrons" and "Preferred Enemy: Necrons" universal special rule.
The Silver Knife - Tau armies led by Shas'o Hue'lam are inspired by the presence of this hero of the Fourth Sphere Expansion. Any friendly Tau units with at least one model within 12 inches of Shas'o Hue'lam may use his leadership value for any leadership or moral tests.
Seems like an alright character - shouldn't have Armour Access... should probably make the stat bonus +1-2 pts, but he only needs to be 150pts really.
orchewer wrote: A character I came up with for my Tau army ...
Shas'o Hue'lam received his first command during the Medusa V campaign. Tasked with defending a series of outposts in the mountains of the Charybdis Crest, Hue'lam's forces surprisingly did not encounter too many Orks. Instead, Hue'lam's forces had their baptism of fire against the Necrons encroaching on the mountains and various patrols of Space Marines. At the end of the campaign, Hue'lam received the Silver Knife for his services.
Points: 175
Shas'o Hue'lam
WS-BS-S-T-W-I-A-Ld-Sv 4-5-5-4-3-3-10-3+
Equipment: XV8 Crisis Suit with Plasma Rifle, Fusion Blaster, Multi-tracker, Hard-wired Black Sun Filter, Hard-wired Drone Controller with 2 Shield Drones
Shas'o Hue'lam may purchase additional equipment from the Tau Armoury
Special Characters shouldn't generally have Armoury access. If they have options, it's generally 1-2 specific things
Special Rules:
Veterans of Medusa V - Any Firewarrior team in an army led by Shas'O Hue'lam may receive +1 BS and +1 Ld for +3 points per model. Any XV8, XV88, or Stealth Suit units may receive this upgrade for +12 points per model.
The Firewarriors is probably fine, but the suits should probably be 13-14pts.
Memories of War - Any army that includes Shas'o Hue'lam counts any Space Marine allies as "Allies of Convenience" instead of "Battle Brothers." Additionally, the entire army counts as having the "Hatred Necrons" and "Preferred Enemy: Necrons" universal special rule.
The Silver Knife - Tau armies led by Shas'o Hue'lam are inspired by the presence of this hero of the Fourth Sphere Expansion. Any friendly Tau units with at least one model within 12 inches of Shas'o Hue'lam may use his leadership value for any leadership or moral tests.
Seems like an alright character - shouldn't have Armour Access... should probably make the stat bonus +1-2 pts, but he only needs to be 150pts really.
I generally agree. However id like to point out that at +12 points its already adding more than 1/3 of the cost
Yeah, and without the Targetting Array, I'd have said it'd be +5pts per for +1BS and +1Ld. Unfortunately, Targetting arrays are there, which means you have to balance it across that. :(
My default for units is cost upgrades per 5 on basic infantry, per 3 on elite infantry, 1 for characters / single models. +/-10pts base for most increases, +/-5pts for Ld. Why did it post it twice! :( And then it removes the second post.....
WS9 BS6 S5 T5 W5 I8 A6 Ld10 Sv5+ - I would actually change this to be S2 and T2 The emperor/ Darth Sidious is physically weak and old, but the power of the force sustains him. Given the amount of defenses this guy has, with Shrouded and a 2+ invuln in CC, he will always be taking a save no matter what weapon hits him (unless JotWW or something). The five wounds allows him to take repeated hits that would otherwise kill him outright, and FnP combined with IWND makes it clear this guy needs to be killed in a single turn or he won't go down at all.
Wargear:
Sith Robes: Gives a 5+ armor save and the Shrouded USR - I would actually change the robes to simply give him Shrouded. The 5+ save will never be used since every heavy weapon the opponent has will be on this guy,
Sith Lightsabers: 2 close combat weapons. Has the Ignores armor, Fleshbane, Armorbane, Shred USRs. - I would simply make stats for a single weapon, since he only used one lightsaber. Basically: Red Lightsaber R:- S:User AP:2 Type: Melee, Fleshbane, Armorbane, Shred
Special Rules: Eternal Warrior, It Will Not Die, Feel No Pain, Adamantium Will, Fleet
Supreme Bladesman: Has a 3+ invulnerable save, increased to 2+ in combat.
Infinite Hatred: Hatred for every round of combat, rather than just the first.
Aura of Darkness: All enemy units within 6 inches suffer from -1 WS, BS and I. Causes Fear, and successful Fear tests must be rerolled.
Psyker Mastery Level 5: May re-roll all failed psychic tests, and is immune to Perils of the Warp. Knows the following powers:
Sith Lightning: Warp Charge 1. Witchfire. Range 24 S7 AP2 Assault 2D6 + 2 Blind Concussion Disable: Any models suffering an unsaved wound but not killed by this attack are unable to move in the next turn.
Force Push: Warp Charge 1. Focused Witchfire. Range 18 S6 AP- Assault 1 Slam: Target model may not move in the next turn. Shove: Target model is pushed in a random direction 2D3 inches.
Force pull: Warp Charge 1. Focused Witchfire. Range 18 S6 AP- Assault 1 Slam: Target model may not move in the next turn. Grab: Target model is pulled directly towards Sidious 2D3 inches.
Force Crush: Warp Charge 2. Focused Witchfire. Range 12 S10 AP1 Assault 1 Instant Death Fleshbane Crush: If target is a vehicle, it automatically explodes, and any passengers are automatically removed from play.
On the whole I think this guy is... interesting. As-is I think he should be 900 points, but with my changes I might keep him at 800 or 850, regardless of how much primarchs cost.
Automatically Appended Next Post: WIth the advent of the new Daemons codex, I've decided to repost this guy, with some changes for the new edition, of course.
The Vessel of Fury/Excess/Decay/Change......................... 200 points or so.
As the Chaos gods are the manifestations of the emotions of an entire galaxy, so is the Vessel of Fury the manifestation of the collective chaos of the battlefield. At first, it is little more than a resonant wind of energy, but if left unmolested on the battlefield, it rapidly grows into an nigh-unstoppable horror as it focuses the tainted magic and unrepentant slaughter of the enemy into itself, taking on the purest form of whatever magic is causing the most chaos.
The powers of the Vessel change according to whichever god's presence is most felt on the field, changing its essence to become a channel for the most influential god in the battle: [Vessel of Fury]: If the majority of the models in your army follow Khorne (i.e. Bloodletters, Juggernaughts, Bloodcrushers, etc make up more than 50% of the models in your army), the Vessels Unit Type Changes to Flying Monstrous Creature. Keep track of the number of unsaved wounds dealt to both sides. For every 5 unsaved wounds that either side deals, increase all of the Vessels stats by 1 (with the exception of Leadership), including the save (since the save is currently -, the first 5 wounds would increase the save to 6+, then the next to 5+, and so on). The Vessel also becomes a Daemon of Khorne. All models, both friendly and enemy, within 8" of the Vessel of Fury gain the Rampage special rule.
{Vessel of Excess}: If the majority of the models in your army follow Slaanesh (i.e Fiends of Slaanesh, Seekers, Daemonettes, etc), then the Vessel's Unit Type changes to Beast. For each enemy squad that has come under the effects of any special abilities of any Slaanesh model (i.e. Soporific Musk or Disruptive Song on a Fiend), increase the all of the stats by by 1, with the exceptions of Weapon Skill, attacks, and Initiative, which increase by 2. The Vessel of Excess is a Daemon of Slaanesh with Mastery Level 2 and knows all of the powers from the Excess table. If a squad that came under the effects of any of Slaanesh's gifts is wiped out entirely, the Vessels stats remain and are not reduced.
(Vessel of Decay): If 50% or more of the models in your army follow Nurgle, then keep track of how many units have taken unsaved wounds from any of those units. For each enemy squad that has at least three models that have taken a wound from any of Nurgle's gifts, increase the Vessel of Decay's stats by 1. For the first enemy squad that takes at least 3 usaved wounds from any of Nurgle's minions, increase the Vessel's Toughness by 2. Once per game, at the beginning of the shooting phase, the Vessel of Decay may create a rainstorm of the most foul and toxic rain imaginable, as if Nurgle himself was pouring out the contents of his cauldron over the battlefield. All enemy units take one S2 AP3 hit for each member of their unit. After activating this power, all Nurgle daemons gain +1 Toughness and any poisoned (4+) weapons become poisoned (3+) until the end of the next player turn. The Vessel of Decay is a Daemon of Nurgle, Mastery Level 3, and knows all of the powers from the Plague table.
Vessel of Change: If the majority of the models in your army follow Tzeentch, then add +1 to all of the Vessel of Change's stats (except for Ballistic Skill, which is increased by 2) for every game turn that has passed, meaning that once game turn 1 has concluded, the Vessel gain +1 to all stats (except Leadership, of course), and so on. The Vessel of Tzeentch is a Daemon of Tzeentch, Mastery Level 4, and knows all of the powers from the Change table. Once per game turn at the beginning of the movement phase, and only after game turn 1 has concluded, the Vessel may choose D3 friendly units or D3 pieces of terrain. If D3 units have been selected, the owning player may move them up to 6" in any direction. This does not count as moving for the purposes of firing weapons and the units may move again after this move has been completed. Alternatively, if D3 pieces of terrain are selected instead, roll the scatter die and a single d6 for each piece of terrain. Each piece of terrain then scatters the direction the scatter die indicates and the distance the D6" indicates.
Captain Quetzal Cartach, Praetor of the 5th Battle Company, Alpha Legion
235 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear: 2 power fists, power sword
Cataphractii armour: This is terminator armour that gives a 4+ invulnerable save rather than 5+, and replaces Relentless with Slow and Purposeful
Servo arm mounted storm bolter: Range 24 S5 AP4 Assault 2. May be fired in Overwatch, ignoring normal restrictions from Slow and Purposeful. Fires at full BS in Overwatch and Snap Shots. May be fired in addition to 1 other weapon
Grenade harness: 1 shot only. Range 8 S3 Ap6 Blast. Cartach and any squad he is attached to count as being equipped with assault grenades if assaulting a target shot at by the grenade harness.
Digital Weapons: Gives +1 attack.
Command Uplink: All friendly units from the same detachment can use Cartach's Ld value, with the exception of psychic tests
Special Rules: Independent Character, And They Shall Know No Fear
Strategic Genius: All friendly units from the same detachment may re-roll all reserve rolls, outflank rolls, and Deep Strike scatters
I actualy use my characters on the table but with official stats. If i go making up stats everything will become 10 and his armour save will always pass so i dont get myself started
Anyways, here the fluffy bit I wrote this about a year ago.. Its a short story of his rise to powah! Since then he has been freebooting and starting waaaghs all over the place Also attached a photograph of the model i build of him. Working on a bikey version atm
Waaagh! Uhrmak Mearta Kroonik.
As a Boy, Uhrmak Mearta Kroonik fought against the most brutal enemies under the Bannah of Warboss Face Basha Mc Killy.
From the Emperor’s space Marines to the ferocious Tyranids. He survived all these brutal enemies until one day, he got Slashed in the face by a power sword, losing half his face, got run over by a Lemann Russ tank, got stomped in to the ground by all his fellow Boyz charging forward, and finally his body got Zapped by his allied Weirdboy.
After the victory over the Imperium his Orkish body regenerated enough untill he was able to stand up again.
He somehow found his way back to his camp. Upon arriving there all the Boyz stared at him awkwardly. His face, still mostly gone was radiating blue energy. A massive shadow fell over him, it was his Warboss. ‘Oi iz you one o ‘them Weirdboyz now?’
‘Nah Boss’, Uhrmak said. ‘It iz still me, Uhrmak Boss’. ‘Okay then’. ‘OI DOK! Get Over ‘ere! Got you anuvva one!. And so the Mad Dok started experimenting on Uhrmak.
After a couple of days he managed to ‘fix’ Uhrmaks ‘ead. His face was patched up with the Skin from one of his fellow Boyz’s face and Metal. His Teeth were all replaced with iron teeth.
And finally he was given a Metal horned helmet.
Okay, the Mad Dok said. Now I iz gunna activate tha new Killy eye ye got. Uhrmak grunted in approval. ‘klik’ Urhmak heard when the Dok activated the Killy Eye. Hmm?, Uhrmak said, the Killy Eye aint,…. AAAAAAAARGH! The air radiated with crackling blue energy. Uhrmak grabbed the Mad Dok by his face and said, OI! Iz you trying to kill Uhrmak?
Nonono, the Mad Dok squeeled as he saw Uhrmak grow before his eyes. The Dok’s head exploded into bits and pieces.
Uhrmak, now the full size of a battle hardened Nob. Grabbed the nearest Shoota and Choppa and walked up to the nearest group of Boyz and unleashed his fury upon them.
Other Boyz and Nobz, hearing and seeing this quickly rushed toward the fight and joined in. The fight lasted almost half a day until Warboss Face Basha Mc Killy heard of the fighting.
When he laid his eyes upon the carnage he saw a blood stained Nob standing upon a huge pile of dead Boyz and Nobs. When he got closer he noticed that the Nob was almost as big as he was himself.
Uhrmak, seeing the Warboss getting closer charged him in his bezerking state. What followed was a most brutal fight that scared the other Boyz into hiding and made the Nobz start shaking.
With his first stike Uhrmak cut down Face Basha’s banner and left arm. However, Uhrmak quickly received a monstrous blow to his head.
At that moment it was like time itself was standing still for Uhrmak. He quickly overtook Face Basha and cracked open his skull.
For a moment he just stood there, watching his former boss laying on the ground. Then he Unleashed a deafening cry, WAAAAAAAAAAGH!
I iz the new boss now! Urhmak yelled at the Orks all around him.
Wargear: Power armor, bolter, bolt pistol, paragon blade, frag and krak grenades, iron halo
Special Rules: Eternal Warrior, It Will Not DIe, Adamantium Will, Independent Character, Fearless
I am Alpharius: Instead of deploying normally, Alpharius may be deployed at the start of any friendly turn. If doing so, pick any friendly power-armored model on the tabletop. Replace that model immediately with Alpharius.
Hydra's Heads: Legion trait is Infiltrate and Scout.
Omegon, Primarch of the Alpha Legion
Points: 350
Type: Infantry (character)
Composition: 1 (unique)
WS7 BS7 S5 T5 W4 I7 A5 Ld10 Sv3+
Wargear: Power armor, bolter, bolt pistol, paragon blade, frag and krak grenades, iron halo
Special Rules: Eternal Warrior, It Will Not DIe, Adamantium Will, Independent Character, Fearless
I am Alpharius: Instead of deploying normally, Omegon may be deployed at the start of any friendly turn. If doing so, pick any friendly power-armored model on the tabletop. Replace that model immediately with Omegon.
Hydra's Heads: Legion trait is Infiltrate and Scout.
The Imperial superheavy "Stepper" 1500 WS:1 BS:3(4) S:10 F:14 S:14 R:12 Underbelly: 11 Structure Points: 4 Void Shields: 6 Weapons: chin-mounted double (co-axel) Destroyer Cannons (RG: 7', S:10 AP1 10' blast, Special: slow to reload (only useable every other turn) 2x Side mounted Battle Cannons Close-in defense guns: These servitor-mounted small arms can only be fired at targets closer than 18" to a leg. They fire at BS2 and include: 4x TL assault Cannons 8x TLHB 4x TL las cannons Special Rules: Slow MoFo: although it is a superheavy walker it moves 6" a turn, and any drive damage auto immobilizes it. Orbital relay device: Can use an apocalypse Barrage (3) each turn until destroyed. Supreme Command: owners side benefits from the Supreme Headquarters Strategic Asset Strategic Planning: Owners side benefits from Strategic Planning Targetee: grants BS: 4 Fragile Instruments: whenever the Stepper loses a Structure Point roll a D3. On a 1, the vehicle loses the Targeter. 2 it loses Orbital Relay Device. 3 it loses Supreme Command. Underbelly: any unit firing from within 12" of the model rolls a d6. on a 5+ it attacks against the Underbelly armor. If directly under the model it auto passes this roll. Transport capacity: 100 models. May transport vehicles. Up to 1 super heavy may be loaded (Baneblade Variants only) and count as 100 models. Disembarkation ramp at the rear of the vehicle. Firing Points: balcony's located on either side of the vehicle can compensate up to 25 units apiece. Infantry may disembark via rope from there but must take a dangerous terrain test. Walkers may fire from here and count as 5 units. Counts as open-topped for disembarkation purposes.
Chirico Cuvie (Purposefully OTT character, a nod to Armored Trooper VOTOMS)
Upgrade for an armored Sentinel with autocannons (+100pts)
BS: 5
Characteristics:
Jink
Psychic Pilot
Independent character
Expandable Sentinels
When Chirico Cuvie’s armored Sentinel is destroyed, Chirico Cuvie can eject out of the destroyed vehicle immediately, and will be represented by a veteran guardsman with a shotgun. When he comes 1’’ range of another sentinel, Chirico Cuvie can hijack the sentinel, allowing the sentinel to now to have BS5, and all the characteristics associated with Chirico. When this vehicle is again destroyed, repeat this process.
Abnormal Survivor
Chirico Cuvie by nature is an Abnormal Survivor, or, put in other words, a soldier genetically guaranteed to survive any sort of grievous wounds. When Chirico Cuvie is killed, he can be revived one turn later, regardless of circumstances. This characteristics can be used continuously.
WIth the advent of the new Daemons codex, I've decided to repost this guy, with some changes for the new edition, of course.
The Vessel of Fury/Excess/Decay/Change......................... 200 points or so.
As the Chaos gods are the manifestations of the emotions of an entire galaxy, so is the Vessel of Fury the manifestation of the collective chaos of the battlefield. At first, it is little more than a resonant wind of energy, but if left unmolested on the battlefield, it rapidly grows into an nigh-unstoppable horror as it focuses the tainted magic and unrepentant slaughter of the enemy into itself, taking on the purest form of whatever magic is causing the most chaos.
The powers of the Vessel change according to whichever god's presence is most felt on the field, changing its essence to become a channel for the most influential god in the battle:
[Vessel of Fury]: If the majority of the models in your army follow Khorne (i.e. Bloodletters, Juggernaughts, Bloodcrushers, etc make up more than 50% of the models in your army), the Vessels Unit Type Changes to Flying Monstrous Creature. Keep track of the number of unsaved wounds dealt to both sides. For every 5 unsaved wounds that either side deals, increase all of the Vessels stats by 1 (with the exception of Leadership), including the save (since the save is currently -, the first 5 wounds would increase the save to 6+, then the next to 5+, and so on). The Vessel also becomes a Daemon of Khorne. All models, both friendly and enemy, within 8" of the Vessel of Fury gain the Rampage special rule.
{Vessel of Excess}: If the majority of the models in your army follow Slaanesh (i.e Fiends of Slaanesh, Seekers, Daemonettes, etc), then the Vessel's Unit Type changes to Beast. For each enemy squad that has come under the effects of any special abilities of any Slaanesh model (i.e. Soporific Musk or Disruptive Song on a Fiend), increase the all of the stats by by 1, with the exceptions of Weapon Skill, attacks, and Initiative, which increase by 2. The Vessel of Excess is a Daemon of Slaanesh with Mastery Level 2 and knows all of the powers from the Excess table. If a squad that came under the effects of any of Slaanesh's gifts is wiped out entirely, the Vessels stats remain and are not reduced.
(Vessel of Decay): If 50% or more of the models in your army follow Nurgle, then keep track of how many units have taken unsaved wounds from any of those units. For each enemy squad that has at least three models that have taken a wound from any of Nurgle's gifts, increase the Vessel of Decay's stats by 1. For the first enemy squad that takes at least 3 usaved wounds from any of Nurgle's minions, increase the Vessel's Toughness by 2. Once per game, at the beginning of the shooting phase, the Vessel of Decay may create a rainstorm of the most foul and toxic rain imaginable, as if Nurgle himself was pouring out the contents of his cauldron over the battlefield. All enemy units take one S2 AP3 hit for each member of their unit. After activating this power, all Nurgle daemons gain +1 Toughness and any poisoned (4+) weapons become poisoned (3+) until the end of the next player turn. The Vessel of Decay is a Daemon of Nurgle, Mastery Level 3, and knows all of the powers from the Plague table.
Vessel of Change: If the majority of the models in your army follow Tzeentch, then add +1 to all of the Vessel of Change's stats (except for Ballistic Skill, which is increased by 2) for every game turn that has passed, meaning that once game turn 1 has concluded, the Vessel gain +1 to all stats (except Leadership, of course), and so on. The Vessel of Tzeentch is a Daemon of Tzeentch, Mastery Level 4, and knows all of the powers from the Change table. Once per game turn at the beginning of the movement phase, and only after game turn 1 has concluded, the Vessel may choose D3 friendly units or D3 pieces of terrain. If D3 units have been selected, the owning player may move them up to 6" in any direction. This does not count as moving for the purposes of firing weapons and the units may move again after this move has been completed. Alternatively, if D3 pieces of terrain are selected instead, roll the scatter die and a single d6 for each piece of terrain. Each piece of terrain then scatters the direction the scatter die indicates and the distance the D6" indicates.
Interesting... Very interesting... Woul you like me to play test this?
WIth the advent of the new Daemons codex, I've decided to repost this guy, with some changes for the new edition, of course.
The Vessel of Fury/Excess/Decay/Change......................... 200 points or so.
As the Chaos gods are the manifestations of the emotions of an entire galaxy, so is the Vessel of Fury the manifestation of the collective chaos of the battlefield. At first, it is little more than a resonant wind of energy, but if left unmolested on the battlefield, it rapidly grows into an nigh-unstoppable horror as it focuses the tainted magic and unrepentant slaughter of the enemy into itself, taking on the purest form of whatever magic is causing the most chaos.
The powers of the Vessel change according to whichever god's presence is most felt on the field, changing its essence to become a channel for the most influential god in the battle:
[Vessel of Fury]: If the majority of the models in your army follow Khorne (i.e. Bloodletters, Juggernaughts, Bloodcrushers, etc make up more than 50% of the models in your army), the Vessels Unit Type Changes to Flying Monstrous Creature. Keep track of the number of unsaved wounds dealt to both sides. For every 5 unsaved wounds that either side deals, increase all of the Vessels stats by 1 (with the exception of Leadership), including the save (since the save is currently -, the first 5 wounds would increase the save to 6+, then the next to 5+, and so on). The Vessel also becomes a Daemon of Khorne. All models, both friendly and enemy, within 8" of the Vessel of Fury gain the Rampage special rule.
{Vessel of Excess}: If the majority of the models in your army follow Slaanesh (i.e Fiends of Slaanesh, Seekers, Daemonettes, etc), then the Vessel's Unit Type changes to Beast. For each enemy squad that has come under the effects of any special abilities of any Slaanesh model (i.e. Soporific Musk or Disruptive Song on a Fiend), increase the all of the stats by by 1, with the exceptions of Weapon Skill, attacks, and Initiative, which increase by 2. The Vessel of Excess is a Daemon of Slaanesh with Mastery Level 2 and knows all of the powers from the Excess table. If a squad that came under the effects of any of Slaanesh's gifts is wiped out entirely, the Vessels stats remain and are not reduced.
(Vessel of Decay): If 50% or more of the models in your army follow Nurgle, then keep track of how many units have taken unsaved wounds from any of those units. For each enemy squad that has at least three models that have taken a wound from any of Nurgle's gifts, increase the Vessel of Decay's stats by 1. For the first enemy squad that takes at least 3 usaved wounds from any of Nurgle's minions, increase the Vessel's Toughness by 2. Once per game, at the beginning of the shooting phase, the Vessel of Decay may create a rainstorm of the most foul and toxic rain imaginable, as if Nurgle himself was pouring out the contents of his cauldron over the battlefield. All enemy units take one S2 AP3 hit for each member of their unit. After activating this power, all Nurgle daemons gain +1 Toughness and any poisoned (4+) weapons become poisoned (3+) until the end of the next player turn. The Vessel of Decay is a Daemon of Nurgle, Mastery Level 3, and knows all of the powers from the Plague table.
Vessel of Change: If the majority of the models in your army follow Tzeentch, then add +1 to all of the Vessel of Change's stats (except for Ballistic Skill, which is increased by 2) for every game turn that has passed, meaning that once game turn 1 has concluded, the Vessel gain +1 to all stats (except Leadership, of course), and so on. The Vessel of Tzeentch is a Daemon of Tzeentch, Mastery Level 4, and knows all of the powers from the Change table. Once per game turn at the beginning of the movement phase, and only after game turn 1 has concluded, the Vessel may choose D3 friendly units or D3 pieces of terrain. If D3 units have been selected, the owning player may move them up to 6" in any direction. This does not count as moving for the purposes of firing weapons and the units may move again after this move has been completed. Alternatively, if D3 pieces of terrain are selected instead, roll the scatter die and a single d6 for each piece of terrain. Each piece of terrain then scatters the direction the scatter die indicates and the distance the D6" indicates.
Interesting... Very interesting... Woul you like me to play test this?
Sure! Though I'm not sure why you're quoting Calas.
WIth the advent of the new Daemons codex, I've decided to repost this guy, with some changes for the new edition, of course.
The Vessel of Fury/Excess/Decay/Change......................... 200 points or so.
As the Chaos gods are the manifestations of the emotions of an entire galaxy, so is the Vessel of Fury the manifestation of the collective chaos of the battlefield. At first, it is little more than a resonant wind of energy, but if left unmolested on the battlefield, it rapidly grows into an nigh-unstoppable horror as it focuses the tainted magic and unrepentant slaughter of the enemy into itself, taking on the purest form of whatever magic is causing the most chaos.
The powers of the Vessel change according to whichever god's presence is most felt on the field, changing its essence to become a channel for the most influential god in the battle:
[Vessel of Fury]: If the majority of the models in your army follow Khorne (i.e. Bloodletters, Juggernaughts, Bloodcrushers, etc make up more than 50% of the models in your army), the Vessels Unit Type Changes to Flying Monstrous Creature. Keep track of the number of unsaved wounds dealt to both sides. For every 5 unsaved wounds that either side deals, increase all of the Vessels stats by 1 (with the exception of Leadership), including the save (since the save is currently -, the first 5 wounds would increase the save to 6+, then the next to 5+, and so on). The Vessel also becomes a Daemon of Khorne. All models, both friendly and enemy, within 8" of the Vessel of Fury gain the Rampage special rule.
{Vessel of Excess}: If the majority of the models in your army follow Slaanesh (i.e Fiends of Slaanesh, Seekers, Daemonettes, etc), then the Vessel's Unit Type changes to Beast. For each enemy squad that has come under the effects of any special abilities of any Slaanesh model (i.e. Soporific Musk or Disruptive Song on a Fiend), increase the all of the stats by by 1, with the exceptions of Weapon Skill, attacks, and Initiative, which increase by 2. The Vessel of Excess is a Daemon of Slaanesh with Mastery Level 2 and knows all of the powers from the Excess table. If a squad that came under the effects of any of Slaanesh's gifts is wiped out entirely, the Vessels stats remain and are not reduced.
(Vessel of Decay): If 50% or more of the models in your army follow Nurgle, then keep track of how many units have taken unsaved wounds from any of those units. For each enemy squad that has at least three models that have taken a wound from any of Nurgle's gifts, increase the Vessel of Decay's stats by 1. For the first enemy squad that takes at least 3 usaved wounds from any of Nurgle's minions, increase the Vessel's Toughness by 2. Once per game, at the beginning of the shooting phase, the Vessel of Decay may create a rainstorm of the most foul and toxic rain imaginable, as if Nurgle himself was pouring out the contents of his cauldron over the battlefield. All enemy units take one S2 AP3 hit for each member of their unit. After activating this power, all Nurgle daemons gain +1 Toughness and any poisoned (4+) weapons become poisoned (3+) until the end of the next player turn. The Vessel of Decay is a Daemon of Nurgle, Mastery Level 3, and knows all of the powers from the Plague table.
Vessel of Change: If the majority of the models in your army follow Tzeentch, then add +1 to all of the Vessel of Change's stats (except for Ballistic Skill, which is increased by 2) for every game turn that has passed, meaning that once game turn 1 has concluded, the Vessel gain +1 to all stats (except Leadership, of course), and so on. The Vessel of Tzeentch is a Daemon of Tzeentch, Mastery Level 4, and knows all of the powers from the Change table. Once per game turn at the beginning of the movement phase, and only after game turn 1 has concluded, the Vessel may choose D3 friendly units or D3 pieces of terrain. If D3 units have been selected, the owning player may move them up to 6" in any direction. This does not count as moving for the purposes of firing weapons and the units may move again after this move has been completed. Alternatively, if D3 pieces of terrain are selected instead, roll the scatter die and a single d6 for each piece of terrain. Each piece of terrain then scatters the direction the scatter die indicates and the distance the D6" indicates.
Interesting... Very interesting... Woul you like me to play test this?
Sure! Though I'm not sure why you're quoting Calas.
Neither do I. Ah well. Just a question though: what do Ethereal Hands do? Are they CC weapons? If so, why bother with BS?
CalasTyphon216 wrote: pretty sure he is balanced by being MORE EXPENSIVE THAN A PRIMARCH
Way I see it, if your way of balancing a character is to make him pricier, your doing it wrong. If one model makes up like half or a third of your points spent, its no longer a battle between armies starring your character, but rather the Story of your Speshul Snowflake, starring (your army here)
Unique characters and units should be much, much less important than that.
Here's my own submission;
Drakka Goldteef
Fluff; TBA, think Warboss + Glukkons from the Oddworld series. Similar to that Bad Moonz special character in that he loves riches as much as he does fighting.
Equipment: Mega Armour, Bosspole, Cybork (5++), Power Klaw, Stikkbombs,Gol'dakka (custom Snazzgun - replaces twin-linked Shoota), 3 Treasure Runts
Custom Rulez and Equipment
Custom Weapon - Gol'dakka
Goldakka is a Snazzgun upgraded with the capability to fire Goldtoof ammo. It is treated in all other regards as a Snazzgun with the Shootier and More Dakka upgrades.
Range: 24", STR: 6, AP: D6 (roll each turn you fire), Type: Assault 2, Special: Goldtoof Ammo
Goldtoof Ammo
You may choose to fire standard ammunition or goldtoof ammo for the Gol'dakka. To fire Goldtoof ammo, you must have at least one Treasure Runt that is still attached to Drakka Goldteef. The treasure runt is 'used up' by the attack.
Goldtoof ammo does not affect the strength of the attack, though it does allow you to re-roll failed hits as though an Ammo Runt had been used. If the target is hit, even if no wounds are inflicted (but not if an attack against a vehicle fails to glance or penetrate) place a bounty marker next to the squad for each successful hit. The target is now embedded with precious gold teef, and if engaged with any Ork unit, those Orks will fight much harder than usual to try and take those teef for themselves, so look on the bounty table to see what effects are endowed.
Bring me dere 'eads!
During his shooting phase, Drakka Goldteef and any unit he is attached to may forgo all shooting in order to place a bounty on any enermy unit to which he has line of sight. To do this, he must possess and 'use up' one treasure runt. The target of this ability automatically recieves D2+1 bounty markers.
Da powah of riches
Drakka Goldteef understands the concepts of the carrot and the stick, and uses his bountiful treasure stash to encourage his boyz in a fight. Through firing the Gol'dakka or use of the Bring me dere 'eads ability, Drakka can place Bounty markers on enermy units. Once attached to a unit, bounty markers confer various bonuses on any Orks that assault them, representing the added incentive that riches have for da ladz.
1+ Bounty Marker: Any mob that has at least one model in base to base contact with the unit recieves +1 leadership for each Bounty Marker on the target unit. If their Leadership would rise above 10, it becomes ten and the unit becomes fearless. Mobs that are already fearless, such as those affected by Mob Rule, recieve feel no pain (6+) or improve their current FNP by one level (no matter how many Bounty Markers are on the target, only apply the feel no pain bonus once)
2+ Bounty Markers: In addition to the above, your models recieve +1 INT on the turn they charge into combat with the unit in question, as long as they are in base to base contact with a model from the affected unit.
3+ Bounty Markers: In addition to the above effects, any Ork models in base to base contact with the unit with the bounty markers get a single free attack, resolved at their bolstered INT level if applicable, against the unit with the bounty markers. You do not need to go to the trouble of allocating those bonus attacks specifically against the models in base to base contact with your own - simply resolve the attacks against the entire unit as usual.
Grab da loot an' leggit!
Ork Mobs that destroy a unit with Bounty markers, but which do not have at least one model within 6" of Drakka Goldteef or his attached retinue, must pass a leadership test at the start of each turn. Mob rule does not apply, but all other effects such as below half strength apply as normal, and they recieve a -1 reduction to Ld for each bounty marker on the model they destroyed.
If they fail, they have decided to flee the field with their newfound loot and are immediately removed from the table! Models that flee in this regard typically do not count as casualties from the perspective of the enermy (ie for Kill Points) but do count as casualties for yourself (if say, you lose VP for each destroyed unit).
Oi! Dems our riches now!
Even if the Mob succeeds it's Grab da loot an' leggit! roll, they still continue to carry the loot - so place the bounty tokens next to the Mob that wiped out the enermy unit. At the start of each turn, for each Ork Mob holding bounty tokens that is not within 6" of Drakka Goldteef or his attached mob, is vulnerable to being mugged for their newfound riches by other mobz! All Ork Mobz that are not tied up in assault, are within 6" of this Mob, but not within 6" of Drakka Goldteef or his retinue, must make a leadership test.
Again, do not apply Mob Rule, and deduct 1 Ld for each bounty marker on the mob holding da loot.
In addition, if the Mob in question is larger than the one with the loot (count multi-wound models like Nobz as one model per wound) deduct 1 Ld for each model of difference in unit sizes, and if smaller, add 1 Ld instead (if Ld is increased to 10 or higher, you automatically pass the Ld check). If they fail the leadership test, then in this movement, shooting, and assault phase they must target the unit with da loot, adding the bonuses from the above chart as per usual. If they succeed in wiping out the unit, the loot is transferred to this new mob, which must make a Grab da loot an' leggit! check and can become subject to the predations of other Ork Mobz
Note that the boyz holding the loot get absolutely no bonus from the above chart, and that while multiple mobz may fail their tests, only one (the one with the most models) will attempt to seize the loot - the rest have been scared off by da big boyz and get back to fighting as usual.
Ridin' in style
Drakka Goldteef must be attached to a unit of Nobz, Meganobz, or Flash Gitz, and cannot leave this unit unless it is destroyed, at which point he can attach to any other unit as per usual. In addition, Drakka Goldteef must take a Battlewagon as a dedicated transport for himself and the mob he is attached to - in the case of Nobz and MegaNobz, this replaces their own dedicated transport - and he and his unit must be deployed in the wagon. The Battlewagon cannot have a killkanon, but may have any other upgrades you wish.
*Cost Breakdown: Warboss (60), Mega Armour (40), Bosspole (5), Cybork (10), +3 Ammo Runts (their effects are incorporated into that of treasure runts) (9), Upgraded TL shoota to Snazzgun with Shootier and More Dakka upgrades (+15 for Snazzgun, +10 for upgrades), +3 Treasure Runts (41)
Gorge Washingtork
Gorge Washingtork was an average boy of the Washingtork of the planet 'Merica, until his Nob krumped him good for chopping down his fungus tree. Since that day Gorge had been bullied by all manner of Nobz, Bosses, Meks, and even the Doks who patch him up out of sympathy. That all changed the day Gorge found "da' hat". Apparently, it was just a normal hat until the power of Da' Waaaghh surged through it instantly imbuing Gorge with God-like power. Gorge became able to shrug off even insane amounts of harm to himself at the cost of his sanity. Now, twice the size of many other warbosses, rivaling that of Gorgutz and Thraka, Gorge uses his experience of getting throttled and his new found "Hat" to win the day for many an ork of 'Merica.
WS:6
BS:3
S:5
T:5
W:5
I:4
AT:6
L:10
SV:2+
Wargear:
Mega Armor, Cybork Body, Combi-rokkit, boss pole, stikkbombs
Slam Adams: its not so uncommon to see grots being exploited by orks, but it is very uncommon to see one treated to some degree with respect. This came with a high price however, as Slam got rediculously plastered off his own brew and somehow permanently attached to Gorge's cybork parts when he mistakenly got sat on. Due to their mutual respect, Slam doesnt mind to help calling shots for Gorge so long as Gorge does everything he can to keep from sitting down...
Slam confers a +1 to Gorge's ballistic skill (already included in his profile)
Da' Hat: Da' hat allows Gorge to confer his brilliant mind full of tactics to any one he considers mission essential (or exendable hur,hur). Gorge can confer "scout" to D3 infantry units. Da' hat also confers the special rule "Too hard to stomp, too rare to die".
Special rules:
Too hard to stomp, too rare to die: Gorge has eternal warrior. Furthermore he is considered a level 1 psyker with the Psychic Power "Waz dat supposed ta' urt?"
Waz dat supposed ta' 'urt?: Casted on Self (buff power) on a successful psychic test, Gorge gains +1 toughness. Gorge also regains 1 wound everytime he casts this power (to his maximum wounds of course)
inspiration comes from my own red skinned ork army from the planet 'Murica. Also, legends surrounding George Washington as supposedly unkillable during the revolutionary war.
Malice: This is a Venom Blade that inflicts instant death and has the Rending USR.
Special Rules: Independent Character, Power from Pain
Mistress of Venoms: Venijn and any unit she joins upgrades all their poison weaponry to 2+. In addition, all characters in the same detachment can take Venom blades for free.
Malice: This is a Venom Blade that inflicts instant death and has the Rending USR.
Special Rules: Independent Character, Power from Pain
Mistress of Venoms: Venijn and any unit she joins upgrades all their poison weaponry to 2+. In addition, all characters in the same detachment can take Venom blades for free.
The reason I say Free Venom Blades is +35, is they're an amazing upgrade, and you can have up to 33 in a list with her, which is 155pts.
Though realistically, you're going to have 9-10+ (especially with this character - because why wouldn't you!), which is 45-50pts, so you're still going to be able to get a bonus overall.
The Poison to 2+ upgrade is an iffy one, because you put her in a squad of 20 Warriors with 2 Cannons and that's 26-48 2+ poison shots, or in a squad with Wracks and that's 20-30 2+ poison attacks, as well as making her Splinter Pistol Poison 2+ (which is a 5pt upgrade in itself) so 30 is probably accurate.
Some background and fleshing out would be nice too, and if it gets good enough, I'll include it in my Extended Codex and make a model of her!
Malice: This is a Venom Blade that inflicts instant death and has the Rending USR.
Special Rules: Independent Character, Power from Pain
Mistress of Venoms: Venijn and any unit she joins upgrades all their poison weaponry to 2+. In addition, all characters in the same detachment can take Venom blades for free.
The reason I say Free Venom Blades is +35, is they're an amazing upgrade, and you can have up to 33 in a list with her, which is 155pts. Though realistically, you're going to have 9-10+ (especially with this character - because why wouldn't you!), which is 45-50pts, so you're still going to be able to get a bonus overall. The Poison to 2+ upgrade is an iffy one, because you put her in a squad of 20 Warriors with 2 Cannons and that's 26-48 2+ poison shots, or in a squad with Wracks and that's 20-30 2+ poison attacks, as well as making her Splinter Pistol Poison 2+ (which is a 5pt upgrade in itself) so 30 is probably accurate.
Some background and fleshing out would be nice too, and if it gets good enough, I'll include it in my Extended Codex and make a model of her!
Ask and ye shall receive! High Archon Lirieth Venijn, Lady of Malice, Slayer of Innocence, Mistress of the Venomspire: Venijn is the leader of the Kabal of Venomous Thorns. The Venomous Thorns were a minor noble house when Vect usurped power in the Dark City. Their relative obscurity meant that they survived the Salamanders attack mostly intact. Recently, they have risen to be one of the powers on the Corespur, following the destruction caused by the latest Dysjunction. Venijn is the last of a long line of Eldar nobility who worshipped Shaimesh above others; as such she and her Kabal specialise in the art of poison. Her body is saturated with hundreds of the most lethal toxins in the galaxy; her last would-be assassin found this out the hard way after slashing her throat with a power blade. The jet of blood that spurted out turned his face into a fine red mist within seconds, even as it sealed the wound that would have been fatal to any other. Venijn goes to war wearing nothing but ceremonial robes, trusting to her blinding speed and venomous aura for protection; it is said she exudes poisonous mists from her pores that corrode solid rounds and enemy weapons before they can harm her. The colors of the Venomous Thorns are alternated black and yellow stripes. The emblem of the Kabal is a poison-green rose with thorns on black with yellow borders. Lady Venijn's personal heraldry is the single rune of Shaimesh, in yellow on a black field.
wargear: -terminator armor
-sigil of curruption
-Claws of death (lightning claws): plus 2 attacks during night fighting, unwieldy.
-blood Helm**
-Mark of Khorne
Special rules: -Champion of chaos
-fearless
-fear**
-Independant character
-veterans of the long war
-Master of darkness: move an extra d3 during night fighting
-Dread of the night: on a roll of +3 at the start of the game, night fighting takes affect.
The night. Some believe murder by night is cowardice, or folly, the Black hand embrace this method. They rival the forces and bravado of the night lords, but they do not lack in strength. Consisting of under 500 traitors, they are slowly growing and causing havoc and striking fear into the denizens under the imperial banner. those who do remember the raids by night, remember very little, for their are no survivors when the Black Hand Goes to battle.
few know of the existence of the black hand, save the inquistion and the dwellers of the warp. The warband predominantly consists of troops called Marked. Fire blazing Chaos marines burning their path to desolation of the galaxy. The Marked are among the lowest of the warriors of the Black Hand. Higher up the chain lay the shredders, Chosen dedicated to giving their being to khorne, they embrace combat like a part of them, and the best way to achieve favor from khorne is to live in combat. They use Lightning claws as their instruments of killing (which is actually quite expensive on chosen ).
The symbol of the black hand is not worn on any one marked, they are not worthy to bear the banner of war. The sign is a curse to anyone who sees it. for if they set their eyes on the thing, they will surely not live to see the light of the next day.
Chaos Dragon- The dark gods have warped their greatest followers into a form not seen since ancient times. With scales as strong as adamantium, and breathing fire as hot as a forge; these daemons crush all in their path in a bathe of aetherial flames.
Profile- WS/5 BS/5 S/6 T/6 W/5 I/6 A/5 Ld/8 Sv/- Unit type- Flying Monstrous Creature(character) Unit comp.- 1 Chaos Dragon
Special Rules- Daemonic Instability
Deep Strike
Wargear- Choose 1: Daemon of Khorne (+15 pts), Nurgle(+15 pts), Slaanesh(+10 pts), or Tzeentch(+25 pts).
Daemonic flight
Scaly Hide (3+ armor save)
Dragon Breath- RNG/ template STR/6 AP/3 Type/ Assault 1, Torrent, Warpflame
Psyker- Mastery level 1 (+25 pts)
Mastery level 2 (+50 pts)
Mastery level 3 (+75 pts)
-Can take powers from biomancy, telepathy, and pyromancy. Daemons of tzeentch, Nurgle, and Slaanesh can take powers from change, plague, and excess respectively.
Points Cost- 225 points + Upgrade costs.
Automatically Appended Next Post: I wouldn't mind seeing one for cypher, in 6th edition, for both pre- and post-heresy.
they have official rules from 3rd ed. but I agree he needs some major buffering. As for the dragon it sounds like a hellchicken with an armor save whos psychic. I can dig it.
Special Rules: Independent Character, Combat Tactics, And They Shall Know No Fear, Veteran of the Deathwatch, Psyker (Mastery Level 2)
Wargear: Assault Grenades, Krak Grenades, Artificer armor, Force Sword, Storm Shield, Death's Door
Veteran of the Deathwatch: Asmodius served for some time with the Deathwatch, and while he is sworn to secrecy regarding his actions, he has become noticeably better at combating xenos. Therefore, Asmodius has Preferred Enemy (Xenos). In addition, he came back to his chapter much more resilient than when he left, which is reflected in his additional wound.
Death's Door: Death’s Door functions as a normal Epistolary with the exception that, once per game, Asmodius may tap into the knowledge contained within this holy tome, and push his powers to their fullest extent. During this time, Asmodius is considered to be a Mastery Level 3 psyker, and his strength and toughness increase by 1.
Wargear: Assault Grenades, Krak Grenades, Iron Halo, two Power Fists, Artificer Armor
Wargear Options: May be given a Jump Pack for 25 points
Special Rules: Independent Character, Combat Tactics, And They Shall Know No Fear, Master of the Vanguard, Heroic Intervention
Master of the Vanguard: Captain Stacia is one of the few Star Phantoms in a position of command that came out his chapter’s Vanguard Veterans; this is rare, owing to the chapter’s favoritism towards unrelenting firepower. However, Stacia is one of the few Veterans that remained after Badab that showed the capability necessary to become a captain. Despite being given a company of his own, Stacia occasionally prefers the companionship of his Vanguard brothers. Thus, in an army that includes Captain Stacia, all Vanguard Veteran units are treated as scoring.
In addition, owing to his many years of experience with the Vanguard, he occasionally joins them on their nearly suicidal missions behind enemy lines. If given a jump pack, Captain Stacia may choose to join a unit of Vanguard Veterans before deployment. If this option is chosen, the Vanguard may still attempt to perform a Heroic Intervention, as Stacia has the same rule. If Stacia is a member of a Vanguard Veteran unit, they may re-roll the scatter dice if they so choose.
-CQC specialists
When using Stiegius as your HQ choice, all infantry models gain -1 BS skills and +1 WS.
-Bloodlust
All Death Wisher elite infantry (Imagine ten Veteran Guardsmen with Hit and Run, Infiltrator, all carrying chainswords and no laspistols) gains +1 A when using Stiegius.
Wargear
Master crafted Chainsword
No ranged weapons. Can add a las pistol for +5 points.
Armor
Carapace Armor for Stiegius
Flak Armor for Death Wisher Bodyguards
Lore:
After the Orks had finally been vanquished, the elite Death Wishers was left without purpose; there was no more great foe to kill, and there were no settlements that were willing to pay the high fee required to be under the protection of the Death Wishers. This had eventually strayed the Death Wishers’ original purpose as righteous defenders of the needy and the weak, and turned them into another petty group of raiders. This unfortunate circumstance prolonged throughout the 39th and 40th millennium until Nihilum finally came into contact with the Imperium of Mankind.
Stiegius found this to be the perfect opportunity to regain the fabled and much beloved former reputations of the Death Wishers, so he voluntarily (and quite enthusiastically) brought all of his Death Wishers into a quest for glory and redemption. Because of his ambitions, Stiegius has maintained an absolutely spotless discipline and fanaticism for the God-Emperor among his elite soldiers- a characteristics that has allowed his soldiers to avoid too much animosity amongst Sisters of Battle and the Witch Hunters.
The Death Wishers survived the Damocles Crusades with flying colors, and, with the ambitious Stiegius still leading them to glory, are fighting bitter wars against the Tyrannids, standing their ground even as they are often overrun. While this had brought severe casualties amongst the Death Wishers, many Imperial Guard regiments respect such selfless actions and have held the grandmaster of the Death Wishers as a hero and Imperial citizen; a reputation very few individuals of the Nihilum Guard have come to hold.
Klaivex Xeria was once Hellebron Venijn, twin sister to the current Archon of the Venomous Thorns. Losing the leadership struggle for the Kabal against her twin, she fled to the Shrine of the Venomous Sting, where against all odds she became one of the Incubi. After distinguishing herself during a raid on Craftworld Iyanden, she became the first female Klaivex in nearly a thousand years. Her relatively slighter form leaves her physically weaker than other Incubi, although she has the edge in speed and agility. Xeria is currently chief Executioner to her sister, who trusts her as much as any Dark Eldar can truly trust another, even one of the Shrines. Whether her chosen profession has curbed her ambition to lead the Kabal, only time will tell.
Composition: 1 (unique): Xeria can be bought as an upgrade character for a single squad of incubi, instead of a Klaivex
Type: Infantry (character)
Points: 175
W7 BS5 S3 T3 W3 I7 A4 Ld10 Sv3+
Wargear: Incubus warsuit, bloodstone
Disemboweller-klaives: Xeria's slighter form caused her to forge a pair of demi-klaives in a different form to other Incubi. These are a pair of close combat weapons. They strike at AP2, give +D3 attacks per turn, and may re-roll all failed to hit and failed to wound rolls.
Special Rules: Fleet, Night Vision, Power from Pain, Onslaught
Baelregor, the Hatefather.....................................2000 points Baelregor has only been summoned once, during the early days of the Dark Age of Technology. He slaughtered his way through two segmentums before being stopped by Dark Age humans and Eldar, but by then it was almost too late, as thousands of worlds had fallen. Those who know of his existence think that if he ever made his way back into the mortal realm, he would do more damage than the every Black Crusade combined. He is the most favored of Khorne, and many think he may be Khorne itself made manifest, for no Bloodthirster in the history of the galaxy has ever shown to have such power.
Angron? An'ggrath? They are nothing compared to Baelregor! It took one hundred Grey Knights to bring down Angron, and it would take ten thousand to bring such an end to Baelregor! - Inquisitor Tull after reading the Tome of the Hatefather
Bloodfather: Containing the souls of a dozen Bloodthirsters, this axe is fabled to cleave mountains in half and level entire cities R:- S: D AP:1 Type: Melee, Soul Blaze, Master-crafted, Armorbane
Hateworm: A whip of pure warp energy, it seems to have a mind of its own, growing and shrinking as it pleases R:24" S:9 AP:2 Type: Assault D6+5, Soul Blaze
Blazing Roar: The Hatefather's roar is enough to strip flesh from bones and set armor ablaze. R:Hellstorm S:8 AP:3 Type: Soul Blaze, Torrent
Hateforged Armor: The armor of Baelregor is covered in gold and the writhing souls of those he has slain. His armor is more akin to Titan plating than any normal armor Baelregor's armor provides him with the following armor values: Front:14 Side:14: Rear: 13. This armor counts has having a single Power Field and a two Structure points. If the armor is penetrated, do not roll on any chart; Baelregor is simply wounded and may save the wound as normal. If he has all of his wounds remaining, he may use It Will Not Die to regain a single Structure point lost.
Special Rules: The Hatefather, Rage, Rampage, Unholy Flight, hammer of Wrath, Feel No Pain, It Will Not Die, Counter-Attack, Khorne Incarnate The Hatefather: Baelregor makes D6 Hammer of Wrath attacks with an AP of 3. In addition, he has the Hatred (Everything) and Preferred Enemy (Everything) special rules. His Daemon invulnerable save is increased to 3+. All models within 18" of Baelregor gain the Rage, Furious Charge, and Rampage special rules. All Fear tests enemy units make against Baelregor are taken at -3 Leadership.
Unholy Flight: With a wingspan of several hundred meters, Baelregor can take to the skies, raining hellfire down on those who oppose him.Baelregor may act as a Flying Monstrous Creature, replacing all instances of "Monstrous Creature" with "Gargantuan Creature". When Swooping, he must move 18-36" and he may make D3+3 Vector Strikes with an AP of 2.
Khorne Incarnate: Baelregor is always the Warlord of any Chaos force, Daemon or Space Marine, and has all of the Warlord Traits listed in Codex: Chaos Daemons
McNinja wrote: Baelregor, the Hatefather.....................................2000 points Baelregor has only been summoned once, during the early days of the Dark Age of Technology. He slaughtered his way through two segmentums before being stopped by Dark Age humans and Eldar, but by then it was almost two late, as thousands of worlds had fallen. Those who know of his existence think that if he ever made his way back into the mortal realm, he would do more damage than the every Black Crusade combined. He is the most favored of Khorne, and many think he may be Khorne itself made manifest, for no Bloodthirster in the history of the galaxy has ever shown to have such power.
Angron? An'ggrath? They are nothing compared to Baelregor! It took one hundred Grey Knights to bring down Angron, and it would take ten thousand to bring such an end to Baelregor!
- Inquisitor Tull after reading the Tome of the Hatefather
Bloodfather: Containing the souls of a dozen Bloodthirsters, this axe is fabled to cleave mountains in half and level entire cities R:- S: D AP:1 Type: Melee, Soul Blaze, Master-crafted, Armorbane
Hateworm: A whip of pure warp energy, it seems to have a mind of its own, growing and shrinking as it pleases R:24" S:9 AP:2 Type: Assault D6+5, Soul Blaze
Blazing Roar: The Hatefather's roar is enough to strip flesh from bones and set armor ablaze. R:Hellstorm S:8 AP:3 Type: Soul Blaze, Torrent
Hateforged Armor: This provides Baelregor with a 2+ armor save.
Special Rules: The Hatefather, Rage, Rampage, Unholy Flight, hammer of Wrath, Feel No Pain, It Will Not Die, Counter-Attack, Khorne Incarnate
The Hatefather: Baelregor makes D6 Hammer of Wrath attacks with an AP of 3. In addition, he has the Hatred (Everything) and Preferred Enemy (Everything) special rules. His Daemon invulnerable save is increased to 3+. All models within 18" of Baelregor gain the Rage, Furious Charge, and Rampage special rules. All Fear tests enemy units make at taken at -3 Leadership.
Unholy Flight: With a wingspan of several hundred meters, Baelregor can take to the skies, raining hellfire down on those who oppose him.Baelregor may act as a Flying Monstrous Creature, replacing all instances of "Monstrous Creature" with "Gargantuan Creature". When Swooping, he must move 18-36" and he may make D3+3 Vector Strikes with an AP of 2.
Khorne Incarnate: Baelregor is always the Warlord of any Chaos force, Daemon or Space Marine, and has all of the Warlord Traits listed in Codex: Chaos Daemons
This sounds like an amazing modeling opportunity. As far as stats, he's pretty reasonable at 2000 points imho, I'm guessing apocalypse only but maybe give him a special rule allowing him to be an entire force org. chart (counts as 1 HQ and 2 troops) just so you can play him in 2k games for S&G's. Personally he's a little overcosted when compared to similar 2k units (rending pony comes to mind). honestly, he needs EW. 1 libby with a forcewepon, or an entire 10-man pally squad with IC makes a lucky wound and hes dead on a roll of 10 or less. Id seriously say drop him to around 1500. A pair of warhounds/a warlord would cost less and kill him before he can do jack against them. Rending pony wouldn't even losw a wound against him, even in CC. they strike at the same Int., but rending pony gets a min of 11 rending hits. You'll fail about 2 of those, deal around 3 wounds and he'll save em all. It'll take a while, but hes def not worth as much as Rending Pony so like I said, id suggest dropping him to around 1500, maybe even 1250
This sounds like an amazing modeling opportunity. As far as stats, he's pretty reasonable at 2000 points imho, I'm guessing apocalypse only but maybe give him a special rule allowing him to be an entire force org. chart (counts as 1 HQ and 2 troops) just so you can play him in 2k games for S&G's. Personally he's a little overcosted when compared to similar 2k units (rending pony comes to mind). honestly, he needs EW. 1 libby with a forcewepon, or an entire 10-man pally squad with IC makes a lucky wound and hes dead on a roll of 10 or less. Id seriously say drop him to around 1500. A pair of warhounds/a warlord would cost less and kill him before he can do jack against them. Rending pony wouldn't even losw a wound against him, even in CC. they strike at the same Int., but rending pony gets a min of 11 rending hits. You'll fail about 2 of those, deal around 3 wounds and he'll save em all. It'll take a while, but hes def not worth as much as Rending Pony so like I said, id suggest dropping him to around 1500, maybe even 1250
Gargantuan Creatures are immune to Instant Death, and only take D3 wounds against Force weapons and the like. I'm actually going to change his Armor slightly, though it might make him more powerful. We'll see. Strength D hits auto-wound and inflict instant death if they aren't saved.
heh sorry haven't played in a couple months my apologies. Anywho, like I said its an amazingly resilient unit but for 2k there are so many other things you can take (4 baneblade variants, a pair of warhounds and a shadowsword, 13 leman russ tanks) so to me it seems a wee bit pricy, but that's just my $0.02 As for ID rending pony is EW and has a 2++ rerollable save.
Thatguyhsagun wrote: heh sorry haven't played in a couple months my apologies. Anywho, like I said its an amazingly resilient unit but for 2k there are so many other things you can take (4 baneblade variants, a pair of warhounds and a shadowsword, 13 leman russ tanks) so to me it seems a wee bit pricy, but that's just my $0.02
As for ID rending pony is EW and has a 2++ rerollable save.
It's all good, I'm still just learning Apocalypse myself I think that the Rending Pony isn't really supposed to be a serious character, since it's designed to be an entire army and has a 2++ re-rollable save. Baelregor is supposed to be a CC beast, and I think that part at least is accomplished.
I know he's a joke character but hes the closest unit stat/cost wise I can come up with so for 2k points they should be close enough survivability wise. And I agree, he gets in range with his Hellstorm weapon he's bretty much gonna rip something to Pieces. Maybe make a rule for his CC weapon like a daemon weapon (not too sure on the new 'dex rules for them) or make it like "Thursting: for every successful kill roll 2d6 and add the killed models wounds. For every roll of 13+ Baelregor regains a wound" to show his axe feeding him strength for the souls it consumes? Fluffy because daemon weapons often drink the blood and feast on the souls of those they kill.
Just saw a cool wheeled Gatling gun on a mini store and I thought it'd be cool to buy up a few and outfit some guard squads with them, so I figured id add them here.
McNinja wrote: Baelregor, the Hatefather.....................................2000 points Baelregor has only been summoned once, during the early days of the Dark Age of Technology. He slaughtered his way through two segmentums before being stopped by Dark Age humans and Eldar, but by then it was almost too late, as thousands of worlds had fallen. Those who know of his existence think that if he ever made his way back into the mortal realm, he would do more damage than the every Black Crusade combined. He is the most favored of Khorne, and many think he may be Khorne itself made manifest, for no Bloodthirster in the history of the galaxy has ever shown to have such power.
Angron? An'ggrath? They are nothing compared to Baelregor! It took one hundred Grey Knights to bring down Angron, and it would take ten thousand to bring such an end to Baelregor!
- Inquisitor Tull after reading the Tome of the Hatefather
Bloodfather: Containing the souls of a dozen Bloodthirsters, this axe is fabled to cleave mountains in half and level entire cities R:- S: D AP:1 Type: Melee, Soul Blaze, Master-crafted, Armorbane
Hateworm: A whip of pure warp energy, it seems to have a mind of its own, growing and shrinking as it pleases R:24" S:9 AP:2 Type: Assault D6+5, Soul Blaze
Blazing Roar: The Hatefather's roar is enough to strip flesh from bones and set armor ablaze. R:Hellstorm S:8 AP:3 Type: Soul Blaze, Torrent
Hateforged Armor: The armor of Baelregor is covered in gold and the writhing souls of those he has slain. His armor is more akin to Titan plating than any normal armor Baelregor's armor provides him with the following armor values: Front:14 Side:14: Rear: 13. This armor counts has having a single Power Field and a two Structure points. If the armor is penetrated, do not roll on any chart; Baelregor is simply wounded and may save the wound as normal. If he has all of his wounds remaining, he may use It Will Not Die to regain a single Structure point lost.
Special Rules: The Hatefather, Rage, Rampage, Unholy Flight, hammer of Wrath, Feel No Pain, It Will Not Die, Counter-Attack, Khorne Incarnate
The Hatefather: Baelregor makes D6 Hammer of Wrath attacks with an AP of 3. In addition, he has the Hatred (Everything) and Preferred Enemy (Everything) special rules. His Daemon invulnerable save is increased to 3+. All models within 18" of Baelregor gain the Rage, Furious Charge, and Rampage special rules. All Fear tests enemy units make against Baelregor are taken at -3 Leadership.
Unholy Flight: With a wingspan of several hundred meters, Baelregor can take to the skies, raining hellfire down on those who oppose him.Baelregor may act as a Flying Monstrous Creature, replacing all instances of "Monstrous Creature" with "Gargantuan Creature". When Swooping, he must move 18-36" and he may make D3+3 Vector Strikes with an AP of 2.
Khorne Incarnate: Baelregor is always the Warlord of any Chaos force, Daemon or Space Marine, and has all of the Warlord Traits listed in Codex: Chaos Daemons
I don't see the attraction of doing this. Are you ever going to use it? It's ridiculously OP I mean this thing would shred a bane lord whic it really shouldn't.
Its a 2k point model. For that price it should be able to destroy titans. I assume the model would be at least the size of a Knight Titan(?) and would represent some of the Named Greater Daemons, able to pick up rhinos and toss them across the battlefield. Imagine a named daemon summoned into a world swallowed by the warp, or supported by the sacrifice of a planet. It would be a powerful M-F'er.
BaconUprising wrote: I don't see the attraction of doing this. Are you ever going to use it? It's ridiculously OP I mean this thing would shred a bane lord whic it really shouldn't.
Dude, I'm not going to use half of the characters I've created. Especially not a 2k point uber daemon. Also, after loording at the Banelord's stats, An'ggrath can faceroll it. It really isn't worth 2500 points, especially if a model like An'ggrath can kill it.
Edit: After thinking more, Skarbrand could kill it with relative ease. 6 S10 attacks at I1? Skarbrand has 8 S10 attacks on the charge at AP2 with Armorbane at I10. The Banelord is not a good opponent because it's so old.
It's not all about cc and I'm not saying you shouldn't do it just saying I can't personally see much fun in it and I'm seeing what your reasoning behind it was.
BaconUprising wrote: It's not all about cc and I'm not saying you shouldn't do it just saying I can't personally see much fun in it and I'm seeing what your reasoning behind it was.
Just because gotta go for the gusto, I suppose! I just had an idea while sitting at starbucks, provoked by the picture of the giant BT in the new CD codex.
Banelord of Khorne.......................... 2500 points The Banelord is a Warlord titan, corrupted during the Horus Heresy and subjected to the raw energy of the Warp. It bears unholy armaments befitting its status as a war machine: a massive Vulcan Mega Bolter that sticks straight out of its head, a warp-powered cannon that fires a beam of pure hatred that vaporizes all in its path, a monstrous version of the Havoc Launcher mounted of Chaos vehicles, a titanic fist that also contains built-in Ectoplasma cannons, and a tail longer than a Thunderhawk equipped with a battlecannon that fires shells larger than a Leman Russ. Few can stand against the might of the Banelord, and even fewer can bring it down.
* The Hellstrike Cannon follows the rules for using Beam Psychic powers, however as it is not a psychic power it does not require a Leadership test. **Both the Banelord Tail and Doomfist may be used as Titan Close Combat weapons. If used as such, they hit at Strength D.
Special Rules: Possessed - The Banelord ignores Gun Crew Shaken and Drive Stunned results. Protection of Khorne - The Banelord gain +3 to Deny the Witch rolls. It Will Not Die Vessel of Fury - The blessed machine is activated only by the most gruesome of slaughters, and once on the field, it projects an aura of pure hatred and rage matched only by Khorne itself. All models within 24" of the Banelord gain the Hatred(Everything) and Rage special rules. Crazed - At the beginning of each turn, roll a D6 and on a roll of: 1- Fire Frenzy: The Banelord may not assault this turn, but instead fires all of its weapons normally once then again at random targets, chosen by a bystander. 2-5: Sane: The Banelord acts normally. 6- Blood Rage: The Banelord may move an additional 2D6" in the movement phase and must assault the nearest enemy unit as soon as possible.
Worth taking imho. Like a better Warlord, might actually get me into chaos... (prob not, all the DV models have been repurposed as scenery for my bases )
Klaivex Xeria was once Hellebron Venijn, twin sister to the current Archon of the Venomous Thorns. Losing the leadership struggle for the Kabal against her twin, she fled to the Shrine of the Venomous Sting, where against all odds she became one of the Incubi. After distinguishing herself during a raid on Craftworld Iyanden, she became the first female Klaivex in nearly a thousand years. Her relatively slighter form leaves her physically weaker than other Incubi, although she has the edge in speed and agility. Xeria is currently chief Executioner to her sister, who trusts her as much as any Dark Eldar can truly trust another, even one of the Shrines. Whether her chosen profession has curbed her ambition to lead the Kabal, only time will tell.
Composition: 1 (unique): Xeria can be bought as an upgrade character for a single squad of incubi, instead of a Klaivex
Type: Infantry (character)
Points: 100
WS6 BS5 S3 T3 W1 I7 A3 Ld9 Sv3+
Wargear: Incubus warsuit, bloodstone
Demi-klaives: Xeria's slighter form means she wields her demi-klaives in a different form to other Incubi. Her demi-klaives are always used as 2 AP2 close combat weapons that give a total of 3 extra attacks (1 for 2 close combat weapons, then 2 extra). She may re-roll any to-wound rolls of 1.
Special Rules: Fleet, Night Vision, Power from Pain, Onslaught
Female Incubi aren't unknown, or that incredibly uncommon. Hell, maybe a third of my Incubi models are female.
And to be honest, that a disgraced Archon, passed the trials is unsurprising at best. She won't really be any less strong, as an Incubi is Str3 anyway, it's just the two-handed weapon that gives +1str.
I do kinda like the character though.
So costing as-is, then changes below!
However!
I would make a few changes mind.
1: I'd give her +1WS, +2BS, +2W, +1A and +1Ld to bring her in line with an Archons statline.
2: I'd switch to a unique set of demiklaives that are lighter, and cannot be combined. Call them Razor Klaives or something, make them the straight +2A, but give re-rolls to hit and to wound. (And I would model it by bulking out Wych Razorflails.) 3: I'd go with a classic-codex upgrade, and give her a Tormenter Helm (splinter pistol controlled with her brain... oh how I miss those. xD).
Something along the lines of:
Spoiler:
FO: Elites
Squad: Incubi
Unit: Klaivex Xeria, Points Per: 175, Models: 1*, Unit Type: Infantry (Character),
WS-7, BS-7, S-3, T-3, W-3, I-7, A-4, Ld-10, Sv-3+.
Klaivex Xeria may be taken instead of the Klaivex Upgrade in a squad of Incubi.
Wargear:
Incubus Warsuit
Razor Klaives
Tormentor Helm
Bloodstone
Plasma Grenades
Special Rules:
Fleet
Night Vision
Power From Pain
Murderous Assault
Onslaught
Hatred
Razor Klaives:
These are a pair of unique, heavily customised Demi-Klaives based on the designs of the Wych Razorflails.
Razor Flails are a power weapon with the following profile:
Range-User, Str-User, AP-2, Type-Melee, Two-Handed, Shred.
A model with Razor Klaives has +2 Attacks.
Tormentor Helm:
An ancient piece of Incubi technology that has fallen out of fashion in recent years, a Tormentor Helm contains a neural interface and hidden weaponry, activated by thought alone.
A tormentor helm grants the bearer a Splinter Pistol and +1 Attack in Close Combat.
Klaivex Xeria was once Hellebron Venijn, twin sister to the current Archon of the Venomous Thorns. Losing the leadership struggle for the Kabal against her twin, she fled to the Shrine of the Venomous Sting, where against all odds she became one of the Incubi. After distinguishing herself during a raid on Craftworld Iyanden, she became the first female Klaivex in nearly a thousand years. Her relatively slighter form leaves her physically weaker than other Incubi, although she has the edge in speed and agility. Xeria is currently chief Executioner to her sister, who trusts her as much as any Dark Eldar can truly trust another, even one of the Shrines. Whether her chosen profession has curbed her ambition to lead the Kabal, only time will tell.
Composition: 1 (unique): Xeria can be bought as an upgrade character for a single squad of incubi, instead of a Klaivex
Type: Infantry (character)
Points: 100
WS6 BS5 S3 T3 W1 I7 A3 Ld9 Sv3+
Wargear: Incubus warsuit, bloodstone
Demi-klaives: Xeria's slighter form means she wields her demi-klaives in a different form to other Incubi. Her demi-klaives are always used as 2 AP2 close combat weapons that give a total of 3 extra attacks (1 for 2 close combat weapons, then 2 extra). She may re-roll any to-wound rolls of 1.
Special Rules: Fleet, Night Vision, Power from Pain, Onslaught
Female Incubi aren't unknown, or that incredibly uncommon. Hell, maybe a third of my Incubi models are female.
And to be honest, that a disgraced Archon, passed the trials is unsurprising at best. She won't really be any less strong, as an Incubi is Str3 anyway, it's just the two-handed weapon that gives +1str.
I do kinda like the character though.
So costing as-is, then changes below!
However!
I would make a few changes mind.
1: I'd give her +1WS, +2BS, +2W, +1A and +1Ld to bring her in line with an Archons statline.
2: I'd switch to a unique set of demiklaives that are lighter, and cannot be combined. Call them Razor Klaives or something, make them the straight +2A, but give re-rolls to hit and to wound. (And I would model it by bulking out Wych Razorflails.) 3: I'd go with a classic-codex upgrade, and give her a Tormenter Helm (splinter pistol controlled with her brain... oh how I miss those. xD).
Something along the lines of:
[spoiler]FO: Elites
Squad: Incubi
Unit: Klaivex Xeria, Points Per: 175, Models: 1*, Unit Type: Infantry (Character),
WS-7, BS-7, S-3, T-3, W-3, I-7, A-4, Ld-10, Sv-3+.
Klaivex Xeria may be taken instead of the Klaivex Upgrade in a squad of Incubi.
Wargear:
Incubus Warsuit
Razor Klaives
Tormentor Helm
Bloodstone
Plasma Grenades
Special Rules:
Fleet
Night Vision
Power From Pain
Murderous Assault
Onslaught
Hatred
Razor Klaives:
These are a pair of unique, heavily customised Demi-Klaives based on the designs of the Wych Razorflails.
Razor Flails are a power weapon with the following profile:
Range-User, Str-User, AP-2, Type-Melee, Two-Handed, Shred.
A model with Razor Klaives has +2 Attacks.
Tormentor Helm:
An ancient piece of Incubi technology that has fallen out of fashion in recent years, a Tormentor Helm contains a neural interface and hidden weaponry, activated by thought alone.
A tormentor helm grants the bearer a Splinter Pistol and +1 Attack in Close Combat.
Calas didn't use the entire idea sooo I'll probably do up a full blown HQ Incubi Archon type shortly.
Alrighty - Incubi HQ stuff!
High Klaivex Caldera
Spoiler:
Army: Dark Eldar BG: To Be Decided - Suffice to say, she's awesome, dancing about with armour made of glass, and generally kicking butt.
FO: HQ Squad: High Klaivex Caldera Unit: High Klaivex Caldera, Points Per: 246, Models: 1*, Unit Type: Infantry (Character), WS-8, BS-7, S-3, T-3, W-3, I-7, A-4(7), Ld-10, Sv-3+/5+*. Incubi are Troops Choices in an army that contains High Klaivex Caldera
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) ( BG: Soul Ablaze ) Fleet Night Vision Power From Pain Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) Murderous Assault Onslaught Hatred
Phantom Incubus Warsuit: A unique suit of Incubi armour that looks as though it's fashioned from pure crystal, Caldera strides across the battlefield a blur of reflected colours and spilled blood. The Phantom Incubus Warsuit confers a 3+ Armour save and a 5+ Inulnerable save to the wearer.
Razor Klaives: These are a pair of unique, heavily customised Demi-Klaives based on the designs of the Wych Razorflails. Razor Flails are a power weapon with the following profile: Range-User, Str-User, AP-2, Type-Melee, Two-Handed, Shred. A model with Razor Klaives has +2 Attacks.
Tormentor Helm: An ancient piece of Incubi technology that has fallen out of fashion in recent years, a Tormentor Helm contains a neural interface and hidden weaponry, activated by thought alone. A tormentor helm grants the bearer a Splinter Pistol, that may be fired in addition to any regular shooting the model makes, and +1 Attack in Close Combat.
Bloodstone Gauntlets: These rare and powerful weapons are created by combining two Bloodstones into a set of ornate gauntlets. The Bloodstone Gauntlet is a Twin-Linked Bloodstone. In addition, they grant the wearer the Soul Ablaze rule.
Army: Dark Eldar BG: The leaders of the mysterious Incubi, they sit upon the thrones at the height of the Incubi Towers
FO: HQ Squad: High Klaivex Unit: High Klaivex, Points Per: 180, Models: 1, Unit Type: Infantry (Character), WS-7, BS-6, S-3, T-3, W-3, I-7, A-4(6), Ld-10, Sv-3+. Incubi are Troops Choices in an army that contain a High Klaivex.
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) Fleet Night Vision Power From Pain Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) Murderous Assault Onslaught
Options: The High Klaivex may replace his Demi Klaives with: Twin Huskblades +0 The High Klaivex may take any of the following: Combat Drugs +10 Soul-trap +10 Tormentor Helm +10 Clone Field* +20 Phantasm Grenade Launcher +25 Shadow Field* +30 Webway Portal +35 *A model may not have both a Shadow Field and a Clone Field
Army: Dark Eldar BG: High Klaivexes keep a personal guard of their finest warriors, usually consisting of Klaivexes themselves, and are often accompanied by them into battle.
FO: HQ Squad: Council of Ancients You may include one unit of Incubi Guard for every High Klaivex in your army. This Squad does not use up a Force Organisation chart selection.
Wargear
Combimelta
Hellfire Rounds
Artificer Armour
Iron Halo
Frg and Krak Grenades
Wisdom (Ancient and relic sword)
Str 6
AP 2
Twohanded
Special Rules
ATSKNF Combat Tactics
Independent Character
Company Tactics
-If Aramus is chosen as your warlord, all models must exchange their Combat Tactics for Counterattack.
Spoiler:
Costing
Captain 100
Relic Blade 30
Combimelta 10
Hellfire Rounds 10
Artificer Armour 15
+AP2 15
Company Tactics 15
+5pts to round it out.
Captain Mekkellos Fernandes, 7th company- 200
Ws 6
Bs 5
Str 4
T4
W3
Int 5
A3
Ld 10
Sv 3+
Wargear
Plasma Pistol
Lightning Claw
Power Armour
Iron Halo
Twinlinked Bolter
Fangrir (when I built him as a biker Captain, I used a Cold one as his mount)
Fangrir makes Fernandes Cavalry. In addition, Fernandes may make an extra 2 attacks resolved at Str 5, AP5, Rending, Int 4.
Special Rules
ATSKNF Independent Character
Combat Tactics
Captain of the 7th
A primary detachment including Fernandes has the following FOC alterations
; Tactical Squads may be taken as both Troops and Elites. In both cases they are scoring.
; Land Speeder Squadrons may betaken as Fast Attack and Heavy Support.
Wargear
Terminator Armour
Chainfist
Combimelta
Iron Halo
Special Rules
ATSKNF Independent Character
Combat Tactics
Fearless
Company Tactics
When Atlum is the Warlord, Combat Tactics is exchanged for Relentless. Devastator squads instead exchanged Combat Tactics for Slow and Purposeful
Deadshot wrote: Couple of custom Captains for my Blood Ravens.
Captain Aramus, 5th Company- 200pts
Ws6
Bs5
Str4
T4
W3
Int 5
A 3
Ld 10
Sv 2+
Wargear
Combimelta
Hellfire Rounds
Artificer Armour
Iron Halo
Frg and Krak Grenades
Wisdom (Ancient and relic sword)
Str 6
AP 2
Twohanded
Special Rules
ATSKNF Combat Tactics
Independent Character
Company Tactics
-If Aramus is chosen as your warlord, all models must exchange their Combat Tactics for Counterattack.
Spoiler:
Costing
Captain 100
Relic Blade 30
Combimelta 10
Hellfire Rounds 10
Artificer Armour 15
+AP2 15
Company Tactics 15
+5pts to round it out.
Captain Mekkellos Fernandes, 7th company- 200
Ws 6
Bs 5
Str 4
T4
W3
Int 5
A3
Ld 10
Sv 3+
Wargear
Plasma Pistol
Lightning Claw
Power Armour
Iron Halo
Twinlinked Bolter
Fangrir (when I built him as a biker Captain, I used a Cold one as his mount)
Fangrir makes Fernandes Cavalry. In addition, Fernandes may make an extra 2 attacks resolved at Str 5, AP5, Rending, Int 4.
Special Rules
ATSKNF Independent Character
Combat Tactics
Captain of the 7th
A primary detachment including Fernandes has the following FOC alterations
; Tactical Squads may be taken as both Troops and Elites. In both cases they are scoring.
; Land Speeder Squadrons may betaken as Fast Attack and Heavy Support.
Wargear
Terminator Armour
Chainfist
Combimelta
Iron Halo
Special Rules
ATSKNF Independent Character
Combat Tactics
Fearless
Company Tactics
When Atlum is the Warlord, Combat Tactics is exchanged for Relentless. Devastator squads instead exchanged Combat Tactics for Slow and Purposeful
Ovion wrote: Calas didn't use the entire idea sooo I'll probably do up a full blown HQ Incubi Archon type shortly.
Alrighty - Incubi HQ stuff!
High Klaivex Caldera
Spoiler:
Army: Dark Eldar
BG: To Be Decided - Suffice to say, she's awesome, dancing about with armour made of glass, and generally kicking butt.
FO: HQ Squad: High Klaivex Caldera
Unit: High Klaivex Caldera, Points Per: 246, Models: 1*, Unit Type: Infantry (Character),
WS-8, BS-7, S-3, T-3, W-3, I-7, A-4(7), Ld-10, Sv-3+/5+*.
Incubi are Troops Choices in an army that contains High Klaivex Caldera
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
( BG: Soul Ablaze )
Fleet
Night Vision
Power From Pain
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
Murderous Assault
Onslaught
Hatred
Phantom Incubus Warsuit:
A unique suit of Incubi armour that looks as though it's fashioned from pure crystal, Caldera strides across the battlefield a blur of reflected colours and spilled blood.
The Phantom Incubus Warsuit confers a 3+ Armour save and a 5+ Inulnerable save to the wearer.
Razor Klaives:
These are a pair of unique, heavily customised Demi-Klaives based on the designs of the Wych Razorflails.
Razor Flails are a power weapon with the following profile:
Range-User, Str-User, AP-2, Type-Melee, Two-Handed, Shred.
A model with Razor Klaives has +2 Attacks.
Tormentor Helm:
An ancient piece of Incubi technology that has fallen out of fashion in recent years, a Tormentor Helm contains a neural interface and hidden weaponry, activated by thought alone.
A tormentor helm grants the bearer a Splinter Pistol, that may be fired in addition to any regular shooting the model makes, and +1 Attack in Close Combat.
Bloodstone Gauntlets:
These rare and powerful weapons are created by combining two Bloodstones into a set of ornate gauntlets.
The Bloodstone Gauntlet is a Twin-Linked Bloodstone.
In addition, they grant the wearer the Soul Ablaze rule.
Army: Dark Eldar
BG: The leaders of the mysterious Incubi, they sit upon the thrones at the height of the Incubi Towers
FO: HQ Squad: High Klaivex
Unit: High Klaivex, Points Per: 180, Models: 1, Unit Type: Infantry (Character),
WS-7, BS-6, S-3, T-3, W-3, I-7, A-4(6), Ld-10, Sv-3+.
Incubi are Troops Choices in an army that contain a High Klaivex.
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
Fleet
Night Vision
Power From Pain
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
Murderous Assault
Onslaught
Options:
The High Klaivex may replace his Demi Klaives with:
Twin Huskblades +0
The High Klaivex may take any of the following:
Combat Drugs +10
Soul-trap +10
Tormentor Helm +10
Clone Field* +20
Phantasm Grenade Launcher +25
Shadow Field* +30
Webway Portal +35
*A model may not have both a Shadow Field and a Clone Field
Army: Dark Eldar
BG: High Klaivexes keep a personal guard of their finest warriors, usually consisting of Klaivexes themselves, and are often accompanied by them into battle.
FO: HQ Squad: Council of Ancients
You may include one unit of Incubi Guard for every High Klaivex in your army.
This Squad does not use up a Force Organisation chart selection.
Options:
Each Incubi Guard may take:
Bloodstone +15
The squad can be mounted on a:
Venom > 55+
Raider > 60+
Tantalus > 215+
Cost:
Spoiler:
Klaivex - 37
Demiklaives +20
-Character -2
Total: 55 per.
The only thing there is the Caldera should not have WS higher than 7. To put it simply, Drazhar is called the Master of Blades for a reason: he is THE most skilled Incubus. Just doesn't seem right to me to have someone else with higher WS, Asdrubael Vect excluded.
I'm personally against Incubi of any sort having grenades, they are warriors not soldiers, and fluff wise they like to think of the klaives as THE only weapons good enough for them.
SImilarly, the High Incubus should be changed to Hierarch.
Apart from that they look good
Terminator Biker Lord Ralvan Darkfire-185
WS6 B 5 S4 T4 W4 I5 A4 Ld10 Sv2+/4++
Wargear:
Terminator Armour
Chaos Bike
Mark of Khorne
Darkfire Axe
Special Rules:
Champion of Chaos
Fearless
Independent Character
Darkfire Axe-Forged by the warpsmith of the Iron Angels of Khorne, it looks like a normal chainaxe, except the teeth have been replaced with flickering pieces of black flames
Range - S+1 AP2 Type melee, shred, fleshbane
May be taken to fill a single Elite slot
Terminator Bikers-175
WS4 BS4 S4 T5 W2 I4 A2 Ld9 Sv 2+/4++
Unit Type-Bike
Unit Composition
1 Terminator Biker Champion
1 Terminator Bikers
Wargear
Terminator Armour
Power weapon
Chaos Bike
Mark of Khorne
Special Rules
Champion of Chaos (Champion only)
Massive Weight-Due to the combination of heavy terminator armour and biker, the terminator bikers cannot use turboboost. However their may fire two weapons in the shooting phase. They may also choose to forgo their shooting phase all together. In exchange they add an additional D6 to their charge range
Retuine of Darkfire-The unit of Chaos Terminator Bikers may choose to have Ralvan Darkfire join their squad. If so, she replaces the chaos champion and the unit becomes an HQ choice, though it doesn't taken up any FOC space
May add up to seven terminator bikers-50 pts/model
Any of the terminator bikers may replace their power weapon with one of the following:
Lightning Claw-3 pts/model
Power Fist-7 pts/model
Chainfist-12 pts/model
Up to two Chaos Terminator Bikers may replace their biker twin liked boltgun with one of the following:
Flamer-5 pts/model
Meltagun-10 pts/model
Plasma gun-15 pts/model
For every three models in the unit, one Chaos Terminator Biker may replace their power weapon with one of the following:
Heavy Flamer-10 pts/model
Reaper Autocannon- 25 pts/model
One Model in the unit may purchase one of the following chaos icons:
Iron of Vengeance-25 pts
Icon of Wrath-20 pts
The Terminator Biker Champion may take:
Melta bombs-5 pts
Gift of mutation-10 pts
Iron Angels of Khorne
The newest dark innovation by the Iron Angels of Khorne warpsmith. One of the biker champions wanted more survivability for her person retuine to allow them get into close combat with enemy terminators and other heavy armour and prevent them from being torn to shreds. The warpsmith obliged and soon had presented her with the unholy creation known as terminator bikers. All the survivability of terminator armour and the speed and maneuverability of a biker. While they are not able to boost as fast most bikers, they are able to fire their weapons with greater accuracy
It's a cool idea but terminator suits are ludicrously heavy. I don't think you understand how heavy, that's part of the reason they can't go in a rhino! They would completely crush any bike they got on and the lack of manoeuvrability (they can't even jump!) means I doubt it would actually be beneficial.
Terminator armor wouldn't be a me to even fit on a bike. Maybe a buggy or trike of sorts, but it would crush a regular bike. It's an amazing thought though, and would be even cooler to play against or model. Maybe over costed at 175 base (I'd go to 125 or make it 3 bikers)
BaconUprising wrote: It's a cool idea but terminator suits are ludicrously heavy. I don't think you understand how heavy, that's part of the reason they can't go in a rhino! They would completely crush any bike they got on and the lack of manoeuvrability (they can't even jump!) means I doubt it would actually be beneficial.
I like how that's what you pick up on. Not the S+1 AP2 axe with shred and fleshbane.
BaconUprising wrote: It's a cool idea but terminator suits are ludicrously heavy. I don't think you understand how heavy, that's part of the reason they can't go in a rhino! They would completely crush any bike they got on and the lack of manoeuvrability (they can't even jump!) means I doubt it would actually be beneficial.
I like how that's what you pick up on. Not the S+1 AP2 axe with shred and fleshbane.
Saw that. Been there done that with the AP2 thing, didn't feel the need to say it again. Besides all he did to "weaken" the axe was drop a strength point. It then Gained shred, flesh bane and striking at initiative.
Revised the profile for my Archon, after building a new model for her
High Archon Lirieth Venijn, Kabal of the Venomous Thorns
Points: 205
Type: Infantry (character)
Composition: 1 (unique)
WS7 BS7 S3 T3 W3 I8 A5 Ld10 Sv3+
Wargear: 2 stinger pistols, plasma grenades, haywire grenades, shadow field
Armor of Thorns: This is a highly customised set of ghostplate armour, a heirloom of House Venijn dating back to before the fall. Covered entirely in porcupine-like spines, any would-be assailant quickly finds themselves cut to pieces by the venomous thorns that give the armour and the Kabal its name. This provides a 3+ armor save and 5+ invulnerable save. In addition, for every successful hit landed against the High Archon, the model that inflicted the hits immediately suffers the same number of hits, with the Poisoned (2+) and Instant Death rule.
Graveyard Rose: This is the other heirloom of the Venijn family. A masterfully crafted singled-edged longsword, it is entirely impregnated with the trademark Venijn poison. This is a close combat weapon. Two handed, specialist weapon, Poisoned (2+), Rending, Instant Death, Shred
Special Rules: Independent Character, Power From Pain, Night Vision, Fleet
Venomous Queen: Any unit Venijn joins has their poisoned weaponry upgraded to Poisoned (3+)
As I am making a squig army I may as well make some stats I will never use:
Commisquig Rikrak.........95 pts
Wargear:
Power Klaw
Back mounted bolt pistol
Laser vision Glasses
Night vision Goggles
Ramshackle Armor
WSBS S T W I A LdSv 3 3 2 4 2 3 2 9 4+
Special Rules:
Laser vision: Due to special goggles Rikrak stole from the imperium, Rikrak may use the markerlight special rule.
Squigginess: Rikrak, though all his imperial bionics, is just a slightly smarter squig, roll a D6 every turn;
1: Rikrak cannot move or do anything for the rest of the turn
2: Rikrak, in a sudden rage, attacks the nearest enemy unit. He gets +1 attacks and may move up to 10 inches
3: Rikrak screams heresy and kills the nearest unit (enemy or ally)
4: Rikraks' lasor vision acts up and an electric spark goes flying and hits the nearest enemy with a strength 3 shot with no AP, use Rikraks BS.
5: Rikrak screams and runs away from the enemy, move him 6 inches from the nearest enemy.
6: Rikrak, his bionic jet-boosters granting him supernatural powers, starts to fly, Rikrak treats all terrain as if it was flat until the end of the game.
Not smart enough to die: When Rikrak loses his last wound, roll a D6, on a 4+ he gets up with one wound and continues to fight.
Rikrak can issue 2 orders of any kind to any squig unit within 8 inches.
Special Rules:
Daemon of Tzeentch
Daemonic instability
Independent Character
Psyker (Mastery level one, Upgradable to level 3)
Twisting Warpscape: During the shooting phase, Moonface can expend one warpcharge, to cause a terrain piece of his choice (Not including fortifications) to scatter 4d6. This does not alter the facing of the terrain. Models inside the terrain
immediately take a dangerous terrain test, if the terrain piece collides with a unit (Friend or foe) they are counted as being tankshocked, and take d6 strength 4 ap- hits. The models are then moved the minimum distance to avoid the path of the terrain piece. The terrain piece stops only if it encounter's other terrain, stopping within one inch, or at the board edge, stopping within one inch.
This power may not be used on immovable terrain (Such as if it is built into the board itself)
This, would be insanely good fun, and give a real warp-feel, when the battlefield changes mid game, possibly carrying unit's in terrain around the board at random.
Phonics wrote: My army is all squig. Though I was thinking that I could add ork riding squigs as rough riders.
Making your own rules, or using Squigs as IG "counts as?"
I am using them as count-as. The characters I posted as will be posting are count-as units in my army. Rikrak counts as Yarrick.
Automatically Appended Next Post: New squig:
Techpriest Enginsquiger Mekell......60 pts
WSBS S T W I A LdSv 4. 2. 3.3 1.2 1 7. 3+
Wargear:
Servo-arm
Rag-cloak
Spoon
Back-mounted Lasgun
Special rules:
Independent character
Spoon: Mekell loves his spoon, nobody knows why, they just know when somebody tries to steal it bad things happen. When a enemy goes into close combat with Mekell he gains preferred enemy special rule on that unit.
Squig Mek: Whenever Mekell is within 3 inches of a vehicle, you may roll a d6:
1: Mekell bangs his wrench on the vehicle in fustration. Make a str 2 AP 3 on the vehicle
2: Mekell angers the machine spirit. Center a large blast template on the vehicle. This blast is str 8 AP 0, the vehicle is unharmed.
3: Mekell fixes one problem with the vehicle.
4: Mekell gives up and runs 4 inches away from the vehicle.
5: Mekell manages to repair two problems on a vehicle
6: Mekell appeases the Omnissiah! Target vehicle can fire all it's weapons twice each turn until the end of the game. This vehicle cannot be immobilized.
Servo-Arm
Mekell may take ANY mechanical unit as a transport. He can use his special rules as normal.
BaconUprising wrote: It's a cool idea but terminator suits are ludicrously heavy. I don't think you understand how heavy, that's part of the reason they can't go in a rhino! They would completely crush any bike they got on and the lack of manoeuvrability (they can't even jump!) means I doubt it would actually be beneficial.
I like how that's what you pick up on. Not the S+1 AP2 axe with shred and fleshbane.
Saw that. Been there done that with the AP2 thing, didn't feel the need to say it again. Besides all he did to "weaken" the axe was drop a strength point. It then Gained shred, flesh bane and striking at initiative.
Yeah I am really sick of complaining about the seemingly compulsory ap2 weapon that always strikes first and get 3d6 penetration. If you look through almost all of the characters on here have them so it gets tiresome...
And because I didn't include the squig fluff here's the story:
On Fragsnik, located near the Halo Stars, an ork warboss has suffered a terrible defeat. The head dok, Traskul, conspire with his orks ways that they could beat this enemy. Outside, a commotion causes the dok to look outside and find a squig eating a grot whole. Traskul had found his weapon... After convincing hundreds of orks, even the head mek and warboss to try it out. A week passes and the victims wake up from their long sleep to find, to their horror, that they had their brains transplanted into squigs! Seeking revenge, the orange raiders attack the dok only to did that he turned everybody, even himself, into a squig. The raiders clamber on to a Rok and drift into space.
Years later. Reports from forgeworld Ultria about missing technology and even a spoon! Ever since the attack by Warboss Rikrak they were on full alert. After a meteorite hit things started to disappear. Reports of orange terrors puzzle the receivers of the distress call. A local regiment of Imperial Guard is dispatched when, to their surprise, the forgeworld fires on them! Right before they destroy the planet on suspicion heresy, three small ramshackle fighters leave the planet.
Captain Orfeo Cassandar, Praetor of the Evocati, Legatus of Armatura
200 points
Type: Infantry (character)
Composition: 1 (unique)
WS7 BS5 S4 T4 W3 I6 A4 Ld10 Sv2+
Wargear: Artificer armor, iron halo, master-crafted bolter, master-crafted power sword, frag and krak grenades
Spatha: This is a close combat weapon. Gives +2 Strength, AP3, and the Master-crafted, Shred and Rending USRs.
Special Rules: Independent Character, Combat Tactics, ATSKNF, Rites of War
Killer of Champions: Gains Preferred Enemy in a challenge
Evocatus: The Evocatii are the cream of the XIII Legion. Sternguard, Vanguard, Terminator, and Terminator assault squads can be taken as troops IN ADDITION to Elite/Fast Attack choices.
Loki Snaketongue
Chaos Champion of the Malice Serpents
Loki was originally a Space Wolf whom served in the 1st War for Armageddon. Loki was an accomplished swordsman and feared figure on the battlefield, however he earned the name snaketongue for his other peculiar trait. Loki was incredibly charming said to be able to talk an enemy into a state of submission or rile up his troops into a bloodthirsty frenzy. This seemingly demonic ability caused the Inquisition to take an interest in Loki. However, his service with the Space Wolves and battlefield exploits gained him a deal of protection from the Inquisition. This protection would come to an end following Loki's execution of a Grey Knight whom executed several groups of guardsman in the purging following the 1st War for Armageddon. Furious, Loki beheaded the Grey Knight and absconded with a small space cruiser. He was quickly tracked and caught by Grey Knights who destroyed his ship, but no body was ever recovered. The Inquisition declared him excommunicated and assumed dead.
But Loki was not, rather he had been taken into the Warp rescued by powerful demon of Khorne who wished to test the mettle of the swordsman in his bloody arenas within the warp. Loki relished the opportunity and was tasked with defeating a Greater Demon, the battle raged for days, but for a second Loki tired and was instantly beheaded.
Only to awake minutes later to the bellowing laughter of the demon, resurrected to fight once more as the demon enjoyed his fighting. For what seemed a millennia Loki fought, every day, dying every day and awakening again an eternal battle. Slowly his skills grew until he defeated his demon adversary. The next day Loki was brought to the arena, where two Greater Demons now stood bellowing at the confused swordsman.
Loki realized his torment was endless and sat about escaping from this prison. Every night he had prayed to the Emperor, but every night his prayer went unanswered. But one night, a voice creeped into his ear. It called itself Malice a weak and bitter God of Chaos, he pledged to make Loki his vessel and free him if Loki would deliver chaos and torment to all. Loki smiled and agreed renouncing his faith to the Emperor.
Loki has since escaped from the Warp following the Eye of Terror event. Reports surfaced that he has been manipulating all manner of troop Xenos and man alike. Most disturbingly an entire company of Black Templars Space Marines have lost communications including an Emperors Champion, the last reported vox communications was a choir of Templars chanting, Malice.
(For my CSM chapter, been out of 40k since Eye of Terror hence why Loki emerges around then, just getting back in since I'm moving to an area that has a thriving gaming community just a few questions is Malice still in canon? And is anything in the fluff above not fluffy? I am currently using him as a Count As Abbadon but if I made my own rules they'd be as follows)
300 points
Type: Infantry (character)
Composition: 1 (unique)
WS7 BS5 S4 T5 W3 I6 A4 Ld10 Sv2+4++
Wargear: Terminator Armor, Venomfang, The Godhand
Special Rules-Champion of Chaos, Eternal Warrior, Fearless,IC, Veteran of Long War, Scorned by Chaos, Snaketongue
Warlord Trait- Master of Deception
Venomfang-
A sword of that is said to be of elder origin, it weeps a deathly poison
Poisoned Blade (3+)
AP3
Whispers of Venom
Allows for rerolls to hit
God Hand
A weapon that is said to be of Necron or perhaps ancient human technology, it incorporate two beam cutters that can focus into a powerful blast
Count as a Chainfist that can fire as a plasma pistol but does not suffer from the "Gets Hot" rules
Scorned by Chaos
Loki has been touched by Malice and as such is hated by the chaos gods, however they find tormenting him incredibly enjoyable and thus have gifted him with a dark protection. Loki counts as having all the marks of chaos but cannot take any cult troops as troop choices.. Furthermore he cannot join with any units that contain an IC with a mark of chaos.
Snaketongue
Loki is gifted with an incredible talking ability and has been known to charm even the most hardened warrior.
If Loki is in base contact with a model than he may forego close combat and instead initiate snaketongue, snaketongue automatically hits, roll on the table below for result
1d6
1-The charm fails, resolve combat as normal
2-3-The opposing unit is charmed and can do nothing the reminder of this turn following turn, however you may not target or otherwise attack this unit (No one dares to disturb a charmed victim of Lord Loki)
4-5-Loki convinces the opposing unit to attack his teammates, the unit must attack the closest friendly unit (if two friendly units are close the opponent may pick which to target, if no targets are close the opponent simply attacks the air, ie he loses his attacks this turn)
6- Life is worthless brother
(Loki convinces the enemy unit that life is not worth living, the enemy unit struggles with this quandary and can do nothing the following turn, in addition he may be attacked or targeted however you may opt to attempt to break the charm and roll a second d6 a 2-5 does nothing, a 1 will break the charm, however a 6 will cause your unit to becoming hopelessly suicidal and kill himself, remove the model from play)
(Charm may only be used once on the same model and only once a turn, furthermore Tyranid are immune to the charm as they don't understand Loki)
((Updated due to some suggestions, point cost went up and sword switched a little bit)
That's awesome fluff! The character however seems quite undercosted. Why not switch the sword up a bit eh? The last 500 or so characters on here have all had cc weapons that ignore armour and it just gets a bit boring. How about keeping the poison, making the blade ap3 and giving it a rule where it whispers to his opponents before he strikes meaning rerolls to hit. It's nice t have some variety occasionally.
I like that better actually, I was trying to think of ways to make the sword a little unique and that fits the bill perfectly.... Any other ways to improve maybe bump his points to 300?
Special Rules:
Daemon of Tzeentch
Daemonic instability
Independent Character
Psyker (Mastery level one, Upgradable to level 3)
Twisting Warpscape: During the shooting phase, Moonface can expend one warpcharge, to cause a terrain piece of his choice (Not including fortifications) to scatter 4d6. This does not alter the facing of the terrain. Models inside the terrain
immediately take a dangerous terrain test, if the terrain piece collides with a unit (Friend or foe) they are counted as being tankshocked, and take d6 strength 4 ap- hits. The models are then moved the minimum distance to avoid the path of the terrain piece. The terrain piece stops only if it encounter's other terrain, stopping within one inch, or at the board edge, stopping within one inch.
This power may not be used on immovable terrain (Such as if it is built into the board itself)
This, would be insanely good fun, and give a real warp-feel, when the battlefield changes mid game, possibly carrying unit's in terrain around the board at random.
That is awesome. I have been trying to get a moonface model to use as a herald of tzeentch. In a friendly game, imagining the terrain getting shifted and moved about just sounds like a good time... unless it back-fires on you.
Tristan De Havilland the Krieg Intelligence Officer
Elite Choice, 150 points
Composition:
Tristan, four Storm Trooper Bodyguards
Stats: Tristan De Havilland
Ws.Bs.S.T.W.I.A.Ld.Sv 3.5.3.3.2.6.1.8.5+
War Gear
Lasgun
Flak Armor
Special Rules
-Superior Intelligence:
Nullify Opponent troops' Deep Strike, Infiltrate, Scout, Outflank and Special Forces Rules when Tristan is on the board.
-Supply Disruption
While Tristan is in reserve, the player can choose to forbid the opponent's ability to deploy Elite, Fast Attack, or Heavy support. This has to be chosen at the beginning of the game, and cannot be changed. When Tristan is deployed to the board, Supply Disruption is nullified and is replaced by Superior Intelligence.
-Stealth
-Special Operations
Stats: Stormtrooper Body Guards
Ws.Bs.S.T.W.I.A.Ld.Sv 4.4.3.3.1.6.1.7.4+
Wargear
Hotshot Lasgun
Carapace Armor
Special Rules
-Special Operations
-Look Out - aargh
Leety wrote: Tristan De Havilland the Krieg Intelligence Officer
Elite Choice, 150 points
Composition:
Tristan, four Storm Trooper Bodyguards
Stats: Tristan De Havilland
Ws.Bs.S.T.W.I.A.Ld.Sv 3.5.3.3.2.6.1.8.5+
War Gear
Lasgun
Flak Armor
Special Rules
-Superior Intelligence:
Nullify Opponent troops' Deep Strike, Infiltrate, Scout, Outflank and Special Forces Rules when Tristan is on the board.
-Supply Disruption
While Tristan is in reserve, the player can choose to forbid the opponent's ability to deploy Elite, Fast Attack, or Heavy support. This has to be chosen at the beginning of the game, and cannot be changed. When Tristan is deployed to the board, Supply Disruption is nullified and is replaced by Superior Intelligence.
-Stealth
-Special Operations
Stats: Stormtrooper Body Guards
Ws.Bs.S.T.W.I.A.Ld.Sv 4.4.3.3.1.6.1.7.4+
Wargear
Hotshot Lasgun
Carapace Armor
Special Rules
-Special Operations
-Look Out - aargh
Oh so all your doing is forcing me to deploy only troops and HQ, then (hopefully for you) refusing the ability to deepstrike forcing me to footslog in anything I had in reserves, willingly or forced? also, if the guy is on table turn 1 and I have designated a squad to be in a drop pod, via DPA rules I have to send in half my drop pod force turn one. I cant due to this guy, then what? I HAVE to but I CANT, so it would be safe to assume they got shot out of the air, targeted to the wrong section or some equally debilitating event. At that point you gained at least 140 points for my suicide dreadnought. So you regained your cost, but in reality if you were gonna use this guy I would flat out refuse. Maybe for 500 points? because at that point your forcing me to keep my guys in reserve, then not allowing anything to come in any way but walking in, at that point everything comes in piecemeal and I lose my 2 DPA units in turn 1, which is normally a suicide dread and a suicide stern squad. 475 points there. So maybe hes a little cheap for even 500. Although if you forewarned me and I had time to rewrite my list? 6 tact squads, 2 cappys with plasma command squads all in TLLC razorbacks. Also, for 150 points you get 4 stormtroopers (already 68 points, but they are I6 so lets say about 110 right there, ill be generous) and a LC (70, then -20 for ws3, -10 for 2 wounds, +30 for I6 again) so base is 180 for the unit. Then the Superior Intelligence cheese id say minimum 200? if not more. Then Supply Disruption cheese another 200 because your forcing me not to deploy anything but basic troops and HQ, meaning I will have almost nothing on the board and can be easily tabled turn 1, especially by IG plasmavet spam. All in all if you really find someone who would allow it? go ahead. But this seems more like a troll character than an actual playable guy
Although your tone does sound (rightfully) pissed off, you have a lot of points there.
So, here are my modifications and clarifications.
Your droptroops are not being shot out of air. They are simply being deployed normally, like all troops, in the explanation that the Death Korps knows where your troops are being deployed with said information, but do not have the resources to shoot the Drop Troops down. Also, with Tristan involved, you only get restricted from one special troop types. So, say I restricted your Elite troop choices. You still can deploy Heavy Support or Fast Attack. That being said, Tristan does sound really OP, so, here are the modifications.
Tristan is changed into a HQ choice. 300pts instead of 150. If Tristan is killed (as it can be easily done with pretty much anything with +5 save), Tristan's rules become rather moot.
Stormtrooper bodyguards get flak Jackets instead of Carapace armor. Number of Stormtrooper bodyguards reduced from 4 to 2. They are allowed to receive Carapace armor for +5 points per model.
Deep Strike is now allowed, but first attempts at dropping (per individual squad) are always considered as Delayed. At second roll, if the dice gives 4+, squad can deep strike wherever needed by its controller, while at 2-3 it will be considered misplaced. At the roll of 1, the squad is destroyed.
Additional Special Rule:
Exposed!
While Tristan is an expert infiltrator and spy, his occupation as an intelligence officer means that he could easily be exposed, therefore forced to escape before gathering proper data.
Every turn, roll a D6. 5+, Tristan is forcefully deployed from reserves, albeit without the rule Superior Intelligence.
Heh sorry about that, came home to find my dog had chewed up the dreadnoughts I just painted and took it out on you, I apologize and was not thinking clearly.
I misread the supply disruption rules (mistaking or for and) and I honestly think its fine with 4x storm trooper bodyguards with carapace, especially at 300 pts. Having misunderstood his rules I overpriced him horribly. As for your idea with drop ships, would it be reasonable to confir to all DSing or OFing units (say on a roll of 5+ they come in as normal but on a 1-4 they get held up for some reason) so as to still present a chance of units coming into play? Oh and give him a powersword, he's an officer he needs a status symbol As for exposed, it isn't all too nessecary, the one big thing about the guy is unit disruption but if he doesn't get Superior Inteligence than he's not really worth it now is he? Maybe change it to where if he is on the table and his bodyguards are below 50% strength he takes a ld test to see if he breaks and runs? With some kind of modifier depending on how many units can draw LOS to him? That way he could still cut and run but keeps him doing what he was meant to do. Maybe when failed he "blends back into the sorounding terrain, only to appear after the fighting has died down" to keep with his scouts fluff.
Oh and maybe some kinda las-rifle with a high power scope for observation instead of the las gun?
Laslock rifle
S3 Ap- 36" Heavy 2 Target Marked
Target marked: any friendly unit shooting against an enemy unit hit with this weapon has +1 BS (or something like that, to show how he's designating the important targets)
I think your interpretation for the modifications for DSing and OFing units is pretty reasonable.
And, I think Tristan shouldn't get a powersword, or even a chainsword for that matter. His WS are intentionally pathetic for a high officer, to make sure that my opponent can EASILY kill him off with a team of dedicated assassins, then allowing opponent to drop his troops down the sky as the Death Korps realizes that their valuable officer is now down (que extremely melodramatic music).
The LasLock Rifle does sounds really fun though. But, in order to balance it, this is how I would modify it:
S1 AP6 40" Heavy 1 Target Marked
Target Marked:
Any friendly model unit shooting against an enemy squad hit with this weapon has +1 BS against it.
It should technically be a miracle for any model to die from a Locking ANGRY FLASHLIGHT, but it would probably be screwed the next turn, as the Death Korps LOVES heavy weapons.
Also, modified EXPOSED! rule:
Roll a D6 every turn. If 5+, Tristan has to escape from the enemy lines to avoid being caught, so is forcefully deployed anywhere on the field. If Tristan is forced to escape before the third turn, he does not have the rule SUPERIOR INTELLIGENCE.
Just make sure you fire him first as for the exposed I still feel like your killing the poor guy not giving him the SI rule. Maybe make it so he has to deploy in the enemies deployment zone (he's still gonna get killed but you get one turn with the rule before he goes poof) and I just realized he doesnt have a camo cloak maybe slap one on him? As for the laslock I was just going off some books I've read, it's just a longer range las gun from what I understand but you have to actually aim, hence the 'heavy.' As for the sword Im picking up what your putting down, just was a thought.
Had an idea in my head about running an all-canoptek necron army. This is just the logical conclusion of who to run it with as a character
Ghazeton, Lord of the Canoptek (190)
WS4 BS4 S5 T5 W3 I2 A4 LD 10 SV3+
Unit type- Independent Character, Jump Infantry
Special Rules-Reanimation Protocols, Ever Living, Lord of Machines, Scarab Swarm Body, Entropic Strike, Rending, Wraithflight
Wargear- Mindshackle Scarabs, Gauntlet of Fire
Scarab Swarm Body- Most of Ghazeton's body is made of a writhing mass of canoptek scarabs. Due to how hard it is to land a telling blow, he has a 3+ invul save. However, template and blast attacks cause an additional wound. In addition, during your shooting phase, Ghazeton may sacrifice any number of scarab bases within 2" to restore as many wounds (maximum 3). If he falls in battle, instead of rolling for reanimation, you may instead chose to sacrifice scarab bases within 2" or his own unit to increase his reanimate odds (1 sacrifice=4+, 2 sacrifice = 3+, 3 sacrifice = 2+)
Lord of Machines- Ghazeton may only join units of canoptek wraiths, canoptek spyders, or canoptek scarabs. However, he grants entropic strike, wraithflight, and rending to any unit he joins. In addition, scarabs may be fielded as troops.
Wraithflight- Just as Canoptek Wraiths(Ignores terrain)
Cost Breakdown-
Spoiler:
Overlord statline (90)
+ MSS (15)
+ Gauntlet of Fire (5)
+ entropic strike, swarm, a4 from scarabs (15) (one whole scarab base)
+ rending, wraithflight, jump, invul from wraiths (35) (one whole wraith)
+Lord of Machines (15) (Peanalty for only being able to join certain units, only a slight bonus otherwise as most units he will join will already have 2/3 special rules he grants, aka scarabs already ignore most terrain and have and entropic, wraiths already ignore terrain and rend, spyders are already ap2 and don't have much need for entropic or terrain ignoring, being that they have MC status. scarabs as troops? just to clean up FA slot. Not like scarabs are too big a threat to any non-tanks. Also allows a 100% canoptek list)
+Scarab Heal- (15) (A phylactry that works better but actively kills friendly units in the process.)
Special Rules:
Daemon of Tzeentch
Daemonic instability
Independent Character
Psyker (Mastery level one, Upgradable to level 3)
Twisting Warpscape: During the shooting phase, Moonface can expend one warpcharge, to cause a terrain piece of his choice (Not including fortifications) to scatter 4d6. This does not alter the facing of the terrain. Models inside the terrain
immediately take a dangerous terrain test, if the terrain piece collides with a unit (Friend or foe) they are counted as being tankshocked, and take d6 strength 4 ap- hits. The models are then moved the minimum distance to avoid the path of the terrain piece. The terrain piece stops only if it encounter's other terrain, stopping within one inch, or at the board edge, stopping within one inch.
This power may not be used on immovable terrain (Such as if it is built into the board itself)
This, would be insanely good fun, and give a real warp-feel, when the battlefield changes mid game, possibly carrying unit's in terrain around the board at random.
This guy I really like. He is not too dissimilar I believe in stats to a regular Herald and his powers totally make sense for a Tzeentch Daemon.
I also think his Twisting Warpscape power is very fluffy and would be a blast to use! I take it as he expends a warp charge to do it the opponent is able to deny the witch or use psychic defences against it? Also does he take a psychic test to do it?
Finally you say he can upgrade to a level 3 psyker. I assume he pays the normal cost for this?
Special Rules:
Daemon of Tzeentch
Daemonic instability
Independent Character
Psyker (Mastery level one, Upgradable to level 3)
Twisting Warpscape: During the shooting phase, Moonface can expend one warpcharge, to cause a terrain piece of his choice (Not including fortifications) to scatter 4d6. This does not alter the facing of the terrain. Models inside the terrain
immediately take a dangerous terrain test, if the terrain piece collides with a unit (Friend or foe) they are counted as being tankshocked, and take d6 strength 4 ap- hits. The models are then moved the minimum distance to avoid the path of the terrain piece. The terrain piece stops only if it encounter's other terrain, stopping within one inch, or at the board edge, stopping within one inch.
This power may not be used on immovable terrain (Such as if it is built into the board itself)
This, would be insanely good fun, and give a real warp-feel, when the battlefield changes mid game, possibly carrying unit's in terrain around the board at random.
This guy I really like. He is not too dissimilar I believe in stats to a regular Herald and his powers totally make sense for a Tzeentch Daemon.
I also think his Twisting Warpscape power is very fluffy and would be a blast to use! I take it as he expends a warp charge to do it the opponent is able to deny the witch or use psychic defences against it? Also does he take a psychic test to do it?
Finally you say he can upgrade to a level 3 psyker. I assume he pays the normal cost for this?
Yep, he would have to take a psychic test, and the enemy could deny the witch, but only if they are in the terrain that is shifted
And yes, standard 25 points for level 2, 50 points for level 3.
Might actually ask if I can use this guy in a game sometime, just a fun one at my local club.
A boss version of the runtherd oddboy. Just like the big mek compared to a mekboy. History a bit like 2nd edition Zodgrod wortsnagga, just cooler ( something with training grots and squigs even better)
Codex: orks and Dreadmob. HQ choice 125? points( I feel he should cost a bit more, but when I try to gauge his points they are more than his effectiveness I believe)
Kapn Squig-eye da slava boss
WS4 BS2 S4 T4 W2 I3 A5 LD9 SV4/5INV
May choose a big squiggoth as a dedicated transport ( he calls it Stompy)
Special rules: Independent character , waagh , Furious charge, Stubborn, speshul training, retinue (no mobrule, as other orks find him odd)
Dakkagun: a huge smoothbore weapon looted from a warbike with the following profile range 18 str 5 ap 5 assault 3
Da snaggla : an even bigger runtherd grabba stick, used for clobbing sguiggoths and other big nasties. melee weapon: str user +2 ap - special one enemy model within reach suffers minus two attacks (to a minimum of one)
stikkbombs: like frag nads
Fungus smoke bombs: as defensive nads
Leftenant Blackdrool : a big nasty squig, with an even nastier Nob brain installed ( the same nob that rode the now looted warbike, and he aint happy) counts as a bosspole, that also works on kapn squig-eye himself and as an attack squig granting 2 attacks (already included in profile)
Korpral Jingles: an unlucky overloadet ammo runt, that never runs out of ammunition. Kapn squi-eye can always choose to let korpral JIngles take a wound from him, even after a failed save, instant death or in a duel. Korpral Jingles is then removed as a casualty. ( rumour has it, the current Jingles is the12th korpral jingles)
Speshul training: All grot oilers, orderlies and ammo runts are not removed on a 5+ when used. All grots have a shank and a sneaky boot knife, giving them an extra attack. Killa kans gain grot riggers for free. Lastly runtherds gain an extra attack on their profile, as their squighounds gets nastier.
Retinue: may choose up to 1 of each of these speshul projekts. They counts as troop choices.
Grot'eads 10pts per model (hapless orks that got injured, angered Squig-eye or just plain unlucky. Got their small brains replaced by lucky grots. Squig-eye thinks he combines the orks hardiness with the grots nimbelness and wits. Others think he combines cowardice with an orks body odour)
WS 2 BS3 S 3 T4 W1 I3 A1 LD5 SV4
Unit composition 5-15 Grot,eads and 1-3 runtherds
wargear: shoota and eavy armour (runtherd has the usual stuff)
Options: for every 5 Grot'eads one may exchance his shoota for a bigshoota for 5 pts
Special: Grot taktiks: May sacrifice one grot'ead (or runtherd) for the ability to reroll the sweeping advance dice (either own or the opponents) after the result is known. BUT only when running away ( they stab their body in the knee and runs fer it)
moar grot taktiks: may sacrifice a member to gain BS 2 on overwatch ( they get riled up and shoot in every direction, while screaming like the grots they really are)
Its still a grots life: may remove 1D6 Grot'eads and remove a minefield (thanks to their bigger bodies and foolproof taktiks of running zigzag through a minefield)
Second Option
Squig brain transplants 6 pts per model (one brainless ork+ one squig brain = profit )
WS3 BS0 S4 T4 W1 I4 A2 LD5 SV5
Unit composition: 5-15 squig brains and 1-3 runtherds
wargear: runtherd as normal and squig brains has extra large teef and a bad attitude
Options: may be upgraded to attack squig brains, gaining rage instead of counter charge for 2 pts per squigbrain
Special: squiggly brains: if ever a leadership roll is 11 or 12, they eat a runtherd and passes the test. ( if no runtherd is available they fail). If there is no runtherd at the beginning of their movement turn roll a dice 1-2 opponent may move them 3-4 moves towards nearest visibly enemy 5-6 move as normal
Non-scoring unit, as they dont get the finer points of taktiks (altough they are close to standard ork taktiks)
counterassault (usually the brains of guard squigs or sguighounds are used)
Move through cover
bouncing fleet. bestows fleet to all models in the unit. And may take a Squigbrain initiative test, if they pass they counts as being armed with stikkbombs in the current assault phase. If they fail, 1 model suffers a wound ( saves as normal)
Automatically Appended Next Post: I like your character Dragonfodder, very flavourful Why not give him the swarm special rule? I dont have my rulebook at hand, but arent those abilities gained just about the same as he has?
I dont suppose he counts as a necron overlord, gaining the ability to get crypteks and lords??
Maybe limit his unit choices, as he is a specialist he might not have access to, say triarch units?
Nathaniel De Vrie the immortal sharpshooter, 100pts Elite
Allegiance:
Imperial Guard, Wanderer of the Nihilum guards.
Lore:
Among the Wasteland Survivors of Nihilum floats around a myth of the Abnormal Survivor, certain individuals who are genetically guaranteed to survive war. Of course, any guardsman who had seen the true face of war would deny such claims as being absolutely ridiculous, but the continued existence of a few talented men continues to circulate the myth within the Nihilum Guard regiments. Nathaniel De Vrie, while his skills of war are not especially remarkable, remains to be an archetype of the concept of Abnormal Survivor due to the strange reports that surround him.
The War for Armageddon was one of the first conflicts in which the untrusted Nihilum guards were first deployed into a war against xeno scums. Most, if not all, Nihilum Guardsmen were eventually killed during their frequent infiltrations and raids into the Ork supply lines, but Nathaniel persevered against impossible odds, and then continued to wage war against the Orkboyz.
In his line of duty, Nathaniel was reported several times by his fellow comrades to have been killed in action multiple times, supposedly ripped to shreds, eaten, disintegrated and even burnt to ashes. When he was killed, Nathaniel’s body was known to simply disappear when nobody was looking, and Nathaniel would often return in the same battle, picking off key targets from an unpredictable location. When asked how he’d come back to life, or at least disappear from plain sight, Nathaniel had been known to simply keep his mouth shut.
Inquisitor Caius, an active agent during the very same crisis was suspicious of the reports concerning this strange trooper, thus began an investigation on a potential case of the use of the ruinous powers. To the surprise of all, Nathaniel was found innocent from the taints. Shortly after the investigation had been completed, the Nihilum Wanderer simply disappeared, never to be seen again in the war for Armageddon.
Curiously, however, the Ministorium has reported seeing the code number for Nathaniel De Vries being deployed into several war zones over the last few centuries. Most consider this a proof of the Ministorium’s extreme incompetence, but the superstitious Nihilum Guardsmen took this as a proof of the existence of the "abnormal survivors"
Stats
Ws3.Bs6.S3.T3.W1.I6.A1.LD9.Sv 5+
War Gear
- Nihilum Pattern Sniper Rifle , S- AP 6, 36’’, Sniper rule
- Standard Close Combat Weapon
-Camo cloak
Characteristics
-Hit n Run
-Stealth
-Will not Follow Lesser Men
While not a loner in any standard of the word, Nathaniel will not join a squad in which its leader has a Ld value lower than him.
-Abnormal Survivor
For reasons unknown to anyone, Nathaniel seems to be immortal, or at the very least, invincible. When Nathaniel is killed, roll a D6 every turn. When 4+, deploy Nathaniel anywhere on the table.
Background: The Death Angels were nearly annihilated on their home world of Utopia by Hive Fleet Manticore. At the forefront of the defence was Captain Varus, who held the Fortress-Monastary's gate single-handedly against the swarm, fighting over his dead Chapter Master's body until aid could reach him. Eyewitness accounts show that Varus fought on through terrible injuries, even being swallowed whole by a Mawloc at one point. Retrieving his mentor's wargear, the captain pushed the swarm back, slaying the Hive Tyrant in an epic duel before forcing them to withdraw. The surviving Death Angels, led by their new Chapter Master, embarked on a crusade to defend the Imperium's worlds and slay the Tyranid threat. Their mission continues to this day...
Stats:
WS 6
BS 5
S 4
T 4
W 3
I 5
A 3
Ld 10
Sv 2+
Wargear: Venom, Utopia's Tooth, Armour of Magma, storm shield, Iron Halo, melta bombs, frag and krak grenades
Venom: This is Varus' wrist mounted storm bolter, loaded with hellfire rounds and incorporates a grenade launcher.
Venom may fire one frag and krak grenade from the auxiliary grenade launcher once per game or with the following profile:
Range: 24''
Strength: 4
AP: 5
Special Rules: Assault 2, Poisoned (2+), Master-crafted
Utopia's Tooth: Varus wields this enchanted relic blade into battle, slaying enemies in their droves.
Range: N/A
Strength: 6
AP: 2
Special Rules: Melee, Two-Handed, Master-Crafted, Shred, Soul Blaze
Armour of Magma: This suit of artificer armour has been in service since the Chapter's creation, forged from the planet's very lifeblood.
The Armour of Magma is artificer armour and makes Varus immune to Soul Blaze .
Special Rules: ATSKNF, Combat Tactics, Orbital Bombardment, Eternal Warrior, Hatred (Tyranids), Rampage
Equipped with powerfist and plasma pistol and usual sm captain shizzle.
A specially converted assault on black beach model (and I should say terribly), he is a useful as his counterparts, only with the fluff being in comparison to his stats. Captain Turd Burgle form Uranus, is very skilled, in fact so awesome, he is always killed by a nob with a powerklaw or a warboss, or nearly any other hq and is incredibly over priced. He famously stole marneus calgors golden turd and has since kept tightly clenched in his power fist.
Yes....
Special rule he automatically kills An'Arkh'Ad'Nron
Equipped with powerfist and plasma pistol and usual sm captain shizzle.
A specially converted assault on black beach model (and I should say terribly), he is a useful as his counterparts, only with the fluff being in comparison to his stats. Captain Turd Burgle form Uranus, is very skilled, in fact so awesome, he is always killed by a nob with a powerklaw or a warboss, or nearly any other hq and is incredibly over priced. He famously stole marneus calgors golden turd and has since kept tightly clenched in his power fist.
Yes....
Special rule he automatically kills An'Arkh'Ad'Nron
Knowing my luck, Yes he does
Automatically Appended Next Post:
IHateNids wrote: you could at least have made the name slightly less cheesy...
Syrus Domitian is remembered as both one of the greatest siege engineers ever produced by Brycantia, and as one of the worse swordsman ever to rise to the rank of captain. He fought long and hard to earn the respect of his fellow Astartes. Unfortunately, he was killed during his greatest triumph, the Siege of Orpheus III, when a freak ricochet slingshotted a small piece of masonry through his neck seal.
185 points
Type: Infantry (character)
Composition: 1 (unique)
WS4 BS6 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear: Artificer armor, iron halo, power sword, bolt pistol, frag and krak grenades, melta bombs, Servo Harness
Hammer: This is a highly customised lascannon. Range 48 S10 AP2 Heavy 1 Armorbane
Special Rules: Independent Character, ATSKNF, Combat Tactics, Stubborn, Bolster Defenses
Captain of the 9th: Devastator squads may be taken as Troops
Seems cool to me: hell, I'd use him! Killed by a piece of masonry - LOL! Can imagine his last words ''Hah,missed! Ouch, what the hell's that? Oh feth...''
IHateNids wrote: Seems reasonable at 250 to me (dont know SM Captain Prices, so cant help there. Necron-equivalent-wise hes good though, if that helps, Spoilered)
Background: The Death Angels were nearly annihilated on their home world of Utopia by Hive Fleet Manticore. At the forefront of the defence was Captain Varus, who held the Fortress-Monastary's gate single-handedly against the swarm, fighting over his dead Chapter Master's body until aid could reach him. Eyewitness accounts show that Varus fought on through terrible injuries, even being swallowed whole by a Mawloc at one point. Retrieving his mentor's wargear, the captain pushed the swarm back, slaying the Hive Tyrant in an epic duel before forcing them to withdraw. The surviving Death Angels, led by their new Chapter Master, embarked on a crusade to defend the Imperium's worlds and slay the Tyranid threat. Their mission continues to this day...
Stats:
WS 6
BS 5
S 4
T 4
W 3
I 5
A 3
Ld 10
Sv 2+
Wargear: Venom, Utopia's Tooth, Armour of Magma, storm shield, Iron Halo, melta bombs, frag and krak grenades
Venom: This is Varus' wrist mounted storm bolter, loaded with hellfire rounds and incorporates a grenade launcher.
Venom may fire one frag and krak grenade from the auxiliary grenade launcher once per game or with the following profile:
Range: 24''
Strength: 4
AP: 5
Special Rules: Assault 2, Poisoned (2+), Master-crafted
Utopia's Tooth: Varus wields this enchanted relic blade into battle, slaying enemies in their droves.
Range: N/A
Strength: 6
AP: 2
Special Rules: Melee, Two-Handed, Master-Crafted, Shred, Soul Blaze
Armour of Magma: This suit of artificer armour has been in service since the Chapter's creation, forged from the planet's very lifeblood.
The Armour of Magma is artificer armour and makes Varus immune to Soul Blaze .
Special Rules: ATSKNF, Combat Tactics, Orbital Bombardment, Eternal Warrior, Hatred (Tyranids), Rampage
IHateNids wrote: Because no one wants to be butchered by a Necron Lord for having a weapon that'll go through his armour
Also, after that costing, Id say 230, as youve counted 2 SSs
whoopsie your right about the 2 SS. Long night my friend. As for the crons, we don't know that the SM 6th dex will be, who knows what weapons we will get? Im counting on them getting another few IC's, maybe making vets cost a little less as well.
The big mek who leads the white slaughter warband, a clan of mercenaries who will fight for enyone (for the right price).
ZAGRUKK power klaw 'SKUL KRUSHA' makes short work of any enemy warlords or with equel ease.
Codex: Orks
WS: 4
BS: 2
S: 4
T: 4(5)
W: 2
I: 1
A:3
LD; 8
Warger:
Mek's tools
Warbike 'SKUL CHASA'
Power Klaw 'SKUL KRUSHA
Cybork body
Lord General Mathias Toom of the 1st Calthal Mixed Regiment 115pts (?)
WS 4
BS 4
S 3
T 3
W 3
I 3
A 4
Ld 9
Sv 4+
Wargear:
Carapace Armour
Camo Cloak
Master-Crafted Power Maul
Refractor Field
Frag Grenades
Krak Grenades
"Final Say"
Bionics
"Final Say"
This experimental weapon can be used as both a sub machine gun and a sniper weapon Choose which profile to use before shooting
Range: 18"
Str: 4
AP: 5
Type: Assault 2
Range: 24"
Str: 4
AP: 5
Type: Heavy 1, Sniper
Bionics
These give Mathias Toom 1 extra attack (included in his profile)
Special Rules:
Independant Character
Courageous, Brave and Stubborn
Lord General
City Fighter
Courageous, Brave and Stubborn:
Mathias Toom and his squad have ATSKNF and Stubborn. In addition they mayre-roll failed morale checks
Lord General:
Mathias Toom has a command radius of 18" and can issue 2 orders a turn.
He has FRFSRF, Fire on my Target and Bring it Down in addition to the 2 following unique orders:
Accurate Strike!
The unit immediataly fires on a unit in line of sight of them and Mathias Toom. They re-roll all to-hit rolls of a 1.
Cover Fire!
The unit immediately treats all their weapons as Heavy weapons that have the Gets Hot rule but may shoot twice.
City Fighter:
Mathias Toom has the Stealth (ruins) special rule. In addition he has Move Through Cover while in ruins
Xenthus is Vargard to Trazyn the Infinite, Phaeron of Solomnace. His body is sculpted to be a perfect double of his master; in fact he has passed himself off as Trazyn on more occasions than can be counted. Trazyn has no need to possess Xenthus in his usual manner; the Vargard's systems are designed so that Trazyn can move his 'consciousness' in and out of his bodyguard easily and most importantly, invisibly.
175 points
Type: Infantry (character)
Composition: 1 Xenthus (unique)
WS4 BS4 S5 T5 W3 I2 A3 Ld10 Sv3+
Wargear: Mindshackle scarabs
Staff of Falsehood: Unable to reverse engineer his signature weapon, Trazyn had a war scythe modified so that it resembles the Empathic obliterator. This is a Warscythe.
Special Rules: Independent Character, Reanimation Protocols
Body double: Xenthus does not take up a HQ slot if Trazyn is taken in the same detachment. When the 'Surrogate Hosts' rule comes into play for Trazyn, he must rematerialise in Xenthus' body. In this case, there is no need to randomise, and the attempt automatically passes. Furthermore, if Trazyn has selected a Catacomb Command Barge, then Xenthus MUST also select one.
I am Trazyn: As long as Trazyn is in the same detachment, and alive, Xenthus benefits from the Ever-living, Phaeron, Excellent! Another piece for the collection, and Surrogate Hosts rules.
Equipment: Force Maul, Bolt Pistol, Spell Familiar, Inferno Bolts, Power Armor, Frag and Krak Grenades
Special Rules: Master of the Rubricae, Telepathic Prodigy, Your Will is Weak!, Champion of Chaos, Psyker (Mastery Level 3), Fearless, Veterans of the Long War, Mark of Tzeentch, Independent Character
Telepathic Prodigy - Capable of binding the minds of lesser beings to his will Nekhbet is a powerful Telepath. Nekhbet does not generate powers in the manner outlined for psykers in the Warhammer 40,000 Rulebook or Chaos Space Marines codex, instead Nekhbet knows all powers from the Telepathy discipline.
Your Will is Weak! - Weak minded beings find it difficult to harm Nekhbet. Any unit within 24" of Nekhbet wishing to shoot him (or his unit) in the shooting phase must first pass a leadership test (vehicles count as leadership 10). Success allows the unit to act as normal, failure results in the unit foregoing their shooting phase.
Warlord Trait: Princepts of Deceit
Once a librarian of the Athanaean cult, the rubric of Ahriman forever changed him into an omnipotent telepath. Like many sorcerers of the Thousand Sons he searches tirelessly for more knowledge and power. He formed the Sons of Deception to serve as his personal bodyguard, taking on several apprentices and thralls. He takes great delight in manipulating “lesser” minds into elaborate plots against one another, often utilizing such tactics on the fields of combat. He strides into battle wielding a force maul and an unparalleled mastery of telepathy magic.
Mastery level 4 doesn't make any sense. He should be 3 and 190 points or so. Kairos fateweaver is the only lv4 not eldrad not tigurius, not mephiston or even Ahriman. This unknown guy should definitely not be better than them!
Darn it I have been bested (thanks for confirming my hunch). Anyways, as argued by Ihatenids, he should remain 3 instead of 4. 4 is only for the best of psykers (Ahriman, fate Weaver, whenever elder come out likely already, maybe Memphiston and Tigurious maybe).
Staff of the Triarchs: This is a Staff of Light whose shooting attack is resolved at S6 AP2, and which functions as a Warscythe in close combat.
Crown of the Necrontyr: This ornate crown functions as a Resurrection Orb. However, it affects all friendly units within 12 inches. In addition, all friendly units from Codex: Necrons gain the Fearless USR.
How do you handle power generations? You say he has access to all Telepathy powers, so way more than his Mastery Level would normally allow and he shouldn't be able to generate any others. But after this you say he do not have to generate any from the Tzeentch discipline wording like he would generate powers normally. You should clarify this.
Imho with the Telepathy discipline he is fine (giving him a roll on the Tzeentch table in addition to this would only make him better even if the powers are not that great) and if you reword this inconsistency I would play him right away.
(TAU)
Commander Nightstalker WS3 BS5 S3 T3 W2 I3 A2 LD10 SV5+
Unit Type: Infantry
Wargear:
- Long Range Rail Rifle
- Nightstalker's Armour
- Photon Grenades
Special Rules:
- Lone Wolf
- Superior Precision
- Scout
- Move Through Cover
[Long Range Rail Rifle]
Range: 48" / Str: 6 / AP: 1 / Heavy 1, Sniper
[Nightstalker's Armour]
Confers the Shrouded special rule. Also counts-as a 5+ Armour save.
[Lone Wolf]
Nightstalker cannot join other units - he works alone.
[Superior Precision]
Nightstalker's Shooting attacks always benefit from Precision Shots regardless of the to-hit roll - he's that good!
Points Cost: 100 points??
Although he shares a few traits with Darkstrider, Nightstalker prefers to walk solo, targeting enemy leaders with his eerily-precise weapon.
Deathwatch Commander Xanthus, formerly of the Executioners Chapter
First Captain of his chapter, sent to the Deathwatch for penance after descending into a berserker rage during battle and surrendering tactical advantages.
195 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S4 T4 W3 I5 A4 Ld10 Sv2+
Wargear: Artificer armor, iron halo, master-crafted bolter with special ammunition, frag and krak grenades
Death and Dismay: These are a pair of master-crafted power axes with the Fleshbane USR.
Special Rules: Independent Character, Stubborn, ATSKNF, Rampage, Rage
Master of the Watch: Sternguard squads can be taken as troops (representing deathwatch)
CalasTyphon216 wrote: Deathwatch Commander Xanthus, formerly of the Executioners Chapter
First Captain of his chapter, sent to the Deathwatch for penance after descending into a berserker rage during battle and surrendering tactical advantages.
195 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S4 T4 W3 I5 A4 Ld10 Sv2+
Wargear: Artificer armor, iron halo, master-crafted bolter with special ammunition, frag and krak grenades
Death and Dismay: These are a pair of master-crafted power axes with the Fleshbane USR.
Special Rules: Independent Character, Stubborn, ATSKNF, Rampage, Rage
Master of the Watch: Sternguard squads can be taken as troops (representing deathwatch)
Maybe instead of making sternguard troops count them as scoring? and I would up the cost a wee bit personally. For 20 points over pedro you get artifiscer armor (15 points) a pair of axes with fleshbane (30 base, -25 because of the pfst making it an extra 5 points, and 5 more for fleshbane so 10 points) and lets say its a straight trade bolter for stormbolter, then theres rampage and rage (not too sure what those do-don't have my book on me) and if you swap it to scoring stern instead of them as troops 200 would be a fair bit, 210 if you leave them troops; it might be expensive but 6 10-man squads of them and him would fit in the average 2k list (1710 points exactly, so there's room for special weps and such) and would destroy any foot hoard army. I would like some fluff if you've made it
Automatically Appended Next Post:
NeoAigaion wrote: (TAU)
Commander Nightstalker WS3 BS5 S3 T3 W2 I3 A2 LD10 SV5+
Unit Type: Infantry
Wargear:
- Long Range Rail Rifle
- Nightstalker's Armour
- Photon Grenades
Special Rules:
- Lone Wolf
- Superior Precision
- Scout
- Move Through Cover
[Long Range Rail Rifle]
Range: 48" / Str: 6 / AP: 1 / Heavy 1, Sniper
[Nightstalker's Armour]
Confers the Shrouded special rule. Also counts-as a 5+ Armour save.
[Lone Wolf]
Nightstalker cannot join other units - he works alone.
[Superior Precision]
Nightstalker's Shooting attacks always benefit from Precision Shots regardless of the to-hit roll - he's that good!
Points Cost: 100 points??
Although he shares a few traits with Darkstrider, Nightstalker prefers to walk solo, targeting enemy leaders with his eerily-precise weapon.
I like it. Would he be represented with a fireblade or a pathfinder? I like the lone wolf trait-it makes him easier to kill but adds personality, and I would give him at least a 6" shrouded bubble if you price him at 100 points. that's more than a battlesuit commander with a much worse save, cant join infantry and less wounds
NeoAigaion wrote: (TAU)
Commander Nightstalker WS3 BS5 S3 T3 W2 I3 A2 LD10 SV5+
Unit Type: Infantry
Wargear:
- Long Range Rail Rifle
- Nightstalker's Armour
- Photon Grenades
Special Rules:
- Lone Wolf
- Superior Precision
- Scout
- Move Through Cover
[Long Range Rail Rifle]
Range: 48" / Str: 6 / AP: 1 / Heavy 1, Sniper
[Nightstalker's Armour]
Confers the Shrouded special rule. Also counts-as a 5+ Armour save.
[Lone Wolf]
Nightstalker cannot join other units - he works alone.
[Superior Precision]
Nightstalker's Shooting attacks always benefit from Precision Shots regardless of the to-hit roll - he's that good!
Points Cost: 100 points??
Although he shares a few traits with Darkstrider, Nightstalker prefers to walk solo, targeting enemy leaders with his eerily-precise weapon.
I like the concept - I'll give it a proper review later when I'm not just heading out the door.
NeoAigaion wrote: (TAU)
Commander Nightstalker WS3 BS5 S3 T3 W2 I3 A2 LD10 SV5+
Unit Type: Infantry
Wargear:
- Long Range Rail Rifle
- Nightstalker's Armour
- Photon Grenades
Special Rules:
- Lone Wolf
- Superior Precision
- Scout
- Move Through Cover
[Long Range Rail Rifle]
Range: 48" / Str: 6 / AP: 1 / Heavy 1, Sniper
[Nightstalker's Armour]
Confers the Shrouded special rule. Also counts-as a 5+ Armour save.
[Lone Wolf]
Nightstalker cannot join other units - he works alone.
[Superior Precision]
Nightstalker's Shooting attacks always benefit from Precision Shots regardless of the to-hit roll - he's that good!
Points Cost: 100 points??
Although he shares a few traits with Darkstrider, Nightstalker prefers to walk solo, targeting enemy leaders with his eerily-precise weapon.
Shas'El Fio'yr EarthSplitter
A humble soldier from humble beginnings, Fio'yr began his career as simple Fire Warrior with a penchant for long range pulse rifle. Following his promotion to Shas'Ui, he was assigned to a Broadside team where he furthered his skill at precision long-range shooting. He and his unit would go on to score a multitude of armor kills. One day during a campaign against invading Necron Forces Fio'yr, now a Shas'Vre team leader, would score the kill that would lead to his name sake and promotion.
While providing fire support atop an overlooking hill, a Monolith materialized in the middle of the Tau lines. With Eternity Gate unleashed, entire units were sucked into oblivion. Unfortunately, that included the cadre's Shas'O and bodyguard as well as a large portion of the accompanying Crisis teams. Left as one of the sole remaining officers, Fio'yr assumed command and rallied the survivors. His first action as commander was immediately directed Hammerhead support and Air Caste fighter strikes. However, after the dust had settled the Monolith still stood, battered but still standing. Unwilling to throw away even more lives, he issued the order to retreat. Fio'yr stayed behind to cover the retreat of his troops, protected by the bulk of his battlesuit and the firepower of its weapons. As the Monolith came within range of his position, he prepared to give his life for the Greater Good. Without fear, he stared into the face of the tower of living metal and fire a shot at is glowing green core. All the retreating Fire Warriors could see was the mountain on the horizon break in two followed by an emerald flash and ear-splitting crack. After the battle, recovery teams found a small crater where the monolith stood. No wreckage nor bodies were in sight, as customary when fighting the Necrons. And yet a Broadside still stood, disabled but unbreached. A testament to the Earth Caste's technology and his own determination and self-sacrifice, Fio'yr still lived.
BS5 WS3 S5 T5 W3 I3 A2 Ld9 Sv3+[150pts]
Equipment:
XV8-08 - The prototype XV8 Crisis Suit that lead to the development of the XV88 Broadside, the XV8-08 has been taken out of storage and given to EarthSplitter in order to test experimental weapons developed to hunt tanks. The XV8-08 has a built-in multi-tracker, blacksun filter. It confers Slow and Purposeful as well as Feel No Pain.
Prototype Heavy Rail Rifle
R48" S8 AP1 Rapid Fire
Missile Packs
R24" S6 AP4 Assault 2
Unified Targeting Matrix - Allows units within 6" of EarthSplitter or his unit to roll 2d6 for armour penetration and take the highest.
Special Rules:
Destructor'El - EarthSplitter is an Commander and can take a bodyguard. 2 Broadside Shas'Vre can be taken as a bodyguard. The bodyguard can take signature systems.
Warlord Trait: Through Unity, Devastation
WS3 BS5 S3 T3 W2 I3 A2 LD10 SV5+ Unit Type: Infantry Wargear: - Long Range Rail Rifle - Nightstalker's Armour - Photon Grenades Special Rules: - Lone Wolf - Superior Precision - Scout - Move Through Cover [Long Range Rail Rifle] Range: 48" / Str: 6 / AP: 1 / Heavy 1, Sniper [Nightstalker's Armour] Confers the Shrouded special rule. Also counts-as a 5+ Armour save. [Lone Wolf] Nightstalker cannot join other units - he works alone. [Superior Precision] Nightstalker's Shooting attacks always benefit from Precision Shots regardless of the to-hit roll - he's that good!
Points Cost: 100 points??
Although he shares a few traits with Darkstrider, Nightstalker prefers to walk solo, targeting enemy leaders with his eerily-precise weapon.
Ok, I like the idea... he's probably going to die pretty fast, but still. Also, being Str6 and Sniper does nothing. It'll always wound on a 4+, and it will always count as Str3 against vehicles. Make it Rending + Pinning for pseudo-sniper. Also, without the Independent Character rule, you don't really need Lone Wolf, as he can't join a squad anyway.
A humble soldier from humble beginnings, Fio'yr began his career as simple Fire Warrior with a penchant for long range pulse rifle. Following his promotion to Shas'Ui, he was assigned to a Broadside team where he furthered his skill at precision long-range shooting. He and his unit would go on to score a multitude of armor kills. One day during a campaign against invading Necron Forces Fio'yr, now a Shas'Vre team leader, would score the kill that would lead to his name sake and promotion.
While providing fire support atop an overlooking hill, a Monolith materialized in the middle of the Tau lines. With Eternity Gate unleashed, entire units were sucked into oblivion. Unfortunately, that included the cadre's Shas'O and bodyguard as well as a large portion of the accompanying Crisis teams. Left as one of the sole remaining officers, Fio'yr assumed command and rallied the survivors. His first action as commander was immediately directed Hammerhead support and Air Caste fighter strikes. However, after the dust had settled the Monolith still stood, battered but still standing. Unwilling to throw away even more lives, he issued the order to retreat. Fio'yr stayed behind to cover the retreat of his troops, protected by the bulk of his battlesuit and the firepower of its weapons. As the Monolith came within range of his position, he prepared to give his life for the Greater Good. Without fear, he stared into the face of the tower of living metal and fire a shot at is glowing green core. All the retreating Fire Warriors could see was the mountain on the horizon break in two followed by an emerald flash and ear-splitting crack. After the battle, recovery teams found a small crater where the monolith stood. No wreckage nor bodies were in sight, as customary when fighting the Necrons. And yet a Broadside still stood, disabled but unbreached. A testament to the Earth Caste's technology and his own determination and self-sacrifice, Fio'yr still lived.
BS5 WS3 S5 T5 W3 I3 A2 Ld9 Sv3+[150pts] Equipment: XV8-08 - The prototype XV8 Crisis Suit that lead to the development of the XV88 Broadside, the XV8-08 has been taken out of storage and given to EarthSplitter in order to test experimental weapons developed to hunt tanks. The XV8-08 has a built-in multi-tracker, blacksun filter. It confers Slow and Purposeful as well as Feel No Pain.
Prototype Heavy Rail Rifle R48" S8 AP1 Rapid Fire
Missile Packs R24" S6 AP4 Assault 2
Unified Targeting Matrix - Allows units within 6" of EarthSplitter or his unit to roll 2d6 for armour penetration and take the highest.
Special Rules: Destructor'El - EarthSplitter is an Commander and can take a bodyguard. 2 Broadside Shas'Vre can be taken as a bodyguard. The bodyguard can take signature systems. Warlord Trait: Through Unity, Devastation
I'd make it a new prototype 'lighter' Broadside suit, rather than an old one. I'd also make it a 'short barreled' Heavy Rail Rifle in testing. Cost is probably fine. I'll do a proper pricing later.
Wargear: Prototype Broadside suit XV88-2
"The earth caste have long struggled to make suits that have a mixture of both mobility and firepower, but in the Tau there is the commanders that prefer heavy firepower over that of mobility, in his words: "who needs mobility when i can shoot from beyond the horizon?"
This suit gives: "Slow and purposeful"
Railgun 72" str 10 ap 1 Heavy 1
Twinlinked prototype high yield missile pods 42" Str8 ap2 Heavy 4
Otherwise works as a Broadside without support fire.
Wargear: Prototype Broadside suit XV88-2 "The earth caste have long struggled to make suits that have a mixture of both mobility and firepower, but in the Tau there is the commanders that prefer heavy firepower over that of mobility, in his words: "who needs mobility when i can shoot from beyond the horizon?"
This suit gives: "Slow and purposeful"
Railgun 72" str 10 ap 1 Heavy 1 Twinlinked prototype high yield missile pods 42" Str8 ap2 Heavy 4 Otherwise works as a Broadside without support fire.
ok, so... first - whole ton of missing stuff there. Plus a whole ton of wut Unit Profile asis.
Spoiler:
Army: Tau Empire BG: "The earth caste have long struggled to make suits that have a mixture of both mobility and firepower, but in the Tau there is the commanders that prefer heavy firepower over that of mobility, in his words: "who needs mobility when i can shoot from beyond the horizon?"
Special Rules: ( PBXV88-2: Slow and Purposeful ) Extremely Bulky
Is that all it's meant to have? (I mean, yeah, a lot of that's crazy anyway)
So at costing, as-is.
Spoiler:
Broadside - 65 +2BS +20 -1Str -10 +2T +20 +1W +10 +2Ld +10 Heavy High-Yield Missile Pods: +6" range +5 +1Str +10 +2AP +20 +Railgun +60 +Slow and Purposeful +10
Total: 220
But at the end of the day - this thing is rather silly O-o Effectively 4 twinlinked lascannons and a railgun from a heavy tank, all at BS5 and T6, that can move and fire.
Well the idea was based off all the whine about the Broadside rail nerf, and i werent in the lore writing corner
Also the Broadside suit is 2+ armor save, with blacksun filter and multi-tracker as a part of the suit.
I guess i could add a Shield Generatior, drone controller and 2 sniper drones because why the heck not?
And here i was trying to make it somewhat "balanced" and not a "whole lotta stuff"
Staff of the Triarchs: This is a Staff of Light whose shooting attack is resolved at S6 AP2, and which functions as a Warscythe in close combat.
Crown of the Necrontyr: This ornate crown functions as a Resurrection Orb. However, it affects all friendly units within 12 inches. In addition, all friendly units from Codex: Necrons gain the Fearless USR.
Master of Time: The Silent King has a Chronometron and Veil of Darkness.
Lord of the Triarchs: Triarch Praetorians can be selected as Troops. Triarch Stalkers are scoring.
The character seems a bit too powerful. The Master of Time and Crown of Necontyr need to be ether removed or toned down. I'd suggest making the Crown of Necrontyr only effect models such as Lychguard and characters, while the Orb resurrection seems a bit over the top at 12 inches, and only needs to be 6.
Xerxes, Marshal of the Canoptek Vaults The eon-long conflict between the Necrontyr and the Old Ones often overshadows much more minor, yet still devastating battles within the Necron legions themselves, in particular the struggle of control over the Canoptek Vaults. The exact location of Vaults is unknown. While they occupy a small planetoid to the visible eye, the interior dimensions conflict with those in the physical universe, leading some to believe that they also utilise a series of pocket-dimensions. The Vaults act as a manufactory and research facility for many of the more unusual Necron creations, such as the Wraith and Tomb Stalker to name a few. Despite the successes that come out of this research, only a handful of creations are actually birthed into the material universe from the thousands that are discarded, left to rot within the many prison-dimensions used by the Vault’s marshal. The Marshal of the Vaults is a position to experience both admiration and fear, as while on one hand the Marshal has complete authority over the denizens of the world, he lives in paranoia of those trying to usurp him, as was the case of Partheus, the predecessor to Xerxes’ reign. A jealous individual, Xerxes saw Partheus’ noble and fair authority as an affront to the true cause of the Necron legions; dominance of the galaxy. The Battle of the Vaults was a tedious and bloody affair as weapons, creatures and devices of unimaginable function were unleashed upon the opposing forces, yet Xerxes narrowly emerged as the victor, at which point he began the slaughter of his advisors and closest followers, unwilling to put himself in the same position as Partheus. To this day Xerxes unleashes arcane weaponry against his enemies, while at the same time dwelling in constant paranoia against the ever-increasing number of rivals within the Necron worlds. Unit: Xerxes and 2 Honour Guard
Sunlight Ark: BS4 AV11/11/11 HP4 (Vehicle, Chariot, Fast, Open Topped)
Xerxes may take up to two additional Honour Guard for 40 points each. The unit may be mounted in the Sunlight Ark for 150pts. Regardless of how many Honour Guard are purchased, the entire unit may embark upon the Sunlight Ark.
Weapons Xerxes - Staff of Light - Phase Shifter - Gauntlet of Fire - Phylactery
Honour Guard - Warscythe
Sunlight Ark - Twin-Linked Tesla Destructor - Quantum Shielding - Living Metal
Special Rules Xerxes - Canoptek Legions - Ever-Living - Gripped by Paranoia
Honour Guard - Mindless - Resurrection Protocols
Canoptek Legions Xerxes’ position as the Marshal of the Vaults allows him to unleash devastating arcane weapons and devices onto the battlefield. As a result the following changes are made to the Force Organisation Chart: - The following units may not be taken: Royal Court, Triarch Praetorians, Lychguard. - For every unit of Canoptek Wraiths in the army, you may take one Canoptek Stalker. This does not take up an FOC slot but is otherwise counted as a Fast Attack choice. - You may take up to one unit of Canoptek Pariahs.
Gripped by Paranoia Due to Xerxes’ increasing mistrust of those around him, he may not be attached to any unit apart from his Honour Guard. Mindless The Honour Guard under Xerxes have been lobotomised to reduce their capability to think freely. As a result they are more likely to sacrifice themselves at a cost of being unable to function without a suitable controller in their presence.
Units with this rule may not capture objectives. In addition, Honour Guard with this rule may add +1 to any Look Out Sir tests that they are required to make. However, if Xerxes is removed as a casualty, the Guard soon fall shut down. Remove the Honour Guard as well.
Canoptek Pariahs 220 Points The Pariah was one of the more fearsome creations to come out of the Vaults, so much so that its use was forbidden by the Triarch Praetorians in all but the most dire circumstances. By harvesting the Pariah Gene from several thousands of pre-Unification worlds, a small Legion of these terrible beings was formed, proving to be especially deadly against the Old Ones and their Eldar scions, where their psychic weaponry proved ineffective against the unstoppable Pariahs.
WS4 BS4 S5 T5 W2 I2 A2 Ld10 Sv3+ Unit: 5 Pariahs
Weapons Warscythe with built-in Gauss Blaster
Special Rules Fearless Resurrection Protocols Soulless: Any unit (friend and foe!) within 12” of a Pariah squad counts as Ld7, unless it would normally be lower than this. In addition, psychic tests taken within 6” of the unit automatically suffers a Perils of the Warp attack wherever it passed or failed (the power may still be cast even if the user was killed as a result).
Canoptek Stalkers 50 Points The concept of the Stalker was one of Xerxes own creations; the first idea he proposed to the Council of the Vaults. The weapon was designed to not provide pure offensive power, but to terrify the enemy into submission. Based on the popular Wraith design, the Stalker was designed to operate individually, hiding within enemy territories for even years at a time, waiting for a chance to ambush the unsuspecting individuals.
WS5 BS0 S6 T4 W3 I2 A3 Ld10 Sv3+
Weapons Wraithsight Phase Shifter
May be upgraded with Lash Whips for 10 Points.
Special Rules Fearless Strike from the Shadows Rending Fear
Strike from the Shadows: Canoptek Stalkers are never deployed at the beginning of the game. Instead note down an objective for each Stalker before the game starts. You may choose to deploy the Stalker during the beginning of any of your turns within 12” of the chosen objective. The Stalker may run on the turn it arrives, and may assault only if the charge target is holding or contesting the chosen objective. Note that a single objective may be chosen by multiple Stalkers, and that Stalkers themselves may not capture objectives (although they may contest).
NeoAigaion wrote: (TAU)
Commander Nightstalker WS3 BS5 S3 T3 W2 I3 A2 LD10 SV5+
Unit Type: Infantry
Wargear:
- Long Range Rail Rifle
- Nightstalker's Armour
- Photon Grenades
Special Rules:
- Lone Wolf
- Superior Precision
- Scout
- Move Through Cover
[Long Range Rail Rifle]
Range: 48" / Str: 6 / AP: 1 / Heavy 1, Sniper
[Nightstalker's Armour]
Confers the Shrouded special rule. Also counts-as a 5+ Armour save.
[Lone Wolf]
Nightstalker cannot join other units - he works alone.
[Superior Precision]
Nightstalker's Shooting attacks always benefit from Precision Shots regardless of the to-hit roll - he's that good!
Points Cost: 100 points??
Although he shares a few traits with Darkstrider, Nightstalker prefers to walk solo, targeting enemy leaders with his eerily-precise weapon.
Looks ok, but as the regular rail rifle is rapid fire, maybe this one should also be. immobile out-of-squad is harsh.
Lithandris was a legendary Autarch, considered to have been the best warrior of his age. A peerless general, he led the Swordwind to victory after victory. He fought to the death against an Exalted Keeper of Secrets, a duel that is still celebrated today, since the dying Lithandris, knowing his soul was forfeit, still managed to bring down his titanic foe.
220 points
Type: Infantry (character)
Composition: 1 (unique)
WS9 BS7 S4 T3 W4 I8 A5 Ld10 Sv3+
Wargear: plasma grenades, fusion pistol
Armor of Stars: This is a highly ornate suit of Autarch armor. Grants a 3+ armor save, 3+ invulnerable save, and Feel No Pain.
Dawn: The famed halberd of Lithandris. This is a close combat weapon. Strength as user, AP2, Fleshbane, Two-handed
Special Rules: Independent Character, Fearless
Master of Strategy: Any friendly Eldar unit on the table may choose to pass or fail any Morale check they have to take.
Last word: If Lithandris is killed in combat before he strikes, he may make all his attacks at his initiative step, against the unit that slew him, before being removed from play.
Cool character, I especially like Last Word rule. However, although I'm not an Eldar player, WS8/I8 seem a tad high. How often is he going to use his Last Word when he's going to be striking before most things anyway.
Of the warriors of the Vespid, one stands out in particular, he was first seen in the battles at the Damocles Crusade, appearing suddenly uncalled and without any communication he and a host of Vespid strains under his command made daring assaults against imperial forces and dealt heavy casualties to the marine forces, from unknown reasons he seem to focus his attention against the Black Templar and strike at them at every opportunity.
As sudden as Zetrii's appearance was, so was his disappearance. he made no contact with other Tau forces in the gulf, and not even other vespids who remained as he disappeared knew who he was, all they knew is that when he came, they could not refuse his call.
Ever since from time to time he appears on a battlefield, with a locust of Vespid strains in his wake, delivers a crippling blow to whatever enemy the Tau are fighting at the moment, and disappears without a trace, and the strains who came with him are left there, confused and unaware of where they are and how they have gotten there, apparently having no memory of the entire time spent with him and the last thing they recall is his call to arms made at their home planet. though the scale of time of these encounters is far too long for the lifespan of any ordinary vespid, yet none has any doubt it is indeed the same one.
Over the years Zetrii made direct contact with the Tau only once, where he has left a general schematic for the XV-27 Strike suit at the hands of an earth caste engineer, though unknown how he knew of its completion, it appears he has stolen it the very day the prototype was ready, along with all schematics of it, and even the engineer who made the suit had no memory of how to make it anew.
Of the many mysteries that surround the one called Zetrii, such his unnatural age and the his apparent ability to alter memories, the greatest mystery of all appears to be his commanding presence, who makes others follow him into combat without a word being spoken, tau, vespid, kroot and even gue'vesa alike all follow after his attacks as if ordered to, in a manner suspiciously similar to the Ethereals.
Rules: Failure is Not An Option, Fleet, Hit & Run, Lord of the Locust, Move Through Cover, Stealth (Ruins)
Warlord Trait: Precision of the Skilled Hunter
Signature System-XV27 Strike Suit:The lost XV27 was designed to support the Vespid natural speed and augment it with sensor arrays for improved targeting, and powered by Vespid crystals who are vented for both ranged and melee combat, ever since Zetrii has stolen the prototype, its construction could not be replicated despite many attempts. The suit provides a +3 armor save and contains integrated Blacksun Filter and Multi Tracker, in addition the unique positioning of the Neutron Blaster projectors in the inner side of the claws allows the wearer to make use of them in combat as melee weapons (provides an additional attack for fighting with two weapons, and attacking at S5 AP3)
Lord of the Locust: Vespid Stingwing squads may be taken as a Troop choice in an army that contains Zetrii. Zetrii may only join squads of Vespid Stingwings.
An Ethereal in Vespid form, with full-blown combat skills and shooting skills that would make many think twice before engaging him. much to fear in him, yet not the most sturdy of fellows. very vulnerable to S6AP3 guns (or better)
Not sure about the price though, its a bit hard to judge as he has plenty of abilities that do not normally mix, and might make each other better then I expect.
Okay, so I've been kicking this idea around to match up with the same type of strength and presence as an Avatar of Khaine or a Greater Demon of Chaos. Still Fine-tuning and not certain on a point cost (suggestions welcome).
The Unknown Salamander:
WS:5
BS:5
S:5
T:5
W:4
I:5
A:4
Ld:10
Salamander Armor: Terminator Armor with 3+ Invuln Save
Warp Cannon: Assault Cannon with Str 7 AP 3
The Dragon Mace: Master Crafted Relic Weapon
Special Rule: Causes Fear to including all Non-Greater Daemons (Needs re-wording)
Immune to Psycology
Must move first and must try to move at least 12" from all other friendly Salamader Units
May not join any other Unit
May not deploy within 12" of any friendly unit
May not charge any Unit currently engaged in HtH by a Friendly Salamander Unit.
The Unknown Salamander is a Space Marine of the Salamanders Chapter. He is virtually never seen by any outside the Chapter, except their enemies.
The legend goes that during a battle with a Demonic Host, the Unknown Salamander bravely chased off a Demon Horde, protecting the rest of his squad which was injured with the exception of him. He actually followed them into the Warp itself. Many in the chapter speculate that he had been fighting Demons from within the warp for over 500 years.
The Warp has had the usual effects on the weapons and Armor, and even has even changed the appearance of the Marine to look reptilian and not mammal (which he is ashamed of). His mind however, has not been altered as single bit.
During a recon mission, a Salamander scout squad came under sudden attack by Bloodletters that appeared from the Warp without any warning. After a breif confrontation, the Bloodletters uncharacteristically fled from the fight, running past the scouts. As they regrouped, another being appeared from the Warp, immediately opening fire with a cannon that was louder then anything they had ever heard, and something that almost ripped through the fabric of space itself.
It became obvious that the Newly arrived Terminator wasn't aiming for them, but was gunning down the Bloodletters that had appeared to be fleeing. With weapons drawn, the scouts proceeded to get into position battle what appeared to be a Rouge Agent of Chaos. As several Marines opened fire, the mystery Terminator did nothing to fight back. But then one of the Marines shouted "STAND DOWN!! STAND DOWN!! He's got Salamander Markings all over him!"
Much debate broke out amongst the scouts what to do, but it was obvious that this mystery Marine had intentions of fighting them. It was decided they would report this to the Librarian on the accompanying Battle Barge. As they were leaving, this "unknown Salamander" as they were starting to call him followed them.
They arranged for the Librarian meet them outside the Barge. As the Librarian landed down on the surface, he was perfectly calm as there seemed to be no "taint" in the vacinity. What he saw was shocking.
Before him was a Suit of Terminator twisted by the warp as they had seen so many times, yet the wearer didn't reek of Chaos like would normally accompany such a sight. Instead, the Librarian could feel that this Unknown Marines was glad to be home.
Since then, this unparalled man of vengence and fury has been utilized by the Salamander Chapter when they needed a quick and decisive strike to low profile missions that can't be settled by a meer bombing run or sniper shot. He is the indestrucable rock they use to knocked and Eliminate any "Hornet's" nests.
On the rarest of Occassions, they will deploy him with others in the Company. He refuses to fight immediately side by side with his battle brothers though, and the rest of the Chapter feels this is to protect them from accusations that their Chapter has been corrupted. They are never so foolish as to utilize him when other Imperial forces are known to be present unless in solo capacity.
Earth Dragon wrote: Okay, so I've been kicking this idea around to match up with the same type of strength and presence as an Avatar of Khaine or a Greater Demon of Chaos. Still Fine-tuning and not certain on a point cost (suggestions welcome).
The Unknown Salamander:
WS:5
BS:5
S:5
T:5
W:4
I:5
A:4
Ld:10
Salamander Armor: Terminator Armor with 3+ Invuln Save
Warp Cannon: Assault Cannon with Str 7 AP 3
The Dragon Mace: Master Crafted Relic Weapon
Special Rule: Causes Fear to including all Non-Greater Daemons (Needs re-wording)
Immune to Psycology
Must move first and must try to move at least 12" from all other friendly Salamader Units
May not join any other Unit
May not deploy within 12" of any friendly unit
May not charge any Unit currently engaged in HtH by a Friendly Salamander Unit.
The Unknown Salamander is a Space Marine of the Salamanders Chapter. He is virtually never seen by any outside the Chapter, except their enemies.
The legend goes that during a battle with a Demonic Host, the Unknown Salamander bravely chased off a Demon Horde, protecting the rest of his squad which was injured with the exception of him. He actually followed them into the Warp itself. Many in the chapter speculate that he had been fighting Demons from within the warp for over 500 years.
The Warp has had the usual effects on the weapons and Armor, and even has even changed the appearance of the Marine to look reptilian and not mammal (which he is ashamed of). His mind however, has not been altered as single bit.
During a recon mission, a Salamander scout squad came under sudden attack by Bloodletters that appeared from the Warp without any warning. After a breif confrontation, the Bloodletters uncharacteristically fled from the fight, running past the scouts. As they regrouped, another being appeared from the Warp, immediately opening fire with a cannon that was louder then anything they had ever heard, and something that almost ripped through the fabric of space itself.
It became obvious that the Newly arrived Terminator wasn't aiming for them, but was gunning down the Bloodletters that had appeared to be fleeing. With weapons drawn, the scouts proceeded to get into position battle what appeared to be a Rouge Agent of Chaos. As several Marines opened fire, the mystery Terminator did nothing to fight back. But then one of the Marines shouted "STAND DOWN!! STAND DOWN!! He's got Salamander Markings all over him!"
Much debate broke out amongst the scouts what to do, but it was obvious that this mystery Marine had intentions of fighting them. It was decided they would report this to the Librarian on the accompanying Battle Barge. As they were leaving, this "unknown Salamander" as they were starting to call him followed them.
They arranged for the Librarian meet them outside the Barge. As the Librarian landed down on the surface, he was perfectly calm as there seemed to be no "taint" in the vacinity. What he saw was shocking.
Before him was a Suit of Terminator twisted by the warp as they had seen so many times, yet the wearer didn't reek of Chaos like would normally accompany such a sight. Instead, the Librarian could feel that this Unknown Marines was glad to be home.
Since then, this unparalled man of vengence and fury has been utilized by the Salamander Chapter when they needed a quick and decisive strike to low profile missions that can't be settled by a meer bombing run or sniper shot. He is the indestrucable rock they use to knocked and Eliminate any "Hornet's" nests.
On the rarest of Occassions, they will deploy him with others in the Company. He refuses to fight immediately side by side with his battle brothers though, and the rest of the Chapter feels this is to protect them from accusations that their Chapter has been corrupted. They are never so foolish as to utilize him when other Imperial forces are known to be present unless in solo capacity.
I dunno seems like the salamanders version of Driago which is wierd...
Stealth armour: Power armor, has the Shrouded USR.
Black swords: 2 close combat weapons. Strength as user, AP2, Shred.
Needle carbine: Range 24/48 S 4/6 AP 3/2 Assault 3/Heavy 1 Poisoned (2+)
Special Rules: Fearless, Hit and Run, Stealth, Move Through Cover, Fleet
Strike, retreat, and strike again: May move an additional 2D6 inches after shooting, as though equipped with a jet pack.
Swordmaster: May re-roll all failed to hit rolls in close combat.
Boom! Headshot: Any Precision Shots inflict Instant Death.
Dodge: has a 4+ invulnerable save.
I like the boom headshot bit but that's about it. Again with the ap-2 swords, really pleas stop making everything ap2 and an ap2 gun as well would you look at that! (or an ap3 assault 3 weapon which is also a bit silly on a character who is frankly geared for cc anyway...) also why put poison 2+ on a ap2 weapon? Its just not done especially if you have already givenit a strength value. Dodge should only be against cc attacks I mean cumon he is not going to be able to dodge a bolter shot, not in power armour. The strike and retreat rule is very OP. that means he can shoot and then either do a huge ridiculous charge across the board or can shoot into a unit each turn then escape from it easily or hide in cover. Drop it... Overall: kind of sort of get the character. Not where he fits in though I mean what is he? With some large tweaks he might just be playable.
Ap 2 is now ridiculously boring. I literally groan at the DoC exalted gifts cc weapon with ap2 fleshbane and armourbane why bother. It's really good but nobody cares any more. Also almost every single character on this 78 page thread has an ap2 cc weapon SO BORING. The characters who get positive replies are the ones with genuinely interesting rules. Not the ones with ap2 weapons and a 3+ rerollable invulnerable save...
I should really start posting more characters here again (I think only a few of my characters even have a power weapon... let alone anything AP1/2) (Apart from Persephone, who was born as a pisstake of all the overpowered characters here, and is still more balanced. xD) - show you kids how it's meant to be done. My older characters all need to be updated, and I have new ideas!
Equipment: Force Maul, Bolt Pistol, Spell Familiar, Inferno Bolts, Power Armor, Frag and Krak Grenades
Special Rules: Master of the Rubricae, Telepathic Prodigy, Your Will is Weak!, Champion of Chaos, Psyker (Mastery Level 3), Fearless, Veterans of the Long War, Mark of Tzeentch, Independent Character
Telepathic Prodigy - Capable of binding the minds of lesser beings to his will Nehbek is a powerful Telepath. Nehkbek does not generate powers in the manner outlined for psykers in the Warhammer 40,000 Rulebook or Chaos Space Marines codex, instead Nehkbek knows all powers from the Telepathy discipline.
Your Will is Weak! - Weak minded beings find it difficult to harm Nehkbek. Any unit within 24" of Nehkbek wishing to shoot him (or his unit) in the shooting phase must first pass a leadership test (vehicles count as leadership 10). Success allows the unit to act as normal, failure results in the unit foregoing their shooting phase.
Warlord Trait: Master of Deception
Once a librarian of the Athanaean cult, the rubric of Ahriman forever changed him into an omnipotent telepath. Like many sorcerers of the Thousand Sons he searches tirelessly for more knowledge and power. He formed the Sons of Deception to serve as his personal bodyguard, taking on several apprentices and thralls. He takes great delight in manipulating “lesser” minds into elaborate plots against one another, often utilizing such tactics on the fields of combat. He strides into battle wielding a force maul and an unparalleled mastery of telepathy magic.
Updated wording on Your Will is Weak! to clarify its ineffectiveness in over-watch (People don't think about firing overwatch, they just do, mind tricks don't work here)
Wargear: artificer armor, iron halo, bolt pistol, frag and krak grenades, master-crafted lightning claw
Ravenslash: A long power whip, relic of the heresy, rumored to be the same weapon used by Corax. Counts as a Paragon Blade (+1 Strength, AP2, Specialist Weapon, Murderous Strike (Instant Death on a to-wound roll of 6)). In addition, a single enemy model in base contact with Solari (owning player's choice) reduces their attacks by 1. Finally, Ravenslash has the 'Whip Crack' special rule. Instead of making his normal attacks, Solari may perform a Whip Crack attack. Every enemy model in base contact must take an initiative test. If failed, they suffer a single automatic hit from Ravenslash. Lastly, Solari has not quite mastered the use of this exotic and rare weapon. While using Ravenslash, he suffers -1 to his WS, I and A.
Special Rules: Independent Character, ATSKNF, Combat Tactics, Fleet, Hit and Run, Stealth
The Unkindness: If Solari is the Warlord, all friendly units from Codex: Space Marines replace Combat Tactics with Hit and Run. In addition, Assault Squads can be taken as Troops choices, while Vanguard Squads are Scoring. However, only 1 Heavy Support choice may be selected. Finally, the detachment Solari is in MUST include 1 unit of Assault Marines and 1 unit of Scouts, and may not include any Terminator-armored models.
Reckless Gambler: Solari can join a squad of Vanguard Veterans if he is equipped with a jump pack. If this is the case, they can use Heroic Intervention despite being joined by an independent character. In addition, Solari and any unit from Codex Space Marines he joins only scatter 1D6 when deep striking. However, if he mishaps, he suffers a -1 to his dice roll on the mishap chart. He can choose to not to scatter at all. However, if he does so, then every model in his unit has to take a dangerous terrain test, failing on a 1-2.
Brilliant Fool: Roll a D6 at the start of each friendly turn. Solari's controlling player can re-roll that many dice results, of any kind, during the turn. However, in the opponent's following turn, he can re-roll the same number of dice, again for any kind of rolls.
Options:
Solari may take a Jump Pack for 30 points. If done so, change his unit type to Jump Infantry.
Ok fine, so you have basically just chosen to ignore the feedback everybody is giving you and have just made another ap2 character! What's the point of posting a character every 3 posts in this thread when they are all the same and you listen to nobody's feedback?
BaconUprising wrote: Ok fine, so you have basically just chosen to ignore the feedback everybody is giving you and have just made another ap2 character! What's the point of posting a character every 3 posts in this thread when they are all the same and you listen to nobody's feedback?
new guy is a hell of a lot more balanced than Sharrowkyn dude
every pro has a con to balance it
and you do realise Sharrowkyn IS a bit of a mary sue character fluff wise anyway yeh?
considering:
Spoiler:
He and Wayland infiltrated a world under the control of 2 entire legions, shot a Primarch in the head and nearly killed him, escaped the pursuit of said legions without a scratch, and later duels and defeats Lucius twice, killing him the second time. Not to mention he slew at least 2 captains of the emperor's children with ease
How can you say he is balanced? Maby on the troop selection rule, but only having -1WS on an ap2 cc weapon that causes instant death and only when he makes a special attack with it is not blancing nor is the -1 to mishaps.
In terms of the brilliant fool I see you are trying to vary your characters and I respect that. That's what all good custom characters should be right? But that is a stupid rule, a potential 12 rerolls a turn! That's game breaking in one turn you could reroll every important dice and pretty much win in one go...
Dimensional Prison: Every model within 2” strikes at I1 in CC, regardless of any other modifiers from weapons, psychic powers etc. This does not affect Hammer of Wrath.
Hyperstorm Battle Staff: This is a Warscythe that can re-roll failed to hit and to wound. It also has the following Shooting attack: R:12” S:5 AP:3 Assault 3
Conversion Shield: This is a Dispersion Shield that confers an Invulnerable save of 3+ rather than 4+. Its reflection effect is 12” as opposed to 6”.
Honour Blades: Lychguard may be taken as troops. They may also take a Sempiternal Weave for 15 pts/model.
Transdimensional Stalkers: Select between 25 and 50% of your army. That selection must not be deployed. Those units are deployed via Deep Strike on the First turn, following the usual Deep Strike Rules. Flyers cannot enter play through this rule. If any unit should land in a position that would trigger a Deep Strike Mishap, they automatically suffer the ’Delayed’ result.
BaconUprising wrote: How can you say he is balanced? Maby on the troop selection rule, but only having -1WS on an ap2 cc weapon that causes instant death and only when he makes a special attack with it is not blancing nor is the -1 to mishaps.
In terms of the brilliant fool I see you are trying to vary your characters and I respect that. That's what all good custom characters should be right? But that is a stupid rule, a potential 12 rerolls a turn! That's game breaking in one turn you could reroll every important dice and pretty much win in one go...
might make it reroll D6 instead; bear in mind your opponent gets to reroll the same amount in addition, Paragon blades are standard wargear from the Horus Heresy Betrayal list: its +1 strength, AP2, specialist weapon, instant-death on a 6 to wound close combat weapon. for 25 points so i'd appreciate it if people stop bitching about an abundance of ap2 weapons.
The simple facts are there are too many ap2 weapons but anyway. Much better now d6 seems more fir and the addition now of the opponent getting the same evens it out. See with a little tweaking any character can be quite good.
Automatically Appended Next Post: Ps sorry if that sounded really patronising, wasn't meant to...
BaconUprising wrote: The simple facts are there are too many ap2 weapons but anyway. Much better now d6 seems more fir and the addition now of the opponent getting the same evens it out. See with a little tweaking any character can be quite good.
Automatically Appended Next Post: Ps sorry if that sounded really patronising, wasn't meant to...
lol thats fine no offence taken
in the end Solari is a 250 point dude with T4 and no eternal warrior......
Captain Horatio of the 42nd Armageddon Steel Legion. 90 points. One company command squad in your army may replace its Company Commander with Captain Horatio.
Captain Horatio, leader of the 5th company of the 42nd Armageddon Mechanized Regiment would earn renown during the third war for Armageddon, fighting in the ash wastes of Armageddon prime. Born into a minor noble family in a hive spire, and originally a Lieutenant in the PDF forces. He was trained against the feral orks in the jungle, and he would receive a promotion to captain after being drafted into the Imperial Guard. He is currently, engaged in the "Battle of the Break", a month long engagement, where he has led his company on constant sorties out of a shattered portion of the wall of besieged Hive Volcanus.
WS(5) BS(4) S(3) T(3) W(3) I(3) A(3) LD(9) SV(5+)
Special Rules:
Senior Officer: As a senior officer, Horatio can issue two orders in a command radius of "12", he can issue "Bring it down!", "Fire on my Target!", "Get Back in the Fight!", "First rank, Fire! Second Rank, Fire!", "Incoming!", and "Move! Move! Move!"
Master of Steel: Horatio can issue the "Bring it down" and "Fire on my target" orders to Chimeras.
The Ork Mauler: Horatio keeps a massive machete in his scabbard at all times, from his days spent training with the Ork Hunters in the Armageddon equatorial jungle. The Ork Mauler is a close combat weapon with the following stats. S(+1) AP(-) Type Melee, Rending, Fleshbane, Specialist Weapon.
Warlord Trait: Born unto Armageddon.
Born unto Armageddon: Every unit chosen from Codex: Imperial Guard that is Type: Infantry, or a Chimera has the special rule: Preferred enemy: Orks. This includes Captain Horatio.
Lord Fox of Volpone. 75 points. During peace and war the larger and more powerful noble families will convene and elect a single man to bear the prestige of leading the forces of Volpone against the enemies of the Imperium of Man. This man will be granted the title of Lord of Volpone's Hammer to indicate he is the ultimate commander of Volpone's Imperial Guard regiments.
One Company Command Squad in your army may replace its Company Commander with Lord Fox of Volpone.
Wargear:
Carapace Armor
Bolt Pistol
Frag Grenades
Refractor Field
Close Combat Weapon
Special Rules:
Cocksure: "If I had to rely on the Imperial fleet, an Astropath, or some cross-eyed artillery 'expert', you lot would never have had the honor of serving me in the name of the God-Empeor!"
Lord Fox of Volpone's Command Squad may not take regimental advisors.
Lord of Volpone's Hammer: Fox can issue up to three orders each turn. He has a command radius of 18". Fox can use Bring it Down!, Fire on my Target!, and Get Back in the Fight! as well as First Rank, Fire! Second Rank, Fire!, Incoming!, and Move! Move! Move! In addition, Fox can use the following unique order:
Hold the Line with Flesh and Blood!: Through vicious zeal, Fox orders his men to brace for the oncoming onslaught.
If the order is successfully issued, the ordered unit may use its full BS during overwatch but each member in the entire unit has its attacks reduced by one to a minimum of zero.
Warlord Trait: Superior Firepower
Superior Firepower: Heavy Weapons Squads have the combined squads special rule.
Delcemitor, Master of Purgation- 500-may only be used in 2000 pts or higher armies
WS(5) BS(4) S(3) T(3) W(3) I(3) A(3) LD(9) SV(5+
Fist of Purgation: power fist with flamer template ap4 assoult 5, souburn
Carapace armor
Fire at Will: all friendly ordanance weapons withing have Ordenance 3 and barrage
Master of Purgation: veteran squads may rplace thier lasguns with flamers or melta-guns
Unleash Purgation: all flamers within 6" are now assault 4 and have soul burn, melta guns are now template weapons
Master of Ordenance: Delcemitor can issue the"Fire on my target" order to Basilisks.
Purgatio Squads: Veteran Squads may upgrade their chimera to a basilsk, hellhound, bane wolf, devil dog, in addition Leman Russes may now take chem guns, melta cannons ,or inferno cannons as sponson weapons
OnlyWar wrote: Delcemitor, Master of Purgation- 500-may only be used in 2000 pts or higher armies
WS(5) BS(4) S(3) T(3) W(3) I(3) A(3) LD(9) SV(5+
Fist of Purgation: power fist with flamer template ap4 assoult 5, souburn
Carapace armor
Fire at Will: all friendly ordanance weapons withing have Ordenance 3 and barrage
Master of Purgation: veteran squads may rplace thier lasguns with flamers or melta-guns
Unleash Purgation: all flamers within 6" are now assault 4 and have soul burn, melta guns are now template weapons
Master of Ordenance: Delcemitor can issue the"Fire on my target" order to Basilisks.
Purgatio Squads: Veteran Squads may upgrade their chimera to a basilsk, hellhound, bane wolf, devil dog, in addition Leman Russes may now take chem guns, melta cannons ,or inferno cannons as sponson weapons
Dodes wrote: Lord Fox of Volpone. 75 points. During peace and war the larger and more powerful noble families will convene and elect a single man to bear the prestige of leading the forces of Volpone against the enemies of the Imperium of Man. This man will be granted the title of Lord of Volpone's Hammer to indicate he is the ultimate commander of Volpone's Imperial Guard regiments.
One Company Command Squad in your army may replace its Company Commander with Lord Fox of Volpone.
Wargear:
Carapace Armor
Bolt Pistol
Frag Grenades
Refractor Field
Close Combat Weapon
Special Rules:
Cocksure: "If I had to rely on the Imperial fleet, an Astropath, or some cross-eyed artillery 'expert', you lot would never have had the honor of serving me in the name of the God-Empeor!"
Lord Fox of Volpone's Command Squad may not take regimental advisors.
Lord of Volpone's Hammer: Fox can issue up to three orders each turn. He has a command radius of 18". Fox can use Bring it Down!, Fire on my Target!, and Get Back in the Fight! as well as First Rank, Fire! Second Rank, Fire!, Incoming!, and Move! Move! Move! In addition, Fox can use the following unique order:
Hold the Line with Flesh and Blood!: Through vicious zeal, Fox orders his men to brace for the oncoming onslaught.
If the order is successfully issued, the ordered unit may use its full BS during overwatch but each member in the entire unit has its attacks reduced by one to a minimum of zero.
Warlord Trait: Superior Firepower
Superior Firepower: Heavy Weapons Squads have the combined squads special rule.
A very characterful....character. Fairly interesting and balanced. Two suggestions:
Increase his cost to 80/85 to be more in line with Straken and Creed.
Have his special order only affect assault/rapid fire weapons. Either that or BS2 overwatch. Heavy weapons going off in your face, especially with the blob that IG can do seems a little too strong, especially since he can use it on two units. Another possibility is that the unit forgoes their normal shooting base to get this buff in the assault phase. However, who in their right mind would assault the ordered units?
OnlyWar wrote: Delcemitor, Master of Purgation- 500-may only be used in 2000 pts or higher armies
WS(5) BS(4) S(3) T(3) W(3) I(3) A(3) LD(9) SV(5+
Fist of Purgation: power fist with flamer template ap4 assoult 5, souburn
Carapace armor
Fire at Will: all friendly ordanance weapons withing have Ordenance 3 and barrage
Master of Purgation: veteran squads may rplace thier lasguns with flamers or melta-guns
Unleash Purgation: all flamers within 6" are now assault 4 and have soul burn, melta guns are now template weapons
Master of Ordenance: Delcemitor can issue the"Fire on my target" order to Basilisks.
Purgatio Squads: Veteran Squads may upgrade their chimera to a basilsk, hellhound, bane wolf, devil dog, in addition Leman Russes may now take chem guns, melta cannons ,or inferno cannons as sponson weapons
I laughed when I saw the price tag.
I truly hope this is a joke character. He's way underpriced for 500.
One basilisk battery is 375. He has them put out over 1225 points of shots. And they have the same firepower if taken as 1 per unit as unbuffed 3-strong unit.
10 meltaguns is scary. 10 meltaguns backed up by a devil dog is scarier. 10 meltaguns overwatching as templates is just absurd.
2k points at least. Unless you pay for the buffs.
Automatically Appended Next Post:
Dodes wrote: Lord Fox of Volpone. 75 points. During peace and war the larger and more powerful noble families will convene and elect a single man to bear the prestige of leading the forces of Volpone against the enemies of the Imperium of Man. This man will be granted the title of Lord of Volpone's Hammer to indicate he is the ultimate commander of Volpone's Imperial Guard regiments.
One Company Command Squad in your army may replace its Company Commander with Lord Fox of Volpone.
Wargear:
Carapace Armor
Bolt Pistol
Frag Grenades
Refractor Field
Close Combat Weapon
Special Rules:
Cocksure: "If I had to rely on the Imperial fleet, an Astropath, or some cross-eyed artillery 'expert', you lot would never have had the honor of serving me in the name of the God-Empeor!"
Lord Fox of Volpone's Command Squad may not take regimental advisors.
Lord of Volpone's Hammer: Fox can issue up to three orders each turn. He has a command radius of 18". Fox can use Bring it Down!, Fire on my Target!, and Get Back in the Fight! as well as First Rank, Fire! Second Rank, Fire!, Incoming!, and Move! Move! Move! In addition, Fox can use the following unique order:
Hold the Line with Flesh and Blood!: Through vicious zeal, Fox orders his men to brace for the oncoming onslaught.
If the order is successfully issued, the ordered unit may use its full BS during overwatch but each member in the entire unit has its attacks reduced by one to a minimum of zero.
Warlord Trait: Superior Firepower
Superior Firepower: Heavy Weapons Squads have the combined squads special rule.
I like it. I agree HTLWFAB needs to be downgraded a bit, maybe to BS2 (almost the same) or can fire double overwatch that turn but not at all the next (like it matters) or some drawback for ballance
Modular weapon system: The Terminatrix can fire 1 of these weapons per turn. Choose at the start of each turn which weapon you want to use. Note that in Overwatch you must use the same weapon that you used in your previous turn. List is: - plasma cannon -heavy flamer -heavy gauss cannon -tesla cannon In addition, the Terminatrix has the Armorbane USR in combat. However, the internal nature of the weapons systems makes them prone to damage. For every wound (not unsaved, just wound) inflicted on the Terminatrix, roll a dice. On a 1, the Terminatrix loses 1 random weapon from the above list for the rest of the game. the Armorbane USR counts as a weapon for the purposes of randomising the destroyed system.
Liquid Metal overlay: Terminatrix counts as having the Polymorphine rule, as per the Callidus assassin's entry in C:GK. She also has the Infiltrate USR.
Special Rules: Fearless, Reanimation Protocols
Unstoppable: Has the Fleet, Move through Cover, Relentless, and Feel No Pain USRs, and she counts as having a Resurrection Orb.
Head hunter: The Terminatrix can re-roll all failed to hit and wound rolls against enemy HQ units with the Independent Character or Monstrous Creature USRs. In addition, against these models, the Terminatrix has Precision Shots on a 5+.
Targeting matrix: The Terminatrix can choose to use Skyfire against flyers
Modular weapon system: The Terminatrix can fire 1 of these weapons per turn. Choose at the start of each turn which weapon you want to use. Note that in Overwatch you must use the same weapon that you used in your previous turn. List is: - twin-linked plasma gun (without the Get's Hot! USR) - twin-linked heavy flamer (with the torrent USR) - twin-linked multi-melta - twin-linked assault cannon - twin-linked cyclone missile launcher - twin-linked tesla cannon In addition, the Terminatrix ignores armor saves in close combat, and has the Armorbane USR in combat.
Special Rules: Fearless, Ever-living, Reanimation Protocols, Eternal Warrior
Unstoppable: Has the Fleet, Move through Cover, Hit and Run, Relentless, Rampage, and Feel No Pain USRs, and she counts as having a Resurrection Orb and Phylactery.
Head hunter: The Terminatrix can re-roll all failed to hit and wound rolls against enemy HQ units with the Independent Character or Monstrous Creature USRs. In addition, against these models, the Terminatrix has Precision Shots on a 5+.
Just... Costing:
Spoiler:
Necron Overlord - 90 +1WS +10 +1BS +10 +1S +10 +2W +20 +3I +30 +1A +10 +Sempiternal Weave +15 +TL Plasmagun without Gets Hot +30 +TL Heavy Flamer w/ Torrent +70 +TL Multimelta +15 +TL Assault Cannon +35 +TL Cyclone ML +40 +TL Tesla Cannon +20 +Psuedo Warscythe +10 +Fearless +10 +Eternal Warrior +35 +Fleet +10 +MTC +10 +Relentless +10 +Rampage +10 +FnP +10 +Resurrection Orb +30 +Phylactery +15 +Rerolls vs IC, MC +10 +Precision at 5+ +5
Right Calas, you have just managed to make one of your characters really quite decent then you come up with this monstrosity! What is the point in ignoring everyone about the ap2 you haven't made the character less cheesy by getting rid of ap2 and putting in no armour saves allowed. Plus this character is rather silly as instead of fulfilling any single role like most good custom units do you have made a frankly ridiculous unit with seemingly possesing every rule you took a shine to.
It has Eternal Warrior.
And too much else besides.
People said everything with AP2 was silly, so he makes a character that ignores armour instead.
I don't blame him for not seeing EW, it might be hard to miss a specific rule in the "GIANT LIST OF ALL THE RULES" that this character has.
I mean, there's been crazy overpowered characters in this thread before, but I think this guy is the new champion.
This lol I agree its OTT but consider:
Delcemitor, Master of Purgation- 500-may only be used in 2000 pts or higher armies
WS(5) BS(4) S(3) T(3) W(3) I(3) A(3) LD(9) SV(5+
Fist of Purgation: power fist with flamer template ap4 assoult 5, souburn
Carapace armor
Fire at Will: all friendly ordanance weapons withing have Ordenance 3 and barrage
Master of Purgation: veteran squads may rplace thier lasguns with flamers or melta-guns
Unleash Purgation: all flamers within 6" are now assault 4 and have soul burn, melta guns are now template weapons
Master of Ordenance: Delcemitor can issue the"Fire on my target" order to Basilisks.
Purgatio Squads: Veteran Squads may upgrade their chimera to a basilsk, hellhound, bane wolf, devil dog, in addition Leman Russes may now take chem guns, melta cannons ,or inferno cannons as sponson weapons page 78... horrifying....
curran12 wrote: You realized when I suggested you give it Skyfire, I was joking right?
...right?
Apparently not.
It is still ludicrously overpowered and completely at odds with what the Necrons are.
Ok it seems i need to make one thing clear
THIS IS NOT A NECRON CHARACTER. THIS IS NOT A SERIOUS GAMING CHARACTER.
This is simply an attempt to see what the T-X would look like on the tabletop. I used Necron rules mainly because some of them would fit reasonably well. This character is not meant for anything other than having some fun. I will be posting up rules for other terminators later. This is simply a 'what would Terminators look like in the 40k world' deal
curran12 wrote: You realized when I suggested you give it Skyfire, I was joking right?
...right?
Apparently not.
It is still ludicrously overpowered and completely at odds with what the Necrons are.
Ok it seems i need to make one thing clear
THIS IS NOT A NECRON CHARACTER. THIS IS NOT A SERIOUS GAMING CHARACTER.
This is simply an attempt to see what the T-X would look like on the tabletop. I used Necron rules mainly because some of them would fit reasonably well. This character is not meant for anything other than having some fun. I will be posting up rules for other terminators later. This is simply a 'what would Terminators look like in the 40k world' deal
Post a "joke character" warning or something first man. You made him seem cron, but you could just throw up some quick fluff like most of us do to clarify race and history and nobody gets confused
Ok it seems i need to make one thing clear
THIS IS NOT A NECRON CHARACTER. THIS IS NOT A SERIOUS GAMING CHARACTER.
This is simply an attempt to see what the T-X would look like on the tabletop. I used Necron rules mainly because some of them would fit reasonably well. This character is not meant for anything other than having some fun. I will be posting up rules for other terminators later. This is simply a 'what would Terminators look like in the 40k world' deal
Okay killer, ease of the caps lock. It's not like I have the power to read your mind.
When you make a robot character, that has Necron rules, what the hell am I supposed to think? So take the whining out when I see all that and think 'Necron.'
Ok it seems i need to make one thing clear
THIS IS NOT A NECRON CHARACTER. THIS IS NOT A SERIOUS GAMING CHARACTER.
This is simply an attempt to see what the T-X would look like on the tabletop. I used Necron rules mainly because some of them would fit reasonably well. This character is not meant for anything other than having some fun. I will be posting up rules for other terminators later. This is simply a 'what would Terminators look like in the 40k world' deal
Okay killer, ease of the caps lock. It's not like I have the power to read your mind.
When you make a robot character, that has Necron rules, what the hell am I supposed to think? So take the whining out when I see all that and think 'Necron.'
chill mate i ain't whining
cap locks were purely so nobody could miss it :p
In all seriousness, I assumed everybody knew what it was supposed to be when I put Terminatrix as the title lol I guess thats what i get for assuming everybody has seen Terminator 3
It has Eternal Warrior. And too much else besides. People said everything with AP2 was silly, so he makes a character that ignores armour instead.
I don't blame him for not seeing EW, it might be hard to miss a specific rule in the "GIANT LIST OF ALL THE RULES" that this character has.
I mean, there's been crazy overpowered characters in this thread before, but I think this guy is the new champion.
This lol I agree its OTT but consider: Delcemitor, Master of Purgation- 500-may only be used in 2000 pts or higher armies WS(5) BS(4) S(3) T(3) W(3) I(3) A(3) LD(9) SV(5+ Fist of Purgation: power fist with flamer template ap4 assoult 5, souburn Carapace armor Fire at Will: all friendly ordanance weapons withing have Ordenance 3 and barrage Master of Purgation: veteran squads may rplace thier lasguns with flamers or melta-guns Unleash Purgation: all flamers within 6" are now assault 4 and have soul burn, melta guns are now template weapons Master of Ordenance: Delcemitor can issue the"Fire on my target" order to Basilisks. Purgatio Squads: Veteran Squads may upgrade their chimera to a basilsk, hellhound, bane wolf, devil dog, in addition Leman Russes may now take chem guns, melta cannons ,or inferno cannons as sponson weapons page 78... horrifying....
Yeah, saw that... I decided I wasn't even going to touch that one...
CalasTyphon216 wrote:
curran12 wrote: You realized when I suggested you give it Skyfire, I was joking right?
...right?
Apparently not.
It is still ludicrously overpowered and completely at odds with what the Necrons are.
Ok it seems i need to make one thing clear THIS IS NOT A NECRON CHARACTER. THIS IS NOT A SERIOUS GAMING CHARACTER. This is simply an attempt to see what the T-X would look like on the tabletop. I used Necron rules mainly because some of them would fit reasonably well. This character is not meant for anything other than having some fun. I will be posting up rules for other terminators later. This is simply a 'what would Terminators look like in the 40k world' deal
You made a character that was drawing primarily from 'cron rules, and had 'cron armour. The simple conclusion is that it was a 'cron character. (THat was quite obviously based on a terminator) Frankly, a standard Necron Overlord, as an Elites option, with weave, a plasma pistol equivalent, gauntlet of fire, fnp and fleet and without IC would probably match up fairly accurately to the T3 terminator. And cost roughly 120pts.
(Joke Character) Zeus, King of all Gods.........2500 Ws/10 BS/10 S/10 T/10 W/10 I/10 A/20 LD/10 SV/2++, Character (Not independent) Wargear: Manly Toga: This stylish and breezy man-dress is a symbol of his god-like power. It grants a 2++ rerollable. Also, any unit (friend or foe) within 12" must take a pinning check every turn or immediately go "WTFeth" and talk about how awesome the toga is. Lightning Bolt: This is a weapon with the profile: 240" SD AP1 Large Blast assault 10, split fire (may be fired at up to 10 targets, roll an Int. Test for each target (1d6). Its also a CC weapon with the profile: SD AP1 armorbane, fleshbane, Instant Death, rending Sandals: These stylish shoes confer Fleet (6D6) and allow him to shoot while running. Special Rules: EW, Immune to JOTWW, Too Sexy For My Toga, Master of the Skies, Like a Baws, Titantic Might, immune to psykers TSfMT: Zeus is a smoking hot ladies man and as such can elect to burn through his toga. On a d6 roll of 7+ he succeeds and all units on the board are vaporized as they see the form of a true God. MotS: zeus can knock aircraft from the skies. All fliers count as skimmers, even those that can not usually skim. LaB: Zeus is the king of the gods. As suck nothing less than a god could kill him. He may only make saves and re-rolls against weapons less than S. TM: As the king of the gods he may be as large as he wishes. Titans may attack him in CC. ItP: he laughs at the puny humans thinking they can best his mental might. He has a 1+ deny the witch with a range of 400"
Thatguyhsagun wrote: (Joke Character)
Zeus, King of all Gods.........2500
Ws/10 BS/10 S/10 T/10 W/10 I/10 A/20 LD/10 SV/2++, Character (Not independent)
Wargear:
Manly Toga: This stylish and breezy man-dress is a symbol of his god-like power. It grants a 2++ rerollable. Also, any unit (friend or foe) within 12" must take a pinning check every turn or immediately go "WTFeth" and talk about how awesome the toga is.
Lightning Bolt: This is a weapon with the profile: 240" SD AP1 Large Blast assault 10, split fire (may be fired at up to 10 targets, roll an Int. Test for each target (1d6). Its also a CC weapon with the profile: SD AP1 armorbane, fleshbane, Instant Death, rending
Sandals: These stylish shoes confer Fleet (6D6) and allow him to shoot while running.
Special Rules:
EW, Immune to JOTWW, Too Sexy For My Toga, Master of the Skies, Like a Baws, Titantic Might, immune to psykers
TSfMT: Zeus is a smoking hot ladies man and as such can elect to burn through his toga. On a d6 roll of 7+ he succeeds and all units on the board are vaporized as they see the form of a true God.
MotS: zeus can knock aircraft from the skies. All fliers count as skimmers, even those that can not usually skim.
LaB: Zeus is the king of the gods. As suck nothing less than a god could kill him. He may only make saves and re-rolls against weapons less than S.
TM: As the king of the gods he may be as large as he wishes. Titans may attack him in CC.
ItP: he laughs at the puny humans thinking they can best his mental might. He has a 1+ deny the witch with a range of 400"
Should be around 3000pts tbh. Also, you forgot to give him Feel No Pain. xD
Thatguyhsagun wrote: (Joke Character) Zeus, King of all Gods.........3,500 Ws/10 BS/10 S/10 T/10 W/10 I/10 A/20 LD/10 SV/2++, Character (Not independent) Wargear: Manly Toga: This stylish and breezy man-dress is a symbol of his god-like power. It grants a 2++ rerollable. Also, any unit (friend or foe) within 12" must take a pinning check every turn or immediately go "WTFeth" and talk about how awesome the toga is. Lightning Bolt: This is a weapon with the profile: 240" SD AP1 Large Blast assault 10, split fire (may be fired at up to 10 targets, roll an Int. Test for each target (1d6). Its also a CC weapon with the profile: SD AP1 armorbane, fleshbane, Instant Death, rending Sandals: These stylish shoes confer Fleet (6D6) and allow him to shoot while running. Special Rules: EW, Immune to JOTWW, Too Sexy For My Toga, Master of the Skies, Like a Baws, Titantic Might, immune to psykers, 2+ FnP, Your All Sissies TSfMT: Zeus is a smoking hot ladies man and as such can elect to burn through his toga. On a d6 roll of 7+ he succeeds and all units on the board are vaporized as they see the form of a true God. MotS: zeus can knock aircraft from the skies. All fliers count as skimmers, even those that can not usually skim. LaB: Zeus is the king of the gods. As suck nothing less than a god could kill him. He may only make saves and re-rolls against weapons less than S: D. TM: As the king of the gods he may be as large as he wishes. Titans may attack him in CC. ItP: he laughs at the puny humans thinking they can best his mental might. He has a 1+ deny the witch with a range of 400" YaS: Zeus's manliness, only outweighed by that of Ares, is so grate all male models immediately take a Ld. check on 4D6. If failed they fall back 10D6'. All females (or elder) take a Ld check on 10D6 and if failed they move directly for Zeus and lose all wargear from that point on (if ya know what I mean )
WS(5) BS(5) S(3) T(3) W(2) I(3) A(2) LD(10) SV(3+/+4)
Fist of Purgation: power fist with flamer and melta template ap4 assoult 5, souburn strikes at normal initiative instead of at initiative one
Purgatus Carapace Armor
Frag Grenades
Krak Grenades
Melta Bombs
Demolition Charge
Signum
Upgrades-
Fire at Will: all friendly ordanance weapons within 12' have Ordenance 3 and barrage- 200 points
Master of Purgation: veteran squads may rplace thier lasguns with flamers or melta-guns- 200 points
Unleash Purgation: all flamers are now assault 4 and have soul burn, all melta guns are now template weapons- for 200 points
Master of Ordenance: Delcemitor can issue the"Fire on my target" order to Basilisks. - 100 points
Purgatio Squads: Veteran Squads may upgrade their chimera to a basilsk, hellhound, bane wolf, devil dog, in addition Leman Russes may now take chem guns, melta cannons, gatling-punisher cannons, executioner plasma cannosn, plasma battery (without gets hot) or inferno cannons as sponson weapons - 400 points
BaconUprising wrote: How can you say he is balanced? Maby on the troop selection rule, but only having -1WS on an ap2 cc weapon that causes instant death and only when he makes a special attack with it is not blancing nor is the -1 to mishaps.
In terms of the brilliant fool I see you are trying to vary your characters and I respect that. That's what all good custom characters should be right? But that is a stupid rule, a potential 12 rerolls a turn! That's game breaking in one turn you could reroll every important dice and pretty much win in one go...
If you think that's game breaking, go read the Horus Heresy FW book. There's a model there that, well...
He gets to make an additonal shooting attack whenever he hits. He's BS5, can take two plasma pistols, and is still completely affected by the gunslinger rule. Have fun facerolling Terminator squads with one dude with 70 plasma shots a turn.
The HH book can be OP, and Calas should let us know if he's using gear from the HH book. The Paragon Blade is an actual thing, but I don't think that a whip would have the same penetrating power as a blade or spear.
Equipment: Gatling Ion Blaster, Homing Nova Bomb Generator, Irdium Armour, Drone Controller, Shield Generator and Nova-Thrusters.
Gatling Ion Blaster - *Rolls for AP* STR: 7 AP: *
Homing Nova Bomb Generator - *When the explosion occurs, roll D3, D6 wounds. The AP is how many inches the model is away from the target (This can be precision shot on a 5/6)* STR: 8 AP: *
Nova-Thrusters - NovaStorm leaps on the foe, crushing all in his path... If NovaStorm allocates to charge he isn't slowed by difficult or dangerous terrain, He moves 12" in the movement phase and the unit must take an iniative test to be overwatched, remember that each each enemy must test separately. In addition, he rolls 3d6 for jet-pack moments and has the relentless, fleet, jink, flat out and hit and run special rules.
Special Rules: Support from above: Novastorm bombs his foes from above. He has Skyfire from being at the same level as flyers and can gain a turn of shooting at any unit he passes over.
Bound to the skies: Novastorm cannot join any units apart from drones as they are the only ones fast enough to keep up with him and units count as snap shotting when they fire at him and his unit, also he cannot be charged by units on the ground.
Fighter escort: Novastorm can take a unit of 10 interceptor drones from the Sun Shark Bomber part of the codex at 15 points each that also gain his Nova-Thrusters Special Rule.
Equipment: Gatling Ion Blaster, Homing Nova Bomb Generator, Irdium Armour, Drone Controller, Shield Generator and Nova-Thrusters.
Gatling Ion Blaster - *Rolls for AP*
STR: 7 AP: *
Homing Nova Bomb Generator - *When the explosion occurs, roll D3, D6 wounds. The AP is how many inches the model is away from the target (This can be precision shot on a 5/6)*
STR: 8
AP: *
Nova-Thrusters - NovaStorm leaps on the foe, crushing all in his path...
If NovaStorm allocates to charge he isn't slowed by difficult or dangerous terrain, He moves 12" in the movement phase and the unit must take an iniative test to be overwatched, remember that each each enemy must test separately. In addition, he rolls 3d6 for jet-pack moments and has the relentless, fleet, jink, flat out and hit and run special rules.
Special Rules:
Support from above: Novastorm bombs his foes from above. He has Skyfire from being at the same level as flyers and can gain a turn of shooting at any unit he passes over.
Bound to the skies: Novastorm cannot join any units apart from drones as they are the only ones fast enough to keep up with him and units count as snap shotting when they fire at him and his unit, also he cannot be charged by units on the ground.
Fighter escort: Novastorm can take a unit of 10 interceptor drones from the Sun Shark Bomber part of the codex at 15 points each that also gain his Nova-Thrusters Special Rule.
200pts
love this character so much! Really great idea! I cant help but feel though that 200 points is a massive undercost. I'm thinking more along the lines of 280 or something. One more thing you worded the bond to the skies rule so that it sounds like he gets a turn of shooting n every unit he passes over while moving. I'm guessing you didn't mean this so maybe try rewording it. Other than than great character.
His Nova-Thrusters I meant to say could be shot at a different target in the form of one of the enemies he passes over.
He can be shot if the unit has skyfire, like any other type of flyer. So he can be took down by a dedicated shooty unit such as lootas or another flyer such as a stormraven as drones only have 4+ armour save.
Also this means he can be assaulted be flying models such as tyranid montrous creatures. so he is also weaker in this sense.
He has the same stats as any regular commander so he is equal statswise and to be more fair, I will up him to 275pts as that is the same cost as Draigo. (you cannot get more OP than that!)
Farsight's Warrior wrote: His Nova-Thrusters I meant to say could be shot at a different target in the form of one of the enemies he passes over.
He can be shot if the unit has skyfire, like any other type of flyer. So he can be took down by a dedicated shooty unit such as lootas or another flyer such as a stormraven as drones only have 4+ armour save.
Also this means he can be assaulted be flying models such as tyranid montrous creatures. so he is also weaker in this sense.
He has the same stats as any regular commander so he is equal statswise and to be more fair, I will up him to 275pts as that is the same cost as Draigo. (you cannot get more OP than that!)
WS5 BS6 S5 T6 W3 I5 A5 Ld10 Sv2+/5+
Wargear:
Warp-forged Fleshmetal- grants 2+/5+ armor save)
Warp-forged Mechatendrils- grants +3 attacks (already included in stats), and its wearer counts as being armed with a Warpfire Flamer(see below) and Warpcore Cannon(see below).
Warpfire Power Scourge
Frag Grenades
Krak Grenades
Meltabombs
Special Rules:
Master of Mechanisms
Champion of Chaos
Independent Character
Shatter Defences
Master of the Dark Mechanicus- all chaos vehicles have the daemonforge special rule, in addition, Havoks are now troop choices and Maulerfiends, Forgefiends and Defilers now occupy the elite slot as well as the heavy support squad and you may take one unit of oblitorators as a troop choice
Wargear: Cataphractii armor, hand flamer with chem munitions
Manreaper: A customised power scythe. Counts as a power scythe that also functions as a force weapon.
Options: May replace hand flamer with chem munitions with a reaper autocannon for 20 points
Special Rules: Independent Character, Master of the Legion (Death Guard), Rite of War (Pride of the Legion)
Psyker: Typhon is a Mastery Level 1 psyker, with access to the Lore of Biomancy. However, due to Mortarion's hate of witches, Typhon cannot cast any psychic powers if Mortarion is on the table.
Chosen of Nurgle: Typhon has Eternal Warrior (He isn't fated to die yet, Papa Nurgle has plans...)
Legendary Resilience: Typhon has the Stubborn and Feel No Pain USRs.
Aer 'La 'Kau, Blessed of the Ninth - 200 Points
One of Tzeench's blessed sorcerors, Aer 'La 'Kau, while being physically weak, possesses a gifted and dangerous mind. On the spire wars of Helisas did he swat a flock of Scourges about to topple the Legion Master from the tower, yet his quest to improve his psychic potential never ceases, hoping one day to dwarf the very gods with his mental physique.
WS2 BS4 S3 T3 W3 I2 A1 Ld10 Sv5+
Wargear Force Staff
Blessed Sigil - Provides a 3+ Invulnerable save.
Special Rules Fearless
Psyker - Mastery Level 3
Independant Character
Aer 'La 'Kau may choose any three powers from the Biomancy, Pyromancy, Tzeench or Telepathy disciplines. In addition, he has access to the following powers.
Protection of the All-Mighty
Warp Charge 2. This is a blessing with a range of 6". Choose a single friendly model within range. It's Invulnerable save is increased by +1 until the beginning of the Chaos player's next turn. Models without an Invulnerable save instead gain a 6+ save.
Soul Scry
Warp Charge - 1-3 (see below)
This is a malediction with a choice of profiles depending on how many Warp Charge points are used:
1 - Range 8" S4 Ap5 Assault D3
2 - Range 12" S6 Ap3 Assault D3+1
3 - Range 18" S8 Ap1 Assault D3+2
If the target survives the attack, they may immediatly roll on the Chaos Boon table, re-rolling any Spawnhood or Daemonic Ascension results. Grey Knight and Sisters of Battle models are unaffected by this rule.
Why not just give him the warpflame rule on soul scry, would make it easier to manage for your opponent. Playing chaos nowadays requires a decent amount of record keeping, I don't you should make you opponent keep a list of boons for his characters, feel no pain from warpflame is much easier.
ruricferrinwheel wrote: Why not just give him the warpflame rule on soul scry, would make it easier to manage for your opponent. Playing chaos nowadays requires a decent amount of record keeping, I don't you should make you opponent keep a list of boons for his characters, feel no pain from warpflame is much easier.
Well that character is, if I'm not mistaken probably primarily meant for use is friendly matches where he knows the opponent. A friend is a lot less likely to care about having to note down a couple of boons on is unit.
I came up with this guy years ago for that codex I posted to dakka. One of the guys at my FLGS was complaining about how you couldn't field an all Kroot Tau Army (duh, it's called the Tau, not the kroot) but that got me thinking about a tasty special character who actually was good in CC
Rules:
Fearless
Infiltrate
Stealth
Fleet (grants fleet to his retinue)
Legend of the Empire
Anghkor Prok (knife): Anghkor and his trusty knife (roughly translated as pain in the ass) earned their names after he stood his ground before a larger kroot, rather than move away. Against MC's Anghkor shows similar disdain. As such, he wounds all MC's (regardless of toughness) on a 4+ as he drives his knife through adamantium and ceremite and chitin to reach the soft flesh beneath.
Legend of the Empire: Anghkor Prok is the only Kroot allowed to lead tau armies. As such, he does not make fire warriors an elite choice if taken, and the army suffers no penalties should he fall in combat.
May take a bodyguard of up to 15 models consisting of any number of the following for their listed values
Kroot Hounds 4pts/model WS4 BS0 S4 T4 W1 I5 LD 7 SV 5+ infiltrators, stealth
Kroot Carnivores 6pts/model WS4 BS3 S4 T3 W1 I4 LD 7 SV 5+ armed with a kroot gunblade, infiltrators, stealth
Krootox 15pts/model WS4 BS3 S6 T3(5) W2 I2 LD 7 SV 5+ armed with Kroot Fhat'leckta (S6 Ap5 Rg 36" Assault 1),infiltrators, units loses stealth
Zork the Immortal 36pts
Wargear choppa, slugga, shoota, frag grenades, alot of blue paint
Special Rules furious charge, mob rule, just to lucky he always get 6's when he rolls dice. i.e he always rolls 6+ on his cover save, rolls to hit, roll to wound, run.
WS 4
BS 2
S 4
T 4
W 1
I 2
A 2
Ld 11
Sv 6+
Automatically Appended Next Post:
dbsamurai wrote: I came up with this guy years ago for that codex I posted to dakka. One of the guys at my FLGS was complaining about how you couldn't field an all Kroot Tau Army (duh, it's called the Tau, not the kroot) but that got me thinking about a tasty special character who actually was good in CC
Rules:
Fearless
Infiltrate
Stealth
Fleet (grants fleet to his retinue)
Legend of the Empire
Anghkor Prok (knife): Anghkor and his trusty knife (roughly translated as pain in the ass) earned their names after he stood his ground before a larger kroot, rather than move away. Against MC's Anghkor shows similar disdain. As such, he wounds all MC's (regardless of toughness) on a 4+ as he drives his knife through adamantium and ceremite and chitin to reach the soft flesh beneath.
Legend of the Empire: Anghkor Prok is the only Kroot allowed to lead tau armies. As such, he does not make fire warriors an elite choice if taken, and the army suffers no penalties should he fall in combat.
May take a bodyguard of up to 15 models consisting of any number of the following for their listed values
Kroot Hounds 4pts/model WS4 BS0 S4 T4 W1 I5 LD 7 SV 5+ infiltrators, stealth
Kroot Carnivores 6pts/model WS4 BS3 S4 T3 W1 I4 LD 7 SV 5+ armed with a kroot gunblade, infiltrators, stealth
Krootox 15pts/model WS4 BS3 S6 T3(5) W2 I2 LD 7 SV 5+ armed with Kroot Fhat'leckta (S6 Ap5 Rg 36" Assault 1),infiltrators, units loses stealth
I like everything other then the Krootox 15pts/model WS4 BS3 S6 T3(5) W2 I2 LD 7 SV 5+
That would be better as the own unit in HS and they need to be 25pts not 15pts.
also you should think about a swarm modle to. something like WS5 BS0 S2 T2 W4 I5 A2 LD 10 SV - eternal warrior Kroot Lemmings 9pts
I've honestly never really understood the appeal of the krootox because the concept seems like it would work far better as an MC...but Kroot already have that.
And I can't really see the use of a swarm unit when the kroothounds would fill a similar roll as close combat min/maxers...
Crone Seer - WS 5/ BS 5/ S 3/ T 3/ W 1/ I 5/ A 1/ Ld 10 / Sv 4++ Infantry (Character)
High Crone - WS 5/ BS 5/ S 3/ T 3/ W 3/ I 5/ A 1/ Ld 10 / Sv 4++ Infantry (Character)
Equipment: Ghosthelm, Shuriken pistol, Witchblade, Rune Armour, Runes of Witnessing (High Crone only), Runes of Warding (High Crone only)
Special Rules: Sisterhood of Psykers (Mastery Level 4), Hatred (Chaos)
Psyker – The Crone Council generates powers from the Telepathy and Divination disciplines.
Visions of Fate – The Crone Council ritualistically blinds themselves in honor of the Crone Goddess and cannot see via normal methods. Instead the Council perceives the battlefield through visions of what is yet to come. The Crone Council may reroll all failed saves.
Matrons of Morhai Heg - In a primary a primary detachment that includes the Crone Council, units of howling banshees are troops instead of elite choices.
Discoverer of Secrets – The Crone Council leads Craftworld Iybraesil in their search of secrets and are masters of noticing the unseen. All units in an army containing the Crone Council are considered to have line of sight to enemy infiltrating units regardless of whether they do or not for purposes of determining how close an infiltrating unit can be placed.
Shadow Guard Captain Elistrin Mallik-145
WS5 BS6 S3 T4 W3 I6 A3 Ld10 Sv2+
First Company Power Armour, Shadow Ops Jump pack, Power Fist, Boltgun w/ Special Issue Ammo
ATSKNF Independent Character
First Company Power Armour-grants Stealth and Shrouded special rules, a 2+ armour save and ignores night fighting and blind
Shadow Ops Jump Pack-Identical to a normal jump pack, except the range has been increased to 16"
spoiler is just the quick fluff. Not sure about pricing on him
Spoiler:
The Shadow Guard first company differ from the first companies of most marine chapters as their veterans are not granted artifacts such as terminator armour but instead newer innovation such as advanced jump packs and quieter color altering power armour. Trained in infiltration and ambush, the members of the first company are broken into much smaller teams in support of the rest of their chapter. Captain Elistrin is no exception as rose to first company after ambushing and eliminating a returning dark eldar raiding party after his own squad was killed. Since then he has lead teams across the sector in support of the imperium in any way possible, from intel gathering to sabatoge.
Hive Fleet Lazarus wrote: Shadow Guard Captain Elistrin Mallik-145
WS5 BS6 S3 T4 W3 I6 A3 Ld10 Sv2+
First Company Power Armour, Shadow Ops Jump pack, Power Fist, Boltgun w/ Special Issue Ammo
ATSKNF Independent Character
First Company Power Armour-grants Stealth and Shrouded special rules, a 2+ armour save and ignores night fighting and blind
Shadow Ops Jump Pack-Identical to a normal jump pack, except the range has been increased to 16"
spoiler is just the quick fluff. Not sure about pricing on him
Spoiler:
The Shadow Guard first company differ from the first companies of most marine chapters as their veterans are not granted artifacts such as terminator armour but instead newer innovation such as advanced jump packs and quieter color altering power armour. Trained in infiltration and ambush, the members of the first company are broken into much smaller teams in support of the rest of their chapter. Captain Elistrin is no exception as rose to first company after ambushing and eliminating a returning dark eldar raiding party after his own squad was killed. Since then he has lead teams across the sector in support of the imperium in any way possible, from intel gathering to sabatoge.
Hive Fleet Lazarus wrote: Shadow Guard Captain Elistrin Mallik-145
WS5 BS6 S4 T4 W3 I6 A3 Ld10 Sv2+
First Company Power Armour, Shadow Ops Jump pack, Power Fist, Boltgun w/ Special Issue Ammo
ATSKNF Independent Character
First Company Power Armour-grants Stealth and Shrouded special rules, a 2+ armour save and ignores night fighting and blind
Shadow Ops Jump Pack-Identical to a normal jump pack, except the range has been increased to 16"
spoiler is just the quick fluff. Not sure about pricing on him
Spoiler:
The Shadow Guard first company differ from the first companies of most marine chapters as their veterans are not granted artifacts such as terminator armour but instead newer innovation such as advanced jump packs and quieter color altering power armour. Trained in infiltration and ambush, the members of the first company are broken into much smaller teams in support of the rest of their chapter. Captain Elistrin is no exception as rose to first company after ambushing and eliminating a returning dark eldar raiding party after his own squad was killed. Since then he has lead teams across the sector in support of the imperium in any way possible, from intel gathering to sabatoge.
he seems very underpriced
I figured as much
redone pricing,(now awake!) using BA codex-235 pts
Spoiler:
100 base
+1I +5
power fist+25
jump pack+25
jump pack range increase+10
artificer+15
stealth+10
shrouded+10
+ignores nightfighting/blind+25
special issue ammo+10
wow I was really off on the pricing
This was a character I made back in 5th edition and never really bothered to update.
Character: Gun Drone Serial Number AR-TMS
Background: Gun Drone AR-TMS (Artemis) was discovered on a frozen world in the outskirts of Tau controlled space that was trying to hold back a Tyranid invasion. Artemis appeared from the frozen wastelands with a unit color and markings unidentified by existing Tau forces and appearing to be suffering significant damage. Despite the damage, Artemis joined the battle. Activating several drones and leading them to defend vital extraction points as Tau forces began their retreat. Forced to abandon their surprising savior, the Tau forces managed to successfully fall back as Artemis and it's fellow drones held the line and in doing so saved many lives. Word spread of the mysterious drone as a local legend, and soon other outposts throughout the empire began reporting of similar sighting of a lone gun drone leading others through battle, always coming to the aid of those in dire need and controlling drones beyond current specifications.
Cost 30 point upgrade for one gun drone unit.
Makes the unit count as a scoring.
Comes equiped with Drone Controller and twin-linked Pulse Carbine.
WSBS -S --T- W I A LDAS 2 - - 3 -- 3 - 4--1-4-1--9-- 4+
It's a Tau version of old one eye and also every good special character. It is the first good tau special character. Well Farsight is not exactly boring. It is the second good Tau special character.
It's a good story and the rules could be in a magazine called "Good."
First Company Power Armour-grants Stealth and Shrouded special rules, a 2+ armour save and ignores night fighting and blind
Shadow Ops Jump Pack-Identical to a normal jump pack, except the range has been increased to 16"
.
This has so many problems. It's a list of bonuses that don't tell a story and are not even appropriate, because what would you do to make a character that is even stealthier? It would require the invention of shrouded+
He also has i6.
Shadow Guard Captain Elistrin Mallik-165
WS5 BS6 S3 T4 W3 I5 A3 Ld10 Sv2+
Artificer Armour, Iron Halo Jump pack, Power Fist, Boltgun, Special Issue Ammo, cluster mines
ATSKNF Independent Character
Acute senses
Hidden Hand: Elistrin Mallik may choose to out flank, however, he does not enter from a table edge. Instead, he treats a terrain piece chosen during deployment by the controlling player as one table edge, and a terrain piece chosen by the opposing player as the other.
Fluff
Although they often prefer a more direct route to disposing of enemy leaders, Champions of Chaos sometimes call on the stealthy Warp Assassins, these former Space Marine Scouts have been twisted beyond all reason into murderous but meticulous killing machines, although unstable due to their connection to the warp these lone killers are highly prized to Chaos Champions and the Dark Gods.
Blade of Ruin- A special dagger or sword that is given a dark ritual to kill a specific target, before battle nominate one enemy HQ or IC, the Blade of Ruin counts as AP-2 Weapon that causes Instant Death to that unit all other times use the same profile as a plague knife, however roll d3+2 to determine the number of attacks in close combat
Warp Linked- The Assassin is able to glide in and out of the warp seemingly at will, The Assassin always moves 2D6 per term, however a roll of Two 1s removes the model from play (as the warp swallowed him up)
Perfect Focus- The Assassin is immune to the chaos of war around him, he never takes any pinning tests and counts as fearless
Honorless- Assassins have no honor, they may always refuse to accept a challenge, furthermore if the player wishes they may attempt to break from combat, roll a D6 on a 4+ the assassin masterfully escapes (move 8" in any direction away from combat), on a roll of 1 the assassin is caught and takes a wound with no armor save allowed.
Savageconvoy wrote:This was a character I made back in 5th edition and never really bothered to update.
Character: Gun Drone Serial Number AR-TMS
Background: Gun Drone AR-TMS (Artemis) was discovered on a frozen world in the outskirts of Tau controlled space that was trying to hold back a Tyranid invasion. Artemis appeared from the frozen wastelands with a unit color and markings unidentified by existing Tau forces and appearing to be suffering significant damage. Despite the damage, Artemis joined the battle. Activating several drones and leading them to defend vital extraction points as Tau forces began their retreat. Forced to abandon their surprising savior, the Tau forces managed to successfully fall back as Artemis and it's fellow drones held the line and in doing so saved many lives. Word spread of the mysterious drone as a local legend, and soon other outposts throughout the empire began reporting of similar sighting of a lone gun drone leading others through battle, always coming to the aid of those in dire need and controlling drones beyond current specifications.
Cost 30 point upgrade for one gun drone unit.
Makes the unit count as a scoring.
Comes equiped with Drone Controller and twin-linked Pulse Carbine.
WSBS -S --T- W I A LDAS 2 - - 3 -- 3 - 4--1-4-1--9-- 4+
Ah, Good old AR-TMS, still got him - and I'll be updating my version I did to 6th at some point....
But didn't you have special rules for it too? (I'm sure it did, and I just expanded on it...?)
pelicaniforce wrote:It's a Tau version of old one eye and also every good special character. It is the first good tau special character. Well Farsight is not exactly boring. It is the second good Tau special character.
It's a good story and the rules could be in a magazine called "Good."
xD It's certainly pretty good.
This is my version, used with permission of Savage:
Spoiler:
BG: The Drone AR-TMS was first seen in the wastes of a frozen world on the outskirts of Tau space that was beset by a Tyranid invasion. During a long and bloody battle to allow the evacuation of the fledgling colony of the world, AR-TMS appeared through the blizzards covering the battlefield, bearing colours and markings not used by established Tau forces and appearing to have sustained significant damage.
Despite the extensive damage, AR-TMS joined the fray, re-activating several damaged or abandoned drones leading them to defend Tau forces as they began their retreat, fending off the endless tide of Tyranids long enough for the evacuation to be completed. Forced to abandon their mysterious saviour, reports from pilots in the last flights into orbit say that the fire fight still raged on the tundra below, AR-TMS and its army of drones continuing to hold the line.
Tales spread of the strange drone as a local myth and legend. Rumours say there was a secret earth caste laboratory hidden on that world under the ice, creating new AI and drone technology. Soon other outposts throughout the empire began reporting similar stories of a lone, damaged drone, flying strange colours, endlessly leading fellow drones against insurmountable odds, coming to the aid of those in the empire in dire need and controlling drones beyond any current specifications, vanishing when its task is complete, with no trace of it having ever been found afterwards.
FO: Troops
Squad: Drone System AR-TMS
0-1
Unit: AR-TMS, Points Per: 40, Models: 1*, Unit Type: Jump Infantry (Jet Pack), WS-2, BS-2(3), S-3, T-3, W-2, I-4, A-1, Ld-9, Sv-4+.
Wargear:
Pulse Rifle
Pulse Carbine
Experimental Control Device
( ECD: Multi-Tracker )
( ECD: Targeting Array )
Special Rules:
( JI(JP): Deep Strike )
( ECD: Deus ex Machina )
Experimental Control Device:
The Experimental Control Device is a unique piece of technology that allows the AR-TMS unit to repair, revive and control itself and other Drones, it incorporates a Multi-Tracker and Targeting Array, as well as confers the Deus ex Machina rule.
Deux ex Machina:
Through mysterious technologies the AR-TMS unit is able to repair and revive both itself and other drones that have been severely damaged back up to working status. Rarely more than ‘hot fixes’ that simply keep the devices moving and shooting, the battered casings moving ever onwards, driven by an unknown purpose.
At the beginning of each turn, before the Movement Phase, roll a D6 for each Drone of any type destroyed within 12” of the AR-TMS unit during the previous turn. On a roll of a 6 that Drone is revived with 1 wound, its Unit Type is changed to ‘Jump Infantry (Jet Pack)’ and it is added to AR-TMS’s squad.
If the AR-TMS unit is destroyed, place the model on its side. At the end of the turn roll a D6. On a roll of 5+ it gets back up with 1 wound. If it is within 6” of its previous unit, it rejoins that unit. Otherwise it becomes a new unit. (This new unit counts as an additional Kill Point if destroyed.)
Bringing to 6th, it'll be a HQ instead of a 'sarge' type unit, with an optional retinue.
First Company Power Armour-grants Stealth and Shrouded special rules, a 2+ armour save and ignores night fighting and blind
Shadow Ops Jump Pack-Identical to a normal jump pack, except the range has been increased to 16"
.
This has so many problems. It's a list of bonuses that don't tell a story and are not even appropriate, because what would you do to make a character that is even stealthier? It would require the invention of shrouded+
He also has i6.
Shadow Guard Captain Elistrin Mallik-165
WS5 BS6 S3 T4 W3 I5 A3 Ld10 Sv2+
Artificer Armour, Iron Halo Jump pack, Power Fist, Boltgun, Special Issue Ammo, cluster mines
ATSKNF Independent Character
Acute senses
Hidden Hand: Elistrin Mallik may choose to out flank, however, he does not enter from a table edge. Instead, he treats a terrain piece chosen during deployment by the controlling player as one table edge, and a terrain piece chosen by the opposing player as the other.
I didn't think the character had that many problems. Admittedly the fluff is crap but it was mostly something written just to give an idea of why the rules were there. I really like the hidden hand rule, I think its could work very well. The reason for no iron halo was I wanted him to rely more on cover and surrounding then his armour to survive.
Thank you for the help and please keep it coming. I still need work on designing characters that actually make some sense
Commander Puretide: Commander Puretides life of military leadership first began when the Tau world of Auros Korr was beseiged by a gigantic ork Waaagh!.
When the ork fleet burst into the atmosphere the tau air defences where swiftly overwhelmed. After months of constant trench warfare and bloody seiges, the orks forced their way deep into the planets tropical continents. By this tme much of the Tau high command had been slain and overall command fell to a young Shas'O- Commander O'Kaires. An inspiring field commander of great repute among the Tau military.
As the orks attacked the sprawling Tau cities and their high defensive walls. O'Kaires met them head on in aggressive maneuvers, leading each new attack himself. At Maur'kav O'kaires blew apart a squadron of ork dreadnoughts and single handedly disembowled a howling mob of Orks. At Aukeres the commanders fusion blaster annihalated an Ork stomper before he himslef restled the leader of the hordes to the ground and chopped him to pieces.
Through O'Kaires and his valiant forces hard efforts, the orks were driven back to thier ships where the commander and his personal bodyguard lauched daring raids into their hulls. Never eating, never sleeping unitl his people were safe, O'Kaires pushed on until the last ship lay as a smoking husk and the Warlord of the savage horde lay headless in the tropical jungles.
With this victory O'Kaires was given the title "Puretide" and recognised as one of the Tau's most valuable generals.
WS-4
BS-5
S-4
T-4/5
W-3
I-5
A-3
LD-10
SV-2+
Equipment: Cyclic ion rifle, Fusion blaster, Iridium armour, Vectored retro-thrusters, The Be'gel blade
Cyclic ion rifle- an experimental new weapon forged exclusively for Commander Puretides unique XV 83 battlesuit., its uses have yet to be realised across the the tau military-specilised primarily to mow down hordes of charging greenskins : STR-5 AP-4 (Heavy 8)
The Be'gel blade: A razor edged mirrored blade, magna-clamped to Puretides battlesuit. The Beg'el blade, when clutched in Puretides grip, has cut short many a greenskin life: +1STR AP-3 additionally against any model in Codex Orks Purtide rerolls to hit
Special Rules: Warlord Trait- Hold the line!, Hatred Orks
Hold the line!: Any unit that Puretide is in may fire both of their weapons instead of the normal one during overwatch they may also do so at BS2
May take up to 7 bodyguards (see commander farsight) and 0-2 Marker drones, 0-4 shield drones each for 16 points.
what do you think? what cost?
PS notice not a single home made ap-2 weapon
BaconUprising wrote: Commander Puretide: Commander Puretides life of military leadership first began when the Tau world of Auros Korr was beseiged by a gigantic ork Waaagh!.
When the ork fleet burst into the atmosphere the tau air defences where swiftly overwhelmed. After months of constant trench warfare and bloody seiges, the orks forced their way deep into the planets tropical continents. By this tme much of the Tau high command had been slain and overall command fell to a young Shas'O- Commander O'Kaires. An inspiring field commander of great repute among the Tau military.
As the orks attacked the sprawling Tau cities and their high defensive walls. O'Kaires met them head on in aggressive maneuvers, leading each new attack himself. At Maur'kav O'kaires blew apart a squadron of ork dreadnoughts and single handedly disembowled a howling mob of Orks. At Aukeres the commanders fusion blaster annihalated an Ork stomper before he himslef restled the leader of the hordes to the ground and chopped him to pieces.
Through O'Kaires and his valiant forces hard efforts, the orks were driven back to thier ships where the commander and his personal bodyguard lauched daring raids into their hulls. Never eating, never sleeping unitl his people were safe, O'Kaires pushed on until the last ship lay as a smoking husk and the Warlord of the savage horde lay headless in the tropical jungles.
With this victory O'Kaires was given the title "Puretide" and recognised as one of the Tau's most valuable generals.
WS-4
BS-5
S-4
T-4/5
W-3
I-5
A-3
LD-10
SV-2+
Equipment: Cyclic ion rifle, Fusion blaster, Iridium armour, Vectored retro-thrusters, The Be'gel blade
Cyclic ion rifle- an experimental new weapon forged exclusively for Commander Puretides unique XV 83 battlesuit., its uses have yet to be realised across the the tau military-specilised primarily to mow down hordes of charging greenskins : STR-5 AP-4 (Heavy 8)
The Be'gel blade: A razor edged mirrored blade, magna-clamped to Puretides battlesuit. The Beg'el blade, when clutched in Puretides grip, has cut short many a greenskin life: +1STR AP-3 additionally against any model in Codex Orks Purtide rerolls to hit
Special Rules: Warlord Trait- Hold the line!, Hatred Orks
Hold the line!: Any unit that Puretide is in may fire all of their weapons when in overwatch additionally these may be fired at I-2
May take up to 7 bodyguards (see commander farsight) and 0-2 Marker drones, 0-4 shield drones each for 16 points.
what do you think? what cost?
PS notice not a single home made ap-2 weapon
Puretide is a strategic genius. I see none of that here. Also, why the drone point increase? Also, hold the line is vague. Do they get to fire their weapons in cc?
McNinja wrote: Puretide is a strategic genius. I see none of that here. Also, why the drone point increase? Also, hold the line is vague. Do they get to fire their weapons in cc?
I agree with McNinja, he should have an armywide strategic buff for warlord trait, like +1 to reserves or all units may infiltrate or such. I also agree with Hold the Line! you said they fire at I2 but im sure you meant BS 2 on the snap-fire. If im incorrect and they get to shoot at I2 in melee I imagine them swinging rifles as tall as they are and just blasting away on full-auto before its cut in half with a chainsaw sword
Sorry about that. I wasn't really focusing when I did this. Also I don't actually have a tau book so I wasn't sure what they cost.
The hold the line rule basically works like this: when puretide and his unit are over watching they can fire all of their weapons not just one of them. They also fire them BS2 not BS1. Any more clear?
McNinja wrote: Puretide is a strategic genius. I see none of that here. Also, why the drone point increase? Also, hold the line is vague. Do they get to fire their weapons in cc?
I agree with McNinja, he should have an armywide strategic buff for warlord trait, like +1 to reserves or all units may infiltrate or such.
I also agree with Hold the Line! you said they fire at I2 but im sure you meant BS 2 on the snap-fire. If im incorrect and they get to shoot at I2 in melee I imagine them swinging rifles as tall as they are and just blasting away on full-auto before its cut in half with a chainsaw sword
Oh god I'm so stupid! Why am I saying Initiative 2!?
Automatically Appended Next Post: I made him mainly to go in the farsight bomb in place of farsighted himself. But I like his fluff I might struggle to find a rule to put in there.
Automatically Appended Next Post: Wow that's really wierd I just typed in commander puretide and there is already a tau called that and he fought orks as well. Hmmm may have to rethink the name... Any ideas?
Automatically Appended Next Post: Wow that's really wierd I just typed in commander puretide and there is already a tau called that and he fought orks as well. Hmmm may have to rethink the name... Any ideas?
You didn't know about Puretide? well that explains it as far as names go, im not too good with tau terms, but Shas'o (suitable tau name) that translates into "Kapin Blastaz" in ork