felixander wrote:
..... Charge out of Marbo style deployment with 7 attacks of WS8 S6 I9 power weapons that insta kill and roll 2d6 for armour pen? For 165?!!?!?!?
With T3 and a 3+ invu, nearly anything that comes in numbers can butcher her rather easily. Azure is best used against big targets... But you know what? She pops in, kills her target and then dies from enemy shooting. Other characters that do something similar usually cost around 140 points, and either considered overpriced and trash (The Decapitator) or gives something nasty over their attack capabilities (Deathleaper). +25 points seems reasonable for me for the extra kick she can deliever, and you must also paid extra points for the required models to bring her.
The difference is that she has Hit and Run and can deploy whereever she likes. So she can simply decide not to charge horde units, hit and run out and then go back into reserve without being shot at. And when you start defending 3+ invuln as a "weakness" clearly you aren't thinking clearly haha butane I'll agree that T3 is weak, but most Eldar, DE, and IG characters get along ok. And later you said your enemies didn't mind her because they were too worried about everything else, which just means your Fandex is underpriced and over powered
felixander wrote:The difference is that she has Hit and Run and can deploy whereever she likes. So she can simply decide not to charge horde units, hit and run out and then go back into reserve without being shot at.
You can't go back into reserve in the enemy's turn.
felixander wrote:And when you start defending 3+ invuln as a "weakness" clearly you aren't thinking clearly haha butane I'll agree that T3 is weak, but most Eldar, DE, and IG characters get along ok.
I'll give you a cookie if you find out where your thinking fails (a little help: characters).
felixander wrote:The difference is that she has Hit and Run and can deploy whereever she likes. So she can simply decide not to charge horde units, hit and run out and then go back into reserve without being shot at.
You can't go back into reserve in the enemy's turn.
felixander wrote:And when you start defending 3+ invuln as a "weakness" clearly you aren't thinking clearly haha butane I'll agree that T3 is weak, but most Eldar, DE, and IG characters get along ok.
I'll give you a cookie if you find out where your thinking fails (a little help: characters).
Yes but the goal is to get something that takes 2 rounds to kill, if you don't then bounce outta combat and find another target or go into reserve. And your second comment doesn't seem to make much sense. Nevertheless good luck with your characters.
felixander wrote:Yes but the goal is to get something that takes 2 rounds to kill, if you don't then bounce outta combat and find another target or go into reserve. And your second comment doesn't seem to make much sense. Nevertheless good luck with your characters.
Because of her hitting power, she pretty much kills everyting within one round. Thats her whole point. With my second comment, i tried to point out that she isn't an IC, so she cannot hide in a unit for ablative wounds. And thanks, i'm trying !
felixander wrote:Yes but the goal is to get something that takes 2 rounds to kill, if you don't then bounce outta combat and find another target or go into reserve. And your second comment doesn't seem to make much sense. Nevertheless good luck with your characters.
Because of her hitting power, she pretty much kills everyting within one round. Thats her whole point. With my second comment, i tried to point out that she isn't an IC, so she cannot hide in a unit for ablative wounds. And thanks, i'm trying !
Well it doesn't help in Melee anyways since she'll be able to be targeted just as easily as an IC. Those extra wounds wont mean jack since an IC can be targeted.
felixander wrote:Yes but the goal is to get something that takes 2 rounds to kill, if you don't then bounce outta combat and find another target or go into reserve. And your second comment doesn't seem to make much sense. Nevertheless good luck with your characters.
Because of her hitting power, she pretty much kills everyting within one round. Thats her whole point. With my second comment, i tried to point out that she isn't an IC, so she cannot hide in a unit for ablative wounds. And thanks, i'm trying !
Well it doesn't help in Melee anyways since she'll be able to be targeted just as easily as an IC. Those extra wounds wont mean jack since an IC can be targeted.
Is it my imagination, or is this character basically an interesting and nice idea, but had the stats built up wrong? Question is... what would be a more appropriate build?
Go with me on this, a lot of you may not know the character, but for those that do, I believe no fluff is required. Except for...
A rift in the warp pulled out an individual spirit, a warrior born ages ago during an unkown time of man, but upon his extraction unto the 40k Universe,
this warriors...personalities, became truly endeavored with the very powers he had always envisioned them having, and his sanity,
had been left with his life before. In short, any armada may randomly find this enduringly tough individual fighting alongside them for any
random battle, or worse, against them. He is...
Mic Foley (Cue entrance music) ...60pnts May join any army. Type: Infantry
Force Organization: Mic Foley does not take up a slot on the force organization chart.
WS 4 BS 3 S 3 T 5 W 4 I 3 A 3 Ld 10 Sv --
Wargear: Wrestling Boots, Ring Attire, Random Weapon.
Ring Attire: This Wargear may come in three fasions, each fasion will change the way Mic Foley is used in the game. You must choose and paint him as the one chosen. They will each grant a different unique special rules when wearing one of the following...
Spoiler:
Dude Love Ring Attire: Mic Foley is now Dude Love, All friendly units within 6" of Mic Foley are counted as passing any leadership/morale tests. Mic Foley also gains the Dude Love Psychic Powers as listed in his Special Rules. +40pnts
Mankind Ring Attire: Mic Foley is now Mankind. He gains the Regeneration USR and confers a -1 Ld to all enemy units who have Line of Site to him. During your assault phase, if Mic Foley misses one of his attacks (This does not stack) and he is attached to an infantry unit, he will cause a 'savable wound' to one model in his unit. This wound counts at the strength Mic Foley had during his current assault phase. You may choose which model. He also gains Mankinds Psychic Powers as listed in his Special Rules. +55pnts
Cactus Jack Ring Attire: Mic Foley is now Cactus Jack. He gains +1 to his Wounds, Toughness and Weapon Skill. He counts as having Prefered Enemy against any opponent he is in Close Combat with. Any unit he is attached to gains, Furious Charge if they did not already have it. He also gains the Furious Charge USR. His Random Weapon is now ALWAYS a Barb-wired Bat, and he may re-roll failed wounds. +100pnts.
Random Weapon: Roll a 1d6 at the start of the game. (Unless Cactus Jack Ring Attired.)
Spoiler:
1- no weapon. Mic Foley comes with his fists and he thinks it's enough.
2- Kendo Stick. +1 I
3- Trash Can. +1 A
4- Steel Chair. +1D3 St during Combat. Roll at the start of each Combat.
5- Led Pipe. +1 St 6- Barb-Wired Bat. -Wounds on a 4+, does not count as poison.
Special Rules: Eternal Warrior, Independant Character, Unique, Truly Fearless, Hardcore Legend, Psychic Powers (If certain Ring Attire has been chosen.)
Hardcore Legend: Mic Foley gets a 4+ FnP roll against all wounds, no matter the strength or AP unless the profile of the weapon targeting him says no saves aloud.
Truly Fearless: Mic Foley never has to take any leadership/morale test, he always counts as having passed. In combat this means he does not suffer wounds when he loses combat, he merely just keeps fighting. This does not apply to his unit or his Psychic tests.
Dude Love Psychic Powers: Roll 1D3 when using this, it may be used only at the beginning of your shooting phase before other shots are made.
Spoiler:
1 - Spread the Love man. Effects all units within 6" of Mic Foley, including your own. For this players turn and the following players turn, units effected by this cannot shoot or assault or use psychic powers that target enemy models. This includes Mic Foley.
2- Psychidellic. Any enemy unit Mic Foley charges counts as going last in Combat regardless of their own special rules until the end of your turn.
3- Trippin. Mic Foley and his Unit gain Fleet and count as rolling sixes for any movement/run roll they make until the following turn, in addition they all get +1 A.
Mankinds Psychic Powers: Use no more than one per game turn and always during your turn, but you MUST use one. They count as a shooting attack.
Spoiler:
Poetry- All units with 12" of Mic Foley including your own with the exception of Mic Foley, lose the Fearless special rule, (No matter the reason they have it.) They also take all Leadership/Morale tests (Not psychic tests) at LD 6 until your following turn.
Cry of Pain- Mic Foley inflicts one wound upon himself, this is an unsavable wound, and from the wound he lashes out a psychic wave of pain. Any model within a (fire) template arch from your chosen direction off of Mic Foley's base, takes a Leadership Test with a +2 to their roll. Should they fail said leadership test they suffer one unsavable wound. Models with Psychic powers who are within this arch automatically fail this test.
Mrs. Foley's little boy- Foley sits down and is no longer attached to any unit nor can he be until your following turn. If any model would target him during this period, they would suffer a Psychic Wound that can only be saved by a FnP roll. Foley Regenerates a wound on a 5+ during this time. He cannot assault during this time. If he is assaulted he will count as going first and having +3 Attacks. Your units, who have line of site with him, also recieve a -1 to their Ld now. (In short, it's best to just let him sit.)
a lot of you may not know the character, but for those that do, I believe no fluff is required. Except for...
A rift in the warp pulled out an individual spirit, a warrior born ages ago during an unkown time of man, but upon his extraction unto the 40k Universe,
this warriors...personalities, became truly endeavored with the very powers he had always envisioned them having, and his sanity,
had been left with his life before. In short, any armada may randomly find this enduringly tough individual fighting alongside them for any
random battle, or worse, against them. He is...
Mic Foley (Cue entrance music) ...60pnts May join any army. Type: Infantry
Force Organization: Mic Foley does not take up a slot on the force organization chart.
WS 4 BS 3 S 3 T 5 W 4 I 3 A 3 Ld 10 Sv --
Wargear: Wrestling Boots, Ring Attire, Random Weapon.
Ring Attire: This Wargear may come in three fasions, each fasion will change the way Mic Foley is used in the game. You must choose and paint him as the one chosen. They will each grant a different unique special rules when wearing one of the following...
[spoiler]Dude Love Ring Attire: Mic Foley is now Dude Love, All friendly units within 6" of Mic Foley are counted as passing any leadership/morale tests. Mic Foley also gains the Dude Love Psychic Powers as listed in his Special Rules. +40pnts
Mankind Ring Attire: Mic Foley is now Mankind. He gains the Regeneration USR and confers a -1 Ld to all enemy units who have Line of Site to him. During your assault phase, if Mic Foley misses one of his attacks (This does not stack) and he is attached to an infantry unit, he will cause a 'savable wound' to one model in his unit. This wound counts at the strength Mic Foley had during his current assault phase. You may choose which model. He also gains Mankinds Psychic Powers as listed in his Special Rules. +55pnts
Cactus Jack Ring Attire: Mic Foley is now Cactus Jack. He gains +1 to his Wounds, Toughness and Weapon Skill. He counts as having Prefered Enemy against any opponent he is in Close Combat with. Any unit he is attached to gains, Furious Charge if they did not already have it. He also gains the Furious Charge USR. His Random Weapon is now ALWAYS a Barb-wired Bat, and he may re-roll failed wounds. +100pnts.
Random Weapon: Roll a 1d6 at the start of the game. (Unless Cactus Jack Ring Attired.)
Spoiler:
1- no weapon. Mic Foley comes with his fists and he thinks it's enough.
2- Kendo Stick. +1 I
3- Trash Can. +1 A
4- Steel Chair. +1D3 St during Combat. Roll at the start of each Combat.
5- Led Pipe. +1 St 6- Barb-Wired Bat. -Wounds on a 4+, does not count as poison.
Special Rules: Eternal Warrior, Independant Character, Unique, Truly Fearless, Hardcore Legend, Psychic Powers (If certain Ring Attire has been chosen.)
Hardcore Legend: Mic Foley gets a 4+ FnP roll against all wounds, no matter the strength or AP unless the profile of the weapon targeting him says no saves aloud.
Truly Fearless: Mic Foley never has to take any leadership/morale test, he always counts as having passed. In combat this means he does not suffer wounds when he loses combat, he merely just keeps fighting. This does not apply to his unit or his Psychic tests.
Dude Love Psychic Powers: Roll 1D3 when using this, it may be used only at the beginning of your shooting phase before other shots are made.
Spoiler:
1 - Spread the Love man. Effects all units within 6" of Mic Foley, including your own. For this players turn and the following players turn, units effected by this cannot shoot or assault or use psychic powers that target enemy models. This includes Mic Foley.
2- Psychidellic. Any enemy unit Mic Foley charges counts as going last in Combat regardless of their own special rules until the end of your turn.
3- Trippin. Mic Foley and his Unit gain Fleet and count as rolling sixes for any movement/run roll they make until the following turn, in addition they all get +1 A.
Mankinds Psychic Powers: Use no more than one per game turn and always during your turn, but you MUST use one. They count as a shooting attack.
Spoiler:
Poetry- All units with 12" of Mic Foley including your own with the exception of Mic Foley, lose the Fearless special rule, (No matter the reason they have it.) They also take all Leadership/Morale tests (Not psychic tests) at LD 6 until your following turn.
Cry of Pain- Mic Foley inflicts one wound upon himself, this is an unsavable wound, and from the wound he lashes out a psychic wave of pain. Any model within a (fire) template arch from your chosen direction off of Mic Foley's base, takes a Leadership Test with a +2 to their roll. Should they fail said leadership test they suffer one unsavable wound. Models with Psychic powers who are within this arch automatically fail this test.
Mrs. Foley's little boy- Foley sits down and is no longer attached to any unit nor can he be until your following turn. If any model would target him during this period, they would suffer a Psychic Wound that can only be saved by a FnP roll. Foley Regenerates a wound on a 5+ during this time. He cannot assault during this time. If he is assaulted he will count as going first and having +3 Attacks. Your units, who have line of site with him, also recieve a -1 to their Ld now. (In short, it's best to just let him sit.)
[/spoiler]
So had to google him and while I dislike WWF style "wrestling" I would agree he's a good character because of the goofiness, though a T6 W5 with unending FnP dude sounds tough.... Does he really have no armor. Ither way, yes he'd be an interesting WWAAAAAGGHHH!!!!! leader or confusing Eldar choice haha
Posted this is another thread a while back, thought I would post it again, one of my favorite home-brewed units I have been working on. It is based on the M18 Hellcat TD the allies used during WWII.
Fast Attack Warp Lion Tank Destroyer Squadron...115pts
Constructed to provide fast response anti-tank support to the Imperial Guard, it was built using the easily constructed Chimera chassis and salvaged Vanquisher turrets. The engines where heavily modified in the same fashion as on the Hellhound, but the chassis was striped of armor to off set the extra wight of the vanquisher cannon. The tank is a glass cannon in every since of the term, and the crew of these lethal machines have learned to take full advantage of the tank's speed to shoot-and-scoot.
BS Armor F S R 3 10 10 10
Type: Vehicle(Tank, Fast, Open-Topped) Unit: 1-3 Warp Lion TDs Wargear: Vanquisher Battle Cannon, Heavy Stubber, Searchlight. Special Rules: Scout Options: Pintle-mounted Heavy Stubbber or Storm Bolter +10pts HK Missile +10pts Dozerblade +10pts Camo Netting +20pts
a lot of you may not know the character, but for those that do, I believe no fluff is required. Except for...
A rift in the warp pulled out an individual spirit, a warrior born ages ago during an unkown time of man, but upon his extraction unto the 40k Universe,
this warriors...personalities, became truly endeavored with the very powers he had always envisioned them having, and his sanity,
had been left with his life before. In short, any armada may randomly find this enduringly tough individual fighting alongside them for any
random battle, or worse, against them. He is...
Mic Foley (Cue entrance music) ...60pnts May join any army. Type: Infantry
Force Organization: Mic Foley does not take up a slot on the force organization chart.
WS 4 BS 3 S 3 T 5 W 4 I 3 A 3 Ld 10 Sv --
Wargear: Wrestling Boots, Ring Attire, Random Weapon.
Ring Attire: This Wargear may come in three fasions, each fasion will change the way Mic Foley is used in the game. You must choose and paint him as the one chosen. They will each grant a different unique special rules when wearing one of the following...
[spoiler]Dude Love Ring Attire: Mic Foley is now Dude Love, All friendly units within 6" of Mic Foley are counted as passing any leadership/morale tests. Mic Foley also gains the Dude Love Psychic Powers as listed in his Special Rules. +40pnts
Mankind Ring Attire: Mic Foley is now Mankind. He gains the Regeneration USR and confers a -1 Ld to all enemy units who have Line of Site to him. During your assault phase, if Mic Foley misses one of his attacks (This does not stack) and he is attached to an infantry unit, he will cause a 'savable wound' to one model in his unit. This wound counts at the strength Mic Foley had during his current assault phase. You may choose which model. He also gains Mankinds Psychic Powers as listed in his Special Rules. +55pnts
Cactus Jack Ring Attire: Mic Foley is now Cactus Jack. He gains +1 to his Wounds, Toughness and Weapon Skill. He counts as having Prefered Enemy against any opponent he is in Close Combat with. Any unit he is attached to gains, Furious Charge if they did not already have it. He also gains the Furious Charge USR. His Random Weapon is now ALWAYS a Barb-wired Bat, and he may re-roll failed wounds. +100pnts.
Random Weapon: Roll a 1d6 at the start of the game. (Unless Cactus Jack Ring Attired.)
Spoiler:
1- no weapon. Mic Foley comes with his fists and he thinks it's enough.
2- Kendo Stick. +1 I
3- Trash Can. +1 A
4- Steel Chair. +1D3 St during Combat. Roll at the start of each Combat.
5- Led Pipe. +1 St 6- Barb-Wired Bat. -Wounds on a 4+, does not count as poison.
Special Rules: Eternal Warrior, Independant Character, Unique, Truly Fearless, Hardcore Legend, Psychic Powers (If certain Ring Attire has been chosen.)
Hardcore Legend: Mic Foley gets a 4+ FnP roll against all wounds, no matter the strength or AP unless the profile of the weapon targeting him says no saves aloud.
Truly Fearless: Mic Foley never has to take any leadership/morale test, he always counts as having passed. In combat this means he does not suffer wounds when he loses combat, he merely just keeps fighting. This does not apply to his unit or his Psychic tests.
Dude Love Psychic Powers: Roll 1D3 when using this, it may be used only at the beginning of your shooting phase before other shots are made.
Spoiler:
1 - Spread the Love man. Effects all units within 6" of Mic Foley, including your own. For this players turn and the following players turn, units effected by this cannot shoot or assault or use psychic powers that target enemy models. This includes Mic Foley.
2- Psychidellic. Any enemy unit Mic Foley charges counts as going last in Combat regardless of their own special rules until the end of your turn.
3- Trippin. Mic Foley and his Unit gain Fleet and count as rolling sixes for any movement/run roll they make until the following turn, in addition they all get +1 A.
Mankinds Psychic Powers: Use no more than one per game turn and always during your turn, but you MUST use one. They count as a shooting attack.
Spoiler:
Poetry- All units with 12" of Mic Foley including your own with the exception of Mic Foley, lose the Fearless special rule, (No matter the reason they have it.) They also take all Leadership/Morale tests (Not psychic tests) at LD 6 until your following turn.
Cry of Pain- Mic Foley inflicts one wound upon himself, this is an unsavable wound, and from the wound he lashes out a psychic wave of pain. Any model within a (fire) template arch from your chosen direction off of Mic Foley's base, takes a Leadership Test with a +2 to their roll. Should they fail said leadership test they suffer one unsavable wound. Models with Psychic powers who are within this arch automatically fail this test.
Mrs. Foley's little boy- Foley sits down and is no longer attached to any unit nor can he be until your following turn. If any model would target him during this period, they would suffer a Psychic Wound that can only be saved by a FnP roll. Foley Regenerates a wound on a 5+ during this time. He cannot assault during this time. If he is assaulted he will count as going first and having +3 Attacks. Your units, who have line of site with him, also recieve a -1 to their Ld now. (In short, it's best to just let him sit.)
[/spoiler]
So had to google him and while I dislike WWF style "wrestling" I would agree he's a good character because of the goofiness, though a T6 W5 with unending FnP dude sounds tough.... Does he really have no armor. Ither way, yes he'd be an interesting WWAAAAAGGHHH!!!!! leader or confusing Eldar choice haha
That actually brings up an interesting question. If a character doesn't have any armour, would FnP be canceled by 'any weapon that ignores their armour' like it does? Or is that even a rule...
No, fnp is cancelled by AP 1 and 2 or an attack that ignores ALL armour, like a power weapon or fist. I have talked to people about this, it would make fnp orks like Nobz MUCH worse, also, fnp is taken off by 2x toughness like instant death.
There is a man, a wanderer, lost in time. Stuck in the 41st millennium, he travels from planet to planet, learning all that he can and in return teaching those who he encounters a fraction of his knowledge. He possesses advanced technology that makes the Necrons, and all of their technology, look like a middle school science project. He is the master of science, the great teacher, and to some, he is known simply as the science guy.
His name is Bill Nye, and he will end all who stand in opposition him. With science.
Bill Nye, the Science Guy...............1000 points WS:7 BS:7 S:5 T:5 W:2 I:3 A:3 Ld:10 Sv: 3+ FOC: Bill Nye counts as an HQ unit and two Troops choices, all at the same time. However, Nye can act as any one of the three if taken in a complete army. The owning player must decide which slot Bill Nye takes up. Unit Type: Beast (Unique) Wargear: Teleporter, Phase Gauntlets, Kinetic Barrier, Slow Field, Nanotech, Particle Accelerators, Quantum Armor
Teleporter: While teleporters are common in the 41st millennium, there are none that can compare to Bill Nye's. His ultra-precise teleporter is capable of placing where he wants, when he wants. Bill Nye may start the game in reserve and enter play by Deep Strike, even in mission that do not use reserves or deep strike. During the movement phase, he may deep strike instead of moving normally. Bill Nye may also assault after deep striking, teleporting directly in front of his enemy, but he may not deep strike within 2" of any enemy models. Bill Nye does not scatter when entering play for the first time. However, if he deep strikes in the movement phase instead of moving normally, he scatters 1d6-1". If he scatters onto an enemy unit or dangerous or difficult terrain, he reduces his scatter until he is not in terrain or within 2" of the enemy unit.
Phase Gauntlets: Phase Gauntlets are a pair of twin gauntlets that are holographic, but are as solid as the hardest material. They can manifest a menagerie of different weapons, each with their own properties. Before assault moves are made, roll a d6. 1- Phase Blades- Bill Nye creates a pair of blades, capable of cutting through even the thickest armor with ease. Bill Nye gains +1 attack, and the weapons are power weapons that wound on a 3+ and roll an additional d3 for armor penetration. 2- Disruption Cleaver- He manifests a single massive blade, comparable in strength to Imperial Chainfists. This weapon counts as a Chainfist that hits in initiative order. 3- Energy-whips- Two long whip-like weapons appear, and Nye wields them with the skill of a master. Bill Nye gains +2 attacks. These are close combat weapons that have the Rending special rule, but Rend on a 5+ rather than a 6. 4- Dispersion Gauntlets- The Gauntlets begin to glow as its micro-fabricators speed into overdrive. Nye gains +1 attack and any model hit does not suffer a wound, but is instantly teleported 3d6 inches away from Nye. 5- Cryo Blades- A pair of blades sprout from Nye's gauntlets, but these exude a light blue mist. Any model hit is snap-frozen in place, and counts as having gone to ground. For the remainder of the game, they have -2 WS and -2 I, to a minimum of 1. If a vehicle is hit, Nye hits the vehicle on the side facing him, rather than the rear armor (unless, of course, he is in base contact with the rear armor). The vehicle counts as having -4 to that faces armor value for the next game turn, as the armor has become as brittle as ice. 6- Inferno Blades- The gauntlets sprout flame, and any touched by it are given the gift of fire all over them. The fire can spread if others who are not on fire get too close, as the heat can easily cause other material to catch fire. Inferno blades are close combat weapons that wound on a 4+. Any model hit is then on fire. For every phase after, any model (friendly or enemy) that gets within 2" of models that are on fire also catch fire. All models that are on fire take damage each turn, and must roll a d6 every player turn, taking a single wound on a 4+.
Kinetic Barriers: While energy shields are quite prevalent, Kinetic Barriers are not. A kinetic barrier instantly react to any impact, stopping it in its tracks and diverting the energy into either a capacitor or around the person within the barrier. With the proper energy source, this barrier could theoretically be maintained forever, regardless of what hits it. It is a good thing, then, that Bill Nye has the proper energy source. The only problem is that it only reacts to things moving at extreme speed. Bill Nye has a 2+ Invulnerable save in the shooting phase and against models with Initiative 7 or higher in close combat.
Slow Field: When in close combat, Nye surrounds himself with a slow field, which basically slows down time a bit around Bill Nye. He counts as having both Assault and Defensive Grenades, has the Counter-Attack special rule, and always strikes first when charging into combat or piling in.
Nanotech: Using his vast knowledge of science, Nye devised nanobots that will repair his wounds should he get injured. Nye has the Feel No Pain special rule, however for Nye it negates a wound on a 3+.
Particle Accelerators: Bill Nye uses twin Particle accelerator weapons located on each arm. They fire with one of the following profiles, once per Nye's shooting phase: R: 30" S:5 AP:3 Assault 6 or R: 48" S:8 AP:1 Assault 1, Lance.
Quantum Armor: Bill Nye's Quantum armor is an engineering marvel. Not only does it massively increase the strength of the wearer, but also allows them to shrug off blows that would normally kill lesser creatures. The armor increases Bill Nye's strength and toughness by 2 and confers a 3+ armor save to Bill.
There is a man, a wanderer, lost in time. Stuck in the 41st millennium, he travels from planet to planet, learning all that he can and in return teaching those who he encounters a fraction of his knowledge. He possesses advanced technology that makes the Necrons, and all of their technology, look like a middle school science project. He is the master of science, the great teacher, and to some, he is known simply as the science guy.
His name is Bill Nye, and he will end all who stand in opposition him. With science.
Bill Nye, the Science Guy...............400 points
WS:7 BS:7 S:3 T:3 W:2 I:3 A:2 Ld:10 Sv: 6+
FOC: Bill Nye counts as an HQ unit and two Troops choices, all at the same time. However, Nye can act as any one of the three if taken in a complete army. The owning player must decide which slot Bill Nye takes up.
Unit Type: Beast (Unique)
Wargear: Teleporter, Phase Gauntlets, Kinetic Barrier, Slow Field, Nanotech, Particle Accelerators
Teleporter: While teleporters are common in the 41st millennium, there are none that can compare to Bill Nye's. His ultra-precise teleporter is capable of placing where he wants, when he wants. Bill Nye may start the game in reserve and enter play by Deep Strike, even in mission that do not use reserves or deep strike. During the movement phase, he may deep strike instead of moving normally. Bill Nye may also assault after deep striking, teleporting directly in front of his enemy, but he may not deep strike within 2" of any enemy models. Bill Nye does not scatter when entering play for the first time. However, if he deep strikes in the movement phase instead of moving normally, he scatters 1d6-1". If he scatters onto an enemy unit or dangerous or difficult terrain, he reduces his scatter until he is not in terrain or within 2" of the enemy unit.
Phase Gauntlets: Phase Gauntlets are a pair of twin gauntlets that are holographic, but are as solid as the hardest material. They can manifest a menagerie of different weapons, each with their own properties. Before assault moves are made, roll a d6.
1- Phase Blades- Bill Nye creates a pair of blades, capable of cutting through even the thickest armor with ease. Bill Nye gains +1 attack, and the weapons are power weapons that wound on a 3+ and roll an additional d3 for armor penetration.
2- Disruption Cleaver- He manifests a single massive blade, comparable in strength to Imperial Chainfists. This weapon counts as a Chainfist that hits in initiative order.
3- Energy-whips- Two long whip-like weapons appear, and Nye wields them with the skill of a master. Bill Nye gains +2 attacks. These are close combat weapons that have the Rending special rule.
4- Dispersion Gauntlets- The Gauntlets begin to glow as its micro-fabricators speed into overdrive. Nye gains +1 attack and any model hit does not suffer a wound, but is instantly teleported 3d6 inches away from Nye.
5- Cryo Blades- A pair of blades sprout from Nye's gauntlets, but these exude a light blue mist. Any model hit is snap-frozen in place, and counts as having gone to ground. For the remainder of the game, they have -2 WS and -2 I, to a minimum of 1. If a vehicle is hit, Nye hits the vehicle on the side facing him, rather than the rear armor (unless, of course, he is in base contact with the rear armor). The vehicle counts as having -4 to that faces armor value for the next game turn, as the armor has become as brittle as ice.
6- Inferno Blades- The gauntlets sprout flame, and any touched by it are given the gift of fire all over them. The fire can spread if others who are not on fire get too close, as the heat can easily cause other material to catch fire. Inferno blades are close combat weapons that wound on a 4+. Any model hit is then on fire. For every phase after, any model (friendly or enemy) that gets within 2" of models that are on fire also catch fire. All models that are on fire take damage each turn, and must roll a d6 every player turn, taking a single wound on a 4+.
Kinetic Barriers: While energy shields are quite prevalent, Kinetic Barriers are not. A kinetic barrier instantly react to any impact, stopping it in its tracks and diverting the energy into either a capacitor or around the person within the barrier. With the proper energy source, this barrier could theoretically be maintained forever, regardless of what hits it. It is a good thing, then, that Bill Nye has the proper energy source. The only problem is that it only reacts to things moving at extreme speed. Bill Nye has a 2+ Invulnerable save in the shooting phase and against models with Initiative 7 or higher in close combat.
Slow Field: When in close combat, Nye surrounds himself with a slow field, which basically slows down time a bit around Bill Nye. He counts as having both Assault and Defensive Grenades, has the Counter-Attack special rule, and always strikes first when charging into combat or piling in.
Nanotech: Using his vast knowledge of science, Nye devised nanobots that will repair his wounds should he get injured. Nye has the Feel No Pain special rule, however for Nye it negates a wound on a 3+.
Particle Accelerators: Bill Nye uses twin Particle accelerator weapons located on each arm. They fire with the following profile: R: 36" S:7 AP:2 Assault 2.
So... what'cha think?
Sorry, no. For several reasons:
1/ Assault 2 AP2 that will wound anything from any MEQ dex on a 2+? That should always be in range unless Night fighting is on? Drop strength & range
2/ A one man basic army? He needs to be one or the other
Cameron Baum wrote:Er.... how is a tank a character?
Still an origal model so I'm happy with it, even if others arent. From a LR Vanquisher you loose a lot of armor and the Heavy bolter and gain the fast ability. For 40 points it sounds good to me!
Cameron Baum wrote:Er.... how is a tank a character?
Still an origal model so I'm happy with it, even if others arent. From a LR Vanquisher you loose a lot of armor and the Heavy bolter and gain the fast ability. For 40 points it sounds good to me!
I'm not attacking it, Just amused by a tank being a character. Maybe it's like Knight Rider? ;@)
I'm not good with Vehicles, so I can't personally comment.
Bjorn the Fell Handed is a Special Character that's a vehicle.
I vaguely remember a fancy tank (land raider from memory..) that had a more advanced machine spirit, closer to the AI core of a Titan that was a character.
I also remember seeing a vehicle special character that was special because of its famous crew.
Ovion wrote:Bjorn the Fell Handed is a Special Character that's a vehicle.
I vaguely remember a fancy tank (land raider from memory..) that had a more advanced machine spirit, closer to the AI core of a Titan that was a character.
I also remember seeing a vehicle special character that was special because of its famous crew.
It's not unprecedented.
In my experience, Ovion has proven to have deep, insightful and detailed knowledge on 40K. If he says it is so, then I believe him.
Well it's 1-3 per unit Fast Attack choice so it isn't a character he just wanted to share a special unit. And considering its one of the few things posted here that isn't op or underpriced I'm glad he did ;D
Ovion wrote:Bjorn the Fell Handed is a Special Character that's a vehicle.
I vaguely remember a fancy tank (land raider from memory..) that had a more advanced machine spirit, closer to the AI core of a Titan that was a character.
I also remember seeing a vehicle special character that was special because of its famous crew.
It's not unprecedented.
In my experience, Ovion has proven to have deep, insightful and detailed knowledge on 40K. If he says it is so, then I believe him.
So I happily stand corrected. :@)
I just read 'dexes / take the crap other people have pointed out to me and filter it through where required, and in turn you (and others) will probably do the same. A good chunk of my own knowledge is from people pointing out where I'm wrong + me doing further research to verify, and thus expanding my own knowledge.
felixander wrote:Well it's 1-3 per unit Fast Attack choice so it isn't a character he just wanted to share a special unit. And considering its one of the few things posted here that isn't op or underpriced I'm glad he did ;D
Well, I have to admit that it didn't scream out at me like half of the posted items on this thread have....
I all seriousness, you should. The character I made was indeed a joke (I got the idea to make a character Bill Nye from a joke), but Bill Nye taught me more about science in elementary school than any teacher I had did. His series of video are very well done, very informative (if basic, they are made for younger kids), and the videos quickly became something to look forward to in science class. It was a dark day when Bill Nye videos were booted off of the teaching schedule (it was bright outside, but if you can image two dozen angry sixth graders about 12 years old mumbling and cursing to themselves, some even whining to the teacher about how much better Bill Nye is than this POS video we had to watch).
In all fairness, both Cameron and HateNids are from the UK, where if you ask "Do you know who Bill Nye is?" you'll get the reply "Of course I know who Bill Nighy is, he's an actor and was in things like Love Actually and Underworld.".
I only know who Nye is from conversations with Americans, else i'd have been clueless too, since he's unheard of over here.
There is a man, a wanderer, lost in time. Stuck in the 41st millennium, he travels from planet to planet, learning all that he can and in return teaching those who he encounters a fraction of his knowledge. He possesses advanced technology that makes the Necrons, and all of their technology, look like a middle school science project. He is the master of science, the great teacher, and to some, he is known simply as the science guy.
His name is Bill Nye, and he will end all who stand in opposition him. With science.
Bill Nye, the Science Guy...............400 points
WS:7 BS:7 S:3 T:3 W:2 I:3 A:2 Ld:10 Sv: 6+
FOC: Bill Nye counts as an HQ unit and two Troops choices, all at the same time. However, Nye can act as any one of the three if taken in a complete army. The owning player must decide which slot Bill Nye takes up.
Unit Type: Beast (Unique)
Wargear: Teleporter, Phase Gauntlets, Kinetic Barrier, Slow Field, Nanotech, Particle Accelerators
Teleporter: While teleporters are common in the 41st millennium, there are none that can compare to Bill Nye's. His ultra-precise teleporter is capable of placing where he wants, when he wants. Bill Nye may start the game in reserve and enter play by Deep Strike, even in mission that do not use reserves or deep strike. During the movement phase, he may deep strike instead of moving normally. Bill Nye may also assault after deep striking, teleporting directly in front of his enemy, but he may not deep strike within 2" of any enemy models. Bill Nye does not scatter when entering play for the first time. However, if he deep strikes in the movement phase instead of moving normally, he scatters 1d6-1". If he scatters onto an enemy unit or dangerous or difficult terrain, he reduces his scatter until he is not in terrain or within 2" of the enemy unit.
Phase Gauntlets: Phase Gauntlets are a pair of twin gauntlets that are holographic, but are as solid as the hardest material. They can manifest a menagerie of different weapons, each with their own properties. Before assault moves are made, roll a d6.
1- Phase Blades- Bill Nye creates a pair of blades, capable of cutting through even the thickest armor with ease. Bill Nye gains +1 attack, and the weapons are power weapons that wound on a 3+ and roll an additional d3 for armor penetration.
2- Disruption Cleaver- He manifests a single massive blade, comparable in strength to Imperial Chainfists. This weapon counts as a Chainfist that hits in initiative order.
3- Energy-whips- Two long whip-like weapons appear, and Nye wields them with the skill of a master. Bill Nye gains +2 attacks. These are close combat weapons that have the Rending special rule.
4- Dispersion Gauntlets- The Gauntlets begin to glow as its micro-fabricators speed into overdrive. Nye gains +1 attack and any model hit does not suffer a wound, but is instantly teleported 3d6 inches away from Nye.
5- Cryo Blades- A pair of blades sprout from Nye's gauntlets, but these exude a light blue mist. Any model hit is snap-frozen in place, and counts as having gone to ground. For the remainder of the game, they have -2 WS and -2 I, to a minimum of 1. If a vehicle is hit, Nye hits the vehicle on the side facing him, rather than the rear armor (unless, of course, he is in base contact with the rear armor). The vehicle counts as having -4 to that faces armor value for the next game turn, as the armor has become as brittle as ice.
6- Inferno Blades- The gauntlets sprout flame, and any touched by it are given the gift of fire all over them. The fire can spread if others who are not on fire get too close, as the heat can easily cause other material to catch fire. Inferno blades are close combat weapons that wound on a 4+. Any model hit is then on fire. For every phase after, any model (friendly or enemy) that gets within 2" of models that are on fire also catch fire. All models that are on fire take damage each turn, and must roll a d6 every player turn, taking a single wound on a 4+.
Kinetic Barriers: While energy shields are quite prevalent, Kinetic Barriers are not. A kinetic barrier instantly react to any impact, stopping it in its tracks and diverting the energy into either a capacitor or around the person within the barrier. With the proper energy source, this barrier could theoretically be maintained forever, regardless of what hits it. It is a good thing, then, that Bill Nye has the proper energy source. The only problem is that it only reacts to things moving at extreme speed. Bill Nye has a 2+ Invulnerable save in the shooting phase and against models with Initiative 7 or higher in close combat.
Slow Field: When in close combat, Nye surrounds himself with a slow field, which basically slows down time a bit around Bill Nye. He counts as having both Assault and Defensive Grenades, has the Counter-Attack special rule, and always strikes first when charging into combat or piling in.
Nanotech: Using his vast knowledge of science, Nye devised nanobots that will repair his wounds should he get injured. Nye has the Feel No Pain special rule, however for Nye it negates a wound on a 3+.
Particle Accelerators: Bill Nye uses twin Particle accelerator weapons located on each arm. They fire with the following profile: R: 36" S:7 AP:2 Assault 2.
So... what'cha think?
Sorry, no. For several reasons:
1/ Assault 2 AP2 that will wound anything from any MEQ dex on a 2+? That should always be in range unless Night fighting is on? Drop strength & range
2/ A one man basic army? He needs to be one or the other
1-3. Bill Nye's science is better than everyone else's by a longshot.
4. Easy, there, this guy is a joke, although it would be hilarious to see this guy fielded as an entire army. I should make him 1000 points and give him some better gear At any rate, I just made a post in response to Cameron, hopefully you'll see it too. His videos are a bit cheesy, but they are some of the best memories I had of school. You knew it would be a freakin' awesome day when the teacher rolled out the TV and threw on some Bill Nye.
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Avatar 720 wrote:In all fairness, both Cameron and HateNids are from the UK, where if you ask "Do you know who Bill Nye is?" you'll get the reply "Of course I know who Bill Nighy is, he's an actor and was in things like Love Actually and Underworld.".
I only know who Nye is from conversations with Americans, else i'd have been clueless too, since he's unheard of over here.
It's a shame that's his videos were only shown in the States. They're pretty good. Bill Nye's, that is, not Bill Nighys.
I all seriousness, you should. The character I made was indeed a joke (I got the idea to make a character Bill Nye from a joke), but Bill Nye taught me more about science in elementary school than any teacher I had did. His series of video are very well done, very informative (if basic, they are made for younger kids), and the videos quickly became something to look forward to in science class. It was a dark day when Bill Nye videos were booted off of the teaching schedule (it was bright outside, but if you can image two dozen angry sixth graders about 12 years old mumbling and cursing to themselves, some even whining to the teacher about how much better Bill Nye is than this POS video we had to watch).
Since this is OT, I shall put my reply in a spoiler, to respect the main topic...
Spoiler:
I live in a different country to you, so my "Elementary School" period would be Primary School, and the first year of Secondary. We never really had science in Primary, it all came along in Secondary school. And we never had videos in my classes. I remember being very confused and annoyed with it all, We would have entire afternoons and stuff, all dedicated to Science, and it was an utter mistake having double lessons of anything. Still, if anything, it showed me how limited and short-sighted the subject is, so I will have to make sure my children know things better, like the Universe being created by the Divine, and animals were created by them. Which is a religious truth I have grown to realise and embrace.
At best Science is the beginnings of things, not the be-all and end all.
And he still looks like Egon Spengler's brother...
Since this is OT, I shall put my reply in a spoiler, to respect the main topic...
Spoiler:
I live in a different country to you, so my "Elementary School" period would be Primary School, and the first year of Secondary. We never really had science in Primary, it all came along in Secondary school. And we never had videos in my classes. I remember being very confused and annoyed with it all, We would have entire afternoons and stuff, all dedicated to Science, and it was an utter mistake having double lessons of anything. Still, if anything, it showed me how limited and short-sighted the subject is, so I will have to make sure my children know things better, like the Universe being created by the Divine, and animals were created by them. Which is a religious truth I have grown to realise and embrace.
At best Science is the beginnings of things, not the be-all and end all.
And he still looks like Egon Spengler's brother...
If they are brothers, it would seem that Science would run in the family. OT response spoiler'd, but I think I might change Bill Nye into a 1000 point one-man army. It'll be awesome.
Spoiler:
That's a bummer that you didn't have science or videos in Primary school. I really like science, although schools don't really make it as interesting as the Discovery/Science Channel does. Science can be the end-all, since God did create the universe and consequently quantum mechanics/physics/science in general. I'm not going to talk more religion in spoilers in a 40k thread, but while scientists can be narrow-minded, science itself is very open (as in it does not exclude itself from religion) and is extremely fascinating.
McNinja wrote:
4. Easy, there, this guy is a joke, although it would be hilarious to see this guy fielded as an entire army. I should make him 1000 points and give him some better gear At any rate, I just made a post in response to Cameron, hopefully you'll see it too. His videos are a bit cheesy, but they are some of the best memories I had of school. You knew it would be a freakin' awesome day when the teacher rolled out the TV and threw on some Bill Nye.
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Avatar 720 wrote:In all fairness, both Cameron and HateNids are from the UK, where if you ask "Do you know who Bill Nye is?" you'll get the reply "Of course I know who Bill Nighy is, he's an actor and was in things like Love Actually and Underworld.".
I only know who Nye is from conversations with Americans, else i'd have been clueless too, since he's unheard of over here.
It's a shame that's his videos were only shown in the States. They're pretty good. Bill Nye's, that is, not Bill Nighys.
You forgot he was also in Shaun of the Dead... and I happen to like Bill Nighy.
I get it. Egon Spengler's brother is America's answer to Johnny Ball. And lets not forget David Bellamy, who was brilliant with Botany, Ecology and Biology... Bill Nye probably tapped into his territory, too...
What schools failed to do, Children's television more than made up for. Such as life...
Avatar 720 wrote:I couldn't mention all of the films he was in, I just picked two of my favourites (yes, I like Love Actually, watchagunnado? )
Not give three brass monkeys on an Arabian stall, to be honest..You enjoy it, and that's great for you. I've never watched it. Pretty Woman, on the other hand...
Lord Magnus wrote:No, fnp is cancelled by AP 1 and 2 or an attack that ignores ALL armour, like a power weapon or fist. I have talked to people about this, it would make fnp orks like Nobz MUCH worse, also, fnp is taken off by 2x toughness like instant death.
Yes, this.
I also took it upon myself to write in the hardcore rule that he will recieve it against all wounds unless the source of the wound specifically states no saves aloud. Otherwise, you don't need armor for FnP, just with armor you get two rolls. I feel, as much as I love running nobz w/painboy, that in many cases, TWO saves against a wound is a bit much. So in most cases, unless one wound or Very Special models. I try not to give out that double chance to stave a wound. I did that when writing my dex the first time, and playtesting showed me the error of my ways.
Granted, the Cactus Jack version is ridiculously nasty, but he can't shoot, and he is only going to help a Close Combat Squad out. So...I think maybe 160pnts is ok, might even be a bit much as he doesn't give much to the overall portion of the army, but I've learned that people find ways to utilize little buffs and make characters you initially think are well priced prove to be underpriced.
Honestly, I just remembered that Mic Foley continued wrestling after being blown up by a mine, having his ear ripped off, falling from a ladder into barbwired ring ropes and that nearly dying when being chokeslammed through a Cell, which was not meant to break but poor heinsight and bam, man blacked out, kicked off a stretcher, and finished a match. He has no memory of the match. I thought to myself, that man is superhuman tough, literally, how freaking tough would he be in a video game...and then I remembered this thread, and bam, there it was. Also had a vision of a miniature with him and his random weapons lacing the base around his feet. Dude love shirt hanging over his back, Wearing his Cactus Jack shirt, Mankind mask on, hands doing the "Bang! Bang!" thing. Hardcore Legend
.
Spoiler:
(I wrestled for a short while, moving to China stunted that obviously, and it gave me a huge respect and admiration for wrestlers, the buisness, and a renewed love for the program.)
On a side note, also grew up with Bill Nye the Science Guy, loved that show. I think he was doing another science show somewhere not that long ago.
felixander wrote:Well it's 1-3 per unit Fast Attack choice so it isn't a character he just wanted to share a special unit. And considering its one of the few things posted here that isn't op or underpriced I'm glad he did ;D
Oops, I guess I missed the point a little, but thanks everyone for the feedback none the less!
I know he occasionally shows up as a Science Consultant on a certain news station- don't remember which it is, though. But this is big-time, adult oriented news, which is awesome. They guy's actually rather brilliant.
This started out as a VDR vehicle for my harlequins. Its what you would get if a craftworld nightspinner and a dark elder raider had offspring.
Grand Chariot:
Grand Chariot is a universal title that applies to the multiple of variants of battle tanks the Harlequins employ. The vehicle plays the primary role of armored transport, but is often customized to the desires of the Grand Harlequin.
Extra Platform: The grand chariot possesses a raised surface as addition troop storage. Two separate units may board and dismount this vehicle. The platform has a capacity of 6 that allows the vehicle to contain one unit up to 12 models and another up to 6 to board and dismount the vehicle.
Shrieker Cannons: The Grand Chariot can have up to two shrieker cannons mounted on to its body and one mounted onto its extra platform. The guns are fired by the crew and a member of the boarded party must be assigned to the gun in order to fire it. These guns are treated as being fired from the crew and not the vehicle itself. Cost per gun 15 points.
doomweaver: The grand platform can upgrade its extra platform to a doomweaver. If this upgrade is taken the addition platform is removed and the tank losses it’s increased troop capacity.
My primary issues are the cost, and the troop capacity. The Doomspinner is 115pts on its own, I reckon you can happily trade the reduced AV value for the 6 man transport cap. But Holo-Fields are 35pts alone according to the Nightspinners rules, then with +1 BS and open topped and an extra 12 man capacity, it's a lil underpriced. +1 BS is probably offset by the lack of twin-linkage on the doomweaver, but the extra 12 man cap is probably worth at least 20pts.
Rambling aside, it probably want's to be at least 150pts... if not more.
When used as a heavy support unit, providing barrage strikes from a sheltered distance, the chariot basically waste its role as a troop transport; and when dropping off harlequins in front of the enemy the doomweaver would be under utilized and over threaten compared to other sheltered barrage units used in the game.
The twin linked night spinner gets a reroll on its scatter which is much better for a barrage weapon than an increased BS; when firing blind the BS is disregarded, negating that advantage altogether. As a transport the chariot cost the same as two darklance equipped raiders and more than two flicker field venoms. As a heavy support unit it under performs compared to the night spinner.
The holofields are a 35 point upgrade in codex eldar, but because of its harlequin nature I made it a fixture on the vehicle and judged the overall game capability of the tank at 120 points. It should be considered that it is an armor 11, 11, 10 open topped vehicle so its ability to tolerate damage is pretty reduced when compared to craftworld tanks. As a transport it runs the risk of being shot out of the sky when loaded with two units of high priced harlequins, doesn’t possess any starting weaponry, and the purchased guns require harlequins to be aboard the tank in order to be used. I have played tested this vehicle pretty extensively in my harlequin codex and feel it is about right it terms of pricing. Certain traits possessed by the tank might seem like they require a higher cost, but the tank's actual game performances have not been overly impressive.
Ovion wrote:My primary issues are the cost, and the troop capacity.
The Doomspinner is 115pts on its own, I reckon you can happily trade the reduced AV value for the 6 man transport cap.
But Holo-Fields are 35pts alone according to the Nightspinners rules, then with +1 BS and open topped and an extra 12 man capacity, it's a lil underpriced.
+1 BS is probably offset by the lack of twin-linkage on the doomweaver, but the extra 12 man cap is probably worth at least 20pts.
Rambling aside, it probably want's to be at least 150pts... if not more.
Sad to say I agree :( It seems too much like a mixture of a gunship and Transport though... 3 Shrieker Camnons and Doomweaver on a 18 man transport? That's a lot of pinning shots for a transport (though they've been appropriately priced). I doubt many people would spend that much on an AV 11 open top but still... Give it one built in Shrieker and the option to buy a Doomweaver
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Grunt13 wrote:When used as a heavy support unit, providing barrage strikes from a sheltered distance, the chariot basically waste its role as a troop transport; and when dropping off harlequins in front of the enemy the doomweaver would be under utilized and over threaten compared to other sheltered barrage units used in the game. .
Didn't notice it was a HS choice, maybe make it only have one available if it's a dedicated transport and when a HS its able to get everything? And you mention open topped like its a bad thing... It offers huge flexability for a Harlequin army with a possible 24" charge range. I wouldn't let you field it without a small price hike. But an interesting unit, do you have a model?
felixander wrote: Sad to say I agree :( It seems too much like a mixture of a gunship and Transport though... 3 Shrieker Camnons and Doomweaver on a 18 man transport? That's a lot of pinning shots for a transport (though they've been appropriately priced). I doubt many people would spend that much on an AV 11 open top but still... Give it one built in Shrieker and the option to buy a Doomweaver
I wouldn't let you field it without a small price hike. But an interesting unit, do you have a model?
The weapon layout you describe is not possible. The tank starts without any guns and can purchase three shrieker cannons at 15 points per gun and one of those would go on the platform. Taking the doom weaver removes the platform dropping the transport limit to 12.
Link to image is in the post introducing the vehicle.
I like the concept, I do. I play Dark Eldar, I love Harlequins and Eldar are pretty high on the list.
However, coming from the perspective of someone familiar with all the races, their codexes, rules and points I can comment on the points.
Look at it this way - this thing is the equivalent of a Ravager, with an 18 man troop capacity, with the option to drop it by 6pts. The base Ravager is 105pts base, and that has no transport capacity. The Base Raider is 60, with a Transport capacity of 10 (but 1 less AV at front and sides). So if you assume the reduction in lances, replaced with the 12 man transport that goes for 105 base on the 12 man transport, being nice throw in the second squad + 6 men for 10pts... so there's your 120. Giving it a 35pt upgrade for free is in and of itself a bit much.
I mean, for 120pts for a harder raider that can carry 10 wracks and 1-2 characters / 5 Grotesques + 1-2 characters, along with an insane ordnance weapon that can still fire when it moves its 12" to drop off its cargo... I'd *always* be taking at least one.
The Dais of Destruction is close to that... but it's 200pts, and only carries 10 men. Oh, and it doesn't have the Holo-Field.
150pts base is being generous. Drop the Holo-fields and make it an option, and 120pts is perfectly fine.
Okay here's a character I started making for my Renegade Space Marine Chapter I'm making. They're not Chaos but they're also not Imperium. Not quite finished yet but I thought I'd submit it here for review and any ideas. Still working on the fluff but I'll post it when it's done.
Veranius Calcipher, Master of the Amethyst Acolytes- 200 Points (Sound alright?)
Stat Line:
WsBs S T W I A LdSv 6 5 4 4 3 5 3 10 2+
Unit Type: Infantry
Unit Composition: One (Unique)
Wargear: Artificer Armour, Corporeal Blade (basically a Relic Blade, not sure if should be master crafted or something), Combi-Plasma, Frag Grenades, Krak Grenades, Iron Halo.
Special Rules: Fearless or ATSKNF (not sure which I should use yet since he's a renegade), Combat Tactics, Chapter Tactics, Independent Character, Possibly another rule to round him off.
Chapter Tactics: Basically gives one Tactical Squad Infiltrate and maybe there should be something else.
They're meant to be stealthy so maybe he should have Infiltrate or Stealth or something. Trying not to make him too OP or anything like that.
So yeah, lemme know what you think.
Instead of selecting a dedicated transport you may instead select 1 Commander Derf per army.
Commander Derf! counts as a scoring unit as long as the unit he is purchased for is a scoring unit regardless if they are embarked or not so long as the unit has at least 1 model other than Commander Derf alive.
WS:4 BS:4 S:4 Front armor:11 Side Armor:11 Rear Armor:10 I:4 A:2* Points: 85
Wargear: Twin Linked Heavy Bolter Storm Bolter Psybolt ammunition Nemisis Force Sword Frag Grenades Krak Grenades Psyk Out Grenades
Special Rules: The Aegis Preferred Enemy (Daemons) Preferred Enemy (Melta)
Try that again! - In a battle long ago Commander Derf got hit by a Melta shot. The extreme temperatures melted Derf into the port and he can not leave. As the damage is done Melta shots do not get the extra penetration as per the cremite plating rule. Also due to the fear he strikes into units using melta it denotes the Ulumeathi Plasma Syphon benefits but replacing the word "Plasma" with "Melta"
Drive me closer! - Being stuck in a tank for the remainder of his long life Commander Derf lusts for battle. On turns he is assaulted he gains the counter attack special rule. If Commander Derf charges he gains the Hit and Run special rule and Commander Derf gains attacks equal to the number of enemies "Tank shocked."
No Glory for You! - Any attempt to Death or Glory is instantly responded with 1 full round of shooting and 1 full attack by Commander Derf.
Hey watch where you point that thing! - Commander Derf can't get back in the tank. Any attempt to shoot the Twin Linked Heavy Bolter in the tanks frontal 45 degree arc grants the enemy a 3+ cover save, on a roll of 6 on this save Derf suffers a penetrating hit (3+ save allowed) as per Gets Hot!
Melted Power Armor - Due to the heat of the first melta blast Commander Derf's sword is welded to his hand, as such this weapon may never be removed due to a weapon destroyed result.
Special Rules:
"Hold Her Steady Boys, Lining Up!" Blackarrow knows that when sniping, patience a virtue, and carefully lines up every shot before he takes it. If the tank did not move in the previous movement phase, add +1 to its ballistic score till the end of the shooting phase
"There's the Weak Spot!" Blackarrow is a master tank hunter and knows the venerable spots of dang near every armored vehicle the enemies of the Imperium have. If the tank did not move in the previous moment phase, add +1 to the rolls on the vehicle damage charts.
Enhanced Camo Netting Blackarrow and his crew carefully study the environments they will be fighting in and choose their camo netting accordingly, sometimes carrying more then one set just to be sure. Enhanced Camo Netting functions just like regular camo netting, except it gives a +2 bonus to cover saves opposed to the standard +1.
Instead of selecting a dedicated transport you may instead select 1 Commander Derf per army.
Commander Derf! counts as a scoring unit as long as the unit he is purchased for is a scoring unit regardless if they are embarked or not so long as the unit has at least 1 model other than Commander Derf alive.
WS:4 BS:4 S:4 Front armor:11 Side Armor:11 Rear Armor:10 I:4 A:2* Points: 85
Wargear:
Twin Linked Heavy Bolter
Storm Bolter
Psybolt ammunition
Nemisis Force Sword
Frag Grenades
Krak Grenades
Psyk Out Grenades
Special Rules:
The Aegis
Preferred Enemy (Daemons)
Preferred Enemy (Melta)
Try that again! - In a battle long ago Commander Derf got hit by a Melta shot. The extreme temperatures melted Derf into the port and he can not leave. As the damage is done Melta shots do not get the extra penetration as per the cremite plating rule. Also due to the fear he strikes into units using melta it denotes the Ulumeathi Plasma Syphon benefits but replacing the word "Plasma" with "Melta"
Drive me closer! - Being stuck in a tank for the remainder of his long life Commander Derf lusts for battle. On turns he is assaulted he gains the counter attack special rule. If Commander Derf charges he gains the Hit and Run special rule and Commander Derf gains attacks equal to the number of enemies "Tank shocked."
No Glory for You! - Any attempt to Death or Glory is instantly responded with 1 full round of shooting and 1 full attack by Commander Derf.
Hey watch where you point that thing! - Commander Derf can't get back in the tank. Any attempt to shoot the Twin Linked Heavy Bolter in the tanks frontal 45 degree arc grants the enemy a 3+ cover save, on a roll of 6 on this save Derf suffers a penetrating hit (3+ save allowed) as per Gets Hot!
Melted Power Armor - Due to the heat of the first melta blast Commander Derf's sword is welded to his hand, as such this weapon may never be removed due to a weapon destroyed result.
Psychic Powers:
Fortitude
Hammer Hand
Warp Quake
Transport Capacity: 5
A tank-character? how would you go about wounding him, on is it basically a walker? (therein penetrate, and a destroyed result=wound)
motyak wrote:I think he's like Pask, in that when the tank dies, so does he (he can't disembark like Chronus since he is fused...atleast thats what I assumed)
Ovion wrote:I like the concept, I do. I play Dark Eldar, I love Harlequins and Eldar are pretty high on the list.
However, coming from the perspective of someone familiar with all the races, their codexes, rules and points I can comment on the points.
Look at it this way - this thing is the equivalent of a Ravager, with an 18 man troop capacity, with the option to drop it by 6pts. The base Ravager is 105pts base, and that has no transport capacity. The Base Raider is 60, with a Transport capacity of 10 (but 1 less AV at front and sides). So if you assume the reduction in lances, replaced with the 12 man transport that goes for 105 base on the 12 man transport, being nice throw in the second squad + 6 men for 10pts... so there's your 120. Giving it a 35pt upgrade for free is in and of itself a bit much.
I mean, for 120pts for a harder raider that can carry 10 wracks and 1-2 characters / 5 Grotesques + 1-2 characters, along with an insane ordnance weapon that can still fire when it moves its 12" to drop off its cargo... I'd *always* be taking at least one.
The Dais of Destruction is close to that... but it's 200pts, and only carries 10 men. Oh, and it doesn't have the Holo-Field.
150pts base is being generous. Drop the Holo-fields and make it an option, and 120pts is perfectly fine.
The ravager is a dedicated vehicle hunter who is able to move and fire all three of its heavy weapons due to its special rule and has the addition benefit of acute senses. The chariot starts off as a weaponless troop transport at 120 points. Using the ravager and VDR:
value of dark lances: 35 points each value of transport capacity: 1 point per model. value of holofields: 35 points.
Going just by the equipment and not game mechanics ; to change the ravager into the chariot 105 points of weaponry is removed and replaced with 18 points of transport capability and an over priced (for a chariot) 35 point upgrade. Looking just at the wargear it should be cheaper than the ravager not more expensive as I have it. Also, as I stated above the chariot doesn’t really compete with two raiders or two venoms in terms of being able to transport units; despite it equaling or exceeding their value - the chariot also removes a heavy slot from the FOC whereas the raiders/venoms are dedicated transports.
Twin linked doom weavers are given to the night spinners that cost 115 points, so its hardly that insane considering that the craftworld tank is more resilient than the chariot and would likely be concealed at a respectful distance rather than braving enemy fire to drop off troops; an action that would likely have the tank traveling too fast to fire the doom weaver. Giving the chariot a doom weaver turns the tank into a troop transport / artillery piece which are generally completely contrary roles. Also taking the doom weaver removes the platform preventing the extra unit from being transported - a chariot with the doom weaver is only able to transport one unit of 12 - the same capacity as wave serpents and chimeras. Having two units aboard the vehicle plus the doom weaver as you describe is not possible.
The Dais on the other hand is a 13/13/13 raider transport with 3 dark lances, costing 200 points. Much better equipped and protected when compared to the chariot which can be gunned out of the sky by heavy bolters and pulse rifles. Working backwards and lowering the armor and dropping the dark lances would significantly drop the Dais’s price even when adding the extra transport capacity and holofields.
He's funny, whatever else he is. And it's interesting to have a Tank that's nigh unkillable (or at least very, very tough) against melee, but can be easily popped with ranged.
Fatty boom boom
This rather overweight gaursdmen ate too many pies!
WSBS S T W I A LDSV * 0 * 8 4 * * 10 2+
* Fatty is so fat instead of attacking he squishes people he always strikes first when charging an last when charged. to show his incredible weight he wounds on a 2+ and ignores armour save if a multiple wound model is wounded roll a D6 if there is a 6 he lives if not he dies. When fatty boom boom attacks because of his size they are automatically hit . agaist veichles he is strength ten and auto his with 3 attacks.
Points 350
I mean no offense by this
Well, yeah. Always strikes first when charging, that's something. But then, to balance it, he always strikes last when getting charged. That's a good balance. Means there's a situation where his incredible CC prowess is negated, if an opponent is clever enough. He's murder to vehicles, but only moves at a regular infantry pace, and is deployed regularly- if you can't get a vehicle out of the way, then, well, that's your problem. He has, from what I can tell, either no shooting at all, or nothing more than a lasgun. However, if he manages to get the charge, he'll either wreck a vehicle (possibly- no more dangerous than a Tankbusta with Tankhamma, really) or deal quite a bit of damage to infantry. He's got high Toughness, but only 4 wounds, and no Invuln save or FnP or anything, so he's subject to the same weaknesses as most other Monstrous Creatures.
This is for 350 points. That's a fair price to pay for a model with those strengths and weaknesses, really.
Instead of selecting a dedicated transport you may instead select 1 Commander Derf per army.
Commander Derf! counts as a scoring unit as long as the unit he is purchased for is a scoring unit regardless if they are embarked or not so long as the unit has at least 1 model other than Commander Derf alive.
Commander Derf! and Mortis
WS:4 BS:4 S:4 Front armor:11 Side Armor:11 Rear Armor:10 I:4 A:2* Points: 90
Unit Type:
Vehicle(Tank)
Wargear:
Twin Linked Heavy Bolter
Storm Bolter
Psybolt ammunition
Nemisis Force Sword
Frag Grenades
Krak Grenades
Psyk Out Grenades
Smoke Launcher
Special Rules:
The Aegis
Preferred Enemy (Daemons)
Preferred Enemy (Melta)
Stuck! - In a battle long ago Commander Derf got hit by a Melta shot. The extreme temperatures melted Derf into the port and he can not leave. When Mortis is destroyed so is Commander Derf!
Try that again! - As the damage is done Melta shots do not get the extra penetration as per the cremite plating rule. Also due to the fear he strikes into units using melta it denotes the Ulumeathi Plasma Syphon benefits but replacing the word "Plasma" with "Melta"
Drive me closer! - Being stuck in a tank for the remainder of his long life Commander Derf lusts for battle. On turns he is assaulted he gains the counter attack special rule. If Commander Derf charges he gains the Hit and Run special rule and Commander Derf gains attacks equal to the number of enemies "Tank shocked."
No Glory for You! - Any attempt to Death or Glory is instantly responded with 1 full round of shooting and 1 full attack by Commander Derf.
Hey watch where you point that thing! - Commander Derf can't get back in the tank. Any attempt to shoot the Twin Linked Heavy Bolter in the tanks frontal 45 degree arc grants the enemy a 3+ cover save, on a roll of 6 on this save Derf suffers a penetrating hit (3+ cover save allowed) as per Gets Hot!
Melted Power Armor - Due to the heat of the first melta blast Commander Derf's sword is welded to his hand, as such this weapon may never be removed due to a weapon destroyed result.
Psychic Powers:
Fortitude
Hammer Hand
Warp Quake
Transport Capacity: 5
Edited the stats/rules, changes are in Green wrapped in Spoiler so not to take up entire page.
Bio: Baron Patterson VI comes from a wealthy family who for generations have engaged in the follies of the upper class. Horse riding, fencing, public speaking etc. The Patterson's have been known for years for their affinity for cavalry charges in battle. Whilst the success on the field of cavalry tactics is debatable the Patterson family outright refuse to modernise. At the age of forty seven he finally inherited his father's vast estates and command of the late Baron's regiment.
Ws4
BS4
S3
T3
W3
I 3
A3
LD9
SV5+
Trusty Steeds: Baron Patterson and his command squad are all on horseback. They are given treated as cavalry for all purposes and have the USR Fleet of Hoof.
Tally Ho!: An Imperial Guard army with Baron Patterson VI as their Company Commander may field Rough Riders as troops.
Points cost: Normal cost of Company Command Squad + Whatever upgrades you wish to add on + 95 points.
(Sorry if the points cost section reads badly, I'm trying to avoid giving away the price of things from the Imperial Guard codex. I know you can get banned for that.)
Marsden wrote:Imperial Guard Company Commander HQ Upgrade
Baron Patterson VI
Bio: Baron Patterson VI comes from a wealthy family who for generations have engaged in the follies of the upper class. Horse riding, fencing, public speaking etc. The Patterson's have been known for years for their affinity for cavalry charges in battle. Whilst the success on the field of cavalry tactics is debatable the Patterson family outright refuse to modernise. At the age of forty seven he finally inherited his father's vast estates and command of the late Baron's regiment.
Ws4
BS4
S3
T3
W3
I 3
A3
LD9
SV5+
Trusty Steeds: Baron Patterson and his command squad are all on horseback. They are given treated as cavalry for all purposes and have the USR Fleet of Hoof.
Tally Ho!: An Imperial Guard army with Baron Patterson VI as their Company Commander may field Rough Riders as troops.
Points cost: Normal cost of Company Command Squad + Whatever upgrades you wish to add on + 95 points.
(Sorry if the points cost section reads badly, I'm trying to avoid giving away the price of things from the Imperial Guard codex. I know you can get banned for that.)
EDIT: TYPO
Cool idea and good cost. Maybe let platoons take mounts for 5 points each? Power blob on horseback sounds interesting! Maybe for another 5 points a guardsman can trade in his lasgun for a lance!
NEW HQ: BAD DOC! Codex makes mentiones of them so why not? 120 points.
WS: 4 BS: 2 S: 4 T: 4 W: 2 I: 2 A: 3 LD: 6 SV: 4+
The Eccentricity of the bad doks far exceeds that of painboys. These exiled boyz are outcasts from their tribes but on some occasions have been known to accompany waaaghs and other ork invasions.
Their patients or "victims" can find themselves with mechanical lungs, Missing or sporting an extra head or limb or the dreaded squig brain transplant.
A Few Runts short of a herd.
They are Crazy and their cooky, They are positivily all but the mad doc himself, bat feces insane beyong all others. But trust me, unless yor ahn ork. Its really ard ta tell da difference.
Bad docs are so insane they lack the basic concepts of fear or even self preservation. Thus can never be pinned or run away from combat and pass all morality tests.
Bad Docs twisted experiments - May Select one unit in the army list and give them any of the following. But not special characters or HQ. Cannot be vehicle or walker either.
1. Meks Lungs - +2 to movement. They dont run outa breath and since it be easier to breath they can run faster and longer.
2. Extra Eads - An extra ead - One wants to go one way, Other wants other. +1 Leadership
3. Extra Arm - +1 attack
4. Eavy Body - Replaces who or most skeleton with eavy armor ork skeleton - Why? Well...why not?! Gains slow but purposeful and +1 T
5. Squig Brain Transplant - Model has -4 leadership to min of 1 and cannot use normal wargear and can only attack in CC. Must always assault and run towards nearest enemy unit. Attacks count as rending
due to the Squigs savage nature in the ork body as the body is outftted with sharp clawed gauntlets in the feet and hands too
AND!
DA KAN MEK - NEW HQ!
WS: 4 BS: 2 ST: 4 T: 4 W: 2 I:2 A: 2 LD:8 SV: 6
Independant char, Mod rule, Furious charge, Waaagh! , Da Mek's Kans
Basically I am tired of writting now so it can make one squad his own personal killa kans.
Its em front and side armor of 12. He would be like 100-150 points or so and he has a Eavy Wrench which is a hand held Hydroloc wrench that counts as a power weapon.
So one squad of Kans would give like extra armor to them..
Other ideas I had are here which is a copy paste from my notepad.
Nobs - Nob bikers may be taken at 20 points per model if Wazdakka is a part of your army list.
Bikers may now be 3-15 models in a squad. Basic WarGear is now big choppa and slugga instead of choppa, Bikers have learned how carry the big choppa with one hand instead of two and while riding. Bikers gain a 4+ save so eavy armor is not needed.
Exhaust cloud now also makes it so that in Close combat the cloud is blurring the vision of those attacking the nobs. Results to hit the nob bikers due to the dark oily and toxic exhause clouds must be made at a +1 higher than normal. So for example to hit the nob vs its WS would normally be a 4 it is now a 5 to hit! A roll to hit on a 6 always hits.
Killa Kans - Elite Choice now and two new weapons including a Additional CC weapon for 20 or two Twin Linked Big Shoota for 20 points. Two big shootas that are twin linked instead of normal big shoota. Kans can also now have a squadren of up to 5 instead of 3.
Telly Portas - May enter the field Via Deep Strike rules. But always scatters
Deff Dread - Drops 5 points. Is still heavy choice but has the additional weapon options.
Mounted Shock Attack Gun. A Mek has planted a Mounted Shock Attack gun onto the Deff Dreads arms. 50 Points. The Dread cannot move and shoot. Must remain stationary in order to fire the gun. Results vary slightly when rolling the dice.
1's - Melt Down - Deff Dread suffers a Vehicle Explosion Result
2's - Malfunction Gun Malfunctions and shoots nearest Target closest to the Deff Dread. Be friend or foe.
3's - Grrr - Portal opens in Wrong place. Fires at closest unit at intended target. Be friend or foe
4's - Sploosh - The snotlings exit the tunnel in an explosive array of bone and gore. Resolve the attack upon the target, but use the small blast template and any hits are Str and ap of 6.
5's - Kapow - The Deff Dreads Shock attack gun fires the dread at the target. Resolve this as if it moved the distance from where the dread left and into base to base contact with the first model of the squad or into contact with the hull of the vehicle it shot using the tank shock or ramming rules as it crashes into the squad and or tank. The model is assumed to be moving in a straight line.
5-6 - Bzzap - Shock attack Guns Field collapes, Only the model under the template hole is hit. Shot is Str 10. Gun may not fire next turn.
6's - RARRGH - A Portal Hole is opened into the warp and all those underneath the large blast template is sucked into the warp never to be seen again. Remove all models under that template from the game without any kind of saves allowed. Vehicles take a auto penetratng hit.
Telly Portas - May enter the field Via Deep Strike rules. But always scatters
Vasarto wrote:NEW HQ: BAD DOC! Codex makes mentiones of them so why not? 120 points.
WS: 4 BS: 2 S: 4 T: 4 W: 2 I: 2 A: 3 LD: 6 SV: 4+
Spoiler:
The Eccentricity of the bad doks far exceeds that of painboys. These exiled boyz are outcasts from their tribes but on some occasions have been known to accompany waaaghs and other ork invasions.
Their patients or "victims" can find themselves with mechanical lungs, Missing or sporting an extra head or limb or the dreaded squig brain transplant.
A Few Runts short of a herd.
They are Crazy and their cooky, They are positivily all but the mad doc himself, bat feces insane beyong all others. But trust me, unless yor ahn ork. Its really ard ta tell da difference.
Bad docs are so insane they lack the basic concepts of fear or even self preservation. Thus can never be pinned or run away from combat and pass all morality tests.
Bad Docs twisted experiments - May Select one unit in the army list and give them any of the following. But not special characters or HQ. Cannot be vehicle or walker either.
1. Meks Lungs - +2 to movement. They dont run outa breath and since it be easier to breath they can run faster and longer.
2. Extra Eads - An extra ead - One wants to go one way, Other wants other. +1 Leadership
3. Extra Arm - +1 attack
4. Eavy Body - Replaces who or most skeleton with eavy armor ork skeleton - Why? Well...why not?! Gains slow but purposeful and +1 T
5. Squig Brain Transplant - Model has -4 leadership to min of 1 and cannot use normal wargear and can only attack in CC. Must always assault and run towards nearest enemy unit. Attacks count as rending
due to the Squigs savage nature in the ork body as the body is outftted with sharp clawed gauntlets in the feet and hands too
AND!
DA KAN MEK - NEW HQ!
WS: 4 BS: 2 ST: 4 T: 4 W: 2 I:2 A: 2 LD:8 SV: 6
Independant char, Mod rule, Furious charge, Waaagh! , Da Mek's Kans
Basically I am tired of writting now so it can make one squad his own personal killa kans.
Its em front and side armor of 12. He would be like 100-150 points or so and he has a Eavy Wrench which is a hand held Hydroloc wrench that counts as a power weapon.
So one squad of Kans would give like extra armor to them..
Other ideas I had are here which is a copy paste from my notepad.
Nobs - Nob bikers may be taken at 20 points per model if Wazdakka is a part of your army list.
Bikers may now be 3-15 models in a squad. Basic WarGear is now big choppa and slugga instead of choppa, Bikers have learned how carry the big choppa with one hand instead of two and while riding. Bikers gain a 4+ save so eavy armor is not needed.
Exhaust cloud now also makes it so that in Close combat the cloud is blurring the vision of those attacking the nobs. Results to hit the nob bikers due to the dark oily and toxic exhause clouds must be made at a +1 higher than normal. So for example to hit the nob vs its WS would normally be a 4 it is now a 5 to hit! A roll to hit on a 6 always hits.
Killa Kans - Elite Choice now and two new weapons including a Additional CC weapon for 20 or two Twin Linked Big Shoota for 20 points. Two big shootas that are twin linked instead of normal big shoota. Kans can also now have a squadren of up to 5 instead of 3.
Telly Portas - May enter the field Via Deep Strike rules. But always scatters
Deff Dread - Drops 5 points. Is still heavy choice but has the additional weapon options.
Mounted Shock Attack Gun. A Mek has planted a Mounted Shock Attack gun onto the Deff Dreads arms. 50 Points. The Dread cannot move and shoot. Must remain stationary in order to fire the gun. Results vary slightly when rolling the dice.
1's - Melt Down - Deff Dread suffers a Vehicle Explosion Result
2's - Malfunction Gun Malfunctions and shoots nearest Target closest to the Deff Dread. Be friend or foe.
3's - Grrr - Portal opens in Wrong place. Fires at closest unit at intended target. Be friend or foe
4's - Sploosh - The snotlings exit the tunnel in an explosive array of bone and gore. Resolve the attack upon the target, but use the small blast template and any hits are Str and ap of 6.
5's - Kapow - The Deff Dreads Shock attack gun fires the dread at the target. Resolve this as if it moved the distance from where the dread left and into base to base contact with the first model of the squad or into contact with the hull of the vehicle it shot using the tank shock or ramming rules as it crashes into the squad and or tank. The model is assumed to be moving in a straight line.
5-6 - Bzzap - Shock attack Guns Field collapes, Only the model under the template hole is hit. Shot is Str 10. Gun may not fire next turn.
6's - RARRGH - A Portal Hole is opened into the warp and all those underneath the large blast template is sucked into the warp never to be seen again. Remove all models under that template from the game without any kind of saves allowed. Vehicles take a auto penetratng hit.
Telly Portas - May enter the field Via Deep Strike rules. But always scatters
Bad Dok was interesting. Everything after that is "make all the Orcs best units better AND cost less" derpiness.
Adrianus the flame watcher. 340p
Adrianus is the current chapter master of the Rising sun, and he’s been so for 300 years. hes waged countless battles against the orks that infest a quarter of his sector. the war
is never ending, and so is Adrianus. no one will stand in his way to clear the sector from the orc scum
Bsws s t w I a ld 6 5 4 4 3 5 4 10
War gear: Armor of flame, Dawn, frag grenades,
Special rules: Shining omen, Fiery charades
Armor of flame:
The chapter most prized relic, forged on mars during the Dark Age. This suit of armor has been passed down from chapter master to chapter master, for countless years. When the wearer of this armor step out during dawn or dusk it shines with the Fury of the morning sun.
Confers a 2+ armor save and provides the Shining omen and eternal warror.
Shining omen
The armor of flame Lights up with such vigor that the enemies tremble in fear.
During the 2 first rounds of Dawn of war or any mission with the Night fighting special rule, any models within 8” of Adrianus gains a 4+ cover save. After the 2 rounds IF the missions got Night fighting special rule then the armor of flame shines less brightly and the cover save disappears in exchange for acting as a Beacon, making everything within 8” visible and no night fighting test is required to target Adrianus or any unit within 8”
IF the mission is dawn of war the effect simply disappears on round 2
Dawn:
Adrianus acquired this weapon after intense fighting on the world of Maria II, after 2 weeks of battling the orks, he stumbled upon an old chapter keep lost for millennia in the dense Jungle. In this keep they retrieved several of the chapter’s relics this was one of them. This holy flamer was given to Adrianus for finding some of the chapters lost relics. It’s a Flamethrower of immense power capable of melting tanks and fiends alike.
Dawn has 2 fiering modes.
melta s8 ap1 12"
Flamer s7 ap3
Fiery charades:
If the Army includes Adrianus then each squad must take a heavy flamer for 15 points
So his weapon is a 12" the template like a Hellhound? I know he's highly priced but if so that lines up all kinds of crazy shots, hitting multiple tanks. Perhaps it should either be the flamer as you said or an 18" Melta weapon S8 AP1 saying the weapon shoots a concentrated beam.
Ps - what army is he for and maybe you need to reword it, an IC is a unit of one, so all ICs get heavy flamers too?
Not sure it's too important but maybe write in Unique in the special rules.
Is Dawn an assault or a heavy weapon?
And believe it or not, i think he's overpriced. With the exception of the heavy flamer rule, but honestly, that means non of those squads will get to use that heavy flamer unless they are not moving. Which I guess can be built around, but I'd say as is, knock him down about 100pnts or more, what's his name, Mephiston, is like 240pnts or something, and he would massacre your guy. So would Ghaz. And Ghaz's Special Rules have proven VERY useful for the whole ork army. Or look at what the mad dok does, cybork armor for any one just 5points. AP 1 means nothing. AP 3 means nothing. He's way cheaper. You can cut the price down and specify Dawn a bit more, call him an independant character or an upgrade, if he's traveling by himself and can't join a unit, make him cost even less. 200pnts the minimum I'd guess, as again, i'm not sure how good taking heavy flamers for 15pnts and I'm assuming his melta is a one shot at 12".
Sounds like a cool guy though.
Once upon a time, there was a mighty Waaagh! hurtling through the warp in search of their next great conquest. When they emerged from the Immaterium intent on crushing whatever planetary systems may be nearby, they found themselves faced with an enormous Imperial fleet. As battle was joined, a broadside from the Imperial flagship tore a chunk of the rok fortress free, sending it spinning away from the conflict. The debris tumbled endlessly through the void for several months before finally crashing on the Imperial colony of Thakeus, a rural world largely untouched by war for over five centuries. Emerging from the shattered wreck in the lonely mountains of the west on the main continent was a small mob of boyz, their dense yet brutal nob leader Krakzog, and a clumsy yoof everyone named Gub Gub.
Gub Gub was the youngest and a runt to boot. Neither was Gub Gub very smart; he was famously duped into drinking an entire can of trukk gas because "it makes your aim bettah!" Not only did it not make his aim better, even his hearty fungoid constitution was upset by both the toxic fumes of the fuel and the raucous laughter of his fellows. He was not violently inclined (at least by Ork standards) and thus was tasked with all of the menial duties of survival in the first several weeks on Thakeus as the Orks began to settle in the uninhabited wilderness.
With twenty boyz, a handful of gretchin and snotlings, a couple herds of squigs, and "Boss Krakzog da Krusha" (as he now styled himself) the Orks went about their lives blissfully unaware that a detachment from the local Planetary Defense Force was searching for them. This abruptly changed when a platoon of militiamen descended on the unsuspecting encampment. What was supposed to be a quick and dirty ambush of the Orks became a bloody mess as the PDF militamen, themselves inexperienced in war, lost their composure in the face of their alien foe and the fighting quickly devolved into a chaotic scrum. Surrounded by bodies, Boss Krakzog laid lifeless, himself krushed by the blows of lasgun butts. The PDF returned to the capital bringing news of their victory and the people rejoiced that all of the Orks were dead.
All except Gub Gub. Wounded, terrified, confused, alone, he fled into the wilderness, aimlessly dragging his battered body through forests, hills, deserts, and tundra's until finally he could flee no more and collapsed in exhaustion. It was here that Gub Gub died and it was here that Madruuk was born. Freed of the influence of his fellows, the survival instinct of the Ork species took over and Madruuk flourished. Wandering the world, he became bigger, stronger, and meaner, shedding his oafish and reticent persona. He stalked the native fauna for meat and learned the ways of the wild.
Spores of his fallen brethren soon matured into yet more Orks and, as the eldest and the biggest, Madruuk became their nob. True to Ork physiology, the necessity of fighting and leading a band of bloodthirsty Orks made him even more powerful. Rival bosses rose from the various tribes and Madruuk stomped them each in turn. As their numbers multiplied, he began conducting guerrilla warfare against the Imperials. A convoy here, a farmstead there, a fueling station over there.
Decades passed.
Thakeus is now the battleground of Warboss Madruuk and his Mobstah's, it's once peaceful fields pocked with craters and the wreckage of war, its clean rivers now choked with pollutants and corpses. Several regiments of Imperial Guardsmen and even the Space Marine Chapter Fleet of the Emperor's Blades have been diverted to the system in an effort to stem the tide of greenskins, but there seems to be no end to the war as the Orks numbers swell with each passing year. Now almost sixty, Madruuk rules over his army with an iron fist, orchestrating his war against the Imperium with the uncommon intelligence of a seasoned general.
EQUIPMENT - Stikkbombz, 'Eavy armor, Bosspole, The Axe of Mork, kustom twin-linked shoota
The Axe of Mork - A large, gold-plated chain axe that once belonged to Krakzog, it has been extensively modified to serve as an exstension of the will of its master. Covered in Ork glyphs that glow with menacing power, it is believed by his boyz to be handed down from Mork himself and capable of killing the gods themselves. Whether or not this is true is of no concern to Madruuk; it's dead killy. It is the same as a Big Choppa in all respects, with the addition of the rending special rule. It also may be used once per game as a force weapon.
Lucky - Having cheated death on countless occasions, Madruuk firmly believes that he cannot die. As such, he follows all the rules for Eternal Warrior.
Ah've Got Skillz - Blessed with great reflexes, supreme fighting skills, and a form-fitted suit of armor crafted by his most skilled Big Meks, Madruuk has an invulnerable save of 4+.
Deadeye Shot - Madruuk fancies himself a mean hand with a shoota. Although his aim is as atrociously bad as the rest of his ilk, he has a knack for hitting the foe "right where it 'urts." Madruuk's twin-linked shoota has the rending special rule.
ADVANTAGES
Kunnin' Plans - An experienced guerrilla leader, Madruuk can take either one unit of Kommando's or Nobz as a Troop choice and adds plus one to both Steal Initiative tests and reserve rolls to a maximum of 2+.
Man Killer - Madruuk has spent a lifetime fighting soldiers of the Imperium of Man. As such, any unit he leads gains the Preferred Enemy special rule against human and super/ab-human infantry.
Duelist - Like most warbosses, Madruuk has the megolomaniac tendency of believing he is the toughest warrior of them all. Whenever assaulting a unit containing an Independent Character, he must attempt to move into base to base contact with the character and resolve all attacks against them as per Initiative. Furthermore, neither he nor the character can be attacked by other members of either squad until one of them dies or one side loses the combat and flees.
DISADVANTAGES
Merciless - Madruuk has a reputation amongst his boyz for being utterly intolerable of retreat or surrender. Any nob who's lived long enough to become one of his lieutenants has been raised to reflect that idiom. As such, any retreating unit that attempts a leadership reroll with a bosspole must inflict d6 wounds instead of the usual single wound.
Unorky Prejudice - Living for years alone in the wilderness has made Madruuk deeply suspcious of the common Ork practice of integrating machine parts into their bodies. As such, an army led by him cannot have units of Meganobz or Deff Dreads (Killa Kan gretchin don't count -- they're beneath his notice). Further, if Madruuk is joined with a unit containing models with the cybork upgrade, roll a leadership test at the beginning of the controlling players assault phase; if he fails, inflict d6 total hits against models equipped with cybork. Such is his hatred, this rule ignores special circumstances such as pinning, retreating, or embarked in a vehicle and is only superseded if the unit is already locked in combat. The leadership test cannot be retaken, the attacks are resolved using the Axe of Mork as if he charged, and he and any unit he is attached to cannot assault this turn. Allocate and resolve wounds and saves as normal.
POINT VALUE: 200.
So that's my idea, a Kommando-style warboss with a couple tricks up his sleeve and serious close combat ability. His main focus would be as a character-hunter and close combat monster just slightly short of Ghaz, making up for lack of powerklaw and Prophet of the Waaagh with sheer canny and staying power. He includes fun strategic subtleties that I feel Ork characters lack in the current iteration of the codex. I tried to include drawbacks as well as perks. The cost would make him prohibitive to lower point games unless you were really smart with him. Over priced? Under priced? Totally, ridiculously overpowered? Let me know what you guys think!
Wargear: Heavy psycannon, heavy incintor, storm sheild, Nemisis Dread knight Armor, NGS, Personal telaporter, frag grenades
Special rules:
fearless, enterial warrior usr, acute senses, grand strat. reinforced agries, agreis, psyker level 2
Bringer of the light:
If the game is useing night fighting rules. You may opt to use this rule. when it is used for 3 of your controling turns you need not to rule for night fighting rules. Note: your oppent still dose though.
dread knights may be taken as squads if you have this character
master of the Armory:
up to 2 squadsDreadknights may be taken as troops in squads of 2 to 3
Psyic powers:
pshyic communion, Hammerhand, Dark excumication, santuary and shourding.
Basically C.S. Goto did wierd Gak withSMs. I have never read his stuff.but I here of Multilaser Marines, Backflipping Terminators. Also Rhinos from Cybertron.
For those that don't know Cybertron is transformers' homeworld.
I'm sure if you gave enough bitz of rhino and deff dreads to a mad Mek (and I mean mad), he would make a transformer and call it a Supa-Stompa (or something)
Ezreal the crusader wrote:
Adrianus the flame watcher. 340p
Adrianus is the current chapter master of the Rising sun, and he’s been so for 300 years. hes waged countless battles against the orks that infest a quarter of his sector. the war
is never ending, and so is Adrianus. no one will stand in his way to clear the sector from the orc scum
Bsws s t w I a ld 6 5 4 4 3 5 4 10
This guy seems awfully high priced for his ability. The flamer/melta sounds nasty, yes, but he has no invulnerable save, no real close combat ability, only toughness four for easy instant kill...granted, stick him with some deep striking units and he can become a vehicle/infantry killer as long as you keep him wrapped in units. Still, seems pricey. I agree with Runna that even a generic warboss would eat him right up, if he could get up on him. Big if with that melta weapon, though.
Special Rules:
• Independent Character
• Furious Charge
• Mob Rule
• Waaagh!
• Pyromek
• “I’z a Firestarta!”
• “Ignite the tanks!”
Slagga –
Spoiler:
Blayze is well known for his whacky inventions, nearly all of which allow for the expulsion of flames from various parts and have accounted for most of the burns and other fire-related injuries sustained by their users. The Slagga is one of these, and many Burna Boys gave their lives – not all willingly – to allow Blayze to test and perfect his weapon.
The Slagga is a ranged weapon with the following profile:
Weapon Range Strength AP Type
Slagga 6” 8 1 Pistol, Melta
Burny-Proof Plating –
Spoiler:
Not even Orks – well, a few anyway – are stupid enough to tamper and experiment with intense heat without some sort of protective layer between them. Blayze sacrificed a steady stream of brave Grots and a sea of unwilling cowardly ones in order to create armour able to withstand the temperatures that he deals with on a regular basis.
Burny-Proof Plating is ‘Eavy Armour, the save of which is increased to 2+ against attacks using fire.
Pyromek –
Spoiler:
Wherever Blayze goes, mobs of Burna Boys are never far behind, and many Ork warbands have taken advantage of his pyromania to commission hosts of weapons with which to deal burny death.
Burna Boys can be fielded as either Troops or Elites choices in an army that includes Big Mek Blayze, instead of fielding Deff Dreads as troops. Furthermore, Ork Boys may purchase a Skorcha for every 10 boys (including Nobs) in the mob for 15pts each. Any Nobs purchased for a mob of Ork Boys may also replace their Choppa with a Burna for 20pts.
“I’z a Firestarta!” –
Spoiler:
Blayze’s pyromania often leads to him to getting carried away around fire. This has proven deadly to both enemies and Orks alike, as Blayze is lost in a pure inferno, the only things audible over the whoosh of flames being his maniacal cackles.
Blayze re-rolls all failed To Wound rolls when shooting. Furthermore, on any To Hit roll of 1 in close combat, a random model from the unit he is with suffers the hit instead; this is increased to rolls of 1 or 2 if he is currently with a Burna Boys unit. If he is not with a unit, the attack simply misses as normal.
“Ignite da tanks!” –
Spoiler:
Blayze has only managed to survive this long by knowing when to fight, and when to run away and leave an intense conflagration behind him. Whilst the volatile concoction he carries around to fuel his weaponry makes for powerful fires, it can make for even better explosions; provided it isn’t ignited early of course.
Should Blayze or the unit he is with ever fail a morale test in combat and suffer a sweeping advance, roll a D6. On the roll of a 1, the unit is swept as normal.
On the roll of a 2-4, the unit is not swept and falls back as normal, leaving Blayze behind; place the large blast marker with the hole directly over Blayze, all models beneath the marker suffer a S6 hit with AP of 3 as Blayze ignites his entire fuel supply in one go, hoping to make his escape in the ensuing chaos. Resolve the hits as normal, and then remove Blayze from play.
On the roll of a 5+, Blayze ignites the tanks early. No models are moved; place the large blast marker with the hole directly over Blayze, all models beneath the marker suffer a S6 hit with AP of 3. Resolve the hits as normal, and then remove Blayze from play. Any surviving models from Blayze’s unit are not swept and fall back as normal.
----------
Big Mek w/ Burna, 'Eavy Armour = 60pts
+ 5pts for the increase to 2+ against a certain set of weaponry
+ 10pts for Slagga owing to his Orky BS rendering it less of a threat - Used BA Infernus Pistols as a comparison.
+ 10pts for Pyromek
+ 10pts for re-rolls to wound with shooting and chance of hitting own side in combat.
+ 15pts for "Ignite da tanks!" owing to it requiring him to not only lose combat and fail a morale check, but also to be sweeping advanced, as well is it having a 33% chance of nuking any Orks left in the unit or indeed any others in the combat, rendering the saving them from being swept rather moot if they die to the explosion - Based somewhat off the Tau Failsafe Detonator, which is the same points, activates when the team falls back and disallows sweeping advances altogether, is S8 but only AP-.
"Get ova here ya runtz, time to draw lots!" Grotsplitta yelled, and the small group
of ammo grots nearby huddled closer, each hoping that they would get the blank scrap.
"Green iz da boss, Blue da nobz, and da red un is for Dattrukk! Skribnit, you go furst!"
Skribnit reached his hand into the barrel, closed his eyes, and pulled out a small shard
of tank armor. he heard cries of delight from the other grots and knew, without even looking,
that his shard was red. he walked right past the heap of ammo and rokkits, picked up a bag,
and started pleading to Mork and Gork to let the Meks gun break before Dattrukk decided he needed
a little more dakka...
When he got to Dattrukks workshop, the Big Mek was still loading up the Zookas on the three kans.
"Get ovah here and start getting dem loaded up, i'z gotta strap on me Gun!" bellowed the mek, and
Skribnit obeyed. after dumping most of the larger scraps into the hoppers, Skribnit noticed a crate
filled with tiny nails and pins, smaller than his fingers. this gave him a dangerous idea, and he
started to carry them over to one of the Kans.
"whut ye tink yer Doin, Runt! Dem tiny fings ain gonna do Feth to anyfing!"
"EEK! skribnit tinked meybe dey would help make da humies die faster, cause der would be lots of dem
whenever da Zooka fires."
"whuteva."
Skribnit finished filling the hoppers, and then tried to sneak off, but one of the meks snagged him, and
tied him to Dattrukks Shokk attak Gun.
************************************
9 hours later, on the field of battle
"hey, Dattrukk, da Kans is finally shootin at dem humies whats in charge!" Skribnit yelled, trying to be
Heard over the Ruckus the snotlings all around were making. he never quite understood how they could be
this dumb, even squigs stayed away from a mek with a Shokk attak gun.
"dis outa be good for a lerf!" dattrukk replied, and pulled out a pair of Binoculers he had made.
the kans opened fire, and Dattrukk noticed two things right away, and a third just a moment later.
first that almost all of the scrap they flung landed in a very small area right around the command squad,
second, that the entire squad dropped like flies.
the third thing however,which took a moment to sink in, was that none of the pieces he could see had hit
any of them. Skribnit,who had been using an old spyglass, saw all of this as well, and blurted out:
"See, i told ya putting dem nails in would help!" only after speaking did he realise to whom he spoke, and as
Dattrukk's nastiest look fell upon him, he knew that he was gonna be the next thing going through the Big Meks
favorite toy.
Dattrukk reached down, and picked up Skribnit by the scruff of his neck. after glaring at him for what seemed
the longest moment in Skribnits short life, he placed skribnit on his shoulder and said:
"Ye know whut? When we get back to da Shop, Im gonna give you yer own Kan. Wid two of dem Zookas!"
Special Rules: Skrews and Takks, Da Big Kan, Not Built For this, Independent Character (see below)
SKREWS AND TAKKS: Skribnits Grotzookas are loaded, in addition to the usual scraps, with numerous pins, needles, and other small pointy objects. This drastically increases the Volume of dakka each shot produces, at the cost of strength. any model under the template takes an additional hit at S3.
Da Big Kan: Skribnit can be taken as part of a unit of Killa Kans. he takes the place of one Kan in the unit. if Not Built for This would cause Skribnit to break unit coherency, he becomes an Independent Character, but may only join a unit of kans.
Not Built for This: Skribnits Kan is armored above and beyond what its frame was meant to handle. at the beginning of each movement phase, roll 1d6. on a 1, skribnits may not move. on a 6, he developes to much momentum, and moves 6+1d3 inches, and must move in a perfectly straight line. On 2-5, he moves as normal.
This guy is fantastic! Great for a pyromaniac army. I've still got one of the old Gorkamorka meks with the burna and he could be converted for this swimmingly.
Ridicolous: Awesomius allows all your units to choose whether to pass or fail any LD tests. Awesomius' attacks automaticlly removes any enemies upon wounding, with no saves or way of surviving allowed! He can teleport up to 30" every Movement phase, in addition to moving normally. He also has a 2+ invulnerable save, which can be rerolled if failed. He is also immune to any effects that causes you to be removed from the battlefield instantly, such as Jaws of the World Wolf.
warboss_grimjaw wrote:Brother Awesomius should be a troop choice with squads of thirty.
Squads should be of unlimited size, 1-infinity. Also, he should be armed with a lascannon that is heavy 10 twin-linked, and a multi-melta that is heavy 10 twin-linked.
Both of which are 10 shot pistols that count as power fists that strike in Int order and ignore invulnerables, and count as ordinance when shooting a vehicle, even if they moved.
References to the name R'ylitan have appearred across the entire galaxy since the first days of Man. Whilst initially disputed as legends passed though time, it has been made clear by more recent Explorator expeditions that there is a degree of truth behind this being which has appeared in many civilisations. Depictions of him ranging from the ancient hierogplyths of the Gyptian Pharoahs, to the wondrous Greekian temples, to the far more recent white noises transmissions from the abandoned Persecutor-Class Fleet, R'ylitan has swayed the course of time on thousands of occasions, with only one certain consequence: the complete destruction of those who are unfortunate to witness his presence.
WS4 BS4 S5 S5 W3 I2 A3 Ld10 Sv3+
Wargear Timesplitter Blade Entropy Orb
Special Rules Ever Living Resurrection Protocols Shifter of Civilisation
Timesplitter Blade: Said to contain the essence of a C'tan, those struck such a weapon begin to phase out of existence, doomed to roam until the end of time while their physical existence is obliterated. The Timesplitter Blade counts as a Power Weapon. Any models wounded by it but not killed must take a Leadership Test. Any model which fails is immediatly removed from play at the end of the Assault Phase.
Entropy Orb: The antithesis of the works of the Crypteks, the Entropy Orb was created as a by-product of the technology used to create the Resurrection Orbs. While Resurrection Orbs are able to knit minerals and, to a much lesser extent flesh, back into their component forms, the Entropy Orb works in the opposite way, annihilating the bonds beween atoms the same way as the more common Voidblades and Scarabs do. The Entropy Orb counts as a ranged weapon with the following profile: Range: Template SX (always wounds on 4+) Ap1 Assault 1, Entropic Strike
Shifter of Civilisation: Before deployment, all players must roll a single D6, which may not be influenced by any way. Add all the results together and consult the following chart, the effects of which will remain in place for the rest of the game.
2: Cataclysm - Comets impact into the ground, throwing up plumes of fire which can be seen for hundreds of miles. All players choose a medium-sized terrain feature (up to 12" x 12") and roll a D6 for their chosen terrain. On a 2+ the feature is removed from play, whereas on a 1, it is unaffected.
3-5: Eternal Night - Wherever from a volcanic event or an eclipse, darkness enshrouds the battlefield. The Night Fighting rules are in place for the first three turns of the game.
6-8: Sandstorm - Dust, ash and powdered remains are lifted into the atmosphere, obsuring targeting systems and Auspex matrices. Any unit wishing to fire over 36" subtracts 1 from their BS value (to a minimum of 2)
9-11: Radiation Purge - Local solar activity irradiates the area, causing withering effects on organic life, while artificial lifeforms are less affected. Roll a D6 for every unit in the game. On a 5+, the unit takes D6 S5 Ap- hits. Tyranids have been observed to be more vulnerable to these effects, they are affected on a 4+, whereas Necron units as well as any model with a 2+ save are only affected on a 6. Vehicles are unaffected.
12 or above: Divine Judgement: Perceived by previous cultures as the wrath of a celestial being, R'ylitan is able to unleash horrific powers contained within the world upon the enemy. After all forces are deployed and Scout and Infiltration effects have been made, the controlling player may place D6 5" Blast Markers on the battlefield, scattering them 3D6". Any model hit takes a wound on a 4+ with the Rending rule. However, this effect is non-discriminatory, as a result, after the controlling player has made these attacks, each enemy player may also place D6 markers in the same way as above.
References to the name R'ylitan have appearred across the entire galaxy since the first days of Man. Whilst initially disputed as legends passed though time, it has been made clear by more recent Explorator expeditions that there is a degree of truth behind this being which has appeared in many civilisations. From the ancient hierogplyths of the Gyptian Pharoahs, to the wondrous Greekian temples, to the far more recent white noises transmissions from the abandoned Persecutor-Class Fleet, R'ylitan has swayed the course of time on thousands of occasions, with only one certain consequence: the complete destruction of those who are unfortunate to witness his presence.
WS4
BS4
S5
S5
W3
I2
A3
Ld10
Sv3+
Wargear Timesplitter Blade
Entropy Orb
Special Rules Ever Living
Resurrection Protocols
Shifter of Worlds
Timesplitter Blade: Said to contain the essence of a C'tan, those struck such a weapon begin to phase out of existence, doomed to roam until the end of time while their physical existence is obliterated. The Timesplitter Blade counts as a Power Weapon. Any models wounded by it but not killed must take a Leadership Test. Any model which fails is immediatly removed from play at the end of the Assault Phase.
Entropy Orb: The antithesis of the works of the Crypteks, the Entropy Orb was created as a by-product of the technology used to create the Resurrection Orbs. While Resurrection Orbs are able to knit minerals and, to a much lesser extent, flesh back into their component forms, the Entropy Orb works in the opposite way, annihilating the bonds beween atoms the same way as the more common Voidblades and Scarabs do. The Entropy Orb counts as a ranged weapon with the following profile:
Range: Template
SX
Ap1
Assault 1, Entropic Strike
Even by Orkish standards, Skullsmasha is one thick . His brain is said to be so underdeveloped that he doesn't even know he exisits, he simply follows his Orkoid instincts and doesn't feel pain from half thatb shots that penetrate his leathery hide. His Waaagh! was a force of nature, much like the brute himself.
His Waaagh! started when, as a mere Nob of the Bad Moons, he marched to war under Gutrencha da Ork-iarch. His mob of no less than a dozen Nobs, led by Gutrencha himself, with a Wierdboy as his second in command, led a full force rampage into the battlelines of the Mordian 5th. The Ork race is noted for its massive impact when it gets a charge in, but Skullsmasha made even his Warlord's berserk rampage look like a toddler throwing a fit. He smashed into the enemy with a fury that could make Gork himself hesitate before following, hurtling headfirst into a Chimera and tearing it asunder before laying waste to the occupants, include what was assumed to be Lord Commissar Van Helford. They couldn't identify the body. Or what was left as it were. Soon after he was found tearing apart Leman Russ Battle Tanks with his bare hands and hurling Guardsmen so far up into the sky it is said Mork had to move out of the way to avoid being splattered with Guardsmen.
Gutrencher da Ork-iarch died in that battle, though it required serveral Leman Russ Squadrons to bring him to his end. After that though, Skullsmasha took over. He didn't exactly lead the Orks, he just kinda went stompin' off to battle with some Lackeys at his heels. his Nobs and lesser Bosses say he is dumb as a Bull Squig and as strong as a really strong Warboss (they're Nobs, they don't understand, "thinking").
When Skullsmasha gathers momentum, no creature on Terra save the Emperor, could hope to withstand they beast's impact. This seems to be magnified by the number of larger Orks in his company. On his own he is a force to be reckoned with. As the leader of the mob of boys and their Nob-Boss, he is deadly. Heading a Meganob Mob, he is a Daemon... That said, his low intelligence capacity makes his reactions increbly slow. Except when rampaging through a frenzied melee, in which case he is a quick as a whip.
Warboss Skullsmasha 210
WS5
BS 1
S 5
T5
W 3
I 1
A 4
Ld 9
Sv 5+/5++
Wargear
Thick Skin
5+ save and FNP Slugga
Cybork Body
'Uge Choppa
-2 handed Power Weapon.
Stikk Bombs
Special Rules
Waaagh!
Independent Character
Furious Charge
Unstoppable Rampage
For each Character( including independent characters, Upgrade Characters and Special Characters) other than himself, or Meganob in a unit joined by Skullsmasha, you may addd +1 to his Int and Str when charging, which stacks with FC. Note this only applies to Skullsmasha himself.
So, at the head of a 30 strong Boys Mob with a Nob, he would gain +2 Str and Int.
Joined to a unit of Flashgits with Painboy, Kaptain Badrukk and also joined by a Warboss, he would gain +4 Int and Str ( one of which comes from Furious Charge)
Leading a 10 man MANz unit his is Str and Int 10 on the charge.
Equipment: Mega Uber Giga Blasta, Da Grimsaw, Bionik Gubbinz
Mega Uber Giga Blasta: The Mega Uber Giga Blasta may fire in three different ways. Declare which way you will fire it before you roll to hit. Note that due to the constantly wavering frequencies, you may not pick the same mode twice in a row.
Da Grimsaw. This is a Close Combat weapon with the Rending Special rule
Bionik Gubbinz: These give Fluffy a 5++ and Feel No Pain
Special Rules:
Uncontrollable Rage: Fluffy, despite his name, is a furious hurricane in a close bloody assault. He gets D6 +2 attacks in assault. He also has the Furious Charge and Rage USRs.
Towering Behemoth: Any enemy unit within 6" of Fluffy must pass a Morale check or they will be pinned. If a unit that is charged by Fluffy fails a morale check, every model loses 1 attack to a minimum of one, and 1 WS to a minimum of 1.
Fearless: Fluffy is a massive lumbering Behemoth that is all but immune to the most devastating of attacks. Fluffy is Fearless.
Old Champion: Fluffy is a symbol of all Orkdom, a direct conduit of Gork and Mork. All units in an army that includes Fluffy gain +1 Strength and +1 Initiative until he is slain.
After the attack of a Tyranid Hive Fleet on the world of Fervin, several Tyranid Organisms lay scattered on the planet. One of these happened to be a Carnifex. Warboss Blackgob ordered his Boyz to clear the world of, as he put it, "Dese filthy squishy scum once and fer all!". One curious Ork Boy had managed to find the Carnifex in a cave, waiting to find it's prey. Fortunately, all connections with the Hive Mind had been severed, and it was left mindless. As the Ork boy looked upon the blue carapace, he thought more and more about how lucky it must be. After all, it survived the wrath of the entire Ork populace of the planet. The Boy decided to spare the Carnifex. He named it Fluffy, as that was a traditional 'oomie name to use. He put chain around his neck and led him to the village. Several Orks looked in disbelief, others in awe as they saw the great lumbering beast being led by the Boy. "Look at the size of dat!" was one of the many exclamations of the Ork townspeople who saw Fluffy. The Meks and Doks swarmed around him, offering the Boy free Bioniks and Dakka for the creature. He simply punched them to the ground, got Fluffy to crack their skulls open, and move on. He was headed to Warboss Blackgob's Deff Castle, where he would ask for teef to spend on "custumizin'" Fluffy. Blackgob laughed at him, and said "You really think that me money is best spent on dat gribbly?!" The boy said he would give him as a personal mount, then quickly proceeded to crush his head into submission using Fluffy once negotiation failed. Fearing a similar fate, the Meks and Doks that were once hassling the Boy were now fixing up Fluffy good an' propa. They attached a massize saw onto one arm, and a humungous cannon onto another. Various bitz were added to him, until the Boy that found him now had a saddle and reins to mount him with. And this is the beginning of the legend of Fluffy.
No, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no!
Carnifexes are not passive lurkers, like gaunts or Lictors. Once Hive Mind connections are severed, it goes into an unstoppable rampage that only a Baneblade or Fortress could withstand. Maybe. And a Boy could never in a million, trillion, a killion years would ever be able to kill, let alone chain up and lead around, a carnifex. I don't care how much jest or alcohol went into this. This is idiotic.
Ovion wrote:TBH, it's not impossible. If it got smacked in the head in the right way and was basically turned dumb, or some psychic power / backlash / whatever...
Unlikely, impropable, but It's hardly the worst thing I've seen.
Just because you see it happen all the time on TV doesn't make it true. Gilligan might simply need a slight coconut bonk to clear his noggin but something that is bred, created, and so closely tethered to the hive mind would probably loose most function aside from violence. And even then only because only because it is created to be like that.
But sadly most of these are opinions as we don't right the fluff for 'em. GW said that when they loose contact with the hive mind they go ape until they die. The flipside of that is that the fluff for a creature doesn't have to be bullet proof, just needs to be enough to let someone else field it against them.
I wouldn't.
AND +1 STR and I to everything in the army is bonkers. You're telling me then the orcs are as fast as an Eldar Howling Banshee?
IHateNids wrote:Say it had a hangover... XD
This makes more sense then most of the fluff on this thread though but your name automatically shows your bias
General mael radec commander of the helghan imperial guard
Radec was just a child when his people were exiled from the paridise world of vekta 13 in the eastern fringe. The tau had conquered his world and forced the ideals of the greater good upon the people. A resistance formed and began gathering momentum radecs parents became involved believing they could throw off the chains of tau opression they made contact with the imperium and requested aid the imperium said they would come however the movement was betrayed from the inside and all those involved were arrested radecs parents didnt despair believeing the imperium would save them however upon hearing of the movements demise and suffering several defeats at the hands of the tau the impetium abandoned vetka 13 to its fate the tau commander soa'vre decided to make an example of the prisoners and exiled them and every member of their families. Abandoned by the imperium and exiled from vetka the exiles were forced to settle on the deathworld helghan. Full of ash clouds lightening storms and mutated carnivores helghan began to destroy the exiles those without reabreathers died within weeks of lung rot including radecs father however the exiles adapted their bodies growing stronger they took to calling themselves the helghast as they believed they were now more tan human. Eventually the planet began to thrive as a natural mineral in th planets crust was a potent source of energy cities emerged and trade began however many stil dreamed of vetka. 2 decades later the invasion of vetka began radec then a lieutenant in the helghast army was amongst the invasion force however they were constantly beaten back by the tau during the battle for vetka city radecs superior was killed the tau sensing weakness pushed forward men falling back around him radec took command and began an offensive that pushed right into the heart of the city where he met the tau commander the very one who had exiled him all those years ago his bodyguards fell to plasma fire but his sheild drones absorbed the damage he lept at radecs squad crushing the plasma gunner gutting radecs bodyguards radec lept foward power sword in hand to decapitate him but a shield drone lept in the way the tau commander swung his armored fist breaking radecs sword arm picking radec up.he prepared to finish him however radec pulled the pin on a krak grenade and and jammed it between the armour plates on his shoulder the blast severed the commanders arm fortunatly radecs rebreather saved him from the brunt of the blast he crawled toward the downed commander seeing he was still alive radec pulled his combat knife out and jammed it in his eye socket the tau leaderless fell back and were eventually driven off planet.
Mael radec WS 4 BS 5 S 3 T 3 I 3 W 3 Ld10 Sv 4+
Wargear power sword, carapace armour force field Reaver
Reaver: Radecs personal revolver gifted to him after the battler of vetka city this poweful handgun fires hollowpoint rounds with a plasma core capable of rending the thickest armour useless
Reaver: S4 Ap 2 pistol 12inch
Special rules. Senoir officer hero of helghan old wounds master tactician
Hero of helghan: all units within 12 inch of radec are fearless
old wounds: radec has never trusted the imperium since they abondoned him lord commisars may not be used in an army with radec
Master tactician: after both players have set up the IG player may re posistion D3 + 1 units if fighting tau it becomes D3+2
Eternal hatred: Radec despises the tau his unit and all those within 24 inch have the prefered enemy special rule (tau)
These symbols might seem foreign to you but they are very important. We call them "punctuation". Please use them so that it is easier to read.
Anyways I hate to lay down hate on fluff two times in a row but the Tau are a very young race who has evolved very, very quickly. It is highly unlikely that from the time they took the world to what we consider "present time" in 40k that they would be able to rebuild. Let alone have the tools to build much of anything. Also, the time it takes humans to evolve or adapt to certain drastic changes, such as the ash you mentioned, would most likely kill them hundreds of years before they could adapt. Although I will admit that it is more original than most of the fluff here. "Commander blahblah was Chapter Master at age 5 and killed Gre ater Daemons barehanded while still in his diapers" seems like a familiar story from most of the other characters. I'd patch it up by saying the Imperium sent supplies but never any military aide. Perhaps?
And most of all.... Why even bother with Prefered Enemy: Tau? Even a basic guardsman can probably take out a squad of fire warriors! I know, I know. Kroot and Battlesuits can kill stuff in melee, but I can still jest at it, no?
How many points is radec meant to be?
Is he an independant Character or an upgrade of some sort?
Depending on points, one assumes that the entire force will be Helghastian renegades, and in that case simply confering Prefered Enemy: Tau Empire to your whole force may not be unreasonable (especially being as guard, facing tau, neither of you are likely to be charging the enemy).
I'd also remove 'Eternal Hatred', having 'Old Wounds' confer the Perfered Enemy: Tau Empire rule as well as prohibiting the use of commisars.
Also - Tau oppression? I suppose from the view of radical imperials it would be... but nevermind. Tau tend not to live all that long, generally not for more than 40ish years, and it'll take them at least 30 years to make it to the rank of O (commander), then only a few years after that they can retire, so 20 years later he's probably retired or dead. Also only 20 years is a really fast pace for cities to be made, and enough infrastructure to send ships and armies on a full blown invasion (unless those terrible Tau sent them off with enough base resources / prefab to get going )
ANYWAY:
Updated version of my Tau Commander Sorrow, including fluff, rules and a picture
O'R'ashmya - Commander Mourning Sorrow
Spoiler:
During the War of Dark Revelations, hundreds of Tau were given over to the Dark Eldar Haemonculus Urien Rakarth as payment for aid against the Tyranid threat, these poor souls were tortured and warped into lumbering Grotesques by the fleshmelders.
Among the first wave of these creatures sent back through the webway to Vigos were the initial experiments, cannon fodder not expected to survive, and it was thought all of their creations from this first wave had been lost.
In truth in the opening moments of that battle one of them had been struck hard, then trapped under the corpse of a massive tyranid beast. After the smoke cleared, the tyranids pushed back and the covens had vanished once again into the shadows, there was movement among the piles of dead. A lone Grotesque rose, somehow his own man again, no longer a puppet of the haemonculi. Slowly he made his way back to the Tau lines, calling in a loud, guttural voice for his kin.
Already shocked and horrified at the realisation of what these creatures were, seeing one that knew he was Tau saddened them further. The creature that was once like them had no recollection of his name, or his caste, his body while strong was full of pain, yet his will was resolute. He wished to stand as a memorial to his fallen brothers and deliver justice upon the Dark Eldar. The builders and engineers of the Earth Caste took pity on him, and from the remnants of destroyed equipment built him weapons and armour to help him achieve his goal.
The nameless warrior took the title R'ashmya, or Mourning Sorrow and with his modified Plasma Rifle the Hammer of Dawn vowed to protect the empire from the dark kin. While many expected him to fall swiftly, he prevailed in conflict after conflict, always on the front line, eventually making it to the rank of Commander, and finally being given the option to retire. He refused, instead asking to commission a special strike force, and his wish was granted.
Having lived several times longer than most normal Tau, using the longevity borne of his new form, he now leads the Defenders of Twilight, a rapid response force that specialises in defending the empire against the Dark Eldar. They operate out of a customised manta, the majority of its internal space taken up by a jump drive, the ship, while with greatly reduced capacity can deliver the Sorrows force to anywhere within the empires borders swiftly, to deliver retribution against those who wronged them.
Wargear:
Gnarlskin
Hard-Wired Target Lock
Sorrows Shield
Hammer of Dawn
Pulse Pistol
Twilights Shadow
- Blacksun Filter
- Two Grade 2 Drone Controllers
- Four Medium Drones
-- Twin-Linked Pulse Carbine
- Missile Pod
Special Rules:
- Acute Senses
Independent Character
- Move Through Cover
- Skilled Rider
Feel No Pain
Furious Charge
Preferred Enemy: Dark Eldar
Options:
None.
Gnarlskin:
Gnarlskin confers a 6+ armour save.
Sorrows Shield:
Commander O'R'ashmyas personal shield generator – it operates on a broader spectrum than the standard Tau shield generator, it confers a 3+ save and a 5+ invulnerable save.
The Hammer of dawn is a unique weapon combining the technology in Plasma and Pulse Rifles that has the following profile:
Weapon: Hammer of Dawn
Range-30”, Str-6, AP-3, Type-Assault 2, Rending.
Twilights Shadow:
Commander Sorrows drone controllers are contained within this special harness.
It counts as 2 Drone Controllers that have a total of 4 Gun Drones.
Id have him as an upgrade in a CCS i not sure on points like id probs say between kell and straken. The history is dicey like i wanted o make him an original exile but i could just have him born on helghan a hunndred or so years later and be taught to hate the tau i suppose the eternal hatred thing does not work i might give him a unique order instead just not sure what yet
Automatically Appended Next Post: Also i can explain all the plot holes warp storms for the win :-D
Wargear: The Emperor's Twinkie, Customized Pintle Hand, Lasgun crotch, close combat weapon, frag grenades, Ed hardy tshirt.
The Emperor's Twinkie: Works just like the Deathstrike missile found on page 55 of the codex except that it may be fired once every turn with unlimited shots. It also is Barrage, Pinning, Rending, Assault 1. In addition to these effects, whenever an opponent looses a model to this attack you may give him a wedgie (Once per turn)
Customized Pintle Hand: Having the amazing ingenuity that he does he insisted that the Techpriest Engineseers must graft the excess pintle-mounted weapons from a Chimera onto his hand. The adepts of Mars did so at once, seeing the ingenuity of doing so and crafted it the most powerful ammunition available. This weapon may be fired in addition to all other weapons:
Range: 0.5" to 120" S: 6 AP: 1 Melta, Pistol 6
Lasgun Crotch: Commander All Y'all also wanted everyone to know he has the biggest "gentlemen parts" in the solar system, so he has secured a genital mounted lasgun. This weapon has the profile of a normal lasgun from the Imperial Guard Codex but everytime it is fired the controlling player must also mention about how big own junk is. If your opponent or any observers make comments such as "You wish!" or "You're just compensating!" you have the right to hit him in the head with a pipe wrench (which has been included in the kit when purchased).
Ed Hardy Tshirt: this does not confer an armor save, but rather gives all of your opponent(s)'s models Preferred Enemy: Commander All Y'all
Special Rules: Feel No Pain, Independent Character, Fleet, Fearless, Eternal Douchebag (See: Eternal Warrior),
UHMURICA! YEAH!: At anytime the controlling player may insist that all people in the immediate vacinity stop and listen to him as he sings a song about the amazingness of Commander All Y'all's home country, Uhmurica.
Screw this! I'm too cool for this ! I'M OUT!: At no point in the game may Commander All Y'all be deployed onto the field of play
I wear my sunglasses at night: Commander All Y'all does not suffer any penalties from Night Fighting.
"This is like, top secret man.": You may choose to not show or explain any of these rules to your opponent. If he keeps asking, make sure that you call him a pussy and make him drink one can or bottle of the worst, watered down beer available lest his manhood be in question.
Fluff:
Spoiler:
Commander All Y'all is awesome.
Picture here, if you're man enough to look. Still a WIP.
Deadshot wrote:No, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no!
Carnifexes are not passive lurkers, like gaunts or Lictors. Once Hive Mind connections are severed, it goes into an unstoppable rampage that only a Baneblade or Fortress could withstand. Maybe. And a Boy could never in a million, trillion, a killion years would ever be able to kill, let alone chain up and lead around, a carnifex. I don't care how much jest or alcohol went into this. This is idiotic.
Wargear: The Emperor's Twinkie, Customized Pintle Hand, Lasgun crotch, close combat weapon, frag grenades, Ed hardy tshirt.
The Emperor's Twinkie: Works just like the Deathstrike missile found on page 55 of the codex except that it may be fired once every turn with unlimited shots. It also is Barrage, Pinning, Rending, Assault 1. In addition to these effects, whenever an opponent looses a model to this attack you may give him a wedgie (Once per turn)
Customized Pintle Hand: Having the amazing ingenuity that he does he insisted that the Techpriest Engineseers must graft the excess pintle-mounted weapons from a Chimera onto his hand. The adepts of Mars did so at once, seeing the ingenuity of doing so and crafted it the most powerful ammunition available. This weapon may be fired in addition to all other weapons: Range: 0.5" to 120" S: 6 AP: 1 Melta, Pistol 6
Lasgun Crotch: Commander All Y'all also wanted everyone to know he has the biggest "gentlemen parts" in the solar system, so he has secured a genital mounted lasgun. This weapon has the profile of a normal lasgun from the Imperial Guard Codex but everytime it is fired the controlling player must also mention about how big own junk is. If your opponent or any observers make comments such as "You wish!" or "You're just compensating!" you have the right to hit him in the head with a pipe wrench (which has been included in the kit when purchased).
Ed Hardy Tshirt: this does not confer an armor save, but rather gives all of your opponent(s)'s models Preferred Enemy: Commander All Y'all
Special Rules: Feel No Pain, Independent Character, Fleet, Fearless, Eternal Douchebag (See: Eternal Warrior), UHMURICA! YEAH!: At anytime the controlling player may insist that all people in the immediate vacinity stop and listen to him as he sings a song about the amazingness of Commander All Y'all's home country, Uhmurica.
Screw this! I'm too cool for this ! I'M OUT!: At no point in the game may Commander All Y'all be deployed onto the field of play
I wear my sunglasses at night: Commander All Y'all does not suffer any penalties from Night Fighting.
"This is like, top secret man.": You may choose to not show or explain any of these rules to your opponent. If he keeps asking, make sure that you call him a pussy and make him drink one can or bottle of the worst, watered down beer available lest his manhood be in question.
Fluff: Commander All Y'all is awesome.
Picture here, if you're man enough to look. Still a WIP.
don't get too jelly.
For those of you who cant understand this: Pretty much an Imperial Guard Commissar who is tougher than usual but has no save and has some wierd wargear.
Deadshot wrote:No, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no!
Carnifexes are not passive lurkers, like gaunts or Lictors. Once Hive Mind connections are severed, it goes into an unstoppable rampage that only a Baneblade or Fortress could withstand. Maybe. And a Boy could never in a million, trillion, a killion years would ever be able to kill, let alone chain up and lead around, a carnifex. I don't care how much jest or alcohol went into this. This is idiotic.
Actually, what if something came between the Hive Mind and the Carnifex, both severing it's link and replacing it with its own? Something like this was done in Starcraft with Hive Mind Emitters. It basically replaces the Overmind/Kerrigans link to that Zerg creature and allow the controller of the Emitter to command the Zerg creature.
Considering how random the Orks are, I wouldn't be surprised if this both happened on accident and worked because the orks believed it would.
Fluffy could quite easily be controlled by "Da 'Ive Mind!" courtesty of large metal probes being inserted into its brain, and the other end into a Mek (or Doc)'s Brain, mounted on its back with some gubbinz! In a beautiful mashing of Ork and Beast that no mother could love. Not that either has an excess of brain matter to share but combined it'd be deadly (or eat alot of fungus)
Melcavuk wrote:Fluffy could quite easily be controlled by "Da 'Ive Mind!" courtesty of large metal probes being inserted into its brain, and the other end into a Mek (or Doc)'s Brain, mounted on its back with some gubbinz! In a beautiful mashing of Ork and Beast that no mother could love. Not that either has an excess of brain matter to share but combined it'd be deadly (or eat alot of fungus)
I just got a mental picture of a Carnifex with a hat and a large antenna sticking out of it, and a Mekboy riding it with a similar hat and antenna.
Wargear: The Emperor's Twinkie, Customized Pintle Hand, Lasgun crotch, close combat weapon, frag grenades, Ed hardy tshirt.
The Emperor's Twinkie: Works just like the Deathstrike missile found on page 55 of the codex except that it may be fired once every turn with unlimited shots. It also is Barrage, Pinning, Rending, Assault 1. In addition to these effects, whenever an opponent looses a model to this attack you may give him a wedgie (Once per turn)
Customized Pintle Hand: Having the amazing ingenuity that he does he insisted that the Techpriest Engineseers must graft the excess pintle-mounted weapons from a Chimera onto his hand. The adepts of Mars did so at once, seeing the ingenuity of doing so and crafted it the most powerful ammunition available. This weapon may be fired in addition to all other weapons:
Range: 0.5" to 120" S: 6 AP: 1 Melta, Pistol 6
Lasgun Crotch: Commander All Y'all also wanted everyone to know he has the biggest "gentlemen parts" in the solar system, so he has secured a genital mounted lasgun. This weapon has the profile of a normal lasgun from the Imperial Guard Codex but everytime it is fired the controlling player must also mention about how big own junk is. If your opponent or any observers make comments such as "You wish!" or "You're just compensating!" you have the right to hit him in the head with a pipe wrench (which has been included in the kit when purchased).
Ed Hardy Tshirt: this does not confer an armor save, but rather gives all of your opponent(s)'s models Preferred Enemy: Commander All Y'all
Special Rules: Feel No Pain, Independent Character, Fleet, Fearless, Eternal Douchebag (See: Eternal Warrior),
UHMURICA! YEAH!: At anytime the controlling player may insist that all people in the immediate vacinity stop and listen to him as he sings a song about the amazingness of Commander All Y'all's home country, Uhmurica.
Screw this! I'm too cool for this ! I'M OUT!: At no point in the game may Commander All Y'all be deployed onto the field of play
I wear my sunglasses at night: Commander All Y'all does not suffer any penalties from Night Fighting.
"This is like, top secret man.": You may choose to not show or explain any of these rules to your opponent. If he keeps asking, make sure that you call him a pussy and make him drink one can or bottle of the worst, watered down beer available lest his manhood be in question.
Fluff:
Commander All Y'all is awesome.
Picture here, if you're man enough to look. Still a WIP.
don't get too jelly.
For those of you who cant understand this:
Pretty much an Imperial Guard Commissar who is tougher than usual but has no save and has some wierd wargear.
And has a Deathsrike missile with unlimited shots...
I don't think so...
In regards to Fluffy, perhaps that boy had just a smidgin of psychic power, manifesting in the form of a very weak synapse-like aura. to weak to take a nid away from the hivemind, but strong enough to hold on to one who was already disconnected?
Wargear: The Emperor's Twinkie, Customized Pintle Hand, Lasgun crotch, close combat weapon, frag grenades, Ed hardy tshirt.
The Emperor's Twinkie: Works just like the Deathstrike missile found on page 55 of the codex except that it may be fired once every turn with unlimited shots. It also is Barrage, Pinning, Rending, Assault 1. In addition to these effects, whenever an opponent looses a model to this attack you may give him a wedgie (Once per turn)
Customized Pintle Hand: Having the amazing ingenuity that he does he insisted that the Techpriest Engineseers must graft the excess pintle-mounted weapons from a Chimera onto his hand. The adepts of Mars did so at once, seeing the ingenuity of doing so and crafted it the most powerful ammunition available. This weapon may be fired in addition to all other weapons:
Range: 0.5" to 120" S: 6 AP: 1 Melta, Pistol 6
Lasgun Crotch: Commander All Y'all also wanted everyone to know he has the biggest "gentlemen parts" in the solar system, so he has secured a genital mounted lasgun. This weapon has the profile of a normal lasgun from the Imperial Guard Codex but everytime it is fired the controlling player must also mention about how big own junk is. If your opponent or any observers make comments such as "You wish!" or "You're just compensating!" you have the right to hit him in the head with a pipe wrench (which has been included in the kit when purchased).
Ed Hardy Tshirt: this does not confer an armor save, but rather gives all of your opponent(s)'s models Preferred Enemy: Commander All Y'all
Special Rules: Feel No Pain, Independent Character, Fleet, Fearless, Eternal Douchebag (See: Eternal Warrior),
UHMURICA! YEAH!: At anytime the controlling player may insist that all people in the immediate vacinity stop and listen to him as he sings a song about the amazingness of Commander All Y'all's home country, Uhmurica.
Screw this! I'm too cool for this ! I'M OUT!: At no point in the game may Commander All Y'all be deployed onto the field of play
I wear my sunglasses at night: Commander All Y'all does not suffer any penalties from Night Fighting.
"This is like, top secret man.": You may choose to not show or explain any of these rules to your opponent. If he keeps asking, make sure that you call him a pussy and make him drink one can or bottle of the worst, watered down beer available lest his manhood be in question.
Fluff:
Commander All Y'all is awesome.
Picture here, if you're man enough to look. Still a WIP.
don't get too jelly.
For those of you who cant understand this:
Pretty much an Imperial Guard Commissar who is tougher than usual but has no save and has some wierd wargear.
And has a Deathsrike missile with unlimited shots...
I don't think so...
To be honest, if you notice it has a rule that says it cannot be deployed. Being its rules make it a 5pt penalty in a model taht cannot be placed on the field... xD
Wargear: The Emperor's Twinkie, Customized Pintle Hand, Lasgun crotch, close combat weapon, frag grenades, Ed hardy tshirt.
The Emperor's Twinkie: Works just like the Deathstrike missile found on page 55 of the codex except that it may be fired once every turn with unlimited shots. It also is Barrage, Pinning, Rending, Assault 1. In addition to these effects, whenever an opponent looses a model to this attack you may give him a wedgie (Once per turn)
Customized Pintle Hand: Having the amazing ingenuity that he does he insisted that the Techpriest Engineseers must graft the excess pintle-mounted weapons from a Chimera onto his hand. The adepts of Mars did so at once, seeing the ingenuity of doing so and crafted it the most powerful ammunition available. This weapon may be fired in addition to all other weapons:
Range: 0.5" to 120" S: 6 AP: 1 Melta, Pistol 6
Lasgun Crotch: Commander All Y'all also wanted everyone to know he has the biggest "gentlemen parts" in the solar system, so he has secured a genital mounted lasgun. This weapon has the profile of a normal lasgun from the Imperial Guard Codex but everytime it is fired the controlling player must also mention about how big own junk is. If your opponent or any observers make comments such as "You wish!" or "You're just compensating!" you have the right to hit him in the head with a pipe wrench (which has been included in the kit when purchased).
Ed Hardy Tshirt: this does not confer an armor save, but rather gives all of your opponent(s)'s models Preferred Enemy: Commander All Y'all
Special Rules: Feel No Pain, Independent Character, Fleet, Fearless, Eternal Douchebag (See: Eternal Warrior),
UHMURICA! YEAH!: At anytime the controlling player may insist that all people in the immediate vacinity stop and listen to him as he sings a song about the amazingness of Commander All Y'all's home country, Uhmurica.
Screw this! I'm too cool for this ! I'M OUT!: At no point in the game may Commander All Y'all be deployed onto the field of play
I wear my sunglasses at night: Commander All Y'all does not suffer any penalties from Night Fighting.
"This is like, top secret man.": You may choose to not show or explain any of these rules to your opponent. If he keeps asking, make sure that you call him a pussy and make him drink one can or bottle of the worst, watered down beer available lest his manhood be in question.
Fluff:
Spoiler:
Commander All Y'all is awesome.
Picture here, if you're man enough to look. Still a WIP.
Allright im new to this (and 40k as a whole) so bear with me if this doesnt make sense and or it just plain sucks.
Captain Crimson Novem of the ranger division, 5th company, Blades of the wasteland chapter.
WSBS S T W I A LDSV 6 5 4 4 3 5 2 10 +3
Wargear: Powerfist, iron halo, "Red Death" custom Storm bolter.
Special Rule's: And they shall know no fear, Combat tactics, independent character, Open fire, Rangers lead the way, Company tactics
Red Death bolter: A special bolter that the ranger company had passed down from captain to captain. Novem can fire the bolter on the run in the heat of battle or slow practised shots with a high rate of fire that forces him to use his power fist to control well.
It is fired with the following profile:
Range StrAP type
Red Death: assault: 24" 4 4 Assault 4
Red Death Heavy 30" 4 4 Heavy 6
Special rule: Open fire: Once per game, Novem can direct the fire of his astartes. Take a leadership test, and if sucessful, place a large blast template over the target, any astartes shooting at that unit can either fire at ballistic skill 5
Company tactics: The 5th company is largely composed of sternguard as shock troopers. They count as scouring units.
Rangers lead the way: if Novem is with a sternguard squad, they all gain an extra shot in rapid fire, Vengance rounds do not get hot.
2: The Storm Bolter there seems a bit much, Making it straight Assault 3 / Heavy 4 would probably be better.
(Also, slow practiced shots at a high rate of fire makes little sense, spray and pray OR slow targeted.)
3: +1 shot in rapid fire range is... ok if pointed well enough, but removing gets hot? that seems a bit much.
4: Does the large blast scatter? the unit shooting can either fire at BS5 or?? and I assume it's only for that turn, not 'any unit under the template permamently has a target on his forehead'?
Colonel Abrick Knells of the 182nd Ebon Hawks Regiment, commander of an urban Harkoni Warhawks detatchment. **Drop Troops Only; Please consult Imperial Armor 8 for the Drop Troops Army List**
Colonel Abrick Knells inherited the 182nd Ebon Hawks after a bitter loss of their previous commander and his command staff, when they had landed in a Necrontyr Minefield. While familiar with the Phantine Regiments of reknown, Knells maintains a grasp of battlefield command, and possess a quick mind required when dropping into enemy held territory.
His tactical acumen became famous among Imperial Generals during the invasion of Mordia, when three platoons under his command destroyed the ammunition dumps feeding the traitors defense at the Tetrarcal Palace, allowing the Mordians to storm the battlements. He avenged his predecessors deaths by aiding Grand Marshal Helbrecht in eradicating a Necron Tomb World. For his valour and dedication to eradicate the xenos, Helbrecht gifted Knells the Black Talon; a Master-Crafted Storm Bolter that became synonymous with the Colonels growing reputation.
Colonel Knells - 70 Points, Replaces the Company Commander of a Company Command Squad. The Company Command Squad can purchase upgrades for the Squad as normal. Colonel Knells cannot purchase additional wargear.
He can issue up to two orders and has access to all the Senior Officer's Orders. Get back in the fight! is replaced by Covering Fire!
WS: 4, BS: 5, T: 3, I: 3, W: 3, Ld: 9, Sv: +4
Wargear: The Black Talon: A Master-Crafted Storm Bolter, Chainsword, Carapace Armor, Refractor Field, Homing Beacon, Melta Bombs.
Special Rules:
Covering Fire! - Colonel Knells' had commanded hundreds of drops into ruined and besigned cities and fortifications and his experience in covering his troopers as they land is second to none.
If the order is successful, choose an enemy unit visible to Colonel Knells. The ordered unit gains the Pinning Special rule for the current Shooting Phase and immediately shoots the nominated target. The target suffers a -1 to their pinning check, demonstrating the enemy becoming overwhelmed by massed gunfire.
Master Vox Network - Colonel Knells' Regiment is supported by a massive array of Vox Nets both in space and using enemy Vox Towers for their own personal use, creating a reliable communication array for the Regiment.
If Colonel Knells Command Squad has a Vox Set, Colonel Knells can issue orders up to 36" regardless of line of sight, if the unit recieving the order also has a Vox Set.
The first wave: Colonel Knells Command Squad and a Troop Choice of your choosing must deep strike first turn, even if their embarked in a vehicle. If Colonel Knells is on the battlefield, add +1 to your reserve rolls.
Actually this idea is kind of interesting. I making this up as I go. Tell me what you guys think. If I can balance right I maybe to use him in purely friendly games with a few of my friends.
Anyways he is based off an upgraded Lord Commissar (he himself is not a Lord though)
Commissar Galdos is an orphaned Cadian who went through the Schola Progenium and learned under the Hero of the Imperium, Ciaphas Cain. Cain taught his cadets the value of keeping one's men alive, a lesson Galdos took to heart. Galdos prefers to appeal to the soldiers sense of Duty and Honor instead of harsh punishments. Galdos shows his loyalty to his men by treating every soldier as a valued warrior of the Imperium. Believing strongely in the Imperial Guard's duty to defend the Imperium, Galdos has led more rescue missions than any other officer in the army group he is attached too. The knowledge that Galdos will return for anyone, soldier or civilian, has inspired the men and caused them to put great trust in the Commissar.
He understands the difference of holding the line through soldier sacrifice and wasting the lives of soldiers. As such Galdos has no trouble in ordering a retreat knowing that he will simply be falling back to prepare for a different way to achieve victory. Having been attached to the 812th Cadian Infantry Regiment and its "sister" regiment the Cadian 317th Armoured Regiment for his entire career, Galdos has earned a tight bond with the soldiers of the brigade. His very presence on the front line is enough to inspire his soldiers to continue fighting all that much harder knowing that this is the critical location of the battle.
Through the course of his career, Galdos has seen officers of the reigment fall, either wounded or killed in action. In each case Galdos will immediately step up and take command of the force before a break down in the chain of command is noticed. Galdos has stepped up and take command of everything from an Armoured Fist Squad to the 812th Regiment on one occasion when Eldar warriors were able to critical injure the commander and kill several members of his command squad.
Commissar Galdos
WS 5
BS 5
S 3
T 3
W 3
I 3
LD 10
SV 5+
Wargear:
Flak Armor, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades, Refractor Field (May Upgrade To Carapace Armor for +10, Power Sword for +10, Power Fist for +15, or a Plasma Pistol for +10 points)
Special Rules:
Independent Character
Inspirational Hero (Yarrick's move)
Aura of Discipline
Officer Material - Galdos has an excellent understanding of combat tactics having proven himself countless times when he has taken the place of fallen or wounded officers inside of the regiment. After all other orders have been issued, Galdos can attempt to issue a single order. He can use "Bring it Down!" and "Fire on my Target" as well as "FRFSRF", "Incoming!" and "Move! Move! Move!" with a 6" Command Radius
I am taking Command - Should the Company Commander be removed as a casulty for any reason, Galdos takes command of the Company replacing his "Officer Material" Special Rule with "Senior Officer" as found in the Imperial Guard Codex
Now is where Im having trouble, points. He is literally a Lord Commissar with Yarricks Inspirational Hero and the ability to be a slightly better junior officer or be a senior officer if I lose mine.
A Lord Commissar is 70 pts
Yarrick 185
I don't play Guard but 130pts sounds about right (going along with the slightly overcosted and underpowered approach that will get you able to use him more often)
2: The Storm Bolter there seems a bit much, Making it straight Assault 3 / Heavy 4 would probably be better.
(Also, slow practiced shots at a high rate of fire makes little sense, spray and pray OR slow targeted.)
3: +1 shot in rapid fire range is... ok if pointed well enough, but removing gets hot? that seems a bit much.
4: Does the large blast scatter? the unit shooting can either fire at BS5 or?? and I assume it's only for that turn, not 'any unit under the template permamently has a target on his forehead'?
In response to this I'll change it around to make sense.
Allright im new to this (and 40k as a whole) so bear with me if this doesnt make sense and or it just plain sucks.
Captain Crimson Novem of the ranger division, 5th company, Blades of the wasteland chapter. 200pts
WSBS S T W I A LDSV 6 5 4 4 3 5 2 10 +3
Wargear: Powerfist, iron halo, "Red Death" custom Storm bolter.
Special Rule's: And they shall know no fear, Combat tactics, independent character, Open fire, Rangers lead the way, Company tactics
Red Death bolter: A special bolter that the ranger company had passed down from captain to captain. Novem can fire the bolter on the run in the heat of battle or make better shots with a high rate of fire that forces him to use his power fist to control well.
It is fired with the following profile:
Range StrAP type
Red Death: assault: 24" 5 4 Assault 3
Red Death Heavy 30" 5 4 Heavy 4
Special rule: Open fire: Once per game, Novem can direct the fire of his astartes. Take a leadership test, and if sucessful, place a large blast template over the target, any astartes shooting at that unit can fire at ballistic skill 5 for one turn, template doesnt scatter.
Company tactics: The 5th company is largely composed of sternguard as shock troopers. They count as scouring units.
Rangers lead the way: if Novem is with a sternguard squad, they all gain an extra shot in rapid fire. If facing the forces of chaos or other space marines, All of thier special ammunition dops by one AP point (I.E. kraken rounds drop from ap 4 to ap 3 and vengance rounds drop from ap 3 to ap 2)
After a monumental defeat of a Tyranid Hive Fleet on the Orkoid planet of Fervin, many Tyranid Organisms still remained in the various manufactorums and refineries of the ex-Forge world. Amongst these was a massive Carnifex, kept in an entranced state by the powerful fields generated by "Da Big 'Un", a huge plasma generator that powered the gargant fields where Meks built gigantic idols of Gork and Mork, complete with all the dakka they could fix on. By all normal logic, the generator should have killed everything within a 50 mile radius in an earth-shaking explosion. Nevertheless, Ork ingenuity had surpassed this minor difficulty somehow.
One day, an Ork named Deffgob stumbled across the giant Tyranid. After poking it several times with a stick and feeding it a passing Squig, he chained him up and led him to his ranch, where he intended to train him as a Mek-Pit Brawler. The tradition of Mek-Pit Brawling had long been part of the culture of the planet, seeing it's abundance of Meks and bits to be looted. The sport involved pretty much welding pieces of metal and other gubbinz together to make a walker body for an Ork, which is then used to beat other such creations into a pile of scrap metal. The main economy of teef thrived around the sport, and there was one particular event , "Da Crumper Cup", which often ended with a big payout for the battered and bruised winner, and several broken bones and torn organs for the losers.
After a few "modifikations", Deffgob's Carnifex was ready. He had named it Fluffy, as that was a traditional 'umie name for a pet. The beast managed to kill several Ork pilots during his brawls, and had earned Deffgob several hundred teef in a week. Deffgob rode on the back of Fluffy, controlling him using the reins that Deffgob had bolted to the walls of his mouth. Pretty soon Fluffy was out performing every other Mek fighter in the area. However, Deffgob still wanted more teef.
After major kustomization, Fluffy was entirely different. No longer did he fight with the massive claws that he was found with, rather he had a massive, serrated saw fused into his arm. Another was replaced with a large cannon that pulsed with unknown powers. He had a power unit implanted into his spine, and various gubbinz and wires protruded from his carapace. The most important piece of all was a device that produced waves like "Da Big 'Un", which could be switched off at the rider's will should he want to let loose all hell. After this, Fluffy went to "Da Crumper Cup". Unsurprisingly, the sheer power of Fluffy helped win many brawls, but now that the enthralling waves were gone, he was practically unstoppable. He destroyed several fighters in a lance of green light. He cleaved others in two with a Buzzsaw. All that remained after the Cup was Fluffy, Deffgob, scrap metal and sand.
Fluffy is now being used in the Waaaaagh! of Mek Grimtoof. And if you ever find yourself in his sights, you'd better pray. Because no weapon, human or alien, can stay his wrath.
FlameBelcha: The flamebelcha (Designed by Remnil himself) is a powerful handheld flame cannon, it releases a large, powerful blast that showers the enemy in debris, but at a very short distance.
The flame belcha has the following stats
S/5 AP/- Range/10" Assault 1, blast
Da Excalibah!: RahRut claims that the Excalibah was a gift from Gork and Mork himself. It is an all-powerful, monstrously large chainsword.
Da Excalibah! is a Power weapon that gives RahRut an bonus attack and +2 strength
Special Rules:
The United Waaagh!
The orks in RahRut's Waaagh are so dedicated to what they belive in, a united Clan that they are blind of any previous dedications, life means nothing! For Gork 'n Mork!
The united Waaagh! May be called once per game, it gives all ork units (including grots) the fearless rule
Remnil, The Brain of Gork and Mork
WS/2 BS/4 S/2 T/3 W/2 I/2 LD/9 SV/- PTS/175 (stats not including the DCA)
Wargear:
Protective shields
Obliterator cannon
Staff of conquest
The DCA (Defensive Combat Armour)
Special rules:
Ready, Aim, Fire!
Protective shields: Desiged by Remnil, and crafted on an alien world, these shields are able to deflect even the most mighty of weapons
The protective shields confer to a 3+ invulnerable save
The obliterator cannon: crafted by over 50 meks and Remnil himself is a deadly cannon of destruction, it has been known to slay entire platoons of imperial guard in a few minutes
The obliterator cannon is a piece of artillery with the following stats:
S/5 AP/2 Range/45" Heavy1 Large blast
Staff of conquest: The staff is a strange, unknown device, it was uncovered by Remnil on a dead world during his voyages with Rahrut. It causes powerful hallucinations in non-ork species
To use the staff of Conquest, choose any unit within 12" of Remnil, any model firing at Remnil or his squad must take a leadership test, if failed, the unit is brought down to BS2. It may be used only once per turn
DCA: The DCA is a thick suit of armor, similar to those donned by space marines
It gives a +1 strength to both strength and toughness and gives Remnil a +2 save
Ready, Aim, Fire:
Remnil is a Master tactician able to sway stupidity out of a mere ork's head, should he try.
Remnil may issue the command once per turn. In the movement phase, Do a leadership test on the model with the highst LD besides remnil, should he past, the unit he is with may not move. The following shooting phase, all guns in his unit are heavy 1, but all models gain +1 BS. Since grots and RahRut are slightly more reverent towards Remnil, he does not have to do a leadership test to issue the order.
Remnil does not take up an HQ slot should he be taken with RahRut, since the two almost always fight together
Gonna write fluff later, basically its a supersmart grot and his best friend, a warboss, who seek to unite all the clans under a single Waaagh
FlameBelcha: The flamebelcha (Designed by Remnil himself) is a powerful handheld flame cannon, it releases a large, powerful blast that showers the enemy in debris, but at a very short distance.
The flame belcha has the following stats
S/5 AP/- Range/10" Assault 1, blast
Da Excalibah!: RahRut claims that the Excalibah was a gift from Gork and Mork himself. It is an all-powerful, monstrously large chainsword.
Da Excalibah! is a Power weapon that gives RahRut an bonus attack and +2 strength
Special Rules:
The United Waaagh!
The orks in RahRut's Waaagh are so dedicated to what they belive in, a united Clan that they are blind of any previous dedications, life means nothing! For Gork 'n Mork!
The united Waaagh! May be called once per game, it gives all ork units (including grots) the fearless rule
Remnil, The Brain of Gork and Mork
WS/2 BS/4 S/2 T/3 W/2 I/2 LD/9 SV/- PTS/175 (stats not including the DCA)
Wargear:
Protective shields
Obliterator cannon
Staff of conquest
The DCA (Defensive Combat Armour)
Special rules:
Ready, Aim, Fire!
Protective shields: Desiged by Remnil, and crafted on an alien world, these shields are able to deflect even the most mighty of weapons
The protective shields confer to a 3+ invulnerable save
The obliterator cannon: crafted by over 50 meks and Remnil himself is a deadly cannon of destruction, it has been known to slay entire platoons of imperial guard in a few minutes
The obliterator cannon is a piece of artillery with the following stats:
S/5 AP/2 Range/45" Heavy1 Large blast
Staff of conquest: The staff is a strange, unknown device, it was uncovered by Remnil on a dead world during his voyages with Rahrut. It causes powerful hallucinations in non-ork species
To use the staff of Conquest, choose any unit within 12" of Remnil, any model firing at Remnil or his squad must take a leadership test, if failed, the unit is brought down to BS2. It may be used only once per turn
DCA: The DCA is a thick suit of armor, similar to those donned by space marines
It gives a +1 strength to both strength and toughness and gives Remnil a +2 save
Ready, Aim, Fire:
Remnil is a Master tactician able to sway stupidity out of a mere ork's head, should he try.
Remnil may issue the command once per turn. In the movement phase, Do a leadership test on the model with the highst LD besides remnil, should he past, the unit he is with may not move. The following shooting phase, all guns in his unit are heavy 1, but all models gain +1 BS. Since grots and RahRut are slightly more reverent towards Remnil, he does not have to do a leadership test to issue the order.
Remnil does not take up an HQ slot should he be taken with RahRut, since the two almost always fight together
Gonna write fluff later, basically its a supersmart grot and his best friend, a warboss, who seek to unite all the clans under a single Waaagh
Isn't that just Ghrazkull from 2nd Edition? He had an awesome gretchin (yes Gretchin, not Grot!) buddy with a 2++ from being extra lucky. Though the gretchin lacked the supersmart wargear, so definitely not a ripoff, just struck a familiar cord.
As for wargear I think S8 Power on the charge is a bit much, but he has only a 4+ with no ++. Maybe for fluffiness make a rule that on a Big Mek or Weirdboy may take the other HQ slot to show his push to reunite the clans (where as Ghaz is all about conquering the galaxy and all the orks just so happen to want to follow him). It would make it more fluffy, I guess it depends on how important your fluff is. I know in the character I posted it's very important that I follow the fluff to a T.
Overall I think the grot is pretty crazy, though I'm assuming they're both supposed to be ICs, but so long as the DCA is wargear his ID is against S6 weapons, which aren't that uncommon to one shot him. Even so, two bolter rounds can clear him. I think his gun should be watered down as he is a grot and shouldn't be able to move a gun that would be that devastating. Maybe make it S4 AP4 Barrage (as you mentioned it being Artillery) at MOST. I think S4 AP4 would be very surprising for a grot to be able to handle (Imperial guard Manticores fire missiles 3 times the size of a grot and are only AP4, as are Griffons, SM Whirlwinds, etc) and to have a higher AP I would expect it to need either a larger shell or a more technilogically advanced one (fitted with plasma/warp/etc). If you're going to model him as an artillery unit with a immobile gun to have it be reasonably stronger then he should be fielded with an AV like Big Gunz, which would be terribly unbenificial for him. With this you can obviously bring down his cost a good bit.
I like the Grot as he is more unique and makes Flash Gitz viable! I'm all for a character who sincerely makes other styles of play viable and gunline orks are something I'd love to see!
Wargeer= Artificer armour, hand flamer, frag and krak grenades, iron halo, jump pack and Widowmaker- master crafted power weopon. Special rules = atsknf, unique charecter, fearles, furious charge, Surgical strike - malgus and his unit do not scater when deep strikng, 8 company captain - Malgus may only join squads with jump packs. and Execution - once per asualt phase malgus can sacrfise all his atacks to make one atack with the intant death special rule at WS 8. Malgus picks the target of the atack.
definatly not OP for 200pts, although now I'm thinking a DS Terminator squad that dosen't scatter is a bit much. possibly make it scatter a d6, like DoA
Doesn't seem OP by any means, but the points cost is what will determine that. Perhaps give him the option to allocate the execution wound. Seems extra fluffy as it would be him picking out the target he deems unworthy and also makes him useful against squads like Ork boyz to take out that Nob or Paladin squads with an Apothecary in it etc
I changed him so he can only join jump pack squads.
Automatically Appended Next Post:
felixander wrote:Doesn't seem OP by any means, but the points cost is what will determine that. Perhaps give him the option to allocate the execution wound. Seems extra fluffy as it would be him picking out the target he deems unworthy and also makes him useful against squads like Ork boyz to take out that Nob or Paladin squads with an Apothecary in it etc
Edit made. Should i reduce the points or keep it the same?
This guy can be used in any sm force but only one in each army. he has the normal captain options unles stated otherwise. 10th company captain 110 points
WSBS S T W I A LDSV 6 5 4 4 3 5 3 10 4+ Wargeer - the same as normal except scout armour instead of power armour, shotgun instead of boltgun and combat knife instead of bolt pistol and chainsword. Options - may exchange shotgun for boltgun, sniper rifle or bolt pistol. free. may exchange scout armour for power armour 25 points may take camo cloak 3 points locator beacon 25 points may NOT take jump pack terminator armour
Special rules - all normal and scout, infiltrate, move through cover and
10th company captain - one squad of scouts may be taken for 50 points.
IHateNids wrote:yes, but why no upgrades on the 50pt scout squad?
It was origanaly it doesnt take up foc slot so 10 scouts with power fist, 2 heavy bolters, locator becon, melta bombs and camo cloaks along with 6 other squads felt a bit over the top and i forgot to change it. anyway the edit is made
Wargear: Frag & Krak Grenades, Artificer armour, Iron Halo, Mastercrafted storm bolter, The sword of retribuition, Cloak of the Lion.
Special rules: Independent Character, Stubborn, Eternal Warrior, Rites of battle.
The sword of retribution- suitable impressive fluff Is a power weapon that wounds MC on a 4+.
Cloak of the Lion- Made from the silk of super space silk worms it makes the wearer impervious to all but the heaviest weapons, so grants the bearer eternal warrior. Also looks quite good.
And in the spirit of suitable impressive fluff, Thanatos is the current Supreme grand master of the Oracles of Retribution. plans battles with the usually brutal efficiency of those in similar positions as well as having amzing martial prowess.
On a side note, he wrote the beginners guide to surviving the warp, thus far there has only been one purchaser.
The 10th Captain, what most people don't realise, is not an inferior scout. He is more expierianced than any other cause he needs to train and oversee scouts.
Deadshot wrote:The 10th Captain, what most people don't realise, is not an inferior scout. He is more expierianced than any other cause he needs to train and oversee scouts.
I did not realize. I have boosted his stats and increased the points now.
I retooled my FK special character, Making his weapon a bit like GK Halberds and the Chapter Tactics more awesome.
Archknight Arakor, Chapter Master of the Forge Knights..........................................................200 points Arakor has major two qualities: his almost unnatural affinity for technology and his size. Arakor was almost turned into a servitor shortly after becoming a scout, as he seemed to skinny and weak to be of any use as a soldier. Most of the implants Space Marines receive had been well received by Arakors body, although his musculature and bone structure did not change accordingly, although it did change slightly. What did happen, however, was a slight mental uptick; over time, rather than simply increasing his physical strength, it increased his mental capacity and his reflexes far beyond normal, human limits. Arakor swiftly proved himself to be one of the sharpest and quickest scouts in the Chapter, out-thinking even the Scout Captain on a few occasions. Because of his mental acuity, he was selected to be part of a mission to the Imperial World of Holthar to determine to reason for a sudden communications blackout on a remote testing facility.
It did not take long for the scouts to discover the reason for the blackout. A Dark Eldar raid was in progress, and the Scouts could do nothing about it. They were outnumbered 100 to 1, so all they could do was report what they saw and wait for reinforcements. However, by the time reinforcements arrived, all of the facility workers and scouts were gone.
Arakor and the scouts, being obvious warriors, were sold as slaves to die in the arenas. And die they did, for the most part. At first, the slaves were pitted against each other, the Scouts mercilessly slaughtered the weaker, normal humans that were thrown against them. Arakor, however, held back and attempted to unify the slaves, guessing that this was just one of many trials. After fighting each other, they were set upon by the wyches.
The Wyches tore them apart, as they did with all other slaves they were set against. Arakor fought for what seemed like hours, and in the end, only the Wyches and Arakor remained. Arakor was dragged away and thrown into a cell with a dozen other slaves, where he promptly passed out.
He awoke the next morning (at least, it felt like morning), feeling sore, but also thrilled. Usually, fights ended quickly with Arakor as the victor. But here? Not even close. He finally had a real challenge in his hands. Eventually, Arakor started to keep a mental journal of his fights, noting his performance and how exciting the fight was.
-Day 4- I fought a dozen of these "wyches" today. I also finally found someone who speaks both the Dark Eldar language and high gothic, a inquisitors servant named Phillip. The Wyches died easily, not expecting a human to be on their level. I think they also expect me to know fear, but I don't.
-Day 8- The Arena master threw a dozen more Wyches at me. I wonder if I'm thinning out those Wych Cults as all, since all they seem to do is die. This is boring.
-Day 12- Finally! A new challenge! I am told they are called Hellions, and I am picking up some of their language on my own. I think today's fight would have gone in the Hellions favor had the audience not been so close. The audience seemed to be as thrilled as I was, although the Hellions were less so. I also managed to take one of their weapons. I think I'll keep it, study it's workings.
-Day 16- More beasts, more slaves. Nothing new, nothing fun. It felt like a day off. for one of the fights, I put a blind fold on.
-Day 20- I've picked up more of their language. The Dark Eldar really seem to despise me. Today's fights were against some dishonored Kabalites accused of treason. They seemed better trained than others that I've fought.
-Day 24- They've moved me to a new arena. Something about an Archon getting in good with the Wych Cults. I also spooked the audience today when I began taunting them in their own language. They began throwing things at me, mostly bladed objects. What is it with these people and blades? The arena master tried to throw the chains back on me. I sliced his face open.
-Day 28- I think I'm getting better at this game. The world seems to be moving in slow motion, almost like I'm making time slow down. I'm told that the Cult of Strife will be sending a few members my way.
-Day 32- One month in, first draw. It's a bit of a bummer, but let me say that Lelith Hesperax is attractive, though that's not why there was a draw.
-Day 36- After the fight with Hesperax, it all seems so boring now. To spice things up, I managed to steal a Hellion's Skyboard, rode it up to the Reaver Arena, jacked a Reaver's Jetbike, and left. It was a bit more difficult than I thought it would be, but Commoragh from a distance is quite something to behold. It feels good to be away from the arena.
After stealing the Reaver Jetbike, Arakor spent the next week attempting to gain entrance back into realspace. Finally, he found it, in the form of a Haemonculi's webway portal. Through cunning and the use of many disguises, Arakor made his way back to the Forge Knights and after extensive purity shenanigans, Arakor was allowed back into the ranks of the Chapter. It was only a matter of time and a few defeated Dark Eldar raids that Arakor rose to the rank of Chapter Master. ----------------------------------------------------------- WS:7 BS:5 S:3 T:3 W:3 I:7 A:4 Ld:10 Sv: 3+ ----------------------------------------------------------- Composition: 1 (Unique) Unit Type: Infantry (Character) Wargear: The King of Death, Voidforged Armor
The King of Death: Made from the remnants of a Hellion's Hellglaive and some spare parts, the King of Death is a Relic Blade that rolls an extra d3 when rolling to penetrate vehicle armor. Due to both Arakor’s skill and the style of the weapon, Arakor strikes at +2 Initiative.
Voidforged Armor: This special suit of armor is similar to the Ghostplate Armor used by the Dark Eldar. It produces an effect similar to (but not exactly like) a Grey Knight's Shrouding power. Any model or unit attempting to shoot at Arakor or his unit must do so with -1 to their BS. Units or model attempting to shoot at Arakor from a rage greater than 36" must do so with -2 to their BS. Arakor’s armor is also equipped with a miniature Locator Beacon.
Special Rules: Counter-Attack, Agile, Fleet, Move Through Cover, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Locator Drop
Agile:Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has a 4+ Invulnerable save when being shot at and a 3+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). In addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks. If Arakor is taken and is not part of any unit, he may assault after Deep Striking.
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Arakor does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter.
I'd say because he can give an entire army deepstike no matter the mission type and drop locator beacons each turn to assist this he becomes an entire army buff he may be worth a bit more.
Then again, because he doesn't have Eternal Warrior, I'd gather 200pnts may be just right.
Toughness 3 makes him a bit too easy to kill even, hell, the only reason he's worth that much is because of his armywide buff.
Why does he have combat tactics if your going to take combat tactics away from him?
I'd actually say give him a toughness 4 and then playtest him. If he's too good like that knock him down to T 3. I'd gather you'll be ok with him at T 4 at 200pnts.
Otherwise T 3 off the top of my playtest experience I'd knock him down to 180-175.
Deep Strike won't be very good if he's dead and T 3 invulnerable save or not his life span in high point games is very limited, he's high priority in a bad way. If he dies, your whole army really would suffer if you went deepstiking. Otherwise your only paying money for a guy you should stick in a heavy troop squad to go hunting, and space marines are filled with good armor saves but not enough wounds to make him untargetable even in their squads.
If you make him Eternal Warrior, than easily 240-250pnts.
Also, he's already Initiative 7, does he need to strike at +2 Initiative?
Why T 4 even with the bit about his not having so and so muscular what have you, because he was in a friggin arena and toughened up, right? Toughness and Strength are not always hand in hand. Many strong men are not tough, many not physicall imposing men are dirt tough.
Big Mek Dattrukk wrote:In regards to Fluffy, perhaps that boy had just a smidgin of psychic power, manifesting in the form of a very weak synapse-like aura. to weak to take a nid away from the hivemind, but strong enough to hold on to one who was already disconnected?
Deadshot wrote:I hope.his +2 Int is already.included in his profile.
^---- This. Also, this fool is as skilled in combat as Draigo?? I have to disagree with Runna and say that he has a ton of USR...
Fluffwise it's another ridiculous heap to add to the pile. "Oh yeah I was captured by Dark eldar, but no biggie, I beat the pants off of everything they threw at me, learned their language, and then when I was bored I escaped in a way that Rambo would call shenanigans on." and honestly I find the diary silly.
The guy's fluff is funny, because lets face it, it doesn't make any sense and the fact he killed a dozen wyches in CC is unjustifiable.
But as a unit to work, the dude is easy to kill.
I really just wanted to drop hints to the guy who wrote it that he needed to re-work it.
I digress.
War gear
Power armor, Big fist of Doom, Frag and krak grenades, Hat of Fat, Spoon of soup.
Rules
Independent Character-as per the rule book.
Winded- Fat back can't be on the move for long amounts of time. To show this He rolls 2 d6 for movement keeping the highest. (this isn't slow and prop) In any turn Fat back runs, He runs an extra d-3 inches because of his momentum. This doesn't apply to any squad he is with, and can force him to leave the squad. He must move full d-3 extra.
Hat of Fat- This under sized hat is from his child hood. It grants Fat back a 4+ invl save. If a physic power is used with in 2d6 of a model wearing the hat of fat, both players roll a d6 and add it to their leader ship. If Fat back wins the roll. The enemy physic takes one wound with no saves allowed of any kind.
Fat-Because of his huge size, Fat back takes up 2 spots in any transport that would allow infantry to be carried.
Hey you kinda smell- If Fat back is not in a squad he is counted as being armed with defensive grenades.
Spoon of soup- Is a Large spoon that is used to hurl soup great distances, Or very short distances. The spoon is a deadly weapon when used right. This is a shooting attack with the following profile.
R-4d6" S-5 AP- Assault 2
The Spoon of soup is fired in a straight line hitting the first model in the line, and moves to the next in the same line. until the max range is hit or until no more hits where scored. This includes friendly models and models in close combat.
Big Fist of Doom-Is a master crafted power fist, That gives 2d6 armor pen against vehicles.
Just to lazy to run away- General Fat Back is fearless and turns any unit is joins fearless. Its just easier to fight to the death than it is to run away.
Faithful steed- Fat back is often seen riding his faithful steed. A smaller than normal donkey. Nose picker, his faithful steed will come to Fat backs aid when in need. If Fat back is riding Nose picker, He gains the FNP universal rule and can't be transported in a vehicle. Because of Nose picker being so faithful, Fat back can no longer join units. Nose picker gives Fat back a sense of command and raises Fat back's leadership to 10.
Dolka dot pot- This master crafted soup pot was made to be used with the spoon of soup. It increases the number of shots allowed by the spoon to assault d6. It also allows hotter soup to be carried, giving the spoon an ap of 4. Changing the Spoon of Soup to the following profile
R-4d6 S-5 Ap-4 assault d6
OK, I'm going to assume, you don't really know all that much about the Dark Eldar from this... So I'll point out the.. shall I say flaws. I'll try and.. help where I can.
McNinja wrote:I retooled my FK special character, Making his weapon a bit like GK Halberds and the Chapter Tactics more awesome.
Archknight Arakor, Chapter Master of the Forge Knights..........................................................200 points Arakor has major two qualities: his almost unnatural affinity for technology and his size. Arakor was almost turned into a servitor shortly after becoming a scout, as he seemed to skinny and weak to be of any use as a soldier. Most of the implants Space Marines receive had been well received by Arakors body, although his musculature and bone structure did not change accordingly, although it did change slightly. What did happen, however, was a slight mental uptick; over time, rather than simply increasing his physical strength, it increased his mental capacity and his reflexes far beyond normal, human limits. Arakor swiftly proved himself to be one of the sharpest and quickest scouts in the Chapter, out-thinking even the Scout Captain on a few occasions.
I admittedly don't know huge amounts about space marines, but if the muscle grafts didn't take, wouldn't that be viewed as a failiure? I don't know what the response to that would be.
Because of his mental acuity, he was selected to be part of a mission to the Imperial World of Holthar to determine to reason for a sudden communications blackout on a remote testing facility.
It did not take long for the scouts to discover the reason for the blackout. A Dark Eldar raid was in progress, and the Scouts could do nothing about it. They were outnumbered 100 to 1, so all they could do was report what they saw and wait for reinforcements. However, by the time reinforcements arrived, all of the facility workers and scouts were gone.
Considering how long it would take for them to notice a comms blackout from a regular facility, decide to investigate, and get there, for them to notice comms blackout from a remote facility, even considering it would be important enough to require instant mobilisation (and if it was, why ONLY a single scout squad?), the raid would be over. Dark Eldar run lightning strikes, if they're raiding a facility it would be stripped within a day or so at the most, more likely only a few hours. I mean, it took them less than a day to strip the Tau world of Rubikon during the War of Dark Revelations. But even my character who's dedicated to responding will only rarely make it to the scene in time, and his ship is specifically rigged to get him there within hours. I'm thinking of having a Kroot Shaman that is able to give premonitions allowing him to be there already.
A more logical reason is they happened to be there. A layover after another mission, coincedence, something, but they wouldn't find anything other than ghosts if they're traveling to it .
Arakor and the scouts, being obvious warriors, were sold as slaves to die in the arenas. And die they did, for the most part. At first, the slaves were pitted against each other, the Scouts mercilessly slaughtered the weaker, normal humans that were thrown against them. Arakor, however, held back and attempted to unify the slaves, guessing that this was just one of many trials. After fighting each other, they were set upon by the wyches.
Why will the scouts mercilessly slaughter? I'd have thought they'd try to protect or save, rally against their captors...
The Wyches tore them apart, as they did with all other slaves they were set against. Arakor fought for what seemed like hours, and in the end, only the Wyches and Arakor remained. Arakor was dragged away and thrown into a cell with a dozen other slaves, where he promptly passed out.
He awoke the next morning (at least, it felt like morning), feeling sore, but also thrilled. Usually, fights ended quickly with Arakor as the victor. But here? Not even close. He finally had a real challenge in his hands. Eventually, Arakor started to keep a mental journal of his fights, noting his performance and how exciting the fight was.
-Day 4- I fought a dozen of these "wyches" today. I also finally found someone who speaks both the Dark Eldar language and high gothic, a inquisitors servant named Phillip. The Wyches died easily, not expecting a human to be on their level. I think they also expect me to know fear, but I don't.
looking at his current statline, a dozen wyches would kill him now though it's possible it's wych acolytes fighting...
-Day 8- The Arena master threw a dozen more Wyches at me. I wonder if I'm thinning out those Wych Cults as all, since all they seem to do is die. This is boring.
-Day 12- Finally! A new challenge! I am told they are called Hellions, and I am picking up some of their language on my own. I think today's fight would have gone in the Hellions favor had the audience not been so close. The audience seemed to be as thrilled as I was, although the Hellions were less so. I also managed to take one of their weapons. I think I'll keep it, study it's workings.
Hellions wouldn't care about a close spectators. Hellions are street gangs, they might fight in the arenas for a giggle. Keeping a hellglaive isn't likely though, they'd likely shoot him rather than let him keep it. Learning the eldritch that Dark Eldar speak isn't entirely unreasonable, but isn't it heresy?
-Day 16- More beasts, more slaves. Nothing new, nothing fun. It felt like a day off. for one of the fights, I put a blind fold on.
-Day 20- I've picked up more of their language. The Dark Eldar really seem to despise me. Today's fights were against some dishonored Kabalites accused of treason. They seemed better trained than others that I've fought.
Wyches and beasts will be a much better fight than kabalite warriors. Warriors are soldiers, specialising in firearms, while capable of CC, it's not their primary ability.
-Day 24- They've moved me to a new arena. Something about an Archon getting in good with the Wych Cults. I also spooked the audience today when I began taunting them in their own language. They began throwing things at me, mostly bladed objects. What is it with these people and blades? The arena master tried to throw the chains back on me. I sliced his face open.
Again, put down with fire. Either sedated or dead.
-Day 28- I think I'm getting better at this game. The world seems to be moving in slow motion, almost like I'm making time slow down. I'm told that the Cult of Strife will be sending a few members my way.
-Day 32- One month in, first draw. It's a bit of a bummer, but let me say that Lelith Hesperax is attractive, though that's not why there was a draw.
Lelith is the single crazy fastest CC warrior ever. Against full blown marines she simply toys with them... but hey.
-Day 36- After the fight with Hesperax, it all seems so boring now. To spice things up, I managed to steal a Hellion's Skyboard, rode it up to the Reaver Arena, jacked a Reaver's Jetbike, and left. It was a bit more difficult than I thought it would be, but Commoragh from a distance is quite something to behold. It feels good to be away from the arena.
Taking a Skyboard up to the reaver tracks is reasonably suicidal, assuming you'd be able to learn how to fly the skyboard before it crashes, then not only fighting your way out of the arena, past the guards, through the hellion gangs outside, not getting shot out of the air or ripped apart by the scourges, etc, then fighting his way into the reavers playground past their guards, survivng the insane bladevane passes and insane flying they make, knocking off the rider who's probably stapled to the seat, learning how to ride the bike in mid-air, while it's spiraling out of control at almost supersonic speeds before it splats into a wall / outcrop all the while holding onto a hellglaive..., then managing to fight his way back out past the other reavers, then survive the inevitable Razorwings sent to put down the trouble if he did make it that far...
After stealing the Reaver Jetbike, Arakor spent the next week attempting to gain entrance back into realspace. Finally, he found it, in the form of a Haemonculi's webway portal. Through cunning and the use of many disguises, Arakor made his way back to the Forge Knights and after extensive purity shenanigans, Arakor was allowed back into the ranks of the Chapter. It was only a matter of time and a few defeated Dark Eldar raids that Arakor rose to the rank of Chapter Master.
Wait, waaaaait.... so on top of the above, he just somehow strolls into the lair of a coven, where dozens of the dark eldar that make other dark eldar wet themselves live in the dozens, steals a webway portal, figures out how to use it, calibrates it to open into realspace (which is a trick, as a webway portal opens a link between Commoragh and where ever it is set, so going through it would just lead back to the city, so this parts even more impressive...), then makes the casual stroll back to his chapter.
BTW - carrying that hellglaive would cripple any disguise...
----------------------------------------------------------- WS:7 BS:5 S:3 T:3 W:3 I:7 A:4 Ld:10 Sv: 3+ ----------------------------------------------------------- Composition: 1 (Unique) Unit Type: Infantry (Character) Wargear: The King of Death, Voidforged Armor
The King of Death: Made from the remnants of a Hellion's Hellglaive and some spare parts, the King of Death is a Relic Blade that rolls an extra d3 when rolling to penetrate vehicle armor. Due to both Arakor’s skill and the style of the weapon, Arakor strikes at +2 Initiative.
Assuming that he made it through all the crap with the reaver bike, him somehow keeping hold of the Hellglaive that he would have to have stolen when he escaped (no way he'd have kept the earlier one.) is... almost reasonable the +2 Initiative is not. +2 Str is.. ok, the +D3 to pen is even getawayable, but with a big heavy modified 2 handed power weapon, +2 inititiave is silly. MAYBE +1 on the charge.
Voidforged Armor: This special suit of armor is similar to the Ghostplate Armor used by the Dark Eldar. It produces an effect similar to (but not exactly like) a Grey Knight's Shrouding power. Any model or unit attempting to shoot at Arakor or his unit must do so with -1 to their BS. Units or model attempting to shoot at Arakor from a rage greater than 36" must do so with -2 to their BS. Arakor’s armor is also equipped with a miniature Locator Beacon.
Ghostplate is a tough armour plate, that is thin to enable free movement. it grants a 4+ save and a 6+ invun. If he's wearing something that light, he probably shouldn't have a 3+ save. And if his armour somehow obscures HIM, how does it make the whole unit shrouded? that doesn't make much sense tbh.
Special Rules: Counter-Attack, Agile, Fleet, Move Through Cover, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Locator Drop
I'd remove Move Through cover (IC gives it anyway, and he'll lose it when joining a squad that doesn't have it regardless, so giving it twice is redundant)
Agile:Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has a 4+ Invulnerable save when being shot at and a 3+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). In addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks. If Arakor is taken and is not part of any unit, he may assault after Deep Striking.
Copying Leliths Quicksilver Dodge (which she gets for being about the fastest damn eldar ever.) for a human is a bit crazy, mayhaps a 4+/5+ invun?
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Arakor does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter.
Ultimately, if his fluff is redone a little for him not to be a magical combination of Macguyver and Chuck Norris that can hide a 6-8 foot long hellglaive in his coat (i.e. make sense ) I could live with it.
Deadshot wrote:I hope.his +2 Int is already.included in his profile.
^---- This. Also, this fool is as skilled in combat as Draigo?? I have to disagree with Runna and say that he has a ton of USR...
Fluffwise it's another ridiculous heap to add to the pile. "Oh yeah I was captured by Dark eldar, but no biggie, I beat the pants off of everything they threw at me, learned their language, and then when I was bored I escaped in a way that Rambo would call shenanigans on." and honestly I find the diary silly.
But that's just an opinion.
It's supposed to be. If I wanted it to be taken seriously, I wouldn't have spent 20 minutes writing it. Actual fluff that wouldn't be silly would be about a page long, much like how in order to make Draigo's fluff seem reasonable, a ton of more explanation would have needed to go into his whole "I cut open a daemon primarchs chest and carved my name and my mentors name into it. Then I roflstomped my way through the warp and wrecked the chaos gods' gak." I anyone cares to see it, I'll be happy to put it up. It'd take place over the span of a year, rather than a month, though.
Also, Drazhar has 5 USRs, plus 3 other special rules. The Decapitator has ten special rules. Also, yes, he is as skilled in CC than Draigo (perhaps more skilled, even). His mind and reflexes work faster than even the Supreme Grand Master of the Grey Knights.
Ovion wrote:OK, I'm going to assume, you don't really know all that much about the Dark Eldar from this... So I'll point out the.. shall I say flaws. I'll try and.. help where I can.
McNinja wrote:
Spoiler:
I retooled my FK special character, Making his weapon a bit like GK Halberds and the Chapter Tactics more awesome.
Archknight Arakor, Chapter Master of the Forge Knights..........................................................200 points
Arakor has major two qualities: his almost unnatural affinity for technology and his size. Arakor was almost turned into a servitor shortly after becoming a scout, as he seemed to skinny and weak to be of any use as a soldier. Most of the implants Space Marines receive had been well received by Arakors body, although his musculature and bone structure did not change accordingly, although it did change slightly. What did happen, however, was a slight mental uptick; over time, rather than simply increasing his physical strength, it increased his mental capacity and his reflexes far beyond normal, human limits. Arakor swiftly proved himself to be one of the sharpest and quickest scouts in the Chapter, out-thinking even the Scout Captain on a few occasions.
I admittedly don't know huge amounts about space marines, but if the muscle grafts didn't take, wouldn't that be viewed as a failiure? I don't know what the response to that would be.
Because of his mental acuity, he was selected to be part of a mission to the Imperial World of Holthar to determine to reason for a sudden communications blackout on a remote testing facility.
It did not take long for the scouts to discover the reason for the blackout. A Dark Eldar raid was in progress, and the Scouts could do nothing about it. They were outnumbered 100 to 1, so all they could do was report what they saw and wait for reinforcements. However, by the time reinforcements arrived, all of the facility workers and scouts were gone.
Considering how long it would take for them to notice a comms blackout from a regular facility, decide to investigate, and get there, for them to notice comms blackout from a remote facility, even considering it would be important enough to require instant mobilisation (and if it was, why ONLY a single scout squad?), the raid would be over. Dark Eldar run lightning strikes, if they're raiding a facility it would be stripped within a day or so at the most, more likely only a few hours. I mean, it took them less than a day to strip the Tau world of Rubikon during the War of Dark Revelations. But even my character who's dedicated to responding will only rarely make it to the scene in time, and his ship is specifically rigged to get him there within hours. I'm thinking of having a Kroot Shaman that is able to give premonitions allowing him to be there already.
A more logical reason is they happened to be there. A layover after another mission, coincedence, something, but they wouldn't find anything other than ghosts if they're traveling to it .
Arakor and the scouts, being obvious warriors, were sold as slaves to die in the arenas. And die they did, for the most part. At first, the slaves were pitted against each other, the Scouts mercilessly slaughtered the weaker, normal humans that were thrown against them. Arakor, however, held back and attempted to unify the slaves, guessing that this was just one of many trials. After fighting each other, they were set upon by the wyches.
Why will the scouts mercilessly slaughter? I'd have thought they'd try to protect or save, rally against their captors...
The Wyches tore them apart, as they did with all other slaves they were set against. Arakor fought for what seemed like hours, and in the end, only the Wyches and Arakor remained. Arakor was dragged away and thrown into a cell with a dozen other slaves, where he promptly passed out.
He awoke the next morning (at least, it felt like morning), feeling sore, but also thrilled. Usually, fights ended quickly with Arakor as the victor. But here? Not even close. He finally had a real challenge in his hands. Eventually, Arakor started to keep a mental journal of his fights, noting his performance and how exciting the fight was.
-Day 4- I fought a dozen of these "wyches" today. I also finally found someone who speaks both the Dark Eldar language and high gothic, a inquisitors servant named Phillip. The Wyches died easily, not expecting a human to be on their level. I think they also expect me to know fear, but I don't.
looking at his current statline, a dozen wyches would kill him now though it's possible it's wych acolytes fighting...
-Day 8- The Arena master threw a dozen more Wyches at me. I wonder if I'm thinning out those Wych Cults as all, since all they seem to do is die. This is boring.
-Day 12- Finally! A new challenge! I am told they are called Hellions, and I am picking up some of their language on my own. I think today's fight would have gone in the Hellions favor had the audience not been so close. The audience seemed to be as thrilled as I was, although the Hellions were less so. I also managed to take one of their weapons. I think I'll keep it, study it's workings.
Hellions wouldn't care about a close spectators. Hellions are street gangs, they might fight in the arenas for a giggle. Keeping a hellglaive isn't likely though, they'd likely shoot him rather than let him keep it. Learning the eldritch that Dark Eldar speak isn't entirely unreasonable, but isn't it heresy?
-Day 16- More beasts, more slaves. Nothing new, nothing fun. It felt like a day off. for one of the fights, I put a blind fold on.
-Day 20- I've picked up more of their language. The Dark Eldar really seem to despise me. Today's fights were against some dishonored Kabalites accused of treason. They seemed better trained than others that I've fought.
Wyches and beasts will be a much better fight than kabalite warriors. Warriors are soldiers, specialising in firearms, while capable of CC, it's not their primary ability.
-Day 24- They've moved me to a new arena. Something about an Archon getting in good with the Wych Cults. I also spooked the audience today when I began taunting them in their own language. They began throwing things at me, mostly bladed objects. What is it with these people and blades? The arena master tried to throw the chains back on me. I sliced his face open.
Again, put down with fire. Either sedated or dead.
-Day 28- I think I'm getting better at this game. The world seems to be moving in slow motion, almost like I'm making time slow down. I'm told that the Cult of Strife will be sending a few members my way.
-Day 32- One month in, first draw. It's a bit of a bummer, but let me say that Lelith Hesperax is attractive, though that's not why there was a draw.
Lelith is the single crazy fastest CC warrior ever. Against full blown marines she simply toys with them... but hey.
-Day 36- After the fight with Hesperax, it all seems so boring now. To spice things up, I managed to steal a Hellion's Skyboard, rode it up to the Reaver Arena, jacked a Reaver's Jetbike, and left. It was a bit more difficult than I thought it would be, but Commoragh from a distance is quite something to behold. It feels good to be away from the arena.
Taking a Skyboard up to the reaver tracks is reasonably suicidal, assuming you'd be able to learn how to fly the skyboard before it crashes, then not only fighting your way out of the arena, past the guards, through the hellion gangs outside, not getting shot out of the air or ripped apart by the scourges, etc, then fighting his way into the reavers playground past their guards, survivng the insane bladevane passes and insane flying they make, knocking off the rider who's probably stapled to the seat, learning how to ride the bike in mid-air, while it's spiraling out of control at almost supersonic speeds before it splats into a wall / outcrop all the while holding onto a hellglaive..., then managing to fight his way back out past the other reavers, then survive the inevitable Razorwings sent to put down the trouble if he did make it that far...
After stealing the Reaver Jetbike, Arakor spent the next week attempting to gain entrance back into realspace. Finally, he found it, in the form of a Haemonculi's webway portal. Through cunning and the use of many disguises, Arakor made his way back to the Forge Knights and after extensive purity shenanigans, Arakor was allowed back into the ranks of the Chapter. It was only a matter of time and a few defeated Dark Eldar raids that Arakor rose to the rank of Chapter Master.
Wait, waaaaait.... so on top of the above, he just somehow strolls into the lair of a coven, where dozens of the dark eldar that make other dark eldar wet themselves live in the dozens, steals a webway portal, figures out how to use it, calibrates it to open into realspace (which is a trick, as a webway portal opens a link between Commoragh and where ever it is set, so going through it would just lead back to the city, so this parts even more impressive...), then makes the casual stroll back to his chapter.
BTW - carrying that hellglaive would cripple any disguise...
-----------------------------------------------------------
WS:7 BS:5 S:3 T:3 W:3 I:7 A:4 Ld:10 Sv: 3+
-----------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The King of Death, Voidforged Armor
The King of Death: Made from the remnants of a Hellion's Hellglaive and some spare parts, the King of Death is a Relic Blade that rolls an extra d3 when rolling to penetrate vehicle armor. Due to both Arakor’s skill and the style of the weapon, Arakor strikes at +2 Initiative.
Assuming that he made it through all the crap with the reaver bike, him somehow keeping hold of the Hellglaive that he would have to have stolen when he escaped (no way he'd have kept the earlier one.) is... almost reasonable the +2 Initiative is not. +2 Str is.. ok, the +D3 to pen is even getawayable, but with a big heavy modified 2 handed power weapon, +2 inititiave is silly. MAYBE +1 on the charge.
Voidforged Armor: This special suit of armor is similar to the Ghostplate Armor used by the Dark Eldar. It produces an effect similar to (but not exactly like) a Grey Knight's Shrouding power. Any model or unit attempting to shoot at Arakor or his unit must do so with -1 to their BS. Units or model attempting to shoot at Arakor from a rage greater than 36" must do so with -2 to their BS. Arakor’s armor is also equipped with a miniature Locator Beacon.
Ghostplate is a tough armour plate, that is thin to enable free movement. it grants a 4+ save and a 6+ invun. If he's wearing something that light, he probably shouldn't have a 3+ save.
And if his armour somehow obscures HIM, how does it make the whole unit shrouded? that doesn't make much sense tbh.
Special Rules: Counter-Attack, Agile, Fleet, Move Through Cover, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Locator Drop
I'd remove Move Through cover (IC gives it anyway, and he'll lose it when joining a squad that doesn't have it regardless, so giving it twice is redundant)
Agile:Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has a 4+ Invulnerable save when being shot at and a 3+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). In addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks. If Arakor is taken and is not part of any unit, he may assault after Deep Striking.
Copying Leliths Quicksilver Dodge (which she gets for being about the fastest damn eldar ever.) for a human is a bit crazy, mayhaps a 4+/5+ invun?
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Arakor does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter.
Ultimately, if his fluff is redone a little for him not to be a magical combination of Macguyver and Chuck Norris that can hide a 6-8 foot long hellglaive in his coat (i.e. make sense ) I could live with it.
His coat's bigger on the inside Actually, I meant to remove the armor save. Also, the fluff is being rewritten to be less magical. I'll put it up when I finish it up.
I know you can do crazy things with a Bo Staff, but a Hellglaive, especially one modified (which would make it even heavier) is significantly bigger, significantly heavier, and has 2 whacking great swords on the ends. Its use will be a lot closer to a twin-ended polearm, imagine a Bardiche or something, but with even more weight at the back end. These things are REALLY large and unwieldy.
Using a shortstaff like that - yes.
Using a twinbladed polearm that's twice as long like that, you'll lose a leg, get it stuck in the ground etc.
And measuring the Hellglaive against a kroot, DE and marine, the Hellglaive is infact, 10-12ft long.
I would say have EITHER the +2 Str -or- +2 Ini, not both.
I would agree. I'll solidify this idea later, but I might just do normal hellglaive stats (+1 S and +1 A) and keep his Initiative high. It won't be an actual hellglaive, but It'll be fairly close.
Deadshot wrote:I hope.his +2 Int is already.included in his profile.
^---- This. Also, this fool is as skilled in combat as Draigo?? I have to disagree with Runna and say that he has a ton of USR...
Spoiler:
Fluffwise it's another ridiculous heap to add to the pile. "Oh yeah I was captured by Dark eldar, but no biggie, I beat the pants off of everything they threw at me, learned their language, and then when I was bored I escaped in a way that Rambo would call shenanigans on." and honestly I find the diary silly.
But that's just an opinion.
It's supposed to be. If I wanted it to be taken seriously, I wouldn't have spent 20 minutes writing it. Actual fluff that wouldn't be silly would be about a page long, much like how in order to make Draigo's fluff seem reasonable, a ton of more explanation would have needed to go into his whole "I cut open a daemon primarchs chest and carved my name and my mentors name into it. Then I roflstomped my way through the warp and wrecked the chaos gods' gak." I anyone cares to see it, I'll be happy to put it up. It'd take place over the span of a year, rather than a month, though.
Also, Drazhar has 5 USRs, plus 3 other special rules. The Decapitator has ten special rules. Also, yes, he is as skilled in CC than Draigo (perhaps more skilled, even). His mind and reflexes work faster than even the Supreme Grand Master of the Grey Knights.
Well you could have simply posted it in a "spoiler" tag (like I did above! So easy!) and mention what is in the text. And then next post you said you were rewritting it. It's ok, not everyone is an author. I'd rather see a short run down than a story that makes people roll their eyes. You could even say something like "Was captured and enslaved by the Dark Eldar for a standard month. He managed to escape with his life and Technology. Then he ate a brownie sundae." and I'd believe it and love the happy ending. As for the most important feedback you can get ("Would you let me field him in a friendly game?") I'm gonna say no for silly stat, wargear, special rules, and the fluff. It's rare but sometimes I wouldn't let someone field a character just because his background story is so derpy it makes me want to punt a puppy.
Well you could have simply posted it in a "spoiler" tag (like I did above! So easy!) and mention what is in the text. And then next post you said you were rewritting it. It's ok, not everyone is an author. I'd rather see a short run down than a story that makes people roll their eyes. You could even say something like "Was captured and enslaved by the Dark Eldar for a standard month. He managed to escape with his life and Technology. Then he ate a brownie sundae." and I'd believe it and love the happy ending. As for the most important feedback you can get ("Would you let me field him in a friendly game?") I'm gonna say no for silly stat, wargear, special rules, and the fluff. It's rare but sometimes I wouldn't let someone field a character just because his background story is so derpy it makes me want to punt a puppy.
Ok, I know what's wrong with the fluff, what about the statline, wargear, and rules?
G00fy smiley leads the army from off of the table, he does no damage of his own, he's not kidding himself he's probably stronger than average human but would die in a heartbeat in the 40k universe as a biker he rides away from combat as quickly as possible
Archknight Arakor, Chapter Master of the Forge Knights..........................................................210 points
Spoiler:
By all respects, Arakor should not even be a Space Marine. His only saving grace was that he was captured during a Dark Eldar raid while performing training maneuvers. Arakor was then subjected to the brutalities of the various arenas of Commorragh, nearly dying in his first fight. However, as the days, weeks, and months passed on Arakor soon became used to the arenas, and as his skills increased, the amount of times he was stabbed/punched/bloodied during the fight decreased proportionally. He began to use his opponent’s weapons against them, even going so far as to steal a Hellions Hellglaive and Skyboard at one point. Although his joyride did not last long (he couldn’t fly the thing if his life depended on it, which was bad because it did), he managed to save himself by landing on a Helspider, which broke his fall quite nicely. Arakor spent a full year in the arenas, fighting various xenos beasts, Wyches, Trueborn, and everything else. What was once a torturous fight to stay alive soon became like a game to Arakor, for every fight that Arakor fought, he learned that much more. That is, until Drazhar, the master of blades, strode into the arena. Drazhar was Arakor’s hardest and most disappointing fight, as the match ended in a draw. Arakor, who was usually not one to give much of a damn, gave a lot of a damn after that fight. For days, he replayed the fight in his mind, going over every swing, every miss, every step that both he and Drazhar took.
However, he would never get the chance to challenge Drazhar again. By sheer luck, the slave transport Arakor was on was attacked by a gang of Hellions, giving Arakor the chance to escape, although “escape” may not be the correct word. Arakor had fought Hellions many times over the past year, and overpowering one of them while the rest were distracted was no big deal. Arakor killed the Hellion, stole his Skyboard, and lept off the edge of the transport. As he fell, the spiked spires of Commorragh drew ever closer, and he thought to himself that this may have not been his best move. He finally managed to get his feet on the board just in time for him to smash headfirst into a Reaver pilot, who was just as confused as he was. He punched out the jetbike pilot and promptly lost control of the jetbike, weaving in, around, and through the Dark City before finally pulling up. As he did so, a flash caught his eye, and he quickly turned to look. To his surprise, he was not only speeding through one of the labyrinths of Commorragh, but a webway portal had been activated, and Kabalite warriors were rushing to get into realspace. He made a beeline for the portal, accidentally and totally not purposefully murdering the crap out of some of them with the jetbikes’ bladevane. As he came screaming out of the portal, he took in his new surroundings. It was cold, windy, with the smell of blood in the air. The cold distracted Arakor long enough for him to forget that a Reaver Jetbike actually requires concentration to drive, and he ended up plowing straight into the side of a Raider, blowing both vehicles up and sending Arakor flying. Impacts and burns barely affected Arakor by now, but snow was another thing. There was also the matter of being surrounded by Dark Eldar. Arakor couldn’t have cared any less; he was free. He celebrated his newfound freedom by punching a Wych in the spine and taking her impaler, then romping towards the flank randomly hitting things as he ran, hopped, and flipped by. Arakor reached the flank, which was right up against a forest. He ditched the Impaler and headed straight for the Imperial lines, bounding through the forest with an almost unnerving glee. As he lept over a wall, he was instantly cornered by a dozen Space Marines. After a bit of a talk, with Arakor telling them he was an escaped slave, them not believing him, then him telling them they should believe him because he isn’t not one, Arakor finally persuaded them to allow him refuge. From there, it took Arakor another week to gain both proper clothes and clearance to contact his chapter, and then another ten months before Arakor was declared the new Chapter Master.
As Chapter Master, Arakor directs most of his efforts in stopping Dark Eldar raids. Partially because he does not want to see more innocents captured and slaughtered in the arenas, like he saw so many times, but mostly because he wants another go at Drazhar.
Stats
Spoiler:
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WS:7 BS:5 S:3 T:4 W:3 I:7 A:4 Ld:10 Sv: 3+
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Composition: 1 (Unique)
Unit Type: Beast (Character)
Wargear: The King of Death, Voidforged Armor
The King of Death: The King of Death is an extremely unique weapon. Built to have the aesthetics of a Hellglaive, it weighs far less and is a few feet shorter than an actual Hellglaive. On the inside, however, it is vastly different. Powerful generators maintain a monomolecular edge sheathed in energy, allowing the King of Death to slice through the toughest armor. Even more impressive is its ability to separate into multiple sections, turning from a staff into a whip-like weapon in an instant and nearly tripling in length. The King of Death is a power weapon that wounds on a 3+. A frequent tactic of Arakor’s involves him leaping into the air, over the weapons of his opponents, and separating his weapon at the same moment that he thrusts it forward, practically shooting the blade into an opponent. If Arakor assaults, he may choose to use up one of his attacks to strike at Initiative 10. Note that this attack is not in addition to his other attacks, so if he assaults and uses this ability he is left with 5 attacks.
Voidforged Armor: During his time in the arenas, Arakor grew to respect the Incubi, and eventually came to admire their arms and armor. After many failures, he managed to create this set of armor. It incorporates a sort of clone field, making it seem as though he is somewhere he is not. Arakor cannot be hit, whether in close combat or by a shooting weapon, on anything less than a 5+.
Special Rules: Counter-Attack, Agile, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Locator Drop, Preferred Enemy (Dark Eldar)*, Fearless
Agile: Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has a 5+ Invulnerable save when being shot at and a 4+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). In addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks. If Arakor Deep Strikes, and is not part of a unit, he may assault that turn.
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Arakor does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter.
Preferred Enemy( Dark Eldar)*: Arakor really does not like Dark Eldar, going so far as to say “on a scale of 1 to hate, I would really like to stab a Dark Eldar right now.” However, he did very much like the thrill of the arenas, so while he may not outright say it, he tries to relive those thrills as often as possible. Because of this, Arakor has the preferred Enemy Special rule against all Dark Eldar and is also subject to the Rage special rule when playing against Dark Eldar. As a by-product of being exposed to hundreds of grenades in the arenas, Arakor is immune to any defensive grenades the Dark Eldar might bear. In addition, if Drazhar if on the field, regardless of whether or not he is in a transport, Arakor switches the Rage special rule from all Dark Eldar to just Drazhar until either Drazhar or Arakor are removed from play amd reverting back to all Dark Eldar if Drazhar is killed.
Not sure how much of a bad thing Rage is. If Eternal Warrior automatically adds points to a models cost, how much dies Rage take away, if any?
Automatically Appended Next Post:
TheCrazyCryptek wrote:Iron Captain Victor Velikor of the Iron Hands 5th Company
(I did counts as Space Wolves army) Captain Velikor uses Logan Grimnars rules. I also used the Carab Culn model to represent him, which was perfect.
My second army is Necrons so...
Anaxes the Voidmaster, Overlord of Coreworld Onuris and surrounding fringeworlds of the Ogdobekh Dynasty
I just use Imotekh's rules, as not bringing Imotekh always seems like a bad idea.
It is. Every game I've used him in he always kills at least his point cost in enemy models with his storm alone.
felixander wrote:. As for the most important feedback you can get ("Would you let me field him in a friendly game?") I'm gonna say no for silly stat, wargear, special rules, and the fluff..
Ok, I know what's wrong with the fluff, what about the statline, wargear, and rules?
OK, initiative 6 is insane to give anything outside of Eldar, Dark Eldar, and Slaanesh. 7 is down right derptastic and 9 with his weapon is downright stupid. Gonna agree with Ovion that 3+ armor doesn't seem to fit, and neither does the 3++/4++ without some points tuning. I know that T3 without EW is good for the opponent, but inside a Landraider or drop pod it's not going to matter much as you'll need to tear through all the troops he's with first. And anything shooting at him prefers to aim at the dirt. Charges on Deep Strike. Oh and +2 attacks on the charge.
As to your modified profile I think 230 as a minimum would be more accurate. It is good to see an original character, you just need to account for everything he gets to do. 6 power attacks that wound even Swarmlords on 3+ after charging from Deepstrike. Oh and he can only be hit on a 5+ instead of a 3+. I know he can get 1 shotted, but he gets to pick who he fights, so it doesn't really matter too much. And he's a Beast (????) so he has a 12" charge range with fleet so he's even less likely to get caught
I have to agree about him not being able to assault after deepstriking, but for middle ground, how about he can choose to assault but not shoot, or shoot but not assault. Or be really ridiculous and say may choose to deepstrike into combat if there is one taking place and be treated as charging for this turn of assault. That's a bit OP but it's cool, and it fits his flipping into stuff fluff, which made me laugh by the way.
Everything needs a 5+ to hit him, not neccessary, he already has a high WS, a dodge invulnerable save, and a high initiative. It belittles the point I made earlier about why he was playable, he needs to be vulnerable in some for or area of the game, or he needs to be slow and unable to do mass damage, which he isn't either of. He is fast, pretty damn safe, and able to kill anything walking.
The best way to write a characters statline is to see if you have to actually utilize strategy to get him to do what you want him to do, or if you can just go ahead and do it because he can do that.
If you don't have to use some strategy, your not making your opponents want to play against him.
I had the first write-up of Forling as a monster, he was the descendant of the God that cracked a planet I thought, I needed to show it. Granted he was point heavy, but it didn't change the fact that my opponent was getting tired of wasting shots and losing men trying to kill him. My whole army had lost, but Forling had 2 wounds left and he was still going. Even though I lost the game, the playtest helped me realize two things, too much is too much even if it's point effecient, and balance requires to consider playing against the units you are writing about, and trying to defeat them. The subsequent playtest after re-write, both me and my 40k crowd at that time were happy. (Oh, how I miss playing.)
As much as we don't want our characters to die, even when they are fun, we should remember to keep that chance that the enemy may spit in our cereal by killing them quick when we make a bad move.
He's a beast??? No man, no way. Sorry, I just can't go with you on that one.
If you are going to make him so fast, less armor is more reliable. You're worried about things that ignore invulnerable saves, that's good, he should have worries on the field. It means he's playable. Right now, he's not really worried about much except bad luck.
Why not sacrifice two attacks for the Initiative 10 strike, otherwise who would ever not do that?
Rage in the form of only Dark Eldar when also getting to re-roll attacks against them would actually be a slight increase in points because of his other stats. But only slight.
Wounding on a 3+ is also a bit much. You had a good idea with just giving him a +1 to strength and maybe attack. Or make it more unique.
(Idea for you.)
Say...he may sacrifice one point of his initiative to gain +1 strength with this weapon during an assault phase to a maximum of +3. He may instead choose to do this to gain +1 attacks to a maximum of 2. He cannot do this if you have chosen to attack at initiative ten this combat phase and he cannot do both. Still a power weapon of course, that can be any of the three morphs. +st is the sword, +att the whip, normal the staff. Right? Now capable of wrecking small vehicles and fighting monstrous creatures. But heavy vehicles he should avoid.
An idea for you anyways.
If you really enjoy that armor, have the enemy take a leadership test, if they fail, then they need 5's. It won't effect the points much, keeps his armor, and doesn't means the enemy has to be unlucky to not shoot him down in most cases where they had to be lucky to do it before.
felixander wrote:. As for the most important feedback you can get ("Would you let me field him in a friendly game?") I'm gonna say no for silly stat, wargear, special rules, and the fluff..
Ok, I know what's wrong with the fluff, what about the statline, wargear, and rules?
OK, initiative 6 is insane to give anything outside of Eldar, Dark Eldar, and Slaanesh. 7 is down right derptastic and 9 with his weapon is downright stupid. Gonna agree with Ovion that 3+ armor doesn't seem to fit, and neither does the 3++/4++ without some points tuning. I know that T3 without EW is good for the opponent, but inside a Landraider or drop pod it's not going to matter much as you'll need to tear through all the troops he's with first. And anything shooting at him prefers to aim at the dirt. Charges on Deep Strike. Oh and +2 attacks on the charge.
As to your modified profile I think 230 as a minimum would be more accurate. It is good to see an original character, you just need to account for everything he gets to do. 6 power attacks that wound even Swarmlords on 3+ after charging from Deepstrike. Oh and he can only be hit on a 5+ instead of a 3+. I know he can get 1 shotted, but he gets to pick who he fights, so it doesn't really matter too much. And he's a Beast (????) so he has a 12" charge range with fleet so he's even less likely to get caught
You would have loved my first iteration of this guy. He was base Initiative 8. He is supposed to be extremely quick, though. Far moreso than any normal Space Marine. As for Beast... well, he is a beast in close combat, right? I'm still debating whether or not he should stay Beast, as he would get the charge, but I'll also change some other stuff around so he can't move then run then charge after DSing.
Automatically Appended Next Post: His new stuff: -5+ to hit him requires activation and is only used in shooting or assault phase rather than permanently. -Changed from Beast to Infantry, and acts normally after DSing alone. and fleet.
Spoiler:
----------------------------------------------------------- WS:7 BS:5 S:3 T:4 W:3 I:7 A:4 Ld:10 Sv: 3+ ----------------------------------------------------------- Composition: 1 (Unique) Unit Type: Infantry (Character) Wargear: The King of Death, Voidforged Armor
The King of Death: The King of Death is an extremely unique weapon. Built to have the aesthetics of a Hellglaive, it weighs far less and is a few feet shorter than an actual Hellglaive. On the inside, however, it is vastly different. Powerful generators maintain a monomolecular edge, allowing the King of Death to slice through the toughest armor. Even more impressive is its ability to separate into multiple sections, turning from a staff into a whip-like weapon in an instant and nearly tripling in length. The King of Death is a close combat weapon with the Rending special rule that, due to Arakor’s skill, Rends on a 4+. A frequent tactic of Arakor’s involves him leaping into the air, over the weapons of his opponents, and separating his weapon at the same moment that he thrusts it forward, practically shooting the blade into an opponent. If Arakor assaults, he may choose to use up his two bonus attacks to strike once at Initiative 10. Note that this attack is not in addition to his other attacks, so if he assaults and uses this ability he is left with 4 attacks.
Voidforged Armor: During his time in the arenas, Arakor grew to respect the Incubi, and eventually came to admire their arms and armor. After many failures, he managed to create this set of armor. It incorporates a sort of clone field, making it seem as though he is somewhere he is not. Once per turn, in the beginning of either the shooting or the assault phase, Arakor may activate this field. While the field is active, Arakor cannot be hit with anything less than a 5+.
Special Rules: Counter-Attack, Agile, Fleet, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Locator Drop, Preferred Enemy (Dark Eldar)*, Fearless
Agile: Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has a 5+ Invulnerable save when being shot at and a 4+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). In addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks. If Arakor Deep Strikes, and is not part of a unit, he may act normally that turn.
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Arakor does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter.
Preferred Enemy( Dark Eldar)*: Arakor really does not like Dark Eldar, going so far as to say “on a scale of 1 to hate, I would really like to stab a Dark Eldar right now.” However, he did very much like the thrill of the arenas, so while he may not outright say it, he tries to relive those thrills as often as possible. Because of this, Arakor is also subject to the Rage special rule when playing against Dark Eldar. As a by-product of to hundreds of grenades in the arenas, Arakor is immune to any defensive grenades the Dark Eldar might bear. In addition, if Drazhar if on the field, regardless of whether or not he is in a transport, Arakor switches the Rage special rule from all Dark Eldar to just Drazhar until either Drazhar or Arakor are removed from play and reverting back to all Dark Eldar if Drazhar is killed.
Wargear: Shield of Darkness: This gives Castellan a 4++, Armour of Lust: This gives Castellan a 2+, Halberd of Unearthly Pleasure: This is a Master Crafted Power Weapon which adds 1 Attack and 1 Initiative (Already included in profile) to Lord Castellan's profile, Warp Portal: Gives Castellan the Deep Strike special rule.
Special Rules: Fearless, Fleet, Daemonic Assistance: This rule gives Castellan Eternal Warrior
Castellan is considered one of the most devoted worshipers of Slaan ever known. He is a legend amongst legends, bursting into the middle of the battlefield in a hail of warp fire, bursting through a gaping hole in the fabric of reality, charging straight towards the stunned enemy on his daemonic steed. His ancient armor proves a match for almost all small arms fire, and his shield can deflect almost all blows that come into contact with it. His presence will give the soldiers under his command a new energy inside of them, allowing them to move across the battlefield at uncanny speed. When Castellan finally ascends to Daemonhood, the galaxy is doomed. He shall command his armies, wiping all traces of the Imperium of Man, and of the Eldar as he begins his unholy crusade.
Wargear: Plagued Armor: This gives Pestilus a 2++ and a 3++, Master Crafted Bolt Pistol, Axe of the Grandfather: This is a 2 Handed Close Combat Weapon that inflicts Instant Death and adds 2 Strength in an assault (Not included in profile)
Special Rules: Fearless, Daemonic Assistance: This rule gives Pestilus Eternal Warrior
Pestilus is a half man, half daemon monster that plagues the minds and bodies of all those who fight his legions. Where he treads, the plants die, the animals perish and the air fills with a cloud of flies. He is a master in the art of Necromancy, bringing mortally wounded and dead soldiers back into the fray. He wields a massive axe, which will cut most enemies into two pieces , and will infect and destroy almost all others that still stand. He is the immense guard of Nurgle, and he shall destroy all that threaten the work of the Grandfather.
Wargear: Enchanted Armour: This gives Azephael a 2+/4++, Disk of Tzeentch: This makes Azephael Jump Infantry, Force Weapon, Plasma Pistol
Psychic Powers: Azephael has all powers from Codex:CSM, and may use up to 3 a turn
Special Rules: Fearless, Daemonic Assistance: This rule gives Azephael Eternal Warrior
Azephael is a horrifying creature, once a proud member of the Thousand Sons Legion, now a twisted conduit of raw psychic power that radiates with the change of many worlds. He floats above the battlefield on a glowing disk of blue fire, casting great arcs of lightning and turning proud warriors into husks of black ash. He can bring down the mightiest hero, turning them into huffs of black smoke, or possessing them, turning them against their own men. Many people have tried to eradicate Azephael, but only a few have weathered the magical storms that storm the battlefield, and even less have actually managed to strike him. All those that have were veiled in black smoke, then revealed, paralysed corpses that lay twisted in agony. Where Azephael treads, your demise will come.
Automatically Appended Next Post: Lord Exscarburus, Executioner of Khorne - 450pts
Unit Type: Cavalry
Composition: 1 (Unique)
Wargear: Armour of Skulls: this is a suit of armor that gives a 2+, Shield of Blood: Gives the bearer a 3++, Glaive of Khorne: This is a Master Crafted Power Weapon that may make another attack for each unsaved wound it causes. These may not generate further attacks.
Special Rules: Fearless, Daemonic Assistance: This rule gives Exscarburus Eternal Warrior
Exscarburus is the mightiest mortal warrior that Chaos has to offer, able to destroy regiments of Imperial Guard in a single devastating assault: He can take on even the greatest monster, cutting them in half. It is rumored that Exscarburus is truly at one with Chaos, that he has taken place alongside Khorne personally in the battle for Chaos. He can destroy monuments and level mountains at a single command. Even the Daemons obey his commands. It takes but a single word for the armies of chaos to burn and purge the inhabitants of the world under his command. Exscarburus is the nigh on unstoppable, and when he attacks, you are finished.
Edited: I said things that came across as being mean for the sake of being mean. Sorry.
I'm going to assume you're a herald of Khorne sent to simply to make people angry and spread rage so that they will spill more blood for the blood god. Nothing else seems like a logical explanation.
All of the above characters are over powered and undercosted. Some more so than others. Let's look at Tzeentch's pal, the least of the overpowered ICs.
He's 50 points more than Ahriman, has a 2+ armor save, plasma pistol, Disk, +1 wound, Eternal Warrior, more powers to choose from, and Eldar's Runes of Warding.
Do you REALLY think all of that is only worth 50 points? Because I definitely don't and I think anyone else you show him will agree with that.
Now let's look at debatably the most OP one, Nurgle. So there isn't much of anything close to what he is so let's compare him to Typhus.
+2 S, +1 T, +1 W, -3 I, and gains 3++. Now I'll admit that the -3 Initiative is a big thing. Going AFTER most mech instead of before is hard. But considering what he gains on the statline alone it's definitely a huge gain.
Now he looses the Psychic powers which are another loss to consider, as well as grenades. So definitely have to keep that in mind. BUT. He becomes an Eternal Warrior. That's a big points hike. He becomes S8 in melee... So you can wound Trygons on a 2+ and ID them? No. Just no. OH and he gives THE ENTIRE ARMY Feel No Pain? That is absolutely ridiculous. Remove the FNP army and he'd still be OP.
S8 T6 2+/3++ FNP are the kind of things that make these characters you posted unplayable. And honestly. I think that a lot of players would simply refuse to play you at all after even requesting to play one of these.
Please put more thought into whether an IC is fun to play against too. You might enjoy having an unbeatable behemoth, but if no one will play you how fun is that?
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.
---------------------------------------------------------- WS:2 BS:2 S:2 T:1 W:2 I:1 A:1 Ld:10 Sv: - ---------------------------------------------------------- Unit Type: Infantry (Unique) Wargear: Ethereal hands Special Rules: All variants of the Vessel have the Daemon special rule as per Codex: Daemons
The powers of the Vessel change according to whichever god's presence is most felt on the field: 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 Monstrous Creature. Keep tally of how many whole squads have been destroyed completely, both friendly and enemy. For each whole squad that has been destroyed, increase all of the Vessels stats by 1 (with the exception of Ballistic Skill and Leadership), including the save (since the save is currently -, the first unit destroyed would increase the save to 6+, then the next to 5+, and so on). The Vessel also gains the Furious Charge special rule and the Unholy Strength gift. All models, both friendly and enemy, within 12" of the Vessel of Fury gain the Rage special rule. Once per game, all friendly models may make a single bonus attack at the Vessels current Strength. This does not have to be all at the same time.
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 Gifts of Slaanesh, with the exception of Aura of Aquiscence, increase the all of the stats by by 1, with the two exceptions of Weapon Skill and Initiative, which increase by two. The Vessel of Excess also has the Aura of Aquiescence and Rending claws daemonic gifts. Once per game, the Vessel of Excess may move up to D3+1 units, following the normal rules for the Pavane of Slaanesh (this power does not count towards stat increases) 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 the majority of the models in your army follow Nurgle, then keep track of how many units have taken wounds from any of the Gifts of Nurgle that can wound. 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 a wound from any of Nurgle's gifts, 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 AP - hit for each member of their unit. After activating this power, all Nurgle daemons gain +1 Toughness until the end of the next player turn. The Vessel of Decay also has the Breath of Chaos Daemonic Gift.
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 has all of the Gifts of Tzeentch. 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.
There we go! Now that is a very interesting and original character. I'd say give it Eternal Warrior lest it get one shot by a bolter =P
My biggest problem would be against the Nurgle one, as he'll gain a wound for each wound dealt making him pretty stinking powerful. But I'm not familiar enough with Daemons codex to say whether or not it's OP.
Quintus Licinius Cartarch, Legion Champion XX Legio, Killer of All
500 points
Quintus Cartarch was a student of swordplay for his entire life. Born into an unknown aristocratic house on an unknown planet in an unknown system, Quintus and his brother Quetzal were trained from birth in aristocratic pursuits of the nobility. Recruited together into the Alpha Legion, he quickly became renowned in the Legion as second to none when it came to swordsmanship, rivalling even the twin Primarchs. Virtually unknown outside of his Legion, he often masqueraded as Alpharius as a matter of standard practise. His tenure as Champion came to an end on Eskrador, where as fate would have it, he and his retinue were cornered by the Ultramarines, and despite his formidable skills, he fell to the vengeful gladius of Robute Guilliman.
Type: Infantry (unique)
WS8 BS6 S4 T4 W4 I7 A5 Ld10 Sv2+
Wargear: artificer armour, frag and krak grenades
Bane-of-men: Bane-of-men is Quintus Cartarch's master crafted power sword. with a long, two handed grip and a short leaf shaped blade, it makes for an unusual yet highly lethal weapon. Bane-of-men is a Master-crafted Relic Blade that inflicts Instant Death. Unlike normal Storm shields and Relic Blades, Quintus gains an extra attack for wielding 2 weapons.
Invidiosa: Invidiosa is a shield that Quintus uses in conjuncture with Bane-of-men, in the manner of champions of old. WHat his opponents don't realise, however, is that the shield is razor edged and enclosed by a power field, effectively doubling as an extra power weapon. Invidiosa is a Storm Shield. Unlike normal Storm shields and Relic Blades, Quintus gains an extra attack for wielding 2 weapons.
Special Rules: Independent Character, Fearless, Eternal Warrior
I am Alpharius: Even other Alpha Legionaries can be fooled into thinking Cartarch is the Primarch. All Friendly units are Ld10 and gain Furious Charge and Counter attack.
Blade Lord: Quintus' highly unusual combination of a storm shield strapped to his fore-arm in addition to a 2 handed short sword makes him a nightmare opponent to face. His entirely unpredictable and broken rhythm of stabs, slashes, hacks and thrusts, each capable of taking an enemy's life, makes it impossible to dodge or parry his attacks. Quintus always hits on a 2+ in combat against opponents with a WS, regardless of what that WS is. Furthermore, if fighting the same opponent, Quintus gains Preferred Enemy against that opponent from the 2nd round of combat onwards.
felixander wrote:There we go! Now that is a very interesting and original character. I'd say give it Eternal Warrior lest it get one shot by a bolter =P
My biggest problem would be against the Nurgle one, as he'll gain a wound for each wound dealt making him pretty stinking powerful. But I'm not familiar enough with Daemons codex to say whether or not it's OP.
Actually, the Daemon special rule includes Eternal Warrior. And the Save value is Invulnerable. So yeah. pretty powerful. Basically, this guy is extremely weak the first game turn. Then, he starts getting better, until game turn 5, where he's the equivalent of a Greater Daemon, or perhaps even more powerful.
EDIT: After looking at the Nurgle one again, I changed it so at least three models in a unit must have wounds from any of Nurgle's gifts. Against Horde armies, this guy will be a pain.
felixander wrote:Edited: I said things that came across as being mean for the sake of being mean. Sorry.
I'm going to assume you're a herald of Khorne sent to simply to make people angry and spread rage so that they will spill more blood for the blood god. Nothing else seems like a logical explanation.
All of the above characters are over powered and undercosted. Some more so than others. Let's look at Tzeentch's pal, the least of the overpowered ICs.
He's 50 points more than Ahriman, has a 2+ armor save, plasma pistol, Disk, +1 wound, Eternal Warrior, more powers to choose from, and Eldar's Runes of Warding.
Do you REALLY think all of that is only worth 50 points? Because I definitely don't and I think anyone else you show him will agree with that.
Now let's look at debatably the most OP one, Nurgle. So there isn't much of anything close to what he is so let's compare him to Typhus.
+2 S, +1 T, +1 W, -3 I, and gains 3++. Now I'll admit that the -3 Initiative is a big thing. Going AFTER most mech instead of before is hard. But considering what he gains on the statline alone it's definitely a huge gain.
Now he looses the Psychic powers which are another loss to consider, as well as grenades. So definitely have to keep that in mind. BUT. He becomes an Eternal Warrior. That's a big points hike. He becomes S8 in melee... So you can wound Trygons on a 2+ and ID them? No. Just no. OH and he gives THE ENTIRE ARMY Feel No Pain? That is absolutely ridiculous. Remove the FNP army and he'd still be OP.
S8 T6 2+/3++ FNP are the kind of things that make these characters you posted unplayable. And honestly. I think that a lot of players would simply refuse to play you at all after even requesting to play one of these.
Please put more thought into whether an IC is fun to play against too. You might enjoy having an unbeatable behemoth, but if no one will play you how fun is that?
I don't actually play CSM, I just tried to make a theme. Just going to edit it and +100 pts to everyone.
Bilko is an upgrade character for any unit of Ratling snipers. He costs +5 points and has the following special rules and stats:
WS – 2 BS – 4 S – 2 T – 2 W – 1 I – 4 A – 1 Ld – 6 Sv – 5+ infantry, upgrade character
flak armour, sniper rifle, laspistol
Black Marketeer, Naturally Cautious, Nervous in the Service, Infiltrate, Stealth
Black Marketeer: Bilko is a scrounger without equal. Sadly this works to the detriment of his army but more happily Bilko's unit tend to benefit. At the start of the player’s deployment roll d6 and consult the following table: Any equipment Bilko’s unit has ‘acquired’ may be used by them, and only by them, in the game:
1 – What? No loot? Sometimes even Bilko comes up short...
2 – Dig In! Bilko has snaffled another unit’s petrol and rations. Randomly select a unit from the army. If it is a vehicle or squadron then it must roll d6 every time it moves, on a roll of 1 it runs out of petrol and is immobilised (this is done before rolling for difficult or dangerous terrain); infantry are fainting with hunger and so treat clear terrain as difficult and difficult terrain as dangerous. If an infantry unit has a dedicated transport, both suffer! Bilko’s men, however, are living the life of Riley. They may not move voluntarily during the game but, if deployed in cover ,they count as being in a fortification. Also, they can use the petrol for Molotov cocktails and so count as having defensive grenades if charged.
3 – Those schmucks! Short of cash, Bilko has been playing cards for ammo. Randomly select a unit of troops. That unit must now re-roll successful all to-hit rolls, Bilko’s unit may re-roll any failed to-hit rolls.
4 – Nice Duds! Bilko has acquired extra camouflage for his men, adding one to their cover save and allowing them a 6+ cover save even in the open. Sadly he has had to sell another unit’s armour to get this gear. Randomly select one unit of troops: the selected unit lose their armour save for the duration of the game.
5 – Taxi! Randomly select a transport vehicle from amongst the army (this may be a dedicated transport). The owning unit lose it; Bilko’s squad now treat this vehicle as their dedicated transport (even if it is not normally designated as such) and must be deployed inside it or enter play inside it. No other unit may enter this vehicle unless Bilko’s squad are destroyed.
6 – Ooh, Shiny! Randomly select a unit of troops. All the unit’s weapon and equipment upgrades (even if unusable by Bilko’s men) are transferred to Bilko’s squad and assigned amongst them as the player chooses.
Naturally Cautious: If Bilko takes an unsaved wound, his unit scatters in panic and is destroyed. But Bilko has an uncanny knack of surviving due to his extreme caution (unkind people call it cowardice). Every turn, at the start of the Guard player’s turn, roll d6. On a roll of 1, Bilko may be placed anywhere on the battlefield more than 12” from an enemy unit.
Nervous in the Service: Bilko dislikes combat. If his unit is charged, they will automatically fall back 2d6” before the enemy makes contact unless they are in a fortification (including benefiting from Dig In!) or are in a vehicle. If his unit goes to ground, they may re-roll any failed cover save.
Captain Sendroth, Master of Sieges - 350pts
Unit type: Infantry
Unit Compostion: 1 (Unique)
WS 6
BS 5
S 4
T 4
W 3
I 5
A 3
Ld 10
Sv 2+/4++
Wargear:
Artificer Armour: Sendroth wears a suit of ancient, unique armour that can turn aside even the harshest of blows. Incarael has a 2+ armour save.
Tesla Field: Sendroth has a device fitted into his armour that creates a personal shield of electricity that can deflect almost all blows. Incarael has a 4+ invulnerable save.
Plasma Pistol
Sanguine Halberd: As a captain of the 9th company, Sendroth is the bearer of the Sanguine Halberd, a fabled weapon that consists of a massive chain blade attached to the end of a staff. This weapon is dangerous in the hands of any person. In the hands of a veteran, however, it becomes truly lethal. The Sanguine Halberd is a 2 handed close combat weapon which adds 2 Initiative to the bearer in combat, and has the Rending special rule.
Bloodstrike Storm: Sendroth has many weapons of war at his disposal. Foremost amongst these is the Bloodstrike Storm, a hail of Bloodstrike missiles launched by high flying Stormraven Gunships. Once per battle, Sendroth may forsake all other actions except fighting to launch a Bloodstrike Storm, using the following profile: Str 8, AP 1, Large Blast, Ordnance D3.
Special Rules:
Independent Character: Sendroth is an Independent Character as stated in the Warhammer 40,000 Rulebook
Fearless: Sendroth is a veteran of many wars. He has become used to the heat of battle, and therefore has the Fearless Special Rule as detailed in the Warhammer 40,000 Rulebook.
Master of Sieges: Sendroth is the captain of the 9th company and a master of siege warfare, preferring to fight from afar rather than in a close, bloody assault. In an army that includes Incarael, 1 Devastator Squad counts as a Troops choice.
So after going over C:SM and C:GK, I realized that Arakor has far more in common with Imperial Assassins than anything else. He's not the CM anymore, he's the Master at Arms. This new guy is the Chapter Master.
FK fluff:
Spoiler:
Forge Knights: The Forge Knights are a rather successful successor Chapter of the Salamanders. Like the Salamanders, they have an unusually high amount of Techmarines, and each battle-brother is fully capable of not only repairing his own equipment, but more often than not finds ways to improve upon his armor. While the Chapter Master, Pyralis, has no problem with this, the Adeptus Mechanicus did. To put it lightly, the Mechanicus lost their fudge when they discovered that both the Techmarines and Battle-brothers alike were violating their sacred armor and even their ships with unique adaptations. This created much conflict early in the Chapters history, as the stringent Mechanicus threated the imaginative Forge Knights. It was not until the Salamanders Chapter Master himself stepped in that the Mechanicus let up. Eventually, both Tu'Shan and Pyralis managed to convince the Mechanicus to sanction the Forge Knights and their creations. However, this came at the cost of being required to have an Adeptus Mechanicus agent present on every ship in the Forge Knight fleet that contained Space Marines. While Pyralis was hesitant to let his own Chapter be spied on, he saw that this was the only way to get the Mechanicus off of his back.
Since then, the ingenuity of the Forge Knights has proven to be a boon to their efforts in defeating the foes of mankind; specialized teleport homers, new armor, and new weapons have all been created by the Forge Knights, although much of them may never see the light of day (because even though the Mechanicus has agreed to sanction their creations, they are by no means required to allow the Forge Knights to use them). A few of the Forge Knights most brilliant minds have even attempted to modify the Gellar fields for use outside of the Warp, acting as a sort of push/pull mehcanism against warp anomalies that manifest themselves in realspace, allowing to Forge Knights incredible speed outside of Warp travel. This alone has gotten the attention of the Mechanicus, and if anything the Forge Knights ever create were to see usage through the Imperium, it just might be this.
The Forge Knights also tend to dismiss the "religion" side of the Mechanicus, instead naming their technology using their own conventions mixed in with standard equipment terms. This is frowned upon, of course, but the Forge Knights give nary a damn.
Arakor, Master at Arms of the Forge Knights..........................................................200 points
Fluff
Spoiler:
By all respects, Arakor should not even be a Space Marine. A weaker, yet strangely quicker than average Space Marine scout, his only saving grace was that he was captured during a Dark Eldar raid while performing training maneuvers. Arakor was then subjected to the brutalities of the various arenas of Commorragh, nearly dying in his first fight. However, as the days, weeks, and months passed on Arakor soon became used to the arenas, and as his skills increased, the amount of times he was stabbed/punched/bloodied during the fight decreased proportionally. He began to use his opponent’s weapons against them, even going so far as to steal a Hellions Hellglaive and Skyboard at one point. Although his joyride did not last long (he couldn’t fly the thing if his life depended on it, which was bad because it did), he managed to save himself by landing on a Helspider, which broke his fall quite nicely. Arakor spent a full year in the arenas, fighting various xenos beasts, Wyches, Trueborn, Incubi, and everything else. What was once a torturous fight to stay alive soon became like a game to Arakor, for every fight that Arakor fought, he learned that much more. That is, until Drazhar, the master of blades, strode into the arena. Drazhar was Arakor’s hardest and most disappointing fight, as the match ended in a draw. Arakor, who was usually not one to give much of a damn, gave a lot of a damn after that fight. For days, he replayed the fight in his mind, going over every swing, every miss, every step that both he and Drazhar took.
However, he would never get the chance to challenge Drazhar again. By sheer luck, the slave transport Arakor was on was attacked by a gang of Hellions, giving Arakor the chance to escape, although “escape” may not be the correct word. Arakor had fought Hellions many times over the past year, and overpowering one of them while the rest were distracted was no big deal. Arakor killed the Hellion, stole his Skyboard, and lept off the edge of the transport. As he fell, the spiked spires of Commorragh drew ever closer, and he thought to himself that this may have not been his best move. He finally managed to get his feet on the board just in time for him to smash headfirst into a Reaver pilot, who was just as confused as he was. He punched out the jetbike pilot and promptly lost control of the jetbike, weaving in, around, and through the Dark City before finally pulling up. As he did so, a flash caught his eye, and he quickly turned to look. To his surprise, he was not only speeding through one of the labyrinths of Commorragh, but a webway portal had been activated, and Kabalite warriors were rushing to get into realspace. He made a beeline for the portal, accidentally and totally not purposefully murdering the crap out of some of them with the jetbikes’ bladevane. As he came screaming out of the portal, he took in his new surroundings. It was cold, windy, with the smell of blood in the air. The cold distracted Arakor long enough for him to forget that a Reaver Jetbike actually requires concentration to drive, and he ended up plowing straight into the side of a Raider, blowing both vehicles up and sending Arakor flying. Impacts and burns barely affected Arakor by now, but snow was another thing. There was also the matter of being surrounded by Dark Eldar. Arakor couldn’t have cared any less; he was free. He celebrated his newfound freedom by punching a Wych in the spine and taking her impaler, then romping towards the flank randomly hitting things as he ran, hopped, and flipped by. Arakor reached the flank, which was right up against a forest. He ditched the Impaler and headed straight for the Imperial lines, bounding through the forest with an almost unnerving glee. As he leapt over a wall, he was instantly cornered by a dozen Space Marines. After a bit of a talk, with Arakor telling them he was an escaped slave, they not believing him, then him telling them they should believe him because he isn’t not one, Arakor finally persuaded them to allow him refuge. From there, it took Arakor another week to gain both proper clothes and clearance to contact his chapter, and then another month before Arakor was declared the new Master at Arms.
As Master at Arms, Arakor directs most of his efforts in stopping Dark Eldar raids. Partially because he does not want to see more innocents captured and slaughtered in the arenas, like he saw so many times, but mostly because he wants another go at Drazhar. His time in the arena was superior to any training he could have gotten as a Space Marine; now, he is as swift as the best Imperial assassin and just as deadly.
Stats
Spoiler:
-----------------------------------------------------------
WS:8 BS:5 S:3 T:4 W:2 I:7 A:4 Ld:10 Sv: 4+
-----------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The Kings of Death, Voidforged Armor
The Kings of Death: The Kings of Death are twin Chakrams that are sheathed in a powerful energy field. They add +1 attack and count as lightning claws that always wound on a 4+, regardless of the opponents toughness, as the dozens of lacerations that Arakor can put out becomes outright evisceration within the span of a few seconds.
Voidforged Armor: During his time in the arenas, Arakor grew to respect the Incubi, and eventually came to admire their arms and armor. After many failures, he managed to create this set of armor. By itself, it is hardly noteworthy, only providing about as much protection as Scout carapace armor. However, it incorporates a sort of clone field, making it seem as though he is somewhere he is not. Once per turn, in the beginning of the shooting phase, Arakor may activate this field. While the field is active, Arakor cannot be hit with anything less than a 5+.
Special Rules: Counter-Attack, Agile, Independent Character, Combat Tactics, And They Shall Know No Fear, Preferred Enemy (Dark Eldar)*, Fearless
Agile: Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has 4+ Invulnerable save which cannot be removed or re-rolled (they represent him dodging blows, not an energy shield). In addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks. If Arakor Deep Strikes, and is not part of a unit, he may act normally that turn.
Preferred Enemy( Dark Eldar)*: Arakor really does not like Dark Eldar, going so far as to say “on a scale of 1 to hate, I would really like to stab a Dark Eldar right now.” However, he did very much like the thrill of the arenas, so while he may not outright say it, he tries to relive those thrills as often as possible. Because of this, Arakor is also subject to the Rage special rule when playing against Dark Eldar. As a by-product of to hundreds of grenades in the arenas, Arakor is immune to any defensive grenades the Dark Eldar might bear. In addition, if Drazhar if on the field, regardless of whether or not he is in a transport, Arakor switches the Rage special rule from all Dark Eldar to just Drazhar until either Drazhar or Arakor are removed from play and reverting back to all Dark Eldar if Drazhar is killed.
Pyralis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
Spoiler:
------------------------------------------------------------------------------
WS:6 BS:5 S:4(7) T:4(7) W:3(4) I:5 A:3(4) Ld:10 Sv: 2+/4++
------------------------------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Shard of the Titan, Artificer Armor
Shard of the Titan: Crafted by Pyralis from the shard of a fallen god, the Shard of the Titan easily surpasses even the most powerful Relic Blade in terms of sheer destructive potential. How Pyralis came into contact with the shard, no one knows, and repeated tests by Librarians confirm that it is not daemonic. However, the blade is indeed quite sentient. When the blade is firmly within his grasp, pure energy floods his body, as if the very fabric of the universe itself was holding him together, increasing his already sturdy and strong form far beyond its normal limits. The Shard of the Titan is a Relic Blade that strikes at strength 7 and adds +1 Attack. Pyralis gains 3 Toughness, 1 Wound, and a 4+ Invulnerable save. The increase in toughness does affect Pyralis’ toughness for the purposes of instant death.
At first, it might seem that Pyralis has managed to find himself the perfect weapon; when wielding the blade, he is unto a god. But not is all that it seems, for the blade very desperately seeks to become whole again, to feast on the stars again, and as long as the blade is in his hands Pyralis can feel the touch of the shard on his mind. For every game turn after the first, take a leadership test, reducing Pyralis’ leadership by the game turn number. If this Leadership test is failed, Pyralis instantly makes a Fall Back move. After this move is done he may act normally in his next turn. This test is taken at the end of the game turn and before the start of the next one. The Fall Back move may force Pyralis to leave both his unit and any combat he may be in, as the shard has temporarily taken control of his mind. If he fails the test, that Leadership value then becomes his new Leadership value. If Pyralis is reduced to 1 Leadership in this manner, he must make a last ditch effort to regain control of his mind. He must make one final Leadership test on a 4D6 at his original Leadership, assuming he has not already walked off of the board. If he passes, his Leadership goes back to 10 and he may instantly make a 12” move in any direction instead of moving normally during the movement phase. If he does not pass this final test, he is removed from play with no saves of any kind allowed, as the Shard has temporarily taken his mind from him and the blade must be pried from his hands when the battle is over.
Special Rules: Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Artificer Company
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter.
Artificer Company: There are no Terminators in the Forge Knights. Instead, all members of the Forge Knights 1st company wear Artificer armor. If Pyralis is leading the army, Terminators may not be taken. Instead, up to three units of Honor Guard may be taken as Elites in addition to the unit of Honor Guard Pyralis may take. They use the following profile:
Spoiler:
200 points............... may take up to 5 additional Honor Guard for 40 points each
----------------------------------------------------------------------------------------
Honor Guard Sergeant WS:5 BS:4 S:4 T:4 W:1 I:4 A:3 Ld:10 Sv: 2+
Honor Guard ...............WS:4 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:10 Sv: 2+
----------------------------------------------------------------------------------------
Unit Type: Infantry
Composition: 1 Honor Guard Sergeant and 4 Honor Guard
Wargear: Artificer Armor, Power Weapon, Frag and Krak Grenades, Boltgun, Bolt Pistol
Special Rules: And They Shall Know No Fear, Combat Tactics, Relentless
Options:
Any model may replace their power sword and Bolt Pistol with
-Relic Blade and Iron Halo.....................+10 points
-Thunder Hammer and Storm Shield.....+5 points
For every 5 models in the unit, one may replace their weapons with
-Heavy Bolter...............................................+5 points
-Heavy Flamer or Multi-Melta....................+5 points
-Plasma Cannon.....................................+15 points
-Assault Cannon......................................+30 points
-Conversion Beamer..............................+35 points
McNinja wrote:So after going over C:SM and C:GK, I realized that Arakor has far more in common with Imperial Assassins than anything else. He's not the CM anymore, he's the Master at Arms. This new guy is the Chapter Master.
FK fluff:
Spoiler:
Forge Knights: The Forge Knights are a rather successful successor Chapter of the Salamanders. Like the Salamanders, they have an unusually high amount of Techmarines, and each battle-brother is fully capable of not only repairing his own equipment, but more often than not finds ways to improve upon his armor. While the Chapter Master, Pyralis, has no problem with this, the Adeptus Mechanicus did. To put it lightly, the Mechanicus lost their fudge when they discovered that both the Techmarines and Battle-brothers alike were violating their sacred armor and even their ships with unique adaptations. This created much conflict early in the Chapters history, as the stringent Mechanicus threated the imaginative Forge Knights. It was not until the Salamanders Chapter Master himself stepped in that the Mechanicus let up. Eventually, both Tu'Shan and Pyralis managed to convince the Mechanicus to sanction the Forge Knights and their creations. However, this came at the cost of being required to have an Adeptus Mechanicus agent present on every ship in the Forge Knight fleet that contained Space Marines. While Pyralis was hesitant to let his own Chapter be spied on, he saw that this was the only way to get the Mechanicus off of his back.
Since then, the ingenuity of the Forge Knights has proven to be a boon to their efforts in defeating the foes of mankind; specialized teleport homers, new armor, and new weapons have all been created by the Forge Knights, although much of them may never see the light of day (because even though the Mechanicus has agreed to sanction their creations, they are by no means required to allow the Forge Knights to use them). A few of the Forge Knights most brilliant minds have even attempted to modify the Gellar fields for use outside of the Warp, acting as a sort of push/pull mehcanism against warp anomalies that manifest themselves in realspace, allowing to Forge Knights incredible speed outside of Warp travel. This alone has gotten the attention of the Mechanicus, and if anything the Forge Knights ever create were to see usage through the Imperium, it just might be this.
The Forge Knights also tend to dismiss the "religion" side of the Mechanicus, instead naming their technology using their own conventions mixed in with standard equipment terms. This is frowned upon, of course, but the Forge Knights give nary a damn.
Arakor, Master at Arms of the Forge Knights..........................................................200 points
Fluff
Spoiler:
By all respects, Arakor should not even be a Space Marine. A weaker, yet strangely quicker than average Space Marine scout, his only saving grace was that he was captured during a Dark Eldar raid while performing training maneuvers. Arakor was then subjected to the brutalities of the various arenas of Commorragh, nearly dying in his first fight. However, as the days, weeks, and months passed on Arakor soon became used to the arenas, and as his skills increased, the amount of times he was stabbed/punched/bloodied during the fight decreased proportionally. He began to use his opponent’s weapons against them, even going so far as to steal a Hellions Hellglaive and Skyboard at one point. Although his joyride did not last long (he couldn’t fly the thing if his life depended on it, which was bad because it did), he managed to save himself by landing on a Helspider, which broke his fall quite nicely. Arakor spent a full year in the arenas, fighting various xenos beasts, Wyches, Trueborn, Incubi, and everything else. What was once a torturous fight to stay alive soon became like a game to Arakor, for every fight that Arakor fought, he learned that much more. That is, until Drazhar, the master of blades, strode into the arena. Drazhar was Arakor’s hardest and most disappointing fight, as the match ended in a draw. Arakor, who was usually not one to give much of a damn, gave a lot of a damn after that fight. For days, he replayed the fight in his mind, going over every swing, every miss, every step that both he and Drazhar took.
However, he would never get the chance to challenge Drazhar again. By sheer luck, the slave transport Arakor was on was attacked by a gang of Hellions, giving Arakor the chance to escape, although “escape” may not be the correct word. Arakor had fought Hellions many times over the past year, and overpowering one of them while the rest were distracted was no big deal. Arakor killed the Hellion, stole his Skyboard, and lept off the edge of the transport. As he fell, the spiked spires of Commorragh drew ever closer, and he thought to himself that this may have not been his best move. He finally managed to get his feet on the board just in time for him to smash headfirst into a Reaver pilot, who was just as confused as he was. He punched out the jetbike pilot and promptly lost control of the jetbike, weaving in, around, and through the Dark City before finally pulling up. As he did so, a flash caught his eye, and he quickly turned to look. To his surprise, he was not only speeding through one of the labyrinths of Commorragh, but a webway portal had been activated, and Kabalite warriors were rushing to get into realspace. He made a beeline for the portal, accidentally and totally not purposefully murdering the crap out of some of them with the jetbikes’ bladevane. As he came screaming out of the portal, he took in his new surroundings. It was cold, windy, with the smell of blood in the air. The cold distracted Arakor long enough for him to forget that a Reaver Jetbike actually requires concentration to drive, and he ended up plowing straight into the side of a Raider, blowing both vehicles up and sending Arakor flying. Impacts and burns barely affected Arakor by now, but snow was another thing. There was also the matter of being surrounded by Dark Eldar. Arakor couldn’t have cared any less; he was free. He celebrated his newfound freedom by punching a Wych in the spine and taking her impaler, then romping towards the flank randomly hitting things as he ran, hopped, and flipped by. Arakor reached the flank, which was right up against a forest. He ditched the Impaler and headed straight for the Imperial lines, bounding through the forest with an almost unnerving glee. As he leapt over a wall, he was instantly cornered by a dozen Space Marines. After a bit of a talk, with Arakor telling them he was an escaped slave, they not believing him, then him telling them they should believe him because he isn’t not one, Arakor finally persuaded them to allow him refuge. From there, it took Arakor another week to gain both proper clothes and clearance to contact his chapter, and then another month before Arakor was declared the new Master at Arms.
As Master at Arms, Arakor directs most of his efforts in stopping Dark Eldar raids. Partially because he does not want to see more innocents captured and slaughtered in the arenas, like he saw so many times, but mostly because he wants another go at Drazhar. His time in the arena was superior to any training he could have gotten as a Space Marine; now, he is as swift as the best Imperial assassin and just as deadly.
Stats
Spoiler:
-----------------------------------------------------------
WS:8 BS:5 S:3 T:4 W:2 I:7 A:4 Ld:10 Sv: 4+
-----------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The Kings of Death, Voidforged Armor
The Kings of Death: The Kings of Death are twin Chakrams that are sheathed in a powerful energy field. They add +1 attack and count as lightning claws that always wound on a 4+, regardless of the opponents toughness, as the dozens of lacerations that Arakor can put out becomes outright evisceration within the span of a few seconds.
Voidforged Armor: During his time in the arenas, Arakor grew to respect the Incubi, and eventually came to admire their arms and armor. After many failures, he managed to create this set of armor. By itself, it is hardly noteworthy, only providing about as much protection as Scout carapace armor. However, it incorporates a sort of clone field, making it seem as though he is somewhere he is not. Once per turn, in the beginning of the shooting phase, Arakor may activate this field. While the field is active, Arakor cannot be hit with anything less than a 5+.
Special Rules: Counter-Attack, Agile, Independent Character, Combat Tactics, And They Shall Know No Fear, Preferred Enemy (Dark Eldar)*, Fearless
Agile: Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. He has 4+ Invulnerable save which cannot be removed or re-rolled (they represent him dodging blows, not an energy shield). In addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks. If Arakor Deep Strikes, and is not part of a unit, he may act normally that turn.
Preferred Enemy( Dark Eldar)*: Arakor really does not like Dark Eldar, going so far as to say “on a scale of 1 to hate, I would really like to stab a Dark Eldar right now.” However, he did very much like the thrill of the arenas, so while he may not outright say it, he tries to relive those thrills as often as possible. Because of this, Arakor is also subject to the Rage special rule when playing against Dark Eldar. As a by-product of to hundreds of grenades in the arenas, Arakor is immune to any defensive grenades the Dark Eldar might bear. In addition, if Drazhar if on the field, regardless of whether or not he is in a transport, Arakor switches the Rage special rule from all Dark Eldar to just Drazhar until either Drazhar or Arakor are removed from play and reverting back to all Dark Eldar if Drazhar is killed.
Pyralis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
Spoiler:
------------------------------------------------------------------------------
WS:6 BS:5 S:4(7) T:4(7) W:3(4) I:5 A:3(4) Ld:10 Sv: 2+/4++
------------------------------------------------------------------------------
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Shard of the Titan, Artificer Armor
Shard of the Titan: Crafted by Pyralis from the shard of a fallen god, the Shard of the Titan easily surpasses even the most powerful Relic Blade in terms of sheer destructive potential. How Pyralis came into contact with the shard, no one knows, and repeated tests by Librarians confirm that it is not daemonic. However, the blade is indeed quite sentient. When the blade is firmly within his grasp, pure energy floods his body, as if the very fabric of the universe itself was holding him together, increasing his already sturdy and strong form far beyond its normal limits. The Shard of the Titan is a Relic Blade that strikes at strength 7 and adds +1 Attack. Pyralis gains 3 Toughness, 1 Wound, and a 4+ Invulnerable save. The increase in toughness does affect Pyralis’ toughness for the purposes of instant death.
At first, it might seem that Pyralis has managed to find himself the perfect weapon; when wielding the blade, he is unto a god. But not is all that it seems, for the blade very desperately seeks to become whole again, to feast on the stars again, and as long as the blade is in his hands Pyralis can feel the touch of the shard on his mind. For every game turn after the first, take a leadership test, reducing Pyralis’ leadership by the game turn number. If this Leadership test is failed, Pyralis instantly makes a Fall Back move. After this move is done he may act normally in his next turn. This test is taken at the end of the game turn and before the start of the next one. The Fall Back move may force Pyralis to leave both his unit and any combat he may be in, as the shard has temporarily taken control of his mind. If he fails the test, that Leadership value then becomes his new Leadership value. If Pyralis is reduced to 1 Leadership in this manner, he must make a last ditch effort to regain control of his mind. He must make one final Leadership test on a 4D6 at his original Leadership, assuming he has not already walked off of the board. If he passes, his Leadership goes back to 10 and he may instantly make a 12” move in any direction instead of moving normally during the movement phase. If he does not pass this final test, he is removed from play with no saves of any kind allowed, as the Shard has temporarily taken his mind from him and the blade must be pried from his hands when the battle is over.
Special Rules: Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Artificer Company
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter.
Artificer Company: There are no Terminators in the Forge Knights. Instead, all members of the Forge Knights 1st company wear Artificer armor. If Pyralis is leading the army, Terminators may not be taken. Instead, up to three units of Honor Guard may be taken as Elites in addition to the unit of Honor Guard Pyralis may take. They use the following profile:
Spoiler:
200 points............... may take up to 5 additional Honor Guard for 40 points each
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Honor Guard Sergeant WS:5 BS:4 S:4 T:4 W:1 I:4 A:3 Ld:10 Sv: 2+
Honor Guard ...............WS:4 BS:4 S:4 T:4 W:1 I:4 A:2 Ld:10 Sv: 2+
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Unit Type: Infantry
Composition: 1 Honor Guard Sergeant and 4 Honor Guard
Wargear: Artificer Armor, Power Weapon, Frag and Krak Grenades, Boltgun, Bolt Pistol
Special Rules: And They Shall Know No Fear, Combat Tactics, Relentless
Options:
Any model may replace their power sword and Bolt Pistol with
-Relic Blade and Iron Halo.....................+10 points
-Thunder Hammer and Storm Shield.....+5 points
For every 5 models in the unit, one may replace their weapons with
-Heavy Bolter...............................................+5 points
-Heavy Flamer or Multi-Melta....................+5 points
-Plasma Cannon.....................................+15 points
-Assault Cannon......................................+30 points
-Conversion Beamer..............................+35 points
Ok so the first guy you've edited a lot from his original form. The second guy is interesting but he's as T7? I know he has some big drawbacks, but once he's infront of the enemy it doesn't matter as much. I think t6 is a lot more reasonable. Now the obvious problems come up: how do you get him in front of the enemy? Deep strike him in and there's a 50% chance he'll not come in till turn 3 and won't get to charge till Turn 4. But put him in a drop pod with some of the Honour Guard.... Then he quickly seems over powered. I would simply suggest you look at him more. I won't say anything else other than Devastators as Troops? I believe it's been brought up in this thread before, but that's pretty crazy. Whenever GW uses that trick its always Elite or Fast Attack for a reason (correct if I'm wrong, don't know every codex inside and out).
Now for the Honour guard. You really think that upgrading from a power sword to a Thunder Hammer is only 5 points? And bolt pistol to SS is free? Relic blade and Iron Halo for 10? Yes an assault Termies is 45 points for hammer/SS but they're twice the size, can't do sweeping advances, have a bigger footprint on DS, -1 LD, and some other lesser differences. Options need to be bumped up in points cost. TH/SS combo is 50 points for an Honour guard (-10 for power weapon) but only costs you 5?
Actually, TH/SS termies are still 40 points a pop. I will increase the cost of the Honor Guard, though. Probably 50 points a model. What do you mean Devastators as Troops?
Also, how familiar are you with the new Necron codex? Specifically with C'tan Shards? Because the stat bonuses increase Pyralis' stats to match a C'tan Shard, with the exception of WS and I, which are both one point higher than a Shards. Also, I was going to use Drop Pods, probably 3, to get some stuff in on turn one, although the LRC was a very viable option for getting in close.
McNinja wrote:Actually, TH/SS termies are still 40 points a pop. I will increase the cost of the Honor Guard, though. Probably 50 points a model. What do you mean Devastators as Troops?
Also, how familiar are you with the new Necron codex? Specifically with C'tan Shards? Because the stat bonuses increase Pyralis' stats to match a C'tan Shard, with the exception of WS and I, which are both one point higher than a Shards. Also, I was going to use Drop Pods, probably 3, to get some stuff in on turn one, although the LRC was a very viable option for getting in close.
I'm familiar with the Necrons Codex and that they can't deep strike or take drop pods or transports. Even so his stats shouldn't be equal to a Ctan shard unless he becomes one.
That's the thing. When he's holding the blade, he basically becomes the C'tan Shard. It literally floods him with power. As with the first guy, this is probably not exactly how he'll end up being.
Would making him an MC be any better? No transports, not Drop Pods, meaning he can only DS or start on the table and footslog. He would also have 2d6 pen, though.
Thrasius leads the Scythes of the Emperor. Just took a quick stab at some cool rules for him
Chapter Master Thrasius 225 Points WSBS S T W I A LdSv 6 5 4 4 3 5 3 10 2+
Special Rules And They Shall Know No Fear, Combat Tactics, Independent Character, Eternal Warrior, Orbital Bombardment, Preferred Enemy (Tyranids)
Chapter Tactics: If you include Thrasius then all units in your army lose the Combat Tactics special rule. Instead, all units in your army will re-roll any To Hit rolls of a 1 in close combat. If more than one unit in your army has the Chapter Tactics special rule, you must choose which version will apply.
Wargear Terminator armour, iron halo
The Reaper’s Hands: These are a pair of master-crafted lightning claws. They also bestow Thrasius with an extra D3 Attacks in close combat (rolled for at the beginning of each round of combat). In addition, if a model suffers one or more unsaved wounds from Thrasius’ close combat attacks, it must immediately pass a Leadership test on 3D6 or suffer instant death.
Hope you like him! I imagine I'd use the Chaos Space Marines Terminator Lord lightning claws to represent the Reaper's Hands
Amongst the Sons of Sangiunius there is no short supply of heroes, and legends of war.
Tales of victories against all odds, and feats of heroism nothing short of god like. But no such warrior
has a history of battles steaped in glory as Brother N'aem. No warrior, war-boss or even army has stood victorious
against the wrath of N'aem. Brother N'aem will often teleport into battle, prefering to land into the fray than wait
for the enemy to advance, hacking and slashing with his lighting claws, with such a furious rage, that it has lead some
members of the Sanguinary Priesthood and the Reclusiam to question his sanity. Nontheless Brother N'aem, is one of the
Angels finest.
Name Brother N'aem Points 215
WS 5
BS 4
S 4
T 4
W 3
I 5
A 4
Ld 10
Sv 2+/4+
Unit Composition:
1(Unique)
Unit Type:
Infantry
Wargear:
Terminator Armour
Lightning Claws(Pair)
Teleport Homer
Iron Halo
Special Rules:
And They Know No Fear
Independent Character
Teleport Probe
Wrath of Sanguinius
Teleport Probe.
If N'aem is held in reserve and is arriving via Deep Strike, he can send down a teleport homer
as a probe, during turn one, using the normal Deep Strike Rules, and scatter. If the probe
scatters and lands in dangerous terrain it is lost and has no effect, if it survives the landing
N'aem may deepstrike using the normal rules for a teleport homer.
Wrath of Sanguinius: When Brother N'aem charges into assualt with an enemy unit he does so with such a furiosity that,
any friendly units he has joined, or within 6" gains the Furious Charge USR, and any friendly units that N'aem
has joined with, during the turn they charge gain FnP for that players assualt phase. If the enemy survives the assualt and it carries to the next player turn, they unit no longer has FnP. N'aem only passes FnP on, and does not benefit from the FnP.
This guy is just simply broken to a degree of insanity.
He's like a Sanguinary Priest, wrapped in an Epistolary Librarian, complete with his own teleport homer and can use 3 powers a turn.
This guy... this guy is broken to a point where it's not even funny. JUST DON'T USE IT.
It's still a work in progress, so anything constructive would be usefull, I fully intended to convert a model up for this character and I have the parts on the way. I'm just trying to develop a set of rules that I can use with him. So what I've done is put together a set of rules, which are based on what I can imagine this guy doing, and obviously for a start they won't be perfect. But I thought with the help of the people of Dakka, I could sculpt him into a balanced and usable character.
I've edited his stats, and took away his Psyker, and all corresponding abilities. Let me know what you think. Also added fluff.
Automatically Appended Next Post:
Ovion wrote:Call him N'aem. (Pronounced Na-ay-em)
Meaning? and it doesn't sound overly Blood Angels-esq. Thanks for the idea though, best I have so far
BlapBlapBlap wrote:Captain Sendroth, Master of Sieges - 350pts
Unit type: Infantry
Unit Compostion: 1 (Unique)
WS 6
BS 5
S 4
T 4
W 3
I 5
A 3
Ld 10
Sv 2+/4++
Wargear:
Artificer Armour: Sendroth wears a suit of ancient, unique armour that can turn aside even the harshest of blows. Incarael has a 2+ armour save.
Tesla Field: Sendroth has a device fitted into his armour that creates a personal shield of electricity that can deflect almost all blows. Incarael has a 4+ invulnerable save.
Plasma Pistol
Sanguine Halberd: As a captain of the 9th company, Sendroth is the bearer of the Sanguine Halberd, a fabled weapon that consists of a massive chain blade attached to the end of a staff. This weapon is dangerous in the hands of any person. In the hands of a veteran, however, it becomes truly lethal. The Sanguine Halberd is a 2 handed close combat weapon which adds 2 Initiative to the bearer in combat, and has the Rending special rule.
Bloodstrike Storm: Sendroth has many weapons of war at his disposal. Foremost amongst these is the Bloodstrike Storm, a hail of Bloodstrike missiles launched by high flying Stormraven Gunships. Once per battle, Sendroth may forsake all other actions except fighting to launch a Bloodstrike Storm, using the following profile: Str 8, AP 1, Large Blast, Ordnance D3.
Special Rules:
Independent Character: Sendroth is an Independent Character as stated in the Warhammer 40,000 Rulebook
Fearless: Sendroth is a veteran of many wars. He has become used to the heat of battle, and therefore has the Fearless Special Rule as detailed in the Warhammer 40,000 Rulebook.
Master of Sieges: Sendroth is the captain of the 9th company and a master of siege warfare, preferring to fight from afar rather than in a close, bloody assault. In an army that includes Incarael, Devastators count as Troops
Your biggest problem is the bolded part...
At best make it that 1 Dev squad counts as troops not any...
The Tears of the Plague - a Sorcerer of Nurgle that has followed the Plague Father of countless millenia. He has served so long that he is little more than a puss filled suit of armour. Such is his ruthlessness and control of the dark magics of the warp that his enemies are often reduced to nothing be blood and ooze splattered on his cold visage, giving him his name.
230pts
WS5 BS4 S4 T5 W4 I4 A2 Ld10 Sv3+
Power Armour
Bolt Pistol w/ Plague Bolts - S4 or 4+ Poison
Plague Glaive - Force Weapon that wounds on a 4+. Against vehicles. You may forfeit all attacks to make a single attack that glances on a 4+ and penetrates on a 6.
Psyker Level 2(two spells per player turn)
Nurgle's Blessing: FNP and 4++
Independent Character
Psychic Powers:
Wind of Chaos
Blackened Skies - Cast in your movement phase. Place two markers up to 3d6"" apart and draw an imaginary line connecting the two. All shots fired through suffer -1BS and confer a 5+ cover save. Lasts until your next movement phase.
Summon Plague Flies - Summon D3 Plague Fly bases.
Plague Flies WS2 BS- S2 T3 W4 I10 Ld5 A2 Sv-
Type: Cavalry Special Rules: FNP and Rending
Flies are based so that each base is within 6" of the TotP or 2" of his attached unit.
acekevin8412 wrote:The Tears of the Plague - a Sorcerer of Nurgle that has followed the Plague Father of countless millenia. He has served so long that he is little more than a puss filled suit of armour. Such is his ruthlessness and control of the dark magics of the warp that his enemies are often reduced to nothing be blood and ooze splattered on his cold visage, giving him his name.
200pts
WS5 BS4 S4 T5 W4 I4 A2 Ld19 Sv3+
Power Armour
Bolt Pistol w/ Plague Bolts - S4 or 4+ Poison
Plague Glaive - Force Weapon that wounds on a 4+. Against vehicles. You may forfeit all attacks to make a single attack that glances on a 4+ and penetrates on a 6.
Psyker Level 2(two spells per player turn)
Nurgle's Blessing: FNP and 5++
Psychic Powers:
Summon Plague Flies - Summon D3 Plague Fly bases.
Plague Flies WS2 BS- S2 T2 W3 I10 Ld5 A2 Sv-
Type: Cavalry Special Rules: FNP and Rending
Foul Miasma - Shooting Attack
Template SX AP- Pinning
Models under the template must take a Toughness test or lose a wound with no armour saves allowed. Cover and Invulnerable saves are allowed.
Leadership 19? Pretty crazy overall he's just a crappy scarab farm though, only 2 melee attacks.... Unless I'm missing something this guy does not sound scary at all. Original rules with balance? You get a gold star, friend. Might want to make a not about where the flies come into play and that they don't count as a KP... That'd screw you over big time haha Eldar, tau and IG will hate them but everything else will 1 shot a base of them.
Updated Pyralis (still need a last name for the guy...) To get his point cost, I took a standard CM, gave him Artificer armor, a relic blade, and a MM (from the devastators options), then adjusted because he can kill himself. It'll be great when I can run this guy + Pedro Kantor together. Chapter cooperation FTW.
Pyralis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
Spoiler:
------------------------------------------------------------------------------
WS:6 BS:5 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv: 2+/4++
------------------------------------------------------------------------------
FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Shard of the Titan, Artificer Armor, Iron Halo
Shard of the Titan: Crafted from the shard of a fallen god, the Shard of the Titan easily surpasses even the most powerful Relic Blade in terms of sheer destructive potential. How Pyralis came into contact with the shard, no one knows, and repeated tests by Librarians confirm that it is not daemonic, though its power rivals the most powerful daemon weapons. The Shard of the Titan is a Relic Blade whose hits are resolved at strength 7. The blade may also release a powerful blast of energy, capable of tearing through the toughest armors. This is a shooting attack that has the following profile:
R:24” S:6 AP:1 Assault 1, Melta
But that is not the full extent of the blades power. Once per game, Pyralis may call upon the full power of the Shard, becoming unto a god. If Pyralis chooses to do this, he must take a leadership test on 3d6 and remove the d6 with the highest result. If he fails, he is Pinned, as he loses control of the power within and must try to contain it. If, after failing the first time, he attempts again and fails again, he immediately explodes with the power of a sun and is removed from play, causing all models (friendly and enemy) within d6+1” to take a S4 AP1 hit. He is not permanently dead though, as this would not be the first time that the Shard has knit Pyralis’ form back together. However, if he passes the first time, his Unit Type changes to Monstrous Creature and his profile changes to the following:
----------------------------------------------------------
WS:6 BS:5 S:7 T:7 W:4 I:5 A:4 Ld:10 Sv: 4++
----------------------------------------------------------
While in this form, he is not affected in any way by dangerous or difficult terrain. Over time, however, the power of the Shard will start to burn Pyralis out, as his human form, though enhanced, cannot bear the strain for long. At the end of each game turn, Pyralis must take a Leadership test as described above. If he fails, he takes a wound with no saves of any kind allowed. If he fails twice in a row, he does not explode, but rather is completely spent. The power burns him out, causing him to fall unconscious. He now becomes an additional objective. In games that do not use objectives, if the opponent controls Pyralis’ body at the end of the game (following all the normal rules for controlling and contesting objectives) they gain an additional Kill Point.
Special Rules: Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Artificer Company
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.
Artificer Company: There are no Terminators in the Forge Knights. Instead, members of the Forge Knights 1st company wear their own, personally crafted suit of Artificer Armor. If Pyralis is leading the army, all Terminators must instead wear Artificer Armor for +10 points per Terminator (they maintain their 5+ Invulnerable save and the Relentless special rule, as their Crux Terminatus is still very much part of their armor). Terminator Squads may purchase Conversion Beamers for +35 points, following the normal rules for replacing weapons. Terminator Assault squads may swap their Lightning Claws for a Relic Blade and an Iron Halo for +5 points per model. Also, Sternguard and Vanguard Veterans may wear Artificer Armor for +5 points per model.
Not much fer knowin when or how, Karnage comes, and leaves, burns and bleeds, and probly' never lays down. -Orks last words to Space Marine Officials before interogation ended in death.
Karnage ...85pnts
Ork-HQ Infantry (Unique)
WS 4 BS 2 S 5 T 4 W 2 I 4 A 3 Ld 7 Sv 4+ 5++
WARGEAR: 'eavy armor, cybork body, Da Melta, Supa Blasta, Git Finda, Mek Tools, and 1 very scared ammo runt.
Spoiler:
Da Melta Template / S 6 AP 3 or Rng 6" St8 Ap 1 Melta, Gets Hot! or a PW in CC but only as one during the same players turn. Assault 1
Supa BlastaRng 24" / S 9 AP 1 Blast, Assault 1 Gets Hot! if any of the scatter dice are 1's. (Means it can cause up to two wounds on Karnage.)
SPECIAL RULES: Independant Character, Unique, Furious Charge, Fearless, WAAAGH!, Eternal Warrior, Regeneration, I am Karnage, Tellaporta.
Spoiler:
I am Karnage - Karnage may use both his weapons in the same turn. He recieves a 4+ cover save in the shooting phase because of the size of his weapons and his small frame, a 2+ invulnerable save versus template (not blast) attacks due to his burn friendly body. Karnage must always shoot his 'Supa Blasta' at something even friendly units, whatever is in LOS and in Range. This means if he can shoot terrain that has an AV value he will shoot it. If you have units within 24" and LOS of Karnage, and the enemy has units in 24" but not in LOS, he will shoot your units. If the enemy units are within LOS but not within 24" he will STILL shoot your units. Unless of course their is terrain he can shoot within LOS and Range. (Thus, as long as there is more than one target in LOS and Range, you may choose the target.) Karnage does not, nor will he ever explain why he does this. He is uncontrollable and no other Warboss who has a name wants him alive. New Warbosses...pretty much envy everything he does.
Tellaporta - He can not attach to a troop. He must deep strike in two inches behind an enemy unit and always on turn 3, take a psychic test, if failed he deepstrikes behind one of your troops and your opponent may choose which one. He scatters 1d6 from the spot chosen and lands safely an inch away from enemies or dangerous terrain. (He has a tellaporta built into his heart. His connection to the warp and his uncontrollable lust for range mean it always seems to transport him right into the heart of a battle. However, it is not always where he is desired. Mad Dok Grotsnik and Karnage installed it there themselves. A stranger friendship never there was.)
**If you are fielding a Warboss, and the Warboss is killed before Karnage, he will teleport off the battlefield. If you are not fielding a Warboss, and Karnage is the only HQ aside from other Big Meks or Weirdboyz/Warpheads, he gains the Rage USR. If you are fielding any of the other Special Character HQ's besides Mad Dok in the Ork Codex, and they are within charging distance of Karnage, they must charge him, and you must roll out a fight between the character and Karnage, the Special Character may re-roll failed attacks on Karnage. If you are Fielding the Mad Dok, Karnage will start the game attached to him and ignore the Tellaporta special Rule.
(This Character I wrote before I had more knowledge of the game and waaaay before I worked on my Dwellar Codex, so I would appreciate him being picked apart, as I actually have a model for him and enjoy fielding it. Though I only use the Big mek rules with a Burna and a KMB, Cybork, 'Eavy armor, and ammo runt. I liked the model enough to want to write this up. More points, less points, OP, balanced? I have no real idea on this because of my personal enjoyment of the character.)
Unit Composition: 1 (Unique)
Unit Type: Jump Infantry
Wargear:
Artificer Armour: Karlaen wears an ancient decorated suit of armour into battle. Forged long ago during the Great Crusade, this gives the Bearer a 2+ armour save.
Storm Shield: An ancient relic, Karlaen's Storm Shield has been through countless wars, protecting him from most blows. This give Karlaen a 3+ invulnerable save.
Blade of Angels: A symbol of office for the captain of the first company, The Blade of Angels is a powerful weapon that can chew through most armour like paper. The Blade Of Angels is a Power Weapon that strikes at Strength 5.
Special Rules:
Independent Character
Fearless
Shield of Baal: Karlaen is the leader of the Veteran company, able to call vast amounts of venerable battle brothers into the fray. In an army that includes Karlaen, up to two Veteran (Vanguard or Sternguard) Squads may be chosen as Troops.
Strike from the Skies: A master of airborne assault, Karlaen is able to strike with pinpoint accuracy, able to swoop and assault the enemy whilst airborne. Karlaen gives himself and the unit he is atached to Heroic Intervention.
Fluff:
Every Veteran is deadly, but Captain Karlaen, Master of the Blood Angels 1st company, the Shield of Baal, is one of the most renowned Veterans in the Imperium. He came to this position after his predecessor, Captain Aphael, the famed saviour of Antax, was killed by the Chaos Titan "Fury of the Warp" whilst fighting the Death Guard Chaos Legion on the planet of Desavon. Karlaen, being the most respected Veteran sergeant in the 1st company, decided to take up command. Taking control of the Veterans, he spurred them onwards, destroying the servants of Chaos in a hail of bolter fire and whirring chainswords. After the battle, he was commended for his effort. He was given an ancient suit of Artificer armour able turn away most blows, a treasured Storm Shield that could even deflect a Lascannon blast, and most importantly, The Blade of Angels, a sacred relic that had been passed down to every single 1st Company Captain of the Blood Angels since the creation of the Codex Astartes. Karlaen's most famous victory so far has been against the Saim-Hann Eldar, where his Veterans brought down almost every single witch from the sky in a plume of fire and smoke. Those who survived the furious vengeance exerted by the Blood Angels were swiftly cut down by the Blade of Angels. The Eldar who survived were broken and running, fleeing from the fury of the Blood Angels 1st company.
BlapBlapBlap wrote:Captain Karlaen, Shield of Baal----300pts
T 4
W 4
Sv 2+/3++
Special Rules:
Independent Character
Fearless
I'm a bit concerned about the survivability of this character. As a Guard player I often field two teams of lascannons.
If you get hit by a lascannon there is a 33% chance this model will be removed with instant death. Even an guardsman's meltagun has a chance of instantly killing him.
I would suggest adding eternal warrior. I don't know how much points cost would increase by.
Perhaps if you reduced wounds to 3 you could add Eternal Warrior for free?
Automatically Appended Next Post: Otherwise, nice character.
I'd love to see some fluff if you have any written. =)
No longer aloud to choose different targets. And good point.
I'd say because that character has a 3++ invulnerable save, Eternal Warrior is a bit much at T4. He is 300pnts but he also buffs the army.
However, I agree, if you brought the wounds down I would like it more. 4 wounds on a guy with awesome saves is stressful when he can be placed inside large groups, so I think him not having Eternal Warrior helps balance him, I still don't know about four wounds.
Then again, he is 300pnts and I gather the point is to make sure he is only killable by some monster CC units. Like Warbosses or PK nobs, which will kill him.
So, I wouldn't mind playtesting against him in a game, of course, I run orks.
Automatically Appended Next Post:
Ovion wrote:I don't know what sounds Blood Angely or not.
I'm firmly a Xenos player.
It's just Name. It means name. That's his name. Naem. *whistles and shuffles on*
I still do find it very disconcerting that I would put 300 points in a single model which has a 33% of dying everytime it gets hit by anything S8 and up with AP 1 and 2. And I can think of a lot of those weapons from the top of my head. (Granted most are on tanks)
Perhaps we should compare Captain Karlaen's stats to some of GW's pre-made characters with 3 or 4 wounds? See if they have eternal warrior.
A friend plays Space Wolves, I think the character's name is Logan Grimnar, as far as I am aware he is a 3 wound 3+ invulnerable eternal warrior. How many points is he? We can factor in the force organisation chart changes after we work this out.
I suggest 190pts as he really brings nothing.to the table a regular Captain does. Arm him with SS, Relic Blade for higher Str attacks, and Jump Pack and Artificer Armour. The only things he does do is give an Assault Squad, Honour Guard, or Sanguary Guard with Jump Packs, and himself, HI. If joined to VV, he gets to assault with them.
Tge only reason to take this vuy is for the 2 Sternguard as Troops.
Automatically Appended Next Post: Also, give him FC. IIRC no BAHQ, along with Chaplains, have Red Thirst because they already have the effects.
Thanks very much Deadshot! That's exactly the information we needed for a comparison.
I agree with you, however I think 200 points would be a more reasonable price for this character. I know it is just 10 points, but as with all custom characters it is better to have them overpriced considerably, than underpriced even a little.
So, currently we have:
Captain Karlaen, Shield of Baal--- Around190 to 200 points
WS 6
BS 5
S 4
T 4
W 4
I 5
A 4
Ld 10
Sv 2+/3++
Unit Composition: 1 (Unique)
Unit Type: Jump Infantry
Wargear:
Artificer Armour: Karlaen wears an ancient decorated suit of armour into battle. Forged long ago during the Great Crusade, this gives the Bearer a 2+ armour save.
Jump Pack
Storm Shield
Relic Blade
Special Rules:
Independent Character
Fearless
Eternal Warrior
Shield of Baal: Karlaen is the leader of the Veteran company, able to call vast amounts of venerable battle brothers into the fray. In an army that includes Karlaen, up to two Veteran (Vanguard or Sternguard) Squads may be chosen as Troops.
Strike from the Skies: A master of airborne assault, Karlaen is able to strike with pinpoint accuracy, able to swoop and assault the enemy whilst airborne. Karlaen gives himself and the unit he is atached to Heroic Intervention.
[-HQ-] LORD LUKA ANATOLIOS WS7 BS5 S5 T5 W4 I5 A4 LD10 SV2++ Unit Type: Infantry (Character) Wargear: Fire Sword, Armour of the Aegis, Frag/Krak/Psykout Grenades Special Rules: Independent Character, Fearless, Acute Senses, Eternal Warrior, Fleet, Relentless, Titanic Might, Grand Strategy, Preferred Enemy Daemons, Supreme Psyker Mastery
Fire Sword: A purely psychic weapon, said to burn hot with the Emperor's power. Only one who is worthy shall hold it and live, for all others will be burned to charred atoms by its irresistable purity. It counts as a Master-Crafted Force Weapon with the Daemonbane that is always on and requires no activation test. Attacks cause Instant Death regardless of the opponent's Toughness.Successful Invulnerable saves made against it must be re-rolled. Against enemy armour, it counts as an AP1 weapon.
Armour of the Aegis: A suit of superb psychic-armour that can only be safely worn by the rightful chosen. The protection it provides is unparalled. It confers a 2+ Invulnerable save, as well as the benefits of a Psychic Hood and Ghosthelm. In addition, it also benefits from the Reinforced Aegis rule, which is not seen on anything save for Dreadnoughts.
Supreme Psyker Mastery: Luka Anatolios has wielded shocking mastery of his psychic powers, and has never fallen in battle or to Chaos for thousands of years. He can use up to four Psychic Powers per turn, and knows all the powers available to Grey Knights, including those powers normally unique to other Grey Knight units (except for Draigo's Sanctified Flame and Stern's Zone of Banishment).
NeoAigaion wrote:[-HQ-] LORD LUKA ANATOLIOS
WS7 BS5 S5 T5 W4 I5 A4 LD10 SV2++ Unit Type: Infantry (Character)
Wargear: Fire Sword, Armour of the Aegis, Frag/Krak/Psykout Grenades
Special Rules: Independent Character, Fearless, Acute Senses, Eternal Warrior, Fleet, Counter-Attack, Titanic Might, Grand Strategy, Preferred Enemy Daemons, Supreme Psyker Mastery
Fire Sword: A purely psychic weapon, said to burn hot with the Emperor's power. Only one who is worthy shall hold it and live, for all others will be burned to charred atoms by its irresistable purity. It counts as a Master-Crafted Force Weapon with the Daemonbane that is always on and requires no activation test. Attacks cause Instant Death regardless of the opponent's Toughness.Successful Invulnerable saves made against it must be re-rolled. Against enemy armour, it counts as an AP1 weapon.
Armour of the Aegis: A suit of superb psychic-armour that can only be safely worn by the rightful chosen. The protection it provides is unparalled. It confers a 2+ Invulnerable save, as well as the benefits of a Psychic Hood and Ghosthelm. In addition, it also benefits from the Reinforced Aegis rule, which is not seen on anything save for Dreadnoughts.
Supreme Psyker Mastery: Luka Anatolios has wielded shocking mastery of his psychic powers, and has never fallen in battle or to Chaos for thousands of years. He can use up to four Psychic Powers per turn, and knows all the powers available to Grey Knights, including those powers normally unique to other Grey Knight units (except for Draigo's Sanctified Flame and Stern's Zone of Banishment).
Um...OP much? What are you thinking as a points cost? 500?
NeoAigaion wrote:[-HQ-] LORD LUKA ANATOLIOS
WS7 BS5 S5 T5 W4 I5 A4 LD10 SV2++ Unit Type: Infantry (Character)
Wargear: Fire Sword, Armour of the Aegis, Frag/Krak/Psykout Grenades
Special Rules: Independent Character, Fearless, Acute Senses, Eternal Warrior, Fleet, Counter-Attack, Titanic Might, Grand Strategy, Preferred Enemy Daemons, Supreme Psyker Mastery
Fire Sword: A purely psychic weapon, said to burn hot with the Emperor's power. Only one who is worthy shall hold it and live, for all others will be burned to charred atoms by its irresistable purity. It counts as a Master-Crafted Force Weapon with the Daemonbane that is always on and requires no activation test. Attacks cause Instant Death regardless of the opponent's Toughness.Successful Invulnerable saves made against it must be re-rolled. Against enemy armour, it counts as an AP1 weapon.
Armour of the Aegis: A suit of superb psychic-armour that can only be safely worn by the rightful chosen. The protection it provides is unparalled. It confers a 2+ Invulnerable save, as well as the benefits of a Psychic Hood and Ghosthelm. In addition, it also benefits from the Reinforced Aegis rule, which is not seen on anything save for Dreadnoughts.
Supreme Psyker Mastery: Luka Anatolios has wielded shocking mastery of his psychic powers, and has never fallen in battle or to Chaos for thousands of years. He can use up to four Psychic Powers per turn, and knows all the powers available to Grey Knights, including those powers normally unique to other Grey Knight units (except for Draigo's Sanctified Flame and Stern's Zone of Banishment).
I think this character will carry quite a significant cost in points.
With his basic statline including the invulnerable save I think he would cost around 325 points.
With the Fire Sword added on I think his cost would rise to 380, maybe 400 points.
With the Armour of Aegis's Psychic Hood and Ghosthelm abilities added in I think we're up to 440 now?
The Supreme Psyker Mastery probably brings him up to 580.
Then he has Acute Senses, we'll add on another 5 points to 585.
Eternal Warrior with 4 wounds and a 2++ save? Because Eternal Warrior's strength is exponentially linked to wounds and invulnerable save I think we're looking at another 70 points added on here. 655 points.
Fleet and Counter attack? Add another 60 points on. 715 points.
I'm not sure what Titanic Might or Grand Strategy are... I'll leave them out of my calculations.
Finally, Preferred Enemy Daemons, I think this will add perhaps 10 points?
I would value him at around 725 points. Perhaps I have been a bit harsh though?
Marsden wrote:Thanks very much Deadshot! That's exactly the information we needed for a comparison.
I agree with you, however I think 200 points would be a more reasonable price for this character. I know it is just 10 points, but as with all custom characters it is better to have them overpriced considerably, than underpriced even a little.
So, currently we have:
Captain Karlaen, Shield of Baal--- Around190 to 200 points
WS 6
BS 5
S 4
T 4
W 4
I 5
A 4
Ld 10
Sv 2+/3++
Unit Composition: 1 (Unique)
Unit Type: Jump Infantry
Wargear:
Artificer Armour: Karlaen wears an ancient decorated suit of armour into battle. Forged long ago during the Great Crusade, this gives the Bearer a 2+ armour save.
Jump Pack
Storm Shield
Relic Blade
Special Rules:
Independent Character
Fearless
Eternal Warrior
Shield of Baal: Karlaen is the leader of the Veteran company, able to call vast amounts of venerable battle brothers into the fray. In an army that includes Karlaen, up to two Veteran (Vanguard or Sternguard) Squads may be chosen as Troops.
Strike from the Skies: A master of airborne assault, Karlaen is able to strike with pinpoint accuracy, able to swoop and assault the enemy whilst airborne. Karlaen gives himself and the unit he is atached to Heroic Intervention.
What is FCbtw?
FC?
Anyway, I priced him so high because he not only gets Heroic Intervention, and allows you to make a fully legal army out of Sternguard or Vanguard. Eternal Warrior is a bit OP. For example, Dante, who by all logic should have EW, doesn't, so he can get one shotted by a Nob with PK hidden in a squad of Boyz. I was going to make the Blade of Angels roll 2D6 for penetration, but that seemed really quite OP. Maybe if I gave him a Plasma Pistol, made it two handed, mastercraft it and then make it add +1 Strength and +1 Initiative?
McNinja wrote:Updated Pyralis (still need a last name for the guy...) To get his point cost, I took a standard CM, gave him Artificer armor, a relic blade, and a MM (from the devastators options), then adjusted because he can kill himself. It'll be great when I can run this guy + Pedro Kantor together. Chapter cooperation FTW.
Pyralis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
Spoiler:
------------------------------------------------------------------------------
WS:6 BS:5 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv: 2+/4++
------------------------------------------------------------------------------
FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Shard of the Titan, Artificer Armor, Iron Halo
Shard of the Titan: Crafted from the shard of a fallen god, the Shard of the Titan easily surpasses even the most powerful Relic Blade in terms of sheer destructive potential. How Pyralis came into contact with the shard, no one knows, and repeated tests by Librarians confirm that it is not daemonic, though its power rivals the most powerful daemon weapons. The Shard of the Titan is a Relic Blade whose hits are resolved at strength 7. The blade may also release a powerful blast of energy, capable of tearing through the toughest armors. This is a shooting attack that has the following profile:
R:24” S:6 AP:1 Assault 1, Melta
But that is not the full extent of the blades power. Once per game, Pyralis may call upon the full power of the Shard, becoming unto a god. If Pyralis chooses to do this, he must take a leadership test on 3d6 and remove the d6 with the highest result. If he fails, he is Pinned, as he loses control of the power within and must try to contain it. If, after failing the first time, he attempts again and fails again, he immediately explodes with the power of a sun and is removed from play, causing all models (friendly and enemy) within d6+1” to take a S4 AP1 hit. He is not permanently dead though, as this would not be the first time that the Shard has knit Pyralis’ form back together. However, if he passes the first time, his Unit Type changes to Monstrous Creature and his profile changes to the following:
----------------------------------------------------------
WS:6 BS:5 S:7 T:7 W:4 I:5 A:4 Ld:10 Sv: 4++
----------------------------------------------------------
While in this form, he is not affected in any way by dangerous or difficult terrain. Over time, however, the power of the Shard will start to burn Pyralis out, as his human form, though enhanced, cannot bear the strain for long. At the end of each game turn, Pyralis must take a Leadership test as described above. If he fails, he takes a wound with no saves of any kind allowed. If he fails twice in a row, he does not explode, but rather is completely spent. The power burns him out, causing him to fall unconscious. He now becomes an additional objective. In games that do not use objectives, if the opponent controls Pyralis’ body at the end of the game (following all the normal rules for controlling and contesting objectives) they gain an additional Kill Point.
Special Rules: Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Artificer Company
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.
Artificer Company: There are no Terminators in the Forge Knights. Instead, members of the Forge Knights 1st company wear their own, personally crafted suit of Artificer Armor. If Pyralis is leading the army, all Terminators must instead wear Artificer Armor for +10 points per Terminator (they maintain their 5+ Invulnerable save and the Relentless special rule, as their Crux Terminatus is still very much part of their armor). Terminator Squads may purchase Conversion Beamers for +35 points, following the normal rules for replacing weapons. Terminator Assault squads may swap their Lightning Claws for a Relic Blade and an Iron Halo for +5 points per model. Also, Sternguard and Vanguard Veterans may wear Artificer Armor for +5 points per model.
That's worse! He has the slightest chance of failing the leadership test (he has to roll either 3 sixes or 2 sixes and a five) and he can use a drop pod/deep strike/ transport his way closer to the enemies and THEN get all of the benefits of an MC? ... BUT at least he looses 2+ save... and the controlling his body is interesting.
Marsden wrote:Thanks very much Deadshot! That's exactly the information we needed for a comparison.
I agree with you, however I think 200 points would be a more reasonable price for this character. I know it is just 10 points, but as with all custom characters it is better to have them overpriced considerably, than underpriced even a little.
So, currently we have:
Captain Karlaen, Shield of Baal--- Around190 to 200 points
WS 6
BS 5
S 4
T 4
W 4
I 5
A 4
Ld 10
Sv 2+/3++
Unit Composition: 1 (Unique)
Unit Type: Jump Infantry
Wargear:
Artificer Armour: Karlaen wears an ancient decorated suit of armour into battle. Forged long ago during the Great Crusade, this gives the Bearer a 2+ armour save.
Jump Pack
Storm Shield
Relic Blade
Special Rules:
Independent Character
Fearless
Eternal Warrior
Shield of Baal: Karlaen is the leader of the Veteran company, able to call vast amounts of venerable battle brothers into the fray. In an army that includes Karlaen, up to two Veteran (Vanguard or Sternguard) Squads may be chosen as Troops.
Strike from the Skies: A master of airborne assault, Karlaen is able to strike with pinpoint accuracy, able to swoop and assault the enemy whilst airborne. Karlaen gives himself and the unit he is atached to Heroic Intervention.
What is FCbtw?
FC?
Anyway, I priced him so high because he not only gets Heroic Intervention, and allows you to make a fully legal army out of Sternguard or Vanguard. Eternal Warrior is a bit OP. For example, Dante, who by all logic should have EW, doesn't, so he can get one shotted by a Nob with PK hidden in a squad of Boyz. I was going to make the Blade of Angels roll 2D6 for penetration, but that seemed really quite OP. Maybe if I gave him a Plasma Pistol, made it two handed, mastercraft it and then make it add +1 Strength and +1 Initiative?
For.both of you, FC means Furious Charge. Except the yellow mouse over doesn't recognise it apparently.
I would say he needs a ranged weapon. Maybe an Angelus Boltgun? Or possibly a Plasma Pistol or stormbolter.
Grand Master Stibor Lazarek, Chapter Lord of the Fire Hawks
280 points
Stibor Lazarek was the Last Master of the Fire Hawks. Old, frail and with his body failing from numerous war injuries, the 300+ year old Grand Master led his notoriously trigger-happy chapter into the Badab War. A costly engagement, the Fire Hawks lost their entire fleet bar the Raptorus Rex space fortress, all but 2 companies, and all officers except Lazarek and his 9th Captain, Elam Corbrey. Lazerek remained master of the Fire Hawks until their untimely demise in a warp storm.
Type: Infantry (unique)
WS4 BS4 S4 T4 W4 I3 A1 Ld10 Sv2+
Wargear:
Aegis of the Pheonix: Ancient suit of Cataphractii terminator armour, predating the Heresy. Grants a 2+ armour save and a 2+ invulnerable save, as well as Feel No Pain and Eternal Warrior
Sword of Hellfire: Power weapon. Strikes at Strength 10.
Dragon's Breath: Range 24 Strength 6 AP 1 Assault 3
Special Rules:
Independent Character
Inspiring Hero: Entire army swaps Combat Tactics and ATSKNF for Fearless
Uncompromisingly arrogant: All allied units are at -1 Leadership
Fiery Temper: Has the Rage USR, confers it to friendlies within 12 inches
Castellan Zargo, Chapter Master of the Angels Encarmine---225pts
WS 6
BS 5
S 4
T 4
W 4
I 5
A 4
Ld 10
Sv 2+/4++
Unit Composition: 1 (Unique)
Unit Type: Infantry
Wargear:
Terminator Armour
Iron Halo
Twin-Linked Hand Flamer
Gauntlets of the Harvest: These are a pair of Lightning Claws that force the opponent to re-roll successful invulnerable saves.
Death Mask
Teleport Homer
Special Rules:
Fearless
Independent Character
Master of the Vampire: Castellan Zargo may replace his Honour Guard with a Terminator Squad (Assault Terminators included) for 25pts. One may upgrade to an Apothecary for 30pts. Another may upgrade to a Standard Bearer, carrying the Chapter Banner (One per army) for 25pts.
CalasTyphon216 wrote:Grand Master Stibor Lazarek, Chapter Lord of the Fire Hawks
280 points
Stibor Lazarek was the Last Master of the Fire Hawks. Old, frail and with his body failing from numerous war injuries, the 300+ year old Grand Master led his notoriously trigger-happy chapter into the Badab War. A costly engagement, the Fire Hawks lost their entire fleet bar the Raptorus Rex space fortress, all but 2 companies, and all officers except Lazarek and his 9th Captain, Elam Corbrey. Lazerek remained master of the Fire Hawks until their untimely demise in a warp storm.
Type: Infantry (unique)
WS4 BS4 S4 T4 W4 I3 A1 Ld10 Sv2+
Wargear:
Aegis of the Pheonix: Ancient suit of Cataphractii terminator armour, predating the Heresy. Grants a 2+ armour save and a 2+ invulnerable save, as well as Feel No Pain and Eternal Warrior
Sword of Hellfire: Power weapon. Strikes at Strength 10.
Dragon's Breath: Range 24 Strength 6 AP 1 Assault 3
Special Rules:
Independent Character
Inspiring Hero: Entire army swaps Combat Tactics and ATSKNF for Fearless
Uncompromisingly arrogant: All allied units are at -1 Leadership
Fiery Temper: Has the Rage USR, confers it to friendlies within 12 inches
BlapBlapBlap wrote:Castellan Zargo, Chapter Master of the Angels Encarmine---175pts
WS 6
BS 5
S 4
T 4
W 4
I 5
A 4
Ld 10
Sv 2+/4++
Unit Composition: 1 (Unique)
Unit Type: Infantry
Wargear:
Terminator Armour
Iron Halo
Twin-Linked Hand Flamer
Gauntlets of the Harvest: These are a pair of Lightning Claws that force the opponent to re-roll successful invulnerable saves.
Death Mask
Special Rules:
Fearless
Independent Character
Vampire's Curse: If Castellan Zargo is in your force, you must randomly determine an enemy Independent Character; that Character is now worth D3 more kill points. If it is an objectives game, don't remove the character from play. Leave them lying on their side. They are now an objective.
What's Death Mask? Is it a BA thing I'm missing out on?
And I definitely don't think 175. He's got some power in him and the objectives thing, while interesting, is undercosted if you ask me. This one character completely alters the way the opponent can play. It could work against you in objective games, but it's unlikely. At least against IG you might not get to use it =P
Automatically Appended Next Post:
CalasTyphon216 wrote:Grand Master Stibor Lazarek, Chapter Lord of the Fire Hawks
280 points
Stibor Lazarek was the Last Master of the Fire Hawks. Old, frail and with his body failing from numerous war injuries, the 300+ year old Grand Master led his notoriously trigger-happy chapter into the Badab War. A costly engagement, the Fire Hawks lost their entire fleet bar the Raptorus Rex space fortress, all but 2 companies, and all officers except Lazarek and his 9th Captain, Elam Corbrey. Lazerek remained master of the Fire Hawks until their untimely demise in a warp storm.
Type: Infantry (unique)
WS4 BS4 S4 T4 W4 I3 A1 Ld10 Sv2+
Wargear:
Aegis of the Pheonix: Ancient suit of Cataphractii terminator armour, predating the Heresy. Grants a 2+ armour save and a 2+ invulnerable save, as well as Feel No Pain and Eternal Warrior
Sword of Hellfire: Power weapon. Strikes at Strength 10.
Dragon's Breath: Range 24 Strength 6 AP 1 Assault 3
Special Rules:
Independent Character
Inspiring Hero: Entire army swaps Combat Tactics and ATSKNF for Fearless
Uncompromisingly arrogant: All allied units are at -1 Leadership
Fiery Temper: Has the Rage USR, confers it to friendlies within 12 inches
2++ and FNP... And a crazy 3 shot AP1 weapon... He might be as powerful in melee as an wet sock but he's got some serious survivability. Plop him on an objective and your opponent isn't gonna get to do much. I'm not saying he's overcosted, I just think that 2++ AND FNP is too much. absolute mass fire will get him, but that's it, anything that could pierce his FNP won't have enough shots to have much chance against the 2++. Not a fan
BlapBlapBlap wrote:Castellan Zargo, Chapter Master of the Angels Encarmine---175pts
WS 6
BS 5
S 4
T 4
W 4
I 5
A 4
Ld 10
Sv 2+/4++
Unit Composition: 1 (Unique)
Unit Type: Infantry
Wargear:
Terminator Armour
Iron Halo
Twin-Linked Hand Flamer
Gauntlets of the Harvest: These are a pair of Lightning Claws that force the opponent to re-roll successful invulnerable saves.
Death Mask
Special Rules:
Fearless
Independent Character
Vampire's Curse: If Castellan Zargo is in your force, you must randomly determine an enemy Independent Character; that Character is now worth D3 more kill points. If it is an objectives game, don't remove the character from play. Leave them lying on their side. They are now an objective.
What's Death Mask? Is it a BA thing I'm missing out on?
And I definitely don't think 175. He's got some power in him and the objectives thing, while interesting, is undercosted if you ask me. This one character completely alters the way the opponent can play. It could work against you in objective games, but it's unlikely. At least against IG you might not get to use it =P
I removed the objectives rule, replaced it with something else involving Terminators replacing Honour Guard. The Death Mask is an item that when you charge an enemy, they have to take leadership. If they fail, they become WS 1 for the phase.
One command squad in the army may replace their Company Commander with Lynx Soran for 130 Points. (Possibly thinking of upping this, what do you think?)
Teeth of Polaris - This chainsword has been with Lynx since his earlier days. Significantly upgraded over time it has been the end of many a foe. The Teeth of Polaris is a single close combat weapon that gives Lynx's close combat attacks the rending rule on a 5+.
Shield of Fenris - A gift from Alexia Thunderfang of the Space Wolves. It is a storm shield that gives Lynx a 3+ invulnerable save.
Bolt Pistol with Kraken Bolts - Modified by Lynx this standard bolt pistol now fires Kraken Bolts similar to those employed by Sternguard Veterans. It uses the following profile;
Range: 18"
S: 4
AP: 4
Type: Pistol
Rules:
Bionics - Much like Colonel Straken, Lynx has been through a number of extensive battles and has suffered several terrible injuries. Bionics now replace some of his bones and limbs. As such he has an increased strength and the Feel No Pain special rule.
Governer General - Lynx Soran can issue 3 orders a turn and has a command radius of 18". He can use all 6 of the normal Imperial Guard commands.
Hardened Veterans - Lynx has fought through many battlefields and has arrived at his position through blood and death. Before his promotion he was a veteran sergeant and still shares a strong bond with his fellow soldiers. All Veteran squads in an army that includes Lynx Soran can choose 2 doctrines instead of 1 and have access to an additional doctrine as below;
Airbourne (30 Points): The Veteran squad can select a Valkyrie/Vendetta as a dedicated transport and equips themselves with Grav Chutes. Grav chutes grant the unit the Deep Strike rule. Units taking this doctrine cannot take a heavy weapon but can take a 4th special weapon instead. If performing a Grav Chute Insertion (as per the Valkyrie/Vendetta rules), a unit with Grav Chutes does not scatter.
Tyranid Veteran - Having survived many attacks from the Tyranids Lynx is a hardened veteran when in combat with them. He and his command squad has the Preferred Enemy: Tyranid rule. Furthermore if Lynx scores a hit with 4 or more of his close combat attacks against a Tyranid monsterous creature all of his attack automatically wound and no armour saves can be taken against his attacks.
McNinja wrote:Updated Pyralis (still need a last name for the guy...) To get his point cost, I took a standard CM, gave him Artificer armor, a relic blade, and a MM (from the devastators options), then adjusted because he can kill himself. It'll be great when I can run this guy + Pedro Kantor together. Chapter cooperation FTW.
Pyralis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
Spoiler:
------------------------------------------------------------------------------
WS:6 BS:5 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv: 2+/4++
------------------------------------------------------------------------------
FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Shard of the Titan, Artificer Armor, Iron Halo
Shard of the Titan: Crafted from the shard of a fallen god, the Shard of the Titan easily surpasses even the most powerful Relic Blade in terms of sheer destructive potential. How Pyralis came into contact with the shard, no one knows, and repeated tests by Librarians confirm that it is not daemonic, though its power rivals the most powerful daemon weapons. The Shard of the Titan is a Relic Blade whose hits are resolved at strength 7. The blade may also release a powerful blast of energy, capable of tearing through the toughest armors. This is a shooting attack that has the following profile:
R:24” S:6 AP:1 Assault 1, Melta
But that is not the full extent of the blades power. Once per game, Pyralis may call upon the full power of the Shard, becoming unto a god. If Pyralis chooses to do this, he must take a leadership test on 3d6 and remove the d6 with the highest result. If he fails, he is Pinned, as he loses control of the power within and must try to contain it. If, after failing the first time, he attempts again and fails again, he immediately explodes with the power of a sun and is removed from play, causing all models (friendly and enemy) within d6+1” to take a S4 AP1 hit. He is not permanently dead though, as this would not be the first time that the Shard has knit Pyralis’ form back together. However, if he passes the first time, his Unit Type changes to Monstrous Creature and his profile changes to the following:
----------------------------------------------------------
WS:6 BS:5 S:7 T:7 W:4 I:5 A:4 Ld:10 Sv: 4++
----------------------------------------------------------
While in this form, he is not affected in any way by dangerous or difficult terrain. Over time, however, the power of the Shard will start to burn Pyralis out, as his human form, though enhanced, cannot bear the strain for long. At the end of each game turn, Pyralis must take a Leadership test as described above. If he fails, he takes a wound with no saves of any kind allowed. If he fails twice in a row, he does not explode, but rather is completely spent. The power burns him out, causing him to fall unconscious. He now becomes an additional objective. In games that do not use objectives, if the opponent controls Pyralis’ body at the end of the game (following all the normal rules for controlling and contesting objectives) they gain an additional Kill Point.
Special Rules: Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Artificer Company
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.
Artificer Company: There are no Terminators in the Forge Knights. Instead, members of the Forge Knights 1st company wear their own, personally crafted suit of Artificer Armor. If Pyralis is leading the army, all Terminators must instead wear Artificer Armor for +10 points per Terminator (they maintain their 5+ Invulnerable save and the Relentless special rule, as their Crux Terminatus is still very much part of their armor). Terminator Squads may purchase Conversion Beamers for +35 points, following the normal rules for replacing weapons. Terminator Assault squads may swap their Lightning Claws for a Relic Blade and an Iron Halo for +5 points per model. Also, Sternguard and Vanguard Veterans may wear Artificer Armor for +5 points per model.
That's worse! He has the slightest chance of failing the leadership test (he has to roll either 3 sixes or 2 sixes and a five) and he can use a drop pod/deep strike/ transport his way closer to the enemies and THEN get all of the benefits of an MC? ... BUT at least he looses 2+ save... and the controlling his body is interesting.
I was also considering something like (after turning into the Shard) At the end of each game turn, Pyralis must take a Leadership test on 3d6, removing the d6 with the lowest result. For every Leadership test taken after the first, apply a permanent (and stacking) -1 to his Leadership. What about the terminators? Better?
Aegis of the Pheonix fielded on board would make me not want to play.
Dragons Breath and Sword of Hellfire are things I also am not fond of.
Just make Aegis grant a 5+ invulnerable and EW and I'd be ok.
SwordOfHellfire I get because he has one attack, fine. I'm slightly over it.
Dragon's Breath? Flamer much? How about a not so flamer name and make it heavy D3? Something...just...something...
One command squad in the army may replace their Company Commander with Lynx Soran for 130 Points. (Possibly thinking of upping this, what do you think?)
Teeth of Polaris - This chainsword has been with Lynx since his earlier days. Significantly upgraded over time it has been the end of many a foe. The Teeth of Polaris is a single close combat weapon that gives Lynx's close combat attacks the rending rule on a 5+.
Shield of Fenris - A gift from Alexia Thunderfang of the Space Wolves. It is a storm shield that gives Lynx a 3+ invulnerable save.
Bolt Pistol with Kraken Bolts - Modified by Lynx this standard bolt pistol now fires Kraken Bolts similar to those employed by Sternguard Veterans. It uses the following profile;
Range: 18"
S: 4
AP: 4
Type: Pistol
Rules:
Bionics - Much like Colonel Straken, Lynx has been through a number of extensive battles and has suffered several terrible injuries. Bionics now replace some of his bones and limbs. As such he has an increased strength and the Feel No Pain special rule.
Governer General - Lynx Soran can issue 3 orders a turn and has a command radius of 18". He can use all 6 of the normal Imperial Guard commands.
Hardened Veterans - Lynx has fought through many battlefields and has arrived at his position through blood and death. Before his promotion he was a veteran sergeant and still shares a strong bond with his fellow soldiers. All Veteran squads in an army that includes Lynx Soran can choose 2 doctrines instead of 1 and have access to an additional doctrine as below;
Airbourne (30 Points): The Veteran squad can select a Valkyrie/Vendetta as a dedicated transport and equips themselves with Grav Chutes. Grav chutes grant the unit the Deep Strike rule. Units taking this doctrine cannot take a heavy weapon but can take a 4th special weapon instead. If performing a Grav Chute Insertion (as per the Valkyrie/Vendetta rules), a unit with Grav Chutes does not scatter.
Tyranid Veteran - Having survived many attacks from the Tyranids Lynx is a hardened veteran when in combat with them. He and his command squad has the Preferred Enemy: Tyranid rule. Furthermore if Lynx scores a hit with 4 or more of his close combat attacks against a Tyranid monsterous creature all of his attack automatically wound and no armour saves can be taken against his attacks.
I hate it when you guys do this to me.... You make a character that I actually really would wanna use.... but can't. So your CCS upgrade is a beast in melee, has an extended command radius, with 1 extra order, can let your vets take valkyries as dedicated transports (take out Vendettas, they're gunships with transport capability, not transports with guns), let them take a 4th special weapon, and save grave chutes. Now 30 points seems like a steep cost, but when you add all of those abilities together... kinda cheap. I know IA has the Elysian Drop Troops army, but I believe IA has the tendency to be on the overly strong side for certain things.
A 3++ and FNP on an IG member is pretty crazy. I know it's a storm shield, but just because it's not uncommon in another army doesn't make it a good choice for another army. While it's tempting, I don't think it's a good choice. And Straken's bionics make him S6 T4 power attacks +d6AP and 3+ armor save where as yours just gives FNP, so I don't see the correlation you drew. At first I was unhappy with 4 base attacks. More attacks than a Space Marine Captain?!?! But somehow a normal Company Commander has 3, so I guess it isn't a huge boost after all haha
I think he's got just too much. Drop the Storm Shield for maybe a 4++ refractor field. This also gives him 1 extra attack in CC if that makes you feel better =P I'd drop the no grav chute scattering, it makes it pretttttyyy frickin' awesome. Maybe 30 points for just the ded transport and extra special weapon. If you are really set on the accurate dropping consider making it a piece of wargear on the bird for another 15-20 points perhaps? Currently I think he is very undercosted and needs to have a lot of things reconsidered. Hope that helped somewhat!
One command squad in the army may replace their Company Commander with Lynx Soran for 130 Points. (Possibly thinking of upping this, what do you think?)
Teeth of Polaris - This chainsword has been with Lynx since his earlier days. Significantly upgraded over time it has been the end of many a foe. The Teeth of Polaris is a single close combat weapon that gives Lynx's close combat attacks the rending rule on a 5+.
Shield of Fenris - A gift from Alexia Thunderfang of the Space Wolves. It is a storm shield that gives Lynx a 3+ invulnerable save.
Bolt Pistol with Kraken Bolts - Modified by Lynx this standard bolt pistol now fires Kraken Bolts similar to those employed by Sternguard Veterans. It uses the following profile;
Range: 18"
S: 4
AP: 4
Type: Pistol
Rules:
Bionics - Much like Colonel Straken, Lynx has been through a number of extensive battles and has suffered several terrible injuries. Bionics now replace some of his bones and limbs. As such he has an increased strength and the Feel No Pain special rule.
Governer General - Lynx Soran can issue 3 orders a turn and has a command radius of 18". He can use all 6 of the normal Imperial Guard commands.
Hardened Veterans - Lynx has fought through many battlefields and has arrived at his position through blood and death. Before his promotion he was a veteran sergeant and still shares a strong bond with his fellow soldiers. All Veteran squads in an army that includes Lynx Soran can choose 2 doctrines instead of 1 and have access to an additional doctrine as below;
Airbourne (30 Points): The Veteran squad can select a Valkyrie/Vendetta as a dedicated transport and equips themselves with Grav Chutes. Grav chutes grant the unit the Deep Strike rule. Units taking this doctrine cannot take a heavy weapon but can take a 4th special weapon instead. If performing a Grav Chute Insertion (as per the Valkyrie/Vendetta rules), a unit with Grav Chutes does not scatter.
Tyranid Veteran - Having survived many attacks from the Tyranids Lynx is a hardened veteran when in combat with them. He and his command squad has the Preferred Enemy: Tyranid rule. Furthermore if Lynx scores a hit with 4 or more of his close combat attacks against a Tyranid monsterous creature all of his attack automatically wound and no armour saves can be taken against his attacks.
He already has Rending, and on a 5+. This is basically Rending without the roll to wound. I'm assuming you put this in to counter Tyranid MCs, but that's the problem. Against MCs, you should have to use either similarly-powerful characters/MCs or heavy weapons. That's the point of Monstrous Creatures. Sure, a smaller target might be able to slink around faster, but still. He's hitting on 3 or 4+ anyways, except against the Swarmlord (which he should never be up against), and he can re-roll to-hit. Lets say he goes headfirst into a group of Warriors. He needs 4+ to hit, so every successful hit is a wound, plus any hits he fails he can re-roll. At this point, he is basically re-rolling to-wound as well. I would just leave Rending + Preferred Enemy and take out the auto-wound on a hit.
Runna wrote:Aegis of the Pheonix fielded on board would make me not want to play.
Dragons Breath and Sword of Hellfire are things I also am not fond of.
Just make Aegis grant a 5+ invulnerable and EW and I'd be ok.
SwordOfHellfire I get because he has one attack, fine. I'm slightly over it.
Dragon's Breath? Flamer much? How about a not so flamer name and make it heavy D3? Something...just...something...
above changes are good but with that I would definitely drop his price a lot. Then he's just a crappy terminator with a great ranged weapon
Also to blapblapblap, yea, I'd say 225-240 is about right for Zargo.
A piece of advice I threw out earlier, one I eliminated from my own personal codex and am not aware of or really agree with any rule GW has made use of in which you make someone re-roll their succesful save.
Though it may be point accounted for, I can only suggest you play against your character with some of your units that have invulnerable saves, and then you will understand how it effects the game.
I stand by the statement when making a character for people to remember, getting lucky or unlucky is part of the game, increasing your luck is always a pleasure, screwing someone else out of their luck is disheartening and ruins the gameplay experience.
Other than that I like your write up. Sorry I'm not with any ideas for what the gauntlets could otherwise be, but in this case I feel you are very good at coming up with stuff on the fly. So I merely offer my opinion and in this particular case actually stand behind it firmly as oppose to my usual easy to change my mind approach.
Runna wrote:Also to blapblapblap, yea, I'd say 225-240 is about right for Zargo.
A piece of advice I threw out earlier, one I eliminated from my own personal codex and am not aware of or really agree with any rule GW has made use of in which you make someone re-roll their succesful save.
Though it may be point accounted for, I can only suggest you play against your character with some of your units that have invulnerable saves, and then you will understand how it effects the game.
I stand by the statement when making a character for people to remember, getting lucky or unlucky is part of the game, increasing your luck is always a pleasure, screwing someone else out of their luck is disheartening and ruins the gameplay experience.
Other than that I like your write up. Sorry I'm not with any ideas for what the gauntlets could otherwise be, but in this case I feel you are very good at coming up with stuff on the fly. So I merely offer my opinion and in this particular case actually stand behind it firmly as oppose to my usual easy to change my mind approach.
Thanks!
Yeah, normally my stuff is just quite horribly unbalanced, but most of the posts that I make in this thread is, as you say, on the fly. I hate planning stuff, as it doesn't have as much creative potential.
Runna wrote:Also to blapblapblap, yea, I'd say 225-240 is about right for Zargo.
A piece of advice I threw out earlier, one I eliminated from my own personal codex and am not aware of or really agree with any rule GW has made use of in which you make someone re-roll their succesful save.
Though it may be point accounted for, I can only suggest you play against your character with some of your units that have invulnerable saves, and then you will understand how it effects the game.
I stand by the statement when making a character for people to remember, getting lucky or unlucky is part of the game, increasing your luck is always a pleasure, screwing someone else out of their luck is disheartening and ruins the gameplay experience.
Other than that I like your write up. Sorry I'm not with any ideas for what the gauntlets could otherwise be, but in this case I feel you are very good at coming up with stuff on the fly. So I merely offer my opinion and in this particular case actually stand behind it firmly as oppose to my usual easy to change my mind approach.
Thanks!
Yeah, normally my stuff is just quite horribly unbalanced, but most of the posts that I make in this thread is, as you say, on the fly. I hate planning stuff, as it doesn't have as much creative potential.
well then what you lack in creativity you make up for in a colorful avatar
Runna wrote:Also to blapblapblap, yea, I'd say 225-240 is about right for Zargo.
A piece of advice I threw out earlier, one I eliminated from my own personal codex and am not aware of or really agree with any rule GW has made use of in which you make someone re-roll their succesful save.
Though it may be point accounted for, I can only suggest you play against your character with some of your units that have invulnerable saves, and then you will understand how it effects the game.
I stand by the statement when making a character for people to remember, getting lucky or unlucky is part of the game, increasing your luck is always a pleasure, screwing someone else out of their luck is disheartening and ruins the gameplay experience.
Other than that I like your write up. Sorry I'm not with any ideas for what the gauntlets could otherwise be, but in this case I feel you are very good at coming up with stuff on the fly. So I merely offer my opinion and in this particular case actually stand behind it firmly as oppose to my usual easy to change my mind approach.
Thanks!
Yeah, normally my stuff is just quite horribly unbalanced, but most of the posts that I make in this thread is, as you say, on the fly. I hate planning stuff, as it doesn't have as much creative potential.
well then what you lack in creativity you make up for in a colorful avatar
Runna wrote:Also to blapblapblap, yea, I'd say 225-240 is about right for Zargo.
A piece of advice I threw out earlier, one I eliminated from my own personal codex and am not aware of or really agree with any rule GW has made use of in which you make someone re-roll their succesful save.
Though it may be point accounted for, I can only suggest you play against your character with some of your units that have invulnerable saves, and then you will understand how it effects the game.
I stand by the statement when making a character for people to remember, getting lucky or unlucky is part of the game, increasing your luck is always a pleasure, screwing someone else out of their luck is disheartening and ruins the gameplay experience.
Other than that I like your write up. Sorry I'm not with any ideas for what the gauntlets could otherwise be, but in this case I feel you are very good at coming up with stuff on the fly. So I merely offer my opinion and in this particular case actually stand behind it firmly as oppose to my usual easy to change my mind approach.
Thanks!
Yeah, normally my stuff is just quite horribly unbalanced, but most of the posts that I make in this thread is, as you say, on the fly. I hate planning stuff, as it doesn't have as much creative potential.
well then what you lack in creativity you make up for in a colorful avatar
Pardon?
Your avatar. the picture under your name when you post. It is colorful.
felixander wrote:I hate it when you guys do this to me.... You make a character that I actually really would wanna use.... but can't. So your CCS upgrade is a beast in melee, has an extended command radius, with 1 extra order, can let your vets take valkyries as dedicated transports (take out Vendettas, they're gunships with transport capability, not transports with guns), let them take a 4th special weapon, and save grave chutes. Now 30 points seems like a steep cost, but when you add all of those abilities together... kinda cheap. I know IA has the Elysian Drop Troops army, but I believe IA has the tendency to be on the overly strong side for certain things.
A 3++ and FNP on an IG member is pretty crazy. I know it's a storm shield, but just because it's not uncommon in another army doesn't make it a good choice for another army. While it's tempting, I don't think it's a good choice. And Straken's bionics make him S6 T4 power attacks +d6AP and 3+ armor save where as yours just gives FNP, so I don't see the correlation you drew. At first I was unhappy with 4 base attacks. More attacks than a Space Marine Captain?!?! But somehow a normal Company Commander has 3, so I guess it isn't a huge boost after all haha
I think he's got just too much. Drop the Storm Shield for maybe a 4++ refractor field. This also gives him 1 extra attack in CC if that makes you feel better =P I'd drop the no grav chute scattering, it makes it pretttttyyy frickin' awesome. Maybe 30 points for just the ded transport and extra special weapon. If you are really set on the accurate dropping consider making it a piece of wargear on the bird for another 15-20 points perhaps? Currently I think he is very undercosted and needs to have a lot of things reconsidered. Hope that helped somewhat!
You make some valid points.
I've removed the Vendetta option, as you say the Valk would be sufficient. I've upped the Airbourne cost to 40 points too. Leaving in the don't scatter rule, I wanted to bring it in line with the rules for the Stormraven which has the exact same rule.
I know what you mean about the Storm shield, doesn't really gel as you say. Just thought it would be an awesome modelling prospect. I've changed it to a simple refractor field. and lowered his base attacks to 3 so that he doesn't get an insane number of attacks. The bit about Straken was a bit confusing on second read. I didn't mean for it to mean he was an exact copy, more like similarity. So yeah just S4 and FNP now.
I've upped his cost to 150 too, this makes him 200+ once you've bought the command squad and upgrades for the squad. What ya think?
Governer General Lynx Soran, 1st Polaris Regiment
One command squad in the army may replace their Company Commander with Lynx Soran for 150 Points.
WS 5
BS 4
S 4
T 3
W 3
I 4
A 3
Ld 10
Sv 4+/5++
Wargear:
Carapace Armour
Refractor Field
Frag Grenades
Krak Grenades
Teeth of Polaris - This chainsword has been with Lynx since his earlier days. Significantly upgraded over time it has been the end of many a foe. The Teeth of Polaris is a single close combat weapon that gives Lynx's close combat attacks the rending rule on a 5+.
Bolt Pistol with Kraken Bolts - Modified by Lynx this standard bolt pistol now fires Kraken Bolts similar to those employed by Sternguard Veterans. It uses the following profile;
Range: 18"
S: 4
AP: 4
Type: Pistol
Rules:
Bionics - Lynx has been through a number of extensive battles and has suffered several terrible injuries. Bionics now replace some of his bones and limbs. As such he has an increased strength and the Feel No Pain special rule.
Governer General - Lynx Soran can issue 3 orders a turn and has a command radius of 18". He can use all 6 of the normal Imperial Guard commands.
Hardened Veterans - Lynx has fought through many battlefields and has arrived at his position through blood and death. Before his promotion he was a veteran sergeant and still shares a strong bond with his fellow soldiers. All Veteran squads in an army that includes Lynx Soran can choose 2 doctrines instead of 1 and have access to an additional doctrine as below;
Airbourne (40 Points): The Veteran squad can select a Valkyrie as a dedicated transport and equips themselves with Grav Chutes. Grav chutes grant the unit the Deep Strike rule. Units taking this doctrine cannot take a heavy weapon but can take a 4th special weapon instead. If performing a Grav Chute Insertion (as per the Valkyrie/Vendetta rules), a unit with Grav Chutes does not scatter.
Tyranid Veteran - Having survived many attacks from the Tyranids Lynx is a hardened veteran when in combat with them. He and his command squad has the Preferred Enemy: Tyranid rule. Furthermore if Lynx scores a hit with 4 or more of his close combat attacks against a Tyranid monsterous creature all of his attack automatically wound and no armour saves can be taken against his attacks.
Made a few changes:
WS3(4?) T3 W4 Flies
Replaced Foul Miasma with Wind of Chaos to simplify things.
Fixed Ld to 10
Blessing of Nurgle now gives 4++
I'm thinking of giving him a combi-flamer with plague bolts and toxic fuel (4+ Poison flamer) is that too much?
A new spell too, Blackened Skies - Cast in your movement phase. Place two markers up to 12" across and draw an imaginary line connecting the two. All shots fired through suffer -1BS and confer a 5+ cover save. Lasts until your next movement phase.
Finally, just to clarify, rending makes wound rolls of 6 auto wound regardless of toughness and AP2 right? I don't have my rulebook on me so I can't check.
Runna wrote:Also to blapblapblap, yea, I'd say 225-240 is about right for Zargo.
A piece of advice I threw out earlier, one I eliminated from my own personal codex and am not aware of or really agree with any rule GW has made use of in which you make someone re-roll their succesful save.
Though it may be point accounted for, I can only suggest you play against your character with some of your units that have invulnerable saves, and then you will understand how it effects the game.
I stand by the statement when making a character for people to remember, getting lucky or unlucky is part of the game, increasing your luck is always a pleasure, screwing someone else out of their luck is disheartening and ruins the gameplay experience.
Other than that I like your write up. Sorry I'm not with any ideas for what the gauntlets could otherwise be, but in this case I feel you are very good at coming up with stuff on the fly. So I merely offer my opinion and in this particular case actually stand behind it firmly as oppose to my usual easy to change my mind approach.
Thanks!
Yeah, normally my stuff is just quite horribly unbalanced, but most of the posts that I make in this thread is, as you say, on the fly. I hate planning stuff, as it doesn't have as much creative potential.
well then what you lack in creativity you make up for in a colorful avatar
Pardon?
Your avatar. the picture under your name when you post. It is colorful.
Runna wrote:Also to blapblapblap, yea, I'd say 225-240 is about right for Zargo.
A piece of advice I threw out earlier, one I eliminated from my own personal codex and am not aware of or really agree with any rule GW has made use of in which you make someone re-roll their succesful save.
Though it may be point accounted for, I can only suggest you play against your character with some of your units that have invulnerable saves, and then you will understand how it effects the game.
I stand by the statement when making a character for people to remember, getting lucky or unlucky is part of the game, increasing your luck is always a pleasure, screwing someone else out of their luck is disheartening and ruins the gameplay experience.
Other than that I like your write up. Sorry I'm not with any ideas for what the gauntlets could otherwise be, but in this case I feel you are very good at coming up with stuff on the fly. So I merely offer my opinion and in this particular case actually stand behind it firmly as oppose to my usual easy to change my mind approach.
Thanks!
Yeah, normally my stuff is just quite horribly unbalanced, but most of the posts that I make in this thread is, as you say, on the fly. I hate planning stuff, as it doesn't have as much creative potential.
well then what you lack in creativity you make up for in a colorful avatar
Pardon?
Your avatar. the picture under your name when you post. It is colorful.
I meant what I lack in creativity...
The joke doesn't work, but he was going off of your "I hate planning stuff..." sentence, saying that any lack of creativity you might have is made up for by your avatar.
acekevin8412 wrote:Made a few changes:
WS3(4?) T3 W4 Flies
Replaced Foul Miasma with Wind of Chaos to simplify things.
Fixed Ld to 10
Blessing of Nurgle now gives 4++
I'm thinking of giving him a combi-flamer with plague bolts and toxic fuel (4+ Poison flamer) is that too much?
A new spell too, Blackened Skies - Cast in your movement phase. Place two markers up to 12" across and draw an imaginary line connecting the two. All shots fired through suffer -1BS and confer a 5+ cover save. Lasts until your next movement phase.
Finally, just to clarify, rending makes wound rolls of 6 auto wound regardless of toughness and AP2 right? I don't have my rulebook on me so I can't check.
That is correct. That new spell is... interesting. Not bad at all.
acekevin8412 wrote:Made a few changes:
WS3(4?) T3 W4 Flies
Replaced Foul Miasma with Wind of Chaos to simplify things.
Fixed Ld to 10
Blessing of Nurgle now gives 4++
I'm thinking of giving him a combi-flamer with plague bolts and toxic fuel (4+ Poison flamer) is that too much?
A new spell too, Blackened Skies - Cast in your movement phase. Place two markers up to 12" across and draw an imaginary line connecting the two. All shots fired through suffer -1BS and confer a 5+ cover save. Lasts until your next movement phase.
Finally, just to clarify, rending makes wound rolls of 6 auto wound regardless of toughness and AP2 right? I don't have my rulebook on me so I can't check.
Ok well now I think you gotta jack the points. Wind of Chaos is pretty powerful and blackened skies is gonna be really really good too. There are too many ways that just screw over other armies hard. Gunline IG in particular is gonna be sad when you drop it in front of them. So how about this: maybe 225 points and Blackened Skies either makes it crappy night fighting (3d6 x 3) or -1 BS to anything that wants to shoot at any friendly unit within 6" of him. The 4d6 might not seem so great but it can still cut back on long range weapons that'll be trying to take you out as you move up.
1) Special Rules: IC, Fearless, Acute Senses, Relentless, Eternal Warrior, Grand Strategy, Titanic Might, Psyker Mastery Level 3
2) Anatolios knows the following powers: All Librarian powers, Warp Quake, Astral Aim, Cleansing Flame, Holocaust.
3) Fire Sword: MC Force Weapon with Daemonbane, always on and requires no activation test, always causes ID regardless of Toughness, successful Inv. saves must be re-rolled.
Again, another edit for yet another one of my characters. The Ld test in the weapon ability has been changed to make it harder to pass as the game goes on.
Spoiler:
Pyralis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
------------------------------------------------------------------------------
WS:6 BS:5 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv: 2+/4++
------------------------------------------------------------------------------
FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Shard of the Titan, Artificer Armor, Iron Halo
Shard of the Titan: Crafted from the shard of a fallen god, the Shard of the Titan easily surpasses even the most powerful Relic Blade in terms of sheer destructive potential. How Pyralis came into contact with the shard, no one knows, and repeated tests by Librarians confirm that it is not daemonic, though its power rivals the most powerful daemon weapons. The Shard of the Titan is a Relic Blade whose hits are resolved at strength 7. The blade may also release a powerful blast of energy, capable of tearing through the toughest armors. This is a shooting attack that has the following profile:
R:24” S:6 AP:1 Assault 1, Melta
But that is not the full extent of the blades power. Once per game, Pyralis may call upon the full power of the Shard, becoming unto a god. If Pyralis chooses to do this, he must take a leadership test on 3d6 and remove the d6 with the highest result. If he fails, he is Pinned, as he loses control of the power within and must try to contain it. He may attempt again after becoming unpinned, and if after failing the first time, he attempts again and fails again, he immediately explodes with the power of a sun and is removed from play, causing all models (friendly and enemy) within d6+1” to take a S4 AP1 hit. He is not permanently dead though, as this would not be the first time that the Shard has knit Pyralis’ form back together. However, if he passes the first time, his Unit Type changes to Monstrous Creature and his profile changes to the following:
----------------------------------------------------------
WS:6 BS:5 S:7 T:7 W:4 I:5 A:4 Ld:10 Sv: 4++
----------------------------------------------------------
While in this form, he is not affected in any way by dangerous or difficult terrain. Over time, however, the power of the Shard will start to burn Pyralis out, as his human form, though enhanced, cannot bear the strain for long. At the end of each game turn, Pyralis must take a normal Leadership test with a negative leadership modifier that is equal to the number of game turns that Pyralis has used the new profile. If he fails, he takes a wound with no saves of any kind allowed. If he fails twice in a row, he does not explode, but rather is completely spent. The power burns him out, causing him to fall unconscious. He now becomes an additional objective. In games that do not use objectives, if the opponent controls Pyralis’ body at the end of the game (following all the normal rules for controlling and contesting objectives) they gain an additional Kill Point.
Special Rules: Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Artificer Company
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting Locator Beacons onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.
Artificer Company: There are no Terminators in the Forge Knights. Instead, members of the Forge Knights 1st company wear their own, personally crafted suit of Artificer Armor. If Pyralis is leading the army, all Terminators must instead wear Artificer Armor for +10 points per Terminator (they maintain their 5+ Invulnerable save and the Relentless special rule, as their Crux Terminatus is still very much part of their armor). Terminator Squads may purchase Conversion Beamers for +35 points, following the normal rules for replacing weapons. Terminator Assault squads may swap their Lightning Claws for a Relic Blade and an Iron Halo for +5 points per model. Also, Sternguard and Vanguard Veterans may wear Artificer Armor for +5 points per model.
As usual, I am now contemplating changing the weapon entirely, or at least removing the part where he turns into C'tan Shard. If I were to remove the rather long drawback to activating the "power" of the Shard, this guy would cost between 260 and 300 points (a C'tan shard is 185 points, so +125 as a CM would make him 300 points, which I refuse to do). I'll work more tomorrow, but for now this is what I got.
Marius Gage Chapter Master 1st Chapter XIII Legion
WS: 6
BS: 5
S:4
T:4
W:4
I:4
A:4
Ld:10
Wargear: artificer armour, thunder hammer and storm shield(both master crafted), melta bombs, frag and krak grenades, iron halo,
jump pack.
Special Rules:
Martial Prowess: Gage's thunder hammer and storm shield count as an extra close combat weapon. in addition, he always hits on a 3+
For Calth: Gage and his army have preffered enemy: chaos marines and daemons.
Not too bad. I take it this is from tge Ultramarines Legion rather than Chapter. I like his rules and would.point him at about 175
Compared to Lysander
He loses Bolter Drill and Bolster defences rules. As well as, crucially, EW. He loses Terminator armour and the ability to deep strike. His thunder hammer is also not as powerful and as good against vehicles.
He gains the ability to sweep due to lack of Terminator armour, and +2 attacks over Lysander. He gets the PE: CSM and CD. While his hammer may.be weaker vs vehicles ge does have.melta bombs. Although I am not.sure why he has Frag and Krak Grenades. He is always Int 1 for the Hammer abd he will never use the Kraks because of the Melta Bombs.
I also thinking that the Iron Halo should go. I realise that it is to symbolise his rank but any other character with SS lose it. Draigo and Lysander. Chapter Lord of the Grey Knights.and one of the Oldest space marines, and IF 1st captain respectively.
Constantin Valdor, Captain-General of the Adeptus Custodes
Type: Infantry (unique)
260 points
WS7 BS6 S4 T4 W4 I6 A4 Ld10 Sv2+
Wargear: Iron halo, frag and krak grenades
Custodes armour: 2+ armour save, 4+ Feel No Pain
Incardinine: power weapon. 2 handed. Master crafted. Gives +2 to Strength and +1 to Initiative and Attacks. Incorporates a bolter with the following profile: Range 24 S5 AP3 Assault 3
Special Rules:
Emperor's Praetorian: Has Eternal Warrior
By Your Command: Grants Ld10 army-wide
For the Emperor!: Once per game only. Announce at the start of your turn. All friendlies within 12, and all Custodes unit on the board, get Fleet and Furious Charge for the rest of the turn
You thought celestine was the last living saint? ha
Saint Lucil, Ardent
WS 8
BS 4
S 4
T 3
W 4
I 6
A 5
Ld 10
Sv 3+/4++
Wargear- Master Crafted Inferno Pistol, Armor of Saint Alexi, Purging Edge
Special Rules- Empowering Shield of Faith, Furious Charge, Blade Waltz, Eternal Warrior, Divine Intervention, Fearless
Armor of Saint Alexi- The armor of Saint Alexi gives Saint Lucil a 3+ armor save and a 5+ invol save. In addition it also gives her the feel no pain special rule.
Purging Edge- The Purging edge is a master crafted force weapon that always wounds deamons and psykers on a 3+
Empowering Shield of Faith- The Empowering shield of faith adds 1 to Lucils invol save (included above). In addition, any time a model in her unit makes a successful invulnerable save the attacker immediatly takes a wound with no armor saves allowed. Any unit Lucil joins is given the fearless special rule.
Blade Waltz- Each time an attack made by Lucil causes an unsaved wound she may immediatly make another attack (this does not benefit from blade waltz, and cannot use the force weapon special rule to cause instant death)
Divine Intervention- If Saint Lucil is ever removed as a casulty for any reason you may roll a d6 each turn. On a roll of 1-3 nothing happens, on a roll of 4-6 you mayreplace a sister superior or other allied independet character with Saint Lucil. She comes back into play with 1 wound. If no friendly sister superiors, or independent characters are on the field Saint Lucil cannot use this special rule.
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Adeptus Custodes
Type: Infantry (unique)
260 points
WS7 BS6 S4 T4 W4 I6 A4 Ld10 Sv2+
Wargear: Iron halo, frag and krak grenades
Custodes armour: 2+ armour save, 4+ Feel No Pain
Incardinine: power weapon. 2 handed. Master crafted. Gives +2 to Strength and +1 to Initiative and Attacks. Incorporates a bolter with the following profile: Range 24 S5 AP3 Assault 3
Special Rules:
Emperor's Praetorian: Has Eternal Warrior
By Your Command: Grants Ld10 army-wide
For the Emperor!: Once per game only. Announce at the start of your turn. All friendlies within 12, and all Custodes unit on the board, get Fleet and Furious Charge for the rest of the turn
2+, 4++ and 4+++? And S6 I7 power weapon that has an AP 3 ASSAULT heavy bolter? 10 Ld for the whole army? Gives the whole army fleet and Furious Charge?
Yes he's expensive, but undercosted.. Yes he's over powered, but at least he doesn't have 2++ >_<. Yes I would not play him, I wouldn't laugh in your face though.. Yes I am going to assume that he's with a homebrew codex that is just as unbalanced, though I won't talk trash on it as I haven't seen it.
Too many power, which all are over powered. I6 is ridiculous, as everyone in this thread seems to think their MEQ should be able to be I6. It's stupid to think that he could be faster than an Eldar Aspect Warrior. And then you add on one more from his weapon? And another when he gives his Furious charge? No.
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Adeptus Custodes
Type: Infantry (unique)
260 points
WS7 BS6 S4 T4 W4 I6 A4 Ld10 Sv2+
Wargear: Iron halo, frag and krak grenades
Custodes armour: 2+ armour save, 4+ Feel No Pain
Incardinine: power weapon. 2 handed. Master crafted. Gives +2 to Strength and +1 to Initiative and Attacks. Incorporates a bolter with the following profile: Range 24 S5 AP3 Assault 3
Special Rules:
Emperor's Praetorian: Has Eternal Warrior
By Your Command: Grants Ld10 army-wide
For the Emperor!: Once per game only. Announce at the start of your turn. All friendlies within 12, and all Custodes unit on the board, get Fleet and Furious Charge for the rest of the turn
2+, 4++ and 4+++? And S6 I7 power weapon that has an AP 3 ASSAULT heavy bolter? 10 Ld for the whole army? Gives the whole army fleet and Furious Charge?
Yes he's expensive, but undercosted.. Yes he's over powered, but at least he doesn't have 2++ >_<. Yes I would not play him, I wouldn't laugh in your face though.. Yes I am going to assume that he's with a homebrew codex that is just as unbalanced, though I won't talk trash on it as I haven't seen it.
Too many power, which all are over powered. I6 is ridiculous, as everyone in this thread seems to think their MEQ should be able to be I6. It's stupid to think that he could be faster than an Eldar Aspect Warrior. And then you add on one more from his weapon? And another when he gives his Furious charge? No.
CalasTyphon216 wrote:Dude its the Emperor's personal bodyguard...
NOT an excuse for an undercosted cahracter o'd satrt him at 350 ptsminimum because heis going to wreck face
Automatically Appended Next Post: Interrogator Chaplain Markians
when Markians was, but a boy of 14 years, on the hive world of Antellius it fell under attack from a large Chaos warband. The warband was led by the figure of Amorthus the sorcerer of Tzeentch he was a accompanied by several marines in jet black armor who said nothing. Within a day the PDF had been swept from the defeces and some of the brave citizens were forced to fight inside the city. Then hope arrived in the form of the Dark Angels. The deatwing led by master Sentirius landed and attacked the chaos warband seeking out Amorthus. when the found him they found the figure of Markians a young boy who had bravely attacked the guard of amorthus with a squad of citizens. The warband had killed the rest of the pdf, but they could not kill Markians. Upon seeing the advancing deathwing, the black armored marines fled, as they did they killed markians father. Amorthus was slain by Sentirius.
After the battle Sentirius told the boy he would join the dark angels. He passed his initiation with distinction and showed a particular hatred of chaos and a desire to recover them. Long years saw Markian become a steadfast brother whose list of honors was long. One night he was taken aside by Interrogator-Chaplain Asomdai who with the blessings of the Inner circle inducted him into chaplains. Several years later after capturing two fallen personally (without full knowledge of who they were) hee was inducted into the interrogator chaplains. He wept bitterly at the fall of brothers he never knew.
Unlike the other Interrogator Chaplains of the Dark Angels Markians does not spend most of his time torturing the fallen rather he leads the strike teams of the deathwing that capture them. He is known for his ability to subdue any opponent. he wield the relic crozius, The Redemptive path, and the relic TDA ultionem angeli
pts:215(if you think it is low let me know i'm still working on him)
wsbs s t w i a ldsv 6 5 4 4 4 6 4 10 2+/4++
abilities Honour of the Chapter, Litanies of Hate, Seeker of the fallen, eternal warrior, independent character
wargear
The Redemptive Path-counts a as a master crafted power weapon
ultionem angeli- counts as terminator armor with a master crafted storm bolter
seeker of the fallen
part 1. if there are any fallen dark angles on the board markians and any squad or tranport he is in or attached to must move toward the Fallen as fast as possible until they can charge and subdue them.
part 2 If the fallen is deafeated by markians and his squad place an objective marker on the board this marker must be captured by the DA player by the end of the game or they lose 2 KP or 2 objectives in determining the winner. if the marker is captured it counts as a normal kp or objective
undercosted overcosted to weak too powerful please let me know
What does Honour of the Chapter and Litanies of Hate do? If they are DA rules, I apologise for my short-sightedness but I don't know anything about DA.
EDIT: Termie Armour means he can't sweep, so I think I6 is waaaaaaaay OTT.
IHateNids wrote:That sounds like a very small ability for 215pts.
What does Honour of the Chapter and Litanies of Hate do? If they are DA rules, I apologise for my short-sightedness but I don't know anything about DA.
EDIT: Termie Armour means he can't sweep, so I think I6 is waaaaaaaay OTT.
I'd say I5, I4 to bring it down to 200pts
Honour of the chapter- any unit within 12" fearless
litanies- re-roll to hit on first turn in combat
and my thinking is he is 1 ws 1 w 1 i 1a higher with 2 master crafted weapons and a base interogator chaplain with tda is 145
but i don't mind changing him to i5 that will work just fine
Equipment: Power Armour, Frag and Krak Grenades, Force Weapon, Plasma Pistol, Psychic Hood, Iron Halo
Rules: ATSKNF, Independent Character, Psyker
Options: Atlas can take one of the following for +25pts: Jump Pack, Terminator Armour (replaces Power Armour and Frag and Krak Grenades)
Psychic Powers: Atlas knows all the psychic powers in Codex: Blood Angels, and can cast 2 per turn.
Basically he's a reasonably more powerful librarian for an upcoming Apoc game with custom characters. I'm pretty sure this is a fair setup, the iron halo is probably a reasonable addition, the wargear options are largely arbitrary, I've got something picked out but that's pretty much it. I'll be writing some background to the character as well, but realistically his main upgrades are a decent pistol, a badly needed invul save, and a dangerous array of psychic abilities that he can choose from (resulting in a hopefully reasonable points increase).
felixanderOk wrote: well now I think you gotta jack the points. Wind of Chaos is pretty powerful and blackened skies is gonna be really really good too. There are too many ways that just screw over other armies hard. Gunline IG in particular is gonna be sad when you drop it in front of them. So how about this: maybe 225 points and Blackened Skies either makes it crappy night fighting (3d6 x 3) or -1 BS to anything that wants to shoot at any friendly unit within 6" of him. The 4d6 might not seem so great but it can still cut back on long range weapons that'll be trying to take you out as you move up.
Will do for the increase, 230 now. However, I'm gonna keep the spell the way it is, to be honest I ripped the idea from the old Chapter Approved Minor Psyker Powers. 113 sq ins of -1BS/night fighting is pretty dangerous. The way I look at it, since it's just a straight line, you can just sidestep and shoot the target behind the curtain, because that's all it really is, a curtain. Also, I'm not sure if it was clear, but Indirect fire is unaffected. Maybe make the line 3d6" in length to throw some chance into it? Average rolls would give 10-11" less than currently, bad rolls give 3" and great rolls give an 18" smoke screen. One more thing, some one further up mentioned that he isn't particularly powerful in cc. Just so that people are aware, he has a 4+ Poison Force Weapon. Correct me if I'm wrong, but can Force Weapons be combined with pistols to give +1A? If so, he has 3-4 armour ignoring, Instant Killing attacks that laugh at High Toughness. Seems decent for me. Oh and I think I he's been T5 instead of the usual T4(5).
IHateNids wrote:I do like that Nurgle psyker. Could I borrow him for one of my mates? I really want to fight this guy.
You have both the blessing of Nurgle and myself. Now go make some corpses for Nurgle to rot.
born out of the need for copmpitent field commanders when a captain is on other deployments, the Shadow dragons maintain a council of Formation commanders, able veterans who lead detachments on a smaller level than company, allowing seperate, independent commands across multiple fronts, sometimes even worlds.
Wargear:
The Bow of the Night: This is a coveted artifact of the Flesh Tearer's, able to debilitate even the most steadfast warrior with a precise hit. The Bow of the Night is a weapon with the following profile: Str 5 - AP - -Rng 36" - Heavy 1, Rending, Neural Wires. Neural Wires: Any model hit by the Bow of the Night must pass a Toughness test if it causes a wound, regardless of whether it was saved. If the test is failed, they have succumbed to the overwhelming power of the bow. Their senses are completely overloaded, and they become powerless to resist the enemy's attacks. They have their WS, BS and Attacks reduced to 1 for the turn.
Knife of Orion: This is a normal Close Combat Weapon that grants Epher the Killing Blow attack. Killing Blow: In a turn where Epher assaults an enemy unit, he may attempt a Killing Blow. He must pick out a model in the unit who is in base to base contact with Epher. He hits them on a 4+. The wounds on a 2+, and causes instant death if not saved.
Camo Cloak
Special Rules:
Archer of the Gods: Epher must choose which model in an enemy unit he shoots at. Epher also will ignore cover when shooting.
King of the Forest: If an enemy unit chooses to shoot at Epher, they must do so under the Night Fighting rules.
Scout
Infiltrate
Move through cover
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
There are many Flesh Tearer Scout heroes, who have saved entire missions. Amongst their ranks is Epher, King of the Forest, bearer of the Bow of the Night. He strikes unseen, able to kill a commander in seconds with the Knife of Orion before melting back into the shadows to strike again. He also can use the Bow of the Night, an ancient artefact which fires bolts loaded with neural wires, which drive whomever he hits into a sensory overload that even the devoted servants of Slaanesh find hard to find pleasure in. As the victim lies writhing on the ground, he is then quickly torn apart by the assault squads that flit above the field of battle, or blasted to oblivion by the Devastator squads that lurk behind the trenches. Epher proved his worth during the Third War for Armageddon, where his scout unit joined the Blood Angels forces. His skills proved invaluable in the lush verdant jungles, where his precision aim proved exceedingly useful in taking out the leaders in a band of Ork Boyz. Epher is the embodiment of stealth, able to kill mercilessly before he fades into the woods again.
Only thing that concerns me here is the fact that the effective range of a gun is 24" and the effective range of this bow is 36".
Strictly from a rules perspective I have no qualms with this weapon.
However, from a logical/fluff perspective I don't think it makes much sense. Perhaps I'm missing something?
If you read up on Longbows, a skilled archer can hit someone in the chest from 200 yards away. A semi-automatic weapon, i.e a Bolter, is far harder to aim over distance.
If you read up on Longbows, a skilled archer can hit someone in the chest from 200 yards away. A semi-automatic weapon, i.e a Bolter, is far harder to aim over distance.
Fair enough, I'll take your word on it. (My knowledge of bows is abysmal at best.)
Looked and saw snipers are 36" range so I understand your point here. I had accidently chosen a bad example of a weapon to compare to.
You're perfectly right, semi-autos and bows are apples and carrots in comparison. The bow was meant for long range combat, I should have compared it to another long range weapon. Haha, I don't normally make argumentative fallacies, and when others do I normally call them out on it.
BlapBlapBlap wrote:Scout Sergeant Epher, King of the Forest - 225pts
WS 5
BS 6
S 4
T 4
W 2
I 5
A 2
Ld 10
Sv 4+
Unit type: Infantry
Unit Composition: 1 (Unique)
Wargear:
The Bow of the Night: This is a coveted artifact of the Flesh Tearer's, able to debilitate even the most steadfast warrior with a precise hit. The Bow of the Night is a weapon with the following profile: Str 5 - AP - -Rng 36" - Heavy 1, Rending, Neural Wires. Neural Wires: Any model hit by the Bow of the Night must pass a Toughness test if it causes a wound, regardless of whether it was saved. If the test is failed, they have succumbed to the overwhelming power of the bow. Their senses are completely overloaded, and they become powerless to resist the enemy's attacks. They have their WS, BS and Attacks reduced to 1.
Knife of Orion: This is a normal Close Combat Weapon that grants Epher the Killing Blow attack. Killing Blow: In a turn where Epher assaults an enemy unit, he may attempt a Killing Blow. He must pick out a model in the unit who is in base to base contact with Epher. He hits them on a 4+. The wounds on a 2+, and causes instant death if not saved.
Camo Cloak
Special Rules:
Archer of the Gods: Epher must choose which model in an enemy unit he shoots at. Epher also will ignore cover when shooting.
King of the Forest: If an enemy unit chooses to shoot at Epher, they must do so under the Night Fighting rules.
Scout
Infiltrate
Move through cover
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
There are many Flesh Tearer Scout heroes, who have saved entire missions. Amongst their ranks is Epher, King of the Forest, bearer of the Bow of the Night. He strikes unseen, able to kill a commander in seconds with the Knife of Orion before melting back into the shadows to strike again. He also can use the Bow of the Night, an ancient artefact which fires bolts loaded with neural wires, which drive whomever he hits into a sensory overload that even the devoted servants of Slaanesh find hard to find pleasure in. As the victim lies writhing on the ground, he is then quickly torn apart by the assault squads that flit above the field of battle, or blasted to oblivion by the Devastator squads that lurk behind the trenches. Epher proved his worth during the Third War for Armageddon, where his scout unit joined the Blood Angels forces. His skills proved invaluable in the lush verdant jungles, where his precision aim proved exceedingly useful in taking out the leaders in a band of Ork Boyz. Epher is the embodiment of stealth, able to kill mercilessly before he fades into the woods again.
Do the WS, BS, and attacks remain at 1 for the rest of the game, or just that turn? Or how is it determined?
This was just a quick type-up I've done. Enjoy!
Konrad Curze, Primarch of the Night Lords
WS7 BS5 S5 T5 W4 I7 A6 LD10 SV2+/4++
Unit Type: Infantry
Wargear: Terror Claws, Armour of Nostramo, Corona Nox, Frag and Krak Grenades
Special Rules: Fearless, IC, Acute Senses, Fleet, Hit and Run, Night Haunter
- Terror Claws: master-crafted lightning claws with Rending, wounds in close-combat count as 2 for the purpose of determining the combat winner
- Armour of Nostramo: 2+ armour, 4+ invulnerable, comes with Jump Pack
- Corona Nox: successful enemy to-hit rolls made against Curze in close-combat must be re-rolled
- Night Haunter: enemies attempting to engage must pass Ld test with -2 penalty or become unable to move, targeting Curze from range must be done using Night Fighting rules
NeoAigaion wrote:This was just a quick type-up I've done. Enjoy!
Spoiler:
Konrad Curze, Primarch of the Night Lords WS7 BS5 S5 T5 W4 I7 A6 LD10 SV2+/4++ Unit Type: Infantry Wargear: Terror Claws, Armour of Nostramo, Corona Nox, Frag and Krak Grenades Special Rules: Fearless, IC, Acute Senses, Fleet, Hit and Run, Night Haunter - Terror Claws: master-crafted lightning claws with Rending, wounds in close-combat count as 2 for the purpose of determining the combat winner - Armour of Nostramo: 2+ armour, 4+ invulnerable, comes with Jump Pack - Corona Nox: successful enemy to-hit rolls made against Curze in close-combat must be re-rolled - Night Haunter: enemies attempting to engage must pass Ld test with -2 penalty or become unable to move, targeting Curze from range must be done using Night Fighting rules
NeoAigaion wrote:This was just a quick type-up I've done. Enjoy!
Spoiler:
Konrad Curze, Primarch of the Night Lords
WS7 BS5 S5 T5 W4 I7 A6 LD10 SV2+/4++
Unit Type: Infantry
Wargear: Terror Claws, Armour of Nostramo, Corona Nox, Frag and Krak Grenades
Special Rules: Fearless, IC, Acute Senses, Fleet, Hit and Run, Night Haunter
- Terror Claws: master-crafted lightning claws with Rending, wounds in close-combat count as 2 for the purpose of determining the combat winner
- Armour of Nostramo: 2+ armour, 4+ invulnerable, comes with Jump Pack
- Corona Nox: successful enemy to-hit rolls made against Curze in close-combat must be re-rolled
- Night Haunter: enemies attempting to engage must pass Ld test with -2 penalty or become unable to move, targeting Curze from range must be done using Night Fighting rules
I6 is too high for a MEQ, yet alone I7.
And I don't see a points value
Hey hey hey! Yelling at people for ridiculously high Initiative is my job! But for once I would say I6 might make sense, albeit barely. he is a Primarch after all and one known for swift terror on the battle field. If he was a Company Commander I'd say I6 is stupid, but for a Primarch like him, I think lowering it to I6 is reasonable. 6 Attacks are pretty crazy, but once again, Primarch. I honestly would give him another Wound as the Primarchs are supposed to be something crazy on the field (actually they aren't supposed to be fielded, but this thread changes that ). HOWEVER, he's a primarch, so he's gonna be a lot. He rarely can be charged, is hard to shoot at, enemies reroll hits in melee, and his wounds count as 2 in melee? That's a lot... with an extra wound, as is 500 points? And up him to Jump infantry, Night Lords were supposed to be bats, ya?
I've never been too good with points values. I guess I like to let the viewers come up with something instead, lest I under-/over-price them.
Now here is another...
MORTARION, PRIMARCH OF THE DEATH GUARD WS7 BS5 S5 T6 W5 I6 A4 LD10 SV2+/4++
Unit Type: Infantry (Character)
Wargear: Manreaper, The Lantern, Armour of Barbaras, Frag and Krak Grenades, Rad Grenades
Special Rules: IC, Fearless, Feel No Pain, Eternal Warrior, Relentless Advance, Immunity
Manreaper: Master-Crafted Power weapon, inflicts ID on to-wound of 6, can choose to make single attack against all enemies in base-contact instead of attacking normally.
The Lantern: Twin-Linked Plasma Gun that does not overheat.
Armour of Barbaras: 2+ armour, 4+ invulnerable.
Relentless Advance: Mortarion, and all Death Guard units that have LoS to him, benefit from the Relentless USR.
Immunity: Poison-profile attacks (most DE weapons, Hellfire ammo, Venom Talons, etc) must roll a 6 to-wound Mortation.
Wargear: power armour, iron halo, power weapon, bolt pistol, bolt gun, frag and krak grenades, meltabombs
Special Rules: ATSKNF, FNP, EW, Relentless, We are all Alpharius, Chapter Tactics (Infiltrate), Rites of Battle (as per Capt. Sicarius in C: SM)
We are all Alpharius: Nominate 1 unit at the start of the game. Alpharius/Omegon is now part of that unit, replacing a normal rank-and-file model. Your opponent need not know this. Declare Alpharius/Omegon as being part of this unit when he either attacks or is attacked, or if his squad is wiped out, or at any point of the game when the controlling player decides to. Alpharius/Omegon is not an Independent Character. If his original squad is wiped out, he may join another squad as per the start of the game and the process continues. Alpharius/Omegon may only join units in power armour and without bikes or jump packs.
That makes sense. However, one model among an entire army having I6 isn't going to ruin anyones day. Klaivex's will still be better, Wyches/Hekatrix Bloodbrides will still be better, and so on. Having one model out of an entire army strike at the same I-step as a Klaivex or Wych isn't that bad, and both DE and Eldar have the capacity to wreck that models face in shooting.
I think that if you can justify it in the fluff, it can work. For instance, take a gander the the most recent character I posted. Or second most recent. Arakor. Anyway, The first fluff I wrote was bad. The next fluff I wrote was better, with less stupid and more crazy. Obviously, I'm not the shining Paragon of writing fluff, but if the fluff is good, people will receive your character better.
Is there a guide to How to make a Unique Character? I ask because I don't want a make a stupid OP character or one that has special rules that will make it unfair for my opponent.
I ask because I like the idea of a Necron Overlord on a Tomb Blade. Here is a example of what I was thinking of.
Arafel, The Warlord of Gehenna HQ
WS4 BS4 S5 T5(6) W3 I2 A3 LD10 SV3+/3++
Unit Type: JetBike
Wargear : Res Orb, War Scythe, Phase Shifter.
Special Rules:
- Tomb Scythes : Can unlock a Royal Court of Necron Lords that must be on Tomb Blades, this unit is armed with TL-Tesla Carbines and War Scythes.
OR
- Tomb Vanguard : Increase the maximum number of Tomb Blades to 10 in the unit he as joined.
Minor points. He can't actually increase the number of Tomb Blades. He needs to join the unit during the game at which point adding more TB will be too late.
BlapBlapBlap wrote:Scout Sergeant Epher, King of the Forest - 225pts
WS 5
BS 6
S 4
T 4
W 2
I 5
A 2
Ld 10
Sv 4+
Unit type: Infantry
Unit Composition: 1 (Unique)
Wargear:
The Bow of the Night: This is a coveted artifact of the Flesh Tearer's, able to debilitate even the most steadfast warrior with a precise hit. The Bow of the Night is a weapon with the following profile: Str 5 - AP - -Rng 36" - Heavy 1, Rending, Neural Wires. Neural Wires: Any model hit by the Bow of the Night must pass a Toughness test if it causes a wound, regardless of whether it was saved. If the test is failed, they have succumbed to the overwhelming power of the bow. Their senses are completely overloaded, and they become powerless to resist the enemy's attacks. They have their WS, BS and Attacks reduced to 1.
Knife of Orion: This is a normal Close Combat Weapon that grants Epher the Killing Blow attack. Killing Blow: In a turn where Epher assaults an enemy unit, he may attempt a Killing Blow. He must pick out a model in the unit who is in base to base contact with Epher. He hits them on a 4+. The wounds on a 2+, and causes instant death if not saved.
Camo Cloak
Special Rules:
Archer of the Gods: Epher must choose which model in an enemy unit he shoots at. Epher also will ignore cover when shooting.
King of the Forest: If an enemy unit chooses to shoot at Epher, they must do so under the Night Fighting rules.
Scout
Infiltrate
Move through cover
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There are many Flesh Tearer Scout heroes, who have saved entire missions. Amongst their ranks is Epher, King of the Forest, bearer of the Bow of the Night. He strikes unseen, able to kill a commander in seconds with the Knife of Orion before melting back into the shadows to strike again. He also can use the Bow of the Night, an ancient artefact which fires bolts loaded with neural wires, which drive whomever he hits into a sensory overload that even the devoted servants of Slaanesh find hard to find pleasure in. As the victim lies writhing on the ground, he is then quickly torn apart by the assault squads that flit above the field of battle, or blasted to oblivion by the Devastator squads that lurk behind the trenches. Epher proved his worth during the Third War for Armageddon, where his scout unit joined the Blood Angels forces. His skills proved invaluable in the lush verdant jungles, where his precision aim proved exceedingly useful in taking out the leaders in a band of Ork Boyz. Epher is the embodiment of stealth, able to kill mercilessly before he fades into the woods again.
Do the WS, BS, and attacks remain at 1 for the rest of the game, or just that turn? Or how is it determined?
For one turn. I'm just going to reword that. Otherwise it would be broken to feth.
Deadshot wrote:Minor points. He can't actually increase the number of Tomb Blades. He needs to join the unit during the game at which point adding more TB will be too late.
What if his Special rule if that is deployed in a unit of 10 tomb Blades and can't leave the unit? I know the Max is 5 Tomb blades per squad but is making it 10 just too game breaking? I want my opponent to think 'Yeah that's cool idea lets play! and not just thinking I made a character just get an unfair edge that the codex doesn't have.
If you include him, 1 squad of TB may exceed the listed boudary of 5. It may not have more than 10 models in the squad. He must be deployed with them and may not leave untill all TB are dead.
McNinja wrote:That makes sense. However, one model among an entire army having I6 isn't going to ruin anyones day. Klaivex's will still be better, Wyches/Hekatrix Bloodbrides will still be better, and so on. Having one model out of an entire army strike at the same I-step as a Klaivex or Wych isn't that bad, and both DE and Eldar have the capacity to wreck that models face in shooting.
I think that if you can justify it in the fluff, it can work. For instance, take a gander the the most recent character I posted. Or second most recent. Arakor. Anyway, The first fluff I wrote was bad. The next fluff I wrote was better, with less stupid and more crazy. Obviously, I'm not the shining Paragon of writing fluff, but if the fluff is good, people will receive your character better.
There's a few good reasons. First, as has been mentioned a million times, even a "fast Primarch" will not be faster than an Eldar Exarch. It's silly to think so. If you want your special character to be invincible then ok. Goodluck finding someone who will let you play him without an excrusiatingly high cost. Secondly, most GW characters that have high I are balanced. Now I know most of you are ignorant of what balance is so let me give an example. Yriel is I6 and with a power weapon that wounds on a 2+. Pretty crazy huh? BUT he's t3 with no Eternal Warrior. Yeah, think about that... Autocannon? Assault Cannon? Force Weapons? All the S6+ MEQ in melee who can target him and one shot him?
Now something like a Primarch is another case. But a captain or a chapter master? No. Not without something extremely offsetting. And most MEQ are overpowered anyways, you won't give us just one stat? Greedy greedy greedy!
Only thing that concerns me here is the fact that the effective range of a gun is 24" and the effective range of this bow is 36".
Strictly from a rules perspective I have no qualms with this weapon.
However, from a logical/fluff perspective I don't think it makes much sense. Perhaps I'm missing something?
If you read up on Longbows, a skilled archer can hit someone in the chest from 200 yards away. A semi-automatic weapon, i.e a Bolter, is far harder to aim over distance.
FYI Modern sniper rifles can have an effective range of well over a kilometer, and sniper kills have been recorded at over a mile away, even simple assault rifles generally have an effective range of 300-600 meters where a respectable shot can reasonably expect to hit his target if the weather isn't terrible. The biggest advantage of a rifle is that it is easy to aim by simply lining up the sights.
Nakor The BlueRider wrote:Is there a guide to How to make a Unique Character? I ask because I don't want a make a stupid OP character or one that has special rules that will make it unfair for my opponent.
I ask because I like the idea of a Necron Overlord on a Tomb Blade. Here is a example of what I was thinking of.
Arafel, The Warlord of Gehenna HQ
WS4 BS4 S5 T5(6) W3 I2 A3 LD10 SV3+/3++
Unit Type: JetBike
Wargear : Res Orb, War Scythe, Phase Shifter.
Special Rules:
- Tomb Scythes : Can unlock a Royal Court of Necron Lords that must be on Tomb Blades, this unit is armed with TL-Tesla Carbines and War Scythes.
OR
- Tomb Vanguard : Increase the maximum number of Tomb Blades to 10 in the unit he as joined.
200 pts.
Well, in terms of fluff, I wrote this http://www.dakkadakka.com/dakkaforum/posts/list/431759.page up about what each point of each characteristic means. It'll help you figure out point costs. Another helpful thing that requires less reading is finding a character with a similar or equal statline, then add on your special wargear and adjust the points.
As for the character, I would make it so that Arafel can start with attached to an additional 5 man unit of Tomb Blades that does not take up a slot on the FOC chart.
Only thing that concerns me here is the fact that the effective range of a gun is 24" and the effective range of this bow is 36".
Strictly from a rules perspective I have no qualms with this weapon.
However, from a logical/fluff perspective I don't think it makes much sense. Perhaps I'm missing something?
If you read up on Longbows, a skilled archer can hit someone in the chest from 200 yards away. A semi-automatic weapon, i.e a Bolter, is far harder to aim over distance.
FYI Modern sniper rifles can have an effective range of well over 2 kilometer, and sniper kills have been recorded at over a mile away, even simple assault rifles generally have an effective range of 300-600 meters where a respectable shot can reasonably expect to hit his target if the weather isn't terrible. The biggest advantage of a rifle is that it is easy to aim by simply lining up the sights.
SAGITTARIUS THE FIRST WS6 BS5 S7 I4 A2 Front14 Side 14 Rear13
Unit Type: Vehicle (Walker)
Wargear: Sanctus Assault Cannon, Master-Crafted Doomfist, Blessed Hull, Extra Armour, Ceramite Plating, Atomanic Shielding, Searchlight
Special Rules: Venerable, Inspiring Presence, Purity of Form, Furious Charge
Sanctus Assault Cannon Rng24" Str7 AP4 Heavy 6 Rending
MC Doomfist Just a master-crafted dreadnought CCW Blessed Hull Daemons moving into base-contact take an automatic Str4 wound, their inv saves must be re-rolled against it
Inspiring Presence Sagittarius counts as a Chapter Banner
Purity of Form Sagittarius counts as having a Psychic Hood, and is Leadership 10 for the purposes of the test
Only thing that concerns me here is the fact that the effective range of a gun is 24" and the effective range of this bow is 36".
Strictly from a rules perspective I have no qualms with this weapon.
However, from a logical/fluff perspective I don't think it makes much sense. Perhaps I'm missing something?
If you read up on Longbows, a skilled archer can hit someone in the chest from 200 yards away. A semi-automatic weapon, i.e a Bolter, is far harder to aim over distance.
FYI Modern sniper rifles can have an effective range of well over 1 kilometer, and sniper kills have been recorded at over 2 kilometers away, even simple assault rifles generally have an effective range of 300-600 meters where a respectable shot can reasonably expect to hit his target if the weather isn't terrible. The biggest advantage of a rifle is that it is easy to aim by simply lining up the sights.
Fix'd, sniper range world record is over 2.5 km.
Fix'd, effective range and the farthest distance a target is hit at are very different. To put it in the simplest terms effective range is the range where a skilled shooter could reasonably expect to land a hit, for most guns 1-1.2 km is about the limit since beyond that luck starts to become much more of a factor. However, yes there have been some extremely long range sniper kills, kills that literally outrange much tank combat (tanks can hit a target up to 4km away with conventional munitions but most combat is much closer).
Bobthehero wrote:I heard a Canadian sniper talking about how shooting someone at 1.5 km was comon, one day 1.5 km was the closest they ever get to a target.
In relative terms 1.5 km is pretty close to the effective range, plus modern snipers are better trained and have more tools at their disposal than a regular joe, although I was off by a bit on my range estimates. Several sniper rifles have an effective range of up to and a bit beyond 1.5 km, Tac-50 is about 1.6 km, Arctic Warfare Magnum is about 1.5 km, AS50 is about 1.5 km. Been a while since I read up on sniper rifles in particular, but the main point of my original post was that bows don't outrange rifles and aren't anywhere near as accurate as a sniper rifle.
McNinja wrote:That makes sense. However, one model among an entire army having I6 isn't going to ruin anyones day. Klaivex's will still be better, Wyches/Hekatrix Bloodbrides will still be better, and so on. Having one model out of an entire army strike at the same I-step as a Klaivex or Wych isn't that bad, and both DE and Eldar have the capacity to wreck that models face in shooting.
I think that if you can justify it in the fluff, it can work. For instance, take a gander the the most recent character I posted. Or second most recent. Arakor. Anyway, The first fluff I wrote was bad. The next fluff I wrote was better, with less stupid and more crazy. Obviously, I'm not the shining Paragon of writing fluff, but if the fluff is good, people will receive your character better.
There's a few good reasons. First, as has been mentioned a million times, even a "fast Primarch" will not be faster than an Eldar Exarch. It's silly to think so. If you want your special character to be invincible then ok. Goodluck finding someone who will let you play him without an excrusiatingly high cost. Secondly, most GW characters that have high I are balanced. Now I know most of you are ignorant of what balance is so let me give an example. Yriel is I6 and with a power weapon that wounds on a 2+. Pretty crazy huh? BUT he's t3 with no Eternal Warrior. Yeah, think about that... Autocannon? Assault Cannon? Force Weapons? All the S6+ MEQ in melee who can target him and one shot him?
Now something like a Primarch is another case. But a captain or a chapter master? No. Not without something extremely offsetting. And most MEQ are overpowered anyways, you won't give us just one stat? Greedy greedy greedy!
I can't really think of the many S6+ MEQ, maybe Relic Blade Honor Guard or Lychguard/Lords/Praetorians with Furious Charge. Anyway, it just goes back to balance and justification. Drazhar is T4, I7, with EW and a S6 PW (if he so chooses). Why? Because he may or may not be a Phoenix Lord. Assassins, on the other hand, have the same stats, minus a wound and the 2+ armor save, but replaced with a 4+ invuln save. Why? Assassins are the best trained agent in the entire Imperium. Although, if I'm fielding any Assassins, they'll be Vindicare, making the I7 pointless, but hey.
In regard to Snipers: Yeah, snipers can snipe. Far. Which really makes you wonder exactly why or how a Plasma cannon can fire just as far as a sniper rifle, or why a standard sniper rifle for the SMs is AP 6 (.50 caliber rifle rounds will penetrate almost all bullet resistance vests available, even to the military. The exception is a certain type of vest that is essentially a 1" thick ceramic plate that is one use only and you still get the force of a .50 cal round slamming into you at probably over 1000 f/s. Basically,for a SM sized sniper rifle AP 4 is far more believable than a huge rifle that can penetrate a best a skintight Wychsuit made of cloth bits of armor), and why the range isn't 48"...
I think containing the reasoning behind what distance is on the board will help you negotiate what the range of new weapons should and shouldn't be.
Also, when factoring in real-type situations, you must factor in balance as a final say.
Balance is allowed to re-write reality for gameplay.
A pistol is 12"
Let's say that is 100-150m
now we're saying 6" is 50-75m (Math accuracy not whitstanding.)
Now let's keep that up? How?
2" is 0-25m
this may help
so 36" is...max range 900m
This may not be correct, or justified, but I'm hoping it will help. The barrel firing the bullet needs to be powerful enough to launch it a certain distance, the bullets strength is then taken into consideration. What kind of shell, is it a laser, etc...
In response to AP, I would say when taking into the shot of a Sniper or a gattling gun, both which seem to average a similar range, thus the AP would take into effect the chance of the bullet making target in a sufficient enough sense to wound. (by Gattling I am effectionately refering to a Big Shoota.)
With Snipers, the relevancy of the shot is represented in Rending, which would most likely indicate that the shot was good. Other wise you've clipped the target and in a sense causing a wound should not be easy, thus, not very good AP.
With Gattlings, even the clip of the shell should be enough to tear flesh and armor, thus usually, AP would be higher. No Rending means the aim of the wielder with said automatic weapon, (anything with assault or heavy 2 or higher) is not enough to make this high powered firing machine aim at any specific body part. (Balance>Reality.)
In regards to Initiative, I would say it is not always alloted to the speed of said character, but also in regards to their fighting skill.
To represent better skill one may add a higher Initiative as a higher WS is only so useful. This may be a reason for it.
Though it should be explained in fluff that the character is skilled in combat, and for balance, remember not to have someone who can wipe out sqauds in both combat and shooting and have psychic power awesomness, one of the three is enough. A decent to good ability in the other two is acceptable. A poor to non-existent of the third should then be applied.
A character that can buff an entire army should be treated very carefully, as this is a balance game that becomes more difficult and may require playtesting and discussion.
Survivability should also be taken into account. A characters ability to survive should directly effect their other stats. The more survivable a character is, the more the other stats should be lowered to balance out the time that character would/will be on board.
My work is boring today, hence, long, possibly boring as all hell, post. You know what, I'll make a character.
Automatically Appended Next Post: effectionately is a word I use that means
both effectively and affectionately.