I do find it a lil silly that the bolter has that high a RoF myself (more than an Assault Cannon)
If he's carrying 4 Bolters strapped together though, that'd be hilarious and awesome.
Whats a bit silly? The bolter being named? Or the compilation of Renegades/Rogue Trader/other stuff
Yeah, in my mind he strapped four bolters together, the rending comes from the RoF more so than any unique trait.
He is intended to be a senile marine like Iacton Cruze, thinks himself a knight and such. His name literally means "A release of a man, Master of the People"
A "compilation of Renegades/Rogue Trader/other stuff" would be awesome. There's a lot of stupid stuff from the game's early days best left forgotten (err, and sometimes not, e.g. idiot-savant space orangutans) but there's a lot of fun worth resurrecting from a more tongue-in-cheek era.
And that context is a perfect fit for a senile Marine firing four bolters that are -- um -- bolted together. "Hey, I bolted these bolters so I can fire more bolts!"
SisterSydney wrote: A "compilation of Renegades/Rogue Trader/other stuff" would be awesome. There's a lot of stupid stuff from the game's early days best left forgotten (err, and sometimes not, e.g. idiot-savant space orangutans) but there's a lot of fun worth resurrecting from a more tongue-in-cheek era.
And that context is a perfect fit for a senile Marine firing four bolters that are -- um -- bolted together. "Hey, I bolted these bolters so I can fire more bolts!"
It's so exciting to be working on something that is ENTERTAINING, it pushes the limits of creative balance.
I personally think having poor base stats can be compensated with interesting synergy between the models Weapons and special rules.
Special Rules: ATSKNF, One man Army (allows Rick Plugger to be fielded by himself, grants him ability to score objectives and contend objectives), Fat mans death dance ( when Rick plugger is your Army the entire board is line breaker for him), Why even bother (all games end after turn two), Relentless, Eeek!, Rick Plugger has an unbelievable fright of gretchin, if Rick Plugger is at base to base contact with any gretchin or grot model, Plugger has a minus 8 to all stats
Warlord Trait: table toss, if for some god forsaken reason, you actually lose a combat assault. You can quit the game in disgust. Game is always resolved as a draw.
Independent Character: 25 Points (+100 Points to take If I Where A Space Marine)
Thalsa, The Aged Veteran
WS:3 BS:4 S:3 T:3 W:2 I:3 A:2 LD:8 Sv: 5+
Wargear: Lasgun, Las Pistol, Power Sword, Flak Armor Frag and Krak Grenades
Special Rules: Experienced Marksman: Shooting attacks made by Thalsa the Aged Veteran are precision shots on to hit rolls of 4+, (If I where a Space Marine...:Thalsa The Aged Veteran and any squad he is in may once per game enter reserves with a drop pod as a dedicated Transport, this drop pod comes equipped with Four Heavy Bolters, A Multi Melta and a Heavy Flamer), Shrouded, Spit and Elbow Grease: Thalsa may attempt to repair any immobalized dedicated Transport, on a roll of 6 the vehicle is no longer immobilized
Thalsa's Drop Pod is a Venerable Drop Pod with a mind of its own,
Armor Value:
BS:3 Front:12 Side:12 Rear: 12
Special Rules: Venerable, Ancient Machine Spirit: Thalsa's Drop Pod may target separate squads with its six weapons, but will ALWAYS target models with the Daemon special rule if possible, if there are no Daemons or models with at least a 4+ armor save within 36" , the drop pod deems the enemy unworthy and will not fire any of its weapons, in addition, if there are no vehicles with at least one Armor Value of 14, then Thalsa's Drop Pod will not fire its Multi-Melta.
"Oy, Tinkanut!" the mek bellows, as he temporarily looks away from the Meka Dread he's welding together. "Ya got tha weldy bits!?"
"Ah got 'em 'lready boss, I'm comin'!" the little grot runt replies, as it drags a rather large and crude welding and cutting tool. "All ready ta git on."
The mek then grabs the 'fing and flings it to get the grot off, for then to mount it on and connect the proper bits to where they're sorta supposed to be, before he takes a few steps back to admire the big killy thing he just made.
"Sure 'ope Gorgutz loikes this." he says to himself, as he then bellows at the grot again. "Tinkanut! GIT DA BOSS!" And just for safe measures, he turns to his lootas bickering at the scrap wagons. "An ye gits betta not touch me new dread 'ere neitha!"
Cost: 135
WS: 4 BS: 1 S: 4 T: 5 W: 3 I: 3 A: 4 Ld: 9
Gunz an' bits: Burna, 'Eavy Armor, Bosspole, Kustom Force Field, Cybork Body
Shiny gubbins:
Sunda Choppa: Crazygit's own specially made choppa, that's heavily inspired from a few power axes, that his lootas brought in for him.
He can use either one of the two modes at the start of the assault phase:
Normal choppy: S: normal AP: 4 Type: Specialist weapon
Souped up: S: +2 AP: 2 Type: Specialist weapon, Unwieldy, Armorbane
Metal 'ead: Due to a rather unfortunate accident involving a deff dread's buzz saw, he had to make himself a bionic head for himself, so his brain was somewhat contained in his head.
He gains +1 to Toughness, but suffers -1 to BS due to the rushed targeting bits.
Tinkanut: Being Crazygit's oldest and luckiest of his Orderlies, he keeps helping him out with either fetching or repairs, as well as creating some of his own stuff when nobody's looking.
Tinkanut's a grot oiler, that can be used all the time and only gets removed when Crazygit gets taken out as a casualty.
Crazygit's Scrappa boyz: These boyz works for the mek to loot wagons, guns, armor, basically anything that can be used to make something with, in which they of course either keep some of it, or get some fancy guns out of it.
They're standard shoota boyz, that can't get a nob, but gets a Mekboy with a Shoota for free. They can also get the following weapon, instead of a Big Shoota or a Rokkit Launcha:
SisterSydney wrote: I like the Ork fluff (putting da fings sorta where dere s'posed ta go) and the arrogant Drop Pod that won't fire on lesser foes....
Sharikh the Contemptous, Master Sorcerer of the Glacier Serpents
250 points
WS6 BS5 S4 T4 W2 I5 A3 LD10 SV2+
Wargear: Plasma Pistol, Relic Armour, Frag Grenades, Krak Grenades, Soulsword, Sigil of Corruption, Talisman of the Flaming Eye
Relic Armour: This suit of armour has been forged many millenia ago by the most brilliant of Warpsmiths, and many protective wards are bound into its plates. This armour grants the wearer an armour save of 2+
Soulsword: Those who survive being struck by this force sword have their vitality drained from them, rendering them slow and sluggish.
Range: Melee S: user AP3 Type: Melee, Concussive, Force
Talisman of the Flaming Eye: This talisman grants the wielder sight beyond sight. Sharikh's psychic powers can target units he does not have line of sight to.
Special Rules:
Fear, Fearless, Psyker (Mastery Level 3), Breaker of Wills, Champion of Chaos, Mark of Tzeentch
Psyker: Sharikh may roll once on the Tzeentch table for his psychic powers, and three times on the Telekinesis or Telepathy disciplines. In addition, he has the following unique psychic power:
Kinetic Swipe
When Sharikh sweeps his arm, the foe scatters like leaves to the wind before him.
Warp Charge 2
Kinetic Swipe is a Maelstrom psychic power with a range of 12". It does not affect Monstrous Creatures or vehicles. All models hit by the power, except Sharikh himself, suffer a hit at their own unmodified Strength value. Furthermore, they are immediately moved D6" directly away from him. If this would take them into another model, the table edge, impassable terrain or lethal terrain, they stop when they reach it. If such a model is moved into contact with a model of the opposite side, they instead stop 1" away. If the thrown model hits another model, friend or foe (Including being forced to stop 1" away from a foe), then both models take the hit at the original Strength value.
Breaker of Wills
This special rule incurs a -1 penalty to Deny the Witch rolls taken against Sharikh's psychic powers (Effectively altering it to '-' unless Adamantium Will or similar is present).
Wargear: Plasma Pistol, Relic Armour, Frag Grenades, Krak Grenades, Soulsword, Sigil of Corruption, Talisman of the Thousand Eyes
Relic Armour: This suit of armour has been forged many millenia ago by the most brilliant of Warpsmiths, and many protective wards are bound into its plates. This armour grants the wearer an armour save of 2+
Soulsword: Those who survive being struck by this force sword have their vitality drained from them, rendering them slow and sluggish.
Range: Melee S: user AP3 Type: Melee, Concussive, Force
Talisman of the Flaming Eye: This talisman grants the wielder sight beyond sight. Sharikh's psychic powers can target units he does not have line of sight to.
Special Rules:
Fear, Fearless, Psyker (Mastery Level 3), Breaker of Wills, Champion of Chaos, Mark of Tzeentch
Psyker: Sharikh may roll once on the Tzeentch table for his psychic powers, and three times on the Telekinesis or Telepathy disciplines. In addition, he has the following unique psychic power:
Kinetic Swipe
When Sharikh sweeps his arm, the foe scatters like leaves to the wind before him.
Warp Charge 2
Kinetic Swipe is a Maelstrom psychic power with a range of 12". It does not affect Monstrous Creatures or vehicles. All models hit by the power, except Sharikh himself, suffer a hit at their own unmodified Strength value. Furthermore, they are immediately moved D6" directly away from him. If this would take them into another model, the table edge, impassable terrain or lethal terrain, they stop when they reach it. If such a model is moved into contact with a model of the opposite side, they instead stop 1" away. If the thrown model hits another model, friend or foe (Including being forced to stop 1" away from a foe), then both models take the hit at the original Strength value.
Breaker of Wills
This special rule incurs a -1 penalty to Deny the Witch rolls taken against Sharikh's psychic powers (Effectively altering it to '-' unless Adamantium Will or similar is present).
Why would models being thrown take a hit at their own strength value? Wouldn't it make more sense to call the spell Masterful Manipulation or something? they shuffle one inch and hit themselves? Why does he have two wounds instead of three? He looks terribly over priced for what he does, lacks an invulnerable save, lacks a third wound but is on par with a Chapter Master in terms of weapon skill.
Clefty wrote:Why would models being thrown take a hit at their own strength value? Wouldn't it make more sense to call the spell Masterful Manipulation or something? they shuffle one inch and hit themselves? Why does he have two wounds instead of three? He looks terribly over priced for what he does, lacks an invulnerable save, lacks a third wound but is on par with a Chapter Master in terms of weapon skill.
To the other questions, I don't know.
But I would assume the wounds and such is because it's base CSM Sorc, not base SM Captain / Chapter Master.
BrotherHaraldus wrote:
Spoiler:
Sharikh the Contemptous, Master Sorcerer of the Glacier Serpents
250 points
WS6 BS5 S4 T4 W2 I5 A3 LD10 SV2+
Wargear: Plasma Pistol, Relic Armour, Frag Grenades, Krak Grenades, Soulsword, Sigil of Corruption, Talisman of the Thousand Eyes
Relic Armour: This suit of armour has been forged many millenia ago by the most brilliant of Warpsmiths, and many protective wards are bound into its plates. This armour grants the wearer an armour save of 2+
Soulsword: Those who survive being struck by this force sword have their vitality drained from them, rendering them slow and sluggish.
Range: Melee S: user AP3 Type: Melee, Concussive, Force
Talisman of the Flaming Eye: This talisman grants the wielder sight beyond sight. Sharikh's psychic powers can target units he does not have line of sight to.
Special Rules:
Fear, Fearless, Psyker (Mastery Level 3), Breaker of Wills, Champion of Chaos, Mark of Tzeentch
Psyker: Sharikh may roll once on the Tzeentch table for his psychic powers, and three times on the Telekinesis or Telepathy disciplines. In addition, he has the following unique psychic power:
Kinetic Swipe
When Sharikh sweeps his arm, the foe scatters like leaves to the wind before him.
Warp Charge 2
Kinetic Swipe is a Maelstrom psychic power with a range of 12". It does not affect Monstrous Creatures or vehicles. All models hit by the power, except Sharikh himself, suffer a hit at their own unmodified Strength value. Furthermore, they are immediately moved D6" directly away from him. If this would take them into another model, the table edge, impassable terrain or lethal terrain, they stop when they reach it. If such a model is moved into contact with a model of the opposite side, they instead stop 1" away. If the thrown model hits another model, friend or foe (Including being forced to stop 1" away from a foe), then both models take the hit at the original Strength value.
Breaker of Wills
This special rule incurs a -1 penalty to Deny the Witch rolls taken against Sharikh's psychic powers (Effectively altering it to '-' unless Adamantium Will or similar is present).
Then you have +1WS, +1BS, +1I, +1A, +Soulsword, +Talisman of the Thousand / Flaming Eye(s), +1 Power standard Psychic Power, +Kinetic Swipe Unique Power, +Fear, +Fearless, +Breaker of Wills (Which grants practical immunity to people taking Deny the Witch rolls against Psychic powers.)
So +4 stats, a better weapon, 2 more powers than standard, stripping the defence against Psychic powers, and 2 USRs.
Clefty wrote:Why would models being thrown take a hit at their own strength value? Wouldn't it make more sense to call the spell Masterful Manipulation or something? they shuffle one inch and hit themselves? Why does he have two wounds instead of three? He looks terribly over priced for what he does, lacks an invulnerable save, lacks a third wound but is on par with a Chapter Master in terms of weapon skill.
To the other questions, I don't know.
But I would assume the wounds and such is because it's base CSM Sorc, not base SM Captain / Chapter Master.
BrotherHaraldus wrote:
Spoiler:
Sharikh the Contemptous, Master Sorcerer of the Glacier Serpents
250 points
WS6 BS5 S4 T4 W2 I5 A3 LD10 SV2+
Wargear: Plasma Pistol, Relic Armour, Frag Grenades, Krak Grenades, Soulsword, Sigil of Corruption, Talisman of the Thousand Eyes
Relic Armour: This suit of armour has been forged many millenia ago by the most brilliant of Warpsmiths, and many protective wards are bound into its plates. This armour grants the wearer an armour save of 2+
Soulsword: Those who survive being struck by this force sword have their vitality drained from them, rendering them slow and sluggish.
Range: Melee S: user AP3 Type: Melee, Concussive, Force
Talisman of the Flaming Eye: This talisman grants the wielder sight beyond sight. Sharikh's psychic powers can target units he does not have line of sight to.
Special Rules:
Fear, Fearless, Psyker (Mastery Level 3), Breaker of Wills, Champion of Chaos, Mark of Tzeentch
Psyker: Sharikh may roll once on the Tzeentch table for his psychic powers, and three times on the Telekinesis or Telepathy disciplines. In addition, he has the following unique psychic power:
Kinetic Swipe
When Sharikh sweeps his arm, the foe scatters like leaves to the wind before him.
Warp Charge 2
Kinetic Swipe is a Maelstrom psychic power with a range of 12". It does not affect Monstrous Creatures or vehicles. All models hit by the power, except Sharikh himself, suffer a hit at their own unmodified Strength value. Furthermore, they are immediately moved D6" directly away from him. If this would take them into another model, the table edge, impassable terrain or lethal terrain, they stop when they reach it. If such a model is moved into contact with a model of the opposite side, they instead stop 1" away. If the thrown model hits another model, friend or foe (Including being forced to stop 1" away from a foe), then both models take the hit at the original Strength value.
Breaker of Wills
This special rule incurs a -1 penalty to Deny the Witch rolls taken against Sharikh's psychic powers (Effectively altering it to '-' unless Adamantium Will or similar is present).
Then you have +1WS, +1BS, +1I, +1A, +Soulsword, +Talisman of the Thousand / Flaming Eye(s), +1 Power standard Psychic Power, +Kinetic Swipe Unique Power, +Fear, +Fearless, +Breaker of Wills (Which grants practical immunity to people taking Deny the Witch rolls against Psychic powers.)
So +4 stats, a better weapon, 2 more powers than standard, stripping the defence against Psychic powers, and 2 USRs.
Idk, I personally think Arhiman is better for that price tag. Sure that character is a rather heavily modified sorc, but his overall effectivness isn't very high, he falls into the category of "Bad" or "Unplayable" you would be hard pressed to see him make his points back without some sort of deep striking, and even then this Sorc would get smashed in Close Combat.
They take a hit on their own strength to represent their own weight when they crash-land. They are not just punted nicely, they are violently hurled into the air and then fall down with a crash. Considering adding Strikedown.
I know he is not competetive. I only designed him with fluff in mind and I did not think much for competetiveness.
He has WS6 like a Lord because he is more experienced in combat than your average Sorcerer.
As for cost, I have no idea. My first guess was indeed just a guess.
Shrug. I guess he is fluffy, he feels generic. The Template you used is closer to a Lord than just a Sorcerer, I personally think making him a Sorcerer lord alongside an additional hitpoint would be more in line with his statline.
Automatically Appended Next Post:
Furyou Miko wrote: Uh, he has a 3++ invulnerable save from Sigil of Corruption + Mark of Tzeentch, so I'm not sure where 'He has no invun' comes from...
My bad, I don't dabble with the Chaos Space Marine Codex.
His title is 'Master Sorcerer' which is similar. He leads a coven of Sorcerers.
You think I should make him W3?
Yeah, I think the third wound is in order, He might shine in a 1vsmany scenario, the Lone Sorcerer Lord descends from his obsidian tower to do battle with the whelps of some Chapters First company.
Campaigns are my thing and should be epic, he could be a pretty baller BBEG
BrotherHaraldus wrote:Sharikh the Contemptous, Master Sorcerer of the Glacier Serpents
250 points
WS6 BS5 S4 T4 W2 I5 A3 LD10 SV2+
Wargear: Plasma Pistol, Relic Armour, Frag Grenades, Krak Grenades, Soulsword, Sigil of Corruption, Talisman of the Flaming Eye
Relic Armour: This suit of armour has been forged many millenia ago by the most brilliant of Warpsmiths, and many protective wards are bound into its plates. This armour grants the wearer an armour save of 2+
Soulsword: Those who survive being struck by this force sword have their vitality drained from them, rendering them slow and sluggish.
Range: Melee S: user AP3 Type: Melee, Concussive, Force
Talisman of the Flaming Eye: This talisman grants the wielder sight beyond sight. Sharikh's psychic powers can target units he does not have line of sight to.
Special Rules:
Fear, Fearless, Psyker (Mastery Level 3), Breaker of Wills, Champion of Chaos, Mark of Tzeentch
Psyker: Sharikh may roll once on the Tzeentch table for his psychic powers, and three times on the Telekinesis or Telepathy disciplines. In addition, he has the following unique psychic power:
Kinetic Swipe
When Sharikh sweeps his arm, the foe scatters like leaves to the wind before him.
Warp Charge 2
Kinetic Swipe is a Maelstrom psychic power with a range of 12". It does not affect Monstrous Creatures or vehicles. All models hit by the power, except Sharikh himself, suffer a hit at their own unmodified Strength value. Furthermore, they are immediately moved D6" directly away from him. If this would take them into another model, the table edge, impassable terrain or lethal terrain, they stop when they reach it. If such a model is moved into contact with a model of the opposite side, they instead stop 1" away. If the thrown model hits another model, friend or foe (Including being forced to stop 1" away from a foe), then both models take the hit at the original Strength value.
Breaker of Wills
This special rule incurs a -1 penalty to Deny the Witch rolls taken against Sharikh's psychic powers (Effectively altering it to '-' unless Adamantium Will or similar is present).
BrotherHaraldus wrote:Sharikh the Contemptous, Master Sorcerer of the Glacier Serpents
250 points
WS6 BS5 S4 T4 W2 I5 A3 LD10 SV2+
Wargear: Plasma Pistol, Relic Armour, Frag Grenades, Krak Grenades, Soulsword, Sigil of Corruption, Talisman of the Flaming Eye
Relic Armour: This suit of armour has been forged many millenia ago by the most brilliant of Warpsmiths, and many protective wards are bound into its plates. This armour grants the wearer an armour save of 2+
Soulsword: Those who survive being struck by this force sword have their vitality drained from them, rendering them slow and sluggish.
Range: Melee S: user AP3 Type: Melee, Concussive, Force
Talisman of the Flaming Eye: This talisman grants the wielder sight beyond sight. Sharikh's psychic powers can target units he does not have line of sight to.
Special Rules:
Fear, Fearless, Psyker (Mastery Level 3), Breaker of Wills, Champion of Chaos, Mark of Tzeentch
Psyker: Sharikh may roll once on the Tzeentch table for his psychic powers, and three times on the Telekinesis or Telepathy disciplines. In addition, he has the following unique psychic power:
Kinetic Swipe
When Sharikh sweeps his arm, the foe scatters like leaves to the wind before him.
Warp Charge 2
Kinetic Swipe is a Maelstrom psychic power with a range of 12". It does not affect Monstrous Creatures or vehicles. All models hit by the power, except Sharikh himself, suffer a hit at their own unmodified Strength value. Furthermore, they are immediately moved D6" directly away from him. If this would take them into another model, the table edge, impassable terrain or lethal terrain, they stop when they reach it. If such a model is moved into contact with a model of the opposite side, they instead stop 1" away. If the thrown model hits another model, friend or foe (Including being forced to stop 1" away from a foe), then both models take the hit at the original Strength value.
Breaker of Wills
This special rule incurs a -1 penalty to Deny the Witch rolls taken against Sharikh's psychic powers (Effectively altering it to '-' unless Adamantium Will or similar is present).
Well, its important to note that having multiple badasses who are more badass than most other badasses is bad design. If he isn't the Second in command OR the Big Man himself then I would suggest toning his Power Levels down.
This council of six guys (and gals) are the leaders of The Church of Pure Joy, my Slaanesh worshipping Traitor Guard.
Gonna be honest here, these points costs are really rough. I’m not exactly sure how to price these guys. Heck, a six warlord rules list was enough work as it is. Suggestions welcome.
One Company Commander in an Imperial Guard army may be upgraded to one of the six Hexumvirate for the points cost listed below. A member of the Hexumvirate will always be the army’s warlord. They must be used exactly as described here and may not be given additional equipment. In an Apocalypse game, all 6 may be taken as a single HQ choice and all count as the Warlord together. This means that in an Apocalypse game where the whole Hexumvirate is taken, all 6 must be killed to get Slay the Warlord. An army that takes any member of the Hexumvirate may not take other Imperial Guard special characters. An IG army that takes any member of the Hexumvirate also changes its allies chart as follows:
Battle Brothers: Chaos Daemons (Slaanesh only), Chaos Space Marines (Mark of Slaanesh and Undivided only)
Allies of Convenience: Chaos Daemons (Tzeentch and Nurgle), Chaos Space Marines (Mark of Tzeentch or Nurgle), Imperial Guard, Tau, Orks
Desperate Allies: Chaos Daemons (Khorne), Chaos Space Marines (Mark of Khorne), Eldar, Dark Eldar
Come the Apocalypse: Grey Knights, Adepta Sororitas, Space Marines of all flavors, Inquisition
Spoiler:
I’ve peeled back the fabric of reality and gazed deep into the abyss. And do you know what I discovered? We’re all damned. Some of us are just going to have some fun before we die.
-Aeven Makris, former Navigator Guild member, Extremis Diabolus
Aeven, Master of the Fleet +80pts
WS 3
BS 4
S 3
T 3
W 3
I 4
A 1
Ld 9
Sv 5++
Wargear: Laspistol, Refractor Field
Warlord Trait: Strategic Genius
Special Rules: Mark of Slaanesh (Initiative already modified), Orbital Bombardment, Warp Gaze, Intercept Reserves, Non-military Background
Orbital bombardment: Once per game, Aeven may call down an orbital bombardment in his shooting phase. This counts as firing a ranged weapon with the profile below.
Range: Infinite S: 10 AP: 1 Type: Ordinance 1, Barrage, Large Blast, Orbital: If an arrow is rolled on the scatter dice, the bombardment always scatters the full 2D6. Aeven’s ballistic skill makes no difference.
Warp Gaze: Aeven is a corrupted Navigator. The already fatal gaze of a Navigator’s third eye has been exaggerated by chaotic mutation, turning it into a lethal weapon that spits concentrated blasts of raw warp energy. Aeven’s Warp Gaze is a ranged weapon with the following profile.
Range: 24” S: 10 AP:1 Type: Heavy 1
Intercept Reserves: As long as Aevin is alive, your opponent must subtract 1 from all reserve rolls. In addition, you may choose to force any enemy unit using the outflank rule to reroll the dice when determining which board edge the squad arrives from.
Non-military Background: A Company Commander upgraded to Aeven may not issue Commands.
Spoiler:
Small and petty minds cannot grasp the true form of perfection. I have embraced it, communed with it, felt its caress. And through it, I have been made truly whole.
-Thalia (Last name unknown), Occultist, Extremis Diabolus
Thalia, Mistress of Ceremonies +90 pts.
WS 4
BS 4
S 3
T 3
W 3
I 4
A 3
Ld 9
Sv 5++
Wargear: Staff of Obscenities, Silken Mantle
Warlord Traits: Immortal Commander, Lord of Unreality (yes, Thalia has two warlord traits, both from Codex: Chaos Daemons)
Special Rules: Mark of Slaanesh (Initiative already modified), Psyker (Mastery Level 2), Daemon Consort, Non-military Background
Thalia chooses her psychic powers from the Telepathy Discipline (main rulebook) and the Discipline of Slaanesh (Codex: Chaos Space Marines)
Staff of Obscenities: This powerful artifact cuts through reality, causing the warp to bleed into the very air around it, while flattering whispers drive the uninitiated mad. The Staff of Obscenities is a close combat weapon that has poisoned (2+) and Rending. It also gives its bearer the Immortal Commander and Lord of Unreality Warlord Traits.
Silken Mantle: This sorcerous cape is made from the finest and most luxurious materials, and wraps and weaves around its wearer with a life of its own accord. It gives Thalia a 5+ rerollable invulnerable save.
Daemon Consort: An army that takes Thalia MUST take Chaos Daemons as allies. These daemons may be the primary attachment or the secondary detachment.
Non-military Background: A Company Commander upgraded to Thalia may not issue Commands.
Spoiler:
Ah, the grinding of gears! The deep rumble of cannon fire! The flash of explosions tearing through the sky! The burning smell of promethium! The wails of the dying! The galaxy is a canvas, and I’m going to paint all over it!
-Erato Zare, former Imperial Guard Armoured Company Commander, Extremis Diabolus
Erato, Master of Armoured Companies +120 pts.
WS 4
BS 4
S 3
T 3
W 3
I 4
A 3
Ld 9
Sv 4+
Special Rules: Mark of Slaanesh (Initiative already modified), Screaming Mimi, Special Commander
Screaming Mimi: Erato and his squad always come with his special transport, a Chimera modified with pilfered Noise Marine technology. The Screaming Mimi is a Chimera with a transport capacity of 6, a Blastmaster in place of its Multi Laser, a Doom Siren in place of its Heavy Bolter, and a pintle-mounted Sonic Blaster.
Special Commander: Instead of issuing orders to infantry, Erato issues each order to a single tank or tank squad. All tanks are considered to have a leadership of 7 for the purpose of testing for orders. Erato may issue the following orders:
Smash their False Idol!- The tank or tank squad gains preferred enemy (super-heavies) until the end of turn.
Full Throttle, Full Blast!- The tank or tank squad may make a full move of 12 and fire all its weapons.
Thrill Me, Gunner!- If the tank or tank squad does not move this turn, it gains the Crack Shot rule until the end of turn.
Spoiler:
Move in carefully. I want to take a few alive. I want them to scream. I want them to squeal. Once they’ve told all they know, betrayed everything they stand for, abandoned hope, then give them a choice. Embrace Slaanesh, or embrace a slow and painful death. It will be delicious.
-Calliope XIII, former Death Cult Assassin, Extremis Diabolus
Calliope, Mistress of Espionage +80 pts.
WS 5
BS 5
S 3
T 3
W 3
I 4
A 3
Ld 9
Sv 4++
Wargear: Sniper Rifle, Power Weapon, Close Combat Weapon, Melta Bomb, Frag and Krak Grenades
Warlord Trait: Princeps of Deceit
Special Rules: Mark of Slaanesh (Initiative already modified), Infiltrate, Scout, Stealth, Lightning Reflexes, Special Commander
When the Company Commander is upgraded to Calliope, the entire squad gains the Infiltrate, Scout, and Stealth special rules.
Lightning Reflexes: This grants Calliope a 4+ invulnerable save (same as Assassins)
Special Commander: Instead of issuing the normal set of orders, Calliope issues orders from the following list:
Faster, Faster, Faster!- The squad gains the Fleet special rule until end of turn.
Strike Now!- Use this order on a squad that has Gone to Ground the previous turn. The squad may stand up, fire at full ballistic skill, and charge this turn.
Deliver Them to the Dark Prince!- This order may be issued, even if the squad being ordered is locked in close combat. All close combat attacks made by the squad gain the Rending special rule until end of turn.
Spoiler:
Forward, men! And don’t forget to enjoy yourselves! Remember, you can’t spell slaughter without laughter…
-Osiris Gameron, former PDF Commander, Extremis Diabolus
Osiris, Master of Infantry +80 pts.
WS 4
BS 4
S 3
T 3
W 3
I 5
A 4
Ld 9
Sv 4+/5++
Wargear: Carapace Armour, Master Crafted Bolt Pistol, Predator Sword, Banner of Glorious Liberation, Frag and Krak Grenades
Warlord Trait: The Dust of a Thousand Worlds
Special Rules: Mark of Slaanesh (Initiative already modified)
Predator Sword: This Daemon weapon is so eager to open the veins of fresh victims that it practically leaps from its bearer’s hands. The Predator Sword is a Power Weapon that adds +1 to its bearer’s Initiative and attack (already included in profile).
Banner of Glorious Liberation- This banner grants its bearer a 5+ invulnerable save and gives each friendly unit within 12” the Stubborn and Hatred special rules
Osiris uses the same orders list as a regular Company Commander.
Spoiler:
Why cower in fear? Your current path brings only misery and death. Come. Partake. The fruits we offer are sweet. Once you have tasted, you will have no desire to ever return to the harsh, cold, brutish grasp of a dead god…
-Urania Ondine, former Mechanicus Tech Adept, Extremis Diabolus
Urania, Mistress of Industries +85 pts.
WS 4
BS 4
S 3
T 3
W 3
I 4
A 3
Ld 9
Sv 3+
Wargear: Power Armour, Kai Gun, Master Crafted Bolt Pistol, Close Combat Weapon, Servo-arm, Diabolic Generator
Warlord Trait: Intimidating Presence (due to her demoralizing broadcasts, rather than being particularly frightening)
Special Rules: Mark of Slaanesh (Initiative already modified), The Haze, Druggist, Non-military Background
Diabolic Generator- This modified, daemonically possessed Refractor Field generator grants a 4+ invulnerable save to the entire squad. It also produces The Haze (see below).
The Haze-The Haze is a chemical cocktail of inhalant drugs that the Diabolic Generator pumps out in a purple cloud around Urania and her squad. The Haze gives Urania and her squad the Feel No Pain and Fearless special rules. Enemy units locked in close combat with Urania and her squad at the beginning of a turn suffer a D3 penalty to their weapons skill, down to a minimum of 1. The effect only lasts until the end of the turn.
Kai Gun-The Kai gun is a master crafted bolter with the Soul Blaze special rule.
Druggist- At the beginning of a game where you’re using Urania, you may grant D3 friendly IG squads the Feel No Pain special rule.
Non-military Background: A Company Commander upgraded to Urania may not issue Commands.
I think they look fine. I am unsure about them all having three wounds, I personally would have incorporated some sort of incentive for fielding all six at the same time, my only question would be the number of wounds they all have. The Navigator could probably go with one or two wounds.
Well, actually, why don't you use the Doombolt Template for the eyebeam?
Why is Urania a S:3 T:3 Chaos space marine wannabe?
Hmmm, upon further review, you probably need to drop a wound from most of them, each of these are looking to be around more expensive than you priced them at by 25-50 points easily.
Just keep in mind that adding numbers to a game doesn't have to be the only way of increasing a characters potential, I find that it helps to have a specific mechanic to introduce or a unique concept within each of my characters. The balancing comes easily when your goal is to create Y, rather than have Y be a part of your power rangers.
Bobthehero wrote: They all have threee wounds because a Company Commander has three wounds is my guess.
Correct. They're all based on the Company Commander. The question is, would it be better to lower the wounds or up the points cost?
Also, as far as Urania being a "space marine wannabe", she's supposed to have a Mechanicus flavor, since that's what she used to be. So I gave her some Enginseer wargear. Maybe the idea could've been implemented better.
These guys started as a concept rather than any particular rules ideas. Instead of one powerful individual, like most Chaos leaders, a council of six, each with their own area of expertise. So the "power rangers" thing is kind of inevitable, as that's their point. They could have a bit more synergy though. I guess making them all one squad, but I'm not sure how I could do that without them being an Apocalypse only formation. They're each supposed to be a powerful character in their own right. Any ideas?
Wargear
Lastlight, Bolt pistol, Night Fang, Frag and Krak grenades, Carpace Armour, Shadow Veil, Refractor Field, Camo cloak
Special Rules
Marksman, Move through cover, Stealth, Scout, Senior Officer - As per Codex
Lastlight: Its said the glint of his scope spells certain death to the unfortunate soul who sees it's flash of light in the dark.
Weapon----------------Range--Str--AP---Type
Lastlight Sniper rifle------40”----X-----3----Heavy 3, Sniper,
Night Fang: Just a cool sounding close combat wepon.
Shadow Veil: A powerful and mysterious artifact given to Ragnar by an Eldar Harlequin Troop Master.
Enemys wishing to fire at Ragnar and his CCS must first role 4D6 to see if they are in range.
Marksman: Ragnars may ignore all restrictions on choosing a target (he can even fire at characters within a unit!) and may fire at any model he can see and with in range. Also all cover saves and wound allocations are ignored. All rolls must be made by the chosen target.
Ragnar replaces the CC of your CCS and is available for 155 points. All his special rules apply to his CCS
If you choose to take him no heavy weapons are allowed and the only special weapons available are snipers. No body guards or Regimental Advisers may be taken either as they would just get in the way of Ragnar and his target.
Carpace armour, Camo cloaks and Krak grenades may be purchased however.
All other upgrades are allowed
Wargear Lastlight, Bolt pistol, Night Fang, Frag and Krak grenades, Carpace Armour, Shadow Veil, Refractor Field, Camo cloak
Special Rules Marksman, Move through cover, Stealth, Scout, Senior Officer - As per Codex
Lastlight: Its said the glint of his scope spells certain death to the unfortunate soul who sees it's flash of light in the dark. Weapon----------------Range--Str--AP---Type Lastlight Sniper rifle------40”----X-----3----Heavy 3, Sniper,
Night Fang: Just a cool sounding close combat wepon.
Shadow Veil: A powerful and mysterious artifact given to Ragnar by an Eldar Harlequin Troop Master. Enemys wishing to fire at Ragnar and his CCS must first role 4D6 to see if they are in range.
Marksman: Ragnars may ignore all restrictions on choosing a target (he can even fire at characters within a unit!) and may fire at any model he can see and with in range. Also all cover saves and wound allocations are ignored. All rolls must be made by the chosen target.
Ragnar replaces the CC of your CCS and is available for 155 points. All his special rules apply to his CCS
If you choose to take him no heavy weapons are allowed and the only special weapons available are snipers. No body guards or Regimental Advisers may be taken either as they would just get in the way of Ragnar and his target.
Carpace armour, Camo cloaks and Krak grenades may be purchased however. All other upgrades are allowed
Too strong?
Holy crap.
1: He should not confer all his special rules to his unit. The way it's written, it grants each member of his unit Marksman, Move Through Cover, Stealth, Scout and Senior Officer. That means up to 10 orders a turn out of his squad. 2: Shadow Veil makes no sense. It's more powerful than Veil of Tears. Furthermore all Eldar Tech is psychicly activated / controlled. Veil of Tears also requires what's described as a powerful and specialised Psykerto use, aswell as a Psychic Test each turn. So the only way I can think of that this item would work, is a Psyker, or somehow a Shadowseer in a Soulstone was implanted into some sort of shield device to power it, OR, the bearer is a powerful Psyker themselves. A Troupe Master isn't going to have a Soulstone powered shield, so the other option is Ragnar Karl is a Psyker Lowly guardsman with and using Psychic Xenos tech. Hope he likes a bolt shell to the brain. 3: The gun is fine.
Drop the granting all his special rules, and he can be +175. I'd also drop the Shadowveil. They already have a 2+ cover save when in any cover, making them immune to fire outside 24" on top of that is... bad. This would make him 150.
Wargear: Mega Armor, Cybork Body, Kustom Mega Blasta, Power Klaw, Mek's Toolz
Special Rules: Independent Character, Furious Charge, Mob Rule, Waaagh! "If E'es Ded, oim TAKIN IT: After killing a character in base to base contact, Masta Mek Freelota may take any one Wargear item on that model for himself and may use that item for the rest of the game using the same rules as the items entry in the codex it was taken from. (Note, This special rule may NOT be used on any character from Codex: Tyranids)
That's a proper looking Mek you got there! Although, it seems a bit odd that he has 5 wounds, unless of course he's gotten a lot of bionic enhancements, then in that case it's not odd at all.
tko75 wrote: [spoiler]Ragnar Karl, Master of the Watch
WS 4 BS 5 STR 3 T 3 W 3 INT 4 A 3 LD 9 Sv 4+.
Wargear Lastlight, Bolt pistol, Night Fang, Frag and Krak grenades, Carpace Armour, Shadow Veil, Refractor Field, Camo cloak
Special Rules Marksman, Move through cover, Stealth, Scout, Senior Officer - As per Codex
Lastlight: Its said the glint of his scope spells certain death to the unfortunate soul who sees it's flash of light in the dark. Weapon----------------Range--Str--AP---Type Lastlight Sniper rifle------40”----X-----3----Heavy 3, Sniper,
Night Fang: Just a cool sounding close combat wepon.
Shadow Veil: A powerful and mysterious artifact given to Ragnar by an Eldar Harlequin Troop Master. Enemys wishing to fire at Ragnar and his CCS must first role 4D6 to see if they are in range.
Marksman: Ragnars may ignore all restrictions on choosing a target (he can even fire at characters within a unit!) and may fire at any model he can see and with in range. Also all cover saves and wound allocations are ignored. All rolls must be made by the chosen target.
Ragnar replaces the CC of your CCS and is available for 155 points. All his special rules apply to his CCS
If you choose to take him no heavy weapons are allowed and the only special weapons available are snipers. No body guards or Regimental Advisers may be taken either as they would just get in the way of Ragnar and his target.
Carpace armour, Camo cloaks and Krak grenades may be purchased however. All other upgrades are allowed
Too strong?
Holy crap.
1: He should not confer all his special rules to his unit. The way it's written, it grants each member of his unit Marksman, Move Through Cover, Stealth, Scout and Senior Officer. That means up to 10 orders a turn out of his squad. 2: Shadow Veil makes no sense. It's more powerful than Veil of Tears. Furthermore all Eldar Tech is psychicly activated / controlled. Veil of Tears also requires what's described as a powerful and specialised Psykerto use, aswell as a Psychic Test each turn. So the only way I can think of that this item would work, is a Psyker, or somehow a Shadowseer in a Soulstone was implanted into some sort of shield device to power it, OR, the bearer is a powerful Psyker themselves. A Troupe Master isn't going to have a Soulstone powered shield, so the other option is Ragnar Karl is a Psyker Lowly guardsman with and using Psychic Xenos tech. Hope he likes a bolt shell to the brain. 3: The gun is fine.
Drop the granting all his special rules, and he can be +175. I'd also drop the Shadowveil. They already have a 2+ cover save when in any cover, making them immune to fire outside. This would make him 150.
Thank you for such an awesome reply man, yeah i badly worded it sorry about that. Only Scout, Move through cover and Stealth rules are given to his squad. Shadow Veil is grotesquely overpowered haha, any idea on how to tone it down without making it useless? My FLGC said i can use him as long as he isnt brokenly strong. Thanks again man.
big mek crazygit wrote: That's a proper looking Mek you got there! Although, it seems a bit odd that he has 5 wounds, unless of course he's gotten a lot of bionic enhancements, then in that case it's not odd at all.
Yeah, he is a heavily reinforced Ork. "Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see! Oi myself don't AVE to run, when your smart like me, big like me and replace nointy precent of your gribily bits with top tek cybork parts, you don't eva AVE to run, as gubbins fall off you add gubbins as you go!"
Clefty wrote: Yeah, he is a heavily reinforced Ork. "Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see! Oi myself don't AVE to run, when your smart like me, big like me and replace nointy precent of your gribily bits with top tek cybork parts, you don't eva AVE to run, as gubbins fall off you add gubbins as you go!"
"Shuda 'fought 'bout that maself!" as Crazygit would put it.
Also, I've kinda updated my character, so I'll just post the updated stuff under this spoiler.
Spoiler:
Crazygit, tha Deffskull Mekboss
"Oy, Tinkanut!" the mek bellows, as he temporarily looks away from the Meka Dread he's welding together. "Ya got tha weldy bits!?"
"Ah got 'em 'lready boss, I'm comin'!" the little grot runt replies, as it drags a rather large and crude welding and cutting tool. "All ready ta git on."
The mek then grabs the 'fing and flings it to get the grot off, for then to mount it on and connect the proper bits to where they're sorta supposed to be, before he takes a few steps back to admire the big killy thing he just made.
"Sure 'ope Gorgutz loikes this." he says to himself, as he then bellows at the grot again. "Tinkanut! GIT DA BOSS!" And just for safe measures, he turns to his lootas bickering at the scrap wagons. "An ye gits betta not touch me new dread 'ere neitha!"
Shiny gubbins:
Sunda Choppa: Crazygit's own specially made choppa, that's heavily inspired from a few power axes, that his lootas brought in for him.
He can use either one of the two modes at the start of the assault phase:
Normal choppy: S: normal AP: 4 Type: Specialist weapon
Souped up: S: +2 AP: 2 Type: Specialist weapon, Unwieldy, Armorbane
Metal 'ead: Due to a rather unfortunate accident involving a deff dread's buzz saw, he had to make himself a bionic head for himself, so his brain was somewhat contained in his head.
He gains +1 to Toughness and increases his invulnerable save by one (so it's 4+), but suffers -1 to BS due to the rushed targeting bits.
Tinkanut: Being Crazygit's oldest and luckiest of his Orderlies, he keeps helping him out with either fetching or repairs, as well as creating some of his own stuff when nobody's looking.
Tinkanut's a grot oiler, that can be used all the time and only gets removed when Crazygit gets taken out as a casualty.
In addition, he can replace his Slugga for either:
a Kustom Mega Blasta - +10 points
a Burna - +5
And he can use either one of the following:
Kustom Force Field - +75 points
Backpack Fixin' Arms - +50 points
Backpack Fixin' Arms: Built and maintained by Crazygit, and not at all copied from Mekboss Buzzgob, these hooks, klaws, welders and cutters works perfect for better and more repairing of things on the go.
They let Crazygit use his Mek's Tools two times in the same shooting phase, with the other on either the same as the first, or on another vehicle within 3" of him. And in close combat, he can make D6 more swings with it using the following profile:
Klaws an' Cuttas: S:5 AP:4 Type: Unwieldy, Sunder
*Sunder: Re-roll failed attempts to penetrate vehicles
Crazygit's Scrappa boyz: These boyz works for the mek to loot wagons, guns, armor, basically anything that can be used to make something with, in which they of course either keep some of it, or get some fancy guns out of it.
They're standard Ork Boyz with Shootas, that can't get a nob, but gets a Mekboy with a Shoota for free. They can also get the following weapon, instead of a Big Shoota or a Rokkit Launcha:
Clefty wrote: Yeah, he is a heavily reinforced Ork. "Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see! Oi myself don't AVE to run, when your smart like me, big like me and replace nointy precent of your gribily bits with top tek cybork parts, you don't eva AVE to run, as gubbins fall off you add gubbins as you go!"
"Shuda 'fought 'bout that maself!" as Crazygit would put it.
Also, I've kinda updated my character, so I'll just post the updated stuff under this spoiler.
Spoiler:
Crazygit, tha Deffskull Mekboss
"Oy, Tinkanut!" the mek bellows, as he temporarily looks away from the Meka Dread he's welding together. "Ya got tha weldy bits!?"
"Ah got 'em 'lready boss, I'm comin'!" the little grot runt replies, as it drags a rather large and crude welding and cutting tool. "All ready ta git on."
The mek then grabs the 'fing and flings it to get the grot off, for then to mount it on and connect the proper bits to where they're sorta supposed to be, before he takes a few steps back to admire the big killy thing he just made.
"Sure 'ope Gorgutz loikes this." he says to himself, as he then bellows at the grot again. "Tinkanut! GIT DA BOSS!" And just for safe measures, he turns to his lootas bickering at the scrap wagons. "An ye gits betta not touch me new dread 'ere neitha!"
Shiny gubbins:
Sunda Choppa: Crazygit's own specially made choppa, that's heavily inspired from a few power axes, that his lootas brought in for him.
He can use either one of the two modes at the start of the assault phase:
Normal choppy: S: normal AP: 4 Type: Specialist weapon
Souped up: S: +2 AP: 2 Type: Specialist weapon, Unwieldy, Armorbane
Metal 'ead: Due to a rather unfortunate accident involving a deff dread's buzz saw, he had to make himself a bionic head for himself, so his brain was somewhat contained in his head.
He gains +1 to Toughness and increases his invulnerable save by one (so it's 4+), but suffers -1 to BS due to the rushed targeting bits.
Tinkanut: Being Crazygit's oldest and luckiest of his Orderlies, he keeps helping him out with either fetching or repairs, as well as creating some of his own stuff when nobody's looking.
Tinkanut's a grot oiler, that can be used all the time and only gets removed when Crazygit gets taken out as a casualty.
In addition, he can replace his Slugga for either:
a Kustom Mega Blasta - +10 points
a Burna - +5
And he can use either one of the following:
Kustom Force Field - +75 points
Backpack Fixin' Arms - +50 points
Backpack Fixin' Arms: Built and maintained by Crazygit, and not at all copied from Mekboss Buzzgob, these hooks, klaws, welders and cutters works perfect for better and more repairing of things on the go.
They let Crazygit use his Mek's Tools two times in the same shooting phase, with the other on either the same as the first, or on another vehicle within 3" of him. And in close combat, he can make D6 more swings with it using the following profile:
Klaws an' Cuttas: S:5 AP:4 Type: Unwieldy, Sunder
*Sunder: Re-roll failed attempts to penetrate vehicles
Crazygit's Scrappa boyz: These boyz works for the mek to loot wagons, guns, armor, basically anything that can be used to make something with, in which they of course either keep some of it, or get some fancy guns out of it.
They're standard Ork Boyz with Shootas, that can't get a nob, but gets a Mekboy with a Shoota for free. They can also get the following weapon, instead of a Big Shoota or a Rokkit Launcha:
Clefty wrote: Yeah, he is a heavily reinforced Ork. "Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see! Oi myself don't AVE to run, when your smart like me, big like me and replace nointy precent of your gribily bits with top tek cybork parts, you don't eva AVE to run, as gubbins fall off you add gubbins as you go!"
"Shuda 'fought 'bout that maself!" as Crazygit would put it.
Also, I've kinda updated my character, so I'll just post the updated stuff under this spoiler.
Spoiler:
Crazygit, tha Deffskull Mekboss
"Oy, Tinkanut!" the mek bellows, as he temporarily looks away from the Meka Dread he's welding together. "Ya got tha weldy bits!?"
"Ah got 'em 'lready boss, I'm comin'!" the little grot runt replies, as it drags a rather large and crude welding and cutting tool. "All ready ta git on."
The mek then grabs the 'fing and flings it to get the grot off, for then to mount it on and connect the proper bits to where they're sorta supposed to be, before he takes a few steps back to admire the big killy thing he just made.
"Sure 'ope Gorgutz loikes this." he says to himself, as he then bellows at the grot again. "Tinkanut! GIT DA BOSS!" And just for safe measures, he turns to his lootas bickering at the scrap wagons. "An ye gits betta not touch me new dread 'ere neitha!"
Shiny gubbins:
Sunda Choppa: Crazygit's own specially made choppa, that's heavily inspired from a few power axes, that his lootas brought in for him.
He can use either one of the two modes at the start of the assault phase:
Normal choppy: S: normal AP: 4 Type: Specialist weapon
Souped up: S: +2 AP: 2 Type: Specialist weapon, Unwieldy, Armorbane
Metal 'ead: Due to a rather unfortunate accident involving a deff dread's buzz saw, he had to make himself a bionic head for himself, so his brain was somewhat contained in his head.
He gains +1 to Toughness and increases his invulnerable save by one (so it's 4+), but suffers -1 to BS due to the rushed targeting bits.
Tinkanut: Being Crazygit's oldest and luckiest of his Orderlies, he keeps helping him out with either fetching or repairs, as well as creating some of his own stuff when nobody's looking.
Tinkanut's a grot oiler, that can be used all the time and only gets removed when Crazygit gets taken out as a casualty.
In addition, he can replace his Slugga for either:
a Kustom Mega Blasta - +10 points
a Burna - +5
And he can use either one of the following:
Kustom Force Field - +75 points
Backpack Fixin' Arms - +50 points
Backpack Fixin' Arms: Built and maintained by Crazygit, and not at all copied from Mekboss Buzzgob, these hooks, klaws, welders and cutters works perfect for better and more repairing of things on the go.
They let Crazygit use his Mek's Tools two times in the same shooting phase, with the other on either the same as the first, or on another vehicle within 3" of him. And in close combat, he can make D6 more swings with it using the following profile:
Klaws an' Cuttas: S:5 AP:4 Type: Unwieldy, Sunder
*Sunder: Re-roll failed attempts to penetrate vehicles
Crazygit's Scrappa boyz: These boyz works for the mek to loot wagons, guns, armor, basically anything that can be used to make something with, in which they of course either keep some of it, or get some fancy guns out of it.
They're standard Ork Boyz with Shootas, that can't get a nob, but gets a Mekboy with a Shoota for free. They can also get the following weapon, instead of a Big Shoota or a Rokkit Launcha:
Clefty wrote: Yeah, he is a heavily reinforced Ork. "Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see! Oi myself don't AVE to run, when your smart like me, big like me and replace nointy precent of your gribily bits with top tek cybork parts, you don't eva AVE to run, as gubbins fall off you add gubbins as you go!"
"Shuda 'fought 'bout that maself!" as Crazygit would put it.
Also, I've kinda updated my character, so I'll just post the updated stuff under this spoiler.
Spoiler:
Crazygit, tha Deffskull Mekboss
"Oy, Tinkanut!" the mek bellows, as he temporarily looks away from the Meka Dread he's welding together. "Ya got tha weldy bits!?"
"Ah got 'em 'lready boss, I'm comin'!" the little grot runt replies, as it drags a rather large and crude welding and cutting tool. "All ready ta git on."
The mek then grabs the 'fing and flings it to get the grot off, for then to mount it on and connect the proper bits to where they're sorta supposed to be, before he takes a few steps back to admire the big killy thing he just made.
"Sure 'ope Gorgutz loikes this." he says to himself, as he then bellows at the grot again. "Tinkanut! GIT DA BOSS!" And just for safe measures, he turns to his lootas bickering at the scrap wagons. "An ye gits betta not touch me new dread 'ere neitha!"
Shiny gubbins:
Sunda Choppa: Crazygit's own specially made choppa, that's heavily inspired from a few power axes, that his lootas brought in for him.
He can use either one of the two modes at the start of the assault phase:
Normal choppy: S: normal AP: 4 Type: Specialist weapon
Souped up: S: +2 AP: 2 Type: Specialist weapon, Unwieldy, Armorbane
Metal 'ead: Due to a rather unfortunate accident involving a deff dread's buzz saw, he had to make himself a bionic head for himself, so his brain was somewhat contained in his head.
He gains +1 to Toughness and increases his invulnerable save by one (so it's 4+), but suffers -1 to BS due to the rushed targeting bits.
Tinkanut: Being Crazygit's oldest and luckiest of his Orderlies, he keeps helping him out with either fetching or repairs, as well as creating some of his own stuff when nobody's looking.
Tinkanut's a grot oiler, that can be used all the time and only gets removed when Crazygit gets taken out as a casualty.
In addition, he can replace his Slugga for either:
a Kustom Mega Blasta - +10 points
a Burna - +5
And he can use either one of the following:
Kustom Force Field - +75 points
Backpack Fixin' Arms - +50 points
Backpack Fixin' Arms: Built and maintained by Crazygit, and not at all copied from Mekboss Buzzgob, these hooks, klaws, welders and cutters works perfect for better and more repairing of things on the go.
They let Crazygit use his Mek's Tools two times in the same shooting phase, with the other on either the same as the first, or on another vehicle within 3" of him. And in close combat, he can make D6 more swings with it using the following profile:
Klaws an' Cuttas: S:5 AP:4 Type: Unwieldy, Sunder
*Sunder: Re-roll failed attempts to penetrate vehicles
Crazygit's Scrappa boyz: These boyz works for the mek to loot wagons, guns, armor, basically anything that can be used to make something with, in which they of course either keep some of it, or get some fancy guns out of it.
They're standard Ork Boyz with Shootas, that can't get a nob, but gets a Mekboy with a Shoota for free. They can also get the following weapon, instead of a Big Shoota or a Rokkit Launcha:
Warboss Graham is a independent charterer with no stat line however if you can find a games workshop store manager to let you play one you win the game.
See, I don't fink it'd be possible to even change Ork fluff at this point. Any over-the-top super-brutal slaughter-millions-of-their-own stuff? Yeah, Orks would do that. Orks do do that. Over-the-top Super-Awesome-Win-against-everything? Orks don't lose anyways. Buddy-buddy-with-Imperials? Orks do that. Or with any other faction, for that matter. Even bringing back Chaoss Orks wouldn't actually change anything- there's Khornate Orks out there already.
I'm not Anti-Ward. Nor is it a band wagon, he HAS butchered good fluff before. Look at the Grey Knights, they went from being a Faction in codex Daemonhunters to an entire army in and of themselves, followed by numerous buffs to the Grey Knights and a Generous amount of plot armor given to Lord Draigo himself.
Automatically Appended Next Post:
Anvildude wrote: See, I don't fink it'd be possible to even change Ork fluff at this point. Any over-the-top super-brutal slaughter-millions-of-their-own stuff? Yeah, Orks would do that. Orks do do that. Over-the-top Super-Awesome-Win-against-everything? Orks don't lose anyways. Buddy-buddy-with-Imperials? Orks do that. Or with any other faction, for that matter. Even bringing back Chaoss Orks wouldn't actually change anything- there's Khornate Orks out there already.
Orks are an off shoot of the Tyranids? Orks aren't a fungal race anymore? Orks AREN'T buddy buddy with the Imperials anymore? Suddenly Ork technology makes sense?
I'm not Anti-Ward. Nor is it a band wagon, he HAS butchered good fluff before. Look at the Grey Knights, they went from being a Faction in codex Daemonhunters to an entire army in and of themselves, followed by numerous buffs to the Grey Knights
I see no issues with this. Am I wrong? Sure, they were unbalanced when they first came, but that is not a fluff problem.
Clefty wrote: a Generous amount of plot armor given to Lord Draigo himself.
Yeah, him whipping Mortarion and walking around in the Warp is stupid.
Otherwise? Sorry, I quite like the new GK other than that. And the Dreadknight of course.
I'm not Anti-Ward. Nor is it a band wagon, he HAS butchered good fluff before. Look at the Grey Knights, they went from being a Faction in codex Daemonhunters to an entire army in and of themselves, followed by numerous buffs to the Grey Knights
I see no issues with this. Am I wrong? Sure, they were unbalanced when they first came, but that is not a fluff problem.
Clefty wrote: a Generous amount of plot armor given to Lord Draigo himself.
Yeah, him whipping Mortarion and walking around in the Warp is stupid.
Otherwise? Sorry, I quite like the new GK other than that. And the Dreadknight of course.
Being Daemonhunters who trapeze across the Galaxy killing Aliens more than they encounter Daemons is kinda stupid.
I don't think there is a problem with Wards fluff per say, its his style of writing that is bothersome. The way he designs his codexes is he basically picks one other race to be the fall guy, using terms like "Best" in warhammer 40k is pretty ignorant of him.
Saying the Ultramarines are the "Best" Space Marine chapter in the galaxy is another example.
The Orks potential is self evident, I have shown that much in other posts, they don't NEED to have stupid amounts of fanwank from the writer strewn across their pages, it isn't neccesary to say they are the GREATEST threat, or the BEST, MOST UNIQUE RACE.
Stupid gak like that isn't good writing and that is what pisses people off about Ward, he throws other armies under the bus and then simply claims whatever dex he is working on is better.
Grey Knights don't one v one Daemons and walk away unscathed, ALL the good fluff expresses just how desperate the fights are, just how much it costs the Grey Knights to obtain a Pyrrhic victory at best.
The GK need to be great at what they do, otherwise they would die out. Their recruitment is extremely slow, there's only 1000 of them and there's always another daemonic incursion to fight.
They are primarily anti-Daemon troops, but they are also elite Space Marines, so they are not above fighting aliens should the need arise.
BrotherHaraldus wrote: The GK need to be great at what they do, otherwise they would die out. Their recruitment is extremely slow, there's only 1000 of them and there's always another daemonic incursion to fight.
They are primarily anti-Daemon troops, but they are also elite Space Marines, so they are not above fighting aliens should the need arise.
BrotherHaraldus wrote: The GK need to be great at what they do, otherwise they would die out. Their recruitment is extremely slow, there's only 1000 of them and there's always another daemonic incursion to fight.
They are primarily anti-Daemon troops, but they are also elite Space Marines, so they are not above fighting aliens should the need arise.
I am fine with this.
You sure like to contest my opinions Heraldus.
Lets agree to disagree.
I have done so two or three times. Not enough to start assuming things yet, eh?
Automatically Appended Next Post:
Anvildude wrote: To be fair, Squigs are an offshoot of Tyranids. :p
Hasn't that been retconned ages ago? Squigs are consistently spoken of as Orkoid in nature.
Thank you for such an awesome reply man, yeah i badly worded it sorry about that. Only Scout, Move through cover and Stealth rules are given to his squad.
Shadow Veil is grotesquely overpowered haha, any idea on how to tone it down without making it useless? My FLGC said i can use him as long as he isnt brokenly strong.
Thanks again man.
No problem.
I try to be as impartial as possible with these things, and help as best I can.
Also noticed I missed the +1I, so it should probably be +210 (+185 and +160 for my following suggestions respectively)
To fix it...
Well for starters, I'd drop the give-squad-everything rule outright.
Him with it is fine.
Maybe give a rule that prevents Precision Shot wounds from the squad he's in being Look Out Sir'ed away.
But the whole squad with his rules.. not so much.
I'd also drop the Camo Cloak - the squad as a whole can buy it anyway.
I would rewrite it as:
Spoiler:
Army: Imperial Guard
BG: STUFF
FO: HQ Squad: Ragnar Karl, Master of the Watch
Unit: Ragnar Karl, Points Per: 130, Models: 1*, Unit Type: Infantry (Character),
WS-4, BS-5, S-3, T-3, W-3, I-4, A-3, Ld-9, Sv-4+/5+*.
One Company Command Squad in your army may replace its Company Commander with Ragnar Karl, Master of the Watch.
If a Command Squad contains Ragnar Karl, Master of the Watch it must take Krak Grenades and Camo Cloaks.
If a Command Squad contains Ragnar Karl, Master of the Watch it may not take any Veteran Weapons Teams, Heavy Flamers, Flamers, Grenade Launchers, Meltaguns, Plasma guns or Regimental Advisors.
Special Rules:
Senior Officer
Move Through Cover
Stealth
Scout
Company Marksmen
Weapon:
Its said the glint of his scope spells certain death to the unfortunate soul who sees it's flash of light in the dark.
Lastlight is a ranged weapon with the following profile:
Range-40", Str-X, AP-3, Type-Heavy 3, Sniper, (Rending, Pinning).
Night Fang:
Night Fang is a vicious dagger coated in deadly toxins.
It is a CCW with Poisoned (4+)
Shadow Veil:
A rare type of Refractor Field, that seems to absorb light from the area, making obscured units incredibly hard to make out in the shadows.
It provides a 5+ Invulnerable Save and allows the bearer and his squad to reroll cover saves at -2.
Company Marksmen:
Ragnar Karl and his squad are the companies finest marksmen.
Ragnar and his squad make Precision Shots on a 5+ and wounds allocated using a Precision Shot must be taken by the selected model.
This will give the squad some solid stopping power, a pretty damned good save (4+ rerolling at 6+ in the open, 2+ rerolling at 4+ in cover) without being OTT.
7 Shots (3BS5 for Lastlight +4BS4 Sniper Rifles) will likely hit 5 times, with 2 Precision Shots. 1 of those 5 will probably be rending.
The Poisoned gives him a little bit of a bite in CC, but he'll still fold pretty fast there.
Pretty much all of it is just standard bonuses / gear, with just a few touches to make him special, and not ALL that much different from your original concept. (I think / hope)
WS - 9
BS - 3
S - 4
T - 4
W - 4
I - 6
A - 5
Ld - 10
Sv - 2+
Wargear:
Artificer Armor - 2+
The Silver Shield (combat shield with 3++)
Assault Grenades
Jump Pack
Ardesceret - Range: -- S:+2 AP:2 Melee, Purity Flame
Purity Flame - Purity flame counts as Soul Blaze for the purposes of most models. However, against any chaos unit(everything from Codex: Chaos Demons, Codex: Chaos Space Marines, or any model with the Daemon USR), these soul blaze attacks occur on a D6 roll of 3+, and are Strength 5 AP: 2 and Instant Death.
USR: ATSKNF, Crusader
Lucien Du'Lake is a space marine of questionable origins. Some say he is an angel similar to that of the Sanguinor, others say he is a descendant of a Chaos Primarch that remained loyal to the Emperor. What is concrete about him, is he is a space marine with no Chapter, and has found a weapon that the Emperium insists doesn't exsist; the blade Ardesceret. Ardesceret was rumored to be a blade forged for the Emperor, but stolen and hidden by the chaos gods, who feared its power as much as any Primarch. This fear came from the power of the blade, capable of burning away the soul of its victim, so that no part remains. This means that any Daemon cut by the blade not only dies, but cannot regenerate, effectively killing them permanently and ceasing there cycle of reincarnation. As such, Lucien has been using this legendary blade to hunt down the strongest of Chaos's warriors and end there existence.
I've always been concerned Du'Lake here was too powerful to put on the table (and haven't been able to field test him). Always been wondering if I should raise the cost on him. Fun Fact, Ardesceret is Latin and roughly translates to burn, but is more intense of a word (like ecstatic is to excited)
As I said, thought he was too powerful right now, and have been unable to test. However, he has no Eternal Warrior and isn't a Character... So would 315 with EW sound more balanced?
This guy is already ridiculous to the point of being broken. Adding EW would just be the cherry on top for a classic special snowflake broken-in-all-aspects character.
WS - 9 BS - 3 S - 4 T - 4 W - 4 I - 6 A - 5 Ld - 10 Sv - 2+
Wargear: Artificer Armor - 2+ The Silver Shield (combat shield with 3++) Assault Grenades Jump Pack Ardesceret - Range: -- S:+2 AP:2 Melee, Purity Flame Purity Flame - Purity flame counts as Soul Blaze for the purposes of most models. However, against any chaos unit(everything from Codex: Chaos Demons, Codex: Chaos Space Marines, or any model with the Daemon USR), these soul blaze attacks occur on a D6 roll of 3+, and are Strength 5 AP: 2 and Instant Death.
USR: ATSKNF, Crusader
Lucien Du'Lake is a space marine of questionable origins. Some say he is an angel similar to that of the Sanguinor, others say he is a descendant of a Chaos Primarch that remained loyal to the Emperor. What is concrete about him, is he is a space marine with no Chapter, and has found a weapon that the Emperium insists doesn't exsist; the blade Ardesceret. Ardesceret was rumored to be a blade forged for the Emperor, but stolen and hidden by the chaos gods, who feared its power as much as any Primarch. This fear came from the power of the blade, capable of burning away the soul of its victim, so that no part remains. This means that any Daemon cut by the blade not only dies, but cannot regenerate, effectively killing them permanently and ceasing there cycle of reincarnation. As such, Lucien has been using this legendary blade to hunt down the strongest of Chaos's warriors and end there existence.
I've always been concerned Du'Lake here was too powerful to put on the table (and haven't been able to field test him). Always been wondering if I should raise the cost on him. Fun Fact, Ardesceret is Latin and roughly translates to burn, but is more intense of a word (like ecstatic is to excited)
Will1541 wrote: As I said, thought he was too powerful right now, and have been unable to test. However, he has no Eternal Warrior and isn't a Character... So would 315 with EW sound more balanced?
Why is he not a character? And why would giving him Eternal Warrior make him more balanced?
I don't see how you logically came to the conclusion that adding Eternal Warrior, when it is easily worth 45 points, to an existing character that needs to be toned down, would result in him being more balanced.
WS - 9
BS - 3
S - 4
T - 4
W - 4
I - 6
A - 5
Ld - 10
Sv - 2+
Wargear:
Artificer Armor - 2+
The Silver Shield (combat shield with 3++)
Assault Grenades
Jump Pack
Ardesceret - Range: -- S:+2 AP:2 Melee, Purity Flame
Purity Flame - Purity flame counts as Soul Blaze for the purposes of most models. However, against any chaos unit(everything from Codex: Chaos Demons, Codex: Chaos Space Marines, or any model with the Daemon USR), these soul blaze attacks occur on a D6 roll of 3+, and are Strength 5 AP: 2 and Instant Death.
USR: ATSKNF, Crusader
Lucien Du'Lake is a space marine of questionable origins. Some say he is an angel similar to that of the Sanguinor, others say he is a descendant of a Chaos Primarch that remained loyal to the Emperor. What is concrete about him, is he is a space marine with no Chapter, and has found a weapon that the Emperium insists doesn't exsist; the blade Ardesceret. Ardesceret was rumored to be a blade forged for the Emperor, but stolen and hidden by the chaos gods, who feared its power as much as any Primarch. This fear came from the power of the blade, capable of burning away the soul of its victim, so that no part remains. This means that any Daemon cut by the blade not only dies, but cannot regenerate, effectively killing them permanently and ceasing there cycle of reincarnation. As such, Lucien has been using this legendary blade to hunt down the strongest of Chaos's warriors and end there existence.
I've always been concerned Du'Lake here was too powerful to put on the table (and haven't been able to field test him). Always been wondering if I should raise the cost on him. Fun Fact, Ardesceret is Latin and roughly translates to burn, but is more intense of a word (like ecstatic is to excited)
Yes, the name is a Lancelot joke, I didn't even bother changing the last name.
Ok, he's not a character because he's factionless. Not belonging to the army, more showing up and fighting with the army. As such, he really wouldn't jump into the rank and file forces. This is also why he doesn't have chapter tactics. He's not meant to be leading the army. So I could make him Character for the challenges, but beyond that he's no commander.
Didn't want to just GIVE ID because now it can wear off, and gives daemons a fighting chance instead of Draigo-Level Daemon shredding.
I'll agree to dropping his shield to a 4++, no problem there.
He's BS 3 because he does't shoot. He also doesn't have a gun, so it doesn't particularly matter. Could be 0 for all I care.
Is initiative 6 really that high? I mean, realisictically he's throwing down with princes which still go first, or something with a Powerfist equivalent that would go last anyway, or didn't really stand a chance anyway (I do admit this statement is based only on the few armies I've faced, so if there are common examples disproving this, i wouldn't really mind dropping it.)
Also, the more i think about it the more that there would be no way I'd take him without EW. Land Raider in cost, no flesh wall, toughness 4. He'd be wiped by a 15 point guardsmen model with a meltagun.
And thank you all. This has been as helpful as a million field tests.
Ok, he's not a character because he's factionless. Not belonging to the army, more showing up and fighting with the army. As such, he really wouldn't jump into the rank and file forces. This is also why he doesn't have chapter tactics. He's not meant to be leading the army. So I could make him Character for the challenges, but beyond that he's no commander.
He should be an Independent Character simply because one, he is Independent, and two, he is a NAMED Character. Making him an independent Character who can't join squads is reasonable and should be done.
Didn't want to just GIVE ID because now it can wear off, and gives daemons a fighting chance instead of Draigo-Level Daemon shredding.
I am saying replace the Special rule with ID against Daemons and Chaos Space Marines, some special rule that inflicts ID at ap 2 multiple times a turn is kinda out there.
Also, he shouldn't BE as good as Kaldor Draigo at killing Daemons, he shouldn't be anywhere near that, attempting to make a character of that nature is going to result in another boring, well rounded killy HQ in close combat.
I'll agree to dropping his shield to a 4++, no problem there.
You typed "Combat Shield" when in reality he has a Storm Shield.
He's BS 3 because he does't shoot. He also doesn't have a gun, so it doesn't particularly matter. Could be 0 for all I care.
Just because you have a model that doesn't shoot, doesn't mean he is any worse at it than other Space Marines, nor does it make it ok for him to be spectacular in close combat.
Is initiative 6 really that high? I mean, realisictically he's throwing down with princes which still go first, or something with a Powerfist equivalent that would go last anyway, or didn't really stand a chance anyway (I do admit this statement is based only on the few armies I've faced, so if there are common examples disproving this, i wouldn't really mind dropping it.)
Is Kaldor Draigo Initiative six and have AP 2 attacks?
Also, the more i think about it the more that there would be no way I'd take him without EW. Land Raider in cost, no flesh wall, toughness 4. He'd be wiped by a 15 point guardsmen model with a meltagun.
Lord Cypher is a character who does the same thing, and is considered an Independent Character. Its a realism thing, according to the rules, he is and Independent Character. Even If he can't join squads.
Honestly, he should be a CHARACTER, being an IC doesn't matter, and balances it out.
He SHOULD be BS4/5, because that's what a highly trained marine is.
Even Scouts are BS4, a named character isn't going to be less than that.
I'd go with base captain stats.
As-is, the thing is 4, T4 2+/3+* wounds, with 6, I6, Str6, AP2 attacks on the charge for just shy of 300pts.
With no support or help.
While at first glance it seems bad, it's alright overall.
But yeah, certain aspects could do with a rewrite.
Perhaps I'm just a fool (Ok, most likely I'm just a fool) but the difference of Character and Ind. Charater is the Team Jumping Mechanic, so why IC? I've agreed to character, but you're saying I need to do something pointless
I did mean combat shield. It's a unique and strong combat shield. Mostly for Modelling purposes.
I still see no purpose in bickering over his BS. But, for fluffs sake, highly trained Marines are BS 4 but accuracy is a perishable skill that he hasn't been using.
I don't want him one hitting Daemons. The current sword setup guarantees retaliation, giving them a chance to squish him, has only a 2/3 chance of lighting them on fire, and most Daemons have an invulnerable save of 5+(?) or better.
Is Draigo I6? Hmm... I'll drop it to 5, putting him a smidge faster than your average Marine(He's Lancelot, he's meant to be fast)
Cypher, by what i understand, isn't a 275 point investment.
Will1541 wrote: I still see no purpose in bickering over his BS. But, for fluffs sake, highly trained Marines are BS 4 but accuracy is a perishable skill that he hasn't been using.
Because, it's basically reducing his BS for cost reduction reasons and nothing else.
There's litterally not 1 marine, loyalist, renegade or chaos that has a WS or BS less than 4.
Captain / Chapter Master grade marines have 5+.
Not being an IC is perfectly fine.
A 'not' Storm Shield is fine.
The weapon (as priced) is fine, etc.
After re-reading Path of the Incubus in anticipation of Path of the Archon, i remembered how much i loved Mor. He is an especially large and strong Incubus who got a sniper shot through one of his eyes and we all thought he died, he then got back up *PISSED* and hacked an entire tree down to carve up an Eldar Ranger who shot him. He would also add a little more killy to a unit of 4 Incubi i like to put in Venoms.
Mor the Incubus. Any Incubus may be upgraded to Mor for 40pts.
Ws 6 Bs 2 S 4 T 3 W 2 I 6 A 3 Ld 9 Sv 3+ Infantry (character)
Wargear: Klaive
Incubus Warsuit
Special rules: Power from Pain
Fleet
Night Vision
Deathblow*
Feel no pain
Mor, although not a Klaivex, has the Klaivex power Onslaught.
*Deathblow. Due to his pride, Mor may never refuse a challange. During a Challenge Mor may choose before any blows are struck to withhold his attacks and preform them at initative step 1, if he chooses this then even if Mor is killed at an earlier Initiative step these attacks still take place.
ALEXisAWESOME wrote: After re-reading Path of the Incubus in anticipation of Path of the Archon, i remembered how much i loved Mor. He is an especially large and strong Incubus who got a sniper shot through one of his eyes and we all thought he died, he then got back up *PISSED* and hacked an entire tree down to carve up an Eldar Ranger who shot him. He would also add a little more killy to a unit of 4 Incubi i like to put in Venoms.
Mor the Incubus. Any Incubus may be upgraded to Mor for 40pts.
Ws 6 Bs 2 S 4 T 3 W 2 I 6 A 3 Ld 9 Sv 3+ Infantry (character)
Wargear: Klaive Incubus Warsuit
Special rules: Power from Pain Fleet Night Vision Deathblow* Feel no pain Mor, although not a Klaivex, has the Klaivex power Onslaught.
*Deathblow. Due to his pride, Mor may never refuse a challange. During a Challenge Mor may choose before any blows are struck to withhold his attacks and preform them at initative step 1, if he chooses this then even if Mor is killed at an earlier Initiative step these attacks still take place.
He should really be BS 4, if not 5, as per all the other Incubi. There's no reason for it and just comes off as reducing 'dump stats' to make it cheaper. Either way, you aren't getting a discount on thisun -_-; Costing:
Dantioch wrote: Two things, first it's Morr not Mor and I belive he had a Bloodstone that he liked to hit people with. Other than that he seems realy cool and embodies the character pretty well. Final question, why would I ever want to withold my attacks and not strike until Initiative 1?
If your opponent is faster than you, withholding is the obvious choice because then you're guaranteed to be able to make your attacks even if he kills you and you lose nothing.
He is BS 2 due having an eye shot out, that tends to effect your aim a bit i would bet for a bit of flavour. Also while he didn't have a bloodstone (those are for Klaivex's i think) he did have a Tormentor which does something similar by releasing waves of Energy, but all Incubi have them and they don't have rules (i personally believe they should count as assault grenades) so i left them out.
As to why he would choose to strike at I 1 is in a turn when you believe he will die before he gets to strike, for example in a chllange with a Daemon Prince there is little chance he will survive so he Deathblows so he will at least get his attacks.
Two things, first it's Morr not Mor and I belive he had a Bloodstone that he liked to hit people with. Other than that he seems realy cool and embodies the character pretty well. Final question, why would I ever want to withold my attacks and not strike until Initiative 1?
I checked up the bloodstone and found that the tusks of his helmet were discribed as bloodstone tusks that he shoot blood-red energy from I take it as he had access to a bloodstone or two and I wouldn't be surprised if he had the status of klaivex since he was an archon's chief incubus. I hadn't thought about the deathblow like that but it seems like a fun power now that I'm enlightened.
Aun'Vre Shas'Un'yi - Sword of the Ethereals[110pts]
A young Ethereal that is heralded to be the spiritual successor to the Savior of the Fire Caste Aun'Shi. Whereas most Ethereals learn the ways of the honour blade, the Aun'Vre chose to follow the path of the longarm. Greatly respected by the Fire Caste for his candor and solidarity, only time will tell if he will live up to or surpass his predecessor.
Special Rules:
Stubborn
Independent Character
Failure is Not an Option
Spirit of Fire - May only join Fire Warrior units. Confers the Sworn Protector rule to the unit.
Lesser Invocations-[Works as Elemental Invocations]
-Introspective Aim - Reroll 1s to hit.
-Steadfast Bulwark - Reroll Overwatch
-Unyielding Defiance - May retreat d6" after overwatch and before the enemy charge.
-Focused Devastation - Change weapon profile to Heavy1,Sniper
I like it, but would make it so his buffs only effect his own unit rather then the Ethereal Buff Bubble, otherwise i see no reason to ever take an Ethereal without a gun, especially a rail rifle. Also you should change the Sniper Rule to something else, mass Str 5 with Rending is murder to vehicles, unless of course you meant the new profile only effects him, in which case it's kinda rubbish. I would also swap the Darkstrider C+P ability with something else, why steal a rule that makes another hero unique?
ALEXisAWESOME wrote: I like it, but would make it so his buffs only effect his own unit rather then the Ethereal Buff Bubble, otherwise i see no reason to ever take an Ethereal without a gun, especially a rail rifle. Also you should change the Sniper Rule to something else, mass Str 5 with Rending is murder to vehicles, unless of course you meant the new profile only effects him, in which case it's kinda rubbish. I would also swap the Darkstrider C+P ability with something else, why steal a rule that makes another hero unique?
Thanks for the critique. Here is my response.
I was baiting the waters with his Lesser Invocations. Whether or not to reduce his range to 6". Or buff the abilities but make it only apply to his unit. I also think I'm gonna swap out the BS4 and Rail Rifle with token BS3 and pulse rifle like his charges. Another thing I intended was to replace the unit's profile to R30" SX AP5 Heavy1, Sniper for a rifle and R18" SX AP5 Heavy1, Sniper for the carbine. Will finally think of something to not step on Darkstrider's hooves.
Special Rules:
Stubborn
Independent Character
Failure is Not an Option
Spirit of Fire - May only join Fire Warrior units. Confers the Sworn Protector rule to the unit.
Lesser Invocations-[Works as normal Elemental Invocations but with 6" range only]
-Introspective Aim - Reroll 1s to hit.
-Steadfast Bulwark - Reroll Overwatch
-Unyielding Defiance - On the first turn of an assault, the unit may forgo their normal attacks. Each model may make one shot with a shooting weapon using their WS instead of BS.
-Focused Devastation - Change weapon profile to Heavy1,Sniper
They look better, a nice mix between Fireblade and Ethereal. The only problem i see, not sure if intended, is that adding Sniper makes these guys unreasonably good against Vehicals. As in being able to pen AV 12 good. Rending is simply to good on Tau weaponry due to high basic strength, it would be far better to just cherry pick the rules with in Sniper (such as precision shot, Wounding on 4's, AP 2 on wounds of a 6) as this would avoid giving it rending, as that is the only part that makes them overpowered.
So is it alright if I bring up an old character sometime to edit it as well as introduce some others. IG got updated and I'd like to fix up my commander as well as a few other little deails. I've also started developing an Inquisition ST army and I'd like to make a character or two for that (probably for one to die off eventually) and a last regiment that is really hoardy. And have no fears! Now all the power weapons cost the same
ALEXisAWESOME wrote: Thanks, now i know someone who has been playing Death Marks wrong.
Deathmarks rifles are StrX, Sniper, but they have a special rule that allows them to designate a single unit that they wound on a 2+ that game.
StarTrotter wrote: So is it alright if I bring up an old character sometime to edit it as well as introduce some others. IG got updated and I'd like to fix up my commander as well as a few other little deails. I've also started developing an Inquisition ST army and I'd like to make a character or two for that (probably for one to die off eventually) and a last regiment that is really hoardy. And have no fears! Now all the power weapons cost the same
Noticed an oversight in my Ethereal so I figured I'd ask my fellow thread followers for advice.
I think that the following abilities are too similar:
-Steadfast Bulwark - Reroll Overwatch
-Unyielding Defiance - On the first turn of an assault, the unit may forgo their normal attacks. Each model may make one shot with a shooting weapon using their WS instead of BS.
So here's my attempt to differentiate them:
Steadfast Bulwark - Reroll Overwatch and gain Counterattack.
Unyielding Defiance ->Defiant Sacrifice - A unit with this rule allows enemy units it is in combat with to be targeted by fire. However, misses of 1/2 are allocated to the unit with this rule instead of the targeted unit. May not benefit from Markerlights.
--So as an example let's say a Fire Warrior unit with this rule is locked with tactical Marines and 12 Fire Warriors rapid fire into the melee:
8 shots hit Fire Warriors>6-7Wound>3-4Unsaved
12 shots hit the marines>8Wound>2-3Unsaved
Anyone have other suggestions that might differentiate the two?
Here's my own chapter master for the angels of absolution
Chapter master Belisarius "the stonewall" of the angels of absolution
Points 210
WS 6
BS 5
S 5
T 5
W 4
I 4
A 4
Ld 10
Sv 2+
Unit type: infantry
Wargear:
Terminator armour
Storm shield
Iron halo
The spear of absolution;
Normal
Range: -
S: user
AP: 2
Type: melee, bane of the traitor
Extensive bionics: having had most of his right side crushed by the power fist of the fallen angel Zatorael he was forced to have large parts of his body remade with bionics giving him some changes in his stats making him considerably tougher than normal but damaging his reflexes and agility giving him the slow and purposeful rule.
Special rules: independent character, inner circle, deathwing assault, vengeful strike, grand master of the angels of absolution (the same as Azrael has), hammer of wrath
Indomitable wall; provided Imperael and his unit did not run in the preceding movement phase his unit gets the counter-attack special rule. In addition, provided Belisarius is not locked in combat and didn't run, he inflicts D3 hits on a charging unit using any weapons and bonuses from wargear at initiative step 10.
Dantioch wrote: Here's my own chapter master for the angels of absolution
Chapter master Belisarius "the stonewall" of the angels of absolution
Points 220
WS 6
BS 5
S 5
T 5
W 4
I 4
A 4
Ld 10
Sv 2+
Unit type: infantry
Wargear:
Terminator armour
Storm shield
Iron halo
The spear of absolution;
Normal
Range: -
S: user
AP: 2
Type: melee, two-handed, bane of the traitor
Extensive bionics: having had most of his right side crushed by the power fist of the fallen angel Zatorael he was forced to have large parts of his body remade with bionics giving him some changes in his stats making him considerably tougher than normal but damaging his reflexes and agility.
Special rules: independent character, inner circle, deathwing assault, vengeful strike, grand master of the angels of absolution (the same as Azrael has), hammer of wrath
Indomitable wall; provided Imperael and his unit did not run in the preceding movement phase his unit gets the counter-attack special rule. In addition, provided Belisarius is not locked in combat and didn't run, he inflicts D3 hits on a charging unit using any weapons and bonuses from wargear at initiative step 10.
How has he been adversely effected by Extensive Bionics?
You should probably bump the adverse effects of it, - 1 Initiative in exchange for +1 Str and +1 Toughness? Unfair trade. I would suggest you include a special rule such as slow and purposeful as well as the -1 to show it more fairly.
Also, how does the Storm Shield work with a two handed weapon? Doesn't it use up a hand?
You should also make the D3 attacks at Initiative 10 to be without any bonuses, that seems totally against the design of the character. You have a really slow, tanky guy, that gets to strike up to 3 blows before almost everything in the game? No, that seems unfair and against your own fluff, but if it is AP - then that indicates they are hitting the 'wall' which seems to work much better. Maybe then drop 15pts if you do all that.
According to most fluff bionics give you a slight limp and some minor ticks making you loose that one important moment in close combat therefore the lower initiative, but not realy slowing you down enough to affect your movement speed. The terminator armour also makes him somewhat slower since it prevents him from doing sweeping advances. I don't want to give him SnP since it is confered to the unit, making him awsome in large units of devastators.
The storm shield merely prevents you from getting an additional attack but for clarity I can take away two-handed, since it does nothing.
He's not actually inflicting hits with the shield but with a long pike and with a marine quickness he should be able to inflict a hit or two before the enemy gets close enough to strike blows themselves, therefore the initiative step 10.
But then where does this guys weakness lie? The draw back with lower initiative is that you might not live to strike, but this draw back means nothing to a guy with toughness 5, 2+ save and 3+ invulnerable save. The normal weakness of being instant deathed is practically non-existent due to Str 10 being required AND the invul save.
As for slow and purposeful effecting Dev's, go for it. Because of deathwing assault you can't join them until second turn, you wanna waste an assault character their thats your mista...i mean choice
If this guy has *minor* augmetics i could understand only missing a single initiative, but this guy is tough enough to tank Dark Lance beams to the face without breaking sweat due to the enhanced durability. That is *Major* augmetics, and should be represented as such.
As for the Initiative 10 hits, your jumping between themes. Is this guy a brick wall, or a darting snake? Walls don't reach out and hit you, they let you hit them and hurt yourself. Ap - would represent them hitting a brick wall, Ap 2 represents him springing out to take a stab at you at the same speed as a FRIKKIN' AVATAR, pick your theme and stick to it.
However it hardly requires that much speed to hunker down behind a shield, stick a long spear out in front of it and aim it at the enemy to make sure they run into it first, that it happens at Initiative step 10 is mostly to symbolise that it happens before the actual combat begins, same as with hammer of wrath and mandiblasters. I guess no one else is going to use this guy anyway so misusing SnP is probably nothing to worry about so I'll give it to him.
Here's my own chapter master for the angels of absolution
Chapter master Belisarius "the stonewall" of the angels of absolution
Points 210 WS 6 BS 5 S 5 T 5 W 4 I 4 A 4 Ld 10 Sv 2+
Unit type: infantry
Wargear: Terminator armour Storm shield Iron halo
The spear of absolution; Normal Range: - S: user AP: 2 Type: melee, bane of the traitor
Extensive bionics: having had most of his right side crushed by the power fist of the fallen angel Zatorael he was forced to have large parts of his body remade with bionics giving him some changes in his stats making him considerably tougher than normal but damaging his reflexes and agility giving him the slow and purposeful rule.
Special rules: independent character, inner circle, deathwing assault, vengeful strike, grand master of the angels of absolution (the same as Azrael has), hammer of wrath
Indomitable wall; provided Imperael and his unit did not run in the preceding movement phase his unit gets the counter-attack special rule. In addition, provided Belisarius is not locked in combat and didn't run, he inflicts D3 hits on a charging unit using any weapons and bonuses from wargear at initiative step 10.
Rather undercosted as is. Not sure if I haven't undercosted certain rules, such as GMotAoA and IW, but 275 seems fitting.
I think rather than the strangely worded wall thing, just make it: "Belisarius and his unit cannot fire overwatch, and gains counterattack - if the counterattack check is successful, any models in the unit with Storm Shields also make Hammer of Wrath attacks against the charging unit" Would keep it at about the same price though.
Here's my own chapter master for the angels of absolution
Chapter master Belisarius "the stonewall" of the angels of absolution
Points 210
WS 6
BS 5
S 5
T 5
W 4
I 4
A 4
Ld 10
Sv 2+
Unit type: infantry
Wargear:
Terminator armour
Storm shield
Iron halo
The spear of absolution;
Normal
Range: -
S: user
AP: 2
Type: melee, bane of the traitor
Extensive bionics: having had most of his right side crushed by the power fist of the fallen angel Zatorael he was forced to have large parts of his body remade with bionics giving him some changes in his stats making him considerably tougher than normal but damaging his reflexes and agility giving him the slow and purposeful rule.
Special rules: independent character, inner circle, deathwing assault, vengeful strike, grand master of the angels of absolution (the same as Azrael has), hammer of wrath
Indomitable wall; provided Imperael and his unit did not run in the preceding movement phase his unit gets the counter-attack special rule. In addition, provided Belisarius is not locked in combat and didn't run, he inflicts D3 hits on a charging unit using any weapons and bonuses from wargear at initiative step 10.
Rather undercosted as is.
Not sure if I haven't undercosted certain rules, such as GMotAoA and IW, but 275 seems fitting.
I think rather than the strangely worded wall thing, just make it:
"Belisarius and his unit cannot fire overwatch, and gains counterattack - if the counterattack check is successful, any models in the unit with Storm Shields also make Hammer of Wrath attacks against the charging unit"
Would keep it at about the same price though.
Makes me want to revisit the idea that the Fallen are a coherent fighting force. The whole Base to base mechanic seems interesting for a knightly order oriented army.
Well, as you've already changed the rules in the original post (not actually the best idea, since those get buried and people don't go back to look at them), I can only provide opinion based on speculation.
The idea for him and his unit is a 'blocker', right? Counterattack, I suppose, makes sense mechanically, but not fluff-wise.
Perhaps, instead of gaining counterattack and Hammer of Wrath, make the special rule a little different-
"Provided Belisarius/Imperael and the unit he's attached to did not move or charge in the preceding turn, when charged, each model in that unit with a Storm Shield may make a single attack one initiative step before any of the charging enemy models. When taking advantage of this rule, the Unit loses Overwatch."
You'd have to clarify the wording, I think, to show that it's not an additional attack, but one that comes out of their Attacks profile, but I think this would show the 'Enemy running into their weapon' better than a counter-hammer-of-wrath- It's less "We attack you back harder" and more "You're taking a big risk to charge us".
Here's my own chapter master for the angels of absolution
Chapter master Belisarius "the stonewall" of the angels of absolution
Points 210
WS 6
BS 5
S 5
T 5
W 4
I 4
A 4
Ld 10
Sv 2+
Unit type: infantry
Wargear:
Terminator armour
Storm shield
Iron halo
The spear of absolution;
Normal
Range: -
S: user
AP: 2
Type: melee, bane of the traitor
Extensive bionics: having had most of his right side crushed by the power fist of the fallen angel Zatorael he was forced to have large parts of his body remade with bionics giving him some changes in his stats making him considerably tougher than normal but damaging his reflexes and agility giving him the slow and purposeful rule.
Special rules: independent character, inner circle, deathwing assault, vengeful strike, grand master of the angels of absolution (the same as Azrael has), hammer of wrath
Indomitable wall; provided Imperael and his unit did not run in the preceding movement phase his unit gets the counter-attack special rule. In addition, provided Belisarius is not locked in combat and didn't run, he inflicts D3 hits on a charging unit using any weapons and bonuses from wargear at initiative step 10.
Rather undercosted as is.
Not sure if I haven't undercosted certain rules, such as GMotAoA and IW, but 275 seems fitting.
I think rather than the strangely worded wall thing, just make it:
"Belisarius and his unit cannot fire overwatch, and gains counterattack - if the counterattack check is successful, any models in the unit with Storm Shields also make Hammer of Wrath attacks against the charging unit"
Would keep it at about the same price though.
I kind of like the hammer of wrath when charged mechanic, in all likelyhood it wouldn't do that much but it would look awsome, something that I was striving for. Concerning the points by buying the terminator armour I already get a power weapon so I shouldn't probably have to pay for that a second time, I also lose the storm bolter that comes with the armour. BotT does nothing except when trying to crack open chaos rhinos in close combat and is merely there for fluff reasons and SnP is a disadvantage right? since that's why I included it so shouldn't it shave points of the guy rather than increasing his cost? Also you have added 10 points for lowering the initiative of the guy instead of taking them away.
Not for him it isn't. He has nothing to fire overwatch with so loses nothing there. He also gets major bonuses if he doesn't run, but with Slow and Purposeful he can't run meaning he gets the bonuses all the time. So he, personally, doesn't suffer any drawbacks from Slow and Purposeful. But he does gain extra options depending on who he joins, such as move and fire devastators who don't lose much from not being able to overwatch as they realistically shouldn't be getting assaulted.
That's why I didn't include it at first, so that he couldn't be placed in devastator units for all kinds of shenanigans, how about just adding to the extensive bionics rule that he can't run, since the penslty is confered to the unit but it doesn't hand out the bonuses of SnP to other units?
Here's my own chapter master for the angels of absolution
Chapter master Belisarius "the stonewall" of the angels of absolution
Points 210 WS 6 BS 5 S 5 T 5 W 4 I 4 A 4 Ld 10 Sv 2+
Unit type: infantry
Wargear: Terminator armour Storm shield Iron halo
The spear of absolution; Normal Range: - S: user AP: 2 Type: melee, bane of the traitor
Extensive bionics: having had most of his right side crushed by the power fist of the fallen angel Zatorael he was forced to have large parts of his body remade with bionics giving him some changes in his stats making him considerably tougher than normal but damaging his reflexes and agility giving him the slow and purposeful rule.
Special rules: independent character, inner circle, deathwing assault, vengeful strike, grand master of the angels of absolution (the same as Azrael has), hammer of wrath
Indomitable wall; provided Imperael and his unit did not run in the preceding movement phase his unit gets the counter-attack special rule. In addition, provided Belisarius is not locked in combat and didn't run, he inflicts D3 hits on a charging unit using any weapons and bonuses from wargear at initiative step 10.
Rather undercosted as is. Not sure if I haven't undercosted certain rules, such as GMotAoA and IW, but 275 seems fitting.
I think rather than the strangely worded wall thing, just make it: "Belisarius and his unit cannot fire overwatch, and gains counterattack - if the counterattack check is successful, any models in the unit with Storm Shields also make Hammer of Wrath attacks against the charging unit" Would keep it at about the same price though.
I kind of like the hammer of wrath when charged mechanic, in all likelyhood it wouldn't do that much but it would look awsome, something that I was striving for. Concerning the points by buying the terminator armour I already get a power weapon so I shouldn't probably have to pay for that a second time, I also lose the storm bolter that comes with the armour. BotT does nothing except when trying to crack open chaos rhinos in close combat and is merely there for fluff reasons and SnP is a disadvantage right? since that's why I included it so shouldn't it shave points of the guy rather than increasing his cost? Also you have added 10 points for lowering the initiative of the guy instead of taking them away.
You're quite right on the points points, this is what I get for doing this stuff so late at night.
As for the Storm Shield and Special Power Weapon - they are replacing existing gear (in this case the Power Weapon and Storm Bolter), and have been discounted accordingly. Plus AP2 weapons that strike at I with no drawbacks tend to be pretty pricey
BotT is still there, so you still have to pay for it. It's +1AP against a codex(es?), so you pay half price for the bonus.
Slow and Purposeful is.. a tricky one to be honest. I've place it at +5 - and you should keep the rule for fluffs sake, but if trying to create something other people would use / be happy to face, it pays to cost everything, even overprice it a little (homebrew tax) to make it look better in the eyes of a casual opponent.
Thanks for the help and the good point, the storm shield however doesn't replace anything, it is taken in addition to all your other gear. And on a second tought 40 points for what is essentially a S5 AP2 weapon at initative is still pretty good.
But anyway here's the final version:
Chapter master Belisarius "the stonewall" of the angels of absolution
Points 245
WS 6
BS 5
S 5
T 5
W 4
I 4
A 4
Ld 10
Sv 2+
Unit type: infantry
Wargear:
Terminator armour
Storm shield
Iron halo
The spear of absolution;
Normal
Range: -
S: user
AP: 2
Type: melee, bane of the traitor
Extensive bionics: having had most of his right side crushed by the power fist of the fallen angel Zatorael he was forced to have large parts of his body remade with bionics giving him some changes in his stats making him considerably tougher than normal but damaging his reflexes and agility therefore preventing him and his unit from running.
Special rules: independent character, inner circle, deathwing assault, vengeful strike, grand master of the angels of absolution (the same as Azrael has), hammer of wrath
Indomitable wall; Belisarius and his unit gets the counter-attack special rule but cannot fire overwatch, in addition, if the Leadership test for counter-attack is passed any model equipped with a storm shield may inflict one automatic hit at initiative step 10 on the charging unit at the model's base strenght and with AP- just like a hammer of wrath attack.
But that's fine, looks a lot cleaner now.
There's also plain-text templates created specially for the forum in my signature if you want to tidy it up even more
In a history spanning 60 million years, Knerakh has only been defeated once, by a C'tan that he personally shattered. He did not sleep alongside the other Necrons during the Great Sleep, but instead travelled the galaxy, slaying the champions of lesser races to prove that only the Necrons have the right to complete galactic dominance. The key to his success is the Orb of Immortality, a special Resurrection Orb that puts even a Ghost Ark's reparative abilities to shame. This, coupled with his own martial prowess, makes him a nigh-invincible killing machine that can only be felled by the most destructive beings in the galaxy.
Points cost: 140
WS:5
BS:4
S:5
T:5
W:2
I:2
A:3
Ld:10
Sv:2+ 5++
War gear: Warscythe, Particle Caster, Orb of Immortality, Sempiternal Weave
Special rules: Ever-Living, Reanimation Protocols
Orb of Immortality: This revered and powerful Orb functions much like a Resurrection Orb, but is much more than that.
In addition to following the rules for resurrection orbs, the bearer if the Orb gets to re-roll his failed Reanimation Protocols rolls and gains a 5+ invul save and the It Will Not Die special rule.
In a history spanning 60 million years, Knerakh has only been defeated once, by a C'tan that he personally shattered. He did not sleep alongside the other Necrons during the Great Sleep, but instead travelled the galaxy, slaying the champions of lesser races to prove that only the Necrons have the right to complete galactic dominance. The key to his success is the Orb of Immortality, a special Resurrection Orb that puts even a Ghost Ark's reparative abilities to shame. This, coupled with his own martial prowess, makes him a nigh-invincible killing machine that can only be felled by the most destructive beings in the galaxy.
Points cost: 140
WS:5 BS:4 S:5 T:5 W:2 I:2 A:3 Ld:10 Sv:2+ 5++
War gear: Warscythe, Particle Caster, Orb of Immortality, Sempiternal Weave
Special rules: Ever-Living, Reanimation Protocols
Orb of Immortality: This revered and powerful Orb functions much like a Resurrection Orb, but is much more than that.
In addition to following the rules for resurrection orbs, the bearer if the Orb gets to re-roll his failed Reanimation Protocols rolls and gains a 5+ invul save and the It Will Not Die special rule.
Is this not an Overlord? Should it not have 3 Wounds? If he's meant to be this galaxy spanning killer with millions of years of experience, I'd be happy with it being I3.
That said.
A regular Necron Overlord with Warscythe, Sempiternal Weave and Res Orb is 145 base, let alone the extras. Cheaper than default gear is a BIG no no, especially with the extras you have on top. You just don't do it. Overcosting is fine, NEVER undercost.
costing at W3, because it really should be Costing:
35% more than your cost, and your base cost is lower than the character with unmodified gear, without the particle caster, stat boosts, invun save or extra rules.
If you insist on it being W2 for whatever reason, then it can be 180. However, I think you should make it W3, I3, and 200pts.
Character for Space Marines amd AM:
Slashu/Commander Death
A martyr shrouded in history, Death is known to most as a saint upon the battlefield for wherever he strides, death and ruin surely follow in its wake. He is an ancient enemy that has seen hundreds of years of bloodshed, but yet in the Imperiums darkest hour this sentinel of darkness appears from nowhere to slaughter the enemy with fire and darkness, wielding the enemies own powers against them.
Encased within a shell of the rarest metals infused into one, he moves with precisiom and makes death an artform. He is both feared and admired, a silent hero.
But any who get too close hear the monster for what it is, a howling maelstrom of voices constantly attacking the air around him. Some say he is cursed with the warp and others say it is the innocent men he has killed.
Wargear:
Weapons of Death: Fir each turn, roll a D3: 1-Normal Power Weapon, 2-has the rending rule, 3-has Instant Death rule.
Starmetal armour: Grants a 3+ save but when within 3" of any terrain or vehicle take a leadership test. If passed you gain a 2+ save.
Special Rules:
Fearless, Counter attack, independant character
Commander Death: Choose ONE of these three powers:
Machine: instead of an attack in the assault phase, he can attempt to absorb a vehicle. If attempting, any penetrating hit will result in the vehicle being absorbed, remove the unit as a casualty and the model gains an extra Hull Point. Also note Death counts as a Walker Vehicle with this profile
BS4 AV F12 S10 R12 HP3.
Man: Commander Death has that profile but also can choose up to 2 weapons from the Space Marines Assault or Specialist or Heavy weapons list, ir from the Astra Militarum weapons list. Any unit within 18" of him are counted as being Relentless and can re-roll all failed leadership checks.
Monster: Commander Death has the terror special rule. He is counted as a momsterous creature.
Additionally, at the start of the game roll a D6 for a power:
1-Blood Roar: All enemy units take a leadership check within 12" of him with a -2 penalty and if they fail they attack each other, resolve the casualties as if they were attacking an enemy but remove all casualties from their unit.
2- Ripping strike: the unit targeted on the charge gain Str6 AP3 rending hits and are counted as Relentless until the next phase.
3-Bolts of Fury: 12" range. All units count as having a twin-linked plasma cannon shot into them.
4-Throw back: Roll 2D6 and move him forwards that far. Any unit caught in the way suffers S5 AP5 hits with no armour saves allowed.
5-Sonic Boom: All units caught under the the large blast template suffer s8 rending hits with no armour saves allowed. Death cannot charge or assault that turn.
6-Deaths might: All close combat assaults count as single stomps
Deaths Calling: each turn roll a D6; on a 1 Death cannot do anything.
If Death is killed or wrecked, the unit is removed, and replaced with Slashu. Slashu has the following profile:
WS6 BS0 S6 T6 I0 A5 W2 LD10 Sv 6+
Wargear: claws: count as two twin linked power claws
special rules: Fearless, terror, counter attack. If chosen calling is Monster, than he retains the power given.
Loner: he can join no unit.
Warp-caller: Once a game he can call the warp instead of moving. Count as Deep Striking except he can attack. If he rolls a mis-hap all units within 6" of him suffer Strength 6 AP1 hits.
Upgrades:
If he is a monster, he can have 2 powers: 30 points
Can have a unit to become his Deadmen that he can be attached to:
First Sons: 90 points
Unit type: infantry 5 man
Stats:
WS4 BS4 S4 T4 I3 W1 A3 Ld10 Sv3+
The squad has to choose the same doctrine as Commander Death.
wargear:
Power armour
Power Weapons x5
Hot Shot Lasgunsx5
special rules:
Fearless, Relentless
Deaths Calling: If Commander Death falls the Deadmen are forced to kill the Slashu model, make an automatically make a combat against Slashu.
Upgrades:
can upgrade to a bolt pistol or bolter for 2 points each
can upgrade to a storm bolter for 5 points each
can takeup to 5 any specialist weapons or melee weapons from both codex's.
can have up to 20 Deadmen for 18 points each.
May upgrade to Terminator armour, storm bolter and power fist for 30 points each.
Character for Space Marines amd AM:
Slashu/Commander Death
A martyr shrouded in history, Death is known to most as a saint upon the battlefield for wherever he strides, death and ruin surely follow in its wake. He is an ancient enemy that has seen hundreds of years of bloodshed, but yet in the Imperiums darkest hour this sentinel of darkness appears from nowhere to slaughter the enemy with fire and darkness, wielding the enemies own powers against them.
Encased within a shell of the rarest metals infused into one, he moves with precisiom and makes death an artform. He is both feared and admired, a silent hero.
But any who get too close hear the monster for what it is, a howling maelstrom of voices constantly attacking the air around him. Some say he is cursed with the warp and others say it is the innocent men he has killed.
Wargear:
Weapons of Death: Fir each turn, roll a D3: 1-Normal Power Weapon, 2-has the rending rule, 3-has Instant Death rule.
Starmetal armour: Grants a 3+ save but when within 3" of any terrain or vehicle take a leadership test. If passed you gain a 2+ save.
Special Rules:
Fearless, Counter attack, independant character
Commander Death: Choose ONE of these three powers:
Machine: instead of an attack in the assault phase, he can attempt to absorb a vehicle. If attempting, any penetrating hit will result in the vehicle being absorbed, remove the unit as a casualty and the model gains an extra Hull Point. Also note Death counts as a Walker Vehicle with this profile
BS4 AV F12 S10 R12 HP3.
Man: Commander Death has that profile but also can choose up to 2 weapons from the Space Marines Assault or Specialist or Heavy weapons list, ir from the Astra Militarum weapons list. Any unit within 18" of him are counted as being Relentless and can re-roll all failed leadership checks.
Monster: Commander Death has the terror special rule. He is counted as a momsterous creature.
Additionally, at the start of the game roll a D6 for a power:
1-Blood Roar: All enemy units take a leadership check within 12" of him with a -2 penalty and if they fail they attack each other, resolve the casualties as if they were attacking an enemy but remove all casualties from their unit.
2- Ripping strike: the unit targeted on the charge gain Str6 AP3 rending hits and are counted as Relentless until the next phase.
3-Bolts of Fury: 12" range. All units count as having a twin-linked plasma cannon shot into them.
4-Throw back: Roll 2D6 and move him forwards that far. Any unit caught in the way suffers S5 AP5 hits with no armour saves allowed.
5-Sonic Boom: All units caught under the the large blast template suffer s8 rending hits with no armour saves allowed. Death cannot charge or assault that turn.
6-Deaths might: All close combat assaults count as single stomps
Deaths Calling: each turn roll a D6; on a 1 Death cannot do anything.
If Death is killed or wrecked, the unit is removed, and replaced with Slashu. Slashu has the following profile:
WS6 BS0 S6 T6 I0 A5 W2 LD10 Sv 6+
Wargear: claws: count as two twin linked power claws
special rules: Fearless, terror, counter attack. If chosen calling is Monster, than he retains the power given.
Loner: he can join no unit.
Warp-caller: Once a game he can call the warp instead of moving. Count as Deep Striking except he can attack. If he rolls a mis-hap all units within 6" of him suffer Strength 6 AP1 hits.
Upgrades:
If he is a monster, he can have 2 powers: 30 points
Can have a unit to become his Deadmen that he can be attached to:
First Sons: 90 points
Unit type: infantry 5 man
Stats:
WS4 BS4 S4 T4 I3 W1 A3 Ld10 Sv3+
The squad has to choose the same doctrine as Commander Death.
wargear:
Power armour
Power Weapons x5
Hot Shot Lasgunsx5
special rules:
Fearless, Relentless
Deaths Calling: If Commander Death falls the Deadmen are forced to kill the Slashu model, make an automatically make a combat against Slashu.
Upgrades:
can upgrade to a bolt pistol or bolter for 2 points each
can upgrade to a storm bolter for 5 points each
can takeup to 5 any specialist weapons or melee weapons from both codex's.
can have up to 20 Deadmen for 18 points each.
May upgrade to Terminator armour, storm bolter and power fist for 30 points each.
The rules are incredibly overcomplicated and confusing.
As well as generally being very undercosted I think.
It's basically 3 very different units.
The wargear conflicts between the 3 types aswell.
And his basic statline is a mess (HP3, W3?)
Lot of things are really badly worded - For example, when does Blood Roar happen? how do you use it?
How the hell does Ripping Strike work?
Infact basically all the Monster powers.
But, I will endevour to cost it as best I can.
Base:
Total: 95pts, +19pts per.
Options:
Boltgun / Boltpistol, fine
Storm Bolter, fine
Specialist weapons.. fine
Termi Armour upgrade should be +31 per (Terminator 40, +Fearless +10, -19, total +31)
So ultimately, you're looking at:
Base unit 225
Machine +70 (295)
Man +50 (275)
Monster +110 (335), Take second Power +50
Retinue:
First Sons 95pts base, +19pts per, +31pts for Termi Upgrade.
So much is poorly written and confusing, a lot needs clarification, especially how certain powers work.
It'll possibly be worth more, I doubt it'll be worth less.
Also why -1 stats that didn't really need it?
Mauler, Bionics and Cyber Familiar are Horus Heresy, and so need to be included in the unit entry.
The debuffed initiative and attacks are to represent extreme bionic/techpriest level enhancements. They also play into the overall Mechanicus theme vs having the normal attacks and initiative.
He is equipped with unique Cataphracti Pattern Terminator armor (25 Points base)
Bringing him down from Lord of War level to just very high end beat-stick level. I'm also designing the Slaugth to be rather Vampire Countish in role and to some extent; their feel. As opposed to the Necron's tomb king gig.
Scion of Kay-yuss Atushkar, Lord of Atrocity.
350 points
Type: Infantry
WS8 BS5 S5 T5(6) W5, I5(6) A5 Ld10 Sv 3+ 4++ FNP
Wargear: Assault Grenades, Defensive grenades, Atropus, Shroud of the reaper, Necrosis Rex
Spoiler:
Atropus, a name for mighty two handed double scythes of powerful Slaugth artifice made from unknown materials that seem to drink in the light while evilly glowing with dark power. The scythe is incredibly virulent, corroding flesh and metal with equal ease and can be swung with surprising and deadly grace and fluidity despite it's ability to slice through nearly all forms of matter. The Lord of Atrocity wields this weapon with incredible grace and fluidity, It strikes with the following profile: S(User+1), AP1, Armorbane, Rot blade; On a roll of a six to wound, the weapon inflicts instant death as the target is consumed by a massive all pervasive rot, and thanks to it's second blade, due to it's second blade it is counted as two CCWs in assault. During the shooting phase it can fire as the following.
S5 AP4 Assault 4, twinlinked, rending 24 inches.
Necrosis rex: This mighty crown wraps around his head and infuses him with strange, otherworldly power, granting him greater speed and a dreadful resilience, increasing his toughness and initiative by one point as this energy flows through him, it also surrounds him with a powerful energy bubble, granting him a 4+ invulnerable save.
Shroud of the reaper: This worm wears abnormally heavy armour on his shadow weave cloak that evokes the images of the image of death of many cultures. This shroud does far more than just make his visage look frightening, it bends light around him making him difficult to see, and grants the shrouded and infiltration rules as well as a three plus armour save, for such is the strength of it's armour.
Special Rules: Independent Character, Feel no pain, Eternal warrior, Preferred enemy (everything), Fleet of foot, Worm that walks, It will not die, Great commander, Counter attack, Fearless.
Spoiler:
Worm that walks: Kay-yuss is composed of thousands of writhing grubs in a semi-humanoid shape, and thus benefits from fear and night vision, however due to his swarmlike nature, he takes double damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.
Great commander: Kay-yuss has been commanding the vat grown, genetically altered, or recruited armies of the Slaugth for so long that he has become a master of bringing in soldiers from the most unexpected of places. He may bring in d3 units with the scouts rule and redeploy d3 units after deployment is completed. He may always attempt to seize the initiative on a 4+ except against Necrons, where he may not attempt to seize the initiative at all.
Master of the Hand: Kay-yuss' bodies are accompanied by a fearsome set of guards known as the Hand of Silence who ensure that only the most important and worthy of foes can reach their master. Taking Kay-Yuss allows the taking of one hand of silence unit that does not take up a FoC slot.
Fluff
Spoiler:
Kay-yuss is an ancient and malevolent Slaugth Lord who has commanded a particularly large and deadly Slaugth conven of dozens of systems for countless years and even claims to have been fully awake and present during the fall of the Eldar and the Great Crusade. Though little is known about his early history, what is known is that the creature exists in many bodies as is the case of many Slaugth, bound by unknown means, though the Adeptus Mechanicus has theorized that this connection is the product of natural quantum entanglement. This has given Kay-Yuss the ability to act in many places at once and escape even certain death, though it is believed that the bodies most commonly encountered are lesser reflections of it's whole.
Kay-Yuss like most of the Slaugth; makes his home in the farthest reaches of the galaxy, operating in the sectors of the Inciphis Region such as the Calixis and Supremor sectors, and is believed to have bases of operation in the trailing Halo stars and perhaps even the nearby dwarf galaxies that orbit the Milky Way, though critics of the latter theory point out that the Tyranids have likely swept the Galaxy's orbiters clean of all life. A hated terror of the region, Kay-Yuss has made his moves much bolder and more prominent as the years roll on, joining in an explosion of Slaugth activity that many classify as an all out invasion by the vile Xenos as they join in a parade of aliens who are ruthlessly exploiting the increasing weakness of the two great houses of man as the thirteenth black crusade sputters into a meatgrinding stalemate.
The fact that the majority of the armies of the Slaugth are expendable biomechanical constructs, machines, corpses given new animus in a parody of life, or mercenaries means that he cares little for losses. Despite this callousness, the sheer amount of time he has been a commander has given him a vast and deep knowledge of warfare, he has fought against most every kind of foe there is to be found in the galaxy, and thus can manipulate the battlefield in a way that few others can match. All this to better his station as a harvester of food to feed the Slaugth's hunger, and a conqueror to satiate their egos.
Furthermore; Kay-yuss himself is a lethal combatant. Though he prefers to work through his pawns, he relishes the opportunity to fight those who have proven themselves worthy enough to reach him through his dreadful army of monsters conjured from the deepest nightmares. His scythe, atropus, is capable of letting loose a storm of deadly necrotic energies that rot and corrode their targets from range before it hacks into flesh, bone, and armour with contemptuous ease, reaping a harvest of lives like the Grim Reaper he resembles. If he has a weakness, it is weapons like flamers or plasma cannons that kill the worms that comprise him by the hundreds, and his unease around the Necrons, who offer the maggot-men no flesh to feast on and may have ties to their origin.
Imperial reports of worlds assaulted by the Atushkar Conven report mass uprisings supported by the Slaugth with deadly xenostech that turns simple rebellious rabble into a lethal force that is more than capable of tying down the local PDF en masse until the Slaugth fleet decelerates from faster than light speed and launches a rapid combined arms attack, utilizing space, air, ground, and naval elements to the fullest effects. The worlds are soon overrun with Slaugth bioconstructs and machines and the Slaugth themselves feed on the population of the world, "rewarding" those that took up their cause by infesting them with slaugth worms that turn them into hideous spawn that will eventually become yet more Slaugth while the others are reduced to chattel to feed the insatiable hunger for flesh of the Slaugth.
Atushkar himself, though by no means weak in the art of battle, prefers to allow his soldiers to do his dirty work. But when one proves their worthiness to fight him by getting by his guards by either slaughter or subterfuge, he is all too willing to oblige them in battle, having no fear of oblivion thanks to his many bodies. When he has vanquished a worthy foe, he swiftly eats of their flesh if there is time, earning him an odd respect from the Kroot. The lack of warp presence shared by all Slaugth allows him to safely eat of the Champions of Chaos, while his body seems capable of safely devouring the poisonous flesh of the Tyranids. When he has stripped his foe of all he deems edible, he takes from them something to remember his victory by. Foes who surrender can instead expect a lifetime of enthrallment.
Don't know. Tired, far too hot, and wall of text made my eyes going funny. xD
I'll give it a look in a bit. But at a glance, the standard USRs and gear come to about 120-150pts alone, and that weapon is around 110pts on its own. I get the feeling the statline and other rules are worth more than 90-120pts.
Ovion wrote: Don't know.
Tired, far too hot, and wall of text made my eyes going funny. xD
I'll give it a look in a bit.
But at a glance, the standard USRs and gear come to about 120-150pts alone, and that weapon is around 110pts on its own.
I get the feeling the statline and other rules are worth more than 90-120pts.
I only mention it because the difference between artificer armor with a 3+* save and Cataphracti Terminator Armor is 15 points.
Wargear: Wand of Dem'Orcus, Shroud of the living dead, The touch of death, wings of the dead, assault and defensive grenades.
Wand of Dem'Orcus: A powerful weapon that resembles a mace with a skull for a head that wields strange technology that bends and manipulates time and space around it to allow the user to attack far more frequently than he should be able to, granting 2d3+1 extra attacks, however the energies are unstable, on a roll of a one the energies lash back and inflict one unsavable wound on Dem'Orcus, if two ones are rolled the wand has catastrophically malfunctioned and immediately removes Dem'Orcus and the unit he is attached to from play and grants your opponent the appropriate kill and victory points, as if they had removed him. On a roll of one six, it may reroll one missed hit and on a roll of a double six it may reroll all missed hits and failed to wound rolls. It otherwise counts as a power maul.
Shroud of the living dead: Like most of the Slaugth, Dem'Orcus likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Dem'Orcus' shroud is well armoured, granting him a 3+ save, and it additionally bends light around him, granting him the shrouded and infiltration special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.
The touch of death: A strange pistol like device held by Dem'Orcus, this weapon seems to be designed to kill large numbers of soldiers at a time while keeping their bodies intact for use by his worms. This device fires a necrotizing spew of gasses that rots the flesh and decomposes armour and equipment. It has the following profile: Sx AP- Template, Assault, Flesh bane, shred.
Wings of the dead: A potent flight pack of his own design to supplement Dem'Orcus' vast, disgusting wings so that he can maneuver with more speed and grace than would be allowed by his grafted, armoured and sickening appendages; much of the actual lift is created by special thrusters and anti-gravity units that propel him forward with such grace that he can even go in pursuit of aircraft in a limited capacity, allowing him to count as jump infantry and jetpack infantry with a rerollable thrust move. He may also elect to assault fliers, hitting only on sixes, and has 1d3+1 hammer of wrath attacks when he jumps into assault..
Special rules: Worm that walks, it will not die, hit and run, Sky-lord, Duke of the air, move through cover, fleet, crusader, fear, counter attack, independent character
Worm that walks: Dem'Orcus is composed of thousands of writhing grubs in a semi-humanoid shape, and thus benefits from fear and night vision, however due to his swarmlike nature, he takes double damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.
Sky-lord: Dem'Orcus leads vast flights of flying warriors into battle, including both conventional mechanical fliers, jump-pack equipped mercenaries, winged bio-constructs, and the Seekers; deadly Slaugth airborne warriors who sail through the skies like the most horrific of beasts. He makes Seekers scoring and Skirrs troops.
Duke of the air: Dem'Orcus' mastery and deep understanding of the tactics involved in aerial warfare allow him to more accurately time his deployments of aerial assets, while his own fliers are more skilled than usual due to his intensive modifications to allow fliers to make more dangerous and intensive evasive maneuvers than usual. He can modify reserve rolls by plus or minus one Fliers get a +1 to evasion jink rolls.
Fluff:
Spoiler:
Dem'Orcus is a longtime servant of Kay-Yuss, a master of his own Conven that is vassalized to the Atushkar conven. Whereas Kay-yuss enjoys causing death, Dem'Orcus is more interested in the products of death, namely bodies. He is infamous for his mass usage of skyborne units to blacken the skies of his enemies and his perhaps rocky relationship with Kay-uss. Most distinctive for his set of wings and preference to remain in the air, Dem'Orcus is a powerful threat to the Inciphis region as the Slaugth incursions into the galaxy continue to intensify, and woe betide those who would seek to contest him for command of the skies.
He has long launched raids into both Imperial, Chaos, and Xeno space to satiate his hunger, expand his dominion, and acquire more curiosities to satiate his thirst for knowledge. A truly antedeluvian being, Dem'Orcus regards even the Veterans of the Long War and the eldest of the Eldar as but youngsters. Like his master and other members of Slaugth "nobility", Dem'Orcus is one being with many bodies of varying size and power, allowing the creature to act without fear of death or destruction. His spawnline is a powerful and long one, with a vast number of "offspring" Slaugth who serve under him as a child would their father.
Though some whisper of Dem'Orcus' desire for Kay-yuss' position, perhaps his true desire could be best surmised as his love of flight. He obsessively studies aerodynamics, and always loves to inter flying machines or creatures of other factions to see what makes them tick and see how they approach the problems of flight. With the proper dimensional anchors, even Daemons can be forced to remain in the materium to be studied, though he is aware that the lack of anything more than superficial organic properties makes Daemons a poor comparison point for his research into studying the subtleties of flight mechanics.
In battle, Dem'Orcus maneuvers through the skies with the grace of an angel of death, striking as he wills against those who earn his ire, sweeping aside the chaff of an enemy army with ease while crushing even the hardiest of foes given enough time. The armies of the Slaugth follow him in his wake, and his deadly seekers follow him into the air; hunting down all those who avoid the ground armies below.
The three insignificant grots quickly rose to power when the oddsboyz Squigeye da slava and bigmek bolt-toof designed and built the 3 clanka suits out of various enemy discarded armour. The three grots also quickly fell from their lofty heights when other jealous grots overthrew them. Noone knows presicely how many grots have operated these suits so far, but it matters not. Because as soon as a new "temporary" owner mounts the clanka suit, his personality mimics the former owners and he inherents one of the three old legendary names (grot legends tend to have a short history, like their attention spans). Some theorizes that the personality lies in the suit itself, while others have correctly pointed out that its because grot are rather unimaginative and any grot with a burna would go burn stuff at the first oppourtunity.
Snap, Crackle or Pop 30 PTS each
WS 2
BS 3
S 4
T 3
W 1
I 2
A 2
LD 6
SV 4+
Special rules:(all) No room fer da big'uns, its still a grots life, lookin out fer numba 1, horrible at math
Snap: Sneaky huntas
Crackle: Pyromaniacs
Pop: dakkadakka runts
Beekee clanka suit: this awesome suit, doubles the wearers strength and add 50% to his toughness score in addition to granting the wearer a 4+ armour save. Only drawback is, you must be a grot to operate it.
Spoiler:
No room fer da big'uns
Snap, crackle and pop replaces the normal runtherd(s) in a grot mob. No ork runtherds are allowed if atleast 1 grot runtherd is present in the grot mob.
If the grot mob size is big enough to require another runtherd, a grot runtherd must be purchased instead. Snap, crackle and Pop may be placed in seperate mobs, or in the same mob.
its still a grots life
When moving through minefields, their old training kicks in and they count as having activated ”its a grots life”
lookin out fer numba 1
MUST reroll failed look out sir rolls, even in a challenge they can and must look out sir! .
Horrible at math
As long as atleast one of the 3 special characters are still alive the mob counts as being stubborn. This is mostly because they lack a basic understaning of own and enemy numbers, and not because of bravery.
Sneaky huntas
the mob gains scout and all grots gain 2 CCW
Pyromaniacs
All attacks, ranged and closecombat, made by grots and grot runtherds in the mob gain soulblaze
All grots in the mob gain frag grenades (with the gets hot USR as they throw like gir.. eh grots)
dakkadakka runts
All grot blastas in the mob gain twinlinked and pinning
Ovion wrote: Don't know.
Tired, far too hot, and wall of text made my eyes going funny. xD
I'll give it a look in a bit.
But at a glance, the standard USRs and gear come to about 120-150pts alone, and that weapon is around 110pts on its own.
I get the feeling the statline and other rules are worth more than 90-120pts.
I only mention it because the difference between artificer armor with a 3+* save and Cataphracti Terminator Armor is 15 points.
Apologies, my reply was because I thought you were Kain, specially being you were quoting my reply to it.
315 is probably fine then.
However, I would say, is this meant to be a 40k, or 30k unit, because they aren't really balanced against each other.
I'll come back and review other peoples once I'm more with it.
Bringing him down from Lord of War level to just very high end beat-stick level. I'm also designing the Slaugth to be rather Vampire Countish in role and to some extent; their feel. As opposed to the Necron's tomb king gig.
Scion of Kay-yuss Atushkar, Lord of Atrocity.
350 points
Type: Infantry
WS8 BS5 S5 T5(6) W5, I5(6) A5 Ld10 Sv 3+ 4++ FNP
Wargear: Assault Grenades, Defensive grenades, Atropus, Shroud of the reaper, Necrosis Rex
Atropus, a name for mighty two handed double scythes of powerful Slaugth artifice made from unknown materials that seem to drink in the light while evilly glowing with dark power. The scythe is incredibly virulent, corroding flesh and metal with equal ease and can be swung with surprising and deadly grace and fluidity despite it's ability to slice through nearly all forms of matter. The Lord of Atrocity wields this weapon with incredible grace and fluidity, It strikes with the following profile: S(User+1), AP1, Armorbane, Rot blade; On a roll of a six to wound, the weapon inflicts instant death as the target is consumed by a massive all pervasive rot, and thanks to it's second blade, due to it's second blade it is counted as two CCWs in assault. During the shooting phase it can fire as the following.
S5 AP4 Assault 4, twinlinked, rending 24 inches.
Necrosis rex: This mighty crown wraps around his head and infuses him with strange, otherworldly power, granting him greater speed and a dreadful resilience, increasing his toughness and initiative by one point as this energy flows through him, it also surrounds him with a powerful energy bubble, granting him a 4+ invulnerable save.
Shroud of the reaper: This worm wears abnormally heavy armour on his shadow weave cloak that evokes the images of the image of death of many cultures. This shroud does far more than just make his visage look frightening, it bends light around him making him difficult to see, and grants the shrouded and infiltration rules as well as a three plus armour save, for such is the strength of it's armour.
Special Rules: Independent Character, Feel no pain, Eternal warrior, Preferred enemy (everything), Fleet of foot, Worm that walks, It will not die, Great commander, Counter attack, Fearless.
Worm that walks: Kay-yuss is composed of thousands of writhing grubs in a semi-humanoid shape, and thus benefits from fear and night vision, however due to his swarmlike nature, he takes double damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.
Great commander: Kay-yuss has been commanding the vat grown, genetically altered, or recruited armies of the Slaugth for so long that he has become a master of bringing in soldiers from the most unexpected of places. He may bring in d3 units with the scouts rule and redeploy d3 units after deployment is completed. He may always attempt to seize the initiative on a 4+ except against Necrons, where he may not attempt to seize the initiative at all.
Master of the Hand: Kay-yuss' bodies are accompanied by a fearsome set of guards known as the Hand of Silence who ensure that only the most important and worthy of foes can reach their master. Taking Kay-Yuss allows the taking of one hand of silence unit that does not take up a FoC slot.
Fluff
Spoiler:
Kay-yuss is an ancient and malevolent Slaugth Lord who has commanded a particularly large and deadly Slaugth conven of dozens of systems for countless years and even claims to have been fully awake and present during the fall of the Eldar and the Great Crusade. Though little is known about his early history, what is known is that the creature exists in many bodies as is the case of many Slaugth, bound by unknown means, though the Adeptus Mechanicus has theorized that this connection is the product of natural quantum entanglement. This has given Kay-Yuss the ability to act in many places at once and escape even certain death, though it is believed that the bodies most commonly encountered are lesser reflections of it's whole.
Kay-Yuss like most of the Slaugth; makes his home in the farthest reaches of the galaxy, operating in the sectors of the Inciphis Region such as the Calixis and Supremor sectors, and is believed to have bases of operation in the trailing Halo stars and perhaps even the nearby dwarf galaxies that orbit the Milky Way, though critics of the latter theory point out that the Tyranids have likely swept the Galaxy's orbiters clean of all life. A hated terror of the region, Kay-Yuss has made his moves much bolder and more prominent as the years roll on, joining in an explosion of Slaugth activity that many classify as an all out invasion by the vile Xenos as they join in a parade of aliens who are ruthlessly exploiting the increasing weakness of the two great houses of man as the thirteenth black crusade sputters into a meatgrinding stalemate.
The fact that the majority of the armies of the Slaugth are expendable biomechanical constructs, machines, corpses given new animus in a parody of life, or mercenaries means that he cares little for losses. Despite this callousness, the sheer amount of time he has been a commander has given him a vast and deep knowledge of warfare, he has fought against most every kind of foe there is to be found in the galaxy, and thus can manipulate the battlefield in a way that few others can match. All this to better his station as a harvester of food to feed the Slaugth's hunger, and a conqueror to satiate their egos.
Furthermore; Kay-yuss himself is a lethal combatant. Though he prefers to work through his pawns, he relishes the opportunity to fight those who have proven themselves worthy enough to reach him through his dreadful army of monsters conjured from the deepest nightmares. His scythe, atropus, is capable of letting loose a storm of deadly necrotic energies that rot and corrode their targets from range before it hacks into flesh, bone, and armour with contemptuous ease, reaping a harvest of lives like the Grim Reaper he resembles. If he has a weakness, it is weapons like flamers or plasma cannons that kill the worms that comprise him by the hundreds, and his unease around the Necrons, who offer the maggot-men no flesh to feast on and may have ties to their origin.
Imperial reports of worlds assaulted by the Atushkar Conven report mass uprisings supported by the Slaugth with deadly xenostech that turns simple rebellious rabble into a lethal force that is more than capable of tying down the local PDF en masse until the Slaugth fleet decelerates from faster than light speed and launches a rapid combined arms attack, utilizing space, air, ground, and naval elements to the fullest effects. The worlds are soon overrun with Slaugth bioconstructs and machines and the Slaugth themselves feed on the population of the world, "rewarding" those that took up their cause by infesting them with slaugth worms that turn them into hideous spawn that will eventually become yet more Slaugth while the others are reduced to chattel to feed the insatiable hunger for flesh of the Slaugth.
Atushkar himself, though by no means weak in the art of battle, prefers to allow his soldiers to do his dirty work. But when one proves their worthiness to fight him by getting by his guards by either slaughter or subterfuge, he is all too willing to oblige them in battle, having no fear of oblivion thanks to his many bodies. When he has vanquished a worthy foe, he swiftly eats of their flesh if there is time, earning him an odd respect from the Kroot. The lack of warp presence shared by all Slaugth allows him to safely eat of the Champions of Chaos, while his body seems capable of safely devouring the poisonous flesh of the Tyranids. When he has stripped his foe of all he deems edible, he takes from them something to remember his victory by. Foes who surrender can instead expect a lifetime of enthrallment.
Ovion wrote: Don't know.
Tired, far too hot, and wall of text made my eyes going funny. xD
I'll give it a look in a bit.
But at a glance, the standard USRs and gear come to about 120-150pts alone, and that weapon is around 110pts on its own.
I get the feeling the statline and other rules are worth more than 90-120pts.
I only mention it because the difference between artificer armor with a 3+* save and Cataphracti Terminator Armor is 15 points.
Apologies, my reply was because I thought you were Kain, specially being you were quoting my reply to it.
315 is probably fine then.
However, I would say, is this meant to be a 40k, or 30k unit, because they aren't really balanced against each other.
I'll come back and review other peoples once I'm more with it.
Its a 40k Character, he is Chapter master of a secret Mechanicus Founded Chapter. They specialize in Mechanicus tech and focus on Crusades alongside garrisoning Forgeworlds.
In terms of balance, He isn't exactly a chapter master; seeing as an Arch Magos can be tooled up to be one of the toughest IC's in the game, I took a few liberties with a Space Marine Magos equivalent. I also wanted to reinforce the idea that a Tech Priests augments increase ones durability, at the cost of ones natural grace in combat. This should be especially evident in Space Marines that have rank in the Mechanicus.
Having now put together an IG with a feth huge flag, and a backpack with a shovel on it (but no lasgun, as it won't fit anywhere), I have come up with this:
Badass Flag Guy
Spoiler:
Badass Flag Guy may be taken as an upgrade to a veteran in the CCS for +15 pts, and for all rules purposes in considered to be an IG Veteran.
Statline: [IG Veteran]
Equipment: Regimental Standard, Flak Armour, Sunglasses of Coolness, Shovel of Death.
Regimental Standard: See the AM codex.
Flak Armour: See the AM codex.
Sunglasses of Coolness: +1 Rule of Cool point.
Shovel Of Death:
This shovel has been carried by every standard bearer in the regiment, and has beaten to death hundreds of foes. Often thrown towards the enemy like a boomerang, it has the strange honor of being considered more effective than a lasgun. It counts as a CCW and as a lasgun.
Shovel Of Death:
This shovel has been carried by every standard bearer in the regiment, and has beaten to death hundreds of foes. Often thrown towards the enemy like a boomerang, it has the strange honor of being considered more effective than a lasgun. It counts as a CCW and as a lasgun.
[/spoiler]
Jesus, I read that last part and now I am crying. Please tell me you use these rules in games.
Shovel Of Death:
This shovel has been carried by every standard bearer in the regiment, and has beaten to death hundreds of foes. Often thrown towards the enemy like a boomerang, it has the strange honor of being considered more effective than a lasgun. It counts as a CCW and as a lasgun.
[/spoiler]
Jesus, I read that last part and now I am crying. Please tell me you use these rules in games.
Your standard bearer reminds me of my friend's Scout machine gunner. Hero of the chapter material.
And one of my own just for fun and old time's sake:
Tau XV75 Crux Heavy Stealth Suit[40pts]
When the duties of Pathfinders and Stealth teams get more and more dangerous as the technology and tactics of their foes continue to evolve so too must the Tau. A middle ground between the light XV25 and the heavy XV8 the XV75 Crux strikes a balance between stealth and firepower.
WS3 BS3 S3 T3 W2 I3 A2 Ld8 Sv3+
Jetpack Infantry
Special Rules:
Experimental Mirage Suit: Confers the wearer Shrouded and Infiltrate. However cannot deploy within 12" of enemies.
-Suit is equipped with two hard points for battlesuit weapons or systems.
acekevin8412 wrote: Your standard bearer reminds me of my friend's Scout machine gunner. Hero of the chapter material.
And one of my own just for fun and old time's sake:
Tau XV75 Crux Heavy Stealth Suit[40pts]
When the duties of Pathfinders and Stealth teams get more and more dangerous as the technology and tactics of their foes continue to evolve so too must the Tau. A middle ground between the light XV25 and the heavy XV8 the XV75 Crux strikes a balance between stealth and firepower.
WS3 BS3 S3 T3 W2 I3 A2 Ld8 Sv3+
Jetpack Infantry
Special Rules:
Experimental Mirage Suit: Confers the wearer Shrouded and Infiltrate. However cannot deploy within 12" of enemies.
-Suit is equipped with two hard points for battlesuit weapons or systems.
Seems pretty cool but you might want to increase his strenght since stealthsuits are S4 and XV8s S5 and the deployment caveat for infiltrate should be 18" since just the regular infiltrate rules prevent you from deploying within 12". With the changes I think the pricing is about right especially since you still have to buy weapons for it.
Well, I had figured this thread would have died long ago, what with the bit with it being 115 pages long, so I held back.
Anyways, I have brainstormed homebrew rules for the Raven Gurad Chief Librarian for a while now. Why are the UltraSmurfs the only chapter that get a chief libby? (FW doesn't count 'round my parts.)
Generates Powers from Bio, Telep, Telek, and Pryo. Wargear : Power Armour, Iron Halo, Jump Pack, Bolt Pistol Special Rules: ATSKNF, Pskyker (ML 3), Master Pyromancer
Master Pyromancer: Chief Librarian Solara can re-roll failed psychic tests when casting powers from the Pyromancy Discipline. Also, Psychic powers from the Pyromancy Discipline cast by Chief Librarian Solara get +6" to their range.
Roc's Talon: A force Axe Fashioned from the Femur of a Kiavhan Roc, given to him as agesture of gratitude after he Rescued a chaplain from certain death Early in both of their Careers.
Roc's Talon: S+1, AP3, Melee, Force, Prey's Bane Prey's Bane: At the start of each assault phase, the player can choose to activate Prey's Bane. If they choose not to, use the above profile. If they activate Prey's Bane, use this profile: S+2, AP3, Melee, Force, concussive, Unwieldy
Arkhan Solara always showed utter contempt for the taciturn personality of his chapter. This worried his superiors in Chapter Command as well as is superiors in the Raven Guard Librarius, as his lack of discipline would be the undoing of a psyker of his calibur. Still, he showed more promise than any other aspiring Librarian the Raven Guard had seen in recent memory. Early in his training as a Lexicanum, the young aspirant had a startling affinity for pyromancy. That, in fact was the only way anyone in his family of eleven brothers and four sisters had any indication of him having been mutated. His indomitable will allowed him to hide the fact that he was a psyker at all for years.
During his training, Arkhan immediately became fascinated not with just lighting candles at will, but with throwing fire out of the palms of his hands and igniting targets with a thought. He rose through the ranks of the Raven Guard Librarius swiftly, if only on sheer talent. His reckless abandon that rivaled other chapters like the blood angels or white scars was not without use, and Shadow Captains began employing him with the few marines in his chapter that could tolerate his brazen sense of humor as a means of intimidation or distraction.
The idea was to give him 2 'modes,' so he stood a chance against MCs and wasn't also such a prime target for tarpits. Maybe make the Unwieldy mode of the Axe S+2, AP3, Force,Concussive,Unwieldy?
Also, does anyone have a better name for it? I really don't like the recurrence of talon/claw analogues 40k.
Powerfisting wrote: The idea was to give him 2 'modes,' so he stood a chance against MCs and wasn't also such a prime target for tarpits. Maybe make the Unwieldy mode of the Axe S+2, AP3, Force,Concussive,Unwieldy?
The new version of Roc's talon's profil looks much better. And I'm personally very happy that you've put some effort into making pyromancy a bit more viable. You might want to up his WS to 5 since that is what all other librarians have and give I5 a tought since it's usually reserved for captains and chaptermasters.
Powerfisting wrote: The idea was to give him 2 'modes,' so he stood a chance against MCs and wasn't also such a prime target for tarpits. Maybe make the Unwieldy mode of the Axe S+2, AP3, Force,Concussive,Unwieldy?
The new version of Roc's talon's profil looks much better. And I'm personally very happy that you've put some effort into making pyromancy a bit more viable. You might want to up his WS to 5 since that is what all other librarians have and give I5 a tought since it's usually reserved for captains and chaptermasters.
I roll on whatever looks cool, and in my mind, firebenders in space are the coolest gak there is. I just wish it didn't always loose games.
Gizgutz is the self proclaimed master of dakka, and is widely regarded among orks as being too dakka obsessed for his own good, even by the standards of Flash Gitz.. Wielding his trademark gun, a looted punisher gatling cannon, Gizgutz is truly a dangerous foe.
Wargear: Gizgutz' Gun, Stikkbomz, Choppa, Bosspole, Ammo Runt
Gizgutz' Gun: Range 24' S4 AP4: Heavy 10, Twin Linked
Type: Independent Character (Infantry) Special Rules: MOAR DAKKA!, Waaagh, Furious.
MOAR DAKKA: Gizgutz may choose to increase the penetration, range and firing rate of his gun, at the cost of dangerously overheating it. if he does so, change Gizgutz' Gun to the following profile
Overcharged Gizgutz' Gun: Range 48' S5 AP3 Heavy 20, Gets Hot
20 shots at BS2 is gonna give you, on average, 6 hits since it loses twin-linked when it goes overcharged. Plus with gets hot, you can expect 3-4 wounds on the guy who only has a 6+ save, making it likely he will die.
Against T4 MEQ, that turns into 4 wounds. Assuming no cover, that's not THAT insane. And at 200 points, that's a pretty solid cost.
Yep, multi-shot gets-hot guns are a hazzard to all, even the almighty riptide finds he's "mere" 12 shots a serious problem.
20 gets hot shots on a defenseless model is outright suicidal.
Speaking off, I find a 200 points of a model with no defensive stats at all to be unplayable anyway. you need to consider remaking the dude to something that won't die to a few bolter shots, even if it means the price will have to go up.
Colonel Irsain Palinev (150 Points)
Irsain Palinev began his career as a Sergeant in the Umbrire 6th Stormcorps. His charisma and natural command ability lead him to rise through the ranks quickly. Eventually, he achieved the rank of Colonel and command over the 6th Umbrire Stormcorps. When a tendril of Hive Fleet Medusa attacked the vital moon, he lead the defense. Due to his accomplished command, the Tyranids were defeated, but at great cost. In the final moments of the war, he was charged by a Carnifex, and lost his arm, shoulder, portion of his torso, and a lung to it's frantically flailing talons. In the last few seconds before he passed out, he buried his Power Fist in it's stomach and fired his Plasma Pistol. His damaged body parts were replaced by the Adeptus Mechanicus, and lives to command the Umbrire Stormcorps to this day.
BSWS S T W I A LdSv 4 4 4 4 3 3 4 10 4+
Special Rules Fearless
Final Stand
Monster Hunter
Independent Character
Final Stand Colonel Irsain Palinev and any unit he joins may fire Overwatch at full ballistic skill once per game.
Warlord Traits Bellowing Voice
Wargear
Spoiler:
Refractor Field
The Fist of Umbrire
Master-Crafted Plasma Pistol
Carapace Armour
The Fist of Umbrire The Fist of Umbrire was a gift to Colonel Irsain Palinev from the Adeptus Mechanicus after his heroic defense of the moon of Umbrire. It contains high-energy blades that extend from the wrist. The blades contain enough electricity to destroy the vital organs of nearly any attacker, however, the energy drain on Irsain Palinev's vital augmetics can cause damage in rare cases.
The Fist of Umbrire counts as a Close Combat Weapon with the following profile:
Strength- User x2
AP- 2
Type- Melee, Armourbane, Electroshock Vanes
Electroshock Vanes Any weapon with this special rule causes Instant Death on a roll of 6 to wound. If Instant Death occurs, the user must take a Strength Test. If failed, the user must suffer a wound with no saves allowed.
when enemies first see Ugluk they often assume he is harmless. They are quite wrong. Known to his fellow orks as "Ugluk Da Drunkerd", Ugluk is a brewer of supreme brilliance (by ork standards). His brews are renowned far and wide as being so potent that one flagon (note that one one orkish flagon is defined as "the amount of booze it takes before organ failure is imminent) of his brew can fell a bull grox. he carries a huge amount of flasks on his back, and is (mostly) always willing to share with Da Boyz
Ugluk Da Drunkerd: 250 pts.
WS2 BS2 S4 T4 W5 I2 LD10 SV6+
Wargear: Choppa, Booza-Pack, Slugga, Attack Squig
Booza-Pack: at the begining of the game, and whenever Ugluk and the unit he has joined destroys another unit, choose a brew at random. Ugluk and the unit he has joined the benifit of that brew for the rest of the game. the affects of the different brews do stack
1. Liquid Courage- gain the Fearless and Crusader special rules
2.Orkish Brandy- gain immunity to weapons with the helfrost special rule, and all powers from the tempestus discipline
3.Orky Firewater- Gain Feel no Pain (4+)
4.Pansy Wine: Gain Fleet of Foot and Stealth
5. Bean-Squig Juice- Gain Shrouded
Special Rules: Flammable, Waagh, Furious Charge, Feel no Pain (5+)
Flammable: due to the large amount of alchohol that Ugluk consumes, Ugluk is somewhat vulnerable to flame, and thus refuses to fight alongside Burna Boyz.. all weapons with the melta rule, flame based weapons (as defined in the main rulebook), and power from the pyromancy discipline count as instant death against Ugluk. In addition, Ugluk may never be taken in an army that containsone or more units of Burna Boyz
Giant Slayer: when locked in close combat with an MC or Super heavy, Arrac gains +3 S and a 3++
Wrath of the Trampled: Crozius Arcanum with the following profile
R S AP Rules
melee +2 4 Armorbane
NOTES: In a tourney, I had a Chaplain survive getting hit by two knights in CC, so I decided to write some fluff/ special rules for him. For price Iwas thinking somewhere around 200, all help appreciated
Grark McShinygubbinz allows you to take Killa Kanz as Troops and Deff Dreads as Elites. He may also take a Morkanaught or Stompa as a dedicated transport.
Special Rules: Da Best Mek You Ever Seen!, Carried Away!, 'Ere W Go!, Furious Charge, Independent Character, Mob Rule
Da Best Mek You Ever Seen!: Grark may make repair attempts on any friendly vehicle he is in base contact with or embarked upon instead of firing any of his weapons during the shooting phase, succeeding on a 3+. If the vehicle he is attempting to fix is a Walker, he succeeds on a 2+. After a successful repair on a Walker, you may make a Leadership check. If successful, you may increase the armor values of that Walker by 1 for the rest of the game. This effect cannot stack multiple times on the same Walker.
Carried Away!: If Grark's repair roll results in a 1, he gets a little to excited with what he is doing and the vehicle is unable to move next turn, though it may fire any or all of its weapons. If the vehicle is a walker, the other Walkers in its squadron may move on without it. If the affected Walker cannot get within unit coherency on by the end of your next game turn, remove the affected Walker as a casualty.
Wargear:
'Ard Armor
Propa' Cybork Body - 5+ FNP Kill Saw
Grark's Supa Welda - Template, S5 AP 3 Assault 1; HAR HAR! BURN!!! (Causes Soulblaze)
Tank Busta Bombs
Still working on a propa background for Grark. Him and Morg Deffbringa (Warboss) deserve a well thought out story. I need to do a little more research on 40K lore though :p
Morg Deffbringa - 175 Points
WS5BS2 S 5 T 5 W 4 I 2 A 4LD10SV4+
Special Rules: Waaaaaagh!, 'Ere We Go, Independent Character, Fearless, In Da Name of Gork!, MOVE OR DIE!, Gork's Blessing
In Da Name of Gork: For every challenge that Morg wins, score an victory point.
MOVE OR DIE!: The unit that Morg joins has Fleet and Move Through Cover, though they must make Dangerous Terrain rolls. If the unit fails a charge, remove D6 models from the unit as casualties for messing up and invoking Morgs wrath!
Gork's Blessing: Morg believes he has been chosen by Gork to be a personal arbiter of all things Brutal. As such, he has a 4+ Invul save and makes all Power Klaw attacks at initiative 2.
I have a few... They're also posted in my thread, but may not have the current update. I'd like to see the Dakka community pick apart these guys and tell me what you think. They're all designed for my homebrew 'dex. If I've misunderstood this thread and I'm not supposed to post that kind of thing here, please let me know and I'll remove it
Fluff: I'm in the process of finishing up their fluff (mostly spell checks and proof reads to make sure there is no contradictions with actual fluff) They are an Iron Hands successor, cursed founding. Some number of millennia in the future, they fall from their path as loyalists thanks to the help of Asura; a Daemon that lives within Gadreel's armour without him realising.
The points next to things are what I think they're worth, and are factored into the total cost.
Gadreel:
Spoiler:
Gadreel, Harbinger of Krakens ~ 275pts WS6 BS5 S5 T5 W4 I5 A4 Ld10 Sv2+ Unit Type: Bike (Character) Unit Composition: 1 (Unique)
Special Rules: - And They Shall Know No Fear - Independent Character - Master Tactician
If Gadreel is in your army he must be your Warlord.
Master Tactician: Gadreel generates 2 Warlord traits. If you have the option to re-roll them, you must re-roll both or none of the Warlord traits. All duplicates must be rolled again.
[Chapter Relic] Kraken Slayer (??) Kraken Slayer is the weapon used by Gadreel to slay the Kraken known as "Asura" on the chapter's homeworld. Range .. S . AP . Type - .......... +1 . 3 ... Melee, Shred, Master-Crafted, Specialist Weapon
[Chapter Relic] Asura (50 points) Asura, the barely awakened Daemon that inhabits this armour, grants the wearer a 2+ Armour Save, 3+ invulnerable save, and the Eternal Warrior special rule. But at what cost is such power given...?
Azazel
Spoiler:
Azazel, Harbinger of Technomancy ~ 195pts WS5 BS4 S4 T5 W3 I4 A3 Ld10 Sv3+ Unit Type: Bike (Character) Unit Composition: 1 (Unique)
Special Rules: - ATSKNF - Independent Character - Psyker (Mastery Level 3)
[Chapter Relic] Azazel's Bane (20pts) Azrael's Bane is a force weapon with the following profile Range . S . AP . Type - ........... 5 .. 1 ... Melee, Force, Unwieldy, Armourbane
[Chapter Relic] Wyvern (40pts) Conjured from the warp, Wyvern is Azazel's mount. It takes the form of a bike during battle, granting its rider a 4+ invulnerable save. Wyvern is mounted with the following weapon: Range . S . AP . Type 24" ...... 4 .. 1 ... Rapid Fire, Armourbane
Korrin was a Adepta Sororitas Cannoness of a lesser order militant who became obsessed with finding a relic of a martyred saint that was rumored to be hidden on a feral world near the edge of the galaxy. The name of the order has been lost or removed from Imperial records, as was her very exsistance. The relic she saught was a spear carried by the saint as she defended an Imperial shrine against a horde of savage mutants. Upon finding the spear, which had been tainted by the demon worshiping sorcerer who led the mutants, she was corrupted. Korrin then led her sisters to slaughter the inhabitants of the planet, dispite the fact they had turned from chaos and lived as pacifists. When the killing was done she moved on to another planet, this time inhabited by Eldar. She drove her forces fully apon the xenos, who were already prepared to meet them. The Imperial forces where slaughtered, but the grip of the deamon weapon would not let Korrin relent. Finally she was stuck a fatal blow. As her life blood ran out she swore she would hunt her slayers even from beyond the grave. Hearing her oath the gods of Chaos summoned her bodily to the Warp. There she was transformed into a deamon of Chaos Undivided, blessed by Khone with an unrelenting thirst for blood, by Slaanesh with a drive to best all foes, by Tzeench with an unbreakable will, and by Nurgle with the ability to be reborn from the warp. She now leads groups of Chaos Space Marines into battle, and has even been seen at the side of none other than Abbadon himself.
Stats: WS9 BS5 S6 T5 W4 I8 A5 Ld9 Sv3+
Unit Type: FMC (Character)
Warlord Trait: Black Crusader
Speacial Rules: Deamon, Fearless
Daemon Shield: The Daemon Shield confers a 3+ Invulnerable save.
Spear of Dark Destiny: +2S, AP3, Melee, Two Handed, Daemon Weapon
when enemies first see Ugluk they often assume he is harmless. They are quite wrong. Known to his fellow orks as "Ugluk Da Drunkerd", Ugluk is a brewer of supreme brilliance (by ork standards). His brews are renowned far and wide as being so potent that one flagon (note that one one orkish flagon is defined as "the amount of booze it takes before organ failure is imminent) of his brew can fell a bull grox. he carries a huge amount of flasks on his back, and is (mostly) always willing to share with Da Boyz
Ugluk Da Drunkerd: 250 pts.
WS2 BS2 S4 T4 W5 I2 LD10 SV6+
Wargear: Choppa, Booza-Pack, Slugga, Attack Squig
Booza-Pack: at the begining of the game, and whenever Ugluk and the unit he has joined destroys another unit, choose a brew at random. Ugluk and the unit he has joined the benifit of that brew for the rest of the game. the affects of the different brews do stack
1. Liquid Courage- gain the Fearless and Crusader special rules
2.Orkish Brandy- gain immunity to weapons with the helfrost special rule, and all powers from the tempestus discipline
3.Orky Firewater- Gain Feel no Pain (4+)
4.Pansy Wine: Gain Fleet of Foot and Stealth
5. Bean-Squig Juice- Gain Shrouded
Special Rules: Flammable, Waagh, Furious Charge, Feel no Pain (5+)
Flammable: due to the large amount of alchohol that Ugluk consumes, Ugluk is somewhat vulnerable to flame, and thus refuses to fight alongside Burna Boyz.. all weapons with the melta rule, flame based weapons (as defined in the main rulebook), and power from the pyromancy discipline count as instant death against Ugluk. In addition, Ugluk may never be taken in an army that containsone or more units of Burna Boyz
I like him, he is a bit to expensive, but i like him. Maybe you could reduce the abilities to less powerful versions, and bring him down to a price where people would want to take him instead of, the more reliable, Pain Boy? Something around or below 150pts would be the optimum price, otherwise since i imagine he should be running with an massive Slugga Horde, he is almost doubling the price of a full unit. How about something like this?
1.Fearless for the rest of the game, but must roll a dice on the turn they drink it. On a 1, they do nothing as they are all drunk under the table!
2.When moving and charging, he and his unit ignore the effects of terrain, including reducing their I to 1. But they treat all terrain as dangerous due to their inebriated charge causing them to run into stuff.
3. Grants (FNP 5+), if the unit already have FnP then it is increased by 1 (usually to a 4+).
4. Grants Fleet to the unit.
5. Grants Stealth + Defensive Grenades <-- Hilarious 6.???
Just an idea to keep his points cost to something manageable.
When a Company or Platoon is annihilated and only a single survivor remains - he or she is given a choice.
Join another company/platoon or become a Memoriae Sancto. It is an honourary title but the position is for those who won't or can't continue.
Maybe they lost family, friends and everyone they knew ... maybe they simply can't stand to go on. If they choose to become a Memoriae Sancto, it is till death, which will be soon.
On the eve of the next battle, the Memoriae Sancto will be adorned in armour and wargear recovered from their old Platoon or Company, often still bearing the stains of battle. The Memoriae Sancto will be given a Warhorse bred for this one last battle; a monster of a creature made to both inspire allies and instill dread in the foe. After standing vigil for the night, the Memoriae Sancto will affix banners (company and/or platoon, any banners that personally matter to the Memoriae Sancto) to the Warhorse's saddle and prepare for the last charge.
Crusader
Fleet
Zealot
Rampage
Eternal Warrior
Feel No Pain
Rules of Cool:
Spoiler:
Retrieve the banners! - Place an objective marker where the Memoriae Sancto dies. Worth D3 VP to the allied force, only 1 VP to the enemy force.
Inspirational Charge - Place a marker where the Memoriae Sancto commenced a charge. As long as allied units move directly towards that marker during the movement phase, they gain the 'Fearless' USR.
The Last Charge - When charging, the Memoriae Sancto moves 6" + 2D6 instead of 2D6.
When a Company or Platoon is annihilated and only a single survivor remains - he or she is given a choice.
Join another company/platoon or become a Memoriae Sancto. It is an honourary title but the position is for those who won't or can't continue.
Maybe they lost family, friends and everyone they knew ... maybe they simply can't stand to go on. If they choose to become a Memoriae Sancto, it is till death, which will be soon.
On the eve of the next battle, the Memoriae Sancto will be adorned in armour and wargear recovered from their old Platoon or Company, often still bearing the stains of battle. The Memoriae Sancto will be given a Warhorse bred for this one last battle; a monster of a creature made to both inspire allies and instill dread in the foe. After standing vigil for the night, the Memoriae Sancto will affix banners (company and/or platoon, any banners that personally matter to the Memoriae Sancto) to the Warhorse's saddle and prepare for the last charge.
Crusader
Fleet
Zealot
Rampage
Eternal Warrior
Feel No Pain
Rules of Cool:
Spoiler:
Retrieve the banners! - Place an objective marker where the Memoriae Sancto dies. Worth D3 VP to the allied force, only 1 VP to the enemy force.
Inspirational Charge - Place a marker where the Memoriae Sancto commenced a charge. As long as allied units move directly towards that marker during the movement phase, they gain the 'Fearless' USR.
The Last Charge - When charging, the Memoriae Sancto moves 6" + 2D6 instead of 2D6.
What army is the Memoriae Sancto for -- Imperial Guard? I love the idea, but the horse throws me off a bit.... aaand I realize I just a made a pun there, dammit.
Korrin was a Adepta Sororitas Cannoness of a lesser order militant who became obsessed with finding a relic of a martyred saint that was rumored to be hidden on a feral world near the edge of the galaxy. The name of the order has been lost or removed from Imperial records, as was her very exsistance. The relic she saught was a spear carried by the saint as she defended an Imperial shrine against a horde of savage mutants. Upon finding the spear, which had been tainted by the demon worshiping sorcerer who led the mutants, she was corrupted. Korrin then led her sisters to slaughter the inhabitants of the planet, dispite the fact they had turned from chaos and lived as pacifists. When the killing was done she moved on to another planet, this time inhabited by Eldar. She drove her forces fully apon the xenos, who were already prepared to meet them. The Imperial forces where slaughtered, but the grip of the deamon weapon would not let Korrin relent. Finally she was stuck a fatal blow. As her life blood ran out she swore she would hunt her slayers even from beyond the grave. Hearing her oath the gods of Chaos summoned her bodily to the Warp. There she was transformed into a deamon of Chaos Undivided, blessed by Khone with an unrelenting thirst for blood, by Slaanesh with a drive to best all foes, by Tzeench with an unbreakable will, and by Nurgle with the ability to be reborn from the warp. She now leads groups of Chaos Space Marines into battle, and has even been seen at the side of none other than Abbadon himself.
Stats: WS9 BS5 S6 T5 W4 I8 A5 Ld9 Sv3+
Unit Type: FMC (Character)
Warlord Trait: Black Crusader
Speacial Rules: Deamon, Fearless
Daemon Shield: The Daemon Shield confers a 3+ Invulnerable save.
Spear of Dark Destiny: +2S, AP3, Melee, Two Handed, Daemon Weapon
I like this. Some Sisters players will scream at the very idea of one falling to Chaos, but presumably traitors are everywhere, and I especially like the idea of a Chaos Sister who is not creepily over-sexualized. I'd suggest playing up the angle that this character takes the virtues of the Imperium -- kill the heretic, kill the xeno, kill the guy who looks at you funny -- to their reductio ad absurdum. She did what she was taught to do too well and became a monster.....
SisterSydney wrote: What army is the Memoriae Sancto for -- Imperial Guard? I love the idea, but the horse throws me off a bit.... aaand I realize I just a made a pun there, dammit.
Korrin was a Adepta Sororitas Cannoness of a lesser order militant who became obsessed with finding a relic of a martyred saint that was rumored to be hidden on a feral world near the edge of the galaxy. The name of the order has been lost or removed from Imperial records, as was her very exsistance. The relic she saught was a spear carried by the saint as she defended an Imperial shrine against a horde of savage mutants. Upon finding the spear, which had been tainted by the demon worshiping sorcerer who led the mutants, she was corrupted. Korrin then led her sisters to slaughter the inhabitants of the planet, dispite the fact they had turned from chaos and lived as pacifists. When the killing was done she moved on to another planet, this time inhabited by Eldar. She drove her forces fully apon the xenos, who were already prepared to meet them. The Imperial forces where slaughtered, but the grip of the deamon weapon would not let Korrin relent. Finally she was stuck a fatal blow. As her life blood ran out she swore she would hunt her slayers even from beyond the grave. Hearing her oath the gods of Chaos summoned her bodily to the Warp. There she was transformed into a deamon of Chaos Undivided, blessed by Khone with an unrelenting thirst for blood, by Slaanesh with a drive to best all foes, by Tzeench with an unbreakable will, and by Nurgle with the ability to be reborn from the warp. She now leads groups of Chaos Space Marines into battle, and has even been seen at the side of none other than Abbadon himself.
Stats: WS9 BS5 S6 T5 W4 I8 A5 Ld9 Sv3+
Unit Type: FMC (Character)
Warlord Trait: Black Crusader
Speacial Rules: Deamon, Fearless
Daemon Shield: The Daemon Shield confers a 3+ Invulnerable save.
Spear of Dark Destiny: +2S, AP3, Melee, Two Handed, Daemon Weapon
I like this. Some Sisters players will scream at the very idea of one falling to Chaos, but presumably traitors are everywhere, and I especially like the idea of a Chaos Sister who is not creepily over-sexualized. I'd suggest playing up the angle that this character takes the virtues of the Imperium -- kill the heretic, kill the xeno, kill the guy who looks at you funny -- to their reductio ad absurdum. She did what she was taught to do too well and became a monster.....
Thanks. I tottaly didn't want to go the "I'm and evil chick so I have to be a trollop" route. The idea is she is a unstopping killing machine. As for the Sisters players, lore has shown that no one save the Emperor himself (and maybe GKs) are beyond the grasp of Chaos.
Nah, the 6th Ed Daemon book had a GK trapped in the warp (not draigo, unfortunately) fall to Slaanesh. so even GKs crumble eventually
Automatically Appended Next Post: And as a general consensus, are there any additional rules to take into account creating armoured characters, such as Bjorn or Gerantius?
Thanks. I tottaly didn't want to go the "I'm and evil chick so I have to be a trollop" route. The idea is she is a unstopping killing machine. As for the Sisters players, lore has shown that no one save the Emperor himself (and maybe GKs) are beyond the grasp of Chaos.
The only real issue I have with her is that I think her gear should change around some. Since the spear is two-handed, she would not get it in melee. I'd say drop the shield and just give her a 4++ with FNP
Remember there is no canon in 40K and all the fluff is implicitly in-universe propaganda by one faction or another. When the Grey Knights or Sisters say "not one of us has ever fallen," I don't believe them.
(Personally I've never forgiven the GK for the whole Bloodtide thing and my headcanon has them as arrogant and severely lacking in social skills -- because of the whole "brainwiped on induction" thing followed by a lifetime of isolation from regular people. So in my mind GK range from "adorkable gentle giant" at best to "sociopathic arsehole" at worst).
Personally I don't beleive the demon saying ''we managed to corrupt your uncorruptables''.
I've seen this countless of times around here, people seem to beleive that only the Imperium is able to either lie or use propaganda, and they take the word of non-imperial 'dex for granted, whereas they question almost everything mentionned in an Imperial codex.
I am fine with GK, instead of killing the million of Kriegsmen that took part in the Siege of Vraks, they did nothing and said Kriegsmen were sent to the next ridiculously dangerous warzone, good times for everyone.
So I may be relatively new to all of this, or at least 40k, but I adore the idea of creating a personal character to your suiting that isn't overall powerful or game-breaking, and considering the list of the IG...They've got potential to mess around with and make some really cool stuff! Hope you enjoy this folks, just for a good laugh!
Grubbs 'My Eye!' McCoy- 70 points (First good name that popped up)
WS- 2
BS- 5
S-2
T-2
W-2
I- 4
A- 1
Sv- 5+
Wargear: Flak Armour
Laspistol
'The Commander'
Background: Grubbs McCoy has served in countless companies, wars and done countless acts of mercenary aid...And has been kicked out from areas he's helped soon afterwards when they finally discover who stole the Commander's Ammunition (Or replaced it with a rock) after a sorry state of 'Weapon Failure' that led to a fatal accident on the field. No one was safe from Grubbs, deeming the name honourable due to his 'Grubby Little Hands' (Called many a time) that have pilfered, looted and tinkered with bodies, equipment and weaponry. But as much as he is despised on the field by the Brass, he is a hero to most ratlings, like the Robin Hood, stealing from the stupid and giving to the smart and quick...Mainly bullets, rations and neat trinkets. Even though virtually all Commander's despise him, they realise his deadly potential when they've been nice enough to not have Grubbs remove the firing mechanism off the laspistol and also when a bullet pierces through the enemy leader's eye socket or catch the fuel tank of vehicle to send it into a fiery ball in the midst of the enemy. All thanks to the Commander...
And the Heavy Weapon Team's ammunition after one of them called Grubbs a runt during lunch....
Special Rules: Infiltrate
Shoot Sharp and Scarper
Stealth
'Borrowed' Ammunition
Ratling Squad Option Only
'The Commander': 'Why do I call this lovely piece tha' Commander huh? Oh....Well funny story is lad that one company I served in, had tha' meanest, strictest and goddamn LOUDEST Commander from Cadia to 'ere, so loud I swear he once made a group of Orks quit their jabbering in a firefight. Good shouter. Terrible luck. So loud he drew a sniper bullet straight through his mouth mid-shout one time, cut him down to just a gurgling heap on tha' floor. I thought I'd name m'gun after him then, not outta respect though, just for how damn funny it was and wanted t'remind m'self of tha' moment.'
-'The Commander'is a converted sniper rifle by the grubby hands of Grubbs, tweaked and kitted during his time in the field, adjusting the scope enough that allows him now a +1 to hit compared to regular snipers and always comes with rending bullets.
'Borrowed' Ammunition:
'Sure tha' commander won't miss his precious stash in tha' field lads...but when ya hav' tha' time, watch the Commander when he goes into tha' fight, ya may get a good laugh...'
-Optional choice of granting each Ratling in the squad the rending ability from the stolen ammo that Grubbs fetched with himself to share, though the rest of the ratlings are usually clueless from where, or Grubbs just doesn't say...4 points per model
Thanks. I tottaly didn't want to go the "I'm and evil chick so I have to be a trollop" route. The idea is she is a unstopping killing machine. As for the Sisters players, lore has shown that no one save the Emperor himself (and maybe GKs) are beyond the grasp of Chaos.
The only real issue I have with her is that I think her gear should change around some. Since the spear is two-handed, she would not get it in melee. I'd say drop the shield and just give her a 4++ with FNP
Why would she not get a spear in melee? There are GW/FW characters that use them in melee. Such as Lord Asterion Moloc and Vulkan. Not to mention all the halbreds thrown around by GK and Dark Angels.
As to the GK's and Sisters never falling, I say Poppycock. The Knights a least have reasonable doubt, but the sisters are mere humans, and therefore flawed.
Thanks. I tottaly didn't want to go the "I'm and evil chick so I have to be a trollop" route. The idea is she is a unstopping killing machine. As for the Sisters players, lore has shown that no one save the Emperor himself (and maybe GKs) are beyond the grasp of Chaos.
The only real issue I have with her is that I think her gear should change around some. Since the spear is two-handed, she would not get it in melee. I'd say drop the shield and just give her a 4++ with FNP
Why would she not get a spear in melee? There are GW/FW characters that use them in melee. Such as Lord Asterion Moloc and Vulkan. Not to mention all the halbreds thrown around by GK and Dark Angels.
As to the GK's and Sisters never falling, I say Poppycock. The Knights a least have reasonable doubt, but the sisters are mere humans, and therefore flawed.
Nothing at all. But the way you have it written, the spear is two-handed, she wouldn't get the benefits of her shield in melee is all. Unless she's holding the shield in her teeth or something.
GW wrote:Two Handed: A model attacking with this weapon never receives +1 attack for fighting with two Melee weapons.
Nothing says you lose the save from a shield. If I recall you can equip Honor Guard with Relic Blades and SS. If not then I stand corrected. (Edit: I stand corrected.)
"Since the spear is two-handed, she would not get it in melee."
Pulled from your post- you don't specify what "It" is, and from the way the sentence is arranged, that suggests that you're talking about not getting the spear in melee, as opposed to the shield.
Ah I see. Just simple confusion. So the statement was merely that she would not get the shield in melee. However I addressed that as well. Perhaps I should drop the two-handed from the spear as the shield, basically a storm shield, would already prevent her form getting the second attack in melee.
Wargear: rending claws, scything talonsx2
Special rules, same as broodlord with exceptions;
psyker mastery 3
Synapse: genestealer, spectral horror, preferred enemy: Chaos Hatred: Chaos. Everlasting vengeance. Eternal warrior. Broodshadow
Rules:
Spectral horror: models with spectral horror are independant characters, and can join any model with spectral horror as a unit. in addition spectral horror allows movement through all terrain without a test.
Everlasting vengeance: whenever a genestealer model within synapse is killed, roll d6, on a 4+ add a counter to this model. when this model kills an enemy unit, revive that many genestealers and deploy within 12".
Synapse: Genestealers; range 12", all genestealer models within range get +1d3 inches added to movement, feel no pain 5+ daemonbane, and furious charge, 3+ cover save
Broodshadow: if taking shadow horror as a broodlord upgrade al genestealers in its unit can buy spectral horror for +15 points a unit
Hundreds of years ago . the imperium of man started an experiment on genestealers, locking them away on hulks, and sending them through the warp, in an attempt to destroy them. The warp had an unexpected effect on the creatures, mutating them into shadowy figures incorperal but deadly, cut off from the hive mind the creatures went insane, until one final mutation left few of them changed, leaders of these shadow creatures...a decade later the hulk broke free from the warp, guided to a planet teeming with daemons, slaughtering the native population. With the arrival of the space hulk daemons started investigating, but...upon inspecting it the shadow in the warp permeated the battlefield, and a lone creature crawled out. Standing 6 feet tall, it let out a wail, and attacked the nearby daemons, daemon weapons clanged through the creature, missing and with one slash of its claws, rended the daemons forms, killing them across the planes. Magic blasted the creature, ending its slaughter...but the shadow didnt lessen, it grew stronger, powerful energy surged forward, and through the space hulks walls came a ghostly army, wailing in fury. Daemons fought blindly, rending each other more then the genestealers, the battle turned, and reinforcements came, powerful beasts of khorne, quick seekers of slaanesh, sturdy beasts of nurgle, and finally a horde of flamers of tzeentch, burning everything in their path, a stalemate was reached, neither side at an advantage, until in the distance came a roar, unearthly,beastial, and commanding. The genestealers pushed harder, breaking through the daemons, destroying the enemy.
Humans, alive witnessed the act, and were terrified when they swarmed towards them, vanishing into thin air.
Event started popping out on worlds, creatures appearing, killing daemons, then leaving, even in the middle of battles
Was an idea from an argument with a friend about tyranids in the warp so I created ghost genestealers
Other thoughts: increase price, make spectrral horror give psyker level 1, bs upgrade for basic genestealers etc.
Special rules: Gargantuan creature, rage furious charge counter attack, god among grots. Revenge of the grots. Supa punt.
Supamega grot blasta 9000: range 36" s10 ap1 heavy 5 small blast, always scatters full.
Special: one use only: 9001:change small blast to large blast then destroy weapon
Melee: very big rock S: user ap1 special rule: center small blast over target and hit enemy that many times.
Special one use only, pick a direction and roll 1d6 the rock becomes a ranged weapon with: range 12" s10 ap1 large blast that bounces d6 times that direction one use only
rules
Got among grots: friendly grots within 24" automatically rally, grots that attack a target previously attacked by this unit get +2 bs this turn.
Revenge of the grots, friendly ork casualties caused by this unit award bo victory points, enemy ork casualties award +1vp
Supa punt: this unit may choose to make a supa punt instead of moving normally, the unit targets a model within 12" and prepares a supa punt, rolling 3d6, the number rolled is the strength of the hit, resolve the hit then roll 4d6 and the scatter die and move the target that many inches a direct hit aims for the users choice. If a friendly model is hit, it hits the ground with a s6 small blast and is removed.
We can rebuild it, faster better stronger....orkier- dr.orkenstein
Automatically Appended Next Post: Sergeant Berneo - XXI Deathwatch Squad
The fearless warriors of the Deathwatch face the enemies of Mankind with blade, shield and faith, yet even the humble Boltgun can be more devestating than imagined when wielded by a member of the Ordo Xenos. While those within the Ordo are given a degree of freedom to customise their wargear loadout, Sergeant Berneo retains the Boltgun issued for his very first mission, over 2 centuries ago as a member of the [CLASSIFIED BY ORDERS OF THE ORDO XENOS] Chapter. Extensively modified with a wide variety of ammunition, the Hunter-Pattern Boltgun, as Berneo calls it, has ended many hostile lives across the galaxy, and these skills are often loaned to other Chapters, Berneo eager to teach fellow Astartes the techniques in which the Boltgun can end all threats to Man, regardless of size or type/
Sergeant Berneo - 120 Points
Sergeant Berneo is bought as an upgrade to a Codex Space Marine army, replacing the Sergeant or Veteran Sergeant in any of the following squads. - Tactical Squad - Scout Squad - Sternguard Veterans - Vanguard Veterans - Devestator Squad
WS4 BS6 S4 T4 W2 I4 A2 Ld9 Sv3+/5++
Wargear Power Armour Combat Knife Bolt Pistol Hunter Pattern Boltgun Refractor Field Frag and Krak Grenades Special Issue Ammunition*
If Berneo is taken as part of a squad with access to Jump Packs, he may be upgraded with one for the cost listed in the unit entry.
Hunter Pattern Boltgun Range 24" S4 Ap4 Salvo 3/5
*Berneo may use any Special Issue Ammunition profile, counting the weapon as a Heavy 3 weapon in all aspects. In addition, he has access to 2 additional forms of ammunition, the Odysseus and Bloodboil rounds. These rounds may only be used by Berneo, not any other members of the unit.
Odysseus Round - The weapon replaces killing power with an array of broad-spectrum tracking devices, allowing other units to better locate the target for future elimination. Such technology is particularly useful against Necron forces, as units which Phase Out often carry the Odysseus Rounds to their destination, allowing for future attacks within the Tomb World itself. Range - 24" S3 Ap- Heavy 1, Tracking Tracking - Any unit hit by this round suffers a -1 penalty to cover saves from any subsequent shooting for that turn. In addition, units on the same side as Berneo attempting to enter play from reserves within 6" of the affected unit will not scatter. This effect lasts until the end of the next game turn.
Bloodboil Round - The round is comprised of an unstable neuro-toxin, designed to destroy larger prey. The toxin reacts with the victim's bodily fluids, causing them to immolate from within. Such a device is risky however, and Bloodboil rounds can easily become damaged during transit, increasing their danger tenfold. The weapon was reverse-engineered from captured Dark Eldar technology, and has ironicaly been useful against their larger torture-beasts. Range - 24" S5 Ap3 - Heavy 1, Poisoned (3+), Bloodboil, Gets Hot Bloodboil - If a model is slain by this weapon, place a small blast marker over the victim. Any models underneath take a hit, with the Strength equivalent to the victim's Toughness, and an Ap equivalent to the victim's Armour Save
Refractor Field Grants a 5+ Invulnerable Save
Special Rules Chapter Tactics - Ordo Xenos And They Shall Know No Fear
Chapter Tactics - Ordo Xenos - Berneo's unit replaces their Chapter Tactics with those of the Ordo Xenos. The unit gains the Preferred Enemy rule against all non-Imperial forces. The unit may also not claim any benefits from other Chapter Tactics that would otherwise affect them, such as the Ultramarines Devestator Doctrine for example.
Not really one of my own exactly, but not codex that I know of.
Captain Tor Garadon of the IF 3rd company
Relic pistol spartean
Power Fist
I think I may use Pedro's stats for him. His background is here...it's a wiki, so won't follow it religiously, still gathering information...roooooookie http://wh40k.lexicanum.com/wiki/Tor_Garadon
There is one Chaos Lord who haunts the desolate wastelands of the Galactic North, a ruthless tyrant that has prowled the northern storms for as long as the Traitor Legions have waged their war against the Imperium. His name and true identity are known only to a select few, only four others knowing his face. His origins have been shrouded in the dust of time yet his purpose is blatantly clear. Ruling over the Balestorm, his throne is built upon the Daemon World of Skarnalax, a cold dark world that is home to the tombs and catacombs of the greatest Champions of the Chaos Gods.
Based in the city-stronghold of Khrazad-Hëim, he rules over a realm of degenerates that hate the Emperor above all. Towering Chaos Marines from both Traitor Legions and Renegade Chapters stride through the graveyards above mobs of damned Guardsmen and frothing rabbles of Cultists. Exiled mutants and former prisoners to the Imperium are granted shelter here in the Balestorm in exchange for their loyalty to he who reigns over Skarnalax. From the hellish forges of Molocht, Daemon Engines and Chaos Titans of the Revenacht Clan are born in unholy rituals that profane the Machine Spirit and they delivered from a womb of hellfire.
All answer to only one master, only one shall ever claim the right to rule over the Balestorm. No other Chaos Lord can claim his Legion of Traitors, his hordes of Daemon Engines, his Traitor Regiments or Chaos Cults, not even the Warmaster of the Black Legion or Tyrant of the Red Corsairs. He is the Master of the Baleshadow the Lord of Lost Souls, Captain of the Space Hulk Carrion Blood, he is the Warlord of Skarnalax. He is the Executioner, and he will never join his predecessors in their graves until the Emperor is cast down from the Golden Throne.
The Executioner WS7 BS5 S4 T4 I5 W4 Ld.10 Sv.3+/3++
Wargear The Baleshadow: An ancient longsword that is passed down from one Chaos Champion to another, the Baleshadow is a Daemon Weapon like no other, for the only Daemon of Chaos Undivided lies bound within its hilt. It is S7Ap3 Daemon Weapon, Two-Handed, and Fleshbane. On a Daemon Weapon roll of 6, the Baleshadow gains Instant Death
The Chain of Skulls: A length of chain adorned with the fleshless heads of his worthiest foes, unnatural and arcane powers are drawn to it and these foul magicks are tapped into by the Executioner for his own ends. It gives him a 3++ Invuln. Save and makes him a Level 2 Psyker (Can roll on Daemonology, Biomancy, Pyromancy, and Telekinesis)
Power Armor, Frag, Krak, and Blight Grenades, Bolt Pistol
Special Rules: Eternal Warrior, Hatred (Space Marines), Fearless, Fear, Champion of Chaos, Furious Charge
Lord of Daemons (Apocalypse only): Bound unto the Baleshadow is the only Daemon of Chaos Undivided, Arzhûl Zhäernoth the Tormented. Sealed away within the longsword long ago, the Daemon was seen as too powerful for he wielded the strength and prowess of Khorne, the tenacity and decaying touch of Nurgle, the wisdom and sorcery of Tzeentch, and the intemperance and decadence of Slaanesh. While he spends the ages locked within the Baleshadow, there are times when he who wields this sword allow the Daemon within to temporarily possess him, letting the Tormented use their body as a vessel. However, such Possession must be short for none can sustain the Daemon for long lest his soul-stuff consumes the host. For an extra 550 points, the Executioner can ascend to become Arzhûl Zhäernoth for D3 Game Turns (This is triggered only when the Executioner wins 4 Challenges);
Arzhûl Zhäernoth the Tormented WS10 BS10 S10 T10 I10 W Infinite Ld.10 Sv. 3+/5++
Valkyrie wrote: What's with all this "make everything 10 for my super-uber special snowflake character" nonsense?
Clearly you've just arrived on this thread.
All I have to say is "thank god for 30k", we've had significantly fewer "Rules for the Emperor! 10's across the board!" threads cluttering up Proposed Rules since.
To be fair, it's an extra 550 points for the possibility to turn into a super-daemon for d3 game turns. It might never come to pass, and if he's killed in shooting that's a nice juicy bonus to the enemy. Even then, he might simply be the superdaemon for a single turn, not letting him do anything.
IHateNids wrote: As long as any wounds inflicted on the Daemon are carried back as suffered wounds when he turns back into a marine, I wouldn't object to it
That's a pretty good idea, wonder why I didn't come up with that.
However, consider that the Chaos Lord beforehand could easily be stomped/blasted/stabbed/hammered/tarpitted by other units to halt the ascension. Sure he's got EW, but Toughness/Wounds 4 isn't doing him any favours against massed fire. I mean a blob of Conscripts with a Commissar would keep him as a mortal for awhile and the opponent could decline all challenges to negate the ascension. That, and he has to win 4 Challenges to ascend.
On a final note, I forgot to mention this, but the Executioner is already 250+ in points and the super-daemon has 5th edition Rage. While the daemon is unstoppable, his mortal form is a walking fire magnet that can be drowned in wounds and a good chunk of your army could be flushed down the toilet in the Shooting Phase
Commander Adrien Vraxis, Chapter Master Of The Nighthakws
WS5, BS7, S4, T4, W4, I6, A3, Ld10, Sv: 2+
Wargear:
The Armour Of Shadows
Deadshot
Power Sword
Bolt Pistol
Frag Grenades
Krak Grenades
The Armour Of Shadows:
2+ armour save, gives the wearer the stealth and shrouded special rules
The Armour of Shadows was developed from an archaeotech device that was gifted to the Chapter by a nearby wealthy Rogue Trader dynasty that has been worn by every Commander since M38. Vraxis ordered the chapter's most skilled Techmarines Techmarines to implement it into the workings of a suit of power armour that was crafted by the finest artificers to Vraxis' exact standards. The device blends the user in with his environment and tends him near invisible to most enemies.
Deadshot is a type of weapon that has only ever been seen no the hands of the assassins of the vindicare temple. Vraxis has wielded this legendary rifle since his first entry into the chapter. The weapon has quelled rebellions, crushed invasions and cut out heresy all with a single shot each. However, the reason why Vraxis wields this rifle remains a mystery.
Special Rules:
And They Shall Know No Fear
Independent Character
Chapter Tactics
Shadowmaster
Skilled Marksman
Shadowmaster:
Vraxis may infiltrate with up to 3 non-vehicle units.
Skilled Marksman:
If any wounds are made in a shooting attack by Vraxis and his unit, the player who controls Vraxis may choose which enemy models (If there are multiple models) in the unit take the wounds before saves are made.
Sabotage:
Any enemy units that deep strike must take a leadership test. It the test is failed, the unit suffers a deep strike mishap. Units that do not have a leadership value (Vehicles) are immune to this special rule.
Commander Adrien Vraxis is the mysterious and enigmatic chapter master of an already mysterious chapter of space marines, the Nighthawks. He is rarely seen, even by his own troops, but maintains absolute control over his chapter. Many have speculated over his origins, but the truth still remains unknown. In combat, he wields a deadly exitus rifle that is normally only seen in the hands of a Vindicare assassin. This implies that he has some connection to the Vindicare temple of the Officio Assassinorum. Some believe that the rifle was gifted to him by the Vindicare temple, but others believed that he is an orphan that was trained as a Vindicare assassin, until he fled to join the ranks of the Astartes. There are no records of Vraxis' existence before 628. M41, when he first joined the Nighthawks. He wielded his deadly exitus rifle even as a member of the Nighthawks' neophyte company. His deadly accurate skill with a rifle and expertise in stealth tactics caused him to rise up in the Nighthawks' ranks quickly and was eventually promoted to become the Sgt. of the 1st company's elite recon squad. It was after several years that Vraxis was noticed by the Nighthawks' chapter council after the death of the commander. The chapter council took Vraxis away and interrogated him until 5 days had passed. On this day, the Nighthawks knelt before their knew Commander, chosen unanimously by the shadow council in 912.M41. Vraxis is one of the most exceptionally skilled marksmen in the Astartes and keeps grim trophies from his more "elite" targets. He is hated by the Mechanicum for his desecration of sacred technology, by the Ultramarines for his explicit disregard for the Codex Astartes and by many others, who suspect him to be corrupted by chaos. However, none of these can deny that Vraaxis is an extremely effective commander and formidable warrior and despite their claims, he has proved his loyalty to the Emperor time and time again.
"Though the words of your tome may have had some relevance in days of the great crusade, they have no place on the battlefields on today. It does not impress me that you have the ability to do what any fool can do, mindlessly regurgitate the words of a book. A true commander must analyse the situation and use his initiative to win the battle and though my actions may have contradicted the writing in your time, they have still brought victory upon us. That is what should be the true measure of a skilled commander, not how well he can remember the words of an ancient tome, but if he can seize victory. Until you can realise is, I bid you farewell, Ultramarine"
Vanguard Commander Teodor - 130 points Infantry (Character) Replaces Company Commander in Command Squad (Unique) WS- 4 BS- 4 S- 3 T- 3 W- 3 I- 3 A- 3 Ld- 9 Sv- 4+/5++ Wargear- Plasma Pistol, Bolt Pistol, Carapace Armour, Frag and Krak grenades, Adamant Fist, Refractor Field Adamant Fist Range: Melee Str +1 AP - Type: Melee, Specialist Weapon, Bionic Enhancement Bionic Enhancement: The Adamant Fist is a bionic replacement for Teodor's lost arm. It provides a +1 to Toughness and a -1 to Initiative whilst Teodor still has it. The Toughness bonus is counted for the purposes of Instant Death. Warlord Trait- Implacable Determination Special Rules- Senior Officer, Voice of Command, Reactive Protection, Drop Vanguard Reactive Protection- When Teodor loses his last Wound, be it through Instant Death or any other means, he may use his bionic arm to shield him from the worst of the damage. When Teodor loses his last Wound, place him on his side. In the owning player's turn, Teodor loses the Adamant Fist permanently, and is placed standing on 1 Wound. He may not attempt this again. Drop Vanguard- The player chooses 3 AM units to be part of Teodor's Vanguard. Note that one of these units must be Teodor's Command Squad. These units enter play via Deep Strike, but enter on the first player turn. Select one model from each of these units. In Teodor's Command Squad, this must be Teodor. Roll Deep Strike Scatter for these models, and place them at their scattered locations. All other models in their squads may deploy in regular unit coherency (2 inches) from this starting model. Note that any Interceptor shots fired at these Deep Striking units will only affect the first model chosen. Should that model be killed, choose another from the squad and roll for their scatter instead. Only models with the Infantry Profile may be chosen to be part of the Vanguard, and no Dedicated Transports may be chosen for these units.
natpri771 wrote: Commander Adrien Vraxis, Chapter Master Of The Nighthakws
Spoiler:
WS5, BS7, S4, T4, W4, I6, A3, Ld10, Sv: 2+
Wargear:
The Armour Of Shadows
Deadshot
Power Sword
Bolt Pistol
Frag Grenades
Krak Grenades
The Armour Of Shadows:
2+ armour save, gives the wearer the stealth and shrouded special rules
The Armour of Shadows was developed from an archaeotech device that was gifted to the Chapter by a nearby wealthy Rogue Trader dynasty that has been worn by every Commander since M38. Vraxis ordered the chapter's most skilled Techmarines Techmarines to implement it into the workings of a suit of power armour that was crafted by the finest artificers to Vraxis' exact standards. The device blends the user in with his environment and tends him near invisible to most enemies.
Deadshot is a type of weapon that has only ever been seen no the hands of the assassins of the vindicare temple. Vraxis has wielded this legendary rifle since his first entry into the chapter. The weapon has quelled rebellions, crushed invasions and cut out heresy all with a single shot each. However, the reason why Vraxis wields this rifle remains a mystery.
Special Rules:
And They Shall Know No Fear
Independent Character
Chapter Tactics
Shadowmaster
Skilled Marksman
Shadowmaster:
Vraxis may infiltrate with up to 3 non-vehicle units.
Skilled Marksman:
If any wounds are made in a shooting attack by Vraxis and his unit, the player who controls Vraxis may choose which enemy models (If there are multiple models) in the unit take the wounds before saves are made.
Sabotage:
Any enemy units that deep strike must take a leadership test. It the test is failed, the unit suffers a deep strike mishap. Units that do not have a leadership value (Vehicles) are immune to this special rule.
Commander Adrien Vraxis is the mysterious and enigmatic chapter master of an already mysterious chapter of space marines, the Nighthawks. He is rarely seen, even by his own troops, but maintains absolute control over his chapter. Many have speculated over his origins, but the truth still remains unknown. In combat, he wields a deadly exitus rifle that is normally only seen in the hands of a Vindicare assassin. This implies that he has some connection to the Vindicare temple of the Officio Assassinorum. Some believe that the rifle was gifted to him by the Vindicare temple, but others believed that he is an orphan that was trained as a Vindicare assassin, until he fled to join the ranks of the Astartes. There are no records of Vraxis' existence before 628. M41, when he first joined the Nighthawks. He wielded his deadly exitus rifle even as a member of the Nighthawks' neophyte company. His deadly accurate skill with a rifle and expertise in stealth tactics caused him to rise up in the Nighthawks' ranks quickly and was eventually promoted to become the Sgt. of the 1st company's elite recon squad. It was after several years that Vraxis was noticed by the Nighthawks' chapter council after the death of the commander. The chapter council took Vraxis away and interrogated him until 5 days had passed. On this day, the Nighthawks knelt before their knew Commander, chosen unanimously by the shadow council in 912.M41. Vraxis is one of the most exceptionally skilled marksmen in the Astartes and keeps grim trophies from his more "elite" targets. He is hated by the Mechanicum for his desecration of sacred technology, by the Ultramarines for his explicit disregard for the Codex Astartes and by many others, who suspect him to be corrupted by chaos. However, none of these can deny that Vraaxis is an extremely effective commander and formidable warrior and despite their claims, he has proved his loyalty to the Emperor time and time again.
"Though the words of your tome may have had some relevance in days of the great crusade, they have no place on the battlefields on today. It does not impress me that you have the ability to do what any fool can do, mindlessly regurgitate the words of a book. A true commander must analyse the situation and use his initiative to win the battle and though my actions may have contradicted the writing in your time, they have still brought victory upon us. That is what should be the true measure of a skilled commander, not how well he can remember the words of an ancient tome, but if he can seize victory. Until you can realise is, I bid you farewell, Ultramarine"
-Adrien Vraxis To Severus Agemman
Ok, i personally wouldn't play against this guy, he seems far to powerful and more importantly, he is stepping on the toes of other special characters. He does the job of both the Vindicare Assassin and Illic but better then both. He is a better deep strike deterrent then Corteaz while stealing Huron's Warlord Trait. For such an original character, he feels extremely copy + pasted. But that's me, if you were to play this guy, you need a fair points cost. Lets start with a Vindicare Assassin.
145 + 2+ Sv (20pts) + Power Sword (15pts) + Shrouded (10pts) + Independent Character (10pts) + Set Warlord trait without being a Warlord Trait (15pts) + Precision shots on entire unit (40pts) + Boad-wide anti-deepstrike (!!!) 60pts + Proposed Rules tax (10pts).
That puts your guy at 325pts. If your willing to pay that much for this character, go ahead and use him. But if you price him much less then this and you are using a terribly balanced character.
Brother Captain Gracus Venator Malaeus, 4th Brotherhood, Master of the Halberd.
(Grand Master)
Force Halberd(Digital Weapons)
Cuirass of Sacrifice (Represented by a Storm Shield)
(I try to stay within my codex when I make my special characters. I firmly believe that what makes my character special is the story I play out in my mind, and its exploits on the table that enrich said story)
Olaf Ravensson was only 13 when he was taken by the shining warrior of the gods. A runic prodigy, he displayed an aptitude for runecraft that marked him for priesthood in his tribe. The inhospitable frozen rock that is Fenris, has always crafted hearty and powerful people and Olaf was no exception. He was among the top fighters of his tribe, earning him the recognition of his peers and, so they thought, the gods. However, the truth is far more potent. For not only was Olaf found by an astartes, but by a grizzled veteran of the mighty and secretive Grey Knights. You see, it was Olafs skill and power with runes that attracted their attention. For while Olaf could fight opponents beyond him in years, it is his single minded trust in his runes that magnified their potency to levels that only a priest of old age could achieve. At the age of 12, while studying the banishment of spirits too powerful to bind, Olafs focus was so intense that he failed to banish the summoned daemon; he obliterated it. In fact, it was this action, echoing through the warp that brought Ravensson to the attention of the Grey Knights.
1 year later, 13 year old Olaf stepped off of the ancient transport ship onto the surface of Titan. Looking out across the barren landscape, the shining spires of the Grey Knights fortress glistened against the empty sky. Immediately the weight of daemonic attack assaulted his mind. His knack for runecraft did not fail him. Even while fighting the evil presence that sought to take hold, he fashioned a rune of protection from the bones of a long fallen recruit and poured his mind into its protective visage. The weight immediately lessened and Olaf, grateful for the reprieve, began to look for a weapon, his years on the death-world of his birth not wasted. With weapon, and rune, his determination never flagged and he arrived at the Fortress, physically exhausted, his training having yet to begin.
When Olaf finally completed his initiation, he underwent the mind-wipe and gene-seed implantation that would transform him into one of the unparalleled warrior-sorcerers of Titan. He was given a new body, and a new name: Gracus Venator Malaeus. This name would quickly become a title, not simply a moniker. After his training, his assignment to the 4th brotherhood saw Olaf excel at every role in which he was placed. He fought alongside his grand master on countless worlds as purgatory, striker and interceptor; he completed the trials of the paladins during which he was required to face a great daemon in single combat, unarmored, and emerged victorious; and he attained a level of psychic potency that is matched by none, save the mightiest of Grey Knight heroes or the Librarians themselves. Yet through all of this, he retained his unwavering faith in his wards and runes that was his birthright, his gift from the beginning. He now uses it to torment the Chaos Gods themselves, having earned the ire of Change Lords and Plague Lords, Debauched Tyrants, and Bloody Monsters alike. His ascent to Grand Master is assured, many expect even Kaldor Draigo to make way for Gracus on his lonesome pantheon in time. As if he embodies the great thunderwolves of his forgotten home Brother Captain Gracus will continue to lead his brothers with unwavering pragmatism and determination. His recruiter has pondered on this; wondering if some small part of the fenrisian ferocity was protected from the ravages of the initiate mind wipe... What IS for certain? That daemon kind has in Gracus, yet another thorn in its side. One that shall prove to become a grievous wound
Widely regarded as the single most deranged ork in existence, Sir Lanzloota considers himself a heroic knight, on a never ending quest to slay dragons and rescue damsels (gretchin)
in distress. the fact that what he thinks is a dragon is in reality a rampaging squiggoth and his trusty steed is in fact a very fat boar is lost on him.
Powa Lance: is a melee weapon with the following profile:
Powa Lance Range- Strength+2 AP1, Armorbane,
Special Rules: Waaagh, Furious Charge, Crusader, Eternal Warrior, Feel No Pain (5+), Honorable Knight, Rage, IWND, Hammer of wrath
Honorable Knight: as a self proclaimed knight, lanzloota insist on engaging in honorable combat. Lanzloota must always issue and accept challenges when possible
Beriel served with the DeathWatch before his time as a Vitrue Prince. Where he served against the Tyranid Hive Fleet Naga. Though it was short lived, as a decade in service he and his squadmates were attacked by a Lictor while on reconnaissance, and being one of the few to make it out alive. After which he was sent back to the Wanderers Chapter. Though no reasoning was given by the Watch Commander for Beriel being sent back to the chapter. After he returned to the chapter he was given the Rank of Angel (Veteran Sergeant).
Beriel is one of the Angel Princes of the Space Marine Chapter the Wanderers. He is famed for ending the Shifter War. This war pitted the Wanderers and the Doom Legion against a shapeshifting race that could assume any form they had seen. Beriel was elevated to the position of Virtue Prince (Captain) and given a Knight Host (Company). Though his chapter is spread across the gaxaly he leads his Host with Distinction fighting with excellent precision. Only fighting in situations that favor his chapter's doctrine. By fighting from afar from the shadows. The Wanderers have excelled in gruellia warfare, and under Beriel and his experience as a former DeathWatch Marine have allowed his chapter to further excel his battle-brothers abilities.
Seen in his chapter as a shining example of what it means to be a wanderer. Though the beginning of the 42nd Millenia spelled doom for the Imperium. Though far from the Imperiums the Wanderers had gathered for the purposes of defending the Ghoul Star's and its human colonies from the prediations of the Denizens of the Ghoul Stars. Beriel in those final days stood among his brothers as legends, fighting for the first time on the frontlines of battle. Dare say no man expected the Great Beriel of the Wanderers Chapter to have a change of heart.....
Points Cost: 195
There can only be one!: There can only ever be one Beriel in an entire army!
Power Armor Bionics Iron Halo Bolt Pistol Widow Maker Bolter- Widow Maker Bolters were originally created by the Wanderer's Techmarines as a drastic step to defeat the necron menace, who destroyed their homeworld. The Widow Maker Bolter has since only been used by the Wanderers, who are the only known modifiers and creators of the Widow Maker Bolter. The Widow Maker Bolters have perplexed both foe and ally alike as being deadly and expensive. As many chapters have tried to trade for the Wanderers weapons and have only recieved silence from the wanderers. S AP RANGE TYPE 5 3 36" Heavy 2 Rending*
*can overload and fire 4 shots, but cannot fire the next turn. Relic Sword- A one handed Relic Blade given to Beriel by the Angel of Flame, though Beriel rarely has need of it only if his enemy is foolish enough to come to him. Special Rules: And they Shall Know No Fear Rentless Inspiring- All members of his squad that he is attached to may use his leadership instead of their own for moral check Trait:
Chapter Trait- Stealth Masters- Every unit in the wanderers army, (Excluding superheavies and other chapter special characters) gain stealth, Move through cover and infiltrate. Defecenies All space marines excluding Elite and Head Quarters choices suffer -1 strength. Combat Hatred Wanderers cannot take Vanguard Veterans. Hatred Every Wanderer has a deep hatred of the Necrons, they gain perfered enemy against Necrons. Standard Equipment Wanderers (From Tactical, Devastator, Veterans, and any HQ choice) May replace their weapon with a Widow Maker for 10 points per a model. Their Widow Makers are less powerful than Beriels and cannot overload. S AP RANGE TYPE 5 3 36" Heavy 2 Rending
OnlyWar wrote: Widely regarded as the single most deranged ork in existence, Sir Lanzloota considers himself a heroic knight, on a never ending quest to slay dragons and rescue damsels (gretchin)
in distress. the fact that what he thinks is a dragon is in reality a rampaging squiggoth and his trusty steed is in fact a very fat boar is lost on him.
Powa Lance: is a melee weapon with the following profile:
Powa Lance Range- Strength+2 AP1, Armorbane,
Special Rules: Waaagh, Furious Charge, Crusader, Eternal Warrior, Feel No Pain (5+), Honorable Knight, Rage, IWND, Hammer of wrath
Honorable Knight: as a self proclaimed knight, lanzloota insist on engaging in honorable combat. Lanzloota must always issue and accept challenges when possible
Just to clarify. 7 Str10 Ap1 Armourbane attacks on the charge at initiative???
OnlyWar wrote: Widely regarded as the single most deranged ork in .....
Honorable Knight: as a self proclaimed knight, lanzloota insist on engaging in honorable combat. Lanzloota must always issue and accept challenges when possible
Just to clarify. 7 Str10 Ap1 Armourbane attacks on the charge at initiative???
For less points than Abbadon, Typhus, Ahriman, or even a partially kitted demon prince!
Daryth Stormbringer, a former Brother-Captain in Horus' Luna Wolves, has fought his way to the top. After the HH, Abaddon encouraged him to go to another chapter, the Angels of Osmodoro, to corrupt them and turn them to chaos. As a powerful psyker, he managed to influence the chapters homeplanet Osmodoro so much that both the Astartes and Cadians living there were corrupted, crippled and weakened. Soon, witha force of thousands, Daryth could quickly seize the planet, and use it for his own needs.
Going to battle in his personally modified Rhino, he always leads the attack towards his enemies.
Daryth Stormbringer - 100 Pts
WSBS S T W I A LdSv 7 6 4 4 3 4 3 10 3+
Wargear: Storm Bolter, Power Sword, Combi-Bolt Pistol (TL Bolt Pistol), Power Armour, Aura of Dark Glory, Combat Familiar Psyker Mastery Level 1 May take one mark
May take a Rhino, which is a dedicated transport for Daryth and 9 Chosen (Optional) - 40 Pts
Normal Rhino, with Aura of Dark Glory, Combi-Bolter, Combi-Flamer and Havoc Launcher
Composition: 1 (unique)
Unit type: Monsterous creature
Weapons and biomorphs: Bonded exoskeleton, 2 sets of scything talons, regeneration.
Special rules: Instinctive behavior-feed, fearless, Living battering ram, 'I'm gonna stomp you all into space bitz!!!'
'I'm gonna stomp you all into space bitz!!!': Once every two turns, the Good Old Carnifex can turn to an enemy squad (maximum distance is up to 18 inches). The Good old Carnifex runs towards that enemy squad as fast as it possibly can, trampling everything, even other enemy squads, in its path. However, if the Good old Carnifex hits a vehicle (including walker vehicles), it must roll a D6. On a result of 1-3, it stops and the vehicle automatically suffers a penetrating hit. On a result of 4-6, it obliterates the vehicle and it continues on until it reaches 18 inches or the squad it was trying to reach (provided the squad it was trying to reach was behind the vehicle). If it hits the squad, the squad is automatically killed. The Good old Carnifex cannot move next turn, but may use its weapons if an enemy squad dares to go near it.
Asdrubael Vect: 200pts
WS 8, BS 8, S 3 T 3, W 4, I 8, A 5, Ld 10, Sv 3+.
Unit Type: Infantry (Character)
Wargear: Shadow Field, Splinter Pistol, Plasma Grenades, Haywire Grenades.
Wraithplate Armour: Vect wears an ancient and advanced suit of Ghostplate that grants a 3+ armour save and a 4+ Invulnerable save.
Obsidian Orbs: 12", S 10, AP 3, Assault 1, Blast. Roll to Wound against the target's Ld instead of their T but use the target's Toughness for purposes of Instant Death. If Vect is below his starting Wounds each Wound inflicted restores one Wound to him. He cannot exceed his starting Wounds this way.
Blade of the Damned: This deceptively light broadsword traps the souls of those it slays within it. The Blade is S User, AP2, Melee. At the end of every close combat phase in which Vect inflicts one or more Wounds the Blade's Strength increases by one for the rest of the battle, to a maximum Strength of 10.
Special Rules: Fleet, Night Vision, Power from Pain, Independent Character, Eternal Warrior, Fearless, Adamantium Will.
Master Tactician: Vect seizes the Initiative on a 4+.
Ancient Nemesis: Vect has studied and battled everything in the galaxy extensively, he has Preferred Enemy against all targets.
Master of the Dark City: Vect has d3 Warlord Traits instead of one. At least one of these must be chosen from the table in the Dark Eldar book. If Vect is in your army he must be your Warlord.
Vect may ride the Dais of Destruction for 250pts.
The Dais of Destruction
BS 5, AV 13-13-13, HP 4
Type: Chariot, Fast, Open-Topped, Skimmer, Tank.
Wargear: Three Dark Lances, Enhanced Aethersails, Gristly Trophies.
Ancient Flickerfield: The Dais does not benefit from Vect's Shadowfield but it has a 4+ Invulnerable save.
Special Rules: Night Vision, Deep Strike.
Elusive: If the Dais of Destruction is destroyed Vect is not killed, instead place his infantry model anywhere within 6" of the Dais. The rest of the passengers and crew are, alas, not so lucky. If Vect is killed the Dais remains in play, it loses the Chariot rule but otherwise remains unchanged.
Bodyguards: Vect is accompanied aboard the Dais by two Incubi bodyguards. They are treated as normal Incubi for all purposes and may make attacks when the Dais is in close combat. The controlling player may choose to allocate shooting hits to them and in close combat the attacking player must allocate hits to the Incubi before he can allocate them to Vect.
There. Big, scary, and worthy of a Lord of War slot.
(I thought I would tke another shot at this and throw out the ideas I had for my namesake, and leader of my warband.)
Lord Blackscale - 230 points
WS - 7
BS - 5
S - 5
T - 4
W - 3
I - 5
A - 4
LD - 10
Save - 2+ 4++
Champion of Chaos: Reroll results of Spawnhood or Dark Apotheosis
Fearless
Wargear: Ancient Runic Armor: 2+ armor Save, Eternal Warrior
Blades of Guilt: +1 S, AP 3
Sigil of Corruption
Warlord Trait: Hatred Incarnate
Spoiler:
Lord Blackscale leads his Night Lords war band on lightning raids on Imperial and alien planets, snatching supplies and fresh slaves/future renegades. Lord Blackscale bears on his shoulders both the failure of his Legion, and the sorrow of his Primarch. In combat he leads from the front, trusting his armor to keep him on his feet while he slashes his foes with his twin blades. He wears a set of ancient armor with built in nano machines that keep him alive after even the most grevious wounds. The armor can even repair itself with time. His twin swords are a pair of crusade era relics he calles The Blades of Guilt. The have an unusualy strong power field, and are made of an unknown composite. Dispite many years in the Eye of Terror he has somehow managed to avoid any outward sign of chaos taint. His followers believe it is a sign of his strength of will. Hs rivals, however, tend to believe it is a sign of ill favor with the higher powers. Whatever the truth may be, he is a force to be reckoned with, and woe be those whom he choses for his next target.
Wargear:
Blades of Chaos: Armor Bane, Flesh Bane, Instant Death, Daemon Weapon, Counts as 2 specialist weapons to grant +1 attacks.
Chains of Guilt: Treat this unit as if it had Jump Infantry mobility with out having Jump infantry rule. Also allows the ability to use a Lash of Submission power without psychic abilities to pull a unit closer to him. Yes he can pull a freaking titan to him after failing to charge. And grants rule to melee a flyer!
Lone Wolf, Rampage, Monster Hunter, Preferred enemy (Super Heavies),Eternal Warrior because he bitch smacks Hades.
It will not die because he climbs his way back out of hell. Feel No Pain because he just doesn't!
SisterSydney wrote: These are some cool ideas but I'd love to see a costing breakdown, however rough.
Here's how I came up with the cost;
Chaos Lord - 65
Sigil of Corruption - 25
Ancient Runic Armor - 60
Increased attacks and WS - 20
Champion of Chaos change - 10
Blades of Guilt - 50
total = 230
Maybe the his unique Champion of Chaos rule should be a little more. I just don't think that he is worth more than say Typhus or Ahriman.
Mister Trygon...240 points
Unit Composition: 1 trygon
Weapons and biomorphs: 6 scything talons (3 sets), adrenal glands, regeneration, large maw
Stats same as Regular Trygon, except Mister Trygon has 7 wounds.
Special Rules:
Normal Trygon Rules
'I'm gonna eat you and you'll be digested into space bitz!'
'I'm gonna eat you and you'll be digested into space bitz!': Once per game, Mr. Trygon can move to the nearest infantry unit, pick the unit up with his maw, and swallow them. To survive being chewed and swallowed, they must roll a D6 for however many people are in the unit (like if there is 6 people in the unit, they must roll 6D6). They must get a 4 or better. In Mr. Trygon's digestive tract, the infantry unit tries to fight out, if they survived the maw. They must roll one D6 for every person in the unit. On a 5 or better, they break out and Mr. Trygon loses a wound. If they get a 4 or lower, they are digested and cannot do anything else this game.
So. I've been skimming through this thread in my down time over the past few days and it made me curious for opinions on a character I've been brewing up to fit my custom Ordo Malleus Inquisitor model in Terminator armor. He's more of a kitbash than anything, but I came up with a few rules ideas for him shortly after I put him together and would love a bit of input. I haven't put a ton of work into the fluff as of yet, but there is some in the special rules descriptions.
Lord Inquisitor Harkness Nadir 190 Points
WSBS S T W I A LdSv 4 4 3 4 3 4 3 10 2+/5++
Unit Type: Infantry (Character)
Unit Composition: 1 (Unique)
Wargear: Terminator Armor, Psycannon, Swift Retribution, Psyk-out Grenades
Special Rules: Stubborn, Independent Character, Auspex Interface, Bionic Reinforcement, Psyker (Level 2), Wrath of the God-Emperor
Auspex Interface: Harkness' Auspex Interface is a fully integrated auspex scanner combined with an advanced targeting cogitator that continually scans his surroundings and feeds its telemetry directly into a data port in his neo-cortex, allowing the Inquisitor to see targets at close proximity no matter where they try to hide or how fast they move. He has the Ignores Cover universal special rule against all targets within 12”.
Bionic Reinforcement: Harkness has suffered a number of grievous wounds during his time with the Ordo Malleus. His left leg was severed below the knee by the power sword of a particularly brutal champion of the World Eater's chapter of Chaos Space Marines, had six ribs broken from a single backhanded blow from a Maulerfiend and lost his right hand to the ravenous blood thirst of a Khorne Bloodletter. As such he has been outfitted with significant bionic and augmetic enhancements in order to strengthen and rebuild his shattered body. He has +1 Toughness (indicated in the chart above) and the Feel No Pain special rule on a 6+.
Psyker (Mastery Level 2): Harkness can choose to generate his powers from the Divination, Pyromancy, or Telekinesis disciplines.
Final Retribution: An imposing Nemesis weapon of his own unique design, Final Retribution is Harkness' final answer to a Daemon's threat. It is a massive, triple headed, spiked flail that crackles with azure energy and is imbued with runes that focus his psychic might.
S AP Type
+1 3 Melee, Specialist Weapon, Concussive, Force, Daemonbane, Zealous Strength
Zealous Strength: Final Retribution gains in striking power as it gains more and more momentum, giving Harkness a distinct advantage in drawn out conflicts. For every turn after the first Harkness gains an additional +1 Strength, to a maximum of 6, and when he reaches this maximum strength (on the 3rd consecutive turn of combat) Final Retribution improves to AP 2.
Wrath of the God-Emperor: Harkness is a stalwart champion of the Ordo Malleus and has spent over one hundred years hunting down the Daemons of Chaos and their Warp-tainted servants. As such he has come into close contact with the Grey Knights Chapter of the Space Marines on numerous occasions and as a result has been allowed to study some of their formidable psychic disciplines. He automatically knows the Hammerhand psychic power and may choose to freely swap one of his two randomly generated powers for either Banishment or Sanctuary, but never both. If he chooses to swap a power in this way, he may not generate Psychic Focus.
I decided on just shy of 200 points based on what I added up from the Inquisiton Codex and a general ballpark for the USRs his special rules grant. Here is the Points Breakdown as I see it:
Lots of good color to his character, yet without making the rules over the top. I'd actually take the range limit off the Auspex thingy and let him have unrestricted Ignores Cover for the 10 points.
Automatically Appended Next Post: But you could probably cost the Flail a bit higher, given all its special rules. I really like the progressively increasing strength bit, it's colorful and unlikely to come into play so often as to be unbalancing.
I was initially going to make his Auspex Interface a flat Ignores Cover but I thought it might be a little broken, though I guess with only 24" on his Psycannon isn't super OP.
So maybe go with 20 total points for Final Retribution for a total of 190? And yeah, I figured the progressive strength thing would work well with his Bionic Reinforcement rule and Terminator Armor. Gives him good resilience and the opportunity to deal some damage if a combat drags on. If it gets to the 3rd round that makes 3 S6 AP2 attacks coming in at I4, which is pretty strong, but the chances of getting there are pretty slim.
Warsmith Garash, of the Iron Warriors 8th Grand Battalion
WS: 6 BS: 6 S: 4 T: 4 W: 3 I: 5 A: 3Ld: 10 Sv: 2+
Unit Type: Infantry (Character)
Wargear: Fleshmetal, Bolt Pistol, Power Axe, Combi Bolter, Frag Grenades, Krak Grenades, Melta Bombs, Sigil of Corruption.
Warlord Trait:
Siege-breaker: After deployment, but before Scout redeployments and Infiltrate deployment, nominate D3 pieces of terrain in your opponent's deployment zone (these may be the ones that he has purchased as a part of his army). The terrains' cover saves are decreased by one for the duration of the game. For example, a ruin (4+ cover save) would instead offer a 5+ cover save. A piece of terrain can only be affected by this once.
Special Rules: Champion of Chaos, Fearless, Independent Character
Scion of the Apolakreon: Maulerfiends, Forgefiends and Defilers chosen from Codex: Chaos Space Marines can be taken as Elites choices as well as Heavy Support choices in any detachment that includes Garash.
The Supply-master: After deployment, but before Scout redeployments and Infiltrate deployment, the player controlling Garash can place D3 Ammunition Dumps anywhere within his deployment zone. These follow the rules for Ammunition Dumps presented under the Battlefield Debris section of the Warhammer 40,000 rulebook.
Points: Chaos Lord (65) + Combi Bolter (5) + Power Axe (15) + Sigil of Corruption (25) + Fleshmetal (20) + Melta Bombs (5) + Gift of Mutation (10) + 2 x Ammunition Dump (50) = 195pts.
cbteom wrote: Warsmith Garash, of the Iron Warriors 8th Grand Battalion
WS: 6 BS: 6 S: 4 T: 4 W: 3 I: 5 A: 3Ld: 10 Sv: 2+
Unit Type: Infantry (Character)
Wargear: Fleshmetal, Bolt Pistol, Power Axe, Combi Bolter, Frag Grenades, Krak Grenades, Melta Bombs, Sigil of Corruption.
Warlord Trait:
Siege-breaker: After deployment, but before Scout redeployments and Infiltrate deployment, nominate D3 pieces of terrain in your opponent's deployment zone (these may be the ones that he has purchased as a part of his army). The terrains' cover saves are decreased by one for the duration of the game. For example, a ruin (4+ cover save) would instead offer a 5+ cover save. A piece of terrain can only be affected by this once.
Special Rules: Champion of Chaos, Fearless, Independent Character
Scion of the Apolakreon: Maulerfiends, Forgefiends and Defilers chosen from Codex: Chaos Space Marines can be taken as Elites choices as well as Heavy Support choices in any detachment that includes Garash.
The Supply-master: After deployment, but before Scout redeployments and Infiltrate deployment, the player controlling Garash can place D3 Ammunition Dumps anywhere within his deployment zone. These follow the rules for Ammunition Dumps presented under the Battlefield Debris section of the Warhammer 40,000 rulebook.
Points: Chaos Lord (65) + Combi Bolter (5) + Power Axe (15) + Sigil of Corruption (25) + Fleshmetal (20) + Melta Bombs (5) + Gift of Mutation (10) + 2 x Ammunition Dump (50) = 195pts.
I'd add that he counts as a Warpsmith for the purposes of Infernal Relics (fire raptors, sicarians etc) since it fits both what you've got for him and the concept of Iron Warriors
I'd add that he counts as a Warpsmith for the purposes of Infernal Relics (fire raptors, sicarians etc) since it fits both what you've got for him and the concept of Iron Warriors
Excellent idea. I hardly ever play FW so obviously that did not cross my mind. Thanks!
Legion of The Damned HQ Captain template stats with ability to deepstrike or arrive from reserves with out use of terminator armor or anything. Has eternal warrior, rage, preferred enemy (Super Heavies) special rule.
Upgrade options
Can replace his bolt pistol and ccw with one of the following:
25pts Blades of Exile: +1STR +4Attack +1 Initiative AP4, Rending, Counts as having 2 speacialist ccw weapons, can pull enemy units 18" away 2d6 closer to him or propel him 2d6 into them ignoring difficult and dangerous terrain modifiers.
40pts Blade of Olympus: +3 STR, +1Attack, AP3, Counts as a single 2 handed great sword ccw.
30pts Claws of Hades: Flesh Bane, AP6, +2A, counts as 2 ccw, can pull enemy units 18" away 2d6 closer to him or propel him 2d6 into them ignoring difficult and dangerous terrain modifiers.
30pts Nemian Cestus: +2 STR, -2I, AP2 Armorbane, Concussive, Counts as having 2 specialist unwieldly weapons.
So for 25 points you gain:
+1 Str +4 Attack
+1 Init AP4
Rending
+1 attack more for 2 specialist weapons
And the ability to essentially charge double distance (pull, charge)
Just to qualify this, Captains have... 4 attacks base maybe? So on the charge this is giving 11 attacks (4+2rage+4weapon+1specialist weapons)
The 40 p
Claws... again pulling and charging seems wrong, bad mechanic
Cestus... seems OKish, its not unwielding if its only -2 init though
Puny bolt gun/lascannon relic just seems wrong. especially on a model that can gain relentless.
Fleece is fine, you pay storm shield prices for a worse invul and lose your power armour in doing so
If that lash of submission is too powerful then what if the Blades of Exile and Claws of Hades grant optional skyfire.
Blades of Exile: S-(User), AP5, Rending, +2A (he is capable of 999 hit combos! so why insane amount of hits?), optional Skyfire so he can fight FMC and rend Jets. If it was 30pts would it be undercosted?
Claws of Hades: S- Fleshbane, AP6, +1A, counts as 2 ccw, can choose Skyfire so he can fight FMC. Is 30pts still undercosted?
Thats the point of the Cestus, its ment to be a weaker powerfist but just a bit faster so he pull off combos. Is it undercosted?
I would put the fleece as something worn over the power armour, like a cape of sorts so adds an invul and stuff but doesnt strip away the normal armour.
Skyfire does nothing for CC attacks and thus would be useless on the claws, bear in mind flyers and flying monsterous creatures arent mesnt to be anywhere near as close to the ground as their models suggest, fighting one in CC is next to impossible
Does it ground them?
If no, do successful wound require grounding tests
Are they locked in CC?
If yes are they now gliding rather than swooping?
If no can other units assault once he has started the combat? i.e. squads he is in.
Does it remove the minimum required move if the FMC is neither locked nor gliding?
How is he 60ft up fighting?
Does it ground them?
If no, do successful wound require grounding tests
Are they locked in CC?
If yes are they now gliding rather than swooping?
If no can other units assault once he has started the combat? i.e. squads he is in.
Does it remove the minimum required move if the FMC is neither locked nor gliding?
How is he 60ft up fighting?
Good Questions. And yes Kratos can toss his chain swords a ridiculous distance like spider man. 60ft is nothing to him! What if we make a rule where there needs to be terrain taller than him as a launching pad.
What if, successful wounds cause grounding tests. And what if They are locked in combat but the FMC continues to move but the unit with SkyFight latches on to the flyer. And what if the FMC is now gliding? Other assaulting units can enter combat if the FMC is grounded.
For flying vehicles, What if Kratos just latches on and continues to lands hits even while the flyer goes off the board and into ongoing reserves?
The Dark Hunters are the spearhead of the Imperium against Hive Fleet Leviathan (screw the Ultrasmurfs). Their spearhead is the elite 8th Reserve Company, the Knives of Phobian. Leading their charge of glory is the unit's second-in-command, Veteran Sergeant Scotius Favillus, Protector of Gryphonne III.
Jump Infantry (Character)
Wargear: Combat Shield, Bolt Pistol, Melta Bombs, Relic Blade
Special Rules: Feel No Pain 5+, Furious Charge, Chapter Tactics, And They Shall Know No Fear
Master of Attrition
Favillus' ability with a bolt pistol is almost a sixth sense. Every bolt pistol in Favillus' squad (including his) has a range of 15".
Bombardier
Favillus, thanks to his unnatural strength, has the ability to throw Melta Bombs. Favillus can, in the shooting phase, throw a Melta Bomb up to 6". If so, throw one scatter die and one D3 for scatter. If by any chance a member of the squad is caught in the blast, they receive a 4+ cpver save UNLESS there is a better save available.
Prepared
Favillus is prepared for anything, and can protect himself and his squad easily against ordnance. Members of Favillus' squad receive a 4+ invulnerable save if hit by an ordnance weapon mounted on a vehicle or a super-heavy, eg Demolisher Cannon. Note: the save is only against said ordnance weapons. All other attacks are resolved without this save.
Faith in the Armour
Centurions feel protected when Favillus is around, inspiring them to achieve. All Assault Centurions receive a 4+ invulnerable save if they are in the same detachment as Veteran Sergeant Favillus.
Upgrades
Centurion
Favillus originally served as a Sergeant in a Centurion Assault Squad. For 35 points less than Veteran Sergeant Favillus, you can have Sergeant Favillus in Centurion Armour.
Statline
WS 5 BS 6 S 6 T 6 W 3 I 4 A 2 Ld 10 Sv 2+/4++
Wargear: Twin Linked Meltaguns, Hurricane Bolter, Two Siege Drills
Favillus does not have access to Master of Attrition, Bombardier or Prepared. He gains access to:
Look out, Squad!
If a squad is attacked by an ordnance weapon mounted in a vehicle or super heavy, they gain a 4+ invulnerable save FOR THAT TURN ONLY. Note: Look Out, Squad! can be used multiple times, however they can only be activated by ordnance weapons.
Bail Out Men!
When Favillus dies, roll a D6. On a 5+, he jumps out, and his statline returns to normal, however he is only armed with a bolt pistol (which does get Master of Attrition) and a Space Marine CCW. This can only happen once per game.
Spearhead Warfare
All Meltaguns in Favillus' squad, including his, have a range of 15".
Wargear: Artificer Armor, Bolt Pistol, Iron Halo, Frag and Krak Grenades, Tactician's Edge.
Warlord Trait: Tactical Genius
Tactician's Edge: Captain Diatores wields a powerful blade that can be used in one of three ways, chosen at the start of each assault phase.
S: User + 1 AP: 3 Melee
S: User + 2 AP: 2 Melee, Two Handed
S: User x 2 AP: 2 Melee, Two Handed, Unwieldy
Special Rules: Fearless, Master Tactician, Fighting Retreat, And They Shall Know No Fear, Chapter Tactics, Independent Character.
Master Tactician: You may add or subtract one from any Reserve roll, friend or foe, while Captain Diatores is alive and is the Warlord.
Fighting Retreat: Captain Diatores and any unit within 12 inches of him may opt to fail any morale test they are required to make, automatically regrouping after falling back. Once a unit has successfully regrouped, each model may Snap Fire at the enemy unit that caused the morale test, normal shooting rules apply for range and cover.
Diatores: I love Reserve roll manipulation. Fighting Retreat is an interesting scaled-down version of Calgar's "God Of War" rule, with the neat twist that you can snap fire; not sure how to price that, but it's pretty good, at least 10 points per squad affected, and with a 12" range you can probably cover 3-4 squads.
Favillus: Um. I love the idea of a Centurion character. I think you should stick with the Centurion-armored version of him. The unique ability to throw melta bombs, which literally no one else in the game can, seems very strange, and the ability to make weapon ranges longer by sheer... something?.... is also hard to rationalize.
Commander Rotzor lives in the sewers below the headquarter of terran. He was a great commander during his prime time but suddenly disappeared during a celebration of an heroic victory against an invasion of orks, he is still yet to be found...
As time has passed Rotzor has forgotten all kind of human behavior and turned him to a "rat".
Rotzor feeds on rats which has developed his front tooth into huge fangs (which is one of two of his weapons). His other weapon is his giant tail which he use to strangle his victimes with(mostly plumbers).
Rotzors existence is forgotten, probably for the greater good.
Rotzors fighting style is very much alike of a rat. He jumps and initiate the target from behind and rapidly strikes his foe with numerous of bites from his deadly fangs (may be a critical hit) meanwhile he strangles him/her with his tail. That said he is not a "thing" you would like to face in a dark place, alone.
Price cost: 200
Ultra Marines
Ws6 Bs2 S6 T4 W2 I8 A5 LD8 Sv3++
Type: Beast (unique, character)
Warlord trait:
Wargear: Fang and tail (2 close combat weapons)
Special rules: Poison, Fearless, Rat instinct, quickness, fear, infiltrate, Last member of the Rotzor squad, rending, Furious charge.
Rat instinct: In your turn you may vanish from assault phase (before or after you have attacked). On a roll of 5+ you may relocate your model 12" away from your current location.
Quickness: Gives your character 3+ invulnerable save.
Last member of the Rotzor squad: May not join other units.
He's pretty terrifying in melee -- except with W:2, Sv3+, and no charging on the first turn for Infiltrators, he'll probably get shot to death before he ever makes it to CC.
Also, what army/armies would he be for? He seems like he'd have "One Eye Open" with everyone.
My reasoning is that his bolt pistol has a scope, which he can use to direct his units fire as well as his own.
Also, while in service with the Deathwatch, he arm-wrestled an Ork Warboss. He eventually lost after two hours (he realized the Warboss would probably kill him if the Warboss lost). In the end he killed the Warboss, but he came back to the Watch-fortress unusually strong.
Logic!
Automatically Appended Next Post: Also I did forget, I might not have clarified that he only boosts the range of bolt pistols. Nothing else.
Working on a homebrew Renegade Chapter of Astartes that thinks they worship a Divine "Creator" instead of the Emperor but actually unknowingly serve the Void Dragon. ( I'm calling them the Storm Dragons)
Here's the character I made up for them, he's expensive (imperial knight price) but he probably deserves the hefty price tag
Marech the Protector- Point cost- 375.
WS6 BS5 T5 S4 W4 I4 A4 LD10 3+2+
Independent Character, Eternal Warrior, Relentless, Deep Strike,
Holy Purpose (can confer Deep Strike to a non-deepstike unit and may charge the turn they arrive ignoring the Deep Strike Reserves Rule. You can roll for his reserves on turn 1 on a 3+ and his unit automatically comes in at the beginning of turn 2 if he does not come on turn 1)
The Unrighteous Turn Away!( units firing overwatch against Marech and his unit must make a leadership test first before firing if they fail they count as being blinded)
Wargear Armor of Righteousness: confers 2+ invul save and a 3+ Deny the witch.
Sword of Truth (+2S/+1I against regular enemy models; +4S/+2I against chaos or psykers) AP2
Dragon Fang Pattern Heavy Bolter (one hand) S5 ap4 Heavy 3 Ingores Cover, Assault
Automatically Appended Next Post: Our lost brethren fight in the name of their dead emperor who shall never rise again, but we fight in the name of our eternal Creator who shall never fall. How can we not succeed?
Well if it makes it any better, the chapter would be desperate allies with EVERYONE. lol. Yeah, pretty much a joke chapter. Maybe I'll post it later to see how much everyone hates it.
DoomShakaLaka wrote: Well if it makes it any better, the chapter would be desperate allies with EVERYONE. lol. Yeah, pretty much a joke chapter. Maybe I'll post it later to see how much everyone hates it.
It's not a very funny joke. It's one that shows up regularly though not in the volume you put. I mean, it is your standard 2+ invul, Eternal Warrior, assault from turn 1, I WIN ALL THE TIME AT EVERYTHING character. Complete with an assault heavy bolter, inflated stats and a weapon that I'm sure is AP2 and probably Instant Death/Armorbane.
His cost does not justify it. Nor does the allies thing.
Well the whole can arrive from deepstrike thing turn one and assaulting from deepstrike could be removed, as well as the heavy bolter if that would make it better. The sword was supposed to ap2 but it could drop to ap3 etc. I'd still keep the 375 price though.
How's that sound?
Automatically Appended Next Post: Oh, and the 2+ invul dropped to 3+
The problem I'm seeing is that you are cherry picking the best and most insane rules you can and throwing them all together. It's just the usual "I want to win at everything and never die" character that is just plain boring.
I'd suggest you go back to the basics. Start him as a generic chapter master and build up one piece or rule at a time. Before you move on to the next additional rule or item, ask yourself what the theme is, and what the cost of the upgrade is. And keep in mind that most special character Space Marines are nowhere near as full of special unique things as your guy. He is special, not insane.
Well maybe I should stay away from the whole rule writing thing and just stick to writing the story of my chapter. Again, sorry to mess up this thread with my nonsense.
DoomShakaLaka wrote: Well maybe I should stay away from the whole rule writing thing and just stick to writing the story of my chapter. Again, sorry to mess up this thread with my nonsense.
I wouldn't get too wrapped up about it. It's a very common mistake made by someone first trying it out. Hell, I did it back in the day too, and I can guarantee that most of the veterans here have done so as well.
It's fun to make rules, and it is a good exercise, but it's all about building to an idea, not just pushing the limits of how good something can be and have people accept it.
I would guarantee that this thread is about 50% "Hey Guyz I got a great idea for an awesome 200 point Marine that can go toe to toe with a Gargant and win!", 25% "Silly Big Ork Boss with randomization everywhere! (and BS3)" and only the last 25% for all the balanced, thematic stuff.
Well this specific topic is a matter of opinion. It's called YOUR own unique characters in 40k. It's the place you post your brilliant ideas, however broken they may be. DoomShakaLaka can make whatever broken character he likes. You don't have to face the character so what do you care?
FavilleGamingAndTCG wrote: Well this specific topic is a matter of opinion. It's called YOUR own unique characters in 40k. It's the place you post your brilliant ideas, however broken they may be. DoomShakaLaka can make whatever broken character he likes. You don't have to face the character so what do you care?
And it is posted on a public forum for the discussion of new character rules and rule sets. Look at the very first post in this thread, bud:
"Feel free to contribute characters or to suggest changes if you disagree with anything"
So yes, as part of discussion saying what is not working or broken is part of this. Sorry to rain on the righteousness parade.
Eh. One guy's gonna have fun posting his superpowered Mehrine character, another's gonna have fun poking holes in the balance, another's gonna have fun trying to keep the character's ideas without overpowering him. It takes all kinds, really.
FavilleGamingAndTCG wrote: Well this specific topic is a matter of opinion. It's called YOUR own unique characters in 40k. It's the place you post your brilliant ideas, however broken they may be. DoomShakaLaka can make whatever broken character he likes. You don't have to face the character so what do you care?
And it is posted on a public forum for the discussion of new character rules and rule sets. Look at the very first post in this thread, bud:
"Feel free to contribute characters or to suggest changes if you disagree with anything"
So yes, as part of discussion saying what is not working or broken is part of this. Sorry to rain on the righteousness parade.
And actually I appreciate the advice because I've only been gaming for a couple of years now and not even that often during that time.
So heres a second go at Marech the Protector.
WS 6 BS 5 T4 S 4W 4 I 4 A 4 3+3+
Deepstrike, Fleet, Independent Character, The Unrighteous Turn Away!(Blinds during overwatch if enemy fails initiative test) Hatred: Inquisition
Wargear:
Sword of truth: x2 s, two hands, ap2, unwiledly mastercrafted.
Armor of Righteousness: 3 + invul save and +1 T
CM(120) +Storm Shield(15) + Thunder Hammer equiv(30)+ mastercrafted +(10) Deepstrike + (Hatred) 5+ Blind ability10 + fleet 10 = 210 what do you think? Any Better?
That's much better. And very much in line with something I could see playing with. Nice job.
The only question I have is your reasoning for an Ld test for the blind thing. I ask because generally Blind tests are taken as an Initiative test to represent how fast they can look away. Can you explain that just so I can wrap my head around it?
curran12 wrote: That's much better. And very much in line with something I could see playing with. Nice job.
The only question I have is your reasoning for an Ld test for the blind thing. I ask because generally Blind tests are taken as an Initiative test to represent how fast they can look away. Can you explain that just so I can wrap my head around it?
I just figured a ld test would be less op, but what your saying makes more sense. I'll edit it in.
Here's another one from me, Sternguard Captain style. I really wish GW would implement something like this.
Commander Perth 175 Points
WS5 BS6 T4 S4 W3 I5 A3 LD10 2+/4++
Wargear: Pellentos, Bolt Pistol, Artificer Armor, Iron Halo, Frag and Krak Grenades, Special Issue Ammo.
Pellentos: Pellentos is a Master Crafted Boltgun with the Rending special rule.
Special Rules: Independent Character, And They Shall Know No Fear, Chapter Tactics, Move Through Cover, Stealth, Shrouded, Company of Marksmen, Sniper's Eye, Hipfire.
Company of Marksmen: Instead of a Command Squad, Commander Perth allows a single model in a Sternguard Veteran Squad to be upgraded to an Apothecary for 20 points, a different model in that same squad may be nominated to carry a Standard of the Storm, which gives all models in the squad Preferred Enemy for 20 Points, while another model in the squad may be upgraded to a Sternguard Champion, increasing his BS by 1, for 10 points. Upgraded models retain their original wargear, but with the exception of the Champion, may not take any additional upgrades.
Sniper's Eye: If Commander Perth remains stationary, he increases the maximum range of any type of ammo fired from his bolter by 6 inches, in addition, he gains the Precision Shot special rule for that shooting phase.
Hipfire: Instead of his normal close combat attacks, Commander Perth may use the S and AP value of a Special Issue Ammo type of his choosing for all of his attacks. Note that this is still considered a melee attack, and thus still counts as WS5 as normal. Also, rolls to hit of 1 while using Vengeance Rounds are still subject to the Get's Hot! rule.
Always good to see a shooty special character, since they're usually melee monsters. I also like that he can Legolas people at point-blank range. And I love the unique command squad -- I think we need way more of that kind of customization.
My one complaint is that representing marksmanship by increasing maximum range just feels odd to me. Perhaps he can gain +1 BS or count as twin-linked when stationary instead? (With his master-crafted bolter, TL means he goes from rerolling one miss to rerolling all misses).
Costing is always tricky -- do you have a breakdown of how you did it?
Perth's not as good as Issodon so I figured 175 was fair.
As for the range thing, I see that as a similar situation as a modern Sniper vs modern Infantry. The sniper is able to get a longer effective range on a bullet with near the same velocity due to accounting for travel time, bullet drop, and wind conditions. Of course this takes focus, which is why he must be stationary.
After nitpicking other people's ideas, now with fear and trembling I present two of my own -- special characters for my Sororitas fandex/expandex. To balance out the official Codex's crazy old man (Uriah) and "so pure her feet don't touch the ground" girl martyr (Celestine), I wrote up a cold, calculating, strategic bitch and a decent, humble, plainspoken woman who will fething END you.
(Crossposted with my fandex thread; feel free to comment either place -- I love feedback whatever the forum).
***
Preceptress JEHANNE: 200 points
The humble, brutal heir of Saint Praxedes WS:5 BS:5 S:3 T:3 W:3 I:4 A:3 Ld:10 Sv:3+/3++
Spoiler:
Unit Type: Infantry (Character)
Unit Composition: 1 (Unique)
Wargear: power armour, bolt pistol, frag grenades, krak grenades, melta bombs
Praesidium Protectiva, War Hymnal
Ecclesiarchy Relics: The Sceptre of Vengeance This extraordinarily destructive mace was ancient when Saint Praxedes wielded it on her day of martyrdom. Years later, the Order of Our Martyred Lady sent a team to recover it. One of the few survivors was the young Jehanne -- and none other has borne it since. Strength:x2, AP:2, Melee, Armourbane, Concussive, Monster-Hunter, Unwieldy
Warlord Trait: Inspiring Oratory
Special Rules:
Act of Faith, Independent Character, Martyrdom, Shield of Faith
Fearless, Preferred Enemy (everything), Zealot
Act of Faith: Death, Where Is Thy Sting? The Preceptress mouths a wordless prayer before stepping boldly into reach of the enemy's greatest weapons. One use only. This Act of Faith may be used at the beginning of either player's Assault Phase or at the beginning of the enemy's Shooting Phase. If successful, Preceptress Jehanne gains the Eternal Warrior special rule until the end of the phase.
"I sat there -- I don't know how long -- staring at the relic we'd recovered and at the bodies of my Sisters. Thinking about the things that were still out there. I think I was waiting for some kind of revelation, some vision of Saint Praxedes, some voice of the God-Emperor in my ear. Finally I realized I wasn't going to get one. I was alive. I had a weapon. I had an enemy. What more did I need?"
-- Preceptress Jehanne in a sermon to Sororitas novices
During the Second Tyrannic War, as Hive Fleet Kraken scuttled and swarmed over the face of the sacred planet Okassis, Canoness Praxedes of the Order of Our Martyred Lady personally led the defense. Killing a Hive Tyrant by her own hand, she led her forces deep into the horde to buy time for the evacuation.
Years later, with Kraken defeated and new clues as to Praxedes' final resting place, the Order dispatched a reconnaissance force to the ravaged planet. Their mission: to search for relics of Praxedes, now declared a Saint. Their intelligence told them the Tyrannids would have scoured the world of life and then moved on. Instead, they awakened horrors waiting dormant underground, seemingly left by the Hive Fleet to ambush anyone returning to the planet. Only a handful of Sisters fought their way through to the ruined manufactorum where Praxedes had made her last stand. Only one of them fought her way out alive, wielding Praxedes' mace, the Sceptre of Vengeance: a young Sister Superior named Jehanne.
Bright and outgoing before Okassis, Jehanne spoke little of her experience after. She gave the Sceptre to the Order's reliquary and humbly returned to her normal duties. But a legend grew around her recovery of the relic, and her battlefield conduct displayed a new-found fearlessness, coupled with a savage genius at finding the most dangerous enemy and destroying it. When a Tyrannid attack on the Shrine World of Butlerian convinced the Order's leaders to retrieve the Sceptre from the reliquary, there was fierce debate over who should bear it into battle -- but in the end, instead of many more senior Sisters, the Canoness chose Jehanne.
Many expected Jehanne to die gloriously like Saint Praxedes: Instead she lived and won. "I did not surpass the Saint," Jehanne insisted when some hailed her as a new Praxedes. "I benefited from a much better tactical situation -- and from her blessing."
Today, Jehanne is a Preceptress, commanding a thousand Sisters of Our Martyred Lady -- a rank equal in prestige and power to the Canoness of many a minor order. Yet she is still the humble, haunted woman who survived Okassis. Her speech direct, her armor unadorned, her trappings no richer than the youngest Battle Sister's, Jehanne is nevertheless unmistakable for the great mace she carries and her powerful effect on all those she commands.
Sceptre of Vengeance
Start with Eviscerator (NOT with a power mace): 30
Remove 2-Handed: 10
Add Concussive: 10
add Monster Hunter: 10
subtotal: 60
***
Canoness-Marshal Minerva: 200 points
Will of iron, heart of ice WS:5 BS:5 S:3 T:3 W:3 I:4 A:3 Ld:10 Sv:3+/4++
Spoiler:
Unit Type: Infantry (Character)
Unit Composition: 1 (Unique)
Wargear: frag grenades, krak grenades, rosarius, melta bombs
Blessed Armour, Book of Acts
Ecclesiarchy Relics: Firelock and Frostbite In the desperate battle to defend the White Cathedral of Ix, Minerva smashed open the reliquary containing these ornate archeotech weapons and wielded them against the heretic foe. After the victory, she kept the matching sword and pistol as presents from the grateful Cardinal she had rescued. Whether the Cardinal actually consented to their donation is unclear.[/i]
Firelock: Range 24" S:8 AP:1 Melta, Pistol
Frostbite: S:User AP:2 Melee
Warlord Trait: Strategic Genius
Special Rules:
Act of Faith, Independent Character, Martyrdom, Shield of Faith, Stubborn
Acute Senses, Scout
Act of Faith: Sacred Mission The Canoness-Marshal meditates deeply over her battle plan before selecting some of her followers for a special task. One use only. This Act of Faith may only be during deployment, immediately before placing units in Reserves. (Note this is an exception to the normal rules about when Acts may be attempted). If successful, one unit in Minerva's detachment gains the Scout and Acute Senses special rules.
"As the Emperor wills and I have foreseen, the heretics have advanced into the southern valley. The Guard artillery shall hold its fire until the traitor vanguard is across the bridges and decisively engaged with the Templar blocking force. Sororitas task forces Ophelia and Terra shall remain in defilade until I order the pincer attack. Am I understood?"
-- Canoness-Marshal Minerva at the Battle of Issus Valley, Kasserine V
Minerva Ender, Baroness Blanchette, entered the Schola Progenium at the relatively late age of seven. The sheltered only child of a noble Administratum family, she had been orphaned when Chaos cultists assassinated her parents the year before. After protracted legal battles over who would have custody of the orphan -- and of her vast inheritance -- her relatives agreed it would be best if Minerva took advantage of her orphanhood to enter the Schola, which just happened to require renouncing her fortune. They appeased their consciences by making a sizable donation to the Ecclesiarchy to ensure she would given special privileges, which ensured her fellow students hated her from the start.
Haughty, brilliant, and spoiled, Minerva survived a series of beatings -- one of which left her in a coma for two weeks -- which ended only when she killed two of her classmates with a stolen kitchen knife. She was nine. The Schola staff gave her forty lashes and a month of solitary contemplation, but afterwards her fellow students largely left her alone.
Minerva spent the next three years bringing her combat skills up to the level of her academic ones and was chosen as a novice of the Adepta Sororitas. She was successful in her novitiate, albeit unpopular, and was inducted into a Minor Order, the Grey Sisters, where the Canoness soon took her on as an aide.
Three years later, heretic rebels staged a surprise attack on the convent. The first cannon salvo killed the Canoness and the entire command staff -- except for Minerva. Crawling from the rubble of the headquarters wing with a concussion, three broken ribs, and no armour, Minerva used her -- unauthorized -- knowledge of the Canoness's code keys to take command. By the time the Grey Sisters realized the person directing the defense had no authority to do so, they had held off the heretics long enough for reinforcements to arrive.
The relief force came from the Order of the Razor Rose, the local Cardinal's elite quick-reaction force. Their Canoness, Pallas Athenne, took one look at the surviving Grey Sisters and absorbed them into her own Order, placing Minerva in command and promoting her to Palatine on the spot. (Pallas was grossly exceeding her authority, but the Cardinal backed her action). Minerva proved her worth in one campaign after another, and when Pallas died in battle ten years later, she left a sealed letter naming Minerva as her successor.
Since then, Minerva has made the Razor Rose the linchpin of the sector's defense. Her Order routinely forms the elite core of task forces drawn from multiple Sororitas orders, the Imperial Guard, and even Space Marines -- typically Black Templars but on one memorable and awkward occasion a company of Space Wolves. So deft is her diplomacy with the Imperium's often-rivalrous branches, and so impressive her record of success, that the Segmentum High Command awarded her the rank of Marshal in the Imperial Guard. Resplendent in her elaborate battle armor, with her pistol Firelock and sword Frostbite in either hand, she dominates the battlefield by force of intellect and relentless will.
Design notes:
Spoiler:
Canoness: 65
Wargear (non-unique)
Rosarius: 15
Melta Bombs: 5
Blessed Armour*: 35
Book of Acts*: 15
Subtotal: 70
Unique Relics:
Firelock: multimelta (10), change from Heavy to Pistol (10)20
Frostbite: power sword (15), AP:2 (+10)25
Subtotal: 45
Stats & SRs:
Scout: 10
Acute Senses10
Custom AOF: Scout & Acute Senses to any unit (unusually good), may only use during deployment (unusually restrictive): 0
Subtotal: 20
I always enjoy reading your lore, SisterSydney,and "cold, calculating, strategic bitch and a decent, humble, plainspoken woman who will fething END you" are two of my most favourite character archetypes ever. These are exactly the kind of interesting characters that the Sisters book (and model range) needs and deserves.
Here's another Idea I had, this time for the Loyalists.
Chaplain Makov, Chaplain of the Carchardorons.
Unlike other chaplains of his chapter, Makov refuses to stay on the ship when it comes time for war. He deploys with the rank and file, driving them on to greater acts of butchery in the name of the Emperor. When not on the field he drives all around him to preform thier duties better and better, from the Techmarines maintaning equipment to the lowliest of serfs cleaning the halls. Chaplain Makov expects the best from everyone around him. In battle he forgoes the usual Crozius arcanum in favor of a masterfully made relic sword. This has put him at odds with other chaplains, even within his own chapter. However the men he serves beside on the ground embrace his attitude of using the best tool for the job. Even The Red Wake himself has made note of this young chaplain and his great impact of the field of battle.
WS 5 BS4 S 4(6) T 4 W 3 I 4 A 2 LD10 Sv3+
Wargear: Relic Sword - S +2 - AP 2 - Melee, Two Handed, Master Crafted
Master Crafted Bolt Pistol
Frag Grenades
Krak Grenades
Rosarius
Special Rules: Chapter Tactics (Carcharodons)
Independant Character
Zealot
Crusader
I thought I would give it a shot. This is the guy I imagine leading my chapter after "forging the narrative" for a few campaigns. I don't know what point value to cost him, but I imagine he'd be pretty up there. I wanted to make a character that would make units like footslogging honour guard or vanguard veterans a viable choice.
Chapter Master Habitus of the Immortal Swords-
Habitus is the last surviving member of "The Wreathed," a heroic trio of marines that saved the world of Brutus II from annihilation by toppling the Daemon An'Korrath. Habitus bore the brunt of the Daemon's furious attack on his storm shield, enabling his brothers to make the killing blow. Each of The Wreathed served their time as Chapter Master, but their reigns were short and disastrous. Habitus is determined not to make the same mistakes. Though not a particularly brilliant tactician, Habitus has the tenacity of a glacier, and his unwavering nerve in the face of danger is an inspiration to the men at his command.
Chapter Master Habitus
WS 6 BS 5 S 4 T 4 W 4 I 5 A 4 LD 10 Sv 2+
Special Rules:
Eternal Warrior
ATSKNF Chapter Tactics
No Foe is Too Great- Habitus and his unit will always wound or glance in close combat on a roll of a 6.
I like everything but the shield, I think that's a little too much.
Perhaps something like this,
Wall of Diantus: Storm Shield that grants the following: For each hit scored against a model in Chapter Master Habitus's unit, you may roll a d6. On a 2+, the attack is blocked by Habitus and is instead allocated to him. Habitus may only attempt to block shooting attacks from a single unit per phase, but may attempt to block any number of attacks. In assault, Habitus may attempt to block any attack allocated at his unit, regardless of it's source.
Or a simpler option would be,
Wall of Diantus: Friendly models in base contact with Habitus also receive a 3+ invulnerable save.
As for the price, a base CM with his gear is 225. The rules would push him into the 250-300 range. 275 sounds fair to me, but I'd always aim high when making custom characters, so 300 would probably go over smoothest.
Wounding or glancing on a 6 might not sound that strong, but even with a squad of Tacs, statistically that's 4.166 glances on the charge vs AV 14, so more often than not it'll wreck even a Land Raider.
Still, he's a cool unit and I like tanky SM characters.
I love the fluff and I love characters who buff their whole unit (or multiple units), so I like the shield, but costing it is tricky.
4++ for the whole unit is almost as good giving every model a Storm Shield, but without giving up the ability to wield a second close combat weapon. You don't have quite as good a save, but you can gain an extra CCW, which roughly balances out. Arguably it's worth at least 10 points per model in the unit (based on the cost Veterans pay for a Storm Shield). Assuming you max out his Honor Guard squad -- because, dude, otherwise you're doing it wrong -- that's 100 points for the shield alone!
If you make it just 3++ for "friendly models in base contact," as Perth suggests, that's on average maybe two models (one on either side), so a much more manageable 20 points -- on top of what the character pays for the regular Storm Shield.
Consider that Orks are able to give a 5+ invul save for all models within 6 inches of their Big Mek for 50 points. How does that tally compared to giving 4++ but only to a single unit?
You could possibly make it something of a reverse "Look Out, Sir!" role. For each wound taken by his unit in the shooting phase (not to Habitus), roll a d6. On a 2+ (or 3+ or whatever, for balance), you may re-allocate that wound to Habitus, who gets a 2++ save against it (or 3++ or whatever). That allows for two rolls to work out the balance, instead of just one.
Reverse LoS would basically protect the unit from shots from the flank or rear, which would be good. It's still a bit complicated, though...what if the unit just received a 5++, would you think that was too absurd for the 250-275 range?
Amongst the windswept deserts of Iragoth IV, legends of a lone Ork Warbiker have persisted for centuries on end. The myths surrounding this mysterious greenskin shrouds his identity, making him an enigma that haunts the desert sand. He rides atop a black motorbike, one that bears the fleshless heads of his victims and the scars of a lifetime of battle. With a black wide-brimmed hat perched on his head, his body swathed in his leather duster, and his boots adorned with golden spurs, he is a lone gunslinger that roams the dusty fields, Da Ork With No Name.
Da Ork With No Name WS6 BS4 S4 T4 W2 I4 A3 Ld10 Sv 4+
Wargear: Warbike, Cybork Body, 'Eavy Armor
Relic: Da Deadeyes- A pair of kustom Sluggas. Are Assault 3* S4 Ap4, Rending, Shred and 8" *Per gun, fires 6 shots in one turn
Special Rules; Fearless WAAAGH! 'Ere We Go Skilled Rider Crackshoota: Da Ork With No Name is the only Ork who actually knows how to use a gun in close combat, let alone aim one. When in an Assault, Da Ork With No Name uses the profile on his Deadeyes (Counts as dual-wielding)
I like Da Ork Wit No Name, only thing that stands out is the Cybork Body, who did that if he's such a loner?
Here's something a little different, an Eldar character.
Thalion Hathol, The Red Viper, Corsair Prince of the Flaming Blades
WS 7 BS 6 S 3 T 3 W 3 I 7 A 4 Ld 10 Sv 4+
Unit Type: Jump Infantry (Character)
Special Rules: Independent Character, Fearless, Deep Strike, Wings of Fury, Arrogance, Lightning Reflexes.
Arrogance: Thalion must always issue and accept challenges.
Lightning Reflexes: Thalion has a 3+ invulnerable save when his Initiative is greater than 1.
Wings of Fury: If not deployed in a unit, Thalion may charge after arriving from Deep Strike.
Equipment: Shurikan Pistol, Swooping Hawk Wings, Mandiblasters, Haywire and Plasma Grenades, Sting of the Viper.
Sting of the Viper: Thalion wields a unique spear with the following profile, S User + 2 , AP 3, Two Handed, Master Crafted, Deathblow.
Deathblow: In a challenge, Thalion may lower both his Initiative and Attacks to 1 to use the following profile, S User x 3, AP 2, Two Handed, Master Crafted, Instant Death.
Not too sure on the price, he's pretty flashy but there's not much meat. I'm thinking 175, he's still T3 and doesn't have Eternal Warrior, also he has to ditch his invuln save to use Deathblow. Thoughts?
Amongst the windswept deserts of Iragoth IV, legends of a lone Ork Warbiker have persisted for centuries on end. The myths surrounding this mysterious greenskin shrouds his identity, making him an enigma that haunts the desert sand. He rides atop a black motorbike, one that bears the fleshless heads of his victims and the scars of a lifetime of battle. With a black wide-brimmed hat perched on his head, his body swathed in his leather duster, and his boots adorned with golden spurs, he is a lone gunslinger that roams the dusty fields, Da Ork With No Name.
Da Ork With No Name WS6 BS4 S4 T4 W2 I4 A3 Ld10 Sv 4+
Wargear: Warbike, Cybork Body, 'Eavy Armor
Relic: Da Deadeyes- A pair of kustom Sluggas. Are Assault 3* S4 Ap4, Rending, Shred and 8"
*Per gun, fires 6 shots in one turn
Special Rules;
Fearless
WAAAGH!
'Ere We Go
Skilled Rider
Crackshoota: Da Ork With No Name is the only Ork who actually knows how to use a gun in close combat, let alone aim one. When in an Assault, Da Ork With No Name uses the profile on his Deadeyes (Counts as dual-wielding)
I like the rules and I bet it'd make an amusing model. The only part that doesn't make sense to me is the warbike. I know it's a completely sweet piece of gear and it really helps him get in pistol range, but I just can't picture this Clint Eastwoork character riding a bike and doing his gunslinging (with both hands, mind you) from the saddle. I'd increase his guns range to 18'' and give him infiltrate or something. Fits his whole mysterious air. I'd also make him super cheap.
Filch wrote: Lord of War Slot
Base size: 28mm infantry base
Name: Kratos, God of Infinite Combo's
2000pts
ws9 bs1 S6 T6 w20 i6 a30 sv2+/2++
special rules: fnp2+, x5 iwnd2+, furious charge, rage, Prefered enemy (anything bigger than it), fleet, cavalry, jump infantry, deny the witch, eternal warrior, fearless, independent character, lone warrior/wolf.
wargear:
lvl10 Blades of Chaos; rending, for each to hit of 6, add another d6 to attack.
lvl10 Golden fleece (the armor/invul save, quintuple iwnd)
is 2000pts too few?
Just..... lol
Nearly a decade ago when I first played God of War and later played wh40k, I always wanted to create a Kratos model for my Chaos space marine army and make him my lord.
While I myself have been playing and making models for about four years now, I still have no idea how balancing works in this game, so bear with me here. In addition this is a squad, and not a character, so please re-direct me if I'm in the wrong thread.
My main army, the IG, I've always painted and modeled as Gue'Vesa, humans in the Tau Empire. However, I've always felt that the IG codex doesn't suit the fluff behind Gue'Vesa forces (and FW Gue'Vesa being garbage). They're supposed to be hardened veterans from the Damocles Crusade, slowly adjusting to their new way of waging war. As a result, myself and some fellow 40k players came up with the following stat line for Crusade Gue'vesa:
Options:
(Defer to standard Veteran Squad table(May not take Doctrines))
And that's about it. Basically, they're standard IG Veterans with lower Ld, permanent Carapace, and better basic equipment. The reasons behind this are as follows: The Ld is lowered, as I doubt a Tau-aligned human is nearly as motivated as his loyalist counterpart. The permanent Carapace is because it isn't implausible to think that they've augmented their regular armor. Lastly, their equipment is slightly more efficient as the likelihood of the Earth Caste messing around with Imperial equipment to see if they can make it work a little better is rather promising. Well, maybe even outright producing their own versions without that superstitious Machine-Spirit silly talk. I've used them in games before, and they don't seem to be much better than regular veterans. They sit on objectives and die like any other guardsmen, and run away a lot quicker.
So, what do you people think? Overpriced and useless? Terrible idea? Wrong thread? Lemme know.
797th Red Tigers wrote: While I myself have been playing and making models for about four years now, I still have no idea how balancing works in this game, so bear with me here. In addition this is a squad, and not a character, so please re-direct me if I'm in the wrong thread.
My main army, the IG, I've always painted and modeled as Gue'Vesa, humans in the Tau Empire. However, I've always felt that the IG codex doesn't suit the fluff behind Gue'Vesa forces (and FW Gue'Vesa being garbage). They're supposed to be hardened veterans from the Damocles Crusade, slowly adjusting to their new way of waging war. As a result, myself and some fellow 40k players came up with the following stat line for Crusade Gue'vesa:
Options:
(Defer to standard Veteran Squad table(May not take Doctrines))
And that's about it. Basically, they're standard IG Veterans with lower Ld, permanent Carapace, and better basic equipment. The reasons behind this are as follows: The Ld is lowered, as I doubt a Tau-aligned human is nearly as motivated as his loyalist counterpart. The permanent Carapace is because it isn't implausible to think that they've augmented their regular armor. Lastly, their equipment is slightly more efficient as the likelihood of the Earth Caste messing around with Imperial equipment to see if they can make it work a little better is rather promising. Well, maybe even outright producing their own versions without that superstitious Machine-Spirit silly talk. I've used them in games before, and they don't seem to be much better than regular veterans. They sit on objectives and die like any other guardsmen, and run away a lot quicker.
So, what do you people think? Overpriced and useless? Terrible idea? Wrong thread? Lemme know.
I think it would've been slightly more on topic if you'd posted it in the Custom Units Thread. Otherwise, seems suitably fluffy. Though I'd keep it to BS: 3 with the ability for Supporting Fire and to benefit from Marker Lights than having BS: 4.
mr. peasant wrote: I think it would've been slightly more on topic if you'd posted it in the Custom Units Thread. Otherwise, seems suitably fluffy. Though I'd keep it to BS: 3 with the ability for Supporting Fire and to benefit from Marker Lights than having BS: 4.
Right, thanks. I'll switch on over there.
As four your BS:4 concern, this unit is supposed to be a replacement for Veterans in the IG codex, and not an addition to the Tau Codex. So unless there's been a rule change in regards to allies and Markerlights that I'm not aware of, this unit cannot benefit from them.
My character is military commander of all forces from Brittania, my fictional home world for my Guard army, based off the UK, with closer ties to England than the other countries.
The reason he has high strength and toughness is because he has large amounts of augments replacing lost body bits.
Field Marshall Lush of His Holy Majesty's 1st Brittanic Army EDIT!! 300 points Lord of war
He must have a company command squad with a heavy flamer, banner, medipack, and vox caster, and he replaces the role of Company Commander.
Regimental advisers may be taken, as well as other upgrades that do not affect those listed. Company command squad, upgrades and optional upgrades must be paid for separately. END EDIT!!!
WS 5 BS 5 S 5 T 5 W 3 I 4 A 3 LD 10
Wargear
Deathmask of Churchill (Functions as a deathmask of ollanius pius)
Power sword
Bolt pistol of the Ancients (S5, AP3, rending, assault 2, range 18)
Royal Plate (grants 3+ save and a 6+ cover)
Special rules
FNP 4+
Rage
Lush's tactical genius (D6 units have the infiltrate and outflank rules)
Preferred enemy Chaos
Eternal warrior
Inspiring presence (all Astra Millitarum units with TLOS may use this unit's LD of 10)
Field Marshall (Can issue 4 orders a turn, must be warlord)
CREEEEEEEEED wrote: My character is military commander of all forces from Brittania, my fictional home world for my Guard army, based off the UK, with closer ties to England than the other countries.
The reason he has high strength and toughness is because he has large amounts of augments replacing lost body bits.
Field Marshall Lush of His Holy Majesty's 1st Brittanic Army 175 points
Can be taken instead of a company commander.
WS 5 BS 5 S 5 T 5 W 3 I 4 A 3 LD 10
Wargear
Deathmask of Churchill (Functions as a deathmask of ollanius pius)
Power sword
Bolt pistol of the Ancients (S5, AP3, rending, assault 2, range 18)
Royal Plate (grants 3+ save and a 6+ cover)
Special rules
FNP 4+
Rage
Lush's tactical genius (D6 units have the infiltrate and outflank rules)
Preferred enemy Chaos
Eternal warrior
Inspiring presence (all Astra Millitarum units with TLOS may use this unit's LD of 10)
Field Marshall (Can issue 4 orders a turn, must be warlord)
I think you are at least 30 points too short on him. He is far and above a better character than anything in the AM codex. His stats are better than a Space Marine CHapter Master, he has items better than any relic in the corresponding codex, and has rules for supierior than most named characters. I may even have counted short when I figured it out. I had to look through the AM, C:SM, and Inquisition codexi to try and find rules and items that fit. I think it is a cool idea, and a nice character, but vastly under costed. Maybe someone with better knowledge of game balance can weigh in on it.
What an utterly broken and horrendously overpowered character, Creed. Not to be blunt, but what the hell? He fights as well as Chapter Masters, he's more durable than Chapter Masters, and he can outflank up to 6 units? For 175 points?
curran12 wrote: What an utterly broken and horrendously overpowered character, Creed. Not to be blunt, but what the hell? He fights as well as Chapter Masters, he's more durable than Chapter Masters, and he can outflank up to 6 units? For 175 points?
Are you freaking serious with this?
I was trying to be less...err.. harsh. lol Upon further review I would put this guy in the ~300 point LoW area. Again, like the idea, but way too much of everything. Mind shering how you came to the point total you used?
curran12 wrote:What an utterly broken and horrendously overpowered character, Creed. Not to be blunt, but what the hell? He fights as well as Chapter Masters, he's more durable than Chapter Masters, and he can outflank up to 6 units? For 175 points? Are you freaking serious with this?
Lord Blackscale wrote:I was trying to be less...err.. harsh. lol Upon further review I would put this guy in the ~300 point LoW area. Again, like the idea, but way too much of everything. Mind shering how you came to the point total you used?
Well, I was kind of coming from the idea of, err, erm, well, he is fairly priced because, he, umm, isn't T6 and can be instakilled?
I see what you're getting at, I've changed it now. I have a low point mentality for some reason.
No he CAN'T be instakilled because like every other broken new character you slapped Eternal Warrior on him for no reason other than you want him invincible.
Thats a lot better. And he can't be instakilled as you gave him eternal warrior. As a LoW he is still really powerfull, but not so much when compared to some superheavy tanks lol.
"Lush" is a neat character, but I worry a wee bit about a non-Astartes with Strength and Toughness set at freaking 5. Even with a lot of cybernetics, that's a long way from a baseline human S:3 T:3. Do you really want this guy to arm-wrestle Space Marines and win every time?
Also, is "Lush" a comment on his drinking habits, or - -something?
SisterSydney wrote: "Lush" is a neat character, but I worry a wee bit about a non-Astartes with Strength and Toughness set at freaking 5. Even with a lot of cybernetics, that's a long way from a baseline human S:3 T:3. Do you really want this guy to arm-wrestle Space Marines and win every time?
Also, is "Lush" a comment on his drinking habits, or - -something?
Err, that's actually my surname, because I want to personalise the character as mine. A lot of people do a double take when they hear my name, so if you do, I won't take offence.
Also, the point is you don't really want your 300 point model just dying to everything. Straken is S6 T4, and he only has one cybernetic arm.
To rule the Eerie is to be be on top of the universe. Raised to power by the subtle work of Vect himself, Icarus rules over the Eerie with iron talons and an eagle eye. No Scourge can call himself such without the pilgrimage to kneel before his bone-stricken throne. While his throne was the work of Vect, only his quick-witted reflexes have kept him there. It is these wits, and his overly expensive weapons of course, that he uses upon the battlefield.
Ws 6 Bs 7 S 3 T 3 W 3 I 6 A 4 Ld 9 Sv 4+/6++. 160pts.
Unit Type: Jump Pack Infantry (Character)
Special Rules: Independent Character, Night Vision, Power from Pain,
2xPremium Blast Pistol. Icarus carries two of these exquisitely crafted but exorbitantly expensive Blast Pistols on him at all times.
Rng 12 S 8 Ap 2, Pistol, Mastercrafted.
''Take Wing Brothers'': Icarus may only join units of Scourges. Furthermore on the turn they are Deepstruck, Icarus and and his unit re-roll to hit and may opt to Skyfire.
To rule the Eerie is to be be on top of the universe. Raised to power by the subtle work of Vect himself, Icarus rules over the Eerie with iron talons and an eagle eye. No Scourge can call himself such without the pilgrimage to kneel before his bone-stricken throne. While his throne was the work of Vect, only his quick-witted reflexes have kept him there. It is these wits, and his overly expensive weapons of course, that he uses upon the battlefield.
Ws 6 Bs 7 S 3 T 3 W 3 I 6 A 4 Ld 9 Sv 4+/6++. 160pts.
Unit Type: Jump Pack Infantry (Character)
Special Rules: Independent Character, Night Vision, Power from Pain,
2xPremium Blast Pistol. Icarus carries two of these exquisitely crafted but exorbitantly expensive Blast Pistols on him at all times.
Rng 12 S 8 Ap 2, Pistol, Mastercrafted.
''Take Wing Brothers'': Icarus may only join units of Scourges. Furthermore on the turn they are Deepstruck, Icarus and and his unit re-roll to hit and may opt to Skyfire.
Always better to be over costed then undercosted. A Succubus is 60pts, a Blast Pistol is 15, for 130pts might be a nice little package for Dark Eldar to FINALLY get some Skyfire.
ALEXisAWESOME wrote: Always better to be over costed then undercosted. A Succubus is 60pts, a Blast Pistol is 15, for 130pts might be a nice little package for Dark Eldar to FINALLY get some Skyfire.
May replace his Custom Combat Shotgun with
-Meltagun 10pts
or
-Custom Grenade Launcher 15pt
May Take
-Up to 3 Democharges - 20pt each
-Meltabombs - 10pt
May take 2 Wrist Mounted Boltpistols for 15pt
May replace CCW with Powerfist - 20pt
Special Rules:
The Emperor Protects - The Emperor seems to always have his eye on Leman. This confers a 4++.
Fearless, but not Stupid - Fral is considered fearless, but may still go to ground. Can confer this rule to his unit if it numbers 12 or less. Does not work on Space Marines.
Deep Strike - Whether scaling a building with a chimera and tow hook, or useing a Grav-chute off a space craft, Leman has a way of getting where he needs to go.
Fate Point - Once per turn, you may expend the fate point to grant one of the following: Eternal Warrior, re-roll all failed to-hit/wounds, or re-roll all failed armor and invuln saves.
Burn Fate Point - Should Fral Leman suffer Removed from Play, or Killed, you Lose the Fate Point special rule, and Leman is returned to One Wound.
Gun Kata - Leman may expend all his attacks to use ANY one of his weapons, for one attack in Melee combat. Use BS in place of WS for this attack.
Weapon Rules:
Custom Combat Shotgun - S 3 Assault 3, Rending
Custom Grenade Launcher - Assault
-Frag S 3, Large Blast
-Krak S 6, Ap4
-Incendiary S2, Ap4 Large Blast, Ignores Cover
I'm not so good at balancing and pricing, so it's just for fun! Here's my Ecclesiarchy HQ for my WIP Sisters army. I will be running her as a Jacobus counts-as.
Firebrand Adelaide, Ecclesiarchy High Priestess - Adelaide enjoys a freedom to pursue her own ends at the fringes of the galaxy, if only because she is as feared by her would-be cohorts as she is by her enemies. Her odd, distant and often distracted behavior belies her ruthlessness and fervor on the field of battle. The records of her assignment to her post are mysteriously absent, although her superiors turn a blind eye to such a minor issue with the consistent results Adelaide sees on the battlefield. However, this did not stop them from sending her as far away from Terra as possible, and placing her in the charge of a relatively new Adepta Sororitas Minor Order, the Roses Ardentia. Even at the edge of the galaxy, there is plenty of heresy to purge.
WS 3 / BS 3 / S 3 / T 3 / I 4/ A 1/ Ld 11/ Sv - / 250 pts.
Unit Type: Independent Character (Infantry)
Special Rules: Independent Character, Shield of Faith, Battle Hymns, Zealot, Fearless, Bodyguard
Warlord Trait: Indomitable Belief
Wargear: The Archangel's Radiance, Finger of the Mountain
The Archangels Radiance: Functions as a Simulacrum Imperialis, with these additional effects: Any units which can draw LOS to the beacon at the top of the Archangel's Radiance are Fearless, and may use Adelaide's Ld for AoF. Additionally, enemy units that within 12" of Adelaide must past an initiative test at the beginning of their turn or are Blinded (WS and BS reduced to one)
- The Archangel's Radiance is a staff which channels the bearers furious passion into a holy light that rivals the rising sun. Carried high and shining with brilliance as Adelaide enters the field of battle, it is a signal for which all of her allies may rally to.
Finger of the Mountain: /Range: Template/ S 6 / AP 2 / Assault, Instant Death
- Implanted into Adelaide's right hand, The Finger of the Mountain is said to be a channel through which Adelaide can enact the will of the Emperor himself. It is said that those who are bathed in it's glow are judged by the Emperor, and while those that are righteous and holy are spared, those with heresy in their blood are suitably condemned. No one can recall anyone having been spared thus far. In actuality, the weapon is a relic from the Dark of Age of technology. It functions by generating a conical field that rapidly excites any molecular compound it touches, causing it's constructing atoms to violently tear themselves away from each other. Potentially, anything that remains in the field for long enough will be turned to dust, however the force with which the victims 'deconstruct' is so aggressive that they often 'explode', as their body is literally pulled in every direction at once.
Bodyguard: For 150 pts, Adelaide may add her Vindicare bodyguard, Adagio, to her squad. This ignores the normal rules restricting assassins from joining squads.
Background: Within the Death Angels decimated 1st Company, there is a Space Marine who stands out from his brothers. Veteran Sergeant Dramorian has commanded his squad of Sternguard Veterans for over two centuries with peerless skill and dedication. Personally, Dramorian has tested his skill at arms again nearly every creature the galaxy has thrown at him and has no been found wanting. His squad formed the lynchpin of Utopia's defensive line during the invasion of Hive Fleet Manticore, under his experience. Indeed, the only reason he is not a Captain is his passion of being a Sternguard.
Utopia's Finest:
Dramorian's squad of Sternguard Veterans are some of the best Space Marines in the Chapter, trained and honed by the sergeant himself.
Veteran Sergeant Dramorian's squad has Objective Secured.
Battle Tactics:
A master of warfare, Dramorian can manoeuvre his squad to be at maximum effectiveness to fight any foe.
In the controlling player's shooting phase, before the squad does anything, decide which Battle Tactic Dramorian will use.
Rapid Approach: Dramorian's squad may run and shoot in the same phase. It must be done in this order. Heavy weapons count as having moved.
Shadows of Death: Dramorian and his squad immediately gain +2 to their cover save. This gives them 5+ cover in the open.
Defensive Fire: The unit may not shoot this turn. If Dramorian's squad is charged in the subsequent Assault Phase, all shots fired in Overwatch hit on a 5+. Template Weapons instead roll 1d6 for Wall of Fire.
Colonel Gino Serpico, Commander of the Corinthe 20th ´Blue Scales` - 100pts upgrade for Company Command Squad.
WS 4 / BS 4 / S 3 / T3 / W 3 / I 4 / A 3 / Ld 9 /Sv 4+/4++
Unit type: Infantry, Character (Unique).
Warlord Trait: Bellowing Voice.
Wargear: Caparace armor, hot-shot laspistol. power sword, Snake helm of Corinthe.
Special Rules: Senior Officer, Voice of Command, "Improvise, adapt and overcome!"
"Improvise, adapt and overcome!" Corinthean 20th has shown amazing tactical flexibility under Colonel Serpico, quickly adapting fightning in the jungles and cities alike. If Colonel Gino Serpico is your warlord, Platoon Command Squads, Infantry Squads, Heavy Weapons Squads and Special Weapons Squads have following options:
- Caparace Armor 2pts per model (4 for heavy weapon team).
- Camo Gear 2pts per model (4 for heavy weapon team).
Snake helm of Corinthe The bearer gains 4+ Invunerable save and has It Will Not Die and Fear special rule.
Ukko, Captain of Steel Confessors 3rd Company - 225pts
WS 6 / BS 5 / S 4 / T 4 / W 3 / I 5 / A 3 / Ld 10 / Sv 2+/4++
Unit type: Jump Infantry, Character
Warlord trait: The Imperium's Sword
Wargear: The Praefuctus armor, Thunderbolt of Kalevala, Iron halo, Jump pack, krak & frag grenades, pair of lightning claws
Special rules: And They Shall Know No Fear, Independent Character, Chapter Tactics: Iron Hands, Grudge Keeper.
Grudge Keeper Captain Ukko still remembers the epic battle for survival against never-ending waves of Tyrannids from Hive Fleet Leviathan which left
8th and 10th companies of Steel Confessors chapter totally destroyed and each other company barely on operational strenght. Ukko, and a unit he joins has Hatred(Tyrannids) special rule.
The Praefuctus armorPrototype armor of unknown origin from the vaults of AdMech The Praefuctus armor is an artificer armor which gives user Relentless special rule.
Thunderbolt of KalevalaAn ornate wrist-mounted stormbolter crafted by most renowned Steel Confessors weaponsmith
and the current Master of the Forge, Ilmarinen. Thunderbolt of Kalevala has the following profile: range 18" / S 4 / AP 4 Salvo 3/5 Shred, Master-crafted.
Morrslieb wrote: "Improvise, adapt and overcome!" Corinthean 20th has shown amazing tactical flexibility under Colonel Serpico, quickly adapting fightning in the jungles and cities alike. If Colonel Gino Serpico is your warlord, Platoon Command Squads, Infantry Squads, Heavy Weapons Squads and Special Weapons Squads have following options:
- Caparace Armor 2pts per model (4 for heavy weapon team).
- Camo Gear 2pts per model (4 for heavy weapon team).
Seems a bit OP, given it's 3 points a model for vets to get that equipment, and they are more likely to have it, being vets.
Morrslieb wrote: "Improvise, adapt and overcome!" Corinthean 20th has shown amazing tactical flexibility under Colonel Serpico, quickly adapting fightning in the jungles and cities alike. If Colonel Gino Serpico is your warlord, Platoon Command Squads, Infantry Squads, Heavy Weapons Squads and Special Weapons Squads have following options:
- Caparace Armor 2pts per model (4 for heavy weapon team).
- Camo Gear 2pts per model (4 for heavy weapon team).
Seems a bit OP, given it's 3 points a model for vets to get that equipment, and they are more likely to have it, being vets.
What? Veterans pay 15 points for Carapace Armour and/or 10 points for Camo Gear, for the entire squad (10 men).
Oh, sorry, I'm remembering how it was before. I really shouldn't make that mistake given how many times I've read the Astra Millitarum codex, and also I use Vets in all my games.
*I quietly back off with a sheepish grin plastered over my face.*
I'm not so good at balancing and pricing, so it's just for fun! Here's my Ecclesiarchy HQ for my WIP Sisters army. I will be running her as a Jacobus counts-as.
Firebrand Adelaide, Ecclesiarchy High Priestess - Adelaide enjoys a freedom to pursue her own ends at the fringes of the galaxy, if only because she is as feared by her would-be cohorts as she is by her enemies. Her odd, distant and often distracted behavior belies her ruthlessness and fervor on the field of battle. The records of her assignment to her post are mysteriously absent, although her superiors turn a blind eye to such a minor issue with the consistent results Adelaide sees on the battlefield. However, this did not stop them from sending her as far away from Terra as possible, and placing her in the charge of a relatively new Adepta Sororitas Minor Order, the Roses Ardentia. Even at the edge of the galaxy, there is plenty of heresy to purge.
WS 3 / BS 3 / S 3 / T 3 / I 4/ A 1/ Ld 11/ Sv - / 250 pts.
Spoiler:
Unit Type: Independent Character (Infantry)
Special Rules: Independent Character, Shield of Faith, Battle Hymns, Zealot, Fearless, Bodyguard
Warlord Trait: Indomitable Belief
Wargear: The Archangel's Radiance, Finger of the Mountain
The Archangels Radiance: Functions as a Simulacrum Imperialis, with these additional effects: Any units which can draw LOS to the beacon at the top of the Archangel's Radiance are Fearless, and may use Adelaide's Ld for AoF. Additionally, enemy units that within 12" of Adelaide must past an initiative test at the beginning of their turn or are Blinded (WS and BS reduced to one)
- The Archangel's Radiance is a staff which channels the bearers furious passion into a holy light that rivals the rising sun. Carried high and shining with brilliance as Adelaide enters the field of battle, it is a signal for which all of her allies may rally to.
Finger of the Mountain: /Range: Template/ S 6 / AP 2 / Assault, Instant Death
- Implanted into Adelaide's right hand, The Finger of the Mountain is said to be a channel through which Adelaide can enact the will of the Emperor himself. It is said that those who are bathed in it's glow are judged by the Emperor, and while those that are righteous and holy are spared, those with heresy in their blood are suitably condemned. No one can recall anyone having been spared thus far. In actuality, the weapon is a relic from the Dark of Age of technology. It functions by generating a conical field that rapidly excites any molecular compound it touches, causing it's constructing atoms to violently tear themselves away from each other. Potentially, anything that remains in the field for long enough will be turned to dust, however the force with which the victims 'deconstruct' is so aggressive that they often 'explode', as their body is literally pulled in every direction at once.
Bodyguard: For 150 pts, Adelaide may add her Vindicare bodyguard, Adagio, to her squad. This ignores the normal rules restricting assassins from joining squads.
Yay, Ecclesiarchy characters who aren't dirty old men! I heartily approve. (Like, really really heartily). I also like leaders who buff their armies rather than just beating on enemies in melee.
I don't have time right now to reverse-engineer the costing, but I suspect you've actually OVER-costed her (rare for this thread!). It's hard to tell because there's no Wounds stat (and an illegal Leadership stat -- "this one goes up to 11.") But she's basically a Ministorum Priest with (presumably) extra Wounds and some awesome wargear. Even with I:4, she's going to go down fast once targeted unless well-protected -- and I'm not sure the Vindicare is the best bet for a bodyguard, since he's not a close-combat specialist.
I don't have time right now to reverse-engineer the costing, but I suspect you've actually OVER-costed her (rare for this thread!). It's hard to tell because there's no Wounds stat (and an illegal Leadership stat -- "this one goes up to 11.") But she's basically a Ministorum Priest with (presumably) extra Wounds and some awesome wargear. Even with I:4, she's going to go down fast once targeted unless well-protected -- and I'm not sure the Vindicare is the best bet for a bodyguard, since he's not a close-combat specialist.
I was hoping you might weigh on this! But oh emprah, I forgot wounds AND had an illegal Ld? I thought my rookie would show but that's just embarrassing, haha. I've been painting and modeling and following the fluff for a long time, but I only just started on the tabletop... But I like the idea of just a normal, mortal human (aside from the whole 'shield of faith' thing) whose goal is to run into the middle of the battlefield as a massive morale boost and shining beacon of determination for all of the Sisters to rally around. Ideally, she'd run with some sort of Conclave or Command Squad who could provide tanking wounds and covering fire whilst she maintains LOS to as many friendly Sisters models as possible, using the Finger of the Mountain as a deterrent for assault squads.
As for Adagio, in the fluff for my army, he is Adelaide's guardian, and aside from her yet-to-be-determined retinue/conclave, her only real companion at the fringe of the galaxy. I wanted to work that into her profile, because feasible he could be in her squad, although you would never take him because it would be fairly silly. WITH THAT IN MIND. I've made some changes ->
Firebrand Adelaide, Ecclesiarchy High Priestess - Adelaide enjoys a freedom to pursue her own ends at the fringes of the galaxy, if only because she is as feared by her would-be cohorts as she is by her enemies. Her odd, distant and often distracted behavior belies her ruthlessness and fervor on the field of battle. The records of her assignment to her post are mysteriously absent, although her superiors turn a blind eye to such a minor issue with the consistent results Adelaide sees on the battlefield. However, this did not stop them from sending her as far away from Terra as possible, and placing her in the charge of a relatively new Adepta Sororitas Minor Order, the Roses Ardentia. Even at the edge of the galaxy, there is plenty of heresy to purge.
WS 3 / BS 3 / S 3 / T 3 / W 3 / I 4 / A 1/ Ld 10 Sv - / 200 pts.
Unit Type: Independent Character (Infantry)
Special Rules: Independent Character, Shield of Faith, Battle Hymns, Zealot, Fearless, Watchdog
Warlord Trait: Indomitable Belief
Wargear: The Archangel's Radiance, Finger of the Mountain
The Archangels Radiance: Functions as a Simulacrum Imperialis, with these additional effects: Any units which can draw LOS to the beacon at the top of the Archangel's Radiance are Fearless, and may use Adelaide's Ld for AoF. Additionally, enemy units that within 12" of Adelaide must past an initiative test at the beginning of their turn or are Blinded (WS and BS reduced to one)
- The Archangel's Radiance is a staff which channels the bearers furious passion into a holy light that rivals the rising sun. Carried high and shining with brilliance as Adelaide enters the field of battle, it is a signal for which all of her allies may rally to.
Finger of the Mountain: /Range: Template/ S 6 / AP 2 / Assault, Instant Death
- Implanted into Adelaide's right hand, The Finger of the Mountain is said to be a channel through which Adelaide can enact the will of the Emperor himself. It is said that those who are bathed in it's glow are judged by the Emperor, and while those that are righteous and holy are spared, those with heresy in their blood are suitably condemned. No one can recall anyone having been spared thus far. In actuality, the weapon is a relic from the Dark of Age of technology. It functions by generating a conical field that rapidly excites any molecular compound it touches, causing it's constructing atoms to violently tear themselves away from each other. Potentially, anything that remains in the field for long enough will be turned to dust, however the force with which the victims 'deconstruct' is so aggressive that they often 'explode', as their body is literally pulled in every direction at once.
Watchdog: Adelaide's bodyguard and companion, the Vindicare assassin Adagio, may be included as an allied detachment to an army that includes Adelaide. Adagio functions as a standard Vindicare, with these additional changes: The points cost to include Adagio is 140 instead of 150. Adagio may fire at enemies who are locked in combat with Adelaide's squad, but on a to-hit roll of 1 (after any re-rolls have been taken), the hit is allocated to Adelaide's squad instead of the target enemy model.
- In high contrast to Adelaide's quirky, eccentric behavior, Adagio is ever silent, ever focused, and always watching. It is unknown how Adagio was placed in the charge of Adelaide, as much like her own records, Adagio's are mysteriously absent. He may not exhibit the same passion and righteous fury that she herself shows on the battlefield, but one can be certain - if Adelaide is on the frontlines of a charge, there is a poised Vindicare with a watchful eye on her nearby.
My first try making a unique chaos lord that fits my rush down strat. My friend is getting tired of me using a Kyribdis(?) filled with Noise Marines aaaaand nothing else because nothing else can get close to him before he blows up my marines ( after they take out a sizable chunk of his army ).
Lore (not great)
Spoiler:
Son of Shadows
Some follows of Slaanesh seek out the loudest sound, the greatest pleasure, or the cruelest torture. One company, however, sought that which was darker than black: the nightmares of god made manifest. Those who wished for this prize eventually found it and allowed it to infest them.
Their leader became the first Son of Shadows, his very form becoming almost intangible. From touching the nightmares his hands became deformed and unable to wield a weapon. The nightmare stuck up to his wrists, cursing anyone or anything he touched.
Those insane enough to follow him into the darkness were not strong enough to withstand it. They became Writhing Shadows, perverse images of their former selves that live only to spread their corruption.
These shadow beings are deadly in the daylight, but become monsters in the night.
Chaos Lord breakdown
Spoiler:
Chaos Lord - Son of Shadows - 225 points (independent character, infantry)
WSBS S T W I A LD SAVE
6 1 6 5 4 6 3 10 3+
65 - base cost
30 - Let There Be Night
40 - Shadow Form
20 - Shadow Strike
30 - Touch of Nightmares
15 - Mark of Slaanesh
20 - Nightcrawler
15 - +1 initiative
15 - +1 wound
15 - +1 toughness
30 - +2 strength
10 - Warlord Trait
0 - power armour 3+
0 - Independent Character
0 - May take Noise Marines as troops.
0 - May take Writhing Shadows instead of Cultists for +10 per unit
-5 - Champion of Chaos
-5 - cannot take any other HQs in this detachment if taken
-10 - must be the warlord if taken
-60 - Minus 4 BS
Warlord Trait - Master of Deception
D3 units may infiltrate.
Chaos Artifact - Armour of Shadows - Shadow Form
Dark shadows surround the lord. These shadows offer great, but limited, protection. Invulnerable save begins at 2++ every shooting phase. Every successful save increases the invul by 1, up to 5++. Recovers by 1- after every shooting or overwatch attack against the lord and his unit. Recovers completely at the end of the assault phase. Melee weapons are not swift enough to reduce the shadows, but the shadows cannot recover during the fight sub-phase. Becomes locked at 4++ if Let There Be Night activates.
Shadow Strike
All shadows are the lord's to do with as he pleases. In the first round melee combat the lord is involved in, he may consume any number of Writhing Shadow models within 12 inches to increase his number of attacks by +1 per model consumed and his AP of ToN by +1 per two models consumed. Writhing Shadows consumed in this way must roll 1D6. On a 4+ they are removed from play. May activate once per assault phase.
Touch of Nightmares
The lord's hands drip with the darkest matter in existence: the nightmares of the gods of chaos.
Touch of Nightmares S AP SR
8 7 Nightmare
Nightmare - Any unit wounded by ToN must take a strength test. If failed, they lash out at the nearest friendly model with one attack. If a model is removed from play from Nightmare, Son of Shadows regains 1 wound.
Let There Be Night
The lord may disperse the shadows surrounding him to blanket the battlefield in darkness. Once every turn the Son of Shadows may attempt to turn day to night. Roll a D6. On a 4+ Night Fighting comes into effect for the remainder of the game. If successful, Shadow Form becomes locked at 4++ for the remainder of the game as well.
Nightcrawler
A model with this special rule is considered Beast when effected by Night Fighting. In addition, confers Stealth(2) (5+ innate cover save, stacking) at all times.
Writhing Shadow unit (cultists)
Spoiler:
Chaos Cultists - Writhing Shadows - 60 (5/model, 10/champion) (infantry, troop)
Shadow
WSBS S T W I A LD SAVE
3 3 3 3 1 4 1 7 6+
Shadow Champion
WSBS S T W I A LD SAVE
3 3 3 3 1 4 1 8 6+
20 - Nightcrawler
15 - Mark of Slaanesh ( +1 Initiative )
0 - no armour
-25 - no ranged/special weapons
Nightcrawler
A model with this special rule is considered Beast when effected by Night Fighting. In addition, confers Stealth(2) (5+ innate cover save, stacking) at all times.
I'd like advice/criticism on this because I have no idea if this is good or bad or overpowered or what. Thoughts?
The idea is the weapon's AP is "nothing" unless you consume Writhing Shadows to lower it. I wasn't sure if I should make it something ridiculous like 7 or make it so you have to consume more shadows per AP reduction.
There's a lot of things that bother me about this character, as well as a lot of things that confuse me.
First off, he is undercosted, and I can point out where. You slash his cost by 60 by tanking his BS. The problem is that lowering his BS in no way negatively effects him. He has no gun, so why is BS1 worth 60 points to lower? You can't just cut out the stats you don't use and claim their points back because it doesn't change him in the slightest. And just slapping a bolt pistol on him won't change that, as he is clearly a melee character. WS and S have far, FAR more value to him than BS.
Shadow Strike is confusingly written and overpowered. It is broken in that there's a 50/50 chance that he consumes a guy yet...doesn't consume them. You can't have your Shadow Cake and eat it too, I'm afraid.
Touch of Nightmares. I mentioned this already, but it is confusingly written. Start it at AP- and then say "for every 2 shadows consumed, improve the AP by 1". Also, S8? How do you justify that?
Nightcrawler. While nothing about this screams overpowered to me, it is still very confusingly written.
The same problem I had with your character applies to your cultists. You can't just take away something they will never do or use and claim points savings on that.
Starting with the cultists: if you look at Zombies you'll notice they lose their ranged weapons and gain fearless and feel no pain. I went off this when pricing them. It's not so much saving points in this instance as much as replacing something they do with something else, like the Zombies.
It is a bit of a cop out to try manipulating stats like I did, you're right. The 60 points came from a 15 points per BS drop, but looking over some other characters I see that that is a pointless point reduction. I could reduce it to 4 maybe but beyond that is silly.
Seeing as Champion of Chaos forces him to fight in melee over the cultists you're right again: it should just kill the consumed shadow cultists. I'll work on rewording it so it isn't as confusing.
For touch of nightmares: if it is AP- and improves by 1 does that mean it then equals AP6? S8 is pretty much a number out of a hat. I'm realizing it should be S4 or S5 due to the number of attacks you can gain from Shadow Strike.
Not sure whats confusing about Nightcrawler. Units with it become Beast when Night Fighting and at all times they get Stealth(2). Should it be written Stealth(5) to represent the cover save they get?
Quick edit: you said he's generally underpriced. If I fixed the above the price would go up due to the BS change but what about how everything else is priced?
Why is Champion of Chaos -5 points? It is already figured into the price of a base Lord, or Champion. Taking off points of a unit for a rules it already has is kinda gak.
Lord Blackscale wrote: Why is Champion of Chaos -5 points? It is already figured into the price of a base Lord, or Champion. Taking off points of a unit for a rules it already has is kinda gak.
curran12 wrote: There's a lot of things that bother me about this character, as well as a lot of things that confuse me.
First off, he is undercosted, and I can point out where. You slash his cost by 60 by tanking his BS. The problem is that lowering his BS in no way negatively effects him. He has no gun, so why is BS1 worth 60 points to lower? You can't just cut out the stats you don't use and claim their points back because it doesn't change him in the slightest. And just slapping a bolt pistol on him won't change that, as he is clearly a melee character. WS and S have far, FAR more value to him than BS.
Shadow Strike is confusingly written and overpowered. It is broken in that there's a 50/50 chance that he consumes a guy yet...doesn't consume them. You can't have your Shadow Cake and eat it too, I'm afraid.
Touch of Nightmares. I mentioned this already, but it is confusingly written. Start it at AP- and then say "for every 2 shadows consumed, improve the AP by 1". Also, S8? How do you justify that?
Nightcrawler. While nothing about this screams overpowered to me, it is still very confusingly written.
The same problem I had with your character applies to your cultists. You can't just take away something they will never do or use and claim points savings on that.
...damn, I have been doing that with the BS on melee characters I been trying to homebrew.
I'm glad, even gleeful, to help. So let's cost out Adelaide Mk. 2! Based on this rough calculation, she's actually slightly under-costed, to my surprise: With all the wargear, she comes to 205 points. (Note I'm using Ovion's method and probably overcosting things to be on the safe side).
And I'd-give her a Rosarius, or make the Radiance standard impart an invulnerable save. She desperately, desperately needs a decent save to survive. This would add 15 points.
But I'd recommend getting 25 back by
a) replacing Shield of Faith (15 pts) with Adamantium Will (10 pts), since you don't need SOF's 6++ once you have a Rosarius.
b) changing her Warlord Trait to "Beacon of Faith" and removing the Radiance's power of every unit in LOS being able to roll AOF on her Ld (20 pts).
If you do that, she'd end up at a mere 195 points.
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Adelaide herself:
WS 3 / BS 3 / S 3 / T 3 / W 3 / I 4 / A 1/ Ld 10 Sv - / 200 pts.
Special Rules: Independent Character, Shield of Faith, Battle Hymns, Zealot, Fearless, Watchdog
So she's basically a super-priest. Note that "Fearless" is redundant since Zealot is effectively Hatred + Fearless already. And I'm very uncertain about Watchdog (see below), so I'm not costing it here.
Start with Ministorum Priest: 25 points
Add +2 Wounds @ 10 pts each (per Ovion): +20 pts
Add +3 Leadership @ 5 pts each (per Ovion): +15 pts
Add Shield of Faith, which priests don't normally get, which means
A 6++ save: +5 pts
Adamantium Will: +10 pt
TOTAL: 75 points
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The Archangels Radiance:
- Functions as a Simulacrum Imperialis, 10 points
- Any units which can draw LOS to the beacon at the top of the Archangel's Radiance are Fearless, Probably should specify "any friendly units."
Making the very rough assumption that four units can draw LOS on average at any given time, that's 40 points.
- and may use Adelaide's Ld for AoF. Let's assume the typical Sororitas unit has Leadership 9 (from a Veteran Superior) and thus gains only +1 Leadership from this rule. Assuming again that 4 units are in LOS, and using Ovion's valuation that +1 Ld = +5 points, that's 20 points. Note this is a version of the "Beacon of Faith" Warlord trait; you might just want to
- enemy units that within 12" of Adelaide must past an initiative test at the beginning of their turn or are Blinded (WS and BS reduced to one) Ovion rates adding Blind to a weapon as 10 points, but this happens at the very beginning of turn, so that's worth double: 20 points per enemy unit attacked.
Assume one enemy unit is in 12" on average -- some turns it'll be more but some it'll be less -- that's 20 points.
TOTAL for Archangel's Radiance: 90 points
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Finger of the Mountain: /Range: Template/ S 6 / AP 2 / Assault, Instant Death Start with a Heavy Flamer (Template, S:5, AP:4, Assault 1): 10
+1 Strength: +10
+2 AP: +10
Instant Freaking Death: +10
TOTAL: 40 points
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Watchdog.... The points cost to include Adagio is 140 instead of 150. Adagio may fire at enemies who are locked in combat with Adelaide's squad, but on a to-hit roll of 1 (after any re-rolls have been taken), the hit is allocated to Adelaide's squad instead of the target enemy model.
The ability to shoot into melee is VERY powerful -- so powerful it's arguably game-breaking: You can tarpit an enemy, then shoot it to death without it being able to move out of range or shoot back. If you give that ability to a model, you need to up that model's cost, not decrease it! I'd guesstimate this is worth 25 points at least and many people will refuse to play against it.
As an alternative, may I suggest giving Adagio a version of Tau "supporting fire," allowing him to fire Overwatch (perhaps even at full BS?) at any unit charging Adelaide? That'd be worth 10 points for Snap Shots or 20 points for full BS, I think (added to Adagio's cost, not Adelaide's). The ability to have a Vindicare drop a bad guy charging you is pretty powerful -- and dramatic -- but doesn't break the paradigm of the game that once in close combat you cant be shot at.