Runna wrote:I think containing the reasoning behind what distance is on the board will help you negotiate what the range of new weapons should and shouldn't be.
Also, when factoring in real-type situations, you must factor in balance as a final say.
Balance is allowed to re-write reality for gameplay.
A pistol is 12"
Let's say that is 100-150m
now we're saying 6" is 50-75m (Math accuracy not whitstanding.)
Now let's keep that up? How?
2" is 0-25m
this may help
so 36" is...max range 900m
This may not be correct, or justified, but I'm hoping it will help. The barrel firing the bullet needs to be powerful enough to launch it a certain distance, the bullets strength is then taken into consideration. What kind of shell, is it a laser, etc...
In response to AP, I would say when taking into the shot of a Sniper or a gattling gun, both which seem to average a similar range, thus the AP would take into effect the chance of the bullet making target in a sufficient enough sense to wound. (by Gattling I am effectionately refering to a Big Shoota.)
With Snipers, the relevancy of the shot is represented in Rending, which would most likely indicate that the shot was good. Other wise you've clipped the target and in a sense causing a wound should not be easy, thus, not very good AP.
With Gattlings, even the clip of the shell should be enough to tear flesh and armor, thus usually, AP would be higher. No Rending means the aim of the wielder with said automatic weapon, (anything with assault or heavy 2 or higher) is not enough to make this high powered firing machine aim at any specific body part. (Balance>Reality.)
In regards to Initiative, I would say it is not always alloted to the speed of said character, but also in regards to their fighting skill.
To represent better skill one may add a higher Initiative as a higher WS is only so useful. This may be a reason for it.
Though it should be explained in fluff that the character is skilled in combat, and for balance, remember not to have someone who can wipe out sqauds in both combat and shooting and have psychic power awesomness, one of the three is enough. A decent to good ability in the other two is acceptable. A poor to non-existent of the third should then be applied.
A character that can buff an entire army should be treated very carefully, as this is a balance game that becomes more difficult and may require playtesting and discussion.
Survivability should also be taken into account. A characters ability to survive should directly effect their other stats. The more survivable a character is, the more the other stats should be lowered to balance out the time that character would/will be on board.
My work is boring today, hence, long, possibly boring as all hell, post. You know what, I'll make a character.
Automatically Appended Next Post: effectionately is a word I use that means
both effectively and affectionately.
Iwas wondering where that word came from...
Anyway, clipping someone with a 7.62mm round is different than clipping someone with a .50 caliber round. A stray shot with a .50 cal still has the capacity to take out an arm (as in blow it clean off), and more often than not direct hits in the torso will separate the top half from the bottom half. If anything, I think the chance to rend should be increased to 5+ to represent such power, even at range. Gatling weapons (like the 20mm cannon on the AC-130 Spectre or the 30mm one on the A-10 Warthog) deal massive damage to anything they touch, and the 30mm version will wreck tanks in an instant. standard 5.56mm or 7.62mm miniguns won't do as much damage, but still maintain that 3k rounds/minute.
I and WS should be proportionate to each other, although there are some exceptions (Obyron has WS6 and I2, Crowe has I6 and WS8). a model with high I should also have high WS (I still find it a tad odd that Wyches have WS4 yet I6 wihle DC Assassins have WS5 and I5), although a model with high WS does not necessarily need high I.
Aregal, the Shadow Seed. Type: Infantry (Unique)
Slot: HQ, Tyranids
Cost: 200pnts
WS 8 BS 3 S 5 T 5 W 3 I 7 A 4 Ld 10 Sv 4+
Wargear: Hardened Carapace, Rending Claws, Scything Talons, Implant Attack, Acid Blood, Adrenal Glands, Toxin Sacs and a Laspistol. (As per Imperial Guard Codex.)
Special Rules: Brood Telepathy, Fleet, Infiltrate, MTC, Psyker, Will of Vengeance, Prefered enemy: IG, Independant Character, Synapse Creature.
Will of Vengeance:
Spoiler:
If a sweeping advance can be made, Aregal the Shadow Seed rolls his advance at Initiative 10. If he is defeated in a combat round but not killed, and avoids the sweeping advance, he may use his pyschic power: "Will of the Deformed" at the start of his following turn. If he is succesful, he counts as having regrouped and acts normally as per the powers rules the following turn.
Psychic Powers: Aura of Despair, Hypnotic gaze, Leech Essence, Will of the Deformed, and Wrath of Aregal.
Will of the Deformed:
Spoiler:
Use at the beginning of Aregal's movement phase. If passed, remove him from play, and infiltrate him anywhere on the board the following turn, following infiltration rules. (He uses his psychic will to completely transform his body into whatever it needs to be for a short time only as many forms are difficult to maintain, especially when in battle.) If failed however, Aregal suffers an unsavable wound in addition to any perils of the warp he may or may not suffer.
Wrath of Aregal:
Spoiler:
If you so choose, Aregal may exert all his psychic energy into an explosion, the act leaves him empty for several days. You may choose to use this power at any point during your turn, not your opponents. Place a large blast over Aregal, take the psychic test, and each model under the blast suffers a perils of the warp wound, whether they are psychic or not. Leave Aregals body on the board, and it now counts as an additional objective for the rest of the game. If playing for kill points, your opponent gains a kill point the moment you do this.
You may not field a Hive Tyrant, a Swarmlord, or a Tyranid Prime if you are choosing to field Aregal, the Shadow Seed. Aregal, the Shadow Seed, will detach from a unit if he uses the Will of the Deformed psychic power automatically, whether he succeeds or not.
The creation of Aregal, is not a legend well known. He and he alone is privy to it. It's uniqueness, it's...complicated origin, and the result. Which created the Shadow Seed.
Spoiler:
Aregal is a Genestealer. A Broodlord. He is from a strand that had survived by running further and further into the Imperium home worlds, undetected for several hundred years. The Genestealers that may be called his ancestors, were all subsequently slain, with often only their seeds remaining, inside their human hosts. Through some act of sick fate, they continued to survive, and flee, and the more the years past, the more this strand of Genestealers seem to take on the characteristics of their hosts. Human-like hands and even some facial features and legs, and the disturbing sight made them quick priorities of local militia to destroy. Until Aregal, the last of that strand sprung from the body of the crazed woman Yune Saril Maline's husband. She was the deranged wife of honored shipping captain Donald Maline. Whose death was never reported.
Aregal, upon spawning, found himself capable of communication. This insane woman, who his instinct told him to slay, saw him as a son. Her insanity, came from not being able to bear children, or perhaps many things combined. Aregal, with some strands of his DNA so infused with these humans, stayed his hands. Two of which, were arms. So scared for the life of her 'son' she kept him hid. Aregal, confused with the inherit nature of his very being, and these, 'thoughts' followed the woman to her cave. He found himself, conflicted with the surroundings of this cave. She tried to feed him, this sick woman, even with the bodies of dead men and women from her local town. Some of which she had killed.
Aregal found, he had developed somewhat of an unusual fondness of this, human woman. She treated him as a son, and as he began to learn the ins and outs of his cavern, he also began to learn the strength he possesed. Aregal was in a situation not Genestealer had ever been in, and with a mind like no creature ever had. There is simply so much taint within his line, and this began to exert itself from the way in which his early years were spent.
He attempted to hide his other arms, even psychically forcing them into his own carapace. His face, he reformed with psychic energy, and on more than one occasion, with the help of large pants and much concentration, he would attempt to interact at bars. He would attempt to drink, to understand this world, all the while ignoring the more powerful instinct that lurked inside of him, the very nature of his true ancestry. The Hive Mind seemed to be completely lost to him. For a short time, he tried to be a man, not for his own purpose, but for this woman, this crazed femal who took the monster that spawned from her husbands corpse as a son.
She taught him how to shoot, how to hold a weapon, he learned to speak, more importantly, her learned to read minds. The way in which Abegal asserted his control over his psychic abilities presented a will that acted on its own, and it strengthened his physical being.
The woman was caught and executed for serial killings, some ten years after she had begun to hide and care for Aregal. The entire city, was found dead months later. A massacre and a message. Aregal's emotions were unusual for a Tyranid, especially a Genestealer. The Hive Mind could feel this lost child, and the Hive Mind knew it had found something worth bringing home.
The message left behind was written in blood on ever door of every major building, I am Aregal, the Shadow Seed, my mothers blood was all that kept you safe.
Many claim to have seen Aregal, but none who have, have lived to tell of it.
The path from world to world began, and when Aregal eventually rejoined with the Tyranid mass, he would not bow to even a Hive Tyrant. This, pleased the Hive Mind, and in his psyche, they enfused the belief. As the woman Yune Saril Maline, was Aregal mother, the Hive Mind was his father. They would seek vengeance on the human race together.
Though none know the Aregal of that horrid tale to be a Tyranid, and many believe it to be a demon. The truth is all well too hidden. For this Broodlord, who has the power to reshape itself for periods of time to infiltrate in ways that are only read in horror stories, is a threat that must be dealt with, yet goes as easily unnoticed as the psychic energies which it has learned to manipulate.
I never tried to write a Tyranid unit up before so if this overcosted or undercosted let me know. As far as the rules go, I'm good for rewording them, but I don't find them too OP. If I am wrong, just simply point it out, and I will adjust.
Ok i have been toying with this idea for a while but here is my character, This is my first attempt so please be gental also please excuse the spelling
HQ Black Templars
Marshal Bernard Mollay "The Repentant"
Points 150
WS 5
BS 5
S 4
T 4
W 3
I 5
A 3
Sv 3+
Equipment: Frag granades, Blades of Repentance
Special Rules The Repentant: Other Black Templar units may not use Bernard Mollay's leadership under any circumstances.
Blades of Repentance: Upon being sent on his penitent crusade Mollay had all of his chapter relics removed from his care and he had to forge his own blades. The Blades of Repentance are a matched pair of chainswords which grant +D3 attacks on the charge rather than the usual +1
Outcast: May not join a unit
Rage (as per rulebook)
Furious Charge (as per rulebook)
Fluff (WIP)
Marshal Bernard Mollay was leading a crusade against an alpha leigion incursion, he was working alongside other imperial forces Including an inqusitor. Upon recieveing an invite to a war council upon the Inqusitors flagship, He arrived with his honour guard and while making his way to the council room he saw what he believed to be evidence of an alpha legion infiltration. Seeing this "evidence" he flew into a rage killing the entire war council only being stopped when the Inquisitor entered the room and threw him accross the room with a blast of psychic energy. He later awoke in a secure cell on none other than the Eternal Crusader.
DJFisher wrote:This is my first attempt so please be gental also please excuse the spelling
No can do!
So your guy kinda... sucks =P A Marshal of the Black Templars has a normal chainsword? Give him a power weapon! No invulnerable save? Give him an Iron Halo! No one else can use his Leadership? I'd hope not, he doesn't even have that characteristic! A single lascannon shot kills him and he cannot hide in a squad? Give him eternal warrior!
Overall he's interesting. I am a fan of the Outcast rule, but if you're gonna do that, beef him up! He's gonna get knocked down fast. Though honestly I don't think it makes sense to have the leader be an outcast. I'd reword it. Not sure how. Maybe saying his presence as a leader is needed everywhere at once and thus can't be tied down to a single squad? I'm not so great at the fluffy parts. What makes him so Ragey? Lots of SM leaders go on temper tantrums, I'd work it into your fluff about how it's a common. (I know it's still a WIP so not hatin', just hopin to be helpin')
I don't think the two weapons fits Black Templar style (I usually think Greatsword) but it's your fluff so having a Marshal using two weapons is very individual! Blades of Repentance can keep the same rules, just with matched MC power swords. A Marshall should be able to buy himself some nice pokey sticks.
But you still get a gold star for not making an overpowered character!
Felixander : The reason he is quite basic is due to the fluff im wrighting for my army tbh he is more of an Ex marshall who disgraced himself hence the chainswords, The rage special rule is there to show how desperate he is to regain his honour. all in all i was going for fluff over power might think about eturnal warrior or feel no pain for a points increase . My original idea was to give the blades of repentance rending and take away the +D3 attacks on the charge.
Thanks for the feedback tho i shall give it a think and post up any changes
Hey guys, I love 40k and I love the Uncharted series on the PS3, so, being the thrifty boy I am, I made a Drake model for the hell of it. Seeing this thread, why not make him a unit?
-Stealth
-Move Through Cover
-Fleet
-Loner
-Always a Pain
Always a Pain: Drake has a natural talent for being the monkey wrench is an enemy's plan. He is always held in reserve, even in scenarios where this isn't allowed. When he comes in from reserve, he may be placed anywhere on the board following the 1" model rule, as if by deep striking, but does not scatter.
An AK-47 would have a Lasgun statline. (24", Str3, Ap-, Rapid fire.) Considering a Boltgun is basically equivalent to an auto-shotgun firing explosive shells, an AK isn't going to be that strong... I could live
The RPG would likely be Str 6-7, AP3, small blast.
DJFisher wrote:Felixander : The reason he is quite basic is due to the fluff im wrighting for my army tbh he is more of an Ex marshall who disgraced himself hence the chainswords, The rage special rule is there to show how desperate he is to regain his honour. all in all i was going for fluff over power might think about eturnal warrior or feel no pain for a points increase . My original idea was to give the blades of repentance rending and take away the +D3 attacks on the charge.
Thanks for the feedback tho i shall give it a think and post up any changes
As is I'd drop him to 100. With Iron Halo, Eternal Warrior, FnP and 5+ rending chainswords I think 165 would be good.
And the Drake character above is just a crappy Marbo clone :/
Weapons and Equipment:
XV-9
Vectored Retro-thrusters
High Impact Sniper Rifle
Micro-Smart Missile System
Camo Cloak
Special Rules:
Efficient shot
High-Impact Sniper Rifle
Range: 72” Str: 10 AP: 1 Special: Heavy 1, Pinning, High-Impact
High-Impact: Any model suffering an unsaved wound from this weapon takes two wounds instead. In addition, re-roll any failed penetration checks.
Camo Cloak: Grants the stealth rule. Additionally, target counts as having a stealth field generator. See armoury for more details.
Micro-Smart Missile Launcher: This weapon can be used during the Assault phase, after assault moves have been made, but before any blows have been struck. If Commander R’mont passes an initiative test, place a large blast template on the Commander. Enemy models that are under this template suffer an immediate S4 hit.
Efficient Shot:
R’mont controller allocates shooting wounds caused by him.
The High-Impact Sniper Rifle makes no sense.
It's a Railgun, that causes pinning and double wounds, that re-rolls pens. The guy will basically end any vehicle it looks at, and can pick out characters / special weapons etc...
I'm all for giving the Tau love but at its current rules I'd probably say make it Str 8 Ap 2, and reduce the range to 48" (In between the Rail Rifle and Railgun, making it more sniper-y)
Ovion wrote:The High-Impact Sniper Rifle makes no sense.
It's a Railgun, that causes pinning and double wounds, that re-rolls pens. The guy will basically end any vehicle it looks at, and can pick out characters / special weapons etc...
I'm all for giving the Tau love but at its current rules I'd probably say make it Str 8 Ap 2, and reduce the range to 48" (In between the Rail Rifle and Railgun, making it more sniper-y)
That was kinda the point. This was created after I ran afoul of Purifier spam, Long Fangs, Marneus Calgar and an old school monolith at my FLGS. He can't move and fire, can't take shield drones, and will get eaten by anything with St6 or higher weapons decides to point it's barrel in his general direction. I was considering removing the Micro SMS just so that he'd completely vulnerable to an assault.
Ovion wrote:He can't move and fire?
All Jump Infantry (Jet Pack) troops are relentless, so yes, yes he can.
Huh. You're right. Never really had to deal with that, with plasma rifles never really being in rapid fire range, and everything else available on Crisis Suits being Assault weapons. Well, changing it to be so that it can't be fired in the same turn the unit moved, regardless of the unit having relentless or not.
Ovion wrote:The High-Impact Sniper Rifle makes no sense.
It's a Railgun, that causes pinning and double wounds, that re-rolls pens. The guy will basically end any vehicle it looks at, and can pick out characters / special weapons etc...
I'm all for giving the Tau love but at its current rules I'd probably say make it Str 8 Ap 2, and reduce the range to 48" (In between the Rail Rifle and Railgun, making it more sniper-y)
That was kinda the point. This was created after I ran afoul of Purifier spam, Long Fangs, Marneus Calgar and an old school monolith at my FLGS. He can't move and fire, can't take shield drones, and will get eaten by anything with St6 or higher weapons decides to point it's barrel in his general direction. I was considering removing the Micro SMS just so that he'd completely vulnerable to an assault.
he can move and fire, and just because you ruun into a crapton of heavy vehicles and models doesn't mean you go develop a character to kill everything you hate. Also, he won't get eaten by S6 weapons. He's T5.
Ovion wrote:The High-Impact Sniper Rifle makes no sense.
It's a Railgun, that causes pinning and double wounds, that re-rolls pens. The guy will basically end any vehicle it looks at, and can pick out characters / special weapons etc...
I'm all for giving the Tau love but at its current rules I'd probably say make it Str 8 Ap 2, and reduce the range to 48" (In between the Rail Rifle and Railgun, making it more sniper-y)
That was kinda the point. This was created after I ran afoul of Purifier spam, Long Fangs, Marneus Calgar and an old school monolith at my FLGS. He can't move and fire, can't take shield drones, and will get eaten by anything with St6 or higher weapons decides to point it's barrel in his general direction. I was considering removing the Micro SMS just so that he'd completely vulnerable to an assault.
he can move and fire, and just because you ruun into a crapton of heavy vehicles and models doesn't mean you go develop a character to kill everything you hate. Also, he won't get eaten by S6 weapons. He's T5.
Changed the weapon so that he can't move and fire. As for the second part, that's just, like, your opinion man. I said this was created after I ran afoul of that stuff. I never said that's what prompted it. Also, a single round of shooting outside cover or any blast weapons pointed at him, OR close combat will wreck him.
TheMind wrote:
As for the second part, that's just, like, your opinion man.
I don't even like that movie (I know, I know... HERESY!) but I whenever I use it in the forums people don't get it. So I am acknowledging you in hopes of good karma
Ovion wrote:The High-Impact Sniper Rifle makes no sense.
It's a Railgun, that causes pinning and double wounds, that re-rolls pens. The guy will basically end any vehicle it looks at, and can pick out characters / special weapons etc...
I'm all for giving the Tau love but at its current rules I'd probably say make it Str 8 Ap 2, and reduce the range to 48" (In between the Rail Rifle and Railgun, making it more sniper-y)
That was kinda the point. This was created after I ran afoul of Purifier spam, Long Fangs, Marneus Calgar and an old school monolith at my FLGS. He can't move and fire, can't take shield drones, and will get eaten by anything with St6 or higher weapons decides to point it's barrel in his general direction. I was considering removing the Micro SMS just so that he'd completely vulnerable to an assault.
he can move and fire, and just because you ruun into a crapton of heavy vehicles and models doesn't mean you go develop a character to kill everything you hate. Also, he won't get eaten by S6 weapons. He's T5.
Changed the weapon so that he can't move and fire. As for the second part, that's just, like, your opinion man. I said this was created after I ran afoul of that stuff. I never said that's what prompted it. Also, a single round of shooting outside cover or any blast weapons pointed at him, OR close combat will wreck him.
The Dude abides Anyway, I'm pickin' up what you're puttin' down. Sorry if it came off a tad harsh. I think the only thing that will actually wreck him is CC, as WS3 and 1 attack ain't good. At range, this guy still has four wounds, T5, and a 3+ armor save. Sure, a full unit of Kabalite warriors will eventually kill him through sheer number of shots fired, but I don't think he'll get facerolled if he gets caught out in the open. A Plasma Cannon, Lascannon, ML, will cause wounds, but if he gets caught by one of them his Cover save failed and that happens to everything. Still, I do like the character, though I don't think the Tau need more Railguns .
A revised Szarekh, and hopefully a balanced one. Still no ideas on points cost (350 maybe??).
SZAREKH THE LAST SILENT KING WS5 BS5 S5 T5 W3 I3 A3 LD10 SV2+/3++
Unit Type: Infantry (Character)
Wargear: Staff of Aeonic Light, Sempiternal Weave, Phase Shifter, Phylactery, Ressurection Orb
Special Rules: Independent Character, Fearless, Phaeron, Ever Living, Reanimation Protocols, Phase Out, Triarch Ruler, Hatred of the C'Tan
Staff of Aeonic Light Counts as a Power Weapon with the following ranged profile (12" S8 AP2 Assault 1).
Phase Out If Szarekh fails to come back via Ever Living or Reanimation Protocols, roll a D6. On a 4+ he is not destroyed, but is placed back in Reserve and may re-enter at the earliest possible opportunity in the controlling player's turn.
Triarch Ruler When Szarekh is in the army, Triarch Praetorians count as Troops choices.
Hatred of the C'Tan When Szarekh is present, C'Tan Shards cannot be taken as part of the army.
The Loner rules would Prevent Drake from receiving orders from a CCS or PCS. Yes, he was heavily inspired by Marbo, but I feel like he has a little more versatility with the missile launcher with counts-as ordnance. I think a unit should be underplayed first, then scaled up appropriately, so crappy, maybe. But hey, when I'm fielding him, I'm already having more fun than you =p
SoliderSnake wrote:The Loner rules would Prevent Drake from receiving orders from a CCS or PCS. Yes, he was heavily inspired by Marbo, but I feel like he has a little more versatility with the missile launcher with counts-as ordnance. I think a unit should be underplayed first, then scaled up appropriately, so crappy, maybe. But hey, when I'm fielding him, I'm already having more fun than you =p
LORGAR, PRIMARCH OF THE WORD BEARERS, XVII LEGION WS7 BS5 S5 T5 W3 I5 A4 LD10 SV2+/X++*
Unit Type: Infantry
Wargear: Illuminarum, Armour of Colchis, Frag and Krak Grenades, Psyk-out Grenades
Special Rules: IC, Fearless, Eternal Warrior, Rites of Battle, Litany of Purity, Aura of Faith
Illuminarum A Master-Crafted Crozius that can use the following profile for a shooting attack (Template S5 AP4 Assault 1, always wounds Daemons on a roll of 2+).
Armour of Colchis Confers a 2+ Armour save, and a 4+ Invulnerable save against ranged attacks (becomes 3+ in close-combat).
Litany of Purity Lorgar, and the unit he is with, count their close-combat attacks as having the Daemonbane special rule (see GK Codex).
Aura of Faith As described in the entry for the "Banisher" in the GK Codex.
(Note: It has been said that ALL Primarchs have psychic potential, even if they do not actively use powers like Magnus would. I read a bit of The First Heretic recently, where it confirmed that Lorgar had such potential. This is represented by his unique special rules.)
1 He isn't a GK so drop Psykouts
2 Daemons hadn't been discovered nor fought at tbat point. Drop Psykouts
3 The Inquisition or GK weren't around at that point. Drop Psykouts.
Also, get rid of Daemonbane, and wounding daemons on 2+. He likes them when.he finds them.
Deadshot wrote:1 He isn't a GK so drop Psykouts
2 Daemons hadn't been discovered nor fought at tbat point. Drop Psykouts
3 The Inquisition or GK weren't around at that point. Drop Psykouts.
Also, get rid of Daemonbane, and wounding daemons on 2+. He likes them when.he finds them.
Fair points. However, this is a "unique character" topic, so it is prefectly reasonable for Lorgar to be loyalist here.
Deadshot wrote:1 He isn't a GK so drop Psykouts
2 Daemons hadn't been discovered nor fought at tbat point. Drop Psykouts
3 The Inquisition or GK weren't around at that point. Drop Psykouts.
Also, get rid of Daemonbane, and wounding daemons on 2+. He likes them when.he finds them.
Fair points. However, this is a "unique character" topic, so it is prefectly reasonable for Lorgar to be loyalist here.
But "Unique Character" and "make up your own fluff and ignore the entire timeline and story behind the game you're making the character for" are different. Keeping his weapons as are is like making M'Kar an HQ choice for Grey Knights because him and Draigo are actually childhood chums (M'Kar is the Daemon Prince who sucked Draigo into the Warp). Oh and Ghazghkull and Yarrick meet frequently for tea time, sleep overs, and pedicures so you can take them both in either codex. And sometimes Marneus Calgar borrows a few Grotesques from Urien Rakarth for beach ball, etc.
Making your own fluff: Good.
Making your own fluff that contradicts what has already been laid down by the people who made the game: Bad.
Wouldn't Urien Rakarth win though? He has so many arms, plus those tentacle things. He could just stand in one place and make Calgar do all of the work.
Though I am guilty of doing it myself, people tend to make Primarchs too powerful. Ws for some of the fightier ones like Russ, Angron, Sanguinius and Horus is fine. WS 8 should be the cap for ther others. Bs 7/8 should be the cap across board. Str and T 7 should be the cap, possibly 6. Kahn would obviuosly have T8 for his bike, and maybe Dorn and Perturabo be tougher (natural toughness for Dorn, Iron skin for Perturabo).
W 5 is aout the cap, maybe 4, with 5 for Horus. I would say int 6 for all primarchs, 7 for Kurze and Corax and 5 for Vulkan as he had slower reactions.
A product of the gifts of Papa Nurgle and the various contagions spread across Vraks Prime, Lord Chulthrax has become a monstrous, bloated form of his former self, though none would argue that he does not relished in this new transformation. Where Chulthrax walks, destruction and affliection follow, as he trudges alongside the Apostles of Contagion. He seems to take the most delight in the slaughter of workers and crewmen, then turning their crude tools against their allies, having been spotted with construction tools and Imperial heavy weapons fused to his body for lack of better equipment. Chulthrax as gained a small following of renegades and heretic, many throwing themselves at feet than face his sadistic wrath. Though his forceful assaults and affinity for sowing havoc is great, little strategic has been seen in his battles. Imperial tacticians debate whether this is a blessing or a curse for the defenders of Vraks Prime.
Rules[u]
Monstrous Creature
Slow and Purposeful
Eternal Warrior
Feel No Pain
5+ Invulnerable Save
Scrap Weaponry: Chulthrax 's arsnel is made up of "reclaimed" Imperial weaponry and machinery. At the end of your turn, roll 1d6 for each weapon used that turn. One a 1, that weapon cannot be used for the rest of the game.
Decrepit Follower: Chulthrax has been often see with a small child following by his side, though its origins is unknown. In the assault phase, Chulthrax receives an additional S3 I3 Poisoned Attack.
Wargear: Corroded Drill- Counts as a Power Fist in all regards.
Autocannon
Cloud of Flies: Treated as having assault and defensive grenades.
Psychic Power: Nurgle's Rot
Converted big daddy huh.
Which version of Big Daddy is it? A toy, or one of the collectors ed statuettes?
With a quick glance, it seems alright - but question: Why does it have Slow and Purposeful?
It's already a Monstrous Creature so it's already relentless, unless you particularly wanted it always counting as moving through difficult terrain.
Also Eternal Warrior seems a little tacked on there.
Though I am guilty of doing it myself, people tend to make Primarchs too powerful. Ws for some of the fightier ones like Russ, Angron, Sanguinius and Horus is fine. WS 8 should be the cap for ther others. Bs 7/8 should be the cap across board. Str and T 7 should be the cap, possibly 6. Kahn would obviuosly have T8 for his bike, and maybe Dorn and Perturabo be tougher (natural toughness for Dorn, Iron skin for Perturabo).
W 5 is aout the cap, maybe 4, with 5 for Horus. I would say int 6 for all primarchs, 7 for Kurze and Corax and 5 for Vulkan as he had slower reactions.
Fair enough. The stats do have to be balanced and planned accordingly, in order to make them fair but have them represented as accurately as possible.
The Emperor's would be like this, as I'd imagine:
WS8 BS5 S7 T7 W5 I7 A5 LD10 SV2++
A staline that is a fusion of Sanguinor and Mephiston seems appropriate for the Big E. The 2++ is his Invulnerable save, which can be attributed to his immense psychic powers.
Moving onto the Primarchs, they'd naturally have slightly different stats, as has already been said. The baseline would be something like:
WS7 BS5 S6 T6 W4 I6 A4 LD10 SV2+/4++
Variations would exist of course, depending on the war-doctrine of every Primarch:
- Melee lovers like Russ and Angron, and possibly Lion and Dorn, would have WS8
- Physically strong Primarchs like Angron would have S7
- Physically resilient Primarchs like Mortarion and Perturabo could have T7, and possibly increased W as well
- Agile Primarchs like Konrad and Corax would have I7 (and be classed as Jump Infantry), Fulgrim may fall into this category too
- Alpharius and Omegon could possibly have increased A, and possibly increased I as well
- Lorgar was not much of a fighter, so his stats would be slightly above those of a Chapter Master
- Vulkan could have I5, due to Nocturne's gravity having influence on his reaction-time
- Horus, and possibly even Sanguinius, would have stats halfway between Primarch-Baseline and The Emperor (with Horus being closer to the latter, in both stats and relations)
- Depending on wargear, psychic potential, or natural abilities, their Invulnerable save could be altered (3++), or in the case of Alpharius+Omegon, be turned into a Cover save
So, I got another guy. Well, same guy, but he's changed quite a bit.
Pyralis, Chapter Master of the Forge Knights.............................................190 points
Spoiler:
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
Pyralis is a master marksman, able to wield any weapon he chooses. While he normally operates alone, generally going against every code of the Chapter Master leading his army into war, Pyralis can wreak havoc on the battlefield, and his unusually high requisitions of specialized ammunition, Sniper Rifles, and Stalker Pattern Bolters ensures that his troops will be able to do the same. His army is not an army of foolhardy fighters, but rather an army of calculating marksmen, all of whom can be counted amongst the best in the galaxy.
------------------------------------------------------------------------------
WS:5 BS:7 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv:-
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FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear:
Spoiler:
Stealth suit and Advanced Camo Cloak, Bow of Hyperion
Stealth suit and Advanced Camo Cloak: Devised by Pyralis after encountering a unit of Tau Stealth suits, these two pieces of equipment, when used in unison, make Pyralis all but invisible to the naked eye. When in action, the suit and cloak work almost exactly like the tau version, although the appearance is quite different. Since Pyralis could not bend light around him, he opted to instead utilize nanomaterials that reacted to an electric charge. This charge instantly causes the nanomaterial to reform and recolor to better fit the environment, in addition to functioning like standard issue camo cloaks. Although the suit and cloak provide about as much protection from bullets as a sheet of paper, its other benefits far outweigh that fact. In addition to providing Pyralis with the Stealth special rule and a 4+ cover save (Stealth cover save bonus included and even when out in the open), if Pyralis is not attached to any unit, it also causes all shooting attacks at Pyralis to be made as if Night Fighting was in effect. In addition, attackers must subtract 4” from the outcome of their Night Fighting roll to see if they can see Pyralis, before adding any more multipliers, such as Blacksun Filters.
Bow of Hyperion: This magnificent weapon is a technological marvel as it weapon contains technology unheard of outside of the most advanced xenos species, and is proof of Pyralis’ technical genius. Pyralis managed to devise a sort of miniature Nova Cannon, a weapon usually reserved for the largest of the Imperial Navy’s ships, which blew the minds of pretty much everyone. No one, not even the Adeptus Mechanicus who watch over the Forge Knights, can conceive how Pyralis managed to build such a weapon. While not able to annihilate Titans with a single shot (not usually, at least), a single blast from the Bow will do significant damage to enemy soldiers, transports, and vehicles. This is weapon that has the following profile, and may only be fired if Pyralis is prone:
R:60” S:X* AP:1 Heavy 1, Sniper, Lance, Gets Hot!
*This weapon wounds on a 2+. If a 6 is rolled to wound, rather than a single wound, two wounds are inflicted. Against vehicles, this weapon has a Strength of 9.
Special Rules:
Spoiler:
Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Scout, Infiltrate
Chapter Tactics: If you include Pyralis in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Prone Special Rule. This ability may be activated in the movement phase, prior to any movement. The unit counts as going to ground, with two major exceptions: the unit may fire in the shooting phase, and the unit gains +1 BS for as long as they are prone.
Orbital Locator Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic than Orbital Bombardment: shooting Locator Beacons onto the surface of the planet and teleporting or dropping troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.
Sniper Team Primaris: Instead of an Honor Guard squad, Pyralis may take (and if taken, must be deployed with) a unit of 4 Sternguard for 130 points. These Sternguard do not take up a Force Organization Chart, and are all equipped with Stalker Pattern Bolters and Camo Cloaks. These Sternguard also have the Scout, Move Through Cover, and Infiltrate special rules. They may also utilize their specialized ammunition, with the following effects:
-Dragonfire Bolts: Uses the profile R:36” S:4 AP:5 Heavy 2, Rending, Pinning, Ignores Cover*
-Hellfire Rounds: Wounds on a 2+ regardless of toughness.
-Kraken Bolts: Uses the profile R:42” S:4 AP:4 Heavy 2, Rending, Pinning
-Vengeance Rounds: Uses the profile R:30” S:4 AP:3 Heavy 2, Rending, Pinning, Gets Hot!
Marksmen: If Pyralis leads your army, Sternguard may replace their standard Bolters with Stalker Pattern Bolters for +5 points per model. They also can make use of their specialized ammunition as listed above. A single unit of Scouts may also trade their Bolters in for Stalker Pattern Bolters for +5 points per model.
Ovion wrote:Converted big daddy huh.
Which version of Big Daddy is it? A toy, or one of the collectors ed statuettes?
With a quick glance, it seems alright - but question: Why does it have Slow and Purposeful?
It's already a Monstrous Creature so it's already relentless, unless you particularly wanted it always counting as moving through difficult terrain.
Also Eternal Warrior seems a little tacked on there.
Though it generally seems OK for the points.
Its neither, its built from a Nurgle Daemon Prince model with GS The slow and purposeful was indeed to have him count as moving through difficult terrain, wouldn't have given it to him otherwise .EW is more or less to avoid GK force weapon overkill.
One of the most notable troops of the Pacifius regiments is Colonel Puller who deployed in the Sabbat Worlds with Guadalcanal, who was part of 7th Marines as an officer during Fortis Binary. He went out of the trenches, mocking what the Lord Commissar’s would say like ‘Forward you dogs’ and ‘Do not fail your duties to the Emperor!’. He was in the very front, protecting the Moore Corps during the action. He was wielding a chainsword and a bolt pistol and executed one of the officers of the Boson 94th because he went AWOL and started shooting anyone, killing 2 Marines, 4 Boson and injuring three more guardsmen. When they retreated back to the lines, the General Dravere requested a meeting with the officer. He was found guilty of losing his Commissar uniform and despite his protest that he wasn’t one, he was dubbed Commissar Puller.
When he returned the troopers were in dismay and thought their officer had been ‘replaced permanently’ by the Commissar but was relieved by the site of Puller in the commissar uniform.
After Fortis Binary the unit went home and started participating in other campaigns. To this day Puller has done almost 85 Tours of Duty and is over 150 years of age but because of Genetic replacements he only looks 60. He suffered serious injury while battling on the Solomon Island’s facing up to a Daemon he distracted in time for the 11th Marines to arrive. On the Herodias V Space Campaign he was lit on fire by a Tau commander, which he ripped off the helmet and proceeded to burn both of them. On Fortis Binary he was wounded by a piece of shrapnel to the stomach, slicing it open and he just got it stitched up. On Armageddon he was ambushed by Ork Commandos in the Sewers of Hive Infernus, which he got his all famous thrice scar on his left cheek. He got his bandanna from the blood of an Ork Warboss Skidoo he killed while in the Hive City Infernus, wrestling the Ork and snapping its neck and then coated the blood on his sleeve, ending the Commandos presence there. He is currently deployed at home with the K Marines. He has been awarded 60 Medals including the Golden Eagle, 3 Bronze Eagles, Silver Bullet, Purple Eagle, Lord Commissar and commissar badge, Peleliu, Cape Gloucester, Guadalcanal and Okinawa badges and many more. But he is known for his outstanding courage, verging on the point of insanity and those that follow him are known as the Rough Ones, for they get the bloodiest bits of the battle, fighting in the worst meat grinders you can imagine, for they are either the best, most fanatical or just want to redeem themselves.
This HQ unit is for Codex: Imperial Guard
HQ: Colonel Puller………………………………………………… 125 points
WS5 BS4 S6 T4 W3 I6 A3 Ld10 Sv4+
Unit Composition: 1 Infantry, Unique
Wargear: Plasma Pistol, Bolt Pistol, the Sword of the Marines, Carapace Armour, Camo Cloak, Melta Bombs, Plasma Pistol, Bolt Pistol
The Sword of the Marines is a Force Weapon with the Rending rule and has got a flamer attached onto it but it fires only 6”.
Special Rules: Fearless Universal Rule, Feel No Pain, Furious Charge, Heroic Sacrifice, Cold Steel and Courage, Aura of Discipline, Independent Character
Hero of the Marines: Puller is one of the most famous Marine of all time and has been injected with everything to keep himself alive including a Dark Angel Terminator Gene-seed because without him the Marines have been known to lose Morale quick. All Marines within 6” of him have an extra attack with the Rending Universal Rule. IF Puller is slain roll for all allied models within 18” for a Leadership test.
Duel Wield: Colonel Puller is at the heart of the action and as a result has employed two pistols and his sword and has been seen on occasion to be multi-tasking between them. He can shoot his Plasma Pistol, bolt pistol and Power Weapon flamer in the same turn.
• William H Rupertus is said to be the reincarnation of the legendary Vandegrift and Yusuf as he was the full blood great grandson of Yusuf and learned on the field, seeing Vandegrift die at Fortis Binary. Rupertus lead the Marines on many fronts including the 3rd War for Armageddon, Bealleu Woods, the final hours of Fortis Binary and the space battle of Herodias V to name a few. He is named the Over-Lord of the Marines and is a decorated Marine; Earning no less than 38 Medals of Honour including the Silver Bullet in the battle of Fief, where he picked up a fallen comrades sniper rifle and killed a Chaos Sorcerer over 200 Miles away where the Cadian 84th and the Marines were getting slaughtered by Obliterators.
You May Upgrade your Company Commander to William H Rupertus
William H Rupertus…………………………………………… 85 points
WS5 BS5 S4 T4 W3 I8 A3 Ld10 Sv3+
Unit Composition: Infantry Unique
Wargear:
The Ancient Relic: Twin-Linked Plasma Pistol
The Armour of A.A Vandegrift: Counts as Power armour
Graha Wired: Counts as Master of Ordinance and Officer of the Fleet
Yusuf’s Gift: Eviscerator
Fief’s Honour: Sniper Rifle
The Marines Cap: Force-field
Special Rules: Fearless, Eternal Warrior, Iron Will, Inspirational Hero, Listen up Maggots
Over-Lord: Because of his prestigious status and his hollow voice, Rupertus can give up to 4 Orders a turn. He can issue;
-Bring it down!
-Fire on my Target
-Get back in the fight!
-First Rank Fire! Second Rank fire!
-Incoming
-Move Move Move!
-Order 38: This takes all command orders and you don’t have to roll to receive the order. All vehicles fire into the landscape at least 6” away from the allied forces. All units move D6” +2 forward and all fleeing units rally and all Infantry count as having a 3+ cover save but cannot move, charge or run until the next turn, but receive a BS 2 shooting attack when charged by an enemy.
-The Assault: A Chimera move 2D6” +1 forward and immediately form a combined Infantry Squad.
Top-shot: After years of hard work, the Marines have learned well from the Commander. All units within 6” of Rupertus (including his Command Squad and himself) re-roll all failed to hits.
• Air Marshal 'Ace' Swimmer is Graha's most remembered hero. He is simply known as the Ace. A Graha man, he was born on nobility and went into the Admiral Fleet of the Emperor. He was instructed during the War over Herodias V as a Valkyrie pilot to transport the guardsmen squadrons to the surface of the planet but when the orders were given, it was Ace who in the confusion grabbed a handful of the peaceful Vastus, (Except for Boas Husk, who was roaring in delight the entire time) three of the last ones ordered to leave the ship to the Tau Cruisers. He lead the assault of the Valkyries, personally finding the weak spot of one of the cruisers when almost two dozen other ships raced forward to be crushed. He punched a hole through the massive hulk and set down his men and single-handedly from there lead a squad of three Vendetta's that were in his squad to battle against an assault squad of nineteen small Tau fighters, distracting them from the ships embarking the infantry squads onto the Cruiser. But when things turned to worst, the leading cruiser of the Tau open-firing onto the recently captured Tau cruiser, he found the one weakness and despite being told against it, launched every single rocket he had available into the engines of the Power Generator and destroyed the massive destroyer that had downed 6 Guard Destroyers personally. Ace was awarded the Bronze Eagle for his actions over Herodias V and kept his Valkyrie. He was de-commissioned shortly after the battle after hanging the High Marshal of the Destroyer 'Raymond' after the Marshal went rogue and just escaped. He enlisted in the army until he was severely wounded when his squad was ambushed while on a patrol by Orks. He was the only survivor, but killed three of them. Because of the wound to his leg, he couldn't be deployed on the ground as an assault trooper so he was discharged but then volunteered for battle to be a pilot of an assault transport carrier and so as destiny had it, was assigned to the Eye of Graha.
You can upgrade a Valkyrie to have ‘Ace’
Air Marshal 'Ace' Swimmer………………………….. 80 points
The Valkyrie becomes the Eye of Graha.
Eye of Graha:
-Lascannon
-Multiple Rocket Pods
-Pair of Sponsored Heavy Bolters
-Twin-Linked Autocannon turret on top of the vehicle.
Special Rules: Crack Shot
-Eye of Graha: Ace is reporting directly to Central Intelligence. All allied squads/platoons/vehicles within Line of Sight of the Valkyrie have the Stubborn Special Rule.
-You boys are up! Ace is known to have employed the tactic of having Para-chutes. Roll for all men jumping. On a 2+ they survive the jump out and are in mid-air. On a 1 they die. The people that survive are in mid-air. The Valkyrie instantly moves 12”. Roll a D6 for each man. On a 4+ they land where they are placed. If not successful, roll artillery and scatter dice and place accordingly and keep repeating. The troops will un-doubted land in different ends. The opponent is allowed to hit them, but while in mid-air, negative another 4” to their shooting Line of Sight. While on ground, attach them to the nearest squad.
-On Me: If Ace is leading a Squadron of Valkyries/Vendettas, all weapons count as Twin-linked.
Elwood and Jake
-------------WS---BS---S---T---W---I---A---Ld---Sv Elwood----3-----3----3---3---2---3---2---10---4+/4+
Jake--------3-----3----3---3---3---3---2----7----4+/4+
Equipment: Swish suits (4+ armour saves, no one wants to damage those things), Nifty hats (4+Invulnerable save)
Special Rules:
Attached to the Bluesmobile: Elwood and Jake may never voluntarily disembark from the bluesmobile.
Attached to eachother: If forced to disembark, they must form a squad of 2, no one may join them and they may not join anyone else. They may not split up.
Reckless Driving: If the blues brothers move within 2” of an enemy vehicle, the vehicle’s crew will attempt to chase them and bring them to justice. The vehicle immediately turns to face where the blues brothers ended their movement, and moves full speed towards them. At the end of their movement, they realize that they cannot keep up with the blues brothers driving. They immediately crash, suffering a ram on their front armour. This counts as being rammed by an identical vehicle (i.e. a Land Raider counts as being rammed by an AV14 vehicle, a rhino by an AV11 vehicle, etc). Skimmers cannot dodge this ram. The speed of the ram is the speed the vehicle moved chasing the blues brothers. Any friendly units in the way remain as they are (they just hop out of the way then move back as they were, no penalties).
No, I didn't. Honest... I ran out of gas. I... I had a flat tire. I didn't have enough money for cab fare. My tux didn't come back from the cleaners. An old friend came in from out of town. Someone stole my car. There was an earthquake. A terrible flood. Locusts! IT WASN'T MY FAULT, I SWEAR TO GOD!: At the start of each turn, after they have left the bluesmobile, the blues brothers must take a leadership check. If it is passed, they must move in a straight line towards their home board edge. If they fail, they are pinned for the turn.
The Bluesmobile
F------S-----R---BS 10---10---10---0
Vehicle Type: Very Fast
Very Fast: adds 6” to their movement (can move a maximum of 24”). Gain a 3+ cover save when moving at that speed.
Equipment: Swish suits (4+ armour saves, no one wants to damage those things), Nifty hats (4+Invulnerable save)
Special Rules:
Attached to the Bluesmobile: Elwood and Jake may never voluntarily disembark from the bluesmobile.
Attached to eachother: If forced to disembark, they must form a squad of 2, no one may join them and they may not join anyone else. They may not split up.
Reckless Driving: If the blues brothers move within 2” of an enemy vehicle, the vehicle’s crew will attempt to chase them and bring them to justice. The vehicle immediately turns to face where the blues brothers ended their movement, and moves full speed towards them. At the end of their movement, they realize that they cannot keep up with the blues brothers driving. They immediately crash, suffering a ram on their front armour. This counts as being rammed by an identical vehicle (i.e. a Land Raider counts as being rammed by an AV14 vehicle, a rhino by an AV11 vehicle, etc). Skimmers cannot dodge this ram. The speed of the ram is the speed the vehicle moved chasing the blues brothers. Any friendly units in the way remain as they are (they just hop out of the way then move back as they were, no penalties).
No, I didn't. Honest... I ran out of gas. I... I had a flat tire. I didn't have enough money for cab fare. My tux didn't come back from the cleaners. An old friend came in from out of town. Someone stole my car. There was an earthquake. A terrible flood. Locusts! IT WASN'T MY FAULT, I SWEAR TO GOD!: At the start of each turn, after they have left the bluesmobile, the blues brothers must take a leadership check. If it is passed, they must move in a straight line towards their home board edge. If they fail, they are pinned for the turn.
The Bluesmobile
F------S-----R---BS 10---10---10---0
Vehicle Type: Very Fast
Very Fast: adds 6” to their movement (can move a maximum of 24”). Gain a 3+ cover save when moving at that speed.
Second Class Officer Andrue "Hot-head" Molasus
Upgrade to company command squad, replaces company commander.
WS: 4 BS:4 S: 3 T:4 W: 3 I: 3 A: 3 LD: 10 SV: 4+/ 4++
Andrue Molasus is a middle ranking field officer of the Valian second infantry legion. While a brilliant tactician, and an inspiring presence to his troops, his rage at the loss of his compatriots has caused him to lose control, and make critical mistakes during combat. His constant attempts to engage enemies have resulted in a score of debilitating wound, which he has had repaired constantly with bionic augmentations.
Special Rules: Command talent: Andrue is a commendable leader, with the ability to lead and inspire his men to greatness. He has a command radius of 18", and any unit within 12" have a +1 modifier to leadership. He can give all the orders a company commander could give.
Unstoppable rage: If Andrue witnesses the destruction of a squad in his command, take a leadership check. If it fails, he gains the rage and furious charge USR, breaking from his squad. He returns to normal after the destruction of the unit or squad which caused it.
Wargear: Close combat weapon
Las-pistol
Carapace armor
Frag grenades
Bionics (4++)
If you DS'd something in on the other side of the table, and it got rolled up, would he go into a rage just because he has LOS? or is it a smaller range?
Also, 'returns to normal' means what...makes a beeline for his old CCS? becomes an IC?
motyak wrote:Maybe qualify what counts as 'witnesses'?
If you DS'd something in on the other side of the table, and it got rolled up, would he go into a rage just because he has LOS? or is it a smaller range?
Also, 'returns to normal' means what...makes a beeline for his old CCS? becomes an IC?
Hrm. I debated simply giving it to the whole squad, but I decided against it.
He becomes an IC, but he cannot join any squad, and must move six inches toward his command squad until he rejoins it. He can shoot, and assault as normal, but cannot give orders until reaching the squad. If his squad is killed while he is gone from it, he returns to his status as a commander, not an IC.
I think there should be consequence for having him away from the squad too long. Of course he's still high and dry until then.
Let's say any unit within 24" and in LOS will cause the morale check.
Yeah, to me this just seems like a new identity for Seth. the differences include Artificer armour, a Boltgun and the ABILITY TO TAKE TERMINATORS AS TROOPS.
BlapBlapBlap wrote:Yeah, to me this just seems like a new identity for Seth. the differences include Artificer armour, a Boltgun and the ABILITY TO TAKE TERMINATORS AS TROOPS.
I would leave that a DA thing...
he is the Captain of the Night lords first company
ergo Terminators as troops
also, Seth has a couple of special rules that Sevatar doesn't, and Seth is cheaper, and Sevatar is for the Chaos marine book
BlapBlapBlap wrote:Yeah, to me this just seems like a new identity for Seth. the differences include Artificer armour, a Boltgun and the ABILITY TO TAKE TERMINATORS AS TROOPS.
I would leave that a DA thing...
he is the Captain of the Night lords first company
ergo Terminators as troops
also, Seth has a couple of special rules that Sevatar doesn't, and Seth is cheaper, and Sevatar is for the Chaos marine book
Night Lords in fluff would let Raptors become troops. Terminators might work for Khorne forces.
CalasTyphon216 wrote:Jago Sevatarion, 'Sevatar the Condemned', 1st Captain of the 8th Legion, 'Prince of Crows'
for Chaos Marines codex
200 points
Type: Infantry (unique)
WS7 BS5 S4 T4 W4 I5 A4 Ld10 Sv2+
Wargear: artificer armour, iron halo, frag and krak grenades, bolt pistol, bolt gun
chain-halberd: 2 handed close combat weapon, gives +4 to Strength and Rending
Special Rules: Fearless, Independent character, Furious Charge
Atrementar Lord: CHaos Terminator squads can be taken as Troops choices
Waht is artificier armor? Only loyalists can have that. If your guy has it, then you must say what it means. Terminator armor is Terminator armor, but it still described individually in every codex that includes it.
A chain-halberd giving 4+ strength is somwhat strange. I mean, a relic blade or big choppa or executioner gives +2.
Yeah, I agree with BrotherHaraldus. CSM don't have access to Artificer armor, though you could simply write it in that the armor is blessed by chaos or something.
Although anyone can wield Chain-weapons. Khorne Berzerkers tend to have more of them because they are reliable CC weapons.
ORELIS TYR, CHAPTER MASTER OF THE PROTECTORS WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+/3++
Unit Type: Infantry (Character)
Wargear: Thunder Claws, Armour of Adamas, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Combat Tactics, Chapter Tactics
Thunder Claws: A pair of Master-Crafted Lightning Claws whose hits are resolved at Strength 6.
Armour of Adamas: Confers a 2+ Armour save and a 3+ Invulnerable save. Also comes with a Teleport Homer.
Chapter Tactics: When Orelis Tyr is in play, all Protectors with Combat Tactics lose it and gain Chapter Tactics. In close-combat they may re-roll one failed save per assault at the cost of one Attack.
??? THE WRAITH LORD WS4 BS4 S6 T4 W3 I2 A4 LD10 SV3++
Unit Type: Jump Infantry (Character)
Wargear: Phase Shifter, Whip Coils
Special Rules: IC, Fearless, Phase Attacks, Wraithflight, Transdimensional Gaze
Transdimensional Gaze: This counts as a Transdimensional Beamer with Assault instead of Heavy.
Notice: Wraiths may be taken as Troop choices when ??? is in your army.
NeoAigaion wrote:ORELIS TYR, CHAPTER MASTER OF THE PROTECTORS WS6 BS5 S4 T4 W3 I5 A4 LD10 SV2+/3++
Unit Type: Infantry (Character)
Wargear: Thunder Claws, Armour of Adamas, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Combat Tactics, Chapter Tactics
Thunder Claws: A pair of Master-Crafted Lightning Claws whose hits are resolved at Strength 6.
Armour of Adamas: Confers a 2+ Armour save and a 3+ Invulnerable save. Also comes with a Teleport Homer.
Chapter Tactics: When Orelis Tyr is in play, all Protectors with Combat Tactics lose it and gain Chapter Tactics. In close-combat they may re-roll one failed save per assault at the cost of one Attack.
??? THE WRAITH LORD WS4 BS4 S6 T4 W3 I2 A4 LD10 SV3++
Unit Type: Jump Infantry (Character)
Wargear: Phase Shifter, Whip Coils
Special Rules: IC, Fearless, Phase Attacks, Wraithflight, Transdimensional Gaze
Transdimensional Gaze: This counts as a Transdimensional Beamer with Assault instead of Heavy.
Notice: Wraiths may be taken as Troop choices when ??? is in your army.
I see no points values.
Yet another samey marine char with 2+/3+*. The cc monterness is probably countered by the complete lack of ranged ability, so long as its points are fair, and I actually like how that tactics thing works (though a lil clarification on when / where / how it loses an attack would be nice) it's a solid idea.
CalasTyphon216 wrote:someone obviously hasn't read ADB's Night lords books......
I just don't like taking away the one redeeming quality of DA currently (Except for Ravenwing) And put it into a combat hulk. Also, Night Lords are quite fond of their fanatical Jump Troops. Ergo, it should probably be Raptors. BL =/= Canon.
THE SCREECHING BANSHEE 150(?) POINTS
The Screeching Banshee is a single Elites selection for any army that fights against an Eldar army except Chaos Daemons and Tyranids.
WSBS S T W I A LdSv The Screeching Banshee 6 5 4 4 2 6 3 10 3+
Composition:
• 1 The Screeching Banshee
Unit Type:
• Infantry (Unique)
Wargear:
• Powered suit (bonus already in profile)
• Fusion pistol
• The Hagslayer
• Plasma grenades
Special Rules:
• Fleet
• Independent Character
• Counter-Attack
• Furious Charge
• Banshee Grudge
• Psyker
Psychic Powers:
• Haywire Screech
Powered Suit: Made from multi-layered neoplas and reinforced with nanofibres, the powered suit is not just simple armour, but a complex defence system that makes the wearer both stronger and tougher. The powered suit confers a 3+ armour save and increase the Strength and Toughness characteristics of The Screeching Banshee by 1 (already included in the profile above).
The Hagslayer: This sleek bastard sword was the doom of many Howling Banshees. It is said that the spirits of the slain Eldar are trapped within the weapon, fueling it with their torment and despair. The Hagslayer is a master-crafted power weapon.
Banshee Grudge: The Screeching Banshee has the Preferred Enemy (Howling Banshees) special rule and gains a 2+ invulnerable save against attacks made by Howling Banshees (including their Phoenix Lord!). In return, all Howling Banshees may re-roll all failed to-hit rolls against The Screeching Banshee for both shooting and close-combat (it is either she or them!).
Haywire Screech: This is a psychic shooting attack that automatically hits an enemy unit within 6" from The Screeching Banshee. Once hit, the unit immediately loses all benefits from any wargear it possesses. Saves (both armour and invulnerable) remains but they must be re-rolled. No other wargear may be used by any model of the unit. In addition, if the targeted unit is a vehicle, then it automatically suffers a Crew Stunned result (note that the vehicle will also lose the benefits of all wargear it possesses as normal!). Haywire Screech remains in play until the start of The Screeching Banshee's next turn.
The Screeching Banshee is a living myth, a stuff of nightmares for all Howling Banshees in the galaxy. Long ago, she was a Howling Banshee herself, an average aspect warrior who only wanted to fight alongside of her sisters. But something terrible happened, and she left her Craftworld with a raving grudge in her heart against her former shrine. All records about this event were purged by Jain Zar herself, and not even the most trusted Farseers were allowed to investigate. Shortly after this incident, the fallen Banshee returned as the Screeching Banshee, using the technolgies of another race and with a shocking power that could turn even the most advanced technology into useless scrap. Since then, The Screeching Banshee fights a merciless war of total annihilation against the Howling Banshees, slaughtering all of them without even the slightest show of compassion.
Though, some says that this isn't the whole truth. Rumours about Howling banshees spared or even saved by the Screeching Banshee apppears from time to time, and Exarches already whisper about a monstrous pattern in her actions, a possibility so vile and nefarious that it is nigh impossible to comprehend with a sane mind.
CalasTyphon216 wrote:someone obviously hasn't read ADB's Night lords books......
I just don't like taking away the one redeeming quality of DA currently (Except for Ravenwing) And put it into a combat hulk. Also, Night Lords are quite fond of their fanatical Jump Troops. Ergo, it should probably be Raptors. BL =/= Canon.
In a way it doesn't. I think more accurate would be BL=adds to/creates several different versions of cannon, which all contradict eachother and lead to gigantic clusterf!!! arguments
... Which is why GW needs to consolidate and standardize their fluff. No more of this "alternate universe" garbage, everything happens in the same galaxy, same universe, and it makes sense. That isn't really that hard, except for the past decade GW has been playing hide and seek with canon material.
No, they have been playing "Let's get people writing the fluff so it is interersting and freescope." No writer likes being restricted, except by those he places upon himself. |If GW places fluff restrictions on BL then it gives the writers a tougher job, their boooks will take longer, meaning longer untill it hits the shelves. GW are a BUISNESS. Like any good buiusness, they don't care about individuals, they want their money, and by doing so they use consumer attraction techniques by providing matierials and places to use those matierials, so long as you use THEIR matierials. They are being smart.
??? THE SCARAB LORD WS4 BS4 S4 T4 W3 I2 A* LD10 SV2+
Unit Type: Beast (Character)
Wargear: Scarab Form
Special Rules: IC, Fearless, Feel No Pain, Canoptek Explosion
Scarab Form: ??? is made entirely of Canoptek Scarabs, and as such benefits from all of their rules (with the exception of Swarms). He also has D6 attacks per turn. In addition, the volume of Scarabs is so dense that ??? is granted a 2+ Armour save that may be re-rolled once during the Assault phase.
Canoptek Explosion: When ??? loses his last wound, roll 3D6 and place that many Canoptek Scarab bases in place of ???'s model. Thise Scarabs gain the Preferred Enemy special rule against ???'s killer.
??? THE WRAITH LORD WS4 BS4 S6 T4 W3 I2 A4 LD10 SV3++
Unit Type: Jump Infantry (Character)
Wargear: Phase Shifter, Whip Coils, Transdimensional Sight, Phase Orb
Special Rules: IC, Fearless, Phase Attacks, Wraithflight
Transdimensional Sight: This counts as twin-linked Transdimensional Beamer.
Phase Orb: When ??? loses his last wound, roll a D6. On a 4+ ??? is not slain, but is placed back in Reserve, and may re-renter at the earliest opportunity.
TEPKHARA THE NULLMANCER WS4 BS4 S4 T4 W1 I2 A1 LD10 SV4+
Unit Type: Infantry (Character)
Wargear: Banelight Staff
Special Rules: IC, Reanimation Protocols, Ever-Living
Banelight Staff: This weapon grants Tepkhara a 3+ Invulnerable save against enemy Psychic Powers. In addition, it can use a ranged attack (12" S5 AP- Assault 1 Rending) during the Shooting phase, which will wound psychic-models (Psykers, Daemons, Synapse creatures, etc) on a roll of 2+, regardless of their Toughness.
Deadshot wrote:No, they have been playing "Let's get people writing the fluff so it is interersting and freescope." No writer likes being restricted, except by those he places upon himself. |If GW places fluff restrictions on BL then it gives the writers a tougher job, their boooks will take longer, meaning longer untill it hits the shelves. GW are a BUISNESS. Like any good buiusness, they don't care about individuals, they want their money, and by doing so they use consumer attraction techniques by providing matierials and places to use those matierials, so long as you use THEIR matierials. They are being smart.
Not really. If GW creates a coherant background, then all stories adhere to it rather than being a collection of random tales only associated by the name on the spine, each ultimately having different tech, characters, races, etc.
No restriction = you write your own book in your own world. Writing in someone elses universe = invaribly, there's a preset background and history you expect to adhere to. This actually makes things quicker as you have a LOT of stuff already done for you.
If you want to write a Star Wars book, there's a list of do's and don'ts, and there's established peoples / planets, etc. I can write a book that says theres a new character, on a new planet, fighting new aliens. I cant write that Luke Skywalker is now 4 feet higher, and is now capable of taking on 1000 Storm Troopers at once with his eyes closed in a standup fight, and that Han Solo wasn't a smuggler, he made pottery. For Darth Vader. Who like ponies.
If the Star Wars franchise was ran by Black Library - I probably could, because no one had actually said anything was different.
If you're too thick to be able to write within a universe and adhere to existing ideas and principles, you probably shouldn't be writing within it. But GW has been so deliberately vague that the writers are forced to basically make almost everything up on the spot as they go, which leads to a MASSIVE confusing universe full of arguments and inconsistencies.
I mean, in some books Space Marines average at 7-8 feet, in others 12 feet, I'm sure in others it can be bigger. In some they're god like and unstoppable, in others they get picked off like flies (apart from the hero naturally). If you can't even come out and verify what your ICONIC PRODUCT is to the point there's arguments about it, you're either doing something wrong, or being deliberately 'ignorant'.
??? THE SCARAB LORD WS4 BS4 S4 T4 W3 I2 A* LD10 SV2+
Unit Type: Beast (Character)
Wargear: Scarab Form
Special Rules: IC, Fearless, Feel No Pain, Canoptek Explosion
Scarab Form: ??? is made entirely of Canoptek Scarabs, and as such benefits from all of their rules (with the exception of Swarms). He also has D6 attacks per turn. In addition, the volume of Scarabs is so dense that ??? is granted a 2+ Armour save that may be re-rolled once during the Assault phase.
Canoptek Explosion: When ??? loses his last wound, roll 3D6 and place that many Canoptek Scarab bases in place of ???'s model. Thise Scarabs gain the Preferred Enemy special rule against ???'s killer.
??? THE WRAITH LORD WS4 BS4 S6 T4 W3 I2 A4 LD10 SV3++
Unit Type: Jump Infantry (Character)
Wargear: Phase Shifter, Whip Coils, Transdimensional Sight, Phase Orb
Special Rules: IC, Fearless, Phase Attacks, Wraithflight
Transdimensional Sight: This counts as twin-linked Transdimensional Beamer.
Phase Orb: When ??? loses his last wound, roll a D6. On a 4+ ??? is not slain, but is placed back in Reserve, and may re-renter at the earliest opportunity.
TEPKHARA THE NULLMANCER WS4 BS4 S4 T4 W1 I2 A1 LD10 SV4+
Unit Type: Infantry (Character)
Wargear: Banelight Staff
Special Rules: IC, Reanimation Protocols, Ever-Living
Banelight Staff: This weapon grants Tepkhara a 3+ Invulnerable save against enemy Psychic Powers. In addition, it can use a ranged attack (12" S5 AP- Assault 1 Rending) during the Shooting phase, which will wound psychic-models (Psykers, Daemons, Synapse creatures, etc) on a roll of 2+, regardless of their Toughness.
No. A wraithlord character should not have less than S10 T8 W3 I4 SV3+, like normal ones have. And they should NOT have jump infantry imo. They're MC.
??? THE SCARAB LORD WS4 BS4 S4 T4 W3 I2 A* LD10 SV2+
Unit Type: Beast (Character)
Wargear: Scarab Form
Special Rules: IC, Fearless, Feel No Pain, Canoptek Explosion
Scarab Form: ??? is made entirely of Canoptek Scarabs, and as such benefits from all of their rules (with the exception of Swarms). He also has D6 attacks per turn. In addition, the volume of Scarabs is so dense that ??? is granted a 2+ Armour save that may be re-rolled once during the Assault phase.
Canoptek Explosion: When ??? loses his last wound, roll 3D6 and place that many Canoptek Scarab bases in place of ???'s model. Thise Scarabs gain the Preferred Enemy special rule against ???'s killer.
??? THE WRAITH LORD WS4 BS4 S6 T4 W3 I2 A4 LD10 SV3++
Unit Type: Jump Infantry (Character)
Wargear: Phase Shifter, Whip Coils, Transdimensional Sight, Phase Orb
Special Rules: IC, Fearless, Phase Attacks, Wraithflight
Transdimensional Sight: This counts as twin-linked Transdimensional Beamer.
Phase Orb: When ??? loses his last wound, roll a D6. On a 4+ ??? is not slain, but is placed back in Reserve, and may re-renter at the earliest opportunity.
TEPKHARA THE NULLMANCER WS4 BS4 S4 T4 W1 I2 A1 LD10 SV4+
Unit Type: Infantry (Character)
Wargear: Banelight Staff
Special Rules: IC, Reanimation Protocols, Ever-Living
Banelight Staff: This weapon grants Tepkhara a 3+ Invulnerable save against enemy Psychic Powers. In addition, it can use a ranged attack (12" S5 AP- Assault 1 Rending) during the Shooting phase, which will wound psychic-models (Psykers, Daemons, Synapse creatures, etc) on a roll of 2+, regardless of their Toughness.
No. A wraithlord character should not have less than S10 T8 W3 I4 SV3+, like normal ones have. And they should NOT have jump infantry imo. They're MC.
It's a Necron Lord of the Wraith variety, Hence a Wraith Lord, not an Eldar Wraithlord.
For my RPG. Note that these are not all my creations, and are subject to balance modification.
Castiel wrote:Sgt. Marius Aloysus – Knights of the Basilisk (Tactical squad)
WSBS S T W I A LdSv Points 4 4 4 4 2 4 2 10 3+ 50
Unit type: Infantry
Wargear: Power Armour
Close combat weapon
Frag and Krak Grenades
Combi-melta
Special Rules: And They Shall Know No Fear
Company Tactics
Relentless
BlapBlapBlap wrote:Captain Dreph Kalar, Bringer of Fate - 250pts?
WS 6
BS 5
S 4
T 4
W 3
I 5
A 3
Ld 10
Sv 2+/5++
Unit Type - Infantry
Unit Composition - 1 (Unique)
Wargear - Terminator Armour, The Harpy, Talon of Thoth
The Harpy - This is a master forged Storm Bolter, able to tear apart even Power Armour with ease. This is a weapon with the following profile - Str 4, AP 3, Rng 12", Assault 3
Talon of Thoth - This is a Lightning Claw that may make an extra attack for each wound Dreph has remaining.
Special Rules - Fearless, Genetic Enhancements, For the Emperor!, Independent Character
Genetic Enhancements - Thanks to an unorthodox and radical procedure performed on him by Fabius Bile, Dreph has Eternal Warrior and Feel no Pain
For the Emperor! - Dreph is utterly devoted to his cause, inspiring others around to him to even greater feats of valour. An army that includes Dreph replaces Company Tactics for this rule. A unit under the effect of For the Emperor! gains Furious Charge.
Deadshot wrote:Here's Hectoris
Sgt Caecilius Hectoris of the Jaded Watch, Terminator Assault squad of the Emperor's children.
Upgrade for 1 Terminator Assault Squad. Replaces Sgt. All Terminators must be armed with Thunder Hammers and Storm Shields. +30pts
Special Rules
Combat Squads
Fearsome Reputation.
Hectoris is a ruthless perfectionist, and he believes that to retreat is an imperfection. His squad know well that that to do so will earn them a number opf lashes across the chest, delivered by a plasteel chain by Hectoris' hand.
Hectoris and his squad are Fearless
Melee master.
In an assault, Hectoris may pick out enemy characters and single them out if in base contact with one, believe his superior skills are needed to beat the champion. He may choose to direct all of his attacks against said character, even if it is an upgrade character. The only time he may not do this is if the character has a retinue or similar (such as Tyrant Guard). However, due to his aggression, he stands out a lot, so enemies may always single him out in Close Combat.
Company Tactics
Patrion to the Legion
Being a perfectionist, Hectoris does everything he can to be a true child of the Emperor. His squad, and only his squad, gain the abilities of Legion Tactics specified on Dreph Kalar. If Kalar is included in the same army, this has no effect.
Lord Magnus wrote:
Antioch
WSBS S T W I A LdSv Points
5 4 4 4 2 4 3 10 3+ 75
Wargear:
Bolter
Bolt Pistol
Power Sword
Power Armour
Frag and Krak Grenades
Special Rules:
ATSKNF Company Tactics
Furious Charge
Preferred Enemy - Orks
admiral9 wrote:Battle brother devestator Rephosus replaces one devestator 50 points
WS 3
BS 5
S 3
T 4
W 2
I 3
Ld 8
Sv 3+ 6++
Wargear
missile launcher
Hand crafted armour
Bionic eye
Special rules
Unquestioning loyalty
ATSKNF
Bionic eye:reroll scatter.
Unquestioning loyalty:when he is deployed with sergeant segari he gains fearless and LD10 because he will never ashame his sergeant by retreating
Diomedes Hadrianus, Primarch’s Equerry, Lord of Battle, Master of the 5th, XX Legio
300 points
Type: Infantry (unique)
WS7 BS5 S4 T4 W3 I5 A4 Ld10 Sv2+
Wargear: Artificer armor, Iron halo, frag and krak grenades
Axes of Lernea: 2 power weapons that strike at Strength 6
Hydra’s Venom: 2 plasma pistols fired with the following profile: Range 18 S7 AP2 Assault 2 Twin-linked Get’s Hot
Special Rules: Independent Character, Eternal Warrior
Authority of the Primarch: The squad joined by Diomedes gains the Fearless USR
Legion Tactics: All units replace the Combat Tactics special rule with the Infiltrate USR
Thunderous Charge: Instead of making normal attacks, once per game, Diomedes can inflict 1 automatic hit against every model in an enemy unit. However, this reckless charge is prone to letting his guard down. In the same combat, he is hit automatically, and must re-roll successful saves.
Lord of Battle: At the end of every round of close combat, mark down the number of unsaved wounds inflicted by Diomedes. Consult the following table for results:
0-5 wounds: Warming up. Nothing happens
6-10 wounds: Getting into stride. Gains Preferred Enemy
11-15 wounds: Momentum. Gains +1 Initiative and +1 Attack
16-20 wounds: Ascendency. Gains Furious Charge and Fleet(conveyed to squad)
21+ wounds: Lord of Battle. Can re-roll all failed to wound rolls(conveyed to squad). Gains a further +1 Initiative and +2 Attacks.
Results are cumulative. Note that only directly caused wounds apply, not sweeping advance.
Master of the 5th: Diomedes may select either a Honor Guard squad or a Command Squad.
Whirlwind of Blades: Diomedes can reroll failed saves against ranged weapons
Nor really a proposed rule- more just general discussion as GW would never let you make up special rules/wargear.
You can invent backstory for guys with normal stuff ie captain with lightning claws stole them from red corsairs etc..
Lightning Shadows wrote:Nor really a proposed rule- more just general discussion as GW would never let you make up special rules/wargear.
You can invent backstory for guys with normal stuff ie captain with lightning claws stole them from red corsairs etc..
But its quite a dumb rule
What?
I can't quite make sense of what you said there tbh...
GW generally has no problem with you creating your own rules - for Apoc it's practically encouraged.
Scratchbuilding / conversions mean they still get money ( so you have enough GW product in each model to use in their stores).
I mean, I've used entire scratchbuilt / modified codexes in my local GW before, I often take my mini-titan in for games, and the staff even review and comment on the fluff / rules / gear I've made for my extended codex units / apoc stuff.
Lightning Shadows wrote:Nor really a proposed rule- more just general discussion as GW would never let you make up special rules/wargear.
You can invent backstory for guys with normal stuff ie captain with lightning claws stole them from red corsairs etc..
But its quite a dumb rule
No GW would never let you use these in a tournament. Yes the GW stores would let you play friendly matches with it. Yes a lot of good friends will allow (BALANCED) special characters in friendly games, especially in campaigns. You might not but some people need to switch it up to keep the game more interesting. If you don't like it then don't let your opponent play one. Most of the characters here I wouldn't play against haha
CalasTyphon216 wrote:Diomedes Hadrianus, Primarch’s Equerry, Lord of Battle, Master of the 5th, XX Legio
300 points
Type: Infantry (unique)
WS7 BS5 S4 T4 W3 I5 A4 Ld10 Sv2+
Wargear: Artificer armor, Iron halo, frag and krak grenades
Axes of Lernea: 2 power weapons that strike at Strength 6
Hydra’s Venom: 2 plasma pistols fired with the following profile: Range 18 S7 AP2 Assault 2 Twin-linked Get’s Hot
Special Rules: Independent Character, Eternal Warrior
Authority of the Primarch: The squad joined by Diomedes gains the Fearless USR
Legion Tactics: All units replace the Combat Tactics special rule with the Infiltrate USR
Thunderous Charge: Instead of making normal attacks, once per game, Diomedes can inflict 1 automatic hit against every model in an enemy unit. However, this reckless charge is prone to letting his guard down. In the same combat, he is hit automatically, and must re-roll successful saves.
Lord of Battle: At the end of every round of close combat, mark down the number of unsaved wounds inflicted by Diomedes. Consult the following table for results:
0-5 wounds: Warming up. Nothing happens
6-10 wounds: Getting into stride. Gains Preferred Enemy
11-15 wounds: Momentum. Gains +1 Initiative and +1 Attack
16-20 wounds: Ascendency. Gains Furious Charge and Fleet(conveyed to squad)
21+ wounds: Lord of Battle. Can re-roll all failed to wound rolls(conveyed to squad). Gains a further +1 Initiative and +2 Attacks.
Results are cumulative. Note that only directly caused wounds apply, not sweeping advance.
Master of the 5th: Diomedes may select either a Honor Guard squad or a Command Squad.
Whirlwind of Blades: Diomedes can reroll failed saves against ranged weapons
This guy is pretty over powered...
I highlighted the worst parts in red but why does he need 2 axes and 2 plasma pistols?
CalasTyphon216 wrote:Diomedes Hadrianus, Primarch’s Equerry, Lord of Battle, Master of the 5th, XX Legio
Spoiler:
300 points
Type: Infantry (unique)
WS7 BS5 S4 T4 W3 I5 A4 Ld10 Sv2+
Wargear: Artificer armor, Iron halo, frag and krak grenades
Axes of Lernea: 2 power weapons that strike at Strength 6
Hydra’s Venom: 2 plasma pistols fired with the following profile: Range 18 S7 AP2 Assault 2 Twin-linked Get’s Hot
Special Rules: Independent Character, Eternal Warrior
Authority of the Primarch: The squad joined by Diomedes gains the Fearless USR
Legion Tactics: All units replace the Combat Tactics special rule with the Infiltrate USR
Thunderous Charge: Instead of making normal attacks, once per game, Diomedes can inflict 1 automatic hit against every model in an enemy unit. However, this reckless charge is prone to letting his guard down. In the same combat, he is hit automatically, and must re-roll successful saves.
Lord of Battle: At the end of every round of close combat, mark down the number of unsaved wounds inflicted by Diomedes. Consult the following table for results:
0-5 wounds: Warming up. Nothing happens
6-10 wounds: Getting into stride. Gains Preferred Enemy
11-15 wounds: Momentum. Gains +1 Initiative and +1 Attack
16-20 wounds: Ascendency. Gains Furious Charge and Fleet(conveyed to squad)
21+ wounds: Lord of Battle. Can re-roll all failed to wound rolls(conveyed to squad). Gains a further +1 Initiative and +2 Attacks.
Results are cumulative. Note that only directly caused wounds apply, not sweeping advance.
Master of the 5th: Diomedes may select either a Honor Guard squad or a Command Squad.
Whirlwind of Blades: Diomedes can reroll failed saves against ranged weapons
From what you had about 2 hours ago you added Whirlwind of Blades, the OP plasma pistols, and the ability to attack EVERY model in the unit (which is beyond over powered) for 20 points.... What does it matter if he's automatically hit if he kills everything first.... You quickly went from "iffy" to "No, never, not even close, not interested in playing you at all"
Rule of Cool is all well and good, and having it on the model is good, but you still need balance. Just because fluffwise he's a combat giant that can destroy anything and everything, doesn't mean on the table he can be and remain something people will play against.
I mean, fluff-wise a regular squad of space wolves could take on an entire 'nid army and win, or the Decapitator (and numerous other infiltrators) would be able to appear, enter combat, and kill everything they touch.
Or my character Persephone would be able to step in and out of the webway and kill everything she touches.
But they can't really do that (or if they do you're looking at stuff that costs 1000+ pts)
Abbadon can't sweeping advance, doesn't give everyone infiltrate, no broken special rules like thunderous charge/lord of battle, can't have a command/honour guard squad, and can't re-roll failed saves against ranged weapons. Also, no super plasma pistol.
CalasTyphon216 wrote:Abaddon in his current ruleset easily does pretty much the same thing, and he is cheaper into the bargain
Not really. He gets +D6 attacks (for a max of 11 on the charge) at S8, re-rolling any failed to-wound rolls, plus a twin-linked bolter and the Eternal Warrior special rule. That's not exactly the same as hitting every single model in the enemy unit once.
Wargear: artificer armour, iron halo, frag and krak grenades
Illuminarum: The first crozius arcanum. Counts as a master-crafted thunder hammer.
Special Rules: Independent Character, Liturgies of Hate
Primarch: EW, FNP, Relentless
Inspirational: Counts as having a Chapter Banner
Unpredictable: Lorgar has mood swings that are unpredictable. At the start of every turn, roll a D6 and consult the following table
1: Stupefied contemplation: Lorgar cannot move, shoot or assault. However if he is already in assault ignore this result and re-roll.
2. Normal. Nothing happens
3. Flash of Genius. All friendlies use his Ld of 10 for this turn.
4. praise the gods. Lorgar may not shoot or assault. Instead, all friendlies within 18 inches gain Furious CHarge, Preferred enemy and counter attack for the turn
5. Fury. Lorgar gets +D3 attacks this turn. If he charges, then he strikes at Initiative 10. However, he also gains the Rage USR, and confers it to his squad
6. Dark Insanity. Lorgar replaces his normal attacks with 2D6 attacks. However, any misses in combat will strike his own squad.
Brakoff the Metal-boss. (ork)
(40+40+10+10+25+20) 145pts
(Mega armor, stat changes, cybork, eternal warrior, power klaw, weapon)
WS 4 BS 3 (cyber-eyes) S4 T4 W3 I4 A3 Ld 9 Sv 2+/5+
Eternal warrior.
Stabalisers: Brakoff does not roll as if for difficult terrain when moving.
Wargear: Mega armor, cybork, Powerklaw, The gold leper
The gold leper: S6 AP 3 Assault 3 24"
The Brakoff is a survivor, and like most ork survivors.... he's ended up toothy. Unfortunately for the rest of ork-dom instead of growing bigger and stronger, this hardboiled nob has taken just enough hits to need dok-assisted living. In his gaudy mega armor and with half his body no longer his, this rich 'boss' has used his wealth and brazen ability to nosedive into a good scrapping to draw together a small waargh, and with his bronze plated gun appropriated from a flashgit, he's very good at finding the fight he seeks.
Wargear: Assault launchers (see C:SM), 2 hunter killer missiles(see C:SM), twin linked multi melta, 2 twin-linked assault cannons(see C:SM)
Siege claw: DCCW. Incorporates a heavy flamer. When destroying a building or transport in combat, all occupants take a hit from the heavy flamer
Power flail: DCCW. Can be used as a magna-graple(see C:BA)
Point defense mounts: At the beginning of every round of combat, all models in base to base with the Warsmith take an automatic S4 AP5 hit.
Special Rules: Venerable(See C:SM), Ferromantic invulnerability(see Imperial armour 11, as per Land Raider Achilles)
Iron within, Iron without: All friendly units within 12 are Fearless and have Preferred Enemy
Advanced targeting: Has the POTMS special rule(see C:SM), but applies only to the 2 assault cannons. T0 clarify, each assault cannon can shoot a a different target, while the multi-melta and missiles can be fired at a third.
What army is it for? While it might seem obvious to you we might not know if he is for Space marines or Blood Angels or Black Templars or Space Wolves or Grey Knights or Dark Angels. The ork one is easy to figure but still good to make sure we know!
Review your character as if you had not seen it before. The Gold Leper is S 6 Ap 3 Assault 3. But has no range so as is can't be shot
Make sure you explain special rules clearly. For Warsmith Kratos, we don't know what Ferromantic Invulnerability is. Does another unit have it in a codex? If so make sure to at least say "See Codex: Blood Angels" so that we don't think it is a special rule with no benefit.
Lorgar: What is so special about him that he costs 400 points? T5 W5 is great, bu I don't know if he's quite good enough to cost 400. He can have 2 attacks on the charge with his weapon :( Rather than buffing him with better weapons etc I'd say you should give him a bubble for Liturgies of hate, maybe 12" from him. Or instead maybe give him and his squad furious charge. OR make Chaplains no longer take up FOC space! Either way I think you're better off giving him a set number of attacks and lowering his cost a little bit. Either way I think there are lots of things you can do to make him interesting and individual. A random number of attacks gives him a capricious and uncontrollable, the exact opposite of what a Chaplain should be!
Warsmith: A lot of Anti tank power here! But one vehicle for 280 points is pretty crazy. Especially since he can't take a Drop Pod. I think the 2 HK Missiles are a cool idea and VERY good for a BS6 model, but still not 280 points worth. Seige Claw has some cool rules! I like it. Just don't use it against my IG. They die enough from the S4 explosion haha
Brakoff: Could you explain him a little more? I see the points adding up at the top but I don't see what each set of points is for. At the moment I think a Mega Nob with +1 BS +1 W +2 leadership and free range of movement with a very good gun is pretty great. Also I don't get the Gold Leper's name.
CalasTyphon216 wrote:
Advanced targeting: Has the POTMS special rule(see C:SM), but applies only to the 2 assault cannons. T0 clarify, each assault cannon can shoot a a different target, while the multi-melta and missiles can be fired at a third.
Drop this and it'll be worth a proper look. Don't alter it, don't tweak it, kill it with fire and then kill its ashes with fire. After that it'll be worth looking at the rest of it.
CalasTyphon216 wrote:Lorgar Aurelian of Cholchis, the Urizen
400 points
Type: Infantry (unique)
WS5 BS5 S5 T5 W5 I5 A* Ld10 Sv2+
Wargear: artificer armour, iron halo, frag and krak grenades
Illuminarum: The first crozius arcanum. Counts as a master-crafted thunder hammer.
Special Rules: Independent Character, Liturgies of Hate
Primarch: EW, FNP, Relentless
Inspirational: Counts as having a Chapter Banner
Insane: Has D6 attacks. Roll separately every round.
Lorgar is a Primarch, his weapon skill should be higher than five. He may be one of the worst Primarchs in h2h combat, but he would still be able to defeat a chapter master easily, never mind a captain. WS 7 is more appropriate. There may be a pervading (and entirely wrong) opinion that Lorgar was a sissy, but he was still a Primarch. He beat up a Bloodthirster remember. (Its in Aurelian)
Insane. No, he isn't, this is just wrong. Give him 4 attacks.
the emperors keys protect the ancient libarys of Terra from harm and they also go out on tremendous campaigns to capture books some that could causes harm others that were looted from terra at the time of the horus heresy
wsbs s t w a i ldsv 5 5 5 5 4 3 5 10 2+
wargear
tome of the emperor
Artificer Armour
plasma Pistol
Frag and Krak Grenades
Iron Halo
power sword
tome of the emperor
written by the emperor himself this tome lands courage to those that need it
all friendly models within 12" have fearless
Special Rules
And They Shall Know No Fear
Fearless
the library must be preserved
Independent Character
protect the tome
the library must be preserved
Jullio counts as a troop for objectives
protect the tome
any emperors keys assaulted along with Jullio have counter attack as they protect his tome but any enemys charging him get furious charge
what do you think i am going to price him as 250
to much to little let me know
I like the fluff for the Slaugth a lot so I thought to start on the arduous process of a fandex for them. To test the waters, I thought I'd create one. To me, the Slaugth seem like the C'tan's second try at creating a servant race, they just have so many similarities to the Oldcrons (hard to kill, hyperadvanced, don't need the warp, have a basic gun with weird effects) that I think that the surviving independent C'tan elevated the Slaugth into a new servants to continue their plan to nom on delicious life essence.
Wargear: Frag and krak grenades, Assault Grenades, Defensive grenades, Atropus, Shroud of the reaper, Necrosis Rex
Atropus, a mighty two handed double scythe that counts as a two handed power weapon, granting +2 strength for hits, those killed by the scythe rot away into nothing within moments, an extremely disturbing sight that forces the rest of the unit the victim was in to take a leadership check at a -2 penalty, fearless units do not have to take this check. The scythe is incredibly virulent, corroding flesh and metal with equal ease and gains an additional d6 for armour penetration against vehicles and may reroll to wound. On a roll of a four or more to wound, the weapon inflicts instant death as the target is consumed by a massive all pervasive rot. On a charge, he gains +2 attacks rather than the typical one due to the spear like spike on it's tip, it additionally counts as two CCWs granting a bonus attack. During the shooting phase it can fire as the following.
S5 AP4 Assault 4, twinlinked, 4+ rending 36'
Necrosis rex: This mighty crown wraps around his head and infuses him with strange, otherworldly power, this increases his toughness, wounds, and strength 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 stealth 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), Relentless, Fleet of foot, Worm that walks, Rapid regeneration, Great commander, Furious charge, counter attack, acute senses
Preferred enemy (Everything): Kay-yuss gains the benefits of Preferred enemy against everything.
Worm that walks: Kay-yuss is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) 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.
Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or a six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.
Great commander: Kay-yuss has been commanding the vat grown armies of the slaugth for so long that he grants a +1 to reserve rolls and allows one unit that may normally not outflank to use the rule, additionally, he may bring in one unit with the scouts rule. 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, and against the Eldar, whom he may steal the initiative from on a 3+.
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. Though some theorize that the Slaugth were creations of the old ones, and what little information about Slaugth history hints that they may have been present since the War in heaven, the Slaugth's lack of psykers and nonreliance on the warp makes it highly unlikely that they were the creations of the highly psychic old ones. Indeed, Kay-yuss in particular seems to have a particular loathing of the old one's creations, the Eldar in particular, and has launched many preemptive attacks against nearby craftworlds and exodite worlds for little reason other than to kill as many of them as possible.
The fact that the majority of the armies of the Slaugth are expendable biomechanical constructs 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.
The only thing he fears is the Necrons. For the Necrontyr are both older and arguably more advanced than even the Slaugth, who had laid claim to their old titles of masters of the materium during the great sleep. Now that the metal warriors have awakened once again, Kay-yuss, along with many other Slaugth, fear that the Necrons will purge them for their deals with some of their oldest foes, a fear further founded by their fact that the mastery of the flesh that the Slaugth have is matched by the Technomancy of the Necrons if not surpassed.
What cannot be disputed though, is that 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.
His hate for the Eldar is the stuff of legends to those aware of the Lord of Atrocity. For millenia he has waged war against the Eldar, and many other Slaugth lords have taken up his banner of war against their kind. Whether they be Dark, Craftworld, Corsair, Exodite, or Harlequin Eldar, he attacks them all with little distinction. Only relatively recently has he turned his ire towards the Imperium of man to gain more resources for his personal vendetta against the favoured children of the old ones. Two dozen systems have been added to his empire within the past thousand years in seemingly inexplicable raids, and Ordo Xenos investigations into the matter confirmed that these worlds were being converted into ghastly slaught worlds, overrun by worms and bioconstructs.
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 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.
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. He was reported to have congratulated a Callidus assassin that had managed to infiltrate her way into his fortress before engaging in single combat with her, only to turn his Hand of Silence on her once he tired of the fight, ending it in a furious barrage of necrotic blasts.
Now for some battle fluff. This probably would go in the all fluff section of a codex and not under Kay-yuss' rules section were my Slaugth codex ready.
Battle of Lolar Prime.
During an imperial guard encounter with Atushkar Conven, in which a dozen regiments, four death korps, three vendolands, and five catachans, supported by a Warhost of craftworld alaitoc which decided to aid the Imperium in dealing with a long standing foe of their species, as well as roughly three hundred space marines from the Ice Dragons, Gray Consuls, and Crystal Blades chapter, and the order of the celestial lady of the Sisters of battle and perhaps most surpisingly, an entire Hrud Clan that had decided to throw it's lot with this rag tag force to exact revenge on many raids on their kind, Kay-yuss readily picked on the fragile nature of the alliance.
Probing attacks by his forces were made in a way to ensure that the disparate forces would not be able to support one another, to cause accusations that the factions were attempting to bleed one another dry so they could walk in to what seemed to be an inevitable victory with minimal losses. Thinking that they were in for a guerilla campaign, the imperial forces prepared or an anti-insurgency campaign, which the Hrud thought to be wise, joining them in the endeavor though keeping their distance from the humans lest their entropic fields cause incidents that would further weaken the fragile alliance. The Eldar however, saw through the Ruse and attempted to warn the imperial forces, saying that the seemingly light nature of the conflict was merely an illusion to cause them to lower their guard.
The warning was ignored, by both the Hrud and the Imperials, and when Atuskhar unleashed a full scale spear and pincer attack, they were caught unprepared with defenses suited to the entirely wrong kind of enemy. The Eldar rallied for a counter attack that broke the northern pincer of Atushkar's attack, Autarch Yllaya personally slaying Kay-yuss' lieutenant Neveragush the Tormentor while the Avatar of Khaine butchered four of Kay-yuss' mighty Ulurgurstas that were supposed to form the lynchpin of the assault.
Victorious, the Eldar moved in to the southern pincer where the embattled Hrud awaited. There they managed to tie down Kay-yuss' forces, shurikens and fusil blasts flaying through the air to be met with necrotic beams and the myriad weapons of those mercenaries that Kay-yuss did not equip with deadly slaugth weaponry. Hrud Brutes and Wraithlords hacked into revolting Avolkias and Shadow walkers. Grav tanks and hrud vehicles fought monstrous Ulurgustas and revolting Slaugth tanks. An Eldar Phantom titan even wrestled with the colossal, unreal form of a titanic Ibix-ob Obyrith.
But for the imperials it was too late. Surrounded and cut off, the Imperials sought for a fighting retreat. The pincer that the Eldar thought was broken began to rally once again, and closed off the exits for the imperials in a large cauldron. The imperials fought bravely and valiantly, giving their lives none too cheaply, reaping a large number of mercenaries, enslaved beasts, bioconstructs, and other horrors as the coils of the formation tightened. Finally deciding to get himself involved, the Lord of Atrocity waded into battle accompanied by his personal retinue, the hand of silence.
The hand of silence ambushed and made short work of the Lord General's command squad, though the Krieg General's power sword did inflict a deep cut across his side, his retaliatory strike cut the General open from neck to sternum, his guts rotting out of his body even as he fell. Ice Dragons Captain Rokossovsky proved to be a greater challenge. His power axe clashed with Atropus several times as his command squad fought the hand of silence. His plasma pistol burned out a large portion of his chest, but the vile xeno pushed through the pain before hooking his scythe into the marine's helmet and rotting his brain, killing him.
Having dismissed Cannonness Augustine as a non-threat, he was not prepared for when Augustine shot her plasma pistol repeatedly into his back before discarding it as it overheated, picking up the marine's power axe and jamming it into his back, striking with enough fury to go through even his absorbtion field and then cutting off one of his arms with her power sword, eliciting a roar of rage and frustration from the Lord of Atrocity before she picked up her discarded plasma pistol and that of the marine, firing at the Slaugth lord.
Though pained, the slaugth lord fired Atropus' necrotic beam into her repeatedly, rotting the cannonness apart. With the death of their commanders, most of the imperial forces fell back in a disorganized route, with only 10% managing to escape. Only the Krieg, Sisters, and Marines never broke. The eldar and hrud, sensing the defeat of their allies, broke off and fled after taking as much of their dead as possible. Since then, Kay-yuss has a grudging respect for the Sisters of Battle, and considers them to be perhaps the greatest threat to him that the Imperium can muster.
Overview:
Kay-yuss is supposed to be a beatstick that gives something to his army, hence his enormous points cost. He's also very survivable, but is supposed to have some trouble getting into range to wreck face. He has a flagrant weakness to template happy armies, meaning that SoBs and Salamanders will really ruin his day. On the charge, he is going to wreck anything that gets in his way's face, but if I've done my mathhammer right, he should have a problem with being tarpitted.
He’s a merc, so any army (I guess not nids)
Edit: Oh yeah, I need to post points. Lets say 175 and go from there.
Imre Bergamasc (Pre-Books, i.e. when he’s all together up there, and a singleton)
WS---BS---S---T---W---I---A---Ld---Sv 5------5-----4----4---3---4---3---10---4+
Stats explanation: He’s been a soldier for thousands of years, so he gets WS and BS 5. He’s fought countless wars all over the galaxy, he’s a brilliant warrior and commander (hence Ld10). Hes a singleton, which means his body and mind are enhanced far beyond the ability of normal people, almost to the extent he is a new race (in my opinion). He’s faster, stronger, tougher, heals quicker (thats included in the T4, no FNP, I dislike it, same for EW).
Equipment: X-Ray Rifle, Henshke Sloan sidearm, Hand Weapon
X-Ray Rifle---Range---S---AP---Special Rules
--------------------24”------5----5-----Assault 2
This is a rifle which appears in the first book, it has a very high rate of fire as his assailant at the time (armed with this weapon) is seen to be firing quite fast even when he is overclocking pretty hard, and the AP comes from the fact its an X-Ray Laser kind of thing, and I have no idea how those deal with armour but by law of ‘I included it in my rules first’ it is AP3. Willing to change that to 4 though, depends on dislike of this. Strength can change to 4 too I guess, but X-ray weapons destroy people it seems, he in his amped up body is worried about being hit even once, so it seems that S5 is a good enough option.
Henshke Sloan sidearm
----Range---S---AP---Special Rules
------12”----3----6-----Pistol
You don’t get any real information on this, he always has it on him loaded, even in a bar, so it can’t be too powerful, it fits in his pocket, so these stats seem ok for a weapon thats not too important, and quite small.
Special Rules: Singleton, The 3 Tempos, Independent Character
Singleton; Imre is a singleton. In addition to his enhanced body and mind, this means one important thing. He is many. There is not simply one Imre, with one set of memories, one life. In game terms, this means that if Imre is killed (squigged, spawned, eaten by a giant, anything. Don’t poke rules holes. If he’s gone, this takes effect) he is immediately placed in reserve. He is in reserves for one of the owning player’s turns, then arrives from reserves on the next turn on a 4+, then 3+, then 2+, etc (as if he is just kept in reserves as normal, first turn you don’t roll, second turn is 4+, then 3+, etc).
Time for an example. Imre is in combat in his controlling players turn 2. He is swatted by Bob the Daemon Prince. Chaos Players turn 2, then Imre’s turn 3. No roll. Imre’s turn 4, on a 4+, turn 5, 3+, etc. Make sense?
The 3 Tempos; There are three tempos a singleton can operate at (more or less, anyway, and I can’t remember what the third one is, we’ll go with underclocking.) At the start of the turn, choose which tempo Imre is operating at; Over-clocking, Tempo absolute, or under-clocking. He can change from turn to turn, but cannot move from over-clocking to under-clocking (or vice versa) without spending a turn at Tempo absolute.
-Tempo absolute; At this tempo, Imre functions exactly as normal, treated as an IC like normal, moves, shoots, combat, everything as normal. Its just normal life.
-Under-clocking; Time passes slowly, a second of his life is an hour on the battlefield. When he enters this state Imre’s form begins to blur (he’s basically out of time? Thats an easy way to think of it). He, and any unit he is with, become restricted by the Slow and Purposeful USR. In combat, he strikes at I1 and cannot gain an attack for pistol+CCW. However, this state is the same one used by the Forts (basically hive minds which look after large tracts of the universe, multi-managing people who are a part of the hive-mind. Don’t ask how it works, but under-clocking lets you manage heaps of people better...I said don’t ask. It just does), and while in this state Imre can better manage the flow of battle. During the shooting phase he can issue orders exactly like Creed (minus honour of cadia...he’s a merc, a cold one at that, f#### honour) to units in whichever army he is in.
-Over-clocking; Speeding up the workings of his body and mind, Imre becomes a blur of motion and violence. He gains a 4+ invulnerable save, his hand weapon becomes a power weapon, he gains furious charge, he gains +D3 attacks on the charge instead of +1 (only him, not his unit), he moves as if a beast (again, just him, not his unit), may fire his weapon twice, and becomes I10. However this state has its own dangers. All difficult terrain becomes dangerous terrain (he’s moving so fast, a brush with something can badly burn him or break his shoulder even). If he makes an assault move while over-clocking, he must make a dangerous terrain test.
Only 2 special rules, and while they are a bit wordy they are very very necessary, they are this guys whole hook.
motyak wrote:He’s a merc, so any army (I guess not nids)
Edit: Oh yeah, I need to post points. Lets say 175 and go from there.
Imre Bergamasc (Pre-Books, i.e. when he’s all together up there, and a singleton)
WS---BS---S---T---W---I---A---Ld---Sv 5------5-----4----4---3---4---3---10---4+
Stats explanation: He’s been a soldier for thousands of years, so he gets WS and BS 5. He’s fought countless wars all over the galaxy, he’s a brilliant warrior and commander (hence Ld10). Hes a singleton, which means his body and mind are enhanced far beyond the ability of normal people, almost to the extent he is a new race (in my opinion). He’s faster, stronger, tougher, heals quicker (thats included in the T4, no FNP, I dislike it, same for EW).
Equipment: X-Ray Rifle, Henshke Sloan sidearm, Hand Weapon
It should be Close Combat Weapon. Hand Weapon is Fantasy.
X-Ray Rifle---Range---S---AP---Special Rules
--------------------24”----5----3-----Assault 3
This is a rifle which appears in the first book, it has a very high rate of fire as his assailant at the time (armed with this weapon) is seen to be firing quite fast even when he is overclocking pretty hard, and the AP comes from the fact its an X-Ray Laser kind of thing, and I have no idea how those deal with armour but by law of ‘I included it in my rules first’ it is AP3. Willing to change that to 4 though, depends on dislike of this. Strength can change to 4 too I guess, but X-ray weapons destroy people it seems, he in his amped up body is worried about being hit even once, so it seems that S5 is a good enough option.
Xrays can't pass through mass very well, so high armour would likely be effective against it, it's the high-power that busts through armour. Also Rate of Fire translating to the tabletop is.. fuzzy math.
I'd make it Str5, Ap5, Rapid Fire, especially with your ability to fire twice thing.
Henshke Sloan sidearm
----Range---S---AP---Special Rules
------12”----3----6-----Pistol
You don’t get any real information on this, he always has it on him loaded, even in a bar, so it can’t be too powerful, it fits in his pocket, so these stats seem ok for a weapon thats not too important, and quite small.
Special Rules: Singleton, The 3 Tempos, Independent Character
Singleton; Imre is a singleton. In addition to his enhanced body and mind, this means one important thing. He is many. There is not simply one Imre, with one set of memories, one life. In game terms, this means that if Imre is killed (squigged, spawned, eaten by a giant, anything. Don’t poke rules holes. If he’s gone, this takes effect) he is immediately placed in reserve. He is in reserves for one of the owning player’s turns, then arrives from reserves on the next turn on a 4+, then 3+, then 2+, etc (as if he is just kept in reserves as normal, first turn you don’t roll, second turn is 4+, then 3+, etc).
Time for an example. Imre is in combat in his controlling players turn 2. He is swatted by Bob the Daemon Prince. Chaos Players turn 2, then Imre’s turn 3. No roll. Imre’s turn 4, on a 4+, turn 5, 3+, etc. Make sense?
To be honest, this is fine as he'll have to wander in from a table edge or something.
The 3 Tempos; There are three tempos a singleton can operate at (more or less, anyway, and I can’t remember what the third one is, we’ll go with underclocking.) At the start of the turn, choose which tempo Imre is operating at; Over-clocking, Tempo absolute, or under-clocking. He can change from turn to turn, but cannot move from over-clocking to under-clocking (or vice versa) without spending a turn at Tempo absolute.
-Tempo absolute; At this tempo, Imre functions exactly as normal, treated as an IC like normal, moves, shoots, combat, everything as normal. Its just normal life.
-Under-clocking; Time passes slowly, a second of his life is an hour on the battlefield. When he enters this state Imre’s form begins to blur (he’s basically out of time? Thats an easy way to think of it), and he gains a 4+ Invulnerable Save. He, and any unit he is with, become restricted by the Slow and Purposeful USR. In combat, he strikes at I1 and cannot gain an attack for pistol+CCW. However, this state is the same one used by the Forts (basically hive minds which look after large tracts of the universe, multi-managing people who are a part of the hive-mind. Don’t ask how it works, but under-clocking lets you manage heaps of people better...I said don’t ask. It just does), and while in this state Imre can better manage the flow of battle. During the shooting phase he can issue orders exactly like Creed (minus honour of cadia...he’s a merc, a cold one at that, f#### honour) to units in whichever army he is in.
4+ invun makes sense as a dodge save. But what you're describing is.. confusing and contradictory. If the time passes slowly at a rate of 1 : 3600 then he'll basically be a statue standing there while he gets shot, taking 3 hours to pick his nose. Unless you mean that for say, a minute of his time, a second passes on the battlefield, then it makes more sense, that he'll be able to give orders and all that.
Also, if it's not specifically for the IG codex you should probably include the Orders rules in his rules.
Considering killing the 4+ invo for underclocking, in the books they become blurs because they are slow out of time, but I don’t know if that would really do a save...I thought it might, but I’m unsure.
-Over-clocking; Speeding up the workings of his body and mind, Imre becomes a blur of motion and violence. He gains a 4+ invulnerable save, his hand weapon becomes a power weapon, he gains furious charge, he gains +D3 attacks on the charge instead of +1 (only him, not his unit), he moves as if a beast (again, just him, not his unit), may fire his weapon twice, and becomes I10. However this state has its own dangers. Armour ceases to help against rounds and blades if they connect at that speed, treat him as if he has no armour save. All difficult terrain becomes dangerous terrain (he’s moving so fast, a brush with something can badly burn him or break his shoulder even). If he makes an assault move while over-clocking, he must make a dangerous terrain test.
I see no point in this state giving a 4+ invun if it also treats him as having no armour save
Only 2 special rules, and while they are a bit wordy they are very very necessary, they are this guys whole hook.
1) My bad, CCW it is.
2) I'll take your word on the X-ray, the book is hazy on its qualities, and the only thing I know about x-rays is I like to be wearing a protective thing around then
3) Glad its ok
4) Yeah the book is confusing as hell about it, but the gist is that when you are under-clocking, you can manage a million things at once. I know its contradictory but I'm just translating the character and what the tempos are into the rules and, well...the book is really just confusing as hell here. Well, books. They say that the Forts were moving slowly, and this helped them manage things scattered all over the universe. Thats all I have to go off.
5) I didn't want to include the orders rules here because I thought dakka didn't like the posting of GW property? I can post them if you'd prefer/if its ok
6) I'm just going to drop the invo from under-clocking, it makes it too confusing
7) It's the over-clocking that the invo is a blur of speed. And it may not matter I guess, he can keep his armour.
is 175 ok? too much?
Edits done. I left it at assault 2, in the book it seems more like an assault weapon than a rapid fire weapon. Also, the books are quite good. As much as I make it sound confusing, they are enjoyable (well they are confusing, but thats because time gets so messed up, and its fun nutting it all out. They are a good read).
Curved-hilt lightsaber: Ignores armour saves in close combat. ALways wounds on a 3+. As this is a rare weapon, the angle of the blade being marginally different, it is exceedingly hard to parry blows from this weapon. Passed Enemy saves must be re-rolled.
Armorweave cloak: Helps deflect blaster fire and the occasional lightsaber strike. May re-roll the first failed armour or invul save per phase.
Special Rules:
Swordmaster: Has preferred enemy. Also has a 3+ invulnerable save in combat
Deflection: HAs a 4+ invulnerable save against shooting.
Strong in the force: Considered a psyker with mastery level 2. Knows the smite and quickening powers from C:SM. Automatically casts psychic powers and cannot be blocked by a psychic hood or any other means.
Curved-hilt lightsaber: Ignores armour saves in close combat. Poisoned, 4+. As this is a rare weapon, the angle of the blade being marginally different, it is exceedingly hard to parry blows from this weapon. Passed Enemy saves must be re-rolled.
Armorweave cloak: Helps deflect blaster fire and the occasional lightsaber strike. May re-roll the first failed armour or invul save per phase.
Special Rules:
Swordmaster: Has preferred enemy. Also has a 3+ invulnerable save in combat
Deflection: HAs a 5+ invulnerable save against shooting.
Strong in the force: Considered a psyker with mastery level 2. Knows the smite and quickening powers from C:SM. Automatically casts psychic powers and cannot be blocked by a psychic hood or any other means.
Chowderhead wrote:I would bump him up to 450 points and would take away the 2+ to wound. He's S7 already, and making him wound like that would make him massively OP.
Attacks at 5, and make him a Invul save only character.
Take away the +2 Furious Charge on everything. Make it +2 attacks.
Pinning seems silly in CC. Maybe have them take a Ld test on a -2 modifier?
Armor of Aenarion: Dragon armour that Grants a 1+ armour save and 4+ ward.
Sword of Khaine: All attacks hit and wound automatically, with multiple wounds D6 special rule and ignoring armour saves. Successful ward saves must be re-rolled. Attacks are Flaming and Magical.
Special Rules: Speed of Asuryan(ASF)
Chosen of Khaine: Has Frenzy and Hatred, conferring it to friendly units within 18 inches. Has Magic resistance 3
Fated: Aenarion and Indraugnir can never suffer more than one wound from a single attack. He also has a 2+ ward save. However, if facing a Tetragon of Darkness(i.e. 4 greater daemons from the 4 powers, including Fateweaver, skarbrand and Kugath, plus a keeper of secrets), he loses this special rule.
Indraugnir the Great
WS7 BS5 S7 T6 W7 I3 A8 Ld9
Type: Monster
Equipment: Claws and Teeth
SPecial RUles:
as per HE book entry for Star Dragons, except that the breath weapon is S5 and can be used every turn rather than just once per game
Chowderhead wrote:I would bump him up to 450 points and would take away the 2+ to wound. He's S7 already, and making him wound like that would make him massively OP.
Attacks at 5, and make him a Invul save only character.
Take away the +2 Furious Charge on everything. Make it +2 attacks.
Pinning seems silly in CC. Maybe have them take a Ld test on a -2 modifier?
Chowderhead wrote:I would bump him up to 450 points and would take away the 2+ to wound. He's S7 already, and making him wound like that would make him massively OP.
Attacks at 5, and make him a Invul save only character.
Take away the +2 Furious Charge on everything. Make it +2 attacks.
Pinning seems silly in CC. Maybe have them take a Ld test on a -2 modifier?
Okay, edited, is that any better?
Much!
Alright, since I've already made the Slaugth's ultra expensive beatstick HQ, what would you recommend I create next for the Worms?
Alright, I'm going to run some tests for these characters in mathhammer.
First up, Atushkar vs the Swarmlord
Atushkar barely edges out the swarmy even on a charge, dealing 2.7 wounds, while the swarmlord deals 2 wounds back. Outside of a charge, the Swarmlord would win the assault phase by one wound (1.85 vs 2) on average. If the swarmlord charges, it'd win the assault (1.85 vs 2.5 wounds) rather handily. The big deciding factor in the swarmlord's advantage is it's stupendously high weapon skill stat, rendering Atushkar barely able to hit the Swarmy. Additionally, it's ability to force Atushkar to reroll his invulnerable saves is a deciding factor. I don't think that FNP would apply for Atushkar against the Swarmlord's boneswords, so correct me if I'm wrong.
Ovion wrote:Personally I prefer Heresy Combat Calculator. It's a tad clearer and a nicer layout than the mathhammer40k one.
Though I would like one I can do AV 1+ on instead of the AV 10-14 you currently have.
I'll check it out.
Now, what other prominent beatstick characters should I test Kay-yuss out against? I can get pretty much any codex off of the shelf so that isn't a worry.
If neither charges, Kay-yuss edges out the shard on 0.938 vs 0.833 wounds dealt. If the C'tan charges, it beats out Kay-yuss at a 1.00 flat, if Kay-yuss charges, he wrecks face at...1.167 wounds...well that's rather unimpressive for a 450 point beatstick. But what Kay-yuss has is regeneration that will let him be far more survivable and even stand back up. On the other hand for one Kay-yuss you can have two shards.
Inquisitor Tal may be purchased as part of a unit of Henchmen
WS 4
BS 4
S 3
T 3
W 2
I 3
A 2
Ld 10
Sv 4+
Unit Type - Infantry
Unit Composition - 1 (Unique)
Wargear - The Swords of Margear, Carapace Armour
The Swords of Margear - The Swords of Margear are a pair of Power Weapons that may reroll hits
Special Rules - Utter Devotion, Fleet
Utter Devotion - Any unit that includes Tal is Fearless
For the lulz I thought I'd run him against Kay-yuss.
He goes splat even if he's the one charging, not even doing 0.1 wounds while Kay-yuss does 3.67 to 5.5 wounds whether or not he's charging. But this is to be expected from an expensive sergeant.
He adds a nice bit of melee hitting power to a retinue, but he could do with more attacks, unless you forgot to include the extra attack he gets for having two of the same weapon.
Inquisitor Tal may be purchased as part of a unit of Henchmen
WS 4
BS 4
S 3
T 3
W 2
I 3
A 2
Ld 10
Sv 4+
Unit Type - Infantry
Unit Composition - 1 (Unique)
Wargear - The Swords of Margear, Carapace Armour
The Swords of Margear - The Swords of Margear are a pair of Power Weapons that may reroll hits
Special Rules - Utter Devotion, Fleet
Utter Devotion - Any unit that includes Tal is Fearless
For the lulz I thought I'd run him against Kay-yuss.
He goes splat even if he's the one charging, not even doing 0.1 wounds while Kay-yuss does 3.67 to 5.5 wounds whether or not he's charging. But this is to be expected from an expensive sergeant.
He adds a nice bit of melee hitting power to a retinue, but he could do with more attacks, unless you forgot to include the extra attack he gets for having two of the same weapon.
Nope. I'll probably add another attack or something, as he's really only making the unit fearless with a pair of neat power weapons. I'll give him a 6++, an extra attack, remove fleet, maybe a laspistol and boost it to 75pts?
Inquisitor Tal may be purchased as part of a unit of Henchmen
WS 4
BS 4
S 3
T 3
W 2
I 3
A 2
Ld 10
Sv 4+
Unit Type - Infantry
Unit Composition - 1 (Unique)
Wargear - The Swords of Margear, Carapace Armour
The Swords of Margear - The Swords of Margear are a pair of Power Weapons that may reroll hits
Special Rules - Utter Devotion, Fleet
Utter Devotion - Any unit that includes Tal is Fearless
For the lulz I thought I'd run him against Kay-yuss.
He goes splat even if he's the one charging, not even doing 0.1 wounds while Kay-yuss does 3.67 to 5.5 wounds whether or not he's charging. But this is to be expected from an expensive sergeant.
He adds a nice bit of melee hitting power to a retinue, but he could do with more attacks, unless you forgot to include the extra attack he gets for having two of the same weapon.
Nope. I'll probably add another attack or something, as he's really only making the unit fearless with a pair of neat power weapons. I'll give him a 6++, an extra attack, remove fleet, maybe a laspistol and boost it to 75pts?
Perhaps a bolt pistol or hotshot laspistol instead of a laspistol? It'd seem a tad more worth 75 points.
Just a minor quibble - I wouldn't make him particularly strong or weak against particular armies. Otherwise you end up with shens like Warp Quaking GK and Daemon players.
BlapBlapBlap wrote:He's a good idea. Really balanced.
Just a minor quibble - I wouldn't make him particularly strong or weak against particular armies. Otherwise you end up with shens like Warp Quaking GK and Daemon players.
I took your advice into consideration.
How about the fluff? Does it work? I thought I'd give the two most frequently maligned races (Eldar and SoBs) some respect in the battle of Lolar Prime, which is chock full of references I'm pretty sure not many people will get.
zecros
lord of the flayed one
zecrosis lord of the flayed ones was the necron who first became infected
WS 5
BS 4
S 5
T 5
W 3
I 5
A 4
Ld 10
Sv 3+
war gear
the flayer gun
blades of death
the flayer gun
this is apart of the flayed and acts as a flamer template with poison 4+ any who are hit are killed with no saves allowed
blades of death
this is a power weapon and increases his attacks by two (not on profile)
specal rules
lord of the flayed
life like
lord of the flayed
zecros can take flayed ones as troops
life like
zecros is so life like and fluid he can be passed for a human
if you want to you can set zecros up in a enemy squad and at the beginning of one turn he reveales himself and causes 4 strength 5 hits with his power wepon
warrior lord wrote:zecros
lord of the flayed one
zecrosis lord of the flayed ones was the necron who first became infected
WS 5
BS 4
S 5
T 5
W 3
I 5
A 4
Ld 10
Sv 3+
war gear
the flayer gun
blades of death
the flayer gun
this is apart of the flayed and acts as a flamer template with poison 4+ any who are hit are killed with no saves allowed
blades of death
this is a power weapon and increases his attacks by two (not on profile)
specal rules
lord of the flayed
life like
lord of the flayed
zecros can take flayed ones as troops
life like
zecros is so life like and fluid he can be passed for a human
if you want to you can set zecros up in a enemy squad and at the beginning of one turn he reveales himself and causes 4 strength 5 hits with his power wepon
i think 200p
Okay that gun is like, crazy overpowered. It's a functional D-strength flamer template that will wreck face in copious quantities. A normal flamer (S4 AP5) with rending would make more sense and be more balanced.
warrior lord wrote:zecros
lord of the flayed one
zecrosis lord of the flayed ones was the necron who first became infected
WS 5
BS 4
S 5
T 5
W 3
I 5
A 4
Ld 10
Sv 3+
war gear
the flayer gun
blades of death
the flayer gun
this is apart of the flayed and acts as a flamer template with poison 4+ any who are hit are killed with no saves allowed
blades of death
this is a power weapon and increases his attacks by two (not on profile)
specal rules
lord of the flayed
life like
lord of the flayed
zecros can take flayed ones as troops
life like
zecros is so life like and fluid he can be passed for a human
if you want to you can set zecros up in a enemy squad and at the beginning of one turn he reveales himself and causes 4 strength 5 hits with his power wepon
i think 200p
Okay that gun is like, crazy overpowered. It's a functional D-strength flamer template that will wreck face in copious quantities. A normal flamer (S4 AP5) with rending would make more sense and be more balanced.
Often seen leading the Biel-Tan Warhost to battle, Mael Dannan is especially brutal for an Eldritch Farseer. He has chosen to forgo his birth-name, instead dawning the war-cry he uses in battle to to lead his troops as his title. In Eldritch the term Mael Dannan is translated literally into "Total and Merciless Extermination" and more casually as "No Mercy, No Quarter". Ancient in age and often seen as barbaric by other Craftworld's Farseers, Farseer Dannan dedicates his existence to following the Biel-Tan way of life in an attempt to restore the Eldar Empire to it's former glory. Preferring brutal close combat to other forms of war, Farseer Dannan is often seen surrounded by his Seer Council where the battle is the thickest. Due to the extensive use of the Seer Council, Dannan's Seers are more deadly and precise than Councils of other Craftworld's, being feared universally for their abilities. Farseer Dannan is at times criticized by other Farseer's within the Biel-Tan Warhost; as a Farseer traditionally leaves his standard Warlock powers behind when advancing to the level of Farseer. This is thought of as a needed transition to fully unlock the powers within the Path of the Seer, and his infrequent use of Warlock powers is seen as extremely unorthodox.
The loyalty and dedication to his Seer Council is not only for physical protection, but also the protection of a dark secret behind his immense psychic powers. Only the Seers within his council know of the secret, which stems back to Eldard Ulthran of Ulthwe. Before Eldard's assault of Abaddon's Blackstone Fortress, he had a vision of the past, present and future. In this vision he saw many things, among them was him standing defiantly with the Phoenix Lords at Rhana Dandra (the last battle), but this was only one strand of fate. In a second strand that he also witnessed, he had died and the Phoenix Lords were slain without his support leaving the battle lost and accomplishing nothing. The last vision he had was of an ancient relic left behind by "The Old Ones", a relic of immense and ancient power currently residing on a Biel-Tan maiden world. Seeing these visions as a sign, Eldrad traveled to the Maiden world and retrieved the relic. Believing that if he died, someone must attempt to take his place at Rhana Dandra he bestowed this relic onto Farseer Dannan. Farseer Dannan had to figure out the relics secret and hopefully become as powerful as Eldrad to take his place at Rhana Dandra if needed.
Many years past before Farseer Dannan was able to break the secret of the relic. The relic looked identical to regular spirit stones, but gazing inside of it showed a deep spinning void of which he had never witnessed before. Without the answer to the secret, Farseer Dannan carried on with his duties to the Craftworld always keeping the Relic at his side during peace or war. The secret was not revealed until a woeful battle against the Goffs, an Ork tribe invading a Biel-tan Maiden World. The Eldar Warriors fought to the last man, with Mael Dannan standing defiantly slaying Ork after Ork in a battle of impossible odds. With all of his Warhost dead or dieing around him, Mael Dannan was finally overwhelmed by the Ork tide, with a Slugga landing home and plunging deep into his side. A heavy stream of blood gushed forth, flowing down his Runic Armor onto the Ancient Relic at his side. The Relic consumed every drop of blood that poured from his open wound, and in a split second it release a powerful psychic shock-wave that disintegrated every Ork currently engaged with him. The Goffs that were not obliterated in the initial shock-wave quickly routed at the horrific sight. As the powerful Psychic Energy released he could feel the Rune pulling at his soul, feeding off his essence. He used every ounce of strength and willpower he had to keep the immense power from consuming his consciousness. Afterwards, weak from the heavy blood loss and the struggle, Farseer Dannan returned to his Craftworld with the dark secret of the Blood Runes finally unlocked. Yet all was not well, until his wound had healed entirely he could feel the pull of the ancient artifact upon him, having tasted his mortal soul and craving more. The runes ability to convert organic life-blood to raw Psychic energy was indeed useful, but the secret must be kept and guarded until only the most dire of times.
Wargear: Witchblade, Spear of Khaine, Runes of Warding, Runes of Witnessing, Ghosthelm, Spirit Stones, Rune Armor, Blood Runes
Psychic Powers: Choose 3 Farseer Powers
Special Rules: Independent Character, Fleet of Foot, Psychic Powers, Eternal Warrior, Fury of Biel-Tan, Seer Concentration
Fury of Biel-Tan: Farseer Dannan forgoes the standard Shuriken Pistol instead taking the Spear of Khaine. This is fielded along side a Witchblade giving +2 Attack to the wielder. Additionally, every Warlock in the squad Farseer Dannan accompanies gains +1 Attack.
Spear of Khaine: This is a Ancient Weapon revered by the Biel-Tan Warhost, said to be crafted from one of the 99 blades Vaul gave to Khaine. This weapon counts as an AP3 Singing Spear.
Seer Concentration: When accompanied by a Seer Council, you may forgo using one Farseer Psychic Power to use any Warlock Psychic Power with the Farseer, which does not require a Psychic test. The Warlock Power is kept until the start of your next turn, and this ability may be used every turn. This does not stack with other Warlock powers. You may not forfeit the Psychic Power from Blood Runes for this.
Blood Runes: At the beginning of the movement phase, you may inflict a wound upon yourself to cast a 3rd Psychic Power. This Psychic Power can be any Farseer power available in the Codex and is not limited to the 3 chosen during deployment. You may take the standard 3+ Invulnerability save from his Rune Armor against this wound. When attempting to use the 3rd Psychic Power, you must roll a Psychic Test as normal (Runes of Witnessing Included). It may be a Psychic Power you have already used this turn.
Str 4, Ap5, Rending means it'd be hurting MEQs on a 4+, and GEQs on a 3+, with a chance of negating saves, and it has a chance of damaging vehicles up to AV12.
Str 5, Ap4, Rending means it'd be hurting MEQs on a 3+, and GEQs on a 2+, with a chance of negating saves, and it has a decent chance of damaging vehicles up to AV12, and the abiltiy to hurt AV 14.
To be honest, StrX, Ap5, Poison 4+, Rending is possibly going to be better at this point....
Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics
Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold themselves together, or if the Necron menace will tear them apart. In keeping with the tradition of support their Chapter is known for, Shem-Herut has ordered the Chapter fleet dispatched in a dozen different directions, providing aid, assistance, and their knowledge of the Necron foe where it is needed.
Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.
Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.
sure 500 points and i might say yes to that in a game
Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics
Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold themselves together, or if the Necron menace will tear them apart. In keeping with the tradition of support their Chapter is known for, Shem-Herut has ordered the Chapter fleet dispatched in a dozen different directions, providing aid, assistance, and their knowledge of the Necron foe where it is needed.
Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.
Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.
sure 500 points and i might say yes to that in a game
500 points would be way too much...
He has an S5 power weapon which ignores any invulnerable save which is fairly good.
But, he also lacks eternal warrior so he wouldn't be that hard to kill.
Armor of Aenarion: Dragon armour that Grants a 1+ armour save and 4+ ward.
Sword of Khaine: All attacks hit and wound automatically, with multiple wounds D6 special rule and ignoring armour saves. Successful ward saves must be re-rolled. Attacks are Flaming and Magical.
Special Rules: Speed of Asuryan(ASF)
Chosen of Khaine: Has Frenzy and Hatred, conferring it to friendly units within 18 inches. Has Magic resistance 3
Fated: Aenarion and Indraugnir can never suffer more than one wound from a single attack. He also has a 2+ ward save. However, if facing a Tetragon of Darkness(i.e. 4 greater daemons from the 4 powers, including Fateweaver, skarbrand and Kugath, plus a keeper of secrets), he loses this special rule.
Indraugnir the Great
WS7 BS5 S7 T6 W7 I3 A8 Ld9
Type: Monster
Equipment: Claws and Teeth
SPecial RUles:
as per HE book entry for Star Dragons, except that the breath weapon is S5 and can be used every turn rather than just once per game
Total Points cost: 2500
Cool, but this is a 40k thread so I think you lost a lot of us =X
Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics
Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold themselves together, or if the Necron menace will tear them apart. In keeping with the tradition of support their Chapter is known for, Shem-Herut has ordered the Chapter fleet dispatched in a dozen different directions, providing aid, assistance, and their knowledge of the Necron foe where it is needed.
Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.
Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.
sure 500 points and i might say yes to that in a game
500 points would be way too much...
He has an S5 power weapon which ignores any invulnerable save which is fairly good.
But, he also lacks eternal warrior so he wouldn't be that hard to kill.
the problem is that his weapon ignores everything that could keep an opponent alive. That is not good, and taking away ever-living and rp is just insanely powerful.
Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics
Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold themselves together, or if the Necron menace will tear them apart. In keeping with the tradition of support their Chapter is known for, Shem-Herut has ordered the Chapter fleet dispatched in a dozen different directions, providing aid, assistance, and their knowledge of the Necron foe where it is needed.
Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.
Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.
sure 500 points and i might say yes to that in a game
500 points would be way too much... He has an S5 power weapon which ignores any invulnerable save which is fairly good. But, he also lacks eternal warrior so he wouldn't be that hard to kill.
the problem is that his weapon ignores everything that could keep an opponent alive. That is not good, and taking away ever-living and rp is just insanely powerful.
On a single T4 model without Eternal warrior and only in CC? It's powerful but has serious limitations... It also doesn't cause instant death so you will still need to wound others properly...
Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics
Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold t
Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.
Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.
sure 500 points and i might say yes to that in a game
500 points would be way too much...
He has an S5 power weapon which ignores any invulnerable save which is fairly good.
But, he also lacks eternal warrior so he wouldn't be that hard to kill.
the problem is that his weapon ignores everything that could keep an opponent alive. That is not good, and taking away ever-living and rp is just insanely powerful.
On a single T4 model without Eternal warrior and only in CC?
It's powerful but has serious limitations...
It also doesn't cause instant death so you will still need to wound others properly...
buuuut you take away thing one thing that makes Necrons necrons (aside from I2 and being robots). So while, no, it isn't all that powerful, and the character is still prone to death, it's still an insane feat/ability to give to a weapon. How is the Deathfoe able to interrupt the reanimation protocols or ever-living? The necrons abilities aren't magic, they're extremely high tech, and can't be overcome by sime random weapon.
Aun'Shi: The tau ethereal who slaughtered dozens, scores even of ork boys all on his own.
WS5 BS4 S3(5) T4 I5 W3 A3 Ld9 Sv4++
Rules:
Stubborn, Eternal warrior, Blademaster.
Blademaster: In the assault phase, before rolling any attack, Aun'shi must choose one of the following profiles to use.
Broadsweeps: This master warrior knows how to clear the space around him. He receives only two attacks in assault phase, however they hit up to 3 models in b2b contact with him.
Parry: A flurry of blades is all the protection Aun'shi needs. For the remainder of the assault phase, Aun'shi only resolves two attack, however his saves becomes a 3++
Press the attack!: In this mode, Aun'shi resolves his hits as normal for his profile, however all models in his unit have the furious charge special rule.
I'm slightly ignorant about a lot that the Tau Codex has. But I think that being able to give a Kroot blob furious charge would be sweet. He's a pretty strong Melee character but I think he might be undercosted but once again I'm unfamiliar with Tau. Good to see something with some melee toughness for them either way haha
Points: 145
WS 4, BS 5, S 3, T 3, W 3, I 4, A 3, Ld 10, Sv 4+/4++
Unit: Infantry, 1, Unique
Equipment: Needle Pistol (12", S 3, AP 2, Pistol, Poisoned (2+)), Carapace Armor, Rosarius, Frag Grenades, Krak Grenades, Psyk-Out Grenades
Special Rules: Independent Character, Stubborn, Pistolier, Renegade, We Haven't Come This Far...
Pistolier: Inquisitor Revant is an accomplished marksman. He is treated as being armed with a power weapon in close combat, and he may chose to fire his pistol in the following ways:
As normal per the Pistol rules
Fire out to 18" and reroll any misses, but he may not move before he does so and may not assault afterwards
Fire two shots out to 12", but he may not assault afterwards
Renegade: Inquisitor Revant leads a splinter force of Grey Knights and Inquisitorial troops hiding from the authority of the High Lords of Terra. As such, the following organizational changes are made to his army:
You may not take any of the following: Land Raider, Nemesis Dreadknight, Venerable Dreadnaught, Grey Knight Grand Master, any named Special Character
The following become 0-1: Purifiers, Paladins, Dreadnaughts, Stormravens
Inquisitorial Henchmen Warbands may be taken as Troops, but if so they must include at least five Warrior Acolyte models before any other models may be taken. Inquisitorial Henchmen Warbands taken as Elites are unchanged.
You may take Valkyries from Codex: Imperial Guard as Dedicated Transports for Inquisitorial Henchmen Warbands.
We Haven't Come This Far... : Revant does not allow himself or his men to be halted by petty misfortune. You may reroll one die of any kind per player turn (once in your turn, once in your opponent's), this one die may be part of a larger set (one of the two for penetrating armor with a melta weapon, for instance), the result of the reroll stands even if it would be worse.
This guy started out as the villain of a campaign of Inquisitor I GMed once using 28mm figures (he was a renegade working with a small group of Grey Knights who accused Draigo of daemonic posession and were forced to flee when their attempted coup failed, the Inquisition sent out a couple of other Inquisitors after him), my players liked him so much he came back for two sequels and got his own Grey Knights army with the new Codex. The model at the moment is treated as an Ordo Xenos Inquisitor, 'cause Ordo Hereticus Inquisitors aren't permitted Needle Pistols and that's the gun he was famed for using. The Pistolier rule is adapted from the old Cypher rules to feature a fellow with only one pistol, the Renegade rule is intended firstly to reflect that he's a renegade on the run and without access to the Inquisition's heavy guns and secondly because I've got a couple of Valkyries I wanted to do something with, and this seemed as good a choice as any.
Artemis Deathsyph has lived a very long and deadly life. He was a captain of the dreaded Alpha legion, who was always more blood-thirsty than his more subtle kin, and eventually turned towards Khorne. Artemis was one of the last Alpha legion to turn renegade, and only turned to Khorne and chaos after butchering hundreds of his corrupted kin. Although he has long since turned to Khorne, he still possesses all of the skills of disguise and subterfuge he knew whilst in the Alpha legion. In recent centuries, Artemis has become a mercenary, aiding various renegade warbands around the galaxy in return for riches, slaves, soldiers, technology. Whatever he sees fit.
Artemis is an HQ choice for a chaos space marine army.
Unit type: infantry.
Weapons and wargear: power armour, frag and krak grenades, Gorebolt (Master-crafted bolt pistol).
Bloodhunter: This chainaxe is an ancient weapon from the time of the heresy. It is adept at tearing its foes limb from limb. Artemis’ attacks in close combat count as rending and are made at strength 6.
SPECIAL RULES: independent character.
Master of disguise: Artemis has served the Alpha legion for several millennia, and has learnt much from his time serving with them. Artemis has the infiltrate, counter attack and fleet special rules.
UNHOLY ZEAL: Due to his incredibly long time as a traitor lord, Artemis commands great respect amongst his fellow renegades, and they become infused with incredible power and rage when he is nearby. Artemis and all friendly units within 6” of him can reroll all failed rolls to hit on a player turn in which they assault.
I'm sorry I can't offer much advice on the Inquisitor but he looks interesting!
TheRobotLol wrote:Artemis Deathsyph
Spoiler:
has lived a very long and deadly life. He was a captain of the dreaded Alpha legion, who was always more blood-thirsty than his more subtle kin, and eventually turned towards Khorne. Artemis was one of the last Alpha legion to turn renegade, and only turned to Khorne and chaos after butchering hundreds of his corrupted kin. Although he has long since turned to Khorne, he still possesses all of the skills of disguise and subterfuge he knew whilst in the Alpha legion. In recent centuries, Artemis has become a mercenary, aiding various renegade warbands around the galaxy in return for riches, slaves, soldiers, technology. Whatever he sees fit.
Artemis is an elite choice for a chaos space marine army.
Unit type: infantry.
Weapons and wargear: power armour, frag and krag grenades, Gorebolt (Master-crafted bolt pistol).
Bloodhunter: This chainaxe is an ancient weapon from the time of the heresy. It is adept at tearing its foes limb from limb. Artemis’ attacks in close combat count as rending and are made at strength 6.
SPECIAL RULES: independent character.
Master of disguise: Artemis has served the Alpha legion for several millennia, and has learnt much from his time serving with them. Artemis has the infiltrate, counter attack and fleet special rules.
UNHOLY ZEAL: Due to his incredibly long time as a traitor lord, Artemis commands great respect amongst his fellow renegades, and they become infused with incredible power and rage when he is nearby. Artemis and all friendly units within 6” of him can reroll all failed rolls to hit on a player turn in which they assault.
Feedback appreciated!
So he's got the stats of a Chaos Lord (-1 WS + 1 A) so I'd say base 90 like a lord. +2 S weapon that has rending (+10-15 points), Infiltrate, Counter Attack, and Fleet (+15 points), Unholy Zeal (+10-20 points. Reroll bubble bubble is pretty awesome in a Khorne army!). So I'd say points are about on with a few questions.
#1 why is he an Elites choice? He's a special IC with the same stats as a Chaos Lord... he should be an HQ choice, no matter how badly you want to pair him with Daemon Prince shenanigans!
#2 Does Master of Disguise benefit his squad? If so he is VERY powerful and undercosted.
#3 What are Krag grenades ;D
Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics
Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold themselves together, or if the Necron menace will tear them apart. In keeping with the tradition of support their Chapter is known for, Shem-Herut has ordered the Chapter fleet dispatched in a dozen different directions, providing aid, assistance, and their knowledge of the Necron foe where it is needed.
Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.
Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.
sure 500 points and i might say yes to that in a game
500 points would be way too much...
He has an S5 power weapon which ignores any invulnerable save which is fairly good.
But, he also lacks eternal warrior so he wouldn't be that hard to kill.
I hate it when people say give him EW. Anyway, seems balanced to run at maybe 250-275pts?
Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics
Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold themselves together, or if the Necron menace will tear them apart. In keeping with the tradition of support their Chapter is known for, Shem-Herut has ordered the Chapter fleet dispatched in a dozen different directions, providing aid, assistance, and their knowledge of the Necron foe where it is needed.
Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.
Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.
sure 500 points and i might say yes to that in a game
500 points would be way too much...
He has an S5 power weapon which ignores any invulnerable save which is fairly good.
But, he also lacks eternal warrior so he wouldn't be that hard to kill.
I hate it when people say give him EW. Anyway, seems balanced to run at maybe 250-275pts?
Seems about right, his gimmick makes him look much better than he actually is.
Anyway, I'll post up another Slaugth character soon. Probably going to be a shooty guy.
@Neo, I don't think there are many IC monstrous creatures...the only one that I can think of is the swarmlord? Is he an IC? Perhaps have him limited to royal courts and tomb spider units as what he can join?
motyak wrote:@Neo, I don't think there are many IC monstrous creatures...the only one that I can think of is the swarmlord? Is he an IC? Perhaps have him limited to royal courts and tomb spider units as what he can join?
There aren't any, mainly because it'd break the game as you could mask them from enemies like PK Nobz, but worse.
felixander wrote:I'm slightly ignorant about a lot that the Tau Codex has. But I think that being able to give a Kroot blob furious charge would be sweet. He's a pretty strong Melee character but I think he might be undercosted but once again I'm unfamiliar with Tau. Good to see something with some melee toughness for them either way haha
That's what I was thinking when I made him, not to have him be an amazing character himself, but to give a strong buff...this way, you can have S5 kroot on the charge, or crisis suits that punch as hard as non-CCW dreads etc.
And he seems undercosted because I forgot to include the standard ethereal rules:
Inspiring presence: Any unit he joins is fearless, and morale test may be re-rolled with a LoS to him.
Price of Failure: Every tau unit on the table takes a morale test when he dies, and gets preferred enemy after that.
Also, I think EW was a bit unnecessary, ignore that.
Wargear: Wand of Dem'Orcus, Shroud of the living dead, reanimation worms, The touch of death, wings of the dead
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 2d6 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 as if they were killed by a blast weapon and grants your opponents the appropriate amount of kill points as if they had removed him, and creates an S7 AP2 Large Blast template centred on where he was standing. 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. Additionally, it grants two rather than one extra attacks on the charge and counts as a power weapon.
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 stealth and infiltration special rules. It has a weak shielding ability around him, granting him a five plus armour save.
Reanimation worms: Infantry units killed by Dem'Orcus are raised as Slaugth Zombies (WS2 BS2 S3 T4 W1 I1 A2 LD10 FNP Mindless, Rage, Slow and purposeful) as his worms enter their bodies and raise them into mindless puppets. Should any models in a unit be remaining afterwards, they must take a morale check at a -1 leadership penalty, for so disturbing is the sight that even staunch hearts are terrorized. Fearless units are unaffected by this rule. Only one such morale test may be forced on a unit per turn. However, if Dem'Orcus falls, the backlash of energy will inflict one unsaveable wound upon all slaugth zombies created by this rule. If Kill points are in use, your opponent is awarded them as if they had removed the zombies from play.
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, wounds on a 2+. As this pistol has it's own blade and can easily be wielded as a melee weapon, it allows for two extra attacks.
Wings of the dead: These specialized wings are mostly for show, most of the actual lift is created by special thrusters and anti-gravity units that propel him forward, allowing him to count as jump infantry, additionally he rolls 3d6 to determine how far he runs, taking the highest result.
Special rules: Furious charge, worm that walks, rapid regeneration, relentless, move through cover, fleet of foot, lord of dread, grave defiler, acute senses, counter attack, independent character
Worm that walks: Dem'Orcus is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) 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.
Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.
Lord of dread: So fearsome is Dem'Orcus' reputation for defiling the dead that he strikes primal terror into the hearts of his foes, causing models in base model contact with him to suffer a -1 leadership penalty.
Grave defiler: Dem'Orcus has no respect for the dead, wherever he appears, he brings forth legions of zombies to support his armies. You may take up to two full mobs (30) of Slaugth zombies that are not added to your force organization chart. You must still pay points (6 each) for them. Zombies do not score.
Fluff:
Dem'Orcus is a longtime servant of Kay-Yuss, a master of his own Conven of over two dozen planetary systems 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 zombies and other, more terrifying forms of undead animated by the foul techno-sorcery of the Slaugth or their wriggling children that have won him many battles by simply swamping the foe in bodies, theirs more often than not. He takes an interest in science, often calling himself a "necrologist" to speakers of the gothic language, for he takes a scientific approach to the study of death and the dead.
He has long launched raids into both Imperial, Chaos, and Xeno space to test out his latest theories or to create more corpses and shambling undead for his restless hordes. One of his conquests had his fleet desending upon hive world Locah Tertius and converting it's entire population into a mass of zombies and fouler necro-constructs in an year long slaughterfest dedicated to ancient and blasphemous powers. An imperial reclamation effort launched a year later would fail as it tried to drive the vile aliens away from the world.
He cunningly exploited the innate fear of death of the humans, bringing fear into the hearts of the guardsmen brought there. Even the commissars eventually broke as they had to go through waves and waves of blasphemous horrors, often being their own men. The Imperial forces were vastly outnumbered by the sheer number of shambling monstrosities that were thrown at them, backed up by the slaugth's own bio-constructs, their mercenaries, and the Slaugth themselves.
When Lord General Irovassky was killed by a mob of his own reanimated troops, the Imperials lost heart and fled, but the Slaugth fleet sprung it's trap and shattered the imperial floatilla deployed there, leaving a cloud of floating hulks drifting around the world. Imperial losses seemed total, and Dem'Orcus seemed victorious. But the ork freeboota warlord Gitbasha, fresh from his victories on other worlds, brought his WAAAGH! Down on the world not long after.
The tactics of Dem'orcus were useless against the orks, who did not fear death in the slightest and made short work of his zombies. The Slaugth fought on bitterly, but Gitbasha himself charged Dem'Orcus at the climax of the battle of the Capital Spire and personally splattered the Slaugth lord with a devastating blow from his power klaw, leaving his component worms to wriggle away while Gitbasha turned to bowl through the rest of his armies. Only due to the loyalty of one of the Slaugth Duke's retainers was Dem'Orcus able to recover his equipment after he reformed, and the Slaugth; battered and beaten, left the world to the Orks.
But the duke of the dead remains a threat despite this setback, and has launched other raids into the territories of those who would oppose the Slaugth's ambitions.
Overview: If you've noticed that his powers are geared towards breaking tarpits and snatching objectives, good for you, you're paying attention. He gains a massive number of attacks for dealing large amounts of damage, but is also heavily reliant on chance, with a double six being really awesome and a double one being very, very bad for you.
has lived a very long and deadly life. He was a captain of the dreaded Alpha legion, who was always more blood-thirsty than his more subtle kin, and eventually turned towards Khorne. Artemis was one of the last Alpha legion to turn renegade, and only turned to Khorne and chaos after butchering hundreds of his corrupted kin. Although he has long since turned to Khorne, he still possesses all of the skills of disguise and subterfuge he knew whilst in the Alpha legion. In recent centuries, Artemis has become a mercenary, aiding various renegade warbands around the galaxy in return for riches, slaves, soldiers, technology. Whatever he sees fit.
Artemis is an HQ choice for a chaos space marine army.
Unit type: infantry.
Weapons and wargear: power armour, frag and krak grenades, Gorebolt (Master-crafted bolt pistol).
Bloodhunter: This chainaxe is an ancient weapon from the time of the heresy. It is adept at tearing its foes limb from limb. Artemis’ attacks in close combat count as rending and are made at strength 6.
SPECIAL RULES: independent character.
Master of disguise: Artemis has served the Alpha legion for several millennia, and has learnt much from his time serving with them. Artemis has the infiltrate, counter attack and fleet special rules.
UNHOLY ZEAL: Due to his incredibly long time as a traitor lord, Artemis commands great respect amongst his fellow renegades, and they become infused with incredible power and rage when he is nearby. Artemis and all friendly units within 6” of him can reroll all failed rolls to hit on a player turn in which they assault.
Feedback appreciated!
I'll start by saying that fluff doesn't really make sense. The AL all turned at once because of how they did it, and they all turned, there were no loyalists ever mentioned for any amount of time. As a Khorne character, he should probably have a slightly higher WS. From an out of game perspective, I'm not sure how well being a master of disguise with unstoppable rage works.
Okay, I've edited Dem'Orcus a bit so that the zombies are less unbalanced, with them all pretty much dying if he falls, and a chance to blow himself up and the entire deathstar you pack him in with his own weapon.
Khaldun the Undying, Sorcerer lord of the Scholars.
Khaldun was once a member of the Thousand Sons legion during the Horus Heresy, and was a member of Ahriman's cabal when he cast the Rubric. Since his exile, he has wandered the galaxy, perfecting his techniques at manipulation of the minds of lesser creatures. He is known to be able to reach into a man's soul, find the trailing thread of a single weakness, and unravel the man's entire soul with one short, sharp tug. He has been able to indoctrinate Chaos servants from other warbands and legions to serve his own. This warband is known as the Scholars, and is made up of worshippers from all the four Chaos Gods. However, only the Council of the Nine, the cabal of nine Sorcerers leading the warband, have the capacity to choose their paths, for the lesser servants have been psychologically manipulated to the point where they may never disobey an order given by a member of this cabal. This essentially make's Khaldun's warband an army of slaves, oblivious to the unbreakable hold he has placed on them.
WS 5
BS 5
S 4
T 4
W 3
I 5
A 3
Ld 10
Sv 3+ (4++)
Wargear:
Liber Entropicus
Mark of Tzeentch (included)
Staff of Khaldun
Psychic Bolt
Liber Entropicus: A tome written by the sorcerer himself, it contains all his sorcerous knowledge. To prevent anyone stealing his knowledge however, the pages themself warp and blur constantly to other's eyes, which can drive even the most sane man into the irreversible depths of madness. The Liber Entropicus grants the ability for Khaldun to read a passage of the book to the enemy as he charges into battle. When he charges, he may nominate D6 enemy models. These models have their initiative reduced to 1 for the remainder of the Assault Phase, as their minds try to desparately comprehend the knowledge they have just been told. At the end of the combat, if the models survived, those models (not the unit as a whole) must take a leadership test. If it fails, then they instantly suffer a wound, with no saves allowed.
Staff of Khaldun: The staff that has been his weapon for over 10,000 years, a force weapon that allows Khaldun to cast up to three Psychic powers per turn.
Psychic Bolt: A lethal blast of warp energy directed at his foes. Due to being such a simple power, casting this power requires no Psychic test, as Khaldun has long ago mastered such mundane abilities. It is technically not a psychic power, counting instead as a ranged weapon. Can be fired wih the following profile:
Range 12"
Strength 4
AP 4
Assault 2
Special Rules:
Fearless
Master of the Warp
Independent Character
Master of the Warp: When Khaldun suffers Perils of the Warp, he may use his armour save. This does not need to be rerolled if it is successful. If a psychic hood is used against Khaldun, the enemy psyker must reroll their leadership dice if it is better than Khaldun's.
Psychic Powers:
Khaldun knows all pyschic powers available to Chaos Space Marine Sorcerers, plus the following power.
Deafening Silence:
Khaldun projects an aura around himself, causing enemies to lose concentration and ignore the orders of their superiors.
All enemy units within 12" of Khaldun may not benefit ftom any positive leadership modifiers. This is a passive ability and is active at all times, meaning no Psychic test is required. In addition, once per game, Khaldun may "activate" this power further. Take a Pyschic Test on 2D6 + 1D3. If successful, all enemy units within 18" suffer -1WS, -1BS and -1Ld for the rest of the game.
I hope you plan to cost him pretty high. Deafening Silence will make a lot of GK/BA/etc pretty mad, but definitely not overpowered! Pretty original. Also I dislike the ability to make him use no more than 2d6 as it seems like a direct spit in the face of Eldar and Tyranids. Poor guys, their codexs suck anyways! =( Why not make Psychic Hoods reroll their chance to negate? That will counter the stronger armies in 40k while not being a direct "No your wargear is completely negated".
Lord Commander Honorius Diomedes, Firat Captain of the Sons of Mendacius, Master of Battle
270 points
Type: Infantry (unique)
WS6 BS5 S4 T4 W4 I5 A4 Ld10 Sv2+
Wargear: Storm shield
Armor of Lykos: An ancient suit of 'cataphractii' pattern terminator armour. Bulky, Inefficient and outdated, it is also virtually impossible to penetrate. This is Terminator armour that grants a re-roll to all failed armour saves. It also has Slow and Purposeful however.
Hammer of Heavenfall: A master-crafted thunder hammer. Due to the extended reach granted by its long haft, it always strikes at Initiative 2 rather than 1.
Special Rules: Independent character, Eternal Warrior, Fearless
Captain of the FIrst: 1 squad of either Sternguard, Vanguard or Terminators of either variety may be selected as Troops.
I am the anvil: Grants Fearless to the squad he joins.
Re-Rolling all failed wounds is a bit much wit ha 2+ / 3+*...
Look at it this way - statisticly it'd take roughly 400-450 shots from splinter rifles (or anything that hits on a 3+, wounds him on a 4+ with Ap3 or greater, so bolter shots and the like aswell.) to drop him:
Ultimately to kill him you need to cause 150 wounds, of which he'll still save 146.
If it's orks shooting you'll need 800-900 shots to do that.
Or lets look at Lances (Str 8, Ap2, it'll be a reasonable look at anything that'll negate his 2+ that'll wound on a 2, so anything Ap 1/2, that's Str 6+.)
That's 65 shots from those, or 36 wounds needed.
Making him roughly twice as resilient as a Land Raider.
And that's on his own, let alone when you put him in a squad that he makes fearless.
To be honest, making 1 elite a troop, the I2 hammer, the statline etc, all seems fine, except for the re-rolling all saves thing.
I'm not sure that outside of incredibly good luck on the part of Honorius Diomedes opponent, or incredibly bad luck (rolling 8 1's in a row) that he'd die in a standard game.
My Dark Eldar Army certainly doesn't have the firepower for it, and it specialises in killing infantry. When an entire army dedicated to troop killing wouldn't stand a reasonable chance of being able to drop him in 5 turns, somethings wrong. If my entire 1500pt army dedicated its shooting at him for 5 turns they could probably kill him, but only just. If he was stood out in the open on his own and all my guns are in range with line of sight. And you'd still have another 1230pts of army to deal with.
There's still something seriously wrong though.
On a thought on how to fix it... maybe make it D6 re-rolls a turn (roll at start of each turn)
CalasTyphon216 wrote:Lord Commander Honorius Diomedes, Firat Captain of the Sons of Mendacius, Master of Battle
270 points
Type: Infantry (unique)
WS6 BS5 S4 T4 W4 I5 A4 Ld10 Sv2+
Wargear: Storm shield
Armor of Lykos: An ancient suit of 'cataphractii' pattern terminator armour. Bulky, Inefficient and outdated, it is also virtually impossible to penetrate. This is Terminator armour that grants a re-roll to all failed armour saves. It also has Slow and Purposeful however.
Hammer of Heavenfall: A master-crafted thunder hammer. Due to the extended reach granted by its long haft, it always strikes at Initiative 2 rather than 1.
Special Rules: Independent character, Eternal Warrior, Fearless
Captain of the FIrst: 1 squad of either Sternguard, Vanguard or Terminators of either variety may be selected as Troops.
I am the anvil: Grants Fearless to the squad he joins.
The red parts are broken. Him+10 Hammernators on objective breaks the game by controlling any objective.
On his own, anything less than AP2 can't touch him and AP2 still has a 2/3 chance of being ignored. Oh, and he has EW and a Thunder Hammer that is faster than other thunder hammers.
felixander wrote:I hope you plan to cost him pretty high. Deafening Silence will make a lot of GK/BA/etc pretty mad, but definitely not overpowered! Pretty original. Also I dislike the ability to make him use no more than 2d6 as it seems like a direct spit in the face of Eldar and Tyranids. Poor guys, their codexs suck anyways! =( Why not make Psychic Hoods reroll their chance to negate? That will counter the stronger armies in 40k while not being a direct "No your wargear is completely negated".
I would drop the endless zombie thing on Dem'Orcus. Give him instead the possibility to buy a reasonable amount of zombies without foc. I mean you get new ones even if you kill enemys, I think that is enough.
Shadox wrote:I would drop the endless zombie thing on Dem'Orcus. Give him instead the possibility to buy a reasonable amount of zombies without foc. I mean you get new ones even if you kill enemys, I think that is enough.
Alright fixed. Added the tidbit about zombies not being able to score. Also, is the points value on the zombies balanced? Should it be cheaper since they already have a garbage statline or should they be more costly?
Je suis2 au hazard wrote:Aun'Shi: The tau ethereal who slaughtered dozens, scores even of ork boys all on his own.
WS5 BS4 S3(5) T4 I5 W3 A3 Ld9 Sv4++
Rules:
Stubborn, Eternal warrior, Blademaster.
Blademaster: In the assault phase, before rolling any attack, Aun'shi must choose one of the following profiles to use.
Broadsweeps: This master warrior knows how to clear the space around him. He receives only two attacks in assault phase, however they hit up to 3 models in b2b contact with him.
Parry: A flurry of blades is all the protection Aun'shi needs. For the remainder of the assault phase, Aun'shi only resolves two attack, however his saves becomes a 3++
Press the attack!: In this mode, Aun'shi resolves his hits as normal for his profile, however all models in his unit have the furious charge special rule.
I must say I don't agree with this character. The Tau have never been about CC, and they never really excelled at it. That being said, he's reasonably statted, and I'd be willing to play him if I were informed beforehand.
Je suis2 au hazard wrote:Aun'Shi: The tau ethereal who slaughtered dozens, scores even of ork boys all on his own.
WS5 BS4 S3(5) T4 I5 W3 A3 Ld9 Sv4++
Rules:
Stubborn, Eternal warrior, Blademaster.
Blademaster: In the assault phase, before rolling any attack, Aun'shi must choose one of the following profiles to use.
Broadsweeps: This master warrior knows how to clear the space around him. He receives only two attacks in assault phase, however they hit up to 3 models in b2b contact with him.
Parry: A flurry of blades is all the protection Aun'shi needs. For the remainder of the assault phase, Aun'shi only resolves two attack, however his saves becomes a 3++
Press the attack!: In this mode, Aun'shi resolves his hits as normal for his profile, however all models in his unit have the furious charge special rule.
I must say I don't agree with this character. The Tau have never been about CC, and they never really excelled at it. That being said, he's reasonably statted, and I'd be willing to play him if I were informed beforehand.
He does however, exist in the fluff and he did in fact, when attacked by Orks, create a huge pile of chopped up green skin bits in front of him.
Je suis2 au hazard wrote:Aun'Shi: The tau ethereal who slaughtered dozens, scores even of ork boys all on his own.
WS5 BS4 S3(5) T4 I5 W3 A3 Ld9 Sv4++
Rules:
Stubborn, Eternal warrior, Blademaster.
Blademaster: In the assault phase, before rolling any attack, Aun'shi must choose one of the following profiles to use.
Broadsweeps: This master warrior knows how to clear the space around him. He receives only two attacks in assault phase, however they hit up to 3 models in b2b contact with him.
Parry: A flurry of blades is all the protection Aun'shi needs. For the remainder of the assault phase, Aun'shi only resolves two attack, however his saves becomes a 3++
Press the attack!: In this mode, Aun'shi resolves his hits as normal for his profile, however all models in his unit have the furious charge special rule.
I must say I don't agree with this character. The Tau have never been about CC, and they never really excelled at it. That being said, he's reasonably statted, and I'd be willing to play him if I were informed beforehand.
He does however, exist in the fluff and he did in fact, when attacked by Orks, create a huge pile of chopped up green skin bits in front of him.
CalasTyphon216 wrote:Lord Commander Honorius Diomedes, Firat Captain of the Sons of Mendacius, Master of Battle
270 points
Type: Infantry (unique)
WS6 BS5 S4 T4 W4 I5 A4 Ld10 Sv2+
Wargear: Storm shield
Armor of Lykos: An ancient suit of 'cataphractii' pattern terminator armour. Bulky, Inefficient and outdated, it is also virtually impossible to penetrate. This is Terminator armour that grants a re-roll to all failed armour saves. It also has Slow and Purposeful however.
Hammer of Heavenfall: A master-crafted thunder hammer. Due to the extended reach granted by its long haft, it always strikes at Initiative 2 rather than 1.
Special Rules: Independent character, Eternal Warrior, Fearless
Captain of the FIrst: 1 squad of either Sternguard, Vanguard or Terminators of either variety may be selected as Troops.
I am the anvil: Grants Fearless to the squad he joins.
Going to mathammer test him against Kay-yuss.
Diomedes loses combat 1.481 to Zero wounds in Atushkar's favour if neither charge, if Diomedes is on the charge he loses at 1.481 to 1.157, and if Kay-yuss charges the worm that walks wrecks face at 1.975 wounds to zero. But of course, Kay-yuss costs nearly twice as much and doesn't modify the FOC.
i used him in the past in a test game against angrath (giant daemon thing) and wounded him and killed him (got to like being in terain and the old rending rules) (this was back just before the 4th ed codex came out)
i used him in the past in a test game against angrath (giant daemon thing) and wounded him and killed him (got to like being in terain and the old rending rules) (this was back just before the 4th ed codex came out)
I'm pretty sure An'ggrath was not a thing that existed at that point in time...
i was in a campaign that a teacher of mine had set up (at a school club) he had contacts in GW (i think that is the case)
it was experimental rules for him to use (or somthing like that) the model was about the same as it is now but he had a single 5++ save and a 2+ so compared to aun'shi who had a sheild generator 4++ so i passed more invulnerable saves
thelordwatchman wrote:i was in a campaign that a teacher of mine had set up (at a school club) he had contacts in GW (i think that is the case)
it was experimental rules for him to use (or somthing like that) the model was about the same as it is now but he had a single 5++ save and a 2+ so compared to aun'shi who had a sheild generator 4++ so i passed more invulnerable saves
motyak wrote:You musta passed every save, wouldn't anngrath have ID'd him on a single failed save?
Yes.
IIRC he was without EW
And if I remember, An'ggrath has damned near ten attacks.
And can gain more for every 6 he rolls to hit...
An'ggrath is perhaps THE nastiest single model in CC in the entire game with the arguable exception of melee bio-titans. Aun'Shi would have only won with some *extraordinary* I mean like, statistically speaking maybe one out of a million matches. There are less destructive squads than An'ggrath.
Valkyrie wrote:It's actually impossible to kill An'ggrath with Aun'shi. Nowhere does Aun'gak have to Rending rule, and with a measly S2 he cannot harm An'ggrath.
With the profile posted from the previous codex?
He is S3 with +2S due to his honour blade and he causes an automatic wound when he rolls a 6 with no armour saves allowed...
Though, even considering that it is very unlikely to kill An'ggrath...
Valkyrie wrote:It's actually impossible to kill An'ggrath with Aun'shi. Nowhere does Aun'gak have to Rending rule, and with a measly S2 he cannot harm An'ggrath.
The original 3rd Ed 1 was Str 5 (3+2) with always-wound-on-6 ala rending.
Valkyrie wrote:It's actually impossible to kill An'ggrath with Aun'shi. Nowhere does Aun'gak have to Rending rule, and with a measly S2 he cannot harm An'ggrath.
The original 3rd Ed 1 was Str 5 (3+2) with always-wound-on-6 ala rending.
Oh yes I remember now, Aun'shi was the Etheral with the long Honour Blade wasn't he? I had him confused with Aun'Va.
(Please note that I know very little about IG, so if I get something wrong, let me know).
You think BS meant Ballistic Skill? Not anymore! Guardsman steve has lived through hundreds of battles, including all three wars for Armageddon, and several barfights, including the Great Skirmish of the Post-Third-War-For-Armageddon-Victory party. His uncanny ability to BS his way out of (or into) any situation (literally) can fool anyone, from the most hardline Commissar to the most psychopathic berzerker to the greatest Inquisitor. Why Steve hasn't used this ability to make himself general, no one knows, but then again, no one really knows that Steve is so good at BS.
WS3 BS3 S3 T3 W1 I2 A1 Ld10 Sv5+ Steve must be deployed with an Infantry Squad. Guardsman Steve does not take up a slot on the FOC, instead taking the place of a Guardsman in whichever squad he is deployed with. Unit Type: Infantry (Unique) Wargear: Lasgun, Flak Armor, Frag Grenades, close combat weapon Special Rules: , Independent Character*, One BS to rule them all *Steve may join a vehicle or vehicle squadron in exactly the same way he may join infantry. If Steve does so, place him on the top of one of the vehicle (or one of the vehicles, if in a squadron). He then stays there until the vehicle is destroyed or he decides to leave.
One BS to Rule Them All: Steve is the supreme overlord of all things BS. He may do any of the following once per turn: 1- "Dude, you're supposed to run away now": in the assault phase, after assault move have been made but before doing anything else, and if Steve is base contact with at least 1 enemy model, the enemy unit must take a leadership test. If they pass, Steve fails. If they do not, Steve manages to convince them that they actually missed the fight and they need to fall back. The enemy unit must instantly make a fall back move.
2- "What are you doing, I totally just killed you": In either the shooting phase or the assault phase, as long as steve is able to make at least one attack (by being in range to fire his weapon or attack in the assault phase), then the enemy unit must take a leadership test (again, after moving into assault but before doing anything else). If they pass, nothing happens. If they fail, Steve convinces them that they are actually dead. The enemy unit instantly goes to ground. If in the assault phase, the enemy unit still goes to ground, but neither unit can attack, and in the following movement phase Steve and his unit may move out of assault.
3- "We got this": In the movement phase, Steve may try to convince his unit that they are actually Space Marines, and that they can totally move and shoot at the same time. Steve must take a leadership test (before moving anywhere). If successful, the unit gains the Relentless Special rule for the remainder of that turn. If used in a vehicle squadron, all vehicles become Fast for the remained of that turn, however they may not move Flat Out.
4- "What are you doing, I'm clearly the one in charge": at the beginning of the movement phase, before anything happens at all, take a leadership test for both Steve and an HQ unit on the board. Whichever model rolls the lowest wins. If Steve wins, he manages to convince the entire army that he is actually in charge of everything, and can instantly initiate any order without having to take another leadership test.
5- "What are you doing, we already won": One use only. At the beginning of the first movement phase, regardless of whose turn it is, Steve must take a leadership test on 8d6. If he succeeds, he manages to convince the enemy that they just lost the battle and should all go home. Steve's owning player instantly wins the game, celebrating as usual.
If he's a model you (or a friend who plays IG) would actually want to use you'd probably want to make some tweeks. First off he's an Infantry unit. Maybe better off being an IC since he can BS his way into a squad and make the Sergeant think he's actually a superior officer. Once you do this then a lot of rules(Like "We got this" which only affects his unit haha) would be useful
Yoda… 400pnts
FOC: HQ Type: Infantry (Unique)
WS 6(7) BS 5 ST 3 T 3 W 2 I 5(6) A 4 Ld 10 SV 2++
Wargear:Master Robe, Emerald Lightsaber: Curved handled, short-blade
Master Robe:
Spoiler:
The robe itself provides little protection, but it represents the status and training of an Elite Jedi Council member. This incurs their ability to both parry and dodge attacks in close combat as well as those of high-powered projectiles. It confers the stealth special rule and a 2+ invulnerable save. The invulnerable save may not be used against blast templates or fire templates.
Emerald Lightsaber:
Spoiler:
A green lightsaber that ignores armor saves and can deflect 1d6 shots that are allocated to the wielder. (Deflect means that many shots, not blasts or fire templates, will be ignored.) It also wounds on a 3+, glances a vehicle on a 4+ and penetrates a vehicle on a 6.
Lightsaber additions; Curved handled: Incurs a +d3 attacks in the assault phase.
Short-blade: Glances vehicles on a 5+ not a 4+, wounds on a 4+ not a 3+ and increases I and WS by 1.
Special Rules:Fearless, Move Through Cover, Stealth, Ancient Jedi Master, Force Call.
Ancient Jedi master:
Spoiler:
Yoda’s age and connection with the force makes him a powerful force wielder. He is treated as having the Eternal Warrior Special Rule in regards to Instant Death. In addition, he may use three of the more prominent Force Powers. Unlike his other force powers, these abilities count as psychic attacks and a Psychic test must be made. Yoda does not suffer perils of the warp however. Yoda does not suffer perils of the warp however. Instead, should he fail, he will lose the ability to use that power for the remainder of the game.
Jedi Master Powers:: (When using these powers the Jedi cannot charge that turn, and may only use one per player turn.)
Tank Lift:
Spoiler:
Used during your shooting phase instead of a shooting attack. Target a vehicle within 12” of Yoda, he may lift this vehicle up and throw it up to 1D6”. The vehicle suffers a crew stunned result even if it would usually not be able to suffer said result. It also takes damage at St 6, + the number of inches, + the armor of the vehicle over ten. If there is a unit embarked in the vehicle, whether it is destroyed or not, each model in the unit suffers a strength hit equal to the half the number of inches thrown + 1. (maximum of 4, min of 2). These wounds cannot be allocated and must be delivered to each model. No cover saves aloud. (If cover saves would apply. Via: stealth or other rules.)
Crush:
Spoiler:
Used during your shooting phase. Yoda may target a walker or a single model unit within 8”. Yoda rolls 2d6 after passing his psychic test. The model takes a number of wounds equal to half the amount of the roll minus it’s toughness. No matter the roll, the model always suffers one wound, this wound cannot be saved. A walker becomes instantly wrecked. (The exception to this rule is Walkers that are also psykers. A walker that is a psyker may attempt to limit the damage to a weapon destroyed result by taking a psychic test immediately.)
Master Deflection:
Spoiler:
Used during your opponents shooting phase. Yoda may take one blast template that targets him or his unit and place it 6” away from any of your units, after it has already rolled to scatter, regardless of whether or not it was a hit. He may instead choose to use this power to negate all flame templates targeting his unit this turn. If he chooses to negate flame templates however, he may not move in the following movement phase. (He and his unit can still charge during the assault, and/or run during the shooting phase.)
Force Call; This means the Jedi has the following powers during the fight and does not have any restriction on their use or number of uses outside of how they are worded and does not need to pass a psychic test to use them, nor do they count as psychic powers.
Spoiler:
Force Speed: +1 WS +2 In, and ignores rules that allow enemies to strike first against him. (If they have higher initiative they may still go first of course.) Always active.
Force Will: May take a psychic test to negate any psychic power that targets him or his unit. (Used whenever targeted if Force Shield has not been used.)
Force Leap: Moves as a Jump Trooper. (Always active.)
Force Shield: Can utilize a 3+ armor save. (This power cannot be used the same turn as Force Will. Cannot be used during the assault phase nor does it apply to wounds caused in assault.)
Guide: Yoda’s unit counts as have BS 6 for this shooting phase. (Used during the shooting phase instead of a Jedi Master Power.)
Strength: Used during the assault phase. Instead of the usual assault bonus the lightsaber grants, the Jedi now counts as having a power weapon and striking at double strength.
Deter: The Jedi may force a unit within 18” to take a leadership test, if they fail, they will count as fleeing for this and the following turn. They may re-group as usual during the opponents following turn. (Used during the movement phase instead of moving.)
I actually worked on that for a long time. 400pnts seems right, maybe high, but what army would he play for?? I was thinking both Imperial and Eldar would be teams a Jedi would take up arms for? Honestly, not really a playable guy, just wanted to write stats up for him.
On a side note, I like the Guardsman Steve, and find him really funny. Would definateyl play against him. Though I was confused about number 3 a bit...with the difference between the leadership...as it were.
I'm torn on Yoda! I think that a 2++ is very good along with A LOT of really amazing powers. But... it only takes 2 wounds to knock him down. A single platoon of barebones IG (1 PCS, 2 IS no upgrades 130 points) would take him out in one turn of shooting usually (if within 12"). And that's without using orders! So it really depends on who you face. I'd probably say he is over costed. Play another army and they think he's way too over powered. A fun idea for a character!
special rules: and they shall know no fear, combat tactics, independent character, eternal warrior, hatred (necrons), furious charge, feel no pain,
bloodied but unbeaten: as long as captain hointus is alive all units in the army gain the furious charge, special rule.
Call the thunderhawks: once per game captain hointus can call in a thunderhawk strike it is a shooting attack with the following profile:
Strength 9 AP 1 range unlimited, ordnance 4 barrage (small template)
All is not lost: friendly units within 12" of hointus reroll all failed to hit rolls with shooting and close combat.
Make them pay: if you include hointus in your army then if that army is reduced below half of its starting point value all units in it can reroll all failed to hit in close combat
whilst we still draw breath: if you include hointus in your army then all units in that army count as fearless. However you can still choose to fail your morale checks, otherwise they are fearless.
wargear:
pyrus : this is a master crafted relic blade (it is a sword) that may be fired as a heavy flamer.
artificer armour, locator beacon, digital weapons
(note: captain Hointus is a captain so he may have a command squad.)
points: not sure probably around 230p
background:
Captain Hointus belongs to the astral knights, a chapter all but obliterated destroying the necron world engine, he was not present during the battle but he still harbors a hatred of necrons to this day. He has led his rag-tag army of the remaining astral knights to war again in the emperors name. with only one strike cruiser and few remaining resources he is a careful tactician and spends his few remaining resources carefully.
McNinja wrote:Guardsman Steve, the Master of BS - 90 points
(Please note that I know very little about IG, so if I get something wrong, let me know).
You think BS meant Ballistic Skill? Not anymore! Guardsman steve has lived through hundreds of battles, including all three wars for Armageddon, and several barfights, including the Great Skirmish of the Post-Third-War-For-Armageddon-Victory party. His uncanny ability to BS his way out of (or into) any situation (literally) can fool anyone, from the most hardline Commissar to the most psychopathic berzerker to the greatest Inquisitor. Why Steve hasn't used this ability to make himself general, no one knows, but then again, no one really knows that Steve is so good at BS.
WS3 BS3 S3 T3 W1 I2 A1 Ld10 Sv5+
Guradsman Steve can be purchased as an upgrade character for any IG squad or vehicle squadron.
Unit Type: Infantry
Wargear: Lasgun, Flak Armor
Special Rules: One BS to rule them all*
*Steve is the supreme overlord of all things BS. He may do any of the following once per phase:
1- "Dude, you're supposed to run away now": in the assault phase, after assault move have been made but before doing anything else, and if Steve is base contact with at least 1 enemy model, the enemy unit must take a leadership test. If they pass, Steve fails. If they do not, Steve manages to convince them that they actually missed the fight and they need to fall back. The enemy unit must instantly make a fall back move.
2- "What are you doing, I totally just killed you": In either the shooting phase or the assault phase, as long as steve is able to make at least one attack (by being in range to fire his weapon or attack in the assault phase), then the enemy unit must take a leadership test (again, after moving into assault but before doing anything else). If they pass, nothing happens. If they fail, Steve convinces them that they are actually dead. The enemy unit instantly goes to ground. If in the assault phase, the enemy unit still goes to ground, but neither unit can attack, and in the following movement phase Steve and his unit may move out of assault.
3- "We got this": In the movement phase, Steve may try to convince his unit that they are actually Space Marines, and that they can totally move and shoot at the same time. The unit must take a leadership test (before moving anywhere) and subtract the difference between their leadership value and Steve's. If successful, the unit gains the Relentless Special rule for the remainder of that turn. If used in a vehicle squadron, all vehicles become Fast for the remained of that turn.
4- "What are you doing, I'm clearly the one in charge": at the beginning of the movement phase, before anything happens at all, take a leadership test for both Steve and an HQ unit on the board. If Steve passes and the HQ fails, Steve usurps control and may choose any order (those command things the IG have. Hopefully this makes sense, I'll fix it when I'm lookign at the codex). If Steve fails and the HQ passes, Steve is shot and the game continues normally, with the exception of Steve now being dead and removed as a casualty. If both pass, then whichever rolled better (ie lower) to determine what happens.
5- "What are you doing, we already won": One use only. At the beginning of the first movement phase, regardless of whose turn it is, Steve may take a Leadership test on 6D6. If he succeeds, he manages to convince the enemy that they just lost the battle and should all go home. Steve's owning player wins the game, celebrating as usual.
So, what do you all think?
I would make it, can use one of the following powers once per turn, and was said above possibly make him an IC.
Also, I'd have to say if you keep 'we already won', make it at least 9 if not 10 d6.
Otherwise, I find it rather funny and reasonably balanced, and that alone makes it worthwhile.
Warpfire wrote:Captain Hointus of the Astral knights
WS5 BS5 S4 T4 W3 I5 A3 Ld10 Sv 2+
special rules: and they shall know no fear, combat tactics, independent character, eternal warrior, hatred (necrons), furious charge, feel no pain,
bloodied but unbeaten: as long as captain hointus is alive all units in the army gain the furious charge, special rule.
Call the thunderhawks: once per game captain hointus can call in a thunderhawk strike it is a shooting attack with the following profile: Strength 9 AP 1 range unlimited, ordnance 4 barrage (small template)
All is not lost: friendly units within 12" of hointus reroll all failed to hit rolls with shooting and close combat.
Make them pay: if you include hointus in your army then if that army is reduced below half of its starting point value all units in it can reroll all failed to hit in close combat
whilst we still draw breath: if you include hointus in your army then all units in that army count as fearless. However you can still choose to fail your morale checks, otherwise they are fearless.
wargear: pyrus : this is a master crafted relic blade (it is a sword) that may be fired as a heavy flamer. artificer armour, locator beacon, digital weapons
(note: captain Hointus is a captain so he may have a command squad.)
points: not sure probably around 230p
background:
Captain Hointus belongs to the astral knights, a chapter all but obliterated destroying the necron world engine, he was not present during the battle but he still harbors a hatred of necrons to this day. He has led his rag-tag army of the remaining astral knights to war again in the emperors name. with only one strike cruiser and few remaining resources he is a careful tactician and spends his few remaining resources carefully.
So let us go through this I think it was not intended that he has no inv save and no grenades at all. You should add them
100p Standard Captain -10p WS 5 25p Orbital bombardement (way to many shots!) 30pRelic Blade 5p mastercrafted 10p Heavy flamer 15p Locator Beacon 10p Digital Weapons 15p artificer armor 25p Calgar's God of War (armywide fearless only if you want it is exactly this) 40p army-wide furious charge 30p 12" preferred enemy-bubble 20p army-wide preffered enemy if 50% of the army are lost 15p FNP -5p Hated (Is this intended to work against him?) 325p
A little bit too much for my taste. Drop at least the DWs, the beacon and the armywide furious charge. atm he is a mix between calgar and a chaplain =X
Wargear: Artificer armour, master-crafted power weapon, master-crafted bolt pistol, frag and krak grenades, refractor field
Special Rules: Eternal Warrior
Supreme Commander: Knows all Imperial Guard Orders. All orders are issued on Leadership 10. May re-roll 'incompetent leadership' results when issuing orders. Has 36 inch range for issuing orders.
God of War: May issue the same order as many times as he wants each turn, but not to the same unit. Eg he can issue FRFSRF to every infantry squad within 36, but each squad can only be issued it once.
Inspirational Hero: Confers Fearless to all friendly units within 12 inches.
Tactical Genius: At the start of the game, before seizing the initiative, he may redeploy D3 friendly units.
Automatically Appended Next Post: Chapter Master Vladimir Pugh, Imperial Fists Chapter
Type: Infantry (unique)
195 pts
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear: artificer armour, iron halo, frag and krak grenades, storm bolter
Fangs of Dorn: 2 power weapons that strike at S5.
Special Rules: Orbital bombardment (see C:SM), Independent Character, Chapter tactics: Stubborn, Bolster Defenses (see C:SM), ATSKNF
Siege Master: Confers Tank Hunters to 1 friendly unit within 12 inches every turn.
Karl Montalban, Chapter Champion, Imperial Fists Chapter
Type: Infantry (unique)
may replace a Chapter Champion in an honour guard squad for 105 points
Special Rules: ATSKNF, Stubborn, Preferred Enemy (independent characters and monstrous creatures)
I am the hammer, I am the shield: If an enemy independent character or monstrous creature attacks Chapter Master Pugh while he is attached to the honour guard, Montalban may make a single out of sequence attack immediately against said independent character or monstrous creature. Likewise, the first wound caused to Pugh by said independent character or monstrous creature is immediately intercepted by Montalban and is inflicted on him instead.
Vampyre: Spectre forged this blade out of the soul essence of a thousand screaming Eldar maidens. This is a close combat weapon that ignores any save granted by war gear. It always wounds on a 2+. For every unsaved wound inflicted by this blade, Spectre gains 1 wound, up to a maximum of 10.
Shadowcloak: Combines the effects of an improved clone field and shadow field. Enemy models in base contact with Spectre lose D3 +1 attacks. Spectre has a 2+ invulnerable save.
Special Rules: Eternal Warrior, Preferred Enemy, Fleet, Power from pain
Webway hunter: Spectre has mastered the web way to a degree where he can conjure new portals and entryways. Spectre moves as though he is an Eldar jet bike.
felixander wrote:If he's a model you (or a friend who plays IG) would actually want to use you'd probably want to make some tweeks. First off he's an Infantry unit. Maybe better off being an IC since he can BS his way into a squad and make the Sergeant think he's actually a superior officer. Once you do this then a lot of rules(Like "We got this" which only affects his unit haha) would be useful
Eh. Much like the Vessel unit I posted earlier in this thread, I don't actually play the army, but I had a thought an ran with it, though, the thought was "man, BS (ballistic skill) really, looks like BS (bulls.. Stuff). That's be funny if it actually was. It would be even better is a Guardsman was so good at BSing his way around that he could do pretty much anything. Man I have good ideas!"
This insight into my creative process sponsored by me.
And thanks for the suggestions. I think I'll make him an IC and his ability once per turn... But in a few hours, as I'm on my phone and at work.
Well, here's the updated Guardsman Steve. After reading #3 through, I honestly have no clue what I was going for. It is changed to something that makes sense.
Guardsman Steve, the Master of BS - 90 points
Spoiler:
You think BS meant Ballistic Skill? Not anymore! Guardsman steve has lived through hundreds of battles, including all three wars for Armageddon, and several barfights, including the Great Skirmish of the Post-Third-War-For-Armageddon Victory Party. His uncanny ability to BS his way out of (or into) any situation (literally) can fool anyone, from the most hardline Commissar to the most psychopathic berzerker to the greatest Inquisitor. Why Steve hasn't used this ability to make himself general, no one knows, but then again, no one really knows that Steve is so good at BS.
WS3 BS3 S3 T3 W1 I3 A1 Ld10 Sv5+ Steve must be deployed with an Infantry Squad. Guardsman Steve does not take up a slot on the FOC, instead taking the place of a Guardsman in whichever squad he is deployed with. Unit Type: Infantry (Unique) Wargear: Lasgun, Flak Armor, Frag Grenades, close combat weapon Special Rules: , Independent Character*, One BS to rule them all *Steve may join a vehicle or vehicle squadron in exactly the same way he may join infantry. If Steve does so, place him on the top of one of the vehicle (or one of the vehicles, if in a squadron). He then stays there until the vehicle is destroyed or he decides to leave.
One BS to Rule Them All: Steve is the supreme overlord of all things BS. He may do any of the following once per turn: 1- "Dude, you're supposed to run away now": in the assault phase, after assault move have been made but before doing anything else, and if Steve is base contact with at least 1 enemy model, the enemy unit must take a leadership test. If they pass, Steve fails. If they do not, Steve manages to convince them that they actually missed the fight and they need to fall back. The enemy unit must instantly make a fall back move.
2- "What are you doing, I totally just killed you": In either the shooting phase or the assault phase, as long as steve is able to make at least one attack (by being in range to fire his weapon or attack in the assault phase), then the enemy unit must take a leadership test (again, after moving into assault but before doing anything else). If they pass, nothing happens. If they fail, Steve convinces them that they are actually dead. The enemy unit instantly goes to ground. If in the assault phase, the enemy unit still goes to ground, but neither unit can attack, and in the following movement phase Steve and his unit may move out of assault.
3- "We got this": In the movement phase, Steve may try to convince his unit that they are actually Space Marines, and that they can totally move and shoot at the same time. Steve must take a leadership test (before moving anywhere). If successful, the unit gains the Relentless Special rule for the remainder of that turn. If used in a vehicle squadron, all vehicles become Fast for the remained of that turn, however they may not move Flat Out.
4- "What are you doing, I'm clearly the one in charge": at the beginning of the movement phase, before anything happens at all, take a leadership test for both Steve and an HQ unit on the board. Whichever model rolls the lowest wins. If Steve wins, he manages to convince the entire army that he is actually in charge of everything, and can instantly initiate any order without having to take another leadership test.
5- "What are you doing, we already won": One use only. At the beginning of the first movement phase, regardless of whose turn it is, Steve must take a leadership test on 8d6. If he succeeds, he manages to convince the enemy that they just lost the battle and should all go home. Steve's owning player instantly wins the game, celebrating as usual.
Warpfire wrote:Captain Hointus of the Astral knights
Spoiler:
WS5 BS5 S4 T4 W3 I5 A3 Ld10 Sv 2+
special rules: and they shall know no fear, combat tactics, independent character, eternal warrior, hatred (necrons), furious charge, feel no pain,
bloodied but unbeaten: as long as captain hointus is alive all units in the army gain the furious charge, special rule.
Call the thunderhawks: once per game captain hointus can call in a thunderhawk strike it is a shooting attack with the following profile:
Strength 9 AP 1 range unlimited, ordnance 4 barrage (small template)
All is not lost: friendly units within 12" of hointus reroll all failed to hit rolls with shooting and close combat.
Make them pay: if you include hointus in your army then if that army is reduced below half of its starting point value all units in it can reroll all failed to hit in close combat
whilst we still draw breath: if you include hointus in your army then all units in that army count as fearless. However you can still choose to fail your morale checks, otherwise they are fearless.
wargear:
pyrus : this is a master crafted relic blade (it is a sword) that may be fired as a heavy flamer.
artificer armour, locator beacon, digital weapons
(note: captain Hointus is a captain so he may have a command squad.)
points: not sure probably around 230p
background:
Captain Hointus belongs to the astral knights, a chapter all but obliterated destroying the necron world engine, he was not present during the battle but he still harbors a hatred of necrons to this day. He has led his rag-tag army of the remaining astral knights to war again in the emperors name. with only one strike cruiser and few remaining resources he is a careful tactician and spends his few remaining resources carefully.
So let us go through this I think it was not intended that he has no inv save and no grenades at all. You should add them
100p Standard Captain
-10p WS 5
25p Orbital bombardement (way to many shots!)
30pRelic Blade
5p mastercrafted
10p Heavy flamer
15p Locator Beacon
10p Digital Weapons
15p artificer armor
25p Calgar's God of War (armywide fearless only if you want it is exactly this)
40p army-wide furious charge
30p 12" preferred enemy-bubble
20p army-wide preffered enemy if 50% of the army are lost
15p FNP -5p Hated (Is this intended to work against him?)
325p
A little bit too much for my taste. Drop at least the DWs, the beacon and the armywide furious charge. atm he is a mix between calgar and a chaplain =X
^ THIS is what people need to do for their character to get reasonable points value and should post it with their characters. I know other people have broken down points values like this (I think I even did it once for a Chaos Lord character and another SM somewhere in here) but this should become standard. Obviously special rules are hard to judge for price, but when in doubt, slap on 5/10 extra points!
Staff of Tomorrow: Warscythe. Because this weapon actually hits its target before the Silent King forms the neural impulse to strike, it is impossible to dodge. THe Silent King may re-roll all failed to hit rolls in combat, while any enemy model attempting to strike him must re-roll all successful to hit rolls in combat.
Star-forged cuirass: The Silent King is one of the last breed of original Necrons, whose bodies were forged with advanced techniques that are impossible to replicate. This grants bonuses to his stats and are already included above.
Special Rules: Independent Character, Phaeron
Lord of Time: The Silent King and any unit he has joined can deep strike without scattering at any turn that the owning player chooses. The Silent King and the unit accompanying him can then shoot, run or assault, exactly as though they had not moved or deepstriked.
I have a cunning plan
Roll a d6, on a 3+, Baldricks plan actually works and you may issue a order to a unit, this order applies any one of the Uuniversla Special Rules
On a 1-2, the plan leaves the unit it a stickyest situation since sticky the stick insect got stuck on a sticky bun and have one of the negative USP aplied, (eg, vunerable to templates) or cant shoot
This is still a WIP though so yeah
I have another one which was a Master of the forge with a jump pack and no vehicle repair that made assault squads troops and for 20pt, equiped the unit with the drop pod scatter thing which he has, in the fluff, managed to make more compact. I ended up scrapping him though when the BA codex came out (He was norm Marine)
If I can find the proper rules I wrote I'll post em up properly
Sergeant Steven Redwood was one of those few men who knew a true leader knows when to follow orders, and a true soldier knows when not to. Thanks to his brave efforts, Cadia was saved from attack from Chaos. Chaos forces held a vital bastion. Redwood and his squad were carrying the demolition charge to destroy the bastion, but were ordered to fall back by an incompetent junior officer. Ignoring his superior, he charged the bastion alone. His squad followed of their own accord. Through skill, or luck, Redwood emerged alone, bloody, but held the bastion long enough for a true leader, Creed, to send reinforcements in the form of Leman Russ Vanquishers to destroy it. He was executed for disobeying orders though was post humourously promoted to Platoon commander for his bravery, the moron before him having been executed for incompetence.
Pts 35 Replacing Infantry Sergeant
Ws 3
Bs 3
S 3
T 3
W1
I 3
A 2
Ld 8
Sv 5+
Wargear
Flak armour
Laspistol
CCW
Special Rules
True Leader
Redwood knows when to ignore the idiots above, to lead his men to victory. Redwood counts as having a vox caster. In addition, he may issue either the MMM or FRFSRF order to his squad. This does not follow the normal rules for orders and is done before any other orders are issued. This order does not suffer Incompetent command but does not gain an extra order for rolling double 1s. If an order is issued to his squad from another Officer and suffers Incompetent command, his squad may act normally as he ignores the order. If there is a Commissar or LC in the unit they act normally but he is removed as a casualty (Summary Execution). This rule does not apply if he is dead.
I've seen some awesome character designs in here(namely Guardsman Steve, heheh) and decided to show one of my own.
After modelling a Chosen Champion with Dual Lightning Claws and making him "look like Wolverine on crack" according to a friend of mine, I came up with this character. Not sure what he would come in at points-wise, though. Also, are the upgrade choices point costs priced well?
Szall'charias, the Chosen of Lightning - Codex: CSM -
WS-4 BS-5 Str-5 T-4 W-2 I-4 A-3 Ld-10 Sv-3+
Type: Infantry(Unique)
Special Rules: Illuminate!, Champion of Chaos, Fearless
Illuminate! - If Night Fight is in play, the controlling player may choose to either illuminate a target according to the rules for Searchlights or if Szall'charias successfully hits with his Unleash The Storm shooting attack, the target counts as having been illuminated until the next turn.
Champion of Chaos: Szall'charias must be taken as an Upgrade Character for one of the following units:
Chaos Terminators..........................30 pts - Places Szall'charias in Terminator armor
Raptors..............................................20 pts - Szall'charias now counts as Jump Infantry
Chosen...............................................10 pts - Gives Szall'charias the Infiltrate ability
If he is taken as an upgrade to one of the above squad choices, that squad may not have any other Champions(Aspiring or otherwise) added. In addition, his unit is now Fearless.
Wargear: Tempest Claws, Power Armor, Krak Grenades, Frag Grenades
Tempest Claws - A pair of Lightning claws that may also be used in the Shooting Phase, in one of the following ways:
Unleash The Storm - Range-36" Str-8 Ap-5 Assault 2, Pinning
The Crash of Thunder - Template Str-4 Ap-5 Assault 1, Pinning
His background is currently in the works. Other than that, what do you guys think?
1: I would make the range 36 attack Assault 1, and probably make it Str 6, though depending on points the Str8 may be ok.
2a: I would write it as "Champion of Chaos: Szall'charias may be taken as an Upgrade Character for one of the following units:", as he's not a mandatory unit.
2b: I would remove the 'cost per unit' he joins, and cost him like so: Basic Termi / Raptor / Chosen that he will have to replace = 30 / 20 / 18. These will cover a basic statline + the addition of Termi Armour / Jump Pack / Infiltrate. Then you have: +10pts for +1WS +10pts for +1Str +10pts for +1W +10pts for +1A +5pts for +1Ld +5pts for Illuminate! +10pts for giving fearless to his unit. +20pts for 2 Lightning Claws +15pts for 'Unleash the Storm' if it's Assault 1, +25pts if it's assault 2. +10pts for 'The Crash of Thunder' (pinning flamer.)
Eileena the Demon Lord, Consort of Slaanesh, She-who-is-kinslayer, Doom of the Asur
Eileena was an Eldar High Priestess in the pleasure cults. When Slaanesh was born, she willingly sold her soul to survive. Now she is the foremost servant of Slaanesh, and especially enjoys feeding on her former kindred.
Type: Monstrous Creature (unique)
666 points (apocalypse only)
WS10 BS10 S6 T6 W6 I10 A7 Ld10 Sv3+
Wargear: Talons, teeth, hair whips, actual whip, large sword, other assorted implements (counts as 2 close combat weapons)
Special Rules:
Daemonic: Eileena has EW and her save is invulnerable
Kinslayer: She gains PE against Eldar of any kind, and Eldar of any kind also gain PE against her.
Thanks, Ovion, for that well-calculated breakdown! I agree with your earlier comment in that people should use that exact kind of breakdown in their character's creation.
I think I'll change it to 'Assault 1, Twin-linked' to be honest. It makes more sense in my mind with how he'd be making the attack. Would that make the ability worth +20 pts? If so, according to your breakdown, he would come out to 128(Chosen)/130(Raptor)/140(Terminator).
I think GW does scan the interweb. But instead of looking at Finecast fails or "OP!" they nick proposed rules. For example, last summer I put up rules for a necron Titan which had a massive laser. 4 months latter the Triarch stalker with Heat ray. And the laser of mine had pretty similar rules toa Doom Scythe death ray.
Deadshot wrote:I think GW does scan the interweb. But instead of looking at Finecast fails or "OP!" they nick proposed rules. For example, last summer I put up rules for a necron Titan which had a massive laser. 4 months latter the Triarch stalker with Heat ray. And the laser of mine had pretty similar rules toa Doom Scythe death ray.
Uuhhhh you said that a Titan should have a giant weapon and then GW put out a model with a giant weapon and therefore they're stealing? I don't think that's the best example! I once made a special character that had a CCW and a pistol and in every codex since GW has put in a model that has a CCW and a pistol
Any squad of Nobz, Shoota Boyz, Slugga Boyz or 'Ard Boyz may take Big'un as an upgrade character for a cost of +50 points
Wargear - Slugga and Choppa (May replace either or both of these in the same manner as a Nob)
Special Rules:
Furious Charge, Somefink's 'Appening, 'E aint ded yet
Big'uns Mob benefits from his Furious Charge rule.
Sumfink's 'Appenin - At the beginning of each game turn roll a D6 and consult the table below:
1 - Now where woz I? - Big'un Madfink is overwhelmed by sheer joy as the mushrooms kick in, unless already engaged in combat he may not act this turn. If an enemy engages him in close combat he may act as normal
2 - It U'rtz Bad! - Big'un Madfink suffers agony from his repeated surgeries, he counts as moving through difficult terrain this turn
3/4 - Doc did'n do nufink - Big'un Madfink may act as normal
5 - I's the Biggest - As a combination of drugs, mushrooms and steroids kick in Big'un begins to swell into a gargantuan beast, he takes on the following profile for this game turn.:
WSBS S T W I A LdSv 4 2 7 7 2 3 5 8 4+
If he does not roll a 5/6 next game turn he reverts to his original profile
6 - An' Da Ardest - As above, Big'un now gains the feel no pain special rule
'E ain't ded yet! - Big'un is no ordinary Ork, at the end of a turn in which Big'un loses his final wound roll a D6, on a score of 4+ he may stand up again on one wound.
Big'un is the masterpiece of the Doc's surgery, an ork who had pretty much everything they had to hand injected into him without reverting into a drooling pile of fungus (most of the time), though his memory is hazy as to how he ended up on the Doc's table he has come out of it as one of the most fear Ladz in his warband, often at the forefront of the battle wading knee deep through fallen enemies. Ork Legends have it that Big'un will keep on fighting until Gork (or Mork) himself comes down and stomps him good.
As part of a unit it'd effect the whole unit yeah, so essentially on a 1 or 2 unless you're already locked in combat it'd be a fairly hefty negative. Wasnt sure if because of this he might be over prices.
Deadshot wrote:I think GW does scan the interweb. But instead of looking at Finecast fails or "OP!" they nick proposed rules. For example, last summer I put up rules for a necron Titan which had a massive laser. 4 months latter the Triarch stalker with Heat ray. And the laser of mine had pretty similar rules toa Doom Scythe death ray.
Uuhhhh you said that a Titan should have a giant weapon and then GW put out a model with a giant weapon and therefore they're stealing? I don't think that's the best example! I once made a special character that had a CCW and a pistol and in every codex since GW has put in a model that has a CCW and a pistol
I am just saying that many fanmade rules are similar to subsequent codexes. Perhaps they use the propsed rules as inspiration.
Gorandius wrote:Thanks, Ovion, for that well-calculated breakdown! I agree with your earlier comment in that people should use that exact kind of breakdown in their character's creation.
I think I'll change it to 'Assault 1, Twin-linked' to be honest. It makes more sense in my mind with how he'd be making the attack. Would that make the ability worth +20 pts? If so, according to your breakdown, he would come out to 128(Chosen)/130(Raptor)/140(Terminator).
Again, that breakdown is immensely helpful!
Yeah, that'd probably be around 20pts, making him an even 110 + the model they replace.
Special Rules: Reanimation Protocals, Ever Living, The Vargard's Duty, Stubborn, Duelmaster, Preffered Enemy (CSM), Furious Charge, Counter Attack
The Vargard's Duty: If Nemesor Tokarn or his unit is assaulted, Caldrek immediately piles in to the Nemesor's Combat, joining his unit. This counts as charging.
Duelmaster: Caldrek can choose to enter a duel with any IC in an enemy unit when in hand-to-hand combat. The targetted IC cannot make any attacks against anyone in the unit except Vargard Caldrek. Also, Caldrek cannot strike at the enemy unit. These restrictions cease if one of the two characters in the duel is killed. (Note, the duel dosen't restart if Caldrek resurects unless he wishes to restart it)
Wargear: Phase Shifter (invun inluded in profile), Gravity Displacement Pack (makes him Jump Infantry), 2 Hyperphase Pistols.
Hyperphase Pistols: These have the following profile in the shooting phase:
R: 12" S:6 AP:2 Type: Pistol, Twin-Linked (extra attacks included in profile)
they also count as power weapons that grant +1 S (included in profile)
Special Rules: CHapter Tactics: Fearless, ATSKNF, Independent CHaracter, Combat Tactics, Fearless, BLessings of the Omnissiah
Purge the Weak: Any Space marine model in the army can gain Feel No Pain and Slow and purposeful for 3 points each. If one member of the squad has this upgrade, the entire squad must purchase it.
I am a machine: Stronos is more machine than man, and his heavily up-armored and weaponised body is closer to a dreadnought in size and power than that of a normal marine. THese upgrades are included in his profile. In addition, despite being a monstrous creature, he can join squads as an independent character.
Raiden-
Infantry (unique)
Elite
250 points
WS6 BS3 S2 T3 W2 I8 A6 Ld7 Sv5+/3+
Wargear-
HF blade- It is a power weapon that uses 3D6 for armor pen. Allows you to block D6 shots from hitting a turn
Bolt Pistol- may fire any Vindicare ammo
Special Rules-
Cyber Ninja- Raiden has a 5+/3++save. Also, instead of making a shooting attack and assalting in a turn, he may fire this weapon
Range- One unit in 12", Autohit
Str-2 ap-3 ordinance two Thunder- causes pinning at -4 leadership
Fleet, Independent Character
Battle dress- 25 points. Adds +1 to W,S and -2 to I, and carries a hand flamer
Synergy with Solid Snake- When joined together in a unit, each gets +2 to every stat exepct for sv and every unit gets +2 A
Automatically Appended Next Post: Solid Snake-
Infantry (unique)
Hq WS5 BS7 S3 T5 W5 I2 A2 Ld10 Sv5+
Wargear-
Flak armor
Missle Launcher
Heavy bolter
Multi Melta
Plasma Gun
M9- S-x Ap - Disables a non vehicle model for 2 turns
special rules-
Fearless, Relentless,Independent Character, Prefered enemy- Liquid Snake, Solidus Snake, Liquid Ocelot
Synergy- Raiden, Big Boss (naked snake)
Not allowed to be fielded if the boss, or the cobras are fielded
Special Rules: CHapter Tactics: Fearless, ATSKNF, Independent CHaracter, Combat Tactics, Fearless, BLessings of the Omnissiah
Purge the Weak: Any Space marine model in the army can gain Feel No Pain and Slow and purposeful for 3 points each. If one member of the squad has this upgrade, the entire squad must purchase it.
I am a machine: Stronos is more machine than man, and his heavily up-armored and weaponised body is closer to a dreadnought in size and power than that of a normal marine. THese upgrades are included in his profile. In addition, despite being a monstrous creature, he can join squads as an independent character.
T6, 2+ 3++ and FnP? And gives anyone else in the army FnP and SnP for 3 points each? And you take away the only main drawback of being a MC (not being able to be an IC)? For 265?
Try again.
Space Marine Chapter Master:125
+2 S = +20 points
+2 T = +25 points
+2 W = +20 points
Terminator Armour = +40 points
Thunder Hammer = +20 points
Storm Shield = +10 points
Servo Harness = +35 points (Servo arm -> ServoHarness is 25 points alone so 10 points for a Servo Arm is pretty cheap)
Monsterous Creature = +15 points (I would remove this altogether and just give him a special Thunder Hammer that has +d6 armor pen)
Orbital Bombardment = -25 points
Fearless Chapter Tactics = +15??? (Not sure on this)
Giving the entire army FnP for 3 points each = +35 (Maybe more, maybe less) Slow and Purposeful can be a serious benefit when you consider that it also makes them Relentless. 3 squads of Devastators that can fire on the move? Pretty good by my count. I know that 3 points per model adds up, but you can choose the models, so you can easily put it on Terminators and other select troops for almost nothing. Plus giving a T6 W5 special character FnP and SnP for 3 points is heavily undercosted. I'd suggest you add it onto him for at least 15 points.
Special Rules: CHapter Tactics: Fearless, ATSKNF, Independent CHaracter, Combat Tactics, Fearless, BLessings of the Omnissiah
Purge the Weak: Any Space marine model in the army can gain Feel No Pain and Slow and purposeful for 3 points each. If one member of the squad has this upgrade, the entire squad must purchase it.
I am a machine: Stronos is more machine than man, and his heavily up-armored and weaponised body is closer to a dreadnought in size and power than that of a normal marine. THese upgrades are included in his profile. In addition, despite being a monstrous creature, he can join squads as an independent character.
T6, 2+ 3++ and FnP? And gives anyone else in the army FnP and SnP for 3 points each? And you take away the only main drawback of being a MC (not being able to be an IC)? For 265?
Try again.
Space Marine Chapter Master:125
+2 S = +20 points
+2 T = +25 points
+2 W = +20 points
Terminator Armour = +40 points
Thunder Hammer = +20 points
Storm Shield = +10 points
Servo Harness = +35 points (Servo arm -> ServoHarness is 25 points alone so 10 points for a Servo Arm is pretty cheap)
Monsterous Creature = +15 points (I would remove this altogether and just give him a special Thunder Hammer that has +d6 armor pen)
Orbital Bombardment = -25 points
Fearless Chapter Tactics = +15??? (Not sure on this)
Giving the entire army FnP for 3 points each = +35 (Maybe more, maybe less) Slow and Purposeful can be a serious benefit when you consider that it also makes them Relentless. 3 squads of Devastators that can fire on the move? Pretty good by my count. I know that 3 points per model adds up, but you can choose the models, so you can easily put it on Terminators and other select troops for almost nothing. Plus giving a T6 W5 special character FnP and SnP for 3 points is heavily undercosted. I'd suggest you add it onto him for at least 15 points.
Torren; the Wandering Phoenix, Commander of the Heralds of Excess 220 points
Once a member of Fulgrim’s personal guard; Torren was exiled from the pleasure planet for the crime of treason. Fulgrim was loath to see one of his phoenix guards executed but he was unsure of Torren’s loyalty. To this end, Fulgrim set Torren the task of collecting twelve of Slaanesh’s most powerful servants and presenting them too him as a show of loyalty. Torren had no choice but to accept the challenge, taking his warband with him Torren now plies the stars in search of the remaining 6 champions of Slaanesh that he must best in order to return home. Torren’s quest is not unknown however, and many followers of Slaanesh have been drawn to his crusade in the hopes of one day seeing the pleasure planet for themselves or perhaps being considered worthy to fill a champion’s spot.
WS 5 BS 5 S 5 T 4 W 3 I 6 A 3 Ld 10 Sv 2+/5++
Unit Type: Infantry
Wargear: Mark of Slaanesh, Phoenix Blade, Master-crafted Boltgun, Doom siren, Armour of the Damned, Frag and Krak Grenades
Special Rules
Fearless, Phoenix Blade, Armour of the Damned, Who amongst you?, Torrens chosen
Phoenix Blade: Gifted to Torren personally by Fulgrim on entering the Phoenix guard; the blade is made from sturdy metals, yet perfectly crafted with ornamentation and is as much a work of art as it is a weapon of war. The blade counts as a master-crafted two-handed Power Weapon, which increase the Strength of Torren to 6.
Who amongst you?: Torren seeks out the most worthy combatants on the field to hone his skills and prove himself once again worthy to Fulgrim. When Torren enters into close combat with an enemy HQ the two combatants enter into a duel. In this state no other models may attack or wound either of the characters and the duel is only resolved when one of the combatants is killed. If Torren is killed, his unit must take a morale check at a -2 multiplier, If however, he is victorious, his unit gains + 1 attack for the rest of the game.
Armour of the Damned: A suit of armour Torren crafted for himself during the great crusade and now infused with a daemonette of Slaanesh. The armour grants Torren with a 2+ armour save and a 5+ invulnerable save.
Torren’s Chosen: To prove his loyalty and be welcomed back onto Fulgrim’s pleasure world Torren was tasked with gathering 12 of the greatest warriors who follow Slaanesh. Currently he has six who form his personal bodyguard. Torren’s bodyguard have the following stats, each has the mark of Slaanesh (included in profile) and in addition each model may select 50pts worth of Wargear from Codex: Chaos space marines including sonic weaponry.
Torren; the Wandering Phoenix, Commander of the Heralds of Excess 220 points
Spoiler:
Once a member of Fulgrim’s personal guard; Torren was exiled from the pleasure planet for the crime of treason. Fulgrim was loath to see one of his phoenix guards executed but he was unsure of Torren’s loyalty. To this end, Fulgrim set Torren the task of collecting twelve of Slaanesh’s most powerful servants and presenting them too him as a show of loyalty. Torren had no choice but to accept the challenge, taking his warband with him Torren now plies the stars in search of the remaining 6 champions of Slaanesh that he must best in order to return home. Torren’s quest is not unknown however, and many followers of Slaanesh have been drawn to his crusade in the hopes of one day seeing the pleasure planet for themselves or perhaps being considered worthy to fill a champion’s spot.
WS 5 BS 5 S 5 T 4 W 3 I 6 A 3 Ld 10 Sv 2+/5++
Unit Type: Infantry
Wargear: Mark of Slaanesh, Phoenix Blade, Master-crafted Boltgun, Doom siren, Armour of the Damned, Frag and Krak Grenades
Special Rules
Fearless, Phoenix Blade, Armour of the Damned, Who amongst you?, Torrens chosen
Phoenix Blade: Gifted to Torren personally by Fulgrim on entering the Phoenix guard; the blade is made from sturdy metals, yet perfectly crafted with ornamentation and is as much a work of art as it is a weapon of war. The blade counts as a master-crafted two-handed Power Weapon, which increase the Strength of Torren to 6.
Who amongst you?: Torren seeks out the most worthy combatants on the field to hone his skills and prove himself once again worthy to Fulgrim. When Torren enters into close combat with an enemy HQ the two combatants enter into a duel. In this state no other models may attack or wound either of the characters and the duel is only resolved when one of the combatants is killed. If Torren is killed, his unit must take a morale check at a -2 multiplier, If however, he is victorious, his unit gains + 1 attack for the rest of the game.
Armour of the Damned: A suit of armour Torren crafted for himself during the great crusade and now infused with a daemonette of Slaanesh. The armour grants Torren with a 2+ armour save and a 5+ invulnerable save.
Torren’s Chosen: To prove his loyalty and be welcomed back onto Fulgrim’s pleasure world Torren was tasked with gathering 12 of the greatest warriors who follow Slaanesh. Currently he has six who form his personal bodyguard. Torren’s bodyguard have the following stats, each has the mark of Slaanesh (included in profile) and in addition each model may select 50pts worth of Wargear from Codex: Chaos space marines including sonic weaponry.
WS 5 BS 5 S 4 T 4 W 2 I 5 A 2 Ld 10 Sv 3+
Well I think you should change Who Amongst You? to be an Independent Character. Some HQ choices are actual squads (like IG's command squad) so maybe make it either Independent character or an ICHQ choice. Also how many points are the bodyguards base?
@Deadshot how much would a Paladin cost without TDA or Force weapons then?
@Felixander yeah that seems alot better i'll make it IC instead of HQs. I was thinking seeing as they're basically superpowered chosen; about 25/30pts per model. Does that seem reasonable?
So should i up the cost on the bodyguards to 55points? Although surely if you take away the terminator armour, force sword and storm bolter, your left with at the most a 25 point model?
Uuuuh Vanguard vets but with +1 BS, WS, W, I, and Ld? For only 5 points more? Hrm. What base weapons do they come with? CCW and Pistol? Bolter? Grenades?
And comparing them to Paladins is a tough choice. You're talking about a stupidly over powered and broken Codex, it's not a good thing to compare points to.
felixander wrote:Uuuuh Vanguard vets but with +1 BS, WS, W, I, and Ld? For only 5 points more? Hrm. What base weapons do they come with? CCW and Pistol? Bolter? Grenades?
And comparing them to Paladins is a tough choice. You're talking about a stupidly over powered and broken Codex, it's not a good thing to compare points to.
2 points:
1. Vanguard come with jump packs
2. comparing to paladins was wrong because they had very little in common, not because the Grey Knights Codex is supposedly 'broken'
So... I posted this guy a couple times here, there, and everywhere (as I do, I think I posted like 4 versions of Arakor in this thread alone), but this is the final version. Well, until I get some outside opinions on this guy.
Pyralis Agis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
Pyralis is a master marksman, able to wield any weapon he chooses. While he normally operates alone, generally going against every code of the Chapter Master leading his army into war, Pyralis can wreak havoc on the battlefield, and his unusually high requisitions of specialized ammunition, Sniper Rifles, and Stalker Pattern Bolters ensures that his troops will be able to do the same. His army is not an army of foolhardy fighters, but rather an army of calculating marksmen, all of whom can be counted amongst the best in the galaxy.
------------------------------------------------------------------------------
WS:5 BS:8 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv:-
------------------------------------------------------------------------------
FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Stealth suit and Advanced Camo Cloak, Kraken Pattern Sniper Rifle, Command Signum
Spoiler:
Stealth suit and Advanced Camo Cloak: Devised by Pyralis after encountering a unit of Tau Stealth suits, these two pieces of equipment, when used in unison, make Pyralis all but invisible to the naked eye. When in action, the suit and cloak work almost exactly like the tau version, although the appearance is quite different. Since Pyralis could not bend light around him, he opted to instead utilize nanomaterials that reacted to an electric charge. This charge instantly causes the nanomaterial to reform and recolor to better fit the environment, in addition to functioning like standard issue camo cloaks. Although the suit and cloak provide about as much protection from bullets as a sheet of paper, its other benefits far outweigh that fact. In addition to providing Pyralis with the Stealth special rule, it also causes all shooting attacks against Pyralis to be made as if Night Fighting was in effect. However, instead of multiplying the result by 3, your opponent must instead multiply the result by 2.
Kraken Pattern Sniper Rifle: Though this weapon bears a greater resemblance to the Hellrifles used by Inquisitors than a standard Imperial Sniper Rifle, this magnificent weapon is a technological marvel as it weapon contains extremely advanced technology, and is proof of Pyralis’ technical genius. Pyralis managed to devise a sort of miniature Nova Cannon, a weapon usually reserved for the largest of the Imperial Navy’s ships, which blew the minds of pretty much everyone. No one, not even the Adeptus Mechanicus agents who watch over the Forge Knights, can conceive how Pyralis managed to build such a weapon. Though similar weapon exist (such as Hellrifles), those weapons were not created by a single man. While not able to annihilate Titans with a single shot (not usually, at least), a single blast from the Bow will do significant damage to enemy soldiers, transports, and vehicles. This is weapon that has the following profile:
R:48” S:6 AP:3 Heavy 1, Sniper
Command Signum: As a forward sniper, Pyralis is privy to just about everything the enemy does. He can then relay any pertinent information, such as extact coordinates of a target or even his own location, and that information is then relayed to all allied forces. The Command Signum is a Locator Beacon. Also, during the shooting phase, instead of shooting his weapon, he may opt to use the Command Signum. Pyralis may select a single unit within his line of sight and within 60”. For the rest of the shooting phase, any friendly unit that wishes to Deep Strike within 6” of that unit do not scatter, all blast weapons fired at that unit scatter D6” (without subtracting the firers BS), rather than the usual 2D6”, and all blast weapons fired at that unit may be fired over any intervening terrain, like Barrage weapons (bear in mind that the weapons do not become barrage weapons at any point).
Special Rules: Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Scout, Infiltrate, Really Good at Shooting, Orbital Locator Drop
Spoiler:
Chapter Tactics: If you include Pyralis in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Deep Strike Special Rule.
Really Good at Shooting: A Scout to the core, Pyralis took his sniper training and ran with it, eventually becoming one of the best marksmen in the Imperium. His marvelous intuition for picking out weak spots on the fly is unparalleled, and when coupled with his customized Kraken Pattern Sniper Rifle, he is more than capable of killing the most powerful undead-flying-robot-thing or alien-monster-lord-person in a single shot or hitting a target much farther away than most normal soldiers could hit.
In each Shooting phase, before Pyralis takes any shots, he may sacrifice his Ballistic Skill to do any combination of the following:
- Increase the power of his shots. For every 1 BS he subtracts from his profile, his ability to rend is increased by 1, meaning that if Pyralis (BS8) sacrifices 1 BS, he now rends on a 5+ for the duration of the current shooting phase, but now has BS7. He cannot take his BS down to 0 in this manner, nor can he rend on a roll better than 3+. If Pyralis sacrifices 5 BS or more, then that an unsaved wound from that shot causes Instant Death on a to-wound roll of 6. Keep in mind that this shot is also Rending.
- Gain additional range. For every 1 BS that is subtracted, he gains 2” to his weapons maximum range. He may not take his BS down to 0.
- Gain more shots. For every 2 BS his subtracts, he gains an additional shot. He may not take his BS down to 0.
In addition to the above, Pyralis’ controlling player may allocate any wounds caused by Pyralis.
Orbital Locator Drop: Since scattering into Narnia is something that the Forge Knights do not like doing, they have adopted the tactic of shooting Locator Beacons onto the surface of the planet and teleporting or dropping troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.
felixander wrote:Uuuuh Vanguard vets but with +1 BS, WS, W, I, and Ld? For only 5 points more? Hrm. What base weapons do they come with? CCW and Pistol? Bolter? Grenades?
And comparing them to Paladins is a tough choice. You're talking about a stupidly over powered and broken Codex, it's not a good thing to compare points to.
2 points:
1. Vanguard come with jump packs
2. comparing to paladins was wrong because they had very little in common, not because the Grey Knights Codex is supposedly 'broken'
PS: Its not
1) No they don't, you have to buy them extra.
2) They are different so that is ANOTHER reason why it's a bad comparison. And yes the codex is and there's plenty of reasons why, but this isn't the place for that.
Lord Commander Varus, Champion of the Emperor's Children
Type: Infantry
290 points
WS6(7) BS5(6) S4(5) T4 W3 I5(6) A3(4) Ld10 Sv2+
Wargear: frag and krak grenades
The Khoisan Blade: A powerful sword of unknown creation. This is a power weapon that inflicts instant death.
Sonic pistol: Range 18 S 5 AP 3 Pistol
Armor of Damnation: 2+ armour save and 4+ invulnerable save
Isdbvisu: An arcane device possessed by a demon, this allows Varius to teleport anywhere he wishes in the blink of an eye. Varius moves as an Eldar Jetbike, however he is immune to dangerous terrain tests. He also gains the Hit and Run special rule, and can re-roll failed initiative tests.
Special Rules: Fearless, Mark of Slaanesh (included)
Possessed: FNP and EW special rules
Fickle Master: If Varius is ever beaten in combat, Slaanesh withdraws his favour. Varius' stats are reduced; do not take into account the numbers in brackets in his stat line. Furthermore, he loses the Possessed special rule, cannot use the Isdvisu, and the Khoisan Blade becomes a mundane close combat weapon
In the vein of my earlier MGS posts
Here is raiden
Spoiler:
Raiden-
Infantry (unique)
Elite
250 points
WS6 BS3 S2 T3 W2 I8 A6 Ld7 Sv5+/3+
Wargear-
HF blade- It is a power weapon that uses 3D6 for armor pen. Allows you to block D6 shots from hitting a turn
Bolt Pistol- may fire any Vindicare ammo
Special Rules-
Cyber Ninja- Raiden has a 5+/3++save. Also, instead of making a shooting attack and assalting in a turn, he may fire this weapon
Range- One unit in 12", Autohit
Str-2 ap-3 ordinance two Thunder- causes pinning at -4 leadership
Fleet, Independent Character
Battle dress- 25 points. Adds +1 to W,S and -2 to I, and carries a hand flamer
Synergy with Solid Snake- When joined together in a unit, each gets +1 to every stat exepct for sv and every unit gets +2 A
Solid Snake
Spoiler:
Solid Snake-
Infantry (unique)
Hq ??? points
WS5 BS7 S3 T5 W5 I2 A2 Ld10 Sv5+
Wargear-
Flak armor
Missle Launcher
Heavy bolter
Multi Melta
Plasma Gun
M9- S-x Ap - Disables a non vehicle model for 2 turns
special rules-
Fearless, Relentless,Independent Character, Prefered enemy- Liquid Snake, Solidus Snake, Liquid Ocelot
Synergy- Raiden, Big Boss (naked snake)
Not allowed to be fielded if the boss, or the cobras are fielded
Big Boss
HQ 400 points
WS8 BS8 S3 T5 W6 I5 A2 Ld10 Sv5+/4++
Wargear-
M1911 Custom-
S 5 Ap 4 Pistol 4
combat knife- it is a blade, but instead of assaulting you may fire eather one flamer, one plasma, or one melta shot, because sigint built it it
flak armor
iron halo
Rules-
relentless, fearless, fleet,hit and run,
Advanced stealth- His cover save is +2. so in the open he has a 4+, ect.
synergy- Solid Snake, The boss, revolver ocelot.
Greatest solider of the 20th century- foes have -3 leadership.
CalasTyphon216 wrote:Lord Commander Varus, Champion of the Emperor's Children
Type: Infantry
290 points
WS6(7) BS5(6) S4(5) T4 W3 I5(6) A3(4) Ld10 Sv2+
Wargear: frag and krak grenades
The Khoisan Blade: A powerful sword of unknown creation. This is a power weapon that inflicts instant death.
Sonic pistol: Range 18 S 5 AP 3 Pistol
Armor of Damnation: 2+ armour save and 4+ invulnerable save
Isdbvisu: An arcane device possessed by a demon, this allows Varius to teleport anywhere he wishes in the blink of an eye. Varius moves as an Eldar Jetbike, however he is immune to dangerous terrain tests. He also gains the Hit and Run special rule, and can re-roll failed initiative tests.
Special Rules: Fearless, Mark of Slaanesh (included)
Possessed: FNP and EW special rules
Fickle Master: If Varius is ever beaten in combat, Slaanesh withdraws his favour. Varius' stats are reduced; do not take into account the numbers in brackets in his stat line. Furthermore, he loses the Possessed special rule, cannot use the Isdvisu, and the Khoisan Blade becomes a mundane close combat weapon
How would Isdbvisu be modeled? Is it a staff? Or a something like the Disc of Tzeentch? He seems pretty powerful but I don't think he's completely unbelievable. If he's moving like an EJB then he probably won't have a squad that can keep up so at least he'll be an easy target? I guess you could put him with some Raptors?
CalasTyphon216 wrote:Lord Commander Varus, Champion of the Emperor's Children
Type: Infantry
290 points
WS6(7) BS5(6) S4(5) T4 W3 I5(6) A3(4) Ld10 Sv2+
Wargear: frag and krak grenades
The Khoisan Blade: A powerful sword of unknown creation. This is a power weapon that inflicts instant death.
Sonic pistol: Range 18 S 5 AP 3 Pistol
Armor of Damnation: 2+ armour save and 4+ invulnerable save
Isdbvisu: An arcane device possessed by a demon, this allows Varius to teleport anywhere he wishes in the blink of an eye. Varius moves as an Eldar Jetbike, however he is immune to dangerous terrain tests. He also gains the Hit and Run special rule, and can re-roll failed initiative tests.
Special Rules: Fearless, Mark of Slaanesh (included)
Possessed: FNP and EW special rules
Fickle Master: If Varius is ever beaten in combat, Slaanesh withdraws his favour. Varius' stats are reduced; do not take into account the numbers in brackets in his stat line. Furthermore, he loses the Possessed special rule, cannot use the Isdvisu, and the Khoisan Blade becomes a mundane close combat weapon
CalasTyphon216 wrote:Lord Commander Varus, Champion of the Emperor's Children
Type: Infantry
290 points
WS6(7) BS5(6) S4(5) T4 W3 I5(6) A3(4) Ld10 Sv2+
Wargear: frag and krak grenades
The Khoisan Blade: A powerful sword of unknown creation. This is a power weapon that inflicts instant death.
Sonic pistol: Range 18 S 5 AP 3 Pistol
Armor of Damnation: 2+ armour save and 4+ invulnerable save
Isdbvisu: An arcane device possessed by a demon, this allows Varius to teleport anywhere he wishes in the blink of an eye. Varius moves as an Eldar Jetbike, however he is immune to dangerous terrain tests. He also gains the Hit and Run special rule, and can re-roll failed initiative tests.
Special Rules: Fearless, Mark of Slaanesh (included)
Possessed: FNP and EW special rules
Fickle Master: If Varius is ever beaten in combat, Slaanesh withdraws his favour. Varius' stats are reduced; do not take into account the numbers in brackets in his stat line. Furthermore, he loses the Possessed special rule, cannot use the Isdvisu, and the Khoisan Blade becomes a mundane close combat weapon
How would Isdbvisu be modeled? Is it a staff? Or a something like the Disc of Tzeentch? He seems pretty powerful but I don't think he's completely unbelievable. If he's moving like an EJB then he probably won't have a squad that can keep up so at least he'll be an easy target? I guess you could put him with some Raptors?
The Isdbvisu is a parasitic attachment to his backpack
Notice he doesn't have Independent Character, he can't join a squad.
Yes he's powerful but he's also not that hard to kill with shooting, he also has a major weakness and if you screw up a single round of combat he's essentially useless
CalasTyphon216 wrote:Lord Commander Varus, Champion of the Emperor's Children
Spoiler:
Type: Infantry
290 points
WS6(7) BS5(6) S4(5) T4 W3 I5(6) A3(4) Ld10 Sv2+
Wargear: frag and krak grenades
The Khoisan Blade: A powerful sword of unknown creation. This is a power weapon that inflicts instant death.
Sonic pistol: Range 18 S 5 AP 3 Pistol
Armor of Damnation: 2+ armour save and 4+ invulnerable save
Isdbvisu: An arcane device possessed by a demon, this allows Varius to teleport anywhere he wishes in the blink of an eye. Varius moves as an Eldar Jetbike, however he is immune to dangerous terrain tests. He also gains the Hit and Run special rule, and can re-roll failed initiative tests.
Special Rules: Fearless, Mark of Slaanesh (included)
Possessed: FNP and EW special rules
Fickle Master: If Varius is ever beaten in combat, Slaanesh withdraws his favour. Varius' stats are reduced; do not take into account the numbers in brackets in his stat line. Furthermore, he loses the Possessed special rule, cannot use the Isdvisu, and the Khoisan Blade becomes a mundane close combat weapon
How would Isdbvisu be modeled? Is it a staff? Or a something like the Disc of Tzeentch? He seems pretty powerful but I don't think he's completely unbelievable. If he's moving like an EJB then he probably won't have a squad that can keep up so at least he'll be an easy target? I guess you could put him with some Raptors?
The Isdbvisu is a parasitic attachment to his backpack
Notice he doesn't have Independent Character, he can't join a squad.
Yes he's powerful but he's also not that hard to kill with shooting, he also has a major weakness and if you screw up a single round of combat he's essentially useless
Honestly if he isn't an IC then I'd drop his cost a bit, maybe 260?
CalasTyphon216 wrote:Lord Commander Varus, Champion of the Emperor's Children
Spoiler:
Type: Infantry
290 points
WS6(7) BS5(6) S4(5) T4 W3 I5(6) A3(4) Ld10 Sv2+
Wargear: frag and krak grenades
The Khoisan Blade: A powerful sword of unknown creation. This is a power weapon that inflicts instant death.
Sonic pistol: Range 18 S 5 AP 3 Pistol
Armor of Damnation: 2+ armour save and 4+ invulnerable save
Isdbvisu: An arcane device possessed by a demon, this allows Varius to teleport anywhere he wishes in the blink of an eye. Varius moves as an Eldar Jetbike, however he is immune to dangerous terrain tests. He also gains the Hit and Run special rule, and can re-roll failed initiative tests.
Special Rules: Fearless, Mark of Slaanesh (included)
Possessed: FNP and EW special rules
Fickle Master: If Varius is ever beaten in combat, Slaanesh withdraws his favour. Varius' stats are reduced; do not take into account the numbers in brackets in his stat line. Furthermore, he loses the Possessed special rule, cannot use the Isdvisu, and the Khoisan Blade becomes a mundane close combat weapon
How would Isdbvisu be modeled? Is it a staff? Or a something like the Disc of Tzeentch? He seems pretty powerful but I don't think he's completely unbelievable. If he's moving like an EJB then he probably won't have a squad that can keep up so at least he'll be an easy target? I guess you could put him with some Raptors?
The Isdbvisu is a parasitic attachment to his backpack
Notice he doesn't have Independent Character, he can't join a squad.
Yes he's powerful but he's also not that hard to kill with shooting, he also has a major weakness and if you screw up a single round of combat he's essentially useless
Honestly if he isn't an IC then I'd drop his cost a bit, maybe 260?
I kept his cost up because he's still really really nasty in combat
At WS7, with 5 attacks on the charge, at Strength 5, Initiative 6, inflicting instant death...
Yeah he's pretty stinkin' strong but at T4 with 3 wounds and isn't an IC as he mentioned, the character isn't unkillable. And yeah I missed the instant death sword, that changes my opinion. WS7, 5 attacks on the charge, and a power weapon isn't terribly uncommon for a special character. Look at a lot of DEICs, but having the 2+,4++ and FnP. I retract my statement on 260 points haha
felixander wrote:Yeah he's pretty stinkin' strong but at T4 with 3 wounds and isn't an IC as he mentioned, the character isn't unkillable. And yeah I missed the instant death sword, that changes my opinion. WS7, 5 attacks on the charge, and a power weapon isn't terribly uncommon for a special character. Look at a lot of DEICs, but having the 2+,4++ and FnP. I retract my statement on 260 points haha
He's got eternal warrior, you might have missed it
Equipment: The Ebon Maul, Cloak of the Ice world, Master crafted artificer armor, holy orbs of Antioch, storm shield, terminator Honor's
Ebon Maul: a power weapon that gives the User an additional two points of strength as well as an additional D6 for armor pen.
Cloak of the ice world: a cloak from humgrels homeworld reinforced with admentium, it acts as an admentium cloak except that it adds one point of toughness in close combat and against all ranged attacks from 30" away or less
SPECIAL RULES
Into the breach: extensive sieges to forts, hives, and many other enemy bastions and fortifications have led to Humgrel and his closest brothers being able to navigate through the worst of rubble with ease, this grants Humgrel and his squad 4d6 instead of 2 for difficult Terrain and Humgrel cannot be KILLED by failed dangerous Terrain checks
Unbound Fury: such is the hatred for enemies of the empreor, Humgrel gains an additional d3 attacks on the charge
I was thinking 230 points or so, any suggestions?
Story to be added.
Humgrel also follows all the normal rules for BT marshals
Apothecary Captain RedHand of the 8th Night Lords Company
Captain RedHand is one of the only Apothecary left in the Night Lords' chapter. Not being the only survivor of the Horus heresy. But being the a survivor of insane blood lust that the Night lords are known for. RedHand has earned his name for the reason that he is a very efficient Feild Medic and has treated countless wounds, to putting together peices of fallen Marines....Yet for being Sane comes a price!This man has come into an extreme interest for the Morgue. Thus playing with leftover organs.
Special Rules
- Whenever RedHand is acompanied by any unit he gives them Feel No Pain. ( if the unit already has Feel No Pain, the may choose to re-roll FNP rolls ).
- If RedHand and his unit are locked in combat if the unit survives and wins combat they may take a leadership test to attempt to revive a fallen Member of the squad back to life.
WsBs S T A W Ld I Sv+
5 4 4 4 2 2 8 4 3
Wargear:
Plasma Pistol, Krak and Frag Grenades, Power Sword, Power armor, Feel no pain.
- FrostTooth
Automatically Appended Next Post: On my RedHand i was thinking around 150-200 points
Obi-Wan Kenobi… 250pnts
FOC: HQ Imperial/Space Marine Chapters/ Tau/ Eldar may all choose to field Jedi.
Type: Infantry (Unique)
WS 5(7) BS 6 ST 3 T 4 W 3 I 4(6) A 4 Ld 10 SV 5+/4++
Wargear: Jedi Knight Robe, Body Armor, Azure Lightsaber: Grip Handle, Long blade, DC Blaster
Jedi-Knight Robe: 4+ invulnerable save that can’t be used against blast or fire templates.
Body Armor: 5+ armor save
Asure Lightsaber:
Spoiler:
Power Weapon that wounds and glances vehicles on a 4+, it penetrates vehicles and ignores invulnerable saves on a 6. It can deflect 1d6 successful hits during the shooting phase that are allocated to this model.
Lightsaber Additions;
Spoiler:
Grip Handle: The Jedi may re-roll failed invulnerable saves. Long Blade: The Jedi gains an extra 1d6 attacks on the charge, and may re-roll failed wounds on the charge.
DC Blaster: Rng 18” St 3 Ap 6 Assault D3
[u]Special Rules: [/u]Obi-Wan’s Jedi Mastery, Force Call, High Resolve, Quick Renown, Strange Luck, Infiltrate (He confers this to his unit).
Obi-Wan’s Jedi Mastery: Obi-Wan, although not yet a Jedi master, has shown a unique and powerful control over the force in areas that are less common for a Jedi to be so adept at. His unique mastery of such powers has made him often the go-to Jedi for the Republic, and a name high, if not at the top, of most of the Republics enemies lists. He has access to the following psychic powers. Some of which do not require tests.
Spoiler:
“These are not the droids you’re looking for”: Once per each of your phases, you may force a model within 2” of obi-wan to take a leadership test, this test is taken at LD 5, regardless of the models LD or Special Rules. If the model fails, they immediately retreat. If the model is an Independent Character, it may automatically re-group at the start of the enemies movement phase. If it is not, it must pass a leadership test, if it passes you may return it to its unit, no matter where they have traveled, and it cannot participate in assault or shooting this turn. If it’s unit is destroyed, it counts as the unit and is the obviously the sole survivor. This power may be used while in assault as well. The model that flees from assault cannot be sweeping advanced. Failing the second leadership test means you should remove the model from the game.
Used during movement phase: -3” to overall move of Obi-wan and the unit he’s attached to.
Used during shooting phase: DC blaster counts as Assault 1 not D3, cannot use lightsaber throw.
Used during Assault phase: -1 A for this assault phase.
Mass Confusion: To do this Obi-Wan must take a psychic test and sacrifice his assault move and shooting attacks. Used at the start of your shooting phase. All enemy units within 18” have BS 2 and WS 2 until your next turn. Failure of the test does not result in a perils of the warp, but gives all enemies in 18” Preferred Enemy: Obi-Wan Kenobi…for the rest of the game, and the power of course doesn’t work this turn.
Focus Aim: Obi-Wan may sacrifice his assault move to auto-hit any target he is firing at during the shooting phase and ignore their armor and cover saves. He will also count as wounding on a 4+ with the blaster for these shots. (Does not ignore invulnerable saves, and this power does not apply to lightsaber throw, only to shots with his DC Blaster.)
Force Call: This means the Jedi has the following powers during the fight and does not have any restriction on their use or number of uses outside of how they are worded and does not need to pass a psychic test to use them, nor do they count as psychic powers.
Spoiler:
Force Speed: +1 WS +2 In, and ignores rules that allow enemies to strike first against him. (If they have higher initiative they may still go first of course.) Always active.
Force Leap: Moves as a Jump Trooper. (Always active.)
Strength: Used during the assault phase. Instead of the usual assault bonus the lightsaber grants, the Jedi now counts as having a power weapon and striking at double strength.
Deter: The Jedi may force a unit within 18” to take a leadership test, if they fail, they will count as fleeing. They may re-group as usual during the opponents following turn. (Used during the movement phase instead of moving.)
Lightsaber throw: (Used during the shooting phase instead of another weapon. Counts as a shooting attack.) The Jedi throws their lightsaber in a spinning arc and it returns upon striking its target via their Jedi pull. It has the following profile. Rng 12” St 6 Ap 1 Assault 1
Force Charge: The Jedi and his unit gain fleet and furious charge but cannot use a shooting attack during this shooting phase. (Used at the start of the shooting phase.)
Push: (Used during the shooting phase instead of a shooting attack, counts as a shooting attack.) The Jedi attempts to knock down and/or fell unconscious an enemy model or unit. It has the following profile. Rng 12” St 5 Ap X Assault 1. Use the Strength against the majority of the toughness of the models the Jedi is targeting. If a wound is successfully rolled the unit/model does not suffer any actual wounds, and is instead pinned and counts as Initiative one until the following player turn. If the unit/model is immune to pinning, then they are moved back 1D6 inches and suffer no penalty to their initiative.
High Resolve: Although Obi-Wan is not fearless, his leadership cannot be lowered. He always counts as taking leadership tests at 10, even when losing combat.
Quick Renown: Obi-Wan has a knack for angering enemy leaders. All enemy Independent Characters have preferred enemy against Obi-Wan Kenobi.
Strange Luck: Obi-Wan never seems to die during the Clone Wars. When he is defeated, leave his model on the board as an extra objective. The enemy still gains the kill points for felling him.
This may be slightly unbalanced as Obi-Wan is my favorite character in almost any story I've encountered. I did obviously have a lot of fun with it, and way too many rules, but if it was in a Star Wars Codex or something, obvisouly the force powers would be listed somewhere else as well as the lightsaber upgrades and other wargear, which would save a lot of time. He's not Eternal Warrior and I imagine he'll do some nice damage, attempting to earn his points back, before the enemy has taken him out, but I envision Obi-Wan never making it to turn five. Infiltrate rule based off his Jedi powers, but maybe it could be dropped. Between Obi-Wan and Yoda, you can see all the Force Call powers I wrote up when I got too into the whole thing, didn't do any other characters though, they are the only Star Wars ones I wanted to try my hand at.
FrostTooth wrote:Apothecary Captain RedHand of the 8th Night Lords Company
Spoiler:
Captain RedHand is one of the only Apothecary left in the Night Lords' chapter. Not being the only survivor of the Horus heresy. But being the a survivor of insane blood lust that the Night lords are known for. RedHand has earned his name for the reason that he is a very efficient Feild Medic and has treated countless wounds, to putting together peices of fallen Marines....Yet for being Sane comes a price!This man has come into an extreme interest for the Morgue. Thus playing with leftover organs.
Special Rules
- Whenever RedHand is acompanied by any unit he gives them Feel No Pain. ( if the unit already has Feel No Pain, the may choose to re-roll FNP rolls ).
- If RedHand and his unit are locked in combat if the unit survives and wins combat they may take a leadership test to attempt to revive a fallen Member of the squad back to life.
WsBs S T A W Ld I Sv+
5 4 4 4 2 2 8 4 3
Wargear:
Plasma Pistol, Krak and Frag Grenades, Power Sword, Power armor, Feel no pain.
- FrostTooth
Automatically Appended Next Post: On my RedHand i was thinking around 150-200 points
I don't think a CSM apothecary makes sense to me, maybe I'm alone but this seems a bit wonky
Automatically Appended Next Post:
CalasTyphon216 wrote:
felixander wrote:Yeah he's pretty stinkin' strong but at T4 with 3 wounds and isn't an IC as he mentioned, the character isn't unkillable. And yeah I missed the instant death sword, that changes my opinion. WS7, 5 attacks on the charge, and a power weapon isn't terribly uncommon for a special character. Look at a lot of DEICs, but having the 2+,4++ and FnP. I retract my statement on 260 points haha
He's got eternal warrior, you might have missed it
Nope I saw it, I meant his sword causes ID on enemies automatically.
Ok this is what confuses me and if anyone has an answer then i will put some of my character ideas into this forum.
When creating a unique hero or Special character how do you work out the points based on the stats and special rules that they have. All the heroes I create althought untested seem very onesided either way I design their rules?
I understand the concept behind 'benefits must be counter-balanced by extra points' but how would you judge the ammount of points?
If there isn't a stand of this please tell me as then I can give my method another attempt.
FrostTooth wrote:Apothecary Captain RedHand of the 8th Night Lords Company
Spoiler:
Captain RedHand is one of the only Apothecary left in the Night Lords' chapter. Not being the only survivor of the Horus heresy. But being the a survivor of insane blood lust that the Night lords are known for. RedHand has earned his name for the reason that he is a very efficient Feild Medic and has treated countless wounds, to putting together peices of fallen Marines....Yet for being Sane comes a price!This man has come into an extreme interest for the Morgue. Thus playing with leftover organs.
Special Rules
- Whenever RedHand is acompanied by any unit he gives them Feel No Pain. ( if the unit already has Feel No Pain, the may choose to re-roll FNP rolls ).
- If RedHand and his unit are locked in combat if the unit survives and wins combat they may take a leadership test to attempt to revive a fallen Member of the squad back to life.
WsBs S T A W Ld I Sv+
5 4 4 4 2 2 8 4 3
Wargear:
Plasma Pistol, Krak and Frag Grenades, Power Sword, Power armor, Feel no pain.
- FrostTooth
Automatically Appended Next Post: On my RedHand i was thinking around 150-200 points
I don't think a CSM apothecary makes sense to me, maybe I'm alone but this seems a bit wonky
Automatically Appended Next Post:
CalasTyphon216 wrote:
felixander wrote:Yeah he's pretty stinkin' strong but at T4 with 3 wounds and isn't an IC as he mentioned, the character isn't unkillable. And yeah I missed the instant death sword, that changes my opinion. WS7, 5 attacks on the charge, and a power weapon isn't terribly uncommon for a special character. Look at a lot of DEICs, but having the 2+,4++ and FnP. I retract my statement on 260 points haha
He's got eternal warrior, you might have missed it
Nope I saw it, I meant his sword causes ID on enemies automatically.
WHat I meant was you said he wasn't 'unkillable', with 2+, 4++ 4+++, he is actually more difficult to kill than most everything. Bear in mind he can go 'flat out' and get a 3+ cover save
Hezekial wrote:Ok this is what confuses me and if anyone has an answer then i will put some of my character ideas into this forum.
When creating a unique hero or Special character how do you work out the points based on the stats and special rules that they have. All the heroes I create althought untested seem very onesided either way I design their rules?
I understand the concept behind 'benefits must be counter-balanced by extra points' but how would you judge the ammount of points?
If there isn't a stand of this please tell me as then I can give my method another attempt.
Thank you
To quote myself:
Ovion wrote:
Talon31 wrote:Is there a technical way to do this? Like for every BS you add so many points and increase the save by for x amount of points? or is it just find a character with a similar stat line and be sensible?
It's a good amount of comparison and experience in the end.
When I create a character I'll first look at similar characters, I'll price things according to the cost of units / characters / wargear in the relevant codex. If all else fails I'll generally cost it at 10pts base per stat point, wargear or rule, and then modify accordingly.
It helps to work from the 'base' version of the character / unit (if available). Ensure it is never cheaper than running its 'standard' equivalent and don't do anything too absurd or gamebreaking.
I generally reccomend rounding up, and that overcosting is far better than undercosting, as if someone looks at your unit and goes 'yeah, that's overpriced' or 'It costs that much and only does that?' They're going to let you use it.
Or, to look at it from the other side - if someone else put your unit down infront of you, said 'these are the rules, can I use it?' what would you say? (Realisticly.)
Additionally - come up with decent names. If it and its gear and rules are named well, people are that much more likely to accept it. It's not a huge factor, but I'm far more likely to accept 'Julian Lestat, 4th Lord of the Knights Errant' with his elegant singing swords to 'Super Marine God Man' with his pwnhammer.
And for a more indepth 'guide': The easiest way is to select the closest thing that already exists, then 'adjusting' the points like so: Unit Type: +/-10pts depending on whether it's shifted from infantry to something better, or from something better to infantry, WS, BS, S, T, W, I, A- +/- 10pts per point of difference Ld- +/- 5pts per point of difference, Sv- +/- 10pts per point of difference. Wargear: Step 1: Cost all the wargear the base character has, that your character doesn't have, and subtract it. Step 2: Cost all the new / different wargear your character has, and add it. Standard Wargear, use at the standard cost of the closest unit to yours (another HQ choice, an Elites choice etc.) If that wargear is a modified base, go with base cost +5pts per change made. (You can also give a guestimate up and down based on negatives / if it seems overcosted.) Step 3: Any new and unique wargear, attempt to cost using the closest existing gear as a base, then adjusting based on differences.
Special Rules: Step 1: Cost all the special the base character has, that your character doesn't have, and subtract it. Step 2: Cost all the new / different special rules your character has, and add it. Guesstimate and use at the standard cost of the closest unit to yours (another HQ choice, an Elites choice etc.) If that special rule is a modified base, go with base cost +5pts per change made. (You can also give a guestimate up and down based on negatives / if it seems overcosted.) Step 3: Any new and unique rules, attempt to cost using the closest existing rule as a base, then adjusting based on differences.
Options: Price accordingly.
When done add 10% of the current cost / 10pts (whichevers lower.) as a 'anything you missed tax' then round up to the nearest 5 or 10 pts so it doesn't end up something silly like 173, or 228.
Always err on the side of Overcosted if you're in doubt, it'll lead to people being more accpting of it. Furthermore, always ensure you've spelt your charcater properly. And try to lay it out nicely / give things cool names. i.e. - Wolf God Hammer sounds a bit crap, try and do something interesting, like Borealis Thunder Hammer.
Once you've done all this, forget this unit is your baby, that you've just spent ages carefully crafting the bugger, sit back and think like your opponent, objectively look at the unit, its stats, rules and cost, and think 'If someone else had made this, would I be happy to let them use it and play against it?' If the answer is YES, put it up for review / playtest it, etc - there may have been somethign you missed / an unforseen effect / synergy that makes things a bit overpowered. Adjust up or down accordingly dependant on performance (or leave it as is and call it finished if it seems to play fine.)
McNinja wrote:Any comments on the guy is posted on the previous page?
Well, you asked for it:
Spoiler:
McNinja wrote:So... I posted this guy a couple times here, there, and everywhere (as I do, I think I posted like 4 versions of Arakor in this thread alone), but this is the final version. Well, until I get some outside opinions on this guy.
Pyralis Agis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
From what I gather, pissing off the mechanicus by incorperating xenos and imperial tech, and 'promoting ingenuity' would more than likely result in him getting hunted down by the mechanicum because you ignored the holy scriptures, and the almighty UTCs. Chapter meet nasty end.
Pyralis is a master marksman, able to wield any weapon he chooses. While he normally operates alone, generally going against every code of the Chapter Master leading his army into war, Pyralis can wreak havoc on the battlefield, and his unusually high requisitions of specialized ammunition, Sniper Rifles, and Stalker Pattern Bolters ensures that his troops will be able to do the same. His army is not an army of foolhardy fighters, but rather an army of calculating marksmen, all of whom can be counted amongst the best in the galaxy.
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WS:5 BS:8 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv:-
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FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Stealth suit and Advanced Camo Cloak, Kraken Pattern Sniper Rifle, Command Signum
Stealth suit and Advanced Camo Cloak: Devised by Pyralis after encountering a unit of Tau Stealth suits, these two pieces of equipment, when used in unison, make Pyralis all but invisible to the naked eye. When in action, the suit and cloak work almost exactly like the tau version, although the appearance is quite different. Since Pyralis could not bend light around him, he opted to instead utilize nanomaterials that reacted to an electric charge. This charge instantly causes the nanomaterial to reform and recolor to better fit the environment, in addition to functioning like standard issue camo cloaks. Although the suit and cloak provide about as much protection from bullets as a sheet of paper, its other benefits far outweigh that fact. In addition to providing Pyralis with the Stealth special rule, it also causes all shooting attacks against Pyralis to be made as if Night Fighting was in effect. However, instead of multiplying the result by 3, your opponent must instead multiply the result by 2.
Do the imperials have nanotech? And to be honest, he'd have to be the most amazing engineer in the universe, to create optical camoflage, on his own, just because he saw a xenos do it. In the Imperium. Where innovation results in being shot. And anything to do with Xenos is heresy.
Also he's immune to fire more than 24" away.
Kraken Pattern Sniper Rifle: Though this weapon bears a greater resemblance to the Hellrifles used by Inquisitors than a standard Imperial Sniper Rifle, this magnificent weapon is a technological marvel as it weapon contains extremely advanced technology, and is proof of Pyralis’ technical genius. Pyralis managed to devise a sort of miniature Nova Cannon, a weapon usually reserved for the largest of the Imperial Navy’s ships, which blew the minds of pretty much everyone. No one, not even the Adeptus Mechanicus agents who watch over the Forge Knights, can conceive how Pyralis managed to build such a weapon. Though similar weapon exist (such as Hellrifles), those weapons were not created by a single man. While not able to annihilate Titans with a single shot (not usually, at least), a single blast from the Bow will do significant damage to enemy soldiers, transports, and vehicles. This is weapon that has the following profile:
R:48” S:6 AP:3 Heavy 1, Sniper
From the Bow? Also, a Str6 Sniper rifle is pointless, as the sniper rule means it always wounds on a 4+, and when shooting at vehicles, always counts as Str3. It's why Sniper weapons are StrX. It wants to be either StrX, Sniper, or Str6, Rending, Pinning.
Command Signum: As a forward sniper, Pyralis is privy to just about everything the enemy does. He can then relay any pertinent information, such as extact coordinates of a target or even his own location, and that information is then relayed to all allied forces. The Command Signum is a Locator Beacon. Also, during the shooting phase, instead of shooting his weapon, he may opt to use the Command Signum. Pyralis may select a single unit within his line of sight and within 60”. For the rest of the shooting phase, any friendly unit that wishes to Deep Strike within 6” of that unit do not scatter, all blast weapons fired at that unit scatter D6” (without subtracting the firers BS), rather than the usual 2D6”, and all blast weapons fired at that unit may be fired over any intervening terrain, like Barrage weapons (bear in mind that the weapons do not become barrage weapons at any point).
'I'll just deploy these squads with missile launchers behind cover, and stick this guy in cover (preferably on top of a tower) and mark targets for their templates to hit consistantly while being completely safe with my 3+ cover save and not being able to be shot past 24"!' (With any luck they'll have to be almost kissing my tower to shoot me!)
Special Rules: Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Scout, Infiltrate, Really Good at Shooting, Orbital Locator Drop
Chapter Tactics: If you include Pyralis in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Deep Strike Special Rule.
This is pretty.... crazy... especially combined with his little no-scatter thing. Deploy him and a couple of blast template-firing tanks in / behind cover, designate a unit, drop everything on that, destroy unit with can't-miss templates + fire from your squads that appeared.
Really Good at Shooting: A Scout to the core, Pyralis took his sniper training and ran with it, eventually becoming one of the best marksmen in the Imperium. His marvelous intuition for picking out weak spots on the fly is unparalleled, and when coupled with his customized Kraken Pattern Sniper Rifle, he is more than capable of killing the most powerful undead-flying-robot-thing or alien-monster-lord-person in a single shot or hitting a target much farther away than most normal soldiers could hit.
That name is bad... Expert Marksman? Scout Master?
In each Shooting phase, before Pyralis takes any shots, he may sacrifice his Ballistic Skill to do any combination of the following:
- Increase the power of his shots. For every 1 BS he subtracts from his profile, his ability to rend is increased by 1, meaning that if Pyralis (BS8) sacrifices 1 BS, he now rends on a 5+ for the duration of the current shooting phase, but now has BS7. He cannot take his BS down to 0 in this manner, nor can he rend on a roll better than 3+. If Pyralis sacrifices 5 BS or more, then that an unsaved wound from that shot causes Instant Death on a to-wound roll of 6. Keep in mind that this shot is also Rending.
- Gain additional range. For every 1 BS that is subtracted, he gains 2” to his weapons maximum range. He may not take his BS down to 0.
- Gain more shots. For every 2 BS his subtracts, he gains an additional shot. He may not take his BS down to 0.
In addition to the above, Pyralis’ controlling player may allocate any wounds caused by Pyralis.
So he drops 3 BS, he still hits on 2's, and he rends on a 3+, OR he can hit on 3's and cause rending on a 3+ AND Instant Death on a 6 to boot!, well screw you carnifex / talos / any monstrous creature ever!
Also it's unclear, if he sacrifices 4 BS, does that mean he gets to rend on a 3+, gets to instant death on a 6 and he now shoots at +8" and he gets +2 shots? it's really not worded clearly, though the way it's worded atm implies it does that....
Oh, AND you get to allocate wounds, well feth you ANYTHING AND EVERYTHING. Independant character? what characters, I'll just pick it out and rending instant death it off the board... so far he can take the first turn to kill the biggest MC / IC / Threat he can see OR make his template weapons hit a given target from anywhere while they hide out of sight, then turn 2, choose to make his army drop in anywhere, AND make his templates hit while they hide out of sight, OR, kill any given target he wants... rinse and repeat. While he sits in his hole, where people more than 24" away cannot hurt him, and his 3+ cover save. At least he's not an IC, so he can do that with ablative wounds that shoot.
Orbital Locator Drop: Since scattering into Narnia is something that the Forge Knights do not like doing, they have adopted the tactic of shooting Locator Beacons onto the surface of the planet and teleporting or dropping troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.
Scattering into narnia?
So in addition to everything else, you could run null deployment, and each turn , give another place for your guys to appear consistantly and safely, whereever they like, AND increase the chance of it coming in on time. And you can do it each turn, for free, with no drawbacks. Screw null deployment, stick with him in his tower / cover, the missile launchers hiding, then drop a beacon or 3, and put anything in your army, anywhere you like, having it all pretty much garunteed to come in by turn 2-3, with no chance of mishaps.
Ultimately, he's broken as all hell.
He's invulnerable outside 24", Is reasonably safe outside 12", will likely have a 3+ cover save, makes your army deepstrike, when they want and where it likes in perfect safety, and makes it so your template firing platforms (be it missile launchers, artillery, or whatever) WILL hit soundly, even if it's hiding behind a wall out of LOS facing the wrong way, OR pick out ANY single model in the enemies list and end it.
His single 'drawback' is the no save, so if you can get a flamer on him, or put him in CC, then he takes easy wounds - but with a little creative deployment he'll be safe in a position he can't be assaulted, and out of template range.
I wouldn't play it. I can't even think of a reasonable cost for it atm. I don't know if there's a reasonable cost for it.
To be honest, you should go over it, clear up the wording, fix any errors and clarify rules etc, and balance it somewhat...
I don't know, you seem to have good ideas, I've seen you give good apraisals of things, and you HAVE made decent characters, and to be honest, previous incarnations of your characters have been honed into something I'd be happy to play against, but this one is very much... too much.
Also: Youve called him Pyralis Agis, I thought Arakor was your Forge Knights Chapter Master?
McNinja wrote:Any comments on the guy is posted on the previous page?
Well, you asked for it:
Spoiler:
McNinja wrote:So... I posted this guy a couple times here, there, and everywhere (as I do, I think I posted like 4 versions of Arakor in this thread alone), but this is the final version. Well, until I get some outside opinions on this guy.
Pyralis Agis, Chapter Master of the Forge Knights.............................................190 points
Upon the creation of the Forge Knights, Pyralis was named Chapter Master. Since then, he and his chapter have done much to earn the ire of the Adeptus Mechanicus. Aside from promoting individual ingenuity, one of Pyralis’ first acts as Chapter Master was to get rid of all suits of Tactical Dreadnaught Armor by means of trading them to other chapters or breaking them down for parts and materials. This act stunned many, as Terminator Armor is widely considered an honor to wear or even possess, and marked the beginning of his long and interesting career.
From what I gather, pissing off the mechanicus by incorperating xenos and imperial tech, and 'promoting ingenuity' would more than likely result in him getting hunted down by the mechanicum because you ignored the holy scriptures, and the almighty UTCs. Chapter meet nasty end.
Pyralis is a master marksman, able to wield any weapon he chooses. While he normally operates alone, generally going against every code of the Chapter Master leading his army into war, Pyralis can wreak havoc on the battlefield, and his unusually high requisitions of specialized ammunition, Sniper Rifles, and Stalker Pattern Bolters ensures that his troops will be able to do the same. His army is not an army of foolhardy fighters, but rather an army of calculating marksmen, all of whom can be counted amongst the best in the galaxy.
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WS:5 BS:8 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv:-
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FOC: Pyralis is an HQ choice for Codex: Space Marines
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: Stealth suit and Advanced Camo Cloak, Kraken Pattern Sniper Rifle, Command Signum
Stealth suit and Advanced Camo Cloak: Devised by Pyralis after encountering a unit of Tau Stealth suits, these two pieces of equipment, when used in unison, make Pyralis all but invisible to the naked eye. When in action, the suit and cloak work almost exactly like the tau version, although the appearance is quite different. Since Pyralis could not bend light around him, he opted to instead utilize nanomaterials that reacted to an electric charge. This charge instantly causes the nanomaterial to reform and recolor to better fit the environment, in addition to functioning like standard issue camo cloaks. Although the suit and cloak provide about as much protection from bullets as a sheet of paper, its other benefits far outweigh that fact. In addition to providing Pyralis with the Stealth special rule, it also causes all shooting attacks against Pyralis to be made as if Night Fighting was in effect. However, instead of multiplying the result by 3, your opponent must instead multiply the result by 2.
Do the imperials have nanotech? And to be honest, he'd have to be the most amazing engineer in the universe, to create optical camoflage, on his own, just because he saw a xenos do it. In the Imperium. Where innovation results in being shot. And anything to do with Xenos is heresy.
Also he's immune to fire more than 24" away.
Kraken Pattern Sniper Rifle: Though this weapon bears a greater resemblance to the Hellrifles used by Inquisitors than a standard Imperial Sniper Rifle, this magnificent weapon is a technological marvel as it weapon contains extremely advanced technology, and is proof of Pyralis’ technical genius. Pyralis managed to devise a sort of miniature Nova Cannon, a weapon usually reserved for the largest of the Imperial Navy’s ships, which blew the minds of pretty much everyone. No one, not even the Adeptus Mechanicus agents who watch over the Forge Knights, can conceive how Pyralis managed to build such a weapon. Though similar weapon exist (such as Hellrifles), those weapons were not created by a single man. While not able to annihilate Titans with a single shot (not usually, at least), a single blast from the Bow will do significant damage to enemy soldiers, transports, and vehicles. This is weapon that has the following profile:
R:48” S:6 AP:3 Heavy 1, Sniper
From the Bow? Also, a Str6 Sniper rifle is pointless, as the sniper rule means it always wounds on a 4+, and when shooting at vehicles, always counts as Str3. It's why Sniper weapons are StrX. It wants to be either StrX, Sniper, or Str6, Rending, Pinning.
Command Signum: As a forward sniper, Pyralis is privy to just about everything the enemy does. He can then relay any pertinent information, such as extact coordinates of a target or even his own location, and that information is then relayed to all allied forces. The Command Signum is a Locator Beacon. Also, during the shooting phase, instead of shooting his weapon, he may opt to use the Command Signum. Pyralis may select a single unit within his line of sight and within 60”. For the rest of the shooting phase, any friendly unit that wishes to Deep Strike within 6” of that unit do not scatter, all blast weapons fired at that unit scatter D6” (without subtracting the firers BS), rather than the usual 2D6”, and all blast weapons fired at that unit may be fired over any intervening terrain, like Barrage weapons (bear in mind that the weapons do not become barrage weapons at any point).
'I'll just deploy these squads with missile launchers behind cover, and stick this guy in cover (preferably on top of a tower) and mark targets for their templates to hit consistantly while being completely safe with my 3+ cover save and not being able to be shot past 24"!' (With any luck they'll have to be almost kissing my tower to shoot me!)
Special Rules: Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Scout, Infiltrate, Really Good at Shooting, Orbital Locator Drop
Chapter Tactics: If you include Pyralis in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Pyralis) gain the Deep Strike Special Rule.
This is pretty.... crazy... especially combined with his little no-scatter thing. Deploy him and a couple of blast template-firing tanks in / behind cover, designate a unit, drop everything on that, destroy unit with can't-miss templates + fire from your squads that appeared.
Really Good at Shooting: A Scout to the core, Pyralis took his sniper training and ran with it, eventually becoming one of the best marksmen in the Imperium. His marvelous intuition for picking out weak spots on the fly is unparalleled, and when coupled with his customized Kraken Pattern Sniper Rifle, he is more than capable of killing the most powerful undead-flying-robot-thing or alien-monster-lord-person in a single shot or hitting a target much farther away than most normal soldiers could hit.
That name is bad... Expert Marksman? Scout Master?
In each Shooting phase, before Pyralis takes any shots, he may sacrifice his Ballistic Skill to do any combination of the following:
- Increase the power of his shots. For every 1 BS he subtracts from his profile, his ability to rend is increased by 1, meaning that if Pyralis (BS8) sacrifices 1 BS, he now rends on a 5+ for the duration of the current shooting phase, but now has BS7. He cannot take his BS down to 0 in this manner, nor can he rend on a roll better than 3+. If Pyralis sacrifices 5 BS or more, then that an unsaved wound from that shot causes Instant Death on a to-wound roll of 6. Keep in mind that this shot is also Rending.
- Gain additional range. For every 1 BS that is subtracted, he gains 2” to his weapons maximum range. He may not take his BS down to 0.
- Gain more shots. For every 2 BS his subtracts, he gains an additional shot. He may not take his BS down to 0.
In addition to the above, Pyralis’ controlling player may allocate any wounds caused by Pyralis.
So he drops 3 BS, he still hits on 2's, and he rends on a 3+, OR he can hit on 3's and cause rending on a 3+ AND Instant Death on a 6 to boot!, well screw you carnifex / talos / any monstrous creature ever!
Also it's unclear, if he sacrifices 4 BS, does that mean he gets to rend on a 3+, gets to instant death on a 6 and he now shoots at +8" and he gets +2 shots? it's really not worded clearly, though the way it's worded atm implies it does that....
Oh, AND you get to allocate wounds, well feth you ANYTHING AND EVERYTHING. Independant character? what characters, I'll just pick it out and rending instant death it off the board... so far he can take the first turn to kill the biggest MC / IC / Threat he can see OR make his template weapons hit a given target from anywhere while they hide out of sight, then turn 2, choose to make his army drop in anywhere, AND make his templates hit while they hide out of sight, OR, kill any given target he wants... rinse and repeat. While he sits in his hole, where people more than 24" away cannot hurt him, and his 3+ cover save. At least he's not an IC, so he can do that with ablative wounds that shoot.
Orbital Locator Drop: Since scattering into Narnia is something that the Forge Knights do not like doing, they have adopted the tactic of shooting Locator Beacons onto the surface of the planet and teleporting or dropping troops in. Once per turn, during the shooting phase, Pyralis may command a Locator Beacon to be placed anywhere on the field. A Locator Beacon may not land within 4" of an enemy unit. Keep in mind that Locator beacons must be on the field before their effects come into play. Pyralis does not have to be on the field to activate this ability. Locator Beacons that come into play in this manner do not scatter. In addition, the roll required to bring reserves in is lowered by 1.
Scattering into narnia?
So in addition to everything else, you could run null deployment, and each turn , give another place for your guys to appear consistantly and safely, whereever they like, AND increase the chance of it coming in on time. And you can do it each turn, for free, with no drawbacks. Screw null deployment, stick with him in his tower / cover, the missile launchers hiding, then drop a beacon or 3, and put anything in your army, anywhere you like, having it all pretty much garunteed to come in by turn 2-3, with no chance of mishaps.
Ultimately, he's broken as all hell.
He's invulnerable outside 24", Is reasonably safe outside 12", will likely have a 3+ cover save, makes your army deepstrike, when they want and where it likes in perfect safety, and makes it so your template firing platforms (be it missile launchers, artillery, or whatever) WILL hit soundly, even if it's hiding behind a wall out of LOS facing the wrong way, OR pick out ANY single model in the enemies list and end it.
His single 'drawback' is the no save, so if you can get a flamer on him, or put him in CC, then he takes easy wounds - but with a little creative deployment he'll be safe in a position he can't be assaulted, and out of template range.
I wouldn't play it. I can't even think of a reasonable cost for it atm. I don't know if there's a reasonable cost for it.
To be honest, you should go over it, clear up the wording, fix any errors and clarify rules etc, and balance it somewhat...
I don't know, you seem to have good ideas, I've seen you give good apraisals of things, and you HAVE made decent characters, and to be honest, previous incarnations of your characters have been honed into something I'd be happy to play against, but this one is very much... too much.
Also: Youve called him Pyralis Agis, I thought Arakor was your Forge Knights Chapter Master?
Finally. Thank's for the feedback. It's interesting (to me, at least) how the characters I create for armies I don't even play tend to have more solid rules that the charcters for armies I do play. For this guy I was debating dropping the cover save altogether, since is he invincible outside of 24". When I get home I'll edit this guy down a bit. For some reason, though, all of my Space Marine characters seem to go through several edits before I come to a solid, playable ruleset. Well, all two of them.
Arakor- Not anymore. He got downgraded to Master of Arms.
I think that anytime you have more than 3 non-standard Special Rules (army-wide rules like Waaagh!! and ATSKNF don't count) and 2 unique pieces of Wargear, you ought to either significantly trim down the concept, or split it into multiple special characters. Why can't these things be split between the Chapter Master and a couple of the Captains of the Forge Knights? Or whatever.
In a random corner, of a forgotten sector of the unimaginably vast city of Cammoraugh, a young dark eldar child is born. And, as is not uncommon, the child vanishes. The exact nature of what transpired during the childs next 6 decades, or whom it was that stole the young eldar away, are unknown. But rumors of all manner abound, and only one of the multitude is close.
The child was captured by an enigmatic creature of the webway. The true identity of this spector of the shadows is only guessed at, and what it really is, is incomprehensible to the mortal mind. The spectre raised the child, and on the 2nd year of its life, the spectre clamped a wraithbone gauntlet to both forearms of the young child. As the final clasps where bound, the runes that covered the surface of the gauntlets flaired to life, powered by the growing psychic ability of the eldar youngling.
As the child grew, he was schooled in a most brutal fashion, to quickly hone him into a master of the known arts of combat, and even in some that are unknown. The child, as designed, rapidly attained a level of combat prowess that rivaled even that of the Queens of the Arena, the Succubi. Along side of this training, the child was constantly drilled in politics, philosophy, and the lore of his race.
Once his combat skills where at their peak, the child was trained in the true use of his gauntlets. These gauntlets would let him utilize his psychic might in the way of the farseers and the warlocks of the Craftworlds. Completely bound by the runes that encircled his wrists. He learned to control the projection of the energy at range, and in close quarters.
Hear the rumors end, and history begins.
decades after the childs disappearance, He appeared in Cammoraugh, calmly walking towards the Spire of the Jagged Blade Kabal, flanked by a striking Eldar female. As the two approached the Kabals headquarters, they were assailed by a band of watching scourges.
As the Scourges landed and drew their weapons, their leader queried their right to be there and demanded payment for passage. When no words where given in reply, the leader stepped forward and raised his saber, before it was fully raised, blue energy flair from the folds of the male Eldars robes, and in a blur of motion, the energy subsided and the two halfs of the leader fell to the floor. Stunned into immobility at the suddenness and violence of the response, the remaining scourges died in a flurry of quick and precise strikes from the female, who cleaned and replaced her two daggers as she glided back to the mans side, and the two continued on their way unmolested. That is until, they reached the throne room.
The two door guards were simultaneously eliminated by the woman with lightining quick thrusts under the jaw with her slim blades, as the robed man continued his advance toward the throne at the center of the room. The presiding Archon was infuriated by the audacity of the two figures who dared to so brazenly challenge his authority. Screaming invectives the Archon stood and drew his gleaming blade. The arcane weapon, a husk blade, sucked the very moisture from the air, leaving vapor trails in its wake. The Archon, overconfident in his abilities, abilities that had kept him in power for over 3 centuries, charged the robed man, who calmly stopped walking and thrust out his hands. The display caused the Archon to pause. The glowing hands materialized a blade that seemed to be formed of pure energy. The Archon was incredulous that a display of psychic ability would be used in the Dark city. He swore at the robed figure for dooming his domain of power, and vowed to make him suffer for his foolishness.
The battle was over quicker than it began, and as the husk blade swept through the robed figure, the figure responded in kind. The difference however, was that where the husk blade found only shadow, the glowing blade of the robed man, found the soft flesh of the archon. As the lifeless body of the previous archon fell, the new archon ascended to the throne. For what purpose, none but he, his bride, and what ever spectre it was that made him, know.
WSBSstr T W I A LDsv 7 7 3 3 3 7 4 10 4+
Runed Gauntlets:
In CC, the gauntlets focus Vraels psychic might into a glowing blade that once it makes contact with its intended target injects Vraels power into it. As a result, the target can literally explode, while those with the will power to do so, resist the worst of the assault and simply are wounded
*In close combat all attacks are poisoned 4+ and ignore armor saves.*
*the two gauntlets give Vrael the bonus for wielding two weapons in cc*
At range, the gauntlets project a beam of turquoise energy
The gauntlets may be fired in the shooting phase with the following profile
*Str 8 AP2 Range12" assault1*
Robe of Living Shadow: Counts as a Shadow Field and provides a 2+ invulnerable save, it functions in such a way as to allow Vrael to benefit from assault and defensive grenades.
If Vrael suffers a wound and fails his shadow field save. Instead of it being removed permanently, the field may be restored on a roll of 4+ (this does not negate the wound suffered)
Special Rules
Only my Bride: Vrael may never take a Court of the Archon. As he trusts only his companion and does not have a court of close advisors
Independent Character
Points Cost is :archon plus agonizer, blaster, and shadow field plus 30 points to account for the extra bonuses he gets
Wargear: Shroud of Night, Shroud Cannon, The icon of darkness
Shroud of night: Shroud of the living dead: Like most of the Slaugth, Rag'norra likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Rag'norra' shroud is well armoured, granting him a 3+ save, and it additionally bends light around him, granting him the stealth and infiltration special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.
Shroud cannon: A strange form of staff that opens up with eight obsidian prongs surrounding the opening, this weapon fires blasts of shadow matter that entrap and ensnare it's victims while ripping them apart and sapping the very energy of life from them. In melee this is counted as a two handed power weapon that confers 5+ rending as it renders matter brittle and easily broken as the dark energy saps their vitality.
when used to shoot it May be used as only one of the following per player turn.
Charged
Rng 48" St 10 Ap 1 Blast, twinliked, pinning, 5+rending
Normal
Rng 48" ST 8 AP 3 Blast 2, Twinlinked, pinning, 5+ rending, counts as firing an assault weapon for puroses of charging.
Pulse
Rng 48' ST 6 AP 5 Blast 4, Twinlinked, pinning, 5+ rending
The Icon of darkness: A strange device on his back that creates a billowing shroud of shadows that hides nearby slaugth under the cover of darkness thus units firing at Slaugth units must roll to see them as per night fighting within a 24' radius. Additionally, due to the sheer difficulty of seeing through this deeper darkness, all friendly units within the effect count as having defensive grenades.
Special rules: Worm that walks, rapid regeneration, Life sucker, From the dark depths, light sensitive, acute senses, independent character
Worm that walks: Rag'Norra is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) 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.
Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.
Life sucker: Rag'Norra drains the vitality out of those he attacks, eagerly drinking in their life force, for every wound he deals in close combat, roll a d6, if he rolls a four or higher, he regains one wound, if already at maximum wounds, add one more to a maximum of ten.
From the Dark Depths: Rag'norra may grant two units the ability to outflank as his mastery of stealth allows him to ambush and surprise his foes. Additionally, he grants a 1+ bonus on reserve rolls, for such is his skill at bringing in the armies of the Slaugth secretly.
Light sensitive: If for any reason, Rag'norra's nightfighting is completely nullified, such as by searchlights, he takes an immediate -1 penalty on Initiative, Weapon Skill, Attack, leadership, and Ballistic skill stats as his senses are overwhelmed. Once the source of this nullification is eliminated, he may use his normal stats.
Fluff: Rag'Norra is an strong ally of Lord Kay-yuss, commanding a conven of thirty systems that have started to become ever more bold in the forty second millennium. A lover of darkness, Rag'Norra spends much of his time underground and usually only emerges at night. Even when he emerges, it is never without his icon of darkness, which helps extinguish the hated light. He is is capable of limitless and extreme cruelty, taking relish in the suffering of his prey before he devours them utterly. He particularly hates those who would dare bring the painful light to bear on him, and thus bears particular loathing for Humans, Tau, Eldar, and Orks, for they always bring such bright and flashing lights.
Whereas many of the other Slaugth relish in close combat, Rag'Norra prefers to fight at a range, where his murderous shroud cannon can deal catastrophic amounts of damage to his foes, this is perhaps born out of his relative slowness compared to other slaugth, so he has instead practiced his marksmanship, which is with few equals in the entire galaxy, it is a rare occasion indeed that he misses. Whether his target is on foot or in a vehicle, he is more than capable of eliminating them from a comfortable distance.
When he has been beaten in personal combat, it was almost always because his targets charged him and overwhelmed him in the field of melee, where his skill is lackluster at best compared to most other slaugth lords. But with the sudden rise of the Slaugth, who have begun to explosively expand out of their corner of the galaxy, he has been found leading their armies in their implacable march forward from the Calaxis sector and it's neighbours.
Recently, Dem'Orcus, Kay'Yuss, and Rag'Norra pooled their resources to attack a Chaos Forge World. The three's armies dropped out of their inertialess drives and quickly crippled the surprised dark mechanicus fleet before vomiting forth their hordes of Bio-constructs and mercenaries, lead by a fearsome core of Slaugth and their arcane techno-sorceries. Rag'norra himself ambushed the Blood Pact styled Armoured Regiment, unleashing harbinger tanks and ulugurstas upon the armoured regiment, while he himself came up from behind and took out an entire leman russ squadron, aiming at their vulnerable rear armour and puncturing them with the lethal shroud cannon.
When the World's native Titan legion came to eliminate Rag'norra's contingent, his forces melted in the shadows, allowing for Kay-yuss and his Obyrith bio-monstrosities and Slaugth Colossi to engage the titan legion in a furious battle that laid countless square miles of Forgeworld Hjar to waste while Rag'norra, under the cover of night, launched a surprise raid on the centre of administration and with a contingent of burrowing avolkias, got within Chaos Lord Varaxar's personal lair.
Spitting with rage, Varaxar attempted to lead a personal counter attack, spearheaded by his Chosen Terminator Bodyguard. Once again melting into the shadows, the Slaugth shrouded the entire area in noxious gas and darkness, incapacitating those marines who had chosen to forgo their helmets long enough for them to be picked off. Unleashing a horde of Slaugth zombies, the chaos marines and their daemons were occupied long enough for Varaxar and his ten chosen to become split off from the rest of their force.
Though the chosen easily slaughtered the slaugth zombies in their thousands, leaving a veritable mountain of corpses, and they themselves killed hundreds of bio-constructs, Varaxar's dark blade claiming the lives of no less than four ulurgurstas, they were unprepared for a charged shroud cannon blast that killed half of the chosen in a single shot, enwrapping them in tendrils of shadow matter that made them brittle and fragile.
The remaining chosen fired off their weapons, spitting curses and litanies of hatred as they attempted to find their targets, but one by one, they would be dragged off by Avolkias to be slaughtered until only Varaxar was left, having killed dozens of avolkias himself. Screaming his hatred and challenging Rag'norra to show himself, he was answered by a charged shroud cannon blast that finally ended his reign. With the death of Varaxar, the Slaugth overwhelmed the Chaos World, leaving an entire grand company of the Black Legion and their armies of daemons and heretics dead.
S5 AP4 Heavy 3 36' Autowounds on a five to hit with armour saves allowed.
Razorclaws: Darkbeak's claws and beak are razor sharp, capable of clawing through most matter with ease, they confer 4+ rending and rerolls to hit and wound and count as power weapons, as it has two talons and a beak of equal sharpness, it gains two bonus attacks and an extra bonus attack on the charge. Against vehicles, it counts as AP1, gaining a 1+ bonus on the vehicle damage roll.
Thruster modulators: Darkbeak may roll a 3d6 for running checks and may take the highest result.
Stealth Shroud: Darkbeak's hide has been laced with special light absorbing meshes, giving it the benefit of the stealth and infiltration rules. Additionally, those firing at dark beak find that it's body absorbs light around it, making it difficult to see, units shooting at Darkbeak must roll for nightfighting.
Special rules: Furious charge, Move through cover, Relentless, Fleet of foot, Rag'norra's favoured, acute senses, counter attack, tank hunter, defend the master, grief, regeneration, independent character, divebomb
Rag'norra's favoured, Darkbeak must always be taken with Rag'norra and does not count against the force organization chart, when within 24' of Rag'norra, it becomes fearless and gains feel no pain, ignoring threat to both body and mind to defend it's master.
Defend the master: If Darkbeak would confer cover onto Rag'Norra, it's instinctive bond with Rag'norra improves the save granted by 1, or it may instead take the shot in Rag'Norra's stead as if it were being allocated onto it, interposing itself between the master and the shot. It cares nothing for it's own safety.
Grief: If Rag'norra is removed from play, Darkbeak becomes stricken with what can only become an overwhelming sense of grief and attempts to lash out against the killers of it's master, it gains fearless, feel no pain, eternal warrior, and rage, caring nothing for personal injury and fighting on despite wounds that should by all rights have killed it several times over. If Rag'Norra returns to play as per rapid regeneration, Darkbeak ceases it's grief stricken anger.
Regeneration: For each wound on Darkbeak, roll a d6, on a roll of a five or higher, it recovers that wound, if removed from play, it may roll a d6 for every turn, on a roll of a six, it returns to play with one wound remaining. While not a Slaugth, the strange creature known only as Darkbeak shares a measure of their incredible powers of healing, recovering from even the most debilitating of injuries with surprising speed.
Divebomb: on a charge, Darkbeak may forgo it's bonus attacks from having multiple weapons and fromc harging to make it's remaining attacks count as if they were two handed, conferring a 2+ strength bonus for a total of S8.
Fluff: Darkbeak is a mysterious creature that seems to combine the worst aspects of a vulture and a pterodactyl with just a dash of centipede into one entirely unwholesome creature. This being, with a wingspan of nearly twelve feet, stands some five feet tall, and can perch itself on the arm of the twelve foot high Rag'Norra or even upon it's shoulder should it choose to scrunch itself up enough. The being is never far apart from Rag'Norra unless it is specifically commanded by him to embark on a long distance mission, which it always attempts to the very best of it's ability.
Many who have attempted to slay Rag'Norra have noted the suicidal devotion it has to it's master, throwing itself in front of incoming attacks to defend the Slaugth from them with little regard for it's own safety, sometimes even going so far as to directly interpose itself in front of the shot. But for all of this, it is not a particularly durable creature, so many would question why it would be created as a body guard. The simple answer is that it is actually not a bodyguard, but more of an assassin.
Created to help Rag'Norra's noted deficiency in melee combat, the creature launches itself outwards to attack and assault foes in melee, slicing them into ribbons with it's extremely sharp claws, making full usage of a body that is significantly more powerful than it's slender form would suggest. When divebombing a foe, the being has a documented ability to carve open tanks, it's sharp claws latching onto the metal and ripping at it, carving open the top hatch and then quickly slicing the crew into ribbons.
A lictor brood that was once dispatched to assassinate Rag'Norra launched their ambush from within the cover of jungle, only for Darkbeak to quickly throw itself into the path of their flesh hooks, fouling their aim frequently and taking several hits in it's master's stead. Before it's body had even begun to regenerate, Darkbeak took to the skies and flung itself at the Lictors, divebombing them with incredible lethality. The first lictor's head was immediately crushed by a massive beakfirst slam that pulped it's skull. The second lictor followed soon after in death after having the talons of Darkbeak impaled through it's skull, and the final one was dispatched with a rapid barrage from the creature's rotguns.
Iron-Lord Kxangar, the Wrathful, Primus-inter-pares
395 points
Type: Walker (unique)
WS6 BS6 S7 F14 S13 R11 I5 A4 Ld10
Wargear: Frag assault launchers, smoke launchers, full servo harness
Fists of Iron: 2 dreadnought close combat weapons. They have a pair of modified chem cannons inbuilt around the wrists. Can be fired with the following profile: Range: Template Strength: 1 AP: 2 Poisoned 2+ Assault 2.
Special Rules: Venerable
Ferromatic invulnerability: Immune to lance, melta and chainfist special rules re armour penetration. -1 to all results on the damage chart.
Modified Contemptor chassis: Has a 4+ invulnerable save against blows suffered in close combat.
None shall stay my wrath: Immune to shaken and stunned results
GIfted techpriest: Can repair himself with the servo harness. Gains +1 to the repair roll and can re-roll failed rolls
CalasTyphon216 wrote:Iron-Lord Kxangar, the Wrathful, Primus-inter-pares
395 points
Type: Walker (unique)
WS6 BS6 S7 F14 S13 R11 I5 A4 Ld10
Wargear: Frag assault launchers, smoke launchers, full servo harness
Fists of Iron: 2 dreadnought close combat weapons. They have a pair of modified chem cannons inbuilt around the wrists. Can be fired with the following profile: Range: Template Strength: 1 AP: 2 Poisoned 2+ Assault 2.
Special Rules: Venerable
Ferromatic invulnerability: Immune to lance, melta and chainfist special rules re armour penetration. -1 to all results on the damage chart.
Modified Contemptor chassis: Has a 4+ invulnerable save against blows suffered in close combat.
None shall stay my wrath: Immune to shaken and stunned results
GIfted techpriest: Can repair himself with the servo harness. Gains +1 to the repair roll and can re-roll failed rolls
WS 5 BS 2 ST 5(7) T 5(6) A 4(5) W 3 I 4 Ld 9 Sv 4+/5++
Wargear: Deff Choppa, Warbike, cybork body, attack squig, stikkbombz, slugga.
(He of course has the twin-linked dakkagun on the bike and benefits from the warbikes special rules as well.)
Deff Choppa: Counts as a Power Weapon on the Charge. +2 St, two-handed CC weapon. (A Big Choppa that gathers energy while the bike is driving and expends it on the charge.)
Special Rules: WAAAGH!!!, Mob Rule, Furious Charge, Independant Character, Feel No Pain, Warp Ryder, Big Game Hunta. You may field one Nobz unit or Warbike unit as troops.
Warp Ryda: You may choose to hold Deff Ryda in reserves. If you do so, roll a D3 and consult the chart below.
1- He gets lost in the warp and rides on turn five from your table edge.
2- He outflanks from your choice of table edge (left or right) on turn 2.
3- He deepstrikes without scatter on turn 2. (Counts as turbo-boosting in regards to cover saves when coming in from Deepstrike.)
Big Game Hunta: He re-rolls failed wounds against Monstrous Creatures, and counts as having the Tank Hunter USR.
Col. Edward "Longshells" McGoohan
One Company Command Squad in your army may replace it's Company Comander with Col. Longshells - 95 pts
WS - 4
BS - 4
S - 3
T - 3
I - 3
A - 3
Ld - 9
Sv - 4+
Special Rules: Fearless, Senior Officer
Wargear: Carapace armour, las pistol, power sword, refractor field, frag grenades
Orders - Longshells has a command radius of 24" and may give 2 orders per turn. He may issue any order that a normal Company Commander can. He also has access to two unique orders:
"The dead cost nothing" - This order may only be given to a unit of conscripts. If this order is issued successfully the conscripts charge into the fray, engaging the enemy with buttstock and bayonet. The unit gains the fleet and furious change USRs until the end of the player's turn and must choose to run rather than shoot this phase.
"Yes, but we'll kill some of theirs as well" - If this order is issued successfully, for this shooting phase the recieving unit may target an enemy unit that is locked in close combat. Keep track of the shots that missed and before rolling for wounds, roll a die for each missed shot. On a 4+ that shot is applied to a random friendly unit engaged in the combat. Blast markers and templates may be placed in a manner where they cover friendly units engaged in the combat, so long as the templates cover at least one enemy model as well, and the blast marker's center hole is over an enemy model. At the end of the shooting phase, if a unit is no longer locked in combat due to casualty removal, they may make a consolidation move.
Sheep, mere sheep - When rolling for it's leadership check to see if a unit has successfully recieved an order from Longshells, that unit may choose to use his leadership score in place of their own.
In a random corner, of a forgotten sector of the unimaginably vast city of Cammoraugh Commoragh, a young dark eldar child is born. And, as is not uncommon, the child vanishes. This used to be because the Mandrakes pinched it. The exact nature of what transpired during the childs next 6 decades, or whom it was that stole the young eldar away, are unknown. But rumors of all manner abound, and only one of the multitude is close.
The child was captured by an enigmatic creature of the webway. The true identity of this spector of the shadows is only guessed at, and what it really is, is incomprehensible to the mortal mind. The spectre raised the child, and on the 2nd year of its life, the spectre clamped a wraithbone gauntlet to both forearms of the young child. As the final clasps where bound, the runes that covered the surface of the gauntlets flaired to life, powered by the growing psychic ability of the eldar youngling. Those must have been some HELL of a gauntlet, as Dark Eldar DON'T have a 'growing psychic ability'. Their Psychic powers have withered and changed over the millenia sincethe fall so that they don't have them, and psychic powers are the ONLY thing that is sacrosanct and outlaw in Commoragh, because it would lead daemons and she who thirsts to their doors and their streets. Their 'psychic potential' shifted into their ability to eat souls, but that's a passive power.
As the child grew, he was schooled in a most brutal fashion, To be fair, so are all Dark Eldar children.to quickly hone him into a master of the known arts of combat, and even in some that are unknown Changing this to 'some that have been forgotten', because 'some that are unknown' sounds silly.. The child, as designed, rapidly attained a level of combat prowess that rivaled even that of the Queens of the Arena, the Succubi. Along side of this training, the child was constantly drilled in politics, philosophy, and the lore of his race.
Once his combat skills where at their peak, the child was trained in the true use of his gauntlets. These gauntlets would let him utilize his psychic might in the way of the farseers and the warlocks of the Craftworlds. Completely bound by the runes that encircled his wrists. He learned to control the projection of the energy at range, and in close quarters. Again, Dark Eldar don't really have any psychic might these days, it atrophied. If the gauntletts contained the spirit(s) of a warlock(s) or something, that might make sense... but again, not really on the inherrant psychic power thing. Eldar are pretty well split into 2 subspecies now, the 'Eldar' which are psykers one and all, but live a 'natural' lifespan and the Dark Eldar, that don't have any 'true' psychic power, but are basically immortal with the consumption of pain and souls.
Hear Here the rumors Rumours end, and history begins.
decades after the childs disappearance, He appeared in Cammoraugh Commoragh, calmly walking towards the Spire of the Jagged Blade Kabal, flanked by a striking Eldar female. As the two approached the Kabals headquarters, they were assailed by a band of watching scourges.
As the Scourges landed and drew their weapons, their leader queried their right to be there and demanded payment for passage. When no words where given in reply, the leader stepped forward and raised his saber, before it was fully raised, blue energy flair flared from the folds of the male Eldars robes, and in a blur of motion, the energy subsided and the two halfs of the leader fell to the floor. Stunned into immobility at the suddenness and violence of the response, The Dark Eldars life is dedicated to 'sudden violence' and responding to it. Sudden Violence wouldn't surprise them, definately not scourges who are old, rich and clever kin, and certainly not into immobility. the remaining scourges died in a flurry of quick and precise strikes from the female, who cleaned and replaced her two daggers as she glided back to the mans side, and the two continued on their way unmolested. After killing things, which would alert nearby dark eldar, they'd have been attacked by other denizens nearby, and uninvited and unescorted, they'd have needed to cut a bloody swathe through the tower, striking down every kabalite in their way, then would have to fight through the (more than 2) guards in the throne room at the top of the tower, which would likely be incubi. That is until, they reached the throne room.
The two door guards were simultaneously eliminated by the woman with lightining quick thrusts under the jaw with her slim blades, as the robed man continued his advance toward the throne at the center of the room. The presiding Archon was infuriated by the audacity of the two figures who dared to so brazenly challenge his authority. Screaming invectives the Archon stood and drew his gleaming blade. The arcane weapon, a husk blade, sucked the very moisture from the air, leaving vapor trails in its wake. The Archon, overconfident in his abilities, abilities that had kept him in power for over 3 centuries, charged the robed man, who calmly stopped walking and thrust out his hands. The display caused the Archon to pause. The glowing hands materialized a blade that seemed to be formed of pure energy. The Archon was incredulous that a display of psychic ability would be used in the Dark city. He swore at the robed figure for dooming his domain of power, and vowed to make him suffer for his foolishness.
The battle was over quicker than it began, and as the husk blade swept through the robed figure, the figure responded in kind. The difference however, was that where the husk blade found only shadow, the glowing blade of the robed man, found the soft flesh of the archon. As the lifeless body of the previous archon fell, the new archon ascended to the throne. For what purpose, none but he, his bride, and what ever spectre it was that made him, know.
And then, the other kabals at vects command would have wiped him out , ormaybe vect would have just dropped that region of the dark city out of existence, like he's done before when psykers and daemons were trying to claim power in his city.
I've made psyker based units before (a stolen and broken avatar of khaine, powered by the broken soulstones, but they live in the Thaxar Rfit on massive floating laboratories.
WSBSstr T W I A LDsv 7 7 3 3 3 7 4 10 4+
Runed Gauntlets:
In CC, the gauntlets focus Vraels psychic might into a glowing blade that once it makes contact with its intended target injects Vraels power into it. As a result, the target can literally explode, while those with the will power to do so, resist the worst of the assault and simply are wounded
*In close combat all attacks are poisoned 4+ and ignore armor saves.*
*the two gauntlets give Vrael the bonus for wielding two weapons in cc*
At range, the gauntlets project a beam of turquoise energy
The gauntlets may be fired in the shooting phase with the following profile
*Str 8 AP2 Range12" assault1* As is, this should probably be a psychic shooting attack instead
Robe of Living Shadow: Counts as a Shadow Field and provides a 2+ invulnerable save, it functions in such a way as to allow Vrael to benefit from assault and defensive grenades.
If Vrael suffers a wound and fails his shadow field save. Instead of it being removed permanently, the field may be restored on a roll of 4+ (this does not negate the wound suffered)
Special Rules
Only my Bride: Vrael may never take a Court of the Archon. As he trusts only his companion and does not have a court of close advisors
Independent Character
Points Cost is :archon plus agonizer, blaster, and shadow field plus 30 points to account for the extra bonuses he gets
To cost him up:
+1 Sv +10
Agoniser +20
Second Agoniser +10
Poisoned +5
Blaster +15
Shadowfield +30
Shadowfield basically having a Phantasm Grenade Launcher +25
Shadowfields FNP +10
So the extra stuff basically costs 60pts not 30. xD
He should be 195, mayhaps make him 200 so it's a nice round figure.
If you make the 'blaster' a psychic shooting attack, then you can probably drop it to 190.
For his fluff... it would make a LOT more sense for the gauntlets to contain the captured spirits of powerful warlocks, rather than his own inherrant psychic power, also being he's a 'young' archon, and mostly trained in CC, I'd be tempted to make him WS8 / BS6 instead of 7/7, similar to the succubi..
Kain wrote:Any opinions on Rag'norra?
Later I'll read through him and give a sensible comment, but judging by your previous walls of text, he's overpowered, if not broken, and undercosted. Remove everything and give him a nerf gun instead.
I would suggest rewording some of the equipment.
The Shroud Cannon
May be used as only one of the following per player turn.
Rng 48" St 10 Ap 1 Blast, twinliked, pinning, 5+rending
Rng 48" ST 8 AP 3 Blast 2, Twinlinked, pinning, 5+ rending, counts as firing an assault weapon for puroses of charging.
A two-handed Power Weapon that rends on a 5+ (If he's going to be an armagheddon character just let him roll an extra 1D3 for armor penetration with the weapon.)
The Icon of Darkness...
Grants night fighting to slaugth units...or units targeting slaugth units within 24" must roll to see the slaugth units as per night fighting rules?
All units count as having defensive grenades or, all slaught/friendly units count as having defensive grenades??
Special Rules...
Define Triple damage, one wound equals three wounds, in this case he's overpriced. Coming into armagheddon battles and thinking there won't be plenty blasts to make everything else he is mean nothing, no, he's toast. I like that he doesn't get FnP against them.
Maybe change it to just causes an extra wound. Seeing as he regenerates and can get up to ten wounds...ten wounds!!! Maybe trip[le is understandable, but risking an expensive character being wiped off the board first turn by a spam of blasts is not all that apealing.
Rapid regeneration...ok
Life Sucker: Ten Wounds!!! (sure why not)
Dark Depths: I see that.
Light Sensitive: Ok, sure.
I'm not sure on points for him, I'd go more around 5-6 hundred without playtesting and then work him up or down according to the playtest.
Something about this made me want to play the first Dragon Age...
Kain wrote:How about the fluff for the three Slaugth lords (they can be found on pages 30, 26, and 24)?
I'm thinking of writing a full out story for them.
You forgot to put the range of the effect on the icon of darkness.
I 'll probably give it a read when I'm at work this week. I'd suggest if you personally enjoy it just go off and write it. Find details you need about the world to help you with any question by garnering up previously written fluff on that area of it, or posting the questions of the 40k verse you want to know in the background section of the forums, and have fun with it.
I Got some really good feedback on my last character; hopefully i'll get the same again...
Rexpathian – Lord of the Disciples of Noise - 160pts
Rexpathian was once a space marine of the Silver Knights chapter, one of the cursed 13th founding. Lost to the warp for 66 years, Rexpathian returned under the command of Torren. His first act as a chaos lord was to completely eradicate the Silver Knights, but not without first stealing their geneseed stores and raiding their armoury. Although a relatively new ‘convert’ to the worship of the prince of pleasure; Rexpathian is single minded in his faith. His warband are as equally devout as their master and seek to better themselves in the eyes of Slaanesh. Rexpathian is an independent character with the following profile:
WS 4 BS 6 S 4 T 4 W 3 I 6 A 3 Ld 10 Sv 3+/5++
Wargear: Power armour, Doom siren, Sonic blaster, The Eternity Blade, MoS (included in profile)
Special rules: The Eternity Blade, Fearless, Heretical Construct
The Eternity Blade – A blade forged eons ago and containing the bound spirit of a corrupted Eldar, the blade counts as the daemon weapon Bliss giver, but gives the wielder a 5+ invulnerable save and rends on a 5.
Heretical Construct – Rexpathian was set to become a Techmarine within the Silver Knights before his disappearance in the warp. Although now a follower of Slaanesh; Rexpathian still takes delight in tampering with the ‘holy vehicles’ of the Adeptus Astartes. A player using Rexpathian may choose a Siren pattern Rhino instead of a normal rhino as a troop transport.
Siren Pattern Rhino (basically a razorback) – 50pts
BS 4 F 12 S 11 R 11
The Rhino replaces its firing point with a turret mount.
15pts - Twin linked sonic blaster and dirge caster
30pts - Noise cannon and dirge caster.
Passenger capacity is reduced to 6.
Noise Cannon
--Noise Cannon: Range 48” Strength 6 AP 2 Heavy 1, Ignores cover saves, Blast
Augmetics: Grant him Strength 5(already included) and Toughness 4(use original toughness for instant death) Also adds D3 to armor penetration rolls
Power Sword, Shotgun, Rosarius, Carapace Armor
Special Rules:
Counter-attack, Stubborn
Command radius of 12" Can use the following Orders: Bring it Down, Move! Move! Move!, and Fire on My Target
Grenadier Retinue: can have 1-10 Veteran Grenadiers accompanying him (and his normal command squad) IG Vets^ with Grenadiers carapace armor, grenade launchers
Common Sense: every unit has the option to take smoke grenades at +10 points per unit Smoke grenades can only be used once, but they confer a 4+ cover save to the unit
Inspiring-ness: All Guardsmen/Sergeants/Veterans/Veteran Sergeants within 8" of Decio or his retinue re-roll failed Morale checks and gain Feel No Pain
Heroic Fight: if Decio dies in CC, all friendly units with LoS (on the turn he died) gain (permanently) Fearless but are Vulnerable to Blast/Templates Shot down: if Decio dies from Shooting, all friendly units with LoS gain Rage and Fleet, but lose any cover saves and are Vulnerable to Blast/Templates As soon as Decio dies, every friendly unit in LoS moves D6" towards the closest enemy
weapons and equipment: assault and defensive grenades.
Fragment talons: Atesehn's close combat attacks are made at strength 6 and have the rending special rule.
SPECIAL RULES: furious charge, fleet, chaotic rejuvination, independant character.
Unholy empowerment: Atesehn has a 4+ invulnerable save. Models in a unit Atesehn joins gain the feel no pain special rule.
Shattered lord: Any army which includes Atesehn may take the following unit. Each unit takes up an elite slot.
Ten nejlepší Zlomená (The broken): 45 pts per model
ws: 5 BS: 0 s: 4 t: 4 w: 3 i: 5 a: 2 LD: 7 sv: 5+
unit type: infantry.
unit composition: 3-15 broken.
Weapons and equipment: Flensing claws and maw (close combat weapon).
SPECIAL RULES: furious charge, fleet.
Chaotic rejuvination: At the start of each of its turns, roll a D6 for each individual member of the unit. On a 5+ the model regains a wound to a maximum of 3.
OPTIONS:
The unit may purchase one of the following marks of chaos:
- Mark of Khorne (+1 strength) for 5 pts per model
- Mark of Tzeentch (Chaotic rejuvination now functions on a roll of a 4+) for 5 pts per model
- Mark of Nurgle (Close combat attacks become poisoned 4+) for 5 pts per model
- Mark of slaanesh (The unit gains assault and defensive grenades) for 5 pts per model