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
Hey just so you know accidentally hit 1 instead of 2 when you put in the points cost of your special character. It WAS an accident right? Because I assume that if you're smart enough to know the basic rules of 40k you'd know better than to try and cost a model that gives a whole unit FnP and as he moves between squads the new ones always get it along with a 3+/4++ save, regenerates lost wounds, and has S6 rending attacks (S7 I6 on the charge).... Right?
Chaos Lord = 90 points
-1 WS = -10 points
+1 S = +15 points
+1 T and FnP = +20 points (Mark of Nurgle)
-1 Ld = -5 points
+4++ save = +15 (Mark of Tzeentch)
+1 S and rending weapon = +10 points
Fragmented Reality = + 10 points
- Bolt Pistol and Krak Grenades = -5 points
Defensive grenades = + 5 points
Furious Charge and Fleet = +20 points
Giving the whole unit Feel No Pain = 40 points (if not more)
+ Ability to add new units to field = 10 points ????
However, I think the Elites choice is well balanced. I think against IG you'll find them to be a sad choice as a lot of our weapons are S8 and will make them curl up quickly =) but most other races won't give you as much trouble. Are they supposed to be more crazed but less mutated Possessed Marines or complete abominations or how are they modeled? Might depend on making them a Daemon and having an Invuln save which would be VERY good on their part (and might warrant a 5 point increase) but that all depends on your fluff of them.
One of the few Krieg soldiers to survive long enough to attain the rank of Company Commander, Stahlkorp has survived many battles. His body is a record of all the conflicts he has participated in. Flesh gives way to iron and blood to oil where, against his protests, Adeptus Mechanicus Medicae personnel have tended to his injuries. Despite his wish for death, his knowledge and experience is too valuable for the Imperium to waste by allowing him to die. To aid in this, a Force Field has been surgically implanted into his spine to prevent him from becoming another casualty in the long attrition wars that the Korp favor. Few have seen his face, which is hidden behind the polished white skull mask of the Death Korp. To the younger Korpsmen, fresh from the Vitae Wombs, he is not a man, but the Bringer of Death, the epitome of the grim stoicism of Death Korp.
WS5 BS4 S4 T4 W3 I3 A2 Ld10 Sv3+
Wargear:
Frag/Krak Grenades
Power Sword
Bolt Pistol
Flak Armour
Force Field.(4++)
Special Rules
IC Senior Officer
Death March: The determined march of the fanatical soldiers of the Death Korp of Krieg cannot be stopped. Marching perfectly in sync, they let loose volleys of lasfire into the enemy. Guardsmen, Veteran Guardsmen, and Veteran Sergeats gain the Relentless USR when using Lasguns within 12" of his unit.
Towards Death and Atonement!: All allied Imperial Guard units within 12" gain the Furious Charge and Stubborn USRs. In addition, units within 6" have Feel no Pain.
Sarof Anehl[+100pts] Platoon Commander
A survivor of the disastrous Raid on Kastorel-Novem. Anehl was a Junior Officer at the time and survived the sweeping command purges of the upper echelon, the result of the raid's failure. Fighting the orks has made Anehl resourceful and aware of the weaknesses inherent to his regiment's tactics. Using, this experience, as well as observations of the Raven Guard that he fought along side, Anehl leads his men in lightning raids, quickly striking undefended positions and retreating before reinforcements can arise, bleeding the enemy to death.
WS4 BS4 S3 T3 W3 I3 A2 Ld9 Sv4+
Wargear:
Carapace Armour
Combi-Melta
Laspistol/CCW Refractor Field
Special Rules
Veteran Officer: Command Radius 6" may issue two orders per turn.
Bring it Down, Fire on my Target, FRFSRF Special Order: Sudden Strike - The unit may run, then shoot. If the unit has disembarked a Valkyrie, Vendetta, or arrived via Deeptstrike, then the unit also cause pinning.
Death from Above!: Up to half the units in his platoon, rounding down, may arrive by deep strike on the first turn.
Air Cavalry: His Platoon can take Valkyries as a dedicated transport for +10pts above the basic cost.
I'm not sure how balanced the second guy is, especially his Air Cavalry rule. Any thoughts?
Iron-Father Vladimir, Lord of the Armoury, Iron Hands Chapter
265 points
Type: Infantry (unique)
WS5 BS6 S4 T4 W3 I4 A2 Ld10 Sv2+
Wargear: artificer armour, full servo harness, frag and krak grenades
Merciless Judgement: An ancient and exceedingly rare artefact from pre-heresy era. An experimental lascannon design that was lost in the Mars rebellion during the destruction of the Magma city. THis is a ranged weapon with the following profile:
Range 36 Strength 9 AP 2 Heavy 6 Get's Hot!
Special Rules: Omnisiah's Blessing(as per C:SM), Bolster Defenses (as per C:SM), ATSKNF, Independent CHaracter
Captain of the 9th: Devastator squads are troops choices. Each weapon upgrade has it's cost reduced by 10 points to a minimum of 'free'
Following the disastrous Drop site massacre, Shadrak Medusson became the highest ranking Iron Hand alive. He took command of his Legion and was responsible for it's reorganisation following the Heresy.
plasma blaster: Range 18 S 7 AP 2 Assault 2 Get's Hot!
bionics: grants feel no pain
SPecial Rules: Independent CHaracter, ATSKNF, Combat Tactics, Fearless
Chapter Tactics: Unrelenting Wrath- all units replace combat tactics with Preferred enemy (Chaos SPace Marines and Chaos daemons) and Furious Charge
Automatically Appended Next Post: Commander Hysos, Atropos Clan, Iron Hands CHapter
Type: Infantry (unique)
Hysos may be purchased to replace the Sergeant of a Sternguard Veteran Squad for 85 points.
WS5 BS4 S4 T4 W2 I4 A2 Ld9 Sv3+
Wargear: power armour, boltgun, bolt pistol, frag and krak grenades
Kinetic maul: a weapon now considered archaic, this was once the staple of rank and file commanders who had no access to powered weaponry. This is a close combat weapon. It increases the Strength of the bearer by 1. Any model that suffers an unsaved wound from this weapon but is not killed out right is reduced to Initiative 1 for the duration of the next round of combat. Any vehicle hit by this suffers a Crew Shaken result on a 4+.
Special Rules: ATSKNF, Combat Tactics
Hardened Veterans: Hysos and his squad gain Move Through Cover, Infiltrate, Scout and Stealth special rules
Christian W Chandler The Plague Marine 25 Points, WSBS S T I Ld A W Sv 1....2..1.1.3...4.....1...2....+5 Special Rules: Summon Sonichu the beast of Nurgle. (Standard stats) Orange Fanta Recycle: gains a +1 to weapon skill for one attack JUULAAAAYY: Makes all other Units pass leadership test knowing they are not as pathetic as he is. This is a JOKE!!!! I just thought it would be funny to do.
Apothecary-Sergeant Rael of the Red Scorpions (45 points)
One Terminator squad in the army may replace it's sergeant with Rael
WS 4
BS 4
S 4
T 4
W 4
I 4
A 4
Ld 9
Sv 2+
Wargear: Terminator armour, Storm Bolter, Power Sword, Narthecium
Special Rules: And they shall know no fear
Combat Tactics
Preferred Enemy (Tyranids)
Master Apothecary
Master Apothecary: At the beggining of your opponent's turn, roll a D3. This is the number of feel no pain saves that rael's squad may re-roll that turn
Apothecary Rael is a veteran of the chapter. He served in the doomed Anphelion Project, the Oridon rift crucade and most recently, the badab war. Accompanied by his trigger-happy assault cannon-wielding sidekick Dayn, Rael is the most experienced apothecary bar the master of the apothecary. Indeed, it is belived that Rael may infact be his heir...
YELLOWBLADES wrote:I recenly painted up some thousand sons and while many people use the standard sorcerer model i made a custom Thousand sons "chaplin" called lok
I later found out that lok was the name of an inquistor so i just linked the character in with his storyline
he was turned to chaos by Tzeench and became a chaplin, the basic storyline for him now
YELLOWBLADES wrote:I recenly painted up some thousand sons and while many people use the standard sorcerer model i made a custom Thousand sons "chaplin" called lok
I later found out that lok was the name of an inquistor so i just linked the character in with his storyline
he was turned to chaos by Tzeench and became a chaplin, the basic storyline for him now
CalasTyphon216 wrote:Remus Ventanus, Captain of the 4th Company, Ultramarines Legion
180 points
Type: Infantry (unique)
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+
Wargear: power armour, iron halo, power weapon, bolt pistol, frag and krak grenades
Legion standard: All friendlies within 12 are Fearless. Grants +1 attack to the bearer and his unit.
Special Rules: ATSKNF, COmbat Tactics, Independent Character, Preferred Enemy (Chaos)
Indomitable: Confers Stubborn to his unit
Space Marine Captain = 100 points
Power weapon = + 15 points
PE (Chaos) = +5 points
Fearless Chapter Banner = +30 Points (25 points base + 5 for fearless rather than reroll)
Stubborn to the whole squad = +10
160
I feel like he doesn't have too much special to him and he's definitely not overpowered so for 180 I'd say he's good and I'd let you field him without any questions or doubt.
There are stories of a monster, three dozen feet tall with the strength of a thousand men skin harder than Adamantium, with a ferocity and speed that would rival the greatest Daemon. Yet, this beast has been captured and recaptured a dozen times. Why? Because it is the single biggest pansy in the galaxy.
WS10 BS10 S10 T10 W10 I10 A10 Sv 1+ FOC: This model may be taken for any army and takes up a Heavy Support slot. Unit Type: Monstrous Creature Wargear: Claws and more claws (Close Combat Weapons) Special Rules: Worst. Monster. Ever., Rage
Worst. Monster. Ever.: If Achranor is ever injured, it instantly flops over and pretends to be dead. Once it thinks it will not be hurt anymore, it stands back up and continues to fight, though things like "sides" don't mean much to the beast. If your opponent manages to wound Achranor, before rolling for saves, it instantly goes to ground (saves are then rolled after going to ground). Whichever player has models closest to it by the time it may act normally again may then use Achranor as if it was a part of their army.
I was trying to find a way to at least somewhat balance a model with an all 10 statline, but that's nearly impossible in any serious fashion or without a thousand point cost.
I would make it so that it immediately falls back, rolling 4D6 and picking the 2 highest, and can't do anything untill it regroups, after which it can't do anything else that turn.
To keep with the All 10 stat line I think you should make it's armor special and say it has to roll UNDER 10 on 2d6 if for no other reason than to say EVEN HIS SAVE STAT IS 10!
Yeah but then it'd be neigh impossible for him to save and the whole thing about this critter is that it's invincible. Nothing wrong with making up more rules on it!
Either way your best bet is weapons with Rending. 6s wound no matter what!
Anvildude wrote:Don't think he'd be the Captain, though. Standard Bearers are usually a separate rank than the regular brass.
He carries the flag in know no fear, one of the horus heresy series books. Atleast I'm pretty sure its that character..
Bingo! Yes that is the Captain from Know No Fear.
Make that one armed, half cybernetic guy. One of those triarchs or quintarchs or whatever they are called. Fighting an unexpected war with one eye and one arm against foes you never imagined fighting against....what a boss.
Anvildude wrote:Don't think he'd be the Captain, though. Standard Bearers are usually a separate rank than the regular brass.
He carries the flag in know no fear, one of the horus heresy series books. Atleast I'm pretty sure its that character..
Bingo! Yes that is the Captain from Know No Fear.
Make that one armed, half cybernetic guy. One of those triarchs or quintarchs or whatever they are called. Fighting an unexpected war with one eye and one arm against foes you never imagined fighting against....what a boss.
As you wish
Eikos Lamiad, Tetrarch of Ultramar, Regent of Konor
Type: Infantry (unique)
205 points
WS7 BS5 S4 T5 W3 I5 A4 Ld10 Sv2+
Wargear: artificer armour, iron halo, plasma pistol, boltgun, relic blade, frag and krak grenades
SPecial Rules: Independent Character, ATSKNF, Combat Tactics
Fight On!: Lamiad counts as a Chapter Banner. In addition, once per game, at the start of any turn, Lamiad may issue his battle cry. For the rest of the turn, all friendly units within 18 inches benefit from the Furious Charge, Counter Attack, and Fearless special rules
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..
So over all you like the fluff and the rules aren't over powered? The only reason his stuff isnt a psychic shooting attack is for the same reason that a warlocks powers arent. He uses them in the same way. And while his psychic powers may be atrophied, that isnt to say that some mysterious creature... *ahemlaughinggodahem* couldn't have reawakened what is buried there. The point of the gauntlets was to use what was already there, and allow the archon to access what he had lost the natural reflexes to do so with. OH, and mandrakes are tied into this whole deal Who got him out of the Dark City? And where do you think he got his shadow cloak from?
I was wanting to price him for around 230 tbh. (I forgot to say that all the basic wargear listed should be considered) And I was bone tired at the time I posted it which is why I had so many spelling and grammar mistakes.
Deadshot wrote:I would make it so that it immediately falls back, rolling 4D6 and picking the 2 highest, and can't do anything untill it regroups, after which it can't do anything else that turn.
BTW, MCs can't gtg.
this one can.
Also, I hadn't considered the 2D6 save. That'll do nicely.
MAGMA/FLAME LORDS LIBRARIAN - SYNUS THE HERETIC (MY OWN CHAPTER)
WS 5
BS 4
STR 4
TU 4
INI 6
W 3
A 4
SV 2+
Weapons:
FLAME GLAIVE (FORCE SWORD)
BOOK OF REPETENCE (ALL MODELS WITHIN 12 INCHES OF SYNUS GET +1 ATTACK AND +1 WS WHEN FIGHTING AND SM, SW, BA, IG AND ALL OTHER IMPERIAL ARMYS)
Terminator armour
Warptime and Doombolt
200 POINTS
STORYLINE
A librarian of the Warriors of the flame (made up chapter) when during an expedition to burn down an ork weapons factory on the world of MAGMUS (made up too) they became trapped inside a volcano, the entire chapter prayed to the emperor for help, but none came. eventually the turned to chaos and they help the MAGMA LORDS in exchange to fight for the runious powers
Now they target the emperor himself, conducting attacks on the sol system and even landing a drop od on terra
Synus now preaches the word of chaos to all to agree is to turn to chaos...
and to disagree is to sign a death warrant in your name...
YELLOWBLADES wrote:MAGMA/FLAME LORDS LIBRARIAN - SYNUS THE HERETIC (MY OWN CHAPTER)
WS 5
BS 4
STR 4
TU 4
INI 6
W 3
A 4
SV 2+
Weapons:
FLAME GLAIVE (FORCE SWORD)
BOOK OF REPETENCE (ALL MODELS WITHIN 12 INCHES OF SYNUS GET +1 ATTACK AND +1 WS WHEN FIGHTING AND SM, SW, BA, IG AND ALL OTHER IMPERIAL ARMYS)
Terminator armour
Warptime and Doombolt
200 POINTS
STORYLINE
A librarian of the Warriors of the flame (made up chapter) when during an expedition to burn down an ork weapons factory on the world of MAGMUS (made up too) they became trapped inside a volcano, the entire chapter prayed to the emperor for help, but none came. eventually the turned to chaos and they help the MAGMA LORDS in exchange to fight for the runious powers
Now they target the emperor himself, conducting attacks on the sol system and even landing a drop od on terra
Synus now preaches the word of chaos to all to agree is to turn to chaos...
and to disagree is to sign a death warrant in your name...
Wow.
There are so many things from with this I don't know where to begin. And honestly I cannot be frakked pointing it out. I'll just let everyone else rip this to shreds.
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..
So over all you like the fluff and the rules aren't over powered? The only reason his stuff isnt a psychic shooting attack is for the same reason that a warlocks powers arent. He uses them in the same way. And while his psychic powers may be atrophied, that isnt to say that some mysterious creature... *ahemlaughinggodahem* couldn't have reawakened what is buried there. The point of the gauntlets was to use what was already there, and allow the archon to access what he had lost the natural reflexes to do so with. OH, and mandrakes are tied into this whole deal Who got him out of the Dark City? And where do you think he got his shadow cloak from?
I was wanting to price him for around 230 tbh. (I forgot to say that all the basic wargear listed should be considered) And I was bone tired at the time I posted it which is why I had so many spelling and grammar mistakes.
The ideas alright, I have no particular problem with it, mostly just the psychic-powers-in-commoragh-make-you-a-target thing.
Ultimately the best way to have him not be target 1 in the dark city would be: A - The 'standard' route, where he resides outside the city in one of the pirate fleets, taking command of that, OR - B - If he has the patronage of the Laughing God, then you can feasibly have him 'protected' by the tricksters power, in as much that the gauntlets throw up a sort of... seclusion haze, or perception filter, where it 'hides' the nature of the power, making people think it's technology, or just-something-else, and would also hide it from the warp, negating the whole 'deamons will eat us' problem.
And 200pts should be fine I think - are you going to add his 'bride' as a retinue unit?
YELLOWBLADES wrote:MAGMA/FLAME LORDS LIBRARIAN - SYNUS THE HERETIC (MY OWN CHAPTER)
WS 5
BS 4
STR 4
TU 4
INI 6
W 3
A 4
SV 2+
Weapons:
FLAME GLAIVE (FORCE SWORD)
BOOK OF REPETENCE (ALL MODELS WITHIN 12 INCHES OF SYNUS GET +1 ATTACK AND +1 WS WHEN FIGHTING AND SM, SW, BA, IG AND ALL OTHER IMPERIAL ARMYS)
Terminator armour
Warptime and Doombolt
200 POINTS
This guy's a little underwhelming.
Maybe 180 instead?
Though i'd drop the +1 attack and +1WS and just give them Preferred Enemy against those armies instead.
STORYLINE
A librarian of the Warriors of the flame (made up chapter) when during an expedition to burn down an ork weapons factory on the world of MAGMUS (made up too) they became trapped inside a volcano, the entire chapter prayed to the emperor for help, but none came. eventually the turned to chaos and they help the MAGMA LORDS in exchange to fight for the runious powers
An entire chapter of SM are stuck inside a volcano and no one can blast their way out?
I'd also change the Ork weapons factory to something worthwhile an entire chapter's attention...
Now they target the emperor himself, conducting attacks on the sol system and even landing a drop od on terra
This is silly and frankly near impossible for a single chapter.
Synus now preaches the word of chaos to all to agree is to turn to chaos...
and to disagree is to sign a death warrant in your name...
This is really badly worded
The stats aren't too bad (Maybe a little underwhelming in all) but the fluff is...
Well the stuff in red is either badly worded or just plain silly.
Also what's with the capslock?
Suicidal Gak : The Colonels suicidal tendecies are heard by all in his Battalion and feared as a result Staffenburg may reroll and 1 rolled for the Gets Hot rule Once .
Best of the Best ! : Von Staffenburgs company ( 6 squads = 2 platoons ) must take Chimeras and also must take at least 2 Plasma Guns per squad , But all units in his company Become Fearless
No one left Behind : When the Colonel is brought to his last wound roll a D6 on a 6 he is not removed but counts as being mortally wounded . He immediatly becomes and objective for Staffenburgs Mechnized Company . Once he is Reclaimed he is considered to be helped up by his men and is absorbed by the supporting unit as an Independent character . the Squad gains Look out ARGHH and must Evacuate the Col. To the nearest table edge .
Conscripted at the Age of 14 to the Cadian White Shields during the Third war for Armegeddon he went from a Sheild to a Captain inside of three years for both his competance and lack of other living officers . After several years of hard fighting whinst he was deployed to fight against a Chaos Inserection ... His Entire unit was Decimated leaving the Young Captain Scarred beyond what even the most skilled Apothocary could help . Rumor was that he was surrounded by Chaos and fought his way out with his bare hands , ripping the throats of Friend and Foe Alike but it wasn't that which is said to have stirred him. It is said that his wife and Newborn son were among those killed during the Chaos insserection and he was the one who found their bodies . After the Repulsion of Chaos Col. Von Staffenburg volunteered for the most daring missions and chose the most dangerous weapons he could think of . Many of his Men in the 75th Cadian Mechinized Infantry Battalion are fiecly loyal willing to die for him . But it is Said that the one thing the Col. Wishes for is Death , no matter how much he trys fate has the cruelness to spare his broken body every time , The Man is Merely a Shadow of his Former self brutal scars covering 65% of his body . He has enfoced zealously into his men that nomatter the cost you never leave a man behind which might be insight into his grim past
OVERSEER ZAMAR, HIGH ZEPHYRIST OF THE SAUTEKH DYNASTY WS4 BS4 S4 T4 W2 I2 A2 LD10 SV4+ Unit Type: Infantry (Character) Wargear: Voltaic Destructor, Shocking Weave Special Rules: Independent Character, Reanimation Protocols, Ever-Living [Voltaic Destructor]: 12" S7 AP- Assault 4, Haywire, Arc [Shocking Weave]: When Zamar suffers an unsaved wound in close-combat, the enemy unit that struck the blow must pass an Initiative test (for every model in the unit), or suffer a wound. Armour and Cover Saves cannot be taken against this attack. Vehicles will instead receive a Glancing Hit on a D6 roll of 4+.
Threw this together not too long ago. Points wise I'd say about 225 (very-rough estimate). EDIT: Edited "Shocking Weave" as per Ovion's suggestion.
Generally, if the rule is in another codex, it's best to copy it into that entry for people unfamiliar with that book, rather than simply say 'it's in thata 'dex.'
felixander wrote:Yeah but then it'd be neigh impossible for him to save and the whole thing about this critter is that it's invincible. Nothing wrong with making up more rules on it!
Either way your best bet is weapons with Rending. 6s wound no matter what!
Actually, if I keep the 1+ save, he'd still get the save, but he'd fail it on a 1.
Automatically Appended Next Post:
Ovion wrote: Scattering into narnia?
My friends and I created a joke after playing way too much Halo: Reach and Modern Warfare 3 that anything and everything bad that happens instantly goes to/comes from Narnia. The low spawn on the Cage where everything can see you, but you can't see them? That's Narnia. Grenade comes from seemingly nowhere and blows up in your face? Portal from Narnia opened up under your feet and out popped a grenade. Your Drop Pod scatters off of the board? Apparently, you, your enemy, and a large chunk of earth was transported from whatever planet they were on to the skies of Narnia, where the battlefield is floating. Hence why "scattering into Narnia" makes sense; you're literally floating over Narnia, so anything that missed the board falls and extra mile onto the surface of Narnia to be greeted by... death probably, because all bad things come from Narnia.
Ok, so it makes almost no sense, but suspend your disbelief for a second
I wrote this about a year and a half ago. I know it draws heavily from another IP but it was really just the spark of inspiration I needed at the time for the series I was doing. See if you can discover where it came from and enjoy it. Critique the writing if you want, but its fluff for the character at the bottom. (Just skip everything and go to the stats if you don't feel like reading it all). Isaias I.
Isaias looked at the broken man under his shoe, a fine trickle of blood was all that remained of the torrent that been springing from the rapist's neck only moments ago. He savored this moment of macabre justice, for he well knew that like last time, this sweet tang of bloodlust filling his vein’s would dissipate and force him into a withdrawal as it had countless times before. He must find new victims, his cravings subjugated it to their whims, and he knew full well that he was a helpless pawn in their ocean of desire. He no longer even attempted to resist the urge to destroy life as though it was an object of disgust. Yet every time Isaias slaughtered the worthless scum the Arbites and Zealots were too busy to hunt for themselves, he felt power bordering upon the supernatural, as though he could take a walk in the warp itself and have its denizens bow before him. Luckily, underneath the burning forges of Imperata, there was no end to the scum of the universe, and with it hardly a pause before he could savor the killing blow once more.
Wiping his gleaming silver blade clean of filth, Isaias moved again into the shadows, disappearing from the site of his momentary euphoria illuminated by the burning orange light of the lower forges peculating in glowing rays through the miles of infrastructure that supported their heavy loads. He did not even give a second thought towards the scum as the ravenous giant mutant ratfiends of the understory drew near to the recently deceased. He moved quickly, careful not to expose himself to the hellish glow as he drew near to his carefully chosen observatory. It overlooked a sweeping bazaar that sold no sustenance. He watched as begging children were left to starve in the dark corners as the decadent royalties swept pass them too busy eying spoiled passion fruits of the night, personal poisons to drown themselves into a coma, and worst of all, numerous slaves to add to their already lavish display of human subjugation they caravanned behind them. There truly was no end to the sin of man in this sinister hell, and justly no end to Isaias’s own dark hunger as he scanned the throngs of revelers from the shadows. Preparing himself he fidgeted nervously as he fingered his long blades, hidden under his satin sleeves. He readied his armaments one last time and after scanning his numerous targets once more, stepped effortlessly from the shadows, and blended into the crowd. His eyes remained fixed in concentration as his photographic memory showed his targets vividly in his mind’s eye. Drawing near to a fat pompous Lord who was adorned in what could only be accurately described as a Tallaran rug, he clenched his fist and flexed his wrist downward, feeling the autosensors of his sheathed blade trigger and extend its cold metal out of his sleeve. Delicately he approached the whale of a man, whilst savoring the moment, elegantly slashed his throat before strolling away through the crowd, who were all too busy in their own interests to notice. Isaias could feel the man’s life drawn away as he heard the muffled garble as the Lord realized far too late that his time had come.
Unto thee my Emperor I send a wayward servant who only now truly sees your light.
The prayer was automatic as Isaias moved earnestly to his next target; time was short and steadily marching. It was an elderly woman, buying her four hundredth slave. He had counted since her arrival at this particular bazaar, and it seemed that no amount of indentured labor would fill her endless wanton needs or greed. Isaias drew close behind, as though about to whisper in her ear like her servant had moments ago, flexed both wrists and thrust both blades into the back of her neck. They severed the ancient bone and frail nerves as easily as packaging papyrus. Before she could utter a single guttural sound as her head soon separated itself from her quickly sagging body, Isaias was gone once more. Having said his silent prayer he was already darting in-between a merchant lord and a rogue trader from the Sargos Sector. The men were eying the spoils of a naked woman shackled to the wall behind her. With an electric taser in hand her master forced her to dance in an overly erotic way before the hungry eyed men who were bidding for her company. With a scream from behind as the first victim was discovered the men whirled upon the spot, to find a silver blade driven into their jaws, through their nasal cavities and into their sickly twisted brains. Isaias threw them to the ground and moved to the merchant selling the tear soaked woman, who after dodging the pitiful attempts to attack him with prod, was beheaded with a gout of spraying crimson in a clean crescent sweep of both blades. The woman looked imploringly to Isaias to free her. Drawing a rapier from his side, he cleaved a shackle in two holding her wrists together before stealing a glace behind him to find the entire bazaar staring dumbly back.
Time to go.
Leaving the still chained woman behind him who began to scream desperately for her release, Isaias fled for his life as the angry mob descended upon him, dodging his assailants, left and right cutting and slashing in arterial sprays through the throngs of panic. Isaias sheathed his rapier and once again extended his twin blades. He leapt upon a merchants table stabbing furiously into the wide eyes of the obsurca dealer. Gunshots rang out as more forward assailants drew their beads upon Isaias fleeting form. He ducked under an overhanging pipe works before hoisting himself hand over hand behind its thick metal. More shots rang out peppering the duct with loud echoing clangs and shearing its formidable hinges from their holders. Then, from the arms dealer across the way came the unmistakable drone of a heavy bolter being primed. Isaias redoubled his effort sensing the apex of his climb drawing nearer, but he heard the bark of bolter as it began to spew its fist sized mini rockets in a torrential rain just above him. Huge gouts of rockcrete and shards of metal were blasted apart in a hailstorm of wanton abandon as the trigger happy merchant unloaded his entire stock of bolter rounds at Isaias. Hearing the pipe strain as it began to give way to the merciless beating of the bolter Isaias began to fear it would not hold as he scrambled up the last meter of smoldering iron.
From just above him came a muffled shout,
“Duck!”
Without thinking Isaias did. With a tiny ping, the bolter’s roaring fire ceased immediately and Isaias looked up only to see a darkly armored leather glove reaching towards him. It did not wait for him to take it, instead grasping his shoulder it dragged him roughly deep into the blackness of the exposed pipe system. Eight pairs of glowing red augmented eyes stared down at him from the darkness.
“Put on quite the show, didn’t he lads?” came the voice attached to the hand, it was being filtered through some sort of artificial voicebox that made it sound tinny.
“Sure did, how bout we show him a thing or two?” came another beside the first.
“Think the Lieutenant will approve?” came yet another.
“Course, they all approve of just about anything these days.” Came the first once again.
Isaias was not about to be toyed with, his blades at the ready he lashed out at the darkness striking something hard, and shattering helplessly in a tinkle like the breaking of glass. Stunned by the unfathomable toughness of the armor he had just struck, he didn’t even resist as an ironclad greave was pressed into his chest.
“Bag him boys, he’s getting restless in this dark, I think he hit me with something.” Came the first speaker’s voice again.
In a moment a cloth sack was stuffed over his head as he was roughly turned over and wirebinded at his wrists and ankles. He was hoisted up as easily as one of the starving children below, and carried quickly through the darkness. For the second time in his entire life, Isaias felt truly helpless, and swore vehemently to himself that he would never let it happen again.
WS - 5 BS - 4 S - 3 T - 3 W - 2 I - 4 A - 3 Ld - 8 Sv - 4+ Invulnerable save
Equipment:
+Twin Plasma Arc Wrist-blades - Count as powerweapons, strikes at Initiative 7 in the first round of combat.
+Throwing Knives Str 3 Ap - 12" pistol
+ Cloak of Shadows: Grants the stealth, infiltrator, "He's behind you!", and hit and run special rules. +Hood of Azaranus: Grants his invulnerable save. +Frag Grenades
Special Rules:
Covenant of Conviction: Isaias must always have a main target which is always an independent character, write who this is before the game starts. If there is no independent character in the enemy army, write down a specific model, i.e. Grey Knight Justicare of Squad Alpha. If this target is killed before Isaias becomes available, Isaias is not deployed, but also does not count as being lost when determining points, he simply disappears as his preordained purpose has been fulfilled. When he becomes available immediately deploy him using the "He's behind you!" rule and he gains Furious Charge and Fearless for the first round of combat.
Fanatical: Isaias believes his work is blessed by divine powers and every feat of strength revitalizes this belief, allowing him to carry out truly spectacular endeavors of the blade. For every independent character he slays, Isaias gains an additional attack and regains a single wound for the remainder of the game.
SALAMANDERS CHAPTER MASTER TU'SHAN WS6-BS5-S5-T4-W3-I5-A3-LD10-SV2+
Unit Type: Infantry (Character)
Wargear: Drake Hammer, Deathfire Gauntlet, Nocturne Artificer Armour, Frag and Krak Grenades
Special Rules: ATSKNF, IC, Combat Tactics, Chapter Tactics (exactly as Vulkan's entry in the SM Codex) [Drake Hammer] A Master-Crafted Thunder Hammer. It can strike at normal Initiative in lieu of being used normally, but doing so will not strike at double Strength.
[Deathfire Gauntlet] Can be used as either a twin-linked Flamer, or a single-linked Meltagun.
[Nocturne Artificer Armour] Hardened with drake scales, it confers both a 2+ Armour save and a 3+ Invulnerable save.
RELICTORS CHAPTER MASTER ARTEKUS BARDANE WS6-BS5-S5-T4-W3-I5-A3-LD10-SV3+
Unit Type: Infantry (Character)
Wargear: Dah'hak, Inferno Bolter, Power Armour, Frag and Krak Grenades
Special Rules: ATSKNF, IC, Combat Tactics, Preferred Enemy (Chaos)
[Dah'hak] A Daemonweapon that confers +1 Strength (already included in profile). Additionally, Bardane gains +2 Attacks instead of 1 when charging.
[Inferno Bolter] Boltgun that counts as AP3 instead of AP5.
IRON HANDS CHAPTER MASTER KARDAN STRANOS WS6-BS5-S5-T5-W3-I5-A3-LD10-SV2+
Unit Type: Infantry (Character)
Wargear: Hammer of Iron, Two Servo Arms, Bionic Injectors, Artificer Armour, Iron Halo, Frag and Krak Grenades
Special Rules: ATSKNF, IC, Combat Tactics, Mechanical Advance, Chapter Tactics
[Hammer of Iron] A Master-Crafted Seismic Hammer.
[Bionic Injectors] Confers FNP, and also allows results of 1 to be re-rolled.
[Mechnical Advance] Stranos, and any Iron Hands unit he is with, benefit from the Relentless special rule.
[Chapter Tactics] If Stranos is included in your army then all Iron Hands units exchange Combat Tactics for Stubborn, and benefit from Feel No Pain.
IMPERIAL FISTS CHAPTER MASTER VLADIMIR PUGH WS6-BS5-S4-T4-W3-I5-A3-LD10-SV2+
Unit Type: Infantry (Character)
Wargear: Dorn's Fury, Artificer Armour, Iron Halo, Frag and Krak Grenades
Special Rules: ATSKNF, IC, Combat Tactics, Furious Charge, Feel No Pain, Chapter Tactics (exactly as Lysander's entry in the SM Codex) [Dorn's Fury] A pair of Master-Crafted Power Weapons.
IRON SNAKES CHAPTER MASTER SEYDON WS6-BS5-S4-T4-W3-I5-A3-LD10-SV3+
Unit Type: Infantry (Character)
Wargear: Master-Crafted Sealance, Wrist-Mounted Storm Bolter, Artificer Armour, Iron Halo, Frag and Krak Grenades
Special Rules: ATSKNF, IC, Combat Tactics, Chapter Tactics
[MC Sealance] A Master-Crafted Power Weapon that strikes at +2 Initiative.
[Chapter Tactics] When Seydon is included in your army, all Iron Snakes units exchange Combat Tactics for the ability to Infiltrate.
Hmmm, these HQ Characters have so many add ons. . .
I would never play with the, SV 2+/ 3++
that is terminator armor added to an HQ with an added mark of Tezneesh. must be 250+ points right there.
In case you haven't played the game, Special Characters are rarely worth their points.
I'd like to make one special character myself, but finding a balanced use of points and abilities is hard. As ALL codex have their own point curve for their armies. Blood Angels get cheap jump packs, Space wools have well trained scouts, chaos can carry more special weapons.
My Character is Princess Yana. She is a Slaneesh Serpent with two arms, two claws, a sword, wings, and a spiked tale. Unwound she is about a foot and a half long. On the table she stands 8 inches on a CD sized base.
I want more then just a greater Daemon stat line up.... any ideas since she is as big as a Scout Titan?
So, taking Ovions advice, I split Pyralis up and weaken his ability to rend the dickens out of things.
Pyralis Agis, 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: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
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 this rifle 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, Rending, Pinning
Special Rules: Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Scout, Infiltrate, Night Vision, Utterly Precise, Deadly Accurate
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.
Deadly Accurate: 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. If Pyralis rolls a 6 to hit (on the first roll, not any re-roll), then if he rolls a 6 to wound, that shot causes two wounds, rather than one.
Utterly Precise: 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 2 BS he subtracts from his profile, his ability to rend is increased by 1, meaning that if Pyralis (BS8) sacrifices 2 BS, he now rends on a 5+ for the duration of the current shooting phase, but now has BS6. He cannot take his BS down to 0 in this manner, nor can he rend on a roll better than 3+. If Pyralis sacrifices 4 BS and rolls a 6 to hit, 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. Shots that cause multiple wounds must be allocated to a single model.
Argos Heastus, Master of the Forge..........210 points WS6-BS6-F13-S13-R11-I4-A3 Composition: 1 Venerable Dreadnought (Unique) Unit Type: Vehicle (Walker) Wargear: Dreadnought Close Combat Weapon with built in Storm bolter, DCCW with built in heavy flamer, Smoke Launchers, Searchlight, Reactive Armor
Reactive Armor: This armor explodes outwards when struck, halting the blow in its place, and layers of this armor ensure that Argos is never without protection. This grants Argos the Counter-Attack special rule and defensive grenades. Argos may also negate a single attack against him each turn. He may not negate any attacks made by template or blast weapons.
May take the options listed under the Venerable Dreadnought entry. May replace one of his Dreadnought CCWs with a Conversion Beamer for +20 points.
Special Rules: Venerable, Master of the Armory
Master of the Armory: This function exactly like the standard Lord of the Armory rule. In addition, any army the includes Argos may include a single Dreadnought as a troop choice. A dreadnought taken as a troop choice may not be used to fill one of the two required troop choices.
Helian Arius, Master of the Fleet..............150 points WS:5 BS:6 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv:3+ Composition: 1 Master of the Fleet (Unique) Unit Type: Infantry Wargear: Power Armor, Bolter with Kraken Penetrator rounds, Bolt pistol, Iron Halo Special Rules: Night Vision, And They Shall Know No Fear, Chapter Tactics, Orbital Locator Drop, Independent Character
Orbital Locator Drop: Since missing their target 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, Helian 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. Helian 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.
Dios Sidos, Master of the Ordnance...............170 points WS:5 BS:6 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv:3+ Composition: 1 Master of the Ordnance (Unique) Unit Type: Infantry Wargear: Power Armor, Bolter, Command Signum, Bolt pistol, Iron Halo Dios may replace his Bolter with any weapon listed under the Devastator entry in Codex: Space Marines for the listed cost. If Dios takes a Plasma Cannon, it does not have the Gets Hot! rule.
Command Signum: Relying on forward snipers, such as Pyralis, allows Dios to by privy to just about everything the enemy does. He can then relay any pertinent information, such as exact 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 48”. In the next game turn, any friendly unit that wishes to Deep Strike within 6” of that unit scatters D6”, 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.
Special Rules: Night Vision, And They Shall Know No Fear, Chapter Tactics, Independent Character, Master Devastator
Master Devastator: Dios may be deployed with a unit of 5 Devastators. These Devastators have BS 5 and may take the normal options for Devastators as listed in Codex: Space Marines.
Initiate Gnaeus -100 pts
WSBS S T W I A LdSv 5 4 4 4 1 5 3 9 4+
Red Thirst
For Sanquinius and The Emperor
Child of The Blood
And They Shall Know No Fear
War Gear: Scout armour; Bolt pistol; Boltgun; Tribal Knife; Frag and krak grenades
For Sanquinius and The Emperor- When Gnaeus or a unit he is attached to fail a leadership or pinning test, they re-roll it. Can be used once in a game.
Child of The Blood- Gnaeus having lived on Baal Secundus before becoming a servant of the Emperor, knows how to survive out in the wild. Gnaeus is able to blend into his environment and shall therefore receive a +1 modifier on his cover save.
Gnaeus is a son of the most powerful of the nomadic tribe on Baal secundus. Before becoming an aspiriant he had already killed many mutants and had seen death and misery all his life. But Gnaeus had one thing the people of his tribe all shared, hope. Gnaeus saw the Emperor in all things and gave praise to he and Sanguinius every day. It was for his skill and martial prowess and faith that he was selected to become a Blood Angel, and he has made the chapter proud for everyday of his service. Gnaeus hopes to won day become one of the fabeled members of the Vanguard Veterans.
Adrian Fue Fue wrote:Hmmm, these HQ Characters have so many add ons. . .
I would never play with the, SV 2+/ 3++
that is terminator armor added to an HQ with an added mark of Tezneesh. must be 250+ points right there.
In case you haven't played the game, Special Characters are rarely worth their points.
I play the game basically 24/7
Mate you are wrong on so many things
1. Lysander is 200 points for 2+, 3++ and EW 2. Special characters ARE almost always worth the points
eg
Kantor making stern guard scoring
Vulkan twin-linking meltas, flamers etc
Eldrad
Imhotek
Ghaz giving the first turn deathkopter slingshot assault
creed
straken
mephiston
Abaddon
Logan
Belial unlocking deathwing
Sammael unlocking ravenwing
coteaz unlocking henchmen
DUke Sliscus
I created a Space Wolf character back in 3rd ed to be leading my army and since everyone is creating a character I figured why not
Lothar Nightwolf 225 points
WS6, BS 5, S 5, T 5, INI 5, W 3, LD 10, SAVE 3+/4++
Wargear: Wolf Tooth Necklace, Belt of Russ, Bike (Bonus included), Frost Axe (Bonus included)
Special Rules:
Stubborn (Army wide if he is the commander)
Furious Charge
Lightning Wolf: Lothar is a true believer in striking like a bolt of lightning against his foe. To this end Swiftclaw Squads may be taken as Troops and Lothar may have a Wolfguard Retinue of Bikers for -15 points per the normal cost.
Nightbane: Lothar is a master of the surprise attack at night. In any mission in which the Night Fight rules are in effect up to 2 squads may make a Scout move before the game begins.
LORD ADAMAS, CHAPTER MASTER OF THE PROTECTORS(rough estimate of 240 points) WS6-BS5-S4-T4-W3-I5-A3-LD10-SV2+ Unit Type: Infantry (Character) Wargear: Thunder and Lightning, Storm-Pattern Terminator Armour, Frag and Krak Grenades Special Rules: IC, ATSKNF, Combat Tactics, Rites of Battle [Thunder and Lightning] A Relic Blade and Lightning Claw (both are Master-Crafted). The combined effects allow Adamas to strike at Strength 6 and re-roll failed attempts to-wound during close-combat. [Storm-Pattern Terminator Armour] A suit of TDA fused with Storm Shield plates. They confer a 2+ Armour save and a 3+ Inv save.
EDIT: Made some changes so that Adamas looks slightly less like Abaddon.
NeoAigaion wrote:LORD ADAMAS, CHAPTER MASTER OF THE PROTECTORS(rough estimate of 240 points) WS6-BS5-S4(8)-T4-W3-I5-A3-LD10-SV2+
Unit Type: Infantry (Character)
Wargear: Thunder and Lightning, Storm-Pattern Terminator Armour, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Combat Tactics, Rites of Battle
[Thunder and Lightning] A Relic Blade and Lightning Claw (both are Master-Crafted). The combined effects allow Adamas to strike at double Strength (instead of +2) and re-roll failed attempts to-wound during close-combat.
[Storm-Pattern Terminator Armour] A suit of TDA fused with Storm Shield plates. They confer a 2+ Armour save and a 3+ Inv save, in addition to the benefit of the Eternal Warrior special rule.
No
Just...
No.
You want something like that, its called play Chaos and take Abaddon
try again
Special rules:
Tactical Special Operations Group
Seen combat
The best defense
Tactical Special Operations Group - Grants unlimited range for all Orders given to a unit with a voxcaster and adds the following orders
Disperse! - roll a scatter dice along withe 2d6 and instantly move the ordered squad to the location. The squad cannot be moved within 2in of an enemy unit. If the squad in its entirety cannot be moved safely due to impassable terrain or being to close to an enemy unit then the entire squad will be removed and will not count as a kp.
Damn it get out there! - Causes any unit that is broken or gone to ground to regroup and instantly move 1d6 and then fire any assault weapons. When the order is placed on the issuing officer then the owning player may choose one unit, vehicle, or squad to instantly come in from reserves.
On these coordinance! - The ordered squad or unit equipped with a target designator may instead of shooting their weapons in the shooting phase target any vehicle within 32" causeing any ordinance weapon targeting that vehicle to re roll their scatter dice.
Seen combat - This character has been through comat and is confident in the most demoralizing situations. While resolving combat this unit doesn't take negative moral modifiers.
The best defense - "They're on our right, they're on our left, they're in front of us, they're behind us; they can't get away from us this time." - Captin Respondek, 56thTacSOG, Donigh skirmish, Goloth conflict. Captin Respondek belives in the art of the attack at all costs, beliveing that even a reckless assault is better then the burden of defense. While on A&D maps on the defense all officers under Respondeks' command gain a -2 LD but Respondek always goes first. If playing with another IC that has a rule to go first then Respondek gains a +1 to his roll off.
Yuiliptodons blade
Yuiliptodon weilds a poisoned weapon that wounds on a 2+. It is a sentient weapon, and will seek out foes and sever there limbs off. Roll a 1d6 at the beginning of each turn.
Archon Tobias wrote:Archon Yuiliptiodon of the weeping stars
WS=4
BS=4
s=4
t=4
w=3
I=5
a=(1) 1d6
ld=10
sv=4+
Yuiliptodons blade
Yuiliptodon weilds a poisoned weapon that wounds on a 2+. It is a sentient weapon, and will seek out foes and sever there limbs off. Roll a 1d6 at the beginning of each turn.
What army is he for? Archon makes him sound like DE but his statline is completely different. Also make sure to include all the info you can on him. Is he an Independent character? etc
A character with only a 4+ save doesn't seem like much of a threat. 2+ to wound isn't uncommon if you've played Eldar (Witchblades) but otherwise a really good choice, but does he have a pistol or a second CCW? As is he is a very bland model.
Automatically Appended Next Post:
CalasTyphon216 wrote:Marius Vairosean, Captain, Kakophoni, III Legion
205 points
Type: Infantry (unique)
WS6 BS5 S4 T4 W3 I6 A3 Ld10 Sv2+
Wargear: artificer armour, frag and krak grenades, power weapon
sonic cannon: Range 48 S10 AP2 Heavy 2 Blast or Range 36 S8 AP3 Assault 4
Special Rules: 5+ invulnerable save, Independent character, Fearless, Mark of Slaanesh (included in profile)
Chaos doesn't have artificer armour, you gotta give him special power armour with a 2+. Terminator would be even more over powered as two S10 shots at BS5 AND can move and shoot is pretty crazy. As is that's a lot of killiness, I think a 2 shot S10 sonic cannon is excessive... BUT IT'S SLAANESH IT'S SUPPOSED TO BE EXCESSIVE is no excuse either I think knocking it down to at LEAST S9 and S6 (respectively) is more reasonable. It's still an insanely powerful Blastmaster knocked down to those strengths. Think of all the hate those two lascannon blast templates will put on Draigowing. At the moment 4 Krak missiles while moving is just ridiculous. At least a single lascannon to the face will end him, but he's still pretty whack if you ask me. If you were playing me I'd probably wouldn't let you play him for under 300 as is simply as "Over-powered = overpricing".
Thanks Ovion I will create a few characters using these little brief you gave me and post the results to see if you think they are fair. If you agree |i will then put them into my force but if not I will jiggle the points and rules until we meet agreement about my characters Thank you once again.
Here's a new one - First Draft, a vehicle based hq to make an epic flyers list. (Because it would look fething awesome on the tabletop.)
Taranis, Master of the Razorwing
Spoiler:
BG: Taranis is a badass Razorwing Pilot. Will think of something later.
FO: HQ Squad: Taranis, Master of the Razorwing
Unit: Taranis, Points Per: 280, Models: 1*, Unit Type: Vehicle (Skimmer, Fast), BS-5, FA-11, SA-11, RA-10.
Lord of the Flock: Razorwing Jetfighters become Troops choices.
Wargear:
Two Splinter Cannon
Two Dark Lances
Two Disintegrator Cannons
Two Monoscythe Missiles
Two Necrotoxin Missiles
Two Shatterfield Missiles
Enhanced Flickerfield
Nightshields
Special Rules:
Night Vision
Deep Strike
Aerial Assault
Supersonic
Skilled Rider
Options:
n/a
Enhanced Flickerfield: Confers a 4+ invun.
Points Breakdown:
Spoiler:
Base Razorwing = 145
+1 BS +10
+1 AV to front / side +20
Two Splinter Cannon +20
Two Disintegrator Cannons +20
Two Necrotoxin Missiles +10
Two Shatterfield Missiles +20
Enhanced Flickerfield +20
Nightshields +10
Skilled Rider +5
Total: 280
Deadshot wrote:Uh, are you trolling? All those weapons AND ariel assault? Uh uh, no way!
It has 2 extra missiles, the 2 dissies, and 1 splinter cannon over a regular razorwing, all of which were priced in to it.
I can happily bump it up to 300 tbh, that was my initial ballpark before pricing things individually for a 'final base'
FO: HQ Squad: Taranis, Master of the Razorwing Unit: Taranis, Points Per: 300, Models: 1*, Unit Type: Vehicle (Skimmer, Fast), BS-5, FA-11, SA-11, RA-10. Lord of the Flock: Razorwing Jetfighters become Troops choices.
Wargear: Two Disintegrator Cannons Two Dark Lances Two Monoscythe Missiles Two Necrotoxin Missiles Two Shatterfield Missiles Enhanced Flickerfield Nightshields
Special Rules: Night Vision Deep Strike Aerial Assault Supersonic Skilled Rider
Options: n/a
Enhanced Flickerfield: Confers a 4+ invun.
So with -2 Splinter Cannons, upping to 300, it's now got a 40pt 'tax to cover the trooping of jet fighters. He costs roughly the same as 2 Razorwings, with less overall firepower, and makes the base fighter troops.
Razorwings as troops are non-scoring units, and are made of paper.
Additional ideas to 'fix' him is to allow no ravagers to be taken, and to add in the rule that if you take any razorwings, you may take no other troop choice.
This would mean if you take any Razorwings while you field him, you cannot take kabalite warriors or wych squads, and your HS options would be Talos / Cronos + Voidravens.
Also - Taranis + 6 Razorwings + 3 Voidravens = 2000pts (well.. 1965 or something like that.) That's 10 paper planes, averaging almost 200pts each.
That's cool and all, but aren't most Dark Eldar armies all fliers anyways? Raiders and Venoms can fly, right =X Nothing against bringing something knew to the game but just sayin' and don't forget that Vehicles can't be scoring, even if they become a Troops choice.
The Imperius Warden of Valor The Imperius is considered to be one of the most terrifying of all the champions of the Wanderers, The Imperius clads the Armor of Valor and the Gracious King's Laurels and the Obsidian Staff (Spear). The Imperius is selected from the Champions of the 9 Grand Companies. The most heroic and one who shows the best qualities to embody the valor and honor the entire chapter is chosen. The Imperius candidate then gives up all titles and names and is hence forth known as Imperius. Each time an Imperius falls another shall take his place, a terrifying spectacle to behold
if an Imperius is fallen as the wraith of the entire chapter will descend upon their foes. A very unusual part of the Imperius is his ability to manipulate the warp, as he is able to 'jump' far quickly towards his enemies with little to no issue. Though the most terrifying is that even Daemons screech in pain as the Imperius approaches. Imperius
Spoiler:
WS 7 BS 5 STR 3 (8 With OS) TU 4 INI 6 W 3 A 5 SV 2+
Special Rules Eternal Warrior, Fearless, And they shall know no Fear, Wanderer, Angel of Valor, The Bane of the Warp, Independent Character, Angel's Hope
Wanderer- Wanderers are naturally gifted in skills of combat and of tactics, The imperius is first and outright a Wanderer. Living on the lower gravity of the Heavenly Fortress has decreased the muscle mass +1 to Initiative but -1 to Strength for all Wanderers. (Though for powerfists it is still strength 8, for relic weapons it is still s6.)
Angel of Valor- All Wanderers 12 inches away gain +1 attack and the counter Attack Ability. Valor is also known for turning towards pride, all bonuses from other characters/banners/special rules/other helpful abilities are ignored.
The Bane of the Warp - Below are the following effects Daemons- Daemons must roll 2d6 the Imperius, if it is above 9 or equal to 9, they can see Imperius, if it is below they cannot target or counter attack the Imperius. Pyskers- Pyskers must roll 3d6 and minus the total by 2 for pyschic powers. Synapse Creatures- If a Synapse Creature Is 24" to the Imperius they must roll for leadership (THESE EFFECTS DO NOT EFFECT THE SQUAD THE IMPERIUS IS ATTACHED TO,)
Angel's Hope Justicarian Knights Maybe taken as troops (They don't have rules yet, but they are less ridiculous)
Wargear, Bolt Pistol, Obsidian Staff - (OS)- A Relic dating back before the formation of the imperium, it echos with the flames of the largest blue sun recorded in the Imperium, It is a unique weapon in that it tears through armor with ease, and no weapon has the record of the Obsidian Staff. Gives Imperius a Strength of 8 in combat, also counts as a power weapon. If you are close enough you may also use the Obsidan Staffs Flamer ability which releases a torrent of the heat of the Blue Star, The Lash of the Blue Star Template S6 AP2 * Ignores cover
Gracious King's Laurels- Confers a +4 Invulnerable Save, A newer mark of armor yet to be mass produced, It was a gift from the AdMech at their founding.
Storm Bolter,
Armor of Valor- Provides a +2 Armor Save, Also Includes a Teleport Pack (See Grey Knights Codex). A gift from the Admech at the chapters inception along with the other 6 Armors. (Remember Imperius does techincally count as a pysker, as the Teleport pack he still must deal with the warp problem, he can die if you use the teleport pack incorrectly!)
Points 425
Heres the cons about having this character...... He has 3 Wounds The teleport pack may kill him He decreases all your marines strength in your army by 1 but you do get a +1 Intiative He is incredibly slow He cannot get bonuses from his allies He can die because he is scary He is Incredibely Expensive Justicarian Knights are also expensive. Not good for small games
Pros He is powerful Very good at killing your opponents big monsters, His template ability kills just about anything. He can't face tanks like land raiders, He's Justicarians are powerful you take them with him. (Yet to be implemented) When battle tested he could kill Abaddon. If you strike first. Good for big games.
(I played tested him, he is fair, but as is with all the Wanderer Units they ARE EXTREMELY EXPENSIVE!)
felixander wrote:That's cool and all, but aren't most Dark Eldar armies all fliers anyways? Raiders and Venoms can fly, right =X Nothing against bringing something knew to the game but just sayin' and don't forget that Vehicles can't be scoring, even if they become a Troops choice.
They're technically skimmers, but to a degree. But it's not just a squadron of fighter jets is it
And yes, I know that anything with an AV Value isn't scoring, regardless of whether it's a troop or not, unless it specifically states otherwise. That's part of why I believe it isn't THAT huge a problem to have the flier army.
I'll make THIS Taranis revision 3
Spoiler:
FO: HQ Squad: Taranis, Master of the Razorwing
Unit: Taranis, Points Per: 280, Models: 1*, Unit Type: Vehicle (Skimmer, Fast), BS-5, FA-11, SA-11, RA-10.
Lord of the Flock:
Razorwing Jetfighters become Troops choices.
All units except for Razorwing Jetfighters and Voidraven Bombers become 0-1 choices.
Wargear:
Splinter Cannon
Two Disintegrator Cannons
Two Dark Lances
Two Monoscythe Missiles
Two Necrotoxin Missiles
Two Shatterfield Missiles
Enhanced Flickerfield
Nightshields
Special Rules:
Night Vision
Deep Strike
Aerial Assault
Supersonic
Skilled Rider
Enhanced Flickerfield: Confers a 4+ invun.
Gave back a splinter cannon, dropped him back to 280 (will of course up this again if people still feel it's unjustified) and if taken, he now makes everything apart from the Razorwing and Voidraven a 0-1 unit.
Shas'Ui Kor M'yen is an upgrade to a unit of 5 Piranhas. These Piranhas gain the Outflank and Aerial Assault special rules. The Piranha designated as Kor M'yen gains +1BS and +1 front/side armour.
First a short back story of Cirrus and my Necrons, then the rules for Cirrus.
Overlord Cirrus is the ruler of Death's Hand Legion, not a Dynasty but rather out casts, banished before the war in heaven began for opposing the Triach's decision to go to war with the old ones. They have no Tomb worlds only Tomb ship, massive and vastly more powerful than any the dynasties had. When the Triach made it's decision of banishment or death, Cirrus and every necrontyr that was part of Death's Hand got aboard the Massive fleet of ships that belonged to the Legion and left Necrontyr space to never be heard from again, or so though most of the Dynasties. But in their banishment during a solar survey they found some thing. Anomalous readings and what seemed to be senser ghosts however after investigation they found something far more powerful than any ghost. and so the first C'tan was discover and given physical form. The Nightbringer, Death incarnate was their god made real. They all pledged their undying loyalty to him, and when he offer a trade, immortality for their souls, they accepted and became the first Necrons. and so they followed his orders and awaken more C'tan, until the day came he demanded they go back to the other necontyr and they did, But when they arrived they found not the powerful Dynasties that there were when they left but rather in the place of the most powerful civilization they had ever known was a war ravaged husk of a once great civilization on the brink of destruction. However the C'tan offered their help, and made a very similar deal with the rest of the Necrontyr. and so ended the Necrontyr.
All through the War in Heaven Cirrus and the Death's Hand Legion proved their title, if The Nightbringer wanted some thing done The Legion ensure that's what happened. If he wanted some thing stopped the Legion stopped it. All through the thousands of campaigns in the much greater war If Death's Hand arrived their enemy knew The Nightbringer wanted them dead. Cirrus was always on the fore front caring out his gods will as proficiently as he could, all the way from the first push in to the Old One's space to the final decisive battle that ended the Old Ones as a threat. Then after the final battle the Dynasties turned on the C'tan. Sharding them in to uncounted fragments. And Cirrus hated them for it. He vowed revenge for his god and set off to find the various shards of The Nightbringer. In the sixty million plus years since then him and the Death Hand Legion has scoured the galaxy looking for the shard and reassembling them as they are found.
Dedicated Transport:
May select a Catacomb Command Barge as a
dedicated transport
Wargear:
- Veil of Shadows*
- Phase Shifter
- Tachyon Arrow
- Shadowrend**
- Icon of Unlife***
- Sempiternal Weave
Special Rules:
- Ever-Living
- Hit & Run*
- Reanimation Protocols
- Stealth*
* Veil of Shadows
A special veil of Darkness that allows Cirrus to shroud him self in shadows giving him the ability to evade even the most well aimed shot or the most skillful blow as well as suprise his opponent in close combatwith attacks launched from the billowing darkness, or even quickly withdraw before the enemy even realizes he's gone.
In addition to acting as a standard veil of darkness, this war gear also confers hit&run and stealth USR to Cirrus and any squad he joins. Also during the Intiative tests for Sweeping advance and Hit&Run withdraws count Cirrus's Intiative as 2 higher.
** Shadowrend
A war scythe with blades on each end, Shadowrend is a near mythical weapon, commonly dismissed as fairy tails and fanciful stories by most Necron lords, was made with a portion of The Nightbringer's necrodermis. Crafted by the Crypteks of the Death's Hand Legion for Cirrus after the Bio-Transference. In it is the power to sunder tanks and dice infantry with a single slash. Nothing can protect from the indestructible monomolecular phased blade of Shadowrend, Nothing.
Shadowrend counts as two close combat weapons. Attacks made with Shadowrend are resolved with a plus two strength bounus. Additionally, hits with Shadowrend roll 2D6 for armor penetration. Armor and Invulnerable saves are not permitted against wounds made by Shadowrend
*** Icon of Unlife
A powerful artifact that was crafted during the beginning of the Bio-transference,it utilized nano-scarabs to provide a boost to Cirrus's self repair system.
Cirrus always makes RP/Everliving rolls as a 4+, if a 4 is rolled set him back up with one wound as normal, If a 5 is rolled set him back up with 2 wounds remaining, and if a 6 is rolled set Cirrus back up with 3 wounds remaining.
I think Cirrus is really good but I think you made a misprint on a few things.
Surely you wouldn't give a T5 2+/3++ that gets a S8 power weapon that ignores invulnerable saves, a reusable phylactery, hit and run + stealth to any squad he joins, plus other goodies, for a meager 225 points (or at all to some extent). I bet you meant for it to be 325 points, yes?
.....
Right? Because to include something with that high of Strength that would ignore Invulnerable saves would just be just so downright over powered that not even Matt Ward would allow it.
felixander wrote:That's cool and all, but aren't most Dark Eldar armies all fliers anyways? Raiders and Venoms can fly, right =X Nothing against bringing something knew to the game but just sayin' and don't forget that Vehicles can't be scoring, even if they become a Troops choice.
They're technically skimmers, but to a degree. But it's not just a squadron of fighter jets is it
And yes, I know that anything with an AV Value isn't scoring, regardless of whether it's a troop or not, unless it specifically states otherwise. That's part of why I believe it isn't THAT huge a problem to have the flier army.
I'll make THIS Taranis revision 3
Spoiler:
FO: HQ Squad: Taranis, Master of the Razorwing
Unit: Taranis, Points Per: 280, Models: 1*, Unit Type: Vehicle (Skimmer, Fast), BS-5, FA-11, SA-11, RA-10.
Lord of the Flock:
Razorwing Jetfighters become Troops choices.
All units except for Razorwing Jetfighters and Voidraven Bombers become 0-1 choices.
Wargear:
Splinter Cannon
Two Disintegrator Cannons
Two Dark Lances
Two Monoscythe Missiles
Two Necrotoxin Missiles
Two Shatterfield Missiles
Enhanced Flickerfield
Nightshields
Special Rules:
Night Vision
Deep Strike
Aerial Assault
Supersonic
Skilled Rider
Enhanced Flickerfield: Confers a 4+ invun.
Gave back a splinter cannon, dropped him back to 280 (will of course up this again if people still feel it's unjustified) and if taken, he now makes everything apart from the Razorwing and Voidraven a 0-1 unit.
Honestly I think it would work in game. Looks tough on paper, but spam some fire at it, and it will fall. Fire that doesn't cost a lot, which is how I manage to hold of Dark Eldar now, (Big Shootas, believe it or not.) Considering I do that with orks, I would gather other armies, (really they can) would pick him off before turn 3. If he is turbo boosting it does become difficult. Six razorwings is nasty. For 280pnts, so you can take enough ships to make his 280pnts matter, the character becomes worthy, taking a 280pnt model like this in a low point game would be no good, which fits game dynamics for heavy point models that are heavy points because of what they allow the army to take. I think though, this model is heavy points because of his equipment, and as I only Hack and Slash Dark Eldar, and don't field them, I would have to ask how many wounds does he look at causing a turn? Take that into account over just the base pricing, and add into how much damage 6 razorwings would do a turn before they got wrecked. If the answer is enough to wipe out more than two basic troop choices, or clear out a table of meq, (I'm talking each turn here then price should go up. If the whole thing can only take out about two troop choices, and only clear out a few (1-2) meq a turn, the price is about right. If I had to point cost him myself, 280 sits well with me. Would playtest him with you no problem.
You do realise even GW don't like the idea.of ignoring Invuls? Nightbringer, Deciever and Psycannons, Incinerators all did that. Ward fixed that when he revamped both dexes. They seem to prefer forcing you to reroll successes. Try that and remove the 2 CCW bit.
Arm mounts: Plasma annihilator and helstorm cannon
Shoulder mounts: Quake cannon and volcano cannon
Cathedral mounts: 4 twin-linked auto cannons in AA mounts
Leg mounts: 3 lascannons and 3 twin-linked heavy bolters per foot, in 12, 9 and 6 o'clock mounts on the left leg, and 12, 3 and 6 o'clock mounts on the right.
Special Rules:
Behemoth: All units within 12 of the Dies Irae treat all terrain including open ground as difficult terrain as long as it has moved in that phase.
Icon of Chaos: Dies Irae is a rare Imperator Chaos Titan. All Chaos forces on the tabletop gain Ld10 and Fearless. All Imperial Forces are at -2 Leadership.
Redundant conduits: At the start of every turn, roll a dice for every void shield that has been taken down. On a 5+, the shield is regained.
I have no room to consider whether this is over priced, over powered, or neither. But I will say that if you're playing a game that you use a 8000 point titan and still need it to transport 100 models.... send pics.
I'm assuming that the 50 model transport can be used by multiple squads rather than the standard one unit per transport?
felixander wrote:I have no room to consider whether this is over priced, over powered, or neither. But I will say that if you're playing a game that you use a 8000 point titan and still need it to transport 100 models.... send pics.
I'm assuming that the 50 model transport can be used by multiple squads rather than the standard one unit per transport?
played an apoc game with it, 100,000 points a side
had it transport 100 Iron Warrior Terminators, who never even got to see combat
it melted through a pair of warlord titans and the majority of 2 leman russ armoured companies before it got taken down by a pair of shadowswords and Lysander's titan hammer formation
sadly, no pics as we were all too busy
i will take pics of the next one
felixander wrote:That's cool and all, but aren't most Dark Eldar armies all fliers anyways? Raiders and Venoms can fly, right =X Nothing against bringing something knew to the game but just sayin' and don't forget that Vehicles can't be scoring, even if they become a Troops choice.
They're technically skimmers, but to a degree. But it's not just a squadron of fighter jets is it
And yes, I know that anything with an AV Value isn't scoring, regardless of whether it's a troop or not, unless it specifically states otherwise. That's part of why I believe it isn't THAT huge a problem to have the flier army.
I'll make THIS Taranis revision 3
Spoiler:
FO: HQ Squad: Taranis, Master of the Razorwing
Unit: Taranis, Points Per: 280, Models: 1*, Unit Type: Vehicle (Skimmer, Fast), BS-5, FA-11, SA-11, RA-10.
Lord of the Flock:
Razorwing Jetfighters become Troops choices.
All units except for Razorwing Jetfighters and Voidraven Bombers become 0-1 choices.
Wargear:
Splinter Cannon
Two Disintegrator Cannons
Two Dark Lances
Two Monoscythe Missiles
Two Necrotoxin Missiles
Two Shatterfield Missiles
Enhanced Flickerfield
Nightshields
Special Rules:
Night Vision
Deep Strike
Aerial Assault
Supersonic
Skilled Rider
Enhanced Flickerfield: Confers a 4+ invun.
Gave back a splinter cannon, dropped him back to 280 (will of course up this again if people still feel it's unjustified) and if taken, he now makes everything apart from the Razorwing and Voidraven a 0-1 unit.
Honestly I think it would work in game. Looks tough on paper, but spam some fire at it, and it will fall. Fire that doesn't cost a lot, which is how I manage to hold of Dark Eldar now, (Big Shootas, believe it or not.) Considering I do that with orks, I would gather other armies, (really they can) would pick him off before turn 3. If he is turbo boosting it does become difficult. Six razorwings is nasty. For 280pnts, so you can take enough ships to make his 280pnts matter, the character becomes worthy, taking a 280pnt model like this in a low point game would be no good, which fits game dynamics for heavy point models that are heavy points because of what they allow the army to take. I think though, this model is heavy points because of his equipment, and as I only Hack and Slash Dark Eldar, and don't field them, I would have to ask how many wounds does he look at causing a turn? Take that into account over just the base pricing, and add into how much damage 6 razorwings would do a turn before they got wrecked. If the answer is enough to wipe out more than two basic troop choices, or clear out a table of meq, (I'm talking each turn here then price should go up. If the whole thing can only take out about two troop choices, and only clear out a few (1-2) meq a turn, the price is about right. If I had to point cost him myself, 280 sits well with me. Would playtest him with you no problem.
At 2k, you get Tamaris, 6 Razorwings and 3 Voidravens (1945pts).
My Math says, that if they fire all their one-shot missiles at 100 marines (36 Monoscythe, 2 Necrotoxin, 2 Shaterfield, that's roughly 420pts of missiles.), assuming the large blasts all hit and get 3-4 Marines each, then it averages out at killing between 35-45 Marines. (Cover doesn't matter, they get their standard save against all missiles, and all the missiles are fairly useless against vehicles.) (That said, 1/3 templates will probably miss, dropping it to around 25-35 anyway...)
With the remaining 1525pts of flier ( Tamaris, 6 Razorwings, 3 Voidravens. ) boasting 14 Dark Lances, 2 Disintegrators, 7 Splinter Cannons and 6 Void Lances being able to kill: 23 marines a turn.
That lot Vs AV12 it works out at:
Hits: 18.667
Glancing Saves: 1.139
Penetration Saves: 2.611
Glancing Hits: 1.139
Penetration Hits: 2.611
Infact, that reads worse than my standard 2000pt list.
(which 9 vehicles in (5 raiders, 3 Venoms, 1 Razorwing) as it is, + 2 Talos, 29 Wracks, 9 Grotesques and 2 Haems, meaning I can hold 5 ojectives, and drop more infantry a turn. (and roughly the equivalent amount of vehicles.)
Sigurd the Deathless, Destroyer of Worlds, Scion of Tzeentch, Immortality Incarnate
Sigurd is Tzeentch's first and most faithful servant. Once a powerful human warlord, Sigurd was noticed by Tzeentch for his dual role of great warrior and cunning politician. Sigurd pledged himself to the emerging god for eternity, and Tzeentch has rewarded his loyalty with many gifts. Sigurd is Tzeentch's greatest mortal servant, and his lackl of daemonhood is a rejection on his part rather than a snub by his patron.
Type: Infantry (unique)
375 points
WS7 BS7 S5 T5 W5 I7 A5 Ld10 Sv2+
Wargear:
Armor of Eternity: this gives a 2+ armour save. Any model that is in base contact with Sigurd loses 1 attack.
Tza'leth: this is a ranged weapon with the following profile: Range 24 S10 AP1 Assault 3 Pistol
Khai'el'dan: this is a power weapon. Any model that suffers an unsaved wound from this weapon must immediately take a Toughness test for each wound. If any test is failed, the model is removed from play and replaced by a Chaos spawn model. All successful invulnerable saves taken against this weapon must be re-rolled.
Special Rules:
Chosen of Tzeentch: Eternal Warrior and a 2+ invulnerable save
Champion of Chaos: Must try to attack independent characters. Can re-roll all failed to hits against independent characters
2++ T5 W5 with a 3 shot 24" pistol that is S10 AP1? I feel like this is just one of those things that shouldn't exist and there isn't a "right" points cost. Plus the Crazy sword... and the fact that fluff is seems off... like the fact that he's Tzeentch's best servant but is a model with no Psychic powers?
He hasn't been ascended to Daemonhood why? Because he rejects it? UUUUHHH it's the goal of every chaos marine / cultist / etc to become a Daemon, so why does he reject something everyone else wants so badly?
There is a direct first person to recognize the existence of a Chaos god? That seems a bit strange to me. I feel like Tzeentch would rather manipulate him early on.
felixander wrote:2++ T5 W5 with a 3 shot 24" pistol that is S10 AP1? I feel like this is just one of those things that shouldn't exist and there isn't a "right" points cost. Plus the Crazy sword... and the fact that fluff is seems off... like the fact that he's Tzeentch's best servant but is a model with no Psychic powers?
He hasn't been ascended to Daemonhood why? Because he rejects it? UUUUHHH it's the goal of every chaos marine / cultist / etc to become a Daemon, so why does he reject something everyone else wants so badly?
There is a direct first person to recognize the existence of a Chaos god? That seems a bit strange to me. I feel like Tzeentch would rather manipulate him early on.
This is when Tzeentch was coming into being
also haven't done the psychic powers yet cause its late and I'm drunk lol
purplefood wrote:Due to the nature of the warp, all the gods have existed forever no matter when the real space effects of their births were felt...
not true they needed time to reach a certain mass at which point they gained sentience. Eg SLaanesh was in existence beginning from the first Eldar hedonistic acts, but only came into being after enough hedonistic energy was expended into the warp
purplefood wrote:Due to the nature of the warp, all the gods have existed forever no matter when the real space effects of their births were felt...
not true they needed time to reach a certain mass at which point they gained sentience. Eg SLaanesh was in existence beginning from the first Eldar hedonistic acts, but only came into being after enough hedonistic energy was expended into the warp
Yes, but the warp isn't linear like realspace.
Something that lives in the warp experiences time differently than someone in realspace does and it doesn't always flow forwards...
Nothing borne of the warp is alive. They're patterns in the fabric of the warp brought to sentience via whirlpools of congregated emotion. They began forming when the first thinking beings arose, and most of them came to full fruition during the time of the ancient humans. Tzeentch was born of the hopes and schemes of the old ones in the war in heaven. Khorne was born of human bloodlust in the ancient times. Nurgle followed in his wake. Slaanesh was slowly birthed by the eldar's long decadence and descent into debauchery. These entities had no existence in the warp before then. Just because the warp has a separate timeline does not imply lack of causality - it still relies on the emotions and wills of those souled material beings to become anything but a blank, calm sea of energies.
felixander wrote:hat's cool and all, but aren't most Dark Eldar armies all fliers anyways? Raiders and Venoms can fly, right =X Nothing against bringing something knew to the game but just sayin' and don't forget that Vehicles can't be scoring, even if they become a Troops choice.
They're technically skimmers, but to a degree. But it's not just a squadron of fighter jets is it
And yes, I know that anything with an AV Value isn't scoring, regardless of whether it's a troop or not, unless it specifically states otherwise. That's part of why I believe it isn't THAT huge a problem to have the flier army.
I'll make THIS Taranis revision 3
[Spoiler]
FO: HQ Squad: Taranis, Master of the Razorwing
Unit: Taranis, Points Per: 280, Models: 1*, Unit Type: Vehicle (Skimmer, Fast), BS-5, FA-11, SA-11, RA-10.
Lord of the Flock:
Razorwing Jetfighters become Troops choices.
All units except for Razorwing Jetfighters and Voidraven Bombers become 0-1 choices.
Wargear:
Splinter Cannon
Two Disintegrator Cannons
Two Dark Lances
Two Monoscythe Missiles
Two Necrotoxin Missiles
Two Shatterfield Missiles
Enhanced Flickerfield
Nightshields
Special Rules:
Night Vision
Deep Strike
Aerial Assault
Supersonic
Skilled Rider
Enhanced Flickerfield: Confers a 4+ invun.
Gave back a splinter cannon, dropped him back to 280 (will of course up this again if people still feel it's unjustified) and if taken, he now makes everything apart from the Razorwing and Voidraven a 0-1 unit.
Honestly I think it would work in game. Looks tough on paper, but spam some fire at it, and it will fall. Fire that doesn't cost a lot, which is how I manage to hold of Dark Eldar now, (Big Shootas, believe it or not.) Considering I do that with orks, I would gather other armies, (really they can) would pick him off before turn 3. If he is turbo boosting it does become difficult. Six razorwings is nasty. For 280pnts, so you can take enough ships to make his 280pnts matter, the character becomes worthy, taking a 280pnt model like this in a low point game would be no good, which fits game dynamics for heavy point models that are heavy points because of what they allow the army to take. I think though, this model is heavy points because of his equipment, and as I only Hack and Slash Dark Eldar, and don't field them, I would have to ask how many wounds does he look at causing a turn? Take that into account over just the base pricing, and add into how much damage 6 razorwings would do a turn before they got wrecked. If the answer is enough to wipe out more than two basic troop choices, or clear out a table of meq, (I'm talking each turn here then price should go up. If the whole thing can only take out about two troop choices, and only clear out a few (1-2) meq a turn, the price is about right. If I had to point cost him myself, 280 sits well with me. Would playtest him with you no problem.
At 2k, you get Tamaris, 6 Razorwings and 3 Voidravens (1945pts).
My Math says, that if they fire all their one-shot missiles at 100 marines (36 Monoscythe, 2 Necrotoxin, 2 Shaterfield, that's roughly 420pts of missiles.), assuming the large blasts all hit and get 3-4 Marines each, then it averages out at killing between 35-45 Marines. (Cover doesn't matter, they get their standard save against all missiles, and all the missiles are fairly useless against vehicles.) (That said, 1/3 templates will probably miss, dropping it to around 25-35 anyway...)
With the remaining 1525pts of flier ( Tamaris, 6 Razorwings, 3 Voidravens. ) boasting 14 Dark Lances, 2 Disintegrators, 7 Splinter Cannons and 6 Void Lances being able to kill: 23 marines a turn.
That lot Vs AV12 it works out at:
Hits: 18.667
Glancing Saves: 1.139
Penetration Saves: 2.611
Glancing Hits: 1.139
Penetration Hits: 2.611
Infact, that reads worse than my standard 2000pt list.
(which 9 vehicles in (5 raiders, 3 Venoms, 1 Razorwing) as it is, + 2 Talos, 29 Wracks, 9 Grotesques and 2 Haems, meaning I can hold 5 ojectives, and drop more infantry a turn. (and roughly the equivalent amount of vehicles.)
[/spoiler]
You don't need to take into account the 3 void ravens, and did you take into account range? If so, then the comparison between meq destruction and troop demolition, is something special. Killing 25-35 marines a turn is pretty nasty, of course you're out of missles after right...seeing as you have to pay for the missles, I guess it's still ok at 280...but based off of marine death, considering Marines are T 4 and 3+ save tough arsed troops, you might want to jack him up to 300. Then playtest him down or up pointswise (imagine down to 280 or up to I couldn't say, 300 is a lot. Four games should give you a good jist of how games will average with the list, mathhammer whitstanding. Best way to playtest is against an armored army twice, SM(Linear,BA, or DC) /Necrons, same list. Then a horde army twice nids/orks, same list. Don't playtest against tau, won't help much. IG you should playtest against after you think you've got the points all finished. Don't playtest against Wolves or Grey Knights, it will make you want to boost abilities and feel undercosted when you're probably balanced.
I took into account the ravens because the razorwings and ravens are the only things not made 0-1 units by him, and frankly, I think if you're taking him - what's the point in taking anything other than the max number of planes you can.
And I agree, 25-35 dead is relatively high, and if you do obscenely well, could cause 60 or so wounds.
BUT, after that their killiness drops harshly, and it's basically a 1500pt army. Of 10 paper planes.
But yeah - I intend to playtest it, but first I need the Voidraven kit to be released, and to buy another 6 (maybe 7 so I can make Persephones Occam) Razorwings...
So that's only around what.. £150-200? So I'll test it in around a year or so *whistles*
Be good for using Taranis + Apoc (because 3 wings of 3 planes will be cool as hell.)
Wargear: power armour, bolt pistol, bolter, combat knife, frag and krak grenades, melta bombs, defensive grenades
Advanced targeting: All ranged weapons are twin-linked
Silencers: All ranged weapons are pinning
Special Rules: ATSKNF, Stealth, Scout, Infiltrate
Combat Squads: the squad may divide into 2 combat squads, one consisting of Omegon and 9 legionnaires, the other consisting of the Sergeant and 9 legionnaires.
Primarch(Omegon only): Strikes as a Monstrous Creature, Has Feel No Pain and EW.
Polyphemous, Harbinger of the Allfather ( 230): Sorcerer of Nurgle: Manreaper, Psychic miasma,
blight grenades, eternal warrior, Stubborn, winds of Chaos, plague aura
WS/BS/S/T/W/ I / A/ Ld/ sv 5 5 4 4 3 5 2 9 2+ 4++ (FNP)
Psychic miasma: Always tests on 2d6 for self, acts as psychic hood board wide, and grants FNP
Plague aura: Psychic power, In assault, before to hit rolls are made, the plague aura hits all models in base contact with Polyphemous(and those models only, no allocating to different models) causing a poisoned 4+ ap 1d6 (per model) hit (If all models in base contact die, continue assault, if model was within two inches of a dead model it may still attack)
Husk Marine (Polyphemous' body guard) : Blight Grenades, Husk scythe (45 pts per model)
WSBS S T W I A LdSv 0-1 retinue upgrade for polyphemous ( 3-7 models in the unit)
4 4 3 4 1 4 1 9 3+ 5++ (fnp 4+)
Husk scythes are two handed poisoned 4+ power weapons that grant a d3 attacks. If a natural 1 is rolled the model is sapped of strength and may not attack this assault phase
(One d6 is rolled per Husk guard in the squad)
Virulent Projection: Husk Scythes can project a stream of nurgles essence
str 5 ap 4 range: template
or
str 4 ap 5 assault d3 range 12"(1 roll for unit as whole) haywire ( glance on a 2+, 5+ pen)
You do realise even GW don't like the idea.of ignoring Invuls? Nightbringer, Deciever and Psycannons, Incinerators all did that. Ward fixed that when he revamped both dexes. They seem to prefer forcing you to reroll successes. Try that and remove the 2 CCW bit.
So something more like this?
me wrote:
Necron Overlord Cirrus..........................................................................................................225pnts
Dedicated Transport:
May select a Catacomb Command Barge as a
dedicated transport
Wargear:
- Veil of Shadows*
- Phase Shifter
- Tachyon Arrow
- Shadowrend**
- Icon of Unlife***
- Sempiternal Weave
Special Rules:
- Ever-Living
- Hit & Run*
- Reanimation Protocols
* Veil of Shadows
A special veil of Darkness that allows Cirrus to shroud him self in shadows giving him the ability to evade even the most well aimed shot or the most skillful blow as well as suprise his opponent in close combatwith attacks launched from the billowing darkness, or even quickly withdraw before the enemy even realizes he's gone.
In addition to acting as a standard veil of darkness, this war gear also confers hit&run USR to Cirrus and any squad he joins. Also during the Intiative tests for Sweeping advance and Hit&Run withdraws count Cirrus's Intiative as 2 higher.
** Shadowrend
A war scythe with blades on each end, Shadowrend is a near mythical weapon, commonly dismissed as fairy tails and fanciful stories by most Necron lords, was made with a portion of The Nightbringer's necrodermis. Crafted by the Crypteks of the Death's Hand Legion for Cirrus after the Bio-Transference. In it is the power to sunder tanks and dice infantry with a single slash. Nothing can protect from the indestructible monomolecular phased blade of Shadowrend, Nothing.
Attacks made with Shadowrend are resolved with a plus two strength bounus. Additionally, hits with Shadowrend roll 2D6 for armor penetration. Armor saves are not permitted against wounds made by Shadowrend 'and Invulnerable saves must be rerolled if successful.
*** Icon of Unlife
A powerful artifact that was crafted during the beginning of the Bio-transference,it utilized nano-scarabs to provide a boost to Cirrus's self repair system.
Cirrus always makes RP/Everliving rolls as a 4+, if a 4 is rolled set him back up with one wound as normal, If a 5 is rolled set him back up with 2 wounds remaining, and if a 6 is rolled set Cirrus back up with 3 wounds remaining.
It's too much. Something should go. Even at 225 points, and not confering too much to his army, the man is hard to kill and easy to bring back after death.
Five attacks, six on the charge, all power weapons, that force re-rolled invulnerable saves, and 2d6AP, nearly every turn this model, single-handedly, could be murdering high cost models the enemy has. Anything he can go toe-toe with, i.e. other special characters, may get the better of him the first run-in, but not once he gets back up. He will not only earn his points back, 225 for a single model that doesn't boost an army is expensive, but he may very well almost earn double his points back every game if used well, if used poorly still earning his points back, which is not so cool. A model used poorly, should perform poorly, (not counting SC's in Wolves or GK...as those are specifically like that to market towards new players...I presume...)
Sorry, I like the idea, but some of these abilities need to be stripped. Or some negatives needed to be added. Give some of these ideas to another character, this guy seems like two characters put into one.
Wargear: power armour, bolt pistol, bolter, combat knife, frag and krak grenades, melta bombs, defensive grenades
Advanced targeting: All ranged weapons are twin-linked
Silencers: All ranged weapons are pinning
Special Rules: ATSKNF, Stealth, Scout, Infiltrate
Combat Squads: the squad may divide into 2 combat squads, one consisting of Omegon and 9 legionnaires, the other consisting of the Sergeant and 9 legionnaires.
Primarch(Omegon only): Strikes as a Monstrous Creature, Has Feel No Pain and EW.
My main problem is this...umm...don't open the spoiler if you haven't finished the book. DO NOT OPEN IT IF YOU HAVEN'T FINISHED THE BOOK.
Spoiler:
Its not Omegon...He's not as good as Omegon is, and while he shares some of the powers, they fade by the end and he's just who he is, i.e. not a primarch. So he shouldn't be EW, MC in CC, etc.
I utterly despise the idea of ignoring invulnerable saves. Know why? Because they're the saves that can't be ignored, that's the point in them! First you get "this ignores invulnerables", then you'll get invulnerables that ignore things that ignore invulnerables, and it becomes a stupid mess.
Special Rules:
Synapse Creature (48"), Fearless, Feel No Pain, Spirit Leech, Double Monstrous Creature, Psyker, Fleet, Eternal Warrior.
Wargear:
Bonephasekatana: Crafted by the finest Necron and Eldar craftsmen, the BPK is an instant death power weapon. When the Tyrantlord causes a wound in close combat, pick any model within 10". That model immediately explodes, creating a Str 6 AP2 large blast at their death point. This cannot hurt the Tyrantlord.
The Supreme Tyrantlord Prime is a half-Hive Tyrant half-Carnifex half-Trygon Prime. It was abandoned by its parent, the Swarmlord, as a small spawnling. It was found by the Eldar, who adopted the small Hormagaunt-like creature as their own. He quickly grew, learning every psychic power the Eldar know, and becoming Autarch, Farseer, and Exarch of every Aspect within two years. Unfortunately, the Craftworld was destroyed when it crashed into an Ultramarine. Swearing revenge, the Tyrantlord created Hive Fleet Behemoth and sent them at Macragge, but it didn't work because he was too busy adventuring through the Warp and defeating Slaanesh single-handedly.
Wargear: power armour, bolt pistol, bolter, combat knife, frag and krak grenades, melta bombs, defensive grenades
Advanced targeting: All ranged weapons are twin-linked
Silencers: All ranged weapons are pinning
Special Rules: ATSKNF, Stealth, Scout, Infiltrate
Combat Squads: the squad may divide into 2 combat squads, one consisting of Omegon and 9 legionnaires, the other consisting of the Sergeant and 9 legionnaires.
Primarch(Omegon only): Strikes as a Monstrous Creature, Has Feel No Pain and EW.
My main problem is this...umm...don't open the spoiler if you haven't finished the book. DO NOT OPEN IT IF YOU HAVEN'T FINISHED THE BOOK.
Spoiler:
Its not Omegon...He's not as good as Omegon is, and while he shares some of the powers, they fade by the end and he's just who he is, i.e. not a primarch. So he shouldn't be EW, MC in CC, etc.
Spoiler:
THis isn't representing Setrebo's squad that took down Tenebrae. Yes I know that was Ranko. What I'm representing here is Omegon's ACTUAL stealth squad, which makes an appearance when Omegon stalks the Magos earlier in the book
Ah. Then proceed. I was just worried it was meant to be the squad carrying out the assault. I quite like it then. But then I love all things alpha legion, so I am massively, massively biased
I utterly despise the idea of ignoring invulnerable saves. Know why? Because they're the saves that can't be ignored, that's the point in them! First you get "this ignores invulnerables", then you'll get invulnerables that ignore things that ignore invulnerables, and it becomes a stupid mess.
Special Rules:
Synapse Creature (48"), Fearless, Feel No Pain, Spirit Leech, Double Monstrous Creature, Psyker, Fleet, Eternal Warrior.
Wargear:
Bonephasekatana: Crafted by the finest Necron and Eldar craftsmen, the BPK is an instant death power weapon. When the Tyrantlord causes a wound in close combat, pick any model within 10". That model immediately explodes, creating a Str 6 AP2 large blast at their death point. This cannot hurt the Tyrantlord.
The Supreme Tyrantlord Prime is a half-Hive Tyrant half-Carnifex half-Trygon Prime. It was abandoned by its parent, the Swarmlord, as a small spawnling. It was found by the Eldar, who adopted the small Hormagaunt-like creature as their own. He quickly grew, learning every psychic power the Eldar know, and becoming Autarch, Farseer, and Exarch of every Aspect within two years. Unfortunately, the Craftworld was destroyed when it crashed into an Ultramarine. Swearing revenge, the Tyrantlord created Hive Fleet Behemoth and sent them at Macragge, but it didn't work because he was too busy adventuring through the Warp and defeating Slaanesh single-handedly
I utterly despise the idea of ignoring invulnerable saves. Know why? Because they're the saves that can't be ignored, that's the point in them! First you get "this ignores invulnerables", then you'll get invulnerables that ignore things that ignore invulnerables, and it becomes a stupid mess.
Special Rules:
Synapse Creature (48"), Fearless, Feel No Pain, Spirit Leech, Double Monstrous Creature, Psyker, Fleet, Eternal Warrior.
Wargear:
Bonephasekatana: Crafted by the finest Necron and Eldar craftsmen, the BPK is an instant death power weapon. When the Tyrantlord causes a wound in close combat, pick any model within 10". That model immediately explodes, creating a Str 6 AP2 large blast at their death point. This cannot hurt the Tyrantlord.
The Supreme Tyrantlord Prime is a half-Hive Tyrant half-Carnifex half-Trygon Prime. It was abandoned by its parent, the Swarmlord, as a small spawnling. It was found by the Eldar, who adopted the small Hormagaunt-like creature as their own. He quickly grew, learning every psychic power the Eldar know, and becoming Autarch, Farseer, and Exarch of every Aspect within two years. Unfortunately, the Craftworld was destroyed when it crashed into an Ultramarine. Swearing revenge, the Tyrantlord created Hive Fleet Behemoth and sent them at Macragge, but it didn't work because he was too busy adventuring through the Warp and defeating Slaanesh single-handedly
I can only hope you're joking.
God I don't know how I missed that. Mate please say you're fething with us. Because that, umm, monstrosity that shall not be named, is about 700 points undercoated. not to mention you cannot exceed 10 on stats. ANd your fluff is atrocious. You're obviously a tyrannid collector on crack. DO you even play the game mate? I'd play against a million things that ignore invulnerable saves rather than that. Seriously, this is so bad I can scarcely believe my eyes. The amount of gak that you are full of is unbelievable. I don't normally make personal attacks but i'll make an exception here. This so mind-blowingly bad I might not be able to sleep tonight thinking of this monstrosity you have written. I wouldn't play against this if you made it 10,000 points
Ah ok you just posted that you're joking thank god I have peace now
Frozen Ocean wrote:I utterly despise the idea of ignoring invulnerable saves. Know why? Because they're the saves that can't be ignored, that's the point in them! First you get "this ignores invulnerables", then you'll get invulnerables that ignore things that ignore invulnerables, and it becomes a stupid mess.
Special Rules:
Synapse Creature (48"), Fearless, Feel No Pain, Spirit Leech, Double Monstrous Creature, Psyker, Fleet, Eternal Warrior.
Wargear:
Bonephasekatana: Crafted by the finest Necron and Eldar craftsmen, the BPK is an instant death power weapon. When the Tyrantlord causes a wound in close combat, pick any model within 10". That model immediately explodes, creating a Str 6 AP2 large blast at their death point. This cannot hurt the Tyrantlord.
The Supreme Tyrantlord Prime is a half-Hive Tyrant half-Carnifex half-Trygon Prime. It was abandoned by its parent, the Swarmlord, as a small spawnling. It was found by the Eldar, who adopted the small Hormagaunt-like creature as their own. He quickly grew, learning every psychic power the Eldar know, and becoming Autarch, Farseer, and Exarch of every Aspect within two years. Unfortunately, the Craftworld was destroyed when it crashed into an Ultramarine. Swearing revenge, the Tyrantlord created Hive Fleet Behemoth and sent them at Macragge, but it didn't work because he was too busy adventuring through the Warp and defeating Slaanesh single-handedly.
See that stuff in red, I did this , I did it again as I read it to make it red and say I did this However, i agree about ignoring invulnerable saves (though there is a situation where something in my personal codex does it...i.e. rolling a 6 to wound with a scimitar of the troor which can only be equiped on a warrior of the troor and it's a 100point model without EW.) I found when playtesting what made players more upset was having to re-roll their succesful saves. I think things that ignore invulnerable should just be few and far between, and be very limited in a codex. VERY limited. (...very...very...limited.)
Frozen Ocean wrote:I utterly despise the idea of ignoring invulnerable saves. Know why? Because they're the saves that can't be ignored, that's the point in them! First you get "this ignores invulnerables", then you'll get invulnerables that ignore things that ignore invulnerables, and it becomes a stupid mess.
Special Rules: Synapse Creature (48"), Fearless, Feel No Pain, Spirit Leech, Double Monstrous Creature, Psyker, Fleet, Eternal Warrior.
Wargear: Bonephasekatana: Crafted by the finest Necron and Eldar craftsmen, the BPK is an instant death power weapon. When the Tyrantlord causes a wound in close combat, pick any model within 10". That model immediately explodes, creating a Str 6 AP2 large blast at their death point. This cannot hurt the Tyrantlord.
The Supreme Tyrantlord Prime is a half-Hive Tyrant half-Carnifex half-Trygon Prime. It was abandoned by its parent, the Swarmlord, as a small spawnling. It was found by the Eldar, who adopted the small Hormagaunt-like creature as their own. He quickly grew, learning every psychic power the Eldar know, and becoming Autarch, Farseer, and Exarch of every Aspect within two years. Unfortunately, the Craftworld was destroyed when it crashed into an Ultramarine. Swearing revenge, the Tyrantlord created Hive Fleet Behemoth and sent them at Macragge, but it didn't work because he was too busy adventuring through the Warp and defeating Slaanesh single-handedly.
See that stuff in red, I did this , I did it again as I read it to make it red and say I did this However, i agree about ignoring invulnerable saves (though there is a situation where something in my personal codex does it...i.e. rolling a 6 to wound with a scimitar of the troor which can only be equiped on a warrior of the troor and it's a 100point model without EW.) I found when playtesting what made players more upset was having to re-roll their succesful saves. I think things that ignore invulnerable should just be few and far between, and be very limited in a codex. VERY limited. (...very...very...limited.)
I'm quite alright with only having weapons that make them reroll successful invuls, I don't want anything more as it'd feel unfair.
That being said, this guy is hilarious XD I like the Double Monstrous Creature bit lol
Automatically Appended Next Post:
CalasTyphon216 wrote:
Coolyo294 wrote:
Frozen Ocean wrote:
Spoiler:
I utterly despise the idea of ignoring invulnerable saves. Know why? Because they're the saves that can't be ignored, that's the point in them! First you get "this ignores invulnerables", then you'll get invulnerables that ignore things that ignore invulnerables, and it becomes a stupid mess.
Special Rules: Synapse Creature (48"), Fearless, Feel No Pain, Spirit Leech, Double Monstrous Creature, Psyker, Fleet, Eternal Warrior.
Wargear: Bonephasekatana: Crafted by the finest Necron and Eldar craftsmen, the BPK is an instant death power weapon. When the Tyrantlord causes a wound in close combat, pick any model within 10". That model immediately explodes, creating a Str 6 AP2 large blast at their death point. This cannot hurt the Tyrantlord.
The Supreme Tyrantlord Prime is a half-Hive Tyrant half-Carnifex half-Trygon Prime. It was abandoned by its parent, the Swarmlord, as a small spawnling. It was found by the Eldar, who adopted the small Hormagaunt-like creature as their own. He quickly grew, learning every psychic power the Eldar know, and becoming Autarch, Farseer, and Exarch of every Aspect within two years. Unfortunately, the Craftworld was destroyed when it crashed into an Ultramarine. Swearing revenge, the Tyrantlord created Hive Fleet Behemoth and sent them at Macragge, but it didn't work because he was too busy adventuring through the Warp and defeating Slaanesh single-handedly
I can only hope you're joking.
God I don't know how I missed that. Mate please say you're fething with us. Because that, umm, monstrosity that shall not be named, is about 700 points undercoated. not to mention you cannot exceed 10 on stats. ANd your fluff is atrocious. You're obviously a tyrannid collector on crack. DO you even play the game mate? I'd play against a million things that ignore invulnerable saves rather than that. Seriously, this is so bad I can scarcely believe my eyes. The amount of gak that you are full of is unbelievable. I don't normally make personal attacks but i'll make an exception here. This so mind-blowingly bad I might not be able to sleep tonight thinking of this monstrosity you have written. I wouldn't play against this if you made it 10,000 points
Ah ok you just posted that you're joking thank god I have peace now
It was pretty easily obvious, I don't know who would believe it haha, although that says a lot about the over-the-topness of some of the characters in this thread that are indeed seriously proposed, like that divinity save crap I saw a while back
Frozen Ocean wrote:I utterly despise the idea of ignoring invulnerable saves. Know why? Because they're the saves that can't be ignored, that's the point in them! First you get "this ignores invulnerables", then you'll get invulnerables that ignore things that ignore invulnerables, and it becomes a stupid mess.
Special Rules:
Synapse Creature (48"), Fearless, Feel No Pain, Spirit Leech, Double Monstrous Creature, Psyker, Fleet, Eternal Warrior.
Wargear:
Bonephasekatana: Crafted by the finest Necron and Eldar craftsmen, the BPK is an instant death power weapon. When the Tyrantlord causes a wound in close combat, pick any model within 10". That model immediately explodes, creating a Str 6 AP2 large blast at their death point. This cannot hurt the Tyrantlord.
The Supreme Tyrantlord Prime is a half-Hive Tyrant half-Carnifex half-Trygon Prime. It was abandoned by its parent, the Swarmlord, as a small spawnling. It was found by the Eldar, who adopted the small Hormagaunt-like creature as their own. He quickly grew, learning every psychic power the Eldar know, and becoming Autarch, Farseer, and Exarch of every Aspect within two years. Unfortunately, the Craftworld was destroyed when it crashed into an Ultramarine. Swearing revenge, the Tyrantlord created Hive Fleet Behemoth and sent them at Macragge, but it didn't work because he was too busy adventuring through the Warp and defeating Slaanesh single-handedly.
Frozen Ocean wrote:I utterly despise the idea of ignoring invulnerable saves. Know why? Because they're the saves that can't be ignored, that's the point in them! First you get "this ignores invulnerables", then you'll get invulnerables that ignore things that ignore invulnerables, and it becomes a stupid mess.
Special Rules: Synapse Creature (48"), Fearless, Feel No Pain, Spirit Leech, Double Monstrous Creature, Psyker, Fleet, Eternal Warrior.
Wargear: Bonephasekatana: Crafted by the finest Necron and Eldar craftsmen, the BPK is an instant death power weapon. When the Tyrantlord causes a wound in close combat, pick any model within 10". That model immediately explodes, creating a Str 6 AP2 large blast at their death point. This cannot hurt the Tyrantlord.
The Supreme Tyrantlord Prime is a half-Hive Tyrant half-Carnifex half-Trygon Prime. It was abandoned by its parent, the Swarmlord, as a small spawnling. It was found by the Eldar, who adopted the small Hormagaunt-like creature as their own. He quickly grew, learning every psychic power the Eldar know, and becoming Autarch, Farseer, and Exarch of every Aspect within two years. Unfortunately, the Craftworld was destroyed when it crashed into an Ultramarine. Swearing revenge, the Tyrantlord created Hive Fleet Behemoth and sent them at Macragge, but it didn't work because he was too busy adventuring through the Warp and defeating Slaanesh single-handedly.
Frozen Ocean wrote:I utterly despise the idea of ignoring invulnerable saves. Know why? Because they're the saves that can't be ignored, that's the point in them! First you get "this ignores invulnerables", then you'll get invulnerables that ignore things that ignore invulnerables, and it becomes a stupid mess.
Special Rules:
Synapse Creature (48"), Fearless, Feel No Pain, Spirit Leech, Double Monstrous Creature, Psyker, Fleet, Eternal Warrior.
Wargear:
Bonephasekatana: Crafted by the finest Necron and Eldar craftsmen, the BPK is an instant death power weapon. When the Tyrantlord causes a wound in close combat, pick any model within 10". That model immediately explodes, creating a Str 6 AP2 large blast at their death point. This cannot hurt the Tyrantlord.
The Supreme Tyrantlord Prime is a half-Hive Tyrant half-Carnifex half-Trygon Prime. It was abandoned by its parent, the Swarmlord, as a small spawnling. It was found by the Eldar, who adopted the small Hormagaunt-like creature as their own. He quickly grew, learning every psychic power the Eldar know, and becoming Autarch, Farseer, and Exarch of every Aspect within two years. Unfortunately, the Craftworld was destroyed when it crashed into an Ultramarine. Swearing revenge, the Tyrantlord created Hive Fleet Behemoth and sent them at Macragge, but it didn't work because he was too busy adventuring through the Warp and defeating Slaanesh single-handedly.
Frozen Ocean wrote:I utterly despise the idea of ignoring invulnerable saves. Know why? Because they're the saves that can't be ignored, that's the point in them! First you get "this ignores invulnerables", then you'll get invulnerables that ignore things that ignore invulnerables, and it becomes a stupid mess.
Special Rules:
Synapse Creature (48"), Fearless, Feel No Pain, Spirit Leech, Double Monstrous Creature, Psyker, Fleet, Eternal Warrior.
Wargear:
Bonephasekatana: Crafted by the finest Necron and Eldar craftsmen, the BPK is an instant death power weapon. When the Tyrantlord causes a wound in close combat, pick any model within 10". That model immediately explodes, creating a Str 6 AP2 large blast at their death point. This cannot hurt the Tyrantlord.
The Supreme Tyrantlord Prime is a half-Hive Tyrant half-Carnifex half-Trygon Prime. It was abandoned by its parent, the Swarmlord, as a small spawnling. It was found by the Eldar, who adopted the small Hormagaunt-like creature as their own. He quickly grew, learning every psychic power the Eldar know, and becoming Autarch, Farseer, and Exarch of every Aspect within two years. Unfortunately, the Craftworld was destroyed when it crashed into an Ultramarine. Swearing revenge, the Tyrantlord created Hive Fleet Behemoth and sent them at Macragge, but it didn't work because he was too busy adventuring through the Warp and defeating Slaanesh single-handedly.
I've highlighted the problems with it...
no no, his was satire as well. WHAT IS WITH PEOPLE AND MISSING SATIRE?
Frozen Ocean wrote:I utterly despise the idea of ignoring invulnerable saves. Know why? Because they're the saves that can't be ignored, that's the point in them! First you get "this ignores invulnerables", then you'll get invulnerables that ignore things that ignore invulnerables, and it becomes a stupid mess.
Special Rules:
Synapse Creature (48"), Fearless, Feel No Pain, Spirit Leech, Double Monstrous Creature, Psyker, Fleet, Eternal Warrior.
Wargear:
Bonephasekatana: Crafted by the finest Necron and Eldar craftsmen, the BPK is an instant death power weapon. When the Tyrantlord causes a wound in close combat, pick any model within 10". That model immediately explodes, creating a Str 6 AP2 large blast at their death point. This cannot hurt the Tyrantlord.
The Supreme Tyrantlord Prime is a half-Hive Tyrant half-Carnifex half-Trygon Prime. It was abandoned by its parent, the Swarmlord, as a small spawnling. It was found by the Eldar, who adopted the small Hormagaunt-like creature as their own. He quickly grew, learning every psychic power the Eldar know, and becoming Autarch, Farseer, and Exarch of every Aspect within two years. Unfortunately, the Craftworld was destroyed when it crashed into an Ultramarine. Swearing revenge, the Tyrantlord created Hive Fleet Behemoth and sent them at Macragge, but it didn't work because he was too busy adventuring through the Warp and defeating Slaanesh single-handedly.
I've highlighted the problems with it...
no no, his was satire as well. WHAT IS WITH PEOPLE AND MISSING SATIRE?
I'm... utterly shocked at how many of you believed that was serious. I collect Tyranids, yes, which you can tell from my signature. I've been in the game for years, CalasTyphon! I am also an admin of a roleplaying site. I've seen my fair share of atrociously Mary Sue profiles in my time. That was the point of the stupid fluff and stats, especially "Double" Monstrous Creature. I ticked all the boxes! The character is obscenely powerful and yet cheap (because he's the bestest ever!), he's the child of the Swarmlord (lol that doesn't even make sense, double Sue factor!), is a half- of many things, none of which even breed! Raised by Eldar, another Mary Sue crack. The katana, as well - come on, don't you know of the rule? Katanas and desert eagles, especially dual-wielded, are part of the Mary Sue code of coolduct.
@Titan Atlas, Chrisrawr: I appreciate the appreciation! Good to see that people know satire when they see it.
EDIT: Overall, I was mocking powergamers. Not necessarily in a 40k sense; as I said, I admin an RP site. People will attempt to give their characters an obscene backstory of 'coolness', even if it makes no sense at all (Super Hive Tyrant raised by Eldar? And you thought I was serious?), and attempt to get ridiculous powers so they can have their character steamroll every other character in the RP with their sheer awesomeness (read: derp).
OP: I wasn't mocking your special character idea, though. I was just being silly.
EDIT2: How can a Tyranid bioweapon be crafted by Eldar and Necron craftsmen? Nevermind somehow made out of bone and necrodermis? Okay, maybe the 'bone' referred to wraithbone... but still!
Frozen Ocean wrote:I'm... utterly shocked at how many of you believed that was serious. I collect Tyranids, yes, which you can tell from my signature. I've been in the game for years, CalasTyphon! I am also an admin of a roleplaying site. I've seen my fair share of atrociously Mary Sue profiles in my time. That was the point of the stupid fluff and stats, especially "Double" Monstrous Creature. I ticked all the boxes! The character is obscenely powerful and yet cheap (because he's the bestest ever!), he's the child of the Swarmlord (lol that doesn't even make sense, double Sue factor!), is a half- of many things, none of which even breed! Raised by Eldar, another Mary Sue crack. The katana, as well - come on, don't you know of the rule? Katanas and desert eagles, especially dual-wielded, are part of the Mary Sue code of coolduct.
@Titan Atlas, Chrisrawr: I appreciate the appreciation! Good to see that people know satire when they see it.
EDIT: Overall, I was mocking powergamers. Not necessarily in a 40k sense; as I said, I admin an RP site. People will attempt to give their characters an obscene backstory of 'coolness', even if it makes no sense at all (Super Hive Tyrant raised by Eldar? And you thought I was serious?), and attempt to get ridiculous powers so they can have their character steamroll every other character in the RP with their sheer awesomeness (read: derp).
OP: I wasn't mocking your special character idea, though. I was just being silly.
EDIT2: How can a Tyranid bioweapon be crafted by Eldar and Necron craftsmen? Nevermind somehow made out of bone and necrodermis? Okay, maybe the 'bone' referred to wraithbone... but still!
My apologies, I was very very drunk and very very tired
Frozen Ocean wrote:I'm... utterly shocked at how many of you believed that was serious. I collect Tyranids, yes, which you can tell from my signature. I've been in the game for years, CalasTyphon! I am also an admin of a roleplaying site. I've seen my fair share of atrociously Mary Sue profiles in my time. That was the point of the stupid fluff and stats, especially "Double" Monstrous Creature. I ticked all the boxes! The character is obscenely powerful and yet cheap (because he's the bestest ever!), he's the child of the Swarmlord (lol that doesn't even make sense, double Sue factor!), is a half- of many things, none of which even breed! Raised by Eldar, another Mary Sue crack. The katana, as well - come on, don't you know of the rule? Katanas and desert eagles, especially dual-wielded, are part of the Mary Sue code of coolduct.
@Titan Atlas, Chrisrawr: I appreciate the appreciation! Good to see that people know satire when they see it.
EDIT: Overall, I was mocking powergamers. Not necessarily in a 40k sense; as I said, I admin an RP site. People will attempt to give their characters an obscene backstory of 'coolness', even if it makes no sense at all (Super Hive Tyrant raised by Eldar? And you thought I was serious?), and attempt to get ridiculous powers so they can have their character steamroll every other character in the RP with their sheer awesomeness (read: derp).
OP: I wasn't mocking your special character idea, though. I was just being silly.
EDIT2: How can a Tyranid bioweapon be crafted by Eldar and Necron craftsmen? Nevermind somehow made out of bone and necrodermis? Okay, maybe the 'bone' referred to wraithbone... but still!
You can count on me. It gave me a good laugh to say the least, and the people actually believing you was the best part of all this
The way that reads is, Str 7 on the charge with 6-8 attacks + however many models died in the previous combat... Which is way too vague to not be abusable.
If you clarify it to kills caused by Titon, then being he's not a IC it should be alright.
CalasTyphon216 wrote:Titon, he who is called Devourer, First Captain of the World Eaters Legion
Type: Infantry (unique)
225 points
WS6 BS5 S5 T4 W4 I5 A5 Ld9 Sv3+
Wargear: power armour, frag and krak grenades, boltgun, bolt pistol
The Black Axes: 2 power weapons. Gives +D3 attacks and +1 Strength, rolled separately every round.
Special Rules: Fearless, Furious Charge, Independent Character
Blessed by Khorne: 4+ invulnerable save and immunity to psychic powers and force weapons
Unrelenting slaughter: Gains additional attacks equivalent to the number of models Titon killed in the previous round of combat.
Edited
Actually on the charge he gets 8-10 attacks on the charge. Base 5 + 1 for 2 CCW + 1 for charge + 1-3 for special weapon = 8-10
Pretty ridiculous... base attacks should be lowered to 3 if you want all the extra goodies. A possible 19 attacks without any draw backs?
Time for the breakdown!
Chaos Lord = 90 points
+1S = +10 points
+1W = +10-15 points
+2A = +20 points
-1 LD = -5 points
4++ (from 5+)= +10 points
immunity to Psychic powers and Force weapons = +10 points
Power weapon = +15 points
+1 S weapon = +10 points
+d3 A weapon = +15 points
Furious Charge = +10-15 points
Unrelenting Slaughter = +25 points
So the bare minimum cost is 220, somewould say 235. I'd bump him up with homebrew tax to 250, he's just got an unbelievable amount of attacks and S7 I6 on the charge... At least he doesn't have Eternal Warrior!
I rethinkered Captain #5601, a lot, giving him custom orders and a few goodies, not sure of the price, thinking about 90 points, he'd be an upgrade for the Company Commander.
A bit of lore: thje 6th Company of the 5th Krieg regiment is one of the veteran companies from the siege of Vraks, as such, its Vraks bear more Grenadiers and other veterans than most companies, the commanding officer, 5601 has been drawn from these veterans and kept most of his old Watchmaster gear as he took on his Captain duties, the great number of veterans allowed him to try out new strategies.
The vox system allows 5601 to send his order 6'' further, 12'' if the squad has a vox caster of their own (the leadership roll cannot be re-rolled in this case)
Special rules: Veteran company, 2 new orders ''They are already dead'' and ''Grenadiers, form rank! Fire at will!'', Senior Officer, Iron Discipline, Die Hards, Hardened Fighters (the last 3 rules are standard for any Krieg soldider find them here: http://www.forgeworld.co.uk/Downloads/Product/PDF/k/kreig.pdf)
Veteran company: Grenadiers maybe taken as troops, the veterans of the Company Command squad have the same gear as a standard Grenadiers
''They are already dead'': The unit who received this order may fire at units locked in melee, shots that miss are resolved agaisnt friendly troops, all normal saves apply.
''Grenadiers, form rank! Fire at will!'': This works the same as FRFSRF but for Grenadiers, it affects the following weapons: Hotshot lasgun/laspistol, grenade launcher and heavy stubber.
Quick comparison to Creed: Can give 2 orders to Creed 4, can potentially reach 24'' just as Creed, his single hotshot laspistol is MC (count as twin linked, right? or did memory failed again), however he gets a power sword and +1 WS, also custom orders. No tactical genius sheninagans, but there's the FoC sheninagans.
Falkus Kibre, Widowmaker, Captain of the Justaerin, Black Legion
Type: Infantry (unique)
195 points
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear: Terminator armour, power fist
Malediction: This is an archaic bolter that fires with the following profile: Range 30 S6 AP2 Heavy 4 Get's Hot
Special Rules: Fearless, Independent Character
Justaerin: For 5 points per model, 1 squad of terminators must gain +1 WS and BS. THey must also all purchase the Champion upgrade, and carry an icon of chaos glory. all other upgrades may be selected as normal. Falkus must join this unit before the start of the game and can never leave it. While in the unit, he loses the Independent Character special rule.
Facesnatcha is Nobchoppa's pet Jungle tree squig with a fearsome habit of aiming for his preys face. Nobchoppa keeps his pet concealed beneath his make-shift robe, ready to snap at any opportune moment.
When in combat with an enemy unit, Nobchoppa may use Facesnatcha to allow a single one of his attacks to be made at initiative 7, rather than at initiative 1.
Guerilla Fighta:
Nobchoppa is an expert in fighting in many environments, utilising his surroundings to his advantage.
When assaulting or being assaulted whilst Nobchoppa and his unit is in cover, they all count as having assault and defensive grenades. Furthermore, when being shot at, if Nobchoppa and his unit have gone to ground they add a further +1 to their cover save (To a maximum of 2+)
Bone Cage: After assault moves, but before attacks are made, each model in base contact with Diablo, the Prime Evil rolls a D6. On a 7+, that model takes a wound with no saves. Seriously, you have to be slowed to get hit by this.
Fire Nova: During the Shooting Phase, place the large blast template centered on Diablo, the Prime Evil. Enemy models under the blast template take an S3 hit, but ignore its results on a roll of 2+. This thing does nothing, don't even bother trying to dodge it.
Channel Lightning: Shooting attack with the following profile: Range: 12" S10 AP1 Assault 10*. *Roll the dice one at a time. If you miss, the attack gets no more shots this turn, as your opponents' models simply walk around it.
Clone: When reduced to 3 wounds, replace Diablo, the Prime Evil with an exact copy that only has 2 wounds. When this copy dies, replace it with Diablo, the Prime Evil at 3 wounds. This happens once per game.
You're sort of big to be teleporting around like that: Diablo, the Prime Evil simply moves anywhere on the board in the movement phase, except for within 1" of your opponents' models, or impassible terrain you can't balance him on.
The Prime Evil: This guy takes forever to die, and as such has Eternal Warrior and Feel No Pain. Power Weapons and weapons that ignore armour saves are treated as if they were regular attacks with an AP value of -. He's also a Daemon, but weapons and abilities that affect daemons only work on a 4+ each time they're used.
Seriously, don't even waste your time on this guy: The loot Diablo, the Prime Evil drops is terrible, not even properly leveled. Just don't even bother killing him - he's worth 2 kill points to your opponent if he's alive at the end of the game.
Marshal Victus
Unit Entry:
Victus a man who is said to put his creed and honor before his very soul, has been known as a unorthodox leader even by Templar standards. Victus is known for such devotion to the ideals of this chapter that it has been reported that he would have his men open fire on Imperial Guard units that were thought to be lead by psykers, as well as units that were either comprised or consisted of mutants. He has been quoted saying the only place for any of these heretics is piloting ships, or burning on a stake let them choose. Victus is also a master of close combat embracing the doctrine of his chapter perhaps a little to much Victus has been known to charge headlong into enemy gunlines rather then have his men return fire, because of this only the most zealous of Templars fight alongside him. Victus is instantly recognizable on the battlefield by his dual power axes shredding the enemies of man by the dozens.
Points: 250
WS:7
BS:4
S:5
T:5
W:3
I:5
A:4
LD:10
Sv: 2+
Wargear:
Terminator Armour, Dual Power Weapons, Iron Halo, Wrist Mounted Bolt Pistols,
Special Rules:
Eternal Warrior,
Independent Character,
Keeper of the Creed,
Furious Charge,
Unmatched Fury,
Unrelenting Purge,
Keeper of the Creed: If fielding Victus as a HQ choice, the entire army gains the ability to roll 2D6 on a Righteous Zeal consolodation, however you cannot re-roll this even though Crusader Seals.
Unmatched Fury: Victus is such a zealous combatant in close combat that he has a reputation for ignoring would be wounds. Though this roll a D6 for every Hit Victus takes in Close Combat on a 6+ the hit is ignored.
Unrelenting Purge: Victus's hate for any blights on the Imperium of Man is so much so that when a Black Templar unit is within 6" of a ally unit fielding a Psyker or Mutant that unit must take a Leadership test, if passed the units act normally however if the test is failed that turn the Black Templar unit must shoot at but not assault that ally unit. This rule only excludes the Grey Knights.
Special Rules
And they shall Know no Fear, Combat Tactics, Independent Character,
Angel of War- As an Angel Prince Gavreel is a Tactical Genius, and as such all other allied or accompanying Space Marine units can use his Leadership for any Morale or pinning Tests. All who are in 12 inches of Gavreel gain this.
The Knight Host of Tinal- The Knight Host of Tinal was named after the very long campaign in the Tinal System. Gavreel leads this most veteran group of Wanderers the Knight host has to offer. Only One squad may be selected as to One of the following special rules may be given at no additional cost: Counter-Attack, Infiltrate, Scout or Tank Hunter. (50 points if you want an additional squad to get a special rule)
Angelic Fire Blade- An wonderous gift from the Salamanders chapter, this was given to Gavreel after he served with the Salamanders during the Third War of Armaggedon, who admired his tactics and for saving an company of the Salamanders from an Ork Force. This Blade burns forever bright, and is known to char through ceramite with ease. This is a Power Weapon that has rending.
Personal Teleporter - This is a rare piece of technology outside of the Secretive grey knights. During one of the raids on a relic storage of a deceased chapter. Inside the Wanderers found suitable amounts of relics, weapons, and Power Armor, (And 12 land raiders.) to boost their chapter, Deep within the recess of its most inner vault was a guarded personal teleporters, Each of the Angel Princes of the Wanderers have access to this technology on the Battle Barge The Keeper.
Units with the Personal Teleporters are Jump Infantry. Once Per a game the Unit can elect to make a teleporter shunt instead of moving. If making a teleport shunt, the unit immediately makes a move of up to 30" in any direction. This move cannot end on top of another unit or in impassable terrain, but ignores all intervening units, terrain and so on. A unit that moves via a teleport shunt cannot assault in the same turn, although it can shoot or run as normal. The unit counts as having moved.
Armor of the Angel Princes- Like all Angel princes Gavreel is given the Armor of the Angel Princes, each represents a different element of warfare, his is tactics. The Armor itself makes Gavreel react quicker to situations than normal Astrates. +2 initiative when assaulting or when being assaulted.
Waross Gorfang Eadsplitta'
Da Freeboota
WS 6
S 5
T 5
A 3
I 4
W 3
AS 3+
Inv 4+
Ld 9
Wargear:
Greatcoat of Gork, a coat made of stitched together Ship Captains looted from plundered vicitms then reinforced by the shipboard Mek, Gives him a 3+ armor save
Da Hook: a Hook he has instead of a right hand, close combat weapon that, along with his cybernetic peg leg, gives him a 4+ invulnerable save
Da Kutlas, A powerweapon that, since he has "Da Hook" brings him up to 4 attacks
Bitah, his faithful squig, gives him +1 attack bringing him to 5
Special Rules:
Waaaagh
Furious Charge
Mob Rule
All ands man da cannons!- allows any and all non-walker vehicles to become skimmers for 15 points
Kalus Ekkadon, Captain, Catulan Reaver Squad, First Company, Sons of Horus Legion
185 points
Type: Infantry (unique)
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+
Wargear: power armour, jump pack, frag and krak grenades, bolt pistol, pair of lightning claws
Special Rules: Fearless, 5+ invulnerable save
Catulan Reavers: Ekkadon must be accompanied by a squad of between 5-20 Raptors. They may select any war gear except icons of khorne, tzeentch, nurgle or slaanesh. He cannot leave this squad. For 5 points per model, every model in this squad gains +1 WS and BS.
Gorfang EadSplitta wrote:Waross Gorfang Eadsplitta'
Da Freeboota
WS 6
S 5
T 5
A 3
I 4
W 3
AS 3+
Inv 4+
Ld 9
Wargear:
Greatcoat of Gork, a coat made of stitched together Ship Captains looted from plundered vicitms then reinforced by the shipboard Mek, Gives him a 3+ armor save
Da Hook: a Hook he has instead of a right hand, close combat weapon that, along with his cybernetic peg leg, gives him a 4+ invulnerable save
Da Kutlas, A powerweapon that, since he has "Da Hook" brings him up to 4 attacks
Bitah, his faithful squig, gives him +1 attack bringing him to 5
Special Rules:
Waaaagh
Furious Charge
Mob Rule
All ands man da cannons!- allows any and all non-walker vehicles to become skimmers for 15 points
Allows Flashgitz to be taken as Troopp Choices
Cost 180
OK so he's not a an Independent Character, can't shoot as he has no Ballistic skill nor a shooting weapon (he should at least have a Sluggah, especially for a Warboss who gives Flashgitz as troops), for some reason a wooden leg gives him a 4+ invuln save(?), and having orks stand by the guns lets a Trukk fly over a 5 story building... how? Plus the way it's worded all vehicles become Skimmers for 15 points total, rather than 15 points per vehicle. Needs some serious rethinking and tinkering to make sense. Please clarify these points. Add IC, a Ballistic skill, better explanation why a peg leg gives him 4+ invuln (Either that he has extensive cybernetic plating or a mini Kustom Force Field generator in the peg leg), and reword All 'ands Man Da Cannons! Also I'd advise making Da Hook and his peg leg being seperate pieces of wargear rather than a conglomeration of two different things that two different things. Please
Talon of Horus and Drach'nyen: +D6 attacks per turn, doubles Strength, can re-roll all failed to wounds. Includes a twin-linked bolter
Special Rules: Fearless, Independent Character, Preferred Enemy (all!)
Master of the Black Legion: 10 man units of Chaos Marines, Terminators or Raptors get the Icon of Chaos Glory for free. No other Icons may be selected in the army.
Blessing of the Chaos Gods: Eternal Warrior, stat bonuses included in stat line, 3+ invulnerable save
Not for Orks! Sure, you could have a bit of wargear, an 'aiming Grot' or something that would allow him to hit on 4's, but the inherent BS of an Ork is 2.
Armor of Horus: This is a massive black suit of Cataphractii Terminator armour. It confers a 2+ armour save, Feel No Pain, and a 3+ invulnerable save. In addition, all attacks directed against Horus are at a -1 to wound. It also confers the Deep Strike special rule, and Horus does not scatter when deep striking.
Mace of Tranquility and Talon of Horus: These two weapons combined boost Horus' Strength to D in close combat. In addition, all successful invulnerable saves taken against Horus in close combat must be re-rolled. The Talon also includes a ranged weapon with the following profile: Range 36 Strength 8 AP 2 Heavy 4
Mantle of the Warmaster: This is a symbol of Horus' status as the favoured son of Chaos. All friendly units gain Ld10 and Fearless. All enemy units that can draw line of sight to Horus are at -1 Ld and lose Fearless (if they had it).
Special Rules: Independent Character, Fearless
Blessed of the Gods: Horus is blessedly all the Chaos Gods and gains the following bonuses:
Blessed by Tzeentch- Horus can re-roll all failed saves.
Blessed by Slaanesh- Horus has Fleet
Blessed by Khorne- Horus is immune to force weapons and psychic powers
Blessed by Nurgle- Horus' Feel No Pain saves are passed on a 3+
In addition, Horus is immune to attacks that remove models from play, such as Lukas the Trickster or Castellan Crowe. Horus also counts as a Chaos Icon for purposes of Deep Striking.
Primarch: Horus has Relentless and Eternal Warrior.
Shadrak Meduson, Captain of the Iron Tenth, Scion of Medusa
285 points
Type: Infantry (unique)
WS6 BS6 S5 T5 W3 I5 A3 Ld10 Sv2+
Wargear: artificer armour, frag and krak grenades, bolt pistol, iron halo
Vengeance: This is a bolter crafted after the Drop Site massacre, used to slay traitors. Range 30 Strength 5 AP 3 Heavy 3
Fury of Iron: This is a sword, crafted in memory of his slain Primarch. This is a power weapon that grants +1 Strength and Rending.
bionics: Grants FNP and EW
Special Rules: Independent CHaracter, Combat Tactics, Chapter Tactics: Relentless, Preferred Enemy (Chaos Space Marines)
Revenge: Once per game, Meduson calls out for revenge against the slayers of his beloved Primarch. For the rest of the turn, all friendly units gain Furious Charge, Counter Attack, Feel No Pain, and Preferred Enemy (Chaos Space Marines)
Wargear: CCW A Light Shining in the Darkness: S4 AP5, master-crafted pistol SLCPD armour: Confers a 5+ save to Joshua Graham
Special Rules: Feel no pain, Fearless, Independant Character Destroying Angel: Joshua Graham and any unit he's attached to has the Preferred Enemy and Furious Charge special rules against any unit from a Chaos codex
Wargear: A Light Shining in the Darkness: S4 AP5, master-crafted pistol
SLCPD armour: Confers a 5+ save to Joshua Graham
Special Rules: Feel no pain, Fearless, Independant Character
Destroying Angel: Joshua Graham and any unit he's attached to has the Preferred Enemy and Furious Charge special rules against any unit from a Chaos codex
Comments and criticism are welcome.
Give him a CCW! And maybe he needs a Wounds characteristic =)
replace 1 Chaos Marine in a Chaos Marine Squad for 35 points
Type: Infantry (unique)
WS5 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
Wargear: power armour, frag and krak grenades, bolt pistol, bolt gun
Executioner: This is a chainsword. It can be used as a 2 handed weapon that grants +2 Strength or a 1 handed weapon that grants +1 Strength. It also has Rending USR.
Special Rules:
Weaponmaster: Xarl is the best fighter in 10th Company. He has Preferred Enemy against all targets.
Wargear: A Light Shining in the Darkness: S4AP5, master-crafted pistol
SLCPD armour: Confers a 5+ save to Joshua Graham
Special Rules: Feel no pain, Fearless, Independant Character
Destroying Angel: Joshua Graham and any unit he's attached to has the Preferred Enemy and Furious Charge special rules against any unit from a Chaos codex
Comments and criticism are welcome.
Give him a CCW! And maybe he needs a Wounds characteristic =)
Huh, didn't notice that I hadn't put the wounds in.
Ok I have created my first special character, thanks to the layout plan Ovion gave me. I'm not that good at judging if they are balanced though as I just like fighting armies that look cool and don't care much about points. Well here is the first:
Archon Helegan Rose 'The Lost Maiden'.
Pts: 200
WSBS S T W I A LdSv 7 7 3 3 3 7 4 10 5+
Unit Type: Infantry
Wargear: Plasma Grenades, Kabalite Armour, Punch Dagger (off-hand CC wep).
The Fractured Soul: To represent the strange power of the trans-dimensional being who exists within her slender frame, Archon Rose is completely immune to the effects of Psychic powers, as is any unit she joins.
The Maiden's Bane: Helegan Rose has gained a mighty weapon imbued with a malign and blood thirsty sentience during one of her many real-space raids. The Maiden's Bane is a power weapon. Furthermore, it makes two bonus attacks every round of combat (roll these seperatly). If any double is rolled for these attacks when rolling to hit, the sentience inside the blade rebels - the two attacks miss automatically and no more of these bonus attacks maybe made for the rest of the game.
Beast Petals: Archon Rose has command over the monsters that lurk in the Slums of Commorragh. You may take squads of 3 - 10 Ur-ghuls as an alternate Troop choice for your army and if a Court is chosen for Archon Helegan Rose, it may consist of only Ur-Ghuls.
Special Rules: Fleet, Night Vision, Power from Pain, Independent Character, Invulnerable Save (4+).
Precognisant: Archon Rose is always one step ahead of her enemies. After both sides have been deployed, the Dark Eldar may redeploy D3 Units in the army, including placing them in reserve.
Helegan's Ur-ghul slaves.
WSBS S T W I A LdSv 4 0 4 4 1 5 3 3 -
Unit Type: Infantry
Wargear: Claws and needle-teeth (count as a single close combat weapon).
Special Rules: Fleet, Feel no Pain, Furious Charge.
This is my first character and I used Lady Malys as a base for my altered rules, adding in her special troops for extra points but mostly leaving her the same. The urghul troops are just the same as the court versions and this just means that if accepted I could field an army of Ur-ghuls lead by 'The Maiden', which I think would look amazing.
Hezekial wrote:Ok I have created my first special character, thanks to the layout plan Ovion gave me. I'm not that good at judging if they are balanced though as I just like fighting armies that look cool and don't care much about points. Well here is the first:
Archon Helegan Rose 'The Lost Maiden'.
Pts: 200
WSBS S T W I A LdSv 7 7 3 3 3 7 4 10 5+
Unit Type: Infantry
Wargear: Plasma Grenades, Kabalite Armour, Punch Dagger (off-hand CC wep).
The Fractured Soul: To represent the strange power of the trans-dimensional being who exists within her slender frame, Archon Rose is completely immune to the effects of Psychic powers, as is any unit she joins.
The Maiden's Bane: Helegan Rose has gained a mighty weapon imbued with a malign and blood thirsty sentience during one of her many real-space raids. The Maiden's Bane is a power weapon. Furthermore, it makes two bonus attacks every round of combat (roll these seperatly). If any double is rolled for these attacks when rolling to hit, the sentience inside the blade rebels - the two attacks miss automatically and no more of these bonus attacks maybe made for the rest of the game.
Beast Petals: Archon Rose has command over the monsters that lurk in the Slums of Commorragh. You may take squads of 3 - 10 Ur-ghuls as an alternate Troop choice for your army and if a Court is chosen for Archon Helegan Rose, it may consist of only Ur-Ghuls.
Special Rules: Fleet, Night Vision, Power from Pain, Independent Character, Invulnerable Save (4+).
Precognisant: Archon Rose is always one step ahead of her enemies. After both sides have been deployed, the Dark Eldar may redeploy D3 Units in the army, including placing them in reserve.
Helegan's Ur-ghul slaves.
WSBS S T W I A LdSv 4 0 4 4 1 5 3 3 -
Unit Type: Infantry
Wargear: Claws and needle-teeth (count as a single close combat weapon).
Special Rules: Fleet, Feel no Pain, Furious Charge.
This is my first character and I used Lady Malys as a base for my altered rules, adding in her special troops for extra points but mostly leaving her the same. The urghul troops are just the same as the court versions and this just means that if accepted I could field an army of Ur-ghuls lead by 'The Maiden', which I think would look amazing.
Tell me what you think.
This just sounds like Lady Malys in a different skin...
Hezekial wrote:Ok I have created my first special character, thanks to the layout plan Ovion gave me. I'm not that good at judging if they are balanced though as I just like fighting armies that look cool and don't care much about points. Well here is the first:
Archon Helegan Rose 'The Lost Maiden'.
Pts: 200
WSBS S T W I A LdSv 7 7 3 3 3 7 4 10 5+
Unit Type: Infantry
Wargear: Plasma Grenades, Kabalite Armour, Punch Dagger (off-hand CC wep).
The Fractured Soul: To represent the strange power of the trans-dimensional being who exists within her slender frame, Archon Rose is completely immune to the effects of Psychic powers, as is any unit she joins.
The Maiden's Bane: Helegan Rose has gained a mighty weapon imbued with a malign and blood thirsty sentience during one of her many real-space raids. The Maiden's Bane is a power weapon. Furthermore, it makes two bonus attacks every round of combat (roll these seperatly). If any double is rolled for these attacks when rolling to hit, the sentience inside the blade rebels - the two attacks miss automatically and no more of these bonus attacks maybe made for the rest of the game.
Beast Petals: Archon Rose has command over the monsters that lurk in the Slums of Commorragh. You may take squads of 3 - 10 Ur-ghuls as an alternate Troop choice for your army and if a Court is chosen for Archon Helegan Rose, it may consist of only Ur-Ghuls.
Special Rules: Fleet, Night Vision, Power from Pain, Independent Character, Invulnerable Save (4+).
Precognisant: Archon Rose is always one step ahead of her enemies. After both sides have been deployed, the Dark Eldar may redeploy D3 Units in the army, including placing them in reserve.
Helegan's Ur-ghul slaves.
WSBS S T W I A LdSv 4 0 4 4 1 5 3 3 -
Unit Type: Infantry
Wargear: Claws and needle-teeth (count as a single close combat weapon).
Special Rules: Fleet, Feel no Pain, Furious Charge.
This is my first character and I used Lady Malys as a base for my altered rules, adding in her special troops for extra points but mostly leaving her the same. The urghul troops are just the same as the court versions and this just means that if accepted I could field an army of Ur-ghuls lead by 'The Maiden', which I think would look amazing.
Tell me what you think.
This just sounds like Lady Malys in a different skin...
Ye I will probably fiddle around with the Special rules, Wargear and probably give her some more unique stuff, but do you feel that the Ur-Ghul army is a good idea? Would you like to fight an army with squads of them in?
Nurgle wrote:Christian W Chandler The Plague Marine
25 Points,
WSBS S T I Ld A W Sv 1....2..1.1.3...4.....1...2....+5
Special Rules:
Summon Sonichu the beast of Nurgle. (Standard stats)
Orange Fanta Recycle: gains a +1 to weapon skill for one attack
JUULAAAAYY: Makes all other Units pass leadership test knowing they are not as pathetic as he is.
This is a JOKE!!!!
I just thought it would be funny to do.
What was I thinking when I posted this?
._. this just isnt my style.
Wargear: power armour, iron halo, frag and krak grenades, bolt pistol, bolter
Moonblade: This is an archaic chainsword. It strikes at +1 Strength and ignores armour saves.
Options:
May replace bolt pistol, bolter, power armour, frag and krak grenades for terminator armour, storm bolter and power fist for 35 points. Abaddon may choose to split his attacks between using the Moonblade and using the power fist.
Special Rules: Independent Character, Fearless
Implacable Advance: Abaddon and his unit are Fearless. They can never control an objective, but they may always sweeping advance.
Stubborn Bastard: Abaddon has Eternal Warrior special rule.
Sedecim, the reaver of Vraax IV (Daemon prince of Tzeentch)
Pts: 260
WS_7 BS_5 S_6 T_6 W_5 I_5 A_4 Ld_10 Sv_3+ Inv_4+
Unit type: Monsterous creature
Number/squad: 1/Unique
Wargear:
The axe of souls (This is a force weapon, and allows Sedecim to re-roll the dice for a psychic test, even if it is successful)
Wings, Mark of Tzeentch (included in the profile)
Special rules:
Psyker, Fearless, Eternal Warrior, Deep Strike
The Reaver (Sedecim may re-roll the scatter dice when deep striking, and may assault on the same turn that he deep strikes.)
Psychic powers:
Warptime, Doombolt
NOTE: The points cost is an estimate, due to playtests with it.
ALSO: I may put up the fluff for this guy at a later date..
Deadshot wrote:For the recod, I I think Lexicanium says he was always too big to fit in PA so had a special suit of TDA instaed.
actually it was a joke by Torgaddon that he was too big to fit in TDA however there is a scene in Horus Rising where him and the other 9 senior captains are in power armour
Wargear: Talon of Horus- A Lightning Claw that causes Instant Death and includes a storm bolter
Mace of Horus- A master-crafted Thunder Hammer that strikes at Initiative order
(Horus can split his attacks between these two weapons however he sees fit)
Circlet of the Warmaster- Provides a 2+ inv save
Terminator armor
Special Rules: Legion Tactics- Every unit may reroll failed Leadership tests
Titanic Might- Even though he wears Terminator Armor, Horus may still sweeping advance.
Rites of Battle
Furious Charge
Eternal Warrior
Wargear: Talon of Horus- A Lightning Claw that causes Instant Death and includes a storm bolter
Mace of Horus- A master-crafted Thunder Hammer that strikes at Initiative order
(Horus can split his attacks between these two weapons however he sees fit)
Circlet of the Warmaster- Provides a 2+ inv save
Terminator armor
Special Rules: Legion Tactics- Every unit may reroll failed Leadership tests
Titanic Might- Even though he wears Terminator Armor, Horus may still sweeping advance.
Rites of Battle
Furious Charge
Eternal Warrior
So, I missed this thread when I posted these two in a thread of their own. Regardless:
FLUFF IN SPOILER:
Spoiler:
The story of Marshal Agrarius is a tragic one, even by the morose standards of the Adeptus Astartes, fraught with shame, personal loss, humiliation, and worst of all, outright defeat. He who had once been construed by his peers within the Order of Marshals as a rising star, as the light that would lead on in the inevitable death of High Marshal Kordhel, was in a single moment cast down from atop his pedestal and dashed against the floor of those that had once called him “brother.” He was cast out for his folly, and in departing from the company of his betters, would learn a hard lesson that few others amongst his kind would ever experience.
Agrarius was born Cato, Son of Jolyn, Clan Jolynius, on the small feral world of Agaros, ca. 700.M40. As a youth in a warrior-clan, Cato was trained in the ways of war, and upon discovering his inborn talent for violence, rose quickly through the ranks to command at his father’s side before his 20th sidereal year. As a feral death-world, Agraros’ chief export was warriors for the Emperor’s Armies; so long as each of the myriad fiefdoms and clan-lands contributed a tithe of their best warriors each year to the Northmen, as they called the Imperial Guard garrisoned there, they would keep their iron horses and great metal dragons within their realm, allowing the feral-worlders to carry on with their existence. In Clan Jolynius, joining the Northmen’s sky armies was the ultimate honor; in doing so, a man might see the face of their god in the firmament above, the land from whence the Northmen had come.
In the year Cato would first have been allowed to complete the Trial of the Tithe, an orkish calamity arrived on Agraros. Shattered remnants of a Waaagh!, the few Roks and Killkroozers from which the greenskins made planetfall would have proven little of a challenge to anything but a backwater world such as this. Fleeing the vengeful wrath of a joint Astartes-Imperial Navy fleet, the vessels had translated in-system in hopes of finding a small trade hub to pillage and loot before making off with any needed supplies. Instead, the bloodlust of the Ork overwhelmed their better judgement in the face of a defenseless Imperial world, and war was brought to the surface almost immediately. Though technologically outmatched and horrifically outnumbered, the greenskin hordes of this ragtag soon discovered what the Imperium meant when they classified a planet as a “death world.”
The fighting was swift and bloody. Imperial Guard forces were the initial target of an overwhelming assault; the vast majority of their garrisons were either overrun or bombarded into a smoking crater in the first day. From there, the orkish massing of ground troops, scraptanks, and their hideous mechanized effigies to their gods, spilled south into the middle lands. Cato’s father passed into the Hynterlife in the first battles, leaving his youth of a son at the head of a shattered host and surrounded by what he and his warriors viewed as damned men, grotesque and so twisted from the corruption of the otherworld that their bones were contorted and their flesh was green. Cato quickly learned to exemplify a wisdom and battlefield acumen of one beyond his years, fighting a continually losing battle against the Ork while rallying his neighbors to a common cause. United in the face of a tremendous external threat, Cato was able to do in one year what no clansmen or lord had done before him in the fifty centuries his people had lived on Agraros. But it was still not enough.
Another two years passed while the feudal warriors of Agraros continued to meet the Ork on the field; another two years of incalculable slaughter, while their unknown saviors in the Astartes-Imperial fleet battled the warp-storms that surrounded the subsector. A journey that should have taken mere days had become a desperate struggle to escape the Empyrean as ship after ship was claimed or forced to turn back. All the while, Cato’s legions continued their fighting retreat into the southern mountains as the noose around their neck tightened. From the obsidian peaks, atop the turrets and walls of the Black Fortress, a redoubt of such ancient and seemingly alien construction that no man alive on Agraros knew of its origins, Cato made his final stand, and for another year, the few thousand remaining humans alive on the entire world eked out a wintery existence, surviving on the melted snows and the few animals that stalked the lands. As spring broke, so did the sky, and with it, the hopes of every man and woman still alive.
The battle was calamitous; a thousand-thousand Orks smashing into the great walls of the Fortress, breaking like waves against a rocky shore. To the rear of the horde, the wall defenders could see great black tears falling from the sky; tears of a furious and wrathful god so fearsome that the heavens shook and boomed as great streaks of fire trailed behind his metal tears. Each exploded into the earth below, and from within, great knights of black emerged screaming their god’s rage and hatred, spitting fire and death as they painted themselves in the blood of the fallen. The arrival of these angels of death seemed only to spur the damned men to further madness, their green bulks crashing again and again into the Black Fortress’ gate. Some men cowered in terror while others fell upon their blades, as women smothered children and all despaired their deaths as part of the Endtyme, as it was written. Verily, as the angels of darkness and death prepared to complete their slaughter, so too did the damned men of green and gore finally breach the Black Fortress walls.
When the carnage was done, the black angels stalked about in silence, replete in chains, back-braziers, incense, and terrifying weapons of war. Of the feral worlders, those few that had survived the initial siege had been wheat before the chaff, the halls and chambers within a charnel-house and grave. A mere handful yet lived, including a young man, whose eyes were fever-bright with rage and whose mutilated hands still clutched uselessly at the ruined greatsword before him. One of the angels found him, a giant of metal as black as pitch, who stank of blood and death; and as he crouched down and peered into young Cato’s eyes, he saw the righteous embodiment of his brotherhood. Here, an Angel of Death, a man so transformed by forgotten science, wielding transhuman weapons of such terrible and destructive power, with eyes the color of blood from behind a death mask of his calling, a creature trained to kill without effort and instill a fear so insidious and righteous that no blade could match such sundry, boring now into the soul of a small, damaged being. Yet despite this, the ruined man before him was unafraid. His rage was pure; his hate, unsullied. Here, Voldorion thought, was a mortal with which he would gladly go to war.
Cato departed with a handful of others fortunate enough to be accepted into the Black Templars’ service. In a solemn gesture to the world they left behind, a world that had been so thoroughly destroyed that no effort would be made to repopulate it, the survivors cast aside their “ser” names, and purged the now deleterious memories of loved ones lost. In the final years of their world, they had all bled for clan Agrarius.
Cato Agrarius’ subsequent rise through the ranks of Crusade 743 was predictably swift. After the challenges the few-score Aspirants had faced during the death of their home world, the greatest hurdle proved only to be the surgeries. Cato, like many of the others, was older than the typical Aspirant, still in the prime of his human years, yet old enough that the chemical augmentations and implants only took for him and a half-dozen others. Undaunted, Neophyte Agrarius became Knight-Initiate Agrarius after only a few short decades, and Knight Agrarius ended his first century of service as a Brother of the Sword, in direct service to his Castellan. It was in this capacity that Agrarius gained the honor of serving alongside Chaplain Voldorion.
Another half-century and the Fighting Company Agrarius had served in was his to command. So rapid was his ascent, that by the end of his two-hundredth sidereal year, Agrarius had attained the rank of Marshal, and reigned supreme over the forces of Crusade 743, over Crusade Agrarius. It was to be the apex of his service, his glory.
For the next four decades, Agarius’ successes on campaign became the stuff of legend. Reclusiarch Voldorion, having himself risen to down the mantle of the Senior Custodian of the Ark Reclusiam, had taken a keen interest in his rise to greatness from his days as an Aspirant, rescued from the ruined surface of Agraros, and had served in a mentorship capacity for many of the years that followed. As one of the oldest members of the Crusade, near five centuries Terran standard, such wealth of experience and depth of knowledge that came with his counsel was welcomed by the Crusade’s newest Marshal. In this manner did their relationship change from mentor and pupil to that of equals, evolving soon thereafter into that of a staid, mutually equitable friendship, the effects of which would prove in both the short and long term to have a profound impact upon both them and the Astartes they led. Ever his Marshal’s side, Voldorion and Agrarius were seen at the head of more than two-score campaigns and warzones, their mutual zeal and righteous rage further agitating the great host of Knights and Sword Brethren that they led.
Voldorion’s storied past, veiled in ignorance even amongst most of his brothers due to his great age, nonetheless seemed the driving force behind his bottomless well of hatred for the alien and impure, and in many places throughout the scattered warzones of the Imperium are worlds that owe their continued existence to Voldorion’s emblazoning litany. So successful has this combination been, the Marshal’s relentlessly effective wartime leadership and the Reclusiarch’s burning soul-brazier of zealous aggression in the face of the enemy, it seemed for a time that no foe was too great a threat to be unconquerable by the black-clad Knights of Crusade 743. It is therefore unfortunate that in their great success were these redoubtable warriors were sowing the seeds of their own destruction. After all, hubris has never been a weakness of anyone but the great.
The campaign that was to be the catalyst of this downfall is mired in conflict, with some sources indicating a series of raiding actions as a periphery to the Second Armageddon War were the site of Agrarius and Voldorion’s humiliation, while others point toward a more focused attack on a Renegade Astartes-held orbital shipyard near the Praeses watch-zone along the Occularis Terribus’ coreward boundary. Corroboration from the Excoriators Chapter, the Astartes Praeses responsible for the subsector in which the shipyard assault is said to have taken place, has been less than forthcoming. Despite direct inquests made by representatives of both Inquisitorial Ordos Obsoletus and Hereticus, to whom the internal affairs of such pointedly independent chapters as the Black Templars is of particular interest, it is likely that such details will ever truly surface.
Trivialities aside, what is most assuredly known is that late in 953.M41, Marshal Agrarius ordered the attack upon an enemy position that should have been very obviously unassailable, even to one lacking his gifted transhuman mind. Identifying what he believed were critical weaknesses in the enemy defense, Agrarius and Voldorion agreed that seemingly invincible fortifications were precisely the kind of defenses warriors such as they were created to destroy, and proceeded to attack.
What followed can only be described as catastrophic. In a matter of hours, nearly half of the Crusade’s combat forces were obliterated as they crashed again and again into their adversary. Again, records are imprecise, but based upon astropathic echoes of long-past transmissions and improperly purged records within vox-log datastacks, it is estimated that some 200 Black Templars and a further 11,000 Kataphrakt Auxilia, as well as uncounted support vehicles and transport craft were slain in what began as a monstrous miscalculation of the enemy’s strength and ended in a stubborn refusal by both Agrarius and Voldorion to acknowledge the error and withdraw. Voldorion is purported to have gone so far as to execute the Hauptmann of the Auxilia upon hearing his pleas to prevent the seriously-botched attack from becoming a total rout.
Agrarius was forced to quit the field of battle upon suffering such severe injury at the frontlines as to threaten even his incredible durability. Voldorion, to whom the burden of overall command fell, finally issued the command for a complete withdrawal, but only at the behest of the Crusade’s two surviving Castellans and sole Reclusiam Chaplain, each of whom declared anything short of an immediate regrouping and consolidation of forces would cause their fighting force to cease to exist. The lightning assault fell apart into a disordered retreat, and for the next month, Agrarius was fed reports from his sonambulin bio-vat aboard the Victürsen of the carnage his Crusade continued to suffer as it fought running battle after running battle across what is estimated as between five and eight subsectors. Only upon entering the Bellis Corona subsector, where Imperial Navy craft were within reinforcement and aid distance, did the Crusade’s pursuers disengage, leaving their attacker-turned-quarry to wallow in the shame of his defeat.
The vagaries that preceded initial Navy contact ceased to be; such information remained within the closed ranks of the Black Templars, however. Shame of a subordinate or not, High Marshal Kordhell is not one to commune with the likes of the Imperium unless the need suits him.
The depths of despair truly became known to Agrarius in the wake of his failure. So horrified at his own hubris, the Marshal is said to have sunken into a period of despondence that was only accentuated by an astropathic summons from a council of his brothers to a Chapter fief-world to the Galactic South of Mordia. For the seven-month journey, the mortally wounded Agrarius brooded in silence, his darkness of heart and mind only matched by Voldorion’s rages. Effectively leaderless, the few-score Astartes that survived endured hardship as befits such warriors, and a brutal training and psychoindoctrination regimen was begun in earnest at the urging of Castellan Feynriel Octavian, Marshal Agrarius’ second-in-command after Voldorion’s place as a senior advisor.
Upon arrival in the Mordian subsector, the shattered remnants of Agrarius’ Crusade fleet were met with the assembled sight of no less than four full Crusades and none other than the Eternal Crusader herself, Battle Barge primaries of the Black Templars and personal flagship of the High Marshal himself. To Agrarius, judgment for his failure was now at hand. From behind the reinforced crysflex of his biovat, Marshal Agrarius faced his shame amidst the cold marble and granite of one of the Eternal Crusader’s Reclusiam Chapels. All around him, shrouded figures in coal-black armor, giants of superhuman ability whose immense statures seemed to all the more draw light into themselves, cast the already dim room into an even darker shade.
Atop an obsidian dais, upon which five thrones had been placed, each a simple, unadorned frame of plasteel, sat High Marshal Kordhel, flanked on each side by two Marshals. Each wore their full war regalia, bedecked in seals of piety and zeal and draped in lightly jangling chains of bronze, iron, and steel, all of which, atop cloaks of deep vermillion and grey and battle-plate the shade of the darkest, blackest night, served to only further highlight the nakedness, both literal and figurative, of the one they once called “brother”, who now languished pitifully before them in a vat of bio-embalming fluid. It was in this moment that his judgment was rendered:
Agrarius was prohibited from taking his own life. Instead, for his shame, he was to embark upon a Crusade of penitence, with additional instruction to be given at the pleasure of his liege-lord, High Marshal Kordhel and his eventual successors, lasting no less than 100 years. He was to contain his actions to Segmentum Obscuras, maintain regular contact with other Black Templars Crusades in their immediate vicinity, and report all activities to the High Marshal directly. In addition, an added cadre of four additional Chaplains, upon whom the burden of ensuring spiritual purity and regularized obeisance to the Emperor would fall, would be assigned to the Crusade. Lastly, and most importantly, Agrarius was to return the Crusade 743 to its original fighting strength, which, at the time of the massacre, had been nearly 350 Astartes warriors.
As castigation, Agarius was stripped of his privilege for consideration to rise to the rank of High Marshal, and prohibited from Crusading alongside any of his Black Templar brothers. He was furthermore disallowed from using standard Chapter channels of resupply and reinforcement, and was instead instructed to find means that would not strain the existing, already overstretched, logistical chain. So admonished, the High Marshal and his council took their leave, and thus began the darkest days of Crusade 743 since its inception.
For the next four decades, reports of Astartes interventions near and far were brought piecemeal to Segmentum Command’s attention. Black-clad angels, wrought in steel and stinking of blood, pervaded intelligence despatches to every beleaguered world within communications range, warning those who sought the aid of Humanity’s transhuman defenders of a force of eviscerating terrors that were described by survivors, men driven half-insane by the carnage they had borne witness to, as wrath incarnate.
Though such horrors as yet unrecorded exist throughout the Imperium, it is believed that the regularity and consistency of these descriptive events, which are also corroborated by the few published after-action reports released by High Marshal Kordhel in a token gesture of cooperation with the Adeptus Terra, are indeed firsthand accounts of engagements undertaken by the Black Templars of Crusade 743. Further questioning of most witnesses by Inquisitorial frontmen produced little of benefit, though it is of note that independent investigations of the worlds in question revealed little that was left untouched by the fighting, with strong evidence to suggest extreme levels of collateral damage, in all cases caused by arms consistent with those maintained in Astartes arsenals.
While macro-scale investigations often left those doing the querying with nothing more than hints and a dulled-imagination with which to fill in the blanks, it is known that far darker records were kept within the Crusade’s own organization. With each campaign, Agrarius continued initiating flesh-purging surgeries upon himself, irreverent to the opposing recommendations of his Apothecaries, while Voldorion and his Chaplains adopted the “donning of Dorn’s mantle,” in accordance with Excoriator teachings, which is perhaps further evidence of the Eye of Terror being the site of the Crusade’s fateful assault against Renegade Astartes. Self-mortification, along with the taking of fetishes and extremely irregular battle-plate modification and trophy-taking, all began running rampant within the ranks of Crusade 743, as embittered veterans and Sword Brethren alike perpetuated the behavior in the swelling ranks of Initiates and Neophytes that flooded the fighting companies. So bastardized were these warriors and their heraldry, many outsiders with whom they interacted considered them no better than Renegades or clanner-kin of the Vylka Fenrika.
Indeed, it is said that when Marshal Agrarius, whom Knights of other Crusades had cruelly adopted the title of “Lord Marshal” in mockery of his once-favored position as heir to Kordhel’s station, travelled to Cypra Mundi to directly petition for the honor of attendance at the recently anointed High Marshal Helbrecht’s induction, he was greeted by the horrified faces of those Marshals who continued to shun him. The great-statured Astartes he had once been was now replaced by a gargantuan, an inhuman beast of metal and flesh, so utterly disfigured by his personal acts of penitence as to cause his gene-brothers to abhor his very presence. In seeing Voldorion, whom had accompanied him, their revulsion grew even further; his acts of self-mutilation reaching levels that had several openly question their sanity. It seemed to some that the darkness within their hearts now threatened to envelop them, and it was with worrisome reluctance that Helbrecht, to whom Agrarius had been a respected brother and friend, turned him away. Without further argument, Agrarius left with his host, disappearing once again into the dark void.
The events that follow are a matter of some debate amongst Administratum officials whose duty it is to keep track of such roguish elements as Crusade 743. What is known for certain, is that in the decade following Helbrecht’s ascension to the station of High Marshal, a schism of viewpoints occurred within this outcast group of Astartes. Agrarius, to whom the duty of penitence and reparation had been put as a punitive measure, saw the task for what it was meant to be. This has been noted in what few reports continue to this day to be collated; that amidst the wrath and continued destruction wrought at the hands of these Templars, a cold sense of purpose now pervaded their movements, as though a guiding hand now directed their actions throughout the void. By all intents, it appeared that Agrarius had finally come to terms with his grief, and had finally embraced his act of penance with the conscious zeal expected of an Astartes.
Voldorion, however, seemed inclined to disagree. Between the continuous acts of brutal self-mutilation, and his teaching of mortification as an act of repentance to the Knights of the Crusade, the Reclusiarch’s mind had sunken into a dark pit of self-loathing and inner hatred, and Agrarius’ cognizance of the error of his own ways only served to fuel such behavior, believing that such an act of humility and acknowledgement of his own limitations were signs of extreme weakness; traits unworthy of the Marshal of a Crusade on a journey of battle-repentance. More than once, Voldorion’s vitriol at the nature of Agrarius’ psychological improvement turned violent, and only after being defeated in several consecutive trial-by-blade challenges did the manic Chaplain relent, though to say the rift between them has healed would be folly in the extreme. Instead, Voldorion directed his rage further into the effort of rebuilding the Crusade, working tirelessly in the role of spiritual leader of the force and indoctrinating new warriors at such a rate as to outstrip even the full Apothecarion’s ability to implant Neophytes. So focused, relative peace came over the Crusade as it grew in leaps and bounds, while its commander, who now embraced the derisive moniker “Lord Marshal” in the face of the adversity he now championed, and its spiritual leader, who in opposition sank ever downward into the depths of despair, remained distant from one another.
At the time of Crusade 743’s involvement in the Veritia Campaign in early 012.M42, Crusade 743 had reached an effective combat strength exceeding that of three Codex Astartes battle companies, with nearly 400 Knights and Sword Brethren of various rank and title organized loosely into two Fighting Companies and a single Terminator Cadre. The addition of a dedicated forge-vessel to the Crusade fleet, many dozens of Astartes and Imperial support and combat vehicles, and a tithed human Kataphrakt Auxilia that once again rivaled its former size and strength, led some calculus logi within the Inquisition’s ranks to caution that this “errant” Crusade was approaching Codex Chapter fighting strength, a concern made all the more serious by the fact that its two senior lords seemed perpetually at each others’ throats.
The events of the Veritia Campaign would define the Crusade, both for Agarius and Voldorion, and for the Knights and Brothers of the Sword which they led.
Special Rules:
Righteous Zeal; Abhor the Witch; Kill Them All; No Pity! No Remorse! No Fear! – See Codex: Black Templars for details regarding these army-wide special rules
Independent Character; Rites of Battle – See the Force Commander unit entry in Codex: Black Templars for details. Note that his Leadership characteristic is intentionally lower than that of his Marshal contemporaries, despite the fact that he is Fearless.
This reflects either his tactical shrewdness or his Knights’ diminished faith in their Marshal; the reason varies from individual to individual. In game terms, however, the effect is the same.
Indomitable – During his rebirth as an Adeptus Astartes, Marshal Agrarius’ human physiology responded in a manner that has puzzled the brothers of the Crusade Apothecarium. Due to his advanced age, relative to that of the ideal Aspirant, Agrarius has never fully manifested the incredible swiftness of his more senior brothers. Instead, the gene-see implanted within him saw fit to bestow upon this Astartes a uniquely massive physique, even compared to other Black Templars, as well as a hardiness and indomitability of legendary figures of old. Slow he may be, relative to his peers, he would outlast them all on willpower alone, to say nothing of the reputation he has earned as “the Titan.”
In order to represent these differences, Agrarius has several characteristic modifications based upon the standard Marshal characteristic line; all of these changes are already included in his profile above.
In addition, Agrarius benefits from Eternal Warrior, Feel No Pain, and Fearless Universal Special Rules. Due to his immense bulk, Agrarius may never execute a Run! move, will never benefit from +1 Attack when Assaulting, and counts as three models for transport purposes.
Always Attack – Known for his personal tenacity, Agrarius’ imposing physicality is further emphasized by his battlefield preference for relentlessly dogged assaults against enemy strongpoints with the fullest force he can muster. By bringing such power to bear, a feat only possible due to the incredible size of his Crusade, Agrarius compels his adversary to respond in kind, or flee the field in the face of overwhelming odds. Regardless of the enemy response, the outcome is always the same; the complete and utter obliteration of the foe.
Agrarius, and any infantry unit he leads, benefits from the Relentless Universal Special Rule.
Cruciator – Marshal Agrarius’ signature weapon and choice Wargear item, Cruciator’s cruel, savage features are terrifying to behold in its master’s hands. A hand-and-a-half chain blade of gargantuan proportions, few foes can stand before Agrarius when Cruciator is in his hands, be they strong of arm or great in number. Should an adversary stand out of reach, he can easily transfer power to the laser projector mounted along the weapon’s haft and cut them down at range.
In the shooting phase, Cruciator acts as an Auxiliary Grenade Launcher, but may only use the Krak profile for the weapon. In the assault phase, Cruciator acts as a Chainfist, and grants the bearer the Digital Weapons upgrade.
Special Rules:
Righteous Zeal; Abhor the Witch; Kill Them All; No Pity! No Remorse! No Fear! – See Codex: Black Templars for details regarding these army-wide special rules
Independent Character; Unmatched Zeal; Litanies of Hate – See the Chaplain unit entry in Codex: Black Templars for details.
Clarity of Pain, Clarity of Purpose – As the Crusade’s campaign of penance continued, Voldorion’s grief and rage worsened, growing from a blighted lesion on his psyche to a cancerous monster that threatened to overwhelm his barely controllable anger. Only through enduring the most atrocious pain and suffering was he able to focus his mind, a personal struggle that bled into the fiery oratory of his battle-sermons and combat leadership. Soon, it became common practice for Voldorion to collect about him a small group of the most fervently devout and repentant, whom he would then lead into battle as a small core of the righteous amidst so many who continued to sin. Donning the hideous neuro-glove that his gene-father favored, Voldorion and his supplicants became the source of many of the darkest whisperings of their errant Crusade whenever they took the field.
Reclusiarch Voldorion, and any infantry unit with a model within 6” of him, have the Furious Charge, Fleet, and Feel No Pain (6+) Universal Special Rules.
In addition, each time Voldorion suffers an unsaved wound, all units benefiting from these special rules, including Voldorion, must pass a leadership test or suffer the effects of Rage! for the remainder of the game. This does not extend to other Independent Characters who have joined a unit within this radius; they must however follow the movement behavior of a unit that has succumbed to Rage! so long as they remain attached.
Crozius Maul – A ancient, harsh weapon, gifted to the first Reclusiarch of Crusade 743 at its founding, the Crozius Maul is a Power Weapon with the Rending Universal Special Rule.
In addition, any model wounded and not killed by the Crozius Maul (or any vehicle struck and not destroyed) will suffer the additional effects of having been struck with a Thunder Hammer.
Wargear: Talon of Horus- A Lightning Claw that causes Instant Death and includes a storm bolter
Mace of Horus- A master-crafted Thunder Hammer that strikes at Initiative order
(Horus can split his attacks between these two weapons however he sees fit)
Circlet of the Warmaster- Provides a 2+ inv save
Terminator armor
Special Rules: Legion Tactics- Every unit may reroll failed Leadership tests
Titanic Might- Even though he wears Terminator Armor, Horus may still sweeping advance.
Rites of Battle
Furious Charge
Eternal Warrior
i already did Horus bud...
This is what I get for YOLOing out and not reading the thread before posting...
Automatically Appended Next Post: But yours is Chaos, mine is regular
Wargear: Talon of Horus- A Lightning Claw that causes Instant Death and includes a storm bolter
Mace of Horus- A master-crafted Thunder Hammer that strikes at Initiative order
(Horus can split his attacks between these two weapons however he sees fit)
Circlet of the Warmaster- Provides a 2+ inv save
Terminator armor
Special Rules: Legion Tactics- Every unit may reroll failed Leadership tests
Titanic Might- Even though he wears Terminator Armor, Horus may still sweeping advance.
Rites of Battle
Furious Charge
Eternal Warrior
i already did Horus bud...
Along with every other stupidly over powered character. Your version is not the end all and I for one welcome all the other versions people will post here. I don't think any version of a character someone does is the end all form of him. Even GW changes how characters work.
Ovion wrote:They're basically slightly worse, more expensive wracks from what I remember.
I have no problem with it. Plus without a LOT of conversion work you're looking at around £95 for each 150pts of Ur-Ghuls.
Frankly, I'd replace rules rather than just remake Malys, to better reflect the twisted nature that draws her to Ur-Ghuls (And I'd say Mandrakes too.)
Thanks Ovion
I am changing the rules but was using Malys as a rough base for stats etc. I will change the special rules and wargear, then after doing so I will post her again to see if you all think she is better or worse. I have already started converting a model ofor her and if the rules go well I will probably post the picture in my photos. I found a way of converting WHFB Ghouls into WH40k Ur-Ghuls without to much trouble, they still look similar but a bit cooler and they are cheaper to get on mass this way
I do like the idea of making squads of the other 'beasts' such as, Mandrakes, Fiends, Chimeras, Razor flocks, Sslyths etc. but these would also be really expensive without some good conversions. If anyone has ideas about conversions for these types, they can PM me I'd love to hear them.
Welcome, Shas'O Mont'yr J'karra, and be seated. You have not heard this tale, as the histories of our people which you learned in your schooling have been necessarily censored these past centuries of war - a precaution to shield the Greater Good from the barbarous Imperium. Yet it is now information relevant to your next mission - a deep raid into the heart of Necron territory, to retrieve an artefact determined to be of unrivaled necessity. Our continued survival relies on your flawless completion of this task, and none but your warhost has been deemed fit to do so by the Aun'chiagor this past cycle. Yet, even you will need a guide that can lead you beyond the veils of darkness, the and clouds of poison industry. To pierce the fetid depths of the Necron tombs, and make good your escape with the artefact, there is no other more suited than the Eur'Mal'Caor'ii, the Deathweaver. Your path will be lain in cable, and the Necrons distracted well long enough for your task's completion - this we have been assured of.
75 Point Upgrade (takes the place of a Pathfinder in the unit) Infantry (Unique Upgrade)
Special Rules: Infiltrate, Scouts, Stealth, Web of Deceit
Web of Deceit: You may add 1 to your own reserve rolls, and subtract 1 from your opponent's reserve rolls. In addition, your opponent's outflanking units arrive from his left table edge on a 1-3, or from his right on a 4-6.
Chaos Razorback (Because new traitors will have them).
Points: 40
BS 4 F/S/R: 11/11/10
Transport: 6 models, no termies, daemons, oblits etc.
Firepoints: 0
Access points: 1 on each side, and 1 on rear (3)
Wargear: Twin-linked heavy bolter, searchlight, smokelauncher.
Type: Vehicle (Tank)
Options: Dozer blade...5pts
extra armour...15pts
Daemonic possession...15pts
One of the following: Twin-linked bolter, combi-weapon or havoc launcher... 5, 10, 15 pts respectively.
EDIT: May replace the hevy bolters with Twin-Linked lascannons for +30 pts
EDIT 2: may be taken as a dedicated transport instead of a rhino.
Wrakkar wrote:Chaos Razorback (Because new traitors will have them).
Points: 40
BS 4 F/S/R: 11/11/10
Transport: 6 models, no termies, daemons, oblits etc.
Firepoints: 0
Access points: 1 on each side, and 1 on rear (3)
Wargear: Twin-linked heavy bolter, searchlight, smokelauncher.
Type: Vehicle (Tank)
Options: Dozer blade...5pts
extra armour...15pts
Daemonic possession...15pts
One of the following: Twin-linked bolter, combi-weapon or havoc launcher... 5, 10, 15 pts respectively.
EDIT: May replace the hevy bolters with Twin-Linked lascannons for +30 pts
EDIT 2: may be taken as a dedicated transport instead of a rhino.
mate we're not gonna get Razorbacks, I can guarantee that
Dreadclaws maybe, but thats about it
I meant for "modern marines" who turn to chaos, not the next codex...
If a company of vanilla-based marines decided to turn renegade, they wouldn't just walk off with as little as possible, they would try to take everything their company has access to, including razorbacks.
Wrakkar wrote:I meant for "modern marines" who turn to chaos, not the next codex...
If a company of vanilla-based marines decided to turn renegade, they wouldn't just walk off with as little as possible, they would try to take everything their company has access to, including razorbacks.
And the current CSM codex is geared more towards those who are truly turned and really far gone. If you wanted to play a freshly turned Chaos army, I'd expect you to make your other choices similar to it. Or better yet, run a vanilla SM... with spikes
Wrakkar wrote:I meant for "modern marines" who turn to chaos, not the next codex...
If a company of vanilla-based marines decided to turn renegade, they wouldn't just walk off with as little as possible, they would try to take everything their company has access to, including razorbacks.
And the current CSM codex is geared more towards those who are truly turned and really far gone. If you wanted to play a freshly turned Chaos army, I'd expect you to make your other choices similar to it. Or better yet, run a vanilla SM... with spikes
I could do a cross breed between vanilla and chaos. But I don't want a vanilla clone, really... I could do something REALLY heretical, though... I just need to convert a few Grey Knights... Hehehe...
Wrakkar wrote:I meant for "modern marines" who turn to chaos, not the next codex...
If a company of vanilla-based marines decided to turn renegade, they wouldn't just walk off with as little as possible, they would try to take everything their company has access to, including razorbacks.
And the current CSM codex is geared more towards those who are truly turned and really far gone. If you wanted to play a freshly turned Chaos army, I'd expect you to make your other choices similar to it. Or better yet, run a vanilla SM... with spikes
I could do a cross breed between vanilla and chaos. But I don't want a vanilla clone, really... I could do something REALLY heretical, though... I just need to convert a few Grey Knights... Hehehe...
Cause all the world needs is more Grey Knights >_<*** So long as you don't run the GK ruleset I'll let you play anything after that thought haha
Wrakkar wrote:I meant for "modern marines" who turn to chaos, not the next codex...
If a company of vanilla-based marines decided to turn renegade, they wouldn't just walk off with as little as possible, they would try to take everything their company has access to, including razorbacks.
And the current CSM codex is geared more towards those who are truly turned and really far gone. If you wanted to play a freshly turned Chaos army, I'd expect you to make your other choices similar to it. Or better yet, run a vanilla SM... with spikes
I could do a cross breed between vanilla and chaos. But I don't want a vanilla clone, really... I could do something REALLY heretical, though... I just need to convert a few Grey Knights... Hehehe...
Cause all the world needs is more Grey Knights >_<*** So long as you don't run the GK ruleset I'll let you play anything after that thought haha
Yeah, I was thinking about having a GK converted into a chaos sorceror, or using a psycannon as one of the noise marine's weapons XD That'll definatly cause some rage with any GK players I know
War gear: power armor, iron halo, frag and krak, bolt pistol, chainsword
Special Rules: IC, Fearless, Rites of Battle
Swordsman: rending in cc on 5+
Forward for the Emperor!: all friendly units may reroll sweeping advance and consolidation rolls that fail
You can't 'fail' consolidation. Perhaps leave that one out? And also, perhaps a 'Mournival' rule which confers stubborn to his unit or something?
Automatically Appended Next Post:
Wrakkar wrote:Chaos Razorback (Because new traitors will have them).
Points: 40
BS 4 F/S/R: 11/11/10
Transport: 6 models, no termies, daemons, oblits etc.
Firepoints: 0
Access points: 1 on each side, and 1 on rear (3)
Wargear: Twin-linked heavy bolter, searchlight, smokelauncher.
Type: Vehicle (Tank)
Options: Dozer blade...5pts
extra armour...15pts
Daemonic possession...15pts
One of the following: Twin-linked bolter, combi-weapon or havoc launcher... 5, 10, 15 pts respectively.
EDIT: May replace the hevy bolters with Twin-Linked lascannons for +30 pts
EDIT 2: may be taken as a dedicated transport instead of a rhino.
Shouldn't lascannons be 35? Or is there a reason they get lascannons cheaper?
War gear: power armor, iron halo, frag and krak, bolt pistol, chainsword
Special Rules: IC, Fearless, Rites of Battle
Swordsman: rending in cc on 5+
Forward for the Emperor!: all friendly units may reroll sweeping advance and consolidation rolls that fail
You can't 'fail' consolidation. Perhaps leave that one out? And also, perhaps a 'Mournival' rule which confers stubborn to his unit or something?
Automatically Appended Next Post:
Wrakkar wrote:Chaos Razorback (Because new traitors will have them).
Points: 40
BS 4 F/S/R: 11/11/10
Transport: 6 models, no termies, daemons, oblits etc.
Firepoints: 0
Access points: 1 on each side, and 1 on rear (3)
Wargear: Twin-linked heavy bolter, searchlight, smokelauncher.
Type: Vehicle (Tank)
Options: Dozer blade...5pts
extra armour...15pts
Daemonic possession...15pts
One of the following: Twin-linked bolter, combi-weapon or havoc launcher... 5, 10, 15 pts respectively.
EDIT: May replace the hevy bolters with Twin-Linked lascannons for +30 pts
EDIT 2: may be taken as a dedicated transport instead of a rhino.
Shouldn't lascannons be 35? Or is there a reason they get lascannons cheaper?
It's because the standard rhino is 35 points, but I made it 40 because CSM already have great anti infantry firepower, and more makes it damn hard to get a horde in, but this gets evened out when they get lascannons, bringing them back on par with other MEQ's for anti armour.
But, then again, it's only a 5 point difference here and there, so you could have it the same way as in the SM codex
Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
395 points
WS7 BS6 S4 T4 W4 I5 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, +1 to Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 4 AP 3 Assault 2
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes Terminator squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
315 points
WS7 BS6 S4 T4 W4 I6 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 5 AP 3 Assault 3
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes Terminator squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
S 6 Initiative 8? And 8 attacks on the charge? And how would you have such a hugely powerful bolter incorporated into a single handed melee weapon? Oh and he rerolls hits and wounds. Just incase he wasn't killie enough. He's even makes Abaddon jealous. Oh and of course FNP. Because you can't make a character that isn't FNP! Can't happen!
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
315 points
WS7 BS6 S4 T4 W4 I6 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 5 AP 3 Assault 3
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes Terminator squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
S 6 Initiative 8? And 8 attacks on the charge? And how would you have such a hugely powerful bolter incorporated into a single handed melee weapon? Oh and he rerolls hits and wounds. Just incase he wasn't killie enough. He's even makes Abaddon jealous. Oh and of course FNP. Because you can't make a character that isn't FNP! Can't happen!
How about: WS 6 I 5 A 4 2+ save, 5+ FNP, no invuln.
bolter: S4 AP3 assault 2
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
315 points
WS7 BS6 S4 T4 W4 I6 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 5 AP 3 Assault 3
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes Terminator squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
S 6 Initiative 8? And 8 attacks on the charge? And how would you have such a hugely powerful bolter incorporated into a single handed melee weapon? Oh and he rerolls hits and wounds. Just incase he wasn't killie enough. He's even makes Abaddon jealous. Oh and of course FNP. Because you can't make a character that isn't FNP! Can't happen!
How about: WS 6 I 5 A 4 2+ save, 5+ FNP, no invuln.
bolter: S4 AP3 assault 2
may re roll to hit (not wound).
FNP should go, 5+ invuln is fine
God knows why the Boltgun needs to be Ap3. S4 Ap4 Assault 3 is fine.
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
315 points
WS7 BS6 S4 T4 W4 I6 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 5 AP 3 Assault 3
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes Terminator squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
S 6 Initiative 8? And 8 attacks on the charge? And how would you have such a hugely powerful bolter incorporated into a single handed melee weapon? Oh and he rerolls hits and wounds. Just incase he wasn't killie enough. He's even makes Abaddon jealous. Oh and of course FNP. Because you can't make a character that isn't FNP! Can't happen!
How about: WS 6 I 5 A 4 2+ save, 5+ FNP, no invuln.
bolter: S4 AP3 assault 2
may re roll to hit (not wound).
FNP should go, 5+ invuln is fine
God knows why the Boltgun needs to be Ap3. S4 Ap4 Assault 3 is fine.
Special-Issue ammo, designed for taking down hard targets.
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
315 points
WS7 BS6 S4 T4 W4 I6 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 5 AP 3 Assault 3
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes Terminator squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
S 6 Initiative 8? And 8 attacks on the charge? And how would you have such a hugely powerful bolter incorporated into a single handed melee weapon? Oh and he rerolls hits and wounds. Just incase he wasn't killie enough. He's even makes Abaddon jealous. Oh and of course FNP. Because you can't make a character that isn't FNP! Can't happen!
How about: WS 6 I 5 A 4 2+ save, 5+ FNP, no invuln.
bolter: S4 AP3 assault 2
may re roll to hit (not wound).
FNP should go, 5+ invuln is fine
God knows why the Boltgun needs to be Ap3. S4 Ap4 Assault 3 is fine.
Special-Issue ammo, designed for taking down hard targets.
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
315 points
WS7 BS6 S4 T4 W4 I6 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 5 AP 3 Assault 3
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes Terminator squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
S 6 Initiative 8? And 8 attacks on the charge? And how would you have such a hugely powerful bolter incorporated into a single handed melee weapon? Oh and he rerolls hits and wounds. Just incase he wasn't killie enough. He's even makes Abaddon jealous. Oh and of course FNP. Because you can't make a character that isn't FNP! Can't happen!
How about: WS 6 I 5 A 4 2+ save, 5+ FNP, no invuln.
bolter: S4 AP3 assault 2
may re roll to hit (not wound).
FNP should go, 5+ invuln is fine
God knows why the Boltgun needs to be Ap3. S4 Ap4 Assault 3 is fine.
Special-Issue ammo, designed for taking down hard targets.
Trouble is, someone may make some stupidly powerful character with 10 everything and create a +1 armour save for it. Give it all the awesome rules too.
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
315 points
WS7 BS6 S4 T4 W4 I6 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 5 AP 3 Assault 3
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes Terminator squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
S 6 Initiative 8? And 8 attacks on the charge? And how would you have such a hugely powerful bolter incorporated into a single handed melee weapon? Oh and he rerolls hits and wounds. Just incase he wasn't killie enough. He's even makes Abaddon jealous. Oh and of course FNP. Because you can't make a character that isn't FNP! Can't happen!
How about: WS 6 I 5 A 4 2+ save, 5+ FNP, no invuln.
bolter: S4 AP3 assault 2
may re roll to hit (not wound).
FNP should go, 5+ invuln is fine
God knows why the Boltgun needs to be Ap3. S4 Ap4 Assault 3 is fine.
Special-Issue ammo, designed for taking down hard targets.
While possibly blowing up in your face.
And that's where bolter tech steps in
I know that they can make some great weapons, but that doesn't mean the stats can be whatever you want haha Vengence rounds for generic space marines are Rapid fire S4AP3. So I think the AP3 is reasonable. It's on top of the extra strength, Assault 3, and lack of Get's Hot! That makes it just too much. Not to mention it's the most powerful Boltgun ever.... on a spear that makes it kind of ridic
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
315 points
WS7 BS6 S4 T4 W4 I6 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 5 AP 3 Assault 3
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes Terminator squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
S 6 Initiative 8? And 8 attacks on the charge? And how would you have such a hugely powerful bolter incorporated into a single handed melee weapon? Oh and he rerolls hits and wounds. Just incase he wasn't killie enough. He's even makes Abaddon jealous. Oh and of course FNP. Because you can't make a character that isn't FNP! Can't happen!
How about: WS 6 I 5 A 4 2+ save, 5+ FNP, no invuln.
bolter: S4 AP3 assault 2
may re roll to hit (not wound).
FNP should go, 5+ invuln is fine
God knows why the Boltgun needs to be Ap3. S4 Ap4 Assault 3 is fine.
Special-Issue ammo, designed for taking down hard targets.
While possibly blowing up in your face.
And that's where bolter tech steps in
I know that they can make some great weapons, but that doesn't mean the stats can be whatever you want haha Vengence rounds for generic space marines are Rapid fire S4AP3. So I think the AP3 is reasonable. It's on top of the extra strength, Assault 3, and lack of Get's Hot! That makes it just too much. Not to mention it's the most powerful Boltgun ever.... on a spear that makes it kind of ridic
There is a very good reason why he is 315 points... He is the Emperor's personal bodyguard, he is supposed to be ridiculously over the top
WS 6
BS 6
S 5 (6)
T 5
W 3
I 2
A 3
Ld 10
Sv 2+ (4 +)
Wargear
Claw of Insanity,Terminator Armor,Melta-Gun,Champion of the Undivided
Claw of Insanity: Dasamans most favored weapons, Scavenged from a Blood Angels captain later demonically possessed
Enemies (Or Allies) hit by Claw of Insanity and fail a leadership test roll from table below.
1-2: 2D6 Scatter
3-4: Pinning test
5-6 Armor Save removed.
Champion of the Undivided.
At the start of each turn Dasaman receives a new mark, a roll of d6 chooses which one from the table below.
1: Mark of Khorne
2: Mark of Tzeentch
3: Mark of Nurgle
4: Mark of Slannesh
5: Icon of Chaos Glory
6: Dasaman Takes a Wound.
Where does his 5(6) strength come from? Seems completely random, should be cut.
Champion of the Undivided doesn't really make sense. If you are undivided, you wouldn't gain the benefits of the marks, marks are for those specifically worshipping a god. You can't specifically worship a god by worshipping all of them. Perhaps replace this with him and any undivided units in his LOS are stubborn or something, show him spreading the blessing of undivided around maybe?
Claws of insanity...Are they two lightning claws? If so he shouldn't have a meltagun. If they are just one lightning claw, he should still only have a combi-melta. You have to go into more detail in terms of how the scatter works (do they count as DS'ing? If so I'd cut this, it would be a death sentence to any large units (thinking scarabs, orks, etc) which get flung around. Pinning wouldn't really do anything, because you'd be in combat. Armour save removed...how would the unit lose its armour save because he has lightning claws? This weapon needs to be rethought.
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
315 points
WS7 BS6 S4 T4 W4 I6 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 5 AP 3 Assault 3
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes Terminator squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
S 6 Initiative 8? And 8 attacks on the charge? And how would you have such a hugely powerful bolter incorporated into a single handed melee weapon? Oh and he rerolls hits and wounds. Just incase he wasn't killie enough. He's even makes Abaddon jealous. Oh and of course FNP. Because you can't make a character that isn't FNP! Can't happen!
How about: WS 6 I 5 A 4 2+ save, 5+ FNP, no invuln.
bolter: S4 AP3 assault 2
may re roll to hit (not wound).
FNP should go, 5+ invuln is fine
God knows why the Boltgun needs to be Ap3. S4 Ap4 Assault 3 is fine.
Special-Issue ammo, designed for taking down hard targets.
While possibly blowing up in your face.
And that's where bolter tech steps in
I know that they can make some great weapons, but that doesn't mean the stats can be whatever you want haha Vengence rounds for generic space marines are Rapid fire S4AP3. So I think the AP3 is reasonable. It's on top of the extra strength, Assault 3, and lack of Get's Hot! That makes it just too much. Not to mention it's the most powerful Boltgun ever.... on a spear that makes it kind of ridic
There is a very good reason why he is 315 points... He is the Emperor's personal bodyguard, he is supposed to be ridiculously over the top
If he's supposed to be over the top his points cost should reflect this. As other people said on the previous page he could use some changes to stay at 315. A lot of people talked about knocking down his Initiative, Attacks, rerolling only hits, no FNP, 5++, and making the Bolter S4 AP4 and different things (no one mentioned a specific list of him but just different ideas). Clearly I'm not the only person who thinks he's too much. If you want to keep him as is I'd say 450 Minimum for "ridiculous tax" as is. Once again, it's great that you like to make crazy awesome models from the books/fluff (Primarchs, etc) but the cost of things increases as you add more and more on and at some point you just have to go "OK this is a one man army, points cost has to reflect this or I need to tone him down".
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
395 points
WS7 BS6 S4 T4 W4 I5 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, +1 to Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 4 AP 3 Assault 2
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
Edited
Automatically Appended Next Post: Legio Custodes Squad
45 points per model
Unit composition: 3-10 Custodes
Custodes: WS5 BS5 S4 T4 W1 I4 A2 Ld10 Sv2+
Shield Captain: WS5 BS5 S4 T4 W1 I5 A3 Ld10 Sv2+
Wargear: frag and krak grenades
Guardian spear: This is a power weapon that grants +1 to Strength and Initiative. It incorporates a bolter with the following profile: Range 18 S4 AP4 Assault 2
Custodes armour: This grants a 2+ armour save and 5+ invulnerable save
Options:
1 Custodes per squad may be upgraded to a Shield Captain for 20 points
2 Custodes per squad may replace their Guardian spears for Drakefire Flamers for 20 points each. These can be fired with either of the following profiles: Range Template S5 AP4 Assault 1 Range 18 S7 AP2 Assault 1 Melta
Any Custodes may replace their Guardian spears with Greatswords for 30 points each. These counts-as chainfists.
1 Custodes per squad may take an Aquila standard for 50 points. This grants the unit +1 Attack and Fearless.
1 Custodes may be upgraded to an Apothecary for 80 points
Special Rules: ATSKNF
For the Emperor!: Custodes squads have the Furious Charge special rule
Automatically Appended Next Post:
felixander wrote:
CalasTyphon216 wrote:
felixander wrote:
Spoiler:
Wrakkar wrote:
Valkyrie wrote:
Wrakkar wrote:
Valkyrie wrote:
Wrakkar wrote:
felixander wrote:
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
315 points
WS7 BS6 S4 T4 W4 I6 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 5 AP 3 Assault 3
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes Terminator squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
S 6 Initiative 8? And 8 attacks on the charge? And how would you have such a hugely powerful bolter incorporated into a single handed melee weapon? Oh and he rerolls hits and wounds. Just incase he wasn't killie enough. He's even makes Abaddon jealous. Oh and of course FNP. Because you can't make a character that isn't FNP! Can't happen!
How about: WS 6 I 5 A 4 2+ save, 5+ FNP, no invuln. bolter: S4 AP3 assault 2
may re roll to hit (not wound).
FNP should go, 5+ invuln is fine
God knows why the Boltgun needs to be Ap3. S4 Ap4 Assault 3 is fine.
Special-Issue ammo, designed for taking down hard targets.
While possibly blowing up in your face.
And that's where bolter tech steps in
I know that they can make some great weapons, but that doesn't mean the stats can be whatever you want haha Vengence rounds for generic space marines are Rapid fire S4AP3. So I think the AP3 is reasonable. It's on top of the extra strength, Assault 3, and lack of Get's Hot! That makes it just too much. Not to mention it's the most powerful Boltgun ever.... on a spear that makes it kind of ridic
There is a very good reason why he is 315 points... He is the Emperor's personal bodyguard, he is supposed to be ridiculously over the top
If he's supposed to be over the top his points cost should reflect this. As other people said on the previous page he could use some changes to stay at 315. A lot of people talked about knocking down his Initiative, Attacks, rerolling only hits, no FNP, 5++, and making the Bolter S4 AP4 and different things (no one mentioned a specific list of him but just different ideas). Clearly I'm not the only person who thinks he's too much. If you want to keep him as is I'd say 450 Minimum for "ridiculous tax" as is. Once again, it's great that you like to make crazy awesome models from the books/fluff (Primarchs, etc) but the cost of things increases as you add more and more on and at some point you just have to go "OK this is a one man army, points cost has to reflect this or I need to tone him down".
Also bear in mind this is the only non-Primarch/Emperor who actually beat Horus in a sparring match...
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
395 points
WS7 BS6 S4 T4 W4 I5 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, +1 to Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 4 AP 3 Assault 2
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
Edited
Ah, those little changes make him really bearable, he can still safely hide in a large, strong squad but once he gets into combat delivers 7 WS 7 S6 i6 attacks that reroll failed hits + wounds so he's a powerhouse but the points reflect it. No one will question the balance.
Automatically Appended Next Post: Legio Custodes Squad
35 points per model
Unit composition: 3-10 Custodes
Custodes: WS5 BS5 S4 T4 W1 I4 A2 Ld10 Sv2+
Shield Captain: WS5 BS5 S4 T4 W1 I5 A3 Ld10 Sv2+
Wargear: frag and krak grenades
Guardian spear: This is a power weapon that grants +1 to Strength and Initiative. It incorporates a bolter with the following profile: Range 18 S4 AP4 Assault 2
Custodes armour: This grants a 2+ armour save and 5+ invulnerable save
Options:
1 Custodes per squad may be upgraded to a Shield Captain for 20 points
2 Custodes per squad may replace their Guardian spears for Dragonbreath Flamers for 10 points each. These can be fired with either of the following profiles:
Range Template S5 AP4 Assault 1
Range 18 S7 AP2 Assault 1 Melta
Any Custodes may replace their Guardian spears with Greatswords for 20 points each. These counts-as chainfists.
1 Custodes per squad may take an Aquila standard for 50 points. This grants the unit +1 Attack and Fearless.
Special Rules: ATSKNF
For the Emperor!: Custodes squads have the Furious Charge special rule
Wait... have better weapons than terminators, have awesome weapons upgrades (Some might not say better than Termis, I would say otherwise), better stats than terminators, don't take up 2 slots in vehicles, can sweeping advance, have furious charge making them all S6/I6... and can be troops choices. For LESS points than a normal terminator. mega Start over and try again.
ALSO minor but... Dragon's Breath Flamer is an Eldar weapon already, maybe try another name so as to not confuse?
Also bear in mind this is the only non-Primarch/Emperor who actually beat Horus in a sparring match...
And therefore should be pretty frickin' strong. I just think you should have the stats to match. If he's that powerful (I was ignorant of his backstory) then maybe it'd be reasonable to even raise his WS, S, and T by 1 each and have his points raised to match how powerful he really was? It's just on a character that is already this strong realize that each of those stats increase are going to cost a lot. If you want to make him like he should be then cool, just realize that you gotta pay for it haha
Automatically Appended Next Post:
Wrakkar wrote:But... you can't.. you can't do that *sobs*
CalasTyphon216 wrote:Constantin Valdor, Captain-General of the Legio Custodes, Praetor of the Emperor
Type: Infantry (unique)
395 points
WS7 BS6 S4 T4 W4 I5 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Custodes armour: 2+ armour save and 4+ invulnerable save
Victorae Imperator: This is an ornate Guardian spear. It is a power weapon that gives +2 to Strength, +1 to Initiative and Attacks. It incorporates a bolter fired with the following profile: Range 18 S 4 AP 3 Assault 2
Special Rules: Independent Character, Fearless
Chief Custodian: Custodes squads can be taken as Troops
By the Emperor's Will: Valdor dare not die until the Emperor commands it. Valdor has FNP and EW
Pinacle: Valdor can re-roll all failed to hit and wound rolls.
Hate the Traitor: Valdor has Furious Charge against any Chaos forces, and confers this to the unit he's joined.
Edited
Ah, those little changes make him really bearable, he can still safely hide in a large, strong squad but once he gets into combat delivers 7 WS 7 S6 i6 attacks that reroll failed hits + wounds so he's a powerhouse but the points reflect it. No one will question the balance.
Automatically Appended Next Post: Legio Custodes Squad
35 points per model
Unit composition: 3-10 Custodes
Custodes: WS5 BS5 S4 T4 W1 I4 A2 Ld10 Sv2+
Shield Captain: WS5 BS5 S4 T4 W1 I5 A3 Ld10 Sv2+
Wargear: frag and krak grenades
Guardian spear: This is a power weapon that grants +1 to Strength and Initiative. It incorporates a bolter with the following profile: Range 18 S4 AP4 Assault 2
Custodes armour: This grants a 2+ armour save and 5+ invulnerable save
Options:
1 Custodes per squad may be upgraded to a Shield Captain for 20 points
2 Custodes per squad may replace their Guardian spears for Dragonbreath Flamers for 10 points each. These can be fired with either of the following profiles:
Range Template S5 AP4 Assault 1
Range 18 S7 AP2 Assault 1 Melta
Any Custodes may replace their Guardian spears with Greatswords for 20 points each. These counts-as chainfists.
1 Custodes per squad may take an Aquila standard for 50 points. This grants the unit +1 Attack and Fearless.
Special Rules: ATSKNF
For the Emperor!: Custodes squads have the Furious Charge special rule
Wait... have better weapons than terminators, have awesome weapons upgrades (Some might not say better than Termis, I would say otherwise), better stats than terminators, don't take up 2 slots in vehicles, can sweeping advance, have furious charge making them all S6/I6... and can be troops choices. For LESS points than a normal terminator. mega Start over and try again.
ALSO minor but... Dragon's Breath Flamer is an Eldar weapon already, maybe try another name so as to not confuse?
Also bear in mind this is the only non-Primarch/Emperor who actually beat Horus in a sparring match...
And therefore should be pretty frickin' strong. I just think you should have the stats to match. If he's that powerful (I was ignorant of his backstory) then maybe it'd be reasonable to even raise his WS, S, and T by 1 each and have his points raised to match how powerful he really was? It's just on a character that is already this strong realize that each of those stats increase are going to cost a lot. If you want to make him like he should be then cool, just realize that you gotta pay for it haha
Automatically Appended Next Post:
Wrakkar wrote:But... you can't.. you can't do that *sobs*
I know, right?
I direct you to the Grey Knights Codex, the Strike Squad entry. Enjoy
CalasTyphon216 wrote:
I direct you to the Grey Knights Codex, the Strike Squad entry. Enjoy
But they have a 3+ and no ++, A1, WS4, Ld8 (Ld9 on justicar), S5 is only on passing the psychic test, no S6/I6 (unless you purchase an upgrade) and a few other things which make this comparison probably not the best one. I agree with felix that they need work.
Automatically Appended Next Post: Legio Custodes Squad
45 points per model
Unit composition: 3-10 Custodes
Custodes: WS5 BS5 S4 T4 W1 I4 A2 Ld10 Sv2+
Shield Captain: WS5 BS5 S4 T4 W1 I5 A3 Ld10 Sv2+
Wargear: frag and krak grenades
Guardian spear: This is a power weapon that grants +1 to Strength and Initiative. It incorporates a bolter with the following profile: Range 18 S4 AP4 Assault 2
Custodes armour: This grants a 2+ armour save and 5+ invulnerable save
Options:
1 Custodes per squad may be upgraded to a Shield Captain for 20 points
2 Custodes per squad may replace their Guardian spears for Drakefire Flamers for 20 points each. These can be fired with either of the following profiles:
Range Template S5 AP4 Assault 1
Range 18 S7 AP2 Assault 1 Melta
Any Custodes may replace their Guardian spears with Greatswords for 30 points each. These counts-as chainfists.
1 Custodes per squad may take an Aquila standard for 50 points. This grants the unit +1 Attack and Fearless.
1 Custodes may be upgraded to an Apothecary for 80 points
Special Rules: ATSKNF
For the Emperor!: Custodes squads have the Furious Charge special rule
CalasTyphon216 wrote:
I direct you to the Grey Knights Codex, the Strike Squad entry. Enjoy
But they have a 3+ and no ++, A1, WS4, Ld8 (Ld9 on justicar), S5 is only on passing the psychic test, no S6/I6 (unless you purchase an upgrade) and a few other things which make this comparison probably not the best one. I agree with felix that they need work.
Amen. And the "OH They're stupidly over powered so I can one up them, right?" excuse is no room. If something is stupidly overpowered then strive not to be like that, because people hate that. Balance is the word that SHOULD be the first one you think about when you look at models, not is it balanced to something else that isn't balanced.
Wargear: power armour, belt of russ, bolt pistol, bolter, frag and krak grenades, wolf tooth necklace
Fellclaw: This is an ancient wolf claw. Due to Bjorn's unique style of fighting, he gains +1 attack for duo-weilding his claw and bolt pistol. He can also re-roll both to hit and to wound rolls rather than having to pick one.
Special Rules: Saga of the Warrior Born, Independent Character, ATSKNF, Counter Attack
Bear: Bjorn is as famously indomitable and fierce as his namesake. He has Eternal Warrior, FNP and Furious Charge.
For the Bjorn, there are two things I would do. Firstly, remove the clause that allows him reroll hits and wounds. A WTN comined with Wolf Claw for his is ok becuase he doesn't reroll to wound. And rerollng to wound isn't too bad either as he still only hits 2/3 of th time, which he would against most things anyway. But both is a little too much.
The second thing I would do remove Saga of the Warrior and replace with Saga of the bear. Not only does he currently have both, but also has FMNP and FC. By removing Warrior Born and Giving him SotB he can have his title of bear without the cheese of 3 extra rules on top.Other than that I say he is a little over priced. I would say 250 would be acceptable with these changes.
For the custodes I would go a different route
Squad cost -230
Custodian/ Shield Captain
4 Cutodes
1 Shield Captain
may include up to 5 extra custodes at 45ppm
WS 5/5
BS 4/5 (sure they are better traine than marines but not by much)
S 4/4
T4/4
W 1/1
I 4/4
A 2/3
Ld 9/9
Sv 2+ 5++ each.
Wargear
Custodes Armour
A variation of Terminator Armour used by the Emperor's Elite Guards
This counts as Terminator armour as per Codex Space marines
Custodian Spear
Power weapon with an in built stormbolter. It may be used 1 handed to attack at Int 5, or 2 handed to be Str 5.
Frag and Krak Grenades
Special Rules
Fearless, Counter Attack, Stubborn
Shining Beacons
It is quite hard to not see the shining golden plate of the Custodes. They always have a -1 modifier tocover saves, and when Night Fighting is in play, any unit, friendly or enemy, within 6" can be targetted as if Night Fighting is not in effect. This includes the Custodes Squad itself.
Steadfast Warriors
Custodes are Elite and proud warriors who would never think of burying there faces in the mud. hey may never go to ground, voluntarily or otherwise.
Wargear:
Phylactery
Sempiternal Weave
Phase Shifter
Mindshackle Scarabs
Blade of the Reaper: Drenzyk uses an unique warscythe that has a shard of the Nightbringer bounded to it. Drenzyk may use the Blade of the Reaper as either a normal warscythe, or he may unleash a single attack in close combat imbued with the fury of the Nightbringer. This attack hits at WS6 S10 and I4 and ignores armor saves.
Special Rules:
Ever-living
Independent Character
Reanimation Protocols
Curse of the Outsider: The Outsider had long been a god that none would dare look upon in fear of losing one's mind. However, Drenzyk had dared to gaze into the face of the Outsider and managed to retain his mind, well, most of it anyway. The Outsider was maddeningly amused that a lesser being was capable of staring upon the Lord of Madness and walking away with his mind intact that upon the biotransference, The Outsider marred the face of Drenzyk to something more to his liking. Drenzyk's face is now a parody of the face of the Outsider, a twisted mirror that will force hesitation upon all that dare look upon it and insanity upon those he lowers his gaze upon. Drenzyk is treated as having the Counter-attack USR. Furthermore, he gains the following shooting profile:
Range: 6" S10* AP2 Assault 1
*This shot is resolved against the Target's Leadership and has no effect upon vehicles
Also due to the madness imbued upon Drenzyk by the Outsider, Drenzyk is a potential threat to his own Necron brethren. When attached to a unit or in a transport, all rolls to hit of 1 automatically hit models in the said unit (or transport) as Drenzyk cackles madly, temporarily overcome by the insanity, striking out at friends and foe alike.
May select a Catacomb Command Barge as a dedicated transport
Draza'kar the Unbounded
210
WS6 BS2 S5 T5 W3 I2 A3+D3 Ld10 Sv2+/3++
Wargear:
Sempiternal Weave
Phase Shifter
Phylactery
Resurrection orb
Slaughter Scythe: This is a warscythe specially crafted for Draza'kar the Unbounded. Though seemingly heftier than the regular Warscythe, it is a graceful and agile weapon with a built in accelerator that allows Draza'kar to react more quickly than his mechanical brethren. The Slaughter Scythe gives a +2 Initiative Bonus in combat, ignores armor saves, and benefits from the Rending USR.
Special Rules:
Ever-living
Independent Character
Reanimation Protocols
Enforcing Presence: Draza'kar's presence forces his troops to operate at beyond normal capacity. Draza'kar counts as having the Phaeron special rule.
Unbounded: As a Necrontyr, Draza'kar had shown great disdain for ranged weaponry preferring mastery with the blade with which he was known to use with stunning effectiveness and speed. As a Necron, he is little different from his old self. When in close combat, Draza'kar gains D3 attacks
Wargear:
Sempiternal Weave
Phase Shifter
Mindshackle Scarabs
Blade of the Reaper: Drenzyk uses an unique warscythe that has a shard of the Nightbringer bounded to it. Drenzyk may use the Blade of the Reaper as either a normal warscythe, or he may unleash a single attack in close combat imbued with the fury of the Nightbringer. This attack hits at WS6 S10 and I4 and ignores armor saves.
Special Rules:
Ever-living
Independent Character
Reanimation Protocols
Curse of the Outsider: The Outsider had long been a god that none would dare look upon in fear of losing one's mind. However, Drenzyk had dared to gaze into the face of the Outsider and managed to retain his mind, well, most of it anyway. The Outsider was maddeningly amused that a lesser being was capable of staring upon the Lord of Madness and walking away with his mind intact that upon the biotransference, The Outsider marred the face of Drenzyk to something more to his liking. Drenzyk's face is now a parody of the face of the Outsider, a twisted mirror that will force hesitation upon all that dare look upon it and insanity upon those he lowers his gaze upon. Drenzyk is treated as having the Counter-attack USR. Furthermore, he gains the following shooting profile:
Range: 6" S10* AP2 Assault 1
*This shot is resolved against the Target's Leadership and has no effect upon vehicles
Shouldn't his slight insanity be reflected in the rules too? Characters are always more interesting when they have a drawback anyways
Anvildude wrote:Not for Orks! Sure, you could have a bit of wargear, an 'aiming Grot' or something that would allow him to hit on 4's, but the inherent BS of an Ork is 2.
Nazdreg Udd Urdgrub, a special character from 3rd, had BS4.
Bobthehero wrote:I rethinkered Captain #5601, a lot, giving him custom orders and a few goodies, not sure of the price, thinking about 90 points, he'd be an upgrade for the Company Commander.
A bit of lore: thje 6th Company of the 5th Krieg regiment is one of the veteran companies from the siege of Vraks, as such, its Vraks bear more Grenadiers and other veterans than most companies, the commanding officer, 5601 has been drawn from these veterans and kept most of his old Watchmaster gear as he took on his Captain duties, the great number of veterans allowed him to try out new strategies.
The vox system allows 5601 to send his order 6'' further, 12'' if the squad has a vox caster of their own (the leadership roll cannot be re-rolled in this case)
Special rules: Veteran company, 2 new orders ''They are already dead'' and ''Grenadiers, form rank! Fire at will!'', Senior Officer, Iron Discipline, Die Hards, Hardened Fighters (the last 3 rules are standard for any Krieg soldider find them here: http://www.forgeworld.co.uk/Downloads/Product/PDF/k/kreig.pdf)
Veteran company: Grenadiers maybe taken as troops, the veterans of the Company Command squad have the same gear as a standard Grenadiers
''They are already dead'': The unit who received this order may fire at units locked in melee, shots that miss are resolved agaisnt friendly troops, all normal saves apply.
''Grenadiers, form rank! Fire at will!'': This works the same as FRFSRF but for Grenadiers, it affects the following weapons: Hotshot lasgun/laspistol, grenade launcher and heavy stubber.
Quick comparison to Creed: Can give 2 orders to Creed 4, can potentially reach 24'' just as Creed, his single hotshot laspistol is MC (count as twin linked, right? or did memory failed again), however he gets a power sword and +1 WS, also custom orders. No tactical genius sheninagans, but there's the FoC sheninagans.
He's interesting and it's always great to see rules in here that reflect how an army would actually fight. The vox system being worked into the hotshot laspistol seems kind of silly. He really gives orders through his lil' pewpew? Shouldn't you just make another one of the guys carry a vox system? Very minor, but just thought it was strange. Cool by me overall though.
Special Rules- Fleet, Night Vision, Power From Pain, IC, Arena Master- Allows Reaver Jetbikes to be taken as troops.
I already have 2 Reaver HQ options - a regular and a Special Character. Any background to your dude, as he seems a little... plain atm.
Arena Grand Champion
Spoiler:
FO: HQ Squad: Arena Grand Champion Unit: Grand Champion, Points Per: 80, Models: 1, Unit Type: Bikes (Eldar Jetbikes), WS-5, BS-5, S-3, T-3(4), W-2, I-6, A-3(4), Ld-9, Sv-5+/6+*. Champion of the Arena: Reaver Jetbikes of 5 or more models can be taken as Troops choices.
Special Rules: - Relentless Night Vision Power from Pain Independent Character - Move Through Cover - Skilled Rider
Options: May replace his jetbikes Splinter Rifle with: + Heat Lance 12 + Blaster 15 May replace his Splinter Pistol with: + Blast Pistol 15 May take one of the following: + Haywire Grenades 5 + Grav-Talon 10 + Cluster Caltrops 20 + Shadow Field 30
Grand Champion: The Arena Grand Champion is a true master of aerial combat, instinctively knowing when to avoid the fatal blow. The Arena Grand Champion has a 6+ invulnerable save.
Eth Olrion Reaver Champion (WIP)
Spoiler:
It's a WIP points and gear / stats still in the air, the idea being he ascended through the reaver ranks, got his razorwing, made his way to the pinacle, but prefered the up-close-and-personal approach of the jetbike, so created a custom reaver around a Razorwwing engine (I intend to make the model out of a Venom chasis)
Skymaster special rule I'm unsure what it'll do yet. Probably a simple boost to reavers like make them fearless within X inches or something.
FO: HQ Squad: Eth Olrion Reaver Champion Unit: Eth Olrion, Points Per: 120, Models: 1, Unit Type: Bikes (Eldar Jetbikes), WS-6, BS-5, S-4, T-3(5), W-3, I-7, A-4(5), Ld-9, Sv-4+/5+*. Master of the Skies: Reaver Jetbikes become Troops choices. Wargear: Wychsuit Blast Pistol Power Weapon Combat Drugs Razorwing Jetbike - Twin-Linked Splinter Rifle Enhanced Bladevanes Grav Talon Cluster Caltrops Night Shields Flickerfield One Monoscythe Missile
Special Rules: - Relentless Night Vision Power from Pain Independent Character - Move Through Cover - Skilled Rider Deep Strike Aerial Assault Skymaster
felixander wrote:
He's interesting and it's always great to see rules in here that reflect how an army would actually fight. The vox system being worked into the hotshot laspistol seems kind of silly. He really gives orders through his lil' pewpew? Shouldn't you just make another one of the guys carry a vox system? Very minor, but just thought it was strange. Cool by me overall though.
Ah yes, bad working on my part, the caster is on his back and been intergrated in a single backpack along with his hotshot powerpack.
Master of Shadows, Chapter master of the Raven Guard
215 points
Type: Jump Infantry (unique)
WS6 BS5 S4 T4 W3 I6 A4 Ld10 Sv2+
Wargear: artificer armour, bolt pistol, lightning claw, frag and krak grenades, jump pack, iron halo
Traitor's Bane: This is a power whip once used by Corax at the Drop Site Massacre. It grants the user D3 additional Strength 3 Initiative 10 power weapon attacks on the turn he charges.
From the Skies: Assault Marines may be taken as Troops choices. In addition, a single Honor Guard squad may be taken, and they gain jump packs for +1 point per model.
I'm gonna have a go at a custom Ork character. Bear with me, I don't usually do Orks.
THE MEKA-DREAD OF WARBOSS CYGAZKAH (450 Points) WS5-BS3-S10-I2-A3-Fr13-Si13-Re11
Unit Type: 1 Vehicle-Walker (Unique)
Wargear: Shokk Attack Fist, Bursta Shunta, Armour Plates, Grot Riggers, Mega Charga, Fixin Klaws, Kustom Force Field, Eye of Orkamedies
Special Rules: Ramshackle Monster, Effigy, Furious Charge
[Shokk Attack Fist] When in close combat, roll a 2D6. If a double result is rolled, consult the chart below. Otherwise, the attack will count as a regular Dreadnought CCW.
* Double 1: Cygazkah suffers an automatic Penetrating Hit, and will suffer "Destroyed-Explodes!" on a roll of 4+ instead of 6.
* Double 2: Cygazkah hits himself. Resolve the attack against his own profile.
* Double 3: The attack is resolved against the nearest model/unit (friendly or enemy).
* Double 4: The attack is successful but is resolved at Strength 5.
* Double 5: The attack is successful, but the SAF may not be used in the assault phase until the end of the controlling player's next turn.
* Double 6: Any model hit by the SAF's attack is removed from play with no saves allowed. Vehicles take an automatic penetrating hit.
[Bursta Shunta] A ranged weapon with the following profile: 24" S10 AP4 Heavy 3, Pinning, 2D6 Armour Penetration
[Eye of Orkamedies] This ultra-rare Ork artifact boosts Ork firing potential. Thus it confers Cygazkah a Ballistic Skill of 3.
[Effigy] All Orks within 12" of Cygazkah are Fearless.
Wargear:
Sempiternal Weave
Phase Shifter
Mindshackle Scarabs
Blade of the Reaper: Drenzyk uses an unique warscythe that has a shard of the Nightbringer bounded to it. Drenzyk may use the Blade of the Reaper as either a normal warscythe, or he may unleash a single attack in close combat imbued with the fury of the Nightbringer. This attack hits at WS6 S10 and I4 and ignores armor saves.
Special Rules:
Ever-living
Independent Character
Reanimation Protocols
Curse of the Outsider: The Outsider had long been a god that none would dare look upon in fear of losing one's mind. However, Drenzyk had dared to gaze into the face of the Outsider and managed to retain his mind, well, most of it anyway. The Outsider was maddeningly amused that a lesser being was capable of staring upon the Lord of Madness and walking away with his mind intact that upon the biotransference, The Outsider marred the face of Drenzyk to something more to his liking. Drenzyk's face is now a parody of the face of the Outsider, a twisted mirror that will force hesitation upon all that dare look upon it and insanity upon those he lowers his gaze upon. Drenzyk is treated as having the Counter-attack USR. Furthermore, he gains the following shooting profile:
Range: 6" S10* AP2 Assault 1
*This shot is resolved against the Target's Leadership and has no effect upon vehicles
Also due to the madness imbued upon Drenzyk by the Outsider, Drenzyk is a potential threat to his own Necron brethren. When attached to a unit, all rolls to hit of 1 automatically hit models in the said unit as Drenzyk cackles madly, temporarily overcome by the insanity, striking out at friends and foe alike.
Shouldn't his slight insanity be reflected in the rules too? Characters are always more interesting when they have a drawback anyways
Is that better or should I go further off the deep end with him?
I've been commenting here for a long time and I have only posted one character so I think it's time.
I'm a big fan of the Eldar Seer Council and think it'd be sweet to run a full Seer Council army. The main reason behind this is that I hate Eldar troops choices, as your best choice is to actually just take 5 Dire Avengers in a Wave Serpent and have them just hide in there the whole time (DAVU) which is lame. Guardian Jetbikes are an option but really aren't that great. SO
Eldar
170 points
Keraldon, Defender of the Stars
WS5 BS4 S3(4) T3 W2 I5 A3 LD 10 SV 3+/3++
Wargear: Shuriken Pistol, Sword of Vaul, Ghosthelm, Runed Wraithbone Breastplate.
Sword of Vaul: A relic supposedly made by Vaul himself, it is a Force Sword that grants gives +1 S.
Runed Wraithbone Breastplate: A set of specially modified Rune Armor that gives him a 3+ Armor Save and 3+ Invulnerable Save.
Psychic Powers: Fortune
Warlock Power: Destructor
Special Rules: Unique, Defender of the Seers,
Defender of the Seers: Keraldon may be added onto any single squad of Warlocks as a squad leader; however, this squad MUST be deployed with a Farseer (Including Special Character farseers such as Eldrad, etc). This farseer looses the Independent Character rule and counts as part of the squad. Once he has been added to an already legal squad Warlocks may be taken as troop choices and without the restriction of one squad per Farseer. Keraldon's Squad is scoring.
Keraldon may take a jetbike for 25 points if the rest of his squad does.
So he fills the need of Eldar's 2+/FNP killing ability BUT he's stuck in a squad who can't, so it's a mix. The squad does become an awesome MC killer, but I think it's strange that the Eldar have NO Force Weapons, despite being the most psychic-based race. He also has Fortune to show his need to defend the Farseer. He does have +1 WS, +1T, +1W, +1i, +2A, +2LD from a normal Warlock.
Mathtime!
Base Warlock = 25 points
+1 WS = + 5
+1 W = +10
+1 i = +10
+2 A = +15
+2 LD = +10
+1 to Invuln Save = +10
Sword (Sidegraded from a Witchblade) = +10
Fortune = +30
Destructor = +10
Defender of the Seers = +25
10% Cool Tax = +10
170 points.
170 points for a T3 model who only has 2 wounds. I know taking away the Independent Character from Farseers can be a good thing as he then isn't a kill point (For 33% of the games) and he can't be targeted in combat. BUT it limits his tactical flexibility significantly. What do you guys think?
Automatically Appended Next Post:
Also due to the madness imbued upon Drenzyk by the Outsider, Drenzyk is a potential threat to his own Necron brethren. When fighting in a close combat alongside a friendly unit, including with a unit he is attached to, all of his rolls to hit of 1 automatically hit the closest friendly squad unit as Drenzyk cackles madly, temporarily overcome by the insanity, striking out at friends and foe alike.
Minor, minor changes that make it just a little bit clearer, at least to me. But yeah I think that's great! Obviously he doesn't have to go with a squad which can mean it doesn't matter. MAYBE make him hit a Catacomb Barge he is using as a personal transport? (PS- Were you going to add the ability to take one? Most Necron special characters can so I didn't know if you wanted to follow suit and if you simply forgot or left it out intentionally).
Automatically Appended Next Post: Oh and just to follow up on a lot of the other characters
Wargear: Lasgun, Battlecannon, Close Combat Weapon, Frag Grenades, Oakleys, Flak Armor, Really Nice Paper Bag, Blue Suede Shoes.
Oakleys: Special sunglasses he bought at a gas station that allows him to aim well, even on very sunny days. These increase his Ballistic Skill to 7 (As noted in his profile).
Really Nice Paper Bag: The Emperor himself once received lunch from this bag and has been passed down through Guardsmen Jim's family. This bag gives him a 2+ Invulnerable Save.
Blue Suede Shoes: These are shoes he once pissed himself in when he asked Jenny to a dance. They confer Relentless, Fleet, and Fearless to any unit within 20 miles.
Special rules: Independent Character, Tough As Nails.
Tough As Nails: Guardsmen Jim once bumped his toe on a coffee table and didn't even flinch. He has Feel No Pain, Eternal Warrior, Toughness 6, and 4 wounds (As noted in his profile).
Karmin used to be a Space Marine of the Emperor's Children during the Great Crusade. He traveled across the galaxy looking for inspiration so that he could create great arts like the rest of his Legion. His travels took him to the planet Cadia, a simple world in the Galactic east, where he met a girl. Her name was Clare and he instantly fell for her. He was confused and scared at first, but eventually he realized his love for her and took her with him as his inspiration. While he was with her he made great strides in his art, painting masterpieces to rival even Fulgrim's. During the assault on an alien civilization, she came with him as a Remembrancer. He lost his arm to a poison dart that would have taken her in the head. He was devastated, feeling like he was no longer worthy of the beautiful lady at his side. During his meditation one day, a face appeared to him. It spoke with honied words and dazzling tones, asking him to renounce the Emperor and join it. It promised to heal his arm and make Clare love him forever. He agreed instantly. When he went back to Clare, he found that she had killed herself when she found out he left. He was locked away for seventy-five years alone, never speaking, eating, drinking, or moving until the same face came to him. It asked for one more thing and he would have Clare back. All he had to do was ensure that Fulgrim took a sword from a temple. And so Karmin organized a plot where Fulgrim would lead the assault on the planet and take the blade. After this Clare was returned to him and together they fled to a planet in the warp where they live, Karmin doing mercenary work for any who come calling and survive.
Lord Karmin-200
WS 6 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 3+/3++
Wargear: Power Armor
Noise Blaster
Mark of Slaanesh (Bonus included in profile)
Corona of Slaanesh- Confers a 3+ inv save.
Blade of Woes- A Blissgiver that never rebels
Special Rules- Fearless
IC Brokenhearted- His time without Clare made him stony and unfeeling. He has FNP.
For the Orky Mega-Dredd character, a couple things.
First off, that's a pretty Orky kreation. I especially like the idea of the Shokk Attack Fistttt.
However, there's a couple things I'd change. First off, as he's pretty much a Warboss Dredd, I'd remove the Fixin' arms and the Kustom Force Field. Add Cybork Body, for a 5+ invuln, if you really want that. Also give him a couple of Big Shootas (2, that is) instead of having the Bursa Shunta be a shooting attack. It honestly sounds more like the DreadKnight's Shunt ability, but less reliable.
Bursta-Shunta: One use only- the Bursta Shunta may be activated in the Shooting phase instead of shooting. It only works on a roll of 2+- on a 1, the MegaDredd cannot do anything else that turn aside from reacting to enemy action. (can't fire, can't assault, basically) When it's activated, it allows the MegaDredd to move up to 4d6 inches in any direction. The Mega Dredd may assault as normal- this does not count as a Run move.
And the Shokk Attakkk Fissttttttt needs some work as well. 1, 2, 4 and 5 (doubles) are all fine, but 3 needs better wording or a different effect, as the 'closest' unit in CC will invariably be the enemy unit. Maybe make it that any misses in CC go against friendly units, including itself if necessary; or, alternatively, only a single attack is resolved, and both units are moved directly away from each other d3 inches- they no longer count as being in Close Combat (stop an inch away from other units, impassible terrain, yadda yadda...)
Also, need a result on an 11.
12 ( ) could be re-written "Do not roll for combat- the enemy unit loses a non-vehicle model for each attack allocated towards it- vehicles take an automatic Penetrating Hit with +2 to the Damage Result table."
Also due to the madness imbued upon Drenzyk by the Outsider, Drenzyk is a potential threat to his own Necron brethren. When fighting in a close combat alongside a friendly unit, including with a unit he is attached to, all of his rolls to hit of 1 automatically hit the closest friendly squad unit as Drenzyk cackles madly, temporarily overcome by the insanity, striking out at friends and foe alike.
Good Catch Realized I left out the points value for both of the characters as well... fixing them.
Automatically Appended Next Post: So my brother and I were talking and came up with the idea of Troll Tau aka Commander Trol'lai I hope you all enjoy
Commander Trol'lai
Points: 165
WS4 BS5 S5 T4 W4 I3 A4 Ld10 Sv3+
Unit Type: Jump Infantry (jet pack)
Wargear:
Heavy Rail Rifle: Range:72" S:7 AP:2 Type:Heavy 1, Rending
Rocket Pod: Range:24" S:6 AP:4 Type:Assault 4
Vectored retro-thrusters
Hardwired multi-tracker
Hardwired black sun filter
Drone Controller
Shield Drone
Gun Drone
XV8-3 battlesuit: This battlesuit grants Commander Trol'lai the Acute senses and Deep Strike special rules much like the standard XV8 battlesuits. However, this is a prototype battlesuit that also has inbuilt Disruption Pod and Flechette discharger.
Wargear: Lasgun, Battlecannon, Close Combat Weapon, Frag Grenades, Oakleys, Flak Armor, Really Nice Paper Bag, Blue Suede Shoes.
Oakleys: Special sunglasses he bought at a gas station that allows him to aim well, even on very sunny days. These increase his Ballistic Skill to 7 (As noted in his profile).
Really Nice Paper Bag: The Emperor himself once received lunch from this bag and has been passed down through Guardsmen Jim's family. This bag gives him a 2+ Invulnerable Save.
Blue Suede Shoes: These are shoes he once pissed himself in when he asked Jenny to a dance. They confer Relentless, Fleet, and Fearless to any unit within 20 miles.
Special rules: Independent Character, Tough As Nails.
Tough As Nails: Guardsmen Jim once bumped his toe on a coffee table and didn't even flinch. He has Feel No Pain, Eternal Warrior, Toughness 6, and 4 wounds (As noted in his profile).
Your Guardsman Jim and my Guardsman Steve should get together and rule the galaxy.
Mor'dez is a Necron Overlord who finds fighting in close combat against unproven lesser beings to be distasteful in the extreme and prefers to sit upon his floating throne from which inglorious death is spewed forth from unto the beings of flesh (whom he also finds to be distasteful).
Points: 235
WS4 BS5 S5 T5 W3 I2 A2 Ld10 Sv3+/3++
Wargear:
Phase Shifter
Tachyon Arrow
Mindshackle Scarabs
Tesseract Labyrinth
Inferno Gauntlets: a pair of specially crafted gauntlets of fire that count as both a pair of power weapons that may reroll failed rolls to hit and wound and a shooting weapon with the following profile:
Range:Template S:4 AP:3 Assault 1
Special Rules:
Phaeron
Reanimation Protocols
Ever Living
Independent Character
Preferred Enemy: Everything!
"Drown Them in Fire": Mor'dez can command his army to fire a deadly rain of shots upon the repulsive forces of the enemy. Once per game, any army that contains Mor'dez can fire an additional shot on top of what their weapon type dictates.
Dedicated Transport:
Mor'dez can take his personal transport, the Throne of Annihilation, into battle for 100 points. The Throne has the following profile:
BS4(5) (The Throne uses Mor'dez's BS when he rides it) AV12/11/11
Type: Skimmer
Wargear:
Quantum Shielding
Living Metal
2 Tesla Cannons
Annihilation Cannon: A specially crafted Tesla weapon, Mor'dez is quite fond of it as he can watch the mightiest of the lesser races writhe in agony from this weapon of nightmares. it has the following profile:
Range: 24" S:10 AP:- Type: Heavy 3, Tesla, Arc
Terminator librarian / Chaplain, Word bearers.
Faze is hated by many loved by few not for his manners or his ruthless brutal tactics, but his ability to channel the warp into something horrific. As a chaplain this is rare, he has the ability to transfer warp entities into the material realm directly and crush enemies with the slightest twitch of his hand, or even destroy worlds with his mind making him the most horrific terminator librarian / chaplain to ever come face to face with.
Faze was once a Chaplain for the Black templars chapter he was revered as a hero on many worlds, revered as a savor and as a champion as one of the greatest chaplains to ever stand, until his fall (of course). Faze was dispatched to a remote planet on the out skirts of the ophidium gulf with a small element of neophytes, initiates and inquisitor Terilan Derulotra and a small detachment of GK terminators. Presuming it was a mere uprising they brought few and proceeded to investigate the planet due to the rumors of heresy and the daemonic possession, but found something much worse. The inquisitor soon discovered not only that the warp plane existed on the planet, but in fact that a small spark hidden away from the galaxy could be the death of millions, in effort to avoid this disaster he began franticly trying to find this spark and found something even more sinister, Not within the planet but within the Chaplain himself. A beacon of what seemed to the inquisitor to be not only odd for being a chaplain but odd because Faze did not realize it, and his hatred for all things warp modified and pysker was intriguing, and so he began trying to bring it to light. The inquisitor poked and prodded in the chaplains mind, refusing to let the spark die, all this did was anger Faze to an extent he couldn't control, it began unleashing a part of him that he never before realized existed. So well hidden was this destructive force of chaos that it all but consumed the men he lead, It consumed him as his hatred intensified ten fold. His eyes turned from a normal pale blue to a hatred filled black. The marines that accompanied him were instantly consumed by fire and gore as their bodies were ripped apart from the inside out as the daemons ripped their way to freedom. The Grey Knights intervened with striking blows against Fazes new found minions destroying each, within moments Faze was standing amongst the GK taking blow after blow ripping, renting, tearing and crushing the Grey knights minds as they attempted to vanquish the darkness that consumed him as the final blow was stuck and the last Gk terminator fell, the inquisitor fled, Faze started slowly succumbing to the blows as he watched the inquisitor run, his armor was so rent, so torn and in pieces that his naked flesh lay exposed and bleeding from large gashes in his flesh, each blackened from the strikes of each force weapon, he began to fade as he slowly collapsed as a dark figure approached. "This is not where you die, Awake our champion of chaos". from then on he walked the path of chaos tearing apart worlds, tearing apart marines, uniting war bands under his calling and taking the mantle of the Word Bearers for himself.
His record deleted, the planet virus bombed, he now roams the universe looking for not only knowledge of the warp and a better understanding but revenge.
Points - 250
WS 6
BS 5
S
5
T
5
W
4
I
5
A
4
LD 10
SV +2 (+4)
War gear, Termie Armor, Chaos Mantle (Rosarius), Chaos relic (Crozius).
Furious charge, Litanies of hate, Psyker ML 3, Preferred enemy GK, Eternal warrior, Daemonic body guard
Smite, Vortex of doom, The summoning, Consume.
* Same as GK version only summons Daemons
*May select up to 2 units of daemons and does not count against FOC *If any enemy Pysker is within 12" of Faze they must pass a toughness check if failed they die No Armor SVs allowed
whrextheimpaler wrote:Kliegan Faze - Terror of the Mortal Realm.
Spoiler:
Terminator librarian / Chaplain, Word bearers.
Faze is hated by many loved by few not for his manners or his ruthless brutal tactics, but his ability to channel the warp into something horrific. As a chaplain this is rare, he has the ability to transfer warp entities into the material realm directly and crush enemies with the slightest twitch of his hand, or even destroy worlds with his mind making him the most horrific terminator librarian / chaplain to ever come face to face with.
Faze was once a Chaplain for the Black templars chapter he was revered as a hero on many worlds, revered as a savor and as a champion as one of the greatest chaplains to ever stand, until his fall (of course). Faze was dispatched to a remote planet on the out skirts of the ophidium gulf with a small element of neophytes, initiates and inquisitor Terilan Derulotra and a small detachment of GK terminators. Presuming it was a mere uprising they brought few and proceeded to investigate the planet due to the rumors of heresy and the daemonic possession, but found something much worse. The inquisitor soon discovered not only that the warp plane existed on the planet, but in fact that a small spark hidden away from the galaxy could be the death of millions, in effort to avoid this disaster he began franticly trying to find this spark and found something even more sinister, Not within the planet but within the Chaplain himself. A beacon of what seemed to the inquisitor to be not only odd for being a chaplain but odd because Faze did not realize it, and his hatred for all things warp modified and pysker was intriguing, and so he began trying to bring it to light. The inquisitor poked and prodded in the chaplains mind, refusing to let the spark die, all this did was anger Faze to an extent he couldn't control, it began unleashing a part of him that he never before realized existed. So well hidden was this destructive force of chaos that it all but consumed the men he lead, It consumed him as his hatred intensified ten fold. His eyes turned from a normal pale blue to a hatred filled black. The marines that accompanied him were instantly consumed by fire and gore as their bodies were ripped apart from the inside out as the daemons ripped their way to freedom. The Grey Knights intervened with striking blows against Fazes new found minions destroying each, within moments Faze was standing amongst the GK taking blow after blow ripping, renting, tearing and crushing the Grey knights minds as they attempted to vanquish the darkness that consumed him as the final blow was stuck and the last Gk terminator fell, the inquisitor fled, Faze started slowly succumbing to the blows as he watched the inquisitor run, his armor was so rent, so torn and in pieces that his naked flesh lay exposed and bleeding from large gashes in his flesh, each blackened from the strikes of each force weapon, he began to fade as he slowly collapsed as a dark figure approached. "This is not where you die, Awake our champion of chaos". from then on he walked the path of chaos tearing apart worlds, tearing apart marines, uniting war bands under his calling and taking the mantle of the Word Bearers for himself.
His record deleted, the planet virus bombed, he now roams the universe looking for not only knowledge of the warp and a better understanding but revenge.
Points - 250
WS 6
BS 5
S
5
T
5
W
4
I
5
A
4
LD 10
SV +2 (+4)
War gear, Termie Armor, Chaos Mantle (Rosarius), Chaos relic (Crozius).
Furious charge, Litanies of hate, Psyker ML 3, Preferred enemy GK, Eternal warrior, Daemonic body guard
Smite, Vortex of doom, The summoning, Consume.
* Same as GK version only summons Daemons
*May select up to 2 units of daemons and does not count against FOC *If any enemy Pysker is within 12" of Faze they must pass a toughness check if failed they die No Armor SVs allowed
Special Rules: Good Breeding, Wild as a Dog, Cry Havoc
Good Breeding: For an additional +5 Points per model, a Canine Unit may be given one of the following special rules. The entire unit must take the same rule.
Attack Dogs: Dogs gain Furious Charge USR Sniffer Dogs: Enemy units may not infiltrate within 24" of a Canine unit with line of sit, or 18’’ without.
Ratters: This unit has "Preferred Enemy; Tyranids" and "Preferred Enemy: Swarms"
Medipups: Units within 6" of a Mediupup gain the Feel No Pain USR Search Dogs: The unit has the "Scouts" rule.
Wild as a Dog: If the Handler is killed, the unit gains the Rage USR.
Cry Havoc: In a turn when a Canine Unit Assaults an enemy infantry unit, the squad’s initiative is reduced by 1
Wargear: Close Combat Weapon(Handler Only)
Las-pistol
Flak-armor
Options: Give the Attack Dogs a Flak Harness for +3 Points Per Model
Flak Harness: Dogs with a Flak Harness have a 5+ Armor Save.
Add up to 4 Additional Dogs: +5 Points Per Model
Throughout the Imperium, many planets breed, and offer up in tithes, great beasts of war. While many are not actual descendants of the ancient dogs of Terra, all are bred to be as powerful and as deadly as possible, with some of the larger being stronger than horses. With a terrible bite, and special breeding, the mighty hounds of the Imperium tear through all in their path.
I'll need to post the accompanying character later, I need to pack for vacation.
My ork mek/mad dok combo who is still in the works
Mad Mek Bugnutz da "Doktor"
WSBS S T I Ld A W Sv 4....3.....4.4.3..9.2...3.+4
pts cost: 170 (need recomendations)
Wargear:
Soopa Shoota- 24 inch strength 5 ap 5 assault 3
Dok's tools
Mek's tools
Burna
Armor
Cybork Body
Special Rules
Independent character
Orkyfeekation Juice! (roll a d6 for each non-ork model killed by the mad mek in close combat on a 6 the model will be replaced with an orkified one with the ork boy statline and will join the Mad Mek's squad, on less than a 6 the subjects head explodes in a spray of messy gore)
Lootaz Galore! (the mad mek allows 1 loota squad to be taken as a troops choice)
YOO GITZ CANT NOT KILL ME! (when the mad mek looses his last wound he dissapears in a flash of lightning and cacking energy Place a small blast over him when he dies and deal a strength 6 ap 6 wound to EVERY model under the template Regardless of standing (Yours, allies, and enimies)
The mad mek is an ork big mek who has died a few to many times, he has been repeatedly killed with bolter rounds to the head, having the whole head removed and burned on the spot, and a host of other methods. Somehow he manages to return Crazier and and even bigger threat each time. More recently his repeated ressurections have somehow given him in addition to his mekboy skills the latent painboy abilities as well. He uses huge masses of shooty orks of all kinds (minus the flash gitz, whom he belives are a bunch of no good greedy Grubby fingered gitz) The mad mek also posesses some of the most bizzare technoligies known to the orks such as the exotic tellyporta (although he hasnt quite profected that yet it works well enough for him) and the more widespread use of Sheild technoligies (all of his sub commander Big meks have KFF's)
I have two entries to post, a Necron Special Character, and a generic HQ slot to compliment him.
Prince Apoth, Last of Parthun - 200pts
WSBS S T W I A LDSv 4 4 5 5 3 2 3 10 3+
Composition: 1 (Unique) Unit Type: Infantry (Character)
Transport: May select a Catacomb Command Barge as a dedicated transport.
Wargear: Scythe of Parthun, Tachyon Caster, Phase Accelerator, Phylactery
Special Rules: Ever Living, Reanimation Protocols, Phaeron, Last of the Line
Scythe of Parthun: A perfectly crafted Warscythe handed down from Phaeron to Phaeron within the Parthun Dynasty. It seems to be paradoxial in nature, being as light as a feather until the wielder strikes the target, at which point it becomes as heavy as a collapsed sun.
The Scythe of Parthun is a warscythe (a 2-handed weapon that gives +2 strength and ignores armor saves) that allows the wielder to re-roll failed hits in close combat. Additionally, it allows the wielder to force their opponent to re-roll any successful hits in close combat against Apoth.
Tachyon Caster: A modified Tachyon Arrow which allows the wielder to convert the payload into a devastating close-range charge. Created for Prince Apoth by his Crypteks after his final duel against his father.
A Tachyon Caster is a Tachyon arrow. In addition, if Prince Apoth is locked in combat, you may, during your own shooting phase, choose to fire the Tachyon Arrow at a model in base contact with Apoth. That wound must be allocated against that model. Wounds caused by firing the Tachyon Caster do not count towards combat resolution.
Phase Accelerator: A modified phase shifter that uses incoming kinetic fields to create a small temporal distortion. This device allows Apoth to move much more rapidly than normal during combat, rarely faster than his opponents, but never a beat slower.
A model with a phase accelerator has a +3 invulnerable save. Additionally, during close combat, Prince Apoth does not use his initiative to determine when he attacks. Instead, he always attacks during the highest initiative bracket.
Last of the Line: Misfortune, Paranoia, and years of civil war has left the upper echelons of the Parthun Dynasty devastated. Multiple high-ranking Necrons from they Dynasty rarely lead their forces into combat together, lest misfortune claim two of their already diminishing number.
An army including Prince Apoth can not include Overlords, Destroyer Lords, or other special characters. Additionally, Necron Lords can not be taken in royal courts.
Cryptek Overseer 40 points
WSBS S T W I A LDSv 4 4 4 4 2 2 1 10 3+
Composition: 1 Unit Type: Infantry
Wargear: A Cryptek Overseer carries a staff of light. Additionally, they may be upgraded to any school for the same point costs as a normal Cryptek. If they do so, they have access to all wargear available to those Crypteks. They also gain access to a special weapon for each school.
Special Rules: Ever-Living, Reanimation Protocols, Independent Character
A Cryptek Overseer may take a squad of 0-5 Crypteks.
A Cryptek Seer takes up an HQ slot in the Force Organization Chart. You may not take a Cryptek Overseer as a part of a Royal Court
If a Cryptek Overseer is upgraded to a harbinger, it has access to the following
Harbinger of Destruction: Inferno Lance (10pts) – An upgraded Eldrich Lance, it counts as being twin linked.
Harbinger of Despair: Veil of Shadows (35 pts) – An upgraded Veil of Darkness which allows the bearer and his unit to disapear into the shadows at a moments notice. In addition to functioning as a normal Veil of Darkness, you may choose to roll a D6 at the start of the movement phase. On a roll of a 4+, remove the unit from combat and put them into reserves. They then deep strike onto the board as normal.
Harbinger of Eternity: Alpha Chronometron (20 pts) – An upgraded Chronometron. Each phase, the bearer my use the Chronometron to allow you to re-roll any one die of your choice, even if the user isn't in the same unit.
Harbinger of the Storm: Thundercall (15 pts) – Once per game, a Harbinger of the Storm may use his Thundercaller instead of shooting. Roll a D6 for each unengaged enemy unit. On a roll of a 6, that unit takes D6 S 8 AP 5 hits. Vehicles are hit on their side armour.
Harbinger of Transmogification: Earthlock (10 pts) – Instead of shooting, the Cryptek may nominate a non-skimmer vehicle in his line of sight. Roll a D6. On a roll of a 2+, the vehicle automatically suffers a “Crew Stunned” result
Triuthen, the Dark Eldar Assassin: HQ, 140pts
WS 6
BS 5
S 5
T 3
W 3
I 6
A 4
LD 9
Unit type: Infantry
Wargear: Acid blade: This is a power weapon that makes Triuthen S5 and on a roll of 6 causes instant death.
Acid Shurikens: Range 18", S4, AP4, Assault 2 Pinning
Flickerfield hood: Gives Triuthen a 5++
Cloak of Pain: Triuthen starts the game with a pain token
Webway Jump-pack: Triuthen must be held in reserve. When he arrives he is placed anywhere not within 1" of an enemy model. He may then act normally, but may not assault that turn.
Special Rules: Fleet, Night Vision, Power from Pain, Move through Cover, Stealth.
Deadshot wrote:Not too bad. I take it this is from tge Ultramarines Legion rather than Chapter. I like his rules and would.point him at about 175
Compared to Lysander
He loses Bolter Drill and Bolster defences rules. As well as, crucially, EW. He loses Terminator armour and the ability to deep strike. His thunder hammer is also not as powerful and as good against vehicles.
He gains the ability to sweep due to lack of Terminator armour, and +2 attacks over Lysander. He gets the PE: CSM and CD. While his hammer may.be weaker vs vehicles ge does have.melta bombs. Although I am not.sure why he has Frag and Krak Grenades. He is always Int 1 for the Hammer abd he will never use the Kraks because of the Melta Bombs.
I also thinking that the Iron Halo should go. I realise that it is to symbolise his rank but any other character with SS lose it. Draigo and Lysander. Chapter Lord of the Grey Knights.and one of the Oldest space marines, and IF 1st captain respectively.
Also, you can't master craft a SS.
Whoops, forgot about the shield. And you're right, the iron halo should go too. Thnx
Varnus Kydian, Captain, First Company, Recon Commander
190 points
Type: Infantry (unique)
WS5 BS6 S4 T4 W3 I5 A3 Ld10 Sv3+
Wargear: power armour, iron halo, frag and krak grenades, bolt pistol, power weapon, camo cloak
Malediction: This an ancient Luna-pattern support weapon designed to fire several different patterns of ammunition. Kydian obtained it at the founding of the Lunar Wolves and it has served him faithfully since. It can be fired with any of the following profiles:
Anti-Vehicular Round: Range 48 S 8 AP 1 Heavy 1 Melta
Suppression Round: Range 36 S 5 AP 4 Heavy 1 Blast
General Purpose Combat Round: Range 48 S 6 AP 3 Heavy 3 Pinning
Special Rules: Night Vision, ATSKNF, Independent Character, Scout, Infiltrate
Five Rounds Rapid, CHARGE: Once per game, when an enemy squad charges Kydian and his squad, Kydian and his squad can make an immediate out of sequence shooting at that squad with their pistols ONLY. Following this shooting, Kydian and his squad must immediately make an out of sequence charge at said squad, gaining the Furious Charge special rule in the process.
Recon Commander: 1 squad of Tactical Marines in the army may be upgraded to Recon Marines.
Recon Marines
One Tactical Squad may be upgraded to Recon Marines for 2 points per Marine.
Wargear: Replace bolt gun with sniper rifle for no additional cost. Add camo cloaks and close combat weapons for no additional cost
Special Rules: Add Scout and Infiltrate, as well as Night Vision.
Yeah I gotta agree that a 48" melta weapon is insane. If it's going to be a weapon that fires different ammo you can't just simply slip in a melta round that has LONGER ranger. No.
Vehicular: S8 AP2 heavy 1
Suppression: S4 AP5 Heavy 2 Blast pinning
General: S5 AP3 Heavy 3
Maybe? Still have plenty of reasonable versatility.
Recon Marines should cost a HELL of a lot more than 2 points each. Gaining Camo Cloaks, Infiltrate, Scout, Night Vision, a CCW and switch their Boltgun to Sniper rifle.... for 2 points each? That's nothing short of a mega
Great to see an original character, and I like the idea, but the points costing is just not reasonable.
felixander wrote:Yeah I gotta agree that a 48" melta weapon is insane. If it's going to be a weapon that fires different ammo you can't just simply slip in a melta round that has LONGER ranger. No.
Vehicular: S8 AP2 heavy 1
Suppression: S4 AP5 Heavy 2 Blast pinning
General: S5 AP3 Heavy 3
Maybe? Still have plenty of reasonable versatility.
Recon Marines should cost a HELL of a lot more than 2 points each. Gaining Camo Cloaks, Infiltrate, Scout, Night Vision, a CCW and switch their Boltgun to Sniper rifle.... for 2 points each? That's nothing short of a mega
Great to see an original character, and I like the idea, but the points costing is just not reasonable.
20/21ppm for Recon Marines should be fine. Any more than that and the Marines go from better scouts to slightly better scouts.
CalasTyphon216 wrote:Varnus Kydian, Captain, First Company, Recon Commander
190 points
Type: Infantry (unique)
WS5 BS6 S4 T4 W3 I5 A3 Ld10 Sv3+
Wargear: power armour, iron halo, frag and krak grenades, bolt pistol, power weapon, camo cloak
Malediction: This an ancient Luna-pattern support weapon designed to fire several different patterns of ammunition. Kydian obtained it at the founding of the Lunar Wolves and it has served him faithfully since. It can be fired with any of the following profiles:
Anti-Vehicular Round: Range 24 S 8 AP 1 Heavy 1 Melta
Suppression Round: Range 24 S 5 AP 4 Heavy 1 Blast
General Purpose Combat Round: Range 24 S 6 AP 3 Heavy 3 Pinning
Special Rules: Night Vision, ATSKNF, Independent Character, Scout, Infiltrate
Five Rounds Rapid, CHARGE: Once per game, when an enemy squad charges Kydian and his squad, Kydian and his squad can make an immediate out of sequence shooting at that squad with their pistols ONLY. Following this shooting, Kydian and his squad must immediately make an out of sequence charge at said squad, gaining the Furious Charge special rule in the process (I'd take this out, Out of turn shooting with pistols and then out of turn charge WITH Furious Charge? A little much in my opinion.
Recon Commander: 1 squad of Tactical Marines in the army may be upgraded to Recon Marines.
Recon Marines (I'd Flesh these guys out)
One Tactical Squad may be upgraded to Recon Marines for +5 (at least) points per Marine.
Wargear: Replace bolt gun with sniper rifle for no additional cost. Add camo cloaks and close combat weapons for no additional cost
Special Rules: Add Scout and Infiltrate, as well as Night Vision.
Anvildude wrote:I'm rather liking those Necrons- Did you by any chance base the name off of Prince Apothas of the Tomb Kings?
Though doesn't the Cryptek Overlord allow you way too many Crypteks? Or is he not a member of a Royal Court himself?
Actually, it was intended as a play on Apophis, an Ancient Egyptian Demon (also a main antagonist in Stargate), but I'm guessing that Apoth and Apothas share a common inspiration.
The Cryptek Overseer is not intended to be part of a Royal Court. He is a separate HQ choice. He can be seen as the Cryptek equivalent of a Overlord. In the fluff I wrote for Apoth, his dynasty has a disporportionately low number of Lord-rank Necrons as a result of both a massive civil war that was the result of the previous Phaeron's insanity, and that several core and fringe worlds of the Parthun Dynasty lost a large number of their lords during the great slumber. As a result, the dynasty can't afford to commit multiple lords and overlords to the battlefield (Hence the inability to take Lords, Destroyer Lords, Overlords, and Special Characters). However, I ran into problems when trying to organize larger games, largely due to the lack of a second royal court. Thus, I came up with the idea that, given a power void created by the lack of Overlords, ambitious Crypteks would rise in the ranks and gain the benefits of doing so, in the form of an additional wound, better armor, and access to the best equipment available, as well as the ability to take his own court of Cryptek Advisers. Just to improve clarity, I will make a special mention that the Cryptek Overseer occupies a slot on the FOC
A rookie compared to most space marines, but has saved the outer planets of the system where terra is located, in his young age he has already become known as "the emporers shield"
A rookie compared to most space marines, but has saved the outer planets of the system where terra is located, in his young age he has already become known as "the emporers shield"
A rookie compared to most space marines, but has saved the outer planets of the system where terra is located, in his young age he has already become known as "the emporers shield"
There any more to this?
He once placed 3rd in a Planet Wide Pie Eating Contest. He still carries the 3rd place ribbon with him to this day, though has had it altered to say 1st place instead. Proof indeed that Chaos has slowly been creeping into his soul....
A rookie compared to most space marines, but has saved the outer planets of the system where terra is located, in his young age he has already become known as "the emporers shield"
you mean the solar system? Like he saved Pluto, Neptune, and Uranus? From what?
Automatically Appended Next Post:
King Pariah wrote:
Spoiler:
CalasTyphon216 wrote:Varnus Kydian, Captain, First Company, Recon Commander
190 points
Type: Infantry (unique)
WS5 BS6 S4 T4 W3 I5 A3 Ld10 Sv3+
Wargear: power armour, iron halo, frag and krak grenades, bolt pistol, power weapon, camo cloak
Malediction: This an ancient Luna-pattern support weapon designed to fire several different patterns of ammunition. Kydian obtained it at the founding of the Lunar Wolves and it has served him faithfully since. It can be fired with any of the following profiles:
Anti-Vehicular Round: Range 24 S 8 AP 1 Heavy 1 Melta
Suppression Round: Range 24 S 5 AP 4 Heavy 1 Blast
General Purpose Combat Round: Range 24 S 6 AP 3 Heavy 3 Pinning
Special Rules: Night Vision, ATSKNF, Independent Character, Scout, Infiltrate
Five Rounds Rapid, CHARGE: Once per game, when an enemy squad charges Kydian and his squad, Kydian and his squad can make an immediate out of sequence shooting at that squad with their pistols ONLY. Following this shooting, Kydian and his squad must immediately make an out of sequence charge at said squad, gaining the Furious Charge special rule in the process (I'd take this out, Out of turn shooting with pistols and then out of turn charge WITH Furious Charge? A little much in my opinion.
Recon Commander: 1 squad of Tactical Marines in the army may be upgraded to Recon Marines.
Recon Marines (I'd Flesh these guys out)
One Tactical Squad may be upgraded to Recon Marines for +5 (at least) points per Marine.
Wargear: Replace bolt gun with sniper rifle for no additional cost. Add camo cloaksse combat weapons for no additional cost
Special Rules: Add Scout and Infiltrate, as well as Night Vision.
Because when I think sniper, I think short range weaponry.
Change General purpose round to Heavy 1, give pinning to suppression round instead of general round, then I'd bump range to 36" as it would then seem more like a sniper weapon rather than some heavy squad support weapon.
Ezekyle Abaddon, First Captain, 1st Company, Legio XVI Sons of Horus
Type: Infantry (unique)
275 points
WS7 BS5 S5 T4 W4 I5 A5 Ld10 Sv2+
Wargear: power fist, twin-linked bolter, power weapon
Armor of Midnight: This is an oversized suit of cataphractii terminator armor, modified to accommodate Abaddon’s massive frame. It is Terminator armor that grants a 4+ invulnerable save.
Special Rules: Independent Character, Fearless, Eternal Warrior
Legion Tactics- Speartip: All friendly units replace Combat Tactics with this rule. Only units with the Deep Strike special rule, or are able to purchase a drop pod, can be selected in the army list. All units must Deep Strike. All units also gain the Drop Pod Assault special rule, however the entire army arrives on turn 1 rather than half.
First Captain: Terminator squads of either kind, Sternguard squads and Vanguard squads can be selected as Troops choices.
One company command squad may replace its company commander with Silon.
Special Rules:
Senior Officer - As per Codex
Fading Genius - Once a great mind, horrors of the warp have left Silon slightly unhinged. As such, when issuing orders, roll d6 and compare to the following table:
1 - unhinged, unit nearest the enemy must either charge, or if not possible, move as close as possible to the enemy
2 - slow, Silon may only issue one order this turn
3,4 - usual, can issue two orders as per usual for company commanders
5 - lucid, Silon may issue up to three orders that turn, from both CC and BC lists
6 - flash of brilliance - In a moment of his old flair Silon may issue up to three orders from CC and BC lists, and may reroll 3 die for the IG forces in the shooting phase. However this causes strain and as such the next turn his roll has a -1 modifier.
"Screaming" Lord Silon was part of the 1st Meridians almost from birth, enlisting as a private at age 16, as was customary for all. He rose swiftly through the ranks, showing unusual tactical brilliance and flair. His first major battle was in a ship to ship action defending the moon of Mehrunes. His boarding actions and orders is still today used as an example of exemplary tactics, of use of cover and covering advance. His order to leave the wounded to speed the advance, though unpopular at the time, was also applauded as the speed of the attack was viewed as a crucial component of the victory achieved that day.
He continued to rise through the ranks of the imperial guard, before becoming the Company commander of the 1st Meridians, at the relatively young age of 44. Several years later, a Chaos incursion led to a drop pod assault on Mehrunes' to attempt to sieze its valuable admantium core. The 1st Meridians were present on the surface and fought a desperate delaying action. Eventually, despite 80% casualty rates, and thanks to the timely arrival of the armoured divisions of Meridia along with Templar allies, the chaos threat was defeated. Silon was held up as a hero to the Imperium for his actions in those desperate days, including his slaying of the Bloodthirster that tore apart the rest of his command squad. However, this had come at a cost, the warp terrors had cost him his mind. This placed the guard at a quandry, as he could not be removed from service as he was a hero, however, he was not fit for command. Eventually a compromise was reached, and he was put out to pasture as leader of the 9th meridians, who were essentially a battalion whose existence is only that of slowing the enemy for long enough that the full force of the Imperium can be brought to bear. He exists as a haunted soul, nicknamed for the screams that come from his bedchamber at night, as he relives again and again the events of Mehrunes, though the occasional flash of the old Silon occasionally surface, they are becoming ever further apart.
Army: Any
FOC: Elites
Points: 200
Type: Infantry (IC)
WS:5
BS:5
S:6
T:6
A:3
W:2
I:5
Ld:10
Sv:2+
Special Rules: Fearless, Furious Charge, Counter Attack, I'll be Back, Unrelenting Tracker
Unrelenting Tracker: At the start of the game, nominate an enemy character. The Termintor re-rolls all failed to hit & to wound against that IC and his unit including shooting attacks. He also ignores all terrain except impassable so long as he is moving toward his target, the nominated character
I'll be Back: When The Terminator loses his last wound, roll a D6. On a 2+, he says his motto and disappeares, only to reappear anywhere on the table except within 12" of his target and 2" of an enemy unit at the start of your next shooting phase. He may shoot, but not run, then assault normally. On the roll of a one he is removed as a casualty.
Wargear: Model 1887, SkyNet LasBlaster, Monster Bike
Model 1887: R:12" S4 AP5 Assault 1
SkyNet LasBlaster: R:12 S5 AP4 Assault 2
Monster Bike: Allows The Terminator to move like a bike, but restricts his available weaponry to the Model 1887 and prohibits him from assaulting. The Terminator may 'disembark' from the bike and continue on foot, but must return to the same location where he disembarked to reembark.
I need your clothes, your boots, and your motorcycle: If The Terminator successfully deals an unsaved wound to a Bike model, remove the model from Play. The Terminator may then use the removed model's Bike as well as Armor Save (including invulnerable save).
Living metal: This provides a 2+ armour save. Any wound is ignored on a 3+, taken as a FNP save (i.e. in addition to other saves)
Weapon morph: Can select any of the following weaponry per turn, can shoot 2 different weapons per turn: lascannon, multi-melta, assault cannon, missile launcher, plasma cannon, flame storm cannon. Counts as equipped with assault grenades. In combat counts as having both a power weapon and a power fist.
Special Rules: Fearless, Relentless
Beguile: The Terminatrix can beguile enemies by enlarging her feminine characteristics. 1 male enemy model in base contact must past a Ld test on 3D6. If failed, he is hit automatically and cannot strike during that round of combat.
The unforgiven techmarine. 180 pts
He is a techmarine from one of the traitor Titan Legions, but he stayed faithfull to the emperor. ashamed of his legion's betrayel he has set out to right the wrong and bring the Traitor Titans to the ground.
He now leads a small squad of Deathwing terminators, dedicated to taking down these Titans of the traitor legions.
He is armed with a special servo harness, which counts as a S10 chainfist and a meltagun. He wears artificer armor which grants him a 2+ armor and a 5+ invul
The five terminators that accompany him all must be equipped with chainfists as well. Under his guide, they have learned the weakpoints of which to strike, Everyone in his squad can re-roll misses against any armored vehicle (tanks, titans, ... etc)
In order to get in close to these Traitor Titans, the Unforgiven Techmarine and his terminator retinue typically embark on a Caestus Assault Ram, perfect for clearing out a landing space and assaulting a Titan.
Mathias Kingsington, Radical Inquisitor of the Ordo Xenos
WS 4 BS 4 S 3 T 3 W 3 I 5 A 4 Ld 10 Sv 3+
UNIT TYPE: Infantry (Character) UNIT COMPOSITION: 1 (Unique) SPECIAL RULES: Infiltrate, Stubborn, Iron Will, Invunerable (4+)
Iron Will: When reduced to 0 wounds roll a D6. On a 1-3 remove as a casualty as normal. On a 4-5 he returns with 1 wound remaining. On a 6 he returns with full wounds and the Rage USR
WARGEAR: Power Armour, Rad Grenades, Psykotroke Grenades, Hybrid Pistol, The Proto-Sword
Hybrid Pistol: This is a combi weapon. Main Profile: Range 12" Str 4 AP 3 Type Pistol Secondary: Range 24" Str 1 AP 2 Type Poisoned (2+) Rapid Fire
The Proto-Sword: (Using 6th Ed Combat Weapon Profile) Range Melee Str User AP 2 Type Charged Strike Charged Strike* Instead of using the normal profile above, you may declare to use a charged strike. If so you wound on a 2+, are AP 1 but strike at I 1
Matt.Kingsley wrote:Mathias Kingsington, Inquisitor of the Ordo Xenos
WS 4
BS 4
S 4
T 4
W 3
I 5
A 4
Ld 10
Sv 3+
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 (Unique)
SPECIAL RULES: Infiltrate, Stubborn, Iron Will
Iron Will: When reduced to 0 wounds roll a D3. On a 1 remove as a casualty as normal. On a he returns with 1 wound remaining. On a 3 he returns with full wounds and the Rage USR
WARGEAR: Power Armour, Rad Grenades, Psykotroke Grenades, Hybrid Pistol, The Proto-Sword
Hybrid Pistol: This is a combi weapon.
Main Profile: Range 12" Str 4 AP 3 Type Pistol
Secondary: Range 24" Str 1 AP 2 Type Poisoned (2+) Rapid Fire
The Proto-Sword: (Using 6th Ed Combat Weapon Profile)
Range Melee Str User AP 2 Type Charged Strike
Charged Strike* Instead of using the normal profile above, you may declare to use a charged strike. If so you wound on a 2+, are AP 1 but strike at I 1
Why S4 and T4? Inquisitors are normal humans and should have S3 and T3 (with the exception of Hector Rex because he's HUGE but even he still has T3). Also, I'd tone down Iron will, having a 1/3 chance of getting back up with full wounds and Rage? A little much.
Moronic Nonsense wrote:The unforgiven techmarine. 180 pts
He is a techmarine from one of the traitor Titan Legions, but he stayed faithfull to the emperor. ashamed of his legion's betrayel he has set out to right the wrong and bring the Traitor Titans to the ground.
He now leads a small squad of Deathwing terminators, dedicated to taking down these Titans of the traitor legions.
He is armed with a special servo harness, which counts as a S10 chainfist and a meltagun. He wears artificer armor which grants him a 2+ armor and a 5+ invul
The five terminators that accompany him all must be equipped with chainfists as well. Under his guide, they have learned the weakpoints of which to strike, Everyone in his squad can re-roll misses against any armored vehicle (tanks, titans, ... etc)
In order to get in close to these Traitor Titans, the Unforgiven Techmarine and his terminator retinue typically embark on a Caestus Assault Ram, perfect for clearing out a landing space and assaulting a Titan.
Why does he run around with the Deathwing? A full squad of the most important of the entire Dark Angels chapter get chained along with a Techmarine who isn't even a Dark Angel?
Moronic Nonsense wrote:The unforgiven techmarine. 180 pts
He is a techmarine from one of the traitor Titan Legions, but he stayed faithfull to the emperor. ashamed of his legion's betrayel he has set out to right the wrong and bring the Traitor Titans to the ground.
He now leads a small squad of Deathwing terminators, dedicated to taking down these Titans of the traitor legions.
He is armed with a special servo harness, which counts as a S10 chainfist and a meltagun. He wears artificer armor which grants him a 2+ armor and a 5+ invul
The five terminators that accompany him all must be equipped with chainfists as well. Under his guide, they have learned the weakpoints of which to strike, Everyone in his squad can re-roll misses against any armored vehicle (tanks, titans, ... etc)
In order to get in close to these Traitor Titans, the Unforgiven Techmarine and his terminator retinue typically embark on a Caestus Assault Ram, perfect for clearing out a landing space and assaulting a Titan.
Why does he run around with the Deathwing? A full squad of the most important of the entire Dark Angels chapter get chained along with a Techmarine who isn't even a Dark Angel?
and titan legions don't have tech marines they have tech priests
fail lol
Moronic Nonsense wrote:The unforgiven techmarine. 180 pts
He is a techmarine from one of the traitor Titan Legions, but he stayed faithfull to the emperor. ashamed of his legion's betrayel he has set out to right the wrong and bring the Traitor Titans to the ground.
He now leads a small squad of Deathwing terminators, dedicated to taking down these Titans of the traitor legions.
He is armed with a special servo harness, which counts as a S10 chainfist and a meltagun. He wears artificer armor which grants him a 2+ armor and a 5+ invul
The five terminators that accompany him all must be equipped with chainfists as well. Under his guide, they have learned the weakpoints of which to strike, Everyone in his squad can re-roll misses against any armored vehicle (tanks, titans, ... etc)
In order to get in close to these Traitor Titans, the Unforgiven Techmarine and his terminator retinue typically embark on a Caestus Assault Ram, perfect for clearing out a landing space and assaulting a Titan.
Why does he run around with the Deathwing? A full squad of the most important of the entire Dark Angels chapter get chained along with a Techmarine who isn't even a Dark Angel?
The run togetehr because they both have similar agendas, hunt the fallen.
In the story running in my head, Cypher has gotten a large band of fallen marines together, and has even gotten some of the traitor titans to help him out. The Deathwing has come in to capture Cypher, and the Unforgiven techmarine agreed to help, because while he helps the deathwing in their objective, they are helping him in his.
Ok, so I'm not great at my titan fluff, so I should just change him to a techpriest with a weapon similar to a chainfist?
He can run with any variety of space marines, but for him to work in game, he needs to be with chainfist terminators in a Caestus Ram.
Moronic Nonsense wrote:The unforgiven techmarine. 180 pts
He is a techmarine from one of the traitor Titan Legions, but he stayed faithfull to the emperor. ashamed of his legion's betrayel he has set out to right the wrong and bring the Traitor Titans to the ground.
He now leads a small squad of Deathwing terminators, dedicated to taking down these Titans of the traitor legions.
He is armed with a special servo harness, which counts as a S10 chainfist and a meltagun. He wears artificer armor which grants him a 2+ armor and a 5+ invul
The five terminators that accompany him all must be equipped with chainfists as well. Under his guide, they have learned the weakpoints of which to strike, Everyone in his squad can re-roll misses against any armored vehicle (tanks, titans, ... etc)
In order to get in close to these Traitor Titans, the Unforgiven Techmarine and his terminator retinue typically embark on a Caestus Assault Ram, perfect for clearing out a landing space and assaulting a Titan.
Why does he run around with the Deathwing? A full squad of the most important of the entire Dark Angels chapter get chained along with a Techmarine who isn't even a Dark Angel?
The run togetehr because they both have similar agendas, hunt the fallen.
In the story running in my head, Cypher has gotten a large band of fallen marines together, and has even gotten some of the traitor titans to help him out. The Deathwing has come in to capture Cypher, and the Unforgiven techmarine agreed to help, because while he helps the deathwing in their objective, they are helping him in his.
Ok, so I'm not great at my titan fluff, so I should just change him to a techpriest with a weapon similar to a chainfist?
He can run with any variety of space marines, but for him to work in game, he needs to be with chainfist terminators in a Caestus Ram.
I just read your user name and thought that summed this up pretty well! I'm just kidding, it was too tempting!
I would simply say that he has made agreements with Marine chapters to work with him in exchange for his ancient knowledge and work with something specific (Machine spirits, different pattern Landraiders/Predators/etc,pick something!). Also giving him a name makes him more relatable. Even if it's just Jimmy Bob John the Neighborhood Techmarine just give him something! Or give him a more memorable title as The Unforgiven Techmarine just seems a bit too generic. Maybe something like Calivanico the Repentant (a la John Calvin with extra Latin gibberish to make it "Space Marine-y"). I'm not a writer either and am not 100% on Space Marine fluff (as I don't play them or read their books much) but I think that is a good basis and unless you want to make him really fluffy and story based that is good enough! Also making him a "floater" lets you use him with your Dark Angels with less questions (possibly).
So what are his stats/rules/wargear? You should write up a normal character profile to share! Hope this helped!
This is the Khan who cut half of Horus Aximand's face off in 'Little Horus', from the 'Age of Darkness' anthology. Rules are written for 6th ed.
Type: Jetbike (unique)
245 points
WS6 BS5 S4 T4(5) W3 I5 A3 Ld10 Sv2+
Wargear: artificer armour, frag and krak grenades, bolt pistol, combi-plasma, iron halo
Imperial Jetbike: This is a Jetbike. It incorporates a hurricane bolter and a teleport homer.
Medusan Steel: This blade of augmented steel belonged to Bion Henricos of the Iron Tenth. Hibou Khan retrieved it after Henrico's demise at the hands of Horus Aximand. It is a power weapon that grants +1 Strength and AP2.
Special Rules: Independent Character, Skilled Rider, ATSKNF, Combat Tactics
Legion Tactics: All units with Combat Tactics replace them with the Hit and Run special rule.
Superior Swordsman: Hibou Khan has the Hatred (new preferred enemy) special rule
Bike Captain: Bike squads of 5 man or more can be selected as troops. Bikes can be upgraded to Jetbikes for 5 points per model
Out of the hundreds of characters you've put on here I think this guy is the most reasonable and well balanced.
So:
Captain +100 points
Iron Halo dropped -20 points
Artificer armor +15 points
CombiPlasma +10 points
Jetbike w/Hurricane Bolter +55 points (35 for SM Bike, 10 for hurricane bolter replacing TL bolters, 10 points to become Jetbike)
Medusan Steel +30 points
Armywide Hit and Run tactics +20 points
Teleport Homer +15 points
Hatred (don't have BOB yet so I can't judge)
+10% special Character tax 20 points
= 225 points
Don't know if you mathed it out like that or not but either way it seems good! Depends on how awesome hatred is but for now let's assume it covers those last 10 points =P Along with Kor'Sarro it'd be a nice matchup!
Also add on the generic Space Marine Captain ability that makes it so that if he's on a bike all SM Bike squads of 5 or more may be taken as troops. Even if you don't want a bike army it'd be good to add on to keep him in line with other Bike Captains
Brother Columbus, the fallen Blood Angel.
He is basically a Blood Angel Commander who turned to Chaos. Returning from a bloody campaign, he and his men got lost in the Eye of Terror. Convinced he was on the right course towards Baal, Columbus lead them in the opposite direction and deeper into the clutches of Chaos. As a result of this extensive "Warp lag", Columbus and his men suffer from severe dementia and paranoia.
Basic Profile: Chaos Lord w. Power Weapon.
Special rules:
Disillusioned: Before each turn, roll D6. On a 3+ carry on as normal. On a 1 or 2, roll a scatterdice. Columbus points his power axe in whichever direction the scatterdice points and orders his squad to open fire in that direction. If a unit, friend or foe, is within 45 degrees LOS in said direction, the squad opens fire on that unit. If no unit is visible, his squad shoots into thin air and their shooting phase is wasted. Columbus' men are as disillusioned as he and will follow his deranged orders blindly.
Go with a bang!: Strapped onto Columbus' person are lots and lots of frag grenades. It is even hard to see his power armour under all the bandoliers. Thusly, if Columbus is struck down, one grenade is likely to detonate and set off a chain reaction. The resulting explosion covers a Blast template area around him, and any model within that template suffer two (yes, two!) S4 AP6 hits. This rule applies in both ranged and close combat.
Utterly useless in a competitive game, but I love him.
If anyone don't know, this is the Kinebrach blade stolen from the Interex by Erebus and used by Temba to mortally wound Horus, as described in the events in 'False Gods' It is currently in possession of the Daemon Primarch Fulgrim. Erebus made inferior copies of the Anathame, one of which, called the 'Shard of Erebus', was used in M41 by Marneus Calgar to permanently destroy the daemonic Word Bearer Apostle M'kar the Reborn
may be selected by a Chaos lord, Chaos sorcerer or Daemon prince
Type: Close Combat Weapon
Points cost: 500 points. No other war gear may be selected.
Special Rules: Two handed, Fleshbane (always wounds on a 2+)
Sentient: This blade is alive in the darkest sense of the word. It grants the bearer WS10 and I10, and doubles his base attacks.
Whisper in the wind: At the start of the game, choose one enemy independent character or monstrous creature HQ. The bearer always hits on a 2+ in combat against the target, and may re-roll all failed to hit and wound rolls against the target in close combat. Furthermore, the bearer can force the target to accept a challenge in close combat.
Daemonic essence: The Anathame is a monstrous creation, bred to kill the unkillable. The Anathame ignores armour saves and inflicts Instant Death. Successful invulnerable saves taken against the Anathame must be re-rolled. Any model that is immune to Instant Death must pass a Strength test at -1 for every unsaved wound suffered from the Anathame. If any test is failed, the model is removed from play immediately, exactly as though it were not immune to instant death.
This is the Chapter Master of the Dread Lords which I have been slowly starting to flesh together as a fun self created chapter project.
Hadran Shrawn the Lord of Shadows, Chapter Master of the Dread Lords
WS - 5
BS - 4
S - 5
T - 4
W - 3
I - 5
A - 4
Ld - 10
Sv - 2+ (4+ Inv)
Unit Type: Infantry
Wargear: Artificer Armor, Power fist, Plasma Pistol, Krak and Frag grenades, Roserius of Enoch, Helm of Enoch and The Wrath of Purity
Special Rules: Eternal warrior, Fearless, Counter Attack
The Roserius of Enoch: The founder of the Dread Lords was a fiery Chaplin from the ranks of the Imperial Fists named Enoch Sychek who used the holy relic in many battles during and after the dividing of the legions as per dictum by the Codex Astartes. This very old Roserius is passed down from Chapter master to successor as a badge of office dictating his place at the head of the chapter and his link to the revered founder. As well as having the honor of wearing such a prestigious symbol the chapter master receives a 4+ Invulnerable save in combat much like the iron halo of other chapters.
The Helm of Enoch: Another of the revered relics left for the use of the chapters master from the founder Enoch is a Helmet depicting the grinning rictus face of a human skull that is typical of a chaplains helmet . Enochs helmet however inspires any Dread Lord within its presence to steel themselves and not give in to weakness no matter how grim or dire a situation may be. Any Dread Lord within 12" of the Helm of Enoch becomes fearless while under their founders gaze.
The Wrath of Purity: This is the most potent of all of the artifacts of Enoch being his very own crozier that was gifted to him by the Rogal Dorn as a symbol of unity during the dividing of the legions. This powerful weapon hums into life upon activation and its lethal energy field crackles with destructive potential. This weapon counts as a power weapon except that it is AP 2 instead of AP 3.
Any reason why he generally has a statline that's lacking compared to other chapter masters? And any reason why he has S5 when your average SM (including chapter masters) have S4 (Example: is huge even for a SM sorta like Silas Alberec)?
King Pariah wrote:Any reason why he generally has a statline that's lacking compared to other chapter masters? And any reason why he has S5 when your average SM (including chapter masters) have S4 (Example: is huge even for a SM sorta like Silas Alberec)?
He's a Chaplain that is a Chapter Master, so I think it's better to look at him as a buffy Chaplain
Avatar 720 wrote:I don't give most of mine points values because I don't want to make them seem OP right off the bat; I tend to ask for people's opinions first.
Use your math skills! Like below.
Chaplain +100 points
+1 WS +10 points
+1 S +10 points
+1 W +10 points
+1 Ini +10 points
+2 A +20 points
2+ Sv +15 points
AP2 PW +5 points
Helm +10 points (Because a normal chaplain makes his own squad Fearless anyways. Maybe 15 points?)
Plasma pistol +15 points
Power Fist (why?) +20 points (I would remove this as a Power Fist, Crozarius, and Plasma Pistol seems like a bulky and overloaded loadout)
Rosarius 0 points (Because I don't know if they changed the Rosarius from 5th ed)
Eternal Warrior +15 points
Counter Attack +10 (If his whole squad gets it, otherwise if it only effects him then 5)
+10% "Cool tax" +25 points (I add these to all characters as it ensures your opponent will be ok with you using a special character)
Add Liturgies of Battle!!
275. I think he's way overloaded, not to the point that he's over powered, but that he is overcosted for what he can do. Drop the Power Fist, drop his Str to 4, A to 3, and maybe Eternal Warrior. Eternal Warrior really only goes to the toughest SOBs in the codexs (and actually to no one in C:SM), this guy didn't strike me as that. Remember that each little thing really adds up! If you drop the Fist, S, A, and EW I would be ok with you fielding him against me for 200.
That requires you to be able to cost custom abilities well, since not everything has an easily comparable upgrade on which to base cost, and you also have to factor in any inherent over/undercost in the upgrades you are basing your calculations off of.
He become a Marshal when he was young. He has fought in many wars alongside High Marshal Helbrecht and Chaplain Grimaldus. He has the whole armory in his hands. He can be seen in on foot with his Sword Brethren Assault Terminators in combat wearing his Artificer armor, Storm Shield and Lightning claw. He also leads a personal bike squad with him. Storming by killing anything in is path. After years of fighting Tau and being shot by almost every weapon in their arsenal. He has learned that he blessed by the emperor with the strength to withstand heavy gunfire. Making him an essential marine in the Black Templars Chapter and to the Imperium.
WS 5
BS 5
S 4
T 4 (5 in his bike in games)
W 3
I 5
A 3
LD 10
Sv 2+ 3++
Wargear, Lightning Claw, Storm Shield, Bike, Artificer Armor, Adamantium Mantle,
Chapter master antwaro gabrelo WS 6 BS 5 S 4 T 4 W 3 I 5 A 3. Chapter master antwaro gabrelo is chapter master of the pyramid Templars and the chief librarian of the pyramid Templars and how he raised to this rank is unknown but there is a myth that he was a librarian of the imperial fists who led a combat squad of ace tactical marines to assault a necron tomb (that is now their fortress monastry) and they successfully pushed back the alien and now the 5 ace space marines are now his personal honour guard and also he helped the blood angels in the scouring of ultramar and now he has close relations with the blood angels.
felixander wrote:Eternal Warrior really only goes to the toughest SOBs in the codexs (and actually to no one in C:SM), this guy didn't strike me as that. Remember that each little thing really adds up! If you drop the Fist, S, A, and EW I would be ok with you fielding him against me for 200.
umm, might I direct your attention to Calgar and Lysander
Rak'ungal is the coryphaus to Kor Phaeron, Dark Cardinal and Master of the Word Bearer's 1st Company. Ancient and lethal, he is known as a warrior who speaks little, other than through the lightning quick sweeps of his Power Talons. During the Siege of Terra, he lost most of his face to a stray bolter shell, and hasnt taken off his helmet since. Which has earned him the nickname 'The Unknowable'. It is said that he only speaks to his Sergeants in the heat of battle, and to Kor Phaeron himself when commanded to speak. He has seen millenia of service, and can be spotted on the battlefield trailed by a thick fog of red mist and enemy limbs. He has never fallen in battle, beleived to be due to his powerfully daemonic Terminator armour, and his silently stoic constitution.
Wargear: Armour of Dark Constitution, Twin Power Talons, Mark of the Dark Cardinal.
Special Rules:
Armour of Dark Consitution: Terminator armour that confers feel no pain
Mark of the Dark Cardinal: A necklace imbued with the rage of killed Ultramarines from the Battle at Calth. Allows Rak'ungal to reroll all 1's when rolling to hit.
Eternal Warrior: Representing Rak'ungals inability to be felled.
BUUUUUT, this is just crazy wishful thinking. I would never try playing this in a game. Though I do have this exact little guy painted up on my desk.
Rak'ungal is the coryphaus to Kor Phaeron, Dark Cardinal and Master of the Word Bearer's 1st Company. Ancient and lethal, he is known as a warrior who speaks little, other than through the lightning quick sweeps of his Power Talons. During the Siege of Terra, he lost most of his face to a stray bolter shell, and hasnt taken off his helmet since. Which has earned him the nickname 'The Unknowable'. It is said that he only speaks to his Sergeants in the heat of battle, and to Kor Phaeron himself when commanded to speak. He has seen millenia of service, and can be spotted on the battlefield trailed by a thick fog of red mist and enemy limbs. He has never fallen in battle, beleived to be due to his powerfully daemonic Terminator armour, and his silently stoic constitution.
Wargear: Armour of Dark Constitution, Twin Power Talons, Mark of the Dark Cardinal.
Special Rules:
Armour of Dark Consitution: Terminator armour that confers feel no pain
Mark of the Dark Cardinal: A necklace imbued with the rage of killed Ultramarines from the Battle at Calth. Allows Rak'ungal to reroll all 1's when rolling to hit.
Eternal Warrior: Representing Rak'ungals inability to be felled.
BUUUUUT, this is just crazy wishful thinking. I would never try playing this in a game. Though I do have this exact little guy painted up on my desk.
should not be BS0, make it 5
should not be S5, make it 4
what are power talons? there are power fists or lightning claws, clarify what is it you mean
No Fearless? This is stock standard on Chaos Lords
no Ld value?
no Sv?
WS7, I6 and 6 attacks is way too much. That is approaching Abaddon's level. Make it a standard Chaos Lord stat line, and add EITHER 1 WS, S, I or A, not ALL of them! Even Logan Grimnar and Asdrubael Vect only have 5 attacks base.
also, points value please
Calas, BS-0 represents him being shot in the face. His ability to aim normal weapons is limited, and as a Coryphaus, hasnt been forced to pick up a bolt weapon in millenia. But 5 BS if you must. S-5 represents his sheer strength. In all honesty, all Termies should have S-5. But whatever on GW's part. Power Talons are lightining claws that are on oldschool Terminator armour. The SV is 2+, sorry I didnt mention terminator armour. Ld would be 10, I suppose. And yeah, hes second in command to Kor Phaeron. And Kor Phaeron is the second in Command to Lorgar, but isnt as strong as an astartes due to his age when he was turned abhuman, and therefore needs a very powerful Coryphaus to fight his physical battles for him. In all honesty, I will admit that 6 attacks is a bunch. I might lower it to 4. But in the end, hes ancient, hes quick with his claws, and hes almost as high as you can get on the totem pole for the Word Bearer's. Standard Chaos Lord? That would be like an insult. Thats for freaks like Huron Blackheart who turned traitor and arent the real thing. So, to appease you, how does this sound?
Coryphaus Rak'ungal
WS-7 BS-3 S-5 T-4 W-3 I-4 A-4 Ld-10 Sv-2+
Wargear: Armour of Dark Constitution(terminator armour giving Feel No Pain), Twin Lightning Claws, Mark of the Dark Cardinal (re-roll of 1's to hit)
Special Rules: Fearless, Eternal Warrior
Points: 250
Purifyingflame_7 wrote:Calas, BS-0 represents him being shot in the face. His ability to aim normal weapons is limited, and as a Coryphaus, hasnt been forced to pick up a bolt weapon in millenia. But 5 BS if you must. S-5 represents his sheer strength. In all honesty, all Termies should have S-5. But whatever on GW's part. Power Talons are lightining claws that are on oldschool Terminator armour. The SV is 2+, sorry I didnt mention terminator armour. Ld would be 10, I suppose. And yeah, hes second in command to Kor Phaeron. And Kor Phaeron is the second in Command to Lorgar, but isnt as strong as an astartes due to his age when he was turned abhuman, and therefore needs a very powerful Coryphaus to fight his physical battles for him. In all honesty, I will admit that 6 attacks is a bunch. I might lower it to 4. But in the end, hes ancient, hes quick with his claws, and hes almost as high as you can get on the totem pole for the Word Bearer's. Standard Chaos Lord? That would be like an insult. Thats for freaks like Huron Blackheart who turned traitor and arent the real thing. So, to appease you, how does this sound?
Coryphaus Rak'ungal
WS-7 BS-3 S-5 T-4 W-3 I-4 A-4 Ld-10 Sv-2+
Wargear: Armour of Dark Constitution(terminator armour giving Feel No Pain), Twin Lightning Claws, Mark of the Dark Cardinal (re-roll of 1's to hit)
Special Rules: Fearless, Eternal Warrior
Points: 250
Happy now?
lol temper temper...
bring it back to I5, not 4
terminators should NOT be S5, I know the fluff says etc etc but for game balance S4 is sufficient
he't not high on the totem pole, in the 17th Legion only the Dark Apostles are at the top, even as Kor Phaeron's Coryphaus he's not even near the top. Any Dark Apostle would be higher than him, then the Council members, then Kor Phaeron and Erebus, then Lorgar. Read your fluff plslol Abaddon was noted as being so huge he nearly couldn't fit into Terminator armour. This guy should be S4.
WS7 is for things like Lucius and Abaddon. Lucius was noted as probably the single best fighter amongst the Legiones Astartes. So yeah.
As for 'appeasing me', frankly I couldn't give a rats ass.
Have a good day
felixander wrote:Eternal Warrior really only goes to the toughest SOBs in the codexs (and actually to no one in C:SM), this guy didn't strike me as that. Remember that each little thing really adds up! If you drop the Fist, S, A, and EW I would be ok with you fielding him against me for 200.
umm, might I direct your attention to Calgar and Lysander
Ah I had browsed through the dex quickly and specifically looked at Calgar and didn't see it. I saw it the second time around haha But still, if you look at all the special characters in that book and only 2 out of 9 special HQ characters have it is still a valid point.
CalasTyphon216 wrote:
Purifyingflame_7 wrote:
Spoiler:
Calas, BS-0 represents him being shot in the face. His ability to aim normal weapons is limited, and as a Coryphaus, hasnt been forced to pick up a bolt weapon in millenia. But 5 BS if you must. S-5 represents his sheer strength. In all honesty, all Termies should have S-5. But whatever on GW's part. Power Talons are lightining claws that are on oldschool Terminator armour. The SV is 2+, sorry I didnt mention terminator armour. Ld would be 10, I suppose. And yeah, hes second in command to Kor Phaeron. And Kor Phaeron is the second in Command to Lorgar, but isnt as strong as an astartes due to his age when he was turned abhuman, and therefore needs a very powerful Coryphaus to fight his physical battles for him. In all honesty, I will admit that 6 attacks is a bunch. I might lower it to 4. But in the end, hes ancient, hes quick with his claws, and hes almost as high as you can get on the totem pole for the Word Bearer's. Standard Chaos Lord? That would be like an insult. Thats for freaks like Huron Blackheart who turned traitor and arent the real thing. So, to appease you, how does this sound?
Coryphaus Rak'ungal
WS-7 BS-3 S-5 T-4 W-3 I-4 A-4 Ld-10 Sv-2+
Wargear: Armour of Dark Constitution(terminator armour giving Feel No Pain), Twin Lightning Claws, Mark of the Dark Cardinal (re-roll of 1's to hit)
Special Rules: Fearless, Eternal Warrior
Points: 250
Happy now?
lol temper temper...
bring it back to I5, not 4
terminators should NOT be S5, I know the fluff says etc etc but for game balance S4 is sufficient
he't not high on the totem pole, in the 17th Legion only the Dark Apostles are at the top, even as Kor Phaeron's Coryphaus he's not even near the top. Any Dark Apostle would be higher than him, then the Council members, then Kor Phaeron and Erebus, then Lorgar. Read your fluff plslol Abaddon was noted as being so huge he nearly couldn't fit into Terminator armour. This guy should be S4.
WS7 is for things like Lucius and Abaddon. Lucius was noted as probably the single best fighter amongst the Legiones Astartes. So yeah.
As for 'appeasing me', frankly I couldn't give a rats ass.
Have a good day
Passive Aggressiveness isn't necessary for helping people make their character, let's try to stay friendly on both sides
felixander wrote:Eternal Warrior really only goes to the toughest SOBs in the codexs (and actually to no one in C:SM), this guy didn't strike me as that. Remember that each little thing really adds up! If you drop the Fist, S, A, and EW I would be ok with you fielding him against me for 200.
umm, might I direct your attention to Calgar and Lysander
Ah I had browsed through the dex quickly and specifically looked at Calgar and didn't see it. I saw it the second time around haha But still, if you look at all the special characters in that book and only 2 out of 9 special HQ characters have it is still a valid point.
CalasTyphon216 wrote:
Purifyingflame_7 wrote:
Spoiler:
Calas, BS-0 represents him being shot in the face. His ability to aim normal weapons is limited, and as a Coryphaus, hasnt been forced to pick up a bolt weapon in millenia. But 5 BS if you must. S-5 represents his sheer strength. In all honesty, all Termies should have S-5. But whatever on GW's part. Power Talons are lightining claws that are on oldschool Terminator armour. The SV is 2+, sorry I didnt mention terminator armour. Ld would be 10, I suppose. And yeah, hes second in command to Kor Phaeron. And Kor Phaeron is the second in Command to Lorgar, but isnt as strong as an astartes due to his age when he was turned abhuman, and therefore needs a very powerful Coryphaus to fight his physical battles for him. In all honesty, I will admit that 6 attacks is a bunch. I might lower it to 4. But in the end, hes ancient, hes quick with his claws, and hes almost as high as you can get on the totem pole for the Word Bearer's. Standard Chaos Lord? That would be like an insult. Thats for freaks like Huron Blackheart who turned traitor and arent the real thing. So, to appease you, how does this sound?
Coryphaus Rak'ungal
WS-7 BS-3 S-5 T-4 W-3 I-4 A-4 Ld-10 Sv-2+
Wargear: Armour of Dark Constitution(terminator armour giving Feel No Pain), Twin Lightning Claws, Mark of the Dark Cardinal (re-roll of 1's to hit)
Special Rules: Fearless, Eternal Warrior
Points: 250
Happy now?
lol temper temper...
bring it back to I5, not 4
terminators should NOT be S5, I know the fluff says etc etc but for game balance S4 is sufficient
he't not high on the totem pole, in the 17th Legion only the Dark Apostles are at the top, even as Kor Phaeron's Coryphaus he's not even near the top. Any Dark Apostle would be higher than him, then the Council members, then Kor Phaeron and Erebus, then Lorgar. Read your fluff plslol Abaddon was noted as being so huge he nearly couldn't fit into Terminator armour. This guy should be S4.
WS7 is for things like Lucius and Abaddon. Lucius was noted as probably the single best fighter amongst the Legiones Astartes. So yeah.
As for 'appeasing me', frankly I couldn't give a rats ass.
Have a good day
Passive Aggressiveness isn't necessary for helping people make their character, let's try to stay friendly on both sides
o man trolling isn't fun when nobody realises that you're trolling......
OK, so the word trolling and just being rude are different things. Mocking people and being passive aggressive aren't interchangable with "trolling", despite what 80% of the internet think.
felixander wrote:OK, so the word trolling and just being rude are different things. Mocking people and being passive aggressive aren't interchangable with "trolling", despite what 80% of the internet think.
sigh... if you understood what trolling means you would realise i was not being serious...
some people...
BS Front Side Rear Type: Fast Skimmer (Core Game)
2 11 11 11 Flyer (Apocalypse)
Wargear: 2 Flakka Kannons, 3 Twin-linked Big Shootas, 4 Gitkilla Missiles.
Special Rules: Aerial Assault, Waaaagh!Plane, Supersonic, Dogfighta
Range S AP Other
Flakka Kannons: 24" 7 - Heavy 6, Twin-Linked
Gitkilla Missiles: Unlimited 8 3 Heavy 1, One-shot, Grot-Guided
Grot-Guided: Gitkilla Missiles are fired at BS3.
Dogfighta: The Squigfighta's Flakka Cannons can only target flyers, Jump Infantry, Jetbikes, and fast skimmers, and it fires upon these at BS2. It's Big Shootas hit these units on a 6+, and may target other units normally.
I'm not 100% on Orc vehicle costs, but 12 TL shots, 4 BS3 rokkits (even if only one use), and 9 more TL shots on a flyer for 175 points? It seems reasonably overloaded as it's an Ork Warboss's plane, but seems pretty undercosted. Once again I don't know much about the new ork fliers but a Dakkajet is usually 130ish, right? And this has more guns, twinlinked, the Grot Rokkits, and +1AV all around.
Major General Hobbs (forgive the fluff, I'm tired but wanted something to relax me a little, writing does that a bit)
Major General Hobbs was inducted into a Scholam in the Ultramar sector as a young child after his family and hive were destroyed by cultists while he was off world. Showing more promise on the rugby field (or whatever the hell they play in 40k world) than in the classroom, he graduated into a Storm Trooper regiment after his studies were deemed complete. Rising through the ranks, he took part in numerous missions, his Storm Troopers either acting alone or in concert with other guard and sometimes even Astartes units. During one of these actions, a cultist shell destroyed the command bunker of the guard unit he and his men were attached to. Swiftly tasking his vox man to retune to the unit at large's frequency, his voice rang out, calling for the unit to hold and fight, for faith in the emperor and mankind. He rallied the men, and when the replacement commander was lost, along with the reinforcements for the regiment, in a freak warp storm, then-captain Hobbs and his Storm Troopers were given command of the guard regiment. Eventually his Storm Troopers died one by one until there was but a few left. They and the guard under their command continued to fight the enemies of the emperor, until hive fleet Behemoth was consuming the Eastern Fringe. In a desperate battle on a relatively unknown world, Major General Hobbs found his command squad graced by the presence of Chief Librarian Tigurius. As the enemy crashed into their lines one last time, the creature at the heart of the attack came bursting to the fore. Crushing guardsmen beneath its heavy tread, scything them down with its heavy swords, it roared its hunger as it approached the Astartes hero. Fleshy whips lashed forwards, trapping the arm of Tigurius as he tried to bring his stave down onto the beast's head. A bone sword swinging towards Tigurius' head was parried by the shining blade of Major General Hobbs, the blood of his brothers-in-arms hot on his face. Screaming his defiance, he leapt at the beast, hacking through its flesh whips at the base before being pierced through the chest by his enemy's sword. Dying on its tip, the beast began to toy with him, twisting the blade and spitting acid onto his exposed skin. Refusing to scream and give satisfaction to the beast, Hobbs died horrifically, his skin sloughing off under the effects of the acid, his chest torn down the middle. The respite his life brought was enough, however, for Tigurius to recover from the monster's attack and strike back, channelling his psychic might through his stave and burning the life out of this mighty foe. Tigurius himself honoured the man who had sacrificed his life to save him, the name Hobbs being carved into one of the scars of the armour left by the beast's whips.
Medallion Crimson: I know this has rules from a previous guard dex, but that is buried in my garage, so heres a different (shock-horror) version. It is an award given to men of the Imperial Guard who have carried out their duty in spite of terrible wounds caused to them. This gives the bearer a 6+ Feel no Pain save.
Special Rules: All the regular IG senior officer rules as well as;
Get down!: When an allied HQ joins a unit with Major General Hobbs in it, the allied HQ member can make look out save rolls at any time, even in combat or in a challenge. These can be allocated to Major General Hobbs as if he was a rank and file member of the unit. You may NOT then make another look out roll to palm this off on a regular squad member.
Last of the unit: The veterans in his unit, instead of being armed with lasguns and flak armour are instead armed with hot-shot lasguns and carapace armour (included in his cost). This extends (in the form of hot-shot las pistols instead of laspistols) to any attached specialists (astropaths, officers of the fleet, etc) as they draw from the spare stocks of the last of the unit. These veterans can swap weapons and equipment as per the IG codex entry for a company command squad (ignoring the carapace armour upgrade option).
50 base
30 for upgraded unit
10 for PW 5 for hot shot laspistol
10 for Medallion Crimson
30 for his 'Get Down' special rule? It allows you to help allied HQ's (who could be really killy), but means he dies...not sure, I'll leave it at 30 unless someone complains
135 + 15 points for being bad ass = a nice round 150 points.
motyak wrote:Major General Hobbs (forgive the fluff, I'm tired but wanted something to relax me a little, writing does that a bit)
Major General Hobbs was inducted into a Scholam in the Ultramar sector as a young child after his family and hive were destroyed by cultists while he was off world. Showing more promise on the rugby field (or whatever the hell they play in 40k world) than in the classroom, he graduated into a Storm Trooper regiment after his studies were deemed complete. Rising through the ranks, he took part in numerous missions, his Storm Troopers either acting alone or in concert with other guard and sometimes even Astartes units. During one of these actions, a cultist shell destroyed the command bunker of the guard unit he and his men were attached to. Swiftly tasking his vox man to retune to the unit at large's frequency, his voice rang out, calling for the unit to hold and fight, for faith in the emperor and mankind. He rallied the men, and when the replacement commander was lost, along with the reinforcements for the regiment, in a freak warp storm, then-captain Hobbs and his Storm Troopers were given command of the guard regiment. Eventually his Storm Troopers died one by one until there was but a few left. They and the guard under their command continued to fight the enemies of the emperor, until hive fleet Behemoth was consuming the Eastern Fringe. In a desperate battle on a relatively unknown world, Major General Hobbs found his command squad graced by the presence of Chief Librarian Tigurius. As the enemy crashed into their lines one last time, the creature at the heart of the attack came bursting to the fore. Crushing guardsmen beneath its heavy tread, scything them down with its heavy swords, it roared its hunger as it approached the Astartes hero. Fleshy whips lashed forwards, trapping the arm of Tigurius as he tried to bring his stave down onto the beast's head. A bone sword swinging towards Tigurius' head was parried by the shining blade of Major General Hobbs, the blood of his brothers-in-arms hot on his face. Screaming his defiance, he leapt at the beast, hacking through its flesh whips at the base before being pierced through the chest by his enemy's sword. Dying on its tip, the beast began to toy with him, twisting the blade and spitting acid onto his exposed skin. Refusing to scream and give satisfaction to the beast, Hobbs died horrifically, his skin sloughing off under the effects of the acid, his chest torn down the middle. The respite his life brought was enough, however, for Tigurius to recover from the monster's attack and strike back, channelling his psychic might through his stave and burning the life out of this mighty foe. Tigurius himself honoured the man who had sacrificed his life to save him, the name Hobbs being carved into one of the scars of the armour left by the beast's whips.
Medallion Crimson: I know this has rules from a previous guard dex, but that is buried in my garage, so heres a different (shock-horror) version. It is an award given to men of the Imperial Guard who have carried out their duty in spite of terrible wounds caused to them. This gives the bearer a 6+ Feel no Pain save.
Special Rules: All the regular IG senior officer rules as well as;
Get down!: When an allied HQ joins a unit with Major General Hobbs in it, the allied HQ member can make look out save rolls at any time, even in combat or in a challenge. These can be allocated to Major General Hobbs as if he was a rank and file member of the unit. You may NOT then make another look out roll to palm this off on a regular squad member.
Last of the unit: The veterans in his unit, instead of being armed with lasguns and flak armour are instead armed with hot-shot lasguns and carapace armour (included in his cost). This extends (in the form of hot-shot las pistols instead of laspistols) to any attached specialists (astropaths, officers of the fleet, etc) as they draw from the spare stocks of the last of the unit. These veterans can swap weapons and equipment as per the IG codex entry for a company command squad (ignoring the carapace armour upgrade option).
50 base
30 for upgraded unit
10 for PW 5 for hot shot laspistol
10 for Medallion Crimson
30 for his 'Get Down' special rule? It allows you to help allied HQ's (who could be really killy), but means he dies...not sure, I'll leave it at 30 unless someone complains
135 + 15 points for being bad ass = a nice round 150 points.
felixander wrote:I'm not 100% on Orc vehicle costs, but 12 TL shots, 4 BS3 rokkits (even if only one use), and 9 more TL shots on a flyer for 175 points? It seems reasonably overloaded as it's an Ork Warboss's plane, but seems pretty undercosted. Once again I don't know much about the new ork fliers but a Dakkajet is usually 130ish, right? And this has more guns, twinlinked, the Grot Rokkits, and +1AV all around.
I reckoned the Dogfighta rule would balance it out, but you're probably right. I just thought the current planes needed more gunz, they were very lacking in serious firepower, with one or two guns and nothing else.
Assault Sergeant Artan Elias of the Blood Angels 4th Company
Sergeant Artan replaces 1 of the Assault Sergeants in your army.
WS: 5, BS: 4, S: 4, T: 4, W: 1, I: 5, A: 2, Ld: 9
Equipment: Master Crafted bolt pistol, Jump Pack, Burning Glaive, Frag and Krak grenades, Power Armour.
Burning Glaive: S: user, AP: 2, Special Rules: Soul Blaze
Special rules: Fanatical Zeal, Prodigy, Reckless Leader
Fanatical Zeal: He and his squad (along with any characters attached to his unit) automatically fall to The Red Thirst.
Prodigy: He has +1 WS and +1 I.
Reckless Leader: When he does his Hammer of Wrath attack, he may elect to ALL of his attacks USING Burning Glaive. However, he must take D6+1( to a maximum of 6) armour saves after he resolves his attacks.
Lucarikx wrote:Assault Sergeant Artan Elias of the Blood Angels 4th Company
Sergeant Artan replaces 1 of the Assault Sergeants in your army.
WS: 5, BS: 4, S: 4, T: 4, W: 1, I: 5, A: 2, Ld: 9
Equipment: Master Crafted bolt pistol, Jump Pack, Burning Glaive, Frag and Krak grenades, Power Armour.
Burning Glaive: S: user, AP: 2, Special Rules: Soul Blaze What does Soul Blaze do? Is it part of 6thed?
Special rules: Fanatical Zeal, Prodigy, Reckless Leader
Fanatical Zeal: He and his squad (along with any characters attached to his unit) automatically fall to The Red Thirst.
Prodigy: He has +1 WS and +1 I. You don't really need this rule, that's in his profile
Reckless Leader: When he does his Hammer of Wrath attack, he may elect to ALL of his attacks USING Burning Glaive. However, he must take D6+1( to a maximum of 6) armour saves after he resolves his attacks.
Pts: 120(?)
Thoughts?
Characterful, I guess. I think maybe needs some fluff to expand it.
Lucarikx wrote:Assault Sergeant Artan Elias of the Blood Angels 4th Company
Sergeant Artan replaces 1 of the Assault Sergeants in your army.
WS: 5, BS: 4, S: 4, T: 4, W: 1, I: 5, A: 2, Ld: 9
Equipment: Master Crafted bolt pistol, Jump Pack, Burning Glaive, Frag and Krak grenades, Power Armour.
Burning Glaive: S: user, AP: 2, Special Rules: Soul Blaze What does Soul Blaze do? Is it part of 6thed?
Special rules: Fanatical Zeal, Prodigy, Reckless Leader
Fanatical Zeal: He and his squad (along with any characters attached to his unit) automatically fall to The Red Thirst.
Prodigy: He has +1 WS and +1 I. You don't really need this rule, that's in his profile
Reckless Leader: When he does his Hammer of Wrath attack, he may elect to ALL of his attacks USING Burning Glaive. However, he must take D6+1( to a maximum of 6) armour saves after he resolves his attacks.
Pts: 120(?)
Thoughts?
Characterful, I guess. I think maybe needs some fluff to expand it.
Soul Blaze is a weapon/power/ability special rule that is basically an ongoing effect. each turn each model afflicted with Soul Blaze has to roll each turn, and on a4+ (i think) they take a wound.
Mephitrus is one of the greatest crypteks of the path of Despair with wargear that would put any other cryptek in envy.
Points: 170
WS4 BS4 S4 T4 W2 I2 A2 Ld10 Sv 4+
Wargear:
Abyssal Lance: the Abyssal Lance is a specially crafted Abyssal Staff made by the hands of Mephitrus himself as are all his tools. A fearsome weapon, it benefits from the USR Rending in close combat and has the following shooting profiles of which he can choose one of in the shooting phase:
Focused: Range: 36" S10 AP1 Type: Assault 1, Shroud of Despair
Dispersed: Range: Template S8 AP1 Type: Assault 1, Shroud of Despair
Mantle of Nightmares: Mephitrus is wrapped in what seems to be a dark and ghastly cloak that seems to writhe and flow about him in a manner that seems to indicate that it is alive while blending him in with his surroundings. The truth is that the entire cloak is made up of specially crafted microscopic scarabs that burrow into the minds of Mephitrus's opponents creating terrifying hallucinations that . Mephitrus benefits from the USR's Shrouded and Stealth. Furthermore when in close combat, all of the opponent's fail roll to hits of 1 automatically hit their own unit as the opponent is overcome by the hallucinations created by Mephitrus's pet scarabs and strike out wildly at friends, foes, and even themselves.
Shadow Walk: This counts as a Veil of Darkness except that it only scatters 1D6 when deep striking.
Special Rules:
Ever-living
Reanimation Protocols
Independent Character
Hierarch of Fear: Mephitrus may bring a unit of special deathmarks that do not take up a FOC slot and benefit from the USR's stealth and shrouded at no additional cost. Mephitrus must enter the game attached to this unit. If this deathmark unit is taken, Mephitrus loses Independent Character
Mephitrus is one of the greatest crypteks of the path of Despair with wargear that would put any other cryptek in envy.
Points: 170
WS4 BS4 S4 T4 W2 I2 A2 Ld10 Sv 4+
Wargear:
Abyssal Lance: the Abyssal Lance is a specially crafted Abyssal Staff made by the hands of Mephitrus himself as are all his tools. A fearsome weapon, it benefits from the USR Rending in close combat and has the following shooting profiles of which he can choose one of in the shooting phase:
Focused: Range: 36" S10 AP1 Type: Assault 1, Shroud of Despair
Dispersed: Range: Template S8 AP1 Type: Assault 1, Shroud of Despair
Mantle of Nightmares: Mephitrus is wrapped in what seems to be a dark and ghastly cloak that seems to writhe and flow about him in a manner that seems to indicate that it is alive while blending him in with his surroundings. The truth is that the entire cloak is made up of specially crafted microscopic scarabs that burrow into the minds of Mephitrus's opponents creating terrifying hallucinations that . Mephitrus benefits from the USR's Shrouded and Stealth. Furthermore when in close combat, all of the opponent's fail roll to hits of 1 automatically hit their own unit as the opponent is overcome by the hallucinations created by Mephitrus's pet scarabs and strike out wildly at friends, foes, and even themselves.
Shadow Walk: This counts as a Veil of Darkness except that it only scatters 1D6 when deep striking.
Special Rules:
Ever-living
Reanimation Protocols
Independent Character
Hierarch of Fear: Mephitrus may bring a unit of special deathmarks that do not take up a FOC slot and benefit from the USR's stealth and shrouded at no additional cost. Mephitrus must enter the game attached to this unit. If this deathmark unit is taken, Mephitrus loses Independent Character
Also, drastically undercosted
at least 200 for his staff, cloak, veil AND the death marks
Automatically Appended Next Post: Arik Taranis, the Lightning Bearer, last of the Thunder Warriors
Type: Infantry (unique)
Cost: 280 points
WS7 BS6 S5 T5 W4 I6 A4 Ld10 Sv4+
Wargear: frag grenades
Thunder armour: This primitive armour is the forerunner to Astartes power armour. It grants a 4+ armour save.
Bolt-rifle: This is an early pattern of bolt gun. Range 24 S4 AP5 Assault 3
Terran greatsword: This enormous weapon was apparently very popular amongst the Thunder Warriors. It is a close combat weapon with the following special rules: +1 Strength, 2 handed, rending, AP3
Special Rules: FNP, Fearless, Furious Charge, Fleet
Lightning Bearer: Arik was the Emperor's standard bearer, and is an awe-inspiring presence. All friendly Space Marine units that can draw line of sight to Arik may re-roll failed Ld tests.
I'm not sure about the undercosted, A Harbinger of Despair fully kitted out is merely 70 points. I threw on an additional 100 points on top of that for the unique factors.
Algotha, the Chapter Homeworld of the White Ravens Space Marine Chapter, is located dangerously close to a relatively small put highly persistent warp storm (the size of which only encompasses a few, closely compact star systems). As a result, the chapter suffers from an abnormally high number of candidates displaying psychic abilities of varying degrees. Normally, this would lead to a large scale purge of the Chapter, due to fears of Heresy and mutation, but by some twist of fate the chapter was spared, either due to some bumbling bureaucrat or a progressive or experimental inquisitor. Additionally, the chapter has somewhat embraced the increased number of psykers among their ranks. Instead of being largely confined to the Librarium, lesser psykers have a greater integration within the chapter's ranks, with many of their kind rising through the ranks. Furthermore, more powerful psykers play a much more important role within the chapter than the norm. 3 of the 10 Company Captains display minor psychic abilities (although of the 3, only the Captain of the 4th Company's powers are of any use in battle). Additionally, the current Chapter Master is a powerful Psyker in his own right. While this leads to tension with the inquisition, there is little evidence to believe the chapter is at risk of falling to chaos, as they strictly regulate themselves in order to ensure that any psyker who strays the path of the emperor is brought to a swift, and very public, justice.
Pal Derrax 225 WS5 BS5 S4 T4 I4 A3 W3 Ld10 Sv 2+/4+ Unit Type: Infantry (Unique) Character Special Rules: And They Shall Know No Fear, Independent Character, Psyker, Psyker Mastery Level 2, White Ravens Commander Wargear: Psychic Hood, Psi-Steel Armour, The Starblade, Bolt Pistol
May replace his Psi-Steel Armour and Bolt Pistol with Psi-Steel Terminator Armour and a Storm Bolter for no extra cost.
Psychic Powers: Must take any 1 power from the Space Marines Codex at no cost and 1 power chosen as normal from the 40k rulebook. Pal Derrax may choose from the Divination, Pyromancy, Telekinesis, and Telepathy Schools.
Psi-Steel Armour/Terminator Armour: These sets of armour give a 2+ armour save and a 4+ invulnerable save, in addition to acting as normal power or terminator armour. However, if Pal Derrax has one of his psychic powers resisted, or enters the range of a unit or structure which would prevent him from using psychic powers, he loses his invulnerable save for the rest of the game (Including the 5+ save default on Terminator Armour, if he is wearing it). This represents the psychic energies protecting the armour becoming disrupted.
The Starblade: A mysterious power-sword that is sensitive to psychic powers. If it's wielder channels psychic energy through the weapon, its distruption field changes and the weapon becomes unstable, requiring a 2-handed grip. At the beginning of each combat phase, you may choose one of the following profiles. For the remainder of the combat, The Starblade adopts that profile: S: User +1 AP: None Special: 2 Handed, Force, Master Crafted S: User AP: 2 Special: Master Crafted
Command Squad: May lead a command squad from the Space Marines Codex. Any member of the Command Squad may be upgraded to a Psyker for 20pts per model (see below for Psyker Sergeants).
White Ravens Commander: As the Chapter Master of the White Ravens, significantly more psykers appear under his command. If Pal Derrax is leading an attachment, this rule only applies to units in that attachment. If Pal Derrax is not the warboss or leading an attachment, ignore this rule.
Any Sternguard Veteran, Vanguard Veteran, Terminator, or Terminator Close Combat Squad may upgrade their sergeant to a Psyker Sergeant for 20pts. Additionally, any model within a command squad lead by Pal Derrax may be upgraded similarly. The Psyker Sergeant becomes a Psyker with a Mastery Level of 1, and may only select powers from the 40k rulebook. One Venerable Dreadnought may be upgraded to a Dreadnought Librarian for 50pts. If this upgrade is taken, the Dreadnought counts as an HQ choice instead of an Elite Choice. That Dreadnought gains a Psyker Mastery Level of 1 and may choose 1 power from the Space Marine Codex or from the 40k rulebook. They count as having Ld 10 for the purposes of using powers, and any failed psychic powers tests count as an automatic penetrating hit against the dreadnought. Additionally, all Psykers included in the army except for other special characters may only choose powers from the Space Marines Codex or from the Divination, Pyromancy, Telekinesis, and Telepathy Schools, unless otherwise stated. Any White Ravens force are only an ally of convenience to other Space Marine forces (Black Templar, Blood Angels, Dark Angels, Space Wolves, other Codex Marines), and are desperate allies with the forces of the inquisition (Grey Knights, Sisters of Battle).
Not sure about the costing of any of this. I came up with the idea for a codex marine chapter with a large number of psykers, and made the rest up from there. Additionally, my knowledge of the SM Codex is dated (I haven't played marines since 4th), so my points guideline may be a bit off (Tirgurius is costed at 165 in the 4thE codex, so I figure -1 power, 1/2 range, -1 I, upgraded weapon, ability to upgrade psykers, no grenades and a homebrew tax? 200 seems like a fine place to start, although it simultaneously feels too high and too low. 225 therefore seems safer).
Keltizfiel Angel of Fire 230 points WS 6 BS 5 S 4 T 4 W 3 I 6 A 3 LD 10 SV +2
Equipment Sword of the Eternal Flame - The Sword of eternal flame is a unquie force weapon being notable able to strike through almost all known materials with little trouble. The Sword of fire is a power sword + force that strikes at ap1 instead of ap3. The Angel Armor- As an Angel Prince, Kelitzifiel is granted access to the nearily legendary Angel Armor, created from regenerating adamantium it is nearly indestructible. Grants a +2 Armor save and +4 Invulnerable Save. Melta Pistol, frag and krak grenades, Pyschic Hood, Special Rules And they Shall Know No fear, Independent Character, Angel of Fire, Pysker,
Angel of Fire- Keltizifiel may only take from the schools of psychic ability pyromancing only. But instead of having to roll for the result he may select up to three that replace his ordinary pyschic abilities for the duration of the game This will cost 15 points for the three abilities in total. (Before battle) Note these abilities can only be cast once per a turn. Kelitizfiel is also immune to pryomancing as he himself is the Angel of Fire, he may redirect on a 5+ the psychic ability back at the caster.
The Justicarian Knights are the Elite Cadre of the Wanderers, rightfully feared and revered by enemies, allies alike. They are the rightfully Justice's Hand seeking any who commit injustice within the chapter. They even execute their own brothers if evidence is shown. As such no Wanderers have been reported as being sent on penitence or trial. In order to maintain order the Justicarians are selected from the rank of neyphote, though they must hold the taint of the witch. Each Justicarian Knight is selected by the Archangel of Justice, who he himself sees to it that justice upon the Soul of Neckia (The fortress Monestary) is met, as the star fort being almost as large as the Phalanx. Being able to hold a large population that is also suitable for recruitment. The Justicarian Knights are also charged with the sacred duty of protecting the Geneseed stocks and ensure purity within the chapter. The Justicarians are known throughout the chapter for their deeds and their sacrafices, their heroic ability and their Puritan Knightly ways. The Justiaricans are unquie among astartes much like the Salamanders they sacrafice much to protect the innocent.
In order to protect the identity of the Justicarians no Imperial Commander nor Astartes may command a Justicarian Knight. A tradition that is honored by the Inqusition and other Astartes alike. Only the Arch Angel of Justice may command them, but even then they are free to do what they pleased. It should be noted that there are only 73 Justicarian Knights in Existence at any one time. The Justaricains Date back before the destruction of Neckia back to the very beginning of the Chapter itself.
Justicarian Knight.......160 points WS 5 BS 4 S 4 T 4 W 2 A 3 I 5 LD 9 Sv +3 Wargear: Power Armor, Storm Bolter, Power Weapon, Frag Grenades, Krak Grenades, Pysk-out grenades Wargear Options... May Switch/replace their Storm Bolters for..... Bolter.....Free Melta Pistol.....+10 Plasma Pistol....+15 Infernus Pistol....+5 Combi-....+5 (Plasma, Melta, Flamer) May Upgrade one Justicarian Knight's Power Weapon to a Relic Weapon.... +15 May Upgrade the entire squad (If it is 8 Justicarians) force weapons to relic force weapons for ..... + 100 pts (Relic Weapon- Grants +2 Strength to the Unit) Special Rules-Fearless, Witch Knights- Justicarian Knights may redirect a pyschic power used against them (or any attached characters) on a +4 Chance. The Pysker that used the ability must direct his ability against himself and you must roll the result.
Agents of Justice Just like their Leader the Arch Angel of Justice so must they embody Justice and courage in battle, if a Justicarian Knight is 12" near a squad that has failed morale or needs a better morale (friendly unit), they may execute a model from that squad and the squad uses their leadership for the next test, if they are falling back they are instantly regrouped. (Model must be removed)
Preferred Enemy (Chaos Daemons and Chaos Space Marines) Combat Squads Composition 5 Justicarians Include up to 3 Additional Justicarians +35 Points per a Model.
Force Chair: This chair contains the mortal remains of Ravenor. It allows him to move like a Jetbike, and gives him a 2+ armour save and 4+ invulnerable save. It incorporates 2 twin-linked psycannons, both of which can be fired at the same time. It also grants the Relentless special rule. Due to Ravenor's condition, he does not fight in combat in the conventional manner. Instead of his normal attacks, Ravenor does D6 automatic hits at S6 AP5 I10 when he charges, and D3 S5 AP- hits at I4 in subsequent rounds of combat.
Special Rules: Independent Character, Fearless, Stubborn
Psyker Mastery level 4: Spells can be chosen from the Pyromancy and Biomancy lores.
Mastery Level FOUR!!??!?! When did he become a better Psyker than Eldrad? (Hint: He didn't)
also you have to include a WS and Ini. If he has to take an initiative test he autofails and his enemies automatically hit him. Make him WS1 and I4. Also, what weapons are being used for melee (Fluff wise)?
felixander wrote:Mastery Level FOUR!!??!?! When did he become a better Psyker than Eldrad? (Hint: He didn't)
also you have to include a WS and Ini. If he has to take an initiative test he autofails and his enemies automatically hit him. Make him WS1 and I4. Also, what weapons are being used for melee (Fluff wise)?
Fluff wise he dosen't need a WS, as he can immobilise his opponents mentally XD
TERAMARINES CHAPTER MASTER ADAMAS (200 pts) WS6-BS5-S5-T4-W3-I5-A3-LD10-SV3+
Unit Type: Infantry (Character)
Wargear: Impervious Storm, The Fulgurite
Special Rules:IC, ATSKNF, Combat Tactics, Inspiring Presence
[Impervious Storm] A suit of Power Armour. Adamas' saving throw of 3+ is Invulnerable.
[The Fulgurite] A Master-Crafted, AP2 Power Sword with the Haywire special rule.
[Inspiring Presence] Counts-as the Command Trait of the same name. Adamas cannot roll on that table, but may still roll on the Personal and Strategic Traits tables.
Founded by a group of aspiring Ork rokkers in the early weeks of the Third War for Armageddon, Gunz N Choppaz found a ready audience among Ghazghull's massive Waaagh. Their rise to prominence was meteoric; they went from nameless boyz to rokk stars in less than a year, culminating with the infamously lethal "Live At Fire Harbor" concert and the release of their critically-acclaimed "Appetite Fer Krumpin'" album in early 999.M41.
Since then Gunz N Choppaz has toured across more than a dozen planets in the Armageddon sector, descending on hapless Imperial worlds with tens of thousands of groupies and leaving only wreckage in the wake of their terrifyingly destructive performances.
Unit Cost: 320 pts.
Unit Composition: Axe Roze, Chop, Izzy Strangler, Duff McKrumpin', and Stab Raptor.
Unit Type: Infantry
Axe Roze, Lead Vocalist The lead singer of Gunz N Choppaz, Axe has won a name for himself by fighting his way through the most bloody mosh pits and ferocious battles with his thick-bladed choppa, amped-up mikrophone, and signature high-pitched battle shriek.
WS4 BS2 S4 T4 W2 I3 A2 Ld8 Sv4+
Wargear 'Eavy Armor
Power Klaw
Da Mike: Da Mike can be fired as a heavy flamer. If an enemy unit that has been hit by Da Mike is assaulted in the following assault phase, the assaulting unit counts as having assault grenades.
Special Rules Waaagh!
Furious Charge
Mob Rule
Skreamer: Axe's 'singing' terrifies his enemies and inspires his friends, even those far enough away to survive the sonic shockwaves. Any enemy unit with a model within 6" of Axe takes all Leadership checks at -1. Friendly units instead add +1 to their Leadership, but if a unit with this bonus ever fails a Leadership check, they immediately gain the Rage special rule.
Chop, Lead Guitar Chop is the biggest and probably meanest member of da band, and serves as something analogous to a storm trooper during concerts; which is to say that he charges out in front and racks up a massive body count, whether with his agonizingly loud music or the sharpened edges of his kustomized guitar.
WS4 BS2 S5 T4 W2 I3 A2 Ld7 Sv4+
Wargear 'Eavy Armor
Rok Guitar: An Ork Rok Guitar is a frightening construction of welded metal, sharp edges, and overpowered built-in amps. It can just as easily be used to take off someone's head as it can to blow out their eardrums with sheer, violent noise. The Rok Guitar can be fired as a shoota; in close combat, it counts as a big choppa.
Top 'At: Chop's battered black hat is instantly recognizable, and the very sight of it inspires wild cheering and spontaneous violence among any nearby Orks. Any Ork unit with at least one model within 6" of Chop counts as having a bosspole. This does affect the band.
Special Rules Waaagh!
Furious Charge
Mob Rule
Face-Melting Riffs; When Chop really gets his fingers going, he can pump out a blast of music unlike anything most people have heard. That's because it kills 90% of the audience. If the Gunz N Choppaz do not move in the movement phase, Chop may activate this ability in the shooting phase. Every model within 6" of the unit immediately suffers a S6, AP- hit. This includes friendly models, but not other members of the band; they know when to dive for the ground!
Izzy Strangler, Rhythm Guitar Izzy is one of the more creative members of Gunz N Choppaz, meaning he can think of more than one word that rhymes with 'krump'. As such he does a lot of the band's songwriting, in addition to holding his own during concerts.
WS4 BS2 S4 T4 W2 I3 A2 Ld7 Sv4+
Wargear 'Eavy armor
Rok Guitar (see above)
Da Playlist: Izzy carries with him the playlist for each day's performance; so long as he's got this, the Gunz N Choppaz know where they're supposed to go, and what they're supposed to do when they get there! As long as Izzy Strangler is alive, the Gunz N Choppaz are a scoring unit and have the Stubborn special rule.
Special Rules Waaagh!
Furious Charge
Mob Rule
Inspiration: Izzy's a bit smarter than the average Ork, and sometimes he can even convince the rest of the band to go along with one of his flashes of insight. Izzy's controlling player may roll a die at the beginning of each turn; on a roll of 5 or 6, Izzy has had a bright idea! For the remainder of that game turn, the Gunz N Choppas gain one of the following special rules: Fleet, Counter-Attack, or Stealth.
Duff McKrumpin', Bass Guitar Duff considers himself the foundation of the band. In a couple of ways he's right; as the bassist he provides the low notes that keep the others roughly on key, and as the equivalent of artillery support he provides thunderous chords that make the audience's brains dribble out their ears.
WS4 BS2 S4 T4 W2 I3 A2 Ld7 Sv4+
Wargear 'Eavy Armor
Elektrik Bass: Duff's bass is a rusty assemblage of jagged metal plates, blood-stained strings, and sparking wires. For all it's ramshackle appearance, though, it lets out massive pulses of music capable of breaking bones and bursting blood vessels when played. The Elektrik Bass fires with the following profile: Range: 24" Strength: 5 AP: 5 Type: Assault 1, Blast. In close-combat it counts as a big choppa.
Special Rules Waaagh!
Furious Charge
Mob Rule
Strummin'; In concert Duff provides a steady, powerful bass line for the rest of the band to build on. When he gets to set his feet, he can keep that line going forever. If the Gunz N Choppaz do not move in the movement phase, Duff may fire his Elektrik Bass twice in the subsequent shooting phase.
Stab Raptor, Drummer Stab claims he has the hardest job in the band; the others just have to shout, or flail their hands at them weedy little guitars, while he spends all day battering his massive drums with sledgehammers. The others disagree, of course, but no-one can deny that even the most sturdily-reinforced concert venue looks a little different after it's been subjected to Stab's enthusiastic playing.
WS4 BS2 S4 T4 W2 I3 A2 Ld7 Sv4+
Wargear 'Eavy armor
Choppa
Da Drumset; Stab's drumset is a massive grot-carried behemoth of an instrument, featuring eleven different striking surfaces and four Ork-sized amplifier grills. When Gunz N Choppaz starts to play, the sheer sound of his hammering makes the ground ripple beneath their feet.
The Drumset fires with the following profile: Range: 36" Strength: 6 AP: 4 Type: Heavy 1, Large Blast, Pinning. In addition, any units with at least one model within 6" of the band counts as moving through Difficult Terrain. This does not affect the band members themselves; they're used to it.
Special Rules Waaagh!
Furious Charge
Mob Rule
Keep Da Beat; Stab's wild drumming sets the rhythm for the rest of the band to follow, keeping them approximately in time and allowing them to focus their music for best effect. In any shooting phase in which Da Drumset fires, the rest of the band may re-rolled failed To Hit rolls.
Used to provide a venue for Goff Rokkers who play to less than enthusiastic crowds, and to make the biggest, flashiest entrances possible, the Goff Rokker Dropp Stage is a thing to behold. Dropped from orbiting Space Hulks, or detached in-flight from plummeting Rokks, the Dropp Stage skreeches towards the ground trailing lights, smoke and fire, lead by massive spikes that hold it in place when it has landed. Once so impaled, the stage itself unfolds like a giant metal death flower, revealing amplifiers, lights, and speaker towers that dwarf anything an Ork can carry with him.
Rules:
AV 11F, 11S, 13R BS2 Vehicle Open Topped
The Goff Rokker Dropp Stage enters play during the controlling player's first turn using the Deep Strike rules: However, due to the innacuracy of the Orks dropping it, and the sheer un-aerodynamical-ness of the Stage itself, it always scatters a full 3d6 inches. No units may be embarked upon the Stage when it lands, and no unit other than Goff Rokkers or Allied Noise Marines may embark upon it.
Spikey Landers- The Goff Rokker Dropp Stage is immobile as soon as it lands- however, because it actually impales itself on the terrain it falls upon, the Stage does not Mishap when it lands on Impassable Terrain, instead sticking to the side or crumbling the surface or structure it lands on. If the Dropp Stage comes down on Impassable Terrain, move it off the terrain by the shortest route possible, and place it touching the terrain, at least an inch away from any enemy units.
Amplificashun Ekwipment- The Dropp Stage is equipped with the most powerful and advanced Rokkin' equipment known to Orkdom. Exterminatus-hardened electronics, specially trained Grott Crew, and Really, Really big Speakers. Each turn, any Goff Rokker or allied Noise Marine embarked on the Stage may add +6" Range to any sonic weaponry they fire.
Lightshow!- Some Goff Rokker concerts aren't just loud and destructive; they're bright, too. Any Goff Rokker Dropp Stage may buy a Lightshow for +15 points. The Stage counts as having Defensive Grenades.
Pyrotechnics- The Goff Rokker Dropp Stage comes equiped with 2 Skorchas, and can buy up to 3 more for +10 points per Skorcha. Each Skorcha may be fired at a different unit.
I have no idea how much this should cost- but now someone needs to make rules for Groupies. I think I already posted rules for something similar to this, and for some basic Goff Rokkers, somewhere else. If anything, make the basic Goff Rokkers all be armed with Rok Gitars and maybe be able to buy a Drummer, Bassist and Lead Singer- maybe.
I kinda want to make an entire Goff Rokkers Ork Fandex now.
Automatically Appended Next Post: I forgot an Upgrade
Plazma Speekers- 50 points. All shots fired from this Stage are resolved at +1 Strength and -1 AP and Gets Hot!, due to the sheer volume the Plazma Speekers generate- and the random arks of lightning.
Talon of Horus and Drach’nyen: Abaddon has D6 extra attacks rolled separately each turn of the Fight sub phase. He Strength is doubled, and his AP in close combat is 1. He also has the Shred USR. He can also fire the Talon of Horus as a twin linked bolter. Due to the use of daemonic shells, the bolter’s profile receives +1 Strength and -1 AP, as well as the Shred USR.
Special Rules: Fearless
Mark of the Gods: Abaddon bears the Marks of all the Gods of Chaos. His invulnerable save is 4+ rather than 5+. He also has the Eternal Warrior USR. Other bonuses are already included in his statline.
10,000 year veteran: Abaddon has the Preferred Enemy and Hatred USRs.
Speartip: Abaddon still uses Horus’ tactic of killing the enemy command structure with a swift strike. Chaos Terminator squads of 5 or more models may be selected as Troops choices. In addition, They gain the Deathwing Assault special rule as described in Codex: Dark Angels, replacing all mentions of ‘Deathwing squads’ with ‘Chaos Terminator squads’.
Iyandus made himself known during the Battle for the Sepulchre (refer to SM codex). He was the Techmarine chraged to set up the Sepulchre as a defendable location by Marneus Calgar himself. His trusty Combi-Plasma felled a great Alaitoc Farseer by the name of Conathdel Thandeorn. His Singing Spear named "The Bane Of Humanity" was picked up by Iyandus and used it to fell a mighty Wraithlord before tending to a damaged Predator. At the end of battle Marneus consolted him about the spear asking about it's origins. Iyandus told him about his battle with the Farseer and asked what to do with it. Calgar, impressed with his skill with the spear, said he should keep it, and treat it with great care. To this day, it's still in the same condition he got it, many centuries ago. He is now second only to the Ultramarines Master of the Forge, Fennias Maxim.
Stats: WS:5
BS:5
S:4
T:4
W:3
I:4
A:2
Ld:10
Sv:2+
Wargear: Artificer Armour
Servo-arm (Iyandus doesn't like Servo-Harnesses, too bulky)
Combi-Plasma
Servo Skull VI Frag and Krak Grenades
Special Rules:And They Shall Know No Fear
Combat Tactics
Independent Character
Blessing of the Omnissiah
Bolster Defences
The Bane Of Humanity: The Bane of Humanity uses the same rules as a normal Singing Spear which are as follows:
S9 against vehicles, wounding on a 2+ ALWAYS and ignore armour saves (depicted from Eldar Codex and 6th Ed rulebook discussion Here.)
Servo Skull VI: Servo Skull VI grants Iyandus the Acute Senses Universal Special Rule.
POINTS: 250
Any other recommendations about anything I would like to hear.
Chaotic Power:
This character has been imbued with the essence of chaos itself
Mark of Khorne
+ 1 attack
Mark of Tzeentch
+1 invulnerable save (if given to a character without an invulnerable save it confers a +5 invulnerable save)
Mark of Nurgle
+1 toughness
Mark of Slaanesh
+1 Initiative
In to Oblivion:
When Knightmare is removed from the field you and your opponent roll 1 D6, if you roll equal to or higher than that of your opponent remove all models (friendly or otherwise) within a 2 inch Range
Demonic Strength:
Knightmare can re-roll all failed attempts to wound
Soul Crusher:
In place of his normal attacks, Nightmare may make one “Coupe de Grace” attack. If the attack hits it causes Instant death, regardless of opponents toughness
Possessed Arm: Nightmare’s Arm is massive grotesque gripping claw: Counts as a power weapon, in addition any model within base contact of Knightmare can only make 1 attack a turn
War Gear:
Soul Edge: (Daemon weapon, doubles wielder’s strength, Regeneration – roll +6 to gain back wounds, add +2D6 attacks, all close quarter combat attacks hit on a +2)
Possessed Terminator Armor: For every successful armor save or invulnerable save made in close combat, the unit causing the wound suffers strength 4 attack that ignore armor saves
Lets see... im just creating this mostly as i type it. Im a SoB player, but im working on a custom codex now...
so ill just make a IC for it now (Sisters of Chaos)
I had this idea before to have a fallen saint that was possessed by a powerful daemon, so i will go with that.
Saint Cerberus 315pts?
WS - 8
BS - 8
S - 4
T - 4
W - 4
I - 8
A - 5
Ld - 10
Sv - 2+
Unit Type - Jump Infantry
Special Rules -
Acts of Chaos, Independent Character, Rage (6th Ed), Fearless
Spirit Freed, Bringer of Death Unleashed -
When Saint Cerberus is removed as a casualty, place a marker where she died. At the begining of your next turn
Place (For sake of no models here) a Dreadnought base within 3" of that marker, if an enemy model is within 1"
move this model until it is 1" away from them. This Model is named Bringer of Death and has a profile after saint cerberus.
Raging Spirit When you successfully activate this Act of Chaos in the movement Phase, Place a Dreadnought base within 6" of Saint Cerberus, called
Spirit of the Cerberus, which can move as a beast this turn. All models within 18" must make a moral check on 3d6 or immediatly fall
back 2d6" at the sight of the monsterous creature that just appeard. In the Shooting Phase the Spirit of the Cerberus can shoot with
the following profile: Range - Template, Strength - 6, AP - 3, Assault 3 (one for each head). In the assault phase, if it assaults, it has the
following profile: WS - 5, BS - 1, S - 6, T - 6, W - 3, I - 5, A - 4, Ld - 8, Sv - 4+, and has Daemon, and Furious Charge. This model stays on
the battle field until the beginning of your next turn. If this model dies before your next turn saint cerberus immediatly drops to 1 wound
and cannot use this Act of Chaos the rest of the game. When the Spirit of the Cerberus is resummoned, it comes back with 3 wounds.
Wargear -
Frag and Krak grenades
Scythe of Grim Death -
This two handed power weapon has an AP 2, and causes instant death on any unsaved wounds, and gives +2 Strength
Pistol of the Fire Born -
This pistol can fires as an Inferno Pistol, or a template weapon with the following profile: Range - Template, Strength - 5, Ap - 3,
Assault 1
Blessed Armor of the Chaos Gods -
This Armor gives a 2+ save and a 3+ invulnerable save.
Bringer of Death
WS - 8
BS - 8
S - 7
T - 7
W - 5
I - 5
A - 4
Ld - 10
Sv - 3+
Unit Type - Monsterous Creatue
Special Rules -
Daemon, Rage, Furious Charge, Bolt of Tzneetch, Breath of Chaos, Wings
Marked for Death -
This model can choose one unit on the table per turn, and gains perferred enemy against that specific unit.
Wargear -
Doom Scythe
This Power weapon has an ap 2, and wounds on a 2+, and causes instint death on an unsaved wound.
if a wound is caused the enemy must make a morale save on 3d6 or fall back 2d6"
Shield of Retaliation -
any save made on a 6+ causes a strength 4, ap 3 hit on the enemy unit.
Tarnag Youngsoul: A grizly Wolf Priest of the Space Wolf Chapter, the priesthood say Tarnag is cursed by the gods of youth. He never really grew up, never learned to act as a Grey Hunter, and never put the furious, careless ways of the Blood Claws behind. Even if his face dont show it, hes souls is still one of a youngling wishfull for great deeds and glorious sagas. Even with such jovial and wanderlust soul, Tarnag ended entering the priesthood of Morkai, he dont see death as the last sentence, but much more like a joke, a funny prank the gods aplied on the mortals. Such view give him a gifted understand about the wolf of the death.
In the battlefield, the eternal Youngsoul feel in home leading Blood Claws into the thick of battle, howling, screaming and shouting like a wild beast.
WS 5, BS4, S4, T4, W2, I4, ld 9, sv 2+.
Wargear: Runic Armor, Bol Pistol, Frag and Krak Grenades, Wolf Amulet, Crozius Arcanum (Power Maul), Fang of Morkai, Wolf Tail Talisman. Special Rules: Acute Senses, Counter-Attack, Independent Character, Fearless, Oath of War, Saga of the Warrior Born. Eternal Youngsoul: when leading Blood Claws Tarnag is Proud to lose his head and let his mind return to his youth, and he really like to lead Blood Claws. Whyle in a unit of Blood Claws, Tarnag posses the "Berserker Rage" rule like a Blood Claw. Meanwhyle, at the start of each a turn, roll a d6, on a result of 1 or 2 the unit Tarnag is attached to cannot ignore the Headstrong rule, even if another Independent Character or Wolf Guard is leading the team with him. The Blood Claws simple dont listen anyone else.
"Care not Youngling": while leading a unit of Blood Claws, Tarnag and his Unit gains the Feel no Pain (5+) special rule. If tarnag rolled a 1 for Eternal Youngsoul, they gain Feel no Pain (4+) instead.
170 pts
I made this character to go with a unit I made for the Imperial Guard.
Dorian Bariel – 160 points
Master of Templars, The Unstoppable Force, The Hammer of the Emperor
Dorian Bariel, Master of the Templars of the Thessian Guard, has lead the Thessian First company for more than a century. Dorian ascended to the ranks of the templars when he assumed the command of a squad of storm troopers and lead them into a bloody melee with an ork horde. The fury of the Emperor guided his hand as he carved a path of blood and destruction through the green tide. While in the service of the Templars, he quickly made a name for himself as he lead men into battles usually reserved for the revered Astartes. It was against a champion of chaos that Dorian was elevated to his current standing. The previous Master of Templars stood against this horror but was ultimately brought to his knees. As the Chaos Champion prepared the final blow, Dorian stepped in, raising his shield to save his master. Dorian proceeded to engage the Chaos Champion in single combat and emerge victorious, bathed in the blood of the unholy.
WSBS S T W I A LdSv Dorian Bariel 5 4 4 4 2 5 3 9 3+
Special Rules:
Blood Brothers: Dorian leads his Templars in ritual bloodletting to steel them against the horrors to come. Dorian and any squad he joins is Fearless.
Forward, To Glory! If your army includes Dorian Bariel, your Templars are scoring units.
Wargear
The Sanguine Maul: This is a power maul with AP3.
Power Armour, Frag Grenades, Storm Shield, Bolt Pistol
Kaptain SkullaStompa-Ork freebooter ws 5 bs 2 s 5 t 5 w 3 I 4 ld 9 A 4
wargeer: Da Kaptains Kutless: power sword
Chompy: Attacksquig that gives plus one attack
Da Blasta: Plasma Pistol(thats a total of 6 close combat attacks)
Gitfinda
Da Coat of armz, armor that gives Skullstompa a 3+ armour save
Cybork
Boss Pole Special rules: Furious Charge Waaagh!! Mob Rule
Get to da Ships: Can modify any vehicle to be a skimmer for +15 points (to make them pirate ships)
ohhh, more loot fer da pile: he counts as a scoring unit
independent character
Point Cost: 165
Hes basically a Pirate warboss that plunders the Galaxy and is basically a tabletop version of Kaptain Bluddflagg, with a few tweeks, he has a eyepatch a pirate hat, a greatcoat, a squig on his shoulder, pirate boot, a pegleg, normal pirate stuff