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A model with T6/Sv2+ (to remove a wound)
72 bolter shots at BS3
3 plasma shots at BS3
18 autocannon shots at BS3
14.4 missile launcher shots at BS3
2.4 powerfist swings at to hit 4+
2.4 lascannon shots at BS3
A model with T6/Sv2+ Feel no Pain
144 bolter shots at BS3
3 plasma shots at BS3
36 autocannon shots at BS3
28.8 (29) missile launcher shots at BS3
2.4 powerfist swings at to hit 4+
2.4 lascannon shots at BS3
A model with T6/Sv2+ (I), Feel no Pain
144 bolter shots at BS3
18 plasma shots at BS3
36 autocannon shots at BS3
28.8 (29) missile launcher shots at BS3
14.4 powerfist swings at to hit 4+
14.4 lascannon shots at BS3
A model with T6/Sv2+ (I), Feel no Pain 4 wounds 576 bolter shots at BS3
72 plasma shots at BS3
144 autocannon shots at BS3
115.2 (29) missile launcher shots at BS3
57.6 (58) powerfist swings at to hit 4+
57.6 (58) lascannon shots at BS3
The same guy at T4
192 bolter shots at BS3
57.6 plasma shots at BS3
14.4 missile shots at BS3 (instant kill)
14.4 powerfist swings at to hit 4+ (instant kill)
14.4 lascannon shots at BS3 (instant kill)
The same guy at T4 with Eternal Warrior
96 bolter shots at BS3
57.6 plasma shots at BS3
57.6 missile shots at BS3
57.6 powerfist swings at to hit 4+
57.6 lascannon shots at BS3
Rule of thumb. Don't stack the survivability buffs.
more op than mine and cost less. I'd say no.
and whats with this japanese? its as if i were to name my USC's items in hungarian. Like wrathblade: Haragkard, sanctity armor: szentséges páncél. i mean c'mon XD
Your EW assault from deep strike, make marines hit on 5+ crazy-thing is less OP than a character that kills less than 2 MEQ models on the charge and is stuck footslogging because she won't fit in a Rhino with Sisters? Yeah, no. Just no.
Also, it's in Japanese because it's the friggin' Imperial Regalia of Japan. Of course I could write "Grass-cutting sword", but I'd be translating a name, which is silly.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
More dakka named himself thus for his love of dakka. This isn't no normal ork he's da big cheese of dakka!
Ws. BsStr. T. W. I. A. Ld. Sv 4. 2. 5. 5 4. 2. 2. 8. 4+.
Special rules
More dakka:
Any ork gun may be upgraded to fire an additional shot for +5 points. This is culmitive with the more dakka upgrade for flash gitz.
Mob rule
Waaagh!
Wargear:
Ultamate dakka gun:
Str. Ap. Type.
7. 6 Heavy 10 rending
special: this cannot be upgraded by More Dakka's more dakka rule.
Eavy armour
Power klaw
Take this rule away and burn it...
Horrible idea...
Automatically Appended Next Post:
Macok wrote:I think this thread is great! A single sink hole for crowd of "Draigos".
Not all of them...
Just most of them...
This message was edited 1 time. Last update was at 2012/02/28 23:22:11
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
felixander wrote:
A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitely be your gal! I believe 200 is more than reasonable
for 200 giveing it a +1S PW w rending vs vehicles and a reroll on D6's and +1A and +1WS is just to undercost to me.
Farseer Bel-Annath is a special character in IA 11. He is an autarch/farseer and comes to 175 points. My last reply was given under the impression that this was the 175 point farseer felixander was mentioning when I replied with his abilities – now I realize that felix was likely adding up from a baseline farseer.
Dor-Fellion is basically a parody of this character with her own themes established, but is not more impressive than the original who has a lot more useful abilities. It’s like if a dark eldar player created a character that was just like Duke Silscus but changing his blast pistol and serpent’s bite for a splinter pistol and agonizer and dropping the contraband and low orbit raid rules while giving him some traits and equipment that doesn’t account for what was removed from the original character - the gyrinx is just a 5 point piece of wargear in the IA 11 corsair codex for example. Considering that Farseer Bel-Annath could be used in a game instead of Dor-Fellion, bringing everything she brings to the table and more at 175 points I think 200 points is pretty high request.
When pricing the siliscus inspired character do we say, “Well this is basically a toned down siliscus so he shouldn’t cost more than the original, or do we start at an archon, adding points for each trait till we have a point value higher than siliscus’s 150? Both are valid methods, but when the proposed character is mirrors an established character as Dor - Fellion mirrors Bel-Annath I think it is appropriate to use the established character's pricing as the baseline rather than a generic version.
Yeah. this character is meant to be a play on Bel-Annath. I play tested Dor-Fellion last night, and she didn't seem too over powered. I'm going to run her one or two more times (luckily the local gaming group is accommodating) and see if she's undercosted. I'm not sold on the argument that DF is more powerful than BA, so I think the fact that DF is slightly more expensive than BA makes her reasonably costed. But we'll see. If she happens to run riot in the next two games, I'll be more than happy to take another look at the points cost, or maybe take away an ability (probably the rending from her weapon).
Re: the gyrinx - I don't think I worded it properly, but the re-roll can only be used once per game, not per turn.
This message was edited 2 times. Last update was at 2012/02/29 02:09:00
"The warhost on the hill was one of the most bizzare sights I had ever seen on a battlefield... Xenos, daemons and humans collected together in units together, gripping dice and paintbrushes; Orks, humans and creatures for which I had no name, clad in ancient armour and clothing; steam-powered walkers with antique-armoured assistants; and many bizarre war-machines, many of which had no purpose that I understood.
An Eldar, bizarrely dressed in a customised suit of power armour and standing on a shield borne by two servants, was carried forth out of the crowd. Raising his Daemon weapon, he shouted three abrupt words:
"Thin! YOUR! PAINTS!"
With that, every member of the warhost screamed out their own battlecry; only a few that I heard were "WOLVES FOR THE WOLF GOD, WOLVES FOR THE WOLF THRONE!", "METAL BAWKSES!", and, strangest of all, "CREEEEEEEEEEEEEEEED!". However, after a few seconds, all these shouts were replaced with a single, simultaneous battlecry:
"DAKKA DAKKA DAKKA! 'ERE WE GO, 'ERE WE GO, 'ERE WE GO!" Upon shouting this, the entire army charged down the hill, guns blazing." - extract from the report of Colonel Montague, Cadian 12th, on the "Gugalle Incident".
McNinja wrote:I'm bored, so I made up a chapter (Salamanders successor Chapter) called the Forge Knights (or Forgeknights, or Knights of the Forge, I'm not sure which is better). This is the Chapter Master, Arakor.
Forge Knights: The Forge Knights are a rather successful successor Chapter of the Salamanders. Like the Salamanders, they have an unusually high amount of Techmarines, and each battle-brother is fully capable of not only repairing his own equipment, but more often than not finds ways to improve upon his armor. While the Chapter Master, Arakor, has no problem with this, the Adeptus Mechanicus did. To put it lightly, the Mechanicus lost their fudge when they discovered that both the Techmarines and Battle-brothers alike were violating their sacred armor and even their ships with unique adaptations. This created much conflict early in the Chapters history, as the stringent Mechanicus threated the imaginative Forge Knights. It was not until the Salamanders Chapter Master himself stepped in that the Mechanicus let up. Eventually, both Vulkan and Arakor managed to convince the Mechanicus to sanction the Forge Knights and their creations. However, this came at the cost of being required to have an Adeptus Mechanicus agent present on every ship in the Forge Knight fleet that contained Space Marines. While Arakor was hesitant to let his own Chapter be spied on, he saw that this was the only way to get the Mechanicus off of his back.
Since then, the ingenuity of the Forge Knights has proven to be a boon to their efforts in defeating the foes of mankind; specialized teleport homers, new armor, and new weapons have all been created by the Forge Knights, although much of them may never see the light of day (because even though the Mechanicus has agreed to sanction their creations, they are by no means required to allow the Forge Knights to use them). A few of the Forge Knights most brilliant minds have even attempted to modify the Gellar fields for use outside of the Warp, acting as a sort of push/pull mehcanism against warp anomalies that manifest themselves in realspace, allowing to Forge Knights incredible speed outside of Warp travel. This alone has gotten the attention of the Mechanicus, and if anything the Forge Knights ever create were to see usage through the Imperium, it just might be this.
The Forge Knights also tend to dismiss the "religion" of the Mechanicus, instead naming their technology using their own conventions mixed in with standard equipment terms. This is frowned upon, of course, but the Forge Knights give nary a damn.
Archknight Arakor, Chapter Master of the Forge Knights..........................................................190 points
Compared to every other Space Marine, Archknight Arakor is a wimp. Due to a genetic flaw, he is not as strong and nowhere near as tough as even untrained Space Marines. What he is, however, is fast. Absurdly fast. It is strange, then, that Arakor's weapons of choice are weapons of similar size and shape to Thunder Hammers, known to many as a "really heavy weapon" and not something a relative weakling like Arakor should be able to even pick up. However, this is where the upgrades come in: Arakor has attached Suspensors to each hammer, making them far lighter. It is only because of the suspensors that Arakor is able to wield his hammers with such brutal efficiency and speed.
-----------------------------------------------------------
WS:6 BS:5 S:3 T:3 W:3 I:8 A:4 Ld:10 Sv: 3+
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The Kings of Death, Voidforged Armor
The Kings of Death: The Kings of Death are two large hammers sheathed in a powerful energy field. They count as Relic Blades that roll an extra d3 when rolling to penetrate vehicle armor.
Voidforged Armor:This special suit of armor is thinner than normal power armor, but just as strong. it confers a 3+ Armor save. On its back is a small device that purpose produces an effect similar to (but not exactly like) a Grey Knight's Shrouding power. Any model or unit attempting to shoot at Arakor must do so with -1 to their BS. Units or model attempting to shoot at Arakor from a rage greater than 36" must do so with -2 to their BS. Arakors armor is also equipped with a miniature Teleport Homer.
Special Rules: Counter-Attack, Agile, Fleet, Move Through Cover, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Homer Drop
Agile:Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. Arakor has a 5+ Invulnerable save when being shot at and a 4+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). in addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks.
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Homer Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting teleport homers onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor may command a Teleport Homer to be placed anywhere on the field. A Teleport Homer may not land within 4" of an enemy unit. Keep in mind that Teleport Homers must be on the field before their effects come into play. Arakor does not have to be on the field to activate this ability.
And you thought all Reserves armies were... actually, you probably didn't. You could start the game with no units on the field, fire a teleport homer somewhere advantageous, then have some men come in. What'cha think?
I gotta say, I really like theses rules and character
"Surrender and Die."
"To an Immortal, to one among a legion, honor and your word are all that matter" - Phaeron Orionis of the Brotherhood
I'm bored, so I made up a chapter (Salamanders successor Chapter) called the Forge Knights (or Forgeknights, or Knights of the Forge, I'm not sure which is better). This is the Chapter Master, Arakor.
Forge Knights: The Forge Knights are a rather successful successor Chapter of the Salamanders. Like the Salamanders, they have an unusually high amount of Techmarines, and each battle-brother is fully capable of not only repairing his own equipment, but more often than not finds ways to improve upon his armor. While the Chapter Master, Arakor, has no problem with this, the Adeptus Mechanicus did. To put it lightly, the Mechanicus lost their fudge when they discovered that both the Techmarines and Battle-brothers alike were violating their sacred armor and even their ships with unique adaptations. This created much conflict early in the Chapters history, as the stringent Mechanicus threated the imaginative Forge Knights. It was not until the Salamanders Chapter Master himself stepped in that the Mechanicus let up. Eventually, both Vulkan and Arakor managed to convince the Mechanicus to sanction the Forge Knights and their creations. However, this came at the cost of being required to have an Adeptus Mechanicus agent present on every ship in the Forge Knight fleet that contained Space Marines. While Arakor was hesitant to let his own Chapter be spied on, he saw that this was the only way to get the Mechanicus off of his back.
Since then, the ingenuity of the Forge Knights has proven to be a boon to their efforts in defeating the foes of mankind; specialized teleport homers, new armor, and new weapons have all been created by the Forge Knights, although much of them may never see the light of day (because even though the Mechanicus has agreed to sanction their creations, they are by no means required to allow the Forge Knights to use them). A few of the Forge Knights most brilliant minds have even attempted to modify the Gellar fields for use outside of the Warp, acting as a sort of push/pull mehcanism against warp anomalies that manifest themselves in realspace, allowing to Forge Knights incredible speed outside of Warp travel. This alone has gotten the attention of the Mechanicus, and if anything the Forge Knights ever create were to see usage through the Imperium, it just might be this.
The Forge Knights also tend to dismiss the "religion" of the Mechanicus, instead naming their technology using their own conventions mixed in with standard equipment terms. This is frowned upon, of course, but the Forge Knights give nary a damn.
Archknight Arakor, Chapter Master of the Forge Knights..........................................................190 points
Compared to every other Space Marine, Archknight Arakor is a wimp. Due to a genetic flaw, he is not as strong and nowhere near as tough as even untrained Space Marines. What he is, however, is fast. Absurdly fast. It is strange, then, that Arakor's weapons of choice are weapons of similar size and shape to Thunder Hammers, known to many as a "really heavy weapon" and not something a relative weakling like Arakor should be able to even pick up. However, this is where the upgrades come in: Arakor has attached Suspensors to each hammer, making them far lighter. It is only because of the suspensors that Arakor is able to wield his hammers with such brutal efficiency and speed.
-----------------------------------------------------------
WS:6 BS:5 S:3 T:3 W:3 I:8 A:4 Ld:10 Sv: 3+
Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The Kings of Death, Voidforged Armor
The Kings of Death: The Kings of Death are two large hammers sheathed in a powerful energy field. They count as Relic Blades that roll an extra d3 when rolling to penetrate vehicle armor.
Voidforged Armor:This special suit of armor is thinner than normal power armor, but just as strong. it confers a 3+ Armor save. On its back is a small device that purpose produces an effect similar to (but not exactly like) a Grey Knight's Shrouding power. Any model or unit attempting to shoot at Arakor must do so with -1 to their BS. Units or model attempting to shoot at Arakor from a rage greater than 36" must do so with -2 to their BS. Arakors armor is also equipped with a miniature Teleport Homer.
Special Rules: Counter-Attack, Agile, Fleet, Move Through Cover, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Homer Drop
Agile:Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. Arakor has a 5+ Invulnerable save when being shot at and a 4+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). in addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks.
Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.
Orbital Homer Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting teleport homers onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor may command a Teleport Homer to be placed anywhere on the field. A Teleport Homer may not land within 4" of an enemy unit. Keep in mind that Teleport Homers must be on the field before their effects come into play. Arakor does not have to be on the field to activate this ability.
And you thought all Reserves armies were... actually, you probably didn't. You could start the game with no units on the field, fire a teleport homer somewhere advantageous, then have some men come in. What'cha think?
I gotta say, I really like theses rules and character
Thanks! This actually took me a while longer than I thought it would, and now I want to play Space Marines.
Seanaust wrote:More dakka!
Any ork gun may be upgraded to fire an additional shot for +5 points. This is culmitive with the more dakka upgrade for flash gitz.
Oh great, so those Killcannons can fire twice a turn now? As can those Zapp gunz and Lootahs and TL Missile Launchers? For only 5 points?
enfernux wrote:
felixander wrote:
A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitelys be your gal! I believe 200 is more than reasonable
for 200 giveing it a +1S PW w rending vs vehicles and a reroll on D6's and +1A and +1WS is just to undercost to me.
Rending on vehicles? You're lowering it from STR9 to S4 + rending and you complain about that? Also the farseer has a lowered BS to compensate which matters more now from the Eldar FAQ. And as noted the Grynix or whatever it's called is a single roll. I think it's dumb in general but one roll doesn't seem out of hand considering the backlash installed. On a MEQ yes you wound on 4+ and he gets no armor, but you hardly stand a chance against MCs and T5+ like you did before. It truely is a reasonable tradeoff.
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Wrathblade: is a power sword, that confers +1S - included in profile.
Blessed Terra: Is a pistol, that can shoot an additional shot, but will get the Gets Hot! Sr for it. Blessed Terra 12" s4ap4 pistol
Crux Imperialis: counts as a Simulacrum Imperialis, further more, any enemy that wishes to shoot at Julia and any squad she has joined will only hit on a 5+
Sacris Armor: it is a power armor, that allows all your unites with direct line of sight to reroll any roll made on their Ld value. Any of your unites with a model within 12" of Julia or a squad she has joined and the squad she is in may chose to automatically pass any test based on their Ld value.
Divine Spark: confers the Eternal Warrior Sr. Each time this special rule is used to prevent Instant Death on Julia will decrease its power. After 3 of this effects occure, the divine spark provides protection no longer.
Special Rules: Independent Character, Angelic Visage, Acts of Faith, Shield of Faith, Hit and Run, Wrathful Descent, Wings of the Martyr, Angelic Bolts.
Angelic Visage: as per SoB 'dex. AoF, SoF, IC: as per SoB 'dex. HnR: As per wh40k crb.
Wrathful Descent: if Julia and a squad she has joined wish to deep strike but get within 1" of an enemy model dont roll for mishap. Instead, leave them in your reserve, and in the assault phase, place her and her squad in base to base contact with that enemy modell/squad. They count as if they have assaulted.
Wings of the Martyr: she and her squad may charge up to 12", gain +1S on this action and you may roll 2d6. If you do, every model in the squad counts as haveing a single power sword, but lose the bonus attack granted by an aditional close combat weapon, except if they already have a power weapon. Further more, if a double is rolled, remove one of the assaulting models as a casualty, counting in resolving the combat.
Angelic Bolts: all attacks made by her and her squad in the shooting phase ignore cover.
Note: Julia, Wrath of Angels may have a squad of Seraphim as bodyguard with all point costs and rules as per SoB 'dex but dont take up a force organization slot.
AlmightyWalrus wrote:
Spoiler:
Since I got a whopping 2 answers in my dedicated thread, I might as well post it here:
Saint Amaterasu - 200 points
[i]Saint Amaterasu is an HQ choice in any Sisters of Battle army list[u].
WSBS S T W I A LdSv 6 5 3 3 4 5 2 10 -
Wargear: Kusanagi-no-Tsurugi, Yata no Kagami, Yasakani no Magatama, Infernus Pistol, Frag & Krak Grenades
Special Rules: Independent Character, Fearless, Eternal Warrior, My Faith Is My Shield!, Solar Grace
Wargear:
Kusanagi-no-Tsurugi: This sacred blade predates the Adepta Sororitas, and indeed the Imperium itself. Rumours claim that the Emperor himself wielded this blade during the wars that unified Terra and brought about the Age of the Imperium. The Kusanagi-no-Tsurugi is a power weapon that allows the wielder to reroll all failed wounds and bestows the Rending USR on any attacks made with it. Any unsaved wounds taken from this weapon cause Instant Death.
Yata no Kagami: This highly polished armour acts as a beacon of sorts, shining in places where no light should exist, inspiring all who look upon it. This allows all units with the Shield of Faith special rule within 6" of Amaterasu's unit to increase the Invulnerable Save granted by Shield of Faith to 5+. Furthermore, by spending a Faith Point and passing the test, any unit with the Shield of Faith special rule within 12" of Amaterasu may increase this save to a 4+ for the rest of the game turn. This test is taken at the start of the owning player's turn.
Yasakani no Magatama: This bead is carved out of the same material as the Null Staves commonly carried by some Inquisitors. The bead is a polished black, with a greenish hue. No psychic powers affecting any unit within 6" of Amaterasu or which originates from within 6" of Amaterasu may be cast.
Infernus Pistol: Read the flippin' manual!
Special rules: My Faith Is My Shield!: With her complete belief in the Emperor's protection, Amaterasu has no need for mundane protection. Any wound taken by Amaterasu can be nullified on a successful leadership test. Should a double one be rolled for this test, any enemy units within 6" of Amaterasu must immediately take a pinning test at -1 leadership as Amaterasu's faith manifests in a glowing halo of power.
Solar Grace: Amaterasu, and any unit she is attatched to, benefit from the Relentless USR. Furthermore, any enemy wishing to declare a charge against Amaterasu or her unit has to charge as if through difficult terrain. Note that this does not actually count as difficult terrain, so the enemy would still strike in normal initiative order, regardless of whether they are equipped with grenades or not. Furthermore, Amaterasu adds +1 to any Acts of Faith she or her unit attempts, just like a normal Canoness.
in comparison +1ws +1t -1i -1 a to mine my weapon is pw w +1s. His is pw w reroll ftw, rending and id if a save is failed. my armor rerolls ld based tests and basically i can pass an ld test w.in 12" his increases sof by one and can increase the effect by an additionall for THE REST OF THE GAME. And above this, Fearless. i only have 3 chances to survive w eternall warrior, it basically has eternall warrior - im going to mod mine to 1, cause it basically has 3 wound aw. i have a Simulacrum imperialis counted in to the points and a harder to hit - only for shooting - vs nulling psychic powers. i have a better ap value pistol than a regular that can shoot again for a gets hot usr - i think that is balanced. Saint has an inferno pistol - no arguments there. the saint can nullify any damage based on an ld test and if you roll a double on it, it causes an additionall effect. Me? If i ds on to an enemy sq, i assault. Nulling dmg on a 10/12 basis vs assaulting...like you have a 2+ invul. i have an assaulting bonus, Saint has a relentless and hardens the assault for enemies. But if i assault and want to do more damage, i can lose a modell to it, even on ds. I have drawbacks, Saint doesnt realy have.
second: SoB dont realy have assault unites.
i can include a squad of Seraphim as bodyguard w the same stats and points as per 'dex.
on the japanese: ok, felőlem lehet imperiál mijazmá, nem érdkel, but its a language: english forum, if I'd want to write in japanese, i'd go for a japanese server. Sounds cool, though, but still... ^^
This message was edited 7 times. Last update was at 2012/02/29 13:40:35
For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+
Another of my DE Characters: Eh'khas-haedrine, Lord of Broken Spires
Spoiler:
BG: Eh'khas-haedrine, The Master of the Shattered Spire is a genocidal Archon who rose to power very rapidly through several rather bold assassinations, was always relatively unstable even by Dark Eldar standards. Knowing how he ascended to his throne, he was 'prepared' when a number of his Kabal turned against him, The mad king detonated numerous high powered charges he had planted within his domain, killing his would be usurpers, cracking open his once grand towers, toppling several, exposing his throne room to the sky with little more than charred beams for decoration and leaving him with dreadful scars that he has thus far refused to heal, preferring to keep them as a reminder of his own Kabals treachery. Following this event (and many suspect brain damage caused by his own explosives) with the aid of his court mercenaries he hunted down and executed every kabalite eldar under his command, believing it was the only way to be assure his continued rule. He leaves his fortress in tatters to serve as a warning to any who might oppose him to the dangers of doing so, instead installing powerful energy shields to protect his throne room he sits atop a broken spire surrounded by creatures he believes are safe, their trust bought with money.
FO: HQ Squad: Eh'khas-haedrine, Lord of Broken Spires Unit: Eh'khas-haedrine, Points Per: 120, Models: 1, Unit Type: Infantry, WS-6, BS-6, S-3, T-3, W-2, I-6, A-3(4), Ld-9, Sv-4+ (6+*) / 2+*. Distrust: Court of the Archon become Troops Choices and are not limited by number of Archons. The following units may not be used: Kabalite Trueborn, Kabalite Warriors
Special Rules: Fleet Night Vision Power from Pain Independent Character - Move Through Cover - Skilled Rider Mercenary Bands
Mercenary Bands: Court of the Archon gain the following options: Any Lhamaean can replace their Splinter Pistol with: Splinter Rifle +5 per Shardcarbine +10 per For every 3 models in the squad, one Sslyth may replace its Shardcarbine with: Splinter Cannon +5 per
and a Tau one: Commander Mourning Sorrow
Spoiler:
I'll flesh out the fluff moreso later, but the basic concept is this - Within the Dark Eldar codex it speaks of the Tau that were made into Grotesques, The prototype, the first Tau changed during that conflict and the archetype for the others. Sent into combat with his distorted kin shortly thereafter, he took a direct hit, which somehow shook loose the connections that bound his mind - rather than go insane from the pain the warrior drew from previously unrealised reserves of control and courage, and fought his way through, ultimately hiding among the bodies when the battle was over.
The Haemonculi simply dismissed him as a casualty, not really caring about another lost test subject in the huge melee, yet the young warrior snuck back to friendly lines, where he told his story in distorted, gutteral words. His kin took pity on him, yet he wished to forge ahead and take vengence upon his makers - driven by the pain and rage they forced upon him.
The Earth Caste created for him unique equipment such as the Hammer of Dawn - a Plasma rifle designed for his giant hands, a special shield to protect him and a drone harness to support him, and he took the name R'ashmya - Mourning Sorrow, the changes to his genetics extending his life, he still fights to this day, now leading a specialist Hunting Cadre known as the Defenders of Twilight - constantly on the watch for the Dark Eldars insidious threat.
He is effectively a Grotesque made from a Tau warrior, who regained sentience. I intend to buy a Grotesque (the first and probably last actual grot model I'll be buying and it's not even for my Dark Eldar ) and modify a plasma rifle into a sort of oversized pulse rifle.
I just thought it'd make an interesting character.
Wargear: Gnarlskin Hard-Wired Target Lock Sorrows Shield Hammer of Dawn Pulse Pistol Twilights Shadow - Two Drone Controllers - Four Gun Drones
Special Rules: - Acute Senses Independent Character - Move Through Cover - Skilled Rider Feel No Pain Furious Charge Preferred Enemy: Dark Eldar
Options: None.
Gnarlskin: Gnarlskin confers a 6+ armour save.
Sorrows Shield: Commander O'R'ashmyas personal shield generator – it operates on a broader spectrum than the standard Tau shield generator, it confers a 3+ save and a 5+ invulnerable save.
The Hammer of dawn is a unique weapon combining the technology in Plasma and Pulse Rifles that has the following profile: Weapon: Hammer of Dawn Range-30”, Str-6, AP-3, Type-Assault 2, Rending.
Twilights Shadow: Commander Sorrows drone controllers are contained within this special harness. It counts as 2 Drone Controllers that have a total of 4 Gun Drones.
This message was edited 1 time. Last update was at 2012/02/29 14:46:05
Wrathblade: is a power sword, that confers +1S - included in profile.
Blessed Terra: Is a pistol, that can shoot an additional shot, but will get the Gets Hot! Sr for it.
Blessed Terra 12" s4ap4 pistol
Crux Imperialis: counts as a Simulacrum Imperialis, further more, any enemy that wishes to shoot at Julia and any squad she has joined will only hit on a 5+
Sacris Armor: it is a power armor, that allows all your unites with direct line of sight to reroll any roll made on their Ld value. Any of your unites with a model within 12" of Julia or a squad she has joined and the squad she is in may chose to automatically pass any test based on their Ld value.
Divine Spark: confers the Eternal Warrior Sr. Each time this special rule is used to prevent Instant Death on Julia will decrease its power. After 3 of this effects occure, the divine spark provides protection no longer.
Special Rules: Independent Character, Angelic Visage, Acts of Faith, Shield of Faith, Hit and Run, Wrathful Descent, Wings of the Martyr, Angelic Bolts.
Angelic Visage: as per SoB 'dex.
AoF, SoF, IC: as per SoB 'dex.
HnR: As per wh40k crb.
Wrathful Descent: if Julia and a squad she has joined wish to deep strike but get within 1" of an enemy model dont roll for mishap. Instead, leave them in your reserve, and in the assault phase, place her and her squad in base to base contact with that enemy modell/squad. They count as if they have assaulted.
Wings of the Martyr: she and her squad may charge up to 12", gain +1S on this action and you may roll 2d6. If you do, every model in the squad counts as haveing a single power sword, but lose the bonus attack granted by an aditional close combat weapon, except if they already have a power weapon. Further more, if a double is rolled, remove one of the assaulting models as a casualty, counting in resolving the combat.
Angelic Bolts: all attacks made by her and her squad in the shooting phase ignore cover.
Note: Julia, Wrath of Angels may have a squad of Seraphim as bodyguard with all point costs and rules as per SoB 'dex but dont take up a force organization slot.
AlmightyWalrus wrote:
Spoiler:
Since I got a whopping 2 answers in my dedicated thread, I might as well post it here:
Saint Amaterasu - 200 points
[i]Saint Amaterasu is an HQ choice in any Sisters of Battle army list[u].
WSBS S T W I A LdSv 6 5 3 3 4 5 2 10 -
Wargear:
Kusanagi-no-Tsurugi, Yata no Kagami, Yasakani no Magatama, Infernus Pistol, Frag & Krak Grenades
Special Rules:
Independent Character, Fearless, Eternal Warrior, My Faith Is My Shield!, Solar Grace
Wargear:
Kusanagi-no-Tsurugi: This sacred blade predates the Adepta Sororitas, and indeed the Imperium itself. Rumours claim that the Emperor himself wielded this blade during the wars that unified Terra and brought about the Age of the Imperium. The Kusanagi-no-Tsurugi is a power weapon that allows the wielder to reroll all failed wounds and bestows the Rending USR on any attacks made with it. Any unsaved wounds taken from this weapon cause Instant Death.
Yata no Kagami: This highly polished armour acts as a beacon of sorts, shining in places where no light should exist, inspiring all who look upon it. This allows all units with the Shield of Faith special rule within 6" of Amaterasu's unit to increase the Invulnerable Save granted by Shield of Faith to 5+. Furthermore, by spending a Faith Point and passing the test, any unit with the Shield of Faith special rule within 12" of Amaterasu may increase this save to a 4+ for the rest of the game turn. This test is taken at the start of the owning player's turn.
Yasakani no Magatama: This bead is carved out of the same material as the Null Staves commonly carried by some Inquisitors. The bead is a polished black, with a greenish hue. No psychic powers affecting any unit within 6" of Amaterasu or which originates from within 6" of Amaterasu may be cast.
Infernus Pistol: Read the flippin' manual!
Special rules:
My Faith Is My Shield!: With her complete belief in the Emperor's protection, Amaterasu has no need for mundane protection. Any wound taken by Amaterasu can be nullified on a successful leadership test. Should a double one be rolled for this test, any enemy units within 6" of Amaterasu must immediately take a pinning test at -1 leadership as Amaterasu's faith manifests in a glowing halo of power.
Solar Grace: Amaterasu, and any unit she is attatched to, benefit from the Relentless USR. Furthermore, any enemy wishing to declare a charge against Amaterasu or her unit has to charge as if through difficult terrain. Note that this does not actually count as difficult terrain, so the enemy would still strike in normal initiative order, regardless of whether they are equipped with grenades or not. Furthermore, Amaterasu adds +1 to any Acts of Faith she or her unit attempts, just like a normal Canoness.
in comparison +1ws +1t -1i -1 a to mine
my weapon is pw w +1s. His is pw w reroll ftw, rending and id if a save is failed.
my armor rerolls ld based tests and basically i can pass an ld test w.in 12"
his increases sof by one and can increase the effect by an additionall for THE REST OF THE GAME. And above this, Fearless.
i only have 3 chances to survive w eternall warrior, it basically has eternall warrior - im going to mod mine to 1, cause it basically has 3 wound aw.
i have a Simulacrum imperialis counted in to the points and a harder to hit - only for shooting - vs nulling psychic powers.
i have a better ap value pistol than a regular that can shoot again for a gets hot usr - i think that is balanced. Saint has an inferno pistol - no arguments there.
the saint can nullify any damage based on an ld test and if you roll a double on it, it causes an additionall effect. Me? If i ds on to an enemy sq, i assault. Nulling dmg on a 10/12 basis vs assaulting...like you have a 2+ invul.
i have an assaulting bonus, Saint has a relentless and hardens the assault for enemies. But if i assault and want to do more damage, i can lose a modell to it, even on ds. I have drawbacks, Saint doesnt realy have.
second: SoB dont realy have assault unites.
i can include a squad of Seraphim as bodyguard w the same stats and points as per 'dex.
on the japanese: ok, felőlem lehet imperiál mijazmá, nem érdkel, but its a language: english forum, if I'd want to write in japanese, i'd go for a japanese server. Sounds cool, though, but still... ^^
Being able to deep strike from assault and not being able to mishap, as well as giving your entire unit Power Weapons alongside a 12" charge distance, is really silly. Long Fangs, Lootas, Devestators or any similar stationary targets are going to evaporate, after which you have a 24" threat range.
As for the ID weapon, again, against T4 she causes 1.481481481 wounds ON THE CHARGE. This diminishes as the enemy toughness increases. As a comparison, your character causes 1.33333... wounds when charging, unless she's using her special rule thingie, in which case it's 1.7777777... wounds. The difference is, an infantry model that has to either footslog or travel in a Rhino with henchmen is easy to avoid, a jump infantry model with a charge range of 12" that can deep strike into you to assault is impossible to defend against without reserving everything.
As for the Japanese, again, those are the object's names. I don't translate my name (Axel) into "shoulder" or "axis" when I introduce myself in English just because that's what it would mean if I translated the Swedish meaning.
The odds of failing a Ld10 test is 1/12, but it doesn't do squat if you just munch her squad in close combat and sweep her. It can also be modified by stuff that affects leadership, which lowers the odds of succeeding significantly.
In closing: Yes, she's a pain to kill. That's the entire point. Saint Celestine represents her durability by being able to return from the dead, Amaterasu does it by not dying in the first place. Meanwhile, Amaterasu is slower, dead when she's gone, less effective while fighting against anything that isn't a character and, above all else, much more expensive. She increases the survivability for nearby sisters by a bit, but considering most units with Shield of Faith is pretty bad to start with that's hardly overpowered. Relentless on one unit is also not something unique: both Phaerons and Logan can do the same thing.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
Ok, there are very few things that lower Ld just by basically existing. Like one assassin from gk, that was in the c:wh. A nother is DE trophies. On the spec rule, she may die instantly if shes alone. On the english, please, say my name: Molnár Miklós Pál. Its Paul Michael Miller. Easier, isnt it? Pain to kill is worse - concentrating all free shots, just to have a chance to kill her. 20*4/6*3/6*2/6=1.11, so a single marine squad w bolters from 12" range can eat me. 20*4/6*3/6*1/2*1/12=0.27 Ok, i eat a whole squad alone from ds, than im dead. But i only assault, if i come w.in 1" of an enemy model. It can be a tank, and i wont have much advantage then. Lets calc on lascannon shots. 3/6*5/6*1/6=0.06 for me 3/6*5/6*2/6*1/12=0.01 so basically i need 2 shots from lascannon to die - one times eternall warrior - while you need a whole tank army to lose one, and you are still eternal, and ow, did i just direct all my attacks at one model? Probably in a squad, so it didnt even get a wound. Ld for saveing wounds. OP 100 lascannon shots to lose 1 wound... but if you'd like: 100 hits from a power fist termi sq to lose 1 wound. C'mon...
st cele only gets up on a 4+, thats a chance she will never get up, and she comes w d3 wounds. Pain in the ars, but can be tolerated. You dont come back, but are immortal non the less. For a UHQ that almost cant be killed, 200 is underpriced.
Automatically Appended Next Post: sorry, recalc on termies: 30*4/6*5/6*2/6*1/12=0.46 so a whole termi sq of 10 on assaulting cant even get one wound down.
This message was edited 6 times. Last update was at 2012/02/29 21:50:23
For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+
Special Rules and Wargear
Infantry.
And They Shall Know No Fear.
Independent Character.
Honour of the Chapter:
Liturgies of Hate/Battle:
Wargear
Power Armour.
Frag/Krak Grenades.
Rosarius.
Crozius Arcanum: Power Weapon.
Helm of burning wrath: one shot flamer
dragons claw: power fist with built in melta pistol
haven't thought up the fluff yet but I'm working on it
any c&c is appreciated
BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE! COOKIES FOR THE COOKIE MONSTER!
Captain #5601 Krieg Officer, fond of using Grenadiers for most operation
WS 5 BS 4 S 3 T 3 W 3 I 3 A 3 Ld 10 Sv 4+ (Standard Krieg Senior Officer stats, except for the higher leadership)
Equipment: Hotshot pistol (not in armoury, wouild it be legal?), Power Sword, Carapace Armour, Frag Grenades.
Standard Senior Officer rules as well as standard Krieg rules apply.
Can field Grenadier as troops. (If too powerful, 1-2 squad?)
Price? I have no idea...
5601 story is pretty much the same as any other Kriegsman, destined to be a normal guardsman, he managed to live long enough to recieve the skull shaped mask of the Grenadiers. Once again coming out alive of this, he was given the rank of Captain, as is the custom in Krieg regiments. His experience with the Grenadiers earned the unit a great importance in the eyes of 5601, as such, his fabled 6th company of the 5th Krieg regiment sees extensive use of these veterans.
This message was edited 4 times. Last update was at 2012/03/02 06:50:27
Ok, there are very few things that lower Ld just by basically existing. Like one assassin from gk, that was in the c:wh. A nother is DE trophies.
On the spec rule, she may die instantly if shes alone.
On the english, please, say my name: Molnár Miklós Pál. Its Paul Michael Miller. Easier, isnt it?
Pain to kill is worse - concentrating all free shots, just to have a chance to kill her. 20*4/6*3/6*2/6=1.11, so a single marine squad w bolters from 12" range can eat me.
20*4/6*3/6*1/2*1/12=0.27 Ok, i eat a whole squad alone from ds, than im dead. But i only assault, if i come w.in 1" of an enemy model. It can be a tank, and i wont have much advantage then.
Lets calc on lascannon shots.
3/6*5/6*1/6=0.06 for me
3/6*5/6*2/6*1/12=0.01 so basically i need 2 shots from lascannon to die - one times eternall warrior - while you need a whole tank army to lose one, and you are still eternal, and ow, did i just direct all my attacks at one model? Probably in a squad, so it didnt even get a wound.
Ld for saveing wounds. OP 100 lascannon shots to lose 1 wound...
but if you'd like: 100 hits from a power fist termi sq to lose 1 wound. C'mon...
st cele only gets up on a 4+, thats a chance she will never get up, and she comes w d3 wounds. Pain in the ars, but can be tolerated. You dont come back, but are immortal non the less.
For a UHQ that almost cant be killed, 200 is underpriced.
Automatically Appended Next Post: sorry, recalc on termies: 30*4/6*5/6*2/6*1/12=0.46 so a whole termi sq of 10 on assaulting cant even get one wound down.
The thing is, she's still not going to kill pretty much anything, even on the charge. I honestly don't think yours is OP either, as it's Sisters of Battle, but we're arguing who is more OP.
As for your math, it's off. Assuming a to hit requirement of 4+ (so BS3, WS anything lower than 7), to get the required 48 wounds to kill (4*12) you'll need 57,6 hits, which means 115,2 attacks to kill. On the other hand, if you kill her friends in melee you just sweep her, and if she's running on her own she isn't giving relentless and assault defended to anyone.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
so the ods are even worse for killing it. Yes, we ARE talking Sisters of Battle. Meaning we only need faith and zeal to kill our enemies. And fire. And bolts. And Prometheum! Not almost immortals. 115.2 attacks to kill, so i kill of your squad shes in, you will just march to my retributors and take out my firesupport, if you roll double because of a save, then i get pinned. Ok, i dont have psy powers, so thats a dud. Meanwhile i have a chance to scatter nice, and assault a group - if its a squad of termies then eeeeeep. I may kill a few of them, but then im just gona wither and die. you get assaulted by termies, the squad is crushed, but that one little saint is there, tieing up the assault squad in cc.
my largest problem is haveing a 4+ invul instead of 6+ for basically 1 faith point and 12", and the ld to negate damage. That is just insane. And it cant be negated even by Vindicars. the minor problem is that you have 2/6 to wound MEQ but all cause id, except w invul save enemies, who have a chance to survive id. Like Mega Nobs w 2 wounds. You cause a wound to one, it is dead. A hamenculus ancient 1 wound and its dead. Most of the UHQ have a chance but are otherwise dead. St.Cele has a 4+ invul, but you hit i beleave 3+, wound 4+, and basically need only one wound, and i have to roll to see if she gets back.
Ashurmen's Sword of Ashur is almost the same, but i beleave nmy has to fail an Ld for every unsaved wound or suffer id. And that is ELDAR tech, more anchien than the IoM. And hes 230 pt, dont have an Ld to save his but - its easier fo fail a 2+ armor save than an ld of 10.
This message was edited 1 time. Last update was at 2012/03/01 13:40:40
For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+
Yes, a 4+ invuln instead of a 6+ is good, but you're already faith starved, you give up other things to get it. Suppose I removed Eternal Warrior though? Still pretty damn survivable, but as soon as something strong got through she'd die.
You still need to drop either the deep strike thingie (preferrably) or the power weapon for pretty much free thingie IMO. A 12" assault range with +1 to strength AND free power weapons?
There's also a reason no one ever takes Asurmen in a competetive list: he's gak.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
AlmightyWalrus wrote:Yes, a 4+ invuln instead of a 6+ is good, but you're already faith starved, you give up other things to get it. Suppose I removed Eternal Warrior though? Still pretty damn survivable, but as soon as something strong got through she'd die.
You still need to drop either the deep strike thingie (preferrably) or the power weapon for pretty much free thingie IMO. A 12" assault range with +1 to strength AND free power weapons?
There's also a reason no one ever takes Asurmen in a competetive list: he's gak.
not free pw for the squad. If i roll a double, a model dies. I think i may mod it to call pair or odds and if you roll differently, a model dies.
im not talking competative, im talking God Emperor-like powers. To much in one weapon to be not in the hands of THE Emperor.
On the EWUSR: you have 2 wounds and a 4+ invul. I have 3 wounds and a 6+ invul. You have EW, i have a single chance EW. If any of us are hit w ID, we both die from the second anyway. You just have an ld of 10 to negate it. On DS assault: its almost the only realy unique ability that makes this HQ...well unique the gives the squad pw will only be for one round. Tap in a squad of Mega Nobz and next round i only have 2 ccw for me lasses. And so if they are not DSing to assault, they will be mostly free target for all enemy fire, so maybe the next turn my UHQ and a few seraphims make it to assault 24" - move 12" shoot pistols, assault 12" - before they die out. If not, and i successfully do ds-assault, then i may still end up tied up and dead - though HnR is goooooooooooood . You just place your HQ alone, atract fire and get to half distance before dieing out haveing most of your mods in position for the kill, or the enemy doesnt concentrate on it because of its survivability and then you wreck havoc backdoor.
but i WILL NOT lose the DSA, maybe mod wings of wrath and the Sera BG. how bout if you loose EW or mod the ld test to lets say a toughness test, then i'll: Wings of Wrath: Angelwrath and a squad she has joined has the Furious charge USR. If the squad she joined is a seraphim, you may roll 2d6 and call odds or evens. If you succeed, the sq may assault 12", if you fail, they move 6" and you must remove a modell from the sq as a causualty with no saves allowed.
Ofc you can buy a pw for the Seraph-ladies for 10pt/mod. Deal?
This message was edited 2 times. Last update was at 2012/03/01 22:42:48
For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+
Melta gun, flamer and heavy flamer, grenade launcher, heavy stubber, demo charge, vox, they all have hotshots and carapace armor, along with a cqw and frak/krak grenades.
A full 10 man squad of 'nadiers is already 180 points, didnt plan to change that.
Note that they can have both a heavy weapon and 2 special weapons.
But I was wondering about the character price, rather than the squads.
Bobthehero wrote: So, I could ask how much should I pay to have Stormies as troops, then lower it by what? 5-10 points since they don't hae their rules.
Bobthehero wrote: But I was wondering about the character price, rather than the squads.
riiiiiiiiiiight. so on topic: what points are standard dkok officers? better off, write down specials for dkok and this uhq and the points for bot - for a comparison - that would help a lot.
This message was edited 1 time. Last update was at 2012/03/02 06:15:48
For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+
70-80 imho. Haveing exra options is not so "big an advantage" in forc org to my knowlege, + the cost of the mastercrafted weapon - no idea of the current cost sry.
For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+
Inspirational Hero: All units within 12" gain the USR "Stubborn" and may use Gaunt's leadership for any Morale and Leadership tests (not Psychic tests).
Fething Lucky: Gaunt has the luck of the Tanith, an ability to get into tight corners but always seems to find his way out, he has a 5+ invulnerable save.
Tanith Camo Cloak: Tanith soldiers are known for their stealth. Combined with their superior camo cloaks they are able to stay nigh invisible when in cover. This gives Gaunt an additional +1 to any cover save he may be entitled to (including going to ground and the USR Stealth).
Senior Officer: Though Gaunt is technically a Commissar, he is very accustomed to working independently and taking charge when need be. Gaunt may issue any 2 orders per turn, with a command radius of 12”.
I started with the Lord Commissar rules and went from there. He gains +1I, EW, +1 to his cover save, master crafting on the power sword and Senior officer over a standard Lord Commissar with a power weapon and a camo cloak for an additional 85 points.
General Van Rensaler, Cadia 713th
"Sledgehammer of the Emperor"
The burning pits of Hades, also known as Sweden in summer
General Van Rensaler wrote:I had actually added this for a campaign we were running a while back. I know it's not unique, but it is updated for this edition.
Colonel Commissar Ibram Gaunt (175 points)
WS 5
BS 5
S 3
T 3
W 3
I 4
A 3
Ld 10
Sv 5+
Wargear: Flak Armor, Bolt Pistol, Master Crafted Power Sword, Tanith Camo Cloak, Frag and Krak Grenades
Inspirational Hero: All units within 12" gain the USR "Stubborn" and may use Gaunt's leadership for any Morale and Leadership tests (not Psychic tests).
Fething Lucky: Gaunt has the luck of the Tanith, an ability to get into tight corners but always seems to find his way out, he has a 5+ invulnerable save.
Tanith Camo Cloak: Tanith soldiers are known for their stealth. Combined with their superior camo cloaks they are able to stay nigh invisible when in cover. This gives Gaunt an additional +1 to any cover save he may be entitled to (including going to ground and the USR Stealth).
Senior Officer: Though Gaunt is technically a Commissar, he is very accustomed to working independently and taking charge when need be. Gaunt may issue any 2 orders per turn, with a command radius of 12”.
I started with the Lord Commissar rules and went from there. He gains +1I, EW, +1 to his cover save, master crafting on the power sword and Senior officer over a standard Lord Commissar with a power weapon and a camo cloak for an additional 85 points.
Remove I4, EW and make the powersword un-mastercrafted, and this guy would seem fine.
General Van Rensaler wrote:I had actually added this for a campaign we were running a while back. I know it's not unique, but it is updated for this edition.
Colonel Commissar Ibram Gaunt (175 points)
WS 5
BS 5
S 3
T 3
W 3
I 4
A 3
Ld 10
Sv 5+
Wargear: Flak Armor, Bolt Pistol, Master Crafted Power Sword, Tanith Camo Cloak, Frag and Krak Grenades
Inspirational Hero: All units within 12" gain the USR "Stubborn" and may use Gaunt's leadership for any Morale and Leadership tests (not Psychic tests).
Fething Lucky: Gaunt has the luck of the Tanith, an ability to get into tight corners but always seems to find his way out, he has a 5+ invulnerable save.
Tanith Camo Cloak: Tanith soldiers are known for their stealth. Combined with their superior camo cloaks they are able to stay nigh invisible when in cover. This gives Gaunt an additional +1 to any cover save he may be entitled to (including going to ground and the USR Stealth).
Senior Officer: Though Gaunt is technically a Commissar, he is very accustomed to working independently and taking charge when need be. Gaunt may issue any 2 orders per turn, with a command radius of 12”.
I started with the Lord Commissar rules and went from there. He gains +1I, EW, +1 to his cover save, master crafting on the power sword and Senior officer over a standard Lord Commissar with a power weapon and a camo cloak for an additional 85 points.
Remove I4, EW and make the powersword un-mastercrafted, and this guy would seem fine.
Hmm... if I did that, it'd really just be +1 cover save and senior officer for 85 points. That seems a little steep to me, being the same cost as bringing a Stormtrooper squad.
Is there a specific instance where you'd see him being broken?
General Van Rensaler, Cadia 713th
"Sledgehammer of the Emperor"
General Van Rensaler wrote:I had actually added this for a campaign we were running a while back. I know it's not unique, but it is updated for this edition.
Colonel Commissar Ibram Gaunt (175 points)
WS 5
BS 5
S 3
T 3
W 3
I 4
A 3
Ld 10
Sv 5+
Wargear: Flak Armor, Bolt Pistol, Master Crafted Power Sword, Tanith Camo Cloak, Frag and Krak Grenades
Inspirational Hero: All units within 12" gain the USR "Stubborn" and may use Gaunt's leadership for any Morale and Leadership tests (not Psychic tests).
Fething Lucky: Gaunt has the luck of the Tanith, an ability to get into tight corners but always seems to find his way out, he has a 5+ invulnerable save.
Tanith Camo Cloak: Tanith soldiers are known for their stealth. Combined with their superior camo cloaks they are able to stay nigh invisible when in cover. This gives Gaunt an additional +1 to any cover save he may be entitled to (including going to ground and the USR Stealth).
Senior Officer: Though Gaunt is technically a Commissar, he is very accustomed to working independently and taking charge when need be. Gaunt may issue any 2 orders per turn, with a command radius of 12”.
I started with the Lord Commissar rules and went from there. He gains +1I, EW, +1 to his cover save, master crafting on the power sword and Senior officer over a standard Lord Commissar with a power weapon and a camo cloak for an additional 85 points.
Remove I4, EW and make the powersword un-mastercrafted, and this guy would seem fine.
Hmm... if I did that, it'd really just be +1 cover save and senior officer for 85 points. That seems a little steep to me, being the same cost as bringing a Stormtrooper squad.
Is there a specific instance where you'd see him being broken?
No. I like the guy as he is. If you were to remove anything, it would be EW, but considering this guy still gets wounded on a 2+ by anything with S5 or higher anyways, it doesn't matter. Removing the M-C on the PW is pointless. Oh no, you get to re-roll one failed to-hit roll. Your opponents will surely tremble at the sight of this guy re-rolling one of his possible 3 failed hits.