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During the inavasion of Armageddon, it is a well known fact, that millions of gretchin were thrown to the slaughter. Yet none are mentioned. The tales of the green tide is ever in reference to the swarming mass of orkz. The Gretchin, much as they were intended to be, were bullet shields of flesh and easy ways to get the boyz over mine fields. Their numbers dwindled faster than anyone thought they could replenish them, and they killed so few Imperials they were never considered much more than a nuisance.
Snippa Recks, however, was an exception. Upon getting his first Grot Blasta from his resident Runt Herd, he peered it up and down like a mek. He had always eaten his food slower, paced his bites, even worked at a more gradual speed than others. Never punished as who would notice such a small grot in a herd doing something out of place. Like all the other Gretchin on his homeworld, he was going forward in a Waaaagh!!! to 'kill some oomies' and he had little to no life span left. The lot of them would be dead within hours of their making landfall. Snippa Recks, he listened, he watched, he knew.
The Weirdboyz say a strand of Brainboy, slipped itself into this Gretchin when it was first given smarts. Somehow, that broken ancestral race, had found a similarity between their small frames and the Gretchin, and chose the strongest of the Grots to return in.
Not a warboss walking could give a rats ass about this explination, no matter how you colored it up, a Grot was a Grot. If it was good at killing however, a warboss would find a place for it. Was Snippa Recks good at killing?
Well, come that invasion of Armageddon, Snippa Recks was in the seventh wave of Gretchin that were sent out. When fire came his way, he dropped to the ground and played dead. When the Imperial soldiers ran over him, he waited. When they started dying he tossed his Grot Blasta, crawled over to the best gun he could find, a long Imperial Sniper, from his lowered perch amongst the dead bodies, he started picking off Imperial soldiers who were charging around him. They couldn't spot him, couldn't find his location, and when they had gotten close enough, he leaped up with the sharpest choppa an ork had seen since Snikrots, and made a bloody mess of the surprised soldiers and playe dead beneath the blood right infront of their eyes. Confused with how they had even slain him and the way in which he had splattered the blood about, the soldiers ran off.
Snippa Recks, was a 'killa', and he was a damn good one. Now, Warboss's fight over the right to simply pay this one in a Trillion Gretchin's fee.
Snippa Recks ...40pnts
WS 5 BS 5 S 3 T 2 W 1 A x I x Ld 7+ Sv --
Type: Infantry (Takes up an Elite Force Organization Slot.)
Wargear: Sniper Rifle (Imperial Codex Version,) Snippa's Choppa
Snippa's Choppa: Ignores Armor on a 5+
Special Rules: Play Dead, Snippa Style, Already Here, Stealth, Independant Character, Unique. (Cannot attach to any unit.)
Play Dead: Snippa has mastered this art, if it can be called an art. When Snippa takes a wound in CC, he lays down and is treated as if he is dead. The enemy consolidates after the battle, the following turn, Snippa gets up with his one wound in tact. He must move and then run to the nearest cover however. If he suffers a wound in the shooting phase treat it as the same. Any enemy model in base contact with Snippa may take a Leadership test with a +5 to their roll, to check if Snippa is dead. If they pass they finish him off, if they fail no other model may take the check and Snippa is good to go. (If he is involved in multiple combat he will be allowed to exit combat and make a run move the following turn. If he is surrounded, he must play dead until he is no longer surrounded, and an enemy model may check on him every turn he is trapped in said position.)
Snippa Style: Snippa has a very dangerous style of fighting, it is also very frantic and fast so that he can make a big enough mess to play dead in. When he is engaged in Close Combat, roll 1d6 +1 for his number of Attacks each turn, and 1d6 +4 for his Initiative each turn. In addition he is extremely good at hugging dirt and stone and the like as well as small enough to hide behind nearly anything and thus recieves a +1 to all his cover saves. He also has a strange mastery over his sniper rifle and may reload it up to three times as fast as average and shoot at the same rate on most occasions. Roll 1d3 for extra shots with his gun each shooting phase.
Already Here: Snippa is not a highly paid bounty hunter for nothing, after both armies have been placed, and before other models with infiltrate, owning player may place Snippa on board inside any cover regardless of it's relevancy with opposing units. If of coruse said cover is not already occupied. If there is no unoccupied cover, than Snippa may be placed anywhere within 36" of an enemy unit.
This message was edited 4 times. Last update was at 2012/03/03 07:24:32
“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
The Angel of Death
Emperor's Champion
WSBS S T W I A LDSV 7 3 4(6) 5 3 5 4 10 10 2+
Wargear:
Armour of faith, 'The Reaper', Wings of Dunkelheit and 'The Grave'.
'The Reaper': This ancient blade is handed to the greatest of the Emperors champions that adds +2 to the users strength and master crafted. It also causes instant death.
Armour of Faith: (Check the Black Templar codex)
Wings of Dunkelheit: A winged jump pack that shadows its foes cause event the hardest of foes to cower all units within 6 inches must take a leadership test.
'The Grave': Is a deadly bolt pistol created on the eternal crusade. It allows you to re-roll its hit and wound.
Special rules:
Eternal Crusader: Immune to instant death.
"I am fear!": All Templars within 12 inches are fearless.
Champion: Master of every form of combat The Angel of Death can block any advanced attacks. Units assaulting the Angel of Death lose their bonus attack.
Deep Strike
Black Templar vows.
points: 180
Tali'Zorah: I appreciate what you're doing here, Shepard.
Commander Shepard: Well, I care deeply about the quarian people.
Tali'Zorah: It's good to be back on the Normandy.
Commander Shepard: Let me know if it's too quiet for you to sleep, and I'll find you someplace louder.
Tali'Zorah: Hmm.
Garrus Vakarian: Uh, I was there when you two had your thing, remember? Just get a room and work it out.
black templar wrote:The Angel of Death
Emperor's Champion
WS 7 BS 3 S4(6) T 5 W3 I5 A 4 LD10 SV2+ - Fixed
Wargear:
Armour of faith, 'The Reaper', Wings of Dunkelheit and 'The Grave'.
'The Reaper': This ancient blade is handed to the greatest of the Emperors champions that adds +2 to the users strength and master crafted. It also causes instant death. - I think this might be a tad overpowered. He hits almost anything on a 3+, at S6, and causes instant death on an unsaved wound. I might just make the sword add +3 strength rather than just +2 and drop the ID. He wouldn't cause ID, but he'd be able to better wound MC's Or even just have him Rend on a 4+ or something like Crowe..
Armour of Faith: (Check the Black Templar codex)
Wings of Dunkelheit: A winged jump pack that shadows its foes cause event the hardest of foes to cower all units within 6 inches must take a leadership test. - what happens if they fail? I'm assuming they get pinned.
'The Grave': Is a deadly bolt pistol created on the eternal crusade. It allows you to re-roll its hit and wound. -This reminds me of Gungrave.
Special rules:
Eternal Crusader: Immune to instant death. -I'd just give the guy the standard Eternal Warrior. Well, probably not, but if you're going to have him be immune to ID, you might as well just call it what it is
"I am fear!": All Templars within 12 inches are fearless.
Champion: Master of every form of combat The Angel of Death can block any advanced attacks. Units assaulting the Angel of Death lose their bonus attack. - Advanced attacks?
Deep Strike
Black Templar vows.
points: 180 - try around 240 if you keep the ID on the weapon and 220 if you don't
A model that can move 12", is immune to ID, and causes ID on an unsaved wound (out of 4 attacks), and his firearm can re-roll failed to hit and to wound rolls. I see big numbers for this guy's point cost. Then again, I have a character like this, except he costs 405 points.
Azriel, leader of the Tirion Combine (something I made up)
The fluff is long, so here's the short version: the Tirion Combine is composed of extragalactic species (called the Gigas) picked up by Azriel and his people as they roam the galaxy attempting to stop the Tyranids. Also, Azriel's people may or may not have been the ones that unleashed the Tyranids on the local cluster (and the Milky Way). After their galaxy was devoured, they had no choice but to flee, and so Azriel's predecessors decided to roam the local cluster, aiding galaxies against the Tyranids or saving others from being annihilated.
I made them sort of what Grey Knights are to daemons against the Tyranids. This guy is supposed to be OP, and really expensive. Like a souped-up Solitaire (or probably how a Solitaire should be).
By the way: Nanomachines allow a model to move an extra 2" in the movement phase, and Nano-gel confers FNP.
Cost: 405 points
--------------------------------------------------------------------------
WS10 BS5 S4 T3 W4 I10 A * Ld10 Sv3++
--------------------------------------------------------------------------
Unit Type: Infantry (Character)
Wargear: Deathweaver Armor, Blade of Eons, Nanomachines, Nano-gel, Independent Character
Deathweaver Armor: A suit similar in some ways to the Synskin of Imperial assassins, the Deathweaver armor is covered in tiny suspensors, further enhancing the already unreal abilities of its wearers.
The Deathweaver armor Azriel is equipped with is a modified version which produces a haze around its wearer as if it was constantly in a fog, making it harder to hit at range. Any unit attempting to target Azriel at a range greater than 12” must do so with -2 to their BS. It also grants the wearer +1 Initiative as well as the Fleet special rule. The Initiative bonus is included in Azriel’s profile. This armor provides no armor save.
Blade of Eons: Perhaps the oldest weapon in the Legion’s arsenal, the Blade of Eons was crafted over 100,000 years ago out of a rare type of crystal. Since then, the blade has been wielded by hundreds of warlords and commanders, and it is nothing short of a miracle that the blade has been passed down for so long. The Blade of Eons has a unique gift: over time, the skill of the men who wielded it became part of the blade itself, its history becoming an inextricable part of the weapon. Anyone who wields this blade is filled with the martial skill of those who have wielded it before. With this knowledge, it is easy to see why its current owner, Azriel, is so deadly in battle. However, this is but a fraction of the blades power, and the blades true power was not fully known or understood until the advent of energy shielding technology. Prior to the Tyranid consumption of Giga, the rare crystal that the Blade of Eons was created out of was found only on Giga, and much to the dismay and horror of Azriel, this crystal was later seen being used by the ultimate Tyranid organism, the Swarmlord, in its massive Bonesabres. This crystal has a peculiar energy-distortion effect, causing holes in otherwise impervious forceshields.
The Blade of Eons is a close combat weapon that increases the Azriel’s WS by 2 and allows him to re-roll any and all failed to-hit rolls. In addition, any successful invulnerable saves taken against wounds caused by the Bade of Eons must be re-rolled.
The WS bonus is included in Azriel’s profile. Against Tyranids, Azriel can re-roll any failed to-wound rolls.
Special Rules: Counter-Attack, Fearless, Archknight, Supreme Agility, Move Through Cover
Archknight: The title Archknight comes from ancient Gigas lore, where the Blade of Eons was crafted for a man known only as the Archknight.
According to legend, the Archknight was the greatest, most noble swordsman in the land, able to best any foe who stood against him. One day, the Archknight came across a town under attack from an enemy nation. The Archknight slew the invaders, and saved the town from destruction. The enemy king had heard stories of the Archknight, but had never believed them until now. Seeking revenge on the Archknight for killing his men, the king mobilized his army against that town and Archknight. The king and his army approached the town, and as they drew closer, they saw a man, the Archknight, waiting for them in the gates of the town. The King said to the Archknight “surrender and no harm will come to you or this town.” The Archknight peered through his helmet at the king and replied “I will make a deal, king. If even one of your men makes it past me into the town, I shall surrender.” The king laughed at the Archknight, but the Archknight did not waver. The king, realizing he was serious, said “this gate is wide enough for ten men to stand abreast, and I have six thousand men. This shall be an easy victory.” After ten hours of battle, not one man had made it through. The king, realizing he was outmatched, retreated back to his country. The king never again attacked the Archknight, or his country.
To most, this is simply a story. To Azriel, this is fact. As the wielder of the Blade of Eons, he has seen many visions of past wars and battles, and this is one of them. The title Archknight was passed down to each warrior who held the Blade of Eons, and Azriel is the latest in a very long line to be given the honor of being the Archknight, and his skill proves that he is indeed worthy of that title.
Instead of a normal attack value, Azriel may choose one of three ways to attack an enemy. The choice is made after Assault moves have been made, but before any blows are struck:
One for All: Azriel slices everything as he weaves his way through the enemy formation. He makes one attack for every model in the enemy squad that he is assaulting or is assaulting him at his normal strength. If there are more than 15 models in the squad Azriel is assaulting or gets assaulted by, his strength is reduced to 3. If he chooses to attack this way, he gains no attack bonus from assaulting.
All for One: Azriel focuses all of his might and skill into one blow, deftly striking in the most vial area of his target with unerring accuracy and precision. Azriel may make one attack that Rends automatically. However, instead of causing a wound, it causes Instant Death. If Azriel chooses to attack this way, he gains no attack bonus from assaulting.
Balanced: Azriel fall into a relaxed stance, relying on his agility and skill to get the job done. Azriel has 5 attacks at his normal strength that Rend on a 4+.
Supreme Agility: Azriel is the fastest, most agile person in the Tirion Combine, and his speed is only improved with his suit of Deathweaver armor. His speed and martial skill is so great that he can predict the movements of any enemy and dodge accordingly. He has a 3+ cover save, as he is not being protected by anything other than his ability to bob, weave, and parry (and jump around) like no other. This save cannot be mitigated/reduced in any way. Azriel also countsDangerous Terrain as Difficult Terrain, and may charge 8” rather than the usual 6”.
Figured I might as well throw in my hat to the thread of overpowered characters. How's this?
Carrionlord Bubonicus Vrax
Exalted Champion of Nurgle, Decimator of Ullax, Plaguelord of the 7 Systems
Points: 2000
WS7 BS5 S4 T6 W6 A3 I3 LD10 Sv2+(I)
Feel no Pain, Eternal Warrior, Mark of Nurgle (included in profile).
Favoured by Nugle
At the beginning of the controlling player's turn, the controlling player may bid any number of wounds and roll an equal number ofl 2D6 at the start of the turn. If a seven is rolled (1/6 chance) Nurgle is pleased, place a squad of seven Plague Bearers within 12" of Bubonicus. If a nine is rolled (1/9 chance) he is struck by the fickle Changer of Ways and Bubonicus suffers an unsavable wound. If any other result is rolled, there is no effect.
Deatheater
In any combat phase where Bubonicus destroys 7 or more enemy models, he may gain back one wound up to his maximum number of wounds. This may only occur once per turn. Models destroyed by Hellswarm (see below) do not count towards his Deatheater ability.
Armor of 1000 scars
Bubonicus' artificer armor has been grown over with scars from his diseased hide over the millenia. His save is considered invulnerable (included in profile)
Gauntlets of Pestillence
Bubonicus is armed with a pair of powerfists with integral Gouts of Pestillence. The gouts fire acidic filth and disease using the heavy flamer template. This weapon is S6 and he may fire both in the same turn. Models hit may attempt to save by rolling under their initiative value, otherwise they are removed as casualties as the acidic bile eats through bone, flesh and ceramite alike. This weapon rolls 2D6 armor penetration against vehicles and 3D6 armor penetration against vehicles which are open topped.
Cloak of Filth
Bubonicus is surrounded by a cloud of poison miasma, biting venemous and plague carrying insects. Models in B2B with him must make an armor save at the end of every combat step or suffer a wound. Casualties suffered in this manner contribute to combat resolution. Bubonicus is considered to always be in cover and shooting attacks directed against him are at -1 to hit.
Ability: Hellswarm - Use only during the movement phase. Bubonicus transforms his body into a swarm of death flies and poison mist. Bubonicus suffers one wound immediately and is placed him within 24" of his last position at least 1" away from any enemy models. All models within D6" of Bubonicus suffers a wound with no armor save possible. Invunerable saves may be taken as normal. Models under the template who are still alive are pinned in the following turn. Bubonicus may make no further movements or actions this turn. Vehicles hit are considered stunned.
Plague Nexus
If Bubonicus is reduced to zero wounds for any reason, remove all demons of Nurgle from play. Every model within 2D6 of him suffers a wound with no saves possible as his armor is ruptured, causing his liquefied interior to burst forth, showering the battlefield with putrid pestilence. Hits against vehicles are resolved at strength 0 with 7D6 armor penetration.
This message was edited 1 time. Last update was at 2012/03/02 21:53:55
During the inavasion of Armageddon, it is a well known fact, that millions of gretchin were thrown to the slaughter. Yet none are mentioned. The tales of the green tide is ever in reference to the swarming mass of orkz. The Gretchin, much as they were intended to be, were bullet shields of flesh and easy ways to get the boyz over mine fields. Their numbers dwindled faster than anyone thought they could replenish them, and they killed so few Imperials they were never considered much more than a nuisance.
Snippa Recks, however, was an exception. Upon getting his first Grot Blasta from his resident Runt Herd, he peered it up and down like a mek. He had always eaten his food slower, paced his bites, even worked at a more gradual speed than others. Never punished as who would notice such a small grot in a herd doing something out of place. Like all the other Gretchin on his homeworld, he was going forward in a Waaaagh!!! to 'kill some oomies' and he had little to no life span left. The lot of them would be dead within hours of their making landfall. Snippa Recks, he listened, he watched, he knew.
The Weirdboyz say a strand of Brainboy, slipped itself into this Gretchin when it was first given smarts. Somehow, that broken ancestral race, had found a similarity between their small frames and the Gretchin, and chose the strongest of the Grots to return in.
Not a warboss walking could give a rats ass about this explination, no matter how you colored it up, a Grot was a Grot. If it was good at killing however, a warboss would find a place for it. Was Snippa Recks good at killing?
Well, come that invasion of Armageddon, Snippa Recks was in the seventh wave of Gretchin that were sent out. When fire came his way, he dropped to the ground and played dead. When the Imperial soldiers ran over him, he waited. When they started dying he tossed his Grot Blasta, crawled over to the best gun he could find, a long Imperial Sniper, from his lowered perch amongst the dead bodies, he started picking off Imperial soldiers who were charging around him. They couldn't spot him, couldn't find his location, and when they had gotten close enough, he leaped up with the sharpest choppa an ork had seen since Snikrots, and made a bloody mess of the surprised soldiers and playe dead beneath the blood right infront of their eyes. Confused with how they had even slain him and the way in which he had splattered the blood about, the soldiers ran off.
Snippa Recks, was a 'killa', and he was a damn good one. Now, Warboss's fight over the right to simply pay this one in a Trillion Gretchin's fee.
Snippa Recks ...40pnts
WS 5 BS 5 S 3 T 2 W 1 A x I x Ld 7+ Sv --
Type: Infantry (Takes up an Elite Force Organization Slot.)
Wargear: Sniper Rifle (Imperial Codex Version,) Snippa's Choppa
Snippa's Choppa: Ignores Armor on a 5+
Special Rules: Play Dead, Snippa Style, Already Here, Stealth, Independant Character, Unique. (Cannot attach to any unit.)
Play Dead: Snippa has mastered this art, if it can be called an art. When Snippa takes a wound in CC, he lays down and is treated as if he is dead. The enemy consolidates after the battle, the following turn, Snippa gets up with his one wound in tact. He must move and then run to the nearest cover however. If he suffers a wound in the shooting phase treat it as the same. Any enemy model in base contact with Snippa may take a Leadership test with a +5 to their roll, to check if Snippa is dead. If they pass they finish him off, if they fail no other model may take the check and Snippa is good to go. (If he is involved in multiple combat he will be allowed to exit combat and make a run move the following turn. If he is surrounded, he must play dead until he is no longer surrounded, and an enemy model may check on him every turn he is trapped in said position.)
Snippa Style: Snippa has a very dangerous style of fighting, it is also very frantic and fast so that he can make a big enough mess to play dead in. When he is engaged in Close Combat, roll 1d6 +1 for his number of Attacks each turn, and 1d6 +4 for his Initiative each turn. In addition he is extremely good at hugging dirt and stone and the like as well as small enough to hide behind nearly anything and thus recieves a +1 to all his cover saves. He also has a strange mastery over his sniper rifle and may reload it up to three times as fast as average and shoot at the same rate on most occasions. Roll 1d3 for extra shots with his gun each shooting phase.
Already Here: Snippa is not a highly paid bounty hunter for nothing. Before the game begins, on a piece of paper owning player must write the position of Snippa. He may then place the paper somewhere safe. He can choose a said radius of 42" anywhere on the board. Snippa is free to shoot anything that enters that radius. He can do so without ever revealing where Snippa is. Snippa can shoot freely without ever being revealed. When an enemy is withing 6" of Snippa, Snippa becomes revealed and place him on the board showing the paper. If Snippa is more than 6" away from said radius, the owning player forfeits the game. Of course choosing to move Snippa Recks negates his invisibility and you must then place him on board. Check paper, etc. (A radius is a circled area, Snippa does not have to be in the circled area, but he needs to be within 6" of said area. effectively giving him an enhanced range of 48" maximum.)
I think the invisible rule makes him terribly over powered. Take that out and it'll be good (He's T2 so even a bolter will ID him) if you want to keep that rule I think it needs to be changed considerably.
Otherwise a very interesting IC! If you make someone say a Grot is OP you know you've done well
This message was edited 1 time. Last update was at 2012/03/03 00:04:40
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Ovion wrote: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.
I don't know the cost of an Archon with that wargear would be and I know the 2++ fails after one hit slips past but I think he might be underpriced still. I think the Tau one is definitely underpriced. T5, 3+5++4+++ with a decent gun is just a little too low for me. I want to give Tau some Slack because their codex kinda sucks and the Character only gets 2 shots and no melee bonus, so maybe even just 140-150?
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Ra'den, Chapter Master of the Storm Drakes. (salamanders successor)
Ra'den was part of the Salamanders 7th company command squad. When the HLoT said there would be a new founding, the Storm Drakes were born. Ra'den started off as the Captain of the Storm Drakes 5th company, he became the oldest marine in the entire chapter for many, many years after the death of the then Chapter Master, Drogan. Everyone said that he should become the Chapter Master, and he accepted.
Ra'den, Storm Drakes Chapter Master: 250pts
WS 6 S 5 T 5 W3 I 5 A 4 Ld 10 Sv 2+3++4+++
Wargear:
Storm Blade
Articifer Armour
Storm Shield
Iron Halo
Special Rules:
Honour Scars
Scaly Skin
Storm Call
And They Shall Know No Fear
Storm Blade:
The Storm Blade is the prize of the Chapter. It is an ancient relic blade, legend has it made by Vulkan himself.
The Storm Blade is a Relic Blade that makes successfully wounded by it strike at Initiative 1 in the next round of combat. It also causes 2d6 armour on vehicles that are open-topped.
Honour Scars:
The Storm Drakes carry on with the Salamander tradition of scarification after a great victory in battle. As Chapter Master, Ra'den has Honour Scars all over his body. As such he no longer fears pain from any man.
Ra'den has the Fearless Special Rule as listed in the Warhammer 40k rulebook.
Scaly Skin:
Ra'den, along with all members of the Chapter have developed a geneseed mutation which causes them to have lizard-like scaly skin and lizard heads. This skin is as hard as carapace armour, and provides a last line of natural defence for the marine.
This confers the Feel No Pain special rule as listed in the Warhammer 40k rulebook.
Storm Call:
Ra'den can call upon the elements to strike his foes with lightning.
Once per game each enemy unit/vehicle is hit with d6 strength 4 hits. Vehicles are automatically glanced on a 6.
Drop his S/T to 4/4 like every other Space Marine Chapter Master and give him Eternal Warrior. If he's gonna have a 2+/3++ with Feel No Pain it's just OP to have all that on a T5 model! I think the Storm Call should have a chance to hit and maybe remove the rear glance hit. Players with Land Raiders might kick a fit when they hear that haha And not that I'm trying to over over power him, but most Chapter Masters confer a bonus onto their troops in placement of Combat Tactics(Maybe?). Obviously you don't have to follow the guidelines, but I think it's reasonable to show his prowess as a leader!
Ok how bout this:
Ra'den, Chapter Master of the Storm Drakes. (salamanders successor)
Ra'den was part of the Salamanders 7th company command squad. When the HLoT said there would be a new founding, the Storm Drakes were born. Ra'den started off as the Captain of the Storm Drakes 5th company, he became the oldest marine in the entire chapter for many, many years after the death of the then Chapter Master, Drogan. Everyone said that he should become the Chapter Master, and he accepted.
Ra'den, Storm Drakes Chapter Master: 250pts
WS 6 S 4 T 4 W3 I 5 A 4 Ld 10 Sv 2+3++4+++
Wargear:
Storm Blade
Articifer Armour
Storm Shield
Iron Halo
Special Rules:
Eternal Warrior
Combat Tactics
Honour Scars
Scaly Skin
Storm Call
And They Shall Know No Fear
Storm Blade:
The Storm Blade is the prize of the Chapter. It is an ancient relic blade, legend has it made by Vulkan himself.
The Storm Blade is a Relic Blade that makes successfully wounded by it strike at Initiative 1 in the next round of combat. It also causes 2d6 armour on vehicles that are open-topped.
Honour Scars:
The Storm Drakes carry on with the Salamander tradition of scarification after a great victory in battle. As Chapter Master, Ra'den has Honour Scars all over his body. As such he no longer fears pain from any man.
Ra'den has the Fearless Special Rule as listed in the Warhammer 40k rulebook.
Scaly Skin:
Ra'den, along with all members of the Chapter have developed a geneseed mutation which causes them to have lizard-like scaly skin and lizard heads. This skin is as hard as carapace armour, and provides a last line of natural defence for the marine.
This confers the Feel No Pain special rule as listed in the Warhammer 40k rulebook.
Storm Call:
Ra'den can call upon the elements to strike his foes with lightning.
Once per game each enemy unit/vehicle is hit with d6 strength 4 hits. Vehicles of armour 12 (on their side armour) or below are glanced 6.
Combat Tactics:
Because of his chapters genetic mutation of scales, you may swap ATSSNF for every marine to have feel no pain.
Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
A base Archon has +1 WS, BS, Wound, I, Atk and Ld. An Archon with equivalent gear is 125.
I based it off of Duke Sliscus who is 150pts, without the 2+ poison weapons that rend on a 5, blast pistol and the rules that give all vehicles deepstrike + the 2d6 for combat drugs + the 3+ poison for a squad he's with.
He also removes what are considered the 2 of most competitive units in the codex (Kabalite Warriors and Trueborn) Having just gone through that... I wonder if he's overpriced now xD...
As for Moruning Sorrow, I honestly forget what I did to figure out his points...
But to analyse it, a base Grotesque is 35pts with the 6+ save and fnp and all of 3 ld. The base Shas'o is 75pts, with +1 BS, -1 T, +1 W, -1 I, +1 A, +1 Ld and the 3+ save. Is also jump infantry (jet pack) instead of infantry.
Shield Gen as standard gives a 4+ invun for 20pts, Plasma Rifle is 24" Str6 AP2 Rapid Fire for 20pts, Pulse Rifles 30" Str5, Ap5 for around 2pts, 4 Gun Drones would be 40pts.
So base gear off the grotesque is 117, so say 120. That may have been how I figured it out then...
Maybe up it to 140 then? It's new and I haven't playtested it yet so he's very up in the air.
This week I should be ordering a Grotesque model to start converting into him though, then I'll playtest him
This message was edited 1 time. Last update was at 2012/03/03 00:38:46
Craftworld Dras'Scur is one swathed in shadow and mystery. Escaping the fall through a combination of luck and timing, the Craftworld sat dormant for an age as it roamed the Galaxy looking to escape the horrors that birthed She Who Thirsts. It was only fitting for a Craftworld that skirts the edges of the known Galaxy to encounter enemies invading it from outside before all others. The Tyranid menace appeared from nowhere, a living bio-fleet that numbered billions of natural craft, and hundreds, if not thousands times more warriors aboard them. It is not known which fleet was the first to enter this Galaxy, the first to lay claim to the sustenance held within, but the first was not the issue, it was the many more that followed that would eventually be the Galaxy's undoing.
Dras'Scur watched from the shadows, the experienced Seers of the Eldar cloaking their presence from the inquisitive tendrils of the alien Hive Mind as best they could. It was luck that brought the Orks to the Tyranids before the Hive Mind broke through. Engaged in a war that would rage for centuries, the Hive Mind focussed its attention on the seething green swarm that stood in the way of the Hive Fleet, and it was this distraction that allowed the Seers further time to study this alien psychic presence.
At first, those who attempted contact simply died, their deaths filled with pain as their bodies convulsed and their minds were annihilated by the psychic presence. The Seers that followed them were more cautious each time, until a small group managed to return to the Craftworld with their sanity. Amongst this group was the Warlock known as Erix. Erix was the Seer who broke down the doors that led to the Hive Mind, after many had lost their lives falling against it. He spent every waking second skimming its surface, his gentle touch all but undetectable by the engaged Hive Mind. His studies took him down through the tendrils extending outwards, cloaking enemy psykers as the Shadow in the Warp, and giving orders through the synapse creatures buried in the war against the Greenskins.
It was he, who located the Tyranid presence upon Dras'Scur. The Hive Mind, it seemed, was not nearly as distracted as the Seers had thought, and were it not for the abilities of Erix, and the Hive Mind underestimating the Eldar race, Dras'Scur may have fallen deep into the shadows in which they waited. Erix spent the next nights analysing the Hive Mind; where it closed doors, it unknowingly opened more. Flashes of its intentions and actions passed by Erix's eyes, and from there, Erix discovered the threat. He learned to anticipate the thoughts and actions of the Hive Mind, and Dras'Scur struck at the enemy before it had even become a direct threat. The experienced Scorpions of Dras'Scur stalked Lictors through the giant wraithbone hulk, and drove them from the Craftworld, as other Eldar warriors who walked the Path of the Outcast acted as scouts and sentries on nearby worlds.
Erix was elevated to the rank of Farseer when it became clear that he was lost on the seer's path, his mind focussed in countering the psychic presence of the Tyranids, and providing a solid bulwark whenever it attempted to invade. It was he who learned how to sever the ties between the Hive Mind and the Synapse Creatures, thus allowing the Orks to succeed where otherwise they would have failed. It was he who planted counter-tactics in the head of the Warboss Skullkrumpa that would unravel the Hive Mind's plans. It could be said that it was he who single-handedly defeated a Hive Fleet by destroying it from within. Entire sections of the fleet collapsed in on themselves in confusion, others were surprised when the Ork fleet made manoeuvres that allowed them to effortlessly avoid defeat, and to strike in places that were left undefended only for a manner of seconds. Through Erix, the Orks split the Hive Fleet, chasing the largest splinter into the warp.
The Orks would almost certainly defeat this splinter, but would be left weakened, it was up to Dras'Scur to ensure the smaller fleets did no harm. One by one, the Splinter Fleets were engaged by the Aspect Warriors of Dras'Scur, the Scorpions, Reapers and Warp Spiders that were the mainstay of the Craftworld playing pivotal roles in the defeat of the aliens. The hunter Lictors became the hunted, and the Genestealers were ambushed and slaughtered by Erix's planning. Where the warriors of Dras'Scur hunted, they left naught but the rotting carcasses of their prey.
To this day Farseer Erix commands the arm of Dras'Scur dedicated to the defeat of the Tyranids.
The Hive Mind is said to feel no fear, Erix is said to have made it scream.
May be taken as a HQ choice in a Codex: Eldar army. Farseer Erix – Ultimate Bane of the Hive Mind – 190pts WSBS S T W I A LdSv 5 5 3 3 3 5 1 10 - Composition: • 1 (Unique)
Special Rules: • Psyker (Mastery Level 1) • Independent Character • Fleet of Foot • Ultimate Bane of the Hive Mind
Psychic Powers: Farseer Erix always has the Sever Synapse psychic power, and must choose between 1 and 4 more powers from the following list: • Guide • Doom • Fortune • Eldritch Storm • Mind War
Bonespear rules:
Spoiler:
Bonespear – Fashioned from a splinter of a Hive Tyrant’s Bonesword, Farseer Erix’s understanding of the Hive Mind allows him to replicate its touch, activating the deadly shard of psychic bone that is the spearhead.
The Bonespear is a two-handed close combat weapon that always wounds on a 4+ and ignores armour saves. If a model suffers an unsaved wound from the Bonespear, it must pass a Leadership test or suffer instant death. Furthermore, the Bonespear allows Farseer Erix to somewhat channel the false touch of the Hive Mind, allowing him to access and cut the links of synapse creatures.
If Farseer Erix is not in an assault, the Bonespear can allow him to cast Sever Synapse in addition to any other powers he is allowed to cast. This can allow Farseer Erix to cast Sever Synapse more than once per turn. Farseer Erix may re-roll his D6 when adding his leadership, and the D3 to see how many wounds he suffers, if Sever Synapse has been cast using the Bonespear.
Ultimate Bane of the Hive Mind rules:
Spoiler:
Ultimate Bane of the Hive Mind – Farseer Erix is one of only few Psykers in the Galaxy who have touched the Hive Mind and lived, and the fewer who have kept their sanity, but is the only Psyker known to the Eldar who is able to understand and translate its thoughts. Erix can sift through the convoluted mass of links to the various synapse creatures of each hive fleet and locate immediate threats, translate tactics and orders, and even out-think the Hive Mind itself, by predicting what it might do from the orders it gives.
Farseer Erix and any squad he joins have the Preferred Enemy: Tyranids universal special rule. Furthermore, any time an enemy player attempts to bring Tyranids units on from reserve (through any means), a player with Farseer Erix in his army may force him or her to re-roll the die to see if the unit comes on.
Any Tyranid unit Outflanking will come in from the player’s left hand side on the roll of a 2-3, the right on the roll of a 4-5, and the player may choose on the roll of a 6; on the roll of a 1, the Eldar player may choose where they Outflank. Any Tyranid unit Deep Striking within 12” of Farseer Erix will always scatter.
Sever Synapse Psychic Power:
Spoiler:
Sever Synapse – The Farseer traces the tendrils of the Hive Mind to the target creature, and temporarily severs the connection. It is not without its risks, as the Hive Mind itself is incredibly aggressive and will seek to eliminate any intruder, but a short period of time can be all the warriors of Dras’Scur need to remove a threat whilst it is confused and without the guidance of the Hive Mind.
This power is used at the start of the Eldar turn and does not require line of sight. The Farseer can target any Synapse Creature within 24”. Both models roll a D6 and add their respective Leadership; if the Eldar player scores equal or higher, then the target model will cease to be a synapse creature until the start of the Tyranid player’s next turn. After the power is resolved, the Farseer takes D3 wounds which can be saved as normal, regardless of the result of the power.
-----
Of course, the fluff makes him out to be super awesomesauce, but which codex doesn't make their characters out to be super awesomesauce? In reality, the Orks ultimately defeated the Tyranids, if the Tyranids had attacked the Craftworld then no amount of power could've stopped them, hell even Iyanden was lucky to have survived.
As for the rules themselves, they mean nothing against any army other than Tyranids except the Bonespear, which Erix only gets a single WS5 attack with. Yes, the effect is powerful, but it's the only special thing that Erix gets anyone other than Tyranids, so it's not exactly game-breaking. He's also only T3 and not immune to instant death, so anything S6 will splatter him.
Me might be a giant FU to Tyranids, but honestly, he's one model. Sever Synapse seems powerful, but when you take into account that all Synapse Creatures are Ld10, and he only gets the re-rolls if he casts using the Bonespear, it isn't as powerful as it first appears, plus it has the drawback of possibly killing your Farseer after one cast. It's also only for the rest of the Eldar turn, so all Tyranids are back under the effect before they have to test for IB, and it's only for when you want a Tyranid unit under the effect of a single SC to take a morale check and hopefully fail it.
Only Ultimate Bane seems to be very powerful, but the reserve re-roll isn't as effective later in the game (and useless on Turn 5+), they still successfully Outflank 5/6 of the time, and they only always scatter 12" from Erix, which still leaves a lot of board for them to perhaps not scatter on.
This message was edited 1 time. Last update was at 2012/03/03 00:53:06
Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.
Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.
"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation
Shas'O'Siepher wrote:i just opened a thread about a tau drone commander me and a buddy made up. so when i saw this thread i figured i`d atleast post a link to him
lots of backstory and pictures. let me know what you guys think on that thread or this
to, to meny drones. Over to meny drones. Tau is already an army of "chose what you want" dont make it more complicated. Though the gatling thing is quite good - deffensive yeat only fires when you are 12" and is s4 ap-- .But count that out to, to, to joat doin it w drones. and the drones are underpriced.
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+
Shas'O'Siepher wrote:i just opened a thread about a tau drone commander me and a buddy made up. so when i saw this thread i figured i`d atleast post a link to him
lots of backstory and pictures. let me know what you guys think on that thread or this
to, to meny drones. Over to meny drones. Tau is already an army of "chose what you want" dont make it more complicated. Though the gatling thing is quite good - deffensive yeat only fires when you are 12" and is s4 ap-- .But count that out to, to, to joat doin it w drones. and the drones are underpriced.
I would argue the too many drones part. The whole point of the character is that he has new drones that he, and only he can take into battle. While you are right in that tau is a choos what you want army, especially with their commanders being in crisis suits, i was looking to make one outside of a suit, just to add some uniqueness to him. As for the points cost, initially i would have agreed with you but my friend pointed out that they are stationary when outside of Siepher's squad, and the ESPE drones would affect friendly units, excluding other drones and siepher himself (i forgot to add that in so i appologize for that). Couple that with the fact that their range for all abilities is 12 means they can be picked off pretty easily from a safe distance when on their own. However i still may increase their points a bit but it wouldn't be by much more than 5-10 points per drone
During the inavasion of Armageddon, it is a well known fact, that millions of gretchin were thrown to the slaughter. Yet none are mentioned. The tales of the green tide is ever in reference to the swarming mass of orkz. The Gretchin, much as they were intended to be, were bullet shields of flesh and easy ways to get the boyz over mine fields. Their numbers dwindled faster than anyone thought they could replenish them, and they killed so few Imperials they were never considered much more than a nuisance.
Snippa Recks, however, was an exception. Upon getting his first Grot Blasta from his resident Runt Herd, he peered it up and down like a mek. He had always eaten his food slower, paced his bites, even worked at a more gradual speed than others. Never punished as who would notice such a small grot in a herd doing something out of place. Like all the other Gretchin on his homeworld, he was going forward in a Waaaagh!!! to 'kill some oomies' and he had little to no life span left. The lot of them would be dead within hours of their making landfall. Snippa Recks, he listened, he watched, he knew.
The Weirdboyz say a strand of Brainboy, slipped itself into this Gretchin when it was first given smarts. Somehow, that broken ancestral race, had found a similarity between their small frames and the Gretchin, and chose the strongest of the Grots to return in.
Not a warboss walking could give a rats ass about this explination, no matter how you colored it up, a Grot was a Grot. If it was good at killing however, a warboss would find a place for it. Was Snippa Recks good at killing?
Well, come that invasion of Armageddon, Snippa Recks was in the seventh wave of Gretchin that were sent out. When fire came his way, he dropped to the ground and played dead. When the Imperial soldiers ran over him, he waited. When they started dying he tossed his Grot Blasta, crawled over to the best gun he could find, a long Imperial Sniper, from his lowered perch amongst the dead bodies, he started picking off Imperial soldiers who were charging around him. They couldn't spot him, couldn't find his location, and when they had gotten close enough, he leaped up with the sharpest choppa an ork had seen since Snikrots, and made a bloody mess of the surprised soldiers and playe dead beneath the blood right infront of their eyes. Confused with how they had even slain him and the way in which he had splattered the blood about, the soldiers ran off.
Snippa Recks, was a 'killa', and he was a damn good one. Now, Warboss's fight over the right to simply pay this one in a Trillion Gretchin's fee.
Snippa Recks ...40pnts
WS 5 BS 5 S 3 T 2 W 1 A x I x Ld 7+ Sv --
Type: Infantry (Takes up an Elite Force Organization Slot.)
Wargear: Sniper Rifle (Imperial Codex Version,) Snippa's Choppa
Snippa's Choppa: Ignores Armor on a 5+
Special Rules: Play Dead, Snippa Style, Already Here, Stealth, Independant Character, Unique. (Cannot attach to any unit.)
Play Dead: Snippa has mastered this art, if it can be called an art. When Snippa takes a wound in CC, he lays down and is treated as if he is dead. The enemy consolidates after the battle, the following turn, Snippa gets up with his one wound in tact. He must move and then run to the nearest cover however. If he suffers a wound in the shooting phase treat it as the same. Any enemy model in base contact with Snippa may take a Leadership test with a +5 to their roll, to check if Snippa is dead. If they pass they finish him off, if they fail no other model may take the check and Snippa is good to go. (If he is involved in multiple combat he will be allowed to exit combat and make a run move the following turn. If he is surrounded, he must play dead until he is no longer surrounded, and an enemy model may check on him every turn he is trapped in said position.)
Snippa Style: Snippa has a very dangerous style of fighting, it is also very frantic and fast so that he can make a big enough mess to play dead in. When he is engaged in Close Combat, roll 1d6 +1 for his number of Attacks each turn, and 1d6 +4 for his Initiative each turn. In addition he is extremely good at hugging dirt and stone and the like as well as small enough to hide behind nearly anything and thus recieves a +1 to all his cover saves. He also has a strange mastery over his sniper rifle and may reload it up to three times as fast as average and shoot at the same rate on most occasions. Roll 1d3 for extra shots with his gun each shooting phase.
Already Here: Snippa is not a highly paid bounty hunter for nothing, after both armies have been placed, and before other models with infiltrate, owning player may place Snippa on board inside any cover regardless of it's relevancy with opposing units. If of coruse said cover is not already occupied. If there is no unoccupied cover, than Snippa may be placed anywhere within 36" of an enemy unit.
I think the invisible rule makes him terribly over powered. Take that out and it'll be good (He's T2 so even a bolter will ID him) if you want to keep that rule I think it needs to be changed considerably.
Otherwise a very interesting IC! If you make someone say a Grot is OP you know you've done well
It has been edited. Thank you for feedback, it is kind of fun to dance with the idea of these personally manifested Unique characters. I jumped at the chance to share a Gretchin IC. Had to take a shot at it, just had to.
“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
Shas'O'Siepher wrote:i just opened a thread about a tau drone commander me and a buddy made up. so when i saw this thread i figured i`d atleast post a link to him
lots of backstory and pictures. let me know what you guys think on that thread or this
to, to meny drones. Over to meny drones. Tau is already an army of "chose what you want" dont make it more complicated. Though the gatling thing is quite good - deffensive yeat only fires when you are 12" and is s4 ap-- .But count that out to, to, to joat doin it w drones. and the drones are underpriced.
I would argue the too many drones part. The whole point of the character is that he has new drones that he, and only he can take into battle. While you are right in that tau is a choos what you want army, especially with their commanders being in crisis suits, i was looking to make one outside of a suit, just to add some uniqueness to him. As for the points cost, initially i would have agreed with you but my friend pointed out that they are stationary when outside of Siepher's squad, and the ESPE drones would affect friendly units, excluding other drones and siepher himself (i forgot to add that in so i appologize for that). Couple that with the fact that their range for all abilities is 12 means they can be picked off pretty easily from a safe distance when on their own. However i still may increase their points a bit but it wouldn't be by much more than 5-10 points per drone
He costs 90 points just to have access to the drones, for just him and base drones that comes down to 33 points per drone if you take 5 base drones which is close a marker light drone, but with no marker 53 points if he wants 5 marker lights, the points for the drones are added into his original cost as he is required to use them at all, your just comparing them to base price for other drones available to all units and can be utilized by all units effectively.
Shas'O'Siepher wrote:i just opened a thread about a tau drone commander me and a buddy made up. so when i saw this thread i figured i`d atleast post a link to him
lots of backstory and pictures. let me know what you guys think on that thread or this
to, to meny drones. Over to meny drones. Tau is already an army of "chose what you want" dont make it more complicated. Though the gatling thing is quite good - deffensive yeat only fires when you are 12" and is s4 ap-- .But count that out to, to, to joat doin it w drones. and the drones are underpriced.
I would argue the too many drones part. The whole point of the character is that he has new drones that he, and only he can take into battle. While you are right in that tau is a choos what you want army, especially with their commanders being in crisis suits, i was looking to make one outside of a suit, just to add some uniqueness to him. As for the points cost, initially i would have agreed with you but my friend pointed out that they are stationary when outside of Siepher's squad, and the ESPE drones would affect friendly units, excluding other drones and siepher himself (i forgot to add that in so i appologize for that). Couple that with the fact that their range for all abilities is 12 means they can be picked off pretty easily from a safe distance when on their own. However i still may increase their points a bit but it wouldn't be by much more than 5-10 points per drone
He costs 90 points just to have access to the drones, for just him and base drones that comes down to 33 points per drone if you take 5 base drones which is close a marker light drone, but with no marker 53 points if he wants 5 marker lights, the points for the drones are added into his original cost as he is required to use them at all, your just comparing them to base price for other drones available to all units and can be utilized by all units effectively.
Thanks for the breakdown. (Phoenix wrote the rules)
Ok how bout this:
Ra'den, Chapter Master of the Storm Drakes. (salamanders successor)
Ra'den was part of the Salamanders 7th company command squad. When the HLoT said there would be a new founding, the Storm Drakes were born. Ra'den started off as the Captain of the Storm Drakes 5th company, he became the oldest marine in the entire chapter for many, many years after the death of the then Chapter Master, Drogan. Everyone said that he should become the Chapter Master, and he accepted.
Ra'den, Storm Drakes Chapter Master: 250pts
WS 6 S 4 T 4 W3 I 5 A 4 Ld 10 Sv 2+3++4+++
Wargear:
Storm Blade
Articifer Armour
Storm Shield
Iron Halo
Special Rules:
Eternal Warrior
Combat Tactics
Honour Scars
Scaly Skin
Storm Call
And They Shall Know No Fear
Storm Blade:
The Storm Blade is the prize of the Chapter. It is an ancient relic blade, legend has it made by Vulkan himself.
The Storm Blade is a Relic Blade that makes successfully wounded by it strike at Initiative 1 in the next round of combat. It also causes 2d6 armour on vehicles that are open-topped.
Honour Scars:
The Storm Drakes carry on with the Salamander tradition of scarification after a great victory in battle. As Chapter Master, Ra'den has Honour Scars all over his body. As such he no longer fears pain from any man.
Ra'den has the Fearless Special Rule as listed in the Warhammer 40k rulebook.
Scaly Skin:
Ra'den, along with all members of the Chapter have developed a geneseed mutation which causes them to have lizard-like scaly skin and lizard heads. This skin is as hard as carapace armour, and provides a last line of natural defence for the marine.
This confers the Feel No Pain special rule as listed in the Warhammer 40k rulebook.
Storm Call:
Ra'den can call upon the elements to strike his foes with lightning.
Once per game each enemy unit/vehicle is hit with d6 strength 4 hits. Vehicles of armour 12 (on their side armour) or below are glanced 6.
Combat Tactics:
Because of his chapters genetic mutation of scales, you may swap ATSSNF for every marine to have feel no pain.
Really? Gives your whole army FNP? Really? This is why we can't have nice things
Automatically Appended Next Post:
Ovion wrote:A base Archon has +1 WS, BS, Wound, I, Atk and Ld.
An Archon with equivalent gear is 125.
I based it off of Duke Sliscus who is 150pts, without the 2+ poison weapons that rend on a 5, blast pistol and the rules that give all vehicles deepstrike + the 2d6 for combat drugs + the 3+ poison for a squad he's with.
He also removes what are considered the 2 of most competitive units in the codex (Kabalite Warriors and Trueborn)
Having just gone through that... I wonder if he's overpriced now xD...
As for Moruning Sorrow, I honestly forget what I did to figure out his points...
But to analyse it, a base Grotesque is 35pts with the 6+ save and fnp and all of 3 ld.
The base Shas'o is 75pts, with +1 BS, -1 T, +1 W, -1 I, +1 A, +1 Ld and the 3+ save. Is also jump infantry (jet pack) instead of infantry.
Shield Gen as standard gives a 4+ invun for 20pts,
Plasma Rifle is 24" Str6 AP2 Rapid Fire for 20pts,
Pulse Rifles 30" Str5, Ap5 for around 2pts,
4 Gun Drones would be 40pts.
So base gear off the grotesque is 117, so say 120.
That may have been how I figured it out then...
Maybe up it to 140 then? It's new and I haven't playtested it yet so he's very up in the air.
This week I should be ordering a Grotesque model to start converting into him though, then I'll playtest him
I would argue that if you are taking the character it's because you want to benefit from the court more so than are worried about punishment.
As for the Tau you should look at a base HQ character and add onto that what he has. The changes in T is a pretty huge one. But if your opponent agrees then .... so you have it
This message was edited 2 times. Last update was at 2012/03/03 11:44:59
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Ovion wrote:TBH - anyone got an opinion on the 3 I've thrown in so far?
Well, the Tau I can't comment on, as I'm no Tau expert. DE, on the other hand...
My thoughts on Eh'khas-haedrine: Work on him some more. He seems awesome, and there is a lot of scope for him. In fact, you might want to add him to your Fandex, because i think it is worthy of such an item. Needs to have the other Court members fleshed out, however... Do the others have options also? The Lhamaean shouldn't have Splinter Weapons. Instead, they should have poison Rifles, since they are meant to be expert poisoners. Maybe some Virus Grenades as well?
The same for Drychera: She makes for a well thought out background character. I can't find fault with her, though we all know how new i am to all of this. With that in mind, however, she appears to be perfectly fieldable. Someone with more expertise would need to judge the point/skill balance, mind you...
And extra cookies for you, for not posting up YET ANOTHER FRAKKING MARINE!!! Makes you wonder is the universe is full to the eyeballs in them...
That would be an ecumenical matter...
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
Lockark wrote:Was almost excited, "fine cast void". Best colour ever. XP
As for the new paints, I find it interested the new 40k starter set is how to paint dark angles. Gives atleast some credit to the dark angles part of the rumored Dark Angles Vs. Chaos Starter set rumors.
Ovion wrote:Everything I'm posting is already in my extended codexes, they really just need reviewing for balance and such.
Splinter weapons are poison rifles. And she makes them 2+ poison weapons.
I think the other court members don't really suit extra options as they're very much one-trick-ponies.
Should have realised they were going into the Codices... Nice to have confirmation, mind you...
What about a poison that kills the soldier slowly, but triggers intense paranoia and rage? so you have infected troops gunning down those troops around him?
And if he's forever distrustful of his people, and hires mercenaries, then add to the Court. what type of scum appears there? Bounty Hunters? Information gatherers? Who?
Hope this helps...
That would be an ecumenical matter...
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
Lockark wrote:Was almost excited, "fine cast void". Best colour ever. XP
As for the new paints, I find it interested the new 40k starter set is how to paint dark angles. Gives atleast some credit to the dark angles part of the rumored Dark Angles Vs. Chaos Starter set rumors.
Eternal - Can never be removed from game due to a special rule. I.E Jaws of the Wolf Wolf etc.
Has access to all rune priest powers and this one.
Thunder god Charge - Voluund leaves any troop he is with and charges 12" and if he comes into base to base contact with an enemy unit he automatically assaults them. They take an an automatic D6ST 10 hits with Voluunds weapon when he uses this attack. These attacks are made during the movement phase after the troop has moved and do not count towards combat resolution. The enemy models do not attack back until the CC phase begins and voluund can than attack again as per normal.
Wargear: Storm shield, Wolftooth Necklace, Melta bombs, Runic Armor, Wolftail Talisman, Wolf God Hammer
Wolf God Hammer - The legendary Wolf God Hammer is a Thunder Hammer of legendary craftsmanship and is made of an experimental metal and power source that have been lost to time. During the time of its creation the planet had fallen into a
Scourge of Deamon infestation. The planet overrun and the hammer sent off the planet along with other experimental gear before the manufactorium that housed it was obliterated. It later came into the hands of Voluund whom swore to keep it from the hands of Chaos. It has the following additional rules
Swift Hammer - Unlike a normal Thunder Hammer, Voluund May strike with the Wolf God Hammer at normal Initiative as the material is "while stronger than what makes a normal hammer" 3x lighter than a normal Thunder Hammer. The Initiative in CC is Volunds and does not suffer from the Always strikes last rule.
Additional Attacks - Because of the light nature of the weapon, Voluund gains a +2 attacks in CC in addition to the normal +1 for charging.
Thunder Wolf Gods Grace - May Re Roll any 1's 1 time that you roll during either to hit or to wound. Must select which before combat is made.
Points - 220
This message was edited 1 time. Last update was at 2012/03/03 22:48:18
Lord Commissar Wolfe 70pts
WS 5 BS 5 S 3 T 3 W 3 I 3 A 3 LD 10 Sv 4+
A Company Command Squad may be joined by Lord Commissar Wolfe
Wargear: Carapace Armour, Bolt Pistol, Power Weapon, Frag and Krak Grenades, Refractor Field.
Special Rules: Stubborn, Summary Execution, Aura of Discipline, Fear Me, Not Death!, Commissar-Captain
Fear Me, not Death! - Units within 12" of LC Wolfe gain Furious Charge.
Commissar-Captain - Lord Commissar Wolfe is a Commissar-Captain, he is in charge of the Regiment he is a part of. This allows you to take 0-2 Storm Trooper Squads as Troop Choices. In addition all Platoon Command Squads must be joined by a Commissar.
Lord Commissar Wolfe was called to the Defense of St. Jude VII, in the 4th year of the Great Siege, he brought with him many members of the Commissariat, including a Storm Trooper Company for special operations. LC Wolfe is known for leading great charges to victory, he credits this to the Junior Commissars he brings with him to inspire the men down to the last Guardsmen. Once there he immediately took command of the Regiment that was responsible for the defense of the last city left on the planet. His presence quickly became known as drastic changes were made and the Defense began to turn around. This Regiment became known as St. Jude's Lost Causes, as they were all soon to be lost if it was not for Lord Commissar Wolfe's quick response to the planet.
Thoughts? His stats are the same as a Lord Commissar (minus the Carapace), should they be boosted? Points good?
This message was edited 1 time. Last update was at 2012/03/03 22:44:13
Eternal - Can never be removed from game due to a special rule. I.E Jaws of the Wolf Wolf etc.
Has access to all rune priest powers and this one.
Thunder god Charge - Voluund leaves any troop he is with and charges 12" and if he comes into base to base contact with an enemy unit he automatically assaults them. They take an an automatic D6ST 10 hits with Voluunds weapon when he uses this attack. These attacks are made during the movement phase after the troop has moved and do not count towards combat resolution. The enemy models do not attack back until the CC phase begins and voluund can than attack again as per normal.
Wargear: Storm shield, Wolftooth Necklace, Melta bombs, Runic Armor, Wolftail Talisman, Wolf God Hammer
Wolf God Hammer - The legendary Wolf God Hammer is a Thunder Hammer of legendary craftsmanship and is made of an experimental metal and power source that have been lost to time. During the time of its creation the planet had fallen into a
Scourge of Deamon infestation. The planet overrun and the hammer sent off the planet along with other experimental gear before the manufactorium that housed it was obliterated. It later came into the hands of Voluund whom swore to keep it from the hands of Chaos. It has the following additional rules
Swift Hammer - Unlike a normal Thunder Hammer, Voluund May strike with the Wolf God Hammer at normal Initiative as the material is "while stronger than what makes a normal hammer" 3x lighter than a normal Thunder Hammer. The Initiative in CC is Volunds and does not suffer from the Always strikes last rule.
Additional Attacks - Because of the light nature of the weapon, Voluund gains a +2 attacks in CC in addition to the normal +1 for charging.
Thunder Wolf Gods Grace - May Re Roll any 1's 1 time that you roll during either to hit or to wound. Must select which before combat is made.
Points - 220
No. Not for 220 points. 300 maybe. He can do a possible 11 S10 PW attacks at initiative per turn, and move 24" per turn as well. Oh, and he has four wounds. This guy needs to be either S4 or over 300 pts.
Njal Stormcaller, who this thing is harder than, has more powers and gear than etc is 245.
To figure out a reasonable points cost for Voluund Gunnar lets assume Njal as the base at 245, then add in meltabombs for 5, the thunderhammer base would be 25 points, say at least 50 for this striking at I version, the Storm Shields another 25, 5 points for the wolftail, the extra power.. we'll say around 30 points (probably undercostign it though), the +2 attacks another 10pts, and the extra strenght another 5 pts (balanced off -1 ld). Add another 10 points for Thunderwolf Gods Grace + anything I missed and you're looking at this thing wanting to be AT LEAST:
385 points. Round that up for balance / appeasing your op into letting you use it and I'd say 390-400 points.
This message was edited 1 time. Last update was at 2012/03/03 23:35:55
UMGuy wrote:Lord Commissar Wolfe 70pts
WS 5 BS 5 S 3 T 3 W 3 I 3 A 3 LD 10 Sv 4+
Spoiler:
A Company Command Squad may be joined by Lord Commissar Wolfe
Wargear: Carapace Armour, Bolt Pistol, Power Weapon, Frag and Krak Grenades, Refractor Field.
Special Rules: Stubborn, Summary Execution, Aura of Discipline, Fear Me, Not Death!, Commissar-Captain
Fear Me, not Death! - Units within 12" of LC Wolfe gain Furious Charge.
Commissar-Captain - Lord Commissar Wolfe is a Commissar-Captain, he is in charge of the Regiment he is a part of. This allows you to take 0-2 Storm Trooper Squads as Troop Choices. In addition all Platoon Command Squads must be joined by a Commissar.
Lord Commissar Wolfe was called to the Defense of St. Jude VII, in the 4th year of the Great Siege, he brought with him many members of the Commissariat, including a Storm Trooper Company for special operations. LC Wolfe is known for leading great charges to victory, he credits this to the Junior Commissars he brings with him to inspire the men down to the last Guardsmen. Once there he immediately took command of the Regiment that was responsible for the defense of the last city left on the planet. His presence quickly became known as drastic changes were made and the Defense began to turn around. This Regiment became known as St. Jude's Lost Causes, as they were all soon to be lost if it was not for Lord Commissar Wolfe's quick response to the planet.
Thoughts? His stats are the same as a Lord Commissar (minus the Carapace), should they be boosted? Points good?
Same price as a normal LC but gets the 12" furious charge bubble, PW, and Storm Troopers as troops? Oh but he makes you take commissars! Considering Vet spam is the order of the day (and you need even less now that you have 2 ST troops!) I'd say he needs to be cranked up to 120 (70+10pw+20bubble+20STTroops).
Otherwise interesting choices (and he doesn't have T7 2++ with FnP like everyone else!!!)! Good for making those blobs' S4 PW hurt! And they hit at the same time as MEQ! Throw a priest in the squad and it really hurts!
4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0 3000 Points of Heralds of Arcadia (Space Marines)
Eternal - Can never be removed from game due to a special rule. I.E Jaws of the Wolf Wolf etc.
Has access to all rune priest powers and this one.
Thunder god Charge - Voluund leaves any troop he is with and charges 12" and if he comes into base to base contact with an enemy unit he automatically assaults them. They take an an automatic D6ST 10 hits with Voluunds weapon when he uses this attack. These attacks are made during the movement phase after the troop has moved and do not count towards combat resolution. The enemy models do not attack back until the CC phase begins and voluund can than attack again as per normal.
Wargear: Storm shield, Wolftooth Necklace, Melta bombs, Runic Armor, Wolftail Talisman, Wolf God Hammer
Wolf God Hammer - The legendary Wolf God Hammer is a Thunder Hammer of legendary craftsmanship and is made of an experimental metal and power source that have been lost to time. During the time of its creation the planet had fallen into a
Scourge of Deamon infestation. The planet overrun and the hammer sent off the planet along with other experimental gear before the manufactorium that housed it was obliterated. It later came into the hands of Voluund whom swore to keep it from the hands of Chaos. It has the following additional rules
Swift Hammer - Unlike a normal Thunder Hammer, Voluund May strike with the Wolf God Hammer at normal Initiative as the material is "while stronger than what makes a normal hammer" 3x lighter than a normal Thunder Hammer. The Initiative in CC is Volunds and does not suffer from the Always strikes last rule.
Additional Attacks - Because of the light nature of the weapon, Voluund gains a +2 attacks in CC in addition to the normal +1 for charging.
Thunder Wolf Gods Grace - May Re Roll any 1's 1 time that you roll during either to hit or to wound. Must select which before combat is made.
Points - 220
No. Not for 220 points. 300 maybe. He can do a possible 11 S10 PW attacks at initiative per turn, and move 24" per turn as well. Oh, and he has four wounds. This guy needs to be either S4 or over 300 pts.
One Pathfinder unit in a Codex: Tau army may replace its Shas'Ui with Shas'Ui'Yr'Mesa for 60pts. Pathfinder Shas’Ui’Yr’Mesa WSBS S T W I A LdSv 2 5 3 3 1 2 1 8 4+ Unit Type: • Infantry
Special Rules: • Scouts • The Patient Hunter • The Hunter’s Mark
"Hunter's Mark" Markerlight Target Designator:
Spoiler:
"Hunter’s Mark" Markerlight Target Designator – The Hunter’s Mark is a special issue Markerlight currently undergoing extensive Alpha Stage field testing. It is more precise than the basic markerlights available for Fire Warriors teams, and even those hard-wired onto Drones, as well as being nigh undetectable by enemies. Only a handful of Fire Caste warriors have earned the right to bear the Hunter’s Mark.
The Hunter’s Mark is an Assault 1 Networked Markerlight, and provides 2 markerlight counters instead of the usual 1 if it hits.
The Patient Hunter:
Spoiler:
The Patient Hunter – Shas’Ui’Yr’Mesa and the teams he leads can stalk enemies for days without them realising that they are being followed; the experienced Pathfinder leading his squad into the best and most protected positions for observation. When the time comes to strike, his Rail Rifle finds its deadly mark quickly and efficiently, leaving nothing to chance.
Shas’Ui’Yr’Mesa and any squad he is attached to has the Stealth universal special rule. Furthermore, wounds caused by Shas’Ui’Yr’Mesa’s shooting attacks using his Rail Rifle are always allocated by his controlling player.
The Hunter's Mark
Spoiler:
The Hunter’s Mark – The technological advances that have gone into the Hunter’s Mark markerlight have also allowed efficiency to be increased elsewhere, not least the ability for orbiting Tau craft, sensor drones, or other positions to locate the mark, and provide further firepower from safe distances or locations.
One per game, both markerlight counters generated by the Hunter’s Mark markerlight may be expended to fire one of the following at the unit hit. Each firing mode always scatters the full 2D6”:
Orbital Rail Cannon: Range: Unlimited Strength: 10 AP: 1 Type: Ordnance 1, Large Blast
Orbital Lance Disruptor: Range: Unlimited Strength: 6 AP: 4 Type: Ordnance D3, Barrage, Large Blast*
*Any model(s) beneath the centre hole of any of the markers count the hit as AP2. Vehicles whose hulls are beneath the centre hole of any of the markers count the attack as having the weapon type Lance in addition to any other types.
-------
If it weren't for the Once Per Game attacks, he would be costed a little lower, but i'm still not sure about his current cost, although you do have to factor in that in order to get him the minimum you must spend is 58pts on 4 Pathfinders + a Shas'Ui upgrade, then 60pts on Shas'Ui'Yr'Mesa, and then a further 80pts on a barebones Devilfish (without disruption pods) for a grand total of 198pts before any unit upgrades.
Bearing that in mind, how would you say his cost is?
This message was edited 1 time. Last update was at 2012/03/04 00:18:11
Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.
Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.
"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation
Base is 12pts, +10 for shas'ui, add rail rifle, multitracker, target lock, and fancy markerlight for 10 each, then say the one-shot ability for say 25pts for 77pts, round up to 80 for things like the being able to pick your target... and stealth 60pts is probably about right... and even then only cos I know how overpriced all the Tau stuff is... he should possibly even be 70-75 if he proves too good when testing him.
(I'm totally not bored with little better to do tonight xD)
This message was edited 1 time. Last update was at 2012/03/04 00:35:11