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McNinja wrote: If I remember correctly, aren't the Night Lords one of the few legions to not use daemons or align themselves with any god? They really don't like Chaos, they just dislike the Imperium far more.
Also, not a clue what that Daemonic rule is.
More or less true. But like most CSM, they will align themselves w/ a warhost that does if they get something in return.
The Daemon USR gives a 5++ & Fear.
Sometimes, the only truth people understand, comes from the barrel of a gun.
McNinja wrote: If I remember correctly, aren't the Night Lords one of the few legions to not use daemons or align themselves with any god? They really don't like Chaos, they just dislike the Imperium far more.
Also, not a clue what that Daemonic rule is.
THe character is from Aaron Dembski-Bowden's excellent Night Lords series, basically he got possessed against his will by a Tzeentch daemon.
The Daemonic rule gives a 5+ invulnerable save and causes Fear
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 4 4 4 3 4 2 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +25 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma for +10 points
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
*Edited stats.
Made some stat changes, should bring him more inline w/ cost. However, there's absolutely no way you're going to convince me that a weapon w/ -worse- stats than the Axe of Blind Rage & -also- gives USR's to an opponent is worth 10 pts more.
Ohcrap - just noticed I missed the Sigil and Fearless in my pointing. *goes and fixes that*
It's basically a Power Axe, with the Daemon Weapon and Force rules, and only gives Hatred and Furious Charge to Space Wolves. So against 1 in 16 armies, and only when they specifically charge him (and his unit) - not exactly a massive drawback there
Axe of Blind Fury requires you have Mark of Khorne which is 10-15pts on the models that can take the Axe, gives rage (matters for princes. ) and reduces the models WS by 1.
But sure, lets go with 35pts
So with your changes:
Spoiler:
Sorc - 60
+1W +10
Inferno Bolts +10
Mark of Tzeentch +15
Sigil of Corruption +25
Spell Familiar +15
Howling Axe +35
+Fearless +10
+2 Mastery Levels +50
+Veterans of the Long War +5
235
This message was edited 1 time. Last update was at 2013/03/06 17:40:26
Wargear: Power armor, aura of dark majesty, bolt pistol, frag and krak grenades
Malcharion's bolter: Range 24 S4 AP4 Assault 2
Aurum: This is a master crafted power sword with AP2. If used with 2 hands, gains the Two-Handed USR and gives +1 S. Blood Angels gain Hatred against Talos.
Special Rules: Fear, Veterans of the Long War, Night Vision
Prophetic Voice: Talos or any 1 friendly model within 12 inches may re-roll any 1 dice per turn.
Murderer, not a warrior: Gains 1 re-roll to hit in combats where friendly models outnumber enemy models. Does not apply in a challenge. May decline challenges without normal setbacks such as being unable to fight. Enemy models gain 1 re-roll to hit in a challenge.
Xarl, Blademaster
Type: Infantry (character)
WS6 BS4 S4 T4 W2 I5 A3 Ld8 Sv3+
Wargear: Power armor, bolt pistol, bolter, frag and krak grenades
Executioner: S6 AP4 Rending Two-handed Melee
Special Rules: Fear, Veterans of the Long War, Night Vision
Dodge: Xarl has a 5+ invulnerable save, increased to 4+ in combat.
Murderer, not a warrior: Gains 1 re-roll to hit in combats where friendly models outnumber enemy models. Does not apply in a challenge. May decline challenges without normal setbacks such as being unable to fight. Enemy models gain 1 re-roll to hit in a challenge.
Cyrion
Type: Infantry (character)
WS4 BS5 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: Power armor, bolt pistol, close combat weapon, bolter, frag and krak grenades
Special Rules: Fear, Veterans of the Long War, Night Vision
Touched by Slaanesh: Whenever a model is removed from play within 3 inches of Cyrion, roll a dice. On a 5+ he gains +1 S and I until the start of his next turn.
Murderer, not a warrior: Gains 1 re-roll to hit in combats where friendly models outnumber enemy models. Does not apply in a challenge. May decline challenges without normal setbacks such as being unable to fight. Enemy models gain 1 re-roll to hit in a challenge.
Uzas
Type: Infantry (character)
WS5 BS3 S4 T4 W2 I4 A3 Ld6 Sv3+
Wargear: Power armor, bolt pistol, master-crafted bolter, chainaxe, frag and krak grenades
Special Rules: Fear, Rage, Counter Attack, Fearless (not conferred to First Claw), Veterans of the Long War, Hatred (everything), Night Vision
Touched by Khorne: If Uzas is in range for a legal charge, he must pass a Ld test on his unmodified Ld or attempt to charge. If he is within 3 inches of Talos he may use Talos' Ld instead
Murderer, not a warrior: Gains 1 re-roll to hit in combats where friendly models outnumber enemy models. Does not apply in a challenge. May decline challenges without normal setbacks such as being unable to fight. Enemy models gain 1 re-roll to hit in a challenge.
Mercutian
Type: Infantry (character)
WS4 BS4 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: Power armor, bolt pistol, close combat weapon, frag and krak grenades
Modified heavy bolter: Range 36 S5 AP4 Salvo 2/4
Special Rules: Fear, Veterans of the Long War, Stubborn (not conferred to First Claw), Night Vision
Murderer, not a warrior: Gains 1 re-roll to hit in combats where friendly models outnumber enemy models. Does not apply in a challenge. May decline challenges without normal setbacks such as being unable to fight. Enemy models gain 1 re-roll to hit in a challenge.
Variel
Type: Infantry (character)
WS4 BS4 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: power armor, bolt pistol, close combat weapon, bolter, frag and krak grenades
Narthecium: Grants FNP to First Claw
Special Rules: Fear
Dispassionate Killer: Enemy models must re-roll successful Fear tests.
This message was edited 2 times. Last update was at 2013/03/07 05:44:02
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 4 4 4 3 4 2 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +25 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma for +10 points
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
*Edited stats.
Made some stat changes, should bring him more inline w/ cost. However, there's absolutely no way you're going to convince me that a weapon w/ -worse- stats than the Axe of Blind Rage & -also- gives USR's to an opponent is worth 10 pts more.
Ohcrap - just noticed I missed the Sigil and Fearless in my pointing. *goes and fixes that*
It's basically a Power Axe, with the Daemon Weapon and Force rules, and only gives Hatred and Furious Charge to Space Wolves. So against 1 in 16 armies, and only when they specifically charge him (and his unit) - not exactly a massive drawback there
Axe of Blind Fury requires you have Mark of Khorne which is 10-15pts on the models that can take the Axe, gives rage (matters for princes. ) and reduces the models WS by 1.
But sure, lets go with 35pts
So with your changes:
Spoiler:
Sorc - 60
+1W +10
Inferno Bolts +10
Mark of Tzeentch +15
Sigil of Corruption +25
Spell Familiar +15
Howling Axe +35
+Fearless +10
+2 Mastery Levels +50
+Veterans of the Long War +5
235
To be honest, I agree with Vryce. AOBR gives +2 S. -1 WS and BS is generally equal in points to +2S (10 per), plus the Howling Axe does not have Rage, which would add an additional attack, assuming he didn't fail the DW roll. The additional of both Unwieldy and the Space Wolves stuff is greatly detrimental to the effectiveness of the Axe, the SW stuff less so but still a slight hindrance should he both play against SW and they charge the unit. Hell, I'm not even convinced the Axe should cost 35 points - A power Axe is 15 points, plus Daemon weapon, plus Force, plus the SW rules... I do not think the DW and Force rules are worth an additional 20 points. Considering that the Force Weapon is built into the cost of the Sorcerer, the weapon should not cost 35 points.
This message was edited 1 time. Last update was at 2013/03/06 18:02:27
Azkoth Vryce, Lord Sorcerer of the Thousand Sons
“The treachery of the Imperium shall not be forgotten. With their last breath, they shall bear witness to the end of days.”
The Council of Nikea. The destruction of Prospero. Incalculable knowledge lost. Constant reminders of the Emperor’s treachery. That he would send the Space Wolves against other Astartes is proof of his arrogance and false claim of rulership! Azkoth will never forgive these actions and has dedicated his service to Tzeentch with the promise that he and the Thousand Sons shall seek vengeance for their crimes. He has vowed to show the Imperium the folly of their ignorance and the price of their treachery.
Forced to seek safety during the destruction of Prospero, their Primarch, Magnus, bent the powers of the empyrean to his will and transported them to the Planet of the Sorcerers. Deep in the Eye of Terror, the mutating powers of the Warp soon began to takes its toll on the Legion. The horror Azkoth felt at watching his brethren become grotesque versions of their former selves was immense. The other Sorcerers had already implored Magnus to help them stop the rampant mutations, but their pleas fell upon deaf ears.
Ahriman, the Chief Librarian begun taking matters into his own hands. He had pored over his Primarch’s rescued cache of lore and had devised a way to stop the mutation. Ahriman would need all the help he could get, so he called upon all the sorcerers to aid him in his plan. Azkoth and many others agreed, but others simply refused. So it was that Ahriman, Azkoth and several of the most powerful sorcerers of the legion wove a spell that Ahriman had created himself – The Rubric of Ahriman. The spell was successful, though in a way none could forsee. Magnus, enraged, banished Ahriman from the Planet of Sorcerers along with the others who assisted.
For a time, Azkoth wandered the Eye, offering his power and warhost for rewards of lost artefacts and heretical lore; sometimes just taking what he wanted by force. Many times a cult leader would find himself simply stripped of his property – or his life – after making a deal with Azkoth. His quest for vengeance propelled him to plan well executed raids into realspace, forcing a response from loyal Astartes. Sectors rumored to be patrolled by the Space Wolves would be primary targets.
Azkoth’s power and influence within the banished Thousand Sons grew over time, and with his patron God as well. He struck many pacts with powerful Daemons, learning sorceries and knowledge that would blast lesser minds into insanity. He waged war for two centuries in the Lokia system, slaughtering millions in the search for the rumored Dolmen Gates, using an ancient Crone World for his base of operations.
The Eldar, furious at the taint of Chaos marring one of their ancient homeworlds, mustered a force to scour the planet clean. Tzeentch had seen this possible path and warned Azkoth of the coming Eldar. Azkoth ambushed the Eldar as they emerged from a hidden Webway portal beneath the planet’s surface. After the slaughter, Azkoth plucked the soul stones from the corpses of the Farseers and two Warlocks and later presented them as his personal gifts to Tzeentch. Tzeentch rewarded him with his personal Sigil, glorifying Azkoth as one of his most exalted Champions.
Azkoth, realizing now that the Dolmen Gates were unnecessary, notified Ahriman of the Webway portal and increased his presence on the planet. He built a large temple to Tzeentch and soon found cultists and other Chaos Marines loyal to Tzeentch flocking to the planet. Azkoth followed Ahriman into the Webway and helped him bring battle to the Eldar within, while simultaneously seeking entrance to the Black Library. They were repelled at great cost to the Eldar and after being expelled from the Webway, the Eldar destroyed it from within, sealing off the portal. Enraged, Ahriman bade Azkoth to continue his pogrom in the system and find the Dolmen Gates.
It was during one of the final battles in the sector that Azkoth was able to extract the promised vengeance from the Space Wolves. His warband, having beat back an offensive launched to push them off Volpe IX, and tracked the survivors back to their staging area.
The Wolves were badly beaten, having taken severe casualties during the failed offensive. When Azkoth found the survivors, there was perhaps half a company of Wolves, led by four Rune Priests. Azkoth was furious that the same Legion had begun using the same powers the Emperor himself forbade! The very same Legion decried him and his kind sorcerers and destroyed his home planet! He gathered his allies to him devising a devious plan. Under the cover of night, Azkoth’s force surrounded the camp and launched their assault. The Space Wolves fought back valiantly, but were no match for the full strength force arrayed against them.
Azkoth ordered the Priests be left alive, but the rest of the company were to be slaughtered. Their corpses were skinned.
Producing a scroll he obtained in the Eye of Terror, Azkoth wove a spell which bound the skins together to make a large cauldron. As the last stitch slid home, he placed his force axe within the newly procured vessel, and strung the Rune Priests upside down over the cauldron.
Incanting a rite he learned from a Lord of Change, Azkoth slit the throats of the Priests, allowing their blood to fill the cauldron. As the last of their lifeblood bathed his axe, and their souls departed, he finished the ancient Rite of Binding. The force axe consumed the blood of the Priests and absorbed their souls, trapping them for eternity.
Driven insane by their imprisonment, they howl and shriek their frustration and anger, and search for any escape from their cage. The axe, now given sentience by the maddened souls that inhabit it, now seeks other powerful souls to trap within it, damning them to the same fate.
Azkoth considers his imbued weapon to be the ultimate trophy, and to this day he laughs at the torment inflicted on the souls bound inside.
A fitting payment for their treachery.
Azkoth Vryce – 205 points
WSBS S T W I A LDSV 5 4 4 4 3 4 2 10 3+
Unit type – Infantry (Character)
Wargear – Power Armor, Bolt Pistol, Inferno Bolts, Sigil of Corruption, Mark of Tzeentch, Spell Familiar, Frag Grenades, Krak Grenades
Chaos Artefact – Howling Axe of Woe
Special Rules – Psyker (Mastery Level 3), Veterans of the Long War, Champion of Chaos, Fearless, Independent Character
Psyker – Azkoth generates his powers from the Biomancy, Pyromancy, Telepathy & Tzeentch Disciplines
Master of the Rubricae – In a primary detachment that includes Azkoth, Thousand Sons are treated as Troops instead of Elites
Options – Azkoth may:
• exchange his Power Armor, Frag/Krak grenades, Bolt Pistol and Inferno Bolts for Terminator Armor, combi-bolter and Inferno Bolts for +25 points.
• exchange combi-bolter and Inferno Bolts for a combi-flamer/-melta/-plasma for +10 points
Chaos Artefact: Howling Axe of Woe - – This artefact was forged when Azkoth intoned ancient rites of binding and soaked the blade of his force axe in the blood of four captured Rune Priests. The souls of the Rune Priests were bound into the axe and suffer in eternal torment.
Str +2, Range -, AP2, Melee, Daemon Weapon, Unwieldy, Force
In addition, Space Wolves have the Hatred: Azkoth special rule and when charging Azkoth or a unit he is attached to they also gain Furious Charge.
*Edited stats.
Made some stat changes, should bring him more inline w/ cost. However, there's absolutely no way you're going to convince me that a weapon w/ -worse- stats than the Axe of Blind Rage & -also- gives USR's to an opponent is worth 10 pts more.
Ohcrap - just noticed I missed the Sigil and Fearless in my pointing. *goes and fixes that*
It's basically a Power Axe, with the Daemon Weapon and Force rules, and only gives Hatred and Furious Charge to Space Wolves. So against 1 in 16 armies, and only when they specifically charge him (and his unit) - not exactly a massive drawback there
Axe of Blind Fury requires you have Mark of Khorne which is 10-15pts on the models that can take the Axe, gives rage (matters for princes. ) and reduces the models WS by 1.
But sure, lets go with 35pts
So with your changes:
Spoiler:
Sorc - 60
+1W +10
Inferno Bolts +10
Mark of Tzeentch +15
Sigil of Corruption +25
Spell Familiar +15
Howling Axe +35
+Fearless +10
+2 Mastery Levels +50
+Veterans of the Long War +5
235
Just so we're clear here, if GW used the same guidelines that have appeared here for stat increases & special abilities - Typhus would cost over 300 pts. Food for thought.
~Vryce
Sometimes, the only truth people understand, comes from the barrel of a gun.
While serving as a Emperor's champion Vendrake was betrayed by a squad of traitor guard and left for dead. He was rescued by the eagle warriors chapter and was inducted into a assault squad. Within eight years he had risen to the rank of sergeant due to his deadly skill with a blade. He requested to serve with the Salamanders chapter, not knowing his original chapter the eagle warriors captain he had served with and developed a personal friendship with granted his requested. On Vulkan he crafted his tool of his trade. The black blade the last word the tricksters agies and the armor of the swordsman. When disaster struck the Knights of Stern chapter he called upon his friends in the salamanders and eagle warriors chapters to aid them. Ever since he has served with the knights of stern hoping to best serve the imperium.
Unit type character (unique)
wargear
The trickster's agies
Combat shield that grants a 4+ invulnerable save and subtracts 1 attack from a enemy characters attacks for the first round of CC
The black blade
If a enemy character with higher strength engages Vendrake that character initiative is reduced to one. And if a character engages Vendrake with a higher initiative then Vendrake's strength is increased by 2
The armor of the duelist
Artificer armor that makes Vendrake immune to instant death
The last word
bolt pistol with a 18 inch range and hellfire rounds
Special rules
warrior diplomat
All space marine war gear options in Vendrake's army cost 5 pts. less and all tanks cost 15 pts. less
Ws6 Bs 4 S4 T4 W4 I 10 Sv 2+
('');
A good soldier obeys without question. A good officier commands without doubt
While serving as a Emperor's champion Vendrake was betrayed by a squad of traitor guard and left for dead. He was rescued by the eagle warriors chapter and was inducted into a assault squad. Within eight years he had risen to the rank of sergeant due to his deadly skill with a blade. He requested to serve with the Salamanders chapter, not knowing his original chapter the eagle warriors captain he had served with and developed a personal friendship with granted his requested. On Vulkan he crafted his tool of his trade. The black blade the last word the tricksters agies and the armor of the swordsman. When disaster struck the Knights of Stern chapter he called upon his friends in the salamanders and eagle warriors chapters to aid them. Ever since he has served with the knights of stern hoping to best serve the imperium.
Unit type character (unique)
wargear
The trickster's agies
Combat shield that grants a 4+ invulnerable save and subtracts 1 attack from a enemy characters attacks for the first round of CC
The black blade
If a enemy character with higher strength engages Vendrake that character initiative is reduced to one. And if a character engages Vendrake with a higher initiative then Vendrake's strength is increased by 2
The armor of the duelist
Artificer armor that makes Vendrake immune to instant death
The last word
bolt pistol with a 18 inch range and hellfire rounds
Special rules
warrior diplomat
All space marine war gear options in Vendrake's army cost 5 pts. less and all tanks cost 15 pts. less
Ws6 Bs 4 S4 T4 W4 I 10 Sv 2+
fluff is nonsensical and warrior diplomat is ridiculously good. also no points value
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Wargear: Power armor, aura of dark majesty, bolt pistol, frag and krak grenades
Malcharion's bolter: Range 24 S4 AP4 Assault 2
Aurum: This is a master crafted power sword with Fleshbane. Blood Angels gain Hatred against Talos.
Special Rules: Fear, Veterans of the Long War, Night Vision
Prophetic Voice: Talos or any 1 friendly model within 12 inches may re-roll any 1 dice per turn.
Xarl, Blademaster
Type: Infantry (character)
WS6 BS4 S4 T4 W2 I5 A3 Ld8 Sv3+
Wargear: Power armor, bolt pistol, bolter, frag and krak grenades
Executioner: S6 AP4 Rending Two-handed Melee
Special Rules: Fear, Veterans of the Long War, Night Vision
Dodge: Xarl has a 5+ invulnerable save, increased to 4+ in combat.
Cyrion
Type: Infantry (character)
WS4 BS5 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: Power armor, bolt pistol, close combat weapon, bolter, frag and krak grenades
Special Rules: Fear, Veterans of the Long War, Night Vision
Touched by Slaanesh: Whenever a model is removed from play within 3 inches of Cyrion, roll a dice. On a 5+ he gains +1 S and I until the start of his next turn.
Uzas
Type: Infantry (character)
WS5 BS3 S4 T4 W2 I4 A3 Ld6 Sv3+
Wargear: Power armor, bolt pistol, master-crafted bolter, chainaxe, frag and krak grenades
Special Rules: Fear, Rage, Counter Attack, Fearless (not conferred to First Claw), Veterans of the Long War, Hatred (everything), Night Vision
Touched by Khorne: If Uzas is in range for a legal charge, he must pass a Ld test on his unmodified Ld or attempt to charge. If he is within 3 inches of Talos he may use Talos' Ld instead
Mercutian
Type: Infantry (character)
WS4 BS4 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: Power armor, bolt pistol, close combat weapon, frag and krak grenades
Modified heavy bolter: Range 36 S5 AP4 Salvo 2/4
Special Rules: Fear, Veterans of the Long War, Stubborn (not conferred to First Claw), Night Vision
Variel
Type: Infantry (character)
WS4 BS4 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: power armor, bolt pistol, close combat weapon, bolter, frag and krak grenades
Narthecium: Grants FNP to First Claw
Special Rules: Fear
Pure win. You get all of dem internet cookies. Exalted!
Maybe a points decrease? 350 seems kinda steep.... You could give Talos mastery level 1 and forewarning(from Divination). Also, maybe have Aurum be AP 2?
You could make Mecurtan's HB Rending as well?
Lucarikx
This message was edited 2 times. Last update was at 2013/03/07 04:37:40
Wargear: Power armor, aura of dark majesty, bolt pistol, frag and krak grenades
Malcharion's bolter: Range 24 S4 AP4 Assault 2
Aurum: This is a master crafted power sword with Fleshbane. Blood Angels gain Hatred against Talos.
Special Rules: Fear, Veterans of the Long War, Night Vision
Prophetic Voice: Talos or any 1 friendly model within 12 inches may re-roll any 1 dice per turn.
Xarl, Blademaster
Type: Infantry (character)
WS6 BS4 S4 T4 W2 I5 A3 Ld8 Sv3+
Wargear: Power armor, bolt pistol, bolter, frag and krak grenades
Executioner: S6 AP4 Rending Two-handed Melee
Special Rules: Fear, Veterans of the Long War, Night Vision
Dodge: Xarl has a 5+ invulnerable save, increased to 4+ in combat.
Cyrion
Type: Infantry (character)
WS4 BS5 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: Power armor, bolt pistol, close combat weapon, bolter, frag and krak grenades
Special Rules: Fear, Veterans of the Long War, Night Vision
Touched by Slaanesh: Whenever a model is removed from play within 3 inches of Cyrion, roll a dice. On a 5+ he gains +1 S and I until the start of his next turn.
Uzas
Type: Infantry (character)
WS5 BS3 S4 T4 W2 I4 A3 Ld6 Sv3+
Wargear: Power armor, bolt pistol, master-crafted bolter, chainaxe, frag and krak grenades
Special Rules: Fear, Rage, Counter Attack, Fearless (not conferred to First Claw), Veterans of the Long War, Hatred (everything), Night Vision
Touched by Khorne: If Uzas is in range for a legal charge, he must pass a Ld test on his unmodified Ld or attempt to charge. If he is within 3 inches of Talos he may use Talos' Ld instead
Mercutian
Type: Infantry (character)
WS4 BS4 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: Power armor, bolt pistol, close combat weapon, frag and krak grenades
Modified heavy bolter: Range 36 S5 AP4 Salvo 2/4
Special Rules: Fear, Veterans of the Long War, Stubborn (not conferred to First Claw), Night Vision
Variel
Type: Infantry (character)
WS4 BS4 S4 T4 W2 I4 A2 Ld8 Sv3+
Wargear: power armor, bolt pistol, close combat weapon, bolter, frag and krak grenades
Narthecium: Grants FNP to First Claw
Special Rules: Fear
Pure win. You get all of dem internet cookies. Exalted!
Maybe a points decrease? 350 seems kinda steep.... You could give Talos mastery level 1 and forewarning(from Divination). Also, maybe have Aurum be AP 2?
You could make Mecurtan's HB Rending as well?
Lucarikx
Cheers mate
I might make Aurum AP2 rather than Fleshbane
mastery level 1 seems too good, after all he doesn't use his forewarning in combat situations, only before/after
Mercutian's heavy bolter i feel I have changed enough, rending is a bit over the top
I might also add a rule to reflect that the night lords fight like murderers rather than soldiers
Automatically Appended Next Post: Updated with an additional rule and some changes
This message was edited 1 time. Last update was at 2013/03/07 05:43:15
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Thinkin bout a sallie-theamed dreaddy to make Vulkan proud
Prometheus-Pattern Ironclad Dreadnought.....................140
Ws:4 Bs:4 S:6(10) F:13 S:13 R:10 I:4 A:2
Wargear: Flame Hurricane (3x TL flamers), Seismic Hammer with built-in meltagun
Options: Upgrade Flame Hurricane to Melta Hurricane(3x TL meltaguns) for +10 points
Everything else is as Ironclad in C:SM except no second arm
This message was edited 1 time. Last update was at 2013/03/07 23:34:26
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
Aurum is a Glaive-Encarmine. Those things already have rules.
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life.
Thatguyhsagun wrote: Thinkin bout a sallie-theamed dreaddy to make Vulkan proud
Prometheus-Pattern Ironclad Dreadnought.....................140
Ws:4 Bs:4 S:6(10) F:13 S:13 R:10 I:4 A:2
Wargear: Flame Hurricane (3x TL flamers), Seismic Hammer with built-in meltagun
Options: Upgrade Flame Hurricane to Melta Hurricane(3x TL meltaguns) for +10 points
Everything else is as Ironclad in C:SM except no second arm
Would it not be a Hurricane Flamer and Hurricane Melta?
These things are 3x TL Flamer or 3x TL Melta... eesh.
If you say a Flamer on a dreadnought is 5pts each, then a TL Flamer is worth roughly 7.5pts, meaning 3 is 22.5pts.
Lets call it 25pts, and lets say a DCCW with Storm Bolter is worth roughly 25pts, so that point is fine...
So base, 140 is more than likely fine.
Then the Meltaguns... 10pts base, 15 for TL, 45 for 3xTL, meaning replacing Flamers with Meltaguns should probably be 20pts.
It's probably fine at 140+20 for 3 TL Meltaguns.. but it is a rather brutal dread.
Thatguyhsagun wrote: Thinkin bout a sallie-theamed dreaddy to make Vulkan proud
Prometheus-Pattern Ironclad Dreadnought.....................140
Ws:4 Bs:4 S:6(10) F:13 S:13 R:10 I:4 A:2
Wargear: Flame Hurricane (3x TL flamers), Seismic Hammer with built-in meltagun
Options: Upgrade Flame Hurricane to Melta Hurricane(3x TL meltaguns) for +10 points
Everything else is as Ironclad in C:SM except no second arm
Would it not be a Hurricane Flamer and Hurricane Melta?
These things are 3x TL Flamer or 3x TL Melta... eesh.
If you say a Flamer on a dreadnought is 5pts each, then a TL Flamer is worth roughly 7.5pts, meaning 3 is 22.5pts.
Lets call it 25pts, and lets say a DCCW with Storm Bolter is worth roughly 25pts, so that point is fine...
So base, 140 is more than likely fine.
Then the Meltaguns... 10pts base, 15 for TL, 45 for 3xTL, meaning replacing Flamers with Meltaguns should probably be 20pts.
It's probably fine at 140+20 for 3 TL Meltaguns.. but it is a rather brutal dread.
Basing it off n ironclads (AV13's) so base cost should be 160?
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
No one ever said Aurum is a GLaive ENcarmine
Glaive Encarmines, as of Fear to Tread, are used exclusively by the Sanguinary GUard. Aurum was stolen from a BLood Angels Captain. Since even Raldoron, the 1st Captain, didn't have a glaive encarmine, I assummed quite reasonably that Aurum could be simply a very well made power sword. The rules I gave it are similar to the rules for Sammael's raven sword, reflecting its properties as a relic, master crafted sword
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Thatguyhsagun wrote: Thinkin bout a sallie-theamed dreaddy to make Vulkan proud
Prometheus-Pattern Ironclad Dreadnought.....................140
Ws:4 Bs:4 S:6(10) F:13 S:13 R:10 I:4 A:2
Wargear: Flame Hurricane (3x TL flamers), Seismic Hammer with built-in meltagun
Options: Upgrade Flame Hurricane to Melta Hurricane(3x TL meltaguns) for +10 points
Everything else is as Ironclad in C:SM except no second arm
Would it not be a Hurricane Flamer and Hurricane Melta?
These things are 3x TL Flamer or 3x TL Melta... eesh.
If you say a Flamer on a dreadnought is 5pts each, then a TL Flamer is worth roughly 7.5pts, meaning 3 is 22.5pts.
Lets call it 25pts, and lets say a DCCW with Storm Bolter is worth roughly 25pts, so that point is fine...
So base, 140 is more than likely fine.
Then the Meltaguns... 10pts base, 15 for TL, 45 for 3xTL, meaning replacing Flamers with Meltaguns should probably be 20pts.
It's probably fine at 140+20 for 3 TL Meltaguns.. but it is a rather brutal dread.
Basing it off n ironclads (AV13's) so base cost should be 160?
Na, 140 base is probably fine. It's an Ironclad replacing a DCCW and Stormbolter, for 3 TL flamers.
So 140 base, then 160 if it has the Hurricane Melta.
The Deathless (??? pts) WS4 BS4 S4 T5 W2 I4 A2 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Artificer Armour, Master-Crafted Bolt Pistol
Special Rules: IC, Fearless, Fear, Feel No Pain, It Will Not Die
[Deathly Form]
- Close-combat attacks are AP- and Murderous (to-wound of 6 is Instant Death)
Dinas Chayne - Bajolur-Captain of the Lucifer Blacks
Chayne was chief of Lord Commander Namatjira's Lucifer Black bodyguards. When the Alpha Legion started to exterminate the 670th Expedition after siding with the Cabal, Chayne attempted to escort his master off the flagship that was overrun with Alpha Legionnaires. Meeting the true Alpharius in the hanger, Chayne was the only member of his unit able to fend the Primarch off in combat. Not only that, his masterful bladework forced Alpharius back and he managed to bury his sword to the hilt in Alpharius' chestplate, thus becoming the only known unaugmented human to wound a Primarch in hand to hand combat. Unable to retrieve his sword, and with a grudging acknowledgement of 'Thats all you'll get' from the Primarch, he was promptly killed.
Points: 95
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS4 S4 T3 W3 I5 A3 Ld9 Sv4+
Wargear: Carapace armor, las pistol, power sword, frag and krak grenades, refractor field
Special Rules: Independent Character
Superb Swordsman: Has a 4+ invulnerable save in close combat. Has the Shred USR in a challenge.
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Those who are aware of my little post on my little thread will know this character, but I thought it would be best to post his full story in this post, in his rather unbalanced, but much fuller form.
-Power To The People Most of the time, a typical infantryman is doomed when confronted with an armored vehicle. However, after years of experience in anti tank warfare reinforcing his natural aptitude with his grenade launcher, Anselm Venables has learnt to "snipe" a vehicle, and is able to disable specific functions of an armored vehicle and crippling it.
Effect:
Roll two extra D6 when Venables manages to hit an armored vehicle. Apply the following effects based on the result:
Total value of 2: Instant kill on the vehicle in question.
Total value of 3-4: Vehicle cannot move or shoot for two turns.
Total value of 5-6: One of the vehicle's armament is permanently disabled.
Total value of 7-8: The vehicle cannot move for two turns, but can continue shooting.
Total value of 9-12: No result, presume regular calculations.
- “Mines Everywhere” Whenever an opponent’s model mobilizes his unit, roll two D6. If the combined result is 4 or less, the opponent’s models (measured on a squad by squad basis) are hit by Anselm’s mines, which has a Strength of 8 and AP of 3. If an armored vehicle is hit, consider it a hit on the back armor. This characteristic continues even after Anselm is killed in combat.
“Selfish Bastard” In the cases in which an enemy model fires on Anselm, and there are other models 10’‘ around his vicinity, allocate the shots to other models.
Venables can upgrade his armor for additional points. Can take both
- Carapace Armor for 5pts
-Camo Cloak for 5pts
Lore:
Anselm Venables is a medium ranking member of the Undertaker’s guild with a famed reputation as the “Armor Hunter”, having neutralized countless numbers of armored targets over the course of his career. While quite amiable and talkative outside of combat, Venables was a distinct loner and individualist in the heat of war, prioritizing his own survival above everything else. In his first deployment in the Damocles Gulf Crusade, he sacrificed his whole platoon to take down two Hazard battle suits. When questioned about his behavior, Venables was known to have ambivalently stated to have “sacrificed his comrades as bait” for much larger beasts. This event nearly had Venables executed, but the surprisingly merciful Imperial authorities at the time decided it was best to deploy Venables alone as penance for his actions. Anselm Venables not only managed to survive, but thrived in reconnaissance duties and destroying tanks. His experiences in this niche of warfare was recorded in his memoirs, and was particularly popular among light infantry regiments which were unable to field anti-armor vehicles so openly.
Over the course of his duties in the Damocles Gulf Crusade (M41 742-745), Anselm Venables destroyed over 300 Tau battle suits with carefully planned ambushes. This was the reason why Anselm Venables came to be known as the “Armor Hunter” by both the Imperium and the Tau. This was a particular triumph for his home planet Frontier World Nihilum, which its Imperial Guards were too poor and hated to own tanks.
The seemingly random destruction caused by Venables was ignored as a joint effort by the Tau for quite some time, until a Pathfinder team discovered that the countless number of battlesuits scrapped was done by a single man. In M41 745, the Tau sent seven XV25 stealth teams to eliminate the previously hidden threat against their armor columns, as the stealth Team was asked never to return until the mission was completed. The Search and Destroy Operation lasted an intense nine days, in which thirteen Tau warriors were killed directly, and seven became too injured to continue the mission, and subsequently died from blood loss and infection. The last surviving Tau Shas'ui “Silent Knife” managed to hit Anselm, vaporizing one of his arms. As Silent Knife walked returned from the mission, he stepped on a mine which Anselm had planted two months earlier. Surprisingly, both of these figures survived, as they were rescued and extracted by their respective forces. Silent Knife, for his glorious duel against a potent and damaging foe, was promoted to Shas'el, and was given a Crisis Suit for use in combat. Curiously, among the Tau, Silent Knife's mission was changed into a one-on-one duel, and Venables was changed from a lowly guardsman to a veteran Deathwatch Space Marine, even under the outcry of the Tau fire warriors who knew the true identity of Anselm Venables.
Meanwhile, Anselm Venables, surviving a close death, was considered by the Imperial Authority to have skills too valuable to waste, and was to retire from the Imperial Guard to become an instructor at the Schola Progenium. While this was a great honor for any individual guardsman to be bestowed upon, Venables dreaded the day of his retirement, as it meant that he would never be able to visit foreign worlds, forever “stuck in a glorified prison and indoctrination camp”.
During his recovery, in which he was given a prostate arm by the Adeptus Mechanicus, a rogue trader by the name of Elizabeth Cail took notice of his skills and his dissatisfactions of his “blessings”. As she planned on traveling to Tau territory for negotiations and trades, Cail thought that it would be useful to have a feared Imperial soldier to become her bodyguard, and, against the mech loving Tau, she found Venables to be a perfect fit. After some “discussions”, Anselm deserted on the day he was to be transported to the Schola in Cadia, and joined Cail’s crew.
With his new master, Anselm Venables travelled to the far reaches of Tau territory, demonstrating sheer intimidation value against Tau Battle suit operators whom he had taken many of their fellow brothers in arms. When Silent Knife, now a much talked about hero among his race, saw Anselm Venables smile smugly at him, he was publicly humiliated, stripped of his ranks, and promptly committed suicide in shame. By using Venables, along with other intimidating and respected Imperial soldiers and diplomats, Cail found it quite easy to sway the negotiations and trades to her favor, and brought back a large stockpile of Tau Weaponry, which she delivered to the Ordo Xenos and Adeptus Mechanicus for inspection. For his achievements in Cail’s journey, Venables had his names cleared from charges of desertion and cowardice. Free to do whatever he wished, Venables decided to stick with the Rogue Trader, knowing that with her, he would be able to quench his desires of visiting countless strange worlds, and encountering the even more intriguing Xenos Scums.
Even as he travels around the various fringes of the known galaxy with Cail and her accommodating crew, Anselm was known to have fondly talked about his desire to visit the Eye of Terror, even when he knew very well the perils that lie within But found his unquenchable desire for adventure still somehow stronger, and is fortunately restrained by his more pragmatic master from undertaking such suicidal journeys.
This message was edited 2 times. Last update was at 2013/03/09 17:55:51
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
I think he may be the less badass, less traumatized grenade launcher wielding counterpart of Marbo. After all, Anselm's stats ARE based on Marbo's and I modified it to be more "range-y",and have more explosions.But I do fear that he has become a Marty Sue though. Whenever I read Anselm's lore, he seems a little TOO perfect, and I think I need to make him a little bit more f-ed up. Maybe I SHOULD emphasize Venables using his fellow guardsmen as baits for his "hunts". But that's for another time I think.
That being said, I would love to see the interaction between Ciaphas Cain and Marbo, whose personalities are both so similar and different.
Wargear: Power armor, plasma pistol, combat blade, frag and krak grenades, refractor field
Serpent: This is a relic blade. Once per game, Phocron can either throw his sword as a 6 inch ranged shooting weapon during his shooting phase, or can drop in at the start of a combat phase. The hidden plasma charge explodes as a S7 AP2 Blast, and is considered an assault weapon if used in the shooting phase. If used during the combat phase, center the blast over either Phocron or any 1 enemy model in base contact with him. Once this is used, Phocron no longer has Serpent as part of his war gear
Warlord trait: Master of Deception
Special Rules: Independent Character, Fearless, Inspiring Presence
Hydra's Heads: All cultist units in the same detachment gain +1 WS and BS, replacing their improvised armor with flak armor for free. However, they may not select any Marks or gifts of mutation.
We are many: Whenever Phocron is removed from play, roll a dice. On a 2+, replace any character from the same detachment with Phocron. Phocron is then equipped with whatever wargear the replaced model was equipped with, replacing all wargear he originally had.
This message was edited 1 time. Last update was at 2013/03/11 08:06:27
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
So got my hands on some Tau and had some extra pulserifles left, and looked over to my IG (have like 1500 pts I never use) and the idea for a Gue'vesa vet squad was born! Gue'vesa veteran squad Ws:3 BS:4 S:3 T:3 W:1 I:3 A:1 Ld:7 Sv:5+ 7ppm All options as vet squad but include: Any Gue'vesa squad may take pulserifles or pulsecarbines for +1 ppm
Thought about using some squads for my FLGS, since the old rules were "outdated." Also wanna do the entire army over as Gue'vesa thoughts? Items excluded would be: Comissars (obvious) regimental standard (they don't have a regiment anymore) Penal Legion (no prisoners) no named characters (obvious) Including: weapons teams can use 1 railgun (Broadside type) as well as sentinels (broadside type), Leman Russ's can use a hammerhead-type ion cannon, any infantry can exchange lasguns for Pulesweapons for +1 points, Baneblades (always wanted one ) can exchange its turret for a TL Hammerhead Railcannon, lascannons for railrifles (The S:6 AP:3 kind) HB for TL pulserifles, and the Demlisher cannon for an Ion Cannon, Chimeras can take a turret railgun (S6 AP3), any infantry may take a Devilfish dedicated transport
This message was edited 3 times. Last update was at 2013/03/11 14:44:25
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
Sith Robes: Gives a 5+ armor save and the Shrouded USR
Sith Lightsabers: 2 close combat weapons. Has the Ignores armor, Fleshbane, Armorbane, Shred USRs.
Special Rules: Eternal Warrior, It Will Not Die, Feel No Pain, Adamantium Will, Fleet
Supreme Bladesman: Has a 3+ invulnerable save, increased to 2+ in combat.
Infinite Hatred: Hatred for every round of combat, rather than just the first.
Aura of Darkness: All enemy units within 6 inches suffer from -1 WS, BS and I. Causes Fear, and successful Fear tests must be rerolled.
Psyker Mastery Level 5: May re-roll all failed psychic tests, and is immune to Perils of the Warp. Knows the following powers:
Sith Lightning: Warp Charge 1. Witchfire. Range 24 S7 AP2 Assault 2D6 + 2 Blind Concussion Disable: Any models suffering an unsaved wound but not killed by this attack are unable to move in the next turn.
Force Push: Warp Charge 1. Focused Witchfire. Range 18 S6 AP- Assault 1 Slam: Target model may not move in the next turn. Shove: Target model is pushed in a random direction 2D3 inches.
Force pull: Warp Charge 1. Focused Witchfire. Range 18 S6 AP- Assault 1 Slam: Target model may not move in the next turn. Grab: Target model is pulled directly towards Sidious 2D3 inches.
Force Crush: Warp Charge 2. Focused Witchfire. Range 12 S10 AP1 Assault 1 Instant Death Fleshbane Crush: If target is a vehicle, it automatically explodes, and any passengers are automatically removed from play.
Glory to the Twelfth! Glory to Angron!
"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions